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