Commit bd1688af authored by Józef Kucia's avatar Józef Kucia Committed by Alexandre Julliard

wined3d: Implement loading system memory from multisample textures.

parent 1f676a96
......@@ -1412,21 +1412,21 @@ static struct wined3d_texture *surface_convert_format(struct wined3d_texture *sr
}
static void read_from_framebuffer(struct wined3d_surface *surface,
struct wined3d_context *old_ctx, DWORD dst_location)
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;
const struct wined3d_gl_info *gl_info;
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;
struct wined3d_bo_address data;
unsigned int width, height;
BYTE *mem;
BYTE *row, *top, *bottom;
int i;
BOOL srcIsUpsideDown;
struct wined3d_bo_address data;
BOOL src_is_upside_down;
unsigned int i;
BYTE *mem;
wined3d_texture_get_memory(texture, sub_resource_idx, &data, dst_location);
......@@ -1435,21 +1435,30 @@ static void read_from_framebuffer(struct wined3d_surface *surface,
context = context_acquire(device, texture, sub_resource_idx);
else
restore_rt = NULL;
context_apply_blit_state(context, device);
gl_info = context->gl_info;
if (src_location != texture->resource.draw_binding)
{
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);
}
else
{
context_apply_blit_state(context, device);
}
/* Select the correct read buffer, and give some debug output.
* There is no need to keep track of the current read buffer or reset it, every part of the code
* that reads sets the read buffer as desired.
* There is no need to keep track of the current read buffer or reset it,
* every part of the code that reads sets the read buffer as desired.
*/
if (wined3d_resource_is_offscreen(&texture->resource))
if (src_location != WINED3D_LOCATION_DRAWABLE || wined3d_resource_is_offscreen(&texture->resource))
{
/* Mapping the primary render target which is not on a swapchain.
* Read from the back buffer. */
TRACE("Mapping offscreen render target.\n");
gl_info->gl_ops.gl.p_glReadBuffer(context_get_offscreen_gl_buffer(context));
srcIsUpsideDown = TRUE;
src_is_upside_down = TRUE;
}
else
{
......@@ -1457,9 +1466,9 @@ static void read_from_framebuffer(struct wined3d_surface *surface,
GLenum buffer = wined3d_texture_get_gl_buffer(texture);
TRACE("Mapping %#x buffer.\n", buffer);
gl_info->gl_ops.gl.p_glReadBuffer(buffer);
checkGLcall("glReadBuffer");
srcIsUpsideDown = FALSE;
src_is_upside_down = FALSE;
}
checkGLcall("glReadBuffer");
if (data.buffer_object)
{
......@@ -1484,7 +1493,7 @@ static void read_from_framebuffer(struct wined3d_surface *surface,
gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ROW_LENGTH, 0);
checkGLcall("glPixelStorei");
if (!srcIsUpsideDown)
if (!src_is_upside_down)
{
/* glReadPixels returns the image upside down, and there is no way to
* prevent this. Flip the lines in software. */
......@@ -2153,24 +2162,34 @@ static BOOL surface_load_sysmem(struct wined3d_surface *surface,
sub_resource = &texture->sub_resources[sub_resource_idx];
wined3d_texture_prepare_location(texture, sub_resource_idx, context, dst_location);
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 surface to system memory. */
if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
/* We cannot download data from multisample textures directly. */
if (is_multisample_location(texture, WINED3D_LOCATION_TEXTURE_RGB))
{
wined3d_texture_bind_and_dirtify(texture, context,
!(sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB));
surface_download_data(surface, gl_info, dst_location);
++texture->download_count;
wined3d_texture_load_location(texture, sub_resource_idx, context, WINED3D_LOCATION_RB_RESOLVED);
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 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));
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))
{
read_from_framebuffer(surface, context, dst_location);
read_from_framebuffer(surface, context, texture->resource.draw_binding, dst_location);
return TRUE;
}
......
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