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wine
wine-winehq
Commits
fe44be5f
Commit
fe44be5f
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 the internal texture_preload function.
parent
19f028ce
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6 changed files
with
36 additions
and
48 deletions
+36
-48
context.c
dlls/wined3d/context.c
+1
-1
device.c
dlls/wined3d/device.c
+13
-7
drawprim.c
dlls/wined3d/drawprim.c
+0
-6
surface.c
dlls/wined3d/surface.c
+6
-8
texture.c
dlls/wined3d/texture.c
+12
-22
wined3d_private.h
dlls/wined3d/wined3d_private.h
+4
-4
No files found.
dlls/wined3d/context.c
View file @
fe44be5f
...
...
@@ -2577,7 +2577,7 @@ BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_de
* 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
);
device_preload_textures
(
device
,
context
);
if
(
isStateDirty
(
context
,
STATE_VDECL
)
||
isStateDirty
(
context
,
STATE_STREAMSRC
))
context_update_stream_info
(
context
,
state
);
if
(
state
->
index_buffer
)
...
...
dlls/wined3d/device.c
View file @
fe44be5f
...
...
@@ -134,17 +134,20 @@ static enum wined3d_primitive_type d3d_primitive_type_from_gl(GLenum primitive_t
}
}
static
void
device_preload_texture
(
const
struct
wined3d_state
*
state
,
unsigned
int
idx
)
/* Context activation is done by the caller. */
static
void
device_preload_texture
(
const
struct
wined3d_state
*
state
,
struct
wined3d_context
*
context
,
unsigned
int
idx
)
{
struct
wined3d_texture
*
texture
;
enum
WINED3DSRGB
srgb
;
if
(
!
(
texture
=
state
->
textures
[
idx
]))
return
;
srgb
=
state
->
sampler_states
[
idx
][
WINED3D_SAMP_SRGB_TEXTURE
]
?
SRGB_SRGB
:
SRGB_RGB
;
texture
->
texture_ops
->
texture_preload
(
texture
,
srgb
);
texture
->
texture_ops
->
texture_preload
(
texture
,
context
,
srgb
);
}
void
device_preload_textures
(
const
struct
wined3d_device
*
device
)
/* Context activation is done by the caller. */
void
device_preload_textures
(
const
struct
wined3d_device
*
device
,
struct
wined3d_context
*
context
)
{
const
struct
wined3d_state
*
state
=
&
device
->
state
;
unsigned
int
i
;
...
...
@@ -154,7 +157,7 @@ void device_preload_textures(const struct wined3d_device *device)
for
(
i
=
0
;
i
<
MAX_VERTEX_SAMPLERS
;
++
i
)
{
if
(
state
->
vertex_shader
->
reg_maps
.
sampler_type
[
i
])
device_preload_texture
(
state
,
MAX_FRAGMENT_SAMPLERS
+
i
);
device_preload_texture
(
state
,
context
,
MAX_FRAGMENT_SAMPLERS
+
i
);
}
}
...
...
@@ -163,7 +166,7 @@ void device_preload_textures(const struct wined3d_device *device)
for
(
i
=
0
;
i
<
MAX_FRAGMENT_SAMPLERS
;
++
i
)
{
if
(
state
->
pixel_shader
->
reg_maps
.
sampler_type
[
i
])
device_preload_texture
(
state
,
i
);
device_preload_texture
(
state
,
context
,
i
);
}
}
else
...
...
@@ -173,7 +176,7 @@ void device_preload_textures(const struct wined3d_device *device)
for
(
i
=
0
;
ffu_map
;
ffu_map
>>=
1
,
++
i
)
{
if
(
ffu_map
&
1
)
device_preload_texture
(
state
,
i
);
device_preload_texture
(
state
,
context
,
i
);
}
}
}
...
...
@@ -3909,6 +3912,7 @@ HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
enum
wined3d_resource_type
type
;
unsigned
int
level_count
,
i
;
HRESULT
hr
;
struct
wined3d_context
*
context
;
TRACE
(
"device %p, src_texture %p, dst_texture %p.
\n
"
,
device
,
src_texture
,
dst_texture
);
...
...
@@ -3947,7 +3951,9 @@ HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
}
/* Make sure that the destination texture is loaded. */
dst_texture
->
texture_ops
->
texture_preload
(
dst_texture
,
SRGB_RGB
);
context
=
context_acquire
(
device
,
NULL
);
dst_texture
->
texture_ops
->
texture_preload
(
dst_texture
,
context
,
SRGB_RGB
);
context_release
(
context
);
/* Update every surface level of the texture. */
switch
(
type
)
...
...
dlls/wined3d/drawprim.c
View file @
fe44be5f
...
...
@@ -613,9 +613,6 @@ void draw_primitive(struct wined3d_device *device, UINT start_idx, UINT index_co
}
}
/* Signals other modules that a drawing is in progress and the stateblock finalized */
device
->
isInDraw
=
TRUE
;
context
=
context_acquire
(
device
,
device
->
fb
.
render_targets
[
0
]);
if
(
!
context
->
valid
)
{
...
...
@@ -780,7 +777,4 @@ void draw_primitive(struct wined3d_device *device, UINT start_idx, UINT index_co
context_release
(
context
);
TRACE
(
"Done all gl drawing
\n
"
);
/* Control goes back to the device, stateblock values may change again */
device
->
isInDraw
=
FALSE
;
}
dlls/wined3d/surface.c
View file @
fe44be5f
...
...
@@ -3690,25 +3690,24 @@ HRESULT CDECL wined3d_surface_flip(struct wined3d_surface *surface, struct wined
void
surface_internal_preload
(
struct
wined3d_surface
*
surface
,
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
;
TRACE
(
"Passing to container (%p).
\n
"
,
texture
);
texture
->
texture_ops
->
texture_preload
(
texture
,
srgb
);
texture
->
texture_ops
->
texture_preload
(
texture
,
context
,
srgb
);
}
else
{
struct
wined3d_context
*
context
;
TRACE
(
"(%p) : About to load surface
\n
"
,
surface
);
/* TODO: Use already acquired context when possible. */
context
=
context_acquire
(
device
,
NULL
);
surface_load
(
surface
,
srgb
==
SRGB_SRGB
);
if
(
surface
->
resource
.
pool
==
WINED3D_POOL_DEFAULT
)
...
...
@@ -3718,9 +3717,8 @@ void surface_internal_preload(struct wined3d_surface *surface, enum WINED3DSRGB
tmp
=
0
.
9
f
;
context
->
gl_info
->
gl_ops
.
gl
.
p_glPrioritizeTextures
(
1
,
&
surface
->
texture_name
,
&
tmp
);
}
context_release
(
context
);
}
context_release
(
context
);
}
/* Read the framebuffer back into the surface */
...
...
dlls/wined3d/texture.c
View file @
fe44be5f
...
...
@@ -477,7 +477,10 @@ DWORD CDECL wined3d_texture_get_priority(const struct wined3d_texture *texture)
void
CDECL
wined3d_texture_preload
(
struct
wined3d_texture
*
texture
)
{
texture
->
texture_ops
->
texture_preload
(
texture
,
SRGB_ANY
);
struct
wined3d_context
*
context
;
context
=
context_acquire
(
texture
->
resource
.
device
,
NULL
);
texture
->
texture_ops
->
texture_preload
(
texture
,
context
,
SRGB_ANY
);
context_release
(
context
);
}
void
*
CDECL
wined3d_texture_get_parent
(
const
struct
wined3d_texture
*
texture
)
...
...
@@ -668,12 +671,12 @@ static BOOL texture_srgb_mode(const struct wined3d_texture *texture, enum WINED3
}
}
static
void
texture2d_preload
(
struct
wined3d_texture
*
texture
,
enum
WINED3DSRGB
srgb
)
/* Context activation is done by the caller */
static
void
texture2d_preload
(
struct
wined3d_texture
*
texture
,
struct
wined3d_context
*
context
,
enum
WINED3DSRGB
srgb
)
{
UINT
sub_count
=
texture
->
level_count
*
texture
->
layer_count
;
struct
wined3d_device
*
device
=
texture
->
resource
.
device
;
const
struct
wined3d_gl_info
*
gl_info
=
&
device
->
adapter
->
gl_info
;
struct
wined3d_context
*
context
=
NULL
;
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
BOOL
srgb_mode
;
DWORD
flag
;
UINT
i
;
...
...
@@ -692,21 +695,12 @@ static void texture2d_preload(struct wined3d_texture *texture, enum WINED3DSRGB
return
;
}
if
(
!
device
->
isInDraw
)
{
/* No danger of recursive calls, context_acquire() sets isInDraw to TRUE
* when loading offscreen render targets into the texture. */
context
=
context_acquire
(
device
,
NULL
);
}
/* Reload the surfaces if the texture is marked dirty. */
for
(
i
=
0
;
i
<
sub_count
;
++
i
)
{
surface_load
(
surface_from_resource
(
texture
->
sub_resources
[
i
]),
srgb_mode
);
}
texture
->
flags
|=
flag
;
if
(
context
)
context_release
(
context
);
}
static
void
texture2d_sub_resource_add_dirty_region
(
struct
wined3d_resource
*
sub_resource
,
...
...
@@ -1050,12 +1044,12 @@ static HRESULT texture3d_bind(struct wined3d_texture *texture,
return
wined3d_texture_bind
(
texture
,
context
,
srgb
,
&
dummy
);
}
static
void
texture3d_preload
(
struct
wined3d_texture
*
texture
,
enum
WINED3DSRGB
srgb
)
/* Context activation is done by the caller. */
static
void
texture3d_preload
(
struct
wined3d_texture
*
texture
,
struct
wined3d_context
*
context
,
enum
WINED3DSRGB
srgb
)
{
UINT
sub_count
=
texture
->
level_count
*
texture
->
layer_count
;
struct
wined3d_device
*
device
=
texture
->
resource
.
device
;
const
struct
wined3d_gl_info
*
gl_info
=
&
device
->
adapter
->
gl_info
;
struct
wined3d_context
*
context
=
NULL
;
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
BOOL
srgb_mode
;
DWORD
flag
;
UINT
i
;
...
...
@@ -1074,16 +1068,12 @@ static void texture3d_preload(struct wined3d_texture *texture, enum WINED3DSRGB
return
;
}
context
=
context_acquire
(
device
,
NULL
);
/* Reload the surfaces if the texture is marked dirty. */
for
(
i
=
0
;
i
<
sub_count
;
++
i
)
{
wined3d_volume_load
(
volume_from_resource
(
texture
->
sub_resources
[
i
]),
context
,
srgb_mode
);
}
texture
->
flags
|=
flag
;
context_release
(
context
);
}
static
void
texture3d_sub_resource_add_dirty_region
(
struct
wined3d_resource
*
sub_resource
,
...
...
dlls/wined3d/wined3d_private.h
View file @
fe44be5f
...
...
@@ -1883,13 +1883,12 @@ struct wined3d_device
UINT
instance_count
;
WORD
vertexBlendUsed
:
1
;
/* To avoid needless setting of the blend matrices */
WORD
isInDraw
:
1
;
WORD
bCursorVisible
:
1
;
WORD
d3d_initialized
:
1
;
WORD
inScene
:
1
;
/* A flag to check for proper BeginScene / EndScene call pairs */
WORD
softwareVertexProcessing
:
1
;
/* process vertex shaders using software or hardware */
WORD
filter_messages
:
1
;
WORD
padding
:
9
;
WORD
padding
:
10
;
BYTE
fixed_function_usage_map
;
/* MAX_TEXTURES, 8 */
...
...
@@ -1952,7 +1951,7 @@ void device_context_remove(struct wined3d_device *device, struct wined3d_context
HRESULT
device_init
(
struct
wined3d_device
*
device
,
struct
wined3d
*
wined3d
,
UINT
adapter_idx
,
enum
wined3d_device_type
device_type
,
HWND
focus_window
,
DWORD
flags
,
BYTE
surface_alignment
,
struct
wined3d_device_parent
*
device_parent
)
DECLSPEC_HIDDEN
;
void
device_preload_textures
(
const
struct
wined3d_device
*
device
)
DECLSPEC_HIDDEN
;
void
device_preload_textures
(
const
struct
wined3d_device
*
device
,
struct
wined3d_context
*
context
)
DECLSPEC_HIDDEN
;
LRESULT
device_process_message
(
struct
wined3d_device
*
device
,
HWND
window
,
BOOL
unicode
,
UINT
message
,
WPARAM
wparam
,
LPARAM
lparam
,
WNDPROC
proc
)
DECLSPEC_HIDDEN
;
void
device_resource_add
(
struct
wined3d_device
*
device
,
struct
wined3d_resource
*
resource
)
DECLSPEC_HIDDEN
;
...
...
@@ -2064,7 +2063,8 @@ struct wined3d_texture_ops
{
HRESULT
(
*
texture_bind
)(
struct
wined3d_texture
*
texture
,
struct
wined3d_context
*
context
,
BOOL
srgb
);
void
(
*
texture_preload
)(
struct
wined3d_texture
*
texture
,
enum
WINED3DSRGB
srgb
);
void
(
*
texture_preload
)(
struct
wined3d_texture
*
texture
,
struct
wined3d_context
*
context
,
enum
WINED3DSRGB
srgb
);
void
(
*
texture_sub_resource_add_dirty_region
)(
struct
wined3d_resource
*
sub_resource
,
const
struct
wined3d_box
*
dirty_region
);
void
(
*
texture_sub_resource_cleanup
)(
struct
wined3d_resource
*
sub_resource
);
...
...
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