wined3d: Store an array of contexts in the swapchain.

This is a preparation for using multiple contexts on one drawable to
handle multithreading.
This commit is contained in:
Stefan Dösinger 2007-03-04 17:31:06 +01:00 committed by Alexandre Julliard
parent fcb83e7111
commit 90fe64cee0
4 changed files with 28 additions and 18 deletions

View File

@ -616,7 +616,7 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
hr = IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **) &swapchain); hr = IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **) &swapchain);
if(hr == WINED3D_OK && swapchain) { if(hr == WINED3D_OK && swapchain) {
TRACE("Rendering onscreen\n"); TRACE("Rendering onscreen\n");
context = ((IWineD3DSwapChainImpl *) swapchain)->context; context = ((IWineD3DSwapChainImpl *) swapchain)->context[0];
This->render_offscreen = FALSE; This->render_offscreen = FALSE;
/* The context != This->activeContext will catch a NOP context change. This can occur /* The context != This->activeContext will catch a NOP context change. This can occur
* if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
@ -652,7 +652,7 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
/* This may happen if the app jumps streight into offscreen rendering /* This may happen if the app jumps streight into offscreen rendering
* Start using the context of the primary swapchain * Start using the context of the primary swapchain
*/ */
context = ((IWineD3DSwapChainImpl *) This->swapchains[0])->context; context = ((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0];
} }
set_render_target_fbo((IWineD3DDevice *) This, 0, target); set_render_target_fbo((IWineD3DDevice *) This, 0, target);
break; break;
@ -671,7 +671,7 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
* Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point. * Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point.
*/ */
This->pbufferContext = CreateContext(This, targetimpl, This->pbufferContext = CreateContext(This, targetimpl,
((IWineD3DSwapChainImpl *) This->swapchains[0])->context->display, ((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0]->display,
0 /* Window */); 0 /* Window */);
This->pbufferWidth = targetimpl->currentDesc.Width; This->pbufferWidth = targetimpl->currentDesc.Width;
This->pbufferHeight = targetimpl->currentDesc.Height; This->pbufferHeight = targetimpl->currentDesc.Height;
@ -694,7 +694,7 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
/* This may happen if the app jumps streight into offscreen rendering /* This may happen if the app jumps streight into offscreen rendering
* Start using the context of the primary swapchain * Start using the context of the primary swapchain
*/ */
context = ((IWineD3DSwapChainImpl *) This->swapchains[0])->context; context = ((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0];
} }
glDrawBuffer(This->offscreenBuffer); glDrawBuffer(This->offscreenBuffer);
checkGLcall("glDrawBuffer(This->offscreenBuffer)"); checkGLcall("glDrawBuffer(This->offscreenBuffer)");

View File

@ -1351,10 +1351,15 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevic
* doesn't match actual visual? Cannot choose one here - code removed as it ONLY works if the one * doesn't match actual visual? Cannot choose one here - code removed as it ONLY works if the one
* it chooses is identical to the one already being used! * it chooses is identical to the one already being used!
**********************************/ **********************************/
/** FIXME: Handle stencil appropriately via EnableAutoDepthStencil / AutoDepthStencilFormat **/ /** FIXME: Handle stencil appropriately via EnableAutoDepthStencil / AutoDepthStencilFormat **/
object->context = HeapAlloc(GetProcessHeap(), 0, sizeof(object->context));
if(!object->context) {
}
object->num_contexts = 1;
ENTER_GL(); ENTER_GL();
object->context = CreateContext(This, (IWineD3DSurfaceImpl *) object->frontBuffer, display, object->win); object->context[0] = CreateContext(This, (IWineD3DSurfaceImpl *) object->frontBuffer, display, object->win);
LEAVE_GL(); LEAVE_GL();
if (!object->context) { if (!object->context) {
@ -1363,7 +1368,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevic
goto error; goto error;
} else { } else {
TRACE("Context created (HWND=%p, glContext=%p, Window=%ld)\n", TRACE("Context created (HWND=%p, glContext=%p, Window=%ld)\n",
object->win_handle, object->context->glCtx, object->win); object->win_handle, object->context[0]->glCtx, object->win);
} }
/********************* /*********************
@ -1501,7 +1506,7 @@ error:
object->backBuffer = NULL; object->backBuffer = NULL;
} }
if(object->context) { if(object->context) {
DestroyContext(This, object->context); DestroyContext(This, object->context[0]);
} }
if(object->frontBuffer) { if(object->frontBuffer) {
IWineD3DSurface_GetParent(object->frontBuffer, &bufferParent); IWineD3DSurface_GetParent(object->frontBuffer, &bufferParent);
@ -1682,7 +1687,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPR
This->lastActiveRenderTarget = swapchain->frontBuffer; This->lastActiveRenderTarget = swapchain->frontBuffer;
} }
IWineD3DSurface_AddRef(This->render_targets[0]); IWineD3DSurface_AddRef(This->render_targets[0]);
This->activeContext = swapchain->context; This->activeContext = swapchain->context[0];
/* Depth Stencil support */ /* Depth Stencil support */
This->stencilBufferTarget = This->depthStencilBuffer; This->stencilBufferTarget = This->depthStencilBuffer;
@ -1700,7 +1705,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPR
* with Default values * with Default values
*/ */
((IWineD3DImpl *) This->wineD3D)->isGLInfoValid = IWineD3DImpl_FillGLCaps( This->wineD3D, swapchain->context->display); ((IWineD3DImpl *) This->wineD3D)->isGLInfoValid = IWineD3DImpl_FillGLCaps(This->wineD3D, swapchain->context[0]->display);
/* Setup all the devices defaults */ /* Setup all the devices defaults */
IWineD3DStateBlock_InitStartupStateBlock((IWineD3DStateBlock *)This->stateBlock); IWineD3DStateBlock_InitStartupStateBlock((IWineD3DStateBlock *)This->stateBlock);
#if 0 #if 0

View File

@ -105,6 +105,7 @@ static HRESULT WINAPI IWineD3DSwapChainImpl_GetParent(IWineD3DSwapChain *iface,
static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroyRenderTarget) { static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroyRenderTarget) {
IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface; IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
WINED3DDISPLAYMODE mode; WINED3DDISPLAYMODE mode;
int i;
/* release the ref to the front and back buffer parents */ /* release the ref to the front and back buffer parents */
if(This->frontBuffer) { if(This->frontBuffer) {
@ -136,7 +137,10 @@ static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface, D3DCB
mode.Format = This->orig_fmt; mode.Format = This->orig_fmt;
IWineD3DDevice_SetDisplayMode((IWineD3DDevice *) This->wineD3DDevice, 0, &mode); IWineD3DDevice_SetDisplayMode((IWineD3DDevice *) This->wineD3DDevice, 0, &mode);
} }
DestroyContext(This->wineD3DDevice, This->context); for(i = 0; i < This->num_contexts; i++) {
DestroyContext(This->wineD3DDevice, This->context[i]);
}
HeapFree(GetProcessHeap(), 0, This->context);
HeapFree(GetProcessHeap(), 0, This); HeapFree(GetProcessHeap(), 0, This);
} }
@ -192,7 +196,7 @@ static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CO
if (pSourceRect || pDestRect) FIXME("Unhandled present options %p/%p\n", pSourceRect, pDestRect); if (pSourceRect || pDestRect) FIXME("Unhandled present options %p/%p\n", pSourceRect, pDestRect);
/* TODO: If only source rect or dest rect are supplied then clip the window to match */ /* TODO: If only source rect or dest rect are supplied then clip the window to match */
TRACE("preseting display %p, drawable %ld\n", This->context->display, This->context->drawable); TRACE("preseting display %p, drawable %ld\n", This->context[0]->display, This->context[0]->drawable);
/* Don't call checkGLcall, as glGetError is not applicable here */ /* Don't call checkGLcall, as glGetError is not applicable here */
if (hDestWindowOverride && This->win_handle != hDestWindowOverride) { if (hDestWindowOverride && This->win_handle != hDestWindowOverride) {
@ -202,7 +206,7 @@ static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CO
BYTE *mem; BYTE *mem;
TRACE("Performing dest override of swapchain %p from window %p to %p\n", This, This->win_handle, hDestWindowOverride); TRACE("Performing dest override of swapchain %p from window %p to %p\n", This, This->win_handle, hDestWindowOverride);
if(This->context == This->wineD3DDevice->contexts[0]) { if(This->context[0] == This->wineD3DDevice->contexts[0]) {
/* The primary context 'owns' all the opengl resources. Destroying and recreating that context would require downloading /* The primary context 'owns' all the opengl resources. Destroying and recreating that context would require downloading
* all opengl resources, deleting the gl resources, destroying all other contexts, then recreating all other contexts * all opengl resources, deleting the gl resources, destroying all other contexts, then recreating all other contexts
* and reload the resources * and reload the resources
@ -224,8 +228,8 @@ static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CO
memcpy(mem, r.pBits, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height); memcpy(mem, r.pBits, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
IWineD3DSurface_UnlockRect(This->backBuffer[0]); IWineD3DSurface_UnlockRect(This->backBuffer[0]);
DestroyContext(This->wineD3DDevice, This->context); DestroyContext(This->wineD3DDevice, This->context[0]);
This->context = CreateContext(This->wineD3DDevice, (IWineD3DSurfaceImpl *) This->frontBuffer, display, This->win); This->context[0] = CreateContext(This->wineD3DDevice, (IWineD3DSurfaceImpl *) This->frontBuffer, display, This->win);
IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_DISCARD); IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_DISCARD);
memcpy(r.pBits, mem, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height); memcpy(r.pBits, mem, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
@ -234,7 +238,7 @@ static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CO
} }
} }
glXSwapBuffers(This->context->display, This->context->drawable); /* TODO: cycle through the swapchain buffers */ glXSwapBuffers(This->context[0]->display, This->context[0]->drawable); /* TODO: cycle through the swapchain buffers */
TRACE("glXSwapBuffers called, Starting new frame\n"); TRACE("glXSwapBuffers called, Starting new frame\n");
/* FPS support */ /* FPS support */

View File

@ -506,7 +506,7 @@ struct WineD3DContext {
DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */ DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
IWineD3DSurface *surface; IWineD3DSurface *surface;
/* TODO: Thread this ctx belongs to */ DWORD tid; /* Thread ID which owns this context at the moment */
/* Stores some inforation about the context state for optimization */ /* Stores some inforation about the context state for optimization */
BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */ BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
@ -1357,7 +1357,8 @@ typedef struct IWineD3DSwapChainImpl
long prev_time, frames; /* Performance tracking */ long prev_time, frames; /* Performance tracking */
WineD3DContext *context; /* Later a array for multithreading */ WineD3DContext **context; /* Later a array for multithreading */
unsigned int num_contexts;
HWND win_handle; HWND win_handle;
Window win; Window win;