Support for device surface locking.
This commit is contained in:
parent
9489f8bdc0
commit
783b3236f5
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@ -244,6 +244,7 @@ struct IDirect3DDeviceImpl
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void (*matrices_updated)(IDirect3DDeviceImpl *This, DWORD matrices);
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void (*set_matrices)(IDirect3DDeviceImpl *This, DWORD matrices,
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D3DMATRIX *world_mat, D3DMATRIX *view_mat, D3DMATRIX *proj_mat);
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void (*flush_to_framebuffer)(IDirect3DDeviceImpl *This, LPCRECT pRect);
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STATEBLOCK state_block;
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@ -105,11 +105,19 @@ inline static Drawable get_drawable( HDC hdc )
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}
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static BOOL opengl_flip( LPVOID display, LPVOID drawable)
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static BOOL opengl_flip( LPVOID dev, LPVOID drawable)
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{
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TRACE("(%p, %ld)\n",(Display*)display,(Drawable)drawable);
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IDirect3DDeviceImpl *d3d_dev = (IDirect3DDeviceImpl *) dev;
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IDirect3DDeviceGLImpl *gl_d3d_dev = (IDirect3DDeviceGLImpl *) dev;
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TRACE("(%p, %ld)\n", gl_d3d_dev->display,(Drawable)drawable);
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ENTER_GL();
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glXSwapBuffers((Display*)display,(Drawable)drawable);
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if (gl_d3d_dev->state == SURFACE_MEMORY) {
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d3d_dev->flush_to_framebuffer(d3d_dev, NULL);
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}
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gl_d3d_dev->state = SURFACE_GL;
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gl_d3d_dev->front_state = SURFACE_GL;
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glXSwapBuffers(gl_d3d_dev->display, (Drawable)drawable);
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LEAVE_GL();
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return TRUE;
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}
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@ -331,12 +339,38 @@ GL_IDirect3DDeviceImpl_7_3T_2T_1T_Release(LPDIRECT3DDEVICE7 iface)
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TRACE("(%p/%p)->() decrementing from %lu.\n", This, iface, This->ref);
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if (!--(This->ref)) {
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int i;
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IDirectDrawSurfaceImpl *surface = This->surface, *surf;
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/* Release texture associated with the device */
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for (i = 0; i < MAX_TEXTURES; i++)
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if (This->current_texture[i] != NULL)
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IDirectDrawSurface7_Release(ICOM_INTERFACE(This->current_texture[i], IDirectDrawSurface7));
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/* TODO: remove the 'callbacks' for Flip and Lock/Unlock */
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/* Look for the front buffer and override its surface's Flip method (if in double buffering) */
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for (surf = surface; surf != NULL; surf = surf->surface_owner) {
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if ((surf->surface_desc.ddsCaps.dwCaps&(DDSCAPS_FLIP|DDSCAPS_FRONTBUFFER)) == (DDSCAPS_FLIP|DDSCAPS_FRONTBUFFER)) {
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surf->aux_ctx = NULL;
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surf->aux_data = NULL;
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surf->aux_flip = NULL;
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break;
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}
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}
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for (surf = surface; surf != NULL; surf = surf->surface_owner) {
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IDirectDrawSurfaceImpl *surf2;
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for (surf2 = surf; surf2->prev_attached != NULL; surf2 = surf2->prev_attached) ;
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for (; surf2 != NULL; surf2 = surf2->next_attached) {
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if (((surf2->surface_desc.ddsCaps.dwCaps & (DDSCAPS_3DDEVICE)) == (DDSCAPS_3DDEVICE)) &&
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((surf2->surface_desc.ddsCaps.dwCaps & (DDSCAPS_ZBUFFER)) != (DDSCAPS_ZBUFFER))) {
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/* Override the Lock / Unlock function for all these surfaces */
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surf2->lock_update = surf2->lock_update_prev;
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surf2->unlock_update = surf2->unlock_update_prev;;
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/* And install also the blt / bltfast overrides */
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surf2->aux_blt = NULL;
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surf2->aux_bltfast = NULL;
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}
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surf2->d3ddevice = NULL;
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}
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}
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/* And warn the D3D object that this device is no longer active... */
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This->d3d->removed_device(This->d3d, This);
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@ -348,6 +382,8 @@ GL_IDirect3DDeviceImpl_7_3T_2T_1T_Release(LPDIRECT3DDEVICE7 iface)
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DeleteCriticalSection(&(This->crit));
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ENTER_GL();
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if (glThis->unlock_tex)
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glDeleteTextures(1, &(glThis->unlock_tex));
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glXDestroyContext(glThis->display, glThis->gl_context);
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LEAVE_GL();
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HeapFree(GetProcessHeap(), 0, This->clipping_planes);
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@ -1087,6 +1123,14 @@ static void draw_primitive_strided(IDirect3DDeviceImpl *This,
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IDirect3DDeviceGLImpl* glThis = (IDirect3DDeviceGLImpl*) This;
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int num_active_stages = 0;
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ENTER_GL();
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if (glThis->state == SURFACE_MEMORY) {
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This->flush_to_framebuffer(This, NULL);
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}
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LEAVE_GL();
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glThis->state = SURFACE_GL;
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/* Compute the number of active texture stages */
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while (This->current_texture[num_active_stages] != NULL) num_active_stages++;
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@ -2541,39 +2585,59 @@ d3ddevice_matrices_updated(IDirect3DDeviceImpl *This, DWORD matrices)
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*/
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static void d3ddevice_lock_update(IDirectDrawSurfaceImpl* This, LPCRECT pRect, DWORD dwFlags)
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{
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/* Try to acquire the device critical section */
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EnterCriticalSection(&(This->d3ddevice->crit));
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IDirect3DDeviceImpl *d3d_dev = This->d3ddevice;
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IDirect3DDeviceGLImpl* gl_d3d_dev = (IDirect3DDeviceGLImpl*) d3d_dev;
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BOOLEAN is_front;
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if ((This->surface_desc.ddsCaps.dwCaps & (DDSCAPS_FRONTBUFFER|DDSCAPS_PRIMARYSURFACE)) != 0) {
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is_front = TRUE;
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} else if ((This->surface_desc.ddsCaps.dwCaps & (DDSCAPS_BACKBUFFER)) == (DDSCAPS_BACKBUFFER)) {
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is_front = FALSE;
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} else {
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ERR("Wrong surface type for locking !\n");
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return;
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}
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/* Then check if we need to do anything */
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if ((This->lastlocktype & DDLOCK_WRITEONLY) == 0) {
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/* Try to acquire the device critical section */
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EnterCriticalSection(&(d3d_dev->crit));
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if (((is_front == TRUE) && (gl_d3d_dev->front_state != SURFACE_MEMORY)) ||
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((is_front == FALSE) && (gl_d3d_dev->state != SURFACE_MEMORY))) {
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/* If the surface is already in memory, no need to do anything here... */
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GLenum buffer_type;
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GLenum prev_read;
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RECT loc_rect;
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int y;
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char *dst;
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WARN(" application does a lock on a 3D surface - expect slow downs.\n");
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TRACE(" copying frame buffer to main memory.\n");
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/* Note that here we cannot do 'optmizations' about the WriteOnly flag... Indeed, a game
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may only write to the device... But when we will blit it back to the screen, we need
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also to blit correctly the parts the application did not overwrite... */
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ENTER_GL();
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glGetIntegerv(GL_READ_BUFFER, &prev_read);
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glFlush();
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if ((This->surface_desc.ddsCaps.dwCaps & (DDSCAPS_FRONTBUFFER|DDSCAPS_PRIMARYSURFACE)) != 0) {
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if (is_front == TRUE)
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/* Application wants to lock the front buffer */
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glReadBuffer(GL_FRONT);
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} else if ((This->surface_desc.ddsCaps.dwCaps & (DDSCAPS_BACKBUFFER)) == (DDSCAPS_BACKBUFFER)) {
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else
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/* Application wants to lock the back buffer */
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glReadBuffer(GL_BACK);
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} else {
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WARN(" do not support 3D surface locking for this surface type - trying to use default buffer.\n");
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}
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if (This->surface_desc.u4.ddpfPixelFormat.u1.dwRGBBitCount == 16) {
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buffer_type = GL_UNSIGNED_SHORT_5_6_5;
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} else {
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WARN(" unsupported pixel format.\n");
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ERR(" unsupported pixel format at device locking.\n");
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LEAVE_GL();
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return;
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}
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/* Just a hack while waiting for proper rectangle support */
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pRect = NULL;
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if (pRect == NULL) {
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loc_rect.top = 0;
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loc_rect.left = 0;
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@ -2582,62 +2646,161 @@ static void d3ddevice_lock_update(IDirectDrawSurfaceImpl* This, LPCRECT pRect, D
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} else {
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loc_rect = *pRect;
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}
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#if 0
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glReadPixels(loc_rect.left, loc_rect.top, loc_rect.right, loc_rect.bottom,
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GL_RGB, buffer_type, ((char *)This->surface_desc.lpSurface
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+ loc_rect.top * This->surface_desc.u1.lPitch
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+ loc_rect.left * GET_BPP(This->surface_desc)));
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#endif
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dst = ((char *)This->surface_desc.lpSurface) +
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(loc_rect.top * This->surface_desc.u1.lPitch) + (loc_rect.left * GET_BPP(This->surface_desc));
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for (y = (This->surface_desc.dwHeight - loc_rect.top - 1);
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y >= ((int) This->surface_desc.dwHeight - (int) loc_rect.bottom);
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y--) {
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glReadPixels(loc_rect.left, y,
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loc_rect.right - loc_rect.left, 1,
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GL_RGB, buffer_type, dst);
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dst += This->surface_desc.u1.lPitch;
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}
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glReadBuffer(prev_read);
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if (is_front)
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gl_d3d_dev->front_state = SURFACE_MEMORY;
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else
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gl_d3d_dev->state = SURFACE_MEMORY;
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LEAVE_GL();
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}
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}
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#define UNLOCK_TEX_SIZE 256
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static void d3ddevice_flush_to_frame_buffer(IDirect3DDeviceImpl *d3d_dev, LPCRECT pRect) {
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GLenum buffer_type;
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RECT loc_rect;
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IDirectDrawSurfaceImpl *surf = d3d_dev->surface;
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IDirect3DDeviceGLImpl* gl_d3d_dev = (IDirect3DDeviceGLImpl*) d3d_dev;
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GLint depth_test, alpha_test, cull_face, lighting, min_tex, max_tex, tex_env;
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GLuint initial_texture;
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GLint tex_state;
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int x, y;
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loc_rect.top = 0;
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loc_rect.left = 0;
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loc_rect.bottom = surf->surface_desc.dwHeight;
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loc_rect.right = surf->surface_desc.dwWidth;
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TRACE(" flushing memory back to the frame-buffer.\n");
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glGetIntegerv(GL_DEPTH_TEST, &depth_test);
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glGetIntegerv(GL_ALPHA_TEST, &alpha_test);
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glGetIntegerv(GL_CULL_FACE, &cull_face);
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glGetIntegerv(GL_LIGHTING, &lighting);
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &initial_texture);
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glGetIntegerv(GL_TEXTURE_2D, &tex_state);
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glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, &max_tex);
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glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, &min_tex);
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glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &tex_env);
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/* TODO: scissor test if ever we use it ! */
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if (surf->surface_desc.u4.ddpfPixelFormat.u1.dwRGBBitCount == 16) {
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buffer_type = GL_UNSIGNED_SHORT_5_6_5;
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} else {
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WARN(" unsupported pixel format.\n");
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return;
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}
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gl_d3d_dev->transform_state = GL_TRANSFORM_ORTHO;
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d3ddevice_set_ortho(d3d_dev);
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_SCISSOR_TEST);
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glScissor(loc_rect.left, surf->surface_desc.dwHeight - loc_rect.bottom,
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loc_rect.right - loc_rect.left, loc_rect.bottom - loc_rect.top);
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if (gl_d3d_dev->unlock_tex == 0) {
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glGenTextures(1, &gl_d3d_dev->unlock_tex);
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glBindTexture(GL_TEXTURE_2D, gl_d3d_dev->unlock_tex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
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UNLOCK_TEX_SIZE, UNLOCK_TEX_SIZE, 0,
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GL_RGB, buffer_type, NULL);
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} else {
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glBindTexture(GL_TEXTURE_2D, gl_d3d_dev->unlock_tex);
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}
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glPixelStorei(GL_UNPACK_ROW_LENGTH, surf->surface_desc.dwWidth);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glDisable(GL_LIGHTING);
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glDisable(GL_CULL_FACE);
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glDisable(GL_ALPHA_TEST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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for (x = loc_rect.left; x < loc_rect.right; x += UNLOCK_TEX_SIZE) {
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for (y = loc_rect.top; y < loc_rect.bottom; y += UNLOCK_TEX_SIZE) {
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/* First, upload the texture... */
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int w = (x + UNLOCK_TEX_SIZE > surf->surface_desc.dwWidth) ? (surf->surface_desc.dwWidth - x) : UNLOCK_TEX_SIZE;
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int h = (y + UNLOCK_TEX_SIZE > surf->surface_desc.dwHeight) ? (surf->surface_desc.dwHeight - y) : UNLOCK_TEX_SIZE;
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glTexSubImage2D(GL_TEXTURE_2D,
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0,
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0, 0,
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w, h,
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GL_RGB,
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buffer_type,
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((char *) surf->surface_desc.lpSurface) + (x * GET_BPP(surf->surface_desc)) + (y * surf->surface_desc.u1.lPitch));
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glBegin(GL_QUADS);
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glColor3ub(0xFF, 0xFF, 0xFF);
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glTexCoord2f(0.0, 0.0);
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glVertex3d(x, y, 0.5);
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glTexCoord2f(1.0, 0.0);
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glVertex3d(x + UNLOCK_TEX_SIZE, y, 0.5);
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glTexCoord2f(1.0, 1.0);
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glVertex3d(x + UNLOCK_TEX_SIZE, y + UNLOCK_TEX_SIZE, 0.5);
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glTexCoord2f(0.0, 1.0);
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glVertex3d(x, y + UNLOCK_TEX_SIZE, 0.5);
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glEnd();
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}
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}
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/* And restore all the various states modified by this code */
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if (depth_test != 0) glEnable(GL_DEPTH_TEST);
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if (lighting != 0) glEnable(GL_LIGHTING);
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if (alpha_test != 0) glEnable(GL_ALPHA_TEST);
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if (cull_face != 0) glEnable(GL_CULL_FACE);
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glBindTexture(GL_TEXTURE_2D, initial_texture);
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if (tex_state == 0) glDisable(GL_TEXTURE_2D);
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glDisable(GL_SCISSOR_TEST);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, max_tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, min_tex);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, tex_env);
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}
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static void d3ddevice_unlock_update(IDirectDrawSurfaceImpl* This, LPCRECT pRect)
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{
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/* First, check if we need to do anything */
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if ((This->lastlocktype & DDLOCK_READONLY) == 0) {
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GLenum buffer_type;
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GLenum prev_draw;
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WARN(" application does an unlock on a 3D surface - expect slow downs.\n");
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BOOLEAN is_front;
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IDirect3DDeviceImpl *d3d_dev = This->d3ddevice;
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if ((This->surface_desc.ddsCaps.dwCaps & (DDSCAPS_FRONTBUFFER|DDSCAPS_PRIMARYSURFACE)) != 0) {
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is_front = TRUE;
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} else if ((This->surface_desc.ddsCaps.dwCaps & (DDSCAPS_BACKBUFFER)) == (DDSCAPS_BACKBUFFER)) {
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is_front = FALSE;
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} else {
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ERR("Wrong surface type for locking !\n");
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return;
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}
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/* First, check if we need to do anything. For the backbuffer, flushing is done at the next 3D activity. */
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if (((This->lastlocktype & DDLOCK_READONLY) == 0) &&
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(is_front == TRUE)) {
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GLenum prev_draw;
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ENTER_GL();
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glGetIntegerv(GL_DRAW_BUFFER, &prev_draw);
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if ((This->surface_desc.ddsCaps.dwCaps & (DDSCAPS_FRONTBUFFER|DDSCAPS_PRIMARYSURFACE)) != 0) {
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/* Application wants to lock the front buffer */
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glDrawBuffer(GL_FRONT);
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} else if ((This->surface_desc.ddsCaps.dwCaps & (DDSCAPS_BACKBUFFER)) == (DDSCAPS_BACKBUFFER)) {
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/* Application wants to lock the back buffer */
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glDrawBuffer(GL_BACK);
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} else {
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WARN(" do not support 3D surface unlocking for this surface type - trying to use default buffer.\n");
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}
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if (This->surface_desc.u4.ddpfPixelFormat.u1.dwRGBBitCount == 16) {
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buffer_type = GL_UNSIGNED_SHORT_5_6_5;
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} else {
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WARN(" unsupported pixel format.\n");
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LEAVE_GL();
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/* And 'frees' the device critical section */
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LeaveCriticalSection(&(This->d3ddevice->crit));
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return;
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}
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glRasterPos2f(0.0, 0.0);
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#if 0
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glDrawPixels(This->surface_desc.dwWidth, This->surface_desc.dwHeight,
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GL_RGB, buffer_type, This->surface_desc.lpSurface);
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#endif
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glDrawBuffer(GL_FRONT);
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d3d_dev->flush_to_framebuffer(d3d_dev, pRect);
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glDrawBuffer(prev_draw);
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LEAVE_GL();
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}
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}
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/* And 'frees' the device critical section */
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LeaveCriticalSection(&(This->d3ddevice->crit));
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LeaveCriticalSection(&(d3d_dev->crit));
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}
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static void
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@ -2682,7 +2845,8 @@ d3ddevice_create(IDirect3DDeviceImpl **obj, IDirect3DImpl *d3d, IDirectDrawSurfa
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object->clear = d3ddevice_clear;
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object->set_matrices = d3ddevice_set_matrices;
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object->matrices_updated = d3ddevice_matrices_updated;
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object->flush_to_framebuffer = d3ddevice_flush_to_frame_buffer;
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InitializeCriticalSection(&(object->crit));
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TRACE(" creating OpenGL device for surface = %p, d3d = %p\n", surface, d3d);
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@ -2719,7 +2883,7 @@ d3ddevice_create(IDirect3DDeviceImpl **obj, IDirect3DImpl *d3d, IDirectDrawSurfa
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/* Look for the front buffer and override its surface's Flip method (if in double buffering) */
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for (surf = surface; surf != NULL; surf = surf->surface_owner) {
|
||||
if ((surf->surface_desc.ddsCaps.dwCaps&(DDSCAPS_FLIP|DDSCAPS_FRONTBUFFER)) == (DDSCAPS_FLIP|DDSCAPS_FRONTBUFFER)) {
|
||||
surf->aux_ctx = (LPVOID) gl_object->display;
|
||||
surf->aux_ctx = (LPVOID) object;
|
||||
surf->aux_data = (LPVOID) gl_object->drawable;
|
||||
surf->aux_flip = opengl_flip;
|
||||
buffer = GL_BACK;
|
||||
|
@ -2740,7 +2904,9 @@ d3ddevice_create(IDirect3DDeviceImpl **obj, IDirect3DImpl *d3d, IDirectDrawSurfa
|
|||
if (((surf2->surface_desc.ddsCaps.dwCaps & (DDSCAPS_3DDEVICE)) == (DDSCAPS_3DDEVICE)) &&
|
||||
((surf2->surface_desc.ddsCaps.dwCaps & (DDSCAPS_ZBUFFER)) != (DDSCAPS_ZBUFFER))) {
|
||||
/* Override the Lock / Unlock function for all these surfaces */
|
||||
surf2->lock_update_prev = surf2->lock_update;
|
||||
surf2->lock_update = d3ddevice_lock_update;
|
||||
surf2->unlock_update_prev = surf2->unlock_update;
|
||||
surf2->unlock_update = d3ddevice_unlock_update;
|
||||
/* And install also the blt / bltfast overrides */
|
||||
surf2->aux_blt = d3ddevice_blt;
|
||||
|
@ -2798,6 +2964,8 @@ d3ddevice_create(IDirect3DDeviceImpl **obj, IDirect3DImpl *d3d, IDirectDrawSurfa
|
|||
/* glDisable(GL_DEPTH_TEST); Need here to check for the presence of a ZBuffer and to reenable it when the ZBuffer is attached */
|
||||
LEAVE_GL();
|
||||
|
||||
gl_object->state = SURFACE_GL;
|
||||
|
||||
/* fill_device_capabilities(d3d->ddraw); */
|
||||
|
||||
ICOM_INIT_INTERFACE(object, IDirect3DDevice, VTABLE_IDirect3DDevice);
|
||||
|
|
|
@ -206,7 +206,12 @@ static void execute(IDirect3DExecuteBufferImpl *This,
|
|||
_dump_executedata(&(This->data));
|
||||
|
||||
ENTER_GL();
|
||||
|
||||
|
||||
if (((IDirect3DDeviceGLImpl *) lpDevice)->state == SURFACE_MEMORY) {
|
||||
lpDevice->flush_to_framebuffer(lpDevice, NULL);
|
||||
}
|
||||
((IDirect3DDeviceGLImpl *) lpDevice)->state = SURFACE_GL;
|
||||
|
||||
while (1) {
|
||||
LPD3DINSTRUCTION current = (LPD3DINSTRUCTION) instr;
|
||||
BYTE size;
|
||||
|
|
|
@ -303,6 +303,8 @@ struct IDirectDrawSurfaceImpl
|
|||
IDirectDrawSurfaceImpl *mip_main;
|
||||
int mipmap_level;
|
||||
LPVOID tex_private;
|
||||
void (*lock_update_prev)(IDirectDrawSurfaceImpl* This, LPCRECT pRect, DWORD dwFlags);
|
||||
void (*unlock_update_prev)(IDirectDrawSurfaceImpl* This, LPCRECT pRect);
|
||||
};
|
||||
|
||||
/*****************************************************************************
|
||||
|
|
|
@ -95,6 +95,11 @@ typedef enum {
|
|||
GL_TRANSFORM_VERTEXBUFFER
|
||||
} GL_TRANSFORM_STATE;
|
||||
|
||||
typedef enum {
|
||||
SURFACE_GL,
|
||||
SURFACE_MEMORY
|
||||
} SURFACE_STATE;
|
||||
|
||||
typedef struct IDirect3DDeviceGLImpl
|
||||
{
|
||||
struct IDirect3DDeviceImpl parent;
|
||||
|
@ -111,6 +116,9 @@ typedef struct IDirect3DDeviceGLImpl
|
|||
|
||||
Display *display;
|
||||
Drawable drawable;
|
||||
|
||||
GLuint unlock_tex;
|
||||
SURFACE_STATE state, front_state;
|
||||
} IDirect3DDeviceGLImpl;
|
||||
|
||||
/* This is for the OpenGL additions... */
|
||||
|
|
Loading…
Reference in New Issue