[PATCH v2 2/9] wined3d: Try to avoid glGetTexImage() for 2D array textures.

Józef Kucia jkucia at codeweavers.com
Wed Apr 20 02:09:41 CDT 2016


Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
Version 2: Rebased.
---
 dlls/wined3d/surface.c | 262 ++++++++++++++++++++++++++-----------------------
 1 file changed, 138 insertions(+), 124 deletions(-)

diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index fc6c2f7..0c8f671 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -854,12 +854,127 @@ static const struct wined3d_resource_ops surface_resource_ops =
     surface_resource_sub_resource_unmap,
 };
 
-/* This call just downloads data, the caller is responsible for binding the
- * correct texture. */
+static void read_from_framebuffer(struct wined3d_surface *surface,
+        struct wined3d_context *old_ctx, DWORD dst_location)
+{
+    unsigned int sub_resource_idx = surface_get_sub_resource_idx(surface);
+    struct wined3d_texture *texture = surface->container;
+    struct wined3d_device *device = texture->resource.device;
+    const struct wined3d_gl_info *gl_info;
+    struct wined3d_context *context = old_ctx;
+    struct wined3d_surface *restore_rt = NULL;
+    unsigned int row_pitch, slice_pitch;
+    unsigned int width, height;
+    BYTE *mem;
+    BYTE *row, *top, *bottom;
+    int i;
+    BOOL srcIsUpsideDown;
+    struct wined3d_bo_address data;
+
+    wined3d_texture_get_memory(texture, sub_resource_idx, &data, dst_location);
+
+    restore_rt = context_get_rt_surface(old_ctx);
+    if (restore_rt != surface)
+        context = context_acquire(device, surface);
+    else
+        restore_rt = NULL;
+
+    context_apply_blit_state(context, device);
+    gl_info = context->gl_info;
+
+    /* Select the correct read buffer, and give some debug output.
+     * There is no need to keep track of the current read buffer or reset it, every part of the code
+     * that reads sets the read buffer as desired.
+     */
+    if (wined3d_resource_is_offscreen(&texture->resource))
+    {
+        /* Mapping the primary render target which is not on a swapchain.
+         * Read from the back buffer. */
+        TRACE("Mapping offscreen render target.\n");
+        gl_info->gl_ops.gl.p_glReadBuffer(context_get_offscreen_gl_buffer(context));
+        srcIsUpsideDown = TRUE;
+    }
+    else
+    {
+        /* Onscreen surfaces are always part of a swapchain */
+        GLenum buffer = wined3d_texture_get_gl_buffer(texture);
+        TRACE("Mapping %#x buffer.\n", buffer);
+        gl_info->gl_ops.gl.p_glReadBuffer(buffer);
+        checkGLcall("glReadBuffer");
+        srcIsUpsideDown = FALSE;
+    }
+
+    if (data.buffer_object)
+    {
+        GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, data.buffer_object));
+        checkGLcall("glBindBuffer");
+    }
+
+    wined3d_texture_get_pitch(texture, surface->texture_level, &row_pitch, &slice_pitch);
+
+    /* Setup pixel store pack state -- to glReadPixels into the correct place */
+    gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ROW_LENGTH, row_pitch / texture->resource.format->byte_count);
+    checkGLcall("glPixelStorei");
+
+    width = wined3d_texture_get_level_width(texture, surface->texture_level);
+    height = wined3d_texture_get_level_height(texture, surface->texture_level);
+    gl_info->gl_ops.gl.p_glReadPixels(0, 0, width, height,
+            texture->resource.format->glFormat,
+            texture->resource.format->glType, data.addr);
+    checkGLcall("glReadPixels");
+
+    /* Reset previous pixel store pack state */
+    gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ROW_LENGTH, 0);
+    checkGLcall("glPixelStorei");
+
+    if (!srcIsUpsideDown)
+    {
+        /* glReadPixels returns the image upside down, and there is no way to
+         * prevent this. Flip the lines in software. */
+
+        if (!(row = HeapAlloc(GetProcessHeap(), 0, row_pitch)))
+            goto error;
+
+        if (data.buffer_object)
+        {
+            mem = GL_EXTCALL(glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_WRITE));
+            checkGLcall("glMapBuffer");
+        }
+        else
+            mem = data.addr;
+
+        top = mem;
+        bottom = mem + row_pitch * (height - 1);
+        for (i = 0; i < height / 2; i++)
+        {
+            memcpy(row, top, row_pitch);
+            memcpy(top, bottom, row_pitch);
+            memcpy(bottom, row, row_pitch);
+            top += row_pitch;
+            bottom -= row_pitch;
+        }
+        HeapFree(GetProcessHeap(), 0, row);
+
+        if (data.buffer_object)
+            GL_EXTCALL(glUnmapBuffer(GL_PIXEL_PACK_BUFFER));
+    }
+
+error:
+    if (data.buffer_object)
+    {
+        GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
+        checkGLcall("glBindBuffer");
+    }
+
+    if (restore_rt)
+        context_restore(context, restore_rt);
+}
+
 /* Context activation is done by the caller. */
-static void surface_download_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
-        DWORD dst_location)
+static void surface_download_data(struct wined3d_surface *surface, struct wined3d_context *context,
+        DWORD src_locations, DWORD dst_location)
 {
+    const struct wined3d_gl_info *gl_info = context->gl_info;
     struct wined3d_texture *texture = surface->container;
     const struct wined3d_format *format = texture->resource.format;
     unsigned int dst_row_pitch, dst_slice_pitch;
@@ -874,6 +989,24 @@ static void surface_download_data(struct wined3d_surface *surface, const struct
         return;
     }
 
+    if (surface->texture_target == GL_TEXTURE_2D_ARRAY)
+    {
+        /* Try to avoid using glGetTexImage() for layered textures. */
+        if ((texture->resource.draw_binding & src_locations)
+                && !(texture->resource.format_flags & WINED3DFMT_FLAG_COMPRESSED)
+                && !(texture->resource.format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
+        {
+            read_from_framebuffer(surface, context, dst_location);
+            return;
+        }
+
+        FIXME("Cannot download surface %p, level %u, layer %u.\n",
+                surface, surface->texture_level, surface->texture_layer);
+        return;
+    }
+
+    wined3d_texture_bind_and_dirtify(texture, context, !(src_locations & WINED3D_LOCATION_TEXTURE_RGB));
+
     wined3d_texture_get_memory(texture, surface_get_sub_resource_idx(surface), &data, dst_location);
 
     if (texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED)
@@ -1701,122 +1834,6 @@ do { \
     return WINED3D_OK;
 }
 
-static void read_from_framebuffer(struct wined3d_surface *surface,
-        struct wined3d_context *old_ctx, DWORD dst_location)
-{
-    unsigned int sub_resource_idx = surface_get_sub_resource_idx(surface);
-    struct wined3d_texture *texture = surface->container;
-    struct wined3d_device *device = texture->resource.device;
-    const struct wined3d_gl_info *gl_info;
-    struct wined3d_context *context = old_ctx;
-    struct wined3d_surface *restore_rt = NULL;
-    unsigned int row_pitch, slice_pitch;
-    unsigned int width, height;
-    BYTE *mem;
-    BYTE *row, *top, *bottom;
-    int i;
-    BOOL srcIsUpsideDown;
-    struct wined3d_bo_address data;
-
-    wined3d_texture_get_memory(texture, sub_resource_idx, &data, dst_location);
-
-    restore_rt = context_get_rt_surface(old_ctx);
-    if (restore_rt != surface)
-        context = context_acquire(device, surface);
-    else
-        restore_rt = NULL;
-
-    context_apply_blit_state(context, device);
-    gl_info = context->gl_info;
-
-    /* Select the correct read buffer, and give some debug output.
-     * There is no need to keep track of the current read buffer or reset it, every part of the code
-     * that reads sets the read buffer as desired.
-     */
-    if (wined3d_resource_is_offscreen(&texture->resource))
-    {
-        /* Mapping the primary render target which is not on a swapchain.
-         * Read from the back buffer. */
-        TRACE("Mapping offscreen render target.\n");
-        gl_info->gl_ops.gl.p_glReadBuffer(context_get_offscreen_gl_buffer(context));
-        srcIsUpsideDown = TRUE;
-    }
-    else
-    {
-        /* Onscreen surfaces are always part of a swapchain */
-        GLenum buffer = wined3d_texture_get_gl_buffer(texture);
-        TRACE("Mapping %#x buffer.\n", buffer);
-        gl_info->gl_ops.gl.p_glReadBuffer(buffer);
-        checkGLcall("glReadBuffer");
-        srcIsUpsideDown = FALSE;
-    }
-
-    if (data.buffer_object)
-    {
-        GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, data.buffer_object));
-        checkGLcall("glBindBuffer");
-    }
-
-    wined3d_texture_get_pitch(texture, surface->texture_level, &row_pitch, &slice_pitch);
-
-    /* Setup pixel store pack state -- to glReadPixels into the correct place */
-    gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ROW_LENGTH, row_pitch / texture->resource.format->byte_count);
-    checkGLcall("glPixelStorei");
-
-    width = wined3d_texture_get_level_width(texture, surface->texture_level);
-    height = wined3d_texture_get_level_height(texture, surface->texture_level);
-    gl_info->gl_ops.gl.p_glReadPixels(0, 0, width, height,
-            texture->resource.format->glFormat,
-            texture->resource.format->glType, data.addr);
-    checkGLcall("glReadPixels");
-
-    /* Reset previous pixel store pack state */
-    gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ROW_LENGTH, 0);
-    checkGLcall("glPixelStorei");
-
-    if (!srcIsUpsideDown)
-    {
-        /* glReadPixels returns the image upside down, and there is no way to
-         * prevent this. Flip the lines in software. */
-
-        if (!(row = HeapAlloc(GetProcessHeap(), 0, row_pitch)))
-            goto error;
-
-        if (data.buffer_object)
-        {
-            mem = GL_EXTCALL(glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_WRITE));
-            checkGLcall("glMapBuffer");
-        }
-        else
-            mem = data.addr;
-
-        top = mem;
-        bottom = mem + row_pitch * (height - 1);
-        for (i = 0; i < height / 2; i++)
-        {
-            memcpy(row, top, row_pitch);
-            memcpy(top, bottom, row_pitch);
-            memcpy(bottom, row, row_pitch);
-            top += row_pitch;
-            bottom -= row_pitch;
-        }
-        HeapFree(GetProcessHeap(), 0, row);
-
-        if (data.buffer_object)
-            GL_EXTCALL(glUnmapBuffer(GL_PIXEL_PACK_BUFFER));
-    }
-
-error:
-    if (data.buffer_object)
-    {
-        GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
-        checkGLcall("glBindBuffer");
-    }
-
-    if (restore_rt)
-        context_restore(context, restore_rt);
-}
-
 /* Read the framebuffer contents into a texture. Note that this function
  * doesn't do any kind of flipping. Using this on an onscreen surface will
  * result in a flipped D3D texture.
@@ -2793,7 +2810,6 @@ static void surface_copy_simple_location(struct wined3d_surface *surface, DWORD
 static void surface_load_sysmem(struct wined3d_surface *surface,
         struct wined3d_context *context, DWORD dst_location)
 {
-    const struct wined3d_gl_info *gl_info = context->gl_info;
     struct wined3d_texture_sub_resource *sub_resource;
 
     wined3d_surface_prepare(surface, context, dst_location);
@@ -2813,9 +2829,7 @@ static void surface_load_sysmem(struct wined3d_surface *surface,
     {
         struct wined3d_texture *texture = surface->container;
 
-        wined3d_texture_bind_and_dirtify(texture, context,
-                !(sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB));
-        surface_download_data(surface, gl_info, dst_location);
+        surface_download_data(surface, context, sub_resource->locations, dst_location);
         ++texture->download_count;
 
         return;
-- 
2.4.10




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