[PATCH v2 7/9] wined3d: Implement texture1d_load_location().
Sven Hesse
shesse at codeweavers.com
Wed Jan 3 09:18:38 CST 2018
Signed-off-by: Sven Hesse <shesse at codeweavers.com>
---
dlls/wined3d/texture.c | 152 ++++++++++++++++++++++++++++++++++++++++++++++++-
1 file changed, 150 insertions(+), 2 deletions(-)
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index ffd6e88f30..0c29b1e19a 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -1694,12 +1694,160 @@ static void texture1d_upload_data(struct wined3d_texture *texture, unsigned int
HeapFree(GetProcessHeap(), 0, converted_mem);
}
+/* Context activation is done by the caller. */
+static void texture1d_download_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
+ const struct wined3d_context *context, const struct wined3d_bo_address *data)
+{
+ const struct wined3d_format *format = texture->resource.format;
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+
+ if (format->convert)
+ {
+ FIXME("Attempting to download a converted 1d texture, format %s.\n",
+ debug_d3dformat(format->id));
+ return;
+ }
+
+ if (data->buffer_object)
+ {
+ GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, data->buffer_object));
+ checkGLcall("glBindBuffer");
+ }
+
+ gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_1D, sub_resource_idx,
+ format->glFormat, format->glType, data->addr);
+ checkGLcall("glGetTexImage");
+
+ if (data->buffer_object)
+ {
+ GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
+ checkGLcall("glBindBuffer");
+ }
+}
+
+/* Context activation is done by the caller. */
+static void texture1d_srgb_transfer(struct wined3d_texture *texture, unsigned int sub_resource_idx,
+ struct wined3d_context *context, BOOL dest_is_srgb)
+{
+ struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[sub_resource_idx];
+ unsigned int row_pitch, slice_pitch;
+ struct wined3d_bo_address data;
+
+ /* Optimisations are possible, but the effort should be put into either
+ * implementing EXT_SRGB_DECODE in the driver or finding out why we
+ * picked the wrong copy for the original upload and fixing that.
+ *
+ * Also keep in mind that we want to avoid using resource.heap_memory
+ * for DEFAULT pool surfaces. */
+ WARN_(d3d_perf)("Performing slow rgb/srgb 1d texture transfer.\n");
+ data.buffer_object = 0;
+ if (!(data.addr = HeapAlloc(GetProcessHeap(), 0, sub_resource->size)))
+ return;
+
+ wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
+ wined3d_texture_bind_and_dirtify(texture, context, !dest_is_srgb);
+ texture1d_download_data(texture, sub_resource_idx, context, &data);
+ wined3d_texture_bind_and_dirtify(texture, context, dest_is_srgb);
+ texture1d_upload_data(texture, sub_resource_idx, context, NULL,
+ wined3d_const_bo_address(&data), row_pitch, slice_pitch);
+
+ HeapFree(GetProcessHeap(), 0, data.addr);
+}
+
/* Context activation is done by the caller. */
static BOOL texture1d_load_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
struct wined3d_context *context, DWORD location)
{
- FIXME("Not implemented.\n");
- return FALSE;
+ struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[sub_resource_idx];
+ unsigned int row_pitch, slice_pitch;
+
+ if (!wined3d_texture_prepare_location(texture, sub_resource_idx, context, location))
+ return FALSE;
+
+ switch (location)
+ {
+ case WINED3D_LOCATION_TEXTURE_RGB:
+ case WINED3D_LOCATION_TEXTURE_SRGB:
+ if (sub_resource->locations & WINED3D_LOCATION_SYSMEM)
+ {
+ struct wined3d_const_bo_address data = {0, texture->resource.heap_memory};
+ data.addr += sub_resource->offset;
+ wined3d_texture_bind_and_dirtify(texture, context, location == WINED3D_LOCATION_TEXTURE_SRGB);
+ wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
+ texture1d_upload_data(texture, sub_resource_idx, context, NULL, &data, row_pitch, slice_pitch);
+ }
+ else if (sub_resource->locations & WINED3D_LOCATION_BUFFER)
+ {
+ struct wined3d_const_bo_address data = {sub_resource->buffer_object, NULL};
+ wined3d_texture_bind_and_dirtify(texture, context,
+ location == WINED3D_LOCATION_TEXTURE_SRGB);
+ wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
+ texture1d_upload_data(texture, sub_resource_idx, context, NULL, &data, row_pitch, slice_pitch);
+ }
+ else if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
+ {
+ texture1d_srgb_transfer(texture, sub_resource_idx, context, TRUE);
+ }
+ else if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_SRGB)
+ {
+ texture1d_srgb_transfer(texture, sub_resource_idx, context, FALSE);
+ }
+ else
+ {
+ FIXME("Implement 1d texture loading from %s.\n", wined3d_debug_location(sub_resource->locations));
+ return FALSE;
+ }
+ break;
+
+ case WINED3D_LOCATION_SYSMEM:
+ if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
+ {
+ struct wined3d_bo_address data = {0, texture->resource.heap_memory};
+
+ data.addr += sub_resource->offset;
+ if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
+ wined3d_texture_bind_and_dirtify(texture, context, FALSE);
+ else
+ wined3d_texture_bind_and_dirtify(texture, context, TRUE);
+
+ texture1d_download_data(texture, sub_resource_idx, context, &data);
+ ++texture->download_count;
+ }
+ else
+ {
+ FIXME("Implement WINED3D_LOCATION_SYSMEM loading from %s.\n",
+ wined3d_debug_location(sub_resource->locations));
+ return FALSE;
+ }
+ break;
+
+ case WINED3D_LOCATION_BUFFER:
+ if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
+ {
+ struct wined3d_bo_address data = {sub_resource->buffer_object, NULL};
+
+ if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
+ wined3d_texture_bind_and_dirtify(texture, context, FALSE);
+ else
+ wined3d_texture_bind_and_dirtify(texture, context, TRUE);
+
+ texture1d_download_data(texture, sub_resource_idx, context, &data);
+ }
+ else
+ {
+ FIXME("Implement WINED3D_LOCATION_BUFFER loading from %s.\n",
+ wined3d_debug_location(sub_resource->locations));
+ return FALSE;
+ }
+ break;
+
+ default:
+ FIXME("Implement %s loading from %s.\n", wined3d_debug_location(location),
+ wined3d_debug_location(sub_resource->locations));
+ return FALSE;
+ }
+
+ return TRUE;
}
static void texture1d_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
--
2.15.1
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