wined3d: Pass a wined3d_context_gl structure to context_apply_clear_state().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2019-05-14 15:26:23 +04:30 committed by Alexandre Julliard
parent 776b84e6a5
commit dfe7e91060
3 changed files with 36 additions and 34 deletions

View File

@ -3004,16 +3004,16 @@ static BOOL have_framebuffer_attachment(unsigned int rt_count, struct wined3d_re
}
/* Context activation is done by the caller. */
BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state,
UINT rt_count, const struct wined3d_fb_state *fb)
BOOL wined3d_context_gl_apply_clear_state(struct wined3d_context_gl *context_gl,
const struct wined3d_state *state, unsigned int rt_count, const struct wined3d_fb_state *fb)
{
struct wined3d_rendertarget_view * const *rts = fb->render_targets;
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
struct wined3d_rendertarget_view *dsv = fb->depth_stencil;
const struct wined3d_gl_info *gl_info = context->gl_info;
DWORD rt_mask = 0, *cur_mask;
unsigned int i;
if (isStateDirty(context, STATE_FRAMEBUFFER) || fb != state->fb
if (isStateDirty(&context_gl->c, STATE_FRAMEBUFFER) || fb != state->fb
|| rt_count != gl_info->limits.buffers)
{
if (!have_framebuffer_attachment(rt_count, rts, dsv))
@ -3028,16 +3028,16 @@ BOOL context_apply_clear_state(struct wined3d_context *context, const struct win
if (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource))
{
memset(context->blit_targets, 0, sizeof(context->blit_targets));
memset(context_gl->c.blit_targets, 0, sizeof(context_gl->c.blit_targets));
for (i = 0; i < rt_count; ++i)
{
if (rts[i])
{
struct wined3d_rendertarget_view_gl *rtv_gl = wined3d_rendertarget_view_gl(rts[i]);
context->blit_targets[i].gl_view = rtv_gl->gl_view;
context->blit_targets[i].resource = rtv_gl->v.resource;
context->blit_targets[i].sub_resource_idx = rtv_gl->v.sub_resource_idx;
context->blit_targets[i].layer_count = rtv_gl->v.layer_count;
context_gl->c.blit_targets[i].gl_view = rtv_gl->gl_view;
context_gl->c.blit_targets[i].resource = rtv_gl->v.resource;
context_gl->c.blit_targets[i].sub_resource_idx = rtv_gl->v.sub_resource_idx;
context_gl->c.blit_targets[i].layer_count = rtv_gl->v.layer_count;
}
if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
rt_mask |= (1u << i);
@ -3052,13 +3052,13 @@ BOOL context_apply_clear_state(struct wined3d_context *context, const struct win
ds_info.layer_count = dsv_gl->v.layer_count;
}
context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, &ds_info,
context_apply_fbo_state(&context_gl->c, GL_FRAMEBUFFER, context_gl->c.blit_targets, &ds_info,
rt_count ? rts[0]->resource->draw_binding : 0,
dsv ? dsv->resource->draw_binding : 0);
}
else
{
context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, &ds_info,
context_apply_fbo_state(&context_gl->c, GL_FRAMEBUFFER, NULL, &ds_info,
WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE);
rt_mask = context_generate_rt_mask_from_resource(rts[0]->resource);
}
@ -3066,11 +3066,11 @@ BOOL context_apply_clear_state(struct wined3d_context *context, const struct win
/* If the framebuffer is not the device's fb the device's fb has to be reapplied
* next draw. Otherwise we could mark the framebuffer state clean here, once the
* state management allows this */
context_invalidate_state(context, STATE_FRAMEBUFFER);
context_invalidate_state(&context_gl->c, STATE_FRAMEBUFFER);
}
else
{
rt_mask = context_generate_rt_mask_no_fbo(context, rt_count ? rts[0]->resource : NULL);
rt_mask = context_generate_rt_mask_no_fbo(&context_gl->c, rt_count ? rts[0]->resource : NULL);
}
}
else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
@ -3084,25 +3084,25 @@ BOOL context_apply_clear_state(struct wined3d_context *context, const struct win
}
else
{
rt_mask = context_generate_rt_mask_no_fbo(context, rt_count ? rts[0]->resource : NULL);
rt_mask = context_generate_rt_mask_no_fbo(&context_gl->c, rt_count ? rts[0]->resource : NULL);
}
cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
cur_mask = context_gl->c.current_fbo ? &context_gl->c.current_fbo->rt_mask : &context_gl->c.draw_buffers_mask;
if (rt_mask != *cur_mask)
{
context_apply_draw_buffers(context, rt_mask);
context_apply_draw_buffers(&context_gl->c, rt_mask);
*cur_mask = rt_mask;
context_invalidate_state(context, STATE_FRAMEBUFFER);
context_invalidate_state(&context_gl->c, STATE_FRAMEBUFFER);
}
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
context_check_fbo_status(context, GL_FRAMEBUFFER);
context_check_fbo_status(&context_gl->c, GL_FRAMEBUFFER);
}
context->last_was_blit = FALSE;
context->last_was_ffp_blit = FALSE;
context_gl->c.last_was_blit = FALSE;
context_gl->c.last_was_ffp_blit = FALSE;
/* Blending and clearing should be orthogonal, but tests on the nvidia
* driver show that disabling blending when clearing improves the clearing
@ -3111,17 +3111,17 @@ BOOL context_apply_clear_state(struct wined3d_context *context, const struct win
gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
if (rt_count && gl_info->supported[ARB_FRAMEBUFFER_SRGB])
{
if (needs_srgb_write(context, state, fb))
if (needs_srgb_write(&context_gl->c, state, fb))
gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
else
gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
context_invalidate_state(&context_gl->c, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
}
checkGLcall("setting up state for clear");
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
context_invalidate_state(context, STATE_SCISSORRECT);
context_invalidate_state(&context_gl->c, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
context_invalidate_state(&context_gl->c, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
context_invalidate_state(&context_gl->c, STATE_SCISSORRECT);
return TRUE;
}

View File

@ -250,6 +250,7 @@ void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, c
const struct wined3d_state *state = &device->cs->state;
struct wined3d_texture *depth_stencil = NULL;
const struct wined3d_gl_info *gl_info;
struct wined3d_context_gl *context_gl;
struct wined3d_texture *target = NULL;
UINT drawable_width, drawable_height;
struct wined3d_color corrected_color;
@ -267,6 +268,7 @@ void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, c
{
context = context_acquire(device, NULL, 0);
}
context_gl = wined3d_context_gl(context);
if (dsv && dsv->resource->type != WINED3D_RTYPE_BUFFER)
depth_stencil = texture_from_resource(dsv->resource);
@ -335,7 +337,7 @@ void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, c
}
}
if (!context_apply_clear_state(context, state, rt_count, fb))
if (!wined3d_context_gl_apply_clear_state(context_gl, state, rt_count, fb))
{
context_release(context);
WARN("Failed to apply clear state, skipping clear.\n");

View File

@ -1867,6 +1867,12 @@ struct wined3d_rendertarget_info
unsigned int layer_count;
};
struct wined3d_fb_state
{
struct wined3d_rendertarget_view *render_targets[MAX_RENDER_TARGET_VIEWS];
struct wined3d_rendertarget_view *depth_stencil;
};
#define MAX_GL_FRAGMENT_SAMPLERS 32
struct wined3d_context
@ -2056,6 +2062,8 @@ void wined3d_context_gl_alloc_timestamp_query(struct wined3d_context_gl *context
struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
void wined3d_context_gl_apply_blit_state(struct wined3d_context_gl *context_gl,
const struct wined3d_device *device) DECLSPEC_HIDDEN;
BOOL wined3d_context_gl_apply_clear_state(struct wined3d_context_gl *context_gl, const struct wined3d_state *state,
unsigned int rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
void wined3d_context_gl_apply_ffp_blit_state(struct wined3d_context_gl *context_gl,
const struct wined3d_device *device) DECLSPEC_HIDDEN;
void wined3d_context_gl_bind_texture(struct wined3d_context_gl *context_gl,
@ -2073,12 +2081,6 @@ HRESULT wined3d_context_gl_init(struct wined3d_context_gl *context_gl,
void wined3d_context_gl_load_tex_coords(const struct wined3d_context_gl *context_gl,
const struct wined3d_stream_info *si, GLuint *current_bo, const struct wined3d_state *state) DECLSPEC_HIDDEN;
struct wined3d_fb_state
{
struct wined3d_rendertarget_view *render_targets[MAX_RENDER_TARGET_VIEWS];
struct wined3d_rendertarget_view *depth_stencil;
};
HRESULT wined3d_context_vk_init(struct wined3d_context *context_vk,
struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
@ -2213,8 +2215,6 @@ BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other) DECLSP
struct wined3d_context *context_acquire(const struct wined3d_device *device,
struct wined3d_texture *texture, unsigned int sub_resource_idx) DECLSPEC_HIDDEN;
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_resource *rt, unsigned int rt_sub_resource_idx,
struct wined3d_resource *ds, unsigned int ds_sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;