Roderick Colenbrander : wgl:
Use correct types and pixelformats for pbuffers.
Alexandre Julliard
julliard at wine.codeweavers.com
Mon Jul 30 08:55:58 CDT 2007
Module: wine
Branch: master
Commit: 96f9cceb68fb9a1831414520ce39636d1d6cee45
URL: http://source.winehq.org/git/wine.git/?a=commit;h=96f9cceb68fb9a1831414520ce39636d1d6cee45
Author: Roderick Colenbrander <thunderbird2k at gmx.net>
Date: Sat Jul 28 00:20:44 2007 +0200
wgl: Use correct types and pixelformats for pbuffers.
---
dlls/winex11.drv/opengl.c | 31 ++++++++++++++++++++++++++-----
1 files changed, 26 insertions(+), 5 deletions(-)
diff --git a/dlls/winex11.drv/opengl.c b/dlls/winex11.drv/opengl.c
index 89238ef..c26e509 100644
--- a/dlls/winex11.drv/opengl.c
+++ b/dlls/winex11.drv/opengl.c
@@ -123,9 +123,12 @@ typedef struct wine_glpbuffer {
int* attribList;
HDC hdc;
- int use_render_texture;
+ int use_render_texture; /* This is also the internal texture format */
+ int texture_bind_target;
+ int texture_bpp;
+ GLint texture_format;
GLuint texture_target;
- GLuint texture_bind_target;
+ GLenum texture_type;
GLuint texture;
int texture_level;
} Wine_GLPBuffer;
@@ -2027,23 +2030,41 @@ static HPBUFFERARB WINAPI X11DRV_wglCreatePbufferARB(HDC hdc, int iPixelFormat,
switch (attr_v) {
case WGL_TEXTURE_RGB_ARB:
object->use_render_texture = GL_RGB;
+ object->texture_bpp = 3;
+ object->texture_format = GL_RGB;
+ object->texture_type = GL_UNSIGNED_BYTE;
break;
case WGL_TEXTURE_RGBA_ARB:
object->use_render_texture = GL_RGBA;
+ object->texture_bpp = 4;
+ object->texture_format = GL_RGBA;
+ object->texture_type = GL_UNSIGNED_BYTE;
break;
/* WGL_FLOAT_COMPONENTS_NV */
case WGL_TEXTURE_FLOAT_R_NV:
object->use_render_texture = GL_FLOAT_R_NV;
+ object->texture_bpp = 4;
+ object->texture_format = GL_RED;
+ object->texture_type = GL_FLOAT;
break;
case WGL_TEXTURE_FLOAT_RG_NV:
object->use_render_texture = GL_FLOAT_RG_NV;
+ object->texture_bpp = 8;
+ object->texture_format = GL_LUMINANCE_ALPHA;
+ object->texture_type = GL_FLOAT;
break;
case WGL_TEXTURE_FLOAT_RGB_NV:
object->use_render_texture = GL_FLOAT_RGB_NV;
+ object->texture_bpp = 12;
+ object->texture_format = GL_RGB;
+ object->texture_type = GL_FLOAT;
break;
case WGL_TEXTURE_FLOAT_RGBA_NV:
object->use_render_texture = GL_FLOAT_RGBA_NV;
+ object->texture_bpp = 16;
+ object->texture_format = GL_RGBA;
+ object->texture_type = GL_FLOAT;
break;
default:
ERR("Unknown texture format: %x\n", attr_v);
@@ -2703,7 +2724,7 @@ static GLboolean WINAPI X11DRV_wglBindTexImageARB(HPBUFFERARB hPbuffer, int iBuf
FIXME("partial stub!\n");
}
- buf = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 4*object->width*object->height);
+ buf = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->texture_bpp*object->width*object->height);
if(!buf) {
ERR("Unable to allocate a buffer for render_texture emulation\n");
return GL_FALSE;
@@ -2714,11 +2735,11 @@ static GLboolean WINAPI X11DRV_wglBindTexImageARB(HPBUFFERARB hPbuffer, int iBuf
/* Switch to our pbuffer and readback its contents */
pglXMakeCurrent(gdi_display, object->drawable, tmp_context);
- pglReadPixels(0, 0, object->width, object->height, GL_RGBA, GL_UNSIGNED_BYTE, buf);
+ pglReadPixels(0, 0, object->width, object->height, object->texture_format, object->texture_type, buf);
/* Switch back to the original drawable and upload the pbuffer-texture */
pglXMakeCurrent(object->display, prev_drawable, prev_context);
- pglTexImage2D(object->texture_target, 0, GL_RGBA8, object->width, object->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, buf);
+ pglTexImage2D(object->texture_target, 0, object->use_render_texture, object->width, object->height, 0, object->texture_format, object->texture_type, buf);
pglXDestroyContext(gdi_display, tmp_context);
HeapFree(GetProcessHeap(), 0, buf);
More information about the wine-cvs
mailing list