wined3d: Update the blit ortho on size changes.

SetupForBlit sets up the GL viewport and projection matrix for
screen-cordinate access to the framebuffer. These settings were not
updated if the other gl states were already set up for blitting. Guild
Wars reads back an offscreen rendered texture from the framebuffer,
which currently sets up CTXUSAGE_BLIT, then changes the render target,
and draws to the texture, which has to be reloaded from system memory
before it can be rendered to(since GW loaded some data into it). If the
two render targets had different size this failed.
This commit is contained in:
Stefan Dösinger 2008-06-17 01:41:49 +02:00 committed by Alexandre Julliard
parent c4eae160d7
commit 74c5684f90
2 changed files with 24 additions and 10 deletions

View File

@ -610,6 +610,17 @@ void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context) {
RemoveContextFromArray(This, context); RemoveContextFromArray(This, context);
} }
static inline void set_blit_dimension(UINT width, UINT height) {
glMatrixMode(GL_PROJECTION);
checkGLcall("glMatrixMode(GL_PROJECTION)");
glLoadIdentity();
checkGLcall("glLoadIdentity()");
glOrtho(0, width, height, 0, 0.0, -1.0);
checkGLcall("glOrtho");
glViewport(0, 0, width, height);
checkGLcall("glViewport");
}
/***************************************************************************** /*****************************************************************************
* SetupForBlit * SetupForBlit
* *
@ -634,6 +645,14 @@ static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *contex
TRACE("Setting up context %p for blitting\n", context); TRACE("Setting up context %p for blitting\n", context);
if(context->last_was_blit) { if(context->last_was_blit) {
if(context->blit_w != width || context->blit_h != height) {
set_blit_dimension(width, height);
context->blit_w = width; context->blit_h = height;
/* No need to dirtify here, the states are still dirtified because they weren't
* applied since the last SetupForBlit call. Otherwise last_was_blit would not
* be set
*/
}
TRACE("Context is already set up for blitting, nothing to do\n"); TRACE("Context is already set up for blitting, nothing to do\n");
return; return;
} }
@ -756,14 +775,6 @@ static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *contex
checkGLcall("glLoadIdentity()"); checkGLcall("glLoadIdentity()");
Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable); Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
glMatrixMode(GL_PROJECTION);
checkGLcall("glMatrixMode(GL_PROJECTION)");
glLoadIdentity();
checkGLcall("glLoadIdentity()");
glOrtho(0, width, height, 0, 0.0, -1.0);
checkGLcall("glOrtho");
Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
context->last_was_rhw = TRUE; context->last_was_rhw = TRUE;
Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */ Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
@ -775,9 +786,11 @@ static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *contex
glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable); Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
glViewport(0, 0, width, height); set_blit_dimension(width, height);
checkGLcall("glViewport"); context->blit_w = width; context->blit_h = height;
Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable); Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
This->shader_backend->shader_fragment_enable((IWineD3DDevice *) This, FALSE); This->shader_backend->shader_fragment_enable((IWineD3DDevice *) This, FALSE);
} }

View File

@ -616,6 +616,7 @@ struct WineD3DContext {
unsigned char num_untracked_materials; unsigned char num_untracked_materials;
GLenum untracked_materials[2]; GLenum untracked_materials[2];
BOOL last_was_blit, last_was_ckey; BOOL last_was_blit, last_was_ckey;
UINT blit_w, blit_h;
char texShaderBumpMap; char texShaderBumpMap;
BOOL fog_coord; BOOL fog_coord;