wined3d: Support for using auxilliary buffers for offscreen rendering.

OpenGL AUX buffers provide a way for offscreen rendering which is very
similar to our back buffer "offscreen" rendering emulation. Not all
card support aux buffers, but if they are available they are a nice
present which is easy to use.
This commit is contained in:
Stefan Dösinger 2007-02-27 21:32:15 +01:00 committed by Alexandre Julliard
parent 9badfb50cf
commit 8d9a553d89
4 changed files with 51 additions and 11 deletions

View File

@ -622,6 +622,14 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && oldRenderOffscreen) {
set_render_target_fbo((IWineD3DDevice *) This, 0, target);
} else if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
if(((IWineD3DSwapChainImpl *) swapchain)->backBuffer) {
glDrawBuffer(GL_BACK);
checkGLcall("glDrawBuffer(GL_BACK)");
} else {
glDrawBuffer(GL_FRONT);
checkGLcall("glDrawBuffer(GL_FRONT)");
}
}
IWineD3DSwapChain_Release(swapchain);
@ -685,6 +693,8 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
*/
context = ((IWineD3DSwapChainImpl *) This->swapchains[0])->context;
}
glDrawBuffer(This->offscreenBuffer);
checkGLcall("glDrawBuffer(This->offscreenBuffer)");
break;
}

View File

@ -1707,6 +1707,28 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPR
This->contexts[0]->last_was_rhw = 0;
glGetIntegerv(GL_MAX_LIGHTS, &This->maxConcurrentLights);
checkGLcall("glGetIntegerv(GL_MAX_LIGHTS, &This->maxConcurrentLights)");
switch(wined3d_settings.offscreen_rendering_mode) {
case ORM_FBO:
case ORM_PBUFFER:
This->offscreenBuffer = GL_BACK;
break;
case ORM_BACKBUFFER:
{
GLint auxBuffers;
glGetIntegerv(GL_AUX_BUFFERS, &auxBuffers);
TRACE("Got %d aux buffers\n", auxBuffers);
if(auxBuffers > 0) {
TRACE("Using auxilliary buffer for offscreen rendering\n");
This->offscreenBuffer = GL_AUX0;
} else {
TRACE("Using back buffer for offscreen rendering\n");
This->offscreenBuffer = GL_BACK;
}
}
}
TRACE("(%p) All defaults now set up, leaving Init3D with %p\n", This, This);
LEAVE_GL();

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@ -691,7 +691,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED
* Read from the back buffer
*/
TRACE("Locking offscreen render target\n");
glReadBuffer(GL_BACK);
glReadBuffer(myDevice->offscreenBuffer);
srcIsUpsideDown = TRUE;
} else {
if(iface == swapchain->frontBuffer) {
@ -1087,8 +1087,8 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
if(!swapchain) {
/* Primary offscreen render target */
TRACE("Offscreen render target\n");
glDrawBuffer(GL_BACK);
checkGLcall("glDrawBuffer(GL_BACK)");
glDrawBuffer(myDevice->offscreenBuffer);
checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
} else {
if(iface == swapchain->frontBuffer) {
TRACE("Onscreen front buffer\n");
@ -1118,7 +1118,10 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
flush_to_framebuffer_texture(This);
break;
}
if(!swapchain || swapchain->backBuffer) {
if(!swapchain) {
glDrawBuffer(myDevice->offscreenBuffer);
checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
} else if(swapchain->backBuffer) {
glDrawBuffer(GL_BACK);
checkGLcall("glDrawBuffer(GL_BACK)");
} else {
@ -1730,7 +1733,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) {
glGetIntegerv(GL_READ_BUFFER, &prevRead);
vcheckGLcall("glGetIntegerv");
glReadBuffer(GL_BACK);
glReadBuffer(This->resource.wineD3DDevice->offscreenBuffer);
vcheckGLcall("glReadBuffer");
glCopyTexImage2D(This->glDescription.target,
@ -1891,7 +1894,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const ch
glGetIntegerv(GL_READ_BUFFER, &prevRead);
vcheckGLcall("glGetIntegerv");
glReadBuffer(GL_BACK);
glReadBuffer(swapChain ? GL_BACK : This->resource.wineD3DDevice->offscreenBuffer);
vcheckGLcall("glReadBuffer");
glCopyTexImage2D(GL_TEXTURE_2D,
0,
@ -2179,7 +2182,9 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D
/* Bind the target texture */
glBindTexture(GL_TEXTURE_2D, This->glDescription.textureName);
checkGLcall("glBindTexture");
if(!swapchain || (swapchain->backBuffer && SrcSurface == swapchain->backBuffer[0])) {
if(!swapchain) {
glReadBuffer(myDevice->offscreenBuffer);
} else if(swapchain->backBuffer && SrcSurface == swapchain->backBuffer[0]) {
glReadBuffer(GL_BACK);
} else {
glReadBuffer(GL_FRONT);
@ -2775,8 +2780,8 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
glDrawBuffer(GL_FRONT);
checkGLcall("glDrawBuffer(GL_FRONT)");
} else if(This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
glDrawBuffer(GL_BACK);
checkGLcall("glDrawBuffer(GL_BACK)");
glDrawBuffer(myDevice->offscreenBuffer);
checkGLcall("glDrawBuffer(myDevice->offscreenBuffer3)");
} else {
TRACE("Surface is higher back buffer, falling back to software\n");
return WINED3DERR_INVALIDCALL;
@ -2793,10 +2798,12 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
0 /* Stencil */);
/* Restore the original draw buffer */
if(!dstSwapchain || (dstSwapchain->backBuffer && dstSwapchain->backBuffer[0])) {
if(!dstSwapchain) {
glDrawBuffer(myDevice->offscreenBuffer);
} else if(dstSwapchain->backBuffer && dstSwapchain->backBuffer[0]) {
glDrawBuffer(GL_BACK);
vcheckGLcall("glDrawBuffer");
}
vcheckGLcall("glDrawBuffer");
return WINED3D_OK;
}

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@ -623,6 +623,7 @@ struct IWineD3DDeviceImpl
/* X and GL Information */
GLint maxConcurrentLights;
GLenum offscreenBuffer;
/* Selected capabilities */
int vs_selected_mode;