Rebase against 31e0755ea664e02f05a1e500a19fb5f584c1c1cc.

This commit is contained in:
Sebastian Lackner 2015-10-16 20:12:47 +02:00
parent 458dd1fbce
commit 188b345d2e
175 changed files with 405 additions and 579 deletions

View File

@ -52,7 +52,7 @@ usage()
# Get the upstream commit sha
upstream_commit()
{
echo "bf4493404cee43a345fe853b5c11b053cdd22322"
echo "31e0755ea664e02f05a1e500a19fb5f584c1c1cc"
}
# Show version information
@ -5658,184 +5658,180 @@ fi
# |
if test "$enable_wined3d_CSMT_Main" -eq 1; then
patch_apply wined3d-CSMT_Main/0001-wined3d-Merge-get_pitch-functions.patch
patch_apply wined3d-CSMT_Main/0002-wined3d-Pass-a-context-to-surface_multisample_resolv.patch
patch_apply wined3d-CSMT_Main/0003-wined3d-Pass-a-context-to-surface_load_texture.patch
patch_apply wined3d-CSMT_Main/0004-wined3d-Pass-a-context-to-surface_load_location.patch
patch_apply wined3d-CSMT_Main/0005-wined3d-Make-surface_load_location-return-nothing.patch
patch_apply wined3d-CSMT_Main/0006-wined3d-Store-volume-locations-in-the-resource.patch
patch_apply wined3d-CSMT_Main/0007-wined3d-Move-validate_location-to-resource.c.patch
patch_apply wined3d-CSMT_Main/0008-wined3d-Move-surface-locations-into-the-resource.patch
patch_apply wined3d-CSMT_Main/0009-wined3d-Remove-surface_validate_location.patch
patch_apply wined3d-CSMT_Main/0010-wined3d-Move-invalidate_location-to-resource.c.patch
patch_apply wined3d-CSMT_Main/0011-wined3d-Invalidate-containers-via-callback.patch
patch_apply wined3d-CSMT_Main/0012-wined3d-Remove-surface_invalidate_location.patch
patch_apply wined3d-CSMT_Main/0013-wined3d-Move-bitmap_data-and-user_memory-into-the-re.patch
patch_apply wined3d-CSMT_Main/0014-wined3d-Move-load_location-into-the-resource.patch
patch_apply wined3d-CSMT_Main/0015-wined3d-Replace-surface_load_location-with-resource_.patch
patch_apply wined3d-CSMT_Main/0016-wined3d-Introduce-helper-functions-for-mapping-volum.patch
patch_apply wined3d-CSMT_Main/0017-wined3d-Move-volume-PBO-infrastructure-into-the-reso.patch
patch_apply wined3d-CSMT_Main/0018-wined3d-Remove-surface-pbo.patch
patch_apply wined3d-CSMT_Main/0019-wined3d-Use-resource-buffer-mapping-facilities-in-su.patch
patch_apply wined3d-CSMT_Main/0020-wined3d-Move-buffer-creation-into-the-resource.patch
patch_apply wined3d-CSMT_Main/0021-wined3d-Handle-WINED3D_LOCATION_DISCARDED-in-surface.patch
patch_apply wined3d-CSMT_Main/0022-wined3d-Handle-LOCATION_DISCARDED-in-surface_load_dr.patch
patch_apply wined3d-CSMT_Main/0023-wined3d-Handle-WINED3D_LOCATION_DISCARDED-for-sysmem.patch
patch_apply wined3d-CSMT_Main/0024-wined3d-Discard-implicit-surfaces-on-unload.patch
patch_apply wined3d-CSMT_Main/0025-wined3d-Don-t-try-to-flip-sysmem-copies-in-swapchain.patch
patch_apply wined3d-CSMT_Main/0026-wined3d-Discard-the-backbuffer-in-discard-presents.patch
patch_apply wined3d-CSMT_Main/0027-wined3d-Allocate-sysmem-for-client-storage-if-it-doe.patch
patch_apply wined3d-CSMT_Main/0028-wined3d-Introduce-a-function-to-retrieve-resource-me.patch
patch_apply wined3d-CSMT_Main/0029-wined3d-Make-surface_ops-unmap-specific-for-front-bu.patch
patch_apply wined3d-CSMT_Main/0030-wined3d-Move-check_block_align-to-resource.c.patch
patch_apply wined3d-CSMT_Main/0031-wined3d-Replace-surface-alloc-functions-with-resourc.patch
patch_apply wined3d-CSMT_Main/0032-wined3d-Don-t-delete-the-buffer-in-surface_cleanup.patch
patch_apply wined3d-CSMT_Main/0033-wined3d-Use-resource-facilities-to-destroy-PBOs.patch
patch_apply wined3d-CSMT_Main/0034-wined3d-Move-simple-location-copying-to-the-resource.patch
patch_apply wined3d-CSMT_Main/0035-wined3d-Move-most-of-volume_map-to-resource.c.patch
patch_apply wined3d-CSMT_Main/0036-wined3d-Use-resource_map-for-surface_map.patch
patch_apply wined3d-CSMT_Main/0037-wined3d-Use-client-storage-with-DIB-sections.patch
patch_apply wined3d-CSMT_Main/0038-wined3d-Don-t-call-the-public-map-function-in-surfac.patch
patch_apply wined3d-CSMT_Main/0039-wined3d-Don-t-call-the-public-map-function-in-surfac.patch
patch_apply wined3d-CSMT_Main/0040-wined3d-Move-the-framebuffer-into-wined3d_state.patch
patch_apply wined3d-CSMT_Main/0041-wined3d-Get-rid-of-state-access-in-shader_generate_g.patch
patch_apply wined3d-CSMT_Main/0042-wined3d-Preload-buffers-if-streamsrc-is-not-dirty.patch
patch_apply wined3d-CSMT_Main/0043-wined3d-Hackily-introduce-a-multithreaded-command-st.patch
patch_apply wined3d-CSMT_Main/0044-wined3d-Wait-for-resource-updates-to-finish-when-usi.patch
patch_apply wined3d-CSMT_Main/0045-wined3d-Don-t-store-pointers-in-struct-wined3d_cs_pr.patch
patch_apply wined3d-CSMT_Main/0046-wined3d-Don-t-put-rectangle-pointers-into-wined3d_cs.patch
patch_apply wined3d-CSMT_Main/0047-wined3d-Store-the-color-in-clear-ops-instead-of-a-po.patch
patch_apply wined3d-CSMT_Main/0048-wined3d-Pass-the-state-to-draw_primitive.patch
patch_apply wined3d-CSMT_Main/0049-wined3d-Wait-for-the-cs-before-destroying-objects.patch
patch_apply wined3d-CSMT_Main/0050-wined3d-Give-the-cs-its-own-state.patch
patch_apply wined3d-CSMT_Main/0051-wined3d-Send-float-constant-updates-through-the-comm.patch
patch_apply wined3d-CSMT_Main/0052-wined3d-Request-a-glFinish-before-modifying-resource.patch
patch_apply wined3d-CSMT_Main/0053-wined3d-Finish-the-cs-before-changing-the-texture-lo.patch
patch_apply wined3d-CSMT_Main/0054-wined3d-Don-t-call-glFinish-after-clears.patch
patch_apply wined3d-CSMT_Main/0055-wined3d-Don-t-call-glFinish-after-draws.patch
patch_apply wined3d-CSMT_Main/0056-wined3d-Shadow-device-offscreenBuffer-in-the-context.patch
patch_apply wined3d-CSMT_Main/0057-wined3d-Don-t-access-the-stateblock-in-find_draw_buf.patch
patch_apply wined3d-CSMT_Main/0058-wined3d-Pass-the-depth-stencil-to-swapchain-present.patch
patch_apply wined3d-CSMT_Main/0059-wined3d-Don-t-store-viewport-pointers-in-the-command.patch
patch_apply wined3d-CSMT_Main/0060-wined3d-Keep-track-of-the-onscreen-depth-stencil-in-.patch
patch_apply wined3d-CSMT_Main/0061-wined3d-Send-base-vertex-index-updates-through-the-c.patch
patch_apply wined3d-CSMT_Main/0062-wined3d-Send-primitive-type-updates-through-the-comm.patch
patch_apply wined3d-CSMT_Main/0063-wined3d-Send-bool-constant-updates-through-the-comma.patch
patch_apply wined3d-CSMT_Main/0064-wined3d-Send-int-constant-updates-through-the-comman.patch
patch_apply wined3d-CSMT_Main/0065-wined3d-Send-light-updates-through-the-command-strea.patch
patch_apply wined3d-CSMT_Main/0066-wined3d-Prevent-the-command-stream-from-running-ahea.patch
patch_apply wined3d-CSMT_Main/0067-wined3d-Wait-for-the-cs-to-finish-before-destroying-.patch
patch_apply wined3d-CSMT_Main/0068-wined3d-Run-the-cs-asynchronously.patch
patch_apply wined3d-CSMT_Main/0069-wined3d-Send-blits-through-the-command-stream.patch
patch_apply wined3d-CSMT_Main/0070-wined3d-Put-update_surface-checks-back-in-place.patch
patch_apply wined3d-CSMT_Main/0071-wined3d-Get-rid-of-WINED3D_BUFFER_FLUSH.patch
patch_apply wined3d-CSMT_Main/0072-wined3d-Don-t-force-strict-draw-ordering-for-multith.patch
patch_apply wined3d-CSMT_Main/0073-wined3d-Send-render-target-view-clears-through-the-c.patch
patch_apply wined3d-CSMT_Main/0074-wined3d-Wait-for-the-CS-in-GetDC.patch
patch_apply wined3d-CSMT_Main/0075-wined3d-send-resource-maps-through-the-command-strea.patch
patch_apply wined3d-CSMT_Main/0076-wined3d-Get-rid-of-the-end_scene-flush-and-finish.patch
patch_apply wined3d-CSMT_Main/0077-wined3d-Replace-the-linked-lists-with-a-ringbuffer.patch
patch_apply wined3d-CSMT_Main/0078-wined3d-Don-t-preload-buffers-on-unmap.patch
patch_apply wined3d-CSMT_Main/0079-wined3d-Don-t-call-glFinish-before-swapping.patch
patch_apply wined3d-CSMT_Main/0080-wined3d-wined3d_-_query_issue-never-fails.patch
patch_apply wined3d-CSMT_Main/0081-wined3d-Add-query-support-to-the-command-stream.patch
patch_apply wined3d-CSMT_Main/0082-wined3d-Check-our-CS-state-to-find-out-if-a-query-is.patch
patch_apply wined3d-CSMT_Main/0083-wined3d-Poll-queries-automatically-in-the-CS.patch
patch_apply wined3d-CSMT_Main/0084-wined3d-Introduce-a-separate-queue-for-priority-comm.patch
patch_apply wined3d-CSMT_Main/0085-wined3d-Destroy-queries-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0086-wined3d-Separate-main-and-worker-thread-query-state.patch
patch_apply wined3d-CSMT_Main/0087-wined3d-Don-t-poll-queries-that-failed-to-start.patch
patch_apply wined3d-CSMT_Main/0088-wined3d-Remove-restated-queries-from-the-poll-list.patch
patch_apply wined3d-CSMT_Main/0089-wined3d-Don-t-reset-the-query-state-if-it-doesn-t-ha.patch
patch_apply wined3d-CSMT_Main/0090-wined3d-Put-this-into-the-query-poll-patch.patch
patch_apply wined3d-CSMT_Main/0091-wined3d-Send-update_surface-commands-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0092-wined3d-Send-texture-preloads-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0093-wined3d-Send-surface-preloads-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0094-wined3d-Send-update_texture-calls-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0095-wined3d-Get-rid-of-the-surface_upload_data-glFinish.patch
patch_apply wined3d-CSMT_Main/0096-wined3d-Don-t-lock-the-src-volume-in-device_update_v.patch
patch_apply wined3d-CSMT_Main/0097-wined3d-Handle-evit_managed_resources-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0098-wined3d-Introduce-resource-fencing.patch
patch_apply wined3d-CSMT_Main/0099-wined3d-Fence-update_texture-and-update_surface-call.patch
patch_apply wined3d-CSMT_Main/0100-wined3d-Dirtify-resources-on-unmap.patch
patch_apply wined3d-CSMT_Main/0101-wined3d-Fence-texture-reads-in-draws.patch
patch_apply wined3d-CSMT_Main/0102-wined3d-Fence-render-targets-and-depth-stencils.patch
patch_apply wined3d-CSMT_Main/0103-wined3d-Fence-blit-operations.patch
patch_apply wined3d-CSMT_Main/0104-wined3d-Fence-color_fill-operations.patch
patch_apply wined3d-CSMT_Main/0105-wined3d-Fence-clear-calls.patch
patch_apply wined3d-CSMT_Main/0106-wined3d-Fence-present-calls.patch
patch_apply wined3d-CSMT_Main/0107-wined3d-Make-resource-maps-and-unmaps-a-priority-com.patch
patch_apply wined3d-CSMT_Main/0108-wined3d-Dirtify-changed-textures-through-the-command.patch
patch_apply wined3d-CSMT_Main/0109-wined3d-Wrap-GL-BOs-in-a-structure.patch
patch_apply wined3d-CSMT_Main/0110-wined3d-Separate-resource-map-and-draw-buffers.patch
patch_apply wined3d-CSMT_Main/0111-wined3d-Implement-DISCARD-resource-maps-with-buffers.patch
patch_apply wined3d-CSMT_Main/0112-wined3d-Implement-DISCARD-resource-maps-with-heap-me.patch
patch_apply wined3d-CSMT_Main/0113-wined3d-Unset-some-objects-in-state_init_default.patch
patch_apply wined3d-CSMT_Main/0114-wined3d-Don-t-request-the-frontbuffer-to-create-dumm.patch
patch_apply wined3d-CSMT_Main/0115-wined3d-Use-double-buffered-buffers-for-multithreade.patch
patch_apply wined3d-CSMT_Main/0116-wined3d-Don-t-synchronize-NOOVERWRITE-buffer-maps.patch
patch_apply wined3d-CSMT_Main/0117-wined3d-Separate-buffer-map-write-and-draw-read-memo.patch
patch_apply wined3d-CSMT_Main/0118-wined3d-Accelerate-DISCARD-buffer-maps.patch
patch_apply wined3d-CSMT_Main/0119-wined3d-Accelerate-READONLY-buffer-maps.patch
patch_apply wined3d-CSMT_Main/0120-wined3d-Access-the-buffer-dirty-areas-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0121-wined3d-Ignore-buffer-resource.map_count-in-the-CS.patch
patch_apply wined3d-CSMT_Main/0122-wined3d-Send-buffer-preloads-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0123-wined3d-Use-glBufferSubData-instead-of-glMapBufferRa.patch
patch_apply wined3d-CSMT_Main/0124-wined3d-Separate-GL-buffer-discard-control-from-igno.patch
patch_apply wined3d-CSMT_Main/0125-wined3d-Create-buffers-before-mapping-them.patch
patch_apply wined3d-CSMT_Main/0126-wined3d-Destroy-views-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0127-wined3d-Remove-another-glFinish.patch
patch_apply wined3d-CSMT_Main/0128-wined3d-Destroy-vertex-declarations-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0129-wined3d-Destroy-shaders-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0130-wined3d-Create-VBOs-through-the-command-stream.patch
patch_apply wined3d-CSMT_Main/0131-wined3d-Clean-up-resource-data-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0132-wined3d-Clean-up-buffer-resource-data-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0133-wined3d-Clean-up-volume-resource-data-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0134-wined3d-Clean-up-surfaces-through-the-cs.patch
patch_apply wined3d-CSMT_Main/0135-wined3d-Clean-up-texture-resources-through-the-cs.patch
patch_apply wined3d-CSMT_Main/0136-wined3d-Unload-resources-through-the-CS-in-uninit_3d.patch
patch_apply wined3d-CSMT_Main/0137-wined3d-Unload-resources-through-the-CS-in-device_re.patch
patch_apply wined3d-CSMT_Main/0138-wined3d-Don-t-glFinish-after-a-depth-buffer-blit.patch
patch_apply wined3d-CSMT_Main/0139-wined3d-Remove-software-cursor-support.patch
patch_apply wined3d-CSMT_Main/0140-wined3d-Create-dummy-textures-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0141-wined3d-Create-the-initial-context-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0142-wined3d-Recreate-ctx-and-dummy-textures-through-the-.patch
patch_apply wined3d-CSMT_Main/0143-wined3d-Ignore-WINED3D_MAP_NO_DIRTY_UPDATE-in-resour.patch
patch_apply wined3d-CSMT_Main/0144-wined3d-Delete-GL-contexts-through-the-CS-in-reset.patch
patch_apply wined3d-CSMT_Main/0145-wined3d-Delete-GL-contexts-through-the-CS-in-uninit_.patch
patch_apply wined3d-CSMT_Main/0146-wined3d-Invoke-surface_unload-through-the-CS-in-wine.patch
patch_apply wined3d-CSMT_Main/0147-wined3d-Use-an-event-to-block-the-worker-thread-when.patch
patch_apply wined3d-CSMT_Main/0148-wined3d-Fence-preload-operations.patch
patch_apply wined3d-CSMT_Main/0149-d3d8-tests-D3DLOCK_NO_DIRTY_UPDATE-on-managed-textur.patch
patch_apply wined3d-CSMT_Main/0150-d3d9-tests-D3DLOCK_NO_DIRTY_UPDATE-on-managed-textur.patch
patch_apply wined3d-CSMT_Main/0151-wined3d-Completely-reset-the-state-on-reset.patch
patch_apply wined3d-CSMT_Main/0152-wined3d-Send-getdc-and-releasedc-through-the-command.patch
patch_apply wined3d-CSMT_Main/0153-wined3d-Set-map_heap_memory-NULL-when-allocating-a-P.patch
patch_apply wined3d-CSMT_Main/0154-wined3d-Wait-only-for-the-buffer-to-be-idle.patch
patch_apply wined3d-CSMT_Main/0155-wined3d-Add-a-comment-about-worker-thread-lag.patch
patch_apply wined3d-CSMT_Main/0156-wined3d-Remove-the-texture-destroy-glFinish.patch
patch_apply wined3d-CSMT_Main/0157-wined3d-Move-FBO-destruction-into-the-worker-thread.patch
patch_apply wined3d-CSMT_Main/0158-wined3d-Don-t-incref-decref-textures-in-color-depth-.patch
patch_apply wined3d-CSMT_Main/0159-Winex11-complain-about-glfinish.patch
patch_apply wined3d-CSMT_Main/0160-wined3d-Make-sure-the-new-window-is-set-up-before-se.patch
patch_apply wined3d-CSMT_Main/0161-wined3d-Remove-the-device_reset-CS-sync-fixme.patch
patch_apply wined3d-CSMT_Main/0162-wined3d-Put-GL_APPLE_flush_buffer_range-syncing-back.patch
patch_apply wined3d-CSMT_Main/0163-wined3d-Wait-for-the-resource-to-be-idle-when-destro.patch
patch_apply wined3d-CSMT_Main/0164-wined3d-Don-t-sync-on-redundant-discard-calls.patch
patch_apply wined3d-CSMT_Main/0165-wined3d-Don-t-discard-new-buffers.patch
patch_apply wined3d-CSMT_Main/0166-wined3d-Don-t-try-to-sync-VBOs-manually-on-OSX-with-.patch
patch_apply wined3d-CSMT_Main/0167-wined3d-Render-target-lock-hack.patch
patch_apply wined3d-CSMT_Main/0168-wined3d-Avoid-calling-wined3d_surface_blt-from-surfa.patch
patch_apply wined3d-CSMT_Main/0169-wined3d-Only-discard-buffers-that-are-in-use.patch
patch_apply wined3d-CSMT_Main/0170-wined3d-Destroy-samplers-through-the-command-stream.patch
patch_apply wined3d-CSMT_Main/0171-wined3d-Hack-to-reject-unsupported-color-fills.patch
patch_apply wined3d-CSMT_Main/0172-wined3d-Alloc-the-buffer-map-array-before-mapping-th.patch
patch_apply wined3d-CSMT_Main/0173-wined3d-Send-update_sub_resource-calls-through-the-c.patch
patch_apply wined3d-CSMT_Main/0002-wined3d-Pass-a-context-to-surface_load_location.patch
patch_apply wined3d-CSMT_Main/0003-wined3d-Make-surface_load_location-return-nothing.patch
patch_apply wined3d-CSMT_Main/0004-wined3d-Store-volume-locations-in-the-resource.patch
patch_apply wined3d-CSMT_Main/0005-wined3d-Move-validate_location-to-resource.c.patch
patch_apply wined3d-CSMT_Main/0006-wined3d-Move-surface-locations-into-the-resource.patch
patch_apply wined3d-CSMT_Main/0007-wined3d-Remove-surface_validate_location.patch
patch_apply wined3d-CSMT_Main/0008-wined3d-Move-invalidate_location-to-resource.c.patch
patch_apply wined3d-CSMT_Main/0009-wined3d-Invalidate-containers-via-callback.patch
patch_apply wined3d-CSMT_Main/0010-wined3d-Remove-surface_invalidate_location.patch
patch_apply wined3d-CSMT_Main/0011-wined3d-Move-bitmap_data-and-user_memory-into-the-re.patch
patch_apply wined3d-CSMT_Main/0012-wined3d-Move-load_location-into-the-resource.patch
patch_apply wined3d-CSMT_Main/0013-wined3d-Replace-surface_load_location-with-resource_.patch
patch_apply wined3d-CSMT_Main/0014-wined3d-Introduce-helper-functions-for-mapping-volum.patch
patch_apply wined3d-CSMT_Main/0015-wined3d-Move-volume-PBO-infrastructure-into-the-reso.patch
patch_apply wined3d-CSMT_Main/0016-wined3d-Remove-surface-pbo.patch
patch_apply wined3d-CSMT_Main/0017-wined3d-Use-resource-buffer-mapping-facilities-in-su.patch
patch_apply wined3d-CSMT_Main/0018-wined3d-Move-buffer-creation-into-the-resource.patch
patch_apply wined3d-CSMT_Main/0019-wined3d-Handle-WINED3D_LOCATION_DISCARDED-in-surface.patch
patch_apply wined3d-CSMT_Main/0020-wined3d-Handle-LOCATION_DISCARDED-in-surface_load_dr.patch
patch_apply wined3d-CSMT_Main/0021-wined3d-Handle-WINED3D_LOCATION_DISCARDED-for-sysmem.patch
patch_apply wined3d-CSMT_Main/0022-wined3d-Discard-implicit-surfaces-on-unload.patch
patch_apply wined3d-CSMT_Main/0023-wined3d-Don-t-try-to-flip-sysmem-copies-in-swapchain.patch
patch_apply wined3d-CSMT_Main/0024-wined3d-Discard-the-backbuffer-in-discard-presents.patch
patch_apply wined3d-CSMT_Main/0025-wined3d-Allocate-sysmem-for-client-storage-if-it-doe.patch
patch_apply wined3d-CSMT_Main/0026-wined3d-Introduce-a-function-to-retrieve-resource-me.patch
patch_apply wined3d-CSMT_Main/0027-wined3d-Make-surface_ops-unmap-specific-for-front-bu.patch
patch_apply wined3d-CSMT_Main/0028-wined3d-Move-check_block_align-to-resource.c.patch
patch_apply wined3d-CSMT_Main/0029-wined3d-Replace-surface-alloc-functions-with-resourc.patch
patch_apply wined3d-CSMT_Main/0030-wined3d-Don-t-delete-the-buffer-in-surface_cleanup.patch
patch_apply wined3d-CSMT_Main/0031-wined3d-Use-resource-facilities-to-destroy-PBOs.patch
patch_apply wined3d-CSMT_Main/0032-wined3d-Move-simple-location-copying-to-the-resource.patch
patch_apply wined3d-CSMT_Main/0033-wined3d-Move-most-of-volume_map-to-resource.c.patch
patch_apply wined3d-CSMT_Main/0034-wined3d-Use-resource_map-for-surface_map.patch
patch_apply wined3d-CSMT_Main/0035-wined3d-Use-client-storage-with-DIB-sections.patch
patch_apply wined3d-CSMT_Main/0036-wined3d-Don-t-call-the-public-map-function-in-surfac.patch
patch_apply wined3d-CSMT_Main/0037-wined3d-Don-t-call-the-public-map-function-in-surfac.patch
patch_apply wined3d-CSMT_Main/0038-wined3d-Move-the-framebuffer-into-wined3d_state.patch
patch_apply wined3d-CSMT_Main/0039-wined3d-Get-rid-of-state-access-in-shader_generate_g.patch
patch_apply wined3d-CSMT_Main/0040-wined3d-Preload-buffers-if-streamsrc-is-not-dirty.patch
patch_apply wined3d-CSMT_Main/0041-wined3d-Hackily-introduce-a-multithreaded-command-st.patch
patch_apply wined3d-CSMT_Main/0042-wined3d-Wait-for-resource-updates-to-finish-when-usi.patch
patch_apply wined3d-CSMT_Main/0043-wined3d-Don-t-store-pointers-in-struct-wined3d_cs_pr.patch
patch_apply wined3d-CSMT_Main/0044-wined3d-Don-t-put-rectangle-pointers-into-wined3d_cs.patch
patch_apply wined3d-CSMT_Main/0045-wined3d-Store-the-color-in-clear-ops-instead-of-a-po.patch
patch_apply wined3d-CSMT_Main/0046-wined3d-Pass-the-state-to-draw_primitive.patch
patch_apply wined3d-CSMT_Main/0047-wined3d-Wait-for-the-cs-before-destroying-objects.patch
patch_apply wined3d-CSMT_Main/0048-wined3d-Give-the-cs-its-own-state.patch
patch_apply wined3d-CSMT_Main/0049-wined3d-Send-float-constant-updates-through-the-comm.patch
patch_apply wined3d-CSMT_Main/0050-wined3d-Request-a-glFinish-before-modifying-resource.patch
patch_apply wined3d-CSMT_Main/0051-wined3d-Finish-the-cs-before-changing-the-texture-lo.patch
patch_apply wined3d-CSMT_Main/0052-wined3d-Don-t-call-glFinish-after-clears.patch
patch_apply wined3d-CSMT_Main/0053-wined3d-Don-t-call-glFinish-after-draws.patch
patch_apply wined3d-CSMT_Main/0054-wined3d-Shadow-device-offscreenBuffer-in-the-context.patch
patch_apply wined3d-CSMT_Main/0055-wined3d-Don-t-access-the-stateblock-in-find_draw_buf.patch
patch_apply wined3d-CSMT_Main/0056-wined3d-Pass-the-depth-stencil-to-swapchain-present.patch
patch_apply wined3d-CSMT_Main/0057-wined3d-Don-t-store-viewport-pointers-in-the-command.patch
patch_apply wined3d-CSMT_Main/0058-wined3d-Keep-track-of-the-onscreen-depth-stencil-in-.patch
patch_apply wined3d-CSMT_Main/0059-wined3d-Send-base-vertex-index-updates-through-the-c.patch
patch_apply wined3d-CSMT_Main/0060-wined3d-Send-primitive-type-updates-through-the-comm.patch
patch_apply wined3d-CSMT_Main/0061-wined3d-Send-bool-constant-updates-through-the-comma.patch
patch_apply wined3d-CSMT_Main/0062-wined3d-Send-int-constant-updates-through-the-comman.patch
patch_apply wined3d-CSMT_Main/0063-wined3d-Send-light-updates-through-the-command-strea.patch
patch_apply wined3d-CSMT_Main/0064-wined3d-Prevent-the-command-stream-from-running-ahea.patch
patch_apply wined3d-CSMT_Main/0065-wined3d-Wait-for-the-cs-to-finish-before-destroying-.patch
patch_apply wined3d-CSMT_Main/0066-wined3d-Run-the-cs-asynchronously.patch
patch_apply wined3d-CSMT_Main/0067-wined3d-Send-blits-through-the-command-stream.patch
patch_apply wined3d-CSMT_Main/0068-wined3d-Put-update_surface-checks-back-in-place.patch
patch_apply wined3d-CSMT_Main/0069-wined3d-Get-rid-of-WINED3D_BUFFER_FLUSH.patch
patch_apply wined3d-CSMT_Main/0070-wined3d-Don-t-force-strict-draw-ordering-for-multith.patch
patch_apply wined3d-CSMT_Main/0071-wined3d-Send-render-target-view-clears-through-the-c.patch
patch_apply wined3d-CSMT_Main/0072-wined3d-Wait-for-the-CS-in-GetDC.patch
patch_apply wined3d-CSMT_Main/0073-wined3d-send-resource-maps-through-the-command-strea.patch
patch_apply wined3d-CSMT_Main/0074-wined3d-Get-rid-of-the-end_scene-flush-and-finish.patch
patch_apply wined3d-CSMT_Main/0075-wined3d-Replace-the-linked-lists-with-a-ringbuffer.patch
patch_apply wined3d-CSMT_Main/0076-wined3d-Don-t-preload-buffers-on-unmap.patch
patch_apply wined3d-CSMT_Main/0077-wined3d-Don-t-call-glFinish-before-swapping.patch
patch_apply wined3d-CSMT_Main/0078-wined3d-wined3d_-_query_issue-never-fails.patch
patch_apply wined3d-CSMT_Main/0079-wined3d-Add-query-support-to-the-command-stream.patch
patch_apply wined3d-CSMT_Main/0080-wined3d-Check-our-CS-state-to-find-out-if-a-query-is.patch
patch_apply wined3d-CSMT_Main/0081-wined3d-Poll-queries-automatically-in-the-CS.patch
patch_apply wined3d-CSMT_Main/0082-wined3d-Introduce-a-separate-queue-for-priority-comm.patch
patch_apply wined3d-CSMT_Main/0083-wined3d-Destroy-queries-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0084-wined3d-Separate-main-and-worker-thread-query-state.patch
patch_apply wined3d-CSMT_Main/0085-wined3d-Don-t-poll-queries-that-failed-to-start.patch
patch_apply wined3d-CSMT_Main/0086-wined3d-Remove-restated-queries-from-the-poll-list.patch
patch_apply wined3d-CSMT_Main/0087-wined3d-Don-t-reset-the-query-state-if-it-doesn-t-ha.patch
patch_apply wined3d-CSMT_Main/0088-wined3d-Put-this-into-the-query-poll-patch.patch
patch_apply wined3d-CSMT_Main/0089-wined3d-Send-update_surface-commands-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0090-wined3d-Send-texture-preloads-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0091-wined3d-Send-surface-preloads-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0092-wined3d-Send-update_texture-calls-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0093-wined3d-Get-rid-of-the-surface_upload_data-glFinish.patch
patch_apply wined3d-CSMT_Main/0094-wined3d-Don-t-lock-the-src-volume-in-device_update_v.patch
patch_apply wined3d-CSMT_Main/0095-wined3d-Handle-evit_managed_resources-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0096-wined3d-Introduce-resource-fencing.patch
patch_apply wined3d-CSMT_Main/0097-wined3d-Fence-update_texture-and-update_surface-call.patch
patch_apply wined3d-CSMT_Main/0098-wined3d-Dirtify-resources-on-unmap.patch
patch_apply wined3d-CSMT_Main/0099-wined3d-Fence-texture-reads-in-draws.patch
patch_apply wined3d-CSMT_Main/0100-wined3d-Fence-render-targets-and-depth-stencils.patch
patch_apply wined3d-CSMT_Main/0101-wined3d-Fence-blit-operations.patch
patch_apply wined3d-CSMT_Main/0102-wined3d-Fence-color_fill-operations.patch
patch_apply wined3d-CSMT_Main/0103-wined3d-Fence-clear-calls.patch
patch_apply wined3d-CSMT_Main/0104-wined3d-Fence-present-calls.patch
patch_apply wined3d-CSMT_Main/0105-wined3d-Make-resource-maps-and-unmaps-a-priority-com.patch
patch_apply wined3d-CSMT_Main/0106-wined3d-Dirtify-changed-textures-through-the-command.patch
patch_apply wined3d-CSMT_Main/0107-wined3d-Wrap-GL-BOs-in-a-structure.patch
patch_apply wined3d-CSMT_Main/0108-wined3d-Separate-resource-map-and-draw-buffers.patch
patch_apply wined3d-CSMT_Main/0109-wined3d-Implement-DISCARD-resource-maps-with-buffers.patch
patch_apply wined3d-CSMT_Main/0110-wined3d-Implement-DISCARD-resource-maps-with-heap-me.patch
patch_apply wined3d-CSMT_Main/0111-wined3d-Unset-some-objects-in-state_init_default.patch
patch_apply wined3d-CSMT_Main/0112-wined3d-Don-t-request-the-frontbuffer-to-create-dumm.patch
patch_apply wined3d-CSMT_Main/0113-wined3d-Use-double-buffered-buffers-for-multithreade.patch
patch_apply wined3d-CSMT_Main/0114-wined3d-Don-t-synchronize-NOOVERWRITE-buffer-maps.patch
patch_apply wined3d-CSMT_Main/0115-wined3d-Separate-buffer-map-write-and-draw-read-memo.patch
patch_apply wined3d-CSMT_Main/0116-wined3d-Accelerate-DISCARD-buffer-maps.patch
patch_apply wined3d-CSMT_Main/0117-wined3d-Accelerate-READONLY-buffer-maps.patch
patch_apply wined3d-CSMT_Main/0118-wined3d-Access-the-buffer-dirty-areas-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0119-wined3d-Ignore-buffer-resource.map_count-in-the-CS.patch
patch_apply wined3d-CSMT_Main/0120-wined3d-Send-buffer-preloads-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0121-wined3d-Use-glBufferSubData-instead-of-glMapBufferRa.patch
patch_apply wined3d-CSMT_Main/0122-wined3d-Separate-GL-buffer-discard-control-from-igno.patch
patch_apply wined3d-CSMT_Main/0123-wined3d-Create-buffers-before-mapping-them.patch
patch_apply wined3d-CSMT_Main/0124-wined3d-Destroy-views-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0125-wined3d-Remove-another-glFinish.patch
patch_apply wined3d-CSMT_Main/0126-wined3d-Destroy-vertex-declarations-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0127-wined3d-Destroy-shaders-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0128-wined3d-Create-VBOs-through-the-command-stream.patch
patch_apply wined3d-CSMT_Main/0129-wined3d-Clean-up-resource-data-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0130-wined3d-Clean-up-buffer-resource-data-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0131-wined3d-Clean-up-volume-resource-data-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0132-wined3d-Clean-up-surfaces-through-the-cs.patch
patch_apply wined3d-CSMT_Main/0133-wined3d-Clean-up-texture-resources-through-the-cs.patch
patch_apply wined3d-CSMT_Main/0134-wined3d-Unload-resources-through-the-CS-in-uninit_3d.patch
patch_apply wined3d-CSMT_Main/0135-wined3d-Unload-resources-through-the-CS-in-device_re.patch
patch_apply wined3d-CSMT_Main/0136-wined3d-Don-t-glFinish-after-a-depth-buffer-blit.patch
patch_apply wined3d-CSMT_Main/0137-wined3d-Remove-software-cursor-support.patch
patch_apply wined3d-CSMT_Main/0138-wined3d-Create-dummy-textures-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0139-wined3d-Create-the-initial-context-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0140-wined3d-Recreate-ctx-and-dummy-textures-through-the-.patch
patch_apply wined3d-CSMT_Main/0141-wined3d-Ignore-WINED3D_MAP_NO_DIRTY_UPDATE-in-resour.patch
patch_apply wined3d-CSMT_Main/0142-wined3d-Delete-GL-contexts-through-the-CS-in-reset.patch
patch_apply wined3d-CSMT_Main/0143-wined3d-Delete-GL-contexts-through-the-CS-in-uninit_.patch
patch_apply wined3d-CSMT_Main/0144-wined3d-Invoke-surface_unload-through-the-CS-in-wine.patch
patch_apply wined3d-CSMT_Main/0145-wined3d-Use-an-event-to-block-the-worker-thread-when.patch
patch_apply wined3d-CSMT_Main/0146-wined3d-Fence-preload-operations.patch
patch_apply wined3d-CSMT_Main/0147-d3d8-tests-D3DLOCK_NO_DIRTY_UPDATE-on-managed-textur.patch
patch_apply wined3d-CSMT_Main/0148-d3d9-tests-D3DLOCK_NO_DIRTY_UPDATE-on-managed-textur.patch
patch_apply wined3d-CSMT_Main/0149-wined3d-Completely-reset-the-state-on-reset.patch
patch_apply wined3d-CSMT_Main/0150-wined3d-Send-getdc-and-releasedc-through-the-command.patch
patch_apply wined3d-CSMT_Main/0151-wined3d-Set-map_heap_memory-NULL-when-allocating-a-P.patch
patch_apply wined3d-CSMT_Main/0152-wined3d-Wait-only-for-the-buffer-to-be-idle.patch
patch_apply wined3d-CSMT_Main/0153-wined3d-Add-a-comment-about-worker-thread-lag.patch
patch_apply wined3d-CSMT_Main/0154-wined3d-Remove-the-texture-destroy-glFinish.patch
patch_apply wined3d-CSMT_Main/0155-wined3d-Move-FBO-destruction-into-the-worker-thread.patch
patch_apply wined3d-CSMT_Main/0156-wined3d-Don-t-incref-decref-textures-in-color-depth-.patch
patch_apply wined3d-CSMT_Main/0157-Winex11-complain-about-glfinish.patch
patch_apply wined3d-CSMT_Main/0158-wined3d-Make-sure-the-new-window-is-set-up-before-se.patch
patch_apply wined3d-CSMT_Main/0159-wined3d-Remove-the-device_reset-CS-sync-fixme.patch
patch_apply wined3d-CSMT_Main/0160-wined3d-Put-GL_APPLE_flush_buffer_range-syncing-back.patch
patch_apply wined3d-CSMT_Main/0161-wined3d-Wait-for-the-resource-to-be-idle-when-destro.patch
patch_apply wined3d-CSMT_Main/0162-wined3d-Don-t-sync-on-redundant-discard-calls.patch
patch_apply wined3d-CSMT_Main/0163-wined3d-Don-t-discard-new-buffers.patch
patch_apply wined3d-CSMT_Main/0164-wined3d-Don-t-try-to-sync-VBOs-manually-on-OSX-with-.patch
patch_apply wined3d-CSMT_Main/0165-wined3d-Render-target-lock-hack.patch
patch_apply wined3d-CSMT_Main/0166-wined3d-Avoid-calling-wined3d_surface_blt-from-surfa.patch
patch_apply wined3d-CSMT_Main/0167-wined3d-Only-discard-buffers-that-are-in-use.patch
patch_apply wined3d-CSMT_Main/0168-wined3d-Destroy-samplers-through-the-command-stream.patch
patch_apply wined3d-CSMT_Main/0169-wined3d-Hack-to-reject-unsupported-color-fills.patch
patch_apply wined3d-CSMT_Main/0170-wined3d-Alloc-the-buffer-map-array-before-mapping-th.patch
patch_apply wined3d-CSMT_Main/0171-wined3d-Send-update_sub_resource-calls-through-the-c.patch
patch_apply wined3d-CSMT_Main/9998-wined3d-Enable-CSMT-by-default-print-a-winediag-mess.patch
patch_apply wined3d-CSMT_Main/9999-IfDefined.patch
(
echo '+ { "Stefan Dösinger", "wined3d: Merge get_pitch functions.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Pass a context to surface_multisample_resolve.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Pass a context to surface_load_texture.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Pass a context to surface_load_location.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Make surface_load_location return nothing.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Store volume locations in the resource.", 1 },';

View File

@ -1,4 +1,4 @@
From 135ba97173a0bcb252d48cedc42e90fa02b8f123 Mon Sep 17 00:00:00 2001
From 458932be247371abe50300b9d39acba5efa17e26 Mon Sep 17 00:00:00 2001
From: =?UTF-8?q?Stefan=20D=C3=B6singer?= <stefan@codeweavers.com>
Date: Thu, 19 Sep 2013 14:22:24 +0200
Subject: wined3d: Merge get_pitch functions.
@ -51,7 +51,7 @@ index 1891165..0968cd2 100644
+ TRACE("Returning row pitch %u, slice pitch %u.\n", *row_pitch, *slice_pitch);
+}
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 676987a..8e6494f 100644
index a092a9c..9749b77 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -364,6 +364,7 @@ static HRESULT surface_create_dib_section(struct wined3d_surface *surface)
@ -76,7 +76,7 @@ index 676987a..8e6494f 100644
b_info->bmiHeader.biPlanes = 1;
b_info->bmiHeader.biBitCount = format->byte_count * 8;
@@ -1305,14 +1307,14 @@ static void surface_download_data(struct wined3d_surface *surface, const struct
@@ -1314,14 +1316,14 @@ static void surface_download_data(struct wined3d_surface *surface, const struct
void *mem;
GLenum gl_format = format->glFormat;
GLenum gl_type = format->glType;
@ -94,7 +94,7 @@ index 676987a..8e6494f 100644
src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * surface->pow2Height);
}
@@ -1399,12 +1401,12 @@ static void surface_download_data(struct wined3d_surface *surface, const struct
@@ -1408,12 +1410,12 @@ static void surface_download_data(struct wined3d_surface *surface, const struct
* won't be released, and doesn't have to be re-read. */
src_data = mem;
dst_data = data.addr;
@ -110,7 +110,7 @@ index 676987a..8e6494f 100644
}
HeapFree(GetProcessHeap(), 0, mem);
@@ -1566,7 +1568,7 @@ HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const P
@@ -1575,7 +1577,7 @@ HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const P
UINT update_w, update_h;
UINT dst_w, dst_h;
RECT r, dst_rect;
@ -119,7 +119,7 @@ index 676987a..8e6494f 100644
POINT p;
TRACE("dst_surface %p, dst_point %s, src_surface %p, src_rect %s.\n",
@@ -1654,10 +1656,10 @@ HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const P
@@ -1663,10 +1665,10 @@ HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const P
wined3d_texture_bind_and_dirtify(dst_surface->container, context, FALSE);
surface_get_memory(src_surface, &data, src_surface->locations);
@ -132,7 +132,7 @@ index 676987a..8e6494f 100644
context_release(context);
@@ -1908,21 +1910,10 @@ HRESULT CDECL wined3d_surface_restore(struct wined3d_surface *surface)
@@ -1917,21 +1919,10 @@ HRESULT CDECL wined3d_surface_restore(struct wined3d_surface *surface)
DWORD CDECL wined3d_surface_get_pitch(const struct wined3d_surface *surface)
{
@ -158,7 +158,7 @@ index 676987a..8e6494f 100644
}
HRESULT CDECL wined3d_surface_set_overlay_position(struct wined3d_surface *surface, LONG x, LONG y)
@@ -2084,20 +2075,21 @@ HRESULT wined3d_surface_update_desc(struct wined3d_surface *surface,
@@ -2093,20 +2084,21 @@ HRESULT wined3d_surface_update_desc(struct wined3d_surface *surface,
surface->resource.map_binding = WINED3D_LOCATION_USER_MEMORY;
valid_location = WINED3D_LOCATION_USER_MEMORY;
}
@ -184,7 +184,7 @@ index 676987a..8e6494f 100644
}
/* The format might be changed to a format that needs conversion.
@@ -2717,7 +2709,7 @@ HRESULT CDECL wined3d_surface_map(struct wined3d_surface *surface,
@@ -2726,7 +2718,7 @@ HRESULT CDECL wined3d_surface_map(struct wined3d_surface *surface,
if (fmt_flags & WINED3DFMT_FLAG_BROKEN_PITCH)
map_desc->row_pitch = surface->resource.width * format->byte_count;
else
@ -193,7 +193,7 @@ index 676987a..8e6494f 100644
map_desc->slice_pitch = 0;
if (!box)
@@ -2844,6 +2836,7 @@ static void read_from_framebuffer(struct wined3d_surface *surface, DWORD dst_loc
@@ -2855,6 +2847,7 @@ static void read_from_framebuffer(struct wined3d_surface *surface,
int i;
BOOL srcIsUpsideDown;
struct wined3d_bo_address data;
@ -201,7 +201,7 @@ index 676987a..8e6494f 100644
surface_get_memory(surface, &data, dst_location);
@@ -2880,8 +2873,8 @@ static void read_from_framebuffer(struct wined3d_surface *surface, DWORD dst_loc
@@ -2896,8 +2889,8 @@ static void read_from_framebuffer(struct wined3d_surface *surface,
}
/* Setup pixel store pack state -- to glReadPixels into the correct place */
@ -212,7 +212,7 @@ index 676987a..8e6494f 100644
checkGLcall("glPixelStorei");
gl_info->gl_ops.gl.p_glReadPixels(0, 0,
@@ -2898,8 +2891,6 @@ static void read_from_framebuffer(struct wined3d_surface *surface, DWORD dst_loc
@@ -2914,8 +2907,6 @@ static void read_from_framebuffer(struct wined3d_surface *surface,
{
/* glReadPixels returns the image upside down, and there is no way to prevent this.
* Flip the lines in software. */
@ -221,16 +221,16 @@ index 676987a..8e6494f 100644
if (!(row = HeapAlloc(GetProcessHeap(), 0, pitch)))
goto error;
@@ -4018,7 +4009,7 @@ static HRESULT surface_load_texture(struct wined3d_surface *surface,
@@ -4041,7 +4032,7 @@ static HRESULT surface_load_texture(struct wined3d_surface *surface,
struct wined3d_device *device = surface->resource.device;
const struct wined3d_color_key_conversion *conversion;
struct wined3d_texture *texture = surface->container;
struct wined3d_context *context;
- UINT width, src_pitch, dst_pitch;
+ UINT width, src_row_pitch, src_slice_pitch, dst_pitch;
struct wined3d_bo_address data;
struct wined3d_format format;
POINT dst_point = {0, 0};
@@ -4106,7 +4097,7 @@ static HRESULT surface_load_texture(struct wined3d_surface *surface,
@@ -4126,7 +4117,7 @@ static HRESULT surface_load_texture(struct wined3d_surface *surface,
wined3d_texture_bind_and_dirtify(texture, context, srgb);
width = surface->resource.width;
@ -239,7 +239,7 @@ index 676987a..8e6494f 100644
format = *texture->resource.format;
if ((conversion = wined3d_format_get_color_key_conversion(texture, TRUE)))
@@ -4144,9 +4135,9 @@ static HRESULT surface_load_texture(struct wined3d_surface *surface,
@@ -4164,9 +4155,9 @@ static HRESULT surface_load_texture(struct wined3d_surface *surface,
context_release(context);
return E_OUTOFMEMORY;
}
@ -251,7 +251,7 @@ index 676987a..8e6494f 100644
data.addr = mem;
}
else if (conversion)
@@ -4166,14 +4157,14 @@ static HRESULT surface_load_texture(struct wined3d_surface *surface,
@@ -4186,14 +4177,14 @@ static HRESULT surface_load_texture(struct wined3d_surface *surface,
}
if (texture->swapchain && texture->swapchain->palette)
palette = texture->swapchain->palette;
@ -267,13 +267,13 @@ index 676987a..8e6494f 100644
- src_pitch, &dst_point, srgb, wined3d_const_bo_address(&data));
+ src_row_pitch, &dst_point, srgb, wined3d_const_bo_address(&data));
context_release(context);
HeapFree(GetProcessHeap(), 0, mem);
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index fdce24d..63f0de3 100644
index d5f9591..5232053 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -1242,7 +1242,7 @@ static void texture3d_sub_resource_upload_data(struct wined3d_resource *sub_reso
@@ -1255,7 +1255,7 @@ static void texture3d_sub_resource_upload_data(struct wined3d_resource *sub_reso
struct wined3d_const_bo_address addr;
unsigned int row_pitch, slice_pitch;
@ -283,7 +283,7 @@ index fdce24d..63f0de3 100644
FIXME("Ignoring row/slice pitch (%u/%u).\n", data->row_pitch, data->slice_pitch);
diff --git a/dlls/wined3d/volume.c b/dlls/wined3d/volume.c
index 2daa55e..f528ea1 100644
index 41264e8..afb9e76 100644
--- a/dlls/wined3d/volume.c
+++ b/dlls/wined3d/volume.c
@@ -40,30 +40,6 @@ BOOL volume_prepare_system_memory(struct wined3d_volume *volume)
@ -326,7 +326,7 @@ index 2daa55e..f528ea1 100644
converted_mem = HeapAlloc(GetProcessHeap(), 0, dst_slice_pitch * depth);
format->convert(data->addr, converted_mem, src_row_pitch, src_slice_pitch,
@@ -631,7 +607,7 @@ HRESULT CDECL wined3d_volume_map(struct wined3d_volume *volume,
@@ -610,7 +586,7 @@ HRESULT wined3d_volume_map(struct wined3d_volume *volume,
}
else
{
@ -336,10 +336,10 @@ index 2daa55e..f528ea1 100644
if (!box)
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 596addc..90094e0 100644
index 8aa2537..ee14dd1 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2165,6 +2165,7 @@ struct wined3d_resource
@@ -2175,6 +2175,7 @@ struct wined3d_resource
UINT size;
DWORD priority;
void *heap_memory;
@ -347,7 +347,7 @@ index 596addc..90094e0 100644
struct list resource_list_entry;
void *parent;
@@ -2192,6 +2193,8 @@ HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *
@@ -2202,6 +2203,8 @@ HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *
void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
void wined3d_resource_free_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
@ -356,7 +356,7 @@ index 596addc..90094e0 100644
GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
@@ -2329,7 +2332,6 @@ BOOL volume_prepare_system_memory(struct wined3d_volume *volume) DECLSPEC_HIDDEN
@@ -2342,7 +2345,6 @@ BOOL volume_prepare_system_memory(struct wined3d_volume *volume) DECLSPEC_HIDDEN
HRESULT wined3d_volume_create(struct wined3d_texture *container, const struct wined3d_resource_desc *desc,
unsigned int level, struct wined3d_volume **volume) DECLSPEC_HIDDEN;
void wined3d_volume_destroy(struct wined3d_volume *volume) DECLSPEC_HIDDEN;
@ -364,7 +364,7 @@ index 596addc..90094e0 100644
void wined3d_volume_load(struct wined3d_volume *volume, struct wined3d_context *context,
BOOL srgb_mode) DECLSPEC_HIDDEN;
void wined3d_volume_invalidate_location(struct wined3d_volume *volume, DWORD location) DECLSPEC_HIDDEN;
@@ -2379,7 +2381,6 @@ struct wined3d_surface
@@ -2395,7 +2397,6 @@ struct wined3d_surface
DWORD flags;
@ -373,5 +373,5 @@ index 596addc..90094e0 100644
UINT pow2Height;
--
2.6.0
2.6.1

View File

@ -1,49 +0,0 @@
From f3cecdde174e3fc350ca4a35771183695b6777de Mon Sep 17 00:00:00 2001
From: =?UTF-8?q?Stefan=20D=C3=B6singer?= <stefan@codeweavers.com>
Date: Sun, 17 Nov 2013 19:50:47 +0100
Subject: wined3d: Pass a context to surface_multisample_resolve.
---
dlls/wined3d/surface.c | 10 +++++-----
1 file changed, 5 insertions(+), 5 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index a2f8112..ee6cfdd 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -4314,19 +4314,17 @@ static HRESULT surface_load_texture(struct wined3d_surface *surface,
return WINED3D_OK;
}
-static void surface_multisample_resolve(struct wined3d_surface *surface)
+/* Context activation is done by the caller. */
+static void surface_multisample_resolve(struct wined3d_surface *surface, struct wined3d_context *context)
{
- struct wined3d_context *context;
RECT rect = {0, 0, surface->resource.width, surface->resource.height};
if (!(surface->locations & WINED3D_LOCATION_RB_MULTISAMPLE))
ERR("Trying to resolve multisampled surface %p, but location WINED3D_LOCATION_RB_MULTISAMPLE not current.\n",
surface);
- context = context_acquire(surface->resource.device, NULL);
surface_blt_fbo(surface->resource.device, context, WINED3D_TEXF_POINT,
surface, WINED3D_LOCATION_RB_MULTISAMPLE, &rect, surface, WINED3D_LOCATION_RB_RESOLVED, &rect);
- context_release(context);
}
HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location)
@@ -4405,7 +4403,9 @@ HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location)
break;
case WINED3D_LOCATION_RB_RESOLVED:
- surface_multisample_resolve(surface);
+ context = context_acquire(device, NULL);
+ surface_multisample_resolve(surface, context);
+ context_release(context);
break;
case WINED3D_LOCATION_TEXTURE_RGB:
--
2.1.3

View File

@ -1,100 +0,0 @@
From 4e063e06ce5bf0e641ce3f307c6cbfc891a227d4 Mon Sep 17 00:00:00 2001
From: =?UTF-8?q?Stefan=20D=C3=B6singer?= <stefan@codeweavers.com>
Date: Sun, 17 Nov 2013 19:52:56 +0100
Subject: wined3d: Pass a context to surface_load_texture.
---
dlls/wined3d/surface.c | 21 ++++++---------------
1 file changed, 6 insertions(+), 15 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 92fe15c..6c291ad 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -4275,13 +4275,13 @@ static HRESULT surface_load_drawable(struct wined3d_surface *surface,
}
static HRESULT surface_load_texture(struct wined3d_surface *surface,
- const struct wined3d_gl_info *gl_info, BOOL srgb)
+ struct wined3d_context *context, BOOL srgb)
{
+ const struct wined3d_gl_info *gl_info = context->gl_info;
RECT src_rect = {0, 0, surface->resource.width, surface->resource.height};
struct wined3d_device *device = surface->resource.device;
const struct wined3d_color_key_conversion *conversion;
struct wined3d_texture *texture = surface->container;
- struct wined3d_context *context;
UINT width, src_row_pitch, src_slice_pitch, dst_pitch;
struct wined3d_bo_address data;
struct wined3d_format format;
@@ -4303,8 +4303,6 @@ static HRESULT surface_load_texture(struct wined3d_surface *surface,
NULL, surface->resource.usage, surface->resource.pool, surface->resource.format,
NULL, surface->resource.usage, surface->resource.pool, surface->resource.format))
{
- context = context_acquire(device, NULL);
-
if (srgb)
surface_blt_fbo(device, context, WINED3D_TEXF_POINT, surface, WINED3D_LOCATION_TEXTURE_RGB,
&src_rect, surface, WINED3D_LOCATION_TEXTURE_SRGB, &src_rect);
@@ -4312,8 +4310,6 @@ static HRESULT surface_load_texture(struct wined3d_surface *surface,
surface_blt_fbo(device, context, WINED3D_TEXF_POINT, surface, WINED3D_LOCATION_TEXTURE_SRGB,
&src_rect, surface, WINED3D_LOCATION_TEXTURE_RGB, &src_rect);
- context_release(context);
-
return WINED3D_OK;
}
@@ -4328,10 +4324,8 @@ static HRESULT surface_load_texture(struct wined3d_surface *surface,
DWORD dst_location = srgb ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB;
RECT rect = {0, 0, surface->resource.width, surface->resource.height};
- context = context_acquire(device, NULL);
surface_blt_fbo(device, context, WINED3D_TEXF_POINT, surface, src_location,
&rect, surface, dst_location, &rect);
- context_release(context);
return WINED3D_OK;
}
@@ -4369,9 +4363,6 @@ static HRESULT surface_load_texture(struct wined3d_surface *surface,
surface_load_location(surface, WINED3D_LOCATION_SYSMEM);
}
- /* TODO: Use already acquired context when possible. */
- context = context_acquire(device, NULL);
-
wined3d_texture_prepare_texture(texture, context, srgb);
wined3d_texture_bind_and_dirtify(texture, context, srgb);
@@ -4453,8 +4444,6 @@ static HRESULT surface_load_texture(struct wined3d_surface *surface,
wined3d_surface_upload_data(surface, gl_info, &format, &src_rect,
src_row_pitch, &dst_point, srgb, wined3d_const_bo_address(&data));
- context_release(context);
-
HeapFree(GetProcessHeap(), 0, mem);
return WINED3D_OK;
@@ -4476,7 +4465,6 @@ static void surface_multisample_resolve(struct wined3d_surface *surface, struct
HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location)
{
struct wined3d_device *device = surface->resource.device;
- const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
HRESULT hr;
struct wined3d_context *context = NULL;
@@ -4556,7 +4544,10 @@ HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location)
case WINED3D_LOCATION_TEXTURE_RGB:
case WINED3D_LOCATION_TEXTURE_SRGB:
- if (FAILED(hr = surface_load_texture(surface, gl_info, location == WINED3D_LOCATION_TEXTURE_SRGB)))
+ context = context_acquire(device, NULL);
+ hr = surface_load_texture(surface, context, location == WINED3D_LOCATION_TEXTURE_SRGB);
+ context_release(context);
+ if (FAILED(hr))
return hr;
break;
--
1.9.1

Some files were not shown because too many files have changed in this diff Show More