wined3d: Introduce a function for drawing shaded quads.

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Matteo Bruni 2018-04-12 16:28:14 +04:30 committed by Alexandre Julliard
parent 9100fce2ba
commit f1ad8bab51
2 changed files with 86 additions and 21 deletions

View file

@ -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;
}

View file

@ -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;