wined3d: Keep a reference to the frontbuffer texture instead of the surface in the swapchain.
This commit is contained in:
parent
415b803720
commit
ec87407e7c
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@ -7675,7 +7675,7 @@ HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
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if (wined3d_settings.strict_draw_ordering
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|| (dst_surface->container->swapchain
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&& (dst_surface->container->swapchain->front_buffer == dst_surface)))
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&& (dst_surface->container->swapchain->front_buffer == dst_surface->container)))
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context->gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
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context_release(context);
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@ -1826,7 +1826,7 @@ static void context_get_rt_size(const struct wined3d_context *context, SIZE *siz
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{
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const struct wined3d_surface *rt = context->current_rt;
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if (rt->container->swapchain && rt->container->swapchain->front_buffer == rt)
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if (rt->container->swapchain && rt->container->swapchain->front_buffer == rt->container)
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{
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RECT window_size;
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@ -3104,7 +3104,7 @@ struct wined3d_context *context_acquire(const struct wined3d_device *device, str
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if (swapchain->back_buffers)
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target = swapchain->back_buffers[0];
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else
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target = swapchain->front_buffer;
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target = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0));
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}
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}
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@ -462,7 +462,7 @@ void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, c
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}
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if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET
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&& target->container->swapchain && target->container->swapchain->front_buffer == target))
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&& target->container->swapchain && target->container->swapchain->front_buffer == target->container))
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gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
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context_release(context);
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@ -913,7 +913,8 @@ HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
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device->swapchains[0] = swapchain;
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device_init_swapchain_state(device, swapchain);
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context = context_acquire(device, swapchain->front_buffer);
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context = context_acquire(device,
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surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0)));
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create_dummy_textures(device, context);
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@ -4169,7 +4170,8 @@ static HRESULT create_primary_opengl_context(struct wined3d_device *device, stru
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return E_OUTOFMEMORY;
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}
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target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
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target = swapchain->back_buffers ? swapchain->back_buffers[0]
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: surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0));
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if (!(context = context_create(swapchain, target, swapchain->ds_format)))
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{
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WARN("Failed to create context.\n");
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@ -4401,7 +4403,8 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
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{
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UINT i;
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if (FAILED(hr = wined3d_surface_update_desc(swapchain->front_buffer, swapchain->desc.backbuffer_width,
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if (FAILED(hr = wined3d_surface_update_desc(surface_from_resource(
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wined3d_texture_get_sub_resource(swapchain->front_buffer, 0)), swapchain->desc.backbuffer_width,
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swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
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swapchain->desc.multisample_type, swapchain->desc.multisample_quality, NULL, 0)))
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return hr;
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@ -316,7 +316,7 @@ BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource)
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return TRUE;
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/* The front buffer is always onscreen */
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if (resource == &swapchain->front_buffer->container->resource)
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if (resource == &swapchain->front_buffer->resource)
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return FALSE;
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/* If the swapchain is rendered to an FBO, the backbuffer is
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@ -749,7 +749,7 @@ static void surface_unmap(struct wined3d_surface *surface)
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return;
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}
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if (surface->container->swapchain && surface->container->swapchain->front_buffer == surface)
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if (surface->container->swapchain && surface->container->swapchain->front_buffer == surface->container)
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surface_load_location(surface, surface->container->resource.draw_binding);
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else if (surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
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FIXME("Depth / stencil buffer locking is not implemented.\n");
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@ -968,7 +968,7 @@ static void surface_blt_fbo(const struct wined3d_device *device, enum wined3d_te
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if (wined3d_settings.strict_draw_ordering
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|| (dst_location == WINED3D_LOCATION_DRAWABLE
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&& dst_surface->container->swapchain->front_buffer == dst_surface))
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&& dst_surface->container->swapchain->front_buffer == dst_surface->container))
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gl_info->gl_ops.gl.p_glFlush();
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context_release(context);
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@ -1291,7 +1291,7 @@ static void gdi_surface_unmap(struct wined3d_surface *surface)
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TRACE("surface %p.\n", surface);
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/* Tell the swapchain to update the screen. */
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if (surface->container->swapchain && surface == surface->container->swapchain->front_buffer)
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if (surface->container->swapchain && surface->container == surface->container->swapchain->front_buffer)
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x11_copy_to_screen(surface->container->swapchain, &surface->lockedRect);
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memset(&surface->lockedRect, 0, sizeof(RECT));
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@ -1607,7 +1607,7 @@ static HRESULT d3dfmt_get_conv(const struct wined3d_surface *surface, BOOL need_
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* conflicts with this.
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*/
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if (!((blit_supported && surface->container->swapchain
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&& surface == surface->container->swapchain->front_buffer))
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&& surface->container == surface->container->swapchain->front_buffer))
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|| colorkey_active || !use_texturing)
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{
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format->glFormat = GL_RGBA;
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@ -1995,7 +1995,7 @@ GLenum surface_get_gl_buffer(const struct wined3d_surface *surface)
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TRACE("Returning GL_BACK\n");
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return GL_BACK;
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}
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else if (surface == swapchain->front_buffer)
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else if (surface->container == swapchain->front_buffer)
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{
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TRACE("Returning GL_FRONT\n");
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return GL_FRONT;
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@ -3855,7 +3855,7 @@ void surface_translate_drawable_coords(const struct wined3d_surface *surface, HW
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{
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UINT drawable_height;
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if (surface->container->swapchain && surface == surface->container->swapchain->front_buffer)
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if (surface->container->swapchain && surface->container == surface->container->swapchain->front_buffer)
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{
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POINT offset = {0, 0};
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RECT windowsize;
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@ -3936,7 +3936,8 @@ static void surface_blt_to_drawable(const struct wined3d_device *device,
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device->blitter->unset_shader(context->gl_info);
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if (wined3d_settings.strict_draw_ordering
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|| (dst_surface->container->swapchain && dst_surface->container->swapchain->front_buffer == dst_surface))
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|| (dst_surface->container->swapchain
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&& dst_surface->container->swapchain->front_buffer == dst_surface->container))
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gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
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context_release(context);
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@ -4309,7 +4310,8 @@ void surface_load_ds_location(struct wined3d_surface *surface, struct wined3d_co
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/* Note that we use depth_blt here as well, rather than glCopyTexImage2D
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* directly on the FBO texture. That's because we need to flip. */
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context_apply_fbo_state_blit(context, GL_FRAMEBUFFER,
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context->swapchain->front_buffer, NULL, WINED3D_LOCATION_DRAWABLE);
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surface_from_resource(wined3d_texture_get_sub_resource(context->swapchain->front_buffer, 0)),
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NULL, WINED3D_LOCATION_DRAWABLE);
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if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
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{
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gl_info->gl_ops.gl.p_glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
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@ -4355,7 +4357,8 @@ void surface_load_ds_location(struct wined3d_surface *surface, struct wined3d_co
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TRACE("Copying depth texture to onscreen depth buffer.\n");
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context_apply_fbo_state_blit(context, GL_FRAMEBUFFER,
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context->swapchain->front_buffer, NULL, WINED3D_LOCATION_DRAWABLE);
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surface_from_resource(wined3d_texture_get_sub_resource(context->swapchain->front_buffer, 0)),
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NULL, WINED3D_LOCATION_DRAWABLE);
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surface_depth_blt(surface, context, surface->container->texture_rgb.name,
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0, surface->pow2Height - h, w, h, surface->texture_target);
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checkGLcall("depth_blt");
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@ -5828,7 +5831,7 @@ HRESULT CDECL wined3d_surface_blt(struct wined3d_surface *dst_surface, const REC
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* to the frontbuffer instead of doing a Flip(). D3D8 and D3D9
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* applications can't blit directly to the frontbuffer. */
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if (dst_swapchain && dst_swapchain->back_buffers
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&& dst_surface == dst_swapchain->front_buffer
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&& dst_surface->container == dst_swapchain->front_buffer
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&& src_surface == dst_swapchain->back_buffers[0])
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{
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enum wined3d_swap_effect swap_effect = dst_swapchain->desc.swap_effect;
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@ -40,8 +40,8 @@ static void swapchain_cleanup(struct wined3d_swapchain *swapchain)
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* is the last buffer to be destroyed, FindContext() depends on that. */
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if (swapchain->front_buffer)
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{
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wined3d_texture_set_swapchain(swapchain->front_buffer->container, NULL);
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if (wined3d_surface_decref(swapchain->front_buffer))
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wined3d_texture_set_swapchain(swapchain->front_buffer, NULL);
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if (wined3d_texture_decref(swapchain->front_buffer))
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WARN("Something's still holding the front buffer (%p).\n", swapchain->front_buffer);
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swapchain->front_buffer = NULL;
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}
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@ -163,7 +163,7 @@ HRESULT CDECL wined3d_swapchain_get_front_buffer_data(const struct wined3d_swapc
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TRACE("swapchain %p, dst_surface %p.\n", swapchain, dst_surface);
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src_surface = swapchain->front_buffer;
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src_surface = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0));
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SetRect(&src_rect, 0, 0, src_surface->resource.width, src_surface->resource.height);
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dst_rect = src_rect;
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@ -315,7 +315,8 @@ static void swapchain_blit(const struct wined3d_swapchain *swapchain,
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gl_info->gl_ops.gl.p_glReadBuffer(GL_COLOR_ATTACHMENT0);
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context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
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context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, swapchain->front_buffer,
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context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER,
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surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0)),
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NULL, WINED3D_LOCATION_DRAWABLE);
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context_set_draw_buffer(context, GL_BACK);
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context_invalidate_state(context, STATE_FRAMEBUFFER);
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@ -358,7 +359,8 @@ static void swapchain_blit(const struct wined3d_swapchain *swapchain,
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if (is_complex_fixup(backbuffer->resource.format->color_fixup))
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gl_filter = GL_NEAREST;
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context_apply_fbo_state_blit(context2, GL_FRAMEBUFFER, swapchain->front_buffer,
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context_apply_fbo_state_blit(context2, GL_FRAMEBUFFER,
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surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0)),
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NULL, WINED3D_LOCATION_DRAWABLE);
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context_bind_texture(context2, backbuffer->texture_target, backbuffer->container->texture_rgb.name);
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@ -420,6 +422,7 @@ static void swapchain_gl_present(struct wined3d_swapchain *swapchain, const RECT
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const struct wined3d_fb_state *fb = &swapchain->device->fb;
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const struct wined3d_gl_info *gl_info;
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struct wined3d_context *context;
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struct wined3d_surface *front;
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RECT src_rect, dst_rect;
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BOOL render_to_fbo;
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@ -549,13 +552,13 @@ static void swapchain_gl_present(struct wined3d_swapchain *swapchain, const RECT
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}
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}
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if (!swapchain->render_to_fbo && ((swapchain->front_buffer->locations & WINED3D_LOCATION_SYSMEM)
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front = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0));
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if (!swapchain->render_to_fbo && ((front->locations & WINED3D_LOCATION_SYSMEM)
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|| (back_buffer->locations & WINED3D_LOCATION_SYSMEM)))
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{
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/* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
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* Doesn't work with render_to_fbo because we're not flipping
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*/
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struct wined3d_surface *front = swapchain->front_buffer;
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if (front->resource.size == back_buffer->resource.size)
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{
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@ -576,8 +579,8 @@ static void swapchain_gl_present(struct wined3d_swapchain *swapchain, const RECT
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}
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else
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{
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surface_validate_location(swapchain->front_buffer, WINED3D_LOCATION_DRAWABLE);
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surface_invalidate_location(swapchain->front_buffer, ~WINED3D_LOCATION_DRAWABLE);
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surface_validate_location(front, WINED3D_LOCATION_DRAWABLE);
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surface_invalidate_location(front, ~WINED3D_LOCATION_DRAWABLE);
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/* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
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* and INTEXTURE copies can keep their old content if they have any defined content.
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* If the swapeffect is COPY, the content remains the same. If it is FLIP however,
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@ -625,10 +628,10 @@ void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *r
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TRACE("swapchain %p, rect %s.\n", swapchain, wine_dbgstr_rect(rect));
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front = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0));
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if (swapchain->palette)
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wined3d_palette_apply_to_dc(swapchain->palette, swapchain->front_buffer->hDC);
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wined3d_palette_apply_to_dc(swapchain->palette, front->hDC);
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front = swapchain->front_buffer;
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if (front->resource.map_count)
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ERR("Trying to blit a mapped surface.\n");
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@ -666,7 +669,7 @@ static void swapchain_gdi_present(struct wined3d_swapchain *swapchain, const REC
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{
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struct wined3d_surface *front, *back;
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front = swapchain->front_buffer;
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front = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0));
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back = swapchain->back_buffers[0];
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/* Flip the DC. */
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@ -767,6 +770,7 @@ static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, struct wined3
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{
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const struct wined3d_adapter *adapter = device->adapter;
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struct wined3d_resource_desc surface_desc;
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struct wined3d_surface *front_buffer;
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BOOL displaymode_set = FALSE;
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RECT client_rect;
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HWND window;
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@ -848,17 +852,18 @@ static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, struct wined3
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surface_desc.size = 0;
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if (FAILED(hr = device->device_parent->ops->create_swapchain_surface(device->device_parent,
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parent, &surface_desc, &swapchain->front_buffer)))
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parent, &surface_desc, &front_buffer)))
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{
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WARN("Failed to create front buffer, hr %#x.\n", hr);
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goto err;
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}
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wined3d_texture_set_swapchain(swapchain->front_buffer->container, swapchain);
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swapchain->front_buffer = front_buffer->container;
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wined3d_texture_set_swapchain(swapchain->front_buffer, swapchain);
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if (!(device->wined3d->flags & WINED3D_NO3D))
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{
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surface_validate_location(swapchain->front_buffer, WINED3D_LOCATION_DRAWABLE);
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surface_invalidate_location(swapchain->front_buffer, ~WINED3D_LOCATION_DRAWABLE);
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surface_validate_location(front_buffer, WINED3D_LOCATION_DRAWABLE);
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surface_invalidate_location(front_buffer, ~WINED3D_LOCATION_DRAWABLE);
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}
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/* MSDN says we're only allowed a single fullscreen swapchain per device,
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@ -920,7 +925,7 @@ static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, struct wined3
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for (i = 0; i < (sizeof(formats) / sizeof(*formats)); i++)
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{
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swapchain->ds_format = wined3d_get_format(gl_info, formats[i]);
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swapchain->context[0] = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format);
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swapchain->context[0] = context_create(swapchain, front_buffer, swapchain->ds_format);
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if (swapchain->context[0]) break;
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TRACE("Depth stencil format %s is not supported, trying next format\n",
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debug_d3dformat(formats[i]));
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@ -1025,8 +1030,8 @@ err:
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if (swapchain->front_buffer)
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{
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wined3d_texture_set_swapchain(swapchain->front_buffer->container, NULL);
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wined3d_surface_decref(swapchain->front_buffer);
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wined3d_texture_set_swapchain(swapchain->front_buffer, NULL);
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wined3d_texture_decref(swapchain->front_buffer);
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}
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return hr;
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@ -1066,7 +1071,9 @@ static struct wined3d_context *swapchain_create_context(struct wined3d_swapchain
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TRACE("Creating a new context for swapchain %p, thread %u.\n", swapchain, GetCurrentThreadId());
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if (!(ctx = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format)))
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if (!(ctx = context_create(swapchain,
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surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0)),
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swapchain->ds_format)))
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{
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ERR("Failed to create a new context for the swapchain\n");
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return NULL;
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@ -1144,7 +1151,7 @@ void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain)
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{
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UINT i;
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wined3d_resource_update_draw_binding(&swapchain->front_buffer->container->resource);
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wined3d_resource_update_draw_binding(&swapchain->front_buffer->resource);
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for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
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{
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@ -2622,7 +2622,7 @@ struct wined3d_swapchain
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struct wined3d_device *device;
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struct wined3d_surface **back_buffers;
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struct wined3d_surface *front_buffer;
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struct wined3d_texture *front_buffer;
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struct wined3d_swapchain_desc desc;
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struct wined3d_display_mode original_mode;
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struct wined3d_gamma_ramp orig_gamma;
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Reference in New Issue