wined3d: Reorder some surface functions to avoid the need for forward declarations.

This commit is contained in:
Francois Gouget 2012-06-12 10:24:06 +02:00 committed by Alexandre Julliard
parent 04f19989d0
commit 9a874aca8e
1 changed files with 209 additions and 209 deletions

View File

@ -590,6 +590,55 @@ static void surface_evict_sysmem(struct wined3d_surface *surface)
surface_modify_location(surface, SFLAG_INSYSMEM, FALSE);
}
/* Context activation is done by the caller. */
void surface_bind(struct wined3d_surface *surface, struct wined3d_context *context, BOOL srgb)
{
TRACE("surface %p, context %p, srgb %#x.\n", surface, context, srgb);
if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
{
struct wined3d_texture *texture = surface->container.u.texture;
TRACE("Passing to container (%p).\n", texture);
texture->texture_ops->texture_bind(texture, context, srgb);
}
else
{
if (surface->texture_level)
{
ERR("Standalone surface %p is non-zero texture level %u.\n",
surface, surface->texture_level);
}
if (srgb)
ERR("Trying to bind standalone surface %p as sRGB.\n", surface);
ENTER_GL();
if (!surface->texture_name)
{
glGenTextures(1, &surface->texture_name);
checkGLcall("glGenTextures");
TRACE("Surface %p given name %u.\n", surface, surface->texture_name);
context_bind_texture(context, surface->texture_target, surface->texture_name);
glTexParameteri(surface->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(surface->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(surface->texture_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glTexParameteri(surface->texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(surface->texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
checkGLcall("glTexParameteri");
}
else
{
context_bind_texture(context, surface->texture_target, surface->texture_name);
}
LEAVE_GL();
}
}
/* Context activation is done by the caller. */
static void surface_bind_and_dirtify(struct wined3d_surface *surface,
struct wined3d_context *context, BOOL srgb)
@ -1746,6 +1795,38 @@ static void surface_remove_pbo(struct wined3d_surface *surface, const struct win
surface->flags &= ~SFLAG_PBO;
}
BOOL surface_init_sysmem(struct wined3d_surface *surface)
{
if (!surface->resource.allocatedMemory)
{
if (!surface->resource.heapMemory)
{
if (!(surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
surface->resource.size + RESOURCE_ALIGNMENT)))
{
ERR("Failed to allocate memory.\n");
return FALSE;
}
}
else if (!(surface->flags & SFLAG_CLIENT))
{
ERR("Surface %p has heapMemory %p and flags %#x.\n",
surface, surface->resource.heapMemory, surface->flags);
}
surface->resource.allocatedMemory =
(BYTE *)(((ULONG_PTR)surface->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
}
else
{
memset(surface->resource.allocatedMemory, 0, surface->resource.size);
}
surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
return TRUE;
}
/* Do not call while under the GL lock. */
static void surface_unload(struct wined3d_resource *resource)
{
@ -2032,55 +2113,6 @@ void surface_set_texture_target(struct wined3d_surface *surface, GLenum target)
surface_force_reload(surface);
}
/* Context activation is done by the caller. */
void surface_bind(struct wined3d_surface *surface, struct wined3d_context *context, BOOL srgb)
{
TRACE("surface %p, context %p, srgb %#x.\n", surface, context, srgb);
if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
{
struct wined3d_texture *texture = surface->container.u.texture;
TRACE("Passing to container (%p).\n", texture);
texture->texture_ops->texture_bind(texture, context, srgb);
}
else
{
if (surface->texture_level)
{
ERR("Standalone surface %p is non-zero texture level %u.\n",
surface, surface->texture_level);
}
if (srgb)
ERR("Trying to bind standalone surface %p as sRGB.\n", surface);
ENTER_GL();
if (!surface->texture_name)
{
glGenTextures(1, &surface->texture_name);
checkGLcall("glGenTextures");
TRACE("Surface %p given name %u.\n", surface, surface->texture_name);
context_bind_texture(context, surface->texture_target, surface->texture_name);
glTexParameteri(surface->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(surface->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(surface->texture_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glTexParameteri(surface->texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(surface->texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
checkGLcall("glTexParameteri");
}
else
{
context_bind_texture(context, surface->texture_target, surface->texture_name);
}
LEAVE_GL();
}
}
/* This call just downloads data, the caller is responsible for binding the
* correct texture. */
/* Context activation is done by the caller. */
@ -2360,6 +2392,134 @@ static void surface_upload_data(struct wined3d_surface *surface, const struct wi
}
}
HRESULT d3dfmt_get_conv(const struct wined3d_surface *surface, BOOL need_alpha_ck, BOOL use_texturing,
struct wined3d_format *format, enum wined3d_conversion_type *conversion_type)
{
BOOL colorkey_active = need_alpha_ck && (surface->CKeyFlags & WINEDDSD_CKSRCBLT);
const struct wined3d_device *device = surface->resource.device;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
BOOL blit_supported = FALSE;
/* Copy the default values from the surface. Below we might perform fixups */
/* TODO: get rid of color keying desc fixups by using e.g. a table. */
*format = *surface->resource.format;
*conversion_type = WINED3D_CT_NONE;
/* Ok, now look if we have to do any conversion */
switch (surface->resource.format->id)
{
case WINED3DFMT_P8_UINT:
/* Below the call to blit_supported is disabled for Wine 1.2
* because the function isn't operating correctly yet. At the
* moment 8-bit blits are handled in software and if certain GL
* extensions are around, surface conversion is performed at
* upload time. The blit_supported call recognizes it as a
* destination fixup. This type of upload 'fixup' and 8-bit to
* 8-bit blits need to be handled by the blit_shader.
* TODO: get rid of this #if 0. */
#if 0
blit_supported = device->blitter->blit_supported(&device->adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
&rect, surface->resource.usage, surface->resource.pool, surface->resource.format,
&rect, surface->resource.usage, surface->resource.pool, surface->resource.format);
#endif
blit_supported = gl_info->supported[EXT_PALETTED_TEXTURE] || gl_info->supported[ARB_FRAGMENT_PROGRAM];
/* Use conversion when the blit_shader backend supports it. It only supports this in case of
* texturing. Further also use conversion in case of color keying.
* Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
* in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
* conflicts with this.
*/
if (!((blit_supported && device->fb.render_targets && surface == device->fb.render_targets[0]))
|| colorkey_active || !use_texturing)
{
format->glFormat = GL_RGBA;
format->glInternal = GL_RGBA;
format->glType = GL_UNSIGNED_BYTE;
format->conv_byte_count = 4;
if (colorkey_active)
*conversion_type = WINED3D_CT_PALETTED_CK;
else
*conversion_type = WINED3D_CT_PALETTED;
}
break;
case WINED3DFMT_B2G3R3_UNORM:
/* **********************
GL_UNSIGNED_BYTE_3_3_2
********************** */
if (colorkey_active) {
/* This texture format will never be used.. So do not care about color keying
up until the point in time it will be needed :-) */
FIXME(" ColorKeying not supported in the RGB 332 format !\n");
}
break;
case WINED3DFMT_B5G6R5_UNORM:
if (colorkey_active)
{
*conversion_type = WINED3D_CT_CK_565;
format->glFormat = GL_RGBA;
format->glInternal = GL_RGB5_A1;
format->glType = GL_UNSIGNED_SHORT_5_5_5_1;
format->conv_byte_count = 2;
}
break;
case WINED3DFMT_B5G5R5X1_UNORM:
if (colorkey_active)
{
*conversion_type = WINED3D_CT_CK_5551;
format->glFormat = GL_BGRA;
format->glInternal = GL_RGB5_A1;
format->glType = GL_UNSIGNED_SHORT_1_5_5_5_REV;
format->conv_byte_count = 2;
}
break;
case WINED3DFMT_B8G8R8_UNORM:
if (colorkey_active)
{
*conversion_type = WINED3D_CT_CK_RGB24;
format->glFormat = GL_RGBA;
format->glInternal = GL_RGBA8;
format->glType = GL_UNSIGNED_INT_8_8_8_8;
format->conv_byte_count = 4;
}
break;
case WINED3DFMT_B8G8R8X8_UNORM:
if (colorkey_active)
{
*conversion_type = WINED3D_CT_RGB32_888;
format->glFormat = GL_RGBA;
format->glInternal = GL_RGBA8;
format->glType = GL_UNSIGNED_INT_8_8_8_8;
format->conv_byte_count = 4;
}
break;
case WINED3DFMT_B8G8R8A8_UNORM:
if (colorkey_active)
{
*conversion_type = WINED3D_CT_CK_ARGB32;
format->conv_byte_count = 4;
}
break;
default:
break;
}
if (*conversion_type != WINED3D_CT_NONE)
{
format->rtInternal = format->glInternal;
format->glGammaInternal = format->glInternal;
}
return WINED3D_OK;
}
HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point,
struct wined3d_surface *src_surface, const RECT *src_rect)
{
@ -3979,38 +4139,6 @@ void surface_internal_preload(struct wined3d_surface *surface, enum WINED3DSRGB
}
}
BOOL surface_init_sysmem(struct wined3d_surface *surface)
{
if (!surface->resource.allocatedMemory)
{
if (!surface->resource.heapMemory)
{
if (!(surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
surface->resource.size + RESOURCE_ALIGNMENT)))
{
ERR("Failed to allocate memory.\n");
return FALSE;
}
}
else if (!(surface->flags & SFLAG_CLIENT))
{
ERR("Surface %p has heapMemory %p and flags %#x.\n",
surface, surface->resource.heapMemory, surface->flags);
}
surface->resource.allocatedMemory =
(BYTE *)(((ULONG_PTR)surface->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
}
else
{
memset(surface->resource.allocatedMemory, 0, surface->resource.size);
}
surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
return TRUE;
}
/* Read the framebuffer back into the surface */
static void read_from_framebuffer(struct wined3d_surface *surface, const RECT *rect, void *dest, UINT pitch)
{
@ -4436,134 +4564,6 @@ static void flush_to_framebuffer_drawpixels(struct wined3d_surface *surface,
context_release(context);
}
HRESULT d3dfmt_get_conv(const struct wined3d_surface *surface, BOOL need_alpha_ck, BOOL use_texturing,
struct wined3d_format *format, enum wined3d_conversion_type *conversion_type)
{
BOOL colorkey_active = need_alpha_ck && (surface->CKeyFlags & WINEDDSD_CKSRCBLT);
const struct wined3d_device *device = surface->resource.device;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
BOOL blit_supported = FALSE;
/* Copy the default values from the surface. Below we might perform fixups */
/* TODO: get rid of color keying desc fixups by using e.g. a table. */
*format = *surface->resource.format;
*conversion_type = WINED3D_CT_NONE;
/* Ok, now look if we have to do any conversion */
switch (surface->resource.format->id)
{
case WINED3DFMT_P8_UINT:
/* Below the call to blit_supported is disabled for Wine 1.2
* because the function isn't operating correctly yet. At the
* moment 8-bit blits are handled in software and if certain GL
* extensions are around, surface conversion is performed at
* upload time. The blit_supported call recognizes it as a
* destination fixup. This type of upload 'fixup' and 8-bit to
* 8-bit blits need to be handled by the blit_shader.
* TODO: get rid of this #if 0. */
#if 0
blit_supported = device->blitter->blit_supported(&device->adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
&rect, surface->resource.usage, surface->resource.pool, surface->resource.format,
&rect, surface->resource.usage, surface->resource.pool, surface->resource.format);
#endif
blit_supported = gl_info->supported[EXT_PALETTED_TEXTURE] || gl_info->supported[ARB_FRAGMENT_PROGRAM];
/* Use conversion when the blit_shader backend supports it. It only supports this in case of
* texturing. Further also use conversion in case of color keying.
* Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
* in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
* conflicts with this.
*/
if (!((blit_supported && device->fb.render_targets && surface == device->fb.render_targets[0]))
|| colorkey_active || !use_texturing)
{
format->glFormat = GL_RGBA;
format->glInternal = GL_RGBA;
format->glType = GL_UNSIGNED_BYTE;
format->conv_byte_count = 4;
if (colorkey_active)
*conversion_type = WINED3D_CT_PALETTED_CK;
else
*conversion_type = WINED3D_CT_PALETTED;
}
break;
case WINED3DFMT_B2G3R3_UNORM:
/* **********************
GL_UNSIGNED_BYTE_3_3_2
********************** */
if (colorkey_active) {
/* This texture format will never be used.. So do not care about color keying
up until the point in time it will be needed :-) */
FIXME(" ColorKeying not supported in the RGB 332 format !\n");
}
break;
case WINED3DFMT_B5G6R5_UNORM:
if (colorkey_active)
{
*conversion_type = WINED3D_CT_CK_565;
format->glFormat = GL_RGBA;
format->glInternal = GL_RGB5_A1;
format->glType = GL_UNSIGNED_SHORT_5_5_5_1;
format->conv_byte_count = 2;
}
break;
case WINED3DFMT_B5G5R5X1_UNORM:
if (colorkey_active)
{
*conversion_type = WINED3D_CT_CK_5551;
format->glFormat = GL_BGRA;
format->glInternal = GL_RGB5_A1;
format->glType = GL_UNSIGNED_SHORT_1_5_5_5_REV;
format->conv_byte_count = 2;
}
break;
case WINED3DFMT_B8G8R8_UNORM:
if (colorkey_active)
{
*conversion_type = WINED3D_CT_CK_RGB24;
format->glFormat = GL_RGBA;
format->glInternal = GL_RGBA8;
format->glType = GL_UNSIGNED_INT_8_8_8_8;
format->conv_byte_count = 4;
}
break;
case WINED3DFMT_B8G8R8X8_UNORM:
if (colorkey_active)
{
*conversion_type = WINED3D_CT_RGB32_888;
format->glFormat = GL_RGBA;
format->glInternal = GL_RGBA8;
format->glType = GL_UNSIGNED_INT_8_8_8_8;
format->conv_byte_count = 4;
}
break;
case WINED3DFMT_B8G8R8A8_UNORM:
if (colorkey_active)
{
*conversion_type = WINED3D_CT_CK_ARGB32;
format->conv_byte_count = 4;
}
break;
default:
break;
}
if (*conversion_type != WINED3D_CT_NONE)
{
format->rtInternal = format->glInternal;
format->glGammaInternal = format->glInternal;
}
return WINED3D_OK;
}
static BOOL color_in_range(const struct wined3d_color_key *color_key, DWORD color)
{
/* FIXME: Is this really how color keys are supposed to work? I think it