Józef Kucia : d3dx9: Introduce separate functions for restoring and capturing device state.
Module: wine Branch: master Commit: 8c4adc06176b8f6187585528f3ce023d7a224191 URL: http://source.winehq.org/git/wine.git/?a=commit;h=8c4adc06176b8f6187585528f3... Author: Józef Kucia <joseph.kucia(a)gmail.com> Date: Tue Jul 31 15:26:38 2012 +0200 d3dx9: Introduce separate functions for restoring and capturing device state. --- dlls/d3dx9_36/render.c | 156 ++++++++++++++++++++++++++++-------------------- 1 files changed, 92 insertions(+), 64 deletions(-) diff --git a/dlls/d3dx9_36/render.c b/dlls/d3dx9_36/render.c index 7994a8b..97a2916 100644 --- a/dlls/d3dx9_36/render.c +++ b/dlls/d3dx9_36/render.c @@ -22,50 +22,108 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3dx); -struct render_to_surface +struct device_state { - ID3DXRenderToSurface ID3DXRenderToSurface_iface; - LONG ref; + DWORD num_render_targets; + IDirect3DSurface9 **render_targets; + IDirect3DSurface9 *depth_stencil; + D3DVIEWPORT9 viewport; +}; - IDirect3DDevice9 *device; - D3DXRTS_DESC desc; +static HRESULT device_state_init(IDirect3DDevice9 *device, struct device_state *state) +{ + HRESULT hr; + D3DCAPS9 caps; + unsigned int i; - IDirect3DSurface9 *dst_surface; + hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); + if (FAILED(hr)) return hr; - IDirect3DSurface9 *render_target; - IDirect3DSurface9 *depth_stencil; + state->num_render_targets = caps.NumSimultaneousRTs; + state->render_targets = HeapAlloc(GetProcessHeap(), 0, + state->num_render_targets * sizeof(IDirect3DSurface9 *)); + if (!state->render_targets) + return E_OUTOFMEMORY; - DWORD num_render_targets; - D3DVIEWPORT9 previous_viewport; - IDirect3DSurface9 **previous_render_targets; - IDirect3DSurface9 *previous_depth_stencil; -}; + for (i = 0; i < state->num_render_targets; i++) + state->render_targets[i] = NULL; + state->depth_stencil = NULL; + return D3D_OK; +} -static inline struct render_to_surface *impl_from_ID3DXRenderToSurface(ID3DXRenderToSurface *iface) +static void device_state_capture(IDirect3DDevice9 *device, struct device_state *state) { - return CONTAINING_RECORD(iface, struct render_to_surface, ID3DXRenderToSurface_iface); + HRESULT hr; + unsigned int i; + + IDirect3DDevice9_GetViewport(device, &state->viewport); + + for (i = 0; i < state->num_render_targets; i++) + { + hr = IDirect3DDevice9_GetRenderTarget(device, i, &state->render_targets[i]); + if (FAILED(hr)) state->render_targets[i] = NULL; + } + + hr = IDirect3DDevice9_GetDepthStencilSurface(device, &state->depth_stencil); + if (FAILED(hr)) state->depth_stencil = NULL; } -static void restore_previous_device_state(struct render_to_surface *render) +static void device_state_restore(IDirect3DDevice9 *device, struct device_state *state) { unsigned int i; - for (i = 0; i < render->num_render_targets; i++) + for (i = 0; i < state->num_render_targets; i++) { - IDirect3DDevice9_SetRenderTarget(render->device, i, render->previous_render_targets[i]); - if (render->previous_render_targets[i]) - IDirect3DSurface9_Release(render->previous_render_targets[i]); - render->previous_render_targets[i] = NULL; + IDirect3DDevice9_SetRenderTarget(device, i, state->render_targets[i]); + if (state->render_targets[i]) + IDirect3DSurface9_Release(state->render_targets[i]); + state->render_targets[i] = NULL; } - IDirect3DDevice9_SetDepthStencilSurface(render->device, render->previous_depth_stencil); - if (render->previous_depth_stencil) + IDirect3DDevice9_SetDepthStencilSurface(device, state->depth_stencil); + if (state->depth_stencil) + { + IDirect3DSurface9_Release(state->depth_stencil); + state->depth_stencil = NULL; + } + + IDirect3DDevice9_SetViewport(device, &state->viewport); +} + +static void device_state_release(struct device_state *state) +{ + unsigned int i; + + for (i = 0; i < state->num_render_targets; i++) { - IDirect3DSurface9_Release(render->previous_depth_stencil); - render->previous_depth_stencil = NULL; + if (state->render_targets[i]) + IDirect3DSurface9_Release(state->render_targets[i]); } - IDirect3DDevice9_SetViewport(render->device, &render->previous_viewport); + HeapFree(GetProcessHeap(), 0, state->render_targets); + + if (state->depth_stencil) IDirect3DSurface9_Release(state->depth_stencil); +} + +struct render_to_surface +{ + ID3DXRenderToSurface ID3DXRenderToSurface_iface; + LONG ref; + + IDirect3DDevice9 *device; + D3DXRTS_DESC desc; + + IDirect3DSurface9 *dst_surface; + + IDirect3DSurface9 *render_target; + IDirect3DSurface9 *depth_stencil; + + struct device_state previous_state; +}; + +static inline struct render_to_surface *impl_from_ID3DXRenderToSurface(ID3DXRenderToSurface *iface) +{ + return CONTAINING_RECORD(iface, struct render_to_surface, ID3DXRenderToSurface_iface); } static HRESULT WINAPI D3DXRenderToSurface_QueryInterface(ID3DXRenderToSurface *iface, @@ -102,7 +160,6 @@ static ULONG WINAPI D3DXRenderToSurface_Release(ID3DXRenderToSurface *iface) { struct render_to_surface *render = impl_from_ID3DXRenderToSurface(iface); ULONG ref = InterlockedDecrement(&render->ref); - unsigned int i; TRACE("%p decreasing refcount to %u\n", iface, ref); @@ -113,15 +170,7 @@ static ULONG WINAPI D3DXRenderToSurface_Release(ID3DXRenderToSurface *iface) if (render->render_target) IDirect3DSurface9_Release(render->render_target); if (render->depth_stencil) IDirect3DSurface9_Release(render->depth_stencil); - for (i = 0; i < render->num_render_targets; i++) - { - if (render->previous_render_targets[i]) - IDirect3DSurface9_Release(render->previous_render_targets[i]); - } - - HeapFree(GetProcessHeap(), 0, render->previous_render_targets); - - if (render->previous_depth_stencil) IDirect3DSurface9_Release(render->previous_depth_stencil); + device_state_release(&render->previous_state); IDirect3DDevice9_Release(render->device); @@ -196,20 +245,10 @@ static HRESULT WINAPI D3DXRenderToSurface_BeginScene(ID3DXRenderToSurface *iface device = render->device; - /* save device state */ - IDirect3DDevice9_GetViewport(device, &render->previous_viewport); - - for (i = 0; i < render->num_render_targets; i++) - { - hr = IDirect3DDevice9_GetRenderTarget(device, i, &render->previous_render_targets[i]); - if (FAILED(hr)) render->previous_render_targets[i] = NULL; - } - - hr = IDirect3DDevice9_GetDepthStencilSurface(device, &render->previous_depth_stencil); - if (FAILED(hr)) render->previous_depth_stencil = NULL; + device_state_capture(device, &render->previous_state); /* prepare for rendering to surface */ - for (i = 1; i < render->num_render_targets; i++) + for (i = 1; i < render->previous_state.num_render_targets; i++) IDirect3DDevice9_SetRenderTarget(device, i, NULL); if (surface_desc.Usage & D3DUSAGE_RENDERTARGET) @@ -249,7 +288,7 @@ static HRESULT WINAPI D3DXRenderToSurface_BeginScene(ID3DXRenderToSurface *iface return IDirect3DDevice9_BeginScene(device); cleanup: - restore_previous_device_state(render); + device_state_restore(device, &render->previous_state); if (render->dst_surface) IDirect3DSurface9_Release(render->dst_surface); render->dst_surface = NULL; @@ -282,7 +321,7 @@ static HRESULT WINAPI D3DXRenderToSurface_EndScene(ID3DXRenderToSurface *iface, if (FAILED(hr)) ERR("Copying render target data to surface failed %#x\n", hr); } - restore_previous_device_state(render); + device_state_restore(render->device, &render->previous_state); /* release resources */ if (render->render_target) @@ -339,18 +378,13 @@ HRESULT WINAPI D3DXCreateRenderToSurface(IDirect3DDevice9 *device, ID3DXRenderToSurface **out) { HRESULT hr; - D3DCAPS9 caps; struct render_to_surface *render; - unsigned int i; TRACE("(%p, %u, %u, %#x, %d, %#x, %p)\n", device, width, height, format, depth_stencil, depth_stencil_format, out); if (!device || !out) return D3DERR_INVALIDCALL; - hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); - if (FAILED(hr)) return hr; - render = HeapAlloc(GetProcessHeap(), 0, sizeof(struct render_to_surface)); if (!render) return E_OUTOFMEMORY; @@ -367,19 +401,13 @@ HRESULT WINAPI D3DXCreateRenderToSurface(IDirect3DDevice9 *device, render->render_target = NULL; render->depth_stencil = NULL; - render->num_render_targets = caps.NumSimultaneousRTs; - render->previous_render_targets = HeapAlloc(GetProcessHeap(), 0, - render->num_render_targets * sizeof(IDirect3DSurface9 *)); - if (!render->previous_render_targets) + hr = device_state_init(device, &render->previous_state); + if (FAILED(hr)) { HeapFree(GetProcessHeap(), 0, render); - return E_OUTOFMEMORY; + return hr; } - for (i = 0; i < render->num_render_targets; i++) - render->previous_render_targets[i] = NULL; - render->previous_depth_stencil = NULL; - IDirect3DDevice9_AddRef(device); render->device = device;
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Alexandre Julliard