wined3d: Simply pass an IWineD3DSurfaceImpl pointer to context_attach_surface_fbo().
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@ -255,20 +255,19 @@ void context_attach_depth_stencil_fbo(struct wined3d_context *context,
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/* GL locking is done by the caller */
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void context_attach_surface_fbo(const struct wined3d_context *context,
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GLenum fbo_target, DWORD idx, IWineD3DSurface *surface)
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GLenum fbo_target, DWORD idx, IWineD3DSurfaceImpl *surface)
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{
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IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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TRACE("Attach surface %p to %u\n", surface, idx);
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if (surface)
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{
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surface_prepare_texture(surface_impl, gl_info, FALSE);
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context_apply_attachment_filter_states(surface_impl);
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surface_prepare_texture(surface, gl_info, FALSE);
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context_apply_attachment_filter_states(surface);
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gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, surface_impl->texture_target,
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surface_impl->texture_name, surface_impl->texture_level);
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gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, surface->texture_target,
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surface->texture_name, surface->texture_level);
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checkGLcall("glFramebufferTexture2D()");
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}
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else
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@ -415,7 +414,7 @@ static void context_apply_fbo_entry(struct wined3d_context *context, struct fbo_
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/* Apply render targets */
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for (i = 0; i < gl_info->limits.buffers; ++i)
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{
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IWineD3DSurface *render_target = device->render_targets[i];
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IWineD3DSurfaceImpl *render_target = (IWineD3DSurfaceImpl *)device->render_targets[i];
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context_attach_surface_fbo(context, GL_FRAMEBUFFER, i, render_target);
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}
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@ -2011,7 +2010,7 @@ static void context_apply_state(struct wined3d_context *context, IWineD3DDeviceI
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ENTER_GL();
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context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
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context_attach_surface_fbo(context, GL_FRAMEBUFFER, 0, context->current_rt);
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context_attach_surface_fbo(context, GL_FRAMEBUFFER, 0, (IWineD3DSurfaceImpl *)context->current_rt);
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context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, NULL, FALSE);
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LEAVE_GL();
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} else {
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@ -4394,7 +4394,7 @@ HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfac
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ENTER_GL();
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context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
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context_attach_surface_fbo(context, GL_FRAMEBUFFER, 0, (IWineD3DSurface *)target);
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context_attach_surface_fbo(context, GL_FRAMEBUFFER, 0, target);
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context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, NULL, FALSE);
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LEAVE_GL();
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}
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@ -5458,7 +5458,7 @@ static void color_fill_fbo(IWineD3DDevice *iface, IWineD3DSurface *surface,
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context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
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ENTER_GL();
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context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
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context_attach_surface_fbo(context, GL_FRAMEBUFFER, 0, surface);
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context_attach_surface_fbo(context, GL_FRAMEBUFFER, 0, (IWineD3DSurfaceImpl *)surface);
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context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, NULL, FALSE);
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}
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@ -5784,7 +5784,7 @@ void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, const
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TRACE("Source surface %p is offscreen\n", src_surface);
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ENTER_GL();
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context_bind_fbo(context, GL_READ_FRAMEBUFFER, &context->src_fbo);
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context_attach_surface_fbo(context, GL_READ_FRAMEBUFFER, 0, src_surface);
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context_attach_surface_fbo(context, GL_READ_FRAMEBUFFER, 0, (IWineD3DSurfaceImpl *)src_surface);
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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checkGLcall("glReadBuffer()");
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context_attach_depth_stencil_fbo(context, GL_READ_FRAMEBUFFER, NULL, FALSE);
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@ -5823,7 +5823,7 @@ void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, const
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ENTER_GL();
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context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, &context->dst_fbo);
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context_attach_surface_fbo(context, GL_DRAW_FRAMEBUFFER, 0, dst_surface);
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context_attach_surface_fbo(context, GL_DRAW_FRAMEBUFFER, 0, (IWineD3DSurfaceImpl *)dst_surface);
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context_set_draw_buffer(context, GL_COLOR_ATTACHMENT0);
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context_attach_depth_stencil_fbo(context, GL_DRAW_FRAMEBUFFER, NULL, FALSE);
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}
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@ -118,7 +118,7 @@ static void swapchain_blit(IWineD3DSwapChainImpl *This, struct wined3d_context *
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{
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ENTER_GL();
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context_bind_fbo(context, GL_READ_FRAMEBUFFER, &context->src_fbo);
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context_attach_surface_fbo(context, GL_READ_FRAMEBUFFER, 0, This->backBuffer[0]);
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context_attach_surface_fbo(context, GL_READ_FRAMEBUFFER, 0, backbuffer);
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context_attach_depth_stencil_fbo(context, GL_READ_FRAMEBUFFER, NULL, FALSE);
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context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
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@ -1216,7 +1216,7 @@ void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fb
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void context_attach_depth_stencil_fbo(struct wined3d_context *context,
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GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer) DECLSPEC_HIDDEN;
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void context_attach_surface_fbo(const struct wined3d_context *context,
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GLenum fbo_target, DWORD idx, IWineD3DSurface *surface) DECLSPEC_HIDDEN;
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GLenum fbo_target, DWORD idx, IWineD3DSurfaceImpl *surface) DECLSPEC_HIDDEN;
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struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target,
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const struct wined3d_format_desc *ds_format_desc) DECLSPEC_HIDDEN;
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void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
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