[v5 PATCH 1/3] wined3d: Send texture updates through the command stream.
Masanori Kakura
kakurasan at gmail.com
Wed May 24 08:49:55 CDT 2017
Signed-off-by: Masanori Kakura <kakurasan at gmail.com>
---
dlls/wined3d/cs.c | 73 ++++++++++++++++++++++++++++++++++++++++++
dlls/wined3d/device.c | 22 ++-----------
dlls/wined3d/wined3d_private.h | 5 +++
3 files changed, 81 insertions(+), 19 deletions(-)
diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c
index 1e1d69e11a..bacca09131 100644
--- a/dlls/wined3d/cs.c
+++ b/dlls/wined3d/cs.c
@@ -68,6 +68,7 @@ enum wined3d_cs_op
WINED3D_CS_OP_UNMAP,
WINED3D_CS_OP_BLT_SUB_RESOURCE,
WINED3D_CS_OP_UPDATE_SUB_RESOURCE,
+ WINED3D_CS_OP_UPDATE_TEXTURE,
WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION,
WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW,
WINED3D_CS_OP_STOP,
@@ -404,6 +405,18 @@ struct wined3d_cs_update_sub_resource
struct wined3d_sub_resource_data data;
};
+struct wined3d_cs_update_texture
+{
+ enum wined3d_cs_op opcode;
+ struct wined3d_texture *src_texture;
+ struct wined3d_texture *dst_texture;
+ unsigned int level_count;
+ unsigned int layer_count;
+ unsigned int src_level_count;
+ unsigned int dst_level_count;
+ unsigned int src_skip_levels;
+};
+
struct wined3d_cs_add_dirty_texture_region
{
enum wined3d_cs_op opcode;
@@ -2163,6 +2176,65 @@ void wined3d_cs_emit_update_sub_resource(struct wined3d_cs *cs, struct wined3d_r
cs->ops->finish(cs, WINED3D_CS_QUEUE_DEFAULT);
}
+static void wined3d_cs_exec_update_texture(struct wined3d_cs *cs, const void *data)
+{
+ const struct wined3d_cs_update_texture *op = data;
+ struct wined3d_texture *src_texture = op->src_texture;
+ struct wined3d_texture *dst_texture = op->dst_texture;
+ unsigned int level_count = op->level_count;
+ unsigned int layer_count = op->layer_count;
+ unsigned int src_level_count = op->src_level_count;
+ unsigned int dst_level_count = op->dst_level_count;
+ unsigned int src_skip_levels = op->src_skip_levels;
+ unsigned int i, j;
+ unsigned int width, height, depth;
+ struct wined3d_box box;
+
+ /* Update every surface level of the texture. */
+ for (i = 0; i < level_count; ++i)
+ {
+ width = wined3d_texture_get_level_width(dst_texture, i);
+ height = wined3d_texture_get_level_height(dst_texture, i);
+ depth = wined3d_texture_get_level_depth(dst_texture, i);
+ wined3d_box_set(&box, 0, 0, width, height, 0, depth);
+
+ for (j = 0; j < layer_count; ++j)
+ {
+ wined3d_cs_emit_blt_sub_resource(cs,
+ &dst_texture->resource, j * dst_level_count + i, &box,
+ &src_texture->resource, j * src_level_count + i + src_skip_levels, &box,
+ 0, NULL, WINED3D_TEXF_POINT);
+ }
+ }
+
+ wined3d_resource_release(&src_texture->resource);
+ wined3d_resource_release(&dst_texture->resource);
+}
+
+void wined3d_cs_emit_update_texture(struct wined3d_cs *cs,
+ struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture,
+ unsigned int level_count, unsigned int layer_count,
+ unsigned int src_level_count, unsigned int dst_level_count,
+ unsigned int src_skip_levels)
+{
+ struct wined3d_cs_update_texture *op;
+
+ op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
+ op->opcode = WINED3D_CS_OP_UPDATE_TEXTURE;
+ op->src_texture = src_texture;
+ op->dst_texture = dst_texture;
+ op->level_count = level_count;
+ op->layer_count = layer_count;
+ op->src_level_count = src_level_count;
+ op->dst_level_count = dst_level_count;
+ op->src_skip_levels = src_skip_levels;
+
+ wined3d_resource_acquire(&src_texture->resource);
+ wined3d_resource_acquire(&dst_texture->resource);
+
+ cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
+}
+
static void wined3d_cs_exec_add_dirty_texture_region(struct wined3d_cs *cs, const void *data)
{
const struct wined3d_cs_add_dirty_texture_region *op = data;
@@ -2282,6 +2354,7 @@ static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void
/* WINED3D_CS_OP_UNMAP */ wined3d_cs_exec_unmap,
/* WINED3D_CS_OP_BLT_SUB_RESOURCE */ wined3d_cs_exec_blt_sub_resource,
/* WINED3D_CS_OP_UPDATE_SUB_RESOURCE */ wined3d_cs_exec_update_sub_resource,
+ /* WINED3D_CS_OP_UPDATE_TEXTURE */ wined3d_cs_exec_update_texture,
/* WINED3D_CS_OP_ADD_DIRTY_TEXTURE_REGION */ wined3d_cs_exec_add_dirty_texture_region,
/* WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW */ wined3d_cs_exec_clear_unordered_access_view,
};
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index e07d07c41e..42ddbb389b 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -3718,10 +3718,8 @@ HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
{
unsigned int src_size, dst_size, src_skip_levels = 0;
unsigned int src_level_count, dst_level_count;
- unsigned int layer_count, level_count, i, j;
- unsigned int width, height, depth;
+ unsigned int layer_count, level_count;
enum wined3d_resource_type type;
- struct wined3d_box box;
TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
@@ -3789,22 +3787,8 @@ HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
return WINED3DERR_INVALIDCALL;
}
- /* Update every surface level of the texture. */
- for (i = 0; i < level_count; ++i)
- {
- width = wined3d_texture_get_level_width(dst_texture, i);
- height = wined3d_texture_get_level_height(dst_texture, i);
- depth = wined3d_texture_get_level_depth(dst_texture, i);
- wined3d_box_set(&box, 0, 0, width, height, 0, depth);
-
- for (j = 0; j < layer_count; ++j)
- {
- wined3d_cs_emit_blt_sub_resource(device->cs,
- &dst_texture->resource, j * dst_level_count + i, &box,
- &src_texture->resource, j * src_level_count + i + src_skip_levels, &box,
- 0, NULL, WINED3D_TEXF_POINT);
- }
- }
+ wined3d_cs_emit_update_texture(device->cs, src_texture, dst_texture,
+ level_count, layer_count, src_level_count, dst_level_count, src_skip_levels);
return WINED3D_OK;
}
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 321f4d54f5..5c830a24c0 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -3406,6 +3406,11 @@ void wined3d_cs_emit_unload_resource(struct wined3d_cs *cs, struct wined3d_resou
void wined3d_cs_emit_update_sub_resource(struct wined3d_cs *cs, struct wined3d_resource *resource,
unsigned int sub_resource_idx, const struct wined3d_box *box, const void *data, unsigned int row_pitch,
unsigned int slice_pitch) DECLSPEC_HIDDEN;
+void wined3d_cs_emit_update_texture(struct wined3d_cs *cs,
+ struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture,
+ unsigned int level_count, unsigned int layer_count,
+ unsigned int src_level_count, unsigned int dst_level_count,
+ unsigned int src_skip_levels) DECLSPEC_HIDDEN;
void wined3d_cs_init_object(struct wined3d_cs *cs,
void (*callback)(void *object), void *object) DECLSPEC_HIDDEN;
HRESULT wined3d_cs_map(struct wined3d_cs *cs, struct wined3d_resource *resource, unsigned int sub_resource_idx,
--
2.11.0
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