[PATCH 3/5] wined3d: Track texture allocation per-texture.
Henri Verbeet
hverbeet at codeweavers.com
Wed Oct 8 01:47:20 CDT 2014
---
dlls/wined3d/surface.c | 13 +++--------
dlls/wined3d/texture.c | 47 ++++++++++++++++++++++++++++++----------
dlls/wined3d/volume.c | 8 +++----
dlls/wined3d/wined3d_private.h | 14 ++++++------
4 files changed, 49 insertions(+), 33 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index d02d5f2..0967220 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -599,11 +599,6 @@ static void surface_evict_sysmem(struct wined3d_surface *surface)
surface_invalidate_location(surface, WINED3D_LOCATION_SYSMEM);
}
-static void surface_force_reload(struct wined3d_surface *surface)
-{
- surface->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
-}
-
static void surface_release_client_storage(struct wined3d_surface *surface)
{
struct wined3d_context *context = context_acquire(surface->resource.device, NULL);
@@ -621,11 +616,9 @@ static void surface_release_client_storage(struct wined3d_surface *surface)
gl_info->gl_ops.gl.p_glTexImage2D(surface->texture_target, surface->texture_level,
GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
}
+ wined3d_texture_force_reload(surface->container);
context_release(context);
-
- surface_invalidate_location(surface, WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB);
- surface_force_reload(surface);
}
static BOOL surface_use_pbo(const struct wined3d_surface *surface)
@@ -1211,7 +1204,7 @@ static void surface_unload(struct wined3d_resource *resource)
surface_load_location(surface, surface->resource.map_binding);
surface_invalidate_location(surface, ~surface->resource.map_binding);
}
- surface->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
+ wined3d_texture_force_reload(surface->container);
context = context_acquire(device, NULL);
gl_info = context->gl_info;
@@ -1845,7 +1838,7 @@ void surface_load(struct wined3d_surface *surface, BOOL srgb)
surface_invalidate_location(surface, ~surface->resource.map_binding);
/* Switching color keying on / off may change the internal format. */
if (ck_changed)
- surface_force_reload(surface);
+ wined3d_texture_force_reload(surface->container);
}
else if (!(surface->locations & location))
{
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index 27a10c6..bc75305 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -751,7 +751,26 @@ HRESULT CDECL wined3d_texture_update_desc(struct wined3d_texture *texture, UINT
void wined3d_texture_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
{
+ DWORD alloc_flag = srgb ? WINED3D_TEXTURE_SRGB_ALLOCATED : WINED3D_TEXTURE_RGB_ALLOCATED;
+
+ if (texture->flags & alloc_flag)
+ return;
+
texture->texture_ops->texture_prepare_texture(texture, context, srgb);
+ texture->flags |= alloc_flag;
+}
+
+void wined3d_texture_force_reload(struct wined3d_texture *texture)
+{
+ unsigned int sub_count = texture->level_count * texture->layer_count;
+ unsigned int i;
+
+ texture->flags &= ~(WINED3D_TEXTURE_RGB_ALLOCATED | WINED3D_TEXTURE_SRGB_ALLOCATED);
+ for (i = 0; i < sub_count; ++i)
+ {
+ texture->texture_ops->texture_sub_resource_invalidate_location(texture->sub_resources[i],
+ WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB);
+ }
}
void CDECL wined3d_texture_generate_mipmaps(struct wined3d_texture *texture)
@@ -817,11 +836,17 @@ static void texture2d_sub_resource_cleanup(struct wined3d_resource *sub_resource
wined3d_surface_destroy(surface);
}
+static void texture2d_sub_resource_invalidate_location(struct wined3d_resource *sub_resource, DWORD location)
+{
+ struct wined3d_surface *surface = surface_from_resource(sub_resource);
+
+ surface_invalidate_location(surface, location);
+}
+
/* Context activation is done by the caller. */
static void texture2d_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
{
UINT sub_count = texture->level_count * texture->layer_count;
- DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
const struct wined3d_format *format = texture->resource.format;
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_color_key_conversion *conversion;
@@ -864,9 +889,6 @@ static void texture2d_prepare_texture(struct wined3d_texture *texture, struct wi
GLsizei width = surface->pow2Width;
const BYTE *mem = NULL;
- if (surface->flags & alloc_flag)
- continue;
-
if (converted)
surface->flags |= SFLAG_CONVERTED;
else
@@ -922,8 +944,6 @@ static void texture2d_prepare_texture(struct wined3d_texture *texture, struct wi
gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
}
-
- surface->flags |= alloc_flag;
}
}
@@ -932,6 +952,7 @@ static const struct wined3d_texture_ops texture2d_ops =
texture2d_sub_resource_load,
texture2d_sub_resource_add_dirty_region,
texture2d_sub_resource_cleanup,
+ texture2d_sub_resource_invalidate_location,
texture2d_prepare_texture,
};
@@ -1261,9 +1282,15 @@ static void texture3d_sub_resource_cleanup(struct wined3d_resource *sub_resource
wined3d_volume_destroy(volume);
}
+static void texture3d_sub_resource_invalidate_location(struct wined3d_resource *sub_resource, DWORD location)
+{
+ struct wined3d_volume *volume = volume_from_resource(sub_resource);
+
+ wined3d_volume_invalidate_location(volume, location);
+}
+
static void texture3d_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
{
- DWORD alloc_flag = srgb ? WINED3D_VFLAG_SRGB_ALLOCATED : WINED3D_VFLAG_ALLOCATED;
unsigned int sub_count = texture->level_count * texture->layer_count;
const struct wined3d_format *format = texture->resource.format;
const struct wined3d_gl_info *gl_info = context->gl_info;
@@ -1276,9 +1303,6 @@ static void texture3d_prepare_texture(struct wined3d_texture *texture, struct wi
struct wined3d_volume *volume = volume_from_resource(texture->sub_resources[i]);
void *mem = NULL;
- if (volume->flags & alloc_flag)
- continue;
-
if (gl_info->supported[APPLE_CLIENT_STORAGE] && !format->convert
&& volume_prepare_system_memory(volume))
{
@@ -1300,8 +1324,6 @@ static void texture3d_prepare_texture(struct wined3d_texture *texture, struct wi
gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
}
-
- volume->flags |= alloc_flag;
}
}
@@ -1310,6 +1332,7 @@ static const struct wined3d_texture_ops texture3d_ops =
texture3d_sub_resource_load,
texture3d_sub_resource_add_dirty_region,
texture3d_sub_resource_cleanup,
+ texture3d_sub_resource_invalidate_location,
texture3d_prepare_texture,
};
diff --git a/dlls/wined3d/volume.c b/dlls/wined3d/volume.c
index 92bc1e1..0cbc7d4 100644
--- a/dlls/wined3d/volume.c
+++ b/dlls/wined3d/volume.c
@@ -262,9 +262,9 @@ static void wined3d_volume_load_location(struct wined3d_volume *volume,
case WINED3D_LOCATION_TEXTURE_RGB:
case WINED3D_LOCATION_TEXTURE_SRGB:
if ((location == WINED3D_LOCATION_TEXTURE_RGB
- && !(volume->flags & WINED3D_VFLAG_ALLOCATED))
+ && !(volume->container->flags & WINED3D_TEXTURE_RGB_ALLOCATED))
|| (location == WINED3D_LOCATION_TEXTURE_SRGB
- && !(volume->flags & WINED3D_VFLAG_SRGB_ALLOCATED)))
+ && !(volume->container->flags & WINED3D_TEXTURE_SRGB_ALLOCATED)))
ERR("Trying to load (s)RGB texture without prior allocation.\n");
if (volume->locations & WINED3D_LOCATION_DISCARDED)
@@ -451,8 +451,8 @@ static void volume_unload(struct wined3d_resource *resource)
}
/* The texture name is managed by the container. */
- volume->flags &= ~(WINED3D_VFLAG_ALLOCATED | WINED3D_VFLAG_SRGB_ALLOCATED
- | WINED3D_VFLAG_CLIENT_STORAGE);
+ wined3d_texture_force_reload(volume->container);
+ volume->flags &= ~WINED3D_VFLAG_CLIENT_STORAGE;
resource_unload(resource);
}
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 17a68dc..5ec5088 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2116,6 +2116,7 @@ struct wined3d_texture_ops
void (*texture_sub_resource_add_dirty_region)(struct wined3d_resource *sub_resource,
const struct wined3d_box *dirty_region);
void (*texture_sub_resource_cleanup)(struct wined3d_resource *sub_resource);
+ void (*texture_sub_resource_invalidate_location)(struct wined3d_resource *sub_resource, DWORD location);
void (*texture_prepare_texture)(struct wined3d_texture *texture,
struct wined3d_context *context, BOOL srgb);
};
@@ -2123,8 +2124,10 @@ struct wined3d_texture_ops
#define WINED3D_TEXTURE_COND_NP2 0x00000001
#define WINED3D_TEXTURE_POW2_MAT_IDENT 0x00000002
#define WINED3D_TEXTURE_IS_SRGB 0x00000004
-#define WINED3D_TEXTURE_RGB_VALID 0x00000008
-#define WINED3D_TEXTURE_SRGB_VALID 0x00000010
+#define WINED3D_TEXTURE_RGB_ALLOCATED 0x00000008
+#define WINED3D_TEXTURE_RGB_VALID 0x00000010
+#define WINED3D_TEXTURE_SRGB_ALLOCATED 0x00000020
+#define WINED3D_TEXTURE_SRGB_VALID 0x00000040
struct wined3d_texture
{
@@ -2170,6 +2173,7 @@ void wined3d_texture_bind(struct wined3d_texture *texture,
struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
+void wined3d_texture_force_reload(struct wined3d_texture *texture) DECLSPEC_HIDDEN;
void wined3d_texture_load(struct wined3d_texture *texture,
struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
void wined3d_texture_prepare_texture(struct wined3d_texture *texture,
@@ -2191,9 +2195,7 @@ void wined3d_texture_set_swapchain(struct wined3d_texture *texture,
const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN;
-#define WINED3D_VFLAG_ALLOCATED 0x00000001
-#define WINED3D_VFLAG_SRGB_ALLOCATED 0x00000002
-#define WINED3D_VFLAG_CLIENT_STORAGE 0x00000004
+#define WINED3D_VFLAG_CLIENT_STORAGE 0x00000001
struct wined3d_volume
{
@@ -2354,8 +2356,6 @@ void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back) D
#define SFLAG_GLCKEY 0x00000100 /* The GL texture was created with a color key. */
#define SFLAG_CLIENT 0x00000200 /* GL_APPLE_client_storage is used with this surface. */
#define SFLAG_DIBSECTION 0x00000400 /* Has a DIB section attached for GetDC. */
-#define SFLAG_ALLOCATED 0x00000800 /* A GL texture is allocated for this surface. */
-#define SFLAG_SRGBALLOCATED 0x00001000 /* A sRGB GL texture is allocated for this surface. */
struct wined3d_sampler
{
--
1.7.10.4
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