Signed-off-by: Henri Verbeet hverbeet@codeweavers.com --- dlls/wined3d/surface.c | 370 ------------------------------- dlls/wined3d/texture.c | 382 +++++++++++++++++++++++++++++++++ dlls/wined3d/wined3d_private.h | 9 - 3 files changed, 382 insertions(+), 379 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c index 2c072454f32..0dd8c4266b6 100644 --- a/dlls/wined3d/surface.c +++ b/dlls/wined3d/surface.c @@ -57,265 +57,6 @@ static BOOL texture2d_is_full_rect(const struct wined3d_texture *texture, unsign return TRUE; }
-static void texture2d_depth_blt_fbo(const struct wined3d_device *device, struct wined3d_context *context, - struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx, DWORD src_location, - const RECT *src_rect, struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, - DWORD dst_location, const RECT *dst_rect) -{ - struct wined3d_context_gl *context_gl = wined3d_context_gl(context); - const struct wined3d_gl_info *gl_info = context_gl->gl_info; - DWORD src_mask, dst_mask; - GLbitfield gl_mask; - - TRACE("device %p, src_texture %p, src_sub_resource_idx %u, src_location %s, src_rect %s, " - "dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s.\n", device, - src_texture, src_sub_resource_idx, wined3d_debug_location(src_location), wine_dbgstr_rect(src_rect), - dst_texture, dst_sub_resource_idx, wined3d_debug_location(dst_location), wine_dbgstr_rect(dst_rect)); - - src_mask = src_texture->resource.format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL); - dst_mask = dst_texture->resource.format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL); - - if (src_mask != dst_mask) - { - ERR("Incompatible formats %s and %s.\n", - debug_d3dformat(src_texture->resource.format->id), - debug_d3dformat(dst_texture->resource.format->id)); - return; - } - - if (!src_mask) - { - ERR("Not a depth / stencil format: %s.\n", - debug_d3dformat(src_texture->resource.format->id)); - return; - } - - gl_mask = 0; - if (src_mask & WINED3DFMT_FLAG_DEPTH) - gl_mask |= GL_DEPTH_BUFFER_BIT; - if (src_mask & WINED3DFMT_FLAG_STENCIL) - gl_mask |= GL_STENCIL_BUFFER_BIT; - - /* Make sure the locations are up-to-date. Loading the destination - * surface isn't required if the entire surface is overwritten. */ - wined3d_texture_load_location(src_texture, src_sub_resource_idx, context, src_location); - if (!texture2d_is_full_rect(dst_texture, dst_sub_resource_idx % dst_texture->level_count, dst_rect)) - wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, dst_location); - else - wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, context, dst_location); - - wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_READ_FRAMEBUFFER, NULL, 0, - &src_texture->resource, src_sub_resource_idx, src_location); - wined3d_context_gl_check_fbo_status(context_gl, GL_READ_FRAMEBUFFER); - - wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_DRAW_FRAMEBUFFER, NULL, 0, - &dst_texture->resource, dst_sub_resource_idx, dst_location); - wined3d_context_gl_set_draw_buffer(context_gl, GL_NONE); - wined3d_context_gl_check_fbo_status(context_gl, GL_DRAW_FRAMEBUFFER); - context_invalidate_state(context, STATE_FRAMEBUFFER); - - if (gl_mask & GL_DEPTH_BUFFER_BIT) - { - gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE); - context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE)); - } - if (gl_mask & GL_STENCIL_BUFFER_BIT) - { - if (gl_info->supported[EXT_STENCIL_TWO_SIDE]) - { - gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT); - context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE)); - } - gl_info->gl_ops.gl.p_glStencilMask(~0U); - context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK)); - } - - gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST); - context_invalidate_state(context, STATE_RASTERIZER); - - gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom, - dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, gl_mask, GL_NEAREST); - checkGLcall("glBlitFramebuffer()"); -} - -/* Blit between surface locations. Onscreen on different swapchains is not supported. - * Depth / stencil is not supported. Context activation is done by the caller. */ -void texture2d_blt_fbo(struct wined3d_device *device, struct wined3d_context *context, - enum wined3d_texture_filter_type filter, struct wined3d_texture *src_texture, - unsigned int src_sub_resource_idx, DWORD src_location, const RECT *src_rect, - struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, DWORD dst_location, - const RECT *dst_rect) -{ - struct wined3d_texture *required_texture, *restore_texture; - const struct wined3d_gl_info *gl_info; - struct wined3d_context_gl *context_gl; - unsigned int restore_idx; - BOOL scaled_resolve; - GLenum gl_filter; - GLenum buffer; - RECT s, d; - - TRACE("device %p, context %p, filter %s, src_texture %p, src_sub_resource_idx %u, src_location %s, " - "src_rect %s, dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s.\n", - device, context, debug_d3dtexturefiltertype(filter), src_texture, src_sub_resource_idx, - wined3d_debug_location(src_location), wine_dbgstr_rect(src_rect), dst_texture, - dst_sub_resource_idx, wined3d_debug_location(dst_location), wine_dbgstr_rect(dst_rect)); - - scaled_resolve = wined3d_texture_gl_is_multisample_location(wined3d_texture_gl(src_texture), src_location) - && (abs(src_rect->bottom - src_rect->top) != abs(dst_rect->bottom - dst_rect->top) - || abs(src_rect->right - src_rect->left) != abs(dst_rect->right - dst_rect->left)); - - if (filter == WINED3D_TEXF_LINEAR) - gl_filter = scaled_resolve ? GL_SCALED_RESOLVE_NICEST_EXT : GL_LINEAR; - else - gl_filter = scaled_resolve ? GL_SCALED_RESOLVE_FASTEST_EXT : GL_NEAREST; - - /* Make sure the locations are up-to-date. Loading the destination - * surface isn't required if the entire surface is overwritten. (And is - * in fact harmful if we're being called by surface_load_location() with - * the purpose of loading the destination surface.) */ - wined3d_texture_load_location(src_texture, src_sub_resource_idx, context, src_location); - if (!texture2d_is_full_rect(dst_texture, dst_sub_resource_idx % dst_texture->level_count, dst_rect)) - wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, dst_location); - else - wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, context, dst_location); - - /* Acquire a context for the front-buffer, even though we may be blitting - * to/from a back-buffer. Since context_acquire() doesn't take the - * resource location into account, it may consider the back-buffer to be - * offscreen. */ - if (src_location == WINED3D_LOCATION_DRAWABLE) - required_texture = src_texture->swapchain->front_buffer; - else if (dst_location == WINED3D_LOCATION_DRAWABLE) - required_texture = dst_texture->swapchain->front_buffer; - else - required_texture = NULL; - - restore_texture = context->current_rt.texture; - restore_idx = context->current_rt.sub_resource_idx; - if (restore_texture != required_texture) - context = context_acquire(device, required_texture, 0); - else - restore_texture = NULL; - - context_gl = wined3d_context_gl(context); - if (!context_gl->valid) - { - context_release(context); - WARN("Invalid context, skipping blit.\n"); - return; - } - - gl_info = context_gl->gl_info; - - if (src_location == WINED3D_LOCATION_DRAWABLE) - { - TRACE("Source texture %p is onscreen.\n", src_texture); - buffer = wined3d_texture_get_gl_buffer(src_texture); - s = *src_rect; - wined3d_texture_translate_drawable_coords(src_texture, context_gl->window, &s); - src_rect = &s; - } - else - { - TRACE("Source texture %p is offscreen.\n", src_texture); - buffer = GL_COLOR_ATTACHMENT0; - } - - wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_READ_FRAMEBUFFER, - &src_texture->resource, src_sub_resource_idx, NULL, 0, src_location); - gl_info->gl_ops.gl.p_glReadBuffer(buffer); - checkGLcall("glReadBuffer()"); - wined3d_context_gl_check_fbo_status(context_gl, GL_READ_FRAMEBUFFER); - - if (dst_location == WINED3D_LOCATION_DRAWABLE) - { - TRACE("Destination texture %p is onscreen.\n", dst_texture); - buffer = wined3d_texture_get_gl_buffer(dst_texture); - d = *dst_rect; - wined3d_texture_translate_drawable_coords(dst_texture, context_gl->window, &d); - dst_rect = &d; - } - else - { - TRACE("Destination texture %p is offscreen.\n", dst_texture); - buffer = GL_COLOR_ATTACHMENT0; - } - - wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_DRAW_FRAMEBUFFER, - &dst_texture->resource, dst_sub_resource_idx, NULL, 0, dst_location); - wined3d_context_gl_set_draw_buffer(context_gl, buffer); - wined3d_context_gl_check_fbo_status(context_gl, GL_DRAW_FRAMEBUFFER); - context_invalidate_state(context, STATE_FRAMEBUFFER); - - gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); - context_invalidate_state(context, STATE_BLEND); - - gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST); - context_invalidate_state(context, STATE_RASTERIZER); - - gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom, - dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, GL_COLOR_BUFFER_BIT, gl_filter); - checkGLcall("glBlitFramebuffer()"); - - if (dst_location == WINED3D_LOCATION_DRAWABLE && dst_texture->swapchain->front_buffer == dst_texture) - gl_info->gl_ops.gl.p_glFlush(); - - if (restore_texture) - context_restore(context, restore_texture, restore_idx); -} - -BOOL fbo_blitter_supported(enum wined3d_blit_op blit_op, const struct wined3d_gl_info *gl_info, - const struct wined3d_resource *src_resource, DWORD src_location, - const struct wined3d_resource *dst_resource, DWORD dst_location) -{ - const struct wined3d_format *src_format = src_resource->format; - const struct wined3d_format *dst_format = dst_resource->format; - - if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer) - return FALSE; - - /* Source and/or destination need to be on the GL side */ - if (!(src_resource->access & dst_resource->access & WINED3D_RESOURCE_ACCESS_GPU)) - return FALSE; - - if (src_resource->type != WINED3D_RTYPE_TEXTURE_2D) - return FALSE; - - switch (blit_op) - { - case WINED3D_BLIT_OP_COLOR_BLIT: - if (!((src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FBO_ATTACHABLE) - || (src_resource->bind_flags & WINED3D_BIND_RENDER_TARGET))) - return FALSE; - if (!((dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FBO_ATTACHABLE) - || (dst_resource->bind_flags & WINED3D_BIND_RENDER_TARGET))) - return FALSE; - if ((src_format->id != dst_format->id || dst_location == WINED3D_LOCATION_DRAWABLE) - && (!is_identity_fixup(src_format->color_fixup) || !is_identity_fixup(dst_format->color_fixup))) - return FALSE; - break; - - case WINED3D_BLIT_OP_DEPTH_BLIT: - if (!(src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) - return FALSE; - if (!(dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) - return FALSE; - /* Accept pure swizzle fixups for depth formats. In general we - * ignore the stencil component (if present) at the moment and the - * swizzle is not relevant with just the depth component. */ - if (is_complex_fixup(src_format->color_fixup) || is_complex_fixup(dst_format->color_fixup) - || is_scaling_fixup(src_format->color_fixup) || is_scaling_fixup(dst_format->color_fixup)) - return FALSE; - break; - - default: - return FALSE; - } - - return TRUE; -} - /* See also float_16_to_32() in wined3d_private.h */ static inline unsigned short float_32_to_16(const float *in) { @@ -859,117 +600,6 @@ void texture2d_load_fb_texture(struct wined3d_texture_gl *texture_gl, context_restore(context, restore_texture, restore_idx); }
-/* Context activation is done by the caller. */ -static void fbo_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context) -{ - struct wined3d_blitter *next; - - if ((next = blitter->next)) - next->ops->blitter_destroy(next, context); - - heap_free(blitter); -} - -static void fbo_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device, - unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects, - const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil) -{ - struct wined3d_blitter *next; - - if ((next = blitter->next)) - next->ops->blitter_clear(next, device, rt_count, fb, rect_count, - clear_rects, draw_rect, flags, colour, depth, stencil); -} - -static DWORD fbo_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op, - struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx, - DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture, - unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect, - const struct wined3d_color_key *colour_key, enum wined3d_texture_filter_type filter) -{ - struct wined3d_context_gl *context_gl = wined3d_context_gl(context); - struct wined3d_resource *src_resource, *dst_resource; - enum wined3d_blit_op blit_op = op; - struct wined3d_device *device; - struct wined3d_blitter *next; - - TRACE("blitter %p, op %#x, context %p, src_texture %p, src_sub_resource_idx %u, src_location %s, src_rect %s, " - "dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s, colour_key %p, filter %s.\n", - blitter, op, context, src_texture, src_sub_resource_idx, wined3d_debug_location(src_location), - wine_dbgstr_rect(src_rect), dst_texture, dst_sub_resource_idx, wined3d_debug_location(dst_location), - wine_dbgstr_rect(dst_rect), colour_key, debug_d3dtexturefiltertype(filter)); - - src_resource = &src_texture->resource; - dst_resource = &dst_texture->resource; - - device = dst_resource->device; - - if (blit_op == WINED3D_BLIT_OP_RAW_BLIT && dst_resource->format->id == src_resource->format->id) - { - if (dst_resource->format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) - blit_op = WINED3D_BLIT_OP_DEPTH_BLIT; - else - blit_op = WINED3D_BLIT_OP_COLOR_BLIT; - } - - if (!fbo_blitter_supported(blit_op, context_gl->gl_info, - src_resource, src_location, dst_resource, dst_location)) - { - if (!(next = blitter->next)) - { - ERR("No blitter to handle blit op %#x.\n", op); - return dst_location; - } - - TRACE("Forwarding to blitter %p.\n", next); - return next->ops->blitter_blit(next, op, context, src_texture, src_sub_resource_idx, src_location, - src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect, colour_key, filter); - } - - if (blit_op == WINED3D_BLIT_OP_COLOR_BLIT) - { - TRACE("Colour blit.\n"); - texture2d_blt_fbo(device, context, filter, src_texture, src_sub_resource_idx, src_location, - src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect); - return dst_location; - } - - if (blit_op == WINED3D_BLIT_OP_DEPTH_BLIT) - { - TRACE("Depth/stencil blit.\n"); - texture2d_depth_blt_fbo(device, context, src_texture, src_sub_resource_idx, src_location, - src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect); - return dst_location; - } - - ERR("This blitter does not implement blit op %#x.\n", blit_op); - return dst_location; -} - -static const struct wined3d_blitter_ops fbo_blitter_ops = -{ - fbo_blitter_destroy, - fbo_blitter_clear, - fbo_blitter_blit, -}; - -void wined3d_fbo_blitter_create(struct wined3d_blitter **next, const struct wined3d_gl_info *gl_info) -{ - struct wined3d_blitter *blitter; - - if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer) - return; - - if (!(blitter = heap_alloc(sizeof(*blitter)))) - return; - - TRACE("Created blitter %p.\n", blitter); - - blitter->ops = &fbo_blitter_ops; - blitter->next = *next; - *next = blitter; -} - /* Context activation is done by the caller. */ static void raw_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context) { diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c index c11490057c3..0036607005c 100644 --- a/dlls/wined3d/texture.c +++ b/dlls/wined3d/texture.c @@ -48,6 +48,19 @@ struct wined3d_rect_f float b; };
+static bool texture2d_is_full_rect(const struct wined3d_texture *texture, unsigned int level, const RECT *r) +{ + unsigned int t; + + t = wined3d_texture_get_level_width(texture, level); + if ((r->left && r->right) || abs(r->right - r->left) != t) + return false; + t = wined3d_texture_get_level_height(texture, level); + if ((r->top && r->bottom) || abs(r->bottom - r->top) != t) + return false; + return true; +} + static BOOL wined3d_texture_use_pbo(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info) { if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] @@ -265,6 +278,265 @@ void texture2d_get_blt_info(const struct wined3d_texture_gl *texture_gl, } }
+static bool fbo_blitter_supported(enum wined3d_blit_op blit_op, const struct wined3d_gl_info *gl_info, + const struct wined3d_resource *src_resource, DWORD src_location, + const struct wined3d_resource *dst_resource, DWORD dst_location) +{ + const struct wined3d_format *src_format = src_resource->format; + const struct wined3d_format *dst_format = dst_resource->format; + + if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer) + return false; + + /* Source and/or destination need to be on the GL side. */ + if (!(src_resource->access & dst_resource->access & WINED3D_RESOURCE_ACCESS_GPU)) + return false; + + if (src_resource->type != WINED3D_RTYPE_TEXTURE_2D) + return false; + + switch (blit_op) + { + case WINED3D_BLIT_OP_COLOR_BLIT: + if (!((src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FBO_ATTACHABLE) + || (src_resource->bind_flags & WINED3D_BIND_RENDER_TARGET))) + return false; + if (!((dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FBO_ATTACHABLE) + || (dst_resource->bind_flags & WINED3D_BIND_RENDER_TARGET))) + return false; + if ((src_format->id != dst_format->id || dst_location == WINED3D_LOCATION_DRAWABLE) + && (!is_identity_fixup(src_format->color_fixup) || !is_identity_fixup(dst_format->color_fixup))) + return false; + break; + + case WINED3D_BLIT_OP_DEPTH_BLIT: + if (!(src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) + return false; + if (!(dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) + return false; + /* Accept pure swizzle fixups for depth formats. In general we + * ignore the stencil component (if present) at the moment and the + * swizzle is not relevant with just the depth component. */ + if (is_complex_fixup(src_format->color_fixup) || is_complex_fixup(dst_format->color_fixup) + || is_scaling_fixup(src_format->color_fixup) || is_scaling_fixup(dst_format->color_fixup)) + return false; + break; + + default: + return false; + } + + return true; +} + +/* Blit between surface locations. Onscreen on different swapchains is not supported. + * Depth / stencil is not supported. Context activation is done by the caller. */ +static void texture2d_blt_fbo(struct wined3d_device *device, struct wined3d_context *context, + enum wined3d_texture_filter_type filter, struct wined3d_texture *src_texture, + unsigned int src_sub_resource_idx, DWORD src_location, const RECT *src_rect, + struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, DWORD dst_location, + const RECT *dst_rect) +{ + struct wined3d_texture *required_texture, *restore_texture; + const struct wined3d_gl_info *gl_info; + struct wined3d_context_gl *context_gl; + unsigned int restore_idx; + bool scaled_resolve; + GLenum gl_filter; + GLenum buffer; + RECT s, d; + + TRACE("device %p, context %p, filter %s, src_texture %p, src_sub_resource_idx %u, src_location %s, " + "src_rect %s, dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s.\n", + device, context, debug_d3dtexturefiltertype(filter), src_texture, src_sub_resource_idx, + wined3d_debug_location(src_location), wine_dbgstr_rect(src_rect), dst_texture, + dst_sub_resource_idx, wined3d_debug_location(dst_location), wine_dbgstr_rect(dst_rect)); + + scaled_resolve = wined3d_texture_gl_is_multisample_location(wined3d_texture_gl(src_texture), src_location) + && (abs(src_rect->bottom - src_rect->top) != abs(dst_rect->bottom - dst_rect->top) + || abs(src_rect->right - src_rect->left) != abs(dst_rect->right - dst_rect->left)); + + if (filter == WINED3D_TEXF_LINEAR) + gl_filter = scaled_resolve ? GL_SCALED_RESOLVE_NICEST_EXT : GL_LINEAR; + else + gl_filter = scaled_resolve ? GL_SCALED_RESOLVE_FASTEST_EXT : GL_NEAREST; + + /* Make sure the locations are up-to-date. Loading the destination + * surface isn't required if the entire surface is overwritten. (And is + * in fact harmful if we're being called by surface_load_location() with + * the purpose of loading the destination surface.) */ + wined3d_texture_load_location(src_texture, src_sub_resource_idx, context, src_location); + if (!texture2d_is_full_rect(dst_texture, dst_sub_resource_idx % dst_texture->level_count, dst_rect)) + wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, dst_location); + else + wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, context, dst_location); + + /* Acquire a context for the front-buffer, even though we may be blitting + * to/from a back-buffer. Since context_acquire() doesn't take the + * resource location into account, it may consider the back-buffer to be + * offscreen. */ + if (src_location == WINED3D_LOCATION_DRAWABLE) + required_texture = src_texture->swapchain->front_buffer; + else if (dst_location == WINED3D_LOCATION_DRAWABLE) + required_texture = dst_texture->swapchain->front_buffer; + else + required_texture = NULL; + + restore_texture = context->current_rt.texture; + restore_idx = context->current_rt.sub_resource_idx; + if (restore_texture != required_texture) + context = context_acquire(device, required_texture, 0); + else + restore_texture = NULL; + + context_gl = wined3d_context_gl(context); + if (!context_gl->valid) + { + context_release(context); + WARN("Invalid context, skipping blit.\n"); + return; + } + + gl_info = context_gl->gl_info; + + if (src_location == WINED3D_LOCATION_DRAWABLE) + { + TRACE("Source texture %p is onscreen.\n", src_texture); + buffer = wined3d_texture_get_gl_buffer(src_texture); + s = *src_rect; + wined3d_texture_translate_drawable_coords(src_texture, context_gl->window, &s); + src_rect = &s; + } + else + { + TRACE("Source texture %p is offscreen.\n", src_texture); + buffer = GL_COLOR_ATTACHMENT0; + } + + wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_READ_FRAMEBUFFER, + &src_texture->resource, src_sub_resource_idx, NULL, 0, src_location); + gl_info->gl_ops.gl.p_glReadBuffer(buffer); + checkGLcall("glReadBuffer()"); + wined3d_context_gl_check_fbo_status(context_gl, GL_READ_FRAMEBUFFER); + + if (dst_location == WINED3D_LOCATION_DRAWABLE) + { + TRACE("Destination texture %p is onscreen.\n", dst_texture); + buffer = wined3d_texture_get_gl_buffer(dst_texture); + d = *dst_rect; + wined3d_texture_translate_drawable_coords(dst_texture, context_gl->window, &d); + dst_rect = &d; + } + else + { + TRACE("Destination texture %p is offscreen.\n", dst_texture); + buffer = GL_COLOR_ATTACHMENT0; + } + + wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_DRAW_FRAMEBUFFER, + &dst_texture->resource, dst_sub_resource_idx, NULL, 0, dst_location); + wined3d_context_gl_set_draw_buffer(context_gl, buffer); + wined3d_context_gl_check_fbo_status(context_gl, GL_DRAW_FRAMEBUFFER); + context_invalidate_state(context, STATE_FRAMEBUFFER); + + gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + context_invalidate_state(context, STATE_BLEND); + + gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST); + context_invalidate_state(context, STATE_RASTERIZER); + + gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom, + dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, GL_COLOR_BUFFER_BIT, gl_filter); + checkGLcall("glBlitFramebuffer()"); + + if (dst_location == WINED3D_LOCATION_DRAWABLE && dst_texture->swapchain->front_buffer == dst_texture) + gl_info->gl_ops.gl.p_glFlush(); + + if (restore_texture) + context_restore(context, restore_texture, restore_idx); +} + +static void texture2d_depth_blt_fbo(const struct wined3d_device *device, struct wined3d_context *context, + struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx, DWORD src_location, + const RECT *src_rect, struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, + DWORD dst_location, const RECT *dst_rect) +{ + struct wined3d_context_gl *context_gl = wined3d_context_gl(context); + const struct wined3d_gl_info *gl_info = context_gl->gl_info; + DWORD src_mask, dst_mask; + GLbitfield gl_mask; + + TRACE("device %p, src_texture %p, src_sub_resource_idx %u, src_location %s, src_rect %s, " + "dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s.\n", device, + src_texture, src_sub_resource_idx, wined3d_debug_location(src_location), wine_dbgstr_rect(src_rect), + dst_texture, dst_sub_resource_idx, wined3d_debug_location(dst_location), wine_dbgstr_rect(dst_rect)); + + src_mask = src_texture->resource.format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL); + dst_mask = dst_texture->resource.format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL); + + if (src_mask != dst_mask) + { + ERR("Incompatible formats %s and %s.\n", + debug_d3dformat(src_texture->resource.format->id), + debug_d3dformat(dst_texture->resource.format->id)); + return; + } + + if (!src_mask) + { + ERR("Not a depth / stencil format: %s.\n", + debug_d3dformat(src_texture->resource.format->id)); + return; + } + + gl_mask = 0; + if (src_mask & WINED3DFMT_FLAG_DEPTH) + gl_mask |= GL_DEPTH_BUFFER_BIT; + if (src_mask & WINED3DFMT_FLAG_STENCIL) + gl_mask |= GL_STENCIL_BUFFER_BIT; + + /* Make sure the locations are up-to-date. Loading the destination + * surface isn't required if the entire surface is overwritten. */ + wined3d_texture_load_location(src_texture, src_sub_resource_idx, context, src_location); + if (!texture2d_is_full_rect(dst_texture, dst_sub_resource_idx % dst_texture->level_count, dst_rect)) + wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, dst_location); + else + wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, context, dst_location); + + wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_READ_FRAMEBUFFER, NULL, 0, + &src_texture->resource, src_sub_resource_idx, src_location); + wined3d_context_gl_check_fbo_status(context_gl, GL_READ_FRAMEBUFFER); + + wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_DRAW_FRAMEBUFFER, NULL, 0, + &dst_texture->resource, dst_sub_resource_idx, dst_location); + wined3d_context_gl_set_draw_buffer(context_gl, GL_NONE); + wined3d_context_gl_check_fbo_status(context_gl, GL_DRAW_FRAMEBUFFER); + context_invalidate_state(context, STATE_FRAMEBUFFER); + + if (gl_mask & GL_DEPTH_BUFFER_BIT) + { + gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE); + context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE)); + } + if (gl_mask & GL_STENCIL_BUFFER_BIT) + { + if (gl_info->supported[EXT_STENCIL_TWO_SIDE]) + { + gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT); + context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE)); + } + gl_info->gl_ops.gl.p_glStencilMask(~0U); + context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK)); + } + + gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST); + context_invalidate_state(context, STATE_RASTERIZER); + + gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom, + dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, gl_mask, GL_NEAREST); + checkGLcall("glBlitFramebuffer()"); +} + static void wined3d_texture_evict_sysmem(struct wined3d_texture *texture) { struct wined3d_texture_sub_resource *sub_resource; @@ -5210,3 +5482,113 @@ void wined3d_ffp_blitter_create(struct wined3d_blitter **next, const struct wine blitter->next = *next; *next = blitter; } + +static void fbo_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context) +{ + struct wined3d_blitter *next; + + if ((next = blitter->next)) + next->ops->blitter_destroy(next, context); + + heap_free(blitter); +} + +static void fbo_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device, + unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects, + const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil) +{ + struct wined3d_blitter *next; + + if ((next = blitter->next)) + next->ops->blitter_clear(next, device, rt_count, fb, rect_count, + clear_rects, draw_rect, flags, colour, depth, stencil); +} + +static DWORD fbo_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op, + struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx, + DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture, + unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect, + const struct wined3d_color_key *colour_key, enum wined3d_texture_filter_type filter) +{ + struct wined3d_context_gl *context_gl = wined3d_context_gl(context); + struct wined3d_resource *src_resource, *dst_resource; + enum wined3d_blit_op blit_op = op; + struct wined3d_device *device; + struct wined3d_blitter *next; + + TRACE("blitter %p, op %#x, context %p, src_texture %p, src_sub_resource_idx %u, src_location %s, src_rect %s, " + "dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s, colour_key %p, filter %s.\n", + blitter, op, context, src_texture, src_sub_resource_idx, wined3d_debug_location(src_location), + wine_dbgstr_rect(src_rect), dst_texture, dst_sub_resource_idx, wined3d_debug_location(dst_location), + wine_dbgstr_rect(dst_rect), colour_key, debug_d3dtexturefiltertype(filter)); + + src_resource = &src_texture->resource; + dst_resource = &dst_texture->resource; + + device = dst_resource->device; + + if (blit_op == WINED3D_BLIT_OP_RAW_BLIT && dst_resource->format->id == src_resource->format->id) + { + if (dst_resource->format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) + blit_op = WINED3D_BLIT_OP_DEPTH_BLIT; + else + blit_op = WINED3D_BLIT_OP_COLOR_BLIT; + } + + if (!fbo_blitter_supported(blit_op, context_gl->gl_info, + src_resource, src_location, dst_resource, dst_location)) + { + if (!(next = blitter->next)) + { + ERR("No blitter to handle blit op %#x.\n", op); + return dst_location; + } + + TRACE("Forwarding to blitter %p.\n", next); + return next->ops->blitter_blit(next, op, context, src_texture, src_sub_resource_idx, src_location, + src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect, colour_key, filter); + } + + if (blit_op == WINED3D_BLIT_OP_COLOR_BLIT) + { + TRACE("Colour blit.\n"); + texture2d_blt_fbo(device, context, filter, src_texture, src_sub_resource_idx, src_location, + src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect); + return dst_location; + } + + if (blit_op == WINED3D_BLIT_OP_DEPTH_BLIT) + { + TRACE("Depth/stencil blit.\n"); + texture2d_depth_blt_fbo(device, context, src_texture, src_sub_resource_idx, src_location, + src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect); + return dst_location; + } + + ERR("This blitter does not implement blit op %#x.\n", blit_op); + return dst_location; +} + +static const struct wined3d_blitter_ops fbo_blitter_ops = +{ + fbo_blitter_destroy, + fbo_blitter_clear, + fbo_blitter_blit, +}; + +void wined3d_fbo_blitter_create(struct wined3d_blitter **next, const struct wined3d_gl_info *gl_info) +{ + struct wined3d_blitter *blitter; + + if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer) + return; + + if (!(blitter = heap_alloc(sizeof(*blitter)))) + return; + + TRACE("Created blitter %p.\n", blitter); + + blitter->ops = &fbo_blitter_ops; + blitter->next = *next; + *next = blitter; +} diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index b78fbde0f47..bd42e3f18b4 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -2437,10 +2437,6 @@ struct wined3d_blitter *wined3d_glsl_blitter_create(struct wined3d_blitter **nex void wined3d_raw_blitter_create(struct wined3d_blitter **next, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
-BOOL fbo_blitter_supported(enum wined3d_blit_op blit_op, const struct wined3d_gl_info *gl_info, - const struct wined3d_resource *src_resource, DWORD src_location, - const struct wined3d_resource *dst_resource, DWORD dst_location) DECLSPEC_HIDDEN; - BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other) DECLSPEC_HIDDEN;
HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx) DECLSPEC_HIDDEN; @@ -3872,11 +3868,6 @@ HRESULT texture2d_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_ const struct wined3d_box *dst_box, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx, const struct wined3d_box *src_box, DWORD flags, const struct wined3d_blt_fx *blt_fx, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN; -void texture2d_blt_fbo(struct wined3d_device *device, struct wined3d_context *context, - enum wined3d_texture_filter_type filter, struct wined3d_texture *src_texture, - unsigned int src_sub_resource_idx, DWORD src_location, const RECT *src_rect, - struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, DWORD dst_location, - const RECT *dst_rect) DECLSPEC_HIDDEN; void texture2d_get_blt_info(const struct wined3d_texture_gl *texture_gl, unsigned int sub_resource_idx, const RECT *rect, struct wined3d_blt_info *info) DECLSPEC_HIDDEN; void texture2d_load_fb_texture(struct wined3d_texture_gl *texture_gl, unsigned int sub_resource_idx,