Stefan Dösinger : wined3d: Take care for client storage and pbos.
Alexandre Julliard
julliard at winehq.org
Thu Nov 8 07:07:35 CST 2007
Module: wine
Branch: master
Commit: ed937c6ad4966f57e2e19892c5decd73e180159d
URL: http://source.winehq.org/git/wine.git/?a=commit;h=ed937c6ad4966f57e2e19892c5decd73e180159d
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Sat Nov 3 16:24:55 2007 +0100
wined3d: Take care for client storage and pbos.
---
dlls/wined3d/surface.c | 37 ++++++++++++++++++++++++++-----------
1 files changed, 26 insertions(+), 11 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 4aa386f..7b25d18 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -200,11 +200,6 @@ static void surface_upload_data(IWineD3DSurfaceImpl *This, GLenum internal, GLsi
if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
FIXME("Using DXT1/3/5 without advertized support\n");
} else {
- if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
- /* Neither NONPOW2, DIBSECTION nor OVERSIZE flags can be set on compressed textures */
- This->Flags |= SFLAG_CLIENT;
- }
-
/* glCompressedTexSubImage2D for uploading and glTexImage2D for allocating does not work well on some drivers(r200 dri, MacOS ATI driver)
* glCompressedTexImage2D does not accept NULL pointers. So for compressed textures surface_allocate_surface does nothing, and this
* function uses glCompressedTexImage2D instead of the SubImage call
@@ -256,6 +251,7 @@ static void surface_upload_data(IWineD3DSurfaceImpl *This, GLenum internal, GLsi
static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type) {
BOOL enable_client_storage = FALSE;
+ BYTE *mem = NULL;
TRACE("(%p) : Creating surface (target %#x) level %d, d3d format %s, internal format %#x, width %d, height %d, gl format %#x, gl type=%#x\n", This,
This->glDescription.target, This->glDescription.level, debug_d3dformat(This->resource.format), internal, width, height, format, type);
@@ -265,6 +261,18 @@ static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal,
This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
/* glCompressedTexImage2D does not accept NULL pointers, so we cannot allocate a compressed texture without uploading data */
TRACE("Not allocating compressed surfaces, surface_upload_data will specify them\n");
+
+ /* We have to point GL to the client storage memory here, because upload_data might use a PBO. This means a double upload
+ * once, unfortunately
+ */
+ if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
+ /* Neither NONPOW2, DIBSECTION nor OVERSIZE flags can be set on compressed textures */
+ This->Flags |= SFLAG_CLIENT;
+ mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
+ GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
+ width, height, 0 /* border */, This->resource.size, mem));
+ }
+
return;
}
@@ -285,11 +293,14 @@ static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal,
enable_client_storage = TRUE;
} else {
This->Flags |= SFLAG_CLIENT;
- /* Below point opengl to our allocated texture memory */
+
+ /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
+ * it might point into a pbo. Instead use heapMemory, but get the alignment right.
+ */
+ mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
}
}
- glTexImage2D(This->glDescription.target, This->glDescription.level, internal, width, height, 0, format, type,
- This->Flags & SFLAG_CLIENT ? This->resource.allocatedMemory : NULL);
+ glTexImage2D(This->glDescription.target, This->glDescription.level, internal, width, height, 0, format, type, mem);
checkGLcall("glTexImage2D");
if(enable_client_storage) {
@@ -751,16 +762,20 @@ static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This) {
checkGLcall("glBindBufferARB");
/* We don't need the system memory anymore and we can't even use it for PBOs */
- HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
+ if(!(This->Flags & SFLAG_CLIENT)) {
+ HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
+ This->resource.heapMemory = NULL;
+ }
This->resource.allocatedMemory = NULL;
- This->resource.heapMemory = NULL;
This->Flags |= SFLAG_PBO;
LEAVE_GL();
} else if(!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO)) {
/* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
* or a pbo to map
*/
- This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
+ if(!This->resource.heapMemory) {
+ This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
+ }
This->resource.allocatedMemory =
(BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
if(This->Flags & SFLAG_INSYSMEM) {
More information about the wine-cvs
mailing list