Module: wine Branch: master Commit: 06909230c42e5e9533a2d75ef54cb91b0efc1ff4 URL: https://source.winehq.org/git/wine.git/?a=commit;h=06909230c42e5e9533a2d75ef...
Author: Paul Gofman gofmanp@gmail.com Date: Thu Oct 3 23:36:55 2019 +0300
wined3d: Upload 3d GL textures per-slice when conversion is involved.
Signed-off-by: Paul Gofman gofmanp@gmail.com Signed-off-by: Henri Verbeet hverbeet@codeweavers.com Signed-off-by: Alexandre Julliard julliard@winehq.org
---
dlls/wined3d/texture.c | 62 +++++++++++++++++++++++++++----------------------- 1 file changed, 33 insertions(+), 29 deletions(-)
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c index d103581b8d..17b71c5738 100644 --- a/dlls/wined3d/texture.c +++ b/dlls/wined3d/texture.c @@ -1975,8 +1975,6 @@ static void wined3d_texture_gl_upload_data(struct wined3d_context *context, unsigned int update_h = src_box->bottom - src_box->top; unsigned int update_d = src_box->back - src_box->front; struct wined3d_bo_address bo; - void *converted_mem = NULL; - struct wined3d_format_gl f; unsigned int level; BOOL decompress; GLenum target; @@ -2050,7 +2048,10 @@ static void wined3d_texture_gl_upload_data(struct wined3d_context *context, { const struct wined3d_format *compressed_format = src_format; unsigned int dst_row_pitch, dst_slice_pitch; - void *src_mem; + struct wined3d_format_gl f; + void *converted_mem; + unsigned int z; + BYTE *src_mem;
if (decompress) { @@ -2068,9 +2069,7 @@ static void wined3d_texture_gl_upload_data(struct wined3d_context *context,
wined3d_format_calculate_pitch(src_format, 1, update_w, update_h, &dst_row_pitch, &dst_slice_pitch);
- /* Note that uploading 3D textures may require quite some address - * space; it may make sense to upload them per-slice instead. */ - if (!(converted_mem = heap_calloc(update_d, dst_slice_pitch))) + if (!(converted_mem = heap_alloc(dst_slice_pitch))) { ERR("Failed to allocate upload buffer.\n"); return; @@ -2078,35 +2077,40 @@ static void wined3d_texture_gl_upload_data(struct wined3d_context *context,
src_mem = wined3d_context_gl_map_bo_address(context_gl, &bo, src_slice_pitch * update_d, GL_PIXEL_UNPACK_BUFFER, WINED3D_MAP_READ); - if (decompress) - compressed_format->decompress(src_mem, converted_mem, src_row_pitch, src_slice_pitch, - dst_row_pitch, dst_slice_pitch, update_w, update_h, update_d); - else - src_format->upload(src_mem, converted_mem, src_row_pitch, src_slice_pitch, - dst_row_pitch, dst_slice_pitch, update_w, update_h, update_d); - wined3d_context_gl_unmap_bo_address(context_gl, &bo, GL_PIXEL_UNPACK_BUFFER, 0, NULL);
- bo.buffer_object = 0; - bo.addr = converted_mem; - src_row_pitch = dst_row_pitch; - src_slice_pitch = dst_slice_pitch; - } + for (z = 0; z < update_d; ++z, src_mem += src_slice_pitch) + { + if (decompress) + compressed_format->decompress(src_mem, converted_mem, src_row_pitch, src_slice_pitch, + dst_row_pitch, dst_slice_pitch, update_w, update_h, 1); + else + src_format->upload(src_mem, converted_mem, src_row_pitch, src_slice_pitch, + dst_row_pitch, dst_slice_pitch, update_w, update_h, 1);
- if (bo.buffer_object) - { - GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, bo.buffer_object)); - checkGLcall("glBindBuffer"); + wined3d_texture_gl_upload_bo(src_format, target, level, dst_row_pitch, dst_x, dst_y, + dst_z + z, update_w, update_h, 1, converted_mem, srgb, dst_texture, gl_info); + } + + wined3d_context_gl_unmap_bo_address(context_gl, &bo, GL_PIXEL_UNPACK_BUFFER, 0, NULL); + heap_free(converted_mem); } + else + { + if (bo.buffer_object) + { + GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, bo.buffer_object)); + checkGLcall("glBindBuffer"); + }
- wined3d_texture_gl_upload_bo(src_format, target, level, src_row_pitch, dst_x, dst_y, - dst_z, update_w, update_h, update_d, bo.addr, srgb, dst_texture, gl_info); + wined3d_texture_gl_upload_bo(src_format, target, level, src_row_pitch, dst_x, dst_y, + dst_z, update_w, update_h, update_d, bo.addr, srgb, dst_texture, gl_info);
- if (bo.buffer_object) - { - GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0)); - checkGLcall("glBindBuffer"); + if (bo.buffer_object) + { + GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0)); + checkGLcall("glBindBuffer"); + } } - heap_free(converted_mem);
if (gl_info->quirks & WINED3D_QUIRK_FBO_TEX_UPDATE) {