wined3d: Use IWineD3DDeviceImpl_ClearSurface in IWineD3DDeviceImpl_Clear.
This commit is contained in:
parent
f5aaabd1f2
commit
eb3fb4bf28
|
@ -4942,13 +4942,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Coun
|
|||
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
||||
IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *)This->render_targets[0];
|
||||
|
||||
GLbitfield glMask = 0;
|
||||
unsigned int i;
|
||||
WINED3DRECT curRect;
|
||||
RECT vp_rect;
|
||||
WINED3DVIEWPORT *vp = &This->stateBlock->viewport;
|
||||
UINT drawable_width, drawable_height;
|
||||
|
||||
TRACE("(%p) Count (%d), pRects (%p), Flags (%x), Color (0x%08x), Z (%f), Stencil (%d)\n", This,
|
||||
Count, pRects, Flags, Color, Z, Stencil);
|
||||
|
||||
|
@ -4958,158 +4951,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Coun
|
|||
return WINED3DERR_INVALIDCALL;
|
||||
}
|
||||
|
||||
/* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
|
||||
* drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
|
||||
* for the cleared parts, and the untouched parts.
|
||||
*
|
||||
* If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
|
||||
* anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
|
||||
* the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
|
||||
* checking all this if the dest surface is in the drawable anyway.
|
||||
*/
|
||||
if((Flags & WINED3DCLEAR_TARGET) && !(target->Flags & SFLAG_INDRAWABLE)) {
|
||||
while(1) {
|
||||
if(vp->X != 0 || vp->Y != 0 ||
|
||||
vp->Width < target->currentDesc.Width || vp->Height < target->currentDesc.Height) {
|
||||
IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
|
||||
break;
|
||||
}
|
||||
if(This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE] && (
|
||||
This->stateBlock->scissorRect.left > 0 || This->stateBlock->scissorRect.top > 0 ||
|
||||
This->stateBlock->scissorRect.right < target->currentDesc.Width ||
|
||||
This->stateBlock->scissorRect.bottom < target->currentDesc.Height)) {
|
||||
IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
|
||||
break;
|
||||
}
|
||||
if(Count > 0 && pRects && (
|
||||
pRects[0].x1 > 0 || pRects[0].y1 > 0 ||
|
||||
pRects[0].x2 < target->currentDesc.Width ||
|
||||
pRects[0].y2 < target->currentDesc.Height)) {
|
||||
IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
target->get_drawable_size(target, &drawable_width, &drawable_height);
|
||||
|
||||
/* This is for offscreen rendering as well as for multithreading, thus activate the set render target
|
||||
* and not the last active one.
|
||||
*/
|
||||
ActivateContext(This, This->render_targets[0], CTXUSAGE_CLEAR);
|
||||
ENTER_GL();
|
||||
|
||||
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
|
||||
apply_fbo_state(iface);
|
||||
}
|
||||
|
||||
/* Only set the values up once, as they are not changing */
|
||||
if (Flags & WINED3DCLEAR_STENCIL) {
|
||||
glClearStencil(Stencil);
|
||||
checkGLcall("glClearStencil");
|
||||
glMask = glMask | GL_STENCIL_BUFFER_BIT;
|
||||
glStencilMask(0xFFFFFFFF);
|
||||
}
|
||||
|
||||
if (Flags & WINED3DCLEAR_ZBUFFER) {
|
||||
glDepthMask(GL_TRUE);
|
||||
glClearDepth(Z);
|
||||
checkGLcall("glClearDepth");
|
||||
glMask = glMask | GL_DEPTH_BUFFER_BIT;
|
||||
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
|
||||
}
|
||||
|
||||
if (Flags & WINED3DCLEAR_TARGET) {
|
||||
TRACE("Clearing screen with glClear to color %x\n", Color);
|
||||
glClearColor(D3DCOLOR_R(Color),
|
||||
D3DCOLOR_G(Color),
|
||||
D3DCOLOR_B(Color),
|
||||
D3DCOLOR_A(Color));
|
||||
checkGLcall("glClearColor");
|
||||
|
||||
/* Clear ALL colors! */
|
||||
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
||||
glMask = glMask | GL_COLOR_BUFFER_BIT;
|
||||
}
|
||||
|
||||
vp_rect.left = vp->X;
|
||||
vp_rect.top = vp->Y;
|
||||
vp_rect.right = vp->X + vp->Width;
|
||||
vp_rect.bottom = vp->Y + vp->Height;
|
||||
if (!(Count > 0 && pRects)) {
|
||||
if(This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
|
||||
IntersectRect(&vp_rect, &vp_rect, &This->stateBlock->scissorRect);
|
||||
}
|
||||
if(This->render_offscreen) {
|
||||
glScissor(vp_rect.left, vp_rect.top,
|
||||
vp_rect.right - vp_rect.left, vp_rect.bottom - vp_rect.top);
|
||||
} else {
|
||||
glScissor(vp_rect.left, drawable_height - vp_rect.bottom,
|
||||
vp_rect.right - vp_rect.left, vp_rect.bottom - vp_rect.top);
|
||||
}
|
||||
checkGLcall("glScissor");
|
||||
glClear(glMask);
|
||||
checkGLcall("glClear");
|
||||
} else {
|
||||
/* Now process each rect in turn */
|
||||
for (i = 0; i < Count; i++) {
|
||||
/* Note gl uses lower left, width/height */
|
||||
IntersectRect((RECT *) &curRect, &vp_rect, (RECT *) &pRects[i]);
|
||||
if(This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
|
||||
IntersectRect((RECT *) &curRect, (RECT *) &curRect, &This->stateBlock->scissorRect);
|
||||
}
|
||||
TRACE("(%p) Rect=(%d,%d)->(%d,%d) glRect=(%d,%d), len=%d, hei=%d\n", This,
|
||||
pRects[i].x1, pRects[i].y1, pRects[i].x2, pRects[i].y2,
|
||||
curRect.x1, (target->currentDesc.Height - curRect.y2),
|
||||
curRect.x2 - curRect.x1, curRect.y2 - curRect.y1);
|
||||
|
||||
/* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
|
||||
* The rectangle is not cleared, no error is returned, but further rectanlges are
|
||||
* still cleared if they are valid
|
||||
*/
|
||||
if(curRect.x1 > curRect.x2 || curRect.y1 > curRect.y2) {
|
||||
TRACE("Rectangle with negative dimensions, ignoring\n");
|
||||
continue;
|
||||
}
|
||||
|
||||
if(This->render_offscreen) {
|
||||
glScissor(curRect.x1, curRect.y1,
|
||||
curRect.x2 - curRect.x1, curRect.y2 - curRect.y1);
|
||||
} else {
|
||||
glScissor(curRect.x1, drawable_height - curRect.y2,
|
||||
curRect.x2 - curRect.x1, curRect.y2 - curRect.y1);
|
||||
}
|
||||
checkGLcall("glScissor");
|
||||
|
||||
glClear(glMask);
|
||||
checkGLcall("glClear");
|
||||
}
|
||||
}
|
||||
|
||||
/* Restore the old values (why..?) */
|
||||
if (Flags & WINED3DCLEAR_STENCIL) {
|
||||
glStencilMask(This->stateBlock->renderState[WINED3DRS_STENCILWRITEMASK]);
|
||||
}
|
||||
if (Flags & WINED3DCLEAR_TARGET) {
|
||||
DWORD mask = This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE];
|
||||
glColorMask(mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
|
||||
mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
|
||||
mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
|
||||
mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
|
||||
|
||||
/* Dirtify the target surface for now. If the surface is locked regularly, and an up to date sysmem copy exists,
|
||||
* it is most likely more efficient to perform a clear on the sysmem copy too instead of downloading it
|
||||
*/
|
||||
IWineD3DSurface_ModifyLocation(This->lastActiveRenderTarget, SFLAG_INDRAWABLE, TRUE);
|
||||
/* TODO: Move the fbo logic into ModifyLocation() */
|
||||
if(This->render_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
|
||||
target->Flags |= SFLAG_INTEXTURE;
|
||||
}
|
||||
}
|
||||
LEAVE_GL();
|
||||
|
||||
return WINED3D_OK;
|
||||
return IWineD3DDeviceImpl_ClearSurface(This, target, Count, pRects, Flags, Color, Z, Stencil);
|
||||
}
|
||||
|
||||
/*****
|
||||
|
|
Loading…
Reference in New Issue