Commit da65aed4 authored by H. Verbeet's avatar H. Verbeet Committed by Alexandre Julliard

wined3d: Support cube map FBO attachments.

parent 8afe27da
......@@ -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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