wined3d: GetRenderTargetData can call BltFast.

This commit is contained in:
Stefan Dösinger 2007-02-13 20:14:41 +01:00 committed by Alexandre Julliard
parent 8cae0e4d07
commit f196680c59
3 changed files with 2 additions and 82 deletions

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@ -344,8 +344,8 @@ static HRESULT WINAPI IDirect3DDevice9Impl_GetRenderTargetData(LPDIRECT3DDEVIC
IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
IDirect3DSurface9Impl *renderTarget = (IDirect3DSurface9Impl *)pRenderTarget;
IDirect3DSurface9Impl *destSurface = (IDirect3DSurface9Impl *)pDestSurface;
TRACE("(%p) Relay\n" , This);
return IWineD3DDevice_GetRenderTargetData(This->WineD3DDevice, renderTarget->wineD3DSurface, destSurface->wineD3DSurface);
TRACE("(%p)->(%p,%p)\n" , This, renderTarget, destSurface);
return IWineD3DSurface_BltFast(destSurface->wineD3DSurface, 0, 0, renderTarget->wineD3DSurface, NULL, DDBLTFAST_NOCOLORKEY);
}
static HRESULT WINAPI IDirect3DDevice9Impl_GetFrontBufferData(LPDIRECT3DDEVICE9 iface, UINT iSwapChain, IDirect3DSurface9* pDestSurface) {

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@ -4829,83 +4829,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_UpdateTexture (IWineD3DDevice *iface, I
return hr;
}
static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTargetData(IWineD3DDevice *iface, IWineD3DSurface *pRenderTarget, IWineD3DSurface *pSurface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
/** TODO: remove remove casts to IWineD3DSurfaceImpl *
* NOTE It may be best to move the code into surface to occomplish this
****************************************/
WINED3DSURFACE_DESC surfaceDesc;
unsigned int surfaceWidth, surfaceHeight;
glDescriptor *targetGlDescription = NULL;
glDescriptor *surfaceGlDescription = NULL;
IWineD3DSwapChainImpl *container = NULL;
IWineD3DSurface_GetGlDesc(pRenderTarget, &targetGlDescription);
IWineD3DSurface_GetGlDesc(pSurface, &surfaceGlDescription);
memset(&surfaceDesc, 0, sizeof(surfaceDesc));
surfaceDesc.Width = &surfaceWidth;
surfaceDesc.Height = &surfaceHeight;
IWineD3DSurface_GetDesc(pSurface, &surfaceDesc);
/* check to see if it's the backbuffer or the frontbuffer being requested (to make sure the data is up to date)*/
/* Ok, I may need to setup some kind of active swapchain reference on the device */
IWineD3DSurface_GetContainer(pRenderTarget, &IID_IWineD3DSwapChain, (void **)&container);
ENTER_GL();
/* TODO: opengl Context switching for swapchains etc... */
if (NULL != container || pRenderTarget == This->render_targets[0] || pRenderTarget == This->depthStencilBuffer) {
if (NULL != container && (pRenderTarget == container->backBuffer[0])) {
glReadBuffer(GL_BACK);
vcheckGLcall("glReadBuffer(GL_BACK)");
} else if ((NULL != container && (pRenderTarget == container->frontBuffer)) || (pRenderTarget == This->render_targets[0])) {
glReadBuffer(GL_FRONT);
vcheckGLcall("glReadBuffer(GL_FRONT)");
} else if (pRenderTarget == This->depthStencilBuffer) {
FIXME("Reading of depthstencil not yet supported\n");
}
glReadPixels(0,
0,
surfaceWidth,
surfaceHeight,
surfaceGlDescription->glFormat,
surfaceGlDescription->glType,
(void *)IWineD3DSurface_GetData(pSurface));
vcheckGLcall("glReadPixels(...)");
if(NULL != container ){
IWineD3DSwapChain_Release((IWineD3DSwapChain*) container);
}
} else {
IWineD3DBaseTexture *container;
GLenum textureDimensions = GL_TEXTURE_2D;
if (WINED3D_OK == IWineD3DSurface_GetContainer(pSurface, &IID_IWineD3DBaseTexture, (void **)&container)) {
textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(container);
IWineD3DBaseTexture_Release(container);
}
/* TODO: 2D -> Cube surface coppies etc.. */
if (surfaceGlDescription->target != textureDimensions) {
FIXME("(%p) : Texture dimension mismatch\n", This);
}
glEnable(textureDimensions);
vcheckGLcall("glEnable(GL_TEXTURE_...)");
/* FIXME: this isn't correct, it need to add a dirty rect if nothing else... */
glBindTexture(targetGlDescription->target, targetGlDescription->textureName);
vcheckGLcall("glBindTexture");
glGetTexImage(surfaceGlDescription->target,
surfaceGlDescription->level,
surfaceGlDescription->glFormat,
surfaceGlDescription->glType,
(void *)IWineD3DSurface_GetData(pSurface));
glDisable(textureDimensions);
vcheckGLcall("glDisable(GL_TEXTURE_...)");
}
LEAVE_GL();
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_GetFrontBufferData(IWineD3DDevice *iface,UINT iSwapChain, IWineD3DSurface *pDestSurface) {
IWineD3DSwapChain *swapChain;
HRESULT hr;
@ -6205,7 +6128,6 @@ const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
IWineD3DDeviceImpl_ColorFill,
IWineD3DDeviceImpl_UpdateTexture,
IWineD3DDeviceImpl_UpdateSurface,
IWineD3DDeviceImpl_GetRenderTargetData,
IWineD3DDeviceImpl_GetFrontBufferData,
IWineD3DDeviceImpl_SetupFullscreenWindow,
IWineD3DDeviceImpl_RestoreWindow,

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@ -469,7 +469,6 @@ DECLARE_INTERFACE_(IWineD3DDevice,IWineD3DBase)
STDMETHOD(ColorFill)(THIS_ struct IWineD3DSurface* pSurface, CONST WINED3DRECT* pRect, WINED3DCOLOR color) PURE;
STDMETHOD(UpdateTexture)(THIS_ struct IWineD3DBaseTexture *pSourceTexture, struct IWineD3DBaseTexture *pDestinationTexture) PURE;
STDMETHOD(UpdateSurface)(THIS_ struct IWineD3DSurface* pSourceSurface, CONST RECT* pSourceRect, struct IWineD3DSurface* pDestinationSurface, CONST POINT* pDestPoint) PURE;
STDMETHOD(GetRenderTargetData)(THIS_ struct IWineD3DSurface* pRenderTarget, struct IWineD3DSurface* pSurface) PURE;
STDMETHOD(GetFrontBufferData)(THIS_ UINT iSwapChain,struct IWineD3DSurface* pSurface) PURE;
STDMETHOD_(void, SetupFullscreenWindow)(THIS_ HWND window) PURE;
STDMETHOD_(void, RestoreWindow)(THIS_ HWND window) PURE;
@ -609,7 +608,6 @@ DECLARE_INTERFACE_(IWineD3DDevice,IWineD3DBase)
#define IWineD3DDevice_ColorFill(p,a,b,c) (p)->lpVtbl->ColorFill(p,a,b,c)
#define IWineD3DDevice_UpdateTexture(p,a,b) (p)->lpVtbl->UpdateTexture(p,a,b)
#define IWineD3DDevice_UpdateSurface(p,a,b,c,d) (p)->lpVtbl->UpdateSurface(p,a,b,c,d)
#define IWineD3DDevice_GetRenderTargetData(p,a,b) (p)->lpVtbl->GetRenderTargetData(p,a,b)
#define IWineD3DDevice_GetFrontBufferData(p,a,b) (p)->lpVtbl->GetFrontBufferData(p,a,b)
#define IWineD3DDevice_SetupFullscreenWindow(p, a) (p)->lpVtbl->SetupFullscreenWindow(p,a);
#define IWineD3DDevice_RestoreWindow(p, a) (p)->lpVtbl->RestoreWindow(p,a);