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wine
wine-winehq
Commits
1bcd6e45
Commit
1bcd6e45
authored
Sep 03, 2008
by
Alexander Dorofeyev
Committed by
Alexandre Julliard
Sep 04, 2008
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Plain Diff
wined3d: Get rid of gl buffer variable in BltOverride.
Uses This == dstSwapchain->frontBuffer instead as suggested by Henri Verbeet.
parent
7c388168
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1 changed file
with
10 additions
and
24 deletions
+10
-24
surface.c
dlls/wined3d/surface.c
+10
-24
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dlls/wined3d/surface.c
View file @
1bcd6e45
...
...
@@ -3368,7 +3368,6 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
WINEDDCOLORKEY
oldBltCKey
=
Src
->
SrcBltCKey
;
RECT
SourceRectangle
;
BOOL
paletteOverride
=
FALSE
;
GLenum
buffer
;
TRACE
(
"Blt from surface %p to rendertarget %p
\n
"
,
Src
,
This
);
...
...
@@ -3442,29 +3441,16 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
/* Activate the destination context, set it up for blitting */
ActivateContext
(
myDevice
,
(
IWineD3DSurface
*
)
This
,
CTXUSAGE_BLIT
);
if
(
!
dstSwapchain
)
{
TRACE
(
"Drawing to offscreen buffer
\n
"
);
buffer
=
myDevice
->
offscreenBuffer
;
}
else
{
buffer
=
surface_get_gl_buffer
((
IWineD3DSurface
*
)
This
,
(
IWineD3DSwapChain
*
)
dstSwapchain
);
/* Front buffer coordinates are screen coordinates, while OpenGL coordinates are
* window relative. Also beware of the origin difference(top left vs bottom left).
* Also beware that the front buffer's surface size is screen width x screen height,
* whereas the real gl drawable size is the size of the window.
*/
if
(
buffer
==
GL_FRONT
)
{
RECT
windowsize
;
POINT
offset
=
{
0
,
0
};
UINT
h
;
ClientToScreen
(
dstSwapchain
->
win_handle
,
&
offset
);
GetClientRect
(
dstSwapchain
->
win_handle
,
&
windowsize
);
h
=
windowsize
.
bottom
-
windowsize
.
top
;
rect
.
x1
-=
offset
.
x
;
rect
.
x2
-=
offset
.
x
;
rect
.
y1
-=
offset
.
y
;
rect
.
y2
-=
offset
.
y
;
rect
.
y1
+=
This
->
currentDesc
.
Height
-
h
;
rect
.
y2
+=
This
->
currentDesc
.
Height
-
h
;
}
TRACE
(
"Drawing to %#x buffer
\n
"
,
buffer
);
if
(
dstSwapchain
&&
(
IWineD3DSurface
*
)
This
==
dstSwapchain
->
frontBuffer
)
{
RECT
windowsize
;
POINT
offset
=
{
0
,
0
};
UINT
h
;
ClientToScreen
(
dstSwapchain
->
win_handle
,
&
offset
);
GetClientRect
(
dstSwapchain
->
win_handle
,
&
windowsize
);
h
=
windowsize
.
bottom
-
windowsize
.
top
;
rect
.
x1
-=
offset
.
x
;
rect
.
x2
-=
offset
.
x
;
rect
.
y1
-=
offset
.
y
;
rect
.
y2
-=
offset
.
y
;
rect
.
y1
+=
This
->
currentDesc
.
Height
-
h
;
rect
.
y2
+=
This
->
currentDesc
.
Height
-
h
;
}
ENTER_GL
();
...
...
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