wined3d: Introduce a separate function for attaching depth / stencil renderbuffers.
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@ -111,6 +111,22 @@ static void context_destroy_fbo(struct wined3d_context *context, GLuint *fbo)
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checkGLcall("glDeleteFramebuffers()");
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}
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static void context_attach_depth_stencil_rb(const struct wined3d_gl_info *gl_info,
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GLenum fbo_target, DWORD format_flags, GLuint rb)
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{
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if (format_flags & WINED3DFMT_FLAG_DEPTH)
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{
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gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
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checkGLcall("glFramebufferRenderbuffer()");
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}
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if (format_flags & WINED3DFMT_FLAG_STENCIL)
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{
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gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
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checkGLcall("glFramebufferRenderbuffer()");
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}
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}
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/* GL locking is done by the caller */
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static void context_attach_depth_stencil_fbo(struct wined3d_context *context,
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GLenum fbo_target, struct wined3d_surface *depth_stencil, DWORD location)
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@ -125,19 +141,8 @@ static void context_attach_depth_stencil_fbo(struct wined3d_context *context,
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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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gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT,
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GL_RENDERBUFFER, depth_stencil->current_renderbuffer->id);
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checkGLcall("glFramebufferRenderbuffer()");
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}
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if (format_flags & WINED3DFMT_FLAG_STENCIL)
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{
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gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT,
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GL_RENDERBUFFER, depth_stencil->current_renderbuffer->id);
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checkGLcall("glFramebufferRenderbuffer()");
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}
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context_attach_depth_stencil_rb(gl_info, fbo_target,
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format_flags, depth_stencil->current_renderbuffer->id);
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}
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else
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{
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