Commit af7dfcd3 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Do not preload surfaces when attaching them to an FBO.

Just make sure the texture is allocated, so we have something to attach. Note also that context_apply_attachment_filter_states() runs under the GL lock, so preloading resources is actually unsafe there.
parent 02e0b3ae
......@@ -114,7 +114,7 @@ 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(IWineD3DSurface *surface, BOOL force_preload)
static void context_apply_attachment_filter_states(IWineD3DSurface *surface)
{
const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
IWineD3DDeviceImpl *device = surface_impl->resource.device;
......@@ -148,7 +148,7 @@ static void context_apply_attachment_filter_states(IWineD3DSurface *surface, BOO
IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
}
if (update_minfilter || update_magfilter || force_preload)
if (update_minfilter || update_magfilter)
{
GLenum target, bind_target;
GLint old_binding;
......@@ -166,8 +166,6 @@ static void context_apply_attachment_filter_states(IWineD3DSurface *surface, BOO
glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
}
surface_internal_preload(surface, SRGB_RGB);
glBindTexture(bind_target, surface_impl->texture_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);
......@@ -208,7 +206,8 @@ void context_attach_depth_stencil_fbo(struct wined3d_context *context,
}
else
{
context_apply_attachment_filter_states(depth_stencil, TRUE);
surface_prepare_texture(depth_stencil_impl, FALSE);
context_apply_attachment_filter_states(depth_stencil);
if (format_flags & WINED3DFMT_FLAG_DEPTH)
{
......@@ -253,14 +252,15 @@ void context_attach_depth_stencil_fbo(struct wined3d_context *context,
void context_attach_surface_fbo(const struct wined3d_context *context,
GLenum fbo_target, DWORD idx, IWineD3DSurface *surface)
{
const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
const struct wined3d_gl_info *gl_info = context->gl_info;
TRACE("Attach surface %p to %u\n", surface, idx);
if (surface)
{
context_apply_attachment_filter_states(surface, TRUE);
surface_prepare_texture(surface_impl, FALSE);
context_apply_attachment_filter_states(surface);
gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, surface_impl->texture_target,
surface_impl->texture_name, surface_impl->texture_level);
......@@ -431,10 +431,10 @@ static void context_apply_fbo_entry(struct wined3d_context *context, struct fbo_
for (i = 0; i < gl_info->limits.buffers; ++i)
{
if (device->render_targets[i])
context_apply_attachment_filter_states(device->render_targets[i], FALSE);
context_apply_attachment_filter_states(device->render_targets[i]);
}
if (device->stencilBufferTarget)
context_apply_attachment_filter_states(device->stencilBufferTarget, FALSE);
context_apply_attachment_filter_states(device->stencilBufferTarget);
}
for (i = 0; i < gl_info->limits.buffers; ++i)
......@@ -2156,6 +2156,8 @@ static void context_apply_state(struct wined3d_context *context, IWineD3DDeviceI
if (context->render_offscreen)
{
FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
surface_internal_preload(context->current_rt, SRGB_RGB);
ENTER_GL();
context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
context_attach_surface_fbo(context, GL_FRAMEBUFFER, 0, context->current_rt);
......
......@@ -1254,7 +1254,7 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
}
/* Context activation is done by the caller. */
static void surface_prepare_texture(IWineD3DSurfaceImpl *surface, BOOL srgb)
void surface_prepare_texture(IWineD3DSurfaceImpl *surface, BOOL srgb)
{
DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
GLenum format, internal, type;
......
......@@ -1763,6 +1763,7 @@ typedef struct IWineD3DBaseTextureClass
void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
BOOL surface_init_sysmem(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
BOOL surface_is_offscreen(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
void surface_prepare_texture(IWineD3DSurfaceImpl *surface, BOOL srgb) DECLSPEC_HIDDEN;
typedef struct IWineD3DBaseTextureImpl
{
......
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