wined3d: Simply pass an IWineD3DSurfaceImpl pointer to context_attach_depth_stencil_fbo().
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@ -182,51 +182,50 @@ static void context_apply_attachment_filter_states(IWineD3DSurfaceImpl *surface)
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/* GL locking is done by the caller */
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void context_attach_depth_stencil_fbo(struct wined3d_context *context,
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GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer)
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GLenum fbo_target, IWineD3DSurfaceImpl *depth_stencil, BOOL use_render_buffer)
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{
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IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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TRACE("Attach depth stencil %p\n", depth_stencil);
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if (depth_stencil)
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{
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DWORD format_flags = depth_stencil_impl->resource.format_desc->Flags;
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DWORD format_flags = depth_stencil->resource.format_desc->Flags;
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if (use_render_buffer && depth_stencil_impl->current_renderbuffer)
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if (use_render_buffer && depth_stencil->current_renderbuffer)
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{
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if (format_flags & WINED3DFMT_FLAG_DEPTH)
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{
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gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT,
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GL_RENDERBUFFER, depth_stencil_impl->current_renderbuffer->id);
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GL_RENDERBUFFER, depth_stencil->current_renderbuffer->id);
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checkGLcall("glFramebufferRenderbuffer()");
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}
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if (format_flags & WINED3DFMT_FLAG_STENCIL)
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{
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gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT,
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GL_RENDERBUFFER, depth_stencil_impl->current_renderbuffer->id);
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GL_RENDERBUFFER, depth_stencil->current_renderbuffer->id);
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checkGLcall("glFramebufferRenderbuffer()");
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}
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}
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else
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{
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surface_prepare_texture(depth_stencil_impl, gl_info, FALSE);
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context_apply_attachment_filter_states(depth_stencil_impl);
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surface_prepare_texture(depth_stencil, gl_info, FALSE);
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context_apply_attachment_filter_states(depth_stencil);
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if (format_flags & WINED3DFMT_FLAG_DEPTH)
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{
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gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT,
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depth_stencil_impl->texture_target, depth_stencil_impl->texture_name,
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depth_stencil_impl->texture_level);
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depth_stencil->texture_target, depth_stencil->texture_name,
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depth_stencil->texture_level);
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checkGLcall("glFramebufferTexture2D()");
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}
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if (format_flags & WINED3DFMT_FLAG_STENCIL)
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{
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gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT,
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depth_stencil_impl->texture_target, depth_stencil_impl->texture_name,
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depth_stencil_impl->texture_level);
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depth_stencil->texture_target, depth_stencil->texture_name,
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depth_stencil->texture_level);
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checkGLcall("glFramebufferTexture2D()");
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}
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}
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@ -426,7 +425,7 @@ static void context_apply_fbo_entry(struct wined3d_context *context, struct fbo_
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surface_set_compatible_renderbuffer(device->stencilBufferTarget, w, h);
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}
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context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, device->stencilBufferTarget, TRUE);
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context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, (IWineD3DSurfaceImpl *)device->stencilBufferTarget, TRUE);
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entry->attached = TRUE;
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}
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@ -4140,7 +4140,7 @@ void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *co
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gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
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GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, device->depth_blt_rb);
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checkGLcall("glFramebufferRenderbufferEXT");
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context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, iface, FALSE);
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context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, This, FALSE);
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/* Do the actual blit */
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surface_depth_blt(This, gl_info, device->depth_blt_texture,
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@ -1214,7 +1214,7 @@ void context_resource_released(IWineD3DDevice *iface,
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IWineD3DResource *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN;
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void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo) DECLSPEC_HIDDEN;
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void context_attach_depth_stencil_fbo(struct wined3d_context *context,
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GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer) DECLSPEC_HIDDEN;
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GLenum fbo_target, IWineD3DSurfaceImpl *depth_stencil, BOOL use_render_buffer) DECLSPEC_HIDDEN;
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void context_attach_surface_fbo(const struct wined3d_context *context,
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GLenum fbo_target, DWORD idx, IWineD3DSurfaceImpl *surface) DECLSPEC_HIDDEN;
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struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target,
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