[PATCH 4/5] wined3d: Never pass a surface to wined3d_resource_is_offscreen().
Henri Verbeet
hverbeet at codeweavers.com
Fri Sep 19 03:41:48 CDT 2014
---
dlls/wined3d/arb_program_shader.c | 4 ++--
dlls/wined3d/context.c | 4 ++--
dlls/wined3d/resource.c | 3 ---
dlls/wined3d/surface.c | 20 ++++++++++----------
4 files changed, 14 insertions(+), 17 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 4a61cc8..52b9d9d 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -7645,7 +7645,7 @@ HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
&& (src_surface->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_DRAWABLE))
== WINED3D_LOCATION_DRAWABLE
- && !wined3d_resource_is_offscreen(&src_surface->resource))
+ && !wined3d_resource_is_offscreen(&src_surface->container->resource))
{
/* Without FBO blits transferring from the drawable to the texture is
* expensive, because we have to flip the data in sysmem. Since we can
@@ -7662,7 +7662,7 @@ HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
context_apply_blit_state(context, device);
- if (!wined3d_resource_is_offscreen(&dst_surface->resource))
+ if (!wined3d_resource_is_offscreen(&dst_surface->container->resource))
surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
arbfp_blit_set(device->blit_priv, context, src_surface);
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 693267e..b83ec78 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -1590,7 +1590,7 @@ struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
ret->current_rt = target;
ret->tid = GetCurrentThreadId();
- ret->render_offscreen = wined3d_resource_is_offscreen(&target->resource);
+ ret->render_offscreen = wined3d_resource_is_offscreen(&target->container->resource);
ret->draw_buffers_mask = context_generate_rt_mask(GL_BACK);
ret->valid = 1;
@@ -3043,7 +3043,7 @@ static void context_setup_target(struct wined3d_context *context, struct wined3d
{
BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
- render_offscreen = wined3d_resource_is_offscreen(&target->resource);
+ render_offscreen = wined3d_resource_is_offscreen(&target->container->resource);
if (context->current_rt == target && render_offscreen == old_render_offscreen) return;
/* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
diff --git a/dlls/wined3d/resource.c b/dlls/wined3d/resource.c
index 772ce10..d40af56 100644
--- a/dlls/wined3d/resource.c
+++ b/dlls/wined3d/resource.c
@@ -305,9 +305,6 @@ BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource)
{
struct wined3d_swapchain *swapchain;
- if (resource->type == WINED3D_RTYPE_SURFACE)
- resource = &surface_from_resource(resource)->container->resource;
-
/* Only texture resources can be onscreen. */
if (resource->type != WINED3D_RTYPE_TEXTURE)
return TRUE;
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 04ef3f0..9603e21 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -1511,7 +1511,7 @@ static void surface_upload_data(struct wined3d_surface *surface, const struct wi
if (srgb)
internal = format->glGammaInternal;
else if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET
- && wined3d_resource_is_offscreen(&surface->resource))
+ && wined3d_resource_is_offscreen(&surface->container->resource))
internal = format->rtInternal;
else
internal = format->glInternal;
@@ -1856,7 +1856,7 @@ static void surface_allocate_surface(struct wined3d_surface *surface, const stru
if (srgb)
internal = format->glGammaInternal;
else if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET
- && wined3d_resource_is_offscreen(&surface->resource))
+ && wined3d_resource_is_offscreen(&surface->container->resource))
internal = format->rtInternal;
else
internal = format->glInternal;
@@ -3047,7 +3047,7 @@ static void read_from_framebuffer(struct wined3d_surface *surface, DWORD dst_loc
* There is no need to keep track of the current read buffer or reset it, every part of the code
* that reads sets the read buffer as desired.
*/
- if (wined3d_resource_is_offscreen(&surface->resource))
+ if (wined3d_resource_is_offscreen(&surface->container->resource))
{
/* Mapping the primary render target which is not on a swapchain.
* Read from the back buffer. */
@@ -3146,7 +3146,7 @@ void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb)
TRACE("Reading back offscreen render target %p.\n", surface);
- if (wined3d_resource_is_offscreen(&surface->resource))
+ if (wined3d_resource_is_offscreen(&surface->container->resource))
gl_info->gl_ops.gl.p_glReadBuffer(device->offscreenBuffer);
else
gl_info->gl_ops.gl.p_glReadBuffer(surface_get_gl_buffer(surface));
@@ -3513,7 +3513,7 @@ static void fb_copy_to_texture_direct(struct wined3d_surface *dst_surface, struc
/* Bind the target texture */
context_bind_texture(context, dst_surface->container->target, dst_surface->container->texture_rgb.name);
- if (wined3d_resource_is_offscreen(&src_surface->resource))
+ if (wined3d_resource_is_offscreen(&src_surface->container->resource))
{
TRACE("Reading from an offscreen target\n");
upsidedown = !upsidedown;
@@ -3619,7 +3619,7 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
context_apply_blit_state(context, device);
wined3d_texture_load(dst_surface->container, context, FALSE);
- src_offscreen = wined3d_resource_is_offscreen(&src_surface->resource);
+ src_offscreen = wined3d_resource_is_offscreen(&src_surface->container->resource);
noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
if (!noBackBufferBackup && !src_surface->container->texture_rgb.name)
{
@@ -3919,7 +3919,7 @@ static void surface_blt_to_drawable(const struct wined3d_device *device,
/* Activate the destination context, set it up for blitting */
context_apply_blit_state(context, device);
- if (!wined3d_resource_is_offscreen(&dst_surface->resource))
+ if (!wined3d_resource_is_offscreen(&dst_surface->container->resource))
surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
device->blitter->set_shader(device->blit_priv, context, src_surface);
@@ -4522,7 +4522,7 @@ static HRESULT surface_load_drawable(struct wined3d_surface *surface,
RECT r;
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
- && wined3d_resource_is_offscreen(&surface->resource))
+ && wined3d_resource_is_offscreen(&surface->container->resource))
{
ERR("Trying to load offscreen surface into WINED3D_LOCATION_DRAWABLE.\n");
return WINED3DERR_INVALIDCALL;
@@ -4550,7 +4550,7 @@ static HRESULT surface_load_texture(struct wined3d_surface *surface,
BYTE *mem = NULL;
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
- && wined3d_resource_is_offscreen(&surface->resource)
+ && wined3d_resource_is_offscreen(&surface->container->resource)
&& (surface->locations & WINED3D_LOCATION_DRAWABLE))
{
surface_load_fb_texture(surface, srgb);
@@ -5856,7 +5856,7 @@ HRESULT CDECL wined3d_surface_blt(struct wined3d_surface *dst_surface, const REC
if (SUCCEEDED(surface_upload_from_surface(dst_surface, &dst_point, src_surface, &src_rect)))
{
- if (!wined3d_resource_is_offscreen(&dst_surface->resource))
+ if (!wined3d_resource_is_offscreen(&dst_surface->container->resource))
surface_load_location(dst_surface, dst_surface->container->resource.draw_binding);
return WINED3D_OK;
}
--
1.7.10.4
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