[PATCH 2/4] wined3d: Keep track of renderbuffer capabilities.
Stefan Dösinger
stefan at codeweavers.com
Wed Apr 29 17:00:14 CDT 2015
---
dlls/wined3d/arb_program_shader.c | 8 ++++++++
dlls/wined3d/directx.c | 12 +++++++-----
dlls/wined3d/glsl_shader.c | 8 ++++++++
dlls/wined3d/surface.c | 4 ++--
dlls/wined3d/texture.c | 17 +++++++++++++----
dlls/wined3d/utils.c | 8 ++++++--
dlls/wined3d/wined3d_private.h | 3 ++-
7 files changed, 46 insertions(+), 14 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index a45d25f..da2a8f4 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -3348,6 +3348,10 @@ static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_i
"TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
"MOV result.depth.z, R0.x;\n"
"END\n",
+ /* WINED3D_GL_RES_TYPE_BUFFER */
+ NULL,
+ /* WINED3D_GL_RES_TYPE_RB */
+ NULL,
};
static const char * const blt_fprograms_masked[WINED3D_GL_RES_TYPE_COUNT] =
@@ -3386,6 +3390,10 @@ static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_i
"TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
"MOV result.depth.z, R0.x;\n"
"END\n",
+ /* WINED3D_GL_RES_TYPE_BUFFER */
+ NULL,
+ /* WINED3D_GL_RES_TYPE_RB */
+ NULL,
};
fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index 36be539..ad9b496 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -4095,7 +4095,7 @@ static BOOL wined3d_check_pixel_format_color(const struct wined3d_gl_info *gl_in
BYTE redSize, greenSize, blueSize, alphaSize, colorBits;
/* Float formats need FBOs. If FBOs are used this function isn't called */
- if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT)
+ if (format->flags[WINED3D_GL_RES_TYPE_RB] & WINED3DFMT_FLAG_FLOAT)
return FALSE;
if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
@@ -4137,7 +4137,7 @@ static BOOL wined3d_check_pixel_format_depth(const struct wined3d_gl_info *gl_in
}
/* Float formats need FBOs. If FBOs are used this function isn't called */
- if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT)
+ if (format->flags[WINED3D_GL_RES_TYPE_RB] & WINED3DFMT_FLAG_FLOAT)
return FALSE;
if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
@@ -4178,8 +4178,8 @@ HRESULT CDECL wined3d_check_depth_stencil_match(const struct wined3d *wined3d,
ds_format = wined3d_get_format(&adapter->gl_info, depth_stencil_format_id);
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
- if ((rt_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_RENDERTARGET)
- && (ds_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
+ if ((rt_format->flags[WINED3D_GL_RES_TYPE_RB] & WINED3DFMT_FLAG_RENDERTARGET)
+ && (ds_format->flags[WINED3D_GL_RES_TYPE_RB] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
{
TRACE("Formats match.\n");
return WINED3D_OK;
@@ -4382,6 +4382,8 @@ static BOOL CheckSurfaceCapability(const struct wined3d_adapter *adapter,
/* All depth stencil formats are supported on surfaces */
if (CheckDepthStencilCapability(adapter, adapter_format, check_format, WINED3D_GL_RES_TYPE_TEX_2D))
return TRUE;
+ if (CheckDepthStencilCapability(adapter, adapter_format, check_format, WINED3D_GL_RES_TYPE_RB))
+ return TRUE;
/* If opengl can't process the format natively, the blitter may be able to convert it */
if (adapter->blitter->blit_supported(&adapter->gl_info, &adapter->d3d_info,
@@ -4454,7 +4456,7 @@ HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d, UINT ad
allowed_usage = WINED3DUSAGE_DEPTHSTENCIL
| WINED3DUSAGE_RENDERTARGET
| WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
- gl_type = WINED3D_GL_RES_TYPE_TEX_2D;
+ gl_type = WINED3D_GL_RES_TYPE_RB;
break;
case WINED3D_RTYPE_TEXTURE:
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index e814c66..70e39d8 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -6797,6 +6797,10 @@ static GLuint create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum
"{\n"
" gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
"}\n",
+ /* WINED3D_GL_RES_TYPE_BUFFER */
+ NULL,
+ /* WINED3D_GL_RES_TYPE_RB */
+ NULL,
};
static const char * const blt_pshaders_masked[WINED3D_GL_RES_TYPE_COUNT] =
@@ -6833,6 +6837,10 @@ static GLuint create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum
" if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
" gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
"}\n",
+ /* WINED3D_GL_RES_TYPE_BUFFER */
+ NULL,
+ /* WINED3D_GL_RES_TYPE_RB */
+ NULL,
};
blt_pshader = masked ? blt_pshaders_masked[tex_type] : blt_pshaders_full[tex_type];
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 6b5f771..7586000 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -998,9 +998,9 @@ static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum wined
break;
case WINED3D_BLIT_OP_DEPTH_BLIT:
- if (!(src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
+ if (!(src_format->flags[WINED3D_GL_RES_TYPE_RB] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
return FALSE;
- if (!(dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
+ if (!(dst_format->flags[WINED3D_GL_RES_TYPE_RB] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
return FALSE;
break;
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index 916bcb2..8184e6d 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -1067,6 +1067,12 @@ static HRESULT cubetexture_init(struct wined3d_texture *texture, const struct wi
return WINED3D_OK;
}
+static BOOL check_ds_support(const struct wined3d_format *format, unsigned int type, DWORD d3d_usage)
+{
+ return !(d3d_usage & WINED3DUSAGE_DEPTHSTENCIL)
+ || (format->flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL));
+}
+
static HRESULT texture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc,
UINT levels, DWORD surface_flags, struct wined3d_device *device, void *parent,
const struct wined3d_parent_ops *parent_ops)
@@ -1077,7 +1083,7 @@ static HRESULT texture_init(struct wined3d_texture *texture, const struct wined3
unsigned int i;
HRESULT hr;
enum wined3d_gl_resource_type gl_type;
- unsigned int required_flags = 0, ds_flags = WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL;
+ unsigned int required_flags = 0;
const struct wined3d_format *format;
/* TODO: It should only be possible to create textures for formats
@@ -1145,18 +1151,21 @@ static HRESULT texture_init(struct wined3d_texture *texture, const struct wined3
/* WINED3DUSAGE_DEPTHSTENCIL needs WINED3DFMT_FLAG_DEPTH or WINED3DFMT_FLAG_STENCIL, not both. */
if ((format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & required_flags) == required_flags
- && (!(desc->usage & WINED3DUSAGE_DEPTHSTENCIL) || (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & ds_flags))
+ && check_ds_support(format, WINED3D_GL_RES_TYPE_TEX_2D, desc->usage)
&& (gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT]
|| (desc->width == pow2_width && desc->height == pow2_height)))
gl_type = WINED3D_GL_RES_TYPE_TEX_2D;
else if ((format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] & required_flags) == required_flags
- && (!(desc->usage & WINED3DUSAGE_DEPTHSTENCIL) || (format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] & ds_flags)))
+ && check_ds_support(format, WINED3D_GL_RES_TYPE_TEX_RECT, desc->usage))
gl_type = WINED3D_GL_RES_TYPE_TEX_RECT;
+ else if ((format->flags[WINED3D_GL_RES_TYPE_RB] & required_flags) == required_flags
+ && check_ds_support(format, WINED3D_GL_RES_TYPE_RB, desc->usage))
+ gl_type = WINED3D_GL_RES_TYPE_RB;
else
gl_type = WINED3D_GL_RES_TYPE_TEX_2D; /* No error, may be SCRATCH pool or emulated conditional np2. */
if (FAILED(hr = wined3d_texture_init(texture, &texture2d_ops, 1, levels, desc,
- surface_flags, WINED3D_GL_RES_TYPE_TEX_2D, device, parent, parent_ops, &texture_resource_ops)))
+ surface_flags, gl_type, device, parent, parent_ops, &texture_resource_ops)))
{
WARN("Failed to initialize texture, returning %#x.\n", hr);
return hr;
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index 8a7075d..34da55d 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -1627,6 +1627,8 @@ static GLenum wined3d_gl_type_to_enum(enum wined3d_gl_resource_type type)
return GL_TEXTURE_RECTANGLE_ARB;
case WINED3D_GL_RES_TYPE_BUFFER:
return GL_TEXTURE_2D; /* TODO: GL_TEXTURE_BUFFER. */
+ case WINED3D_GL_RES_TYPE_RB:
+ return GL_RENDERBUFFER;
case WINED3D_GL_RES_TYPE_COUNT:
break;
}
@@ -1673,7 +1675,7 @@ static void init_format_fbo_compat_info(struct wined3d_gl_info *gl_info)
if (!format->glInternal)
continue;
- if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
+ if (format->flags[WINED3D_GL_RES_TYPE_RB] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
continue;
for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
@@ -1783,7 +1785,7 @@ static void init_format_fbo_compat_info(struct wined3d_gl_info *gl_info)
if (!format->glInternal) continue;
- if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
+ if (format->flags[WINED3D_GL_RES_TYPE_RB] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
{
TRACE("Skipping format %s because it's a depth/stencil format.\n",
debug_d3dformat(format->id));
@@ -1864,6 +1866,8 @@ static BOOL init_format_texture_info(struct wined3d_adapter *adapter, struct win
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] |= format_texture_info[i].flags;
format->flags[WINED3D_GL_RES_TYPE_BUFFER] |= format_texture_info[i].flags;
+ format->flags[WINED3D_GL_RES_TYPE_RB] |= format_texture_info[i].flags;
+ format->flags[WINED3D_GL_RES_TYPE_RB] &= ~WINED3DFMT_FLAG_TEXTURE;
if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
{
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index f3e2d5f..19d1d23 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -783,7 +783,8 @@ enum wined3d_gl_resource_type
WINED3D_GL_RES_TYPE_TEX_CUBE = 3,
WINED3D_GL_RES_TYPE_TEX_RECT = 4,
WINED3D_GL_RES_TYPE_BUFFER = 5,
- WINED3D_GL_RES_TYPE_COUNT = 6,
+ WINED3D_GL_RES_TYPE_RB = 6,
+ WINED3D_GL_RES_TYPE_COUNT = 7,
};
enum vertexprocessing_mode {
--
2.3.6
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