wined3d: Split out offscreen rendering concerns from FindContext.

This commit is contained in:
Stefan Dösinger 2010-03-27 17:40:28 +01:00 committed by Alexandre Julliard
parent c6f0ddcb1a
commit a4b0bedc30

View File

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