wined3d: Store the scissor rect in the stateblock.
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 3300cdd..7b81f0e 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -3180,6 +3180,15 @@
RECT windowRect;
UINT winHeight;
+ This->updateStateBlock->set.scissorRect = TRUE;
+ This->updateStateBlock->changed.scissorRect = TRUE;
+ memcpy(&This->updateStateBlock->scissorRect, pRect, sizeof(*pRect));
+
+ if(This->isRecordingState) {
+ TRACE("Recording... not performing anything\n");
+ return WINED3D_OK;
+ }
+
GetClientRect(((IWineD3DSwapChainImpl *)This->swapchains[0])->win_handle, &windowRect);
/* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
* Warning2: Even in windowed mode the coords are relative to the window, not the screen
@@ -3197,17 +3206,9 @@
static HRESULT WINAPI IWineD3DDeviceImpl_GetScissorRect(IWineD3DDevice *iface, RECT* pRect) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
- GLint scissorBox[4];
- ENTER_GL();
- /** FIXME: Windows uses a top,left origin openGL uses a bottom Right? **/
- glGetIntegerv(GL_SCISSOR_BOX, scissorBox);
- pRect->left = scissorBox[0];
- pRect->top = scissorBox[1];
- pRect->right = scissorBox[0] + scissorBox[2];
- pRect->bottom = scissorBox[1] + scissorBox[3];
+ memcpy(pRect, &This->updateStateBlock->scissorRect, sizeof(pRect));
TRACE("(%p)Returning a Scissor Rect of %d:%d-%d:%d\n", This, pRect->left, pRect->top, pRect->right, pRect->bottom);
- LEAVE_GL();
return WINED3D_OK;
}
diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c
index dba9e8a..093c83d 100644
--- a/dlls/wined3d/stateblock.c
+++ b/dlls/wined3d/stateblock.c
@@ -78,6 +78,7 @@
dest->vertexDecl = source->vertexDecl;
dest->pixelShader = source->pixelShader;
dest->vertexShader = source->vertexShader;
+ dest->scissorRect = dest->scissorRect;
/* Fixed size arrays */
memcpy(dest->streamSource, source->streamSource, bsize * MAX_STREAMS);
@@ -115,6 +116,7 @@
states->vertexDecl = value;
states->pixelShader = value;
states->vertexShader = value;
+ states->scissorRect = value;
/* Fixed size arrays */
memset(states->streamSource, value, bsize * MAX_STREAMS);
@@ -168,6 +170,7 @@
Dest->material = This->material;
Dest->pixelShader = This->pixelShader;
Dest->glsl_program = This->glsl_program;
+ memcpy(&Dest->scissorRect, &This->scissorRect, sizeof(Dest->scissorRect));
/* Fixed size arrays */
memcpy(Dest->vertexShaderConstantB, This->vertexShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
@@ -484,6 +487,14 @@
memcpy(&This->viewport, &targetStateBlock->viewport, sizeof(WINED3DVIEWPORT));
}
+ if(This->set.scissorRect && memcmp(&targetStateBlock->scissorRect,
+ &This->scissorRect,
+ sizeof(targetStateBlock->scissorRect)))
+ {
+ TRACE("Updating scissor rect\n");
+ memcpy(&targetStateBlock->scissorRect, &This->scissorRect, sizeof(targetStateBlock->scissorRect));
+ }
+
for (i = 0; i < MAX_STREAMS; i++) {
if (This->set.streamSource[i] &&
((This->streamStride[i] != targetStateBlock->streamStride[i]) ||
@@ -656,6 +667,9 @@
if (This->set.viewport && This->changed.viewport)
IWineD3DDevice_SetViewport(pDevice, &This->viewport);
+ if (This->set.scissorRect && This->changed.scissorRect)
+ IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect);
+
/* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
for (i=0; i<MAX_STREAMS; i++) {
if (This->set.streamSource[i] && This->changed.streamSource[i])
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 323fa38..0166637 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1155,6 +1155,7 @@
BOOL vertexShaderConstantsB[MAX_CONST_B];
BOOL vertexShaderConstantsI[MAX_CONST_I];
BOOL *vertexShaderConstantsF;
+ BOOL scissorRect;
} SAVEDSTATES;
typedef struct {
@@ -1243,6 +1244,9 @@
/* Current GLSL Shader Program */
struct glsl_shader_prog_link *glsl_program;
+
+ /* Scissor test rectangle */
+ RECT scissorRect;
};
extern void stateblock_savedstates_set(