wined3d: Implement DDBLT_DEPTHFILL on the active depth stencil target.
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@ -3086,6 +3086,26 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
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return WINED3DERR_INVALIDCALL;
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}
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static HRESULT WINAPI IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx)
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{
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IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
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if (Flags & WINEDDBLT_DEPTHFILL) {
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return IWineD3DDevice_Clear((IWineD3DDevice *) myDevice,
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DestRect == NULL ? 0 : 1,
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(WINED3DRECT *) DestRect,
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WINED3DCLEAR_ZBUFFER,
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0x00000000,
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(float) DDBltFx->u5.dwFillDepth / (float) MAXDWORD,
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0x00000000);
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return WINED3D_OK;
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}
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FIXME("(%p): Unsupp depthstencil blit\n", This);
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return WINED3DERR_INVALIDCALL;
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}
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static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
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@ -3094,11 +3114,14 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *Dest
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TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
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/* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair */
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if(myDevice->inScene &&
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(iface == myDevice->stencilBufferTarget ||
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(SrcSurface && SrcSurface == myDevice->stencilBufferTarget))) {
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TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
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return WINED3DERR_INVALIDCALL;
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if(iface == myDevice->stencilBufferTarget || (SrcSurface && SrcSurface == myDevice->stencilBufferTarget)) {
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if(myDevice->inScene) {
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TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
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return WINED3DERR_INVALIDCALL;
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} else if(IWineD3DSurfaceImpl_BltZ(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) {
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TRACE("Z Blit override handled the blit\n");
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return WINED3D_OK;
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}
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}
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/* Special cases for RenderTargets */
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