wined3d: Merge FindContext() into context_acquire().
This actually fixes a bug. A context's current_rt field may get set to NULL if that surface gets destroyed or unloaded. In general, the next time that context is acquired, context_setup_target() will then set everything up again. However, if a context_acquire() call with a NULL target ends up returning such a context, context_setup_target() never sets the current_rt field because the target FindContext() chooses never gets propagated to context_acquire(). This patch ensures context_setup_target() is never called with a NULL target.
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@ -1811,59 +1811,6 @@ static void SetupForBlit(struct wined3d_device *device, struct wined3d_context *
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context_invalidate_state(context, STATE_TRANSFORM(WINED3DTS_PROJECTION));
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}
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/* Do not call while under the GL lock. */
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static struct wined3d_context *FindContext(const struct wined3d_device *device, const struct wined3d_surface *target)
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{
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struct wined3d_context *current_context = context_get_current();
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struct wined3d_context *context;
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if (current_context && current_context->destroyed) current_context = NULL;
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if (!target)
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{
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if (current_context
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&& current_context->current_rt
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&& current_context->swapchain->device == device)
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{
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target = current_context->current_rt;
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}
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else
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{
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struct wined3d_swapchain *swapchain = device->swapchains[0];
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if (swapchain->back_buffers) target = swapchain->back_buffers[0];
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else target = swapchain->front_buffer;
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}
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}
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if (current_context && current_context->current_rt == target)
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{
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context_update_window(current_context);
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return current_context;
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}
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if (target->container.type == WINED3D_CONTAINER_SWAPCHAIN)
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{
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TRACE("Rendering onscreen\n");
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context = swapchain_get_context(target->container.u.swapchain);
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}
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else
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{
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TRACE("Rendering offscreen\n");
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/* Stay with the current context if possible. Otherwise use the
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* context for the primary swapchain. */
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if (current_context && current_context->swapchain->device == device)
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context = current_context;
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else
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context = swapchain_get_context(device->swapchains[0]);
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}
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context_update_window(context);
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return context;
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}
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static inline BOOL is_rt_mask_onscreen(DWORD rt_mask)
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{
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return rt_mask & (1 << 31);
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@ -2290,7 +2237,6 @@ static void context_setup_target(struct wined3d_device *device,
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{
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BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
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if (!target) return;
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render_offscreen = surface_is_offscreen(target);
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if (context->current_rt == target && render_offscreen == old_render_offscreen) return;
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@ -2347,7 +2293,50 @@ struct wined3d_context *context_acquire(struct wined3d_device *device, struct wi
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TRACE("device %p, target %p.\n", device, target);
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context = FindContext(device, target);
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if (current_context && current_context->destroyed)
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current_context = NULL;
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if (!target)
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{
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if (current_context
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&& current_context->current_rt
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&& current_context->swapchain->device == device)
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{
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target = current_context->current_rt;
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}
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else
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{
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struct wined3d_swapchain *swapchain = device->swapchains[0];
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if (swapchain->back_buffers)
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target = swapchain->back_buffers[0];
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else
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target = swapchain->front_buffer;
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}
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}
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if (current_context && current_context->current_rt == target)
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{
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context = current_context;
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}
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else if (target->container.type == WINED3D_CONTAINER_SWAPCHAIN)
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{
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TRACE("Rendering onscreen.\n");
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context = swapchain_get_context(target->container.u.swapchain);
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}
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else
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{
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TRACE("Rendering offscreen.\n");
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/* Stay with the current context if possible. Otherwise use the
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* context for the primary swapchain. */
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if (current_context && current_context->swapchain->device == device)
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context = current_context;
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else
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context = swapchain_get_context(device->swapchains[0]);
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}
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context_update_window(context);
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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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