Henri Verbeet : wined3d: Introduce device_get_draw_rect() to calculate the effective viewport.
Alexandre Julliard
julliard at winehq.org
Wed Apr 28 16:35:46 CDT 2010
Module: wine
Branch: master
Commit: 772fe683fa9021959430e48b84d7c908974268cc
URL: http://source.winehq.org/git/wine.git/?a=commit;h=772fe683fa9021959430e48b84d7c908974268cc
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Wed Apr 28 00:08:50 2010 +0200
wined3d: Introduce device_get_draw_rect() to calculate the effective viewport.
---
dlls/wined3d/device.c | 108 +++++++++++++++++++++++++-----------------------
1 files changed, 56 insertions(+), 52 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index a2b2c3e..8e9e225 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -563,6 +563,19 @@ void device_context_remove(IWineD3DDeviceImpl *device, struct wined3d_context *c
device->contexts = new_array;
}
+static void device_get_draw_rect(IWineD3DDeviceImpl *device, RECT *rect)
+{
+ IWineD3DStateBlockImpl *stateblock = device->stateBlock;
+ WINED3DVIEWPORT *vp = &stateblock->viewport;
+
+ SetRect(rect, vp->X, vp->Y, vp->X + vp->Width, vp->Y + vp->Height);
+
+ if (stateblock->renderState[WINED3DRS_SCISSORTESTENABLE])
+ {
+ IntersectRect(rect, rect, &stateblock->scissorRect);
+ }
+}
+
void device_switch_onscreen_ds(IWineD3DDeviceImpl *device,
struct wined3d_context *context, IWineD3DSurfaceImpl *depth_stencil)
{
@@ -4341,19 +4354,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Present(IWineD3DDevice *iface,
return WINED3D_OK;
}
-static BOOL is_full_clear(IWineD3DSurfaceImpl *target, const WINED3DVIEWPORT *viewport,
- const RECT *scissor_rect, const WINED3DRECT *clear_rect)
+static BOOL is_full_clear(IWineD3DSurfaceImpl *target, const RECT *draw_rect, const WINED3DRECT *clear_rect)
{
- /* partial viewport*/
- if (viewport->X != 0 || viewport->Y != 0
- || viewport->Width < target->currentDesc.Width
- || viewport->Height < target->currentDesc.Height)
- return FALSE;
-
- /* partial scissor rect */
- if (scissor_rect && (scissor_rect->left > 0 || scissor_rect->top > 0
- || scissor_rect->right < target->currentDesc.Width
- || scissor_rect->bottom < target->currentDesc.Height))
+ /* partial draw rect */
+ if (draw_rect->left || draw_rect->top
+ || draw_rect->right < target->currentDesc.Width
+ || draw_rect->bottom < target->currentDesc.Height)
return FALSE;
/* partial clear rect */
@@ -4369,17 +4375,15 @@ static BOOL is_full_clear(IWineD3DSurfaceImpl *target, const WINED3DVIEWPORT *vi
HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
const WINED3DRECT *pRects, DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil)
{
- IWineD3DStateBlockImpl *stateblock = This->stateBlock;
- const RECT *scissor_rect = stateblock->renderState[WINED3DRS_SCISSORTESTENABLE] ? &stateblock->scissorRect : NULL;
const WINED3DRECT *clear_rect = (Count > 0 && pRects) ? pRects : NULL;
IWineD3DSurfaceImpl *depth_stencil = This->depth_stencil;
- const WINED3DVIEWPORT *vp = &stateblock->viewport;
GLbitfield glMask = 0;
unsigned int i;
- WINED3DRECT curRect;
- RECT vp_rect;
UINT drawable_width, drawable_height;
struct wined3d_context *context;
+ RECT draw_rect;
+
+ device_get_draw_rect(This, &draw_rect);
/* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
* drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
@@ -4392,7 +4396,7 @@ HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfac
*/
if (Flags & WINED3DCLEAR_TARGET && !(target->Flags & SFLAG_INDRAWABLE))
{
- if (!is_full_clear(target, vp, scissor_rect, clear_rect))
+ if (!is_full_clear(target, &draw_rect, clear_rect))
IWineD3DSurface_LoadLocation((IWineD3DSurface *)target, SFLAG_INDRAWABLE, NULL);
}
@@ -4453,7 +4457,7 @@ HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfac
if (location == SFLAG_DS_ONSCREEN && depth_stencil != This->onscreen_depth_stencil)
device_switch_onscreen_ds(This, context, depth_stencil);
- if (!(depth_stencil->Flags & location) && !is_full_clear(depth_stencil, vp, scissor_rect, clear_rect))
+ if (!(depth_stencil->Flags & location) && !is_full_clear(depth_stencil, &draw_rect, clear_rect))
surface_load_ds_location(depth_stencil, context, location);
surface_modify_ds_location(depth_stencil, location);
@@ -4478,54 +4482,54 @@ HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfac
glMask = glMask | GL_COLOR_BUFFER_BIT;
}
- vp_rect.left = vp->X;
- vp_rect.top = vp->Y;
- vp_rect.right = vp->X + vp->Width;
- vp_rect.bottom = vp->Y + vp->Height;
- if (!(Count > 0 && pRects)) {
- if(This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
- IntersectRect(&vp_rect, &vp_rect, &This->stateBlock->scissorRect);
- }
+ if (!clear_rect)
+ {
if (context->render_offscreen)
{
- glScissor(vp_rect.left, vp_rect.top,
- vp_rect.right - vp_rect.left, vp_rect.bottom - vp_rect.top);
- } else {
- glScissor(vp_rect.left, drawable_height - vp_rect.bottom,
- vp_rect.right - vp_rect.left, vp_rect.bottom - vp_rect.top);
+ glScissor(draw_rect.left, draw_rect.top,
+ draw_rect.right - draw_rect.left, draw_rect.bottom - draw_rect.top);
+ }
+ else
+ {
+ glScissor(draw_rect.left, drawable_height - draw_rect.bottom,
+ draw_rect.right - draw_rect.left, draw_rect.bottom - draw_rect.top);
}
checkGLcall("glScissor");
glClear(glMask);
checkGLcall("glClear");
- } else {
- /* Now process each rect in turn */
- for (i = 0; i < Count; i++) {
+ }
+ else
+ {
+ RECT current_rect;
+
+ /* Now process each rect in turn. */
+ for (i = 0; i < Count; ++i)
+ {
/* Note gl uses lower left, width/height */
- IntersectRect((RECT *)&curRect, &vp_rect, (const RECT *)&pRects[i]);
- if(This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
- IntersectRect((RECT *) &curRect, (RECT *) &curRect, &This->stateBlock->scissorRect);
- }
- TRACE("(%p) Rect=(%d,%d)->(%d,%d) glRect=(%d,%d), len=%d, hei=%d\n", This,
- pRects[i].x1, pRects[i].y1, pRects[i].x2, pRects[i].y2,
- curRect.x1, (target->currentDesc.Height - curRect.y2),
- curRect.x2 - curRect.x1, curRect.y2 - curRect.y1);
+ IntersectRect(¤t_rect, &draw_rect, (const RECT *)&clear_rect[i]);
+
+ TRACE("clear_rect[%u] %s, current_rect %s.\n", i,
+ wine_dbgstr_rect((const RECT *)&clear_rect[i]),
+ wine_dbgstr_rect(¤t_rect));
/* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
* The rectangle is not cleared, no error is returned, but further rectanlges are
- * still cleared if they are valid
- */
- if(curRect.x1 > curRect.x2 || curRect.y1 > curRect.y2) {
- TRACE("Rectangle with negative dimensions, ignoring\n");
+ * still cleared if they are valid. */
+ if (current_rect.left > current_rect.right || current_rect.top > current_rect.bottom)
+ {
+ TRACE("Rectangle with negative dimensions, ignoring.\n");
continue;
}
if (context->render_offscreen)
{
- glScissor(curRect.x1, curRect.y1,
- curRect.x2 - curRect.x1, curRect.y2 - curRect.y1);
- } else {
- glScissor(curRect.x1, drawable_height - curRect.y2,
- curRect.x2 - curRect.x1, curRect.y2 - curRect.y1);
+ glScissor(current_rect.left, current_rect.top,
+ current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
+ }
+ else
+ {
+ glScissor(current_rect.left, drawable_height - current_rect.bottom,
+ current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
}
checkGLcall("glScissor");
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