[PATCH 5/5] wined3d: Use the blitter interface in swapchain_blit().
Henri Verbeet
hverbeet at codeweavers.com
Thu Mar 30 16:15:32 CDT 2017
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/wined3d/swapchain.c | 82 +++++++++++++-----------------------------------
1 file changed, 21 insertions(+), 61 deletions(-)
diff --git a/dlls/wined3d/swapchain.c b/dlls/wined3d/swapchain.c
index 89181d1..07ca476 100644
--- a/dlls/wined3d/swapchain.c
+++ b/dlls/wined3d/swapchain.c
@@ -305,78 +305,38 @@ static void swapchain_blit(const struct wined3d_swapchain *swapchain,
{
struct wined3d_texture *texture = swapchain->back_buffers[0];
struct wined3d_surface *back_buffer = texture->sub_resources[0].u.surface;
- struct wined3d_surface *front_buffer = swapchain->front_buffer->sub_resources[0].u.surface;
- UINT src_w = src_rect->right - src_rect->left;
- UINT src_h = src_rect->bottom - src_rect->top;
- GLenum gl_filter;
- const struct wined3d_gl_info *gl_info = context->gl_info;
+ struct wined3d_device *device = swapchain->device;
+ const struct wined3d_blitter_ops *blitter;
enum wined3d_texture_filter_type filter;
- RECT win_rect;
- UINT win_h;
+ DWORD location;
TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
swapchain, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect));
- if (src_w == dst_rect->right - dst_rect->left && src_h == dst_rect->bottom - dst_rect->top)
- {
- filter = WINED3D_TEXF_NONE;
- gl_filter = GL_NEAREST;
- }
- else
+ if (!(blitter = wined3d_select_blitter(&device->adapter->gl_info,
+ &device->adapter->d3d_info, WINED3D_BLIT_OP_COLOR_BLIT,
+ src_rect, texture->resource.usage, texture->resource.pool, texture->resource.format,
+ dst_rect, texture->resource.usage, texture->resource.pool, texture->resource.format)))
{
- filter = WINED3D_TEXF_LINEAR;
- gl_filter = GL_LINEAR;
+ FIXME("No blitter supports the requested blit.\n");
+ return;
}
- GetClientRect(swapchain->win_handle, &win_rect);
- win_h = win_rect.bottom - win_rect.top;
-
- if (gl_info->fbo_ops.glBlitFramebuffer && is_identity_fixup(texture->resource.format->color_fixup))
- {
- DWORD location = WINED3D_LOCATION_TEXTURE_RGB;
-
- if (texture->resource.multisample_type)
- {
- location = WINED3D_LOCATION_RB_RESOLVED;
- wined3d_texture_load_location(texture, 0, context, location);
- }
-
- context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, back_buffer, NULL, location);
- gl_info->gl_ops.gl.p_glReadBuffer(GL_COLOR_ATTACHMENT0);
- context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
-
- context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, front_buffer, NULL, WINED3D_LOCATION_DRAWABLE);
- context_set_draw_buffer(context, GL_BACK);
- context_invalidate_state(context, STATE_FRAMEBUFFER);
-
- gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
- context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
- context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
- context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
- context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
-
- gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
- context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
-
- /* Note that the texture is upside down */
- gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
- dst_rect->left, win_h - dst_rect->top, dst_rect->right, win_h - dst_rect->bottom,
- GL_COLOR_BUFFER_BIT, gl_filter);
- checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
- }
+ if ((src_rect->right - src_rect->left == dst_rect->right - dst_rect->left
+ && src_rect->bottom - src_rect->top == dst_rect->bottom - dst_rect->top)
+ || is_complex_fixup(texture->resource.format->color_fixup))
+ filter = WINED3D_TEXF_NONE;
else
- {
- struct wined3d_device *device = swapchain->device;
+ filter = WINED3D_TEXF_LINEAR;
- if (is_complex_fixup(texture->resource.format->color_fixup))
- filter = WINED3D_TEXF_NONE;
+ location = WINED3D_LOCATION_TEXTURE_RGB;
+ if (texture->resource.multisample_type)
+ location = WINED3D_LOCATION_RB_RESOLVED;
- device->blitter->blit_surface(device, WINED3D_BLIT_OP_COLOR_BLIT, context,
- back_buffer, WINED3D_LOCATION_TEXTURE_RGB, src_rect,
- back_buffer, WINED3D_LOCATION_DRAWABLE, dst_rect,
- NULL, filter);
- checkGLcall("Swapchain present blit(manual)\n");
- }
+ wined3d_texture_validate_location(texture, 0, WINED3D_LOCATION_DRAWABLE);
+ blitter->blit_surface(device, WINED3D_BLIT_OP_COLOR_BLIT, context, back_buffer, location,
+ src_rect, back_buffer, WINED3D_LOCATION_DRAWABLE, dst_rect, NULL, filter);
+ wined3d_texture_invalidate_location(texture, 0, WINED3D_LOCATION_DRAWABLE);
}
/* Context activation is done by the caller. */
--
2.1.4
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