wined3d: Use renderbuffers when resolving multisample textures with conversion.

Direct3D 9 allows blits from multisample resources to non-multisample
resources with scaling or format conversion. In OpenGL, we resolve
multisample texture to the renderbuffer associated with the texture
before doing the actual blit with scaling/format conversion.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2018-02-16 15:13:33 +01:00 committed by Alexandre Julliard
parent 10e7f7ca47
commit de9ebcff70
1 changed files with 10 additions and 1 deletions

View File

@ -350,6 +350,15 @@ static void surface_depth_blt_fbo(const struct wined3d_device *device,
context_release(context);
}
static BOOL is_multisample_location(const struct wined3d_texture *texture, DWORD location)
{
if (location == WINED3D_LOCATION_RB_MULTISAMPLE)
return TRUE;
if (location != WINED3D_LOCATION_TEXTURE_RGB && location != WINED3D_LOCATION_TEXTURE_SRGB)
return FALSE;
return texture->target == GL_TEXTURE_2D_MULTISAMPLE || texture->target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
}
/* Blit between surface locations. Onscreen on different swapchains is not supported.
* Depth / stencil is not supported. Context activation is done by the caller. */
static void surface_blt_fbo(const struct wined3d_device *device,
@ -392,7 +401,7 @@ static void surface_blt_fbo(const struct wined3d_device *device,
}
/* Resolve the source surface first if needed. */
if (src_location == WINED3D_LOCATION_RB_MULTISAMPLE
if (is_multisample_location(src_texture, src_location)
&& (src_texture->resource.format->id != dst_texture->resource.format->id
|| abs(src_rect.bottom - src_rect.top) != abs(dst_rect.bottom - dst_rect.top)
|| abs(src_rect.right - src_rect.left) != abs(dst_rect.right - dst_rect.left)))