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wine
wine-cw
Commits
67e0943b
Commit
67e0943b
authored
Apr 08, 2008
by
Stefan Dösinger
Committed by
Alexandre Julliard
Apr 09, 2008
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Plain Diff
wined3d: Store the number of aux buffers in the context.
parent
71e9455b
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6 changed files
with
7 additions
and
8 deletions
+7
-8
context.c
dlls/wined3d/context.c
+3
-0
device.c
dlls/wined3d/device.c
+1
-1
directx.c
dlls/wined3d/directx.c
+0
-4
surface.c
dlls/wined3d/surface.c
+2
-2
wined3d_private.h
dlls/wined3d/wined3d_private.h
+1
-0
wined3d_gl.h
include/wine/wined3d_gl.h
+0
-1
No files found.
dlls/wined3d/context.c
View file @
67e0943b
...
...
@@ -362,6 +362,9 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
}
ENTER_GL
();
glGetIntegerv
(
GL_AUX_BUFFERS
,
&
ret
->
aux_buffers
);
TRACE
(
"Setting up the screen
\n
"
);
/* Clear the screen */
glClearColor
(
1
.
0
,
0
.
0
,
0
.
0
,
0
.
0
);
...
...
dlls/wined3d/device.c
View file @
67e0943b
...
...
@@ -2157,7 +2157,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPR
case
ORM_BACKBUFFER
:
{
if
(
GL_LIMITS
(
aux_buffers
)
>
0
)
{
if
(
This
->
activeContext
->
aux_buffers
>
0
)
{
TRACE
(
"Using auxilliary buffer for offscreen rendering
\n
"
);
This
->
offscreenBuffer
=
GL_AUX0
;
}
else
{
...
...
dlls/wined3d/directx.c
View file @
67e0943b
...
...
@@ -724,10 +724,6 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
gl_info
->
max_pointsize
=
gl_floatv
[
1
];
TRACE_
(
d3d_caps
)(
"Maximum point size support - max point size=%f
\n
"
,
gl_floatv
[
1
]);
glGetIntegerv
(
GL_AUX_BUFFERS
,
&
gl_max
);
gl_info
->
max_aux_buffers
=
gl_max
;
TRACE_
(
d3d_caps
)(
"Offscreen rendering support - number of aux buffers=%d
\n
"
,
gl_max
);
/* Parse the gl supported features, in theory enabling parts of our code appropriately */
GL_Extensions
=
(
const
char
*
)
glGetString
(
GL_EXTENSIONS
);
TRACE_
(
d3d_caps
)(
"GL_Extensions reported:
\n
"
);
...
...
dlls/wined3d/surface.c
View file @
67e0943b
...
...
@@ -2757,10 +2757,10 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
/* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
* This way we don't have to wait for the 2nd readback to finish to leave this function.
*/
if
(
GL_LIMITS
(
aux_buffers
)
>=
2
)
{
if
(
myDevice
->
activeContext
->
aux_buffers
>=
2
)
{
/* Got more than one aux buffer? Use the 2nd aux buffer */
drawBuffer
=
GL_AUX1
;
}
else
if
((
swapchain
||
myDevice
->
offscreenBuffer
==
GL_BACK
)
&&
GL_LIMITS
(
aux_buffers
)
>=
1
)
{
}
else
if
((
swapchain
||
myDevice
->
offscreenBuffer
==
GL_BACK
)
&&
myDevice
->
activeContext
->
aux_buffers
>=
1
)
{
/* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
drawBuffer
=
GL_AUX0
;
}
...
...
dlls/wined3d/wined3d_private.h
View file @
67e0943b
...
...
@@ -620,6 +620,7 @@ struct WineD3DContext {
HDC
hdc
;
HPBUFFERARB
pbuffer
;
BOOL
isPBuffer
;
GLint
aux_buffers
;
};
typedef
enum
ContextUsage
{
...
...
include/wine/wined3d_gl.h
View file @
67e0943b
...
...
@@ -3824,7 +3824,6 @@ typedef struct _WineD3D_GL_Info {
float
max_pointsize
,
max_pointsizemin
;
UINT
max_blends
;
UINT
max_anisotropy
;
UINT
max_aux_buffers
;
UINT
max_glsl_varyings
;
float
max_shininess
;
...
...
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