wined3d: Implement stencil shader resource views.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2016-12-01 13:56:34 +01:00 committed by Alexandre Julliard
parent fc12d331c5
commit 85c8c3eea8
2 changed files with 33 additions and 1 deletions

View File

@ -3904,6 +3904,12 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter, DWORD
TRACE("Disabling ARB_clip_control because ARB_viewport_array is not supported.\n");
gl_info->supported[ARB_CLIP_CONTROL] = FALSE;
}
if (gl_info->supported[ARB_STENCIL_TEXTURING] && !gl_info->supported[ARB_TEXTURE_SWIZZLE])
{
/* The stencil value needs to be placed in the green channel. */
TRACE("Disabling ARB_stencil_texturing because ARB_texture_swizzle is not supported.\n");
gl_info->supported[ARB_STENCIL_TEXTURING] = FALSE;
}
if (!gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] && gl_info->supported[EXT_TEXTURE_MIRROR_CLAMP])
{
TRACE(" IMPLIED: ATI_texture_mirror_once support (by EXT_texture_mirror_clamp).\n");

View File

@ -24,6 +24,12 @@
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
static BOOL is_stencil_view_format(const struct wined3d_format *format)
{
return format->id == WINED3DFMT_X24_TYPELESS_G8_UINT
|| format->id == WINED3DFMT_X32_TYPELESS_G8X24_UINT;
}
ULONG CDECL wined3d_rendertarget_view_incref(struct wined3d_rendertarget_view *view)
{
ULONG refcount = InterlockedIncrement(&view->refcount);
@ -320,6 +326,25 @@ static void wined3d_shader_resource_view_create_texture_view(struct wined3d_shad
desc->u.texture.layer_idx, desc->u.texture.layer_count));
checkGLcall("Create texture view");
if (is_stencil_view_format(view_format))
{
static const GLint swizzle[] = {GL_ZERO, GL_RED, GL_ZERO, GL_ZERO};
if (!gl_info->supported[ARB_STENCIL_TEXTURING])
{
context_release(context);
FIXME("OpenGL implementation does not support stencil texturing.\n");
return;
}
context_bind_texture(context, view->target, view->object);
gl_info->gl_ops.gl.p_glTexParameteriv(view->target, GL_TEXTURE_SWIZZLE_RGBA, swizzle);
gl_info->gl_ops.gl.p_glTexParameteri(view->target, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_STENCIL_INDEX);
checkGLcall("Initialize stencil view");
context_invalidate_state(context, STATE_SHADER_RESOURCE_BINDING);
}
context_release(context);
}
@ -391,7 +416,8 @@ static HRESULT wined3d_shader_resource_view_init(struct wined3d_shader_resource_
if (resource->format->id == view_format->id && texture->target == view->target
&& !desc->u.texture.level_idx && desc->u.texture.level_count == texture->level_count
&& !desc->u.texture.layer_idx && desc->u.texture.layer_count == texture->layer_count)
&& !desc->u.texture.layer_idx && desc->u.texture.layer_count == texture->layer_count
&& !is_stencil_view_format(view_format))
{
TRACE("Creating identity shader resource view.\n");
}