=?UTF-8?Q?Stefan=20D=C3=B6singer=20?=: wined3d: Add support for converted volumes.
Alexandre Julliard
julliard at winehq.org
Tue Sep 24 03:22:01 CDT 2013
Module: wine
Branch: master
Commit: bb172d2a38f560b2f551804c3e68d6e03728f1f2
URL: http://source.winehq.org/git/wine.git/?a=commit;h=bb172d2a38f560b2f551804c3e68d6e03728f1f2
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Mon Sep 23 13:29:12 2013 +0200
wined3d: Add support for converted volumes.
---
dlls/wined3d/directx.c | 12 ----------
dlls/wined3d/volume.c | 56 ++++++++++++++++++++++++++++++++++++++++++++---
2 files changed, 52 insertions(+), 16 deletions(-)
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index 653d123..4a65993 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -3874,18 +3874,6 @@ HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d, UINT ad
return WINED3DERR_NOTAVAILABLE;
}
- /* Filter formats that need conversion; For one part, this
- * conversion is unimplemented, and volume textures are huge, so
- * it would be a big performance hit. Unless we hit an application
- * needing one of those formats, don't advertize them to avoid
- * leading applications into temptation. The windows drivers don't
- * support most of those formats on volumes anyway. */
- if (format->convert)
- {
- TRACE("[FAILED] - No converted formats on volumes.\n");
- return WINED3DERR_NOTAVAILABLE;
- }
-
/* The GL_EXT_texture_compression_s3tc spec requires that loading
* an s3tc compressed texture results in an error. While the D3D
* refrast does support s3tc volumes, at least the nvidia Windows
diff --git a/dlls/wined3d/volume.c b/dlls/wined3d/volume.c
index ea481a1..b0dd756 100644
--- a/dlls/wined3d/volume.c
+++ b/dlls/wined3d/volume.c
@@ -102,11 +102,37 @@ void wined3d_volume_upload_data(struct wined3d_volume *volume, const struct wine
{
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_format *format = volume->resource.format;
+ UINT width = volume->resource.width;
+ UINT height = volume->resource.height;
+ UINT depth = volume->resource.depth, z;
+ BYTE *mem = data->addr;
TRACE("volume %p, context %p, level %u, format %s (%#x).\n",
volume, context, volume->texture_level, debug_d3dformat(format->id),
format->id);
+ if (format->convert)
+ {
+ UINT dst_row_pitch, dst_slice_pitch;
+ UINT src_row_pitch, src_slice_pitch;
+ UINT alignment = volume->resource.device->surface_alignment;
+
+ if (data->buffer_object)
+ ERR("Loading a converted volume from a PBO.\n");
+ if (format->flags & WINED3DFMT_FLAG_BLOCKS)
+ ERR("Converting a block-based format.\n");
+
+ dst_row_pitch = width * format->conv_byte_count;
+ dst_row_pitch = (dst_row_pitch + alignment - 1) & ~(alignment - 1);
+ dst_slice_pitch = dst_row_pitch * height;
+
+ wined3d_volume_get_pitch(volume, &src_row_pitch, &src_slice_pitch);
+
+ mem = HeapAlloc(GetProcessHeap(), 0, dst_slice_pitch * depth);
+ for (z = 0; z < depth; z++)
+ format->convert(data->addr + z * src_slice_pitch, mem + z * dst_slice_pitch,
+ src_row_pitch, dst_row_pitch, width, height);
+ }
if (data->buffer_object)
{
@@ -115,8 +141,8 @@ void wined3d_volume_upload_data(struct wined3d_volume *volume, const struct wine
}
GL_EXTCALL(glTexSubImage3DEXT(GL_TEXTURE_3D, volume->texture_level, 0, 0, 0,
- volume->resource.width, volume->resource.height, volume->resource.depth,
- format->glFormat, format->glType, data->addr));
+ width, height, depth,
+ format->glFormat, format->glType, mem));
checkGLcall("glTexSubImage3D");
if (data->buffer_object)
@@ -124,6 +150,9 @@ void wined3d_volume_upload_data(struct wined3d_volume *volume, const struct wine
GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
checkGLcall("glBindBufferARB");
}
+
+ if (mem != data->addr)
+ HeapFree(GetProcessHeap(), 0, mem);
}
static void wined3d_volume_validate_location(struct wined3d_volume *volume, DWORD location)
@@ -147,6 +176,13 @@ static void wined3d_volume_download_data(struct wined3d_volume *volume,
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_format *format = volume->resource.format;
+ if (format->convert)
+ {
+ FIXME("Attempting to download a converted volume, format %s.\n",
+ debug_d3dformat(format->id));
+ return;
+ }
+
if (data->buffer_object)
{
GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, data->buffer_object));
@@ -218,6 +254,17 @@ static void wined3d_volume_srgb_transfer(struct wined3d_volume *volume,
HeapFree(GetProcessHeap(), 0, data.addr);
}
+static BOOL wined3d_volume_can_evict(const struct wined3d_volume *volume)
+{
+ if (volume->resource.pool != WINED3D_POOL_MANAGED)
+ return FALSE;
+ if (volume->download_count >= 10)
+ return FALSE;
+ if (volume->resource.format->convert)
+ return FALSE;
+
+ return TRUE;
+}
/* Context activation is done by the caller. */
static void wined3d_volume_load_location(struct wined3d_volume *volume,
struct wined3d_context *context, DWORD location)
@@ -280,7 +327,7 @@ static void wined3d_volume_load_location(struct wined3d_volume *volume,
}
wined3d_volume_validate_location(volume, location);
- if (volume->resource.pool == WINED3D_POOL_MANAGED && volume->download_count < 10)
+ if (wined3d_volume_can_evict(volume))
wined3d_volume_evict_sysmem(volume);
break;
@@ -808,7 +855,8 @@ static HRESULT volume_init(struct wined3d_volume *volume, struct wined3d_device
volume->locations = WINED3D_LOCATION_DISCARDED;
if (pool == WINED3D_POOL_DEFAULT && usage & WINED3DUSAGE_DYNAMIC
- && gl_info->supported[ARB_PIXEL_BUFFER_OBJECT])
+ && gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]
+ && !format->convert)
{
wined3d_resource_free_sysmem(&volume->resource);
volume->flags |= WINED3D_VFLAG_PBO;
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