wined3d: Use the framebuffer blit extension to implement StretchRect.

This commit is contained in:
H. Verbeet 2007-04-09 01:54:07 +02:00 committed by Alexandre Julliard
parent 70dd7ced99
commit 75e91fa409
3 changed files with 90 additions and 4 deletions

View File

@ -181,6 +181,12 @@ static ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
if (This->fbo) {
GL_EXTCALL(glDeleteFramebuffersEXT(1, &This->fbo));
}
if (This->src_fbo) {
GL_EXTCALL(glDeleteFramebuffersEXT(1, &This->src_fbo));
}
if (This->dst_fbo) {
GL_EXTCALL(glDeleteFramebuffersEXT(1, &This->dst_fbo));
}
HeapFree(GetProcessHeap(), 0, This->render_targets);
HeapFree(GetProcessHeap(), 0, This->fbo_color_attachments);
@ -5242,6 +5248,77 @@ void apply_fbo_state(IWineD3DDevice *iface) {
check_fbo_status(iface);
}
static BOOL is_onscreen(IWineD3DSurface *target) {
HRESULT hr;
void *tmp;
hr = IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, &tmp);
if (SUCCEEDED(hr)) {
IWineD3DSwapChain_Release((IUnknown *)tmp);
return TRUE;
}
return FALSE;
}
void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, const WINED3DRECT *src_rect,
IWineD3DSurface *dst_surface, const WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
GLbitfield mask = GL_COLOR_BUFFER_BIT; /* TODO: Support blitting depth/stencil surfaces */
GLenum gl_filter;
TRACE("(%p) : src_surface %p, src_rect %p, dst_surface %p, dst_rect %p, filter %s (0x%08x)\n",
This, src_surface, src_rect, dst_surface, dst_rect, debug_d3dtexturefiltertype(filter), filter);
switch (filter) {
case WINED3DTEXF_LINEAR:
gl_filter = GL_LINEAR;
break;
default:
FIXME("Unsupported filter mode %s (0x%08x)\n", debug_d3dtexturefiltertype(filter), filter);
case WINED3DTEXF_NONE:
case WINED3DTEXF_POINT:
gl_filter = GL_NEAREST;
break;
}
/* Attach src surface to src fbo */
if (is_onscreen(src_surface)) {
GL_EXTCALL(glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, 0));
flip = !flip;
} else {
IWineD3DSurface_PreLoad(src_surface);
bind_fbo(iface, GL_READ_FRAMEBUFFER_EXT, &This->src_fbo);
attach_surface_fbo(This, GL_READ_FRAMEBUFFER_EXT, 0, src_surface);
}
/* Attach dst surface to dst fbo */
if (is_onscreen(dst_surface)) {
GL_EXTCALL(glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0));
flip = !flip;
} else {
IWineD3DSurface_PreLoad(dst_surface);
bind_fbo(iface, GL_DRAW_FRAMEBUFFER_EXT, &This->dst_fbo);
attach_surface_fbo(This, GL_DRAW_FRAMEBUFFER_EXT, 0, dst_surface);
}
if (flip) {
GL_EXTCALL(glBlitFramebufferEXT(src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2,
dst_rect->x1, dst_rect->y2, dst_rect->x2, dst_rect->y1, mask, gl_filter));
} else {
GL_EXTCALL(glBlitFramebufferEXT(src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2,
dst_rect->x1, dst_rect->y1, dst_rect->x2, dst_rect->y2, mask, gl_filter));
}
if (This->render_offscreen) {
bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->fbo);
} else {
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
checkGLcall("glBindFramebuffer()");
}
}
static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, DWORD RenderTargetIndex, IWineD3DSurface *pRenderTarget) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
WINED3DVIEWPORT viewport;

View File

@ -2759,8 +2759,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
}
/* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
* flip the image nor scale it. If GL_EXT_framebuffer_blit is available it can be used(hopefully,
* not implemented by now). Otherwise:
* flip the image nor scale it.
*
* -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
* -> If the app wants a image width an unscaled width, copy it line per line
@ -2769,9 +2768,14 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
* back buffer. This is slower than reading line per line, thus not used for flipping
* -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
* pixel by pixel
*
* If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
* FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
* backends.
*/
if(FALSE /* GL_SUPPORT(EXT_FRAMEBUFFER_BLIT) */) {
TRACE("Using GL_EXT_framebuffer_blit for copying\n");
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT)) {
stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &srect,
(IWineD3DSurface *)This, &rect, Filter, upsideDown);
} else if((!stretchx) || rect.x2 - rect.x1 > Src->currentDesc.Width ||
rect.y2 - rect.y1 > Src->currentDesc.Height) {
TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");

View File

@ -674,6 +674,8 @@ struct IWineD3DDeviceImpl
BOOL render_offscreen;
WINED3D_DEPTHCOPYSTATE depth_copy_state;
GLuint fbo;
GLuint src_fbo;
GLuint dst_fbo;
GLenum *draw_buffers;
/* Cursor management */
@ -1969,4 +1971,7 @@ static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
&& ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
}
void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, const WINED3DRECT *src_rect,
IWineD3DSurface *dst_surface, const WINED3DRECT *dst_rect, WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
#endif