mirror of
git://source.winehq.org/git/wine.git
synced 2024-11-02 13:27:35 +00:00
wined3d: Clean up ActiveRender.
This commit is contained in:
parent
4a581e6030
commit
448f918a39
1 changed files with 209 additions and 170 deletions
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@ -7317,15 +7317,149 @@ static HRESULT WINAPI IWineD3DDeviceImpl_FindGLContext(IWineD3DDevice *iface, IW
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}
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#endif
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/* Reapply the device stateblock */
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static void device_reapply_stateblock(IWineD3DDeviceImpl* This) {
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BOOL oldRecording;
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IWineD3DStateBlockImpl *oldUpdateStateBlock;
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/* Disable recording */
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oldUpdateStateBlock = This->updateStateBlock;
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oldRecording= This->isRecordingState;
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This->isRecordingState = FALSE;
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This->updateStateBlock = This->stateBlock;
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/* Reapply the state block */
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IWineD3DStateBlock_Apply((IWineD3DStateBlock *)This->stateBlock);
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/* Restore recording */
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This->isRecordingState = oldRecording;
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This->updateStateBlock = oldUpdateStateBlock;
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}
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/* Set the device to render to a texture, or not.
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* This involves changing renderUpsideDown */
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static void device_render_to_texture(IWineD3DDeviceImpl* This, BOOL isTexture) {
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DWORD cullMode;
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BOOL oldRecording;
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IWineD3DStateBlockImpl *oldUpdateStateBlock;
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/* Disable recording */
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oldUpdateStateBlock = This->updateStateBlock;
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oldRecording= This->isRecordingState;
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This->isRecordingState = FALSE;
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This->updateStateBlock = This->stateBlock;
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/* Set upside-down rendering, and update the cull mode */
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/* The surface must be rendered upside down to cancel the flip produced by glCopyTexImage */
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This->renderUpsideDown = isTexture;
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This->last_was_rhw = FALSE;
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This->proj_valid = FALSE;
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IWineD3DDevice_GetRenderState((IWineD3DDevice*) This, WINED3DRS_CULLMODE, &cullMode);
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IWineD3DDevice_SetRenderState((IWineD3DDevice*) This, WINED3DRS_CULLMODE, cullMode);
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/* Restore recording */
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This->isRecordingState = oldRecording;
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This->updateStateBlock = oldUpdateStateBlock;
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}
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/* Returns an array of compatible FBconfig(s).
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* The array must be freed with XFree. Requires ENTER_GL() */
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static GLXFBConfig* device_find_fbconfigs(
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IWineD3DDeviceImpl* This,
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IWineD3DSwapChainImpl* implicitSwapchainImpl,
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IWineD3DSurface* RenderSurface) {
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GLXFBConfig* cfgs = NULL;
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int nCfgs = 0;
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int attribs[256];
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int nAttribs = 0;
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IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
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D3DFORMAT BackBufferFormat = ((IWineD3DSurfaceImpl *) RenderSurface)->resource.format;
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D3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0;
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/**TODO:
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if StencilSurface == NULL && zBufferTarget != NULL then switch the zbuffer off,
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it StencilSurface != NULL && zBufferTarget == NULL switch it on
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*/
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#define PUSH1(att) attribs[nAttribs++] = (att);
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#define PUSH2(att,value) attribs[nAttribs++] = (att); attribs[nAttribs++] = (value);
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/* PUSH2(GLX_BIND_TO_TEXTURE_RGBA_ATI, True); examples of this are few and far between (but I've got a nice working one!)*/
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PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT);
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PUSH2(GLX_X_RENDERABLE, TRUE);
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PUSH2(GLX_DOUBLEBUFFER, TRUE);
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TRACE("calling makeglcfg\n");
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D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, FALSE /* alternate */);
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PUSH1(None);
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TRACE("calling chooseFGConfig\n");
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cfgs = glXChooseFBConfig(implicitSwapchainImpl->display,
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DefaultScreen(implicitSwapchainImpl->display),
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attribs, &nCfgs);
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if (cfgs == NULL) {
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/* OK we didn't find the exact config, so use any reasonable match */
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/* TODO: fill in the 'requested' and 'current' depths, also make sure that's
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why we failed and only show this message once! */
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MESSAGE("Failed to find exact match, finding alternative but you may "
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"suffer performance issues, try changing xfree's depth to match the requested depth\n");
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nAttribs = 0;
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PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT | GLX_WINDOW_BIT);
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/* PUSH2(GLX_X_RENDERABLE, TRUE); */
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PUSH2(GLX_RENDER_TYPE, GLX_RGBA_BIT);
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PUSH2(GLX_DOUBLEBUFFER, FALSE);
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TRACE("calling makeglcfg\n");
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D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, TRUE /* alternate */);
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PUSH1(None);
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cfgs = glXChooseFBConfig(implicitSwapchainImpl->display,
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DefaultScreen(implicitSwapchainImpl->display),
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attribs, &nCfgs);
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}
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if (cfgs == NULL) {
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ERR("Could not get a valid FBConfig for (%u,%s)/(%u,%s)\n",
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BackBufferFormat, debug_d3dformat(BackBufferFormat),
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StencilBufferFormat, debug_d3dformat(StencilBufferFormat));
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} else {
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#ifdef EXTRA_TRACES
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int i;
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for (i = 0; i < nCfgs; ++i) {
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TRACE("for (%u,%s)/(%u,%s) found config[%d]@%p\n", BackBufferFormat,
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debug_d3dformat(BackBufferFormat), StencilBufferFormat,
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debug_d3dformat(StencilBufferFormat), i, cfgs[i]);
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}
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if (NULL != This->renderTarget) {
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glFlush();
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vcheckGLcall("glFlush");
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/** This is only useful if the old render target was a swapchain,
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* we need to supercede this with a function that displays
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* the current buffer on the screen. This is easy to do in glx1.3 but
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* we need to do copy-write pixels in glx 1.2.
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************************************************/
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glXSwapBuffers(implicitSwapChainImpl->display,
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implicitSwapChainImpl->drawable);
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printf("Hit Enter to get next frame ...\n");
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getchar();
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}
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#endif
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}
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#undef PUSH1
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#undef PUSH2
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return cfgs;
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}
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/** FIXME: This is currently used called whenever SetRenderTarget or SetStencilBuffer are called
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* the functionality needs splitting up so that we don't do more than we should do.
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* this only seems to impact performance a little.
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******************************/
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static HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
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IWineD3DSurface *RenderSurface) {
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HRESULT ret = WINED3DERR_INVALIDCALL;
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BOOL oldRecording;
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IWineD3DStateBlockImpl *oldUpdateStateBlock;
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/**
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* Currently only active for GLX >= 1.3
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@ -7345,102 +7479,37 @@ static HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
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#if defined(GL_VERSION_1_3)
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
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IWineD3DSurface *tmp;
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/** TODO: we only need to look up the configuration !IF! we are setting the target to a texture **/
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GLXFBConfig* cfgs = NULL;
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int nCfgs = 0;
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int attribs[256];
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int nAttribs = 0;
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IWineD3DSwapChain *currentSwapchain;
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IWineD3DSwapChainImpl *swapchain;
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/** TODO: get rid of Impl usage we should always create a zbuffer/stencil with our contexts if possible,
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* but switch them off if the StencilSurface is set to NULL
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** *********************************************************/
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D3DFORMAT BackBufferFormat = ((IWineD3DSurfaceImpl *) RenderSurface)->resource.format;
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D3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0;
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IWineD3DSwapChainImpl *currentSwapchainImpl;
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IWineD3DSwapChain *implicitSwapchain;
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IWineD3DSwapChainImpl *implicitSwapchainImpl;
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IWineD3DSwapChain *renderSurfaceSwapchain;
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IWineD3DSwapChainImpl *renderSurfaceSwapchainImpl;
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/**TODO:
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if StencilSurface == NULL && zBufferTarget != NULL then switch the zbuffer off,
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it StencilSurface != NULL && zBufferTarget == NULL switch it on
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*/
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/* Obtain a reference to the device implicit swapchain,
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* the swapchain of the current render target,
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* and the swapchain of the new render target.
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* Fallback to device implicit swapchain if the current render target doesn't have one */
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IWineD3DDevice_GetSwapChain(iface, 0, &implicitSwapchain);
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IWineD3DSurface_GetContainer(RenderSurface, &IID_IWineD3DSwapChain, (void**) &renderSurfaceSwapchain);
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IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DSwapChain, (void **)¤tSwapchain);
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if (currentSwapchain == NULL)
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IWineD3DDevice_GetSwapChain(iface, 0, ¤tSwapchain);
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#define PUSH1(att) attribs[nAttribs++] = (att);
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#define PUSH2(att,value) attribs[nAttribs++] = (att); attribs[nAttribs++] = (value);
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/* PUSH2(GLX_BIND_TO_TEXTURE_RGBA_ATI, True); examples of this are few and far between (but I've got a nice working one!)*/
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/** TODO: remove the reff to Impl (context manager should fix this!) **/
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IWineD3DSwapChainImpl *impSwapChain;
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IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **)&impSwapChain);
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if (NULL == impSwapChain) { /* NOTE: This should NEVER fail */
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ERR("(%p) Failed to get a the implicit swapchain\n", iface);
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}
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currentSwapchainImpl = (IWineD3DSwapChainImpl*) currentSwapchain;
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implicitSwapchainImpl = (IWineD3DSwapChainImpl*) implicitSwapchain;
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renderSurfaceSwapchainImpl = (IWineD3DSwapChainImpl*) renderSurfaceSwapchain;
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ENTER_GL();
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PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT);
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PUSH2(GLX_X_RENDERABLE, TRUE);
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PUSH2(GLX_DOUBLEBUFFER, TRUE);
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TRACE("calling makeglcfg\n");
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D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, FALSE /* alternate */);
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PUSH1(None);
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TRACE("calling chooseFGConfig\n");
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cfgs = glXChooseFBConfig(impSwapChain->display, DefaultScreen(impSwapChain->display),
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attribs, &nCfgs);
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if (!cfgs) { /* OK we didn't find the exact config, so use any reasonable match */
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/* TODO: fill in the 'requested' and 'current' depths, also make sure that's
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why we failed and only show this message once! */
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MESSAGE("Failed to find exact match, finding alternative but you may suffer performance issues, try changing xfree's depth to match the requested depth\n"); /**/
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nAttribs = 0;
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PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT | GLX_WINDOW_BIT);
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/* PUSH2(GLX_X_RENDERABLE, TRUE); */
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PUSH2(GLX_RENDER_TYPE, GLX_RGBA_BIT);
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PUSH2(GLX_DOUBLEBUFFER, FALSE);
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TRACE("calling makeglcfg\n");
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D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, TRUE /* alternate */);
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PUSH1(None);
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cfgs = glXChooseFBConfig(impSwapChain->display, DefaultScreen(impSwapChain->display),
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attribs, &nCfgs);
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}
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if (NULL != cfgs) {
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#ifdef EXTRA_TRACES
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int i;
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for (i = 0; i < nCfgs; ++i) {
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TRACE("for (%u,%s)/(%u,%s) found config[%d]@%p\n", BackBufferFormat,
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debug_d3dformat(BackBufferFormat), StencilBufferFormat,
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debug_d3dformat(StencilBufferFormat), i, cfgs[i]);
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}
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if (NULL != This->renderTarget) {
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glFlush();
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vcheckGLcall("glFlush");
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/** This is only useful if the old render target was a swapchain,
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* we need to supercede this with a function that displays
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* the current buffer on the screen. This is easy to do in glx1.3 but
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* we need to do copy-write pixels in glx 1.2.
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************************************************/
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glXSwapBuffers(impSwapChain->display, impSwapChain->drawable);
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printf("Hit Enter to get next frame ...\n");
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getchar();
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}
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#endif
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}
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if (IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DSwapChain, (void **)¤tSwapchain) != WINED3D_OK) {
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/* the selected render target doesn't belong to a swapchain, so use the devices implicit swapchain */
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IWineD3DDevice_GetSwapChain(iface, 0, ¤tSwapchain);
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}
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/**
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* TODO: remove the use of IWineD3DSwapChainImpl, a context manager will help since it will replace the
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* renderTarget = swapchain->backBuffer[i] bit and anything to do with *glContexts
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**********************************************************************/
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if (IWineD3DSurface_GetContainer(RenderSurface, &IID_IWineD3DSwapChain, (void **)&swapchain) == WINED3D_OK) {
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if (renderSurfaceSwapchain != NULL) {
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/* We also need to make sure that the lights &co are also in the context of the swapchains */
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/* FIXME: If the render target gets sent to the frontBuffer should be be presenting it raw? */
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TRACE("making swapchain active\n");
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@ -7448,8 +7517,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
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BOOL backbuf = FALSE;
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int i;
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for(i = 0; i < swapchain->presentParms.BackBufferCount; i++) {
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if(RenderSurface == swapchain->backBuffer[i]) {
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for(i = 0; i < renderSurfaceSwapchainImpl->presentParms.BackBufferCount; i++) {
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if(RenderSurface == renderSurfaceSwapchainImpl->backBuffer[i]) {
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backbuf = TRUE;
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break;
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}
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@ -7460,19 +7529,27 @@ static HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
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/* This could be flagged so that some operations work directly with the front buffer */
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FIXME("Attempting to set the renderTarget to the frontBuffer\n");
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}
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if (glXMakeCurrent(swapchain->display, swapchain->win, swapchain->glCtx)
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== False) {
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if (glXMakeCurrent(renderSurfaceSwapchainImpl->display,
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renderSurfaceSwapchainImpl->win,
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renderSurfaceSwapchainImpl->glCtx) == False) {
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TRACE("Error in setting current context: context %p drawable %ld !\n",
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impSwapChain->glCtx, impSwapChain->win);
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implicitSwapchainImpl->glCtx, implicitSwapchainImpl->win);
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}
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checkGLcall("glXMakeContextCurrent");
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IWineD3DDeviceImpl_CleanRender(iface, (IWineD3DSwapChainImpl *)currentSwapchain);
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/* Clean up the old context */
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IWineD3DDeviceImpl_CleanRender(iface, currentSwapchainImpl);
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/* Reapply the stateblock, and set the device not to render to texture */
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device_reapply_stateblock(This);
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device_render_to_texture(This, FALSE);
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}
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checkGLcall("glXMakeContextCurrent");
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IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
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}
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else if (pbuffer_support && cfgs != NULL /* && some test to make sure that opengl supports pbuffers */) {
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/* Offscreen rendering: PBuffers (currently disabled).
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* Also note that this path is never reached if FBOs are supported */
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} else if (pbuffer_support &&
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(cfgs = device_find_fbconfigs(This, implicitSwapchainImpl, RenderSurface)) != NULL) {
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/** ********************************************************************
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* This is a quickly hacked out implementation of offscreen textures.
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@ -7504,13 +7581,17 @@ static HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
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/* TODO: This should really be part of findGlContext */
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if (NULL == newContext->context) {
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TRACE("making new buffer\n");
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nAttribs = 0;
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PUSH2(GLX_PBUFFER_WIDTH, newContext->Width);
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PUSH2(GLX_PBUFFER_HEIGHT, newContext->Height);
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PUSH1(None);
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int attribs[256];
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int nAttribs = 0;
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newContext->drawable = glXCreatePbuffer(impSwapChain->display, cfgs[0], attribs);
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TRACE("making new buffer\n");
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attribs[nAttribs++] = GLX_PBUFFER_WIDTH;
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attribs[nAttribs++] = newContext->Width;
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attribs[nAttribs++] = GLX_PBUFFER_HEIGHT;
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attribs[nAttribs++] = newContext->Height;
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attribs[nAttribs++] = None;
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newContext->drawable = glXCreatePbuffer(implicitSwapchainImpl->display, cfgs[0], attribs);
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/** ****************************************
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*GLX1.3 isn't supported by XFree 'yet' until that point ATI emulates pBuffers
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@ -7520,12 +7601,14 @@ static HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
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* so until then we have to use glXGetVisualFromFBConfig &co..
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********************************************/
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visinfo = glXGetVisualFromFBConfig(impSwapChain->display, cfgs[0]);
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visinfo = glXGetVisualFromFBConfig(implicitSwapchainImpl->display, cfgs[0]);
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if (!visinfo) {
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ERR("Error: couldn't get an RGBA, double-buffered visual\n");
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} else {
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newContext->context = glXCreateContext(impSwapChain->display, visinfo, impSwapChain->glCtx, GL_TRUE);
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newContext->context = glXCreateContext(
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implicitSwapchainImpl->display, visinfo,
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implicitSwapchainImpl->glCtx, GL_TRUE);
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XFree(visinfo);
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}
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}
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@ -7533,84 +7616,40 @@ static HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
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ERR("(%p) : Failed to find a context for surface %p\n", iface, RenderSurface);
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} else {
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/* Debug logging, (this function leaks), change to a TRACE when the leak is plugged */
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if (glXMakeCurrent(impSwapChain->display, newContext->drawable, newContext->context) == False) {
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TRACE("Error in setting current context: context %p drawable %ld\n", newContext->context, newContext->drawable);
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if (glXMakeCurrent(implicitSwapchainImpl->display,
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newContext->drawable, newContext->context) == False) {
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TRACE("Error in setting current context: context %p drawable %ld\n",
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newContext->context, newContext->drawable);
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}
|
||||
checkGLcall("glXMakeContextCurrent");
|
||||
|
||||
/* Clean up the old context */
|
||||
IWineD3DDeviceImpl_CleanRender(iface, (IWineD3DSwapChainImpl *)currentSwapchain);
|
||||
IWineD3DDeviceImpl_CleanRender(iface, currentSwapchainImpl);
|
||||
|
||||
/* Reapply stateblock, and set device to render to a texture */
|
||||
device_reapply_stateblock(This);
|
||||
device_render_to_texture(This, TRUE);
|
||||
|
||||
/* Set the current context of the swapchain to the new context */
|
||||
impSwapChain->drawable = newContext->drawable;
|
||||
impSwapChain->render_ctx = newContext->context;
|
||||
implicitSwapchainImpl->drawable = newContext->drawable;
|
||||
implicitSwapchainImpl->render_ctx = newContext->context;
|
||||
}
|
||||
}
|
||||
|
||||
/* Disable recording, and apply the stateblock to the new context
|
||||
* FIXME: This is a bit of a hack, each context should know it's own state,
|
||||
* the directX current directX state should then be applied to the context */
|
||||
oldUpdateStateBlock = This->updateStateBlock;
|
||||
oldRecording= This->isRecordingState;
|
||||
This->isRecordingState = FALSE;
|
||||
This->updateStateBlock = This->stateBlock;
|
||||
IWineD3DStateBlock_Apply((IWineD3DStateBlock *)This->stateBlock);
|
||||
|
||||
/* clean up the current rendertargets swapchain (if it belonged to one) */
|
||||
if (currentSwapchain != NULL) {
|
||||
IWineD3DSwapChain_Release((IWineD3DSwapChain *)currentSwapchain);
|
||||
}
|
||||
|
||||
/* Were done with the opengl context management, setup the rendertargets */
|
||||
|
||||
/* Replace the render target */
|
||||
tmp = This->renderTarget;
|
||||
This->renderTarget = RenderSurface;
|
||||
IWineD3DSurface_AddRef(This->renderTarget);
|
||||
IWineD3DSurface_Release(tmp);
|
||||
|
||||
{
|
||||
DWORD value;
|
||||
|
||||
/* The surface must be rendered upside down to cancel the flip produce by glCopyTexImage */
|
||||
/* Check that the container is not a swapchain member */
|
||||
|
||||
IWineD3DSwapChain *tmpSwapChain;
|
||||
if (WINED3D_OK != IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DSwapChain, (void **)&tmpSwapChain)) {
|
||||
This->renderUpsideDown = TRUE;
|
||||
}else{
|
||||
This->renderUpsideDown = FALSE;
|
||||
IWineD3DSwapChain_Release(tmpSwapChain);
|
||||
}
|
||||
/* Force updating the cull mode */
|
||||
TRACE("setting render state\n");
|
||||
IWineD3DDevice_GetRenderState(iface, WINED3DRS_CULLMODE, &value);
|
||||
IWineD3DDevice_SetRenderState(iface, WINED3DRS_CULLMODE, value);
|
||||
|
||||
/* Force updating projection matrix */
|
||||
This->last_was_rhw = FALSE;
|
||||
This->proj_valid = FALSE;
|
||||
}
|
||||
|
||||
/* Restore recording state */
|
||||
This->isRecordingState = oldRecording;
|
||||
This->updateStateBlock = oldUpdateStateBlock;
|
||||
|
||||
ret = WINED3D_OK;
|
||||
|
||||
if (cfgs != NULL) {
|
||||
XFree(cfgs);
|
||||
} else {
|
||||
ERR("cannot get valides GLXFBConfig for (%u,%s)/(%u,%s)\n", BackBufferFormat,
|
||||
debug_d3dformat(BackBufferFormat), StencilBufferFormat, debug_d3dformat(StencilBufferFormat));
|
||||
}
|
||||
|
||||
#undef PUSH1
|
||||
#undef PUSH2
|
||||
if ( NULL != impSwapChain) {
|
||||
IWineD3DSwapChain_Release((IWineD3DSwapChain *)impSwapChain);
|
||||
}
|
||||
if (cfgs != NULL) XFree(cfgs);
|
||||
if (implicitSwapchain != NULL) IWineD3DSwapChain_Release(implicitSwapchain);
|
||||
if (currentSwapchain != NULL) IWineD3DSwapChain_Release(currentSwapchain);
|
||||
if (renderSurfaceSwapchain != NULL) IWineD3DSwapChain_Release(renderSurfaceSwapchain);
|
||||
LEAVE_GL();
|
||||
|
||||
#endif
|
||||
return ret;
|
||||
return WINED3D_OK;
|
||||
}
|
||||
|
||||
static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* iface, UINT XHotSpot,
|
||||
|
|
Loading…
Reference in a new issue