Commit dc7cb59c authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Keep track of renderbuffer capabilities.

parent c8d1a708
......@@ -3390,6 +3390,10 @@ static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_i
"TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
"MOV result.depth.z, R0.x;\n"
"END\n",
/* WINED3D_GL_RES_TYPE_BUFFER */
NULL,
/* WINED3D_GL_RES_TYPE_RB */
NULL,
};
static const char * const blt_fprograms_masked[WINED3D_GL_RES_TYPE_COUNT] =
......@@ -3428,6 +3432,10 @@ static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_i
"TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
"MOV result.depth.z, R0.x;\n"
"END\n",
/* WINED3D_GL_RES_TYPE_BUFFER */
NULL,
/* WINED3D_GL_RES_TYPE_RB */
NULL,
};
fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
......
......@@ -4384,6 +4384,8 @@ static BOOL CheckSurfaceCapability(const struct wined3d_adapter *adapter,
/* All depth stencil formats are supported on surfaces */
if (CheckDepthStencilCapability(adapter, adapter_format, check_format, WINED3D_GL_RES_TYPE_TEX_2D))
return TRUE;
if (CheckDepthStencilCapability(adapter, adapter_format, check_format, WINED3D_GL_RES_TYPE_RB))
return TRUE;
/* If opengl can't process the format natively, the blitter may be able to convert it */
if (adapter->blitter->blit_supported(&adapter->gl_info, &adapter->d3d_info,
......@@ -4456,7 +4458,7 @@ HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d, UINT ad
allowed_usage = WINED3DUSAGE_DEPTHSTENCIL
| WINED3DUSAGE_RENDERTARGET
| WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
gl_type = WINED3D_GL_RES_TYPE_TEX_2D;
gl_type = WINED3D_GL_RES_TYPE_RB;
break;
case WINED3D_RTYPE_TEXTURE:
......
......@@ -6997,6 +6997,10 @@ static GLuint create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum
"{\n"
" gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
"}\n",
/* WINED3D_GL_RES_TYPE_BUFFER */
NULL,
/* WINED3D_GL_RES_TYPE_RB */
NULL,
};
static const char * const blt_pshaders_masked[WINED3D_GL_RES_TYPE_COUNT] =
......@@ -7033,6 +7037,10 @@ static GLuint create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum
" if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
" gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
"}\n",
/* WINED3D_GL_RES_TYPE_BUFFER */
NULL,
/* WINED3D_GL_RES_TYPE_RB */
NULL,
};
blt_pshader = masked ? blt_pshaders_masked[tex_type] : blt_pshaders_full[tex_type];
......
......@@ -80,13 +80,13 @@ HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *
{
const struct wined3d *d3d = device->wined3d;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
static const enum wined3d_gl_resource_type gl_resource_types[][3] =
static const enum wined3d_gl_resource_type gl_resource_types[][4] =
{
/* 0 */ {WINED3D_GL_RES_TYPE_COUNT},
/* WINED3D_RTYPE_SURFACE */ {WINED3D_GL_RES_TYPE_COUNT},
/* WINED3D_RTYPE_VOLUME */ {WINED3D_GL_RES_TYPE_COUNT},
/* WINED3D_RTYPE_TEXTURE */ {WINED3D_GL_RES_TYPE_TEX_2D,
WINED3D_GL_RES_TYPE_TEX_RECT, WINED3D_GL_RES_TYPE_COUNT},
WINED3D_GL_RES_TYPE_TEX_RECT, WINED3D_GL_RES_TYPE_RB, WINED3D_GL_RES_TYPE_COUNT},
/* WINED3D_RTYPE_VOLUME_TEXTURE */ {WINED3D_GL_RES_TYPE_TEX_3D, WINED3D_GL_RES_TYPE_COUNT},
/* WINED3D_RTYPE_CUBE_TEXTURE */ {WINED3D_GL_RES_TYPE_TEX_CUBE, WINED3D_GL_RES_TYPE_COUNT},
/* WINED3D_RTYPE_BUFFER */ {WINED3D_GL_RES_TYPE_BUFFER, WINED3D_GL_RES_TYPE_COUNT},
......
......@@ -1417,6 +1417,8 @@ static GLenum wined3d_gl_type_to_enum(enum wined3d_gl_resource_type type)
return GL_TEXTURE_RECTANGLE_ARB;
case WINED3D_GL_RES_TYPE_BUFFER:
return GL_TEXTURE_2D; /* TODO: GL_TEXTURE_BUFFER. */
case WINED3D_GL_RES_TYPE_RB:
return GL_RENDERBUFFER;
case WINED3D_GL_RES_TYPE_COUNT:
break;
}
......@@ -1424,52 +1426,74 @@ static GLenum wined3d_gl_type_to_enum(enum wined3d_gl_resource_type type)
return 0;
}
static void delete_fbo_attachment(const struct wined3d_gl_info *gl_info)
static void delete_fbo_attachment(const struct wined3d_gl_info *gl_info,
enum wined3d_gl_resource_type d3d_type, GLuint object)
{
gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, 0, 0);
switch (d3d_type)
{
case WINED3D_GL_RES_TYPE_TEX_1D:
case WINED3D_GL_RES_TYPE_TEX_2D:
case WINED3D_GL_RES_TYPE_TEX_RECT:
case WINED3D_GL_RES_TYPE_TEX_3D:
case WINED3D_GL_RES_TYPE_TEX_CUBE:
gl_info->gl_ops.gl.p_glDeleteTextures(1, &object);
break;
case WINED3D_GL_RES_TYPE_RB:
gl_info->fbo_ops.glDeleteRenderbuffers(1, &object);
break;
case WINED3D_GL_RES_TYPE_BUFFER:
case WINED3D_GL_RES_TYPE_COUNT:
break;
}
}
/* Context activation is done by the caller. */
static void create_and_bind_fbo_attachment(const struct wined3d_gl_info *gl_info,
enum wined3d_gl_resource_type d3d_type, GLuint tex, GLenum internal, GLenum format, GLenum type)
enum wined3d_gl_resource_type d3d_type, GLuint *object, GLenum internal, GLenum format, GLenum type)
{
switch (d3d_type)
{
case WINED3D_GL_RES_TYPE_TEX_1D:
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, tex);
gl_info->gl_ops.gl.p_glGenTextures(1, object);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, *object);
gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, internal, 16, 0, format, type, NULL);
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_1D, tex, 0);
gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_1D,
*object, 0);
break;
case WINED3D_GL_RES_TYPE_TEX_2D:
case WINED3D_GL_RES_TYPE_TEX_RECT:
gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(d3d_type), tex);
gl_info->gl_ops.gl.p_glGenTextures(1, object);
gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(d3d_type), *object);
gl_info->gl_ops.gl.p_glTexImage2D(wined3d_gl_type_to_enum(d3d_type), 0, internal, 16, 16, 0,
format, type, NULL);
gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
wined3d_gl_type_to_enum(d3d_type), tex, 0);
wined3d_gl_type_to_enum(d3d_type), *object, 0);
break;
case WINED3D_GL_RES_TYPE_TEX_3D:
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, tex);
gl_info->gl_ops.gl.p_glGenTextures(1, object);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, *object);
GL_EXTCALL(glTexImage3D)(GL_TEXTURE_3D, 0, internal, 16, 16, 16, 0,
format, type, NULL);
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_3D, tex, 0, 0);
GL_TEXTURE_3D, *object, 0, 0);
break;
case WINED3D_GL_RES_TYPE_TEX_CUBE:
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, tex);
gl_info->gl_ops.gl.p_glGenTextures(1, object);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, *object);
gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, internal, 16, 16, 0,
format, type, NULL);
gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, 0, internal, 16, 16, 0,
......@@ -1486,13 +1510,28 @@ static void create_and_bind_fbo_attachment(const struct wined3d_gl_info *gl_info
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, tex, 0);
GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
break;
case WINED3D_GL_RES_TYPE_RB:
gl_info->fbo_ops.glGenRenderbuffers(1, object);
gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, *object);
gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, internal, 16, 16);
gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
*object);
break;
case WINED3D_GL_RES_TYPE_BUFFER:
case WINED3D_GL_RES_TYPE_COUNT:
break;
}
/* Ideally we'd skip all formats already known not to work on textures
* by checking for WINED3DFMT_FLAG_TEXTURE here. However, we want to
* know if we can attach WINED3DFMT_P8_UINT textures to FBOs, and this
* format never has WINED3DFMT_FLAG_TEXTURE set. Instead, swallow GL
* errors generated by invalid formats. */
while (gl_info->gl_ops.gl.p_glGetError());
}
/* Context activation is done by the caller. */
......@@ -1503,7 +1542,7 @@ static void check_fbo_compat(const struct wined3d_gl_info *gl_info, struct wined
*
* Try to stick to the standard format if possible, this limits precision differences. */
GLenum status, rt_internal = format->rtInternal;
GLuint tex;
GLuint object;
enum wined3d_gl_resource_type type;
BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
......@@ -1514,17 +1553,8 @@ static void check_fbo_compat(const struct wined3d_gl_info *gl_info, struct wined
if (type == WINED3D_GL_RES_TYPE_BUFFER)
continue;
/* Ideally we'd skip all formats already known not to work on textures
* by checking for WINED3DFMT_FLAG_TEXTURE here. However, we want to
* know if we can attach WINED3DFMT_P8_UINT textures to FBOs, and this
* format never has WINED3DFMT_FLAG_TEXTURE set. Instead, swallow GL
* errors generated by invalid formats. */
gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
create_and_bind_fbo_attachment(gl_info, type, tex, format->glInternal,
create_and_bind_fbo_attachment(gl_info, type, &object, format->glInternal,
format->glFormat, format->glType);
while (gl_info->gl_ops.gl.p_glGetError());
status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
checkGLcall("Framebuffer format check");
......@@ -1560,8 +1590,8 @@ static void check_fbo_compat(const struct wined3d_gl_info *gl_info, struct wined
while (gl_info->gl_ops.gl.p_glGetError());
delete_fbo_attachment(gl_info);
create_and_bind_fbo_attachment(gl_info, type, tex, format->rtInternal,
delete_fbo_attachment(gl_info, type, object);
create_and_bind_fbo_attachment(gl_info, type, &object, format->rtInternal,
format->glFormat, format->glType);
status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
......@@ -1654,12 +1684,12 @@ static void check_fbo_compat(const struct wined3d_gl_info *gl_info, struct wined
gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
/* Rebinding texture to workaround a fglrx bug. */
gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(type), tex);
switch (type)
{
case WINED3D_GL_RES_TYPE_TEX_1D:
gl_info->gl_ops.gl.p_glGetTexImage(wined3d_gl_type_to_enum(type), 0, GL_BGRA,
/* Rebinding texture to workaround a fglrx bug. */
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, object);
gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_1D, 0, GL_BGRA,
GL_UNSIGNED_INT_8_8_8_8_REV, readback);
color = readback[7];
break;
......@@ -1667,17 +1697,27 @@ static void check_fbo_compat(const struct wined3d_gl_info *gl_info, struct wined
case WINED3D_GL_RES_TYPE_TEX_2D:
case WINED3D_GL_RES_TYPE_TEX_3D:
case WINED3D_GL_RES_TYPE_TEX_RECT:
/* Rebinding texture to workaround a fglrx bug. */
gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(type), object);
gl_info->gl_ops.gl.p_glGetTexImage(wined3d_gl_type_to_enum(type), 0, GL_BGRA,
GL_UNSIGNED_INT_8_8_8_8_REV, readback);
color = readback[7 * 16 + 7];
break;
case WINED3D_GL_RES_TYPE_TEX_CUBE:
/* Rebinding texture to workaround a fglrx bug. */
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, object);
gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, GL_BGRA,
GL_UNSIGNED_INT_8_8_8_8_REV, readback);
color = readback[7 * 16 + 7];
break;
case WINED3D_GL_RES_TYPE_RB:
gl_info->gl_ops.gl.p_glReadPixels(0, 0, 16, 16,
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
color = readback[7 * 16 + 7];
break;
case WINED3D_GL_RES_TYPE_BUFFER:
case WINED3D_GL_RES_TYPE_COUNT:
color = 0;
......@@ -1722,8 +1762,8 @@ static void check_fbo_compat(const struct wined3d_gl_info *gl_info, struct wined
if (format->glInternal != format->glGammaInternal)
{
delete_fbo_attachment(gl_info);
create_and_bind_fbo_attachment(gl_info, type, tex, format->glGammaInternal,
delete_fbo_attachment(gl_info, type, object);
create_and_bind_fbo_attachment(gl_info, type, &object, format->glGammaInternal,
format->glFormat, format->glType);
status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
......@@ -1744,8 +1784,8 @@ static void check_fbo_compat(const struct wined3d_gl_info *gl_info, struct wined
else if (status == GL_FRAMEBUFFER_COMPLETE)
format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
delete_fbo_attachment(gl_info);
gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
delete_fbo_attachment(gl_info, type, object);
checkGLcall("Framebuffer format check cleaup");
}
if (fallback_fmt_used && regular_fmt_used)
......@@ -1994,6 +2034,9 @@ static BOOL init_format_texture_info(struct wined3d_adapter *adapter, struct win
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] |= format_texture_info[i].flags;
format->flags[WINED3D_GL_RES_TYPE_RB] |= format_texture_info[i].flags;
format->flags[WINED3D_GL_RES_TYPE_RB] &= ~WINED3DFMT_FLAG_TEXTURE;
if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
{
query_format_flag(gl_info, format, format->glInternal, GL_VERTEX_TEXTURE,
......
......@@ -786,7 +786,8 @@ enum wined3d_gl_resource_type
WINED3D_GL_RES_TYPE_TEX_CUBE = 3,
WINED3D_GL_RES_TYPE_TEX_RECT = 4,
WINED3D_GL_RES_TYPE_BUFFER = 5,
WINED3D_GL_RES_TYPE_COUNT = 6,
WINED3D_GL_RES_TYPE_RB = 6,
WINED3D_GL_RES_TYPE_COUNT = 7,
};
enum vertexprocessing_mode {
......
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