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wined3d: Get resource info from the texture in wined3d_surface_blt().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -4659,8 +4659,10 @@ HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst
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struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
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const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter)
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{
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struct wined3d_texture *dst_texture = dst_surface->container;
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struct wined3d_device *device = dst_texture->resource.device;
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struct wined3d_swapchain *src_swapchain, *dst_swapchain;
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struct wined3d_device *device = dst_surface->resource.device;
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struct wined3d_texture *src_texture = NULL;
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DWORD src_ds_flags, dst_ds_flags;
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BOOL scale, convert;
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@ -4676,7 +4678,7 @@ HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst
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TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
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dst_surface, wine_dbgstr_rect(dst_rect), src_surface, wine_dbgstr_rect(src_rect),
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flags, fx, debug_d3dtexturefiltertype(filter));
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TRACE("Usage is %s.\n", debug_d3dusage(dst_surface->resource.usage));
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TRACE("Usage is %s.\n", debug_d3dusage(dst_texture->resource.usage));
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if (fx)
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{
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@ -4717,6 +4719,7 @@ HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst
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WARN("The application gave us a bad source rectangle.\n");
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return WINEDDERR_INVALIDRECT;
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}
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src_texture = src_surface->container;
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}
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if (!fx || !(fx->fx))
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@ -4753,9 +4756,8 @@ HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst
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/* We want to avoid invalidating the sysmem location for converted
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* surfaces, since otherwise we'd have to convert the data back when
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* locking them. */
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if (dst_surface->container->flags & WINED3D_TEXTURE_CONVERTED
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|| dst_surface->container->resource.format->convert
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|| wined3d_format_get_color_key_conversion(dst_surface->container, TRUE))
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if (dst_texture->flags & WINED3D_TEXTURE_CONVERTED || dst_texture->resource.format->convert
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|| wined3d_format_get_color_key_conversion(dst_texture, TRUE))
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{
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WARN_(d3d_perf)("Converted surface, using CPU blit.\n");
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goto cpu;
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@ -4768,11 +4770,11 @@ HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst
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}
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if (src_surface)
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src_swapchain = src_surface->container->swapchain;
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src_swapchain = src_texture->swapchain;
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else
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src_swapchain = NULL;
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dst_swapchain = dst_surface->container->swapchain;
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dst_swapchain = dst_texture->swapchain;
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/* This isn't strictly needed. FBO blits for example could deal with
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* cross-swapchain blits by first downloading the source to a texture
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@ -4788,12 +4790,12 @@ HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst
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scale = src_surface
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&& (src_rect->right - src_rect->left != dst_rect->right - dst_rect->left
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|| src_rect->bottom - src_rect->top != dst_rect->bottom - dst_rect->top);
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convert = src_surface && src_surface->resource.format->id != dst_surface->resource.format->id;
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convert = src_surface && src_texture->resource.format->id != dst_texture->resource.format->id;
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dst_ds_flags = dst_surface->container->resource.format_flags
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dst_ds_flags = dst_texture->resource.format_flags
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& (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
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if (src_surface)
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src_ds_flags = src_surface->container->resource.format_flags
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src_ds_flags = src_texture->resource.format_flags
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& (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
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else
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src_ds_flags = 0;
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@ -4820,8 +4822,8 @@ HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst
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return WINED3DERR_INVALIDCALL;
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}
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if (SUCCEEDED(wined3d_surface_depth_blt(src_surface, src_surface->container->resource.draw_binding,
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src_rect, dst_surface, dst_surface->container->resource.draw_binding, dst_rect)))
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if (SUCCEEDED(wined3d_surface_depth_blt(src_surface, src_texture->resource.draw_binding,
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src_rect, dst_surface, dst_texture->resource.draw_binding, dst_rect)))
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return WINED3D_OK;
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}
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}
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@ -4849,7 +4851,7 @@ HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst
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TRACE("Color fill.\n");
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if (!wined3d_format_convert_color_to_float(dst_surface->resource.format,
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if (!wined3d_format_convert_color_to_float(dst_texture->resource.format,
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palette, fx->fill_color, &color))
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goto fallback;
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@ -4869,7 +4871,7 @@ HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst
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}
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else if (flags & WINED3D_BLT_SRC_CKEY)
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{
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color_key = &src_surface->container->async.src_blt_color_key;
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color_key = &src_texture->async.src_blt_color_key;
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blit_op = WINED3D_BLIT_OP_COLOR_BLIT_CKEY;
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}
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else if (flags & WINED3D_BLT_ALPHA_TEST)
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@ -4890,10 +4892,10 @@ HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst
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if (SUCCEEDED(surface_upload_from_surface(dst_surface, &dst_point, src_surface, src_rect)))
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{
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if (!wined3d_resource_is_offscreen(&dst_surface->container->resource))
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if (!wined3d_resource_is_offscreen(&dst_texture->resource))
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{
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struct wined3d_context *context = context_acquire(device, dst_surface);
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surface_load_location(dst_surface, context, dst_surface->container->resource.draw_binding);
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surface_load_location(dst_surface, context, dst_texture->resource.draw_binding);
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context_release(context);
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}
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return WINED3D_OK;
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@ -4901,8 +4903,8 @@ HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst
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}
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}
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else if (dst_swapchain && dst_swapchain->back_buffers
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&& dst_surface->container == dst_swapchain->front_buffer
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&& src_surface->container == dst_swapchain->back_buffers[0])
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&& dst_texture == dst_swapchain->front_buffer
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&& src_texture == dst_swapchain->back_buffers[0])
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{
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/* Use present for back -> front blits. The idea behind this is
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* that present is potentially faster than a blit, in particular
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@ -4924,27 +4926,27 @@ HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst
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}
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if (fbo_blit_supported(&device->adapter->gl_info, blit_op,
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src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
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dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
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src_rect, src_texture->resource.usage, src_texture->resource.pool, src_texture->resource.format,
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dst_rect, dst_texture->resource.usage, dst_texture->resource.pool, dst_texture->resource.format))
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{
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struct wined3d_context *context;
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TRACE("Using FBO blit.\n");
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context = context_acquire(device, NULL);
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surface_blt_fbo(device, context, filter,
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src_surface, src_surface->container->resource.draw_binding, src_rect,
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dst_surface, dst_surface->container->resource.draw_binding, dst_rect);
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src_surface, src_texture->resource.draw_binding, src_rect,
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dst_surface, dst_texture->resource.draw_binding, dst_rect);
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context_release(context);
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surface_validate_location(dst_surface, dst_surface->container->resource.draw_binding);
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surface_invalidate_location(dst_surface, ~dst_surface->container->resource.draw_binding);
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surface_validate_location(dst_surface, dst_texture->resource.draw_binding);
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surface_invalidate_location(dst_surface, ~dst_texture->resource.draw_binding);
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return WINED3D_OK;
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}
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blitter = wined3d_select_blitter(&device->adapter->gl_info, &device->adapter->d3d_info, blit_op,
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src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
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dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format);
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src_rect, src_texture->resource.usage, src_texture->resource.pool, src_texture->resource.format,
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dst_rect, dst_texture->resource.usage, dst_texture->resource.pool, dst_texture->resource.format);
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if (blitter)
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{
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blitter->blit_surface(device, blit_op, filter, src_surface,
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