wined3d: Use dst_fbo to do the depth blit.
This makes the depth copy independent of the currently attached render targets. This is important for the next patch because it might do a depth copy when the render targets aren't in a valid configuration (SetDepthStencilSurface()).
This commit is contained in:
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22421b8476
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@ -2279,6 +2279,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface, D3DCB_D
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glDeleteTextures(1, &This->depth_blt_texture);
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glDeleteTextures(1, &This->depth_blt_texture);
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This->depth_blt_texture = 0;
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This->depth_blt_texture = 0;
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}
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}
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if (This->depth_blt_rb) {
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GL_EXTCALL(glDeleteRenderbuffersEXT(1, &This->depth_blt_rb));
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This->depth_blt_rb = 0;
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This->depth_blt_rb_w = 0;
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This->depth_blt_rb_h = 0;
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}
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This->shader_backend->shader_destroy_depth_blt(iface);
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This->shader_backend->shader_destroy_depth_blt(iface);
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This->shader_backend->shader_free_private(iface);
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This->shader_backend->shader_free_private(iface);
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@ -6038,7 +6044,7 @@ static IWineD3DSwapChain *get_swapchain(IWineD3DSurface *target) {
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return NULL;
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return NULL;
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}
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}
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static void bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo) {
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void bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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if (!*fbo) {
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if (!*fbo) {
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@ -6050,7 +6056,7 @@ static void bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo) {
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}
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}
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/* TODO: Handle stencil attachments */
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/* TODO: Handle stencil attachments */
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static void attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer) {
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void attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer) {
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IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
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IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
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if (use_render_buffer && depth_stencil_impl->current_renderbuffer) {
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if (use_render_buffer && depth_stencil_impl->current_renderbuffer) {
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@ -7199,6 +7205,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice* iface, WINED3DPRE
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glDeleteTextures(1, &This->depth_blt_texture);
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glDeleteTextures(1, &This->depth_blt_texture);
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This->depth_blt_texture = 0;
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This->depth_blt_texture = 0;
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}
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}
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if (This->depth_blt_rb) {
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GL_EXTCALL(glDeleteRenderbuffersEXT(1, &This->depth_blt_rb));
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This->depth_blt_rb = 0;
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This->depth_blt_rb_w = 0;
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This->depth_blt_rb_h = 0;
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}
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This->shader_backend->shader_destroy_depth_blt(iface);
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This->shader_backend->shader_destroy_depth_blt(iface);
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This->shader_backend->shader_free_private(iface);
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This->shader_backend->shader_free_private(iface);
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@ -802,10 +802,31 @@ void depth_copy(IWineD3DDevice *iface) {
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glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
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glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
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glBindTexture(GL_TEXTURE_2D, old_binding);
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glBindTexture(GL_TEXTURE_2D, old_binding);
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GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, This->fbo));
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/* Setup the destination */
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checkGLcall("glBindFramebuffer()");
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if (!This->depth_blt_rb) {
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GL_EXTCALL(glGenRenderbuffersEXT(1, &This->depth_blt_rb));
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checkGLcall("glGenRenderbuffersEXT");
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}
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if (This->depth_blt_rb_w != depth_stencil->currentDesc.Width
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|| This->depth_blt_rb_h != depth_stencil->currentDesc.Height) {
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GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, This->depth_blt_rb));
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checkGLcall("glBindRenderbufferEXT");
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GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, depth_stencil->currentDesc.Width, depth_stencil->currentDesc.Height));
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checkGLcall("glRenderbufferStorageEXT");
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This->depth_blt_rb_w = depth_stencil->currentDesc.Width;
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This->depth_blt_rb_h = depth_stencil->currentDesc.Height;
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}
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bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->dst_fbo);
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GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, This->depth_blt_rb));
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checkGLcall("glFramebufferRenderbufferEXT");
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attach_depth_stencil_fbo(This, GL_FRAMEBUFFER_EXT, (IWineD3DSurface *)depth_stencil, FALSE);
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/* Do the actual blit */
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depth_blt(iface, This->depth_blt_texture);
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depth_blt(iface, This->depth_blt_texture);
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checkGLcall("depth_blt");
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checkGLcall("depth_blt");
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bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->fbo);
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} else {
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} else {
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TRACE("Copying offscreen surface to onscreen depth buffer\n");
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TRACE("Copying offscreen surface to onscreen depth buffer\n");
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@ -863,6 +863,9 @@ struct IWineD3DDeviceImpl
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GLuint dst_fbo;
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GLuint dst_fbo;
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GLenum *draw_buffers;
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GLenum *draw_buffers;
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GLuint depth_blt_texture;
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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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/* Cursor management */
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BOOL bCursorVisible;
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BOOL bCursorVisible;
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@ -2437,4 +2440,7 @@ static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
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void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
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void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
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IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
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IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
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void bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
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void attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
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#endif
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#endif
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