Module: wine Branch: master Commit: a455a918c15ace9ac382df00cd4b0fae77802fec URL: http://source.winehq.org/git/wine.git/?a=commit;h=a455a918c15ace9ac382df00cd...
Author: Henri Verbeet hverbeet@codeweavers.com Date: Mon Aug 23 18:28:06 2010 +0200
wined3d: Explicitly pass the draw rect to device_clear_render_targets().
For regular clears this is the intersection of the viewport and scissor rectangles, but color fills shouldn't be affected by those.
---
dlls/wined3d/device.c | 34 +++++++++++++++++++--------------- dlls/wined3d/surface.c | 3 ++- dlls/wined3d/wined3d_private.h | 6 +++--- 3 files changed, 24 insertions(+), 19 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index defcceb..bb793cd 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -655,8 +655,8 @@ static void prepare_ds_clear(IWineD3DSurfaceImpl *ds, struct wined3d_context *co }
HRESULT device_clear_render_targets(IWineD3DDeviceImpl *device, UINT rt_count, IWineD3DSurfaceImpl **rts, - UINT rect_count, const WINED3DRECT *rects, DWORD flags, const WINED3DCOLORVALUE *color, - float depth, DWORD stencil) + UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags, + const WINED3DCOLORVALUE *color, float depth, DWORD stencil) { const RECT *clear_rect = (rect_count > 0 && rects) ? (const RECT *)rects : NULL; IWineD3DSurfaceImpl *depth_stencil = device->depth_stencil; @@ -665,9 +665,6 @@ HRESULT device_clear_render_targets(IWineD3DDeviceImpl *device, UINT rt_count, I struct wined3d_context *context; GLbitfield clear_mask = 0; unsigned int i; - RECT draw_rect; - - device_get_draw_rect(device, &draw_rect);
/* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true @@ -677,7 +674,7 @@ HRESULT device_clear_render_targets(IWineD3DDeviceImpl *device, UINT rt_count, I * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set * 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 && !is_full_clear(target, &draw_rect, clear_rect)) + if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, clear_rect)) { for (i = 0; i < rt_count; ++i) { @@ -720,7 +717,7 @@ HRESULT device_clear_render_targets(IWineD3DDeviceImpl *device, UINT rt_count, I
if (location == SFLAG_DS_ONSCREEN && depth_stencil != device->onscreen_depth_stencil) device_switch_onscreen_ds(device, context, depth_stencil); - prepare_ds_clear(depth_stencil, context, location, &draw_rect, rect_count, clear_rect); + prepare_ds_clear(depth_stencil, context, location, draw_rect, rect_count, clear_rect); surface_modify_location(depth_stencil, SFLAG_INDRAWABLE, TRUE);
glDepthMask(GL_TRUE); @@ -751,13 +748,13 @@ HRESULT device_clear_render_targets(IWineD3DDeviceImpl *device, UINT rt_count, I { if (context->render_offscreen) { - glScissor(draw_rect.left, draw_rect.top, - draw_rect.right - draw_rect.left, draw_rect.bottom - draw_rect.top); + glScissor(draw_rect->left, draw_rect->top, + draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top); } else { - glScissor(draw_rect.left, drawable_height - draw_rect.bottom, - draw_rect.right - draw_rect.left, draw_rect.bottom - draw_rect.top); + glScissor(draw_rect->left, drawable_height - draw_rect->bottom, + draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top); } checkGLcall("glScissor"); glClear(clear_mask); @@ -771,7 +768,7 @@ HRESULT device_clear_render_targets(IWineD3DDeviceImpl *device, UINT rt_count, I for (i = 0; i < rect_count; ++i) { /* Note that GL uses lower left, width/height. */ - IntersectRect(¤t_rect, &draw_rect, &clear_rect[i]); + IntersectRect(¤t_rect, draw_rect, &clear_rect[i]);
TRACE("clear_rect[%u] %s, current_rect %s.\n", i, wine_dbgstr_rect(&clear_rect[i]), @@ -4581,6 +4578,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Coun { const WINED3DCOLORVALUE c = {D3DCOLOR_R(color), D3DCOLOR_G(color), D3DCOLOR_B(color), D3DCOLOR_A(color)}; IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; + RECT draw_rect;
TRACE("(%p) Count (%d), pRects (%p), Flags (%x), color (0x%08x), Z (%f), Stencil (%d)\n", This, Count, pRects, Flags, color, Z, Stencil); @@ -4592,8 +4590,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Coun return WINED3DERR_INVALIDCALL; }
+ device_get_draw_rect(This, &draw_rect); + return device_clear_render_targets(This, This->adapter->gl_info.limits.buffers, - This->render_targets, Count, pRects, Flags, &c, Z, Stencil); + This->render_targets, Count, (const RECT *)pRects, &draw_rect, Flags, + &c, Z, Stencil); }
/***** @@ -5510,9 +5511,10 @@ static HRESULT WINAPI IWineD3DDeviceImpl_ColorFill(IWineD3DDevice *iface, if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) { const WINED3DCOLORVALUE c = {D3DCOLOR_R(color), D3DCOLOR_G(color), D3DCOLOR_B(color), D3DCOLOR_A(color)}; + const RECT draw_rect = {0, 0, s->currentDesc.Width, s->currentDesc.Height};
return device_clear_render_targets((IWineD3DDeviceImpl *)iface, 1, &s, - !!pRect, pRect, WINED3DCLEAR_TARGET, &c, 0.0f, 0); + !!pRect, (const RECT *)pRect, &draw_rect, WINED3DCLEAR_TARGET, &c, 0.0f, 0); } else { @@ -5550,8 +5552,10 @@ static void WINAPI IWineD3DDeviceImpl_ClearRendertargetView(IWineD3DDevice *ifac
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) { + const RECT draw_rect = {0, 0, surface->currentDesc.Width, surface->currentDesc.Height}; + device_clear_render_targets((IWineD3DDeviceImpl *)iface, 1, &surface, - 0, NULL, WINED3DCLEAR_TARGET, color, 0.0f, 0); + 0, NULL, &draw_rect, WINED3DCLEAR_TARGET, color, 0.0f, 0); } else { diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c index 7aab4ff..06893ee 100644 --- a/dlls/wined3d/surface.c +++ b/dlls/wined3d/surface.c @@ -4873,9 +4873,10 @@ static HRESULT ffp_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD color) { const WINED3DCOLORVALUE c = {D3DCOLOR_R(color), D3DCOLOR_G(color), D3DCOLOR_B(color), D3DCOLOR_A(color)}; + const RECT draw_rect = {0, 0, dst_surface->currentDesc.Width, dst_surface->currentDesc.Height};
return device_clear_render_targets(device, 1 /* rt_count */, &dst_surface, 1 /* rect_count */, - (const WINED3DRECT *)dst_rect, WINED3DCLEAR_TARGET, &c, 0.0f /* depth */, 0 /* stencil */); + dst_rect, &draw_rect, WINED3DCLEAR_TARGET, &c, 0.0f /* depth */, 0 /* stencil */); }
const struct blit_shader ffp_blit = { diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index cfb6e71..ecb426c 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -1688,9 +1688,9 @@ struct IWineD3DDeviceImpl struct WineD3DRectPatch *currentPatch; };
-HRESULT device_clear_render_targets(IWineD3DDeviceImpl *device, - UINT rt_count, IWineD3DSurfaceImpl **rts, UINT rect_count, const WINED3DRECT *rects, - DWORD flags, const WINED3DCOLORVALUE *color, float depth, DWORD stencil) DECLSPEC_HIDDEN; +HRESULT device_clear_render_targets(IWineD3DDeviceImpl *device, UINT rt_count, IWineD3DSurfaceImpl **rts, + UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags, + const WINED3DCOLORVALUE *color, float depth, DWORD stencil) DECLSPEC_HIDDEN; BOOL device_context_add(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN; void device_context_remove(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN; void device_get_draw_rect(IWineD3DDeviceImpl *device, RECT *rect) DECLSPEC_HIDDEN;