wined3d: Use floating point colors in the blitter's color_fill functions.

This commit is contained in:
Henri Verbeet 2010-08-23 18:28:08 +02:00 committed by Alexandre Julliard
parent 9956ea7044
commit 50b5955288
3 changed files with 49 additions and 53 deletions

View file

@ -7172,7 +7172,8 @@ HRESULT arbfp_blit_surface(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_
return WINED3D_OK;
}
static HRESULT arbfp_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD fill_color)
static HRESULT arbfp_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface,
const RECT *dst_rect, const WINED3DCOLORVALUE *color)
{
FIXME("Color filling not implemented by arbfp_blit\n");
return WINED3DERR_INVALIDCALL;

View file

@ -984,58 +984,56 @@ void surface_add_dirty_rect(IWineD3DSurfaceImpl *surface, const RECT *dirty_rect
}
}
static BOOL surface_convert_color_to_argb(IWineD3DSurfaceImpl *This, DWORD color, DWORD *argb_color)
static BOOL surface_convert_color_to_float(IWineD3DSurfaceImpl *surface, DWORD color, WINED3DCOLORVALUE *float_color)
{
IWineD3DDeviceImpl *device = This->resource.device;
const struct wined3d_format_desc *format = surface->resource.format_desc;
IWineD3DDeviceImpl *device = surface->resource.device;
switch(This->resource.format_desc->format)
switch (format->format)
{
case WINED3DFMT_P8_UINT:
if (surface->palette)
{
DWORD alpha;
if (primary_render_target_is_p8(device))
alpha = color << 24;
else
alpha = 0xFF000000;
if (This->palette) {
*argb_color = (alpha |
(This->palette->palents[color].peRed << 16) |
(This->palette->palents[color].peGreen << 8) |
(This->palette->palents[color].peBlue));
} else {
*argb_color = alpha;
}
float_color->r = surface->palette->palents[color].peRed / 255.0f;
float_color->g = surface->palette->palents[color].peGreen / 255.0f;
float_color->b = surface->palette->palents[color].peBlue / 255.0f;
}
else
{
float_color->r = 0.0f;
float_color->g = 0.0f;
float_color->b = 0.0f;
}
float_color->a = primary_render_target_is_p8(device) ? color / 255.0f : 1.0f;
break;
case WINED3DFMT_B5G6R5_UNORM:
{
if (color == 0xFFFF) {
*argb_color = 0xFFFFFFFF;
} else {
*argb_color = ((0xFF000000) |
((color & 0xF800) << 8) |
((color & 0x07E0) << 5) |
((color & 0x001F) << 3));
}
}
float_color->r = ((color >> 11) & 0x1f) / 31.0f;
float_color->g = ((color >> 5) & 0x3f) / 63.0f;
float_color->b = (color & 0x1f) / 31.0f;
float_color->a = 1.0f;
break;
case WINED3DFMT_B8G8R8_UNORM:
case WINED3DFMT_B8G8R8X8_UNORM:
*argb_color = 0xFF000000 | color;
float_color->r = D3DCOLOR_R(color);
float_color->g = D3DCOLOR_G(color);
float_color->b = D3DCOLOR_B(color);
float_color->a = 1.0f;
break;
case WINED3DFMT_B8G8R8A8_UNORM:
*argb_color = color;
float_color->r = D3DCOLOR_R(color);
float_color->g = D3DCOLOR_G(color);
float_color->b = D3DCOLOR_B(color);
float_color->a = D3DCOLOR_A(color);
break;
default:
ERR("Unhandled conversion from %s to ARGB!\n", debug_d3dformat(This->resource.format_desc->format));
ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->format));
return FALSE;
}
return TRUE;
}
@ -3720,35 +3718,33 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *dst_surface,
surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
return WINED3D_OK;
} else {
}
else
{
/* Source-Less Blit to render target */
if (Flags & WINEDDBLT_COLORFILL) {
DWORD color;
if (Flags & WINEDDBLT_COLORFILL)
{
WINED3DCOLORVALUE color;
TRACE("Colorfill\n");
/* The color as given in the Blt function is in the format of the frame-buffer...
* 'clear' expect it in ARGB format => we need to do some conversion :-)
*/
if (!surface_convert_color_to_argb(dst_surface, DDBltFx->u5.dwFillColor, &color))
{
/* The color conversion function already prints an error, so need to do it here */
/* The color as given in the Blt function is in the surface format. */
if (!surface_convert_color_to_float(dst_surface, DDBltFx->u5.dwFillColor, &color))
return WINED3DERR_INVALIDCALL;
}
if (ffp_blit.blit_supported(&device->adapter->gl_info, BLIT_OP_COLOR_FILL,
NULL, 0, 0, NULL,
&dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
dst_surface->resource.format_desc))
{
return ffp_blit.color_fill(device, dst_surface, &dst_rect, color);
return ffp_blit.color_fill(device, dst_surface, &dst_rect, &color);
}
else if (cpu_blit.blit_supported(&device->adapter->gl_info, BLIT_OP_COLOR_FILL,
NULL, 0, 0, NULL,
&dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
dst_surface->resource.format_desc))
{
return cpu_blit.color_fill(device, dst_surface, &dst_rect, color);
return cpu_blit.color_fill(device, dst_surface, &dst_rect, &color);
}
return WINED3DERR_INVALIDCALL;
}
@ -4869,14 +4865,13 @@ static BOOL ffp_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_
return FALSE;
}
static HRESULT ffp_blit_color_fill(IWineD3DDeviceImpl *device,
IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD color)
static HRESULT ffp_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface,
const RECT *dst_rect, const WINED3DCOLORVALUE *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 */,
dst_rect, &draw_rect, WINED3DCLEAR_TARGET, &c, 0.0f /* depth */, 0 /* stencil */);
dst_rect, &draw_rect, WINED3DCLEAR_TARGET, color, 0.0f /* depth */, 0 /* stencil */);
}
const struct blit_shader ffp_blit = {
@ -4923,15 +4918,14 @@ static BOOL cpu_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_
return FALSE;
}
static HRESULT cpu_blit_color_fill(IWineD3DDeviceImpl *device,
IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD color)
static HRESULT cpu_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface,
const RECT *dst_rect, const WINED3DCOLORVALUE *color)
{
const WINED3DCOLORVALUE c = {D3DCOLOR_R(color), D3DCOLOR_G(color), D3DCOLOR_B(color), D3DCOLOR_A(color)};
WINEDDBLTFX BltFx;
memset(&BltFx, 0, sizeof(BltFx));
BltFx.dwSize = sizeof(BltFx);
BltFx.u5.dwFillColor = wined3d_format_convert_from_float(dst_surface->resource.format_desc, &c);
BltFx.u5.dwFillColor = wined3d_format_convert_from_float(dst_surface->resource.format_desc, color);
return IWineD3DBaseSurfaceImpl_Blt((IWineD3DSurface*)dst_surface, dst_rect,
NULL, NULL, WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_POINT);
}

View file

@ -1143,7 +1143,8 @@ struct blit_shader
BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format_desc *src_format_desc,
const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format_desc *dst_format_desc);
HRESULT (*color_fill)(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD fill_color);
HRESULT (*color_fill)(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface,
const RECT *dst_rect, const WINED3DCOLORVALUE *color);
};
extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;