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wine
wine-cw
Commits
99994f88
Commit
99994f88
authored
Apr 22, 2010
by
Henri Verbeet
Committed by
Alexandre Julliard
Apr 25, 2010
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wined3d: Simply pass an IWineD3DSurfaceImpl pointer to fb_copy_to_texture_direct().
parent
339f7ef1
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1 changed file
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19 additions
and
17 deletions
+19
-17
surface.c
dlls/wined3d/surface.c
+19
-17
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dlls/wined3d/surface.c
View file @
99994f88
...
...
@@ -2988,13 +2988,12 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DS
/* Does a direct frame buffer -> texture copy. Stretching is done
* with single pixel copy calls
*/
static
inline
void
fb_copy_to_texture_direct
(
IWineD3DSurfaceImpl
*
This
,
IWineD3DSurface
*
SrcS
urface
,
static
void
fb_copy_to_texture_direct
(
IWineD3DSurfaceImpl
*
dst_surface
,
IWineD3DSurfaceImpl
*
src_s
urface
,
const
RECT
*
src_rect
,
const
RECT
*
dst_rect_in
,
WINED3DTEXTUREFILTERTYPE
Filter
)
{
IWineD3DDeviceImpl
*
device
=
This
->
resource
.
device
;
IWineD3DDeviceImpl
*
device
=
dst_surface
->
resource
.
device
;
float
xrel
,
yrel
;
UINT
row
;
IWineD3DSurfaceImpl
*
Src
=
(
IWineD3DSurfaceImpl
*
)
SrcSurface
;
struct
wined3d_context
*
context
;
BOOL
upsidedown
=
FALSE
;
RECT
dst_rect
=
*
dst_rect_in
;
...
...
@@ -3009,14 +3008,14 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D
upsidedown
=
TRUE
;
}
context
=
context_acquire
(
device
,
Src
,
CTXUSAGE_BLIT
);
surface_internal_preload
((
IWineD3DSurface
*
)
This
,
SRGB_RGB
);
context
=
context_acquire
(
device
,
src_surface
,
CTXUSAGE_BLIT
);
surface_internal_preload
((
IWineD3DSurface
*
)
dst_surface
,
SRGB_RGB
);
ENTER_GL
();
/* Bind the target texture */
glBindTexture
(
This
->
texture_target
,
This
->
texture_name
);
glBindTexture
(
dst_surface
->
texture_target
,
dst_surface
->
texture_name
);
checkGLcall
(
"glBindTexture"
);
if
(
surface_is_offscreen
(
Src
))
if
(
surface_is_offscreen
(
src_surface
))
{
TRACE
(
"Reading from an offscreen target
\n
"
);
upsidedown
=
!
upsidedown
;
...
...
@@ -3024,7 +3023,7 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D
}
else
{
glReadBuffer
(
surface_get_gl_buffer
(
Src
));
glReadBuffer
(
surface_get_gl_buffer
(
src_surface
));
}
checkGLcall
(
"glReadBuffer"
);
...
...
@@ -3051,12 +3050,12 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D
{
/* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
glCopyTexSubImage2D
(
This
->
texture_target
,
This
->
texture_level
,
glCopyTexSubImage2D
(
dst_surface
->
texture_target
,
dst_surface
->
texture_level
,
dst_rect
.
left
/*xoffset */
,
dst_rect
.
top
/* y offset */
,
src_rect
->
left
,
Src
->
currentDesc
.
Height
-
src_rect
->
bottom
,
src_rect
->
left
,
src_surface
->
currentDesc
.
Height
-
src_rect
->
bottom
,
dst_rect
.
right
-
dst_rect
.
left
,
dst_rect
.
bottom
-
dst_rect
.
top
);
}
else
{
UINT
yoffset
=
Src
->
currentDesc
.
Height
-
src_rect
->
top
+
dst_rect
.
top
-
1
;
UINT
yoffset
=
src_surface
->
currentDesc
.
Height
-
src_rect
->
top
+
dst_rect
.
top
-
1
;
/* I have to process this row by row to swap the image,
* otherwise it would be upside down, so stretching in y direction
* doesn't cost extra time
...
...
@@ -3071,13 +3070,16 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D
*/
UINT
col
;
for
(
col
=
dst_rect
.
left
;
col
<
dst_rect
.
right
;
col
++
)
{
glCopyTexSubImage2D
(
This
->
texture_target
,
This
->
texture_level
,
for
(
col
=
dst_rect
.
left
;
col
<
dst_rect
.
right
;
++
col
)
{
glCopyTexSubImage2D
(
dst_surface
->
texture_target
,
dst_surface
->
texture_level
,
dst_rect
.
left
+
col
/* x offset */
,
row
/* y offset */
,
src_rect
->
left
+
col
*
xrel
,
yoffset
-
(
int
)
(
row
*
yrel
),
1
,
1
);
}
}
else
{
glCopyTexSubImage2D
(
This
->
texture_target
,
This
->
texture_level
,
}
else
{
glCopyTexSubImage2D
(
dst_surface
->
texture_target
,
dst_surface
->
texture_level
,
dst_rect
.
left
/* x offset */
,
row
/* y offset */
,
src_rect
->
left
,
yoffset
-
(
int
)
(
row
*
yrel
),
dst_rect
.
right
-
dst_rect
.
left
,
1
);
}
...
...
@@ -3091,7 +3093,7 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D
/* The texture is now most up to date - If the surface is a render target and has a drawable, this
* path is never entered
*/
IWineD3DSurface_ModifyLocation
((
IWineD3DSurface
*
)
This
,
SFLAG_INTEXTURE
,
TRUE
);
IWineD3DSurface_ModifyLocation
((
IWineD3DSurface
*
)
dst_surface
,
SFLAG_INTEXTURE
,
TRUE
);
}
/* Uses the hardware to stretch and flip the image */
...
...
@@ -3584,7 +3586,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
||
dst_rect
.
bottom
-
dst_rect
.
top
>
Src
->
currentDesc
.
Height
)
{
TRACE
(
"No stretching in x direction, using direct framebuffer -> texture copy
\n
"
);
fb_copy_to_texture_direct
(
This
,
Src
Surface
,
&
src_rect
,
&
dst_rect
,
Filter
);
fb_copy_to_texture_direct
(
This
,
Src
,
&
src_rect
,
&
dst_rect
,
Filter
);
}
else
{
TRACE
(
"Using hardware stretching to flip / stretch the texture
\n
"
);
fb_copy_to_texture_hwstretch
(
This
,
SrcSurface
,
&
src_rect
,
&
dst_rect
,
Filter
);
...
...
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