Commit 519a3a91 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Add depth fills to the blitter interface.

parent 99bfd817
......@@ -7253,11 +7253,20 @@ static HRESULT arbfp_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurface
return WINED3DERR_INVALIDCALL;
}
/* Do not call while under the GL lock. */
static HRESULT arbfp_blit_depth_fill(IWineD3DDeviceImpl *device,
IWineD3DSurfaceImpl *surface, const RECT *rect, float depth)
{
FIXME("Depth filling not implemented by arbfp_blit.\n");
return WINED3DERR_INVALIDCALL;
}
const struct blit_shader arbfp_blit = {
arbfp_blit_alloc,
arbfp_blit_free,
arbfp_blit_set,
arbfp_blit_unset,
arbfp_blit_supported,
arbfp_blit_color_fill
arbfp_blit_color_fill,
arbfp_blit_depth_fill,
};
......@@ -3897,10 +3897,19 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *dst_surface,
/* Do not call while under the GL lock. */
static HRESULT wined3d_surface_depth_fill(IWineD3DSurfaceImpl *surface, const RECT *rect, float depth)
{
const RECT draw_rect = {0, 0, surface->resource.width, surface->resource.height};
const struct wined3d_resource *resource = &surface->resource;
IWineD3DDeviceImpl *device = resource->device;
const struct blit_shader *blitter;
blitter = wined3d_select_blitter(&device->adapter->gl_info, WINED3D_BLIT_OP_DEPTH_FILL,
NULL, 0, 0, NULL, rect, resource->usage, resource->pool, resource->format);
if (!blitter)
{
FIXME("No blitter is capable of performing the requested depth fill operation.\n");
return WINED3DERR_INVALIDCALL;
}
return device_clear_render_targets(surface->resource.device, 0, NULL, surface,
!!rect, rect, &draw_rect, WINED3DCLEAR_ZBUFFER, 0, depth, 0);
return blitter->depth_fill(device, surface, rect, depth);
}
/* Do not call while under the GL lock. */
......@@ -3929,13 +3938,16 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT
if (flags & WINEDDBLT_DEPTHFILL)
{
float depth;
RECT rect;
TRACE("Depth fill.\n");
surface_get_rect(This, DestRect, &rect);
if (!surface_convert_depth_to_float(This, DDBltFx->u5.dwFillDepth, &depth))
return WINED3DERR_INVALIDCALL;
if (SUCCEEDED(wined3d_surface_depth_fill(This, DestRect, depth)))
if (SUCCEEDED(wined3d_surface_depth_fill(This, &rect, depth)))
return WINED3D_OK;
}
else
......@@ -4862,51 +4874,54 @@ static BOOL ffp_blit_supported(const struct wined3d_gl_info *gl_info, enum wined
{
enum complex_fixup src_fixup;
if (blit_op == WINED3D_BLIT_OP_COLOR_FILL)
switch (blit_op)
{
if (!(dst_usage & WINED3DUSAGE_RENDERTARGET))
{
TRACE("Color fill not supported\n");
return FALSE;
}
case WINED3D_BLIT_OP_COLOR_BLIT:
src_fixup = get_complex_fixup(src_format->color_fixup);
if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
{
TRACE("Checking support for fixup:\n");
dump_color_fixup_desc(src_format->color_fixup);
}
return TRUE;
}
if (!is_identity_fixup(dst_format->color_fixup))
{
TRACE("Destination fixups are not supported\n");
return FALSE;
}
src_fixup = get_complex_fixup(src_format->color_fixup);
if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
{
TRACE("Checking support for fixup:\n");
dump_color_fixup_desc(src_format->color_fixup);
}
if (src_fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
{
TRACE("P8 fixup supported\n");
return TRUE;
}
if (blit_op != WINED3D_BLIT_OP_COLOR_BLIT)
{
TRACE("Unsupported blit_op=%d\n", blit_op);
return FALSE;
}
/* We only support identity conversions. */
if (is_identity_fixup(src_format->color_fixup))
{
TRACE("[OK]\n");
return TRUE;
}
if (!is_identity_fixup(dst_format->color_fixup))
{
TRACE("Destination fixups are not supported\n");
return FALSE;
}
TRACE("[FAILED]\n");
return FALSE;
if (src_fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
{
TRACE("P8 fixup supported\n");
return TRUE;
}
case WINED3D_BLIT_OP_COLOR_FILL:
if (!(dst_usage & WINED3DUSAGE_RENDERTARGET))
{
TRACE("Color fill not supported\n");
return FALSE;
}
/* We only support identity conversions. */
if (is_identity_fixup(src_format->color_fixup))
{
TRACE("[OK]\n");
return TRUE;
}
return TRUE;
TRACE("[FAILED]\n");
return FALSE;
case WINED3D_BLIT_OP_DEPTH_FILL:
return TRUE;
default:
TRACE("Unsupported blit_op=%d\n", blit_op);
return FALSE;
}
}
/* Do not call while under the GL lock. */
......@@ -4919,13 +4934,24 @@ static HRESULT ffp_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceIm
1, dst_rect, &draw_rect, WINED3DCLEAR_TARGET, color, 0.0f, 0);
}
/* Do not call while under the GL lock. */
static HRESULT ffp_blit_depth_fill(IWineD3DDeviceImpl *device,
IWineD3DSurfaceImpl *surface, const RECT *rect, float depth)
{
const RECT draw_rect = {0, 0, surface->resource.width, surface->resource.height};
return device_clear_render_targets(device, 0, NULL, surface,
1, rect, &draw_rect, WINED3DCLEAR_ZBUFFER, 0, depth, 0);
}
const struct blit_shader ffp_blit = {
ffp_blit_alloc,
ffp_blit_free,
ffp_blit_set,
ffp_blit_unset,
ffp_blit_supported,
ffp_blit_color_fill
ffp_blit_color_fill,
ffp_blit_depth_fill,
};
static HRESULT cpu_blit_alloc(IWineD3DDeviceImpl *device)
......@@ -4974,13 +5000,22 @@ static HRESULT cpu_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceIm
NULL, NULL, WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_POINT);
}
/* Do not call while under the GL lock. */
static HRESULT cpu_blit_depth_fill(IWineD3DDeviceImpl *device,
IWineD3DSurfaceImpl *surface, const RECT *rect, float depth)
{
FIXME("Depth filling not implemented by cpu_blit.\n");
return WINED3DERR_INVALIDCALL;
}
const struct blit_shader cpu_blit = {
cpu_blit_alloc,
cpu_blit_free,
cpu_blit_set,
cpu_blit_unset,
cpu_blit_supported,
cpu_blit_color_fill
cpu_blit_color_fill,
cpu_blit_depth_fill,
};
static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
......
......@@ -1170,6 +1170,7 @@ enum wined3d_blit_op
{
WINED3D_BLIT_OP_COLOR_BLIT,
WINED3D_BLIT_OP_COLOR_FILL,
WINED3D_BLIT_OP_DEPTH_FILL,
};
/* Shaders for color conversions in blits. Do not do blit operations while
......@@ -1185,6 +1186,7 @@ struct blit_shader
const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format);
HRESULT (*color_fill)(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface,
const RECT *dst_rect, const WINED3DCOLORVALUE *color);
HRESULT (*depth_fill)(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *surface, const RECT *rect, float depth);
};
extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
......
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