wined3d: Pass a wined3d_fb_state structure to wined3d_blitter_ops.blitter_clear().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -7877,13 +7877,13 @@ static void arbfp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_bli
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}
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static void arbfp_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device,
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struct wined3d_rendertarget_view *view, const RECT *rect, DWORD flags,
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const struct wined3d_color *colour, float depth, DWORD stencil)
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unsigned int rt_count, const struct wined3d_fb_state *fb, const RECT *rect,
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DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil)
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{
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struct wined3d_blitter *next;
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if ((next = blitter->next))
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next->ops->blitter_clear(next, device, view, rect, flags, colour, depth, stencil);
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next->ops->blitter_clear(next, device, rt_count, fb, rect, flags, colour, depth, stencil);
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}
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static const struct wined3d_blitter_ops arbfp_blitter_ops =
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@ -4185,7 +4185,16 @@ HRESULT CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *devi
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return hr;
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}
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device->blitter->ops->blitter_clear(device->blitter, device, view, rect, flags, color, depth, stencil);
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if (flags == WINED3DCLEAR_TARGET)
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{
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struct wined3d_fb_state fb = {&view, NULL};
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device->blitter->ops->blitter_clear(device->blitter, device, 1, &fb, rect, flags, color, depth, stencil);
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}
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else
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{
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struct wined3d_fb_state fb = {NULL, view};
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device->blitter->ops->blitter_clear(device->blitter, device, 0, &fb, rect, flags, color, depth, stencil);
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}
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return WINED3D_OK;
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}
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@ -2449,13 +2449,13 @@ static void fbo_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_
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}
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static void fbo_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device,
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struct wined3d_rendertarget_view *view, const RECT *rect, DWORD flags,
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const struct wined3d_color *colour, float depth, DWORD stencil)
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unsigned int rt_count, const struct wined3d_fb_state *fb, const RECT *rect,
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DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil)
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{
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struct wined3d_blitter *next;
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if ((next = blitter->next))
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next->ops->blitter_clear(next, device, view, rect, flags, colour, depth, stencil);
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next->ops->blitter_clear(next, device, rt_count, fb, rect, flags, colour, depth, stencil);
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}
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static void fbo_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op,
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@ -2585,25 +2585,26 @@ static BOOL ffp_blit_supported(const struct wined3d_gl_info *gl_info,
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}
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static void ffp_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device,
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struct wined3d_rendertarget_view *view, const RECT *rect, DWORD flags,
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const struct wined3d_color *colour, float depth, DWORD stencil)
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unsigned int rt_count, const struct wined3d_fb_state *fb, const RECT *rect,
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DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil)
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{
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struct wined3d_rendertarget_view *view = rt_count ? fb->render_targets[0] : fb->depth_stencil;
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const RECT draw_rect = {0, 0, view->width, view->height};
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struct wined3d_resource *resource = view->resource;
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struct wined3d_fb_state fb = {&view, NULL};
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struct wined3d_resource *resource;
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struct wined3d_blitter *next;
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unsigned int i;
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if (flags & WINED3DCLEAR_TARGET)
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{
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for (i = 0; i < rt_count; ++i)
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{
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if (!(view = fb->render_targets[i]))
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continue;
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resource = view->resource;
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if (resource->pool == WINED3D_POOL_SYSTEM_MEM)
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goto next;
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if (flags != WINED3DCLEAR_TARGET)
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{
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struct wined3d_fb_state fb = {NULL, view};
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device_clear_render_targets(device, 0, &fb, 1, rect, &draw_rect, flags, NULL, depth, stencil);
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return;
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}
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
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{
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if (!((view->format_flags & WINED3DFMT_FLAG_FBO_ATTACHABLE)
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@ -2615,15 +2616,23 @@ static void ffp_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_de
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goto next;
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}
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/* FIXME: We should reject colour fills on formats with fixups, but this
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* would break P8 colour fills for example. */
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/* FIXME: We should reject colour fills on formats with fixups,
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* but this would break P8 colour fills for example. */
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}
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}
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device_clear_render_targets(device, 1, &fb, 1, rect, &draw_rect, flags, colour, 0.0f, 0);
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if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
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{
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if (fb->depth_stencil && fb->depth_stencil->resource->pool == WINED3D_POOL_SYSTEM_MEM)
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goto next;
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}
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device_clear_render_targets(device, rt_count, fb, 1, rect, &draw_rect, flags, colour, depth, stencil);
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return;
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next:
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if ((next = blitter->next))
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next->ops->blitter_clear(next, device, view, rect, flags, colour, depth, stencil);
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next->ops->blitter_clear(next, device, rt_count, fb, rect, flags, colour, depth, stencil);
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}
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static void ffp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op,
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@ -3414,24 +3423,27 @@ static void surface_cpu_blt_colour_fill(struct wined3d_rendertarget_view *view,
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}
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static void cpu_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device,
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struct wined3d_rendertarget_view *view, const RECT *rect, DWORD flags,
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const struct wined3d_color *colour, float depth, DWORD stencil)
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unsigned int rt_count, const struct wined3d_fb_state *fb, const RECT *rect,
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DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil)
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{
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const struct wined3d_box box = {rect->left, rect->top, rect->right, rect->bottom, 0, 1};
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struct wined3d_color c = {depth, 0.0f, 0.0f, 0.0f};
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struct wined3d_rendertarget_view *view;
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unsigned int i;
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if (flags == WINED3DCLEAR_TARGET)
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if (flags & WINED3DCLEAR_TARGET)
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{
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for (i = 0; i < rt_count; ++i)
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{
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if ((view = fb->render_targets[i]))
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surface_cpu_blt_colour_fill(view, &box, colour);
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return;
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}
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}
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if (flags == WINED3DCLEAR_ZBUFFER)
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{
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if ((flags & WINED3DCLEAR_ZBUFFER) && (view = fb->depth_stencil))
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surface_cpu_blt_colour_fill(view, &box, &c);
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return;
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}
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if (flags & ~(WINED3DCLEAR_TARGET | WINED3DCLEAR_ZBUFFER))
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FIXME("flags %#x not implemented.\n", flags);
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}
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@ -1877,8 +1877,8 @@ struct wined3d_blitter_ops
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{
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void (*blitter_destroy)(struct wined3d_blitter *blitter, struct wined3d_context *context);
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void (*blitter_clear)(struct wined3d_blitter *blitter, struct wined3d_device *device,
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struct wined3d_rendertarget_view *view, const RECT *rect, DWORD flags,
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const struct wined3d_color *colour, float depth, DWORD stencil);
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unsigned int rt_count, const struct wined3d_fb_state *fb, const RECT *rect,
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DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil);
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void (*blitter_blit)(struct wined3d_blitter *blitter, enum wined3d_blit_op op, struct wined3d_context *context,
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struct wined3d_surface *src_surface, DWORD src_location, const RECT *src_rect,
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struct wined3d_surface *dst_surface, DWORD dst_location, const RECT *dst_rect,
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