wined3d: Implement draw calls with no attachments.
Supported when ARB_framebuffer_no_attachments is available. It was reported that no attachments framebuffers trigger GPU hangs in The Witcher 3 on some system configurations with radeonsi driver. MESA_EXTENSION_OVERRIDE=-GL_ARB_framebuffer_no_attachments can be used as a workaround until it's fixed. Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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4998cea070
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7096e1e02d
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@ -700,8 +700,8 @@ static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context,
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static void context_apply_fbo_entry(struct wined3d_context *context, GLenum target, struct fbo_entry *entry)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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unsigned int i;
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GLuint read_binding, draw_binding;
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unsigned int i;
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if (entry->flags & WINED3D_FBO_ENTRY_FLAG_ATTACHED)
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{
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@ -713,6 +713,16 @@ static void context_apply_fbo_entry(struct wined3d_context *context, GLenum targ
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draw_binding = context->fbo_draw_binding;
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context_bind_fbo(context, GL_FRAMEBUFFER, entry->id);
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if (gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS])
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{
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GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER,
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GL_FRAMEBUFFER_DEFAULT_WIDTH, gl_info->limits.framebuffer_width));
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GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER,
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GL_FRAMEBUFFER_DEFAULT_HEIGHT, gl_info->limits.framebuffer_height));
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GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_LAYERS, 1));
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GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_SAMPLES, 1));
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}
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/* Apply render targets */
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for (i = 0; i < gl_info->limits.buffers; ++i)
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{
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@ -2996,12 +3006,13 @@ void context_apply_blit_state(struct wined3d_context *context, const struct wine
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context_invalidate_state(context, STATE_FRAMEBUFFER);
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}
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static BOOL context_validate_rt_config(UINT rt_count, struct wined3d_rendertarget_view * const *rts,
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static BOOL have_framebuffer_attachment(unsigned int rt_count, struct wined3d_rendertarget_view * const *rts,
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const struct wined3d_rendertarget_view *ds)
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{
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unsigned int i;
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if (ds) return TRUE;
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if (ds)
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return TRUE;
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for (i = 0; i < rt_count; ++i)
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{
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@ -3009,7 +3020,6 @@ static BOOL context_validate_rt_config(UINT rt_count, struct wined3d_rendertarge
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return TRUE;
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}
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WARN("Invalid render target config, need at least one attachment.\n");
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return FALSE;
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}
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@ -3026,8 +3036,11 @@ BOOL context_apply_clear_state(struct wined3d_context *context, const struct win
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if (isStateDirty(context, STATE_FRAMEBUFFER) || fb != state->fb
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|| rt_count != gl_info->limits.buffers)
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{
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if (!context_validate_rt_config(rt_count, rts, dsv))
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if (!have_framebuffer_attachment(rt_count, rts, dsv))
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{
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WARN("Invalid render target config, need at least one attachment.\n");
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return FALSE;
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}
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
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{
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@ -3908,8 +3921,16 @@ static BOOL context_apply_draw_state(struct wined3d_context *context,
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unsigned int i;
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WORD map;
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if (!context_validate_rt_config(gl_info->limits.buffers, fb->render_targets, fb->depth_stencil))
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return FALSE;
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if (!have_framebuffer_attachment(gl_info->limits.buffers, fb->render_targets, fb->depth_stencil))
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{
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if (!gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS])
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{
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FIXME("OpenGL implementation does not support framebuffers with no attachments.\n");
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return FALSE;
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}
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context_set_render_offscreen(context, TRUE);
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}
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && isStateDirty(context, STATE_FRAMEBUFFER))
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{
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@ -3779,6 +3779,19 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
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gl_info->limits.samples = gl_max;
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}
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if (gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS])
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{
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gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAMEBUFFER_WIDTH, &gl_max);
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gl_info->limits.framebuffer_width = gl_max;
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gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAMEBUFFER_HEIGHT, &gl_max);
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gl_info->limits.framebuffer_height = gl_max;
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}
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else
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{
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gl_info->limits.framebuffer_width = gl_info->limits.texture_size;
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gl_info->limits.framebuffer_height = gl_info->limits.texture_size;
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}
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gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL] =
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min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], MAX_GL_FRAGMENT_SAMPLERS);
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sampler_count = 0;
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@ -4671,17 +4671,15 @@ static void viewport_miscpart(struct wined3d_context *context, const struct wine
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}
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else if (depth_stencil)
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{
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width = depth_stencil->width;
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height = depth_stencil->height;
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}
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else
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{
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FIXME("No attachments draw calls not supported.\n");
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return;
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height = gl_info->limits.framebuffer_height;
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}
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gl_info->gl_ops.gl.p_glDepthRange(vp.min_z, vp.max_z);
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checkGLcall("glDepthRange");
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/* Note: GL requires lower left, DirectX supplies upper left. This is
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* reversed when using offscreen rendering. */
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y = context->render_offscreen ? vp.y : height - (vp.y + vp.height);
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@ -4690,7 +4688,7 @@ static void viewport_miscpart(struct wined3d_context *context, const struct wine
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GL_EXTCALL(glViewportIndexedf(0, vp.x, y, vp.width, vp.height));
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else
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gl_info->gl_ops.gl.p_glViewport(vp.x, y, vp.width, vp.height);
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checkGLcall("glViewport");
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checkGLcall("setting clip space and viewport");
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}
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static void viewport_miscpart_cc(struct wined3d_context *context,
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@ -4717,17 +4715,14 @@ static void viewport_miscpart_cc(struct wined3d_context *context,
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}
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else if (depth_stencil)
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{
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width = depth_stencil->width;
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height = depth_stencil->height;
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}
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else
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{
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FIXME("No attachments draw calls not supported.\n");
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return;
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height = gl_info->limits.framebuffer_height;
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}
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gl_info->gl_ops.gl.p_glDepthRange(vp.min_z, vp.max_z);
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checkGLcall("glDepthRange");
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if (context->render_offscreen)
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{
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@ -2533,6 +2533,9 @@ struct wined3d_gl_limits
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unsigned int texture_buffer_offset_alignment;
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unsigned int framebuffer_width;
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unsigned int framebuffer_height;
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UINT glsl_varyings;
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UINT glsl_vs_float_constants;
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UINT glsl_ps_float_constants;
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