[PATCH 3/5] wined3d: Pass the color as floating point values to device_clear_render_targets().
Henri Verbeet
hverbeet at codeweavers.com
Tue Aug 3 03:13:32 CDT 2010
---
dlls/wined3d/device.c | 13 +++++++------
dlls/wined3d/surface.c | 6 ++++--
dlls/wined3d/wined3d_private.h | 2 +-
3 files changed, 12 insertions(+), 9 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 2f73c0b..3fcdd99 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -655,7 +655,7 @@ static void prepare_ds_clear(IWineD3DSurfaceImpl *ds, struct wined3d_context *co
}
HRESULT device_clear_render_targets(IWineD3DDeviceImpl *device, UINT rt_count, IWineD3DSurfaceImpl **rts,
- UINT rect_count, const WINED3DRECT *rects, DWORD flags, WINED3DCOLOR color, float depth, DWORD stencil)
+ UINT rect_count, const WINED3DRECT *rects, DWORD flags, const float color[4], float depth, DWORD stencil)
{
const RECT *clear_rect = (rect_count > 0 && rects) ? (const RECT *)rects : NULL;
IWineD3DSurfaceImpl *depth_stencil = device->depth_stencil;
@@ -741,7 +741,7 @@ HRESULT device_clear_render_targets(IWineD3DDeviceImpl *device, UINT rt_count, I
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
- glClearColor(D3DCOLOR_R(color), D3DCOLOR_G(color), D3DCOLOR_B(color), D3DCOLOR_A(color));
+ glClearColor(color[0], color[1], color[2], color[3]);
checkGLcall("glClearColor");
clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
}
@@ -4576,12 +4576,13 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Present(IWineD3DDevice *iface,
}
static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Count,
- const WINED3DRECT *pRects, DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil)
+ const WINED3DRECT *pRects, DWORD Flags, WINED3DCOLOR color, float Z, DWORD Stencil)
{
+ const float c[] = {D3DCOLOR_R(color), D3DCOLOR_G(color), D3DCOLOR_B(color), D3DCOLOR_A(color)};
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
- TRACE("(%p) Count (%d), pRects (%p), Flags (%x), Color (0x%08x), Z (%f), Stencil (%d)\n", This,
- Count, pRects, Flags, Color, Z, Stencil);
+ TRACE("(%p) Count (%d), pRects (%p), Flags (%x), color (0x%08x), Z (%f), Stencil (%d)\n", This,
+ Count, pRects, Flags, color, Z, Stencil);
if (Flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL) && !This->depth_stencil)
{
@@ -4591,7 +4592,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Coun
}
return device_clear_render_targets(This, This->adapter->gl_info.limits.buffers,
- This->render_targets, Count, pRects, Flags, Color, Z, Stencil);
+ This->render_targets, Count, pRects, Flags, c, Z, Stencil);
}
/*****
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index c061778..849d892 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -4890,10 +4890,12 @@ static BOOL ffp_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_
}
static HRESULT ffp_blit_color_fill(IWineD3DDeviceImpl *device,
- IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD fill_color)
+ IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD color)
{
+ const float c[] = {D3DCOLOR_R(color), D3DCOLOR_G(color), D3DCOLOR_B(color), D3DCOLOR_A(color)};
+
return device_clear_render_targets(device, 1 /* rt_count */, &dst_surface, 1 /* rect_count */,
- (const WINED3DRECT *)dst_rect, WINED3DCLEAR_TARGET, fill_color, 0.0f /* depth */, 0 /* stencil */);
+ (const WINED3DRECT *)dst_rect, WINED3DCLEAR_TARGET, c, 0.0f /* depth */, 0 /* stencil */);
}
const struct blit_shader ffp_blit = {
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 4205dd5..08104eb 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1688,7 +1688,7 @@ struct IWineD3DDeviceImpl
HRESULT device_clear_render_targets(IWineD3DDeviceImpl *device,
UINT rt_count, IWineD3DSurfaceImpl **rts, UINT rect_count, const WINED3DRECT *rects,
- DWORD flags, WINED3DCOLOR color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
+ DWORD flags, const float color[4], float depth, DWORD stencil) DECLSPEC_HIDDEN;
BOOL device_context_add(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
void device_context_remove(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
void device_get_draw_rect(IWineD3DDeviceImpl *device, RECT *rect) DECLSPEC_HIDDEN;
--
1.7.1
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