wined3d: Have ARB_fbo imply EXT_packed_depth_stencil.

The enums are the same between the two extensions. The 24-8 packed
depth/stencil format is the only thing provided by the latter.

Remove some redundant code.

Signed-off-by: Chip Davis <cdavis@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Chip Davis 2020-05-12 01:59:28 -05:00 committed by Alexandre Julliard
parent 536277adf5
commit 160cb956f8
2 changed files with 11 additions and 26 deletions

View File

@ -3752,6 +3752,11 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter,
WARN("Disabling ARB_texture_multisample because immutable storage is not supported.\n"); WARN("Disabling ARB_texture_multisample because immutable storage is not supported.\n");
gl_info->supported[ARB_TEXTURE_MULTISAMPLE] = FALSE; gl_info->supported[ARB_TEXTURE_MULTISAMPLE] = FALSE;
} }
if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT] && !gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
{
TRACE(" IMPLIED: GL_EXT_packed_depth_stencil (by GL_ARB_framebuffer_object).\n");
gl_info->supported[EXT_PACKED_DEPTH_STENCIL] = TRUE;
}
wined3d_adapter_init_limits(gl_info); wined3d_adapter_init_limits(gl_info);

View File

@ -1795,29 +1795,20 @@ static const struct wined3d_format_texture_info format_texture_info[] =
GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW, WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
ARB_DEPTH_TEXTURE, NULL}, ARB_DEPTH_TEXTURE, NULL},
{WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
EXT_PACKED_DEPTH_STENCIL, convert_s1_uint_d15_unorm},
{WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0, {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW, WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
ARB_FRAMEBUFFER_OBJECT, convert_s1_uint_d15_unorm}, EXT_PACKED_DEPTH_STENCIL, convert_s1_uint_d15_unorm},
{WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0, {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW, | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
ARB_DEPTH_TEXTURE, NULL}, ARB_DEPTH_TEXTURE, NULL},
{WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
EXT_PACKED_DEPTH_STENCIL, NULL},
{WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0, {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW, | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
ARB_FRAMEBUFFER_OBJECT, NULL}, EXT_PACKED_DEPTH_STENCIL, NULL},
{WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0, {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 4, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 4,
WINED3DFMT_FLAG_DEPTH, WINED3DFMT_FLAG_DEPTH,
@ -1831,14 +1822,10 @@ static const struct wined3d_format_texture_info format_texture_info[] =
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW, WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
ARB_DEPTH_TEXTURE, NULL}, ARB_DEPTH_TEXTURE, NULL},
{WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
EXT_PACKED_DEPTH_STENCIL, convert_s4x4_uint_d24_unorm},
{WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0, {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW, WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
ARB_FRAMEBUFFER_OBJECT, convert_s4x4_uint_d24_unorm}, EXT_PACKED_DEPTH_STENCIL, convert_s4x4_uint_d24_unorm},
{WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0, {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
WINED3DFMT_FLAG_DEPTH, WINED3DFMT_FLAG_DEPTH,
@ -1885,16 +1872,11 @@ static const struct wined3d_format_texture_info format_texture_info[] =
GL_RG, GL_UNSIGNED_BYTE, 0, GL_RG, GL_UNSIGNED_BYTE, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
ARB_TEXTURE_COMPRESSION_RGTC, NULL}, ARB_TEXTURE_COMPRESSION_RGTC, NULL},
{WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
EXT_PACKED_DEPTH_STENCIL, NULL},
{WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0, {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL, | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
ARB_FRAMEBUFFER_OBJECT, NULL}, EXT_PACKED_DEPTH_STENCIL, NULL},
{WINED3DFMT_NULL, 0, 0, 0, {WINED3DFMT_NULL, 0, 0, 0,
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE,
@ -2591,8 +2573,7 @@ static void check_fbo_compat(struct wined3d_caps_gl_ctx *ctx, struct wined3d_for
BOOL match = TRUE; BOOL match = TRUE;
GLuint rb; GLuint rb;
if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT] if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
|| gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
{ {
gl_info->fbo_ops.glGenRenderbuffers(1, &rb); gl_info->fbo_ops.glGenRenderbuffers(1, &rb);
gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, rb); gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, rb);
@ -2698,8 +2679,7 @@ static void check_fbo_compat(struct wined3d_caps_gl_ctx *ctx, struct wined3d_for
} }
} }
if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT] if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
|| gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
{ {
gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0); gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0); gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);