Commit f753ff90 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Replace surface_is_offscreen() with wined3d_resource_is_offscreen().

Introducing rendertarget views will (eventually) allow rendering to 3D textures and buffers.
parent 694cdcc4
......@@ -7645,7 +7645,7 @@ HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
&& (src_surface->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_DRAWABLE))
== WINED3D_LOCATION_DRAWABLE
&& !surface_is_offscreen(src_surface))
&& !wined3d_resource_is_offscreen(&src_surface->resource))
{
/* Without FBO blits transferring from the drawable to the texture is
* expensive, because we have to flip the data in sysmem. Since we can
......@@ -7662,7 +7662,7 @@ HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
context_apply_blit_state(context, device);
if (!surface_is_offscreen(dst_surface))
if (!wined3d_resource_is_offscreen(&dst_surface->resource))
surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
arbfp_blit_set(device->blit_priv, context, src_surface);
......
......@@ -1590,7 +1590,7 @@ struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
ret->current_rt = target;
ret->tid = GetCurrentThreadId();
ret->render_offscreen = surface_is_offscreen(target);
ret->render_offscreen = wined3d_resource_is_offscreen(&target->resource);
ret->draw_buffers_mask = context_generate_rt_mask(GL_BACK);
ret->valid = 1;
......@@ -2316,7 +2316,7 @@ BOOL context_apply_clear_state(struct wined3d_context *context, const struct win
{
context_validate_onscreen_formats(context, fb->depth_stencil);
if (!rt_count || surface_is_offscreen(rts[0]))
if (!rt_count || wined3d_resource_is_offscreen(&rts[0]->resource))
{
for (i = 0; i < rt_count; ++i)
{
......@@ -2349,7 +2349,7 @@ BOOL context_apply_clear_state(struct wined3d_context *context, const struct win
}
}
else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
&& (!rt_count || surface_is_offscreen(rts[0])))
&& (!rt_count || wined3d_resource_is_offscreen(&rts[0]->resource)))
{
for (i = 0; i < rt_count; ++i)
{
......@@ -3030,7 +3030,7 @@ static void context_setup_target(struct wined3d_context *context, struct wined3d
{
BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
render_offscreen = surface_is_offscreen(target);
render_offscreen = wined3d_resource_is_offscreen(&target->resource);
if (context->current_rt == target && render_offscreen == old_render_offscreen) return;
/* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
......
......@@ -299,3 +299,27 @@ GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags)
return GL_WRITE_ONLY_ARB;
return GL_READ_WRITE_ARB;
}
BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource)
{
struct wined3d_swapchain *swapchain;
if (resource->type == WINED3D_RTYPE_TEXTURE)
resource = wined3d_texture_get_sub_resource(wined3d_texture_from_resource(resource), 0);
/* Only surface resources can be onscreen. */
if (resource->type != WINED3D_RTYPE_SURFACE)
return TRUE;
/* Not on a swapchain - must be offscreen */
if (!(swapchain = wined3d_surface_from_resource(resource)->swapchain))
return TRUE;
/* The front buffer is always onscreen */
if (resource == &swapchain->front_buffer->container->resource)
return FALSE;
/* If the swapchain is rendered to an FBO, the backbuffer is
* offscreen, otherwise onscreen */
return swapchain->render_to_fbo;
}
......@@ -114,7 +114,7 @@ void wined3d_surface_destroy(struct wined3d_surface *surface)
void surface_update_draw_binding(struct wined3d_surface *surface)
{
if (!surface_is_offscreen(surface) || wined3d_settings.offscreen_rendering_mode != ORM_FBO)
if (!wined3d_resource_is_offscreen(&surface->resource) || wined3d_settings.offscreen_rendering_mode != ORM_FBO)
surface->resource.draw_binding = WINED3D_LOCATION_DRAWABLE;
else if (surface->resource.multisample_type)
surface->resource.draw_binding = WINED3D_LOCATION_RB_MULTISAMPLE;
......@@ -1516,7 +1516,8 @@ static void surface_upload_data(struct wined3d_surface *surface, const struct wi
if (srgb)
internal = format->glGammaInternal;
else if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(surface))
else if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET
&& wined3d_resource_is_offscreen(&surface->resource))
internal = format->rtInternal;
else
internal = format->glInternal;
......@@ -1858,17 +1859,12 @@ static void surface_allocate_surface(struct wined3d_surface *surface, const stru
GLenum internal;
if (srgb)
{
internal = format->glGammaInternal;
}
else if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(surface))
{
else if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET
&& wined3d_resource_is_offscreen(&surface->resource))
internal = format->rtInternal;
}
else
{
internal = format->glInternal;
}
if (!internal)
FIXME("No GL internal format for format %s.\n", debug_d3dformat(format->id));
......@@ -3056,7 +3052,7 @@ static void read_from_framebuffer(struct wined3d_surface *surface, DWORD dst_loc
* There is no need to keep track of the current read buffer or reset it, every part of the code
* that reads sets the read buffer as desired.
*/
if (surface_is_offscreen(surface))
if (wined3d_resource_is_offscreen(&surface->resource))
{
/* Mapping the primary render target which is not on a swapchain.
* Read from the back buffer. */
......@@ -3155,7 +3151,7 @@ void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb)
TRACE("Reading back offscreen render target %p.\n", surface);
if (surface_is_offscreen(surface))
if (wined3d_resource_is_offscreen(&surface->resource))
gl_info->gl_ops.gl.p_glReadBuffer(device->offscreenBuffer);
else
gl_info->gl_ops.gl.p_glReadBuffer(surface_get_gl_buffer(surface));
......@@ -3522,7 +3518,7 @@ static void fb_copy_to_texture_direct(struct wined3d_surface *dst_surface, struc
/* Bind the target texture */
context_bind_texture(context, dst_surface->container->target, dst_surface->container->texture_rgb.name);
if (surface_is_offscreen(src_surface))
if (wined3d_resource_is_offscreen(&src_surface->resource))
{
TRACE("Reading from an offscreen target\n");
upsidedown = !upsidedown;
......@@ -3628,7 +3624,7 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
context_apply_blit_state(context, device);
wined3d_texture_load(dst_surface->container, context, FALSE);
src_offscreen = surface_is_offscreen(src_surface);
src_offscreen = wined3d_resource_is_offscreen(&src_surface->resource);
noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
if (!noBackBufferBackup && !src_surface->container->texture_rgb.name)
{
......@@ -3927,7 +3923,7 @@ static void surface_blt_to_drawable(const struct wined3d_device *device,
/* Activate the destination context, set it up for blitting */
context_apply_blit_state(context, device);
if (!surface_is_offscreen(dst_surface))
if (!wined3d_resource_is_offscreen(&dst_surface->resource))
surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
device->blitter->set_shader(device->blit_priv, context, src_surface);
......@@ -4527,7 +4523,8 @@ static HRESULT surface_load_drawable(struct wined3d_surface *surface,
{
RECT r;
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && surface_is_offscreen(surface))
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
&& wined3d_resource_is_offscreen(&surface->resource))
{
ERR("Trying to load offscreen surface into WINED3D_LOCATION_DRAWABLE.\n");
return WINED3DERR_INVALIDCALL;
......@@ -4555,7 +4552,7 @@ static HRESULT surface_load_texture(struct wined3d_surface *surface,
BYTE *mem = NULL;
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
&& surface_is_offscreen(surface)
&& wined3d_resource_is_offscreen(&surface->resource)
&& (surface->locations & WINED3D_LOCATION_DRAWABLE))
{
surface_load_fb_texture(surface, srgb);
......@@ -4819,22 +4816,6 @@ HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location)
return WINED3D_OK;
}
BOOL surface_is_offscreen(const struct wined3d_surface *surface)
{
struct wined3d_swapchain *swapchain;
/* Not on a swapchain - must be offscreen */
if (!(swapchain = surface->swapchain))
return TRUE;
/* The front buffer is always onscreen */
if (surface == swapchain->front_buffer) return FALSE;
/* If the swapchain is rendered to an FBO, the backbuffer is
* offscreen, otherwise onscreen */
return swapchain->render_to_fbo;
}
static HRESULT ffp_blit_alloc(struct wined3d_device *device) { return WINED3D_OK; }
/* Context activation is done by the caller. */
static void ffp_blit_free(struct wined3d_device *device) { }
......@@ -5857,7 +5838,7 @@ HRESULT CDECL wined3d_surface_blt(struct wined3d_surface *dst_surface, const REC
if (SUCCEEDED(surface_upload_from_surface(dst_surface, &dst_point, src_surface, &src_rect)))
{
if (!surface_is_offscreen(dst_surface))
if (!wined3d_resource_is_offscreen(&dst_surface->resource))
surface_load_location(dst_surface, dst_surface->resource.draw_binding);
return WINED3D_OK;
}
......
......@@ -2061,10 +2061,10 @@ HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *
void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
void wined3d_resource_free_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
DWORD wined3d_resource_sanitize_map_flags(const struct wined3d_resource *resource,
DWORD flags) DECLSPEC_HIDDEN;
GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
DWORD wined3d_resource_sanitize_map_flags(const struct wined3d_resource *resource, DWORD flags) DECLSPEC_HIDDEN;
/* Tests show that the start address of resources is 32 byte aligned */
#define RESOURCE_ALIGNMENT 16
......@@ -2290,7 +2290,6 @@ GLenum surface_get_gl_buffer(const struct wined3d_surface *surface) DECLSPEC_HID
void surface_get_drawable_size(const struct wined3d_surface *surface, const struct wined3d_context *context,
unsigned int *width, unsigned int *height) 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;
void surface_load(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
void surface_load_ds_location(struct wined3d_surface *surface,
struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
......
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