Commit f1a2ee52 authored by Oliver Stieber's avatar Oliver Stieber Committed by Alexandre Julliard

Implemented IWineD3DDevice_GetRenderTargetData.

parent b5ec066d
......@@ -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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