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wined3d: Draw buffers are per-framebuffer state.
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34b2956e23
commit
f8ce77a598
@ -268,6 +268,17 @@ void context_check_fbo_status(const struct wined3d_context *context, GLenum targ
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}
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}
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static inline DWORD context_generate_rt_mask(GLenum buffer)
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{
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/* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
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return buffer ? (1 << 31) | buffer : 0;
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}
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static inline DWORD context_generate_rt_mask_from_surface(const struct wined3d_surface *target)
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{
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return (1 << 31) | surface_get_gl_buffer(target);
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}
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static struct fbo_entry *context_create_fbo_entry(const struct wined3d_context *context,
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struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD location)
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{
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@ -279,6 +290,7 @@ static struct fbo_entry *context_create_fbo_entry(const struct wined3d_context *
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memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
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entry->depth_stencil = depth_stencil;
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entry->location = location;
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entry->rt_mask = context_generate_rt_mask(GL_COLOR_ATTACHMENT0);
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entry->attached = FALSE;
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entry->id = 0;
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@ -1204,17 +1216,6 @@ static int WineD3D_ChoosePixelFormat(struct wined3d_device *device, HDC hdc,
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return iPixelFormat;
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}
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static inline DWORD context_generate_rt_mask(GLenum buffer)
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{
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/* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
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return buffer ? (1 << 31) | buffer : 0;
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}
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static inline DWORD context_generate_rt_mask_from_surface(const struct wined3d_surface *target)
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{
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return (1 << 31) | surface_get_gl_buffer(target);
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}
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/* Do not call while under the GL lock. */
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struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
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struct wined3d_surface *target, const struct wined3d_format *ds_format)
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@ -1875,7 +1876,10 @@ void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
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{
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glDrawBuffer(buffer);
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checkGLcall("glDrawBuffer()");
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context->draw_buffers_mask = context_generate_rt_mask(buffer);
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if (context->current_fbo)
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context->current_fbo->rt_mask = context_generate_rt_mask(buffer);
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else
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context->draw_buffers_mask = context_generate_rt_mask(buffer);
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}
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static void context_set_render_offscreen(struct wined3d_context *context, BOOL offscreen)
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@ -1942,7 +1946,7 @@ static DWORD context_generate_rt_mask_no_fbo(const struct wined3d_device *device
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/* Context activation is done by the caller. */
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void context_apply_blit_state(struct wined3d_context *context, struct wined3d_device *device)
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{
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DWORD rt_mask;
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DWORD rt_mask, old_mask;
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
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{
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@ -1973,8 +1977,10 @@ void context_apply_blit_state(struct wined3d_context *context, struct wined3d_de
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rt_mask = context_generate_rt_mask_no_fbo(device, context->current_rt);
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}
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old_mask = context->current_fbo ? context->current_fbo->rt_mask : context->draw_buffers_mask;
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ENTER_GL();
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if (rt_mask != context->draw_buffers_mask)
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if (rt_mask != old_mask)
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{
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context_apply_draw_buffers(context, rt_mask);
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context->draw_buffers_mask = rt_mask;
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@ -2011,7 +2017,7 @@ static BOOL context_validate_rt_config(UINT rt_count,
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BOOL context_apply_clear_state(struct wined3d_context *context, struct wined3d_device *device,
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UINT rt_count, const struct wined3d_fb_state *fb)
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{
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DWORD rt_mask = 0;
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DWORD rt_mask = 0, old_mask;
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UINT i;
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struct wined3d_surface **rts = fb->render_targets;
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@ -2075,8 +2081,10 @@ BOOL context_apply_clear_state(struct wined3d_context *context, struct wined3d_d
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rt_mask = context_generate_rt_mask_no_fbo(device, rts[0]);
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}
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old_mask = context->current_fbo ? context->current_fbo->rt_mask : context->draw_buffers_mask;
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ENTER_GL();
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if (rt_mask != context->draw_buffers_mask)
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if (rt_mask != old_mask)
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{
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context_apply_draw_buffers(context, rt_mask);
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context->draw_buffers_mask = rt_mask;
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@ -2142,6 +2150,7 @@ void context_state_fb(struct wined3d_context *context, const struct wined3d_stat
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const struct wined3d_device *device = context->swapchain->device;
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const struct wined3d_fb_state *fb = state->fb;
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DWORD rt_mask = find_draw_buffers_mask(context, device);
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DWORD old_mask;
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
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{
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@ -2157,7 +2166,8 @@ void context_state_fb(struct wined3d_context *context, const struct wined3d_stat
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}
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}
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if (context->draw_buffers_mask != rt_mask)
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old_mask = context->current_fbo ? context->current_fbo->rt_mask : context->draw_buffers_mask;
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if (rt_mask != old_mask)
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{
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context_apply_draw_buffers(context, rt_mask);
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context->draw_buffers_mask = rt_mask;
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@ -2168,12 +2178,13 @@ void context_state_fb(struct wined3d_context *context, const struct wined3d_stat
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void context_state_drawbuf(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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{
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const struct wined3d_device *device = context->swapchain->device;
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DWORD rt_mask;
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DWORD rt_mask, old_mask;
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if (isStateDirty(context, STATE_FRAMEBUFFER)) return;
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old_mask = context->current_fbo ? context->current_fbo->rt_mask : context->draw_buffers_mask;
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rt_mask = find_draw_buffers_mask(context, device);
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if (context->draw_buffers_mask != rt_mask)
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if (rt_mask != old_mask)
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{
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context_apply_draw_buffers(context, rt_mask);
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context->draw_buffers_mask = rt_mask;
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@ -1944,6 +1944,7 @@ struct fbo_entry
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struct wined3d_surface **render_targets;
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struct wined3d_surface *depth_stencil;
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DWORD location;
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DWORD rt_mask;
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BOOL attached;
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GLuint id;
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};
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