wined3d: Load the backbuffer in the correct location before presenting in swapchain_gl_present().

This commit is contained in:
Henri Verbeet 2012-03-26 20:28:10 +02:00 committed by Alexandre Julliard
parent 337b63d878
commit 6f8b8bda2d
1 changed files with 18 additions and 13 deletions

View File

@ -449,13 +449,14 @@ static void swapchain_blit(const struct wined3d_swapchain *swapchain,
static HRESULT swapchain_gl_present(struct wined3d_swapchain *swapchain, const RECT *src_rect_in,
const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags)
{
struct wined3d_surface *back_buffer = swapchain->back_buffers[0];
const struct wined3d_fb_state *fb = &swapchain->device->fb;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
RECT src_rect, dst_rect;
BOOL render_to_fbo;
context = context_acquire(swapchain->device, swapchain->back_buffers[0]);
context = context_acquire(swapchain->device, back_buffer);
if (!context->valid)
{
context_release(context);
@ -504,8 +505,8 @@ static HRESULT swapchain_gl_present(struct wined3d_swapchain *swapchain, const R
*/
if (swapchain->desc.windowed)
MapWindowPoints(NULL, swapchain->win_handle, (POINT *)&destRect, 2);
wined3d_surface_blt(swapchain->back_buffers[0], &destRect,
&cursor, NULL, WINEDDBLT_KEYSRC, NULL, WINED3D_TEXF_POINT);
wined3d_surface_blt(back_buffer, &destRect, &cursor, NULL, WINEDDBLT_KEYSRC,
NULL, WINED3D_TEXF_POINT);
}
if (swapchain->device->logo_surface)
@ -514,8 +515,8 @@ static HRESULT swapchain_gl_present(struct wined3d_swapchain *swapchain, const R
RECT rect = {0, 0, src_surface->resource.width, src_surface->resource.height};
/* Blit the logo into the upper left corner of the drawable. */
wined3d_surface_blt(swapchain->back_buffers[0], &rect, src_surface, &rect,
WINEDDBLT_KEYSRC, NULL, WINED3D_TEXF_POINT);
wined3d_surface_blt(back_buffer, &rect, src_surface, &rect, WINEDDBLT_KEYSRC,
NULL, WINED3D_TEXF_POINT);
}
TRACE("Presenting HDC %p.\n", context->hdc);
@ -559,11 +560,15 @@ static HRESULT swapchain_gl_present(struct wined3d_swapchain *swapchain, const R
*/
if (!swapchain->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
surface_load_location(swapchain->back_buffers[0], SFLAG_INTEXTURE, NULL);
surface_modify_location(swapchain->back_buffers[0], SFLAG_INDRAWABLE, FALSE);
surface_load_location(back_buffer, SFLAG_INTEXTURE, NULL);
surface_modify_location(back_buffer, SFLAG_INDRAWABLE, FALSE);
swapchain->render_to_fbo = TRUE;
swapchain_update_draw_bindings(swapchain);
}
else
{
surface_load_location(back_buffer, back_buffer->draw_binding, NULL);
}
if (swapchain->render_to_fbo)
{
@ -626,17 +631,17 @@ static HRESULT swapchain_gl_present(struct wined3d_swapchain *swapchain, const R
}
if (!swapchain->render_to_fbo && ((swapchain->front_buffer->flags & SFLAG_INSYSMEM)
|| (swapchain->back_buffers[0]->flags & SFLAG_INSYSMEM)))
|| (back_buffer->flags & SFLAG_INSYSMEM)))
{
/* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
* Doesn't work with render_to_fbo because we're not flipping
*/
struct wined3d_surface *front = swapchain->front_buffer;
struct wined3d_surface *back = swapchain->back_buffers[0];
if(front->resource.size == back->resource.size) {
if (front->resource.size == back_buffer->resource.size)
{
DWORD fbflags;
flip_surface(front, back);
flip_surface(front, back_buffer);
/* Tell the front buffer surface that is has been modified. However,
* the other locations were preserved during that, so keep the flags.
@ -648,7 +653,7 @@ static HRESULT swapchain_gl_present(struct wined3d_swapchain *swapchain, const R
else
{
surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
surface_modify_location(back, SFLAG_INDRAWABLE, TRUE);
surface_modify_location(back_buffer, SFLAG_INDRAWABLE, TRUE);
}
}
else
@ -660,7 +665,7 @@ static HRESULT swapchain_gl_present(struct wined3d_swapchain *swapchain, const R
* the texture / sysmem copy needs to be reloaded from the drawable
*/
if (swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_FLIP)
surface_modify_location(swapchain->back_buffers[0], swapchain->back_buffers[0]->draw_binding, TRUE);
surface_modify_location(back_buffer, back_buffer->draw_binding, TRUE);
}
if (fb->depth_stencil)