[PATCH 5/6] wined3d: Get rid of surface_blt_special() fallback in wined3d_surface_blt().
Matteo Bruni
mbruni at codeweavers.com
Tue Aug 13 15:02:12 CDT 2019
It turns out it was actually dead code. The last remaining caller was
the cross-swapchain blit case but surface_blt_special() actually
rejected those (or any swapchain to swapchain blit).
Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
---
Right now a drawable -> texture CPU blit starts with calling
surface_load_sysmem() on the drawable, which is a bit ugly since
probably we don't ever want to download the drawable - it's a
GPU-only access texture. A staging texture might be a solution.
dlls/wined3d/surface.c | 554 +----------------------------------------
1 file changed, 4 insertions(+), 550 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 23dc2290480..de77df2ca07 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -876,547 +876,6 @@ void texture2d_load_fb_texture(struct wined3d_texture_gl *texture_gl,
context_restore(context, restore_texture, restore_idx);
}
-/* Does a direct frame buffer -> texture copy. Stretching is done with single
- * pixel copy calls. */
-static void fb_copy_to_texture_direct(struct wined3d_texture_gl *dst_texture, unsigned int dst_sub_resource_idx,
- const RECT *dst_rect_in, struct wined3d_texture_gl *src_texture, unsigned int src_sub_resource_idx,
- const RECT *src_rect, enum wined3d_texture_filter_type filter)
-{
- struct wined3d_device *device = dst_texture->t.resource.device;
- unsigned int src_height, src_level, dst_level;
- const struct wined3d_gl_info *gl_info;
- struct wined3d_context_gl *context_gl;
- float xrel, yrel;
- struct wined3d_context *context;
- BOOL upsidedown = FALSE;
- RECT dst_rect = *dst_rect_in;
- GLenum dst_target;
-
- /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
- * glCopyTexSubImage is a bit picky about the parameters we pass to it
- */
- if(dst_rect.top > dst_rect.bottom) {
- UINT tmp = dst_rect.bottom;
- dst_rect.bottom = dst_rect.top;
- dst_rect.top = tmp;
- upsidedown = TRUE;
- }
-
- context = context_acquire(device, &src_texture->t, src_sub_resource_idx);
- context_gl = wined3d_context_gl(context);
- gl_info = context_gl->gl_info;
- wined3d_context_gl_apply_blit_state(context_gl, device);
- wined3d_texture_load(&dst_texture->t, context, FALSE);
-
- /* Bind the target texture */
- wined3d_context_gl_bind_texture(context_gl, dst_texture->target, dst_texture->texture_rgb.name);
- if (wined3d_resource_is_offscreen(&src_texture->t.resource))
- {
- TRACE("Reading from an offscreen target\n");
- upsidedown = !upsidedown;
- gl_info->gl_ops.gl.p_glReadBuffer(wined3d_context_gl_get_offscreen_gl_buffer(context_gl));
- }
- else
- {
- gl_info->gl_ops.gl.p_glReadBuffer(wined3d_texture_get_gl_buffer(&src_texture->t));
- }
- checkGLcall("glReadBuffer");
-
- xrel = (float) (src_rect->right - src_rect->left) / (float) (dst_rect.right - dst_rect.left);
- yrel = (float) (src_rect->bottom - src_rect->top) / (float) (dst_rect.bottom - dst_rect.top);
-
- if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
- {
- FIXME_(d3d_perf)("Doing a pixel by pixel copy from the framebuffer to a texture.\n");
-
- if (filter != WINED3D_TEXF_NONE && filter != WINED3D_TEXF_POINT)
- ERR("Texture filtering not supported in direct blit.\n");
- }
- else if ((filter != WINED3D_TEXF_NONE && filter != WINED3D_TEXF_POINT)
- && ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
- {
- ERR("Texture filtering not supported in direct blit\n");
- }
-
- src_level = src_sub_resource_idx % src_texture->t.level_count;
- dst_level = dst_sub_resource_idx % dst_texture->t.level_count;
-
- src_height = wined3d_texture_get_level_height(&src_texture->t, src_level);
- dst_target = wined3d_texture_gl_get_sub_resource_target(dst_texture, dst_sub_resource_idx);
- if (upsidedown
- && !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
- && !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
- {
- /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do. */
- gl_info->gl_ops.gl.p_glCopyTexSubImage2D(dst_target, dst_level,
- dst_rect.left /*xoffset */, dst_rect.top /* y offset */,
- src_rect->left, src_height - src_rect->bottom,
- dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
- }
- else
- {
- LONG row;
- UINT yoffset = src_height - src_rect->top + dst_rect.top - 1;
- /* I have to process this row by row to swap the image,
- * otherwise it would be upside down, so stretching in y direction
- * doesn't cost extra time
- *
- * However, stretching in x direction can be avoided if not necessary
- */
- for(row = dst_rect.top; row < dst_rect.bottom; row++) {
- if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
- {
- /* Well, that stuff works, but it's very slow.
- * find a better way instead
- */
- LONG col;
-
- for (col = dst_rect.left; col < dst_rect.right; ++col)
- {
- gl_info->gl_ops.gl.p_glCopyTexSubImage2D(dst_target, dst_level,
- dst_rect.left + col /* x offset */, row /* y offset */,
- src_rect->left + col * xrel, yoffset - (int) (row * yrel), 1, 1);
- }
- }
- else
- {
- gl_info->gl_ops.gl.p_glCopyTexSubImage2D(dst_target, dst_level,
- dst_rect.left /* x offset */, row /* y offset */,
- src_rect->left, yoffset - (int) (row * yrel), dst_rect.right - dst_rect.left, 1);
- }
- }
- }
- checkGLcall("glCopyTexSubImage2D");
-
- context_release(context);
-
- /* The texture is now most up to date - If the surface is a render target
- * and has a drawable, this path is never entered. */
- wined3d_texture_validate_location(&dst_texture->t, dst_sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB);
- wined3d_texture_invalidate_location(&dst_texture->t, dst_sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB);
-}
-
-/* Uses the hardware to stretch and flip the image */
-static void fb_copy_to_texture_hwstretch(struct wined3d_texture_gl *dst_texture, unsigned int dst_sub_resource_idx,
- const RECT *dst_rect_in, struct wined3d_texture_gl *src_texture, unsigned int src_sub_resource_idx,
- const RECT *src_rect, enum wined3d_texture_filter_type filter)
-{
- unsigned int src_width, src_height, src_pow2_width, src_pow2_height, src_level;
- struct wined3d_device *device = dst_texture->t.resource.device;
- GLenum src_target, dst_target, texture_target;
- GLuint src, backup = 0;
- float left, right, top, bottom; /* Texture coordinates */
- const struct wined3d_gl_info *gl_info;
- struct wined3d_context_gl *context_gl;
- struct wined3d_context *context;
- GLenum drawBuffer = GL_BACK;
- GLenum offscreen_buffer;
- BOOL noBackBufferBackup;
- BOOL src_offscreen;
- BOOL upsidedown = FALSE;
- RECT dst_rect = *dst_rect_in;
-
- TRACE("Using hwstretch blit\n");
-
- src_target = wined3d_texture_gl_get_sub_resource_target(src_texture, src_sub_resource_idx);
- dst_target = wined3d_texture_gl_get_sub_resource_target(dst_texture, dst_sub_resource_idx);
-
- /* Activate the Proper context for reading from the source surface, set it up for blitting */
- context = context_acquire(device, &src_texture->t, src_sub_resource_idx);
- context_gl = wined3d_context_gl(context);
- gl_info = context_gl->gl_info;
- wined3d_context_gl_apply_ffp_blit_state(context_gl, device);
- wined3d_texture_load(&dst_texture->t, context, FALSE);
-
- offscreen_buffer = wined3d_context_gl_get_offscreen_gl_buffer(context_gl);
- src_level = src_sub_resource_idx % src_texture->t.level_count;
- src_width = wined3d_texture_get_level_width(&src_texture->t, src_level);
- src_height = wined3d_texture_get_level_height(&src_texture->t, src_level);
- src_pow2_width = wined3d_texture_get_level_pow2_width(&src_texture->t, src_level);
- src_pow2_height = wined3d_texture_get_level_pow2_height(&src_texture->t, src_level);
-
- src_offscreen = wined3d_resource_is_offscreen(&src_texture->t.resource);
- noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
- if (!noBackBufferBackup && !src_texture->texture_rgb.name)
- {
- /* Get it a description */
- wined3d_texture_load(&src_texture->t, context, FALSE);
- }
-
- /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
- * This way we don't have to wait for the 2nd readback to finish to leave this function.
- */
- if (context_gl->aux_buffers >= 2)
- {
- /* Got more than one aux buffer? Use the 2nd aux buffer */
- drawBuffer = GL_AUX1;
- }
- else if ((!src_offscreen || offscreen_buffer == GL_BACK) && context_gl->aux_buffers >= 1)
- {
- /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
- drawBuffer = GL_AUX0;
- }
-
- if (noBackBufferBackup)
- {
- gl_info->gl_ops.gl.p_glGenTextures(1, &backup);
- checkGLcall("glGenTextures");
- wined3d_context_gl_bind_texture(context_gl, GL_TEXTURE_2D, backup);
- texture_target = GL_TEXTURE_2D;
- }
- else
- {
- /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
- * we are reading from the back buffer, the backup can be used as source texture
- */
- texture_target = src_target;
- wined3d_context_gl_bind_texture(context_gl, texture_target, src_texture->texture_rgb.name);
- gl_info->gl_ops.gl.p_glEnable(texture_target);
- checkGLcall("glEnable(texture_target)");
-
- /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
- src_texture->t.sub_resources[src_sub_resource_idx].locations &= ~WINED3D_LOCATION_TEXTURE_RGB;
- }
-
- /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
- * glCopyTexSubImage is a bit picky about the parameters we pass to it
- */
- if(dst_rect.top > dst_rect.bottom) {
- UINT tmp = dst_rect.bottom;
- dst_rect.bottom = dst_rect.top;
- dst_rect.top = tmp;
- upsidedown = TRUE;
- }
-
- if (src_offscreen)
- {
- TRACE("Reading from an offscreen target\n");
- upsidedown = !upsidedown;
- gl_info->gl_ops.gl.p_glReadBuffer(offscreen_buffer);
- }
- else
- {
- gl_info->gl_ops.gl.p_glReadBuffer(wined3d_texture_get_gl_buffer(&src_texture->t));
- }
-
- /* TODO: Only back up the part that will be overwritten */
- gl_info->gl_ops.gl.p_glCopyTexSubImage2D(texture_target, 0, 0, 0, 0, 0, src_width, src_height);
-
- checkGLcall("glCopyTexSubImage2D");
-
- /* No issue with overriding these - the sampler is dirty due to blit usage */
- gl_info->gl_ops.gl.p_glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(filter));
- checkGLcall("glTexParameteri");
- gl_info->gl_ops.gl.p_glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
- wined3d_gl_min_mip_filter(filter, WINED3D_TEXF_NONE));
- checkGLcall("glTexParameteri");
-
- if (!src_texture->t.swapchain || &src_texture->t == src_texture->t.swapchain->back_buffers[0])
- {
- src = backup ? backup : src_texture->texture_rgb.name;
- }
- else
- {
- gl_info->gl_ops.gl.p_glReadBuffer(GL_FRONT);
- checkGLcall("glReadBuffer(GL_FRONT)");
-
- gl_info->gl_ops.gl.p_glGenTextures(1, &src);
- checkGLcall("glGenTextures(1, &src)");
- wined3d_context_gl_bind_texture(context_gl, GL_TEXTURE_2D, src);
-
- /* TODO: Only copy the part that will be read. Use src_rect->left,
- * src_rect->bottom as origin, but with the width watch out for power
- * of 2 sizes. */
- gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, src_pow2_width,
- src_pow2_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- checkGLcall("glTexImage2D");
- gl_info->gl_ops.gl.p_glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, src_width, src_height);
-
- gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- checkGLcall("glTexParameteri");
- gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- checkGLcall("glTexParameteri");
-
- gl_info->gl_ops.gl.p_glReadBuffer(GL_BACK);
- checkGLcall("glReadBuffer(GL_BACK)");
-
- if (texture_target != GL_TEXTURE_2D)
- {
- gl_info->gl_ops.gl.p_glDisable(texture_target);
- gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
- texture_target = GL_TEXTURE_2D;
- }
- }
- checkGLcall("glEnd and previous");
-
- left = src_rect->left;
- right = src_rect->right;
-
- if (!upsidedown)
- {
- top = src_height - src_rect->top;
- bottom = src_height - src_rect->bottom;
- }
- else
- {
- top = src_height - src_rect->bottom;
- bottom = src_height - src_rect->top;
- }
-
- if (src_texture->t.flags & WINED3D_TEXTURE_NORMALIZED_COORDS)
- {
- left /= src_pow2_width;
- right /= src_pow2_width;
- top /= src_pow2_height;
- bottom /= src_pow2_height;
- }
-
- /* draw the source texture stretched and upside down. The correct surface is bound already */
- gl_info->gl_ops.gl.p_glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- gl_info->gl_ops.gl.p_glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-
- wined3d_context_gl_set_draw_buffer(context_gl, drawBuffer);
- gl_info->gl_ops.gl.p_glReadBuffer(drawBuffer);
-
- gl_info->gl_ops.gl.p_glBegin(GL_QUADS);
- /* bottom left */
- gl_info->gl_ops.gl.p_glTexCoord2f(left, bottom);
- gl_info->gl_ops.gl.p_glVertex2i(0, 0);
-
- /* top left */
- gl_info->gl_ops.gl.p_glTexCoord2f(left, top);
- gl_info->gl_ops.gl.p_glVertex2i(0, dst_rect.bottom - dst_rect.top);
-
- /* top right */
- gl_info->gl_ops.gl.p_glTexCoord2f(right, top);
- gl_info->gl_ops.gl.p_glVertex2i(dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
-
- /* bottom right */
- gl_info->gl_ops.gl.p_glTexCoord2f(right, bottom);
- gl_info->gl_ops.gl.p_glVertex2i(dst_rect.right - dst_rect.left, 0);
- gl_info->gl_ops.gl.p_glEnd();
- checkGLcall("glEnd and previous");
-
- if (texture_target != dst_target)
- {
- gl_info->gl_ops.gl.p_glDisable(texture_target);
- gl_info->gl_ops.gl.p_glEnable(dst_target);
- texture_target = dst_target;
- }
-
- /* Now read the stretched and upside down image into the destination texture */
- wined3d_context_gl_bind_texture(context_gl, texture_target, dst_texture->texture_rgb.name);
- gl_info->gl_ops.gl.p_glCopyTexSubImage2D(texture_target,
- 0,
- dst_rect.left, dst_rect.top, /* xoffset, yoffset */
- 0, 0, /* We blitted the image to the origin */
- dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
- checkGLcall("glCopyTexSubImage2D");
-
- if (drawBuffer == GL_BACK)
- {
- /* Write the back buffer backup back. */
- if (backup)
- {
- if (texture_target != GL_TEXTURE_2D)
- {
- gl_info->gl_ops.gl.p_glDisable(texture_target);
- gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
- texture_target = GL_TEXTURE_2D;
- }
- wined3d_context_gl_bind_texture(context_gl, GL_TEXTURE_2D, backup);
- }
- else
- {
- if (texture_target != src_target)
- {
- gl_info->gl_ops.gl.p_glDisable(texture_target);
- gl_info->gl_ops.gl.p_glEnable(src_target);
- texture_target = src_target;
- }
- wined3d_context_gl_bind_texture(context_gl, src_target, src_texture->texture_rgb.name);
- }
-
- gl_info->gl_ops.gl.p_glBegin(GL_QUADS);
- /* top left */
- gl_info->gl_ops.gl.p_glTexCoord2f(0.0f, 0.0f);
- gl_info->gl_ops.gl.p_glVertex2i(0, src_height);
-
- /* bottom left */
- gl_info->gl_ops.gl.p_glTexCoord2f(0.0f, (float)src_height / (float)src_pow2_height);
- gl_info->gl_ops.gl.p_glVertex2i(0, 0);
-
- /* bottom right */
- gl_info->gl_ops.gl.p_glTexCoord2f((float)src_width / (float)src_pow2_width,
- (float)src_height / (float)src_pow2_height);
- gl_info->gl_ops.gl.p_glVertex2i(src_width, 0);
-
- /* top right */
- gl_info->gl_ops.gl.p_glTexCoord2f((float)src_width / (float)src_pow2_width, 0.0f);
- gl_info->gl_ops.gl.p_glVertex2i(src_width, src_height);
- gl_info->gl_ops.gl.p_glEnd();
- }
- gl_info->gl_ops.gl.p_glDisable(texture_target);
- checkGLcall("glDisable(texture_target)");
-
- /* Cleanup */
- if (src != src_texture->texture_rgb.name && src != backup)
- {
- gl_info->gl_ops.gl.p_glDeleteTextures(1, &src);
- checkGLcall("glDeleteTextures(1, &src)");
- }
- if (backup)
- {
- gl_info->gl_ops.gl.p_glDeleteTextures(1, &backup);
- checkGLcall("glDeleteTextures(1, &backup)");
- }
-
- context_release(context);
-
- /* The texture is now most up to date - If the surface is a render target
- * and has a drawable, this path is never entered. */
- wined3d_texture_validate_location(&dst_texture->t, dst_sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB);
- wined3d_texture_invalidate_location(&dst_texture->t, dst_sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB);
-}
-
-static HRESULT wined3d_texture_blt_special(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
- const RECT *dst_rect, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
- const RECT *src_rect, DWORD flags, const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter)
-{
- struct wined3d_swapchain *src_swapchain, *dst_swapchain;
- const struct wined3d_rendertarget_view *rtv;
-
- TRACE("dst_texture %p, dst_sub_resource_idx %u, dst_rect %s, src_texture %p, "
- "src_sub_resource_idx %u, src_rect %s, flags %#x, fx %p, filter %s.\n",
- dst_texture, dst_sub_resource_idx, wine_dbgstr_rect(dst_rect), src_texture, src_sub_resource_idx,
- wine_dbgstr_rect(src_rect), flags, fx, debug_d3dtexturefiltertype(filter));
-
- if (dst_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
- {
- FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_texture->resource.type));
- return WINED3DERR_INVALIDCALL;
- }
-
- /* Get the swapchain. One of the surfaces has to be a primary surface. */
- if (!(dst_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU))
- {
- WARN("Destination resource is not GPU accessible, rejecting GL blit.\n");
- return WINED3DERR_INVALIDCALL;
- }
-
- if (!(src_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU))
- {
- WARN("Source resource is not GPU accessible, rejecting GL blit.\n");
- return WINED3DERR_INVALIDCALL;
- }
-
- src_swapchain = src_texture->swapchain;
- dst_swapchain = dst_texture->swapchain;
-
- /* Early sort out of cases where no render target is used */
- if (!(rtv = dst_texture->resource.device->fb.render_targets[0]) || (!src_swapchain && !dst_swapchain
- && (&src_texture->resource != rtv->resource || src_sub_resource_idx != rtv->sub_resource_idx)
- && (&dst_texture->resource != rtv->resource || dst_sub_resource_idx != rtv->sub_resource_idx)))
- {
- TRACE("No surface is render target, not using hardware blit.\n");
- return WINED3DERR_INVALIDCALL;
- }
-
- /* No destination color keying supported */
- if (flags & (WINED3D_BLT_DST_CKEY | WINED3D_BLT_DST_CKEY_OVERRIDE))
- {
- /* Can we support that with glBlendFunc if blitting to the frame buffer? */
- TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
- return WINED3DERR_INVALIDCALL;
- }
-
- if (dst_swapchain && dst_swapchain == src_swapchain)
- {
- FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
- return WINED3DERR_INVALIDCALL;
- }
-
- if (dst_swapchain && src_swapchain)
- {
- FIXME("Implement hardware blit between two different swapchains\n");
- return WINED3DERR_INVALIDCALL;
- }
-
- if (dst_swapchain)
- {
- /* Handled with regular texture -> swapchain blit */
- if (&src_texture->resource == rtv->resource && src_sub_resource_idx == rtv->sub_resource_idx)
- TRACE("Blit from active render target to a swapchain\n");
- }
- else if (src_swapchain && &dst_texture->resource == rtv->resource
- && dst_sub_resource_idx == rtv->sub_resource_idx)
- {
- FIXME("Implement blit from a swapchain to the active render target\n");
- return WINED3DERR_INVALIDCALL;
- }
-
- if (!dst_swapchain && (src_swapchain || (&src_texture->resource == rtv->resource
- && src_sub_resource_idx == rtv->sub_resource_idx)))
- {
- unsigned int src_level, src_width, src_height;
- /* Blit from render target to texture */
- BOOL stretchx;
-
- /* P8 read back is not implemented */
- if (src_texture->resource.format->id == WINED3DFMT_P8_UINT
- || dst_texture->resource.format->id == WINED3DFMT_P8_UINT)
- {
- TRACE("P8 read back not supported by frame buffer to texture blit\n");
- return WINED3DERR_INVALIDCALL;
- }
-
- if (flags & (WINED3D_BLT_SRC_CKEY | WINED3D_BLT_SRC_CKEY_OVERRIDE))
- {
- TRACE("Color keying not supported by frame buffer to texture blit\n");
- return WINED3DERR_INVALIDCALL;
- /* Destination color key is checked above */
- }
-
- if (dst_rect->right - dst_rect->left != src_rect->right - src_rect->left)
- stretchx = TRUE;
- else
- stretchx = FALSE;
-
- /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
- * flip the image nor scale it.
- *
- * -> If the app asks for an unscaled, upside down copy, just perform one glCopyTexSubImage2D call
- * -> If the app wants an image width an unscaled width, copy it line per line
- * -> If the app wants an image that is scaled on the x axis, and the destination rectangle is smaller
- * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
- * back buffer. This is slower than reading line per line, thus not used for flipping
- * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
- * pixel by pixel. */
- src_level = src_sub_resource_idx % src_texture->level_count;
- src_width = wined3d_texture_get_level_width(src_texture, src_level);
- src_height = wined3d_texture_get_level_height(src_texture, src_level);
- if (!stretchx || dst_rect->right - dst_rect->left > src_width
- || dst_rect->bottom - dst_rect->top > src_height)
- {
- TRACE("No stretching in x direction, using direct framebuffer -> texture copy.\n");
- fb_copy_to_texture_direct(wined3d_texture_gl(dst_texture), dst_sub_resource_idx, dst_rect,
- wined3d_texture_gl(src_texture), src_sub_resource_idx, src_rect, filter);
- }
- else
- {
- TRACE("Using hardware stretching to flip / stretch the texture.\n");
- fb_copy_to_texture_hwstretch(wined3d_texture_gl(dst_texture), dst_sub_resource_idx, dst_rect,
- wined3d_texture_gl(src_texture), src_sub_resource_idx, src_rect, filter);
- }
-
- return WINED3D_OK;
- }
-
- /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
- TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
- return WINED3DERR_INVALIDCALL;
-}
-
/* Context activation is done by the caller. */
static void fbo_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context)
{
@@ -2952,17 +2411,12 @@ HRESULT texture2d_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_
src_swapchain = src_texture->swapchain;
dst_swapchain = dst_texture->swapchain;
- /* This isn't strictly needed. FBO blits for example could deal with
- * cross-swapchain blits by first downloading the source to a texture
- * before switching to the destination context. We just have this here to
- * not have to deal with the issue, since cross-swapchain blits should be
- * rare. */
+ /* TODO: We could support cross-swapchain blits by first downloading the
+ * source to a texture. */
if (src_swapchain && dst_swapchain && src_swapchain != dst_swapchain)
{
- FIXME("Using fallback for cross-swapchain blit.\n");
- if (SUCCEEDED(wined3d_texture_blt_special(dst_texture, dst_sub_resource_idx, &dst_rect,
- src_texture, src_sub_resource_idx, &src_rect, flags, fx, filter)))
- return WINED3D_OK;
+ FIXME("Cross-swapchain blit not supported.\n");
+ return WINED3DERR_INVALIDCALL;
}
scale = src_box->right - src_box->left != dst_box->right - dst_box->left
--
2.21.0
More information about the wine-devel
mailing list