wined3d: Use wined3d_texture_get_memory() in surface_convert_format().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2017-04-13 00:11:02 +02:00 committed by Alexandre Julliard
parent e97ed10d09
commit 5a9a2b4cce

View file

@ -1252,9 +1252,13 @@ static struct wined3d_texture *surface_convert_format(struct wined3d_texture *sr
const struct wined3d_format *src_format = src_texture->resource.format;
struct wined3d_device *device = src_texture->resource.device;
const struct d3dfmt_converter_desc *conv = NULL;
const struct wined3d_gl_info *gl_info = NULL;
unsigned int src_row_pitch, src_slice_pitch;
struct wined3d_context *context = NULL;
struct wined3d_texture *dst_texture;
struct wined3d_bo_address src_data;
struct wined3d_resource_desc desc;
struct wined3d_map_desc src_map;
DWORD map_binding;
if (!(conv = find_converter(src_format->id, dst_format->id)) && (!device->d3d_initialized
|| !is_identity_fixup(src_format->color_fixup) || src_format->convert
@ -1285,54 +1289,60 @@ static struct wined3d_texture *surface_convert_format(struct wined3d_texture *sr
return NULL;
}
memset(&src_map, 0, sizeof(src_map));
if (FAILED(wined3d_resource_map(&src_texture->resource, sub_resource_idx,
&src_map, NULL, WINED3D_MAP_READONLY)))
if (device->d3d_initialized)
{
ERR("Failed to map the source texture.\n");
wined3d_texture_decref(dst_texture);
return NULL;
context = context_acquire(device, NULL, 0);
gl_info = context->gl_info;
}
map_binding = src_texture->resource.map_binding;
if (!wined3d_texture_load_location(src_texture, sub_resource_idx, context, map_binding))
ERR("Failed to load the source sub-resource into %s.\n", wined3d_debug_location(map_binding));
wined3d_texture_get_pitch(src_texture, texture_level, &src_row_pitch, &src_slice_pitch);
wined3d_texture_get_memory(src_texture, sub_resource_idx, &src_data, map_binding);
if (conv)
{
struct wined3d_map_desc dst_map;
unsigned int dst_row_pitch, dst_slice_pitch;
struct wined3d_bo_address dst_data;
const BYTE *src;
BYTE *dst;
memset(&dst_map, 0, sizeof(dst_map));
if (FAILED(wined3d_resource_map(&dst_texture->resource, 0, &dst_map, NULL, 0)))
{
ERR("Failed to map the destination texture.\n");
wined3d_resource_unmap(&src_texture->resource, sub_resource_idx);
wined3d_texture_decref(dst_texture);
return NULL;
}
map_binding = dst_texture->resource.map_binding;
if (!wined3d_texture_load_location(dst_texture, 0, context, map_binding))
ERR("Failed to load the destination sub-resource into %s.\n", wined3d_debug_location(map_binding));
wined3d_texture_get_pitch(dst_texture, 0, &dst_row_pitch, &dst_slice_pitch);
wined3d_texture_get_memory(dst_texture, 0, &dst_data, map_binding);
conv->convert(src_map.data, dst_map.data, src_map.row_pitch, dst_map.row_pitch, desc.width, desc.height);
src = wined3d_texture_map_bo_address(&src_data, src_texture->sub_resources[sub_resource_idx].size,
gl_info, GL_PIXEL_UNPACK_BUFFER, 0);
dst = wined3d_texture_map_bo_address(&dst_data, dst_texture->sub_resources[0].size,
gl_info, GL_PIXEL_UNPACK_BUFFER, 0);
wined3d_resource_unmap(&dst_texture->resource, 0);
conv->convert(src, dst, src_row_pitch, dst_row_pitch, desc.width, desc.height);
wined3d_texture_invalidate_location(dst_texture, 0, ~map_binding);
wined3d_texture_unmap_bo_address(&dst_data, gl_info, GL_PIXEL_UNPACK_BUFFER);
wined3d_texture_unmap_bo_address(&src_data, gl_info, GL_PIXEL_UNPACK_BUFFER);
}
else
{
struct wined3d_bo_address data = {0, src_map.data};
RECT src_rect = {0, 0, desc.width, desc.height};
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
POINT dst_point = {0, 0};
TRACE("Using upload conversion.\n");
context = context_acquire(device, NULL, 0);
gl_info = context->gl_info;
wined3d_texture_prepare_texture(dst_texture, context, FALSE);
wined3d_texture_bind_and_dirtify(dst_texture, context, FALSE);
wined3d_surface_upload_data(dst_texture->sub_resources[0].u.surface, gl_info, src_format,
&src_rect, src_map.row_pitch, &dst_point, FALSE, wined3d_const_bo_address(&data));
context_release(context);
&src_rect, src_row_pitch, &dst_point, FALSE, wined3d_const_bo_address(&src_data));
wined3d_texture_validate_location(dst_texture, 0, WINED3D_LOCATION_TEXTURE_RGB);
wined3d_texture_invalidate_location(dst_texture, 0, ~WINED3D_LOCATION_TEXTURE_RGB);
}
wined3d_resource_unmap(&src_texture->resource, sub_resource_idx);
if (context)
context_release(context);
return dst_texture;
}