Commit 7f1f61e2 authored by Roderick Colenbrander's avatar Roderick Colenbrander Committed by Alexandre Julliard

wined3d: Use RECT instead of WINED3DRECT in fb_copy_to_texture_direct.

parent ae26d9de
...@@ -3409,7 +3409,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DS ...@@ -3409,7 +3409,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DS
* with single pixel copy calls * with single pixel copy calls
*/ */
static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
const WINED3DRECT *srect, const WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) const RECT *src_rect, const RECT *dst_rect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter)
{ {
IWineD3DDeviceImpl *myDevice = This->resource.device; IWineD3DDeviceImpl *myDevice = This->resource.device;
float xrel, yrel; float xrel, yrel;
...@@ -3436,8 +3436,8 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D ...@@ -3436,8 +3436,8 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D
} }
checkGLcall("glReadBuffer"); checkGLcall("glReadBuffer");
xrel = (float) (srect->x2 - srect->x1) / (float) (drect->x2 - drect->x1); xrel = (float) (src_rect->right - src_rect->left) / (float) (dst_rect->right - dst_rect->left);
yrel = (float) (srect->y2 - srect->y1) / (float) (drect->y2 - drect->y1); yrel = (float) (src_rect->bottom - src_rect->top) / (float) (dst_rect->bottom - dst_rect->top);
if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps)) if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
{ {
...@@ -3460,18 +3460,18 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D ...@@ -3460,18 +3460,18 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D
/* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */ /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
glCopyTexSubImage2D(This->texture_target, This->texture_level, glCopyTexSubImage2D(This->texture_target, This->texture_level,
drect->x1 /*xoffset */, drect->y1 /* y offset */, dst_rect->left /*xoffset */, dst_rect->top /* y offset */,
srect->x1, Src->currentDesc.Height - srect->y2, src_rect->left, Src->currentDesc.Height - src_rect->bottom,
drect->x2 - drect->x1, drect->y2 - drect->y1); dst_rect->right - dst_rect->left, dst_rect->bottom - dst_rect->top);
} else { } else {
UINT yoffset = Src->currentDesc.Height - srect->y1 + drect->y1 - 1; UINT yoffset = Src->currentDesc.Height - src_rect->top + dst_rect->top - 1;
/* I have to process this row by row to swap the image, /* I have to process this row by row to swap the image,
* otherwise it would be upside down, so stretching in y direction * otherwise it would be upside down, so stretching in y direction
* doesn't cost extra time * doesn't cost extra time
* *
* However, stretching in x direction can be avoided if not necessary * However, stretching in x direction can be avoided if not necessary
*/ */
for(row = drect->y1; row < drect->y2; row++) { for(row = dst_rect->top; row < dst_rect->bottom; row++) {
if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps)) if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
{ {
/* Well, that stuff works, but it's very slow. /* Well, that stuff works, but it's very slow.
...@@ -3479,15 +3479,15 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D ...@@ -3479,15 +3479,15 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D
*/ */
UINT col; UINT col;
for(col = drect->x1; col < drect->x2; col++) { for(col = dst_rect->left; col < dst_rect->right; col++) {
glCopyTexSubImage2D(This->texture_target, This->texture_level, glCopyTexSubImage2D(This->texture_target, This->texture_level,
drect->x1 + col /* x offset */, row /* y offset */, dst_rect->left + col /* x offset */, row /* y offset */,
srect->x1 + col * xrel, yoffset - (int) (row * yrel), 1, 1); src_rect->left + col * xrel, yoffset - (int) (row * yrel), 1, 1);
} }
} else { } else {
glCopyTexSubImage2D(This->texture_target, This->texture_level, glCopyTexSubImage2D(This->texture_target, This->texture_level,
drect->x1 /* x offset */, row /* y offset */, dst_rect->left /* x offset */, row /* y offset */,
srect->x1, yoffset - (int) (row * yrel), drect->x2-drect->x1, 1); src_rect->left, yoffset - (int) (row * yrel), dst_rect->right-dst_rect->left, 1);
} }
} }
} }
...@@ -3994,7 +3994,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const ...@@ -3994,7 +3994,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
} else if((!stretchx) || dst_rect.right - dst_rect.left > Src->currentDesc.Width || } else if((!stretchx) || dst_rect.right - dst_rect.left > Src->currentDesc.Width ||
dst_rect.bottom - dst_rect.top > Src->currentDesc.Height) { dst_rect.bottom - dst_rect.top > Src->currentDesc.Height) {
TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n"); TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
fb_copy_to_texture_direct(This, SrcSurface, (WINED3DRECT*)&src_rect, (WINED3DRECT*)&dst_rect, upsideDown, Filter); fb_copy_to_texture_direct(This, SrcSurface, &src_rect, &dst_rect, upsideDown, Filter);
} else { } else {
TRACE("Using hardware stretching to flip / stretch the texture\n"); TRACE("Using hardware stretching to flip / stretch the texture\n");
fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, (WINED3DRECT*)&src_rect, (WINED3DRECT*)&dst_rect, upsideDown, Filter); fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, (WINED3DRECT*)&src_rect, (WINED3DRECT*)&dst_rect, upsideDown, Filter);
......
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