Commit 6c0c1671 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Keep track of a context's current render target.

parent ee4d18cc
......@@ -470,7 +470,7 @@ void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource
{
case WINED3DRTYPE_SURFACE:
{
if ((IWineD3DSurface *)resource == This->lastActiveRenderTarget)
if (This->activeContext && (IWineD3DSurface *)resource == This->activeContext->current_rt)
{
IWineD3DSwapChainImpl *swapchain;
......@@ -506,6 +506,7 @@ void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource
TRACE("Device is being destroyed, setting lastActiveRenderTarget to 0xdeadbabe.\n");
This->lastActiveRenderTarget = (IWineD3DSurface *) 0xdeadbabe;
This->activeContext->current_rt = This->lastActiveRenderTarget;
}
}
else
......@@ -514,6 +515,7 @@ void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource
/* May happen during ddraw uninitialization. */
This->lastActiveRenderTarget = (IWineD3DSurface *)0xdeadcafe;
This->activeContext->current_rt = This->lastActiveRenderTarget;
}
}
else if (This->d3d_initialized)
......@@ -1019,6 +1021,7 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
}
ret->gl_info = &This->adapter->gl_info;
ret->surface = (IWineD3DSurface *) target;
ret->current_rt = (IWineD3DSurface *)target;
ret->isPBuffer = create_pbuffer;
ret->tid = GetCurrentThreadId();
if(This->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) This)) {
......@@ -1515,22 +1518,8 @@ static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurf
BOOL readTexture = wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_offscreen;
WineD3DContext *context = This->activeContext;
BOOL oldRenderOffscreen = This->render_offscreen;
const struct GlPixelFormatDesc *old = ((IWineD3DSurfaceImpl *)This->lastActiveRenderTarget)->resource.format_desc;
const struct GlPixelFormatDesc *new = ((IWineD3DSurfaceImpl *)target)->resource.format_desc;
const struct StateEntry *StateTable = This->StateTable;
/* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
* the alpha blend state changes with different render target formats
*/
if (old->format != new->format)
{
/* Disable blending when the alpha mask has changed and when a format doesn't support blending */
if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
|| !(new->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
{
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
}
}
const struct GlPixelFormatDesc *old, *new;
if (SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
TRACE("Rendering onscreen\n");
......@@ -1638,6 +1627,20 @@ static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurf
}
}
/* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
* the alpha blend state changes with different render target formats. */
old = ((IWineD3DSurfaceImpl *)context->current_rt)->resource.format_desc;
new = ((IWineD3DSurfaceImpl *)target)->resource.format_desc;
if (old->format != new->format)
{
/* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
|| !(new->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
{
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
}
}
/* When switching away from an offscreen render target, and we're not using FBOs,
* we have to read the drawable into the texture. This is done via PreLoad(and
* SFLAG_INDRAWABLE set on the surface). There are some things that need care though.
......@@ -1765,6 +1768,7 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
if(This->lastActiveRenderTarget != target || tid != This->lastThread) {
context = FindContext(This, target, tid);
context->draw_buffer_dirty = TRUE;
context->current_rt = target;
This->lastActiveRenderTarget = target;
This->lastThread = tid;
} else {
......
......@@ -1203,6 +1203,7 @@ struct WineD3DContext
DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
IWineD3DSurface *surface;
IWineD3DSurface *current_rt;
DWORD tid; /* Thread ID which owns this context at the moment */
/* Stores some information about the context state for optimization */
......
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