wined3d: Pass floating point colors to IWineD3DDeviceImpl_ColorFill().
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50b5955288
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@ -1007,7 +1007,16 @@ static HRESULT WINAPI IDirect3DDevice9Impl_StretchRect(IDirect3DDevice9Ex *iface
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return hr;
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}
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static HRESULT WINAPI IDirect3DDevice9Impl_ColorFill(LPDIRECT3DDEVICE9EX iface, IDirect3DSurface9* pSurface, CONST RECT* pRect, D3DCOLOR color) {
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static HRESULT WINAPI IDirect3DDevice9Impl_ColorFill(IDirect3DDevice9Ex *iface,
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IDirect3DSurface9 *pSurface, const RECT *pRect, D3DCOLOR color)
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{
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const WINED3DCOLORVALUE c =
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{
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((color >> 16) & 0xff) / 255.0f,
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((color >> 8) & 0xff) / 255.0f,
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(color & 0xff) / 255.0f,
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((color >> 24) & 0xff) / 255.0f,
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};
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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IDirect3DSurface9Impl *surface = (IDirect3DSurface9Impl *)pSurface;
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WINED3DPOOL pool;
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@ -1036,7 +1045,7 @@ static HRESULT WINAPI IDirect3DDevice9Impl_ColorFill(LPDIRECT3DDEVICE9EX iface
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/* Colorfill can only be used on rendertarget surfaces, or offscreen plain surfaces in D3DPOOL_DEFAULT */
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/* Note: D3DRECT is compatible with WINED3DRECT */
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hr = IWineD3DDevice_ColorFill(This->WineD3DDevice, surface->wineD3DSurface, (CONST WINED3DRECT*)pRect, color);
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hr = IWineD3DDevice_ColorFill(This->WineD3DDevice, surface->wineD3DSurface, (const WINED3DRECT *)pRect, &c);
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wined3d_mutex_unlock();
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@ -1675,9 +1675,12 @@ static void IWineD3DDeviceImpl_LoadLogo(IWineD3DDeviceImpl *This, const char *fi
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colorkey.dwColorSpaceLowValue = 0;
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colorkey.dwColorSpaceHighValue = 0;
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IWineD3DSurface_SetColorKey(This->logo_surface, WINEDDCKEY_SRCBLT, &colorkey);
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} else {
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}
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else
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{
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const WINED3DCOLORVALUE c = {1.0f, 1.0f, 1.0f, 1.0f};
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/* Fill the surface with a white color to show that wined3d is there */
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IWineD3DDevice_ColorFill((IWineD3DDevice *) This, This->logo_surface, NULL, 0xffffffff);
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IWineD3DDevice_ColorFill((IWineD3DDevice *)This, This->logo_surface, NULL, &c);
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}
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out:
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@ -5494,14 +5497,14 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DeletePatch(IWineD3DDevice *iface, UINT
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}
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static HRESULT WINAPI IWineD3DDeviceImpl_ColorFill(IWineD3DDevice *iface,
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IWineD3DSurface *surface, const WINED3DRECT *pRect, WINED3DCOLOR color)
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IWineD3DSurface *surface, const WINED3DRECT *pRect, const WINED3DCOLORVALUE *color)
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{
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const WINED3DCOLORVALUE c = {D3DCOLOR_R(color), D3DCOLOR_G(color), D3DCOLOR_B(color), D3DCOLOR_A(color)};
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IWineD3DSurfaceImpl *s = (IWineD3DSurfaceImpl *)surface;
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WINEDDBLTFX BltFx;
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TRACE("iface %p, surface %p, rect %s, color 0x%08x.\n",
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iface, surface, wine_dbgstr_rect((const RECT *)pRect), color);
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TRACE("iface %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
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iface, surface, wine_dbgstr_rect((const RECT *)pRect),
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color->r, color->g, color->b, color->a);
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if (s->resource.pool != WINED3DPOOL_DEFAULT && s->resource.pool != WINED3DPOOL_SYSTEMMEM)
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{
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@ -5514,14 +5517,14 @@ static HRESULT WINAPI IWineD3DDeviceImpl_ColorFill(IWineD3DDevice *iface,
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const RECT draw_rect = {0, 0, s->currentDesc.Width, s->currentDesc.Height};
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return device_clear_render_targets((IWineD3DDeviceImpl *)iface, 1, &s,
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!!pRect, (const RECT *)pRect, &draw_rect, WINED3DCLEAR_TARGET, &c, 0.0f, 0);
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!!pRect, (const RECT *)pRect, &draw_rect, WINED3DCLEAR_TARGET, color, 0.0f, 0);
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}
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else
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{
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/* Just forward this to the DirectDraw blitting engine */
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memset(&BltFx, 0, sizeof(BltFx));
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BltFx.dwSize = sizeof(BltFx);
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BltFx.u5.dwFillColor = wined3d_format_convert_from_float(s->resource.format_desc, &c);
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BltFx.u5.dwFillColor = wined3d_format_convert_from_float(s->resource.format_desc, color);
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return IWineD3DSurface_Blt(surface, (const RECT *)pRect, NULL, NULL,
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WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_POINT);
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}
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@ -3376,7 +3376,7 @@ interface IWineD3DDevice : IWineD3DBase
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HRESULT ColorFill(
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[in] IWineD3DSurface *surface,
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[in] const WINED3DRECT *rect,
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[in] WINED3DCOLOR color
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[in] const WINED3DCOLORVALUE *color
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);
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HRESULT UpdateTexture(
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[in] IWineD3DBaseTexture *src_texture,
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