wined3d: Use rendertarget views for depth/stencil buffers instead of surfaces.

I don't think the difference between d3d10 depth/stencil and rendertarget
views is large enough to justify a separate type. Unfortunately that does make
the name "wined3d_rendertarget_view" slightly awkward.
This commit is contained in:
Henri Verbeet 2014-08-22 12:32:01 +02:00 committed by Alexandre Julliard
parent 9f9731410b
commit 07985a8c38
14 changed files with 181 additions and 145 deletions

View File

@ -1127,7 +1127,7 @@ static HRESULT WINAPI d3d8_device_SetRenderTarget(IDirect3DDevice8 *iface,
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
struct d3d8_surface *rt_impl = unsafe_impl_from_IDirect3DSurface8(render_target);
struct d3d8_surface *ds_impl = unsafe_impl_from_IDirect3DSurface8(depth_stencil);
struct wined3d_surface *original_ds = NULL;
struct wined3d_rendertarget_view *original_dsv;
HRESULT hr = D3D_OK;
TRACE("iface %p, render_target %p, depth_stencil %p.\n", iface, render_target, depth_stencil);
@ -1168,11 +1168,12 @@ static HRESULT WINAPI d3d8_device_SetRenderTarget(IDirect3DDevice8 *iface,
}
}
original_ds = wined3d_device_get_depth_stencil(device->wined3d_device);
wined3d_device_set_depth_stencil(device->wined3d_device, ds_impl ? ds_impl->wined3d_surface : NULL);
original_dsv = wined3d_device_get_depth_stencil_view(device->wined3d_device);
wined3d_device_set_depth_stencil_view(device->wined3d_device,
ds_impl ? d3d8_surface_get_rendertarget_view(ds_impl) : NULL);
if (render_target && FAILED(hr = wined3d_device_set_rendertarget_view(device->wined3d_device, 0,
d3d8_surface_get_rendertarget_view(rt_impl), TRUE)))
wined3d_device_set_depth_stencil(device->wined3d_device, original_ds);
wined3d_device_set_depth_stencil_view(device->wined3d_device, original_dsv);
wined3d_mutex_unlock();
@ -1215,7 +1216,7 @@ static HRESULT WINAPI d3d8_device_GetRenderTarget(IDirect3DDevice8 *iface, IDire
static HRESULT WINAPI d3d8_device_GetDepthStencilSurface(IDirect3DDevice8 *iface, IDirect3DSurface8 **depth_stencil)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
struct wined3d_surface *wined3d_surface;
struct wined3d_rendertarget_view *wined3d_dsv;
struct d3d8_surface *surface_impl;
HRESULT hr = D3D_OK;
@ -1225,9 +1226,11 @@ static HRESULT WINAPI d3d8_device_GetDepthStencilSurface(IDirect3DDevice8 *iface
return D3DERR_INVALIDCALL;
wined3d_mutex_lock();
if ((wined3d_surface = wined3d_device_get_depth_stencil(device->wined3d_device)))
if ((wined3d_dsv = wined3d_device_get_depth_stencil_view(device->wined3d_device)))
{
surface_impl = wined3d_surface_get_parent(wined3d_surface);
/* We want the sub resource parent here, since the view itself may be
* internal to wined3d and may not have a parent. */
surface_impl = wined3d_rendertarget_view_get_sub_resource_parent(wined3d_dsv);
*depth_stencil = &surface_impl->IDirect3DSurface8_iface;
IDirect3DSurface8_AddRef(*depth_stencil);
}

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@ -1397,7 +1397,8 @@ static HRESULT WINAPI d3d9_device_SetDepthStencilSurface(IDirect3DDevice9Ex *ifa
TRACE("iface %p, depth_stencil %p.\n", iface, depth_stencil);
wined3d_mutex_lock();
wined3d_device_set_depth_stencil(device->wined3d_device, ds_impl ? ds_impl->wined3d_surface : NULL);
wined3d_device_set_depth_stencil_view(device->wined3d_device,
ds_impl ? d3d9_surface_get_rendertarget_view(ds_impl) : NULL);
wined3d_mutex_unlock();
return D3D_OK;
@ -1406,7 +1407,7 @@ static HRESULT WINAPI d3d9_device_SetDepthStencilSurface(IDirect3DDevice9Ex *ifa
static HRESULT WINAPI d3d9_device_GetDepthStencilSurface(IDirect3DDevice9Ex *iface, IDirect3DSurface9 **depth_stencil)
{
struct d3d9_device *device = impl_from_IDirect3DDevice9Ex(iface);
struct wined3d_surface *wined3d_surface;
struct wined3d_rendertarget_view *wined3d_dsv;
struct d3d9_surface *surface_impl;
HRESULT hr = D3D_OK;
@ -1416,9 +1417,11 @@ static HRESULT WINAPI d3d9_device_GetDepthStencilSurface(IDirect3DDevice9Ex *ifa
return D3DERR_INVALIDCALL;
wined3d_mutex_lock();
if ((wined3d_surface = wined3d_device_get_depth_stencil(device->wined3d_device)))
if ((wined3d_dsv = wined3d_device_get_depth_stencil_view(device->wined3d_device)))
{
surface_impl = wined3d_surface_get_parent(wined3d_surface);
/* We want the sub resource parent here, since the view itself may be
* internal to wined3d and may not have a parent. */
surface_impl = wined3d_rendertarget_view_get_sub_resource_parent(wined3d_dsv);
*depth_stencil = &surface_impl->IDirect3DSurface9_iface;
IDirect3DSurface9_AddRef(*depth_stencil);
}

View File

@ -767,9 +767,8 @@ static HRESULT WINAPI ddraw1_RestoreDisplayMode(IDirectDraw *iface)
static HRESULT ddraw_set_cooperative_level(struct ddraw *ddraw, HWND window,
DWORD cooplevel, BOOL restore_mode_on_normal)
{
struct wined3d_rendertarget_view *rtv = NULL;
struct wined3d_rendertarget_view *rtv = NULL, *dsv = NULL;
struct wined3d_stateblock *stateblock;
struct wined3d_surface *ds = NULL;
BOOL restore_state = FALSE;
HRESULT hr;
@ -926,8 +925,8 @@ static HRESULT ddraw_set_cooperative_level(struct ddraw *ddraw, HWND window,
else if (rtv)
wined3d_rendertarget_view_incref(rtv);
if ((ds = wined3d_device_get_depth_stencil(ddraw->wined3d_device)))
wined3d_surface_incref(ds);
if ((dsv = wined3d_device_get_depth_stencil_view(ddraw->wined3d_device)))
wined3d_rendertarget_view_incref(dsv);
}
ddraw_destroy_swapchain(ddraw);
@ -938,10 +937,10 @@ static HRESULT ddraw_set_cooperative_level(struct ddraw *ddraw, HWND window,
if (restore_state)
{
if (ds)
if (dsv)
{
wined3d_device_set_depth_stencil(ddraw->wined3d_device, ds);
wined3d_surface_decref(ds);
wined3d_device_set_depth_stencil_view(ddraw->wined3d_device, dsv);
wined3d_rendertarget_view_decref(dsv);
}
if (rtv)

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@ -6759,13 +6759,13 @@ enum wined3d_depth_buffer_type d3d_device_update_depth_stencil(struct d3d_device
if (!depthStencil)
{
TRACE("Setting wined3d depth stencil to NULL\n");
wined3d_device_set_depth_stencil(device->wined3d_device, NULL);
wined3d_device_set_depth_stencil_view(device->wined3d_device, NULL);
return WINED3D_ZB_FALSE;
}
dsi = impl_from_IDirectDrawSurface7(depthStencil);
TRACE("Setting wined3d depth stencil to %p (wined3d %p)\n", dsi, dsi->wined3d_surface);
wined3d_device_set_depth_stencil(device->wined3d_device, dsi->wined3d_surface);
wined3d_device_set_depth_stencil_view(device->wined3d_device,
ddraw_surface_get_rendertarget_view(dsi));
IDirectDrawSurface7_Release(depthStencil);
return WINED3D_ZB_TRUE;

View File

@ -2201,13 +2201,13 @@ static BOOL match_depth_stencil_format(const struct wined3d_format *existing,
/* The caller provides a context */
static void context_validate_onscreen_formats(struct wined3d_context *context,
const struct wined3d_surface *depth_stencil)
const struct wined3d_rendertarget_view *depth_stencil)
{
/* Onscreen surfaces are always in a swapchain */
struct wined3d_swapchain *swapchain = context->current_rt->container->swapchain;
if (context->render_offscreen || !depth_stencil) return;
if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->resource.format)) return;
if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->format)) return;
/* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
* or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
@ -2280,8 +2280,8 @@ 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, const struct wined3d_surface *ds)
static BOOL context_validate_rt_config(UINT rt_count, struct wined3d_rendertarget_view * const *rts,
const struct wined3d_rendertarget_view *ds)
{
unsigned int i;
@ -2329,7 +2329,8 @@ BOOL context_apply_clear_state(struct wined3d_context *context, const struct win
context->blit_targets[i] = NULL;
++i;
}
context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, fb->depth_stencil,
context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets,
wined3d_rendertarget_view_get_surface(fb->depth_stencil),
rt_count ? rts[0]->resource->draw_binding : WINED3D_LOCATION_TEXTURE_RGB);
}
else
@ -2446,7 +2447,8 @@ void context_state_fb(struct wined3d_context *context, const struct wined3d_stat
{
context->blit_targets[i] = wined3d_rendertarget_view_get_surface(fb->render_targets[i]);
}
context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, fb->depth_stencil,
context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets,
wined3d_rendertarget_view_get_surface(fb->depth_stencil),
fb->render_targets[0]->resource->draw_binding);
}
}

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@ -32,7 +32,7 @@ enum wined3d_cs_op
WINED3D_CS_OP_SET_VIEWPORT,
WINED3D_CS_OP_SET_SCISSOR_RECT,
WINED3D_CS_OP_SET_RENDERTARGET_VIEW,
WINED3D_CS_OP_SET_DEPTH_STENCIL,
WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW,
WINED3D_CS_OP_SET_VERTEX_DECLARATION,
WINED3D_CS_OP_SET_STREAM_SOURCE,
WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ,
@ -102,10 +102,10 @@ struct wined3d_cs_set_rendertarget_view
struct wined3d_rendertarget_view *view;
};
struct wined3d_cs_set_depth_stencil
struct wined3d_cs_set_depth_stencil_view
{
enum wined3d_cs_op opcode;
struct wined3d_surface *depth_stencil;
struct wined3d_rendertarget_view *view;
};
struct wined3d_cs_set_vertex_declaration
@ -367,20 +367,21 @@ void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int v
cs->ops->submit(cs);
}
static void wined3d_cs_exec_set_depth_stencil(struct wined3d_cs *cs, const void *data)
static void wined3d_cs_exec_set_depth_stencil_view(struct wined3d_cs *cs, const void *data)
{
const struct wined3d_cs_set_depth_stencil *op = data;
const struct wined3d_cs_set_depth_stencil_view *op = data;
struct wined3d_device *device = cs->device;
struct wined3d_surface *prev;
struct wined3d_rendertarget_view *prev;
if ((prev = cs->state.fb->depth_stencil))
{
if (device->swapchains[0]->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
|| prev->flags & SFLAG_DISCARD)
struct wined3d_surface *prev_surface = wined3d_rendertarget_view_get_surface(prev);
if (prev_surface && (device->swapchains[0]->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
|| prev_surface->flags & SFLAG_DISCARD))
{
surface_modify_ds_location(prev, WINED3D_LOCATION_DISCARDED,
prev->resource.width, prev->resource.height);
if (prev == device->onscreen_depth_stencil)
surface_modify_ds_location(prev_surface, WINED3D_LOCATION_DISCARDED, prev->width, prev->height);
if (prev_surface == device->onscreen_depth_stencil)
{
wined3d_surface_decref(device->onscreen_depth_stencil);
device->onscreen_depth_stencil = NULL;
@ -388,9 +389,9 @@ static void wined3d_cs_exec_set_depth_stencil(struct wined3d_cs *cs, const void
}
}
cs->fb.depth_stencil = op->depth_stencil;
cs->fb.depth_stencil = op->view;
if (!prev != !op->depth_stencil)
if (!prev != !op->view)
{
/* Swapping NULL / non NULL depth stencil affects the depth and tests */
device_invalidate_state(device, STATE_RENDER(WINED3D_RS_ZENABLE));
@ -398,7 +399,7 @@ static void wined3d_cs_exec_set_depth_stencil(struct wined3d_cs *cs, const void
device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
}
else if (prev && prev->resource.format->depth_size != op->depth_stencil->resource.format->depth_size)
else if (prev && prev->format->depth_size != op->view->format->depth_size)
{
device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
}
@ -406,13 +407,13 @@ static void wined3d_cs_exec_set_depth_stencil(struct wined3d_cs *cs, const void
device_invalidate_state(device, STATE_FRAMEBUFFER);
}
void wined3d_cs_emit_set_depth_stencil(struct wined3d_cs *cs, struct wined3d_surface *depth_stencil)
void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs, struct wined3d_rendertarget_view *view)
{
struct wined3d_cs_set_depth_stencil *op;
struct wined3d_cs_set_depth_stencil_view *op;
op = cs->ops->require_space(cs, sizeof(*op));
op->opcode = WINED3D_CS_OP_SET_DEPTH_STENCIL;
op->depth_stencil = depth_stencil;
op->opcode = WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW;
op->view = view;
cs->ops->submit(cs);
}
@ -852,7 +853,7 @@ static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void
/* WINED3D_CS_OP_SET_VIEWPORT */ wined3d_cs_exec_set_viewport,
/* WINED3D_CS_OP_SET_SCISSOR_RECT */ wined3d_cs_exec_set_scissor_rect,
/* WINED3D_CS_OP_SET_RENDERTARGET_VIEW */ wined3d_cs_exec_set_rendertarget_view,
/* WINED3D_CS_OP_SET_DEPTH_STENCIL */ wined3d_cs_exec_set_depth_stencil,
/* WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW */ wined3d_cs_exec_set_depth_stencil_view,
/* WINED3D_CS_OP_SET_VERTEX_DECLARATION */ wined3d_cs_exec_set_vertex_declaration,
/* WINED3D_CS_OP_SET_STREAM_SOURCE */ wined3d_cs_exec_set_stream_source,
/* WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ */ wined3d_cs_exec_set_stream_source_freq,

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@ -287,6 +287,8 @@ void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, c
float depth, DWORD stencil)
{
struct wined3d_surface *target = rt_count ? wined3d_rendertarget_view_get_surface(fb->render_targets[0]) : NULL;
struct wined3d_surface *depth_stencil = fb->depth_stencil
? wined3d_rendertarget_view_get_surface(fb->depth_stencil) : NULL;
const RECT *clear_rect = (rect_count > 0 && rects) ? (const RECT *)rects : NULL;
const struct wined3d_gl_info *gl_info;
UINT drawable_width, drawable_height;
@ -331,18 +333,17 @@ void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, c
else
{
render_offscreen = TRUE;
drawable_width = fb->depth_stencil->pow2Width;
drawable_height = fb->depth_stencil->pow2Height;
drawable_width = depth_stencil->pow2Width;
drawable_height = depth_stencil->pow2Height;
}
if (flags & WINED3DCLEAR_ZBUFFER)
{
DWORD location = render_offscreen ? fb->depth_stencil->container->resource.draw_binding
: WINED3D_LOCATION_DRAWABLE;
DWORD location = render_offscreen ? fb->depth_stencil->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
if (!render_offscreen && fb->depth_stencil != device->onscreen_depth_stencil)
device_switch_onscreen_ds(device, context, fb->depth_stencil);
prepare_ds_clear(fb->depth_stencil, context, location,
if (!render_offscreen && depth_stencil != device->onscreen_depth_stencil)
device_switch_onscreen_ds(device, context, depth_stencil);
prepare_ds_clear(depth_stencil, context, location,
draw_rect, rect_count, clear_rect, &ds_rect);
}
@ -370,10 +371,9 @@ void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, c
if (flags & WINED3DCLEAR_ZBUFFER)
{
DWORD location = render_offscreen ? fb->depth_stencil->container->resource.draw_binding
: WINED3D_LOCATION_DRAWABLE;
DWORD location = render_offscreen ? fb->depth_stencil->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
surface_modify_ds_location(fb->depth_stencil, location, ds_rect.right, ds_rect.bottom);
surface_modify_ds_location(depth_stencil, location, ds_rect.right, ds_rect.bottom);
gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE));
@ -857,7 +857,7 @@ static void device_init_swapchain_state(struct wined3d_device *device, struct wi
wined3d_device_set_rendertarget_view(device, 0, device->back_buffer_view, TRUE);
}
wined3d_device_set_depth_stencil(device, ds_enable ? device->auto_depth_stencil : NULL);
wined3d_device_set_depth_stencil_view(device, ds_enable ? device->auto_depth_stencil_view : NULL);
wined3d_device_set_render_state(device, WINED3D_RS_ZENABLE, ds_enable);
}
@ -1074,20 +1074,21 @@ HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
if (device->fb.depth_stencil)
{
surface = device->fb.depth_stencil;
struct wined3d_rendertarget_view *view = device->fb.depth_stencil;
TRACE("Releasing depth/stencil buffer %p.\n", surface);
TRACE("Releasing depth/stencil view %p.\n", view);
device->fb.depth_stencil = NULL;
wined3d_surface_decref(surface);
wined3d_rendertarget_view_decref(view);
}
if (device->auto_depth_stencil)
if (device->auto_depth_stencil_view)
{
surface = device->auto_depth_stencil;
device->auto_depth_stencil = NULL;
if (wined3d_surface_decref(surface))
FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface);
struct wined3d_rendertarget_view *view = device->auto_depth_stencil_view;
device->auto_depth_stencil_view = NULL;
if (wined3d_rendertarget_view_decref(view))
ERR("Something's still holding the auto depth/stencil view (%p).\n", view);
}
for (i = 0; i < gl_info->limits.buffers; ++i)
@ -1907,8 +1908,7 @@ static void resolve_depth_buffer(struct wined3d_state *state)
|| !(texture->resource.format->flags & WINED3DFMT_FLAG_DEPTH))
return;
surface = surface_from_resource(texture->sub_resources[0]);
depth_stencil = state->fb->depth_stencil;
if (!depth_stencil)
if (!(depth_stencil = wined3d_rendertarget_view_get_surface(state->fb->depth_stencil)))
return;
wined3d_surface_blt(surface, NULL, depth_stencil, NULL, 0, NULL, WINED3D_TEXF_POINT);
@ -3218,7 +3218,7 @@ HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_cou
if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
{
struct wined3d_surface *ds = device->fb.depth_stencil;
struct wined3d_rendertarget_view *ds = device->fb.depth_stencil;
if (!ds)
{
WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
@ -3227,8 +3227,8 @@ HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_cou
}
else if (flags & WINED3DCLEAR_TARGET)
{
if (ds->resource.width < device->fb.render_targets[0]->width
|| ds->resource.height < device->fb.render_targets[0]->height)
if (ds->width < device->fb.render_targets[0]->width
|| ds->height < device->fb.render_targets[0]->height)
{
WARN("Silently ignoring depth and target clear with mismatching sizes\n");
return WINED3D_OK;
@ -3547,9 +3547,9 @@ HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device
|| state->render_states[WINED3D_RS_STENCILENABLE])
{
struct wined3d_rendertarget_view *rt = device->fb.render_targets[0];
struct wined3d_surface *ds = device->fb.depth_stencil;
struct wined3d_rendertarget_view *ds = device->fb.depth_stencil;
if(ds && rt && (ds->resource.width < rt->width || ds->resource.height < rt->height))
if (ds && rt && (ds->width < rt->width || ds->height < rt->height))
{
WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
return WINED3DERR_CONFLICTINGRENDERSTATE;
@ -3796,7 +3796,7 @@ struct wined3d_rendertarget_view * CDECL wined3d_device_get_rendertarget_view(co
return device->fb.render_targets[view_idx];
}
struct wined3d_surface * CDECL wined3d_device_get_depth_stencil(const struct wined3d_device *device)
struct wined3d_rendertarget_view * CDECL wined3d_device_get_depth_stencil_view(const struct wined3d_device *device)
{
TRACE("device %p.\n", device);
@ -3862,25 +3862,24 @@ HRESULT CDECL wined3d_device_set_rendertarget_view(struct wined3d_device *device
return WINED3D_OK;
}
void CDECL wined3d_device_set_depth_stencil(struct wined3d_device *device, struct wined3d_surface *depth_stencil)
void CDECL wined3d_device_set_depth_stencil_view(struct wined3d_device *device, struct wined3d_rendertarget_view *view)
{
struct wined3d_surface *prev = device->fb.depth_stencil;
struct wined3d_rendertarget_view *prev;
TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
device, depth_stencil, prev);
TRACE("device %p, view %p.\n", device, view);
if (prev == depth_stencil)
prev = device->fb.depth_stencil;
if (prev == view)
{
TRACE("Trying to do a NOP SetRenderTarget operation.\n");
return;
}
device->fb.depth_stencil = depth_stencil;
if (depth_stencil)
wined3d_surface_incref(depth_stencil);
wined3d_cs_emit_set_depth_stencil(device->cs, depth_stencil);
if ((device->fb.depth_stencil = view))
wined3d_rendertarget_view_incref(view);
wined3d_cs_emit_set_depth_stencil_view(device->cs, view);
if (prev)
wined3d_surface_decref(prev);
wined3d_rendertarget_view_decref(prev);
}
static struct wined3d_texture *wined3d_device_create_cursor_texture(struct wined3d_device *device,
@ -4258,7 +4257,7 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
wined3d_device_set_rendertarget_view(device, i, NULL, FALSE);
}
}
wined3d_device_set_depth_stencil(device, NULL);
wined3d_device_set_depth_stencil_view(device, NULL);
if (device->onscreen_depth_stencil)
{
@ -4325,35 +4324,6 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
wined3d_swapchain_set_window(swapchain, NULL);
}
if (swapchain_desc->enable_auto_depth_stencil && !device->auto_depth_stencil)
{
struct wined3d_resource_desc surface_desc;
TRACE("Creating the depth stencil buffer\n");
surface_desc.resource_type = WINED3D_RTYPE_SURFACE;
surface_desc.format = swapchain_desc->auto_depth_stencil_format;
surface_desc.multisample_type = swapchain_desc->multisample_type;
surface_desc.multisample_quality = swapchain_desc->multisample_quality;
surface_desc.usage = WINED3DUSAGE_DEPTHSTENCIL;
surface_desc.pool = WINED3D_POOL_DEFAULT;
surface_desc.width = swapchain_desc->backbuffer_width;
surface_desc.height = swapchain_desc->backbuffer_height;
surface_desc.depth = 1;
surface_desc.size = 0;
if (FAILED(hr = device->device_parent->ops->create_swapchain_surface(device->device_parent,
device->device_parent, &surface_desc, &device->auto_depth_stencil)))
{
ERR("Failed to create the depth stencil buffer, hr %#x.\n", hr);
return WINED3DERR_INVALIDCALL;
}
}
/* Reset the depth stencil */
if (swapchain_desc->enable_auto_depth_stencil)
wined3d_device_set_depth_stencil(device, device->auto_depth_stencil);
if (mode)
{
DisplayModeChanged = TRUE;
@ -4440,13 +4410,48 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
swapchain->desc.multisample_type, swapchain->desc.multisample_quality, NULL, 0)))
return hr;
}
if (device->auto_depth_stencil)
}
if (device->auto_depth_stencil_view)
{
wined3d_rendertarget_view_decref(device->auto_depth_stencil_view);
device->auto_depth_stencil_view = NULL;
}
if (swapchain->desc.enable_auto_depth_stencil)
{
struct wined3d_resource_desc surface_desc;
struct wined3d_surface *surface;
TRACE("Creating the depth stencil buffer\n");
surface_desc.resource_type = WINED3D_RTYPE_SURFACE;
surface_desc.format = swapchain->desc.auto_depth_stencil_format;
surface_desc.multisample_type = swapchain->desc.multisample_type;
surface_desc.multisample_quality = swapchain->desc.multisample_quality;
surface_desc.usage = WINED3DUSAGE_DEPTHSTENCIL;
surface_desc.pool = WINED3D_POOL_DEFAULT;
surface_desc.width = swapchain->desc.backbuffer_width;
surface_desc.height = swapchain->desc.backbuffer_height;
surface_desc.depth = 1;
surface_desc.size = 0;
if (FAILED(hr = device->device_parent->ops->create_swapchain_surface(device->device_parent,
device->device_parent, &surface_desc, &surface)))
{
if (FAILED(hr = wined3d_surface_update_desc(device->auto_depth_stencil, swapchain->desc.backbuffer_width,
swapchain->desc.backbuffer_height, device->auto_depth_stencil->resource.format->id,
swapchain->desc.multisample_type, swapchain->desc.multisample_quality, NULL, 0)))
return hr;
ERR("Failed to create the auto depth/stencil surface, hr %#x.\n", hr);
return WINED3DERR_INVALIDCALL;
}
hr = wined3d_rendertarget_view_create_from_surface(surface,
NULL, &wined3d_null_parent_ops, &device->auto_depth_stencil_view);
wined3d_surface_decref(surface);
if (FAILED(hr))
{
ERR("Failed to create rendertarget view, hr %#x.\n", hr);
return hr;
}
wined3d_device_set_depth_stencil_view(device, device->auto_depth_stencil_view);
}
if (device->back_buffer_view)
@ -4659,7 +4664,7 @@ void device_resource_released(struct wined3d_device *device, struct wined3d_reso
}
}
if (device->fb.depth_stencil == surface)
if (wined3d_rendertarget_view_get_surface(device->fb.depth_stencil) == surface)
{
ERR("Surface %p is still in use as depth/stencil buffer.\n", surface);
device->fb.depth_stencil = NULL;

View File

@ -638,11 +638,11 @@ void draw_primitive(struct wined3d_device *device, UINT start_idx, UINT index_co
* Z-compare function into account, but we could skip loading the
* depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
* that we never copy the stencil data.*/
DWORD location = context->render_offscreen ? device->fb.depth_stencil->container->resource.draw_binding
DWORD location = context->render_offscreen ? device->fb.depth_stencil->resource->draw_binding
: WINED3D_LOCATION_DRAWABLE;
if (state->render_states[WINED3D_RS_ZWRITEENABLE] || state->render_states[WINED3D_RS_ZENABLE])
{
struct wined3d_surface *ds = device->fb.depth_stencil;
struct wined3d_surface *ds = wined3d_rendertarget_view_get_surface(device->fb.depth_stencil);
RECT current_rect, draw_rect, r;
if (!context->render_offscreen && ds != device->onscreen_depth_stencil)
@ -670,7 +670,7 @@ void draw_primitive(struct wined3d_device *device, UINT start_idx, UINT index_co
if (device->fb.depth_stencil && state->render_states[WINED3D_RS_ZWRITEENABLE])
{
struct wined3d_surface *ds = device->fb.depth_stencil;
struct wined3d_surface *ds = wined3d_rendertarget_view_get_surface(device->fb.depth_stencil);
DWORD location = context->render_offscreen ? ds->container->resource.draw_binding : WINED3D_LOCATION_DRAWABLE;
surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);

View File

@ -1765,7 +1765,7 @@ static void state_depthbias(struct wined3d_context *context, const struct wined3
if (state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS]
|| state->render_states[WINED3D_RS_DEPTHBIAS])
{
const struct wined3d_surface *depth = state->fb->depth_stencil;
const struct wined3d_rendertarget_view *depth = state->fb->depth_stencil;
float scale;
union
@ -1790,7 +1790,7 @@ static void state_depthbias(struct wined3d_context *context, const struct wined3
{
if (depth)
{
const struct wined3d_format *fmt = depth->resource.format;
const struct wined3d_format *fmt = depth->format;
scale = powf(2, fmt->depth_size) - 1;
TRACE("Depth format %s, using depthbias scale of %.8e.\n",
debug_d3dformat(fmt->id), scale);

View File

@ -4923,13 +4923,22 @@ static HRESULT ffp_blit_color_fill(struct wined3d_device *device, struct wined3d
return WINED3D_OK;
}
static HRESULT ffp_blit_depth_fill(struct wined3d_device *device,
struct wined3d_surface *surface, const RECT *rect, float depth)
static HRESULT ffp_blit_depth_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface,
const RECT *dst_rect, float depth)
{
const RECT draw_rect = {0, 0, surface->resource.width, surface->resource.height};
struct wined3d_fb_state fb = {NULL, surface};
const RECT draw_rect = {0, 0, dst_surface->resource.width, dst_surface->resource.height};
struct wined3d_fb_state fb = {NULL, NULL};
HRESULT hr;
device_clear_render_targets(device, 0, &fb, 1, rect, &draw_rect, WINED3DCLEAR_ZBUFFER, 0, depth, 0);
if (FAILED(hr = wined3d_rendertarget_view_create_from_surface(dst_surface,
NULL, &wined3d_null_parent_ops, &fb.depth_stencil)))
{
ERR("Failed to create rendertarget view, hr %#x.\n", hr);
return hr;
}
device_clear_render_targets(device, 0, &fb, 1, dst_rect, &draw_rect, WINED3DCLEAR_ZBUFFER, 0, depth, 0);
wined3d_rendertarget_view_decref(fb.depth_stencil);
return WINED3D_OK;
}

View File

@ -597,13 +597,14 @@ static void swapchain_gl_present(struct wined3d_swapchain *swapchain, const RECT
if (fb->depth_stencil)
{
if (swapchain->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
|| fb->depth_stencil->flags & SFLAG_DISCARD)
struct wined3d_surface *ds = wined3d_rendertarget_view_get_surface(fb->depth_stencil);
if (ds && (swapchain->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
|| ds->flags & SFLAG_DISCARD))
{
surface_modify_ds_location(fb->depth_stencil, WINED3D_LOCATION_DISCARDED,
fb->depth_stencil->resource.width,
fb->depth_stencil->resource.height);
if (fb->depth_stencil == swapchain->device->onscreen_depth_stencil)
surface_modify_ds_location(ds, WINED3D_LOCATION_DISCARDED,
fb->depth_stencil->width, fb->depth_stencil->height);
if (ds == swapchain->device->onscreen_depth_stencil)
{
wined3d_surface_decref(swapchain->device->onscreen_depth_stencil);
swapchain->device->onscreen_depth_stencil = NULL;
@ -982,15 +983,26 @@ static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, struct wined3
if (desc->enable_auto_depth_stencil && !(device->wined3d->flags & WINED3D_NO3D))
{
TRACE("Creating depth/stencil buffer.\n");
if (!device->auto_depth_stencil)
if (!device->auto_depth_stencil_view)
{
struct wined3d_surface *ds;
surface_desc.format = swapchain->desc.auto_depth_stencil_format;
surface_desc.usage = WINED3DUSAGE_DEPTHSTENCIL;
if (FAILED(hr = device->device_parent->ops->create_swapchain_surface(device->device_parent,
device->device_parent, &surface_desc, &device->auto_depth_stencil)))
device->device_parent, &surface_desc, &ds)))
{
WARN("Failed to create the auto depth stencil, hr %#x.\n", hr);
WARN("Failed to create the auto depth/stencil surface, hr %#x.\n", hr);
goto err;
}
hr = wined3d_rendertarget_view_create_from_surface(ds,
NULL, &wined3d_null_parent_ops, &device->auto_depth_stencil_view);
wined3d_surface_decref(ds);
if (FAILED(hr))
{
ERR("Failed to create rendertarget view, hr %#x.\n", hr);
goto err;
}
}

View File

@ -53,7 +53,7 @@
@ cdecl wined3d_device_get_clip_plane(ptr long ptr)
@ cdecl wined3d_device_get_clip_status(ptr ptr)
@ cdecl wined3d_device_get_creation_parameters(ptr ptr)
@ cdecl wined3d_device_get_depth_stencil(ptr)
@ cdecl wined3d_device_get_depth_stencil_view(ptr)
@ cdecl wined3d_device_get_device_caps(ptr ptr)
@ cdecl wined3d_device_get_display_mode(ptr long ptr ptr)
@ cdecl wined3d_device_get_front_buffer_data(ptr long ptr)
@ -110,7 +110,7 @@
@ cdecl wined3d_device_set_clip_status(ptr ptr)
@ cdecl wined3d_device_set_cursor_position(ptr long long long)
@ cdecl wined3d_device_set_cursor_properties(ptr long long ptr)
@ cdecl wined3d_device_set_depth_stencil(ptr ptr)
@ cdecl wined3d_device_set_depth_stencil_view(ptr ptr)
@ cdecl wined3d_device_set_dialog_box_mode(ptr long)
@ cdecl wined3d_device_set_gamma_ramp(ptr long long ptr)
@ cdecl wined3d_device_set_geometry_shader(ptr ptr)

View File

@ -1176,7 +1176,7 @@ struct wined3d_context
struct wined3d_fb_state
{
struct wined3d_rendertarget_view **render_targets;
struct wined3d_surface *depth_stencil;
struct wined3d_rendertarget_view *depth_stencil;
};
typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
@ -1955,7 +1955,7 @@ struct wined3d_device
/* Render Target Support */
struct wined3d_fb_state fb;
struct wined3d_surface *onscreen_depth_stencil;
struct wined3d_surface *auto_depth_stencil;
struct wined3d_rendertarget_view *auto_depth_stencil_view;
/* For rendering to a texture using glCopyTexImage */
GLuint depth_blt_texture;
@ -2506,7 +2506,8 @@ void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx,
const struct wined3d_vec4 *plane) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type,
UINT cb_idx, struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_depth_stencil(struct wined3d_cs *cs, struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs,
struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer,
enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material) DECLSPEC_HIDDEN;

View File

@ -2122,7 +2122,7 @@ HRESULT __cdecl wined3d_device_get_clip_status(const struct wined3d_device *devi
struct wined3d_clip_status *clip_status);
void __cdecl wined3d_device_get_creation_parameters(const struct wined3d_device *device,
struct wined3d_device_creation_parameters *creation_parameters);
struct wined3d_surface * __cdecl wined3d_device_get_depth_stencil(const struct wined3d_device *device);
struct wined3d_rendertarget_view * __cdecl wined3d_device_get_depth_stencil_view(const struct wined3d_device *device);
HRESULT __cdecl wined3d_device_get_device_caps(const struct wined3d_device *device, WINED3DCAPS *caps);
HRESULT __cdecl wined3d_device_get_display_mode(const struct wined3d_device *device, UINT swapchain_idx,
struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation);
@ -2210,7 +2210,8 @@ void __cdecl wined3d_device_set_cursor_position(struct wined3d_device *device,
int x_screen_space, int y_screen_space, DWORD flags);
HRESULT __cdecl wined3d_device_set_cursor_properties(struct wined3d_device *device,
UINT x_hotspot, UINT y_hotspot, struct wined3d_surface *cursor_surface);
void __cdecl wined3d_device_set_depth_stencil(struct wined3d_device *device, struct wined3d_surface *depth_stencil);
void __cdecl wined3d_device_set_depth_stencil_view(struct wined3d_device *device,
struct wined3d_rendertarget_view *view);
HRESULT __cdecl wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs);
void __cdecl wined3d_device_set_gamma_ramp(const struct wined3d_device *device,
UINT swapchain_idx, DWORD flags, const struct wined3d_gamma_ramp *ramp);