- Initialize TempRenderTexture and the back buffer to black upon creation.

SVN r2008 (trunk)
This commit is contained in:
Randy Heit 2009-11-29 02:42:20 +00:00
parent cdb26a9b28
commit a5c8b33f10
2 changed files with 127 additions and 0 deletions

View file

@ -1,4 +1,5 @@
November 28, 2009
- Initialize TempRenderTexture and the back buffer to black upon creation.
- Fixed: Windowed mode always needs to draw to the temporary surface, even
when not gamma correcting, so that D3DFB::GetCurrentScreen() can read from
it.

View file

@ -464,6 +464,9 @@ void D3DFB::SetInitialState()
AlphaTestEnabled = FALSE;
CurBorderColor = 0;
// Clear to black, just in case it wasn't done already.
D3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 0, 0);
}
//==========================================================================
@ -753,6 +756,20 @@ void D3DFB::KillNativeTexs()
}
}
//==========================================================================
//
// D3DFB :: CreateFBTexture
//
// Creates the "Framebuffer" texture. With the advent of hardware-assisted
// 2D, this is something of a misnomer now. The FBTexture is only used for
// uploading the software 3D image to video memory so that it can be drawn
// to the real frame buffer.
//
// It also creates the TempRenderTexture, since this seemed like a
// convenient place to do so.
//
//==========================================================================
bool D3DFB::CreateFBTexture ()
{
if (FAILED(D3DDevice->CreateTexture (Width, Height, 1, D3DUSAGE_DYNAMIC, D3DFMT_L8, D3DPOOL_DEFAULT, &FBTexture, NULL)))
@ -781,9 +798,25 @@ bool D3DFB::CreateFBTexture ()
{
TempRenderTexture = NULL;
}
else
{
// Initialize the TempRenderTexture to black.
IDirect3DSurface9 *surf;
if (SUCCEEDED(TempRenderTexture->GetSurfaceLevel(0, &surf)))
{
D3DDevice->ColorFill(surf, NULL, D3DCOLOR_XRGB(0,0,0));
surf->Release();
}
}
return true;
}
//==========================================================================
//
// D3DFB :: CreatePaletteTexture
//
//==========================================================================
bool D3DFB::CreatePaletteTexture ()
{
if (FAILED(D3DDevice->CreateTexture (256, 1, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &PaletteTexture, NULL)))
@ -793,6 +826,12 @@ bool D3DFB::CreatePaletteTexture ()
return true;
}
//==========================================================================
//
// D3DFB :: CreateGammaTexture
//
//==========================================================================
bool D3DFB::CreateGammaTexture ()
{
// If this fails, you just won't get gamma correction in a window
@ -806,6 +845,12 @@ bool D3DFB::CreateGammaTexture ()
return false;
}
//==========================================================================
//
// D3DFB :: CreateVertexes
//
//==========================================================================
bool D3DFB::CreateVertexes ()
{
VertexPos = -1;
@ -825,6 +870,12 @@ bool D3DFB::CreateVertexes ()
return true;
}
//==========================================================================
//
// D3DFB :: CalcFullscreenCoords
//
//==========================================================================
void D3DFB::CalcFullscreenCoords (FBVERTEX verts[4], bool viewarea_only, bool can_double, D3DCOLOR color0, D3DCOLOR color1) const
{
float offset = OldRenderTarget != NULL ? 0 : LBOffset;
@ -898,35 +949,77 @@ void D3DFB::CalcFullscreenCoords (FBVERTEX verts[4], bool viewarea_only, bool ca
verts[3].tv = tmyb;
}
//==========================================================================
//
// D3DFB :: GetPageCount
//
//==========================================================================
int D3DFB::GetPageCount ()
{
return 1;
}
//==========================================================================
//
// D3DFB :: PaletteChanged
//
//==========================================================================
void D3DFB::PaletteChanged ()
{
}
//==========================================================================
//
// D3DFB :: QueryNewPalette
//
//==========================================================================
int D3DFB::QueryNewPalette ()
{
return 0;
}
//==========================================================================
//
// D3DFB :: IsValid
//
//==========================================================================
bool D3DFB::IsValid ()
{
return D3DDevice != NULL;
}
//==========================================================================
//
// D3DFB :: GetHR
//
//==========================================================================
HRESULT D3DFB::GetHR ()
{
return 0;
}
//==========================================================================
//
// D3DFB :: IsFullscreen
//
//==========================================================================
bool D3DFB::IsFullscreen ()
{
return !Windowed;
}
//==========================================================================
//
// D3DFB :: Lock
//
//==========================================================================
bool D3DFB::Lock ()
{
return Lock(true);
@ -944,6 +1037,12 @@ bool D3DFB::Lock (bool buffered)
return false;
}
//==========================================================================
//
// D3DFB :: Unlock
//
//==========================================================================
void D3DFB::Unlock ()
{
LOG1 ("Unlock <%d>\n", LockCount);
@ -963,10 +1062,17 @@ void D3DFB::Unlock ()
}
}
//==========================================================================
//
// D3DFB :: Update
//
// When In2D == 0: Copy buffer to screen and present
// When In2D == 1: Copy buffer to screen but do not present
// When In2D == 2: Set up for 2D drawing but do not draw anything
// When In2D == 3: Present and set In2D to 0
//
//==========================================================================
void D3DFB::Update ()
{
if (In2D == 3)
@ -1061,6 +1167,12 @@ void D3DFB::Update ()
UpdatePending = false;
}
//==========================================================================
//
// D3DFB :: Flip
//
//==========================================================================
void D3DFB::Flip()
{
assert(InScene);
@ -1085,6 +1197,12 @@ void D3DFB::Flip()
InScene = false;
}
//==========================================================================
//
// D3DFB :: PaintToWindow
//
//==========================================================================
bool D3DFB::PaintToWindow ()
{
HRESULT hr;
@ -1106,6 +1224,14 @@ bool D3DFB::PaintToWindow ()
return true;
}
//==========================================================================
//
// D3DFB :: Draw3DPart
//
// The software 3D part, to be exact.
//
//==========================================================================
void D3DFB::Draw3DPart(bool copy3d)
{
if (copy3d)