wined3d: Keep better track of where we're using wined3d contexts.

The idea here is that we can restore the thread's current GL context on
context_release() if it doesn't correspond to the current wined3d context on
context_acquire().
This commit is contained in:
Henri Verbeet 2009-10-28 11:00:11 +01:00 committed by Alexandre Julliard
parent 401173ffde
commit eeb54b9922
14 changed files with 298 additions and 112 deletions

View File

@ -4427,15 +4427,22 @@ static void shader_arb_destroy(IWineD3DBaseShader *iface) {
UINT i;
if(!shader_data) return; /* This can happen if a shader was never compiled */
if (shader_data->num_gl_shaders)
{
struct wined3d_context *context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
if(shader_data->num_gl_shaders) ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
for(i = 0; i < shader_data->num_gl_shaders; i++) {
for (i = 0; i < shader_data->num_gl_shaders; ++i)
{
GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
}
LEAVE_GL();
context_release(context);
}
HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
HeapFree(GetProcessHeap(), 0, shader_data);
This->baseShader.backend_data = NULL;
@ -4445,15 +4452,22 @@ static void shader_arb_destroy(IWineD3DBaseShader *iface) {
UINT i;
if(!shader_data) return; /* This can happen if a shader was never compiled */
if (shader_data->num_gl_shaders)
{
struct wined3d_context *context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
if(shader_data->num_gl_shaders) ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
for(i = 0; i < shader_data->num_gl_shaders; i++) {
for (i = 0; i < shader_data->num_gl_shaders; ++i)
{
GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
}
LEAVE_GL();
context_release(context);
}
HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
HeapFree(GetProcessHeap(), 0, shader_data);
This->baseShader.backend_data = NULL;

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@ -83,10 +83,11 @@ void basetexture_unload(IWineD3DBaseTexture *iface)
{
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
struct wined3d_context *context = NULL;
if(This->baseTexture.texture_rgb.name ||
This->baseTexture.texture_srgb.name) {
ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
if (This->baseTexture.texture_rgb.name || This->baseTexture.texture_srgb.name)
{
context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
}
if(This->baseTexture.texture_rgb.name) {
@ -95,6 +96,9 @@ void basetexture_unload(IWineD3DBaseTexture *iface)
if(This->baseTexture.texture_srgb.name) {
gltexture_delete(&This->baseTexture.texture_srgb);
}
if (context) context_release(context);
This->baseTexture.texture_rgb.dirty = TRUE;
This->baseTexture.texture_srgb.dirty = TRUE;
}
@ -161,7 +165,8 @@ HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DT
* Or should we delay the applying until the texture is used for drawing? For now, apply
* immediately.
*/
ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
struct wined3d_context *context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
glBindTexture(textureDimensions, This->baseTexture.texture_rgb.name);
checkGLcall("glBindTexture");
@ -183,6 +188,8 @@ HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DT
checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
}
LEAVE_GL();
context_release(context);
}
This->baseTexture.filterType = FilterType;
TRACE("(%p) :\n", This);

View File

@ -605,8 +605,9 @@ static void STDMETHODCALLTYPE buffer_UnLoad(IWineD3DBuffer *iface)
if (This->buffer_object)
{
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
struct wined3d_context *context;
ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
/* Download the buffer, but don't permanently enable double buffering */
if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
@ -621,6 +622,8 @@ static void STDMETHODCALLTYPE buffer_UnLoad(IWineD3DBuffer *iface)
LEAVE_GL();
This->buffer_object = 0;
This->flags |= WINED3D_BUFFER_CREATEBO; /* Recreate the buffer object next load */
context_release(context);
}
}
@ -688,13 +691,14 @@ static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
UINT start = 0, end = 0, vertices;
struct wined3d_context *context;
BOOL decl_changed = FALSE;
unsigned int i, j;
BYTE *data;
TRACE("iface %p\n", iface);
ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
if (!This->buffer_object)
{
@ -706,6 +710,7 @@ static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
}
else
{
context_release(context);
return; /* Not doing any conversion */
}
}
@ -717,7 +722,11 @@ static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
This->flags |= WINED3D_BUFFER_HASDESC;
}
if (!decl_changed && !(This->flags & WINED3D_BUFFER_HASDESC && This->flags & WINED3D_BUFFER_DIRTY)) return;
if (!decl_changed && !(This->flags & WINED3D_BUFFER_HASDESC && This->flags & WINED3D_BUFFER_DIRTY))
{
context_release(context);
return;
}
/* If applications change the declaration over and over, reconverting all the time is a huge
* performance hit. So count the declaration changes and release the VBO if there are too many
@ -745,7 +754,7 @@ static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
* rarely
*/
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
context_release(context);
return;
}
buffer_check_buffer_object_size(This);
@ -800,7 +809,11 @@ static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
TRACE("No conversion needed\n");
/* Nothing to do because we locked directly into the vbo */
if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER)) return;
if (!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
{
context_release(context);
return;
}
ENTER_GL();
GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
@ -808,6 +821,8 @@ static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, start, end-start, This->resource.allocatedMemory + start));
checkGLcall("glBufferSubDataARB");
LEAVE_GL();
context_release(context);
return;
}
@ -901,6 +916,7 @@ static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
}
HeapFree(GetProcessHeap(), 0, data);
context_release(context);
}
static WINED3DRESOURCETYPE STDMETHODCALLTYPE buffer_GetType(IWineD3DBuffer *iface)
@ -944,17 +960,19 @@ static HRESULT STDMETHODCALLTYPE buffer_Map(IWineD3DBuffer *iface, UINT offset,
if(count == 1)
{
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
struct wined3d_context *context;
if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
{
IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
}
ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_READ_WRITE_ARB));
LEAVE_GL();
context_release(context);
}
}
else
@ -996,17 +1014,19 @@ static HRESULT STDMETHODCALLTYPE buffer_Unmap(IWineD3DBuffer *iface)
if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER) && This->buffer_object)
{
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
struct wined3d_context *context;
if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
{
IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
}
ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
LEAVE_GL();
context_release(context);
This->resource.allocatedMemory = NULL;
}

View File

@ -831,6 +831,21 @@ BOOL context_set_current(struct wined3d_context *ctx)
return TlsSetValue(wined3d_context_tls_idx, ctx);
}
void context_release(struct wined3d_context *context)
{
TRACE("Releasing context %p, level %u.\n", context, context->level);
if (WARN_ON(d3d))
{
if (!context->level)
WARN("Context %p is not active.\n", context);
else if (context != context_get_current())
WARN("Context %p is not the current context.\n", context);
}
--context->level;
}
/*****************************************************************************
* Context_MarkStateDirty
*
@ -1954,14 +1969,14 @@ retry:
BOOL oldInDraw = This->isInDraw;
/* surface_internal_preload() requires a context to load the
* texture, so it will call ActivateContext. Set isInDraw to true
* texture, so it will call context_acquire(). Set isInDraw to true
* to signal surface_internal_preload() that it has a context. */
/* FIXME: This is just broken. There's no guarantee whatsoever
* that the currently active context, if any, is appropriate for
* reading back the render target. We should probably call
* context_set_current(context) here and then rely on
* ActivateContext() doing the right thing. */
* context_acquire() doing the right thing. */
This->isInDraw = TRUE;
/* Read the back buffer of the old drawable into the destination texture. */
@ -2035,7 +2050,7 @@ static void context_apply_draw_buffer(struct wined3d_context *context, BOOL blit
}
/*****************************************************************************
* ActivateContext
* context_acquire
*
* Finds a rendering context and drawable matching the device and render
* target for the current thread, activates them and puts them into the
@ -2047,7 +2062,7 @@ static void context_apply_draw_buffer(struct wined3d_context *context, BOOL blit
* usage: Prepares the context for blitting, drawing or other actions
*
*****************************************************************************/
struct wined3d_context *ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, enum ContextUsage usage)
struct wined3d_context *context_acquire(IWineD3DDeviceImpl *This, IWineD3DSurface *target, enum ContextUsage usage)
{
struct wined3d_context *current_context = context_get_current();
DWORD tid = GetCurrentThreadId();
@ -2060,6 +2075,9 @@ struct wined3d_context *ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurfac
TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid);
context = FindContext(This, target, tid);
++context->level;
TRACE("Found context %p, level %u.\n", context, context->level);
if (!context->valid) return context;
gl_info = context->gl_info;

View File

@ -34,6 +34,7 @@ static void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3
/* Override the IWineD3DResource Preload method. */
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
struct wined3d_context *context = NULL;
unsigned int i, j;
BOOL srgb_mode;
BOOL *dirty;
@ -65,9 +66,9 @@ static void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3
* activated at the beginning of drawPrimitive. */
if (!device->isInDraw)
{
/* No danger of recursive calls, ActivateContext sets isInDraw to true
/* No danger of recursive calls, context_acquire() sets isInDraw to true
* when loading offscreen render targets into their texture. */
ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
}
if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
@ -109,6 +110,8 @@ static void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3
/* No longer dirty. */
*dirty = FALSE;
if (context) context_release(context);
}
static void cubetexture_cleanup(IWineD3DCubeTextureImpl *This)

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@ -1960,8 +1960,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface,
D3DCB_DESTROYSWAPCHAINFN D3DCB_DestroySwapChain)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
const struct wined3d_context *context;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
int sampler;
UINT i;
TRACE("(%p)\n", This);
@ -1971,7 +1971,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface,
/* I don't think that the interface guarantees that the device is destroyed from the same thread
* it was created. Thus make sure a context is active for the glDelete* calls
*/
context = ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
gl_info = context->gl_info;
if(This->logo_surface) IWineD3DSurface_Release(This->logo_surface);
@ -2080,6 +2080,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface,
This->auto_depth_stencil_buffer = NULL;
}
context_release(context);
for(i=0; i < This->NumberOfSwapChains; i++) {
TRACE("Releasing the implicit swapchain %d\n", i);
if (D3DCB_DestroySwapChain(This->swapchains[i]) > 0) {
@ -4065,7 +4067,10 @@ static HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface,
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct wined3d_stream_info stream_info;
struct wined3d_context *context;
BOOL vbo = FALSE, streamWasUP = This->stateBlock->streamIsUP;
HRESULT hr;
TRACE("(%p)->(%d,%d,%d,%p,%p,%d\n", This, SrcStartIndex, DestIndex, VertexCount, pDestBuffer, pVertexDecl, Flags);
if(pVertexDecl) {
@ -4073,7 +4078,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface,
}
/* Need any context to write to the vbo. */
ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
/* ProcessVertices reads from vertex buffers, which have to be assigned. DrawPrimitive and DrawPrimitiveUP
* control the streamIsUP flag, thus restore it afterwards.
@ -4110,8 +4115,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface,
}
}
return process_vertices_strided(This, DestIndex, VertexCount, &stream_info,
hr = process_vertices_strided(This, DestIndex, VertexCount, &stream_info,
(struct wined3d_buffer *)pDestBuffer, Flags, DestFVF);
context_release(context);
return hr;
}
/*****
@ -4457,8 +4466,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_BeginScene(IWineD3DDevice *iface) {
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface) {
static HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct wined3d_context *context;
TRACE("(%p)\n", This);
if(!This->inScene) {
@ -4466,12 +4478,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface) {
return WINED3DERR_INVALIDCALL;
}
ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
/* We only have to do this if we need to read the, swapbuffers performs a flush for us */
wglFlush();
/* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
* fails
*/
* fails. */
context_release(context);
This->inScene = FALSE;
return WINED3D_OK;
@ -4546,7 +4558,7 @@ HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfa
}
}
context = ActivateContext(This, (IWineD3DSurface *)target, CTXUSAGE_CLEAR);
context = context_acquire(This, (IWineD3DSurface *)target, CTXUSAGE_CLEAR);
target->get_drawable_size(context, &drawable_width, &drawable_height);
@ -4686,6 +4698,8 @@ HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfa
IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
}
context_release(context);
return WINED3D_OK;
}
@ -5346,6 +5360,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface,
DWORD sampler;
int bpp;
CONVERT_TYPES convert = NO_CONVERSION;
struct wined3d_context *context;
WINED3DSURFACE_DESC winedesc;
@ -5389,7 +5404,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface,
IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
}
ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
@ -5480,6 +5495,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface,
checkGLcall("glTexSubImage2D");
LEAVE_GL();
context_release(context);
IWineD3DSurface_ModifyLocation(pDestinationSurface, SFLAG_INTEXTURE, TRUE);
sampler = This->rev_tex_unit_map[0];
@ -5635,7 +5651,7 @@ static void color_fill_fbo(IWineD3DDevice *iface, IWineD3DSurface *surface,
TRACE("Surface %p is onscreen\n", surface);
context = ActivateContext(This, surface, CTXUSAGE_RESOURCELOAD);
context = context_acquire(This, surface, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
buffer = surface_get_gl_buffer(surface, swapchain);
@ -5644,7 +5660,7 @@ static void color_fill_fbo(IWineD3DDevice *iface, IWineD3DSurface *surface,
} else {
TRACE("Surface %p is offscreen\n", surface);
context = ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
context_attach_surface_fbo(context, GL_FRAMEBUFFER, 0, surface);
@ -5683,6 +5699,7 @@ static void color_fill_fbo(IWineD3DDevice *iface, IWineD3DSurface *surface,
}
LEAVE_GL();
context_release(context);
}
static inline DWORD argb_to_fmt(DWORD color, WINED3DFORMAT destfmt) {
@ -6035,9 +6052,9 @@ void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED
src_swapchain = get_swapchain(src_surface);
dst_swapchain = get_swapchain(dst_surface);
if (src_swapchain) context = ActivateContext(This, src_surface, CTXUSAGE_RESOURCELOAD);
else if (dst_swapchain) context = ActivateContext(This, dst_surface, CTXUSAGE_RESOURCELOAD);
else context = ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
if (src_swapchain) context = context_acquire(This, src_surface, CTXUSAGE_RESOURCELOAD);
else if (dst_swapchain) context = context_acquire(This, dst_surface, CTXUSAGE_RESOURCELOAD);
else context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
gl_info = context->gl_info;
@ -6138,6 +6155,8 @@ void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED
checkGLcall("glDrawBuffer()");
}
LEAVE_GL();
context_release(context);
}
static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, DWORD RenderTargetIndex, IWineD3DSurface *pRenderTarget) {
@ -6220,9 +6239,10 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *
|| ((IWineD3DSurfaceImpl *)This->stencilBufferTarget)->Flags & SFLAG_DISCARD) {
surface_modify_ds_location(This->stencilBufferTarget, SFLAG_DS_DISCARDED);
} else {
struct wined3d_context *context = ActivateContext(This, This->render_targets[0], CTXUSAGE_RESOURCELOAD);
struct wined3d_context *context = context_acquire(This, This->render_targets[0], CTXUSAGE_RESOURCELOAD);
surface_load_ds_location(This->stencilBufferTarget, context, SFLAG_DS_OFFSCREEN);
surface_modify_ds_location(This->stencilBufferTarget, SFLAG_DS_OFFSCREEN);
context_release(context);
}
}
@ -6255,10 +6275,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* i
/* some basic validation checks */
if(This->cursorTexture) {
ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
struct wined3d_context *context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
glDeleteTextures(1, &This->cursorTexture);
LEAVE_GL();
context_release(context);
This->cursorTexture = 0;
}
@ -6299,6 +6320,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* i
{
const struct GlPixelFormatDesc *glDesc =
getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, &This->adapter->gl_info);
struct wined3d_context *context;
char *mem, *bits = rect.pBits;
GLint intfmt = glDesc->glInternal;
GLint format = glDesc->glFormat;
@ -6316,7 +6338,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* i
memcpy(&mem[width * bpp * i], &bits[rect.Pitch * i], width * bpp);
IWineD3DSurface_UnlockRect(pCursorBitmap);
ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
@ -6349,6 +6371,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* i
}
LEAVE_GL();
context_release(context);
}
else
{
@ -6516,10 +6540,11 @@ static void updateSurfaceDesc(IWineD3DSurfaceImpl *surface, const WINED3DPRESENT
if (surface->texture_name)
{
ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
struct wined3d_context *context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
glDeleteTextures(1, &surface->texture_name);
LEAVE_GL();
context_release(context);
surface->texture_name = 0;
surface->Flags &= ~SFLAG_CLIENT;
}
@ -6578,12 +6603,12 @@ static BOOL is_display_mode_supported(IWineD3DDeviceImpl *This, const WINED3DPRE
void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain_iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *) swapchain_iface;
const struct wined3d_context *context;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
UINT i;
IWineD3DBaseShaderImpl *shader;
context = ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
gl_info = context->gl_info;
IWineD3DDevice_EnumResources(iface, reset_unload_resources, NULL);
@ -6618,6 +6643,8 @@ void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain_
}
LEAVE_GL();
context_release(context);
while(This->numContexts) {
DestroyContext(This, This->contexts[0]);
}

View File

@ -596,10 +596,10 @@ void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT StartIdx, UINT
/* Signals other modules that a drawing is in progress and the stateblock finalized */
This->isInDraw = TRUE;
context = ActivateContext(This, This->render_targets[0], CTXUSAGE_DRAWPRIM);
context = context_acquire(This, This->render_targets[0], CTXUSAGE_DRAWPRIM);
if (This->stencilBufferTarget) {
/* Note that this depends on the ActivateContext call above to set
/* Note that this depends on the context_acquire() call above to set
* This->render_offscreen properly. We don't currently take the
* Z-compare function into account, but we could skip loading the
* depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
@ -683,6 +683,8 @@ void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT StartIdx, UINT
/* Finished updating the screen, restore lock */
LEAVE_GL();
context_release(context);
TRACE("Done all gl drawing\n");
/* Diagnostics */
@ -766,7 +768,7 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
float max_x = 0.0f, max_y = 0.0f, max_z = 0.0f, neg_z = 0.0f;
struct wined3d_stream_info stream_info;
struct wined3d_stream_info_element *e;
const struct wined3d_context *context;
struct wined3d_context *context;
const BYTE *data;
const WINED3DRECTPATCH_INFO *info = &patch->RectPatchInfo;
DWORD vtxStride;
@ -776,7 +778,7 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
/* Simply activate the context for blitting. This disables all the things we don't want and
* takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
* patch (as opposed to normal draws) will most likely need different changes anyway. */
context = ActivateContext(This, NULL, CTXUSAGE_BLIT);
context = context_acquire(This, NULL, CTXUSAGE_BLIT);
/* First, locate the position data. This is provided in a vertex buffer in the stateblock.
* Beware of vbos
@ -959,11 +961,13 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
LEAVE_GL();
ERR("Feedback failed. Expected %d elements back\n", buffer_size);
HeapFree(GetProcessHeap(), 0, feedbuffer);
context_release(context);
return WINED3DERR_DRIVERINTERNALERROR;
} else if(i != buffer_size) {
LEAVE_GL();
ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size, i);
HeapFree(GetProcessHeap(), 0, feedbuffer);
context_release(context);
return WINED3DERR_DRIVERINTERNALERROR;
} else {
TRACE("Got %d elements as expected\n", i);
@ -1078,6 +1082,8 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
checkGLcall("glDisable vertex attrib generation");
LEAVE_GL();
context_release(context);
HeapFree(GetProcessHeap(), 0, feedbuffer);
vtxStride = 3 * sizeof(float);

View File

@ -4374,10 +4374,10 @@ static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
struct shader_glsl_priv *priv = device->shader_priv;
const struct wined3d_context *context;
const struct wined3d_gl_info *gl_info;
IWineD3DPixelShaderImpl *ps = NULL;
IWineD3DVertexShaderImpl *vs = NULL;
struct wined3d_context *context;
/* Note: Do not use QueryInterface here to find out which shader type this is because this code
* can be called from IWineD3DBaseShader::Release
@ -4395,7 +4395,7 @@ static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
return;
}
context = ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
gl_info = context->gl_info;
if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->pshader == iface)
@ -4415,7 +4415,7 @@ static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
return;
}
context = ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
gl_info = context->gl_info;
if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->vshader == iface)
@ -4474,6 +4474,8 @@ static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
HeapFree(GetProcessHeap(), 0, shader_data);
vs->baseShader.backend_data = NULL;
}
context_release(context);
}
static int glsl_program_key_compare(const void *key, const struct wine_rb_entry *entry)

View File

@ -3,6 +3,7 @@
*
* Copyright 2005 Oliver Stieber
* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
* Copyright 2009 Henri Verbeet for CodeWeavers.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
@ -271,6 +272,7 @@ static HRESULT WINAPI IWineD3DQueryImpl_GetData(IWineD3DQuery* iface, void* pDa
static HRESULT WINAPI IWineD3DOcclusionQueryImpl_GetData(IWineD3DQuery* iface, void* pData, DWORD dwSize, DWORD dwGetDataFlags) {
IWineD3DQueryImpl *This = (IWineD3DQueryImpl *) iface;
struct wined3d_occlusion_query *query = This->extendedData;
struct wined3d_context *context;
DWORD* data = pData;
GLuint available;
GLuint samples;
@ -309,7 +311,7 @@ static HRESULT WINAPI IWineD3DOcclusionQueryImpl_GetData(IWineD3DQuery* iface,
return S_OK;
}
ActivateContext(This->wineD3DDevice, query->context->current_rt, CTXUSAGE_RESOURCELOAD);
context = context_acquire(This->wineD3DDevice, query->context->current_rt, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
@ -335,13 +337,16 @@ static HRESULT WINAPI IWineD3DOcclusionQueryImpl_GetData(IWineD3DQuery* iface,
LEAVE_GL();
context_release(context);
return res;
}
static HRESULT WINAPI IWineD3DEventQueryImpl_GetData(IWineD3DQuery* iface, void* pData, DWORD dwSize, DWORD dwGetDataFlags) {
IWineD3DQueryImpl *This = (IWineD3DQueryImpl *) iface;
struct wined3d_event_query *query = This->extendedData;
BOOL* data = pData;
struct wined3d_context *context;
BOOL *data = pData;
TRACE("(%p) : type D3DQUERY_EVENT, pData %p, dwSize %#x, dwGetDataFlags %#x\n", This, pData, dwSize, dwGetDataFlags);
@ -364,7 +369,7 @@ static HRESULT WINAPI IWineD3DEventQueryImpl_GetData(IWineD3DQuery* iface, void
return S_OK;
}
ActivateContext(This->wineD3DDevice, query->context->current_rt, CTXUSAGE_RESOURCELOAD);
context = context_acquire(This->wineD3DDevice, query->context->current_rt, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
@ -386,6 +391,8 @@ static HRESULT WINAPI IWineD3DEventQueryImpl_GetData(IWineD3DQuery* iface, void
LEAVE_GL();
context_release(context);
return S_OK;
}
@ -472,17 +479,17 @@ static HRESULT WINAPI IWineD3DEventQueryImpl_Issue(IWineD3DQuery* iface, DWORD
if (query->context->tid != GetCurrentThreadId())
{
context_free_event_query(query);
context = ActivateContext(This->wineD3DDevice, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(This->wineD3DDevice, NULL, CTXUSAGE_RESOURCELOAD);
context_alloc_event_query(context, query);
}
else
{
ActivateContext(This->wineD3DDevice, query->context->current_rt, CTXUSAGE_RESOURCELOAD);
context = context_acquire(This->wineD3DDevice, query->context->current_rt, CTXUSAGE_RESOURCELOAD);
}
}
else
{
context = ActivateContext(This->wineD3DDevice, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(This->wineD3DDevice, NULL, CTXUSAGE_RESOURCELOAD);
context_alloc_event_query(context, query);
}
@ -500,6 +507,8 @@ static HRESULT WINAPI IWineD3DEventQueryImpl_Issue(IWineD3DQuery* iface, DWORD
}
LEAVE_GL();
context_release(context);
}
else if(dwIssueFlags & WINED3DISSUE_BEGIN)
{
@ -534,12 +543,12 @@ static HRESULT WINAPI IWineD3DOcclusionQueryImpl_Issue(IWineD3DQuery* iface, D
FIXME("Wrong thread, can't restart query.\n");
context_free_occlusion_query(query);
context = ActivateContext(This->wineD3DDevice, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(This->wineD3DDevice, NULL, CTXUSAGE_RESOURCELOAD);
context_alloc_occlusion_query(context, query);
}
else
{
ActivateContext(This->wineD3DDevice, query->context->current_rt, CTXUSAGE_RESOURCELOAD);
context = context_acquire(This->wineD3DDevice, query->context->current_rt, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
GL_EXTCALL(glEndQueryARB(GL_SAMPLES_PASSED_ARB));
@ -550,7 +559,7 @@ static HRESULT WINAPI IWineD3DOcclusionQueryImpl_Issue(IWineD3DQuery* iface, D
else
{
if (query->context) context_free_occlusion_query(query);
context = ActivateContext(This->wineD3DDevice, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(This->wineD3DDevice, NULL, CTXUSAGE_RESOURCELOAD);
context_alloc_occlusion_query(context, query);
}
@ -558,6 +567,8 @@ static HRESULT WINAPI IWineD3DOcclusionQueryImpl_Issue(IWineD3DQuery* iface, D
GL_EXTCALL(glBeginQueryARB(GL_SAMPLES_PASSED_ARB, query->id));
checkGLcall("glBeginQuery()");
LEAVE_GL();
context_release(context);
}
if (dwIssueFlags & WINED3DISSUE_END) {
/* Msdn says _END on a non-building occlusion query returns an error, but
@ -572,12 +583,14 @@ static HRESULT WINAPI IWineD3DOcclusionQueryImpl_Issue(IWineD3DQuery* iface, D
}
else
{
ActivateContext(This->wineD3DDevice, query->context->current_rt, CTXUSAGE_RESOURCELOAD);
context = context_acquire(This->wineD3DDevice, query->context->current_rt, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
GL_EXTCALL(glEndQueryARB(GL_SAMPLES_PASSED_ARB));
checkGLcall("glEndQuery()");
LEAVE_GL();
context_release(context);
}
}
}

View File

@ -40,6 +40,7 @@ static void surface_cleanup(IWineD3DSurfaceImpl *This)
{
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
struct wined3d_context *context = NULL;
renderbuffer_entry_t *entry, *entry2;
TRACE("(%p) : Cleaning up.\n", This);
@ -50,7 +51,7 @@ static void surface_cleanup(IWineD3DSurfaceImpl *This)
* target, Uninit3D() will activate a context before doing anything. */
if (device->render_targets && device->render_targets[0])
{
ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
}
ENTER_GL();
@ -93,6 +94,8 @@ static void surface_cleanup(IWineD3DSurfaceImpl *This)
HeapFree(GetProcessHeap(), 0, This->palette9);
resource_cleanup((IWineD3DResource *)This);
if (context) context_release(context);
}
UINT surface_calculate_size(const struct GlPixelFormatDesc *format_desc, UINT alignment, UINT width, UINT height)
@ -758,11 +761,11 @@ void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb)
tex_impl->baseTexture.internal_preload(baseTexture, srgb);
IWineD3DBaseTexture_Release(baseTexture);
} else {
struct wined3d_context *context = NULL;
TRACE("(%p) : About to load surface\n", This);
if(!device->isInDraw) {
ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
}
if (!device->isInDraw) context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
|| This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
@ -786,6 +789,8 @@ void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb)
glPrioritizeTextures(1, &This->texture_name, &tmp);
LEAVE_GL();
}
if (context) context_release(context);
}
return;
}
@ -817,9 +822,10 @@ static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
IWineD3DBaseTexture *texture = NULL;
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
const struct wined3d_context *context;
const struct wined3d_gl_info *gl_info;
renderbuffer_entry_t *entry, *entry2;
struct wined3d_context *context;
TRACE("(%p)\n", iface);
if(This->resource.pool == WINED3DPOOL_DEFAULT) {
@ -849,7 +855,7 @@ static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
IWineD3DSurface_ModifyLocation(iface, SFLAG_INSRGBTEX, FALSE);
This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
context = ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
gl_info = context->gl_info;
/* Destroy PBOs, but load them into real sysmem before */
@ -885,6 +891,9 @@ static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
} else {
IWineD3DBaseTexture_Release(texture);
}
context_release(context);
return;
}
@ -896,6 +905,7 @@ static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, void *dest, UINT pitch) {
IWineD3DSwapChainImpl *swapchain;
IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
struct wined3d_context *context;
BYTE *mem;
GLint fmt;
GLint type;
@ -922,7 +932,7 @@ static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, v
* should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
* context->last_was_blit set on the unlock.
*/
ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
context = context_acquire(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
ENTER_GL();
/* Select the correct read buffer, and give some debug output.
@ -1090,6 +1100,7 @@ static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, v
}
LEAVE_GL();
context_release(context);
/* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
* index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
@ -1137,6 +1148,7 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
{
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
IWineD3DSwapChainImpl *swapchain;
struct wined3d_context *context;
int bpp;
GLenum format, internal, type;
CONVERT_TYPES convert;
@ -1149,7 +1161,7 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
* locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
* states in the stateblock, and no driver was found yet that had bugs in that regard.
*/
ActivateContext(device, (IWineD3DSurface *) This, CTXUSAGE_RESOURCELOAD);
context = context_acquire(device, (IWineD3DSurface *) This, CTXUSAGE_RESOURCELOAD);
surface_bind_and_dirtify(This, srgb);
ENTER_GL();
@ -1203,6 +1215,9 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
checkGLcall("glReadBuffer");
LEAVE_GL();
context_release(context);
TRACE("Updated target %d\n", This->texture_target);
}
@ -1223,11 +1238,15 @@ static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This) {
/* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
* Also don't create a PBO for systemmem surfaces.
*/
if(GL_SUPPORT(ARB_PIXEL_BUFFER_OBJECT) && (This->Flags & SFLAG_DYNLOCK) && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2)) && (This->resource.pool != WINED3DPOOL_SYSTEMMEM)) {
if (GL_SUPPORT(ARB_PIXEL_BUFFER_OBJECT) && (This->Flags & SFLAG_DYNLOCK)
&& !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2))
&& (This->resource.pool != WINED3DPOOL_SYSTEMMEM))
{
GLenum error;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
struct wined3d_context *context;
ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
@ -1255,7 +1274,10 @@ static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This) {
This->resource.allocatedMemory = NULL;
This->Flags |= SFLAG_PBO;
LEAVE_GL();
} else if(!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO)) {
context_release(context);
}
else if (!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO))
{
/* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
* or a pbo to map
*/
@ -1322,8 +1344,11 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED
}
lock_end:
if(This->Flags & SFLAG_PBO) {
ActivateContext(myDevice, NULL, CTXUSAGE_RESOURCELOAD);
if (This->Flags & SFLAG_PBO)
{
struct wined3d_context *context;
context = context_acquire(myDevice, NULL, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
checkGLcall("glBindBufferARB");
@ -1341,6 +1366,7 @@ lock_end:
checkGLcall("glBindBufferARB");
LEAVE_GL();
context_release(context);
}
if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
@ -1373,9 +1399,10 @@ static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fm
UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
IWineD3DSwapChainImpl *swapchain;
struct wined3d_context *context;
/* Activate the correct context for the render target */
ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
context = context_acquire(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
ENTER_GL();
if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)This, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
@ -1467,6 +1494,7 @@ static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fm
checkGLcall("glDrawBuffer(GL_FRONT)");
}
LEAVE_GL();
context_release(context);
return;
}
@ -1481,15 +1509,21 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
return WINEDDERR_NOTLOCKED;
}
if (This->Flags & SFLAG_PBO) {
if (This->Flags & SFLAG_PBO)
{
struct wined3d_context *context;
TRACE("Freeing PBO memory\n");
ActivateContext(myDevice, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(myDevice, NULL, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
checkGLcall("glUnmapBufferARB");
LEAVE_GL();
context_release(context);
This->resource.allocatedMemory = NULL;
}
@ -2612,14 +2646,16 @@ static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL
TRACE("Passing to container\n");
IWineD3DBaseTexture_BindTexture(baseTexture, srgb);
IWineD3DBaseTexture_Release(baseTexture);
} else {
}
else
{
struct wined3d_context *context = NULL;
GLuint *name;
TRACE("(%p) : Binding surface\n", This);
name = srgb ? &This->texture_name_srgb : &This->texture_name;
if(!device->isInDraw) {
ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
}
if (!device->isInDraw) context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
@ -2653,6 +2689,8 @@ static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL
checkGLcall("glBindTexture");
LEAVE_GL();
if (context) context_release(context);
}
return;
}
@ -3023,9 +3061,10 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D
float xrel, yrel;
UINT row;
IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
struct wined3d_context *context;
ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
context = context_acquire(myDevice, SrcSurface, CTXUSAGE_BLIT);
surface_internal_preload((IWineD3DSurface *) This, SRGB_RGB);
ENTER_GL();
@ -3100,6 +3139,7 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D
checkGLcall("glCopyTexSubImage2D");
LEAVE_GL();
context_release(context);
/* The texture is now most up to date - If the surface is a render target and has a drawable, this
* path is never entered
@ -3125,7 +3165,7 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
TRACE("Using hwstretch blit\n");
/* Activate the Proper context for reading from the source surface, set it up for blitting */
context = ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
context = context_acquire(myDevice, SrcSurface, CTXUSAGE_BLIT);
surface_internal_preload((IWineD3DSurface *) This, SRGB_RGB);
noBackBufferBackup = !swapchain && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
@ -3352,6 +3392,7 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
}
LEAVE_GL();
context_release(context);
/* The texture is now most up to date - If the surface is a render target and has a drawable, this
* path is never entered
@ -3634,6 +3675,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
float glTexCoord[4];
DWORD oldCKeyFlags = Src->CKeyFlags;
WINEDDCOLORKEY oldBltCKey = Src->SrcBltCKey;
struct wined3d_context *context;
RECT SourceRectangle;
BOOL paletteOverride = FALSE;
@ -3710,7 +3752,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
surface_internal_preload((IWineD3DSurface *) Src, SRGB_RGB);
/* Activate the destination context, set it up for blitting */
ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
context = context_acquire(myDevice, (IWineD3DSurface *)This, CTXUSAGE_BLIT);
/* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
* while OpenGL coordinates are window relative.
@ -3828,6 +3870,8 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
if(dstSwapchain && (This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer || dstSwapchain->num_contexts >= 2))
wglFlush();
context_release(context);
/* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
/* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
* is outdated now
@ -4076,6 +4120,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
if((This->resource.usage & WINED3DUSAGE_RENDERTARGET) && (convert == NO_CONVERSION))
{
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
struct wined3d_context *context;
/* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL);
@ -4084,8 +4129,9 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
/* Re-upload the palette */
ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
d3dfmt_p8_upload_palette(iface, convert);
context_release(context);
} else {
if(!(This->Flags & SFLAG_INSYSMEM)) {
TRACE("Palette changed with surface that does not have an up to date system memory copy\n");
@ -4546,7 +4592,7 @@ static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float
static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in)
{
const struct wined3d_context *context;
struct wined3d_context *context;
struct coords coords[4];
RECT rect;
IWineD3DSwapChain *swapchain;
@ -4653,7 +4699,7 @@ static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT
return;
}
context = ActivateContext(device, (IWineD3DSurface*)This, CTXUSAGE_BLIT);
context = context_acquire(device, (IWineD3DSurface*)This, CTXUSAGE_BLIT);
ENTER_GL();
@ -4713,6 +4759,8 @@ static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT
IWineD3DBaseTexture_Release(texture);
}
}
context_release(context);
}
/*****************************************************************************
@ -4778,12 +4826,19 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
surface_prepare_system_memory(This);
/* Download the surface to system memory */
if(This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) {
if (!device->isInDraw) ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
surface_bind_and_dirtify(This, !(This->Flags & SFLAG_INTEXTURE));
if (This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))
{
struct wined3d_context *context = NULL;
if (!device->isInDraw) context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
surface_bind_and_dirtify(This, !(This->Flags & SFLAG_INTEXTURE));
surface_download_data(This);
} else {
if (context) context_release(context);
}
else
{
/* Note: It might be faster to download into a texture first. */
read_from_framebuffer(This, rect,
This->resource.allocatedMemory,
@ -4809,10 +4864,15 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
/* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
* but it isn't set (yet) in all cases it is getting called. */
if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
if ((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO))
{
struct wined3d_context *context = NULL;
TRACE("Removing the pbo attached to surface %p\n", This);
if (!device->isInDraw) ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
if (!device->isInDraw) context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
surface_remove_pbo(This);
if (context) context_release(context);
}
if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
@ -4844,10 +4904,16 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
} else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */ {
if (drawable_read_ok && (This->Flags & SFLAG_INDRAWABLE)) {
read_from_framebuffer_texture(This, flag == SFLAG_INSRGBTEX);
} else { /* Upload from system memory */
}
else
{
/* Upload from system memory */
BOOL srgb = flag == SFLAG_INSRGBTEX;
DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, srgb);
struct wined3d_context *context = NULL;
d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */,
&format, &internal, &type, &convert, &bpp, srgb);
if(srgb) {
if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE) {
@ -4869,7 +4935,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
}
if (!device->isInDraw) ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
if (!device->isInDraw) context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
surface_bind_and_dirtify(This, srgb);
if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
@ -4899,6 +4965,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
if(!mem) {
ERR("Out of memory %d, %d!\n", outpitch, height);
context_release(context);
return WINED3DERR_OUTOFVIDEOMEMORY;
}
d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
@ -4948,6 +5015,8 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
LEAVE_GL();
if (context) context_release(context);
/* Don't delete PBO memory */
if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
HeapFree(GetProcessHeap(), 0, mem);

View File

@ -97,11 +97,11 @@ static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface)
static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion, DWORD dwFlags) {
IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
struct wined3d_context *context;
unsigned int sync;
int retval;
ActivateContext(This->wineD3DDevice, This->backBuffer[0], CTXUSAGE_RESOURCELOAD);
context = context_acquire(This->wineD3DDevice, This->backBuffer[0], CTXUSAGE_RESOURCELOAD);
/* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
if(This->wineD3DDevice->bCursorVisible && This->wineD3DDevice->cursorTexture) {
@ -320,6 +320,8 @@ static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CO
}
}
context_release(context);
TRACE("returning\n");
return WINED3D_OK;
}

View File

@ -34,6 +34,7 @@ static void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRG
/* Override the IWineD3DResource PreLoad method. */
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
struct wined3d_context *context = NULL;
unsigned int i;
BOOL srgb_mode;
BOOL *dirty;
@ -62,9 +63,9 @@ static void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRG
if (!device->isInDraw)
{
/* ActivateContext sets isInDraw to TRUE when loading a pbuffer into a texture,
/* context_acquire() sets isInDraw to TRUE when loading a pbuffer into a texture,
* thus no danger of recursive calls. */
ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
}
if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
@ -97,6 +98,8 @@ static void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRG
TRACE("(%p) Texture not dirty, nothing to do.\n", iface);
}
if (context) context_release(context);
/* No longer dirty. */
*dirty = FALSE;
}

View File

@ -34,16 +34,14 @@ static void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINE
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
struct wined3d_context *context = NULL;
BOOL srgb_mode = This->baseTexture.is_srgb;
BOOL srgb_was_toggled = FALSE;
unsigned int i;
TRACE("(%p) : About to load texture.\n", This);
if (!device->isInDraw)
{
ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
}
if (!device->isInDraw) context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
else if (GL_SUPPORT(EXT_TEXTURE_SRGB) && This->baseTexture.bindCount > 0)
{
srgb_mode = device->stateBlock->samplerState[This->baseTexture.sampler][WINED3DSAMP_SRGBTEXTURE];
@ -73,6 +71,8 @@ static void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINE
TRACE("(%p) Texture not dirty, nothing to do.\n", iface);
}
if (context) context_release(context);
/* No longer dirty */
This->baseTexture.texture_rgb.dirty = FALSE;
}

View File

@ -1059,6 +1059,7 @@ struct wined3d_context
char *vshader_const_dirty, *pshader_const_dirty;
/* The actual opengl context */
UINT level;
HGLRC glCtx;
HWND win_handle;
HDC hdc;
@ -1161,11 +1162,11 @@ typedef enum ContextUsage {
CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
} ContextUsage;
struct wined3d_context *ActivateContext(IWineD3DDeviceImpl *This,
IWineD3DSurface *target, enum ContextUsage usage) DECLSPEC_HIDDEN;
struct wined3d_context *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win,
BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms) DECLSPEC_HIDDEN;
void DestroyContext(IWineD3DDeviceImpl *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
struct wined3d_context *context_acquire(IWineD3DDeviceImpl *This,
IWineD3DSurface *target, enum ContextUsage usage) DECLSPEC_HIDDEN;
void context_alloc_event_query(struct wined3d_context *context,
struct wined3d_event_query *query) DECLSPEC_HIDDEN;
void context_alloc_occlusion_query(struct wined3d_context *context,
@ -1181,6 +1182,7 @@ void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN
void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;