Skip to content
Projects
Groups
Snippets
Help
This project
Loading...
Sign in / Register
Toggle navigation
W
wine-winehq
Project
Project
Details
Activity
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
0
Issues
0
List
Board
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Registry
Registry
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
wine
wine-winehq
Commits
a4b0bedc
Commit
a4b0bedc
authored
Mar 27, 2010
by
Stefan Dösinger
Committed by
Alexandre Julliard
Mar 31, 2010
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
wined3d: Split out offscreen rendering concerns from FindContext.
parent
c6f0ddcb
Show whitespace changes
Inline
Side-by-side
Showing
1 changed file
with
83 additions
and
80 deletions
+83
-80
context.c
dlls/wined3d/context.c
+83
-80
No files found.
dlls/wined3d/context.c
View file @
a4b0bedc
...
...
@@ -1834,10 +1834,8 @@ static struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSur
{
IWineD3DSwapChain
*
swapchain
=
NULL
;
struct
wined3d_context
*
current_context
=
context_get_current
();
const
struct
StateEntry
*
StateTable
=
This
->
StateTable
;
DWORD
tid
=
GetCurrentThreadId
();
struct
wined3d_context
*
context
;
BOOL
old_render_offscreen
;
if
(
current_context
&&
current_context
->
destroyed
)
current_context
=
NULL
;
...
...
@@ -1867,9 +1865,6 @@ static struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSur
TRACE
(
"Rendering onscreen
\n
"
);
context
=
findThreadContextForSwapChain
(
swapchain
,
tid
);
old_render_offscreen
=
context
->
render_offscreen
;
context
->
render_offscreen
=
surface_is_offscreen
(
target
);
IWineD3DSwapChain_Release
(
swapchain
);
}
else
...
...
@@ -1891,85 +1886,10 @@ static struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSur
* is perfect to call. */
context
=
findThreadContextForSwapChain
(
This
->
swapchains
[
0
],
tid
);
}
old_render_offscreen
=
context
->
render_offscreen
;
context
->
render_offscreen
=
TRUE
;
}
context_validate
(
context
);
if
(
context
->
render_offscreen
!=
old_render_offscreen
)
{
Context_MarkStateDirty
(
context
,
STATE_TRANSFORM
(
WINED3DTS_PROJECTION
),
StateTable
);
Context_MarkStateDirty
(
context
,
STATE_VDECL
,
StateTable
);
Context_MarkStateDirty
(
context
,
STATE_VIEWPORT
,
StateTable
);
Context_MarkStateDirty
(
context
,
STATE_SCISSORRECT
,
StateTable
);
Context_MarkStateDirty
(
context
,
STATE_FRONTFACE
,
StateTable
);
}
/* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
* the alpha blend state changes with different render target formats. */
if
(
!
context
->
current_rt
)
{
Context_MarkStateDirty
(
context
,
STATE_RENDER
(
WINED3DRS_ALPHABLENDENABLE
),
StateTable
);
}
else
{
const
struct
wined3d_format_desc
*
old
=
((
IWineD3DSurfaceImpl
*
)
context
->
current_rt
)
->
resource
.
format_desc
;
const
struct
wined3d_format_desc
*
new
=
((
IWineD3DSurfaceImpl
*
)
target
)
->
resource
.
format_desc
;
if
(
old
->
format
!=
new
->
format
)
{
/* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
if
((
old
->
alpha_mask
&&
!
new
->
alpha_mask
)
||
(
!
old
->
alpha_mask
&&
new
->
alpha_mask
)
||
!
(
new
->
Flags
&
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
))
{
Context_MarkStateDirty
(
context
,
STATE_RENDER
(
WINED3DRS_ALPHABLENDENABLE
),
StateTable
);
}
}
/* When switching away from an offscreen render target, and we're not
* using FBOs, we have to read the drawable into the texture. This is
* done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
* are some things that need care though. PreLoad needs a GL context,
* and FindContext is called before the context is activated. It also
* has to be called with the old rendertarget active, otherwise a
* wrong drawable is read. */
if
(
wined3d_settings
.
offscreen_rendering_mode
!=
ORM_FBO
&&
old_render_offscreen
&&
context
->
current_rt
!=
target
)
{
BOOL
oldInDraw
=
This
->
isInDraw
;
/* surface_internal_preload() requires a context to load the
* texture, so it will call context_acquire(). Set isInDraw to true
* to signal surface_internal_preload() that it has a context. */
/* FIXME: This is just broken. There's no guarantee whatsoever
* that the currently active context, if any, is appropriate for
* reading back the render target. We should probably call
* context_set_current(context) here and then rely on
* context_acquire() doing the right thing. */
This
->
isInDraw
=
TRUE
;
/* Read the back buffer of the old drawable into the destination texture. */
if
(((
IWineD3DSurfaceImpl
*
)
context
->
current_rt
)
->
texture_name_srgb
)
{
surface_internal_preload
(
context
->
current_rt
,
SRGB_BOTH
);
}
else
{
surface_internal_preload
(
context
->
current_rt
,
SRGB_RGB
);
}
IWineD3DSurface_ModifyLocation
(
context
->
current_rt
,
SFLAG_INDRAWABLE
,
FALSE
);
This
->
isInDraw
=
oldInDraw
;
}
}
context
->
draw_buffer_dirty
=
TRUE
;
context
->
current_rt
=
target
;
return
context
;
}
...
...
@@ -2139,6 +2059,88 @@ static void context_apply_state(struct wined3d_context *context, IWineD3DDeviceI
}
}
static
void
context_setup_target
(
IWineD3DDeviceImpl
*
device
,
struct
wined3d_context
*
context
,
IWineD3DSurface
*
target
)
{
BOOL
old_render_offscreen
=
context
->
render_offscreen
;
const
struct
StateEntry
*
StateTable
=
device
->
StateTable
;
if
(
!
target
)
return
;
else
if
(
context
->
current_rt
==
target
)
return
;
context
->
render_offscreen
=
surface_is_offscreen
(
target
);
if
(
context
->
render_offscreen
!=
old_render_offscreen
)
{
Context_MarkStateDirty
(
context
,
STATE_TRANSFORM
(
WINED3DTS_PROJECTION
),
StateTable
);
Context_MarkStateDirty
(
context
,
STATE_VDECL
,
StateTable
);
Context_MarkStateDirty
(
context
,
STATE_VIEWPORT
,
StateTable
);
Context_MarkStateDirty
(
context
,
STATE_SCISSORRECT
,
StateTable
);
Context_MarkStateDirty
(
context
,
STATE_FRONTFACE
,
StateTable
);
}
/* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
* the alpha blend state changes with different render target formats. */
if
(
!
context
->
current_rt
)
{
Context_MarkStateDirty
(
context
,
STATE_RENDER
(
WINED3DRS_ALPHABLENDENABLE
),
StateTable
);
}
else
{
const
struct
wined3d_format_desc
*
old
=
((
IWineD3DSurfaceImpl
*
)
context
->
current_rt
)
->
resource
.
format_desc
;
const
struct
wined3d_format_desc
*
new
=
((
IWineD3DSurfaceImpl
*
)
target
)
->
resource
.
format_desc
;
if
(
old
->
format
!=
new
->
format
)
{
/* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
if
((
old
->
alpha_mask
&&
!
new
->
alpha_mask
)
||
(
!
old
->
alpha_mask
&&
new
->
alpha_mask
)
||
!
(
new
->
Flags
&
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
))
{
Context_MarkStateDirty
(
context
,
STATE_RENDER
(
WINED3DRS_ALPHABLENDENABLE
),
StateTable
);
}
}
/* When switching away from an offscreen render target, and we're not
* using FBOs, we have to read the drawable into the texture. This is
* done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
* are some things that need care though. PreLoad needs a GL context,
* and FindContext is called before the context is activated. It also
* has to be called with the old rendertarget active, otherwise a
* wrong drawable is read. */
if
(
wined3d_settings
.
offscreen_rendering_mode
!=
ORM_FBO
&&
old_render_offscreen
&&
context
->
current_rt
!=
target
)
{
BOOL
oldInDraw
=
device
->
isInDraw
;
/* surface_internal_preload() requires a context to load the
* texture, so it will call context_acquire(). Set isInDraw to true
* to signal surface_internal_preload() that it has a context. */
/* FIXME: This is just broken. There's no guarantee whatsoever
* that the currently active context, if any, is appropriate for
* reading back the render target. We should probably call
* context_set_current(context) here and then rely on
* context_acquire() doing the right thing. */
device
->
isInDraw
=
TRUE
;
/* Read the back buffer of the old drawable into the destination texture. */
if
(((
IWineD3DSurfaceImpl
*
)
context
->
current_rt
)
->
texture_name_srgb
)
{
surface_internal_preload
(
context
->
current_rt
,
SRGB_BOTH
);
}
else
{
surface_internal_preload
(
context
->
current_rt
,
SRGB_RGB
);
}
IWineD3DSurface_ModifyLocation
(
context
->
current_rt
,
SFLAG_INDRAWABLE
,
FALSE
);
device
->
isInDraw
=
oldInDraw
;
}
}
context
->
draw_buffer_dirty
=
TRUE
;
context
->
current_rt
=
target
;
}
/*****************************************************************************
* context_acquire
*
...
...
@@ -2160,6 +2162,7 @@ struct wined3d_context *context_acquire(IWineD3DDeviceImpl *device, IWineD3DSurf
TRACE
(
"device %p, target %p, usage %#x.
\n
"
,
device
,
target
,
usage
);
context
=
FindContext
(
device
,
target
);
context_setup_target
(
device
,
context
,
target
);
context_enter
(
context
);
if
(
!
context
->
valid
)
return
context
;
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment