- some TRACEing fixes

- faster Blt to the framebuffer using texture engine
oldstable
Lionel Ulmer 2003-06-23 03:34:34 +00:00 committed by Alexandre Julliard
parent 2faead17d7
commit 3dfdfbfa6f
3 changed files with 289 additions and 33 deletions

View File

@ -153,7 +153,6 @@ static DWORD d3ddevice_set_state_for_flush(IDirect3DDeviceImpl *d3d_dev, LPCRECT
if (gl_d3d_dev->fogging != FALSE) glDisable(GL_FOG);
if (gl_d3d_dev->current_tex_env != GL_REPLACE)
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glColor3ub(0xFF, 0xFF, 0xFF);
return opt_bitmap;
}
@ -2686,14 +2685,12 @@ static HRESULT d3ddevice_clear_back(IDirect3DDeviceImpl *This,
return d3ddevice_clear(This, WINE_GL_BUFFER_BACK, dwCount, lpRects, dwFlags, dwColor, dvZ, dwStencil);
}
HRESULT
d3ddevice_blt(IDirectDrawSurfaceImpl *This, LPRECT rdst,
LPDIRECTDRAWSURFACE7 src, LPRECT rsrc,
DWORD dwFlags, LPDDBLTFX lpbltfx)
static HRESULT
setup_rect_and_surface_for_blt(IDirectDrawSurfaceImpl *This,
WINE_GL_BUFFER_TYPE *buffer_type_p, D3DRECT *rect)
{
IDirect3DDeviceGLImpl *gl_d3d_dev = (IDirect3DDeviceGLImpl *) This->d3ddevice;
WINE_GL_BUFFER_TYPE buffer_type;
D3DRECT rect;
/* First check if we BLT to the backbuffer... */
if ((This->surface_desc.ddsCaps.dwCaps & (DDSCAPS_BACKBUFFER)) != 0) {
@ -2704,7 +2701,30 @@ d3ddevice_blt(IDirectDrawSurfaceImpl *This, LPRECT rdst,
ERR("Only BLT override to front or back-buffer is supported for now !\n");
return DDERR_INVALIDPARAMS;
}
if ((gl_d3d_dev->state[buffer_type] == SURFACE_MEMORY_DIRTY) &&
(rect->u1.x1 >= gl_d3d_dev->lock_rect[buffer_type].left) &&
(rect->u2.y1 >= gl_d3d_dev->lock_rect[buffer_type].top) &&
(rect->u3.x2 <= gl_d3d_dev->lock_rect[buffer_type].right) &&
(rect->u4.y2 <= gl_d3d_dev->lock_rect[buffer_type].bottom)) {
/* If the memory zone is already dirty, use the standard 'in memory' blit operations and not
* GL to do it.
*/
return DDERR_INVALIDPARAMS;
}
*buffer_type_p = buffer_type;
return DD_OK;
}
HRESULT
d3ddevice_blt(IDirectDrawSurfaceImpl *This, LPRECT rdst,
LPDIRECTDRAWSURFACE7 src, LPRECT rsrc,
DWORD dwFlags, LPDDBLTFX lpbltfx)
{
WINE_GL_BUFFER_TYPE buffer_type;
D3DRECT rect;
if (rdst) {
rect.u1.x1 = rdst->left;
rect.u2.y1 = rdst->top;
@ -2716,17 +2736,8 @@ d3ddevice_blt(IDirectDrawSurfaceImpl *This, LPRECT rdst,
rect.u3.x2 = This->surface_desc.dwWidth;
rect.u4.y2 = This->surface_desc.dwHeight;
}
if ((gl_d3d_dev->state[buffer_type] == SURFACE_MEMORY_DIRTY) &&
(rect.u1.x1 >= gl_d3d_dev->lock_rect[buffer_type].left) &&
(rect.u2.y1 >= gl_d3d_dev->lock_rect[buffer_type].top) &&
(rect.u3.x2 <= gl_d3d_dev->lock_rect[buffer_type].right) &&
(rect.u4.y2 <= gl_d3d_dev->lock_rect[buffer_type].bottom)) {
/* If the memory zone is already dirty, use the standard 'in memory' blit operations and not
* GL to do it.
*/
return DDERR_INVALIDPARAMS;
}
if (setup_rect_and_surface_for_blt(This, &buffer_type, &rect) != DD_OK) return DDERR_INVALIDPARAMS;
if (dwFlags & DDBLT_COLORFILL) {
/* This is easy to handle for the D3D Device... */
@ -2794,14 +2805,16 @@ d3ddevice_blt(IDirectDrawSurfaceImpl *This, LPRECT rdst,
LEAVE_GL();
return DD_OK;
} else if ((dwFlags & (~(DDBLT_WAIT|DDBLT_ASYNC))) == 0) {
} else if ((dwFlags & (~(DDBLT_KEYSRC|DDBLT_WAIT|DDBLT_ASYNC))) == 0) {
/* Normal blit without any special case... */
if (src != NULL) {
/* And which has a SRC surface */
IDirectDrawSurfaceImpl *src_impl = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirectDrawSurface7, src);
if ((src_impl->surface_desc.ddsCaps.dwCaps & DDSCAPS_3DDEVICE) &&
(src_impl->d3ddevice == This->d3ddevice)) {
/* Both are 3D devices and using the same GL device */
(src_impl->d3ddevice == This->d3ddevice) &&
((dwFlags & DDBLT_KEYSRC) == 0)) {
/* Both are 3D devices and using the same GL device and the Blt is without color-keying */
D3DRECT src_rect;
int width, height;
GLenum prev_draw;
@ -2920,6 +2933,110 @@ d3ddevice_blt(IDirectDrawSurfaceImpl *This, LPRECT rdst,
LEAVE_GL();
return DD_OK;
} else {
/* This is the normal 'with source' Blit. Use the texture engine to do the Blt for us
(this prevents calling glReadPixels) */
D3DRECT src_rect;
int width, height;
GLenum prev_draw;
IDirect3DDeviceGLImpl *gl_d3d_dev = (IDirect3DDeviceGLImpl *) This->d3ddevice;
BOOLEAN initial = FALSE;
DWORD opt_bitmap;
int x, y;
double x_stretch, y_stretch;
if (dwFlags & DDBLT_KEYSRC) {
/* As I have no game using this, did not bother to do it yet as I cannot test it anyway */
FIXME(" Blt overide with color-keying not supported yet.\n");
return DDERR_INVALIDPARAMS;
}
if (rsrc) {
src_rect.u1.x1 = rsrc->left;
src_rect.u2.y1 = rsrc->top;
src_rect.u3.x2 = rsrc->right;
src_rect.u4.y2 = rsrc->bottom;
} else {
src_rect.u1.x1 = 0;
src_rect.u2.y1 = 0;
src_rect.u3.x2 = src_impl->surface_desc.dwWidth;
src_rect.u4.y2 = src_impl->surface_desc.dwHeight;
}
width = src_rect.u3.x2 - src_rect.u1.x1;
height = src_rect.u4.y2 - src_rect.u2.y1;
x_stretch = (double) (rect.u3.x2 - rect.u1.x1) / (double) width;
y_stretch = (double) (rect.u4.y2 - rect.u2.y1) / (double) height;
TRACE(" using memory to buffer Blt overide.\n");
ENTER_GL();
opt_bitmap = d3ddevice_set_state_for_flush(This->d3ddevice, (LPCRECT) &rect, FALSE, &initial);
if (upload_surface_to_tex_memory_init(src_impl, 0, &gl_d3d_dev->current_internal_format,
initial, FALSE, UNLOCK_TEX_SIZE, UNLOCK_TEX_SIZE) != DD_OK) {
ERR(" unsupported pixel format at memory to buffer Blt overide.\n");
LEAVE_GL();
return DDERR_INVALIDPARAMS;
}
glGetIntegerv(GL_DRAW_BUFFER, &prev_draw);
if (buffer_type == WINE_GL_BUFFER_FRONT)
glDrawBuffer(GL_FRONT);
else
glDrawBuffer(GL_BACK);
/* Now the serious stuff happens. This is basically the same code that for the memory
flush to frame buffer ... with stretching and different rectangles added :-) */
for (y = 0; y < height; y += UNLOCK_TEX_SIZE) {
RECT flush_rect;
flush_rect.top = src_rect.u2.y1 + y;
flush_rect.bottom = ((src_rect.u2.y1 + y + UNLOCK_TEX_SIZE > src_rect.u4.y2) ?
src_rect.u4.y2 :
(src_rect.u2.y1 + y + UNLOCK_TEX_SIZE));
for (x = 0; x < width; x += UNLOCK_TEX_SIZE) {
flush_rect.left = src_rect.u1.x1 + x;
flush_rect.right = ((src_rect.u1.x1 + x + UNLOCK_TEX_SIZE > src_rect.u3.x2) ?
src_rect.u3.x2 :
(src_rect.u1.x1 + x + UNLOCK_TEX_SIZE));
upload_surface_to_tex_memory(&flush_rect, 0, 0, &(gl_d3d_dev->surface_ptr));
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0);
glVertex3d(rect.u1.x1 + (x * x_stretch),
rect.u2.y1 + (y * y_stretch),
0.5);
glTexCoord2f(1.0, 0.0);
glVertex3d(rect.u1.x1 + ((x + UNLOCK_TEX_SIZE) * x_stretch),
rect.u2.y1 + (y * y_stretch),
0.5);
glTexCoord2f(1.0, 1.0);
glVertex3d(rect.u1.x1 + ((x + UNLOCK_TEX_SIZE) * x_stretch),
rect.u2.y1 + ((y + UNLOCK_TEX_SIZE) * y_stretch),
0.5);
glTexCoord2f(0.0, 1.0);
glVertex3d(rect.u1.x1 + (x * x_stretch),
rect.u2.y1 + ((y + UNLOCK_TEX_SIZE) * y_stretch),
0.5);
glEnd();
}
}
upload_surface_to_tex_memory_release();
d3ddevice_restore_state_after_flush(This->d3ddevice, opt_bitmap, FALSE);
if (((buffer_type == WINE_GL_BUFFER_FRONT) && (prev_draw == GL_BACK)) ||
((buffer_type == WINE_GL_BUFFER_BACK) && (prev_draw == GL_FRONT)))
glDrawBuffer(prev_draw);
LEAVE_GL();
return DD_OK;
}
}
}
@ -2931,7 +3048,117 @@ d3ddevice_bltfast(IDirectDrawSurfaceImpl *This, DWORD dstx,
DWORD dsty, LPDIRECTDRAWSURFACE7 src,
LPRECT rsrc, DWORD trans)
{
return DDERR_INVALIDPARAMS;
RECT rsrc2;
RECT rdst;
IDirectDrawSurfaceImpl *src_impl = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirectDrawSurface7, src);
IDirect3DDeviceGLImpl *gl_d3d_dev = (IDirect3DDeviceGLImpl *) This->d3ddevice;
WINE_GL_BUFFER_TYPE buffer_type;
GLenum prev_draw;
DWORD opt_bitmap;
BOOLEAN initial;
int width, height, x, y;
/* Cannot support DSTCOLORKEY blitting... */
if ((trans & DDBLTFAST_DESTCOLORKEY) != 0) return DDERR_INVALIDPARAMS;
if (rsrc == NULL) {
WARN("rsrc is NULL - getting the whole surface !!\n");
rsrc = &rsrc2;
rsrc->left = rsrc->top = 0;
rsrc->right = src_impl->surface_desc.dwWidth;
rsrc->bottom = src_impl->surface_desc.dwHeight;
} else {
rsrc2 = *rsrc;
rsrc = &rsrc2;
}
rdst.left = dstx;
rdst.top = dsty;
rdst.right = dstx + (rsrc->right - rsrc->left);
if (rdst.right > This->surface_desc.dwWidth) {
rsrc->right -= (This->surface_desc.dwWidth - rdst.right);
rdst.right = This->surface_desc.dwWidth;
}
rdst.bottom = dsty + (rsrc->bottom - rsrc->top);
if (rdst.bottom > This->surface_desc.dwHeight) {
rsrc->bottom -= (This->surface_desc.dwHeight - rdst.bottom);
rdst.bottom = This->surface_desc.dwHeight;
}
width = rsrc->right - rsrc->left;
height = rsrc->bottom - rsrc->top;
if (setup_rect_and_surface_for_blt(This, &buffer_type, (D3DRECT *) &rdst) != DD_OK) return DDERR_INVALIDPARAMS;
TRACE(" using BltFast memory to frame buffer overide.\n");
ENTER_GL();
opt_bitmap = d3ddevice_set_state_for_flush(This->d3ddevice, &rdst, (trans & DDBLTFAST_SRCCOLORKEY) != 0, &initial);
if (upload_surface_to_tex_memory_init(src_impl, 0, &gl_d3d_dev->current_internal_format,
initial, (trans & DDBLTFAST_SRCCOLORKEY) != 0,
UNLOCK_TEX_SIZE, UNLOCK_TEX_SIZE) != DD_OK) {
ERR(" unsupported pixel format at memory to buffer Blt overide.\n");
LEAVE_GL();
return DDERR_INVALIDPARAMS;
}
glGetIntegerv(GL_DRAW_BUFFER, &prev_draw);
if (buffer_type == WINE_GL_BUFFER_FRONT)
glDrawBuffer(GL_FRONT);
else
glDrawBuffer(GL_BACK);
/* Now the serious stuff happens. This is basically the same code that for the memory
flush to frame buffer but with different rectangles for source and destination :-) */
for (y = 0; y < height; y += UNLOCK_TEX_SIZE) {
RECT flush_rect;
flush_rect.top = rsrc->top + y;
flush_rect.bottom = ((rsrc->top + y + UNLOCK_TEX_SIZE > rsrc->bottom) ?
rsrc->bottom :
(rsrc->top + y + UNLOCK_TEX_SIZE));
for (x = 0; x < width; x += UNLOCK_TEX_SIZE) {
flush_rect.left = rsrc->left + x;
flush_rect.right = ((rsrc->left + x + UNLOCK_TEX_SIZE > rsrc->right) ?
rsrc->right :
(rsrc->left + x + UNLOCK_TEX_SIZE));
upload_surface_to_tex_memory(&flush_rect, 0, 0, &(gl_d3d_dev->surface_ptr));
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0);
glVertex3d(rdst.left + x,
rdst.top + y,
0.5);
glTexCoord2f(1.0, 0.0);
glVertex3d(rdst.left + (x + UNLOCK_TEX_SIZE),
rdst.top + y,
0.5);
glTexCoord2f(1.0, 1.0);
glVertex3d(rdst.left + (x + UNLOCK_TEX_SIZE),
rdst.top + (y + UNLOCK_TEX_SIZE),
0.5);
glTexCoord2f(0.0, 1.0);
glVertex3d(rdst.left + x,
rdst.top + (y + UNLOCK_TEX_SIZE),
0.5);
glEnd();
}
}
upload_surface_to_tex_memory_release();
d3ddevice_restore_state_after_flush(This->d3ddevice, opt_bitmap, (trans & DDBLTFAST_SRCCOLORKEY) != 0);
if (((buffer_type == WINE_GL_BUFFER_FRONT) && (prev_draw == GL_BACK)) ||
((buffer_type == WINE_GL_BUFFER_BACK) && (prev_draw == GL_FRONT)))
glDrawBuffer(prev_draw);
LEAVE_GL();
return DD_OK;
}
void
@ -3325,7 +3552,7 @@ static void d3ddevice_flush_to_frame_buffer(IDirect3DDeviceImpl *d3d_dev, LPCREC
for (x = pRect->left; x < pRect->right; x += UNLOCK_TEX_SIZE) {
/* First, upload the texture... */
flush_rect.left = x;
flush_rect.right = (x + UNLOCK_TEX_SIZE > pRect->right) ? pRect->right : (x + UNLOCK_TEX_SIZE);
flush_rect.right = (x + UNLOCK_TEX_SIZE > pRect->right) ? pRect->right : (x + UNLOCK_TEX_SIZE);
upload_surface_to_tex_memory(&flush_rect, 0, 0, &(gl_d3d_dev->surface_ptr));

View File

@ -819,16 +819,16 @@ DIB_DirectDrawSurface_BltFast(LPDIRECTDRAWSURFACE7 iface, DWORD dstx,
if (TRACE_ON(ddraw)) {
FIXME("(%p)->(%ld,%ld,%p,%p,%08lx)\n",
TRACE("(%p)->(%ld,%ld,%p,%p,%08lx)\n",
This,dstx,dsty,src,rsrc,trans
);
FIXME("\ttrans:");
TRACE("\ttrans:");
if (FIXME_ON(ddraw))
DDRAW_dump_DDBLTFAST(trans);
if (rsrc)
FIXME("\tsrcrect: %ldx%ld-%ldx%ld\n",rsrc->left,rsrc->top,rsrc->right,rsrc->bottom);
TRACE("\tsrcrect: %ldx%ld-%ldx%ld\n",rsrc->left,rsrc->top,rsrc->right,rsrc->bottom);
else
FIXME(" srcrect: NULL\n");
TRACE(" srcrect: NULL\n");
}
/* First, check if the possible override function handles this case */

View File

@ -617,6 +617,8 @@ static IDirectDrawSurfaceImpl *current_surface;
static GLuint current_level;
static DWORD current_tex_width;
static DWORD current_tex_height;
static BOOLEAN need_alignement_restore;
static int current_storage_width;
HRESULT upload_surface_to_tex_memory_init(IDirectDrawSurfaceImpl *surf_ptr, GLuint level, GLenum *current_internal_format,
BOOLEAN need_to_alloc, BOOLEAN need_alpha_ck, DWORD tex_width, DWORD tex_height)
@ -627,6 +629,8 @@ HRESULT upload_surface_to_tex_memory_init(IDirectDrawSurfaceImpl *surf_ptr, GLui
GLenum internal_format = GL_LUMINANCE; /* A bogus value to be sure to have a nice Mesa warning :-) */
BYTE bpp = GET_BPP(surf_ptr->surface_desc);
BOOL sub_texture = TRUE;
need_alignement_restore = FALSE;
current_surface = surf_ptr;
current_level = level;
@ -868,16 +872,16 @@ HRESULT upload_surface_to_tex_memory_init(IDirectDrawSurfaceImpl *surf_ptr, GLui
}
if ((sub_texture == TRUE) && (convert_type == NO_CONVERSION)) {
glPixelStorei(GL_UNPACK_ROW_LENGTH, surf_ptr->surface_desc.u1.lPitch / bpp);
current_storage_width = surf_ptr->surface_desc.u1.lPitch / bpp;
} else {
if (surf_ptr->surface_desc.u1.lPitch == (surf_ptr->surface_desc.dwWidth * bpp)) {
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
current_storage_width = 0;
} else {
glPixelStorei(GL_UNPACK_ROW_LENGTH, surf_ptr->surface_desc.u1.lPitch / bpp);
}
current_storage_width = surf_ptr->surface_desc.u1.lPitch / bpp;
}
}
glPixelStorei(GL_UNPACK_ROW_LENGTH, current_storage_width);
return DD_OK;
}
@ -1217,10 +1221,31 @@ HRESULT upload_surface_to_tex_memory(RECT *rect, DWORD xoffset, DWORD yoffset, v
}
if (convert_type != NO_CONVERSION) {
int storage_width;
surf_buffer = *temp_buffer;
if (width != current_tex_width) {
/* Overide the default PixelStore parameter if only using part of the actual texture */
glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
storage_width = width;
/* This is needed when locking with a rectangle with 'odd' width */
if (need_alignement_restore == FALSE) {
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
need_alignement_restore = TRUE;
}
} else {
if (current_surface->surface_desc.u1.lPitch == (current_surface->surface_desc.dwWidth * bpp)) {
storage_width = 0;
} else {
storage_width = current_surface->surface_desc.u1.lPitch / bpp;
}
if (need_alignement_restore == TRUE) {
glPixelStorei(GL_UNPACK_ALIGNMENT, 0);
need_alignement_restore = FALSE;
}
}
if (storage_width != current_storage_width) {
glPixelStorei(GL_UNPACK_ROW_LENGTH, storage_width);
current_storage_width = storage_width;
}
}
@ -1239,5 +1264,9 @@ HRESULT upload_surface_to_tex_memory_release(void)
{
current_surface = NULL;
if (need_alignement_restore == TRUE) {
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
}
return DD_OK;
}