[PATCH 3/7] Use RECT instead of WINED3DRECT in fb_copy_to_texture_hwstretch.
Roderick Colenbrander
thunderbird2k at gmail.com
Tue Mar 30 15:19:00 CDT 2010
---
dlls/wined3d/surface.c | 28 ++++++++++++++--------------
1 files changed, 14 insertions(+), 14 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index f028d10..4fcede1 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -3504,7 +3504,7 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D
/* Uses the hardware to stretch and flip the image */
static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
- IWineD3DSwapChainImpl *swapchain, const WINED3DRECT *srect, const WINED3DRECT *drect,
+ IWineD3DSwapChainImpl *swapchain, const RECT *src_rect, const RECT *dst_rect,
BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter)
{
IWineD3DDeviceImpl *myDevice = This->resource.device;
@@ -3606,7 +3606,7 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
glBindTexture(GL_TEXTURE_2D, src);
checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
- /* TODO: Only copy the part that will be read. Use srect->x1, srect->y2 as origin, but with the width watch
+ /* TODO: Only copy the part that will be read. Use src_rect->left, src_rect->bottom as origin, but with the width watch
* out for power of 2 sizes
*/
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Src->pow2Width, Src->pow2Height, 0,
@@ -3634,15 +3634,15 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
}
checkGLcall("glEnd and previous");
- left = srect->x1;
- right = srect->x2;
+ left = src_rect->left;
+ right = src_rect->right;
if(upsidedown) {
- top = Src->currentDesc.Height - srect->y1;
- bottom = Src->currentDesc.Height - srect->y2;
+ top = Src->currentDesc.Height - src_rect->top;
+ bottom = Src->currentDesc.Height - src_rect->bottom;
} else {
- top = Src->currentDesc.Height - srect->y2;
- bottom = Src->currentDesc.Height - srect->y1;
+ top = Src->currentDesc.Height - src_rect->bottom;
+ bottom = Src->currentDesc.Height - src_rect->top;
}
if(Src->Flags & SFLAG_NORMCOORD) {
@@ -3666,15 +3666,15 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
/* top left */
glTexCoord2f(left, top);
- glVertex2i(0, fbheight - drect->y2 - drect->y1);
+ glVertex2i(0, fbheight - dst_rect->bottom - dst_rect->top);
/* top right */
glTexCoord2f(right, top);
- glVertex2i(drect->x2 - drect->x1, fbheight - drect->y2 - drect->y1);
+ glVertex2i(dst_rect->right - dst_rect->left, fbheight - dst_rect->bottom - dst_rect->top);
/* bottom right */
glTexCoord2f(right, bottom);
- glVertex2i(drect->x2 - drect->x1, fbheight);
+ glVertex2i(dst_rect->right - dst_rect->left, fbheight);
glEnd();
checkGLcall("glEnd and previous");
@@ -3690,9 +3690,9 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
checkGLcall("glBindTexture");
glCopyTexSubImage2D(texture_target,
0,
- drect->x1, drect->y1, /* xoffset, yoffset */
+ dst_rect->left, dst_rect->top, /* xoffset, yoffset */
0, 0, /* We blitted the image to the origin */
- drect->x2 - drect->x1, drect->y2 - drect->y1);
+ dst_rect->right - dst_rect->left, dst_rect->bottom - dst_rect->top);
checkGLcall("glCopyTexSubImage2D");
if(drawBuffer == GL_BACK) {
@@ -3997,7 +3997,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
fb_copy_to_texture_direct(This, SrcSurface, &src_rect, &dst_rect, upsideDown, Filter);
} else {
TRACE("Using hardware stretching to flip / stretch the texture\n");
- fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, (WINED3DRECT*)&src_rect, (WINED3DRECT*)&dst_rect, upsideDown, Filter);
+ fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, &src_rect, &dst_rect, upsideDown, Filter);
}
/* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
--
1.6.3.3
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