[PATCH 4/5] wined3d: Keep a reference to the frontbuffer texture instead of the surface in the swapchain.

Henri Verbeet hverbeet at codeweavers.com
Wed Aug 20 06:20:02 CDT 2014


---
 dlls/wined3d/arb_program_shader.c |    2 +-
 dlls/wined3d/context.c            |    4 +--
 dlls/wined3d/device.c             |   11 ++++++---
 dlls/wined3d/resource.c           |    2 +-
 dlls/wined3d/surface.c            |   23 +++++++++--------
 dlls/wined3d/swapchain.c          |   49 +++++++++++++++++++++----------------
 dlls/wined3d/wined3d_private.h    |    2 +-
 7 files changed, 53 insertions(+), 40 deletions(-)

diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index e694b72..5d6214a 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -7675,7 +7675,7 @@ HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
 
     if (wined3d_settings.strict_draw_ordering
             || (dst_surface->container->swapchain
-            && (dst_surface->container->swapchain->front_buffer == dst_surface)))
+            && (dst_surface->container->swapchain->front_buffer == dst_surface->container)))
         context->gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
 
     context_release(context);
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 1044f99..bd8de7b 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -1826,7 +1826,7 @@ static void context_get_rt_size(const struct wined3d_context *context, SIZE *siz
 {
     const struct wined3d_surface *rt = context->current_rt;
 
-    if (rt->container->swapchain && rt->container->swapchain->front_buffer == rt)
+    if (rt->container->swapchain && rt->container->swapchain->front_buffer == rt->container)
     {
         RECT window_size;
 
@@ -3104,7 +3104,7 @@ struct wined3d_context *context_acquire(const struct wined3d_device *device, str
             if (swapchain->back_buffers)
                 target = swapchain->back_buffers[0];
             else
-                target = swapchain->front_buffer;
+                target = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0));
         }
     }
 
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index c650066..fc754b3 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -462,7 +462,7 @@ void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, c
     }
 
     if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET
-            && target->container->swapchain && target->container->swapchain->front_buffer == target))
+            && target->container->swapchain && target->container->swapchain->front_buffer == target->container))
         gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
 
     context_release(context);
@@ -913,7 +913,8 @@ HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
     device->swapchains[0] = swapchain;
     device_init_swapchain_state(device, swapchain);
 
-    context = context_acquire(device, swapchain->front_buffer);
+    context = context_acquire(device,
+            surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0)));
 
     create_dummy_textures(device, context);
 
@@ -4169,7 +4170,8 @@ static HRESULT create_primary_opengl_context(struct wined3d_device *device, stru
         return E_OUTOFMEMORY;
     }
 
-    target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
+    target = swapchain->back_buffers ? swapchain->back_buffers[0]
+            : surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0));
     if (!(context = context_create(swapchain, target, swapchain->ds_format)))
     {
         WARN("Failed to create context.\n");
@@ -4401,7 +4403,8 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
     {
         UINT i;
 
-        if (FAILED(hr = wined3d_surface_update_desc(swapchain->front_buffer, swapchain->desc.backbuffer_width,
+        if (FAILED(hr = wined3d_surface_update_desc(surface_from_resource(
+                wined3d_texture_get_sub_resource(swapchain->front_buffer, 0)), swapchain->desc.backbuffer_width,
                 swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
                 swapchain->desc.multisample_type, swapchain->desc.multisample_quality, NULL, 0)))
             return hr;
diff --git a/dlls/wined3d/resource.c b/dlls/wined3d/resource.c
index c7a5ada..4247cd7 100644
--- a/dlls/wined3d/resource.c
+++ b/dlls/wined3d/resource.c
@@ -316,7 +316,7 @@ BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource)
         return TRUE;
 
     /* The front buffer is always onscreen */
-    if (resource == &swapchain->front_buffer->container->resource)
+    if (resource == &swapchain->front_buffer->resource)
         return FALSE;
 
     /* If the swapchain is rendered to an FBO, the backbuffer is
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 23c9fd3..9be4ac2 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -749,7 +749,7 @@ static void surface_unmap(struct wined3d_surface *surface)
         return;
     }
 
-    if (surface->container->swapchain && surface->container->swapchain->front_buffer == surface)
+    if (surface->container->swapchain && surface->container->swapchain->front_buffer == surface->container)
         surface_load_location(surface, surface->container->resource.draw_binding);
     else if (surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
         FIXME("Depth / stencil buffer locking is not implemented.\n");
@@ -968,7 +968,7 @@ static void surface_blt_fbo(const struct wined3d_device *device, enum wined3d_te
 
     if (wined3d_settings.strict_draw_ordering
             || (dst_location == WINED3D_LOCATION_DRAWABLE
-            && dst_surface->container->swapchain->front_buffer == dst_surface))
+            && dst_surface->container->swapchain->front_buffer == dst_surface->container))
         gl_info->gl_ops.gl.p_glFlush();
 
     context_release(context);
@@ -1291,7 +1291,7 @@ static void gdi_surface_unmap(struct wined3d_surface *surface)
     TRACE("surface %p.\n", surface);
 
     /* Tell the swapchain to update the screen. */
-    if (surface->container->swapchain && surface == surface->container->swapchain->front_buffer)
+    if (surface->container->swapchain && surface->container == surface->container->swapchain->front_buffer)
         x11_copy_to_screen(surface->container->swapchain, &surface->lockedRect);
 
     memset(&surface->lockedRect, 0, sizeof(RECT));
@@ -1607,7 +1607,7 @@ static HRESULT d3dfmt_get_conv(const struct wined3d_surface *surface, BOOL need_
              * conflicts with this.
              */
             if (!((blit_supported && surface->container->swapchain
-                    && surface == surface->container->swapchain->front_buffer))
+                    && surface->container == surface->container->swapchain->front_buffer))
                     || colorkey_active || !use_texturing)
             {
                 format->glFormat = GL_RGBA;
@@ -1995,7 +1995,7 @@ GLenum surface_get_gl_buffer(const struct wined3d_surface *surface)
         TRACE("Returning GL_BACK\n");
         return GL_BACK;
     }
-    else if (surface == swapchain->front_buffer)
+    else if (surface->container == swapchain->front_buffer)
     {
         TRACE("Returning GL_FRONT\n");
         return GL_FRONT;
@@ -3855,7 +3855,7 @@ void surface_translate_drawable_coords(const struct wined3d_surface *surface, HW
 {
     UINT drawable_height;
 
-    if (surface->container->swapchain && surface == surface->container->swapchain->front_buffer)
+    if (surface->container->swapchain && surface->container == surface->container->swapchain->front_buffer)
     {
         POINT offset = {0, 0};
         RECT windowsize;
@@ -3936,7 +3936,8 @@ static void surface_blt_to_drawable(const struct wined3d_device *device,
     device->blitter->unset_shader(context->gl_info);
 
     if (wined3d_settings.strict_draw_ordering
-            || (dst_surface->container->swapchain && dst_surface->container->swapchain->front_buffer == dst_surface))
+            || (dst_surface->container->swapchain
+            && dst_surface->container->swapchain->front_buffer == dst_surface->container))
         gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
 
     context_release(context);
@@ -4309,7 +4310,8 @@ void surface_load_ds_location(struct wined3d_surface *surface, struct wined3d_co
         /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
          * directly on the FBO texture. That's because we need to flip. */
         context_apply_fbo_state_blit(context, GL_FRAMEBUFFER,
-                context->swapchain->front_buffer, NULL, WINED3D_LOCATION_DRAWABLE);
+                surface_from_resource(wined3d_texture_get_sub_resource(context->swapchain->front_buffer, 0)),
+                NULL, WINED3D_LOCATION_DRAWABLE);
         if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
         {
             gl_info->gl_ops.gl.p_glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
@@ -4355,7 +4357,8 @@ void surface_load_ds_location(struct wined3d_surface *surface, struct wined3d_co
         TRACE("Copying depth texture to onscreen depth buffer.\n");
 
         context_apply_fbo_state_blit(context, GL_FRAMEBUFFER,
-                context->swapchain->front_buffer, NULL, WINED3D_LOCATION_DRAWABLE);
+                surface_from_resource(wined3d_texture_get_sub_resource(context->swapchain->front_buffer, 0)),
+                NULL, WINED3D_LOCATION_DRAWABLE);
         surface_depth_blt(surface, context, surface->container->texture_rgb.name,
                 0, surface->pow2Height - h, w, h, surface->texture_target);
         checkGLcall("depth_blt");
@@ -5828,7 +5831,7 @@ HRESULT CDECL wined3d_surface_blt(struct wined3d_surface *dst_surface, const REC
              * to the frontbuffer instead of doing a Flip(). D3D8 and D3D9
              * applications can't blit directly to the frontbuffer. */
             if (dst_swapchain && dst_swapchain->back_buffers
-                    && dst_surface == dst_swapchain->front_buffer
+                    && dst_surface->container == dst_swapchain->front_buffer
                     && src_surface == dst_swapchain->back_buffers[0])
             {
                 enum wined3d_swap_effect swap_effect = dst_swapchain->desc.swap_effect;
diff --git a/dlls/wined3d/swapchain.c b/dlls/wined3d/swapchain.c
index 2d1a93b..fb9bfa8 100644
--- a/dlls/wined3d/swapchain.c
+++ b/dlls/wined3d/swapchain.c
@@ -40,8 +40,8 @@ static void swapchain_cleanup(struct wined3d_swapchain *swapchain)
      * is the last buffer to be destroyed, FindContext() depends on that. */
     if (swapchain->front_buffer)
     {
-        wined3d_texture_set_swapchain(swapchain->front_buffer->container, NULL);
-        if (wined3d_surface_decref(swapchain->front_buffer))
+        wined3d_texture_set_swapchain(swapchain->front_buffer, NULL);
+        if (wined3d_texture_decref(swapchain->front_buffer))
             WARN("Something's still holding the front buffer (%p).\n", swapchain->front_buffer);
         swapchain->front_buffer = NULL;
     }
@@ -163,7 +163,7 @@ HRESULT CDECL wined3d_swapchain_get_front_buffer_data(const struct wined3d_swapc
 
     TRACE("swapchain %p, dst_surface %p.\n", swapchain, dst_surface);
 
-    src_surface = swapchain->front_buffer;
+    src_surface = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0));
     SetRect(&src_rect, 0, 0, src_surface->resource.width, src_surface->resource.height);
     dst_rect = src_rect;
 
@@ -315,7 +315,8 @@ static void swapchain_blit(const struct wined3d_swapchain *swapchain,
         gl_info->gl_ops.gl.p_glReadBuffer(GL_COLOR_ATTACHMENT0);
         context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
 
-        context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, swapchain->front_buffer,
+        context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER,
+                surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0)),
                 NULL, WINED3D_LOCATION_DRAWABLE);
         context_set_draw_buffer(context, GL_BACK);
         context_invalidate_state(context, STATE_FRAMEBUFFER);
@@ -358,7 +359,8 @@ static void swapchain_blit(const struct wined3d_swapchain *swapchain,
         if (is_complex_fixup(backbuffer->resource.format->color_fixup))
             gl_filter = GL_NEAREST;
 
-        context_apply_fbo_state_blit(context2, GL_FRAMEBUFFER, swapchain->front_buffer,
+        context_apply_fbo_state_blit(context2, GL_FRAMEBUFFER,
+                surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0)),
                 NULL, WINED3D_LOCATION_DRAWABLE);
         context_bind_texture(context2, backbuffer->texture_target, backbuffer->container->texture_rgb.name);
 
@@ -420,6 +422,7 @@ static void swapchain_gl_present(struct wined3d_swapchain *swapchain, const RECT
     const struct wined3d_fb_state *fb = &swapchain->device->fb;
     const struct wined3d_gl_info *gl_info;
     struct wined3d_context *context;
+    struct wined3d_surface *front;
     RECT src_rect, dst_rect;
     BOOL render_to_fbo;
 
@@ -549,13 +552,13 @@ static void swapchain_gl_present(struct wined3d_swapchain *swapchain, const RECT
         }
     }
 
-    if (!swapchain->render_to_fbo && ((swapchain->front_buffer->locations & WINED3D_LOCATION_SYSMEM)
+    front = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0));
+    if (!swapchain->render_to_fbo && ((front->locations & WINED3D_LOCATION_SYSMEM)
             || (back_buffer->locations & WINED3D_LOCATION_SYSMEM)))
     {
         /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
          * Doesn't work with render_to_fbo because we're not flipping
          */
-        struct wined3d_surface *front = swapchain->front_buffer;
 
         if (front->resource.size == back_buffer->resource.size)
         {
@@ -576,8 +579,8 @@ static void swapchain_gl_present(struct wined3d_swapchain *swapchain, const RECT
     }
     else
     {
-        surface_validate_location(swapchain->front_buffer, WINED3D_LOCATION_DRAWABLE);
-        surface_invalidate_location(swapchain->front_buffer, ~WINED3D_LOCATION_DRAWABLE);
+        surface_validate_location(front, WINED3D_LOCATION_DRAWABLE);
+        surface_invalidate_location(front, ~WINED3D_LOCATION_DRAWABLE);
         /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
          * and INTEXTURE copies can keep their old content if they have any defined content.
          * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
@@ -625,10 +628,10 @@ void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *r
 
     TRACE("swapchain %p, rect %s.\n", swapchain, wine_dbgstr_rect(rect));
 
+    front = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0));
     if (swapchain->palette)
-        wined3d_palette_apply_to_dc(swapchain->palette, swapchain->front_buffer->hDC);
+        wined3d_palette_apply_to_dc(swapchain->palette, front->hDC);
 
-    front = swapchain->front_buffer;
     if (front->resource.map_count)
         ERR("Trying to blit a mapped surface.\n");
 
@@ -666,7 +669,7 @@ static void swapchain_gdi_present(struct wined3d_swapchain *swapchain, const REC
 {
     struct wined3d_surface *front, *back;
 
-    front = swapchain->front_buffer;
+    front = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0));
     back = swapchain->back_buffers[0];
 
     /* Flip the DC. */
@@ -767,6 +770,7 @@ static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, struct wined3
 {
     const struct wined3d_adapter *adapter = device->adapter;
     struct wined3d_resource_desc surface_desc;
+    struct wined3d_surface *front_buffer;
     BOOL displaymode_set = FALSE;
     RECT client_rect;
     HWND window;
@@ -848,17 +852,18 @@ static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, struct wined3
     surface_desc.size = 0;
 
     if (FAILED(hr = device->device_parent->ops->create_swapchain_surface(device->device_parent,
-            parent, &surface_desc, &swapchain->front_buffer)))
+            parent, &surface_desc, &front_buffer)))
     {
         WARN("Failed to create front buffer, hr %#x.\n", hr);
         goto err;
     }
 
-    wined3d_texture_set_swapchain(swapchain->front_buffer->container, swapchain);
+    swapchain->front_buffer = front_buffer->container;
+    wined3d_texture_set_swapchain(swapchain->front_buffer, swapchain);
     if (!(device->wined3d->flags & WINED3D_NO3D))
     {
-        surface_validate_location(swapchain->front_buffer, WINED3D_LOCATION_DRAWABLE);
-        surface_invalidate_location(swapchain->front_buffer, ~WINED3D_LOCATION_DRAWABLE);
+        surface_validate_location(front_buffer, WINED3D_LOCATION_DRAWABLE);
+        surface_invalidate_location(front_buffer, ~WINED3D_LOCATION_DRAWABLE);
     }
 
     /* MSDN says we're only allowed a single fullscreen swapchain per device,
@@ -920,7 +925,7 @@ static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, struct wined3
         for (i = 0; i < (sizeof(formats) / sizeof(*formats)); i++)
         {
             swapchain->ds_format = wined3d_get_format(gl_info, formats[i]);
-            swapchain->context[0] = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format);
+            swapchain->context[0] = context_create(swapchain, front_buffer, swapchain->ds_format);
             if (swapchain->context[0]) break;
             TRACE("Depth stencil format %s is not supported, trying next format\n",
                   debug_d3dformat(formats[i]));
@@ -1025,8 +1030,8 @@ err:
 
     if (swapchain->front_buffer)
     {
-        wined3d_texture_set_swapchain(swapchain->front_buffer->container, NULL);
-        wined3d_surface_decref(swapchain->front_buffer);
+        wined3d_texture_set_swapchain(swapchain->front_buffer, NULL);
+        wined3d_texture_decref(swapchain->front_buffer);
     }
 
     return hr;
@@ -1066,7 +1071,9 @@ static struct wined3d_context *swapchain_create_context(struct wined3d_swapchain
 
     TRACE("Creating a new context for swapchain %p, thread %u.\n", swapchain, GetCurrentThreadId());
 
-    if (!(ctx = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format)))
+    if (!(ctx = context_create(swapchain,
+            surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0)),
+            swapchain->ds_format)))
     {
         ERR("Failed to create a new context for the swapchain\n");
         return NULL;
@@ -1144,7 +1151,7 @@ void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain)
 {
     UINT i;
 
-    wined3d_resource_update_draw_binding(&swapchain->front_buffer->container->resource);
+    wined3d_resource_update_draw_binding(&swapchain->front_buffer->resource);
 
     for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
     {
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 3832815..b517d4e 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2622,7 +2622,7 @@ struct wined3d_swapchain
     struct wined3d_device *device;
 
     struct wined3d_surface **back_buffers;
-    struct wined3d_surface *front_buffer;
+    struct wined3d_texture *front_buffer;
     struct wined3d_swapchain_desc desc;
     struct wined3d_display_mode original_mode;
     struct wined3d_gamma_ramp orig_gamma;
-- 
1.7.10.4




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