Stefan Dösinger : wined3d: Split out offscreen rendering concerns from FindContext.
Alexandre Julliard
julliard at winehq.org
Wed Mar 31 10:04:53 CDT 2010
Module: wine
Branch: master
Commit: a4b0bedc30f31d19d969364c80f979b77cce9011
URL: http://source.winehq.org/git/wine.git/?a=commit;h=a4b0bedc30f31d19d969364c80f979b77cce9011
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Sat Mar 27 17:40:28 2010 +0100
wined3d: Split out offscreen rendering concerns from FindContext.
---
dlls/wined3d/context.c | 163 ++++++++++++++++++++++++-----------------------
1 files changed, 83 insertions(+), 80 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 15a8f77..f3729ae 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -1834,10 +1834,8 @@ static struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSur
{
IWineD3DSwapChain *swapchain = NULL;
struct wined3d_context *current_context = context_get_current();
- const struct StateEntry *StateTable = This->StateTable;
DWORD tid = GetCurrentThreadId();
struct wined3d_context *context;
- BOOL old_render_offscreen;
if (current_context && current_context->destroyed) current_context = NULL;
@@ -1867,9 +1865,6 @@ static struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSur
TRACE("Rendering onscreen\n");
context = findThreadContextForSwapChain(swapchain, tid);
-
- old_render_offscreen = context->render_offscreen;
- context->render_offscreen = surface_is_offscreen(target);
IWineD3DSwapChain_Release(swapchain);
}
else
@@ -1891,85 +1886,10 @@ static struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSur
* is perfect to call. */
context = findThreadContextForSwapChain(This->swapchains[0], tid);
}
-
- old_render_offscreen = context->render_offscreen;
- context->render_offscreen = TRUE;
}
context_validate(context);
- if (context->render_offscreen != old_render_offscreen)
- {
- Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
- Context_MarkStateDirty(context, STATE_VDECL, StateTable);
- Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
- Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
- Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
- }
-
- /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
- * the alpha blend state changes with different render target formats. */
- if (!context->current_rt)
- {
- Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
- }
- else
- {
- const struct wined3d_format_desc *old = ((IWineD3DSurfaceImpl *)context->current_rt)->resource.format_desc;
- const struct wined3d_format_desc *new = ((IWineD3DSurfaceImpl *)target)->resource.format_desc;
-
- if (old->format != new->format)
- {
- /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
- if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
- || !(new->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
- {
- Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
- }
- }
-
- /* When switching away from an offscreen render target, and we're not
- * using FBOs, we have to read the drawable into the texture. This is
- * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
- * are some things that need care though. PreLoad needs a GL context,
- * and FindContext is called before the context is activated. It also
- * has to be called with the old rendertarget active, otherwise a
- * wrong drawable is read. */
- if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
- && old_render_offscreen && context->current_rt != target)
- {
- BOOL oldInDraw = This->isInDraw;
-
- /* surface_internal_preload() requires a context to load the
- * texture, so it will call context_acquire(). Set isInDraw to true
- * to signal surface_internal_preload() that it has a context. */
-
- /* FIXME: This is just broken. There's no guarantee whatsoever
- * that the currently active context, if any, is appropriate for
- * reading back the render target. We should probably call
- * context_set_current(context) here and then rely on
- * context_acquire() doing the right thing. */
- This->isInDraw = TRUE;
-
- /* Read the back buffer of the old drawable into the destination texture. */
- if (((IWineD3DSurfaceImpl *)context->current_rt)->texture_name_srgb)
- {
- surface_internal_preload(context->current_rt, SRGB_BOTH);
- }
- else
- {
- surface_internal_preload(context->current_rt, SRGB_RGB);
- }
-
- IWineD3DSurface_ModifyLocation(context->current_rt, SFLAG_INDRAWABLE, FALSE);
-
- This->isInDraw = oldInDraw;
- }
- }
-
- context->draw_buffer_dirty = TRUE;
- context->current_rt = target;
-
return context;
}
@@ -2139,6 +2059,88 @@ static void context_apply_state(struct wined3d_context *context, IWineD3DDeviceI
}
}
+static void context_setup_target(IWineD3DDeviceImpl *device, struct wined3d_context *context, IWineD3DSurface *target)
+{
+ BOOL old_render_offscreen = context->render_offscreen;
+ const struct StateEntry *StateTable = device->StateTable;
+
+ if (!target) return;
+ else if (context->current_rt == target) return;
+ context->render_offscreen = surface_is_offscreen(target);
+
+ if (context->render_offscreen != old_render_offscreen)
+ {
+ Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
+ Context_MarkStateDirty(context, STATE_VDECL, StateTable);
+ Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
+ Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
+ Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
+ }
+
+ /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
+ * the alpha blend state changes with different render target formats. */
+ if (!context->current_rt)
+ {
+ Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
+ }
+ else
+ {
+ const struct wined3d_format_desc *old = ((IWineD3DSurfaceImpl *)context->current_rt)->resource.format_desc;
+ const struct wined3d_format_desc *new = ((IWineD3DSurfaceImpl *)target)->resource.format_desc;
+
+ if (old->format != new->format)
+ {
+ /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
+ if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
+ || !(new->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
+ {
+ Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
+ }
+ }
+
+ /* When switching away from an offscreen render target, and we're not
+ * using FBOs, we have to read the drawable into the texture. This is
+ * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
+ * are some things that need care though. PreLoad needs a GL context,
+ * and FindContext is called before the context is activated. It also
+ * has to be called with the old rendertarget active, otherwise a
+ * wrong drawable is read. */
+ if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
+ && old_render_offscreen && context->current_rt != target)
+ {
+ BOOL oldInDraw = device->isInDraw;
+
+ /* surface_internal_preload() requires a context to load the
+ * texture, so it will call context_acquire(). Set isInDraw to true
+ * to signal surface_internal_preload() that it has a context. */
+
+ /* FIXME: This is just broken. There's no guarantee whatsoever
+ * that the currently active context, if any, is appropriate for
+ * reading back the render target. We should probably call
+ * context_set_current(context) here and then rely on
+ * context_acquire() doing the right thing. */
+ device->isInDraw = TRUE;
+
+ /* Read the back buffer of the old drawable into the destination texture. */
+ if (((IWineD3DSurfaceImpl *)context->current_rt)->texture_name_srgb)
+ {
+ surface_internal_preload(context->current_rt, SRGB_BOTH);
+ }
+ else
+ {
+ surface_internal_preload(context->current_rt, SRGB_RGB);
+ }
+
+ IWineD3DSurface_ModifyLocation(context->current_rt, SFLAG_INDRAWABLE, FALSE);
+
+ device->isInDraw = oldInDraw;
+ }
+ }
+
+ context->draw_buffer_dirty = TRUE;
+ context->current_rt = target;
+}
+
/*****************************************************************************
* context_acquire
*
@@ -2160,6 +2162,7 @@ struct wined3d_context *context_acquire(IWineD3DDeviceImpl *device, IWineD3DSurf
TRACE("device %p, target %p, usage %#x.\n", device, target, usage);
context = FindContext(device, target);
+ context_setup_target(device, context, target);
context_enter(context);
if (!context->valid) return context;
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