wined3d: Inline surface_blt_to_drawable() into ffp_blit_blit_surface().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2017-03-20 23:34:11 +01:00 committed by Alexandre Julliard
parent 6b6e2cb924
commit 07a6637d7e
1 changed files with 52 additions and 8 deletions

View File

@ -2786,24 +2786,68 @@ static void ffp_blit_blit_surface(struct wined3d_device *device, enum wined3d_bl
const struct wined3d_color_key *color_key, enum wined3d_texture_filter_type filter)
{
struct wined3d_texture *src_texture = src_surface->container;
struct wined3d_texture *dst_texture = dst_surface->container;
const struct wined3d_gl_info *gl_info = context->gl_info;
/* Blit from offscreen surface to render target */
struct wined3d_color_key old_blt_key = src_texture->async.src_blt_color_key;
DWORD old_color_key_flags = src_texture->async.color_key_flags;
struct wined3d_color_key old_blt_key;
DWORD old_color_key_flags;
RECT r;
TRACE("Blt from surface %p to rendertarget %p\n", src_surface, dst_surface);
old_blt_key = src_texture->async.src_blt_color_key;
old_color_key_flags = src_texture->async.color_key_flags;
wined3d_texture_set_color_key(src_texture, WINED3D_CKEY_SRC_BLT, color_key);
if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST)
/* Make sure the surface is up-to-date. This should probably use
* surface_load_location() and worry about the destination surface too,
* unless we're overwriting it completely. */
wined3d_texture_load(src_texture, context, FALSE);
/* Activate the destination context, set it up for blitting. */
context_apply_blit_state(context, device);
if (!wined3d_resource_is_offscreen(&dst_texture->resource))
{
r = *dst_rect;
surface_translate_drawable_coords(dst_surface, context->win_handle, &r);
dst_rect = &r;
}
ffp_blit_set(device->blit_priv, context, src_surface, NULL);
if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST || color_key)
{
gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
checkGLcall("glEnable(GL_ALPHA_TEST)");
}
surface_blt_to_drawable(device, context, filter,
!!color_key, src_surface, src_rect, dst_surface, dst_rect);
if (color_key)
{
/* For P8 surfaces, the alpha component contains the palette index.
* Which means that the colorkey is one of the palette entries. In
* other cases pixels that should be masked away have alpha set to 0. */
if (src_texture->resource.format->id == WINED3DFMT_P8_UINT)
gl_info->gl_ops.gl.p_glAlphaFunc(GL_NOTEQUAL,
(float)src_texture->async.src_blt_color_key.color_space_low_value / 255.0f);
else
gl_info->gl_ops.gl.p_glAlphaFunc(GL_NOTEQUAL, 0.0f);
checkGLcall("glAlphaFunc");
}
if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST)
draw_textured_quad(src_surface, context, src_rect, dst_rect, filter);
if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST || color_key)
{
gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
checkGLcall("glDisable(GL_ALPHA_TEST)");
}
/* Leave the OpenGL state valid for blitting. */
ffp_blit_unset(gl_info);
if (wined3d_settings.strict_draw_ordering
|| (dst_texture->swapchain && dst_texture->swapchain->front_buffer == dst_texture))
gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
/* Restore the color key parameters */
wined3d_texture_set_color_key(src_texture, WINED3D_CKEY_SRC_BLT,