wined3d: Extend surface_get_depth_blt_info with texture coordinate code from surface_blt_to_drawable.
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2060d80d24
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360384277b
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@ -4324,9 +4324,41 @@ struct depth_blt_info
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GLfloat coords[4][3];
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};
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static void surface_get_depth_blt_info(GLenum target, GLsizei w, GLsizei h, struct depth_blt_info *info)
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struct coords {
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GLfloat x, y, z;
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};
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struct float_rect
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{
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float l;
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float t;
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float r;
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float b;
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};
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static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
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{
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f->l = ((r->left * 2.0f) / w) - 1.0f;
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f->t = ((r->top * 2.0f) / h) - 1.0f;
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f->r = ((r->right * 2.0f) / w) - 1.0f;
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f->b = ((r->bottom * 2.0f) / h) - 1.0f;
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}
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static void surface_get_depth_blt_info(GLenum target, const RECT *rect_in, GLsizei w, GLsizei h, struct depth_blt_info *info)
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{
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GLfloat (*coords)[3] = info->coords;
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RECT rect;
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struct float_rect f;
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if (rect_in)
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rect = *rect_in;
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else
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{
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rect.left = 0;
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rect.top = 0;
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rect.right = w;
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rect.bottom = h;
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}
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switch (target)
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{
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@ -4337,75 +4369,104 @@ static void surface_get_depth_blt_info(GLenum target, GLsizei w, GLsizei h, stru
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info->binding = GL_TEXTURE_BINDING_2D;
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info->bind_target = GL_TEXTURE_2D;
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info->tex_type = tex_2d;
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coords[0][0] = 0.0f; coords[0][1] = 1.0f; coords[0][2] = 0.0f;
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coords[1][0] = 1.0f; coords[1][1] = 1.0f; coords[1][2] = 0.0f;
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coords[2][0] = 0.0f; coords[2][1] = 0.0f; coords[2][2] = 0.0f;
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coords[3][0] = 1.0f; coords[3][1] = 0.0f; coords[3][2] = 0.0f;
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coords[0][0] = (float)rect.left / w;
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coords[0][1] = (float)rect.top / h;
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coords[0][2] = 0.0f;
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coords[1][0] = (float)rect.right / w;
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coords[1][1] = (float)rect.top / h;
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coords[1][2] = 0.0f;
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coords[2][0] = (float)rect.left / w;
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coords[2][1] = (float)rect.bottom / h;
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coords[2][2] = 0.0f;
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coords[3][0] = (float)rect.right / w;
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coords[3][1] = (float)rect.bottom / h;
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coords[3][2] = 0.0f;
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break;
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case GL_TEXTURE_RECTANGLE_ARB:
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info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
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info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
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info->tex_type = tex_rect;
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coords[0][0] = 0.0f; coords[0][1] = h; coords[0][2] = 0.0f;
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coords[1][0] = w; coords[1][1] = h; coords[1][2] = 0.0f;
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coords[2][0] = 0.0f; coords[2][1] = 0.0f; coords[2][2] = 0.0f;
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coords[3][0] = w; coords[3][1] = 0.0f; coords[3][2] = 0.0f;
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coords[0][0] = rect.left; coords[0][1] = rect.top; coords[0][2] = 0.0f;
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coords[1][0] = rect.right; coords[1][1] = rect.top; coords[1][2] = 0.0f;
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coords[2][0] = rect.left; coords[2][1] = rect.bottom; coords[2][2] = 0.0f;
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coords[3][0] = rect.right; coords[3][1] = rect.bottom; coords[3][2] = 0.0f;
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break;
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case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
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info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
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info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
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info->tex_type = tex_cube;
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coords[0][0] = 1.0f; coords[0][1] = -1.0f; coords[0][2] = 1.0f;
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coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
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coords[2][0] = 1.0f; coords[2][1] = 1.0f; coords[2][2] = 1.0f;
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coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
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cube_coords_float(&rect, w, h, &f);
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coords[0][0] = 1.0f; coords[0][1] = -f.t; coords[0][2] = -f.l;
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coords[1][0] = 1.0f; coords[1][1] = -f.t; coords[1][2] = -f.r;
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coords[2][0] = 1.0f; coords[2][1] = -f.b; coords[2][2] = -f.l;
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coords[3][0] = 1.0f; coords[3][1] = -f.b; coords[3][2] = -f.r;
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break;
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case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
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info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
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info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
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info->tex_type = tex_cube;
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coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
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coords[1][0] = -1.0f; coords[1][1] = -1.0f; coords[1][2] = 1.0f;
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coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
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coords[3][0] = -1.0f; coords[3][1] = 1.0f; coords[3][2] = 1.0f;
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cube_coords_float(&rect, w, h, &f);
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coords[0][0] = -1.0f; coords[0][1] = -f.t; coords[0][2] = f.l;
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coords[1][0] = -1.0f; coords[1][1] = -f.t; coords[1][2] = f.r;
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coords[2][0] = -1.0f; coords[2][1] = -f.b; coords[2][2] = f.l;
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coords[3][0] = -1.0f; coords[3][1] = -f.b; coords[3][2] = f.r;
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break;
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case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
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info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
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info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
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info->tex_type = tex_cube;
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coords[0][0] = -1.0f; coords[0][1] = 1.0f; coords[0][2] = 1.0f;
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coords[1][0] = 1.0f; coords[1][1] = 1.0f; coords[1][2] = 1.0f;
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coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
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coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
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cube_coords_float(&rect, w, h, &f);
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coords[0][0] = f.l; coords[0][1] = 1.0f; coords[0][2] = f.t;
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coords[1][0] = f.r; coords[1][1] = 1.0f; coords[1][2] = f.t;
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coords[2][0] = f.l; coords[2][1] = 1.0f; coords[2][2] = f.b;
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coords[3][0] = f.r; coords[3][1] = 1.0f; coords[3][2] = f.b;
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break;
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case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
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info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
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info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
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info->tex_type = tex_cube;
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coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
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coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
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coords[2][0] = -1.0f; coords[2][1] = -1.0f; coords[2][2] = 1.0f;
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coords[3][0] = 1.0f; coords[3][1] = -1.0f; coords[3][2] = 1.0f;
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cube_coords_float(&rect, w, h, &f);
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coords[0][0] = f.l; coords[0][1] = -1.0f; coords[0][2] = -f.t;
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coords[1][0] = f.r; coords[1][1] = -1.0f; coords[1][2] = -f.t;
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coords[2][0] = f.l; coords[2][1] = -1.0f; coords[2][2] = -f.b;
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coords[3][0] = f.r; coords[3][1] = -1.0f; coords[3][2] = -f.b;
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break;
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case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
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info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
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info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
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info->tex_type = tex_cube;
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coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = 1.0f;
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coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = 1.0f;
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coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = 1.0f;
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coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = 1.0f;
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cube_coords_float(&rect, w, h, &f);
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coords[0][0] = f.l; coords[0][1] = -f.t; coords[0][2] = 1.0f;
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coords[1][0] = f.r; coords[1][1] = -f.t; coords[1][2] = 1.0f;
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coords[2][0] = f.l; coords[2][1] = -f.b; coords[2][2] = 1.0f;
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coords[3][0] = f.r; coords[3][1] = -f.b; coords[3][2] = 1.0f;
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break;
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case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
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info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
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info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
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info->tex_type = tex_cube;
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coords[0][0] = 1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
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coords[1][0] = -1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
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coords[2][0] = 1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
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coords[3][0] = -1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
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cube_coords_float(&rect, w, h, &f);
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coords[0][0] = -f.l; coords[0][1] = -f.t; coords[0][2] = -1.0f;
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coords[1][0] = -f.r; coords[1][1] = -f.t; coords[1][2] = -1.0f;
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coords[2][0] = -f.l; coords[2][1] = -f.b; coords[2][2] = -1.0f;
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coords[3][0] = -f.r; coords[3][1] = -f.b; coords[3][2] = -1.0f;
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break;
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}
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}
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@ -4429,7 +4490,7 @@ static void surface_depth_blt(IWineD3DSurfaceImpl *This, GLuint texture, GLsizei
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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glViewport(0, 0, w, h);
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surface_get_depth_blt_info(target, w, h, &info);
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surface_get_depth_blt_info(target, NULL, w, h, &info);
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
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glGetIntegerv(info.binding, &old_binding);
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glBindTexture(info.bind_target, texture);
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@ -4643,26 +4704,6 @@ static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DW
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}
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}
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struct coords {
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GLfloat x, y, z;
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};
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struct float_rect
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{
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float l;
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float t;
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float r;
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float b;
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};
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static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
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{
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f->l = ((r->left * 2.0f) / w) - 1.0f;
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f->t = ((r->top * 2.0f) / h) - 1.0f;
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f->r = ((r->right * 2.0f) / w) - 1.0f;
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f->b = ((r->bottom * 2.0f) / h) - 1.0f;
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}
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static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in)
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{
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IWineD3DDeviceImpl *device = This->resource.device;
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