Stefan Dösinger : wined3d: Use FBOs when the onscreen depth stencil format isn't suitable.
Alexandre Julliard
julliard at winehq.org
Wed Mar 31 10:04:53 CDT 2010
Module: wine
Branch: master
Commit: dc918d43946462ad4c04ed373cda72d1ebe9b6d3
URL: http://source.winehq.org/git/wine.git/?a=commit;h=dc918d43946462ad4c04ed373cda72d1ebe9b6d3
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Sun Mar 28 16:42:32 2010 +0200
wined3d: Use FBOs when the onscreen depth stencil format isn't suitable.
This allows proper support of float depth buffers when rendering to onscreen surfaces.
---
dlls/wined3d/context.c | 66 +++++++++++++++++++++++++++++++++++++++-------
dlls/wined3d/swapchain.c | 2 +-
2 files changed, 57 insertions(+), 11 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 738746e..e218088 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -1929,6 +1929,57 @@ void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
context->draw_buffer_dirty = TRUE;
}
+static inline void context_set_render_offscreen(struct wined3d_context *context, const struct StateEntry *StateTable,
+ BOOL offscreen)
+{
+ if (context->render_offscreen == offscreen) return;
+
+ Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
+ Context_MarkStateDirty(context, STATE_VDECL, StateTable);
+ Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
+ Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
+ Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
+ context->render_offscreen = offscreen;
+}
+
+static BOOL match_depth_stencil_format(const struct wined3d_format_desc *existing,
+ const struct wined3d_format_desc *required)
+{
+ short existing_depth, existing_stencil, required_depth, required_stencil;
+
+ if(existing == required) return TRUE;
+ if((existing->Flags & WINED3DFMT_FLAG_FLOAT) != (required->Flags & WINED3DFMT_FLAG_FLOAT)) return FALSE;
+
+ getDepthStencilBits(existing, &existing_depth, &existing_stencil);
+ getDepthStencilBits(required, &required_depth, &required_stencil);
+
+ if(existing_depth < required_depth) return FALSE;
+ /* If stencil bits are used the exact amount is required - otherwise wrapping
+ * won't work correctly */
+ if(required_stencil && required_stencil != existing_stencil) return FALSE;
+ return TRUE;
+}
+/* The caller provides a context */
+static void context_validate_onscreen_formats(IWineD3DDeviceImpl *device, struct wined3d_context *context)
+{
+ /* Onscreen surfaces are always in a swapchain */
+ IWineD3DSurfaceImpl *depth_stencil = (IWineD3DSurfaceImpl *) device->stencilBufferTarget;
+ IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *) ((IWineD3DSurfaceImpl *)context->current_rt)->container;
+
+ if (!depth_stencil) return;
+ if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->resource.format_desc)) return;
+
+ /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
+ * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
+ * format. */
+ WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
+
+ /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
+ IWineD3DSurface_LoadLocation(context->current_rt, SFLAG_INTEXTURE, NULL);
+ swapchain->render_to_fbo = TRUE;
+ context_set_render_offscreen(context, device->StateTable, TRUE);
+}
+
/* Context activation is done by the caller. */
static void context_apply_state(struct wined3d_context *context, IWineD3DDeviceImpl *device, enum ContextUsage usage)
{
@@ -1939,6 +1990,7 @@ static void context_apply_state(struct wined3d_context *context, IWineD3DDeviceI
case CTXUSAGE_CLEAR:
case CTXUSAGE_DRAWPRIM:
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
+ if (!context->render_offscreen) context_validate_onscreen_formats(device, context);
ENTER_GL();
context_apply_fbo_state(context);
LEAVE_GL();
@@ -1951,6 +2003,7 @@ static void context_apply_state(struct wined3d_context *context, IWineD3DDeviceI
case CTXUSAGE_BLIT:
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
+ if (!context->render_offscreen) context_validate_onscreen_formats(device, context);
if (context->render_offscreen)
{
FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
@@ -2043,21 +2096,14 @@ static void context_apply_state(struct wined3d_context *context, IWineD3DDeviceI
static void context_setup_target(IWineD3DDeviceImpl *device, struct wined3d_context *context, IWineD3DSurface *target)
{
- BOOL old_render_offscreen = context->render_offscreen;
+ BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
const struct StateEntry *StateTable = device->StateTable;
if (!target) return;
else if (context->current_rt == target) return;
- context->render_offscreen = surface_is_offscreen(target);
+ render_offscreen = surface_is_offscreen(target);
- if (context->render_offscreen != old_render_offscreen)
- {
- Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
- Context_MarkStateDirty(context, STATE_VDECL, StateTable);
- Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
- Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
- Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
- }
+ context_set_render_offscreen(context, StateTable, render_offscreen);
/* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
* the alpha blend state changes with different render target formats. */
diff --git a/dlls/wined3d/swapchain.c b/dlls/wined3d/swapchain.c
index 14a741b..2daa08c 100644
--- a/dlls/wined3d/swapchain.c
+++ b/dlls/wined3d/swapchain.c
@@ -811,7 +811,7 @@ HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface
if (!present_parameters->EnableAutoDepthStencil
|| swapchain->presentParms.AutoDepthStencilFormat != WINED3DFMT_D24_UNORM_S8_UINT)
{
- FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n");
+ FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
}
swapchain->ds_format = getFormatDescEntry(WINED3DFMT_D24_UNORM_S8_UINT, gl_info);
swapchain->context[0] = context_create(swapchain, (IWineD3DSurfaceImpl *)swapchain->frontBuffer,
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