Henri Verbeet : wined3d: Check if formats support blending when attached to an FBO.

Alexandre Julliard julliard at winehq.org
Thu Jul 2 08:25:08 CDT 2009


Module: wine
Branch: master
Commit: 670d9ad90bf5af9bcb2e4c82d37391acbac83210
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=670d9ad90bf5af9bcb2e4c82d37391acbac83210

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Thu Jul  2 10:01:35 2009 +0200

wined3d: Check if formats support blending when attached to an FBO.

Remove the post-pixelshader blending flag if the format doesn't. Note that the
patch doesn't enforce this restriction yet, it only adjusts the reported
format capabilities.

---

 dlls/wined3d/utils.c |   37 +++++++++++++++++++++++++++++++++++++
 1 files changed, 37 insertions(+), 0 deletions(-)

diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index 1d9f70c..91e19f6 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -570,6 +570,7 @@ static void check_fbo_compat(const WineD3D_GL_Info *gl_info, struct GlPixelForma
     ENTER_GL();
 
     while(glGetError());
+    glDisable(GL_BLEND);
 
     glGenTextures(1, &tex);
     glBindTexture(GL_TEXTURE_2D, tex);
@@ -639,6 +640,42 @@ static void check_fbo_compat(const WineD3D_GL_Info *gl_info, struct GlPixelForma
         }
     }
 
+    if (status == GL_FRAMEBUFFER_COMPLETE_EXT && format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
+    {
+        GLuint rb;
+
+        if (GL_SUPPORT(EXT_PACKED_DEPTH_STENCIL))
+        {
+            GL_EXTCALL(glGenRenderbuffersEXT(1, &rb));
+            GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, rb));
+            GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, 16, 16));
+            GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
+                    GL_RENDERBUFFER_EXT, rb));
+            GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT,
+                    GL_RENDERBUFFER_EXT, rb));
+            checkGLcall("RB attachment");
+        }
+
+        glEnable(GL_BLEND);
+        glClear(GL_COLOR_BUFFER_BIT);
+        if (glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION_EXT)
+        {
+            while(glGetError());
+            TRACE("Format doesn't support post-pixelshader blending.\n");
+            format_desc->Flags &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
+        }
+
+        if (GL_SUPPORT(EXT_PACKED_DEPTH_STENCIL))
+        {
+            GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
+                    GL_RENDERBUFFER_EXT, 0));
+            GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT,
+                    GL_RENDERBUFFER_EXT, 0));
+            GL_EXTCALL(glDeleteRenderbuffersEXT(1, &rb));
+            checkGLcall("RB cleanup");
+        }
+    }
+
     glDeleteTextures(1, &tex);
 
     LEAVE_GL();




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