wined3d: Add an initial fbo_blit_supported implementation.
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@ -989,17 +989,6 @@ void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect)
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}
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}
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static inline BOOL surface_can_stretch_rect(IWineD3DSurfaceImpl *src, IWineD3DSurfaceImpl *dst)
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{
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return ((src->resource.format_desc->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE)
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|| (src->resource.usage & WINED3DUSAGE_RENDERTARGET))
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&& ((dst->resource.format_desc->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE)
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|| (dst->resource.usage & WINED3DUSAGE_RENDERTARGET))
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&& (src->resource.format_desc->format == dst->resource.format_desc->format
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|| (is_identity_fixup(src->resource.format_desc->color_fixup)
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&& is_identity_fixup(dst->resource.format_desc->color_fixup)));
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}
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static BOOL surface_convert_color_to_argb(IWineD3DSurfaceImpl *This, DWORD color, DWORD *argb_color)
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{
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IWineD3DDeviceImpl *device = This->resource.device;
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@ -3606,6 +3595,13 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
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IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
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}
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/* Until the blit_shader is ready, define some prototypes here. */
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static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
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const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool,
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const struct wined3d_format_desc *src_format_desc,
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const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool,
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const struct wined3d_format_desc *dst_format_desc);
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/* Not called from the VTable */
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static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const RECT *DestRect,
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IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx,
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@ -3801,9 +3797,9 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
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* FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
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* backends.
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*/
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
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&& myDevice->adapter->gl_info.fbo_ops.glBlitFramebuffer
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&& surface_can_stretch_rect(Src, This))
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if (fbo_blit_supported(&myDevice->adapter->gl_info, BLIT_OP_BLIT,
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&src_rect, Src->resource.usage, Src->resource.pool, Src->resource.format_desc,
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&dst_rect, This->resource.usage, This->resource.pool, This->resource.format_desc))
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{
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stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &src_rect,
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(IWineD3DSurface *)This, &dst_rect, Filter);
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@ -3845,10 +3841,10 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
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Src->palette = This->palette;
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}
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
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&& myDevice->adapter->gl_info.fbo_ops.glBlitFramebuffer
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&& !(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
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&& surface_can_stretch_rect(Src, This))
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if (!(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
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&& fbo_blit_supported(&myDevice->adapter->gl_info, BLIT_OP_BLIT,
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&src_rect, Src->resource.usage, Src->resource.pool, Src->resource.format_desc,
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&dst_rect, This->resource.usage, This->resource.pool, This->resource.format_desc))
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{
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TRACE("Using stretch_rect_fbo\n");
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/* The source is always a texture, but never the currently active render target, and the texture
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@ -5125,3 +5121,38 @@ const struct blit_shader cpu_blit = {
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cpu_blit_supported,
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cpu_blit_color_fill
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};
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static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
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const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool,
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const struct wined3d_format_desc *src_format_desc,
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const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool,
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const struct wined3d_format_desc *dst_format_desc)
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{
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if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer)
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return FALSE;
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/* We only support blitting. Things like color keying / color fill should
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* be handled by other blitters.
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*/
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if (blit_op != BLIT_OP_BLIT)
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return FALSE;
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/* Source and/or destination need to be on the GL side */
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if (src_pool == WINED3DPOOL_SYSTEMMEM || dst_pool == WINED3DPOOL_SYSTEMMEM)
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return FALSE;
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if(!((src_format_desc->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (src_usage & WINED3DUSAGE_RENDERTARGET))
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&& ((dst_format_desc->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (dst_usage & WINED3DUSAGE_RENDERTARGET)))
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return FALSE;
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if (!is_identity_fixup(src_format_desc->color_fixup) ||
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!is_identity_fixup(dst_format_desc->color_fixup))
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return FALSE;
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if (!(src_format_desc->format == dst_format_desc->format
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|| (is_identity_fixup(src_format_desc->color_fixup)
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&& is_identity_fixup(dst_format_desc->color_fixup))))
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return FALSE;
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return TRUE;
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}
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