Re: wined3d: Bind device framebuffer in ActivateContext

2007-12-18 Thread H. Verbeet
On 17/12/2007, Allan Tong <[EMAIL PROTECTED]> wrote: > > > The second patch moves FBO draw buffer selection to ActivateContext. > > > For onscreen rendering, not much changes except binding framebuffer 0. > > > For offscreen rendering, the behavior depends on the specified > > > context usage. Fo

Re: wined3d: Bind device framebuffer in ActivateContext

2007-12-17 Thread Allan Tong
On Dec 17, 2007 6:18 AM, Stefan Dösinger <[EMAIL PROTECTED]> wrote: > Am Samstag, 15. Dezember 2007 19:19:25 schrieb Allan Tong: > > Sorry for the late reply, your mail got stuck in my messy inbox :-( No problem. > > The second patch moves FBO draw buffer selection to ActivateContext. > > For ons

Re: wined3d: Bind device framebuffer in ActivateContext

2007-12-17 Thread Stefan Dösinger
Am Samstag, 15. Dezember 2007 19:19:25 schrieb Allan Tong: Sorry for the late reply, your mail got stuck in my messy inbox :-( > The second patch moves FBO draw buffer selection to ActivateContext. > For onscreen rendering, not much changes except binding framebuffer 0. > For offscreen rendering

Re: wined3d: Bind device framebuffer in ActivateContext

2007-12-15 Thread Allan Tong
Here's my second attempt at this, this time merging FBO draw buffer selection into ActivateContext. Could you please review it? Hopefully I'm going in the right direction. The first patch moves the call to ActivateContext before the GL calls that setup the blit. This is needed so the second patc

Re: wined3d: Bind device framebuffer in ActivateContext

2007-11-25 Thread Allan Tong
> The framebuffer setup should be merged with ActivateContext, but not by simply > setting the framebuffer to 0. Currently there are two issues: the one you are > seeing(the complaints from opengl), and multithreading issues. > > Parts of the code call ActivateContext before setting the fbo: In thi

Re: wined3d: Bind device framebuffer in ActivateContext

2007-11-25 Thread Stefan Dösinger
Am Sonntag, 25. November 2007 20:26:21 schrieb Roderick Colenbrander: > Also don't forget that a lot of function calls (especially in surface.c) > still mess with glDrawBuffer themselves. For a lot of calls this is > redundant. Yes, most of them should be removed now that ActivateContext takes car

Re: wined3d: Bind device framebuffer in ActivateContext

2007-11-25 Thread Roderick Colenbrander
> > On Nov 25, 2007 7:15 AM, Stefan Dösinger <[EMAIL PROTECTED]> > wrote: > > > Am Sonntag, 25. November 2007 00:07:15 schrieb Allan Tong: > > > > Fixes failures in visual tests for ddraw and d3d8 when using FBO > > > > offscreen rendering mode. > > > > > > > > - Allan > > > > > > This doesn't loo

Re: wined3d: Bind device framebuffer in ActivateContext

2007-11-25 Thread Stefan Dösinger
Am Sonntag, 25. November 2007 18:13:43 schrieb Allan Tong: > On Nov 25, 2007 7:15 AM, Stefan Dösinger <[EMAIL PROTECTED]> wrote: > > Am Sonntag, 25. November 2007 00:07:15 schrieb Allan Tong: > > > Fixes failures in visual tests for ddraw and d3d8 when using FBO > > > offscreen rendering mode. > >

Re: wined3d: Bind device framebuffer in ActivateContext

2007-11-25 Thread Allan Tong
On Nov 25, 2007 7:15 AM, Stefan Dösinger <[EMAIL PROTECTED]> wrote: > Am Sonntag, 25. November 2007 00:07:15 schrieb Allan Tong: > > Fixes failures in visual tests for ddraw and d3d8 when using FBO > > offscreen rendering mode. > > > > - Allan > This doesn't look right to me. It will most likely b

Re: wined3d: Bind device framebuffer in ActivateContext

2007-11-25 Thread Stefan Dösinger
Am Sonntag, 25. November 2007 00:07:15 schrieb Allan Tong: > Fixes failures in visual tests for ddraw and d3d8 when using FBO > offscreen rendering mode. > > - Allan This doesn't look right to me. It will most likely break overall FBO support. There is indeed a problem with the fbo and ActivateCo