Implemented Renderer9::applyRenderTarget using Context::applyRenderTarget's code.
TRAC #22124
Signed-off-by: Nicolas Capens
Signed-off-by: Daniel Koch
git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1461 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/renderer/Renderer9.cpp b/src/libGLESv2/renderer/Renderer9.cpp
index 7e7b8e0..788a15e 100644
--- a/src/libGLESv2/renderer/Renderer9.cpp
+++ b/src/libGLESv2/renderer/Renderer9.cpp
@@ -926,11 +926,119 @@
bool Renderer9::applyRenderTarget(gl::Framebuffer *framebuffer)
{
- // TODO: only set these when the rendertarget actually changes
- mForceSetScissor = true;
- mForceSetViewport = true;
+ // if there is no color attachment we must synthesize a NULL colorattachment
+ // to keep the D3D runtime happy. This should only be possible if depth texturing.
+ gl::Renderbuffer *renderbufferObject = NULL;
+ if (framebuffer->getColorbufferType() != GL_NONE)
+ {
+ renderbufferObject = framebuffer->getColorbuffer();
+ }
+ else
+ {
+ renderbufferObject = framebuffer->getNullColorbuffer();
+ }
+ if (!renderbufferObject)
+ {
+ ERR("unable to locate renderbuffer for FBO.");
+ return false;
+ }
- // TODO
+ bool renderTargetChanged = false;
+ unsigned int renderTargetSerial = renderbufferObject->getSerial();
+ if (renderTargetSerial != mAppliedRenderTargetSerial)
+ {
+ // Apply the render target on the device
+ IDirect3DSurface9 *renderTargetSurface = NULL;
+
+ RenderTarget *renderTarget = renderbufferObject->getRenderTarget();
+ if (renderTarget)
+ {
+ renderTargetSurface = renderTarget->getSurface();
+ }
+
+ if (!renderTargetSurface)
+ {
+ ERR("render target pointer unexpectedly null.");
+ return false; // Context must be lost
+ }
+
+ mDevice->SetRenderTarget(0, renderTargetSurface);
+ renderTargetSurface->Release();
+
+ mAppliedRenderTargetSerial = renderTargetSerial;
+ renderTargetChanged = true;
+ }
+
+ gl::Renderbuffer *depthStencil = NULL;
+ unsigned int depthbufferSerial = 0;
+ unsigned int stencilbufferSerial = 0;
+ if (framebuffer->getDepthbufferType() != GL_NONE)
+ {
+ depthStencil = framebuffer->getDepthbuffer();
+ if (!depthStencil)
+ {
+ ERR("Depth stencil pointer unexpectedly null.");
+ return false;
+ }
+
+ depthbufferSerial = depthStencil->getSerial();
+ }
+ else if (framebuffer->getStencilbufferType() != GL_NONE)
+ {
+ depthStencil = framebuffer->getStencilbuffer();
+ if (!depthStencil)
+ {
+ ERR("Depth stencil pointer unexpectedly null.");
+ return false;
+ }
+
+ stencilbufferSerial = depthStencil->getSerial();
+ }
+
+ if (depthbufferSerial != mAppliedDepthbufferSerial ||
+ stencilbufferSerial != mAppliedStencilbufferSerial ||
+ !mDepthStencilInitialized)
+ {
+ // Apply the depth stencil on the device
+ if (depthStencil)
+ {
+ IDirect3DSurface9 *depthStencilSurface = NULL;
+ RenderTarget *depthStencilRenderTarget = depthStencil->getDepthStencil();
+
+ if (depthStencilRenderTarget)
+ {
+ depthStencilSurface = depthStencilRenderTarget->getSurface();
+ }
+
+ if (!depthStencilSurface)
+ {
+ ERR("depth stencil pointer unexpectedly null.");
+ return false; // Context must be lost
+ }
+
+ mDevice->SetDepthStencilSurface(depthStencilSurface);
+ depthStencilSurface->Release();
+ }
+ else
+ {
+ mDevice->SetDepthStencilSurface(NULL);
+ }
+
+ mAppliedDepthbufferSerial = depthbufferSerial;
+ mAppliedStencilbufferSerial = stencilbufferSerial;
+ mDepthStencilInitialized = true;
+ }
+
+ if (renderTargetChanged || !mRenderTargetDescInitialized)
+ {
+ mForceSetScissor = true;
+ mForceSetViewport = true;
+
+ mRenderTargetDesc.width = renderbufferObject->getWidth();
+ mRenderTargetDesc.height = renderbufferObject->getHeight();
+ mRenderTargetDesc.format = renderbufferObject->getActualFormat();
+ mRenderTargetDescInitialized = true;
+ }
return true;
}
@@ -945,6 +1053,12 @@
void Renderer9::markAllStateDirty()
{
+ mAppliedRenderTargetSerial = 0;
+ mAppliedDepthbufferSerial = 0;
+ mAppliedStencilbufferSerial = 0;
+ mDepthStencilInitialized = false;
+ mRenderTargetDescInitialized = false;
+
mForceSetDepthStencilState = true;
mForceSetRasterState = true;
mForceSetBlendState = true;