wined3d: Pass a texture and sub-resource index to context_apply_fbo_state_blit().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -7865,7 +7865,8 @@ static DWORD arbfp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_bl
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TRACE("Destination surface %p is offscreen.\n", dst_surface);
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buffer = GL_COLOR_ATTACHMENT0;
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}
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context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, dst_surface, NULL, dst_location);
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context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER,
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&dst_texture->resource, surface_get_sub_resource_idx(dst_surface), NULL, 0, dst_location);
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context_set_draw_buffer(context, buffer);
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context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER);
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context_invalidate_state(context, STATE_FRAMEBUFFER);
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@ -774,22 +774,23 @@ static void context_apply_fbo_state(struct wined3d_context *context, GLenum targ
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/* Context activation is done by the caller. */
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void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
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struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location)
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struct wined3d_resource *rt, unsigned int rt_sub_resource_idx,
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struct wined3d_resource *ds, unsigned int ds_sub_resource_idx, DWORD location)
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{
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struct wined3d_rendertarget_info ds_info = {{0}};
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memset(context->blit_targets, 0, sizeof(context->blit_targets));
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if (render_target)
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if (rt)
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{
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context->blit_targets[0].resource = &render_target->container->resource;
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context->blit_targets[0].sub_resource_idx = surface_get_sub_resource_idx(render_target);
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context->blit_targets[0].resource = rt;
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context->blit_targets[0].sub_resource_idx = rt_sub_resource_idx;
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context->blit_targets[0].layer_count = 1;
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}
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if (depth_stencil)
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if (ds)
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{
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ds_info.resource = &depth_stencil->container->resource;
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ds_info.sub_resource_idx = surface_get_sub_resource_idx(depth_stencil);
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ds_info.resource = ds;
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ds_info.sub_resource_idx = ds_sub_resource_idx;
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ds_info.layer_count = 1;
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}
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@ -2954,7 +2955,6 @@ static DWORD context_generate_rt_mask_no_fbo(const struct wined3d_context *conte
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void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device)
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{
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struct wined3d_texture *rt = context->current_rt.texture;
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struct wined3d_surface *surface;
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DWORD rt_mask, *cur_mask;
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
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@ -2963,8 +2963,8 @@ void context_apply_blit_state(struct wined3d_context *context, const struct wine
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{
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wined3d_texture_load(rt, context, FALSE);
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surface = rt->sub_resources[context->current_rt.sub_resource_idx].u.surface;
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context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, surface, NULL, rt->resource.draw_binding);
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context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, &rt->resource,
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context->current_rt.sub_resource_idx, NULL, 0, rt->resource.draw_binding);
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if (rt->resource.format->id != WINED3DFMT_NULL)
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rt_mask = 1;
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else
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@ -316,12 +316,12 @@ static void texture2d_depth_blt_fbo(const struct wined3d_device *device,
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gl_info = context->gl_info;
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context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, NULL,
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src_texture->sub_resources[src_sub_resource_idx].u.surface, src_location);
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context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, NULL, 0,
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&src_texture->resource, src_sub_resource_idx, src_location);
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context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
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context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, NULL,
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dst_texture->sub_resources[dst_sub_resource_idx].u.surface, dst_location);
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context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, NULL, 0,
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&dst_texture->resource, dst_sub_resource_idx, dst_location);
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context_set_draw_buffer(context, GL_NONE);
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context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER);
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context_invalidate_state(context, STATE_FRAMEBUFFER);
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@ -464,7 +464,7 @@ static void texture2d_blt_fbo(const struct wined3d_device *device, struct wined3
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}
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context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER,
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src_texture->sub_resources[src_sub_resource_idx].u.surface, NULL, src_location);
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&src_texture->resource, src_sub_resource_idx, NULL, 0, src_location);
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gl_info->gl_ops.gl.p_glReadBuffer(buffer);
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checkGLcall("glReadBuffer()");
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context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
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@ -484,7 +484,7 @@ static void texture2d_blt_fbo(const struct wined3d_device *device, struct wined3
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}
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context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER,
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dst_texture->sub_resources[dst_sub_resource_idx].u.surface, NULL, dst_location);
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&dst_texture->resource, dst_sub_resource_idx, NULL, 0, dst_location);
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context_set_draw_buffer(context, buffer);
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context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER);
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context_invalidate_state(context, STATE_FRAMEBUFFER);
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@ -1376,7 +1376,7 @@ static void texture2d_read_from_framebuffer(struct wined3d_texture *texture, uns
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if (src_location != texture->resource.draw_binding)
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{
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context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER,
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texture->sub_resources[sub_resource_idx].u.surface, NULL, src_location);
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&texture->resource, sub_resource_idx, NULL, 0, src_location);
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context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
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context_invalidate_state(context, STATE_FRAMEBUFFER);
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}
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@ -2807,7 +2807,8 @@ static DWORD ffp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit
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TRACE("Destination surface %p is offscreen.\n", dst_surface);
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buffer = GL_COLOR_ATTACHMENT0;
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}
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context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, dst_surface, NULL, dst_location);
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context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER,
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dst_resource, surface_get_sub_resource_idx(dst_surface), NULL, 0, dst_location);
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context_set_draw_buffer(context, buffer);
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context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER);
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context_invalidate_state(context, STATE_FRAMEBUFFER);
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@ -2135,7 +2135,8 @@ void context_apply_blit_state(struct wined3d_context *context, const struct wine
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BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state,
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UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
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void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
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struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
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struct wined3d_resource *rt, unsigned int rt_sub_resource_idx,
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struct wined3d_resource *ds, unsigned int ds_sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
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void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
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unsigned int unit) DECLSPEC_HIDDEN;
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void context_bind_bo(struct wined3d_context *context, GLenum binding, GLuint name) DECLSPEC_HIDDEN;
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