From e22bda24c6a24131dbb19269d2f7cd0b2d67381f Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Wed, 15 Oct 2008 13:35:32 +0200 Subject: [PATCH] wined3d: Simplify texture target handling in surface_blt_to_drawable(). --- dlls/wined3d/surface.c | 192 ++++++++++++++++++++++--------------------------- 1 file changed, 84 insertions(+), 108 deletions(-) diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c index 6f0c1075cab..72f7537133a 100644 --- a/dlls/wined3d/surface.c +++ b/dlls/wined3d/surface.c @@ -4132,6 +4132,7 @@ static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT IWineD3DBaseTexture *texture = NULL; HRESULT hr; IWineD3DDeviceImpl *device = This->resource.wineD3DDevice; + GLenum bind_target; if(rect_in) { rect = *rect_in; @@ -4142,121 +4143,100 @@ static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT rect.bottom = This->currentDesc.Height; } - ActivateContext(device, (IWineD3DSurface*)This, CTXUSAGE_BLIT); - ENTER_GL(); - - if(This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB) { - glEnable(GL_TEXTURE_RECTANGLE_ARB); - checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)"); - glBindTexture(GL_TEXTURE_RECTANGLE_ARB, This->glDescription.textureName); - checkGLcall("GL_TEXTURE_RECTANGLE_ARB, This->glDescription.textureName)"); - glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - checkGLcall("glTexParameteri"); - glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - checkGLcall("glTexParameteri"); - - coords[0].x = rect.left; - coords[0].z = 0; - - coords[1].x = rect.left; - coords[1].z = 0; + switch(This->glDescription.target) + { + case GL_TEXTURE_2D: + bind_target = GL_TEXTURE_2D; - coords[2].x = rect.right; - coords[2].z = 0; + coords[0].x = (float)rect.left / This->pow2Width; + coords[0].y = (float)rect.top / This->pow2Height; + coords[0].z = 0; - coords[3].x = rect.right; - coords[3].z = 0; + coords[1].x = (float)rect.left / This->pow2Width; + coords[1].y = (float)rect.bottom / This->pow2Height; + coords[1].z = 0; - coords[0].y = rect.top; - coords[1].y = rect.bottom; - coords[2].y = rect.bottom; - coords[3].y = rect.top; - } else if(This->glDescription.target == GL_TEXTURE_2D) { - glEnable(GL_TEXTURE_2D); - checkGLcall("glEnable(GL_TEXTURE_2D)"); - glBindTexture(GL_TEXTURE_2D, This->glDescription.textureName); - checkGLcall("GL_TEXTURE_2D, This->glDescription.textureName)"); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - checkGLcall("glTexParameteri"); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - checkGLcall("glTexParameteri"); + coords[2].x = (float)rect.right / This->pow2Width; + coords[2].y = (float)rect.bottom / This->pow2Height; + coords[2].z = 0; - coords[0].x = (float)rect.left / This->pow2Width; - coords[0].z = 0; - - coords[1].x = (float)rect.left / This->pow2Width; - coords[1].z = 0; + coords[3].x = (float)rect.right / This->pow2Width; + coords[3].y = (float)rect.top / This->pow2Height; + coords[3].z = 0; + break; - coords[2].x = (float)rect.right / This->pow2Width; - coords[2].z = 0; + case GL_TEXTURE_RECTANGLE_ARB: + bind_target = GL_TEXTURE_RECTANGLE_ARB; + coords[0].x = rect.left; coords[0].y = rect.top; coords[0].z = 0; + coords[1].x = rect.left; coords[1].y = rect.bottom; coords[1].z = 0; + coords[2].x = rect.right; coords[2].y = rect.bottom; coords[2].z = 0; + coords[3].x = rect.right; coords[3].y = rect.top; coords[3].z = 0; + break; - coords[3].x = (float)rect.right / This->pow2Width; - coords[3].z = 0; + case GL_TEXTURE_CUBE_MAP_POSITIVE_X: + bind_target = GL_TEXTURE_CUBE_MAP_ARB; + coords[0].x = 1; coords[0].y = -1; coords[0].z = 1; + coords[1].x = 1; coords[1].y = 1; coords[1].z = 1; + coords[2].x = 1; coords[2].y = 1; coords[2].z = -1; + coords[3].x = 1; coords[3].y = -1; coords[3].z = -1; + break; - coords[0].y = (float)rect.top / This->pow2Height; - coords[1].y = (float)rect.bottom / This->pow2Height; - coords[2].y = (float)rect.bottom / This->pow2Height; - coords[3].y = (float)rect.top / This->pow2Height; - } else { - /* Must be a cube map */ - glEnable(GL_TEXTURE_CUBE_MAP_ARB); - checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)"); - glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, This->glDescription.textureName); - checkGLcall("GL_TEXTURE_CUBE_MAP_ARB, This->glDescription.textureName)"); - glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - checkGLcall("glTexParameteri"); - glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - checkGLcall("glTexParameteri"); + case GL_TEXTURE_CUBE_MAP_NEGATIVE_X: + bind_target = GL_TEXTURE_CUBE_MAP_ARB; + coords[0].x = -1; coords[0].y = -1; coords[0].z = 1; + coords[1].x = -1; coords[1].y = 1; coords[1].z = 1; + coords[2].x = -1; coords[2].y = 1; coords[2].z = -1; + coords[3].x = -1; coords[3].y = -1; coords[3].z = -1; + break; - switch(This->glDescription.target) { - case GL_TEXTURE_CUBE_MAP_POSITIVE_X: - coords[0].x = 1; coords[0].y = -1; coords[0].z = 1; - coords[1].x = 1; coords[1].y = 1; coords[1].z = 1; - coords[2].x = 1; coords[2].y = 1; coords[2].z = -1; - coords[3].x = 1; coords[3].y = -1; coords[3].z = -1; - break; + case GL_TEXTURE_CUBE_MAP_POSITIVE_Y: + bind_target = GL_TEXTURE_CUBE_MAP_ARB; + coords[0].x = -1; coords[0].y = 1; coords[0].z = 1; + coords[1].x = 1; coords[1].y = 1; coords[1].z = 1; + coords[2].x = 1; coords[2].y = 1; coords[2].z = -1; + coords[3].x = -1; coords[3].y = 1; coords[3].z = -1; + break; - case GL_TEXTURE_CUBE_MAP_NEGATIVE_X: - coords[0].x = -1; coords[0].y = -1; coords[0].z = 1; - coords[1].x = -1; coords[1].y = 1; coords[1].z = 1; - coords[2].x = -1; coords[2].y = 1; coords[2].z = -1; - coords[3].x = -1; coords[3].y = -1; coords[3].z = -1; - break; + case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y: + bind_target = GL_TEXTURE_CUBE_MAP_ARB; + coords[0].x = -1; coords[0].y = -1; coords[0].z = 1; + coords[1].x = 1; coords[1].y = -1; coords[1].z = 1; + coords[2].x = 1; coords[2].y = -1; coords[2].z = -1; + coords[3].x = -1; coords[3].y = -1; coords[3].z = -1; + break; - case GL_TEXTURE_CUBE_MAP_POSITIVE_Y: - coords[0].x = -1; coords[0].y = 1; coords[0].z = 1; - coords[1].x = 1; coords[1].y = 1; coords[1].z = 1; - coords[2].x = 1; coords[2].y = 1; coords[2].z = -1; - coords[3].x = -1; coords[3].y = 1; coords[3].z = -1; - break; + case GL_TEXTURE_CUBE_MAP_POSITIVE_Z: + bind_target = GL_TEXTURE_CUBE_MAP_ARB; + coords[0].x = -1; coords[0].y = -1; coords[0].z = 1; + coords[1].x = 1; coords[1].y = -1; coords[1].z = 1; + coords[2].x = 1; coords[2].y = -1; coords[2].z = 1; + coords[3].x = -1; coords[3].y = -1; coords[3].z = 1; + break; - case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y: - coords[0].x = -1; coords[0].y = -1; coords[0].z = 1; - coords[1].x = 1; coords[1].y = -1; coords[1].z = 1; - coords[2].x = 1; coords[2].y = -1; coords[2].z = -1; - coords[3].x = -1; coords[3].y = -1; coords[3].z = -1; - break; + case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: + bind_target = GL_TEXTURE_CUBE_MAP_ARB; + coords[0].x = -1; coords[0].y = -1; coords[0].z = -1; + coords[1].x = 1; coords[1].y = -1; coords[1].z = -1; + coords[2].x = 1; coords[2].y = -1; coords[2].z = -1; + coords[3].x = -1; coords[3].y = -1; coords[3].z = -1; + break; - case GL_TEXTURE_CUBE_MAP_POSITIVE_Z: - coords[0].x = -1; coords[0].y = -1; coords[0].z = 1; - coords[1].x = 1; coords[1].y = -1; coords[1].z = 1; - coords[2].x = 1; coords[2].y = -1; coords[2].z = 1; - coords[3].x = -1; coords[3].y = -1; coords[3].z = 1; - break; + default: + ERR("Unexpected texture target %#x\n", This->glDescription.target); + return; + } - case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: - coords[0].x = -1; coords[0].y = -1; coords[0].z = -1; - coords[1].x = 1; coords[1].y = -1; coords[1].z = -1; - coords[2].x = 1; coords[2].y = -1; coords[2].z = -1; - coords[3].x = -1; coords[3].y = -1; coords[3].z = -1; - break; + ActivateContext(device, (IWineD3DSurface*)This, CTXUSAGE_BLIT); + ENTER_GL(); - default: - ERR("Unexpected texture target\n"); - LEAVE_GL(); - return; - } - } + glEnable(bind_target); + checkGLcall("glEnable(bind_target)"); + glBindTexture(bind_target, This->glDescription.textureName); + checkGLcall("bind_target, This->glDescription.textureName)"); + glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + checkGLcall("glTexParameteri"); + glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + checkGLcall("glTexParameteri"); glBegin(GL_QUADS); glTexCoord3fv(&coords[0].x); @@ -4273,13 +4253,9 @@ static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT glEnd(); checkGLcall("glEnd"); - if(This->glDescription.target != GL_TEXTURE_2D) { - glDisable(GL_TEXTURE_CUBE_MAP_ARB); - checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)"); - } else { - glDisable(GL_TEXTURE_2D); - checkGLcall("glDisable(GL_TEXTURE_2D)"); - } + glDisable(bind_target); + checkGLcall("glDisable(bind_target)"); + LEAVE_GL(); hr = IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DSwapChain, (void **) &swapchain); -- 2.11.4.GIT