wined3d: Introduce a separate function for translating front buffer coordinates to GL coordinates.

This commit is contained in:
Henri Verbeet 2010-05-21 09:35:21 +02:00 committed by Alexandre Julliard
parent 62d806601b
commit db0784e1da
4 changed files with 29 additions and 73 deletions

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@ -7004,17 +7004,7 @@ HRESULT arbfp_blit_surface(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_
* whereas the real gl drawable size is the size of the window. */
dst_swapchain = (dst_surface->Flags & SFLAG_SWAPCHAIN) ? (IWineD3DSwapChainImpl *)dst_surface->container : NULL;
if (dst_swapchain && dst_surface == dst_swapchain->front_buffer)
{
RECT windowsize;
POINT offset = {0,0};
UINT h;
ClientToScreen(context->win_handle, &offset);
GetClientRect(context->win_handle, &windowsize);
h = windowsize.bottom - windowsize.top;
dst_rect.left -= offset.x; dst_rect.right -=offset.x;
dst_rect.top -= offset.y; dst_rect.bottom -=offset.y;
dst_rect.top += dst_surface->currentDesc.Height - h; dst_rect.bottom += dst_surface->currentDesc.Height - h;
}
surface_translate_frontbuffer_coords(dst_surface, context->win_handle, &dst_rect);
arbfp_blit_set((IWineD3DDevice *)device, src_surface);

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@ -5740,7 +5740,6 @@ void stretch_rect_fbo(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surfa
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
GLenum gl_filter;
POINT offset = {0, 0};
RECT src_rect, dst_rect;
TRACE("device %p, src_surface %p, src_rect_in %s, dst_surface %p, dst_rect_in %s, filter %s (0x%08x).\n",
@ -5788,19 +5787,11 @@ void stretch_rect_fbo(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surfa
TRACE("Source surface %p is onscreen\n", src_surface);
if(buffer == GL_FRONT) {
RECT windowsize;
UINT h;
ClientToScreen(context->win_handle, &offset);
GetClientRect(context->win_handle, &windowsize);
h = windowsize.bottom - windowsize.top;
src_rect.left -= offset.x; src_rect.right -=offset.x;
src_rect.top = offset.y + h - src_rect.top;
src_rect.bottom = offset.y + h - src_rect.bottom;
} else {
src_rect.top = src_surface->currentDesc.Height - src_rect.top;
src_rect.bottom = src_surface->currentDesc.Height - src_rect.bottom;
}
if (buffer == GL_FRONT)
surface_translate_frontbuffer_coords(src_surface, context->win_handle, &src_rect);
src_rect.top = src_surface->currentDesc.Height - src_rect.top;
src_rect.bottom = src_surface->currentDesc.Height - src_rect.bottom;
ENTER_GL();
context_bind_fbo(context, GL_READ_FRAMEBUFFER, NULL);
@ -5822,20 +5813,11 @@ void stretch_rect_fbo(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surfa
TRACE("Destination surface %p is onscreen\n", dst_surface);
if(buffer == GL_FRONT) {
RECT windowsize;
UINT h;
ClientToScreen(context->win_handle, &offset);
GetClientRect(context->win_handle, &windowsize);
h = windowsize.bottom - windowsize.top;
dst_rect.left -= offset.x; dst_rect.right -=offset.x;
dst_rect.top = offset.y + h - dst_rect.top;
dst_rect.bottom = offset.y + h - dst_rect.bottom;
} else {
/* Screen coords = window coords, surface height = window height */
dst_rect.top = dst_surface->currentDesc.Height - dst_rect.top;
dst_rect.bottom = dst_surface->currentDesc.Height - dst_rect.bottom;
}
if (buffer == GL_FRONT)
surface_translate_frontbuffer_coords(dst_surface, context->win_handle, &dst_rect);
dst_rect.top = dst_surface->currentDesc.Height - dst_rect.top;
dst_rect.bottom = dst_surface->currentDesc.Height - dst_rect.bottom;
ENTER_GL();
context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);

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@ -3380,6 +3380,21 @@ static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_
const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool,
const struct wined3d_format_desc *dst_format_desc);
/* Front buffer coordinates are always full screen coordinates, but our GL
* drawable is limited to the window's client area. The sysmem and texture
* copies do have the full screen size. Note that GL has a bottom-left
* origin, while D3D has a top-left origin. */
void surface_translate_frontbuffer_coords(IWineD3DSurfaceImpl *surface, HWND window, RECT *rect)
{
POINT offset = {0, surface->currentDesc.Height};
RECT windowsize;
GetClientRect(window, &windowsize);
offset.y -= windowsize.bottom - windowsize.top;
ScreenToClient(window, &offset);
OffsetRect(rect, offset.x, offset.y);
}
/* Not called from the VTable */
static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *dst_surface, const RECT *DestRect,
IWineD3DSurfaceImpl *src_surface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx,
@ -3674,25 +3689,8 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *dst_surface,
context = context_acquire(device, dst_surface);
context_apply_blit_state(context, device);
/* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
* while OpenGL coordinates are window relative.
* Also beware of the origin difference(top left vs bottom left).
* Also beware that the front buffer's surface size is screen width x screen height,
* whereas the real gl drawable size is the size of the window.
*/
if (dstSwapchain && dst_surface == dstSwapchain->front_buffer)
{
RECT windowsize;
POINT offset = {0,0};
UINT h;
ClientToScreen(context->win_handle, &offset);
GetClientRect(context->win_handle, &windowsize);
h = windowsize.bottom - windowsize.top;
dst_rect.left -= offset.x; dst_rect.right -=offset.x;
dst_rect.top -= offset.y; dst_rect.bottom -=offset.y;
dst_rect.top += dst_surface->currentDesc.Height - h;
dst_rect.bottom += dst_surface->currentDesc.Height - h;
}
surface_translate_frontbuffer_coords(dst_surface, context->win_handle, &dst_rect);
if (!device->blitter->blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
&src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format_desc,
@ -4351,22 +4349,7 @@ static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT
}
if ((This->Flags & SFLAG_SWAPCHAIN) && This == ((IWineD3DSwapChainImpl *)This->container)->front_buffer)
{
RECT windowsize;
POINT offset = {0, 0};
UINT h;
ClientToScreen(context->win_handle, &offset);
GetClientRect(context->win_handle, &windowsize);
h = windowsize.bottom - windowsize.top;
dst_rect.left -= offset.x;
dst_rect.right -=offset.x;
dst_rect.top -= offset.y;
dst_rect.bottom -=offset.y;
dst_rect.top += This->currentDesc.Height - h;
dst_rect.bottom += This->currentDesc.Height - h;
}
surface_translate_frontbuffer_coords(This, context->win_handle, &dst_rect);
device->blitter->set_shader((IWineD3DDevice *) device, This);

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@ -2101,6 +2101,7 @@ HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type,
UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
void surface_translate_frontbuffer_coords(IWineD3DSurfaceImpl *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
/* Predeclare the shared Surface functions */
HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface,