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wine
wine-cw
Commits
fc6b9774
Commit
fc6b9774
authored
Aug 01, 2008
by
Stefan Dösinger
Committed by
Alexandre Julliard
Aug 20, 2008
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Plain Diff
wined3d: Start a framework for color conversion shaders in blits.
parent
6a24b28b
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Showing
4 changed files
with
78 additions
and
6 deletions
+78
-6
device.c
dlls/wined3d/device.c
+21
-2
directx.c
dlls/wined3d/directx.c
+10
-0
surface.c
dlls/wined3d/surface.c
+35
-4
wined3d_private.h
dlls/wined3d/wined3d_private.h
+12
-0
No files found.
dlls/wined3d/device.c
View file @
fc6b9774
...
...
@@ -2170,6 +2170,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPR
TRACE
(
"Fragment pipeline private data couldn't be allocated
\n
"
);
goto
err_out
;
}
hr
=
This
->
blitter
->
alloc_private
(
iface
);
if
(
FAILED
(
hr
))
{
TRACE
(
"Blitter private data couldn't be allocated
\n
"
);
goto
err_out
;
}
/* Set up some starting GL setup */
...
...
@@ -2254,6 +2259,7 @@ err_out:
IWineD3DStateBlock_Release
((
IWineD3DStateBlock
*
)
This
->
stateBlock
);
This
->
stateBlock
=
NULL
;
}
This
->
blitter
->
free_private
(
iface
);
This
->
frag_pipe
->
free_private
(
iface
);
This
->
shader_backend
->
shader_free_private
(
iface
);
return
hr
;
...
...
@@ -2371,6 +2377,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface, D3DCB_D
}
/* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
This
->
blitter
->
free_private
(
iface
);
This
->
frag_pipe
->
free_private
(
iface
);
This
->
shader_backend
->
shader_free_private
(
iface
);
...
...
@@ -7220,6 +7227,7 @@ void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain_
This
->
depth_blt_rb_w
=
0
;
This
->
depth_blt_rb_h
=
0
;
}
This
->
blitter
->
free_private
(
iface
);
This
->
frag_pipe
->
free_private
(
iface
);
This
->
shader_backend
->
shader_free_private
(
iface
);
...
...
@@ -7263,15 +7271,26 @@ HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *
hr
=
This
->
shader_backend
->
shader_alloc_private
(
iface
);
if
(
FAILED
(
hr
))
{
ERR
(
"Failed to recreate shader private data
\n
"
);
return
hr
;
goto
err_out
;
}
hr
=
This
->
frag_pipe
->
alloc_private
(
iface
);
if
(
FAILED
(
hr
))
{
TRACE
(
"Fragment pipeline private data couldn't be allocated
\n
"
);
return
hr
;
goto
err_out
;
}
hr
=
This
->
blitter
->
alloc_private
(
iface
);
if
(
FAILED
(
hr
))
{
TRACE
(
"Blitter private data couldn't be allocated
\n
"
);
goto
err_out
;
}
return
WINED3D_OK
;
err_out
:
This
->
blitter
->
free_private
(
iface
);
This
->
frag_pipe
->
free_private
(
iface
);
This
->
shader_backend
->
shader_free_private
(
iface
);
return
hr
;
}
static
HRESULT
WINAPI
IWineD3DDeviceImpl_Reset
(
IWineD3DDevice
*
iface
,
WINED3DPRESENT_PARAMETERS
*
pPresentationParameters
)
{
...
...
dlls/wined3d/directx.c
View file @
fc6b9774
...
...
@@ -2933,6 +2933,15 @@ static const struct fragment_pipeline *select_fragment_implementation(UINT Adapt
}
}
static
const
struct
blit_shader
*
select_blit_implementation
(
UINT
Adapter
,
WINED3DDEVTYPE
DeviceType
)
{
int
vs_selected_mode
;
int
ps_selected_mode
;
select_shader_mode
(
&
GLINFO_LOCATION
,
DeviceType
,
&
ps_selected_mode
,
&
vs_selected_mode
);
return
&
ffp_blit
;
}
/* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
subset of a D3DCAPS9 structure. However, it has to come via a void *
as the d3d8 interface cannot import the d3d9 header */
...
...
@@ -3568,6 +3577,7 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
object
->
frag_pipe
=
frag_pipeline
;
compile_state_table
(
object
->
StateTable
,
object
->
multistate_funcs
,
&
GLINFO_LOCATION
,
ffp_vertexstate_template
,
frag_pipeline
,
misc_state_template
);
object
->
blitter
=
select_blit_implementation
(
Adapter
,
DeviceType
);
/* Prefer the vtable with functions optimized for single dirtifyable objects if the shader
* model can deal with that. It is essentially the same, just with adjusted
...
...
dlls/wined3d/surface.c
View file @
fc6b9774
...
...
@@ -3467,8 +3467,8 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
glDrawBuffer
(
buffer
);
checkGLcall
(
"glDrawBuffer"
);
glEnable
(
Src
->
glDescription
.
target
);
checkGLcall
(
"glEnable(Src->glDescription.target)"
);
myDevice
->
blitter
->
set_shader
((
IWineD3DDevice
*
)
myDevice
,
Src
->
resource
.
format
,
Src
->
glDescription
.
target
,
Src
->
pow2Width
,
Src
->
pow2Height
);
/* Bind the texture */
glBindTexture
(
Src
->
glDescription
.
target
,
Src
->
glDescription
.
textureName
);
...
...
@@ -3537,8 +3537,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
glBindTexture
(
Src
->
glDescription
.
target
,
0
);
checkGLcall
(
"glBindTexture(Src->glDescription.target, 0)"
);
/* Leave the opengl state valid for blitting */
glDisable
(
Src
->
glDescription
.
target
);
checkGLcall
(
"glDisable(Src->glDescription.target)"
);
myDevice
->
blitter
->
unset_shader
((
IWineD3DDevice
*
)
myDevice
);
/* The draw buffer should only need to be restored if we were drawing to the front buffer, and there is a back buffer.
* otherwise the context manager should choose between GL_BACK / offscreenDrawBuffer
...
...
@@ -4623,3 +4622,35 @@ const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
IWineD3DSurfaceImpl_GetImplType
,
IWineD3DSurfaceImpl_DrawOverlay
};
#undef GLINFO_LOCATION
#define GLINFO_LOCATION device->adapter->gl_info
static
HRESULT
ffp_blit_alloc
(
IWineD3DDevice
*
iface
)
{
return
WINED3D_OK
;
}
static
void
ffp_blit_free
(
IWineD3DDevice
*
iface
)
{
}
static
HRESULT
ffp_blit_set
(
IWineD3DDevice
*
iface
,
WINED3DFORMAT
fmt
,
GLenum
textype
,
UINT
width
,
UINT
height
)
{
glEnable
(
textype
);
checkGLcall
(
"glEnable(textype)"
);
return
WINED3D_OK
;
}
static
void
ffp_blit_unset
(
IWineD3DDevice
*
iface
)
{
IWineD3DDeviceImpl
*
device
=
(
IWineD3DDeviceImpl
*
)
iface
;
glDisable
(
GL_TEXTURE_2D
);
checkGLcall
(
"glDisable(GL_TEXTURE_2D)"
);
if
(
GL_SUPPORT
(
ARB_TEXTURE_CUBE_MAP
))
{
glDisable
(
GL_TEXTURE_CUBE_MAP_ARB
);
checkGLcall
(
"glDisable(GL_TEXTURE_CUBE_MAP_ARB)"
);
}
if
(
GL_SUPPORT
(
ARB_TEXTURE_RECTANGLE
))
{
glDisable
(
GL_TEXTURE_RECTANGLE_ARB
);
checkGLcall
(
"glDisable(GL_TEXTURE_RECTANGLE_ARB)"
);
}
}
const
struct
blit_shader
ffp_blit
=
{
ffp_blit_alloc
,
ffp_blit_free
,
ffp_blit_set
,
ffp_blit_unset
};
dlls/wined3d/wined3d_private.h
View file @
fc6b9774
...
...
@@ -575,6 +575,16 @@ void compile_state_table(struct StateEntry *StateTable,
const
struct
fragment_pipeline
*
fragment
,
const
struct
StateEntryTemplate
*
misc
);
/* Shaders for color conversions in blits */
struct
blit_shader
{
HRESULT
(
*
alloc_private
)(
IWineD3DDevice
*
iface
);
void
(
*
free_private
)(
IWineD3DDevice
*
iface
);
HRESULT
(
*
set_shader
)(
IWineD3DDevice
*
iface
,
WINED3DFORMAT
fmt
,
GLenum
textype
,
UINT
width
,
UINT
height
);
void
(
*
unset_shader
)(
IWineD3DDevice
*
iface
);
};
extern
const
struct
blit_shader
ffp_blit
;
/* The new context manager that should deal with onscreen and offscreen rendering */
struct
WineD3DContext
{
/* State dirtification
...
...
@@ -829,10 +839,12 @@ struct IWineD3DDeviceImpl
const
shader_backend_t
*
shader_backend
;
void
*
shader_priv
;
void
*
fragment_priv
;
void
*
blit_priv
;
struct
StateEntry
StateTable
[
STATE_HIGHEST
+
1
];
/* Array of functions for states which are handled by more than one pipeline part */
APPLYSTATEFUNC
*
multistate_funcs
[
STATE_HIGHEST
+
1
];
const
struct
fragment_pipeline
*
frag_pipe
;
const
struct
blit_shader
*
blitter
;
/* To store */
BOOL
view_ident
;
/* true iff view matrix is identity */
...
...
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