wined3d: Move the multisample renderbuffers from struct wined3d_texture to struct wined3d_texture_gl.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
parent
0649adc31f
commit
e12d97e50d
|
@ -480,14 +480,14 @@ static inline void context_set_fbo_key_for_render_target(const struct wined3d_co
|
|||
break;
|
||||
|
||||
case WINED3D_LOCATION_RB_MULTISAMPLE:
|
||||
key->objects[idx].object = texture_gl->t.rb_multisample;
|
||||
key->objects[idx].object = texture_gl->rb_multisample;
|
||||
key->objects[idx].target = 0;
|
||||
key->objects[idx].level = key->objects[idx].layer = 0;
|
||||
key->rb_namespace |= 1 << idx;
|
||||
break;
|
||||
|
||||
case WINED3D_LOCATION_RB_RESOLVED:
|
||||
key->objects[idx].object = texture_gl->t.rb_resolved;
|
||||
key->objects[idx].object = texture_gl->rb_resolved;
|
||||
key->objects[idx].target = 0;
|
||||
key->objects[idx].level = key->objects[idx].layer = 0;
|
||||
key->rb_namespace |= 1 << idx;
|
||||
|
|
|
@ -340,10 +340,10 @@ static void swapchain_blit(const struct wined3d_swapchain *swapchain,
|
|||
}
|
||||
|
||||
/* Context activation is done by the caller. */
|
||||
static void wined3d_swapchain_rotate(struct wined3d_swapchain *swapchain, struct wined3d_context *context)
|
||||
static void wined3d_swapchain_gl_rotate(struct wined3d_swapchain *swapchain, struct wined3d_context *context)
|
||||
{
|
||||
struct wined3d_texture_sub_resource *sub_resource;
|
||||
struct wined3d_texture *texture, *texture_prev;
|
||||
struct wined3d_texture_gl *texture, *texture_prev;
|
||||
struct gl_texture tex0;
|
||||
GLuint rb0;
|
||||
DWORD locations0;
|
||||
|
@ -353,35 +353,35 @@ static void wined3d_swapchain_rotate(struct wined3d_swapchain *swapchain, struct
|
|||
if (swapchain->desc.backbuffer_count < 2 || !swapchain->render_to_fbo)
|
||||
return;
|
||||
|
||||
texture_prev = swapchain->back_buffers[0];
|
||||
texture_prev = wined3d_texture_gl(swapchain->back_buffers[0]);
|
||||
|
||||
/* Back buffer 0 is already in the draw binding. */
|
||||
tex0 = texture_prev->texture_rgb;
|
||||
tex0 = texture_prev->t.texture_rgb;
|
||||
rb0 = texture_prev->rb_multisample;
|
||||
locations0 = texture_prev->sub_resources[0].locations;
|
||||
locations0 = texture_prev->t.sub_resources[0].locations;
|
||||
|
||||
for (i = 1; i < swapchain->desc.backbuffer_count; ++i)
|
||||
{
|
||||
texture = swapchain->back_buffers[i];
|
||||
sub_resource = &texture->sub_resources[0];
|
||||
texture = wined3d_texture_gl(swapchain->back_buffers[i]);
|
||||
sub_resource = &texture->t.sub_resources[0];
|
||||
|
||||
if (!(sub_resource->locations & supported_locations))
|
||||
wined3d_texture_load_location(texture, 0, context, texture->resource.draw_binding);
|
||||
wined3d_texture_load_location(&texture->t, 0, context, texture->t.resource.draw_binding);
|
||||
|
||||
texture_prev->texture_rgb = texture->texture_rgb;
|
||||
texture_prev->t.texture_rgb = texture->t.texture_rgb;
|
||||
texture_prev->rb_multisample = texture->rb_multisample;
|
||||
|
||||
wined3d_texture_validate_location(texture_prev, 0, sub_resource->locations & supported_locations);
|
||||
wined3d_texture_invalidate_location(texture_prev, 0, ~(sub_resource->locations & supported_locations));
|
||||
wined3d_texture_validate_location(&texture_prev->t, 0, sub_resource->locations & supported_locations);
|
||||
wined3d_texture_invalidate_location(&texture_prev->t, 0, ~(sub_resource->locations & supported_locations));
|
||||
|
||||
texture_prev = texture;
|
||||
}
|
||||
|
||||
texture_prev->texture_rgb = tex0;
|
||||
texture_prev->t.texture_rgb = tex0;
|
||||
texture_prev->rb_multisample = rb0;
|
||||
|
||||
wined3d_texture_validate_location(texture_prev, 0, locations0 & supported_locations);
|
||||
wined3d_texture_invalidate_location(texture_prev, 0, ~(locations0 & supported_locations));
|
||||
wined3d_texture_validate_location(&texture_prev->t, 0, locations0 & supported_locations);
|
||||
wined3d_texture_invalidate_location(&texture_prev->t, 0, ~(locations0 & supported_locations));
|
||||
|
||||
device_invalidate_state(swapchain->device, STATE_FRAMEBUFFER);
|
||||
}
|
||||
|
@ -483,7 +483,7 @@ static void swapchain_gl_present(struct wined3d_swapchain *swapchain,
|
|||
/* call wglSwapBuffers through the gl table to avoid confusing the Steam overlay */
|
||||
gl_info->gl_ops.wgl.p_wglSwapBuffers(context->hdc);
|
||||
|
||||
wined3d_swapchain_rotate(swapchain, context);
|
||||
wined3d_swapchain_gl_rotate(swapchain, context);
|
||||
|
||||
TRACE("SwapBuffers called, Starting new frame\n");
|
||||
/* FPS support */
|
||||
|
|
|
@ -664,46 +664,46 @@ static void wined3d_texture_allocate_gl_immutable_storage(struct wined3d_texture
|
|||
checkGLcall("allocate immutable storage");
|
||||
}
|
||||
|
||||
static void wined3d_texture_unload_gl_texture(struct wined3d_texture *texture)
|
||||
static void wined3d_texture_gl_unload_texture(struct wined3d_texture_gl *texture_gl)
|
||||
{
|
||||
struct wined3d_device *device = texture->resource.device;
|
||||
struct wined3d_device *device = texture_gl->t.resource.device;
|
||||
const struct wined3d_gl_info *gl_info = NULL;
|
||||
struct wined3d_context *context = NULL;
|
||||
|
||||
if (texture->texture_rgb.name || texture->texture_srgb.name
|
||||
|| texture->rb_multisample || texture->rb_resolved)
|
||||
if (texture_gl->t.texture_rgb.name || texture_gl->t.texture_srgb.name
|
||||
|| texture_gl->rb_multisample || texture_gl->rb_resolved)
|
||||
{
|
||||
context = context_acquire(device, NULL, 0);
|
||||
gl_info = context->gl_info;
|
||||
}
|
||||
|
||||
if (texture->texture_rgb.name)
|
||||
gltexture_delete(device, context->gl_info, &texture->texture_rgb);
|
||||
if (texture_gl->t.texture_rgb.name)
|
||||
gltexture_delete(device, context->gl_info, &texture_gl->t.texture_rgb);
|
||||
|
||||
if (texture->texture_srgb.name)
|
||||
gltexture_delete(device, context->gl_info, &texture->texture_srgb);
|
||||
if (texture_gl->t.texture_srgb.name)
|
||||
gltexture_delete(device, context->gl_info, &texture_gl->t.texture_srgb);
|
||||
|
||||
if (texture->rb_multisample)
|
||||
if (texture_gl->rb_multisample)
|
||||
{
|
||||
TRACE("Deleting multisample renderbuffer %u.\n", texture->rb_multisample);
|
||||
context_gl_resource_released(device, texture->rb_multisample, TRUE);
|
||||
gl_info->fbo_ops.glDeleteRenderbuffers(1, &texture->rb_multisample);
|
||||
texture->rb_multisample = 0;
|
||||
TRACE("Deleting multisample renderbuffer %u.\n", texture_gl->rb_multisample);
|
||||
context_gl_resource_released(device, texture_gl->rb_multisample, TRUE);
|
||||
gl_info->fbo_ops.glDeleteRenderbuffers(1, &texture_gl->rb_multisample);
|
||||
texture_gl->rb_multisample = 0;
|
||||
}
|
||||
|
||||
if (texture->rb_resolved)
|
||||
if (texture_gl->rb_resolved)
|
||||
{
|
||||
TRACE("Deleting resolved renderbuffer %u.\n", texture->rb_resolved);
|
||||
context_gl_resource_released(device, texture->rb_resolved, TRUE);
|
||||
gl_info->fbo_ops.glDeleteRenderbuffers(1, &texture->rb_resolved);
|
||||
texture->rb_resolved = 0;
|
||||
TRACE("Deleting resolved renderbuffer %u.\n", texture_gl->rb_resolved);
|
||||
context_gl_resource_released(device, texture_gl->rb_resolved, TRUE);
|
||||
gl_info->fbo_ops.glDeleteRenderbuffers(1, &texture_gl->rb_resolved);
|
||||
texture_gl->rb_resolved = 0;
|
||||
}
|
||||
|
||||
if (context) context_release(context);
|
||||
|
||||
wined3d_texture_set_dirty(texture);
|
||||
wined3d_texture_set_dirty(&texture_gl->t);
|
||||
|
||||
resource_unload(&texture->resource);
|
||||
resource_unload(&texture_gl->t.resource);
|
||||
}
|
||||
|
||||
static void wined3d_texture_sub_resources_destroyed(struct wined3d_texture *texture)
|
||||
|
@ -903,7 +903,6 @@ static void wined3d_texture_cleanup(struct wined3d_texture *texture)
|
|||
}
|
||||
heap_free(texture->overlay_info);
|
||||
}
|
||||
wined3d_texture_unload_gl_texture(texture);
|
||||
}
|
||||
|
||||
static void wined3d_texture_gl_cleanup(struct wined3d_texture_gl *texture_gl)
|
||||
|
@ -930,6 +929,7 @@ static void wined3d_texture_gl_cleanup(struct wined3d_texture_gl *texture_gl)
|
|||
}
|
||||
|
||||
wined3d_texture_cleanup(&texture_gl->t);
|
||||
wined3d_texture_gl_unload_texture(texture_gl);
|
||||
}
|
||||
|
||||
void wined3d_texture_set_swapchain(struct wined3d_texture *texture, struct wined3d_swapchain *swapchain)
|
||||
|
@ -1798,39 +1798,39 @@ void wined3d_texture_prepare_texture(struct wined3d_texture *texture, struct win
|
|||
texture->flags |= alloc_flag;
|
||||
}
|
||||
|
||||
static void wined3d_texture_prepare_rb(struct wined3d_texture *texture,
|
||||
static void wined3d_texture_gl_prepare_rb(struct wined3d_texture_gl *texture_gl,
|
||||
const struct wined3d_gl_info *gl_info, BOOL multisample)
|
||||
{
|
||||
const struct wined3d_format_gl *format_gl;
|
||||
|
||||
format_gl = wined3d_format_gl(texture->resource.format);
|
||||
format_gl = wined3d_format_gl(texture_gl->t.resource.format);
|
||||
if (multisample)
|
||||
{
|
||||
DWORD samples;
|
||||
|
||||
if (texture->rb_multisample)
|
||||
if (texture_gl->rb_multisample)
|
||||
return;
|
||||
|
||||
samples = wined3d_texture_get_gl_sample_count(texture);
|
||||
samples = wined3d_texture_get_gl_sample_count(&texture_gl->t);
|
||||
|
||||
gl_info->fbo_ops.glGenRenderbuffers(1, &texture->rb_multisample);
|
||||
gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, texture->rb_multisample);
|
||||
gl_info->fbo_ops.glGenRenderbuffers(1, &texture_gl->rb_multisample);
|
||||
gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, texture_gl->rb_multisample);
|
||||
gl_info->fbo_ops.glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples,
|
||||
format_gl->internal, texture->resource.width, texture->resource.height);
|
||||
format_gl->internal, texture_gl->t.resource.width, texture_gl->t.resource.height);
|
||||
checkGLcall("glRenderbufferStorageMultisample()");
|
||||
TRACE("Created multisample rb %u.\n", texture->rb_multisample);
|
||||
TRACE("Created multisample rb %u.\n", texture_gl->rb_multisample);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (texture->rb_resolved)
|
||||
if (texture_gl->rb_resolved)
|
||||
return;
|
||||
|
||||
gl_info->fbo_ops.glGenRenderbuffers(1, &texture->rb_resolved);
|
||||
gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, texture->rb_resolved);
|
||||
gl_info->fbo_ops.glGenRenderbuffers(1, &texture_gl->rb_resolved);
|
||||
gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, texture_gl->rb_resolved);
|
||||
gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, format_gl->internal,
|
||||
texture->resource.width, texture->resource.height);
|
||||
texture_gl->t.resource.width, texture_gl->t.resource.height);
|
||||
checkGLcall("glRenderbufferStorage()");
|
||||
TRACE("Created resolved rb %u.\n", texture->rb_resolved);
|
||||
TRACE("Created resolved rb %u.\n", texture_gl->rb_resolved);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1872,11 +1872,11 @@ BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture, unsigned
|
|||
return TRUE;
|
||||
|
||||
case WINED3D_LOCATION_RB_MULTISAMPLE:
|
||||
wined3d_texture_prepare_rb(texture, context->gl_info, TRUE);
|
||||
wined3d_texture_gl_prepare_rb(wined3d_texture_gl(texture), context->gl_info, TRUE);
|
||||
return TRUE;
|
||||
|
||||
case WINED3D_LOCATION_RB_RESOLVED:
|
||||
wined3d_texture_prepare_rb(texture, context->gl_info, FALSE);
|
||||
wined3d_texture_gl_prepare_rb(wined3d_texture_gl(texture), context->gl_info, FALSE);
|
||||
return TRUE;
|
||||
|
||||
default:
|
||||
|
@ -2562,7 +2562,7 @@ static void wined3d_texture_gl_unload(struct wined3d_resource *resource)
|
|||
context_release(context);
|
||||
|
||||
wined3d_texture_force_reload(&texture_gl->t);
|
||||
wined3d_texture_unload_gl_texture(&texture_gl->t);
|
||||
wined3d_texture_gl_unload_texture(texture_gl);
|
||||
}
|
||||
|
||||
static HRESULT texture_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx,
|
||||
|
|
|
@ -3226,9 +3226,6 @@ struct wined3d_texture
|
|||
GLenum target;
|
||||
DWORD update_map_binding;
|
||||
|
||||
GLuint rb_multisample;
|
||||
GLuint rb_resolved;
|
||||
|
||||
void *user_memory;
|
||||
unsigned int row_pitch;
|
||||
unsigned int slice_pitch;
|
||||
|
@ -3407,6 +3404,9 @@ struct wined3d_texture_gl
|
|||
{
|
||||
struct wined3d_texture t;
|
||||
|
||||
GLuint rb_multisample;
|
||||
GLuint rb_resolved;
|
||||
|
||||
struct list renderbuffers;
|
||||
const struct wined3d_renderbuffer_entry *current_renderbuffer;
|
||||
};
|
||||
|
|
Loading…
Reference in New Issue