wined3d: Get rid of some dead code.

This commit is contained in:
Henri Verbeet 2010-05-31 20:40:26 +02:00 committed by Alexandre Julliard
parent 99a24eaf48
commit 1b5cc39a86
7 changed files with 0 additions and 424 deletions

View file

@ -727,46 +727,6 @@ void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT StartIdx, UINT
TRACE("Done all gl drawing\n");
/* Diagnostics */
#ifdef SHOW_FRAME_MAKEUP
{
static LONG primCounter = 0;
/* NOTE: set primCounter to the value reported by drawprim
before you want to to write frame makeup to /tmp */
if (primCounter >= 0) {
WINED3DLOCKED_RECT r;
char buffer[80];
IWineD3DSurface_LockRect(This->render_targets[0], &r, NULL, WINED3DLOCK_READONLY);
sprintf(buffer, "/tmp/backbuffer_%d.tga", primCounter);
TRACE("Saving screenshot %s\n", buffer);
IWineD3DSurface_SaveSnapshot(This->render_targets[0], buffer);
IWineD3DSurface_UnlockRect(This->render_targets[0]);
#ifdef SHOW_TEXTURE_MAKEUP
{
IWineD3DSurface *pSur;
int textureNo;
for (textureNo = 0; textureNo < MAX_COMBINED_SAMPLERS; ++textureNo) {
if (This->stateBlock->textures[textureNo] != NULL) {
sprintf(buffer, "/tmp/texture_%p_%d_%d.tga", This->stateBlock->textures[textureNo], primCounter, textureNo);
TRACE("Saving texture %s\n", buffer);
if (IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]) == WINED3DRTYPE_TEXTURE) {
IWineD3DTexture_GetSurfaceLevel(This->stateBlock->textures[textureNo], 0, &pSur);
IWineD3DSurface_SaveSnapshot(pSur, buffer);
IWineD3DSurface_Release(pSur);
} else {
FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]));
}
}
}
}
#endif
}
TRACE("drawprim #%d\n", primCounter);
++primCounter;
}
#endif
/* Control goes back to the device, stateblock values may change again */
This->isInDraw = FALSE;
}

View file

@ -2555,26 +2555,6 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BO
IWineD3DSurface_LoadLocation(iface, flag, NULL /* no partial locking for textures yet */);
#if 0
{
static unsigned int gen = 0;
char buffer[4096];
++gen;
if ((gen % 10) == 0) {
snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm",
This, This->texture_target, This->texture_level, gen);
IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
}
/*
* debugging crash code
if (gen == 250) {
void** test = NULL;
*test = 0;
}
*/
}
#endif
if (!(This->Flags & SFLAG_DONOTFREE)) {
HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
This->resource.allocatedMemory = NULL;
@ -2640,147 +2620,6 @@ static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL
}
}
#include <errno.h>
#include <stdio.h>
static HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename)
{
FILE* f = NULL;
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
char *allocatedMemory;
const char *textureRow;
IWineD3DSwapChain *swapChain = NULL;
int width, height, i, y;
GLuint tmpTexture = 0;
DWORD color;
/*FIXME:
Textures may not be stored in ->allocatedgMemory and a GlTexture
so we should lock the surface before saving a snapshot, or at least check that
*/
/* TODO: Compressed texture images can be obtained from the GL in uncompressed form
by calling GetTexImage and in compressed form by calling
GetCompressedTexImageARB. Queried compressed images can be saved and
later reused by calling CompressedTexImage[123]DARB. Pre-compressed
texture images do not need to be processed by the GL and should
significantly improve texture loading performance relative to uncompressed
images. */
/* Setup the width and height to be the internal texture width and height. */
width = This->pow2Width;
height = This->pow2Height;
/* check to see if we're a 'virtual' texture, e.g. we're not a pbuffer of texture, we're a back buffer*/
IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain);
if (This->Flags & SFLAG_INDRAWABLE && !(This->Flags & SFLAG_INTEXTURE)) {
/* if were not a real texture then read the back buffer into a real texture */
/* we don't want to interfere with the back buffer so read the data into a temporary
* texture and then save the data out of the temporary texture
*/
GLint prevRead;
ENTER_GL();
TRACE("(%p) Reading render target into texture\n", This);
glGenTextures(1, &tmpTexture);
glBindTexture(GL_TEXTURE_2D, tmpTexture);
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGBA,
width,
height,
0/*border*/,
GL_RGBA,
GL_UNSIGNED_INT_8_8_8_8_REV,
NULL);
glGetIntegerv(GL_READ_BUFFER, &prevRead);
checkGLcall("glGetIntegerv");
glReadBuffer(swapChain ? GL_BACK : This->resource.device->offscreenBuffer);
checkGLcall("glReadBuffer");
glCopyTexImage2D(GL_TEXTURE_2D,
0,
GL_RGBA,
0,
0,
width,
height,
0);
checkGLcall("glCopyTexImage2D");
glReadBuffer(prevRead);
LEAVE_GL();
} else { /* bind the real texture, and make sure it up to date */
surface_internal_preload(This, SRGB_RGB);
surface_bind_and_dirtify(This, FALSE);
}
allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width * height * 4);
ENTER_GL();
FIXME("Saving texture level %d width %d height %d\n", This->texture_level, width, height);
glGetTexImage(GL_TEXTURE_2D, This->texture_level, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, allocatedMemory);
checkGLcall("glGetTexImage");
if (tmpTexture) {
glBindTexture(GL_TEXTURE_2D, 0);
glDeleteTextures(1, &tmpTexture);
}
LEAVE_GL();
f = fopen(filename, "w+");
if (NULL == f) {
ERR("opening of %s failed with: %s\n", filename, strerror(errno));
return WINED3DERR_INVALIDCALL;
}
/* Save the data out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha channel */
TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format_desc->format));
/* TGA header */
fputc(0,f);
fputc(0,f);
fputc(2,f);
fputc(0,f);
fputc(0,f);
fputc(0,f);
fputc(0,f);
fputc(0,f);
fputc(0,f);
fputc(0,f);
fputc(0,f);
fputc(0,f);
/* short width*/
fwrite(&width,2,1,f);
/* short height */
fwrite(&height,2,1,f);
/* format rgba */
fputc(0x20,f);
fputc(0x28,f);
/* raw data */
/* if the data is upside down if we've fetched it from a back buffer, so it needs flipping again to make it the correct way up */
if(swapChain)
textureRow = allocatedMemory + (width * (height - 1) *4);
else
textureRow = allocatedMemory;
for (y = 0 ; y < height; y++) {
for (i = 0; i < width; i++) {
color = *((const DWORD*)textureRow);
fputc((color >> 16) & 0xFF, f); /* B */
fputc((color >> 8) & 0xFF, f); /* G */
fputc((color >> 0) & 0xFF, f); /* R */
fputc((color >> 24) & 0xFF, f); /* A */
textureRow += 4;
}
/* take two rows of the pointer to the texture memory */
if(swapChain)
(textureRow-= width << 3);
}
TRACE("Closing file\n");
fclose(f);
if(swapChain) {
IWineD3DSwapChain_Release(swapChain);
}
HeapFree(GetProcessHeap(), 0, allocatedMemory);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
HRESULT hr;
@ -4766,7 +4605,6 @@ const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
/* Internal use: */
IWineD3DSurfaceImpl_LoadTexture,
IWineD3DSurfaceImpl_BindTexture,
IWineD3DSurfaceImpl_SaveSnapshot,
IWineD3DSurfaceImpl_SetContainer,
IWineD3DBaseSurfaceImpl_GetData,
IWineD3DSurfaceImpl_SetFormat,

View file

@ -968,15 +968,6 @@ HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *D
DestRect->left, DestRect->top, DestRect->right, DestRect->bottom);
if (SrcRect) TRACE("\tsrcrect :%dx%d-%dx%d\n",
SrcRect->left, SrcRect->top, SrcRect->right, SrcRect->bottom);
#if 0
TRACE("\tflags: ");
DDRAW_dump_DDBLT(Flags);
if (Flags & WINEDDBLT_DDFX)
{
TRACE("\tblitfx: ");
DDRAW_dump_DDBLTFX(DDBltFx->dwDDFX);
}
#endif
}
if ( (This->Flags & SFLAG_LOCKED) || ((Src != NULL) && (Src->Flags & SFLAG_LOCKED)))

View file

@ -176,27 +176,6 @@ IWineGDISurfaceImpl_UnlockRect(IWineD3DSurface *iface)
return WINEDDERR_NOTLOCKED;
}
/* Can be useful for debugging */
#if 0
{
static unsigned int gen = 0;
char buffer[4096];
++gen;
if ((gen % 10) == 0) {
snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm",
This, This->texture_target, This->texture_level, gen);
IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
}
/*
* debugging crash code
if (gen == 250) {
void** test = NULL;
*test = 0;
}
*/
}
#endif
/* Tell the swapchain to update the screen */
if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain)))
{
@ -262,120 +241,6 @@ IWineGDISurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode)
return WINED3DERR_INVALIDCALL;
}
/*****************************************************************************
* IWineD3DSurface::SaveSnapshot, GDI version
*
* This method writes the surface's contents to the in tga format to the
* file specified in filename.
*
* Params:
* filename: File to write to
*
* Returns:
* WINED3DERR_INVALIDCALL if the file couldn't be opened
* WINED3D_OK on success
*
*****************************************************************************/
static int get_shift(DWORD color_mask) {
int shift = 0;
while (color_mask > 0xFF) {
color_mask >>= 1;
shift += 1;
}
while ((color_mask & 0x80) == 0) {
color_mask <<= 1;
shift -= 1;
}
return shift;
}
static HRESULT WINAPI
IWineGDISurfaceImpl_SaveSnapshot(IWineD3DSurface *iface,
const char* filename)
{
FILE* f = NULL;
UINT y = 0, x = 0;
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
const struct wined3d_format_desc *format_desc = This->resource.format_desc;
static char *output = NULL;
static UINT size = 0;
if (This->pow2Width > size) {
output = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->pow2Width * 3);
size = This->pow2Width;
}
f = fopen(filename, "w+");
if (NULL == f) {
ERR("opening of %s failed with\n", filename);
return WINED3DERR_INVALIDCALL;
}
fprintf(f, "P6\n%d %d\n255\n", This->pow2Width, This->pow2Height);
if (This->resource.format_desc->format == WINED3DFMT_P8_UINT)
{
unsigned char table[256][3];
int i;
if (This->palette == NULL) {
fclose(f);
return WINED3DERR_INVALIDCALL;
}
for (i = 0; i < 256; i++) {
table[i][0] = This->palette->palents[i].peRed;
table[i][1] = This->palette->palents[i].peGreen;
table[i][2] = This->palette->palents[i].peBlue;
}
for (y = 0; y < This->pow2Height; y++) {
unsigned char *src = This->resource.allocatedMemory + (y * 1 * IWineD3DSurface_GetPitch(iface));
for (x = 0; x < This->pow2Width; x++) {
unsigned char color = *src;
src += 1;
output[3 * x + 0] = table[color][0];
output[3 * x + 1] = table[color][1];
output[3 * x + 2] = table[color][2];
}
fwrite(output, 3 * This->pow2Width, 1, f);
}
} else {
int red_shift, green_shift, blue_shift, pix_width;
pix_width = format_desc->byte_count;
red_shift = get_shift(format_desc->red_mask);
green_shift = get_shift(format_desc->green_mask);
blue_shift = get_shift(format_desc->blue_mask);
for (y = 0; y < This->pow2Height; y++) {
const unsigned char *src = This->resource.allocatedMemory + (y * 1 * IWineD3DSurface_GetPitch(iface));
for (x = 0; x < This->pow2Width; x++) {
unsigned int color;
unsigned int comp;
int i;
color = 0;
for (i = 0; i < pix_width; i++) {
color |= src[i] << (8 * i);
}
src += 1 * pix_width;
comp = color & format_desc->red_mask;
output[3 * x + 0] = red_shift > 0 ? comp >> red_shift : comp << -red_shift;
comp = color & format_desc->green_mask;
output[3 * x + 1] = green_shift > 0 ? comp >> green_shift : comp << -green_shift;
comp = color & format_desc->blue_mask;
output[3 * x + 2] = blue_shift > 0 ? comp >> blue_shift : comp << -blue_shift;
}
fwrite(output, 3 * This->pow2Width, 1, f);
}
}
fclose(f);
return WINED3D_OK;
}
static HRESULT WINAPI IWineGDISurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
WINED3DLOCKED_RECT lock;
@ -683,7 +548,6 @@ const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl =
/* Internal use: */
IWineGDISurfaceImpl_LoadTexture,
IWineD3DBaseSurfaceImpl_BindTexture,
IWineGDISurfaceImpl_SaveSnapshot,
IWineD3DBaseSurfaceImpl_SetContainer,
IWineD3DBaseSurfaceImpl_GetData,
IWineD3DBaseSurfaceImpl_SetFormat,

View file

@ -367,46 +367,6 @@ static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CO
}
}
#if defined(FRAME_DEBUGGING)
{
if (GetFileAttributesA("C:\\D3DTRACE") != INVALID_FILE_ATTRIBUTES) {
if (!isOn) {
isOn = TRUE;
FIXME("Enabling D3D Trace\n");
__WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 1);
#if defined(SHOW_FRAME_MAKEUP)
FIXME("Singe Frame snapshots Starting\n");
isDumpingFrames = TRUE;
ENTER_GL();
glClear(GL_COLOR_BUFFER_BIT);
LEAVE_GL();
#endif
#if defined(SINGLE_FRAME_DEBUGGING)
} else {
#if defined(SHOW_FRAME_MAKEUP)
FIXME("Singe Frame snapshots Finishing\n");
isDumpingFrames = FALSE;
#endif
FIXME("Singe Frame trace complete\n");
DeleteFileA("C:\\D3DTRACE");
__WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
#endif
}
} else {
if (isOn) {
isOn = FALSE;
#if defined(SHOW_FRAME_MAKEUP)
FIXME("Single Frame snapshots Finishing\n");
isDumpingFrames = FALSE;
#endif
FIXME("Disabling D3D Trace\n");
__WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
}
}
}
#endif
/* This is disabled, but the code left in for debug purposes.
*
* Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,

View file

@ -819,40 +819,6 @@ typedef struct IWineD3DSwapChainImpl IWineD3DSwapChainImpl;
/* Global variables */
extern const float identity[16] DECLSPEC_HIDDEN;
/*****************************************************************************
* Compilable extra diagnostics
*/
/* TODO: Confirm each of these works when wined3d move completed */
#if 0 /* NOTE: Must be 0 in cvs */
/* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
is enabled, and if it doesn't exist it is disabled. */
# define FRAME_DEBUGGING
/* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
the file is deleted */
# if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
# define SINGLE_FRAME_DEBUGGING
# endif
/* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
It can only be enabled when FRAME_DEBUGGING is also enabled
The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
array is drawn. */
# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
# define SHOW_FRAME_MAKEUP 1
# endif
/* The following, when enabled, lets you see the makeup of the all the textures used during each
of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
The contents of the textures assigned to each stage are written into
/tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
# define SHOW_TEXTURE_MAKEUP 0
# endif
extern BOOL isOn;
extern BOOL isDumpingFrames;
extern LONG primCounter;
#endif
enum wined3d_ffp_idx
{
WINED3D_FFP_POSITION = 0,

View file

@ -2481,9 +2481,6 @@ interface IWineD3DSurface : IWineD3DResource
void BindTexture(
[in] BOOL srgb
);
HRESULT SaveSnapshot(
[in] const char *filename
);
HRESULT SetContainer(
[in] IWineD3DBase *container
);