wined3d: Handle lack of NPOT support for depth blts.
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@ -4126,6 +4126,7 @@ void surface_load_ds_location(IWineD3DSurface *iface, DWORD location) {
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if (location == SFLAG_DS_OFFSCREEN) {
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if (This->Flags & SFLAG_DS_ONSCREEN) {
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GLint old_binding = 0;
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GLenum bind_target;
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TRACE("(%p) Copying onscreen depth buffer to depth texture\n", This);
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@ -4138,9 +4139,15 @@ void surface_load_ds_location(IWineD3DSurface *iface, DWORD location) {
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/* Note that we use depth_blt here as well, rather than glCopyTexImage2D
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* directly on the FBO texture. That's because we need to flip. */
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GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
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glBindTexture(GL_TEXTURE_2D, device->depth_blt_texture);
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glCopyTexImage2D(This->glDescription.target,
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if (This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB) {
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glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
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bind_target = GL_TEXTURE_RECTANGLE_ARB;
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} else {
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
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bind_target = GL_TEXTURE_2D;
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}
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glBindTexture(bind_target, device->depth_blt_texture);
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glCopyTexImage2D(bind_target,
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This->glDescription.level,
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This->glDescription.glFormatInternal,
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0,
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@ -4148,10 +4155,10 @@ void surface_load_ds_location(IWineD3DSurface *iface, DWORD location) {
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This->currentDesc.Width,
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This->currentDesc.Height,
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0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
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glBindTexture(GL_TEXTURE_2D, old_binding);
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glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
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glBindTexture(bind_target, old_binding);
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/* Setup the destination */
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if (!device->depth_blt_rb) {
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@ -4174,7 +4181,7 @@ void surface_load_ds_location(IWineD3DSurface *iface, DWORD location) {
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context_attach_depth_stencil_fbo(device, GL_FRAMEBUFFER_EXT, iface, FALSE);
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/* Do the actual blit */
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surface_depth_blt(This, device->depth_blt_texture, This->currentDesc.Width, This->currentDesc.Height, GL_TEXTURE_2D);
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surface_depth_blt(This, device->depth_blt_texture, This->currentDesc.Width, This->currentDesc.Height, bind_target);
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checkGLcall("depth_blt");
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if (device->activeContext->current_fbo) {
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