wined3d: Use the FBO cache in stretch_rect_fbo().
This commit is contained in:
parent
9982a46296
commit
3345146d0b
|
@ -470,7 +470,7 @@ static void context_apply_fbo_state(struct wined3d_context *context, GLenum targ
|
|||
}
|
||||
|
||||
/* GL locking is done by the caller */
|
||||
static void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
|
||||
void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
|
||||
IWineD3DSurfaceImpl *render_target, IWineD3DSurfaceImpl *depth_stencil)
|
||||
{
|
||||
if (surface_is_offscreen(render_target))
|
||||
|
|
|
@ -5808,11 +5808,9 @@ void stretch_rect_fbo(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surfa
|
|||
} else {
|
||||
TRACE("Source surface %p is offscreen\n", src_surface);
|
||||
ENTER_GL();
|
||||
context_bind_fbo(context, GL_READ_FRAMEBUFFER, &context->src_fbo);
|
||||
context_attach_surface_fbo(context, GL_READ_FRAMEBUFFER, 0, src_surface);
|
||||
context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, src_surface, NULL);
|
||||
glReadBuffer(GL_COLOR_ATTACHMENT0);
|
||||
checkGLcall("glReadBuffer()");
|
||||
context_attach_depth_stencil_fbo(context, GL_READ_FRAMEBUFFER, NULL, FALSE);
|
||||
}
|
||||
LEAVE_GL();
|
||||
|
||||
|
@ -5847,10 +5845,8 @@ void stretch_rect_fbo(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surfa
|
|||
TRACE("Destination surface %p is offscreen\n", dst_surface);
|
||||
|
||||
ENTER_GL();
|
||||
context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, &context->dst_fbo);
|
||||
context_attach_surface_fbo(context, GL_DRAW_FRAMEBUFFER, 0, dst_surface);
|
||||
context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, dst_surface, NULL);
|
||||
context_set_draw_buffer(context, GL_COLOR_ATTACHMENT0);
|
||||
context_attach_depth_stencil_fbo(context, GL_DRAW_FRAMEBUFFER, NULL, FALSE);
|
||||
}
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
|
||||
|
|
|
@ -1196,6 +1196,8 @@ void context_apply_blit_state(struct wined3d_context *context, IWineD3DDeviceImp
|
|||
void context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceImpl *device,
|
||||
IWineD3DSurfaceImpl *render_target, IWineD3DSurfaceImpl *depth_stencil) DECLSPEC_HIDDEN;
|
||||
void context_apply_draw_state(struct wined3d_context *context, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
|
||||
void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
|
||||
IWineD3DSurfaceImpl *render_target, IWineD3DSurfaceImpl *depth_stencil) DECLSPEC_HIDDEN;
|
||||
void context_attach_depth_stencil_fbo(struct wined3d_context *context,
|
||||
GLenum fbo_target, IWineD3DSurfaceImpl *depth_stencil, BOOL use_render_buffer) DECLSPEC_HIDDEN;
|
||||
void context_attach_surface_fbo(const struct wined3d_context *context,
|
||||
|
|
Loading…
Reference in New Issue