Roderick Colenbrander : wined3d: Add a helper function for drawing a textured quad.
Alexandre Julliard
julliard at winehq.org
Fri Mar 19 11:16:39 CDT 2010
Module: wine
Branch: master
Commit: 4bd627cc7f4f613eea640bed1379f1ad61c0a7f8
URL: http://source.winehq.org/git/wine.git/?a=commit;h=4bd627cc7f4f613eea640bed1379f1ad61c0a7f8
Author: Roderick Colenbrander <thunderbird2k at gmail.com>
Date: Wed Mar 17 13:56:18 2010 +0100
wined3d: Add a helper function for drawing a textured quad.
---
dlls/wined3d/surface.c | 124 ++++++++++++++++++++++++++++--------------------
1 files changed, 72 insertions(+), 52 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index d55b73c..c24a5e4 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -273,6 +273,62 @@ static void surface_get_blt_info(GLenum target, const RECT *rect_in, GLsizei w,
}
}
+/* 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)
+{
+ IWineD3DBaseTextureImpl *texture;
+ struct blt_info info;
+
+ surface_get_blt_info(src_surface->texture_target, src_rect, src_surface->pow2Width, src_surface->pow2Height, &info);
+
+ glEnable(info.bind_target);
+ checkGLcall("glEnable(bind_target)");
+
+ /* Bind the texture */
+ glBindTexture(info.bind_target, src_surface->texture_name);
+ checkGLcall("glBindTexture");
+
+ /* Filtering for StretchRect */
+ glTexParameteri(info.bind_target, GL_TEXTURE_MAG_FILTER,
+ wined3d_gl_mag_filter(magLookup, Filter));
+ checkGLcall("glTexParameteri");
+ glTexParameteri(info.bind_target, GL_TEXTURE_MIN_FILTER,
+ wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
+ checkGLcall("glTexParameteri");
+ glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
+ glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+ checkGLcall("glTexEnvi");
+
+ /* Draw a quad */
+ glBegin(GL_TRIANGLE_STRIP);
+ glTexCoord3fv(info.coords[0]);
+ glVertex2i(dst_rect->left, dst_rect->top);
+
+ glTexCoord3fv(info.coords[1]);
+ glVertex2i(dst_rect->right, dst_rect->top);
+
+ glTexCoord3fv(info.coords[2]);
+ glVertex2i(dst_rect->left, dst_rect->bottom);
+
+ glTexCoord3fv(info.coords[3]);
+ glVertex2i(dst_rect->right, dst_rect->bottom);
+ glEnd();
+
+ /* Unbind the texture */
+ glBindTexture(info.bind_target, 0);
+ checkGLcall("glBindTexture(info->bind_target, 0)");
+
+ /* We changed the filtering settings on the texture. Inform the
+ * container about this to get the filters reset properly next draw. */
+ if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)src_surface, &IID_IWineD3DBaseTexture, (void **)&texture)))
+ {
+ texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
+ texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
+ texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
+ IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture);
+ }
+}
HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
@@ -4733,73 +4789,37 @@ static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DW
static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in)
{
IWineD3DDeviceImpl *device = This->resource.device;
- IWineD3DBaseTextureImpl *texture;
struct wined3d_context *context;
- RECT rect;
- struct blt_info info;
+ RECT src_rect, dst_rect;
if(rect_in) {
- rect = *rect_in;
+ src_rect = *rect_in;
} else {
- rect.left = 0;
- rect.top = 0;
- rect.right = This->currentDesc.Width;
- rect.bottom = This->currentDesc.Height;
+ src_rect.left = 0;
+ src_rect.top = 0;
+ src_rect.right = This->currentDesc.Width;
+ src_rect.bottom = This->currentDesc.Height;
}
- surface_get_blt_info(This->texture_target, &rect, This->pow2Width, This->pow2Height, &info);
-
context = context_acquire(device, (IWineD3DSurface*)This, CTXUSAGE_BLIT);
-
- ENTER_GL();
-
- glEnable(info.bind_target);
- checkGLcall("glEnable(bind_target)");
- glBindTexture(info.bind_target, This->texture_name);
- checkGLcall("glBindTexture(bind_target, This->texture_name)");
- glTexParameteri(info.bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- checkGLcall("glTexParameteri");
- glTexParameteri(info.bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- checkGLcall("glTexParameteri");
-
if (context->render_offscreen)
{
- LONG tmp = rect.top;
- rect.top = rect.bottom;
- rect.bottom = tmp;
+ dst_rect.left = src_rect.left;
+ dst_rect.right = src_rect.right;
+ dst_rect.top = src_rect.bottom;
+ dst_rect.bottom = src_rect.top;
+ }
+ else
+ {
+ dst_rect = src_rect;
}
- glBegin(GL_TRIANGLE_STRIP);
- glTexCoord3fv(info.coords[0]);
- glVertex2i(rect.left, rect.top);
-
- glTexCoord3fv(info.coords[1]);
- glVertex2i(rect.right, rect.top);
-
- glTexCoord3fv(info.coords[2]);
- glVertex2i(rect.left, rect.bottom);
-
- glTexCoord3fv(info.coords[3]);
- glVertex2i(rect.right, rect.bottom);
- glEnd();
-
- glDisable(info.bind_target);
- checkGLcall("glDisable(bind_target)");
-
+ ENTER_GL();
+ draw_textured_quad(This, &src_rect, &dst_rect, WINED3DTEXF_POINT);
LEAVE_GL();
wglFlush(); /* Flush to ensure ordering across contexts. */
- /* We changed the filtering settings on the texture. Inform the
- * container about this to get the filters reset properly next draw. */
- if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)This, &IID_IWineD3DBaseTexture, (void **)&texture)))
- {
- texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
- texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
- texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
- IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture);
- }
-
context_release(context);
}
More information about the wine-cvs
mailing list