wined3d: Pass a WINED3DCOLORVALUE structure to IWineD3DDeviceImpl_ClearRendertargetView().

The structure is nicer to work with than the array.
This commit is contained in:
Henri Verbeet 2010-08-22 23:35:41 +02:00 committed by Alexandre Julliard
parent 9364f80b8c
commit b93a9b37fa
5 changed files with 20 additions and 17 deletions

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@ -373,11 +373,12 @@ static void STDMETHODCALLTYPE d3d10_device_ClearRenderTargetView(ID3D10Device *i
{
struct d3d10_device *This = (struct d3d10_device *)iface;
IWineD3DRendertargetView *wined3d_view = ((struct d3d10_rendertarget_view *)render_target_view)->wined3d_view;
const WINED3DCOLORVALUE color = {color_rgba[0], color_rgba[1], color_rgba[2], color_rgba[3]};
TRACE("iface %p, render_target_view %p, color_rgba [%f %f %f %f]\n",
iface, render_target_view, color_rgba[0], color_rgba[1], color_rgba[2], color_rgba[3]);
IWineD3DDevice_ClearRendertargetView(This->wined3d_device, wined3d_view, color_rgba);
IWineD3DDevice_ClearRendertargetView(This->wined3d_device, wined3d_view, &color);
}
static void STDMETHODCALLTYPE d3d10_device_ClearDepthStencilView(ID3D10Device *iface,

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@ -655,7 +655,8 @@ static void prepare_ds_clear(IWineD3DSurfaceImpl *ds, struct wined3d_context *co
}
HRESULT device_clear_render_targets(IWineD3DDeviceImpl *device, UINT rt_count, IWineD3DSurfaceImpl **rts,
UINT rect_count, const WINED3DRECT *rects, DWORD flags, const float color[4], float depth, DWORD stencil)
UINT rect_count, const WINED3DRECT *rects, DWORD flags, const WINED3DCOLORVALUE *color,
float depth, DWORD stencil)
{
const RECT *clear_rect = (rect_count > 0 && rects) ? (const RECT *)rects : NULL;
IWineD3DSurfaceImpl *depth_stencil = device->depth_stencil;
@ -741,7 +742,7 @@ HRESULT device_clear_render_targets(IWineD3DDeviceImpl *device, UINT rt_count, I
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
glClearColor(color[0], color[1], color[2], color[3]);
glClearColor(color->r, color->g, color->b, color->a);
checkGLcall("glClearColor");
clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
}
@ -4578,7 +4579,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Present(IWineD3DDevice *iface,
static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Count,
const WINED3DRECT *pRects, DWORD Flags, WINED3DCOLOR color, float Z, DWORD Stencil)
{
const float c[] = {D3DCOLOR_R(color), D3DCOLOR_G(color), D3DCOLOR_B(color), D3DCOLOR_A(color)};
const WINED3DCOLORVALUE c = {D3DCOLOR_R(color), D3DCOLOR_G(color), D3DCOLOR_B(color), D3DCOLOR_A(color)};
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) Count (%d), pRects (%p), Flags (%x), color (0x%08x), Z (%f), Stencil (%d)\n", This,
@ -4592,7 +4593,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Coun
}
return device_clear_render_targets(This, This->adapter->gl_info.limits.buffers,
This->render_targets, Count, pRects, Flags, c, Z, Stencil);
This->render_targets, Count, pRects, Flags, &c, Z, Stencil);
}
/*****
@ -5506,11 +5507,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_ColorFill(IWineD3DDevice *iface,
return WINED3DERR_INVALIDCALL;
}
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
const float c[4] = {D3DCOLOR_R(color), D3DCOLOR_G(color), D3DCOLOR_B(color), D3DCOLOR_A(color)};
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
const WINED3DCOLORVALUE c = {D3DCOLOR_R(color), D3DCOLOR_G(color), D3DCOLOR_B(color), D3DCOLOR_A(color)};
return device_clear_render_targets((IWineD3DDeviceImpl *)iface, 1, &s,
!!pRect, pRect, WINED3DCLEAR_TARGET, c, 0.0f, 0);
!!pRect, pRect, WINED3DCLEAR_TARGET, &c, 0.0f, 0);
}
else
{
@ -5524,7 +5526,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_ColorFill(IWineD3DDevice *iface,
}
static void WINAPI IWineD3DDeviceImpl_ClearRendertargetView(IWineD3DDevice *iface,
IWineD3DRendertargetView *rendertarget_view, const float color[4])
IWineD3DRendertargetView *rendertarget_view, const WINED3DCOLORVALUE *color)
{
IWineD3DResource *resource;
IWineD3DSurfaceImpl *surface;
@ -5558,10 +5560,10 @@ static void WINAPI IWineD3DDeviceImpl_ClearRendertargetView(IWineD3DDevice *ifac
WARN("Converting to WINED3DCOLOR, this might give incorrect results\n");
c = ((DWORD)(color[2] * 255.0f));
c |= ((DWORD)(color[1] * 255.0f)) << 8;
c |= ((DWORD)(color[0] * 255.0f)) << 16;
c |= ((DWORD)(color[3] * 255.0f)) << 24;
c = ((DWORD)(color->b * 255.0f));
c |= ((DWORD)(color->g * 255.0f)) << 8;
c |= ((DWORD)(color->r * 255.0f)) << 16;
c |= ((DWORD)(color->a * 255.0f)) << 24;
/* Just forward this to the DirectDraw blitting engine */
memset(&BltFx, 0, sizeof(BltFx));

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@ -4872,10 +4872,10 @@ static BOOL ffp_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_
static HRESULT ffp_blit_color_fill(IWineD3DDeviceImpl *device,
IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD color)
{
const float c[] = {D3DCOLOR_R(color), D3DCOLOR_G(color), D3DCOLOR_B(color), D3DCOLOR_A(color)};
const WINED3DCOLORVALUE c = {D3DCOLOR_R(color), D3DCOLOR_G(color), D3DCOLOR_B(color), D3DCOLOR_A(color)};
return device_clear_render_targets(device, 1 /* rt_count */, &dst_surface, 1 /* rect_count */,
(const WINED3DRECT *)dst_rect, WINED3DCLEAR_TARGET, c, 0.0f /* depth */, 0 /* stencil */);
(const WINED3DRECT *)dst_rect, WINED3DCLEAR_TARGET, &c, 0.0f /* depth */, 0 /* stencil */);
}
const struct blit_shader ffp_blit = {

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@ -1690,7 +1690,7 @@ struct IWineD3DDeviceImpl
HRESULT device_clear_render_targets(IWineD3DDeviceImpl *device,
UINT rt_count, IWineD3DSurfaceImpl **rts, UINT rect_count, const WINED3DRECT *rects,
DWORD flags, const float color[4], float depth, DWORD stencil) DECLSPEC_HIDDEN;
DWORD flags, const WINED3DCOLORVALUE *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
BOOL device_context_add(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
void device_context_remove(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
void device_get_draw_rect(IWineD3DDeviceImpl *device, RECT *rect) DECLSPEC_HIDDEN;

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@ -3321,7 +3321,7 @@ interface IWineD3DDevice : IWineD3DBase
);
void ClearRendertargetView(
[in] IWineD3DRendertargetView *rendertarget_view,
[in] const float color[4]
[in] const WINED3DCOLORVALUE *color
);
void SetPrimitiveType(
[in] WINED3DPRIMITIVETYPE primitive_topology