- remove some extraneous saving of the read buffer settings

- cleaned-up the GL / device critical section handling
This commit is contained in:
Lionel Ulmer 2003-06-04 23:18:24 +00:00 committed by Alexandre Julliard
parent 241d306221
commit 8352f1f48a
2 changed files with 21 additions and 42 deletions

View File

@ -1126,27 +1126,24 @@ static void draw_primitive_strided(IDirect3DDeviceImpl *This,
IDirect3DDeviceGLImpl* glThis = (IDirect3DDeviceGLImpl*) This;
int num_active_stages = 0;
/* This is to prevent 'thread contention' between a thread locking the device and another
doing 3D display on it... */
EnterCriticalSection(&(This->crit));
ENTER_GL();
if (glThis->state == SURFACE_MEMORY_DIRTY) {
This->flush_to_framebuffer(This, NULL, glThis->lock_surf);
}
LEAVE_GL();
glThis->state = SURFACE_GL;
/* Compute the number of active texture stages */
while (This->current_texture[num_active_stages] != NULL) num_active_stages++;
/* This is to prevent 'thread contention' between a thread locking the device and another
doing 3D display on it... */
EnterCriticalSection(&(This->crit));
if (TRACE_ON(ddraw)) {
TRACE(" Vertex format : "); dump_flexible_vertex(d3dvtVertexType);
}
ENTER_GL();
/* Just a hack for now.. Will have to find better algorithm :-/ */
if ((d3dvtVertexType & D3DFVF_POSITION_MASK) != D3DFVF_XYZ) {
vertex_lighted = TRUE;
@ -1992,9 +1989,7 @@ GL_IDirect3DDeviceImpl_7_3T_SetTextureStageState(LPDIRECT3DDEVICE7 iface,
}
if ((dwState & 0xFF) != D3DTTFF_DISABLE) {
LEAVE_GL();
This->matrices_updated(This, TEXMAT0_CHANGED << dwStage);
ENTER_GL();
}
if (handled == TRUE) {
@ -2800,7 +2795,6 @@ static void d3ddevice_lock_update(IDirectDrawSurfaceImpl* This, LPCRECT pRect, D
/* If the surface is already in memory, no need to do anything here... */
GLenum buffer_type;
GLenum buffer_color;
GLenum prev_read;
RECT loc_rect;
int y;
char *dst;
@ -2811,18 +2805,6 @@ static void d3ddevice_lock_update(IDirectDrawSurfaceImpl* This, LPCRECT pRect, D
may only write to the device... But when we will blit it back to the screen, we need
also to blit correctly the parts the application did not overwrite... */
ENTER_GL();
glGetIntegerv(GL_READ_BUFFER, &prev_read);
glFlush();
if (is_front == TRUE)
/* Application wants to lock the front buffer */
glReadBuffer(GL_FRONT);
else
/* Application wants to lock the back buffer */
glReadBuffer(GL_BACK);
if ((This->surface_desc.u4.ddpfPixelFormat.u1.dwRGBBitCount == 16) &&
(This->surface_desc.u4.ddpfPixelFormat.u2.dwRBitMask == 0xF800) &&
(This->surface_desc.u4.ddpfPixelFormat.u3.dwGBitMask == 0x07E0) &&
@ -2840,10 +2822,18 @@ static void d3ddevice_lock_update(IDirectDrawSurfaceImpl* This, LPCRECT pRect, D
glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
} else {
ERR(" unsupported pixel format at device locking.\n");
LEAVE_GL();
return;
}
ENTER_GL();
if (is_front == TRUE)
/* Application wants to lock the front buffer */
glReadBuffer(GL_FRONT);
else
/* Application wants to lock the back buffer */
glReadBuffer(GL_BACK);
/* Just a hack while waiting for proper rectangle support */
pRect = NULL;
if (pRect == NULL) {
@ -2866,7 +2856,6 @@ static void d3ddevice_lock_update(IDirectDrawSurfaceImpl* This, LPCRECT pRect, D
dst += This->surface_desc.u1.lPitch;
}
glReadBuffer(prev_read);
glPixelStorei(GL_PACK_SWAP_BYTES, FALSE);
if (is_front)
@ -2904,8 +2893,8 @@ static void d3ddevice_flush_to_frame_buffer(IDirect3DDeviceImpl *d3d_dev, LPCREC
GLint tex_state;
int x, y;
/* This is to prevent another thread to actually lock the buffer while we flush it on screen */
EnterCriticalSection(&(d3d_dev->crit));
/* Note : no need here to lock the 'device critical section' as we are already protected by
the GL critical section. */
loc_rect.top = 0;
loc_rect.left = 0;
@ -2947,7 +2936,6 @@ static void d3ddevice_flush_to_frame_buffer(IDirect3DDeviceImpl *d3d_dev, LPCREC
glPixelStorei(GL_UNPACK_SWAP_BYTES, TRUE);
} else {
ERR(" unsupported pixel format at frame buffer flush.\n");
LeaveCriticalSection(&(d3d_dev->crit));
return;
}
@ -2957,6 +2945,8 @@ static void d3ddevice_flush_to_frame_buffer(IDirect3DDeviceImpl *d3d_dev, LPCREC
glDisable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
glEnable(GL_SCISSOR_TEST);
glDepthRange(0.0, 1.0);
glViewport(0, 0, d3d_dev->surface->surface_desc.dwWidth, d3d_dev->surface->surface_desc.dwHeight);
glScissor(loc_rect.left, surf->surface_desc.dwHeight - loc_rect.bottom,
loc_rect.right - loc_rect.left, loc_rect.bottom - loc_rect.top);
@ -3024,9 +3014,11 @@ static void d3ddevice_flush_to_frame_buffer(IDirect3DDeviceImpl *d3d_dev, LPCREC
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, max_tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, min_tex);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, tex_env);
LEAVE_GL();
glDepthRange(d3d_dev->active_viewport.dvMinZ, d3d_dev->active_viewport.dvMaxZ);
glViewport(d3d_dev->active_viewport.dwX,
d3d_dev->surface->surface_desc.dwHeight - (d3d_dev->active_viewport.dwHeight + d3d_dev->active_viewport.dwY),
d3d_dev->active_viewport.dwWidth, d3d_dev->active_viewport.dwHeight);
d3d_dev->matrices_updated(d3d_dev, TEXMAT0_CHANGED);
ENTER_GL();
#if 0
/* I keep this code here as it's very useful to debug :-) */
{
@ -3041,9 +3033,6 @@ static void d3ddevice_flush_to_frame_buffer(IDirect3DDeviceImpl *d3d_dev, LPCREC
}
}
#endif
/* And leave the critical section... */
LeaveCriticalSection(&(d3d_dev->crit));
}
static void d3ddevice_unlock_update(IDirectDrawSurfaceImpl* This, LPCRECT pRect)
@ -3221,9 +3210,7 @@ d3ddevice_create(IDirect3DDeviceImpl **obj, IDirect3DImpl *d3d, IDirectDrawSurfa
/* Initialisation */
TRACE(" setting current context\n");
LEAVE_GL();
object->set_context(object);
ENTER_GL();
TRACE(" current context set\n");
/* allocate the clipping planes */

View File

@ -101,11 +101,9 @@ void set_render_state(IDirect3DDeviceImpl* This,
case D3DRENDERSTATE_TEXTUREHANDLE: { /* 1 */
IDirectDrawSurfaceImpl *tex = (IDirectDrawSurfaceImpl*) dwRenderState;
LEAVE_GL();
IDirect3DDevice7_SetTexture(ICOM_INTERFACE(This, IDirect3DDevice7),
0,
ICOM_INTERFACE(tex, IDirectDrawSurface7));
ENTER_GL();
} break;
case D3DRENDERSTATE_TEXTUREADDRESSU: /* 44 */
@ -117,11 +115,9 @@ void set_render_state(IDirect3DDeviceImpl* This,
else if (dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESSU) d3dTexStageStateType = D3DTSS_ADDRESSU;
else d3dTexStageStateType = D3DTSS_ADDRESSV;
LEAVE_GL();
IDirect3DDevice7_SetTextureStageState(ICOM_INTERFACE(This, IDirect3DDevice7),
0, d3dTexStageStateType,
dwRenderState);
ENTER_GL();
} break;
case D3DRENDERSTATE_TEXTUREPERSPECTIVE: /* 4 */
@ -218,9 +214,7 @@ void set_render_state(IDirect3DDeviceImpl* This,
}
if (tex_mag != 0xFFFFFFFF) {
LEAVE_GL();
IDirect3DDevice7_SetTextureStageState(ICOM_INTERFACE(This, IDirect3DDevice7), 0, D3DTSS_MAGFILTER, tex_mag);
ENTER_GL();
}
} break;
@ -239,9 +233,7 @@ void set_render_state(IDirect3DDeviceImpl* This,
}
if (tex_min != 0xFFFFFFFF) {
LEAVE_GL();
IDirect3DDevice7_SetTextureStageState(ICOM_INTERFACE(This, IDirect3DDevice7), 0, D3DTSS_MINFILTER, tex_min);
ENTER_GL();
}
} break;