[PATCH 5/5] wined3d: Allow context_draw_shaded_quad() to function without immediate mode draws.
Henri Verbeet
hverbeet at codeweavers.com
Thu Apr 19 06:20:16 CDT 2018
From: Matteo Bruni <mbruni at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/wined3d/context.c | 41 +++++++++++++++++++++++++++++++++++------
dlls/wined3d/glsl_shader.c | 3 ---
dlls/wined3d/wined3d_private.h | 2 ++
3 files changed, 37 insertions(+), 9 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 9ba625319c0..d5378e203e0 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -1447,6 +1447,9 @@ static void context_destroy_gl_resources(struct wined3d_context *context)
}
}
+ if (context->blit_vbo)
+ GL_EXTCALL(glDeleteBuffers(1, &context->blit_vbo));
+
checkGLcall("context cleanup");
}
@@ -5564,15 +5567,41 @@ void context_draw_shaded_quad(struct wined3d_context *context, struct wined3d_te
quad[3].texcoord = info.texcoords[3];
/* Draw a quad. */
- gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
-
- for (i = 0; i < ARRAY_SIZE(quad); ++i)
+ if (gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
{
- GL_EXTCALL(glVertexAttrib3fv(1, &quad[i].texcoord.x));
- GL_EXTCALL(glVertexAttrib2fv(0, &quad[i].x));
+ if (!context->blit_vbo)
+ GL_EXTCALL(glGenBuffers(1, &context->blit_vbo));
+ GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, context->blit_vbo));
+
+ context_unload_vertex_data(context);
+ context_unload_numbered_arrays(context);
+
+ GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STREAM_DRAW));
+ GL_EXTCALL(glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, sizeof(*quad), NULL));
+ GL_EXTCALL(glVertexAttribPointer(1, 3, GL_FLOAT, FALSE, sizeof(*quad),
+ (void *)FIELD_OFFSET(struct blit_vertex, texcoord)));
+
+ GL_EXTCALL(glEnableVertexAttribArray(0));
+ GL_EXTCALL(glEnableVertexAttribArray(1));
+
+ gl_info->gl_ops.gl.p_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+ GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, 0));
+ GL_EXTCALL(glDisableVertexAttribArray(1));
+ GL_EXTCALL(glDisableVertexAttribArray(0));
}
+ else
+ {
+ gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
- gl_info->gl_ops.gl.p_glEnd();
+ for (i = 0; i < ARRAY_SIZE(quad); ++i)
+ {
+ GL_EXTCALL(glVertexAttrib3fv(1, &quad[i].texcoord.x));
+ GL_EXTCALL(glVertexAttrib2fv(0, &quad[i].x));
+ }
+
+ gl_info->gl_ops.gl.p_glEnd();
+ }
checkGLcall("draw");
gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1);
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 799b2ff1caf..dfd8e61f902 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -12628,9 +12628,6 @@ void wined3d_glsl_blitter_create(struct wined3d_blitter **next, const struct win
if (!gl_info->supported[ARB_VERTEX_SHADER] || !gl_info->supported[ARB_FRAGMENT_SHADER])
return;
- if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
- return;
-
if (!(blitter = heap_alloc(sizeof(*blitter))))
{
ERR("Failed to allocate blitter.\n");
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index d53941318cc..8cdc3ef6f93 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1983,6 +1983,8 @@ struct wined3d_context
struct wined3d_fence *buffer_fences[MAX_ATTRIBS];
unsigned int buffer_fence_count;
+ GLuint blit_vbo;
+
DWORD tex_unit_map[MAX_COMBINED_SAMPLERS];
DWORD rev_tex_unit_map[MAX_GL_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS];
--
2.11.0
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