wined3d: Never pass a surface to wined3d_resource_is_offscreen().

This commit is contained in:
Henri Verbeet 2014-09-19 10:41:48 +02:00 committed by Alexandre Julliard
parent a3daed9604
commit 4f2110b0ce
4 changed files with 14 additions and 17 deletions

View File

@ -7645,7 +7645,7 @@ HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
&& (src_surface->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_DRAWABLE))
== WINED3D_LOCATION_DRAWABLE
&& !wined3d_resource_is_offscreen(&src_surface->resource))
&& !wined3d_resource_is_offscreen(&src_surface->container->resource))
{
/* Without FBO blits transferring from the drawable to the texture is
* expensive, because we have to flip the data in sysmem. Since we can
@ -7662,7 +7662,7 @@ HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
context_apply_blit_state(context, device);
if (!wined3d_resource_is_offscreen(&dst_surface->resource))
if (!wined3d_resource_is_offscreen(&dst_surface->container->resource))
surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
arbfp_blit_set(device->blit_priv, context, src_surface);

View File

@ -1590,7 +1590,7 @@ struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
ret->current_rt = target;
ret->tid = GetCurrentThreadId();
ret->render_offscreen = wined3d_resource_is_offscreen(&target->resource);
ret->render_offscreen = wined3d_resource_is_offscreen(&target->container->resource);
ret->draw_buffers_mask = context_generate_rt_mask(GL_BACK);
ret->valid = 1;
@ -3043,7 +3043,7 @@ static void context_setup_target(struct wined3d_context *context, struct wined3d
{
BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
render_offscreen = wined3d_resource_is_offscreen(&target->resource);
render_offscreen = wined3d_resource_is_offscreen(&target->container->resource);
if (context->current_rt == target && render_offscreen == old_render_offscreen) return;
/* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers

View File

@ -305,9 +305,6 @@ BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource)
{
struct wined3d_swapchain *swapchain;
if (resource->type == WINED3D_RTYPE_SURFACE)
resource = &surface_from_resource(resource)->container->resource;
/* Only texture resources can be onscreen. */
if (resource->type != WINED3D_RTYPE_TEXTURE)
return TRUE;

View File

@ -1511,7 +1511,7 @@ static void surface_upload_data(struct wined3d_surface *surface, const struct wi
if (srgb)
internal = format->glGammaInternal;
else if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET
&& wined3d_resource_is_offscreen(&surface->resource))
&& wined3d_resource_is_offscreen(&surface->container->resource))
internal = format->rtInternal;
else
internal = format->glInternal;
@ -1856,7 +1856,7 @@ static void surface_allocate_surface(struct wined3d_surface *surface, const stru
if (srgb)
internal = format->glGammaInternal;
else if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET
&& wined3d_resource_is_offscreen(&surface->resource))
&& wined3d_resource_is_offscreen(&surface->container->resource))
internal = format->rtInternal;
else
internal = format->glInternal;
@ -3047,7 +3047,7 @@ static void read_from_framebuffer(struct wined3d_surface *surface, DWORD dst_loc
* There is no need to keep track of the current read buffer or reset it, every part of the code
* that reads sets the read buffer as desired.
*/
if (wined3d_resource_is_offscreen(&surface->resource))
if (wined3d_resource_is_offscreen(&surface->container->resource))
{
/* Mapping the primary render target which is not on a swapchain.
* Read from the back buffer. */
@ -3146,7 +3146,7 @@ void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb)
TRACE("Reading back offscreen render target %p.\n", surface);
if (wined3d_resource_is_offscreen(&surface->resource))
if (wined3d_resource_is_offscreen(&surface->container->resource))
gl_info->gl_ops.gl.p_glReadBuffer(device->offscreenBuffer);
else
gl_info->gl_ops.gl.p_glReadBuffer(surface_get_gl_buffer(surface));
@ -3513,7 +3513,7 @@ static void fb_copy_to_texture_direct(struct wined3d_surface *dst_surface, struc
/* Bind the target texture */
context_bind_texture(context, dst_surface->container->target, dst_surface->container->texture_rgb.name);
if (wined3d_resource_is_offscreen(&src_surface->resource))
if (wined3d_resource_is_offscreen(&src_surface->container->resource))
{
TRACE("Reading from an offscreen target\n");
upsidedown = !upsidedown;
@ -3619,7 +3619,7 @@ 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);
src_offscreen = wined3d_resource_is_offscreen(&src_surface->resource);
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)
{
@ -3919,7 +3919,7 @@ static void surface_blt_to_drawable(const struct wined3d_device *device,
/* Activate the destination context, set it up for blitting */
context_apply_blit_state(context, device);
if (!wined3d_resource_is_offscreen(&dst_surface->resource))
if (!wined3d_resource_is_offscreen(&dst_surface->container->resource))
surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
device->blitter->set_shader(device->blit_priv, context, src_surface);
@ -4522,7 +4522,7 @@ static HRESULT surface_load_drawable(struct wined3d_surface *surface,
RECT r;
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
&& wined3d_resource_is_offscreen(&surface->resource))
&& wined3d_resource_is_offscreen(&surface->container->resource))
{
ERR("Trying to load offscreen surface into WINED3D_LOCATION_DRAWABLE.\n");
return WINED3DERR_INVALIDCALL;
@ -4550,7 +4550,7 @@ static HRESULT surface_load_texture(struct wined3d_surface *surface,
BYTE *mem = NULL;
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
&& wined3d_resource_is_offscreen(&surface->resource)
&& wined3d_resource_is_offscreen(&surface->container->resource)
&& (surface->locations & WINED3D_LOCATION_DRAWABLE))
{
surface_load_fb_texture(surface, srgb);
@ -5856,7 +5856,7 @@ HRESULT CDECL wined3d_surface_blt(struct wined3d_surface *dst_surface, const REC
if (SUCCEEDED(surface_upload_from_surface(dst_surface, &dst_point, src_surface, &src_rect)))
{
if (!wined3d_resource_is_offscreen(&dst_surface->resource))
if (!wined3d_resource_is_offscreen(&dst_surface->container->resource))
surface_load_location(dst_surface, dst_surface->container->resource.draw_binding);
return WINED3D_OK;
}