[PATCH 2/5] wined3d: Pass the context to surface_internal_preload

Stefan Dösinger stefan at codeweavers.com
Fri Sep 13 05:40:33 CDT 2013


---
 dlls/wined3d/arb_program_shader.c |  7 ++++---
 dlls/wined3d/context.c            |  6 +++---
 dlls/wined3d/surface.c            | 29 ++++++++++++++---------------
 dlls/wined3d/wined3d_private.h    |  3 ++-
 4 files changed, 23 insertions(+), 22 deletions(-)

diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index c7194e4..ec4cb89 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -7455,6 +7455,9 @@ HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
     RECT src_rect = *src_rect_in;
     RECT dst_rect = *dst_rect_in;
 
+    /* Activate the destination context, set it up for blitting */
+    context = context_acquire(device, dst_surface);
+
     /* Now load the surface */
     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
             && (src_surface->flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) == SFLAG_INDRAWABLE)
@@ -7470,10 +7473,8 @@ HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
         src_rect.bottom = src_surface->resource.height - src_rect.bottom;
     }
     else
-        surface_internal_preload(src_surface, SRGB_RGB);
+        surface_internal_preload(src_surface, context, SRGB_RGB);
 
-    /* Activate the destination context, set it up for blitting */
-    context = context_acquire(device, dst_surface);
     context_apply_blit_state(context, device);
 
     if (!surface_is_offscreen(dst_surface))
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 43befb8..b69a520 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -2123,7 +2123,7 @@ void context_apply_blit_state(struct wined3d_context *context, const struct wine
 
         if (context->render_offscreen)
         {
-            surface_internal_preload(rt, SRGB_RGB);
+            surface_internal_preload(rt, context, SRGB_RGB);
 
             context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, rt, NULL, rt->draw_binding);
             if (rt->resource.format->id != WINED3DFMT_NULL)
@@ -2662,8 +2662,8 @@ static void context_setup_target(struct wined3d_context *context, struct wined3d
         {
             /* Read the back buffer of the old drawable into the destination texture. */
             if (context->current_rt->texture_name_srgb)
-                surface_internal_preload(context->current_rt, SRGB_SRGB);
-            surface_internal_preload(context->current_rt, SRGB_RGB);
+                surface_internal_preload(context->current_rt, context, SRGB_SRGB);
+            surface_internal_preload(context->current_rt, context, SRGB_RGB);
             surface_invalidate_location(context->current_rt, SFLAG_INDRAWABLE);
         }
     }
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index bf25828..ab15870 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -2654,6 +2654,7 @@ DWORD CDECL wined3d_surface_get_priority(const struct wined3d_surface *surface)
 
 void CDECL wined3d_surface_preload(struct wined3d_surface *surface)
 {
+    struct wined3d_context *context;
     TRACE("surface %p.\n", surface);
 
     if (!surface->resource.device->d3d_initialized)
@@ -2662,7 +2663,9 @@ void CDECL wined3d_surface_preload(struct wined3d_surface *surface)
         return;
     }
 
-    surface_internal_preload(surface, SRGB_ANY);
+    context = context_acquire(surface->resource.device, NULL);
+    surface_internal_preload(surface, context, SRGB_ANY);
+    context_release(context);
 }
 
 void * CDECL wined3d_surface_get_parent(const struct wined3d_surface *surface)
@@ -3702,16 +3705,12 @@ HRESULT CDECL wined3d_surface_flip(struct wined3d_surface *surface, struct wined
     return WINED3D_OK;
 }
 
-void surface_internal_preload(struct wined3d_surface *surface, enum WINED3DSRGB srgb)
+/* Context activation is done by the caller */
+void surface_internal_preload(struct wined3d_surface *surface,
+        struct wined3d_context *context, enum WINED3DSRGB srgb)
 {
-    struct wined3d_device *device = surface->resource.device;
-    struct wined3d_context *context;
-
     TRACE("iface %p, srgb %#x.\n", surface, srgb);
 
-    /* TODO: Use already acquired context when possible. */
-    context = context_acquire(device, NULL);
-
     if (surface->container)
     {
         struct wined3d_texture *texture = surface->container;
@@ -3733,7 +3732,6 @@ void surface_internal_preload(struct wined3d_surface *surface, enum WINED3DSRGB
             context->gl_info->gl_ops.gl.p_glPrioritizeTextures(1, &surface->texture_name, &tmp);
         }
     }
-    context_release(context);
 }
 
 /* Read the framebuffer back into the surface */
@@ -4408,7 +4406,7 @@ static void fb_copy_to_texture_direct(struct wined3d_surface *dst_surface, struc
     context = context_acquire(device, src_surface);
     gl_info = context->gl_info;
     context_apply_blit_state(context, device);
-    surface_internal_preload(dst_surface, SRGB_RGB);
+    surface_internal_preload(dst_surface, context, SRGB_RGB);
 
     /* Bind the target texture */
     context_bind_texture(context, dst_target, dst_surface->texture_name);
@@ -4516,14 +4514,14 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
     context = context_acquire(device, src_surface);
     gl_info = context->gl_info;
     context_apply_blit_state(context, device);
-    surface_internal_preload(dst_surface, SRGB_RGB);
+    surface_internal_preload(dst_surface, context, SRGB_RGB);
 
     src_offscreen = surface_is_offscreen(src_surface);
     noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
     if (!noBackBufferBackup && !src_surface->texture_name)
     {
         /* Get it a description */
-        surface_internal_preload(src_surface, SRGB_RGB);
+        surface_internal_preload(src_surface, context, SRGB_RGB);
     }
 
     /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
@@ -4806,14 +4804,15 @@ static void surface_blt_to_drawable(const struct wined3d_device *device,
     src_rect = *src_rect_in;
     dst_rect = *dst_rect_in;
 
+    context = context_acquire(device, dst_surface);
+    gl_info = context->gl_info;
+
     /* Make sure the surface is up-to-date. This should probably use
      * surface_load_location() and worry about the destination surface too,
      * unless we're overwriting it completely. */
-    surface_internal_preload(src_surface, SRGB_RGB);
+    surface_internal_preload(src_surface, context, SRGB_RGB);
 
     /* Activate the destination context, set it up for blitting */
-    context = context_acquire(device, dst_surface);
-    gl_info = context->gl_info;
     context_apply_blit_state(context, device);
 
     if (!surface_is_offscreen(dst_surface))
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 2fd092a..e98499c 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2253,7 +2253,8 @@ void surface_add_dirty_rect(struct wined3d_surface *surface, const struct wined3
 HRESULT surface_color_fill(struct wined3d_surface *s,
         const RECT *rect, const struct wined3d_color *color) DECLSPEC_HIDDEN;
 GLenum surface_get_gl_buffer(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
-void surface_internal_preload(struct wined3d_surface *surface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
+void surface_internal_preload(struct wined3d_surface *surface,
+        struct wined3d_context *context, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
 void surface_invalidate_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN;
 BOOL surface_is_offscreen(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
 HRESULT surface_load(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
-- 
1.8.1.5




More information about the wine-patches mailing list