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wine
wine-winehq
Commits
d97e3fd0
Commit
d97e3fd0
authored
Nov 02, 2007
by
Stefan Dösinger
Committed by
Alexandre Julliard
Nov 05, 2007
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Plain Diff
wined3d: Move texture->sysmem specific code into its special function.
parent
4678cd75
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Showing
1 changed file
with
26 additions
and
22 deletions
+26
-22
surface.c
dlls/wined3d/surface.c
+26
-22
No files found.
dlls/wined3d/surface.c
View file @
d97e3fd0
...
@@ -37,6 +37,28 @@ HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UIN
...
@@ -37,6 +37,28 @@ HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UIN
static
void
d3dfmt_p8_init_palette
(
IWineD3DSurfaceImpl
*
This
,
BYTE
table
[
256
][
4
],
BOOL
colorkey
);
static
void
d3dfmt_p8_init_palette
(
IWineD3DSurfaceImpl
*
This
,
BYTE
table
[
256
][
4
],
BOOL
colorkey
);
static
void
surface_download_data
(
IWineD3DSurfaceImpl
*
This
)
{
static
void
surface_download_data
(
IWineD3DSurfaceImpl
*
This
)
{
IWineD3DDeviceImpl
*
myDevice
=
This
->
resource
.
wineD3DDevice
;
if
(
0
==
This
->
glDescription
.
textureName
)
{
ERR
(
"Surface does not have a texture, but SFLAG_INTEXTURE is set
\n
"
);
return
;
}
if
(
myDevice
->
createParms
.
BehaviorFlags
&
WINED3DCREATE_MULTITHREADED
)
{
ActivateContext
(
myDevice
,
myDevice
->
lastActiveRenderTarget
,
CTXUSAGE_RESOURCELOAD
);
}
ENTER_GL
();
/* Make sure that a proper texture unit is selected, bind the texture
* and dirtify the sampler to restore the texture on the next draw
*/
if
(
GL_SUPPORT
(
ARB_MULTITEXTURE
))
{
GL_EXTCALL
(
glActiveTextureARB
(
GL_TEXTURE0_ARB
));
checkGLcall
(
"glActiveTextureARB"
);
}
IWineD3DDeviceImpl_MarkStateDirty
(
This
->
resource
.
wineD3DDevice
,
STATE_SAMPLER
(
0
));
IWineD3DSurface_PreLoad
((
IWineD3DSurface
*
)
This
);
if
(
This
->
resource
.
format
==
WINED3DFMT_DXT1
||
if
(
This
->
resource
.
format
==
WINED3DFMT_DXT1
||
This
->
resource
.
format
==
WINED3DFMT_DXT2
||
This
->
resource
.
format
==
WINED3DFMT_DXT3
||
This
->
resource
.
format
==
WINED3DFMT_DXT2
||
This
->
resource
.
format
==
WINED3DFMT_DXT3
||
This
->
resource
.
format
==
WINED3DFMT_DXT4
||
This
->
resource
.
format
==
WINED3DFMT_DXT5
)
{
This
->
resource
.
format
==
WINED3DFMT_DXT4
||
This
->
resource
.
format
==
WINED3DFMT_DXT5
)
{
...
@@ -58,6 +80,7 @@ static void surface_download_data(IWineD3DSurfaceImpl *This) {
...
@@ -58,6 +80,7 @@ static void surface_download_data(IWineD3DSurfaceImpl *This) {
checkGLcall
(
"glGetCompressedTexImageARB()"
);
checkGLcall
(
"glGetCompressedTexImageARB()"
);
}
}
}
}
LEAVE_GL
();
}
else
{
}
else
{
void
*
mem
;
void
*
mem
;
int
src_pitch
=
0
;
int
src_pitch
=
0
;
...
@@ -65,6 +88,7 @@ static void surface_download_data(IWineD3DSurfaceImpl *This) {
...
@@ -65,6 +88,7 @@ static void surface_download_data(IWineD3DSurfaceImpl *This) {
if
(
This
->
Flags
&
SFLAG_CONVERTED
)
{
if
(
This
->
Flags
&
SFLAG_CONVERTED
)
{
FIXME
(
"Read back converted textures unsupported
\n
"
);
FIXME
(
"Read back converted textures unsupported
\n
"
);
LEAVE_GL
();
return
;
return
;
}
}
...
@@ -96,6 +120,7 @@ static void surface_download_data(IWineD3DSurfaceImpl *This) {
...
@@ -96,6 +120,7 @@ static void surface_download_data(IWineD3DSurfaceImpl *This) {
This
->
glDescription
.
glType
,
mem
);
This
->
glDescription
.
glType
,
mem
);
checkGLcall
(
"glGetTexImage()"
);
checkGLcall
(
"glGetTexImage()"
);
}
}
LEAVE_GL
();
if
(
This
->
Flags
&
SFLAG_NONPOW2
)
{
if
(
This
->
Flags
&
SFLAG_NONPOW2
)
{
LPBYTE
src_data
,
dst_data
;
LPBYTE
src_data
,
dst_data
;
...
@@ -163,6 +188,7 @@ static void surface_download_data(IWineD3DSurfaceImpl *This) {
...
@@ -163,6 +188,7 @@ static void surface_download_data(IWineD3DSurfaceImpl *This) {
HeapFree
(
GetProcessHeap
(),
0
,
mem
);
HeapFree
(
GetProcessHeap
(),
0
,
mem
);
}
}
}
}
/* Surface has now been downloaded */
/* Surface has now been downloaded */
This
->
Flags
|=
SFLAG_INSYSMEM
;
This
->
Flags
|=
SFLAG_INSYSMEM
;
}
}
...
@@ -3556,7 +3582,6 @@ static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT
...
@@ -3556,7 +3582,6 @@ static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT
static
HRESULT
WINAPI
IWineD3DSurfaceImpl_LoadLocation
(
IWineD3DSurface
*
iface
,
DWORD
flag
,
const
RECT
*
rect
)
{
static
HRESULT
WINAPI
IWineD3DSurfaceImpl_LoadLocation
(
IWineD3DSurface
*
iface
,
DWORD
flag
,
const
RECT
*
rect
)
{
IWineD3DSurfaceImpl
*
This
=
(
IWineD3DSurfaceImpl
*
)
iface
;
IWineD3DSurfaceImpl
*
This
=
(
IWineD3DSurfaceImpl
*
)
iface
;
IWineD3DDeviceImpl
*
device
=
This
->
resource
.
wineD3DDevice
;
IWineD3DDeviceImpl
*
device
=
This
->
resource
.
wineD3DDevice
;
IWineD3DDeviceImpl
*
myDevice
;
GLenum
format
,
internal
,
type
;
GLenum
format
,
internal
,
type
;
CONVERT_TYPES
convert
;
CONVERT_TYPES
convert
;
int
bpp
;
int
bpp
;
...
@@ -3581,34 +3606,13 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
...
@@ -3581,34 +3606,13 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
This
->
Flags
|=
SFLAG_LOST
;
This
->
Flags
|=
SFLAG_LOST
;
return
WINED3DERR_DEVICELOST
;
return
WINED3DERR_DEVICELOST
;
}
}
myDevice
=
This
->
resource
.
wineD3DDevice
;
if
(
flag
==
SFLAG_INSYSMEM
)
{
if
(
flag
==
SFLAG_INSYSMEM
)
{
surface_prepare_system_memory
(
This
);
surface_prepare_system_memory
(
This
);
/* Download the surface to system memory */
/* Download the surface to system memory */
if
(
This
->
Flags
&
SFLAG_INTEXTURE
)
{
if
(
This
->
Flags
&
SFLAG_INTEXTURE
)
{
if
(
0
==
This
->
glDescription
.
textureName
)
{
ERR
(
"Surface does not have a texture, but SFLAG_INTEXTURE is set
\n
"
);
}
if
(
myDevice
->
createParms
.
BehaviorFlags
&
WINED3DCREATE_MULTITHREADED
)
{
ActivateContext
(
myDevice
,
myDevice
->
lastActiveRenderTarget
,
CTXUSAGE_RESOURCELOAD
);
}
ENTER_GL
();
/* Make sure that a proper texture unit is selected, bind the texture
* and dirtify the sampler to restore the texture on the next draw
*/
if
(
GL_SUPPORT
(
ARB_MULTITEXTURE
))
{
GL_EXTCALL
(
glActiveTextureARB
(
GL_TEXTURE0_ARB
));
checkGLcall
(
"glActiveTextureARB"
);
}
IWineD3DDeviceImpl_MarkStateDirty
(
This
->
resource
.
wineD3DDevice
,
STATE_SAMPLER
(
0
));
IWineD3DSurface_PreLoad
(
iface
);
surface_download_data
(
This
);
surface_download_data
(
This
);
LEAVE_GL
();
}
else
{
}
else
{
read_from_framebuffer
(
This
,
rect
,
read_from_framebuffer
(
This
,
rect
,
This
->
resource
.
allocatedMemory
,
This
->
resource
.
allocatedMemory
,
...
...
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