/* Uses the hardware to stretch and flip the image */
static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
- IWineD3DSwapChainImpl *swapchain, const WINED3DRECT *srect, const WINED3DRECT *drect,
+ IWineD3DSwapChainImpl *swapchain, const RECT *src_rect, const RECT *dst_rect,
BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter)
{
IWineD3DDeviceImpl *myDevice = This->resource.device;
glBindTexture(GL_TEXTURE_2D, src);
checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
- /* TODO: Only copy the part that will be read. Use srect->x1, srect->y2 as origin, but with the width watch
+ /* TODO: Only copy the part that will be read. Use src_rect->left, src_rect->bottom as origin, but with the width watch
* out for power of 2 sizes
*/
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Src->pow2Width, Src->pow2Height, 0,
}
checkGLcall("glEnd and previous");
- left = srect->x1;
- right = srect->x2;
+ left = src_rect->left;
+ right = src_rect->right;
if(upsidedown) {
- top = Src->currentDesc.Height - srect->y1;
- bottom = Src->currentDesc.Height - srect->y2;
+ top = Src->currentDesc.Height - src_rect->top;
+ bottom = Src->currentDesc.Height - src_rect->bottom;
} else {
- top = Src->currentDesc.Height - srect->y2;
- bottom = Src->currentDesc.Height - srect->y1;
+ top = Src->currentDesc.Height - src_rect->bottom;
+ bottom = Src->currentDesc.Height - src_rect->top;
}
if(Src->Flags & SFLAG_NORMCOORD) {
/* top left */
glTexCoord2f(left, top);
- glVertex2i(0, fbheight - drect->y2 - drect->y1);
+ glVertex2i(0, fbheight - dst_rect->bottom - dst_rect->top);
/* top right */
glTexCoord2f(right, top);
- glVertex2i(drect->x2 - drect->x1, fbheight - drect->y2 - drect->y1);
+ glVertex2i(dst_rect->right - dst_rect->left, fbheight - dst_rect->bottom - dst_rect->top);
/* bottom right */
glTexCoord2f(right, bottom);
- glVertex2i(drect->x2 - drect->x1, fbheight);
+ glVertex2i(dst_rect->right - dst_rect->left, fbheight);
glEnd();
checkGLcall("glEnd and previous");
checkGLcall("glBindTexture");
glCopyTexSubImage2D(texture_target,
0,
- drect->x1, drect->y1, /* xoffset, yoffset */
+ dst_rect->left, dst_rect->top, /* xoffset, yoffset */
0, 0, /* We blitted the image to the origin */
- drect->x2 - drect->x1, drect->y2 - drect->y1);
+ dst_rect->right - dst_rect->left, dst_rect->bottom - dst_rect->top);
checkGLcall("glCopyTexSubImage2D");
if(drawBuffer == GL_BACK) {
fb_copy_to_texture_direct(This, SrcSurface, &src_rect, &dst_rect, upsideDown, Filter);
} else {
TRACE("Using hardware stretching to flip / stretch the texture\n");
- fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, (WINED3DRECT*)&src_rect, (WINED3DRECT*)&dst_rect, upsideDown, Filter);
+ fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, &src_rect, &dst_rect, upsideDown, Filter);
}
/* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */