wined3d: Cleanup variable naming in IWineD3DDeviceImpl_UpdateSurface().
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cc20a0da59
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61ca407151
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@ -5150,44 +5150,47 @@ static float WINAPI IWineD3DDeviceImpl_GetNPatchMode(IWineD3DDevice *iface)
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return 0.0f;
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}
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static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface, IWineD3DSurface *pSourceSurface, CONST RECT* pSourceRect, IWineD3DSurface *pDestinationSurface, CONST POINT* pDestPoint) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
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static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface,
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IWineD3DSurface *src_surface, const RECT *src_rect,
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IWineD3DSurface *dst_surface, const POINT *dst_point)
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{
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IWineD3DSurfaceImpl *src_impl = (IWineD3DSurfaceImpl *)src_surface;
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IWineD3DSurfaceImpl *dst_impl = (IWineD3DSurfaceImpl *)dst_surface;
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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const struct wined3d_format_desc *src_format;
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const struct wined3d_format_desc *dst_format;
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/** TODO: remove casts to IWineD3DSurfaceImpl
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* NOTE: move code to surface to accomplish this
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****************************************/
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IWineD3DSurfaceImpl *pSrcSurface = (IWineD3DSurfaceImpl *)pSourceSurface;
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IWineD3DSurfaceImpl *dst_impl = (IWineD3DSurfaceImpl *)pDestinationSurface;
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int srcWidth, srcHeight;
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unsigned int srcSurfaceWidth, srcSurfaceHeight;
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int destLeft, destTop;
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WINED3DPOOL srcPool, destPool;
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GLenum dummy;
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DWORD sampler;
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int bpp;
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CONVERT_TYPES convert = NO_CONVERSION;
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struct wined3d_context *context;
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WINED3DPOOL src_pool, dst_pool;
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WINED3DSURFACE_DESC winedesc;
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const unsigned char *data;
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UINT update_w, update_h;
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UINT src_w, src_h;
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UINT dst_x, dst_y;
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DWORD sampler;
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GLenum dummy;
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int bpp;
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WINED3DSURFACE_DESC winedesc;
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TRACE("iface %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s",
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iface, src_surface, wine_dbgstr_rect(src_rect),
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dst_surface, wine_dbgstr_point(dst_point));
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TRACE("(%p) : Source (%p) Rect (%p) Destination (%p) Point(%p)\n", This, pSourceSurface, pSourceRect, pDestinationSurface, pDestPoint);
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IWineD3DSurface_GetDesc(src_surface, &winedesc);
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src_w = winedesc.width;
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src_h = winedesc.height;
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src_pool = winedesc.pool;
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IWineD3DSurface_GetDesc(pSourceSurface, &winedesc);
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srcSurfaceWidth = winedesc.width;
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srcSurfaceHeight = winedesc.height;
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srcPool = winedesc.pool;
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IWineD3DSurface_GetDesc(dst_surface, &winedesc);
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dst_pool = winedesc.pool;
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IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
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destPool = winedesc.pool;
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if(srcPool != WINED3DPOOL_SYSTEMMEM || destPool != WINED3DPOOL_DEFAULT){
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WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n", pSourceSurface, pDestinationSurface);
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if (src_pool != WINED3DPOOL_SYSTEMMEM || dst_pool != WINED3DPOOL_DEFAULT)
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{
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WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
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src_surface, dst_surface);
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return WINED3DERR_INVALIDCALL;
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}
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src_format = pSrcSurface->resource.format_desc;
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src_format = src_impl->resource.format_desc;
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dst_format = dst_impl->resource.format_desc;
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if (src_format->format != dst_format->format)
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@ -5196,17 +5199,16 @@ static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface,
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return WINED3DERR_INVALIDCALL;
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}
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/* This call loads the opengl surface directly, instead of copying the surface to the
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* destination's sysmem copy. If surface conversion is needed, use BltFast instead to
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* copy in sysmem and use regular surface loading.
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*/
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dst_x = dst_point ? dst_point->x : 0;
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dst_y = dst_point ? dst_point->y : 0;
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/* This call loads the OpenGL surface directly, instead of copying the
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* surface to the destination's sysmem copy. If surface conversion is
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* needed, use BltFast instead to copy in sysmem and use regular surface
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* loading. */
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d3dfmt_get_conv(dst_impl, FALSE, TRUE, &dummy, &dummy, &dummy, &convert, &bpp, FALSE);
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if(convert != NO_CONVERSION) {
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return IWineD3DSurface_BltFast(pDestinationSurface,
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pDestPoint ? pDestPoint->x : 0,
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pDestPoint ? pDestPoint->y : 0,
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pSourceSurface, pSourceRect, 0);
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}
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if (convert != NO_CONVERSION)
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return IWineD3DSurface_BltFast(dst_surface, dst_x, dst_y, src_surface, src_rect, 0);
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context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
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@ -5216,40 +5218,37 @@ static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface,
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LEAVE_GL();
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/* Make sure the surface is loaded and up to date */
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surface_internal_preload(pDestinationSurface, SRGB_RGB);
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IWineD3DSurface_BindTexture(pDestinationSurface, FALSE);
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surface_internal_preload(dst_surface, SRGB_RGB);
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IWineD3DSurface_BindTexture(dst_surface, FALSE);
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/* this needs to be done in lines if the sourceRect != the sourceWidth */
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srcWidth = pSourceRect ? pSourceRect->right - pSourceRect->left : srcSurfaceWidth;
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srcHeight = pSourceRect ? pSourceRect->bottom - pSourceRect->top : srcSurfaceHeight;
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destLeft = pDestPoint ? pDestPoint->x : 0;
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destTop = pDestPoint ? pDestPoint->y : 0;
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update_w = src_rect ? src_rect->right - src_rect->left : src_w;
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update_h = src_rect ? src_rect->bottom - src_rect->top : src_h;
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data = IWineD3DSurface_GetData(pSourceSurface);
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data = IWineD3DSurface_GetData(src_surface);
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if (!data) ERR("Source surface has no allocated memory, but should be a sysmem surface.\n");
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ENTER_GL();
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if (dst_format->Flags & WINED3DFMT_FLAG_COMPRESSED)
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{
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UINT row_length = (srcWidth / src_format->block_width) * src_format->block_byte_count;
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UINT row_count = srcHeight / src_format->block_height;
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UINT src_pitch = IWineD3DSurface_GetPitch(pSourceSurface);
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UINT row_length = (update_w / src_format->block_width) * src_format->block_byte_count;
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UINT row_count = update_h / src_format->block_height;
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UINT src_pitch = IWineD3DSurface_GetPitch(src_surface);
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if (pSourceRect)
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if (src_rect)
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{
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data += (pSourceRect->top / src_format->block_height) * src_pitch;
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data += (pSourceRect->left / src_format->block_width) * src_format->block_byte_count;
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data += (src_rect->top / src_format->block_height) * src_pitch;
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data += (src_rect->left / src_format->block_width) * src_format->block_byte_count;
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}
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TRACE("glCompressedTexSubImage2DARB, target %#x, level %d, x %d, y %d, w %d, h %d, "
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"format %#x, image_size %#x, data %p.\n", dst_impl->texture_target, dst_impl->texture_level,
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destLeft, destTop, srcWidth, srcHeight, dst_format->glFormat, row_count * row_length, data);
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dst_x, dst_y, update_w, update_h, dst_format->glFormat, row_count * row_length, data);
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if (row_length == src_pitch)
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{
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GL_EXTCALL(glCompressedTexSubImage2DARB(dst_impl->texture_target, dst_impl->texture_level,
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destLeft, destTop, srcWidth, srcHeight, dst_format->glInternal, row_count * row_length, data));
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dst_x, dst_y, update_w, update_h, dst_format->glInternal, row_count * row_length, data));
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}
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else
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{
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@ -5257,11 +5256,10 @@ static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface,
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/* glCompressedTexSubImage2DARB() ignores pixel store state, so we
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* can't use the unpack row length like below. */
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for (row = 0, y = destTop; row < row_count; ++row)
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for (row = 0, y = dst_y; row < row_count; ++row)
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{
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GL_EXTCALL(glCompressedTexSubImage2DARB(dst_impl->texture_target, dst_impl->texture_level,
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destLeft, y, srcWidth, src_format->block_height,
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dst_format->glInternal, row_length, data));
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dst_x, y, update_w, src_format->block_height, dst_format->glInternal, row_length, data));
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y += src_format->block_height;
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data += src_pitch;
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}
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@ -5270,19 +5268,19 @@ static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface,
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}
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else
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{
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if (pSourceRect)
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if (src_rect)
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{
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data += pSourceRect->top * srcSurfaceWidth * src_format->byte_count;
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data += pSourceRect->left * src_format->byte_count;
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data += src_rect->top * src_w * src_format->byte_count;
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data += src_rect->left * src_format->byte_count;
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}
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TRACE("glTexSubImage2D, target %#x, level %d, x %d, y %d, w %d, h %d, format %#x, type %#x, data %p.\n",
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dst_impl->texture_target, dst_impl->texture_level, destLeft, destTop,
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srcWidth, srcHeight, dst_format->glFormat, dst_format->glType, data);
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dst_impl->texture_target, dst_impl->texture_level, dst_x, dst_y,
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update_w, update_h, dst_format->glFormat, dst_format->glType, data);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, srcSurfaceWidth);
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glTexSubImage2D(dst_impl->texture_target, dst_impl->texture_level, destLeft, destTop,
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srcWidth, srcHeight, dst_format->glFormat, dst_format->glType, data);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, src_w);
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glTexSubImage2D(dst_impl->texture_target, dst_impl->texture_level, dst_x, dst_y,
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update_w, update_h, dst_format->glFormat, dst_format->glType, data);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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checkGLcall("glTexSubImage2D");
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}
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@ -5290,7 +5288,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface,
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LEAVE_GL();
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context_release(context);
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IWineD3DSurface_ModifyLocation(pDestinationSurface, SFLAG_INTEXTURE, TRUE);
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IWineD3DSurface_ModifyLocation(dst_surface, SFLAG_INTEXTURE, TRUE);
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sampler = This->rev_tex_unit_map[0];
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if (sampler != WINED3D_UNMAPPED_STAGE)
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{
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