wined3d: Explicitly pass the context to get_drawable_size().
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@ -4888,6 +4888,7 @@ HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfa
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UINT drawable_width, drawable_height;
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IWineD3DSurfaceImpl *depth_stencil = (IWineD3DSurfaceImpl *) This->stencilBufferTarget;
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IWineD3DSwapChainImpl *swapchain = NULL;
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struct WineD3DContext *context;
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/* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
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* drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
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@ -4923,9 +4924,9 @@ HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfa
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}
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}
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ActivateContext(This, (IWineD3DSurface *)target, CTXUSAGE_CLEAR);
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context = ActivateContext(This, (IWineD3DSurface *)target, CTXUSAGE_CLEAR);
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target->get_drawable_size(target, &drawable_width, &drawable_height);
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target->get_drawable_size(context, &drawable_width, &drawable_height);
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ENTER_GL();
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@ -7695,28 +7696,29 @@ void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) {
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}
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}
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void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height) {
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IWineD3DDeviceImpl *dev = This->resource.wineD3DDevice;
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/* The drawable size of a pbuffer render target is the current pbuffer size
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*/
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*width = dev->pbufferWidth;
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*height = dev->pbufferHeight;
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void get_drawable_size_pbuffer(struct WineD3DContext *context, UINT *width, UINT *height)
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{
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IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->current_rt)->resource.wineD3DDevice;
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/* The drawable size of a pbuffer render target is the current pbuffer size. */
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*width = device->pbufferWidth;
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*height = device->pbufferHeight;
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}
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void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height) {
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/* The drawable size of a fbo target is the opengl texture size, which is the power of two size
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*/
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*width = This->pow2Width;
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*height = This->pow2Height;
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void get_drawable_size_fbo(struct WineD3DContext *context, UINT *width, UINT *height)
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{
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IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)context->current_rt;
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/* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
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*width = surface->pow2Width;
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*height = surface->pow2Height;
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}
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void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height) {
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IWineD3DDeviceImpl *dev = This->resource.wineD3DDevice;
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void get_drawable_size_backbuffer(struct WineD3DContext *context, UINT *width, UINT *height)
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{
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IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)context->surface;
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/* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
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* current context's drawable, which is the size of the back buffer of the swapchain
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* the active context belongs to. The back buffer of the swapchain is stored as the
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* surface the context belongs to.
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*/
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*width = ((IWineD3DSurfaceImpl *) dev->activeContext->surface)->currentDesc.Width;
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*height = ((IWineD3DSurfaceImpl *) dev->activeContext->surface)->currentDesc.Height;
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* surface the context belongs to. */
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*width = surface->currentDesc.Width;
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*height = surface->currentDesc.Height;
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}
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@ -4532,7 +4532,7 @@ static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, W
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stateblock->viewport.Width, stateblock->viewport.Height);
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} else {
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target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
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target->get_drawable_size(target, &width, &height);
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target->get_drawable_size(context, &width, &height);
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glViewport(stateblock->viewport.X,
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(height - (stateblock->viewport.Y + stateblock->viewport.Height)),
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@ -4674,7 +4674,7 @@ static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
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UINT width;
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IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
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target->get_drawable_size(target, &width, &height);
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target->get_drawable_size(context, &width, &height);
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/* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
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* Warning2: Even in windowed mode the coords are relative to the window, not the screen
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*/
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@ -402,10 +402,11 @@ WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *
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return ctx;
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}
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void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height) {
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void get_drawable_size_swapchain(struct WineD3DContext *context, UINT *width, UINT *height)
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{
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IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)context->surface;
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/* The drawable size of an onscreen drawable is the surface size.
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* (Actually: The window size, but the surface is created in window size)
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*/
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*width = This->currentDesc.Width;
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*height = This->currentDesc.Height;
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* (Actually: The window size, but the surface is created in window size) */
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*width = surface->currentDesc.Width;
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*height = surface->currentDesc.Height;
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}
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@ -1957,7 +1957,7 @@ struct IWineD3DSurfaceImpl
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UINT pow2Height;
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/* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
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void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
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void (*get_drawable_size)(struct WineD3DContext *context, UINT *width, UINT *height);
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/* Oversized texture */
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RECT glRect;
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@ -2051,10 +2051,10 @@ HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DL
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void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb);
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const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface);
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void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
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void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
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void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
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void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
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void get_drawable_size_swapchain(struct WineD3DContext *context, UINT *width, UINT *height);
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void get_drawable_size_backbuffer(struct WineD3DContext *context, UINT *width, UINT *height);
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void get_drawable_size_pbuffer(struct WineD3DContext *context, UINT *width, UINT *height);
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void get_drawable_size_fbo(struct WineD3DContext *context, UINT *width, UINT *height);
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void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
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