wined3d: Add FBO support for offscreen rendering.
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 239d15d..ef0e046 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -5985,7 +5985,8 @@
checkGLcall("glFlush");
TRACE("End Scene\n");
- if(This->renderTarget != NULL) {
+ /* If we're using FBOs this isn't needed */
+ if (wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->renderTarget != NULL) {
/* If the container of the rendertarget is a texture then we need to save the data from the pbuffer */
IUnknown *targetContainer = NULL;
@@ -6989,6 +6990,66 @@
return WINED3D_OK;
}
+static void bind_fbo(IWineD3DDevice *iface) {
+ IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+
+ if (!This->fbo) {
+ GL_EXTCALL(glGenFramebuffersEXT(1, &This->fbo));
+ checkGLcall("glGenFramebuffersEXT()");
+ }
+ GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, This->fbo));
+ checkGLcall("glBindFramebuffer()");
+}
+
+/* TODO: Handle stencil attachments */
+static void set_depth_stencil_fbo(IWineD3DDevice *iface, IWineD3DSurface *depth_stencil) {
+ IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+ IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
+
+ bind_fbo(iface);
+
+ if (depth_stencil_impl) {
+ IWineD3DSurface_PreLoad(depth_stencil);
+ glBindTexture (GL_TEXTURE_2D, depth_stencil_impl->glDescription.textureName);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
+
+ GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, depth_stencil_impl->glDescription.textureName, 0));
+ checkGLcall("glFramebufferTexture2DEXT()");
+ } else {
+ GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
+ checkGLcall("glFramebufferTexture2DEXT()");
+ }
+
+ if (!This->render_offscreen) {
+ GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
+ checkGLcall("glBindFramebuffer()");
+ }
+}
+
+static void set_render_target_fbo(IWineD3DDevice *iface, IWineD3DSurface *render_target) {
+ IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+ IWineD3DSurfaceImpl *rtimpl = (IWineD3DSurfaceImpl *)render_target;
+
+ if (This->render_offscreen) {
+ bind_fbo(iface);
+
+ IWineD3DSurface_PreLoad(render_target);
+
+ glBindTexture (GL_TEXTURE_2D, rtimpl->glDescription.textureName);
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+ GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, rtimpl->glDescription.textureName, 0));
+ checkGLcall("glFramebufferTexture2DEXT()");
+ } else {
+ GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
+ checkGLcall("glBindFramebuffer()");
+ }
+}
+
/* internal static helper functions */
static HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
IWineD3DSurface *RenderSurface);
@@ -7040,6 +7101,9 @@
implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
stencil buffer and incure an extra memory overhead */
hr = IWineD3DDeviceImpl_ActiveRender(iface, pRenderTarget);
+ if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
+ set_render_target_fbo(iface, pRenderTarget);
+ }
}
if (SUCCEEDED(hr)) {
@@ -7086,6 +7150,9 @@
/** TODO: glEnable/glDisable on depth/stencil depending on
* pNewZStencil is NULL and the depth/stencil is enabled in d3d
**********************************************************/
+ if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
+ set_depth_stencil_fbo(iface, pNewZStencil);
+ }
}
return hr;
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index 00c95cd..368f384 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -791,6 +791,12 @@
wined3d_settings.nonpower2_mode = NP2_NONE;
}
+ /* We can only use ORM_FBO when the hardware supports it. */
+ if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
+ WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
+ wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
+ }
+
/* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
* features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
* in case of the latest videocards in the number of pixel/vertex pipelines.
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index 0bea61f..4a1bd8e 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -2078,6 +2078,16 @@
}
}
+static void check_fbo_status(IWineD3DDevice *iface) {
+ IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+
+ GLenum status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
+ switch(status) {
+ case GL_FRAMEBUFFER_COMPLETE_EXT: TRACE("FBO complete.\n"); break;
+ default: TRACE("FBO status %#x.\n", status); break;
+ }
+}
+
/* Routine common to the draw primitive and draw indexed primitive routines */
void drawPrimitive(IWineD3DDevice *iface,
int PrimitiveType,
@@ -2101,6 +2111,10 @@
BOOL lighting_changed, lighting_original = FALSE;
+ if (TRACE_ON(d3d_draw) && wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
+ check_fbo_status(iface);
+ }
+
/* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
* here simply check whether a shader was set, or the user disabled shaders */
if (This->vs_selected_mode != SHADER_NONE && This->stateBlock->vertexShader &&
diff --git a/dlls/wined3d/wined3d_main.c b/dlls/wined3d/wined3d_main.c
index e339815..a3fc80b 100644
--- a/dlls/wined3d/wined3d_main.c
+++ b/dlls/wined3d/wined3d_main.c
@@ -215,6 +215,11 @@
TRACE("Using PBuffers for offscreen rendering\n");
wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
}
+ else if (!strcmp(buffer,"fbo"))
+ {
+ TRACE("Using FBOs for offscreen rendering\n");
+ wined3d_settings.offscreen_rendering_mode = ORM_FBO;
+ }
}
if ( !get_config_key( hkey, appkey, "RenderTargetLockMode", buffer, size) )
{
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index b3465a8..6a4894c 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -137,6 +137,7 @@
#define ORM_BACKBUFFER 0
#define ORM_PBUFFER 1
+#define ORM_FBO 2
#define SHADER_SW 0
#define SHADER_ARB 1
@@ -550,6 +551,7 @@
/* For rendering to a texture using glCopyTexImage */
BOOL render_offscreen;
+ GLuint fbo;
/* Cursor management */
BOOL bCursorVisible;