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wine
wine-winehq
Commits
ae46589f
Commit
ae46589f
authored
Apr 18, 2010
by
Henri Verbeet
Committed by
Alexandre Julliard
Apr 19, 2010
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Plain Diff
wined3d: Simply pass an IWineD3DSurfaceImpl pointer to surface_load_ds_location().
parent
10c5a8ac
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Showing
4 changed files
with
44 additions
and
34 deletions
+44
-34
device.c
dlls/wined3d/device.c
+2
-2
drawprim.c
dlls/wined3d/drawprim.c
+1
-1
surface.c
dlls/wined3d/surface.c
+39
-30
wined3d_private.h
dlls/wined3d/wined3d_private.h
+2
-1
No files found.
dlls/wined3d/device.c
View file @
ae46589f
...
...
@@ -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
);
}
...
...
dlls/wined3d/drawprim.c
View file @
ae46589f
...
...
@@ -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
);
}
...
...
dlls/wined3d/surface.c
View file @
ae46589f
...
...
@@ -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
*
i
face
,
struct
wined3d_context
*
context
,
DWORD
location
)
void
surface_load_ds_location
(
IWineD3DSurface
Impl
*
sur
face
,
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
)
{
...
...
dlls/wined3d/wined3d_private.h
View file @
ae46589f
...
...
@@ -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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