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wine
wine-winehq
Commits
dc918d43
Commit
dc918d43
authored
Mar 28, 2010
by
Stefan Dösinger
Committed by
Alexandre Julliard
Mar 31, 2010
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Plain Diff
wined3d: Use FBOs when the onscreen depth stencil format isn't suitable.
This allows proper support of float depth buffers when rendering to onscreen surfaces.
parent
19b6f5ca
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2 changed files
with
57 additions
and
11 deletions
+57
-11
context.c
dlls/wined3d/context.c
+56
-10
swapchain.c
dlls/wined3d/swapchain.c
+1
-1
No files found.
dlls/wined3d/context.c
View file @
dc918d43
...
@@ -1929,6 +1929,57 @@ void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
...
@@ -1929,6 +1929,57 @@ void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
context
->
draw_buffer_dirty
=
TRUE
;
context
->
draw_buffer_dirty
=
TRUE
;
}
}
static
inline
void
context_set_render_offscreen
(
struct
wined3d_context
*
context
,
const
struct
StateEntry
*
StateTable
,
BOOL
offscreen
)
{
if
(
context
->
render_offscreen
==
offscreen
)
return
;
Context_MarkStateDirty
(
context
,
STATE_TRANSFORM
(
WINED3DTS_PROJECTION
),
StateTable
);
Context_MarkStateDirty
(
context
,
STATE_VDECL
,
StateTable
);
Context_MarkStateDirty
(
context
,
STATE_VIEWPORT
,
StateTable
);
Context_MarkStateDirty
(
context
,
STATE_SCISSORRECT
,
StateTable
);
Context_MarkStateDirty
(
context
,
STATE_FRONTFACE
,
StateTable
);
context
->
render_offscreen
=
offscreen
;
}
static
BOOL
match_depth_stencil_format
(
const
struct
wined3d_format_desc
*
existing
,
const
struct
wined3d_format_desc
*
required
)
{
short
existing_depth
,
existing_stencil
,
required_depth
,
required_stencil
;
if
(
existing
==
required
)
return
TRUE
;
if
((
existing
->
Flags
&
WINED3DFMT_FLAG_FLOAT
)
!=
(
required
->
Flags
&
WINED3DFMT_FLAG_FLOAT
))
return
FALSE
;
getDepthStencilBits
(
existing
,
&
existing_depth
,
&
existing_stencil
);
getDepthStencilBits
(
required
,
&
required_depth
,
&
required_stencil
);
if
(
existing_depth
<
required_depth
)
return
FALSE
;
/* If stencil bits are used the exact amount is required - otherwise wrapping
* won't work correctly */
if
(
required_stencil
&&
required_stencil
!=
existing_stencil
)
return
FALSE
;
return
TRUE
;
}
/* The caller provides a context */
static
void
context_validate_onscreen_formats
(
IWineD3DDeviceImpl
*
device
,
struct
wined3d_context
*
context
)
{
/* Onscreen surfaces are always in a swapchain */
IWineD3DSurfaceImpl
*
depth_stencil
=
(
IWineD3DSurfaceImpl
*
)
device
->
stencilBufferTarget
;
IWineD3DSwapChainImpl
*
swapchain
=
(
IWineD3DSwapChainImpl
*
)
((
IWineD3DSurfaceImpl
*
)
context
->
current_rt
)
->
container
;
if
(
!
depth_stencil
)
return
;
if
(
match_depth_stencil_format
(
swapchain
->
ds_format
,
depth_stencil
->
resource
.
format_desc
))
return
;
/* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
* or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
* format. */
WARN
(
"Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO
\n
"
);
/* The currently active context is the necessary context to access the swapchain's onscreen buffers */
IWineD3DSurface_LoadLocation
(
context
->
current_rt
,
SFLAG_INTEXTURE
,
NULL
);
swapchain
->
render_to_fbo
=
TRUE
;
context_set_render_offscreen
(
context
,
device
->
StateTable
,
TRUE
);
}
/* Context activation is done by the caller. */
/* Context activation is done by the caller. */
static
void
context_apply_state
(
struct
wined3d_context
*
context
,
IWineD3DDeviceImpl
*
device
,
enum
ContextUsage
usage
)
static
void
context_apply_state
(
struct
wined3d_context
*
context
,
IWineD3DDeviceImpl
*
device
,
enum
ContextUsage
usage
)
{
{
...
@@ -1939,6 +1990,7 @@ static void context_apply_state(struct wined3d_context *context, IWineD3DDeviceI
...
@@ -1939,6 +1990,7 @@ static void context_apply_state(struct wined3d_context *context, IWineD3DDeviceI
case
CTXUSAGE_CLEAR
:
case
CTXUSAGE_CLEAR
:
case
CTXUSAGE_DRAWPRIM
:
case
CTXUSAGE_DRAWPRIM
:
if
(
wined3d_settings
.
offscreen_rendering_mode
==
ORM_FBO
)
{
if
(
wined3d_settings
.
offscreen_rendering_mode
==
ORM_FBO
)
{
if
(
!
context
->
render_offscreen
)
context_validate_onscreen_formats
(
device
,
context
);
ENTER_GL
();
ENTER_GL
();
context_apply_fbo_state
(
context
);
context_apply_fbo_state
(
context
);
LEAVE_GL
();
LEAVE_GL
();
...
@@ -1951,6 +2003,7 @@ static void context_apply_state(struct wined3d_context *context, IWineD3DDeviceI
...
@@ -1951,6 +2003,7 @@ static void context_apply_state(struct wined3d_context *context, IWineD3DDeviceI
case
CTXUSAGE_BLIT
:
case
CTXUSAGE_BLIT
:
if
(
wined3d_settings
.
offscreen_rendering_mode
==
ORM_FBO
)
{
if
(
wined3d_settings
.
offscreen_rendering_mode
==
ORM_FBO
)
{
if
(
!
context
->
render_offscreen
)
context_validate_onscreen_formats
(
device
,
context
);
if
(
context
->
render_offscreen
)
if
(
context
->
render_offscreen
)
{
{
FIXME
(
"Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
\n
"
);
FIXME
(
"Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.
\n
"
);
...
@@ -2043,21 +2096,14 @@ static void context_apply_state(struct wined3d_context *context, IWineD3DDeviceI
...
@@ -2043,21 +2096,14 @@ static void context_apply_state(struct wined3d_context *context, IWineD3DDeviceI
static
void
context_setup_target
(
IWineD3DDeviceImpl
*
device
,
struct
wined3d_context
*
context
,
IWineD3DSurface
*
target
)
static
void
context_setup_target
(
IWineD3DDeviceImpl
*
device
,
struct
wined3d_context
*
context
,
IWineD3DSurface
*
target
)
{
{
BOOL
old_render_offscreen
=
context
->
render_offscreen
;
BOOL
old_render_offscreen
=
context
->
render_offscreen
,
render_offscreen
;
const
struct
StateEntry
*
StateTable
=
device
->
StateTable
;
const
struct
StateEntry
*
StateTable
=
device
->
StateTable
;
if
(
!
target
)
return
;
if
(
!
target
)
return
;
else
if
(
context
->
current_rt
==
target
)
return
;
else
if
(
context
->
current_rt
==
target
)
return
;
context
->
render_offscreen
=
surface_is_offscreen
(
target
);
render_offscreen
=
surface_is_offscreen
(
target
);
if
(
context
->
render_offscreen
!=
old_render_offscreen
)
context_set_render_offscreen
(
context
,
StateTable
,
render_offscreen
);
{
Context_MarkStateDirty
(
context
,
STATE_TRANSFORM
(
WINED3DTS_PROJECTION
),
StateTable
);
Context_MarkStateDirty
(
context
,
STATE_VDECL
,
StateTable
);
Context_MarkStateDirty
(
context
,
STATE_VIEWPORT
,
StateTable
);
Context_MarkStateDirty
(
context
,
STATE_SCISSORRECT
,
StateTable
);
Context_MarkStateDirty
(
context
,
STATE_FRONTFACE
,
StateTable
);
}
/* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
/* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
* the alpha blend state changes with different render target formats. */
* the alpha blend state changes with different render target formats. */
...
...
dlls/wined3d/swapchain.c
View file @
dc918d43
...
@@ -811,7 +811,7 @@ HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface
...
@@ -811,7 +811,7 @@ HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface
if
(
!
present_parameters
->
EnableAutoDepthStencil
if
(
!
present_parameters
->
EnableAutoDepthStencil
||
swapchain
->
presentParms
.
AutoDepthStencilFormat
!=
WINED3DFMT_D24_UNORM_S8_UINT
)
||
swapchain
->
presentParms
.
AutoDepthStencilFormat
!=
WINED3DFMT_D24_UNORM_S8_UINT
)
{
{
FIXME
(
"Add OpenGL context recreation support to
SetDepthStencilSurface
\n
"
);
FIXME
(
"Add OpenGL context recreation support to
context_validate_onscreen_formats
\n
"
);
}
}
swapchain
->
ds_format
=
getFormatDescEntry
(
WINED3DFMT_D24_UNORM_S8_UINT
,
gl_info
);
swapchain
->
ds_format
=
getFormatDescEntry
(
WINED3DFMT_D24_UNORM_S8_UINT
,
gl_info
);
swapchain
->
context
[
0
]
=
context_create
(
swapchain
,
(
IWineD3DSurfaceImpl
*
)
swapchain
->
frontBuffer
,
swapchain
->
context
[
0
]
=
context_create
(
swapchain
,
(
IWineD3DSurfaceImpl
*
)
swapchain
->
frontBuffer
,
...
...
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