Commit ae46589f authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Simply pass an IWineD3DSurfaceImpl pointer to surface_load_ds_location().

parent 10c5a8ac
......@@ -4429,7 +4429,7 @@ HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfac
{
DWORD location = context->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
if (!(depth_stencil->Flags & location) && !is_full_clear(depth_stencil, vp, scissor_rect, clear_rect))
surface_load_ds_location(This->stencilBufferTarget, context, location);
surface_load_ds_location(depth_stencil, context, location);
glDepthMask(GL_TRUE);
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
......@@ -5923,7 +5923,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *
surface_modify_ds_location(This->stencilBufferTarget, SFLAG_DS_DISCARDED);
} else {
struct wined3d_context *context = context_acquire(This, This->render_targets[0], CTXUSAGE_RESOURCELOAD);
surface_load_ds_location(This->stencilBufferTarget, context, SFLAG_DS_OFFSCREEN);
surface_load_ds_location((IWineD3DSurfaceImpl *)This->stencilBufferTarget, context, SFLAG_DS_OFFSCREEN);
surface_modify_ds_location(This->stencilBufferTarget, SFLAG_DS_OFFSCREEN);
context_release(context);
}
......
......@@ -612,7 +612,7 @@ void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT StartIdx, UINT
DWORD location = context->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
if (This->stateBlock->renderState[WINED3DRS_ZWRITEENABLE]
|| This->stateBlock->renderState[WINED3DRS_ZENABLE])
surface_load_ds_location(This->stencilBufferTarget, context, location);
surface_load_ds_location((IWineD3DSurfaceImpl *)This->stencilBufferTarget, context, location);
if (This->stateBlock->renderState[WINED3DRS_ZWRITEENABLE])
surface_modify_ds_location(This->stencilBufferTarget, location);
}
......
......@@ -4068,33 +4068,36 @@ void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) {
}
/* Context activation is done by the caller. */
void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location)
void surface_load_ds_location(IWineD3DSurfaceImpl *surface, struct wined3d_context *context, DWORD location)
{
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
IWineD3DDeviceImpl *device = This->resource.device;
IWineD3DDeviceImpl *device = surface->resource.device;
const struct wined3d_gl_info *gl_info = context->gl_info;
TRACE("(%p) New location %#x\n", This, location);
TRACE("surface %p, new location %#x.\n", surface, location);
/* TODO: Make this work for modes other than FBO */
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
if (This->Flags & location) {
TRACE("(%p) Location (%#x) is already up to date\n", This, location);
if (surface->Flags & location)
{
TRACE("Location (%#x) is already up to date.\n", location);
return;
}
if (This->current_renderbuffer) {
FIXME("(%p) Not supported with fixed up depth stencil\n", This);
if (surface->current_renderbuffer)
{
FIXME("Not supported with fixed up depth stencil.\n");
return;
}
if (location == SFLAG_DS_OFFSCREEN) {
if (This->Flags & SFLAG_DS_ONSCREEN) {
if (location == SFLAG_DS_OFFSCREEN)
{
if (surface->Flags & SFLAG_DS_ONSCREEN)
{
GLint old_binding = 0;
GLenum bind_target;
TRACE("(%p) Copying onscreen depth buffer to depth texture\n", This);
TRACE("Copying onscreen depth buffer to depth texture.\n");
ENTER_GL();
......@@ -4105,7 +4108,7 @@ void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *co
/* Note that we use depth_blt here as well, rather than glCopyTexImage2D
* directly on the FBO texture. That's because we need to flip. */
context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
if (This->texture_target == GL_TEXTURE_RECTANGLE_ARB)
if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
{
glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
bind_target = GL_TEXTURE_RECTANGLE_ARB;
......@@ -4114,8 +4117,8 @@ void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *co
bind_target = GL_TEXTURE_2D;
}
glBindTexture(bind_target, device->depth_blt_texture);
glCopyTexImage2D(bind_target, This->texture_level, This->resource.format_desc->glInternal,
0, 0, This->currentDesc.Width, This->currentDesc.Height, 0);
glCopyTexImage2D(bind_target, surface->texture_level, surface->resource.format_desc->glInternal,
0, 0, surface->currentDesc.Width, surface->currentDesc.Height, 0);
glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
......@@ -4129,26 +4132,27 @@ void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *co
gl_info->fbo_ops.glGenRenderbuffers(1, &device->depth_blt_rb);
checkGLcall("glGenRenderbuffersEXT");
}
if (device->depth_blt_rb_w != This->currentDesc.Width
|| device->depth_blt_rb_h != This->currentDesc.Height) {
if (device->depth_blt_rb_w != surface->currentDesc.Width
|| device->depth_blt_rb_h != surface->currentDesc.Height)
{
gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, device->depth_blt_rb);
checkGLcall("glBindRenderbufferEXT");
gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8,
This->currentDesc.Width, This->currentDesc.Height);
surface->currentDesc.Width, surface->currentDesc.Height);
checkGLcall("glRenderbufferStorageEXT");
device->depth_blt_rb_w = This->currentDesc.Width;
device->depth_blt_rb_h = This->currentDesc.Height;
device->depth_blt_rb_w = surface->currentDesc.Width;
device->depth_blt_rb_h = surface->currentDesc.Height;
}
context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, device->depth_blt_rb);
checkGLcall("glFramebufferRenderbufferEXT");
context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, This, FALSE);
context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, surface, FALSE);
/* Do the actual blit */
surface_depth_blt(This, gl_info, device->depth_blt_texture,
This->currentDesc.Width, This->currentDesc.Height, bind_target);
surface_depth_blt(surface, gl_info, device->depth_blt_texture,
surface->currentDesc.Width, surface->currentDesc.Height, bind_target);
checkGLcall("depth_blt");
if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
......@@ -4162,15 +4166,18 @@ void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *co
{
FIXME("No up to date depth stencil location\n");
}
} else if (location == SFLAG_DS_ONSCREEN) {
if (This->Flags & SFLAG_DS_OFFSCREEN) {
TRACE("(%p) Copying depth texture to onscreen depth buffer\n", This);
}
else if (location == SFLAG_DS_ONSCREEN)
{
if (surface->Flags & SFLAG_DS_OFFSCREEN)
{
TRACE("Copying depth texture to onscreen depth buffer.\n");
ENTER_GL();
context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
surface_depth_blt(This, gl_info, This->texture_name,
This->currentDesc.Width, This->currentDesc.Height, This->texture_target);
surface_depth_blt(surface, gl_info, surface->texture_name,
surface->currentDesc.Width, surface->currentDesc.Height, surface->texture_target);
checkGLcall("depth_blt");
if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
......@@ -4183,11 +4190,13 @@ void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *co
{
FIXME("No up to date depth stencil location\n");
}
} else {
ERR("(%p) Invalid location (%#x) specified\n", This, location);
}
else
{
ERR("Invalid location (%#x) specified.\n", location);
}
This->Flags |= location;
surface->Flags |= location;
}
static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
......
......@@ -2677,7 +2677,8 @@ void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock,
void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect) DECLSPEC_HIDDEN;
GLenum surface_get_gl_buffer(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
void surface_load_ds_location(IWineD3DSurfaceImpl *surface,
struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) DECLSPEC_HIDDEN;
void surface_set_compatible_renderbuffer(IWineD3DSurface *iface,
unsigned int width, unsigned int height) DECLSPEC_HIDDEN;
......
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