[PATCH 3/6] wined3d: Create dummy textures for multisample texture targets.

Józef Kucia jkucia at codeweavers.com
Thu Feb 15 06:49:35 CST 2018


Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
 dlls/wined3d/context.c         | 17 ++++++++++++++++-
 dlls/wined3d/device.c          | 31 +++++++++++++++++++++++++++++++
 dlls/wined3d/wined3d_private.h |  2 ++
 3 files changed, 49 insertions(+), 1 deletion(-)

diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 8c2ea866113d..7eeb8c41938f 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -1756,7 +1756,15 @@ void context_bind_dummy_textures(const struct wined3d_device *device, const stru
         if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
             gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, device->dummy_textures.tex_buffer);
 
-        checkGLcall("Bind dummy textures");
+        if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
+        {
+            gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE,
+                    device->dummy_textures.tex_2d_ms);
+            gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY,
+                    device->dummy_textures.tex_2d_ms_array);
+        }
+
+        checkGLcall("bind dummy textures");
     }
 }
 
@@ -2759,6 +2767,13 @@ void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint
                 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, device->dummy_textures.tex_buffer);
                 checkGLcall("glBindTexture");
                 break;
+            case GL_TEXTURE_2D_MULTISAMPLE:
+                gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, device->dummy_textures.tex_2d_ms);
+                break;
+            case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
+                gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY,
+                        device->dummy_textures.tex_2d_ms_array);
+                break;
             default:
                 ERR("Unexpected texture target %#x.\n", old_texture_type);
         }
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index e41227256de8..be77c0e5bb81 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -727,6 +727,31 @@ static void create_dummy_textures(struct wined3d_device *device, struct wined3d_
         checkGLcall("glDeleteBuffers");
     }
 
+    if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
+    {
+        gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_textures.tex_2d_ms);
+        gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, device->dummy_textures.tex_2d_ms);
+        GL_EXTCALL(glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGBA8, 1, 1, GL_TRUE));
+
+        gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_textures.tex_2d_ms_array);
+        gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, device->dummy_textures.tex_2d_ms_array);
+        GL_EXTCALL(glTexImage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, 1, GL_RGBA8, 1, 1, 1, GL_TRUE));
+
+        if (gl_info->supported[ARB_CLEAR_TEXTURE])
+        {
+            GL_EXTCALL(glClearTexImage(device->dummy_textures.tex_2d_ms,
+                    0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
+            GL_EXTCALL(glClearTexImage(device->dummy_textures.tex_2d_ms_array,
+                    0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
+        }
+        else
+        {
+            WARN("ARB_clear_texture is currently required to clear dummy multisample textures.\n");
+        }
+
+        checkGLcall("create dummy multisample textures");
+    }
+
     context_bind_dummy_textures(device, context);
 }
 
@@ -735,6 +760,12 @@ static void destroy_dummy_textures(struct wined3d_device *device, struct wined3d
 {
     const struct wined3d_gl_info *gl_info = context->gl_info;
 
+    if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
+    {
+        gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->dummy_textures.tex_2d_ms);
+        gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->dummy_textures.tex_2d_ms_array);
+    }
+
     if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
         gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->dummy_textures.tex_buffer);
 
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 02f471b9c446..7cf5fc3fbfa5 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2942,6 +2942,8 @@ struct wined3d_device
         GLuint tex_cube_array;
         GLuint tex_2d_array;
         GLuint tex_buffer;
+        GLuint tex_2d_ms;
+        GLuint tex_2d_ms_array;
     } dummy_textures;
 
     /* Default sampler used to emulate the direct resource access without using wined3d_sampler */
-- 
2.13.6




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