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wine
wine-cw
Commits
f22d37e4
Commit
f22d37e4
authored
Feb 12, 2007
by
Stefan Dösinger
Committed by
Alexandre Julliard
Feb 13, 2007
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Plain Diff
wined3d: Use the context manager to prepare for blitting.
parent
c1623d4e
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Showing
3 changed files
with
161 additions
and
167 deletions
+161
-167
context.c
dlls/wined3d/context.c
+158
-1
surface.c
dlls/wined3d/surface.c
+2
-166
wined3d_private.h
dlls/wined3d/wined3d_private.h
+1
-0
No files found.
dlls/wined3d/context.c
View file @
f22d37e4
...
...
@@ -27,6 +27,160 @@
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d
);
#define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
/*****************************************************************************
* SetupForBlit
*
* Sets up a context for DirectDraw blitting.
* All texture units are disabled, except unit 0
* Texture unit 0 is activted where GL_TEXTURE_2D is activated
* fog, lighting, blending, alpha test, z test, scissor test, culling diabled
* color writing enabled for all channels
* register combiners disabled, shaders disabled
* world matris is set to identity, texture matrix 0 too
* projection matrix is setup for drawing screen coordinates
*
* Params:
* This: Device to activate the context for
* context: Context to setup
* width: render target width
* height: render target height
*
*****************************************************************************/
static
inline
void
SetupForBlit
(
IWineD3DDeviceImpl
*
This
,
WineD3DContext
*
context
,
UINT
width
,
UINT
height
)
{
int
i
;
TRACE
(
"Setting up context %p for blitting
\n
"
,
context
);
if
(
context
->
last_was_blit
)
{
TRACE
(
"Context is already set up for blitting, nothing to do
\n
"
);
return
;
}
context
->
last_was_blit
=
TRUE
;
/* Disable shaders */
This
->
shader_backend
->
shader_cleanup
((
IWineD3DDevice
*
)
This
);
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_VSHADER
);
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_PIXELSHADER
);
/* Disable all textures. The caller can then bind a texture it wants to blit
* from
*/
if
(
GL_SUPPORT
(
NV_REGISTER_COMBINERS
))
{
glDisable
(
GL_REGISTER_COMBINERS_NV
);
checkGLcall
(
"glDisable(GL_REGISTER_COMBINERS_NV)"
);
}
if
(
GL_SUPPORT
(
ARB_MULTITEXTURE
))
{
for
(
i
=
GL_LIMITS
(
samplers
)
-
1
;
i
>
0
;
i
--
)
{
if
(
GL_SUPPORT
(
ARB_MULTITEXTURE
))
{
GL_EXTCALL
(
glActiveTextureARB
(
GL_TEXTURE0_ARB
+
i
));
checkGLcall
(
"glActiveTextureARB"
);
}
glDisable
(
GL_TEXTURE_CUBE_MAP_ARB
);
checkGLcall
(
"glDisable GL_TEXTURE_CUBE_MAP_ARB"
);
glDisable
(
GL_TEXTURE_3D
);
checkGLcall
(
"glDisable GL_TEXTURE_3D"
);
glDisable
(
GL_TEXTURE_2D
);
checkGLcall
(
"glDisable GL_TEXTURE_2D"
);
glDisable
(
GL_TEXTURE_1D
);
checkGLcall
(
"glDisable GL_TEXTURE_1D"
);
if
(
i
<
MAX_TEXTURES
)
{
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_TEXTURESTAGE
(
i
,
WINED3DTSS_COLOROP
));
}
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_SAMPLER
(
i
));
}
GL_EXTCALL
(
glActiveTextureARB
(
GL_TEXTURE0_ARB
));
checkGLcall
(
"glActiveTextureARB"
);
}
glDisable
(
GL_TEXTURE_CUBE_MAP_ARB
);
checkGLcall
(
"glDisable GL_TEXTURE_CUBE_MAP_ARB"
);
glDisable
(
GL_TEXTURE_3D
);
checkGLcall
(
"glDisable GL_TEXTURE_3D"
);
glDisable
(
GL_TEXTURE_1D
);
checkGLcall
(
"glDisable GL_TEXTURE_1D"
);
glEnable
(
GL_TEXTURE_2D
);
checkGLcall
(
"glEnable GL_TEXTURE_2D"
);
glTexEnvi
(
GL_TEXTURE_ENV
,
GL_TEXTURE_ENV_MODE
,
GL_REPLACE
);
glMatrixMode
(
GL_TEXTURE
);
checkGLcall
(
"glMatrixMode(GL_TEXTURE)"
);
glLoadIdentity
();
checkGLcall
(
"glLoadIdentity()"
);
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_TRANSFORM
(
WINED3DTS_TEXTURE0
));
if
(
GL_SUPPORT
(
EXT_TEXTURE_LOD_BIAS
))
{
glTexEnvf
(
GL_TEXTURE_FILTER_CONTROL_EXT
,
GL_TEXTURE_LOD_BIAS_EXT
,
0
.
0
);
checkGLcall
(
"glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ..."
);
}
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_SAMPLER
(
0
));
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_TEXTURESTAGE
(
0
,
WINED3DTSS_COLOROP
));
/* Other misc states */
glDisable
(
GL_ALPHA_TEST
);
checkGLcall
(
"glDisable(GL_ALPHA_TEST)"
);
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_RENDER
(
WINED3DRS_ALPHATESTENABLE
));
glDisable
(
GL_LIGHTING
);
checkGLcall
(
"glDisable GL_LIGHTING"
);
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_RENDER
(
WINED3DRS_LIGHTING
));
glDisable
(
GL_DEPTH_TEST
);
checkGLcall
(
"glDisable GL_DEPTH_TEST"
);
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_RENDER
(
WINED3DRS_ZENABLE
));
glDisable
(
GL_FOG
);
checkGLcall
(
"glDisable GL_FOG"
);
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_RENDER
(
WINED3DRS_FOGENABLE
));
glDisable
(
GL_BLEND
);
checkGLcall
(
"glDisable GL_BLEND"
);
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_RENDER
(
WINED3DRS_ALPHABLENDENABLE
));
glDisable
(
GL_CULL_FACE
);
checkGLcall
(
"glDisable GL_CULL_FACE"
);
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_RENDER
(
WINED3DRS_CULLMODE
));
glDisable
(
GL_STENCIL_TEST
);
checkGLcall
(
"glDisable GL_STENCIL_TEST"
);
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_RENDER
(
WINED3DRS_STENCILENABLE
));
if
(
GL_SUPPORT
(
ARB_POINT_SPRITE
))
{
glDisable
(
GL_POINT_SPRITE_ARB
);
checkGLcall
(
"glDisable GL_POINT_SPRITE_ARB"
);
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_RENDER
(
WINED3DRS_POINTSPRITEENABLE
));
}
glColorMask
(
GL_TRUE
,
GL_TRUE
,
GL_TRUE
,
GL_TRUE
);
checkGLcall
(
"glColorMask"
);
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_RENDER
(
WINED3DRS_CLIPPING
));
/* Setup transforms */
glMatrixMode
(
GL_MODELVIEW
);
checkGLcall
(
"glMatrixMode(GL_MODELVIEW)"
);
glLoadIdentity
();
checkGLcall
(
"glLoadIdentity()"
);
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_TRANSFORM
(
WINED3DTS_WORLDMATRIX
(
0
)));
glMatrixMode
(
GL_PROJECTION
);
checkGLcall
(
"glMatrixMode(GL_PROJECTION)"
);
glLoadIdentity
();
checkGLcall
(
"glLoadIdentity()"
);
glOrtho
(
0
,
width
,
height
,
0
,
0
.
0
,
-
1
.
0
);
checkGLcall
(
"glOrtho"
);
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_TRANSFORM
(
WINED3DTS_PROJECTION
));
context
->
last_was_rhw
=
TRUE
;
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_VDECL
);
/* because of last_was_rhw = TRUE */
glDisable
(
GL_CLIP_PLANE0
);
checkGLcall
(
"glDisable(clip plane 0)"
);
glDisable
(
GL_CLIP_PLANE1
);
checkGLcall
(
"glDisable(clip plane 1)"
);
glDisable
(
GL_CLIP_PLANE2
);
checkGLcall
(
"glDisable(clip plane 2)"
);
glDisable
(
GL_CLIP_PLANE3
);
checkGLcall
(
"glDisable(clip plane 3)"
);
glDisable
(
GL_CLIP_PLANE4
);
checkGLcall
(
"glDisable(clip plane 4)"
);
glDisable
(
GL_CLIP_PLANE5
);
checkGLcall
(
"glDisable(clip plane 5)"
);
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_RENDER
(
WINED3DRS_CLIPPING
));
glViewport
(
0
,
0
,
width
,
height
);
checkGLcall
(
"glViewport"
);
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_VIEWPORT
);
}
/*****************************************************************************
* ActivateContext
*
...
...
@@ -70,10 +224,13 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
StateTable
[
dirtyState
].
apply
(
dirtyState
,
This
->
stateBlock
,
context
);
}
context
->
numDirtyEntries
=
0
;
/* This makes the whole list clean */
context
->
last_was_blit
=
FALSE
;
break
;
case
CTXUSAGE_BLIT
:
FIXME
(
"Setting up for blitting not supported yet
\n
"
);
SetupForBlit
(
This
,
context
,
((
IWineD3DSurfaceImpl
*
)
target
)
->
currentDesc
.
Width
,
((
IWineD3DSurfaceImpl
*
)
target
)
->
currentDesc
.
Height
);
break
;
default:
...
...
dlls/wined3d/surface.c
View file @
f22d37e4
This diff is collapsed.
Click to expand it.
dlls/wined3d/wined3d_private.h
View file @
f22d37e4
...
...
@@ -477,6 +477,7 @@ struct WineD3DContext {
BOOL
namedArraysLoaded
,
numberedArraysLoaded
;
BOOL
lastWasPow2Texture
[
MAX_TEXTURES
];
GLenum
tracking_parm
;
/* Which source is tracking current colour */
BOOL
last_was_blit
;
};
typedef
enum
ContextUsage
{
...
...
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