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wined3d: Split out offscreen rendering concerns from FindContext.
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@ -1834,10 +1834,8 @@ static struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSur
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{
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IWineD3DSwapChain *swapchain = NULL;
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struct wined3d_context *current_context = context_get_current();
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const struct StateEntry *StateTable = This->StateTable;
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DWORD tid = GetCurrentThreadId();
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struct wined3d_context *context;
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BOOL old_render_offscreen;
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if (current_context && current_context->destroyed) current_context = NULL;
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@ -1867,9 +1865,6 @@ static struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSur
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TRACE("Rendering onscreen\n");
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context = findThreadContextForSwapChain(swapchain, tid);
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old_render_offscreen = context->render_offscreen;
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context->render_offscreen = surface_is_offscreen(target);
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IWineD3DSwapChain_Release(swapchain);
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}
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else
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@ -1891,85 +1886,10 @@ static struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSur
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* is perfect to call. */
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context = findThreadContextForSwapChain(This->swapchains[0], tid);
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}
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old_render_offscreen = context->render_offscreen;
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context->render_offscreen = TRUE;
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}
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context_validate(context);
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if (context->render_offscreen != old_render_offscreen)
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{
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Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
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Context_MarkStateDirty(context, STATE_VDECL, StateTable);
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Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
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Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
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Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
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}
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/* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
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* the alpha blend state changes with different render target formats. */
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if (!context->current_rt)
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{
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Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
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}
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else
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{
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const struct wined3d_format_desc *old = ((IWineD3DSurfaceImpl *)context->current_rt)->resource.format_desc;
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const struct wined3d_format_desc *new = ((IWineD3DSurfaceImpl *)target)->resource.format_desc;
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if (old->format != new->format)
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{
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/* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
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if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
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|| !(new->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
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{
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Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
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}
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}
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/* When switching away from an offscreen render target, and we're not
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* using FBOs, we have to read the drawable into the texture. This is
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* done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
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* are some things that need care though. PreLoad needs a GL context,
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* and FindContext is called before the context is activated. It also
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* has to be called with the old rendertarget active, otherwise a
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* wrong drawable is read. */
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if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
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&& old_render_offscreen && context->current_rt != target)
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{
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BOOL oldInDraw = This->isInDraw;
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/* surface_internal_preload() requires a context to load the
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* texture, so it will call context_acquire(). Set isInDraw to true
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* to signal surface_internal_preload() that it has a context. */
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/* FIXME: This is just broken. There's no guarantee whatsoever
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* that the currently active context, if any, is appropriate for
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* reading back the render target. We should probably call
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* context_set_current(context) here and then rely on
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* context_acquire() doing the right thing. */
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This->isInDraw = TRUE;
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/* Read the back buffer of the old drawable into the destination texture. */
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if (((IWineD3DSurfaceImpl *)context->current_rt)->texture_name_srgb)
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{
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surface_internal_preload(context->current_rt, SRGB_BOTH);
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}
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else
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{
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surface_internal_preload(context->current_rt, SRGB_RGB);
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}
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IWineD3DSurface_ModifyLocation(context->current_rt, SFLAG_INDRAWABLE, FALSE);
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This->isInDraw = oldInDraw;
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}
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}
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context->draw_buffer_dirty = TRUE;
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context->current_rt = target;
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return context;
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}
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@ -2139,6 +2059,88 @@ static void context_apply_state(struct wined3d_context *context, IWineD3DDeviceI
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}
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}
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static void context_setup_target(IWineD3DDeviceImpl *device, struct wined3d_context *context, IWineD3DSurface *target)
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{
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BOOL old_render_offscreen = context->render_offscreen;
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const struct StateEntry *StateTable = device->StateTable;
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if (!target) return;
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else if (context->current_rt == target) return;
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context->render_offscreen = surface_is_offscreen(target);
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if (context->render_offscreen != old_render_offscreen)
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{
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Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
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Context_MarkStateDirty(context, STATE_VDECL, StateTable);
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Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
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Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
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Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
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}
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/* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
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* the alpha blend state changes with different render target formats. */
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if (!context->current_rt)
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{
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Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
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}
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else
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{
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const struct wined3d_format_desc *old = ((IWineD3DSurfaceImpl *)context->current_rt)->resource.format_desc;
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const struct wined3d_format_desc *new = ((IWineD3DSurfaceImpl *)target)->resource.format_desc;
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if (old->format != new->format)
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{
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/* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
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if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
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|| !(new->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
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{
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Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
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}
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}
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/* When switching away from an offscreen render target, and we're not
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* using FBOs, we have to read the drawable into the texture. This is
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* done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
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* are some things that need care though. PreLoad needs a GL context,
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* and FindContext is called before the context is activated. It also
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* has to be called with the old rendertarget active, otherwise a
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* wrong drawable is read. */
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if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
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&& old_render_offscreen && context->current_rt != target)
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{
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BOOL oldInDraw = device->isInDraw;
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/* surface_internal_preload() requires a context to load the
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* texture, so it will call context_acquire(). Set isInDraw to true
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* to signal surface_internal_preload() that it has a context. */
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/* FIXME: This is just broken. There's no guarantee whatsoever
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* that the currently active context, if any, is appropriate for
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* reading back the render target. We should probably call
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* context_set_current(context) here and then rely on
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* context_acquire() doing the right thing. */
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device->isInDraw = TRUE;
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/* Read the back buffer of the old drawable into the destination texture. */
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if (((IWineD3DSurfaceImpl *)context->current_rt)->texture_name_srgb)
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{
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surface_internal_preload(context->current_rt, SRGB_BOTH);
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}
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else
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{
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surface_internal_preload(context->current_rt, SRGB_RGB);
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}
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IWineD3DSurface_ModifyLocation(context->current_rt, SFLAG_INDRAWABLE, FALSE);
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device->isInDraw = oldInDraw;
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}
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}
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context->draw_buffer_dirty = TRUE;
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context->current_rt = target;
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}
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/*****************************************************************************
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* context_acquire
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*
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@ -2160,6 +2162,7 @@ struct wined3d_context *context_acquire(IWineD3DDeviceImpl *device, IWineD3DSurf
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TRACE("device %p, target %p, usage %#x.\n", device, target, usage);
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context = FindContext(device, target);
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context_setup_target(device, context, target);
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context_enter(context);
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if (!context->valid) return context;
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