H. Verbeet : wined3d:
Use the framebuffer blit extension to implement StretchRect.
Alexandre Julliard
julliard at wine.codeweavers.com
Mon Apr 9 07:36:07 CDT 2007
Module: wine
Branch: master
Commit: 75e91fa4098c80fa390e3c3f8231e2ef69a659d0
URL: http://source.winehq.org/git/wine.git/?a=commit;h=75e91fa4098c80fa390e3c3f8231e2ef69a659d0
Author: H. Verbeet <hverbeet at gmail.com>
Date: Mon Apr 9 01:54:07 2007 +0200
wined3d: Use the framebuffer blit extension to implement StretchRect.
---
dlls/wined3d/device.c | 77 ++++++++++++++++++++++++++++++++++++++++
dlls/wined3d/surface.c | 12 ++++--
dlls/wined3d/wined3d_private.h | 5 +++
3 files changed, 90 insertions(+), 4 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 506b61c..580fcd0 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -181,6 +181,12 @@ static ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
if (This->fbo) {
GL_EXTCALL(glDeleteFramebuffersEXT(1, &This->fbo));
}
+ if (This->src_fbo) {
+ GL_EXTCALL(glDeleteFramebuffersEXT(1, &This->src_fbo));
+ }
+ if (This->dst_fbo) {
+ GL_EXTCALL(glDeleteFramebuffersEXT(1, &This->dst_fbo));
+ }
HeapFree(GetProcessHeap(), 0, This->render_targets);
HeapFree(GetProcessHeap(), 0, This->fbo_color_attachments);
@@ -5242,6 +5248,77 @@ void apply_fbo_state(IWineD3DDevice *iface) {
check_fbo_status(iface);
}
+static BOOL is_onscreen(IWineD3DSurface *target) {
+ HRESULT hr;
+ void *tmp;
+
+ hr = IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, &tmp);
+ if (SUCCEEDED(hr)) {
+ IWineD3DSwapChain_Release((IUnknown *)tmp);
+ return TRUE;
+ }
+
+ return FALSE;
+}
+
+void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, const WINED3DRECT *src_rect,
+ IWineD3DSurface *dst_surface, const WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip) {
+ IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+ GLbitfield mask = GL_COLOR_BUFFER_BIT; /* TODO: Support blitting depth/stencil surfaces */
+ GLenum gl_filter;
+
+ TRACE("(%p) : src_surface %p, src_rect %p, dst_surface %p, dst_rect %p, filter %s (0x%08x)\n",
+ This, src_surface, src_rect, dst_surface, dst_rect, debug_d3dtexturefiltertype(filter), filter);
+
+ switch (filter) {
+ case WINED3DTEXF_LINEAR:
+ gl_filter = GL_LINEAR;
+ break;
+
+ default:
+ FIXME("Unsupported filter mode %s (0x%08x)\n", debug_d3dtexturefiltertype(filter), filter);
+ case WINED3DTEXF_NONE:
+ case WINED3DTEXF_POINT:
+ gl_filter = GL_NEAREST;
+ break;
+ }
+
+ /* Attach src surface to src fbo */
+ if (is_onscreen(src_surface)) {
+ GL_EXTCALL(glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, 0));
+ flip = !flip;
+ } else {
+ IWineD3DSurface_PreLoad(src_surface);
+ bind_fbo(iface, GL_READ_FRAMEBUFFER_EXT, &This->src_fbo);
+ attach_surface_fbo(This, GL_READ_FRAMEBUFFER_EXT, 0, src_surface);
+ }
+
+ /* Attach dst surface to dst fbo */
+ if (is_onscreen(dst_surface)) {
+ GL_EXTCALL(glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0));
+ flip = !flip;
+ } else {
+ IWineD3DSurface_PreLoad(dst_surface);
+ bind_fbo(iface, GL_DRAW_FRAMEBUFFER_EXT, &This->dst_fbo);
+ attach_surface_fbo(This, GL_DRAW_FRAMEBUFFER_EXT, 0, dst_surface);
+ }
+
+ if (flip) {
+ GL_EXTCALL(glBlitFramebufferEXT(src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2,
+ dst_rect->x1, dst_rect->y2, dst_rect->x2, dst_rect->y1, mask, gl_filter));
+ } else {
+ GL_EXTCALL(glBlitFramebufferEXT(src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2,
+ dst_rect->x1, dst_rect->y1, dst_rect->x2, dst_rect->y2, mask, gl_filter));
+ }
+
+ if (This->render_offscreen) {
+ bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->fbo);
+ } else {
+ GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
+ checkGLcall("glBindFramebuffer()");
+ }
+}
+
static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, DWORD RenderTargetIndex, IWineD3DSurface *pRenderTarget) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
WINED3DVIEWPORT viewport;
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 34b8e5b..e846b18 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -2759,8 +2759,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
}
/* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
- * flip the image nor scale it. If GL_EXT_framebuffer_blit is available it can be used(hopefully,
- * not implemented by now). Otherwise:
+ * flip the image nor scale it.
*
* -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
* -> If the app wants a image width an unscaled width, copy it line per line
@@ -2769,9 +2768,14 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
* back buffer. This is slower than reading line per line, thus not used for flipping
* -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
* pixel by pixel
+ *
+ * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
+ * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
+ * backends.
*/
- if(FALSE /* GL_SUPPORT(EXT_FRAMEBUFFER_BLIT) */) {
- TRACE("Using GL_EXT_framebuffer_blit for copying\n");
+ if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT)) {
+ stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &srect,
+ (IWineD3DSurface *)This, &rect, Filter, upsideDown);
} else if((!stretchx) || rect.x2 - rect.x1 > Src->currentDesc.Width ||
rect.y2 - rect.y1 > Src->currentDesc.Height) {
TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 65cd345..d0da532 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -674,6 +674,8 @@ struct IWineD3DDeviceImpl
BOOL render_offscreen;
WINED3D_DEPTHCOPYSTATE depth_copy_state;
GLuint fbo;
+ GLuint src_fbo;
+ GLuint dst_fbo;
GLenum *draw_buffers;
/* Cursor management */
@@ -1969,4 +1971,7 @@ static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
&& ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
}
+void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, const WINED3DRECT *src_rect,
+ IWineD3DSurface *dst_surface, const WINED3DRECT *dst_rect, WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
+
#endif
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