wined3d: Store the depth/stencil surface as an IWineD3DSurfaceImpl pointer in the device.
This commit is contained in:
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520f74de21
commit
c5de1e1045
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@ -327,7 +327,7 @@ static struct fbo_entry *context_create_fbo_entry(struct wined3d_context *contex
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entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
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entry->render_targets = HeapAlloc(GetProcessHeap(), 0, gl_info->limits.buffers * sizeof(*entry->render_targets));
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memcpy(entry->render_targets, device->render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
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entry->depth_stencil = (IWineD3DSurfaceImpl *)device->stencilBufferTarget;
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entry->depth_stencil = device->depth_stencil;
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entry->attached = FALSE;
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entry->id = 0;
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@ -344,7 +344,7 @@ static void context_reuse_fbo_entry(struct wined3d_context *context, struct fbo_
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context_clean_fbo_attachments(gl_info);
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memcpy(entry->render_targets, device->render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
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entry->depth_stencil = (IWineD3DSurfaceImpl *)device->stencilBufferTarget;
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entry->depth_stencil = device->depth_stencil;
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entry->attached = FALSE;
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}
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@ -374,7 +374,7 @@ static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context)
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{
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if (!memcmp(entry->render_targets,
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device->render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets))
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&& entry->depth_stencil == (IWineD3DSurfaceImpl *)device->stencilBufferTarget)
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&& entry->depth_stencil == device->depth_stencil)
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{
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list_remove(&entry->entry);
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list_add_head(&context->fbo_list, &entry->entry);
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@ -417,12 +417,12 @@ static void context_apply_fbo_entry(struct wined3d_context *context, struct fbo_
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}
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/* Apply depth targets */
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if (device->stencilBufferTarget)
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if (device->depth_stencil)
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{
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surface_set_compatible_renderbuffer((IWineD3DSurfaceImpl *)device->stencilBufferTarget,
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surface_set_compatible_renderbuffer(device->depth_stencil,
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device->render_targets[0]->pow2Width, device->render_targets[0]->pow2Height);
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}
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context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, (IWineD3DSurfaceImpl *)device->stencilBufferTarget, TRUE);
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context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, device->depth_stencil, TRUE);
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entry->attached = TRUE;
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}
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@ -433,8 +433,8 @@ static void context_apply_fbo_entry(struct wined3d_context *context, struct fbo_
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if (device->render_targets[i])
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context_apply_attachment_filter_states(device->render_targets[i]);
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}
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if (device->stencilBufferTarget)
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context_apply_attachment_filter_states((IWineD3DSurfaceImpl *)device->stencilBufferTarget);
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if (device->depth_stencil)
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context_apply_attachment_filter_states(device->depth_stencil);
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}
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for (i = 0; i < gl_info->limits.buffers; ++i)
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@ -1958,8 +1958,8 @@ static BOOL match_depth_stencil_format(const struct wined3d_format_desc *existin
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static void context_validate_onscreen_formats(IWineD3DDeviceImpl *device, struct wined3d_context *context)
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{
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/* Onscreen surfaces are always in a swapchain */
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IWineD3DSurfaceImpl *depth_stencil = (IWineD3DSurfaceImpl *) device->stencilBufferTarget;
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IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *) ((IWineD3DSurfaceImpl *)context->current_rt)->container;
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IWineD3DSurfaceImpl *depth_stencil = device->depth_stencil;
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IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)((IWineD3DSurfaceImpl *)context->current_rt)->container;
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if (!depth_stencil) return;
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if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->resource.format_desc)) return;
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@ -1621,10 +1621,9 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface,
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IWineD3DSurface_AddRef((IWineD3DSurface *)This->render_targets[0]);
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/* Depth Stencil support */
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This->stencilBufferTarget = (IWineD3DSurface *)This->auto_depth_stencil;
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if (NULL != This->stencilBufferTarget) {
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IWineD3DSurface_AddRef(This->stencilBufferTarget);
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}
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This->depth_stencil = This->auto_depth_stencil;
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if (This->depth_stencil)
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IWineD3DSurface_AddRef((IWineD3DSurface *)This->depth_stencil);
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hr = This->shader_backend->shader_alloc_private(iface);
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if(FAILED(hr)) {
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@ -1854,13 +1853,13 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface,
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This->shader_backend->shader_free_private(iface);
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/* Release the buffers (with sanity checks)*/
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TRACE("Releasing the depth stencil buffer at %p\n", This->stencilBufferTarget);
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if (This->stencilBufferTarget != NULL && IWineD3DSurface_Release(This->stencilBufferTarget))
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TRACE("Releasing the depth stencil buffer at %p\n", This->depth_stencil);
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if (This->depth_stencil && IWineD3DSurface_Release((IWineD3DSurface *)This->depth_stencil))
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{
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if (This->auto_depth_stencil != (IWineD3DSurfaceImpl *)This->stencilBufferTarget)
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FIXME("(%p) Something's still holding the stencilBufferTarget\n",This);
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if (This->auto_depth_stencil != This->depth_stencil)
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FIXME("(%p) Something is still holding the depth/stencil buffer.\n",This);
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}
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This->stencilBufferTarget = NULL;
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This->depth_stencil = NULL;
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TRACE("Releasing the render target at %p\n", This->render_targets[0]);
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IWineD3DSurface_Release((IWineD3DSurface *)This->render_targets[0]);
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@ -4353,13 +4352,13 @@ HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfac
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IWineD3DStateBlockImpl *stateblock = This->stateBlock;
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const RECT *scissor_rect = stateblock->renderState[WINED3DRS_SCISSORTESTENABLE] ? &stateblock->scissorRect : NULL;
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const WINED3DRECT *clear_rect = (Count > 0 && pRects) ? pRects : NULL;
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IWineD3DSurfaceImpl *depth_stencil = This->depth_stencil;
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const WINED3DVIEWPORT *vp = &stateblock->viewport;
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GLbitfield glMask = 0;
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unsigned int i;
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WINED3DRECT curRect;
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RECT vp_rect;
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UINT drawable_width, drawable_height;
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IWineD3DSurfaceImpl *depth_stencil = (IWineD3DSurfaceImpl *) This->stencilBufferTarget;
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struct wined3d_context *context;
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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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@ -4537,7 +4536,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Coun
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TRACE("(%p) Count (%d), pRects (%p), Flags (%x), Color (0x%08x), Z (%f), Stencil (%d)\n", This,
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Count, pRects, Flags, Color, Z, Stencil);
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if(Flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL) && This->stencilBufferTarget == NULL) {
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if (Flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL) && !This->depth_stencil)
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{
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WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
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/* TODO: What about depth stencil buffers without stencil bits? */
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return WINED3DERR_INVALIDCALL;
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@ -5693,7 +5693,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetFrontBackBuffers(IWineD3DDevice *ifa
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static HRESULT WINAPI IWineD3DDeviceImpl_GetDepthStencilSurface(IWineD3DDevice* iface, IWineD3DSurface **ppZStencilSurface) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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*ppZStencilSurface = This->stencilBufferTarget;
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*ppZStencilSurface = (IWineD3DSurface *)This->depth_stencil;
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TRACE("(%p) : zStencilSurface returning %p\n", This, *ppZStencilSurface);
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if(*ppZStencilSurface != NULL) {
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@ -5906,41 +5906,38 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface,
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static HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *iface, IWineD3DSurface *pNewZStencil) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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HRESULT hr = WINED3D_OK;
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IWineD3DSurface *tmp;
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IWineD3DSurfaceImpl *tmp;
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HRESULT hr = WINED3D_OK;
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TRACE("(%p) Swapping z-buffer. Old = %p, new = %p\n",This, This->stencilBufferTarget, pNewZStencil);
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TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n", This, pNewZStencil, This->depth_stencil);
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if (pNewZStencil == This->stencilBufferTarget) {
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TRACE("Trying to do a NOP SetRenderTarget operation\n");
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} else {
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/** OpenGL doesn't support 'sharing' of the stencilBuffer so we may incur an extra memory overhead
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* depending on the renter target implementation being used.
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* A shared context implementation will share all buffers between all rendertargets (including swapchains),
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* implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
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* stencil buffer and incur an extra memory overhead
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******************************************************/
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if (This->stencilBufferTarget) {
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if (This->depth_stencil == (IWineD3DSurfaceImpl *)pNewZStencil)
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{
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TRACE("Trying to do a NOP SetRenderTarget operation.\n");
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}
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else
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{
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if (This->depth_stencil)
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{
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if (((IWineD3DSwapChainImpl *)This->swapchains[0])->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
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|| ((IWineD3DSurfaceImpl *)This->stencilBufferTarget)->Flags & SFLAG_DISCARD) {
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surface_modify_ds_location((IWineD3DSurfaceImpl *)This->stencilBufferTarget, SFLAG_DS_DISCARDED);
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|| This->depth_stencil->Flags & SFLAG_DISCARD)
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{
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surface_modify_ds_location(This->depth_stencil, SFLAG_DS_DISCARDED);
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}
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else
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{
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struct wined3d_context *context = context_acquire(This,
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(IWineD3DSurface *)This->render_targets[0], CTXUSAGE_RESOURCELOAD);
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surface_load_ds_location((IWineD3DSurfaceImpl *)This->stencilBufferTarget, context, SFLAG_DS_OFFSCREEN);
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surface_modify_ds_location((IWineD3DSurfaceImpl *)This->stencilBufferTarget, SFLAG_DS_OFFSCREEN);
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surface_load_ds_location(This->depth_stencil, context, SFLAG_DS_OFFSCREEN);
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surface_modify_ds_location(This->depth_stencil, SFLAG_DS_OFFSCREEN);
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context_release(context);
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}
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}
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tmp = This->stencilBufferTarget;
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This->stencilBufferTarget = pNewZStencil;
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/* should we be calling the parent or the wined3d surface? */
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if (NULL != This->stencilBufferTarget) IWineD3DSurface_AddRef(This->stencilBufferTarget);
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if (NULL != tmp) IWineD3DSurface_Release(tmp);
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tmp = This->depth_stencil;
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This->depth_stencil = (IWineD3DSurfaceImpl *)pNewZStencil;
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if (This->depth_stencil) IWineD3DSurface_AddRef((IWineD3DSurface *)This->depth_stencil);
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if (tmp) IWineD3DSurface_Release((IWineD3DSurface *)tmp);
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hr = WINED3D_OK;
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if((!tmp && pNewZStencil) || (!pNewZStencil && tmp)) {
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@ -6693,9 +6690,8 @@ void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resour
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if (This->render_targets[i] == (IWineD3DSurfaceImpl *)resource)
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This->render_targets[i] = NULL;
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}
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if (This->stencilBufferTarget == (IWineD3DSurface *)resource) {
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This->stencilBufferTarget = NULL;
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}
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if (This->depth_stencil == (IWineD3DSurfaceImpl *)resource)
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This->depth_stencil = NULL;
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}
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break;
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@ -602,7 +602,8 @@ void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT StartIdx, UINT
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return;
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}
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if (This->stencilBufferTarget) {
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if (This->depth_stencil)
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{
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/* Note that this depends on the context_acquire() call above to set
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* This->render_offscreen properly. We don't currently take the
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* Z-compare function into account, but we could skip loading the
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@ -611,9 +612,9 @@ void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT StartIdx, UINT
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DWORD location = context->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
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if (This->stateBlock->renderState[WINED3DRS_ZWRITEENABLE]
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|| This->stateBlock->renderState[WINED3DRS_ZENABLE])
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surface_load_ds_location((IWineD3DSurfaceImpl *)This->stencilBufferTarget, context, location);
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surface_load_ds_location(This->depth_stencil, context, location);
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if (This->stateBlock->renderState[WINED3DRS_ZWRITEENABLE])
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surface_modify_ds_location((IWineD3DSurfaceImpl *)This->stencilBufferTarget, location);
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surface_modify_ds_location(This->depth_stencil, location);
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}
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/* Ok, we will be updating the screen from here onwards so grab the lock */
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@ -99,7 +99,7 @@ static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, stru
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static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
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{
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/* No z test without depth stencil buffers */
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if (!stateblock->device->stencilBufferTarget)
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if (!stateblock->device->depth_stencil)
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{
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TRACE("No Z buffer - disabling depth test\n");
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glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
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@ -816,7 +816,7 @@ static void state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, struc
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GLint stencilPass_ccw = GL_KEEP;
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/* No stencil test without a stencil buffer. */
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if (!stateblock->device->stencilBufferTarget)
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if (!stateblock->device->depth_stencil)
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{
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glDisable(GL_STENCIL_TEST);
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checkGLcall("glDisable GL_STENCIL_TEST");
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@ -899,7 +899,7 @@ static void state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, struc
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static void state_stencilwrite2s(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
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{
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DWORD mask = stateblock->device->stencilBufferTarget ? stateblock->renderState[WINED3DRS_STENCILWRITEMASK] : 0;
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DWORD mask = stateblock->device->depth_stencil ? stateblock->renderState[WINED3DRS_STENCILWRITEMASK] : 0;
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GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
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checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
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@ -912,7 +912,7 @@ static void state_stencilwrite2s(DWORD state, IWineD3DStateBlockImpl *stateblock
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static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
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{
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DWORD mask = stateblock->device->stencilBufferTarget ? stateblock->renderState[WINED3DRS_STENCILWRITEMASK] : 0;
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DWORD mask = stateblock->device->depth_stencil ? stateblock->renderState[WINED3DRS_STENCILWRITEMASK] : 0;
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glStencilMask(mask);
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checkGLcall("glStencilMask");
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@ -1940,7 +1940,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
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This->dirtyRect.right = 0;
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This->dirtyRect.bottom = 0;
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}
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else if (iface == device->stencilBufferTarget)
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else if (This == device->depth_stencil)
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{
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FIXME("Depth Stencil buffer locking is not implemented\n");
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} else {
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@ -3796,7 +3796,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT
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/* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
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* except depth blits, which seem to work
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*/
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if (iface == device->stencilBufferTarget || (SrcSurface && SrcSurface == device->stencilBufferTarget))
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if (This == device->depth_stencil || (Src && Src == device->depth_stencil))
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{
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if (device->inScene && !(Flags & WINEDDBLT_DEPTHFILL))
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{
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@ -3836,8 +3836,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD
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return WINEDDERR_SURFACEBUSY;
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}
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if (device->inScene && (iface == device->stencilBufferTarget
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|| (Source == device->stencilBufferTarget)))
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if (device->inScene && (This == device->depth_stencil || srcImpl == device->depth_stencil))
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{
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TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
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return WINED3DERR_INVALIDCALL;
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@ -459,12 +459,12 @@ static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CO
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}
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}
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if (This->device->stencilBufferTarget)
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if (This->device->depth_stencil)
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{
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if (This->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
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|| ((IWineD3DSurfaceImpl *)This->device->stencilBufferTarget)->Flags & SFLAG_DISCARD)
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|| This->device->depth_stencil->Flags & SFLAG_DISCARD)
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{
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surface_modify_ds_location((IWineD3DSurfaceImpl *)This->device->stencilBufferTarget, SFLAG_DS_DISCARDED);
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surface_modify_ds_location(This->device->depth_stencil, SFLAG_DS_DISCARDED);
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}
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}
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@ -1668,7 +1668,7 @@ struct IWineD3DDeviceImpl
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/* Render Target Support */
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IWineD3DSurfaceImpl **render_targets;
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IWineD3DSurfaceImpl *auto_depth_stencil;
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IWineD3DSurface *stencilBufferTarget;
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IWineD3DSurfaceImpl *depth_stencil;
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/* palettes texture management */
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UINT NumberOfPalettes;
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