[v5 PATCH 1/3] wined3d: Send texture updates through the command stream.
Masanori Kakura
kakurasan at gmail.com
Thu May 25 09:19:35 CDT 2017
On Wed, 24 May 2017 16:08:30 +0200
Stefan Dösinger <stefandoesinger at gmail.com> wrote:
> Am 2017-05-24 um 15:49 schrieb Masanori Kakura:
> > + 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);
> > + }
> I don't like emitting new operations in the CS handler instead of doing
> the actual operation. Maybe this can be avoided with some refactoring of
> wined3d_cs_exec_blt_sub_resource?
I wrote 2 new patches but I'm not sure which is better.
----- Patch 1 (modify wined3d_cs_exec_blt_sub_resource) -----
static void wined3d_cs_exec_blt_sub_resource(struct wined3d_cs *cs, const void *data)
{
/* ... */
error:
if (op->opcode == WINED3D_CS_OP_BLT_SUB_RESOURCE)
{
if (op->src_resource)
wined3d_resource_release(op->src_resource);
wined3d_resource_release(op->dst_resource);
}
}
static void wined3d_cs_exec_update_texture(struct wined3d_cs *cs, const void *data)
{
/* ... */
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)
{
const struct wined3d_cs_blt_sub_resource op_blt = {WINED3D_CS_OP_UPDATE_TEXTURE,
&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_exec_blt_sub_resource(cs, &op_blt);
}
}
wined3d_resource_release(&src_texture->resource);
wined3d_resource_release(&dst_texture->resource);
}
----- Patch 2 (write codes directly) -----
static void wined3d_cs_exec_update_texture(struct wined3d_cs *cs, const void *data)
{
/* ... */
/* 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)
{
struct wined3d_resource *dst_resource = &dst_texture->resource;
unsigned int dst_sub_resource_idx = j * dst_level_count + i;
unsigned int src_sub_resource_idx = j * src_level_count + i + src_skip_levels;
if (dst_resource->type == WINED3D_RTYPE_TEXTURE_2D)
{
struct wined3d_surface *dst_surface, *src_surface;
dst_surface = dst_texture->sub_resources[dst_sub_resource_idx].u.surface;
src_surface = src_texture->sub_resources[src_sub_resource_idx].u.surface;
if (FAILED(wined3d_surface_blt(dst_surface, (const RECT *)&box, src_surface,
(const RECT *)&box, 0, NULL, WINED3D_TEXF_POINT)))
FIXME("Blit failed.\n");
}
else if (dst_resource->type == WINED3D_RTYPE_TEXTURE_3D)
{
unsigned int update_w, update_h, update_d;
unsigned int row_pitch, slice_pitch;
struct wined3d_context *context;
struct wined3d_bo_address addr;
update_w = box.right - box.left;
update_h = box.bottom - box.top;
update_d = box.back - box.front;
if (box.left || box.top || box.front)
{
FIXME("Source box %s not supported for %s resources.\n",
debug_box(&box), debug_d3dresourcetype(dst_resource->type));
continue;
}
context = context_acquire(cs->device, NULL, 0);
if (!wined3d_texture_load_location(src_texture, src_sub_resource_idx,
context, src_texture->resource.map_binding))
{
ERR("Failed to load source sub-resource into %s.\n",
wined3d_debug_location(src_texture->resource.map_binding));
context_release(context);
continue;
}
if (update_w == width && update_h == height && update_d == depth)
{
wined3d_texture_prepare_texture(dst_texture, context, FALSE);
}
else if (!wined3d_texture_load_location(dst_texture, dst_sub_resource_idx,
context, WINED3D_LOCATION_TEXTURE_RGB))
{
ERR("Failed to load destination sub-resource.\n");
context_release(context);
continue;
}
wined3d_texture_get_memory(src_texture, src_sub_resource_idx, &addr, src_texture->resource.map_binding);
wined3d_texture_get_pitch(src_texture, src_sub_resource_idx % src_texture->level_count,
&row_pitch, &slice_pitch);
wined3d_texture_bind_and_dirtify(dst_texture, context, FALSE);
wined3d_texture_upload_data(dst_texture, dst_sub_resource_idx, context, &box,
wined3d_const_bo_address(&addr), row_pitch, slice_pitch);
wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB);
wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB);
context_release(context);
}
else
{
FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_resource->type));
}
}
}
wined3d_resource_release(&src_texture->resource);
wined3d_resource_release(&dst_texture->resource);
}
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