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wined3d: Keep track of a context's current render target.
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@ -470,7 +470,7 @@ void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource
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{
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case WINED3DRTYPE_SURFACE:
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{
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if ((IWineD3DSurface *)resource == This->lastActiveRenderTarget)
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if (This->activeContext && (IWineD3DSurface *)resource == This->activeContext->current_rt)
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{
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IWineD3DSwapChainImpl *swapchain;
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@ -506,6 +506,7 @@ void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource
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TRACE("Device is being destroyed, setting lastActiveRenderTarget to 0xdeadbabe.\n");
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This->lastActiveRenderTarget = (IWineD3DSurface *) 0xdeadbabe;
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This->activeContext->current_rt = This->lastActiveRenderTarget;
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}
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}
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else
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@ -514,6 +515,7 @@ void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource
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/* May happen during ddraw uninitialization. */
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This->lastActiveRenderTarget = (IWineD3DSurface *)0xdeadcafe;
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This->activeContext->current_rt = This->lastActiveRenderTarget;
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}
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}
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else if (This->d3d_initialized)
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@ -1019,6 +1021,7 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
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}
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ret->gl_info = &This->adapter->gl_info;
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ret->surface = (IWineD3DSurface *) target;
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ret->current_rt = (IWineD3DSurface *)target;
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ret->isPBuffer = create_pbuffer;
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ret->tid = GetCurrentThreadId();
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if(This->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) This)) {
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@ -1515,22 +1518,8 @@ static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurf
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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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const struct GlPixelFormatDesc *old = ((IWineD3DSurfaceImpl *)This->lastActiveRenderTarget)->resource.format_desc;
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const struct GlPixelFormatDesc *new = ((IWineD3DSurfaceImpl *)target)->resource.format_desc;
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const struct StateEntry *StateTable = This->StateTable;
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/* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
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* the alpha blend state changes with different render target formats
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*/
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if (old->format != new->format)
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{
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/* Disable blending when the alpha mask has changed and when a format doesn't support blending */
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if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
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|| !(new->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
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{
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Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
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}
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}
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const struct GlPixelFormatDesc *old, *new;
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if (SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
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TRACE("Rendering onscreen\n");
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@ -1638,6 +1627,20 @@ static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurf
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}
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}
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/* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
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* the alpha blend state changes with different render target formats. */
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old = ((IWineD3DSurfaceImpl *)context->current_rt)->resource.format_desc;
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new = ((IWineD3DSurfaceImpl *)target)->resource.format_desc;
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if (old->format != new->format)
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{
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/* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
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if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
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|| !(new->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
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{
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Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
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}
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}
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/* When switching away from an offscreen render target, and we're not using FBOs,
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* we have to read the drawable into the texture. This is done via PreLoad(and
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* SFLAG_INDRAWABLE set on the surface). There are some things that need care though.
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@ -1765,6 +1768,7 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
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if(This->lastActiveRenderTarget != target || tid != This->lastThread) {
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context = FindContext(This, target, tid);
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context->draw_buffer_dirty = TRUE;
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context->current_rt = target;
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This->lastActiveRenderTarget = target;
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This->lastThread = tid;
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} else {
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@ -1203,6 +1203,7 @@ struct WineD3DContext
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DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
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IWineD3DSurface *surface;
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IWineD3DSurface *current_rt;
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DWORD tid; /* Thread ID which owns this context at the moment */
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/* Stores some information about the context state for optimization */
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