wined3d: Avoid some forward declarations.
This commit is contained in:
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b5e0c5d052
commit
0be8e524c6
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@ -36,13 +36,6 @@ WINE_DECLARE_DEBUG_CHANNEL(d3d);
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#define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy. */
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static HRESULT surface_cpu_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect,
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struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
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const WINEDDBLTFX *fx, enum wined3d_texture_filter_type filter);
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static HRESULT IWineD3DSurfaceImpl_BltOverride(struct wined3d_surface *dst_surface, const RECT *dst_rect,
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struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags, const WINEDDBLTFX *fx,
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enum wined3d_texture_filter_type filter);
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static void surface_cleanup(struct wined3d_surface *surface)
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{
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struct wined3d_surface *overlay, *cur;
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@ -1428,315 +1421,6 @@ static HRESULT wined3d_surface_depth_blt(struct wined3d_surface *src_surface, DW
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return WINED3D_OK;
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}
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HRESULT CDECL wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect_in,
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struct wined3d_surface *src_surface, const RECT *src_rect_in, DWORD flags,
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const WINEDDBLTFX *fx, enum wined3d_texture_filter_type filter)
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{
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struct wined3d_swapchain *src_swapchain, *dst_swapchain;
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struct wined3d_device *device = dst_surface->resource.device;
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DWORD src_ds_flags, dst_ds_flags;
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RECT src_rect, dst_rect;
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BOOL scale, convert;
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static const DWORD simple_blit = WINEDDBLT_ASYNC
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| WINEDDBLT_COLORFILL
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| WINEDDBLT_WAIT
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| WINEDDBLT_DEPTHFILL
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| WINEDDBLT_DONOTWAIT;
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TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
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dst_surface, wine_dbgstr_rect(dst_rect_in), src_surface, wine_dbgstr_rect(src_rect_in),
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flags, fx, debug_d3dtexturefiltertype(filter));
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TRACE("Usage is %s.\n", debug_d3dusage(dst_surface->resource.usage));
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if (fx)
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{
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TRACE("dwSize %#x.\n", fx->dwSize);
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TRACE("dwDDFX %#x.\n", fx->dwDDFX);
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TRACE("dwROP %#x.\n", fx->dwROP);
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TRACE("dwDDROP %#x.\n", fx->dwDDROP);
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TRACE("dwRotationAngle %#x.\n", fx->dwRotationAngle);
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TRACE("dwZBufferOpCode %#x.\n", fx->dwZBufferOpCode);
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TRACE("dwZBufferLow %#x.\n", fx->dwZBufferLow);
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TRACE("dwZBufferHigh %#x.\n", fx->dwZBufferHigh);
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TRACE("dwZBufferBaseDest %#x.\n", fx->dwZBufferBaseDest);
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TRACE("dwZDestConstBitDepth %#x.\n", fx->dwZDestConstBitDepth);
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TRACE("lpDDSZBufferDest %p.\n", fx->u1.lpDDSZBufferDest);
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TRACE("dwZSrcConstBitDepth %#x.\n", fx->dwZSrcConstBitDepth);
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TRACE("lpDDSZBufferSrc %p.\n", fx->u2.lpDDSZBufferSrc);
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TRACE("dwAlphaEdgeBlendBitDepth %#x.\n", fx->dwAlphaEdgeBlendBitDepth);
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TRACE("dwAlphaEdgeBlend %#x.\n", fx->dwAlphaEdgeBlend);
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TRACE("dwReserved %#x.\n", fx->dwReserved);
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TRACE("dwAlphaDestConstBitDepth %#x.\n", fx->dwAlphaDestConstBitDepth);
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TRACE("lpDDSAlphaDest %p.\n", fx->u3.lpDDSAlphaDest);
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TRACE("dwAlphaSrcConstBitDepth %#x.\n", fx->dwAlphaSrcConstBitDepth);
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TRACE("lpDDSAlphaSrc %p.\n", fx->u4.lpDDSAlphaSrc);
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TRACE("lpDDSPattern %p.\n", fx->u5.lpDDSPattern);
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TRACE("ddckDestColorkey {%#x, %#x}.\n",
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fx->ddckDestColorkey.color_space_low_value,
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fx->ddckDestColorkey.color_space_high_value);
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TRACE("ddckSrcColorkey {%#x, %#x}.\n",
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fx->ddckSrcColorkey.color_space_low_value,
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fx->ddckSrcColorkey.color_space_high_value);
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}
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if (dst_surface->resource.map_count || (src_surface && src_surface->resource.map_count))
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{
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WARN("Surface is busy, returning WINEDDERR_SURFACEBUSY.\n");
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return WINEDDERR_SURFACEBUSY;
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}
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surface_get_rect(dst_surface, dst_rect_in, &dst_rect);
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if (dst_rect.left >= dst_rect.right || dst_rect.top >= dst_rect.bottom
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|| dst_rect.left > dst_surface->resource.width || dst_rect.left < 0
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|| dst_rect.top > dst_surface->resource.height || dst_rect.top < 0
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|| dst_rect.right > dst_surface->resource.width || dst_rect.right < 0
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|| dst_rect.bottom > dst_surface->resource.height || dst_rect.bottom < 0)
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{
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WARN("The application gave us a bad destination rectangle.\n");
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return WINEDDERR_INVALIDRECT;
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}
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if (src_surface)
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{
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surface_get_rect(src_surface, src_rect_in, &src_rect);
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if (src_rect.left >= src_rect.right || src_rect.top >= src_rect.bottom
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|| src_rect.left > src_surface->resource.width || src_rect.left < 0
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|| src_rect.top > src_surface->resource.height || src_rect.top < 0
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|| src_rect.right > src_surface->resource.width || src_rect.right < 0
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|| src_rect.bottom > src_surface->resource.height || src_rect.bottom < 0)
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{
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WARN("Application gave us bad source rectangle for Blt.\n");
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return WINEDDERR_INVALIDRECT;
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}
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}
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else
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{
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memset(&src_rect, 0, sizeof(src_rect));
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}
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if (!fx || !(fx->dwDDFX))
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flags &= ~WINEDDBLT_DDFX;
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if (flags & WINEDDBLT_WAIT)
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flags &= ~WINEDDBLT_WAIT;
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if (flags & WINEDDBLT_ASYNC)
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{
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static unsigned int once;
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if (!once++)
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FIXME("Can't handle WINEDDBLT_ASYNC flag.\n");
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flags &= ~WINEDDBLT_ASYNC;
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}
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/* WINEDDBLT_DONOTWAIT appeared in DX7. */
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if (flags & WINEDDBLT_DONOTWAIT)
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{
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static unsigned int once;
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if (!once++)
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FIXME("Can't handle WINEDDBLT_DONOTWAIT flag.\n");
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flags &= ~WINEDDBLT_DONOTWAIT;
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}
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if (!device->d3d_initialized)
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{
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WARN("D3D not initialized, using fallback.\n");
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goto cpu;
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}
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/* We want to avoid invalidating the sysmem location for converted
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* surfaces, since otherwise we'd have to convert the data back when
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* locking them. */
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if (dst_surface->flags & SFLAG_CONVERTED)
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{
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WARN_(d3d_perf)("Converted surface, using CPU blit.\n");
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return surface_cpu_blt(dst_surface, &dst_rect, src_surface, &src_rect, flags, fx, filter);
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}
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if (flags & ~simple_blit)
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{
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WARN_(d3d_perf)("Using fallback for complex blit (%#x).\n", flags);
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goto fallback;
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}
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if (src_surface)
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src_swapchain = src_surface->swapchain;
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else
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src_swapchain = NULL;
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dst_swapchain = dst_surface->swapchain;
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/* This isn't strictly needed. FBO blits for example could deal with
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* cross-swapchain blits by first downloading the source to a texture
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* before switching to the destination context. We just have this here to
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* not have to deal with the issue, since cross-swapchain blits should be
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* rare. */
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if (src_swapchain && dst_swapchain && src_swapchain != dst_swapchain)
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{
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FIXME("Using fallback for cross-swapchain blit.\n");
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goto fallback;
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}
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scale = src_surface
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&& (src_rect.right - src_rect.left != dst_rect.right - dst_rect.left
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|| src_rect.bottom - src_rect.top != dst_rect.bottom - dst_rect.top);
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convert = src_surface && src_surface->resource.format->id != dst_surface->resource.format->id;
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dst_ds_flags = dst_surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
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if (src_surface)
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src_ds_flags = src_surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
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else
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src_ds_flags = 0;
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if (src_ds_flags || dst_ds_flags)
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{
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if (flags & WINEDDBLT_DEPTHFILL)
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{
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float depth;
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TRACE("Depth fill.\n");
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if (!surface_convert_depth_to_float(dst_surface, fx->u5.dwFillDepth, &depth))
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return WINED3DERR_INVALIDCALL;
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if (SUCCEEDED(wined3d_surface_depth_fill(dst_surface, &dst_rect, depth)))
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return WINED3D_OK;
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}
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else
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{
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if (src_ds_flags != dst_ds_flags)
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{
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WARN("Rejecting depth / stencil blit between incompatible formats.\n");
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return WINED3DERR_INVALIDCALL;
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}
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if (SUCCEEDED(wined3d_surface_depth_blt(src_surface, src_surface->draw_binding, &src_rect,
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dst_surface, dst_surface->draw_binding, &dst_rect)))
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return WINED3D_OK;
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}
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}
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else
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{
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/* In principle this would apply to depth blits as well, but we don't
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* implement those in the CPU blitter at the moment. */
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if ((dst_surface->flags & SFLAG_INSYSMEM)
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&& (!src_surface || (src_surface->flags & SFLAG_INSYSMEM)))
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{
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if (scale)
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TRACE("Not doing sysmem blit because of scaling.\n");
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else if (convert)
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TRACE("Not doing sysmem blit because of format conversion.\n");
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else
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return surface_cpu_blt(dst_surface, &dst_rect, src_surface, &src_rect, flags, fx, filter);
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}
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if (flags & WINEDDBLT_COLORFILL)
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{
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struct wined3d_color color;
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TRACE("Color fill.\n");
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if (!surface_convert_color_to_float(dst_surface, fx->u5.dwFillColor, &color))
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goto fallback;
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if (SUCCEEDED(surface_color_fill(dst_surface, &dst_rect, &color)))
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return WINED3D_OK;
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}
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else
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{
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TRACE("Color blit.\n");
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/* Upload */
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if ((src_surface->flags & SFLAG_INSYSMEM) && !(dst_surface->flags & SFLAG_INSYSMEM))
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{
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if (scale)
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TRACE("Not doing upload because of scaling.\n");
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else if (convert)
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TRACE("Not doing upload because of format conversion.\n");
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else
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{
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POINT dst_point = {dst_rect.left, dst_rect.top};
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if (SUCCEEDED(surface_upload_from_surface(dst_surface, &dst_point, src_surface, &src_rect)))
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{
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if (!surface_is_offscreen(dst_surface))
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surface_load_location(dst_surface, dst_surface->draw_binding, NULL);
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return WINED3D_OK;
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}
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}
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}
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/* Use present for back -> front blits. The idea behind this is
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* that present is potentially faster than a blit, in particular
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* when FBO blits aren't available. Some ddraw applications like
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* Half-Life and Prince of Persia 3D use Blt() from the backbuffer
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* to the frontbuffer instead of doing a Flip(). D3D8 and D3D9
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* applications can't blit directly to the frontbuffer. */
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if (dst_swapchain && dst_swapchain->back_buffers
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&& dst_surface == dst_swapchain->front_buffer
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&& src_surface == dst_swapchain->back_buffers[0])
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{
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enum wined3d_swap_effect swap_effect = dst_swapchain->desc.swap_effect;
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TRACE("Using present for backbuffer -> frontbuffer blit.\n");
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/* Set the swap effect to COPY, we don't want the backbuffer
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* to become undefined. */
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dst_swapchain->desc.swap_effect = WINED3D_SWAP_EFFECT_COPY;
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wined3d_swapchain_present(dst_swapchain, NULL, NULL, dst_swapchain->win_handle, NULL, 0);
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dst_swapchain->desc.swap_effect = swap_effect;
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return WINED3D_OK;
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}
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if (fbo_blit_supported(&device->adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
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&src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
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&dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
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{
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TRACE("Using FBO blit.\n");
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surface_blt_fbo(device, filter,
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src_surface, src_surface->draw_binding, &src_rect,
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dst_surface, dst_surface->draw_binding, &dst_rect);
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surface_modify_location(dst_surface, dst_surface->draw_binding, TRUE);
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return WINED3D_OK;
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}
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if (arbfp_blit.blit_supported(&device->adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
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&src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
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&dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
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{
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TRACE("Using arbfp blit.\n");
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if (SUCCEEDED(arbfp_blit_surface(device, filter, src_surface, &src_rect, dst_surface, &dst_rect)))
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return WINED3D_OK;
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}
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}
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}
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fallback:
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/* Special cases for render targets. */
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if ((dst_surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
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|| (src_surface && (src_surface->resource.usage & WINED3DUSAGE_RENDERTARGET)))
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{
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if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(dst_surface, &dst_rect,
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src_surface, &src_rect, flags, fx, filter)))
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return WINED3D_OK;
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}
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cpu:
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/* For the rest call the X11 surface implementation. For render targets
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* this should be implemented OpenGL accelerated in BltOverride, other
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* blits are rather rare. */
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return surface_cpu_blt(dst_surface, &dst_rect, src_surface, &src_rect, flags, fx, filter);
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}
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HRESULT CDECL wined3d_surface_get_render_target_data(struct wined3d_surface *surface,
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struct wined3d_surface *render_target)
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{
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@ -1786,8 +1470,7 @@ static BOOL surface_init_sysmem(struct wined3d_surface *surface)
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{
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if (!surface->resource.heap_memory)
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{
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surface->resource.heap_memory = wined3d_resource_allocate_sysmem(surface->resource.size);
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if (!surface->resource.heap_memory)
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if (!(surface->resource.heap_memory = wined3d_resource_allocate_sysmem(surface->resource.size)))
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{
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ERR("Failed to allocate memory.\n");
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return FALSE;
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@ -6885,6 +6568,315 @@ const struct blit_shader cpu_blit = {
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cpu_blit_depth_fill,
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};
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HRESULT CDECL wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect_in,
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struct wined3d_surface *src_surface, const RECT *src_rect_in, DWORD flags,
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const WINEDDBLTFX *fx, enum wined3d_texture_filter_type filter)
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{
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struct wined3d_swapchain *src_swapchain, *dst_swapchain;
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struct wined3d_device *device = dst_surface->resource.device;
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DWORD src_ds_flags, dst_ds_flags;
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RECT src_rect, dst_rect;
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BOOL scale, convert;
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static const DWORD simple_blit = WINEDDBLT_ASYNC
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| WINEDDBLT_COLORFILL
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| WINEDDBLT_WAIT
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| WINEDDBLT_DEPTHFILL
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| WINEDDBLT_DONOTWAIT;
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TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
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dst_surface, wine_dbgstr_rect(dst_rect_in), src_surface, wine_dbgstr_rect(src_rect_in),
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flags, fx, debug_d3dtexturefiltertype(filter));
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TRACE("Usage is %s.\n", debug_d3dusage(dst_surface->resource.usage));
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if (fx)
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{
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TRACE("dwSize %#x.\n", fx->dwSize);
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TRACE("dwDDFX %#x.\n", fx->dwDDFX);
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TRACE("dwROP %#x.\n", fx->dwROP);
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TRACE("dwDDROP %#x.\n", fx->dwDDROP);
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TRACE("dwRotationAngle %#x.\n", fx->dwRotationAngle);
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TRACE("dwZBufferOpCode %#x.\n", fx->dwZBufferOpCode);
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TRACE("dwZBufferLow %#x.\n", fx->dwZBufferLow);
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TRACE("dwZBufferHigh %#x.\n", fx->dwZBufferHigh);
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TRACE("dwZBufferBaseDest %#x.\n", fx->dwZBufferBaseDest);
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TRACE("dwZDestConstBitDepth %#x.\n", fx->dwZDestConstBitDepth);
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TRACE("lpDDSZBufferDest %p.\n", fx->u1.lpDDSZBufferDest);
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TRACE("dwZSrcConstBitDepth %#x.\n", fx->dwZSrcConstBitDepth);
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TRACE("lpDDSZBufferSrc %p.\n", fx->u2.lpDDSZBufferSrc);
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TRACE("dwAlphaEdgeBlendBitDepth %#x.\n", fx->dwAlphaEdgeBlendBitDepth);
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TRACE("dwAlphaEdgeBlend %#x.\n", fx->dwAlphaEdgeBlend);
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TRACE("dwReserved %#x.\n", fx->dwReserved);
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TRACE("dwAlphaDestConstBitDepth %#x.\n", fx->dwAlphaDestConstBitDepth);
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TRACE("lpDDSAlphaDest %p.\n", fx->u3.lpDDSAlphaDest);
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TRACE("dwAlphaSrcConstBitDepth %#x.\n", fx->dwAlphaSrcConstBitDepth);
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TRACE("lpDDSAlphaSrc %p.\n", fx->u4.lpDDSAlphaSrc);
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TRACE("lpDDSPattern %p.\n", fx->u5.lpDDSPattern);
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TRACE("ddckDestColorkey {%#x, %#x}.\n",
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fx->ddckDestColorkey.color_space_low_value,
|
||||
fx->ddckDestColorkey.color_space_high_value);
|
||||
TRACE("ddckSrcColorkey {%#x, %#x}.\n",
|
||||
fx->ddckSrcColorkey.color_space_low_value,
|
||||
fx->ddckSrcColorkey.color_space_high_value);
|
||||
}
|
||||
|
||||
if (dst_surface->resource.map_count || (src_surface && src_surface->resource.map_count))
|
||||
{
|
||||
WARN("Surface is busy, returning WINEDDERR_SURFACEBUSY.\n");
|
||||
return WINEDDERR_SURFACEBUSY;
|
||||
}
|
||||
|
||||
surface_get_rect(dst_surface, dst_rect_in, &dst_rect);
|
||||
|
||||
if (dst_rect.left >= dst_rect.right || dst_rect.top >= dst_rect.bottom
|
||||
|| dst_rect.left > dst_surface->resource.width || dst_rect.left < 0
|
||||
|| dst_rect.top > dst_surface->resource.height || dst_rect.top < 0
|
||||
|| dst_rect.right > dst_surface->resource.width || dst_rect.right < 0
|
||||
|| dst_rect.bottom > dst_surface->resource.height || dst_rect.bottom < 0)
|
||||
{
|
||||
WARN("The application gave us a bad destination rectangle.\n");
|
||||
return WINEDDERR_INVALIDRECT;
|
||||
}
|
||||
|
||||
if (src_surface)
|
||||
{
|
||||
surface_get_rect(src_surface, src_rect_in, &src_rect);
|
||||
|
||||
if (src_rect.left >= src_rect.right || src_rect.top >= src_rect.bottom
|
||||
|| src_rect.left > src_surface->resource.width || src_rect.left < 0
|
||||
|| src_rect.top > src_surface->resource.height || src_rect.top < 0
|
||||
|| src_rect.right > src_surface->resource.width || src_rect.right < 0
|
||||
|| src_rect.bottom > src_surface->resource.height || src_rect.bottom < 0)
|
||||
{
|
||||
WARN("Application gave us bad source rectangle for Blt.\n");
|
||||
return WINEDDERR_INVALIDRECT;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
memset(&src_rect, 0, sizeof(src_rect));
|
||||
}
|
||||
|
||||
if (!fx || !(fx->dwDDFX))
|
||||
flags &= ~WINEDDBLT_DDFX;
|
||||
|
||||
if (flags & WINEDDBLT_WAIT)
|
||||
flags &= ~WINEDDBLT_WAIT;
|
||||
|
||||
if (flags & WINEDDBLT_ASYNC)
|
||||
{
|
||||
static unsigned int once;
|
||||
|
||||
if (!once++)
|
||||
FIXME("Can't handle WINEDDBLT_ASYNC flag.\n");
|
||||
flags &= ~WINEDDBLT_ASYNC;
|
||||
}
|
||||
|
||||
/* WINEDDBLT_DONOTWAIT appeared in DX7. */
|
||||
if (flags & WINEDDBLT_DONOTWAIT)
|
||||
{
|
||||
static unsigned int once;
|
||||
|
||||
if (!once++)
|
||||
FIXME("Can't handle WINEDDBLT_DONOTWAIT flag.\n");
|
||||
flags &= ~WINEDDBLT_DONOTWAIT;
|
||||
}
|
||||
|
||||
if (!device->d3d_initialized)
|
||||
{
|
||||
WARN("D3D not initialized, using fallback.\n");
|
||||
goto cpu;
|
||||
}
|
||||
|
||||
/* We want to avoid invalidating the sysmem location for converted
|
||||
* surfaces, since otherwise we'd have to convert the data back when
|
||||
* locking them. */
|
||||
if (dst_surface->flags & SFLAG_CONVERTED)
|
||||
{
|
||||
WARN_(d3d_perf)("Converted surface, using CPU blit.\n");
|
||||
return surface_cpu_blt(dst_surface, &dst_rect, src_surface, &src_rect, flags, fx, filter);
|
||||
}
|
||||
|
||||
if (flags & ~simple_blit)
|
||||
{
|
||||
WARN_(d3d_perf)("Using fallback for complex blit (%#x).\n", flags);
|
||||
goto fallback;
|
||||
}
|
||||
|
||||
if (src_surface)
|
||||
src_swapchain = src_surface->swapchain;
|
||||
else
|
||||
src_swapchain = NULL;
|
||||
|
||||
dst_swapchain = dst_surface->swapchain;
|
||||
|
||||
/* This isn't strictly needed. FBO blits for example could deal with
|
||||
* cross-swapchain blits by first downloading the source to a texture
|
||||
* before switching to the destination context. We just have this here to
|
||||
* not have to deal with the issue, since cross-swapchain blits should be
|
||||
* rare. */
|
||||
if (src_swapchain && dst_swapchain && src_swapchain != dst_swapchain)
|
||||
{
|
||||
FIXME("Using fallback for cross-swapchain blit.\n");
|
||||
goto fallback;
|
||||
}
|
||||
|
||||
scale = src_surface
|
||||
&& (src_rect.right - src_rect.left != dst_rect.right - dst_rect.left
|
||||
|| src_rect.bottom - src_rect.top != dst_rect.bottom - dst_rect.top);
|
||||
convert = src_surface && src_surface->resource.format->id != dst_surface->resource.format->id;
|
||||
|
||||
dst_ds_flags = dst_surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
|
||||
if (src_surface)
|
||||
src_ds_flags = src_surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
|
||||
else
|
||||
src_ds_flags = 0;
|
||||
|
||||
if (src_ds_flags || dst_ds_flags)
|
||||
{
|
||||
if (flags & WINEDDBLT_DEPTHFILL)
|
||||
{
|
||||
float depth;
|
||||
|
||||
TRACE("Depth fill.\n");
|
||||
|
||||
if (!surface_convert_depth_to_float(dst_surface, fx->u5.dwFillDepth, &depth))
|
||||
return WINED3DERR_INVALIDCALL;
|
||||
|
||||
if (SUCCEEDED(wined3d_surface_depth_fill(dst_surface, &dst_rect, depth)))
|
||||
return WINED3D_OK;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (src_ds_flags != dst_ds_flags)
|
||||
{
|
||||
WARN("Rejecting depth / stencil blit between incompatible formats.\n");
|
||||
return WINED3DERR_INVALIDCALL;
|
||||
}
|
||||
|
||||
if (SUCCEEDED(wined3d_surface_depth_blt(src_surface, src_surface->draw_binding, &src_rect,
|
||||
dst_surface, dst_surface->draw_binding, &dst_rect)))
|
||||
return WINED3D_OK;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
/* In principle this would apply to depth blits as well, but we don't
|
||||
* implement those in the CPU blitter at the moment. */
|
||||
if ((dst_surface->flags & SFLAG_INSYSMEM)
|
||||
&& (!src_surface || (src_surface->flags & SFLAG_INSYSMEM)))
|
||||
{
|
||||
if (scale)
|
||||
TRACE("Not doing sysmem blit because of scaling.\n");
|
||||
else if (convert)
|
||||
TRACE("Not doing sysmem blit because of format conversion.\n");
|
||||
else
|
||||
return surface_cpu_blt(dst_surface, &dst_rect, src_surface, &src_rect, flags, fx, filter);
|
||||
}
|
||||
|
||||
if (flags & WINEDDBLT_COLORFILL)
|
||||
{
|
||||
struct wined3d_color color;
|
||||
|
||||
TRACE("Color fill.\n");
|
||||
|
||||
if (!surface_convert_color_to_float(dst_surface, fx->u5.dwFillColor, &color))
|
||||
goto fallback;
|
||||
|
||||
if (SUCCEEDED(surface_color_fill(dst_surface, &dst_rect, &color)))
|
||||
return WINED3D_OK;
|
||||
}
|
||||
else
|
||||
{
|
||||
TRACE("Color blit.\n");
|
||||
|
||||
/* Upload */
|
||||
if ((src_surface->flags & SFLAG_INSYSMEM) && !(dst_surface->flags & SFLAG_INSYSMEM))
|
||||
{
|
||||
if (scale)
|
||||
TRACE("Not doing upload because of scaling.\n");
|
||||
else if (convert)
|
||||
TRACE("Not doing upload because of format conversion.\n");
|
||||
else
|
||||
{
|
||||
POINT dst_point = {dst_rect.left, dst_rect.top};
|
||||
|
||||
if (SUCCEEDED(surface_upload_from_surface(dst_surface, &dst_point, src_surface, &src_rect)))
|
||||
{
|
||||
if (!surface_is_offscreen(dst_surface))
|
||||
surface_load_location(dst_surface, dst_surface->draw_binding, NULL);
|
||||
return WINED3D_OK;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* Use present for back -> front blits. The idea behind this is
|
||||
* that present is potentially faster than a blit, in particular
|
||||
* when FBO blits aren't available. Some ddraw applications like
|
||||
* Half-Life and Prince of Persia 3D use Blt() from the backbuffer
|
||||
* to the frontbuffer instead of doing a Flip(). D3D8 and D3D9
|
||||
* applications can't blit directly to the frontbuffer. */
|
||||
if (dst_swapchain && dst_swapchain->back_buffers
|
||||
&& dst_surface == dst_swapchain->front_buffer
|
||||
&& src_surface == dst_swapchain->back_buffers[0])
|
||||
{
|
||||
enum wined3d_swap_effect swap_effect = dst_swapchain->desc.swap_effect;
|
||||
|
||||
TRACE("Using present for backbuffer -> frontbuffer blit.\n");
|
||||
|
||||
/* Set the swap effect to COPY, we don't want the backbuffer
|
||||
* to become undefined. */
|
||||
dst_swapchain->desc.swap_effect = WINED3D_SWAP_EFFECT_COPY;
|
||||
wined3d_swapchain_present(dst_swapchain, NULL, NULL, dst_swapchain->win_handle, NULL, 0);
|
||||
dst_swapchain->desc.swap_effect = swap_effect;
|
||||
|
||||
return WINED3D_OK;
|
||||
}
|
||||
|
||||
if (fbo_blit_supported(&device->adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
|
||||
&src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
|
||||
&dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
|
||||
{
|
||||
TRACE("Using FBO blit.\n");
|
||||
|
||||
surface_blt_fbo(device, filter,
|
||||
src_surface, src_surface->draw_binding, &src_rect,
|
||||
dst_surface, dst_surface->draw_binding, &dst_rect);
|
||||
surface_modify_location(dst_surface, dst_surface->draw_binding, TRUE);
|
||||
return WINED3D_OK;
|
||||
}
|
||||
|
||||
if (arbfp_blit.blit_supported(&device->adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
|
||||
&src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
|
||||
&dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
|
||||
{
|
||||
TRACE("Using arbfp blit.\n");
|
||||
|
||||
if (SUCCEEDED(arbfp_blit_surface(device, filter, src_surface, &src_rect, dst_surface, &dst_rect)))
|
||||
return WINED3D_OK;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fallback:
|
||||
|
||||
/* Special cases for render targets. */
|
||||
if ((dst_surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
|
||||
|| (src_surface && (src_surface->resource.usage & WINED3DUSAGE_RENDERTARGET)))
|
||||
{
|
||||
if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(dst_surface, &dst_rect,
|
||||
src_surface, &src_rect, flags, fx, filter)))
|
||||
return WINED3D_OK;
|
||||
}
|
||||
|
||||
cpu:
|
||||
|
||||
/* For the rest call the X11 surface implementation. For render targets
|
||||
* this should be implemented OpenGL accelerated in BltOverride, other
|
||||
* blits are rather rare. */
|
||||
return surface_cpu_blt(dst_surface, &dst_rect, src_surface, &src_rect, flags, fx, filter);
|
||||
}
|
||||
|
||||
static HRESULT surface_init(struct wined3d_surface *surface, UINT alignment, UINT width, UINT height,
|
||||
enum wined3d_multisample_type multisample_type, UINT multisample_quality,
|
||||
struct wined3d_device *device, DWORD usage, enum wined3d_format_id format_id,
|
||||
|
|
Loading…
Reference in New Issue