wined3d: Introduce a separate function for depth fills.
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90da00927e
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419d6e9acd
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@ -10,7 +10,7 @@
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* Copyright 2006-2008 Stefan Dösinger for CodeWeavers
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* Copyright 2007-2008 Henri Verbeet
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* Copyright 2006-2008 Roderick Colenbrander
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* Copyright 2009-2010 Henri Verbeet for CodeWeavers
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* Copyright 2009-2011 Henri Verbeet for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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@ -1285,6 +1285,37 @@ static BOOL surface_convert_color_to_float(IWineD3DSurfaceImpl *surface, DWORD c
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return TRUE;
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}
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static BOOL surface_convert_depth_to_float(IWineD3DSurfaceImpl *surface, DWORD depth, float *float_depth)
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{
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const struct wined3d_format *format = surface->resource.format;
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switch (format->id)
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{
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case WINED3DFMT_S1_UINT_D15_UNORM:
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*float_depth = depth / (float)0x00007fff;
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break;
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case WINED3DFMT_D16_UNORM:
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*float_depth = depth / (float)0x0000ffff;
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break;
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case WINED3DFMT_D24_UNORM_S8_UINT:
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case WINED3DFMT_X8D24_UNORM:
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*float_depth = depth / (float)0x00ffffff;
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break;
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case WINED3DFMT_D32_UNORM:
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*float_depth = depth / (float)0xffffffff;
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break;
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default:
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ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
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return FALSE;
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}
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return TRUE;
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}
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static void surface_evict_sysmem(IWineD3DSurfaceImpl *surface)
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{
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if (surface->flags & SFLAG_DONOTFREE)
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@ -3863,42 +3894,22 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *dst_surface,
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return WINED3DERR_INVALIDCALL;
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}
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static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *DestRect,
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IWineD3DSurface *src_surface, const RECT *src_rect, DWORD flags, const WINEDDBLTFX *DDBltFx)
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/* Do not call while under the GL lock. */
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static HRESULT wined3d_surface_depth_fill(IWineD3DSurfaceImpl *surface, const RECT *rect, float depth)
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{
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IWineD3DDeviceImpl *device = This->resource.device;
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float depth;
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IWineD3DDeviceImpl *device = surface->resource.device;
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if (flags & WINEDDBLT_DEPTHFILL)
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if (surface != device->depth_stencil)
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{
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switch (This->resource.format->id)
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{
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case WINED3DFMT_D16_UNORM:
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depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
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break;
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case WINED3DFMT_S1_UINT_D15_UNORM:
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depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00007fff;
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break;
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case WINED3DFMT_D24_UNORM_S8_UINT:
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case WINED3DFMT_X8D24_UNORM:
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depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
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break;
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case WINED3DFMT_D32_UNORM:
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depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
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break;
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default:
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depth = 0.0f;
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ERR("Unexpected format for depth fill: %s.\n", debug_d3dformat(This->resource.format->id));
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}
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return IWineD3DDevice_Clear((IWineD3DDevice *)device, DestRect ? 1 : 0, DestRect,
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WINED3DCLEAR_ZBUFFER, 0x00000000, depth, 0x00000000);
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FIXME("Depth fill is only implemented for the current depth / stencil buffer.\n");
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return WINED3DERR_INVALIDCALL;
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}
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FIXME("(%p): Unsupp depthstencil blit\n", This);
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return WINED3DERR_INVALIDCALL;
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return IWineD3DDevice_Clear((IWineD3DDevice *)device, !!rect, rect,
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WINED3DCLEAR_ZBUFFER, 0x00000000, depth, 0);
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}
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/* Do not call while under the GL lock. */
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static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect,
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IWineD3DSurface *src_surface, const RECT *SrcRect, DWORD flags,
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const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter)
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@ -3918,20 +3929,33 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT
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return WINEDDERR_SURFACEBUSY;
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}
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/* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
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* except depth blits, which seem to work
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*/
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if (This == device->depth_stencil || (src && src == device->depth_stencil))
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if (This->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)
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|| (src && src->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
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{
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if (device->inScene && !(flags & WINEDDBLT_DEPTHFILL))
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if (flags & WINEDDBLT_DEPTHFILL)
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{
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TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
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return WINED3DERR_INVALIDCALL;
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float depth;
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TRACE("Depth fill.\n");
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if (!surface_convert_depth_to_float(This, DDBltFx->u5.dwFillDepth, &depth))
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return WINED3DERR_INVALIDCALL;
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if (SUCCEEDED(wined3d_surface_depth_fill(This, DestRect, depth)))
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return WINED3D_OK;
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}
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else if (SUCCEEDED(IWineD3DSurfaceImpl_BltZ(This, DestRect, src_surface, SrcRect, flags, DDBltFx)))
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else
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{
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TRACE("Z Blit override handled the blit\n");
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return WINED3D_OK;
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/* Accessing depth / stencil surfaces is supposed to fail while in
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* a scene, except for fills, which seem to work. */
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if (device->inScene)
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{
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WARN("Rejecting depth / stencil access while in scene.\n");
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return WINED3DERR_INVALIDCALL;
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}
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FIXME("Depth blits not implemeted.\n");
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return WINED3DERR_INVALIDCALL;
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}
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}
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