wined3d: Simplify texture target handling in surface_blt_to_drawable().
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c777f962a2
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e22bda24c6
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@ -4132,6 +4132,7 @@ static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT
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IWineD3DBaseTexture *texture = NULL;
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IWineD3DBaseTexture *texture = NULL;
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HRESULT hr;
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HRESULT hr;
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IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
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IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
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GLenum bind_target;
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if(rect_in) {
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if(rect_in) {
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rect = *rect_in;
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rect = *rect_in;
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@ -4142,74 +4143,38 @@ static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT
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rect.bottom = This->currentDesc.Height;
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rect.bottom = This->currentDesc.Height;
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}
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}
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ActivateContext(device, (IWineD3DSurface*)This, CTXUSAGE_BLIT);
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switch(This->glDescription.target)
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ENTER_GL();
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{
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case GL_TEXTURE_2D:
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if(This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB) {
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bind_target = GL_TEXTURE_2D;
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glEnable(GL_TEXTURE_RECTANGLE_ARB);
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checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, This->glDescription.textureName);
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checkGLcall("GL_TEXTURE_RECTANGLE_ARB, This->glDescription.textureName)");
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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checkGLcall("glTexParameteri");
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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checkGLcall("glTexParameteri");
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coords[0].x = rect.left;
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coords[0].z = 0;
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coords[1].x = rect.left;
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coords[1].z = 0;
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coords[2].x = rect.right;
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coords[2].z = 0;
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coords[3].x = rect.right;
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coords[3].z = 0;
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coords[0].y = rect.top;
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coords[1].y = rect.bottom;
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coords[2].y = rect.bottom;
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coords[3].y = rect.top;
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} else if(This->glDescription.target == GL_TEXTURE_2D) {
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glEnable(GL_TEXTURE_2D);
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checkGLcall("glEnable(GL_TEXTURE_2D)");
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glBindTexture(GL_TEXTURE_2D, This->glDescription.textureName);
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checkGLcall("GL_TEXTURE_2D, This->glDescription.textureName)");
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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checkGLcall("glTexParameteri");
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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checkGLcall("glTexParameteri");
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coords[0].x = (float)rect.left / This->pow2Width;
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coords[0].x = (float)rect.left / This->pow2Width;
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coords[0].y = (float)rect.top / This->pow2Height;
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coords[0].z = 0;
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coords[0].z = 0;
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coords[1].x = (float)rect.left / This->pow2Width;
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coords[1].x = (float)rect.left / This->pow2Width;
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coords[1].y = (float)rect.bottom / This->pow2Height;
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coords[1].z = 0;
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coords[1].z = 0;
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coords[2].x = (float)rect.right / This->pow2Width;
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coords[2].x = (float)rect.right / This->pow2Width;
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coords[2].y = (float)rect.bottom / This->pow2Height;
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coords[2].z = 0;
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coords[2].z = 0;
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coords[3].x = (float)rect.right / This->pow2Width;
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coords[3].x = (float)rect.right / This->pow2Width;
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coords[3].z = 0;
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coords[0].y = (float)rect.top / This->pow2Height;
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coords[1].y = (float)rect.bottom / This->pow2Height;
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coords[2].y = (float)rect.bottom / This->pow2Height;
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coords[3].y = (float)rect.top / This->pow2Height;
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coords[3].y = (float)rect.top / This->pow2Height;
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} else {
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coords[3].z = 0;
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/* Must be a cube map */
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break;
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glEnable(GL_TEXTURE_CUBE_MAP_ARB);
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checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
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case GL_TEXTURE_RECTANGLE_ARB:
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glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, This->glDescription.textureName);
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bind_target = GL_TEXTURE_RECTANGLE_ARB;
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checkGLcall("GL_TEXTURE_CUBE_MAP_ARB, This->glDescription.textureName)");
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coords[0].x = rect.left; coords[0].y = rect.top; coords[0].z = 0;
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glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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coords[1].x = rect.left; coords[1].y = rect.bottom; coords[1].z = 0;
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checkGLcall("glTexParameteri");
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coords[2].x = rect.right; coords[2].y = rect.bottom; coords[2].z = 0;
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glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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coords[3].x = rect.right; coords[3].y = rect.top; coords[3].z = 0;
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checkGLcall("glTexParameteri");
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break;
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switch(This->glDescription.target) {
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case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
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case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
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bind_target = GL_TEXTURE_CUBE_MAP_ARB;
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coords[0].x = 1; coords[0].y = -1; coords[0].z = 1;
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coords[0].x = 1; coords[0].y = -1; coords[0].z = 1;
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coords[1].x = 1; coords[1].y = 1; coords[1].z = 1;
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coords[1].x = 1; coords[1].y = 1; coords[1].z = 1;
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coords[2].x = 1; coords[2].y = 1; coords[2].z = -1;
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coords[2].x = 1; coords[2].y = 1; coords[2].z = -1;
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@ -4217,6 +4182,7 @@ static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT
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break;
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break;
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case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
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case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
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bind_target = GL_TEXTURE_CUBE_MAP_ARB;
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coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
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coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
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coords[1].x = -1; coords[1].y = 1; coords[1].z = 1;
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coords[1].x = -1; coords[1].y = 1; coords[1].z = 1;
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coords[2].x = -1; coords[2].y = 1; coords[2].z = -1;
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coords[2].x = -1; coords[2].y = 1; coords[2].z = -1;
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@ -4224,6 +4190,7 @@ static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT
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break;
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break;
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case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
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case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
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bind_target = GL_TEXTURE_CUBE_MAP_ARB;
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coords[0].x = -1; coords[0].y = 1; coords[0].z = 1;
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coords[0].x = -1; coords[0].y = 1; coords[0].z = 1;
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coords[1].x = 1; coords[1].y = 1; coords[1].z = 1;
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coords[1].x = 1; coords[1].y = 1; coords[1].z = 1;
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coords[2].x = 1; coords[2].y = 1; coords[2].z = -1;
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coords[2].x = 1; coords[2].y = 1; coords[2].z = -1;
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@ -4231,6 +4198,7 @@ static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT
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break;
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break;
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case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
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case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
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bind_target = GL_TEXTURE_CUBE_MAP_ARB;
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coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
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coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
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coords[1].x = 1; coords[1].y = -1; coords[1].z = 1;
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coords[1].x = 1; coords[1].y = -1; coords[1].z = 1;
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coords[2].x = 1; coords[2].y = -1; coords[2].z = -1;
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coords[2].x = 1; coords[2].y = -1; coords[2].z = -1;
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@ -4238,6 +4206,7 @@ static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT
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break;
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break;
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case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
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case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
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bind_target = GL_TEXTURE_CUBE_MAP_ARB;
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coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
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coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
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coords[1].x = 1; coords[1].y = -1; coords[1].z = 1;
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coords[1].x = 1; coords[1].y = -1; coords[1].z = 1;
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coords[2].x = 1; coords[2].y = -1; coords[2].z = 1;
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coords[2].x = 1; coords[2].y = -1; coords[2].z = 1;
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@ -4245,6 +4214,7 @@ static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT
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break;
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break;
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case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
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case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
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bind_target = GL_TEXTURE_CUBE_MAP_ARB;
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coords[0].x = -1; coords[0].y = -1; coords[0].z = -1;
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coords[0].x = -1; coords[0].y = -1; coords[0].z = -1;
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coords[1].x = 1; coords[1].y = -1; coords[1].z = -1;
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coords[1].x = 1; coords[1].y = -1; coords[1].z = -1;
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coords[2].x = 1; coords[2].y = -1; coords[2].z = -1;
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coords[2].x = 1; coords[2].y = -1; coords[2].z = -1;
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@ -4252,11 +4222,21 @@ static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT
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break;
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break;
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default:
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default:
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ERR("Unexpected texture target\n");
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ERR("Unexpected texture target %#x\n", This->glDescription.target);
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LEAVE_GL();
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return;
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return;
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}
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}
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}
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ActivateContext(device, (IWineD3DSurface*)This, CTXUSAGE_BLIT);
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ENTER_GL();
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glEnable(bind_target);
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checkGLcall("glEnable(bind_target)");
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glBindTexture(bind_target, This->glDescription.textureName);
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checkGLcall("bind_target, This->glDescription.textureName)");
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glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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checkGLcall("glTexParameteri");
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glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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checkGLcall("glTexParameteri");
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glBegin(GL_QUADS);
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glBegin(GL_QUADS);
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glTexCoord3fv(&coords[0].x);
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glTexCoord3fv(&coords[0].x);
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@ -4273,13 +4253,9 @@ static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT
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glEnd();
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glEnd();
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checkGLcall("glEnd");
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checkGLcall("glEnd");
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if(This->glDescription.target != GL_TEXTURE_2D) {
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glDisable(bind_target);
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glDisable(GL_TEXTURE_CUBE_MAP_ARB);
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checkGLcall("glDisable(bind_target)");
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checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
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} else {
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glDisable(GL_TEXTURE_2D);
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checkGLcall("glDisable(GL_TEXTURE_2D)");
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}
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LEAVE_GL();
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LEAVE_GL();
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hr = IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DSwapChain, (void **) &swapchain);
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hr = IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DSwapChain, (void **) &swapchain);
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