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wine
wine-winehq
Commits
d321959d
Commit
d321959d
authored
Jul 02, 2011
by
Stefan Dösinger
Committed by
Alexandre Julliard
Jul 05, 2011
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Plain Diff
wined3d: Move FBO application into a state handler.
parent
1aa85c96
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Side-by-side
Showing
4 changed files
with
82 additions
and
44 deletions
+82
-44
context.c
dlls/wined3d/context.c
+69
-43
state.c
dlls/wined3d/state.c
+3
-0
utils.c
dlls/wined3d/utils.c
+2
-0
wined3d_private.h
dlls/wined3d/wined3d_private.h
+8
-1
No files found.
dlls/wined3d/context.c
View file @
d321959d
...
...
@@ -2161,48 +2161,16 @@ BOOL context_apply_clear_state(struct wined3d_context *context, struct wined3d_d
return
TRUE
;
}
/* Context activation is done by the caller. */
BOOL
context_apply_draw_state
(
struct
wined3d_context
*
context
,
struct
wined3d_device
*
device
)
static
inline
DWORD
find_draw_buffers_mask
(
struct
wined3d_context
*
context
,
struct
wined3d_device
*
device
)
{
const
struct
StateEntry
*
state_table
=
device
->
StateTable
;
const
struct
wined3d_fb_state
*
fb
=
&
device
->
fb
;
struct
wined3d_shader
*
ps
=
device
->
stateBlock
->
state
.
pixel_shader
;
struct
wined3d_surface
**
rts
=
device
->
fb
.
render_targets
;
DWORD
rt_mask
,
rt_mask_bits
;
unsigned
int
i
;
DWORD
rt_mask
;
if
(
!
context_validate_rt_config
(
context
->
gl_info
->
limits
.
buffers
,
fb
->
render_targets
,
fb
->
depth_stencil
))
return
FALSE
;
/* Preload resources before FBO setup. Texture preload in particular may
* result in changes to the current FBO, due to using e.g. FBO blits for
* updating a resource location. */
device_update_tex_unit_map
(
device
);
device_preload_textures
(
device
);
if
(
isStateDirty
(
context
,
STATE_VDECL
)
||
isStateDirty
(
context
,
STATE_STREAMSRC
))
device_update_stream_info
(
device
,
context
->
gl_info
);
if
(
wined3d_settings
.
offscreen_rendering_mode
==
ORM_FBO
)
{
context_validate_onscreen_formats
(
device
,
context
,
fb
->
depth_stencil
);
if
(
!
context
->
render_offscreen
)
{
ENTER_GL
();
context_apply_fbo_state
(
context
,
GL_FRAMEBUFFER
,
NULL
,
NULL
,
SFLAG_INDRAWABLE
);
LEAVE_GL
();
rt_mask
=
context_generate_rt_mask_from_surface
(
fb
->
render_targets
[
0
]);
}
else
{
const
struct
wined3d_shader
*
ps
=
device
->
stateBlock
->
state
.
pixel_shader
;
DWORD
rt_mask_bits
;
struct
wined3d_surface
**
rts
=
fb
->
render_targets
;
if
(
wined3d_settings
.
offscreen_rendering_mode
!=
ORM_FBO
)
return
context_generate_rt_mask_no_fbo
(
device
,
rts
[
0
]);
else
if
(
!
context
->
render_offscreen
)
return
context_generate_rt_mask_from_surface
(
rts
[
0
]);
ENTER_GL
();
context_apply_fbo_state
(
context
,
GL_FRAMEBUFFER
,
fb
->
render_targets
,
fb
->
depth_stencil
,
SFLAG_INTEXTURE
);
glReadBuffer
(
GL_NONE
);
checkGLcall
(
"glReadBuffer"
);
LEAVE_GL
();
rt_mask
=
ps
?
ps
->
reg_maps
.
rt_mask
:
1
;
rt_mask
&=
device
->
valid_rt_mask
;
rt_mask_bits
=
rt_mask
;
...
...
@@ -2215,25 +2183,74 @@ BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_de
i
++
;
}
}
return
rt_mask
;
}
/* GL locking and context activation are done by the caller */
void
context_state_fb
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
struct
wined3d_device
*
device
=
stateblock
->
device
;
const
struct
wined3d_fb_state
*
fb
=
&
device
->
fb
;
DWORD
rt_mask
=
find_draw_buffers_mask
(
context
,
device
);
if
(
wined3d_settings
.
offscreen_rendering_mode
==
ORM_FBO
)
{
if
(
!
context
->
render_offscreen
)
{
context_apply_fbo_state
(
context
,
GL_FRAMEBUFFER
,
NULL
,
NULL
,
SFLAG_INDRAWABLE
);
}
else
{
rt_mask
=
context_generate_rt_mask_no_fbo
(
device
,
fb
->
render_targets
[
0
]);
context_apply_fbo_state
(
context
,
GL_FRAMEBUFFER
,
fb
->
render_targets
,
fb
->
depth_stencil
,
SFLAG_INTEXTURE
);
glReadBuffer
(
GL_NONE
);
checkGLcall
(
"glReadBuffer"
);
}
}
ENTER_GL
();
if
(
context
->
draw_buffers_mask
!=
rt_mask
)
{
context_apply_draw_buffers
(
context
,
rt_mask
);
context
->
draw_buffers_mask
=
rt_mask
;
}
}
if
(
wined3d_settings
.
offscreen_rendering_mode
==
ORM_FBO
)
/* GL locking and context activation are done by the caller */
void
context_state_drawbuf
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
DWORD
rt_mask
;
struct
wined3d_device
*
device
=
stateblock
->
device
;
if
(
isStateDirty
(
context
,
STATE_FRAMEBUFFER
))
return
;
rt_mask
=
find_draw_buffers_mask
(
context
,
device
);
if
(
context
->
draw_buffers_mask
!=
rt_mask
)
{
context_check_fbo_status
(
context
,
GL_FRAMEBUFFER
);
context_apply_draw_buffers
(
context
,
rt_mask
);
context
->
draw_buffers_mask
=
rt_mask
;
}
}
/* Context activation is done by the caller. */
BOOL
context_apply_draw_state
(
struct
wined3d_context
*
context
,
struct
wined3d_device
*
device
)
{
const
struct
StateEntry
*
state_table
=
device
->
StateTable
;
const
struct
wined3d_fb_state
*
fb
=
&
device
->
fb
;
unsigned
int
i
;
if
(
!
context_validate_rt_config
(
context
->
gl_info
->
limits
.
buffers
,
fb
->
render_targets
,
fb
->
depth_stencil
))
return
FALSE
;
/* Preload resources before FBO setup. Texture preload in particular may
* result in changes to the current FBO, due to using e.g. FBO blits for
* updating a resource location. */
device_update_tex_unit_map
(
device
);
device_preload_textures
(
device
);
if
(
isStateDirty
(
context
,
STATE_VDECL
)
||
isStateDirty
(
context
,
STATE_STREAMSRC
))
device_update_stream_info
(
device
,
context
->
gl_info
);
ENTER_GL
();
if
(
context
->
last_was_blit
)
{
device
->
frag_pipe
->
enable_extension
(
TRUE
);
...
...
@@ -2247,6 +2264,15 @@ BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_de
context
->
isStateDirty
[
idx
]
&=
~
(
1
<<
shift
);
state_table
[
rep
].
apply
(
rep
,
device
->
stateBlock
,
context
);
}
/* FIXME */
state_table
[
STATE_FRAMEBUFFER
].
apply
(
STATE_FRAMEBUFFER
,
device
->
stateBlock
,
context
);
if
(
wined3d_settings
.
offscreen_rendering_mode
==
ORM_FBO
)
{
context_check_fbo_status
(
context
,
GL_FRAMEBUFFER
);
}
LEAVE_GL
();
context
->
numDirtyEntries
=
0
;
/* This makes the whole list clean */
context
->
last_was_blit
=
FALSE
;
...
...
dlls/wined3d/state.c
View file @
d321959d
...
...
@@ -5098,6 +5098,8 @@ const struct StateEntryTemplate misc_state_template[] = {
{
STATE_SAMPLER
(
19
),
/* Vertex sampler 3 */
{
STATE_SAMPLER
(
19
),
sampler
},
WINED3D_GL_EXT_NONE
},
{
STATE_BASEVERTEXINDEX
,
{
STATE_BASEVERTEXINDEX
,
state_nop
,
},
ARB_DRAW_ELEMENTS_BASE_VERTEX
},
{
STATE_BASEVERTEXINDEX
,
{
STATE_STREAMSRC
,
NULL
,
},
WINED3D_GL_EXT_NONE
},
{
STATE_FRAMEBUFFER
,
{
STATE_FRAMEBUFFER
,
context_state_fb
},
WINED3D_GL_EXT_NONE
},
{
STATE_PIXELSHADER
,
{
STATE_PIXELSHADER
,
context_state_drawbuf
},
WINED3D_GL_EXT_NONE
},
{
0
/* Terminate */
,
{
0
,
0
},
WINED3D_GL_EXT_NONE
},
};
...
...
@@ -5761,6 +5763,7 @@ static void validate_state_table(struct StateEntry *state_table)
STATE_FRONTFACE
,
STATE_POINTSPRITECOORDORIGIN
,
STATE_BASEVERTEXINDEX
,
STATE_FRAMEBUFFER
};
unsigned
int
i
,
current
;
...
...
dlls/wined3d/utils.c
View file @
d321959d
...
...
@@ -2249,6 +2249,8 @@ const char *debug_d3dstate(DWORD state)
return
"STATE_POINTSPRITECOORDORIGIN"
;
if
(
STATE_IS_BASEVERTEXINDEX
(
state
))
return
"STATE_BASEVERTEXINDEX"
;
if
(
STATE_IS_FRAMEBUFFER
(
state
))
return
"STATE_FRAMEBUFFER"
;
return
wine_dbg_sprintf
(
"UNKNOWN_STATE(%#x)"
,
state
);
}
...
...
dlls/wined3d/wined3d_private.h
View file @
d321959d
...
...
@@ -998,7 +998,10 @@ extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC
#define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
#define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX)
#define STATE_HIGHEST (STATE_BASEVERTEXINDEX)
#define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1)
#define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
#define STATE_HIGHEST (STATE_FRAMEBUFFER)
enum
fogsource
{
FOGSOURCE_FFP
,
...
...
@@ -1243,6 +1246,10 @@ void context_resource_unloaded(const struct wined3d_device *device,
BOOL
context_set_current
(
struct
wined3d_context
*
ctx
)
DECLSPEC_HIDDEN
;
void
context_set_draw_buffer
(
struct
wined3d_context
*
context
,
GLenum
buffer
)
DECLSPEC_HIDDEN
;
void
context_set_tls_idx
(
DWORD
idx
)
DECLSPEC_HIDDEN
;
void
context_state_drawbuf
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
DECLSPEC_HIDDEN
;
void
context_state_fb
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
DECLSPEC_HIDDEN
;
void
context_surface_update
(
struct
wined3d_context
*
context
,
const
struct
wined3d_surface
*
surface
)
DECLSPEC_HIDDEN
;
/*****************************************************************************
...
...
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