wined3d: Merge the context->current_rt check for rendertarget readback with the code above.
Also update the comments.
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@ -1862,59 +1862,44 @@ retry:
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Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
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}
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}
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}
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/* When switching away from an offscreen render target, and we're not using FBOs,
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* we have to read the drawable into the texture. This is done via PreLoad(and
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* SFLAG_INDRAWABLE set on the surface). There are some things that need care though.
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* PreLoad needs a GL context, and FindContext is called before the context is activated.
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* It also has to be called with the old rendertarget active, otherwise a wrong drawable
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* is read. This leads to these possible situations:
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*
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* 0) lastActiveRenderTarget == target && oldTid == newTid:
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* Nothing to do, we don't even reach this code in this case...
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*
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* 1) lastActiveRenderTarget != target && oldTid == newTid:
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* The currently active context is OK for readback. Call PreLoad, and it
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* performs the read
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*
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* 2) lastActiveRenderTarget == target && oldTid != newTid:
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* Nothing to do - the drawable is unchanged
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*
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* 3) lastActiveRenderTarget != target && oldTid != newTid:
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* This is tricky. We have to get a context with the old drawable from somewhere
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* before we can switch to the new context. In this case, PreLoad calls
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* ActivateContext(lastActiveRenderTarget) from the new(current) thread. This
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* is case (2) then. The old drawable is activated for the new thread, and the
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* readback can be done. The recursed ActivateContext does *not* call PreLoad again.
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* After that, the outer ActivateContext(which calls PreLoad) can activate the new
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* target for the new thread
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*/
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if (wined3d_settings.offscreen_rendering_mode != ORM_FBO && old_render_offscreen
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&& context->current_rt && context->current_rt != target)
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{
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BOOL oldInDraw = This->isInDraw;
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/* PreLoad requires a context to load the texture, thus it will call ActivateContext.
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* Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
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* when using offscreen rendering with multithreading
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*/
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This->isInDraw = TRUE;
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/* Do that before switching the context:
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* Read the back buffer of the old drawable into the destination texture
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*/
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if (((IWineD3DSurfaceImpl *)context->current_rt)->texture_name_srgb)
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/* When switching away from an offscreen render target, and we're not
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* using FBOs, we have to read the drawable into the texture. This is
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* done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
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* are some things that need care though. PreLoad needs a GL context,
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* and FindContext is called before the context is activated. It also
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* has to be called with the old rendertarget active, otherwise a
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* wrong drawable is read. */
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if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
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&& old_render_offscreen && context->current_rt != target)
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{
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surface_internal_preload(context->current_rt, SRGB_BOTH);
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} else {
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surface_internal_preload(context->current_rt, SRGB_RGB);
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BOOL oldInDraw = This->isInDraw;
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/* surface_internal_preload() requires a context to load the
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* texture, so it will call ActivateContext. Set isInDraw to true
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* to signal surface_internal_preload() that it has a context. */
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/* FIXME: This is just broken. There's no guarantee whatsoever
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* that the currently active context, if any, is appropriate for
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* reading back the render target. We should probably call
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* context_set_current(context) here and then rely on
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* ActivateContext() doing the right thing. */
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This->isInDraw = TRUE;
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/* Read the back buffer of the old drawable into the destination texture. */
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if (((IWineD3DSurfaceImpl *)context->current_rt)->texture_name_srgb)
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{
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surface_internal_preload(context->current_rt, SRGB_BOTH);
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}
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else
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{
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surface_internal_preload(context->current_rt, SRGB_RGB);
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}
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IWineD3DSurface_ModifyLocation(context->current_rt, SFLAG_INDRAWABLE, FALSE);
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This->isInDraw = oldInDraw;
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}
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/* Assume that the drawable will be modified by some other things now */
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IWineD3DSurface_ModifyLocation(context->current_rt, SFLAG_INDRAWABLE, FALSE);
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This->isInDraw = oldInDraw;
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}
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context->draw_buffer_dirty = TRUE;
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