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wine
wine-winehq
Commits
da65aed4
Commit
da65aed4
authored
Nov 18, 2006
by
H. Verbeet
Committed by
Alexandre Julliard
Nov 20, 2006
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Plain Diff
wined3d: Support cube map FBO attachments.
parent
8afe27da
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1 changed file
with
17 additions
and
9 deletions
+17
-9
device.c
dlls/wined3d/device.c
+17
-9
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dlls/wined3d/device.c
View file @
da65aed4
...
...
@@ -7011,14 +7011,18 @@ static void set_depth_stencil_fbo(IWineD3DDevice *iface, IWineD3DSurface *depth_
bind_fbo
(
iface
);
if
(
depth_stencil_impl
)
{
GLenum
texttarget
,
target
;
IWineD3DSurface_PreLoad
(
depth_stencil
);
glBindTexture
(
GL_TEXTURE_2D
,
depth_stencil_impl
->
glDescription
.
textureName
);
texttarget
=
depth_stencil_impl
->
glDescription
.
target
;
target
=
texttarget
==
GL_TEXTURE_2D
?
GL_TEXTURE_2D
:
GL_TEXTURE_CUBE_MAP_ARB
;
glTexParameteri
(
GL_TEXTURE_2D
,
GL_TEXTURE_MIN_FILTER
,
GL_NEAREST
);
glTexParameteri
(
GL_TEXTURE_2D
,
GL_TEXTURE_MAG_FILTER
,
GL_NEAREST
);
glTexParameteri
(
GL_TEXTURE_2D
,
GL_DEPTH_TEXTURE_MODE_ARB
,
GL_LUMINANCE
);
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
);
GL_EXTCALL
(
glFramebufferTexture2DEXT
(
GL_FRAMEBUFFER_EXT
,
GL_DEPTH_ATTACHMENT_EXT
,
GL_TEXTURE_2D
,
depth_stencil_impl
->
glDescription
.
textureName
,
0
));
GL_EXTCALL
(
glFramebufferTexture2DEXT
(
GL_FRAMEBUFFER_EXT
,
GL_DEPTH_ATTACHMENT_EXT
,
texttarget
,
depth_stencil_impl
->
glDescription
.
textureName
,
0
));
checkGLcall
(
"glFramebufferTexture2DEXT()"
);
}
else
{
GL_EXTCALL
(
glFramebufferTexture2DEXT
(
GL_FRAMEBUFFER_EXT
,
GL_DEPTH_ATTACHMENT_EXT
,
GL_TEXTURE_2D
,
0
,
0
));
...
...
@@ -7036,15 +7040,19 @@ static void set_render_target_fbo(IWineD3DDevice *iface, IWineD3DSurface *render
IWineD3DSurfaceImpl
*
rtimpl
=
(
IWineD3DSurfaceImpl
*
)
render_target
;
if
(
This
->
render_offscreen
)
{
GLenum
texttarget
,
target
;
bind_fbo
(
iface
);
IWineD3DSurface_PreLoad
(
render_target
);
texttarget
=
rtimpl
->
glDescription
.
target
;
target
=
texttarget
==
GL_TEXTURE_2D
?
GL_TEXTURE_2D
:
GL_TEXTURE_CUBE_MAP_ARB
;
glBindTexture
(
GL_TEXTURE_2D
,
rtimpl
->
glDescription
.
textureName
);
glTexParameteri
(
GL_TEXTURE_2D
,
GL_TEXTURE_MIN_FILTER
,
GL_LINEAR
);
glTexParameteri
(
GL_TEXTURE_2D
,
GL_TEXTURE_MAG_FILTER
,
GL_LINEAR
);
glBindTexture
(
target
,
rtimpl
->
glDescription
.
textureName
);
glTexParameteri
(
target
,
GL_TEXTURE_MIN_FILTER
,
GL_LINEAR
);
glTexParameteri
(
target
,
GL_TEXTURE_MAG_FILTER
,
GL_LINEAR
);
GL_EXTCALL
(
glFramebufferTexture2DEXT
(
GL_FRAMEBUFFER_EXT
,
GL_COLOR_ATTACHMENT0_EXT
,
GL_TEXTURE_2D
,
rtimpl
->
glDescription
.
textureName
,
0
));
GL_EXTCALL
(
glFramebufferTexture2DEXT
(
GL_FRAMEBUFFER_EXT
,
GL_COLOR_ATTACHMENT0_EXT
,
texttarget
,
rtimpl
->
glDescription
.
textureName
,
0
));
checkGLcall
(
"glFramebufferTexture2DEXT()"
);
}
else
{
GL_EXTCALL
(
glBindFramebufferEXT
(
GL_FRAMEBUFFER_EXT
,
0
));
...
...
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