Stefan Dösinger : wined3d: IWineD3DDevice::Clear fixes .
Alexandre Julliard
julliard at wine.codeweavers.com
Wed Feb 21 06:01:00 CST 2007
Module: wine
Branch: master
Commit: e935600ebc7892bdd48993ecf2455cf10c0d2b1d
URL: http://source.winehq.org/git/wine.git/?a=commit;h=e935600ebc7892bdd48993ecf2455cf10c0d2b1d
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Tue Feb 20 22:44:12 2007 +0100
wined3d: IWineD3DDevice::Clear fixes.
Fix the use of the scissor test in Clear. The rectangle is only set if
a clearing rectangle is used, otherwise the scissor test is disabled
(the pixel ownsership test should take care of the window
boarders). To get the scissor test back to the value the app set up
Clear dirtifies the state(s).
---
dlls/wined3d/device.c | 38 ++++++++++----------------------------
1 files changed, 10 insertions(+), 28 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 08860ae..07f91ce 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -4167,10 +4167,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Coun
render target does not have an attached depth buffer. Similarly, if you specify the WINED3DCLEAR_STENCIL flag
when the depth-buffer format does not contain stencil buffer information, this method fails. */
GLbitfield glMask = 0;
- GLboolean old_ztest;
- GLfloat old_z_clear_value;
- GLint old_stencil_clear_value;
- GLfloat old_color_clear_value[4];
unsigned int i;
CONST WINED3DRECT* curRect;
@@ -4179,8 +4175,15 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Coun
ENTER_GL();
- glEnable(GL_SCISSOR_TEST);
- checkGLcall("glEnable GL_SCISSOR_TEST");
+ if(pRects) {
+ glEnable(GL_SCISSOR_TEST);
+ checkGLcall("glEnable GL_SCISSOR_TEST");
+ IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SCISSORRECT);
+ } else {
+ glDisable(GL_SCISSOR_TEST);
+ checkGLcall("glEnable GL_SCISSOR_TEST");
+ }
+ IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
if (Count > 0 && pRects) {
curRect = pRects;
@@ -4190,7 +4193,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Coun
/* Only set the values up once, as they are not changing */
if (Flags & WINED3DCLEAR_STENCIL) {
- glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &old_stencil_clear_value);
glClearStencil(Stencil);
checkGLcall("glClearStencil");
glMask = glMask | GL_STENCIL_BUFFER_BIT;
@@ -4198,17 +4200,15 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Coun
}
if (Flags & WINED3DCLEAR_ZBUFFER) {
- glGetBooleanv(GL_DEPTH_WRITEMASK, &old_ztest);
glDepthMask(GL_TRUE);
- glGetFloatv(GL_DEPTH_CLEAR_VALUE, &old_z_clear_value);
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);
- glGetFloatv(GL_COLOR_CLEAR_VALUE, old_color_clear_value);
glClearColor(D3DCOLOR_R(Color),
D3DCOLOR_G(Color),
D3DCOLOR_B(Color),
@@ -4232,13 +4232,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Coun
glScissor(curRect->x1, (((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Height - curRect->y2),
curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
checkGLcall("glScissor");
- } else {
- glScissor(This->stateBlock->viewport.X,
- (((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Height -
- (This->stateBlock->viewport.Y + This->stateBlock->viewport.Height)),
- This->stateBlock->viewport.Width,
- This->stateBlock->viewport.Height);
- checkGLcall("glScissor");
}
/* Clear the selected rectangle (or full screen) */
@@ -4251,26 +4244,15 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Coun
/* Restore the old values (why..?) */
if (Flags & WINED3DCLEAR_STENCIL) {
- glClearStencil(old_stencil_clear_value);
glStencilMask(This->stateBlock->renderState[WINED3DRS_STENCILWRITEMASK]);
}
- if (Flags & WINED3DCLEAR_ZBUFFER) {
- glDepthMask(old_ztest);
- glClearDepth(old_z_clear_value);
- }
if (Flags & WINED3DCLEAR_TARGET) {
- glClearColor(old_color_clear_value[0],
- old_color_clear_value[1],
- old_color_clear_value[2],
- old_color_clear_value[3]);
glColorMask(This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
}
- glDisable(GL_SCISSOR_TEST);
- checkGLcall("glDisable");
LEAVE_GL();
/* Dirtify the target surface for now. If the surface is locked regularily, and an up to date sysmem copy exists,
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