wined3d: Remove LoadLocation() from the public wined3d surface interface.

This commit is contained in:
Henri Verbeet 2010-07-21 18:48:22 +02:00 committed by Alexandre Julliard
parent 147f24dd78
commit f7760656f3
10 changed files with 148 additions and 158 deletions

View File

@ -2016,7 +2016,7 @@ static void context_validate_onscreen_formats(IWineD3DDeviceImpl *device,
WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
/* The currently active context is the necessary context to access the swapchain's onscreen buffers */
IWineD3DSurface_LoadLocation((IWineD3DSurface *)context->current_rt, SFLAG_INTEXTURE, NULL);
surface_load_location(context->current_rt, SFLAG_INTEXTURE, NULL);
swapchain->render_to_fbo = TRUE;
context_set_render_offscreen(context, device->StateTable, TRUE);
}

View File

@ -81,7 +81,7 @@ static void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3
{
TRACE("Reloading surface %p because the d3d8/9 palette was changed.\n", surface);
/* TODO: This is not necessarily needed with hw palettized texture support. */
IWineD3DSurface_LoadLocation((IWineD3DSurface *)surface, SFLAG_INSYSMEM, NULL);
surface_load_location(surface, SFLAG_INSYSMEM, NULL);
/* Make sure the texture is reloaded because of the palette change,
* this kills performance though :( */
surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);

View File

@ -4446,7 +4446,7 @@ HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfac
if (Flags & WINED3DCLEAR_TARGET && !(target->Flags & SFLAG_INDRAWABLE))
{
if (!is_full_clear(target, &draw_rect, clear_rect))
IWineD3DSurface_LoadLocation((IWineD3DSurface *)target, SFLAG_INDRAWABLE, NULL);
surface_load_location(target, SFLAG_INDRAWABLE, NULL);
}
context = context_acquire(This, target);
@ -5489,7 +5489,7 @@ static void color_fill_fbo(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface,
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
struct wined3d_context *context;
if (rect) IWineD3DSurface_LoadLocation((IWineD3DSurface *)surface, SFLAG_INDRAWABLE, NULL);
if (rect) surface_load_location(surface, SFLAG_INDRAWABLE, NULL);
surface_modify_location(surface, SFLAG_INDRAWABLE, TRUE);
context = context_acquire(This, surface);
@ -5769,8 +5769,8 @@ void stretch_rect_fbo(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surfa
/* Make sure the drawables are up-to-date. Note that loading the
* destination surface isn't strictly required if we overwrite the
* entire surface. */
IWineD3DSurface_LoadLocation((IWineD3DSurface *)src_surface, SFLAG_INDRAWABLE, NULL);
IWineD3DSurface_LoadLocation((IWineD3DSurface *)dst_surface, SFLAG_INDRAWABLE, NULL);
surface_load_location(src_surface, SFLAG_INDRAWABLE, NULL);
surface_load_location(dst_surface, SFLAG_INDRAWABLE, NULL);
if (!surface_is_offscreen(src_surface)) context = context_acquire(device, src_surface);
else if (!surface_is_offscreen(dst_surface)) context = context_acquire(device, dst_surface);

View File

@ -586,7 +586,7 @@ void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT StartIdx, UINT
IWineD3DSurfaceImpl *target = This->render_targets[i];
if (target)
{
IWineD3DSurface_LoadLocation((IWineD3DSurface *)target, SFLAG_INDRAWABLE, NULL);
surface_load_location(target, SFLAG_INDRAWABLE, NULL);
surface_modify_location(target, SFLAG_INDRAWABLE, TRUE);
}
}

View File

@ -960,7 +960,7 @@ void surface_add_dirty_rect(IWineD3DSurfaceImpl *surface, const RECT *dirty_rect
if (!(surface->Flags & SFLAG_INSYSMEM) && (surface->Flags & SFLAG_INTEXTURE))
/* No partial locking for textures yet. */
IWineD3DSurface_LoadLocation((IWineD3DSurface *)surface, SFLAG_INSYSMEM, NULL);
surface_load_location(surface, SFLAG_INSYSMEM, NULL);
surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
if (dirty_rect)
@ -1093,7 +1093,7 @@ void surface_internal_preload(IWineD3DSurfaceImpl *surface, enum WINED3DSRGB srg
{
TRACE("Reloading surface because the d3d8/9 palette was changed\n");
/* TODO: This is not necessarily needed with hw palettized texture support */
IWineD3DSurface_LoadLocation((IWineD3DSurface *)surface, SFLAG_INSYSMEM, NULL);
surface_load_location(surface, SFLAG_INSYSMEM, NULL);
/* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
}
@ -1190,7 +1190,7 @@ static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
else
{
/* Load the surface into system memory */
IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
surface_load_location(This, SFLAG_INSYSMEM, NULL);
surface_modify_location(This, SFLAG_INDRAWABLE, FALSE);
}
surface_modify_location(This, SFLAG_INTEXTURE, FALSE);
@ -1685,7 +1685,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED
goto lock_end;
}
/* IWineD3DSurface_LoadLocation() does not check if the rectangle specifies
/* surface_load_location() does not check if the rectangle specifies
* the full surface. Most callers don't need that, so do it here. */
if (pRect && pRect->top == 0 && pRect->left == 0
&& pRect->right == This->currentDesc.Width
@ -1697,7 +1697,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED
if (!(wined3d_settings.rendertargetlock_mode == RTL_DISABLE
&& ((This->Flags & SFLAG_SWAPCHAIN) || This == device->render_targets[0])))
{
IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, pass_rect);
surface_load_location(This, SFLAG_INSYSMEM, pass_rect);
}
lock_end:
@ -1911,11 +1911,11 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
switch(wined3d_settings.rendertargetlock_mode) {
case RTL_READTEX:
IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
surface_load_location(This, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
/* drop through */
case RTL_READDRAW:
IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
surface_load_location(This, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
break;
}
@ -2018,9 +2018,11 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHD
memset(&lock, 0, sizeof(lock)); /* To be sure */
/* Create a DIB section if there isn't a hdc yet */
if(!This->hDC) {
if(This->Flags & SFLAG_CLIENT) {
IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
if (!This->hDC)
{
if (This->Flags & SFLAG_CLIENT)
{
surface_load_location(This, SFLAG_INSYSMEM, NULL);
surface_release_client_storage(This);
}
hr = IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
@ -2508,7 +2510,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BO
* the surface. Make sure we have it
*/
IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
surface_load_location(This, SFLAG_INSYSMEM, NULL);
/* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
/* TODO: This is not necessarily needed with hw palettized texture support */
surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
@ -2528,7 +2530,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BO
return WINED3DERR_INVALIDCALL;
}
IWineD3DSurface_LoadLocation(iface, flag, NULL /* no partial locking for textures yet */);
surface_load_location(This, flag, NULL /* no partial locking for textures yet */);
if (!(This->Flags & SFLAG_DONOTFREE)) {
HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
@ -3761,10 +3763,11 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
|| This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
{
if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
if (This->resource.usage & WINED3DUSAGE_RENDERTARGET)
{
/* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL);
/* Make sure the texture is up to date. This call doesn't do
* anything if the texture is already up to date. */
surface_load_location(This, SFLAG_INTEXTURE, NULL);
/* We want to force a palette refresh, so mark the drawable as not being up to date */
surface_modify_location(This, SFLAG_INDRAWABLE, FALSE);
@ -3773,8 +3776,8 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
{
if (!(This->Flags & SFLAG_INSYSMEM))
{
TRACE("Palette changed with surface that does not have an up to date system memory copy\n");
IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
TRACE("Palette changed with surface that does not have an up to date system memory copy.\n");
surface_load_location(This, SFLAG_INSYSMEM, NULL);
}
TRACE("Dirtifying surface\n");
surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
@ -3793,8 +3796,8 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
}
/* Propagate the changes to the drawable when we have a palette. */
if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, NULL);
if (This->resource.usage & WINED3DUSAGE_RENDERTARGET)
surface_load_location(This, SFLAG_INDRAWABLE, NULL);
return WINED3D_OK;
}
@ -4203,44 +4206,25 @@ static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT
context_release(context);
}
/*****************************************************************************
* IWineD3DSurface::LoadLocation
*
* Copies the current surface data from wherever it is to the requested
* location. The location is one of the surface flags, SFLAG_INSYSMEM,
* SFLAG_INTEXTURE and SFLAG_INDRAWABLE. When the surface is current in
* multiple locations, the gl texture is preferred over the drawable, which is
* preferred over system memory. The PBO counts as system memory. If rect is
* not NULL, only the specified rectangle is copied (only supported for
* sysmem<->drawable copies at the moment). If rect is NULL, the destination
* location is marked up to date after the copy.
*
* Parameters:
* flag: Surface location flag to be updated
* rect: rectangle to be copied
*
* Returns:
* WINED3D_OK on success
* WINED3DERR_DEVICELOST on an internal error
*
*****************************************************************************/
static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
IWineD3DDeviceImpl *device = This->resource.device;
HRESULT surface_load_location(IWineD3DSurfaceImpl *surface, DWORD flag, const RECT *rect)
{
IWineD3DDeviceImpl *device = surface->resource.device;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
BOOL drawable_read_ok = surface_is_offscreen(This);
BOOL drawable_read_ok = surface_is_offscreen(surface);
struct wined3d_format_desc desc;
CONVERT_TYPES convert;
int width, pitch, outpitch;
BYTE *mem;
BOOL in_fbo = FALSE;
if (This->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
TRACE("surface %p, location %s, rect %s.\n", surface, debug_surflocation(flag), wine_dbgstr_rect(rect));
if (surface->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
{
if (flag == SFLAG_INTEXTURE)
{
struct wined3d_context *context = context_acquire(device, NULL);
surface_load_ds_location(This, context, SFLAG_DS_OFFSCREEN);
surface_load_ds_location(surface, context, SFLAG_DS_OFFSCREEN);
context_release(context);
return WINED3D_OK;
}
@ -4253,7 +4237,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
if (surface_is_offscreen(This))
if (surface_is_offscreen(surface))
{
/* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
* Prefer SFLAG_INTEXTURE. */
@ -4263,82 +4247,87 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
}
else
{
TRACE("Surface %p is an onscreen surface\n", iface);
TRACE("Surface %p is an onscreen surface.\n", surface);
}
}
TRACE("(%p)->(%s, %p)\n", iface, debug_surflocation(flag), rect);
if(rect) {
TRACE("Rectangle: (%d,%d)-(%d,%d)\n", rect->left, rect->top, rect->right, rect->bottom);
}
if(This->Flags & flag) {
if (surface->Flags & flag)
{
TRACE("Location already up to date\n");
return WINED3D_OK;
}
if(!(This->Flags & SFLAG_LOCATIONS)) {
ERR("%p: Surface does not have any up to date location\n", This);
This->Flags |= SFLAG_LOST;
if (!(surface->Flags & SFLAG_LOCATIONS))
{
ERR("Surface %p does not have any up to date location.\n", surface);
surface->Flags |= SFLAG_LOST;
return WINED3DERR_DEVICELOST;
}
if(flag == SFLAG_INSYSMEM) {
surface_prepare_system_memory(This);
if (flag == SFLAG_INSYSMEM)
{
surface_prepare_system_memory(surface);
/* Download the surface to system memory */
if (This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))
if (surface->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))
{
struct wined3d_context *context = NULL;
if (!device->isInDraw) context = context_acquire(device, NULL);
surface_bind_and_dirtify(This, !(This->Flags & SFLAG_INTEXTURE));
surface_download_data(This, gl_info);
surface_bind_and_dirtify(surface, !(surface->Flags & SFLAG_INTEXTURE));
surface_download_data(surface, gl_info);
if (context) context_release(context);
}
else
{
/* Note: It might be faster to download into a texture first. */
read_from_framebuffer(This, rect,
This->resource.allocatedMemory,
IWineD3DSurface_GetPitch(iface));
read_from_framebuffer(surface, rect, surface->resource.allocatedMemory,
IWineD3DSurface_GetPitch((IWineD3DSurface *)surface));
}
} else if(flag == SFLAG_INDRAWABLE) {
if(This->Flags & SFLAG_INTEXTURE) {
surface_blt_to_drawable(This, rect);
} else {
}
else if (flag == SFLAG_INDRAWABLE)
{
if (surface->Flags & SFLAG_INTEXTURE)
{
surface_blt_to_drawable(surface, rect);
}
else
{
int byte_count;
if((This->Flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX) {
if ((surface->Flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX)
{
/* This needs a shader to convert the srgb data sampled from the GL texture into RGB
* values, otherwise we get incorrect values in the target. For now go the slow way
* via a system memory copy
*/
IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
surface_load_location(surface, SFLAG_INSYSMEM, rect);
}
d3dfmt_get_conv(This, FALSE /* We need color keying */, FALSE /* We won't use textures */, &desc, &convert);
d3dfmt_get_conv(surface, FALSE /* We need color keying */,
FALSE /* We won't use textures */, &desc, &convert);
/* The width is in 'length' not in bytes */
width = This->currentDesc.Width;
pitch = IWineD3DSurface_GetPitch(iface);
width = surface->currentDesc.Width;
pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *)surface);
/* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
* but it isn't set (yet) in all cases it is getting called. */
if ((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO))
if ((convert != NO_CONVERSION) && (surface->Flags & SFLAG_PBO))
{
struct wined3d_context *context = NULL;
TRACE("Removing the pbo attached to surface %p\n", This);
TRACE("Removing the pbo attached to surface %p.\n", surface);
if (!device->isInDraw) context = context_acquire(device, NULL);
surface_remove_pbo(This, gl_info);
surface_remove_pbo(surface, gl_info);
if (context) context_release(context);
}
if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
int height = This->currentDesc.Height;
if ((convert != NO_CONVERSION) && surface->resource.allocatedMemory)
{
int height = surface->currentDesc.Height;
byte_count = desc.conv_byte_count;
/* Stick to the alignment for the converted surface too, makes it easier to load the surface */
@ -4350,24 +4339,30 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
ERR("Out of memory %d, %d!\n", outpitch, height);
return WINED3DERR_OUTOFVIDEOMEMORY;
}
d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
d3dfmt_convert_surface(surface->resource.allocatedMemory, mem, pitch,
width, height, outpitch, convert, surface);
This->Flags |= SFLAG_CONVERTED;
} else {
This->Flags &= ~SFLAG_CONVERTED;
mem = This->resource.allocatedMemory;
surface->Flags |= SFLAG_CONVERTED;
}
else
{
surface->Flags &= ~SFLAG_CONVERTED;
mem = surface->resource.allocatedMemory;
byte_count = desc.byte_count;
}
flush_to_framebuffer_drawpixels(This, desc.glFormat, desc.glType, byte_count, mem);
flush_to_framebuffer_drawpixels(surface, desc.glFormat, desc.glType, byte_count, mem);
/* Don't delete PBO memory */
if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
if ((mem != surface->resource.allocatedMemory) && !(surface->Flags & SFLAG_PBO))
HeapFree(GetProcessHeap(), 0, mem);
}
} else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */ {
if (drawable_read_ok && (This->Flags & SFLAG_INDRAWABLE)) {
read_from_framebuffer_texture(This, flag == SFLAG_INSRGBTEX);
}
else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */
{
if (drawable_read_ok && (surface->Flags & SFLAG_INDRAWABLE))
{
read_from_framebuffer_texture(surface, flag == SFLAG_INSRGBTEX);
}
else
{
@ -4375,54 +4370,62 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
BOOL srgb = flag == SFLAG_INSRGBTEX;
struct wined3d_context *context = NULL;
d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */,
&desc, &convert);
d3dfmt_get_conv(surface, TRUE /* We need color keying */,
TRUE /* We will use textures */, &desc, &convert);
if(srgb) {
if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE) {
/* Performance warning ... */
FIXME("%p: Downloading rgb texture to reload it as srgb\n", This);
IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
}
} else {
if((This->Flags & (SFLAG_INSRGBTEX | SFLAG_INSYSMEM)) == SFLAG_INSRGBTEX) {
/* Performance warning ... */
FIXME("%p: Downloading srgb texture to reload it as rgb\n", This);
IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
if (srgb)
{
if ((surface->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE)
{
/* Performance warning... */
FIXME("Downloading RGB surface %p to reload it as sRGB.\n", surface);
surface_load_location(surface, SFLAG_INSYSMEM, rect);
}
}
if (!(This->Flags & SFLAG_INSYSMEM))
else
{
if ((surface->Flags & (SFLAG_INSRGBTEX | SFLAG_INSYSMEM)) == SFLAG_INSRGBTEX)
{
/* Performance warning... */
FIXME("Downloading sRGB surface %p to reload it as RGB.\n", surface);
surface_load_location(surface, SFLAG_INSYSMEM, rect);
}
}
if (!(surface->Flags & SFLAG_INSYSMEM))
{
WARN("Trying to load a texture from sysmem, but SFLAG_INSYSMEM is not set.\n");
/* Lets hope we get it from somewhere... */
IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
surface_load_location(surface, SFLAG_INSYSMEM, rect);
}
if (!device->isInDraw) context = context_acquire(device, NULL);
surface_prepare_texture(This, gl_info, srgb);
surface_bind_and_dirtify(This, srgb);
surface_prepare_texture(surface, gl_info, srgb);
surface_bind_and_dirtify(surface, srgb);
if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
This->Flags |= SFLAG_GLCKEY;
This->glCKey = This->SrcBltCKey;
if (surface->CKeyFlags & WINEDDSD_CKSRCBLT)
{
surface->Flags |= SFLAG_GLCKEY;
surface->glCKey = surface->SrcBltCKey;
}
else This->Flags &= ~SFLAG_GLCKEY;
else surface->Flags &= ~SFLAG_GLCKEY;
/* The width is in 'length' not in bytes */
width = This->currentDesc.Width;
pitch = IWineD3DSurface_GetPitch(iface);
width = surface->currentDesc.Width;
pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *)surface);
/* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
* but it isn't set (yet) in all cases it is getting called. */
if(((convert != NO_CONVERSION) || desc.convert) && (This->Flags & SFLAG_PBO)) {
TRACE("Removing the pbo attached to surface %p\n", This);
surface_remove_pbo(This, gl_info);
if ((convert != NO_CONVERSION || desc.convert) && (surface->Flags & SFLAG_PBO))
{
TRACE("Removing the pbo attached to surface %p.\n", surface);
surface_remove_pbo(surface, gl_info);
}
if(desc.convert) {
if (desc.convert)
{
/* This code is entered for texture formats which need a fixup. */
int height = This->currentDesc.Height;
int height = surface->currentDesc.Height;
/* Stick to the alignment for the converted surface too, makes it easier to load the surface */
outpitch = width * desc.conv_byte_count;
@ -4434,10 +4437,12 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
if (context) context_release(context);
return WINED3DERR_OUTOFVIDEOMEMORY;
}
desc.convert(This->resource.allocatedMemory, mem, pitch, width, height);
} else if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
desc.convert(surface->resource.allocatedMemory, mem, pitch, width, height);
}
else if (convert != NO_CONVERSION && surface->resource.allocatedMemory)
{
/* This code is only entered for color keying fixups */
int height = This->currentDesc.Height;
int height = surface->currentDesc.Height;
/* Stick to the alignment for the converted surface too, makes it easier to load the surface */
outpitch = width * desc.conv_byte_count;
@ -4449,9 +4454,12 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
if (context) context_release(context);
return WINED3DERR_OUTOFVIDEOMEMORY;
}
d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
} else {
mem = This->resource.allocatedMemory;
d3dfmt_convert_surface(surface->resource.allocatedMemory, mem, pitch,
width, height, outpitch, convert, surface);
}
else
{
mem = surface->resource.allocatedMemory;
}
/* Make sure the correct pitch is used */
@ -4459,8 +4467,8 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
LEAVE_GL();
if (mem || (This->Flags & SFLAG_PBO))
surface_upload_data(This, gl_info, &desc, srgb, mem);
if (mem || (surface->Flags & SFLAG_PBO))
surface_upload_data(surface, gl_info, &desc, srgb, mem);
/* Restore the default pitch */
ENTER_GL();
@ -4470,18 +4478,17 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
if (context) context_release(context);
/* Don't delete PBO memory */
if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
if ((mem != surface->resource.allocatedMemory) && !(surface->Flags & SFLAG_PBO))
HeapFree(GetProcessHeap(), 0, mem);
}
}
if(rect == NULL) {
This->Flags |= flag;
}
if (!rect) surface->Flags |= flag;
if (in_fbo && (This->Flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE))) {
if (in_fbo && (surface->Flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)))
{
/* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
This->Flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
surface->Flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
}
return WINED3D_OK;
@ -4599,7 +4606,6 @@ const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
IWineD3DBaseSurfaceImpl_GetData,
IWineD3DSurfaceImpl_SetFormat,
IWineD3DSurfaceImpl_PrivateSetup,
IWineD3DSurfaceImpl_LoadLocation,
IWineD3DSurfaceImpl_GetImplType,
IWineD3DSurfaceImpl_DrawOverlay
};

View File

@ -474,18 +474,6 @@ static HRESULT WINAPI IWineGDISurfaceImpl_SetMem(IWineD3DSurface *iface, void *M
return WINED3D_OK;
}
/***************************
*
***************************/
static HRESULT WINAPI IWineGDISurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
if(flag != SFLAG_INSYSMEM) {
ERR("GDI Surface requested to be copied to gl %s\n", flag == SFLAG_INTEXTURE ? "texture" : "drawable");
} else {
TRACE("Surface requested in surface memory\n");
}
return WINED3D_OK;
}
static WINED3DSURFTYPE WINAPI IWineGDISurfaceImpl_GetImplType(IWineD3DSurface *iface) {
return SURFACE_GDI;
}
@ -547,7 +535,6 @@ const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl =
IWineD3DBaseSurfaceImpl_GetData,
IWineD3DBaseSurfaceImpl_SetFormat,
IWineGDISurfaceImpl_PrivateSetup,
IWineGDISurfaceImpl_LoadLocation,
IWineGDISurfaceImpl_GetImplType,
IWineGDISurfaceImpl_DrawOverlay
};

View File

@ -325,7 +325,7 @@ static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CO
*/
if (!This->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
IWineD3DSurface_LoadLocation((IWineD3DSurface *)This->back_buffers[0], SFLAG_INTEXTURE, NULL);
surface_load_location(This->back_buffers[0], SFLAG_INTEXTURE, NULL);
surface_modify_location(This->back_buffers[0], SFLAG_INDRAWABLE, FALSE);
This->render_to_fbo = TRUE;

View File

@ -76,7 +76,7 @@ static void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRG
{
TRACE("Reloading surface because the d3d8/9 palette was changed.\n");
/* TODO: This is not necessarily needed with hw palettized texture support. */
IWineD3DSurface_LoadLocation((IWineD3DSurface *)surface, SFLAG_INSYSMEM, NULL);
surface_load_location(surface, SFLAG_INSYSMEM, NULL);
/* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
}

View File

@ -2076,6 +2076,7 @@ void surface_internal_preload(IWineD3DSurfaceImpl *surface, enum WINED3DSRGB srg
BOOL surface_is_offscreen(IWineD3DSurfaceImpl *iface) DECLSPEC_HIDDEN;
void surface_load_ds_location(IWineD3DSurfaceImpl *surface,
struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
HRESULT surface_load_location(IWineD3DSurfaceImpl *surface, DWORD flag, const RECT *rect) DECLSPEC_HIDDEN;
void surface_modify_ds_location(IWineD3DSurfaceImpl *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
void surface_modify_location(IWineD3DSurfaceImpl *surface, DWORD flag, BOOL persistent) DECLSPEC_HIDDEN;
void surface_prepare_texture(IWineD3DSurfaceImpl *surface,

View File

@ -2491,10 +2491,6 @@ interface IWineD3DSurface : IWineD3DResource
);
HRESULT PrivateSetup(
);
HRESULT LoadLocation(
[in] DWORD location,
[in] const RECT *rect
);
WINED3DSURFTYPE GetImplType(
);
HRESULT DrawOverlay(