wined3d: Get rid of context_set_depth_stencil_fbo().
Integrate clearing the depth stencil attachment in context_attach_depth_stencil_fbo().
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@ -137,15 +137,23 @@ void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_targe
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{
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IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
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if (use_render_buffer && depth_stencil_impl->current_renderbuffer)
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{
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GL_EXTCALL(glFramebufferRenderbufferEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_stencil_impl->current_renderbuffer->id));
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checkGLcall("glFramebufferRenderbufferEXT()");
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} else {
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context_apply_attachment_filter_states((IWineD3DDevice *)This, depth_stencil, TRUE);
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TRACE("Attach depth stencil %p\n", depth_stencil);
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GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, depth_stencil_impl->glDescription.target,
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depth_stencil_impl->glDescription.textureName, depth_stencil_impl->glDescription.level));
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if (depth_stencil)
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{
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if (use_render_buffer && depth_stencil_impl->current_renderbuffer)
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{
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GL_EXTCALL(glFramebufferRenderbufferEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_stencil_impl->current_renderbuffer->id));
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checkGLcall("glFramebufferRenderbufferEXT()");
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} else {
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context_apply_attachment_filter_states((IWineD3DDevice *)This, depth_stencil, TRUE);
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GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, depth_stencil_impl->glDescription.target,
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depth_stencil_impl->glDescription.textureName, depth_stencil_impl->glDescription.level));
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checkGLcall("glFramebufferTexture2DEXT()");
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}
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} else {
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GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
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checkGLcall("glFramebufferTexture2DEXT()");
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}
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}
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@ -169,22 +177,6 @@ void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWO
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}
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}
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/* TODO: Handle stencil attachments */
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static void context_set_depth_stencil_fbo(IWineD3DDevice *iface, IWineD3DSurface *depth_stencil)
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{
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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TRACE("Set depth stencil to %p\n", depth_stencil);
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if (depth_stencil)
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{
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context_attach_depth_stencil_fbo(This, GL_FRAMEBUFFER_EXT, depth_stencil, TRUE);
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} else {
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GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
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checkGLcall("glFramebufferTexture2DEXT()");
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}
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}
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static void context_check_fbo_status(IWineD3DDevice *iface)
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{
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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@ -267,7 +259,7 @@ void context_apply_fbo_state(IWineD3DDevice *iface)
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{
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surface_set_compatible_renderbuffer(This->stencilBufferTarget, w, h);
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}
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context_set_depth_stencil_fbo(iface, This->stencilBufferTarget);
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context_attach_depth_stencil_fbo(This, GL_FRAMEBUFFER_EXT, This->stencilBufferTarget, TRUE);
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context->fbo_depth_attachment = This->stencilBufferTarget;
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}
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