[PATCH 4/6] wined3d: Move the draw buffer array to the context.
Henri Verbeet
hverbeet at codeweavers.com
Fri Jul 30 03:15:26 CDT 2010
---
dlls/wined3d/context.c | 21 +++++++++++++--------
dlls/wined3d/device.c | 8 ++------
dlls/wined3d/wined3d_private.h | 2 +-
3 files changed, 16 insertions(+), 15 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 2ddb02b..7e3e813 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -1408,6 +1408,10 @@ struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3
gl_info->limits.buffers * sizeof(*ret->blit_targets));
if (!ret->blit_targets) goto out;
+ ret->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
+ gl_info->limits.buffers * sizeof(*ret->draw_buffers));
+ if (!ret->draw_buffers) goto out;
+
ret->free_occlusion_query_size = 4;
ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
@@ -1558,6 +1562,7 @@ struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3
out:
HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
+ HeapFree(GetProcessHeap(), 0, ret->draw_buffers);
HeapFree(GetProcessHeap(), 0, ret->blit_targets);
HeapFree(GetProcessHeap(), 0, ret->pshader_const_dirty);
HeapFree(GetProcessHeap(), 0, ret->vshader_const_dirty);
@@ -1593,6 +1598,7 @@ void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context)
destroy = FALSE;
}
+ HeapFree(GetProcessHeap(), 0, context->draw_buffers);
HeapFree(GetProcessHeap(), 0, context->blit_targets);
HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
@@ -1953,19 +1959,19 @@ static void context_apply_draw_buffer(struct wined3d_context *context, BOOL blit
for (i = 0; i < gl_info->limits.buffers; ++i)
{
if (device->render_targets[i])
- device->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
+ context->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
else
- device->draw_buffers[i] = GL_NONE;
+ context->draw_buffers[i] = GL_NONE;
}
if (gl_info->supported[ARB_DRAW_BUFFERS])
{
- GL_EXTCALL(glDrawBuffersARB(gl_info->limits.buffers, device->draw_buffers));
+ GL_EXTCALL(glDrawBuffersARB(gl_info->limits.buffers, context->draw_buffers));
checkGLcall("glDrawBuffers()");
}
else
{
- glDrawBuffer(device->draw_buffers[0]);
+ glDrawBuffer(context->draw_buffers[0]);
checkGLcall("glDrawBuffer()");
}
} else {
@@ -2139,18 +2145,17 @@ void context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceIm
else
{
const struct wined3d_gl_info *gl_info = context->gl_info;
- GLenum buffers[gl_info->limits.buffers];
for (i = 0; i < gl_info->limits.buffers; ++i)
{
if (i < rt_count && rts[i])
- buffers[i] = GL_COLOR_ATTACHMENT0 + i;
+ context->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
else
- buffers[i] = GL_NONE;
+ context->draw_buffers[i] = GL_NONE;
}
ENTER_GL();
- GL_EXTCALL(glDrawBuffersARB(gl_info->limits.buffers, buffers));
+ GL_EXTCALL(glDrawBuffersARB(gl_info->limits.buffers, context->draw_buffers));
checkGLcall("glDrawBuffers()");
LEAVE_GL();
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index d74b1f4..7f6eb8e 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -1802,12 +1802,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface,
This->render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
sizeof(*This->render_targets) * gl_info->limits.buffers);
- This->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
- sizeof(GLenum) * gl_info->limits.buffers);
This->NumberOfPalettes = 1;
This->palettes = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PALETTEENTRY*));
- if(!This->palettes || !This->render_targets || !This->draw_buffers) {
+ if (!This->palettes || !This->render_targets)
+ {
ERR("Out of memory!\n");
hr = E_OUTOFMEMORY;
goto err_out;
@@ -1946,7 +1945,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface,
err_out:
HeapFree(GetProcessHeap(), 0, This->render_targets);
- HeapFree(GetProcessHeap(), 0, This->draw_buffers);
HeapFree(GetProcessHeap(), 0, This->swapchains);
This->NumberOfSwapChains = 0;
if(This->palettes) {
@@ -2150,9 +2148,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface,
This->NumberOfPalettes = 0;
HeapFree(GetProcessHeap(), 0, This->render_targets);
- HeapFree(GetProcessHeap(), 0, This->draw_buffers);
This->render_targets = NULL;
- This->draw_buffers = NULL;
This->d3d_initialized = FALSE;
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 8b7a0b1..4205dd5 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1060,6 +1060,7 @@ struct wined3d_context
GLuint fbo_draw_binding;
BOOL rebind_fbo;
IWineD3DSurfaceImpl **blit_targets;
+ GLenum *draw_buffers;
/* Queries */
GLuint *free_occlusion_queries;
@@ -1637,7 +1638,6 @@ struct IWineD3DDeviceImpl
UINT currentPalette;
/* For rendering to a texture using glCopyTexImage */
- GLenum *draw_buffers;
GLuint depth_blt_texture;
GLuint depth_blt_rb;
UINT depth_blt_rb_w;
--
1.7.1
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