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wine
wine-winehq
Commits
d374d850
Commit
d374d850
authored
Jul 23, 2010
by
Henri Verbeet
Committed by
Alexandre Julliard
Jul 23, 2010
Browse files
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Plain Diff
wined3d: Clear all render targets in an MRT setup.
parent
74015090
Hide whitespace changes
Inline
Side-by-side
Showing
4 changed files
with
280 additions
and
236 deletions
+280
-236
context.c
dlls/wined3d/context.c
+47
-11
device.c
dlls/wined3d/device.c
+225
-219
surface.c
dlls/wined3d/surface.c
+4
-3
wined3d_private.h
dlls/wined3d/wined3d_private.h
+4
-3
No files found.
dlls/wined3d/context.c
View file @
d374d850
...
...
@@ -473,7 +473,9 @@ void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target
{
if
(
surface_is_offscreen
(
render_target
))
{
UINT
clear_size
=
(
context
->
gl_info
->
limits
.
buffers
-
1
)
*
sizeof
(
*
context
->
blit_targets
);
context
->
blit_targets
[
0
]
=
render_target
;
if
(
clear_size
)
memset
(
&
context
->
blit_targets
[
1
],
0
,
clear_size
);
context_apply_fbo_state
(
context
,
target
,
context
->
blit_targets
,
depth_stencil
);
}
else
...
...
@@ -2059,30 +2061,64 @@ void context_apply_blit_state(struct wined3d_context *context, IWineD3DDeviceImp
/* Context activation is done by the caller. */
void
context_apply_clear_state
(
struct
wined3d_context
*
context
,
IWineD3DDeviceImpl
*
device
,
IWineD3DSurfaceImpl
*
render_target
,
IWineD3DSurfaceImpl
*
depth_stencil
)
UINT
rt_count
,
IWineD3DSurfaceImpl
**
rts
,
IWineD3DSurfaceImpl
*
depth_stencil
)
{
const
struct
StateEntry
*
state_table
=
device
->
StateTable
;
GLenum
buffer
;
UINT
i
;
if
(
wined3d_settings
.
offscreen_rendering_mode
==
ORM_FBO
)
{
context_validate_onscreen_formats
(
device
,
context
,
depth_stencil
);
ENTER_GL
();
context_apply_fbo_state_blit
(
context
,
GL_FRAMEBUFFER
,
render_target
,
depth_stencil
);
if
(
surface_is_offscreen
(
rts
[
0
]))
{
for
(
i
=
0
;
i
<
rt_count
;
++
i
)
{
context
->
blit_targets
[
i
]
=
rts
[
i
];
}
while
(
i
<
context
->
gl_info
->
limits
.
buffers
)
{
context
->
blit_targets
[
i
]
=
NULL
;
++
i
;
}
context_apply_fbo_state
(
context
,
GL_FRAMEBUFFER
,
context
->
blit_targets
,
depth_stencil
);
}
else
{
context_apply_fbo_state
(
context
,
GL_FRAMEBUFFER
,
NULL
,
NULL
);
}
LEAVE_GL
();
}
if
(
!
surface_is_offscreen
(
render_target
))
buffer
=
surface_get_gl_buffer
(
render_target
);
else
if
(
wined3d_settings
.
offscreen_rendering_mode
==
ORM_FBO
)
buffer
=
GL_COLOR_ATTACHMENT0
;
if
(
!
surface_is_offscreen
(
rts
[
0
]))
{
ENTER_GL
();
context_set_draw_buffer
(
context
,
surface_get_gl_buffer
(
rts
[
0
]));
LEAVE_GL
();
}
else
buffer
=
device
->
offscreenBuffer
;
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
GLenum
buffers
[
gl_info
->
limits
.
buffers
];
ENTER_GL
();
context_set_draw_buffer
(
context
,
buffer
);
LEAVE_GL
();
for
(
i
=
0
;
i
<
gl_info
->
limits
.
buffers
;
++
i
)
{
if
(
i
<
rt_count
&&
rts
[
i
])
buffers
[
i
]
=
GL_COLOR_ATTACHMENT0
+
i
;
else
buffers
[
i
]
=
GL_NONE
;
}
ENTER_GL
();
GL_EXTCALL
(
glDrawBuffersARB
(
gl_info
->
limits
.
buffers
,
buffers
));
checkGLcall
(
"glDrawBuffers()"
);
LEAVE_GL
();
context
->
draw_buffer_dirty
=
TRUE
;
}
if
(
context
->
last_was_blit
)
{
...
...
dlls/wined3d/device.c
View file @
d374d850
...
...
@@ -592,6 +592,228 @@ void device_switch_onscreen_ds(IWineD3DDeviceImpl *device,
IWineD3DSurface_AddRef
((
IWineD3DSurface
*
)
device
->
onscreen_depth_stencil
);
}
static
BOOL
is_full_clear
(
IWineD3DSurfaceImpl
*
target
,
const
RECT
*
draw_rect
,
const
RECT
*
clear_rect
)
{
/* partial draw rect */
if
(
draw_rect
->
left
||
draw_rect
->
top
||
draw_rect
->
right
<
target
->
currentDesc
.
Width
||
draw_rect
->
bottom
<
target
->
currentDesc
.
Height
)
return
FALSE
;
/* partial clear rect */
if
(
clear_rect
&&
(
clear_rect
->
left
>
0
||
clear_rect
->
top
>
0
||
clear_rect
->
right
<
target
->
currentDesc
.
Width
||
clear_rect
->
bottom
<
target
->
currentDesc
.
Height
))
return
FALSE
;
return
TRUE
;
}
static
void
prepare_ds_clear
(
IWineD3DSurfaceImpl
*
ds
,
struct
wined3d_context
*
context
,
DWORD
location
,
const
RECT
*
draw_rect
,
UINT
rect_count
,
const
RECT
*
clear_rect
)
{
RECT
current_rect
,
r
;
if
(
ds
->
Flags
&
location
)
SetRect
(
&
current_rect
,
0
,
0
,
ds
->
ds_current_size
.
cx
,
ds
->
ds_current_size
.
cy
);
else
SetRectEmpty
(
&
current_rect
);
IntersectRect
(
&
r
,
draw_rect
,
&
current_rect
);
if
(
EqualRect
(
&
r
,
draw_rect
))
{
/* current_rect ⊇ draw_rect, modify only. */
surface_modify_ds_location
(
ds
,
location
,
ds
->
ds_current_size
.
cx
,
ds
->
ds_current_size
.
cy
);
return
;
}
if
(
EqualRect
(
&
r
,
&
current_rect
))
{
/* draw_rect ⊇ current_rect, test if we're doing a full clear. */
if
(
!
clear_rect
)
{
/* Full clear, modify only. */
surface_modify_ds_location
(
ds
,
location
,
draw_rect
->
right
,
draw_rect
->
bottom
);
return
;
}
IntersectRect
(
&
r
,
draw_rect
,
clear_rect
);
if
(
EqualRect
(
&
r
,
draw_rect
))
{
/* clear_rect ⊇ draw_rect, modify only. */
surface_modify_ds_location
(
ds
,
location
,
draw_rect
->
right
,
draw_rect
->
bottom
);
return
;
}
}
/* Full load. */
surface_load_ds_location
(
ds
,
context
,
location
);
surface_modify_ds_location
(
ds
,
location
,
ds
->
ds_current_size
.
cx
,
ds
->
ds_current_size
.
cy
);
}
HRESULT
device_clear_render_targets
(
IWineD3DDeviceImpl
*
device
,
UINT
rt_count
,
IWineD3DSurfaceImpl
**
rts
,
UINT
rect_count
,
const
WINED3DRECT
*
rects
,
DWORD
flags
,
WINED3DCOLOR
color
,
float
depth
,
DWORD
stencil
)
{
const
RECT
*
clear_rect
=
(
rect_count
>
0
&&
rects
)
?
(
const
RECT
*
)
rects
:
NULL
;
IWineD3DSurfaceImpl
*
depth_stencil
=
device
->
depth_stencil
;
IWineD3DSurfaceImpl
*
target
=
rts
[
0
];
UINT
drawable_width
,
drawable_height
;
struct
wined3d_context
*
context
;
GLbitfield
clear_mask
=
0
;
unsigned
int
i
;
RECT
draw_rect
;
device_get_draw_rect
(
device
,
&
draw_rect
);
/* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
* drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
* for the cleared parts, and the untouched parts.
*
* If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
* anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
* the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
* checking all this if the dest surface is in the drawable anyway. */
if
(
flags
&
WINED3DCLEAR_TARGET
&&
!
is_full_clear
(
target
,
&
draw_rect
,
clear_rect
))
{
for
(
i
=
0
;
i
<
rt_count
;
++
i
)
{
if
(
rts
[
i
])
surface_load_location
(
rts
[
i
],
SFLAG_INDRAWABLE
,
NULL
);
}
}
context
=
context_acquire
(
device
,
target
);
if
(
!
context
->
valid
)
{
context_release
(
context
);
WARN
(
"Invalid context, skipping clear.
\n
"
);
return
WINED3D_OK
;
}
context_apply_clear_state
(
context
,
device
,
rt_count
,
rts
,
depth_stencil
);
target
->
get_drawable_size
(
context
,
&
drawable_width
,
&
drawable_height
);
ENTER_GL
();
/* Only set the values up once, as they are not changing. */
if
(
flags
&
WINED3DCLEAR_STENCIL
)
{
if
(
context
->
gl_info
->
supported
[
EXT_STENCIL_TWO_SIDE
])
{
glDisable
(
GL_STENCIL_TEST_TWO_SIDE_EXT
);
IWineD3DDeviceImpl_MarkStateDirty
(
device
,
STATE_RENDER
(
WINED3DRS_TWOSIDEDSTENCILMODE
));
}
glStencilMask
(
~
0U
);
IWineD3DDeviceImpl_MarkStateDirty
(
device
,
STATE_RENDER
(
WINED3DRS_STENCILWRITEMASK
));
glClearStencil
(
stencil
);
checkGLcall
(
"glClearStencil"
);
clear_mask
=
clear_mask
|
GL_STENCIL_BUFFER_BIT
;
}
if
(
flags
&
WINED3DCLEAR_ZBUFFER
)
{
DWORD
location
=
context
->
render_offscreen
?
SFLAG_DS_OFFSCREEN
:
SFLAG_DS_ONSCREEN
;
if
(
location
==
SFLAG_DS_ONSCREEN
&&
depth_stencil
!=
device
->
onscreen_depth_stencil
)
device_switch_onscreen_ds
(
device
,
context
,
depth_stencil
);
prepare_ds_clear
(
depth_stencil
,
context
,
location
,
&
draw_rect
,
rect_count
,
clear_rect
);
surface_modify_location
(
depth_stencil
,
SFLAG_INDRAWABLE
,
TRUE
);
glDepthMask
(
GL_TRUE
);
IWineD3DDeviceImpl_MarkStateDirty
(
device
,
STATE_RENDER
(
WINED3DRS_ZWRITEENABLE
));
glClearDepth
(
depth
);
checkGLcall
(
"glClearDepth"
);
clear_mask
=
clear_mask
|
GL_DEPTH_BUFFER_BIT
;
}
if
(
flags
&
WINED3DCLEAR_TARGET
)
{
for
(
i
=
0
;
i
<
rt_count
;
++
i
)
{
if
(
rts
[
i
])
surface_modify_location
(
rts
[
i
],
SFLAG_INDRAWABLE
,
TRUE
);
}
glColorMask
(
GL_TRUE
,
GL_TRUE
,
GL_TRUE
,
GL_TRUE
);
IWineD3DDeviceImpl_MarkStateDirty
(
device
,
STATE_RENDER
(
WINED3DRS_COLORWRITEENABLE
));
IWineD3DDeviceImpl_MarkStateDirty
(
device
,
STATE_RENDER
(
WINED3DRS_COLORWRITEENABLE1
));
IWineD3DDeviceImpl_MarkStateDirty
(
device
,
STATE_RENDER
(
WINED3DRS_COLORWRITEENABLE2
));
IWineD3DDeviceImpl_MarkStateDirty
(
device
,
STATE_RENDER
(
WINED3DRS_COLORWRITEENABLE3
));
glClearColor
(
D3DCOLOR_R
(
color
),
D3DCOLOR_G
(
color
),
D3DCOLOR_B
(
color
),
D3DCOLOR_A
(
color
));
checkGLcall
(
"glClearColor"
);
clear_mask
=
clear_mask
|
GL_COLOR_BUFFER_BIT
;
}
if
(
!
clear_rect
)
{
if
(
context
->
render_offscreen
)
{
glScissor
(
draw_rect
.
left
,
draw_rect
.
top
,
draw_rect
.
right
-
draw_rect
.
left
,
draw_rect
.
bottom
-
draw_rect
.
top
);
}
else
{
glScissor
(
draw_rect
.
left
,
drawable_height
-
draw_rect
.
bottom
,
draw_rect
.
right
-
draw_rect
.
left
,
draw_rect
.
bottom
-
draw_rect
.
top
);
}
checkGLcall
(
"glScissor"
);
glClear
(
clear_mask
);
checkGLcall
(
"glClear"
);
}
else
{
RECT
current_rect
;
/* Now process each rect in turn. */
for
(
i
=
0
;
i
<
rect_count
;
++
i
)
{
/* Note that GL uses lower left, width/height. */
IntersectRect
(
&
current_rect
,
&
draw_rect
,
&
clear_rect
[
i
]);
TRACE
(
"clear_rect[%u] %s, current_rect %s.
\n
"
,
i
,
wine_dbgstr_rect
(
&
clear_rect
[
i
]),
wine_dbgstr_rect
(
&
current_rect
));
/* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
* The rectangle is not cleared, no error is returned, but further rectanlges are
* still cleared if they are valid. */
if
(
current_rect
.
left
>
current_rect
.
right
||
current_rect
.
top
>
current_rect
.
bottom
)
{
TRACE
(
"Rectangle with negative dimensions, ignoring.
\n
"
);
continue
;
}
if
(
context
->
render_offscreen
)
{
glScissor
(
current_rect
.
left
,
current_rect
.
top
,
current_rect
.
right
-
current_rect
.
left
,
current_rect
.
bottom
-
current_rect
.
top
);
}
else
{
glScissor
(
current_rect
.
left
,
drawable_height
-
current_rect
.
bottom
,
current_rect
.
right
-
current_rect
.
left
,
current_rect
.
bottom
-
current_rect
.
top
);
}
checkGLcall
(
"glScissor"
);
glClear
(
clear_mask
);
checkGLcall
(
"glClear"
);
}
}
LEAVE_GL
();
if
(
wined3d_settings
.
strict_draw_ordering
||
((
target
->
Flags
&
SFLAG_SWAPCHAIN
)
&&
((
IWineD3DSwapChainImpl
*
)
target
->
container
)
->
front_buffer
==
target
))
wglFlush
();
/* Flush to ensure ordering across contexts. */
context_release
(
context
);
return
WINED3D_OK
;
}
/**********************************************************
* IUnknown parts follows
**********************************************************/
...
...
@@ -4358,223 +4580,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Present(IWineD3DDevice *iface,
return
WINED3D_OK
;
}
static
BOOL
is_full_clear
(
IWineD3DSurfaceImpl
*
target
,
const
RECT
*
draw_rect
,
const
RECT
*
clear_rect
)
{
/* partial draw rect */
if
(
draw_rect
->
left
||
draw_rect
->
top
||
draw_rect
->
right
<
target
->
currentDesc
.
Width
||
draw_rect
->
bottom
<
target
->
currentDesc
.
Height
)
return
FALSE
;
/* partial clear rect */
if
(
clear_rect
&&
(
clear_rect
->
left
>
0
||
clear_rect
->
top
>
0
||
clear_rect
->
right
<
target
->
currentDesc
.
Width
||
clear_rect
->
bottom
<
target
->
currentDesc
.
Height
))
return
FALSE
;
return
TRUE
;
}
static
void
prepare_ds_clear
(
IWineD3DSurfaceImpl
*
ds
,
struct
wined3d_context
*
context
,
DWORD
location
,
const
RECT
*
draw_rect
,
UINT
rect_count
,
const
RECT
*
clear_rect
)
{
RECT
current_rect
,
r
;
if
(
ds
->
Flags
&
location
)
SetRect
(
&
current_rect
,
0
,
0
,
ds
->
ds_current_size
.
cx
,
ds
->
ds_current_size
.
cy
);
else
SetRectEmpty
(
&
current_rect
);
IntersectRect
(
&
r
,
draw_rect
,
&
current_rect
);
if
(
EqualRect
(
&
r
,
draw_rect
))
{
/* current_rect ⊇ draw_rect, modify only. */
surface_modify_ds_location
(
ds
,
location
,
ds
->
ds_current_size
.
cx
,
ds
->
ds_current_size
.
cy
);
return
;
}
if
(
EqualRect
(
&
r
,
&
current_rect
))
{
/* draw_rect ⊇ current_rect, test if we're doing a full clear. */
if
(
!
clear_rect
)
{
/* Full clear, modify only. */
surface_modify_ds_location
(
ds
,
location
,
draw_rect
->
right
,
draw_rect
->
bottom
);
return
;
}
IntersectRect
(
&
r
,
draw_rect
,
clear_rect
);
if
(
EqualRect
(
&
r
,
draw_rect
))
{
/* clear_rect ⊇ draw_rect, modify only. */
surface_modify_ds_location
(
ds
,
location
,
draw_rect
->
right
,
draw_rect
->
bottom
);
return
;
}
}
/* Full load. */
surface_load_ds_location
(
ds
,
context
,
location
);
surface_modify_ds_location
(
ds
,
location
,
ds
->
ds_current_size
.
cx
,
ds
->
ds_current_size
.
cy
);
}
/* Not called from the VTable (internal subroutine) */
HRESULT
IWineD3DDeviceImpl_ClearSurface
(
IWineD3DDeviceImpl
*
This
,
IWineD3DSurfaceImpl
*
target
,
DWORD
Count
,
const
WINED3DRECT
*
pRects
,
DWORD
Flags
,
WINED3DCOLOR
Color
,
float
Z
,
DWORD
Stencil
)
{
const
RECT
*
clear_rect
=
(
Count
>
0
&&
pRects
)
?
(
const
RECT
*
)
pRects
:
NULL
;
IWineD3DSurfaceImpl
*
depth_stencil
=
This
->
depth_stencil
;
GLbitfield
glMask
=
0
;
unsigned
int
i
;
UINT
drawable_width
,
drawable_height
;
struct
wined3d_context
*
context
;
RECT
draw_rect
;
device_get_draw_rect
(
This
,
&
draw_rect
);
/* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
* drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
* for the cleared parts, and the untouched parts.
*
* If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
* anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
* the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
* checking all this if the dest surface is in the drawable anyway.
*/
if
(
Flags
&
WINED3DCLEAR_TARGET
&&
!
(
target
->
Flags
&
SFLAG_INDRAWABLE
))
{
if
(
!
is_full_clear
(
target
,
&
draw_rect
,
clear_rect
))
surface_load_location
(
target
,
SFLAG_INDRAWABLE
,
NULL
);
}
context
=
context_acquire
(
This
,
target
);
if
(
!
context
->
valid
)
{
context_release
(
context
);
WARN
(
"Invalid context, skipping clear.
\n
"
);
return
WINED3D_OK
;
}
context_apply_clear_state
(
context
,
This
,
target
,
depth_stencil
);
target
->
get_drawable_size
(
context
,
&
drawable_width
,
&
drawable_height
);
ENTER_GL
();
/* Only set the values up once, as they are not changing */
if
(
Flags
&
WINED3DCLEAR_STENCIL
)
{
if
(
context
->
gl_info
->
supported
[
EXT_STENCIL_TWO_SIDE
])
{
glDisable
(
GL_STENCIL_TEST_TWO_SIDE_EXT
);
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_RENDER
(
WINED3DRS_TWOSIDEDSTENCILMODE
));
}
glStencilMask
(
~
0U
);
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_RENDER
(
WINED3DRS_STENCILWRITEMASK
));
glClearStencil
(
Stencil
);
checkGLcall
(
"glClearStencil"
);
glMask
=
glMask
|
GL_STENCIL_BUFFER_BIT
;
}
if
(
Flags
&
WINED3DCLEAR_ZBUFFER
)
{
DWORD
location
=
context
->
render_offscreen
?
SFLAG_DS_OFFSCREEN
:
SFLAG_DS_ONSCREEN
;
if
(
location
==
SFLAG_DS_ONSCREEN
&&
depth_stencil
!=
This
->
onscreen_depth_stencil
)
device_switch_onscreen_ds
(
This
,
context
,
depth_stencil
);
prepare_ds_clear
(
depth_stencil
,
context
,
location
,
&
draw_rect
,
Count
,
clear_rect
);
surface_modify_location
(
depth_stencil
,
SFLAG_INDRAWABLE
,
TRUE
);
glDepthMask
(
GL_TRUE
);
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_RENDER
(
WINED3DRS_ZWRITEENABLE
));
glClearDepth
(
Z
);
checkGLcall
(
"glClearDepth"
);
glMask
=
glMask
|
GL_DEPTH_BUFFER_BIT
;
}
if
(
Flags
&
WINED3DCLEAR_TARGET
)
{
surface_modify_location
(
target
,
SFLAG_INDRAWABLE
,
TRUE
);
glColorMask
(
GL_TRUE
,
GL_TRUE
,
GL_TRUE
,
GL_TRUE
);
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_RENDER
(
WINED3DRS_COLORWRITEENABLE
));
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_RENDER
(
WINED3DRS_COLORWRITEENABLE1
));
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_RENDER
(
WINED3DRS_COLORWRITEENABLE2
));
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_RENDER
(
WINED3DRS_COLORWRITEENABLE3
));
glClearColor
(
D3DCOLOR_R
(
Color
),
D3DCOLOR_G
(
Color
),
D3DCOLOR_B
(
Color
),
D3DCOLOR_A
(
Color
));
checkGLcall
(
"glClearColor"
);
glMask
=
glMask
|
GL_COLOR_BUFFER_BIT
;
}
if
(
!
clear_rect
)
{
if
(
context
->
render_offscreen
)
{
glScissor
(
draw_rect
.
left
,
draw_rect
.
top
,
draw_rect
.
right
-
draw_rect
.
left
,
draw_rect
.
bottom
-
draw_rect
.
top
);
}
else
{
glScissor
(
draw_rect
.
left
,
drawable_height
-
draw_rect
.
bottom
,
draw_rect
.
right
-
draw_rect
.
left
,
draw_rect
.
bottom
-
draw_rect
.
top
);
}
checkGLcall
(
"glScissor"
);
glClear
(
glMask
);
checkGLcall
(
"glClear"
);
}
else
{
RECT
current_rect
;
/* Now process each rect in turn. */
for
(
i
=
0
;
i
<
Count
;
++
i
)
{
/* Note gl uses lower left, width/height */
IntersectRect
(
&
current_rect
,
&
draw_rect
,
&
clear_rect
[
i
]);
TRACE
(
"clear_rect[%u] %s, current_rect %s.
\n
"
,
i
,
wine_dbgstr_rect
(
&
clear_rect
[
i
]),
wine_dbgstr_rect
(
&
current_rect
));
/* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
* The rectangle is not cleared, no error is returned, but further rectanlges are
* still cleared if they are valid. */
if
(
current_rect
.
left
>
current_rect
.
right
||
current_rect
.
top
>
current_rect
.
bottom
)
{
TRACE
(
"Rectangle with negative dimensions, ignoring.
\n
"
);
continue
;
}
if
(
context
->
render_offscreen
)
{
glScissor
(
current_rect
.
left
,
current_rect
.
top
,
current_rect
.
right
-
current_rect
.
left
,
current_rect
.
bottom
-
current_rect
.
top
);
}
else
{
glScissor
(
current_rect
.
left
,
drawable_height
-
current_rect
.
bottom
,
current_rect
.
right
-
current_rect
.
left
,
current_rect
.
bottom
-
current_rect
.
top
);
}
checkGLcall
(
"glScissor"
);
glClear
(
glMask
);
checkGLcall
(
"glClear"
);
}
}
LEAVE_GL
();
if
(
wined3d_settings
.
strict_draw_ordering
||
((
target
->
Flags
&
SFLAG_SWAPCHAIN
)
&&
((
IWineD3DSwapChainImpl
*
)
target
->
container
)
->
front_buffer
==
target
))
wglFlush
();
/* Flush to ensure ordering across contexts. */
context_release
(
context
);
return
WINED3D_OK
;
}
static
HRESULT
WINAPI
IWineD3DDeviceImpl_Clear
(
IWineD3DDevice
*
iface
,
DWORD
Count
,
const
WINED3DRECT
*
pRects
,
DWORD
Flags
,
WINED3DCOLOR
Color
,
float
Z
,
DWORD
Stencil
)
{
...
...
@@ -4590,7 +4595,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Coun
return
WINED3DERR_INVALIDCALL
;
}
return
IWineD3DDeviceImpl_ClearSurface
(
This
,
This
->
render_targets
[
0
],
Count
,
pRects
,
Flags
,
Color
,
Z
,
Stencil
);
return
device_clear_render_targets
(
This
,
This
->
adapter
->
gl_info
.
limits
.
buffers
,
This
->
render_targets
,
Count
,
pRects
,
Flags
,
Color
,
Z
,
Stencil
);
}
/*****
...
...
@@ -5493,7 +5499,7 @@ static void color_fill_fbo(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface,
surface_modify_location
(
surface
,
SFLAG_INDRAWABLE
,
TRUE
);
context
=
context_acquire
(
This
,
surface
);
context_apply_clear_state
(
context
,
This
,
surface
,
NULL
);
context_apply_clear_state
(
context
,
This
,
1
,
&
surface
,
NULL
);
ENTER_GL
();
...
...
dlls/wined3d/surface.c
View file @
d374d850
...
...
@@ -4726,10 +4726,11 @@ static BOOL ffp_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_
return
FALSE
;
}
static
HRESULT
ffp_blit_color_fill
(
IWineD3DDeviceImpl
*
device
,
IWineD3DSurfaceImpl
*
dst_surface
,
const
RECT
*
dst_rect
,
DWORD
fill_color
)
static
HRESULT
ffp_blit_color_fill
(
IWineD3DDeviceImpl
*
device
,
IWineD3DSurfaceImpl
*
dst_surface
,
const
RECT
*
dst_rect
,
DWORD
fill_color
)
{
return
IWineD3DDeviceImpl_ClearSurface
(
device
,
dst_surface
,
1
/* Number of rectangles
*/
,
(
const
WINED3DRECT
*
)
dst_rect
,
WINED3DCLEAR_TARGET
,
fill_color
,
0
.
0
f
/* Z */
,
0
/* S
tencil */
);
return
device_clear_render_targets
(
device
,
1
/* rt_count */
,
&
dst_surface
,
1
/* rect_count
*/
,
(
const
WINED3DRECT
*
)
dst_rect
,
WINED3DCLEAR_TARGET
,
fill_color
,
0
.
0
f
/* depth */
,
0
/* s
tencil */
);
}
const
struct
blit_shader
ffp_blit
=
{
...
...
dlls/wined3d/wined3d_private.h
View file @
d374d850
...
...
@@ -1161,7 +1161,7 @@ void context_alloc_occlusion_query(struct wined3d_context *context,
struct
wined3d_occlusion_query
*
query
)
DECLSPEC_HIDDEN
;
void
context_apply_blit_state
(
struct
wined3d_context
*
context
,
IWineD3DDeviceImpl
*
device
)
DECLSPEC_HIDDEN
;
void
context_apply_clear_state
(
struct
wined3d_context
*
context
,
IWineD3DDeviceImpl
*
device
,
IWineD3DSurfaceImpl
*
render_target
,
IWineD3DSurfaceImpl
*
depth_stencil
)
DECLSPEC_HIDDEN
;
UINT
rt_count
,
IWineD3DSurfaceImpl
**
rts
,
IWineD3DSurfaceImpl
*
depth_stencil
)
DECLSPEC_HIDDEN
;
void
context_apply_draw_state
(
struct
wined3d_context
*
context
,
IWineD3DDeviceImpl
*
device
)
DECLSPEC_HIDDEN
;
void
context_apply_fbo_state_blit
(
struct
wined3d_context
*
context
,
GLenum
target
,
IWineD3DSurfaceImpl
*
render_target
,
IWineD3DSurfaceImpl
*
depth_stencil
)
DECLSPEC_HIDDEN
;
...
...
@@ -1686,6 +1686,9 @@ struct IWineD3DDeviceImpl
struct
WineD3DRectPatch
*
currentPatch
;
};
HRESULT
device_clear_render_targets
(
IWineD3DDeviceImpl
*
device
,
UINT
rt_count
,
IWineD3DSurfaceImpl
**
rts
,
UINT
rect_count
,
const
WINED3DRECT
*
rects
,
DWORD
flags
,
WINED3DCOLOR
color
,
float
depth
,
DWORD
stencil
)
DECLSPEC_HIDDEN
;
BOOL
device_context_add
(
IWineD3DDeviceImpl
*
device
,
struct
wined3d_context
*
context
)
DECLSPEC_HIDDEN
;
void
device_context_remove
(
IWineD3DDeviceImpl
*
device
,
struct
wined3d_context
*
context
)
DECLSPEC_HIDDEN
;
void
device_get_draw_rect
(
IWineD3DDeviceImpl
*
device
,
RECT
*
rect
)
DECLSPEC_HIDDEN
;
...
...
@@ -1702,8 +1705,6 @@ void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
void
device_switch_onscreen_ds
(
IWineD3DDeviceImpl
*
device
,
struct
wined3d_context
*
context
,
IWineD3DSurfaceImpl
*
depth_stencil
)
DECLSPEC_HIDDEN
;
void
device_update_stream_info
(
IWineD3DDeviceImpl
*
device
,
const
struct
wined3d_gl_info
*
gl_info
)
DECLSPEC_HIDDEN
;
HRESULT
IWineD3DDeviceImpl_ClearSurface
(
IWineD3DDeviceImpl
*
This
,
IWineD3DSurfaceImpl
*
target
,
DWORD
Count
,
const
WINED3DRECT
*
pRects
,
DWORD
Flags
,
WINED3DCOLOR
Color
,
float
Z
,
DWORD
Stencil
)
DECLSPEC_HIDDEN
;
void
IWineD3DDeviceImpl_FindTexUnitMap
(
IWineD3DDeviceImpl
*
This
)
DECLSPEC_HIDDEN
;
void
IWineD3DDeviceImpl_MarkStateDirty
(
IWineD3DDeviceImpl
*
This
,
DWORD
state
)
DECLSPEC_HIDDEN
;
...
...
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