wined3d: Fix partial depth buffer copies.

Don't overwrite the entire buffer if only part of it is not current. The data
we're copying may not be completely current either. This is for the case where
the inner rect is not current and the outer edge is. The reverse case where
the inner rect is current and we need to mask already works correctly.
This commit is contained in:
Henri Verbeet 2011-04-04 17:46:02 +02:00 committed by Alexandre Julliard
parent 0ce17ea27e
commit 032f8702ed
1 changed files with 13 additions and 6 deletions

View File

@ -4126,10 +4126,10 @@ static void surface_depth_blt(IWineD3DSurfaceImpl *This, const struct wined3d_gl
glDepthFunc(GL_ALWAYS);
glDepthMask(GL_TRUE);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glViewport(0, 0, w, h);
glViewport(0, This->pow2Height - h, w, h);
SetRect(&rect, 0, h, w, 0);
surface_get_blt_info(target, &rect, w, h, &info);
surface_get_blt_info(target, &rect, This->pow2Width, This->pow2Height, &info);
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
glGetIntegerv(info.binding, &old_binding);
glBindTexture(info.bind_target, texture);
@ -4180,6 +4180,7 @@ void surface_load_ds_location(IWineD3DSurfaceImpl *surface, struct wined3d_conte
{
IWineD3DDeviceImpl *device = surface->resource.device;
const struct wined3d_gl_info *gl_info = context->gl_info;
GLsizei w, h;
TRACE("surface %p, new location %#x.\n", surface, location);
@ -4188,9 +4189,16 @@ void surface_load_ds_location(IWineD3DSurfaceImpl *surface, struct wined3d_conte
if (!(surface->flags & location))
{
w = surface->ds_current_size.cx;
h = surface->ds_current_size.cy;
surface->ds_current_size.cx = 0;
surface->ds_current_size.cy = 0;
}
else
{
w = surface->resource.width;
h = surface->resource.height;
}
if (surface->ds_current_size.cx == surface->resource.width
&& surface->ds_current_size.cy == surface->resource.height)
@ -4216,14 +4224,13 @@ void surface_load_ds_location(IWineD3DSurfaceImpl *surface, struct wined3d_conte
{
GLint old_binding = 0;
GLenum bind_target;
GLsizei w, h;
/* The render target is allowed to be smaller than the depth/stencil
* buffer, so the onscreen depth/stencil buffer is potentially smaller
* than the offscreen surface. Don't overwrite the offscreen surface
* with undefined data. */
w = min(surface->resource.width, context->swapchain->presentParms.BackBufferWidth);
h = min(surface->resource.height, context->swapchain->presentParms.BackBufferHeight);
w = min(w, context->swapchain->presentParms.BackBufferWidth);
h = min(h, context->swapchain->presentParms.BackBufferHeight);
TRACE("Copying onscreen depth buffer to depth texture.\n");
@ -4298,7 +4305,7 @@ void surface_load_ds_location(IWineD3DSurfaceImpl *surface, struct wined3d_conte
context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
surface_depth_blt(surface, gl_info, surface->texture_name,
surface->resource.width, surface->resource.height, surface->texture_target);
w, h, surface->texture_target);
checkGLcall("depth_blt");
if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);