wined3d: Get rid of the "swapchain" parameter to surface_get_gl_buffer().

Casting the container to "IWineD3DSwapChainImpl *" is always safe when
SFLAG_SWAPCHAIN is set on the surface. Most callers don't have a real
need for the swapchain, and end up calling GetContainer() just to pass
it to surface_get_gl_buffer().
This commit is contained in:
Henri Verbeet 2009-12-15 17:51:36 +01:00 committed by Alexandre Julliard
parent 97f04248fc
commit a215d326a5
4 changed files with 39 additions and 26 deletions

View File

@ -2061,7 +2061,7 @@ static void context_apply_draw_buffer(struct wined3d_context *context, BOOL blit
if (!surface_is_offscreen(rt))
{
ENTER_GL();
glDrawBuffer(surface_get_gl_buffer(rt, (IWineD3DSwapChain *)((IWineD3DSurfaceImpl *)rt)->container));
glDrawBuffer(surface_get_gl_buffer(rt));
checkGLcall("glDrawBuffers()");
LEAVE_GL();
}

View File

@ -5304,9 +5304,7 @@ static void color_fill_fbo(IWineD3DDevice *iface, IWineD3DSurface *surface,
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
struct wined3d_context *context;
IWineD3DSwapChain *swapchain;
swapchain = get_swapchain(surface);
if (!surface_is_offscreen(surface))
{
TRACE("Surface %p is onscreen\n", surface);
@ -5314,7 +5312,7 @@ static void color_fill_fbo(IWineD3DDevice *iface, IWineD3DSurface *surface,
context = context_acquire(This, surface, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
context_set_draw_buffer(context, surface_get_gl_buffer(surface, swapchain));
context_set_draw_buffer(context, surface_get_gl_buffer(surface));
}
else
{
@ -5712,8 +5710,9 @@ void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED
gl_info = context->gl_info;
if (!surface_is_offscreen(src_surface)) {
GLenum buffer = surface_get_gl_buffer(src_surface, src_swapchain);
if (!surface_is_offscreen(src_surface))
{
GLenum buffer = surface_get_gl_buffer(src_surface);
TRACE("Source surface %p is onscreen\n", src_surface);
/* Make sure the drawable is up to date. In the offscreen case
@ -5750,8 +5749,9 @@ void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED
LEAVE_GL();
/* Attach dst surface to dst fbo */
if (!surface_is_offscreen(dst_surface)) {
GLenum buffer = surface_get_gl_buffer(dst_surface, dst_swapchain);
if (!surface_is_offscreen(dst_surface))
{
GLenum buffer = surface_get_gl_buffer(dst_surface);
TRACE("Destination surface %p is onscreen\n", dst_surface);
/* Make sure the drawable is up to date. In the offscreen case

View File

@ -661,20 +661,31 @@ void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int wi
checkGLcall("set_compatible_renderbuffer");
}
GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain) {
GLenum surface_get_gl_buffer(IWineD3DSurface *iface)
{
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
IWineD3DSwapChainImpl *swapchain_impl = (IWineD3DSwapChainImpl *)swapchain;
IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)This->container;
TRACE("(%p) : swapchain %p\n", This, swapchain);
TRACE("iface %p.\n", iface);
if (swapchain_impl->backBuffer && swapchain_impl->backBuffer[0] == iface) {
if(swapchain_impl->render_to_fbo) {
if (!(This->Flags & SFLAG_SWAPCHAIN))
{
ERR("Surface %p is not on a swapchain.\n", iface);
return GL_NONE;
}
if (swapchain->backBuffer && swapchain->backBuffer[0] == iface)
{
if (swapchain->render_to_fbo)
{
TRACE("Returning GL_COLOR_ATTACHMENT0\n");
return GL_COLOR_ATTACHMENT0;
}
TRACE("Returning GL_BACK\n");
return GL_BACK;
} else if (swapchain_impl->frontBuffer == iface) {
}
else if (swapchain->frontBuffer == iface)
{
TRACE("Returning GL_FRONT\n");
return GL_FRONT;
}
@ -975,7 +986,7 @@ static void read_from_framebuffer(IWineD3DSurfaceImpl *This, const RECT *rect, v
else
{
/* Onscreen surfaces are always part of a swapchain */
GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *) This->container);
GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *)This);
TRACE("Locking %#x buffer\n", buffer);
glReadBuffer(buffer);
checkGLcall("glReadBuffer");
@ -1198,7 +1209,7 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
*/
if (!surface_is_offscreen((IWineD3DSurface *)This))
{
GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *)This, (IWineD3DSwapChain *)This->container);
GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *)This);
TRACE("Locking %#x buffer\n", buffer);
ENTER_GL();
@ -1433,7 +1444,7 @@ static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fm
if (!surface_is_offscreen((IWineD3DSurface *)This))
{
GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *)This, (IWineD3DSwapChain *)This->container);
GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *)This);
TRACE("Unlocking %#x buffer.\n", buffer);
context_set_draw_buffer(context, buffer);
}
@ -3100,8 +3111,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DS
* with single pixel copy calls
*/
static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
IWineD3DSwapChainImpl *swapchain, const WINED3DRECT *srect, const WINED3DRECT *drect,
BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter)
const WINED3DRECT *srect, const WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter)
{
IWineD3DDeviceImpl *myDevice = This->resource.device;
float xrel, yrel;
@ -3121,9 +3131,10 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D
TRACE("Reading from an offscreen target\n");
upsidedown = !upsidedown;
glReadBuffer(myDevice->offscreenBuffer);
} else {
GLenum buffer = surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain);
glReadBuffer(buffer);
}
else
{
glReadBuffer(surface_get_gl_buffer(SrcSurface));
}
checkGLcall("glReadBuffer");
@ -3263,8 +3274,10 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
TRACE("Reading from an offscreen target\n");
upsidedown = !upsidedown;
glReadBuffer(myDevice->offscreenBuffer);
} else {
glReadBuffer(surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain));
}
else
{
glReadBuffer(surface_get_gl_buffer(SrcSurface));
}
/* TODO: Only back up the part that will be overwritten */
@ -3697,7 +3710,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
} else if((!stretchx) || rect.x2 - rect.x1 > Src->currentDesc.Width ||
rect.y2 - rect.y1 > Src->currentDesc.Height) {
TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
fb_copy_to_texture_direct(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
fb_copy_to_texture_direct(This, SrcSurface, &srect, &rect, upsideDown, Filter);
} else {
TRACE("Using hardware stretching to flip / stretch the texture\n");
fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);

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@ -2517,7 +2517,7 @@ void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock,
struct wined3d_context *context) DECLSPEC_HIDDEN;
void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect) DECLSPEC_HIDDEN;
GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain) DECLSPEC_HIDDEN;
GLenum surface_get_gl_buffer(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) DECLSPEC_HIDDEN;
void surface_set_compatible_renderbuffer(IWineD3DSurface *iface,