[PATCH 3/5] d3d10core: Implement d3d10_device_UpdateSubresource().

Henri Verbeet hverbeet at codeweavers.com
Tue Aug 18 04:24:11 CDT 2015


---
 dlls/d3d10core/device.c       |  22 +++-
 dlls/d3d10core/tests/device.c | 269 ++++++++++++++++++++++++++++++++++++++++++
 dlls/wined3d/device.c         |  80 +++++++++++++
 dlls/wined3d/wined3d.spec     |   1 +
 include/wine/wined3d.h        |   3 +
 5 files changed, 374 insertions(+), 1 deletion(-)

diff --git a/dlls/d3d10core/device.c b/dlls/d3d10core/device.c
index a4dacc9..05e8de5 100644
--- a/dlls/d3d10core/device.c
+++ b/dlls/d3d10core/device.c
@@ -737,8 +737,28 @@ static void STDMETHODCALLTYPE d3d10_device_UpdateSubresource(ID3D10Device1 *ifac
         ID3D10Resource *resource, UINT subresource_idx, const D3D10_BOX *box,
         const void *data, UINT row_pitch, UINT depth_pitch)
 {
-    FIXME("iface %p, resource %p, subresource_idx %u, box %p, data %p, row_pitch %u, depth_pitch %u stub!\n",
+    struct d3d10_device *device = impl_from_ID3D10Device(iface);
+    struct wined3d_resource *wined3d_resource;
+    struct wined3d_box wined3d_box;
+
+    TRACE("iface %p, resource %p, subresource_idx %u, box %p, data %p, row_pitch %u, depth_pitch %u.\n",
             iface, resource, subresource_idx, box, data, row_pitch, depth_pitch);
+
+    if (box)
+    {
+        wined3d_box.left = box->left;
+        wined3d_box.top = box->top;
+        wined3d_box.front = box->front;
+        wined3d_box.right = box->right;
+        wined3d_box.bottom = box->bottom;
+        wined3d_box.back = box->back;
+    }
+
+    wined3d_resource = wined3d_resource_from_resource(resource);
+    wined3d_mutex_lock();
+    wined3d_device_update_sub_resource(device->wined3d_device, wined3d_resource,
+            subresource_idx, box ? &wined3d_box : NULL, data, row_pitch, depth_pitch);
+    wined3d_mutex_unlock();
 }
 
 static void STDMETHODCALLTYPE d3d10_device_ClearRenderTargetView(ID3D10Device1 *iface,
diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c
index 55dce67..bdceb9b 100644
--- a/dlls/d3d10core/tests/device.c
+++ b/dlls/d3d10core/tests/device.c
@@ -37,6 +37,16 @@ struct vec4
     float x, y, z, w;
 };
 
+static void set_box(D3D10_BOX *box, UINT left, UINT top, UINT front, UINT right, UINT bottom, UINT back)
+{
+    box->left = left;
+    box->top = top;
+    box->front = front;
+    box->right = right;
+    box->bottom = bottom;
+    box->back = back;
+}
+
 static ULONG get_refcount(IUnknown *iface)
 {
     IUnknown_AddRef(iface);
@@ -3162,6 +3172,264 @@ static void test_fragment_coords(void)
     DestroyWindow(window);
 }
 
+static void test_update_subresource(void)
+{
+    ID3D10RenderTargetView *backbuffer_rtv;
+    D3D10_SUBRESOURCE_DATA resource_data;
+    D3D10_TEXTURE2D_DESC texture_desc;
+    ID3D10SamplerState *sampler_state;
+    ID3D10ShaderResourceView *ps_srv;
+    D3D10_SAMPLER_DESC sampler_desc;
+    ID3D10InputLayout *input_layout;
+    D3D10_BUFFER_DESC buffer_desc;
+    ID3D10Texture2D *backbuffer;
+    unsigned int stride, offset;
+    IDXGISwapChain *swapchain;
+    ID3D10Texture2D *texture;
+    ID3D10VertexShader *vs;
+    ID3D10PixelShader *ps;
+    ID3D10Device *device;
+    D3D10_VIEWPORT vp;
+    unsigned int i, j;
+    ID3D10Buffer *vb;
+    ULONG refcount;
+    D3D10_BOX box;
+    DWORD color;
+    HWND window;
+    HRESULT hr;
+
+    static const D3D10_INPUT_ELEMENT_DESC layout_desc[] =
+    {
+        {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0,  0, D3D10_INPUT_PER_VERTEX_DATA, 0},
+    };
+    static const DWORD vs_code[] =
+    {
+#if 0
+        float4 main(float4 position : POSITION) : SV_POSITION
+        {
+            return position;
+        }
+#endif
+        0x43425844, 0xa7a2f22d, 0x83ff2560, 0xe61638bd, 0x87e3ce90, 0x00000001, 0x000000d8, 0x00000003,
+        0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+        0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
+        0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
+        0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040,
+        0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
+        0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
+    };
+    static const DWORD ps_code[] =
+    {
+#if 0
+        Texture2D t;
+        SamplerState s;
+
+        float4 main(float4 position : SV_POSITION) : SV_Target
+        {
+            float2 p;
+
+            p.x = position.x / 640.0f;
+            p.y = position.y / 480.0f;
+            return t.Sample(s, p);
+        }
+#endif
+        0x43425844, 0x1ce9b612, 0xc8176faa, 0xd37844af, 0xdb515605, 0x00000001, 0x00000134, 0x00000003,
+        0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+        0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
+        0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
+        0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000098, 0x00000040,
+        0x00000026, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555,
+        0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
+        0x00000001, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd,
+        0x3b088889, 0x00000000, 0x00000000, 0x09000045, 0x001020f2, 0x00000000, 0x00100046, 0x00000000,
+        0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e,
+    };
+    static const struct
+    {
+        float x, y;
+    }
+    quad[] =
+    {
+        {-1.0f, -1.0f},
+        {-1.0f,  1.0f},
+        { 1.0f, -1.0f},
+        { 1.0f,  1.0f},
+    };
+    static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
+    static const DWORD bitmap_data[] =
+    {
+        0xff0000ff, 0xff00ffff, 0xff00ff00, 0xffffff00,
+        0xffff0000, 0xffff00ff, 0xff000000, 0xff7f7f7f,
+        0xffffffff, 0xffffffff, 0xffffffff, 0xff000000,
+        0xffffffff, 0xff000000, 0xff000000, 0xff000000,
+    };
+    static const DWORD expected_colors[] =
+    {
+        0xffffffff, 0xff000000, 0xffffffff, 0xff000000,
+        0xff00ff00, 0xff0000ff, 0xff00ffff, 0x00000000,
+        0xffffff00, 0xffff0000, 0xffff00ff, 0x00000000,
+        0xff000000, 0xff7f7f7f, 0xffffffff, 0x00000000,
+    };
+
+    if (!(device = create_device()))
+    {
+        skip("Failed to create device, skipping tests.\n");
+        return;
+    }
+    window = CreateWindowA("static", "d3d10core_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
+            0, 0, 640, 480, NULL, NULL, NULL, NULL);
+    swapchain = create_swapchain(device, window, TRUE);
+    hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D10Texture2D, (void **)&backbuffer);
+    ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
+
+    hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
+            vs_code, sizeof(vs_code), &input_layout);
+    ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
+
+    buffer_desc.ByteWidth = sizeof(quad);
+    buffer_desc.Usage = D3D10_USAGE_DEFAULT;
+    buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
+    buffer_desc.CPUAccessFlags = 0;
+    buffer_desc.MiscFlags = 0;
+
+    resource_data.pSysMem = quad;
+    resource_data.SysMemPitch = 0;
+    resource_data.SysMemSlicePitch = 0;
+
+    hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb);
+    ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
+
+    texture_desc.Width = 4;
+    texture_desc.Height = 4;
+    texture_desc.MipLevels = 1;
+    texture_desc.ArraySize = 1;
+    texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+    texture_desc.SampleDesc.Count = 1;
+    texture_desc.SampleDesc.Quality = 0;
+    texture_desc.Usage = D3D10_USAGE_DEFAULT;
+    texture_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
+    texture_desc.CPUAccessFlags = 0;
+    texture_desc.MiscFlags = 0;
+
+    hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
+    ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr);
+
+    hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, NULL, &ps_srv);
+    ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x\n", hr);
+
+    sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT;
+    sampler_desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP;
+    sampler_desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP;
+    sampler_desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP;
+    sampler_desc.MipLODBias = 0.0f;
+    sampler_desc.MaxAnisotropy = 0;
+    sampler_desc.ComparisonFunc = D3D10_COMPARISON_NEVER;
+    sampler_desc.BorderColor[0] = 0.0f;
+    sampler_desc.BorderColor[1] = 0.0f;
+    sampler_desc.BorderColor[2] = 0.0f;
+    sampler_desc.BorderColor[3] = 0.0f;
+    sampler_desc.MinLOD = 0.0f;
+    sampler_desc.MaxLOD = 0.0f;
+
+    hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler_state);
+    ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr);
+
+    hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
+    ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
+    hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
+    ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
+
+    hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer, NULL, &backbuffer_rtv);
+    ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
+
+    ID3D10Device_OMSetRenderTargets(device, 1, &backbuffer_rtv, NULL);
+    ID3D10Device_IASetInputLayout(device, input_layout);
+    ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+    stride = sizeof(*quad);
+    offset = 0;
+    ID3D10Device_IASetVertexBuffers(device, 0, 1, &vb, &stride, &offset);
+    ID3D10Device_VSSetShader(device, vs);
+    ID3D10Device_PSSetShaderResources(device, 0, 1, &ps_srv);
+    ID3D10Device_PSSetSamplers(device, 0, 1, &sampler_state);
+    ID3D10Device_PSSetShader(device, ps);
+
+    vp.TopLeftX = 0;
+    vp.TopLeftY = 0;
+    vp.Width = 640;
+    vp.Height = 480;
+    vp.MinDepth = 0.0f;
+    vp.MaxDepth = 1.0f;
+    ID3D10Device_RSSetViewports(device, 1, &vp);
+
+    ID3D10Device_ClearRenderTargetView(device, backbuffer_rtv, red);
+
+    ID3D10Device_Draw(device, 4, 0);
+    for (i = 0; i < 4; ++i)
+    {
+        for (j = 0; j < 4; ++j)
+        {
+            color = get_texture_color(backbuffer,  80 + j * 160, 60 + i * 120);
+            ok(compare_color(color, 0x00000000, 0),
+                    "Got unexpected color 0x%08x at (%u, %u).\n", color, j, i);
+        }
+    }
+
+    set_box(&box, 1, 1, 0, 3, 3, 1);
+    ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)texture, 0, &box,
+            bitmap_data, 4 * sizeof(*bitmap_data), 0);
+    set_box(&box, 0, 3, 0, 3, 4, 1);
+    ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)texture, 0, &box,
+            &bitmap_data[6], 4 * sizeof(*bitmap_data), 0);
+    set_box(&box, 0, 0, 0, 4, 1, 1);
+    ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)texture, 0, &box,
+            &bitmap_data[10], 4 * sizeof(*bitmap_data), 0);
+    set_box(&box, 0, 1, 0, 1, 3, 1);
+    ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)texture, 0, &box,
+            &bitmap_data[2], sizeof(*bitmap_data), 0);
+    set_box(&box, 4, 4, 0, 3, 1, 1);
+    ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)texture, 0, &box,
+            bitmap_data, sizeof(*bitmap_data), 0);
+    ID3D10Device_Draw(device, 4, 0);
+    for (i = 0; i < 4; ++i)
+    {
+        for (j = 0; j < 4; ++j)
+        {
+            color = get_texture_color(backbuffer,  80 + j * 160, 60 + i * 120);
+            ok(compare_color(color, expected_colors[j + i * 4], 1),
+                    "Got unexpected color 0x%08x at (%u, %u), expected 0x%08x.\n",
+                    color, j, i, expected_colors[j + i * 4]);
+        }
+    }
+
+    ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)texture, 0, NULL,
+            bitmap_data, 4 * sizeof(*bitmap_data), 0);
+    ID3D10Device_Draw(device, 4, 0);
+    for (i = 0; i < 4; ++i)
+    {
+        for (j = 0; j < 4; ++j)
+        {
+            color = get_texture_color(backbuffer,  80 + j * 160, 60 + i * 120);
+            ok(compare_color(color, bitmap_data[j + i * 4], 1),
+                    "Got unexpected color 0x%08x at (%u, %u), expected 0x%08x.\n",
+                    color, j, i, bitmap_data[j + i * 4]);
+        }
+    }
+
+    ID3D10PixelShader_Release(ps);
+    ID3D10VertexShader_Release(vs);
+    ID3D10SamplerState_Release(sampler_state);
+    ID3D10ShaderResourceView_Release(ps_srv);
+    ID3D10Texture2D_Release(texture);
+    ID3D10Buffer_Release(vb);
+    ID3D10InputLayout_Release(input_layout);
+    ID3D10RenderTargetView_Release(backbuffer_rtv);
+    ID3D10Texture2D_Release(backbuffer);
+    IDXGISwapChain_Release(swapchain);
+    refcount = ID3D10Device_Release(device);
+    ok(!refcount, "Device has %u references left.\n", refcount);
+    DestroyWindow(window);
+}
+
 START_TEST(device)
 {
     test_create_texture2d();
@@ -3183,4 +3451,5 @@ START_TEST(device)
     test_private_data();
     test_il_append_aligned();
     test_fragment_coords();
+    test_update_subresource();
 }
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 6d2f8aa..880f77c 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -3818,6 +3818,8 @@ float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device)
     return 0.0f;
 }
 
+/* FIXME: Callers should probably use wined3d_device_update_sub_resource()
+ * instead. */
 HRESULT CDECL wined3d_device_update_surface(struct wined3d_device *device,
         struct wined3d_surface *src_surface, const RECT *src_rect,
         struct wined3d_surface *dst_surface, const POINT *dst_point)
@@ -3981,6 +3983,84 @@ void CDECL wined3d_device_copy_sub_resource_region(struct wined3d_device *device
         ERR("Failed to blit, hr %#x.\n", hr);
 }
 
+void CDECL wined3d_device_update_sub_resource(struct wined3d_device *device, struct wined3d_resource *resource,
+        unsigned int sub_resource_idx, const struct wined3d_box *box, const void *data, unsigned int row_pitch,
+        unsigned int depth_pitch)
+{
+    struct wined3d_resource *sub_resource;
+    const struct wined3d_gl_info *gl_info;
+    struct wined3d_const_bo_address addr;
+    struct wined3d_context *context;
+    struct wined3d_texture *texture;
+    struct wined3d_surface *surface;
+    POINT dst_point;
+    RECT src_rect;
+
+    TRACE("device %p, resource %p, sub_resource_idx %u, box %p, data %p, row_pitch %u, depth_pitch %u.\n",
+            device, resource, sub_resource_idx, box, data, row_pitch, depth_pitch);
+
+    if (resource->type != WINED3D_RTYPE_TEXTURE)
+    {
+        FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
+        return;
+    }
+
+    texture = wined3d_texture_from_resource(resource);
+    if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
+    {
+        WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
+        return;
+    }
+    surface = surface_from_resource(sub_resource);
+
+    src_rect.left = 0;
+    src_rect.top = 0;
+    if (box)
+    {
+        if (box->left >= box->right || box->right > sub_resource->width
+                || box->top >= box->bottom || box->bottom > sub_resource->height)
+        {
+            WARN("Invalid box (%u, %u, %u)->(%u, %u, %u) specified.\n",
+                    box->left, box->top, box->front, box->right, box->bottom, box->back);
+            return;
+        }
+
+        src_rect.right = box->right - box->left;
+        src_rect.bottom = box->bottom - box->top;
+        dst_point.x = box->left;
+        dst_point.y = box->top;
+    }
+    else
+    {
+        src_rect.right = sub_resource->width;
+        src_rect.bottom = sub_resource->height;
+        dst_point.x = 0;
+        dst_point.y = 0;
+    }
+
+    addr.buffer_object = 0;
+    addr.addr = data;
+
+    context = context_acquire(resource->device, NULL);
+    gl_info = context->gl_info;
+
+    /* Only load the surface for partial updates. */
+    if (!dst_point.x && !dst_point.y && src_rect.right == sub_resource->width
+            && src_rect.bottom == sub_resource->height)
+        wined3d_texture_prepare_texture(texture, context, FALSE);
+    else
+        surface_load_location(surface, WINED3D_LOCATION_TEXTURE_RGB);
+    wined3d_texture_bind_and_dirtify(texture, context, FALSE);
+
+    wined3d_surface_upload_data(surface, gl_info, resource->format,
+            &src_rect, row_pitch, &dst_point, FALSE, &addr);
+
+    context_release(context);
+
+    surface_validate_location(surface, WINED3D_LOCATION_TEXTURE_RGB);
+    surface_invalidate_location(surface, ~WINED3D_LOCATION_TEXTURE_RGB);
+}
+
 HRESULT CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
         struct wined3d_rendertarget_view *view, const RECT *rect, const struct wined3d_color *color)
 {
diff --git a/dlls/wined3d/wined3d.spec b/dlls/wined3d/wined3d.spec
index 859ffda..4710f51 100644
--- a/dlls/wined3d/wined3d.spec
+++ b/dlls/wined3d/wined3d.spec
@@ -161,6 +161,7 @@
 @ cdecl wined3d_device_show_cursor(ptr long)
 @ cdecl wined3d_device_uninit_3d(ptr)
 @ cdecl wined3d_device_uninit_gdi(ptr)
+@ cdecl wined3d_device_update_sub_resource(ptr ptr long ptr ptr long long)
 @ cdecl wined3d_device_update_surface(ptr ptr ptr ptr ptr)
 @ cdecl wined3d_device_update_texture(ptr ptr ptr)
 @ cdecl wined3d_device_validate_device(ptr ptr)
diff --git a/include/wine/wined3d.h b/include/wine/wined3d.h
index 04d3079..1d840ed 100644
--- a/include/wine/wined3d.h
+++ b/include/wine/wined3d.h
@@ -2329,6 +2329,9 @@ void __cdecl wined3d_device_setup_fullscreen_window(struct wined3d_device *devic
 BOOL __cdecl wined3d_device_show_cursor(struct wined3d_device *device, BOOL show);
 HRESULT __cdecl wined3d_device_uninit_3d(struct wined3d_device *device);
 HRESULT __cdecl wined3d_device_uninit_gdi(struct wined3d_device *device);
+void __cdecl wined3d_device_update_sub_resource(struct wined3d_device *device, struct wined3d_resource *resource,
+        unsigned int sub_resource_idx, const struct wined3d_box *box, const void *data, unsigned int row_pitch,
+        unsigned int depth_pitch);
 HRESULT __cdecl wined3d_device_update_surface(struct wined3d_device *device, struct wined3d_surface *src_surface,
         const RECT *src_rect, struct wined3d_surface *dst_surface, const POINT *dst_point);
 HRESULT __cdecl wined3d_device_update_texture(struct wined3d_device *device,
-- 
2.1.4




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