Henri Verbeet : wined3d: Setup the FBO for the correct target in context_apply_clear_state().
Alexandre Julliard
julliard at winehq.org
Wed May 5 11:08:35 CDT 2010
Module: wine
Branch: master
Commit: ed75f5ca7aae3de6afeca5dc97be9f54a140104d
URL: http://source.winehq.org/git/wine.git/?a=commit;h=ed75f5ca7aae3de6afeca5dc97be9f54a140104d
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Tue May 4 20:39:52 2010 +0200
wined3d: Setup the FBO for the correct target in context_apply_clear_state().
---
dlls/wined3d/context.c | 61 ++++++++++++++++++++++++++++++++--------
dlls/wined3d/device.c | 24 +---------------
dlls/wined3d/wined3d_private.h | 4 ++-
3 files changed, 53 insertions(+), 36 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index e205b7a..9815ce3 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -455,7 +455,7 @@ static void context_apply_fbo_state(struct wined3d_context *context, GLenum targ
context->rebind_fbo = FALSE;
}
- if (context->render_offscreen)
+ if (render_targets)
{
context->current_fbo = context_find_fbo_entry(context, target, render_targets, depth_stencil);
context_apply_fbo_entry(context, target, context->current_fbo);
@@ -469,6 +469,21 @@ static void context_apply_fbo_state(struct wined3d_context *context, GLenum targ
context_check_fbo_status(context, target);
}
+/* GL locking is done by the caller */
+static void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
+ IWineD3DSurfaceImpl *render_target, IWineD3DSurfaceImpl *depth_stencil)
+{
+ if (surface_is_offscreen(render_target))
+ {
+ context->blit_targets[0] = render_target;
+ context_apply_fbo_state(context, target, context->blit_targets, depth_stencil);
+ }
+ else
+ {
+ context_apply_fbo_state(context, target, NULL, NULL);
+ }
+}
+
/* Context activation is done by the caller. */
void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
{
@@ -1357,6 +1372,10 @@ struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3
sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
}
+ ret->blit_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
+ gl_info->limits.buffers * sizeof(*ret->blit_targets));
+ if (!ret->blit_targets) 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));
@@ -1490,6 +1509,7 @@ 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->blit_targets);
HeapFree(GetProcessHeap(), 0, ret->pshader_const_dirty);
HeapFree(GetProcessHeap(), 0, ret->vshader_const_dirty);
HeapFree(GetProcessHeap(), 0, ret);
@@ -1524,6 +1544,7 @@ void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context)
destroy = FALSE;
}
+ HeapFree(GetProcessHeap(), 0, context->blit_targets);
HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
device_context_remove(This, context);
@@ -2010,23 +2031,30 @@ void context_apply_blit_state(struct wined3d_context *context, IWineD3DDeviceImp
}
/* Context activation is done by the caller. */
-void context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
+void context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceImpl *device,
+ IWineD3DSurfaceImpl *render_target, IWineD3DSurfaceImpl *depth_stencil)
{
const struct StateEntry *state_table = device->StateTable;
+ GLenum buffer;
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
if (!context->render_offscreen) context_validate_onscreen_formats(device, context);
ENTER_GL();
- context_apply_fbo_state(context, GL_FRAMEBUFFER, device->render_targets, device->depth_stencil);
+ context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, render_target, depth_stencil);
LEAVE_GL();
}
- if (context->draw_buffer_dirty)
- {
- context_apply_draw_buffer(context, FALSE);
- context->draw_buffer_dirty = FALSE;
- }
+ if (!surface_is_offscreen(render_target))
+ buffer = surface_get_gl_buffer(render_target);
+ else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
+ buffer = GL_COLOR_ATTACHMENT0;
+ else
+ buffer = device->offscreenBuffer;
+
+ ENTER_GL();
+ context_set_draw_buffer(context, buffer);
+ LEAVE_GL();
if (context->last_was_blit)
{
@@ -2056,10 +2084,19 @@ void context_apply_draw_state(struct wined3d_context *context, IWineD3DDeviceImp
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
- if (!context->render_offscreen) context_validate_onscreen_formats(device, context);
- ENTER_GL();
- context_apply_fbo_state(context, GL_FRAMEBUFFER, device->render_targets, device->depth_stencil);
- LEAVE_GL();
+ if (!context->render_offscreen)
+ {
+ context_validate_onscreen_formats(device, context);
+ ENTER_GL();
+ context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL);
+ LEAVE_GL();
+ }
+ else
+ {
+ ENTER_GL();
+ context_apply_fbo_state(context, GL_FRAMEBUFFER, device->render_targets, device->depth_stencil);
+ LEAVE_GL();
+ }
}
if (context->draw_buffer_dirty)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 585edd5..3472d04 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -4455,29 +4455,7 @@ HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfac
return WINED3D_OK;
}
- context_apply_clear_state(context, This);
- if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
- {
- if (!surface_is_offscreen(target))
- {
- TRACE("Surface %p is onscreen\n", target);
-
- ENTER_GL();
- context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
- context_set_draw_buffer(context, surface_get_gl_buffer(target));
- LEAVE_GL();
- }
- else
- {
- TRACE("Surface %p is offscreen\n", target);
-
- ENTER_GL();
- context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
- context_attach_surface_fbo(context, GL_FRAMEBUFFER, 0, target);
- context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, depth_stencil, TRUE);
- LEAVE_GL();
- }
- }
+ context_apply_clear_state(context, This, target, depth_stencil);
target->get_drawable_size(context, &drawable_width, &drawable_height);
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index fabf22a..cad88b9 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1092,6 +1092,7 @@ struct wined3d_context
GLuint fbo_read_binding;
GLuint fbo_draw_binding;
BOOL rebind_fbo;
+ IWineD3DSurfaceImpl **blit_targets;
/* Queries */
GLuint *free_occlusion_queries;
@@ -1192,7 +1193,8 @@ void context_alloc_event_query(struct wined3d_context *context,
void context_alloc_occlusion_query(struct wined3d_context *context,
struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
void context_apply_blit_state(struct wined3d_context *context, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
-void context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
+void context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceImpl *device,
+ IWineD3DSurfaceImpl *render_target, IWineD3DSurfaceImpl *depth_stencil) DECLSPEC_HIDDEN;
void context_apply_draw_state(struct wined3d_context *context, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
void context_attach_depth_stencil_fbo(struct wined3d_context *context,
GLenum fbo_target, IWineD3DSurfaceImpl *depth_stencil, BOOL use_render_buffer) DECLSPEC_HIDDEN;
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