Signed-off-by: Sven Hesse shesse@codeweavers.com --- dlls/wined3d/texture.c | 116 ++++++++++++++++++++++++++++++++++++++++++++++++- 1 file changed, 114 insertions(+), 2 deletions(-)
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c index ff52a820a2..b9aa477d05 100644 --- a/dlls/wined3d/texture.c +++ b/dlls/wined3d/texture.c @@ -1709,12 +1709,124 @@ static void texture1d_upload_data(struct wined3d_texture *texture, unsigned int HeapFree(GetProcessHeap(), 0, converted_mem); }
+/* Context activation is done by the caller. */ +static void texture1d_download_data(struct wined3d_texture *texture, unsigned int sub_resource_idx, + const struct wined3d_context *context, const struct wined3d_bo_address *data) +{ + const struct wined3d_format *format = texture->resource.format; + const struct wined3d_gl_info *gl_info = context->gl_info; + struct wined3d_surface *surface = texture->sub_resources[sub_resource_idx].u.surface; + + if (format->conv_byte_count) + { + FIXME("Attempting to download a converted 1d texture, format %s.\n", + debug_d3dformat(format->id)); + return; + } + + if (data->buffer_object) + { + GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, data->buffer_object)); + checkGLcall("glBindBuffer"); + } + + gl_info->gl_ops.gl.p_glGetTexImage(surface->texture_target, sub_resource_idx, + format->glFormat, format->glType, data->addr); + checkGLcall("glGetTexImage"); + + if (data->buffer_object) + { + GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0)); + checkGLcall("glBindBuffer"); + } +} + /* Context activation is done by the caller. */ static BOOL texture1d_load_location(struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location) { - FIXME("Not implemented.\n"); - return FALSE; + struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[sub_resource_idx]; + unsigned int row_pitch, slice_pitch; + + if (!wined3d_texture_prepare_location(texture, sub_resource_idx, context, location)) + return FALSE; + + switch (location) + { + case WINED3D_LOCATION_TEXTURE_RGB: + case WINED3D_LOCATION_TEXTURE_SRGB: + if (sub_resource->locations & WINED3D_LOCATION_SYSMEM) + { + struct wined3d_const_bo_address data = {0, texture->resource.heap_memory}; + data.addr += sub_resource->offset; + wined3d_texture_bind_and_dirtify(texture, context, location == WINED3D_LOCATION_TEXTURE_SRGB); + wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch); + texture1d_upload_data(texture, sub_resource_idx, context, NULL, &data, row_pitch, slice_pitch); + } + else if (sub_resource->locations & WINED3D_LOCATION_BUFFER) + { + struct wined3d_const_bo_address data = {sub_resource->buffer_object, NULL}; + wined3d_texture_bind_and_dirtify(texture, context, + location == WINED3D_LOCATION_TEXTURE_SRGB); + wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch); + texture1d_upload_data(texture, sub_resource_idx, context, NULL, &data, row_pitch, slice_pitch); + } + else + { + FIXME("Implement 1d texture loading from %s.\n", wined3d_debug_location(sub_resource->locations)); + return FALSE; + } + break; + + case WINED3D_LOCATION_SYSMEM: + if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB)) + { + struct wined3d_bo_address data = {0, texture->resource.heap_memory}; + + data.addr += sub_resource->offset; + if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB) + wined3d_texture_bind_and_dirtify(texture, context, FALSE); + else + wined3d_texture_bind_and_dirtify(texture, context, TRUE); + + texture1d_download_data(texture, sub_resource_idx, context, &data); + ++texture->download_count; + } + else + { + FIXME("Implement WINED3D_LOCATION_SYSMEM loading from %s.\n", + wined3d_debug_location(sub_resource->locations)); + return FALSE; + } + break; + + case WINED3D_LOCATION_BUFFER: + if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB)) + { + struct wined3d_bo_address data = {sub_resource->buffer_object, NULL}; + + if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB) + wined3d_texture_bind_and_dirtify(texture, context, FALSE); + else + wined3d_texture_bind_and_dirtify(texture, context, TRUE); + + texture1d_download_data(texture, sub_resource_idx, context, &data); + } + else + { + FIXME("Implement WINED3D_LOCATION_BUFFER loading from %s.\n", + wined3d_debug_location(sub_resource->locations)); + return FALSE; + } + break; + + default: + FIXME("Implement %s loading from %s.\n", wined3d_debug_location(location), + wined3d_debug_location(sub_resource->locations)); + return FALSE; + } + + return TRUE; }
static void texture1d_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)