win_d2d: blit straight into d2d_bitmap

This commit is contained in:
David Hrdlička
2019-12-09 20:14:38 +01:00
parent 08fceb79c0
commit a528cd60c7

View File

@@ -1,4 +1,4 @@
/*
/*
* 86Box A hypervisor and IBM PC system emulator that specializes in
* running old operating systems and software designed for IBM
* PC systems and compatibles from 1981 through fairly recent
@@ -163,8 +163,6 @@ d2d_blit(int x, int y, int y1, int y2, int w, int h)
{
HRESULT hr = S_OK;
void *srcdata;
int yy;
D2D1_RECT_U rectU;
ID2D1Bitmap *fs_bitmap = 0;
@@ -226,26 +224,14 @@ d2d_blit(int x, int y, int y1, int y2, int w, int h)
return;
}
// TODO: Copy data directly from render_buffer to d2d_bitmap
srcdata = malloc(h * w * 4);
for (yy = y1; yy < y2; yy++)
{
if ((y + yy) >= 0 && (y + yy) < render_buffer->h)
{
memcpy(
(uint32_t *) &(((uint8_t *)srcdata)[yy * w * 4]),
&(render_buffer->line[y + yy][x]),
w * 4);
}
}
rectU = D2D1::RectU(x, y + y1, x + w, y + y2);
hr = d2d_bitmap->CopyFromMemory(
&rectU,
&(render_buffer->line[y + y1][x]),
render_buffer->w << 2);
video_blit_complete();
rectU = D2D1::RectU(0, 0, w, h);
hr = d2d_bitmap->CopyFromMemory(&rectU, srcdata, w * 4);
// In fullscreen mode we first draw offscreen to an intermediate
// BitmapRenderTarget, which then gets rendered to the actual
// HwndRenderTarget in order to implement different scaling modes
@@ -263,7 +249,7 @@ d2d_blit(int x, int y, int y1, int y2, int w, int h)
D2D1::RectF(0, y1, w, y2),
1.0f,
D2D1_BITMAP_INTERPOLATION_MODE_NEAREST_NEIGHBOR,
D2D1::RectF(0, y1, w, y2));
D2D1::RectF(x, y + y1, x + w, y + y2));
hr = RT->EndDraw();
}
@@ -299,10 +285,6 @@ d2d_blit(int x, int y, int y1, int y2, int w, int h)
{
d2d_log("Direct2D: d2d_blit: error 0x%08lx\n", hr);
}
// Tidy up
free(srcdata);
srcdata = NULL;
}
#endif