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wine
wine-winehq
Commits
ef2c062c
Commit
ef2c062c
authored
Nov 17, 2006
by
H. Verbeet
Committed by
Alexandre Julliard
Nov 17, 2006
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Plain Diff
wined3d: Allow the depth buffer to be shared between onscreen and offscreen rendering modes.
parent
6d660851
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4 changed files
with
212 additions
and
0 deletions
+212
-0
device.c
dlls/wined3d/device.c
+8
-0
drawprim.c
dlls/wined3d/drawprim.c
+196
-0
wined3d_private.h
dlls/wined3d/wined3d_private.h
+1
-0
wined3d_private_types.h
dlls/wined3d/wined3d_private_types.h
+7
-0
No files found.
dlls/wined3d/device.c
View file @
ef2c062c
...
...
@@ -7006,6 +7006,8 @@ static void set_depth_stencil_fbo(IWineD3DDevice *iface, IWineD3DSurface *depth_
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
IWineD3DSurfaceImpl
*
depth_stencil_impl
=
(
IWineD3DSurfaceImpl
*
)
depth_stencil
;
This
->
depth_copy_state
=
WINED3D_DCS_NO_COPY
;
bind_fbo
(
iface
);
if
(
depth_stencil_impl
)
{
...
...
@@ -7275,6 +7277,9 @@ static void device_render_to_texture(IWineD3DDeviceImpl* This, BOOL isTexture) {
BOOL
oldRecording
;
IWineD3DStateBlockImpl
*
oldUpdateStateBlock
;
/* Nothing to update, return. */
if
(
This
->
render_offscreen
==
isTexture
)
return
;
/* Disable recording */
oldUpdateStateBlock
=
This
->
updateStateBlock
;
oldRecording
=
This
->
isRecordingState
;
...
...
@@ -7282,6 +7287,9 @@ static void device_render_to_texture(IWineD3DDeviceImpl* This, BOOL isTexture) {
This
->
updateStateBlock
=
This
->
stateBlock
;
This
->
render_offscreen
=
isTexture
;
if
(
This
->
depth_copy_state
!=
WINED3D_DCS_NO_COPY
)
{
This
->
depth_copy_state
=
WINED3D_DCS_COPY
;
}
This
->
last_was_rhw
=
FALSE
;
This
->
proj_valid
=
FALSE
;
IWineD3DDevice_GetRenderState
((
IWineD3DDevice
*
)
This
,
WINED3DRS_CULLMODE
,
&
cullMode
);
...
...
dlls/wined3d/drawprim.c
View file @
ef2c062c
...
...
@@ -5,6 +5,7 @@
* Copyright 2002-2004 Raphael Junqueira
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
* Copyright 2006 Henri Verbeet
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
...
...
@@ -2088,6 +2089,196 @@ static void check_fbo_status(IWineD3DDevice *iface) {
}
}
static
GLuint
create_arb_blt_vertex_program
(
IWineD3DDevice
*
iface
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
GLuint
program_id
=
0
;
const
char
*
blt_vprogram
=
"!!ARBvp1.0
\n
"
"PARAM c[1] = { { 1, 0.5 } };
\n
"
"MOV result.position, vertex.position;
\n
"
"MOV result.color, c[0].x;
\n
"
"MAD result.texcoord[0].y, -vertex.position, c[0], c[0];
\n
"
"MAD result.texcoord[0].x, vertex.position, c[0].y, c[0].y;
\n
"
"END
\n
"
;
GL_EXTCALL
(
glGenProgramsARB
(
1
,
&
program_id
));
GL_EXTCALL
(
glBindProgramARB
(
GL_VERTEX_PROGRAM_ARB
,
program_id
));
GL_EXTCALL
(
glProgramStringARB
(
GL_VERTEX_PROGRAM_ARB
,
GL_PROGRAM_FORMAT_ASCII_ARB
,
strlen
(
blt_vprogram
),
blt_vprogram
));
if
(
glGetError
()
==
GL_INVALID_OPERATION
)
{
GLint
pos
;
glGetIntegerv
(
GL_PROGRAM_ERROR_POSITION_ARB
,
&
pos
);
FIXME
(
"Vertex program error at position %d: %s
\n
"
,
pos
,
debugstr_a
((
const
char
*
)
glGetString
(
GL_PROGRAM_ERROR_STRING_ARB
)));
}
return
program_id
;
}
static
GLuint
create_arb_blt_fragment_program
(
IWineD3DDevice
*
iface
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
GLuint
program_id
=
0
;
const
char
*
blt_fprogram
=
"!!ARBfp1.0
\n
"
"TEMP R0;
\n
"
"TEX R0.x, fragment.texcoord[0], texture[0], 2D;
\n
"
"MOV result.depth.z, R0.x;
\n
"
"END
\n
"
;
GL_EXTCALL
(
glGenProgramsARB
(
1
,
&
program_id
));
GL_EXTCALL
(
glBindProgramARB
(
GL_FRAGMENT_PROGRAM_ARB
,
program_id
));
GL_EXTCALL
(
glProgramStringARB
(
GL_FRAGMENT_PROGRAM_ARB
,
GL_PROGRAM_FORMAT_ASCII_ARB
,
strlen
(
blt_fprogram
),
blt_fprogram
));
if
(
glGetError
()
==
GL_INVALID_OPERATION
)
{
GLint
pos
;
glGetIntegerv
(
GL_PROGRAM_ERROR_POSITION_ARB
,
&
pos
);
FIXME
(
"Fragment program error at position %d: %s
\n
"
,
pos
,
debugstr_a
((
const
char
*
)
glGetString
(
GL_PROGRAM_ERROR_STRING_ARB
)));
}
return
program_id
;
}
static
GLhandleARB
create_glsl_blt_shader
(
IWineD3DDevice
*
iface
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
GLhandleARB
program_id
;
GLhandleARB
vshader_id
,
pshader_id
;
const
char
*
blt_vshader
[]
=
{
"void main(void)
\n
"
"{
\n
"
" gl_Position = gl_Vertex;
\n
"
" gl_FrontColor = vec4(1.0);
\n
"
" gl_TexCoord[0].x = (gl_Vertex.x * 0.5) + 0.5;
\n
"
" gl_TexCoord[0].y = (-gl_Vertex.y * 0.5) + 0.5;
\n
"
"}
\n
"
};
const
char
*
blt_pshader
[]
=
{
"uniform sampler2D sampler;
\n
"
"void main(void)
\n
"
"{
\n
"
" gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;
\n
"
"}
\n
"
};
vshader_id
=
GL_EXTCALL
(
glCreateShaderObjectARB
(
GL_VERTEX_SHADER_ARB
));
GL_EXTCALL
(
glShaderSourceARB
(
vshader_id
,
1
,
blt_vshader
,
NULL
));
GL_EXTCALL
(
glCompileShaderARB
(
vshader_id
));
pshader_id
=
GL_EXTCALL
(
glCreateShaderObjectARB
(
GL_FRAGMENT_SHADER_ARB
));
GL_EXTCALL
(
glShaderSourceARB
(
pshader_id
,
1
,
blt_pshader
,
NULL
));
GL_EXTCALL
(
glCompileShaderARB
(
pshader_id
));
program_id
=
GL_EXTCALL
(
glCreateProgramObjectARB
());
GL_EXTCALL
(
glAttachObjectARB
(
program_id
,
vshader_id
));
GL_EXTCALL
(
glAttachObjectARB
(
program_id
,
pshader_id
));
GL_EXTCALL
(
glLinkProgramARB
(
program_id
));
print_glsl_info_log
(
&
GLINFO_LOCATION
,
program_id
);
return
program_id
;
}
static
void
depth_blt
(
IWineD3DDevice
*
iface
,
GLuint
texture
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
BOOL
glsl_mode
=
This
->
vs_selected_mode
==
SHADER_GLSL
||
This
->
ps_selected_mode
==
SHADER_GLSL
;
glPushAttrib
(
GL_ENABLE_BIT
|
GL_DEPTH_BUFFER_BIT
);
glDisable
(
GL_CULL_FACE
);
glDisable
(
GL_BLEND
);
glDisable
(
GL_ALPHA_TEST
);
glDisable
(
GL_STENCIL_TEST
);
glEnable
(
GL_DEPTH_TEST
);
glDepthFunc
(
GL_ALWAYS
);
GL_EXTCALL
(
glActiveTextureARB
(
GL_TEXTURE0_ARB
));
glBindTexture
(
GL_TEXTURE_2D
,
texture
);
glEnable
(
GL_TEXTURE_2D
);
if
(
glsl_mode
)
{
static
GLhandleARB
program_id
=
0
;
static
GLhandleARB
loc
=
-
1
;
if
(
!
program_id
)
{
program_id
=
create_glsl_blt_shader
(
iface
);
loc
=
GL_EXTCALL
(
glGetUniformLocationARB
(
program_id
,
"sampler"
));
}
GL_EXTCALL
(
glUseProgramObjectARB
(
program_id
));
GL_EXTCALL
(
glUniform1iARB
(
loc
,
0
));
}
else
{
static
GLuint
vprogram_id
=
0
;
static
GLuint
fprogram_id
=
0
;
if
(
!
vprogram_id
)
vprogram_id
=
create_arb_blt_vertex_program
(
iface
);
GL_EXTCALL
(
glBindProgramARB
(
GL_VERTEX_PROGRAM_ARB
,
vprogram_id
));
glEnable
(
GL_VERTEX_PROGRAM_ARB
);
if
(
!
fprogram_id
)
fprogram_id
=
create_arb_blt_fragment_program
(
iface
);
GL_EXTCALL
(
glBindProgramARB
(
GL_FRAGMENT_PROGRAM_ARB
,
fprogram_id
));
glEnable
(
GL_FRAGMENT_PROGRAM_ARB
);
}
glBegin
(
GL_TRIANGLE_STRIP
);
glVertex2f
(
-
1
.
0
f
,
-
1
.
0
f
);
glVertex2f
(
1
.
0
f
,
-
1
.
0
f
);
glVertex2f
(
-
1
.
0
f
,
1
.
0
f
);
glVertex2f
(
1
.
0
f
,
1
.
0
f
);
glEnd
();
glPopAttrib
();
}
static
void
depth_copy
(
IWineD3DDevice
*
iface
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
IWineD3DSurfaceImpl
*
depth_stencil
=
(
IWineD3DSurfaceImpl
*
)
This
->
depthStencilBuffer
;
/* TODO: Make this work for modes other than FBO */
if
(
wined3d_settings
.
offscreen_rendering_mode
!=
ORM_FBO
)
return
;
if
(
This
->
render_offscreen
)
{
static
GLuint
tmp_texture
=
0
;
TRACE
(
"Copying onscreen depth buffer to offscreen surface
\n
"
);
if
(
!
tmp_texture
)
{
glGenTextures
(
1
,
&
tmp_texture
);
}
/* Note that we use depth_blt here as well, rather than glCopyTexImage2D
* directly on the FBO texture. That's because we need to flip. */
GL_EXTCALL
(
glBindFramebufferEXT
(
GL_FRAMEBUFFER_EXT
,
0
));
glBindTexture
(
GL_TEXTURE_2D
,
tmp_texture
);
glCopyTexImage2D
(
depth_stencil
->
glDescription
.
target
,
depth_stencil
->
glDescription
.
level
,
depth_stencil
->
glDescription
.
glFormatInternal
,
0
,
0
,
depth_stencil
->
currentDesc
.
Width
,
depth_stencil
->
currentDesc
.
Height
,
0
);
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
);
GL_EXTCALL
(
glBindFramebufferEXT
(
GL_FRAMEBUFFER_EXT
,
This
->
fbo
));
checkGLcall
(
"glBindFramebuffer()"
);
depth_blt
(
iface
,
tmp_texture
);
checkGLcall
(
"depth_blt"
);
}
else
{
TRACE
(
"Copying offscreen surface to onscreen depth buffer
\n
"
);
GL_EXTCALL
(
glBindFramebufferEXT
(
GL_FRAMEBUFFER_EXT
,
0
));
checkGLcall
(
"glBindFramebuffer()"
);
depth_blt
(
iface
,
depth_stencil
->
glDescription
.
textureName
);
checkGLcall
(
"depth_blt"
);
}
}
/* Routine common to the draw primitive and draw indexed primitive routines */
void
drawPrimitive
(
IWineD3DDevice
*
iface
,
int
PrimitiveType
,
...
...
@@ -2115,6 +2306,11 @@ void drawPrimitive(IWineD3DDevice *iface,
check_fbo_status
(
iface
);
}
if
(
This
->
depth_copy_state
==
WINED3D_DCS_COPY
)
{
depth_copy
(
iface
);
}
This
->
depth_copy_state
=
WINED3D_DCS_INITIAL
;
/* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
* here simply check whether a shader was set, or the user disabled shaders */
if
(
This
->
vs_selected_mode
!=
SHADER_NONE
&&
This
->
stateBlock
->
vertexShader
&&
...
...
dlls/wined3d/wined3d_private.h
View file @
ef2c062c
...
...
@@ -551,6 +551,7 @@ typedef struct IWineD3DDeviceImpl
/* For rendering to a texture using glCopyTexImage */
BOOL
render_offscreen
;
WINED3D_DEPTHCOPYSTATE
depth_copy_state
;
GLuint
fbo
;
/* Cursor management */
...
...
dlls/wined3d/wined3d_private_types.h
View file @
ef2c062c
...
...
@@ -23,6 +23,13 @@
#ifndef __WINE_WINED3D_TYPES_INTERNAL_H
#define __WINE_WINED3D_TYPES_INTERNAL_H
/* Depth copy state */
typedef
enum
{
WINED3D_DCS_INITIAL
=
0
,
WINED3D_DCS_COPY
=
1
,
WINED3D_DCS_NO_COPY
=
2
}
WINED3D_DEPTHCOPYSTATE
;
/** DCL usage masks **/
#define WINED3DSP_DCL_USAGE_SHIFT 0
#define WINED3DSP_DCL_USAGE_MASK 0x0000000f
...
...
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