Commit a90f650f authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Implement DDBLT_DEPTHFILL on the active depth stencil target.

parent 5c48d504
......@@ -3086,6 +3086,26 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
return WINED3DERR_INVALIDCALL;
}
static HRESULT WINAPI IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx)
{
IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
if (Flags & WINEDDBLT_DEPTHFILL) {
return IWineD3DDevice_Clear((IWineD3DDevice *) myDevice,
DestRect == NULL ? 0 : 1,
(WINED3DRECT *) DestRect,
WINED3DCLEAR_ZBUFFER,
0x00000000,
(float) DDBltFx->u5.dwFillDepth / (float) MAXDWORD,
0x00000000);
return WINED3D_OK;
}
FIXME("(%p): Unsupp depthstencil blit\n", This);
return WINED3DERR_INVALIDCALL;
}
static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
......@@ -3094,11 +3114,14 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *Dest
TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
/* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair */
if(myDevice->inScene &&
(iface == myDevice->stencilBufferTarget ||
(SrcSurface && SrcSurface == myDevice->stencilBufferTarget))) {
if(iface == myDevice->stencilBufferTarget || (SrcSurface && SrcSurface == myDevice->stencilBufferTarget)) {
if(myDevice->inScene) {
TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
return WINED3DERR_INVALIDCALL;
} else if(IWineD3DSurfaceImpl_BltZ(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) {
TRACE("Z Blit override handled the blit\n");
return WINED3D_OK;
}
}
/* Special cases for RenderTargets */
......
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