Henri Verbeet : wined3d: Simplify the IWineD3DDeviceImpl_ClearSurface() surface loading code.
Alexandre Julliard
julliard at winehq.org
Wed Mar 17 12:19:04 CDT 2010
Module: wine
Branch: master
Commit: 509b038cf5b0c54d7a430d0848a34dcc19166880
URL: http://source.winehq.org/git/wine.git/?a=commit;h=509b038cf5b0c54d7a430d0848a34dcc19166880
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Tue Mar 16 19:02:18 2010 +0100
wined3d: Simplify the IWineD3DDeviceImpl_ClearSurface() surface loading code.
---
dlls/wined3d/device.c | 78 ++++++++++++++++++++++--------------------------
1 files changed, 36 insertions(+), 42 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 4a0c2df..4df5399 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -4305,15 +4305,42 @@ 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)
+{
+ /* 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))
+ return FALSE;
+
+ /* partial clear rect */
+ if (clear_rect && (clear_rect->x1 > 0 || clear_rect->y1 > 0
+ || clear_rect->x2 < target->currentDesc.Width
+ || clear_rect->y2 < target->currentDesc.Height))
+ return FALSE;
+
+ return TRUE;
+}
+
/* Not called from the VTable (internal subroutine) */
-HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
- CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
- float Z, DWORD Stencil) {
+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;
+ const WINED3DVIEWPORT *vp = &stateblock->viewport;
GLbitfield glMask = 0;
unsigned int i;
WINED3DRECT curRect;
RECT vp_rect;
- const WINED3DVIEWPORT *vp = &This->stateBlock->viewport;
UINT drawable_width, drawable_height;
IWineD3DSurfaceImpl *depth_stencil = (IWineD3DSurfaceImpl *) This->stencilBufferTarget;
struct wined3d_context *context;
@@ -4327,29 +4354,10 @@ HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfa
* the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
* checking all this if the dest surface is in the drawable anyway.
*/
- if((Flags & WINED3DCLEAR_TARGET) && !(target->Flags & SFLAG_INDRAWABLE)) {
- while(1) {
- if(vp->X != 0 || vp->Y != 0 ||
- vp->Width < target->currentDesc.Width || vp->Height < target->currentDesc.Height) {
- IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
- break;
- }
- if(This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE] && (
- This->stateBlock->scissorRect.left > 0 || This->stateBlock->scissorRect.top > 0 ||
- This->stateBlock->scissorRect.right < target->currentDesc.Width ||
- This->stateBlock->scissorRect.bottom < target->currentDesc.Height)) {
- IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
- break;
- }
- if(Count > 0 && pRects && (
- pRects[0].x1 > 0 || pRects[0].y1 > 0 ||
- pRects[0].x2 < target->currentDesc.Width ||
- pRects[0].y2 < target->currentDesc.Height)) {
- IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
- break;
- }
- break;
- }
+ if (Flags & WINED3DCLEAR_TARGET && !(target->Flags & SFLAG_INDRAWABLE))
+ {
+ if (!is_full_clear(target, vp, scissor_rect, clear_rect))
+ IWineD3DSurface_LoadLocation((IWineD3DSurface *)target, SFLAG_INDRAWABLE, NULL);
}
context = context_acquire(This, (IWineD3DSurface *)target, CTXUSAGE_CLEAR);
@@ -4374,22 +4382,8 @@ HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfa
glMask = glMask | GL_DEPTH_BUFFER_BIT;
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
- if (vp->X != 0 || vp->Y != 0 ||
- vp->Width < depth_stencil->currentDesc.Width || vp->Height < depth_stencil->currentDesc.Height) {
- surface_load_ds_location(This->stencilBufferTarget, context, location);
- }
- else if (This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE] && (
- This->stateBlock->scissorRect.left > 0 || This->stateBlock->scissorRect.top > 0 ||
- This->stateBlock->scissorRect.right < depth_stencil->currentDesc.Width ||
- This->stateBlock->scissorRect.bottom < depth_stencil->currentDesc.Height)) {
+ if (!(depth_stencil->Flags & location) && !is_full_clear(depth_stencil, vp, scissor_rect, clear_rect))
surface_load_ds_location(This->stencilBufferTarget, context, location);
- }
- else if (Count > 0 && pRects && (
- pRects[0].x1 > 0 || pRects[0].y1 > 0 ||
- pRects[0].x2 < depth_stencil->currentDesc.Width ||
- pRects[0].y2 < depth_stencil->currentDesc.Height)) {
- surface_load_ds_location(This->stencilBufferTarget, context, location);
- }
}
if (Flags & WINED3DCLEAR_TARGET) {
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