Commit d262752a authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Handle lack of NPOT support for depth blts.

parent 80818bfc
...@@ -4126,6 +4126,7 @@ void surface_load_ds_location(IWineD3DSurface *iface, DWORD location) { ...@@ -4126,6 +4126,7 @@ void surface_load_ds_location(IWineD3DSurface *iface, DWORD location) {
if (location == SFLAG_DS_OFFSCREEN) { if (location == SFLAG_DS_OFFSCREEN) {
if (This->Flags & SFLAG_DS_ONSCREEN) { if (This->Flags & SFLAG_DS_ONSCREEN) {
GLint old_binding = 0; GLint old_binding = 0;
GLenum bind_target;
TRACE("(%p) Copying onscreen depth buffer to depth texture\n", This); TRACE("(%p) Copying onscreen depth buffer to depth texture\n", This);
...@@ -4138,9 +4139,15 @@ void surface_load_ds_location(IWineD3DSurface *iface, DWORD location) { ...@@ -4138,9 +4139,15 @@ void surface_load_ds_location(IWineD3DSurface *iface, DWORD location) {
/* Note that we use depth_blt here as well, rather than glCopyTexImage2D /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
* directly on the FBO texture. That's because we need to flip. */ * directly on the FBO texture. That's because we need to flip. */
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)); GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding); if (This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB) {
glBindTexture(GL_TEXTURE_2D, device->depth_blt_texture); glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
glCopyTexImage2D(This->glDescription.target, bind_target = GL_TEXTURE_RECTANGLE_ARB;
} else {
glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
bind_target = GL_TEXTURE_2D;
}
glBindTexture(bind_target, device->depth_blt_texture);
glCopyTexImage2D(bind_target,
This->glDescription.level, This->glDescription.level,
This->glDescription.glFormatInternal, This->glDescription.glFormatInternal,
0, 0,
...@@ -4148,10 +4155,10 @@ void surface_load_ds_location(IWineD3DSurface *iface, DWORD location) { ...@@ -4148,10 +4155,10 @@ void surface_load_ds_location(IWineD3DSurface *iface, DWORD location) {
This->currentDesc.Width, This->currentDesc.Width,
This->currentDesc.Height, This->currentDesc.Height,
0); 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE); glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
glBindTexture(GL_TEXTURE_2D, old_binding); glBindTexture(bind_target, old_binding);
/* Setup the destination */ /* Setup the destination */
if (!device->depth_blt_rb) { if (!device->depth_blt_rb) {
...@@ -4174,7 +4181,7 @@ void surface_load_ds_location(IWineD3DSurface *iface, DWORD location) { ...@@ -4174,7 +4181,7 @@ void surface_load_ds_location(IWineD3DSurface *iface, DWORD location) {
context_attach_depth_stencil_fbo(device, GL_FRAMEBUFFER_EXT, iface, FALSE); context_attach_depth_stencil_fbo(device, GL_FRAMEBUFFER_EXT, iface, FALSE);
/* Do the actual blit */ /* Do the actual blit */
surface_depth_blt(This, device->depth_blt_texture, This->currentDesc.Width, This->currentDesc.Height, GL_TEXTURE_2D); surface_depth_blt(This, device->depth_blt_texture, This->currentDesc.Width, This->currentDesc.Height, bind_target);
checkGLcall("depth_blt"); checkGLcall("depth_blt");
if (device->activeContext->current_fbo) { if (device->activeContext->current_fbo) {
......
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