[PATCH v2 1/4] wined3d: Enable multisampling for GPU surface blits.
Chip Davis
cdavis at codeweavers.com
Mon Apr 20 00:52:59 CDT 2020
Signed-off-by: Chip Davis <cdavis at codeweavers.com>
---
v2: Hoist a couple of GL_MULTISAMPLE enables into
wined3d_context_gl_apply_blit_state().
---
dlls/wined3d/context_gl.c | 5 +++++
dlls/wined3d/surface.c | 16 ++++++++++++++++
2 files changed, 21 insertions(+)
diff --git a/dlls/wined3d/context_gl.c b/dlls/wined3d/context_gl.c
index 9dbd0346ff3..fa2f117fe9c 100644
--- a/dlls/wined3d/context_gl.c
+++ b/dlls/wined3d/context_gl.c
@@ -2773,6 +2773,11 @@ void wined3d_context_gl_apply_blit_state(struct wined3d_context_gl *context_gl,
gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
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_CULL_FACE);
gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
context_invalidate_state(context, STATE_RASTERIZER);
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index e965203950e..6ab5bd10325 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);
@@ -848,6 +858,12 @@ 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,
--
2.24.0
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