[v2 PATCH 2/2] wined3d: Update only dirty regions in wined3d_device_update_texture().

Masanori Kakura kakurasan at gmail.com
Wed Apr 19 09:16:59 CDT 2017


Fixes https://bugs.winehq.org/show_bug.cgi?id=35205

The width/height/depth check is still needed because Wine d3d9 test crashes without the check.

Signed-off-by: Masanori Kakura <kakurasan at gmail.com>
---
 dlls/d3d9/tests/visual.c |  2 +-
 dlls/wined3d/device.c    | 52 +++++++++++++++++++++++++++++++++++++-----------
 2 files changed, 41 insertions(+), 13 deletions(-)

diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c
index 0bc22ead8d..a564222864 100644
--- a/dlls/d3d9/tests/visual.c
+++ b/dlls/d3d9/tests/visual.c
@@ -17471,7 +17471,7 @@ static void add_dirty_rect_test(void)
     ok(color_match(color, 0x0000ff00, 1),
             "Expected color 0x0000ff00, got 0x%08x.\n", color);
     color = getPixelColor(device, 1, 1);
-    todo_wine ok(color_match(color, 0x00ff0000, 1),
+    ok(color_match(color, 0x00ff0000, 1),
             "Expected color 0x00ff0000, got 0x%08x.\n", color);
     hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
     ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 7b37fb91c2..9fc8718e83 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -3536,7 +3536,7 @@ HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
 {
     unsigned int src_size, dst_size, src_skip_levels = 0;
     unsigned int src_level_count, dst_level_count;
-    unsigned int layer_count, level_count, i, j;
+    unsigned int layer_count, level_count, i, j, k;
     unsigned int width, height, depth;
     enum wined3d_resource_type type;
     struct wined3d_box box;
@@ -3612,19 +3612,47 @@ HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
     }
 
     /* Update every surface level of the texture. */
-    for (i = 0; i < level_count; ++i)
+    if (src_texture->resource.width <= dst_texture->resource.width
+            && src_texture->resource.height <= dst_texture->resource.height
+            && src_texture->resource.depth <= dst_texture->resource.depth)
     {
-        width = wined3d_texture_get_level_width(dst_texture, i);
-        height = wined3d_texture_get_level_height(dst_texture, i);
-        depth = wined3d_texture_get_level_depth(dst_texture, i);
-        wined3d_box_set(&box, 0, 0, width, height, 0, depth);
-
-        for (j = 0; j < layer_count; ++j)
+        for (i = 0; i < level_count; ++i)
         {
-            wined3d_cs_emit_blt_sub_resource(device->cs,
-                    &dst_texture->resource, j * dst_level_count + i, &box,
-                    &src_texture->resource, j * src_level_count + i + src_skip_levels, &box,
-                    0, NULL, WINED3D_TEXF_POINT);
+            for (j = 0; j < layer_count; ++j)
+            {
+                for (k = 0; k < src_texture->dirty_regions_count; ++k)
+                {
+                    wined3d_box_set(&box,
+                                    src_texture->dirty_regions[k].left >> i,
+                                    src_texture->dirty_regions[k].top >> i,
+                                    src_texture->dirty_regions[k].right >> i,
+                                    src_texture->dirty_regions[k].bottom >> i,
+                                    src_texture->dirty_regions[k].front >> i,
+                                    src_texture->dirty_regions[k].back >> i);
+                    wined3d_cs_emit_blt_sub_resource(device->cs,
+                            &dst_texture->resource, j * dst_level_count + i, &box,
+                            &src_texture->resource, j * src_level_count + i + src_skip_levels, &box,
+                            0, NULL, WINED3D_TEXF_POINT);
+                }
+            }
+        }
+    }
+    else
+    {
+        for (i = 0; i < level_count; ++i)
+        {
+            width = wined3d_texture_get_level_width(dst_texture, i);
+            height = wined3d_texture_get_level_height(dst_texture, i);
+            depth = wined3d_texture_get_level_depth(dst_texture, i);
+            wined3d_box_set(&box, 0, 0, width, height, 0, depth);
+
+            for (j = 0; j < layer_count; ++j)
+            {
+                wined3d_cs_emit_blt_sub_resource(device->cs,
+                        &dst_texture->resource, j * dst_level_count + i, &box,
+                        &src_texture->resource, j * src_level_count + i + src_skip_levels, &box,
+                        0, NULL, WINED3D_TEXF_POINT);
+            }
         }
     }
 
-- 
2.11.0




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