Commit 2b832f11 authored by Jason Edmeades's avatar Jason Edmeades Committed by Alexandre Julliard

Make support for CopyRects to a small area of the back buffer, and

correct the general method of updating the back buffer.
parent 99e3e6f8
...@@ -1051,7 +1051,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_CopyRects(LPDIRECT3DDEVICE8 iface, ...@@ -1051,7 +1051,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_CopyRects(LPDIRECT3DDEVICE8 iface,
dest_rect.left = p->x; dest_rect.left = p->x;
dest_rect.top = p->y; dest_rect.top = p->y;
dest_rect.right = p->x + (r->right - r->left); dest_rect.right = p->x + (r->right - r->left);
dest_rect.left = p->y + (r->bottom - r->top); dest_rect.bottom= p->y + (r->bottom - r->top);
IDirect3DSurface8Impl_LockRect((LPDIRECT3DSURFACE8) dst, &lrDst, &dest_rect, 0L); IDirect3DSurface8Impl_LockRect((LPDIRECT3DSURFACE8) dst, &lrDst, &dest_rect, 0L);
TRACE("Locked src and dst\n"); TRACE("Locked src and dst\n");
......
...@@ -280,8 +280,9 @@ HRESULT WINAPI IDirect3DSurface8Impl_LockRect(LPDIRECT3DSURFACE8 iface, D3DLOCKE ...@@ -280,8 +280,9 @@ HRESULT WINAPI IDirect3DSurface8Impl_LockRect(LPDIRECT3DSURFACE8 iface, D3DLOCKE
} }
HRESULT WINAPI IDirect3DSurface8Impl_UnlockRect(LPDIRECT3DSURFACE8 iface) { HRESULT WINAPI IDirect3DSurface8Impl_UnlockRect(LPDIRECT3DSURFACE8 iface) {
GLint skipBytes = 0;
ICOM_THIS(IDirect3DSurface8Impl,iface); ICOM_THIS(IDirect3DSurface8Impl,iface);
if (FALSE == This->locked) { if (FALSE == This->locked) {
ERR("trying to lock unlocked surf@%p\n", This); ERR("trying to lock unlocked surf@%p\n", This);
return D3DERR_INVALIDCALL; return D3DERR_INVALIDCALL;
...@@ -375,19 +376,26 @@ HRESULT WINAPI IDirect3DSurface8Impl_UnlockRect(LPDIRECT3DSURFACE8 iface) { ...@@ -375,19 +376,26 @@ HRESULT WINAPI IDirect3DSurface8Impl_UnlockRect(LPDIRECT3DSURFACE8 iface) {
} }
vcheckGLcall("glDrawBuffer"); vcheckGLcall("glDrawBuffer");
glRasterPos2i(This->lockedRect.left, This->lockedRect.top); /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
glPixelStorei(GL_UNPACK_ROW_LENGTH, This->myDesc.Width);
/* And back buffers are not blended */
glDisable(GL_BLEND);
glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
vcheckGLcall("glRasterPos2f"); vcheckGLcall("glRasterPos2f");
switch (This->myDesc.Format) { switch (This->myDesc.Format) {
case D3DFMT_R5G6B5: case D3DFMT_R5G6B5:
{ {
glDrawPixels(This->lockedRect.right - This->lockedRect.left, This->lockedRect.bottom - This->lockedRect.top, glDrawPixels(This->lockedRect.right - This->lockedRect.left, (This->lockedRect.bottom - This->lockedRect.top)-1,
GL_RGB, GL_UNSIGNED_SHORT_5_6_5, This->allocatedMemory); GL_RGB, GL_UNSIGNED_SHORT_5_6_5, This->allocatedMemory);
vcheckGLcall("glDrawPixels"); vcheckGLcall("glDrawPixels");
} }
break; break;
case D3DFMT_R8G8B8: case D3DFMT_R8G8B8:
{ {
glDrawPixels(This->lockedRect.right - This->lockedRect.left, This->lockedRect.bottom - This->lockedRect.top, glDrawPixels(This->lockedRect.right - This->lockedRect.left, (This->lockedRect.bottom - This->lockedRect.top)-1,
GL_RGB, GL_UNSIGNED_BYTE, This->allocatedMemory); GL_RGB, GL_UNSIGNED_BYTE, This->allocatedMemory);
vcheckGLcall("glDrawPixels"); vcheckGLcall("glDrawPixels");
} }
...@@ -396,7 +404,7 @@ HRESULT WINAPI IDirect3DSurface8Impl_UnlockRect(LPDIRECT3DSURFACE8 iface) { ...@@ -396,7 +404,7 @@ HRESULT WINAPI IDirect3DSurface8Impl_UnlockRect(LPDIRECT3DSURFACE8 iface) {
{ {
glPixelStorei(GL_PACK_SWAP_BYTES, TRUE); glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
vcheckGLcall("glPixelStorei"); vcheckGLcall("glPixelStorei");
glDrawPixels(This->lockedRect.right - This->lockedRect.left, This->lockedRect.bottom - This->lockedRect.top, glDrawPixels(This->lockedRect.right - This->lockedRect.left, (This->lockedRect.bottom - This->lockedRect.top)-1,
GL_BGRA, GL_UNSIGNED_BYTE, This->allocatedMemory); GL_BGRA, GL_UNSIGNED_BYTE, This->allocatedMemory);
vcheckGLcall("glDrawPixels"); vcheckGLcall("glDrawPixels");
glPixelStorei(GL_PACK_SWAP_BYTES, prev_store); glPixelStorei(GL_PACK_SWAP_BYTES, prev_store);
...@@ -414,6 +422,10 @@ HRESULT WINAPI IDirect3DSurface8Impl_UnlockRect(LPDIRECT3DSURFACE8 iface) { ...@@ -414,6 +422,10 @@ HRESULT WINAPI IDirect3DSurface8Impl_UnlockRect(LPDIRECT3DSURFACE8 iface) {
glRasterPos3iv(&prev_rasterpos[0]); glRasterPos3iv(&prev_rasterpos[0]);
vcheckGLcall("glRasterPos3iv"); vcheckGLcall("glRasterPos3iv");
/* Reset to previous pack row length / blending state */
glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
if (This->Device->StateBlock->renderstate[D3DRS_ALPHABLENDENABLE]) glEnable(GL_BLEND);
LEAVE_GL(); LEAVE_GL();
/** restore clean dirty state */ /** restore clean dirty state */
......
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