To indicate whether WINED3D_BIND_DEPTH_STENCIL is valid for the format.
Signed-off-by: Henri Verbeet hverbeet@codeweavers.com --- dlls/wined3d/directx.c | 6 ++--- dlls/wined3d/resource.c | 2 +- dlls/wined3d/texture.c | 4 +-- dlls/wined3d/utils.c | 49 ++++++++++++++++++---------------- dlls/wined3d/wined3d_private.h | 3 +-- 5 files changed, 33 insertions(+), 31 deletions(-)
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c index ddce04f55dd..f4094c8fba2 100644 --- a/dlls/wined3d/directx.c +++ b/dlls/wined3d/directx.c @@ -1437,7 +1437,7 @@ HRESULT CDECL wined3d_check_depth_stencil_match(const struct wined3d_adapter *ad WARN("Format %s is not render target format.\n", debug_d3dformat(rt_format->id)); return WINED3DERR_NOTAVAILABLE; } - if (!(ds_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) + if (!(ds_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_DEPTH_STENCIL)) { WARN("Format %s is not depth/stencil format.\n", debug_d3dformat(ds_format->id)); return WINED3DERR_NOTAVAILABLE; @@ -1505,8 +1505,6 @@ static BOOL wined3d_check_depth_stencil_format(const struct wined3d_adapter *ada { if (!ds_format->depth_size && !ds_format->stencil_size) return FALSE; - if (!(ds_format->flags[gl_type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) - return FALSE;
/* Blacklist formats not supported on Windows */ if (ds_format->id == WINED3DFMT_S1_UINT_D15_UNORM /* Breaks the shadowvol2 dx7 sdk sample */ @@ -1658,6 +1656,8 @@ HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d, format_flags |= WINED3DFMT_FLAG_TEXTURE; if (bind_flags & WINED3D_BIND_RENDER_TARGET) format_flags |= WINED3DFMT_FLAG_RENDERTARGET; + if (bind_flags & WINED3D_BIND_DEPTH_STENCIL) + format_flags |= WINED3DFMT_FLAG_DEPTH_STENCIL; if (usage & WINED3DUSAGE_QUERY_FILTER) format_flags |= WINED3DFMT_FLAG_FILTERING; if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) diff --git a/dlls/wined3d/resource.c b/dlls/wined3d/resource.c index bbb892b328d..8f9a11ea2ad 100644 --- a/dlls/wined3d/resource.c +++ b/dlls/wined3d/resource.c @@ -130,7 +130,7 @@ HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device * continue; } if ((bind_flags & WINED3D_BIND_DEPTH_STENCIL) - && !(format->flags[gl_type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) + && !(format->flags[gl_type] & WINED3DFMT_FLAG_DEPTH_STENCIL)) { WARN("Format %s cannot be used for depth/stencil buffers.\n", debug_d3dformat(format->id)); continue; diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c index 65e9da73b45..84020f17c95 100644 --- a/dlls/wined3d/texture.c +++ b/dlls/wined3d/texture.c @@ -297,9 +297,9 @@ static bool fbo_blitter_supported(enum wined3d_blit_op blit_op, const struct win break;
case WINED3D_BLIT_OP_DEPTH_BLIT: - if (!(src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) + if (!(src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_DEPTH_STENCIL)) return false; - if (!(dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) + if (!(dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_DEPTH_STENCIL)) return false; /* Accept pure swizzle fixups for depth formats. In general we * ignore the stencil component (if present) at the moment and the diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c index 21215ca7e7f..55ee0ede339 100644 --- a/dlls/wined3d/utils.c +++ b/dlls/wined3d/utils.c @@ -1785,67 +1785,67 @@ static const struct wined3d_format_texture_info format_texture_info[] = /* Depth stencil formats */ {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0, - WINED3DFMT_FLAG_DEPTH, + WINED3DFMT_FLAG_DEPTH_STENCIL, WINED3D_GL_EXT_NONE, NULL}, {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT16, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0, - WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW, + WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW, ARB_DEPTH_TEXTURE, NULL}, {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT16, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0, - WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW, + WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW, ARB_DEPTH_TEXTURE, NULL}, {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4, - WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW, + WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW, EXT_PACKED_DEPTH_STENCIL, convert_s1_uint_d15_unorm}, {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING - | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW, + | WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW, ARB_DEPTH_TEXTURE, NULL}, {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING - | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW, + | WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW, EXT_PACKED_DEPTH_STENCIL, NULL}, {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 4, - WINED3DFMT_FLAG_DEPTH, + WINED3DFMT_FLAG_DEPTH_STENCIL, WINED3D_GL_EXT_NONE, x8_d24_unorm_upload, x8_d24_unorm_download}, {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 4, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING - | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW, + | WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW, ARB_DEPTH_TEXTURE, x8_d24_unorm_upload, x8_d24_unorm_download}, {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0, - WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW, + WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW, ARB_DEPTH_TEXTURE, NULL}, {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4, - WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW, + WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW, EXT_PACKED_DEPTH_STENCIL, convert_s4x4_uint_d24_unorm}, {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0, - WINED3DFMT_FLAG_DEPTH, + WINED3DFMT_FLAG_DEPTH_STENCIL, WINED3D_GL_EXT_NONE, NULL}, {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT16, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING - | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW, + | WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW, ARB_DEPTH_TEXTURE, NULL}, {WINED3DFMT_D32_FLOAT, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT32F, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0, - WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW, + WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW, ARB_DEPTH_BUFFER_FLOAT, NULL}, {WINED3DFMT_D32_FLOAT_S8X24_UINT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 0, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 0, - WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW, + WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW, ARB_DEPTH_BUFFER_FLOAT, NULL}, {WINED3DFMT_S8_UINT_D24_FLOAT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 0, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 8, - WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW, + WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW, ARB_DEPTH_BUFFER_FLOAT, convert_s8_uint_d24_float}, {WINED3DFMT_R32G32B32A32_UINT, GL_RGBA32UI, GL_RGBA32UI, 0, GL_RGBA_INTEGER, GL_UNSIGNED_INT, 0, @@ -1875,7 +1875,7 @@ static const struct wined3d_format_texture_info format_texture_info[] = {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING - | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL, + | WINED3DFMT_FLAG_DEPTH_STENCIL, EXT_PACKED_DEPTH_STENCIL, NULL}, {WINED3DFMT_NULL, 0, 0, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0, @@ -2485,7 +2485,7 @@ static void check_fbo_compat(struct wined3d_caps_gl_ctx *ctx, struct wined3d_for
create_and_bind_fbo_attachment(gl_info, format, type, &object, format->internal);
- if (format->f.flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) + if (format->f.flags[type] & WINED3DFMT_FLAG_DEPTH_STENCIL) { gl_info->fbo_ops.glGenRenderbuffers(1, &color_rb); gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, color_rb); @@ -2711,7 +2711,7 @@ static void check_fbo_compat(struct wined3d_caps_gl_ctx *ctx, struct wined3d_for else if (status == GL_FRAMEBUFFER_COMPLETE) format->f.flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
- if (format->f.flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) + if (format->f.flags[type] & WINED3DFMT_FLAG_DEPTH_STENCIL) { gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, 0); gl_info->fbo_ops.glDeleteRenderbuffers(1, &color_rb); @@ -3109,7 +3109,7 @@ static void query_internal_format(struct wined3d_adapter *adapter, query_view_class(format);
if (format->internal && format->f.flags[WINED3D_GL_RES_TYPE_RB] - & (WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) + & (WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_DEPTH_STENCIL)) { if (gl_info->supported[ARB_INTERNALFORMAT_QUERY]) { @@ -3187,8 +3187,7 @@ static BOOL init_format_texture_info(struct wined3d_adapter *adapter, struct win
/* GL_ARB_depth_texture does not support 3D textures. It also says "cube textures are * problematic", but doesn't explicitly mandate that an error is generated. */ - if (gl_info->supported[EXT_TEXTURE3D] - && !(format_texture_info[i].flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) + if (gl_info->supported[EXT_TEXTURE3D] && !(format_texture_info[i].flags & WINED3DFMT_FLAG_DEPTH_STENCIL)) format->f.flags[WINED3D_GL_RES_TYPE_TEX_3D] |= format_texture_info[i].flags | WINED3DFMT_FLAG_BLIT;
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) @@ -3792,7 +3791,7 @@ static BOOL init_typeless_formats(const struct wined3d_adapter *adapter) for (j = 0; j < ARRAY_SIZE(typeless_ds_format->flags); ++j) { typeless_ds_format->flags[j] = typeless_format->flags[j]; - typeless_format->flags[j] &= ~(WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL); + typeless_format->flags[j] &= ~WINED3DFMT_FLAG_DEPTH_STENCIL; }
if ((format_id = typeless_depth_stencil_formats[i].depth_view_id) @@ -3988,7 +3987,7 @@ static void init_format_depth_bias_scale(struct wined3d_adapter *adapter, { struct wined3d_format_gl *format = get_format_gl_by_idx(adapter, i);
- if (format->f.flags[WINED3D_GL_RES_TYPE_RB] & WINED3DFMT_FLAG_DEPTH) + if (format->f.depth_size && (format->f.flags[WINED3D_GL_RES_TYPE_RB] & WINED3DFMT_FLAG_DEPTH_STENCIL)) { TRACE("Testing depth bias scale for format %s.\n", debug_d3dformat(format->f.id)); format->f.depth_bias_scale = wined3d_adapter_find_polyoffset_scale(ctx, format->internal); @@ -4235,6 +4234,10 @@ static void init_vulkan_format_info(struct wined3d_format_vk *format, { flags |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING; } + if (texture_flags & VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT) + { + flags |= WINED3DFMT_FLAG_DEPTH_STENCIL; + } if (texture_flags & VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT) { flags |= WINED3DFMT_FLAG_FILTERING; diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index d96f27ccc69..83e2566cca4 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -5506,8 +5506,7 @@ extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN /* WineD3D pixel format flags */ #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001 #define WINED3DFMT_FLAG_FILTERING 0x00000002 -#define WINED3DFMT_FLAG_DEPTH 0x00000004 -#define WINED3DFMT_FLAG_STENCIL 0x00000008 +#define WINED3DFMT_FLAG_DEPTH_STENCIL 0x00000008 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010 #define WINED3DFMT_FLAG_EXTENSION 0x00000020 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040