[PATCH 1/5] wined3d: Don't mess with the device in buffer_create_buffer_object

Stefan Dösinger stefan at codeweavers.com
Mon Sep 9 05:56:16 CDT 2013


The stream info will be moved from the device into the context soon,
which will remove the unelegant passing of device and context to
device_stream_info_from_declaration.
---
 dlls/wined3d/buffer.c          | 11 ++++++-----
 dlls/wined3d/context.c         |  2 +-
 dlls/wined3d/device.c          | 16 +++++++++-------
 dlls/wined3d/wined3d_private.h |  4 ++--
 4 files changed, 18 insertions(+), 15 deletions(-)

diff --git a/dlls/wined3d/buffer.c b/dlls/wined3d/buffer.c
index 00e4dae..6314ded 100644
--- a/dlls/wined3d/buffer.c
+++ b/dlls/wined3d/buffer.c
@@ -118,10 +118,11 @@ static void delete_gl_buffer(struct wined3d_buffer *This, const struct wined3d_g
 }
 
 /* Context activation is done by the caller. */
-static void buffer_create_buffer_object(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info)
+static void buffer_create_buffer_object(struct wined3d_buffer *This, struct wined3d_context *context)
 {
     GLenum gl_usage = GL_STATIC_DRAW_ARB;
     GLenum error;
+    const struct wined3d_gl_info *gl_info = context->gl_info;
 
     TRACE("Creating an OpenGL vertex buffer object for wined3d_buffer %p with usage %s.\n",
             This, debug_d3dusage(This->resource.usage));
@@ -148,7 +149,7 @@ static void buffer_create_buffer_object(struct wined3d_buffer *This, const struc
     }
 
     if (This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
-        device_invalidate_state(This->resource.device, STATE_INDEXBUFFER);
+        context_invalidate_state(context, STATE_INDEXBUFFER);
     GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
     error = gl_info->gl_ops.gl.p_glGetError();
     if (error != GL_NO_ERROR)
@@ -460,7 +461,7 @@ static inline void fixup_transformed_pos(float *p)
 }
 
 /* Context activation is done by the caller. */
-void buffer_get_memory(struct wined3d_buffer *buffer, const struct wined3d_gl_info *gl_info,
+void buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_context *context,
         struct wined3d_bo_address *data)
 {
     data->buffer_object = buffer->buffer_object;
@@ -468,7 +469,7 @@ void buffer_get_memory(struct wined3d_buffer *buffer, const struct wined3d_gl_in
     {
         if ((buffer->flags & WINED3D_BUFFER_CREATEBO) && !buffer->resource.map_count)
         {
-            buffer_create_buffer_object(buffer, gl_info);
+            buffer_create_buffer_object(buffer, context);
             buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
             if (buffer->buffer_object)
             {
@@ -754,7 +755,7 @@ void CDECL wined3d_buffer_preload(struct wined3d_buffer *buffer)
         if (buffer->flags & WINED3D_BUFFER_CREATEBO)
         {
             context = context_acquire(device, NULL);
-            buffer_create_buffer_object(buffer, context->gl_info);
+            buffer_create_buffer_object(buffer, context);
             context_release(context);
             buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
         }
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index bb3b06b..f05fdcc 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -2368,7 +2368,7 @@ BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_de
     device_update_tex_unit_map(device);
     device_preload_textures(device);
     if (isStateDirty(context, STATE_VDECL) || isStateDirty(context, STATE_STREAMSRC))
-        device_update_stream_info(device, context->gl_info);
+        device_update_stream_info(device, context);
     if (state->index_buffer)
     {
         if (device->stream_info.all_vbo)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 65209e3..1ef2763 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -164,7 +164,8 @@ static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
 }
 
 /* Context activation is done by the caller. */
-static void device_stream_info_from_declaration(struct wined3d_device *device, struct wined3d_stream_info *stream_info)
+static void device_stream_info_from_declaration(struct wined3d_device *device, struct wined3d_stream_info *stream_info,
+        struct wined3d_context *context)
 {
     const struct wined3d_state *state = &device->state;
     /* We need to deal with frequency data! */
@@ -200,7 +201,7 @@ static void device_stream_info_from_declaration(struct wined3d_device *device, s
         stride = stream->stride;
 
         TRACE("Stream %u, buffer %p.\n", element->input_slot, buffer);
-        buffer_get_memory(buffer, &device->adapter->gl_info, &data);
+        buffer_get_memory(buffer, context, &data);
 
         /* We can't use VBOs if the base vertex index is negative. OpenGL
          * doesn't accept negative offsets (or rather offsets bigger than the
@@ -213,7 +214,7 @@ static void device_stream_info_from_declaration(struct wined3d_device *device, s
         {
             WARN_(d3d_perf)("load_base_vertex_index is < 0 (%d), not using VBOs.\n", state->load_base_vertex_index);
             data.buffer_object = 0;
-            data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info);
+            data.addr = buffer_get_sysmem(buffer, context->gl_info);
             if ((UINT_PTR)data.addr < -state->load_base_vertex_index * stride)
                 FIXME("System memory vertex data load offset is negative!\n");
         }
@@ -266,7 +267,7 @@ static void device_stream_info_from_declaration(struct wined3d_device *device, s
             stream_info->elements[idx].stride = stride;
             stream_info->elements[idx].stream_idx = element->input_slot;
 
-            if (!device->adapter->gl_info.supported[ARB_VERTEX_ARRAY_BGRA]
+            if (!context->gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
                     && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
             {
                 stream_info->swizzle_map |= 1 << idx;
@@ -305,14 +306,15 @@ static void device_stream_info_from_declaration(struct wined3d_device *device, s
 }
 
 /* Context activation is done by the caller. */
-void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
+void device_update_stream_info(struct wined3d_device *device, struct wined3d_context *context)
 {
+    const struct wined3d_gl_info *gl_info = context->gl_info;
     struct wined3d_stream_info *stream_info = &device->stream_info;
     const struct wined3d_state *state = &device->state;
     DWORD prev_all_vbo = stream_info->all_vbo;
 
     TRACE("============================= Vertex Declaration =============================\n");
-    device_stream_info_from_declaration(device, stream_info);
+    device_stream_info_from_declaration(device, stream_info, context);
 
     if (state->vertex_shader && !stream_info->position_transformed)
     {
@@ -3535,7 +3537,7 @@ HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
 
     vs = state->vertex_shader;
     state->vertex_shader = NULL;
-    device_stream_info_from_declaration(device, &stream_info);
+    device_stream_info_from_declaration(device, &stream_info, context);
     state->vertex_shader = vs;
 
     /* We can't convert FROM a VBO, and vertex buffers used to source into
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 5a8ced0..0ad81d1 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1957,7 +1957,7 @@ void device_resource_add(struct wined3d_device *device, struct wined3d_resource
 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
 void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context,
         struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
-void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
+void device_update_stream_info(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
 void device_update_tex_unit_map(struct wined3d_device *device) DECLSPEC_HIDDEN;
 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
 
@@ -2519,7 +2519,7 @@ static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resourc
     return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
 }
 
-void buffer_get_memory(struct wined3d_buffer *buffer, const struct wined3d_gl_info *gl_info,
+void buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_context *context,
         struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
 BYTE *buffer_get_sysmem(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
 
-- 
1.8.1.5




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