[PATCH 3/5] wined3d: Factor out context_gl_apply_texture_draw_state().
Zebediah Figura
zfigura at codeweavers.com
Tue Apr 19 20:20:37 CDT 2022
Signed-off-by: Zebediah Figura <zfigura at codeweavers.com>
---
dlls/wined3d/arb_program_shader.c | 21 +---------------
dlls/wined3d/context_gl.c | 38 ++++++++++++++++++++++++++++
dlls/wined3d/glsl_shader.c | 21 +---------------
dlls/wined3d/texture.c | 42 +++----------------------------
dlls/wined3d/wined3d_private.h | 2 ++
5 files changed, 46 insertions(+), 78 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index b4c395ec355..12606bbd0b0 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -7908,26 +7908,7 @@ static DWORD arbfp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_bl
dst_rect = &d;
}
- if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
- {
- GLenum buffer;
-
- if (dst_location == WINED3D_LOCATION_DRAWABLE)
- {
- TRACE("Destination texture %p is onscreen.\n", dst_texture);
- buffer = wined3d_texture_get_gl_buffer(dst_texture);
- }
- else
- {
- TRACE("Destination texture %p is offscreen.\n", dst_texture);
- buffer = GL_COLOR_ATTACHMENT0;
- }
- wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_DRAW_FRAMEBUFFER,
- &dst_texture->resource, dst_sub_resource_idx, NULL, 0, dst_location);
- wined3d_context_gl_set_draw_buffer(context_gl, buffer);
- wined3d_context_gl_check_fbo_status(context_gl, GL_DRAW_FRAMEBUFFER);
- context_invalidate_state(context, STATE_FRAMEBUFFER);
- }
+ context_gl_apply_texture_draw_state(context_gl, dst_texture, dst_sub_resource_idx, dst_location);
if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST)
{
diff --git a/dlls/wined3d/context_gl.c b/dlls/wined3d/context_gl.c
index 8ac5c28c892..dd4204067bc 100644
--- a/dlls/wined3d/context_gl.c
+++ b/dlls/wined3d/context_gl.c
@@ -3613,6 +3613,44 @@ static uint32_t find_draw_buffers_mask(const struct wined3d_context_gl *context_
return rt_mask;
}
+void context_gl_apply_texture_draw_state(struct wined3d_context_gl *context_gl,
+ struct wined3d_texture *texture, unsigned int sub_resource_idx, unsigned int location)
+{
+ const struct wined3d_format *format = texture->resource.format;
+ GLenum buffer;
+
+ if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
+ return;
+
+ if (format->depth_size || format->stencil_size)
+ {
+ wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_DRAW_FRAMEBUFFER,
+ NULL, 0, &texture->resource, sub_resource_idx, location);
+
+ buffer = GL_NONE;
+ }
+ else
+ {
+ wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_DRAW_FRAMEBUFFER,
+ &texture->resource, sub_resource_idx, NULL, 0, location);
+
+ if (location == WINED3D_LOCATION_DRAWABLE)
+ {
+ TRACE("Texture %p is onscreen.\n", texture);
+ buffer = wined3d_texture_get_gl_buffer(texture);
+ }
+ else
+ {
+ TRACE("Texture %p is offscreen.\n", texture);
+ buffer = GL_COLOR_ATTACHMENT0;
+ }
+ }
+
+ wined3d_context_gl_set_draw_buffer(context_gl, buffer);
+ wined3d_context_gl_check_fbo_status(context_gl, GL_DRAW_FRAMEBUFFER);
+ context_invalidate_state(&context_gl->c, STATE_FRAMEBUFFER);
+}
+
/* Context activation is done by the caller. */
void context_state_fb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index f79fa1571e6..82c022e4ba7 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -13205,26 +13205,7 @@ static DWORD glsl_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_bli
dst_rect = &d;
}
- if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
- {
- GLenum buffer;
-
- if (dst_location == WINED3D_LOCATION_DRAWABLE)
- {
- TRACE("Destination texture %p is onscreen.\n", dst_texture);
- buffer = wined3d_texture_get_gl_buffer(dst_texture);
- }
- else
- {
- TRACE("Destination texture %p is offscreen.\n", dst_texture);
- buffer = GL_COLOR_ATTACHMENT0;
- }
- wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_DRAW_FRAMEBUFFER,
- &dst_texture->resource, dst_sub_resource_idx, NULL, 0, dst_location);
- wined3d_context_gl_set_draw_buffer(context_gl, buffer);
- wined3d_context_gl_check_fbo_status(context_gl, GL_DRAW_FRAMEBUFFER);
- context_invalidate_state(context, STATE_FRAMEBUFFER);
- }
+ context_gl_apply_texture_draw_state(context_gl, dst_texture, dst_sub_resource_idx, dst_location);
if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST)
{
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index 27ce651422e..5979d8d6a28 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -523,25 +523,14 @@ static void texture2d_blt_fbo(struct wined3d_device *device, struct wined3d_cont
checkGLcall("glReadBuffer()");
wined3d_context_gl_check_fbo_status(context_gl, GL_READ_FRAMEBUFFER);
+ context_gl_apply_texture_draw_state(context_gl, dst_texture, dst_sub_resource_idx, dst_location);
+
if (dst_location == WINED3D_LOCATION_DRAWABLE)
{
- TRACE("Destination texture %p is onscreen.\n", dst_texture);
- buffer = wined3d_texture_get_gl_buffer(dst_texture);
d = *dst_rect;
wined3d_texture_translate_drawable_coords(dst_texture, context_gl->window, &d);
dst_rect = &d;
}
- else
- {
- TRACE("Destination texture %p is offscreen.\n", dst_texture);
- buffer = GL_COLOR_ATTACHMENT0;
- }
-
- wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_DRAW_FRAMEBUFFER,
- &dst_texture->resource, dst_sub_resource_idx, NULL, 0, dst_location);
- wined3d_context_gl_set_draw_buffer(context_gl, buffer);
- wined3d_context_gl_check_fbo_status(context_gl, GL_DRAW_FRAMEBUFFER);
- context_invalidate_state(context, STATE_FRAMEBUFFER);
gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
context_invalidate_state(context, STATE_BLEND);
@@ -633,11 +622,7 @@ static void texture2d_depth_blt_fbo(const struct wined3d_device *device, struct
&src_texture->resource, src_sub_resource_idx, src_location);
wined3d_context_gl_check_fbo_status(context_gl, GL_READ_FRAMEBUFFER);
- wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_DRAW_FRAMEBUFFER, NULL, 0,
- &dst_texture->resource, dst_sub_resource_idx, dst_location);
- wined3d_context_gl_set_draw_buffer(context_gl, GL_NONE);
- wined3d_context_gl_check_fbo_status(context_gl, GL_DRAW_FRAMEBUFFER);
- context_invalidate_state(context, STATE_FRAMEBUFFER);
+ context_gl_apply_texture_draw_state(context_gl, dst_texture, dst_sub_resource_idx, dst_location);
if (gl_mask & GL_DEPTH_BUFFER_BIT)
{
@@ -6143,26 +6128,7 @@ static DWORD ffp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit
dst_rect = &r;
}
- if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
- {
- GLenum buffer;
-
- if (dst_location == WINED3D_LOCATION_DRAWABLE)
- {
- TRACE("Destination texture %p is onscreen.\n", dst_texture);
- buffer = wined3d_texture_get_gl_buffer(dst_texture);
- }
- else
- {
- TRACE("Destination texture %p is offscreen.\n", dst_texture);
- buffer = GL_COLOR_ATTACHMENT0;
- }
- wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_DRAW_FRAMEBUFFER,
- dst_resource, dst_sub_resource_idx, NULL, 0, dst_location);
- wined3d_context_gl_set_draw_buffer(context_gl, buffer);
- wined3d_context_gl_check_fbo_status(context_gl, GL_DRAW_FRAMEBUFFER);
- context_invalidate_state(context, STATE_FRAMEBUFFER);
- }
+ context_gl_apply_texture_draw_state(context_gl, dst_texture, dst_sub_resource_idx, dst_location);
gl_info->gl_ops.gl.p_glEnable(src_texture_gl->target);
checkGLcall("glEnable(target)");
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 9cfb3a217d2..67a2ee1f043 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2824,6 +2824,8 @@ BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other) DECLSP
HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx) DECLSPEC_HIDDEN;
DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
+void context_gl_apply_texture_draw_state(struct wined3d_context_gl *context_gl,
+ struct wined3d_texture *texture, unsigned int sub_resource_idx, unsigned int location);
void context_gl_resource_released(struct wined3d_device *device,
GLuint name, BOOL rb_namespace) DECLSPEC_HIDDEN;
void context_invalidate_compute_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
--
2.35.1
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