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wined3d: Introduce a separate function for loading the SFLAG_INTEXTURE and SFLAG_INSRGBTEX surface locations.
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cabcb362c1
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1c3b691f10
@ -5996,15 +5996,161 @@ static HRESULT surface_load_drawable(struct wined3d_surface *surface,
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return WINED3D_OK;
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}
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static HRESULT surface_load_texture(struct wined3d_surface *surface,
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const struct wined3d_gl_info *gl_info, const RECT *rect, BOOL srgb)
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{
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const DWORD attach_flags = WINED3DFMT_FLAG_FBO_ATTACHABLE | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
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RECT src_rect = {0, 0, surface->resource.width, surface->resource.height};
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struct wined3d_device *device = surface->resource.device;
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struct wined3d_context *context = NULL;
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UINT width, src_pitch, dst_pitch;
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struct wined3d_bo_address data;
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struct wined3d_format format;
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POINT dst_point = {0, 0};
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CONVERT_TYPES convert;
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BYTE *mem;
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if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
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&& surface_is_offscreen(surface)
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&& (surface->flags & SFLAG_INDRAWABLE))
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{
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read_from_framebuffer_texture(surface, srgb);
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return WINED3D_OK;
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}
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if (surface->flags & (SFLAG_INSRGBTEX | SFLAG_INTEXTURE)
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&& (surface->resource.format->flags & attach_flags) == attach_flags
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&& fbo_blit_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
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NULL, surface->resource.usage, surface->resource.pool, surface->resource.format,
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NULL, surface->resource.usage, surface->resource.pool, surface->resource.format))
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{
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if (srgb)
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surface_blt_fbo(device, WINED3DTEXF_POINT, surface, SFLAG_INTEXTURE,
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&src_rect, surface, SFLAG_INSRGBTEX, &src_rect);
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else
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surface_blt_fbo(device, WINED3DTEXF_POINT, surface, SFLAG_INSRGBTEX,
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&src_rect, surface, SFLAG_INTEXTURE, &src_rect);
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return WINED3D_OK;
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}
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/* Upload from system memory */
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d3dfmt_get_conv(surface, TRUE /* We need color keying */,
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TRUE /* We will use textures */, &format, &convert);
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if (srgb)
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{
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if ((surface->flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE)
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{
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/* Performance warning... */
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FIXME("Downloading RGB surface %p to reload it as sRGB.\n", surface);
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surface_load_location(surface, SFLAG_INSYSMEM, rect);
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}
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}
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else
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{
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if ((surface->flags & (SFLAG_INSRGBTEX | SFLAG_INSYSMEM)) == SFLAG_INSRGBTEX)
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{
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/* Performance warning... */
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FIXME("Downloading sRGB surface %p to reload it as RGB.\n", surface);
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surface_load_location(surface, SFLAG_INSYSMEM, rect);
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}
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}
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if (!(surface->flags & SFLAG_INSYSMEM))
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{
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WARN("Trying to load a texture from sysmem, but SFLAG_INSYSMEM is not set.\n");
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/* Lets hope we get it from somewhere... */
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surface_load_location(surface, SFLAG_INSYSMEM, rect);
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}
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if (!device->isInDraw)
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context = context_acquire(device, NULL);
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surface_prepare_texture(surface, gl_info, srgb);
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surface_bind_and_dirtify(surface, gl_info, srgb);
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if (surface->CKeyFlags & WINEDDSD_CKSRCBLT)
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{
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surface->flags |= SFLAG_GLCKEY;
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surface->glCKey = surface->SrcBltCKey;
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}
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else surface->flags &= ~SFLAG_GLCKEY;
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width = surface->resource.width;
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src_pitch = wined3d_surface_get_pitch(surface);
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/* Don't use PBOs for converted surfaces. During PBO conversion we look at
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* SFLAG_CONVERTED but it isn't set (yet) in all cases it is getting
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* called. */
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if ((convert != NO_CONVERSION || format.convert) && (surface->flags & SFLAG_PBO))
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{
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TRACE("Removing the pbo attached to surface %p.\n", surface);
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surface_remove_pbo(surface, gl_info);
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}
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if (format.convert)
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{
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/* This code is entered for texture formats which need a fixup. */
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UINT height = surface->resource.height;
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/* Stick to the alignment for the converted surface too, makes it easier to load the surface */
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dst_pitch = width * format.conv_byte_count;
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dst_pitch = (dst_pitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
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if (!(mem = HeapAlloc(GetProcessHeap(), 0, dst_pitch * height)))
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{
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ERR("Out of memory (%u).\n", dst_pitch * height);
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if (context)
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context_release(context);
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return E_OUTOFMEMORY;
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}
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format.convert(surface->resource.allocatedMemory, mem, src_pitch, width, height);
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}
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else if (convert != NO_CONVERSION && surface->resource.allocatedMemory)
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{
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/* This code is only entered for color keying fixups */
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UINT height = surface->resource.height;
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/* Stick to the alignment for the converted surface too, makes it easier to load the surface */
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dst_pitch = width * format.conv_byte_count;
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dst_pitch = (dst_pitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
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if (!(mem = HeapAlloc(GetProcessHeap(), 0, dst_pitch * height)))
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{
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ERR("Out of memory (%u).\n", dst_pitch * height);
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if (context)
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context_release(context);
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return E_OUTOFMEMORY;
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}
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d3dfmt_convert_surface(surface->resource.allocatedMemory, mem, src_pitch,
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width, height, dst_pitch, convert, surface);
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}
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else
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{
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mem = surface->resource.allocatedMemory;
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}
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data.buffer_object = surface->flags & SFLAG_PBO ? surface->pbo : 0;
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data.addr = mem;
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surface_upload_data(surface, gl_info, &format, &src_rect, width, &dst_point, srgb, &data);
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if (context)
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context_release(context);
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/* Don't delete PBO memory. */
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if ((mem != surface->resource.allocatedMemory) && !(surface->flags & SFLAG_PBO))
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HeapFree(GetProcessHeap(), 0, mem);
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return WINED3D_OK;
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}
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HRESULT surface_load_location(struct wined3d_surface *surface, DWORD flag, const RECT *rect)
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{
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struct wined3d_device *device = surface->resource.device;
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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BOOL drawable_read_ok = surface_is_offscreen(surface);
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struct wined3d_format format;
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CONVERT_TYPES convert;
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int width, pitch, outpitch;
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BYTE *mem;
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BOOL in_fbo = FALSE;
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HRESULT hr;
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@ -6033,7 +6179,6 @@ HRESULT surface_load_location(struct wined3d_surface *surface, DWORD flag, const
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/* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
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* Prefer SFLAG_INTEXTURE. */
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if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
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drawable_read_ok = FALSE;
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in_fbo = TRUE;
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}
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else
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@ -6077,135 +6222,8 @@ HRESULT surface_load_location(struct wined3d_surface *surface, DWORD flag, const
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}
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else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */
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{
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const DWORD attach_flags = WINED3DFMT_FLAG_FBO_ATTACHABLE | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
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if (drawable_read_ok && (surface->flags & SFLAG_INDRAWABLE))
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{
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read_from_framebuffer_texture(surface, flag == SFLAG_INSRGBTEX);
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}
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else if (surface->flags & (SFLAG_INSRGBTEX | SFLAG_INTEXTURE)
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&& (surface->resource.format->flags & attach_flags) == attach_flags
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&& fbo_blit_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
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NULL, surface->resource.usage, surface->resource.pool, surface->resource.format,
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NULL, surface->resource.usage, surface->resource.pool, surface->resource.format))
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{
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DWORD src_location = flag == SFLAG_INSRGBTEX ? SFLAG_INTEXTURE : SFLAG_INSRGBTEX;
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RECT rect = {0, 0, surface->resource.width, surface->resource.height};
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surface_blt_fbo(surface->resource.device, WINED3DTEXF_POINT,
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surface, src_location, &rect, surface, flag, &rect);
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}
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else
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{
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/* Upload from system memory */
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RECT src_rect = {0, 0, surface->resource.width, surface->resource.height};
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BOOL srgb = flag == SFLAG_INSRGBTEX;
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struct wined3d_context *context = NULL;
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struct wined3d_bo_address data;
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POINT dst_point = {0, 0};
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d3dfmt_get_conv(surface, TRUE /* We need color keying */,
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TRUE /* We will use textures */, &format, &convert);
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if (srgb)
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{
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if ((surface->flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE)
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{
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/* Performance warning... */
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FIXME("Downloading RGB surface %p to reload it as sRGB.\n", surface);
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surface_load_location(surface, SFLAG_INSYSMEM, rect);
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}
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}
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else
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{
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if ((surface->flags & (SFLAG_INSRGBTEX | SFLAG_INSYSMEM)) == SFLAG_INSRGBTEX)
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{
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/* Performance warning... */
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FIXME("Downloading sRGB surface %p to reload it as RGB.\n", surface);
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surface_load_location(surface, SFLAG_INSYSMEM, rect);
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}
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}
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if (!(surface->flags & SFLAG_INSYSMEM))
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{
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WARN("Trying to load a texture from sysmem, but SFLAG_INSYSMEM is not set.\n");
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/* Lets hope we get it from somewhere... */
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surface_load_location(surface, SFLAG_INSYSMEM, rect);
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}
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if (!device->isInDraw) context = context_acquire(device, NULL);
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surface_prepare_texture(surface, gl_info, srgb);
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surface_bind_and_dirtify(surface, gl_info, srgb);
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if (surface->CKeyFlags & WINEDDSD_CKSRCBLT)
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{
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surface->flags |= SFLAG_GLCKEY;
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surface->glCKey = surface->SrcBltCKey;
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}
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else surface->flags &= ~SFLAG_GLCKEY;
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/* The width is in 'length' not in bytes */
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width = surface->resource.width;
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pitch = wined3d_surface_get_pitch(surface);
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/* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
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* but it isn't set (yet) in all cases it is getting called. */
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if ((convert != NO_CONVERSION || format.convert) && (surface->flags & SFLAG_PBO))
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{
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TRACE("Removing the pbo attached to surface %p.\n", surface);
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surface_remove_pbo(surface, gl_info);
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}
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if (format.convert)
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{
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/* This code is entered for texture formats which need a fixup. */
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UINT height = surface->resource.height;
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/* Stick to the alignment for the converted surface too, makes it easier to load the surface */
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outpitch = width * format.conv_byte_count;
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outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
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mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
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if(!mem) {
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ERR("Out of memory %d, %d!\n", outpitch, height);
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if (context) context_release(context);
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return WINED3DERR_OUTOFVIDEOMEMORY;
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}
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format.convert(surface->resource.allocatedMemory, mem, pitch, width, height);
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}
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else if (convert != NO_CONVERSION && surface->resource.allocatedMemory)
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{
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/* This code is only entered for color keying fixups */
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UINT height = surface->resource.height;
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/* Stick to the alignment for the converted surface too, makes it easier to load the surface */
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outpitch = width * format.conv_byte_count;
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outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
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mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
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if(!mem) {
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ERR("Out of memory %d, %d!\n", outpitch, height);
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if (context) context_release(context);
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return WINED3DERR_OUTOFVIDEOMEMORY;
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}
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d3dfmt_convert_surface(surface->resource.allocatedMemory, mem, pitch,
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width, height, outpitch, convert, surface);
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}
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else
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{
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mem = surface->resource.allocatedMemory;
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}
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data.buffer_object = surface->flags & SFLAG_PBO ? surface->pbo : 0;
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data.addr = mem;
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surface_upload_data(surface, gl_info, &format, &src_rect, width, &dst_point, srgb, &data);
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if (context) context_release(context);
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/* Don't delete PBO memory */
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if ((mem != surface->resource.allocatedMemory) && !(surface->flags & SFLAG_PBO))
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HeapFree(GetProcessHeap(), 0, mem);
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}
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if (FAILED(hr = surface_load_texture(surface, gl_info, rect, flag == SFLAG_INSRGBTEX)))
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return hr;
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}
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if (!rect)
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