wined3d: Allow the FBO code to handle multiple render targets.
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@ -574,6 +574,8 @@ static ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
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HeapFree(GetProcessHeap(), 0, This->render_targets);
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HeapFree(GetProcessHeap(), 0, This->draw_buffers);
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/* TODO: Clean up all the surfaces and textures! */
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/* NOTE: You must release the parent if the object was created via a callback
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** ***************************/
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@ -5794,14 +5796,18 @@ static void set_depth_stencil_fbo(IWineD3DDevice *iface, IWineD3DSurface *depth_
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}
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}
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static void set_render_target_fbo(IWineD3DDevice *iface, IWineD3DSurface *render_target) {
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static void set_render_target_fbo(IWineD3DDevice *iface, DWORD idx, IWineD3DSurface *render_target) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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IWineD3DSurfaceImpl *rtimpl = (IWineD3DSurfaceImpl *)render_target;
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if (This->render_offscreen) {
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GLenum texttarget, target;
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if (idx >= GL_LIMITS(buffers)) {
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ERR("%p : Trying to set render target %d, but only %d supported\n", This, idx, GL_LIMITS(buffers));
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}
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bind_fbo(iface);
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bind_fbo(iface);
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if (rtimpl) {
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GLenum texttarget, target;
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IWineD3DSurface_PreLoad(render_target);
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texttarget = rtimpl->glDescription.target;
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@ -5812,9 +5818,23 @@ static void set_render_target_fbo(IWineD3DDevice *iface, IWineD3DSurface *render
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glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBindTexture(target, 0);
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GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, texttarget, rtimpl->glDescription.textureName, 0));
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GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + idx, texttarget, rtimpl->glDescription.textureName, 0));
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checkGLcall("glFramebufferTexture2DEXT()");
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This->draw_buffers[idx] = GL_COLOR_ATTACHMENT0_EXT + idx;
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} else {
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GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + idx, GL_TEXTURE_2D, 0, 0));
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checkGLcall("glFramebufferTexture2DEXT()");
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This->draw_buffers[idx] = GL_NONE;
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}
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if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
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GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers), This->draw_buffers));
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checkGLcall("glDrawBuffers()");
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}
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if (!This->render_offscreen) {
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GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
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checkGLcall("glBindFramebuffer()");
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}
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@ -5878,7 +5898,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface,
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if (pRenderTarget) IWineD3DSurface_AddRef(pRenderTarget);
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
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set_render_target_fbo(iface, pRenderTarget);
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set_render_target_fbo(iface, RenderTargetIndex, pRenderTarget);
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}
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}
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@ -2450,6 +2450,8 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
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object->render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *) * GL_LIMITS(buffers));
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object->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(GLenum) * GL_LIMITS(buffers));
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/* set the state of the device to valid */
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object->state = WINED3D_OK;
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@ -587,6 +587,7 @@ typedef struct IWineD3DDeviceImpl
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BOOL render_offscreen;
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WINED3D_DEPTHCOPYSTATE depth_copy_state;
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GLuint fbo;
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GLenum *draw_buffers;
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/* Cursor management */
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BOOL bCursorVisible;
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