wined3d: Extract an attach_depth_stencil_fbo() function.

The idea is to make setting depth attachments a bit more consistent
with set_render_target_fbo()/attach_surface_fbo(). I've also got an
upcoming patch in my tree that needs this.
This commit is contained in:
H. Verbeet 2008-07-01 21:30:11 +02:00 committed by Alexandre Julliard
parent a1a14fb2c3
commit d5a8875b93
1 changed files with 50 additions and 44 deletions

View File

@ -6059,6 +6059,54 @@ static void bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo) {
checkGLcall("glBindFramebuffer()");
}
/* TODO: Handle stencil attachments */
static void attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer) {
IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
if (use_render_buffer && depth_stencil_impl->current_renderbuffer) {
GL_EXTCALL(glFramebufferRenderbufferEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_stencil_impl->current_renderbuffer->id));
checkGLcall("glFramebufferRenderbufferEXT()");
} else {
IWineD3DBaseTextureImpl *texture_impl;
GLenum texttarget, target;
GLint old_binding = 0;
texttarget = depth_stencil_impl->glDescription.target;
if(texttarget == GL_TEXTURE_2D) {
target = GL_TEXTURE_2D;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
} else if(texttarget == GL_TEXTURE_RECTANGLE_ARB) {
target = GL_TEXTURE_RECTANGLE_ARB;
glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
} else {
target = GL_TEXTURE_CUBE_MAP_ARB;
glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
}
IWineD3DSurface_PreLoad(depth_stencil);
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
glBindTexture(target, old_binding);
/* Update base texture states array */
if (SUCCEEDED(IWineD3DSurface_GetContainer(depth_stencil, &IID_IWineD3DBaseTexture, (void **)&texture_impl))) {
texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
if (texture_impl->baseTexture.bindCount) {
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(texture_impl->baseTexture.sampler));
}
IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
}
GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, texttarget,
depth_stencil_impl->glDescription.textureName, depth_stencil_impl->glDescription.level));
checkGLcall("glFramebufferTexture2DEXT()");
}
}
static void attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface) {
const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
IWineD3DBaseTextureImpl *texture_impl;
@ -6409,53 +6457,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetDepthStencilSurface(IWineD3DDevice
/* TODO: Handle stencil attachments */
static void set_depth_stencil_fbo(IWineD3DDevice *iface, IWineD3DSurface *depth_stencil) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
TRACE("Set depth stencil to %p\n", depth_stencil);
if (depth_stencil_impl) {
if (depth_stencil_impl->current_renderbuffer) {
GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_stencil_impl->current_renderbuffer->id));
checkGLcall("glFramebufferRenderbufferEXT()");
} else {
IWineD3DBaseTextureImpl *texture_impl;
GLenum texttarget, target;
GLint old_binding = 0;
texttarget = depth_stencil_impl->glDescription.target;
if(texttarget == GL_TEXTURE_2D) {
target = GL_TEXTURE_2D;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
} else if(texttarget == GL_TEXTURE_RECTANGLE_ARB) {
target = GL_TEXTURE_RECTANGLE_ARB;
glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
} else {
target = GL_TEXTURE_CUBE_MAP_ARB;
glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
}
IWineD3DSurface_PreLoad(depth_stencil);
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
glBindTexture(target, old_binding);
/* Update base texture states array */
if (SUCCEEDED(IWineD3DSurface_GetContainer(depth_stencil, &IID_IWineD3DBaseTexture, (void **)&texture_impl))) {
texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
if (texture_impl->baseTexture.bindCount) {
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(texture_impl->baseTexture.sampler));
}
IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
}
GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, texttarget,
depth_stencil_impl->glDescription.textureName, depth_stencil_impl->glDescription.level));
checkGLcall("glFramebufferTexture2DEXT()");
}
if (depth_stencil) {
attach_depth_stencil_fbo(This, GL_FRAMEBUFFER_EXT, depth_stencil, TRUE);
} else {
GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
checkGLcall("glFramebufferTexture2DEXT()");