wined3d: Handle CTXUSAGE_BLIT with offscreen targets and FBO ORM.

This is mostly for correctness, in practice we should always be able
to avoid using CTXUSAGE_BLIT for offscreen targets when FBO ORM is
used.
This commit is contained in:
H. Verbeet 2008-08-04 19:28:42 +02:00 committed by Alexandre Julliard
parent b685b84e66
commit 2d6d879562
3 changed files with 26 additions and 10 deletions

View File

@ -1065,16 +1065,22 @@ static void apply_draw_buffer(IWineD3DDeviceImpl *This, IWineD3DSurface *target,
}
else
{
if (!blit && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
if (GL_SUPPORT(ARB_DRAW_BUFFERS))
if (!blit)
{
GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers), This->draw_buffers));
checkGLcall("glDrawBuffers()");
}
else
{
glDrawBuffer(This->draw_buffers[0]);
if (GL_SUPPORT(ARB_DRAW_BUFFERS))
{
GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers), This->draw_buffers));
checkGLcall("glDrawBuffers()");
}
else
{
glDrawBuffer(This->draw_buffers[0]);
checkGLcall("glDrawBuffer()");
}
} else {
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
checkGLcall("glDrawBuffer()");
}
}
@ -1165,7 +1171,16 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
case CTXUSAGE_BLIT:
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
if (This->render_offscreen) {
FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
bind_fbo((IWineD3DDevice *)This, GL_FRAMEBUFFER_EXT, &This->dst_fbo);
attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, 0, target);
GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0));
checkGLcall("glFramebufferRenderbufferEXT");
} else {
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
checkGLcall("glFramebufferRenderbufferEXT");
}
context->draw_buffer_dirty = TRUE;
}
if (context->draw_buffer_dirty) {

View File

@ -6127,7 +6127,7 @@ void attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWine
}
}
static void attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface) {
void attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface) {
const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
IWineD3DBaseTextureImpl *texture_impl;
GLenum texttarget, target;

View File

@ -2469,6 +2469,7 @@ void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED
IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
void bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
void attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
void attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
void depth_blt(IWineD3DDevice *iface, GLuint texture);
#endif