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wine
wine-winehq
Commits
6ec2110c
Commit
6ec2110c
authored
Apr 23, 2020
by
Henri Verbeet
Committed by
Alexandre Julliard
Apr 23, 2020
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Plain Diff
wined3d: Move the FBO blitter to texture.c.
Signed-off-by:
Henri Verbeet
<
hverbeet@codeweavers.com
>
Signed-off-by:
Alexandre Julliard
<
julliard@winehq.org
>
parent
445d37f5
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Side-by-side
Showing
3 changed files
with
382 additions
and
379 deletions
+382
-379
surface.c
dlls/wined3d/surface.c
+0
-370
texture.c
dlls/wined3d/texture.c
+382
-0
wined3d_private.h
dlls/wined3d/wined3d_private.h
+0
-9
No files found.
dlls/wined3d/surface.c
View file @
6ec2110c
...
...
@@ -57,265 +57,6 @@ static BOOL texture2d_is_full_rect(const struct wined3d_texture *texture, unsign
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
)
{
struct
wined3d_context_gl
*
context_gl
=
wined3d_context_gl
(
context
);
const
struct
wined3d_gl_info
*
gl_info
=
context_gl
->
gl_info
;
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
));
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
!=
dst_mask
)
{
ERR
(
"Incompatible formats %s and %s.
\n
"
,
debug_d3dformat
(
src_texture
->
resource
.
format
->
id
),
debug_d3dformat
(
dst_texture
->
resource
.
format
->
id
));
return
;
}
if
(
!
src_mask
)
{
ERR
(
"Not a depth / stencil format: %s.
\n
"
,
debug_d3dformat
(
src_texture
->
resource
.
format
->
id
));
return
;
}
gl_mask
=
0
;
if
(
src_mask
&
WINED3DFMT_FLAG_DEPTH
)
gl_mask
|=
GL_DEPTH_BUFFER_BIT
;
if
(
src_mask
&
WINED3DFMT_FLAG_STENCIL
)
gl_mask
|=
GL_STENCIL_BUFFER_BIT
;
/* 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
);
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
);
else
wined3d_texture_prepare_location
(
dst_texture
,
dst_sub_resource_idx
,
context
,
dst_location
);
wined3d_context_gl_apply_fbo_state_blit
(
context_gl
,
GL_READ_FRAMEBUFFER
,
NULL
,
0
,
&
src_texture
->
resource
,
src_sub_resource_idx
,
src_location
);
wined3d_context_gl_check_fbo_status
(
context_gl
,
GL_READ_FRAMEBUFFER
);
wined3d_context_gl_apply_fbo_state_blit
(
context_gl
,
GL_DRAW_FRAMEBUFFER
,
NULL
,
0
,
&
dst_texture
->
resource
,
dst_sub_resource_idx
,
dst_location
);
wined3d_context_gl_set_draw_buffer
(
context_gl
,
GL_NONE
);
wined3d_context_gl_check_fbo_status
(
context_gl
,
GL_DRAW_FRAMEBUFFER
);
context_invalidate_state
(
context
,
STATE_FRAMEBUFFER
);
if
(
gl_mask
&
GL_DEPTH_BUFFER_BIT
)
{
gl_info
->
gl_ops
.
gl
.
p_glDepthMask
(
GL_TRUE
);
context_invalidate_state
(
context
,
STATE_RENDER
(
WINED3D_RS_ZWRITEENABLE
));
}
if
(
gl_mask
&
GL_STENCIL_BUFFER_BIT
)
{
if
(
gl_info
->
supported
[
EXT_STENCIL_TWO_SIDE
])
{
gl_info
->
gl_ops
.
gl
.
p_glDisable
(
GL_STENCIL_TEST_TWO_SIDE_EXT
);
context_invalidate_state
(
context
,
STATE_RENDER
(
WINED3D_RS_TWOSIDEDSTENCILMODE
));
}
gl_info
->
gl_ops
.
gl
.
p_glStencilMask
(
~
0U
);
context_invalidate_state
(
context
,
STATE_RENDER
(
WINED3D_RS_STENCILWRITEMASK
));
}
gl_info
->
gl_ops
.
gl
.
p_glDisable
(
GL_SCISSOR_TEST
);
context_invalidate_state
(
context
,
STATE_RASTERIZER
);
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()"
);
}
/* Blit between surface locations. Onscreen on different swapchains is not supported.
* Depth / stencil is not supported. Context activation is done by the caller. */
void
texture2d_blt_fbo
(
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
;
const
struct
wined3d_gl_info
*
gl_info
;
struct
wined3d_context_gl
*
context_gl
;
unsigned
int
restore_idx
;
BOOL
scaled_resolve
;
GLenum
gl_filter
;
GLenum
buffer
;
RECT
s
,
d
;
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
));
scaled_resolve
=
wined3d_texture_gl_is_multisample_location
(
wined3d_texture_gl
(
src_texture
),
src_location
)
&&
(
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
));
if
(
filter
==
WINED3D_TEXF_LINEAR
)
gl_filter
=
scaled_resolve
?
GL_SCALED_RESOLVE_NICEST_EXT
:
GL_LINEAR
;
else
gl_filter
=
scaled_resolve
?
GL_SCALED_RESOLVE_FASTEST_EXT
:
GL_NEAREST
;
/* 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
);
else
wined3d_texture_prepare_location
(
dst_texture
,
dst_sub_resource_idx
,
context
,
dst_location
);
/* Acquire a context for the front-buffer, even though we may be blitting
* to/from a back-buffer. Since context_acquire() doesn't take the
* resource location into account, it may consider the back-buffer to be
* offscreen. */
if
(
src_location
==
WINED3D_LOCATION_DRAWABLE
)
required_texture
=
src_texture
->
swapchain
->
front_buffer
;
else
if
(
dst_location
==
WINED3D_LOCATION_DRAWABLE
)
required_texture
=
dst_texture
->
swapchain
->
front_buffer
;
else
required_texture
=
NULL
;
restore_texture
=
context
->
current_rt
.
texture
;
restore_idx
=
context
->
current_rt
.
sub_resource_idx
;
if
(
restore_texture
!=
required_texture
)
context
=
context_acquire
(
device
,
required_texture
,
0
);
else
restore_texture
=
NULL
;
context_gl
=
wined3d_context_gl
(
context
);
if
(
!
context_gl
->
valid
)
{
context_release
(
context
);
WARN
(
"Invalid context, skipping blit.
\n
"
);
return
;
}
gl_info
=
context_gl
->
gl_info
;
if
(
src_location
==
WINED3D_LOCATION_DRAWABLE
)
{
TRACE
(
"Source texture %p is onscreen.
\n
"
,
src_texture
);
buffer
=
wined3d_texture_get_gl_buffer
(
src_texture
);
s
=
*
src_rect
;
wined3d_texture_translate_drawable_coords
(
src_texture
,
context_gl
->
window
,
&
s
);
src_rect
=
&
s
;
}
else
{
TRACE
(
"Source texture %p is offscreen.
\n
"
,
src_texture
);
buffer
=
GL_COLOR_ATTACHMENT0
;
}
wined3d_context_gl_apply_fbo_state_blit
(
context_gl
,
GL_READ_FRAMEBUFFER
,
&
src_texture
->
resource
,
src_sub_resource_idx
,
NULL
,
0
,
src_location
);
gl_info
->
gl_ops
.
gl
.
p_glReadBuffer
(
buffer
);
checkGLcall
(
"glReadBuffer()"
);
wined3d_context_gl_check_fbo_status
(
context_gl
,
GL_READ_FRAMEBUFFER
);
if
(
dst_location
==
WINED3D_LOCATION_DRAWABLE
)
{
TRACE
(
"Destination texture %p is onscreen.
\n
"
,
dst_texture
);
buffer
=
wined3d_texture_get_gl_buffer
(
dst_texture
);
d
=
*
dst_rect
;
wined3d_texture_translate_drawable_coords
(
dst_texture
,
context_gl
->
window
,
&
d
);
dst_rect
=
&
d
;
}
else
{
TRACE
(
"Destination texture %p is offscreen.
\n
"
,
dst_texture
);
buffer
=
GL_COLOR_ATTACHMENT0
;
}
wined3d_context_gl_apply_fbo_state_blit
(
context_gl
,
GL_DRAW_FRAMEBUFFER
,
&
dst_texture
->
resource
,
dst_sub_resource_idx
,
NULL
,
0
,
dst_location
);
wined3d_context_gl_set_draw_buffer
(
context_gl
,
buffer
);
wined3d_context_gl_check_fbo_status
(
context_gl
,
GL_DRAW_FRAMEBUFFER
);
context_invalidate_state
(
context
,
STATE_FRAMEBUFFER
);
gl_info
->
gl_ops
.
gl
.
p_glColorMask
(
GL_TRUE
,
GL_TRUE
,
GL_TRUE
,
GL_TRUE
);
context_invalidate_state
(
context
,
STATE_BLEND
);
gl_info
->
gl_ops
.
gl
.
p_glDisable
(
GL_SCISSOR_TEST
);
context_invalidate_state
(
context
,
STATE_RASTERIZER
);
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
)
gl_info
->
gl_ops
.
gl
.
p_glFlush
();
if
(
restore_texture
)
context_restore
(
context
,
restore_texture
,
restore_idx
);
}
BOOL
fbo_blitter_supported
(
enum
wined3d_blit_op
blit_op
,
const
struct
wined3d_gl_info
*
gl_info
,
const
struct
wined3d_resource
*
src_resource
,
DWORD
src_location
,
const
struct
wined3d_resource
*
dst_resource
,
DWORD
dst_location
)
{
const
struct
wined3d_format
*
src_format
=
src_resource
->
format
;
const
struct
wined3d_format
*
dst_format
=
dst_resource
->
format
;
if
((
wined3d_settings
.
offscreen_rendering_mode
!=
ORM_FBO
)
||
!
gl_info
->
fbo_ops
.
glBlitFramebuffer
)
return
FALSE
;
/* Source and/or destination need to be on the GL side */
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
:
if
(
!
((
src_format
->
flags
[
WINED3D_GL_RES_TYPE_TEX_2D
]
&
WINED3DFMT_FLAG_FBO_ATTACHABLE
)
||
(
src_resource
->
bind_flags
&
WINED3D_BIND_RENDER_TARGET
)))
return
FALSE
;
if
(
!
((
dst_format
->
flags
[
WINED3D_GL_RES_TYPE_TEX_2D
]
&
WINED3DFMT_FLAG_FBO_ATTACHABLE
)
||
(
dst_resource
->
bind_flags
&
WINED3D_BIND_RENDER_TARGET
)))
return
FALSE
;
if
((
src_format
->
id
!=
dst_format
->
id
||
dst_location
==
WINED3D_LOCATION_DRAWABLE
)
&&
(
!
is_identity_fixup
(
src_format
->
color_fixup
)
||
!
is_identity_fixup
(
dst_format
->
color_fixup
)))
return
FALSE
;
break
;
case
WINED3D_BLIT_OP_DEPTH_BLIT
:
if
(
!
(
src_format
->
flags
[
WINED3D_GL_RES_TYPE_TEX_2D
]
&
(
WINED3DFMT_FLAG_DEPTH
|
WINED3DFMT_FLAG_STENCIL
)))
return
FALSE
;
if
(
!
(
dst_format
->
flags
[
WINED3D_GL_RES_TYPE_TEX_2D
]
&
(
WINED3DFMT_FLAG_DEPTH
|
WINED3DFMT_FLAG_STENCIL
)))
return
FALSE
;
/* Accept pure swizzle fixups for depth formats. In general we
* ignore the stencil component (if present) at the moment and the
* swizzle is not relevant with just the depth component. */
if
(
is_complex_fixup
(
src_format
->
color_fixup
)
||
is_complex_fixup
(
dst_format
->
color_fixup
)
||
is_scaling_fixup
(
src_format
->
color_fixup
)
||
is_scaling_fixup
(
dst_format
->
color_fixup
))
return
FALSE
;
break
;
default:
return
FALSE
;
}
return
TRUE
;
}
/* See also float_16_to_32() in wined3d_private.h */
static
inline
unsigned
short
float_32_to_16
(
const
float
*
in
)
{
...
...
@@ -860,117 +601,6 @@ void texture2d_load_fb_texture(struct wined3d_texture_gl *texture_gl,
}
/* Context activation is done by the caller. */
static
void
fbo_blitter_destroy
(
struct
wined3d_blitter
*
blitter
,
struct
wined3d_context
*
context
)
{
struct
wined3d_blitter
*
next
;
if
((
next
=
blitter
->
next
))
next
->
ops
->
blitter_destroy
(
next
,
context
);
heap_free
(
blitter
);
}
static
void
fbo_blitter_clear
(
struct
wined3d_blitter
*
blitter
,
struct
wined3d_device
*
device
,
unsigned
int
rt_count
,
const
struct
wined3d_fb_state
*
fb
,
unsigned
int
rect_count
,
const
RECT
*
clear_rects
,
const
RECT
*
draw_rect
,
DWORD
flags
,
const
struct
wined3d_color
*
colour
,
float
depth
,
DWORD
stencil
)
{
struct
wined3d_blitter
*
next
;
if
((
next
=
blitter
->
next
))
next
->
ops
->
blitter_clear
(
next
,
device
,
rt_count
,
fb
,
rect_count
,
clear_rects
,
draw_rect
,
flags
,
colour
,
depth
,
stencil
);
}
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
,
const
struct
wined3d_color_key
*
colour_key
,
enum
wined3d_texture_filter_type
filter
)
{
struct
wined3d_context_gl
*
context_gl
=
wined3d_context_gl
(
context
);
struct
wined3d_resource
*
src_resource
,
*
dst_resource
;
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
))
blit_op
=
WINED3D_BLIT_OP_DEPTH_BLIT
;
else
blit_op
=
WINED3D_BLIT_OP_COLOR_BLIT
;
}
if
(
!
fbo_blitter_supported
(
blit_op
,
context_gl
->
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
(
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
);
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
);
return
dst_location
;
}
ERR
(
"This blitter does not implement blit op %#x.
\n
"
,
blit_op
);
return
dst_location
;
}
static
const
struct
wined3d_blitter_ops
fbo_blitter_ops
=
{
fbo_blitter_destroy
,
fbo_blitter_clear
,
fbo_blitter_blit
,
};
void
wined3d_fbo_blitter_create
(
struct
wined3d_blitter
**
next
,
const
struct
wined3d_gl_info
*
gl_info
)
{
struct
wined3d_blitter
*
blitter
;
if
((
wined3d_settings
.
offscreen_rendering_mode
!=
ORM_FBO
)
||
!
gl_info
->
fbo_ops
.
glBlitFramebuffer
)
return
;
if
(
!
(
blitter
=
heap_alloc
(
sizeof
(
*
blitter
))))
return
;
TRACE
(
"Created blitter %p.
\n
"
,
blitter
);
blitter
->
ops
=
&
fbo_blitter_ops
;
blitter
->
next
=
*
next
;
*
next
=
blitter
;
}
/* Context activation is done by the caller. */
static
void
raw_blitter_destroy
(
struct
wined3d_blitter
*
blitter
,
struct
wined3d_context
*
context
)
{
struct
wined3d_blitter
*
next
;
...
...
dlls/wined3d/texture.c
View file @
6ec2110c
...
...
@@ -48,6 +48,19 @@ struct wined3d_rect_f
float
b
;
};
static
bool
texture2d_is_full_rect
(
const
struct
wined3d_texture
*
texture
,
unsigned
int
level
,
const
RECT
*
r
)
{
unsigned
int
t
;
t
=
wined3d_texture_get_level_width
(
texture
,
level
);
if
((
r
->
left
&&
r
->
right
)
||
abs
(
r
->
right
-
r
->
left
)
!=
t
)
return
false
;
t
=
wined3d_texture_get_level_height
(
texture
,
level
);
if
((
r
->
top
&&
r
->
bottom
)
||
abs
(
r
->
bottom
-
r
->
top
)
!=
t
)
return
false
;
return
true
;
}
static
BOOL
wined3d_texture_use_pbo
(
const
struct
wined3d_texture
*
texture
,
const
struct
wined3d_gl_info
*
gl_info
)
{
if
(
!
gl_info
->
supported
[
ARB_PIXEL_BUFFER_OBJECT
]
...
...
@@ -265,6 +278,265 @@ void texture2d_get_blt_info(const struct wined3d_texture_gl *texture_gl,
}
}
static
bool
fbo_blitter_supported
(
enum
wined3d_blit_op
blit_op
,
const
struct
wined3d_gl_info
*
gl_info
,
const
struct
wined3d_resource
*
src_resource
,
DWORD
src_location
,
const
struct
wined3d_resource
*
dst_resource
,
DWORD
dst_location
)
{
const
struct
wined3d_format
*
src_format
=
src_resource
->
format
;
const
struct
wined3d_format
*
dst_format
=
dst_resource
->
format
;
if
((
wined3d_settings
.
offscreen_rendering_mode
!=
ORM_FBO
)
||
!
gl_info
->
fbo_ops
.
glBlitFramebuffer
)
return
false
;
/* Source and/or destination need to be on the GL side. */
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
:
if
(
!
((
src_format
->
flags
[
WINED3D_GL_RES_TYPE_TEX_2D
]
&
WINED3DFMT_FLAG_FBO_ATTACHABLE
)
||
(
src_resource
->
bind_flags
&
WINED3D_BIND_RENDER_TARGET
)))
return
false
;
if
(
!
((
dst_format
->
flags
[
WINED3D_GL_RES_TYPE_TEX_2D
]
&
WINED3DFMT_FLAG_FBO_ATTACHABLE
)
||
(
dst_resource
->
bind_flags
&
WINED3D_BIND_RENDER_TARGET
)))
return
false
;
if
((
src_format
->
id
!=
dst_format
->
id
||
dst_location
==
WINED3D_LOCATION_DRAWABLE
)
&&
(
!
is_identity_fixup
(
src_format
->
color_fixup
)
||
!
is_identity_fixup
(
dst_format
->
color_fixup
)))
return
false
;
break
;
case
WINED3D_BLIT_OP_DEPTH_BLIT
:
if
(
!
(
src_format
->
flags
[
WINED3D_GL_RES_TYPE_TEX_2D
]
&
(
WINED3DFMT_FLAG_DEPTH
|
WINED3DFMT_FLAG_STENCIL
)))
return
false
;
if
(
!
(
dst_format
->
flags
[
WINED3D_GL_RES_TYPE_TEX_2D
]
&
(
WINED3DFMT_FLAG_DEPTH
|
WINED3DFMT_FLAG_STENCIL
)))
return
false
;
/* Accept pure swizzle fixups for depth formats. In general we
* ignore the stencil component (if present) at the moment and the
* swizzle is not relevant with just the depth component. */
if
(
is_complex_fixup
(
src_format
->
color_fixup
)
||
is_complex_fixup
(
dst_format
->
color_fixup
)
||
is_scaling_fixup
(
src_format
->
color_fixup
)
||
is_scaling_fixup
(
dst_format
->
color_fixup
))
return
false
;
break
;
default:
return
false
;
}
return
true
;
}
/* 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
(
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
;
const
struct
wined3d_gl_info
*
gl_info
;
struct
wined3d_context_gl
*
context_gl
;
unsigned
int
restore_idx
;
bool
scaled_resolve
;
GLenum
gl_filter
;
GLenum
buffer
;
RECT
s
,
d
;
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
));
scaled_resolve
=
wined3d_texture_gl_is_multisample_location
(
wined3d_texture_gl
(
src_texture
),
src_location
)
&&
(
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
));
if
(
filter
==
WINED3D_TEXF_LINEAR
)
gl_filter
=
scaled_resolve
?
GL_SCALED_RESOLVE_NICEST_EXT
:
GL_LINEAR
;
else
gl_filter
=
scaled_resolve
?
GL_SCALED_RESOLVE_FASTEST_EXT
:
GL_NEAREST
;
/* 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
);
else
wined3d_texture_prepare_location
(
dst_texture
,
dst_sub_resource_idx
,
context
,
dst_location
);
/* Acquire a context for the front-buffer, even though we may be blitting
* to/from a back-buffer. Since context_acquire() doesn't take the
* resource location into account, it may consider the back-buffer to be
* offscreen. */
if
(
src_location
==
WINED3D_LOCATION_DRAWABLE
)
required_texture
=
src_texture
->
swapchain
->
front_buffer
;
else
if
(
dst_location
==
WINED3D_LOCATION_DRAWABLE
)
required_texture
=
dst_texture
->
swapchain
->
front_buffer
;
else
required_texture
=
NULL
;
restore_texture
=
context
->
current_rt
.
texture
;
restore_idx
=
context
->
current_rt
.
sub_resource_idx
;
if
(
restore_texture
!=
required_texture
)
context
=
context_acquire
(
device
,
required_texture
,
0
);
else
restore_texture
=
NULL
;
context_gl
=
wined3d_context_gl
(
context
);
if
(
!
context_gl
->
valid
)
{
context_release
(
context
);
WARN
(
"Invalid context, skipping blit.
\n
"
);
return
;
}
gl_info
=
context_gl
->
gl_info
;
if
(
src_location
==
WINED3D_LOCATION_DRAWABLE
)
{
TRACE
(
"Source texture %p is onscreen.
\n
"
,
src_texture
);
buffer
=
wined3d_texture_get_gl_buffer
(
src_texture
);
s
=
*
src_rect
;
wined3d_texture_translate_drawable_coords
(
src_texture
,
context_gl
->
window
,
&
s
);
src_rect
=
&
s
;
}
else
{
TRACE
(
"Source texture %p is offscreen.
\n
"
,
src_texture
);
buffer
=
GL_COLOR_ATTACHMENT0
;
}
wined3d_context_gl_apply_fbo_state_blit
(
context_gl
,
GL_READ_FRAMEBUFFER
,
&
src_texture
->
resource
,
src_sub_resource_idx
,
NULL
,
0
,
src_location
);
gl_info
->
gl_ops
.
gl
.
p_glReadBuffer
(
buffer
);
checkGLcall
(
"glReadBuffer()"
);
wined3d_context_gl_check_fbo_status
(
context_gl
,
GL_READ_FRAMEBUFFER
);
if
(
dst_location
==
WINED3D_LOCATION_DRAWABLE
)
{
TRACE
(
"Destination texture %p is onscreen.
\n
"
,
dst_texture
);
buffer
=
wined3d_texture_get_gl_buffer
(
dst_texture
);
d
=
*
dst_rect
;
wined3d_texture_translate_drawable_coords
(
dst_texture
,
context_gl
->
window
,
&
d
);
dst_rect
=
&
d
;
}
else
{
TRACE
(
"Destination texture %p is offscreen.
\n
"
,
dst_texture
);
buffer
=
GL_COLOR_ATTACHMENT0
;
}
wined3d_context_gl_apply_fbo_state_blit
(
context_gl
,
GL_DRAW_FRAMEBUFFER
,
&
dst_texture
->
resource
,
dst_sub_resource_idx
,
NULL
,
0
,
dst_location
);
wined3d_context_gl_set_draw_buffer
(
context_gl
,
buffer
);
wined3d_context_gl_check_fbo_status
(
context_gl
,
GL_DRAW_FRAMEBUFFER
);
context_invalidate_state
(
context
,
STATE_FRAMEBUFFER
);
gl_info
->
gl_ops
.
gl
.
p_glColorMask
(
GL_TRUE
,
GL_TRUE
,
GL_TRUE
,
GL_TRUE
);
context_invalidate_state
(
context
,
STATE_BLEND
);
gl_info
->
gl_ops
.
gl
.
p_glDisable
(
GL_SCISSOR_TEST
);
context_invalidate_state
(
context
,
STATE_RASTERIZER
);
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
)
gl_info
->
gl_ops
.
gl
.
p_glFlush
();
if
(
restore_texture
)
context_restore
(
context
,
restore_texture
,
restore_idx
);
}
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
)
{
struct
wined3d_context_gl
*
context_gl
=
wined3d_context_gl
(
context
);
const
struct
wined3d_gl_info
*
gl_info
=
context_gl
->
gl_info
;
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
));
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
!=
dst_mask
)
{
ERR
(
"Incompatible formats %s and %s.
\n
"
,
debug_d3dformat
(
src_texture
->
resource
.
format
->
id
),
debug_d3dformat
(
dst_texture
->
resource
.
format
->
id
));
return
;
}
if
(
!
src_mask
)
{
ERR
(
"Not a depth / stencil format: %s.
\n
"
,
debug_d3dformat
(
src_texture
->
resource
.
format
->
id
));
return
;
}
gl_mask
=
0
;
if
(
src_mask
&
WINED3DFMT_FLAG_DEPTH
)
gl_mask
|=
GL_DEPTH_BUFFER_BIT
;
if
(
src_mask
&
WINED3DFMT_FLAG_STENCIL
)
gl_mask
|=
GL_STENCIL_BUFFER_BIT
;
/* 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
);
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
);
else
wined3d_texture_prepare_location
(
dst_texture
,
dst_sub_resource_idx
,
context
,
dst_location
);
wined3d_context_gl_apply_fbo_state_blit
(
context_gl
,
GL_READ_FRAMEBUFFER
,
NULL
,
0
,
&
src_texture
->
resource
,
src_sub_resource_idx
,
src_location
);
wined3d_context_gl_check_fbo_status
(
context_gl
,
GL_READ_FRAMEBUFFER
);
wined3d_context_gl_apply_fbo_state_blit
(
context_gl
,
GL_DRAW_FRAMEBUFFER
,
NULL
,
0
,
&
dst_texture
->
resource
,
dst_sub_resource_idx
,
dst_location
);
wined3d_context_gl_set_draw_buffer
(
context_gl
,
GL_NONE
);
wined3d_context_gl_check_fbo_status
(
context_gl
,
GL_DRAW_FRAMEBUFFER
);
context_invalidate_state
(
context
,
STATE_FRAMEBUFFER
);
if
(
gl_mask
&
GL_DEPTH_BUFFER_BIT
)
{
gl_info
->
gl_ops
.
gl
.
p_glDepthMask
(
GL_TRUE
);
context_invalidate_state
(
context
,
STATE_RENDER
(
WINED3D_RS_ZWRITEENABLE
));
}
if
(
gl_mask
&
GL_STENCIL_BUFFER_BIT
)
{
if
(
gl_info
->
supported
[
EXT_STENCIL_TWO_SIDE
])
{
gl_info
->
gl_ops
.
gl
.
p_glDisable
(
GL_STENCIL_TEST_TWO_SIDE_EXT
);
context_invalidate_state
(
context
,
STATE_RENDER
(
WINED3D_RS_TWOSIDEDSTENCILMODE
));
}
gl_info
->
gl_ops
.
gl
.
p_glStencilMask
(
~
0U
);
context_invalidate_state
(
context
,
STATE_RENDER
(
WINED3D_RS_STENCILWRITEMASK
));
}
gl_info
->
gl_ops
.
gl
.
p_glDisable
(
GL_SCISSOR_TEST
);
context_invalidate_state
(
context
,
STATE_RASTERIZER
);
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()"
);
}
static
void
wined3d_texture_evict_sysmem
(
struct
wined3d_texture
*
texture
)
{
struct
wined3d_texture_sub_resource
*
sub_resource
;
...
...
@@ -5210,3 +5482,113 @@ void wined3d_ffp_blitter_create(struct wined3d_blitter **next, const struct wine
blitter
->
next
=
*
next
;
*
next
=
blitter
;
}
static
void
fbo_blitter_destroy
(
struct
wined3d_blitter
*
blitter
,
struct
wined3d_context
*
context
)
{
struct
wined3d_blitter
*
next
;
if
((
next
=
blitter
->
next
))
next
->
ops
->
blitter_destroy
(
next
,
context
);
heap_free
(
blitter
);
}
static
void
fbo_blitter_clear
(
struct
wined3d_blitter
*
blitter
,
struct
wined3d_device
*
device
,
unsigned
int
rt_count
,
const
struct
wined3d_fb_state
*
fb
,
unsigned
int
rect_count
,
const
RECT
*
clear_rects
,
const
RECT
*
draw_rect
,
DWORD
flags
,
const
struct
wined3d_color
*
colour
,
float
depth
,
DWORD
stencil
)
{
struct
wined3d_blitter
*
next
;
if
((
next
=
blitter
->
next
))
next
->
ops
->
blitter_clear
(
next
,
device
,
rt_count
,
fb
,
rect_count
,
clear_rects
,
draw_rect
,
flags
,
colour
,
depth
,
stencil
);
}
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
,
const
struct
wined3d_color_key
*
colour_key
,
enum
wined3d_texture_filter_type
filter
)
{
struct
wined3d_context_gl
*
context_gl
=
wined3d_context_gl
(
context
);
struct
wined3d_resource
*
src_resource
,
*
dst_resource
;
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
))
blit_op
=
WINED3D_BLIT_OP_DEPTH_BLIT
;
else
blit_op
=
WINED3D_BLIT_OP_COLOR_BLIT
;
}
if
(
!
fbo_blitter_supported
(
blit_op
,
context_gl
->
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
(
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
);
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
);
return
dst_location
;
}
ERR
(
"This blitter does not implement blit op %#x.
\n
"
,
blit_op
);
return
dst_location
;
}
static
const
struct
wined3d_blitter_ops
fbo_blitter_ops
=
{
fbo_blitter_destroy
,
fbo_blitter_clear
,
fbo_blitter_blit
,
};
void
wined3d_fbo_blitter_create
(
struct
wined3d_blitter
**
next
,
const
struct
wined3d_gl_info
*
gl_info
)
{
struct
wined3d_blitter
*
blitter
;
if
((
wined3d_settings
.
offscreen_rendering_mode
!=
ORM_FBO
)
||
!
gl_info
->
fbo_ops
.
glBlitFramebuffer
)
return
;
if
(
!
(
blitter
=
heap_alloc
(
sizeof
(
*
blitter
))))
return
;
TRACE
(
"Created blitter %p.
\n
"
,
blitter
);
blitter
->
ops
=
&
fbo_blitter_ops
;
blitter
->
next
=
*
next
;
*
next
=
blitter
;
}
dlls/wined3d/wined3d_private.h
View file @
6ec2110c
...
...
@@ -2437,10 +2437,6 @@ struct wined3d_blitter *wined3d_glsl_blitter_create(struct wined3d_blitter **nex
void
wined3d_raw_blitter_create
(
struct
wined3d_blitter
**
next
,
const
struct
wined3d_gl_info
*
gl_info
)
DECLSPEC_HIDDEN
;
BOOL
fbo_blitter_supported
(
enum
wined3d_blit_op
blit_op
,
const
struct
wined3d_gl_info
*
gl_info
,
const
struct
wined3d_resource
*
src_resource
,
DWORD
src_location
,
const
struct
wined3d_resource
*
dst_resource
,
DWORD
dst_location
)
DECLSPEC_HIDDEN
;
BOOL
wined3d_clip_blit
(
const
RECT
*
clip_rect
,
RECT
*
clipped
,
RECT
*
other
)
DECLSPEC_HIDDEN
;
HGLRC
context_create_wgl_attribs
(
const
struct
wined3d_gl_info
*
gl_info
,
HDC
hdc
,
HGLRC
share_ctx
)
DECLSPEC_HIDDEN
;
...
...
@@ -3872,11 +3868,6 @@ HRESULT texture2d_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_
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
*
blt_fx
,
enum
wined3d_texture_filter_type
filter
)
DECLSPEC_HIDDEN
;
void
texture2d_blt_fbo
(
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
)
DECLSPEC_HIDDEN
;
void
texture2d_get_blt_info
(
const
struct
wined3d_texture_gl
*
texture_gl
,
unsigned
int
sub_resource_idx
,
const
RECT
*
rect
,
struct
wined3d_blt_info
*
info
)
DECLSPEC_HIDDEN
;
void
texture2d_load_fb_texture
(
struct
wined3d_texture_gl
*
texture_gl
,
unsigned
int
sub_resource_idx
,
...
...
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