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wine
wine-winehq
Commits
7bec8e1d
Commit
7bec8e1d
authored
May 18, 2010
by
Henri Verbeet
Committed by
Alexandre Julliard
May 18, 2010
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Plain Diff
wined3d: Correctly translate between coordinate systems in swapchain_blit().
parent
e0d6ca57
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1 changed file
with
8 additions
and
3 deletions
+8
-3
swapchain.c
dlls/wined3d/swapchain.c
+8
-3
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dlls/wined3d/swapchain.c
View file @
7bec8e1d
...
...
@@ -105,6 +105,8 @@ static void swapchain_blit(IWineD3DSwapChainImpl *This, struct wined3d_context *
UINT
src_h
=
src_rect
->
bottom
-
src_rect
->
top
;
GLenum
gl_filter
;
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
RECT
win_rect
;
UINT
win_h
;
TRACE
(
"swapchain %p, context %p, src_rect %s, dst_rect %s.
\n
"
,
This
,
context
,
wine_dbgstr_rect
(
src_rect
),
wine_dbgstr_rect
(
dst_rect
));
...
...
@@ -114,6 +116,9 @@ static void swapchain_blit(IWineD3DSwapChainImpl *This, struct wined3d_context *
else
gl_filter
=
GL_LINEAR
;
GetClientRect
(
This
->
win_handle
,
&
win_rect
);
win_h
=
win_rect
.
bottom
-
win_rect
.
top
;
if
(
gl_info
->
fbo_ops
.
glBlitFramebuffer
&&
is_identity_fixup
(
backbuffer
->
resource
.
format_desc
->
color_fixup
))
{
ENTER_GL
();
...
...
@@ -128,8 +133,8 @@ static void swapchain_blit(IWineD3DSwapChainImpl *This, struct wined3d_context *
/* Note that the texture is upside down */
gl_info
->
fbo_ops
.
glBlitFramebuffer
(
src_rect
->
left
,
src_rect
->
top
,
src_rect
->
right
,
src_rect
->
bottom
,
dst_rect
->
left
,
dst_rect
->
bottom
,
dst_rect
->
right
,
dst_rect
->
top
,
GL_COLOR_BUFFER_BIT
,
gl_filter
);
dst_rect
->
left
,
win_h
-
dst_rect
->
top
,
dst_rect
->
right
,
win_h
-
dst_rect
->
bottom
,
GL_COLOR_BUFFER_BIT
,
gl_filter
);
checkGLcall
(
"Swapchain present blit(EXT_framebuffer_blit)
\n
"
);
LEAVE_GL
();
}
...
...
@@ -176,7 +181,7 @@ static void swapchain_blit(IWineD3DSwapChainImpl *This, struct wined3d_context *
* Note that context_apply_blit_state() set up viewport and ortho to
* match the surface size - we want the GL drawable(=window) size. */
glPushAttrib
(
GL_VIEWPORT_BIT
);
glViewport
(
dst_rect
->
left
,
dst_rect
->
top
,
dst_rect
->
right
,
dst_rect
->
bottom
);
glViewport
(
dst_rect
->
left
,
win_h
-
dst_rect
->
bottom
,
dst_rect
->
right
,
win_h
-
dst_rect
->
top
);
glMatrixMode
(
GL_PROJECTION
);
glPushMatrix
();
glLoadIdentity
();
...
...
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