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git://source.winehq.org/git/wine.git
synced 2024-11-01 12:47:44 +00:00
wined3d: Make ActivateContext a bit smaller.
This commit is contained in:
parent
fdadf26c20
commit
1fb168f018
1 changed files with 168 additions and 149 deletions
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@ -649,6 +649,172 @@ static WineD3DContext *findThreadContextForSwapChain(IWineD3DSwapChain *swapchai
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return IWineD3DSwapChainImpl_CreateContextForThread(swapchain);
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}
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/*****************************************************************************
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* FindContext
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*
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* Finds a context for the current render target and thread
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*
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* Parameters:
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* target: Render target to find the context for
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* tid: Thread to activate the context for
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*
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* Returns: The needed context
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*
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*****************************************************************************/
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static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, DWORD tid) {
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IWineD3DSwapChain *swapchain = NULL;
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HRESULT hr;
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BOOL readTexture = wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_offscreen;
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WineD3DContext *context = This->activeContext;
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BOOL oldRenderOffscreen = This->render_offscreen;
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hr = IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **) &swapchain);
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if(hr == WINED3D_OK && swapchain) {
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TRACE("Rendering onscreen\n");
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context = findThreadContextForSwapChain(swapchain, tid);
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This->render_offscreen = FALSE;
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/* The context != This->activeContext will catch a NOP context change. This can occur
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* if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
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* rendering. No context change is needed in that case
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*/
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if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
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if(((IWineD3DSwapChainImpl *) swapchain)->backBuffer) {
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glDrawBuffer(GL_BACK);
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checkGLcall("glDrawBuffer(GL_BACK)");
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} else {
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glDrawBuffer(GL_FRONT);
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checkGLcall("glDrawBuffer(GL_FRONT)");
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}
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} else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
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if(This->pbufferContext && tid == This->pbufferContext->tid) {
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This->pbufferContext->tid = 0;
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}
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}
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IWineD3DSwapChain_Release(swapchain);
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if(oldRenderOffscreen) {
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Context_MarkStateDirty(context, WINED3DRS_CULLMODE);
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Context_MarkStateDirty(context, WINED3DTS_PROJECTION);
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Context_MarkStateDirty(context, STATE_VDECL);
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Context_MarkStateDirty(context, STATE_VIEWPORT);
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}
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} else {
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TRACE("Rendering offscreen\n");
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This->render_offscreen = TRUE;
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switch(wined3d_settings.offscreen_rendering_mode) {
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case ORM_FBO:
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/* FBOs do not need a different context. Stay with whatever context is active at the moment */
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if(This->activeContext && tid == This->lastThread) {
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context = This->activeContext;
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} else {
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/* This may happen if the app jumps streight into offscreen rendering
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* Start using the context of the primary swapchain. tid == 0 is no problem
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* for findThreadContextForSwapChain.
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*
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* Can also happen on thread switches - in that case findThreadContextForSwapChain
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* is perfect to call.
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*/
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context = findThreadContextForSwapChain(This->swapchains[0], tid);
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}
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break;
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case ORM_PBUFFER:
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{
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IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *) target;
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if(This->pbufferContext == NULL ||
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This->pbufferWidth < targetimpl->currentDesc.Width ||
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This->pbufferHeight < targetimpl->currentDesc.Height) {
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if(This->pbufferContext) {
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DestroyContext(This, This->pbufferContext);
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}
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/* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection.
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* Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point.
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*/
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This->pbufferContext = CreateContext(This, targetimpl,
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((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0]->display,
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0 /* Window */);
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This->pbufferWidth = targetimpl->currentDesc.Width;
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This->pbufferHeight = targetimpl->currentDesc.Height;
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}
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if(This->pbufferContext) {
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if(This->pbufferContext->tid != 0 && This->pbufferContext->tid != tid) {
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FIXME("The PBuffr context is only supported for one thread for now!\n");
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}
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This->pbufferContext->tid = tid;
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context = This->pbufferContext;
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break;
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} else {
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ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n");
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wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
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}
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}
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case ORM_BACKBUFFER:
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/* Stay with the currently active context for back buffer rendering */
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if(This->activeContext && tid == This->lastThread) {
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context = This->activeContext;
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} else {
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/* This may happen if the app jumps streight into offscreen rendering
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* Start using the context of the primary swapchain. tid == 0 is no problem
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* for findThreadContextForSwapChain.
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*
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* Can also happen on thread switches - in that case findThreadContextForSwapChain
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* is perfect to call.
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*/
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context = findThreadContextForSwapChain(This->swapchains[0], tid);
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}
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glDrawBuffer(This->offscreenBuffer);
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checkGLcall("glDrawBuffer(This->offscreenBuffer)");
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break;
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}
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if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
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/* Make sure we have a OpenGL texture name so the PreLoad() used to read the buffer
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* back when we are done won't mark us dirty.
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*/
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IWineD3DSurface_PreLoad(target);
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}
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if(!oldRenderOffscreen) {
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Context_MarkStateDirty(context, WINED3DRS_CULLMODE);
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Context_MarkStateDirty(context, WINED3DTS_PROJECTION);
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Context_MarkStateDirty(context, STATE_VDECL);
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Context_MarkStateDirty(context, STATE_VIEWPORT);
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}
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}
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if (readTexture) {
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BOOL oldInDraw = This->isInDraw;
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/* PreLoad requires a context to load the texture, thus it will call ActivateContext.
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* Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
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* when using offscreen rendering with multithreading
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*/
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This->isInDraw = TRUE;
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/* Do that before switching the context:
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* Read the back buffer of the old drawable into the destination texture
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*/
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IWineD3DSurface_PreLoad(This->lastActiveRenderTarget);
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/* Assume that the drawable will be modified by some other things now */
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((IWineD3DSurfaceImpl *) This->lastActiveRenderTarget)->Flags &= ~SFLAG_INDRAWABLE;
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This->isInDraw = oldInDraw;
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}
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if(oldRenderOffscreen != This->render_offscreen && This->depth_copy_state != WINED3D_DCS_NO_COPY) {
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This->depth_copy_state = WINED3D_DCS_COPY;
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}
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return context;
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}
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/*****************************************************************************
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* ActivateContext
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*
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@ -667,160 +833,13 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
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int i;
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DWORD dirtyState, idx;
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BYTE shift;
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WineD3DContext *context = This->activeContext;
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BOOL oldRenderOffscreen = This->render_offscreen;
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WineD3DContext *context;
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TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid);
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if(This->lastActiveRenderTarget != target || tid != This->lastThread) {
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IWineD3DSwapChain *swapchain = NULL;
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HRESULT hr;
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BOOL readTexture = wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_offscreen;
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hr = IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **) &swapchain);
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if(hr == WINED3D_OK && swapchain) {
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TRACE("Rendering onscreen\n");
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context = findThreadContextForSwapChain(swapchain, tid);
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This->render_offscreen = FALSE;
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/* The context != This->activeContext will catch a NOP context change. This can occur
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* if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
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* rendering. No context change is needed in that case
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*/
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if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
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if(((IWineD3DSwapChainImpl *) swapchain)->backBuffer) {
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glDrawBuffer(GL_BACK);
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checkGLcall("glDrawBuffer(GL_BACK)");
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} else {
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glDrawBuffer(GL_FRONT);
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checkGLcall("glDrawBuffer(GL_FRONT)");
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}
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} else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
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if(This->pbufferContext && tid == This->pbufferContext->tid) {
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This->pbufferContext->tid = 0;
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}
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}
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IWineD3DSwapChain_Release(swapchain);
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if(oldRenderOffscreen) {
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Context_MarkStateDirty(context, WINED3DRS_CULLMODE);
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Context_MarkStateDirty(context, WINED3DTS_PROJECTION);
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Context_MarkStateDirty(context, STATE_VDECL);
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Context_MarkStateDirty(context, STATE_VIEWPORT);
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}
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} else {
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TRACE("Rendering offscreen\n");
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This->render_offscreen = TRUE;
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switch(wined3d_settings.offscreen_rendering_mode) {
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case ORM_FBO:
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/* FBOs do not need a different context. Stay with whatever context is active at the moment */
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if(This->activeContext && tid == This->lastThread) {
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context = This->activeContext;
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} else {
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/* This may happen if the app jumps streight into offscreen rendering
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* Start using the context of the primary swapchain. tid == 0 is no problem
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* for findThreadContextForSwapChain.
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*
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* Can also happen on thread switches - in that case findThreadContextForSwapChain
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* is perfect to call.
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*/
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context = findThreadContextForSwapChain(This->swapchains[0], tid);
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}
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break;
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case ORM_PBUFFER:
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{
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IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *) target;
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if(This->pbufferContext == NULL ||
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This->pbufferWidth < targetimpl->currentDesc.Width ||
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This->pbufferHeight < targetimpl->currentDesc.Height) {
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if(This->pbufferContext) {
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DestroyContext(This, This->pbufferContext);
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}
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/* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection.
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* Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point.
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*/
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This->pbufferContext = CreateContext(This, targetimpl,
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((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0]->display,
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0 /* Window */);
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This->pbufferWidth = targetimpl->currentDesc.Width;
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This->pbufferHeight = targetimpl->currentDesc.Height;
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}
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if(This->pbufferContext) {
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if(This->pbufferContext->tid != 0 && This->pbufferContext->tid != tid) {
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FIXME("The PBuffr context is only supported for one thread for now!\n");
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}
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This->pbufferContext->tid = tid;
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context = This->pbufferContext;
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break;
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} else {
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ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n");
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wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
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}
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}
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case ORM_BACKBUFFER:
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/* Stay with the currently active context for back buffer rendering */
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if(This->activeContext && tid == This->lastThread) {
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context = This->activeContext;
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} else {
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/* This may happen if the app jumps streight into offscreen rendering
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* Start using the context of the primary swapchain. tid == 0 is no problem
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* for findThreadContextForSwapChain.
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*
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* Can also happen on thread switches - in that case findThreadContextForSwapChain
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* is perfect to call.
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*/
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context = findThreadContextForSwapChain(This->swapchains[0], tid);
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}
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glDrawBuffer(This->offscreenBuffer);
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checkGLcall("glDrawBuffer(This->offscreenBuffer)");
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break;
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}
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if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
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/* Make sure we have a OpenGL texture name so the PreLoad() used to read the buffer
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* back when we are done won't mark us dirty.
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*/
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IWineD3DSurface_PreLoad(target);
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}
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if(!oldRenderOffscreen) {
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Context_MarkStateDirty(context, WINED3DRS_CULLMODE);
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Context_MarkStateDirty(context, WINED3DTS_PROJECTION);
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Context_MarkStateDirty(context, STATE_VDECL);
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Context_MarkStateDirty(context, STATE_VIEWPORT);
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}
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}
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if (readTexture) {
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BOOL oldInDraw = This->isInDraw;
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/* PreLoad requires a context to load the texture, thus it will call ActivateContext.
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* Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
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* when using offscreen rendering with multithreading
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*/
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This->isInDraw = TRUE;
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/* Do that before switching the context:
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* Read the back buffer of the old drawable into the destination texture
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*/
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IWineD3DSurface_PreLoad(This->lastActiveRenderTarget);
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/* Assume that the drawable will be modified by some other things now */
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((IWineD3DSurfaceImpl *) This->lastActiveRenderTarget)->Flags &= ~SFLAG_INDRAWABLE;
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This->isInDraw = oldInDraw;
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}
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context = FindContext(This, target, tid);
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This->lastActiveRenderTarget = target;
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if(oldRenderOffscreen != This->render_offscreen && This->depth_copy_state != WINED3D_DCS_NO_COPY) {
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This->depth_copy_state = WINED3D_DCS_COPY;
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}
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} else {
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/* Stick to the old context */
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context = This->activeContext;
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