return 0.0f;
}
-static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface, IWineD3DSurface *pSourceSurface, CONST RECT* pSourceRect, IWineD3DSurface *pDestinationSurface, CONST POINT* pDestPoint) {
- IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
+static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface,
+ IWineD3DSurface *src_surface, const RECT *src_rect,
+ IWineD3DSurface *dst_surface, const POINT *dst_point)
+{
+ IWineD3DSurfaceImpl *src_impl = (IWineD3DSurfaceImpl *)src_surface;
+ IWineD3DSurfaceImpl *dst_impl = (IWineD3DSurfaceImpl *)dst_surface;
+ IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
const struct wined3d_format_desc *src_format;
const struct wined3d_format_desc *dst_format;
- /** TODO: remove casts to IWineD3DSurfaceImpl
- * NOTE: move code to surface to accomplish this
- ****************************************/
- IWineD3DSurfaceImpl *pSrcSurface = (IWineD3DSurfaceImpl *)pSourceSurface;
- IWineD3DSurfaceImpl *dst_impl = (IWineD3DSurfaceImpl *)pDestinationSurface;
- int srcWidth, srcHeight;
- unsigned int srcSurfaceWidth, srcSurfaceHeight;
- int destLeft, destTop;
- WINED3DPOOL srcPool, destPool;
- GLenum dummy;
- DWORD sampler;
- int bpp;
CONVERT_TYPES convert = NO_CONVERSION;
struct wined3d_context *context;
+ WINED3DPOOL src_pool, dst_pool;
+ WINED3DSURFACE_DESC winedesc;
const unsigned char *data;
+ UINT update_w, update_h;
+ UINT src_w, src_h;
+ UINT dst_x, dst_y;
+ DWORD sampler;
+ GLenum dummy;
+ int bpp;
- WINED3DSURFACE_DESC winedesc;
-
- TRACE("(%p) : Source (%p) Rect (%p) Destination (%p) Point(%p)\n", This, pSourceSurface, pSourceRect, pDestinationSurface, pDestPoint);
+ TRACE("iface %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s",
+ iface, src_surface, wine_dbgstr_rect(src_rect),
+ dst_surface, wine_dbgstr_point(dst_point));
- IWineD3DSurface_GetDesc(pSourceSurface, &winedesc);
- srcSurfaceWidth = winedesc.width;
- srcSurfaceHeight = winedesc.height;
- srcPool = winedesc.pool;
+ IWineD3DSurface_GetDesc(src_surface, &winedesc);
+ src_w = winedesc.width;
+ src_h = winedesc.height;
+ src_pool = winedesc.pool;
- IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
- destPool = winedesc.pool;
+ IWineD3DSurface_GetDesc(dst_surface, &winedesc);
+ dst_pool = winedesc.pool;
- if(srcPool != WINED3DPOOL_SYSTEMMEM || destPool != WINED3DPOOL_DEFAULT){
- WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n", pSourceSurface, pDestinationSurface);
+ if (src_pool != WINED3DPOOL_SYSTEMMEM || dst_pool != WINED3DPOOL_DEFAULT)
+ {
+ WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
+ src_surface, dst_surface);
return WINED3DERR_INVALIDCALL;
}
- src_format = pSrcSurface->resource.format_desc;
+ src_format = src_impl->resource.format_desc;
dst_format = dst_impl->resource.format_desc;
if (src_format->format != dst_format->format)
return WINED3DERR_INVALIDCALL;
}
- /* This call loads the opengl surface directly, instead of copying the surface to the
- * destination's sysmem copy. If surface conversion is needed, use BltFast instead to
- * copy in sysmem and use regular surface loading.
- */
+ dst_x = dst_point ? dst_point->x : 0;
+ dst_y = dst_point ? dst_point->y : 0;
+
+ /* This call loads the OpenGL surface directly, instead of copying the
+ * surface to the destination's sysmem copy. If surface conversion is
+ * needed, use BltFast instead to copy in sysmem and use regular surface
+ * loading. */
d3dfmt_get_conv(dst_impl, FALSE, TRUE, &dummy, &dummy, &dummy, &convert, &bpp, FALSE);
- if(convert != NO_CONVERSION) {
- return IWineD3DSurface_BltFast(pDestinationSurface,
- pDestPoint ? pDestPoint->x : 0,
- pDestPoint ? pDestPoint->y : 0,
- pSourceSurface, pSourceRect, 0);
- }
+ if (convert != NO_CONVERSION)
+ return IWineD3DSurface_BltFast(dst_surface, dst_x, dst_y, src_surface, src_rect, 0);
context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
LEAVE_GL();
/* Make sure the surface is loaded and up to date */
- surface_internal_preload(pDestinationSurface, SRGB_RGB);
- IWineD3DSurface_BindTexture(pDestinationSurface, FALSE);
+ surface_internal_preload(dst_surface, SRGB_RGB);
+ IWineD3DSurface_BindTexture(dst_surface, FALSE);
- /* this needs to be done in lines if the sourceRect != the sourceWidth */
- srcWidth = pSourceRect ? pSourceRect->right - pSourceRect->left : srcSurfaceWidth;
- srcHeight = pSourceRect ? pSourceRect->bottom - pSourceRect->top : srcSurfaceHeight;
- destLeft = pDestPoint ? pDestPoint->x : 0;
- destTop = pDestPoint ? pDestPoint->y : 0;
+ update_w = src_rect ? src_rect->right - src_rect->left : src_w;
+ update_h = src_rect ? src_rect->bottom - src_rect->top : src_h;
- data = IWineD3DSurface_GetData(pSourceSurface);
+ data = IWineD3DSurface_GetData(src_surface);
if (!data) ERR("Source surface has no allocated memory, but should be a sysmem surface.\n");
ENTER_GL();
if (dst_format->Flags & WINED3DFMT_FLAG_COMPRESSED)
{
- UINT row_length = (srcWidth / src_format->block_width) * src_format->block_byte_count;
- UINT row_count = srcHeight / src_format->block_height;
- UINT src_pitch = IWineD3DSurface_GetPitch(pSourceSurface);
+ UINT row_length = (update_w / src_format->block_width) * src_format->block_byte_count;
+ UINT row_count = update_h / src_format->block_height;
+ UINT src_pitch = IWineD3DSurface_GetPitch(src_surface);
- if (pSourceRect)
+ if (src_rect)
{
- data += (pSourceRect->top / src_format->block_height) * src_pitch;
- data += (pSourceRect->left / src_format->block_width) * src_format->block_byte_count;
+ data += (src_rect->top / src_format->block_height) * src_pitch;
+ data += (src_rect->left / src_format->block_width) * src_format->block_byte_count;
}
TRACE("glCompressedTexSubImage2DARB, target %#x, level %d, x %d, y %d, w %d, h %d, "
"format %#x, image_size %#x, data %p.\n", dst_impl->texture_target, dst_impl->texture_level,
- destLeft, destTop, srcWidth, srcHeight, dst_format->glFormat, row_count * row_length, data);
+ dst_x, dst_y, update_w, update_h, dst_format->glFormat, row_count * row_length, data);
if (row_length == src_pitch)
{
GL_EXTCALL(glCompressedTexSubImage2DARB(dst_impl->texture_target, dst_impl->texture_level,
- destLeft, destTop, srcWidth, srcHeight, dst_format->glInternal, row_count * row_length, data));
+ dst_x, dst_y, update_w, update_h, dst_format->glInternal, row_count * row_length, data));
}
else
{
/* glCompressedTexSubImage2DARB() ignores pixel store state, so we
* can't use the unpack row length like below. */
- for (row = 0, y = destTop; row < row_count; ++row)
+ for (row = 0, y = dst_y; row < row_count; ++row)
{
GL_EXTCALL(glCompressedTexSubImage2DARB(dst_impl->texture_target, dst_impl->texture_level,
- destLeft, y, srcWidth, src_format->block_height,
- dst_format->glInternal, row_length, data));
+ dst_x, y, update_w, src_format->block_height, dst_format->glInternal, row_length, data));
y += src_format->block_height;
data += src_pitch;
}
}
else
{
- if (pSourceRect)
+ if (src_rect)
{
- data += pSourceRect->top * srcSurfaceWidth * src_format->byte_count;
- data += pSourceRect->left * src_format->byte_count;
+ data += src_rect->top * src_w * src_format->byte_count;
+ data += src_rect->left * src_format->byte_count;
}
TRACE("glTexSubImage2D, target %#x, level %d, x %d, y %d, w %d, h %d, format %#x, type %#x, data %p.\n",
- dst_impl->texture_target, dst_impl->texture_level, destLeft, destTop,
- srcWidth, srcHeight, dst_format->glFormat, dst_format->glType, data);
+ dst_impl->texture_target, dst_impl->texture_level, dst_x, dst_y,
+ update_w, update_h, dst_format->glFormat, dst_format->glType, data);
- glPixelStorei(GL_UNPACK_ROW_LENGTH, srcSurfaceWidth);
- glTexSubImage2D(dst_impl->texture_target, dst_impl->texture_level, destLeft, destTop,
- srcWidth, srcHeight, dst_format->glFormat, dst_format->glType, data);
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, src_w);
+ glTexSubImage2D(dst_impl->texture_target, dst_impl->texture_level, dst_x, dst_y,
+ update_w, update_h, dst_format->glFormat, dst_format->glType, data);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
checkGLcall("glTexSubImage2D");
}
LEAVE_GL();
context_release(context);
- IWineD3DSurface_ModifyLocation(pDestinationSurface, SFLAG_INTEXTURE, TRUE);
+ IWineD3DSurface_ModifyLocation(dst_surface, SFLAG_INTEXTURE, TRUE);
sampler = This->rev_tex_unit_map[0];
if (sampler != WINED3D_UNMAPPED_STAGE)
{