return IWineD3DBaseSurfaceImpl_Map(iface, pLockedRect, pRect, flags);
}
-static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This,
- GLenum fmt, GLenum type, UINT bpp, const BYTE *mem)
+static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *surface,
+ const RECT *rect, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem)
{
- UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
- IWineD3DDeviceImpl *device = This->resource.device;
+ UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *)surface); /* target is argb, 4 byte */
+ IWineD3DDeviceImpl *device = surface->resource.device;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
- RECT rect;
+ RECT local_rect;
UINT w, h;
- if (This->flags & SFLAG_LOCKED)
- rect = This->lockedRect;
- else
- SetRect(&rect, 0, 0, This->currentDesc.Width, This->currentDesc.Height);
+ surface_get_rect(surface, rect, &local_rect);
- mem += rect.top * pitch + rect.left * bpp;
- w = rect.right - rect.left;
- h = rect.bottom - rect.top;
+ mem += local_rect.top * pitch + local_rect.left * bpp;
+ w = local_rect.right - local_rect.left;
+ h = local_rect.bottom - local_rect.top;
/* Activate the correct context for the render target */
- context = context_acquire(device, This);
+ context = context_acquire(device, surface);
context_apply_blit_state(context, device);
gl_info = context->gl_info;
ENTER_GL();
- if (!surface_is_offscreen(This))
+ if (!surface_is_offscreen(surface))
{
- GLenum buffer = surface_get_gl_buffer(This);
+ GLenum buffer = surface_get_gl_buffer(surface);
TRACE("Unlocking %#x buffer.\n", buffer);
context_set_draw_buffer(context, buffer);
- surface_translate_drawable_coords(This, context->win_handle, &rect);
+ surface_translate_drawable_coords(surface, context->win_handle, &local_rect);
glPixelZoom(1.0f, -1.0f);
}
else
glPixelZoom(1.0f, 1.0f);
}
- glRasterPos3i(rect.left, rect.top, 1);
+ glRasterPos3i(local_rect.left, local_rect.top, 1);
checkGLcall("glRasterPos3i");
/* If not fullscreen, we need to skip a number of bytes to find the next row of data */
- glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, surface->currentDesc.Width);
- if (This->flags & SFLAG_PBO)
+ if (surface->flags & SFLAG_PBO)
{
- GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
+ GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
checkGLcall("glBindBufferARB");
}
glDrawPixels(w, h, fmt, type, mem);
checkGLcall("glDrawPixels");
- if (This->flags & SFLAG_PBO)
+ if (surface->flags & SFLAG_PBO)
{
GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
checkGLcall("glBindBufferARB");
byte_count = format.byte_count;
}
- flush_to_framebuffer_drawpixels(surface, format.glFormat, format.glType, byte_count, mem);
+ flush_to_framebuffer_drawpixels(surface, rect, format.glFormat, format.glType, byte_count, mem);
/* Don't delete PBO memory */
if ((mem != surface->resource.allocatedMemory) && !(surface->flags & SFLAG_PBO))