Commit 9533a5cb authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Split off a function for applying an attachment's filter states.

parent a2692366
......@@ -72,55 +72,79 @@ static void context_destroy_fbo(IWineD3DDeviceImpl *This, const GLuint *fbo)
checkGLcall("glDeleteFramebuffers()");
}
/* TODO: Handle stencil attachments */
void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer)
static void context_apply_attachment_filter_states(IWineD3DDevice *iface, IWineD3DSurface *surface, BOOL force_preload)
{
IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
IWineD3DBaseTextureImpl *texture_impl;
BOOL update_minfilter, update_magfilter;
if (use_render_buffer && depth_stencil_impl->current_renderbuffer)
/* Update base texture states array */
if (SUCCEEDED(IWineD3DSurface_GetContainer(surface, &IID_IWineD3DBaseTexture, (void **)&texture_impl)))
{
GL_EXTCALL(glFramebufferRenderbufferEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_stencil_impl->current_renderbuffer->id));
checkGLcall("glFramebufferRenderbufferEXT()");
} else {
IWineD3DBaseTextureImpl *texture_impl;
GLenum texttarget, target;
GLint old_binding = 0;
if (texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT)
{
texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
update_minfilter = TRUE;
}
if (texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
{
texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
update_magfilter = TRUE;
}
if (texture_impl->baseTexture.bindCount)
{
WARN("Render targets should not be bound to a sampler\n");
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(texture_impl->baseTexture.sampler));
}
texttarget = depth_stencil_impl->glDescription.target;
if (texttarget == GL_TEXTURE_2D)
IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
}
if (update_minfilter || update_magfilter || force_preload)
{
GLenum target, bind_target;
GLint old_binding;
target = surface_impl->glDescription.target;
if (target == GL_TEXTURE_2D)
{
target = GL_TEXTURE_2D;
bind_target = GL_TEXTURE_2D;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
} else if (texttarget == GL_TEXTURE_RECTANGLE_ARB) {
target = GL_TEXTURE_RECTANGLE_ARB;
} else if (target == GL_TEXTURE_RECTANGLE_ARB) {
bind_target = GL_TEXTURE_RECTANGLE_ARB;
glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
} else {
target = GL_TEXTURE_CUBE_MAP_ARB;
bind_target = GL_TEXTURE_CUBE_MAP_ARB;
glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
}
IWineD3DSurface_PreLoad(depth_stencil);
IWineD3DSurface_PreLoad(surface);
glBindTexture(target, depth_stencil_impl->glDescription.textureName);
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
glBindTexture(target, old_binding);
glBindTexture(bind_target, surface_impl->glDescription.textureName);
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);
}
/* Update base texture states array */
if (SUCCEEDED(IWineD3DSurface_GetContainer(depth_stencil, &IID_IWineD3DBaseTexture, (void **)&texture_impl)))
{
texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
if (texture_impl->baseTexture.bindCount)
{
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(texture_impl->baseTexture.sampler));
}
checkGLcall("apply_attachment_filter_states()");
}
IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
}
/* TODO: Handle stencil attachments */
void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer)
{
IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
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 {
context_apply_attachment_filter_states((IWineD3DDevice *)This, depth_stencil, TRUE);
GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, texttarget,
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()");
}
......@@ -129,44 +153,10 @@ void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_targe
void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface)
{
const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
IWineD3DBaseTextureImpl *texture_impl;
GLenum texttarget, target;
GLint old_binding;
texttarget = surface_impl->glDescription.target;
if (texttarget == GL_TEXTURE_2D)
{
target = GL_TEXTURE_2D;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
} else if (texttarget == GL_TEXTURE_RECTANGLE_ARB) {
target = GL_TEXTURE_RECTANGLE_ARB;
glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
} else {
target = GL_TEXTURE_CUBE_MAP_ARB;
glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
}
IWineD3DSurface_PreLoad(surface);
glBindTexture(target, surface_impl->glDescription.textureName);
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindTexture(target, old_binding);
/* Update base texture states array */
if (SUCCEEDED(IWineD3DSurface_GetContainer(surface, &IID_IWineD3DBaseTexture, (void **)&texture_impl)))
{
texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
if (texture_impl->baseTexture.bindCount)
{
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(texture_impl->baseTexture.sampler));
}
IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
}
context_apply_attachment_filter_states((IWineD3DDevice *)This, surface, TRUE);
GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, texttarget,
GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, surface_impl->glDescription.target,
surface_impl->glDescription.textureName, surface_impl->glDescription.level));
checkGLcall("attach_surface_fbo");
......
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