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wine
wine-winehq
Commits
aacd8f8b
Commit
aacd8f8b
authored
Jul 04, 2011
by
Henri Verbeet
Committed by
Alexandre Julliard
Jul 05, 2011
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wined3d: Introduce a separate function for loading the SFLAG_INSYSMEM surface location.
parent
ddc29c40
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1 changed file
with
29 additions
and
22 deletions
+29
-22
surface.c
dlls/wined3d/surface.c
+29
-22
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dlls/wined3d/surface.c
View file @
aacd8f8b
...
...
@@ -5878,6 +5878,34 @@ static DWORD resource_access_from_location(DWORD location)
}
}
static
void
surface_load_sysmem
(
struct
wined3d_surface
*
surface
,
const
struct
wined3d_gl_info
*
gl_info
,
const
RECT
*
rect
)
{
surface_prepare_system_memory
(
surface
);
/* Download the surface to system memory. */
if
(
surface
->
flags
&
(
SFLAG_INTEXTURE
|
SFLAG_INSRGBTEX
))
{
struct
wined3d_device
*
device
=
surface
->
resource
.
device
;
struct
wined3d_context
*
context
=
NULL
;
if
(
!
device
->
isInDraw
)
context
=
context_acquire
(
device
,
NULL
);
surface_bind_and_dirtify
(
surface
,
gl_info
,
!
(
surface
->
flags
&
SFLAG_INTEXTURE
));
surface_download_data
(
surface
,
gl_info
);
if
(
context
)
context_release
(
context
);
return
;
}
/* Note: It might be faster to download into a texture first. */
read_from_framebuffer
(
surface
,
rect
,
surface
->
resource
.
allocatedMemory
,
wined3d_surface_get_pitch
(
surface
));
}
HRESULT
surface_load_location
(
struct
wined3d_surface
*
surface
,
DWORD
flag
,
const
RECT
*
rect
)
{
struct
wined3d_device
*
device
=
surface
->
resource
.
device
;
...
...
@@ -5950,28 +5978,7 @@ HRESULT surface_load_location(struct wined3d_surface *surface, DWORD flag, const
}
if
(
flag
==
SFLAG_INSYSMEM
)
{
surface_prepare_system_memory
(
surface
);
/* Download the surface to system memory */
if
(
surface
->
flags
&
(
SFLAG_INTEXTURE
|
SFLAG_INSRGBTEX
))
{
struct
wined3d_context
*
context
=
NULL
;
if
(
!
device
->
isInDraw
)
context
=
context_acquire
(
device
,
NULL
);
surface_bind_and_dirtify
(
surface
,
gl_info
,
!
(
surface
->
flags
&
SFLAG_INTEXTURE
));
surface_download_data
(
surface
,
gl_info
);
if
(
context
)
context_release
(
context
);
}
else
{
/* Note: It might be faster to download into a texture first. */
read_from_framebuffer
(
surface
,
rect
,
surface
->
resource
.
allocatedMemory
,
wined3d_surface_get_pitch
(
surface
));
}
}
surface_load_sysmem
(
surface
,
gl_info
,
rect
);
else
if
(
flag
==
SFLAG_INDRAWABLE
)
{
if
(
wined3d_settings
.
rendertargetlock_mode
==
RTL_READTEX
)
...
...
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