Commit c8fe24d2 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Explicitly pass the context to surface_load_ds_location().

parent 2c71b853
......@@ -4948,19 +4948,19 @@ HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfa
if (vp->X != 0 || vp->Y != 0 ||
vp->Width < depth_stencil->currentDesc.Width || vp->Height < depth_stencil->currentDesc.Height) {
surface_load_ds_location(This->stencilBufferTarget, location);
surface_load_ds_location(This->stencilBufferTarget, context, location);
}
else if (This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE] && (
This->stateBlock->scissorRect.left > 0 || This->stateBlock->scissorRect.top > 0 ||
This->stateBlock->scissorRect.right < depth_stencil->currentDesc.Width ||
This->stateBlock->scissorRect.bottom < depth_stencil->currentDesc.Height)) {
surface_load_ds_location(This->stencilBufferTarget, location);
surface_load_ds_location(This->stencilBufferTarget, context, location);
}
else if (Count > 0 && pRects && (
pRects[0].x1 > 0 || pRects[0].y1 > 0 ||
pRects[0].x2 < depth_stencil->currentDesc.Width ||
pRects[0].y2 < depth_stencil->currentDesc.Height)) {
surface_load_ds_location(This->stencilBufferTarget, location);
surface_load_ds_location(This->stencilBufferTarget, context, location);
}
}
......@@ -6591,8 +6591,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *
|| ((IWineD3DSurfaceImpl *)This->stencilBufferTarget)->Flags & SFLAG_DISCARD) {
surface_modify_ds_location(This->stencilBufferTarget, SFLAG_DS_DISCARDED);
} else {
ActivateContext(This, This->render_targets[0], CTXUSAGE_RESOURCELOAD);
surface_load_ds_location(This->stencilBufferTarget, SFLAG_DS_OFFSCREEN);
struct WineD3DContext *context = ActivateContext(This, This->render_targets[0], CTXUSAGE_RESOURCELOAD);
surface_load_ds_location(This->stencilBufferTarget, context, SFLAG_DS_OFFSCREEN);
surface_modify_ds_location(This->stencilBufferTarget, SFLAG_DS_OFFSCREEN);
}
}
......
......@@ -558,6 +558,7 @@ void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertice
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DSurfaceImpl *target;
struct WineD3DContext *context;
unsigned int i;
if (!index_count) return;
......@@ -579,7 +580,7 @@ void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertice
/* Signals other modules that a drawing is in progress and the stateblock finalized */
This->isInDraw = TRUE;
ActivateContext(This, This->render_targets[0], CTXUSAGE_DRAWPRIM);
context = ActivateContext(This, This->render_targets[0], CTXUSAGE_DRAWPRIM);
if (This->stencilBufferTarget) {
/* Note that this depends on the ActivateContext call above to set
......@@ -590,7 +591,7 @@ void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertice
DWORD location = This->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
if (This->stateBlock->renderState[WINED3DRS_ZWRITEENABLE]
|| This->stateBlock->renderState[WINED3DRS_ZENABLE])
surface_load_ds_location(This->stencilBufferTarget, location);
surface_load_ds_location(This->stencilBufferTarget, context, location);
if (This->stateBlock->renderState[WINED3DRS_ZWRITEENABLE])
surface_modify_ds_location(This->stencilBufferTarget, location);
}
......
......@@ -4370,7 +4370,8 @@ void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) {
}
/* Context activation is done by the caller. */
void surface_load_ds_location(IWineD3DSurface *iface, DWORD location) {
void surface_load_ds_location(IWineD3DSurface *iface, struct WineD3DContext *context, DWORD location)
{
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
......@@ -4404,7 +4405,7 @@ void surface_load_ds_location(IWineD3DSurface *iface, DWORD location) {
/* Note that we use depth_blt here as well, rather than glCopyTexImage2D
* directly on the FBO texture. That's because we need to flip. */
context_bind_fbo(device->activeContext, GL_FRAMEBUFFER_EXT, NULL);
context_bind_fbo(context, GL_FRAMEBUFFER_EXT, NULL);
if (This->texture_target == GL_TEXTURE_RECTANGLE_ARB)
{
glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
......@@ -4439,20 +4440,17 @@ void surface_load_ds_location(IWineD3DSurface *iface, DWORD location) {
device->depth_blt_rb_h = This->currentDesc.Height;
}
context_bind_fbo(device->activeContext, GL_FRAMEBUFFER_EXT, &device->activeContext->dst_fbo);
context_bind_fbo(context, GL_FRAMEBUFFER_EXT, &context->dst_fbo);
GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, device->depth_blt_rb));
checkGLcall("glFramebufferRenderbufferEXT");
context_attach_depth_stencil_fbo(device->activeContext, GL_FRAMEBUFFER_EXT, iface, FALSE);
context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER_EXT, iface, FALSE);
/* Do the actual blit */
surface_depth_blt(This, device->depth_blt_texture, This->currentDesc.Width, This->currentDesc.Height, bind_target);
checkGLcall("depth_blt");
if (device->activeContext->current_fbo) {
context_bind_fbo(device->activeContext, GL_FRAMEBUFFER_EXT, &device->activeContext->current_fbo->id);
} else {
context_bind_fbo(device->activeContext, GL_FRAMEBUFFER_EXT, NULL);
}
if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER_EXT, &context->current_fbo->id);
else context_bind_fbo(context, GL_FRAMEBUFFER_EXT, NULL);
LEAVE_GL();
} else {
......@@ -4464,14 +4462,12 @@ void surface_load_ds_location(IWineD3DSurface *iface, DWORD location) {
ENTER_GL();
context_bind_fbo(device->activeContext, GL_FRAMEBUFFER_EXT, NULL);
context_bind_fbo(context, GL_FRAMEBUFFER_EXT, NULL);
surface_depth_blt(This, This->texture_name, This->currentDesc.Width,
This->currentDesc.Height, This->texture_target);
checkGLcall("depth_blt");
if (device->activeContext->current_fbo) {
context_bind_fbo(device->activeContext, GL_FRAMEBUFFER_EXT, &device->activeContext->current_fbo->id);
}
if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER_EXT, &context->current_fbo->id);
LEAVE_GL();
} else {
......
......@@ -2533,7 +2533,7 @@ void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect);
GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
void surface_load_ds_location(IWineD3DSurface *iface, struct WineD3DContext *context, DWORD location);
void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name);
......
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