[PATCH 5/8] wined3d: Pass a wined3d_context_gl structure to context_apply_clear_state().
Henri Verbeet
hverbeet at codeweavers.com
Tue May 14 05:56:23 CDT 2019
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/wined3d/context.c | 50 +++++++++++++++++++++---------------------
dlls/wined3d/device.c | 4 +++-
dlls/wined3d/wined3d_private.h | 16 +++++++-------
3 files changed, 36 insertions(+), 34 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 86c74c5c9f3..2e4869bf74b 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -3004,16 +3004,16 @@ static BOOL have_framebuffer_attachment(unsigned int rt_count, struct wined3d_re
}
/* Context activation is done by the caller. */
-BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state,
- UINT rt_count, const struct wined3d_fb_state *fb)
+BOOL wined3d_context_gl_apply_clear_state(struct wined3d_context_gl *context_gl,
+ const struct wined3d_state *state, unsigned int rt_count, const struct wined3d_fb_state *fb)
{
struct wined3d_rendertarget_view * const *rts = fb->render_targets;
+ const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
struct wined3d_rendertarget_view *dsv = fb->depth_stencil;
- const struct wined3d_gl_info *gl_info = context->gl_info;
DWORD rt_mask = 0, *cur_mask;
unsigned int i;
- if (isStateDirty(context, STATE_FRAMEBUFFER) || fb != state->fb
+ if (isStateDirty(&context_gl->c, STATE_FRAMEBUFFER) || fb != state->fb
|| rt_count != gl_info->limits.buffers)
{
if (!have_framebuffer_attachment(rt_count, rts, dsv))
@@ -3028,16 +3028,16 @@ BOOL context_apply_clear_state(struct wined3d_context *context, const struct win
if (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource))
{
- memset(context->blit_targets, 0, sizeof(context->blit_targets));
+ memset(context_gl->c.blit_targets, 0, sizeof(context_gl->c.blit_targets));
for (i = 0; i < rt_count; ++i)
{
if (rts[i])
{
struct wined3d_rendertarget_view_gl *rtv_gl = wined3d_rendertarget_view_gl(rts[i]);
- context->blit_targets[i].gl_view = rtv_gl->gl_view;
- context->blit_targets[i].resource = rtv_gl->v.resource;
- context->blit_targets[i].sub_resource_idx = rtv_gl->v.sub_resource_idx;
- context->blit_targets[i].layer_count = rtv_gl->v.layer_count;
+ context_gl->c.blit_targets[i].gl_view = rtv_gl->gl_view;
+ context_gl->c.blit_targets[i].resource = rtv_gl->v.resource;
+ context_gl->c.blit_targets[i].sub_resource_idx = rtv_gl->v.sub_resource_idx;
+ context_gl->c.blit_targets[i].layer_count = rtv_gl->v.layer_count;
}
if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
rt_mask |= (1u << i);
@@ -3052,13 +3052,13 @@ BOOL context_apply_clear_state(struct wined3d_context *context, const struct win
ds_info.layer_count = dsv_gl->v.layer_count;
}
- context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, &ds_info,
+ context_apply_fbo_state(&context_gl->c, GL_FRAMEBUFFER, context_gl->c.blit_targets, &ds_info,
rt_count ? rts[0]->resource->draw_binding : 0,
dsv ? dsv->resource->draw_binding : 0);
}
else
{
- context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, &ds_info,
+ context_apply_fbo_state(&context_gl->c, GL_FRAMEBUFFER, NULL, &ds_info,
WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE);
rt_mask = context_generate_rt_mask_from_resource(rts[0]->resource);
}
@@ -3066,11 +3066,11 @@ BOOL context_apply_clear_state(struct wined3d_context *context, const struct win
/* If the framebuffer is not the device's fb the device's fb has to be reapplied
* next draw. Otherwise we could mark the framebuffer state clean here, once the
* state management allows this */
- context_invalidate_state(context, STATE_FRAMEBUFFER);
+ context_invalidate_state(&context_gl->c, STATE_FRAMEBUFFER);
}
else
{
- rt_mask = context_generate_rt_mask_no_fbo(context, rt_count ? rts[0]->resource : NULL);
+ rt_mask = context_generate_rt_mask_no_fbo(&context_gl->c, rt_count ? rts[0]->resource : NULL);
}
}
else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
@@ -3084,25 +3084,25 @@ BOOL context_apply_clear_state(struct wined3d_context *context, const struct win
}
else
{
- rt_mask = context_generate_rt_mask_no_fbo(context, rt_count ? rts[0]->resource : NULL);
+ rt_mask = context_generate_rt_mask_no_fbo(&context_gl->c, rt_count ? rts[0]->resource : NULL);
}
- cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
+ cur_mask = context_gl->c.current_fbo ? &context_gl->c.current_fbo->rt_mask : &context_gl->c.draw_buffers_mask;
if (rt_mask != *cur_mask)
{
- context_apply_draw_buffers(context, rt_mask);
+ context_apply_draw_buffers(&context_gl->c, rt_mask);
*cur_mask = rt_mask;
- context_invalidate_state(context, STATE_FRAMEBUFFER);
+ context_invalidate_state(&context_gl->c, STATE_FRAMEBUFFER);
}
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
- context_check_fbo_status(context, GL_FRAMEBUFFER);
+ context_check_fbo_status(&context_gl->c, GL_FRAMEBUFFER);
}
- context->last_was_blit = FALSE;
- context->last_was_ffp_blit = FALSE;
+ context_gl->c.last_was_blit = FALSE;
+ context_gl->c.last_was_ffp_blit = FALSE;
/* Blending and clearing should be orthogonal, but tests on the nvidia
* driver show that disabling blending when clearing improves the clearing
@@ -3111,17 +3111,17 @@ BOOL context_apply_clear_state(struct wined3d_context *context, const struct win
gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
if (rt_count && gl_info->supported[ARB_FRAMEBUFFER_SRGB])
{
- if (needs_srgb_write(context, state, fb))
+ if (needs_srgb_write(&context_gl->c, state, fb))
gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
else
gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
- context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
+ context_invalidate_state(&context_gl->c, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
}
checkGLcall("setting up state for clear");
- context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
- context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
- context_invalidate_state(context, STATE_SCISSORRECT);
+ context_invalidate_state(&context_gl->c, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
+ context_invalidate_state(&context_gl->c, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
+ context_invalidate_state(&context_gl->c, STATE_SCISSORRECT);
return TRUE;
}
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index eac6442804f..5272e2ef236 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -250,6 +250,7 @@ void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, c
const struct wined3d_state *state = &device->cs->state;
struct wined3d_texture *depth_stencil = NULL;
const struct wined3d_gl_info *gl_info;
+ struct wined3d_context_gl *context_gl;
struct wined3d_texture *target = NULL;
UINT drawable_width, drawable_height;
struct wined3d_color corrected_color;
@@ -267,6 +268,7 @@ void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, c
{
context = context_acquire(device, NULL, 0);
}
+ context_gl = wined3d_context_gl(context);
if (dsv && dsv->resource->type != WINED3D_RTYPE_BUFFER)
depth_stencil = texture_from_resource(dsv->resource);
@@ -335,7 +337,7 @@ void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, c
}
}
- if (!context_apply_clear_state(context, state, rt_count, fb))
+ if (!wined3d_context_gl_apply_clear_state(context_gl, state, rt_count, fb))
{
context_release(context);
WARN("Failed to apply clear state, skipping clear.\n");
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 88602163f14..0aa379562d9 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1867,6 +1867,12 @@ struct wined3d_rendertarget_info
unsigned int layer_count;
};
+struct wined3d_fb_state
+{
+ struct wined3d_rendertarget_view *render_targets[MAX_RENDER_TARGET_VIEWS];
+ struct wined3d_rendertarget_view *depth_stencil;
+};
+
#define MAX_GL_FRAGMENT_SAMPLERS 32
struct wined3d_context
@@ -2056,6 +2062,8 @@ void wined3d_context_gl_alloc_timestamp_query(struct wined3d_context_gl *context
struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
void wined3d_context_gl_apply_blit_state(struct wined3d_context_gl *context_gl,
const struct wined3d_device *device) DECLSPEC_HIDDEN;
+BOOL wined3d_context_gl_apply_clear_state(struct wined3d_context_gl *context_gl, const struct wined3d_state *state,
+ unsigned int rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
void wined3d_context_gl_apply_ffp_blit_state(struct wined3d_context_gl *context_gl,
const struct wined3d_device *device) DECLSPEC_HIDDEN;
void wined3d_context_gl_bind_texture(struct wined3d_context_gl *context_gl,
@@ -2073,12 +2081,6 @@ HRESULT wined3d_context_gl_init(struct wined3d_context_gl *context_gl,
void wined3d_context_gl_load_tex_coords(const struct wined3d_context_gl *context_gl,
const struct wined3d_stream_info *si, GLuint *current_bo, const struct wined3d_state *state) DECLSPEC_HIDDEN;
-struct wined3d_fb_state
-{
- struct wined3d_rendertarget_view *render_targets[MAX_RENDER_TARGET_VIEWS];
- struct wined3d_rendertarget_view *depth_stencil;
-};
-
HRESULT wined3d_context_vk_init(struct wined3d_context *context_vk,
struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
@@ -2213,8 +2215,6 @@ BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other) DECLSP
struct wined3d_context *context_acquire(const struct wined3d_device *device,
struct wined3d_texture *texture, unsigned int sub_resource_idx) DECLSPEC_HIDDEN;
-BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state,
- UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
struct wined3d_resource *rt, unsigned int rt_sub_resource_idx,
struct wined3d_resource *ds, unsigned int ds_sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
--
2.11.0
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