=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: wined3d: Implement loading system memory from multisample textures.
Alexandre Julliard
julliard at winehq.org
Fri Feb 23 15:10:24 CST 2018
Module: wine
Branch: master
Commit: bd1688af5575e29aa586bfaaa4a7c258971804a4
URL: https://source.winehq.org/git/wine.git/?a=commit;h=bd1688af5575e29aa586bfaaa4a7c258971804a4
Author: Józef Kucia <jkucia at codeweavers.com>
Date: Thu Feb 22 16:43:13 2018 +0100
wined3d: Implement loading system memory from multisample textures.
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/wined3d/surface.c | 71 ++++++++++++++++++++++++++++++++------------------
1 file changed, 45 insertions(+), 26 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 9c0d039..9ef917f 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -1412,21 +1412,21 @@ static struct wined3d_texture *surface_convert_format(struct wined3d_texture *sr
}
static void read_from_framebuffer(struct wined3d_surface *surface,
- struct wined3d_context *old_ctx, DWORD dst_location)
+ struct wined3d_context *old_ctx, DWORD src_location, DWORD dst_location)
{
unsigned int sub_resource_idx = surface_get_sub_resource_idx(surface);
struct wined3d_texture *texture = surface->container;
struct wined3d_device *device = texture->resource.device;
- const struct wined3d_gl_info *gl_info;
struct wined3d_context *context = old_ctx;
struct wined3d_surface *restore_rt = NULL;
+ const struct wined3d_gl_info *gl_info;
unsigned int row_pitch, slice_pitch;
+ struct wined3d_bo_address data;
unsigned int width, height;
- BYTE *mem;
BYTE *row, *top, *bottom;
- int i;
- BOOL srcIsUpsideDown;
- struct wined3d_bo_address data;
+ BOOL src_is_upside_down;
+ unsigned int i;
+ BYTE *mem;
wined3d_texture_get_memory(texture, sub_resource_idx, &data, dst_location);
@@ -1435,21 +1435,30 @@ static void read_from_framebuffer(struct wined3d_surface *surface,
context = context_acquire(device, texture, sub_resource_idx);
else
restore_rt = NULL;
-
- context_apply_blit_state(context, device);
gl_info = context->gl_info;
+ if (src_location != texture->resource.draw_binding)
+ {
+ context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, surface, NULL, src_location);
+ context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
+ context_invalidate_state(context, STATE_FRAMEBUFFER);
+ }
+ else
+ {
+ context_apply_blit_state(context, device);
+ }
+
/* Select the correct read buffer, and give some debug output.
- * There is no need to keep track of the current read buffer or reset it, every part of the code
- * that reads sets the read buffer as desired.
+ * There is no need to keep track of the current read buffer or reset it,
+ * every part of the code that reads sets the read buffer as desired.
*/
- if (wined3d_resource_is_offscreen(&texture->resource))
+ if (src_location != WINED3D_LOCATION_DRAWABLE || wined3d_resource_is_offscreen(&texture->resource))
{
/* Mapping the primary render target which is not on a swapchain.
* Read from the back buffer. */
TRACE("Mapping offscreen render target.\n");
gl_info->gl_ops.gl.p_glReadBuffer(context_get_offscreen_gl_buffer(context));
- srcIsUpsideDown = TRUE;
+ src_is_upside_down = TRUE;
}
else
{
@@ -1457,9 +1466,9 @@ static void read_from_framebuffer(struct wined3d_surface *surface,
GLenum buffer = wined3d_texture_get_gl_buffer(texture);
TRACE("Mapping %#x buffer.\n", buffer);
gl_info->gl_ops.gl.p_glReadBuffer(buffer);
- checkGLcall("glReadBuffer");
- srcIsUpsideDown = FALSE;
+ src_is_upside_down = FALSE;
}
+ checkGLcall("glReadBuffer");
if (data.buffer_object)
{
@@ -1484,7 +1493,7 @@ static void read_from_framebuffer(struct wined3d_surface *surface,
gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ROW_LENGTH, 0);
checkGLcall("glPixelStorei");
- if (!srcIsUpsideDown)
+ if (!src_is_upside_down)
{
/* glReadPixels returns the image upside down, and there is no way to
* prevent this. Flip the lines in software. */
@@ -2153,24 +2162,34 @@ static BOOL surface_load_sysmem(struct wined3d_surface *surface,
sub_resource = &texture->sub_resources[sub_resource_idx];
wined3d_texture_prepare_location(texture, sub_resource_idx, context, dst_location);
- if (sub_resource->locations & (WINED3D_LOCATION_RB_MULTISAMPLE | WINED3D_LOCATION_RB_RESOLVED))
- wined3d_texture_load_location(texture, sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB);
-
- /* Download the surface to system memory. */
- if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
+ /* We cannot download data from multisample textures directly. */
+ if (is_multisample_location(texture, WINED3D_LOCATION_TEXTURE_RGB))
{
- wined3d_texture_bind_and_dirtify(texture, context,
- !(sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB));
- surface_download_data(surface, gl_info, dst_location);
- ++texture->download_count;
-
+ wined3d_texture_load_location(texture, sub_resource_idx, context, WINED3D_LOCATION_RB_RESOLVED);
+ read_from_framebuffer(surface, context, WINED3D_LOCATION_RB_RESOLVED, dst_location);
return TRUE;
}
+ else
+ {
+ if (sub_resource->locations & (WINED3D_LOCATION_RB_MULTISAMPLE | WINED3D_LOCATION_RB_RESOLVED))
+ wined3d_texture_load_location(texture, sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB);
+
+ /* Download the surface to system memory. */
+ if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
+ {
+ wined3d_texture_bind_and_dirtify(texture, context,
+ !(sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB));
+ surface_download_data(surface, gl_info, dst_location);
+ ++texture->download_count;
+
+ return TRUE;
+ }
+ }
if (!(texture->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
&& (sub_resource->locations & WINED3D_LOCATION_DRAWABLE))
{
- read_from_framebuffer(surface, context, dst_location);
+ read_from_framebuffer(surface, context, texture->resource.draw_binding, dst_location);
return TRUE;
}
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