wined3d: Use wined3d_texture_get_memory() in surface_cpu_blt_colour_fill().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -3345,8 +3345,14 @@ release:
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static void surface_cpu_blt_colour_fill(struct wined3d_rendertarget_view *view,
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static void surface_cpu_blt_colour_fill(struct wined3d_rendertarget_view *view,
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const struct wined3d_box *box, const struct wined3d_color *colour)
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const struct wined3d_box *box, const struct wined3d_color *colour)
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{
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{
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struct wined3d_device *device = view->resource->device;
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const struct wined3d_gl_info *gl_info = NULL;
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struct wined3d_context *context = NULL;
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struct wined3d_texture *texture;
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struct wined3d_bo_address data;
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unsigned int x, y, w, h, bpp;
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unsigned int x, y, w, h, bpp;
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struct wined3d_map_desc map;
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struct wined3d_map_desc map;
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DWORD map_binding;
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BYTE *row;
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BYTE *row;
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DWORD c;
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DWORD c;
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@ -3358,12 +3364,37 @@ static void surface_cpu_blt_colour_fill(struct wined3d_rendertarget_view *view,
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return;
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return;
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}
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}
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if (view->resource->type == WINED3D_RTYPE_BUFFER)
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{
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FIXME("Not implemented for buffers.\n");
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return;
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}
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if (device->d3d_initialized)
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{
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context = context_acquire(device, NULL, 0);
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gl_info = context->gl_info;
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}
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c = wined3d_format_convert_from_float(view->format, colour);
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c = wined3d_format_convert_from_float(view->format, colour);
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bpp = view->format->byte_count;
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bpp = view->format->byte_count;
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w = box->right - box->left;
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w = box->right - box->left;
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h = box->bottom - box->top;
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h = box->bottom - box->top;
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wined3d_resource_map(view->resource, view->sub_resource_idx, &map, box, 0);
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texture = texture_from_resource(view->resource);
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map_binding = texture->resource.map_binding;
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if (!wined3d_texture_load_location(texture, view->sub_resource_idx, context, map_binding))
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ERR("Failed to load the sub-resource into %s.\n", wined3d_debug_location(map_binding));
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wined3d_texture_invalidate_location(texture, view->sub_resource_idx, ~map_binding);
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wined3d_texture_get_pitch(texture, view->sub_resource_idx % texture->level_count,
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&map.row_pitch, &map.slice_pitch);
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wined3d_texture_get_memory(texture, view->sub_resource_idx, &data, map_binding);
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map.data = wined3d_texture_map_bo_address(&data, texture->sub_resources[view->sub_resource_idx].size,
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gl_info, GL_PIXEL_UNPACK_BUFFER, 0);
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map.data = (BYTE *)map.data
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+ (box->front * map.slice_pitch)
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+ ((box->top / view->format->block_height) * map.row_pitch)
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+ ((box->left / view->format->block_width) * view->format->block_byte_count);
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switch (bpp)
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switch (bpp)
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{
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{
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@ -3411,7 +3442,10 @@ static void surface_cpu_blt_colour_fill(struct wined3d_rendertarget_view *view,
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row += map.row_pitch;
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row += map.row_pitch;
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memcpy(row, map.data, w * bpp);
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memcpy(row, map.data, w * bpp);
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}
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}
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wined3d_resource_unmap(view->resource, view->sub_resource_idx);
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wined3d_texture_unmap_bo_address(&data, gl_info, GL_PIXEL_UNPACK_BUFFER);
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if (context)
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context_release(context);
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}
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}
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static void cpu_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device,
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static void cpu_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device,
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