wined3d: Allow draw calls without color attachments.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2016-03-22 13:41:48 +01:00 committed by Alexandre Julliard
parent 4affb95ebb
commit 53f4cc1a9e
3 changed files with 36 additions and 18 deletions

View File

@ -2675,7 +2675,7 @@ void context_state_fb(struct wined3d_context *context, const struct wined3d_stat
}
context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets,
wined3d_rendertarget_view_get_surface(fb->depth_stencil),
fb->render_targets[0]->resource->draw_binding,
fb->render_targets[0] ? fb->render_targets[0]->resource->draw_binding : 0,
fb->depth_stencil ? fb->depth_stencil->resource->draw_binding : 0);
}
}

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@ -367,11 +367,20 @@ static GLenum gl_blend_factor(enum wined3d_blend factor, const struct wined3d_fo
static void state_blend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_format *rt_format = state->fb->render_targets[0]->format;
unsigned int rt_fmt_flags = state->fb->render_targets[0]->format_flags;
const struct wined3d_gl_info *gl_info = context->gl_info;
GLenum srcBlend, dstBlend;
const struct wined3d_format *rt_format;
enum wined3d_blend d3d_blend;
GLenum srcBlend, dstBlend;
unsigned int rt_fmt_flags;
if (!state->fb->render_targets[0])
{
gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
return;
}
rt_format = state->fb->render_targets[0]->format;
rt_fmt_flags = state->fb->render_targets[0]->format_flags;
/* According to the red book, GL_LINE_SMOOTH needs GL_BLEND with specific
* blending parameters to work. */
@ -4544,31 +4553,40 @@ static void vertexdeclaration(struct wined3d_context *context, const struct wine
static void viewport_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_rendertarget_view *depth_stencil = state->fb->depth_stencil;
const struct wined3d_rendertarget_view *target = state->fb->render_targets[0];
const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_viewport vp = state->viewport;
unsigned int width, height;
if (vp.width > target->width)
vp.width = target->width;
if (vp.height > target->height)
vp.height = target->height;
if (target)
{
if (vp.width > target->width)
vp.width = target->width;
if (vp.height > target->height)
vp.height = target->height;
surface_get_drawable_size(wined3d_rendertarget_view_get_surface(target), context, &width, &height);
}
else if (depth_stencil)
{
width = depth_stencil->width;
height = depth_stencil->height;
}
else
{
FIXME("No attachments draw calls not supported.\n");
return;
}
gl_info->gl_ops.gl.p_glDepthRange(vp.min_z, vp.max_z);
checkGLcall("glDepthRange");
/* Note: GL requires lower left, DirectX supplies upper left. This is
* reversed when using offscreen rendering. */
if (context->render_offscreen)
{
gl_info->gl_ops.gl.p_glViewport(vp.x, vp.y, vp.width, vp.height);
}
else
{
UINT width, height;
surface_get_drawable_size(wined3d_rendertarget_view_get_surface(target), context, &width, &height);
gl_info->gl_ops.gl.p_glViewport(vp.x, (height - (vp.y + vp.height)),
vp.width, vp.height);
}
gl_info->gl_ops.gl.p_glViewport(vp.x, (height - (vp.y + vp.height)), vp.width, vp.height);
checkGLcall("glViewport");
}

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@ -3431,7 +3431,7 @@ static inline BOOL needs_srgb_write(const struct wined3d_context *context,
{
return (!(context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)
|| state->render_states[WINED3D_RS_SRGBWRITEENABLE])
&& fb->render_targets[0]->format_flags & WINED3DFMT_FLAG_SRGB_WRITE;
&& fb->render_targets[0] && fb->render_targets[0]->format_flags & WINED3DFMT_FLAG_SRGB_WRITE;
}
/* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */