wgl: Use correct types and pixelformats for pbuffers.

This commit is contained in:
Roderick Colenbrander 2007-07-28 00:20:44 +02:00 committed by Alexandre Julliard
parent e34f58ad78
commit 96f9cceb68
1 changed files with 26 additions and 5 deletions

View File

@ -123,9 +123,12 @@ typedef struct wine_glpbuffer {
int* attribList;
HDC hdc;
int use_render_texture;
int use_render_texture; /* This is also the internal texture format */
int texture_bind_target;
int texture_bpp;
GLint texture_format;
GLuint texture_target;
GLuint texture_bind_target;
GLenum texture_type;
GLuint texture;
int texture_level;
} Wine_GLPBuffer;
@ -2027,23 +2030,41 @@ static HPBUFFERARB WINAPI X11DRV_wglCreatePbufferARB(HDC hdc, int iPixelFormat,
switch (attr_v) {
case WGL_TEXTURE_RGB_ARB:
object->use_render_texture = GL_RGB;
object->texture_bpp = 3;
object->texture_format = GL_RGB;
object->texture_type = GL_UNSIGNED_BYTE;
break;
case WGL_TEXTURE_RGBA_ARB:
object->use_render_texture = GL_RGBA;
object->texture_bpp = 4;
object->texture_format = GL_RGBA;
object->texture_type = GL_UNSIGNED_BYTE;
break;
/* WGL_FLOAT_COMPONENTS_NV */
case WGL_TEXTURE_FLOAT_R_NV:
object->use_render_texture = GL_FLOAT_R_NV;
object->texture_bpp = 4;
object->texture_format = GL_RED;
object->texture_type = GL_FLOAT;
break;
case WGL_TEXTURE_FLOAT_RG_NV:
object->use_render_texture = GL_FLOAT_RG_NV;
object->texture_bpp = 8;
object->texture_format = GL_LUMINANCE_ALPHA;
object->texture_type = GL_FLOAT;
break;
case WGL_TEXTURE_FLOAT_RGB_NV:
object->use_render_texture = GL_FLOAT_RGB_NV;
object->texture_bpp = 12;
object->texture_format = GL_RGB;
object->texture_type = GL_FLOAT;
break;
case WGL_TEXTURE_FLOAT_RGBA_NV:
object->use_render_texture = GL_FLOAT_RGBA_NV;
object->texture_bpp = 16;
object->texture_format = GL_RGBA;
object->texture_type = GL_FLOAT;
break;
default:
ERR("Unknown texture format: %x\n", attr_v);
@ -2703,7 +2724,7 @@ static GLboolean WINAPI X11DRV_wglBindTexImageARB(HPBUFFERARB hPbuffer, int iBuf
FIXME("partial stub!\n");
}
buf = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 4*object->width*object->height);
buf = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->texture_bpp*object->width*object->height);
if(!buf) {
ERR("Unable to allocate a buffer for render_texture emulation\n");
return GL_FALSE;
@ -2714,11 +2735,11 @@ static GLboolean WINAPI X11DRV_wglBindTexImageARB(HPBUFFERARB hPbuffer, int iBuf
/* Switch to our pbuffer and readback its contents */
pglXMakeCurrent(gdi_display, object->drawable, tmp_context);
pglReadPixels(0, 0, object->width, object->height, GL_RGBA, GL_UNSIGNED_BYTE, buf);
pglReadPixels(0, 0, object->width, object->height, object->texture_format, object->texture_type, buf);
/* Switch back to the original drawable and upload the pbuffer-texture */
pglXMakeCurrent(object->display, prev_drawable, prev_context);
pglTexImage2D(object->texture_target, 0, GL_RGBA8, object->width, object->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, buf);
pglTexImage2D(object->texture_target, 0, object->use_render_texture, object->width, object->height, 0, object->texture_format, object->texture_type, buf);
pglXDestroyContext(gdi_display, tmp_context);
HeapFree(GetProcessHeap(), 0, buf);