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wine
wine-winehq
Commits
49889f72
Commit
49889f72
authored
May 15, 2019
by
Henri Verbeet
Committed by
Alexandre Julliard
May 15, 2019
Browse files
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wined3d: Pass a wined3d_context_gl structure to context_check_fbo_status().
Signed-off-by:
Henri Verbeet
<
hverbeet@codeweavers.com
>
Signed-off-by:
Alexandre Julliard
<
julliard@winehq.org
>
parent
907b2a33
Show whitespace changes
Inline
Side-by-side
Showing
5 changed files
with
15 additions
and
21 deletions
+15
-21
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+1
-1
context.c
dlls/wined3d/context.c
+6
-12
glsl_shader.c
dlls/wined3d/glsl_shader.c
+1
-1
surface.c
dlls/wined3d/surface.c
+6
-6
wined3d_private.h
dlls/wined3d/wined3d_private.h
+1
-1
No files found.
dlls/wined3d/arb_program_shader.c
View file @
49889f72
...
@@ -7900,7 +7900,7 @@ static DWORD arbfp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_bl
...
@@ -7900,7 +7900,7 @@ static DWORD arbfp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_bl
wined3d_context_gl_apply_fbo_state_blit
(
context_gl
,
GL_DRAW_FRAMEBUFFER
,
wined3d_context_gl_apply_fbo_state_blit
(
context_gl
,
GL_DRAW_FRAMEBUFFER
,
&
dst_texture
->
resource
,
dst_sub_resource_idx
,
NULL
,
0
,
dst_location
);
&
dst_texture
->
resource
,
dst_sub_resource_idx
,
NULL
,
0
,
dst_location
);
context_set_draw_buffer
(
context
,
buffer
);
context_set_draw_buffer
(
context
,
buffer
);
context_check_fbo_status
(
context
,
GL_DRAW_FRAMEBUFFER
);
wined3d_context_gl_check_fbo_status
(
context_gl
,
GL_DRAW_FRAMEBUFFER
);
context_invalidate_state
(
context
,
STATE_FRAMEBUFFER
);
context_invalidate_state
(
context
,
STATE_FRAMEBUFFER
);
}
}
...
...
dlls/wined3d/context.c
View file @
49889f72
...
@@ -375,9 +375,9 @@ static void context_dump_fbo_attachment(const struct wined3d_gl_info *gl_info, G
...
@@ -375,9 +375,9 @@ static void context_dump_fbo_attachment(const struct wined3d_gl_info *gl_info, G
}
}
/* Context activation is done by the caller. */
/* Context activation is done by the caller. */
void
context_check_fbo_status
(
const
struct
wined3d_context
*
context
,
GLenum
target
)
void
wined3d_context_gl_check_fbo_status
(
const
struct
wined3d_context_gl
*
context_gl
,
GLenum
target
)
{
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
const
struct
wined3d_gl_info
*
gl_info
=
context
_gl
->
c
.
gl_info
;
GLenum
status
;
GLenum
status
;
if
(
!
FIXME_ON
(
d3d
))
if
(
!
FIXME_ON
(
d3d
))
...
@@ -394,7 +394,7 @@ void context_check_fbo_status(const struct wined3d_context *context, GLenum targ
...
@@ -394,7 +394,7 @@ void context_check_fbo_status(const struct wined3d_context *context, GLenum targ
FIXME
(
"FBO status %s (%#x).
\n
"
,
debug_fbostatus
(
status
),
status
);
FIXME
(
"FBO status %s (%#x).
\n
"
,
debug_fbostatus
(
status
),
status
);
if
(
!
context
->
current_fbo
)
if
(
!
context
_gl
->
c
.
current_fbo
)
{
{
ERR
(
"FBO 0 is incomplete, driver bug?
\n
"
);
ERR
(
"FBO 0 is incomplete, driver bug?
\n
"
);
return
;
return
;
...
@@ -2787,9 +2787,7 @@ void wined3d_context_gl_apply_blit_state(struct wined3d_context_gl *context_gl,
...
@@ -2787,9 +2787,7 @@ void wined3d_context_gl_apply_blit_state(struct wined3d_context_gl *context_gl,
}
}
if
(
wined3d_settings
.
offscreen_rendering_mode
==
ORM_FBO
)
if
(
wined3d_settings
.
offscreen_rendering_mode
==
ORM_FBO
)
{
wined3d_context_gl_check_fbo_status
(
context_gl
,
GL_FRAMEBUFFER
);
context_check_fbo_status
(
context
,
GL_FRAMEBUFFER
);
}
context_invalidate_state
(
context
,
STATE_FRAMEBUFFER
);
context_invalidate_state
(
context
,
STATE_FRAMEBUFFER
);
context_get_rt_size
(
context
,
&
rt_size
);
context_get_rt_size
(
context
,
&
rt_size
);
...
@@ -3097,9 +3095,7 @@ BOOL wined3d_context_gl_apply_clear_state(struct wined3d_context_gl *context_gl,
...
@@ -3097,9 +3095,7 @@ BOOL wined3d_context_gl_apply_clear_state(struct wined3d_context_gl *context_gl,
}
}
if
(
wined3d_settings
.
offscreen_rendering_mode
==
ORM_FBO
)
if
(
wined3d_settings
.
offscreen_rendering_mode
==
ORM_FBO
)
{
wined3d_context_gl_check_fbo_status
(
context_gl
,
GL_FRAMEBUFFER
);
context_check_fbo_status
(
&
context_gl
->
c
,
GL_FRAMEBUFFER
);
}
context_gl
->
c
.
last_was_blit
=
FALSE
;
context_gl
->
c
.
last_was_blit
=
FALSE
;
context_gl
->
c
.
last_was_ffp_blit
=
FALSE
;
context_gl
->
c
.
last_was_ffp_blit
=
FALSE
;
...
@@ -4021,9 +4017,7 @@ static BOOL context_apply_draw_state(struct wined3d_context *context,
...
@@ -4021,9 +4017,7 @@ static BOOL context_apply_draw_state(struct wined3d_context *context,
}
}
if
(
wined3d_settings
.
offscreen_rendering_mode
==
ORM_FBO
)
if
(
wined3d_settings
.
offscreen_rendering_mode
==
ORM_FBO
)
{
wined3d_context_gl_check_fbo_status
(
context_gl
,
GL_FRAMEBUFFER
);
context_check_fbo_status
(
context
,
GL_FRAMEBUFFER
);
}
context
->
numDirtyEntries
=
0
;
/* This makes the whole list clean */
context
->
numDirtyEntries
=
0
;
/* This makes the whole list clean */
context
->
last_was_blit
=
FALSE
;
context
->
last_was_blit
=
FALSE
;
...
...
dlls/wined3d/glsl_shader.c
View file @
49889f72
...
@@ -13334,7 +13334,7 @@ static DWORD glsl_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_bli
...
@@ -13334,7 +13334,7 @@ static DWORD glsl_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_bli
wined3d_context_gl_apply_fbo_state_blit
(
context_gl
,
GL_DRAW_FRAMEBUFFER
,
wined3d_context_gl_apply_fbo_state_blit
(
context_gl
,
GL_DRAW_FRAMEBUFFER
,
&
dst_texture
->
resource
,
dst_sub_resource_idx
,
NULL
,
0
,
dst_location
);
&
dst_texture
->
resource
,
dst_sub_resource_idx
,
NULL
,
0
,
dst_location
);
context_set_draw_buffer
(
context
,
buffer
);
context_set_draw_buffer
(
context
,
buffer
);
context_check_fbo_status
(
context
,
GL_DRAW_FRAMEBUFFER
);
wined3d_context_gl_check_fbo_status
(
context_gl
,
GL_DRAW_FRAMEBUFFER
);
context_invalidate_state
(
context
,
STATE_FRAMEBUFFER
);
context_invalidate_state
(
context
,
STATE_FRAMEBUFFER
);
}
}
...
...
dlls/wined3d/surface.c
View file @
49889f72
...
@@ -106,12 +106,12 @@ static void texture2d_depth_blt_fbo(const struct wined3d_device *device, struct
...
@@ -106,12 +106,12 @@ static void texture2d_depth_blt_fbo(const struct wined3d_device *device, struct
wined3d_context_gl_apply_fbo_state_blit
(
context_gl
,
GL_READ_FRAMEBUFFER
,
NULL
,
0
,
wined3d_context_gl_apply_fbo_state_blit
(
context_gl
,
GL_READ_FRAMEBUFFER
,
NULL
,
0
,
&
src_texture
->
resource
,
src_sub_resource_idx
,
src_location
);
&
src_texture
->
resource
,
src_sub_resource_idx
,
src_location
);
context_check_fbo_status
(
context
,
GL_READ_FRAMEBUFFER
);
wined3d_context_gl_check_fbo_status
(
context_gl
,
GL_READ_FRAMEBUFFER
);
wined3d_context_gl_apply_fbo_state_blit
(
context_gl
,
GL_DRAW_FRAMEBUFFER
,
NULL
,
0
,
wined3d_context_gl_apply_fbo_state_blit
(
context_gl
,
GL_DRAW_FRAMEBUFFER
,
NULL
,
0
,
&
dst_texture
->
resource
,
dst_sub_resource_idx
,
dst_location
);
&
dst_texture
->
resource
,
dst_sub_resource_idx
,
dst_location
);
context_set_draw_buffer
(
context
,
GL_NONE
);
context_set_draw_buffer
(
context
,
GL_NONE
);
context_check_fbo_status
(
context
,
GL_DRAW_FRAMEBUFFER
);
wined3d_context_gl_check_fbo_status
(
context_gl
,
GL_DRAW_FRAMEBUFFER
);
context_invalidate_state
(
context
,
STATE_FRAMEBUFFER
);
context_invalidate_state
(
context
,
STATE_FRAMEBUFFER
);
if
(
gl_mask
&
GL_DEPTH_BUFFER_BIT
)
if
(
gl_mask
&
GL_DEPTH_BUFFER_BIT
)
...
@@ -252,7 +252,7 @@ static void texture2d_blt_fbo(const struct wined3d_device *device, struct wined3
...
@@ -252,7 +252,7 @@ static void texture2d_blt_fbo(const struct wined3d_device *device, struct wined3
&
src_texture
->
resource
,
src_sub_resource_idx
,
NULL
,
0
,
src_location
);
&
src_texture
->
resource
,
src_sub_resource_idx
,
NULL
,
0
,
src_location
);
gl_info
->
gl_ops
.
gl
.
p_glReadBuffer
(
buffer
);
gl_info
->
gl_ops
.
gl
.
p_glReadBuffer
(
buffer
);
checkGLcall
(
"glReadBuffer()"
);
checkGLcall
(
"glReadBuffer()"
);
context_check_fbo_status
(
context
,
GL_READ_FRAMEBUFFER
);
wined3d_context_gl_check_fbo_status
(
context_gl
,
GL_READ_FRAMEBUFFER
);
if
(
dst_location
==
WINED3D_LOCATION_DRAWABLE
)
if
(
dst_location
==
WINED3D_LOCATION_DRAWABLE
)
{
{
...
@@ -271,7 +271,7 @@ static void texture2d_blt_fbo(const struct wined3d_device *device, struct wined3
...
@@ -271,7 +271,7 @@ static void texture2d_blt_fbo(const struct wined3d_device *device, struct wined3
wined3d_context_gl_apply_fbo_state_blit
(
context_gl
,
GL_DRAW_FRAMEBUFFER
,
wined3d_context_gl_apply_fbo_state_blit
(
context_gl
,
GL_DRAW_FRAMEBUFFER
,
&
dst_texture
->
resource
,
dst_sub_resource_idx
,
NULL
,
0
,
dst_location
);
&
dst_texture
->
resource
,
dst_sub_resource_idx
,
NULL
,
0
,
dst_location
);
context_set_draw_buffer
(
context
,
buffer
);
context_set_draw_buffer
(
context
,
buffer
);
context_check_fbo_status
(
context
,
GL_DRAW_FRAMEBUFFER
);
wined3d_context_gl_check_fbo_status
(
context_gl
,
GL_DRAW_FRAMEBUFFER
);
context_invalidate_state
(
context
,
STATE_FRAMEBUFFER
);
context_invalidate_state
(
context
,
STATE_FRAMEBUFFER
);
gl_info
->
gl_ops
.
gl
.
p_glColorMask
(
GL_TRUE
,
GL_TRUE
,
GL_TRUE
,
GL_TRUE
);
gl_info
->
gl_ops
.
gl
.
p_glColorMask
(
GL_TRUE
,
GL_TRUE
,
GL_TRUE
,
GL_TRUE
);
...
@@ -737,7 +737,7 @@ static void texture2d_read_from_framebuffer(struct wined3d_texture *texture, uns
...
@@ -737,7 +737,7 @@ static void texture2d_read_from_framebuffer(struct wined3d_texture *texture, uns
{
{
wined3d_context_gl_apply_fbo_state_blit
(
context_gl
,
GL_READ_FRAMEBUFFER
,
wined3d_context_gl_apply_fbo_state_blit
(
context_gl
,
GL_READ_FRAMEBUFFER
,
resource
,
sub_resource_idx
,
NULL
,
0
,
src_location
);
resource
,
sub_resource_idx
,
NULL
,
0
,
src_location
);
context_check_fbo_status
(
context
,
GL_READ_FRAMEBUFFER
);
wined3d_context_gl_check_fbo_status
(
context_gl
,
GL_READ_FRAMEBUFFER
);
context_invalidate_state
(
context
,
STATE_FRAMEBUFFER
);
context_invalidate_state
(
context
,
STATE_FRAMEBUFFER
);
}
}
else
else
...
@@ -2260,7 +2260,7 @@ static DWORD ffp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit
...
@@ -2260,7 +2260,7 @@ static DWORD ffp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit
wined3d_context_gl_apply_fbo_state_blit
(
context_gl
,
GL_DRAW_FRAMEBUFFER
,
wined3d_context_gl_apply_fbo_state_blit
(
context_gl
,
GL_DRAW_FRAMEBUFFER
,
dst_resource
,
dst_sub_resource_idx
,
NULL
,
0
,
dst_location
);
dst_resource
,
dst_sub_resource_idx
,
NULL
,
0
,
dst_location
);
context_set_draw_buffer
(
context
,
buffer
);
context_set_draw_buffer
(
context
,
buffer
);
context_check_fbo_status
(
context
,
GL_DRAW_FRAMEBUFFER
);
wined3d_context_gl_check_fbo_status
(
context_gl
,
GL_DRAW_FRAMEBUFFER
);
context_invalidate_state
(
context
,
STATE_FRAMEBUFFER
);
context_invalidate_state
(
context
,
STATE_FRAMEBUFFER
);
}
}
...
...
dlls/wined3d/wined3d_private.h
View file @
49889f72
...
@@ -2074,6 +2074,7 @@ void wined3d_context_gl_apply_ffp_blit_state(struct wined3d_context_gl *context_
...
@@ -2074,6 +2074,7 @@ void wined3d_context_gl_apply_ffp_blit_state(struct wined3d_context_gl *context_
const
struct
wined3d_device
*
device
)
DECLSPEC_HIDDEN
;
const
struct
wined3d_device
*
device
)
DECLSPEC_HIDDEN
;
void
wined3d_context_gl_bind_texture
(
struct
wined3d_context_gl
*
context_gl
,
void
wined3d_context_gl_bind_texture
(
struct
wined3d_context_gl
*
context_gl
,
GLenum
target
,
GLuint
name
)
DECLSPEC_HIDDEN
;
GLenum
target
,
GLuint
name
)
DECLSPEC_HIDDEN
;
void
wined3d_context_gl_check_fbo_status
(
const
struct
wined3d_context_gl
*
context_gl
,
GLenum
target
)
DECLSPEC_HIDDEN
;
void
wined3d_context_gl_cleanup
(
struct
wined3d_context_gl
*
context_gl
)
DECLSPEC_HIDDEN
;
void
wined3d_context_gl_cleanup
(
struct
wined3d_context_gl
*
context_gl
)
DECLSPEC_HIDDEN
;
void
wined3d_context_gl_free_fence
(
struct
wined3d_fence
*
fence
)
DECLSPEC_HIDDEN
;
void
wined3d_context_gl_free_fence
(
struct
wined3d_fence
*
fence
)
DECLSPEC_HIDDEN
;
void
wined3d_context_gl_free_occlusion_query
(
struct
wined3d_occlusion_query
*
query
)
DECLSPEC_HIDDEN
;
void
wined3d_context_gl_free_occlusion_query
(
struct
wined3d_occlusion_query
*
query
)
DECLSPEC_HIDDEN
;
...
@@ -2227,7 +2228,6 @@ void context_active_texture(struct wined3d_context *context, const struct wined3
...
@@ -2227,7 +2228,6 @@ void context_active_texture(struct wined3d_context *context, const struct wined3
unsigned
int
unit
)
DECLSPEC_HIDDEN
;
unsigned
int
unit
)
DECLSPEC_HIDDEN
;
void
context_bind_bo
(
struct
wined3d_context
*
context
,
GLenum
binding
,
GLuint
name
)
DECLSPEC_HIDDEN
;
void
context_bind_bo
(
struct
wined3d_context
*
context
,
GLenum
binding
,
GLuint
name
)
DECLSPEC_HIDDEN
;
void
context_bind_dummy_textures
(
const
struct
wined3d_context
*
context
)
DECLSPEC_HIDDEN
;
void
context_bind_dummy_textures
(
const
struct
wined3d_context
*
context
)
DECLSPEC_HIDDEN
;
void
context_check_fbo_status
(
const
struct
wined3d_context
*
context
,
GLenum
target
)
DECLSPEC_HIDDEN
;
void
context_copy_bo_address
(
struct
wined3d_context
*
context
,
void
context_copy_bo_address
(
struct
wined3d_context
*
context
,
const
struct
wined3d_bo_address
*
dst
,
GLenum
dst_binding
,
const
struct
wined3d_bo_address
*
dst
,
GLenum
dst_binding
,
const
struct
wined3d_bo_address
*
src
,
GLenum
src_binding
,
size_t
size
)
DECLSPEC_HIDDEN
;
const
struct
wined3d_bo_address
*
src
,
GLenum
src_binding
,
size_t
size
)
DECLSPEC_HIDDEN
;
...
...
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