Commit ed75f5ca authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Setup the FBO for the correct target in context_apply_clear_state().

parent 4056f4bf
......@@ -455,7 +455,7 @@ static void context_apply_fbo_state(struct wined3d_context *context, GLenum targ
context->rebind_fbo = FALSE;
}
if (context->render_offscreen)
if (render_targets)
{
context->current_fbo = context_find_fbo_entry(context, target, render_targets, depth_stencil);
context_apply_fbo_entry(context, target, context->current_fbo);
......@@ -469,6 +469,21 @@ static void context_apply_fbo_state(struct wined3d_context *context, GLenum targ
context_check_fbo_status(context, target);
}
/* GL locking is done by the caller */
static void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
IWineD3DSurfaceImpl *render_target, IWineD3DSurfaceImpl *depth_stencil)
{
if (surface_is_offscreen(render_target))
{
context->blit_targets[0] = render_target;
context_apply_fbo_state(context, target, context->blit_targets, depth_stencil);
}
else
{
context_apply_fbo_state(context, target, NULL, NULL);
}
}
/* Context activation is done by the caller. */
void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
{
......@@ -1357,6 +1372,10 @@ struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3
sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
}
ret->blit_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
gl_info->limits.buffers * sizeof(*ret->blit_targets));
if (!ret->blit_targets) goto out;
ret->free_occlusion_query_size = 4;
ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
......@@ -1490,6 +1509,7 @@ struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3
out:
HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
HeapFree(GetProcessHeap(), 0, ret->blit_targets);
HeapFree(GetProcessHeap(), 0, ret->pshader_const_dirty);
HeapFree(GetProcessHeap(), 0, ret->vshader_const_dirty);
HeapFree(GetProcessHeap(), 0, ret);
......@@ -1524,6 +1544,7 @@ void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context)
destroy = FALSE;
}
HeapFree(GetProcessHeap(), 0, context->blit_targets);
HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
device_context_remove(This, context);
......@@ -2010,23 +2031,30 @@ void context_apply_blit_state(struct wined3d_context *context, IWineD3DDeviceImp
}
/* Context activation is done by the caller. */
void context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
void context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceImpl *device,
IWineD3DSurfaceImpl *render_target, IWineD3DSurfaceImpl *depth_stencil)
{
const struct StateEntry *state_table = device->StateTable;
GLenum buffer;
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
if (!context->render_offscreen) context_validate_onscreen_formats(device, context);
ENTER_GL();
context_apply_fbo_state(context, GL_FRAMEBUFFER, device->render_targets, device->depth_stencil);
context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, render_target, depth_stencil);
LEAVE_GL();
}
if (context->draw_buffer_dirty)
{
context_apply_draw_buffer(context, FALSE);
context->draw_buffer_dirty = FALSE;
}
if (!surface_is_offscreen(render_target))
buffer = surface_get_gl_buffer(render_target);
else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
buffer = GL_COLOR_ATTACHMENT0;
else
buffer = device->offscreenBuffer;
ENTER_GL();
context_set_draw_buffer(context, buffer);
LEAVE_GL();
if (context->last_was_blit)
{
......@@ -2056,10 +2084,19 @@ void context_apply_draw_state(struct wined3d_context *context, IWineD3DDeviceImp
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
if (!context->render_offscreen) context_validate_onscreen_formats(device, context);
ENTER_GL();
context_apply_fbo_state(context, GL_FRAMEBUFFER, device->render_targets, device->depth_stencil);
LEAVE_GL();
if (!context->render_offscreen)
{
context_validate_onscreen_formats(device, context);
ENTER_GL();
context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL);
LEAVE_GL();
}
else
{
ENTER_GL();
context_apply_fbo_state(context, GL_FRAMEBUFFER, device->render_targets, device->depth_stencil);
LEAVE_GL();
}
}
if (context->draw_buffer_dirty)
......
......@@ -4455,29 +4455,7 @@ HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfac
return WINED3D_OK;
}
context_apply_clear_state(context, This);
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
if (!surface_is_offscreen(target))
{
TRACE("Surface %p is onscreen\n", target);
ENTER_GL();
context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
context_set_draw_buffer(context, surface_get_gl_buffer(target));
LEAVE_GL();
}
else
{
TRACE("Surface %p is offscreen\n", target);
ENTER_GL();
context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
context_attach_surface_fbo(context, GL_FRAMEBUFFER, 0, target);
context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, depth_stencil, TRUE);
LEAVE_GL();
}
}
context_apply_clear_state(context, This, target, depth_stencil);
target->get_drawable_size(context, &drawable_width, &drawable_height);
......
......@@ -1092,6 +1092,7 @@ struct wined3d_context
GLuint fbo_read_binding;
GLuint fbo_draw_binding;
BOOL rebind_fbo;
IWineD3DSurfaceImpl **blit_targets;
/* Queries */
GLuint *free_occlusion_queries;
......@@ -1192,7 +1193,8 @@ void context_alloc_event_query(struct wined3d_context *context,
void context_alloc_occlusion_query(struct wined3d_context *context,
struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
void context_apply_blit_state(struct wined3d_context *context, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
void context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
void context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceImpl *device,
IWineD3DSurfaceImpl *render_target, IWineD3DSurfaceImpl *depth_stencil) DECLSPEC_HIDDEN;
void context_apply_draw_state(struct wined3d_context *context, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
void context_attach_depth_stencil_fbo(struct wined3d_context *context,
GLenum fbo_target, IWineD3DSurfaceImpl *depth_stencil, BOOL use_render_buffer) DECLSPEC_HIDDEN;
......
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