Henri Verbeet : wined3d: Set the viewport to the texture size in depth_blt( ).
Alexandre Julliard
julliard at winehq.org
Fri Sep 5 06:57:48 CDT 2008
Module: wine
Branch: master
Commit: 81effcf30db0a7e5726f04ac4a4cf10d00124277
URL: http://source.winehq.org/git/wine.git/?a=commit;h=81effcf30db0a7e5726f04ac4a4cf10d00124277
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Thu Sep 4 15:32:36 2008 +0200
wined3d: Set the viewport to the texture size in depth_blt().
---
dlls/wined3d/drawprim.c | 5 +++--
dlls/wined3d/surface.c | 4 ++--
dlls/wined3d/wined3d_private.h | 8 ++++++--
3 files changed, 11 insertions(+), 6 deletions(-)
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index 60eb721..068e082 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -708,11 +708,11 @@ static void drawStridedSlowVs(IWineD3DDevice *iface, WineDirect3DVertexStridedDa
glEnd();
}
-void depth_blt(IWineD3DDevice *iface, GLuint texture) {
+void depth_blt(IWineD3DDevice *iface, GLuint texture, GLsizei w, GLsizei h) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
GLint old_binding = 0;
- glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
+ glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
glDisable(GL_CULL_FACE);
glEnable(GL_BLEND);
@@ -723,6 +723,7 @@ void depth_blt(IWineD3DDevice *iface, GLuint texture) {
glDepthFunc(GL_ALWAYS);
glDepthMask(GL_TRUE);
glBlendFunc(GL_ZERO, GL_ONE);
+ glViewport(0, 0, w, h);
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 8b50cf3..4e7626c 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -3995,7 +3995,7 @@ void surface_load_ds_location(IWineD3DSurface *iface, DWORD location) {
attach_depth_stencil_fbo(device, GL_FRAMEBUFFER_EXT, iface, FALSE);
/* Do the actual blit */
- depth_blt((IWineD3DDevice *)device, device->depth_blt_texture);
+ depth_blt((IWineD3DDevice *)device, device->depth_blt_texture, This->currentDesc.Width, This->currentDesc.Height);
checkGLcall("depth_blt");
if (device->render_offscreen) {
@@ -4017,7 +4017,7 @@ void surface_load_ds_location(IWineD3DSurface *iface, DWORD location) {
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
checkGLcall("glBindFramebuffer()");
- depth_blt((IWineD3DDevice *)device, This->glDescription.textureName);
+ depth_blt((IWineD3DDevice *)device, This->glDescription.textureName, This->currentDesc.Width, This->currentDesc.Height);
checkGLcall("depth_blt");
if (device->render_offscreen) {
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index ebe0f7f..794293a 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -785,7 +785,11 @@ struct ffp_settings {
FOG_EXP,
FOG_EXP2
} fog;
- unsigned char sRGB_write;
+ /* Use an int instead of a char to get dword alignment. gcc tends to align the
+ * size of the whole structure, so there are 3 padding bytes. These remain
+ * uninitialized in the construction function and cause confusion in the hashmap
+ */
+ unsigned int sRGB_write;
};
struct ffp_desc
@@ -2516,6 +2520,6 @@ void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED
void bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
void attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
void attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
-void depth_blt(IWineD3DDevice *iface, GLuint texture);
+void depth_blt(IWineD3DDevice *iface, GLuint texture, GLsizei w, GLsizei h);
#endif
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