From 1bd56b6ca5638cdf026938eb89fac0ccfd24874b Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Tue, 24 Jan 2017 22:15:27 +0100 Subject: [PATCH] wined3d: Get rid of surface_load_ds_location(). This should be unused now that "AlwaysOffscreen" is gone. Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/wined3d/arb_program_shader.c | 186 ------------------------------------- dlls/wined3d/glsl_shader.c | 179 ------------------------------------ dlls/wined3d/shader.c | 5 - dlls/wined3d/surface.c | 188 -------------------------------------- dlls/wined3d/wined3d_private.h | 3 - 5 files changed, 561 deletions(-) diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index 210b2f9ec7e..f2a5b38709c 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -291,9 +291,6 @@ struct shader_arb_priv GLuint current_fprogram_id; const struct arb_ps_compiled_shader *compiled_fprog; const struct arb_vs_compiled_shader *compiled_vprog; - GLuint depth_blt_vprogram_id; - GLuint depth_blt_fprogram_id_full[WINED3D_GL_RES_TYPE_COUNT]; - GLuint depth_blt_fprogram_id_masked[WINED3D_GL_RES_TYPE_COUNT]; BOOL use_arbfp_fixed_func; struct wine_rb_tree fragment_shaders; BOOL last_ps_const_clamped; @@ -3358,120 +3355,6 @@ static BOOL shader_arb_compile(const struct wined3d_gl_info *gl_info, GLenum tar return TRUE; } -/* Context activation is done by the caller. */ -static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info) -{ - GLuint program_id = 0; - - static const char blt_vprogram[] = - "!!ARBvp1.0\n" - "PARAM c[1] = { { 1, 0.5 } };\n" - "MOV result.position, vertex.position;\n" - "MOV result.color, c[0].x;\n" - "MOV result.texcoord[0], vertex.texcoord[0];\n" - "END\n"; - - GL_EXTCALL(glGenProgramsARB(1, &program_id)); - GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id)); - shader_arb_compile(gl_info, GL_VERTEX_PROGRAM_ARB, blt_vprogram); - - return program_id; -} - -/* Context activation is done by the caller. */ -static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info, - enum wined3d_gl_resource_type tex_type, BOOL masked) -{ - GLuint program_id = 0; - const char *fprogram; - - static const char * const blt_fprograms_full[WINED3D_GL_RES_TYPE_COUNT] = - { - /* WINED3D_GL_RES_TYPE_TEX_1D */ - NULL, - /* WINED3D_GL_RES_TYPE_TEX_2D */ - "!!ARBfp1.0\n" - "TEMP R0;\n" - "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n" - "MOV result.depth.z, R0.x;\n" - "END\n", - /* WINED3D_GL_RES_TYPE_TEX_3D */ - NULL, - /* WINED3D_GL_RES_TYPE_TEX_CUBE */ - "!!ARBfp1.0\n" - "TEMP R0;\n" - "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n" - "MOV result.depth.z, R0.x;\n" - "END\n", - /* WINED3D_GL_RES_TYPE_TEX_RECT */ - "!!ARBfp1.0\n" - "TEMP R0;\n" - "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n" - "MOV result.depth.z, R0.x;\n" - "END\n", - /* WINED3D_GL_RES_TYPE_BUFFER */ - NULL, - /* WINED3D_GL_RES_TYPE_RB */ - NULL, - }; - - static const char * const blt_fprograms_masked[WINED3D_GL_RES_TYPE_COUNT] = - { - /* WINED3D_GL_RES_TYPE_TEX_1D */ - NULL, - /* WINED3D_GL_RES_TYPE_TEX_2D */ - "!!ARBfp1.0\n" - "PARAM mask = program.local[0];\n" - "TEMP R0;\n" - "SLT R0.xy, fragment.position, mask.zwzw;\n" - "MUL R0.x, R0.x, R0.y;\n" - "KIL -R0.x;\n" - "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n" - "MOV result.depth.z, R0.x;\n" - "END\n", - /* WINED3D_GL_RES_TYPE_TEX_3D */ - NULL, - /* WINED3D_GL_RES_TYPE_TEX_CUBE */ - "!!ARBfp1.0\n" - "PARAM mask = program.local[0];\n" - "TEMP R0;\n" - "SLT R0.xy, fragment.position, mask.zwzw;\n" - "MUL R0.x, R0.x, R0.y;\n" - "KIL -R0.x;\n" - "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n" - "MOV result.depth.z, R0.x;\n" - "END\n", - /* WINED3D_GL_RES_TYPE_TEX_RECT */ - "!!ARBfp1.0\n" - "PARAM mask = program.local[0];\n" - "TEMP R0;\n" - "SLT R0.xy, fragment.position, mask.zwzw;\n" - "MUL R0.x, R0.x, R0.y;\n" - "KIL -R0.x;\n" - "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n" - "MOV result.depth.z, R0.x;\n" - "END\n", - /* WINED3D_GL_RES_TYPE_BUFFER */ - NULL, - /* WINED3D_GL_RES_TYPE_RB */ - NULL, - }; - - fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type]; - if (!fprogram) - { - FIXME("tex_type %#x not supported, falling back to 2D\n", tex_type); - tex_type = WINED3D_GL_RES_TYPE_TEX_2D; - fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type]; - } - - GL_EXTCALL(glGenProgramsARB(1, &program_id)); - GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id)); - shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, fprogram); - - return program_id; -} - static void arbfp_add_sRGB_correction(struct wined3d_string_buffer *buffer, const char *fragcolor, const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode) { @@ -4853,56 +4736,6 @@ static void shader_arb_disable(void *shader_priv, struct wined3d_context *contex | (1u << WINED3D_SHADER_TYPE_COMPUTE); } -/* Context activation is done by the caller. */ -static void shader_arb_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info, - enum wined3d_gl_resource_type tex_type, const SIZE *ds_mask_size) -{ - const float mask[] = {0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy}; - BOOL masked = ds_mask_size->cx && ds_mask_size->cy; - struct shader_arb_priv *priv = shader_priv; - GLuint *blt_fprogram; - - if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info); - GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id)); - gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB); - - blt_fprogram = masked ? &priv->depth_blt_fprogram_id_masked[tex_type] : &priv->depth_blt_fprogram_id_full[tex_type]; - if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type, masked); - GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram)); - if (masked) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, mask)); - gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB); -} - -/* Context activation is done by the caller. */ -static void shader_arb_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info) -{ - struct shader_arb_priv *priv = shader_priv; - - if (priv->current_vprogram_id) { - GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id)); - checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);"); - - TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB.\n", priv->current_vprogram_id); - } - else - { - gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB); - checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)"); - } - - if (priv->current_fprogram_id) { - GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id)); - checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);"); - - TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB.\n", priv->current_fprogram_id); - } - else if(!priv->use_arbfp_fixed_func) - { - gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB); - checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)"); - } -} - static void shader_arb_destroy(struct wined3d_shader *shader) { struct wined3d_device *device = shader->device; @@ -5022,24 +4855,7 @@ static void release_signature(struct wine_rb_entry *entry, void *context) /* Context activation is done by the caller. */ static void shader_arb_free(struct wined3d_device *device) { - const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; struct shader_arb_priv *priv = device->shader_priv; - int i; - - if (priv->depth_blt_vprogram_id) - GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id)); - - for (i = 0; i < WINED3D_GL_RES_TYPE_COUNT; ++i) - { - if (priv->depth_blt_fprogram_id_full[i]) - { - GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_full[i])); - } - if (priv->depth_blt_fprogram_id_masked[i]) - { - GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_masked[i])); - } - } wine_rb_destroy(&priv->signature_tree, release_signature, NULL); priv->fragment_pipe->free_private(device); @@ -5837,8 +5653,6 @@ const struct wined3d_shader_backend_ops arb_program_shader_backend = shader_arb_handle_instruction, shader_arb_select, shader_arb_disable, - shader_arb_select_depth_blt, - shader_arb_deselect_depth_blt, shader_arb_update_float_vertex_constants, shader_arb_update_float_pixel_constants, shader_arb_load_constants, diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 40bbfdc74d5..f053f554c21 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -121,8 +121,6 @@ struct shader_glsl_priv { struct constant_heap vconst_heap; struct constant_heap pconst_heap; unsigned char *stack; - GLuint depth_blt_program_full[WINED3D_GL_RES_TYPE_COUNT]; - GLuint depth_blt_program_masked[WINED3D_GL_RES_TYPE_COUNT]; UINT next_constant_version; const struct wined3d_vertex_pipe_ops *vertex_pipe; @@ -8290,125 +8288,6 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const } /* Context activation is done by the caller. */ -static GLuint create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum wined3d_gl_resource_type tex_type, - BOOL masked) -{ - GLuint program_id; - GLuint vshader_id, pshader_id; - const char *blt_pshader; - - static const char blt_vshader[] = - "#version 120\n" - "void main(void)\n" - "{\n" - " gl_Position = gl_Vertex;\n" - " gl_FrontColor = vec4(1.0);\n" - " gl_TexCoord[0] = gl_MultiTexCoord0;\n" - "}\n"; - - static const char * const blt_pshaders_full[WINED3D_GL_RES_TYPE_COUNT] = - { - /* WINED3D_GL_RES_TYPE_TEX_1D */ - NULL, - /* WINED3D_GL_RES_TYPE_TEX_2D */ - "#version 120\n" - "uniform sampler2D sampler;\n" - "void main(void)\n" - "{\n" - " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n" - "}\n", - /* WINED3D_GL_RES_TYPE_TEX_3D */ - NULL, - /* WINED3D_GL_RES_TYPE_TEX_CUBE */ - "#version 120\n" - "uniform samplerCube sampler;\n" - "void main(void)\n" - "{\n" - " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n" - "}\n", - /* WINED3D_GL_RES_TYPE_TEX_RECT */ - "#version 120\n" - "#extension GL_ARB_texture_rectangle : enable\n" - "uniform sampler2DRect sampler;\n" - "void main(void)\n" - "{\n" - " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n" - "}\n", - /* WINED3D_GL_RES_TYPE_BUFFER */ - NULL, - /* WINED3D_GL_RES_TYPE_RB */ - NULL, - }; - - static const char * const blt_pshaders_masked[WINED3D_GL_RES_TYPE_COUNT] = - { - /* WINED3D_GL_RES_TYPE_TEX_1D */ - NULL, - /* WINED3D_GL_RES_TYPE_TEX_2D */ - "#version 120\n" - "uniform sampler2D sampler;\n" - "uniform vec4 mask;\n" - "void main(void)\n" - "{\n" - " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n" - " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n" - "}\n", - /* WINED3D_GL_RES_TYPE_TEX_3D */ - NULL, - /* WINED3D_GL_RES_TYPE_TEX_CUBE */ - "#version 120\n" - "uniform samplerCube sampler;\n" - "uniform vec4 mask;\n" - "void main(void)\n" - "{\n" - " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n" - " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n" - "}\n", - /* WINED3D_GL_RES_TYPE_TEX_RECT */ - "#version 120\n" - "#extension GL_ARB_texture_rectangle : enable\n" - "uniform sampler2DRect sampler;\n" - "uniform vec4 mask;\n" - "void main(void)\n" - "{\n" - " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n" - " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n" - "}\n", - /* WINED3D_GL_RES_TYPE_BUFFER */ - NULL, - /* WINED3D_GL_RES_TYPE_RB */ - NULL, - }; - - blt_pshader = masked ? blt_pshaders_masked[tex_type] : blt_pshaders_full[tex_type]; - if (!blt_pshader) - { - FIXME("tex_type %#x not supported\n", tex_type); - return 0; - } - - vshader_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER)); - shader_glsl_compile(gl_info, vshader_id, blt_vshader); - - pshader_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER)); - shader_glsl_compile(gl_info, pshader_id, blt_pshader); - - program_id = GL_EXTCALL(glCreateProgram()); - GL_EXTCALL(glAttachShader(program_id, vshader_id)); - GL_EXTCALL(glAttachShader(program_id, pshader_id)); - GL_EXTCALL(glLinkProgram(program_id)); - - shader_glsl_validate_link(gl_info, program_id); - - /* Once linked we can mark the shaders for deletion. They will be deleted once the program - * is destroyed - */ - GL_EXTCALL(glDeleteShader(vshader_id)); - GL_EXTCALL(glDeleteShader(pshader_id)); - return program_id; -} - -/* Context activation is done by the caller. */ static void shader_glsl_select(void *shader_priv, struct wined3d_context *context, const struct wined3d_state *state) { @@ -8504,48 +8383,6 @@ static void shader_glsl_disable(void *shader_priv, struct wined3d_context *conte } } -/* Context activation is done by the caller. */ -static void shader_glsl_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info, - enum wined3d_gl_resource_type tex_type, const SIZE *ds_mask_size) -{ - BOOL masked = ds_mask_size->cx && ds_mask_size->cy; - struct shader_glsl_priv *priv = shader_priv; - GLuint *blt_program; - GLint loc; - - blt_program = masked ? &priv->depth_blt_program_masked[tex_type] : &priv->depth_blt_program_full[tex_type]; - if (!*blt_program) - { - *blt_program = create_glsl_blt_shader(gl_info, tex_type, masked); - loc = GL_EXTCALL(glGetUniformLocation(*blt_program, "sampler")); - GL_EXTCALL(glUseProgram(*blt_program)); - GL_EXTCALL(glUniform1i(loc, 0)); - } - else - { - GL_EXTCALL(glUseProgram(*blt_program)); - } - - if (masked) - { - loc = GL_EXTCALL(glGetUniformLocation(*blt_program, "mask")); - GL_EXTCALL(glUniform4f(loc, 0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy)); - } -} - -/* Context activation is done by the caller. */ -static void shader_glsl_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info) -{ - const struct glsl_context_data *ctx_data = context_get_current()->shader_backend_data; - GLuint program_id; - - program_id = ctx_data->glsl_program ? ctx_data->glsl_program->id : 0; - if (program_id) TRACE("Using GLSL program %u\n", program_id); - - GL_EXTCALL(glUseProgram(program_id)); - checkGLcall("glUseProgram"); -} - static void shader_glsl_invalidate_contexts_program(struct wined3d_device *device, const struct glsl_shader_prog_link *program) { @@ -8794,21 +8631,7 @@ fail: /* Context activation is done by the caller. */ static void shader_glsl_free(struct wined3d_device *device) { - const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; struct shader_glsl_priv *priv = device->shader_priv; - int i; - - for (i = 0; i < WINED3D_GL_RES_TYPE_COUNT; ++i) - { - if (priv->depth_blt_program_full[i]) - { - GL_EXTCALL(glDeleteProgram(priv->depth_blt_program_full[i])); - } - if (priv->depth_blt_program_masked[i]) - { - GL_EXTCALL(glDeleteProgram(priv->depth_blt_program_masked[i])); - } - } wine_rb_destroy(&priv->program_lookup, NULL, NULL); constant_heap_free(&priv->pconst_heap); @@ -9172,8 +8995,6 @@ const struct wined3d_shader_backend_ops glsl_shader_backend = shader_glsl_handle_instruction, shader_glsl_select, shader_glsl_disable, - shader_glsl_select_depth_blt, - shader_glsl_deselect_depth_blt, shader_glsl_update_float_vertex_constants, shader_glsl_update_float_pixel_constants, shader_glsl_load_constants, diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c index 5e9b0de9cc2..4ca82c2ed3c 100644 --- a/dlls/wined3d/shader.c +++ b/dlls/wined3d/shader.c @@ -2653,9 +2653,6 @@ struct shader_none_priv }; static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {} -static void shader_none_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info, - enum wined3d_gl_resource_type tex_type, const SIZE *ds_mask_size) {} -static void shader_none_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info) {} static void shader_none_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count) {} static void shader_none_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count) {} static void shader_none_load_constants(void *shader_priv, struct wined3d_context *context, @@ -2778,8 +2775,6 @@ const struct wined3d_shader_backend_ops none_shader_backend = shader_none_handle_instruction, shader_none_select, shader_none_disable, - shader_none_select_depth_blt, - shader_none_deselect_depth_blt, shader_none_update_float_vertex_constants, shader_none_update_float_pixel_constants, shader_none_load_constants, diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c index 18b008cc39b..4d1ecedd408 100644 --- a/dlls/wined3d/surface.c +++ b/dlls/wined3d/surface.c @@ -2489,68 +2489,6 @@ static HRESULT surface_blt_special(struct wined3d_surface *dst_surface, const RE return WINED3DERR_INVALIDCALL; } -/* Context activation is done by the caller. */ -static void surface_depth_blt(const struct wined3d_surface *surface, struct wined3d_context *context, - GLuint texture, GLint x, GLint y, GLsizei w, GLsizei h, GLenum target) -{ - struct wined3d_device *device = surface->container->resource.device; - const struct wined3d_gl_info *gl_info = context->gl_info; - GLint compare_mode = GL_NONE; - struct blt_info info; - GLint old_binding = 0; - RECT rect; - - gl_info->gl_ops.gl.p_glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT); - - gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE); - gl_info->gl_ops.gl.p_glDisable(GL_BLEND); - gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST); - gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST); - gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST); - gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST); - gl_info->gl_ops.gl.p_glDepthFunc(GL_ALWAYS); - gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE); - gl_info->gl_ops.gl.p_glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); - gl_info->gl_ops.gl.p_glViewport(x, y, w, h); - gl_info->gl_ops.gl.p_glDepthRange(0.0, 1.0); - - SetRect(&rect, 0, h, w, 0); - surface_get_blt_info(target, &rect, - wined3d_texture_get_level_pow2_width(surface->container, surface->texture_level), - wined3d_texture_get_level_pow2_height(surface->container, surface->texture_level), &info); - context_active_texture(context, context->gl_info, 0); - gl_info->gl_ops.gl.p_glGetIntegerv(info.binding, &old_binding); - gl_info->gl_ops.gl.p_glBindTexture(info.bind_target, texture); - if (gl_info->supported[ARB_SHADOW]) - { - gl_info->gl_ops.gl.p_glGetTexParameteriv(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, &compare_mode); - if (compare_mode != GL_NONE) - gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE); - } - - device->shader_backend->shader_select_depth_blt(device->shader_priv, - gl_info, info.tex_type, &surface->ds_current_size); - - gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP); - gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[0].x); - gl_info->gl_ops.gl.p_glVertex2f(-1.0f, -1.0f); - gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[1].x); - gl_info->gl_ops.gl.p_glVertex2f(1.0f, -1.0f); - gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[2].x); - gl_info->gl_ops.gl.p_glVertex2f(-1.0f, 1.0f); - gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[3].x); - gl_info->gl_ops.gl.p_glVertex2f(1.0f, 1.0f); - gl_info->gl_ops.gl.p_glEnd(); - - if (compare_mode != GL_NONE) - gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, compare_mode); - gl_info->gl_ops.gl.p_glBindTexture(info.bind_target, old_binding); - - gl_info->gl_ops.gl.p_glPopAttrib(); - - device->shader_backend->shader_deselect_depth_blt(device->shader_priv, gl_info); -} - void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) { @@ -2566,125 +2504,6 @@ void surface_modify_ds_location(struct wined3d_surface *surface, wined3d_texture_invalidate_location(texture, sub_resource_idx, ~location); } -/* Context activation is done by the caller. */ -static void surface_load_ds_location(struct wined3d_surface *surface, struct wined3d_context *context, DWORD location) -{ - unsigned int sub_resource_idx = surface_get_sub_resource_idx(surface); - struct wined3d_texture *texture = surface->container; - struct wined3d_device *device = texture->resource.device; - const struct wined3d_gl_info *gl_info = context->gl_info; - GLsizei w, h; - - TRACE("surface %p, context %p, new location %#x.\n", surface, context, location); - - /* TODO: Make this work for modes other than FBO */ - if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return; - - if (!(texture->sub_resources[sub_resource_idx].locations & location)) - { - w = surface->ds_current_size.cx; - h = surface->ds_current_size.cy; - surface->ds_current_size.cx = 0; - surface->ds_current_size.cy = 0; - } - else - { - w = wined3d_texture_get_level_width(texture, surface->texture_level); - h = wined3d_texture_get_level_height(texture, surface->texture_level); - } - - if (surface->current_renderbuffer) - { - FIXME("Not supported with fixed up depth stencil.\n"); - return; - } - - wined3d_texture_prepare_location(texture, sub_resource_idx, context, location); - - if (location == WINED3D_LOCATION_TEXTURE_RGB) - { - GLint old_binding = 0; - GLenum bind_target; - - /* The render target is allowed to be smaller than the depth/stencil - * buffer, so the onscreen depth/stencil buffer is potentially smaller - * than the offscreen surface. Don't overwrite the offscreen surface - * with undefined data. */ - w = min(w, context->swapchain->desc.backbuffer_width); - h = min(h, context->swapchain->desc.backbuffer_height); - - TRACE("Copying onscreen depth buffer to depth texture.\n"); - - if (!device->depth_blt_texture) - gl_info->gl_ops.gl.p_glGenTextures(1, &device->depth_blt_texture); - - /* Note that we use depth_blt here as well, rather than glCopyTexImage2D - * directly on the FBO texture. That's because we need to flip. */ - context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, - context->swapchain->front_buffer->sub_resources[0].u.surface, - NULL, WINED3D_LOCATION_DRAWABLE); - if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB) - { - gl_info->gl_ops.gl.p_glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding); - bind_target = GL_TEXTURE_RECTANGLE_ARB; - } - else - { - gl_info->gl_ops.gl.p_glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding); - bind_target = GL_TEXTURE_2D; - } - gl_info->gl_ops.gl.p_glBindTexture(bind_target, device->depth_blt_texture); - /* We use GL_DEPTH_COMPONENT instead of the surface's specific - * internal format, because the internal format might include stencil - * data. In principle we should copy stencil data as well, but unless - * the driver supports stencil export it's hard to do, and doesn't - * seem to be needed in practice. If the hardware doesn't support - * writing stencil data, the glCopyTexImage2D() call might trigger - * software fallbacks. */ - gl_info->gl_ops.gl.p_glCopyTexImage2D(bind_target, 0, GL_DEPTH_COMPONENT, 0, 0, w, h, 0); - gl_info->gl_ops.gl.p_glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - gl_info->gl_ops.gl.p_glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - gl_info->gl_ops.gl.p_glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - gl_info->gl_ops.gl.p_glTexParameteri(bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - gl_info->gl_ops.gl.p_glTexParameteri(bind_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); - gl_info->gl_ops.gl.p_glBindTexture(bind_target, old_binding); - - context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, - NULL, surface, WINED3D_LOCATION_TEXTURE_RGB); - context_set_draw_buffer(context, GL_NONE); - - /* Do the actual blit */ - surface_depth_blt(surface, context, device->depth_blt_texture, 0, 0, w, h, bind_target); - checkGLcall("depth_blt"); - - context_invalidate_state(context, STATE_FRAMEBUFFER); - - if (wined3d_settings.strict_draw_ordering) - gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */ - } - else if (location == WINED3D_LOCATION_DRAWABLE) - { - TRACE("Copying depth texture to onscreen depth buffer.\n"); - - context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, - context->swapchain->front_buffer->sub_resources[0].u.surface, - NULL, WINED3D_LOCATION_DRAWABLE); - surface_depth_blt(surface, context, texture->texture_rgb.name, 0, - wined3d_texture_get_level_pow2_height(texture, surface->texture_level) - h, - w, h, surface->texture_target); - checkGLcall("depth_blt"); - - context_invalidate_state(context, STATE_FRAMEBUFFER); - - if (wined3d_settings.strict_draw_ordering) - gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */ - } - else - { - ERR("Invalid location (%#x) specified.\n", location); - } -} - static DWORD resource_access_from_location(DWORD location) { switch (location) @@ -3050,13 +2869,6 @@ HRESULT surface_load_location(struct wined3d_surface *surface, struct wined3d_co if (texture->resource.usage & WINED3DUSAGE_DEPTHSTENCIL) { - if ((location == WINED3D_LOCATION_TEXTURE_RGB && sub_resource->locations & WINED3D_LOCATION_DRAWABLE) - || (location == WINED3D_LOCATION_DRAWABLE && sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)) - { - surface_load_ds_location(surface, context, location); - goto done; - } - FIXME("Unimplemented copy from %s to %s for depth/stencil buffers.\n", wined3d_debug_location(sub_resource->locations), wined3d_debug_location(location)); return WINED3DERR_INVALIDCALL; diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 71c95231400..9c98b85832c 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -1202,9 +1202,6 @@ struct wined3d_shader_backend_ops void (*shader_select)(void *shader_priv, struct wined3d_context *context, const struct wined3d_state *state); void (*shader_disable)(void *shader_priv, struct wined3d_context *context); - void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info, - enum wined3d_gl_resource_type tex_type, const SIZE *ds_mask_size); - void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info); void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count); void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count); void (*shader_load_constants)(void *shader_priv, struct wined3d_context *context, -- 2.11.4.GIT