Implemented a tidied up IWineD3Device_ColorFill.

oldstable
Oliver Stieber 2005-07-18 10:32:00 +00:00 committed by Alexandre Julliard
parent 5c3f6bcd44
commit 7d3ba6f562
1 changed files with 101 additions and 2 deletions

View File

@ -4996,10 +4996,109 @@ HRESULT WINAPI IWineD3DDeviceImpl_DeletePatch(IWineD3DDevice *iface, UINT Handle
}
HRESULT WINAPI IWineD3DDeviceImpl_ColorFill(IWineD3DDevice *iface, IWineD3DSurface *pSurface, CONST D3DRECT* pRect, D3DCOLOR color) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
/* I couldn't find a 'really' quick way of doing this in openGl so here goes
fill a surface with a block of color! */
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
/* TODO: get rid of the use of IWineD3DSurfaceImpl, move code into surface.c */
IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)pSurface;
IWineD3DSwapChainImpl *container = NULL;
BOOL isRenderTarget = FALSE;
unsigned int width, height;
unsigned int top, left;
unsigned int u, v;
DWORD *data;
TRACE("(%p) Colour fill Surface: %p rect: %p color: %ld\n", This, pSurface, pRect, color);
if (surface->resource.pool != D3DPOOL_DEFAULT) {
FIXME("call to colorfill with non D3DPOOL_DEFAULT surface\n");
return D3DERR_INVALIDCALL;
}
FIXME("(%p) : stub\n", This);
/* TODO: get rid of IWineD3DSwapChainImpl reference, a 'context' manager may help with this */
if (D3D_OK == IWineD3DSurface_GetContainer(pSurface, &IID_IWineD3DSwapChain, (void **)&container) || pSurface == This->renderTarget) {
if (D3DUSAGE_RENDERTARGET & surface->resource.usage) {
/* TODO: make sure we set everything back to the way it was, and context management!
glGetIntegerv(GL_READ_BUFFER, &prev_read);
vcheckGLcall("glIntegerv");
glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
vcheckGLcall("glIntegerv");
*/
TRACE("Color fill to render targets may cause some graphics issues\n");
if (pSurface == container->frontBuffer) {
glDrawBuffer(GL_FRONT);
} else {
glDrawBuffer(GL_BACK);
}
} else {
if (D3DUSAGE_DEPTHSTENCIL & surface->resource.usage) {
FIXME("colouring of depth_stencil? %p buffers is not yet supported? %ld \n", surface, surface->resource.usage);
} else {
FIXME("(%p) : Regression %ld %p %p\n", This, surface->resource.usage, pSurface, This->renderTarget);
}
if (container != NULL) {
IWineD3DSwapChain_Release((IWineD3DSwapChain *)container);
}
/* we can use GL_STENCIL_INDEX etc...*/
return D3D_OK;
}
if (container != NULL) {
IWineD3DSwapChain_Release((IWineD3DSwapChain *)container);
}
isRenderTarget = TRUE;
}
/* TODO: drawing to GL_FRONT and GL_BACK */
/* TODO: see if things can be speeded up by using the correct
* colour model of the target texture from the start (16 bit graphics on 32 X are slow anyway!) */
if (pRect == NULL) {
top = 0;
left = 0;
width = surface->currentDesc.Width;
height = surface->currentDesc.Height;
} else {
left = pRect->x1;
top = pRect->y1;
width = pRect->x2 - left;
height = pRect->y2 - top;
}
data = HeapAlloc(GetProcessHeap(), 0, 4 * width);
/* Create a 'line' of color color, in the correct format for the surface */
for (u = 0 ; u < width ; u ++) {
data[u] = color;
}
ENTER_GL();
if (isRenderTarget == FALSE) {
glDescriptor *glDesc;
IWineD3DSurface_PreLoad(pSurface);
/* draw a block of the coloured line on the sufrace */
IWineD3DSurface_GetGlDesc(pSurface, &glDesc);
for (v = 0 ; v< height;v++) {
glTexSubImage2D(glDesc->target
,glDesc->level /* level */
,left
,top + v
,width
,1 /* height */
,GL_RGBA
,GL_UNSIGNED_BYTE
,data
);
}
checkGLcall("glTexSubImage2D");
/* clean up */
glDisable(glDesc->target);
} else {
/** FIXME: Using GLClear may be faster **/
glRasterPos2i(left, top);
glPixelZoom((float)width ,(float)height);
glDrawPixels(1, 1, GL_RGBA, GL_UNSIGNED_BYTE, data);
checkGLcall("glDrawPixels");
}
HeapFree(GetProcessHeap(), 0, data);
LEAVE_GL();
return D3D_OK;
}
/* rendertarget and deptth stencil functions */