wined3d: Support some more depth blt texture types in surface_depth_blt().

This commit is contained in:
Henri Verbeet 2008-10-28 21:25:06 +01:00 committed by Alexandre Julliard
parent 17ab7f6b83
commit 80818bfc8d
1 changed files with 106 additions and 11 deletions

View File

@ -3954,9 +3954,103 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
return WINED3D_OK;
}
static void surface_depth_blt(IWineD3DSurfaceImpl *This, GLuint texture, GLsizei w, GLsizei h)
struct depth_blt_info
{
GLenum binding;
GLenum bind_target;
enum tex_types tex_type;
GLfloat coords[4][3];
};
static void surface_get_depth_blt_info(GLenum target, GLsizei w, GLsizei h, struct depth_blt_info *info)
{
GLfloat (*coords)[3] = info->coords;
switch (target)
{
default:
FIXME("Unsupported texture target %#x\n", target);
/* Fall back to GL_TEXTURE_2D */
case GL_TEXTURE_2D:
info->binding = GL_TEXTURE_BINDING_2D;
info->bind_target = GL_TEXTURE_2D;
info->tex_type = tex_2d;
coords[0][0] = 0.0f; coords[0][1] = 1.0f; coords[0][2] = 0.0f;
coords[1][0] = 1.0f; coords[1][1] = 1.0f; coords[1][2] = 0.0f;
coords[2][0] = 0.0f; coords[2][1] = 0.0f; coords[2][2] = 0.0f;
coords[3][0] = 1.0f; coords[3][1] = 0.0f; coords[3][2] = 0.0f;
break;
case GL_TEXTURE_RECTANGLE_ARB:
info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
info->tex_type = tex_rect;
coords[0][0] = 0.0f; coords[0][1] = h; coords[0][2] = 0.0f;
coords[1][0] = w; coords[1][1] = h; coords[1][2] = 0.0f;
coords[2][0] = 0.0f; coords[2][1] = 0.0f; coords[2][2] = 0.0f;
coords[3][0] = w; coords[3][1] = 0.0f; coords[3][2] = 0.0f;
break;
case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
info->tex_type = tex_cube;
coords[0][0] = 1.0f; coords[0][1] = -1.0f; coords[0][2] = 1.0f;
coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
coords[2][0] = 1.0f; coords[2][1] = 1.0f; coords[2][2] = 1.0f;
coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
info->tex_type = tex_cube;
coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
coords[1][0] = -1.0f; coords[1][1] = -1.0f; coords[1][2] = 1.0f;
coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
coords[3][0] = -1.0f; coords[3][1] = 1.0f; coords[3][2] = 1.0f;
case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
info->tex_type = tex_cube;
coords[0][0] = -1.0f; coords[0][1] = 1.0f; coords[0][2] = 1.0f;
coords[1][0] = 1.0f; coords[1][1] = 1.0f; coords[1][2] = 1.0f;
coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
info->tex_type = tex_cube;
coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
coords[2][0] = -1.0f; coords[2][1] = -1.0f; coords[2][2] = 1.0f;
coords[3][0] = 1.0f; coords[3][1] = -1.0f; coords[3][2] = 1.0f;
case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
info->tex_type = tex_cube;
coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = 1.0f;
coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = 1.0f;
coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = 1.0f;
coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = 1.0f;
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
info->tex_type = tex_cube;
coords[0][0] = 1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
coords[1][0] = -1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
coords[2][0] = 1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
coords[3][0] = -1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
}
}
static void surface_depth_blt(IWineD3DSurfaceImpl *This, GLuint texture, GLsizei w, GLsizei h, GLenum target)
{
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
struct depth_blt_info info;
GLint old_binding = 0;
glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
@ -3972,24 +4066,25 @@ static void surface_depth_blt(IWineD3DSurfaceImpl *This, GLuint texture, GLsizei
glBlendFunc(GL_ZERO, GL_ONE);
glViewport(0, 0, w, h);
surface_get_depth_blt_info(target, w, h, &info);
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
glBindTexture(GL_TEXTURE_2D, texture);
glGetIntegerv(info.binding, &old_binding);
glBindTexture(info.bind_target, texture);
device->shader_backend->shader_select_depth_blt((IWineD3DDevice *)device, tex_2d);
device->shader_backend->shader_select_depth_blt((IWineD3DDevice *)device, info.tex_type);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0f, 1.0f);
glTexCoord3fv(info.coords[0]);
glVertex2f(-1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f);
glTexCoord3fv(info.coords[1]);
glVertex2f(1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f);
glTexCoord3fv(info.coords[2]);
glVertex2f(-1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f);
glTexCoord3fv(info.coords[3]);
glVertex2f(1.0f, 1.0f);
glEnd();
glBindTexture(GL_TEXTURE_2D, old_binding);
glBindTexture(info.bind_target, old_binding);
glPopAttrib();
@ -4079,7 +4174,7 @@ void surface_load_ds_location(IWineD3DSurface *iface, DWORD location) {
context_attach_depth_stencil_fbo(device, GL_FRAMEBUFFER_EXT, iface, FALSE);
/* Do the actual blit */
surface_depth_blt(This, device->depth_blt_texture, This->currentDesc.Width, This->currentDesc.Height);
surface_depth_blt(This, device->depth_blt_texture, This->currentDesc.Width, This->currentDesc.Height, GL_TEXTURE_2D);
checkGLcall("depth_blt");
if (device->activeContext->current_fbo) {
@ -4101,7 +4196,7 @@ void surface_load_ds_location(IWineD3DSurface *iface, DWORD location) {
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
checkGLcall("glBindFramebuffer()");
surface_depth_blt(This, This->glDescription.textureName, This->currentDesc.Width, This->currentDesc.Height);
surface_depth_blt(This, This->glDescription.textureName, This->currentDesc.Width, This->currentDesc.Height, This->glDescription.target);
checkGLcall("depth_blt");
if (device->activeContext->current_fbo) {