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wined3d: Always create the software cursor.
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@ -5224,84 +5224,82 @@ HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device
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return WINED3DERR_INVALIDCALL;
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}
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if (cursor_image->resource.width != 32 || cursor_image->resource.height != 32)
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/* TODO: MSDN: Cursor sizes must be a power of 2 */
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/* Do not store the surface's pointer because the application may
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* release it after setting the cursor image. Windows doesn't
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* addref the set surface, so we can't do this either without
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* creating circular refcount dependencies. Copy out the gl texture
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* instead. */
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device->cursorWidth = cursor_image->resource.width;
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device->cursorHeight = cursor_image->resource.height;
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if (SUCCEEDED(wined3d_surface_map(cursor_image, &rect, NULL, WINED3DLOCK_READONLY)))
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{
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/* TODO: MSDN: Cursor sizes must be a power of 2 */
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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const struct wined3d_format *format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
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struct wined3d_context *context;
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char *mem, *bits = rect.pBits;
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GLint intfmt = format->glInternal;
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GLint gl_format = format->glFormat;
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GLint type = format->glType;
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INT height = device->cursorHeight;
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INT width = device->cursorWidth;
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INT bpp = format->byte_count;
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DWORD sampler;
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INT i;
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/* Do not store the surface's pointer because the application may
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* release it after setting the cursor image. Windows doesn't
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* addref the set surface, so we can't do this either without
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* creating circular refcount dependencies. Copy out the gl texture
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* instead. */
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device->cursorWidth = cursor_image->resource.width;
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device->cursorHeight = cursor_image->resource.height;
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if (SUCCEEDED(wined3d_surface_map(cursor_image, &rect, NULL, WINED3DLOCK_READONLY)))
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/* Reformat the texture memory (pitch and width can be
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* different) */
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mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
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for(i = 0; i < height; i++)
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memcpy(&mem[width * bpp * i], &bits[rect.Pitch * i], width * bpp);
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wined3d_surface_unmap(cursor_image);
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context = context_acquire(device, NULL);
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ENTER_GL();
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if (gl_info->supported[APPLE_CLIENT_STORAGE])
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{
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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const struct wined3d_format *format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
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struct wined3d_context *context;
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char *mem, *bits = rect.pBits;
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GLint intfmt = format->glInternal;
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GLint gl_format = format->glFormat;
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GLint type = format->glType;
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INT height = device->cursorHeight;
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INT width = device->cursorWidth;
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INT bpp = format->byte_count;
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DWORD sampler;
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INT i;
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/* Reformat the texture memory (pitch and width can be
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* different) */
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mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
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for(i = 0; i < height; i++)
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memcpy(&mem[width * bpp * i], &bits[rect.Pitch * i], width * bpp);
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wined3d_surface_unmap(cursor_image);
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context = context_acquire(device, NULL);
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ENTER_GL();
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if (gl_info->supported[APPLE_CLIENT_STORAGE])
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{
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glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
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checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
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}
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/* Make sure that a proper texture unit is selected */
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
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checkGLcall("glActiveTextureARB");
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sampler = device->rev_tex_unit_map[0];
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if (sampler != WINED3D_UNMAPPED_STAGE)
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{
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IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(sampler));
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}
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/* Create a new cursor texture */
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glGenTextures(1, &device->cursorTexture);
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checkGLcall("glGenTextures");
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glBindTexture(GL_TEXTURE_2D, device->cursorTexture);
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checkGLcall("glBindTexture");
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/* Copy the bitmap memory into the cursor texture */
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glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, gl_format, type, mem);
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checkGLcall("glTexImage2D");
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HeapFree(GetProcessHeap(), 0, mem);
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if (gl_info->supported[APPLE_CLIENT_STORAGE])
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{
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glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
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checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
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}
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LEAVE_GL();
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context_release(context);
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glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
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checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
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}
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else
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/* Make sure that a proper texture unit is selected */
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
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checkGLcall("glActiveTextureARB");
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sampler = device->rev_tex_unit_map[0];
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if (sampler != WINED3D_UNMAPPED_STAGE)
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{
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FIXME("A cursor texture was not returned.\n");
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device->cursorTexture = 0;
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IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(sampler));
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}
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/* Create a new cursor texture */
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glGenTextures(1, &device->cursorTexture);
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checkGLcall("glGenTextures");
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glBindTexture(GL_TEXTURE_2D, device->cursorTexture);
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checkGLcall("glBindTexture");
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/* Copy the bitmap memory into the cursor texture */
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glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, gl_format, type, mem);
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checkGLcall("glTexImage2D");
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HeapFree(GetProcessHeap(), 0, mem);
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if (gl_info->supported[APPLE_CLIENT_STORAGE])
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{
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glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
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checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
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}
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LEAVE_GL();
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context_release(context);
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}
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else
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{
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FIXME("A cursor texture was not returned.\n");
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device->cursorTexture = 0;
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}
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if (cursor_image->resource.width == 32 && cursor_image->resource.height == 32)
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{
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/* Draw a hardware cursor */
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ICONINFO cursorInfo;
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@ -422,7 +422,9 @@ static HRESULT swapchain_gl_present(struct wined3d_swapchain *swapchain, const R
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gl_info = context->gl_info;
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/* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
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if (swapchain->device->bCursorVisible && swapchain->device->cursorTexture)
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if (swapchain->device->bCursorVisible &&
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swapchain->device->cursorTexture &&
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!swapchain->device->hardwareCursor)
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{
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struct wined3d_surface cursor;
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RECT destRect =
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