[PATCH 06/10] wined3d: Add dirty region tracking in wined3d_texture_add_dirty_region().

Masanori Kakura kakurasan at gmail.com
Mon Apr 17 08:47:11 CDT 2017


Signed-off-by: Masanori Kakura <kakurasan at gmail.com>
---
 dlls/wined3d/texture.c | 40 +++++++++++++++++++++++++++++++++++++++-
 1 file changed, 39 insertions(+), 1 deletion(-)

diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index 2419616731..d2de16d73d 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -1641,6 +1641,15 @@ HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture,
 {
     TRACE("texture %p, layer %u, dirty_region %s.\n", texture, layer, debug_box(dirty_region));
 
+    if (dirty_region
+            && ((dirty_region->left >= dirty_region->right)
+                || (dirty_region->top >= dirty_region->bottom)
+                || (dirty_region->front >= dirty_region->back)))
+    {
+        WARN("Empty dirty region specified.\n");
+        return WINED3DERR_INVALIDCALL;
+    }
+
     if (layer >= texture->layer_count)
     {
         WARN("Invalid layer %u specified.\n", layer);
@@ -1648,7 +1657,36 @@ HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture,
     }
 
     if (dirty_region)
-        FIXME("Ignoring dirty_region %s.\n", debug_box(dirty_region));
+    {
+        UINT right = dirty_region->right;
+        UINT bottom = dirty_region->bottom;
+        UINT back = dirty_region->back;
+
+        if (right > wined3d_texture_get_level_width(texture, 0)
+                || bottom > wined3d_texture_get_level_height(texture, 0)
+                || back > wined3d_texture_get_level_depth(texture, 0))
+        {
+            WARN("Dirty region out of bounds.\n");
+            return WINED3DERR_INVALIDCALL;
+        }
+
+        if (!wined3d_dirty_regions_add(&texture->resource.dirty_regions,
+                                       dirty_region->left, dirty_region->top,
+                                       right, bottom,
+                                       dirty_region->front, back))
+        {
+            ERR("Failed to allocate memory.\n");
+            return E_OUTOFMEMORY;
+        }
+    }
+    else
+    {
+        if (!wined3d_resource_maximize_dirty_region(&texture->resource))
+        {
+            ERR("Failed to allocate memory.\n");
+            return E_OUTOFMEMORY;
+        }
+    }
 
     wined3d_cs_emit_add_dirty_texture_region(texture->resource.device->cs, texture, layer);
 
-- 
2.11.0




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