[PATCH 2/5] wined3d: Enable multisampling for GPU surface blits.

Chip Davis cdavis at codeweavers.com
Thu Apr 16 14:30:44 CDT 2020


Signed-off-by: Chip Davis <cdavis at codeweavers.com>
---
 dlls/wined3d/surface.c | 28 ++++++++++++++++++++++++++++
 1 file changed, 28 insertions(+)

diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index e965203950e..46a96243f04 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -130,6 +130,11 @@ static void texture2d_depth_blt_fbo(const struct wined3d_device *device, struct
         context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
     }
 
+    if (gl_info->supported[ARB_MULTISAMPLE])
+    {
+        gl_info->gl_ops.gl.p_glEnable(GL_MULTISAMPLE);
+        context_invalidate_state(context, STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS));
+    }
     gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
     context_invalidate_state(context, STATE_RASTERIZER);
 
@@ -251,6 +256,11 @@ void texture2d_blt_fbo(struct wined3d_device *device, struct wined3d_context *co
     gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
     context_invalidate_state(context, STATE_BLEND);
 
+    if (gl_info->supported[ARB_MULTISAMPLE])
+    {
+        gl_info->gl_ops.gl.p_glEnable(GL_MULTISAMPLE);
+        context_invalidate_state(context, STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS));
+    }
     gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
     context_invalidate_state(context, STATE_RASTERIZER);
 
@@ -754,6 +764,12 @@ void texture2d_read_from_framebuffer(struct wined3d_texture *texture, unsigned i
     gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ROW_LENGTH, row_pitch / format_gl->f.byte_count);
     checkGLcall("glPixelStorei");
 
+    if (gl_info->supported[ARB_MULTISAMPLE])
+    {
+        gl_info->gl_ops.gl.p_glEnable(GL_MULTISAMPLE);
+        context_invalidate_state(context, STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS));
+    }
+
     width = wined3d_texture_get_level_width(texture, level);
     height = wined3d_texture_get_level_height(texture, level);
     gl_info->gl_ops.gl.p_glReadPixels(0, 0, width, height,
@@ -848,6 +864,12 @@ void texture2d_load_fb_texture(struct wined3d_texture_gl *texture_gl,
         gl_info->gl_ops.gl.p_glReadBuffer(wined3d_texture_get_gl_buffer(&texture_gl->t));
     checkGLcall("glReadBuffer");
 
+    if (gl_info->supported[ARB_MULTISAMPLE])
+    {
+        gl_info->gl_ops.gl.p_glEnable(GL_MULTISAMPLE);
+        context_invalidate_state(context, STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS));
+    }
+
     level = sub_resource_idx % texture_gl->t.level_count;
     target = wined3d_texture_gl_get_sub_resource_target(texture_gl, sub_resource_idx);
     gl_info->gl_ops.gl.p_glCopyTexSubImage2D(target, level, 0, 0, 0, 0,
@@ -1421,6 +1443,12 @@ static DWORD ffp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit
     gl_info->gl_ops.gl.p_glEnable(src_texture_gl->target);
     checkGLcall("glEnable(target)");
 
+    if (gl_info->supported[ARB_MULTISAMPLE])
+    {
+        gl_info->gl_ops.gl.p_glEnable(GL_MULTISAMPLE);
+        context_invalidate_state(context, STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS));
+    }
+
     if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST || color_key)
     {
         gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
-- 
2.24.0




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