wined3d: Simplify FindContext() a bit.

oldstable
Henri Verbeet 2009-07-22 10:41:08 +02:00 committed by Alexandre Julliard
parent ce436a76e2
commit 219d3abdd1
1 changed files with 60 additions and 79 deletions

View File

@ -1603,10 +1603,10 @@ static WineD3DContext *findThreadContextForSwapChain(IWineD3DSwapChain *swapchai
static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, DWORD tid) {
IWineD3DSwapChain *swapchain = NULL;
BOOL readTexture = wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_offscreen;
WineD3DContext *context = This->activeContext;
BOOL oldRenderOffscreen = This->render_offscreen;
const struct StateEntry *StateTable = This->StateTable;
const struct GlPixelFormatDesc *old, *new;
struct WineD3DContext *context;
if (SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
TRACE("Rendering onscreen\n");
@ -1625,95 +1625,76 @@ static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurf
}
}
IWineD3DSwapChain_Release(swapchain);
if(oldRenderOffscreen) {
Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable);
Context_MarkStateDirty(context, STATE_VDECL, StateTable);
Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
}
} else {
}
else
{
TRACE("Rendering offscreen\n");
This->render_offscreen = TRUE;
switch(wined3d_settings.offscreen_rendering_mode) {
case ORM_FBO:
/* FBOs do not need a different context. Stay with whatever context is active at the moment */
if (This->activeContext && This->activeContext->tid == tid)
{
context = This->activeContext;
} else {
/* This may happen if the app jumps straight into offscreen rendering
* Start using the context of the primary swapchain. tid == 0 is no problem
* for findThreadContextForSwapChain.
*
* Can also happen on thread switches - in that case findThreadContextForSwapChain
* is perfect to call.
*/
context = findThreadContextForSwapChain(This->swapchains[0], tid);
}
break;
case ORM_PBUFFER:
retry:
if (wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER)
{
IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *)target;
if (!This->pbufferContext
|| This->pbufferWidth < targetimpl->currentDesc.Width
|| This->pbufferHeight < targetimpl->currentDesc.Height)
{
IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *) target;
if(This->pbufferContext == NULL ||
This->pbufferWidth < targetimpl->currentDesc.Width ||
This->pbufferHeight < targetimpl->currentDesc.Height) {
if(This->pbufferContext) {
DestroyContext(This, This->pbufferContext);
}
if (This->pbufferContext) DestroyContext(This, This->pbufferContext);
/* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection.
* Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point.
*/
This->pbufferContext = CreateContext(This, targetimpl,
((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0]->win_handle,
TRUE /* pbuffer */, &((IWineD3DSwapChainImpl *)This->swapchains[0])->presentParms);
This->pbufferWidth = targetimpl->currentDesc.Width;
This->pbufferHeight = targetimpl->currentDesc.Height;
}
if(This->pbufferContext) {
if(This->pbufferContext->tid != 0 && This->pbufferContext->tid != tid) {
FIXME("The PBuffr context is only supported for one thread for now!\n");
}
This->pbufferContext->tid = tid;
context = This->pbufferContext;
break;
} else {
ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n");
wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
}
/* The display is irrelevant here, the window is 0. But
* CreateContext needs a valid X connection. Create the context
* on the same server as the primary swapchain. The primary
* swapchain is exists at this point. */
This->pbufferContext = CreateContext(This, targetimpl,
((IWineD3DSwapChainImpl *)This->swapchains[0])->context[0]->win_handle,
TRUE /* pbuffer */, &((IWineD3DSwapChainImpl *)This->swapchains[0])->presentParms);
This->pbufferWidth = targetimpl->currentDesc.Width;
This->pbufferHeight = targetimpl->currentDesc.Height;
}
case ORM_BACKBUFFER:
/* Stay with the currently active context for back buffer rendering */
if (This->activeContext && This->activeContext->tid == tid)
if (This->pbufferContext)
{
if (This->pbufferContext->tid && This->pbufferContext->tid != tid)
{
context = This->activeContext;
} else {
/* This may happen if the app jumps straight into offscreen rendering
* Start using the context of the primary swapchain. tid == 0 is no problem
* for findThreadContextForSwapChain.
*
* Can also happen on thread switches - in that case findThreadContextForSwapChain
* is perfect to call.
*/
context = findThreadContextForSwapChain(This->swapchains[0], tid);
FIXME("The PBuffer context is only supported for one thread for now!\n");
}
break;
This->pbufferContext->tid = tid;
context = This->pbufferContext;
}
else
{
ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering.\n");
wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
goto retry;
}
}
else
{
/* Stay with the currently active context. */
if (This->activeContext && This->activeContext->tid == tid)
{
context = This->activeContext;
}
else
{
/* This may happen if the app jumps straight into offscreen rendering
* Start using the context of the primary swapchain. tid == 0 is no problem
* for findThreadContextForSwapChain.
*
* Can also happen on thread switches - in that case findThreadContextForSwapChain
* is perfect to call. */
context = findThreadContextForSwapChain(This->swapchains[0], tid);
}
}
}
if(!oldRenderOffscreen) {
Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable);
Context_MarkStateDirty(context, STATE_VDECL, StateTable);
Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
}
if (This->render_offscreen != oldRenderOffscreen)
{
Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable);
Context_MarkStateDirty(context, STATE_VDECL, StateTable);
Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
}
/* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers