Commit 40d3cc5e authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Turn around the image in LockRect.

parent e18c89b3
...@@ -588,12 +588,34 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKE ...@@ -588,12 +588,34 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKE
if ((This->lockedRect.left == 0 && This->lockedRect.top == 0 && if ((This->lockedRect.left == 0 && This->lockedRect.top == 0 &&
This->lockedRect.right == This->currentDesc.Width This->lockedRect.right == This->currentDesc.Width
&& This->lockedRect.bottom == This->currentDesc.Height)) { && This->lockedRect.bottom == This->currentDesc.Height)) {
char *row, *top, *bottom;
int i;
glReadPixels(0, 0, glReadPixels(0, 0,
This->currentDesc.Width, This->currentDesc.Width,
This->currentDesc.Height, This->currentDesc.Height,
This->glDescription.glFormat, This->glDescription.glFormat,
This->glDescription.glType, This->glDescription.glType,
(char *)pLockedRect->pBits); (char *)pLockedRect->pBits);
/* glReadPixels returns the image upside down, and there is no way to prevent this.
Flip the lines in software*/
row = HeapAlloc(GetProcessHeap(), 0, pLockedRect->Pitch);
if(!row) {
ERR("Out of memory\n");
return E_OUTOFMEMORY;
}
top = This->resource.allocatedMemory;
bottom = ( (char *) This->resource.allocatedMemory) + pLockedRect->Pitch * ( This->currentDesc.Height - 1);
for(i = 0; i < This->currentDesc.Height / 2; i++) {
memcpy(row, top, pLockedRect->Pitch);
memcpy(top, bottom, pLockedRect->Pitch);
memcpy(bottom, row, pLockedRect->Pitch);
top += pLockedRect->Pitch;
bottom -= pLockedRect->Pitch;
}
HeapFree(GetProcessHeap(), 0, row);
} else if (This->lockedRect.left == 0 && This->lockedRect.right == This->currentDesc.Width) { } else if (This->lockedRect.left == 0 && This->lockedRect.right == This->currentDesc.Width) {
glReadPixels(0, glReadPixels(0,
This->lockedRect.top, This->lockedRect.top,
......
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