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synced 2024-11-05 18:01:34 +00:00
wined3d: Add support for depth blits to the blitter.
This commit is contained in:
parent
9e30a2f5ee
commit
a96f749ce0
2 changed files with 177 additions and 13 deletions
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@ -3459,6 +3459,98 @@ static void surface_blt_fbo(IWineD3DDeviceImpl *device, const WINED3DTEXTUREFILT
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context_release(context);
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}
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static void wined3d_surface_depth_blt_fbo(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surface,
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const RECT *src_rect, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect)
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{
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const struct wined3d_gl_info *gl_info;
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struct wined3d_context *context;
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DWORD src_mask, dst_mask;
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GLbitfield gl_mask;
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TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_rect %s.\n",
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device, src_surface, wine_dbgstr_rect(src_rect),
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dst_surface, wine_dbgstr_rect(dst_rect));
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src_mask = src_surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
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dst_mask = dst_surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
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if (src_mask != dst_mask)
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{
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ERR("Incompatible formats %s and %s.\n",
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debug_d3dformat(src_surface->resource.format->id),
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debug_d3dformat(dst_surface->resource.format->id));
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return;
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}
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if (!src_mask)
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{
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ERR("Not a depth / stencil format: %s.\n",
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debug_d3dformat(src_surface->resource.format->id));
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return;
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}
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gl_mask = 0;
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if (src_mask & WINED3DFMT_FLAG_DEPTH)
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gl_mask |= GL_DEPTH_BUFFER_BIT;
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if (src_mask & WINED3DFMT_FLAG_STENCIL)
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gl_mask |= GL_STENCIL_BUFFER_BIT;
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/* Make sure the locations are up-to-date. Loading the destination
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* surface isn't required if the entire surface is overwritten. */
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surface_load_location(src_surface, SFLAG_INTEXTURE, NULL);
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if (!surface_is_full_rect(dst_surface, dst_rect))
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surface_load_location(dst_surface, SFLAG_INTEXTURE, NULL);
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context = context_acquire(device, NULL);
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if (!context->valid)
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{
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context_release(context);
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WARN("Invalid context, skipping blit.\n");
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return;
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}
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gl_info = context->gl_info;
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ENTER_GL();
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context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, NULL, src_surface, SFLAG_INTEXTURE);
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glReadBuffer(GL_NONE);
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checkGLcall("glReadBuffer()");
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context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, NULL, dst_surface, SFLAG_INTEXTURE);
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context_set_draw_buffer(context, GL_NONE);
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if (gl_mask & GL_DEPTH_BUFFER_BIT)
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{
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glDepthMask(GL_TRUE);
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IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
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}
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if (gl_mask & GL_STENCIL_BUFFER_BIT)
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{
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if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
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{
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glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
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IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE));
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}
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glStencilMask(~0U);
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IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
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}
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glDisable(GL_SCISSOR_TEST);
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IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
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gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
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dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, gl_mask, GL_NEAREST);
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checkGLcall("glBlitFramebuffer()");
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LEAVE_GL();
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if (wined3d_settings.strict_draw_ordering)
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wglFlush(); /* Flush to ensure ordering across contexts. */
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context_release(context);
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}
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static void surface_blt_to_drawable(IWineD3DDeviceImpl *device,
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WINED3DTEXTUREFILTERTYPE filter, BOOL color_key,
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IWineD3DSurfaceImpl *src_surface, const RECT *src_rect_in,
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@ -3912,6 +4004,25 @@ static HRESULT wined3d_surface_depth_fill(IWineD3DSurfaceImpl *surface, const RE
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return blitter->depth_fill(device, surface, rect, depth);
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}
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static HRESULT wined3d_surface_depth_blt(IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
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IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect)
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{
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IWineD3DDeviceImpl *device = src_surface->resource.device;
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if (!fbo_blit_supported(&device->adapter->gl_info, WINED3D_BLIT_OP_DEPTH_BLIT,
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src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
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dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
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return WINED3DERR_INVALIDCALL;
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wined3d_surface_depth_blt_fbo(device, src_surface, src_rect, dst_surface, dst_rect);
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surface_modify_ds_location(dst_surface, SFLAG_DS_OFFSCREEN,
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dst_surface->ds_current_size.cx, dst_surface->ds_current_size.cy);
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surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
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return WINED3D_OK;
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}
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/* Do not call while under the GL lock. */
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static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect,
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IWineD3DSurface *src_surface, const RECT *SrcRect, DWORD flags,
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@ -3920,6 +4031,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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IWineD3DSurfaceImpl *src = (IWineD3DSurfaceImpl *)src_surface;
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IWineD3DDeviceImpl *device = This->resource.device;
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DWORD src_ds_flags, dst_ds_flags;
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TRACE("iface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
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iface, wine_dbgstr_rect(DestRect), src_surface, wine_dbgstr_rect(SrcRect),
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@ -3932,8 +4044,13 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT
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return WINEDDERR_SURFACEBUSY;
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}
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if (This->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)
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|| (src && src->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
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dst_ds_flags = This->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
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if (src)
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src_ds_flags = src->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
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else
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src_ds_flags = 0;
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if (src_ds_flags || dst_ds_flags)
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{
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if (flags & WINEDDBLT_DEPTHFILL)
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{
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@ -3952,6 +4069,8 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT
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}
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else
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{
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RECT src_rect, dst_rect;
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/* Accessing depth / stencil surfaces is supposed to fail while in
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* a scene, except for fills, which seem to work. */
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if (device->inScene)
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@ -3960,8 +4079,42 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT
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return WINED3DERR_INVALIDCALL;
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}
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FIXME("Depth blits not implemeted.\n");
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return WINED3DERR_INVALIDCALL;
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if (src_ds_flags != dst_ds_flags)
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{
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WARN("Rejecting depth / stencil blit between incompatible formats.\n");
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return WINED3DERR_INVALIDCALL;
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}
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if (SrcRect && (SrcRect->top || SrcRect->left
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|| SrcRect->bottom != src->resource.height
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|| SrcRect->right != src->resource.width))
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{
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WARN("Rejecting depth / stencil blit with invalid source rect %s.\n",
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wine_dbgstr_rect(SrcRect));
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return WINED3DERR_INVALIDCALL;
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}
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if (DestRect && (DestRect->top || DestRect->left
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|| DestRect->bottom != This->resource.height
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|| DestRect->right != This->resource.width))
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{
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WARN("Rejecting depth / stencil blit with invalid destination rect %s.\n",
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wine_dbgstr_rect(SrcRect));
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return WINED3DERR_INVALIDCALL;
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}
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if (src->resource.height != This->resource.height
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|| src->resource.width != This->resource.width)
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{
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WARN("Rejecting depth / stencil blit with mismatched surface sizes.\n");
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return WINED3DERR_INVALIDCALL;
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}
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surface_get_rect(src, SrcRect, &src_rect);
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surface_get_rect(This, DestRect, &dst_rect);
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if (SUCCEEDED(wined3d_surface_depth_blt(src, &src_rect, This, &dst_rect)))
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return WINED3D_OK;
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}
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}
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@ -5025,19 +5178,29 @@ static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum wined
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if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer)
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return FALSE;
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/* We only support blitting. Things like color keying / color fill should
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* be handled by other blitters.
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*/
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if (blit_op != WINED3D_BLIT_OP_COLOR_BLIT)
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return FALSE;
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/* Source and/or destination need to be on the GL side */
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if (src_pool == WINED3DPOOL_SYSTEMMEM || dst_pool == WINED3DPOOL_SYSTEMMEM)
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return FALSE;
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if (!((src_format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (src_usage & WINED3DUSAGE_RENDERTARGET))
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|| !((dst_format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (dst_usage & WINED3DUSAGE_RENDERTARGET)))
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return FALSE;
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switch (blit_op)
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{
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case WINED3D_BLIT_OP_COLOR_BLIT:
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if (!((src_format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (src_usage & WINED3DUSAGE_RENDERTARGET)))
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return FALSE;
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if (!((dst_format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (dst_usage & WINED3DUSAGE_RENDERTARGET)))
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return FALSE;
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break;
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case WINED3D_BLIT_OP_DEPTH_BLIT:
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if (!(src_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
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return FALSE;
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if (!(dst_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
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return FALSE;
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break;
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default:
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return FALSE;
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}
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if (!(src_format->id == dst_format->id
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|| (is_identity_fixup(src_format->color_fixup)
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@ -1171,6 +1171,7 @@ enum wined3d_blit_op
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WINED3D_BLIT_OP_COLOR_BLIT,
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WINED3D_BLIT_OP_COLOR_FILL,
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WINED3D_BLIT_OP_DEPTH_FILL,
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WINED3D_BLIT_OP_DEPTH_BLIT,
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};
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/* Shaders for color conversions in blits. Do not do blit operations while
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