wined3d: Simply pass an IWineD3DSurfaceImpl pointer to fb_copy_to_texture_direct().
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339f7ef100
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@ -2988,13 +2988,12 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DS
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/* Does a direct frame buffer -> texture copy. Stretching is done
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* with single pixel copy calls
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*/
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static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
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static void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *dst_surface, IWineD3DSurfaceImpl *src_surface,
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const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
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{
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IWineD3DDeviceImpl *device = This->resource.device;
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IWineD3DDeviceImpl *device = dst_surface->resource.device;
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float xrel, yrel;
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UINT row;
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IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
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struct wined3d_context *context;
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BOOL upsidedown = FALSE;
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RECT dst_rect = *dst_rect_in;
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@ -3009,14 +3008,14 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D
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upsidedown = TRUE;
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}
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context = context_acquire(device, Src, CTXUSAGE_BLIT);
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surface_internal_preload((IWineD3DSurface *) This, SRGB_RGB);
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context = context_acquire(device, src_surface, CTXUSAGE_BLIT);
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surface_internal_preload((IWineD3DSurface *)dst_surface, SRGB_RGB);
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ENTER_GL();
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/* Bind the target texture */
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glBindTexture(This->texture_target, This->texture_name);
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glBindTexture(dst_surface->texture_target, dst_surface->texture_name);
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checkGLcall("glBindTexture");
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if (surface_is_offscreen(Src))
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if (surface_is_offscreen(src_surface))
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{
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TRACE("Reading from an offscreen target\n");
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upsidedown = !upsidedown;
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@ -3024,7 +3023,7 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D
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}
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else
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{
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glReadBuffer(surface_get_gl_buffer(Src));
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glReadBuffer(surface_get_gl_buffer(src_surface));
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}
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checkGLcall("glReadBuffer");
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@ -3051,12 +3050,12 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D
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{
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/* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
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glCopyTexSubImage2D(This->texture_target, This->texture_level,
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glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
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dst_rect.left /*xoffset */, dst_rect.top /* y offset */,
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src_rect->left, Src->currentDesc.Height - src_rect->bottom,
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src_rect->left, src_surface->currentDesc.Height - src_rect->bottom,
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dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
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} else {
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UINT yoffset = Src->currentDesc.Height - src_rect->top + dst_rect.top - 1;
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UINT yoffset = src_surface->currentDesc.Height - src_rect->top + dst_rect.top - 1;
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/* I have to process this row by row to swap the image,
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* otherwise it would be upside down, so stretching in y direction
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* doesn't cost extra time
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@ -3071,13 +3070,16 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D
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*/
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UINT col;
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for(col = dst_rect.left; col < dst_rect.right; col++) {
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glCopyTexSubImage2D(This->texture_target, This->texture_level,
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for (col = dst_rect.left; col < dst_rect.right; ++col)
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{
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glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
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dst_rect.left + col /* x offset */, row /* y offset */,
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src_rect->left + col * xrel, yoffset - (int) (row * yrel), 1, 1);
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}
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} else {
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glCopyTexSubImage2D(This->texture_target, This->texture_level,
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}
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else
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{
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glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
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dst_rect.left /* x offset */, row /* y offset */,
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src_rect->left, yoffset - (int) (row * yrel), dst_rect.right - dst_rect.left, 1);
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}
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@ -3091,7 +3093,7 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D
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/* The texture is now most up to date - If the surface is a render target and has a drawable, this
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* path is never entered
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*/
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IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
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IWineD3DSurface_ModifyLocation((IWineD3DSurface *)dst_surface, SFLAG_INTEXTURE, TRUE);
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}
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/* Uses the hardware to stretch and flip the image */
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@ -3584,7 +3586,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
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|| dst_rect.bottom - dst_rect.top > Src->currentDesc.Height)
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{
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TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
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fb_copy_to_texture_direct(This, SrcSurface, &src_rect, &dst_rect, Filter);
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fb_copy_to_texture_direct(This, Src, &src_rect, &dst_rect, Filter);
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} else {
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TRACE("Using hardware stretching to flip / stretch the texture\n");
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fb_copy_to_texture_hwstretch(This, SrcSurface, &src_rect, &dst_rect, Filter);
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