Commit 19b6f5ca authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Control the onscreen depth stencil format in the swapchain.

This allows the swapchain to know what depth format its window contexts have to see if the requested depth format is compatible or a FBO fallback is needed, and it will be needed to set the onscreen format to the requested auto depth stencil format instead of the let's-hope-it-fits D24_UNORM_S8_UINT format.
parent a4b0bedc
......@@ -1087,23 +1087,6 @@ static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc,
return 0;
}
/* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
* You are able to add a depth + stencil surface at a later stage when you need it.
* In order to support this properly in WineD3D we need the ability to recreate the opengl context and
* drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
* context, need torecreate shaders, textures and other resources.
*
* The context manager already takes care of the state problem and for the other tasks code from Reset
* can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
* Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
* time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
* issue needs to be fixed. */
if (ds_format_desc->format != WINED3DFMT_D24_UNORM_S8_UINT)
{
FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n");
ds_format_desc = getFormatDescEntry(WINED3DFMT_D24_UNORM_S8_UINT, &This->adapter->gl_info);
}
getDepthStencilBits(ds_format_desc, &depthBits, &stencilBits);
for(matchtry = 0; matchtry < (sizeof(matches) / sizeof(matches[0])) && !iPixelFormat; matchtry++) {
......@@ -1229,12 +1212,12 @@ static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc,
* pPresentParameters: contains the pixelformats to use for onscreen rendering
*
*****************************************************************************/
struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target)
struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target,
const struct wined3d_format_desc *ds_format_desc)
{
IWineD3DDeviceImpl *device = swapchain->device;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
const struct wined3d_format_desc *color_format_desc;
const struct wined3d_format_desc *ds_format_desc;
struct wined3d_context *ret;
PIXELFORMATDESCRIPTOR pfd;
BOOL auxBuffers = FALSE;
......@@ -1260,7 +1243,6 @@ struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3
goto out;
}
ds_format_desc = getFormatDescEntry(WINED3DFMT_UNKNOWN, gl_info);
color_format_desc = target->resource.format_desc;
/* In case of ORM_BACKBUFFER, make sure to request an alpha component for
......
......@@ -6318,7 +6318,7 @@ HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *
}
target = (IWineD3DSurfaceImpl *)(swapchain->backBuffer ? swapchain->backBuffer[0] : swapchain->frontBuffer);
if (!(context = context_create(swapchain, target)))
if (!(context = context_create(swapchain, target, swapchain->ds_format)))
{
WARN("Failed to create context.\n");
HeapFree(GetProcessHeap(), 0, swapchain->context);
......
......@@ -795,7 +795,28 @@ HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface
if (surface_type == SURFACE_OPENGL)
{
if (!(swapchain->context[0] = context_create(swapchain, (IWineD3DSurfaceImpl *)swapchain->frontBuffer)))
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
/* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
* You are able to add a depth + stencil surface at a later stage when you need it.
* In order to support this properly in WineD3D we need the ability to recreate the opengl context and
* drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
* context, need torecreate shaders, textures and other resources.
*
* The context manager already takes care of the state problem and for the other tasks code from Reset
* can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
* Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
* time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
* issue needs to be fixed. */
if (!present_parameters->EnableAutoDepthStencil
|| swapchain->presentParms.AutoDepthStencilFormat != WINED3DFMT_D24_UNORM_S8_UINT)
{
FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n");
}
swapchain->ds_format = getFormatDescEntry(WINED3DFMT_D24_UNORM_S8_UINT, gl_info);
swapchain->context[0] = context_create(swapchain, (IWineD3DSurfaceImpl *)swapchain->frontBuffer,
swapchain->ds_format);
if (!swapchain->context[0])
{
WARN("Failed to create context.\n");
hr = WINED3DERR_NOTAVAILABLE;
......@@ -912,7 +933,7 @@ struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *i
TRACE("Creating a new context for swapchain %p, thread %d\n", This, GetCurrentThreadId());
if (!(ctx = context_create(This, (IWineD3DSurfaceImpl *)This->frontBuffer)))
if (!(ctx = context_create(This, (IWineD3DSurfaceImpl *)This->frontBuffer, This->ds_format)))
{
ERR("Failed to create a new context for the swapchain\n");
return NULL;
......
......@@ -1204,7 +1204,8 @@ void context_attach_depth_stencil_fbo(struct wined3d_context *context,
GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer) DECLSPEC_HIDDEN;
void context_attach_surface_fbo(const struct wined3d_context *context,
GLenum fbo_target, DWORD idx, IWineD3DSurface *surface) DECLSPEC_HIDDEN;
struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target) DECLSPEC_HIDDEN;
struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target,
const struct wined3d_format_desc *ds_format_desc) DECLSPEC_HIDDEN;
void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
......@@ -2556,6 +2557,7 @@ struct IWineD3DSwapChainImpl
WINED3DFORMAT orig_fmt;
WINED3DGAMMARAMP orig_gamma;
BOOL render_to_fbo;
const struct wined3d_format_desc *ds_format;
long prev_time, frames; /* Performance tracking */
unsigned int vSyncCounter;
......
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