From 9a00e032b7a64d698b4579491488db9a6196ebd5 Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Mon, 12 Mar 2018 12:36:49 +0330 Subject: [PATCH] wined3d: Pass a texture and sub-resource index to context_apply_fbo_state_blit(). Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/wined3d/arb_program_shader.c | 3 ++- dlls/wined3d/context.c | 20 ++++++++++---------- dlls/wined3d/surface.c | 17 +++++++++-------- dlls/wined3d/wined3d_private.h | 3 ++- 4 files changed, 23 insertions(+), 20 deletions(-) diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index 23f4d04732c..0a9b078a648 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -7865,7 +7865,8 @@ static DWORD arbfp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_bl TRACE("Destination surface %p is offscreen.\n", dst_surface); buffer = GL_COLOR_ATTACHMENT0; } - context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, dst_surface, NULL, dst_location); + context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, + &dst_texture->resource, surface_get_sub_resource_idx(dst_surface), NULL, 0, dst_location); context_set_draw_buffer(context, buffer); context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER); context_invalidate_state(context, STATE_FRAMEBUFFER); diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c index 9558fed3d3a..3ba80683276 100644 --- a/dlls/wined3d/context.c +++ b/dlls/wined3d/context.c @@ -774,22 +774,23 @@ static void context_apply_fbo_state(struct wined3d_context *context, GLenum targ /* Context activation is done by the caller. */ void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target, - struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) + struct wined3d_resource *rt, unsigned int rt_sub_resource_idx, + struct wined3d_resource *ds, unsigned int ds_sub_resource_idx, DWORD location) { struct wined3d_rendertarget_info ds_info = {{0}}; memset(context->blit_targets, 0, sizeof(context->blit_targets)); - if (render_target) + if (rt) { - context->blit_targets[0].resource = &render_target->container->resource; - context->blit_targets[0].sub_resource_idx = surface_get_sub_resource_idx(render_target); + context->blit_targets[0].resource = rt; + context->blit_targets[0].sub_resource_idx = rt_sub_resource_idx; context->blit_targets[0].layer_count = 1; } - if (depth_stencil) + if (ds) { - ds_info.resource = &depth_stencil->container->resource; - ds_info.sub_resource_idx = surface_get_sub_resource_idx(depth_stencil); + ds_info.resource = ds; + ds_info.sub_resource_idx = ds_sub_resource_idx; ds_info.layer_count = 1; } @@ -2954,7 +2955,6 @@ static DWORD context_generate_rt_mask_no_fbo(const struct wined3d_context *conte void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) { struct wined3d_texture *rt = context->current_rt.texture; - struct wined3d_surface *surface; DWORD rt_mask, *cur_mask; if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) @@ -2963,8 +2963,8 @@ void context_apply_blit_state(struct wined3d_context *context, const struct wine { wined3d_texture_load(rt, context, FALSE); - surface = rt->sub_resources[context->current_rt.sub_resource_idx].u.surface; - context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, surface, NULL, rt->resource.draw_binding); + context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, &rt->resource, + context->current_rt.sub_resource_idx, NULL, 0, rt->resource.draw_binding); if (rt->resource.format->id != WINED3DFMT_NULL) rt_mask = 1; else diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c index b830447578b..58f39d047af 100644 --- a/dlls/wined3d/surface.c +++ b/dlls/wined3d/surface.c @@ -316,12 +316,12 @@ static void texture2d_depth_blt_fbo(const struct wined3d_device *device, gl_info = context->gl_info; - context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, NULL, - src_texture->sub_resources[src_sub_resource_idx].u.surface, src_location); + context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, NULL, 0, + &src_texture->resource, src_sub_resource_idx, src_location); context_check_fbo_status(context, GL_READ_FRAMEBUFFER); - context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, NULL, - dst_texture->sub_resources[dst_sub_resource_idx].u.surface, dst_location); + context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, NULL, 0, + &dst_texture->resource, dst_sub_resource_idx, dst_location); context_set_draw_buffer(context, GL_NONE); context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER); context_invalidate_state(context, STATE_FRAMEBUFFER); @@ -464,7 +464,7 @@ static void texture2d_blt_fbo(const struct wined3d_device *device, struct wined3 } context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, - src_texture->sub_resources[src_sub_resource_idx].u.surface, NULL, src_location); + &src_texture->resource, src_sub_resource_idx, NULL, 0, src_location); gl_info->gl_ops.gl.p_glReadBuffer(buffer); checkGLcall("glReadBuffer()"); context_check_fbo_status(context, GL_READ_FRAMEBUFFER); @@ -484,7 +484,7 @@ static void texture2d_blt_fbo(const struct wined3d_device *device, struct wined3 } context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, - dst_texture->sub_resources[dst_sub_resource_idx].u.surface, NULL, dst_location); + &dst_texture->resource, dst_sub_resource_idx, NULL, 0, dst_location); context_set_draw_buffer(context, buffer); context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER); context_invalidate_state(context, STATE_FRAMEBUFFER); @@ -1376,7 +1376,7 @@ static void texture2d_read_from_framebuffer(struct wined3d_texture *texture, uns if (src_location != texture->resource.draw_binding) { context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, - texture->sub_resources[sub_resource_idx].u.surface, NULL, src_location); + &texture->resource, sub_resource_idx, NULL, 0, src_location); context_check_fbo_status(context, GL_READ_FRAMEBUFFER); context_invalidate_state(context, STATE_FRAMEBUFFER); } @@ -2807,7 +2807,8 @@ static DWORD ffp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit TRACE("Destination surface %p is offscreen.\n", dst_surface); buffer = GL_COLOR_ATTACHMENT0; } - context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, dst_surface, NULL, dst_location); + context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, + dst_resource, surface_get_sub_resource_idx(dst_surface), NULL, 0, dst_location); context_set_draw_buffer(context, buffer); context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER); context_invalidate_state(context, STATE_FRAMEBUFFER); diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index e961ddfb171..1e9806a412d 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -2135,7 +2135,8 @@ void context_apply_blit_state(struct wined3d_context *context, const struct wine BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state, UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN; void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target, - struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN; + struct wined3d_resource *rt, unsigned int rt_sub_resource_idx, + struct wined3d_resource *ds, unsigned int ds_sub_resource_idx, DWORD location) DECLSPEC_HIDDEN; void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info, unsigned int unit) DECLSPEC_HIDDEN; void context_bind_bo(struct wined3d_context *context, GLenum binding, GLuint name) DECLSPEC_HIDDEN;