wined3d: Allow the FBO code to handle multiple render targets.

This commit is contained in:
H. Verbeet 2006-12-19 19:25:35 +01:00 committed by Alexandre Julliard
parent 577dbb578b
commit 299c1e62bf
3 changed files with 29 additions and 6 deletions

View File

@ -574,6 +574,8 @@ static ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
HeapFree(GetProcessHeap(), 0, This->render_targets);
HeapFree(GetProcessHeap(), 0, This->draw_buffers);
/* TODO: Clean up all the surfaces and textures! */
/* NOTE: You must release the parent if the object was created via a callback
** ***************************/
@ -5794,14 +5796,18 @@ static void set_depth_stencil_fbo(IWineD3DDevice *iface, IWineD3DSurface *depth_
}
}
static void set_render_target_fbo(IWineD3DDevice *iface, IWineD3DSurface *render_target) {
static void set_render_target_fbo(IWineD3DDevice *iface, DWORD idx, IWineD3DSurface *render_target) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DSurfaceImpl *rtimpl = (IWineD3DSurfaceImpl *)render_target;
if (This->render_offscreen) {
GLenum texttarget, target;
if (idx >= GL_LIMITS(buffers)) {
ERR("%p : Trying to set render target %d, but only %d supported\n", This, idx, GL_LIMITS(buffers));
}
bind_fbo(iface);
bind_fbo(iface);
if (rtimpl) {
GLenum texttarget, target;
IWineD3DSurface_PreLoad(render_target);
texttarget = rtimpl->glDescription.target;
@ -5812,9 +5818,23 @@ static void set_render_target_fbo(IWineD3DDevice *iface, IWineD3DSurface *render
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(target, 0);
GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, texttarget, rtimpl->glDescription.textureName, 0));
GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + idx, texttarget, rtimpl->glDescription.textureName, 0));
checkGLcall("glFramebufferTexture2DEXT()");
This->draw_buffers[idx] = GL_COLOR_ATTACHMENT0_EXT + idx;
} else {
GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + idx, GL_TEXTURE_2D, 0, 0));
checkGLcall("glFramebufferTexture2DEXT()");
This->draw_buffers[idx] = GL_NONE;
}
if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers), This->draw_buffers));
checkGLcall("glDrawBuffers()");
}
if (!This->render_offscreen) {
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
checkGLcall("glBindFramebuffer()");
}
@ -5878,7 +5898,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface,
if (pRenderTarget) IWineD3DSurface_AddRef(pRenderTarget);
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
set_render_target_fbo(iface, pRenderTarget);
set_render_target_fbo(iface, RenderTargetIndex, pRenderTarget);
}
}

View File

@ -2450,6 +2450,8 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
object->render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *) * GL_LIMITS(buffers));
object->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(GLenum) * GL_LIMITS(buffers));
/* set the state of the device to valid */
object->state = WINED3D_OK;

View File

@ -587,6 +587,7 @@ typedef struct IWineD3DDeviceImpl
BOOL render_offscreen;
WINED3D_DEPTHCOPYSTATE depth_copy_state;
GLuint fbo;
GLenum *draw_buffers;
/* Cursor management */
BOOL bCursorVisible;