mirror of
https://github.com/reactos/wine.git
synced 2024-11-25 20:59:54 +00:00
wined3d: Separate context acquisition and state application.
This commit is contained in:
parent
be43c867a5
commit
49e076eabd
@ -4556,7 +4556,7 @@ static void shader_arb_destroy(IWineD3DBaseShader *iface) {
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if (shader_data->num_gl_shaders)
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{
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struct wined3d_context *context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
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struct wined3d_context *context = context_acquire(device, NULL);
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ENTER_GL();
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for (i = 0; i < shader_data->num_gl_shaders; ++i)
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@ -4582,7 +4582,7 @@ static void shader_arb_destroy(IWineD3DBaseShader *iface) {
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if (shader_data->num_gl_shaders)
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{
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struct wined3d_context *context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
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struct wined3d_context *context = context_acquire(device, NULL);
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ENTER_GL();
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for (i = 0; i < shader_data->num_gl_shaders; ++i)
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@ -6993,7 +6993,8 @@ HRESULT arbfp_blit_surface(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_
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surface_internal_preload(src_surface, SRGB_RGB);
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/* Activate the destination context, set it up for blitting */
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context = context_acquire(device, dst_surface, CTXUSAGE_BLIT);
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context = context_acquire(device, dst_surface);
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context_apply_blit_state(context, device);
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/* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
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* while OpenGL coordinates are window relative.
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@ -115,7 +115,7 @@ void basetexture_unload(IWineD3DBaseTexture *iface)
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if (This->baseTexture.texture_rgb.name || This->baseTexture.texture_srgb.name)
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{
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context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
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context = context_acquire(device, NULL);
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}
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if(This->baseTexture.texture_rgb.name) {
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@ -193,7 +193,7 @@ HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DT
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* Or should we delay the applying until the texture is used for drawing? For now, apply
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* immediately.
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*/
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struct wined3d_context *context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
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struct wined3d_context *context = context_acquire(device, NULL);
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ENTER_GL();
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glBindTexture(textureDimensions, This->baseTexture.texture_rgb.name);
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@ -700,7 +700,7 @@ static void STDMETHODCALLTYPE buffer_UnLoad(IWineD3DBuffer *iface)
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IWineD3DDeviceImpl *device = This->resource.device;
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struct wined3d_context *context;
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context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
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context = context_acquire(device, NULL);
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/* Download the buffer, but don't permanently enable double buffering */
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if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
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@ -935,7 +935,7 @@ static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
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TRACE("iface %p\n", iface);
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This->flags &= ~(WINED3D_BUFFER_NOSYNC | WINED3D_BUFFER_DISCARD);
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context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
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context = context_acquire(device, NULL);
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if (!This->buffer_object)
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{
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@ -1261,7 +1261,7 @@ static HRESULT STDMETHODCALLTYPE buffer_Map(IWineD3DBuffer *iface, UINT offset,
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IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
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}
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context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
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context = context_acquire(device, NULL);
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gl_info = context->gl_info;
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ENTER_GL();
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GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
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@ -1367,7 +1367,7 @@ static HRESULT STDMETHODCALLTYPE buffer_Unmap(IWineD3DBuffer *iface)
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IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
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}
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context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
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context = context_acquire(device, NULL);
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gl_info = context->gl_info;
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ENTER_GL();
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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
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}
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/* Context activation is done by the caller. */
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static void context_apply_blit_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
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void context_apply_blit_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
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{
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
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{
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@ -2015,7 +2015,7 @@ static void context_apply_blit_state(struct wined3d_context *context, IWineD3DDe
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}
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/* Context activation is done by the caller. */
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static void context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
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void context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
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{
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const struct StateEntry *state_table = device->StateTable;
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@ -2054,7 +2054,7 @@ static void context_apply_clear_state(struct wined3d_context *context, IWineD3DD
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}
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/* Context activation is done by the caller. */
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static void context_apply_draw_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
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void context_apply_draw_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
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{
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const struct StateEntry *state_table = device->StateTable;
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unsigned int i;
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@ -2186,13 +2186,12 @@ static void context_setup_target(IWineD3DDeviceImpl *device,
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* usage: Prepares the context for blitting, drawing or other actions
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*
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*****************************************************************************/
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struct wined3d_context *context_acquire(IWineD3DDeviceImpl *device,
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IWineD3DSurfaceImpl *target, enum ContextUsage usage)
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struct wined3d_context *context_acquire(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *target)
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{
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struct wined3d_context *current_context = context_get_current();
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struct wined3d_context *context;
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TRACE("device %p, target %p, usage %#x.\n", device, target, usage);
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TRACE("device %p, target %p.\n", device, target);
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context = FindContext(device, target);
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context_setup_target(device, context, target);
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@ -2227,27 +2226,5 @@ struct wined3d_context *context_acquire(IWineD3DDeviceImpl *device,
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}
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}
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switch (usage)
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{
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case CTXUSAGE_BLIT:
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context_apply_blit_state(context, device);
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break;
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case CTXUSAGE_CLEAR:
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context_apply_clear_state(context, device);
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break;
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case CTXUSAGE_DRAWPRIM:
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context_apply_draw_state(context, device);
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break;
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case CTXUSAGE_RESOURCELOAD:
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break;
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default:
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FIXME("Unexpected context usage requested.\n");
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break;
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}
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return context;
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}
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@ -67,7 +67,7 @@ static void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3
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{
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/* No danger of recursive calls, context_acquire() sets isInDraw to true
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* when loading offscreen render targets into their texture. */
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context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
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context = context_acquire(device, NULL);
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}
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if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
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@ -1675,7 +1675,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface,
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/* Setup all the devices defaults */
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IWineD3DStateBlock_InitStartupStateBlock((IWineD3DStateBlock *)This->stateBlock);
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context = context_acquire(This, swapchain->front_buffer, CTXUSAGE_RESOURCELOAD);
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context = context_acquire(This, swapchain->front_buffer);
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create_dummy_textures(This);
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@ -1806,7 +1806,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface,
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/* I don't think that the interface guarantees that the device is destroyed from the same thread
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* it was created. Thus make sure a context is active for the glDelete* calls
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*/
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context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
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context = context_acquire(This, NULL);
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gl_info = context->gl_info;
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if(This->logo_surface) IWineD3DSurface_Release(This->logo_surface);
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@ -3911,7 +3911,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface,
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}
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/* Need any context to write to the vbo. */
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context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
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context = context_acquire(This, NULL);
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/* ProcessVertices reads from vertex buffers, which have to be assigned. DrawPrimitive and DrawPrimitiveUP
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* control the streamIsUP flag, thus restore it afterwards.
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@ -4324,7 +4324,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface)
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return WINED3DERR_INVALIDCALL;
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}
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context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
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context = context_acquire(This, NULL);
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/* We only have to do this if we need to read the, swapbuffers performs a flush for us */
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wglFlush();
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/* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
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@ -4457,7 +4457,15 @@ HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfac
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IWineD3DSurface_LoadLocation((IWineD3DSurface *)target, SFLAG_INDRAWABLE, NULL);
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}
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context = context_acquire(This, target, CTXUSAGE_CLEAR);
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context = context_acquire(This, target);
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if (!context->valid)
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{
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context_release(context);
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WARN("Invalid context, skipping clear.\n");
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return WINED3D_OK;
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}
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context_apply_clear_state(context, This);
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
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{
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if (!surface_is_offscreen(target))
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@ -4481,13 +4489,6 @@ HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfac
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}
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}
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if (!context->valid)
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{
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context_release(context);
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WARN("Invalid context, skipping clear.\n");
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return WINED3D_OK;
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}
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target->get_drawable_size(context, &drawable_width, &drawable_height);
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ENTER_GL();
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@ -5299,7 +5300,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface,
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if (convert != NO_CONVERSION)
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return IWineD3DSurface_BltFast(dst_surface, dst_x, dst_y, src_surface, src_rect, 0);
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context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
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context = context_acquire(This, NULL);
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ENTER_GL();
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
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@ -5522,7 +5523,7 @@ static void color_fill_fbo(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface,
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{
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TRACE("Surface %p is onscreen\n", surface);
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context = context_acquire(This, surface, CTXUSAGE_RESOURCELOAD);
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context = context_acquire(This, surface);
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ENTER_GL();
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context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
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context_set_draw_buffer(context, surface_get_gl_buffer(surface));
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@ -5531,7 +5532,7 @@ static void color_fill_fbo(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface,
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{
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TRACE("Surface %p is offscreen\n", surface);
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context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
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context = context_acquire(This, NULL);
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ENTER_GL();
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context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
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context_attach_surface_fbo(context, GL_FRAMEBUFFER, 0, surface);
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@ -5817,9 +5818,9 @@ void stretch_rect_fbo(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surfa
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IWineD3DSurface_LoadLocation((IWineD3DSurface *)src_surface, SFLAG_INDRAWABLE, NULL);
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IWineD3DSurface_LoadLocation((IWineD3DSurface *)dst_surface, SFLAG_INDRAWABLE, NULL);
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if (!surface_is_offscreen(src_surface)) context = context_acquire(device, src_surface, CTXUSAGE_RESOURCELOAD);
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else if (!surface_is_offscreen(dst_surface)) context = context_acquire(device, dst_surface, CTXUSAGE_RESOURCELOAD);
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else context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
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if (!surface_is_offscreen(src_surface)) context = context_acquire(device, src_surface);
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else if (!surface_is_offscreen(dst_surface)) context = context_acquire(device, dst_surface);
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else context = context_acquire(device, NULL);
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if (!context->valid)
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{
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@ -6032,8 +6033,9 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* i
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TRACE("(%p) : Spot Pos(%u,%u)\n", This, XHotSpot, YHotSpot);
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/* some basic validation checks */
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if(This->cursorTexture) {
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struct wined3d_context *context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
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if (This->cursorTexture)
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{
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struct wined3d_context *context = context_acquire(This, NULL);
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ENTER_GL();
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glDeleteTextures(1, &This->cursorTexture);
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LEAVE_GL();
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@ -6096,7 +6098,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* i
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memcpy(&mem[width * bpp * i], &bits[rect.Pitch * i], width * bpp);
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IWineD3DSurface_UnlockRect(pCursorBitmap);
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context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
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context = context_acquire(This, NULL);
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ENTER_GL();
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@ -6273,7 +6275,7 @@ static HRESULT updateSurfaceDesc(IWineD3DSurfaceImpl *surface, const WINED3DPRES
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if (surface->texture_name)
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{
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struct wined3d_context *context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
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struct wined3d_context *context = context_acquire(device, NULL);
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ENTER_GL();
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glDeleteTextures(1, &surface->texture_name);
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LEAVE_GL();
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@ -6342,7 +6344,7 @@ static void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChainImpl
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struct wined3d_context *context;
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IWineD3DBaseShaderImpl *shader;
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context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
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context = context_acquire(This, NULL);
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gl_info = context->gl_info;
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IWineD3DDevice_EnumResources(iface, reset_unload_resources, NULL);
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@ -6434,7 +6436,7 @@ static HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwap
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return WINED3D_OK;
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err:
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context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
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context_acquire(This, NULL);
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destroy_dummy_textures(This, context->gl_info);
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context_release(context);
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context_destroy(This, context);
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@ -594,7 +594,7 @@ void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT StartIdx, UINT
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/* Signals other modules that a drawing is in progress and the stateblock finalized */
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This->isInDraw = TRUE;
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context = context_acquire(This, This->render_targets[0], CTXUSAGE_DRAWPRIM);
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context = context_acquire(This, This->render_targets[0]);
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if (!context->valid)
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{
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context_release(context);
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@ -602,6 +602,8 @@ void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT StartIdx, UINT
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return;
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}
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context_apply_draw_state(context, This);
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if (This->depth_stencil)
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{
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/* Note that this depends on the context_acquire() call above to set
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@ -812,7 +814,8 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
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/* Simply activate the context for blitting. This disables all the things we don't want and
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* takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
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* patch (as opposed to normal draws) will most likely need different changes anyway. */
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context = context_acquire(This, NULL, CTXUSAGE_BLIT);
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context = context_acquire(This, NULL);
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context_apply_blit_state(context, This);
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/* First, locate the position data. This is provided in a vertex buffer in the stateblock.
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* Beware of vbos
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@ -4688,7 +4688,7 @@ static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
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return;
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}
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context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
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context = context_acquire(device, NULL);
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gl_info = context->gl_info;
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if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->pshader == iface)
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@ -4707,7 +4707,7 @@ static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
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return;
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}
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context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
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context = context_acquire(device, NULL);
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gl_info = context->gl_info;
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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
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return WINED3D_EVENT_QUERY_WRONG_THREAD;
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}
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context = context_acquire(device, query->context->current_rt, CTXUSAGE_RESOURCELOAD);
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context = context_acquire(device, query->context->current_rt);
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||||
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));
|
||||
|
@ -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);
|
||||
|
@ -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);
|
||||
|
@ -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
|
||||
|
@ -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];
|
||||
|
@ -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;
|
||||
|
Loading…
Reference in New Issue
Block a user