Henri Verbeet : wined3d: Change surface_translate_frontbuffer_coords() to handle all drawable coordinates.
Alexandre Julliard
julliard at winehq.org
Mon Nov 1 11:54:36 CDT 2010
Module: wine
Branch: master
Commit: e35b6aa1a7ea9b95910ced5fc6e39e1c130ba400
URL: http://source.winehq.org/git/wine.git/?a=commit;h=e35b6aa1a7ea9b95910ced5fc6e39e1c130ba400
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Mon Nov 1 11:57:57 2010 +0100
wined3d: Change surface_translate_frontbuffer_coords() to handle all drawable coordinates.
---
dlls/wined3d/arb_program_shader.c | 17 ++----------
dlls/wined3d/surface.c | 50 +++++++++++++++++-------------------
dlls/wined3d/wined3d_private.h | 2 +-
3 files changed, 28 insertions(+), 41 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 2886180..ca9d0e6 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -7153,21 +7153,8 @@ HRESULT arbfp_blit_surface(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_
context = context_acquire(device, dst_surface);
context_apply_blit_state(context, device);
- /* 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. */
- dst_swapchain = dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
- ? dst_surface->container.u.swapchain : NULL;
if (!surface_is_offscreen(dst_surface))
- {
- if (dst_swapchain && dst_surface == dst_swapchain->front_buffer)
- surface_translate_frontbuffer_coords(dst_surface, context->win_handle, &dst_rect);
-
- dst_rect.top = dst_surface->currentDesc.Height - dst_rect.top;
- dst_rect.bottom = dst_surface->currentDesc.Height - dst_rect.bottom;
- }
+ surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
arbfp_blit_set((IWineD3DDevice *)device, src_surface);
@@ -7181,6 +7168,8 @@ HRESULT arbfp_blit_surface(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_
/* Leave the opengl state valid for blitting */
arbfp_blit_unset((IWineD3DDevice *)device);
+ dst_swapchain = dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
+ ? dst_surface->container.u.swapchain : NULL;
if (wined3d_settings.strict_draw_ordering || (dst_swapchain
&& (dst_surface == dst_swapchain->front_buffer
|| dst_swapchain->num_contexts > 1)))
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 3a18f9e..20a656c 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -3176,15 +3176,29 @@ static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_
* drawable is limited to the window's client area. The sysmem and texture
* copies do have the full screen size. Note that GL has a bottom-left
* origin, while D3D has a top-left origin. */
-void surface_translate_frontbuffer_coords(IWineD3DSurfaceImpl *surface, HWND window, RECT *rect)
+void surface_translate_drawable_coords(IWineD3DSurfaceImpl *surface, HWND window, RECT *rect)
{
- POINT offset = {0, surface->currentDesc.Height};
- RECT windowsize;
+ UINT drawable_height;
- GetClientRect(window, &windowsize);
- offset.y -= windowsize.bottom - windowsize.top;
- ScreenToClient(window, &offset);
- OffsetRect(rect, offset.x, offset.y);
+ if (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
+ && surface == surface->container.u.swapchain->front_buffer)
+ {
+ POINT offset = {0, 0};
+ RECT windowsize;
+
+ ScreenToClient(window, &offset);
+ OffsetRect(rect, offset.x, offset.y);
+
+ GetClientRect(window, &windowsize);
+ drawable_height = windowsize.bottom - windowsize.top;
+ }
+ else
+ {
+ drawable_height = surface->currentDesc.Height;
+ }
+
+ rect->top = drawable_height - rect->top;
+ rect->bottom = drawable_height - rect->bottom;
}
static BOOL surface_is_full_rect(IWineD3DSurfaceImpl *surface, const RECT *r)
@@ -3262,11 +3276,7 @@ static void surface_blt_fbo(IWineD3DDeviceImpl *device, const WINED3DTEXTUREFILT
TRACE("Source surface %p is onscreen.\n", src_surface);
- if (buffer == GL_FRONT)
- surface_translate_frontbuffer_coords(src_surface, context->win_handle, &src_rect);
-
- src_rect.top = src_surface->currentDesc.Height - src_rect.top;
- src_rect.bottom = src_surface->currentDesc.Height - src_rect.bottom;
+ surface_translate_drawable_coords(src_surface, context->win_handle, &src_rect);
ENTER_GL();
context_bind_fbo(context, GL_READ_FRAMEBUFFER, NULL);
@@ -3289,11 +3299,7 @@ static void surface_blt_fbo(IWineD3DDeviceImpl *device, const WINED3DTEXTUREFILT
TRACE("Destination surface %p is onscreen.\n", dst_surface);
- if (buffer == GL_FRONT)
- surface_translate_frontbuffer_coords(dst_surface, context->win_handle, &dst_rect);
-
- dst_rect.top = dst_surface->currentDesc.Height - dst_rect.top;
- dst_rect.bottom = dst_surface->currentDesc.Height - dst_rect.bottom;
+ surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
ENTER_GL();
context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
@@ -3353,15 +3359,7 @@ static void surface_blt_to_drawable(IWineD3DDeviceImpl *device,
context_apply_blit_state(context, device);
if (!surface_is_offscreen(dst_surface))
- {
- if (swapchain && dst_surface == swapchain->front_buffer)
- {
- surface_translate_frontbuffer_coords(dst_surface, context->win_handle, &dst_rect);
- }
-
- dst_rect.top = dst_surface->currentDesc.Height - dst_rect.top;
- dst_rect.bottom = dst_surface->currentDesc.Height - dst_rect.bottom;
- }
+ surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
device->blitter->set_shader((IWineD3DDevice *)device, src_surface);
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 3313963..18da56a 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2178,7 +2178,7 @@ void surface_set_container(IWineD3DSurfaceImpl *surface,
enum wined3d_container_type type, IWineD3DBase *container) DECLSPEC_HIDDEN;
void surface_set_texture_name(IWineD3DSurfaceImpl *surface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
void surface_set_texture_target(IWineD3DSurfaceImpl *surface, GLenum target) DECLSPEC_HIDDEN;
-void surface_translate_frontbuffer_coords(IWineD3DSurfaceImpl *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
+void surface_translate_drawable_coords(IWineD3DSurfaceImpl *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
/* Predeclare the shared Surface functions */
HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface,
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