void WINAPI
NineBaseTexture9_GenerateMipSubLevels( struct NineBaseTexture9 *This )
{
    struct pipe_resource *resource = This->base.resource;

    unsigned base_level = 0;
    unsigned last_level = This->base.info.last_level - This->lod;
    unsigned first_layer = 0;
    unsigned last_layer;
    unsigned filter = This->mipfilter == D3DTEXF_POINT ? PIPE_TEX_FILTER_NEAREST
                                                       : PIPE_TEX_FILTER_LINEAR;
    DBG("This=%p\n", This);

    if (This->base.pool == D3DPOOL_MANAGED)
        NineBaseTexture9_UploadSelf(This);
    if (!This->dirty_mip)
        return;
    if (This->lod) {
        ERR("AUTOGENMIPMAP if level 0 is not resident not supported yet !\n");
        return;
    }

    if (!This->view[0])
        NineBaseTexture9_UpdateSamplerView(This, 0);

    last_layer = util_max_layer(This->view[0]->texture, base_level);

    util_gen_mipmap(This->pipe, resource,
                    resource->format, base_level, last_level,
                    first_layer, last_layer, filter);

    This->dirty_mip = FALSE;

    NineDevice9_RestoreNonCSOState(This->base.base.device, ~0x3);
}
Пример #2
0
static INLINE HRESULT
present( struct NineSwapChain9 *This,
         const RECT *pSourceRect,
         const RECT *pDestRect,
         HWND hDestWindowOverride,
         const RGNDATA *pDirtyRegion,
         DWORD dwFlags )
{
    struct NineDevice9 *device = This->base.device;
    struct pipe_resource *resource;
    HRESULT hr;
    RGNDATA *rgndata;
    RECT rect;
    struct pipe_blit_info blit;

    /* get a real backbuffer handle from the windowing system */
    hr = This->actx->resource_from_present(This->actx, This->screen,
                                           This->present, hDestWindowOverride,
                                           pDestRect, &rect, &rgndata,
                                           &resource);
    if (FAILED(hr)) {
        return hr;
    } else if (hr == D3DOK_WINDOW_OCCLUDED) {
        /* if we present, nothing will show, so don't present */
        return D3D_OK;
    }

    DBG(">>>\npresent: This=%p pSourceRect=%p pDestRect=%p "
        "pDirtyRegion=%p rgndata=%p\n",
        This, pSourceRect, pDestRect, pDirtyRegion, rgndata);
    if (pSourceRect)
        DBG("pSourceRect = (%u..%u)x(%u..%u)\n",
            pSourceRect->left, pSourceRect->right,
            pSourceRect->top, pSourceRect->bottom);
    if (pDestRect)
        DBG("pDestRect = (%u..%u)x(%u..%u)\n",
            pDestRect->left, pDestRect->right,
            pDestRect->top, pDestRect->bottom);

    if (rgndata) {
        /* TODO */
        blit.dst.resource = NULL;
    } else {
        struct pipe_surface *suf = NineSurface9_GetSurface(This->buffers[0], 0);
        blit.dst.resource = resource;
        blit.dst.level = 0;
        blit.dst.format = resource->format;
        blit.dst.box.z = 0;
        blit.dst.box.depth = 1;
        if (pDestRect) {
            rect_to_pipe_box_xy_only(&blit.dst.box, pDestRect);
            blit.dst.box.x += rect.left;
            blit.dst.box.y += rect.top;
            if (u_box_clip_2d(&blit.dst.box, &blit.dst.box,
                              rect.right, rect.bottom) > 0) {
                DBG("Dest region clipped.\n");
                return D3D_OK;
            }
        } else {
            rect_to_pipe_box_xy_only(&blit.dst.box, &rect);
        }

        blit.src.resource = suf->texture;
        blit.src.level = This->buffers[0]->level;
        blit.src.format = blit.src.resource->format;
        blit.src.box.z = 0;
        blit.src.box.depth = 1;
        if (pSourceRect) {
            rect_to_pipe_box_xy_only(&blit.src.box, pSourceRect);
            u_box_clip_2d(&blit.src.box, &blit.src.box,
                          suf->width,
                          suf->height);
        } else {
            blit.src.box.x = 0;
            blit.src.box.y = 0;
            blit.src.box.width = suf->width;
            blit.src.box.height = suf->height;
        }

        blit.mask = PIPE_MASK_RGBA;
        blit.filter = PIPE_TEX_FILTER_NEAREST;
        blit.scissor_enable = FALSE;
        blit.alpha_blend = FALSE;

        /* blit (and possibly stretch/convert) pixels from This->buffers[0] to
         * emusurf using u_blit. Windows appears to use NEAREST */
        DBG("Blitting (%u..%u)x(%u..%u) to (%u..%u)x(%u..%u).\n",
            blit.src.box.x, blit.src.box.x + blit.src.box.width,
            blit.src.box.y, blit.src.box.y + blit.src.box.height,
            blit.dst.box.x, blit.dst.box.x + blit.dst.box.width,
            blit.dst.box.y, blit.dst.box.y + blit.dst.box.height);

        This->pipe->blit(This->pipe, &blit);
    }

    if (device->cursor.software && device->cursor.visible && device->cursor.w &&
        blit.dst.resource) {
        blit.src.resource = device->cursor.image;
        blit.src.level = 0;
        blit.src.format = device->cursor.image->format;
        blit.src.box.x = 0;
        blit.src.box.y = 0;
        blit.src.box.width = device->cursor.w;
        blit.src.box.height = device->cursor.h;

        ID3DPresent_GetCursorPos(This->present, &device->cursor.pos);

        /* NOTE: blit messes up when box.x + box.width < 0, fix driver */
        blit.dst.box.x = MAX2(device->cursor.pos.x, 0) - device->cursor.hotspot.x;
        blit.dst.box.y = MAX2(device->cursor.pos.y, 0) - device->cursor.hotspot.y;
        blit.dst.box.width = blit.src.box.width;
        blit.dst.box.height = blit.src.box.height;

        DBG("Blitting cursor(%ux%u) to (%i,%i).\n",
            blit.src.box.width, blit.src.box.height,
            blit.dst.box.x, blit.dst.box.y);

        blit.alpha_blend = TRUE;
        This->pipe->blit(This->pipe, &blit);
    }

    if (device->hud && resource) {
        hud_draw(device->hud, resource); /* XXX: no offset */
        /* HUD doesn't clobber stipple */
        NineDevice9_RestoreNonCSOState(device, ~0x2);
    }

    This->pipe->flush(This->pipe, NULL, PIPE_FLUSH_END_OF_FRAME);

    /* really present the frame */
    hr = ID3DPresent_Present(This->present, dwFlags);
    pipe_resource_reference(&resource, NULL);
    if (FAILED(hr)) { return hr; }

    return D3D_OK;
}