Stefan Dösinger : wined3d: Blitting to offscreen target.
Alexandre Julliard
julliard at wine.codeweavers.com
Thu Mar 15 08:19:22 CDT 2007
Module: wine
Branch: master
Commit: 0b46254b57d329c3f0892877a916c2c1fc13eec0
URL: http://source.winehq.org/git/wine.git/?a=commit;h=0b46254b57d329c3f0892877a916c2c1fc13eec0
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Wed Mar 14 22:00:31 2007 +0100
wined3d: Blitting to offscreen target.
Fix the NULL deref that occured when blitting to offscreen targets and
select the proper gl drawing buffer instead.
---
dlls/wined3d/device.c | 2 +-
dlls/wined3d/surface.c | 20 ++++++++++++++------
2 files changed, 15 insertions(+), 7 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 460a255..9223b55 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -690,7 +690,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateSurface(IWineD3DDevice *iface, U
object->pow2Height = pow2Height;
/* Flags */
- object->Flags = 0; /* We start without flags set */
+ object->Flags = SFLAG_DYNLOCK;
object->Flags |= (pow2Width != Width || pow2Height != Height) ? SFLAG_NONPOW2 : 0;
object->Flags |= Discard ? SFLAG_DISCARD : 0;
object->Flags |= (WINED3DFMT_D16_LOCKABLE == Format) ? SFLAG_LOCKABLE : 0;
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 30ae169..a295bc7 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -2637,7 +2637,6 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
DWORD oldCKeyFlags = Src->CKeyFlags;
DDCOLORKEY oldBltCKey = This->SrcBltCKey;
RECT SourceRectangle;
- GLint oldDraw;
TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
@@ -2687,11 +2686,17 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
/* Activate the destination context, set it up for blitting */
ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
- glGetIntegerv(GL_DRAW_BUFFER, &oldDraw);
- if(This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer) {
+ if(!dstSwapchain) {
+ TRACE("Drawing to offscreen buffer\n");
+ glDrawBuffer(myDevice->offscreenBuffer);
+ } else if(This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer) {
TRACE("Drawing to front buffer\n");
glDrawBuffer(GL_FRONT);
checkGLcall("glDrawBuffer GL_FRONT");
+ } else {
+ TRACE("Drawing to back buffer\n");
+ glDrawBuffer(GL_BACK);
+ checkGLcall("glDrawBuffer GL_BACK");
}
/* Bind the texture */
@@ -2722,7 +2727,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
}
/* Draw a textured quad
- */
+ */
glBegin(GL_QUADS);
glColor3d(1.0f, 1.0f, 1.0f);
@@ -2755,8 +2760,11 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
glBindTexture(GL_TEXTURE_2D, 0);
checkGLcall("glEnable glBindTexture");
- if(This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer && oldDraw == GL_BACK) {
- glDrawBuffer(oldDraw);
+ /* The draw buffer should only need to be restored if we were drawing to the front buffer, and there is a back buffer.
+ * otherwise the context manager should choose between GL_BACK / offscreenDrawBuffer
+ */
+ if(dstSwapchain && This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer && dstSwapchain->backBuffer) {
+ glDrawBuffer(GL_BACK);
}
/* Restore the color key parameters */
Src->CKeyFlags = oldCKeyFlags;
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