wined3d: Never pass a surface to wined3d_resource_is_offscreen().
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a3daed9604
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4f2110b0ce
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@ -7645,7 +7645,7 @@ HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
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if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
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&& (src_surface->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_DRAWABLE))
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== WINED3D_LOCATION_DRAWABLE
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&& !wined3d_resource_is_offscreen(&src_surface->resource))
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&& !wined3d_resource_is_offscreen(&src_surface->container->resource))
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{
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/* Without FBO blits transferring from the drawable to the texture is
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* expensive, because we have to flip the data in sysmem. Since we can
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@ -7662,7 +7662,7 @@ HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
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context_apply_blit_state(context, device);
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if (!wined3d_resource_is_offscreen(&dst_surface->resource))
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if (!wined3d_resource_is_offscreen(&dst_surface->container->resource))
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surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
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arbfp_blit_set(device->blit_priv, context, src_surface);
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@ -1590,7 +1590,7 @@ struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
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ret->current_rt = target;
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ret->tid = GetCurrentThreadId();
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ret->render_offscreen = wined3d_resource_is_offscreen(&target->resource);
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ret->render_offscreen = wined3d_resource_is_offscreen(&target->container->resource);
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ret->draw_buffers_mask = context_generate_rt_mask(GL_BACK);
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ret->valid = 1;
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@ -3043,7 +3043,7 @@ static void context_setup_target(struct wined3d_context *context, struct wined3d
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{
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BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
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render_offscreen = wined3d_resource_is_offscreen(&target->resource);
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render_offscreen = wined3d_resource_is_offscreen(&target->container->resource);
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if (context->current_rt == target && render_offscreen == old_render_offscreen) return;
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/* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
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@ -305,9 +305,6 @@ BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource)
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{
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struct wined3d_swapchain *swapchain;
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if (resource->type == WINED3D_RTYPE_SURFACE)
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resource = &surface_from_resource(resource)->container->resource;
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/* Only texture resources can be onscreen. */
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if (resource->type != WINED3D_RTYPE_TEXTURE)
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return TRUE;
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@ -1511,7 +1511,7 @@ static void surface_upload_data(struct wined3d_surface *surface, const struct wi
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if (srgb)
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internal = format->glGammaInternal;
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else if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET
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&& wined3d_resource_is_offscreen(&surface->resource))
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&& wined3d_resource_is_offscreen(&surface->container->resource))
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internal = format->rtInternal;
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else
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internal = format->glInternal;
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@ -1856,7 +1856,7 @@ static void surface_allocate_surface(struct wined3d_surface *surface, const stru
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if (srgb)
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internal = format->glGammaInternal;
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else if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET
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&& wined3d_resource_is_offscreen(&surface->resource))
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&& wined3d_resource_is_offscreen(&surface->container->resource))
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internal = format->rtInternal;
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else
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internal = format->glInternal;
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@ -3047,7 +3047,7 @@ static void read_from_framebuffer(struct wined3d_surface *surface, DWORD dst_loc
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* There is no need to keep track of the current read buffer or reset it, every part of the code
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* that reads sets the read buffer as desired.
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*/
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if (wined3d_resource_is_offscreen(&surface->resource))
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if (wined3d_resource_is_offscreen(&surface->container->resource))
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{
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/* Mapping the primary render target which is not on a swapchain.
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* Read from the back buffer. */
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@ -3146,7 +3146,7 @@ void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb)
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TRACE("Reading back offscreen render target %p.\n", surface);
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if (wined3d_resource_is_offscreen(&surface->resource))
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if (wined3d_resource_is_offscreen(&surface->container->resource))
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gl_info->gl_ops.gl.p_glReadBuffer(device->offscreenBuffer);
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else
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gl_info->gl_ops.gl.p_glReadBuffer(surface_get_gl_buffer(surface));
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@ -3513,7 +3513,7 @@ static void fb_copy_to_texture_direct(struct wined3d_surface *dst_surface, struc
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/* Bind the target texture */
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context_bind_texture(context, dst_surface->container->target, dst_surface->container->texture_rgb.name);
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if (wined3d_resource_is_offscreen(&src_surface->resource))
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if (wined3d_resource_is_offscreen(&src_surface->container->resource))
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{
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TRACE("Reading from an offscreen target\n");
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upsidedown = !upsidedown;
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@ -3619,7 +3619,7 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
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context_apply_blit_state(context, device);
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wined3d_texture_load(dst_surface->container, context, FALSE);
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src_offscreen = wined3d_resource_is_offscreen(&src_surface->resource);
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src_offscreen = wined3d_resource_is_offscreen(&src_surface->container->resource);
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noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
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if (!noBackBufferBackup && !src_surface->container->texture_rgb.name)
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{
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@ -3919,7 +3919,7 @@ static void surface_blt_to_drawable(const struct wined3d_device *device,
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/* Activate the destination context, set it up for blitting */
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context_apply_blit_state(context, device);
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if (!wined3d_resource_is_offscreen(&dst_surface->resource))
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if (!wined3d_resource_is_offscreen(&dst_surface->container->resource))
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surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
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device->blitter->set_shader(device->blit_priv, context, src_surface);
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@ -4522,7 +4522,7 @@ static HRESULT surface_load_drawable(struct wined3d_surface *surface,
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RECT r;
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
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&& wined3d_resource_is_offscreen(&surface->resource))
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&& wined3d_resource_is_offscreen(&surface->container->resource))
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{
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ERR("Trying to load offscreen surface into WINED3D_LOCATION_DRAWABLE.\n");
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return WINED3DERR_INVALIDCALL;
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@ -4550,7 +4550,7 @@ static HRESULT surface_load_texture(struct wined3d_surface *surface,
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BYTE *mem = NULL;
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if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
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&& wined3d_resource_is_offscreen(&surface->resource)
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&& wined3d_resource_is_offscreen(&surface->container->resource)
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&& (surface->locations & WINED3D_LOCATION_DRAWABLE))
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{
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surface_load_fb_texture(surface, srgb);
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@ -5856,7 +5856,7 @@ HRESULT CDECL wined3d_surface_blt(struct wined3d_surface *dst_surface, const REC
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if (SUCCEEDED(surface_upload_from_surface(dst_surface, &dst_point, src_surface, &src_rect)))
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{
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if (!wined3d_resource_is_offscreen(&dst_surface->resource))
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if (!wined3d_resource_is_offscreen(&dst_surface->container->resource))
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surface_load_location(dst_surface, dst_surface->container->resource.draw_binding);
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return WINED3D_OK;
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}
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