Henri Verbeet : wined3d: Resolve source and destination rectangles in wined3d_surface_blt().
Alexandre Julliard
julliard at winehq.org
Tue Aug 2 14:18:24 CDT 2011
Module: wine
Branch: master
Commit: ace241ad595d1da0f0fc384a7065683fa00cac45
URL: http://source.winehq.org/git/wine.git/?a=commit;h=ace241ad595d1da0f0fc384a7065683fa00cac45
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Mon Aug 1 21:35:41 2011 +0200
wined3d: Resolve source and destination rectangles in wined3d_surface_blt().
---
dlls/wined3d/surface.c | 56 ++++++++++++++++++++++++------------------------
1 files changed, 28 insertions(+), 28 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 7c5b6d9..cd4770d 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -1281,15 +1281,15 @@ static HRESULT wined3d_surface_depth_blt(struct wined3d_surface *src_surface, co
}
/* Do not call while under the GL lock. */
-static HRESULT surface_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect_in,
- struct wined3d_surface *src_surface, const RECT *src_rect_in, DWORD flags,
+static HRESULT surface_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect,
+ struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
const WINEDDBLTFX *fx, WINED3DTEXTUREFILTERTYPE filter)
{
struct wined3d_device *device = dst_surface->resource.device;
DWORD src_ds_flags, dst_ds_flags;
TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
- dst_surface, wine_dbgstr_rect(dst_rect_in), src_surface, wine_dbgstr_rect(src_rect_in),
+ dst_surface, wine_dbgstr_rect(dst_rect), src_surface, wine_dbgstr_rect(src_rect),
flags, fx, debug_d3dtexturefiltertype(filter));
TRACE("Usage is %s.\n", debug_d3dusage(dst_surface->resource.usage));
@@ -1310,22 +1310,17 @@ static HRESULT surface_blt(struct wined3d_surface *dst_surface, const RECT *dst_
if (flags & WINEDDBLT_DEPTHFILL)
{
float depth;
- RECT rect;
TRACE("Depth fill.\n");
- surface_get_rect(dst_surface, dst_rect_in, &rect);
-
if (!surface_convert_depth_to_float(dst_surface, fx->u5.dwFillDepth, &depth))
return WINED3DERR_INVALIDCALL;
- if (SUCCEEDED(wined3d_surface_depth_fill(dst_surface, &rect, depth)))
+ if (SUCCEEDED(wined3d_surface_depth_fill(dst_surface, dst_rect, depth)))
return WINED3D_OK;
}
else
{
- RECT src_rect, dst_rect;
-
/* Accessing depth / stencil surfaces is supposed to fail while in
* a scene, except for fills, which seem to work. */
if (device->inScene)
@@ -1340,21 +1335,21 @@ static HRESULT surface_blt(struct wined3d_surface *dst_surface, const RECT *dst_
return WINED3DERR_INVALIDCALL;
}
- if (src_rect_in && (src_rect_in->top || src_rect_in->left
- || src_rect_in->bottom != src_surface->resource.height
- || src_rect_in->right != src_surface->resource.width))
+ if (src_rect->top || src_rect->left
+ || src_rect->bottom != src_surface->resource.height
+ || src_rect->right != src_surface->resource.width)
{
WARN("Rejecting depth / stencil blit with invalid source rect %s.\n",
- wine_dbgstr_rect(src_rect_in));
+ wine_dbgstr_rect(src_rect));
return WINED3DERR_INVALIDCALL;
}
- if (dst_rect_in && (dst_rect_in->top || dst_rect_in->left
- || dst_rect_in->bottom != dst_surface->resource.height
- || dst_rect_in->right != dst_surface->resource.width))
+ if (dst_rect->top || dst_rect->left
+ || dst_rect->bottom != dst_surface->resource.height
+ || dst_rect->right != dst_surface->resource.width)
{
WARN("Rejecting depth / stencil blit with invalid destination rect %s.\n",
- wine_dbgstr_rect(src_rect_in));
+ wine_dbgstr_rect(src_rect));
return WINED3DERR_INVALIDCALL;
}
@@ -1365,10 +1360,7 @@ static HRESULT surface_blt(struct wined3d_surface *dst_surface, const RECT *dst_
return WINED3DERR_INVALIDCALL;
}
- surface_get_rect(src_surface, src_rect_in, &src_rect);
- surface_get_rect(dst_surface, dst_rect_in, &dst_rect);
-
- if (SUCCEEDED(wined3d_surface_depth_blt(src_surface, &src_rect, dst_surface, &dst_rect)))
+ if (SUCCEEDED(wined3d_surface_depth_blt(src_surface, src_rect, dst_surface, dst_rect)))
return WINED3D_OK;
}
}
@@ -1377,15 +1369,15 @@ static HRESULT surface_blt(struct wined3d_surface *dst_surface, const RECT *dst_
if ((dst_surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
|| (src_surface && (src_surface->resource.usage & WINED3DUSAGE_RENDERTARGET)))
{
- if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(dst_surface, dst_rect_in,
- src_surface, src_rect_in, flags, fx, filter)))
+ if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(dst_surface, dst_rect,
+ src_surface, src_rect, flags, fx, filter)))
return WINED3D_OK;
}
/* For the rest call the X11 surface implementation. For render targets
* this should be implemented OpenGL accelerated in BltOverride, other
* blits are rather rare. */
- return surface_cpu_blt(dst_surface, dst_rect_in, src_surface, src_rect_in, flags, fx, filter);
+ return surface_cpu_blt(dst_surface, dst_rect, src_surface, src_rect, flags, fx, filter);
}
/* Do not call while under the GL lock. */
@@ -3410,16 +3402,24 @@ do { \
}
/* Do not call while under the GL lock. */
-HRESULT CDECL wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect,
- struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
+HRESULT CDECL wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect_in,
+ struct wined3d_surface *src_surface, const RECT *src_rect_in, DWORD flags,
const WINEDDBLTFX *fx, WINED3DTEXTUREFILTERTYPE filter)
{
+ RECT src_rect, dst_rect;
+
TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
- dst_surface, wine_dbgstr_rect(dst_rect), src_surface, wine_dbgstr_rect(src_rect),
+ dst_surface, wine_dbgstr_rect(dst_rect_in), src_surface, wine_dbgstr_rect(src_rect_in),
flags, fx, debug_d3dtexturefiltertype(filter));
+ surface_get_rect(dst_surface, dst_rect_in, &dst_rect);
+ if (src_surface)
+ surface_get_rect(src_surface, src_rect_in, &src_rect);
+ else
+ memset(&src_rect, 0, sizeof(src_rect));
+
return dst_surface->surface_ops->surface_blt(dst_surface,
- dst_rect, src_surface, src_rect, flags, fx, filter);
+ &dst_rect, src_surface, &src_rect, flags, fx, filter);
}
/* Do not call while under the GL lock. */
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