Make support for CopyRects to a small area of the back buffer, and

correct the general method of updating the back buffer.
This commit is contained in:
Jason Edmeades 2003-10-31 04:15:07 +00:00 committed by Alexandre Julliard
parent 99e3e6f88b
commit 2b832f11a5
2 changed files with 18 additions and 6 deletions

View File

@ -1051,7 +1051,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_CopyRects(LPDIRECT3DDEVICE8 iface,
dest_rect.left = p->x;
dest_rect.top = p->y;
dest_rect.right = p->x + (r->right - r->left);
dest_rect.left = p->y + (r->bottom - r->top);
dest_rect.bottom= p->y + (r->bottom - r->top);
IDirect3DSurface8Impl_LockRect((LPDIRECT3DSURFACE8) dst, &lrDst, &dest_rect, 0L);
TRACE("Locked src and dst\n");

View File

@ -280,8 +280,9 @@ HRESULT WINAPI IDirect3DSurface8Impl_LockRect(LPDIRECT3DSURFACE8 iface, D3DLOCKE
}
HRESULT WINAPI IDirect3DSurface8Impl_UnlockRect(LPDIRECT3DSURFACE8 iface) {
GLint skipBytes = 0;
ICOM_THIS(IDirect3DSurface8Impl,iface);
if (FALSE == This->locked) {
ERR("trying to lock unlocked surf@%p\n", This);
return D3DERR_INVALIDCALL;
@ -375,19 +376,26 @@ HRESULT WINAPI IDirect3DSurface8Impl_UnlockRect(LPDIRECT3DSURFACE8 iface) {
}
vcheckGLcall("glDrawBuffer");
glRasterPos2i(This->lockedRect.left, This->lockedRect.top);
/* If not fullscreen, we need to skip a number of bytes to find the next row of data */
glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
glPixelStorei(GL_UNPACK_ROW_LENGTH, This->myDesc.Width);
/* And back buffers are not blended */
glDisable(GL_BLEND);
glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
vcheckGLcall("glRasterPos2f");
switch (This->myDesc.Format) {
case D3DFMT_R5G6B5:
{
glDrawPixels(This->lockedRect.right - This->lockedRect.left, This->lockedRect.bottom - This->lockedRect.top,
glDrawPixels(This->lockedRect.right - This->lockedRect.left, (This->lockedRect.bottom - This->lockedRect.top)-1,
GL_RGB, GL_UNSIGNED_SHORT_5_6_5, This->allocatedMemory);
vcheckGLcall("glDrawPixels");
}
break;
case D3DFMT_R8G8B8:
{
glDrawPixels(This->lockedRect.right - This->lockedRect.left, This->lockedRect.bottom - This->lockedRect.top,
glDrawPixels(This->lockedRect.right - This->lockedRect.left, (This->lockedRect.bottom - This->lockedRect.top)-1,
GL_RGB, GL_UNSIGNED_BYTE, This->allocatedMemory);
vcheckGLcall("glDrawPixels");
}
@ -396,7 +404,7 @@ HRESULT WINAPI IDirect3DSurface8Impl_UnlockRect(LPDIRECT3DSURFACE8 iface) {
{
glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
vcheckGLcall("glPixelStorei");
glDrawPixels(This->lockedRect.right - This->lockedRect.left, This->lockedRect.bottom - This->lockedRect.top,
glDrawPixels(This->lockedRect.right - This->lockedRect.left, (This->lockedRect.bottom - This->lockedRect.top)-1,
GL_BGRA, GL_UNSIGNED_BYTE, This->allocatedMemory);
vcheckGLcall("glDrawPixels");
glPixelStorei(GL_PACK_SWAP_BYTES, prev_store);
@ -414,6 +422,10 @@ HRESULT WINAPI IDirect3DSurface8Impl_UnlockRect(LPDIRECT3DSURFACE8 iface) {
glRasterPos3iv(&prev_rasterpos[0]);
vcheckGLcall("glRasterPos3iv");
/* Reset to previous pack row length / blending state */
glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
if (This->Device->StateBlock->renderstate[D3DRS_ALPHABLENDENABLE]) glEnable(GL_BLEND);
LEAVE_GL();
/** restore clean dirty state */