wined3d: Use the blitter interface in swapchain_blit().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -305,78 +305,38 @@ static void swapchain_blit(const struct wined3d_swapchain *swapchain,
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{
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struct wined3d_texture *texture = swapchain->back_buffers[0];
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struct wined3d_surface *back_buffer = texture->sub_resources[0].u.surface;
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struct wined3d_surface *front_buffer = swapchain->front_buffer->sub_resources[0].u.surface;
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UINT src_w = src_rect->right - src_rect->left;
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UINT src_h = src_rect->bottom - src_rect->top;
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GLenum gl_filter;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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struct wined3d_device *device = swapchain->device;
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const struct wined3d_blitter_ops *blitter;
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enum wined3d_texture_filter_type filter;
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RECT win_rect;
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UINT win_h;
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DWORD location;
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TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
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swapchain, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect));
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if (src_w == dst_rect->right - dst_rect->left && src_h == dst_rect->bottom - dst_rect->top)
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if (!(blitter = wined3d_select_blitter(&device->adapter->gl_info,
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&device->adapter->d3d_info, WINED3D_BLIT_OP_COLOR_BLIT,
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src_rect, texture->resource.usage, texture->resource.pool, texture->resource.format,
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dst_rect, texture->resource.usage, texture->resource.pool, texture->resource.format)))
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{
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filter = WINED3D_TEXF_NONE;
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gl_filter = GL_NEAREST;
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FIXME("No blitter supports the requested blit.\n");
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return;
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}
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if ((src_rect->right - src_rect->left == dst_rect->right - dst_rect->left
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&& src_rect->bottom - src_rect->top == dst_rect->bottom - dst_rect->top)
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|| is_complex_fixup(texture->resource.format->color_fixup))
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filter = WINED3D_TEXF_NONE;
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else
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{
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filter = WINED3D_TEXF_LINEAR;
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gl_filter = GL_LINEAR;
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}
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GetClientRect(swapchain->win_handle, &win_rect);
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win_h = win_rect.bottom - win_rect.top;
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if (gl_info->fbo_ops.glBlitFramebuffer && is_identity_fixup(texture->resource.format->color_fixup))
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{
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DWORD location = WINED3D_LOCATION_TEXTURE_RGB;
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location = WINED3D_LOCATION_TEXTURE_RGB;
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if (texture->resource.multisample_type)
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{
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location = WINED3D_LOCATION_RB_RESOLVED;
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wined3d_texture_load_location(texture, 0, context, location);
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}
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context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, back_buffer, NULL, location);
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gl_info->gl_ops.gl.p_glReadBuffer(GL_COLOR_ATTACHMENT0);
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context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
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context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, front_buffer, NULL, WINED3D_LOCATION_DRAWABLE);
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context_set_draw_buffer(context, GL_BACK);
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context_invalidate_state(context, STATE_FRAMEBUFFER);
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gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
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context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
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context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
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context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
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gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
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context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
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/* Note that the texture is upside down */
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gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
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dst_rect->left, win_h - dst_rect->top, dst_rect->right, win_h - dst_rect->bottom,
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GL_COLOR_BUFFER_BIT, gl_filter);
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checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
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}
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else
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{
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struct wined3d_device *device = swapchain->device;
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if (is_complex_fixup(texture->resource.format->color_fixup))
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filter = WINED3D_TEXF_NONE;
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device->blitter->blit_surface(device, WINED3D_BLIT_OP_COLOR_BLIT, context,
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back_buffer, WINED3D_LOCATION_TEXTURE_RGB, src_rect,
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back_buffer, WINED3D_LOCATION_DRAWABLE, dst_rect,
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NULL, filter);
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checkGLcall("Swapchain present blit(manual)\n");
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}
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wined3d_texture_validate_location(texture, 0, WINED3D_LOCATION_DRAWABLE);
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blitter->blit_surface(device, WINED3D_BLIT_OP_COLOR_BLIT, context, back_buffer, location,
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src_rect, back_buffer, WINED3D_LOCATION_DRAWABLE, dst_rect, NULL, filter);
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wined3d_texture_invalidate_location(texture, 0, WINED3D_LOCATION_DRAWABLE);
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}
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/* Context activation is done by the caller. */
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