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wine
wine-winehq
Commits
f1a2ee52
Commit
f1a2ee52
authored
Aug 29, 2005
by
Oliver Stieber
Committed by
Alexandre Julliard
Aug 29, 2005
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Implemented IWineD3DDevice_GetRenderTargetData.
parent
b5ec066d
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device.c
dlls/wined3d/device.c
+71
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dlls/wined3d/device.c
View file @
f1a2ee52
...
...
@@ -4579,8 +4579,78 @@ HRESULT WINAPI IWineD3DDeviceImpl_StretchRect(IWineD3DDevice *iface, IWineD3DS
}
HRESULT
WINAPI
IWineD3DDeviceImpl_GetRenderTargetData
(
IWineD3DDevice
*
iface
,
IWineD3DSurface
*
pRenderTarget
,
IWineD3DSurface
*
pSurface
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
/** TODO: remove remove casts to IWineD3DSurfaceImpl *
* NOTE It may be best to move the code into surface to occomplish this
****************************************/
TRACE
(
"(%p) : stub
\n
"
,
This
);
WINED3DSURFACE_DESC
surfaceDesc
;
unsigned
int
surfaceWidth
,
surfaceHeight
;
glDescriptor
*
targetGlDescription
=
NULL
;
glDescriptor
*
surfaceGlDescription
=
NULL
;
IWineD3DSwapChainImpl
*
container
=
NULL
;
IWineD3DSurface_GetGlDesc
(
pRenderTarget
,
&
targetGlDescription
);
IWineD3DSurface_GetGlDesc
(
pSurface
,
&
surfaceGlDescription
);
memset
(
&
surfaceDesc
,
0
,
sizeof
(
surfaceDesc
));
surfaceDesc
.
Width
=
&
surfaceWidth
;
surfaceDesc
.
Height
=
&
surfaceHeight
;
IWineD3DSurface_GetDesc
(
pSurface
,
&
surfaceDesc
);
/* check to see if it's the backbuffer or the frontbuffer being requested (to make sureteh data is upto date)*/
/* Ok, I may need to setup some kind of active swapchain reference on the device */
IWineD3DSurface_GetContainer
(
pRenderTarget
,
&
IID_IWineD3DSwapChain
,
(
void
**
)
&
container
);
ENTER_GL
();
/* TODO: opengl Context switching for swapchains etc... */
if
(
NULL
!=
container
||
pRenderTarget
==
This
->
renderTarget
||
pRenderTarget
==
This
->
depthStencilBuffer
)
{
if
(
NULL
!=
container
&&
(
pRenderTarget
==
container
->
backBuffer
))
{
glReadBuffer
(
GL_BACK
);
vcheckGLcall
(
"glReadBuffer(GL_BACK)"
);
}
else
if
((
NULL
!=
container
&&
(
pRenderTarget
==
container
->
frontBuffer
))
||
(
pRenderTarget
==
This
->
renderTarget
))
{
glReadBuffer
(
GL_FRONT
);
vcheckGLcall
(
"glReadBuffer(GL_FRONT)"
);
}
else
if
(
pRenderTarget
==
This
->
depthStencilBuffer
)
{
FIXME
(
"Reading of depthstencil not yet supported
\n
"
);
}
glReadPixels
(
surfaceGlDescription
->
target
,
surfaceGlDescription
->
level
,
surfaceWidth
,
surfaceHeight
,
surfaceGlDescription
->
glFormat
,
surfaceGlDescription
->
glType
,
(
void
*
)
IWineD3DSurface_GetData
(
pSurface
));
vcheckGLcall
(
"glReadPixels(...)"
);
if
(
NULL
!=
container
){
IWineD3DSwapChain_Release
((
IWineD3DSwapChain
*
)
container
);
}
}
else
{
IWineD3DBaseTexture
*
container
;
GLenum
textureDimensions
=
GL_TEXTURE_2D
;
if
(
D3D_OK
==
IWineD3DSurface_GetContainer
(
pSurface
,
&
IID_IWineD3DBaseTexture
,
(
void
**
)
&
container
))
{
textureDimensions
=
IWineD3DBaseTexture_GetTextureDimensions
(
container
);
IWineD3DBaseTexture_Release
(
container
);
}
/* TODO: 2D -> Cube surface coppies etc.. */
if
(
surfaceGlDescription
->
target
!=
textureDimensions
)
{
FIXME
(
"(%p) : Texture dimension mismatch
\n
"
,
This
);
}
glEnable
(
textureDimensions
);
vcheckGLcall
(
"glEnable(GL_TEXTURE_...)"
);
/* FIXME: this isn't correct, it need to add a dirty rect if nothing else... */
glBindTexture
(
targetGlDescription
->
target
,
targetGlDescription
->
textureName
);
vcheckGLcall
(
"glBindTexture"
);
glGetTexImage
(
surfaceGlDescription
->
target
,
surfaceGlDescription
->
level
,
surfaceGlDescription
->
glFormat
,
surfaceGlDescription
->
glType
,
(
void
*
)
IWineD3DSurface_GetData
(
pSurface
));
glDisable
(
textureDimensions
);
vcheckGLcall
(
"glDisable(GL_TEXTURE_...)"
);
}
LEAVE_GL
();
return
D3D_OK
;
}
...
...
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