[PATCH 5/5] wined3d: Move the raw blitter to texture.c.
Henri Verbeet
hverbeet at codeweavers.com
Wed Apr 22 16:34:58 CDT 2020
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/wined3d/surface.c | 136 -----------------------------------------
dlls/wined3d/texture.c | 133 ++++++++++++++++++++++++++++++++++++++++
2 files changed, 133 insertions(+), 136 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 0dd8c4266b6..d8bf9ce04e6 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -600,142 +600,6 @@ void texture2d_load_fb_texture(struct wined3d_texture_gl *texture_gl,
context_restore(context, restore_texture, restore_idx);
}
-/* Context activation is done by the caller. */
-static void raw_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context)
-{
- struct wined3d_blitter *next;
-
- if ((next = blitter->next))
- next->ops->blitter_destroy(next, context);
-
- heap_free(blitter);
-}
-
-/* Context activation is done by the caller. */
-static void raw_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device,
- unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects,
- const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil)
-{
- struct wined3d_blitter *next;
-
- if (!(next = blitter->next))
- {
- ERR("No blitter to handle clear.\n");
- return;
- }
-
- TRACE("Forwarding to blitter %p.\n", next);
- next->ops->blitter_clear(next, device, rt_count, fb, rect_count,
- clear_rects, draw_rect, flags, colour, depth, stencil);
-}
-
-/* Context activation is done by the caller. */
-static DWORD raw_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op,
- struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
- DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture,
- unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect,
- const struct wined3d_color_key *colour_key, enum wined3d_texture_filter_type filter)
-{
- struct wined3d_texture_gl *src_texture_gl = wined3d_texture_gl(src_texture);
- struct wined3d_texture_gl *dst_texture_gl = wined3d_texture_gl(dst_texture);
- struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
- unsigned int src_level, src_layer, dst_level, dst_layer;
- struct wined3d_blitter *next;
- GLuint src_name, dst_name;
- DWORD location;
-
- /* If we would need to copy from a renderbuffer or drawable, we'd probably
- * be better off using the FBO blitter directly, since we'd need to use it
- * to copy the resource contents to the texture anyway. */
- if (op != WINED3D_BLIT_OP_RAW_BLIT
- || (src_texture->resource.format->id == dst_texture->resource.format->id
- && (!(src_location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
- || !(dst_location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB)))))
- {
- if (!(next = blitter->next))
- {
- ERR("No blitter to handle blit op %#x.\n", op);
- return dst_location;
- }
-
- TRACE("Forwarding to blitter %p.\n", next);
- return next->ops->blitter_blit(next, op, context, src_texture, src_sub_resource_idx, src_location,
- src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect, colour_key, filter);
- }
-
- TRACE("Blit using ARB_copy_image.\n");
-
- src_level = src_sub_resource_idx % src_texture->level_count;
- src_layer = src_sub_resource_idx / src_texture->level_count;
-
- dst_level = dst_sub_resource_idx % dst_texture->level_count;
- dst_layer = dst_sub_resource_idx / dst_texture->level_count;
-
- location = src_location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB);
- if (!location)
- location = src_texture->flags & WINED3D_TEXTURE_IS_SRGB
- ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB;
- if (!wined3d_texture_load_location(src_texture, src_sub_resource_idx, context, location))
- ERR("Failed to load the source sub-resource into %s.\n", wined3d_debug_location(location));
- src_name = wined3d_texture_gl_get_texture_name(src_texture_gl,
- context, location == WINED3D_LOCATION_TEXTURE_SRGB);
-
- location = dst_location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB);
- if (!location)
- location = dst_texture->flags & WINED3D_TEXTURE_IS_SRGB
- ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB;
- if (texture2d_is_full_rect(dst_texture, dst_level, dst_rect))
- {
- if (!wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, context, location))
- ERR("Failed to prepare the destination sub-resource into %s.\n", wined3d_debug_location(location));
- }
- else
- {
- if (!wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, location))
- ERR("Failed to load the destination sub-resource into %s.\n", wined3d_debug_location(location));
- }
- dst_name = wined3d_texture_gl_get_texture_name(dst_texture_gl,
- context, location == WINED3D_LOCATION_TEXTURE_SRGB);
-
- GL_EXTCALL(glCopyImageSubData(src_name, src_texture_gl->target, src_level,
- src_rect->left, src_rect->top, src_layer, dst_name, dst_texture_gl->target, dst_level,
- dst_rect->left, dst_rect->top, dst_layer, src_rect->right - src_rect->left,
- src_rect->bottom - src_rect->top, 1));
- checkGLcall("copy image data");
-
- wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, location);
- wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~location);
- if (!wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, dst_location))
- ERR("Failed to load the destination sub-resource into %s.\n", wined3d_debug_location(dst_location));
-
- return dst_location | location;
-}
-
-static const struct wined3d_blitter_ops raw_blitter_ops =
-{
- raw_blitter_destroy,
- raw_blitter_clear,
- raw_blitter_blit,
-};
-
-void wined3d_raw_blitter_create(struct wined3d_blitter **next, const struct wined3d_gl_info *gl_info)
-{
- struct wined3d_blitter *blitter;
-
- if (!gl_info->supported[ARB_COPY_IMAGE])
- return;
-
- if (!(blitter = heap_alloc(sizeof(*blitter))))
- return;
-
- TRACE("Created blitter %p.\n", blitter);
-
- blitter->ops = &raw_blitter_ops;
- blitter->next = *next;
- *next = blitter;
-}
-
/* Context activation is done by the caller. */
static void cpu_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context)
{
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index 0036607005c..aacc965ffcf 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -5592,3 +5592,136 @@ void wined3d_fbo_blitter_create(struct wined3d_blitter **next, const struct wine
blitter->next = *next;
*next = blitter;
}
+
+static void raw_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context)
+{
+ struct wined3d_blitter *next;
+
+ if ((next = blitter->next))
+ next->ops->blitter_destroy(next, context);
+
+ heap_free(blitter);
+}
+
+static void raw_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device,
+ unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects,
+ const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil)
+{
+ struct wined3d_blitter *next;
+
+ if (!(next = blitter->next))
+ {
+ ERR("No blitter to handle clear.\n");
+ return;
+ }
+
+ TRACE("Forwarding to blitter %p.\n", next);
+ next->ops->blitter_clear(next, device, rt_count, fb, rect_count,
+ clear_rects, draw_rect, flags, colour, depth, stencil);
+}
+
+static DWORD raw_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op,
+ struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
+ DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture,
+ unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect,
+ const struct wined3d_color_key *colour_key, enum wined3d_texture_filter_type filter)
+{
+ struct wined3d_texture_gl *src_texture_gl = wined3d_texture_gl(src_texture);
+ struct wined3d_texture_gl *dst_texture_gl = wined3d_texture_gl(dst_texture);
+ struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
+ const struct wined3d_gl_info *gl_info = context_gl->gl_info;
+ unsigned int src_level, src_layer, dst_level, dst_layer;
+ struct wined3d_blitter *next;
+ GLuint src_name, dst_name;
+ DWORD location;
+
+ /* If we would need to copy from a renderbuffer or drawable, we'd probably
+ * be better off using the FBO blitter directly, since we'd need to use it
+ * to copy the resource contents to the texture anyway. */
+ if (op != WINED3D_BLIT_OP_RAW_BLIT
+ || (src_texture->resource.format->id == dst_texture->resource.format->id
+ && (!(src_location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
+ || !(dst_location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB)))))
+ {
+ if (!(next = blitter->next))
+ {
+ ERR("No blitter to handle blit op %#x.\n", op);
+ return dst_location;
+ }
+
+ TRACE("Forwarding to blitter %p.\n", next);
+ return next->ops->blitter_blit(next, op, context, src_texture, src_sub_resource_idx, src_location,
+ src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect, colour_key, filter);
+ }
+
+ TRACE("Blit using ARB_copy_image.\n");
+
+ src_level = src_sub_resource_idx % src_texture->level_count;
+ src_layer = src_sub_resource_idx / src_texture->level_count;
+
+ dst_level = dst_sub_resource_idx % dst_texture->level_count;
+ dst_layer = dst_sub_resource_idx / dst_texture->level_count;
+
+ location = src_location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB);
+ if (!location)
+ location = src_texture->flags & WINED3D_TEXTURE_IS_SRGB
+ ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB;
+ if (!wined3d_texture_load_location(src_texture, src_sub_resource_idx, context, location))
+ ERR("Failed to load the source sub-resource into %s.\n", wined3d_debug_location(location));
+ src_name = wined3d_texture_gl_get_texture_name(src_texture_gl,
+ context, location == WINED3D_LOCATION_TEXTURE_SRGB);
+
+ location = dst_location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB);
+ if (!location)
+ location = dst_texture->flags & WINED3D_TEXTURE_IS_SRGB
+ ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB;
+ if (texture2d_is_full_rect(dst_texture, dst_level, dst_rect))
+ {
+ if (!wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, context, location))
+ ERR("Failed to prepare the destination sub-resource into %s.\n", wined3d_debug_location(location));
+ }
+ else
+ {
+ if (!wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, location))
+ ERR("Failed to load the destination sub-resource into %s.\n", wined3d_debug_location(location));
+ }
+ dst_name = wined3d_texture_gl_get_texture_name(dst_texture_gl,
+ context, location == WINED3D_LOCATION_TEXTURE_SRGB);
+
+ GL_EXTCALL(glCopyImageSubData(src_name, src_texture_gl->target, src_level,
+ src_rect->left, src_rect->top, src_layer, dst_name, dst_texture_gl->target, dst_level,
+ dst_rect->left, dst_rect->top, dst_layer, src_rect->right - src_rect->left,
+ src_rect->bottom - src_rect->top, 1));
+ checkGLcall("copy image data");
+
+ wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, location);
+ wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~location);
+ if (!wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, dst_location))
+ ERR("Failed to load the destination sub-resource into %s.\n", wined3d_debug_location(dst_location));
+
+ return dst_location | location;
+}
+
+static const struct wined3d_blitter_ops raw_blitter_ops =
+{
+ raw_blitter_destroy,
+ raw_blitter_clear,
+ raw_blitter_blit,
+};
+
+void wined3d_raw_blitter_create(struct wined3d_blitter **next, const struct wined3d_gl_info *gl_info)
+{
+ struct wined3d_blitter *blitter;
+
+ if (!gl_info->supported[ARB_COPY_IMAGE])
+ return;
+
+ if (!(blitter = heap_alloc(sizeof(*blitter))))
+ return;
+
+ TRACE("Created blitter %p.\n", blitter);
+
+ blitter->ops = &raw_blitter_ops;
+ blitter->next = *next;
+ *next = blitter;
+}
--
2.20.1
More information about the wine-devel
mailing list