static const DWORD surface_simple_locations = WINED3D_LOCATION_SYSMEM
| WINED3D_LOCATION_USER_MEMORY | WINED3D_LOCATION_BUFFER;
+struct blt_info
+{
+ GLenum binding;
+ GLenum bind_target;
+ enum wined3d_gl_resource_type tex_type;
+ struct wined3d_vec3 texcoords[4];
+};
+
+struct float_rect
+{
+ float l;
+ float t;
+ float r;
+ float b;
+};
+
+static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
+{
+ f->l = ((r->left * 2.0f) / w) - 1.0f;
+ f->t = ((r->top * 2.0f) / h) - 1.0f;
+ f->r = ((r->right * 2.0f) / w) - 1.0f;
+ f->b = ((r->bottom * 2.0f) / h) - 1.0f;
+}
+
+static void texture2d_get_blt_info(const struct wined3d_texture *texture,
+ unsigned int sub_resource_idx, const RECT *rect, struct blt_info *info)
+{
+ struct wined3d_vec3 *coords = info->texcoords;
+ struct float_rect f;
+ unsigned int level;
+ GLenum target;
+ GLsizei w, h;
+
+ level = sub_resource_idx % texture->level_count;
+ w = wined3d_texture_get_level_pow2_width(texture, level);
+ h = wined3d_texture_get_level_pow2_height(texture, level);
+ target = wined3d_texture_get_sub_resource_target(texture, sub_resource_idx);
+
+ switch (target)
+ {
+ default:
+ FIXME("Unsupported texture target %#x.\n", target);
+ /* Fall back to GL_TEXTURE_2D */
+ case GL_TEXTURE_2D:
+ info->binding = GL_TEXTURE_BINDING_2D;
+ info->bind_target = GL_TEXTURE_2D;
+ info->tex_type = WINED3D_GL_RES_TYPE_TEX_2D;
+ coords[0].x = (float)rect->left / w;
+ coords[0].y = (float)rect->top / h;
+ coords[0].z = 0.0f;
+
+ coords[1].x = (float)rect->right / w;
+ coords[1].y = (float)rect->top / h;
+ coords[1].z = 0.0f;
+
+ coords[2].x = (float)rect->left / w;
+ coords[2].y = (float)rect->bottom / h;
+ coords[2].z = 0.0f;
+
+ coords[3].x = (float)rect->right / w;
+ coords[3].y = (float)rect->bottom / h;
+ coords[3].z = 0.0f;
+ break;
+
+ case GL_TEXTURE_RECTANGLE_ARB:
+ info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
+ info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
+ info->tex_type = WINED3D_GL_RES_TYPE_TEX_RECT;
+ coords[0].x = rect->left; coords[0].y = rect->top; coords[0].z = 0.0f;
+ coords[1].x = rect->right; coords[1].y = rect->top; coords[1].z = 0.0f;
+ coords[2].x = rect->left; coords[2].y = rect->bottom; coords[2].z = 0.0f;
+ coords[3].x = rect->right; coords[3].y = rect->bottom; coords[3].z = 0.0f;
+ break;
+
+ case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
+ info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
+ info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
+ info->tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
+ cube_coords_float(rect, w, h, &f);
+
+ coords[0].x = 1.0f; coords[0].y = -f.t; coords[0].z = -f.l;
+ coords[1].x = 1.0f; coords[1].y = -f.t; coords[1].z = -f.r;
+ coords[2].x = 1.0f; coords[2].y = -f.b; coords[2].z = -f.l;
+ coords[3].x = 1.0f; coords[3].y = -f.b; coords[3].z = -f.r;
+ break;
+
+ case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
+ info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
+ info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
+ info->tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
+ cube_coords_float(rect, w, h, &f);
+
+ coords[0].x = -1.0f; coords[0].y = -f.t; coords[0].z = f.l;
+ coords[1].x = -1.0f; coords[1].y = -f.t; coords[1].z = f.r;
+ coords[2].x = -1.0f; coords[2].y = -f.b; coords[2].z = f.l;
+ coords[3].x = -1.0f; coords[3].y = -f.b; coords[3].z = f.r;
+ break;
+
+ case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
+ info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
+ info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
+ info->tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
+ cube_coords_float(rect, w, h, &f);
+
+ coords[0].x = f.l; coords[0].y = 1.0f; coords[0].z = f.t;
+ coords[1].x = f.r; coords[1].y = 1.0f; coords[1].z = f.t;
+ coords[2].x = f.l; coords[2].y = 1.0f; coords[2].z = f.b;
+ coords[3].x = f.r; coords[3].y = 1.0f; coords[3].z = f.b;
+ break;
+
+ case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
+ info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
+ info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
+ info->tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
+ cube_coords_float(rect, w, h, &f);
+
+ coords[0].x = f.l; coords[0].y = -1.0f; coords[0].z = -f.t;
+ coords[1].x = f.r; coords[1].y = -1.0f; coords[1].z = -f.t;
+ coords[2].x = f.l; coords[2].y = -1.0f; coords[2].z = -f.b;
+ coords[3].x = f.r; coords[3].y = -1.0f; coords[3].z = -f.b;
+ break;
+
+ case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
+ info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
+ info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
+ info->tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
+ cube_coords_float(rect, w, h, &f);
+
+ coords[0].x = f.l; coords[0].y = -f.t; coords[0].z = 1.0f;
+ coords[1].x = f.r; coords[1].y = -f.t; coords[1].z = 1.0f;
+ coords[2].x = f.l; coords[2].y = -f.b; coords[2].z = 1.0f;
+ coords[3].x = f.r; coords[3].y = -f.b; coords[3].z = 1.0f;
+ break;
+
+ case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
+ info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
+ info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
+ info->tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
+ cube_coords_float(rect, w, h, &f);
+
+ coords[0].x = -f.l; coords[0].y = -f.t; coords[0].z = -1.0f;
+ coords[1].x = -f.r; coords[1].y = -f.t; coords[1].z = -1.0f;
+ coords[2].x = -f.l; coords[2].y = -f.b; coords[2].z = -1.0f;
+ coords[3].x = -f.r; coords[3].y = -f.b; coords[3].z = -1.0f;
+ break;
+ }
+}
+
+/* Context activation is done by the caller. */
+void draw_textured_quad(struct wined3d_texture *texture, unsigned int sub_resource_idx,
+ struct wined3d_context *context, const RECT *src_rect, const RECT *dst_rect,
+ enum wined3d_texture_filter_type filter)
+{
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ struct blt_info info;
+
+ texture2d_get_blt_info(texture, sub_resource_idx, src_rect, &info);
+
+ gl_info->gl_ops.gl.p_glEnable(info.bind_target);
+ checkGLcall("glEnable(bind_target)");
+
+ context_bind_texture(context, info.bind_target, texture->texture_rgb.name);
+
+ /* Filtering for StretchRect */
+ gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(filter));
+ checkGLcall("glTexParameteri");
+ gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MIN_FILTER,
+ wined3d_gl_min_mip_filter(filter, WINED3D_TEXF_NONE));
+ checkGLcall("glTexParameteri");
+ gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ if (context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
+ gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
+ gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+ checkGLcall("glTexEnvi");
+
+ /* Draw a quad */
+ gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
+ gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[0].x);
+ gl_info->gl_ops.gl.p_glVertex2i(dst_rect->left, dst_rect->top);
+
+ gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[1].x);
+ gl_info->gl_ops.gl.p_glVertex2i(dst_rect->right, dst_rect->top);
+
+ gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[2].x);
+ gl_info->gl_ops.gl.p_glVertex2i(dst_rect->left, dst_rect->bottom);
+
+ gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[3].x);
+ gl_info->gl_ops.gl.p_glVertex2i(dst_rect->right, dst_rect->bottom);
+ gl_info->gl_ops.gl.p_glEnd();
+
+ /* Unbind the texture */
+ context_bind_texture(context, info.bind_target, 0);
+
+ /* We changed the filtering settings on the texture. Inform the
+ * container about this to get the filters reset properly next draw. */
+ texture->texture_rgb.sampler_desc.mag_filter = WINED3D_TEXF_POINT;
+ texture->texture_rgb.sampler_desc.min_filter = WINED3D_TEXF_POINT;
+ texture->texture_rgb.sampler_desc.mip_filter = WINED3D_TEXF_NONE;
+ texture->texture_rgb.sampler_desc.srgb_decode = FALSE;
+}
+
/* Works correctly only for <= 4 bpp formats. */
static void get_color_masks(const struct wined3d_format *format, DWORD *masks)
{
return TRUE;
}
-static void texture2d_depth_blt_fbo(const struct wined3d_device *device, struct wined3d_context *context,
- struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx, DWORD src_location,
- const RECT *src_rect, struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
- DWORD dst_location, const RECT *dst_rect)
+static void surface_depth_blt_fbo(const struct wined3d_device *device,
+ struct wined3d_surface *src_surface, DWORD src_location, const RECT *src_rect,
+ struct wined3d_surface *dst_surface, DWORD dst_location, const RECT *dst_rect)
{
- const struct wined3d_gl_info *gl_info = context->gl_info;
+ unsigned int dst_sub_resource_idx = surface_get_sub_resource_idx(dst_surface);
+ unsigned int src_sub_resource_idx = surface_get_sub_resource_idx(src_surface);
+ struct wined3d_texture *dst_texture = dst_surface->container;
+ struct wined3d_texture *src_texture = src_surface->container;
+ const struct wined3d_gl_info *gl_info;
+ struct wined3d_context *context;
DWORD src_mask, dst_mask;
GLbitfield gl_mask;
- TRACE("device %p, src_texture %p, src_sub_resource_idx %u, src_location %s, src_rect %s, "
- "dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s.\n", device,
- src_texture, src_sub_resource_idx, wined3d_debug_location(src_location), wine_dbgstr_rect(src_rect),
- dst_texture, dst_sub_resource_idx, wined3d_debug_location(dst_location), wine_dbgstr_rect(dst_rect));
+ TRACE("device %p\n", device);
+ TRACE("src_surface %p, src_location %s, src_rect %s,\n",
+ src_surface, wined3d_debug_location(src_location), wine_dbgstr_rect(src_rect));
+ TRACE("dst_surface %p, dst_location %s, dst_rect %s.\n",
+ dst_surface, wined3d_debug_location(dst_location), wine_dbgstr_rect(dst_rect));
src_mask = src_texture->resource.format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
dst_mask = dst_texture->resource.format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
if (src_mask & WINED3DFMT_FLAG_STENCIL)
gl_mask |= GL_STENCIL_BUFFER_BIT;
+ context = context_acquire(device, NULL, 0);
+ if (!context->valid)
+ {
+ context_release(context);
+ WARN("Invalid context, skipping blit.\n");
+ return;
+ }
+
/* Make sure the locations are up-to-date. Loading the destination
* surface isn't required if the entire surface is overwritten. */
wined3d_texture_load_location(src_texture, src_sub_resource_idx, context, src_location);
else
wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, context, dst_location);
- context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, NULL, 0,
- &src_texture->resource, src_sub_resource_idx, src_location);
+ gl_info = context->gl_info;
+
+ context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, NULL, src_surface, src_location);
context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
- context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, NULL, 0,
- &dst_texture->resource, dst_sub_resource_idx, dst_location);
+ context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, NULL, dst_surface, dst_location);
context_set_draw_buffer(context, GL_NONE);
context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER);
context_invalidate_state(context, STATE_FRAMEBUFFER);
gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, gl_mask, GL_NEAREST);
checkGLcall("glBlitFramebuffer()");
+
+ if (wined3d_settings.strict_draw_ordering)
+ gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
+
+ context_release(context);
}
static BOOL is_multisample_location(const struct wined3d_texture *texture, DWORD location)
/* Blit between surface locations. Onscreen on different swapchains is not supported.
* Depth / stencil is not supported. Context activation is done by the caller. */
-static void texture2d_blt_fbo(const struct wined3d_device *device, struct wined3d_context *context,
- enum wined3d_texture_filter_type filter, struct wined3d_texture *src_texture,
- unsigned int src_sub_resource_idx, DWORD src_location, const RECT *src_rect,
- struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, DWORD dst_location,
- const RECT *dst_rect)
-{
- struct wined3d_texture *required_texture, *restore_texture;
- unsigned int required_idx, restore_idx;
+static void surface_blt_fbo(const struct wined3d_device *device,
+ struct wined3d_context *old_ctx, enum wined3d_texture_filter_type filter,
+ struct wined3d_surface *src_surface, DWORD src_location, const RECT *src_rect_in,
+ struct wined3d_surface *dst_surface, DWORD dst_location, const RECT *dst_rect_in)
+{
+ unsigned int dst_sub_resource_idx = surface_get_sub_resource_idx(dst_surface);
+ unsigned int src_sub_resource_idx = surface_get_sub_resource_idx(src_surface);
+ struct wined3d_texture *dst_texture = dst_surface->container;
+ struct wined3d_texture *src_texture = src_surface->container;
const struct wined3d_gl_info *gl_info;
+ struct wined3d_context *context = old_ctx;
+ struct wined3d_surface *required_rt, *restore_rt = NULL;
+ RECT src_rect, dst_rect;
GLenum gl_filter;
GLenum buffer;
- RECT s, d;
int i;
- TRACE("device %p, context %p, filter %s, src_texture %p, src_sub_resource_idx %u, src_location %s, "
- "src_rect %s, dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s.\n",
- device, context, debug_d3dtexturefiltertype(filter), src_texture, src_sub_resource_idx,
- wined3d_debug_location(src_location), wine_dbgstr_rect(src_rect), dst_texture,
- dst_sub_resource_idx, wined3d_debug_location(dst_location), wine_dbgstr_rect(dst_rect));
+ TRACE("device %p, filter %s,\n", device, debug_d3dtexturefiltertype(filter));
+ TRACE("src_surface %p, src_location %s, src_rect %s,\n",
+ src_surface, wined3d_debug_location(src_location), wine_dbgstr_rect(src_rect_in));
+ TRACE("dst_surface %p, dst_location %s, dst_rect %s.\n",
+ dst_surface, wined3d_debug_location(dst_location), wine_dbgstr_rect(dst_rect_in));
+
+ src_rect = *src_rect_in;
+ dst_rect = *dst_rect_in;
switch (filter)
{
/* Resolve the source surface first if needed. */
if (is_multisample_location(src_texture, src_location)
&& (src_texture->resource.format->id != dst_texture->resource.format->id
- || abs(src_rect->bottom - src_rect->top) != abs(dst_rect->bottom - dst_rect->top)
- || abs(src_rect->right - src_rect->left) != abs(dst_rect->right - dst_rect->left)))
+ || abs(src_rect.bottom - src_rect.top) != abs(dst_rect.bottom - dst_rect.top)
+ || abs(src_rect.right - src_rect.left) != abs(dst_rect.right - dst_rect.left)))
src_location = WINED3D_LOCATION_RB_RESOLVED;
/* Make sure the locations are up-to-date. Loading the destination
* surface isn't required if the entire surface is overwritten. (And is
* in fact harmful if we're being called by surface_load_location() with
* the purpose of loading the destination surface.) */
- wined3d_texture_load_location(src_texture, src_sub_resource_idx, context, src_location);
- if (!texture2d_is_full_rect(dst_texture, dst_sub_resource_idx % dst_texture->level_count, dst_rect))
- wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, dst_location);
+ wined3d_texture_load_location(src_texture, src_sub_resource_idx, old_ctx, src_location);
+ if (!texture2d_is_full_rect(dst_texture, dst_sub_resource_idx % dst_texture->level_count, &dst_rect))
+ wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, old_ctx, dst_location);
else
- wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, context, dst_location);
+ wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, old_ctx, dst_location);
- if (src_location == WINED3D_LOCATION_DRAWABLE)
- {
- required_texture = src_texture;
- required_idx = src_sub_resource_idx;
- }
- else if (dst_location == WINED3D_LOCATION_DRAWABLE)
- {
- required_texture = dst_texture;
- required_idx = dst_sub_resource_idx;
- }
- else
- {
- required_texture = NULL;
- required_idx = 0;
- }
+ if (src_location == WINED3D_LOCATION_DRAWABLE) required_rt = src_surface;
+ else if (dst_location == WINED3D_LOCATION_DRAWABLE) required_rt = dst_surface;
+ else required_rt = NULL;
- restore_texture = context->current_rt.texture;
- restore_idx = context->current_rt.sub_resource_idx;
- if (restore_texture != required_texture || restore_idx != required_idx)
- context = context_acquire(device, required_texture, required_idx);
+ restore_rt = context_get_rt_surface(old_ctx);
+ if (restore_rt != required_rt)
+ context = context_acquire(device, required_rt ? required_rt->container : NULL,
+ required_rt ? surface_get_sub_resource_idx(required_rt) : 0);
else
- restore_texture = NULL;
+ restore_rt = NULL;
if (!context->valid)
{
if (src_location == WINED3D_LOCATION_DRAWABLE)
{
- TRACE("Source texture %p is onscreen.\n", src_texture);
+ TRACE("Source surface %p is onscreen.\n", src_surface);
buffer = wined3d_texture_get_gl_buffer(src_texture);
- s = *src_rect;
- wined3d_texture_translate_drawable_coords(src_texture, context->win_handle, &s);
- src_rect = &s;
+ surface_translate_drawable_coords(src_surface, context->win_handle, &src_rect);
}
else
{
- TRACE("Source texture %p is offscreen.\n", src_texture);
+ TRACE("Source surface %p is offscreen.\n", src_surface);
buffer = GL_COLOR_ATTACHMENT0;
}
- context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER,
- &src_texture->resource, src_sub_resource_idx, NULL, 0, src_location);
+ context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, src_surface, NULL, src_location);
gl_info->gl_ops.gl.p_glReadBuffer(buffer);
checkGLcall("glReadBuffer()");
context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
if (dst_location == WINED3D_LOCATION_DRAWABLE)
{
- TRACE("Destination texture %p is onscreen.\n", dst_texture);
+ TRACE("Destination surface %p is onscreen.\n", dst_surface);
buffer = wined3d_texture_get_gl_buffer(dst_texture);
- d = *dst_rect;
- wined3d_texture_translate_drawable_coords(dst_texture, context->win_handle, &d);
- dst_rect = &d;
+ surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
}
else
{
- TRACE("Destination texture %p is offscreen.\n", dst_texture);
+ TRACE("Destination surface %p is offscreen.\n", dst_surface);
buffer = GL_COLOR_ATTACHMENT0;
}
- context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER,
- &dst_texture->resource, dst_sub_resource_idx, NULL, 0, dst_location);
+ context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, dst_surface, NULL, dst_location);
context_set_draw_buffer(context, buffer);
context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER);
context_invalidate_state(context, STATE_FRAMEBUFFER);
gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
- gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
- dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, GL_COLOR_BUFFER_BIT, gl_filter);
+ gl_info->fbo_ops.glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom,
+ dst_rect.left, dst_rect.top, dst_rect.right, dst_rect.bottom, GL_COLOR_BUFFER_BIT, gl_filter);
checkGLcall("glBlitFramebuffer()");
- if (dst_location == WINED3D_LOCATION_DRAWABLE && dst_texture->swapchain->front_buffer == dst_texture)
+ if (wined3d_settings.strict_draw_ordering || (dst_location == WINED3D_LOCATION_DRAWABLE
+ && dst_texture->swapchain->front_buffer == dst_texture))
gl_info->gl_ops.gl.p_glFlush();
- if (restore_texture)
- context_restore(context, restore_texture, restore_idx);
+ if (restore_rt)
+ context_restore(context, restore_rt);
}
static BOOL fbo_blitter_supported(enum wined3d_blit_op blit_op, const struct wined3d_gl_info *gl_info,
if (!(src_resource->access & dst_resource->access & WINED3D_RESOURCE_ACCESS_GPU))
return FALSE;
- if (src_resource->type != WINED3D_RTYPE_TEXTURE_2D)
- return FALSE;
-
switch (blit_op)
{
case WINED3D_BLIT_OP_COLOR_BLIT:
/* This call just downloads data, the caller is responsible for binding the
* correct texture. */
/* Context activation is done by the caller. */
-static void texture2d_download_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
- const struct wined3d_context *context, DWORD dst_location)
+static void surface_download_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
+ DWORD dst_location)
{
+ unsigned int sub_resource_idx = surface_get_sub_resource_idx(surface);
+ struct wined3d_texture *texture = surface->container;
const struct wined3d_format *format = texture->resource.format;
- const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_texture_sub_resource *sub_resource;
unsigned int dst_row_pitch, dst_slice_pitch;
unsigned int src_row_pitch, src_slice_pitch;
GLenum target;
void *mem;
- /* Only support read back of converted P8 textures. */
+ /* Only support read back of converted P8 surfaces. */
if (texture->flags & WINED3D_TEXTURE_CONVERTED && format->id != WINED3DFMT_P8_UINT && !format->download)
{
- ERR("Trying to read back converted texture %p, %u with format %s.\n",
- texture, sub_resource_idx, debug_d3dformat(format->id));
+ ERR("Trying to read back converted surface %p with format %s.\n", surface, debug_d3dformat(format->id));
return;
}
if (texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED)
ERR("Array texture %p uses NP2 emulation.\n", texture);
- WARN_(d3d_perf)("Downloading all miplevel layers to get the data for a single sub-resource.\n");
+ WARN_(d3d_perf)("Downloading all miplevel layers to get the surface data for a single sub-resource.\n");
if (!(temporary_mem = heap_calloc(texture->layer_count, sub_resource->size)))
{
if (data.buffer_object)
ERR("Converted texture %p uses PBO unexpectedly.\n", texture);
- WARN_(d3d_perf)("Downloading converted texture %p, %u with format %s.\n",
- texture, sub_resource_idx, debug_d3dformat(format->id));
+ WARN_(d3d_perf)("Downloading converted surface %p with format %s.\n", surface, debug_d3dformat(format->id));
f = *format;
f.byte_count = format->conv_byte_count;
if (texture->resource.format_flags & WINED3DFMT_FLAG_COMPRESSED)
{
- TRACE("Downloading compressed texture %p, %u, level %u, format %#x, type %#x, data %p.\n",
- texture, sub_resource_idx, level, format->glFormat, format->glType, mem);
+ TRACE("Downloading compressed surface %p, level %u, format %#x, type %#x, data %p.\n",
+ surface, level, format->glFormat, format->glType, mem);
GL_EXTCALL(glGetCompressedTexImage(target, level, mem));
checkGLcall("glGetCompressedTexImage");
}
else
{
- TRACE("Downloading texture %p, %u, level %u, format %#x, type %#x, data %p.\n",
- texture, sub_resource_idx, level, format->glFormat, format->glType, mem);
+ TRACE("Downloading surface %p, level %u, format %#x, type %#x, data %p.\n",
+ surface, level, format->glFormat, format->glType, mem);
gl_info->gl_ops.gl.p_glGetTexImage(target, level, format->glFormat, format->glType, mem);
checkGLcall("glGetTexImage");
heap_free(temporary_mem);
}
+/* This call just uploads data, the caller is responsible for binding the
+ * correct texture. */
+/* Context activation is done by the caller. */
+void wined3d_surface_upload_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
+ const struct wined3d_format *format, const RECT *src_rect, UINT src_pitch, const POINT *dst_point,
+ BOOL srgb, const struct wined3d_const_bo_address *data)
+{
+ unsigned int sub_resource_idx = surface_get_sub_resource_idx(surface);
+ struct wined3d_texture *texture = surface->container;
+ UINT update_w = src_rect->right - src_rect->left;
+ UINT update_h = src_rect->bottom - src_rect->top;
+ unsigned int level, layer;
+ GLenum target;
+
+ TRACE("surface %p, gl_info %p, format %s, src_rect %s, src_pitch %u, dst_point %s, srgb %#x, data {%#x:%p}.\n",
+ surface, gl_info, debug_d3dformat(format->id), wine_dbgstr_rect(src_rect), src_pitch,
+ wine_dbgstr_point(dst_point), srgb, data->buffer_object, data->addr);
+
+ if (texture->sub_resources[sub_resource_idx].map_count)
+ {
+ WARN("Uploading a surface that is currently mapped, setting WINED3D_TEXTURE_PIN_SYSMEM.\n");
+ texture->flags |= WINED3D_TEXTURE_PIN_SYSMEM;
+ }
+
+ if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_HEIGHT_SCALE)
+ {
+ update_h *= format->height_scale.numerator;
+ update_h /= format->height_scale.denominator;
+ }
+
+ if (data->buffer_object)
+ {
+ GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, data->buffer_object));
+ checkGLcall("glBindBuffer");
+ }
+
+ target = wined3d_texture_get_sub_resource_target(texture, sub_resource_idx);
+ level = sub_resource_idx % texture->level_count;
+ layer = sub_resource_idx / texture->level_count;
+
+ if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
+ {
+ unsigned int dst_row_pitch, dst_slice_pitch;
+ const BYTE *addr = data->addr;
+ GLenum internal;
+
+ addr += (src_rect->top / format->block_height) * src_pitch;
+ addr += (src_rect->left / format->block_width) * format->block_byte_count;
+
+ if (srgb)
+ internal = format->glGammaInternal;
+ else if (texture->resource.usage & WINED3DUSAGE_RENDERTARGET
+ && wined3d_resource_is_offscreen(&texture->resource))
+ internal = format->rtInternal;
+ else
+ internal = format->glInternal;
+
+ wined3d_format_calculate_pitch(format, 1, update_w, update_h, &dst_row_pitch, &dst_slice_pitch);
+
+ TRACE("Uploading compressed data, target %#x, level %u, layer %u, x %d, y %d, w %u, h %u, "
+ "format %#x, image_size %#x, addr %p.\n",
+ target, level, layer, dst_point->x, dst_point->y,
+ update_w, update_h, internal, dst_slice_pitch, addr);
+
+ if (dst_row_pitch == src_pitch)
+ {
+ if (target == GL_TEXTURE_2D_ARRAY)
+ {
+ GL_EXTCALL(glCompressedTexSubImage3D(target, level, dst_point->x, dst_point->y,
+ layer, update_w, update_h, 1, internal, dst_slice_pitch, addr));
+ }
+ else
+ {
+ GL_EXTCALL(glCompressedTexSubImage2D(target, level, dst_point->x, dst_point->y,
+ update_w, update_h, internal, dst_slice_pitch, addr));
+ }
+ }
+ else
+ {
+ UINT row_count = (update_h + format->block_height - 1) / format->block_height;
+ UINT row, y;
+
+ /* glCompressedTexSubImage2D() ignores pixel store state, so we
+ * can't use the unpack row length like for glTexSubImage2D. */
+ for (row = 0, y = dst_point->y; row < row_count; ++row)
+ {
+ if (target == GL_TEXTURE_2D_ARRAY)
+ {
+ GL_EXTCALL(glCompressedTexSubImage3D(target, level, dst_point->x, y,
+ layer, update_w, format->block_height, 1, internal, dst_row_pitch, addr));
+ }
+ else
+ {
+ GL_EXTCALL(glCompressedTexSubImage2D(target, level, dst_point->x, y,
+ update_w, format->block_height, internal, dst_row_pitch, addr));
+ }
+
+ y += format->block_height;
+ addr += src_pitch;
+ }
+ }
+ checkGLcall("Upload compressed surface data");
+ }
+ else
+ {
+ const BYTE *addr = data->addr;
+
+ addr += src_rect->top * src_pitch;
+ addr += src_rect->left * format->byte_count;
+
+ TRACE("Uploading data, target %#x, level %u, layer %u, x %d, y %d, w %u, h %u, "
+ "format %#x, type %#x, addr %p.\n",
+ target, level, layer, dst_point->x, dst_point->y,
+ update_w, update_h, format->glFormat, format->glType, addr);
+
+ gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ROW_LENGTH, src_pitch / format->byte_count);
+ if (target == GL_TEXTURE_2D_ARRAY)
+ {
+ GL_EXTCALL(glTexSubImage3D(target, level, dst_point->x, dst_point->y,
+ layer, update_w, update_h, 1, format->glFormat, format->glType, addr));
+ }
+ else
+ {
+ gl_info->gl_ops.gl.p_glTexSubImage2D(target, level, dst_point->x, dst_point->y,
+ update_w, update_h, format->glFormat, format->glType, addr);
+ }
+ gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
+ checkGLcall("Upload surface data");
+ }
+
+ if (data->buffer_object)
+ {
+ GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
+ checkGLcall("glBindBuffer");
+ }
+
+ if (wined3d_settings.strict_draw_ordering)
+ gl_info->gl_ops.gl.p_glFlush();
+
+ if (gl_info->quirks & WINED3D_QUIRK_FBO_TEX_UPDATE)
+ {
+ struct wined3d_device *device = texture->resource.device;
+ unsigned int i;
+
+ for (i = 0; i < device->context_count; ++i)
+ {
+ context_surface_update(device->contexts[i], surface);
+ }
+ }
+}
+
+static HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point,
+ struct wined3d_surface *src_surface, const RECT *src_rect)
+{
+ unsigned int src_sub_resource_idx = surface_get_sub_resource_idx(src_surface);
+ unsigned int dst_sub_resource_idx = surface_get_sub_resource_idx(dst_surface);
+ struct wined3d_texture *src_texture = src_surface->container;
+ struct wined3d_texture *dst_texture = dst_surface->container;
+ unsigned int src_row_pitch, src_slice_pitch;
+ const struct wined3d_gl_info *gl_info;
+ unsigned int src_level, dst_level;
+ struct wined3d_context *context;
+ struct wined3d_bo_address data;
+ UINT update_w, update_h;
+
+ TRACE("dst_surface %p, dst_point %s, src_surface %p, src_rect %s.\n",
+ dst_surface, wine_dbgstr_point(dst_point),
+ src_surface, wine_dbgstr_rect(src_rect));
+
+ context = context_acquire(dst_texture->resource.device, NULL, 0);
+ gl_info = context->gl_info;
+
+ /* Only load the surface for partial updates. For newly allocated texture
+ * the texture wouldn't be the current location, and we'd upload zeroes
+ * just to overwrite them again. */
+ update_w = src_rect->right - src_rect->left;
+ update_h = src_rect->bottom - src_rect->top;
+ dst_level = dst_sub_resource_idx % dst_texture->level_count;
+ if (update_w == wined3d_texture_get_level_width(dst_texture, dst_level)
+ && update_h == wined3d_texture_get_level_height(dst_texture, dst_level))
+ wined3d_texture_prepare_texture(dst_texture, context, FALSE);
+ else
+ wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB);
+ wined3d_texture_bind_and_dirtify(dst_texture, context, FALSE);
+
+ src_level = src_sub_resource_idx % src_texture->level_count;
+ wined3d_texture_get_memory(src_texture, src_sub_resource_idx, &data,
+ src_texture->sub_resources[src_sub_resource_idx].locations);
+ wined3d_texture_get_pitch(src_texture, src_level, &src_row_pitch, &src_slice_pitch);
+
+ wined3d_surface_upload_data(dst_surface, gl_info, src_texture->resource.format, src_rect,
+ src_row_pitch, dst_point, FALSE, wined3d_const_bo_address(&data));
+
+ context_release(context);
+
+ wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB);
+ wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB);
+
+ return WINED3D_OK;
+}
+
+/* In D3D the depth stencil dimensions have to be greater than or equal to the
+ * render target dimensions. With FBOs, the dimensions have to be an exact match. */
+/* TODO: We should synchronize the renderbuffer's content with the texture's content. */
+/* Context activation is done by the caller. */
+void surface_set_compatible_renderbuffer(struct wined3d_surface *surface, const struct wined3d_rendertarget_info *rt)
+{
+ unsigned int sub_resource_idx, width, height, level;
+ struct wined3d_renderbuffer_entry *entry;
+ const struct wined3d_texture *texture;
+ const struct wined3d_gl_info *gl_info;
+ unsigned int src_width, src_height;
+ GLuint renderbuffer = 0;
+
+ texture = surface->container;
+ gl_info = &texture->resource.device->adapter->gl_info;
+ sub_resource_idx = surface_get_sub_resource_idx(surface);
+ level = sub_resource_idx % texture->level_count;
+
+ if (rt && rt->resource->format->id != WINED3DFMT_NULL)
+ {
+ struct wined3d_texture *rt_texture;
+ unsigned int rt_level;
+
+ if (rt->resource->type == WINED3D_RTYPE_BUFFER)
+ {
+ FIXME("Unsupported resource type %s.\n", debug_d3dresourcetype(rt->resource->type));
+ return;
+ }
+ rt_texture = wined3d_texture_from_resource(rt->resource);
+ rt_level = rt->sub_resource_idx % rt_texture->level_count;
+
+ width = wined3d_texture_get_level_pow2_width(rt_texture, rt_level);
+ height = wined3d_texture_get_level_pow2_height(rt_texture, rt_level);
+ }
+ else
+ {
+ width = wined3d_texture_get_level_pow2_width(texture, level);
+ height = wined3d_texture_get_level_pow2_height(texture, level);
+ }
+
+ src_width = wined3d_texture_get_level_pow2_width(texture, level);
+ src_height = wined3d_texture_get_level_pow2_height(texture, level);
+
+ /* A depth stencil smaller than the render target is not valid */
+ if (width > src_width || height > src_height) return;
+
+ /* Remove any renderbuffer set if the sizes match */
+ if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
+ || (width == src_width && height == src_height))
+ {
+ surface->current_renderbuffer = NULL;
+ return;
+ }
+
+ /* Look if we've already got a renderbuffer of the correct dimensions */
+ LIST_FOR_EACH_ENTRY(entry, &surface->renderbuffers, struct wined3d_renderbuffer_entry, entry)
+ {
+ if (entry->width == width && entry->height == height)
+ {
+ renderbuffer = entry->id;
+ surface->current_renderbuffer = entry;
+ break;
+ }
+ }
+
+ if (!renderbuffer)
+ {
+ gl_info->fbo_ops.glGenRenderbuffers(1, &renderbuffer);
+ gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
+ gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER,
+ texture->resource.format->glInternal, width, height);
+
+ entry = heap_alloc(sizeof(*entry));
+ entry->width = width;
+ entry->height = height;
+ entry->id = renderbuffer;
+ list_add_head(&surface->renderbuffers, &entry->entry);
+
+ surface->current_renderbuffer = entry;
+ }
+
+ checkGLcall("set_compatible_renderbuffer");
+}
+
/* See also float_16_to_32() in wined3d_private.h */
static inline unsigned short float_32_to_16(const float *in)
{
const struct wined3d_format *src_format = src_texture->resource.format;
struct wined3d_device *device = src_texture->resource.device;
const struct d3dfmt_converter_desc *conv = NULL;
+ const struct wined3d_gl_info *gl_info = NULL;
unsigned int src_row_pitch, src_slice_pitch;
struct wined3d_context *context = NULL;
struct wined3d_texture *dst_texture;
}
if (device->d3d_initialized)
+ {
context = context_acquire(device, NULL, 0);
+ gl_info = context->gl_info;
+ }
map_binding = src_texture->resource.map_binding;
if (!wined3d_texture_load_location(src_texture, sub_resource_idx, context, map_binding))
}
else
{
- struct wined3d_box src_box = {0, 0, desc.width, desc.height, 0, 1};
+ RECT src_rect = {0, 0, desc.width, desc.height};
+ POINT dst_point = {0, 0};
TRACE("Using upload conversion.\n");
wined3d_texture_prepare_texture(dst_texture, context, FALSE);
wined3d_texture_bind_and_dirtify(dst_texture, context, FALSE);
- wined3d_texture_upload_data(dst_texture, 0, context, src_format, &src_box,
- wined3d_const_bo_address(&src_data), src_row_pitch, src_slice_pitch, 0, 0, 0, FALSE);
+ wined3d_surface_upload_data(dst_texture->sub_resources[0].u.surface, gl_info, src_format,
+ &src_rect, src_row_pitch, &dst_point, FALSE, wined3d_const_bo_address(&src_data));
wined3d_texture_validate_location(dst_texture, 0, WINED3D_LOCATION_TEXTURE_RGB);
wined3d_texture_invalidate_location(dst_texture, 0, ~WINED3D_LOCATION_TEXTURE_RGB);
return dst_texture;
}
-static void texture2d_read_from_framebuffer(struct wined3d_texture *texture, unsigned int sub_resource_idx,
- struct wined3d_context *context, DWORD src_location, DWORD dst_location)
+static void read_from_framebuffer(struct wined3d_surface *surface,
+ struct wined3d_context *old_ctx, DWORD src_location, DWORD dst_location)
{
+ unsigned int sub_resource_idx = surface_get_sub_resource_idx(surface);
+ struct wined3d_texture *texture = surface->container;
struct wined3d_device *device = texture->resource.device;
- struct wined3d_texture *restore_texture;
+ struct wined3d_context *context = old_ctx;
+ struct wined3d_surface *restore_rt = NULL;
const struct wined3d_gl_info *gl_info;
unsigned int row_pitch, slice_pitch;
unsigned int width, height, level;
struct wined3d_bo_address data;
- unsigned int restore_idx;
BYTE *row, *top, *bottom;
BOOL src_is_upside_down;
unsigned int i;
wined3d_texture_get_memory(texture, sub_resource_idx, &data, dst_location);
- restore_texture = context->current_rt.texture;
- restore_idx = context->current_rt.sub_resource_idx;
- if (restore_texture != texture || restore_idx != sub_resource_idx)
+ restore_rt = context_get_rt_surface(old_ctx);
+ if (restore_rt != surface)
context = context_acquire(device, texture, sub_resource_idx);
else
- restore_texture = NULL;
+ restore_rt = NULL;
gl_info = context->gl_info;
if (src_location != texture->resource.draw_binding)
{
- context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER,
- &texture->resource, sub_resource_idx, NULL, 0, src_location);
+ context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, surface, NULL, src_location);
context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
context_invalidate_state(context, STATE_FRAMEBUFFER);
}
checkGLcall("glBindBuffer");
}
- if (restore_texture)
- context_restore(context, restore_texture, restore_idx);
+ if (restore_rt)
+ context_restore(context, restore_rt);
}
/* Read the framebuffer contents into a texture. Note that this function
*
* Context activation is done by the caller. This function may temporarily
* switch to a different context and restore the original one before return. */
-void texture2d_load_fb_texture(struct wined3d_texture *texture,
- unsigned int sub_resource_idx, BOOL srgb, struct wined3d_context *context)
+void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb, struct wined3d_context *old_ctx)
{
+ unsigned int sub_resource_idx = surface_get_sub_resource_idx(surface);
+ struct wined3d_texture *texture = surface->container;
struct wined3d_device *device = texture->resource.device;
- struct wined3d_texture *restore_texture;
const struct wined3d_gl_info *gl_info;
- unsigned int restore_idx, level;
+ struct wined3d_context *context = old_ctx;
+ struct wined3d_surface *restore_rt = NULL;
+ unsigned int level;
GLenum target;
- restore_texture = context->current_rt.texture;
- restore_idx = context->current_rt.sub_resource_idx;
- if (restore_texture != texture || restore_idx != sub_resource_idx)
+ restore_rt = context_get_rt_surface(old_ctx);
+ if (restore_rt != surface)
context = context_acquire(device, texture, sub_resource_idx);
else
- restore_texture = NULL;
+ restore_rt = NULL;
gl_info = context->gl_info;
device_invalidate_state(device, STATE_FRAMEBUFFER);
wined3d_texture_prepare_texture(texture, context, srgb);
wined3d_texture_bind_and_dirtify(texture, context, srgb);
- TRACE("Reading back offscreen render target %p, %u.\n", texture, sub_resource_idx);
+ TRACE("Reading back offscreen render target %p.\n", surface);
if (wined3d_resource_is_offscreen(&texture->resource))
gl_info->gl_ops.gl.p_glReadBuffer(context_get_offscreen_gl_buffer(context));
wined3d_texture_get_level_height(texture, level));
checkGLcall("glCopyTexSubImage2D");
- if (restore_texture)
- context_restore(context, restore_texture, restore_idx);
+ if (restore_rt)
+ context_restore(context, restore_rt);
}
/* Does a direct frame buffer -> texture copy. Stretching is done with single
* pixel copy calls. */
-static void fb_copy_to_texture_direct(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
- const RECT *dst_rect_in, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
- const RECT *src_rect, enum wined3d_texture_filter_type filter)
+static void fb_copy_to_texture_direct(struct wined3d_surface *dst_surface, struct wined3d_surface *src_surface,
+ const RECT *src_rect, const RECT *dst_rect_in, enum wined3d_texture_filter_type filter)
{
+ unsigned int src_sub_resource_idx = surface_get_sub_resource_idx(src_surface);
+ unsigned int dst_sub_resource_idx = surface_get_sub_resource_idx(dst_surface);
+ struct wined3d_texture *src_texture = src_surface->container;
+ struct wined3d_texture *dst_texture = dst_surface->container;
struct wined3d_device *device = dst_texture->resource.device;
unsigned int src_height, src_level, dst_level;
const struct wined3d_gl_info *gl_info;
}
/* Uses the hardware to stretch and flip the image */
-static void fb_copy_to_texture_hwstretch(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
- const RECT *dst_rect_in, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
- const RECT *src_rect, enum wined3d_texture_filter_type filter)
+static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, struct wined3d_surface *src_surface,
+ const RECT *src_rect, const RECT *dst_rect_in, enum wined3d_texture_filter_type filter)
{
unsigned int src_width, src_height, src_pow2_width, src_pow2_height, src_level;
+ unsigned int src_sub_resource_idx = surface_get_sub_resource_idx(src_surface);
+ unsigned int dst_sub_resource_idx = surface_get_sub_resource_idx(dst_surface);
+ struct wined3d_texture *src_texture = src_surface->container;
+ struct wined3d_texture *dst_texture = dst_surface->container;
struct wined3d_device *device = dst_texture->resource.device;
GLenum src_target, dst_target, texture_target;
GLuint src, backup = 0;
/* Activate the Proper context for reading from the source surface, set it up for blitting */
context = context_acquire(device, src_texture, src_sub_resource_idx);
gl_info = context->gl_info;
- context_apply_ffp_blit_state(context, device);
+ context_apply_blit_state(context, device);
wined3d_texture_load(dst_texture, context, FALSE);
offscreen_buffer = context_get_offscreen_gl_buffer(context);
checkGLcall("glEnable(texture_target)");
/* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
- src_texture->sub_resources[src_sub_resource_idx].locations &= ~WINED3D_LOCATION_TEXTURE_RGB;
+ surface_get_sub_resource(src_surface)->locations &= ~WINED3D_LOCATION_TEXTURE_RGB;
}
/* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
checkGLcall("glDeleteTextures(1, &backup)");
}
+ if (wined3d_settings.strict_draw_ordering)
+ gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
+
context_release(context);
/* The texture is now most up to date - If the surface is a render target
wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB);
}
-static HRESULT wined3d_texture_blt_special(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
- const RECT *dst_rect, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
- const RECT *src_rect, DWORD flags, const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter)
+/* Front buffer coordinates are always full screen coordinates, but our GL
+ * drawable is limited to the window's client area. The sysmem and texture
+ * copies do have the full screen size. Note that GL has a bottom-left
+ * origin, while D3D has a top-left origin. */
+void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect)
{
- struct wined3d_swapchain *src_swapchain, *dst_swapchain;
- const struct wined3d_rendertarget_view *rtv;
+ struct wined3d_texture *texture = surface->container;
+ POINT offset = {0, 0};
+ UINT drawable_height;
+ RECT windowsize;
- TRACE("dst_texture %p, dst_sub_resource_idx %u, dst_rect %s, src_texture %p, "
- "src_sub_resource_idx %u, src_rect %s, flags %#x, fx %p, filter %s.\n",
- dst_texture, dst_sub_resource_idx, wine_dbgstr_rect(dst_rect), src_texture, src_sub_resource_idx,
- wine_dbgstr_rect(src_rect), flags, fx, debug_d3dtexturefiltertype(filter));
+ if (!texture->swapchain)
+ return;
- if (dst_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
+ if (texture == texture->swapchain->front_buffer)
{
- FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_texture->resource.type));
- return WINED3DERR_INVALIDCALL;
+ ScreenToClient(window, &offset);
+ OffsetRect(rect, offset.x, offset.y);
}
+ GetClientRect(window, &windowsize);
+ drawable_height = windowsize.bottom - windowsize.top;
+
+ rect->top = drawable_height - rect->top;
+ rect->bottom = drawable_height - rect->bottom;
+}
+
+static HRESULT surface_blt_special(struct wined3d_surface *dst_surface, const RECT *dst_rect,
+ struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
+ const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter)
+{
+ struct wined3d_texture *dst_texture = dst_surface->container;
+ struct wined3d_device *device = dst_texture->resource.device;
+ const struct wined3d_surface *rt = wined3d_rendertarget_view_get_surface(device->fb.render_targets[0]);
+ struct wined3d_swapchain *src_swapchain, *dst_swapchain;
+ struct wined3d_texture *src_texture;
+
+ TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
+ dst_surface, wine_dbgstr_rect(dst_rect), src_surface, wine_dbgstr_rect(src_rect),
+ flags, fx, debug_d3dtexturefiltertype(filter));
+
/* Get the swapchain. One of the surfaces has to be a primary surface. */
if (!(dst_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU))
{
return WINED3DERR_INVALIDCALL;
}
- if (!(src_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU))
+ dst_swapchain = dst_texture->swapchain;
+
+ if (src_surface)
{
- WARN("Source resource is not GPU accessible, rejecting GL blit.\n");
- return WINED3DERR_INVALIDCALL;
- }
+ src_texture = src_surface->container;
+ if (!(src_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU))
+ {
+ WARN("Source resource is not GPU accessible, rejecting GL blit.\n");
+ return WINED3DERR_INVALIDCALL;
+ }
- src_swapchain = src_texture->swapchain;
- dst_swapchain = dst_texture->swapchain;
+ src_swapchain = src_texture->swapchain;
+ }
+ else
+ {
+ src_texture = NULL;
+ src_swapchain = NULL;
+ }
/* Early sort out of cases where no render target is used */
- if (!(rtv = dst_texture->resource.device->fb.render_targets[0]) || (!src_swapchain && !dst_swapchain
- && (&src_texture->resource != rtv->resource || src_sub_resource_idx != rtv->sub_resource_idx)
- && (&dst_texture->resource != rtv->resource || dst_sub_resource_idx != rtv->sub_resource_idx)))
+ if (!dst_swapchain && !src_swapchain && src_surface != rt && dst_surface != rt)
{
TRACE("No surface is render target, not using hardware blit.\n");
return WINED3DERR_INVALIDCALL;
if (dst_swapchain)
{
/* Handled with regular texture -> swapchain blit */
- if (&src_texture->resource == rtv->resource && src_sub_resource_idx == rtv->sub_resource_idx)
+ if (src_surface == rt)
TRACE("Blit from active render target to a swapchain\n");
}
- else if (src_swapchain && &dst_texture->resource == rtv->resource
- && dst_sub_resource_idx == rtv->sub_resource_idx)
+ else if (src_swapchain && dst_surface == rt)
{
FIXME("Implement blit from a swapchain to the active render target\n");
return WINED3DERR_INVALIDCALL;
}
- if (!dst_swapchain && (src_swapchain || (&src_texture->resource == rtv->resource
- && src_sub_resource_idx == rtv->sub_resource_idx)))
+ if ((src_swapchain || src_surface == rt) && !dst_swapchain)
{
unsigned int src_level, src_width, src_height;
/* Blit from render target to texture */
* back buffer. This is slower than reading line per line, thus not used for flipping
* -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
* pixel by pixel. */
- src_level = src_sub_resource_idx % src_texture->level_count;
+ src_level = surface_get_sub_resource_idx(src_surface) % src_texture->level_count;
src_width = wined3d_texture_get_level_width(src_texture, src_level);
src_height = wined3d_texture_get_level_height(src_texture, src_level);
if (!stretchx || dst_rect->right - dst_rect->left > src_width
|| dst_rect->bottom - dst_rect->top > src_height)
{
TRACE("No stretching in x direction, using direct framebuffer -> texture copy.\n");
- fb_copy_to_texture_direct(dst_texture, dst_sub_resource_idx, dst_rect,
- src_texture, src_sub_resource_idx, src_rect, filter);
+ fb_copy_to_texture_direct(dst_surface, src_surface, src_rect, dst_rect, filter);
}
else
{
TRACE("Using hardware stretching to flip / stretch the texture.\n");
- fb_copy_to_texture_hwstretch(dst_texture, dst_sub_resource_idx, dst_rect,
- src_texture, src_sub_resource_idx, src_rect, filter);
+ fb_copy_to_texture_hwstretch(dst_surface, src_surface, src_rect, dst_rect, filter);
}
return WINED3D_OK;
}
/* Context activation is done by the caller. */
-BOOL texture2d_load_sysmem(struct wined3d_texture *texture, unsigned int sub_resource_idx,
+static BOOL surface_load_sysmem(struct wined3d_surface *surface,
struct wined3d_context *context, DWORD dst_location)
{
+ unsigned int sub_resource_idx = surface_get_sub_resource_idx(surface);
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ struct wined3d_texture *texture = surface->container;
struct wined3d_texture_sub_resource *sub_resource;
sub_resource = &texture->sub_resources[sub_resource_idx];
if (is_multisample_location(texture, WINED3D_LOCATION_TEXTURE_RGB))
{
wined3d_texture_load_location(texture, sub_resource_idx, context, WINED3D_LOCATION_RB_RESOLVED);
- texture2d_read_from_framebuffer(texture, sub_resource_idx, context,
- WINED3D_LOCATION_RB_RESOLVED, dst_location);
+ read_from_framebuffer(surface, context, WINED3D_LOCATION_RB_RESOLVED, dst_location);
return TRUE;
}
else
if (sub_resource->locations & (WINED3D_LOCATION_RB_MULTISAMPLE | WINED3D_LOCATION_RB_RESOLVED))
wined3d_texture_load_location(texture, sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB);
- /* Download the sub-resource to system memory. */
+ /* Download the surface to system memory. */
if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
{
wined3d_texture_bind_and_dirtify(texture, context,
!(sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB));
- texture2d_download_data(texture, sub_resource_idx, context, dst_location);
+ surface_download_data(surface, gl_info, dst_location);
++texture->download_count;
return TRUE;
if (!(texture->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
&& (sub_resource->locations & WINED3D_LOCATION_DRAWABLE))
{
- texture2d_read_from_framebuffer(texture, sub_resource_idx, context,
- texture->resource.draw_binding, dst_location);
+ read_from_framebuffer(surface, context, texture->resource.draw_binding, dst_location);
return TRUE;
}
- FIXME("Can't load texture %p, %u with location flags %s into sysmem.\n",
- texture, sub_resource_idx, wined3d_debug_location(sub_resource->locations));
+ FIXME("Can't load surface %p with location flags %s into sysmem.\n",
+ surface, wined3d_debug_location(sub_resource->locations));
return FALSE;
}
/* Context activation is done by the caller. */
-BOOL texture2d_load_drawable(struct wined3d_texture *texture,
- unsigned int sub_resource_idx, struct wined3d_context *context)
+static BOOL surface_load_drawable(struct wined3d_surface *surface,
+ struct wined3d_context *context)
{
- struct wined3d_texture *restore_texture;
+ unsigned int sub_resource_idx = surface_get_sub_resource_idx(surface);
+ struct wined3d_texture *texture = surface->container;
+ struct wined3d_surface *restore_rt = NULL;
struct wined3d_device *device;
- unsigned int restore_idx;
unsigned int level;
RECT r;
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
&& wined3d_resource_is_offscreen(&texture->resource))
{
- ERR("Trying to load offscreen texture into WINED3D_LOCATION_DRAWABLE.\n");
+ ERR("Trying to load offscreen surface into WINED3D_LOCATION_DRAWABLE.\n");
return FALSE;
}
device = texture->resource.device;
- restore_texture = context->current_rt.texture;
- restore_idx = context->current_rt.sub_resource_idx;
- if (restore_texture != texture || restore_idx != sub_resource_idx)
+ restore_rt = context_get_rt_surface(context);
+ if (restore_rt != surface)
context = context_acquire(device, texture, sub_resource_idx);
else
- restore_texture = NULL;
+ restore_rt = NULL;
level = sub_resource_idx % texture->level_count;
SetRect(&r, 0, 0, wined3d_texture_get_level_width(texture, level),
wined3d_texture_get_level_height(texture, level));
wined3d_texture_load_location(texture, sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB);
device->blitter->ops->blitter_blit(device->blitter, WINED3D_BLIT_OP_COLOR_BLIT, context,
- texture, sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB, &r,
- texture, sub_resource_idx, WINED3D_LOCATION_DRAWABLE, &r,
+ surface, WINED3D_LOCATION_TEXTURE_RGB, &r,
+ surface, WINED3D_LOCATION_DRAWABLE, &r,
NULL, WINED3D_TEXF_POINT);
- if (restore_texture)
- context_restore(context, restore_texture, restore_idx);
+ if (restore_rt)
+ context_restore(context, restore_rt);
return TRUE;
}
-BOOL texture2d_load_texture(struct wined3d_texture *texture, unsigned int sub_resource_idx,
+static BOOL surface_load_texture(struct wined3d_surface *surface,
struct wined3d_context *context, BOOL srgb)
{
unsigned int width, height, level, src_row_pitch, src_slice_pitch, dst_row_pitch, dst_slice_pitch;
+ unsigned int sub_resource_idx = surface_get_sub_resource_idx(surface);
const struct wined3d_gl_info *gl_info = context->gl_info;
+ struct wined3d_texture *texture = surface->container;
struct wined3d_device *device = texture->resource.device;
const struct wined3d_color_key_conversion *conversion;
struct wined3d_texture_sub_resource *sub_resource;
- const struct wined3d_format *format;
struct wined3d_bo_address data;
BYTE *src_mem, *dst_mem = NULL;
- struct wined3d_box src_box;
+ struct wined3d_format format;
+ POINT dst_point = {0, 0};
+ RECT src_rect;
BOOL depth;
depth = texture->resource.usage & WINED3DUSAGE_DEPTHSTENCIL;
- sub_resource = &texture->sub_resources[sub_resource_idx];
+ sub_resource = surface_get_sub_resource(surface);
if (!depth && wined3d_settings.offscreen_rendering_mode != ORM_FBO
&& wined3d_resource_is_offscreen(&texture->resource)
&& (sub_resource->locations & WINED3D_LOCATION_DRAWABLE))
{
- texture2d_load_fb_texture(texture, sub_resource_idx, srgb, context);
+ surface_load_fb_texture(surface, srgb, context);
return TRUE;
}
level = sub_resource_idx % texture->level_count;
width = wined3d_texture_get_level_width(texture, level);
height = wined3d_texture_get_level_height(texture, level);
- wined3d_box_set(&src_box, 0, 0, width, height, 0, 1);
+ SetRect(&src_rect, 0, 0, width, height);
if (!depth && sub_resource->locations & (WINED3D_LOCATION_TEXTURE_SRGB | WINED3D_LOCATION_TEXTURE_RGB)
&& (texture->resource.format_flags & WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB)
&texture->resource, WINED3D_LOCATION_TEXTURE_RGB,
&texture->resource, WINED3D_LOCATION_TEXTURE_SRGB))
{
- RECT src_rect;
-
- SetRect(&src_rect, 0, 0, width, height);
if (srgb)
- texture2d_blt_fbo(device, context, WINED3D_TEXF_POINT,
- texture, sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB, &src_rect,
- texture, sub_resource_idx, WINED3D_LOCATION_TEXTURE_SRGB, &src_rect);
+ surface_blt_fbo(device, context, WINED3D_TEXF_POINT, surface, WINED3D_LOCATION_TEXTURE_RGB,
+ &src_rect, surface, WINED3D_LOCATION_TEXTURE_SRGB, &src_rect);
else
- texture2d_blt_fbo(device, context, WINED3D_TEXF_POINT,
- texture, sub_resource_idx, WINED3D_LOCATION_TEXTURE_SRGB, &src_rect,
- texture, sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB, &src_rect);
+ surface_blt_fbo(device, context, WINED3D_TEXF_POINT, surface, WINED3D_LOCATION_TEXTURE_SRGB,
+ &src_rect, surface, WINED3D_LOCATION_TEXTURE_RGB, &src_rect);
return TRUE;
}
DWORD src_location = sub_resource->locations & WINED3D_LOCATION_RB_RESOLVED ?
WINED3D_LOCATION_RB_RESOLVED : WINED3D_LOCATION_RB_MULTISAMPLE;
DWORD dst_location = srgb ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB;
- RECT src_rect;
- SetRect(&src_rect, 0, 0, width, height);
if (fbo_blitter_supported(WINED3D_BLIT_OP_COLOR_BLIT, gl_info,
&texture->resource, src_location, &texture->resource, dst_location))
- texture2d_blt_fbo(device, context, WINED3D_TEXF_POINT, texture, sub_resource_idx,
- src_location, &src_rect, texture, sub_resource_idx, dst_location, &src_rect);
+ surface_blt_fbo(device, context, WINED3D_TEXF_POINT, surface, src_location,
+ &src_rect, surface, dst_location, &src_rect);
return TRUE;
}
if ((sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | texture->resource.map_binding))
== WINED3D_LOCATION_TEXTURE_RGB)
{
- FIXME_(d3d_perf)("Downloading RGB texture %p, %u to reload it as sRGB.\n", texture, sub_resource_idx);
+ FIXME_(d3d_perf)("Downloading RGB surface %p to reload it as sRGB.\n", surface);
wined3d_texture_load_location(texture, sub_resource_idx, context, texture->resource.map_binding);
}
}
if ((sub_resource->locations & (WINED3D_LOCATION_TEXTURE_SRGB | texture->resource.map_binding))
== WINED3D_LOCATION_TEXTURE_SRGB)
{
- FIXME_(d3d_perf)("Downloading sRGB texture %p, %u to reload it as RGB.\n", texture, sub_resource_idx);
+ FIXME_(d3d_perf)("Downloading sRGB surface %p to reload it as RGB.\n", surface);
wined3d_texture_load_location(texture, sub_resource_idx, context, texture->resource.map_binding);
}
}
wined3d_texture_bind_and_dirtify(texture, context, srgb);
wined3d_texture_get_pitch(texture, level, &src_row_pitch, &src_slice_pitch);
- format = texture->resource.format;
+ format = *texture->resource.format;
if ((conversion = wined3d_format_get_color_key_conversion(texture, TRUE)))
- format = wined3d_get_format(gl_info, conversion->dst_format, texture->resource.usage);
+ format = *wined3d_get_format(gl_info, conversion->dst_format, texture->resource.usage);
/* Don't use PBOs for converted surfaces. During PBO conversion we look at
* WINED3D_TEXTURE_CONVERTED but it isn't set (yet) in all cases it is
* getting called. */
- if (conversion && sub_resource->buffer_object)
+#if !defined(STAGING_CSMT)
+ if ((format.conv_byte_count || conversion) && texture->sub_resources[sub_resource_idx].buffer_object)
+#else /* STAGING_CSMT */
+ if ((format.conv_byte_count || conversion) && texture->sub_resources[sub_resource_idx].buffer)
+#endif /* STAGING_CSMT */
{
- TRACE("Removing the pbo attached to texture %p, %u.\n", texture, sub_resource_idx);
+ TRACE("Removing the pbo attached to surface %p.\n", surface);
wined3d_texture_load_location(texture, sub_resource_idx, context, WINED3D_LOCATION_SYSMEM);
wined3d_texture_set_map_binding(texture, WINED3D_LOCATION_SYSMEM);
}
wined3d_texture_get_memory(texture, sub_resource_idx, &data, sub_resource->locations);
- if (conversion)
+ if (format.conv_byte_count)
+ {
+ /* This code is entered for texture formats which need a fixup. */
+ format.byte_count = format.conv_byte_count;
+ wined3d_format_calculate_pitch(&format, 1, width, height, &dst_row_pitch, &dst_slice_pitch);
+
+ src_mem = context_map_bo_address(context, &data, src_slice_pitch,
+ GL_PIXEL_UNPACK_BUFFER, WINED3D_MAP_READ);
+ if (!(dst_mem = heap_alloc(dst_slice_pitch)))
+ {
+ ERR("Out of memory (%u).\n", dst_slice_pitch);
+ context_release(context);
+ return FALSE;
+ }
+ format.upload(src_mem, dst_mem, src_row_pitch, src_slice_pitch,
+ dst_row_pitch, dst_slice_pitch, width, height, 1);
+ src_row_pitch = dst_row_pitch;
+ context_unmap_bo_address(context, &data, GL_PIXEL_UNPACK_BUFFER);
+
+ data.buffer_object = 0;
+ data.addr = dst_mem;
+ }
+ else if (conversion)
{
- wined3d_format_calculate_pitch(format, device->surface_alignment,
+ /* This code is only entered for color keying fixups */
+ struct wined3d_palette *palette = NULL;
+
+ wined3d_format_calculate_pitch(&format, device->surface_alignment,
width, height, &dst_row_pitch, &dst_slice_pitch);
src_mem = context_map_bo_address(context, &data, src_slice_pitch,
context_release(context);
return FALSE;
}
+ if (texture->swapchain && texture->swapchain->palette)
+ palette = texture->swapchain->palette;
conversion->convert(src_mem, src_row_pitch, dst_mem, dst_row_pitch,
- width, height, &texture->async.gl_color_key);
+ width, height, palette, &texture->async.gl_color_key);
src_row_pitch = dst_row_pitch;
- src_slice_pitch = dst_slice_pitch;
context_unmap_bo_address(context, &data, GL_PIXEL_UNPACK_BUFFER);
data.buffer_object = 0;
data.addr = dst_mem;
}
- wined3d_texture_upload_data(texture, sub_resource_idx, context, format, &src_box,
- wined3d_const_bo_address(&data), src_row_pitch, src_slice_pitch, 0, 0, 0, srgb);
+ wined3d_surface_upload_data(surface, gl_info, &format, &src_rect,
+ src_row_pitch, &dst_point, srgb, wined3d_const_bo_address(&data));
heap_free(dst_mem);
}
/* Context activation is done by the caller. */
-BOOL texture2d_load_renderbuffer(struct wined3d_texture *texture, unsigned int sub_resource_idx,
- struct wined3d_context *context, DWORD dst_location)
+static BOOL surface_load_renderbuffer(struct wined3d_surface *surface, struct wined3d_context *context,
+ DWORD dst_location)
{
- unsigned int level = sub_resource_idx % texture->level_count;
+ struct wined3d_texture *texture = surface->container;
+ unsigned int level = surface_get_sub_resource_idx(surface) % texture->level_count;
const RECT rect = {0, 0,
wined3d_texture_get_level_width(texture, level),
wined3d_texture_get_level_height(texture, level)};
- struct wined3d_texture_sub_resource *sub_resource;
- DWORD src_location, locations;
+ DWORD locations = surface_get_sub_resource(surface)->locations;
+ DWORD src_location;
- sub_resource = &texture->sub_resources[sub_resource_idx];
- locations = sub_resource->locations;
if (texture->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
{
FIXME("Unimplemented copy from %s for depth/stencil buffers.\n",
src_location = WINED3D_LOCATION_RB_RESOLVED;
else if (locations & WINED3D_LOCATION_TEXTURE_SRGB)
src_location = WINED3D_LOCATION_TEXTURE_SRGB;
- else if (locations & WINED3D_LOCATION_TEXTURE_RGB)
- src_location = WINED3D_LOCATION_TEXTURE_RGB;
- else if (locations & WINED3D_LOCATION_DRAWABLE)
- src_location = WINED3D_LOCATION_DRAWABLE;
- else /* texture2d_blt_fbo() will load the source location if necessary. */
+ else /* surface_blt_fbo will load the source location if necessary. */
src_location = WINED3D_LOCATION_TEXTURE_RGB;
- texture2d_blt_fbo(texture->resource.device, context, WINED3D_TEXF_POINT, texture,
- sub_resource_idx, src_location, &rect, texture, sub_resource_idx, dst_location, &rect);
+ surface_blt_fbo(texture->resource.device, context, WINED3D_TEXF_POINT,
+ surface, src_location, &rect, surface, dst_location, &rect);
return TRUE;
}
+/* Context activation is done by the caller. Context may be NULL in ddraw-only mode. */
+BOOL surface_load_location(struct wined3d_surface *surface, struct wined3d_context *context, DWORD location)
+{
+ TRACE("surface %p, location %s.\n", surface, wined3d_debug_location(location));
+
+ switch (location)
+ {
+ case WINED3D_LOCATION_USER_MEMORY:
+ case WINED3D_LOCATION_SYSMEM:
+ case WINED3D_LOCATION_BUFFER:
+ return surface_load_sysmem(surface, context, location);
+
+ case WINED3D_LOCATION_DRAWABLE:
+ return surface_load_drawable(surface, context);
+
+ case WINED3D_LOCATION_RB_RESOLVED:
+ case WINED3D_LOCATION_RB_MULTISAMPLE:
+ return surface_load_renderbuffer(surface, context, location);
+
+ case WINED3D_LOCATION_TEXTURE_RGB:
+ case WINED3D_LOCATION_TEXTURE_SRGB:
+ return surface_load_texture(surface, context,
+ location == WINED3D_LOCATION_TEXTURE_SRGB);
+
+ default:
+ ERR("Don't know how to handle location %#x.\n", location);
+ return FALSE;
+ }
+}
+
/* Context activation is done by the caller. */
static void fbo_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context)
{
}
static DWORD fbo_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op,
- struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
- DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture,
- unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect,
+ struct wined3d_context *context, struct wined3d_surface *src_surface, DWORD src_location,
+ const RECT *src_rect, struct wined3d_surface *dst_surface, DWORD dst_location, const RECT *dst_rect,
const struct wined3d_color_key *colour_key, enum wined3d_texture_filter_type filter)
{
- struct wined3d_resource *src_resource, *dst_resource;
+ struct wined3d_resource *src_resource = &src_surface->container->resource;
+ struct wined3d_resource *dst_resource = &dst_surface->container->resource;
+ struct wined3d_device *device = dst_resource->device;
enum wined3d_blit_op blit_op = op;
- struct wined3d_device *device;
struct wined3d_blitter *next;
- TRACE("blitter %p, op %#x, context %p, src_texture %p, src_sub_resource_idx %u, src_location %s, src_rect %s, "
- "dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s, colour_key %p, filter %s.\n",
- blitter, op, context, src_texture, src_sub_resource_idx, wined3d_debug_location(src_location),
- wine_dbgstr_rect(src_rect), dst_texture, dst_sub_resource_idx, wined3d_debug_location(dst_location),
- wine_dbgstr_rect(dst_rect), colour_key, debug_d3dtexturefiltertype(filter));
-
- src_resource = &src_texture->resource;
- dst_resource = &dst_texture->resource;
-
- device = dst_resource->device;
-
if (blit_op == WINED3D_BLIT_OP_RAW_BLIT && dst_resource->format->id == src_resource->format->id)
{
if (dst_resource->format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
if (!fbo_blitter_supported(blit_op, context->gl_info,
src_resource, src_location, dst_resource, dst_location))
{
- if (!(next = blitter->next))
- {
- ERR("No blitter to handle blit op %#x.\n", op);
- return dst_location;
- }
-
- TRACE("Forwarding to blitter %p.\n", next);
- return next->ops->blitter_blit(next, op, context, src_texture, src_sub_resource_idx, src_location,
- src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect, colour_key, filter);
+ if ((next = blitter->next))
+ return next->ops->blitter_blit(next, op, context, src_surface, src_location,
+ src_rect, dst_surface, dst_location, dst_rect, colour_key, filter);
}
if (blit_op == WINED3D_BLIT_OP_COLOR_BLIT)
{
TRACE("Colour blit.\n");
- texture2d_blt_fbo(device, context, filter, src_texture, src_sub_resource_idx, src_location,
- src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect);
+ surface_blt_fbo(device, context, filter, src_surface, src_location,
+ src_rect, dst_surface, dst_location, dst_rect);
return dst_location;
}
if (blit_op == WINED3D_BLIT_OP_DEPTH_BLIT)
{
TRACE("Depth/stencil blit.\n");
- texture2d_depth_blt_fbo(device, context, src_texture, src_sub_resource_idx, src_location,
- src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect);
+ surface_depth_blt_fbo(device, src_surface, src_location, src_rect, dst_surface, dst_location, dst_rect);
return dst_location;
}
/* Context activation is done by the caller. */
static DWORD raw_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op,
- struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
- DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture,
- unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect,
+ struct wined3d_context *context, struct wined3d_surface *src_surface, DWORD src_location,
+ const RECT *src_rect, struct wined3d_surface *dst_surface, DWORD dst_location, const RECT *dst_rect,
const struct wined3d_color_key *colour_key, enum wined3d_texture_filter_type filter)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
+ unsigned int src_sub_resource_idx, dst_sub_resource_idx;
unsigned int src_level, src_layer, dst_level, dst_layer;
+ struct wined3d_texture *src_texture, *dst_texture;
struct wined3d_blitter *next;
GLuint src_name, dst_name;
DWORD location;
+ src_texture = src_surface->container;
+ dst_texture = dst_surface->container;
+
/* If we would need to copy from a renderbuffer or drawable, we'd probably
* be better of using the FBO blitter directly, since we'd need to use it
* to copy the resource contents to the texture anyway. */
}
TRACE("Forwarding to blitter %p.\n", next);
- return next->ops->blitter_blit(next, op, context, src_texture, src_sub_resource_idx, src_location,
- src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect, colour_key, filter);
+ return next->ops->blitter_blit(next, op, context, src_surface, src_location,
+ src_rect, dst_surface, dst_location, dst_rect, colour_key, filter);
}
TRACE("Blit using ARB_copy_image.\n");
+ src_sub_resource_idx = surface_get_sub_resource_idx(src_surface);
src_level = src_sub_resource_idx % src_texture->level_count;
src_layer = src_sub_resource_idx / src_texture->level_count;
+ dst_sub_resource_idx = surface_get_sub_resource_idx(dst_surface);
dst_level = dst_sub_resource_idx % dst_texture->level_count;
dst_layer = dst_sub_resource_idx / dst_texture->level_count;
const struct wined3d_format *dst_format = dst_resource->format;
BOOL decompress;
- if (src_resource->type != WINED3D_RTYPE_TEXTURE_2D)
- return FALSE;
-
decompress = src_format && (src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
&& !(dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED);
if (!decompress && !(src_resource->access & dst_resource->access & WINED3D_RESOURCE_ACCESS_GPU))
}
static DWORD ffp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op,
- struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
- DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture,
- unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect,
+ struct wined3d_context *context, struct wined3d_surface *src_surface, DWORD src_location,
+ const RECT *src_rect, struct wined3d_surface *dst_surface, DWORD dst_location, const RECT *dst_rect,
const struct wined3d_color_key *color_key, enum wined3d_texture_filter_type filter)
{
+ unsigned int src_sub_resource_idx = surface_get_sub_resource_idx(src_surface);
+ struct wined3d_texture *src_texture = src_surface->container;
+ struct wined3d_texture *dst_texture = dst_surface->container;
const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_resource *src_resource, *dst_resource;
- struct wined3d_texture *staging_texture = NULL;
struct wined3d_color_key old_blt_key;
struct wined3d_device *device;
struct wined3d_blitter *next;
if (!ffp_blit_supported(op, context, src_resource, src_location, dst_resource, dst_location))
{
if ((next = blitter->next))
- return next->ops->blitter_blit(next, op, context, src_texture, src_sub_resource_idx, src_location,
- src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect, color_key, filter);
+ return next->ops->blitter_blit(next, op, context, src_surface, src_location,
+ src_rect, dst_surface, dst_location, dst_rect, color_key, filter);
}
- TRACE("Blt from texture %p, %u to rendertarget %p, %u.\n",
- src_texture, src_sub_resource_idx, dst_texture, dst_sub_resource_idx);
+ TRACE("Blt from surface %p to rendertarget %p\n", src_surface, dst_surface);
old_blt_key = src_texture->async.src_blt_color_key;
old_color_key_flags = src_texture->async.color_key_flags;
wined3d_texture_set_color_key(src_texture, WINED3D_CKEY_SRC_BLT, color_key);
- if (!(src_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU))
- {
- struct wined3d_resource_desc desc;
- struct wined3d_box upload_box;
- unsigned int src_level;
- HRESULT hr;
-
- TRACE("Source texture is not GPU accessible, creating a staging texture.\n");
-
- src_level = src_sub_resource_idx % src_texture->level_count;
- desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
- desc.format = src_texture->resource.format->id;
- desc.multisample_type = src_texture->resource.multisample_type;
- desc.multisample_quality = src_texture->resource.multisample_quality;
- desc.usage = WINED3DUSAGE_PRIVATE;
- desc.access = WINED3D_RESOURCE_ACCESS_GPU;
- desc.width = wined3d_texture_get_level_width(src_texture, src_level);
- desc.height = wined3d_texture_get_level_height(src_texture, src_level);
- desc.depth = 1;
- desc.size = 0;
-
- if (FAILED(hr = wined3d_texture_create(device, &desc, 1, 1, 0,
- NULL, NULL, &wined3d_null_parent_ops, &staging_texture)))
- {
- ERR("Failed to create staging texture, hr %#x.\n", hr);
- return dst_location;
- }
-
- wined3d_box_set(&upload_box, 0, 0, desc.width, desc.height, 0, desc.depth);
- wined3d_texture_upload_from_texture(staging_texture, 0, 0, 0, 0,
- src_texture, src_sub_resource_idx, &upload_box);
-
- src_texture = staging_texture;
- src_sub_resource_idx = 0;
- }
- else
- {
- /* Make sure the surface is up-to-date. This should probably use
- * surface_load_location() and worry about the destination surface
- * too, unless we're overwriting it completely. */
- wined3d_texture_load(src_texture, context, FALSE);
- }
+ /* Make sure the surface is up-to-date. This should probably use
+ * surface_load_location() and worry about the destination surface too,
+ * unless we're overwriting it completely. */
+ wined3d_texture_load(src_texture, context, FALSE);
- context_apply_ffp_blit_state(context, device);
+ /* Activate the destination context, set it up for blitting. */
+ context_apply_blit_state(context, device);
if (dst_location == WINED3D_LOCATION_DRAWABLE)
{
r = *dst_rect;
- wined3d_texture_translate_drawable_coords(dst_texture, context->win_handle, &r);
+ surface_translate_drawable_coords(dst_surface, context->win_handle, &r);
dst_rect = &r;
}
if (dst_location == WINED3D_LOCATION_DRAWABLE)
{
- TRACE("Destination texture %p is onscreen.\n", dst_texture);
+ TRACE("Destination surface %p is onscreen.\n", dst_surface);
buffer = wined3d_texture_get_gl_buffer(dst_texture);
}
else
{
- TRACE("Destination texture %p is offscreen.\n", dst_texture);
+ TRACE("Destination surface %p is offscreen.\n", dst_surface);
buffer = GL_COLOR_ATTACHMENT0;
}
- context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER,
- dst_resource, dst_sub_resource_idx, NULL, 0, dst_location);
+ context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, dst_surface, NULL, dst_location);
context_set_draw_buffer(context, buffer);
context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER);
context_invalidate_state(context, STATE_FRAMEBUFFER);
checkGLcall("glAlphaFunc");
}
- context_draw_textured_quad(context, src_texture, src_sub_resource_idx, src_rect, dst_rect, filter);
+ draw_textured_quad(src_texture, src_sub_resource_idx, context, src_rect, dst_rect, filter);
if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST || color_key)
{
checkGLcall("glDisable(GL_ALPHA_TEST)");
}
+ /* Leave the OpenGL state valid for blitting. */
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
checkGLcall("glDisable(GL_TEXTURE_2D)");
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
- if (dst_texture->swapchain && dst_texture->swapchain->front_buffer == dst_texture)
- gl_info->gl_ops.gl.p_glFlush();
+ if (wined3d_settings.strict_draw_ordering
+ || (dst_texture->swapchain && dst_texture->swapchain->front_buffer == dst_texture))
+ gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
/* Restore the color key parameters */
wined3d_texture_set_color_key(src_texture, WINED3D_CKEY_SRC_BLT,
(old_color_key_flags & WINED3D_CKEY_SRC_BLT) ? &old_blt_key : NULL);
- if (staging_texture)
- wined3d_texture_decref(staging_texture);
-
return dst_location;
}
}
static DWORD cpu_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op,
- struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
- DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture,
- unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect,
+ struct wined3d_context *context, struct wined3d_surface *src_surface, DWORD src_location,
+ const RECT *src_rect, struct wined3d_surface *dst_surface, DWORD dst_location, const RECT *dst_rect,
const struct wined3d_color_key *color_key, enum wined3d_texture_filter_type filter)
{
struct wined3d_box dst_box = {dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, 0, 1};
struct wined3d_box src_box = {src_rect->left, src_rect->top, src_rect->right, src_rect->bottom, 0, 1};
+ unsigned int dst_sub_resource_idx = surface_get_sub_resource_idx(dst_surface);
+ unsigned int src_sub_resource_idx = surface_get_sub_resource_idx(src_surface);
+ struct wined3d_texture *dst_texture = dst_surface->container;
+ struct wined3d_texture *src_texture = src_surface->container;
struct wined3d_blt_fx fx;
DWORD flags = 0;
return blitter;
}
-HRESULT texture2d_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
- const struct wined3d_box *dst_box, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
- const struct wined3d_box *src_box, DWORD flags, const struct wined3d_blt_fx *fx,
- enum wined3d_texture_filter_type filter)
+HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect,
+ struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
+ const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter)
{
+ struct wined3d_box dst_box = {dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, 0, 1};
+ struct wined3d_box src_box = {src_rect->left, src_rect->top, src_rect->right, src_rect->bottom, 0, 1};
+ unsigned int dst_sub_resource_idx = surface_get_sub_resource_idx(dst_surface);
+ unsigned int src_sub_resource_idx = surface_get_sub_resource_idx(src_surface);
struct wined3d_texture_sub_resource *src_sub_resource, *dst_sub_resource;
+ struct wined3d_texture *dst_texture = dst_surface->container;
+ struct wined3d_texture *src_texture = src_surface->container;
struct wined3d_device *device = dst_texture->resource.device;
struct wined3d_swapchain *src_swapchain, *dst_swapchain;
const struct wined3d_color_key *colour_key = NULL;
struct wined3d_context *context;
enum wined3d_blit_op blit_op;
BOOL scale, convert, resolve;
- RECT src_rect, dst_rect;
static const DWORD simple_blit = WINED3D_BLT_SRC_CKEY
| WINED3D_BLT_SRC_CKEY_OVERRIDE
| WINED3D_BLT_ALPHA_TEST
| WINED3D_BLT_RAW;
- TRACE("dst_texture %p, dst_sub_resource_idx %u, dst_box %s, src_texture %p, "
- "src_sub_resource_idx %u, src_box %s, flags %#x, fx %p, filter %s.\n",
- dst_texture, dst_sub_resource_idx, debug_box(dst_box), src_texture, src_sub_resource_idx,
- debug_box(src_box), flags, fx, debug_d3dtexturefiltertype(filter));
+ TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
+ dst_surface, wine_dbgstr_rect(dst_rect), src_surface, wine_dbgstr_rect(src_rect),
+ flags, fx, debug_d3dtexturefiltertype(filter));
TRACE("Usage is %s.\n", debug_d3dusage(dst_texture->resource.usage));
if (fx)
fx->src_color_key.color_space_high_value);
}
- SetRect(&src_rect, src_box->left, src_box->top, src_box->right, src_box->bottom);
- SetRect(&dst_rect, dst_box->left, dst_box->top, dst_box->right, dst_box->bottom);
-
if (!fx || !(fx->fx))
flags &= ~WINED3D_BLT_FX;
goto cpu;
}
+ /* We want to avoid invalidating the sysmem location for converted
+ * surfaces, since otherwise we'd have to convert the data back when
+ * locking them. */
+ if (dst_texture->flags & WINED3D_TEXTURE_CONVERTED || dst_texture->resource.format->conv_byte_count
+ || wined3d_format_get_color_key_conversion(dst_texture, TRUE))
+ {
+ WARN_(d3d_perf)("Converted surface, using CPU blit.\n");
+ goto cpu;
+ }
+
if (flags & ~simple_blit)
{
WARN_(d3d_perf)("Using fallback for complex blit (%#x).\n", flags);
goto fallback;
}
- scale = src_box->right - src_box->left != dst_box->right - dst_box->left
- || src_box->bottom - src_box->top != dst_box->bottom - dst_box->top;
+ scale = src_rect->right - src_rect->left != dst_rect->right - dst_rect->left
+ || src_rect->bottom - src_rect->top != dst_rect->bottom - dst_rect->top;
convert = src_texture->resource.format->id != dst_texture->resource.format->id;
resolve = src_texture->resource.multisample_type != dst_texture->resource.multisample_type;
context = context_acquire(device, dst_texture, dst_sub_resource_idx);
valid_locations = device->blitter->ops->blitter_blit(device->blitter,
WINED3D_BLIT_OP_DEPTH_BLIT, context,
- src_texture, src_sub_resource_idx, src_texture->resource.draw_binding, &src_rect,
- dst_texture, dst_sub_resource_idx, dst_location, &dst_rect, NULL, filter);
+ src_surface, src_texture->resource.draw_binding, src_rect,
+ dst_surface, dst_location, dst_rect, NULL, filter);
context_release(context);
wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, valid_locations);
TRACE("Not doing upload because the destination format needs conversion.\n");
else
{
- wined3d_texture_upload_from_texture(dst_texture, dst_sub_resource_idx, dst_box->left,
- dst_box->top, dst_box->front, src_texture, src_sub_resource_idx, src_box);
- if (!wined3d_resource_is_offscreen(&dst_texture->resource))
+ POINT dst_point = {dst_rect->left, dst_rect->top};
+
+ if (SUCCEEDED(surface_upload_from_surface(dst_surface, &dst_point, src_surface, src_rect)))
{
- context = context_acquire(device, dst_texture, dst_sub_resource_idx);
- wined3d_texture_load_location(dst_texture, dst_sub_resource_idx,
- context, dst_texture->resource.draw_binding);
- context_release(context);
+ if (!wined3d_resource_is_offscreen(&dst_texture->resource))
+ {
+ context = context_acquire(device, dst_texture, dst_sub_resource_idx);
+ wined3d_texture_load_location(dst_texture, dst_sub_resource_idx,
+ context, dst_texture->resource.draw_binding);
+ context_release(context);
+ }
+ return WINED3D_OK;
}
- return WINED3D_OK;
}
}
else if (dst_swapchain && dst_swapchain->back_buffers
/* Set the swap effect to COPY, we don't want the backbuffer to become
* undefined. */
dst_swapchain->desc.swap_effect = WINED3D_SWAP_EFFECT_COPY;
- wined3d_swapchain_present(dst_swapchain, NULL, NULL,
- dst_swapchain->win_handle, dst_swapchain->swap_interval, 0);
+ wined3d_swapchain_present(dst_swapchain, NULL, NULL, dst_swapchain->win_handle, 0, 0);
dst_swapchain->desc.swap_effect = swap_effect;
return WINED3D_OK;
context = context_acquire(device, dst_texture, dst_sub_resource_idx);
valid_locations = device->blitter->ops->blitter_blit(device->blitter, blit_op, context,
- src_texture, src_sub_resource_idx, src_texture->resource.draw_binding, &src_rect,
- dst_texture, dst_sub_resource_idx, dst_location, &dst_rect, colour_key, filter);
+ src_surface, src_texture->resource.draw_binding, src_rect,
+ dst_surface, dst_location, dst_rect, colour_key, filter);
context_release(context);
wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, valid_locations);
fallback:
/* Special cases for render targets. */
- if (SUCCEEDED(wined3d_texture_blt_special(dst_texture, dst_sub_resource_idx, &dst_rect,
- src_texture, src_sub_resource_idx, &src_rect, flags, fx, filter)))
+ if (SUCCEEDED(surface_blt_special(dst_surface, dst_rect, src_surface, src_rect, flags, fx, filter)))
return WINED3D_OK;
cpu:
- return surface_cpu_blt(dst_texture, dst_sub_resource_idx, dst_box,
- src_texture, src_sub_resource_idx, src_box, flags, fx, filter);
+ return surface_cpu_blt(dst_texture, dst_sub_resource_idx, &dst_box,
+ src_texture, src_sub_resource_idx, &src_box, flags, fx, filter);
}