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wine
wine-cw
Commits
943fb2fb
Commit
943fb2fb
authored
Jul 26, 2010
by
Henri Verbeet
Committed by
Alexandre Julliard
Jul 26, 2010
Browse files
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Browse Files
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Email Patches
Plain Diff
wined3d: Do RGB <=> sRGB transfers using FBO blits.
Concept based on a patch by Stefan.
parent
fd6d9cd8
Hide whitespace changes
Inline
Side-by-side
Showing
6 changed files
with
145 additions
and
38 deletions
+145
-38
context.c
dlls/wined3d/context.c
+71
-33
device.c
dlls/wined3d/device.c
+2
-2
surface.c
dlls/wined3d/surface.c
+47
-0
swapchain.c
dlls/wined3d/swapchain.c
+1
-1
utils.c
dlls/wined3d/utils.c
+20
-0
wined3d_private.h
dlls/wined3d/wined3d_private.h
+4
-2
No files found.
dlls/wined3d/context.c
View file @
943fb2fb
...
...
@@ -112,7 +112,7 @@ static void context_destroy_fbo(struct wined3d_context *context, GLuint *fbo)
}
/* GL locking is done by the caller */
static
void
context_apply_attachment_filter_states
(
IWineD3DSurfaceImpl
*
surface
)
static
void
context_apply_attachment_filter_states
(
IWineD3DSurfaceImpl
*
surface
,
DWORD
location
)
{
IWineD3DBaseTextureImpl
*
texture_impl
;
...
...
@@ -123,18 +123,35 @@ static void context_apply_attachment_filter_states(IWineD3DSurfaceImpl *surface)
IWineD3DDeviceImpl
*
device
=
surface
->
resource
.
device
;
BOOL
update_minfilter
=
FALSE
;
BOOL
update_magfilter
=
FALSE
;
struct
gl_texture
*
gl_tex
;
if
(
texture_impl
->
baseTexture
.
texture_rgb
.
states
[
WINED3DTEXSTA_MINFILTER
]
!=
WINED3DTEXF_POINT
||
texture_impl
->
baseTexture
.
texture_rgb
.
states
[
WINED3DTEXSTA_MIPFILTER
]
!=
WINED3DTEXF_NONE
)
switch
(
location
)
{
texture_impl
->
baseTexture
.
texture_rgb
.
states
[
WINED3DTEXSTA_MINFILTER
]
=
WINED3DTEXF_POINT
;
texture_impl
->
baseTexture
.
texture_rgb
.
states
[
WINED3DTEXSTA_MIPFILTER
]
=
WINED3DTEXF_NONE
;
case
SFLAG_INTEXTURE
:
gl_tex
=
&
texture_impl
->
baseTexture
.
texture_rgb
;
break
;
case
SFLAG_INSRGBTEX
:
gl_tex
=
&
texture_impl
->
baseTexture
.
texture_srgb
;
break
;
default:
ERR
(
"Unsupported location %s (%#x).
\n
"
,
debug_surflocation
(
location
),
location
);
IWineD3DBaseTexture_Release
((
IWineD3DBaseTexture
*
)
texture_impl
);
return
;
}
if
(
gl_tex
->
states
[
WINED3DTEXSTA_MINFILTER
]
!=
WINED3DTEXF_POINT
||
gl_tex
->
states
[
WINED3DTEXSTA_MIPFILTER
]
!=
WINED3DTEXF_NONE
)
{
gl_tex
->
states
[
WINED3DTEXSTA_MINFILTER
]
=
WINED3DTEXF_POINT
;
gl_tex
->
states
[
WINED3DTEXSTA_MIPFILTER
]
=
WINED3DTEXF_NONE
;
update_minfilter
=
TRUE
;
}
if
(
texture_impl
->
baseTexture
.
texture_rgb
.
states
[
WINED3DTEXSTA_MAGFILTER
]
!=
WINED3DTEXF_POINT
)
if
(
gl_tex
->
states
[
WINED3DTEXSTA_MAGFILTER
]
!=
WINED3DTEXF_POINT
)
{
texture_impl
->
baseTexture
.
texture_rgb
.
states
[
WINED3DTEXSTA_MAGFILTER
]
=
WINED3DTEXF_POINT
;
gl_tex
->
states
[
WINED3DTEXSTA_MAGFILTER
]
=
WINED3DTEXF_POINT
;
update_magfilter
=
TRUE
;
}
...
...
@@ -168,7 +185,7 @@ static void context_apply_attachment_filter_states(IWineD3DSurfaceImpl *surface)
glGetIntegerv
(
GL_TEXTURE_BINDING_CUBE_MAP_ARB
,
&
old_binding
);
}
glBindTexture
(
bind_target
,
surface
->
texture_
name
);
glBindTexture
(
bind_target
,
gl_tex
->
name
);
if
(
update_minfilter
)
glTexParameteri
(
bind_target
,
GL_TEXTURE_MIN_FILTER
,
GL_NEAREST
);
if
(
update_magfilter
)
glTexParameteri
(
bind_target
,
GL_TEXTURE_MAG_FILTER
,
GL_NEAREST
);
glBindTexture
(
bind_target
,
old_binding
);
...
...
@@ -209,7 +226,7 @@ void context_attach_depth_stencil_fbo(struct wined3d_context *context,
else
{
surface_prepare_texture
(
depth_stencil
,
gl_info
,
FALSE
);
context_apply_attachment_filter_states
(
depth_stencil
);
context_apply_attachment_filter_states
(
depth_stencil
,
SFLAG_INTEXTURE
);
if
(
format_flags
&
WINED3DFMT_FLAG_DEPTH
)
{
...
...
@@ -252,7 +269,7 @@ void context_attach_depth_stencil_fbo(struct wined3d_context *context,
/* GL locking is done by the caller */
static
void
context_attach_surface_fbo
(
const
struct
wined3d_context
*
context
,
GLenum
fbo_target
,
DWORD
idx
,
IWineD3DSurfaceImpl
*
surface
)
GLenum
fbo_target
,
DWORD
idx
,
IWineD3DSurfaceImpl
*
surface
,
DWORD
location
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
...
...
@@ -260,11 +277,26 @@ static void context_attach_surface_fbo(const struct wined3d_context *context,
if
(
surface
)
{
surface_prepare_texture
(
surface
,
gl_info
,
FALSE
);
context_apply_attachment_filter_states
(
surface
);
switch
(
location
)
{
case
SFLAG_INTEXTURE
:
surface_prepare_texture
(
surface
,
gl_info
,
FALSE
);
context_apply_attachment_filter_states
(
surface
,
location
);
gl_info
->
fbo_ops
.
glFramebufferTexture2D
(
fbo_target
,
GL_COLOR_ATTACHMENT0
+
idx
,
surface
->
texture_target
,
surface
->
texture_name
,
surface
->
texture_level
);
break
;
case
SFLAG_INSRGBTEX
:
surface_prepare_texture
(
surface
,
gl_info
,
TRUE
);
context_apply_attachment_filter_states
(
surface
,
location
);
gl_info
->
fbo_ops
.
glFramebufferTexture2D
(
fbo_target
,
GL_COLOR_ATTACHMENT0
+
idx
,
surface
->
texture_target
,
surface
->
texture_name_srgb
,
surface
->
texture_level
);
break
;
gl_info
->
fbo_ops
.
glFramebufferTexture2D
(
fbo_target
,
GL_COLOR_ATTACHMENT0
+
idx
,
surface
->
texture_target
,
surface
->
texture_name
,
surface
->
texture_level
);
default:
ERR
(
"Unsupported location %s (%#x).
\n
"
,
debug_surflocation
(
location
),
location
);
break
;
}
checkGLcall
(
"glFramebufferTexture2D()"
);
}
else
...
...
@@ -295,6 +327,9 @@ static void context_check_fbo_status(struct wined3d_context *context, GLenum tar
return
;
}
FIXME
(
"
\t
Location %s (%#x).
\n
"
,
debug_surflocation
(
context
->
current_fbo
->
location
),
context
->
current_fbo
->
location
);
/* Dump the FBO attachments */
for
(
i
=
0
;
i
<
gl_info
->
limits
.
buffers
;
++
i
)
{
...
...
@@ -317,7 +352,7 @@ static void context_check_fbo_status(struct wined3d_context *context, GLenum tar
}
static
struct
fbo_entry
*
context_create_fbo_entry
(
struct
wined3d_context
*
context
,
IWineD3DSurfaceImpl
**
render_targets
,
IWineD3DSurfaceImpl
*
depth_stencil
)
IWineD3DSurfaceImpl
**
render_targets
,
IWineD3DSurfaceImpl
*
depth_stencil
,
DWORD
location
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
struct
fbo_entry
*
entry
;
...
...
@@ -326,6 +361,7 @@ static struct fbo_entry *context_create_fbo_entry(struct wined3d_context *contex
entry
->
render_targets
=
HeapAlloc
(
GetProcessHeap
(),
0
,
gl_info
->
limits
.
buffers
*
sizeof
(
*
entry
->
render_targets
));
memcpy
(
entry
->
render_targets
,
render_targets
,
gl_info
->
limits
.
buffers
*
sizeof
(
*
entry
->
render_targets
));
entry
->
depth_stencil
=
depth_stencil
;
entry
->
location
=
location
;
entry
->
attached
=
FALSE
;
entry
->
id
=
0
;
...
...
@@ -335,7 +371,7 @@ static struct fbo_entry *context_create_fbo_entry(struct wined3d_context *contex
/* GL locking is done by the caller */
static
void
context_reuse_fbo_entry
(
struct
wined3d_context
*
context
,
GLenum
target
,
IWineD3DSurfaceImpl
**
render_targets
,
IWineD3DSurfaceImpl
*
depth_stencil
,
struct
fbo_entry
*
entry
)
DWORD
location
,
struct
fbo_entry
*
entry
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
...
...
@@ -344,6 +380,7 @@ static void context_reuse_fbo_entry(struct wined3d_context *context, GLenum targ
memcpy
(
entry
->
render_targets
,
render_targets
,
gl_info
->
limits
.
buffers
*
sizeof
(
*
entry
->
render_targets
));
entry
->
depth_stencil
=
depth_stencil
;
entry
->
location
=
location
;
entry
->
attached
=
FALSE
;
}
...
...
@@ -364,7 +401,7 @@ static void context_destroy_fbo_entry(struct wined3d_context *context, struct fb
/* GL locking is done by the caller */
static
struct
fbo_entry
*
context_find_fbo_entry
(
struct
wined3d_context
*
context
,
GLenum
target
,
IWineD3DSurfaceImpl
**
render_targets
,
IWineD3DSurfaceImpl
*
depth_stencil
)
IWineD3DSurfaceImpl
**
render_targets
,
IWineD3DSurfaceImpl
*
depth_stencil
,
DWORD
location
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
struct
fbo_entry
*
entry
;
...
...
@@ -373,7 +410,7 @@ static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context,
{
if
(
!
memcmp
(
entry
->
render_targets
,
render_targets
,
gl_info
->
limits
.
buffers
*
sizeof
(
*
entry
->
render_targets
))
&&
entry
->
depth_stencil
==
depth_stencil
)
&&
entry
->
depth_stencil
==
depth_stencil
&&
entry
->
location
==
location
)
{
list_remove
(
&
entry
->
entry
);
list_add_head
(
&
context
->
fbo_list
,
&
entry
->
entry
);
...
...
@@ -383,14 +420,14 @@ static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context,
if
(
context
->
fbo_entry_count
<
WINED3D_MAX_FBO_ENTRIES
)
{
entry
=
context_create_fbo_entry
(
context
,
render_targets
,
depth_stencil
);
entry
=
context_create_fbo_entry
(
context
,
render_targets
,
depth_stencil
,
location
);
list_add_head
(
&
context
->
fbo_list
,
&
entry
->
entry
);
++
context
->
fbo_entry_count
;
}
else
{
entry
=
LIST_ENTRY
(
list_tail
(
&
context
->
fbo_list
),
struct
fbo_entry
,
entry
);
context_reuse_fbo_entry
(
context
,
target
,
render_targets
,
depth_stencil
,
entry
);
context_reuse_fbo_entry
(
context
,
target
,
render_targets
,
depth_stencil
,
location
,
entry
);
list_remove
(
&
entry
->
entry
);
list_add_head
(
&
context
->
fbo_list
,
&
entry
->
entry
);
}
...
...
@@ -411,7 +448,7 @@ static void context_apply_fbo_entry(struct wined3d_context *context, GLenum targ
/* Apply render targets */
for
(
i
=
0
;
i
<
gl_info
->
limits
.
buffers
;
++
i
)
{
context_attach_surface_fbo
(
context
,
target
,
i
,
entry
->
render_targets
[
i
]);
context_attach_surface_fbo
(
context
,
target
,
i
,
entry
->
render_targets
[
i
]
,
entry
->
location
);
}
/* Apply depth targets */
...
...
@@ -429,16 +466,16 @@ static void context_apply_fbo_entry(struct wined3d_context *context, GLenum targ
for
(
i
=
0
;
i
<
gl_info
->
limits
.
buffers
;
++
i
)
{
if
(
entry
->
render_targets
[
i
])
context_apply_attachment_filter_states
(
entry
->
render_targets
[
i
]);
context_apply_attachment_filter_states
(
entry
->
render_targets
[
i
]
,
entry
->
location
);
}
if
(
entry
->
depth_stencil
)
context_apply_attachment_filter_states
(
entry
->
depth_stencil
);
context_apply_attachment_filter_states
(
entry
->
depth_stencil
,
SFLAG_INTEXTURE
);
}
}
/* GL locking is done by the caller */
static
void
context_apply_fbo_state
(
struct
wined3d_context
*
context
,
GLenum
target
,
IWineD3DSurfaceImpl
**
render_targets
,
IWineD3DSurfaceImpl
*
depth_stencil
)
IWineD3DSurfaceImpl
**
render_targets
,
IWineD3DSurfaceImpl
*
depth_stencil
,
DWORD
location
)
{
struct
fbo_entry
*
entry
,
*
entry2
;
...
...
@@ -455,7 +492,7 @@ static void context_apply_fbo_state(struct wined3d_context *context, GLenum targ
if
(
render_targets
)
{
context
->
current_fbo
=
context_find_fbo_entry
(
context
,
target
,
render_targets
,
depth_stencil
);
context
->
current_fbo
=
context_find_fbo_entry
(
context
,
target
,
render_targets
,
depth_stencil
,
location
);
context_apply_fbo_entry
(
context
,
target
,
context
->
current_fbo
);
}
else
...
...
@@ -469,18 +506,18 @@ static void context_apply_fbo_state(struct wined3d_context *context, GLenum targ
/* GL locking is done by the caller */
void
context_apply_fbo_state_blit
(
struct
wined3d_context
*
context
,
GLenum
target
,
IWineD3DSurfaceImpl
*
render_target
,
IWineD3DSurfaceImpl
*
depth_stencil
)
IWineD3DSurfaceImpl
*
render_target
,
IWineD3DSurfaceImpl
*
depth_stencil
,
DWORD
location
)
{
if
(
surface_is_offscreen
(
render_target
))
{
UINT
clear_size
=
(
context
->
gl_info
->
limits
.
buffers
-
1
)
*
sizeof
(
*
context
->
blit_targets
);
context
->
blit_targets
[
0
]
=
render_target
;
if
(
clear_size
)
memset
(
&
context
->
blit_targets
[
1
],
0
,
clear_size
);
context_apply_fbo_state
(
context
,
target
,
context
->
blit_targets
,
depth_stencil
);
context_apply_fbo_state
(
context
,
target
,
context
->
blit_targets
,
depth_stencil
,
location
);
}
else
{
context_apply_fbo_state
(
context
,
target
,
NULL
,
NULL
);
context_apply_fbo_state
(
context
,
target
,
NULL
,
NULL
,
location
);
}
}
...
...
@@ -2036,7 +2073,7 @@ void context_apply_blit_state(struct wined3d_context *context, IWineD3DDeviceImp
surface_internal_preload
(
context
->
current_rt
,
SRGB_RGB
);
ENTER_GL
();
context_apply_fbo_state_blit
(
context
,
GL_FRAMEBUFFER
,
context
->
current_rt
,
NULL
);
context_apply_fbo_state_blit
(
context
,
GL_FRAMEBUFFER
,
context
->
current_rt
,
NULL
,
SFLAG_INTEXTURE
);
LEAVE_GL
();
}
else
...
...
@@ -2083,11 +2120,11 @@ void context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceIm
context
->
blit_targets
[
i
]
=
NULL
;
++
i
;
}
context_apply_fbo_state
(
context
,
GL_FRAMEBUFFER
,
context
->
blit_targets
,
depth_stencil
);
context_apply_fbo_state
(
context
,
GL_FRAMEBUFFER
,
context
->
blit_targets
,
depth_stencil
,
SFLAG_INTEXTURE
);
}
else
{
context_apply_fbo_state
(
context
,
GL_FRAMEBUFFER
,
NULL
,
NULL
);
context_apply_fbo_state
(
context
,
GL_FRAMEBUFFER
,
NULL
,
NULL
,
SFLAG_INDRAWABLE
);
}
LEAVE_GL
();
...
...
@@ -2161,13 +2198,14 @@ void context_apply_draw_state(struct wined3d_context *context, IWineD3DDeviceImp
if
(
!
context
->
render_offscreen
)
{
ENTER_GL
();
context_apply_fbo_state
(
context
,
GL_FRAMEBUFFER
,
NULL
,
NULL
);
context_apply_fbo_state
(
context
,
GL_FRAMEBUFFER
,
NULL
,
NULL
,
SFLAG_INDRAWABLE
);
LEAVE_GL
();
}
else
{
ENTER_GL
();
context_apply_fbo_state
(
context
,
GL_FRAMEBUFFER
,
device
->
render_targets
,
device
->
depth_stencil
);
context_apply_fbo_state
(
context
,
GL_FRAMEBUFFER
,
device
->
render_targets
,
device
->
depth_stencil
,
SFLAG_INTEXTURE
);
LEAVE_GL
();
}
}
...
...
dlls/wined3d/device.c
View file @
943fb2fb
...
...
@@ -5821,7 +5821,7 @@ void stretch_rect_fbo(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surfa
}
else
{
TRACE
(
"Source surface %p is offscreen
\n
"
,
src_surface
);
ENTER_GL
();
context_apply_fbo_state_blit
(
context
,
GL_READ_FRAMEBUFFER
,
src_surface
,
NULL
);
context_apply_fbo_state_blit
(
context
,
GL_READ_FRAMEBUFFER
,
src_surface
,
NULL
,
SFLAG_INTEXTURE
);
glReadBuffer
(
GL_COLOR_ATTACHMENT0
);
checkGLcall
(
"glReadBuffer()"
);
}
...
...
@@ -5849,7 +5849,7 @@ void stretch_rect_fbo(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surfa
TRACE
(
"Destination surface %p is offscreen
\n
"
,
dst_surface
);
ENTER_GL
();
context_apply_fbo_state_blit
(
context
,
GL_DRAW_FRAMEBUFFER
,
dst_surface
,
NULL
);
context_apply_fbo_state_blit
(
context
,
GL_DRAW_FRAMEBUFFER
,
dst_surface
,
NULL
,
SFLAG_INTEXTURE
);
context_set_draw_buffer
(
context
,
GL_COLOR_ATTACHMENT0
);
}
...
...
dlls/wined3d/surface.c
View file @
943fb2fb
...
...
@@ -4206,6 +4206,43 @@ static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT
context_release
(
context
);
}
static
void
surface_load_srgb_fbo
(
IWineD3DSurfaceImpl
*
surface
,
DWORD
location
)
{
IWineD3DDeviceImpl
*
device
=
surface
->
resource
.
device
;
const
struct
wined3d_gl_info
*
gl_info
;
struct
wined3d_context
*
context
;
context
=
context_acquire
(
device
,
NULL
);
gl_info
=
context
->
gl_info
;
ENTER_GL
();
context_apply_fbo_state_blit
(
context
,
GL_READ_FRAMEBUFFER
,
surface
,
NULL
,
location
==
SFLAG_INSRGBTEX
?
SFLAG_INTEXTURE
:
SFLAG_INSRGBTEX
);
glReadBuffer
(
GL_COLOR_ATTACHMENT0
);
checkGLcall
(
"glReadBuffer()"
);
context_apply_fbo_state_blit
(
context
,
GL_DRAW_FRAMEBUFFER
,
surface
,
NULL
,
location
);
context_set_draw_buffer
(
context
,
GL_COLOR_ATTACHMENT0
);
glColorMask
(
GL_TRUE
,
GL_TRUE
,
GL_TRUE
,
GL_TRUE
);
IWineD3DDeviceImpl_MarkStateDirty
(
device
,
STATE_RENDER
(
WINED3DRS_COLORWRITEENABLE
));
IWineD3DDeviceImpl_MarkStateDirty
(
device
,
STATE_RENDER
(
WINED3DRS_COLORWRITEENABLE1
));
IWineD3DDeviceImpl_MarkStateDirty
(
device
,
STATE_RENDER
(
WINED3DRS_COLORWRITEENABLE2
));
IWineD3DDeviceImpl_MarkStateDirty
(
device
,
STATE_RENDER
(
WINED3DRS_COLORWRITEENABLE3
));
glDisable
(
GL_SCISSOR_TEST
);
IWineD3DDeviceImpl_MarkStateDirty
(
device
,
STATE_RENDER
(
WINED3DRS_SCISSORTESTENABLE
));
gl_info
->
fbo_ops
.
glBlitFramebuffer
(
0
,
0
,
surface
->
currentDesc
.
Width
,
surface
->
currentDesc
.
Height
,
0
,
0
,
surface
->
currentDesc
.
Width
,
surface
->
currentDesc
.
Height
,
GL_COLOR_BUFFER_BIT
,
GL_NEAREST
);
checkGLcall
(
"glBlitFramebuffer()"
);
LEAVE_GL
();
context_release
(
context
);
}
HRESULT
surface_load_location
(
IWineD3DSurfaceImpl
*
surface
,
DWORD
flag
,
const
RECT
*
rect
)
{
IWineD3DDeviceImpl
*
device
=
surface
->
resource
.
device
;
...
...
@@ -4360,10 +4397,20 @@ HRESULT surface_load_location(IWineD3DSurfaceImpl *surface, DWORD flag, const RE
}
else
/* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */
{
const
DWORD
attach_flags
=
WINED3DFMT_FLAG_FBO_ATTACHABLE
|
WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB
;
if
(
drawable_read_ok
&&
(
surface
->
Flags
&
SFLAG_INDRAWABLE
))
{
read_from_framebuffer_texture
(
surface
,
flag
==
SFLAG_INSRGBTEX
);
}
else
if
(
surface
->
Flags
&
(
SFLAG_INSRGBTEX
|
SFLAG_INTEXTURE
)
&&
(
surface
->
resource
.
format_desc
->
Flags
&
attach_flags
)
==
attach_flags
&&
fbo_blit_supported
(
gl_info
,
BLIT_OP_BLIT
,
NULL
,
surface
->
resource
.
usage
,
surface
->
resource
.
pool
,
surface
->
resource
.
format_desc
,
NULL
,
surface
->
resource
.
usage
,
surface
->
resource
.
pool
,
surface
->
resource
.
format_desc
))
{
surface_load_srgb_fbo
(
surface
,
flag
);
}
else
{
/* Upload from system memory */
...
...
dlls/wined3d/swapchain.c
View file @
943fb2fb
...
...
@@ -120,7 +120,7 @@ static void swapchain_blit(IWineD3DSwapChainImpl *This, struct wined3d_context *
if
(
gl_info
->
fbo_ops
.
glBlitFramebuffer
&&
is_identity_fixup
(
backbuffer
->
resource
.
format_desc
->
color_fixup
))
{
ENTER_GL
();
context_apply_fbo_state_blit
(
context
,
GL_READ_FRAMEBUFFER
,
backbuffer
,
NULL
);
context_apply_fbo_state_blit
(
context
,
GL_READ_FRAMEBUFFER
,
backbuffer
,
NULL
,
SFLAG_INTEXTURE
);
glReadBuffer
(
GL_COLOR_ATTACHMENT0
);
context_bind_fbo
(
context
,
GL_DRAW_FRAMEBUFFER
,
NULL
);
...
...
dlls/wined3d/utils.c
View file @
943fb2fb
...
...
@@ -1056,6 +1056,26 @@ static void check_fbo_compat(const struct wined3d_gl_info *gl_info, struct wined
}
}
if
(
format_desc
->
glInternal
!=
format_desc
->
glGammaInternal
)
{
glTexImage2D
(
GL_TEXTURE_2D
,
0
,
format_desc
->
glGammaInternal
,
16
,
16
,
0
,
format_desc
->
glFormat
,
format_desc
->
glType
,
NULL
);
gl_info
->
fbo_ops
.
glFramebufferTexture2D
(
GL_FRAMEBUFFER
,
GL_COLOR_ATTACHMENT0
,
GL_TEXTURE_2D
,
tex
,
0
);
status
=
gl_info
->
fbo_ops
.
glCheckFramebufferStatus
(
GL_FRAMEBUFFER
);
checkGLcall
(
"Framebuffer format check"
);
if
(
status
==
GL_FRAMEBUFFER_COMPLETE
)
{
TRACE
(
"Format %s's sRGB format is FBO attachable.
\n
"
,
debug_d3dformat
(
format_desc
->
format
));
format_desc
->
Flags
|=
WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB
;
}
else
{
WARN
(
"Format %s's sRGB format is not FBO attachable.
\n
"
,
debug_d3dformat
(
format_desc
->
format
));
}
}
glDeleteTextures
(
1
,
&
tex
);
LEAVE_GL
();
...
...
dlls/wined3d/wined3d_private.h
View file @
943fb2fb
...
...
@@ -1164,7 +1164,7 @@ void context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceIm
UINT
rt_count
,
IWineD3DSurfaceImpl
**
rts
,
IWineD3DSurfaceImpl
*
depth_stencil
)
DECLSPEC_HIDDEN
;
void
context_apply_draw_state
(
struct
wined3d_context
*
context
,
IWineD3DDeviceImpl
*
device
)
DECLSPEC_HIDDEN
;
void
context_apply_fbo_state_blit
(
struct
wined3d_context
*
context
,
GLenum
target
,
IWineD3DSurfaceImpl
*
render_target
,
IWineD3DSurfaceImpl
*
depth_stencil
)
DECLSPEC_HIDDEN
;
IWineD3DSurfaceImpl
*
render_target
,
IWineD3DSurfaceImpl
*
depth_stencil
,
DWORD
location
)
DECLSPEC_HIDDEN
;
void
context_attach_depth_stencil_fbo
(
struct
wined3d_context
*
context
,
GLenum
fbo_target
,
IWineD3DSurfaceImpl
*
depth_stencil
,
BOOL
use_render_buffer
)
DECLSPEC_HIDDEN
;
void
context_bind_fbo
(
struct
wined3d_context
*
context
,
GLenum
target
,
GLuint
*
fbo
)
DECLSPEC_HIDDEN
;
...
...
@@ -1979,6 +1979,7 @@ struct fbo_entry
struct
list
entry
;
IWineD3DSurfaceImpl
**
render_targets
;
IWineD3DSurfaceImpl
*
depth_stencil
;
DWORD
location
;
BOOL
attached
;
GLuint
id
;
};
...
...
@@ -2929,7 +2930,7 @@ extern WINED3DFORMAT pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
#define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
#define WINED3DFMT_FLAG_FOURCC 0x00000020
#define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
#define WINED3DFMT_FLAG_
COMPRESSED
0x00000080
#define WINED3DFMT_FLAG_
FBO_ATTACHABLE_SRGB
0x00000080
#define WINED3DFMT_FLAG_GETDC 0x00000100
#define WINED3DFMT_FLAG_FLOAT 0x00000200
#define WINED3DFMT_FLAG_BUMPMAP 0x00000400
...
...
@@ -2937,6 +2938,7 @@ extern WINED3DFORMAT pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
#define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
#define WINED3DFMT_FLAG_VTF 0x00002000
#define WINED3DFMT_FLAG_SHADOW 0x00004000
#define WINED3DFMT_FLAG_COMPRESSED 0x00008000
struct
wined3d_format_desc
{
...
...
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