wined3d: Move depth_blt to surface.c.
This commit is contained in:
parent
a26d67b14e
commit
4034a29f19
|
@ -653,43 +653,6 @@ static void drawStridedSlowVs(IWineD3DDevice *iface, WineDirect3DVertexStridedDa
|
|||
glEnd();
|
||||
}
|
||||
|
||||
void depth_blt(IWineD3DDevice *iface, GLuint texture, GLsizei w, GLsizei h) {
|
||||
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
||||
GLint old_binding = 0;
|
||||
|
||||
glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
|
||||
|
||||
glDisable(GL_CULL_FACE);
|
||||
glEnable(GL_BLEND);
|
||||
glDisable(GL_ALPHA_TEST);
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
glDisable(GL_STENCIL_TEST);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthFunc(GL_ALWAYS);
|
||||
glDepthMask(GL_TRUE);
|
||||
glBlendFunc(GL_ZERO, GL_ONE);
|
||||
glViewport(0, 0, w, h);
|
||||
|
||||
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
|
||||
This->shader_backend->shader_select_depth_blt(iface);
|
||||
|
||||
glBegin(GL_TRIANGLE_STRIP);
|
||||
glVertex2f(-1.0f, -1.0f);
|
||||
glVertex2f(1.0f, -1.0f);
|
||||
glVertex2f(-1.0f, 1.0f);
|
||||
glVertex2f(1.0f, 1.0f);
|
||||
glEnd();
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, old_binding);
|
||||
|
||||
glPopAttrib();
|
||||
|
||||
This->shader_backend->shader_deselect_depth_blt(iface);
|
||||
}
|
||||
|
||||
static inline void drawStridedInstanced(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd, UINT numberOfVertices,
|
||||
GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex,
|
||||
ULONG startIdx, ULONG startVertex) {
|
||||
|
|
|
@ -3954,6 +3954,44 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
|
|||
return WINED3D_OK;
|
||||
}
|
||||
|
||||
static void surface_depth_blt(IWineD3DSurfaceImpl *This, GLuint texture, GLsizei w, GLsizei h)
|
||||
{
|
||||
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
|
||||
GLint old_binding = 0;
|
||||
|
||||
glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
|
||||
|
||||
glDisable(GL_CULL_FACE);
|
||||
glEnable(GL_BLEND);
|
||||
glDisable(GL_ALPHA_TEST);
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
glDisable(GL_STENCIL_TEST);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthFunc(GL_ALWAYS);
|
||||
glDepthMask(GL_TRUE);
|
||||
glBlendFunc(GL_ZERO, GL_ONE);
|
||||
glViewport(0, 0, w, h);
|
||||
|
||||
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
|
||||
device->shader_backend->shader_select_depth_blt((IWineD3DDevice *)device);
|
||||
|
||||
glBegin(GL_TRIANGLE_STRIP);
|
||||
glVertex2f(-1.0f, -1.0f);
|
||||
glVertex2f(1.0f, -1.0f);
|
||||
glVertex2f(-1.0f, 1.0f);
|
||||
glVertex2f(1.0f, 1.0f);
|
||||
glEnd();
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, old_binding);
|
||||
|
||||
glPopAttrib();
|
||||
|
||||
device->shader_backend->shader_deselect_depth_blt((IWineD3DDevice *)device);
|
||||
}
|
||||
|
||||
void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) {
|
||||
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
||||
|
||||
|
@ -4037,7 +4075,7 @@ void surface_load_ds_location(IWineD3DSurface *iface, DWORD location) {
|
|||
context_attach_depth_stencil_fbo(device, GL_FRAMEBUFFER_EXT, iface, FALSE);
|
||||
|
||||
/* Do the actual blit */
|
||||
depth_blt((IWineD3DDevice *)device, device->depth_blt_texture, This->currentDesc.Width, This->currentDesc.Height);
|
||||
surface_depth_blt(This, device->depth_blt_texture, This->currentDesc.Width, This->currentDesc.Height);
|
||||
checkGLcall("depth_blt");
|
||||
|
||||
if (device->activeContext->current_fbo) {
|
||||
|
@ -4059,7 +4097,7 @@ void surface_load_ds_location(IWineD3DSurface *iface, DWORD location) {
|
|||
|
||||
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
|
||||
checkGLcall("glBindFramebuffer()");
|
||||
depth_blt((IWineD3DDevice *)device, This->glDescription.textureName, This->currentDesc.Width, This->currentDesc.Height);
|
||||
surface_depth_blt(This, This->glDescription.textureName, This->currentDesc.Width, This->currentDesc.Height);
|
||||
checkGLcall("depth_blt");
|
||||
|
||||
if (device->activeContext->current_fbo) {
|
||||
|
|
|
@ -2442,5 +2442,4 @@ static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
|
|||
|
||||
void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
|
||||
IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
|
||||
void depth_blt(IWineD3DDevice *iface, GLuint texture, GLsizei w, GLsizei h);
|
||||
#endif
|
||||
|
|
Loading…
Reference in New Issue