wined3d: Merge codepaths in surface_download_data().
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
parent
7eac961454
commit
cffe58c75d
|
@ -862,7 +862,10 @@ static void surface_download_data(struct wined3d_surface *surface, const struct
|
|||
{
|
||||
struct wined3d_texture *texture = surface->container;
|
||||
const struct wined3d_format *format = texture->resource.format;
|
||||
unsigned int dst_row_pitch, dst_slice_pitch;
|
||||
unsigned int src_row_pitch, src_slice_pitch;
|
||||
struct wined3d_bo_address data;
|
||||
void *mem;
|
||||
|
||||
/* Only support read back of converted P8 surfaces. */
|
||||
if (texture->flags & WINED3D_TEXTURE_CONVERTED && format->id != WINED3DFMT_P8_UINT)
|
||||
|
@ -873,134 +876,117 @@ static void surface_download_data(struct wined3d_surface *surface, const struct
|
|||
|
||||
wined3d_texture_get_memory(texture, surface_get_sub_resource_idx(surface), &data, dst_location);
|
||||
|
||||
if (texture->resource.format_flags & WINED3DFMT_FLAG_COMPRESSED)
|
||||
if (texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED)
|
||||
{
|
||||
TRACE("(%p) : Calling glGetCompressedTexImage level %d, format %#x, type %#x, data %p.\n",
|
||||
surface, surface->texture_level, format->glFormat, format->glType, data.addr);
|
||||
wined3d_texture_get_pitch(texture, surface->texture_level, &dst_row_pitch, &dst_slice_pitch);
|
||||
wined3d_format_calculate_pitch(format, texture->resource.device->surface_alignment,
|
||||
wined3d_texture_get_level_pow2_width(texture, surface->texture_level),
|
||||
wined3d_texture_get_level_pow2_height(texture, surface->texture_level),
|
||||
&src_row_pitch, &src_slice_pitch);
|
||||
mem = HeapAlloc(GetProcessHeap(), 0, src_slice_pitch);
|
||||
|
||||
if (data.buffer_object)
|
||||
{
|
||||
GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, data.buffer_object));
|
||||
checkGLcall("glBindBuffer");
|
||||
GL_EXTCALL(glGetCompressedTexImage(surface->texture_target, surface->texture_level, NULL));
|
||||
checkGLcall("glGetCompressedTexImage");
|
||||
GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
|
||||
checkGLcall("glBindBuffer");
|
||||
}
|
||||
else
|
||||
{
|
||||
GL_EXTCALL(glGetCompressedTexImage(surface->texture_target,
|
||||
surface->texture_level, data.addr));
|
||||
checkGLcall("glGetCompressedTexImage");
|
||||
}
|
||||
ERR("NP2 emulated texture uses PBO unexpectedly.\n");
|
||||
if (texture->resource.format_flags & WINED3DFMT_FLAG_COMPRESSED)
|
||||
ERR("Unexpected compressed format for NP2 emulated texture.\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
unsigned int dst_row_pitch, dst_slice_pitch;
|
||||
unsigned int src_row_pitch, src_slice_pitch;
|
||||
GLenum gl_format = format->glFormat;
|
||||
GLenum gl_type = format->glType;
|
||||
void *mem;
|
||||
mem = data.addr;
|
||||
}
|
||||
|
||||
if (texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED)
|
||||
if (data.buffer_object)
|
||||
{
|
||||
GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, data.buffer_object));
|
||||
checkGLcall("glBindBuffer");
|
||||
}
|
||||
|
||||
if (texture->resource.format_flags & WINED3DFMT_FLAG_COMPRESSED)
|
||||
{
|
||||
TRACE("Downloading compressed surface %p, level %u, format %#x, type %#x, data %p.\n",
|
||||
surface, surface->texture_level, format->glFormat, format->glType, mem);
|
||||
|
||||
GL_EXTCALL(glGetCompressedTexImage(surface->texture_target, surface->texture_level, mem));
|
||||
checkGLcall("glGetCompressedTexImage");
|
||||
}
|
||||
else
|
||||
{
|
||||
TRACE("Downloading surface %p, level %u, format %#x, type %#x, data %p.\n",
|
||||
surface, surface->texture_level, format->glFormat, format->glType, mem);
|
||||
|
||||
gl_info->gl_ops.gl.p_glGetTexImage(surface->texture_target, surface->texture_level,
|
||||
format->glFormat, format->glType, mem);
|
||||
checkGLcall("glGetTexImage");
|
||||
}
|
||||
|
||||
if (data.buffer_object)
|
||||
{
|
||||
GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
|
||||
checkGLcall("glBindBuffer");
|
||||
}
|
||||
|
||||
if (texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED)
|
||||
{
|
||||
const BYTE *src_data;
|
||||
unsigned int h, y;
|
||||
BYTE *dst_data;
|
||||
/*
|
||||
* Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
|
||||
* the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
|
||||
* repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
|
||||
*
|
||||
* We're doing this...
|
||||
*
|
||||
* instead of boxing the texture :
|
||||
* |<-texture width ->| -->pow2width| /\
|
||||
* |111111111111111111| | |
|
||||
* |222 Texture 222222| boxed empty | texture height
|
||||
* |3333 Data 33333333| | |
|
||||
* |444444444444444444| | \/
|
||||
* ----------------------------------- |
|
||||
* | boxed empty | boxed empty | pow2height
|
||||
* | | | \/
|
||||
* -----------------------------------
|
||||
*
|
||||
*
|
||||
* we're repacking the data to the expected texture width
|
||||
*
|
||||
* |<-texture width ->| -->pow2width| /\
|
||||
* |111111111111111111222222222222222| |
|
||||
* |222333333333333333333444444444444| texture height
|
||||
* |444444 | |
|
||||
* | | \/
|
||||
* | | |
|
||||
* | empty | pow2height
|
||||
* | | \/
|
||||
* -----------------------------------
|
||||
*
|
||||
* == is the same as
|
||||
*
|
||||
* |<-texture width ->| /\
|
||||
* |111111111111111111|
|
||||
* |222222222222222222|texture height
|
||||
* |333333333333333333|
|
||||
* |444444444444444444| \/
|
||||
* --------------------
|
||||
*
|
||||
* This also means that any references to surface memory should work with the data as if it were a
|
||||
* standard texture with a non-power2 width instead of a texture boxed up to be a power2 texture.
|
||||
*
|
||||
* internally the texture is still stored in a boxed format so any references to textureName will
|
||||
* get a boxed texture with width pow2width and not a texture of width resource.width. */
|
||||
src_data = mem;
|
||||
dst_data = data.addr;
|
||||
TRACE("Repacking the surface data from pitch %u to pitch %u.\n", src_row_pitch, dst_row_pitch);
|
||||
h = wined3d_texture_get_level_height(texture, surface->texture_level);
|
||||
for (y = 0; y < h; ++y)
|
||||
{
|
||||
wined3d_texture_get_pitch(texture, surface->texture_level, &dst_row_pitch, &dst_slice_pitch);
|
||||
wined3d_format_calculate_pitch(format, texture->resource.device->surface_alignment,
|
||||
wined3d_texture_get_level_pow2_width(texture, surface->texture_level),
|
||||
wined3d_texture_get_level_pow2_height(texture, surface->texture_level),
|
||||
&src_row_pitch, &src_slice_pitch);
|
||||
mem = HeapAlloc(GetProcessHeap(), 0, src_slice_pitch);
|
||||
}
|
||||
else
|
||||
{
|
||||
mem = data.addr;
|
||||
memcpy(dst_data, src_data, dst_row_pitch);
|
||||
src_data += src_row_pitch;
|
||||
dst_data += dst_row_pitch;
|
||||
}
|
||||
|
||||
TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
|
||||
surface, surface->texture_level, gl_format, gl_type, mem);
|
||||
|
||||
if (data.buffer_object)
|
||||
{
|
||||
GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, data.buffer_object));
|
||||
checkGLcall("glBindBuffer");
|
||||
|
||||
gl_info->gl_ops.gl.p_glGetTexImage(surface->texture_target, surface->texture_level,
|
||||
gl_format, gl_type, NULL);
|
||||
checkGLcall("glGetTexImage");
|
||||
|
||||
GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
|
||||
checkGLcall("glBindBuffer");
|
||||
}
|
||||
else
|
||||
{
|
||||
gl_info->gl_ops.gl.p_glGetTexImage(surface->texture_target, surface->texture_level,
|
||||
gl_format, gl_type, mem);
|
||||
checkGLcall("glGetTexImage");
|
||||
}
|
||||
|
||||
if (texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED)
|
||||
{
|
||||
const BYTE *src_data;
|
||||
unsigned int h, y;
|
||||
BYTE *dst_data;
|
||||
/*
|
||||
* Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
|
||||
* the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
|
||||
* repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
|
||||
*
|
||||
* We're doing this...
|
||||
*
|
||||
* instead of boxing the texture :
|
||||
* |<-texture width ->| -->pow2width| /\
|
||||
* |111111111111111111| | |
|
||||
* |222 Texture 222222| boxed empty | texture height
|
||||
* |3333 Data 33333333| | |
|
||||
* |444444444444444444| | \/
|
||||
* ----------------------------------- |
|
||||
* | boxed empty | boxed empty | pow2height
|
||||
* | | | \/
|
||||
* -----------------------------------
|
||||
*
|
||||
*
|
||||
* we're repacking the data to the expected texture width
|
||||
*
|
||||
* |<-texture width ->| -->pow2width| /\
|
||||
* |111111111111111111222222222222222| |
|
||||
* |222333333333333333333444444444444| texture height
|
||||
* |444444 | |
|
||||
* | | \/
|
||||
* | | |
|
||||
* | empty | pow2height
|
||||
* | | \/
|
||||
* -----------------------------------
|
||||
*
|
||||
* == is the same as
|
||||
*
|
||||
* |<-texture width ->| /\
|
||||
* |111111111111111111|
|
||||
* |222222222222222222|texture height
|
||||
* |333333333333333333|
|
||||
* |444444444444444444| \/
|
||||
* --------------------
|
||||
*
|
||||
* This also means that any references to surface memory should work with the data as if it were a
|
||||
* standard texture with a non-power2 width instead of a texture boxed up to be a power2 texture.
|
||||
*
|
||||
* internally the texture is still stored in a boxed format so any references to textureName will
|
||||
* get a boxed texture with width pow2width and not a texture of width resource.width. */
|
||||
src_data = mem;
|
||||
dst_data = data.addr;
|
||||
TRACE("Repacking the surface data from pitch %u to pitch %u.\n", src_row_pitch, dst_row_pitch);
|
||||
h = wined3d_texture_get_level_height(texture, surface->texture_level);
|
||||
for (y = 0; y < h; ++y)
|
||||
{
|
||||
memcpy(dst_data, src_data, dst_row_pitch);
|
||||
src_data += src_row_pitch;
|
||||
dst_data += dst_row_pitch;
|
||||
}
|
||||
|
||||
HeapFree(GetProcessHeap(), 0, mem);
|
||||
}
|
||||
HeapFree(GetProcessHeap(), 0, mem);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue