wined3d: Check if the depth/stencil surface has any valid location at the start of surface_load_ds_location().
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@ -4146,106 +4146,103 @@ void surface_load_ds_location(IWineD3DSurfaceImpl *surface, struct wined3d_conte
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return;
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}
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if (!(surface->Flags & SFLAG_LOCATIONS))
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{
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FIXME("No up to date depth stencil location.\n");
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surface->Flags |= location;
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return;
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}
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if (location == SFLAG_DS_OFFSCREEN)
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{
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if (surface->Flags & SFLAG_DS_ONSCREEN)
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GLint old_binding = 0;
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GLenum bind_target;
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TRACE("Copying onscreen depth buffer to depth texture.\n");
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ENTER_GL();
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if (!device->depth_blt_texture)
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{
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GLint old_binding = 0;
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GLenum bind_target;
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glGenTextures(1, &device->depth_blt_texture);
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}
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TRACE("Copying onscreen depth buffer to depth texture.\n");
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ENTER_GL();
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if (!device->depth_blt_texture) {
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glGenTextures(1, &device->depth_blt_texture);
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}
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/* Note that we use depth_blt here as well, rather than glCopyTexImage2D
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* directly on the FBO texture. That's because we need to flip. */
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context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
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if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
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{
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glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
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bind_target = GL_TEXTURE_RECTANGLE_ARB;
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} else {
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
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bind_target = GL_TEXTURE_2D;
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}
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glBindTexture(bind_target, device->depth_blt_texture);
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glCopyTexImage2D(bind_target, surface->texture_level, surface->resource.format_desc->glInternal,
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0, 0, surface->currentDesc.Width, surface->currentDesc.Height, 0);
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glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(bind_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
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glBindTexture(bind_target, old_binding);
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/* Setup the destination */
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if (!device->depth_blt_rb) {
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gl_info->fbo_ops.glGenRenderbuffers(1, &device->depth_blt_rb);
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checkGLcall("glGenRenderbuffersEXT");
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}
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if (device->depth_blt_rb_w != surface->currentDesc.Width
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|| device->depth_blt_rb_h != surface->currentDesc.Height)
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{
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gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, device->depth_blt_rb);
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checkGLcall("glBindRenderbufferEXT");
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gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8,
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surface->currentDesc.Width, surface->currentDesc.Height);
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checkGLcall("glRenderbufferStorageEXT");
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device->depth_blt_rb_w = surface->currentDesc.Width;
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device->depth_blt_rb_h = surface->currentDesc.Height;
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}
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context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
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gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
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GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, device->depth_blt_rb);
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checkGLcall("glFramebufferRenderbufferEXT");
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context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, surface, FALSE);
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/* Do the actual blit */
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surface_depth_blt(surface, gl_info, device->depth_blt_texture,
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surface->currentDesc.Width, surface->currentDesc.Height, bind_target);
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checkGLcall("depth_blt");
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if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
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else context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
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LEAVE_GL();
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if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
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/* Note that we use depth_blt here as well, rather than glCopyTexImage2D
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* directly on the FBO texture. That's because we need to flip. */
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context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
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if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
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{
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glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
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bind_target = GL_TEXTURE_RECTANGLE_ARB;
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}
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else
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{
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FIXME("No up to date depth stencil location\n");
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
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bind_target = GL_TEXTURE_2D;
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}
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glBindTexture(bind_target, device->depth_blt_texture);
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glCopyTexImage2D(bind_target, surface->texture_level, surface->resource.format_desc->glInternal,
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0, 0, surface->currentDesc.Width, surface->currentDesc.Height, 0);
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glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(bind_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
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glBindTexture(bind_target, old_binding);
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/* Setup the destination */
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if (!device->depth_blt_rb)
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{
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gl_info->fbo_ops.glGenRenderbuffers(1, &device->depth_blt_rb);
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checkGLcall("glGenRenderbuffersEXT");
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}
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if (device->depth_blt_rb_w != surface->currentDesc.Width
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|| device->depth_blt_rb_h != surface->currentDesc.Height)
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{
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gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, device->depth_blt_rb);
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checkGLcall("glBindRenderbufferEXT");
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gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8,
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surface->currentDesc.Width, surface->currentDesc.Height);
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checkGLcall("glRenderbufferStorageEXT");
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device->depth_blt_rb_w = surface->currentDesc.Width;
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device->depth_blt_rb_h = surface->currentDesc.Height;
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}
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context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
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gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
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GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, device->depth_blt_rb);
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checkGLcall("glFramebufferRenderbufferEXT");
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context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, surface, FALSE);
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/* Do the actual blit */
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surface_depth_blt(surface, gl_info, device->depth_blt_texture,
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surface->currentDesc.Width, surface->currentDesc.Height, bind_target);
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checkGLcall("depth_blt");
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if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
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else context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
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LEAVE_GL();
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if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
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}
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else if (location == SFLAG_DS_ONSCREEN)
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{
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if (surface->Flags & SFLAG_DS_OFFSCREEN)
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{
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TRACE("Copying depth texture to onscreen depth buffer.\n");
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TRACE("Copying depth texture to onscreen depth buffer.\n");
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ENTER_GL();
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ENTER_GL();
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context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
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surface_depth_blt(surface, gl_info, surface->texture_name,
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surface->currentDesc.Width, surface->currentDesc.Height, surface->texture_target);
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checkGLcall("depth_blt");
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context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
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surface_depth_blt(surface, gl_info, surface->texture_name,
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surface->currentDesc.Width, surface->currentDesc.Height, surface->texture_target);
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checkGLcall("depth_blt");
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if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
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if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
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LEAVE_GL();
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LEAVE_GL();
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if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
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}
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else
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{
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FIXME("No up to date depth stencil location\n");
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}
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if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
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}
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else
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{
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