wined3d: Draw buffers are per-framebuffer state.

This commit is contained in:
Henri Verbeet 2011-08-21 21:34:54 +02:00 committed by Alexandre Julliard
parent 34b2956e23
commit f8ce77a598
2 changed files with 31 additions and 19 deletions

View File

@ -268,6 +268,17 @@ void context_check_fbo_status(const struct wined3d_context *context, GLenum targ
}
}
static inline DWORD context_generate_rt_mask(GLenum buffer)
{
/* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
return buffer ? (1 << 31) | buffer : 0;
}
static inline DWORD context_generate_rt_mask_from_surface(const struct wined3d_surface *target)
{
return (1 << 31) | surface_get_gl_buffer(target);
}
static struct fbo_entry *context_create_fbo_entry(const struct wined3d_context *context,
struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD location)
{
@ -279,6 +290,7 @@ static struct fbo_entry *context_create_fbo_entry(const struct wined3d_context *
memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
entry->depth_stencil = depth_stencil;
entry->location = location;
entry->rt_mask = context_generate_rt_mask(GL_COLOR_ATTACHMENT0);
entry->attached = FALSE;
entry->id = 0;
@ -1204,17 +1216,6 @@ static int WineD3D_ChoosePixelFormat(struct wined3d_device *device, HDC hdc,
return iPixelFormat;
}
static inline DWORD context_generate_rt_mask(GLenum buffer)
{
/* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
return buffer ? (1 << 31) | buffer : 0;
}
static inline DWORD context_generate_rt_mask_from_surface(const struct wined3d_surface *target)
{
return (1 << 31) | surface_get_gl_buffer(target);
}
/* Do not call while under the GL lock. */
struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
struct wined3d_surface *target, const struct wined3d_format *ds_format)
@ -1875,7 +1876,10 @@ void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
{
glDrawBuffer(buffer);
checkGLcall("glDrawBuffer()");
context->draw_buffers_mask = context_generate_rt_mask(buffer);
if (context->current_fbo)
context->current_fbo->rt_mask = context_generate_rt_mask(buffer);
else
context->draw_buffers_mask = context_generate_rt_mask(buffer);
}
static void context_set_render_offscreen(struct wined3d_context *context, BOOL offscreen)
@ -1942,7 +1946,7 @@ static DWORD context_generate_rt_mask_no_fbo(const struct wined3d_device *device
/* Context activation is done by the caller. */
void context_apply_blit_state(struct wined3d_context *context, struct wined3d_device *device)
{
DWORD rt_mask;
DWORD rt_mask, old_mask;
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
@ -1973,8 +1977,10 @@ void context_apply_blit_state(struct wined3d_context *context, struct wined3d_de
rt_mask = context_generate_rt_mask_no_fbo(device, context->current_rt);
}
old_mask = context->current_fbo ? context->current_fbo->rt_mask : context->draw_buffers_mask;
ENTER_GL();
if (rt_mask != context->draw_buffers_mask)
if (rt_mask != old_mask)
{
context_apply_draw_buffers(context, rt_mask);
context->draw_buffers_mask = rt_mask;
@ -2011,7 +2017,7 @@ static BOOL context_validate_rt_config(UINT rt_count,
BOOL context_apply_clear_state(struct wined3d_context *context, struct wined3d_device *device,
UINT rt_count, const struct wined3d_fb_state *fb)
{
DWORD rt_mask = 0;
DWORD rt_mask = 0, old_mask;
UINT i;
struct wined3d_surface **rts = fb->render_targets;
@ -2075,8 +2081,10 @@ BOOL context_apply_clear_state(struct wined3d_context *context, struct wined3d_d
rt_mask = context_generate_rt_mask_no_fbo(device, rts[0]);
}
old_mask = context->current_fbo ? context->current_fbo->rt_mask : context->draw_buffers_mask;
ENTER_GL();
if (rt_mask != context->draw_buffers_mask)
if (rt_mask != old_mask)
{
context_apply_draw_buffers(context, rt_mask);
context->draw_buffers_mask = rt_mask;
@ -2142,6 +2150,7 @@ void context_state_fb(struct wined3d_context *context, const struct wined3d_stat
const struct wined3d_device *device = context->swapchain->device;
const struct wined3d_fb_state *fb = state->fb;
DWORD rt_mask = find_draw_buffers_mask(context, device);
DWORD old_mask;
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
@ -2157,7 +2166,8 @@ void context_state_fb(struct wined3d_context *context, const struct wined3d_stat
}
}
if (context->draw_buffers_mask != rt_mask)
old_mask = context->current_fbo ? context->current_fbo->rt_mask : context->draw_buffers_mask;
if (rt_mask != old_mask)
{
context_apply_draw_buffers(context, rt_mask);
context->draw_buffers_mask = rt_mask;
@ -2168,12 +2178,13 @@ void context_state_fb(struct wined3d_context *context, const struct wined3d_stat
void context_state_drawbuf(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_device *device = context->swapchain->device;
DWORD rt_mask;
DWORD rt_mask, old_mask;
if (isStateDirty(context, STATE_FRAMEBUFFER)) return;
old_mask = context->current_fbo ? context->current_fbo->rt_mask : context->draw_buffers_mask;
rt_mask = find_draw_buffers_mask(context, device);
if (context->draw_buffers_mask != rt_mask)
if (rt_mask != old_mask)
{
context_apply_draw_buffers(context, rt_mask);
context->draw_buffers_mask = rt_mask;

View File

@ -1944,6 +1944,7 @@ struct fbo_entry
struct wined3d_surface **render_targets;
struct wined3d_surface *depth_stencil;
DWORD location;
DWORD rt_mask;
BOOL attached;
GLuint id;
};