wined3d: Get rid of surface_blt_special() fallback in wined3d_surface_blt().

It turns out it was actually dead code. The last remaining caller was
the cross-swapchain blit case but surface_blt_special() actually
rejected those (or any swapchain to swapchain blit).

Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Matteo Bruni 2019-08-13 22:02:12 +02:00 committed by Alexandre Julliard
parent b3bf2c4f26
commit cdacbd9850
1 changed files with 4 additions and 550 deletions

View File

@ -876,547 +876,6 @@ void texture2d_load_fb_texture(struct wined3d_texture_gl *texture_gl,
context_restore(context, restore_texture, restore_idx); context_restore(context, restore_texture, restore_idx);
} }
/* Does a direct frame buffer -> texture copy. Stretching is done with single
* pixel copy calls. */
static void fb_copy_to_texture_direct(struct wined3d_texture_gl *dst_texture, unsigned int dst_sub_resource_idx,
const RECT *dst_rect_in, struct wined3d_texture_gl *src_texture, unsigned int src_sub_resource_idx,
const RECT *src_rect, enum wined3d_texture_filter_type filter)
{
struct wined3d_device *device = dst_texture->t.resource.device;
unsigned int src_height, src_level, dst_level;
const struct wined3d_gl_info *gl_info;
struct wined3d_context_gl *context_gl;
float xrel, yrel;
struct wined3d_context *context;
BOOL upsidedown = FALSE;
RECT dst_rect = *dst_rect_in;
GLenum dst_target;
/* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
* glCopyTexSubImage is a bit picky about the parameters we pass to it
*/
if(dst_rect.top > dst_rect.bottom) {
UINT tmp = dst_rect.bottom;
dst_rect.bottom = dst_rect.top;
dst_rect.top = tmp;
upsidedown = TRUE;
}
context = context_acquire(device, &src_texture->t, src_sub_resource_idx);
context_gl = wined3d_context_gl(context);
gl_info = context_gl->gl_info;
wined3d_context_gl_apply_blit_state(context_gl, device);
wined3d_texture_load(&dst_texture->t, context, FALSE);
/* Bind the target texture */
wined3d_context_gl_bind_texture(context_gl, dst_texture->target, dst_texture->texture_rgb.name);
if (wined3d_resource_is_offscreen(&src_texture->t.resource))
{
TRACE("Reading from an offscreen target\n");
upsidedown = !upsidedown;
gl_info->gl_ops.gl.p_glReadBuffer(wined3d_context_gl_get_offscreen_gl_buffer(context_gl));
}
else
{
gl_info->gl_ops.gl.p_glReadBuffer(wined3d_texture_get_gl_buffer(&src_texture->t));
}
checkGLcall("glReadBuffer");
xrel = (float) (src_rect->right - src_rect->left) / (float) (dst_rect.right - dst_rect.left);
yrel = (float) (src_rect->bottom - src_rect->top) / (float) (dst_rect.bottom - dst_rect.top);
if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
{
FIXME_(d3d_perf)("Doing a pixel by pixel copy from the framebuffer to a texture.\n");
if (filter != WINED3D_TEXF_NONE && filter != WINED3D_TEXF_POINT)
ERR("Texture filtering not supported in direct blit.\n");
}
else if ((filter != WINED3D_TEXF_NONE && filter != WINED3D_TEXF_POINT)
&& ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
{
ERR("Texture filtering not supported in direct blit\n");
}
src_level = src_sub_resource_idx % src_texture->t.level_count;
dst_level = dst_sub_resource_idx % dst_texture->t.level_count;
src_height = wined3d_texture_get_level_height(&src_texture->t, src_level);
dst_target = wined3d_texture_gl_get_sub_resource_target(dst_texture, dst_sub_resource_idx);
if (upsidedown
&& !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
&& !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
{
/* Upside down copy without stretching is nice, one glCopyTexSubImage call will do. */
gl_info->gl_ops.gl.p_glCopyTexSubImage2D(dst_target, dst_level,
dst_rect.left /*xoffset */, dst_rect.top /* y offset */,
src_rect->left, src_height - src_rect->bottom,
dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
}
else
{
LONG row;
UINT yoffset = src_height - src_rect->top + dst_rect.top - 1;
/* I have to process this row by row to swap the image,
* otherwise it would be upside down, so stretching in y direction
* doesn't cost extra time
*
* However, stretching in x direction can be avoided if not necessary
*/
for(row = dst_rect.top; row < dst_rect.bottom; row++) {
if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
{
/* Well, that stuff works, but it's very slow.
* find a better way instead
*/
LONG col;
for (col = dst_rect.left; col < dst_rect.right; ++col)
{
gl_info->gl_ops.gl.p_glCopyTexSubImage2D(dst_target, dst_level,
dst_rect.left + col /* x offset */, row /* y offset */,
src_rect->left + col * xrel, yoffset - (int) (row * yrel), 1, 1);
}
}
else
{
gl_info->gl_ops.gl.p_glCopyTexSubImage2D(dst_target, dst_level,
dst_rect.left /* x offset */, row /* y offset */,
src_rect->left, yoffset - (int) (row * yrel), dst_rect.right - dst_rect.left, 1);
}
}
}
checkGLcall("glCopyTexSubImage2D");
context_release(context);
/* The texture is now most up to date - If the surface is a render target
* and has a drawable, this path is never entered. */
wined3d_texture_validate_location(&dst_texture->t, dst_sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB);
wined3d_texture_invalidate_location(&dst_texture->t, dst_sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB);
}
/* Uses the hardware to stretch and flip the image */
static void fb_copy_to_texture_hwstretch(struct wined3d_texture_gl *dst_texture, unsigned int dst_sub_resource_idx,
const RECT *dst_rect_in, struct wined3d_texture_gl *src_texture, unsigned int src_sub_resource_idx,
const RECT *src_rect, enum wined3d_texture_filter_type filter)
{
unsigned int src_width, src_height, src_pow2_width, src_pow2_height, src_level;
struct wined3d_device *device = dst_texture->t.resource.device;
GLenum src_target, dst_target, texture_target;
GLuint src, backup = 0;
float left, right, top, bottom; /* Texture coordinates */
const struct wined3d_gl_info *gl_info;
struct wined3d_context_gl *context_gl;
struct wined3d_context *context;
GLenum drawBuffer = GL_BACK;
GLenum offscreen_buffer;
BOOL noBackBufferBackup;
BOOL src_offscreen;
BOOL upsidedown = FALSE;
RECT dst_rect = *dst_rect_in;
TRACE("Using hwstretch blit\n");
src_target = wined3d_texture_gl_get_sub_resource_target(src_texture, src_sub_resource_idx);
dst_target = wined3d_texture_gl_get_sub_resource_target(dst_texture, dst_sub_resource_idx);
/* Activate the Proper context for reading from the source surface, set it up for blitting */
context = context_acquire(device, &src_texture->t, src_sub_resource_idx);
context_gl = wined3d_context_gl(context);
gl_info = context_gl->gl_info;
wined3d_context_gl_apply_ffp_blit_state(context_gl, device);
wined3d_texture_load(&dst_texture->t, context, FALSE);
offscreen_buffer = wined3d_context_gl_get_offscreen_gl_buffer(context_gl);
src_level = src_sub_resource_idx % src_texture->t.level_count;
src_width = wined3d_texture_get_level_width(&src_texture->t, src_level);
src_height = wined3d_texture_get_level_height(&src_texture->t, src_level);
src_pow2_width = wined3d_texture_get_level_pow2_width(&src_texture->t, src_level);
src_pow2_height = wined3d_texture_get_level_pow2_height(&src_texture->t, src_level);
src_offscreen = wined3d_resource_is_offscreen(&src_texture->t.resource);
noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
if (!noBackBufferBackup && !src_texture->texture_rgb.name)
{
/* Get it a description */
wined3d_texture_load(&src_texture->t, context, FALSE);
}
/* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
* This way we don't have to wait for the 2nd readback to finish to leave this function.
*/
if (context_gl->aux_buffers >= 2)
{
/* Got more than one aux buffer? Use the 2nd aux buffer */
drawBuffer = GL_AUX1;
}
else if ((!src_offscreen || offscreen_buffer == GL_BACK) && context_gl->aux_buffers >= 1)
{
/* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
drawBuffer = GL_AUX0;
}
if (noBackBufferBackup)
{
gl_info->gl_ops.gl.p_glGenTextures(1, &backup);
checkGLcall("glGenTextures");
wined3d_context_gl_bind_texture(context_gl, GL_TEXTURE_2D, backup);
texture_target = GL_TEXTURE_2D;
}
else
{
/* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
* we are reading from the back buffer, the backup can be used as source texture
*/
texture_target = src_target;
wined3d_context_gl_bind_texture(context_gl, texture_target, src_texture->texture_rgb.name);
gl_info->gl_ops.gl.p_glEnable(texture_target);
checkGLcall("glEnable(texture_target)");
/* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
src_texture->t.sub_resources[src_sub_resource_idx].locations &= ~WINED3D_LOCATION_TEXTURE_RGB;
}
/* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
* glCopyTexSubImage is a bit picky about the parameters we pass to it
*/
if(dst_rect.top > dst_rect.bottom) {
UINT tmp = dst_rect.bottom;
dst_rect.bottom = dst_rect.top;
dst_rect.top = tmp;
upsidedown = TRUE;
}
if (src_offscreen)
{
TRACE("Reading from an offscreen target\n");
upsidedown = !upsidedown;
gl_info->gl_ops.gl.p_glReadBuffer(offscreen_buffer);
}
else
{
gl_info->gl_ops.gl.p_glReadBuffer(wined3d_texture_get_gl_buffer(&src_texture->t));
}
/* TODO: Only back up the part that will be overwritten */
gl_info->gl_ops.gl.p_glCopyTexSubImage2D(texture_target, 0, 0, 0, 0, 0, src_width, src_height);
checkGLcall("glCopyTexSubImage2D");
/* No issue with overriding these - the sampler is dirty due to blit usage */
gl_info->gl_ops.gl.p_glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(filter));
checkGLcall("glTexParameteri");
gl_info->gl_ops.gl.p_glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
wined3d_gl_min_mip_filter(filter, WINED3D_TEXF_NONE));
checkGLcall("glTexParameteri");
if (!src_texture->t.swapchain || &src_texture->t == src_texture->t.swapchain->back_buffers[0])
{
src = backup ? backup : src_texture->texture_rgb.name;
}
else
{
gl_info->gl_ops.gl.p_glReadBuffer(GL_FRONT);
checkGLcall("glReadBuffer(GL_FRONT)");
gl_info->gl_ops.gl.p_glGenTextures(1, &src);
checkGLcall("glGenTextures(1, &src)");
wined3d_context_gl_bind_texture(context_gl, GL_TEXTURE_2D, src);
/* TODO: Only copy the part that will be read. Use src_rect->left,
* src_rect->bottom as origin, but with the width watch out for power
* of 2 sizes. */
gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, src_pow2_width,
src_pow2_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
checkGLcall("glTexImage2D");
gl_info->gl_ops.gl.p_glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, src_width, src_height);
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
checkGLcall("glTexParameteri");
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
checkGLcall("glTexParameteri");
gl_info->gl_ops.gl.p_glReadBuffer(GL_BACK);
checkGLcall("glReadBuffer(GL_BACK)");
if (texture_target != GL_TEXTURE_2D)
{
gl_info->gl_ops.gl.p_glDisable(texture_target);
gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
texture_target = GL_TEXTURE_2D;
}
}
checkGLcall("glEnd and previous");
left = src_rect->left;
right = src_rect->right;
if (!upsidedown)
{
top = src_height - src_rect->top;
bottom = src_height - src_rect->bottom;
}
else
{
top = src_height - src_rect->bottom;
bottom = src_height - src_rect->top;
}
if (src_texture->t.flags & WINED3D_TEXTURE_NORMALIZED_COORDS)
{
left /= src_pow2_width;
right /= src_pow2_width;
top /= src_pow2_height;
bottom /= src_pow2_height;
}
/* draw the source texture stretched and upside down. The correct surface is bound already */
gl_info->gl_ops.gl.p_glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl_info->gl_ops.gl.p_glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
wined3d_context_gl_set_draw_buffer(context_gl, drawBuffer);
gl_info->gl_ops.gl.p_glReadBuffer(drawBuffer);
gl_info->gl_ops.gl.p_glBegin(GL_QUADS);
/* bottom left */
gl_info->gl_ops.gl.p_glTexCoord2f(left, bottom);
gl_info->gl_ops.gl.p_glVertex2i(0, 0);
/* top left */
gl_info->gl_ops.gl.p_glTexCoord2f(left, top);
gl_info->gl_ops.gl.p_glVertex2i(0, dst_rect.bottom - dst_rect.top);
/* top right */
gl_info->gl_ops.gl.p_glTexCoord2f(right, top);
gl_info->gl_ops.gl.p_glVertex2i(dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
/* bottom right */
gl_info->gl_ops.gl.p_glTexCoord2f(right, bottom);
gl_info->gl_ops.gl.p_glVertex2i(dst_rect.right - dst_rect.left, 0);
gl_info->gl_ops.gl.p_glEnd();
checkGLcall("glEnd and previous");
if (texture_target != dst_target)
{
gl_info->gl_ops.gl.p_glDisable(texture_target);
gl_info->gl_ops.gl.p_glEnable(dst_target);
texture_target = dst_target;
}
/* Now read the stretched and upside down image into the destination texture */
wined3d_context_gl_bind_texture(context_gl, texture_target, dst_texture->texture_rgb.name);
gl_info->gl_ops.gl.p_glCopyTexSubImage2D(texture_target,
0,
dst_rect.left, dst_rect.top, /* xoffset, yoffset */
0, 0, /* We blitted the image to the origin */
dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
checkGLcall("glCopyTexSubImage2D");
if (drawBuffer == GL_BACK)
{
/* Write the back buffer backup back. */
if (backup)
{
if (texture_target != GL_TEXTURE_2D)
{
gl_info->gl_ops.gl.p_glDisable(texture_target);
gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
texture_target = GL_TEXTURE_2D;
}
wined3d_context_gl_bind_texture(context_gl, GL_TEXTURE_2D, backup);
}
else
{
if (texture_target != src_target)
{
gl_info->gl_ops.gl.p_glDisable(texture_target);
gl_info->gl_ops.gl.p_glEnable(src_target);
texture_target = src_target;
}
wined3d_context_gl_bind_texture(context_gl, src_target, src_texture->texture_rgb.name);
}
gl_info->gl_ops.gl.p_glBegin(GL_QUADS);
/* top left */
gl_info->gl_ops.gl.p_glTexCoord2f(0.0f, 0.0f);
gl_info->gl_ops.gl.p_glVertex2i(0, src_height);
/* bottom left */
gl_info->gl_ops.gl.p_glTexCoord2f(0.0f, (float)src_height / (float)src_pow2_height);
gl_info->gl_ops.gl.p_glVertex2i(0, 0);
/* bottom right */
gl_info->gl_ops.gl.p_glTexCoord2f((float)src_width / (float)src_pow2_width,
(float)src_height / (float)src_pow2_height);
gl_info->gl_ops.gl.p_glVertex2i(src_width, 0);
/* top right */
gl_info->gl_ops.gl.p_glTexCoord2f((float)src_width / (float)src_pow2_width, 0.0f);
gl_info->gl_ops.gl.p_glVertex2i(src_width, src_height);
gl_info->gl_ops.gl.p_glEnd();
}
gl_info->gl_ops.gl.p_glDisable(texture_target);
checkGLcall("glDisable(texture_target)");
/* Cleanup */
if (src != src_texture->texture_rgb.name && src != backup)
{
gl_info->gl_ops.gl.p_glDeleteTextures(1, &src);
checkGLcall("glDeleteTextures(1, &src)");
}
if (backup)
{
gl_info->gl_ops.gl.p_glDeleteTextures(1, &backup);
checkGLcall("glDeleteTextures(1, &backup)");
}
context_release(context);
/* The texture is now most up to date - If the surface is a render target
* and has a drawable, this path is never entered. */
wined3d_texture_validate_location(&dst_texture->t, dst_sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB);
wined3d_texture_invalidate_location(&dst_texture->t, dst_sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB);
}
static HRESULT wined3d_texture_blt_special(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
const RECT *dst_rect, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
const RECT *src_rect, DWORD flags, const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter)
{
struct wined3d_swapchain *src_swapchain, *dst_swapchain;
const struct wined3d_rendertarget_view *rtv;
TRACE("dst_texture %p, dst_sub_resource_idx %u, dst_rect %s, src_texture %p, "
"src_sub_resource_idx %u, src_rect %s, flags %#x, fx %p, filter %s.\n",
dst_texture, dst_sub_resource_idx, wine_dbgstr_rect(dst_rect), src_texture, src_sub_resource_idx,
wine_dbgstr_rect(src_rect), flags, fx, debug_d3dtexturefiltertype(filter));
if (dst_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
{
FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_texture->resource.type));
return WINED3DERR_INVALIDCALL;
}
/* Get the swapchain. One of the surfaces has to be a primary surface. */
if (!(dst_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU))
{
WARN("Destination resource is not GPU accessible, rejecting GL blit.\n");
return WINED3DERR_INVALIDCALL;
}
if (!(src_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU))
{
WARN("Source resource is not GPU accessible, rejecting GL blit.\n");
return WINED3DERR_INVALIDCALL;
}
src_swapchain = src_texture->swapchain;
dst_swapchain = dst_texture->swapchain;
/* Early sort out of cases where no render target is used */
if (!(rtv = dst_texture->resource.device->fb.render_targets[0]) || (!src_swapchain && !dst_swapchain
&& (&src_texture->resource != rtv->resource || src_sub_resource_idx != rtv->sub_resource_idx)
&& (&dst_texture->resource != rtv->resource || dst_sub_resource_idx != rtv->sub_resource_idx)))
{
TRACE("No surface is render target, not using hardware blit.\n");
return WINED3DERR_INVALIDCALL;
}
/* No destination color keying supported */
if (flags & (WINED3D_BLT_DST_CKEY | WINED3D_BLT_DST_CKEY_OVERRIDE))
{
/* Can we support that with glBlendFunc if blitting to the frame buffer? */
TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
return WINED3DERR_INVALIDCALL;
}
if (dst_swapchain && dst_swapchain == src_swapchain)
{
FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
return WINED3DERR_INVALIDCALL;
}
if (dst_swapchain && src_swapchain)
{
FIXME("Implement hardware blit between two different swapchains\n");
return WINED3DERR_INVALIDCALL;
}
if (dst_swapchain)
{
/* Handled with regular texture -> swapchain blit */
if (&src_texture->resource == rtv->resource && src_sub_resource_idx == rtv->sub_resource_idx)
TRACE("Blit from active render target to a swapchain\n");
}
else if (src_swapchain && &dst_texture->resource == rtv->resource
&& dst_sub_resource_idx == rtv->sub_resource_idx)
{
FIXME("Implement blit from a swapchain to the active render target\n");
return WINED3DERR_INVALIDCALL;
}
if (!dst_swapchain && (src_swapchain || (&src_texture->resource == rtv->resource
&& src_sub_resource_idx == rtv->sub_resource_idx)))
{
unsigned int src_level, src_width, src_height;
/* Blit from render target to texture */
BOOL stretchx;
/* P8 read back is not implemented */
if (src_texture->resource.format->id == WINED3DFMT_P8_UINT
|| dst_texture->resource.format->id == WINED3DFMT_P8_UINT)
{
TRACE("P8 read back not supported by frame buffer to texture blit\n");
return WINED3DERR_INVALIDCALL;
}
if (flags & (WINED3D_BLT_SRC_CKEY | WINED3D_BLT_SRC_CKEY_OVERRIDE))
{
TRACE("Color keying not supported by frame buffer to texture blit\n");
return WINED3DERR_INVALIDCALL;
/* Destination color key is checked above */
}
if (dst_rect->right - dst_rect->left != src_rect->right - src_rect->left)
stretchx = TRUE;
else
stretchx = FALSE;
/* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
* flip the image nor scale it.
*
* -> If the app asks for an unscaled, upside down copy, just perform one glCopyTexSubImage2D call
* -> If the app wants an image width an unscaled width, copy it line per line
* -> If the app wants an image that is scaled on the x axis, and the destination rectangle is smaller
* than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
* back buffer. This is slower than reading line per line, thus not used for flipping
* -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
* pixel by pixel. */
src_level = src_sub_resource_idx % src_texture->level_count;
src_width = wined3d_texture_get_level_width(src_texture, src_level);
src_height = wined3d_texture_get_level_height(src_texture, src_level);
if (!stretchx || dst_rect->right - dst_rect->left > src_width
|| dst_rect->bottom - dst_rect->top > src_height)
{
TRACE("No stretching in x direction, using direct framebuffer -> texture copy.\n");
fb_copy_to_texture_direct(wined3d_texture_gl(dst_texture), dst_sub_resource_idx, dst_rect,
wined3d_texture_gl(src_texture), src_sub_resource_idx, src_rect, filter);
}
else
{
TRACE("Using hardware stretching to flip / stretch the texture.\n");
fb_copy_to_texture_hwstretch(wined3d_texture_gl(dst_texture), dst_sub_resource_idx, dst_rect,
wined3d_texture_gl(src_texture), src_sub_resource_idx, src_rect, filter);
}
return WINED3D_OK;
}
/* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
return WINED3DERR_INVALIDCALL;
}
/* Context activation is done by the caller. */ /* Context activation is done by the caller. */
static void fbo_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context) static void fbo_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context)
{ {
@ -2952,17 +2411,12 @@ HRESULT texture2d_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_
src_swapchain = src_texture->swapchain; src_swapchain = src_texture->swapchain;
dst_swapchain = dst_texture->swapchain; dst_swapchain = dst_texture->swapchain;
/* This isn't strictly needed. FBO blits for example could deal with /* TODO: We could support cross-swapchain blits by first downloading the
* cross-swapchain blits by first downloading the source to a texture * source to a texture. */
* before switching to the destination context. We just have this here to
* not have to deal with the issue, since cross-swapchain blits should be
* rare. */
if (src_swapchain && dst_swapchain && src_swapchain != dst_swapchain) if (src_swapchain && dst_swapchain && src_swapchain != dst_swapchain)
{ {
FIXME("Using fallback for cross-swapchain blit.\n"); FIXME("Cross-swapchain blit not supported.\n");
if (SUCCEEDED(wined3d_texture_blt_special(dst_texture, dst_sub_resource_idx, &dst_rect, return WINED3DERR_INVALIDCALL;
src_texture, src_sub_resource_idx, &src_rect, flags, fx, filter)))
return WINED3D_OK;
} }
scale = src_box->right - src_box->left != dst_box->right - dst_box->left scale = src_box->right - src_box->left != dst_box->right - dst_box->left