Stefan Dösinger : wined3d: Use the ddraw blitting code for IWineD3DDevice::ColorFill.
Alexandre Julliard
julliard at wine.codeweavers.com
Mon Jul 24 06:55:05 CDT 2006
Module: wine
Branch: refs/heads/master
Commit: 14c2aa0ed654cc0a29071280c3c163eb43ae4b86
URL: http://source.winehq.org/git/?p=wine.git;a=commit;h=14c2aa0ed654cc0a29071280c3c163eb43ae4b86
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Sat Jul 22 17:37:51 2006 +0200
wined3d: Use the ddraw blitting code for IWineD3DDevice::ColorFill.
---
dlls/wined3d/device.c | 105 ++++---------------------------------------------
1 files changed, 8 insertions(+), 97 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 6a86132..b274393 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -6820,17 +6820,9 @@ static HRESULT WINAPI IWineD3DDeviceImpl
}
static HRESULT WINAPI IWineD3DDeviceImpl_ColorFill(IWineD3DDevice *iface, IWineD3DSurface *pSurface, CONST D3DRECT* pRect, D3DCOLOR color) {
- /* I couldn't find a 'really' quick way of doing this in openGl so here goes
- fill a surface with a block of color! */
- IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
- /* TODO: get rid of the use of IWineD3DSurfaceImpl, move code into surface.c */
- IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)pSurface;
- IWineD3DSwapChainImpl *container = NULL;
- BOOL isRenderTarget = FALSE;
- unsigned int width, height;
- unsigned int top, left;
- unsigned int u, v;
- DWORD *data;
+ IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
+ IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *) pSurface;
+ DDBLTFX BltFx;
TRACE("(%p) Colour fill Surface: %p rect: %p color: %ld\n", This, pSurface, pRect, color);
if (surface->resource.pool != WINED3DPOOL_DEFAULT && surface->resource.pool != WINED3DPOOL_SYSTEMMEM) {
@@ -6838,92 +6830,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl
return WINED3DERR_INVALIDCALL;
}
- /* TODO: get rid of IWineD3DSwapChainImpl reference, a 'context' manager may help with this */
- if (WINED3D_OK == IWineD3DSurface_GetContainer(pSurface, &IID_IWineD3DSwapChain, (void **)&container) || pSurface == This->renderTarget) {
- if (WINED3DUSAGE_RENDERTARGET & surface->resource.usage) {
- /* TODO: make sure we set everything back to the way it was, and context management!
- glGetIntegerv(GL_READ_BUFFER, &prev_read);
- vcheckGLcall("glIntegerv");
- glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
- vcheckGLcall("glIntegerv");
- */
- TRACE("Color fill to render targets may cause some graphics issues\n");
- if (pSurface == container->frontBuffer) {
- glDrawBuffer(GL_FRONT);
- } else {
- glDrawBuffer(GL_BACK);
- }
- } else {
- if (WINED3DUSAGE_DEPTHSTENCIL & surface->resource.usage) {
- FIXME("colouring of depth_stencil? %p buffers is not yet supported? %ld\n", surface, surface->resource.usage);
- } else {
- FIXME("(%p) : Regression %ld %p %p\n", This, surface->resource.usage, pSurface, This->renderTarget);
- }
- if (container != NULL) {
- IWineD3DSwapChain_Release((IWineD3DSwapChain *)container);
- }
- /* we can use GL_STENCIL_INDEX etc...*/
- return WINED3D_OK;
- }
- if (container != NULL) {
- IWineD3DSwapChain_Release((IWineD3DSwapChain *)container);
- }
- isRenderTarget = TRUE;
- }
- /* TODO: drawing to GL_FRONT and GL_BACK */
- /* TODO: see if things can be speeded up by using the correct
- * colour model of the target texture from the start (16 bit graphics on 32 X are slow anyway!) */
- if (pRect == NULL) {
- top = 0;
- left = 0;
- width = surface->currentDesc.Width;
- height = surface->currentDesc.Height;
- } else {
- left = pRect->x1;
- top = pRect->y1;
- width = pRect->x2 - left;
- height = pRect->y2 - top;
- }
-
- data = HeapAlloc(GetProcessHeap(), 0, 4 * width);
- /* Create a 'line' of color color, in the correct format for the surface */
- for (u = 0 ; u < width ; u ++) {
- data[u] = color;
- }
-
- ENTER_GL();
- if (isRenderTarget == FALSE) {
- glDescriptor *glDesc;
- IWineD3DSurface_PreLoad(pSurface);
-
- /* draw a block of the coloured line on the sufrace */
- IWineD3DSurface_GetGlDesc(pSurface, &glDesc);
- for (v = 0 ; v< height;v++) {
- glTexSubImage2D(glDesc->target
- ,glDesc->level /* level */
- ,left
- ,top + v
- ,width
- ,1 /* height */
- ,GL_RGBA
- ,GL_UNSIGNED_BYTE
- ,data
- );
- }
- checkGLcall("glTexSubImage2D");
- /* clean up */
- glDisable(glDesc->target);
- } else {
- /** FIXME: Using GLClear may be faster **/
- glRasterPos2i(left, top);
- glPixelZoom((float)width ,(float)height);
- glDrawPixels(1, 1, GL_RGBA, GL_UNSIGNED_BYTE, data);
- checkGLcall("glDrawPixels");
- }
- HeapFree(GetProcessHeap(), 0, data);
- LEAVE_GL();
- return WINED3D_OK;
-
+ /* Just forward this to the DirectDraw blitting engine */
+ memset(&BltFx, 0, sizeof(BltFx));
+ BltFx.dwSize = sizeof(BltFx);
+ BltFx.u5.dwFillColor = color;
+ return IWineD3DSurface_Blt(pSurface, (RECT *) pRect, NULL, NULL, DDBLT_COLORFILL, &BltFx);
}
/* rendertarget and deptth stencil functions */
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