Commit 7096e1e0 authored by Józef Kucia's avatar Józef Kucia Committed by Alexandre Julliard

wined3d: Implement draw calls with no attachments.

Supported when ARB_framebuffer_no_attachments is available. It was reported that no attachments framebuffers trigger GPU hangs in The Witcher 3 on some system configurations with radeonsi driver. MESA_EXTENSION_OVERRIDE=-GL_ARB_framebuffer_no_attachments can be used as a workaround until it's fixed. Signed-off-by: 's avatarJózef Kucia <jkucia@codeweavers.com> Signed-off-by: 's avatarHenri Verbeet <hverbeet@codeweavers.com> Signed-off-by: 's avatarAlexandre Julliard <julliard@winehq.org>
parent 4998cea0
......@@ -700,8 +700,8 @@ static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context,
static void context_apply_fbo_entry(struct wined3d_context *context, GLenum target, struct fbo_entry *entry)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
unsigned int i;
GLuint read_binding, draw_binding;
unsigned int i;
if (entry->flags & WINED3D_FBO_ENTRY_FLAG_ATTACHED)
{
......@@ -713,6 +713,16 @@ static void context_apply_fbo_entry(struct wined3d_context *context, GLenum targ
draw_binding = context->fbo_draw_binding;
context_bind_fbo(context, GL_FRAMEBUFFER, entry->id);
if (gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS])
{
GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER,
GL_FRAMEBUFFER_DEFAULT_WIDTH, gl_info->limits.framebuffer_width));
GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER,
GL_FRAMEBUFFER_DEFAULT_HEIGHT, gl_info->limits.framebuffer_height));
GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_LAYERS, 1));
GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_SAMPLES, 1));
}
/* Apply render targets */
for (i = 0; i < gl_info->limits.buffers; ++i)
{
......@@ -2996,12 +3006,13 @@ void context_apply_blit_state(struct wined3d_context *context, const struct wine
context_invalidate_state(context, STATE_FRAMEBUFFER);
}
static BOOL context_validate_rt_config(UINT rt_count, struct wined3d_rendertarget_view * const *rts,
static BOOL have_framebuffer_attachment(unsigned int rt_count, struct wined3d_rendertarget_view * const *rts,
const struct wined3d_rendertarget_view *ds)
{
unsigned int i;
if (ds) return TRUE;
if (ds)
return TRUE;
for (i = 0; i < rt_count; ++i)
{
......@@ -3009,7 +3020,6 @@ static BOOL context_validate_rt_config(UINT rt_count, struct wined3d_rendertarge
return TRUE;
}
WARN("Invalid render target config, need at least one attachment.\n");
return FALSE;
}
......@@ -3026,8 +3036,11 @@ BOOL context_apply_clear_state(struct wined3d_context *context, const struct win
if (isStateDirty(context, STATE_FRAMEBUFFER) || fb != state->fb
|| rt_count != gl_info->limits.buffers)
{
if (!context_validate_rt_config(rt_count, rts, dsv))
if (!have_framebuffer_attachment(rt_count, rts, dsv))
{
WARN("Invalid render target config, need at least one attachment.\n");
return FALSE;
}
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
......@@ -3908,8 +3921,16 @@ static BOOL context_apply_draw_state(struct wined3d_context *context,
unsigned int i;
WORD map;
if (!context_validate_rt_config(gl_info->limits.buffers, fb->render_targets, fb->depth_stencil))
return FALSE;
if (!have_framebuffer_attachment(gl_info->limits.buffers, fb->render_targets, fb->depth_stencil))
{
if (!gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS])
{
FIXME("OpenGL implementation does not support framebuffers with no attachments.\n");
return FALSE;
}
context_set_render_offscreen(context, TRUE);
}
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && isStateDirty(context, STATE_FRAMEBUFFER))
{
......
......@@ -3779,6 +3779,19 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
gl_info->limits.samples = gl_max;
}
if (gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAMEBUFFER_WIDTH, &gl_max);
gl_info->limits.framebuffer_width = gl_max;
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAMEBUFFER_HEIGHT, &gl_max);
gl_info->limits.framebuffer_height = gl_max;
}
else
{
gl_info->limits.framebuffer_width = gl_info->limits.texture_size;
gl_info->limits.framebuffer_height = gl_info->limits.texture_size;
}
gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL] =
min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], MAX_GL_FRAGMENT_SAMPLERS);
sampler_count = 0;
......
......@@ -4671,17 +4671,15 @@ static void viewport_miscpart(struct wined3d_context *context, const struct wine
}
else if (depth_stencil)
{
width = depth_stencil->width;
height = depth_stencil->height;
}
else
{
FIXME("No attachments draw calls not supported.\n");
return;
height = gl_info->limits.framebuffer_height;
}
gl_info->gl_ops.gl.p_glDepthRange(vp.min_z, vp.max_z);
checkGLcall("glDepthRange");
/* Note: GL requires lower left, DirectX supplies upper left. This is
* reversed when using offscreen rendering. */
y = context->render_offscreen ? vp.y : height - (vp.y + vp.height);
......@@ -4690,7 +4688,7 @@ static void viewport_miscpart(struct wined3d_context *context, const struct wine
GL_EXTCALL(glViewportIndexedf(0, vp.x, y, vp.width, vp.height));
else
gl_info->gl_ops.gl.p_glViewport(vp.x, y, vp.width, vp.height);
checkGLcall("glViewport");
checkGLcall("setting clip space and viewport");
}
static void viewport_miscpart_cc(struct wined3d_context *context,
......@@ -4717,17 +4715,14 @@ static void viewport_miscpart_cc(struct wined3d_context *context,
}
else if (depth_stencil)
{
width = depth_stencil->width;
height = depth_stencil->height;
}
else
{
FIXME("No attachments draw calls not supported.\n");
return;
height = gl_info->limits.framebuffer_height;
}
gl_info->gl_ops.gl.p_glDepthRange(vp.min_z, vp.max_z);
checkGLcall("glDepthRange");
if (context->render_offscreen)
{
......
......@@ -2533,6 +2533,9 @@ struct wined3d_gl_limits
unsigned int texture_buffer_offset_alignment;
unsigned int framebuffer_width;
unsigned int framebuffer_height;
UINT glsl_varyings;
UINT glsl_vs_float_constants;
UINT glsl_ps_float_constants;
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment