wined3d: Separate context acquisition and state application.

This commit is contained in:
Henri Verbeet 2010-05-03 22:03:28 +02:00 committed by Alexandre Julliard
parent be43c867a5
commit 49e076eabd
14 changed files with 98 additions and 113 deletions

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@ -4556,7 +4556,7 @@ static void shader_arb_destroy(IWineD3DBaseShader *iface) {
if (shader_data->num_gl_shaders)
{
struct wined3d_context *context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
struct wined3d_context *context = context_acquire(device, NULL);
ENTER_GL();
for (i = 0; i < shader_data->num_gl_shaders; ++i)
@ -4582,7 +4582,7 @@ static void shader_arb_destroy(IWineD3DBaseShader *iface) {
if (shader_data->num_gl_shaders)
{
struct wined3d_context *context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
struct wined3d_context *context = context_acquire(device, NULL);
ENTER_GL();
for (i = 0; i < shader_data->num_gl_shaders; ++i)
@ -6993,7 +6993,8 @@ HRESULT arbfp_blit_surface(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_
surface_internal_preload(src_surface, SRGB_RGB);
/* Activate the destination context, set it up for blitting */
context = context_acquire(device, dst_surface, CTXUSAGE_BLIT);
context = context_acquire(device, dst_surface);
context_apply_blit_state(context, device);
/* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
* while OpenGL coordinates are window relative.

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@ -115,7 +115,7 @@ void basetexture_unload(IWineD3DBaseTexture *iface)
if (This->baseTexture.texture_rgb.name || This->baseTexture.texture_srgb.name)
{
context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(device, NULL);
}
if(This->baseTexture.texture_rgb.name) {
@ -193,7 +193,7 @@ HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DT
* Or should we delay the applying until the texture is used for drawing? For now, apply
* immediately.
*/
struct wined3d_context *context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
struct wined3d_context *context = context_acquire(device, NULL);
ENTER_GL();
glBindTexture(textureDimensions, This->baseTexture.texture_rgb.name);

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@ -700,7 +700,7 @@ static void STDMETHODCALLTYPE buffer_UnLoad(IWineD3DBuffer *iface)
IWineD3DDeviceImpl *device = This->resource.device;
struct wined3d_context *context;
context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(device, NULL);
/* Download the buffer, but don't permanently enable double buffering */
if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
@ -935,7 +935,7 @@ static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
TRACE("iface %p\n", iface);
This->flags &= ~(WINED3D_BUFFER_NOSYNC | WINED3D_BUFFER_DISCARD);
context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(device, NULL);
if (!This->buffer_object)
{
@ -1261,7 +1261,7 @@ static HRESULT STDMETHODCALLTYPE buffer_Map(IWineD3DBuffer *iface, UINT offset,
IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
}
context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(device, NULL);
gl_info = context->gl_info;
ENTER_GL();
GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
@ -1367,7 +1367,7 @@ static HRESULT STDMETHODCALLTYPE buffer_Unmap(IWineD3DBuffer *iface)
IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
}
context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(device, NULL);
gl_info = context->gl_info;
ENTER_GL();
GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));

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@ -1977,7 +1977,7 @@ static void context_validate_onscreen_formats(IWineD3DDeviceImpl *device, struct
}
/* Context activation is done by the caller. */
static void context_apply_blit_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
void context_apply_blit_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
{
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
@ -2015,7 +2015,7 @@ static void context_apply_blit_state(struct wined3d_context *context, IWineD3DDe
}
/* Context activation is done by the caller. */
static void context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
void context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
{
const struct StateEntry *state_table = device->StateTable;
@ -2054,7 +2054,7 @@ static void context_apply_clear_state(struct wined3d_context *context, IWineD3DD
}
/* Context activation is done by the caller. */
static void context_apply_draw_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
void context_apply_draw_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
{
const struct StateEntry *state_table = device->StateTable;
unsigned int i;
@ -2186,13 +2186,12 @@ static void context_setup_target(IWineD3DDeviceImpl *device,
* usage: Prepares the context for blitting, drawing or other actions
*
*****************************************************************************/
struct wined3d_context *context_acquire(IWineD3DDeviceImpl *device,
IWineD3DSurfaceImpl *target, enum ContextUsage usage)
struct wined3d_context *context_acquire(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *target)
{
struct wined3d_context *current_context = context_get_current();
struct wined3d_context *context;
TRACE("device %p, target %p, usage %#x.\n", device, target, usage);
TRACE("device %p, target %p.\n", device, target);
context = FindContext(device, target);
context_setup_target(device, context, target);
@ -2227,27 +2226,5 @@ struct wined3d_context *context_acquire(IWineD3DDeviceImpl *device,
}
}
switch (usage)
{
case CTXUSAGE_BLIT:
context_apply_blit_state(context, device);
break;
case CTXUSAGE_CLEAR:
context_apply_clear_state(context, device);
break;
case CTXUSAGE_DRAWPRIM:
context_apply_draw_state(context, device);
break;
case CTXUSAGE_RESOURCELOAD:
break;
default:
FIXME("Unexpected context usage requested.\n");
break;
}
return context;
}

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@ -67,7 +67,7 @@ static void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3
{
/* No danger of recursive calls, context_acquire() sets isInDraw to true
* when loading offscreen render targets into their texture. */
context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(device, NULL);
}
if (This->resource.format_desc->format == WINED3DFMT_P8_UINT

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@ -1675,7 +1675,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface,
/* Setup all the devices defaults */
IWineD3DStateBlock_InitStartupStateBlock((IWineD3DStateBlock *)This->stateBlock);
context = context_acquire(This, swapchain->front_buffer, CTXUSAGE_RESOURCELOAD);
context = context_acquire(This, swapchain->front_buffer);
create_dummy_textures(This);
@ -1806,7 +1806,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface,
/* I don't think that the interface guarantees that the device is destroyed from the same thread
* it was created. Thus make sure a context is active for the glDelete* calls
*/
context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(This, NULL);
gl_info = context->gl_info;
if(This->logo_surface) IWineD3DSurface_Release(This->logo_surface);
@ -3911,7 +3911,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface,
}
/* Need any context to write to the vbo. */
context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(This, NULL);
/* ProcessVertices reads from vertex buffers, which have to be assigned. DrawPrimitive and DrawPrimitiveUP
* control the streamIsUP flag, thus restore it afterwards.
@ -4324,7 +4324,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface)
return WINED3DERR_INVALIDCALL;
}
context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(This, NULL);
/* We only have to do this if we need to read the, swapbuffers performs a flush for us */
wglFlush();
/* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
@ -4457,7 +4457,15 @@ HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfac
IWineD3DSurface_LoadLocation((IWineD3DSurface *)target, SFLAG_INDRAWABLE, NULL);
}
context = context_acquire(This, target, CTXUSAGE_CLEAR);
context = context_acquire(This, target);
if (!context->valid)
{
context_release(context);
WARN("Invalid context, skipping clear.\n");
return WINED3D_OK;
}
context_apply_clear_state(context, This);
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
if (!surface_is_offscreen(target))
@ -4481,13 +4489,6 @@ HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfac
}
}
if (!context->valid)
{
context_release(context);
WARN("Invalid context, skipping clear.\n");
return WINED3D_OK;
}
target->get_drawable_size(context, &drawable_width, &drawable_height);
ENTER_GL();
@ -5299,7 +5300,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface,
if (convert != NO_CONVERSION)
return IWineD3DSurface_BltFast(dst_surface, dst_x, dst_y, src_surface, src_rect, 0);
context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(This, NULL);
ENTER_GL();
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
@ -5522,7 +5523,7 @@ static void color_fill_fbo(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface,
{
TRACE("Surface %p is onscreen\n", surface);
context = context_acquire(This, surface, CTXUSAGE_RESOURCELOAD);
context = context_acquire(This, surface);
ENTER_GL();
context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
context_set_draw_buffer(context, surface_get_gl_buffer(surface));
@ -5531,7 +5532,7 @@ static void color_fill_fbo(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface,
{
TRACE("Surface %p is offscreen\n", surface);
context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(This, NULL);
ENTER_GL();
context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
context_attach_surface_fbo(context, GL_FRAMEBUFFER, 0, surface);
@ -5817,9 +5818,9 @@ void stretch_rect_fbo(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surfa
IWineD3DSurface_LoadLocation((IWineD3DSurface *)src_surface, SFLAG_INDRAWABLE, NULL);
IWineD3DSurface_LoadLocation((IWineD3DSurface *)dst_surface, SFLAG_INDRAWABLE, NULL);
if (!surface_is_offscreen(src_surface)) context = context_acquire(device, src_surface, CTXUSAGE_RESOURCELOAD);
else if (!surface_is_offscreen(dst_surface)) context = context_acquire(device, dst_surface, CTXUSAGE_RESOURCELOAD);
else context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
if (!surface_is_offscreen(src_surface)) context = context_acquire(device, src_surface);
else if (!surface_is_offscreen(dst_surface)) context = context_acquire(device, dst_surface);
else context = context_acquire(device, NULL);
if (!context->valid)
{
@ -6032,8 +6033,9 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* i
TRACE("(%p) : Spot Pos(%u,%u)\n", This, XHotSpot, YHotSpot);
/* some basic validation checks */
if(This->cursorTexture) {
struct wined3d_context *context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
if (This->cursorTexture)
{
struct wined3d_context *context = context_acquire(This, NULL);
ENTER_GL();
glDeleteTextures(1, &This->cursorTexture);
LEAVE_GL();
@ -6096,7 +6098,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* i
memcpy(&mem[width * bpp * i], &bits[rect.Pitch * i], width * bpp);
IWineD3DSurface_UnlockRect(pCursorBitmap);
context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(This, NULL);
ENTER_GL();
@ -6273,7 +6275,7 @@ static HRESULT updateSurfaceDesc(IWineD3DSurfaceImpl *surface, const WINED3DPRES
if (surface->texture_name)
{
struct wined3d_context *context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
struct wined3d_context *context = context_acquire(device, NULL);
ENTER_GL();
glDeleteTextures(1, &surface->texture_name);
LEAVE_GL();
@ -6342,7 +6344,7 @@ static void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChainImpl
struct wined3d_context *context;
IWineD3DBaseShaderImpl *shader;
context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(This, NULL);
gl_info = context->gl_info;
IWineD3DDevice_EnumResources(iface, reset_unload_resources, NULL);
@ -6434,7 +6436,7 @@ static HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwap
return WINED3D_OK;
err:
context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
context_acquire(This, NULL);
destroy_dummy_textures(This, context->gl_info);
context_release(context);
context_destroy(This, context);

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@ -594,7 +594,7 @@ void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT StartIdx, UINT
/* Signals other modules that a drawing is in progress and the stateblock finalized */
This->isInDraw = TRUE;
context = context_acquire(This, This->render_targets[0], CTXUSAGE_DRAWPRIM);
context = context_acquire(This, This->render_targets[0]);
if (!context->valid)
{
context_release(context);
@ -602,6 +602,8 @@ void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT StartIdx, UINT
return;
}
context_apply_draw_state(context, This);
if (This->depth_stencil)
{
/* Note that this depends on the context_acquire() call above to set
@ -812,7 +814,8 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
/* Simply activate the context for blitting. This disables all the things we don't want and
* takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
* patch (as opposed to normal draws) will most likely need different changes anyway. */
context = context_acquire(This, NULL, CTXUSAGE_BLIT);
context = context_acquire(This, NULL);
context_apply_blit_state(context, This);
/* First, locate the position data. This is provided in a vertex buffer in the stateblock.
* Beware of vbos

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@ -4688,7 +4688,7 @@ static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
return;
}
context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(device, NULL);
gl_info = context->gl_info;
if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->pshader == iface)
@ -4707,7 +4707,7 @@ static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
return;
}
context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(device, NULL);
gl_info = context->gl_info;
if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->vshader == iface)

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@ -59,7 +59,7 @@ enum wined3d_event_query_result wined3d_event_query_test(struct wined3d_event_qu
return WINED3D_EVENT_QUERY_WRONG_THREAD;
}
context = context_acquire(device, query->context->current_rt, CTXUSAGE_RESOURCELOAD);
context = context_acquire(device, query->context->current_rt);
gl_info = context->gl_info;
ENTER_GL();
@ -136,7 +136,7 @@ enum wined3d_event_query_result wined3d_event_query_finish(struct wined3d_event_
return WINED3D_EVENT_QUERY_WRONG_THREAD;
}
context = context_acquire(device, query->context->current_rt, CTXUSAGE_RESOURCELOAD);
context = context_acquire(device, query->context->current_rt);
ENTER_GL();
if (gl_info->supported[ARB_SYNC])
@ -190,17 +190,17 @@ void wined3d_event_query_issue(struct wined3d_event_query *query, IWineD3DDevice
if (!query->context->gl_info->supported[ARB_SYNC] && query->context->tid != GetCurrentThreadId())
{
context_free_event_query(query);
context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(device, NULL);
context_alloc_event_query(context, query);
}
else
{
context = context_acquire(device, query->context->current_rt, CTXUSAGE_RESOURCELOAD);
context = context_acquire(device, query->context->current_rt);
}
}
else
{
context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(device, NULL);
context_alloc_event_query(context, query);
}
@ -348,7 +348,7 @@ static HRESULT WINAPI IWineD3DOcclusionQueryImpl_GetData(IWineD3DQuery* iface,
return S_OK;
}
context = context_acquire(This->device, query->context->current_rt, CTXUSAGE_RESOURCELOAD);
context = context_acquire(This->device, query->context->current_rt);
ENTER_GL();
@ -485,12 +485,12 @@ static HRESULT WINAPI IWineD3DOcclusionQueryImpl_Issue(IWineD3DQuery* iface, D
FIXME("Wrong thread, can't restart query.\n");
context_free_occlusion_query(query);
context = context_acquire(This->device, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(This->device, NULL);
context_alloc_occlusion_query(context, query);
}
else
{
context = context_acquire(This->device, query->context->current_rt, CTXUSAGE_RESOURCELOAD);
context = context_acquire(This->device, query->context->current_rt);
ENTER_GL();
GL_EXTCALL(glEndQueryARB(GL_SAMPLES_PASSED_ARB));
@ -501,7 +501,7 @@ static HRESULT WINAPI IWineD3DOcclusionQueryImpl_Issue(IWineD3DQuery* iface, D
else
{
if (query->context) context_free_occlusion_query(query);
context = context_acquire(This->device, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(This->device, NULL);
context_alloc_occlusion_query(context, query);
}
@ -525,7 +525,7 @@ static HRESULT WINAPI IWineD3DOcclusionQueryImpl_Issue(IWineD3DQuery* iface, D
}
else
{
context = context_acquire(This->device, query->context->current_rt, CTXUSAGE_RESOURCELOAD);
context = context_acquire(This->device, query->context->current_rt);
ENTER_GL();
GL_EXTCALL(glEndQueryARB(GL_SAMPLES_PASSED_ARB));

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@ -51,7 +51,7 @@ static void surface_cleanup(IWineD3DSurfaceImpl *This)
* target, Uninit3D() will activate a context before doing anything. */
if (device->render_targets && device->render_targets[0])
{
context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(device, NULL);
}
ENTER_GL();
@ -1085,7 +1085,7 @@ void surface_internal_preload(IWineD3DSurfaceImpl *surface, enum WINED3DSRGB srg
TRACE("(%p) : About to load surface\n", surface);
if (!device->isInDraw) context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
if (!device->isInDraw) context = context_acquire(device, NULL);
if (surface->resource.format_desc->format == WINED3DFMT_P8_UINT
|| surface->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
@ -1197,7 +1197,7 @@ static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
IWineD3DSurface_ModifyLocation(iface, SFLAG_INSRGBTEX, FALSE);
This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(device, NULL);
gl_info = context->gl_info;
/* Destroy PBOs, but load them into real sysmem before */
@ -1272,7 +1272,8 @@ static void read_from_framebuffer(IWineD3DSurfaceImpl *This, const RECT *rect, v
* should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
* context->last_was_blit set on the unlock.
*/
context = context_acquire(device, This, CTXUSAGE_BLIT);
context = context_acquire(device, This);
context_apply_blit_state(context, device);
gl_info = context->gl_info;
ENTER_GL();
@ -1500,7 +1501,7 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
* locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
* states in the stateblock, and no driver was found yet that had bugs in that regard.
*/
context = context_acquire(device, This, CTXUSAGE_RESOURCELOAD);
context = context_acquire(device, This);
gl_info = context->gl_info;
surface_bind_and_dirtify(This, srgb);
@ -1634,7 +1635,7 @@ static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This)
GLenum error;
struct wined3d_context *context;
context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(device, NULL);
ENTER_GL();
GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
@ -1737,7 +1738,7 @@ lock_end:
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(device, NULL);
gl_info = context->gl_info;
ENTER_GL();
@ -1793,7 +1794,8 @@ static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fm
struct wined3d_context *context;
/* Activate the correct context for the render target */
context = context_acquire(device, This, CTXUSAGE_BLIT);
context = context_acquire(device, This);
context_apply_blit_state(context, device);
gl_info = context->gl_info;
ENTER_GL();
@ -1896,7 +1898,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
TRACE("Freeing PBO memory\n");
context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(device, NULL);
gl_info = context->gl_info;
ENTER_GL();
@ -1997,7 +1999,7 @@ static void surface_release_client_storage(IWineD3DSurfaceImpl *surface)
{
struct wined3d_context *context;
context = context_acquire(surface->resource.device, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(surface->resource.device, NULL);
ENTER_GL();
glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
@ -3005,7 +3007,8 @@ static void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *dst_surface, IWineD3D
upsidedown = TRUE;
}
context = context_acquire(device, src_surface, CTXUSAGE_BLIT);
context = context_acquire(device, src_surface);
context_apply_blit_state(context, device);
surface_internal_preload(dst_surface, SRGB_RGB);
ENTER_GL();
@ -3113,7 +3116,8 @@ static void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *dst_surface, IWine
TRACE("Using hwstretch blit\n");
/* Activate the Proper context for reading from the source surface, set it up for blitting */
context = context_acquire(device, src_surface, CTXUSAGE_BLIT);
context = context_acquire(device, src_surface);
context_apply_blit_state(context, device);
surface_internal_preload(dst_surface, SRGB_RGB);
src_offscreen = surface_is_offscreen(src_surface);
@ -3672,7 +3676,8 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *dst_surface,
surface_internal_preload(src_surface, SRGB_RGB);
/* Activate the destination context, set it up for blitting */
context = context_acquire(device, dst_surface, CTXUSAGE_BLIT);
context = context_acquire(device, dst_surface);
context_apply_blit_state(context, device);
/* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
* while OpenGL coordinates are window relative.
@ -4329,7 +4334,8 @@ static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT
surface_get_rect(This, rect_in, &src_rect);
context = context_acquire(device, This, CTXUSAGE_BLIT);
context = context_acquire(device, This);
context_apply_blit_state(context, device);
if (context->render_offscreen)
{
dst_rect.left = src_rect.left;
@ -4430,7 +4436,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
{
struct wined3d_context *context = NULL;
if (!device->isInDraw) context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
if (!device->isInDraw) context = context_acquire(device, NULL);
surface_bind_and_dirtify(This, !(This->Flags & SFLAG_INTEXTURE));
surface_download_data(This, gl_info);
@ -4471,7 +4477,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
TRACE("Removing the pbo attached to surface %p\n", This);
if (!device->isInDraw) context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
if (!device->isInDraw) context = context_acquire(device, NULL);
surface_remove_pbo(This, gl_info);
if (context) context_release(context);
}
@ -4537,7 +4543,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
}
if (!device->isInDraw) context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
if (!device->isInDraw) context = context_acquire(device, NULL);
surface_prepare_texture(This, gl_info, srgb);
surface_bind_and_dirtify(This, srgb);

View File

@ -142,7 +142,8 @@ static void swapchain_blit(IWineD3DSwapChainImpl *This, struct wined3d_context *
float tex_right = src_rect->right;
float tex_bottom = src_rect->bottom;
context2 = context_acquire(This->device, This->back_buffers[0], CTXUSAGE_BLIT);
context2 = context_acquire(This->device, This->back_buffers[0]);
context_apply_blit_state(context2, device);
if(backbuffer->Flags & SFLAG_NORMCOORD)
{
@ -168,13 +169,13 @@ static void swapchain_blit(IWineD3DSwapChainImpl *This, struct wined3d_context *
context_set_draw_buffer(context, GL_BACK);
/* Set the viewport to the destination rectandle, disable any projection
* transformation set up by CTXUSAGE_BLIT, and draw a (-1,-1)-(1,1) quad.
* transformation set up by context_apply_blit_state(), and draw a
* (-1,-1)-(1,1) quad.
*
* Back up viewport and matrix to avoid breaking last_was_blit
*
* Note that CTXUSAGE_BLIT set up viewport and ortho to match the surface
* size - we want the GL drawable(=window) size.
*/
* Note that context_apply_blit_state() set up viewport and ortho to
* match the surface size - we want the GL drawable(=window) size. */
glPushAttrib(GL_VIEWPORT_BIT);
glViewport(dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom);
glMatrixMode(GL_PROJECTION);
@ -220,7 +221,7 @@ static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CO
IWineD3DSwapChain_SetDestWindowOverride(iface, hDestWindowOverride);
context = context_acquire(This->device, This->back_buffers[0], CTXUSAGE_RESOURCELOAD);
context = context_acquire(This->device, This->back_buffers[0]);
if (!context->valid)
{
context_release(context);

View File

@ -63,7 +63,7 @@ static void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRG
{
/* context_acquire() sets isInDraw to TRUE when loading a pbuffer into a texture,
* thus no danger of recursive calls. */
context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(device, NULL);
}
if (This->resource.format_desc->format == WINED3DFMT_P8_UINT

View File

@ -39,7 +39,7 @@ static void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINE
TRACE("(%p) : About to load texture.\n", This);
if (!device->isInDraw) context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
if (!device->isInDraw) context = context_acquire(device, NULL);
else if (gl_info->supported[EXT_TEXTURE_SRGB] && This->baseTexture.bindCount > 0)
{
srgb_mode = device->stateBlock->samplerState[This->baseTexture.sampler][WINED3DSAMP_SRGBTEXTURE];

View File

@ -1186,26 +1186,19 @@ HRESULT arbfp_blit_surface(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_
IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect_in, enum blit_operation blit_op,
DWORD Filter) DECLSPEC_HIDDEN;
typedef enum ContextUsage {
CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
} ContextUsage;
struct wined3d_context *context_acquire(IWineD3DDeviceImpl *This,
IWineD3DSurfaceImpl *target, enum ContextUsage usage) DECLSPEC_HIDDEN;
struct wined3d_context *context_acquire(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target) DECLSPEC_HIDDEN;
void context_alloc_event_query(struct wined3d_context *context,
struct wined3d_event_query *query) DECLSPEC_HIDDEN;
void context_alloc_occlusion_query(struct wined3d_context *context,
struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
void context_resource_released(IWineD3DDevice *iface,
IWineD3DResource *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN;
void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo) DECLSPEC_HIDDEN;
void context_apply_blit_state(struct wined3d_context *context, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
void context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
void context_apply_draw_state(struct wined3d_context *context, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
void context_attach_depth_stencil_fbo(struct wined3d_context *context,
GLenum fbo_target, IWineD3DSurfaceImpl *depth_stencil, BOOL use_render_buffer) DECLSPEC_HIDDEN;
void context_attach_surface_fbo(const struct wined3d_context *context,
GLenum fbo_target, DWORD idx, IWineD3DSurfaceImpl *surface) DECLSPEC_HIDDEN;
void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo) DECLSPEC_HIDDEN;
struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target,
const struct wined3d_format_desc *ds_format_desc) DECLSPEC_HIDDEN;
void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
@ -1214,6 +1207,8 @@ void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPE
struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
void context_resource_released(IWineD3DDevice *iface,
IWineD3DResource *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN;
BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;