[PATCH 6/6] wined3d: Call wined3d_volume_prepare_location() in wined3d_volume_load_location().
Henri Verbeet
hverbeet at codeweavers.com
Tue Mar 8 08:51:16 CST 2016
From: Stefan Dösinger <stefan at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/wined3d/volume.c | 93 +++++++++++++++++++++++----------------------------
1 file changed, 42 insertions(+), 51 deletions(-)
diff --git a/dlls/wined3d/volume.c b/dlls/wined3d/volume.c
index cfa3cf0..f70b50b 100644
--- a/dlls/wined3d/volume.c
+++ b/dlls/wined3d/volume.c
@@ -243,8 +243,9 @@ static BOOL wined3d_volume_can_evict(const struct wined3d_volume *volume)
return TRUE;
}
+
/* Context activation is done by the caller. */
-static void wined3d_volume_load_location(struct wined3d_volume *volume,
+static BOOL wined3d_volume_load_location(struct wined3d_volume *volume,
struct wined3d_context *context, DWORD location)
{
DWORD required_access = volume_access_from_location(location);
@@ -256,32 +257,31 @@ static void wined3d_volume_load_location(struct wined3d_volume *volume,
if ((volume->locations & location) == location)
{
TRACE("Location(s) already up to date.\n");
- return;
+ return TRUE;
}
if ((volume->resource.access_flags & required_access) != required_access)
{
ERR("Operation requires %#x access, but volume only has %#x.\n",
required_access, volume->resource.access_flags);
- return;
+ return FALSE;
+ }
+
+ if (!wined3d_volume_prepare_location(volume, context, location))
+ return FALSE;
+
+ if (volume->locations & WINED3D_LOCATION_DISCARDED)
+ {
+ TRACE("Volume previously discarded, nothing to do.\n");
+ wined3d_volume_invalidate_location(volume, WINED3D_LOCATION_DISCARDED);
+ goto done;
}
switch (location)
{
case WINED3D_LOCATION_TEXTURE_RGB:
case WINED3D_LOCATION_TEXTURE_SRGB:
- if ((location == WINED3D_LOCATION_TEXTURE_RGB
- && !(texture->flags & WINED3D_TEXTURE_RGB_ALLOCATED))
- || (location == WINED3D_LOCATION_TEXTURE_SRGB
- && !(texture->flags & WINED3D_TEXTURE_SRGB_ALLOCATED)))
- ERR("Trying to load (s)RGB texture without prior allocation.\n");
-
- if (volume->locations & WINED3D_LOCATION_DISCARDED)
- {
- TRACE("Volume previously discarded, nothing to do.\n");
- wined3d_volume_invalidate_location(volume, WINED3D_LOCATION_DISCARDED);
- }
- else if (volume->locations & WINED3D_LOCATION_SYSMEM)
+ if (volume->locations & WINED3D_LOCATION_SYSMEM)
{
struct wined3d_const_bo_address data = {0, volume->resource.heap_memory};
wined3d_texture_bind_and_dirtify(texture, context,
@@ -310,25 +310,12 @@ static void wined3d_volume_load_location(struct wined3d_volume *volume,
else
{
FIXME("Implement texture loading from %s.\n", wined3d_debug_location(volume->locations));
- return;
+ return FALSE;
}
- wined3d_volume_validate_location(volume, location);
-
- if (wined3d_volume_can_evict(volume))
- wined3d_volume_evict_sysmem(volume);
-
break;
case WINED3D_LOCATION_SYSMEM:
- if (!volume->resource.heap_memory)
- ERR("Trying to load WINED3D_LOCATION_SYSMEM without setting it up first.\n");
-
- if (volume->locations & WINED3D_LOCATION_DISCARDED)
- {
- TRACE("Volume previously discarded, nothing to do.\n");
- wined3d_volume_invalidate_location(volume, WINED3D_LOCATION_DISCARDED);
- }
- else if (volume->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
+ if (volume->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
{
struct wined3d_bo_address data = {0, volume->resource.heap_memory};
@@ -344,21 +331,12 @@ static void wined3d_volume_load_location(struct wined3d_volume *volume,
{
FIXME("Implement WINED3D_LOCATION_SYSMEM loading from %s.\n",
wined3d_debug_location(volume->locations));
- return;
+ return FALSE;
}
- wined3d_volume_validate_location(volume, WINED3D_LOCATION_SYSMEM);
break;
case WINED3D_LOCATION_BUFFER:
- if (!texture->sub_resources[volume->texture_level].buffer_object)
- ERR("Trying to load WINED3D_LOCATION_BUFFER without setting it up first.\n");
-
- if (volume->locations & WINED3D_LOCATION_DISCARDED)
- {
- TRACE("Volume previously discarded, nothing to do.\n");
- wined3d_volume_invalidate_location(volume, WINED3D_LOCATION_DISCARDED);
- }
- else if (volume->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
+ if (volume->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
{
struct wined3d_bo_address data =
{
@@ -377,15 +355,23 @@ static void wined3d_volume_load_location(struct wined3d_volume *volume,
{
FIXME("Implement WINED3D_LOCATION_BUFFER loading from %s.\n",
wined3d_debug_location(volume->locations));
- return;
+ return FALSE;
}
- wined3d_volume_validate_location(volume, WINED3D_LOCATION_BUFFER);
break;
default:
FIXME("Implement %s loading from %s.\n", wined3d_debug_location(location),
wined3d_debug_location(volume->locations));
+ return FALSE;
}
+
+done:
+ wined3d_volume_validate_location(volume, location);
+
+ if (location != WINED3D_LOCATION_SYSMEM && wined3d_volume_can_evict(volume))
+ wined3d_volume_evict_sysmem(volume);
+
+ return TRUE;
}
/* Context activation is done by the caller. */
@@ -415,9 +401,8 @@ static void volume_unload(struct wined3d_resource *resource)
TRACE("texture %p.\n", resource);
context = context_acquire(device, NULL);
- if (wined3d_volume_prepare_location(volume, context, WINED3D_LOCATION_SYSMEM))
+ if (wined3d_volume_load_location(volume, context, WINED3D_LOCATION_SYSMEM))
{
- wined3d_volume_load_location(volume, context, WINED3D_LOCATION_SYSMEM);
wined3d_volume_invalidate_location(volume, ~WINED3D_LOCATION_SYSMEM);
}
else
@@ -465,6 +450,7 @@ HRESULT wined3d_volume_map(struct wined3d_volume *volume,
BYTE *base_memory;
const struct wined3d_format *format = volume->resource.format;
const unsigned int fmt_flags = texture->resource.format_flags;
+ BOOL ret;
TRACE("volume %p, map_desc %p, box %s, flags %#x.\n",
volume, map_desc, debug_box(box), flags);
@@ -498,7 +484,17 @@ HRESULT wined3d_volume_map(struct wined3d_volume *volume,
context = context_acquire(device, NULL);
gl_info = context->gl_info;
- if (!wined3d_volume_prepare_location(volume, context, volume->resource.map_binding))
+ if (flags & WINED3D_MAP_DISCARD)
+ {
+ wined3d_volume_validate_location(volume, volume->resource.map_binding);
+ ret = wined3d_volume_prepare_location(volume, context, volume->resource.map_binding);
+ }
+ else
+ {
+ ret = wined3d_volume_load_location(volume, context, volume->resource.map_binding);
+ }
+
+ if (!ret)
{
ERR("Failed to prepare location.\n");
context_release(context);
@@ -506,11 +502,6 @@ HRESULT wined3d_volume_map(struct wined3d_volume *volume,
return E_OUTOFMEMORY;
}
- if (flags & WINED3D_MAP_DISCARD)
- wined3d_volume_validate_location(volume, volume->resource.map_binding);
- else
- wined3d_volume_load_location(volume, context, volume->resource.map_binding);
-
if (volume->resource.map_binding == WINED3D_LOCATION_BUFFER)
{
GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, texture->sub_resources[volume->texture_level].buffer_object));
--
2.1.4
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