wined3d: Pass the context instead of the device to the various context functions.

This commit is contained in:
Henri Verbeet 2009-07-17 10:34:03 +02:00 committed by Alexandre Julliard
parent a01616a6c3
commit 7485173849
4 changed files with 93 additions and 91 deletions

View file

@ -44,9 +44,9 @@ void context_set_last_device(IWineD3DDeviceImpl *device)
/* FBO helper functions */
/* GL locking is done by the caller */
void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo)
void context_bind_fbo(struct WineD3DContext *context, GLenum target, GLuint *fbo)
{
const struct wined3d_gl_info *gl_info = ((IWineD3DDeviceImpl *)iface)->activeContext->gl_info;
const struct wined3d_gl_info *gl_info = context->gl_info;
if (!*fbo)
{
@ -60,9 +60,8 @@ void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo)
}
/* GL locking is done by the caller */
static void context_clean_fbo_attachments(IWineD3DDeviceImpl *This)
static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info)
{
const struct wined3d_gl_info *gl_info = This->activeContext->gl_info;
unsigned int i;
for (i = 0; i < GL_LIMITS(buffers); ++i)
@ -78,14 +77,14 @@ static void context_clean_fbo_attachments(IWineD3DDeviceImpl *This)
}
/* GL locking is done by the caller */
static void context_destroy_fbo(IWineD3DDeviceImpl *This, const GLuint *fbo)
static void context_destroy_fbo(struct WineD3DContext *context, const GLuint *fbo)
{
const struct wined3d_gl_info *gl_info = This->activeContext->gl_info;
const struct wined3d_gl_info *gl_info = context->gl_info;
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, *fbo));
checkGLcall("glBindFramebuffer()");
context_clean_fbo_attachments(This);
context_clean_fbo_attachments(gl_info);
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
checkGLcall("glBindFramebuffer()");
@ -94,10 +93,10 @@ static void context_destroy_fbo(IWineD3DDeviceImpl *This, const GLuint *fbo)
}
/* GL locking is done by the caller */
static void context_apply_attachment_filter_states(IWineD3DDevice *iface, IWineD3DSurface *surface, BOOL force_preload)
static void context_apply_attachment_filter_states(IWineD3DSurface *surface, BOOL force_preload)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
IWineD3DDeviceImpl *device = surface_impl->resource.wineD3DDevice;
IWineD3DBaseTextureImpl *texture_impl;
BOOL update_minfilter = FALSE;
BOOL update_magfilter = FALSE;
@ -122,7 +121,7 @@ static void context_apply_attachment_filter_states(IWineD3DDevice *iface, IWineD
if (texture_impl->baseTexture.bindCount)
{
WARN("Render targets should not be bound to a sampler\n");
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(texture_impl->baseTexture.sampler));
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(texture_impl->baseTexture.sampler));
}
IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
@ -158,10 +157,11 @@ static void context_apply_attachment_filter_states(IWineD3DDevice *iface, IWineD
}
/* GL locking is done by the caller */
void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer)
void context_attach_depth_stencil_fbo(struct WineD3DContext *context,
GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer)
{
IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
const struct wined3d_gl_info *gl_info = This->activeContext->gl_info;
const struct wined3d_gl_info *gl_info = context->gl_info;
TRACE("Attach depth stencil %p\n", depth_stencil);
@ -187,7 +187,7 @@ void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_targe
}
else
{
context_apply_attachment_filter_states((IWineD3DDevice *)This, depth_stencil, TRUE);
context_apply_attachment_filter_states(depth_stencil, TRUE);
if (format_flags & WINED3DFMT_FLAG_DEPTH)
{
@ -229,16 +229,17 @@ void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_targe
}
/* GL locking is done by the caller */
void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface)
void context_attach_surface_fbo(const struct WineD3DContext *context,
GLenum fbo_target, DWORD idx, IWineD3DSurface *surface)
{
const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
const struct wined3d_gl_info *gl_info = This->activeContext->gl_info;
const struct wined3d_gl_info *gl_info = context->gl_info;
TRACE("Attach surface %p to %u\n", surface, idx);
if (surface)
{
context_apply_attachment_filter_states((IWineD3DDevice *)This, surface, TRUE);
context_apply_attachment_filter_states(surface, TRUE);
GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, surface_impl->texture_target,
surface_impl->texture_name, surface_impl->texture_level));
@ -250,10 +251,9 @@ void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWO
}
/* GL locking is done by the caller */
static void context_check_fbo_status(IWineD3DDevice *iface)
static void context_check_fbo_status(struct WineD3DContext *context)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
const struct wined3d_gl_info *gl_info = This->activeContext->gl_info;
const struct wined3d_gl_info *gl_info = context->gl_info;
GLenum status;
status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
@ -268,7 +268,7 @@ static void context_check_fbo_status(IWineD3DDevice *iface)
/* Dump the FBO attachments */
for (i = 0; i < GL_LIMITS(buffers); ++i)
{
attachment = (IWineD3DSurfaceImpl *)This->activeContext->current_fbo->render_targets[i];
attachment = (IWineD3DSurfaceImpl *)context->current_fbo->render_targets[i];
if (attachment)
{
FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
@ -276,7 +276,7 @@ static void context_check_fbo_status(IWineD3DDevice *iface)
attachment->pow2Width, attachment->pow2Height);
}
}
attachment = (IWineD3DSurfaceImpl *)This->activeContext->current_fbo->depth_stencil;
attachment = (IWineD3DSurfaceImpl *)context->current_fbo->depth_stencil;
if (attachment)
{
FIXME("\tDepth attachment: (%p) %s %ux%u\n",
@ -286,16 +286,16 @@ static void context_check_fbo_status(IWineD3DDevice *iface)
}
}
static struct fbo_entry *context_create_fbo_entry(IWineD3DDevice *iface)
static struct fbo_entry *context_create_fbo_entry(struct WineD3DContext *context)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
const struct wined3d_gl_info *gl_info = This->activeContext->gl_info;
IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
const struct wined3d_gl_info *gl_info = context->gl_info;
struct fbo_entry *entry;
entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
entry->render_targets = HeapAlloc(GetProcessHeap(), 0, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
memcpy(entry->render_targets, This->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
entry->depth_stencil = This->stencilBufferTarget;
memcpy(entry->render_targets, device->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
entry->depth_stencil = device->stencilBufferTarget;
entry->attached = FALSE;
entry->id = 0;
@ -303,27 +303,27 @@ static struct fbo_entry *context_create_fbo_entry(IWineD3DDevice *iface)
}
/* GL locking is done by the caller */
static void context_reuse_fbo_entry(IWineD3DDevice *iface, struct fbo_entry *entry)
static void context_reuse_fbo_entry(struct WineD3DContext *context, struct fbo_entry *entry)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
const struct wined3d_gl_info *gl_info = This->activeContext->gl_info;
IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
const struct wined3d_gl_info *gl_info = context->gl_info;
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, entry->id));
checkGLcall("glBindFramebuffer()");
context_clean_fbo_attachments(This);
context_clean_fbo_attachments(gl_info);
memcpy(entry->render_targets, This->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
entry->depth_stencil = This->stencilBufferTarget;
memcpy(entry->render_targets, device->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
entry->depth_stencil = device->stencilBufferTarget;
entry->attached = FALSE;
}
/* GL locking is done by the caller */
static void context_destroy_fbo_entry(IWineD3DDeviceImpl *This, WineD3DContext *context, struct fbo_entry *entry)
static void context_destroy_fbo_entry(struct WineD3DContext *context, struct fbo_entry *entry)
{
if (entry->id)
{
TRACE("Destroy FBO %d\n", entry->id);
context_destroy_fbo(This, &entry->id);
context_destroy_fbo(context, &entry->id);
}
--context->fbo_entry_count;
list_remove(&entry->entry);
@ -333,16 +333,16 @@ static void context_destroy_fbo_entry(IWineD3DDeviceImpl *This, WineD3DContext *
/* GL locking is done by the caller */
static struct fbo_entry *context_find_fbo_entry(IWineD3DDevice *iface, WineD3DContext *context)
static struct fbo_entry *context_find_fbo_entry(struct WineD3DContext *context)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
const struct wined3d_gl_info *gl_info = context->gl_info;
struct fbo_entry *entry;
LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
{
if (!memcmp(entry->render_targets, This->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets))
&& entry->depth_stencil == This->stencilBufferTarget)
if (!memcmp(entry->render_targets, device->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets))
&& entry->depth_stencil == device->stencilBufferTarget)
{
list_remove(&entry->entry);
list_add_head(&context->fbo_list, &entry->entry);
@ -352,14 +352,14 @@ static struct fbo_entry *context_find_fbo_entry(IWineD3DDevice *iface, WineD3DCo
if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
{
entry = context_create_fbo_entry(iface);
entry = context_create_fbo_entry(context);
list_add_head(&context->fbo_list, &entry->entry);
++context->fbo_entry_count;
}
else
{
entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
context_reuse_fbo_entry(iface, entry);
context_reuse_fbo_entry(context, entry);
list_remove(&entry->entry);
list_add_head(&context->fbo_list, &entry->entry);
}
@ -368,69 +368,69 @@ static struct fbo_entry *context_find_fbo_entry(IWineD3DDevice *iface, WineD3DCo
}
/* GL locking is done by the caller */
static void context_apply_fbo_entry(IWineD3DDevice *iface, struct fbo_entry *entry)
static void context_apply_fbo_entry(struct WineD3DContext *context, struct fbo_entry *entry)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
const struct wined3d_gl_info *gl_info = This->activeContext->gl_info;
IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
const struct wined3d_gl_info *gl_info = context->gl_info;
unsigned int i;
context_bind_fbo(iface, GL_FRAMEBUFFER_EXT, &entry->id);
context_bind_fbo(context, GL_FRAMEBUFFER_EXT, &entry->id);
if (!entry->attached)
{
/* Apply render targets */
for (i = 0; i < GL_LIMITS(buffers); ++i)
{
IWineD3DSurface *render_target = This->render_targets[i];
context_attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, i, render_target);
IWineD3DSurface *render_target = device->render_targets[i];
context_attach_surface_fbo(context, GL_FRAMEBUFFER_EXT, i, render_target);
}
/* Apply depth targets */
if (This->stencilBufferTarget) {
unsigned int w = ((IWineD3DSurfaceImpl *)This->render_targets[0])->pow2Width;
unsigned int h = ((IWineD3DSurfaceImpl *)This->render_targets[0])->pow2Height;
if (device->stencilBufferTarget)
{
unsigned int w = ((IWineD3DSurfaceImpl *)device->render_targets[0])->pow2Width;
unsigned int h = ((IWineD3DSurfaceImpl *)device->render_targets[0])->pow2Height;
surface_set_compatible_renderbuffer(This->stencilBufferTarget, w, h);
surface_set_compatible_renderbuffer(device->stencilBufferTarget, w, h);
}
context_attach_depth_stencil_fbo(This, GL_FRAMEBUFFER_EXT, This->stencilBufferTarget, TRUE);
context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER_EXT, device->stencilBufferTarget, TRUE);
entry->attached = TRUE;
} else {
for (i = 0; i < GL_LIMITS(buffers); ++i)
{
if (This->render_targets[i])
context_apply_attachment_filter_states(iface, This->render_targets[i], FALSE);
if (device->render_targets[i])
context_apply_attachment_filter_states(device->render_targets[i], FALSE);
}
if (This->stencilBufferTarget)
context_apply_attachment_filter_states(iface, This->stencilBufferTarget, FALSE);
if (device->stencilBufferTarget)
context_apply_attachment_filter_states(device->stencilBufferTarget, FALSE);
}
for (i = 0; i < GL_LIMITS(buffers); ++i)
{
if (This->render_targets[i])
This->draw_buffers[i] = GL_COLOR_ATTACHMENT0_EXT + i;
if (device->render_targets[i])
device->draw_buffers[i] = GL_COLOR_ATTACHMENT0_EXT + i;
else
This->draw_buffers[i] = GL_NONE;
device->draw_buffers[i] = GL_NONE;
}
}
/* GL locking is done by the caller */
static void context_apply_fbo_state(IWineD3DDevice *iface)
static void context_apply_fbo_state(struct WineD3DContext *context)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
WineD3DContext *context = This->activeContext;
IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
const struct wined3d_gl_info *gl_info = context->gl_info;
if (This->render_offscreen)
if (device->render_offscreen)
{
context->current_fbo = context_find_fbo_entry(iface, context);
context_apply_fbo_entry(iface, context->current_fbo);
context->current_fbo = context_find_fbo_entry(context);
context_apply_fbo_entry(context, context->current_fbo);
} else {
context->current_fbo = NULL;
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
}
context_check_fbo_status(iface);
context_check_fbo_status(context);
}
void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type)
@ -510,13 +510,13 @@ void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource
{
if (entry->render_targets[j] == (IWineD3DSurface *)resource)
{
context_destroy_fbo_entry(This, context, entry);
context_destroy_fbo_entry(context, entry);
destroyed = TRUE;
}
}
if (!destroyed && entry->depth_stencil == (IWineD3DSurface *)resource)
context_destroy_fbo_entry(This, context, entry);
context_destroy_fbo_entry(context, entry);
}
LEAVE_GL();
@ -1191,19 +1191,19 @@ void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context) {
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry) {
if (!has_glctx) entry->id = 0;
context_destroy_fbo_entry(This, context, entry);
context_destroy_fbo_entry(context, entry);
}
if (has_glctx)
{
if (context->src_fbo)
{
TRACE("Destroy src FBO %d\n", context->src_fbo);
context_destroy_fbo(This, &context->src_fbo);
context_destroy_fbo(context, &context->src_fbo);
}
if (context->dst_fbo)
{
TRACE("Destroy dst FBO %d\n", context->dst_fbo);
context_destroy_fbo(This, &context->dst_fbo);
context_destroy_fbo(context, &context->dst_fbo);
}
if (context->dummy_arbfp_prog)
{
@ -1780,7 +1780,7 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
case CTXUSAGE_DRAWPRIM:
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
ENTER_GL();
context_apply_fbo_state((IWineD3DDevice *)This);
context_apply_fbo_state(context);
LEAVE_GL();
}
if (context->draw_buffer_dirty) {
@ -1794,9 +1794,9 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
if (This->render_offscreen) {
FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
ENTER_GL();
context_bind_fbo((IWineD3DDevice *)This, GL_FRAMEBUFFER_EXT, &context->dst_fbo);
context_attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, 0, target);
context_attach_depth_stencil_fbo(This, GL_FRAMEBUFFER_EXT, NULL, FALSE);
context_bind_fbo(context, GL_FRAMEBUFFER_EXT, &context->dst_fbo);
context_attach_surface_fbo(context, GL_FRAMEBUFFER_EXT, 0, target);
context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER_EXT, NULL, FALSE);
LEAVE_GL();
} else {
ENTER_GL();

View file

@ -6050,9 +6050,9 @@ static void color_fill_fbo(IWineD3DDevice *iface, IWineD3DSurface *surface,
ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
context_bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->activeContext->dst_fbo);
context_attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, 0, surface);
context_attach_depth_stencil_fbo(This, GL_FRAMEBUFFER_EXT, NULL, FALSE);
context_bind_fbo(This->activeContext, GL_FRAMEBUFFER_EXT, &This->activeContext->dst_fbo);
context_attach_surface_fbo(This->activeContext, GL_FRAMEBUFFER_EXT, 0, surface);
context_attach_depth_stencil_fbo(This->activeContext, GL_FRAMEBUFFER_EXT, NULL, FALSE);
}
if (rect) {
@ -6081,7 +6081,7 @@ static void color_fill_fbo(IWineD3DDevice *iface, IWineD3DSurface *surface,
checkGLcall("glClear");
if (This->activeContext->current_fbo) {
context_bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->activeContext->current_fbo->id);
context_bind_fbo(This->activeContext, GL_FRAMEBUFFER_EXT, &This->activeContext->current_fbo->id);
} else {
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
checkGLcall("glBindFramebuffer()");
@ -6474,11 +6474,11 @@ void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED
} else {
TRACE("Source surface %p is offscreen\n", src_surface);
ENTER_GL();
context_bind_fbo(iface, GL_READ_FRAMEBUFFER_EXT, &This->activeContext->src_fbo);
context_attach_surface_fbo(This, GL_READ_FRAMEBUFFER_EXT, 0, src_surface);
context_bind_fbo(This->activeContext, GL_READ_FRAMEBUFFER_EXT, &This->activeContext->src_fbo);
context_attach_surface_fbo(This->activeContext, GL_READ_FRAMEBUFFER_EXT, 0, src_surface);
glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
checkGLcall("glReadBuffer()");
context_attach_depth_stencil_fbo(This, GL_READ_FRAMEBUFFER_EXT, NULL, FALSE);
context_attach_depth_stencil_fbo(This->activeContext, GL_READ_FRAMEBUFFER_EXT, NULL, FALSE);
}
LEAVE_GL();
@ -6514,11 +6514,11 @@ void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED
TRACE("Destination surface %p is offscreen\n", dst_surface);
ENTER_GL();
context_bind_fbo(iface, GL_DRAW_FRAMEBUFFER_EXT, &This->activeContext->dst_fbo);
context_attach_surface_fbo(This, GL_DRAW_FRAMEBUFFER_EXT, 0, dst_surface);
context_bind_fbo(This->activeContext, GL_DRAW_FRAMEBUFFER_EXT, &This->activeContext->dst_fbo);
context_attach_surface_fbo(This->activeContext, GL_DRAW_FRAMEBUFFER_EXT, 0, dst_surface);
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
checkGLcall("glDrawBuffer()");
context_attach_depth_stencil_fbo(This, GL_DRAW_FRAMEBUFFER_EXT, NULL, FALSE);
context_attach_depth_stencil_fbo(This->activeContext, GL_DRAW_FRAMEBUFFER_EXT, NULL, FALSE);
}
glDisable(GL_SCISSOR_TEST);
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
@ -6536,7 +6536,7 @@ void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED
IWineD3DSurface_ModifyLocation(dst_surface, SFLAG_INDRAWABLE, TRUE);
if (This->activeContext->current_fbo) {
context_bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->activeContext->current_fbo->id);
context_bind_fbo(This->activeContext, GL_FRAMEBUFFER_EXT, &This->activeContext->current_fbo->id);
} else {
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
checkGLcall("glBindFramebuffer()");

View file

@ -4439,17 +4439,17 @@ void surface_load_ds_location(IWineD3DSurface *iface, DWORD location) {
device->depth_blt_rb_h = This->currentDesc.Height;
}
context_bind_fbo((IWineD3DDevice *)device, GL_FRAMEBUFFER_EXT, &device->activeContext->dst_fbo);
context_bind_fbo(device->activeContext, GL_FRAMEBUFFER_EXT, &device->activeContext->dst_fbo);
GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, device->depth_blt_rb));
checkGLcall("glFramebufferRenderbufferEXT");
context_attach_depth_stencil_fbo(device, GL_FRAMEBUFFER_EXT, iface, FALSE);
context_attach_depth_stencil_fbo(device->activeContext, GL_FRAMEBUFFER_EXT, iface, FALSE);
/* Do the actual blit */
surface_depth_blt(This, device->depth_blt_texture, This->currentDesc.Width, This->currentDesc.Height, bind_target);
checkGLcall("depth_blt");
if (device->activeContext->current_fbo) {
context_bind_fbo((IWineD3DDevice *)device, GL_FRAMEBUFFER_EXT, &device->activeContext->current_fbo->id);
context_bind_fbo(device->activeContext, GL_FRAMEBUFFER_EXT, &device->activeContext->current_fbo->id);
} else {
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
checkGLcall("glBindFramebuffer()");

View file

@ -1262,9 +1262,11 @@ WineD3DContext *getActiveContext(void);
WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
void context_bind_fbo(struct WineD3DContext *context, GLenum target, GLuint *fbo);
void context_attach_depth_stencil_fbo(struct WineD3DContext *context,
GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
void context_attach_surface_fbo(const struct WineD3DContext *context,
GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
void context_set_last_device(IWineD3DDeviceImpl *device);
void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);