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git://source.winehq.org/git/wine.git
synced 2024-09-06 03:08:19 +00:00
wined3d: Do not allocate framebuffer state structures dynamically.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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d8c0bc8245
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@ -372,18 +372,19 @@ void context_check_fbo_status(const struct wined3d_context *context, GLenum targ
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const struct wined3d_gl_info *gl_info = context->gl_info;
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GLenum status;
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if (!FIXME_ON(d3d)) return;
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if (!FIXME_ON(d3d))
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return;
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status = gl_info->fbo_ops.glCheckFramebufferStatus(target);
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if (status == GL_FRAMEBUFFER_COMPLETE)
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{
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TRACE("FBO complete\n");
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TRACE("FBO complete.\n");
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}
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else
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{
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unsigned int i;
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FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
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FIXME("FBO status %s (%#x).\n", debug_fbostatus(status), status);
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if (!context->current_fbo)
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{
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@ -396,7 +397,6 @@ void context_check_fbo_status(const struct wined3d_context *context, GLenum targ
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for (i = 0; i < gl_info->limits.buffers; ++i)
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context_dump_fbo_attachment(gl_info, target, GL_COLOR_ATTACHMENT0 + i);
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checkGLcall("Dump FBO attachments");
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}
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}
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@ -493,16 +493,18 @@ static inline void context_set_fbo_key_for_render_target(const struct wined3d_co
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static void context_generate_fbo_key(const struct wined3d_context *context,
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struct wined3d_fbo_entry_key *key, const struct wined3d_rendertarget_info *render_targets,
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const struct wined3d_rendertarget_info *depth_stencil, DWORD color_location,
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DWORD ds_location)
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const struct wined3d_rendertarget_info *depth_stencil, DWORD color_location, DWORD ds_location)
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{
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unsigned int buffers = context->gl_info->limits.buffers;
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unsigned int i;
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key->rb_namespace = 0;
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context_set_fbo_key_for_render_target(context, key, 0, depth_stencil, ds_location);
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for (i = 0; i < context->gl_info->limits.buffers; ++i)
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for (i = 0; i < buffers; ++i)
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context_set_fbo_key_for_render_target(context, key, i + 1, &render_targets[i], color_location);
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memset(&key->objects[buffers + 1], 0, (ARRAY_SIZE(key->objects) - buffers - 1) * sizeof(*key->objects));
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}
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static struct fbo_entry *context_create_fbo_entry(const struct wined3d_context *context,
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@ -510,11 +512,9 @@ static struct fbo_entry *context_create_fbo_entry(const struct wined3d_context *
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DWORD color_location, DWORD ds_location)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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unsigned int object_count = gl_info->limits.buffers + 1;
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struct fbo_entry *entry;
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entry = heap_alloc(FIELD_OFFSET(struct fbo_entry, key.objects[object_count]));
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memset(&entry->key, 0, FIELD_OFFSET(struct wined3d_fbo_entry_key, objects[object_count]));
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entry = heap_alloc(sizeof(*entry));
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context_generate_fbo_key(context, &entry->key, render_targets, depth_stencil, color_location, ds_location);
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entry->flags = 0;
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if (depth_stencil->resource)
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@ -573,8 +573,8 @@ static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context,
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{
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static const struct wined3d_rendertarget_info ds_null = {{0}};
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const struct wined3d_gl_info *gl_info = context->gl_info;
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unsigned int object_count = gl_info->limits.buffers + 1;
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struct wined3d_texture *rt_texture, *ds_texture;
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struct wined3d_fbo_entry_key fbo_key;
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unsigned int i, ds_level, rt_level;
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struct fbo_entry *entry;
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@ -611,8 +611,7 @@ static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context,
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}
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}
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context_generate_fbo_key(context, context->fbo_key, render_targets, depth_stencil, color_location,
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ds_location);
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context_generate_fbo_key(context, &fbo_key, render_targets, depth_stencil, color_location, ds_location);
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if (TRACE_ON(d3d))
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{
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@ -642,8 +641,8 @@ static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context,
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TRACE(" Color attachment %u: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
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i, resource, render_targets[i].sub_resource_idx, debug_d3dformat(resource->format->id),
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context->fbo_key->rb_namespace & (1 << (i + 1)) ? "renderbuffer" : resource_type,
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context->fbo_key->objects[i + 1].object, width, height, resource->multisample_type);
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fbo_key.rb_namespace & (1 << (i + 1)) ? "renderbuffer" : resource_type,
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fbo_key.objects[i + 1].object, width, height, resource->multisample_type);
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}
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}
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if ((resource = depth_stencil->resource))
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@ -665,14 +664,14 @@ static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context,
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TRACE(" Depth attachment: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
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resource, depth_stencil->sub_resource_idx, debug_d3dformat(resource->format->id),
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context->fbo_key->rb_namespace & (1 << 0) ? "renderbuffer" : resource_type,
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context->fbo_key->objects[0].object, width, height, resource->multisample_type);
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fbo_key.rb_namespace & (1 << 0) ? "renderbuffer" : resource_type,
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fbo_key.objects[0].object, width, height, resource->multisample_type);
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}
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}
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LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
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{
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if (memcmp(context->fbo_key, &entry->key, FIELD_OFFSET(struct wined3d_fbo_entry_key, objects[object_count])))
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if (memcmp(&fbo_key, &entry->key, sizeof(fbo_key)))
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continue;
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list_remove(&entry->entry);
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@ -782,7 +781,7 @@ static void context_apply_fbo_state(struct wined3d_context *context, GLenum targ
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void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
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struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location)
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{
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memset(context->blit_targets, 0, context->gl_info->limits.buffers * sizeof(*context->blit_targets));
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memset(context->blit_targets, 0, sizeof(context->blit_targets));
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if (render_target)
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{
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context->blit_targets[0].resource = &render_target->container->resource;
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@ -1021,7 +1020,7 @@ typedef void (context_fbo_entry_func_t)(struct wined3d_context *context, struct
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static void context_enum_fbo_entries(const struct wined3d_device *device,
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GLuint name, BOOL rb_namespace, context_fbo_entry_func_t *callback)
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{
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UINT i;
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unsigned int i, j;
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for (i = 0; i < device->context_count; ++i)
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{
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@ -1031,8 +1030,6 @@ static void context_enum_fbo_entries(const struct wined3d_device *device,
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LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
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{
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UINT j;
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for (j = 0; j < gl_info->limits.buffers + 1; ++j)
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{
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if (entry->key.objects[j].object == name
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@ -1888,16 +1885,6 @@ struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
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if (!(ret = heap_alloc_zero(sizeof(*ret))))
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return NULL;
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if (!(ret->blit_targets = heap_calloc(gl_info->limits.buffers, sizeof(*ret->blit_targets))))
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goto out;
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if (!(ret->draw_buffers = heap_calloc(gl_info->limits.buffers, sizeof(*ret->draw_buffers))))
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goto out;
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if (!(ret->fbo_key = heap_alloc_zero(FIELD_OFFSET(struct wined3d_fbo_entry_key,
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objects[gl_info->limits.buffers + 1]))))
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goto out;
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ret->free_timestamp_query_size = 4;
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if (!(ret->free_timestamp_queries = heap_calloc(ret->free_timestamp_query_size,
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sizeof(*ret->free_timestamp_queries))))
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@ -2272,9 +2259,6 @@ out:
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heap_free(ret->free_fences);
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heap_free(ret->free_occlusion_queries);
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heap_free(ret->free_timestamp_queries);
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heap_free(ret->fbo_key);
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heap_free(ret->draw_buffers);
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heap_free(ret->blit_targets);
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heap_free(ret);
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return NULL;
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}
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@ -2318,9 +2302,6 @@ void context_destroy(struct wined3d_device *device, struct wined3d_context *cont
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device->shader_backend->shader_free_context_data(context);
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device->adapter->fragment_pipe->free_context_data(context);
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heap_free(context->texture_type);
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heap_free(context->fbo_key);
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heap_free(context->draw_buffers);
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heap_free(context->blit_targets);
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device_context_remove(device, context);
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if (destroy)
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heap_free(context);
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@ -2649,16 +2630,15 @@ static inline GLenum draw_buffer_from_rt_mask(DWORD rt_mask)
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static void context_apply_draw_buffers(struct wined3d_context *context, DWORD rt_mask)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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GLenum draw_buffers[MAX_RENDER_TARGET_VIEWS];
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if (!rt_mask)
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{
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gl_info->gl_ops.gl.p_glDrawBuffer(GL_NONE);
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checkGLcall("glDrawBuffer()");
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}
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else if (is_rt_mask_onscreen(rt_mask))
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{
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gl_info->gl_ops.gl.p_glDrawBuffer(draw_buffer_from_rt_mask(rt_mask));
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checkGLcall("glDrawBuffer()");
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}
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else
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{
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@ -2669,9 +2649,9 @@ static void context_apply_draw_buffers(struct wined3d_context *context, DWORD rt
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while (rt_mask)
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{
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if (rt_mask & 1)
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context->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
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draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
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else
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context->draw_buffers[i] = GL_NONE;
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draw_buffers[i] = GL_NONE;
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rt_mask >>= 1;
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++i;
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@ -2679,13 +2659,11 @@ static void context_apply_draw_buffers(struct wined3d_context *context, DWORD rt
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if (gl_info->supported[ARB_DRAW_BUFFERS])
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{
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GL_EXTCALL(glDrawBuffers(i, context->draw_buffers));
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checkGLcall("glDrawBuffers()");
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GL_EXTCALL(glDrawBuffers(i, draw_buffers));
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}
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else
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{
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gl_info->gl_ops.gl.p_glDrawBuffer(context->draw_buffers[0]);
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checkGLcall("glDrawBuffer()");
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gl_info->gl_ops.gl.p_glDrawBuffer(draw_buffers[0]);
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}
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}
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else
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@ -2693,6 +2671,8 @@ static void context_apply_draw_buffers(struct wined3d_context *context, DWORD rt
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ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
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}
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}
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checkGLcall("apply draw buffers");
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}
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/* Context activation is done by the caller. */
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@ -3057,7 +3037,7 @@ BOOL context_apply_clear_state(struct wined3d_context *context, const struct win
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if (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource))
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{
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memset(context->blit_targets, 0, gl_info->limits.buffers * sizeof(*context->blit_targets));
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memset(context->blit_targets, 0, sizeof(context->blit_targets));
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for (i = 0; i < rt_count; ++i)
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{
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if (rts[i])
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@ -3192,7 +3172,7 @@ void context_state_fb(struct wined3d_context *context, const struct wined3d_stat
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{
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unsigned int i;
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memset(context->blit_targets, 0, context->gl_info->limits.buffers * sizeof (*context->blit_targets));
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memset(context->blit_targets, 0, sizeof(context->blit_targets));
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for (i = 0; i < context->gl_info->limits.buffers; ++i)
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{
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if (fb->render_targets[i])
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@ -1945,9 +1945,7 @@ struct wined3d_context
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struct fbo_entry *current_fbo;
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GLuint fbo_read_binding;
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GLuint fbo_draw_binding;
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struct wined3d_rendertarget_info *blit_targets;
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struct wined3d_fbo_entry_key *fbo_key;
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GLenum *draw_buffers;
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struct wined3d_rendertarget_info blit_targets[MAX_RENDER_TARGET_VIEWS];
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DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
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/* Queries */
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@ -3299,7 +3297,7 @@ struct fbo_entry
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struct wined3d_fbo_entry_key
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{
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DWORD rb_namespace;
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struct wined3d_fbo_resource objects[1];
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struct wined3d_fbo_resource objects[MAX_RENDER_TARGET_VIEWS + 1];
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} key;
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};
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