wined3d: Store a pointer to wined3d_gl_info in struct WineD3DContext.
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43e6686a78
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a01616a6c3
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@ -27,7 +27,7 @@
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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#define GLINFO_LOCATION This->adapter->gl_info
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#define GLINFO_LOCATION (*gl_info)
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/* The last used device.
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*
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@ -46,7 +46,7 @@ void context_set_last_device(IWineD3DDeviceImpl *device)
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/* GL locking is done by the caller */
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void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo)
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{
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const IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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const struct wined3d_gl_info *gl_info = ((IWineD3DDeviceImpl *)iface)->activeContext->gl_info;
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if (!*fbo)
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{
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@ -62,6 +62,7 @@ void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo)
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/* GL locking is done by the caller */
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static void context_clean_fbo_attachments(IWineD3DDeviceImpl *This)
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{
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const struct wined3d_gl_info *gl_info = This->activeContext->gl_info;
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unsigned int i;
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for (i = 0; i < GL_LIMITS(buffers); ++i)
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@ -79,6 +80,8 @@ static void context_clean_fbo_attachments(IWineD3DDeviceImpl *This)
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/* GL locking is done by the caller */
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static void context_destroy_fbo(IWineD3DDeviceImpl *This, const GLuint *fbo)
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{
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const struct wined3d_gl_info *gl_info = This->activeContext->gl_info;
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GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, *fbo));
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checkGLcall("glBindFramebuffer()");
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@ -158,6 +161,7 @@ static void context_apply_attachment_filter_states(IWineD3DDevice *iface, IWineD
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void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer)
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{
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IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
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const struct wined3d_gl_info *gl_info = This->activeContext->gl_info;
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TRACE("Attach depth stencil %p\n", depth_stencil);
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@ -228,6 +232,7 @@ void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_targe
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void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface)
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{
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const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
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const struct wined3d_gl_info *gl_info = This->activeContext->gl_info;
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TRACE("Attach surface %p to %u\n", surface, idx);
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@ -248,6 +253,7 @@ void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWO
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static void context_check_fbo_status(IWineD3DDevice *iface)
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{
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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const struct wined3d_gl_info *gl_info = This->activeContext->gl_info;
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GLenum status;
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status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
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@ -283,6 +289,7 @@ static void context_check_fbo_status(IWineD3DDevice *iface)
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static struct fbo_entry *context_create_fbo_entry(IWineD3DDevice *iface)
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{
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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const struct wined3d_gl_info *gl_info = This->activeContext->gl_info;
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struct fbo_entry *entry;
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entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
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@ -299,6 +306,7 @@ static struct fbo_entry *context_create_fbo_entry(IWineD3DDevice *iface)
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static void context_reuse_fbo_entry(IWineD3DDevice *iface, struct fbo_entry *entry)
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{
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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const struct wined3d_gl_info *gl_info = This->activeContext->gl_info;
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GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, entry->id));
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checkGLcall("glBindFramebuffer()");
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@ -328,6 +336,7 @@ static void context_destroy_fbo_entry(IWineD3DDeviceImpl *This, WineD3DContext *
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static struct fbo_entry *context_find_fbo_entry(IWineD3DDevice *iface, WineD3DContext *context)
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{
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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struct fbo_entry *entry;
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LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
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@ -362,6 +371,7 @@ static struct fbo_entry *context_find_fbo_entry(IWineD3DDevice *iface, WineD3DCo
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static void context_apply_fbo_entry(IWineD3DDevice *iface, struct fbo_entry *entry)
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{
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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const struct wined3d_gl_info *gl_info = This->activeContext->gl_info;
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unsigned int i;
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context_bind_fbo(iface, GL_FRAMEBUFFER_EXT, &entry->id);
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@ -409,6 +419,7 @@ static void context_apply_fbo_state(IWineD3DDevice *iface)
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{
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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WineD3DContext *context = This->activeContext;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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if (This->render_offscreen)
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{
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@ -485,6 +496,7 @@ void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource
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for (i = 0; i < This->numContexts; ++i)
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{
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WineD3DContext *context = This->contexts[i];
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const struct wined3d_gl_info *gl_info = context->gl_info;
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struct fbo_entry *entry, *entry2;
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ENTER_GL();
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@ -791,6 +803,7 @@ static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc,
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*
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*****************************************************************************/
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WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win_handle, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms) {
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const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
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HPBUFFERARB pbuffer = NULL;
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WineD3DContext *ret = NULL;
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unsigned int s;
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@ -976,6 +989,7 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
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}
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goto out;
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}
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ret->gl_info = &This->adapter->gl_info;
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ret->surface = (IWineD3DSurface *) target;
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ret->isPBuffer = create_pbuffer;
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ret->tid = GetCurrentThreadId();
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@ -1161,6 +1175,7 @@ static void RemoveContextFromArray(IWineD3DDeviceImpl *This, WineD3DContext *con
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*
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*****************************************************************************/
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void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context) {
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const struct wined3d_gl_info *gl_info = context->gl_info;
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struct fbo_entry *entry, *entry2;
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BOOL has_glctx;
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@ -1255,6 +1270,7 @@ static inline void set_blit_dimension(UINT width, UINT height) {
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static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *context, UINT width, UINT height) {
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int i, sampler;
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const struct StateEntry *StateTable = This->StateTable;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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TRACE("Setting up context %p for blitting\n", context);
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if(context->last_was_blit) {
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@ -1651,6 +1667,7 @@ static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurf
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/* Context activation is done by the caller. */
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static void apply_draw_buffer(IWineD3DDeviceImpl *This, IWineD3DSurface *target, BOOL blit)
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{
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const struct wined3d_gl_info *gl_info = This->activeContext->gl_info;
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IWineD3DSwapChain *swapchain;
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if (SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain)))
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@ -1711,6 +1728,7 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
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BYTE shift;
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WineD3DContext *context;
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const struct StateEntry *StateTable = This->StateTable;
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const struct wined3d_gl_info *gl_info;
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TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid);
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if(This->lastActiveRenderTarget != target || tid != This->lastThread) {
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@ -1723,6 +1741,8 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
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context = This->activeContext;
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}
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gl_info = context->gl_info;
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/* Activate the opengl context */
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if(last_device != This || context != This->activeContext) {
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BOOL ret;
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@ -1189,7 +1189,9 @@ enum fogsource {
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#define WINED3D_MAX_FBO_ENTRIES 64
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/* The new context manager that should deal with onscreen and offscreen rendering */
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struct WineD3DContext {
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struct WineD3DContext
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{
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const struct wined3d_gl_info *gl_info;
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/* State dirtification
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* dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
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* 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
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