wined3d: Setup the FBO for the correct target in context_apply_clear_state().
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4056f4bf99
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@ -455,7 +455,7 @@ static void context_apply_fbo_state(struct wined3d_context *context, GLenum targ
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context->rebind_fbo = FALSE;
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}
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if (context->render_offscreen)
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if (render_targets)
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{
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context->current_fbo = context_find_fbo_entry(context, target, render_targets, depth_stencil);
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context_apply_fbo_entry(context, target, context->current_fbo);
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@ -469,6 +469,21 @@ static void context_apply_fbo_state(struct wined3d_context *context, GLenum targ
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context_check_fbo_status(context, target);
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}
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/* GL locking is done by the caller */
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static void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
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IWineD3DSurfaceImpl *render_target, IWineD3DSurfaceImpl *depth_stencil)
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{
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if (surface_is_offscreen(render_target))
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{
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context->blit_targets[0] = render_target;
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context_apply_fbo_state(context, target, context->blit_targets, depth_stencil);
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}
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else
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{
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context_apply_fbo_state(context, target, NULL, NULL);
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}
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}
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/* Context activation is done by the caller. */
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void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
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{
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@ -1357,6 +1372,10 @@ struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3
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sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
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}
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ret->blit_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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gl_info->limits.buffers * sizeof(*ret->blit_targets));
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if (!ret->blit_targets) goto out;
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ret->free_occlusion_query_size = 4;
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ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
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ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
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@ -1490,6 +1509,7 @@ struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3
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out:
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HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
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HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
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HeapFree(GetProcessHeap(), 0, ret->blit_targets);
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HeapFree(GetProcessHeap(), 0, ret->pshader_const_dirty);
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HeapFree(GetProcessHeap(), 0, ret->vshader_const_dirty);
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HeapFree(GetProcessHeap(), 0, ret);
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@ -1524,6 +1544,7 @@ void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context)
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destroy = FALSE;
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}
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HeapFree(GetProcessHeap(), 0, context->blit_targets);
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HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
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HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
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device_context_remove(This, context);
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@ -2010,23 +2031,30 @@ void context_apply_blit_state(struct wined3d_context *context, IWineD3DDeviceImp
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}
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/* Context activation is done by the caller. */
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void context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
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void context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceImpl *device,
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IWineD3DSurfaceImpl *render_target, IWineD3DSurfaceImpl *depth_stencil)
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{
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const struct StateEntry *state_table = device->StateTable;
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GLenum buffer;
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
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{
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if (!context->render_offscreen) context_validate_onscreen_formats(device, context);
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ENTER_GL();
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context_apply_fbo_state(context, GL_FRAMEBUFFER, device->render_targets, device->depth_stencil);
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context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, render_target, depth_stencil);
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LEAVE_GL();
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}
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if (context->draw_buffer_dirty)
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{
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context_apply_draw_buffer(context, FALSE);
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context->draw_buffer_dirty = FALSE;
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}
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if (!surface_is_offscreen(render_target))
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buffer = surface_get_gl_buffer(render_target);
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else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
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buffer = GL_COLOR_ATTACHMENT0;
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else
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buffer = device->offscreenBuffer;
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ENTER_GL();
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context_set_draw_buffer(context, buffer);
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LEAVE_GL();
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if (context->last_was_blit)
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{
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@ -2056,10 +2084,19 @@ void context_apply_draw_state(struct wined3d_context *context, IWineD3DDeviceImp
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
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{
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if (!context->render_offscreen) context_validate_onscreen_formats(device, context);
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ENTER_GL();
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context_apply_fbo_state(context, GL_FRAMEBUFFER, device->render_targets, device->depth_stencil);
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LEAVE_GL();
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if (!context->render_offscreen)
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{
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context_validate_onscreen_formats(device, context);
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ENTER_GL();
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context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL);
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LEAVE_GL();
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}
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else
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{
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ENTER_GL();
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context_apply_fbo_state(context, GL_FRAMEBUFFER, device->render_targets, device->depth_stencil);
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LEAVE_GL();
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}
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}
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if (context->draw_buffer_dirty)
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@ -4455,29 +4455,7 @@ HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfac
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return WINED3D_OK;
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}
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context_apply_clear_state(context, This);
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
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{
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if (!surface_is_offscreen(target))
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{
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TRACE("Surface %p is onscreen\n", target);
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ENTER_GL();
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context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
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context_set_draw_buffer(context, surface_get_gl_buffer(target));
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LEAVE_GL();
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}
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else
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{
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TRACE("Surface %p is offscreen\n", target);
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ENTER_GL();
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context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
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context_attach_surface_fbo(context, GL_FRAMEBUFFER, 0, target);
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context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, depth_stencil, TRUE);
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LEAVE_GL();
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}
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}
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context_apply_clear_state(context, This, target, depth_stencil);
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target->get_drawable_size(context, &drawable_width, &drawable_height);
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@ -1092,6 +1092,7 @@ struct wined3d_context
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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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IWineD3DSurfaceImpl **blit_targets;
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/* Queries */
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GLuint *free_occlusion_queries;
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@ -1192,7 +1193,8 @@ void context_alloc_event_query(struct wined3d_context *context,
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void context_alloc_occlusion_query(struct wined3d_context *context,
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struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
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void context_apply_blit_state(struct wined3d_context *context, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
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void context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
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void context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceImpl *device,
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IWineD3DSurfaceImpl *render_target, IWineD3DSurfaceImpl *depth_stencil) DECLSPEC_HIDDEN;
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void context_apply_draw_state(struct wined3d_context *context, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
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void context_attach_depth_stencil_fbo(struct wined3d_context *context,
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GLenum fbo_target, IWineD3DSurfaceImpl *depth_stencil, BOOL use_render_buffer) DECLSPEC_HIDDEN;
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