wined3d: Introduce a separate function for loading the SFLAG_INDRAWABLE surface location.

oldstable
Henri Verbeet 2011-07-04 21:39:37 +02:00 committed by Alexandre Julliard
parent aacd8f8b93
commit cabcb362c1
1 changed files with 93 additions and 74 deletions

View File

@ -5906,6 +5906,96 @@ static void surface_load_sysmem(struct wined3d_surface *surface,
wined3d_surface_get_pitch(surface));
}
static HRESULT surface_load_drawable(struct wined3d_surface *surface,
const struct wined3d_gl_info *gl_info, const RECT *rect)
{
struct wined3d_device *device = surface->resource.device;
struct wined3d_format format;
CONVERT_TYPES convert;
UINT byte_count;
BYTE *mem;
if (wined3d_settings.rendertargetlock_mode == RTL_READTEX)
surface_load_location(surface, SFLAG_INTEXTURE, NULL);
if (surface->flags & SFLAG_INTEXTURE)
{
RECT r;
surface_get_rect(surface, rect, &r);
surface_blt_to_drawable(device, WINED3DTEXF_POINT, FALSE, surface, &r, surface, &r);
return WINED3D_OK;
}
if ((surface->flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX)
{
/* This needs colorspace conversion from sRGB to RGB. We take the slow
* path through sysmem. */
surface_load_location(surface, SFLAG_INSYSMEM, rect);
}
d3dfmt_get_conv(surface, FALSE, FALSE, &format, &convert);
/* Don't use PBOs for converted surfaces. During PBO conversion we look at
* SFLAG_CONVERTED but it isn't set (yet) in all cases where it is getting
* called. */
if ((convert != NO_CONVERSION) && (surface->flags & SFLAG_PBO))
{
struct wined3d_context *context = NULL;
TRACE("Removing the pbo attached to surface %p.\n", surface);
if (!device->isInDraw)
context = context_acquire(device, NULL);
surface_remove_pbo(surface, gl_info);
if (context)
context_release(context);
}
if ((convert != NO_CONVERSION) && surface->resource.allocatedMemory)
{
UINT height = surface->resource.height;
UINT width = surface->resource.width;
UINT src_pitch, dst_pitch;
byte_count = format.conv_byte_count;
src_pitch = wined3d_surface_get_pitch(surface);
/* Stick to the alignment for the converted surface too, makes it
* easier to load the surface. */
dst_pitch = width * byte_count;
dst_pitch = (dst_pitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
if (!(mem = HeapAlloc(GetProcessHeap(), 0, dst_pitch * height)))
{
ERR("Out of memory (%u).\n", dst_pitch * height);
return E_OUTOFMEMORY;
}
d3dfmt_convert_surface(surface->resource.allocatedMemory, mem,
src_pitch, width, height, dst_pitch, convert, surface);
surface->flags |= SFLAG_CONVERTED;
}
else
{
surface->flags &= ~SFLAG_CONVERTED;
mem = surface->resource.allocatedMemory;
byte_count = format.byte_count;
}
flush_to_framebuffer_drawpixels(surface, rect, format.glFormat, format.glType, byte_count, mem);
/* Don't delete PBO memory. */
if ((mem != surface->resource.allocatedMemory) && !(surface->flags & SFLAG_PBO))
HeapFree(GetProcessHeap(), 0, mem);
return WINED3D_OK;
}
HRESULT surface_load_location(struct wined3d_surface *surface, DWORD flag, const RECT *rect)
{
struct wined3d_device *device = surface->resource.device;
@ -5916,6 +6006,7 @@ HRESULT surface_load_location(struct wined3d_surface *surface, DWORD flag, const
int width, pitch, outpitch;
BYTE *mem;
BOOL in_fbo = FALSE;
HRESULT hr;
TRACE("surface %p, location %s, rect %s.\n", surface, debug_surflocation(flag), wine_dbgstr_rect(rect));
@ -5981,80 +6072,8 @@ HRESULT surface_load_location(struct wined3d_surface *surface, DWORD flag, const
surface_load_sysmem(surface, gl_info, rect);
else if (flag == SFLAG_INDRAWABLE)
{
if (wined3d_settings.rendertargetlock_mode == RTL_READTEX)
surface_load_location(surface, SFLAG_INTEXTURE, NULL);
if (surface->flags & SFLAG_INTEXTURE)
{
RECT r;
surface_get_rect(surface, rect, &r);
surface_blt_to_drawable(device, WINED3DTEXF_POINT, FALSE, surface, &r, surface, &r);
}
else
{
int byte_count;
if ((surface->flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX)
{
/* This needs a shader to convert the srgb data sampled from the GL texture into RGB
* values, otherwise we get incorrect values in the target. For now go the slow way
* via a system memory copy
*/
surface_load_location(surface, SFLAG_INSYSMEM, rect);
}
d3dfmt_get_conv(surface, FALSE /* We need color keying */,
FALSE /* We won't use textures */, &format, &convert);
/* The width is in 'length' not in bytes */
width = surface->resource.width;
pitch = wined3d_surface_get_pitch(surface);
/* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
* but it isn't set (yet) in all cases it is getting called. */
if ((convert != NO_CONVERSION) && (surface->flags & SFLAG_PBO))
{
struct wined3d_context *context = NULL;
TRACE("Removing the pbo attached to surface %p.\n", surface);
if (!device->isInDraw) context = context_acquire(device, NULL);
surface_remove_pbo(surface, gl_info);
if (context) context_release(context);
}
if ((convert != NO_CONVERSION) && surface->resource.allocatedMemory)
{
int height = surface->resource.height;
byte_count = format.conv_byte_count;
/* Stick to the alignment for the converted surface too, makes it easier to load the surface */
outpitch = width * byte_count;
outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
if(!mem) {
ERR("Out of memory %d, %d!\n", outpitch, height);
return WINED3DERR_OUTOFVIDEOMEMORY;
}
d3dfmt_convert_surface(surface->resource.allocatedMemory, mem, pitch,
width, height, outpitch, convert, surface);
surface->flags |= SFLAG_CONVERTED;
}
else
{
surface->flags &= ~SFLAG_CONVERTED;
mem = surface->resource.allocatedMemory;
byte_count = format.byte_count;
}
flush_to_framebuffer_drawpixels(surface, rect, format.glFormat, format.glType, byte_count, mem);
/* Don't delete PBO memory */
if ((mem != surface->resource.allocatedMemory) && !(surface->flags & SFLAG_PBO))
HeapFree(GetProcessHeap(), 0, mem);
}
if (FAILED(hr = surface_load_drawable(surface, gl_info, rect)))
return hr;
}
else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */
{