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wined3d: Do not use the IWineD3DSurface for the cursor.
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@ -2115,6 +2115,14 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface) {
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if(!This->d3d_initialized) return WINED3DERR_INVALIDCALL;
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/* Delete the mouse cursor texture */
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if(This->cursorTexture) {
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ENTER_GL();
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glDeleteTextures(1, &This->cursorTexture);
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LEAVE_GL();
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This->cursorTexture = 0;
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}
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for(sampler = 0; sampler < GL_LIMITS(sampler_stages); ++sampler) {
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IWineD3DDevice_SetTexture(iface, sampler, NULL);
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}
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@ -7471,6 +7479,13 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* i
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TRACE("(%p) : Spot Pos(%u,%u)\n", This, XHotSpot, YHotSpot);
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/* some basic validation checks */
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if(This->cursorTexture) {
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ENTER_GL();
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glDeleteTextures(1, &This->cursorTexture);
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LEAVE_GL();
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This->cursorTexture = 0;
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}
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if(pCursorBitmap) {
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/* MSDN: Cursor must be A8R8G8B8 */
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if (WINED3DFMT_A8R8G8B8 != pSur->resource.format) {
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@ -7486,19 +7501,24 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* i
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}
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/* TODO: MSDN: Cursor sizes must be a power of 2 */
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if(This->mouseCursor) {
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((IWineD3DSurfaceImpl *) This->mouseCursor)->Flags &= ~SFLAG_FORCELOAD;
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}
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/* This is to tell our texture code to load a SCRATCH surface. This allows us to use out
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* Texture and Blitting code to draw the cursor
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*/
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pSur->Flags |= SFLAG_FORCELOAD;
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IWineD3DSurface_PreLoad(pCursorBitmap);
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pSur->Flags &= ~SFLAG_FORCELOAD;
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/* Do not store the surface's pointer because the application may release
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* it after setting the cursor image. Windows doesn't addref the set surface, so we can't
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* do this either without creating circular refcount dependencies. Copy out the gl texture instead.
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*/
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This->cursorTexture = pSur->glDescription.textureName;
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This->cursorWidth = pSur->currentDesc.Width;
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This->cursorHeight = pSur->currentDesc.Height;
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pSur->glDescription.textureName = 0; /* Prevent the texture from beeing changed or deleted */
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}
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This->xHotSpot = XHotSpot;
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This->yHotSpot = YHotSpot;
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This->mouseCursor = pCursorBitmap;
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return WINED3D_OK;
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}
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@ -142,17 +142,40 @@ static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CO
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ENTER_GL();
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/* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
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if(This->wineD3DDevice->bCursorVisible && This->wineD3DDevice->mouseCursor) {
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IWineD3DSurfaceImpl *cursor = (IWineD3DSurfaceImpl *) This->wineD3DDevice->mouseCursor;
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if(This->wineD3DDevice->bCursorVisible && This->wineD3DDevice->cursorTexture) {
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IWineD3DSurfaceImpl cursor;
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RECT destRect = {This->wineD3DDevice->xScreenSpace - This->wineD3DDevice->xHotSpot,
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This->wineD3DDevice->yScreenSpace - This->wineD3DDevice->yHotSpot,
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This->wineD3DDevice->xScreenSpace + cursor->currentDesc.Width - This->wineD3DDevice->xHotSpot,
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This->wineD3DDevice->yScreenSpace + cursor->currentDesc.Height - This->wineD3DDevice->yHotSpot};
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TRACE("Rendering the cursor\n");
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This->wineD3DDevice->xScreenSpace + This->wineD3DDevice->cursorWidth - This->wineD3DDevice->xHotSpot,
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This->wineD3DDevice->yScreenSpace + This->wineD3DDevice->cursorHeight - This->wineD3DDevice->yHotSpot};
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TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
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/* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
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* the application because we are only supposed to copy the information out. Using a fake surface
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* allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
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*/
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memset(&cursor, 0, sizeof(cursor));
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cursor.lpVtbl = &IWineD3DSurface_Vtbl;
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cursor.resource.ref = 1;
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cursor.resource.wineD3DDevice = This->wineD3DDevice;
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cursor.resource.pool = WINED3DPOOL_SCRATCH;
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cursor.resource.format = WINED3DFMT_A8R8G8B8;
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cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
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cursor.glDescription.textureName = This->wineD3DDevice->cursorTexture;
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cursor.glDescription.target = GL_TEXTURE_2D;
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cursor.glDescription.level = 0;
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cursor.currentDesc.Width = This->wineD3DDevice->cursorWidth;
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cursor.currentDesc.Height = This->wineD3DDevice->cursorHeight;
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cursor.glRect.left = 0;
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cursor.glRect.top = 0;
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cursor.glRect.right = cursor.currentDesc.Width;
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cursor.glRect.bottom = cursor.currentDesc.Height;
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/* The cursor must have pow2 sizes */
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cursor.pow2Width = cursor.currentDesc.Width;
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cursor.pow2Height = cursor.currentDesc.Height;
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/* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
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* which is exactly what we want :-)
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*/
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IWineD3DSurface_Blt(This->backBuffer[0], &destRect, This->wineD3DDevice->mouseCursor, NULL, DDBLT_KEYSRC, NULL);
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IWineD3DSurface_Blt(This->backBuffer[0], &destRect, (IWineD3DSurface *) &cursor, NULL, DDBLT_KEYSRC, NULL);
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}
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if (pSourceRect || pDestRect) FIXME("Unhandled present options %p/%p\n", pSourceRect, pDestRect);
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@ -540,7 +540,8 @@ typedef struct IWineD3DDeviceImpl
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UINT yHotSpot;
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UINT xScreenSpace;
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UINT yScreenSpace;
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IWineD3DSurface *mouseCursor;
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UINT cursorWidth, cursorHeight;
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GLuint cursorTexture;
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/* Textures for when no other textures are mapped */
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UINT dummyTextureName[MAX_TEXTURES];
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