[PATCH 2/6] wined3d: Implement draw calls with no attachments.
Józef Kucia
jkucia at codeweavers.com
Thu Mar 1 12:36:52 CST 2018
Supported when ARB_framebuffer_no_attachments is available.
It was reported that no attachments framebuffers trigger GPU hangs
in The Witcher 3 on some system configurations with radeonsi driver.
MESA_EXTENSION_OVERRIDE=-GL_ARB_framebuffer_no_attachments can be used
as a workaround until it's fixed.
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
I wasn't able to reproduce the mentioned issue. The game works fine here
on 2 different AMD GPUs with radeonsi.
---
dlls/wined3d/context.c | 35 ++++++++++++++++++++++++++++-------
dlls/wined3d/directx.c | 13 +++++++++++++
dlls/wined3d/state.c | 13 ++++---------
dlls/wined3d/wined3d_private.h | 3 +++
4 files changed, 48 insertions(+), 16 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 975a79c9b660..c73e4d12b5ce 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -700,8 +700,8 @@ static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context,
static void context_apply_fbo_entry(struct wined3d_context *context, GLenum target, struct fbo_entry *entry)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
- unsigned int i;
GLuint read_binding, draw_binding;
+ unsigned int i;
if (entry->flags & WINED3D_FBO_ENTRY_FLAG_ATTACHED)
{
@@ -713,6 +713,16 @@ static void context_apply_fbo_entry(struct wined3d_context *context, GLenum targ
draw_binding = context->fbo_draw_binding;
context_bind_fbo(context, GL_FRAMEBUFFER, entry->id);
+ if (gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS])
+ {
+ GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER,
+ GL_FRAMEBUFFER_DEFAULT_WIDTH, gl_info->limits.framebuffer_width));
+ GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER,
+ GL_FRAMEBUFFER_DEFAULT_HEIGHT, gl_info->limits.framebuffer_height));
+ GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_LAYERS, 1));
+ GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_SAMPLES, 1));
+ }
+
/* Apply render targets */
for (i = 0; i < gl_info->limits.buffers; ++i)
{
@@ -2996,12 +3006,13 @@ void context_apply_blit_state(struct wined3d_context *context, const struct wine
context_invalidate_state(context, STATE_FRAMEBUFFER);
}
-static BOOL context_validate_rt_config(UINT rt_count, struct wined3d_rendertarget_view * const *rts,
+static BOOL have_framebuffer_attachment(unsigned int rt_count, struct wined3d_rendertarget_view * const *rts,
const struct wined3d_rendertarget_view *ds)
{
unsigned int i;
- if (ds) return TRUE;
+ if (ds)
+ return TRUE;
for (i = 0; i < rt_count; ++i)
{
@@ -3009,7 +3020,6 @@ static BOOL context_validate_rt_config(UINT rt_count, struct wined3d_rendertarge
return TRUE;
}
- WARN("Invalid render target config, need at least one attachment.\n");
return FALSE;
}
@@ -3026,8 +3036,11 @@ BOOL context_apply_clear_state(struct wined3d_context *context, const struct win
if (isStateDirty(context, STATE_FRAMEBUFFER) || fb != state->fb
|| rt_count != gl_info->limits.buffers)
{
- if (!context_validate_rt_config(rt_count, rts, dsv))
+ if (!have_framebuffer_attachment(rt_count, rts, dsv))
+ {
+ WARN("Invalid render target config, need at least one attachment.\n");
return FALSE;
+ }
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
@@ -3908,8 +3921,16 @@ static BOOL context_apply_draw_state(struct wined3d_context *context,
unsigned int i;
WORD map;
- if (!context_validate_rt_config(gl_info->limits.buffers, fb->render_targets, fb->depth_stencil))
- return FALSE;
+ if (!have_framebuffer_attachment(gl_info->limits.buffers, fb->render_targets, fb->depth_stencil))
+ {
+ if (!gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS])
+ {
+ FIXME("OpenGL implementation does not support framebuffers with no attachments.\n");
+ return FALSE;
+ }
+
+ context_set_render_offscreen(context, TRUE);
+ }
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && isStateDirty(context, STATE_FRAMEBUFFER))
{
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index a95ded351dde..b73966afec26 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -3779,6 +3779,19 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
gl_info->limits.samples = gl_max;
}
+ if (gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS])
+ {
+ gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAMEBUFFER_WIDTH, &gl_max);
+ gl_info->limits.framebuffer_width = gl_max;
+ gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAMEBUFFER_HEIGHT, &gl_max);
+ gl_info->limits.framebuffer_height = gl_max;
+ }
+ else
+ {
+ gl_info->limits.framebuffer_width = gl_info->limits.texture_size;
+ gl_info->limits.framebuffer_height = gl_info->limits.texture_size;
+ }
+
gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL] =
min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], MAX_GL_FRAGMENT_SAMPLERS);
sampler_count = 0;
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 407ad623802d..fd858c505391 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -4671,17 +4671,15 @@ static void viewport_miscpart(struct wined3d_context *context, const struct wine
}
else if (depth_stencil)
{
- width = depth_stencil->width;
height = depth_stencil->height;
}
else
{
- FIXME("No attachments draw calls not supported.\n");
- return;
+ height = gl_info->limits.framebuffer_height;
}
gl_info->gl_ops.gl.p_glDepthRange(vp.min_z, vp.max_z);
- checkGLcall("glDepthRange");
+
/* Note: GL requires lower left, DirectX supplies upper left. This is
* reversed when using offscreen rendering. */
y = context->render_offscreen ? vp.y : height - (vp.y + vp.height);
@@ -4690,7 +4688,7 @@ static void viewport_miscpart(struct wined3d_context *context, const struct wine
GL_EXTCALL(glViewportIndexedf(0, vp.x, y, vp.width, vp.height));
else
gl_info->gl_ops.gl.p_glViewport(vp.x, y, vp.width, vp.height);
- checkGLcall("glViewport");
+ checkGLcall("setting clip space and viewport");
}
static void viewport_miscpart_cc(struct wined3d_context *context,
@@ -4717,17 +4715,14 @@ static void viewport_miscpart_cc(struct wined3d_context *context,
}
else if (depth_stencil)
{
- width = depth_stencil->width;
height = depth_stencil->height;
}
else
{
- FIXME("No attachments draw calls not supported.\n");
- return;
+ height = gl_info->limits.framebuffer_height;
}
gl_info->gl_ops.gl.p_glDepthRange(vp.min_z, vp.max_z);
- checkGLcall("glDepthRange");
if (context->render_offscreen)
{
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index f085f2d8b85e..1c4c3ef2b49a 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2533,6 +2533,9 @@ struct wined3d_gl_limits
unsigned int texture_buffer_offset_alignment;
+ unsigned int framebuffer_width;
+ unsigned int framebuffer_height;
+
UINT glsl_varyings;
UINT glsl_vs_float_constants;
UINT glsl_ps_float_constants;
--
2.16.1
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