Matteo Bruni : wined3d: Use staging resources to blit from CPU resources in the fixed-function blitter.
Alexandre Julliard
julliard at winehq.org
Mon Apr 30 15:12:47 CDT 2018
Module: wine
Branch: master
Commit: 38ed82edab1e9f64c9f9c3ca7b6ab01f0a6bda89
URL: https://source.winehq.org/git/wine.git/?a=commit;h=38ed82edab1e9f64c9f9c3ca7b6ab01f0a6bda89
Author: Matteo Bruni <mbruni at codeweavers.com>
Date: Sat Apr 28 04:08:47 2018 +0430
wined3d: Use staging resources to blit from CPU resources in the fixed-function blitter.
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/wined3d/surface.c | 50 ++++++++++++++++++++++++++++++++++++++++++++++----
1 file changed, 46 insertions(+), 4 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index bfee4d3..5217033 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -2324,6 +2324,7 @@ static DWORD ffp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit
{
const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_resource *src_resource, *dst_resource;
+ struct wined3d_texture *staging_texture = NULL;
struct wined3d_color_key old_blt_key;
struct wined3d_device *device;
struct wined3d_blitter *next;
@@ -2348,10 +2349,48 @@ static DWORD ffp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit
old_color_key_flags = src_texture->async.color_key_flags;
wined3d_texture_set_color_key(src_texture, WINED3D_CKEY_SRC_BLT, color_key);
- /* Make sure the surface is up-to-date. This should probably use
- * surface_load_location() and worry about the destination surface too,
- * unless we're overwriting it completely. */
- wined3d_texture_load(src_texture, context, FALSE);
+ if (!(src_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU))
+ {
+ struct wined3d_resource_desc desc;
+ struct wined3d_box upload_box;
+ unsigned int src_level;
+ HRESULT hr;
+
+ TRACE("Source texture is not GPU accessible, creating a staging texture.\n");
+
+ src_level = src_sub_resource_idx % src_texture->level_count;
+ desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
+ desc.format = src_texture->resource.format->id;
+ desc.multisample_type = src_texture->resource.multisample_type;
+ desc.multisample_quality = src_texture->resource.multisample_quality;
+ desc.usage = WINED3DUSAGE_PRIVATE;
+ desc.access = WINED3D_RESOURCE_ACCESS_GPU;
+ desc.width = wined3d_texture_get_level_width(src_texture, src_level);
+ desc.height = wined3d_texture_get_level_height(src_texture, src_level);
+ desc.depth = 1;
+ desc.size = 0;
+
+ if (FAILED(hr = wined3d_texture_create(device, &desc, 1, 1, 0,
+ NULL, NULL, &wined3d_null_parent_ops, &staging_texture)))
+ {
+ ERR("Failed to create staging texture, hr %#x.\n", hr);
+ return dst_location;
+ }
+
+ wined3d_box_set(&upload_box, 0, 0, desc.width, desc.height, 0, desc.depth);
+ wined3d_texture_upload_from_texture(staging_texture, 0, 0, 0, 0,
+ src_texture, src_sub_resource_idx, &upload_box);
+
+ src_texture = staging_texture;
+ src_sub_resource_idx = 0;
+ }
+ else
+ {
+ /* Make sure the surface is up-to-date. This should probably use
+ * surface_load_location() and worry about the destination surface
+ * too, unless we're overwriting it completely. */
+ wined3d_texture_load(src_texture, context, FALSE);
+ }
context_apply_ffp_blit_state(context, device);
@@ -2433,6 +2472,9 @@ static DWORD ffp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit
wined3d_texture_set_color_key(src_texture, WINED3D_CKEY_SRC_BLT,
(old_color_key_flags & WINED3D_CKEY_SRC_BLT) ? &old_blt_key : NULL);
+ if (staging_texture)
+ wined3d_texture_decref(staging_texture);
+
return dst_location;
}
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