wined3d: Use the scissor test when clearing the full surface too.

It was incorrect to disable the scissor test for full surfaces in my
clear patch. With back buffer offscreen rendering the viewport does
not seem to restrict clearing, and with different sizes of depth
stencil and color buffer the final fantasy XI demo seems to expect the
clear to be restricted.
This commit is contained in:
Stefan Dösinger 2007-03-02 09:25:02 +01:00 committed by Alexandre Julliard
parent efe156ae8e
commit 7126b63645
1 changed files with 19 additions and 8 deletions

View File

@ -4138,14 +4138,9 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Coun
ENTER_GL(); ENTER_GL();
if(pRects) { glEnable(GL_SCISSOR_TEST);
glEnable(GL_SCISSOR_TEST); checkGLcall("glEnable GL_SCISSOR_TEST");
checkGLcall("glEnable GL_SCISSOR_TEST"); IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SCISSORRECT);
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SCISSORRECT);
} else {
glDisable(GL_SCISSOR_TEST);
checkGLcall("glEnable GL_SCISSOR_TEST");
}
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE)); IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
if (Count > 0 && pRects) { if (Count > 0 && pRects) {
@ -4184,6 +4179,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Coun
} }
if (!curRect) { if (!curRect) {
glScissor(This->stateBlock->viewport.X,
(((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Height -
(This->stateBlock->viewport.Y + This->stateBlock->viewport.Height)),
This->stateBlock->viewport.Width,
This->stateBlock->viewport.Height);
checkGLcall("glScissor");
glClear(glMask); glClear(glMask);
checkGLcall("glClear"); checkGLcall("glClear");
} else { } else {
@ -5246,10 +5247,20 @@ static void WINAPI IWineD3DDeviceImpl_SetCursorPosition(IWineD3DDevice* ifa
static BOOL WINAPI IWineD3DDeviceImpl_ShowCursor(IWineD3DDevice* iface, BOOL bShow) { static BOOL WINAPI IWineD3DDeviceImpl_ShowCursor(IWineD3DDevice* iface, BOOL bShow) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface; IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
BOOL oldVisible = This->bCursorVisible; BOOL oldVisible = This->bCursorVisible;
POINT pt;
TRACE("(%p) : visible(%d)\n", This, bShow); TRACE("(%p) : visible(%d)\n", This, bShow);
if(This->cursorTexture) if(This->cursorTexture)
This->bCursorVisible = bShow; This->bCursorVisible = bShow;
/*
* When ShowCursor is first called it should make the cursor appear at the OS's last
* known cursor position. Because of this, some applications just repetitively call
* ShowCursor in order to update the cursor's position. This behavior is undocumented.
*/
GetCursorPos(&pt);
This->xScreenSpace = pt.x;
This->yScreenSpace = pt.y;
return oldVisible; return oldVisible;
} }