Commit 10c5a8ac authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Get rid of "myDevice".

parent d084a689
......@@ -1242,7 +1242,7 @@ static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
/* Read the framebuffer back into the surface */
static void read_from_framebuffer(IWineD3DSurfaceImpl *This, const RECT *rect, void *dest, UINT pitch)
{
IWineD3DDeviceImpl *myDevice = This->resource.device;
IWineD3DDeviceImpl *device = This->resource.device;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
BYTE *mem;
......@@ -1271,7 +1271,7 @@ static void read_from_framebuffer(IWineD3DSurfaceImpl *This, const RECT *rect, v
* should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
* context->last_was_blit set on the unlock.
*/
context = context_acquire(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
context = context_acquire(device, (IWineD3DSurface *)This, CTXUSAGE_BLIT);
gl_info = context->gl_info;
ENTER_GL();
......@@ -1286,7 +1286,7 @@ static void read_from_framebuffer(IWineD3DSurfaceImpl *This, const RECT *rect, v
* Read from the back buffer
*/
TRACE("Locking offscreen render target\n");
glReadBuffer(myDevice->offscreenBuffer);
glReadBuffer(device->offscreenBuffer);
srcIsUpsideDown = TRUE;
}
else
......@@ -1314,7 +1314,8 @@ static void read_from_framebuffer(IWineD3DSurfaceImpl *This, const RECT *rect, v
{
case WINED3DFMT_P8_UINT:
{
if(primary_render_target_is_p8(myDevice)) {
if (primary_render_target_is_p8(device))
{
/* In case of P8 render targets the index is stored in the alpha component */
fmt = GL_ALPHA;
type = GL_UNSIGNED_BYTE;
......@@ -1449,7 +1450,7 @@ static void read_from_framebuffer(IWineD3DSurfaceImpl *This, const RECT *rect, v
* the same color but we have no choice.
* In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
*/
if (This->resource.format_desc->format == WINED3DFMT_P8_UINT && !primary_render_target_is_p8(myDevice))
if (This->resource.format_desc->format == WINED3DFMT_P8_UINT && !primary_render_target_is_p8(device))
{
const PALETTEENTRY *pal = NULL;
DWORD width = pitch / 3;
......@@ -1654,7 +1655,7 @@ static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This)
static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
IWineD3DDeviceImpl *myDevice = This->resource.device;
IWineD3DDeviceImpl *device = This->resource.device;
const RECT *pass_rect = pRect;
TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
......@@ -1698,7 +1699,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED
}
if (!(wined3d_settings.rendertargetlock_mode == RTL_DISABLE
&& ((This->Flags & SFLAG_SWAPCHAIN) || iface == myDevice->render_targets[0])))
&& ((This->Flags & SFLAG_SWAPCHAIN) || iface == device->render_targets[0])))
{
IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, pass_rect);
}
......@@ -1709,7 +1710,7 @@ lock_end:
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
context = context_acquire(myDevice, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
gl_info = context->gl_info;
ENTER_GL();
......@@ -1760,12 +1761,12 @@ static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fm
GLint prev_rasterpos[4];
GLint skipBytes = 0;
UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
IWineD3DDeviceImpl *myDevice = This->resource.device;
IWineD3DDeviceImpl *device = This->resource.device;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
/* Activate the correct context for the render target */
context = context_acquire(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
context = context_acquire(device, (IWineD3DSurface *)This, CTXUSAGE_BLIT);
gl_info = context->gl_info;
ENTER_GL();
......@@ -1780,7 +1781,7 @@ static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fm
{
/* Primary offscreen render target */
TRACE("Offscreen render target.\n");
context_set_draw_buffer(context, myDevice->offscreenBuffer);
context_set_draw_buffer(context, device->offscreenBuffer);
}
glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
......@@ -1853,7 +1854,7 @@ static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fm
static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
IWineD3DDeviceImpl *myDevice = This->resource.device;
IWineD3DDeviceImpl *device = This->resource.device;
BOOL fullsurface;
if (!(This->Flags & SFLAG_LOCKED)) {
......@@ -1868,7 +1869,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
TRACE("Freeing PBO memory\n");
context = context_acquire(myDevice, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
gl_info = context->gl_info;
ENTER_GL();
......@@ -1889,7 +1890,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
goto unlock_end;
}
if ((This->Flags & SFLAG_SWAPCHAIN) || (myDevice->render_targets && iface == myDevice->render_targets[0]))
if ((This->Flags & SFLAG_SWAPCHAIN) || (device->render_targets && iface == device->render_targets[0]))
{
if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
static BOOL warned = FALSE;
......@@ -1936,7 +1937,9 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
This->dirtyRect.top = This->currentDesc.Height;
This->dirtyRect.right = 0;
This->dirtyRect.bottom = 0;
} else if(iface == myDevice->stencilBufferTarget) {
}
else if (iface == device->stencilBufferTarget)
{
FIXME("Depth Stencil buffer locking is not implemented\n");
} else {
/* The rest should be a normal texture */
......@@ -1946,9 +1949,8 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
* states need resetting
*/
if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
if(impl->baseTexture.bindCount) {
IWineD3DDeviceImpl_MarkStateDirty(myDevice, STATE_SAMPLER(impl->baseTexture.sampler));
}
if (impl->baseTexture.bindCount)
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(impl->baseTexture.sampler));
IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
}
}
......@@ -2962,7 +2964,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DS
static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
{
IWineD3DDeviceImpl *myDevice = This->resource.device;
IWineD3DDeviceImpl *device = This->resource.device;
float xrel, yrel;
UINT row;
IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
......@@ -2980,7 +2982,7 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D
upsidedown = TRUE;
}
context = context_acquire(myDevice, SrcSurface, CTXUSAGE_BLIT);
context = context_acquire(device, SrcSurface, CTXUSAGE_BLIT);
surface_internal_preload((IWineD3DSurface *) This, SRGB_RGB);
ENTER_GL();
......@@ -2990,7 +2992,7 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D
if(surface_is_offscreen(SrcSurface)) {
TRACE("Reading from an offscreen target\n");
upsidedown = !upsidedown;
glReadBuffer(myDevice->offscreenBuffer);
glReadBuffer(device->offscreenBuffer);
}
else
{
......@@ -3068,7 +3070,7 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D
static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
{
IWineD3DDeviceImpl *myDevice = This->resource.device;
IWineD3DDeviceImpl *device = This->resource.device;
GLuint src, backup = 0;
IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
IWineD3DSwapChainImpl *src_swapchain = NULL;
......@@ -3085,7 +3087,7 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
TRACE("Using hwstretch blit\n");
/* Activate the Proper context for reading from the source surface, set it up for blitting */
context = context_acquire(myDevice, SrcSurface, CTXUSAGE_BLIT);
context = context_acquire(device, SrcSurface, CTXUSAGE_BLIT);
surface_internal_preload((IWineD3DSurface *) This, SRGB_RGB);
src_offscreen = surface_is_offscreen(SrcSurface);
......@@ -3105,7 +3107,7 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
/* Got more than one aux buffer? Use the 2nd aux buffer */
drawBuffer = GL_AUX1;
}
else if ((!src_offscreen || myDevice->offscreenBuffer == GL_BACK) && context->aux_buffers >= 1)
else if ((!src_offscreen || device->offscreenBuffer == GL_BACK) && context->aux_buffers >= 1)
{
/* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
drawBuffer = GL_AUX0;
......@@ -3145,7 +3147,7 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
{
TRACE("Reading from an offscreen target\n");
upsidedown = !upsidedown;
glReadBuffer(myDevice->offscreenBuffer);
glReadBuffer(device->offscreenBuffer);
}
else
{
......@@ -3348,7 +3350,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx,
WINED3DTEXTUREFILTERTYPE Filter)
{
IWineD3DDeviceImpl *myDevice = This->resource.device;
IWineD3DDeviceImpl *device = This->resource.device;
IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
RECT dst_rect, src_rect;
......@@ -3372,8 +3374,10 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
}
/* Early sort out of cases where no render target is used */
if(!dstSwapchain && !srcSwapchain &&
SrcSurface != myDevice->render_targets[0] && This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
if (!dstSwapchain && !srcSwapchain
&& SrcSurface != device->render_targets[0]
&& This != (IWineD3DSurfaceImpl *)device->render_targets[0])
{
TRACE("No surface is render target, not using hardware blit. Src = %p, dst = %p\n", Src, This);
return WINED3DERR_INVALIDCALL;
}
......@@ -3489,17 +3493,21 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
} else if(dstSwapchain && srcSwapchain) {
FIXME("Implement hardware blit between two different swapchains\n");
return WINED3DERR_INVALIDCALL;
} else if(dstSwapchain) {
if(SrcSurface == myDevice->render_targets[0]) {
}
else if (dstSwapchain)
{
/* Handled with regular texture -> swapchain blit. */
if (SrcSurface == device->render_targets[0])
TRACE("Blit from active render target to a swapchain\n");
/* Handled with regular texture -> swapchain blit */
}
} else if(srcSwapchain && This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
else if (srcSwapchain && This == (IWineD3DSurfaceImpl *)device->render_targets[0])
{
FIXME("Implement blit from a swapchain to the active render target\n");
return WINED3DERR_INVALIDCALL;
}
if((srcSwapchain || SrcSurface == myDevice->render_targets[0]) && !dstSwapchain) {
if ((srcSwapchain || SrcSurface == device->render_targets[0]) && !dstSwapchain)
{
/* Blit from render target to texture */
BOOL stretchx;
......@@ -3538,11 +3546,11 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
* FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
* backends.
*/
if (fbo_blit_supported(&myDevice->adapter->gl_info, BLIT_OP_BLIT,
if (fbo_blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
&src_rect, Src->resource.usage, Src->resource.pool, Src->resource.format_desc,
&dst_rect, This->resource.usage, This->resource.pool, This->resource.format_desc))
{
stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &src_rect,
stretch_rect_fbo((IWineD3DDevice *)device, SrcSurface, &src_rect,
(IWineD3DSurface *)This, &dst_rect, Filter);
} else if((!stretchx) || dst_rect.right - dst_rect.left > Src->currentDesc.Width ||
dst_rect.bottom - dst_rect.top > Src->currentDesc.Height) {
......@@ -3571,25 +3579,24 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
if (!(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
&& fbo_blit_supported(&myDevice->adapter->gl_info, BLIT_OP_BLIT,
&& fbo_blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
&src_rect, Src->resource.usage, Src->resource.pool, Src->resource.format_desc,
&dst_rect, This->resource.usage, This->resource.pool, This->resource.format_desc))
{
TRACE("Using stretch_rect_fbo\n");
/* The source is always a texture, but never the currently active render target, and the texture
* contents are never upside down
*/
stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &src_rect,
* contents are never upside down. */
stretch_rect_fbo((IWineD3DDevice *)device, SrcSurface, &src_rect,
(IWineD3DSurface *)This, &dst_rect, Filter);
return WINED3D_OK;
}
if (!(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
&& arbfp_blit.blit_supported(&myDevice->adapter->gl_info, BLIT_OP_BLIT,
&& arbfp_blit.blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
&src_rect, Src->resource.usage, Src->resource.pool, Src->resource.format_desc,
&dst_rect, This->resource.usage, This->resource.pool, This->resource.format_desc))
{
return arbfp_blit_surface(myDevice, Src, &src_rect, This, &dst_rect, BLIT_OP_BLIT, Filter);
return arbfp_blit_surface(device, Src, &src_rect, This, &dst_rect, BLIT_OP_BLIT, Filter);
}
/* Color keying: Check if we have to do a color keyed blt,
......@@ -3614,7 +3621,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
surface_internal_preload((IWineD3DSurface *) Src, SRGB_RGB);
/* Activate the destination context, set it up for blitting */
context = context_acquire(myDevice, (IWineD3DSurface *)This, CTXUSAGE_BLIT);
context = context_acquire(device, (IWineD3DSurface *)This, CTXUSAGE_BLIT);
/* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
* while OpenGL coordinates are window relative.
......@@ -3634,7 +3641,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
dst_rect.top += This->currentDesc.Height - h; dst_rect.bottom += This->currentDesc.Height - h;
}
if (!myDevice->blitter->blit_supported(&myDevice->adapter->gl_info, BLIT_OP_BLIT,
if (!device->blitter->blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
&src_rect, Src->resource.usage, Src->resource.pool, Src->resource.format_desc,
&dst_rect, This->resource.usage, This->resource.pool, This->resource.format_desc))
{
......@@ -3642,7 +3649,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
return WINED3DERR_INVALIDCALL;
}
myDevice->blitter->set_shader((IWineD3DDevice *) myDevice, Src);
device->blitter->set_shader((IWineD3DDevice *)device, Src);
ENTER_GL();
......@@ -3654,7 +3661,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
/* When the primary render target uses P8, the alpha component contains the palette index.
* Which means that the colorkey is one of the palette entries. In other cases pixels that
* should be masked away have alpha set to 0. */
if(primary_render_target_is_p8(myDevice))
if (primary_render_target_is_p8(device))
glAlphaFunc(GL_NOTEQUAL, (float)Src->SrcBltCKey.dwColorSpaceLowValue / 256.0f);
else
glAlphaFunc(GL_NOTEQUAL, 0.0f);
......@@ -3680,7 +3687,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
LEAVE_GL();
/* Leave the opengl state valid for blitting */
myDevice->blitter->unset_shader((IWineD3DDevice *) myDevice);
device->blitter->unset_shader((IWineD3DDevice *)device);
if (wined3d_settings.strict_draw_ordering || (dstSwapchain
&& ((IWineD3DSurface *)This == dstSwapchain->frontBuffer
......@@ -3712,17 +3719,17 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
return WINED3DERR_INVALIDCALL;
}
if (ffp_blit.blit_supported(&myDevice->adapter->gl_info, BLIT_OP_COLOR_FILL,
if (ffp_blit.blit_supported(&device->adapter->gl_info, BLIT_OP_COLOR_FILL,
NULL, 0, 0, NULL,
&dst_rect, This->resource.usage, This->resource.pool, This->resource.format_desc))
{
return ffp_blit.color_fill(myDevice, This, &dst_rect, color);
return ffp_blit.color_fill(device, This, &dst_rect, color);
}
else if (cpu_blit.blit_supported(&myDevice->adapter->gl_info, BLIT_OP_COLOR_FILL,
else if (cpu_blit.blit_supported(&device->adapter->gl_info, BLIT_OP_COLOR_FILL,
NULL, 0, 0, NULL,
&dst_rect, This->resource.usage, This->resource.pool, This->resource.format_desc))
{
return cpu_blit.color_fill(myDevice, This, &dst_rect, color);
return cpu_blit.color_fill(device, This, &dst_rect, color);
}
return WINED3DERR_INVALIDCALL;
}
......@@ -3736,7 +3743,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *DestRect,
IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx)
{
IWineD3DDeviceImpl *myDevice = This->resource.device;
IWineD3DDeviceImpl *device = This->resource.device;
float depth;
if (Flags & WINEDDBLT_DEPTHFILL) {
......@@ -3760,13 +3767,8 @@ static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *D
ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format_desc->format));
}
return IWineD3DDevice_Clear((IWineD3DDevice *) myDevice,
DestRect == NULL ? 0 : 1,
(const WINED3DRECT *)DestRect,
WINED3DCLEAR_ZBUFFER,
0x00000000,
depth,
0x00000000);
return IWineD3DDevice_Clear((IWineD3DDevice *)device, DestRect ? 1 : 0, (const WINED3DRECT *)DestRect,
WINED3DCLEAR_ZBUFFER, 0x00000000, depth, 0x00000000);
}
FIXME("(%p): Unsupp depthstencil blit\n", This);
......@@ -3777,7 +3779,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT
const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
IWineD3DDeviceImpl *myDevice = This->resource.device;
IWineD3DDeviceImpl *device = This->resource.device;
TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
......@@ -3791,8 +3793,10 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT
/* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
* except depth blits, which seem to work
*/
if(iface == myDevice->stencilBufferTarget || (SrcSurface && SrcSurface == myDevice->stencilBufferTarget)) {
if(myDevice->inScene && !(Flags & WINEDDBLT_DEPTHFILL)) {
if (iface == device->stencilBufferTarget || (SrcSurface && SrcSurface == device->stencilBufferTarget))
{
if (device->inScene && !(Flags & WINEDDBLT_DEPTHFILL))
{
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) {
......@@ -3819,7 +3823,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD
{
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
IWineD3DDeviceImpl *myDevice = This->resource.device;
IWineD3DDeviceImpl *device = This->resource.device;
TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
......@@ -3829,9 +3833,9 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD
return WINEDDERR_SURFACEBUSY;
}
if(myDevice->inScene &&
(iface == myDevice->stencilBufferTarget ||
(Source == myDevice->stencilBufferTarget))) {
if (device->inScene && (iface == device->stencilBufferTarget
|| (Source == device->stencilBufferTarget)))
{
TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
return WINED3DERR_INVALIDCALL;
}
......
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