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wine
wine-winehq
Commits
8352f1f4
Commit
8352f1f4
authored
Jun 04, 2003
by
Lionel Ulmer
Committed by
Alexandre Julliard
Jun 04, 2003
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Plain Diff
- remove some extraneous saving of the read buffer settings
- cleaned-up the GL / device critical section handling
parent
241d3062
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Side-by-side
Showing
2 changed files
with
21 additions
and
42 deletions
+21
-42
mesa.c
dlls/ddraw/d3ddevice/mesa.c
+21
-34
mesa.c
dlls/ddraw/mesa.c
+0
-8
No files found.
dlls/ddraw/d3ddevice/mesa.c
View file @
8352f1f4
...
...
@@ -1126,27 +1126,24 @@ static void draw_primitive_strided(IDirect3DDeviceImpl *This,
IDirect3DDeviceGLImpl
*
glThis
=
(
IDirect3DDeviceGLImpl
*
)
This
;
int
num_active_stages
=
0
;
/* This is to prevent 'thread contention' between a thread locking the device and another
doing 3D display on it... */
EnterCriticalSection
(
&
(
This
->
crit
));
ENTER_GL
();
if
(
glThis
->
state
==
SURFACE_MEMORY_DIRTY
)
{
This
->
flush_to_framebuffer
(
This
,
NULL
,
glThis
->
lock_surf
);
}
LEAVE_GL
();
glThis
->
state
=
SURFACE_GL
;
/* Compute the number of active texture stages */
while
(
This
->
current_texture
[
num_active_stages
]
!=
NULL
)
num_active_stages
++
;
/* This is to prevent 'thread contention' between a thread locking the device and another
doing 3D display on it... */
EnterCriticalSection
(
&
(
This
->
crit
));
if
(
TRACE_ON
(
ddraw
))
{
TRACE
(
" Vertex format : "
);
dump_flexible_vertex
(
d3dvtVertexType
);
}
ENTER_GL
();
/* Just a hack for now.. Will have to find better algorithm :-/ */
if
((
d3dvtVertexType
&
D3DFVF_POSITION_MASK
)
!=
D3DFVF_XYZ
)
{
vertex_lighted
=
TRUE
;
...
...
@@ -1992,9 +1989,7 @@ GL_IDirect3DDeviceImpl_7_3T_SetTextureStageState(LPDIRECT3DDEVICE7 iface,
}
if
((
dwState
&
0xFF
)
!=
D3DTTFF_DISABLE
)
{
LEAVE_GL
();
This
->
matrices_updated
(
This
,
TEXMAT0_CHANGED
<<
dwStage
);
ENTER_GL
();
}
if
(
handled
==
TRUE
)
{
...
...
@@ -2800,7 +2795,6 @@ static void d3ddevice_lock_update(IDirectDrawSurfaceImpl* This, LPCRECT pRect, D
/* If the surface is already in memory, no need to do anything here... */
GLenum
buffer_type
;
GLenum
buffer_color
;
GLenum
prev_read
;
RECT
loc_rect
;
int
y
;
char
*
dst
;
...
...
@@ -2811,18 +2805,6 @@ static void d3ddevice_lock_update(IDirectDrawSurfaceImpl* This, LPCRECT pRect, D
may only write to the device... But when we will blit it back to the screen, we need
also to blit correctly the parts the application did not overwrite... */
ENTER_GL
();
glGetIntegerv
(
GL_READ_BUFFER
,
&
prev_read
);
glFlush
();
if
(
is_front
==
TRUE
)
/* Application wants to lock the front buffer */
glReadBuffer
(
GL_FRONT
);
else
/* Application wants to lock the back buffer */
glReadBuffer
(
GL_BACK
);
if
((
This
->
surface_desc
.
u4
.
ddpfPixelFormat
.
u1
.
dwRGBBitCount
==
16
)
&&
(
This
->
surface_desc
.
u4
.
ddpfPixelFormat
.
u2
.
dwRBitMask
==
0xF800
)
&&
(
This
->
surface_desc
.
u4
.
ddpfPixelFormat
.
u3
.
dwGBitMask
==
0x07E0
)
&&
...
...
@@ -2840,10 +2822,18 @@ static void d3ddevice_lock_update(IDirectDrawSurfaceImpl* This, LPCRECT pRect, D
glPixelStorei
(
GL_PACK_SWAP_BYTES
,
TRUE
);
}
else
{
ERR
(
" unsupported pixel format at device locking.
\n
"
);
LEAVE_GL
();
return
;
}
ENTER_GL
();
if
(
is_front
==
TRUE
)
/* Application wants to lock the front buffer */
glReadBuffer
(
GL_FRONT
);
else
/* Application wants to lock the back buffer */
glReadBuffer
(
GL_BACK
);
/* Just a hack while waiting for proper rectangle support */
pRect
=
NULL
;
if
(
pRect
==
NULL
)
{
...
...
@@ -2866,7 +2856,6 @@ static void d3ddevice_lock_update(IDirectDrawSurfaceImpl* This, LPCRECT pRect, D
dst
+=
This
->
surface_desc
.
u1
.
lPitch
;
}
glReadBuffer
(
prev_read
);
glPixelStorei
(
GL_PACK_SWAP_BYTES
,
FALSE
);
if
(
is_front
)
...
...
@@ -2904,8 +2893,8 @@ static void d3ddevice_flush_to_frame_buffer(IDirect3DDeviceImpl *d3d_dev, LPCREC
GLint
tex_state
;
int
x
,
y
;
/*
This is to prevent another thread to actually lock the buffer while we flush it on screen */
EnterCriticalSection
(
&
(
d3d_dev
->
crit
));
/*
Note : no need here to lock the 'device critical section' as we are already protected by
the GL critical section. */
loc_rect
.
top
=
0
;
loc_rect
.
left
=
0
;
...
...
@@ -2947,7 +2936,6 @@ static void d3ddevice_flush_to_frame_buffer(IDirect3DDeviceImpl *d3d_dev, LPCREC
glPixelStorei
(
GL_UNPACK_SWAP_BYTES
,
TRUE
);
}
else
{
ERR
(
" unsupported pixel format at frame buffer flush.
\n
"
);
LeaveCriticalSection
(
&
(
d3d_dev
->
crit
));
return
;
}
...
...
@@ -2957,6 +2945,8 @@ static void d3ddevice_flush_to_frame_buffer(IDirect3DDeviceImpl *d3d_dev, LPCREC
glDisable
(
GL_DEPTH_TEST
);
glEnable
(
GL_TEXTURE_2D
);
glEnable
(
GL_SCISSOR_TEST
);
glDepthRange
(
0
.
0
,
1
.
0
);
glViewport
(
0
,
0
,
d3d_dev
->
surface
->
surface_desc
.
dwWidth
,
d3d_dev
->
surface
->
surface_desc
.
dwHeight
);
glScissor
(
loc_rect
.
left
,
surf
->
surface_desc
.
dwHeight
-
loc_rect
.
bottom
,
loc_rect
.
right
-
loc_rect
.
left
,
loc_rect
.
bottom
-
loc_rect
.
top
);
...
...
@@ -3024,9 +3014,11 @@ static void d3ddevice_flush_to_frame_buffer(IDirect3DDeviceImpl *d3d_dev, LPCREC
glTexParameteri
(
GL_TEXTURE_2D
,
GL_TEXTURE_MAG_FILTER
,
max_tex
);
glTexParameteri
(
GL_TEXTURE_2D
,
GL_TEXTURE_MIN_FILTER
,
min_tex
);
glTexEnvi
(
GL_TEXTURE_ENV
,
GL_TEXTURE_ENV_MODE
,
tex_env
);
LEAVE_GL
();
glDepthRange
(
d3d_dev
->
active_viewport
.
dvMinZ
,
d3d_dev
->
active_viewport
.
dvMaxZ
);
glViewport
(
d3d_dev
->
active_viewport
.
dwX
,
d3d_dev
->
surface
->
surface_desc
.
dwHeight
-
(
d3d_dev
->
active_viewport
.
dwHeight
+
d3d_dev
->
active_viewport
.
dwY
),
d3d_dev
->
active_viewport
.
dwWidth
,
d3d_dev
->
active_viewport
.
dwHeight
);
d3d_dev
->
matrices_updated
(
d3d_dev
,
TEXMAT0_CHANGED
);
ENTER_GL
();
#if 0
/* I keep this code here as it's very useful to debug :-) */
{
...
...
@@ -3041,9 +3033,6 @@ static void d3ddevice_flush_to_frame_buffer(IDirect3DDeviceImpl *d3d_dev, LPCREC
}
}
#endif
/* And leave the critical section... */
LeaveCriticalSection
(
&
(
d3d_dev
->
crit
));
}
static
void
d3ddevice_unlock_update
(
IDirectDrawSurfaceImpl
*
This
,
LPCRECT
pRect
)
...
...
@@ -3221,9 +3210,7 @@ d3ddevice_create(IDirect3DDeviceImpl **obj, IDirect3DImpl *d3d, IDirectDrawSurfa
/* Initialisation */
TRACE
(
" setting current context
\n
"
);
LEAVE_GL
();
object
->
set_context
(
object
);
ENTER_GL
();
TRACE
(
" current context set
\n
"
);
/* allocate the clipping planes */
...
...
dlls/ddraw/mesa.c
View file @
8352f1f4
...
...
@@ -101,11 +101,9 @@ void set_render_state(IDirect3DDeviceImpl* This,
case
D3DRENDERSTATE_TEXTUREHANDLE
:
{
/* 1 */
IDirectDrawSurfaceImpl
*
tex
=
(
IDirectDrawSurfaceImpl
*
)
dwRenderState
;
LEAVE_GL
();
IDirect3DDevice7_SetTexture
(
ICOM_INTERFACE
(
This
,
IDirect3DDevice7
),
0
,
ICOM_INTERFACE
(
tex
,
IDirectDrawSurface7
));
ENTER_GL
();
}
break
;
case
D3DRENDERSTATE_TEXTUREADDRESSU
:
/* 44 */
...
...
@@ -117,11 +115,9 @@ void set_render_state(IDirect3DDeviceImpl* This,
else
if
(
dwRenderStateType
==
D3DRENDERSTATE_TEXTUREADDRESSU
)
d3dTexStageStateType
=
D3DTSS_ADDRESSU
;
else
d3dTexStageStateType
=
D3DTSS_ADDRESSV
;
LEAVE_GL
();
IDirect3DDevice7_SetTextureStageState
(
ICOM_INTERFACE
(
This
,
IDirect3DDevice7
),
0
,
d3dTexStageStateType
,
dwRenderState
);
ENTER_GL
();
}
break
;
case
D3DRENDERSTATE_TEXTUREPERSPECTIVE
:
/* 4 */
...
...
@@ -218,9 +214,7 @@ void set_render_state(IDirect3DDeviceImpl* This,
}
if
(
tex_mag
!=
0xFFFFFFFF
)
{
LEAVE_GL
();
IDirect3DDevice7_SetTextureStageState
(
ICOM_INTERFACE
(
This
,
IDirect3DDevice7
),
0
,
D3DTSS_MAGFILTER
,
tex_mag
);
ENTER_GL
();
}
}
break
;
...
...
@@ -239,9 +233,7 @@ void set_render_state(IDirect3DDeviceImpl* This,
}
if
(
tex_min
!=
0xFFFFFFFF
)
{
LEAVE_GL
();
IDirect3DDevice7_SetTextureStageState
(
ICOM_INTERFACE
(
This
,
IDirect3DDevice7
),
0
,
D3DTSS_MINFILTER
,
tex_min
);
ENTER_GL
();
}
}
break
;
...
...
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