wined3d: Pass the context to surface_internal_preload.
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@ -7455,6 +7455,9 @@ HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
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RECT src_rect = *src_rect_in;
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RECT dst_rect = *dst_rect_in;
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/* Activate the destination context, set it up for blitting */
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context = context_acquire(device, dst_surface);
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/* Now load the surface */
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if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
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&& (src_surface->flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) == SFLAG_INDRAWABLE)
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@ -7470,10 +7473,8 @@ HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
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src_rect.bottom = src_surface->resource.height - src_rect.bottom;
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}
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else
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surface_internal_preload(src_surface, SRGB_RGB);
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surface_internal_preload(src_surface, context, SRGB_RGB);
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/* Activate the destination context, set it up for blitting */
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context = context_acquire(device, dst_surface);
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context_apply_blit_state(context, device);
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if (!surface_is_offscreen(dst_surface))
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@ -2123,7 +2123,7 @@ void context_apply_blit_state(struct wined3d_context *context, const struct wine
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if (context->render_offscreen)
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{
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surface_internal_preload(rt, SRGB_RGB);
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surface_internal_preload(rt, context, SRGB_RGB);
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context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, rt, NULL, rt->draw_binding);
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if (rt->resource.format->id != WINED3DFMT_NULL)
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@ -2662,8 +2662,8 @@ static void context_setup_target(struct wined3d_context *context, struct wined3d
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{
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/* Read the back buffer of the old drawable into the destination texture. */
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if (context->current_rt->texture_name_srgb)
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surface_internal_preload(context->current_rt, SRGB_SRGB);
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surface_internal_preload(context->current_rt, SRGB_RGB);
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surface_internal_preload(context->current_rt, context, SRGB_SRGB);
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surface_internal_preload(context->current_rt, context, SRGB_RGB);
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surface_invalidate_location(context->current_rt, SFLAG_INDRAWABLE);
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}
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}
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@ -2647,6 +2647,7 @@ DWORD CDECL wined3d_surface_get_priority(const struct wined3d_surface *surface)
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void CDECL wined3d_surface_preload(struct wined3d_surface *surface)
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{
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struct wined3d_context *context;
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TRACE("surface %p.\n", surface);
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if (!surface->resource.device->d3d_initialized)
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@ -2655,7 +2656,9 @@ void CDECL wined3d_surface_preload(struct wined3d_surface *surface)
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return;
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}
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surface_internal_preload(surface, SRGB_ANY);
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context = context_acquire(surface->resource.device, NULL);
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surface_internal_preload(surface, context, SRGB_ANY);
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context_release(context);
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}
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void * CDECL wined3d_surface_get_parent(const struct wined3d_surface *surface)
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@ -3687,16 +3690,12 @@ HRESULT CDECL wined3d_surface_flip(struct wined3d_surface *surface, struct wined
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return WINED3D_OK;
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}
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void surface_internal_preload(struct wined3d_surface *surface, enum WINED3DSRGB srgb)
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/* Context activation is done by the caller */
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void surface_internal_preload(struct wined3d_surface *surface,
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struct wined3d_context *context, enum WINED3DSRGB srgb)
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{
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struct wined3d_device *device = surface->resource.device;
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struct wined3d_context *context;
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TRACE("iface %p, srgb %#x.\n", surface, srgb);
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/* TODO: Use already acquired context when possible. */
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context = context_acquire(device, NULL);
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if (surface->container)
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{
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struct wined3d_texture *texture = surface->container;
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@ -3718,7 +3717,6 @@ void surface_internal_preload(struct wined3d_surface *surface, enum WINED3DSRGB
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context->gl_info->gl_ops.gl.p_glPrioritizeTextures(1, &surface->texture_name, &tmp);
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}
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}
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context_release(context);
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}
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/* Read the framebuffer back into the surface */
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@ -4393,7 +4391,7 @@ static void fb_copy_to_texture_direct(struct wined3d_surface *dst_surface, struc
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context = context_acquire(device, src_surface);
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gl_info = context->gl_info;
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context_apply_blit_state(context, device);
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surface_internal_preload(dst_surface, SRGB_RGB);
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surface_internal_preload(dst_surface, context, SRGB_RGB);
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/* Bind the target texture */
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context_bind_texture(context, dst_target, dst_surface->texture_name);
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@ -4501,14 +4499,14 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
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context = context_acquire(device, src_surface);
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gl_info = context->gl_info;
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context_apply_blit_state(context, device);
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surface_internal_preload(dst_surface, SRGB_RGB);
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surface_internal_preload(dst_surface, context, SRGB_RGB);
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src_offscreen = surface_is_offscreen(src_surface);
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noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
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if (!noBackBufferBackup && !src_surface->texture_name)
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{
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/* Get it a description */
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surface_internal_preload(src_surface, SRGB_RGB);
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surface_internal_preload(src_surface, context, SRGB_RGB);
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}
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/* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
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@ -4791,14 +4789,15 @@ static void surface_blt_to_drawable(const struct wined3d_device *device,
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src_rect = *src_rect_in;
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dst_rect = *dst_rect_in;
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context = context_acquire(device, dst_surface);
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gl_info = context->gl_info;
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/* Make sure the surface is up-to-date. This should probably use
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* surface_load_location() and worry about the destination surface too,
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* unless we're overwriting it completely. */
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surface_internal_preload(src_surface, SRGB_RGB);
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surface_internal_preload(src_surface, context, SRGB_RGB);
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/* Activate the destination context, set it up for blitting */
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context = context_acquire(device, dst_surface);
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gl_info = context->gl_info;
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context_apply_blit_state(context, device);
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if (!surface_is_offscreen(dst_surface))
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@ -2252,7 +2252,8 @@ void surface_add_dirty_rect(struct wined3d_surface *surface, const struct wined3
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HRESULT surface_color_fill(struct wined3d_surface *s,
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const RECT *rect, const struct wined3d_color *color) DECLSPEC_HIDDEN;
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GLenum surface_get_gl_buffer(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
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void surface_internal_preload(struct wined3d_surface *surface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
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void surface_internal_preload(struct wined3d_surface *surface,
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struct wined3d_context *context, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
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void surface_invalidate_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN;
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BOOL surface_is_offscreen(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
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HRESULT surface_load(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
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