[PATCH 4/7] wined3d: Implement sRGB for volumes
Stefan Dösinger
stefan at codeweavers.com
Sun Aug 25 19:01:29 CDT 2013
---
dlls/wined3d/texture.c | 54 ++++++++--------------
dlls/wined3d/utils.c | 1 +
dlls/wined3d/volume.c | 102 +++++++++++++++++++++++++++++++++--------
dlls/wined3d/wined3d_private.h | 4 +-
4 files changed, 104 insertions(+), 57 deletions(-)
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index f918540..9b8b16e 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -1056,57 +1056,39 @@ static HRESULT texture3d_bind(struct wined3d_texture *texture,
/* Do not call while under the GL lock. */
static void texture3d_preload(struct wined3d_texture *texture, enum WINED3DSRGB srgb)
{
+ UINT sub_count = texture->level_count * texture->layer_count;
struct wined3d_device *device = texture->resource.device;
- struct wined3d_context *context;
- BOOL srgb_was_toggled = FALSE;
- unsigned int i;
+ const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
+ struct wined3d_context *context = NULL;
+ struct gl_texture *gl_tex;
+ BOOL srgb_mode;
+ UINT i;
TRACE("texture %p, srgb %#x.\n", texture, srgb);
- /* TODO: Use already acquired context when possible. */
- context = context_acquire(device, NULL);
- if (texture->resource.bind_count > 0)
- {
- BOOL texture_srgb = texture->flags & WINED3D_TEXTURE_IS_SRGB;
- BOOL sampler_srgb = texture_srgb_mode(texture, srgb);
- srgb_was_toggled = !texture_srgb != !sampler_srgb;
-
- if (srgb_was_toggled)
- {
- if (sampler_srgb)
- texture->flags |= WINED3D_TEXTURE_IS_SRGB;
- else
- texture->flags &= ~WINED3D_TEXTURE_IS_SRGB;
- }
- }
+ srgb_mode = texture_srgb_mode(texture, srgb);
+ gl_tex = wined3d_texture_get_gl_texture(texture, gl_info, srgb_mode);
- /* If the texture is marked dirty or the sRGB sampler setting has changed
- * since the last load then reload the volumes. */
- if (texture->texture_rgb.dirty)
+ if (gl_tex->dirty)
{
- for (i = 0; i < texture->level_count; ++i)
+ context = context_acquire(device, NULL);
+
+ /* Reload the surfaces if the texture is marked dirty. */
+ for (i = 0; i < sub_count; ++i)
{
wined3d_volume_load(volume_from_resource(texture->sub_resources[i]), context,
- texture->flags & WINED3D_TEXTURE_IS_SRGB);
- }
- }
- else if (srgb_was_toggled)
- {
- for (i = 0; i < texture->level_count; ++i)
- {
- struct wined3d_volume *volume = volume_from_resource(texture->sub_resources[i]);
- wined3d_volume_load(volume, context, texture->flags & WINED3D_TEXTURE_IS_SRGB);
+ srgb_mode);
}
+
+ context_release(context);
}
else
{
TRACE("Texture %p not dirty, nothing to do.\n", texture);
}
- context_release(context);
-
- /* No longer dirty */
- texture->texture_rgb.dirty = FALSE;
+ /* No longer dirty. */
+ gl_tex->dirty = FALSE;
}
static void texture3d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index f81b653..492ff70 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -3722,6 +3722,7 @@ const char *wined3d_debug_location(DWORD location)
LOCATION_TO_STR(WINED3D_LOCATION_SYSMEM);
LOCATION_TO_STR(WINED3D_LOCATION_BUFFER);
LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_RGB);
+ LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_SRGB);
#undef LOCATION_TO_STR
if (location) FIXME("Unrecognized location flag(s) %#x.\n", location);
diff --git a/dlls/wined3d/volume.c b/dlls/wined3d/volume.c
index fc12bfb..f940ae3 100644
--- a/dlls/wined3d/volume.c
+++ b/dlls/wined3d/volume.c
@@ -25,9 +25,11 @@
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
+WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
/* Context activation is done by the caller. */
-static void volume_bind_and_dirtify(const struct wined3d_volume *volume, struct wined3d_context *context)
+static void volume_bind_and_dirtify(const struct wined3d_volume *volume,
+ struct wined3d_context *context, BOOL srgb)
{
struct wined3d_texture *container = volume->container;
DWORD active_sampler;
@@ -45,7 +47,7 @@ static void volume_bind_and_dirtify(const struct wined3d_volume *volume, struct
if (active_sampler != WINED3D_UNMAPPED_STAGE)
device_invalidate_state(volume->resource.device, STATE_SAMPLER(active_sampler));
- container->texture_ops->texture_bind(container, context, FALSE);
+ container->texture_ops->texture_bind(container, context, srgb);
}
void volume_set_container(struct wined3d_volume *volume, struct wined3d_texture *container)
@@ -57,12 +59,13 @@ void volume_set_container(struct wined3d_volume *volume, struct wined3d_texture
/* Context activation is done by the caller. */
static void wined3d_volume_allocate_texture(const struct wined3d_volume *volume,
- const struct wined3d_context *context)
+ const struct wined3d_context *context, BOOL srgb)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_format *format = volume->resource.format;
- GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, volume->texture_level, format->glInternal,
+ GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, volume->texture_level,
+ srgb ? format->glGammaInternal : format->glInternal,
volume->resource.width, volume->resource.height, volume->resource.depth,
0, format->glFormat, format->glType, NULL));
checkGLcall("glTexImage3D");
@@ -157,6 +160,7 @@ static DWORD volume_access_from_location(DWORD location)
case WINED3D_LOCATION_BUFFER:
case WINED3D_LOCATION_TEXTURE_RGB:
+ case WINED3D_LOCATION_TEXTURE_SRGB:
return WINED3D_RESOURCE_ACCESS_GPU;
default:
@@ -166,6 +170,32 @@ static DWORD volume_access_from_location(DWORD location)
}
/* Context activation is done by the caller. */
+static void wined3d_volume_srgb_transfer(struct wined3d_volume *volume,
+ struct wined3d_context *context, BOOL dest_is_srgb)
+{
+ struct wined3d_bo_address data;
+ /* Optimizations 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.allocatedMemory
+ * for DEFAULT pool surfaces. */
+
+ WARN_(d3d_perf)("Performing slow rgb/srgb volume transfer.\n");
+ data.buffer_object = 0;
+ data.addr = HeapAlloc(GetProcessHeap(), 0, volume->resource.size);
+ if (!data.addr)
+ return;
+
+ volume_bind_and_dirtify(volume, context, !dest_is_srgb);
+ wined3d_volume_download_data(volume, context, &data);
+ volume_bind_and_dirtify(volume, context, dest_is_srgb);
+ wined3d_volume_upload_data(volume, context, &data);
+
+ HeapFree(GetProcessHeap(), 0, data.addr);
+}
+
+/* Context activation is done by the caller. */
static void wined3d_volume_load_location(struct wined3d_volume *volume,
struct wined3d_context *context, DWORD location)
{
@@ -190,11 +220,12 @@ static void wined3d_volume_load_location(struct wined3d_volume *volume,
switch (location)
{
case WINED3D_LOCATION_TEXTURE_RGB:
- if (!(volume->flags & WINED3D_VFLAG_ALLOCATED))
- {
- ERR("Trying to load RGB texture without prior allocation.\n");
- return;
- }
+ case WINED3D_LOCATION_TEXTURE_SRGB:
+ if ((location == WINED3D_LOCATION_TEXTURE_RGB
+ && !(volume->flags & WINED3D_VFLAG_ALLOCATED))
+ || (location == WINED3D_LOCATION_TEXTURE_SRGB
+ && !(volume->flags & WINED3D_VFLAG_SRGB_ALLOCATED)))
+ ERR("Trying to load (s)RGB texture without prior allocation.\n");
if (volume->locations & WINED3D_LOCATION_DISCARDED)
{
@@ -211,12 +242,20 @@ static void wined3d_volume_load_location(struct wined3d_volume *volume,
struct wined3d_bo_address data = {volume->pbo, NULL};
wined3d_volume_upload_data(volume, context, &data);
}
+ else if (volume->locations & WINED3D_LOCATION_TEXTURE_RGB)
+ {
+ wined3d_volume_srgb_transfer(volume, context, TRUE);
+ }
+ else if (volume->locations & WINED3D_LOCATION_TEXTURE_SRGB)
+ {
+ wined3d_volume_srgb_transfer(volume, context, FALSE);
+ }
else
{
FIXME("Implement texture loading from %s.\n", wined3d_debug_location(volume->locations));
return;
}
- wined3d_volume_validate_location(volume, WINED3D_LOCATION_TEXTURE_RGB);
+ wined3d_volume_validate_location(volume, location);
if (volume->resource.pool == WINED3D_POOL_MANAGED && volume->download_count < 10)
wined3d_volume_evict_sysmem(volume);
@@ -235,10 +274,15 @@ static void wined3d_volume_load_location(struct wined3d_volume *volume,
TRACE("Volume previously discarded, nothing to do.\n");
wined3d_volume_invalidate_location(volume, WINED3D_LOCATION_DISCARDED);
}
- else if (volume->locations & WINED3D_LOCATION_TEXTURE_RGB)
+ else if (volume->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
{
struct wined3d_bo_address data = {0, volume->resource.allocatedMemory};
- volume_bind_and_dirtify(volume, context);
+
+ if (volume->locations & WINED3D_LOCATION_TEXTURE_RGB)
+ volume_bind_and_dirtify(volume, context, FALSE);
+ else
+ volume_bind_and_dirtify(volume, context, TRUE);
+
volume->download_count++;
wined3d_volume_download_data(volume, context, &data);
}
@@ -260,10 +304,15 @@ static void wined3d_volume_load_location(struct wined3d_volume *volume,
TRACE("Volume previously discarded, nothing to do.\n");
wined3d_volume_invalidate_location(volume, WINED3D_LOCATION_DISCARDED);
}
- else if (volume->locations & WINED3D_LOCATION_TEXTURE_RGB)
+ else if (volume->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
{
struct wined3d_bo_address data = {volume->pbo, NULL};
- volume_bind_and_dirtify(volume, context);
+
+ if (volume->locations & WINED3D_LOCATION_TEXTURE_RGB)
+ volume_bind_and_dirtify(volume, context, FALSE);
+ else
+ volume_bind_and_dirtify(volume, context, TRUE);
+
wined3d_volume_download_data(volume, context, &data);
}
else
@@ -284,15 +333,28 @@ static void wined3d_volume_load_location(struct wined3d_volume *volume,
/* Context activation is done by the caller. */
void wined3d_volume_load(struct wined3d_volume *volume, struct wined3d_context *context, BOOL srgb_mode)
{
- volume_bind_and_dirtify(volume, context);
+ volume_bind_and_dirtify(volume, context, srgb_mode);
- if (!(volume->flags & WINED3D_VFLAG_ALLOCATED))
+ if (srgb_mode)
{
- wined3d_volume_allocate_texture(volume, context);
- volume->flags |= WINED3D_VFLAG_ALLOCATED;
+ if (!(volume->flags & WINED3D_VFLAG_SRGB_ALLOCATED))
+ {
+ wined3d_volume_allocate_texture(volume, context, TRUE);
+ volume->flags |= WINED3D_VFLAG_SRGB_ALLOCATED;
+ }
+
+ wined3d_volume_load_location(volume, context, WINED3D_LOCATION_TEXTURE_SRGB);
}
+ else
+ {
+ if (!(volume->flags & WINED3D_VFLAG_ALLOCATED))
+ {
+ wined3d_volume_allocate_texture(volume, context, FALSE);
+ volume->flags |= WINED3D_VFLAG_ALLOCATED;
+ }
- wined3d_volume_load_location(volume, context, WINED3D_LOCATION_TEXTURE_RGB);
+ wined3d_volume_load_location(volume, context, WINED3D_LOCATION_TEXTURE_RGB);
+ }
}
/* Context activation is done by the caller. */
@@ -372,7 +434,7 @@ static void volume_unload(struct wined3d_resource *resource)
}
/* The texture name is managed by the container. */
- volume->flags &= ~WINED3D_VFLAG_ALLOCATED;
+ volume->flags &= ~(WINED3D_VFLAG_ALLOCATED | WINED3D_VFLAG_SRGB_ALLOCATED);
resource_unload(resource);
}
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 6f38703..09b18b2 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2056,12 +2056,14 @@ void wined3d_texture_set_dirty(struct wined3d_texture *texture, BOOL dirty) DECL
#define WINED3D_VFLAG_LOCKED 0x00000001
#define WINED3D_VFLAG_ALLOCATED 0x00000002
-#define WINED3D_VFLAG_PBO 0x00000004
+#define WINED3D_VFLAG_SRGB_ALLOCATED 0x00000004
+#define WINED3D_VFLAG_PBO 0x00000008
#define WINED3D_LOCATION_DISCARDED 0x00000001
#define WINED3D_LOCATION_SYSMEM 0x00000002
#define WINED3D_LOCATION_BUFFER 0x00000004
#define WINED3D_LOCATION_TEXTURE_RGB 0x00000008
+#define WINED3D_LOCATION_TEXTURE_SRGB 0x00000010
const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN;
--
1.8.1.5
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