Henri Verbeet : wined3d: Support some more depth blt texture types in surface_depth_blt().
Alexandre Julliard
julliard at winehq.org
Wed Oct 29 09:39:14 CDT 2008
Module: wine
Branch: master
Commit: 80818bfc8d92fca304f5776ad879e0c77ef1127c
URL: http://source.winehq.org/git/wine.git/?a=commit;h=80818bfc8d92fca304f5776ad879e0c77ef1127c
Author: Henri Verbeet <hverbeet at gmail.com>
Date: Tue Oct 28 21:25:06 2008 +0100
wined3d: Support some more depth blt texture types in surface_depth_blt().
---
dlls/wined3d/surface.c | 117 +++++++++++++++++++++++++++++++++++++++++++-----
1 files changed, 106 insertions(+), 11 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 83c419e..356b599 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -3954,9 +3954,103 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
return WINED3D_OK;
}
-static void surface_depth_blt(IWineD3DSurfaceImpl *This, GLuint texture, GLsizei w, GLsizei h)
+struct depth_blt_info
+{
+ GLenum binding;
+ GLenum bind_target;
+ enum tex_types tex_type;
+ GLfloat coords[4][3];
+};
+
+static void surface_get_depth_blt_info(GLenum target, GLsizei w, GLsizei h, struct depth_blt_info *info)
+{
+ GLfloat (*coords)[3] = info->coords;
+
+ switch (target)
+ {
+ default:
+ FIXME("Unsupported texture target %#x\n", target);
+ /* Fall back to GL_TEXTURE_2D */
+ case GL_TEXTURE_2D:
+ info->binding = GL_TEXTURE_BINDING_2D;
+ info->bind_target = GL_TEXTURE_2D;
+ info->tex_type = tex_2d;
+ coords[0][0] = 0.0f; coords[0][1] = 1.0f; coords[0][2] = 0.0f;
+ coords[1][0] = 1.0f; coords[1][1] = 1.0f; coords[1][2] = 0.0f;
+ coords[2][0] = 0.0f; coords[2][1] = 0.0f; coords[2][2] = 0.0f;
+ coords[3][0] = 1.0f; coords[3][1] = 0.0f; coords[3][2] = 0.0f;
+ break;
+
+ case GL_TEXTURE_RECTANGLE_ARB:
+ info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
+ info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
+ info->tex_type = tex_rect;
+ coords[0][0] = 0.0f; coords[0][1] = h; coords[0][2] = 0.0f;
+ coords[1][0] = w; coords[1][1] = h; coords[1][2] = 0.0f;
+ coords[2][0] = 0.0f; coords[2][1] = 0.0f; coords[2][2] = 0.0f;
+ coords[3][0] = w; coords[3][1] = 0.0f; coords[3][2] = 0.0f;
+ break;
+
+ case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
+ info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
+ info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
+ info->tex_type = tex_cube;
+ coords[0][0] = 1.0f; coords[0][1] = -1.0f; coords[0][2] = 1.0f;
+ coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
+ coords[2][0] = 1.0f; coords[2][1] = 1.0f; coords[2][2] = 1.0f;
+ coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
+
+ case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
+ info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
+ info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
+ info->tex_type = tex_cube;
+ coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
+ coords[1][0] = -1.0f; coords[1][1] = -1.0f; coords[1][2] = 1.0f;
+ coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
+ coords[3][0] = -1.0f; coords[3][1] = 1.0f; coords[3][2] = 1.0f;
+
+ case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
+ info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
+ info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
+ info->tex_type = tex_cube;
+ coords[0][0] = -1.0f; coords[0][1] = 1.0f; coords[0][2] = 1.0f;
+ coords[1][0] = 1.0f; coords[1][1] = 1.0f; coords[1][2] = 1.0f;
+ coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
+ coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
+
+ case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
+ info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
+ info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
+ info->tex_type = tex_cube;
+ coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
+ coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
+ coords[2][0] = -1.0f; coords[2][1] = -1.0f; coords[2][2] = 1.0f;
+ coords[3][0] = 1.0f; coords[3][1] = -1.0f; coords[3][2] = 1.0f;
+
+ case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
+ info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
+ info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
+ info->tex_type = tex_cube;
+ coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = 1.0f;
+ coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = 1.0f;
+ coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = 1.0f;
+ coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = 1.0f;
+
+ case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
+ info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
+ info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
+ info->tex_type = tex_cube;
+ coords[0][0] = 1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
+ coords[1][0] = -1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
+ coords[2][0] = 1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
+ coords[3][0] = -1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
+ }
+}
+
+static void surface_depth_blt(IWineD3DSurfaceImpl *This, GLuint texture, GLsizei w, GLsizei h, GLenum target)
{
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
+ struct depth_blt_info info;
GLint old_binding = 0;
glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
@@ -3972,24 +4066,25 @@ static void surface_depth_blt(IWineD3DSurfaceImpl *This, GLuint texture, GLsizei
glBlendFunc(GL_ZERO, GL_ONE);
glViewport(0, 0, w, h);
+ surface_get_depth_blt_info(target, w, h, &info);
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
- glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
- glBindTexture(GL_TEXTURE_2D, texture);
+ glGetIntegerv(info.binding, &old_binding);
+ glBindTexture(info.bind_target, texture);
- device->shader_backend->shader_select_depth_blt((IWineD3DDevice *)device, tex_2d);
+ device->shader_backend->shader_select_depth_blt((IWineD3DDevice *)device, info.tex_type);
glBegin(GL_TRIANGLE_STRIP);
- glTexCoord2f(0.0f, 1.0f);
+ glTexCoord3fv(info.coords[0]);
glVertex2f(-1.0f, -1.0f);
- glTexCoord2f(1.0f, 1.0f);
+ glTexCoord3fv(info.coords[1]);
glVertex2f(1.0f, -1.0f);
- glTexCoord2f(0.0f, 0.0f);
+ glTexCoord3fv(info.coords[2]);
glVertex2f(-1.0f, 1.0f);
- glTexCoord2f(1.0f, 0.0f);
+ glTexCoord3fv(info.coords[3]);
glVertex2f(1.0f, 1.0f);
glEnd();
- glBindTexture(GL_TEXTURE_2D, old_binding);
+ glBindTexture(info.bind_target, old_binding);
glPopAttrib();
@@ -4079,7 +4174,7 @@ void surface_load_ds_location(IWineD3DSurface *iface, DWORD location) {
context_attach_depth_stencil_fbo(device, GL_FRAMEBUFFER_EXT, iface, FALSE);
/* Do the actual blit */
- surface_depth_blt(This, device->depth_blt_texture, This->currentDesc.Width, This->currentDesc.Height);
+ surface_depth_blt(This, device->depth_blt_texture, This->currentDesc.Width, This->currentDesc.Height, GL_TEXTURE_2D);
checkGLcall("depth_blt");
if (device->activeContext->current_fbo) {
@@ -4101,7 +4196,7 @@ void surface_load_ds_location(IWineD3DSurface *iface, DWORD location) {
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
checkGLcall("glBindFramebuffer()");
- surface_depth_blt(This, This->glDescription.textureName, This->currentDesc.Width, This->currentDesc.Height);
+ surface_depth_blt(This, This->glDescription.textureName, This->currentDesc.Width, This->currentDesc.Height, This->glDescription.target);
checkGLcall("depth_blt");
if (device->activeContext->current_fbo) {
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