wined3d: Allow depth and stencil clears on surfaces other than the current depth / stencil buffer.
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@ -2,7 +2,7 @@
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* Context and render target management in wined3d
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*
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* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
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* Copyright 2009-2010 Henri Verbeet for CodeWeavers
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* Copyright 2009-2011 Henri Verbeet for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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@ -1915,7 +1915,7 @@ static struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSur
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/* Context activation is done by the caller. */
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static void context_apply_draw_buffers(struct wined3d_context *context, UINT rt_count, IWineD3DSurfaceImpl **rts)
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{
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if (!surface_is_offscreen(rts[0]))
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if (rt_count && !surface_is_offscreen(rts[0]))
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{
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ENTER_GL();
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glDrawBuffer(surface_get_gl_buffer(rts[0]));
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@ -1951,7 +1951,7 @@ static void context_apply_draw_buffers(struct wined3d_context *context, UINT rt_
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}
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else
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{
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glDrawBuffer(rts[0]->resource.device->offscreenBuffer);
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glDrawBuffer(rt_count ? rts[0]->resource.device->offscreenBuffer : GL_NONE);
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checkGLcall("glDrawBuffer()");
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}
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LEAVE_GL();
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@ -2086,7 +2086,7 @@ BOOL context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceIm
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ENTER_GL();
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if (surface_is_offscreen(rts[0]))
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if (!rt_count || surface_is_offscreen(rts[0]))
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{
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for (i = 0; i < rt_count; ++i)
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{
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@ -652,15 +652,15 @@ static void prepare_ds_clear(IWineD3DSurfaceImpl *ds, struct wined3d_context *co
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/* Do not call while under the GL lock. */
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HRESULT device_clear_render_targets(IWineD3DDeviceImpl *device, UINT rt_count, IWineD3DSurfaceImpl **rts,
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UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
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const WINED3DCOLORVALUE *color, float depth, DWORD stencil)
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IWineD3DSurfaceImpl *depth_stencil, UINT rect_count, const RECT *rects, const RECT *draw_rect,
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DWORD flags, const WINED3DCOLORVALUE *color, float depth, DWORD stencil)
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{
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const RECT *clear_rect = (rect_count > 0 && rects) ? (const RECT *)rects : NULL;
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IWineD3DSurfaceImpl *depth_stencil = device->depth_stencil;
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IWineD3DSurfaceImpl *target = rts[0];
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IWineD3DSurfaceImpl *target = rt_count ? rts[0] : NULL;
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UINT drawable_width, drawable_height;
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struct wined3d_context *context;
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GLbitfield clear_mask = 0;
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BOOL render_offscreen;
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unsigned int i;
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/* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
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@ -694,7 +694,17 @@ HRESULT device_clear_render_targets(IWineD3DDeviceImpl *device, UINT rt_count, I
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return WINED3D_OK;
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}
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target->get_drawable_size(context, &drawable_width, &drawable_height);
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if (target)
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{
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render_offscreen = context->render_offscreen;
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target->get_drawable_size(context, &drawable_width, &drawable_height);
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}
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else
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{
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render_offscreen = FALSE;
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drawable_width = depth_stencil->pow2Width;
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drawable_height = depth_stencil->pow2Height;
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}
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ENTER_GL();
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@ -715,7 +725,7 @@ HRESULT device_clear_render_targets(IWineD3DDeviceImpl *device, UINT rt_count, I
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if (flags & WINED3DCLEAR_ZBUFFER)
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{
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DWORD location = context->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
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DWORD location = render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
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if (location == SFLAG_DS_ONSCREEN && depth_stencil != device->onscreen_depth_stencil)
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{
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@ -752,7 +762,7 @@ HRESULT device_clear_render_targets(IWineD3DDeviceImpl *device, UINT rt_count, I
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if (!clear_rect)
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{
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if (context->render_offscreen)
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if (render_offscreen)
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{
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glScissor(draw_rect->left, draw_rect->top,
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draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
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@ -789,7 +799,7 @@ HRESULT device_clear_render_targets(IWineD3DDeviceImpl *device, UINT rt_count, I
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continue;
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}
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if (context->render_offscreen)
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if (render_offscreen)
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{
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glScissor(current_rect.left, current_rect.top,
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current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
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@ -808,7 +818,8 @@ HRESULT device_clear_render_targets(IWineD3DDeviceImpl *device, UINT rt_count, I
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LEAVE_GL();
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if (wined3d_settings.strict_draw_ordering || (target->container.type == WINED3D_CONTAINER_SWAPCHAIN
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if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET
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&& target->container.type == WINED3D_CONTAINER_SWAPCHAIN
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&& target->container.u.swapchain->front_buffer == target))
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wglFlush(); /* Flush to ensure ordering across contexts. */
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@ -4816,7 +4827,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD rect
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device_get_draw_rect(device, &draw_rect);
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return device_clear_render_targets(device, device->adapter->gl_info.limits.buffers,
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device->render_targets, rect_count, rects, &draw_rect, flags, &c, depth, stencil);
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device->render_targets, device->depth_stencil, rect_count, rects,
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&draw_rect, flags, &c, depth, stencil);
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}
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/*****
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@ -1112,7 +1112,7 @@ void surface_set_compatible_renderbuffer(IWineD3DSurfaceImpl *surface, IWineD3DS
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unsigned int src_width, src_height;
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unsigned int width, height;
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if (rt->resource.format->id != WINED3DFMT_NULL)
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if (rt && rt->resource.format->id != WINED3DFMT_NULL)
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{
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width = rt->pow2Width;
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height = rt->pow2Height;
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@ -3897,16 +3897,10 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *dst_surface,
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/* Do not call while under the GL lock. */
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static HRESULT wined3d_surface_depth_fill(IWineD3DSurfaceImpl *surface, const RECT *rect, float depth)
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{
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IWineD3DDeviceImpl *device = surface->resource.device;
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const RECT draw_rect = {0, 0, surface->resource.width, surface->resource.height};
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if (surface != device->depth_stencil)
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{
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FIXME("Depth fill is only implemented for the current depth / stencil buffer.\n");
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return WINED3DERR_INVALIDCALL;
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}
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return IWineD3DDevice_Clear((IWineD3DDevice *)device, !!rect, rect,
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WINED3DCLEAR_ZBUFFER, 0x00000000, depth, 0);
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return device_clear_render_targets(surface->resource.device, 0, NULL, surface,
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!!rect, rect, &draw_rect, WINED3DCLEAR_ZBUFFER, 0, depth, 0);
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}
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/* Do not call while under the GL lock. */
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@ -4921,8 +4915,8 @@ static HRESULT ffp_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceIm
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{
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const RECT draw_rect = {0, 0, dst_surface->resource.width, dst_surface->resource.height};
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return device_clear_render_targets(device, 1 /* rt_count */, &dst_surface, 1 /* rect_count */,
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dst_rect, &draw_rect, WINED3DCLEAR_TARGET, color, 0.0f /* depth */, 0 /* stencil */);
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return device_clear_render_targets(device, 1, &dst_surface, NULL,
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1, dst_rect, &draw_rect, WINED3DCLEAR_TARGET, color, 0.0f, 0);
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}
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const struct blit_shader ffp_blit = {
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@ -1769,8 +1769,8 @@ struct IWineD3DDeviceImpl
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};
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HRESULT device_clear_render_targets(IWineD3DDeviceImpl *device, UINT rt_count, IWineD3DSurfaceImpl **rts,
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UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
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const WINED3DCOLORVALUE *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
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IWineD3DSurfaceImpl *depth_stencil, UINT rect_count, const RECT *rects, const RECT *draw_rect,
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DWORD flags, const WINED3DCOLORVALUE *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
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BOOL device_context_add(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
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void device_context_remove(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
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void device_get_draw_rect(IWineD3DDeviceImpl *device, RECT *rect) DECLSPEC_HIDDEN;
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