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List:       wine-patches
Subject:    [PATCH 8/8] wined3d: Get rid of the offscreenBuffer field in struct wined3d_device.
From:       Henri Verbeet <hverbeet () codeweavers ! com>
Date:       2016-02-29 17:19:30
Message-ID: 1456766370-17848-8-git-send-email-hverbeet () codeweavers ! com
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From: Stefan Dösinger <stefan@codeweavers.com>

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
---
 dlls/wined3d/context.c         | 37 +++++++++++++++++++++++++------------
 dlls/wined3d/device.c          | 21 ---------------------
 dlls/wined3d/surface.c         | 13 ++++++++-----
 dlls/wined3d/wined3d_private.h |  4 +---
 4 files changed, 34 insertions(+), 41 deletions(-)

diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index d0deff9..6f065ba 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -2419,14 +2419,30 @@ static void context_validate_onscreen_formats(struct \
wined3d_context *context,  context_set_render_offscreen(context, TRUE);
 }
 
-static DWORD context_generate_rt_mask_no_fbo(const struct wined3d_device *device, \
const struct wined3d_surface *rt) +GLenum context_get_offscreen_gl_buffer(const \
struct wined3d_context *context) +{
+    switch (wined3d_settings.offscreen_rendering_mode)
+    {
+        case ORM_FBO:
+            return GL_COLOR_ATTACHMENT0;
+
+        case ORM_BACKBUFFER:
+            return context->aux_buffers > 0 ? GL_AUX0 : GL_BACK;
+
+        default:
+            FIXME("Unhandled offscreen rendering mode %#x.\n", \
wined3d_settings.offscreen_rendering_mode); +            return GL_BACK;
+    }
+}
+
+static DWORD context_generate_rt_mask_no_fbo(const struct wined3d_context *context, \
const struct wined3d_surface *rt)  {
     if (!rt || rt->resource.format->id == WINED3DFMT_NULL)
         return 0;
     else if (rt->container->swapchain)
         return context_generate_rt_mask_from_surface(rt);
     else
-        return context_generate_rt_mask(device->offscreenBuffer);
+        return context_generate_rt_mask(context_get_offscreen_gl_buffer(context));
 }
 
 /* Context activation is done by the caller. */
@@ -2458,7 +2474,7 @@ void context_apply_blit_state(struct wined3d_context *context, \
const struct wine  }
     else
     {
-        rt_mask = context_generate_rt_mask_no_fbo(device, rt);
+        rt_mask = context_generate_rt_mask_no_fbo(context, rt);
     }
 
     cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : \
&context->draw_buffers_mask; @@ -2547,7 +2563,7 @@ BOOL \
context_apply_clear_state(struct wined3d_context *context, const struct win  }
         else
         {
-            rt_mask = context_generate_rt_mask_no_fbo(device,
+            rt_mask = context_generate_rt_mask_no_fbo(context,
                     rt_count ? wined3d_rendertarget_view_get_surface(rts[0]) : \
NULL);  }
     }
@@ -2562,7 +2578,7 @@ BOOL context_apply_clear_state(struct wined3d_context *context, \
const struct win  }
     else
     {
-        rt_mask = context_generate_rt_mask_no_fbo(device,
+        rt_mask = context_generate_rt_mask_no_fbo(context,
                 rt_count ? wined3d_rendertarget_view_get_surface(rts[0]) : NULL);
     }
 
@@ -2606,16 +2622,15 @@ BOOL context_apply_clear_state(struct wined3d_context \
*context, const struct win  return TRUE;
 }
 
-static DWORD find_draw_buffers_mask(const struct wined3d_context *context, const \
struct wined3d_device *device) +static DWORD find_draw_buffers_mask(const struct \
wined3d_context *context, const struct wined3d_state *state)  {
-    const struct wined3d_state *state = &device->state;
     struct wined3d_rendertarget_view **rts = state->fb->render_targets;
     struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
     DWORD rt_mask, rt_mask_bits;
     unsigned int i;
 
     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
-        return context_generate_rt_mask_no_fbo(device, \
wined3d_rendertarget_view_get_surface(rts[0])); +        return \
context_generate_rt_mask_no_fbo(context, \
wined3d_rendertarget_view_get_surface(rts[0]));  else if (!context->render_offscreen)
         return context_generate_rt_mask_from_surface(wined3d_rendertarget_view_get_surface(rts[0]));
  
@@ -2638,9 +2653,8 @@ static DWORD find_draw_buffers_mask(const struct \
wined3d_context *context, const  /* Context activation is done by the caller. */
 void context_state_fb(struct wined3d_context *context, const struct wined3d_state \
*state, DWORD state_id)  {
-    const struct wined3d_device *device = context->swapchain->device;
+    DWORD rt_mask = find_draw_buffers_mask(context, state);
     const struct wined3d_fb_state *fb = state->fb;
-    DWORD rt_mask = find_draw_buffers_mask(context, device);
     DWORD *cur_mask;
 
     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
@@ -2917,13 +2931,12 @@ static void context_update_tex_unit_map(struct \
wined3d_context *context, const s  /* Context activation is done by the caller. */
 void context_state_drawbuf(struct wined3d_context *context, const struct \
wined3d_state *state, DWORD state_id)  {
-    const struct wined3d_device *device = context->swapchain->device;
     DWORD rt_mask, *cur_mask;
 
     if (isStateDirty(context, STATE_FRAMEBUFFER)) return;
 
     cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : \
                &context->draw_buffers_mask;
-    rt_mask = find_draw_buffers_mask(context, device);
+    rt_mask = find_draw_buffers_mask(context, state);
     if (rt_mask != *cur_mask)
     {
         context_apply_draw_buffers(context, rt_mask);
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 4cebcb8..ded1229 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -1021,27 +1021,6 @@ HRESULT CDECL wined3d_device_init_3d(struct wined3d_device \
*device,  
     device->contexts[0]->last_was_rhw = 0;
 
-    switch (wined3d_settings.offscreen_rendering_mode)
-    {
-        case ORM_FBO:
-            device->offscreenBuffer = GL_COLOR_ATTACHMENT0;
-            break;
-
-        case ORM_BACKBUFFER:
-        {
-            if (context_get_current()->aux_buffers > 0)
-            {
-                TRACE("Using auxiliary buffer for offscreen rendering\n");
-                device->offscreenBuffer = GL_AUX0;
-            }
-            else
-            {
-                TRACE("Using back buffer for offscreen rendering\n");
-                device->offscreenBuffer = GL_BACK;
-            }
-        }
-    }
-
     TRACE("All defaults now set up, leaving 3D init.\n");
 
     context_release(context);
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index bd6be49..ee6588e 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -2435,7 +2435,7 @@ static void read_from_framebuffer(struct wined3d_surface \
*surface,  /* Mapping the primary render target which is not on a swapchain.
          * Read from the back buffer. */
         TRACE("Mapping offscreen render target.\n");
-        gl_info->gl_ops.gl.p_glReadBuffer(device->offscreenBuffer);
+        gl_info->gl_ops.gl.p_glReadBuffer(context_get_offscreen_gl_buffer(context));
         srcIsUpsideDown = TRUE;
     }
     else
@@ -2541,7 +2541,7 @@ void surface_load_fb_texture(struct wined3d_surface *surface, \
BOOL srgb, struct  TRACE("Reading back offscreen render target %p.\n", surface);
 
     if (wined3d_resource_is_offscreen(&surface->container->resource))
-        gl_info->gl_ops.gl.p_glReadBuffer(device->offscreenBuffer);
+        gl_info->gl_ops.gl.p_glReadBuffer(context_get_offscreen_gl_buffer(context));
     else
         gl_info->gl_ops.gl.p_glReadBuffer(surface_get_gl_buffer(surface));
     checkGLcall("glReadBuffer");
@@ -2646,7 +2646,7 @@ static void fb_copy_to_texture_direct(struct wined3d_surface \
*dst_surface, struc  {
         TRACE("Reading from an offscreen target\n");
         upsidedown = !upsidedown;
-        gl_info->gl_ops.gl.p_glReadBuffer(device->offscreenBuffer);
+        gl_info->gl_ops.gl.p_glReadBuffer(context_get_offscreen_gl_buffer(context));
     }
     else
     {
@@ -2735,6 +2735,7 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface \
*dst_surface, st  const struct wined3d_gl_info *gl_info;
     struct wined3d_context *context;
     GLenum drawBuffer = GL_BACK;
+    GLenum offscreen_buffer;
     GLenum texture_target;
     BOOL noBackBufferBackup;
     BOOL src_offscreen;
@@ -2748,6 +2749,8 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface \
*dst_surface, st  context_apply_blit_state(context, device);
     wined3d_texture_load(dst_surface->container, context, FALSE);
 
+    offscreen_buffer = context_get_offscreen_gl_buffer(context);
+
     src_offscreen = \
                wined3d_resource_is_offscreen(&src_surface->container->resource);
     noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode \
== ORM_FBO;  if (!noBackBufferBackup && !src_surface->container->texture_rgb.name)
@@ -2764,7 +2767,7 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface \
*dst_surface, st  /* Got more than one aux buffer? Use the 2nd aux buffer */
         drawBuffer = GL_AUX1;
     }
-    else if ((!src_offscreen || device->offscreenBuffer == GL_BACK) && \
context->aux_buffers >= 1) +    else if ((!src_offscreen || offscreen_buffer == \
GL_BACK) && context->aux_buffers >= 1)  {
         /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux \
orm)? Use it! */  drawBuffer = GL_AUX0;
@@ -2805,7 +2808,7 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface \
*dst_surface, st  {
         TRACE("Reading from an offscreen target\n");
         upsidedown = !upsidedown;
-        gl_info->gl_ops.gl.p_glReadBuffer(device->offscreenBuffer);
+        gl_info->gl_ops.gl.p_glReadBuffer(offscreen_buffer);
     }
     else
     {
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index eef58a3..409ab36 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1507,6 +1507,7 @@ void context_destroy(struct wined3d_device *device, struct \
wined3d_context *cont  void context_free_event_query(struct wined3d_event_query \
*query) DECLSPEC_HIDDEN;  void context_free_occlusion_query(struct \
wined3d_occlusion_query *query) DECLSPEC_HIDDEN;  struct wined3d_context \
*context_get_current(void) DECLSPEC_HIDDEN; +GLenum \
context_get_offscreen_gl_buffer(const struct wined3d_context *context) \
DECLSPEC_HIDDEN;  DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
 void context_gl_resource_released(struct wined3d_device *device,
         GLuint name, BOOL rb_namespace) DECLSPEC_HIDDEN;
@@ -2141,9 +2142,6 @@ struct wined3d_device
     LONG                    style;
     LONG                    exStyle;
 
-    /* X and GL Information */
-    GLenum                  offscreenBuffer;
-
     const struct wined3d_shader_backend_ops *shader_backend;
     void *shader_priv;
     void *fragment_priv;
-- 
2.1.4


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