Commit be43c867 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Split context_apply_state() into separate functions for each usage.

parent b8b1a565
......@@ -1977,117 +1977,124 @@ static void context_validate_onscreen_formats(IWineD3DDeviceImpl *device, struct
}
/* Context activation is done by the caller. */
static void context_apply_state(struct wined3d_context *context, IWineD3DDeviceImpl *device, enum ContextUsage usage)
static void context_apply_blit_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
{
const struct StateEntry *state_table = device->StateTable;
unsigned int i;
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
if (context->render_offscreen)
{
FIXME("Applying blit state for an offscreen target with ORM_FBO. This should be avoided.\n");
surface_internal_preload(context->current_rt, SRGB_RGB);
switch (usage) {
case CTXUSAGE_CLEAR:
case CTXUSAGE_DRAWPRIM:
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
if (!context->render_offscreen) context_validate_onscreen_formats(device, context);
ENTER_GL();
context_apply_fbo_state(context);
LEAVE_GL();
}
if (context->draw_buffer_dirty) {
context_apply_draw_buffer(context, FALSE);
context->draw_buffer_dirty = FALSE;
}
break;
ENTER_GL();
context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
context_attach_surface_fbo(context, GL_FRAMEBUFFER, 0, context->current_rt);
context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, NULL, FALSE);
LEAVE_GL();
}
else
{
context_validate_onscreen_formats(device, context);
case CTXUSAGE_BLIT:
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
if (!context->render_offscreen) context_validate_onscreen_formats(device, context);
if (context->render_offscreen)
{
FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
surface_internal_preload(context->current_rt, SRGB_RGB);
ENTER_GL();
context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
context_attach_surface_fbo(context, GL_FRAMEBUFFER, 0, context->current_rt);
context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, NULL, FALSE);
LEAVE_GL();
} else {
ENTER_GL();
context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
LEAVE_GL();
}
context->draw_buffer_dirty = TRUE;
}
if (context->draw_buffer_dirty) {
context_apply_draw_buffer(context, TRUE);
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
context->draw_buffer_dirty = FALSE;
}
}
break;
ENTER_GL();
context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
LEAVE_GL();
}
default:
break;
context->draw_buffer_dirty = TRUE;
}
switch(usage) {
case CTXUSAGE_RESOURCELOAD:
/* This does not require any special states to be set up */
break;
if (context->draw_buffer_dirty)
{
context_apply_draw_buffer(context, TRUE);
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
context->draw_buffer_dirty = FALSE;
}
case CTXUSAGE_CLEAR:
if(context->last_was_blit) {
device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
}
SetupForBlit(device, context);
}
/* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
* blending when clearing improves the clearing performance incredibly.
*/
ENTER_GL();
glDisable(GL_BLEND);
LEAVE_GL();
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_table);
/* Context activation is done by the caller. */
static void context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
{
const struct StateEntry *state_table = device->StateTable;
ENTER_GL();
glEnable(GL_SCISSOR_TEST);
checkGLcall("glEnable GL_SCISSOR_TEST");
LEAVE_GL();
context->last_was_blit = FALSE;
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_table);
Context_MarkStateDirty(context, STATE_SCISSORRECT, state_table);
break;
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
if (!context->render_offscreen) context_validate_onscreen_formats(device, context);
ENTER_GL();
context_apply_fbo_state(context);
LEAVE_GL();
}
case CTXUSAGE_DRAWPRIM:
/* This needs all dirty states applied */
if(context->last_was_blit) {
device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
}
if (context->draw_buffer_dirty)
{
context_apply_draw_buffer(context, FALSE);
context->draw_buffer_dirty = FALSE;
}
IWineD3DDeviceImpl_FindTexUnitMap(device);
device_preload_textures(device);
if (isStateDirty(context, STATE_VDECL))
device_update_stream_info(device, context->gl_info);
if (context->last_was_blit)
{
device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
}
ENTER_GL();
for (i = 0; i < context->numDirtyEntries; ++i)
{
DWORD rep = context->dirtyArray[i];
DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
context->isStateDirty[idx] &= ~(1 << shift);
state_table[rep].apply(rep, device->stateBlock, context);
}
LEAVE_GL();
context->numDirtyEntries = 0; /* This makes the whole list clean */
context->last_was_blit = FALSE;
break;
/* Blending and clearing should be orthogonal, but tests on the nvidia
* driver show that disabling blending when clearing improves the clearing
* performance incredibly. */
ENTER_GL();
glDisable(GL_BLEND);
glEnable(GL_SCISSOR_TEST);
checkGLcall("glEnable GL_SCISSOR_TEST");
LEAVE_GL();
case CTXUSAGE_BLIT:
SetupForBlit(device, context);
break;
context->last_was_blit = FALSE;
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_table);
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_table);
Context_MarkStateDirty(context, STATE_SCISSORRECT, state_table);
}
default:
FIXME("Unexpected context usage requested\n");
/* Context activation is done by the caller. */
static void context_apply_draw_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
{
const struct StateEntry *state_table = device->StateTable;
unsigned int i;
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
if (!context->render_offscreen) context_validate_onscreen_formats(device, context);
ENTER_GL();
context_apply_fbo_state(context);
LEAVE_GL();
}
if (context->draw_buffer_dirty)
{
context_apply_draw_buffer(context, FALSE);
context->draw_buffer_dirty = FALSE;
}
if (context->last_was_blit)
{
device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
}
IWineD3DDeviceImpl_FindTexUnitMap(device);
device_preload_textures(device);
if (isStateDirty(context, STATE_VDECL))
device_update_stream_info(device, context->gl_info);
ENTER_GL();
for (i = 0; i < context->numDirtyEntries; ++i)
{
DWORD rep = context->dirtyArray[i];
DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
context->isStateDirty[idx] &= ~(1 << shift);
state_table[rep].apply(rep, device->stateBlock, context);
}
LEAVE_GL();
context->numDirtyEntries = 0; /* This makes the whole list clean */
context->last_was_blit = FALSE;
}
static void context_setup_target(IWineD3DDeviceImpl *device,
......@@ -2220,7 +2227,27 @@ struct wined3d_context *context_acquire(IWineD3DDeviceImpl *device,
}
}
context_apply_state(context, device, usage);
switch (usage)
{
case CTXUSAGE_BLIT:
context_apply_blit_state(context, device);
break;
case CTXUSAGE_CLEAR:
context_apply_clear_state(context, device);
break;
case CTXUSAGE_DRAWPRIM:
context_apply_draw_state(context, device);
break;
case CTXUSAGE_RESOURCELOAD:
break;
default:
FIXME("Unexpected context usage requested.\n");
break;
}
return context;
}
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