wined3d: Rewrite IWineD3DSurfaceImpl_BltOverride colorfill codepath.
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@ -4775,6 +4775,168 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Present(IWineD3DDevice *iface,
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return WINED3D_OK;
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}
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/* Not called from the VTable (internal subroutine) */
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HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
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CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
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float Z, DWORD Stencil) {
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GLbitfield glMask = 0;
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unsigned int i;
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WINED3DRECT curRect;
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RECT vp_rect;
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WINED3DVIEWPORT *vp = &This->stateBlock->viewport;
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UINT drawable_width, drawable_height;
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/* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
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* drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
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* for the cleared parts, and the untouched parts.
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*
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* If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
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* anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
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* the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
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* checking all this if the dest surface is in the drawable anyway.
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*/
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if((Flags & WINED3DCLEAR_TARGET) && !(target->Flags & SFLAG_INDRAWABLE)) {
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while(1) {
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if(vp->X != 0 || vp->Y != 0 ||
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vp->Width < target->currentDesc.Width || vp->Height < target->currentDesc.Height) {
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IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
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break;
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}
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if(This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE] && (
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This->stateBlock->scissorRect.left > 0 || This->stateBlock->scissorRect.top > 0 ||
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This->stateBlock->scissorRect.right < target->currentDesc.Width ||
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This->stateBlock->scissorRect.bottom < target->currentDesc.Height)) {
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IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
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break;
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}
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if(Count > 0 && pRects && (
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pRects[0].x1 > 0 || pRects[0].y1 > 0 ||
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pRects[0].x2 < target->currentDesc.Width ||
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pRects[0].y2 < target->currentDesc.Height)) {
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IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
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break;
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}
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break;
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}
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}
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target->get_drawable_size(target, &drawable_width, &drawable_height);
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ActivateContext(This, (IWineD3DSurface *) target, CTXUSAGE_CLEAR);
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ENTER_GL();
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
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apply_fbo_state((IWineD3DDevice *) This);
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}
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/* Only set the values up once, as they are not changing */
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if (Flags & WINED3DCLEAR_STENCIL) {
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glClearStencil(Stencil);
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checkGLcall("glClearStencil");
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glMask = glMask | GL_STENCIL_BUFFER_BIT;
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glStencilMask(0xFFFFFFFF);
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}
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if (Flags & WINED3DCLEAR_ZBUFFER) {
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glDepthMask(GL_TRUE);
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glClearDepth(Z);
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checkGLcall("glClearDepth");
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glMask = glMask | GL_DEPTH_BUFFER_BIT;
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
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}
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if (Flags & WINED3DCLEAR_TARGET) {
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TRACE("Clearing screen with glClear to color %x\n", Color);
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glClearColor(D3DCOLOR_R(Color),
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D3DCOLOR_G(Color),
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D3DCOLOR_B(Color),
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D3DCOLOR_A(Color));
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checkGLcall("glClearColor");
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/* Clear ALL colors! */
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glMask = glMask | GL_COLOR_BUFFER_BIT;
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}
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vp_rect.left = vp->X;
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vp_rect.top = vp->Y;
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vp_rect.right = vp->X + vp->Width;
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vp_rect.bottom = vp->Y + vp->Height;
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if (!(Count > 0 && pRects)) {
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if(This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
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IntersectRect(&vp_rect, &vp_rect, &This->stateBlock->scissorRect);
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}
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if(This->render_offscreen) {
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glScissor(vp_rect.left, vp_rect.top,
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vp_rect.right - vp_rect.left, vp_rect.bottom - vp_rect.top);
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} else {
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glScissor(vp_rect.left, drawable_height - vp_rect.bottom,
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vp_rect.right - vp_rect.left, vp_rect.bottom - vp_rect.top);
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}
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checkGLcall("glScissor");
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glClear(glMask);
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checkGLcall("glClear");
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} else {
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/* Now process each rect in turn */
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for (i = 0; i < Count; i++) {
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/* Note gl uses lower left, width/height */
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IntersectRect((RECT *) &curRect, &vp_rect, (RECT *) &pRects[i]);
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if(This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
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IntersectRect((RECT *) &curRect, (RECT *) &curRect, &This->stateBlock->scissorRect);
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}
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TRACE("(%p) Rect=(%d,%d)->(%d,%d) glRect=(%d,%d), len=%d, hei=%d\n", This,
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pRects[i].x1, pRects[i].y1, pRects[i].x2, pRects[i].y2,
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curRect.x1, (target->currentDesc.Height - curRect.y2),
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curRect.x2 - curRect.x1, curRect.y2 - curRect.y1);
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/* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
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* The rectangle is not cleared, no error is returned, but further rectanlges are
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* still cleared if they are valid
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*/
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if(curRect.x1 > curRect.x2 || curRect.y1 > curRect.y2) {
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TRACE("Rectangle with negative dimensions, ignoring\n");
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continue;
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}
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if(This->render_offscreen) {
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glScissor(curRect.x1, curRect.y1,
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curRect.x2 - curRect.x1, curRect.y2 - curRect.y1);
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} else {
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glScissor(curRect.x1, drawable_height - curRect.y2,
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curRect.x2 - curRect.x1, curRect.y2 - curRect.y1);
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}
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checkGLcall("glScissor");
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glClear(glMask);
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checkGLcall("glClear");
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}
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}
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/* Restore the old values (why..?) */
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if (Flags & WINED3DCLEAR_STENCIL) {
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glStencilMask(This->stateBlock->renderState[WINED3DRS_STENCILWRITEMASK]);
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}
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if (Flags & WINED3DCLEAR_TARGET) {
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DWORD mask = This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE];
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glColorMask(mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
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mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
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mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
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mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
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/* Dirtify the target surface for now. If the surface is locked regularly, and an up to date sysmem copy exists,
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* it is most likely more efficient to perform a clear on the sysmem copy too instead of downloading it
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*/
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IWineD3DSurface_ModifyLocation(This->lastActiveRenderTarget, SFLAG_INDRAWABLE, TRUE);
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/* TODO: Move the fbo logic into ModifyLocation() */
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if(This->render_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
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target->Flags |= SFLAG_INTEXTURE;
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}
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}
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LEAVE_GL();
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return WINED3D_OK;
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}
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static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Count, CONST WINED3DRECT* pRects,
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DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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@ -3253,6 +3253,15 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
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TRACE("Colorfill\n");
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/* This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0] || dstSwapchain
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must be true if we are here */
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if (This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0] &&
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!(This == (IWineD3DSurfaceImpl*) dstSwapchain->frontBuffer ||
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(dstSwapchain->backBuffer && This == (IWineD3DSurfaceImpl*) dstSwapchain->backBuffer[0]))) {
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TRACE("Surface is higher back buffer, falling back to software\n");
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return WINED3DERR_INVALIDCALL;
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}
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/* The color as given in the Blt function is in the format of the frame-buffer...
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* 'clear' expect it in ARGB format => we need to do some conversion :-)
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*/
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@ -3288,44 +3297,12 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
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return WINED3DERR_INVALIDCALL;
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}
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ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_RESOURCELOAD);
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ENTER_GL();
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TRACE("Calling GetSwapChain with mydevice = %p\n", myDevice);
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if(dstSwapchain && dstSwapchain->backBuffer && This == (IWineD3DSurfaceImpl*) dstSwapchain->backBuffer[0]) {
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glDrawBuffer(GL_BACK);
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checkGLcall("glDrawBuffer(GL_BACK)");
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} else if (dstSwapchain && This == (IWineD3DSurfaceImpl*) dstSwapchain->frontBuffer) {
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glDrawBuffer(GL_FRONT);
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checkGLcall("glDrawBuffer(GL_FRONT)");
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} else if(This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
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glDrawBuffer(myDevice->offscreenBuffer);
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checkGLcall("glDrawBuffer(myDevice->offscreenBuffer3)");
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} else {
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LEAVE_GL();
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TRACE("Surface is higher back buffer, falling back to software\n");
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return WINED3DERR_INVALIDCALL;
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}
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TRACE("(%p) executing Render Target override, color = %x\n", This, color);
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IWineD3DDevice_Clear( (IWineD3DDevice *) myDevice,
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1 /* Number of rectangles */,
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&rect,
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WINED3DCLEAR_TARGET,
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color,
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0.0 /* Z */,
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0 /* Stencil */);
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/* Restore the original draw buffer */
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if(!dstSwapchain) {
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glDrawBuffer(myDevice->offscreenBuffer);
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} else if(dstSwapchain->backBuffer && dstSwapchain->backBuffer[0]) {
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glDrawBuffer(GL_BACK);
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}
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vcheckGLcall("glDrawBuffer");
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LEAVE_GL();
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IWineD3DDeviceImpl_ClearSurface(myDevice, This,
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1, /* Number of rectangles */
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&rect, WINED3DCLEAR_TARGET, color,
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0.0 /* Z */,
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0 /* Stencil */);
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return WINED3D_OK;
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}
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}
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@ -769,6 +769,9 @@ struct IWineD3DDeviceImpl
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extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
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HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
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CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
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float Z, DWORD Stencil);
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void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
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void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
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static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
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