wined3d: Simply pass an IWineD3DSurfaceImpl pointer to surface_get_gl_buffer().
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7b47dabd09
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79a014a505
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@ -1874,11 +1874,11 @@ static struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSur
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static void context_apply_draw_buffer(struct wined3d_context *context, BOOL blit)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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IWineD3DSurface *rt = context->current_rt;
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IWineD3DSurfaceImpl *rt = (IWineD3DSurfaceImpl *)context->current_rt;
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IWineD3DDeviceImpl *device;
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device = ((IWineD3DSurfaceImpl *)rt)->resource.device;
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if (!surface_is_offscreen((IWineD3DSurfaceImpl *)rt))
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device = rt->resource.device;
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if (!surface_is_offscreen(rt))
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{
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ENTER_GL();
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glDrawBuffer(surface_get_gl_buffer(rt));
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@ -4403,7 +4403,7 @@ HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfac
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ENTER_GL();
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context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
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context_set_draw_buffer(context, surface_get_gl_buffer((IWineD3DSurface *)target));
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context_set_draw_buffer(context, surface_get_gl_buffer(target));
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LEAVE_GL();
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}
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else
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@ -5465,7 +5465,7 @@ static void color_fill_fbo(IWineD3DDevice *iface, IWineD3DSurface *surface,
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context = context_acquire(This, surface, CTXUSAGE_RESOURCELOAD);
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ENTER_GL();
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context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
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context_set_draw_buffer(context, surface_get_gl_buffer(surface));
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context_set_draw_buffer(context, surface_get_gl_buffer((IWineD3DSurfaceImpl *)surface));
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}
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else
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{
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@ -5773,7 +5773,7 @@ void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, const
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if (!surface_is_offscreen((IWineD3DSurfaceImpl *)src_surface))
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{
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GLenum buffer = surface_get_gl_buffer(src_surface);
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GLenum buffer = surface_get_gl_buffer((IWineD3DSurfaceImpl *)src_surface);
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TRACE("Source surface %p is onscreen\n", src_surface);
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@ -5809,7 +5809,7 @@ void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, const
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/* Attach dst surface to dst fbo */
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if (!surface_is_offscreen((IWineD3DSurfaceImpl *)dst_surface))
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{
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GLenum buffer = surface_get_gl_buffer(dst_surface);
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GLenum buffer = surface_get_gl_buffer((IWineD3DSurfaceImpl *)dst_surface);
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TRACE("Destination surface %p is onscreen\n", dst_surface);
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@ -925,20 +925,19 @@ void surface_set_compatible_renderbuffer(IWineD3DSurfaceImpl *surface, unsigned
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checkGLcall("set_compatible_renderbuffer");
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}
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GLenum surface_get_gl_buffer(IWineD3DSurface *iface)
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GLenum surface_get_gl_buffer(IWineD3DSurfaceImpl *surface)
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{
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)This->container;
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IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)surface->container;
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TRACE("iface %p.\n", iface);
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TRACE("surface %p.\n", surface);
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if (!(This->Flags & SFLAG_SWAPCHAIN))
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if (!(surface->Flags & SFLAG_SWAPCHAIN))
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{
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ERR("Surface %p is not on a swapchain.\n", iface);
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ERR("Surface %p is not on a swapchain.\n", surface);
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return GL_NONE;
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}
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if (swapchain->backBuffer && swapchain->backBuffer[0] == iface)
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if (swapchain->backBuffer && (IWineD3DSurfaceImpl *)swapchain->backBuffer[0] == surface)
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{
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if (swapchain->render_to_fbo)
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{
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@ -948,7 +947,7 @@ GLenum surface_get_gl_buffer(IWineD3DSurface *iface)
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TRACE("Returning GL_BACK\n");
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return GL_BACK;
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}
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else if (swapchain->frontBuffer == iface)
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else if ((IWineD3DSurfaceImpl *)swapchain->frontBuffer == surface)
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{
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TRACE("Returning GL_FRONT\n");
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return GL_FRONT;
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@ -1294,7 +1293,7 @@ static void read_from_framebuffer(IWineD3DSurfaceImpl *This, const RECT *rect, v
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else
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{
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/* Onscreen surfaces are always part of a swapchain */
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GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *)This);
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GLenum buffer = surface_get_gl_buffer(This);
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TRACE("Locking %#x buffer\n", buffer);
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glReadBuffer(buffer);
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checkGLcall("glReadBuffer");
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@ -1516,7 +1515,7 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
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*/
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if (!surface_is_offscreen(This))
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{
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GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *)This);
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GLenum buffer = surface_get_gl_buffer(This);
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TRACE("Locking %#x buffer\n", buffer);
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ENTER_GL();
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@ -1775,7 +1774,7 @@ static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fm
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if (!surface_is_offscreen(This))
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{
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GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *)This);
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GLenum buffer = surface_get_gl_buffer(This);
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TRACE("Unlocking %#x buffer.\n", buffer);
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context_set_draw_buffer(context, buffer);
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}
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@ -2999,7 +2998,7 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D
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}
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else
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{
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glReadBuffer(surface_get_gl_buffer(SrcSurface));
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glReadBuffer(surface_get_gl_buffer(Src));
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}
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checkGLcall("glReadBuffer");
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@ -3154,7 +3153,7 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
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}
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else
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{
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glReadBuffer(surface_get_gl_buffer(SrcSurface));
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glReadBuffer(surface_get_gl_buffer(Src));
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}
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/* TODO: Only back up the part that will be overwritten */
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@ -2679,7 +2679,7 @@ void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock,
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struct wined3d_context *context) DECLSPEC_HIDDEN;
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void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect) DECLSPEC_HIDDEN;
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GLenum surface_get_gl_buffer(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
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GLenum surface_get_gl_buffer(IWineD3DSurfaceImpl *surface) DECLSPEC_HIDDEN;
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void surface_load_ds_location(IWineD3DSurfaceImpl *surface,
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struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
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void surface_modify_ds_location(IWineD3DSurfaceImpl *surface, DWORD location) DECLSPEC_HIDDEN;
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