示例#1
0
文件: view.c 项目: Moteesh/reactos
void wined3d_rendertarget_view_prepare_location(struct wined3d_rendertarget_view *view,
        struct wined3d_context *context, DWORD location)
{
    struct wined3d_resource *resource = view->resource;
    unsigned int i, sub_resource_idx, layer_count;
    struct wined3d_texture *texture;

    if (resource->type == WINED3D_RTYPE_BUFFER)
    {
        FIXME("Not implemented for resources %s.\n", debug_d3dresourcetype(resource->type));
        return;
    }

    texture = texture_from_resource(resource);
    sub_resource_idx = view->sub_resource_idx;
    layer_count = resource->type != WINED3D_RTYPE_TEXTURE_3D ? view->layer_count : 1;
    for (i = 0; i < layer_count; ++i, sub_resource_idx += texture->level_count)
        wined3d_texture_prepare_location(texture, sub_resource_idx, context, location);
}
示例#2
0
文件: volume.c 项目: kholia/wine
/* Context activation is done by the caller. */
BOOL wined3d_volume_load_location(struct wined3d_volume *volume,
        struct wined3d_context *context, DWORD location)
{
    DWORD required_access = volume_access_from_location(location);
    unsigned int sub_resource_idx = volume->texture_level;
    struct wined3d_texture *texture = volume->container;
    struct wined3d_texture_sub_resource *sub_resource;

    sub_resource = &texture->sub_resources[sub_resource_idx];
    TRACE("Volume %p, loading %s, have %s.\n", volume, wined3d_debug_location(location),
        wined3d_debug_location(sub_resource->locations));

    if ((sub_resource->locations & location) == location)
    {
        TRACE("Location(s) already up to date.\n");
        return TRUE;
    }

    if ((texture->resource.access_flags & required_access) != required_access)
    {
        ERR("Operation requires %#x access, but volume only has %#x.\n",
                required_access, texture->resource.access_flags);
        return FALSE;
    }

    if (!wined3d_texture_prepare_location(texture, sub_resource_idx, context, location))
        return FALSE;

    if (sub_resource->locations & WINED3D_LOCATION_DISCARDED)
    {
        TRACE("Volume previously discarded, nothing to do.\n");
        wined3d_texture_validate_location(texture, sub_resource_idx, location);
        wined3d_texture_invalidate_location(texture, sub_resource_idx, WINED3D_LOCATION_DISCARDED);
        goto done;
    }

    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, volume->resource.heap_memory};
                wined3d_texture_bind_and_dirtify(texture, context,
                        location == WINED3D_LOCATION_TEXTURE_SRGB);
                wined3d_volume_upload_data(volume, context, &data);
            }
            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_volume_upload_data(volume, context, &data);
            }
            else if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
            {
                wined3d_volume_srgb_transfer(volume, context, TRUE);
            }
            else if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_SRGB)
            {
                wined3d_volume_srgb_transfer(volume, context, FALSE);
            }
            else
            {
                FIXME("Implement 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, volume->resource.heap_memory};

                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);

                wined3d_volume_download_data(volume, 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);

                wined3d_volume_download_data(volume, 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;
    }

done:
    wined3d_texture_validate_location(texture, sub_resource_idx, location);

    if (location != WINED3D_LOCATION_SYSMEM && wined3d_volume_can_evict(volume))
        wined3d_volume_evict_sysmem(volume);

    return TRUE;
}