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wine
wine-winehq
Commits
eb3fb4bf
Commit
eb3fb4bf
authored
Dec 19, 2007
by
Alexander Dorofeyev
Committed by
Alexandre Julliard
Dec 21, 2007
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Plain Diff
wined3d: Use IWineD3DDeviceImpl_ClearSurface in IWineD3DDeviceImpl_Clear.
parent
f5aaabd1
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1 changed file
with
1 addition
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159 deletions
+1
-159
device.c
dlls/wined3d/device.c
+1
-159
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dlls/wined3d/device.c
View file @
eb3fb4bf
...
...
@@ -4942,13 +4942,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Coun
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
IWineD3DSurfaceImpl
*
target
=
(
IWineD3DSurfaceImpl
*
)
This
->
render_targets
[
0
];
GLbitfield
glMask
=
0
;
unsigned
int
i
;
WINED3DRECT
curRect
;
RECT
vp_rect
;
WINED3DVIEWPORT
*
vp
=
&
This
->
stateBlock
->
viewport
;
UINT
drawable_width
,
drawable_height
;
TRACE
(
"(%p) Count (%d), pRects (%p), Flags (%x), Color (0x%08x), Z (%f), Stencil (%d)
\n
"
,
This
,
Count
,
pRects
,
Flags
,
Color
,
Z
,
Stencil
);
...
...
@@ -4958,158 +4951,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Coun
return
WINED3DERR_INVALIDCALL
;
}
/* 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
))
{
while
(
1
)
{
if
(
vp
->
X
!=
0
||
vp
->
Y
!=
0
||
vp
->
Width
<
target
->
currentDesc
.
Width
||
vp
->
Height
<
target
->
currentDesc
.
Height
)
{
IWineD3DSurface_LoadLocation
((
IWineD3DSurface
*
)
target
,
SFLAG_INDRAWABLE
,
NULL
);
break
;
}
if
(
This
->
stateBlock
->
renderState
[
WINED3DRS_SCISSORTESTENABLE
]
&&
(
This
->
stateBlock
->
scissorRect
.
left
>
0
||
This
->
stateBlock
->
scissorRect
.
top
>
0
||
This
->
stateBlock
->
scissorRect
.
right
<
target
->
currentDesc
.
Width
||
This
->
stateBlock
->
scissorRect
.
bottom
<
target
->
currentDesc
.
Height
))
{
IWineD3DSurface_LoadLocation
((
IWineD3DSurface
*
)
target
,
SFLAG_INDRAWABLE
,
NULL
);
break
;
}
if
(
Count
>
0
&&
pRects
&&
(
pRects
[
0
].
x1
>
0
||
pRects
[
0
].
y1
>
0
||
pRects
[
0
].
x2
<
target
->
currentDesc
.
Width
||
pRects
[
0
].
y2
<
target
->
currentDesc
.
Height
))
{
IWineD3DSurface_LoadLocation
((
IWineD3DSurface
*
)
target
,
SFLAG_INDRAWABLE
,
NULL
);
break
;
}
break
;
}
}
target
->
get_drawable_size
(
target
,
&
drawable_width
,
&
drawable_height
);
/* This is for offscreen rendering as well as for multithreading, thus activate the set render target
* and not the last active one.
*/
ActivateContext
(
This
,
This
->
render_targets
[
0
],
CTXUSAGE_CLEAR
);
ENTER_GL
();
if
(
wined3d_settings
.
offscreen_rendering_mode
==
ORM_FBO
)
{
apply_fbo_state
(
iface
);
}
/* Only set the values up once, as they are not changing */
if
(
Flags
&
WINED3DCLEAR_STENCIL
)
{
glClearStencil
(
Stencil
);
checkGLcall
(
"glClearStencil"
);
glMask
=
glMask
|
GL_STENCIL_BUFFER_BIT
;
glStencilMask
(
0xFFFFFFFF
);
}
if
(
Flags
&
WINED3DCLEAR_ZBUFFER
)
{
glDepthMask
(
GL_TRUE
);
glClearDepth
(
Z
);
checkGLcall
(
"glClearDepth"
);
glMask
=
glMask
|
GL_DEPTH_BUFFER_BIT
;
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_RENDER
(
WINED3DRS_ZWRITEENABLE
));
}
if
(
Flags
&
WINED3DCLEAR_TARGET
)
{
TRACE
(
"Clearing screen with glClear to color %x
\n
"
,
Color
);
glClearColor
(
D3DCOLOR_R
(
Color
),
D3DCOLOR_G
(
Color
),
D3DCOLOR_B
(
Color
),
D3DCOLOR_A
(
Color
));
checkGLcall
(
"glClearColor"
);
/* Clear ALL colors! */
glColorMask
(
GL_TRUE
,
GL_TRUE
,
GL_TRUE
,
GL_TRUE
);
glMask
=
glMask
|
GL_COLOR_BUFFER_BIT
;
}
vp_rect
.
left
=
vp
->
X
;
vp_rect
.
top
=
vp
->
Y
;
vp_rect
.
right
=
vp
->
X
+
vp
->
Width
;
vp_rect
.
bottom
=
vp
->
Y
+
vp
->
Height
;
if
(
!
(
Count
>
0
&&
pRects
))
{
if
(
This
->
stateBlock
->
renderState
[
WINED3DRS_SCISSORTESTENABLE
])
{
IntersectRect
(
&
vp_rect
,
&
vp_rect
,
&
This
->
stateBlock
->
scissorRect
);
}
if
(
This
->
render_offscreen
)
{
glScissor
(
vp_rect
.
left
,
vp_rect
.
top
,
vp_rect
.
right
-
vp_rect
.
left
,
vp_rect
.
bottom
-
vp_rect
.
top
);
}
else
{
glScissor
(
vp_rect
.
left
,
drawable_height
-
vp_rect
.
bottom
,
vp_rect
.
right
-
vp_rect
.
left
,
vp_rect
.
bottom
-
vp_rect
.
top
);
}
checkGLcall
(
"glScissor"
);
glClear
(
glMask
);
checkGLcall
(
"glClear"
);
}
else
{
/* Now process each rect in turn */
for
(
i
=
0
;
i
<
Count
;
i
++
)
{
/* Note gl uses lower left, width/height */
IntersectRect
((
RECT
*
)
&
curRect
,
&
vp_rect
,
(
RECT
*
)
&
pRects
[
i
]);
if
(
This
->
stateBlock
->
renderState
[
WINED3DRS_SCISSORTESTENABLE
])
{
IntersectRect
((
RECT
*
)
&
curRect
,
(
RECT
*
)
&
curRect
,
&
This
->
stateBlock
->
scissorRect
);
}
TRACE
(
"(%p) Rect=(%d,%d)->(%d,%d) glRect=(%d,%d), len=%d, hei=%d
\n
"
,
This
,
pRects
[
i
].
x1
,
pRects
[
i
].
y1
,
pRects
[
i
].
x2
,
pRects
[
i
].
y2
,
curRect
.
x1
,
(
target
->
currentDesc
.
Height
-
curRect
.
y2
),
curRect
.
x2
-
curRect
.
x1
,
curRect
.
y2
-
curRect
.
y1
);
/* 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
(
curRect
.
x1
>
curRect
.
x2
||
curRect
.
y1
>
curRect
.
y2
)
{
TRACE
(
"Rectangle with negative dimensions, ignoring
\n
"
);
continue
;
}
if
(
This
->
render_offscreen
)
{
glScissor
(
curRect
.
x1
,
curRect
.
y1
,
curRect
.
x2
-
curRect
.
x1
,
curRect
.
y2
-
curRect
.
y1
);
}
else
{
glScissor
(
curRect
.
x1
,
drawable_height
-
curRect
.
y2
,
curRect
.
x2
-
curRect
.
x1
,
curRect
.
y2
-
curRect
.
y1
);
}
checkGLcall
(
"glScissor"
);
glClear
(
glMask
);
checkGLcall
(
"glClear"
);
}
}
/* Restore the old values (why..?) */
if
(
Flags
&
WINED3DCLEAR_STENCIL
)
{
glStencilMask
(
This
->
stateBlock
->
renderState
[
WINED3DRS_STENCILWRITEMASK
]);
}
if
(
Flags
&
WINED3DCLEAR_TARGET
)
{
DWORD
mask
=
This
->
stateBlock
->
renderState
[
WINED3DRS_COLORWRITEENABLE
];
glColorMask
(
mask
&
WINED3DCOLORWRITEENABLE_RED
?
GL_TRUE
:
GL_FALSE
,
mask
&
WINED3DCOLORWRITEENABLE_GREEN
?
GL_TRUE
:
GL_FALSE
,
mask
&
WINED3DCOLORWRITEENABLE_BLUE
?
GL_TRUE
:
GL_FALSE
,
mask
&
WINED3DCOLORWRITEENABLE_ALPHA
?
GL_TRUE
:
GL_FALSE
);
/* Dirtify the target surface for now. If the surface is locked regularly, and an up to date sysmem copy exists,
* it is most likely more efficient to perform a clear on the sysmem copy too instead of downloading it
*/
IWineD3DSurface_ModifyLocation
(
This
->
lastActiveRenderTarget
,
SFLAG_INDRAWABLE
,
TRUE
);
/* TODO: Move the fbo logic into ModifyLocation() */
if
(
This
->
render_offscreen
&&
wined3d_settings
.
offscreen_rendering_mode
==
ORM_FBO
)
{
target
->
Flags
|=
SFLAG_INTEXTURE
;
}
}
LEAVE_GL
();
return
WINED3D_OK
;
return
IWineD3DDeviceImpl_ClearSurface
(
This
,
target
,
Count
,
pRects
,
Flags
,
Color
,
Z
,
Stencil
);
}
/*****
...
...
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