Skip to content
Projects
Groups
Snippets
Help
This project
Loading...
Sign in / Register
Toggle navigation
W
wine-winehq
Project
Project
Details
Activity
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
0
Issues
0
List
Board
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Registry
Registry
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
wine
wine-winehq
Commits
e01d56f3
Commit
e01d56f3
authored
May 04, 2010
by
Henri Verbeet
Committed by
Alexandre Julliard
May 05, 2010
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
wined3d: Explicitly pass the FBO target to the FBO management functions.
parent
4fd3050b
Hide whitespace changes
Inline
Side-by-side
Showing
1 changed file
with
20 additions
and
18 deletions
+20
-18
context.c
dlls/wined3d/context.c
+20
-18
No files found.
dlls/wined3d/context.c
View file @
e01d56f3
...
...
@@ -277,12 +277,12 @@ void context_attach_surface_fbo(const struct wined3d_context *context,
}
/* GL locking is done by the caller */
static
void
context_check_fbo_status
(
struct
wined3d_context
*
context
)
static
void
context_check_fbo_status
(
struct
wined3d_context
*
context
,
GLenum
target
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
GLenum
status
;
status
=
gl_info
->
fbo_ops
.
glCheckFramebufferStatus
(
GL_FRAMEBUFFER
);
status
=
gl_info
->
fbo_ops
.
glCheckFramebufferStatus
(
target
);
if
(
status
==
GL_FRAMEBUFFER_COMPLETE
)
{
TRACE
(
"FBO complete
\n
"
);
...
...
@@ -335,12 +335,12 @@ static struct fbo_entry *context_create_fbo_entry(struct wined3d_context *contex
}
/* GL locking is done by the caller */
static
void
context_reuse_fbo_entry
(
struct
wined3d_context
*
context
,
struct
fbo_entry
*
entry
)
static
void
context_reuse_fbo_entry
(
struct
wined3d_context
*
context
,
GLenum
target
,
struct
fbo_entry
*
entry
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
IWineD3DDeviceImpl
*
device
=
context
->
swapchain
->
device
;
context_bind_fbo
(
context
,
GL_FRAMEBUFFER
,
&
entry
->
id
);
context_bind_fbo
(
context
,
target
,
&
entry
->
id
);
context_clean_fbo_attachments
(
gl_info
);
memcpy
(
entry
->
render_targets
,
device
->
render_targets
,
gl_info
->
limits
.
buffers
*
sizeof
(
*
entry
->
render_targets
));
...
...
@@ -364,7 +364,7 @@ static void context_destroy_fbo_entry(struct wined3d_context *context, struct fb
/* GL locking is done by the caller */
static
struct
fbo_entry
*
context_find_fbo_entry
(
struct
wined3d_context
*
context
)
static
struct
fbo_entry
*
context_find_fbo_entry
(
struct
wined3d_context
*
context
,
GLenum
target
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
IWineD3DDeviceImpl
*
device
=
context
->
swapchain
->
device
;
...
...
@@ -391,7 +391,7 @@ static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context)
else
{
entry
=
LIST_ENTRY
(
list_tail
(
&
context
->
fbo_list
),
struct
fbo_entry
,
entry
);
context_reuse_fbo_entry
(
context
,
entry
);
context_reuse_fbo_entry
(
context
,
target
,
entry
);
list_remove
(
&
entry
->
entry
);
list_add_head
(
&
context
->
fbo_list
,
&
entry
->
entry
);
}
...
...
@@ -400,19 +400,19 @@ static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context)
}
/* GL locking is done by the caller */
static
void
context_apply_fbo_entry
(
struct
wined3d_context
*
context
,
struct
fbo_entry
*
entry
)
static
void
context_apply_fbo_entry
(
struct
wined3d_context
*
context
,
GLenum
target
,
struct
fbo_entry
*
entry
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
unsigned
int
i
;
context_bind_fbo
(
context
,
GL_FRAMEBUFFER
,
&
entry
->
id
);
context_bind_fbo
(
context
,
target
,
&
entry
->
id
);
if
(
!
entry
->
attached
)
{
/* Apply render targets */
for
(
i
=
0
;
i
<
gl_info
->
limits
.
buffers
;
++
i
)
{
context_attach_surface_fbo
(
context
,
GL_FRAMEBUFFER
,
i
,
entry
->
render_targets
[
i
]);
context_attach_surface_fbo
(
context
,
target
,
i
,
entry
->
render_targets
[
i
]);
}
/* Apply depth targets */
...
...
@@ -421,7 +421,7 @@ static void context_apply_fbo_entry(struct wined3d_context *context, struct fbo_
surface_set_compatible_renderbuffer
(
entry
->
depth_stencil
,
entry
->
render_targets
[
0
]
->
pow2Width
,
entry
->
render_targets
[
0
]
->
pow2Height
);
}
context_attach_depth_stencil_fbo
(
context
,
GL_FRAMEBUFFER
,
entry
->
depth_stencil
,
TRUE
);
context_attach_depth_stencil_fbo
(
context
,
target
,
entry
->
depth_stencil
,
TRUE
);
entry
->
attached
=
TRUE
;
}
...
...
@@ -438,7 +438,7 @@ static void context_apply_fbo_entry(struct wined3d_context *context, struct fbo_
}
/* GL locking is done by the caller */
static
void
context_apply_fbo_state
(
struct
wined3d_context
*
context
)
static
void
context_apply_fbo_state
(
struct
wined3d_context
*
context
,
GLenum
target
)
{
struct
fbo_entry
*
entry
,
*
entry2
;
...
...
@@ -455,14 +455,16 @@ static void context_apply_fbo_state(struct wined3d_context *context)
if
(
context
->
render_offscreen
)
{
context
->
current_fbo
=
context_find_fbo_entry
(
context
);
context_apply_fbo_entry
(
context
,
context
->
current_fbo
);
}
else
{
context
->
current_fbo
=
context_find_fbo_entry
(
context
,
target
);
context_apply_fbo_entry
(
context
,
target
,
context
->
current_fbo
);
}
else
{
context
->
current_fbo
=
NULL
;
context_bind_fbo
(
context
,
GL_FRAMEBUFFER
,
NULL
);
context_bind_fbo
(
context
,
target
,
NULL
);
}
context_check_fbo_status
(
context
);
context_check_fbo_status
(
context
,
target
);
}
/* Context activation is done by the caller. */
...
...
@@ -2014,7 +2016,7 @@ void context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceIm
{
if
(
!
context
->
render_offscreen
)
context_validate_onscreen_formats
(
device
,
context
);
ENTER_GL
();
context_apply_fbo_state
(
context
);
context_apply_fbo_state
(
context
,
GL_FRAMEBUFFER
);
LEAVE_GL
();
}
...
...
@@ -2054,7 +2056,7 @@ void context_apply_draw_state(struct wined3d_context *context, IWineD3DDeviceImp
{
if
(
!
context
->
render_offscreen
)
context_validate_onscreen_formats
(
device
,
context
);
ENTER_GL
();
context_apply_fbo_state
(
context
);
context_apply_fbo_state
(
context
,
GL_FRAMEBUFFER
);
LEAVE_GL
();
}
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment