[PATCH 1/2] wined3d: Factor out wined3d_context_gl_create_wgl() function.
Henri Verbeet
hverbeet at codeweavers.com
Mon Nov 18 08:18:11 CST 2019
From: Paul Gofman <gofmanp at gmail.com>
Signed-off-by: Paul Gofman <gofmanp at gmail.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
This supersedes patch 173737.
dlls/wined3d/context.c | 232 +++++++++++++++++++++++++++----------------------
1 file changed, 128 insertions(+), 104 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index f4c0d46f8e6..5b8402bfe4f 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -1935,93 +1935,22 @@ HRESULT wined3d_context_no3d_init(struct wined3d_context *context_no3d, struct w
return WINED3D_OK;
}
-HRESULT wined3d_context_gl_init(struct wined3d_context_gl *context_gl, struct wined3d_swapchain_gl *swapchain_gl)
+static BOOL wined3d_context_gl_create_wgl_ctx(struct wined3d_context_gl *context_gl,
+ struct wined3d_swapchain_gl *swapchain_gl)
{
- const struct wined3d_format *color_format, *ds_format;
+ const struct wined3d_format *colour_format, *ds_format;
struct wined3d_context *context = &context_gl->c;
- const struct wined3d_d3d_info *d3d_info;
const struct wined3d_gl_info *gl_info;
struct wined3d_resource *target;
+ struct wined3d_adapter *adapter;
unsigned int target_bind_flags;
struct wined3d_device *device;
HGLRC ctx, share_ctx;
unsigned int i;
- TRACE("context_gl %p, swapchain %p.\n", context_gl, swapchain_gl);
-
- wined3d_context_init(&context_gl->c, &swapchain_gl->s);
-
device = context->device;
- gl_info = &device->adapter->gl_info;
- context_gl->gl_info = gl_info;
- d3d_info = context->d3d_info;
-
- context_gl->tid = GetCurrentThreadId();
- context_gl->window = context->swapchain->win_handle;
- if (context_gl->window == GetDesktopWindow())
- {
- TRACE("Swapchain is created on the desktop window, trying backup device context.\n");
- context_gl->dc = NULL;
- }
- else if (!(context_gl->dc = GetDCEx(context_gl->window, 0, DCX_USESTYLE | DCX_CACHE)))
- WARN("Failed to retrieve device context, trying swapchain backup.\n");
-
- if (!context_gl->dc)
- {
- if (!(context_gl->dc = wined3d_swapchain_gl_get_backup_dc(swapchain_gl)))
- {
- ERR("Failed to retrieve a device context.\n");
- return E_FAIL;
- }
- context_gl->dc_is_private = TRUE;
- }
-
- list_init(&context_gl->fbo_list);
- list_init(&context_gl->fbo_destroy_list);
-
- list_init(&context_gl->occlusion_queries);
- list_init(&context_gl->fences);
- list_init(&context_gl->timestamp_queries);
- list_init(&context_gl->so_statistics_queries);
- list_init(&context_gl->pipeline_statistics_queries);
-
- for (i = 0; i < ARRAY_SIZE(context_gl->tex_unit_map); ++i)
- context_gl->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
- for (i = 0; i < ARRAY_SIZE(context_gl->rev_tex_unit_map); ++i)
- context_gl->rev_tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
- if (gl_info->limits.graphics_samplers >= WINED3D_MAX_COMBINED_SAMPLERS)
- {
- /* Initialize the texture unit mapping to a 1:1 mapping. */
- unsigned int base, count;
-
- wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_PIXEL, &base, &count);
- if (base + WINED3D_MAX_FRAGMENT_SAMPLERS > ARRAY_SIZE(context_gl->rev_tex_unit_map))
- {
- ERR("Unexpected texture unit base index %u.\n", base);
- goto fail;
- }
- for (i = 0; i < min(count, WINED3D_MAX_FRAGMENT_SAMPLERS); ++i)
- {
- context_gl->tex_unit_map[i] = base + i;
- context_gl->rev_tex_unit_map[base + i] = i;
- }
-
- wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_VERTEX, &base, &count);
- if (base + WINED3D_MAX_VERTEX_SAMPLERS > ARRAY_SIZE(context_gl->rev_tex_unit_map))
- {
- ERR("Unexpected texture unit base index %u.\n", base);
- goto fail;
- }
- for (i = 0; i < min(count, WINED3D_MAX_VERTEX_SAMPLERS); ++i)
- {
- context_gl->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + i] = base + i;
- context_gl->rev_tex_unit_map[base + i] = WINED3D_MAX_FRAGMENT_SAMPLERS + i;
- }
- }
-
- if (!(context_gl->texture_type = heap_calloc(gl_info->limits.combined_samplers,
- sizeof(*context_gl->texture_type))))
- goto fail;
+ adapter = device->adapter;
+ gl_info = &adapter->gl_info;
target = &context->current_rt.texture->resource;
target_bind_flags = target->bind_flags;
@@ -2037,14 +1966,14 @@ HRESULT wined3d_context_gl_init(struct wined3d_context_gl *context_gl, struct wi
WINED3DFMT_S1_UINT_D15_UNORM,
};
- color_format = target->format;
+ colour_format = target->format;
/* In case of ORM_BACKBUFFER, make sure to request an alpha component for
* X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
- if (color_format->id == WINED3DFMT_B4G4R4X4_UNORM)
- color_format = wined3d_get_format(device->adapter, WINED3DFMT_B4G4R4A4_UNORM, target_bind_flags);
- else if (color_format->id == WINED3DFMT_B8G8R8X8_UNORM)
- color_format = wined3d_get_format(device->adapter, WINED3DFMT_B8G8R8A8_UNORM, target_bind_flags);
+ if (colour_format->id == WINED3DFMT_B4G4R4X4_UNORM)
+ colour_format = wined3d_get_format(adapter, WINED3DFMT_B4G4R4A4_UNORM, target_bind_flags);
+ else if (colour_format->id == WINED3DFMT_B8G8R8X8_UNORM)
+ colour_format = wined3d_get_format(adapter, WINED3DFMT_B8G8R8A8_UNORM, target_bind_flags);
/* DirectDraw supports 8bit paletted render targets and these are used by
* old games like StarCraft and C&C. Most modern hardware doesn't support
@@ -2052,17 +1981,17 @@ HRESULT wined3d_context_gl_init(struct wined3d_context_gl *context_gl, struct wi
* conversion (ab)uses the alpha component for storing the palette index.
* For this reason we require a format with 8bit alpha, so request
* A8R8G8B8. */
- if (color_format->id == WINED3DFMT_P8_UINT)
- color_format = wined3d_get_format(device->adapter, WINED3DFMT_B8G8R8A8_UNORM, target_bind_flags);
+ if (colour_format->id == WINED3DFMT_P8_UINT)
+ colour_format = wined3d_get_format(adapter, WINED3DFMT_B8G8R8A8_UNORM, target_bind_flags);
/* Try to find a pixel format which matches our requirements. */
if (!swapchain_gl->s.ds_format)
{
for (i = 0; i < ARRAY_SIZE(ds_formats); ++i)
{
- ds_format = wined3d_get_format(device->adapter, ds_formats[i], WINED3D_BIND_DEPTH_STENCIL);
+ ds_format = wined3d_get_format(adapter, ds_formats[i], WINED3D_BIND_DEPTH_STENCIL);
if ((context_gl->pixel_format = context_choose_pixel_format(device,
- context_gl->dc, color_format, ds_format, TRUE)))
+ context_gl->dc, colour_format, ds_format, TRUE)))
{
swapchain_gl->s.ds_format = ds_format;
break;
@@ -2075,7 +2004,7 @@ HRESULT wined3d_context_gl_init(struct wined3d_context_gl *context_gl, struct wi
else
{
context_gl->pixel_format = context_choose_pixel_format(device,
- context_gl->dc, color_format, swapchain_gl->s.ds_format, TRUE);
+ context_gl->dc, colour_format, swapchain_gl->s.ds_format, TRUE);
}
}
else
@@ -2085,17 +2014,20 @@ HRESULT wined3d_context_gl_init(struct wined3d_context_gl *context_gl, struct wi
* don't need depth or stencil buffers, and can mostly ignore the render
* target format. This wouldn't necessarily be quite correct for 10bpc
* display modes, but we don't currently support those.
- * Using the same format regardless of the color/depth/stencil targets
+ * Using the same format regardless of the colour/depth/stencil targets
* makes it much less likely that different wined3d instances will set
* conflicting pixel formats. */
- color_format = wined3d_get_format(device->adapter, WINED3DFMT_B8G8R8A8_UNORM, target_bind_flags);
- ds_format = wined3d_get_format(device->adapter, WINED3DFMT_UNKNOWN, WINED3D_BIND_DEPTH_STENCIL);
+ colour_format = wined3d_get_format(adapter, WINED3DFMT_B8G8R8A8_UNORM, target_bind_flags);
+ ds_format = wined3d_get_format(adapter, WINED3DFMT_UNKNOWN, WINED3D_BIND_DEPTH_STENCIL);
context_gl->pixel_format = context_choose_pixel_format(device,
- context_gl->dc, color_format, ds_format, FALSE);
+ context_gl->dc, colour_format, ds_format, FALSE);
}
if (!context_gl->pixel_format)
- goto fail;
+ {
+ ERR("Failed to choose pixel format.\n");
+ return FALSE;
+ }
wined3d_context_gl_enter(context_gl);
@@ -2103,7 +2035,7 @@ HRESULT wined3d_context_gl_init(struct wined3d_context_gl *context_gl, struct wi
{
ERR("Failed to set pixel format %d on device context %p.\n", context_gl->pixel_format, context_gl->dc);
context_release(context);
- goto fail;
+ return FALSE;
}
share_ctx = device->context_count ? wined3d_context_gl(device->contexts[0])->gl_ctx : NULL;
@@ -2111,8 +2043,9 @@ HRESULT wined3d_context_gl_init(struct wined3d_context_gl *context_gl, struct wi
{
if (!(ctx = context_create_wgl_attribs(gl_info, context_gl->dc, share_ctx)))
{
+ ERR("Failed to create a WGL context.\n");
context_release(context);
- goto fail;
+ return FALSE;
}
}
else
@@ -2121,7 +2054,7 @@ HRESULT wined3d_context_gl_init(struct wined3d_context_gl *context_gl, struct wi
{
ERR("Failed to create a WGL context.\n");
context_release(context);
- goto fail;
+ return FALSE;
}
if (share_ctx && !wglShareLists(share_ctx, ctx))
@@ -2130,25 +2063,116 @@ HRESULT wined3d_context_gl_init(struct wined3d_context_gl *context_gl, struct wi
context_release(context);
if (!wglDeleteContext(ctx))
ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
- goto fail;
+ return FALSE;
}
}
- context->render_offscreen = wined3d_resource_is_offscreen(target);
- context_gl->draw_buffers_mask = context_generate_rt_mask(GL_BACK);
- context_gl->valid = 1;
-
- context_gl->gl_ctx = ctx;
context_gl->dc_has_format = TRUE;
context_gl->needs_set = 1;
+ context_gl->valid = 1;
+ context_gl->gl_ctx = ctx;
+
+ return TRUE;
+}
+
+HRESULT wined3d_context_gl_init(struct wined3d_context_gl *context_gl, struct wined3d_swapchain_gl *swapchain_gl)
+{
+ struct wined3d_context *context = &context_gl->c;
+ const struct wined3d_d3d_info *d3d_info;
+ const struct wined3d_gl_info *gl_info;
+ struct wined3d_device *device;
+ unsigned int i;
+
+ TRACE("context_gl %p, swapchain %p.\n", context_gl, swapchain_gl);
+
+ wined3d_context_init(&context_gl->c, &swapchain_gl->s);
+
+ device = context->device;
+ gl_info = &device->adapter->gl_info;
+ context_gl->gl_info = gl_info;
+ d3d_info = context->d3d_info;
+
+ context_gl->tid = GetCurrentThreadId();
+ context_gl->window = context->swapchain->win_handle;
+ if (context_gl->window == GetDesktopWindow())
+ {
+ TRACE("Swapchain is created on the desktop window, trying backup device context.\n");
+ context_gl->dc = NULL;
+ }
+ else if (!(context_gl->dc = GetDCEx(context_gl->window, 0, DCX_USESTYLE | DCX_CACHE)))
+ WARN("Failed to retrieve device context, trying swapchain backup.\n");
+
+ if (!context_gl->dc)
+ {
+ if (!(context_gl->dc = wined3d_swapchain_gl_get_backup_dc(swapchain_gl)))
+ {
+ ERR("Failed to retrieve a device context.\n");
+ return E_FAIL;
+ }
+ context_gl->dc_is_private = TRUE;
+ }
+
+ list_init(&context_gl->fbo_list);
+ list_init(&context_gl->fbo_destroy_list);
+
+ list_init(&context_gl->occlusion_queries);
+ list_init(&context_gl->fences);
+ list_init(&context_gl->timestamp_queries);
+ list_init(&context_gl->so_statistics_queries);
+ list_init(&context_gl->pipeline_statistics_queries);
+
+ for (i = 0; i < ARRAY_SIZE(context_gl->tex_unit_map); ++i)
+ context_gl->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
+ for (i = 0; i < ARRAY_SIZE(context_gl->rev_tex_unit_map); ++i)
+ context_gl->rev_tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
+ if (gl_info->limits.graphics_samplers >= WINED3D_MAX_COMBINED_SAMPLERS)
+ {
+ /* Initialize the texture unit mapping to a 1:1 mapping. */
+ unsigned int base, count;
+
+ wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_PIXEL, &base, &count);
+ if (base + WINED3D_MAX_FRAGMENT_SAMPLERS > ARRAY_SIZE(context_gl->rev_tex_unit_map))
+ {
+ ERR("Unexpected texture unit base index %u.\n", base);
+ goto fail;
+ }
+ for (i = 0; i < min(count, WINED3D_MAX_FRAGMENT_SAMPLERS); ++i)
+ {
+ context_gl->tex_unit_map[i] = base + i;
+ context_gl->rev_tex_unit_map[base + i] = i;
+ }
+
+ wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_VERTEX, &base, &count);
+ if (base + WINED3D_MAX_VERTEX_SAMPLERS > ARRAY_SIZE(context_gl->rev_tex_unit_map))
+ {
+ ERR("Unexpected texture unit base index %u.\n", base);
+ goto fail;
+ }
+ for (i = 0; i < min(count, WINED3D_MAX_VERTEX_SAMPLERS); ++i)
+ {
+ context_gl->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + i] = base + i;
+ context_gl->rev_tex_unit_map[base + i] = WINED3D_MAX_FRAGMENT_SAMPLERS + i;
+ }
+ }
+
+ if (!(context_gl->texture_type = heap_calloc(gl_info->limits.combined_samplers,
+ sizeof(*context_gl->texture_type))))
+ goto fail;
+
+ if (!wined3d_context_gl_create_wgl_ctx(context_gl, swapchain_gl))
+ goto fail;
+
+ /* Set up the context defaults. */
+
+ context->render_offscreen = wined3d_resource_is_offscreen(&context->current_rt.texture->resource);
+ context_gl->draw_buffers_mask = context_generate_rt_mask(GL_BACK);
- /* Set up the context defaults */
if (!wined3d_context_gl_set_current(context_gl))
{
ERR("Cannot activate context to set up defaults.\n");
context_release(context);
- if (!wglDeleteContext(ctx))
- ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
+ if (!wglDeleteContext(context_gl->gl_ctx))
+ ERR("wglDeleteContext(%p) failed, last error %#x.\n", context_gl->gl_ctx, GetLastError());
goto fail;
}
--
2.11.0
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