[2/5] d3dx9: Introduce separate functions for restoring and capturing device state.
Józef Kucia
joseph.kucia at gmail.com
Tue Jul 31 08:26:38 CDT 2012
---
dlls/d3dx9_36/render.c | 156 ++++++++++++++++++++++++++++--------------------
1 files changed, 92 insertions(+), 64 deletions(-)
diff --git a/dlls/d3dx9_36/render.c b/dlls/d3dx9_36/render.c
index 7994a8b..97a2916 100644
--- a/dlls/d3dx9_36/render.c
+++ b/dlls/d3dx9_36/render.c
@@ -22,50 +22,108 @@
WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
-struct render_to_surface
+struct device_state
{
- ID3DXRenderToSurface ID3DXRenderToSurface_iface;
- LONG ref;
+ DWORD num_render_targets;
+ IDirect3DSurface9 **render_targets;
+ IDirect3DSurface9 *depth_stencil;
+ D3DVIEWPORT9 viewport;
+};
- IDirect3DDevice9 *device;
- D3DXRTS_DESC desc;
+static HRESULT device_state_init(IDirect3DDevice9 *device, struct device_state *state)
+{
+ HRESULT hr;
+ D3DCAPS9 caps;
+ unsigned int i;
- IDirect3DSurface9 *dst_surface;
+ hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
+ if (FAILED(hr)) return hr;
- IDirect3DSurface9 *render_target;
- IDirect3DSurface9 *depth_stencil;
+ state->num_render_targets = caps.NumSimultaneousRTs;
+ state->render_targets = HeapAlloc(GetProcessHeap(), 0,
+ state->num_render_targets * sizeof(IDirect3DSurface9 *));
+ if (!state->render_targets)
+ return E_OUTOFMEMORY;
- DWORD num_render_targets;
- D3DVIEWPORT9 previous_viewport;
- IDirect3DSurface9 **previous_render_targets;
- IDirect3DSurface9 *previous_depth_stencil;
-};
+ for (i = 0; i < state->num_render_targets; i++)
+ state->render_targets[i] = NULL;
+ state->depth_stencil = NULL;
+ return D3D_OK;
+}
-static inline struct render_to_surface *impl_from_ID3DXRenderToSurface(ID3DXRenderToSurface *iface)
+static void device_state_capture(IDirect3DDevice9 *device, struct device_state *state)
{
- return CONTAINING_RECORD(iface, struct render_to_surface, ID3DXRenderToSurface_iface);
+ HRESULT hr;
+ unsigned int i;
+
+ IDirect3DDevice9_GetViewport(device, &state->viewport);
+
+ for (i = 0; i < state->num_render_targets; i++)
+ {
+ hr = IDirect3DDevice9_GetRenderTarget(device, i, &state->render_targets[i]);
+ if (FAILED(hr)) state->render_targets[i] = NULL;
+ }
+
+ hr = IDirect3DDevice9_GetDepthStencilSurface(device, &state->depth_stencil);
+ if (FAILED(hr)) state->depth_stencil = NULL;
}
-static void restore_previous_device_state(struct render_to_surface *render)
+static void device_state_restore(IDirect3DDevice9 *device, struct device_state *state)
{
unsigned int i;
- for (i = 0; i < render->num_render_targets; i++)
+ for (i = 0; i < state->num_render_targets; i++)
{
- IDirect3DDevice9_SetRenderTarget(render->device, i, render->previous_render_targets[i]);
- if (render->previous_render_targets[i])
- IDirect3DSurface9_Release(render->previous_render_targets[i]);
- render->previous_render_targets[i] = NULL;
+ IDirect3DDevice9_SetRenderTarget(device, i, state->render_targets[i]);
+ if (state->render_targets[i])
+ IDirect3DSurface9_Release(state->render_targets[i]);
+ state->render_targets[i] = NULL;
}
- IDirect3DDevice9_SetDepthStencilSurface(render->device, render->previous_depth_stencil);
- if (render->previous_depth_stencil)
+ IDirect3DDevice9_SetDepthStencilSurface(device, state->depth_stencil);
+ if (state->depth_stencil)
+ {
+ IDirect3DSurface9_Release(state->depth_stencil);
+ state->depth_stencil = NULL;
+ }
+
+ IDirect3DDevice9_SetViewport(device, &state->viewport);
+}
+
+static void device_state_release(struct device_state *state)
+{
+ unsigned int i;
+
+ for (i = 0; i < state->num_render_targets; i++)
{
- IDirect3DSurface9_Release(render->previous_depth_stencil);
- render->previous_depth_stencil = NULL;
+ if (state->render_targets[i])
+ IDirect3DSurface9_Release(state->render_targets[i]);
}
- IDirect3DDevice9_SetViewport(render->device, &render->previous_viewport);
+ HeapFree(GetProcessHeap(), 0, state->render_targets);
+
+ if (state->depth_stencil) IDirect3DSurface9_Release(state->depth_stencil);
+}
+
+struct render_to_surface
+{
+ ID3DXRenderToSurface ID3DXRenderToSurface_iface;
+ LONG ref;
+
+ IDirect3DDevice9 *device;
+ D3DXRTS_DESC desc;
+
+ IDirect3DSurface9 *dst_surface;
+
+ IDirect3DSurface9 *render_target;
+ IDirect3DSurface9 *depth_stencil;
+
+ struct device_state previous_state;
+};
+
+static inline struct render_to_surface *impl_from_ID3DXRenderToSurface(ID3DXRenderToSurface *iface)
+{
+ return CONTAINING_RECORD(iface, struct render_to_surface, ID3DXRenderToSurface_iface);
}
static HRESULT WINAPI D3DXRenderToSurface_QueryInterface(ID3DXRenderToSurface *iface,
@@ -102,7 +160,6 @@ static ULONG WINAPI D3DXRenderToSurface_Release(ID3DXRenderToSurface *iface)
{
struct render_to_surface *render = impl_from_ID3DXRenderToSurface(iface);
ULONG ref = InterlockedDecrement(&render->ref);
- unsigned int i;
TRACE("%p decreasing refcount to %u\n", iface, ref);
@@ -113,15 +170,7 @@ static ULONG WINAPI D3DXRenderToSurface_Release(ID3DXRenderToSurface *iface)
if (render->render_target) IDirect3DSurface9_Release(render->render_target);
if (render->depth_stencil) IDirect3DSurface9_Release(render->depth_stencil);
- for (i = 0; i < render->num_render_targets; i++)
- {
- if (render->previous_render_targets[i])
- IDirect3DSurface9_Release(render->previous_render_targets[i]);
- }
-
- HeapFree(GetProcessHeap(), 0, render->previous_render_targets);
-
- if (render->previous_depth_stencil) IDirect3DSurface9_Release(render->previous_depth_stencil);
+ device_state_release(&render->previous_state);
IDirect3DDevice9_Release(render->device);
@@ -196,20 +245,10 @@ static HRESULT WINAPI D3DXRenderToSurface_BeginScene(ID3DXRenderToSurface *iface
device = render->device;
- /* save device state */
- IDirect3DDevice9_GetViewport(device, &render->previous_viewport);
-
- for (i = 0; i < render->num_render_targets; i++)
- {
- hr = IDirect3DDevice9_GetRenderTarget(device, i, &render->previous_render_targets[i]);
- if (FAILED(hr)) render->previous_render_targets[i] = NULL;
- }
-
- hr = IDirect3DDevice9_GetDepthStencilSurface(device, &render->previous_depth_stencil);
- if (FAILED(hr)) render->previous_depth_stencil = NULL;
+ device_state_capture(device, &render->previous_state);
/* prepare for rendering to surface */
- for (i = 1; i < render->num_render_targets; i++)
+ for (i = 1; i < render->previous_state.num_render_targets; i++)
IDirect3DDevice9_SetRenderTarget(device, i, NULL);
if (surface_desc.Usage & D3DUSAGE_RENDERTARGET)
@@ -249,7 +288,7 @@ static HRESULT WINAPI D3DXRenderToSurface_BeginScene(ID3DXRenderToSurface *iface
return IDirect3DDevice9_BeginScene(device);
cleanup:
- restore_previous_device_state(render);
+ device_state_restore(device, &render->previous_state);
if (render->dst_surface) IDirect3DSurface9_Release(render->dst_surface);
render->dst_surface = NULL;
@@ -282,7 +321,7 @@ static HRESULT WINAPI D3DXRenderToSurface_EndScene(ID3DXRenderToSurface *iface,
if (FAILED(hr)) ERR("Copying render target data to surface failed %#x\n", hr);
}
- restore_previous_device_state(render);
+ device_state_restore(render->device, &render->previous_state);
/* release resources */
if (render->render_target)
@@ -339,18 +378,13 @@ HRESULT WINAPI D3DXCreateRenderToSurface(IDirect3DDevice9 *device,
ID3DXRenderToSurface **out)
{
HRESULT hr;
- D3DCAPS9 caps;
struct render_to_surface *render;
- unsigned int i;
TRACE("(%p, %u, %u, %#x, %d, %#x, %p)\n", device, width, height, format,
depth_stencil, depth_stencil_format, out);
if (!device || !out) return D3DERR_INVALIDCALL;
- hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
- if (FAILED(hr)) return hr;
-
render = HeapAlloc(GetProcessHeap(), 0, sizeof(struct render_to_surface));
if (!render) return E_OUTOFMEMORY;
@@ -367,19 +401,13 @@ HRESULT WINAPI D3DXCreateRenderToSurface(IDirect3DDevice9 *device,
render->render_target = NULL;
render->depth_stencil = NULL;
- render->num_render_targets = caps.NumSimultaneousRTs;
- render->previous_render_targets = HeapAlloc(GetProcessHeap(), 0,
- render->num_render_targets * sizeof(IDirect3DSurface9 *));
- if (!render->previous_render_targets)
+ hr = device_state_init(device, &render->previous_state);
+ if (FAILED(hr))
{
HeapFree(GetProcessHeap(), 0, render);
- return E_OUTOFMEMORY;
+ return hr;
}
- for (i = 0; i < render->num_render_targets; i++)
- render->previous_render_targets[i] = NULL;
- render->previous_depth_stencil = NULL;
-
IDirect3DDevice9_AddRef(device);
render->device = device;
--
1.7.8.6
More information about the wine-patches
mailing list