wined3d: Get rid of the SFLAG_LOCKED hack in flush_to_framebuffer_drawpixels().
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9059271442
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eb3796083a
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@ -1925,39 +1925,36 @@ lock_end:
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return IWineD3DBaseSurfaceImpl_Map(iface, pLockedRect, pRect, flags);
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}
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static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This,
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GLenum fmt, GLenum type, UINT bpp, const BYTE *mem)
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static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *surface,
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const RECT *rect, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem)
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{
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UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
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IWineD3DDeviceImpl *device = This->resource.device;
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UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *)surface); /* target is argb, 4 byte */
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IWineD3DDeviceImpl *device = surface->resource.device;
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const struct wined3d_gl_info *gl_info;
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struct wined3d_context *context;
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RECT rect;
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RECT local_rect;
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UINT w, h;
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if (This->flags & SFLAG_LOCKED)
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rect = This->lockedRect;
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else
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SetRect(&rect, 0, 0, This->currentDesc.Width, This->currentDesc.Height);
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surface_get_rect(surface, rect, &local_rect);
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mem += rect.top * pitch + rect.left * bpp;
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w = rect.right - rect.left;
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h = rect.bottom - rect.top;
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mem += local_rect.top * pitch + local_rect.left * bpp;
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w = local_rect.right - local_rect.left;
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h = local_rect.bottom - local_rect.top;
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/* Activate the correct context for the render target */
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context = context_acquire(device, This);
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context = context_acquire(device, surface);
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context_apply_blit_state(context, device);
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gl_info = context->gl_info;
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ENTER_GL();
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if (!surface_is_offscreen(This))
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if (!surface_is_offscreen(surface))
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{
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GLenum buffer = surface_get_gl_buffer(This);
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GLenum buffer = surface_get_gl_buffer(surface);
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TRACE("Unlocking %#x buffer.\n", buffer);
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context_set_draw_buffer(context, buffer);
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surface_translate_drawable_coords(This, context->win_handle, &rect);
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surface_translate_drawable_coords(surface, context->win_handle, &local_rect);
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glPixelZoom(1.0f, -1.0f);
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}
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else
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@ -1969,22 +1966,22 @@ static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This,
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glPixelZoom(1.0f, 1.0f);
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}
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glRasterPos3i(rect.left, rect.top, 1);
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glRasterPos3i(local_rect.left, local_rect.top, 1);
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checkGLcall("glRasterPos3i");
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/* If not fullscreen, we need to skip a number of bytes to find the next row of data */
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glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, surface->currentDesc.Width);
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if (This->flags & SFLAG_PBO)
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if (surface->flags & SFLAG_PBO)
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{
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GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
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GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
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checkGLcall("glBindBufferARB");
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}
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glDrawPixels(w, h, fmt, type, mem);
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checkGLcall("glDrawPixels");
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if (This->flags & SFLAG_PBO)
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if (surface->flags & SFLAG_PBO)
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{
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GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
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checkGLcall("glBindBufferARB");
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@ -4509,7 +4506,7 @@ HRESULT surface_load_location(IWineD3DSurfaceImpl *surface, DWORD flag, const RE
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byte_count = format.byte_count;
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}
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flush_to_framebuffer_drawpixels(surface, format.glFormat, format.glType, byte_count, mem);
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flush_to_framebuffer_drawpixels(surface, rect, format.glFormat, format.glType, byte_count, mem);
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/* Don't delete PBO memory */
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if ((mem != surface->resource.allocatedMemory) && !(surface->flags & SFLAG_PBO))
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