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vrclient/wined3d: Handle depth textures in synchronous mode.
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@ -454,9 +454,10 @@ static EVRCompositorError ivrcompositor_submit_wined3d(
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void *linux_side, EVREye eye, Texture_t *texture, VRTextureBounds_t *bounds, EVRSubmitFlags flags,
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unsigned int version, struct compositor_data *user_data, IWineD3D11Texture2D *wine_texture)
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{
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IWineD3D11Texture2D *depth_texture = NULL;
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IUnknown *depth_texture_unk = NULL;
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IWineD3D11Device *wined3d_device;
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struct submit_data submit_data;
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IUnknown *depth_texture = NULL;
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EVRCompositorError error = 0;
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ID3D11Device *device;
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BOOL async = FALSE;
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@ -504,79 +505,89 @@ static EVRCompositorError ivrcompositor_submit_wined3d(
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}
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device->lpVtbl->Release(device);
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submit_data.linux_side = linux_side;
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submit_data.submit = cpp_func;
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submit_data.eye = eye;
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submit_data.flags = flags;
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/* Textures are upside-down in wined3d. */
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submit_data.bounds = *bounds;
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submit_data.bounds.vMin = bounds->vMax;
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submit_data.bounds.vMax = bounds->vMin;
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switch (flags & (Submit_TextureWithPose | Submit_TextureWithDepth))
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{
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case 0:
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submit_data.texture = *texture;
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break;
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case Submit_TextureWithPose:
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submit_data.texture_pose = *(VRTextureWithPose_t *)texture;
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break;
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case Submit_TextureWithDepth:
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submit_data.texture_depth = *(VRTextureWithDepth_t *)texture;
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depth_texture_unk = submit_data.texture_depth.depth.handle;
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break;
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case Submit_TextureWithPose | Submit_TextureWithDepth:
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submit_data.texture_both = *(VRTextureWithPoseAndDepth_t *)texture;
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depth_texture_unk = submit_data.texture_both.depth.handle;
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break;
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}
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if (depth_texture_unk)
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{
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if (FAILED(hr = depth_texture_unk->lpVtbl->QueryInterface(depth_texture_unk,
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&IID_IWineD3D11Texture2D, (void **)&depth_texture)))
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ERR("Failed to get IWineD3D11Texture2D from depth texture.\n");
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}
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if (async)
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{
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submit_data.linux_side = linux_side;
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submit_data.submit = cpp_func;
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submit_data.eye = eye;
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switch (flags & (Submit_TextureWithPose | Submit_TextureWithDepth))
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{
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case 0:
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submit_data.texture = *texture;
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break;
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case Submit_TextureWithPose:
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submit_data.texture_pose = *(VRTextureWithPose_t *)texture;
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break;
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case Submit_TextureWithDepth:
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submit_data.texture_depth = *(VRTextureWithDepth_t *)texture;
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depth_texture = (IUnknown *)submit_data.texture_depth.depth.handle;
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break;
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case Submit_TextureWithPose | Submit_TextureWithDepth:
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submit_data.texture_both = *(VRTextureWithPoseAndDepth_t *)texture;
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depth_texture = (IUnknown *)submit_data.texture_both.depth.handle;
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break;
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}
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submit_data.flags = flags;
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wine_texture->lpVtbl->access_gl_texture(wine_texture,
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d3d11_texture_callback, depth_texture, &submit_data, sizeof(submit_data));
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}
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else
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{
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unsigned int gl_texture;
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Texture_t *tex;
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unsigned int gl_texture, gl_depth_texture = 0;
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void *linux_texture;
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gl_texture = wine_texture->lpVtbl->get_gl_texture(wine_texture);
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if (depth_texture)
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{
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gl_depth_texture = depth_texture->lpVtbl->get_gl_texture(depth_texture);
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TRACE("Depth texture %u.\n", gl_depth_texture);
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}
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switch (flags & (Submit_TextureWithPose | Submit_TextureWithDepth))
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{
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case 0:
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submit_data.texture = *texture;
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submit_data.texture.handle = (void *)(UINT_PTR)gl_texture;
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submit_data.texture.eType = TextureType_OpenGL;
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tex = &submit_data.texture;
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linux_texture = &submit_data.texture;
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break;
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case Submit_TextureWithPose:
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submit_data.texture_pose = *(VRTextureWithPose_t *)texture;
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submit_data.texture_pose.texture.handle = (void *)(UINT_PTR)gl_texture;
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submit_data.texture_pose.texture.eType = TextureType_OpenGL;
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tex = (Texture_t *)&submit_data.texture_pose;
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linux_texture = &submit_data.texture_pose;
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break;
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case Submit_TextureWithDepth:
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submit_data.texture_depth = *(VRTextureWithDepth_t *)texture;
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submit_data.texture_depth.texture.handle = (void *)(UINT_PTR)gl_texture;
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submit_data.texture_depth.texture.eType = TextureType_OpenGL;
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FIXME("Unhandled depth texture.\n");
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submit_data.texture_depth.depth.handle = (void *)(UINT_PTR)0;
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tex = (Texture_t *)&submit_data.texture_depth;
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submit_data.texture_depth.depth.handle = (void *)(UINT_PTR)gl_depth_texture;
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linux_texture = &submit_data.texture_depth;
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break;
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case Submit_TextureWithPose | Submit_TextureWithDepth:
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submit_data.texture_both = *(VRTextureWithPoseAndDepth_t *)texture;
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submit_data.texture_both.texture.handle = (void *)(UINT_PTR)gl_texture;
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submit_data.texture_both.texture.eType = TextureType_OpenGL;
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FIXME("Unhandled depth texture.\n");
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submit_data.texture_both.depth.handle = (void *)(UINT_PTR)0;
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tex = (Texture_t *)&submit_data.texture_both;
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submit_data.texture_both.depth.handle = (void *)(UINT_PTR)gl_depth_texture;
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linux_texture = &submit_data.texture_both;
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break;
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}
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error = cpp_func(linux_side, eye, tex, &submit_data.bounds, flags);
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error = cpp_func(linux_side, eye, linux_texture, &submit_data.bounds, flags);
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}
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if (depth_texture)
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depth_texture->lpVtbl->Release(depth_texture);
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wine_texture->lpVtbl->Release(wine_texture);
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return error;
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2
wine
2
wine
@ -1 +1 @@
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Subproject commit 7a0711b3d31cfcfc3b4049786285a8e85a361a74
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Subproject commit d594b87433227c3c1350fb03428380cac4a3d042
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