wined3d: Get rid of the offscreenBuffer field in struct wined3d_device.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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f4c8d81489
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9dc8956102
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@ -2419,14 +2419,30 @@ static void context_validate_onscreen_formats(struct wined3d_context *context,
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context_set_render_offscreen(context, TRUE);
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}
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static DWORD context_generate_rt_mask_no_fbo(const struct wined3d_device *device, const struct wined3d_surface *rt)
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GLenum context_get_offscreen_gl_buffer(const struct wined3d_context *context)
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{
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switch (wined3d_settings.offscreen_rendering_mode)
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{
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case ORM_FBO:
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return GL_COLOR_ATTACHMENT0;
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case ORM_BACKBUFFER:
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return context->aux_buffers > 0 ? GL_AUX0 : GL_BACK;
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default:
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FIXME("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
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return GL_BACK;
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}
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}
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static DWORD context_generate_rt_mask_no_fbo(const struct wined3d_context *context, const struct wined3d_surface *rt)
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{
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if (!rt || rt->resource.format->id == WINED3DFMT_NULL)
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return 0;
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else if (rt->container->swapchain)
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return context_generate_rt_mask_from_surface(rt);
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else
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return context_generate_rt_mask(device->offscreenBuffer);
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return context_generate_rt_mask(context_get_offscreen_gl_buffer(context));
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}
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/* Context activation is done by the caller. */
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@ -2458,7 +2474,7 @@ void context_apply_blit_state(struct wined3d_context *context, const struct wine
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}
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else
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{
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rt_mask = context_generate_rt_mask_no_fbo(device, rt);
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rt_mask = context_generate_rt_mask_no_fbo(context, rt);
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}
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cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
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@ -2547,7 +2563,7 @@ BOOL context_apply_clear_state(struct wined3d_context *context, const struct win
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}
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else
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{
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rt_mask = context_generate_rt_mask_no_fbo(device,
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rt_mask = context_generate_rt_mask_no_fbo(context,
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rt_count ? wined3d_rendertarget_view_get_surface(rts[0]) : NULL);
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}
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}
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@ -2562,7 +2578,7 @@ BOOL context_apply_clear_state(struct wined3d_context *context, const struct win
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}
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else
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{
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rt_mask = context_generate_rt_mask_no_fbo(device,
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rt_mask = context_generate_rt_mask_no_fbo(context,
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rt_count ? wined3d_rendertarget_view_get_surface(rts[0]) : NULL);
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}
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@ -2606,16 +2622,15 @@ BOOL context_apply_clear_state(struct wined3d_context *context, const struct win
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return TRUE;
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}
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static DWORD find_draw_buffers_mask(const struct wined3d_context *context, const struct wined3d_device *device)
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static DWORD find_draw_buffers_mask(const struct wined3d_context *context, const struct wined3d_state *state)
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{
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const struct wined3d_state *state = &device->state;
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struct wined3d_rendertarget_view **rts = state->fb->render_targets;
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struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
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DWORD rt_mask, rt_mask_bits;
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unsigned int i;
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if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
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return context_generate_rt_mask_no_fbo(device, wined3d_rendertarget_view_get_surface(rts[0]));
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return context_generate_rt_mask_no_fbo(context, wined3d_rendertarget_view_get_surface(rts[0]));
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else if (!context->render_offscreen)
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return context_generate_rt_mask_from_surface(wined3d_rendertarget_view_get_surface(rts[0]));
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@ -2638,9 +2653,8 @@ static DWORD find_draw_buffers_mask(const struct wined3d_context *context, const
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/* Context activation is done by the caller. */
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void context_state_fb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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{
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const struct wined3d_device *device = context->swapchain->device;
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DWORD rt_mask = find_draw_buffers_mask(context, state);
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const struct wined3d_fb_state *fb = state->fb;
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DWORD rt_mask = find_draw_buffers_mask(context, device);
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DWORD *cur_mask;
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
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@ -2917,13 +2931,12 @@ static void context_update_tex_unit_map(struct wined3d_context *context, const s
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/* Context activation is done by the caller. */
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void context_state_drawbuf(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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{
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const struct wined3d_device *device = context->swapchain->device;
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DWORD rt_mask, *cur_mask;
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if (isStateDirty(context, STATE_FRAMEBUFFER)) return;
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cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
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rt_mask = find_draw_buffers_mask(context, device);
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rt_mask = find_draw_buffers_mask(context, state);
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if (rt_mask != *cur_mask)
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{
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context_apply_draw_buffers(context, rt_mask);
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@ -1021,27 +1021,6 @@ HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
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device->contexts[0]->last_was_rhw = 0;
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switch (wined3d_settings.offscreen_rendering_mode)
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{
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case ORM_FBO:
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device->offscreenBuffer = GL_COLOR_ATTACHMENT0;
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break;
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case ORM_BACKBUFFER:
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{
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if (context_get_current()->aux_buffers > 0)
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{
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TRACE("Using auxiliary buffer for offscreen rendering\n");
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device->offscreenBuffer = GL_AUX0;
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}
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else
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{
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TRACE("Using back buffer for offscreen rendering\n");
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device->offscreenBuffer = GL_BACK;
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}
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}
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}
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TRACE("All defaults now set up, leaving 3D init.\n");
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context_release(context);
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@ -2435,7 +2435,7 @@ static void read_from_framebuffer(struct wined3d_surface *surface,
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/* Mapping the primary render target which is not on a swapchain.
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* Read from the back buffer. */
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TRACE("Mapping offscreen render target.\n");
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gl_info->gl_ops.gl.p_glReadBuffer(device->offscreenBuffer);
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gl_info->gl_ops.gl.p_glReadBuffer(context_get_offscreen_gl_buffer(context));
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srcIsUpsideDown = TRUE;
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}
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else
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@ -2541,7 +2541,7 @@ void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb, struct
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TRACE("Reading back offscreen render target %p.\n", surface);
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if (wined3d_resource_is_offscreen(&surface->container->resource))
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gl_info->gl_ops.gl.p_glReadBuffer(device->offscreenBuffer);
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gl_info->gl_ops.gl.p_glReadBuffer(context_get_offscreen_gl_buffer(context));
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else
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gl_info->gl_ops.gl.p_glReadBuffer(surface_get_gl_buffer(surface));
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checkGLcall("glReadBuffer");
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@ -2646,7 +2646,7 @@ static void fb_copy_to_texture_direct(struct wined3d_surface *dst_surface, struc
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{
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TRACE("Reading from an offscreen target\n");
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upsidedown = !upsidedown;
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gl_info->gl_ops.gl.p_glReadBuffer(device->offscreenBuffer);
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gl_info->gl_ops.gl.p_glReadBuffer(context_get_offscreen_gl_buffer(context));
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}
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else
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{
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@ -2735,6 +2735,7 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
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const struct wined3d_gl_info *gl_info;
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struct wined3d_context *context;
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GLenum drawBuffer = GL_BACK;
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GLenum offscreen_buffer;
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GLenum texture_target;
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BOOL noBackBufferBackup;
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BOOL src_offscreen;
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@ -2748,6 +2749,8 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
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context_apply_blit_state(context, device);
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wined3d_texture_load(dst_surface->container, context, FALSE);
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offscreen_buffer = context_get_offscreen_gl_buffer(context);
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src_offscreen = wined3d_resource_is_offscreen(&src_surface->container->resource);
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noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
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if (!noBackBufferBackup && !src_surface->container->texture_rgb.name)
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@ -2764,7 +2767,7 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
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/* Got more than one aux buffer? Use the 2nd aux buffer */
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drawBuffer = GL_AUX1;
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}
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else if ((!src_offscreen || device->offscreenBuffer == GL_BACK) && context->aux_buffers >= 1)
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else if ((!src_offscreen || offscreen_buffer == GL_BACK) && context->aux_buffers >= 1)
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{
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/* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
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drawBuffer = GL_AUX0;
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@ -2805,7 +2808,7 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
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{
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TRACE("Reading from an offscreen target\n");
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upsidedown = !upsidedown;
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gl_info->gl_ops.gl.p_glReadBuffer(device->offscreenBuffer);
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gl_info->gl_ops.gl.p_glReadBuffer(offscreen_buffer);
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}
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else
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{
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@ -1507,6 +1507,7 @@ void context_destroy(struct wined3d_device *device, struct wined3d_context *cont
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void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
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void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
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struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
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GLenum context_get_offscreen_gl_buffer(const struct wined3d_context *context) DECLSPEC_HIDDEN;
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DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
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void context_gl_resource_released(struct wined3d_device *device,
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GLuint name, BOOL rb_namespace) DECLSPEC_HIDDEN;
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@ -2141,9 +2142,6 @@ struct wined3d_device
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LONG style;
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LONG exStyle;
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/* X and GL Information */
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GLenum offscreenBuffer;
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const struct wined3d_shader_backend_ops *shader_backend;
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void *shader_priv;
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void *fragment_priv;
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