wined3d: Turn off filtering for FBO attachments, update the texture's states array.

This commit is contained in:
H. Verbeet 2007-06-07 18:57:15 +02:00 committed by Alexandre Julliard
parent fe07efb3dc
commit 473e914c29
1 changed files with 26 additions and 2 deletions

View File

@ -5169,6 +5169,7 @@ static void bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo) {
static 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;
GLint old_binding;
@ -5178,10 +5179,21 @@ static void attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWOR
IWineD3DSurface_PreLoad(surface);
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindTexture(target, old_binding);
/* Update base texture states array */
if (SUCCEEDED(IWineD3DSurface_GetContainer(surface, &IID_IWineD3DBaseTexture, (void **)&texture_impl))) {
texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
if (texture_impl->baseTexture.bindCount) {
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(texture_impl->baseTexture.sampler));
}
IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
}
GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, texttarget, surface_impl->glDescription.textureName, 0));
checkGLcall("attach_surface_fbo");
@ -5393,6 +5405,7 @@ static void set_depth_stencil_fbo(IWineD3DDevice *iface, IWineD3DSurface *depth_
GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_stencil_impl->current_renderbuffer->id));
checkGLcall("glFramebufferRenderbufferEXT()");
} else {
IWineD3DBaseTextureImpl *texture_impl;
GLenum texttarget, target;
GLint old_binding = 0;
@ -5407,6 +5420,17 @@ static void set_depth_stencil_fbo(IWineD3DDevice *iface, IWineD3DSurface *depth_
glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
glBindTexture(target, old_binding);
/* Update base texture states array */
if (SUCCEEDED(IWineD3DSurface_GetContainer(depth_stencil, &IID_IWineD3DBaseTexture, (void **)&texture_impl))) {
texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
if (texture_impl->baseTexture.bindCount) {
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(texture_impl->baseTexture.sampler));
}
IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
}
GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, texttarget, depth_stencil_impl->glDescription.textureName, 0));
checkGLcall("glFramebufferTexture2DEXT()");
}