[v3 PATCH 1/3] wined3d: Manage source texture resolve in texture2d_blt() for colour blits.

Paul Gofman gofmanp at gmail.com
Wed Mar 11 07:55:40 CDT 2020


On 3/11/20 15:22, Henri Verbeet wrote:
> On Tue, 10 Mar 2020 at 15:01, Paul Gofman <gofmanp at gmail.com> wrote:
>> @@ -2629,8 +2622,14 @@ HRESULT texture2d_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_
>>          dst_location = dst_texture->resource.map_binding;
>>
>>      context = context_acquire(device, dst_texture, dst_sub_resource_idx);
>> +    scale = abs(src_box->right - src_box->left) != abs(dst_box->right - dst_box->left)
>> +            || abs(src_box->bottom - src_box->top) != abs(dst_box->bottom - dst_box->top);
> "scale" is already initialised earlier in the function. It's true that
> this variant would allow flips and mirrors whereas the variant earlier
> in the texture2d_blt() doesn't, but flipped/mirrored boxes aren't
> valid for texture2d_blt(). (In particular, wined3d_texture_blt() calls
> wined3d_texture_check_box_dimensions(); callers would use
> WINEDDBLTFX_MIRROR* to do flipped/mirrored blits.)
>
>> +    src_location = (scale || convert || blit_op != WINED3D_BLIT_OP_COLOR_BLIT)
>> +            && wined3d_texture_is_multisample_location(src_texture,
>> +            src_texture->resource.draw_binding) ? WINED3D_LOCATION_RB_RESOLVED
>> +            : src_texture->resource.draw_binding;
> is the "blit_op" check needed?
I think it is not strictly necessary as colour key or alpha test blits
won't end up in FBO blitter anyway, but I thought it is less fragile and
more clear to be explicit here. Should I remove that?
>> +static inline BOOL wined3d_texture_is_multisample_location(const struct wined3d_texture *texture,
>> +        DWORD location)
>> +{
>> +    if (location == WINED3D_LOCATION_RB_MULTISAMPLE)
>> +        return TRUE;
>> +    if (location != WINED3D_LOCATION_TEXTURE_RGB && location != WINED3D_LOCATION_TEXTURE_SRGB)
>> +        return FALSE;
>> +    return texture->resource.multisample_type != WINED3D_MULTISAMPLE_NONE;
>> +}
> return location == d3d_info->multisample_draw_location
>         && texture->resource.multisample_type != WINED3D_MULTISAMPLE_NONE;
>
> Otherwise, calling the above would give an incorrect result when
> called with e.g. WINED3D_LOCATION_TEXTURE_RGB on a multisampled
> texture when ARB_texture_multisample is not used.

I might have missed something but can't WINED3D_LOCATION_TEXTURE_SRGB be
a multisample location while d3dinfo->multisample_draw_location will be
WINED3D_LOCATION_TEXTURE_RGB if ARB_texture_multisample is used? If that
is the case, maybe this should be

'return texture->resource.multisample_type != WINED3D_MULTISAMPLE_NONE
&& (d3d_info->multisample_draw_location == WINED3D_LOCATION_TEXTURE_RGB)'?





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