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>
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776b84e6a5
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@ -3004,16 +3004,16 @@ static BOOL have_framebuffer_attachment(unsigned int rt_count, struct wined3d_re
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}
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/* Context activation is done by the caller. */
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BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state,
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UINT rt_count, const struct wined3d_fb_state *fb)
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BOOL wined3d_context_gl_apply_clear_state(struct wined3d_context_gl *context_gl,
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const struct wined3d_state *state, unsigned int rt_count, const struct wined3d_fb_state *fb)
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{
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struct wined3d_rendertarget_view * const *rts = fb->render_targets;
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const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
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struct wined3d_rendertarget_view *dsv = fb->depth_stencil;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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DWORD rt_mask = 0, *cur_mask;
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unsigned int i;
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if (isStateDirty(context, STATE_FRAMEBUFFER) || fb != state->fb
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if (isStateDirty(&context_gl->c, STATE_FRAMEBUFFER) || fb != state->fb
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|| rt_count != gl_info->limits.buffers)
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{
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if (!have_framebuffer_attachment(rt_count, rts, dsv))
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@ -3028,16 +3028,16 @@ BOOL context_apply_clear_state(struct wined3d_context *context, const struct win
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if (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource))
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{
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memset(context->blit_targets, 0, sizeof(context->blit_targets));
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memset(context_gl->c.blit_targets, 0, sizeof(context_gl->c.blit_targets));
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for (i = 0; i < rt_count; ++i)
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{
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if (rts[i])
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{
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struct wined3d_rendertarget_view_gl *rtv_gl = wined3d_rendertarget_view_gl(rts[i]);
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context->blit_targets[i].gl_view = rtv_gl->gl_view;
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context->blit_targets[i].resource = rtv_gl->v.resource;
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context->blit_targets[i].sub_resource_idx = rtv_gl->v.sub_resource_idx;
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context->blit_targets[i].layer_count = rtv_gl->v.layer_count;
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context_gl->c.blit_targets[i].gl_view = rtv_gl->gl_view;
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context_gl->c.blit_targets[i].resource = rtv_gl->v.resource;
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context_gl->c.blit_targets[i].sub_resource_idx = rtv_gl->v.sub_resource_idx;
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context_gl->c.blit_targets[i].layer_count = rtv_gl->v.layer_count;
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}
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if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
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rt_mask |= (1u << i);
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@ -3052,13 +3052,13 @@ BOOL context_apply_clear_state(struct wined3d_context *context, const struct win
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ds_info.layer_count = dsv_gl->v.layer_count;
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}
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context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, &ds_info,
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context_apply_fbo_state(&context_gl->c, GL_FRAMEBUFFER, context_gl->c.blit_targets, &ds_info,
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rt_count ? rts[0]->resource->draw_binding : 0,
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dsv ? dsv->resource->draw_binding : 0);
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}
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else
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{
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context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, &ds_info,
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context_apply_fbo_state(&context_gl->c, GL_FRAMEBUFFER, NULL, &ds_info,
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WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE);
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rt_mask = context_generate_rt_mask_from_resource(rts[0]->resource);
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}
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@ -3066,11 +3066,11 @@ BOOL context_apply_clear_state(struct wined3d_context *context, const struct win
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/* If the framebuffer is not the device's fb the device's fb has to be reapplied
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* next draw. Otherwise we could mark the framebuffer state clean here, once the
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* state management allows this */
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context_invalidate_state(context, STATE_FRAMEBUFFER);
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context_invalidate_state(&context_gl->c, STATE_FRAMEBUFFER);
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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(context, rt_count ? rts[0]->resource : NULL);
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rt_mask = context_generate_rt_mask_no_fbo(&context_gl->c, rt_count ? rts[0]->resource : NULL);
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}
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}
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else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
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@ -3084,25 +3084,25 @@ 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(context, rt_count ? rts[0]->resource : NULL);
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rt_mask = context_generate_rt_mask_no_fbo(&context_gl->c, rt_count ? rts[0]->resource : NULL);
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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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cur_mask = context_gl->c.current_fbo ? &context_gl->c.current_fbo->rt_mask : &context_gl->c.draw_buffers_mask;
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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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context_apply_draw_buffers(&context_gl->c, rt_mask);
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*cur_mask = rt_mask;
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context_invalidate_state(context, STATE_FRAMEBUFFER);
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context_invalidate_state(&context_gl->c, STATE_FRAMEBUFFER);
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}
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
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{
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context_check_fbo_status(context, GL_FRAMEBUFFER);
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context_check_fbo_status(&context_gl->c, GL_FRAMEBUFFER);
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}
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context->last_was_blit = FALSE;
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context->last_was_ffp_blit = FALSE;
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context_gl->c.last_was_blit = FALSE;
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context_gl->c.last_was_ffp_blit = FALSE;
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/* Blending and clearing should be orthogonal, but tests on the nvidia
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* driver show that disabling blending when clearing improves the clearing
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@ -3111,17 +3111,17 @@ BOOL context_apply_clear_state(struct wined3d_context *context, const struct win
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gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
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if (rt_count && gl_info->supported[ARB_FRAMEBUFFER_SRGB])
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{
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if (needs_srgb_write(context, state, fb))
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if (needs_srgb_write(&context_gl->c, state, fb))
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gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
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else
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gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
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context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
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context_invalidate_state(&context_gl->c, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
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}
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checkGLcall("setting up state for clear");
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context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
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context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
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context_invalidate_state(context, STATE_SCISSORRECT);
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context_invalidate_state(&context_gl->c, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
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context_invalidate_state(&context_gl->c, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
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context_invalidate_state(&context_gl->c, STATE_SCISSORRECT);
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return TRUE;
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}
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@ -250,6 +250,7 @@ void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, c
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const struct wined3d_state *state = &device->cs->state;
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struct wined3d_texture *depth_stencil = NULL;
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const struct wined3d_gl_info *gl_info;
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struct wined3d_context_gl *context_gl;
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struct wined3d_texture *target = NULL;
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UINT drawable_width, drawable_height;
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struct wined3d_color corrected_color;
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@ -267,6 +268,7 @@ void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, c
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{
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context = context_acquire(device, NULL, 0);
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}
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context_gl = wined3d_context_gl(context);
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if (dsv && dsv->resource->type != WINED3D_RTYPE_BUFFER)
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depth_stencil = texture_from_resource(dsv->resource);
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@ -335,7 +337,7 @@ void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, c
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}
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}
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if (!context_apply_clear_state(context, state, rt_count, fb))
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if (!wined3d_context_gl_apply_clear_state(context_gl, state, rt_count, fb))
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{
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context_release(context);
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WARN("Failed to apply clear state, skipping clear.\n");
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@ -1867,6 +1867,12 @@ struct wined3d_rendertarget_info
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unsigned int layer_count;
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};
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struct wined3d_fb_state
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{
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struct wined3d_rendertarget_view *render_targets[MAX_RENDER_TARGET_VIEWS];
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struct wined3d_rendertarget_view *depth_stencil;
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};
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#define MAX_GL_FRAGMENT_SAMPLERS 32
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struct wined3d_context
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@ -2056,6 +2062,8 @@ void wined3d_context_gl_alloc_timestamp_query(struct wined3d_context_gl *context
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struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
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void wined3d_context_gl_apply_blit_state(struct wined3d_context_gl *context_gl,
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const struct wined3d_device *device) DECLSPEC_HIDDEN;
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BOOL wined3d_context_gl_apply_clear_state(struct wined3d_context_gl *context_gl, const struct wined3d_state *state,
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unsigned int rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
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void wined3d_context_gl_apply_ffp_blit_state(struct wined3d_context_gl *context_gl,
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const struct wined3d_device *device) DECLSPEC_HIDDEN;
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void wined3d_context_gl_bind_texture(struct wined3d_context_gl *context_gl,
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@ -2073,12 +2081,6 @@ HRESULT wined3d_context_gl_init(struct wined3d_context_gl *context_gl,
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void wined3d_context_gl_load_tex_coords(const struct wined3d_context_gl *context_gl,
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const struct wined3d_stream_info *si, GLuint *current_bo, const struct wined3d_state *state) DECLSPEC_HIDDEN;
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struct wined3d_fb_state
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{
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struct wined3d_rendertarget_view *render_targets[MAX_RENDER_TARGET_VIEWS];
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struct wined3d_rendertarget_view *depth_stencil;
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};
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HRESULT wined3d_context_vk_init(struct wined3d_context *context_vk,
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struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
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@ -2213,8 +2215,6 @@ BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other) DECLSP
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struct wined3d_context *context_acquire(const struct wined3d_device *device,
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struct wined3d_texture *texture, unsigned int sub_resource_idx) DECLSPEC_HIDDEN;
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BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state,
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UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
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void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
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struct wined3d_resource *rt, unsigned int rt_sub_resource_idx,
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struct wined3d_resource *ds, unsigned int ds_sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
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