[PATCH 5/5] wined3d: Implement basic volume location management

Stefan Dösinger stefan at codeweavers.com
Wed Aug 21 17:30:42 CDT 2013


---
 dlls/wined3d/utils.c           |  15 +++++
 dlls/wined3d/volume.c          | 124 +++++++++++++++++++++++++++++++++++++++--
 dlls/wined3d/wined3d_private.h |   8 ++-
 3 files changed, 141 insertions(+), 6 deletions(-)

diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index 9462a3c..bb5181e 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -3711,3 +3711,18 @@ void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect)
     if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
         IntersectRect(rect, rect, &state->scissor_rect);
 }
+
+const char *wined3d_debug_location(DWORD location)
+{
+    char buf[238];
+
+    buf[0] = '\0';
+#define LOCATION_TO_STR(u) if (location & u) { strcat(buf, " | "#u); location &= ~u; }
+    LOCATION_TO_STR(WINED3D_LOCATION_DISCARDED);
+    LOCATION_TO_STR(WINED3D_LOCATION_SYSMEM);
+    LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_RGB);
+#undef LOCATION_TO_STR
+    if (location) FIXME("Unrecognized location flag(s) %#x.\n", location);
+
+    return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
+}
diff --git a/dlls/wined3d/volume.c b/dlls/wined3d/volume.c
index 0852a7a..a73047a 100644
--- a/dlls/wined3d/volume.c
+++ b/dlls/wined3d/volume.c
@@ -99,9 +99,102 @@ static void wined3d_volume_upload_data(struct wined3d_volume *volume, const stru
 }
 
 /* Context activation is done by the caller. */
+static void wined3d_volume_load_location(struct wined3d_volume *volume,
+        struct wined3d_context *context, DWORD location)
+{
+    TRACE("Volume %p, loading %s, have %s.\n", volume, wined3d_debug_location(location),
+        wined3d_debug_location(volume->locations));
+
+    if ((volume->locations & location) == location)
+    {
+        TRACE("Location(s) already up to date.\n");
+        return;
+    }
+
+    if (volume->resource.pool == WINED3D_POOL_SYSTEM_MEM
+            || volume->resource.pool == WINED3D_POOL_SCRATCH)
+    {
+        if (location & ~WINED3D_LOCATION_SYSMEM)
+        {
+            ERR("Trying to load a sysmem or scratch volume into %s.\n",
+                    wined3d_debug_location(location));
+            return;
+        }
+    }
+
+    if (count_bits(location) > 1)
+        FIXME("Implement loading two locations with one call\n");
+
+    switch (location)
+    {
+        case WINED3D_LOCATION_TEXTURE_RGB:
+            if (!(volume->flags & WINED3D_VFLAG_ALLOCATED))
+            {
+                ERR("Trying to load RGB texture without prior allocation.\n");
+                return;
+            }
+
+            if (volume->locations & WINED3D_LOCATION_DISCARDED)
+            {
+                TRACE("Volume previously discarded, nothing to do.\n");
+            }
+            else if (volume->locations & WINED3D_LOCATION_SYSMEM)
+            {
+                struct wined3d_bo_address data = {0, volume->resource.allocatedMemory};
+                wined3d_volume_upload_data(volume, context, &data);
+            }
+            else
+            {
+                FIXME("Implement texture loading from %s.\n", wined3d_debug_location(volume->locations));
+                return;
+            }
+            volume->locations |= WINED3D_LOCATION_TEXTURE_RGB;
+            break;
+
+        case WINED3D_LOCATION_SYSMEM:
+            if (!volume->resource.allocatedMemory || !volume->resource.heap_memory)
+            {
+                ERR("Trying to load WINED3D_LOCATION_SYSMEM without setting it up first.\n");
+                return;
+            }
+
+            if (volume->locations & WINED3D_LOCATION_DISCARDED)
+            {
+                TRACE("Volume previously discarded, nothing to do.\n");
+            }
+            else
+            {
+                FIXME("Implement WINED3D_LOCATION_SYSMEM loading from %s.\n",
+                        wined3d_debug_location(volume->locations));
+                return;
+            }
+            volume->locations |= WINED3D_LOCATION_SYSMEM;
+            break;
+
+        default:
+            FIXME("Implement %s loading from %s.\n", wined3d_debug_location(location),
+                    wined3d_debug_location(volume->locations));
+    }
+}
+
+static void wined3d_volume_update_location(struct wined3d_volume *volume, DWORD location, BOOL keep)
+{
+    if (keep)
+    {
+        TRACE("Volume %p, invalidating %s.\n", volume,
+                wined3d_debug_location(volume->locations & ~location));
+        volume->locations = location;
+    }
+    else
+    {
+        TRACE("Volume %p, invalidating %s.\n", volume, wined3d_debug_location(location));
+        volume->locations &= ~location;
+    }
+}
+
+/* Context activation is done by the caller. */
 void wined3d_volume_load(struct wined3d_volume *volume, struct wined3d_context *context, BOOL srgb_mode)
 {
-    struct wined3d_bo_address data = {0, volume->resource.allocatedMemory};
     volume_bind_and_dirtify(volume, context);
 
     if (!(volume->flags & WINED3D_VFLAG_ALLOCATED))
@@ -110,18 +203,29 @@ void wined3d_volume_load(struct wined3d_volume *volume, struct wined3d_context *
         volume->flags |= WINED3D_VFLAG_ALLOCATED;
     }
 
-    wined3d_volume_upload_data(volume, context, &data);
+    wined3d_volume_load_location(volume, context, WINED3D_LOCATION_TEXTURE_RGB);
 }
 
-/* Do not call while under the GL lock. */
 static void volume_unload(struct wined3d_resource *resource)
 {
     struct wined3d_volume *volume = volume_from_resource(resource);
+    struct wined3d_device *device = volume->resource.device;
+    struct wined3d_context *context;
+
+    if (volume->resource.pool == WINED3D_POOL_DEFAULT)
+        ERR("Unloading DEFAULT pool volume.\n");
 
     TRACE("texture %p.\n", resource);
 
-    /* The whole content is shadowed on This->resource.allocatedMemory, and
-     * the texture name is managed by the VolumeTexture container. */
+    context = context_acquire(device, NULL);
+
+    wined3d_volume_load_location(volume, context, WINED3D_LOCATION_SYSMEM);
+
+    context_release(context);
+
+    wined3d_volume_update_location(volume, WINED3D_LOCATION_SYSMEM, TRUE);
+
+    /* The texture name is managed by the container. */
     volume->flags &= ~WINED3D_VFLAG_ALLOCATED;
 
     resource_unload(resource);
@@ -217,6 +321,14 @@ HRESULT CDECL wined3d_volume_map(struct wined3d_volume *volume,
         volume->resource.allocatedMemory = volume->resource.heap_memory;
     }
 
+    if (!(volume->locations & WINED3D_LOCATION_SYSMEM))
+    {
+        struct wined3d_device *device = volume->resource.device;
+        struct wined3d_context *context = context_acquire(device, NULL);
+        wined3d_volume_load_location(volume, context, WINED3D_LOCATION_SYSMEM);
+        context_release(context);
+    }
+
     TRACE("allocatedMemory %p.\n", volume->resource.allocatedMemory);
 
     map_desc->row_pitch = volume->resource.format->byte_count * volume->resource.width; /* Bytes / row */
@@ -240,6 +352,7 @@ HRESULT CDECL wined3d_volume_map(struct wined3d_volume *volume,
     if (!(flags & (WINED3D_MAP_NO_DIRTY_UPDATE | WINED3D_MAP_READONLY)))
     {
         wined3d_texture_set_dirty(volume->container, TRUE);
+        wined3d_volume_update_location(volume, WINED3D_LOCATION_SYSMEM, TRUE);
     }
 
     volume->flags |= WINED3D_VFLAG_LOCKED;
@@ -302,6 +415,7 @@ static HRESULT volume_init(struct wined3d_volume *volume, struct wined3d_device
     }
 
     volume->texture_level = level;
+    volume->locations = WINED3D_LOCATION_DISCARDED;
 
     return WINED3D_OK;
 }
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index e19a61e..1244c38 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2053,12 +2053,18 @@ void wined3d_texture_set_dirty(struct wined3d_texture *texture, BOOL dirty) DECL
 #define WINED3D_VFLAG_LOCKED            0x00000001
 #define WINED3D_VFLAG_ALLOCATED         0x00000002
 
+#define WINED3D_LOCATION_DISCARDED      0x00000001
+#define WINED3D_LOCATION_SYSMEM         0x00000002
+#define WINED3D_LOCATION_TEXTURE_RGB    0x00000004
+
+const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN;
+
 struct wined3d_volume
 {
     struct wined3d_resource resource;
     struct wined3d_texture *container;
 
-    DWORD flags;
+    DWORD flags, locations;
     GLint texture_level;
 };
 
-- 
1.8.1.5




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