wined3d: Introduce device_get_draw_rect() to calculate the effective viewport.

This commit is contained in:
Henri Verbeet 2010-04-28 00:08:50 +02:00 committed by Alexandre Julliard
parent 0d86323778
commit 772fe683fa
1 changed files with 56 additions and 52 deletions

View File

@ -563,6 +563,19 @@ void device_context_remove(IWineD3DDeviceImpl *device, struct wined3d_context *c
device->contexts = new_array;
}
static void device_get_draw_rect(IWineD3DDeviceImpl *device, RECT *rect)
{
IWineD3DStateBlockImpl *stateblock = device->stateBlock;
WINED3DVIEWPORT *vp = &stateblock->viewport;
SetRect(rect, vp->X, vp->Y, vp->X + vp->Width, vp->Y + vp->Height);
if (stateblock->renderState[WINED3DRS_SCISSORTESTENABLE])
{
IntersectRect(rect, rect, &stateblock->scissorRect);
}
}
void device_switch_onscreen_ds(IWineD3DDeviceImpl *device,
struct wined3d_context *context, IWineD3DSurfaceImpl *depth_stencil)
{
@ -4341,19 +4354,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Present(IWineD3DDevice *iface,
return WINED3D_OK;
}
static BOOL is_full_clear(IWineD3DSurfaceImpl *target, const WINED3DVIEWPORT *viewport,
const RECT *scissor_rect, const WINED3DRECT *clear_rect)
static BOOL is_full_clear(IWineD3DSurfaceImpl *target, const RECT *draw_rect, const WINED3DRECT *clear_rect)
{
/* partial viewport*/
if (viewport->X != 0 || viewport->Y != 0
|| viewport->Width < target->currentDesc.Width
|| viewport->Height < target->currentDesc.Height)
return FALSE;
/* partial scissor rect */
if (scissor_rect && (scissor_rect->left > 0 || scissor_rect->top > 0
|| scissor_rect->right < target->currentDesc.Width
|| scissor_rect->bottom < target->currentDesc.Height))
/* partial draw rect */
if (draw_rect->left || draw_rect->top
|| draw_rect->right < target->currentDesc.Width
|| draw_rect->bottom < target->currentDesc.Height)
return FALSE;
/* partial clear rect */
@ -4369,17 +4375,15 @@ static BOOL is_full_clear(IWineD3DSurfaceImpl *target, const WINED3DVIEWPORT *vi
HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
const WINED3DRECT *pRects, DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil)
{
IWineD3DStateBlockImpl *stateblock = This->stateBlock;
const RECT *scissor_rect = stateblock->renderState[WINED3DRS_SCISSORTESTENABLE] ? &stateblock->scissorRect : NULL;
const WINED3DRECT *clear_rect = (Count > 0 && pRects) ? pRects : NULL;
IWineD3DSurfaceImpl *depth_stencil = This->depth_stencil;
const WINED3DVIEWPORT *vp = &stateblock->viewport;
GLbitfield glMask = 0;
unsigned int i;
WINED3DRECT curRect;
RECT vp_rect;
UINT drawable_width, drawable_height;
struct wined3d_context *context;
RECT draw_rect;
device_get_draw_rect(This, &draw_rect);
/* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
* drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
@ -4392,7 +4396,7 @@ HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfac
*/
if (Flags & WINED3DCLEAR_TARGET && !(target->Flags & SFLAG_INDRAWABLE))
{
if (!is_full_clear(target, vp, scissor_rect, clear_rect))
if (!is_full_clear(target, &draw_rect, clear_rect))
IWineD3DSurface_LoadLocation((IWineD3DSurface *)target, SFLAG_INDRAWABLE, NULL);
}
@ -4453,7 +4457,7 @@ HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfac
if (location == SFLAG_DS_ONSCREEN && depth_stencil != This->onscreen_depth_stencil)
device_switch_onscreen_ds(This, context, depth_stencil);
if (!(depth_stencil->Flags & location) && !is_full_clear(depth_stencil, vp, scissor_rect, clear_rect))
if (!(depth_stencil->Flags & location) && !is_full_clear(depth_stencil, &draw_rect, clear_rect))
surface_load_ds_location(depth_stencil, context, location);
surface_modify_ds_location(depth_stencil, location);
@ -4478,54 +4482,54 @@ HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfac
glMask = glMask | GL_COLOR_BUFFER_BIT;
}
vp_rect.left = vp->X;
vp_rect.top = vp->Y;
vp_rect.right = vp->X + vp->Width;
vp_rect.bottom = vp->Y + vp->Height;
if (!(Count > 0 && pRects)) {
if(This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
IntersectRect(&vp_rect, &vp_rect, &This->stateBlock->scissorRect);
}
if (!clear_rect)
{
if (context->render_offscreen)
{
glScissor(vp_rect.left, vp_rect.top,
vp_rect.right - vp_rect.left, vp_rect.bottom - vp_rect.top);
} else {
glScissor(vp_rect.left, drawable_height - vp_rect.bottom,
vp_rect.right - vp_rect.left, vp_rect.bottom - vp_rect.top);
glScissor(draw_rect.left, draw_rect.top,
draw_rect.right - draw_rect.left, draw_rect.bottom - draw_rect.top);
}
else
{
glScissor(draw_rect.left, drawable_height - draw_rect.bottom,
draw_rect.right - draw_rect.left, draw_rect.bottom - draw_rect.top);
}
checkGLcall("glScissor");
glClear(glMask);
checkGLcall("glClear");
} else {
/* Now process each rect in turn */
for (i = 0; i < Count; i++) {
}
else
{
RECT current_rect;
/* Now process each rect in turn. */
for (i = 0; i < Count; ++i)
{
/* Note gl uses lower left, width/height */
IntersectRect((RECT *)&curRect, &vp_rect, (const RECT *)&pRects[i]);
if(This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
IntersectRect((RECT *) &curRect, (RECT *) &curRect, &This->stateBlock->scissorRect);
}
TRACE("(%p) Rect=(%d,%d)->(%d,%d) glRect=(%d,%d), len=%d, hei=%d\n", This,
pRects[i].x1, pRects[i].y1, pRects[i].x2, pRects[i].y2,
curRect.x1, (target->currentDesc.Height - curRect.y2),
curRect.x2 - curRect.x1, curRect.y2 - curRect.y1);
IntersectRect(&current_rect, &draw_rect, (const RECT *)&clear_rect[i]);
TRACE("clear_rect[%u] %s, current_rect %s.\n", i,
wine_dbgstr_rect((const RECT *)&clear_rect[i]),
wine_dbgstr_rect(&current_rect));
/* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
* The rectangle is not cleared, no error is returned, but further rectanlges are
* still cleared if they are valid
*/
if(curRect.x1 > curRect.x2 || curRect.y1 > curRect.y2) {
TRACE("Rectangle with negative dimensions, ignoring\n");
* still cleared if they are valid. */
if (current_rect.left > current_rect.right || current_rect.top > current_rect.bottom)
{
TRACE("Rectangle with negative dimensions, ignoring.\n");
continue;
}
if (context->render_offscreen)
{
glScissor(curRect.x1, curRect.y1,
curRect.x2 - curRect.x1, curRect.y2 - curRect.y1);
} else {
glScissor(curRect.x1, drawable_height - curRect.y2,
curRect.x2 - curRect.x1, curRect.y2 - curRect.y1);
glScissor(current_rect.left, current_rect.top,
current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
}
else
{
glScissor(current_rect.left, drawable_height - current_rect.bottom,
current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
}
checkGLcall("glScissor");