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wine
wine-cw
Commits
fcb83e71
Commit
fcb83e71
authored
Mar 17, 2007
by
Stefan Dösinger
Committed by
Alexandre Julliard
Mar 19, 2007
Browse files
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Plain Diff
wined3d: Activate a context before doing opengl calls.
parent
9789f993
Hide whitespace changes
Inline
Side-by-side
Showing
11 changed files
with
131 additions
and
38 deletions
+131
-38
basetexture.c
dlls/wined3d/basetexture.c
+3
-1
context.c
dlls/wined3d/context.c
+10
-0
cubetexture.c
dlls/wined3d/cubetexture.c
+12
-0
device.c
dlls/wined3d/device.c
+39
-0
indexbuffer.c
dlls/wined3d/indexbuffer.c
+10
-1
surface.c
dlls/wined3d/surface.c
+25
-26
swapchain.c
dlls/wined3d/swapchain.c
+2
-0
texture.c
dlls/wined3d/texture.c
+10
-0
utils.c
dlls/wined3d/utils.c
+3
-8
vertexbuffer.c
dlls/wined3d/vertexbuffer.c
+13
-2
volumetexture.c
dlls/wined3d/volumetexture.c
+4
-0
No files found.
dlls/wined3d/basetexture.c
View file @
fcb83e71
...
...
@@ -96,9 +96,12 @@ ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface) {
/* class static */
void
IWineD3DBaseTextureImpl_CleanUp
(
IWineD3DBaseTexture
*
iface
)
{
IWineD3DBaseTextureImpl
*
This
=
(
IWineD3DBaseTextureImpl
*
)
iface
;
IWineD3DDeviceImpl
*
device
=
This
->
resource
.
wineD3DDevice
;
TRACE
(
"(%p) : textureName(%d)
\n
"
,
This
,
This
->
baseTexture
.
textureName
);
if
(
This
->
baseTexture
.
textureName
!=
0
)
{
ENTER_GL
();
ActivateContext
(
device
,
device
->
lastActiveRenderTarget
,
CTXUSAGE_RESOURCELOAD
);
TRACE
(
"(%p) : Deleting texture %d
\n
"
,
This
,
This
->
baseTexture
.
textureName
);
glDeleteTextures
(
1
,
&
This
->
baseTexture
.
textureName
);
LEAVE_GL
();
...
...
@@ -236,7 +239,6 @@ HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface) {
textureDimensions
=
IWineD3DBaseTexture_GetTextureDimensions
(
iface
);
ENTER_GL
();
/* Generate a texture name if we don't already have one */
if
(
This
->
baseTexture
.
textureName
==
0
)
{
glGenTextures
(
1
,
&
This
->
baseTexture
.
textureName
);
...
...
dlls/wined3d/context.c
View file @
fcb83e71
...
...
@@ -706,6 +706,14 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
}
}
if
(
readTexture
)
{
BOOL
oldInDraw
=
This
->
isInDraw
;
/* PreLoad requires a context to load the texture, thus it will call ActivateContext.
* Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
* when using offscreen rendering with multithreading
*/
This
->
isInDraw
=
TRUE
;
/* Do that before switching the context:
* Read the back buffer of the old drawable into the destination texture
*/
...
...
@@ -713,6 +721,8 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
/* Assume that the drawable will be modified by some other things now */
((
IWineD3DSurfaceImpl
*
)
This
->
lastActiveRenderTarget
)
->
Flags
&=
~
SFLAG_INDRAWABLE
;
This
->
isInDraw
=
oldInDraw
;
}
This
->
lastActiveRenderTarget
=
target
;
if
(
oldRenderOffscreen
!=
This
->
render_offscreen
&&
This
->
depth_copy_state
!=
WINED3D_DCS_NO_COPY
)
{
...
...
dlls/wined3d/cubetexture.c
View file @
fcb83e71
...
...
@@ -104,11 +104,23 @@ static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
unsigned
int
i
,
j
;
BOOL
setGlTextureDesc
=
FALSE
;
IWineD3DCubeTextureImpl
*
This
=
(
IWineD3DCubeTextureImpl
*
)
iface
;
IWineD3DDeviceImpl
*
device
=
This
->
resource
.
wineD3DDevice
;
TRACE
(
"(%p) : About to load texture: dirtified(%d)
\n
"
,
This
,
This
->
baseTexture
.
dirty
);
if
(
This
->
baseTexture
.
textureName
==
0
)
setGlTextureDesc
=
TRUE
;
/* We only have to activate a context for gl when we're not drawing. In most cases PreLoad will be called during draw
* and a context was activated at the beginning of drawPrimitive
*/
if
(
!
device
->
isInDraw
)
{
/* No danger of recursive calls, ActivateContext sets isInDraw to true when loading
* offscreen render targets into their texture
*/
ENTER_GL
();
ActivateContext
(
device
,
device
->
lastActiveRenderTarget
,
CTXUSAGE_RESOURCELOAD
);
LEAVE_GL
();
}
IWineD3DCubeTexture_BindTexture
(
iface
);
ENTER_GL
();
...
...
dlls/wined3d/device.c
View file @
fcb83e71
...
...
@@ -250,6 +250,9 @@ static void CreateVBO(IWineD3DVertexBufferImpl *object) {
TRACE
(
"Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)
\n
"
,
object
,
debug_d3dusage
(
vboUsage
));
ENTER_GL
();
/* Make sure that a context is there. Needed in a multithreaded environment. Otherwise this call is a nop */
ActivateContext
(
This
,
This
->
lastActiveRenderTarget
,
CTXUSAGE_RESOURCELOAD
);
/* Make sure that the gl error is cleared. Do not use checkGLcall
* here because checkGLcall just prints a fixme and continues. However,
* if an error during VBO creation occurs we can fall back to non-vbo operation
...
...
@@ -377,6 +380,9 @@ static void CreateIndexBufferVBO(IWineD3DDeviceImpl *This, IWineD3DIndexBufferIm
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_INDEXBUFFER
);
ENTER_GL
();
/* Make sure that a context is there. Needed in a multithreaded environment. Otherwise this call is a nop */
ActivateContext
(
This
,
This
->
lastActiveRenderTarget
,
CTXUSAGE_RESOURCELOAD
);
while
(
glGetError
());
GL_EXTCALL
(
glGenBuffersARB
(
1
,
&
object
->
vbo
));
...
...
@@ -1756,6 +1762,13 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface, D3DCB_D
if
(
!
This
->
d3d_initialized
)
return
WINED3DERR_INVALIDCALL
;
ENTER_GL
();
/* I don't think that the interface guarants that the device is destroyed from the same thread
* it was created. Thus make sure a context is active for the glDelete* calls
*/
ActivateContext
(
This
,
This
->
lastActiveRenderTarget
,
CTXUSAGE_RESOURCELOAD
);
LEAVE_GL
();
/* Delete the pbuffer context if there is any */
if
(
This
->
pbufferContext
)
DestroyContext
(
This
,
This
->
pbufferContext
);
...
...
@@ -3674,6 +3687,16 @@ static HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface,
WARN
(
"NULL source vertex buffer
\n
"
);
return
WINED3DERR_INVALIDCALL
;
}
/* Need any context to write to the vbo. In a non-multithreaded environment a context is there anyway,
* and this call is quite performance critical, so don't call needlessly
*/
if
(
This
->
createParms
.
BehaviorFlags
&
WINED3DCREATE_MULTITHREADED
)
{
ENTER_GL
();
ActivateContext
(
This
,
This
->
lastActiveRenderTarget
,
CTXUSAGE_RESOURCELOAD
);
LEAVE_GL
();
}
/* We don't need the source vbo because this buffer is only used as
* a source for ProcessVertices. Avoid wasting resources by converting the
* buffer and loading the VBO
...
...
@@ -4103,6 +4126,9 @@ static HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface) {
}
ENTER_GL
();
if
(
This
->
createParms
.
BehaviorFlags
&
WINED3DCREATE_MULTITHREADED
)
{
ActivateContext
(
This
,
This
->
lastActiveRenderTarget
,
CTXUSAGE_RESOURCELOAD
);
}
/* We only have to do this if we need to read the, swapbuffers performs a flush for us */
glFlush
();
checkGLcall
(
"glFlush"
);
...
...
@@ -4152,6 +4178,10 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Coun
}
ENTER_GL
();
/* This is for offscreen rendering as well as for multithreading, thus activate the set render target
* and not the last active one.
*/
ActivateContext
(
This
,
This
->
render_targets
[
0
],
CTXUSAGE_RESOURCELOAD
);
glEnable
(
GL_SCISSOR_TEST
);
checkGLcall
(
"glEnable GL_SCISSOR_TEST"
);
...
...
@@ -4755,6 +4785,9 @@ static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface,
}
ENTER_GL
();
ActivateContext
(
This
,
This
->
lastActiveRenderTarget
,
CTXUSAGE_RESOURCELOAD
);
if
(
GL_SUPPORT
(
ARB_MULTITEXTURE
))
{
GL_EXTCALL
(
glActiveTextureARB
(
GL_TEXTURE0_ARB
));
checkGLcall
(
"glActiveTextureARB"
);
...
...
@@ -4995,6 +5028,10 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetFrontBackBuffers(IWineD3DDevice *ifa
if
(
Swapchain
->
backBuffer
[
0
]
!=
Back
)
{
TRACE
(
"Changing the back buffer from %p to %p
\n
"
,
Swapchain
->
backBuffer
,
Back
);
/* What to do about the context here in the case of multithreading? Not sure.
* This function is called by IDirect3D7::CreateDevice so in theory its initialization code
*/
ENTER_GL
();
if
(
!
Swapchain
->
backBuffer
[
0
])
{
/* GL was told to draw to the front buffer at creation,
...
...
@@ -5248,6 +5285,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* i
/* some basic validation checks */
if
(
This
->
cursorTexture
)
{
ENTER_GL
();
ActivateContext
(
This
,
This
->
lastActiveRenderTarget
,
CTXUSAGE_RESOURCELOAD
);
glDeleteTextures
(
1
,
&
This
->
cursorTexture
);
LEAVE_GL
();
This
->
cursorTexture
=
0
;
...
...
@@ -5419,6 +5457,7 @@ static void updateSurfaceDesc(IWineD3DSurfaceImpl *surface, WINED3DPRESENT_PARAM
}
if
(
surface
->
glDescription
.
textureName
)
{
ENTER_GL
();
ActivateContext
(
This
,
This
->
lastActiveRenderTarget
,
CTXUSAGE_RESOURCELOAD
);
glDeleteTextures
(
1
,
&
surface
->
glDescription
.
textureName
);
LEAVE_GL
();
surface
->
glDescription
.
textureName
=
0
;
...
...
dlls/wined3d/indexbuffer.c
View file @
fcb83e71
...
...
@@ -59,7 +59,10 @@ static ULONG WINAPI IWineD3DIndexBufferImpl_Release(IWineD3DIndexBuffer *iface)
TRACE
(
"(%p) : Releasing from %d
\n
"
,
This
,
ref
+
1
);
if
(
ref
==
0
)
{
if
(
This
->
vbo
)
{
IWineD3DDeviceImpl
*
device
=
This
->
resource
.
wineD3DDevice
;
ENTER_GL
();
ActivateContext
(
device
,
device
->
lastActiveRenderTarget
,
CTXUSAGE_RESOURCELOAD
);
/* No need to manually unset the buffer. glDeleteBuffers unsets it for the current context,
* but not for other contexts. However, because the d3d buffer is destroyed the app has to
* unset it before doing the next draw, thus dirtifying the index buffer state and forcing
...
...
@@ -153,7 +156,13 @@ static HRESULT WINAPI IWineD3DIndexBufferImpl_Unlock(IWineD3DIndexBuffer *iface)
/* For now load in unlock */
if
(
locks
==
0
&&
This
->
vbo
)
{
IWineD3DDeviceImpl
*
device
=
This
->
resource
.
wineD3DDevice
;
ENTER_GL
();
if
(
device
->
createParms
.
BehaviorFlags
&
WINED3DCREATE_MULTITHREADED
)
{
ActivateContext
(
device
,
device
->
lastActiveRenderTarget
,
CTXUSAGE_RESOURCELOAD
);
}
GL_EXTCALL
(
glBindBufferARB
(
GL_ELEMENT_ARRAY_BUFFER_ARB
,
This
->
vbo
));
checkGLcall
(
"glBindBufferARB"
);
GL_EXTCALL
(
glBufferSubDataARB
(
GL_ELEMENT_ARRAY_BUFFER_ARB
,
...
...
@@ -163,7 +172,7 @@ static HRESULT WINAPI IWineD3DIndexBufferImpl_Unlock(IWineD3DIndexBuffer *iface)
This
->
dirtystart
=
0
;
This
->
dirtyend
=
0
;
/* TODO: Move loading into preload when the buffer is used, that avoids dirtifying the state */
IWineD3DDeviceImpl_MarkStateDirty
(
This
->
resource
.
wineD3DD
evice
,
STATE_INDEXBUFFER
);
IWineD3DDeviceImpl_MarkStateDirty
(
d
evice
,
STATE_INDEXBUFFER
);
}
return
WINED3D_OK
;
}
...
...
dlls/wined3d/surface.c
View file @
fcb83e71
...
...
@@ -60,12 +60,8 @@ static void surface_download_data(IWineD3DSurfaceImpl *This) {
TRACE
(
"(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p
\n
"
,
This
,
This
->
glDescription
.
level
,
This
->
glDescription
.
glFormat
,
This
->
glDescription
.
glType
,
This
->
resource
.
allocatedMemory
);
ENTER_GL
();
GL_EXTCALL
(
glGetCompressedTexImageARB
(
This
->
glDescription
.
target
,
This
->
glDescription
.
level
,
This
->
resource
.
allocatedMemory
));
checkGLcall
(
"glGetCompressedTexImageARB()"
);
LEAVE_GL
();
}
}
else
{
void
*
mem
;
...
...
@@ -89,14 +85,10 @@ static void surface_download_data(IWineD3DSurfaceImpl *This) {
TRACE
(
"(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p
\n
"
,
This
,
This
->
glDescription
.
level
,
This
->
glDescription
.
glFormat
,
This
->
glDescription
.
glType
,
mem
);
ENTER_GL
();
glGetTexImage
(
This
->
glDescription
.
target
,
This
->
glDescription
.
level
,
This
->
glDescription
.
glFormat
,
This
->
glDescription
.
glType
,
mem
);
checkGLcall
(
"glGetTexImage()"
);
LEAVE_GL
();
if
(
This
->
Flags
&
SFLAG_NONPOW2
)
{
LPBYTE
src_data
,
dst_data
;
int
y
;
...
...
@@ -258,6 +250,7 @@ ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface) {
* and the lastActiveRenderTarget member shouldn't matter
*/
if
(
swapchain
)
{
ENTER_GL
();
/* For ActivateContext */
if
(
swapchain
->
backBuffer
&&
swapchain
->
backBuffer
[
0
]
!=
iface
)
{
TRACE
(
"Activating primary back buffer
\n
"
);
ActivateContext
(
device
,
swapchain
->
backBuffer
[
0
],
CTXUSAGE_RESOURCELOAD
);
...
...
@@ -272,6 +265,7 @@ ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface) {
*/
device
->
lastActiveRenderTarget
=
(
IWineD3DSurface
*
)
0xdeadbabe
;
}
LEAVE_GL
();
}
else
{
/* May happen during ddraw uninitialization */
TRACE
(
"Render target set, but swapchain does not exist!
\n
"
);
...
...
@@ -281,6 +275,15 @@ ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface) {
if
(
This
->
glDescription
.
textureName
!=
0
)
{
/* release the openGL texture.. */
ENTER_GL
();
/* Need a context to destroy the texture. Use the currently active render target, but only if
* the primary render target exists. Otherwise lastActiveRenderTarget is garbage, see above.
* When destroying the primary rt, Uninit3D will activate a context before doing anything
*/
if
(
device
->
render_targets
[
0
])
{
ActivateContext
(
device
,
device
->
lastActiveRenderTarget
,
CTXUSAGE_RESOURCELOAD
);
}
TRACE
(
"Deleting texture %d
\n
"
,
This
->
glDescription
.
textureName
);
glDeleteTextures
(
1
,
&
This
->
glDescription
.
textureName
);
LEAVE_GL
();
...
...
@@ -338,13 +341,11 @@ DWORD WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface) {
}
void
WINAPI
IWineD3DSurfaceImpl_PreLoad
(
IWineD3DSurface
*
iface
)
{
/* TODO: re-write the way textures and managed,
* use a 'opengl context manager' to manage RenderTarget surfaces
** *********************************************************/
/* TODO: check for locks */
IWineD3DSurfaceImpl
*
This
=
(
IWineD3DSurfaceImpl
*
)
iface
;
IWineD3DBaseTexture
*
baseTexture
=
NULL
;
IWineD3DDeviceImpl
*
device
=
This
->
resource
.
wineD3DDevice
;
TRACE
(
"(%p)Checking to see if the container is a base texture
\n
"
,
This
);
if
(
IWineD3DSurface_GetContainer
(
iface
,
&
IID_IWineD3DBaseTexture
,
(
void
**
)
&
baseTexture
)
==
WINED3D_OK
)
{
TRACE
(
"Passing to conatiner
\n
"
);
...
...
@@ -352,10 +353,12 @@ void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
IWineD3DBaseTexture_Release
(
baseTexture
);
}
else
{
TRACE
(
"(%p) : About to load surface
\n
"
,
This
);
ENTER_GL
();
#if 0 /* TODO: context manager support */
IWineD3DContextManager_PushState(This->contextManager, GL_TEXTURE_2D, ENABLED, NOW /* make sure the state is applied now */);
#endif
if
(
!
device
->
isInDraw
)
{
ActivateContext
(
device
,
device
->
lastActiveRenderTarget
,
CTXUSAGE_RESOURCELOAD
);
}
glEnable
(
This
->
glDescription
.
target
);
/* make sure texture support is enabled in this context */
if
(
!
This
->
glDescription
.
level
)
{
if
(
!
This
->
glDescription
.
textureName
)
{
...
...
@@ -377,11 +380,6 @@ void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
tmp
=
0
.
9
f
;
glPrioritizeTextures
(
1
,
&
This
->
glDescription
.
textureName
,
&
tmp
);
}
/* TODO: disable texture support, if it wastn't enabled when we entered. */
#if 0 /* TODO: context manager support */
IWineD3DContextManager_PopState(This->contextManager, GL_TEXTURE_2D, DISABLED,DELAYED
/* we don't care when the state is disabled(if atall) */);
#endif
LEAVE_GL
();
}
return
;
...
...
@@ -768,24 +766,25 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED
/* This path is for normal surfaces, offscreen render targets and everything else that is in a gl texture */
TRACE
(
"locking an ordinarary surface
\n
"
);
/* TODO: Make sure that *any* context is active for this thread. It is not important which context that is,
* nor that is has any special setup(CTXUSAGE_LOADRESOURCE is fine), but the code below needs a context.
* A context is guaranteed to be there in a single threaded environment, but not with multithreading
*/
if
(
0
!=
This
->
glDescription
.
textureName
)
{
/* Now I have to copy thing bits back */
ENTER_GL
();
if
(
myDevice
->
createParms
.
BehaviorFlags
&
WINED3DCREATE_MULTITHREADED
)
{
ActivateContext
(
myDevice
,
myDevice
->
lastActiveRenderTarget
,
CTXUSAGE_RESOURCELOAD
);
}
/* Make sure that a proper texture unit is selected, bind the texture and dirtify the sampler to restore the texture on the next draw */
if
(
GL_SUPPORT
(
ARB_MULTITEXTURE
))
{
ENTER_GL
();
GL_EXTCALL
(
glActiveTextureARB
(
GL_TEXTURE0_ARB
));
checkGLcall
(
"glActiveTextureARB"
);
LEAVE_GL
();
}
IWineD3DDeviceImpl_MarkStateDirty
(
This
->
resource
.
wineD3DDevice
,
STATE_SAMPLER
(
0
));
IWineD3DSurface_PreLoad
(
iface
);
surface_download_data
(
This
);
LEAVE_GL
();
}
/* The local copy is now up to date to the opengl one because a full download was done */
...
...
dlls/wined3d/swapchain.c
View file @
fcb83e71
...
...
@@ -146,6 +146,8 @@ static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CO
ENTER_GL
();
/* Does glXSwapBuffers need a glx context? I don't think so. Blt will activate its own context if needed */
/* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
if
(
This
->
wineD3DDevice
->
bCursorVisible
&&
This
->
wineD3DDevice
->
cursorTexture
)
{
IWineD3DSurfaceImpl
cursor
;
...
...
dlls/wined3d/texture.c
View file @
fcb83e71
...
...
@@ -97,11 +97,21 @@ static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
unsigned
int
i
;
BOOL
setGlTextureDesc
=
FALSE
;
IWineD3DTextureImpl
*
This
=
(
IWineD3DTextureImpl
*
)
iface
;
IWineD3DDeviceImpl
*
device
=
This
->
resource
.
wineD3DDevice
;
TRACE
(
"(%p) : About to load texture
\n
"
,
This
);
if
(
This
->
baseTexture
.
textureName
==
0
)
setGlTextureDesc
=
TRUE
;
if
(
!
device
->
isInDraw
)
{
/* ActivateContext sets isInDraw to TRUE when loading a pbuffer into a texture, thus no danger of
* recursive calls
*/
ENTER_GL
();
ActivateContext
(
device
,
device
->
lastActiveRenderTarget
,
CTXUSAGE_RESOURCELOAD
);
LEAVE_GL
();
}
IWineD3DTexture_BindTexture
(
iface
);
ENTER_GL
();
/* If were dirty then reload the surfaces */
...
...
dlls/wined3d/utils.c
View file @
fcb83e71
...
...
@@ -810,7 +810,8 @@ void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEX
get_src_and_opr_nvrc
(
stage
,
arg3
,
is_alpha
,
&
tex_op_args
.
input
[
2
],
&
tex_op_args
.
mapping
[
2
],
&
tex_op_args
.
component_usage
[
2
],
texture_idx
);
ENTER_GL
();
/* This is called by a state handler which has the gl lock held and a context for the thread */
switch
(
op
)
{
...
...
@@ -1082,7 +1083,6 @@ void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEX
checkGLcall
(
"set_tex_op_nvrc()
\n
"
);
LEAVE_GL
();
}
static
void
get_src_and_opr
(
DWORD
arg
,
BOOL
is_alpha
,
GLenum
*
source
,
GLenum
*
operand
)
{
...
...
@@ -1160,7 +1160,7 @@ void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP
TRACE
(
"Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)
\n
"
,
isAlpha
,
Stage
,
debug_d3dtop
(
op
),
arg1
,
arg2
,
arg3
);
ENTER_GL
();
/* This is called by a state handler which has the gl lock held and a context for the thread */
/* Note: Operations usually involve two ars, src0 and src1 and are operations of
the form (a1 <operation> a2). However, some of the more complex operations
...
...
@@ -1681,7 +1681,6 @@ void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP
glTexEnvi
(
GL_TEXTURE_ENV
,
GL_TEXTURE_ENV_MODE
,
GL_COMBINE4_NV
);
checkGLcall
(
"GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV"
);
LEAVE_GL
();
return
;
}
}
/* GL_NV_texture_env_combine4 */
...
...
@@ -2148,7 +2147,6 @@ void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP
break
;
default:
FIXME
(
"Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)
\n
"
,
debug_d3dtop
(
op
),
debug_d3dtop
(
op2
),
isAlpha
);
LEAVE_GL
();
return
;
}
}
...
...
@@ -2158,13 +2156,10 @@ void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP
glTexEnvi
(
GL_TEXTURE_ENV
,
GL_TEXTURE_ENV_MODE
,
useext
(
GL_COMBINE
));
checkGLcall
(
"GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE)"
);
LEAVE_GL
();
return
;
}
}
LEAVE_GL
();
/* After all the extensions, if still unhandled, report fixme */
FIXME
(
"Unhandled texture operation %s
\n
"
,
debug_d3dtop
(
op
));
#undef GLINFO_LOCATION
...
...
dlls/wined3d/vertexbuffer.c
View file @
fcb83e71
...
...
@@ -62,7 +62,10 @@ static ULONG WINAPI IWineD3DVertexBufferImpl_Release(IWineD3DVertexBuffer *iface
if
(
ref
==
0
)
{
if
(
This
->
vbo
)
{
IWineD3DDeviceImpl
*
device
=
This
->
resource
.
wineD3DDevice
;
ENTER_GL
();
ActivateContext
(
device
,
device
->
lastActiveRenderTarget
,
CTXUSAGE_RESOURCELOAD
);
GL_EXTCALL
(
glDeleteBuffersARB
(
1
,
&
This
->
vbo
));
checkGLcall
(
"glDeleteBuffersARB"
);
LEAVE_GL
();
...
...
@@ -244,6 +247,7 @@ inline BOOL WINAPI IWineD3DVertexBufferImpl_FindDecl(IWineD3DVertexBufferImpl *T
static
void
WINAPI
IWineD3DVertexBufferImpl_PreLoad
(
IWineD3DVertexBuffer
*
iface
)
{
IWineD3DVertexBufferImpl
*
This
=
(
IWineD3DVertexBufferImpl
*
)
iface
;
IWineD3DDeviceImpl
*
device
=
This
->
resource
.
wineD3DDevice
;
BYTE
*
data
;
UINT
start
=
0
,
end
=
0
,
stride
=
0
;
BOOL
declChanged
=
FALSE
;
...
...
@@ -259,7 +263,7 @@ static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *if
}
/* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
if
(
This
->
resource
.
wineD3DD
evice
->
isInDraw
&&
This
->
bindCount
>
0
)
{
if
(
d
evice
->
isInDraw
&&
This
->
bindCount
>
0
)
{
declChanged
=
IWineD3DVertexBufferImpl_FindDecl
(
This
);
}
else
if
(
This
->
Flags
&
VBFLAG_HASDESC
)
{
/* Reuse the declaration stored in the buffer. It will most likely not change, and if it does
...
...
@@ -284,6 +288,7 @@ static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *if
if
(
This
->
declChanges
>
VB_MAXDECLCHANGES
)
{
FIXME
(
"Too much declaration changes, stopping converting
\n
"
);
ENTER_GL
();
ActivateContext
(
device
,
device
->
lastActiveRenderTarget
,
CTXUSAGE_RESOURCELOAD
);
GL_EXTCALL
(
glDeleteBuffersARB
(
1
,
&
This
->
vbo
));
checkGLcall
(
"glDeleteBuffersARB"
);
LEAVE_GL
();
...
...
@@ -294,7 +299,7 @@ static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *if
* to force a reload. This happens only once per changed vertexbuffer and should occur rather
* rarely
*/
IWineD3DDeviceImpl_MarkStateDirty
(
This
->
resource
.
wineD3DD
evice
,
STATE_STREAMSRC
);
IWineD3DDeviceImpl_MarkStateDirty
(
d
evice
,
STATE_STREAMSRC
);
return
;
}
...
...
@@ -337,6 +342,9 @@ static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *if
TRACE
(
"No conversion needed, locking directly into the VBO in future
\n
"
);
ENTER_GL
();
if
(
!
device
->
isInDraw
)
{
ActivateContext
(
device
,
device
->
lastActiveRenderTarget
,
CTXUSAGE_RESOURCELOAD
);
}
GL_EXTCALL
(
glBindBufferARB
(
GL_ARRAY_BUFFER_ARB
,
This
->
vbo
));
checkGLcall
(
"glBindBufferARB"
);
GL_EXTCALL
(
glBufferSubDataARB
(
GL_ARRAY_BUFFER_ARB
,
start
,
end
-
start
,
This
->
resource
.
allocatedMemory
+
start
));
...
...
@@ -367,6 +375,9 @@ static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *if
This
->
strided
.
u
.
s
.
specular
.
dwType
==
WINED3DDECLTYPE_SHORT4
||
This
->
strided
.
u
.
s
.
specular
.
dwType
==
WINED3DDECLTYPE_D3DCOLOR
);
ENTER_GL
();
if
(
!
device
->
isInDraw
)
{
ActivateContext
(
device
,
device
->
lastActiveRenderTarget
,
CTXUSAGE_RESOURCELOAD
);
}
GL_EXTCALL
(
glBindBufferARB
(
GL_ARRAY_BUFFER_ARB
,
This
->
vbo
));
checkGLcall
(
"glBindBufferARB"
);
GL_EXTCALL
(
glBufferSubDataARB
(
GL_ARRAY_BUFFER_ARB
,
start
,
end
-
start
,
data
));
...
...
dlls/wined3d/volumetexture.c
View file @
fcb83e71
...
...
@@ -94,12 +94,16 @@ static void WINAPI IWineD3DVolumeTextureImpl_PreLoad(IWineD3DVolumeTexture *ifac
/* Overrider the IWineD3DResource Preload method */
UINT
i
;
IWineD3DVolumeTextureImpl
*
This
=
(
IWineD3DVolumeTextureImpl
*
)
iface
;
IWineD3DDeviceImpl
*
device
=
This
->
resource
.
wineD3DDevice
;
TRACE
(
"(%p) : About to load texture
\n
"
,
This
);
IWineD3DVolumeTexture_BindTexture
(
iface
);
ENTER_GL
();
if
(
!
device
->
isInDraw
)
{
ActivateContext
(
device
,
device
->
lastActiveRenderTarget
,
CTXUSAGE_RESOURCELOAD
);
}
/* If were dirty then reload the volumes */
if
(
This
->
baseTexture
.
dirty
)
{
for
(
i
=
0
;
i
<
This
->
baseTexture
.
levels
;
i
++
)
{
...
...
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