wined3d: Pass a struct wined3d_fb_state to device_clear_render_targets.
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cd96c59d91
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053071e343
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@ -649,12 +649,12 @@ static void prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context
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}
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/* Do not call while under the GL lock. */
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HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count, struct wined3d_surface **rts,
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struct wined3d_surface *depth_stencil, UINT rect_count, const RECT *rects, const RECT *draw_rect,
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DWORD flags, const WINED3DCOLORVALUE *color, float depth, DWORD stencil)
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HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
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UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags, const WINED3DCOLORVALUE *color,
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float depth, DWORD stencil)
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{
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const RECT *clear_rect = (rect_count > 0 && rects) ? (const RECT *)rects : NULL;
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struct wined3d_surface *target = rt_count ? rts[0] : NULL;
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struct wined3d_surface *target = rt_count ? fb->render_targets[0] : NULL;
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UINT drawable_width, drawable_height;
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struct wined3d_context *context;
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GLbitfield clear_mask = 0;
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@ -673,7 +673,7 @@ HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count
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{
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for (i = 0; i < rt_count; ++i)
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{
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if (rts[i]) surface_load_location(rts[i], SFLAG_INDRAWABLE, NULL);
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if (fb->render_targets[i]) surface_load_location(fb->render_targets[i], SFLAG_INDRAWABLE, NULL);
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}
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}
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@ -685,7 +685,7 @@ HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count
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return WINED3D_OK;
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}
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if (!context_apply_clear_state(context, device, rt_count, rts, depth_stencil))
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if (!context_apply_clear_state(context, device, rt_count, fb->render_targets, fb->depth_stencil))
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{
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context_release(context);
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WARN("Failed to apply clear state, skipping clear.\n");
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@ -700,8 +700,8 @@ HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count
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else
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{
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render_offscreen = TRUE;
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drawable_width = depth_stencil->pow2Width;
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drawable_height = depth_stencil->pow2Height;
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drawable_width = fb->depth_stencil->pow2Width;
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drawable_height = fb->depth_stencil->pow2Height;
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}
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ENTER_GL();
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@ -725,14 +725,14 @@ HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count
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{
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DWORD location = render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
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if (location == SFLAG_DS_ONSCREEN && depth_stencil != device->onscreen_depth_stencil)
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if (location == SFLAG_DS_ONSCREEN && fb->depth_stencil != device->onscreen_depth_stencil)
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{
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LEAVE_GL();
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device_switch_onscreen_ds(device, context, depth_stencil);
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device_switch_onscreen_ds(device, context, fb->depth_stencil);
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ENTER_GL();
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}
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prepare_ds_clear(depth_stencil, context, location, draw_rect, rect_count, clear_rect);
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surface_modify_location(depth_stencil, SFLAG_INDRAWABLE, TRUE);
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prepare_ds_clear(fb->depth_stencil, context, location, draw_rect, rect_count, clear_rect);
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surface_modify_location(fb->depth_stencil, SFLAG_INDRAWABLE, TRUE);
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glDepthMask(GL_TRUE);
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device_invalidate_state(device, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
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@ -745,7 +745,7 @@ HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count
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{
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for (i = 0; i < rt_count; ++i)
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{
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if (rts[i]) surface_modify_location(rts[i], SFLAG_INDRAWABLE, TRUE);
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if (fb->render_targets[i]) surface_modify_location(fb->render_targets[i], SFLAG_INDRAWABLE, TRUE);
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}
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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@ -4043,7 +4043,7 @@ HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_cou
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device_get_draw_rect(device, &draw_rect);
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return device_clear_render_targets(device, device->adapter->gl_info.limits.buffers,
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device->fb.render_targets, device->fb.depth_stencil, rect_count, rects,
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&device->fb, rect_count, rects,
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&draw_rect, flags, &c, depth, stencil);
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}
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@ -6392,8 +6392,9 @@ static HRESULT ffp_blit_color_fill(struct wined3d_device *device, struct wined3d
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const RECT *dst_rect, const WINED3DCOLORVALUE *color)
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{
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const RECT draw_rect = {0, 0, dst_surface->resource.width, dst_surface->resource.height};
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struct wined3d_fb_state fb = {&dst_surface, NULL};
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return device_clear_render_targets(device, 1, &dst_surface, NULL,
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return device_clear_render_targets(device, 1, &fb,
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1, dst_rect, &draw_rect, WINED3DCLEAR_TARGET, color, 0.0f, 0);
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}
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@ -6402,8 +6403,9 @@ static HRESULT ffp_blit_depth_fill(struct wined3d_device *device,
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struct wined3d_surface *surface, const RECT *rect, float depth)
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{
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const RECT draw_rect = {0, 0, surface->resource.width, surface->resource.height};
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struct wined3d_fb_state fb = {NULL, surface};
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return device_clear_render_targets(device, 0, NULL, surface,
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return device_clear_render_targets(device, 0, &fb,
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1, rect, &draw_rect, WINED3DCLEAR_ZBUFFER, 0, depth, 0);
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}
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@ -1745,9 +1745,9 @@ struct wined3d_device
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struct WineD3DRectPatch *currentPatch;
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};
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HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count, struct wined3d_surface **rts,
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struct wined3d_surface *depth_stencil, UINT rect_count, const RECT *rects, const RECT *draw_rect,
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DWORD flags, const WINED3DCOLORVALUE *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
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HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
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UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
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const WINED3DCOLORVALUE *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
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BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
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void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
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void device_get_draw_rect(struct wined3d_device *device, RECT *rect) DECLSPEC_HIDDEN;
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