Commit f0339d22 authored by Lionel Ulmer's avatar Lionel Ulmer Committed by Alexandre Julliard

Fix the BLT COLOR_FILL case.

parent b2844d2c
...@@ -1213,7 +1213,7 @@ static void draw_primitive_strided(IDirect3DDeviceImpl *This, ...@@ -1213,7 +1213,7 @@ static void draw_primitive_strided(IDirect3DDeviceImpl *This,
} }
for (tex_stage = 0; tex_stage < num_active_stages; tex_stage++) { for (tex_stage = 0; tex_stage < num_active_stages; tex_stage++) {
int tex_index = This->state_block.texture_stage_state[tex_stage][D3DTSS_TEXCOORDINDEX - 1] & 0xFFFF000; int tex_index = This->state_block.texture_stage_state[tex_stage][D3DTSS_TEXCOORDINDEX - 1] & 0xFFFF0000;
if (tex_index >= num_tex_index) { if (tex_index >= num_tex_index) {
handle_textures((D3DVALUE *) no_index, tex_stage); handle_textures((D3DVALUE *) no_index, tex_stage);
} else { } else {
...@@ -2479,19 +2479,89 @@ d3ddevice_blt(IDirectDrawSurfaceImpl *This, LPRECT rdst, ...@@ -2479,19 +2479,89 @@ d3ddevice_blt(IDirectDrawSurfaceImpl *This, LPRECT rdst,
{ {
if (dwFlags & DDBLT_COLORFILL) { if (dwFlags & DDBLT_COLORFILL) {
/* This is easy to handle for the D3D Device... */ /* This is easy to handle for the D3D Device... */
DWORD color = lpbltfx->u5.dwFillColor; DWORD color;
D3DRECT rect; D3DRECT rect;
GLenum prev_draw;
BOOL is_front;
/* First check if we BLT to the backbuffer... */
if ((This->surface_desc.ddsCaps.dwCaps & (DDSCAPS_BACKBUFFER)) != 0) {
is_front = FALSE;
} else if ((This->surface_desc.ddsCaps.dwCaps & (DDSCAPS_FRONTBUFFER|DDSCAPS_PRIMARYSURFACE)) != 0) {
is_front = TRUE;
} else {
ERR("Only BLT override to front or back-buffer is supported for now !\n");
return DDERR_INVALIDPARAMS;
}
/* The color as given in the Blt function is in the format of the frame-buffer...
* 'clear' expect it in ARGB format => we need to do some conversion :-)
*/
if (This->surface_desc.u4.ddpfPixelFormat.dwFlags & DDPF_PALETTEINDEXED8) {
if (This->palette) {
color = ((0xFF000000) |
(This->palette->palents[lpbltfx->u5.dwFillColor].peRed << 16) |
(This->palette->palents[lpbltfx->u5.dwFillColor].peGreen << 8) |
(This->palette->palents[lpbltfx->u5.dwFillColor].peBlue));
} else {
color = 0xFF000000;
}
} else if ((This->surface_desc.u4.ddpfPixelFormat.dwFlags & DDPF_RGB) &&
(((This->surface_desc.u4.ddpfPixelFormat.dwFlags & DDPF_ALPHAPIXELS) == 0) ||
(This->surface_desc.u4.ddpfPixelFormat.u5.dwRGBAlphaBitMask == 0x00000000))) {
if ((This->surface_desc.u4.ddpfPixelFormat.u1.dwRGBBitCount == 16) &&
(This->surface_desc.u4.ddpfPixelFormat.u2.dwRBitMask == 0xF800) &&
(This->surface_desc.u4.ddpfPixelFormat.u3.dwGBitMask == 0x07E0) &&
(This->surface_desc.u4.ddpfPixelFormat.u4.dwBBitMask == 0x001F)) {
if (lpbltfx->u5.dwFillColor == 0xFFFF) {
color = 0xFFFFFFFF;
} else {
color = ((0xFF000000) |
((lpbltfx->u5.dwFillColor & 0xF800) << 8) |
((lpbltfx->u5.dwFillColor & 0x07E0) << 5) |
((lpbltfx->u5.dwFillColor & 0x001F) << 3));
}
} else if (((This->surface_desc.u4.ddpfPixelFormat.u1.dwRGBBitCount == 32) ||
(This->surface_desc.u4.ddpfPixelFormat.u1.dwRGBBitCount == 24)) &&
(This->surface_desc.u4.ddpfPixelFormat.u2.dwRBitMask == 0x00FF0000) &&
(This->surface_desc.u4.ddpfPixelFormat.u3.dwGBitMask == 0x0000FF00) &&
(This->surface_desc.u4.ddpfPixelFormat.u4.dwBBitMask == 0x000000FF)) {
color = 0xFF000000 | lpbltfx->u5.dwFillColor;
} else {
ERR("Wrong surface type for BLT override (unknown RGB format) !\n");
return DDERR_INVALIDPARAMS;
}
} else {
ERR("Wrong surface type for BLT override !\n");
return DDERR_INVALIDPARAMS;
}
TRACE(" executing D3D Device override.\n"); TRACE(" executing D3D Device override.\n");
if (rdst) {
rect.u1.x1 = rdst->left;
rect.u2.y1 = rdst->top;
rect.u3.x2 = rdst->right;
rect.u4.y2 = rdst->bottom;
}
ENTER_GL();
if (rdst) { glGetIntegerv(GL_DRAW_BUFFER, &prev_draw);
rect.u1.x1 = rdst->left; if (is_front)
rect.u2.y1 = rdst->top; glDrawBuffer(GL_FRONT);
rect.u3.x2 = rdst->right; else
rect.u4.y2 = rdst->bottom; glDrawBuffer(GL_BACK);
}
d3ddevice_clear(This->d3ddevice, rdst != NULL ? 1 : 0, &rect, D3DCLEAR_TARGET, color, 0.0, 0x00000000); d3ddevice_clear(This->d3ddevice, rdst != NULL ? 1 : 0, &rect, D3DCLEAR_TARGET, color, 0.0, 0x00000000);
return DD_OK;
if ((( is_front) && (prev_draw == GL_BACK)) ||
((!is_front) && (prev_draw == GL_FRONT)))
glDrawBuffer(prev_draw);
LEAVE_GL();
return DD_OK;
} }
return DDERR_INVALIDPARAMS; return DDERR_INVALIDPARAMS;
} }
......
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