wined3d: Get rid of context_validate_onscreen_formats().

This was used when using the onscreen depth/stencil buffer with FBOs. We no
longer do that.

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2019-05-06 21:16:30 +04:30 committed by Alexandre Julliard
parent 11b7e47598
commit b6dc971796
1 changed files with 0 additions and 48 deletions

View File

@ -2683,47 +2683,6 @@ static void context_set_render_offscreen(struct wined3d_context *context, BOOL o
context->render_offscreen = offscreen;
}
static BOOL match_depth_stencil_format(const struct wined3d_format *existing,
const struct wined3d_format *required)
{
if (existing == required)
return TRUE;
if ((existing->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT)
!= (required->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT))
return FALSE;
if (existing->depth_size < required->depth_size)
return FALSE;
/* If stencil bits are used the exact amount is required - otherwise
* wrapping won't work correctly. */
if (required->stencil_size && required->stencil_size != existing->stencil_size)
return FALSE;
return TRUE;
}
/* Context activation is done by the caller. */
static void context_validate_onscreen_formats(struct wined3d_context *context,
const struct wined3d_rendertarget_view *depth_stencil)
{
/* Onscreen surfaces are always in a swapchain */
struct wined3d_swapchain *swapchain = context->current_rt.texture->swapchain;
if (context->render_offscreen || !depth_stencil) return;
if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->format)) return;
/* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
* or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
* format. */
WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
/* The currently active context is the necessary context to access the swapchain's onscreen buffers */
if (!(wined3d_texture_load_location(context->current_rt.texture, context->current_rt.sub_resource_idx,
context, WINED3D_LOCATION_TEXTURE_RGB)))
ERR("Failed to load location.\n");
swapchain->render_to_fbo = TRUE;
swapchain_update_draw_bindings(swapchain);
context_set_render_offscreen(context, TRUE);
}
GLenum context_get_offscreen_gl_buffer(const struct wined3d_context *context)
{
switch (wined3d_settings.offscreen_rendering_mode)
@ -3031,8 +2990,6 @@ BOOL context_apply_clear_state(struct wined3d_context *context, const struct win
{
struct wined3d_rendertarget_info ds_info = {{0}};
context_validate_onscreen_formats(context, dsv);
if (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource))
{
memset(context->blit_targets, 0, sizeof(context->blit_targets));
@ -3946,11 +3903,6 @@ static BOOL context_apply_draw_state(struct wined3d_context *context,
context_set_render_offscreen(context, TRUE);
}
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && isStateDirty(context, STATE_FRAMEBUFFER))
{
context_validate_onscreen_formats(context, fb->depth_stencil);
}
/* Preload resources before FBO setup. Texture preload in particular may
* result in changes to the current FBO, due to using e.g. FBO blits for
* updating a resource location. */