Commit 879d4bff authored by Józef Kucia's avatar Józef Kucia Committed by Alexandre Julliard

wined3d: Add support for rendering to 2D array textures.

parent 8f42343c
......@@ -118,6 +118,36 @@ static void context_attach_depth_stencil_rb(const struct wined3d_gl_info *gl_inf
}
}
static void context_attach_gl_texture_fbo(struct wined3d_context *context,
GLenum fbo_target, GLenum attachment, const struct wined3d_fbo_resource *resource)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
if (!resource)
{
gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, attachment, GL_TEXTURE_2D, 0, 0);
checkGLcall("glFramebufferTexture2D()");
}
else if (resource->target == GL_TEXTURE_2D_ARRAY)
{
if (!gl_info->fbo_ops.glFramebufferTextureLayer)
{
FIXME("OpenGL implementation doesn't support glFramebufferTextureLayer().\n");
return;
}
gl_info->fbo_ops.glFramebufferTextureLayer(fbo_target, attachment,
resource->object, resource->level, resource->layer);
checkGLcall("glFramebufferTextureLayer()");
}
else
{
gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, attachment,
resource->target, resource->object, resource->level);
checkGLcall("glFramebufferTexture2D()");
}
}
/* Context activation is done by the caller. */
static void context_attach_depth_stencil_fbo(struct wined3d_context *context,
GLenum fbo_target, const struct wined3d_fbo_resource *resource, BOOL rb_namespace,
......@@ -137,41 +167,24 @@ static void context_attach_depth_stencil_fbo(struct wined3d_context *context,
else
{
if (flags & WINED3D_FBO_ENTRY_FLAG_DEPTH)
{
gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT,
resource->target, resource->object, resource->level);
checkGLcall("glFramebufferTexture2D()");
}
context_attach_gl_texture_fbo(context, fbo_target, GL_DEPTH_ATTACHMENT, resource);
if (flags & WINED3D_FBO_ENTRY_FLAG_STENCIL)
{
gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT,
resource->target, resource->object, resource->level);
checkGLcall("glFramebufferTexture2D()");
}
context_attach_gl_texture_fbo(context, fbo_target, GL_STENCIL_ATTACHMENT, resource);
}
if (!(flags & WINED3D_FBO_ENTRY_FLAG_DEPTH))
{
gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
checkGLcall("glFramebufferTexture2D()");
}
context_attach_gl_texture_fbo(context, fbo_target, GL_DEPTH_ATTACHMENT, NULL);
if (!(flags & WINED3D_FBO_ENTRY_FLAG_STENCIL))
{
gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
checkGLcall("glFramebufferTexture2D()");
}
context_attach_gl_texture_fbo(context, fbo_target, GL_STENCIL_ATTACHMENT, NULL);
}
else
{
TRACE("Attach depth stencil 0.\n");
gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
checkGLcall("glFramebufferTexture2D()");
gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
checkGLcall("glFramebufferTexture2D()");
context_attach_gl_texture_fbo(context, fbo_target, GL_DEPTH_ATTACHMENT, NULL);
context_attach_gl_texture_fbo(context, fbo_target, GL_STENCIL_ATTACHMENT, NULL);
}
}
......@@ -194,15 +207,12 @@ static void context_attach_surface_fbo(struct wined3d_context *context,
}
else
{
gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
resource->target, resource->object, resource->level);
checkGLcall("glFramebufferTexture2D()");
context_attach_gl_texture_fbo(context, fbo_target, GL_COLOR_ATTACHMENT0 + idx, resource);
}
}
else
{
gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, GL_TEXTURE_2D, 0, 0);
checkGLcall("glFramebufferTexture2D()");
context_attach_gl_texture_fbo(context, fbo_target, GL_COLOR_ATTACHMENT0 + idx, NULL);
}
}
......@@ -353,12 +363,14 @@ static inline void context_set_fbo_key_for_surface(const struct wined3d_context
if (!surface)
{
key->objects[idx].object = 0;
key->objects[idx].level = key->objects[idx].target = 0;
key->objects[idx].target = 0;
key->objects[idx].level = key->objects[idx].layer = 0;
}
else if (surface->current_renderbuffer)
{
key->objects[idx].object = surface->current_renderbuffer->id;
key->objects[idx].level = key->objects[idx].target = 0;
key->objects[idx].target = 0;
key->objects[idx].level = key->objects[idx].layer = 0;
key->rb_namespace |= 1 << idx;
}
else
......@@ -367,25 +379,29 @@ static inline void context_set_fbo_key_for_surface(const struct wined3d_context
{
case WINED3D_LOCATION_TEXTURE_RGB:
key->objects[idx].object = surface_get_texture_name(surface, context, FALSE);
key->objects[idx].level = surface->texture_level;
key->objects[idx].target = surface->texture_target;
key->objects[idx].level = surface->texture_level;
key->objects[idx].layer = surface->texture_layer;
break;
case WINED3D_LOCATION_TEXTURE_SRGB:
key->objects[idx].object = surface_get_texture_name(surface, context, TRUE);
key->objects[idx].level = surface->texture_level;
key->objects[idx].target = surface->texture_target;
key->objects[idx].level = surface->texture_level;
key->objects[idx].layer = surface->texture_layer;
break;
case WINED3D_LOCATION_RB_MULTISAMPLE:
key->objects[idx].object = surface->container->rb_multisample;
key->objects[idx].level = key->objects[idx].target = 0;
key->objects[idx].target = 0;
key->objects[idx].level = key->objects[idx].layer = 0;
key->rb_namespace |= 1 << idx;
break;
case WINED3D_LOCATION_RB_RESOLVED:
key->objects[idx].object = surface->container->rb_resolved;
key->objects[idx].level = key->objects[idx].target = 0;
key->objects[idx].target = 0;
key->objects[idx].level = key->objects[idx].layer = 0;
key->rb_namespace |= 1 << idx;
break;
}
......
......@@ -3835,6 +3835,7 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter, DWORD
gl_info->fbo_ops.glFramebufferTexture1D = gl_info->gl_ops.ext.p_glFramebufferTexture1D;
gl_info->fbo_ops.glFramebufferTexture2D = gl_info->gl_ops.ext.p_glFramebufferTexture2D;
gl_info->fbo_ops.glFramebufferTexture3D = gl_info->gl_ops.ext.p_glFramebufferTexture3D;
gl_info->fbo_ops.glFramebufferTextureLayer = gl_info->gl_ops.ext.p_glFramebufferTextureLayer;
gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->gl_ops.ext.p_glFramebufferRenderbuffer;
gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv
= gl_info->gl_ops.ext.p_glGetFramebufferAttachmentParameteriv;
......@@ -3869,6 +3870,11 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter, DWORD
WARN_(d3d_perf)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
}
if (gl_info->supported[ARB_GEOMETRY_SHADER4])
{
gl_info->fbo_ops.glFramebufferTextureLayer = gl_info->gl_ops.ext.p_glFramebufferTextureLayerARB;
}
if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
{
gl_info->fbo_ops.glBlitFramebuffer = gl_info->gl_ops.ext.p_glBlitFramebufferEXT;
......
......@@ -1870,6 +1870,8 @@ struct wined3d_fbo_ops
GLenum textarget, GLuint texture, GLint level);
void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment,
GLenum textarget, GLuint texture, GLint level, GLint layer);
void (WINE_GLAPI *glFramebufferTextureLayer)(GLenum target, GLenum attachment,
GLuint texture, GLint level, GLint layer);
void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment,
GLenum renderbuffertarget, GLuint renderbuffer);
void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment,
......@@ -2626,7 +2628,8 @@ struct wined3d_renderbuffer_entry
struct wined3d_fbo_resource
{
GLuint object;
GLuint level, target;
GLenum target;
GLuint level, layer;
};
#define WINED3D_FBO_ENTRY_FLAG_ATTACHED 0x1
......
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