Signed-off-by: Henri Verbeet hverbeet@codeweavers.com --- dlls/wined3d/context.c | 49 ++++++++++++++++++++++++++++--------------------- 1 file changed, 28 insertions(+), 21 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c index e225571617d..e6d94f2eca8 100644 --- a/dlls/wined3d/context.c +++ b/dlls/wined3d/context.c @@ -46,27 +46,30 @@ static DWORD wined3d_context_tls_idx; /* FBO helper functions */
/* Context activation is done by the caller. */ -static void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint fbo) +static void wined3d_context_gl_bind_fbo(struct wined3d_context_gl *context_gl, GLenum target, GLuint fbo) { - const struct wined3d_gl_info *gl_info = context->gl_info; + const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
switch (target) { case GL_READ_FRAMEBUFFER: - if (context->fbo_read_binding == fbo) return; - context->fbo_read_binding = fbo; + if (context_gl->c.fbo_read_binding == fbo) + return; + context_gl->c.fbo_read_binding = fbo; break;
case GL_DRAW_FRAMEBUFFER: - if (context->fbo_draw_binding == fbo) return; - context->fbo_draw_binding = fbo; + if (context_gl->c.fbo_draw_binding == fbo) + return; + context_gl->c.fbo_draw_binding = fbo; break;
case GL_FRAMEBUFFER: - if (context->fbo_read_binding == fbo - && context->fbo_draw_binding == fbo) return; - context->fbo_read_binding = fbo; - context->fbo_draw_binding = fbo; + if (context_gl->c.fbo_read_binding == fbo + && context_gl->c.fbo_draw_binding == fbo) + return; + context_gl->c.fbo_read_binding = fbo; + context_gl->c.fbo_draw_binding = fbo; break;
default: @@ -98,11 +101,12 @@ static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info, /* Context activation is done by the caller. */ static void context_destroy_fbo(struct wined3d_context *context, GLuint fbo) { + struct wined3d_context_gl *context_gl = wined3d_context_gl(context); const struct wined3d_gl_info *gl_info = context->gl_info;
- context_bind_fbo(context, GL_FRAMEBUFFER, fbo); + wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, fbo); context_clean_fbo_attachments(gl_info, GL_FRAMEBUFFER); - context_bind_fbo(context, GL_FRAMEBUFFER, 0); + wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, 0);
gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo); checkGLcall("glDeleteFramebuffers()"); @@ -541,9 +545,10 @@ static void context_reuse_fbo_entry(struct wined3d_context *context, GLenum targ const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil, DWORD color_location, DWORD ds_location, struct fbo_entry *entry) { + struct wined3d_context_gl *context_gl = wined3d_context_gl(context); const struct wined3d_gl_info *gl_info = context->gl_info;
- context_bind_fbo(context, target, entry->id); + wined3d_context_gl_bind_fbo(context_gl, target, entry->id); context_clean_fbo_attachments(gl_info, target);
context_generate_fbo_key(context, &entry->key, render_targets, depth_stencil, color_location, ds_location); @@ -709,13 +714,13 @@ static void context_apply_fbo_entry(struct wined3d_context *context, GLenum targ
if (entry->flags & WINED3D_FBO_ENTRY_FLAG_ATTACHED) { - context_bind_fbo(context, target, entry->id); + wined3d_context_gl_bind_fbo(context_gl, target, entry->id); return; }
read_binding = context->fbo_read_binding; draw_binding = context->fbo_draw_binding; - context_bind_fbo(context, GL_FRAMEBUFFER, entry->id); + wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, entry->id);
if (gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS]) { @@ -744,9 +749,9 @@ static void context_apply_fbo_entry(struct wined3d_context *context, GLenum targ if (target != GL_FRAMEBUFFER) { if (target == GL_READ_FRAMEBUFFER) - context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, draw_binding); + wined3d_context_gl_bind_fbo(context_gl, GL_DRAW_FRAMEBUFFER, draw_binding); else - context_bind_fbo(context, GL_READ_FRAMEBUFFER, read_binding); + wined3d_context_gl_bind_fbo(context_gl, GL_READ_FRAMEBUFFER, read_binding); }
entry->flags |= WINED3D_FBO_ENTRY_FLAG_ATTACHED; @@ -757,6 +762,7 @@ static void context_apply_fbo_state(struct wined3d_context *context, GLenum targ const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil, DWORD color_location, DWORD ds_location) { + struct wined3d_context_gl *context_gl = wined3d_context_gl(context); struct fbo_entry *entry, *entry2;
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry) @@ -766,14 +772,14 @@ static void context_apply_fbo_state(struct wined3d_context *context, GLenum targ
if (context->rebind_fbo) { - context_bind_fbo(context, GL_FRAMEBUFFER, 0); + wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, 0); context->rebind_fbo = FALSE; }
if (color_location == WINED3D_LOCATION_DRAWABLE) { context->current_fbo = NULL; - context_bind_fbo(context, target, 0); + wined3d_context_gl_bind_fbo(context_gl, target, 0); } else { @@ -2774,7 +2780,7 @@ void wined3d_context_gl_apply_blit_state(struct wined3d_context_gl *context_gl, else { context->current_fbo = NULL; - context_bind_fbo(context, GL_FRAMEBUFFER, 0); + wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, 0); rt_mask = context_generate_rt_mask_from_resource(&rt->resource); } } @@ -4035,6 +4041,7 @@ static void context_apply_compute_state(struct wined3d_context *context, const struct wined3d_device *device, const struct wined3d_state *state) { const struct wined3d_state_entry *state_table = context->state_table; + struct wined3d_context_gl *context_gl = wined3d_context_gl(context); const struct wined3d_gl_info *gl_info = context->gl_info; unsigned int state_id, i;
@@ -4084,7 +4091,7 @@ static void context_apply_compute_state(struct wined3d_context *context, * * Without this, the bloom effect in Nier:Automata is too bright on the * Mesa radeonsi driver, and presumably on other Mesa based drivers. */ - context_bind_fbo(context, GL_FRAMEBUFFER, 0); + wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, 0); context_invalidate_state(context, STATE_FRAMEBUFFER);
context->last_was_blit = FALSE;