Commit 7422babd authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Set FBO stencil attachments for relevant depth stencil formats.

parent a2244051
......@@ -66,6 +66,9 @@ static void context_clean_fbo_attachments(IWineD3DDeviceImpl *This)
}
GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
checkGLcall("glFramebufferTexture2D()");
GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
checkGLcall("glFramebufferTexture2D()");
}
/* GL locking is done by the caller */
......@@ -146,7 +149,6 @@ static void context_apply_attachment_filter_states(IWineD3DDevice *iface, IWineD
checkGLcall("apply_attachment_filter_states()");
}
/* TODO: Handle stencil attachments */
/* GL locking is done by the caller */
void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer)
{
......@@ -156,20 +158,64 @@ void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_targe
if (depth_stencil)
{
DWORD format_flags = depth_stencil_impl->resource.format_desc->Flags;
if (use_render_buffer && depth_stencil_impl->current_renderbuffer)
{
GL_EXTCALL(glFramebufferRenderbufferEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_stencil_impl->current_renderbuffer->id));
checkGLcall("glFramebufferRenderbufferEXT()");
} else {
if (format_flags & WINED3DFMT_FLAG_DEPTH)
{
GL_EXTCALL(glFramebufferRenderbufferEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, depth_stencil_impl->current_renderbuffer->id));
checkGLcall("glFramebufferRenderbufferEXT()");
}
if (format_flags & WINED3DFMT_FLAG_STENCIL)
{
GL_EXTCALL(glFramebufferRenderbufferEXT(fbo_target, GL_STENCIL_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, depth_stencil_impl->current_renderbuffer->id));
checkGLcall("glFramebufferRenderbufferEXT()");
}
}
else
{
context_apply_attachment_filter_states((IWineD3DDevice *)This, depth_stencil, TRUE);
GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, depth_stencil_impl->glDescription.target,
depth_stencil_impl->glDescription.textureName, depth_stencil_impl->glDescription.level));
if (format_flags & WINED3DFMT_FLAG_DEPTH)
{
GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT,
depth_stencil_impl->glDescription.target, depth_stencil_impl->glDescription.textureName,
depth_stencil_impl->glDescription.level));
checkGLcall("glFramebufferTexture2DEXT()");
}
if (format_flags & WINED3DFMT_FLAG_STENCIL)
{
GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_STENCIL_ATTACHMENT_EXT,
depth_stencil_impl->glDescription.target, depth_stencil_impl->glDescription.textureName,
depth_stencil_impl->glDescription.level));
checkGLcall("glFramebufferTexture2DEXT()");
}
}
if (!(format_flags & WINED3DFMT_FLAG_DEPTH))
{
GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
checkGLcall("glFramebufferTexture2DEXT()");
}
} else {
if (!(format_flags & WINED3DFMT_FLAG_STENCIL))
{
GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
checkGLcall("glFramebufferTexture2DEXT()");
}
}
else
{
GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
checkGLcall("glFramebufferTexture2DEXT()");
GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
checkGLcall("glFramebufferTexture2DEXT()");
}
}
......
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