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@ -1891,38 +1891,38 @@ static void vrend_fb_bind_texture_id(struct vrend_resource *res, |
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glFramebufferTexture3DOES(GL_FRAMEBUFFER, attachment, |
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res->target, id, level, layer); |
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else |
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glFramebufferTexture3DEXT(GL_FRAMEBUFFER, attachment, |
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res->target, id, level, layer); |
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glFramebufferTexture3D(GL_FRAMEBUFFER, attachment, |
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res->target, id, level, layer); |
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break; |
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case GL_TEXTURE_CUBE_MAP: |
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if (layer == 0xffffffff) |
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glFramebufferTexture(GL_FRAMEBUFFER, attachment, |
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id, level); |
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else |
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER, attachment, |
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GL_TEXTURE_CUBE_MAP_POSITIVE_X + layer, id, level); |
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glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, |
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GL_TEXTURE_CUBE_MAP_POSITIVE_X + layer, id, level); |
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break; |
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case GL_TEXTURE_1D: |
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glFramebufferTexture1DEXT(GL_FRAMEBUFFER, attachment, |
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res->target, id, level); |
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glFramebufferTexture1D(GL_FRAMEBUFFER, attachment, |
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res->target, id, level); |
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break; |
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case GL_TEXTURE_2D: |
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default: |
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER, attachment, |
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res->target, id, level); |
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glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, |
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res->target, id, level); |
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break; |
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} |
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if (attachment == GL_DEPTH_ATTACHMENT) { |
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switch (res->target) { |
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case GL_TEXTURE_1D: |
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glFramebufferTexture1DEXT(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, |
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GL_TEXTURE_1D, 0, 0); |
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glFramebufferTexture1D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, |
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GL_TEXTURE_1D, 0, 0); |
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break; |
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case GL_TEXTURE_2D: |
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default: |
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, |
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GL_TEXTURE_2D, 0, 0); |
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, |
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GL_TEXTURE_2D, 0, 0); |
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break; |
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} |
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} |
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@ -1940,8 +1940,8 @@ static void vrend_hw_set_zsurf_texture(struct vrend_context *ctx) |
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struct vrend_surface *surf = ctx->sub->zsurf; |
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if (!surf) { |
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, |
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GL_TEXTURE_2D, 0, 0); |
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, |
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GL_TEXTURE_2D, 0, 0); |
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} else { |
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uint32_t first_layer = surf->val1 & 0xffff; |
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uint32_t last_layer = (surf->val1 >> 16) & 0xffff; |
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@ -1961,8 +1961,8 @@ static void vrend_hw_set_color_surface(struct vrend_context *ctx, int index) |
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if (!surf) { |
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GLenum attachment = GL_COLOR_ATTACHMENT0 + index; |
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER, attachment, |
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GL_TEXTURE_2D, 0, 0); |
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glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, |
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GL_TEXTURE_2D, 0, 0); |
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} else { |
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uint32_t first_layer = ctx->sub->surf[index]->val1 & 0xffff; |
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uint32_t last_layer = (ctx->sub->surf[index]->val1 >> 16) & 0xffff; |
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@ -7123,13 +7123,13 @@ void vrend_renderer_resource_copy_region(struct vrend_context *ctx, |
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glBindFramebuffer(GL_FRAMEBUFFER, ctx->sub->blit_fb_ids[0]); |
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/* clean out fb ids */ |
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, |
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GL_TEXTURE_2D, 0, 0); |
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, |
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GL_TEXTURE_2D, 0, 0); |
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vrend_fb_bind_texture(src_res, 0, src_level, src_box->z); |
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glBindFramebuffer(GL_FRAMEBUFFER, ctx->sub->blit_fb_ids[1]); |
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, |
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GL_TEXTURE_2D, 0, 0); |
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, |
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GL_TEXTURE_2D, 0, 0); |
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vrend_fb_bind_texture(dst_res, 0, dst_level, dstz); |
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, ctx->sub->blit_fb_ids[1]); |
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@ -7311,18 +7311,18 @@ static void vrend_renderer_blit_int(struct vrend_context *ctx, |
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glBindFramebuffer(GL_FRAMEBUFFER, ctx->sub->blit_fb_ids[0]); |
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if (info->mask & PIPE_MASK_RGBA) |
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, |
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GL_TEXTURE_2D, 0, 0); |
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, |
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GL_TEXTURE_2D, 0, 0); |
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else |
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, |
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GL_TEXTURE_2D, 0, 0); |
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, |
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GL_TEXTURE_2D, 0, 0); |
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glBindFramebuffer(GL_FRAMEBUFFER, ctx->sub->blit_fb_ids[1]); |
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if (info->mask & PIPE_MASK_RGBA) |
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, |
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GL_TEXTURE_2D, 0, 0); |
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, |
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GL_TEXTURE_2D, 0, 0); |
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else if (info->mask & (PIPE_MASK_Z | PIPE_MASK_S)) |
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, |
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GL_TEXTURE_2D, 0, 0); |
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, |
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GL_TEXTURE_2D, 0, 0); |
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if (info->src.box.depth == info->dst.box.depth) |
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n_layers = info->dst.box.depth; |
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for (i = 0; i < n_layers; i++) { |
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@ -7333,8 +7333,8 @@ static void vrend_renderer_blit_int(struct vrend_context *ctx, |
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int level_width = u_minify(src_res->base.width0, info->src.level); |
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int level_height = u_minify(src_res->base.width0, info->src.level); |
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glBindFramebuffer(GL_FRAMEBUFFER, intermediate_fbo); |
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, |
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GL_TEXTURE_2D, 0, 0); |
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, |
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GL_TEXTURE_2D, 0, 0); |
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vrend_fb_bind_texture(intermediate_copy, 0, info->src.level, info->src.box.z + i); |
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, intermediate_fbo); |
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