Commit 2c3adec5 authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Render target locking fixes.

parent 473ad39d
...@@ -2069,7 +2069,8 @@ void drawPrimitive(IWineD3DDevice *iface, ...@@ -2069,7 +2069,8 @@ void drawPrimitive(IWineD3DDevice *iface,
BOOL usePixelShaderFunction = FALSE; BOOL usePixelShaderFunction = FALSE;
BOOL isLightingOn = FALSE; BOOL isLightingOn = FALSE;
WineDirect3DVertexStridedData *dataLocations; WineDirect3DVertexStridedData *dataLocations;
int useHW = FALSE; IWineD3DSwapChainImpl *swapchain;
int useHW = FALSE, i;
if (This->stateBlock->vertexShader != NULL && wined3d_settings.vs_mode != VS_NONE if (This->stateBlock->vertexShader != NULL && wined3d_settings.vs_mode != VS_NONE
&&((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.function != NULL &&((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.function != NULL
...@@ -2093,6 +2094,15 @@ void drawPrimitive(IWineD3DDevice *iface, ...@@ -2093,6 +2094,15 @@ void drawPrimitive(IWineD3DDevice *iface,
TRACE("(%p) : using vertex declaration %p\n", iface, This->stateBlock->vertexDecl); TRACE("(%p) : using vertex declaration %p\n", iface, This->stateBlock->vertexDecl);
} }
/* Invalidate the back buffer memory so LockRect will read it the next time */
for(i = 0; i < IWineD3DDevice_GetNumberOfSwapChains(iface); i++) {
IWineD3DDevice_GetSwapChain(iface, i, (IWineD3DSwapChain **) &swapchain);
if(swapchain) {
if(swapchain->backBuffer) ((IWineD3DSurfaceImpl *) swapchain->backBuffer)->Flags |= SFLAG_GLDIRTY;
IWineD3DSwapChain_Release( (IWineD3DSwapChain *) swapchain);
}
}
/* Ok, we will be updating the screen from here onwards so grab the lock */ /* Ok, we will be updating the screen from here onwards so grab the lock */
ENTER_GL(); ENTER_GL();
......
...@@ -480,8 +480,8 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKE ...@@ -480,8 +480,8 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKE
} }
} }
} else if (WINED3DUSAGE_RENDERTARGET & This->resource.usage && !(Flags&WINED3DLOCK_DISCARD)) { /* render surfaces */ } else if (WINED3DUSAGE_RENDERTARGET & This->resource.usage ){ /* render surfaces */
if((!(Flags&WINED3DLOCK_DISCARD) && (This->Flags & SFLAG_GLDIRTY)) || !This->resource.allocatedMemory) {
GLint prev_store; GLint prev_store;
GLint prev_read; GLint prev_read;
BOOL notInContext = FALSE; BOOL notInContext = FALSE;
...@@ -559,7 +559,6 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKE ...@@ -559,7 +559,6 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKE
if (swapchain != NULL) IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain); if (swapchain != NULL) IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
if (targetSwapChain != NULL) IWineD3DSwapChain_Release((IWineD3DSwapChain *)targetSwapChain); if (targetSwapChain != NULL) IWineD3DSwapChain_Release((IWineD3DSwapChain *)targetSwapChain);
/** the depth stencil in openGL has a format of GL_FLOAT /** the depth stencil in openGL has a format of GL_FLOAT
* which should be good for WINED3DFMT_D16_LOCKABLE * which should be good for WINED3DFMT_D16_LOCKABLE
* and WINED3DFMT_D16 * and WINED3DFMT_D16
...@@ -577,6 +576,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKE ...@@ -577,6 +576,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKE
*****************************************/ *****************************************/
if (!notInContext) { /* Only read the buffer if it's in the current context */ if (!notInContext) { /* Only read the buffer if it's in the current context */
long j; long j;
#if 0 #if 0
/* Bizarly it takes 120 millseconds to get an 800x600 region a line at a time, but only 10 to get the whole lot every time, /* Bizarly it takes 120 millseconds to get an 800x600 region a line at a time, but only 10 to get the whole lot every time,
* This is on an ATI9600, and may be format dependent, anyhow this hack makes this demo dx9_2d_demo_game * This is on an ATI9600, and may be format dependent, anyhow this hack makes this demo dx9_2d_demo_game
...@@ -616,6 +616,8 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKE ...@@ -616,6 +616,8 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKE
} }
HeapFree(GetProcessHeap(), 0, row); HeapFree(GetProcessHeap(), 0, row);
This->Flags &= ~SFLAG_GLDIRTY;
} else if (This->lockedRect.left == 0 && This->lockedRect.right == This->currentDesc.Width) { } else if (This->lockedRect.left == 0 && This->lockedRect.right == This->currentDesc.Width) {
glReadPixels(0, glReadPixels(0,
This->lockedRect.top, This->lockedRect.top,
...@@ -637,13 +639,14 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKE ...@@ -637,13 +639,14 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKE
} }
} }
vcheckGLcall("glReadPixels"); vcheckGLcall("glReadPixels");
TRACE("Resetting buffer\n"); TRACE("Resetting buffer\n");
glReadBuffer(prev_read); glReadBuffer(prev_read);
vcheckGLcall("glReadBuffer"); vcheckGLcall("glReadBuffer");
} }
LEAVE_GL(); LEAVE_GL();
}
} else if (WINED3DUSAGE_DEPTHSTENCIL & This->resource.usage) { /* stencil surfaces */ } else if (WINED3DUSAGE_DEPTHSTENCIL & This->resource.usage) { /* stencil surfaces */
if (!messages & 1) { if (!messages & 1) {
...@@ -784,14 +787,14 @@ HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) { ...@@ -784,14 +787,14 @@ HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
per drawprim (and leave set - it will sort itself out due to last_was_rhw */ per drawprim (and leave set - it will sort itself out due to last_was_rhw */
d3ddevice_set_ortho(This->resource.wineD3DDevice); d3ddevice_set_ortho(This->resource.wineD3DDevice);
if (iface == implSwapChain->backBuffer || iface == myDevice->renderTarget) { if (iface == implSwapChain->frontBuffer) {
glDrawBuffer(GL_BACK);
} else if (iface == implSwapChain->frontBuffer) {
glDrawBuffer(GL_FRONT); glDrawBuffer(GL_FRONT);
checkGLcall("glDrawBuffer GL_FRONT");
} else if (iface == implSwapChain->backBuffer || iface == myDevice->renderTarget) {
glDrawBuffer(GL_BACK);
checkGLcall("glDrawBuffer GL_BACK");
} }
vcheckGLcall("glDrawBuffer");
/* If not fullscreen, we need to skip a number of bytes to find the next row of data */ /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes); glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width); glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
...@@ -2244,6 +2247,9 @@ HRESULT WINAPI IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT * ...@@ -2244,6 +2247,9 @@ HRESULT WINAPI IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
LEAVE_GL(); LEAVE_GL();
/* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
This->Flags |= SFLAG_GLDIRTY;
return WINED3D_OK; return WINED3D_OK;
} }
......
...@@ -329,6 +329,9 @@ HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST REC ...@@ -329,6 +329,9 @@ HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST REC
IWineD3DDevice_Clear((IWineD3DDevice*)This->wineD3DDevice, 0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_ZBUFFER, 0x00, 1.0, 0); IWineD3DDevice_Clear((IWineD3DDevice*)This->wineD3DDevice, 0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_ZBUFFER, 0x00, 1.0, 0);
} }
((IWineD3DSurfaceImpl *) This->frontBuffer)->Flags |= SFLAG_GLDIRTY;
((IWineD3DSurfaceImpl *) This->backBuffer)->Flags |= SFLAG_GLDIRTY;
TRACE("returning\n"); TRACE("returning\n");
return WINED3D_OK; return WINED3D_OK;
} }
......
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