wined3d: Use the blitter interface in swapchain_blit().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2017-03-30 23:15:32 +02:00 committed by Alexandre Julliard
parent 4b4091fa62
commit a80f9a867f
1 changed files with 21 additions and 61 deletions

View File

@ -305,78 +305,38 @@ static void swapchain_blit(const struct wined3d_swapchain *swapchain,
{ {
struct wined3d_texture *texture = swapchain->back_buffers[0]; struct wined3d_texture *texture = swapchain->back_buffers[0];
struct wined3d_surface *back_buffer = texture->sub_resources[0].u.surface; struct wined3d_surface *back_buffer = texture->sub_resources[0].u.surface;
struct wined3d_surface *front_buffer = swapchain->front_buffer->sub_resources[0].u.surface; struct wined3d_device *device = swapchain->device;
UINT src_w = src_rect->right - src_rect->left; const struct wined3d_blitter_ops *blitter;
UINT src_h = src_rect->bottom - src_rect->top;
GLenum gl_filter;
const struct wined3d_gl_info *gl_info = context->gl_info;
enum wined3d_texture_filter_type filter; enum wined3d_texture_filter_type filter;
RECT win_rect; DWORD location;
UINT win_h;
TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n", TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
swapchain, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect)); swapchain, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect));
if (src_w == dst_rect->right - dst_rect->left && src_h == dst_rect->bottom - dst_rect->top) if (!(blitter = wined3d_select_blitter(&device->adapter->gl_info,
&device->adapter->d3d_info, WINED3D_BLIT_OP_COLOR_BLIT,
src_rect, texture->resource.usage, texture->resource.pool, texture->resource.format,
dst_rect, texture->resource.usage, texture->resource.pool, texture->resource.format)))
{ {
FIXME("No blitter supports the requested blit.\n");
return;
}
if ((src_rect->right - src_rect->left == dst_rect->right - dst_rect->left
&& src_rect->bottom - src_rect->top == dst_rect->bottom - dst_rect->top)
|| is_complex_fixup(texture->resource.format->color_fixup))
filter = WINED3D_TEXF_NONE; filter = WINED3D_TEXF_NONE;
gl_filter = GL_NEAREST;
}
else else
{
filter = WINED3D_TEXF_LINEAR; filter = WINED3D_TEXF_LINEAR;
gl_filter = GL_LINEAR;
}
GetClientRect(swapchain->win_handle, &win_rect); location = WINED3D_LOCATION_TEXTURE_RGB;
win_h = win_rect.bottom - win_rect.top; if (texture->resource.multisample_type)
location = WINED3D_LOCATION_RB_RESOLVED;
if (gl_info->fbo_ops.glBlitFramebuffer && is_identity_fixup(texture->resource.format->color_fixup)) wined3d_texture_validate_location(texture, 0, WINED3D_LOCATION_DRAWABLE);
{ blitter->blit_surface(device, WINED3D_BLIT_OP_COLOR_BLIT, context, back_buffer, location,
DWORD location = WINED3D_LOCATION_TEXTURE_RGB; src_rect, back_buffer, WINED3D_LOCATION_DRAWABLE, dst_rect, NULL, filter);
wined3d_texture_invalidate_location(texture, 0, WINED3D_LOCATION_DRAWABLE);
if (texture->resource.multisample_type)
{
location = WINED3D_LOCATION_RB_RESOLVED;
wined3d_texture_load_location(texture, 0, context, location);
}
context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, back_buffer, NULL, location);
gl_info->gl_ops.gl.p_glReadBuffer(GL_COLOR_ATTACHMENT0);
context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, front_buffer, NULL, WINED3D_LOCATION_DRAWABLE);
context_set_draw_buffer(context, GL_BACK);
context_invalidate_state(context, STATE_FRAMEBUFFER);
gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
/* Note that the texture is upside down */
gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
dst_rect->left, win_h - dst_rect->top, dst_rect->right, win_h - dst_rect->bottom,
GL_COLOR_BUFFER_BIT, gl_filter);
checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
}
else
{
struct wined3d_device *device = swapchain->device;
if (is_complex_fixup(texture->resource.format->color_fixup))
filter = WINED3D_TEXF_NONE;
device->blitter->blit_surface(device, WINED3D_BLIT_OP_COLOR_BLIT, context,
back_buffer, WINED3D_LOCATION_TEXTURE_RGB, src_rect,
back_buffer, WINED3D_LOCATION_DRAWABLE, dst_rect,
NULL, filter);
checkGLcall("Swapchain present blit(manual)\n");
}
} }
/* Context activation is done by the caller. */ /* Context activation is done by the caller. */