wined3d: Upload 3d GL textures per-slice when conversion is involved.

Signed-off-by: Paul Gofman <gofmanp@gmail.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
stable
Paul Gofman 2019-10-03 23:36:55 +03:00 committed by Alexandre Julliard
parent b7d2ba9d8f
commit 06909230c4
1 changed files with 33 additions and 29 deletions

View File

@ -1975,8 +1975,6 @@ static void wined3d_texture_gl_upload_data(struct wined3d_context *context,
unsigned int update_h = src_box->bottom - src_box->top;
unsigned int update_d = src_box->back - src_box->front;
struct wined3d_bo_address bo;
void *converted_mem = NULL;
struct wined3d_format_gl f;
unsigned int level;
BOOL decompress;
GLenum target;
@ -2050,7 +2048,10 @@ static void wined3d_texture_gl_upload_data(struct wined3d_context *context,
{
const struct wined3d_format *compressed_format = src_format;
unsigned int dst_row_pitch, dst_slice_pitch;
void *src_mem;
struct wined3d_format_gl f;
void *converted_mem;
unsigned int z;
BYTE *src_mem;
if (decompress)
{
@ -2068,9 +2069,7 @@ static void wined3d_texture_gl_upload_data(struct wined3d_context *context,
wined3d_format_calculate_pitch(src_format, 1, update_w, update_h, &dst_row_pitch, &dst_slice_pitch);
/* Note that uploading 3D textures may require quite some address
* space; it may make sense to upload them per-slice instead. */
if (!(converted_mem = heap_calloc(update_d, dst_slice_pitch)))
if (!(converted_mem = heap_alloc(dst_slice_pitch)))
{
ERR("Failed to allocate upload buffer.\n");
return;
@ -2078,35 +2077,40 @@ static void wined3d_texture_gl_upload_data(struct wined3d_context *context,
src_mem = wined3d_context_gl_map_bo_address(context_gl, &bo,
src_slice_pitch * update_d, GL_PIXEL_UNPACK_BUFFER, WINED3D_MAP_READ);
if (decompress)
compressed_format->decompress(src_mem, converted_mem, src_row_pitch, src_slice_pitch,
dst_row_pitch, dst_slice_pitch, update_w, update_h, update_d);
else
src_format->upload(src_mem, converted_mem, src_row_pitch, src_slice_pitch,
dst_row_pitch, dst_slice_pitch, update_w, update_h, update_d);
for (z = 0; z < update_d; ++z, src_mem += src_slice_pitch)
{
if (decompress)
compressed_format->decompress(src_mem, converted_mem, src_row_pitch, src_slice_pitch,
dst_row_pitch, dst_slice_pitch, update_w, update_h, 1);
else
src_format->upload(src_mem, converted_mem, src_row_pitch, src_slice_pitch,
dst_row_pitch, dst_slice_pitch, update_w, update_h, 1);
wined3d_texture_gl_upload_bo(src_format, target, level, dst_row_pitch, dst_x, dst_y,
dst_z + z, update_w, update_h, 1, converted_mem, srgb, dst_texture, gl_info);
}
wined3d_context_gl_unmap_bo_address(context_gl, &bo, GL_PIXEL_UNPACK_BUFFER, 0, NULL);
bo.buffer_object = 0;
bo.addr = converted_mem;
src_row_pitch = dst_row_pitch;
src_slice_pitch = dst_slice_pitch;
heap_free(converted_mem);
}
if (bo.buffer_object)
else
{
GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, bo.buffer_object));
checkGLcall("glBindBuffer");
}
if (bo.buffer_object)
{
GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, bo.buffer_object));
checkGLcall("glBindBuffer");
}
wined3d_texture_gl_upload_bo(src_format, target, level, src_row_pitch, dst_x, dst_y,
dst_z, update_w, update_h, update_d, bo.addr, srgb, dst_texture, gl_info);
wined3d_texture_gl_upload_bo(src_format, target, level, src_row_pitch, dst_x, dst_y,
dst_z, update_w, update_h, update_d, bo.addr, srgb, dst_texture, gl_info);
if (bo.buffer_object)
{
GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
checkGLcall("glBindBuffer");
if (bo.buffer_object)
{
GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
checkGLcall("glBindBuffer");
}
}
heap_free(converted_mem);
if (gl_info->quirks & WINED3D_QUIRK_FBO_TEX_UPDATE)
{