[PATCH 1/5] wined3d: Use the correct texture coordinates in swapchain_blit() in the non-glBlitFramebuffer, NP2 case.

Matteo Bruni matteo.mystral at gmail.com
Tue Jul 7 11:33:17 CDT 2015


2015-07-07 16:58 GMT+02:00 Henri Verbeet <hverbeet at gmail.com>:
> On 6 July 2015 at 22:20, Matteo Bruni <mbruni at codeweavers.com> wrote:
>> diff --git a/dlls/wined3d/swapchain.c b/dlls/wined3d/swapchain.c
>> index 146f5d6..141abc2 100644
>> --- a/dlls/wined3d/swapchain.c
>> +++ b/dlls/wined3d/swapchain.c
>> @@ -280,21 +280,21 @@ HRESULT CDECL wined3d_swapchain_get_gamma_ramp(const struct wined3d_swapchain *s
>>
>>  /* A GL context is provided by the caller */
>>  static void swapchain_blit(const struct wined3d_swapchain *swapchain,
>> -        struct wined3d_context *context, const RECT *src_rect, const RECT *dst_rect)
>> +        struct wined3d_context *context, unsigned int src_w, unsigned int src_h,
>> +        const RECT *src_rect, const RECT *dst_rect)
>>  {
>>      struct wined3d_surface *backbuffer = surface_from_resource(
>>              wined3d_texture_get_sub_resource(swapchain->back_buffers[0], 0));
>> -    UINT src_w = src_rect->right - src_rect->left;
>> -    UINT src_h = src_rect->bottom - src_rect->top;
>>      GLenum gl_filter;
>>      const struct wined3d_gl_info *gl_info = context->gl_info;
>>      RECT win_rect;
>>      UINT win_h;
>>
>> -    TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
>> -            swapchain, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect));
>> +    TRACE("swapchain %p, context %p, src_w %u, src_h %u, src_rect %s, dst_rect %s.\n",
>> +            swapchain, context, src_w, src_h, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect));
>>
>> -    if (src_w == dst_rect->right - dst_rect->left && src_h == dst_rect->bottom - dst_rect->top)
>> +    if (src_rect->right - src_rect->left == dst_rect->right - dst_rect->left
>> +            && src_rect->bottom - src_rect->top == dst_rect->bottom - dst_rect->top)
>>          gl_filter = GL_NEAREST;
>>      else
>>          gl_filter = GL_LINEAR;
>> @@ -528,7 +528,7 @@ static void swapchain_gl_present(struct wined3d_swapchain *swapchain, const RECT
>>          if (swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_FLIP && !once++)
>>              FIXME("WINED3D_SWAP_EFFECT_FLIP not implemented.\n");
>>
>> -        swapchain_blit(swapchain, context, &src_rect, &dst_rect);
>> +        swapchain_blit(swapchain, context, back_buffer->pow2Width, back_buffer->pow2Height, &src_rect, &dst_rect);
>>      }
>>
>>      if (swapchain->num_contexts > 1)
> I may be missing something subtle here, but wouldn't it be better to
> just replace src_w/wrc_h with
> backbuffer->pow2Width/backbuffer->powe2Height in the "if
> (backbuffer->container->flags & WINED3D_TEXTURE_NORMALIZED_COORDS)"
> block that scales the texture coordinates?

Yes... I guess that's what happens when you modify your patch a number
of times without stopping a moment to see the whole picture.



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