From 80818bfc8d92fca304f5776ad879e0c77ef1127c Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Tue, 28 Oct 2008 21:25:06 +0100 Subject: [PATCH] wined3d: Support some more depth blt texture types in surface_depth_blt(). --- dlls/wined3d/surface.c | 117 +++++++++++++++++++++++++++++++++++++---- 1 file changed, 106 insertions(+), 11 deletions(-) diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c index 83c419ed4ff..356b599be63 100644 --- a/dlls/wined3d/surface.c +++ b/dlls/wined3d/surface.c @@ -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) {