Commit 2a859706 authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Move sysmem->drawable copying to LoadLocation.

parent dc1848bd
......@@ -1072,57 +1072,11 @@ static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This) {
return;
}
static void flush_to_framebuffer_texture(IWineD3DSurfaceImpl *This) {
float glTexCoord[4];
glTexCoord[0] = (float) This->lockedRect.left / (float) This->pow2Width; /* left */
glTexCoord[1] = (float) This->lockedRect.right / (float) This->pow2Width; /* right */
glTexCoord[2] = (float) This->lockedRect.top / (float) This->pow2Height; /* top */
glTexCoord[3] = (float) This->lockedRect.bottom / (float) This->pow2Height; /* bottom */
IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
ENTER_GL();
glBindTexture(GL_TEXTURE_2D, This->glDescription.textureName);
checkGLcall("glEnable glBindTexture");
/* No filtering for blts */
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
checkGLcall("glTexParameteri");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
checkGLcall("glTexParameteri");
/* Start drawing a quad */
glBegin(GL_QUADS);
glColor3d(1.0f, 1.0f, 1.0f);
glTexCoord2f(glTexCoord[0], glTexCoord[2]);
glVertex3f(This->lockedRect.left, This->lockedRect.top, 0.0);
glTexCoord2f(glTexCoord[0], glTexCoord[3]);
glVertex3f(This->lockedRect.left, This->lockedRect.bottom, 0.0);
glTexCoord2f(glTexCoord[1], glTexCoord[3]);
glVertex3d(This->lockedRect.right, This->lockedRect.bottom, 0.0);
glTexCoord2f(glTexCoord[1], glTexCoord[2]);
glVertex3f(This->lockedRect.right, This->lockedRect.top, 0.0);
glEnd();
checkGLcall("glEnd");
/* Unbind the texture */
glBindTexture(GL_TEXTURE_2D, 0);
checkGLcall("glEnable glBindTexture");
LEAVE_GL();
}
static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
IWineD3DSwapChainImpl *swapchain = NULL;
BOOL fullsurface;
if (!(This->Flags & SFLAG_LOCKED)) {
WARN("trying to Unlock an unlocked surf@%p\n", This);
......@@ -1160,53 +1114,47 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
goto unlock_end;
}
/* Activate the correct context for the render target */
ActivateContext(myDevice, iface, CTXUSAGE_BLIT);
ENTER_GL();
if(!swapchain) {
/* Primary offscreen render target */
TRACE("Offscreen render target\n");
glDrawBuffer(myDevice->offscreenBuffer);
checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
if(This->dirtyRect.left == 0 &&
This->dirtyRect.top == 0 &&
This->dirtyRect.right == This->currentDesc.Width &&
This->dirtyRect.bottom == This->currentDesc.Height) {
fullsurface = TRUE;
} else {
GLenum buffer = surface_get_gl_buffer(iface, (IWineD3DSwapChain *)swapchain);
TRACE("Unlocking %#x buffer\n", buffer);
glDrawBuffer(buffer);
checkGLcall("glDrawBuffer");
IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
/* TODO: Proper partial rectangle tracking */
fullsurface = FALSE;
This->Flags |= SFLAG_INSYSMEM;
}
switch(wined3d_settings.rendertargetlock_mode) {
case RTL_READTEX:
case RTL_TEXTEX:
/* drop through */
FIXME("Render target unlocking using textures temporarily disabled\n");
#if 0
IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
#endif
case RTL_AUTO:
case RTL_READDRAW:
case RTL_TEXDRAW:
flush_to_framebuffer_drawpixels(This);
break;
case RTL_READTEX:
case RTL_TEXTEX:
flush_to_framebuffer_texture(This);
IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
break;
}
if(!swapchain) {
glDrawBuffer(myDevice->offscreenBuffer);
checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
} else if(swapchain->backBuffer) {
glDrawBuffer(GL_BACK);
checkGLcall("glDrawBuffer(GL_BACK)");
} else {
glDrawBuffer(GL_FRONT);
checkGLcall("glDrawBuffer(GL_FRONT)");
if(!fullsurface) {
/* Partial rectangle tracking is not commonly implemented, it is only done for render targets. Overwrite
* the flags to bring them back into a sane state. INSYSMEM was set before to tell LoadLocation where
* to read the rectangle from. Indrawable is set because all modifications from the partial sysmem copy
* are written back to the drawable, thus the surface is merged again in the drawable. The sysmem copy is
* not fully up to date because only a subrectangle was read in LockRect.
*/
This->Flags &= ~SFLAG_INSYSMEM;
This->Flags |= SFLAG_INDRAWABLE;
}
LEAVE_GL();
This->dirtyRect.left = This->currentDesc.Width;
This->dirtyRect.top = This->currentDesc.Height;
This->dirtyRect.right = 0;
This->dirtyRect.bottom = 0;
This->Flags |= SFLAG_INDRAWABLE;
} else if(iface == myDevice->stencilBufferTarget) {
FIXME("Depth Stencil buffer locking is not implemented\n");
} else {
......@@ -3632,7 +3580,37 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
if(This->Flags & SFLAG_INTEXTURE) {
/* Blit texture to drawable */
} else {
/* Load drawable from sysmem */
/* Activate the correct context for the render target */
ActivateContext(myDevice, iface, CTXUSAGE_BLIT);
ENTER_GL();
IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
if(!swapchain) {
/* Primary offscreen render target */
TRACE("Offscreen render target\n");
glDrawBuffer(myDevice->offscreenBuffer);
checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
} else {
GLenum buffer = surface_get_gl_buffer(iface, (IWineD3DSwapChain *)swapchain);
TRACE("Unlocking %#x buffer\n", buffer);
glDrawBuffer(buffer);
checkGLcall("glDrawBuffer");
IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
}
flush_to_framebuffer_drawpixels(This);
if(!swapchain) {
glDrawBuffer(myDevice->offscreenBuffer);
checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
} else if(swapchain->backBuffer) {
glDrawBuffer(GL_BACK);
checkGLcall("glDrawBuffer(GL_BACK)");
} else {
glDrawBuffer(GL_FRONT);
checkGLcall("glDrawBuffer(GL_FRONT)");
}
LEAVE_GL();
}
} else /* if(flag == SFLAG_INTEXTURE) */ {
if(This->Flags & SFLAG_INDRAWABLE) {
......
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