wined3d: Use surface_blt_to_drawable() in IWineD3DSurfaceImpl_BltOverride().

This commit is contained in:
Henri Verbeet 2010-10-21 12:40:45 +02:00 committed by Alexandre Julliard
parent 574169174e
commit 2b58f80c27
1 changed files with 89 additions and 101 deletions

View File

@ -3344,6 +3344,89 @@ static void surface_blt_fbo(IWineD3DDeviceImpl *device, const WINED3DTEXTUREFILT
context_release(context); context_release(context);
} }
static void surface_blt_to_drawable(IWineD3DDeviceImpl *device,
WINED3DTEXTUREFILTERTYPE filter, BOOL color_key,
IWineD3DSurfaceImpl *src_surface, const RECT *src_rect_in,
IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect_in)
{
IWineD3DSwapChainImpl *swapchain = NULL;
struct wined3d_context *context;
RECT src_rect, dst_rect;
src_rect = *src_rect_in;
dst_rect = *dst_rect_in;
if (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
swapchain = dst_surface->container.u.swapchain;
/* 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. */
surface_internal_preload(src_surface, SRGB_RGB);
/* Activate the destination context, set it up for blitting */
context = context_acquire(device, dst_surface);
context_apply_blit_state(context, device);
/* context_apply_blit_state() sets up a flipped (in GL terms) projection
* matrix. As a result, we need to skip the flip for onscreen surfaces,
* and have to flip for offscreen surfaces instead, to undo the flip done
* by the projection matrix. */
if (swapchain && dst_surface == swapchain->front_buffer)
{
surface_translate_frontbuffer_coords(dst_surface, context->win_handle, &dst_rect);
}
else if (surface_is_offscreen(dst_surface))
{
dst_rect.top = dst_surface->currentDesc.Height - dst_rect.top;
dst_rect.bottom = dst_surface->currentDesc.Height - dst_rect.bottom;
}
device->blitter->set_shader((IWineD3DDevice *)device, src_surface);
ENTER_GL();
if (color_key)
{
glEnable(GL_ALPHA_TEST);
checkGLcall("glEnable(GL_ALPHA_TEST)");
/* When the primary render target uses P8, 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 (primary_render_target_is_p8(device))
glAlphaFunc(GL_NOTEQUAL, (float)src_surface->SrcBltCKey.dwColorSpaceLowValue / 256.0f);
else
glAlphaFunc(GL_NOTEQUAL, 0.0f);
checkGLcall("glAlphaFunc");
}
else
{
glDisable(GL_ALPHA_TEST);
checkGLcall("glDisable(GL_ALPHA_TEST)");
}
draw_textured_quad(src_surface, &src_rect, &dst_rect, filter);
if (color_key)
{
glDisable(GL_ALPHA_TEST);
checkGLcall("glDisable(GL_ALPHA_TEST)");
}
LEAVE_GL();
/* Leave the opengl state valid for blitting */
device->blitter->unset_shader((IWineD3DDevice *)device);
if (wined3d_settings.strict_draw_ordering || (swapchain
&& (dst_surface == swapchain->front_buffer || swapchain->num_contexts > 1)))
wglFlush(); /* Flush to ensure ordering across contexts. */
context_release(context);
}
/* Do not call while under the GL lock. */ /* Do not call while under the GL lock. */
HRESULT surface_color_fill(IWineD3DSurfaceImpl *s, const RECT *rect, const WINED3DCOLORVALUE *color) HRESULT surface_color_fill(IWineD3DSurfaceImpl *s, const RECT *rect, const WINED3DCOLORVALUE *color)
{ {
@ -3611,7 +3694,6 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *dst_surface,
/* Blit from offscreen surface to render target */ /* Blit from offscreen surface to render target */
DWORD oldCKeyFlags = src_surface->CKeyFlags; DWORD oldCKeyFlags = src_surface->CKeyFlags;
WINEDDCOLORKEY oldBltCKey = src_surface->SrcBltCKey; WINEDDCOLORKEY oldBltCKey = src_surface->SrcBltCKey;
struct wined3d_context *context;
TRACE("Blt from surface %p to rendertarget %p\n", src_surface, dst_surface); TRACE("Blt from surface %p to rendertarget %p\n", src_surface, dst_surface);
@ -3668,72 +3750,13 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *dst_surface,
src_surface->CKeyFlags &= ~WINEDDSD_CKSRCBLT; src_surface->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
} }
/* Now load the surface */ surface_blt_to_drawable(device, Filter, Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE),
surface_internal_preload(src_surface, SRGB_RGB); src_surface, &src_rect, dst_surface, &dst_rect);
/* Activate the destination context, set it up for blitting */
context = context_acquire(device, dst_surface);
context_apply_blit_state(context, device);
if (dstSwapchain && dst_surface == dstSwapchain->front_buffer)
surface_translate_frontbuffer_coords(dst_surface, context->win_handle, &dst_rect);
else if (surface_is_offscreen(dst_surface))
{
dst_rect.top = dst_surface->currentDesc.Height - dst_rect.top;
dst_rect.bottom = dst_surface->currentDesc.Height - dst_rect.bottom;
}
device->blitter->set_shader((IWineD3DDevice *)device, src_surface);
ENTER_GL();
/* This is for color keying */
if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
glEnable(GL_ALPHA_TEST);
checkGLcall("glEnable(GL_ALPHA_TEST)");
/* When the primary render target uses P8, 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 (primary_render_target_is_p8(device))
glAlphaFunc(GL_NOTEQUAL, (float)src_surface->SrcBltCKey.dwColorSpaceLowValue / 256.0f);
else
glAlphaFunc(GL_NOTEQUAL, 0.0f);
checkGLcall("glAlphaFunc");
} else {
glDisable(GL_ALPHA_TEST);
checkGLcall("glDisable(GL_ALPHA_TEST)");
}
/* Draw a textured quad
*/
draw_textured_quad(src_surface, &src_rect, &dst_rect, Filter);
if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
glDisable(GL_ALPHA_TEST);
checkGLcall("glDisable(GL_ALPHA_TEST)");
}
/* Restore the color key parameters */ /* Restore the color key parameters */
src_surface->CKeyFlags = oldCKeyFlags; src_surface->CKeyFlags = oldCKeyFlags;
src_surface->SrcBltCKey = oldBltCKey; src_surface->SrcBltCKey = oldBltCKey;
LEAVE_GL();
/* Leave the opengl state valid for blitting */
device->blitter->unset_shader((IWineD3DDevice *)device);
if (wined3d_settings.strict_draw_ordering || (dstSwapchain
&& (dst_surface == dstSwapchain->front_buffer
|| dstSwapchain->num_contexts > 1)))
wglFlush(); /* Flush to ensure ordering across contexts. */
context_release(context);
/* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
/* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
* is outdated now
*/
surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE); surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
return WINED3D_OK; return WINED3D_OK;
@ -4325,44 +4348,6 @@ void surface_modify_location(IWineD3DSurfaceImpl *surface, DWORD flag, BOOL pers
} }
} }
static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in)
{
IWineD3DDeviceImpl *device = This->resource.device;
IWineD3DSwapChainImpl *swapchain;
struct wined3d_context *context;
RECT src_rect, dst_rect;
surface_get_rect(This, rect_in, &src_rect);
context = context_acquire(device, This);
context_apply_blit_state(context, device);
dst_rect = src_rect;
if (context->render_offscreen)
{
dst_rect.top = This->currentDesc.Height - dst_rect.top;
dst_rect.bottom = This->currentDesc.Height - dst_rect.bottom;
}
swapchain = This->container.type == WINED3D_CONTAINER_SWAPCHAIN ? This->container.u.swapchain : NULL;
if (swapchain && This == swapchain->front_buffer)
surface_translate_frontbuffer_coords(This, context->win_handle, &dst_rect);
device->blitter->set_shader((IWineD3DDevice *) device, This);
ENTER_GL();
draw_textured_quad(This, &src_rect, &dst_rect, WINED3DTEXF_POINT);
LEAVE_GL();
device->blitter->unset_shader((IWineD3DDevice *) device);
if (wined3d_settings.strict_draw_ordering || (swapchain
&& (This == swapchain->front_buffer || swapchain->num_contexts > 1)))
wglFlush(); /* Flush to ensure ordering across contexts. */
context_release(context);
}
HRESULT surface_load_location(IWineD3DSurfaceImpl *surface, DWORD flag, const RECT *rect) HRESULT surface_load_location(IWineD3DSurfaceImpl *surface, DWORD flag, const RECT *rect)
{ {
IWineD3DDeviceImpl *device = surface->resource.device; IWineD3DDeviceImpl *device = surface->resource.device;
@ -4448,7 +4433,10 @@ HRESULT surface_load_location(IWineD3DSurfaceImpl *surface, DWORD flag, const RE
{ {
if (surface->Flags & SFLAG_INTEXTURE) if (surface->Flags & SFLAG_INTEXTURE)
{ {
surface_blt_to_drawable(surface, rect); RECT r;
surface_get_rect(surface, rect, &r);
surface_blt_to_drawable(device, WINED3DTEXF_POINT, FALSE, surface, &r, surface, &r);
} }
else else
{ {