Matteo Bruni : wined3d: Introduce a function for drawing shaded quads.
Alexandre Julliard
julliard at winehq.org
Thu Apr 12 15:28:14 CDT 2018
Module: wine
Branch: master
Commit: f1ad8bab5184b29eebf7cc793854632596500242
URL: https://source.winehq.org/git/wine.git/?a=commit;h=f1ad8bab5184b29eebf7cc793854632596500242
Author: Matteo Bruni <mbruni at codeweavers.com>
Date: Thu Apr 12 16:46:14 2018 +0430
wined3d: Introduce a function for drawing shaded quads.
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/wined3d/context.c | 104 ++++++++++++++++++++++++++++++++---------
dlls/wined3d/wined3d_private.h | 3 ++
2 files changed, 86 insertions(+), 21 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index ccf7777..e85e20d 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -4987,6 +4987,88 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s
context_release(context);
}
+static void apply_texture_blit_state(const struct wined3d_gl_info *gl_info, struct gl_texture *texture,
+ GLenum target, unsigned int level, enum wined3d_texture_filter_type filter)
+{
+ gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(filter));
+ gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER,
+ wined3d_gl_min_mip_filter(filter, WINED3D_TEXF_NONE));
+ gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
+ gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
+ gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, level);
+
+ /* We changed the filtering settings on the texture. Make sure they get
+ * reset on subsequent draws. */
+ texture->sampler_desc.mag_filter = WINED3D_TEXF_POINT;
+ texture->sampler_desc.min_filter = WINED3D_TEXF_POINT;
+ texture->sampler_desc.mip_filter = WINED3D_TEXF_NONE;
+ texture->sampler_desc.address_u = WINED3D_TADDRESS_CLAMP;
+ texture->sampler_desc.address_v = WINED3D_TADDRESS_CLAMP;
+ texture->sampler_desc.srgb_decode = FALSE;
+ texture->base_level = level;
+}
+
+/* Context activation is done by the caller. */
+void context_draw_shaded_quad(struct wined3d_context *context, struct wined3d_texture *texture,
+ unsigned int sub_resource_idx, const RECT *src_rect, const RECT *dst_rect,
+ enum wined3d_texture_filter_type filter)
+{
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ struct wined3d_blt_info info;
+ unsigned int level, w, h, i;
+ SIZE dst_size;
+ struct blit_vertex
+ {
+ float x, y;
+ struct wined3d_vec3 texcoord;
+ }
+ quad[4];
+
+ texture2d_get_blt_info(texture, sub_resource_idx, src_rect, &info);
+
+ level = sub_resource_idx % texture->level_count;
+ context_bind_texture(context, info.bind_target, texture->texture_rgb.name);
+ apply_texture_blit_state(gl_info, &texture->texture_rgb, info.bind_target, level, filter);
+ gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, level);
+
+ context_get_rt_size(context, &dst_size);
+ w = dst_size.cx;
+ h = dst_size.cy;
+
+ quad[0].x = dst_rect->left * 2.0f / w - 1.0f;
+ quad[0].y = dst_rect->top * 2.0f / h - 1.0f;
+ quad[0].texcoord = info.texcoords[0];
+
+ quad[1].x = dst_rect->right * 2.0f / w - 1.0f;
+ quad[1].y = dst_rect->top * 2.0f / h - 1.0f;
+ quad[1].texcoord = info.texcoords[1];
+
+ quad[2].x = dst_rect->left * 2.0f / w - 1.0f;
+ quad[2].y = dst_rect->bottom * 2.0f / h - 1.0f;
+ quad[2].texcoord = info.texcoords[2];
+
+ quad[3].x = dst_rect->right * 2.0f / w - 1.0f;
+ quad[3].y = dst_rect->bottom * 2.0f / h - 1.0f;
+ quad[3].texcoord = info.texcoords[3];
+
+ /* Draw a quad. */
+ gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
+
+ for (i = 0; i < ARRAY_SIZE(quad); ++i)
+ {
+ GL_EXTCALL(glVertexAttrib3fv(1, &quad[i].texcoord.x));
+ GL_EXTCALL(glVertexAttrib2fv(0, &quad[i].x));
+ }
+
+ gl_info->gl_ops.gl.p_glEnd();
+ checkGLcall("draw");
+
+ gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1);
+ context_bind_texture(context, info.bind_target, 0);
+}
+
/* Context activation is done by the caller. */
void context_draw_textured_quad(struct wined3d_context *context, struct wined3d_texture *texture,
unsigned int sub_resource_idx, const RECT *src_rect, const RECT *dst_rect,
@@ -5003,17 +5085,7 @@ void context_draw_textured_quad(struct wined3d_context *context, struct wined3d_
level = sub_resource_idx % texture->level_count;
context_bind_texture(context, info.bind_target, texture->texture_rgb.name);
-
- gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(filter));
- checkGLcall("glTexParameteri");
- gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MIN_FILTER,
- wined3d_gl_min_mip_filter(filter, WINED3D_TEXF_NONE));
- checkGLcall("glTexParameteri");
- gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
- gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
- gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_BASE_LEVEL, level);
+ apply_texture_blit_state(gl_info, &texture->texture_rgb, info.bind_target, level, filter);
gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, level);
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
checkGLcall("glTexEnvi");
@@ -5035,14 +5107,4 @@ void context_draw_textured_quad(struct wined3d_context *context, struct wined3d_
gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1);
context_bind_texture(context, info.bind_target, 0);
-
- /* We changed the filtering settings on the texture. Make sure they get
- * reset on subsequent draws. */
- texture->texture_rgb.sampler_desc.mag_filter = WINED3D_TEXF_POINT;
- texture->texture_rgb.sampler_desc.min_filter = WINED3D_TEXF_POINT;
- texture->texture_rgb.sampler_desc.mip_filter = WINED3D_TEXF_NONE;
- texture->texture_rgb.sampler_desc.address_u = WINED3D_TADDRESS_CLAMP;
- texture->texture_rgb.sampler_desc.address_v = WINED3D_TADDRESS_CLAMP;
- texture->texture_rgb.sampler_desc.srgb_decode = FALSE;
- texture->texture_rgb.base_level = level;
}
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 8e2f7ab..1e2b6ac 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2154,6 +2154,9 @@ struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, stru
const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx) DECLSPEC_HIDDEN;
void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
+void context_draw_shaded_quad(struct wined3d_context *context, struct wined3d_texture *texture,
+ unsigned int sub_resource_idx, const RECT *src_rect, const RECT *dst_rect,
+ enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
void context_draw_textured_quad(struct wined3d_context *context, struct wined3d_texture *texture,
unsigned int sub_resource_idx, const RECT *src_rect, const RECT *dst_rect,
enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
More information about the wine-cvs
mailing list