[2/4] wined3d: Support cube map FBO attachments

H. Verbeet hverbeet at gmail.com
Sat Nov 18 10:07:47 CST 2006


A render target can be either a regular 2D texture or a cube map face.
This adds support for properly handling cube map faces.

Changelog:
  - Support cube map FBO attachments
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---

 dlls/wined3d/device.c |   26 +++++++++++++++++---------
 1 files changed, 17 insertions(+), 9 deletions(-)

diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index ab7ab10..14dc801 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -7011,14 +7011,18 @@ static void set_depth_stencil_fbo(IWineD
     bind_fbo(iface);
 
     if (depth_stencil_impl) {
+        GLenum texttarget, target;
+
         IWineD3DSurface_PreLoad(depth_stencil);
-        glBindTexture (GL_TEXTURE_2D, depth_stencil_impl->glDescription.textureName);
+        texttarget = depth_stencil_impl->glDescription.target;
+        target = texttarget == GL_TEXTURE_2D ? GL_TEXTURE_2D : GL_TEXTURE_CUBE_MAP_ARB;
 
-        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
-        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
-        glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
+        glBindTexture(target, depth_stencil_impl->glDescription.textureName);
+        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);
 
-        GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, depth_stencil_impl->glDescription.textureName, 0));
+        GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, texttarget, depth_stencil_impl->glDescription.textureName, 0));
         checkGLcall("glFramebufferTexture2DEXT()");
     } else {
         GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
@@ -7036,15 +7040,19 @@ static void set_render_target_fbo(IWineD
     IWineD3DSurfaceImpl *rtimpl = (IWineD3DSurfaceImpl *)render_target;
 
     if (This->render_offscreen) {
+        GLenum texttarget, target;
+
         bind_fbo(iface);
 
         IWineD3DSurface_PreLoad(render_target);
+        texttarget = rtimpl->glDescription.target;
+        target = texttarget == GL_TEXTURE_2D ? GL_TEXTURE_2D : GL_TEXTURE_CUBE_MAP_ARB;
 
-        glBindTexture (GL_TEXTURE_2D, rtimpl->glDescription.textureName);
-        glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-        glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+        glBindTexture(target, rtimpl->glDescription.textureName);
+        glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+        glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
 
-        GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, rtimpl->glDescription.textureName, 0));
+        GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, texttarget, rtimpl->glDescription.textureName, 0));
         checkGLcall("glFramebufferTexture2DEXT()");
     } else {
         GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));


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