wined3d: Add a more convenient way to check if a surface is on a swapchain.
This won't help if we actually need the swapchain, of course.
This commit is contained in:
parent
42e31a4242
commit
899df56ebe
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@ -1730,6 +1730,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateSwapChain(IWineD3DDevice *iface,
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object->presentParms.MultiSampleQuality, TRUE /* Lockable */, &object->frontBuffer);
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if (SUCCEEDED(hr)) {
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IWineD3DSurface_SetContainer(object->frontBuffer, (IWineD3DBase *)object);
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((IWineD3DSurfaceImpl *)object->frontBuffer)->Flags |= SFLAG_SWAPCHAIN;
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if(surface_type == SURFACE_OPENGL) {
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IWineD3DSurface_ModifyLocation(object->frontBuffer, SFLAG_INDRAWABLE, TRUE);
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}
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@ -1812,6 +1813,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateSwapChain(IWineD3DDevice *iface,
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object->presentParms.MultiSampleQuality, TRUE /* Lockable */, &object->backBuffer[i]);
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if(SUCCEEDED(hr)) {
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IWineD3DSurface_SetContainer(object->backBuffer[i], (IWineD3DBase *)object);
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((IWineD3DSurfaceImpl *)object->backBuffer[i])->Flags |= SFLAG_SWAPCHAIN;
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} else {
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ERR("Cannot create new back buffer\n");
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goto error;
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@ -6618,11 +6620,15 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetFrontBackBuffers(IWineD3DDevice *ifa
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TRACE("Changing the front buffer from %p to %p\n", Swapchain->frontBuffer, Front);
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if(Swapchain->frontBuffer)
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{
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IWineD3DSurface_SetContainer(Swapchain->frontBuffer, NULL);
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((IWineD3DSurfaceImpl *)Swapchain->frontBuffer)->Flags &= ~SFLAG_SWAPCHAIN;
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}
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Swapchain->frontBuffer = Front;
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if(Swapchain->frontBuffer) {
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IWineD3DSurface_SetContainer(Swapchain->frontBuffer, (IWineD3DBase *) Swapchain);
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((IWineD3DSurfaceImpl *)Swapchain->frontBuffer)->Flags |= SFLAG_SWAPCHAIN;
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}
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}
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@ -6660,11 +6666,15 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetFrontBackBuffers(IWineD3DDevice *ifa
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LEAVE_GL();
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if(Swapchain->backBuffer[0])
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{
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IWineD3DSurface_SetContainer(Swapchain->backBuffer[0], NULL);
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((IWineD3DSurfaceImpl *)Swapchain->backBuffer[0])->Flags &= ~SFLAG_SWAPCHAIN;
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}
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Swapchain->backBuffer[0] = Back;
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if(Swapchain->backBuffer[0]) {
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IWineD3DSurface_SetContainer(Swapchain->backBuffer[0], (IWineD3DBase *) Swapchain);
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((IWineD3DSurfaceImpl *)Swapchain->backBuffer[0])->Flags |= SFLAG_SWAPCHAIN;
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} else {
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HeapFree(GetProcessHeap(), 0, Swapchain->backBuffer);
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Swapchain->backBuffer = NULL;
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@ -1120,7 +1120,6 @@ static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This) {
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static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
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IWineD3DSwapChain *swapchain = NULL;
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TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
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@ -1157,8 +1156,8 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED
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* Use the render target readback if the surface is on a swapchain(=onscreen render target) or the current primary target
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* Offscreen targets which are not active at the moment or are higher targets(FBOs) can be locked with the texture path
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*/
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IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
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if(swapchain || iface == myDevice->render_targets[0]) {
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if ((This->Flags & SFLAG_SWAPCHAIN) || iface == myDevice->render_targets[0])
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{
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const RECT *pass_rect = pRect;
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/* IWineD3DSurface_LoadLocation does not check if the rectangle specifies the full surfaces
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@ -1194,8 +1193,6 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED
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case RTL_DISABLE:
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break;
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}
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if(swapchain) IWineD3DSwapChain_Release(swapchain);
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} else if(iface == myDevice->stencilBufferTarget) {
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/** the depth stencil in openGL has a format of GL_FLOAT
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* which should be good for WINED3DFMT_D16_LOCKABLE
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@ -1376,7 +1373,6 @@ static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fm
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static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
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IWineD3DSwapChainImpl *swapchain = NULL;
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BOOL fullsurface;
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if (!(This->Flags & SFLAG_LOCKED)) {
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@ -1403,10 +1399,8 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
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goto unlock_end;
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}
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IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
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if(swapchain || (myDevice->render_targets && iface == myDevice->render_targets[0])) {
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if(swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
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if ((This->Flags & SFLAG_SWAPCHAIN) || (myDevice->render_targets && iface == myDevice->render_targets[0]))
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{
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if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
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static BOOL warned = FALSE;
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if(!warned) {
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@ -4220,12 +4214,9 @@ static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DW
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persistent ? "TRUE" : "FALSE");
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
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IWineD3DSwapChain *swapchain = NULL;
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if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
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if (This->Flags & SFLAG_SWAPCHAIN)
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{
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TRACE("Surface %p is an onscreen surface\n", iface);
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IWineD3DSwapChain_Release(swapchain);
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} else {
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/* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
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if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
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@ -4478,7 +4469,6 @@ static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT
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static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
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IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
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IWineD3DSwapChain *swapchain = NULL;
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GLenum format, internal, type;
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CONVERT_TYPES convert;
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int bpp;
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@ -4487,10 +4477,9 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
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BOOL drawable_read_ok = TRUE;
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
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if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
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if (This->Flags & SFLAG_SWAPCHAIN)
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{
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TRACE("Surface %p is an onscreen surface\n", iface);
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IWineD3DSwapChain_Release(swapchain);
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} else {
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/* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
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* Prefer SFLAG_INTEXTURE. */
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@ -4691,7 +4680,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
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This->Flags |= flag;
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}
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !swapchain
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !(This->Flags & SFLAG_SWAPCHAIN)
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&& (This->Flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE))) {
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/* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
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This->Flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
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@ -1643,6 +1643,7 @@ void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
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#define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
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#define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
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#define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
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#define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
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/* In some conditions the surface memory must not be freed:
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* SFLAG_OVERSIZE: Not all data can be kept in GL
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