Commit bcd92916 authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Better integrate the fixed up DS in the new FBO cache handling.

parent b76fcbe0
......@@ -121,7 +121,7 @@ static void context_attach_depth_stencil_rb(const struct wined3d_gl_info *gl_inf
/* 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,
DWORD format_flags, GLuint rb_override)
DWORD format_flags)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
......@@ -129,12 +129,7 @@ static void context_attach_depth_stencil_fbo(struct wined3d_context *context,
{
TRACE("Attach depth stencil %u.\n", resource->object);
if (rb_override)
{
context_attach_depth_stencil_rb(gl_info, fbo_target,
format_flags, rb_override);
}
else if (rb_namespace)
if (rb_namespace)
{
context_attach_depth_stencil_rb(gl_info, fbo_target,
format_flags, resource->object);
......@@ -354,6 +349,12 @@ static inline void context_set_fbo_key_for_surface(const struct wined3d_context
key->objects[idx].object = 0;
key->objects[idx].level = key->objects[idx].target = 0;
}
else if (surface->current_renderbuffer)
{
key->objects[idx].object = surface->current_renderbuffer->id;
key->objects[idx].level = key->objects[idx].target = 0;
key->rb_namespace |= 1 << idx;
}
else
{
switch (location)
......@@ -472,6 +473,8 @@ static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context,
WARN("Depth stencil is smaller than the primary color buffer, disabling\n");
depth_stencil = NULL;
}
else
surface_set_compatible_renderbuffer(depth_stencil, render_targets[0]);
}
context_generate_fbo_key(context, context->fbo_key, render_targets, depth_stencil, color_location,
......@@ -570,15 +573,13 @@ static void context_apply_fbo_entry(struct wined3d_context *context, GLenum targ
if (depth_stencil)
{
DWORD format_flags = depth_stencil->container->resource.format_flags;
surface_set_compatible_renderbuffer(depth_stencil, entry->d3d_render_targets[0]);
context_attach_depth_stencil_fbo(context, target, &entry->key.objects[0],
entry->key.rb_namespace & 0x1, format_flags,
depth_stencil->current_renderbuffer ? depth_stencil->current_renderbuffer->id : 0);
entry->key.rb_namespace & 0x1, format_flags);
}
else
{
static const struct wined3d_fbo_resource resource = {0};
context_attach_depth_stencil_fbo(context, target, &resource, FALSE, 0, 0);
context_attach_depth_stencil_fbo(context, target, &resource, FALSE, 0);
}
/* Set valid read and draw buffer bindings to satisfy pedantic pre-ES2_compatibility
......
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