Alexander Dorofeyev : wined3d: Use IWineD3DDeviceImpl_ClearSurface in IWineD3DDeviceImpl_Clear.
Alexandre Julliard
julliard at winehq.org
Fri Dec 21 07:28:32 CST 2007
Module: wine
Branch: master
Commit: eb3fb4bf280803f1dc500c07a0f9742f273bc883
URL: http://source.winehq.org/git/wine.git/?a=commit;h=eb3fb4bf280803f1dc500c07a0f9742f273bc883
Author: Alexander Dorofeyev <alexd4 at inbox.lv>
Date: Wed Dec 19 23:33:31 2007 -0800
wined3d: Use IWineD3DDeviceImpl_ClearSurface in IWineD3DDeviceImpl_Clear.
---
dlls/wined3d/device.c | 160 +------------------------------------------------
1 files changed, 1 insertions(+), 159 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 6775a61..1eaf952 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -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);
}
/*****
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