wined3d: Clear honors the viewport.

This commit is contained in:
Stefan Dösinger 2007-12-01 15:49:42 +01:00 committed by Alexandre Julliard
parent bd10d5261f
commit fce9abd095
2 changed files with 101 additions and 22 deletions

View File

@ -276,6 +276,7 @@ static void clear_test(IDirect3DDevice9 *device)
D3DRECT rect[2];
D3DRECT rect_negneg;
DWORD color;
D3DVIEWPORT9 old_vp, vp;
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr));
@ -315,6 +316,69 @@ static void clear_test(IDirect3DDevice9 *device)
ok(color == 0x00ffffff, "Clear rectangle 4(NULL) has color %08x\n", color);
color = getPixelColor(device, 480, 120); /* upper right quad */
ok(color == 0x00ffffff, "Clear rectangle 4(neg, neg) has color %08x\n", color);
/* Test how the viewport affects clears */
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_GetViewport(device, &old_vp);
ok(hr == D3D_OK, "IDirect3DDevice9_GetViewport failed with %s\n", DXGetErrorString9(hr));
vp.X = 160;
vp.Y = 120;
vp.Width = 160;
vp.Height = 120;
vp.MinZ = 0.0;
vp.MaxZ = 1.0;
hr = IDirect3DDevice9_SetViewport(device, &vp);
ok(hr == D3D_OK, "IDirect3DDevice9_SetViewport failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr));
vp.X = 320;
vp.Y = 240;
vp.Width = 320;
vp.Height = 240;
vp.MinZ = 0.0;
vp.MaxZ = 1.0;
hr = IDirect3DDevice9_SetViewport(device, &vp);
ok(hr == D3D_OK, "IDirect3DDevice9_SetViewport failed with %s\n", DXGetErrorString9(hr));
rect[0].x1 = 160;
rect[0].y1 = 120;
rect[0].x2 = 480;
rect[0].y2 = 360;
hr = IDirect3DDevice9_Clear(device, 1, &rect[0], D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetViewport(device, &old_vp);
ok(hr == D3D_OK, "IDirect3DDevice9_SetViewport failed with %s\n", DXGetErrorString9(hr));
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
color = getPixelColor(device, 158, 118);
ok(color == 0x00ffffff, "(158,118) has color %08x\n", color);
color = getPixelColor(device, 162, 118);
ok(color == 0x00ffffff, "(162,118) has color %08x\n", color);
color = getPixelColor(device, 158, 122);
ok(color == 0x00ffffff, "(158,122) has color %08x\n", color);
color = getPixelColor(device, 162, 122);
ok(color == 0x000000ff, "(162,122) has color %08x\n", color);
color = getPixelColor(device, 318, 238);
ok(color == 0x000000ff, "(318,238) has color %08x\n", color);
color = getPixelColor(device, 322, 238);
ok(color == 0x00ffffff, "(322,328) has color %08x\n", color);
color = getPixelColor(device, 318, 242);
ok(color == 0x00ffffff, "(318,242) has color %08x\n", color);
color = getPixelColor(device, 322, 242);
ok(color == 0x0000ff00, "(322,242) has color %08x\n", color);
color = getPixelColor(device, 478, 358);
ok(color == 0x0000ff00, "(478,358 has color %08x\n", color);
color = getPixelColor(device, 482, 358);
ok(color == 0x00ffffff, "(482,358) has color %08x\n", color);
color = getPixelColor(device, 478, 362);
ok(color == 0x00ffffff, "(478,362) has color %08x\n", color);
color = getPixelColor(device, 482, 362);
ok(color == 0x00ffffff, "(482,362) has color %08x\n", color);
}
typedef struct {

View File

@ -4786,7 +4786,9 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Coun
GLbitfield glMask = 0;
unsigned int i;
CONST WINED3DRECT* curRect;
WINED3DRECT curRect;
RECT vp_rect;
WINED3DVIEWPORT *vp = &This->stateBlock->viewport;
TRACE("(%p) Count (%d), pRects (%p), Flags (%x), Color (0x%08x), Z (%f), Stencil (%d)\n", This,
Count, pRects, Flags, Color, Z, Stencil);
@ -4803,19 +4805,25 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Coun
*
* 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
* 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 (Count > 0 && pRects) {
if(Flags & WINED3DCLEAR_TARGET) {
if(pRects[0].x1 > 0 || pRects[0].y1 > 0 ||
pRects[0].x2 < target->currentDesc.Width ||
pRects[0].y2 < target->currentDesc.Height) {
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(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;
}
curRect = pRects;
} else {
curRect = NULL;
}
/* This is for offscreen rendering as well as for multithreading, thus activate the set render target
@ -4857,9 +4865,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Coun
glMask = glMask | GL_COLOR_BUFFER_BIT;
}
if (!curRect) {
/* In drawable flag is set below */
if (!(Count > 0 && pRects)) {
if (This->render_offscreen) {
glScissor(This->stateBlock->viewport.X,
This->stateBlock->viewport.Y,
@ -4876,29 +4882,38 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Coun
glClear(glMask);
checkGLcall("glClear");
} else {
/* The viewport cap still applies, we have to intersect each clear rect with the viewport
* range because glClear ignores the viewport(and the viewport isn't even applied in this state)
*/
vp_rect.left = vp->X;
vp_rect.top = vp->Y;
vp_rect.right = vp->X + vp->Width;
vp_rect.bottom = vp->Y + vp->Height;
/* Now process each rect in turn */
for (i = 0; i < Count; i++) {
/* Note gl uses lower left, width/height */
TRACE("(%p) %p Rect=(%d,%d)->(%d,%d) glRect=(%d,%d), len=%d, hei=%d\n", This, curRect,
curRect[i].x1, curRect[i].y1, curRect[i].x2, curRect[i].y2,
curRect[i].x1, (target->currentDesc.Height - curRect[i].y2),
curRect[i].x2 - curRect[i].x1, curRect[i].y2 - curRect[i].y1);
IntersectRect((RECT *) &curRect, &vp_rect, (RECT *) &pRects[i]);
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[i].x1 > curRect[i].x2 || curRect[i].y1 > curRect[i].y2) {
if(curRect.x1 > curRect.x2 || curRect.y1 > curRect.y2) {
TRACE("Rectangle with negative dimensions, ignoring\n");
continue;
}
if(This->render_offscreen) {
glScissor(curRect[i].x1, curRect[i].y1,
curRect[i].x2 - curRect[i].x1, curRect[i].y2 - curRect[i].y1);
glScissor(curRect.x1, curRect.y1,
curRect.x2 - curRect.x1, curRect.y2 - curRect.y1);
} else {
glScissor(curRect[i].x1, target->currentDesc.Height - curRect[i].y2,
curRect[i].x2 - curRect[i].x1, curRect[i].y2 - curRect[i].y1);
glScissor(curRect.x1, target->currentDesc.Height - curRect.y2,
curRect.x2 - curRect.x1, curRect.y2 - curRect.y1);
}
checkGLcall("glScissor");