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wined3d: Move the scissor rectangle to the state table.
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@ -2728,11 +2728,13 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetSamplerState(IWineD3DDevice *iface,
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static HRESULT WINAPI IWineD3DDeviceImpl_SetScissorRect(IWineD3DDevice *iface, CONST RECT* pRect) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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RECT windowRect;
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UINT winHeight;
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This->updateStateBlock->set.scissorRect = TRUE;
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This->updateStateBlock->changed.scissorRect = TRUE;
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if(memcmp(&This->updateStateBlock->scissorRect, pRect, sizeof(*pRect)) == 0) {
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TRACE("App is setting the old scissor rectangle over, nothing to do\n");
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return WINED3D_OK;
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}
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memcpy(&This->updateStateBlock->scissorRect, pRect, sizeof(*pRect));
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if(This->isRecordingState) {
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@ -2740,17 +2742,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetScissorRect(IWineD3DDevice *iface, C
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return WINED3D_OK;
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}
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GetClientRect(((IWineD3DSwapChainImpl *)This->swapchains[0])->win_handle, &windowRect);
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/* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
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* Warning2: Even in windowed mode the coords are relative to the window, not the screen
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*/
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winHeight = windowRect.bottom - windowRect.top;
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TRACE("(%p)Setting new Scissor Rect to %d:%d-%d:%d\n", This, pRect->left, pRect->bottom - winHeight,
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pRect->right - pRect->left, pRect->bottom - pRect->top);
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ENTER_GL();
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glScissor(pRect->left, winHeight - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
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checkGLcall("glScissor");
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LEAVE_GL();
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SCISSORRECT);
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return WINED3D_OK;
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}
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@ -3045,6 +3045,23 @@ static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContex
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return;
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}
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static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *) stateblock->wineD3DDevice->swapchains[0];
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RECT *pRect = &stateblock->scissorRect;
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RECT windowRect;
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UINT winHeight;
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GetClientRect(swapchain->win_handle, &windowRect);
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/* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
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* Warning2: Even in windowed mode the coords are relative to the window, not the screen
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*/
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winHeight = windowRect.bottom - windowRect.top;
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TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - winHeight,
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pRect->right - pRect->left, pRect->bottom - pRect->top);
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glScissor(pRect->left, winHeight - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
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checkGLcall("glScissor");
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}
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const struct StateEntry StateTable[] =
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{
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/* State name representative, apply function */
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@ -4074,4 +4091,6 @@ const struct StateEntry StateTable[] =
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{ /* , STATE_ACTIVELIGHT(5) */ STATE_ACTIVELIGHT(5), light },
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{ /* , STATE_ACTIVELIGHT(6) */ STATE_ACTIVELIGHT(6), light },
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{ /* , STATE_ACTIVELIGHT(7) */ STATE_ACTIVELIGHT(7), light },
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{ /* Scissor rect */ STATE_SCISSORRECT, scissorrect }
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};
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@ -444,7 +444,10 @@ typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock,
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#define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
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#define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_PIXELSHADERCONSTANT(MAX_ACTIVE_LIGHTS))
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#define STATE_HIGHEST (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1))
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#define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
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#define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
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#define STATE_HIGHEST (STATE_SCISSORRECT)
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struct StateEntry
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{
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