[PATCH 06/10] wined3d: Explicitly specify the resource location to context_attach_depth_stencil_fbo().
Henri Verbeet
hverbeet at codeweavers.com
Thu Aug 25 14:05:00 CDT 2011
---
dlls/wined3d/context.c | 44 +++++++++++++++++++++++++++-----------------
1 files changed, 27 insertions(+), 17 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 829c570..b4788bd 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -113,7 +113,7 @@ static void context_destroy_fbo(struct wined3d_context *context, GLuint *fbo)
/* GL locking is done by the caller */
static void context_attach_depth_stencil_fbo(struct wined3d_context *context,
- GLenum fbo_target, struct wined3d_surface *depth_stencil)
+ GLenum fbo_target, struct wined3d_surface *depth_stencil, DWORD location)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
@@ -141,22 +141,32 @@ static void context_attach_depth_stencil_fbo(struct wined3d_context *context,
}
else
{
- surface_prepare_texture(depth_stencil, context, FALSE);
-
- if (format_flags & WINED3DFMT_FLAG_DEPTH)
+ switch (location)
{
- gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT,
- depth_stencil->texture_target, depth_stencil->texture_name,
- depth_stencil->texture_level);
- checkGLcall("glFramebufferTexture2D()");
- }
+ case SFLAG_INTEXTURE:
+ case SFLAG_INSRGBTEX:
+ surface_prepare_texture(depth_stencil, context, FALSE);
+
+ if (format_flags & WINED3DFMT_FLAG_DEPTH)
+ {
+ gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT,
+ depth_stencil->texture_target, depth_stencil->texture_name,
+ depth_stencil->texture_level);
+ checkGLcall("glFramebufferTexture2D()");
+ }
+
+ if (format_flags & WINED3DFMT_FLAG_STENCIL)
+ {
+ gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT,
+ depth_stencil->texture_target, depth_stencil->texture_name,
+ depth_stencil->texture_level);
+ checkGLcall("glFramebufferTexture2D()");
+ }
+ break;
- if (format_flags & WINED3DFMT_FLAG_STENCIL)
- {
- gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT,
- depth_stencil->texture_target, depth_stencil->texture_name,
- depth_stencil->texture_level);
- checkGLcall("glFramebufferTexture2D()");
+ default:
+ ERR("Unsupported location %s (%#x).\n", debug_surflocation(location), location);
+ break;
}
}
@@ -393,7 +403,7 @@ static void context_apply_fbo_entry(struct wined3d_context *context, GLenum targ
/* Apply depth targets */
if (entry->depth_stencil)
surface_set_compatible_renderbuffer(entry->depth_stencil, entry->render_targets[0]);
- context_attach_depth_stencil_fbo(context, target, entry->depth_stencil);
+ context_attach_depth_stencil_fbo(context, target, entry->depth_stencil, entry->location);
entry->attached = TRUE;
}
--
1.7.3.4
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