wined3d: Add FBO support for offscreen rendering.

This commit is contained in:
H. Verbeet 2006-11-17 13:24:00 +01:00 committed by Alexandre Julliard
parent ad4c2bdb69
commit 6d66085150
5 changed files with 95 additions and 1 deletions

View File

@ -5985,7 +5985,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface) {
checkGLcall("glFlush");
TRACE("End Scene\n");
if(This->renderTarget != NULL) {
/* If we're using FBOs this isn't needed */
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->renderTarget != NULL) {
/* If the container of the rendertarget is a texture then we need to save the data from the pbuffer */
IUnknown *targetContainer = NULL;
@ -6989,6 +6990,66 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetDepthStencilSurface(IWineD3DDevice
return WINED3D_OK;
}
static void bind_fbo(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
if (!This->fbo) {
GL_EXTCALL(glGenFramebuffersEXT(1, &This->fbo));
checkGLcall("glGenFramebuffersEXT()");
}
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, This->fbo));
checkGLcall("glBindFramebuffer()");
}
/* TODO: Handle stencil attachments */
static void set_depth_stencil_fbo(IWineD3DDevice *iface, IWineD3DSurface *depth_stencil) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
bind_fbo(iface);
if (depth_stencil_impl) {
IWineD3DSurface_PreLoad(depth_stencil);
glBindTexture (GL_TEXTURE_2D, depth_stencil_impl->glDescription.textureName);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, depth_stencil_impl->glDescription.textureName, 0));
checkGLcall("glFramebufferTexture2DEXT()");
} else {
GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
checkGLcall("glFramebufferTexture2DEXT()");
}
if (!This->render_offscreen) {
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
checkGLcall("glBindFramebuffer()");
}
}
static void set_render_target_fbo(IWineD3DDevice *iface, IWineD3DSurface *render_target) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DSurfaceImpl *rtimpl = (IWineD3DSurfaceImpl *)render_target;
if (This->render_offscreen) {
bind_fbo(iface);
IWineD3DSurface_PreLoad(render_target);
glBindTexture (GL_TEXTURE_2D, rtimpl->glDescription.textureName);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, rtimpl->glDescription.textureName, 0));
checkGLcall("glFramebufferTexture2DEXT()");
} else {
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
checkGLcall("glBindFramebuffer()");
}
}
/* internal static helper functions */
static HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
IWineD3DSurface *RenderSurface);
@ -7040,6 +7101,9 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface,
implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
stencil buffer and incure an extra memory overhead */
hr = IWineD3DDeviceImpl_ActiveRender(iface, pRenderTarget);
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
set_render_target_fbo(iface, pRenderTarget);
}
}
if (SUCCEEDED(hr)) {
@ -7086,6 +7150,9 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *
/** TODO: glEnable/glDisable on depth/stencil depending on
* pNewZStencil is NULL and the depth/stencil is enabled in d3d
**********************************************************/
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
set_depth_stencil_fbo(iface, pNewZStencil);
}
}
return hr;

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@ -791,6 +791,12 @@ BOOL IWineD3DImpl_FillGLCaps(IWineD3D *iface, Display* display) {
wined3d_settings.nonpower2_mode = NP2_NONE;
}
/* We can only use ORM_FBO when the hardware supports it. */
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
}
/* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
* features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
* in case of the latest videocards in the number of pixel/vertex pipelines.

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@ -2078,6 +2078,16 @@ static void drawPrimitiveUploadTextures(IWineD3DDeviceImpl* This) {
}
}
static void check_fbo_status(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
GLenum status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
switch(status) {
case GL_FRAMEBUFFER_COMPLETE_EXT: TRACE("FBO complete.\n"); break;
default: TRACE("FBO status %#x.\n", status); break;
}
}
/* Routine common to the draw primitive and draw indexed primitive routines */
void drawPrimitive(IWineD3DDevice *iface,
int PrimitiveType,
@ -2101,6 +2111,10 @@ void drawPrimitive(IWineD3DDevice *iface,
BOOL lighting_changed, lighting_original = FALSE;
if (TRACE_ON(d3d_draw) && wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
check_fbo_status(iface);
}
/* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
* here simply check whether a shader was set, or the user disabled shaders */
if (This->vs_selected_mode != SHADER_NONE && This->stateBlock->vertexShader &&

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@ -215,6 +215,11 @@ BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv)
TRACE("Using PBuffers for offscreen rendering\n");
wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
}
else if (!strcmp(buffer,"fbo"))
{
TRACE("Using FBOs for offscreen rendering\n");
wined3d_settings.offscreen_rendering_mode = ORM_FBO;
}
}
if ( !get_config_key( hkey, appkey, "RenderTargetLockMode", buffer, size) )
{

View File

@ -137,6 +137,7 @@ static WINED3DGLTYPE const glTypeLookup[WINED3DDECLTYPE_UNUSED] = {
#define ORM_BACKBUFFER 0
#define ORM_PBUFFER 1
#define ORM_FBO 2
#define SHADER_SW 0
#define SHADER_ARB 1
@ -550,6 +551,7 @@ typedef struct IWineD3DDeviceImpl
/* For rendering to a texture using glCopyTexImage */
BOOL render_offscreen;
GLuint fbo;
/* Cursor management */
BOOL bCursorVisible;