Module: wine Branch: master Commit: 670d9ad90bf5af9bcb2e4c82d37391acbac83210 URL: http://source.winehq.org/git/wine.git/?a=commit;h=670d9ad90bf5af9bcb2e4c82d3...
Author: Henri Verbeet hverbeet@codeweavers.com Date: Thu Jul 2 10:01:35 2009 +0200
wined3d: Check if formats support blending when attached to an FBO.
Remove the post-pixelshader blending flag if the format doesn't. Note that the patch doesn't enforce this restriction yet, it only adjusts the reported format capabilities.
---
dlls/wined3d/utils.c | 37 +++++++++++++++++++++++++++++++++++++ 1 files changed, 37 insertions(+), 0 deletions(-)
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c index 1d9f70c..91e19f6 100644 --- a/dlls/wined3d/utils.c +++ b/dlls/wined3d/utils.c @@ -570,6 +570,7 @@ static void check_fbo_compat(const WineD3D_GL_Info *gl_info, struct GlPixelForma ENTER_GL();
while(glGetError()); + glDisable(GL_BLEND);
glGenTextures(1, &tex); glBindTexture(GL_TEXTURE_2D, tex); @@ -639,6 +640,42 @@ static void check_fbo_compat(const WineD3D_GL_Info *gl_info, struct GlPixelForma } }
+ if (status == GL_FRAMEBUFFER_COMPLETE_EXT && format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) + { + GLuint rb; + + if (GL_SUPPORT(EXT_PACKED_DEPTH_STENCIL)) + { + GL_EXTCALL(glGenRenderbuffersEXT(1, &rb)); + GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, rb)); + GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, 16, 16)); + GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, + GL_RENDERBUFFER_EXT, rb)); + GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, + GL_RENDERBUFFER_EXT, rb)); + checkGLcall("RB attachment"); + } + + glEnable(GL_BLEND); + glClear(GL_COLOR_BUFFER_BIT); + if (glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION_EXT) + { + while(glGetError()); + TRACE("Format doesn't support post-pixelshader blending.\n"); + format_desc->Flags &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING; + } + + if (GL_SUPPORT(EXT_PACKED_DEPTH_STENCIL)) + { + GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, + GL_RENDERBUFFER_EXT, 0)); + GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, + GL_RENDERBUFFER_EXT, 0)); + GL_EXTCALL(glDeleteRenderbuffersEXT(1, &rb)); + checkGLcall("RB cleanup"); + } + } + glDeleteTextures(1, &tex);
LEAVE_GL();