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wine
wine-winehq
Commits
f29c24f2
Commit
f29c24f2
authored
Sep 16, 2013
by
Stefan Dösinger
Committed by
Alexandre Julliard
Sep 16, 2013
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Plain Diff
wined3d: Pass the context to surface_internal_preload.
parent
fe44be5f
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4 changed files
with
23 additions
and
22 deletions
+23
-22
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+4
-3
context.c
dlls/wined3d/context.c
+3
-3
surface.c
dlls/wined3d/surface.c
+14
-15
wined3d_private.h
dlls/wined3d/wined3d_private.h
+2
-1
No files found.
dlls/wined3d/arb_program_shader.c
View file @
f29c24f2
...
...
@@ -7455,6 +7455,9 @@ HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
RECT
src_rect
=
*
src_rect_in
;
RECT
dst_rect
=
*
dst_rect_in
;
/* Activate the destination context, set it up for blitting */
context
=
context_acquire
(
device
,
dst_surface
);
/* Now load the surface */
if
(
wined3d_settings
.
offscreen_rendering_mode
!=
ORM_FBO
&&
(
src_surface
->
flags
&
(
SFLAG_INTEXTURE
|
SFLAG_INDRAWABLE
))
==
SFLAG_INDRAWABLE
)
...
...
@@ -7470,10 +7473,8 @@ HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
src_rect
.
bottom
=
src_surface
->
resource
.
height
-
src_rect
.
bottom
;
}
else
surface_internal_preload
(
src_surface
,
SRGB_RGB
);
surface_internal_preload
(
src_surface
,
context
,
SRGB_RGB
);
/* Activate the destination context, set it up for blitting */
context
=
context_acquire
(
device
,
dst_surface
);
context_apply_blit_state
(
context
,
device
);
if
(
!
surface_is_offscreen
(
dst_surface
))
...
...
dlls/wined3d/context.c
View file @
f29c24f2
...
...
@@ -2123,7 +2123,7 @@ void context_apply_blit_state(struct wined3d_context *context, const struct wine
if
(
context
->
render_offscreen
)
{
surface_internal_preload
(
rt
,
SRGB_RGB
);
surface_internal_preload
(
rt
,
context
,
SRGB_RGB
);
context_apply_fbo_state_blit
(
context
,
GL_FRAMEBUFFER
,
rt
,
NULL
,
rt
->
draw_binding
);
if
(
rt
->
resource
.
format
->
id
!=
WINED3DFMT_NULL
)
...
...
@@ -2662,8 +2662,8 @@ static void context_setup_target(struct wined3d_context *context, struct wined3d
{
/* Read the back buffer of the old drawable into the destination texture. */
if
(
context
->
current_rt
->
texture_name_srgb
)
surface_internal_preload
(
context
->
current_rt
,
SRGB_SRGB
);
surface_internal_preload
(
context
->
current_rt
,
SRGB_RGB
);
surface_internal_preload
(
context
->
current_rt
,
context
,
SRGB_SRGB
);
surface_internal_preload
(
context
->
current_rt
,
context
,
SRGB_RGB
);
surface_invalidate_location
(
context
->
current_rt
,
SFLAG_INDRAWABLE
);
}
}
...
...
dlls/wined3d/surface.c
View file @
f29c24f2
...
...
@@ -2647,6 +2647,7 @@ DWORD CDECL wined3d_surface_get_priority(const struct wined3d_surface *surface)
void
CDECL
wined3d_surface_preload
(
struct
wined3d_surface
*
surface
)
{
struct
wined3d_context
*
context
;
TRACE
(
"surface %p.
\n
"
,
surface
);
if
(
!
surface
->
resource
.
device
->
d3d_initialized
)
...
...
@@ -2655,7 +2656,9 @@ void CDECL wined3d_surface_preload(struct wined3d_surface *surface)
return
;
}
surface_internal_preload
(
surface
,
SRGB_ANY
);
context
=
context_acquire
(
surface
->
resource
.
device
,
NULL
);
surface_internal_preload
(
surface
,
context
,
SRGB_ANY
);
context_release
(
context
);
}
void
*
CDECL
wined3d_surface_get_parent
(
const
struct
wined3d_surface
*
surface
)
...
...
@@ -3687,16 +3690,12 @@ HRESULT CDECL wined3d_surface_flip(struct wined3d_surface *surface, struct wined
return
WINED3D_OK
;
}
void
surface_internal_preload
(
struct
wined3d_surface
*
surface
,
enum
WINED3DSRGB
srgb
)
/* Context activation is done by the caller */
void
surface_internal_preload
(
struct
wined3d_surface
*
surface
,
struct
wined3d_context
*
context
,
enum
WINED3DSRGB
srgb
)
{
struct
wined3d_device
*
device
=
surface
->
resource
.
device
;
struct
wined3d_context
*
context
;
TRACE
(
"iface %p, srgb %#x.
\n
"
,
surface
,
srgb
);
/* TODO: Use already acquired context when possible. */
context
=
context_acquire
(
device
,
NULL
);
if
(
surface
->
container
)
{
struct
wined3d_texture
*
texture
=
surface
->
container
;
...
...
@@ -3718,7 +3717,6 @@ void surface_internal_preload(struct wined3d_surface *surface, enum WINED3DSRGB
context
->
gl_info
->
gl_ops
.
gl
.
p_glPrioritizeTextures
(
1
,
&
surface
->
texture_name
,
&
tmp
);
}
}
context_release
(
context
);
}
/* Read the framebuffer back into the surface */
...
...
@@ -4393,7 +4391,7 @@ static void fb_copy_to_texture_direct(struct wined3d_surface *dst_surface, struc
context
=
context_acquire
(
device
,
src_surface
);
gl_info
=
context
->
gl_info
;
context_apply_blit_state
(
context
,
device
);
surface_internal_preload
(
dst_surface
,
SRGB_RGB
);
surface_internal_preload
(
dst_surface
,
context
,
SRGB_RGB
);
/* Bind the target texture */
context_bind_texture
(
context
,
dst_target
,
dst_surface
->
texture_name
);
...
...
@@ -4501,14 +4499,14 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
context
=
context_acquire
(
device
,
src_surface
);
gl_info
=
context
->
gl_info
;
context_apply_blit_state
(
context
,
device
);
surface_internal_preload
(
dst_surface
,
SRGB_RGB
);
surface_internal_preload
(
dst_surface
,
context
,
SRGB_RGB
);
src_offscreen
=
surface_is_offscreen
(
src_surface
);
noBackBufferBackup
=
src_offscreen
&&
wined3d_settings
.
offscreen_rendering_mode
==
ORM_FBO
;
if
(
!
noBackBufferBackup
&&
!
src_surface
->
texture_name
)
{
/* Get it a description */
surface_internal_preload
(
src_surface
,
SRGB_RGB
);
surface_internal_preload
(
src_surface
,
context
,
SRGB_RGB
);
}
/* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
...
...
@@ -4791,14 +4789,15 @@ static void surface_blt_to_drawable(const struct wined3d_device *device,
src_rect
=
*
src_rect_in
;
dst_rect
=
*
dst_rect_in
;
context
=
context_acquire
(
device
,
dst_surface
);
gl_info
=
context
->
gl_info
;
/* Make sure the surface is up-to-date. This should probably use
* surface_load_location() and worry about the destination surface too,
* unless we're overwriting it completely. */
surface_internal_preload
(
src_surface
,
SRGB_RGB
);
surface_internal_preload
(
src_surface
,
context
,
SRGB_RGB
);
/* Activate the destination context, set it up for blitting */
context
=
context_acquire
(
device
,
dst_surface
);
gl_info
=
context
->
gl_info
;
context_apply_blit_state
(
context
,
device
);
if
(
!
surface_is_offscreen
(
dst_surface
))
...
...
dlls/wined3d/wined3d_private.h
View file @
f29c24f2
...
...
@@ -2252,7 +2252,8 @@ void surface_add_dirty_rect(struct wined3d_surface *surface, const struct wined3
HRESULT
surface_color_fill
(
struct
wined3d_surface
*
s
,
const
RECT
*
rect
,
const
struct
wined3d_color
*
color
)
DECLSPEC_HIDDEN
;
GLenum
surface_get_gl_buffer
(
const
struct
wined3d_surface
*
surface
)
DECLSPEC_HIDDEN
;
void
surface_internal_preload
(
struct
wined3d_surface
*
surface
,
enum
WINED3DSRGB
srgb
)
DECLSPEC_HIDDEN
;
void
surface_internal_preload
(
struct
wined3d_surface
*
surface
,
struct
wined3d_context
*
context
,
enum
WINED3DSRGB
srgb
)
DECLSPEC_HIDDEN
;
void
surface_invalidate_location
(
struct
wined3d_surface
*
surface
,
DWORD
location
)
DECLSPEC_HIDDEN
;
BOOL
surface_is_offscreen
(
const
struct
wined3d_surface
*
surface
)
DECLSPEC_HIDDEN
;
HRESULT
surface_load
(
struct
wined3d_surface
*
surface
,
BOOL
srgb
)
DECLSPEC_HIDDEN
;
...
...
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