H. Verbeet : wined3d: Handle CTXUSAGE_BLIT with offscreen targets and FBO ORM.
Alexandre Julliard
julliard at winehq.org
Tue Aug 5 07:26:14 CDT 2008
Module: wine
Branch: master
Commit: 2d6d8795624b95e654d712e1958dd631df46dcfc
URL: http://source.winehq.org/git/wine.git/?a=commit;h=2d6d8795624b95e654d712e1958dd631df46dcfc
Author: H. Verbeet <hverbeet at gmail.com>
Date: Mon Aug 4 19:28:42 2008 +0200
wined3d: Handle CTXUSAGE_BLIT with offscreen targets and FBO ORM.
This is mostly for correctness, in practice we should always be able
to avoid using CTXUSAGE_BLIT for offscreen targets when FBO ORM is
used.
---
dlls/wined3d/context.c | 33 ++++++++++++++++++++++++---------
dlls/wined3d/device.c | 2 +-
dlls/wined3d/wined3d_private.h | 1 +
3 files changed, 26 insertions(+), 10 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 56111ef..4440848 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -1065,16 +1065,22 @@ static void apply_draw_buffer(IWineD3DDeviceImpl *This, IWineD3DSurface *target,
}
else
{
- if (!blit && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
+ if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
- if (GL_SUPPORT(ARB_DRAW_BUFFERS))
+ if (!blit)
{
- GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers), This->draw_buffers));
- checkGLcall("glDrawBuffers()");
- }
- else
- {
- glDrawBuffer(This->draw_buffers[0]);
+ if (GL_SUPPORT(ARB_DRAW_BUFFERS))
+ {
+ GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers), This->draw_buffers));
+ checkGLcall("glDrawBuffers()");
+ }
+ else
+ {
+ glDrawBuffer(This->draw_buffers[0]);
+ checkGLcall("glDrawBuffer()");
+ }
+ } else {
+ glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
checkGLcall("glDrawBuffer()");
}
}
@@ -1165,7 +1171,16 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
case CTXUSAGE_BLIT:
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
- GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
+ if (This->render_offscreen) {
+ FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
+ bind_fbo((IWineD3DDevice *)This, GL_FRAMEBUFFER_EXT, &This->dst_fbo);
+ attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, 0, target);
+ GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0));
+ checkGLcall("glFramebufferRenderbufferEXT");
+ } else {
+ GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
+ checkGLcall("glFramebufferRenderbufferEXT");
+ }
context->draw_buffer_dirty = TRUE;
}
if (context->draw_buffer_dirty) {
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 7867517..9e97d3b 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -6127,7 +6127,7 @@ void attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWine
}
}
-static void attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface) {
+void attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface) {
const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
IWineD3DBaseTextureImpl *texture_impl;
GLenum texttarget, target;
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 33b48df..c1432ec 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2469,6 +2469,7 @@ void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED
IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
void bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
void attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
+void attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
void depth_blt(IWineD3DDevice *iface, GLuint texture);
#endif
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