wined3d: Use surface_get_blt_info to compute texture coordinates for surface_blt_to_drawable.

This commit is contained in:
Roderick Colenbrander 2010-03-05 19:52:01 +01:00 committed by Alexandre Julliard
parent 360384277b
commit 74bf524a99
1 changed files with 167 additions and 260 deletions

View File

@ -123,6 +123,157 @@ UINT surface_calculate_size(const struct GlPixelFormatDesc *format_desc, UINT al
return size;
}
struct blt_info
{
GLenum binding;
GLenum bind_target;
enum tex_types tex_type;
GLfloat coords[4][3];
};
struct float_rect
{
float l;
float t;
float r;
float b;
};
static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
{
f->l = ((r->left * 2.0f) / w) - 1.0f;
f->t = ((r->top * 2.0f) / h) - 1.0f;
f->r = ((r->right * 2.0f) / w) - 1.0f;
f->b = ((r->bottom * 2.0f) / h) - 1.0f;
}
static void surface_get_blt_info(GLenum target, const RECT *rect_in, GLsizei w, GLsizei h, struct blt_info *info)
{
GLfloat (*coords)[3] = info->coords;
RECT rect;
struct float_rect f;
if (rect_in)
rect = *rect_in;
else
{
rect.left = 0;
rect.top = 0;
rect.right = w;
rect.bottom = h;
}
switch (target)
{
default:
FIXME("Unsupported texture target %#x\n", target);
/* Fall back to GL_TEXTURE_2D */
case GL_TEXTURE_2D:
info->binding = GL_TEXTURE_BINDING_2D;
info->bind_target = GL_TEXTURE_2D;
info->tex_type = tex_2d;
coords[0][0] = (float)rect.left / w;
coords[0][1] = (float)rect.top / h;
coords[0][2] = 0.0f;
coords[1][0] = (float)rect.right / w;
coords[1][1] = (float)rect.top / h;
coords[1][2] = 0.0f;
coords[2][0] = (float)rect.left / w;
coords[2][1] = (float)rect.bottom / h;
coords[2][2] = 0.0f;
coords[3][0] = (float)rect.right / w;
coords[3][1] = (float)rect.bottom / h;
coords[3][2] = 0.0f;
break;
case GL_TEXTURE_RECTANGLE_ARB:
info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
info->tex_type = tex_rect;
coords[0][0] = rect.left; coords[0][1] = rect.top; coords[0][2] = 0.0f;
coords[1][0] = rect.right; coords[1][1] = rect.top; coords[1][2] = 0.0f;
coords[2][0] = rect.left; coords[2][1] = rect.bottom; coords[2][2] = 0.0f;
coords[3][0] = rect.right; coords[3][1] = rect.bottom; coords[3][2] = 0.0f;
break;
case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
info->tex_type = tex_cube;
cube_coords_float(&rect, w, h, &f);
coords[0][0] = 1.0f; coords[0][1] = -f.t; coords[0][2] = -f.l;
coords[1][0] = 1.0f; coords[1][1] = -f.t; coords[1][2] = -f.r;
coords[2][0] = 1.0f; coords[2][1] = -f.b; coords[2][2] = -f.l;
coords[3][0] = 1.0f; coords[3][1] = -f.b; coords[3][2] = -f.r;
break;
case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
info->tex_type = tex_cube;
cube_coords_float(&rect, w, h, &f);
coords[0][0] = -1.0f; coords[0][1] = -f.t; coords[0][2] = f.l;
coords[1][0] = -1.0f; coords[1][1] = -f.t; coords[1][2] = f.r;
coords[2][0] = -1.0f; coords[2][1] = -f.b; coords[2][2] = f.l;
coords[3][0] = -1.0f; coords[3][1] = -f.b; coords[3][2] = f.r;
break;
case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
info->tex_type = tex_cube;
cube_coords_float(&rect, w, h, &f);
coords[0][0] = f.l; coords[0][1] = 1.0f; coords[0][2] = f.t;
coords[1][0] = f.r; coords[1][1] = 1.0f; coords[1][2] = f.t;
coords[2][0] = f.l; coords[2][1] = 1.0f; coords[2][2] = f.b;
coords[3][0] = f.r; coords[3][1] = 1.0f; coords[3][2] = f.b;
break;
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
info->tex_type = tex_cube;
cube_coords_float(&rect, w, h, &f);
coords[0][0] = f.l; coords[0][1] = -1.0f; coords[0][2] = -f.t;
coords[1][0] = f.r; coords[1][1] = -1.0f; coords[1][2] = -f.t;
coords[2][0] = f.l; coords[2][1] = -1.0f; coords[2][2] = -f.b;
coords[3][0] = f.r; coords[3][1] = -1.0f; coords[3][2] = -f.b;
break;
case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
info->tex_type = tex_cube;
cube_coords_float(&rect, w, h, &f);
coords[0][0] = f.l; coords[0][1] = -f.t; coords[0][2] = 1.0f;
coords[1][0] = f.r; coords[1][1] = -f.t; coords[1][2] = 1.0f;
coords[2][0] = f.l; coords[2][1] = -f.b; coords[2][2] = 1.0f;
coords[3][0] = f.r; coords[3][1] = -f.b; coords[3][2] = 1.0f;
break;
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
info->tex_type = tex_cube;
cube_coords_float(&rect, w, h, &f);
coords[0][0] = -f.l; coords[0][1] = -f.t; coords[0][2] = -1.0f;
coords[1][0] = -f.r; coords[1][1] = -f.t; coords[1][2] = -1.0f;
coords[2][0] = -f.l; coords[2][1] = -f.b; coords[2][2] = -1.0f;
coords[3][0] = -f.r; coords[3][1] = -f.b; coords[3][2] = -1.0f;
break;
}
}
HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
@ -4316,165 +4467,11 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
return WINED3D_OK;
}
struct depth_blt_info
{
GLenum binding;
GLenum bind_target;
enum tex_types tex_type;
GLfloat coords[4][3];
};
struct coords {
GLfloat x, y, z;
};
struct float_rect
{
float l;
float t;
float r;
float b;
};
static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
{
f->l = ((r->left * 2.0f) / w) - 1.0f;
f->t = ((r->top * 2.0f) / h) - 1.0f;
f->r = ((r->right * 2.0f) / w) - 1.0f;
f->b = ((r->bottom * 2.0f) / h) - 1.0f;
}
static void surface_get_depth_blt_info(GLenum target, const RECT *rect_in, GLsizei w, GLsizei h, struct depth_blt_info *info)
{
GLfloat (*coords)[3] = info->coords;
RECT rect;
struct float_rect f;
if (rect_in)
rect = *rect_in;
else
{
rect.left = 0;
rect.top = 0;
rect.right = w;
rect.bottom = h;
}
switch (target)
{
default:
FIXME("Unsupported texture target %#x\n", target);
/* Fall back to GL_TEXTURE_2D */
case GL_TEXTURE_2D:
info->binding = GL_TEXTURE_BINDING_2D;
info->bind_target = GL_TEXTURE_2D;
info->tex_type = tex_2d;
coords[0][0] = (float)rect.left / w;
coords[0][1] = (float)rect.top / h;
coords[0][2] = 0.0f;
coords[1][0] = (float)rect.right / w;
coords[1][1] = (float)rect.top / h;
coords[1][2] = 0.0f;
coords[2][0] = (float)rect.left / w;
coords[2][1] = (float)rect.bottom / h;
coords[2][2] = 0.0f;
coords[3][0] = (float)rect.right / w;
coords[3][1] = (float)rect.bottom / h;
coords[3][2] = 0.0f;
break;
case GL_TEXTURE_RECTANGLE_ARB:
info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
info->tex_type = tex_rect;
coords[0][0] = rect.left; coords[0][1] = rect.top; coords[0][2] = 0.0f;
coords[1][0] = rect.right; coords[1][1] = rect.top; coords[1][2] = 0.0f;
coords[2][0] = rect.left; coords[2][1] = rect.bottom; coords[2][2] = 0.0f;
coords[3][0] = rect.right; coords[3][1] = rect.bottom; coords[3][2] = 0.0f;
break;
case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
info->tex_type = tex_cube;
cube_coords_float(&rect, w, h, &f);
coords[0][0] = 1.0f; coords[0][1] = -f.t; coords[0][2] = -f.l;
coords[1][0] = 1.0f; coords[1][1] = -f.t; coords[1][2] = -f.r;
coords[2][0] = 1.0f; coords[2][1] = -f.b; coords[2][2] = -f.l;
coords[3][0] = 1.0f; coords[3][1] = -f.b; coords[3][2] = -f.r;
break;
case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
info->tex_type = tex_cube;
cube_coords_float(&rect, w, h, &f);
coords[0][0] = -1.0f; coords[0][1] = -f.t; coords[0][2] = f.l;
coords[1][0] = -1.0f; coords[1][1] = -f.t; coords[1][2] = f.r;
coords[2][0] = -1.0f; coords[2][1] = -f.b; coords[2][2] = f.l;
coords[3][0] = -1.0f; coords[3][1] = -f.b; coords[3][2] = f.r;
break;
case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
info->tex_type = tex_cube;
cube_coords_float(&rect, w, h, &f);
coords[0][0] = f.l; coords[0][1] = 1.0f; coords[0][2] = f.t;
coords[1][0] = f.r; coords[1][1] = 1.0f; coords[1][2] = f.t;
coords[2][0] = f.l; coords[2][1] = 1.0f; coords[2][2] = f.b;
coords[3][0] = f.r; coords[3][1] = 1.0f; coords[3][2] = f.b;
break;
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
info->tex_type = tex_cube;
cube_coords_float(&rect, w, h, &f);
coords[0][0] = f.l; coords[0][1] = -1.0f; coords[0][2] = -f.t;
coords[1][0] = f.r; coords[1][1] = -1.0f; coords[1][2] = -f.t;
coords[2][0] = f.l; coords[2][1] = -1.0f; coords[2][2] = -f.b;
coords[3][0] = f.r; coords[3][1] = -1.0f; coords[3][2] = -f.b;
break;
case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
info->tex_type = tex_cube;
cube_coords_float(&rect, w, h, &f);
coords[0][0] = f.l; coords[0][1] = -f.t; coords[0][2] = 1.0f;
coords[1][0] = f.r; coords[1][1] = -f.t; coords[1][2] = 1.0f;
coords[2][0] = f.l; coords[2][1] = -f.b; coords[2][2] = 1.0f;
coords[3][0] = f.r; coords[3][1] = -f.b; coords[3][2] = 1.0f;
break;
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
info->tex_type = tex_cube;
cube_coords_float(&rect, w, h, &f);
coords[0][0] = -f.l; coords[0][1] = -f.t; coords[0][2] = -1.0f;
coords[1][0] = -f.r; coords[1][1] = -f.t; coords[1][2] = -1.0f;
coords[2][0] = -f.l; coords[2][1] = -f.b; coords[2][2] = -1.0f;
coords[3][0] = -f.r; coords[3][1] = -f.b; coords[3][2] = -1.0f;
break;
}
}
/* GL locking is done by the caller */
static void surface_depth_blt(IWineD3DSurfaceImpl *This, GLuint texture, GLsizei w, GLsizei h, GLenum target)
{
IWineD3DDeviceImpl *device = This->resource.device;
struct depth_blt_info info;
struct blt_info info;
GLint old_binding = 0;
glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
@ -4490,7 +4487,7 @@ static void surface_depth_blt(IWineD3DSurfaceImpl *This, GLuint texture, GLsizei
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glViewport(0, 0, w, h);
surface_get_depth_blt_info(target, NULL, w, h, &info);
surface_get_blt_info(target, NULL, w, h, &info);
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
glGetIntegerv(info.binding, &old_binding);
glBindTexture(info.bind_target, texture);
@ -4709,10 +4706,8 @@ static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT
IWineD3DDeviceImpl *device = This->resource.device;
IWineD3DBaseTextureImpl *texture;
struct wined3d_context *context;
struct coords coords[4];
RECT rect;
GLenum bind_target;
struct float_rect f;
struct blt_info info;
if(rect_in) {
rect = *rect_in;
@ -4723,106 +4718,19 @@ static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT
rect.bottom = This->currentDesc.Height;
}
switch (This->texture_target)
{
case GL_TEXTURE_2D:
bind_target = GL_TEXTURE_2D;
coords[0].x = (float)rect.left / This->pow2Width;
coords[0].y = (float)rect.top / This->pow2Height;
coords[0].z = 0;
coords[1].x = (float)rect.left / This->pow2Width;
coords[1].y = (float)rect.bottom / This->pow2Height;
coords[1].z = 0;
coords[2].x = (float)rect.right / This->pow2Width;
coords[2].y = (float)rect.bottom / This->pow2Height;
coords[2].z = 0;
coords[3].x = (float)rect.right / This->pow2Width;
coords[3].y = (float)rect.top / This->pow2Height;
coords[3].z = 0;
break;
case GL_TEXTURE_RECTANGLE_ARB:
bind_target = GL_TEXTURE_RECTANGLE_ARB;
coords[0].x = rect.left; coords[0].y = rect.top; coords[0].z = 0;
coords[1].x = rect.left; coords[1].y = rect.bottom; coords[1].z = 0;
coords[2].x = rect.right; coords[2].y = rect.bottom; coords[2].z = 0;
coords[3].x = rect.right; coords[3].y = rect.top; coords[3].z = 0;
break;
case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
bind_target = GL_TEXTURE_CUBE_MAP_ARB;
cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
coords[0].x = 1; coords[0].y = -f.t; coords[0].z = -f.l;
coords[1].x = 1; coords[1].y = -f.b; coords[1].z = -f.l;
coords[2].x = 1; coords[2].y = -f.b; coords[2].z = -f.r;
coords[3].x = 1; coords[3].y = -f.t; coords[3].z = -f.r;
break;
case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
bind_target = GL_TEXTURE_CUBE_MAP_ARB;
cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
coords[0].x = -1; coords[0].y = -f.t; coords[0].z = f.l;
coords[1].x = -1; coords[1].y = -f.b; coords[1].z = f.l;
coords[2].x = -1; coords[2].y = -f.b; coords[2].z = f.r;
coords[3].x = -1; coords[3].y = -f.t; coords[3].z = f.r;
break;
case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
bind_target = GL_TEXTURE_CUBE_MAP_ARB;
cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
coords[0].x = f.l; coords[0].y = 1; coords[0].z = f.t;
coords[1].x = f.l; coords[1].y = 1; coords[1].z = f.b;
coords[2].x = f.r; coords[2].y = 1; coords[2].z = f.b;
coords[3].x = f.r; coords[3].y = 1; coords[3].z = f.t;
break;
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
bind_target = GL_TEXTURE_CUBE_MAP_ARB;
cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
coords[0].x = f.l; coords[0].y = -1; coords[0].z = -f.t;
coords[1].x = f.l; coords[1].y = -1; coords[1].z = -f.b;
coords[2].x = f.r; coords[2].y = -1; coords[2].z = -f.b;
coords[3].x = f.r; coords[3].y = -1; coords[3].z = -f.t;
break;
case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
bind_target = GL_TEXTURE_CUBE_MAP_ARB;
cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
coords[0].x = f.l; coords[0].y = -f.t; coords[0].z = 1;
coords[1].x = f.l; coords[1].y = -f.b; coords[1].z = 1;
coords[2].x = f.r; coords[2].y = -f.b; coords[2].z = 1;
coords[3].x = f.r; coords[3].y = -f.t; coords[3].z = 1;
break;
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
bind_target = GL_TEXTURE_CUBE_MAP_ARB;
cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
coords[0].x = -f.l; coords[0].y = -f.t; coords[0].z = -1;
coords[1].x = -f.l; coords[1].y = -f.b; coords[1].z = -1;
coords[2].x = -f.r; coords[2].y = -f.b; coords[2].z = -1;
coords[3].x = -f.r; coords[3].y = -f.t; coords[3].z = -1;
break;
default:
ERR("Unexpected texture target %#x\n", This->texture_target);
return;
}
surface_get_blt_info(This->texture_target, &rect, This->pow2Width, This->pow2Height, &info);
context = context_acquire(device, (IWineD3DSurface*)This, CTXUSAGE_BLIT);
ENTER_GL();
glEnable(bind_target);
glEnable(info.bind_target);
checkGLcall("glEnable(bind_target)");
glBindTexture(bind_target, This->texture_name);
glBindTexture(info.bind_target, This->texture_name);
checkGLcall("glBindTexture(bind_target, This->texture_name)");
glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(info.bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
checkGLcall("glTexParameteri");
glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(info.bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
checkGLcall("glTexParameteri");
if (context->render_offscreen)
@ -4832,22 +4740,21 @@ static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT
rect.bottom = tmp;
}
glBegin(GL_QUADS);
glTexCoord3fv(&coords[0].x);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord3fv(info.coords[0]);
glVertex2i(rect.left, rect.top);
glTexCoord3fv(&coords[1].x);
glTexCoord3fv(info.coords[1]);
glVertex2i(rect.right, rect.top);
glTexCoord3fv(info.coords[2]);
glVertex2i(rect.left, rect.bottom);
glTexCoord3fv(&coords[2].x);
glTexCoord3fv(info.coords[3]);
glVertex2i(rect.right, rect.bottom);
glTexCoord3fv(&coords[3].x);
glVertex2i(rect.right, rect.top);
glEnd();
checkGLcall("glEnd");
glDisable(bind_target);
glDisable(info.bind_target);
checkGLcall("glDisable(bind_target)");
LEAVE_GL();