On Wed, 24 May 2017 16:08:30 +0200 Stefan Dösinger stefandoesinger@gmail.com wrote:
Am 2017-05-24 um 15:49 schrieb Masanori Kakura:
for (j = 0; j < layer_count; ++j)
{
wined3d_cs_emit_blt_sub_resource(cs,
&dst_texture->resource, j * dst_level_count + i, &box,
&src_texture->resource, j * src_level_count + i + src_skip_levels, &box,
0, NULL, WINED3D_TEXF_POINT);
}
I don't like emitting new operations in the CS handler instead of doing the actual operation. Maybe this can be avoided with some refactoring of wined3d_cs_exec_blt_sub_resource?
I wrote 2 new patches but I'm not sure which is better.
----- Patch 1 (modify wined3d_cs_exec_blt_sub_resource) ----- static void wined3d_cs_exec_blt_sub_resource(struct wined3d_cs *cs, const void *data) { /* ... */
error: if (op->opcode == WINED3D_CS_OP_BLT_SUB_RESOURCE) { if (op->src_resource) wined3d_resource_release(op->src_resource); wined3d_resource_release(op->dst_resource); } }
static void wined3d_cs_exec_update_texture(struct wined3d_cs *cs, const void *data) { /* ... */
for (i = 0; i < level_count; ++i) { width = wined3d_texture_get_level_width(dst_texture, i); height = wined3d_texture_get_level_height(dst_texture, i); depth = wined3d_texture_get_level_depth(dst_texture, i); wined3d_box_set(&box, 0, 0, width, height, 0, depth);
for (j = 0; j < layer_count; ++j) { const struct wined3d_cs_blt_sub_resource op_blt = {WINED3D_CS_OP_UPDATE_TEXTURE, &dst_texture->resource, j * dst_level_count + i, box, &src_texture->resource, j * src_level_count + i + src_skip_levels, box, 0, NULL, WINED3D_TEXF_POINT};
wined3d_cs_exec_blt_sub_resource(cs, &op_blt); } }
wined3d_resource_release(&src_texture->resource); wined3d_resource_release(&dst_texture->resource); }
----- Patch 2 (write codes directly) ----- static void wined3d_cs_exec_update_texture(struct wined3d_cs *cs, const void *data) { /* ... */
/* Update every surface level of the texture. */ for (i = 0; i < level_count; ++i) { width = wined3d_texture_get_level_width(dst_texture, i); height = wined3d_texture_get_level_height(dst_texture, i); depth = wined3d_texture_get_level_depth(dst_texture, i); wined3d_box_set(&box, 0, 0, width, height, 0, depth);
for (j = 0; j < layer_count; ++j) { struct wined3d_resource *dst_resource = &dst_texture->resource; unsigned int dst_sub_resource_idx = j * dst_level_count + i; unsigned int src_sub_resource_idx = j * src_level_count + i + src_skip_levels;
if (dst_resource->type == WINED3D_RTYPE_TEXTURE_2D) { struct wined3d_surface *dst_surface, *src_surface;
dst_surface = dst_texture->sub_resources[dst_sub_resource_idx].u.surface; src_surface = src_texture->sub_resources[src_sub_resource_idx].u.surface;
if (FAILED(wined3d_surface_blt(dst_surface, (const RECT *)&box, src_surface, (const RECT *)&box, 0, NULL, WINED3D_TEXF_POINT))) FIXME("Blit failed.\n"); } else if (dst_resource->type == WINED3D_RTYPE_TEXTURE_3D) { unsigned int update_w, update_h, update_d; unsigned int row_pitch, slice_pitch; struct wined3d_context *context; struct wined3d_bo_address addr;
update_w = box.right - box.left; update_h = box.bottom - box.top; update_d = box.back - box.front;
if (box.left || box.top || box.front) { FIXME("Source box %s not supported for %s resources.\n", debug_box(&box), debug_d3dresourcetype(dst_resource->type)); continue; }
context = context_acquire(cs->device, NULL, 0);
if (!wined3d_texture_load_location(src_texture, src_sub_resource_idx, context, src_texture->resource.map_binding)) { ERR("Failed to load source sub-resource into %s.\n", wined3d_debug_location(src_texture->resource.map_binding)); context_release(context); continue; }
if (update_w == width && update_h == height && update_d == depth) { wined3d_texture_prepare_texture(dst_texture, context, FALSE); } else if (!wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB)) { ERR("Failed to load destination sub-resource.\n"); context_release(context); continue; }
wined3d_texture_get_memory(src_texture, src_sub_resource_idx, &addr, src_texture->resource.map_binding); wined3d_texture_get_pitch(src_texture, src_sub_resource_idx % src_texture->level_count, &row_pitch, &slice_pitch);
wined3d_texture_bind_and_dirtify(dst_texture, context, FALSE); wined3d_texture_upload_data(dst_texture, dst_sub_resource_idx, context, &box, wined3d_const_bo_address(&addr), row_pitch, slice_pitch); wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB); wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB);
context_release(context); } else { FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_resource->type)); } } }
wined3d_resource_release(&src_texture->resource); wined3d_resource_release(&dst_texture->resource); }