wined3d: Send texture dirty region updates through the command stream.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -65,6 +65,7 @@ enum wined3d_cs_op
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WINED3D_CS_OP_UNMAP,
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WINED3D_CS_OP_BLT_SUB_RESOURCE,
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WINED3D_CS_OP_UPDATE_SUB_RESOURCE,
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WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION,
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};
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struct wined3d_cs_present
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@ -372,6 +373,13 @@ struct wined3d_cs_update_sub_resource
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struct wined3d_sub_resource_data data;
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};
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struct wined3d_cs_add_dirty_texture_region
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{
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enum wined3d_cs_op opcode;
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struct wined3d_texture *texture;
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unsigned int layer;
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};
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static void wined3d_cs_exec_present(struct wined3d_cs *cs, const void *data)
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{
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const struct wined3d_cs_present *op = data;
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@ -1957,6 +1965,42 @@ void wined3d_cs_emit_update_sub_resource(struct wined3d_cs *cs, struct wined3d_r
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cs->ops->submit(cs);
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}
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static void wined3d_cs_exec_add_dirty_texture_region(struct wined3d_cs *cs, const void *data)
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{
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const struct wined3d_cs_add_dirty_texture_region *op = data;
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struct wined3d_texture *texture = op->texture;
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unsigned int sub_resource_idx, i;
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struct wined3d_context *context;
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context = context_acquire(cs->device, NULL, 0);
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sub_resource_idx = op->layer * texture->level_count;
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for (i = 0; i < texture->level_count; ++i, ++sub_resource_idx)
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{
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if (wined3d_texture_load_location(texture, sub_resource_idx, context, texture->resource.map_binding))
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wined3d_texture_invalidate_location(texture, sub_resource_idx, ~texture->resource.map_binding);
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else
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ERR("Failed to load location %s.\n", wined3d_debug_location(texture->resource.map_binding));
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}
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context_release(context);
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wined3d_resource_release(&texture->resource);
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}
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void wined3d_cs_emit_add_dirty_texture_region(struct wined3d_cs *cs,
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struct wined3d_texture *texture, unsigned int layer)
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{
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struct wined3d_cs_add_dirty_texture_region *op;
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op = cs->ops->require_space(cs, sizeof(*op));
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op->opcode = WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION;
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op->texture = texture;
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op->layer = layer;
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wined3d_resource_acquire(&texture->resource);
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cs->ops->submit(cs);
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}
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static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void *data) =
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{
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/* WINED3D_CS_OP_PRESENT */ wined3d_cs_exec_present,
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@ -1998,6 +2042,7 @@ static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void
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/* WINED3D_CS_OP_UNMAP */ wined3d_cs_exec_unmap,
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/* WINED3D_CS_OP_BLT_SUB_RESOURCE */ wined3d_cs_exec_blt_sub_resource,
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/* WINED3D_CS_OP_UPDATE_SUB_RESOURCE */ wined3d_cs_exec_update_sub_resource,
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/* WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION */ wined3d_cs_exec_add_dirty_texture_region,
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};
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static void *wined3d_cs_st_require_space(struct wined3d_cs *cs, size_t size)
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@ -1639,9 +1639,6 @@ static struct wined3d_texture_sub_resource *wined3d_texture_get_sub_resource(str
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HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture,
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UINT layer, const struct wined3d_box *dirty_region)
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{
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unsigned int sub_resource_idx, i;
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struct wined3d_context *context;
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TRACE("texture %p, layer %u, dirty_region %s.\n", texture, layer, debug_box(dirty_region));
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if (layer >= texture->layer_count)
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@ -1653,19 +1650,7 @@ HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture,
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if (dirty_region)
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FIXME("Ignoring dirty_region %s.\n", debug_box(dirty_region));
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context = context_acquire(texture->resource.device, NULL, 0);
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sub_resource_idx = layer * texture->level_count;
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for (i = 0; i < texture->level_count; ++i, ++sub_resource_idx)
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{
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if (!wined3d_texture_load_location(texture, sub_resource_idx, context, texture->resource.map_binding))
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{
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ERR("Failed to load location %s.\n", wined3d_debug_location(texture->resource.map_binding));
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context_release(context);
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return E_OUTOFMEMORY;
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}
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wined3d_texture_invalidate_location(texture, sub_resource_idx, ~texture->resource.map_binding);
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}
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context_release(context);
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wined3d_cs_emit_add_dirty_texture_region(texture->resource.device->cs, texture, layer);
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return WINED3D_OK;
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}
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@ -3243,6 +3243,8 @@ struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device) DECLSPEC_HID
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void wined3d_cs_destroy(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
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void wined3d_cs_destroy_object(struct wined3d_cs *cs,
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void (*callback)(void *object), void *object) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_add_dirty_texture_region(struct wined3d_cs *cs,
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struct wined3d_texture *texture, unsigned int layer) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_blt_sub_resource(struct wined3d_cs *cs, struct wined3d_resource *dst_resource,
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unsigned int dst_sub_resource_idx, const struct wined3d_box *dst_box, struct wined3d_resource *src_resource,
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unsigned int src_sub_resource_idx, const struct wined3d_box *src_box, DWORD flags,
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