[v5 PATCH 3/3] wined3d: Update only dirty regions in wined3d_cs_exec_update_texture().

Masanori Kakura kakurasan at gmail.com
Wed May 24 08:49:57 CDT 2017


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

The width/height/depth check is still needed because Wine d3d8/d3d9 tests crash without the check.

Signed-off-by: Masanori Kakura <kakurasan at gmail.com>
---
 dlls/d3d8/tests/visual.c |  2 +-
 dlls/d3d9/tests/visual.c |  2 +-
 dlls/wined3d/cs.c        | 53 ++++++++++++++++++++++++++++++++++++------------
 3 files changed, 42 insertions(+), 15 deletions(-)

diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c
index b074d9c661..9113ceb21c 100644
--- a/dlls/d3d8/tests/visual.c
+++ b/dlls/d3d8/tests/visual.c
@@ -5383,7 +5383,7 @@ 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 = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
     ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c
index a23ba32a20..14196dbe29 100644
--- a/dlls/d3d9/tests/visual.c
+++ b/dlls/d3d9/tests/visual.c
@@ -17504,7 +17504,7 @@ 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/cs.c b/dlls/wined3d/cs.c
index 53465ed411..c766cb5832 100644
--- a/dlls/wined3d/cs.c
+++ b/dlls/wined3d/cs.c
@@ -2188,7 +2188,7 @@ static void wined3d_cs_exec_update_texture(struct wined3d_cs *cs, const void *da
     unsigned int src_level_count = op->src_level_count;
     unsigned int dst_level_count = op->dst_level_count;
     unsigned int src_skip_levels = op->src_skip_levels;
-    unsigned int i, j;
+    unsigned int i, j, k;
     unsigned int width, height, depth;
     UINT src_dirty_layers = 0;
     struct wined3d_box box;
@@ -2199,20 +2199,47 @@ static void wined3d_cs_exec_update_texture(struct wined3d_cs *cs, const void *da
     if (src_dirty_layers == 0)
         goto release;
 
-    /* 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)
+        {
+            for (j = 0; j < layer_count; ++j)
+            {
+                for (k = 0; k < src_texture->async.dirty_regions_count[j]; ++k)
+                {
+                    const struct wined3d_box *dirty_box = &src_texture->async.dirty_regions[j][k];
+
+                    wined3d_box_set(&box,
+                                    dirty_box->left >> i, dirty_box->top >> i,
+                                    dirty_box->right >> i, dirty_box->bottom >> i,
+                                    dirty_box->front >> i, dirty_box->back >> i);
+                    wined3d_cs_emit_blt_sub_resource(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
+    {
+        /* Update every surface level of the texture. */
+        for (i = 0; i < level_count; ++i)
         {
-            wined3d_cs_emit_blt_sub_resource(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);
+            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(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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