wined3d: Simplify the IWineD3DDeviceImpl_ClearSurface() surface loading code.

This commit is contained in:
Henri Verbeet 2010-03-16 19:02:18 +01:00 committed by Alexandre Julliard
parent 2b86950c3b
commit 509b038cf5

View file

@ -4305,15 +4305,42 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Present(IWineD3DDevice *iface,
return WINED3D_OK;
}
static BOOL is_full_clear(IWineD3DSurfaceImpl *target, const WINED3DVIEWPORT *viewport,
const RECT *scissor_rect, const WINED3DRECT *clear_rect)
{
/* partial viewport*/
if (viewport->X != 0 || viewport->Y != 0
|| viewport->Width < target->currentDesc.Width
|| viewport->Height < target->currentDesc.Height)
return FALSE;
/* partial scissor rect */
if (scissor_rect && (scissor_rect->left > 0 || scissor_rect->top > 0
|| scissor_rect->right < target->currentDesc.Width
|| scissor_rect->bottom < target->currentDesc.Height))
return FALSE;
/* partial clear rect */
if (clear_rect && (clear_rect->x1 > 0 || clear_rect->y1 > 0
|| clear_rect->x2 < target->currentDesc.Width
|| clear_rect->y2 < target->currentDesc.Height))
return FALSE;
return TRUE;
}
/* Not called from the VTable (internal subroutine) */
HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
float Z, DWORD Stencil) {
HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
const WINED3DRECT *pRects, DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil)
{
IWineD3DStateBlockImpl *stateblock = This->stateBlock;
const RECT *scissor_rect = stateblock->renderState[WINED3DRS_SCISSORTESTENABLE] ? &stateblock->scissorRect : NULL;
const WINED3DRECT *clear_rect = (Count > 0 && pRects) ? pRects : NULL;
const WINED3DVIEWPORT *vp = &stateblock->viewport;
GLbitfield glMask = 0;
unsigned int i;
WINED3DRECT curRect;
RECT vp_rect;
const WINED3DVIEWPORT *vp = &This->stateBlock->viewport;
UINT drawable_width, drawable_height;
IWineD3DSurfaceImpl *depth_stencil = (IWineD3DSurfaceImpl *) This->stencilBufferTarget;
struct wined3d_context *context;
@ -4327,29 +4354,10 @@ HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfa
* 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) && !(target->Flags & SFLAG_INDRAWABLE)) {
while(1) {
if(vp->X != 0 || vp->Y != 0 ||
vp->Width < target->currentDesc.Width || vp->Height < target->currentDesc.Height) {
IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
break;
}
if(This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE] && (
This->stateBlock->scissorRect.left > 0 || This->stateBlock->scissorRect.top > 0 ||
This->stateBlock->scissorRect.right < target->currentDesc.Width ||
This->stateBlock->scissorRect.bottom < target->currentDesc.Height)) {
IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
break;
}
if(Count > 0 && pRects && (
pRects[0].x1 > 0 || pRects[0].y1 > 0 ||
pRects[0].x2 < target->currentDesc.Width ||
pRects[0].y2 < target->currentDesc.Height)) {
IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
break;
}
break;
}
if (Flags & WINED3DCLEAR_TARGET && !(target->Flags & SFLAG_INDRAWABLE))
{
if (!is_full_clear(target, vp, scissor_rect, clear_rect))
IWineD3DSurface_LoadLocation((IWineD3DSurface *)target, SFLAG_INDRAWABLE, NULL);
}
context = context_acquire(This, (IWineD3DSurface *)target, CTXUSAGE_CLEAR);
@ -4374,22 +4382,8 @@ HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfa
glMask = glMask | GL_DEPTH_BUFFER_BIT;
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
if (vp->X != 0 || vp->Y != 0 ||
vp->Width < depth_stencil->currentDesc.Width || vp->Height < depth_stencil->currentDesc.Height) {
if (!(depth_stencil->Flags & location) && !is_full_clear(depth_stencil, vp, scissor_rect, clear_rect))
surface_load_ds_location(This->stencilBufferTarget, context, location);
}
else if (This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE] && (
This->stateBlock->scissorRect.left > 0 || This->stateBlock->scissorRect.top > 0 ||
This->stateBlock->scissorRect.right < depth_stencil->currentDesc.Width ||
This->stateBlock->scissorRect.bottom < depth_stencil->currentDesc.Height)) {
surface_load_ds_location(This->stencilBufferTarget, context, location);
}
else if (Count > 0 && pRects && (
pRects[0].x1 > 0 || pRects[0].y1 > 0 ||
pRects[0].x2 < depth_stencil->currentDesc.Width ||
pRects[0].y2 < depth_stencil->currentDesc.Height)) {
surface_load_ds_location(This->stencilBufferTarget, context, location);
}
}
if (Flags & WINED3DCLEAR_TARGET) {