wined3d: Make ActivateContext a bit smaller.

This commit is contained in:
Stefan Dösinger 2007-07-09 00:48:53 +02:00 committed by Alexandre Julliard
parent fdadf26c20
commit 1fb168f018
1 changed files with 168 additions and 149 deletions

View File

@ -649,6 +649,172 @@ static WineD3DContext *findThreadContextForSwapChain(IWineD3DSwapChain *swapchai
return IWineD3DSwapChainImpl_CreateContextForThread(swapchain);
}
/*****************************************************************************
* FindContext
*
* Finds a context for the current render target and thread
*
* Parameters:
* target: Render target to find the context for
* tid: Thread to activate the context for
*
* Returns: The needed context
*
*****************************************************************************/
static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, DWORD tid) {
IWineD3DSwapChain *swapchain = NULL;
HRESULT hr;
BOOL readTexture = wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_offscreen;
WineD3DContext *context = This->activeContext;
BOOL oldRenderOffscreen = This->render_offscreen;
hr = IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **) &swapchain);
if(hr == WINED3D_OK && swapchain) {
TRACE("Rendering onscreen\n");
context = findThreadContextForSwapChain(swapchain, tid);
This->render_offscreen = FALSE;
/* The context != This->activeContext will catch a NOP context change. This can occur
* if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
* rendering. No context change is needed in that case
*/
if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
if(((IWineD3DSwapChainImpl *) swapchain)->backBuffer) {
glDrawBuffer(GL_BACK);
checkGLcall("glDrawBuffer(GL_BACK)");
} else {
glDrawBuffer(GL_FRONT);
checkGLcall("glDrawBuffer(GL_FRONT)");
}
} else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
if(This->pbufferContext && tid == This->pbufferContext->tid) {
This->pbufferContext->tid = 0;
}
}
IWineD3DSwapChain_Release(swapchain);
if(oldRenderOffscreen) {
Context_MarkStateDirty(context, WINED3DRS_CULLMODE);
Context_MarkStateDirty(context, WINED3DTS_PROJECTION);
Context_MarkStateDirty(context, STATE_VDECL);
Context_MarkStateDirty(context, STATE_VIEWPORT);
}
} else {
TRACE("Rendering offscreen\n");
This->render_offscreen = TRUE;
switch(wined3d_settings.offscreen_rendering_mode) {
case ORM_FBO:
/* FBOs do not need a different context. Stay with whatever context is active at the moment */
if(This->activeContext && tid == This->lastThread) {
context = This->activeContext;
} else {
/* This may happen if the app jumps streight into offscreen rendering
* Start using the context of the primary swapchain. tid == 0 is no problem
* for findThreadContextForSwapChain.
*
* Can also happen on thread switches - in that case findThreadContextForSwapChain
* is perfect to call.
*/
context = findThreadContextForSwapChain(This->swapchains[0], tid);
}
break;
case ORM_PBUFFER:
{
IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *) target;
if(This->pbufferContext == NULL ||
This->pbufferWidth < targetimpl->currentDesc.Width ||
This->pbufferHeight < targetimpl->currentDesc.Height) {
if(This->pbufferContext) {
DestroyContext(This, This->pbufferContext);
}
/* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection.
* Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point.
*/
This->pbufferContext = CreateContext(This, targetimpl,
((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0]->display,
0 /* Window */);
This->pbufferWidth = targetimpl->currentDesc.Width;
This->pbufferHeight = targetimpl->currentDesc.Height;
}
if(This->pbufferContext) {
if(This->pbufferContext->tid != 0 && This->pbufferContext->tid != tid) {
FIXME("The PBuffr context is only supported for one thread for now!\n");
}
This->pbufferContext->tid = tid;
context = This->pbufferContext;
break;
} else {
ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n");
wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
}
}
case ORM_BACKBUFFER:
/* Stay with the currently active context for back buffer rendering */
if(This->activeContext && tid == This->lastThread) {
context = This->activeContext;
} else {
/* This may happen if the app jumps streight into offscreen rendering
* Start using the context of the primary swapchain. tid == 0 is no problem
* for findThreadContextForSwapChain.
*
* Can also happen on thread switches - in that case findThreadContextForSwapChain
* is perfect to call.
*/
context = findThreadContextForSwapChain(This->swapchains[0], tid);
}
glDrawBuffer(This->offscreenBuffer);
checkGLcall("glDrawBuffer(This->offscreenBuffer)");
break;
}
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
/* Make sure we have a OpenGL texture name so the PreLoad() used to read the buffer
* back when we are done won't mark us dirty.
*/
IWineD3DSurface_PreLoad(target);
}
if(!oldRenderOffscreen) {
Context_MarkStateDirty(context, WINED3DRS_CULLMODE);
Context_MarkStateDirty(context, WINED3DTS_PROJECTION);
Context_MarkStateDirty(context, STATE_VDECL);
Context_MarkStateDirty(context, STATE_VIEWPORT);
}
}
if (readTexture) {
BOOL oldInDraw = This->isInDraw;
/* PreLoad requires a context to load the texture, thus it will call ActivateContext.
* Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
* when using offscreen rendering with multithreading
*/
This->isInDraw = TRUE;
/* Do that before switching the context:
* Read the back buffer of the old drawable into the destination texture
*/
IWineD3DSurface_PreLoad(This->lastActiveRenderTarget);
/* Assume that the drawable will be modified by some other things now */
((IWineD3DSurfaceImpl *) This->lastActiveRenderTarget)->Flags &= ~SFLAG_INDRAWABLE;
This->isInDraw = oldInDraw;
}
if(oldRenderOffscreen != This->render_offscreen && This->depth_copy_state != WINED3D_DCS_NO_COPY) {
This->depth_copy_state = WINED3D_DCS_COPY;
}
return context;
}
/*****************************************************************************
* ActivateContext
*
@ -667,160 +833,13 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
int i;
DWORD dirtyState, idx;
BYTE shift;
WineD3DContext *context = This->activeContext;
BOOL oldRenderOffscreen = This->render_offscreen;
WineD3DContext *context;
TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid);
if(This->lastActiveRenderTarget != target || tid != This->lastThread) {
IWineD3DSwapChain *swapchain = NULL;
HRESULT hr;
BOOL readTexture = wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_offscreen;
hr = IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **) &swapchain);
if(hr == WINED3D_OK && swapchain) {
TRACE("Rendering onscreen\n");
context = findThreadContextForSwapChain(swapchain, tid);
This->render_offscreen = FALSE;
/* The context != This->activeContext will catch a NOP context change. This can occur
* if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
* rendering. No context change is needed in that case
*/
if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
if(((IWineD3DSwapChainImpl *) swapchain)->backBuffer) {
glDrawBuffer(GL_BACK);
checkGLcall("glDrawBuffer(GL_BACK)");
} else {
glDrawBuffer(GL_FRONT);
checkGLcall("glDrawBuffer(GL_FRONT)");
}
} else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
if(This->pbufferContext && tid == This->pbufferContext->tid) {
This->pbufferContext->tid = 0;
}
}
IWineD3DSwapChain_Release(swapchain);
if(oldRenderOffscreen) {
Context_MarkStateDirty(context, WINED3DRS_CULLMODE);
Context_MarkStateDirty(context, WINED3DTS_PROJECTION);
Context_MarkStateDirty(context, STATE_VDECL);
Context_MarkStateDirty(context, STATE_VIEWPORT);
}
} else {
TRACE("Rendering offscreen\n");
This->render_offscreen = TRUE;
switch(wined3d_settings.offscreen_rendering_mode) {
case ORM_FBO:
/* FBOs do not need a different context. Stay with whatever context is active at the moment */
if(This->activeContext && tid == This->lastThread) {
context = This->activeContext;
} else {
/* This may happen if the app jumps streight into offscreen rendering
* Start using the context of the primary swapchain. tid == 0 is no problem
* for findThreadContextForSwapChain.
*
* Can also happen on thread switches - in that case findThreadContextForSwapChain
* is perfect to call.
*/
context = findThreadContextForSwapChain(This->swapchains[0], tid);
}
break;
case ORM_PBUFFER:
{
IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *) target;
if(This->pbufferContext == NULL ||
This->pbufferWidth < targetimpl->currentDesc.Width ||
This->pbufferHeight < targetimpl->currentDesc.Height) {
if(This->pbufferContext) {
DestroyContext(This, This->pbufferContext);
}
/* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection.
* Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point.
*/
This->pbufferContext = CreateContext(This, targetimpl,
((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0]->display,
0 /* Window */);
This->pbufferWidth = targetimpl->currentDesc.Width;
This->pbufferHeight = targetimpl->currentDesc.Height;
}
if(This->pbufferContext) {
if(This->pbufferContext->tid != 0 && This->pbufferContext->tid != tid) {
FIXME("The PBuffr context is only supported for one thread for now!\n");
}
This->pbufferContext->tid = tid;
context = This->pbufferContext;
break;
} else {
ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n");
wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
}
}
case ORM_BACKBUFFER:
/* Stay with the currently active context for back buffer rendering */
if(This->activeContext && tid == This->lastThread) {
context = This->activeContext;
} else {
/* This may happen if the app jumps streight into offscreen rendering
* Start using the context of the primary swapchain. tid == 0 is no problem
* for findThreadContextForSwapChain.
*
* Can also happen on thread switches - in that case findThreadContextForSwapChain
* is perfect to call.
*/
context = findThreadContextForSwapChain(This->swapchains[0], tid);
}
glDrawBuffer(This->offscreenBuffer);
checkGLcall("glDrawBuffer(This->offscreenBuffer)");
break;
}
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
/* Make sure we have a OpenGL texture name so the PreLoad() used to read the buffer
* back when we are done won't mark us dirty.
*/
IWineD3DSurface_PreLoad(target);
}
if(!oldRenderOffscreen) {
Context_MarkStateDirty(context, WINED3DRS_CULLMODE);
Context_MarkStateDirty(context, WINED3DTS_PROJECTION);
Context_MarkStateDirty(context, STATE_VDECL);
Context_MarkStateDirty(context, STATE_VIEWPORT);
}
}
if (readTexture) {
BOOL oldInDraw = This->isInDraw;
/* PreLoad requires a context to load the texture, thus it will call ActivateContext.
* Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
* when using offscreen rendering with multithreading
*/
This->isInDraw = TRUE;
/* Do that before switching the context:
* Read the back buffer of the old drawable into the destination texture
*/
IWineD3DSurface_PreLoad(This->lastActiveRenderTarget);
/* Assume that the drawable will be modified by some other things now */
((IWineD3DSurfaceImpl *) This->lastActiveRenderTarget)->Flags &= ~SFLAG_INDRAWABLE;
This->isInDraw = oldInDraw;
}
context = FindContext(This, target, tid);
This->lastActiveRenderTarget = target;
if(oldRenderOffscreen != This->render_offscreen && This->depth_copy_state != WINED3D_DCS_NO_COPY) {
This->depth_copy_state = WINED3D_DCS_COPY;
}
} else {
/* Stick to the old context */
context = This->activeContext;