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wine
wine-winehq
Commits
bea50a39
Commit
bea50a39
authored
Apr 22, 2010
by
Henri Verbeet
Committed by
Alexandre Julliard
Apr 25, 2010
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Plain Diff
wined3d: Simply pass an IWineD3DSurfaceImpl pointer to fb_copy_to_texture_hwstretch().
parent
99994f88
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1 changed file
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58 additions
and
49 deletions
+58
-49
surface.c
dlls/wined3d/surface.c
+58
-49
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dlls/wined3d/surface.c
View file @
bea50a39
...
@@ -3097,16 +3097,15 @@ static void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *dst_surface, IWineD3D
...
@@ -3097,16 +3097,15 @@ static void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *dst_surface, IWineD3D
}
}
/* Uses the hardware to stretch and flip the image */
/* Uses the hardware to stretch and flip the image */
static
inline
void
fb_copy_to_texture_hwstretch
(
IWineD3DSurfaceImpl
*
This
,
IWineD3DSurface
*
SrcS
urface
,
static
void
fb_copy_to_texture_hwstretch
(
IWineD3DSurfaceImpl
*
dst_surface
,
IWineD3DSurfaceImpl
*
src_s
urface
,
const
RECT
*
src_rect
,
const
RECT
*
dst_rect_in
,
WINED3DTEXTUREFILTERTYPE
Filter
)
const
RECT
*
src_rect
,
const
RECT
*
dst_rect_in
,
WINED3DTEXTUREFILTERTYPE
Filter
)
{
{
IWineD3DDeviceImpl
*
device
=
This
->
resource
.
device
;
IWineD3DDeviceImpl
*
device
=
dst_surface
->
resource
.
device
;
GLuint
src
,
backup
=
0
;
GLuint
src
,
backup
=
0
;
IWineD3DSurfaceImpl
*
Src
=
(
IWineD3DSurfaceImpl
*
)
SrcSurface
;
IWineD3DSwapChainImpl
*
src_swapchain
=
NULL
;
IWineD3DSwapChainImpl
*
src_swapchain
=
NULL
;
float
left
,
right
,
top
,
bottom
;
/* Texture coordinates */
float
left
,
right
,
top
,
bottom
;
/* Texture coordinates */
UINT
fbwidth
=
Src
->
currentDesc
.
Width
;
UINT
fbwidth
=
src_surface
->
currentDesc
.
Width
;
UINT
fbheight
=
Src
->
currentDesc
.
Height
;
UINT
fbheight
=
src_surface
->
currentDesc
.
Height
;
struct
wined3d_context
*
context
;
struct
wined3d_context
*
context
;
GLenum
drawBuffer
=
GL_BACK
;
GLenum
drawBuffer
=
GL_BACK
;
GLenum
texture_target
;
GLenum
texture_target
;
...
@@ -3117,15 +3116,15 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
...
@@ -3117,15 +3116,15 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
TRACE
(
"Using hwstretch blit
\n
"
);
TRACE
(
"Using hwstretch blit
\n
"
);
/* Activate the Proper context for reading from the source surface, set it up for blitting */
/* Activate the Proper context for reading from the source surface, set it up for blitting */
context
=
context_acquire
(
device
,
Src
,
CTXUSAGE_BLIT
);
context
=
context_acquire
(
device
,
src_surface
,
CTXUSAGE_BLIT
);
surface_internal_preload
((
IWineD3DSurface
*
)
This
,
SRGB_RGB
);
surface_internal_preload
((
IWineD3DSurface
*
)
dst_surface
,
SRGB_RGB
);
src_offscreen
=
surface_is_offscreen
(
Src
);
src_offscreen
=
surface_is_offscreen
(
src_surface
);
noBackBufferBackup
=
src_offscreen
&&
wined3d_settings
.
offscreen_rendering_mode
==
ORM_FBO
;
noBackBufferBackup
=
src_offscreen
&&
wined3d_settings
.
offscreen_rendering_mode
==
ORM_FBO
;
if
(
!
noBackBufferBackup
&&
!
Src
->
texture_name
)
if
(
!
noBackBufferBackup
&&
!
src_surface
->
texture_name
)
{
{
/* Get it a description */
/* Get it a description */
surface_internal_preload
(
SrcS
urface
,
SRGB_RGB
);
surface_internal_preload
(
(
IWineD3DSurface
*
)
src_s
urface
,
SRGB_RGB
);
}
}
ENTER_GL
();
ENTER_GL
();
...
@@ -3153,14 +3152,14 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
...
@@ -3153,14 +3152,14 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
/* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
/* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
* we are reading from the back buffer, the backup can be used as source texture
* we are reading from the back buffer, the backup can be used as source texture
*/
*/
texture_target
=
Src
->
texture_target
;
texture_target
=
src_surface
->
texture_target
;
glBindTexture
(
texture_target
,
Src
->
texture_name
);
glBindTexture
(
texture_target
,
src_surface
->
texture_name
);
checkGLcall
(
"glBindTexture(texture_target,
Src
->texture_name)"
);
checkGLcall
(
"glBindTexture(texture_target,
src_surface
->texture_name)"
);
glEnable
(
texture_target
);
glEnable
(
texture_target
);
checkGLcall
(
"glEnable(texture_target)"
);
checkGLcall
(
"glEnable(texture_target)"
);
/* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
/* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
Src
->
Flags
&=
~
SFLAG_INTEXTURE
;
src_surface
->
Flags
&=
~
SFLAG_INTEXTURE
;
}
}
/* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
/* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
...
@@ -3181,7 +3180,7 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
...
@@ -3181,7 +3180,7 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
}
}
else
else
{
{
glReadBuffer
(
surface_get_gl_buffer
(
Src
));
glReadBuffer
(
surface_get_gl_buffer
(
src_surface
));
}
}
/* TODO: Only back up the part that will be overwritten */
/* TODO: Only back up the part that will be overwritten */
...
@@ -3201,11 +3200,14 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
...
@@ -3201,11 +3200,14 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
wined3d_gl_min_mip_filter
(
minMipLookup
,
Filter
,
WINED3DTEXF_NONE
));
wined3d_gl_min_mip_filter
(
minMipLookup
,
Filter
,
WINED3DTEXF_NONE
));
checkGLcall
(
"glTexParameteri"
);
checkGLcall
(
"glTexParameteri"
);
IWineD3DSurface_GetContainer
((
IWineD3DSurface
*
)
SrcS
urface
,
&
IID_IWineD3DSwapChain
,
(
void
**
)
&
src_swapchain
);
IWineD3DSurface_GetContainer
((
IWineD3DSurface
*
)
src_s
urface
,
&
IID_IWineD3DSwapChain
,
(
void
**
)
&
src_swapchain
);
if
(
src_swapchain
)
IWineD3DSwapChain_Release
((
IWineD3DSwapChain
*
)
src_swapchain
);
if
(
src_swapchain
)
IWineD3DSwapChain_Release
((
IWineD3DSwapChain
*
)
src_swapchain
);
if
(
!
src_swapchain
||
(
IWineD3DSurface
*
)
Src
==
src_swapchain
->
backBuffer
[
0
])
{
if
(
!
src_swapchain
||
src_surface
==
(
IWineD3DSurfaceImpl
*
)
src_swapchain
->
backBuffer
[
0
])
src
=
backup
?
backup
:
Src
->
texture_name
;
{
}
else
{
src
=
backup
?
backup
:
src_surface
->
texture_name
;
}
else
{
glReadBuffer
(
GL_FRONT
);
glReadBuffer
(
GL_FRONT
);
checkGLcall
(
"glReadBuffer(GL_FRONT)"
);
checkGLcall
(
"glReadBuffer(GL_FRONT)"
);
...
@@ -3217,8 +3219,8 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
...
@@ -3217,8 +3219,8 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
/* TODO: Only copy the part that will be read. Use src_rect->left, src_rect->bottom as origin, but with the width watch
/* TODO: Only copy the part that will be read. Use src_rect->left, src_rect->bottom as origin, but with the width watch
* out for power of 2 sizes
* out for power of 2 sizes
*/
*/
glTexImage2D
(
GL_TEXTURE_2D
,
0
,
GL_RGBA
,
Src
->
pow2Width
,
Src
->
pow2Height
,
0
,
glTexImage2D
(
GL_TEXTURE_2D
,
0
,
GL_RGBA
,
src_surface
->
pow2Width
,
GL_RGBA
,
GL_UNSIGNED_BYTE
,
NULL
);
src_surface
->
pow2Height
,
0
,
GL_RGBA
,
GL_UNSIGNED_BYTE
,
NULL
);
checkGLcall
(
"glTexImage2D"
);
checkGLcall
(
"glTexImage2D"
);
glCopyTexSubImage2D
(
GL_TEXTURE_2D
,
0
,
glCopyTexSubImage2D
(
GL_TEXTURE_2D
,
0
,
0
,
0
/* read offsets */
,
0
,
0
/* read offsets */
,
...
@@ -3245,19 +3247,23 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
...
@@ -3245,19 +3247,23 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
left
=
src_rect
->
left
;
left
=
src_rect
->
left
;
right
=
src_rect
->
right
;
right
=
src_rect
->
right
;
if
(
upsidedown
)
{
if
(
upsidedown
)
top
=
Src
->
currentDesc
.
Height
-
src_rect
->
top
;
{
bottom
=
Src
->
currentDesc
.
Height
-
src_rect
->
bottom
;
top
=
src_surface
->
currentDesc
.
Height
-
src_rect
->
top
;
}
else
{
bottom
=
src_surface
->
currentDesc
.
Height
-
src_rect
->
bottom
;
top
=
Src
->
currentDesc
.
Height
-
src_rect
->
bottom
;
}
bottom
=
Src
->
currentDesc
.
Height
-
src_rect
->
top
;
else
{
top
=
src_surface
->
currentDesc
.
Height
-
src_rect
->
bottom
;
bottom
=
src_surface
->
currentDesc
.
Height
-
src_rect
->
top
;
}
}
if
(
Src
->
Flags
&
SFLAG_NORMCOORD
)
{
if
(
src_surface
->
Flags
&
SFLAG_NORMCOORD
)
left
/=
Src
->
pow2Width
;
{
right
/=
Src
->
pow2Width
;
left
/=
src_surface
->
pow2Width
;
top
/=
Src
->
pow2Height
;
right
/=
src_surface
->
pow2Width
;
bottom
/=
Src
->
pow2Height
;
top
/=
src_surface
->
pow2Height
;
bottom
/=
src_surface
->
pow2Height
;
}
}
/* draw the source texture stretched and upside down. The correct surface is bound already */
/* draw the source texture stretched and upside down. The correct surface is bound already */
...
@@ -3286,15 +3292,15 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
...
@@ -3286,15 +3292,15 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
glEnd
();
glEnd
();
checkGLcall
(
"glEnd and previous"
);
checkGLcall
(
"glEnd and previous"
);
if
(
texture_target
!=
This
->
texture_target
)
if
(
texture_target
!=
dst_surface
->
texture_target
)
{
{
glDisable
(
texture_target
);
glDisable
(
texture_target
);
glEnable
(
This
->
texture_target
);
glEnable
(
dst_surface
->
texture_target
);
texture_target
=
This
->
texture_target
;
texture_target
=
dst_surface
->
texture_target
;
}
}
/* Now read the stretched and upside down image into the destination texture */
/* Now read the stretched and upside down image into the destination texture */
glBindTexture
(
texture_target
,
This
->
texture_name
);
glBindTexture
(
texture_target
,
dst_surface
->
texture_name
);
checkGLcall
(
"glBindTexture"
);
checkGLcall
(
"glBindTexture"
);
glCopyTexSubImage2D
(
texture_target
,
glCopyTexSubImage2D
(
texture_target
,
0
,
0
,
...
@@ -3313,20 +3319,22 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
...
@@ -3313,20 +3319,22 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
}
}
glBindTexture
(
GL_TEXTURE_2D
,
backup
);
glBindTexture
(
GL_TEXTURE_2D
,
backup
);
checkGLcall
(
"glBindTexture(GL_TEXTURE_2D, backup)"
);
checkGLcall
(
"glBindTexture(GL_TEXTURE_2D, backup)"
);
}
else
{
}
if
(
texture_target
!=
Src
->
texture_target
)
else
{
if
(
texture_target
!=
src_surface
->
texture_target
)
{
{
glDisable
(
texture_target
);
glDisable
(
texture_target
);
glEnable
(
Src
->
texture_target
);
glEnable
(
src_surface
->
texture_target
);
texture_target
=
Src
->
texture_target
;
texture_target
=
src_surface
->
texture_target
;
}
}
glBindTexture
(
Src
->
texture_target
,
Src
->
texture_name
);
glBindTexture
(
src_surface
->
texture_target
,
src_surface
->
texture_name
);
checkGLcall
(
"glBindTexture(
Src->texture_target, Src
->texture_name)"
);
checkGLcall
(
"glBindTexture(
src_surface->texture_target, src_surface
->texture_name)"
);
}
}
glBegin
(
GL_QUADS
);
glBegin
(
GL_QUADS
);
/* top left */
/* top left */
glTexCoord2f
(
0
.
0
f
,
(
float
)
fbheight
/
(
float
)
Src
->
pow2Height
);
glTexCoord2f
(
0
.
0
f
,
(
float
)
fbheight
/
(
float
)
src_surface
->
pow2Height
);
glVertex2i
(
0
,
0
);
glVertex2i
(
0
,
0
);
/* bottom left */
/* bottom left */
...
@@ -3334,11 +3342,12 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
...
@@ -3334,11 +3342,12 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
glVertex2i
(
0
,
fbheight
);
glVertex2i
(
0
,
fbheight
);
/* bottom right */
/* bottom right */
glTexCoord2f
((
float
)
fbwidth
/
(
float
)
Src
->
pow2Width
,
0
.
0
f
);
glTexCoord2f
((
float
)
fbwidth
/
(
float
)
src_surface
->
pow2Width
,
0
.
0
f
);
glVertex2i
(
fbwidth
,
Src
->
currentDesc
.
Height
);
glVertex2i
(
fbwidth
,
src_surface
->
currentDesc
.
Height
);
/* top right */
/* top right */
glTexCoord2f
((
float
)
fbwidth
/
(
float
)
Src
->
pow2Width
,
(
float
)
fbheight
/
(
float
)
Src
->
pow2Height
);
glTexCoord2f
((
float
)
fbwidth
/
(
float
)
src_surface
->
pow2Width
,
(
float
)
fbheight
/
(
float
)
src_surface
->
pow2Height
);
glVertex2i
(
fbwidth
,
0
);
glVertex2i
(
fbwidth
,
0
);
glEnd
();
glEnd
();
}
}
...
@@ -3346,7 +3355,7 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
...
@@ -3346,7 +3355,7 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
checkGLcall
(
"glDisable(texture_target)"
);
checkGLcall
(
"glDisable(texture_target)"
);
/* Cleanup */
/* Cleanup */
if
(
src
!=
Src
->
texture_name
&&
src
!=
backup
)
if
(
src
!=
src_surface
->
texture_name
&&
src
!=
backup
)
{
{
glDeleteTextures
(
1
,
&
src
);
glDeleteTextures
(
1
,
&
src
);
checkGLcall
(
"glDeleteTextures(1, &src)"
);
checkGLcall
(
"glDeleteTextures(1, &src)"
);
...
@@ -3365,7 +3374,7 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
...
@@ -3365,7 +3374,7 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
/* The texture is now most up to date - If the surface is a render target and has a drawable, this
/* The texture is now most up to date - If the surface is a render target and has a drawable, this
* path is never entered
* path is never entered
*/
*/
IWineD3DSurface_ModifyLocation
((
IWineD3DSurface
*
)
This
,
SFLAG_INTEXTURE
,
TRUE
);
IWineD3DSurface_ModifyLocation
((
IWineD3DSurface
*
)
dst_surface
,
SFLAG_INTEXTURE
,
TRUE
);
}
}
/* Until the blit_shader is ready, define some prototypes here. */
/* Until the blit_shader is ready, define some prototypes here. */
...
@@ -3589,7 +3598,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
...
@@ -3589,7 +3598,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
fb_copy_to_texture_direct
(
This
,
Src
,
&
src_rect
,
&
dst_rect
,
Filter
);
fb_copy_to_texture_direct
(
This
,
Src
,
&
src_rect
,
&
dst_rect
,
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
,
Src
Surface
,
&
src_rect
,
&
dst_rect
,
Filter
);
fb_copy_to_texture_hwstretch
(
This
,
Src
,
&
src_rect
,
&
dst_rect
,
Filter
);
}
}
if
(
!
(
This
->
Flags
&
SFLAG_DONOTFREE
))
{
if
(
!
(
This
->
Flags
&
SFLAG_DONOTFREE
))
{
...
...
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