wined3d: Introduce device_get_draw_rect() to calculate the effective viewport.
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0d86323778
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772fe683fa
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@ -563,6 +563,19 @@ void device_context_remove(IWineD3DDeviceImpl *device, struct wined3d_context *c
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device->contexts = new_array;
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}
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static void device_get_draw_rect(IWineD3DDeviceImpl *device, RECT *rect)
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{
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IWineD3DStateBlockImpl *stateblock = device->stateBlock;
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WINED3DVIEWPORT *vp = &stateblock->viewport;
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SetRect(rect, vp->X, vp->Y, vp->X + vp->Width, vp->Y + vp->Height);
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if (stateblock->renderState[WINED3DRS_SCISSORTESTENABLE])
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{
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IntersectRect(rect, rect, &stateblock->scissorRect);
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}
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}
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void device_switch_onscreen_ds(IWineD3DDeviceImpl *device,
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struct wined3d_context *context, IWineD3DSurfaceImpl *depth_stencil)
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{
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@ -4341,19 +4354,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Present(IWineD3DDevice *iface,
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return WINED3D_OK;
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}
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static BOOL is_full_clear(IWineD3DSurfaceImpl *target, const WINED3DVIEWPORT *viewport,
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const RECT *scissor_rect, const WINED3DRECT *clear_rect)
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static BOOL is_full_clear(IWineD3DSurfaceImpl *target, const RECT *draw_rect, const WINED3DRECT *clear_rect)
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{
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/* partial viewport*/
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if (viewport->X != 0 || viewport->Y != 0
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|| viewport->Width < target->currentDesc.Width
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|| viewport->Height < target->currentDesc.Height)
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return FALSE;
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/* partial scissor rect */
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if (scissor_rect && (scissor_rect->left > 0 || scissor_rect->top > 0
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|| scissor_rect->right < target->currentDesc.Width
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|| scissor_rect->bottom < target->currentDesc.Height))
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/* partial draw rect */
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if (draw_rect->left || draw_rect->top
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|| draw_rect->right < target->currentDesc.Width
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|| draw_rect->bottom < target->currentDesc.Height)
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return FALSE;
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/* partial clear rect */
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@ -4369,17 +4375,15 @@ static BOOL is_full_clear(IWineD3DSurfaceImpl *target, const WINED3DVIEWPORT *vi
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HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
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const WINED3DRECT *pRects, DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil)
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{
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IWineD3DStateBlockImpl *stateblock = This->stateBlock;
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const RECT *scissor_rect = stateblock->renderState[WINED3DRS_SCISSORTESTENABLE] ? &stateblock->scissorRect : NULL;
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const WINED3DRECT *clear_rect = (Count > 0 && pRects) ? pRects : NULL;
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IWineD3DSurfaceImpl *depth_stencil = This->depth_stencil;
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const WINED3DVIEWPORT *vp = &stateblock->viewport;
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GLbitfield glMask = 0;
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unsigned int i;
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WINED3DRECT curRect;
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RECT vp_rect;
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UINT drawable_width, drawable_height;
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struct wined3d_context *context;
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RECT draw_rect;
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device_get_draw_rect(This, &draw_rect);
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/* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
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* drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
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@ -4392,7 +4396,7 @@ HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfac
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*/
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if (Flags & WINED3DCLEAR_TARGET && !(target->Flags & SFLAG_INDRAWABLE))
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{
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if (!is_full_clear(target, vp, scissor_rect, clear_rect))
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if (!is_full_clear(target, &draw_rect, clear_rect))
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IWineD3DSurface_LoadLocation((IWineD3DSurface *)target, SFLAG_INDRAWABLE, NULL);
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}
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@ -4453,7 +4457,7 @@ HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfac
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if (location == SFLAG_DS_ONSCREEN && depth_stencil != This->onscreen_depth_stencil)
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device_switch_onscreen_ds(This, context, depth_stencil);
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if (!(depth_stencil->Flags & location) && !is_full_clear(depth_stencil, vp, scissor_rect, clear_rect))
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if (!(depth_stencil->Flags & location) && !is_full_clear(depth_stencil, &draw_rect, clear_rect))
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surface_load_ds_location(depth_stencil, context, location);
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surface_modify_ds_location(depth_stencil, location);
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@ -4478,54 +4482,54 @@ HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfac
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glMask = glMask | GL_COLOR_BUFFER_BIT;
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}
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vp_rect.left = vp->X;
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vp_rect.top = vp->Y;
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vp_rect.right = vp->X + vp->Width;
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vp_rect.bottom = vp->Y + vp->Height;
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if (!(Count > 0 && pRects)) {
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if(This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
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IntersectRect(&vp_rect, &vp_rect, &This->stateBlock->scissorRect);
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}
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if (!clear_rect)
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{
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if (context->render_offscreen)
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{
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glScissor(vp_rect.left, vp_rect.top,
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vp_rect.right - vp_rect.left, vp_rect.bottom - vp_rect.top);
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} else {
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glScissor(vp_rect.left, drawable_height - vp_rect.bottom,
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vp_rect.right - vp_rect.left, vp_rect.bottom - vp_rect.top);
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glScissor(draw_rect.left, draw_rect.top,
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draw_rect.right - draw_rect.left, draw_rect.bottom - draw_rect.top);
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}
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else
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{
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glScissor(draw_rect.left, drawable_height - draw_rect.bottom,
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draw_rect.right - draw_rect.left, draw_rect.bottom - draw_rect.top);
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}
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checkGLcall("glScissor");
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glClear(glMask);
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checkGLcall("glClear");
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} else {
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/* Now process each rect in turn */
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for (i = 0; i < Count; i++) {
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}
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else
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{
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RECT current_rect;
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/* Now process each rect in turn. */
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for (i = 0; i < Count; ++i)
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{
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/* Note gl uses lower left, width/height */
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IntersectRect((RECT *)&curRect, &vp_rect, (const RECT *)&pRects[i]);
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if(This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
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IntersectRect((RECT *) &curRect, (RECT *) &curRect, &This->stateBlock->scissorRect);
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}
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TRACE("(%p) Rect=(%d,%d)->(%d,%d) glRect=(%d,%d), len=%d, hei=%d\n", This,
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pRects[i].x1, pRects[i].y1, pRects[i].x2, pRects[i].y2,
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curRect.x1, (target->currentDesc.Height - curRect.y2),
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curRect.x2 - curRect.x1, curRect.y2 - curRect.y1);
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IntersectRect(¤t_rect, &draw_rect, (const RECT *)&clear_rect[i]);
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TRACE("clear_rect[%u] %s, current_rect %s.\n", i,
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wine_dbgstr_rect((const RECT *)&clear_rect[i]),
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wine_dbgstr_rect(¤t_rect));
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/* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
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* The rectangle is not cleared, no error is returned, but further rectanlges are
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* still cleared if they are valid
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*/
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if(curRect.x1 > curRect.x2 || curRect.y1 > curRect.y2) {
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TRACE("Rectangle with negative dimensions, ignoring\n");
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* still cleared if they are valid. */
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if (current_rect.left > current_rect.right || current_rect.top > current_rect.bottom)
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{
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TRACE("Rectangle with negative dimensions, ignoring.\n");
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continue;
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}
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if (context->render_offscreen)
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{
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glScissor(curRect.x1, curRect.y1,
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curRect.x2 - curRect.x1, curRect.y2 - curRect.y1);
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} else {
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glScissor(curRect.x1, drawable_height - curRect.y2,
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curRect.x2 - curRect.x1, curRect.y2 - curRect.y1);
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glScissor(current_rect.left, current_rect.top,
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current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
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}
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else
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{
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glScissor(current_rect.left, drawable_height - current_rect.bottom,
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current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
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}
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checkGLcall("glScissor");
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