Roderick Colenbrander : wined3d: Add an initial implementation of arbfp_blit_surface.
Alexandre Julliard
julliard at winehq.org
Fri Apr 9 11:49:58 CDT 2010
Module: wine
Branch: master
Commit: 76a971277976cc65826d7b05c2ed161eb0cd46c8
URL: http://source.winehq.org/git/wine.git/?a=commit;h=76a971277976cc65826d7b05c2ed161eb0cd46c8
Author: Roderick Colenbrander <thunderbird2k at gmail.com>
Date: Thu Apr 8 22:49:51 2010 +0200
wined3d: Add an initial implementation of arbfp_blit_surface.
---
dlls/wined3d/arb_program_shader.c | 55 +++++++++++++++++++++++++++++++++++++
dlls/wined3d/surface.c | 16 ++++++++++-
dlls/wined3d/wined3d_private.h | 7 +++++
3 files changed, 77 insertions(+), 1 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 086bdb3..44c4ab0 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -6895,6 +6895,61 @@ static BOOL arbfp_blit_supported(const struct wined3d_gl_info *gl_info, enum bli
}
}
+HRESULT arbfp_blit_surface(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
+ IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect_in, enum blit_operation blit_op,
+ DWORD Filter)
+{
+ struct wined3d_context *context;
+ IWineD3DSwapChainImpl *dst_swapchain = NULL;
+ RECT dst_rect = *dst_rect_in;
+
+ /* Now load the surface */
+ surface_internal_preload((IWineD3DSurface *)src_surface, SRGB_RGB);
+
+ /* Activate the destination context, set it up for blitting */
+ context = context_acquire(device, (IWineD3DSurface *)dst_surface, CTXUSAGE_BLIT);
+
+ /* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
+ * while OpenGL coordinates are window relative.
+ * Also beware of the origin difference(top left vs bottom left).
+ * Also beware that the front buffer's surface size is screen width x screen height,
+ * whereas the real gl drawable size is the size of the window.
+ */
+ IWineD3DSurface_GetContainer((IWineD3DSurface *)dst_surface, &IID_IWineD3DSwapChain, (void **)&dst_swapchain);
+ if (dst_swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *)dst_swapchain);
+ if (dst_swapchain && (IWineD3DSurface *)dst_surface == dst_swapchain->frontBuffer)
+ {
+ RECT windowsize;
+ POINT offset = {0,0};
+ UINT h;
+ ClientToScreen(context->win_handle, &offset);
+ GetClientRect(context->win_handle, &windowsize);
+ h = windowsize.bottom - windowsize.top;
+ dst_rect.left -= offset.x; dst_rect.right -=offset.x;
+ dst_rect.top -= offset.y; dst_rect.bottom -=offset.y;
+ dst_rect.top += dst_surface->currentDesc.Height - h; dst_rect.bottom += dst_surface->currentDesc.Height - h;
+ }
+
+ arbfp_blit_set((IWineD3DDevice *)device, src_surface);
+
+ ENTER_GL();
+
+ /* Draw a textured quad */
+ draw_textured_quad(src_surface, src_rect, &dst_rect, Filter);
+
+ LEAVE_GL();
+
+ /* Leave the opengl state valid for blitting */
+ arbfp_blit_unset((IWineD3DDevice *)device);
+
+ wglFlush(); /* Flush to ensure ordering across contexts. */
+
+ context_release(context);
+
+ IWineD3DSurface_ModifyLocation((IWineD3DSurface *)dst_surface, SFLAG_INDRAWABLE, TRUE);
+ return WINED3D_OK;
+}
+
static HRESULT arbfp_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD fill_color)
{
FIXME("Color filling not implemented by arbfp_blit\n");
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index ddbdcfd..1a9b6b0 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -287,7 +287,7 @@ static inline void surface_get_rect(IWineD3DSurfaceImpl *This, const RECT *rect_
}
/* GL locking and context activation is done by the caller */
-static void draw_textured_quad(IWineD3DSurfaceImpl *src_surface, const RECT *src_rect, const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter)
+void draw_textured_quad(IWineD3DSurfaceImpl *src_surface, const RECT *src_rect, const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter)
{
IWineD3DBaseTextureImpl *texture;
struct blt_info info;
@@ -3859,6 +3859,20 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
return WINED3D_OK;
}
+ if (!(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
+ && arbfp_blit.blit_supported(&myDevice->adapter->gl_info, BLIT_OP_BLIT,
+ &src_rect, Src->resource.usage, Src->resource.pool, Src->resource.format_desc,
+ &dst_rect, This->resource.usage, This->resource.pool, This->resource.format_desc))
+ {
+ HRESULT hr = arbfp_blit_surface(myDevice, Src, &src_rect, This, &dst_rect, BLIT_OP_BLIT, Filter);
+
+ /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
+ if(paletteOverride)
+ Src->palette = NULL;
+
+ return hr;
+ }
+
/* Color keying: Check if we have to do a color keyed blt,
* and if not check if a color key is activated.
*
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index c574b9e..09e1b81 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1190,6 +1190,11 @@ extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
+/* Temporary blit_shader helper functions */
+HRESULT arbfp_blit_surface(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
+ IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect_in, enum blit_operation blit_op,
+ DWORD Filter) DECLSPEC_HIDDEN;
+
typedef enum ContextUsage {
CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
@@ -2160,6 +2165,8 @@ void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, U
void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
+void draw_textured_quad(IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
+ const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) DECLSPEC_HIDDEN;
/* Surface flags: */
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