H. Verbeet : wined3d: Extract an attach_depth_stencil_fbo() function.
Alexandre Julliard
julliard at winehq.org
Wed Jul 2 06:03:30 CDT 2008
Module: wine
Branch: master
Commit: d5a8875b930abbc43b8adcf369483339a1b5c786
URL: http://source.winehq.org/git/wine.git/?a=commit;h=d5a8875b930abbc43b8adcf369483339a1b5c786
Author: H. Verbeet <hverbeet at gmail.com>
Date: Tue Jul 1 21:30:11 2008 +0200
wined3d: Extract an attach_depth_stencil_fbo() function.
The idea is to make setting depth attachments a bit more consistent
with set_render_target_fbo()/attach_surface_fbo(). I've also got an
upcoming patch in my tree that needs this.
---
dlls/wined3d/device.c | 94 ++++++++++++++++++++++++++-----------------------
1 files changed, 50 insertions(+), 44 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index e3fa816..45dc25c 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -6059,6 +6059,54 @@ static void bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo) {
checkGLcall("glBindFramebuffer()");
}
+/* TODO: Handle stencil attachments */
+static void attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer) {
+ IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
+
+ if (use_render_buffer && depth_stencil_impl->current_renderbuffer) {
+ GL_EXTCALL(glFramebufferRenderbufferEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_stencil_impl->current_renderbuffer->id));
+ checkGLcall("glFramebufferRenderbufferEXT()");
+ } else {
+ IWineD3DBaseTextureImpl *texture_impl;
+ GLenum texttarget, target;
+ GLint old_binding = 0;
+
+ texttarget = depth_stencil_impl->glDescription.target;
+ if(texttarget == GL_TEXTURE_2D) {
+ target = GL_TEXTURE_2D;
+ glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
+ } else if(texttarget == GL_TEXTURE_RECTANGLE_ARB) {
+ target = GL_TEXTURE_RECTANGLE_ARB;
+ glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
+ } else {
+ target = GL_TEXTURE_CUBE_MAP_ARB;
+ glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
+ }
+
+ IWineD3DSurface_PreLoad(depth_stencil);
+
+ glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
+ glBindTexture(target, old_binding);
+
+ /* Update base texture states array */
+ if (SUCCEEDED(IWineD3DSurface_GetContainer(depth_stencil, &IID_IWineD3DBaseTexture, (void **)&texture_impl))) {
+ texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
+ texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
+ if (texture_impl->baseTexture.bindCount) {
+ IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(texture_impl->baseTexture.sampler));
+ }
+
+ IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
+ }
+
+ GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, texttarget,
+ depth_stencil_impl->glDescription.textureName, depth_stencil_impl->glDescription.level));
+ checkGLcall("glFramebufferTexture2DEXT()");
+ }
+}
+
static void attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface) {
const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
IWineD3DBaseTextureImpl *texture_impl;
@@ -6409,53 +6457,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetDepthStencilSurface(IWineD3DDevice
/* TODO: Handle stencil attachments */
static void set_depth_stencil_fbo(IWineD3DDevice *iface, IWineD3DSurface *depth_stencil) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
- IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
TRACE("Set depth stencil to %p\n", depth_stencil);
- if (depth_stencil_impl) {
- if (depth_stencil_impl->current_renderbuffer) {
- GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_stencil_impl->current_renderbuffer->id));
- checkGLcall("glFramebufferRenderbufferEXT()");
- } else {
- IWineD3DBaseTextureImpl *texture_impl;
- GLenum texttarget, target;
- GLint old_binding = 0;
-
- texttarget = depth_stencil_impl->glDescription.target;
- if(texttarget == GL_TEXTURE_2D) {
- target = GL_TEXTURE_2D;
- glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
- } else if(texttarget == GL_TEXTURE_RECTANGLE_ARB) {
- target = GL_TEXTURE_RECTANGLE_ARB;
- glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
- } else {
- target = GL_TEXTURE_CUBE_MAP_ARB;
- glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
- }
-
- IWineD3DSurface_PreLoad(depth_stencil);
-
- glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
- glBindTexture(target, old_binding);
-
- /* Update base texture states array */
- if (SUCCEEDED(IWineD3DSurface_GetContainer(depth_stencil, &IID_IWineD3DBaseTexture, (void **)&texture_impl))) {
- texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
- texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
- if (texture_impl->baseTexture.bindCount) {
- IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(texture_impl->baseTexture.sampler));
- }
-
- IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
- }
-
- GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, texttarget,
- depth_stencil_impl->glDescription.textureName, depth_stencil_impl->glDescription.level));
- checkGLcall("glFramebufferTexture2DEXT()");
- }
+ if (depth_stencil) {
+ attach_depth_stencil_fbo(This, GL_FRAMEBUFFER_EXT, depth_stencil, TRUE);
} else {
GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
checkGLcall("glFramebufferTexture2DEXT()");
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