forked from Mirrors/wine-wine
wined3d: Better integrate the fixed up DS in the new FBO cache handling.
Signed-off-by: Stefan Dösinger <stefandoesinger@gmx.at> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>oldstable
parent
b76fcbe0da
commit
bcd9291615
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@ -121,7 +121,7 @@ static void context_attach_depth_stencil_rb(const struct wined3d_gl_info *gl_inf
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/* Context activation is done by the caller. */
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static void context_attach_depth_stencil_fbo(struct wined3d_context *context,
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GLenum fbo_target, const struct wined3d_fbo_resource *resource, BOOL rb_namespace,
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DWORD format_flags, GLuint rb_override)
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DWORD format_flags)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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@ -129,12 +129,7 @@ static void context_attach_depth_stencil_fbo(struct wined3d_context *context,
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{
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TRACE("Attach depth stencil %u.\n", resource->object);
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if (rb_override)
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{
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context_attach_depth_stencil_rb(gl_info, fbo_target,
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format_flags, rb_override);
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}
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else if (rb_namespace)
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if (rb_namespace)
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{
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context_attach_depth_stencil_rb(gl_info, fbo_target,
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format_flags, resource->object);
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@ -354,6 +349,12 @@ static inline void context_set_fbo_key_for_surface(const struct wined3d_context
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key->objects[idx].object = 0;
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key->objects[idx].level = key->objects[idx].target = 0;
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}
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else if (surface->current_renderbuffer)
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{
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key->objects[idx].object = surface->current_renderbuffer->id;
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key->objects[idx].level = key->objects[idx].target = 0;
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key->rb_namespace |= 1 << idx;
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}
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else
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{
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switch (location)
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@ -472,6 +473,8 @@ static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context,
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WARN("Depth stencil is smaller than the primary color buffer, disabling\n");
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depth_stencil = NULL;
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}
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else
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surface_set_compatible_renderbuffer(depth_stencil, render_targets[0]);
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}
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context_generate_fbo_key(context, context->fbo_key, render_targets, depth_stencil, color_location,
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@ -570,15 +573,13 @@ static void context_apply_fbo_entry(struct wined3d_context *context, GLenum targ
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if (depth_stencil)
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{
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DWORD format_flags = depth_stencil->container->resource.format_flags;
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surface_set_compatible_renderbuffer(depth_stencil, entry->d3d_render_targets[0]);
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context_attach_depth_stencil_fbo(context, target, &entry->key.objects[0],
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entry->key.rb_namespace & 0x1, format_flags,
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depth_stencil->current_renderbuffer ? depth_stencil->current_renderbuffer->id : 0);
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entry->key.rb_namespace & 0x1, format_flags);
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}
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else
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{
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static const struct wined3d_fbo_resource resource = {0};
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context_attach_depth_stencil_fbo(context, target, &resource, FALSE, 0, 0);
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context_attach_depth_stencil_fbo(context, target, &resource, FALSE, 0);
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}
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/* Set valid read and draw buffer bindings to satisfy pedantic pre-ES2_compatibility
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