wined3d: Track texture allocation per-texture.
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0c0a2adc71
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ee8a5b7dd1
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@ -599,11 +599,6 @@ static void surface_evict_sysmem(struct wined3d_surface *surface)
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surface_invalidate_location(surface, WINED3D_LOCATION_SYSMEM);
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}
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static void surface_force_reload(struct wined3d_surface *surface)
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{
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surface->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
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}
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static void surface_release_client_storage(struct wined3d_surface *surface)
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{
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struct wined3d_context *context = context_acquire(surface->resource.device, NULL);
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@ -621,11 +616,9 @@ static void surface_release_client_storage(struct wined3d_surface *surface)
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gl_info->gl_ops.gl.p_glTexImage2D(surface->texture_target, surface->texture_level,
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GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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}
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wined3d_texture_force_reload(surface->container);
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context_release(context);
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surface_invalidate_location(surface, WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB);
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surface_force_reload(surface);
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}
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static BOOL surface_use_pbo(const struct wined3d_surface *surface)
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@ -1211,7 +1204,7 @@ static void surface_unload(struct wined3d_resource *resource)
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surface_load_location(surface, surface->resource.map_binding);
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surface_invalidate_location(surface, ~surface->resource.map_binding);
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}
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surface->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
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wined3d_texture_force_reload(surface->container);
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context = context_acquire(device, NULL);
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gl_info = context->gl_info;
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@ -1845,7 +1838,7 @@ void surface_load(struct wined3d_surface *surface, BOOL srgb)
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surface_invalidate_location(surface, ~surface->resource.map_binding);
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/* Switching color keying on / off may change the internal format. */
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if (ck_changed)
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surface_force_reload(surface);
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wined3d_texture_force_reload(surface->container);
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}
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else if (!(surface->locations & location))
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{
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@ -751,7 +751,26 @@ HRESULT CDECL wined3d_texture_update_desc(struct wined3d_texture *texture, UINT
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void wined3d_texture_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
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{
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DWORD alloc_flag = srgb ? WINED3D_TEXTURE_SRGB_ALLOCATED : WINED3D_TEXTURE_RGB_ALLOCATED;
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if (texture->flags & alloc_flag)
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return;
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texture->texture_ops->texture_prepare_texture(texture, context, srgb);
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texture->flags |= alloc_flag;
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}
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void wined3d_texture_force_reload(struct wined3d_texture *texture)
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{
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unsigned int sub_count = texture->level_count * texture->layer_count;
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unsigned int i;
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texture->flags &= ~(WINED3D_TEXTURE_RGB_ALLOCATED | WINED3D_TEXTURE_SRGB_ALLOCATED);
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for (i = 0; i < sub_count; ++i)
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{
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texture->texture_ops->texture_sub_resource_invalidate_location(texture->sub_resources[i],
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WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB);
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}
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}
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void CDECL wined3d_texture_generate_mipmaps(struct wined3d_texture *texture)
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@ -817,11 +836,17 @@ static void texture2d_sub_resource_cleanup(struct wined3d_resource *sub_resource
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wined3d_surface_destroy(surface);
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}
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static void texture2d_sub_resource_invalidate_location(struct wined3d_resource *sub_resource, DWORD location)
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{
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struct wined3d_surface *surface = surface_from_resource(sub_resource);
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surface_invalidate_location(surface, location);
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}
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/* Context activation is done by the caller. */
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static void texture2d_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
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{
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UINT sub_count = texture->level_count * texture->layer_count;
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DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
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const struct wined3d_format *format = texture->resource.format;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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const struct wined3d_color_key_conversion *conversion;
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@ -864,9 +889,6 @@ static void texture2d_prepare_texture(struct wined3d_texture *texture, struct wi
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GLsizei width = surface->pow2Width;
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const BYTE *mem = NULL;
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if (surface->flags & alloc_flag)
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continue;
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if (converted)
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surface->flags |= SFLAG_CONVERTED;
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else
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@ -922,8 +944,6 @@ static void texture2d_prepare_texture(struct wined3d_texture *texture, struct wi
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gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
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checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
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}
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surface->flags |= alloc_flag;
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}
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}
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@ -932,6 +952,7 @@ static const struct wined3d_texture_ops texture2d_ops =
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texture2d_sub_resource_load,
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texture2d_sub_resource_add_dirty_region,
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texture2d_sub_resource_cleanup,
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texture2d_sub_resource_invalidate_location,
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texture2d_prepare_texture,
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};
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@ -1261,9 +1282,15 @@ static void texture3d_sub_resource_cleanup(struct wined3d_resource *sub_resource
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wined3d_volume_destroy(volume);
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}
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static void texture3d_sub_resource_invalidate_location(struct wined3d_resource *sub_resource, DWORD location)
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{
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struct wined3d_volume *volume = volume_from_resource(sub_resource);
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wined3d_volume_invalidate_location(volume, location);
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}
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static void texture3d_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
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{
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DWORD alloc_flag = srgb ? WINED3D_VFLAG_SRGB_ALLOCATED : WINED3D_VFLAG_ALLOCATED;
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unsigned int sub_count = texture->level_count * texture->layer_count;
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const struct wined3d_format *format = texture->resource.format;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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@ -1276,9 +1303,6 @@ static void texture3d_prepare_texture(struct wined3d_texture *texture, struct wi
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struct wined3d_volume *volume = volume_from_resource(texture->sub_resources[i]);
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void *mem = NULL;
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if (volume->flags & alloc_flag)
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continue;
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if (gl_info->supported[APPLE_CLIENT_STORAGE] && !format->convert
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&& volume_prepare_system_memory(volume))
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{
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@ -1300,8 +1324,6 @@ static void texture3d_prepare_texture(struct wined3d_texture *texture, struct wi
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gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
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checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
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}
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volume->flags |= alloc_flag;
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}
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}
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@ -1310,6 +1332,7 @@ static const struct wined3d_texture_ops texture3d_ops =
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texture3d_sub_resource_load,
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texture3d_sub_resource_add_dirty_region,
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texture3d_sub_resource_cleanup,
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texture3d_sub_resource_invalidate_location,
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texture3d_prepare_texture,
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};
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@ -262,9 +262,9 @@ static void wined3d_volume_load_location(struct wined3d_volume *volume,
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case WINED3D_LOCATION_TEXTURE_RGB:
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case WINED3D_LOCATION_TEXTURE_SRGB:
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if ((location == WINED3D_LOCATION_TEXTURE_RGB
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&& !(volume->flags & WINED3D_VFLAG_ALLOCATED))
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&& !(volume->container->flags & WINED3D_TEXTURE_RGB_ALLOCATED))
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|| (location == WINED3D_LOCATION_TEXTURE_SRGB
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&& !(volume->flags & WINED3D_VFLAG_SRGB_ALLOCATED)))
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&& !(volume->container->flags & WINED3D_TEXTURE_SRGB_ALLOCATED)))
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ERR("Trying to load (s)RGB texture without prior allocation.\n");
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if (volume->locations & WINED3D_LOCATION_DISCARDED)
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@ -451,8 +451,8 @@ static void volume_unload(struct wined3d_resource *resource)
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}
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/* The texture name is managed by the container. */
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volume->flags &= ~(WINED3D_VFLAG_ALLOCATED | WINED3D_VFLAG_SRGB_ALLOCATED
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| WINED3D_VFLAG_CLIENT_STORAGE);
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wined3d_texture_force_reload(volume->container);
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volume->flags &= ~WINED3D_VFLAG_CLIENT_STORAGE;
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resource_unload(resource);
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}
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@ -2116,6 +2116,7 @@ struct wined3d_texture_ops
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void (*texture_sub_resource_add_dirty_region)(struct wined3d_resource *sub_resource,
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const struct wined3d_box *dirty_region);
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void (*texture_sub_resource_cleanup)(struct wined3d_resource *sub_resource);
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void (*texture_sub_resource_invalidate_location)(struct wined3d_resource *sub_resource, DWORD location);
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void (*texture_prepare_texture)(struct wined3d_texture *texture,
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struct wined3d_context *context, BOOL srgb);
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};
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@ -2123,8 +2124,10 @@ struct wined3d_texture_ops
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#define WINED3D_TEXTURE_COND_NP2 0x00000001
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#define WINED3D_TEXTURE_POW2_MAT_IDENT 0x00000002
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#define WINED3D_TEXTURE_IS_SRGB 0x00000004
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#define WINED3D_TEXTURE_RGB_VALID 0x00000008
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#define WINED3D_TEXTURE_SRGB_VALID 0x00000010
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#define WINED3D_TEXTURE_RGB_ALLOCATED 0x00000008
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#define WINED3D_TEXTURE_RGB_VALID 0x00000010
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#define WINED3D_TEXTURE_SRGB_ALLOCATED 0x00000020
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#define WINED3D_TEXTURE_SRGB_VALID 0x00000040
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struct wined3d_texture
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{
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@ -2170,6 +2173,7 @@ void wined3d_texture_bind(struct wined3d_texture *texture,
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struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
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void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
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struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
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void wined3d_texture_force_reload(struct wined3d_texture *texture) DECLSPEC_HIDDEN;
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void wined3d_texture_load(struct wined3d_texture *texture,
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struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
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void wined3d_texture_prepare_texture(struct wined3d_texture *texture,
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@ -2191,9 +2195,7 @@ void wined3d_texture_set_swapchain(struct wined3d_texture *texture,
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const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN;
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#define WINED3D_VFLAG_ALLOCATED 0x00000001
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#define WINED3D_VFLAG_SRGB_ALLOCATED 0x00000002
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#define WINED3D_VFLAG_CLIENT_STORAGE 0x00000004
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#define WINED3D_VFLAG_CLIENT_STORAGE 0x00000001
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struct wined3d_volume
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{
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@ -2354,8 +2356,6 @@ void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back) D
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#define SFLAG_GLCKEY 0x00000100 /* The GL texture was created with a color key. */
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#define SFLAG_CLIENT 0x00000200 /* GL_APPLE_client_storage is used with this surface. */
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#define SFLAG_DIBSECTION 0x00000400 /* Has a DIB section attached for GetDC. */
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#define SFLAG_ALLOCATED 0x00000800 /* A GL texture is allocated for this surface. */
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#define SFLAG_SRGBALLOCATED 0x00001000 /* A sRGB GL texture is allocated for this surface. */
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struct wined3d_sampler
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{
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