wined3d: Implement basic volume location management.

oldstable
Stefan Dösinger 2013-08-22 14:57:59 +02:00 committed by Alexandre Julliard
parent bcb651ca80
commit 52fb1cc245
3 changed files with 138 additions and 6 deletions

View File

@ -3711,3 +3711,18 @@ void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect)
if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
IntersectRect(rect, rect, &state->scissor_rect);
}
const char *wined3d_debug_location(DWORD location)
{
char buf[200];
buf[0] = '\0';
#define LOCATION_TO_STR(u) if (location & u) { strcat(buf, " | "#u); location &= ~u; }
LOCATION_TO_STR(WINED3D_LOCATION_DISCARDED);
LOCATION_TO_STR(WINED3D_LOCATION_SYSMEM);
LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_RGB);
#undef LOCATION_TO_STR
if (location) FIXME("Unrecognized location flag(s) %#x.\n", location);
return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
}

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@ -98,10 +98,100 @@ static void wined3d_volume_upload_data(struct wined3d_volume *volume, const stru
}
}
static void wined3d_volume_validate_location(struct wined3d_volume *volume, DWORD location)
{
TRACE("Volume %p, setting %s.\n", volume, wined3d_debug_location(location));
volume->locations |= location;
TRACE("new location flags are %s.\n", wined3d_debug_location(volume->locations));
}
static void wined3d_volume_invalidate_location(struct wined3d_volume *volume, DWORD location)
{
TRACE("Volume %p, clearing %s.\n", volume, wined3d_debug_location(location));
volume->locations &= ~location;
TRACE("new location flags are %s.\n", wined3d_debug_location(volume->locations));
}
/* Context activation is done by the caller. */
static void wined3d_volume_load_location(struct wined3d_volume *volume,
struct wined3d_context *context, DWORD location)
{
TRACE("Volume %p, loading %s, have %s.\n", volume, wined3d_debug_location(location),
wined3d_debug_location(volume->locations));
if ((volume->locations & location) == location)
{
TRACE("Location(s) already up to date.\n");
return;
}
if (!(volume->resource.access_flags & WINED3D_RESOURCE_ACCESS_GPU))
{
if (location & ~WINED3D_LOCATION_SYSMEM)
{
ERR("Trying to load a cpu-only access volume into %s.\n",
wined3d_debug_location(location));
return;
}
}
switch (location)
{
case WINED3D_LOCATION_TEXTURE_RGB:
if (!(volume->flags & WINED3D_VFLAG_ALLOCATED))
{
ERR("Trying to load RGB texture without prior allocation.\n");
return;
}
if (volume->locations & WINED3D_LOCATION_DISCARDED)
{
TRACE("Volume previously discarded, nothing to do.\n");
wined3d_volume_invalidate_location(volume, WINED3D_LOCATION_DISCARDED);
}
else if (volume->locations & WINED3D_LOCATION_SYSMEM)
{
struct wined3d_bo_address data = {0, volume->resource.allocatedMemory};
wined3d_volume_upload_data(volume, context, &data);
}
else
{
FIXME("Implement texture loading from %s.\n", wined3d_debug_location(volume->locations));
return;
}
wined3d_volume_validate_location(volume, WINED3D_LOCATION_TEXTURE_RGB);
break;
case WINED3D_LOCATION_SYSMEM:
if (!volume->resource.allocatedMemory || !volume->resource.heap_memory)
{
ERR("Trying to load WINED3D_LOCATION_SYSMEM without setting it up first.\n");
return;
}
if (volume->locations & WINED3D_LOCATION_DISCARDED)
{
TRACE("Volume previously discarded, nothing to do.\n");
wined3d_volume_invalidate_location(volume, WINED3D_LOCATION_DISCARDED);
}
else
{
FIXME("Implement WINED3D_LOCATION_SYSMEM loading from %s.\n",
wined3d_debug_location(volume->locations));
return;
}
wined3d_volume_validate_location(volume, WINED3D_LOCATION_SYSMEM);
break;
default:
FIXME("Implement %s loading from %s.\n", wined3d_debug_location(location),
wined3d_debug_location(volume->locations));
}
}
/* Context activation is done by the caller. */
void wined3d_volume_load(struct wined3d_volume *volume, struct wined3d_context *context, BOOL srgb_mode)
{
struct wined3d_bo_address data = {0, volume->resource.allocatedMemory};
volume_bind_and_dirtify(volume, context);
if (!(volume->flags & WINED3D_VFLAG_ALLOCATED))
@ -110,18 +200,29 @@ void wined3d_volume_load(struct wined3d_volume *volume, struct wined3d_context *
volume->flags |= WINED3D_VFLAG_ALLOCATED;
}
wined3d_volume_upload_data(volume, context, &data);
wined3d_volume_load_location(volume, context, WINED3D_LOCATION_TEXTURE_RGB);
}
/* Do not call while under the GL lock. */
static void volume_unload(struct wined3d_resource *resource)
{
struct wined3d_volume *volume = volume_from_resource(resource);
struct wined3d_device *device = volume->resource.device;
struct wined3d_context *context;
if (volume->resource.pool == WINED3D_POOL_DEFAULT)
ERR("Unloading DEFAULT pool volume.\n");
TRACE("texture %p.\n", resource);
/* The whole content is shadowed on This->resource.allocatedMemory, and
* the texture name is managed by the VolumeTexture container. */
context = context_acquire(device, NULL);
wined3d_volume_load_location(volume, context, WINED3D_LOCATION_SYSMEM);
context_release(context);
wined3d_volume_invalidate_location(volume, ~WINED3D_LOCATION_SYSMEM);
/* The texture name is managed by the container. */
volume->flags &= ~WINED3D_VFLAG_ALLOCATED;
resource_unload(resource);
@ -217,6 +318,14 @@ HRESULT CDECL wined3d_volume_map(struct wined3d_volume *volume,
volume->resource.allocatedMemory = volume->resource.heap_memory;
}
if (!(volume->locations & WINED3D_LOCATION_SYSMEM))
{
struct wined3d_device *device = volume->resource.device;
struct wined3d_context *context = context_acquire(device, NULL);
wined3d_volume_load_location(volume, context, WINED3D_LOCATION_SYSMEM);
context_release(context);
}
TRACE("allocatedMemory %p.\n", volume->resource.allocatedMemory);
map_desc->row_pitch = volume->resource.format->byte_count * volume->resource.width; /* Bytes / row */
@ -240,6 +349,7 @@ HRESULT CDECL wined3d_volume_map(struct wined3d_volume *volume,
if (!(flags & (WINED3D_MAP_NO_DIRTY_UPDATE | WINED3D_MAP_READONLY)))
{
wined3d_texture_set_dirty(volume->container, TRUE);
wined3d_volume_invalidate_location(volume, ~WINED3D_LOCATION_SYSMEM);
}
volume->flags |= WINED3D_VFLAG_LOCKED;
@ -302,6 +412,7 @@ static HRESULT volume_init(struct wined3d_volume *volume, struct wined3d_device
}
volume->texture_level = level;
volume->locations = WINED3D_LOCATION_DISCARDED;
return WINED3D_OK;
}

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@ -2050,12 +2050,18 @@ void wined3d_texture_set_dirty(struct wined3d_texture *texture, BOOL dirty) DECL
#define WINED3D_VFLAG_LOCKED 0x00000001
#define WINED3D_VFLAG_ALLOCATED 0x00000002
#define WINED3D_LOCATION_DISCARDED 0x00000001
#define WINED3D_LOCATION_SYSMEM 0x00000002
#define WINED3D_LOCATION_TEXTURE_RGB 0x00000004
const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN;
struct wined3d_volume
{
struct wined3d_resource resource;
struct wined3d_texture *container;
DWORD flags;
DWORD flags, locations;
GLint texture_level;
};