wined3d: Store the depth/stencil attachment as IWineD3DSurfaceImpl pointer in struct fbo_entry.
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@ -308,7 +308,7 @@ static void context_check_fbo_status(struct wined3d_context *context)
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attachment->pow2Width, attachment->pow2Height);
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}
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}
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attachment = (IWineD3DSurfaceImpl *)context->current_fbo->depth_stencil;
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attachment = context->current_fbo->depth_stencil;
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if (attachment)
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{
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FIXME("\tDepth attachment: (%p) %s %ux%u\n",
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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 = device->stencilBufferTarget;
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entry->depth_stencil = (IWineD3DSurfaceImpl *)device->stencilBufferTarget;
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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 = device->stencilBufferTarget;
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entry->depth_stencil = (IWineD3DSurfaceImpl *)device->stencilBufferTarget;
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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 == device->stencilBufferTarget)
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&& entry->depth_stencil == (IWineD3DSurfaceImpl *)device->stencilBufferTarget)
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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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@ -629,7 +629,7 @@ void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource
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{
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UINT j;
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if (entry->depth_stencil == (IWineD3DSurface *)resource)
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if (entry->depth_stencil == (IWineD3DSurfaceImpl *)resource)
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{
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list_remove(&entry->entry);
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list_add_head(&context->fbo_destroy_list, &entry->entry);
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@ -674,7 +674,7 @@ void context_surface_update(struct wined3d_context *context, IWineD3DSurfaceImpl
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}
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}
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if (surface == (IWineD3DSurfaceImpl *)entry->depth_stencil)
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if (surface == entry->depth_stencil)
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{
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TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface);
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context->rebind_fbo = TRUE;
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@ -2023,7 +2023,7 @@ struct fbo_entry
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{
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struct list entry;
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IWineD3DSurfaceImpl **render_targets;
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IWineD3DSurface *depth_stencil;
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IWineD3DSurfaceImpl *depth_stencil;
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BOOL attached;
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GLuint id;
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};
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