wined3d: Use wined3d_texture_blt() in swapchain_gl_present().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2016-03-29 16:45:31 +02:00 committed by Alexandre Julliard
parent ea7df31319
commit 5f05acfcff
1 changed files with 12 additions and 12 deletions

View File

@ -480,6 +480,7 @@ static void swapchain_gl_present(struct wined3d_swapchain *swapchain,
wined3d_texture_get_sub_resource(swapchain->back_buffers[0], 0));
const struct wined3d_fb_state *fb = &swapchain->device->fb;
const struct wined3d_gl_info *gl_info;
struct wined3d_texture *logo_texture;
struct wined3d_context *context;
struct wined3d_surface *front;
BOOL render_to_fbo;
@ -494,23 +495,19 @@ static void swapchain_gl_present(struct wined3d_swapchain *swapchain,
gl_info = context->gl_info;
if (swapchain->device->logo_texture)
if ((logo_texture = swapchain->device->logo_texture))
{
struct wined3d_surface *src_surface = surface_from_resource(
wined3d_texture_get_sub_resource(swapchain->device->logo_texture, 0));
RECT rect = {0, 0, src_surface->resource.width, src_surface->resource.height};
RECT rect = {0, 0, logo_texture->resource.width, logo_texture->resource.height};
/* Blit the logo into the upper left corner of the drawable. */
wined3d_surface_blt(back_buffer, &rect, src_surface, &rect,
wined3d_texture_blt(swapchain->back_buffers[0], 0, &rect, logo_texture, 0, &rect,
WINED3D_BLT_ALPHA_TEST, NULL, WINED3D_TEXF_POINT);
}
if (swapchain->device->bCursorVisible && swapchain->device->cursor_texture
&& !swapchain->device->hardwareCursor)
{
struct wined3d_surface *cursor = surface_from_resource(
wined3d_texture_get_sub_resource(swapchain->device->cursor_texture, 0));
RECT destRect =
RECT dst_rect =
{
swapchain->device->xScreenSpace - swapchain->device->xHotSpot,
swapchain->device->yScreenSpace - swapchain->device->yHotSpot,
@ -523,14 +520,17 @@ static void swapchain_gl_present(struct wined3d_swapchain *swapchain,
swapchain->device->cursor_texture->resource.width,
swapchain->device->cursor_texture->resource.height
};
const RECT clip_rect = {0, 0, back_buffer->resource.width, back_buffer->resource.height};
const RECT clip_rect = {0, 0,
swapchain->back_buffers[0]->resource.width,
swapchain->back_buffers[0]->resource.height};
TRACE("Rendering the software cursor.\n");
if (swapchain->desc.windowed)
MapWindowPoints(NULL, swapchain->win_handle, (POINT *)&destRect, 2);
if (wined3d_clip_blit(&clip_rect, &destRect, &src_rect))
wined3d_surface_blt(back_buffer, &destRect, cursor, &src_rect,
MapWindowPoints(NULL, swapchain->win_handle, (POINT *)&dst_rect, 2);
if (wined3d_clip_blit(&clip_rect, &dst_rect, &src_rect))
wined3d_texture_blt(swapchain->back_buffers[0], 0, &dst_rect,
swapchain->device->cursor_texture, 0, &src_rect,
WINED3D_BLT_ALPHA_TEST, NULL, WINED3D_TEXF_POINT);
}