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wined3d: Don't lock directly into the DIB.
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@ -85,7 +85,6 @@ static void surface_cleanup(struct wined3d_surface *surface)
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DeleteDC(surface->hDC);
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DeleteObject(surface->dib.DIBsection);
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surface->dib.bitmap_data = NULL;
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surface->resource.allocatedMemory = NULL;
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}
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if (surface->overlay_dest)
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@ -488,17 +487,6 @@ static HRESULT surface_create_dib_section(struct wined3d_surface *surface)
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}
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TRACE("DIBSection at %p.\n", surface->dib.bitmap_data);
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/* Copy the existing surface to the dib section. */
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if (surface->resource.allocatedMemory)
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{
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memcpy(surface->dib.bitmap_data, surface->resource.allocatedMemory,
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surface->resource.height * wined3d_surface_get_pitch(surface));
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}
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else if (!surface->user_memory)
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{
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/* This is to make maps read the GL texture although memory is allocated. */
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surface->flags &= ~SFLAG_INSYSMEM;
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}
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surface->dib.bitmap_size = b_info->bmiHeader.biSizeImage;
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HeapFree(GetProcessHeap(), 0, b_info);
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@ -1302,20 +1290,13 @@ HRESULT CDECL wined3d_surface_get_render_target_data(struct wined3d_surface *sur
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/* Context activation is done by the caller. */
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static void surface_remove_pbo(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info)
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{
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if (surface->flags & SFLAG_DIBSECTION)
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{
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surface->resource.allocatedMemory = surface->dib.bitmap_data;
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}
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else
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{
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if (!surface->resource.heap_memory)
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wined3d_resource_allocate_sysmem(&surface->resource);
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else if (!(surface->flags & SFLAG_CLIENT))
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ERR("Surface %p has heap_memory %p and flags %#x.\n",
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surface, surface->resource.heap_memory, surface->flags);
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if (!surface->resource.heap_memory)
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wined3d_resource_allocate_sysmem(&surface->resource);
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else if (!(surface->flags & SFLAG_CLIENT))
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ERR("Surface %p has heap_memory %p and flags %#x.\n",
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surface, surface->resource.heap_memory, surface->flags);
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surface->resource.allocatedMemory = surface->resource.heap_memory;
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}
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surface->resource.allocatedMemory = surface->resource.heap_memory;
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GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
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checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, surface->pbo)");
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@ -1477,11 +1458,8 @@ static HRESULT gdi_surface_private_setup(struct wined3d_surface *surface)
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/* Sysmem textures have memory already allocated - release it,
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* this avoids an unnecessary memcpy. */
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hr = surface_create_dib_section(surface);
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if (SUCCEEDED(hr))
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{
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wined3d_resource_free_sysmem(&surface->resource);
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surface->resource.allocatedMemory = surface->dib.bitmap_data;
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}
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if (FAILED(hr))
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return hr;
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/* We don't mind the nonpow2 stuff in GDI. */
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surface->pow2Width = surface->resource.width;
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@ -2801,9 +2779,8 @@ HRESULT CDECL wined3d_surface_update_desc(struct wined3d_surface *surface,
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ERR("Failed to create dib section, hr %#x.\n", hr);
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return hr;
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}
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surface->resource.allocatedMemory = surface->dib.bitmap_data;
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}
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else if (!surface_init_sysmem(surface))
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if (!surface_init_sysmem(surface))
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return E_OUTOFMEMORY;
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surface_validate_location(surface, surface->map_binding);
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@ -3276,13 +3253,6 @@ HRESULT CDECL wined3d_surface_getdc(struct wined3d_surface *surface, HDC *dc)
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hr = surface_create_dib_section(surface);
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if (FAILED(hr))
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return WINED3DERR_INVALIDCALL;
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/* Use the DIB section from now on if we are not using a PBO or user memory. */
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if (!(surface->flags & (SFLAG_PBO | SFLAG_PIN_SYSMEM) || surface->user_memory))
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{
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wined3d_resource_free_sysmem(&surface->resource);
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surface->resource.allocatedMemory = surface->dib.bitmap_data;
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}
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}
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/* Map the surface. */
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@ -3294,8 +3264,7 @@ HRESULT CDECL wined3d_surface_getdc(struct wined3d_surface *surface, HDC *dc)
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}
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surface->getdc_map_mem = map.data;
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if (surface->dib.bitmap_data != surface->getdc_map_mem)
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memcpy(surface->dib.bitmap_data, surface->getdc_map_mem, surface->resource.size);
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memcpy(surface->dib.bitmap_data, surface->getdc_map_mem, surface->resource.size);
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if (surface->resource.format->id == WINED3DFMT_P8_UINT
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|| surface->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
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@ -3356,8 +3325,7 @@ HRESULT CDECL wined3d_surface_releasedc(struct wined3d_surface *surface, HDC dc)
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return WINEDDERR_NODC;
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}
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if (surface->dib.bitmap_data != surface->getdc_map_mem)
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memcpy(surface->getdc_map_mem, surface->dib.bitmap_data, surface->resource.size);
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memcpy(surface->getdc_map_mem, surface->dib.bitmap_data, surface->resource.size);
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/* We locked first, so unlock now. */
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surface->getdc_map_mem = NULL;
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@ -6450,16 +6418,6 @@ static HRESULT surface_init(struct wined3d_surface *surface, struct wined3d_text
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return hr;
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}
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/* Similar to lockable rendertargets above, creating the DIB section
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* during surface initialization prevents the sysmem pointer from changing
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* after a wined3d_surface_getdc() call. */
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if ((desc->usage & WINED3DUSAGE_OWNDC) && !surface->hDC
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&& SUCCEEDED(surface_create_dib_section(surface)))
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{
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wined3d_resource_free_sysmem(&surface->resource);
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surface->resource.allocatedMemory = surface->dib.bitmap_data;
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}
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surface->map_binding = SFLAG_INSYSMEM;
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return hr;
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@ -623,6 +623,8 @@ void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *r
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TRACE("Copying surface %p to screen.\n", front);
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memcpy(front->dib.bitmap_data, front->resource.heap_memory, front->resource.size);
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src_dc = front->hDC;
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window = swapchain->win_handle;
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dst_dc = GetDCEx(window, 0, DCX_CLIPSIBLINGS | DCX_CACHE);
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@ -2309,7 +2309,6 @@ void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back) D
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/* In some conditions the surface memory must not be freed:
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* SFLAG_CONVERTED: Converting the data back would take too long
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* SFLAG_DIBSECTION: The dib code manages the memory
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* SFLAG_DYNLOCK: Avoid freeing the data for performance
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* SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
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* SFLAG_CLIENT: OpenGL uses our memory as backup
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@ -2317,7 +2316,6 @@ void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back) D
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#define SFLAG_DONOTFREE (SFLAG_CONVERTED | \
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SFLAG_DYNLOCK | \
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SFLAG_CLIENT | \
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SFLAG_DIBSECTION | \
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SFLAG_PBO | \
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SFLAG_PIN_SYSMEM)
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