wined3d: Get rid of dst_fbo.
As a result we can get rid of a couple of other things as well.
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ccb3a51a44
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@ -112,8 +112,8 @@ static void context_destroy_fbo(struct wined3d_context *context, GLuint *fbo)
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}
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/* GL locking is done by the caller */
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void context_attach_depth_stencil_fbo(const struct wined3d_context *context,
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GLenum fbo_target, struct wined3d_surface *depth_stencil, BOOL use_render_buffer)
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static void context_attach_depth_stencil_fbo(const struct wined3d_context *context,
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GLenum fbo_target, struct wined3d_surface *depth_stencil)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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@ -123,7 +123,7 @@ void context_attach_depth_stencil_fbo(const struct wined3d_context *context,
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{
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DWORD format_flags = depth_stencil->resource.format->flags;
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if (use_render_buffer && depth_stencil->current_renderbuffer)
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if (depth_stencil->current_renderbuffer)
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{
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if (format_flags & WINED3DFMT_FLAG_DEPTH)
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{
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@ -381,7 +381,7 @@ static void context_apply_fbo_entry(struct wined3d_context *context, GLenum targ
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/* Apply depth targets */
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if (entry->depth_stencil)
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surface_set_compatible_renderbuffer(entry->depth_stencil, entry->render_targets[0]);
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context_attach_depth_stencil_fbo(context, target, entry->depth_stencil, TRUE);
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context_attach_depth_stencil_fbo(context, target, entry->depth_stencil);
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entry->attached = TRUE;
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}
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@ -863,11 +863,6 @@ static void context_destroy_gl_resources(struct wined3d_context *context)
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if (context->valid)
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{
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if (context->dst_fbo)
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{
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TRACE("Destroy dst FBO %d\n", context->dst_fbo);
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context_destroy_fbo(context, &context->dst_fbo);
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}
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if (context->dummy_arbfp_prog)
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{
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GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
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@ -1437,15 +1437,6 @@ HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
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LEAVE_GL();
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device->depth_blt_texture = 0;
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}
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if (device->depth_blt_rb)
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{
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ENTER_GL();
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gl_info->fbo_ops.glDeleteRenderbuffers(1, &device->depth_blt_rb);
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LEAVE_GL();
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device->depth_blt_rb = 0;
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device->depth_blt_rb_w = 0;
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device->depth_blt_rb_h = 0;
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}
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/* Release the update stateblock */
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if (wined3d_stateblock_decref(device->updateStateBlock))
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@ -5526,13 +5517,6 @@ static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d
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glDeleteTextures(1, &device->depth_blt_texture);
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device->depth_blt_texture = 0;
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}
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if (device->depth_blt_rb)
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{
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gl_info->fbo_ops.glDeleteRenderbuffers(1, &device->depth_blt_rb);
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device->depth_blt_rb = 0;
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device->depth_blt_rb_w = 0;
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device->depth_blt_rb_h = 0;
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}
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if (device->cursorTexture)
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{
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glDeleteTextures(1, &device->cursorTexture);
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@ -5705,7 +5705,8 @@ void surface_load_ds_location(struct wined3d_surface *surface, struct wined3d_co
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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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context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
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context_apply_fbo_state_blit(context, GL_FRAMEBUFFER,
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context->swapchain->front_buffer, NULL, SFLAG_INDRAWABLE);
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if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
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{
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glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
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@ -5733,27 +5734,9 @@ void surface_load_ds_location(struct wined3d_surface *surface, struct wined3d_co
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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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{
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gl_info->fbo_ops.glGenRenderbuffers(1, &device->depth_blt_rb);
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checkGLcall("glGenRenderbuffersEXT");
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}
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if (device->depth_blt_rb_w != w || device->depth_blt_rb_h != h)
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{
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gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, device->depth_blt_rb);
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checkGLcall("glBindRenderbufferEXT");
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gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, w, h);
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checkGLcall("glRenderbufferStorageEXT");
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device->depth_blt_rb_w = w;
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device->depth_blt_rb_h = h;
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}
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context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
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gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
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GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, device->depth_blt_rb);
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checkGLcall("glFramebufferRenderbufferEXT");
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context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, surface, FALSE);
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context_apply_fbo_state_blit(context, GL_FRAMEBUFFER,
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NULL, surface, SFLAG_INTEXTURE);
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context_set_draw_buffer(context, GL_NONE);
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/* Do the actual blit */
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surface_depth_blt(surface, gl_info, device->depth_blt_texture, 0, 0, w, h, bind_target);
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@ -5771,7 +5754,8 @@ void surface_load_ds_location(struct wined3d_surface *surface, struct wined3d_co
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ENTER_GL();
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context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
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context_apply_fbo_state_blit(context, GL_FRAMEBUFFER,
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context->swapchain->front_buffer, NULL, SFLAG_INDRAWABLE);
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surface_depth_blt(surface, gl_info, surface->texture_name,
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0, surface->pow2Height - h, w, h, surface->texture_target);
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checkGLcall("depth_blt");
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@ -1105,7 +1105,6 @@ struct wined3d_context
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struct list fbo_list;
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struct list fbo_destroy_list;
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struct fbo_entry *current_fbo;
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GLuint dst_fbo;
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GLuint fbo_read_binding;
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GLuint fbo_draw_binding;
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BOOL rebind_fbo;
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@ -1234,8 +1233,6 @@ BOOL context_apply_clear_state(struct wined3d_context *context, struct wined3d_d
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BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN;
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void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
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struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
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void context_attach_depth_stencil_fbo(const struct wined3d_context *context,
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GLenum fbo_target, struct wined3d_surface *depth_stencil, BOOL use_render_buffer) DECLSPEC_HIDDEN;
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void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo) DECLSPEC_HIDDEN;
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void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
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struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_surface *target,
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@ -1705,9 +1702,6 @@ struct wined3d_device
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/* For rendering to a texture using glCopyTexImage */
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GLuint depth_blt_texture;
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GLuint depth_blt_rb;
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UINT depth_blt_rb_w;
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UINT depth_blt_rb_h;
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/* Cursor management */
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UINT xHotSpot;
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