push 07a2b33f792746135ccf34a3b3e1dfb2a3c1e823
[wine/hacks.git] / dlls / wined3d / surface.c
blob1849b83740c1b3b9520555503383f6496db0eeef
1 /*
2 * IWineD3DSurface Implementation
4 * Copyright 1998 Lionel Ulmer
5 * Copyright 2000-2001 TransGaming Technologies Inc.
6 * Copyright 2002-2005 Jason Edmeades
7 * Copyright 2002-2003 Raphael Junqueira
8 * Copyright 2004 Christian Costa
9 * Copyright 2005 Oliver Stieber
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2007-2008 Henri Verbeet
12 * Copyright 2006-2008 Roderick Colenbrander
14 * This library is free software; you can redistribute it and/or
15 * modify it under the terms of the GNU Lesser General Public
16 * License as published by the Free Software Foundation; either
17 * version 2.1 of the License, or (at your option) any later version.
19 * This library is distributed in the hope that it will be useful,
20 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
22 * Lesser General Public License for more details.
24 * You should have received a copy of the GNU Lesser General Public
25 * License along with this library; if not, write to the Free Software
26 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
29 #include "config.h"
30 #include "wine/port.h"
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
34 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
36 HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *surf);
37 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey);
38 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert);
39 static inline void clear_unused_channels(IWineD3DSurfaceImpl *This);
40 static void surface_remove_pbo(IWineD3DSurfaceImpl *This);
42 void surface_force_reload(IWineD3DSurface *iface)
44 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
46 This->Flags &= ~SFLAG_ALLOCATED;
49 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name)
51 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
53 TRACE("(%p) : setting texture name %u\n", This, name);
55 if (!This->glDescription.textureName && name)
57 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
58 * surface has no texture name yet. See if we can get rid of this. */
59 if (This->Flags & SFLAG_INTEXTURE)
60 ERR("Surface has SFLAG_INTEXTURE set, but no texture name\n");
61 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
64 This->glDescription.textureName = name;
65 surface_force_reload(iface);
68 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target)
70 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
72 TRACE("(%p) : setting target %#x\n", This, target);
74 if (This->glDescription.target != target)
76 if (target == GL_TEXTURE_RECTANGLE_ARB)
78 This->Flags &= ~SFLAG_NORMCOORD;
80 else if (This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB)
82 This->Flags |= SFLAG_NORMCOORD;
85 This->glDescription.target = target;
86 surface_force_reload(iface);
89 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This) {
90 int active_sampler;
92 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
93 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
94 * gl states. The current texture unit should always be a valid one.
96 * To be more specific, this is tricky because we can implicitly be called
97 * from sampler() in state.c. This means we can't touch anything other than
98 * whatever happens to be the currently active texture, or we would risk
99 * marking already applied sampler states dirty again.
101 * TODO: Track the current active texture per GL context instead of using glGet
103 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
104 GLint active_texture;
105 ENTER_GL();
106 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
107 LEAVE_GL();
108 active_sampler = This->resource.wineD3DDevice->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
109 } else {
110 active_sampler = 0;
113 if (active_sampler != -1) {
114 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(active_sampler));
116 IWineD3DSurface_BindTexture((IWineD3DSurface *)This);
119 /* This function checks if the primary render target uses the 8bit paletted format. */
120 static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
122 if (device->render_targets && device->render_targets[0]) {
123 IWineD3DSurfaceImpl* render_target = (IWineD3DSurfaceImpl*)device->render_targets[0];
124 if((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET) && (render_target->resource.format == WINED3DFMT_P8))
125 return TRUE;
127 return FALSE;
130 /* This call just downloads data, the caller is responsible for activating the
131 * right context and binding the correct texture. */
132 static void surface_download_data(IWineD3DSurfaceImpl *This) {
133 if (0 == This->glDescription.textureName) {
134 ERR("Surface does not have a texture, but SFLAG_INTEXTURE is set\n");
135 return;
138 /* Only support read back of converted P8 surfaces */
139 if(This->Flags & SFLAG_CONVERTED && (This->resource.format != WINED3DFMT_P8)) {
140 FIXME("Read back converted textures unsupported, format=%s\n", debug_d3dformat(This->resource.format));
141 return;
144 ENTER_GL();
146 if (This->resource.format == WINED3DFMT_DXT1 ||
147 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
148 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5 ||
149 This->resource.format == WINED3DFMT_ATI2N) {
150 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) { /* We can assume this as the texture would not have been created otherwise */
151 FIXME("(%p) : Attempting to lock a compressed texture when texture compression isn't supported by opengl\n", This);
152 } else {
153 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
154 This->glDescription.glFormat, This->glDescription.glType, This->resource.allocatedMemory);
156 if(This->Flags & SFLAG_PBO) {
157 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
158 checkGLcall("glBindBufferARB");
159 GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, NULL));
160 checkGLcall("glGetCompressedTexImageARB()");
161 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
162 checkGLcall("glBindBufferARB");
163 } else {
164 GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, This->resource.allocatedMemory));
165 checkGLcall("glGetCompressedTexImageARB()");
168 LEAVE_GL();
169 } else {
170 void *mem;
171 GLenum format = This->glDescription.glFormat;
172 GLenum type = This->glDescription.glType;
173 int src_pitch = 0;
174 int dst_pitch = 0;
176 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
177 if(This->resource.format == WINED3DFMT_P8 && primary_render_target_is_p8(This->resource.wineD3DDevice)) {
178 format = GL_ALPHA;
179 type = GL_UNSIGNED_BYTE;
182 if (This->Flags & SFLAG_NONPOW2) {
183 unsigned char alignment = This->resource.wineD3DDevice->surface_alignment;
184 src_pitch = This->bytesPerPixel * This->pow2Width;
185 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
186 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
187 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
188 } else {
189 mem = This->resource.allocatedMemory;
192 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
193 format, type, mem);
195 if(This->Flags & SFLAG_PBO) {
196 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
197 checkGLcall("glBindBufferARB");
199 glGetTexImage(This->glDescription.target, This->glDescription.level, format,
200 type, NULL);
201 checkGLcall("glGetTexImage()");
203 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
204 checkGLcall("glBindBufferARB");
205 } else {
206 glGetTexImage(This->glDescription.target, This->glDescription.level, format,
207 type, mem);
208 checkGLcall("glGetTexImage()");
210 LEAVE_GL();
212 if (This->Flags & SFLAG_NONPOW2) {
213 LPBYTE src_data, dst_data;
214 int y;
216 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
217 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
218 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
220 * We're doing this...
222 * instead of boxing the texture :
223 * |<-texture width ->| -->pow2width| /\
224 * |111111111111111111| | |
225 * |222 Texture 222222| boxed empty | texture height
226 * |3333 Data 33333333| | |
227 * |444444444444444444| | \/
228 * ----------------------------------- |
229 * | boxed empty | boxed empty | pow2height
230 * | | | \/
231 * -----------------------------------
234 * we're repacking the data to the expected texture width
236 * |<-texture width ->| -->pow2width| /\
237 * |111111111111111111222222222222222| |
238 * |222333333333333333333444444444444| texture height
239 * |444444 | |
240 * | | \/
241 * | | |
242 * | empty | pow2height
243 * | | \/
244 * -----------------------------------
246 * == is the same as
248 * |<-texture width ->| /\
249 * |111111111111111111|
250 * |222222222222222222|texture height
251 * |333333333333333333|
252 * |444444444444444444| \/
253 * --------------------
255 * this also means that any references to allocatedMemory should work with the data as if were a
256 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
258 * internally the texture is still stored in a boxed format so any references to textureName will
259 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
261 * Performance should not be an issue, because applications normally do not lock the surfaces when
262 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
263 * and doesn't have to be re-read.
265 src_data = mem;
266 dst_data = This->resource.allocatedMemory;
267 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
268 for (y = 1 ; y < This->currentDesc.Height; y++) {
269 /* skip the first row */
270 src_data += src_pitch;
271 dst_data += dst_pitch;
272 memcpy(dst_data, src_data, dst_pitch);
275 HeapFree(GetProcessHeap(), 0, mem);
279 /* Surface has now been downloaded */
280 This->Flags |= SFLAG_INSYSMEM;
283 /* This call just uploads data, the caller is responsible for activating the
284 * right context and binding the correct texture. */
285 static void surface_upload_data(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *data) {
287 if(This->heightscale != 1.0 && This->heightscale != 0.0) height *= This->heightscale;
289 if (This->resource.format == WINED3DFMT_DXT1 ||
290 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
291 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5 ||
292 This->resource.format == WINED3DFMT_ATI2N) {
293 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
294 FIXME("Using DXT1/3/5 without advertized support\n");
295 } else {
296 /* glCompressedTexSubImage2D for uploading and glTexImage2D for allocating does not work well on some drivers(r200 dri, MacOS ATI driver)
297 * glCompressedTexImage2D does not accept NULL pointers. So for compressed textures surface_allocate_surface does nothing, and this
298 * function uses glCompressedTexImage2D instead of the SubImage call
300 TRACE("(%p) : Calling glCompressedTexSubImage2D w %d, h %d, data %p\n", This, width, height, data);
301 ENTER_GL();
303 if(This->Flags & SFLAG_PBO) {
304 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
305 checkGLcall("glBindBufferARB");
306 TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
308 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
309 width, height, 0 /* border */, This->resource.size, NULL));
310 checkGLcall("glCompressedTexSubImage2D");
312 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
313 checkGLcall("glBindBufferARB");
314 } else {
315 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
316 width, height, 0 /* border */, This->resource.size, data));
317 checkGLcall("glCompressedTexSubImage2D");
319 LEAVE_GL();
321 } else {
322 TRACE("(%p) : Calling glTexSubImage2D w %d, h %d, data, %p\n", This, width, height, data);
323 ENTER_GL();
325 if(This->Flags & SFLAG_PBO) {
326 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
327 checkGLcall("glBindBufferARB");
328 TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
330 glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, NULL);
331 checkGLcall("glTexSubImage2D");
333 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
334 checkGLcall("glBindBufferARB");
336 else {
337 glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, data);
338 checkGLcall("glTexSubImage2D");
341 LEAVE_GL();
345 /* This call just allocates the texture, the caller is responsible for
346 * activating the right context and binding the correct texture. */
347 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type) {
348 BOOL enable_client_storage = FALSE;
349 BYTE *mem = NULL;
351 if(This->heightscale != 1.0 && This->heightscale != 0.0) height *= This->heightscale;
353 TRACE("(%p) : Creating surface (target %#x) level %d, d3d format %s, internal format %#x, width %d, height %d, gl format %#x, gl type=%#x\n", This,
354 This->glDescription.target, This->glDescription.level, debug_d3dformat(This->resource.format), internal, width, height, format, type);
356 if (This->resource.format == WINED3DFMT_DXT1 ||
357 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
358 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5 ||
359 This->resource.format == WINED3DFMT_ATI2N) {
360 /* glCompressedTexImage2D does not accept NULL pointers, so we cannot allocate a compressed texture without uploading data */
361 TRACE("Not allocating compressed surfaces, surface_upload_data will specify them\n");
363 /* We have to point GL to the client storage memory here, because upload_data might use a PBO. This means a double upload
364 * once, unfortunately
366 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
367 /* Neither NONPOW2, DIBSECTION nor OVERSIZE flags can be set on compressed textures */
368 This->Flags |= SFLAG_CLIENT;
369 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
370 ENTER_GL();
371 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
372 width, height, 0 /* border */, This->resource.size, mem));
373 LEAVE_GL();
376 return;
379 ENTER_GL();
381 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
382 if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_OVERSIZE | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
383 /* In some cases we want to disable client storage.
384 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
385 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
386 * SFLAG_OVERSIZE: The gl texture is smaller than the allocated memory
387 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
388 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
390 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
391 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
392 This->Flags &= ~SFLAG_CLIENT;
393 enable_client_storage = TRUE;
394 } else {
395 This->Flags |= SFLAG_CLIENT;
397 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
398 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
400 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
403 glTexImage2D(This->glDescription.target, This->glDescription.level, internal, width, height, 0, format, type, mem);
404 checkGLcall("glTexImage2D");
406 if(enable_client_storage) {
407 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
408 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
410 LEAVE_GL();
412 This->Flags |= SFLAG_ALLOCATED;
415 /* In D3D the depth stencil dimensions have to be greater than or equal to the
416 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
417 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
418 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height) {
419 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
420 renderbuffer_entry_t *entry;
421 GLuint renderbuffer = 0;
422 unsigned int src_width, src_height;
424 src_width = This->pow2Width;
425 src_height = This->pow2Height;
427 /* A depth stencil smaller than the render target is not valid */
428 if (width > src_width || height > src_height) return;
430 /* Remove any renderbuffer set if the sizes match */
431 if (width == src_width && height == src_height) {
432 This->current_renderbuffer = NULL;
433 return;
436 /* Look if we've already got a renderbuffer of the correct dimensions */
437 LIST_FOR_EACH_ENTRY(entry, &This->renderbuffers, renderbuffer_entry_t, entry) {
438 if (entry->width == width && entry->height == height) {
439 renderbuffer = entry->id;
440 This->current_renderbuffer = entry;
441 break;
445 if (!renderbuffer) {
446 const GlPixelFormatDesc *glDesc;
447 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
449 GL_EXTCALL(glGenRenderbuffersEXT(1, &renderbuffer));
450 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderbuffer));
451 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, glDesc->glInternal, width, height));
453 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
454 entry->width = width;
455 entry->height = height;
456 entry->id = renderbuffer;
457 list_add_head(&This->renderbuffers, &entry->entry);
459 This->current_renderbuffer = entry;
462 checkGLcall("set_compatible_renderbuffer");
465 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain) {
466 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
467 IWineD3DSwapChainImpl *swapchain_impl = (IWineD3DSwapChainImpl *)swapchain;
469 TRACE("(%p) : swapchain %p\n", This, swapchain);
471 if (swapchain_impl->backBuffer && swapchain_impl->backBuffer[0] == iface) {
472 TRACE("Returning GL_BACK\n");
473 return GL_BACK;
474 } else if (swapchain_impl->frontBuffer == iface) {
475 TRACE("Returning GL_FRONT\n");
476 return GL_FRONT;
479 FIXME("Higher back buffer, returning GL_BACK\n");
480 return GL_BACK;
483 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface) {
484 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
485 ULONG ref = InterlockedDecrement(&This->resource.ref);
486 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
487 if (ref == 0) {
488 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
489 renderbuffer_entry_t *entry, *entry2;
490 TRACE("(%p) : cleaning up\n", This);
492 /* Need a context to destroy the texture. Use the currently active render target, but only if
493 * the primary render target exists. Otherwise lastActiveRenderTarget is garbage, see above.
494 * When destroying the primary rt, Uninit3D will activate a context before doing anything
496 if(device->render_targets && device->render_targets[0]) {
497 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
500 ENTER_GL();
501 if (This->glDescription.textureName != 0) { /* release the openGL texture.. */
502 TRACE("Deleting texture %d\n", This->glDescription.textureName);
503 glDeleteTextures(1, &This->glDescription.textureName);
506 if(This->Flags & SFLAG_PBO) {
507 /* Delete the PBO */
508 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
511 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
512 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
513 HeapFree(GetProcessHeap(), 0, entry);
515 LEAVE_GL();
517 if(This->Flags & SFLAG_DIBSECTION) {
518 /* Release the DC */
519 SelectObject(This->hDC, This->dib.holdbitmap);
520 DeleteDC(This->hDC);
521 /* Release the DIB section */
522 DeleteObject(This->dib.DIBsection);
523 This->dib.bitmap_data = NULL;
524 This->resource.allocatedMemory = NULL;
526 if(This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem(iface, NULL);
528 HeapFree(GetProcessHeap(), 0, This->palette9);
530 IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
532 if(This->overlay_dest) {
533 list_remove(&This->overlay_entry);
536 TRACE("(%p) Released\n", This);
537 HeapFree(GetProcessHeap(), 0, This);
540 return ref;
543 /* ****************************************************
544 IWineD3DSurface IWineD3DResource parts follow
545 **************************************************** */
547 void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
548 /* TODO: check for locks */
549 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
550 IWineD3DBaseTexture *baseTexture = NULL;
551 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
553 TRACE("(%p)Checking to see if the container is a base texture\n", This);
554 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
555 TRACE("Passing to container\n");
556 IWineD3DBaseTexture_PreLoad(baseTexture);
557 IWineD3DBaseTexture_Release(baseTexture);
558 } else {
559 TRACE("(%p) : About to load surface\n", This);
561 if(!device->isInDraw) {
562 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
565 if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8) {
566 if(palette9_changed(This)) {
567 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
568 /* TODO: This is not necessarily needed with hw palettized texture support */
569 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
570 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
571 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
575 IWineD3DSurface_LoadTexture(iface, FALSE);
577 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
578 /* Tell opengl to try and keep this texture in video ram (well mostly) */
579 GLclampf tmp;
580 tmp = 0.9f;
581 ENTER_GL();
582 glPrioritizeTextures(1, &This->glDescription.textureName, &tmp);
583 LEAVE_GL();
586 return;
589 static void surface_remove_pbo(IWineD3DSurfaceImpl *This) {
590 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
591 This->resource.allocatedMemory =
592 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
594 ENTER_GL();
595 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
596 checkGLcall("glBindBuffer(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
597 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
598 checkGLcall("glGetBufferSubData");
599 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
600 checkGLcall("glDeleteBuffers");
601 LEAVE_GL();
603 This->pbo = 0;
604 This->Flags &= ~SFLAG_PBO;
607 static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
608 IWineD3DBaseTexture *texture = NULL;
609 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
610 renderbuffer_entry_t *entry, *entry2;
611 TRACE("(%p)\n", iface);
613 if(This->resource.pool == WINED3DPOOL_DEFAULT) {
614 /* Default pool resources are supposed to be destroyed before Reset is called.
615 * Implicit resources stay however. So this means we have an implicit render target
616 * or depth stencil. The content may be destroyed, but we still have to tear down
617 * opengl resources, so we cannot leave early.
619 * Put the most up to date surface location into the drawable. D3D-wise this content
620 * is undefined, so it would be nowhere, but that would make the location management
621 * more complicated. The drawable is a sane location, because if we mark sysmem or
622 * texture up to date, drawPrim will copy the uninitialized texture or sysmem to the
623 * uninitialized drawable. That's pointless and we'd have to allocate the texture /
624 * sysmem copy here.
626 if (This->resource.usage & WINED3DUSAGE_DEPTHSTENCIL) {
627 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
628 } else {
629 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, TRUE);
631 } else {
632 /* Load the surface into system memory */
633 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
634 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
636 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
637 This->Flags &= ~SFLAG_ALLOCATED;
639 /* Destroy PBOs, but load them into real sysmem before */
640 if(This->Flags & SFLAG_PBO) {
641 surface_remove_pbo(This);
644 /* Destroy fbo render buffers. This is needed for implicit render targets, for
645 * all application-created targets the application has to release the surface
646 * before calling _Reset
648 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
649 ENTER_GL();
650 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
651 LEAVE_GL();
652 list_remove(&entry->entry);
653 HeapFree(GetProcessHeap(), 0, entry);
655 list_init(&This->renderbuffers);
656 This->current_renderbuffer = NULL;
658 /* If we're in a texture, the texture name belongs to the texture. Otherwise,
659 * destroy it
661 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **) &texture);
662 if(!texture) {
663 ENTER_GL();
664 glDeleteTextures(1, &This->glDescription.textureName);
665 This->glDescription.textureName = 0;
666 LEAVE_GL();
667 } else {
668 IWineD3DBaseTexture_Release(texture);
670 return;
673 /* ******************************************************
674 IWineD3DSurface IWineD3DSurface parts follow
675 ****************************************************** */
677 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription) {
678 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
679 TRACE("(%p) : returning %p\n", This, &This->glDescription);
680 *glDescription = &This->glDescription;
683 /* TODO: think about moving this down to resource? */
684 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface) {
685 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
686 /* This should only be called for sysmem textures, it may be a good idea to extend this to all pools at some point in the future */
687 if (This->resource.pool != WINED3DPOOL_SYSTEMMEM) {
688 FIXME(" (%p)Attempting to get system memory for a non-system memory texture\n", iface);
690 return (CONST void*)(This->resource.allocatedMemory);
693 /* Read the framebuffer back into the surface */
694 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, void *dest, UINT pitch) {
695 IWineD3DSwapChainImpl *swapchain;
696 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
697 BYTE *mem;
698 GLint fmt;
699 GLint type;
700 BYTE *row, *top, *bottom;
701 int i;
702 BOOL bpp;
703 RECT local_rect;
704 BOOL srcIsUpsideDown;
706 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
707 static BOOL warned = FALSE;
708 if(!warned) {
709 ERR("The application tries to lock the render target, but render target locking is disabled\n");
710 warned = TRUE;
712 return;
715 /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
716 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
717 * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
718 * context->last_was_blit set on the unlock.
720 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
721 ENTER_GL();
723 /* Select the correct read buffer, and give some debug output.
724 * There is no need to keep track of the current read buffer or reset it, every part of the code
725 * that reads sets the read buffer as desired.
727 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&swapchain)))
729 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
730 TRACE("Locking %#x buffer\n", buffer);
731 glReadBuffer(buffer);
732 checkGLcall("glReadBuffer");
734 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
735 srcIsUpsideDown = FALSE;
736 } else {
737 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
738 * Read from the back buffer
740 TRACE("Locking offscreen render target\n");
741 glReadBuffer(myDevice->offscreenBuffer);
742 srcIsUpsideDown = TRUE;
745 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
746 if(!rect) {
747 local_rect.left = 0;
748 local_rect.top = 0;
749 local_rect.right = This->currentDesc.Width;
750 local_rect.bottom = This->currentDesc.Height;
751 } else {
752 local_rect = *rect;
754 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
756 switch(This->resource.format)
758 case WINED3DFMT_P8:
760 if(primary_render_target_is_p8(myDevice)) {
761 /* In case of P8 render targets the index is stored in the alpha component */
762 fmt = GL_ALPHA;
763 type = GL_UNSIGNED_BYTE;
764 mem = dest;
765 bpp = This->bytesPerPixel;
766 } else {
767 /* GL can't return palettized data, so read ARGB pixels into a
768 * separate block of memory and convert them into palettized format
769 * in software. Slow, but if the app means to use palettized render
770 * targets and locks it...
772 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
773 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
774 * for the color channels when palettizing the colors.
776 fmt = GL_RGB;
777 type = GL_UNSIGNED_BYTE;
778 pitch *= 3;
779 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
780 if(!mem) {
781 ERR("Out of memory\n");
782 LEAVE_GL();
783 return;
785 bpp = This->bytesPerPixel * 3;
788 break;
790 default:
791 mem = dest;
792 fmt = This->glDescription.glFormat;
793 type = This->glDescription.glType;
794 bpp = This->bytesPerPixel;
797 if(This->Flags & SFLAG_PBO) {
798 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
799 checkGLcall("glBindBufferARB");
802 glReadPixels(local_rect.left, local_rect.top,
803 local_rect.right - local_rect.left,
804 local_rect.bottom - local_rect.top,
805 fmt, type, mem);
806 vcheckGLcall("glReadPixels");
808 if(This->Flags & SFLAG_PBO) {
809 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
810 checkGLcall("glBindBufferARB");
812 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
813 * to get a pointer to it and perform the flipping in software. This is a lot
814 * faster than calling glReadPixels for each line. In case we want more speed
815 * we should rerender it flipped in a FBO and read the data back from the FBO. */
816 if(!srcIsUpsideDown) {
817 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
818 checkGLcall("glBindBufferARB");
820 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
821 checkGLcall("glMapBufferARB");
825 /* TODO: Merge this with the palettization loop below for P8 targets */
826 if(!srcIsUpsideDown) {
827 UINT len, off;
828 /* glReadPixels returns the image upside down, and there is no way to prevent this.
829 Flip the lines in software */
830 len = (local_rect.right - local_rect.left) * bpp;
831 off = local_rect.left * bpp;
833 row = HeapAlloc(GetProcessHeap(), 0, len);
834 if(!row) {
835 ERR("Out of memory\n");
836 if(This->resource.format == WINED3DFMT_P8) HeapFree(GetProcessHeap(), 0, mem);
837 LEAVE_GL();
838 return;
841 top = mem + pitch * local_rect.top;
842 bottom = mem + pitch * ( local_rect.bottom - local_rect.top - 1);
843 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
844 memcpy(row, top + off, len);
845 memcpy(top + off, bottom + off, len);
846 memcpy(bottom + off, row, len);
847 top += pitch;
848 bottom -= pitch;
850 HeapFree(GetProcessHeap(), 0, row);
852 /* Unmap the temp PBO buffer */
853 if(This->Flags & SFLAG_PBO) {
854 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
855 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
859 LEAVE_GL();
861 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
862 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
863 * the same color but we have no choice.
864 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
866 if((This->resource.format == WINED3DFMT_P8) && !primary_render_target_is_p8(myDevice)) {
867 PALETTEENTRY *pal = NULL;
868 DWORD width = pitch / 3;
869 int x, y, c;
871 if(This->palette) {
872 pal = This->palette->palents;
873 } else {
874 ERR("Palette is missing, cannot perform inverse palette lookup\n");
875 HeapFree(GetProcessHeap(), 0, mem);
876 return ;
879 for(y = local_rect.top; y < local_rect.bottom; y++) {
880 for(x = local_rect.left; x < local_rect.right; x++) {
881 /* start lines pixels */
882 BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
883 BYTE *green = blue + 1;
884 BYTE *red = green + 1;
886 for(c = 0; c < 256; c++) {
887 if(*red == pal[c].peRed &&
888 *green == pal[c].peGreen &&
889 *blue == pal[c].peBlue)
891 *((BYTE *) dest + y * width + x) = c;
892 break;
897 HeapFree(GetProcessHeap(), 0, mem);
901 /* Read the framebuffer contents into a texture */
902 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This)
904 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
905 IWineD3DSwapChainImpl *swapchain;
906 int bpp;
907 GLenum format, internal, type;
908 CONVERT_TYPES convert;
909 GLint prevRead;
911 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
913 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
914 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
915 * states in the stateblock, and no driver was found yet that had bugs in that regard.
917 ActivateContext(device, (IWineD3DSurface *) This, CTXUSAGE_RESOURCELOAD);
918 surface_bind_and_dirtify(This);
920 ENTER_GL();
921 glGetIntegerv(GL_READ_BUFFER, &prevRead);
922 LEAVE_GL();
924 /* Select the correct read buffer, and give some debug output.
925 * There is no need to keep track of the current read buffer or reset it, every part of the code
926 * that reads sets the read buffer as desired.
928 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)This, &IID_IWineD3DSwapChain, (void **)&swapchain)))
930 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
931 TRACE("Locking %#x buffer\n", buffer);
933 ENTER_GL();
934 glReadBuffer(buffer);
935 checkGLcall("glReadBuffer");
936 LEAVE_GL();
938 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
939 } else {
940 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
941 * Read from the back buffer
943 TRACE("Locking offscreen render target\n");
944 ENTER_GL();
945 glReadBuffer(device->offscreenBuffer);
946 LEAVE_GL();
949 if(!(This->Flags & SFLAG_ALLOCATED)) {
950 surface_allocate_surface(This, internal, This->pow2Width,
951 This->pow2Height, format, type);
954 clear_unused_channels(This);
956 ENTER_GL();
957 /* If !SrcIsUpsideDown we should flip the surface.
958 * This can be done using glCopyTexSubImage2D but this
959 * is VERY slow, so don't do that. We should prevent
960 * this code from getting called in such cases or perhaps
961 * we can use FBOs */
963 glCopyTexSubImage2D(This->glDescription.target,
964 This->glDescription.level,
965 0, 0, 0, 0,
966 This->currentDesc.Width,
967 This->currentDesc.Height);
968 checkGLcall("glCopyTexSubImage2D");
970 glReadBuffer(prevRead);
971 vcheckGLcall("glReadBuffer");
973 LEAVE_GL();
974 TRACE("Updated target %d\n", This->glDescription.target);
977 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This) {
978 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
979 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
980 * changed
982 if(!(This->Flags & SFLAG_DYNLOCK)) {
983 This->lockCount++;
984 /* MAXLOCKCOUNT is defined in wined3d_private.h */
985 if(This->lockCount > MAXLOCKCOUNT) {
986 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
987 This->Flags |= SFLAG_DYNLOCK;
991 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
992 * Also don't create a PBO for systemmem surfaces.
994 if(GL_SUPPORT(ARB_PIXEL_BUFFER_OBJECT) && (This->Flags & SFLAG_DYNLOCK) && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2)) && (This->resource.pool != WINED3DPOOL_SYSTEMMEM)) {
995 GLenum error;
996 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
998 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
999 ENTER_GL();
1001 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
1002 error = glGetError();
1003 if(This->pbo == 0 || error != GL_NO_ERROR) {
1004 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
1007 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
1009 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1010 checkGLcall("glBindBufferARB");
1012 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
1013 checkGLcall("glBufferDataARB");
1015 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1016 checkGLcall("glBindBufferARB");
1018 /* We don't need the system memory anymore and we can't even use it for PBOs */
1019 if(!(This->Flags & SFLAG_CLIENT)) {
1020 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
1021 This->resource.heapMemory = NULL;
1023 This->resource.allocatedMemory = NULL;
1024 This->Flags |= SFLAG_PBO;
1025 LEAVE_GL();
1026 } else if(!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO)) {
1027 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1028 * or a pbo to map
1030 if(!This->resource.heapMemory) {
1031 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1033 This->resource.allocatedMemory =
1034 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1035 if(This->Flags & SFLAG_INSYSMEM) {
1036 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1041 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
1042 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1043 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1044 IWineD3DSwapChain *swapchain = NULL;
1046 TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
1048 /* This is also done in the base class, but we have to verify this before loading any data from
1049 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1050 * may interfere, and all other bad things may happen
1052 if (This->Flags & SFLAG_LOCKED) {
1053 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1054 return WINED3DERR_INVALIDCALL;
1056 This->Flags |= SFLAG_LOCKED;
1058 if (!(This->Flags & SFLAG_LOCKABLE))
1060 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
1063 if (Flags & WINED3DLOCK_DISCARD) {
1064 /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
1065 TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
1066 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1067 This->Flags |= SFLAG_INSYSMEM;
1068 goto lock_end;
1071 if (This->Flags & SFLAG_INSYSMEM) {
1072 TRACE("Local copy is up to date, not downloading data\n");
1073 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1074 goto lock_end;
1077 /* Now download the surface content from opengl
1078 * Use the render target readback if the surface is on a swapchain(=onscreen render target) or the current primary target
1079 * Offscreen targets which are not active at the moment or are higher targets(FBOs) can be locked with the texture path
1081 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
1082 if(swapchain || iface == myDevice->render_targets[0]) {
1083 const RECT *pass_rect = pRect;
1085 /* IWineD3DSurface_LoadLocation does not check if the rectangle specifies the full surfaces
1086 * because most caller functions do not need that. So do that here
1088 if(pRect &&
1089 pRect->top == 0 &&
1090 pRect->left == 0 &&
1091 pRect->right == This->currentDesc.Width &&
1092 pRect->bottom == This->currentDesc.Height) {
1093 pass_rect = NULL;
1096 switch(wined3d_settings.rendertargetlock_mode) {
1097 case RTL_TEXDRAW:
1098 case RTL_TEXTEX:
1099 FIXME("Reading from render target with a texture isn't implemented yet, falling back to framebuffer reading\n");
1100 #if 0
1101 /* Disabled for now. LoadLocation prefers the texture over the drawable as the source. So if we copy to the
1102 * texture first, then to sysmem, we'll avoid glReadPixels and use glCopyTexImage and glGetTexImage2D instead.
1103 * This may be faster on some cards
1105 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* No partial texture copy yet */);
1106 #endif
1107 /* drop through */
1109 case RTL_AUTO:
1110 case RTL_READDRAW:
1111 case RTL_READTEX:
1112 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, pass_rect);
1113 break;
1115 case RTL_DISABLE:
1116 break;
1118 if(swapchain) IWineD3DSwapChain_Release(swapchain);
1120 } else if(iface == myDevice->stencilBufferTarget) {
1121 /** the depth stencil in openGL has a format of GL_FLOAT
1122 * which should be good for WINED3DFMT_D16_LOCKABLE
1123 * and WINED3DFMT_D16
1124 * it is unclear what format the stencil buffer is in except.
1125 * 'Each index is converted to fixed point...
1126 * If GL_MAP_STENCIL is GL_TRUE, indices are replaced by their
1127 * mappings in the table GL_PIXEL_MAP_S_TO_S.
1128 * glReadPixels(This->lockedRect.left,
1129 * This->lockedRect.bottom - j - 1,
1130 * This->lockedRect.right - This->lockedRect.left,
1131 * 1,
1132 * GL_DEPTH_COMPONENT,
1133 * type,
1134 * (char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top)));
1136 * Depth Stencil surfaces which are not the current depth stencil target should have their data in a
1137 * gl texture(next path), or in local memory(early return because of set SFLAG_INSYSMEM above). If
1138 * none of that is the case the problem is not in this function :-)
1139 ********************************************/
1140 FIXME("Depth stencil locking not supported yet\n");
1141 } else {
1142 /* This path is for normal surfaces, offscreen render targets and everything else that is in a gl texture */
1143 TRACE("locking an ordinary surface\n");
1144 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
1147 lock_end:
1148 if(This->Flags & SFLAG_PBO) {
1149 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1150 ENTER_GL();
1151 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1152 checkGLcall("glBindBufferARB");
1154 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1155 if(This->resource.allocatedMemory) {
1156 ERR("The surface already has PBO memory allocated!\n");
1159 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1160 checkGLcall("glMapBufferARB");
1162 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1163 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1164 checkGLcall("glBindBufferARB");
1166 LEAVE_GL();
1169 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
1170 /* Don't dirtify */
1171 } else {
1172 IWineD3DBaseTexture *pBaseTexture;
1174 * Dirtify on lock
1175 * as seen in msdn docs
1177 IWineD3DSurface_AddDirtyRect(iface, pRect);
1179 /** Dirtify Container if needed */
1180 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture))) {
1181 TRACE("Making container dirty\n");
1182 IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
1183 IWineD3DBaseTexture_Release(pBaseTexture);
1184 } else {
1185 TRACE("Surface is standalone, no need to dirty the container\n");
1189 return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
1192 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem) {
1193 GLint prev_store;
1194 GLint prev_rasterpos[4];
1195 GLint skipBytes = 0;
1196 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
1197 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1198 IWineD3DSwapChainImpl *swapchain;
1200 /* Activate the correct context for the render target */
1201 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
1202 ENTER_GL();
1204 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)This, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
1205 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
1206 TRACE("Unlocking %#x buffer\n", buffer);
1207 glDrawBuffer(buffer);
1208 checkGLcall("glDrawBuffer");
1210 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
1211 } else {
1212 /* Primary offscreen render target */
1213 TRACE("Offscreen render target\n");
1214 glDrawBuffer(myDevice->offscreenBuffer);
1215 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1218 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
1219 vcheckGLcall("glIntegerv");
1220 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
1221 vcheckGLcall("glIntegerv");
1222 glPixelZoom(1.0, -1.0);
1223 vcheckGLcall("glPixelZoom");
1225 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1226 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
1227 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
1229 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
1230 vcheckGLcall("glRasterPos2f");
1232 /* Some drivers(radeon dri, others?) don't like exceptions during
1233 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1234 * after ReleaseDC. Reading it will cause an exception, which x11drv will
1235 * catch to put the dib section in InSync mode, which leads to a crash
1236 * and a blocked x server on my radeon card.
1238 * The following lines read the dib section so it is put in InSync mode
1239 * before glDrawPixels is called and the crash is prevented. There won't
1240 * be any interfering gdi accesses, because UnlockRect is called from
1241 * ReleaseDC, and the app won't use the dc any more afterwards.
1243 if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
1244 volatile BYTE read;
1245 read = This->resource.allocatedMemory[0];
1248 if(This->Flags & SFLAG_PBO) {
1249 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1250 checkGLcall("glBindBufferARB");
1253 /* When the surface is locked we only have to refresh the locked part else we need to update the whole image */
1254 if(This->Flags & SFLAG_LOCKED) {
1255 glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1256 (This->lockedRect.bottom - This->lockedRect.top)-1,
1257 fmt, type,
1258 mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1259 checkGLcall("glDrawPixels");
1260 } else {
1261 glDrawPixels(This->currentDesc.Width,
1262 This->currentDesc.Height,
1263 fmt, type, mem);
1264 checkGLcall("glDrawPixels");
1267 if(This->Flags & SFLAG_PBO) {
1268 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1269 checkGLcall("glBindBufferARB");
1272 glPixelZoom(1.0,1.0);
1273 vcheckGLcall("glPixelZoom");
1275 glRasterPos3iv(&prev_rasterpos[0]);
1276 vcheckGLcall("glRasterPos3iv");
1278 /* Reset to previous pack row length */
1279 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1280 vcheckGLcall("glPixelStorei GL_UNPACK_ROW_LENGTH");
1282 if(!swapchain) {
1283 glDrawBuffer(myDevice->offscreenBuffer);
1284 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1285 } else if(swapchain->backBuffer) {
1286 glDrawBuffer(GL_BACK);
1287 checkGLcall("glDrawBuffer(GL_BACK)");
1288 } else {
1289 glDrawBuffer(GL_FRONT);
1290 checkGLcall("glDrawBuffer(GL_FRONT)");
1292 LEAVE_GL();
1294 return;
1297 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1298 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1299 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1300 IWineD3DSwapChainImpl *swapchain = NULL;
1301 BOOL fullsurface;
1303 if (!(This->Flags & SFLAG_LOCKED)) {
1304 WARN("trying to Unlock an unlocked surf@%p\n", This);
1305 return WINED3DERR_INVALIDCALL;
1308 if (This->Flags & SFLAG_PBO) {
1309 TRACE("Freeing PBO memory\n");
1310 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1311 ENTER_GL();
1312 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1313 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1314 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1315 checkGLcall("glUnmapBufferARB");
1316 LEAVE_GL();
1317 This->resource.allocatedMemory = NULL;
1320 TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1322 if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1323 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1324 goto unlock_end;
1327 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
1328 if(swapchain || (myDevice->render_targets && iface == myDevice->render_targets[0])) {
1329 if(swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
1331 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1332 static BOOL warned = FALSE;
1333 if(!warned) {
1334 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1335 warned = TRUE;
1337 goto unlock_end;
1340 if(This->dirtyRect.left == 0 &&
1341 This->dirtyRect.top == 0 &&
1342 This->dirtyRect.right == This->currentDesc.Width &&
1343 This->dirtyRect.bottom == This->currentDesc.Height) {
1344 fullsurface = TRUE;
1345 } else {
1346 /* TODO: Proper partial rectangle tracking */
1347 fullsurface = FALSE;
1348 This->Flags |= SFLAG_INSYSMEM;
1351 switch(wined3d_settings.rendertargetlock_mode) {
1352 case RTL_READTEX:
1353 case RTL_TEXTEX:
1354 ActivateContext(myDevice, iface, CTXUSAGE_BLIT);
1355 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
1356 /* drop through */
1358 case RTL_AUTO:
1359 case RTL_READDRAW:
1360 case RTL_TEXDRAW:
1361 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
1362 break;
1365 if(!fullsurface) {
1366 /* Partial rectangle tracking is not commonly implemented, it is only done for render targets. Overwrite
1367 * the flags to bring them back into a sane state. INSYSMEM was set before to tell LoadLocation where
1368 * to read the rectangle from. Indrawable is set because all modifications from the partial sysmem copy
1369 * are written back to the drawable, thus the surface is merged again in the drawable. The sysmem copy is
1370 * not fully up to date because only a subrectangle was read in LockRect.
1372 This->Flags &= ~SFLAG_INSYSMEM;
1373 This->Flags |= SFLAG_INDRAWABLE;
1376 This->dirtyRect.left = This->currentDesc.Width;
1377 This->dirtyRect.top = This->currentDesc.Height;
1378 This->dirtyRect.right = 0;
1379 This->dirtyRect.bottom = 0;
1380 } else if(iface == myDevice->stencilBufferTarget) {
1381 FIXME("Depth Stencil buffer locking is not implemented\n");
1382 } else {
1383 /* The rest should be a normal texture */
1384 IWineD3DBaseTextureImpl *impl;
1385 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1386 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1387 * states need resetting
1389 if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
1390 if(impl->baseTexture.bindCount) {
1391 IWineD3DDeviceImpl_MarkStateDirty(myDevice, STATE_SAMPLER(impl->baseTexture.sampler));
1393 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
1397 unlock_end:
1398 This->Flags &= ~SFLAG_LOCKED;
1399 memset(&This->lockedRect, 0, sizeof(RECT));
1401 /* Overlays have to be redrawn manually after changes with the GL implementation */
1402 if(This->overlay_dest) {
1403 IWineD3DSurface_DrawOverlay(iface);
1405 return WINED3D_OK;
1408 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) {
1409 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1410 WINED3DLOCKED_RECT lock;
1411 HRESULT hr;
1412 RGBQUAD col[256];
1414 TRACE("(%p)->(%p)\n",This,pHDC);
1416 if(This->Flags & SFLAG_USERPTR) {
1417 ERR("Not supported on surfaces with an application-provided surfaces\n");
1418 return WINEDDERR_NODC;
1421 /* Give more detailed info for ddraw */
1422 if (This->Flags & SFLAG_DCINUSE)
1423 return WINEDDERR_DCALREADYCREATED;
1425 /* Can't GetDC if the surface is locked */
1426 if (This->Flags & SFLAG_LOCKED)
1427 return WINED3DERR_INVALIDCALL;
1429 /* According to Direct3D9 docs, only these formats are supported */
1430 if (((IWineD3DImpl *)This->resource.wineD3DDevice->wineD3D)->dxVersion > 7) {
1431 if (This->resource.format != WINED3DFMT_R5G6B5 &&
1432 This->resource.format != WINED3DFMT_X1R5G5B5 &&
1433 This->resource.format != WINED3DFMT_R8G8B8 &&
1434 This->resource.format != WINED3DFMT_X8R8G8B8) return WINED3DERR_INVALIDCALL;
1437 memset(&lock, 0, sizeof(lock)); /* To be sure */
1439 /* Create a DIB section if there isn't a hdc yet */
1440 if(!This->hDC) {
1441 IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
1442 if(This->Flags & SFLAG_CLIENT) {
1443 IWineD3DSurface_PreLoad(iface);
1446 /* Use the dib section from now on if we are not using a PBO */
1447 if(!(This->Flags & SFLAG_PBO))
1448 This->resource.allocatedMemory = This->dib.bitmap_data;
1451 /* Lock the surface */
1452 hr = IWineD3DSurface_LockRect(iface,
1453 &lock,
1454 NULL,
1457 if(This->Flags & SFLAG_PBO) {
1458 /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
1459 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
1462 if(FAILED(hr)) {
1463 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
1464 /* keep the dib section */
1465 return hr;
1468 if(This->resource.format == WINED3DFMT_P8 ||
1469 This->resource.format == WINED3DFMT_A8P8) {
1470 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
1471 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
1472 unsigned int n;
1473 PALETTEENTRY *pal = NULL;
1475 if(This->palette) {
1476 pal = This->palette->palents;
1477 } else {
1478 IWineD3DSurfaceImpl *dds_primary;
1479 IWineD3DSwapChainImpl *swapchain;
1480 swapchain = (IWineD3DSwapChainImpl *)This->resource.wineD3DDevice->swapchains[0];
1481 dds_primary = (IWineD3DSurfaceImpl *)swapchain->frontBuffer;
1482 if (dds_primary && dds_primary->palette)
1483 pal = dds_primary->palette->palents;
1486 if (pal) {
1487 for (n=0; n<256; n++) {
1488 col[n].rgbRed = pal[n].peRed;
1489 col[n].rgbGreen = pal[n].peGreen;
1490 col[n].rgbBlue = pal[n].peBlue;
1491 col[n].rgbReserved = 0;
1493 SetDIBColorTable(This->hDC, 0, 256, col);
1497 *pHDC = This->hDC;
1498 TRACE("returning %p\n",*pHDC);
1499 This->Flags |= SFLAG_DCINUSE;
1501 return WINED3D_OK;
1504 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) {
1505 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1507 TRACE("(%p)->(%p)\n",This,hDC);
1509 if (!(This->Flags & SFLAG_DCINUSE))
1510 return WINED3DERR_INVALIDCALL;
1512 if (This->hDC !=hDC) {
1513 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
1514 return WINED3DERR_INVALIDCALL;
1517 if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
1518 /* Copy the contents of the DIB over to the PBO */
1519 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
1522 /* we locked first, so unlock now */
1523 IWineD3DSurface_UnlockRect(iface);
1525 This->Flags &= ~SFLAG_DCINUSE;
1527 return WINED3D_OK;
1530 /* ******************************************************
1531 IWineD3DSurface Internal (No mapping to directx api) parts follow
1532 ****************************************************** */
1534 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode) {
1535 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
1536 const GlPixelFormatDesc *glDesc;
1537 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1538 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
1540 /* Default values: From the surface */
1541 *format = glDesc->glFormat;
1542 *type = glDesc->glType;
1543 *convert = NO_CONVERSION;
1544 *target_bpp = This->bytesPerPixel;
1546 if(srgb_mode) {
1547 *internal = glDesc->glGammaInternal;
1548 } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
1549 *internal = glDesc->rtInternal;
1550 } else {
1551 *internal = glDesc->glInternal;
1554 /* Ok, now look if we have to do any conversion */
1555 switch(This->resource.format) {
1556 case WINED3DFMT_P8:
1557 /* ****************
1558 Paletted Texture
1559 **************** */
1561 /* Use conversion when the paletted texture extension OR fragment shaders are available. When either
1562 * of the two is available make sure texturing is requested as neither of the two works in
1563 * conjunction with calls like glDraw-/glReadPixels. Further also use conversion in case of color keying.
1564 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
1565 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
1566 * conflicts with this.
1568 if( !(GL_SUPPORT(EXT_PALETTED_TEXTURE) ||
1569 (GL_SUPPORT(ARB_FRAGMENT_PROGRAM) &&
1570 device->render_targets &&
1571 This == (IWineD3DSurfaceImpl*)device->render_targets[0])) ||
1572 colorkey_active || !use_texturing ) {
1573 *format = GL_RGBA;
1574 *internal = GL_RGBA;
1575 *type = GL_UNSIGNED_BYTE;
1576 *target_bpp = 4;
1577 if(colorkey_active) {
1578 *convert = CONVERT_PALETTED_CK;
1579 } else {
1580 *convert = CONVERT_PALETTED;
1583 else if(!GL_SUPPORT(EXT_PALETTED_TEXTURE) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
1584 *format = GL_ALPHA;
1585 *internal = GL_RGBA;
1586 *type = GL_UNSIGNED_BYTE;
1587 *target_bpp = 1;
1590 break;
1592 case WINED3DFMT_R3G3B2:
1593 /* **********************
1594 GL_UNSIGNED_BYTE_3_3_2
1595 ********************** */
1596 if (colorkey_active) {
1597 /* This texture format will never be used.. So do not care about color keying
1598 up until the point in time it will be needed :-) */
1599 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
1601 break;
1603 case WINED3DFMT_R5G6B5:
1604 if (colorkey_active) {
1605 *convert = CONVERT_CK_565;
1606 *format = GL_RGBA;
1607 *internal = GL_RGBA;
1608 *type = GL_UNSIGNED_SHORT_5_5_5_1;
1610 break;
1612 case WINED3DFMT_X1R5G5B5:
1613 if (colorkey_active) {
1614 *convert = CONVERT_CK_5551;
1615 *format = GL_BGRA;
1616 *internal = GL_RGBA;
1617 *type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1619 break;
1621 case WINED3DFMT_R8G8B8:
1622 if (colorkey_active) {
1623 *convert = CONVERT_CK_RGB24;
1624 *format = GL_RGBA;
1625 *internal = GL_RGBA;
1626 *type = GL_UNSIGNED_INT_8_8_8_8;
1627 *target_bpp = 4;
1629 break;
1631 case WINED3DFMT_X8R8G8B8:
1632 if (colorkey_active) {
1633 *convert = CONVERT_RGB32_888;
1634 *format = GL_RGBA;
1635 *internal = GL_RGBA;
1636 *type = GL_UNSIGNED_INT_8_8_8_8;
1638 break;
1640 case WINED3DFMT_V8U8:
1641 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1642 *convert = CONVERT_V8U8;
1643 *format = GL_BGR;
1644 *internal = GL_RGB8;
1645 *type = GL_UNSIGNED_BYTE;
1646 *target_bpp = 3;
1647 break;
1649 case WINED3DFMT_L6V5U5:
1650 *convert = CONVERT_L6V5U5;
1651 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1652 *target_bpp = 3;
1653 /* Use format and types from table */
1654 } else {
1655 /* Load it into unsigned R5G6B5, swap L and V channels, and revert that in the shader */
1656 *target_bpp = 2;
1657 *format = GL_RGB;
1658 *internal = GL_RGB5;
1659 *type = GL_UNSIGNED_SHORT_5_6_5;
1661 break;
1663 case WINED3DFMT_X8L8V8U8:
1664 *convert = CONVERT_X8L8V8U8;
1665 *target_bpp = 4;
1666 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1667 /* Use formats from gl table. It is a bit unfortunate, but the conversion
1668 * is needed to set the X format to 255 to get 1.0 for alpha when sampling
1669 * the texture. OpenGL can't use GL_DSDT8_MAG8_NV as internal format with
1670 * the needed type and format parameter, so the internal format contains a
1671 * 4th component, which is returned as alpha
1673 } else {
1674 *format = GL_BGRA;
1675 *internal = GL_RGB8;
1676 *type = GL_UNSIGNED_INT_8_8_8_8_REV;
1678 break;
1680 case WINED3DFMT_Q8W8V8U8:
1681 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1682 *convert = CONVERT_Q8W8V8U8;
1683 *format = GL_BGRA;
1684 *internal = GL_RGBA8;
1685 *type = GL_UNSIGNED_BYTE;
1686 *target_bpp = 4;
1687 break;
1689 case WINED3DFMT_V16U16:
1690 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1691 *convert = CONVERT_V16U16;
1692 *format = GL_BGR;
1693 *internal = GL_RGB16_EXT;
1694 *type = GL_UNSIGNED_SHORT;
1695 *target_bpp = 6;
1696 break;
1698 case WINED3DFMT_A4L4:
1699 /* A4L4 exists as an internal gl format, but for some reason there is not
1700 * format+type combination to load it. Thus convert it to A8L8, then load it
1701 * with A4L4 internal, but A8L8 format+type
1703 *convert = CONVERT_A4L4;
1704 *format = GL_LUMINANCE_ALPHA;
1705 *internal = GL_LUMINANCE4_ALPHA4;
1706 *type = GL_UNSIGNED_BYTE;
1707 *target_bpp = 2;
1708 break;
1710 case WINED3DFMT_R32F:
1711 /* Can be loaded in theory with fmt=GL_RED, type=GL_FLOAT, but this fails. The reason
1712 * is that D3D expects the undefined green, blue and alpha channels to return 1.0
1713 * when sampling, but OpenGL sets green and blue to 0.0 instead. Thus we have to inject
1714 * 1.0 instead.
1716 * The alpha channel defaults to 1.0 in opengl, so nothing has to be done about it.
1718 *convert = CONVERT_R32F;
1719 *format = GL_RGB;
1720 *internal = GL_RGB32F_ARB;
1721 *type = GL_FLOAT;
1722 *target_bpp = 12;
1723 break;
1725 case WINED3DFMT_R16F:
1726 /* Similar to R32F */
1727 *convert = CONVERT_R16F;
1728 *format = GL_RGB;
1729 *internal = GL_RGB16F_ARB;
1730 *type = GL_HALF_FLOAT_ARB;
1731 *target_bpp = 6;
1732 break;
1734 case WINED3DFMT_G16R16:
1735 *convert = CONVERT_G16R16;
1736 *format = GL_RGB;
1737 *internal = GL_RGB16_EXT;
1738 *type = GL_UNSIGNED_SHORT;
1739 *target_bpp = 6;
1740 break;
1742 default:
1743 break;
1746 return WINED3D_OK;
1749 HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This) {
1750 BYTE *source, *dest;
1751 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
1753 switch (convert) {
1754 case NO_CONVERSION:
1756 memcpy(dst, src, pitch * height);
1757 break;
1759 case CONVERT_PALETTED:
1760 case CONVERT_PALETTED_CK:
1762 IWineD3DPaletteImpl* pal = This->palette;
1763 BYTE table[256][4];
1764 unsigned int x, y;
1766 if( pal == NULL) {
1767 /* TODO: If we are a sublevel, try to get the palette from level 0 */
1770 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
1772 for (y = 0; y < height; y++)
1774 source = src + pitch * y;
1775 dest = dst + outpitch * y;
1776 /* This is an 1 bpp format, using the width here is fine */
1777 for (x = 0; x < width; x++) {
1778 BYTE color = *source++;
1779 *dest++ = table[color][0];
1780 *dest++ = table[color][1];
1781 *dest++ = table[color][2];
1782 *dest++ = table[color][3];
1786 break;
1788 case CONVERT_CK_565:
1790 /* Converting the 565 format in 5551 packed to emulate color-keying.
1792 Note : in all these conversion, it would be best to average the averaging
1793 pixels to get the color of the pixel that will be color-keyed to
1794 prevent 'color bleeding'. This will be done later on if ever it is
1795 too visible.
1797 Note2: Nvidia documents say that their driver does not support alpha + color keying
1798 on the same surface and disables color keying in such a case
1800 unsigned int x, y;
1801 WORD *Source;
1802 WORD *Dest;
1804 TRACE("Color keyed 565\n");
1806 for (y = 0; y < height; y++) {
1807 Source = (WORD *) (src + y * pitch);
1808 Dest = (WORD *) (dst + y * outpitch);
1809 for (x = 0; x < width; x++ ) {
1810 WORD color = *Source++;
1811 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
1812 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1813 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1814 *Dest |= 0x0001;
1816 Dest++;
1820 break;
1822 case CONVERT_CK_5551:
1824 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
1825 unsigned int x, y;
1826 WORD *Source;
1827 WORD *Dest;
1828 TRACE("Color keyed 5551\n");
1829 for (y = 0; y < height; y++) {
1830 Source = (WORD *) (src + y * pitch);
1831 Dest = (WORD *) (dst + y * outpitch);
1832 for (x = 0; x < width; x++ ) {
1833 WORD color = *Source++;
1834 *Dest = color;
1835 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1836 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1837 *Dest |= (1 << 15);
1839 else {
1840 *Dest &= ~(1 << 15);
1842 Dest++;
1846 break;
1848 case CONVERT_RGB32_888:
1850 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
1851 unsigned int x, y;
1852 for (y = 0; y < height; y++)
1854 source = src + pitch * y;
1855 dest = dst + outpitch * y;
1856 for (x = 0; x < width; x++) {
1857 DWORD color = 0xffffff & *(DWORD*)source;
1858 DWORD dstcolor = color << 8;
1859 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1860 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1861 dstcolor |= 0xff;
1863 *(DWORD*)dest = dstcolor;
1864 source += 4;
1865 dest += 4;
1869 break;
1871 case CONVERT_V8U8:
1873 unsigned int x, y;
1874 short *Source;
1875 unsigned char *Dest;
1876 for(y = 0; y < height; y++) {
1877 Source = (short *) (src + y * pitch);
1878 Dest = dst + y * outpitch;
1879 for (x = 0; x < width; x++ ) {
1880 long color = (*Source++);
1881 /* B */ Dest[0] = 0xff;
1882 /* G */ Dest[1] = (color >> 8) + 128; /* V */
1883 /* R */ Dest[2] = (color) + 128; /* U */
1884 Dest += 3;
1887 break;
1890 case CONVERT_V16U16:
1892 unsigned int x, y;
1893 DWORD *Source;
1894 unsigned short *Dest;
1895 for(y = 0; y < height; y++) {
1896 Source = (DWORD *) (src + y * pitch);
1897 Dest = (unsigned short *) (dst + y * outpitch);
1898 for (x = 0; x < width; x++ ) {
1899 DWORD color = (*Source++);
1900 /* B */ Dest[0] = 0xffff;
1901 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
1902 /* R */ Dest[2] = (color ) + 32768; /* U */
1903 Dest += 3;
1906 break;
1909 case CONVERT_Q8W8V8U8:
1911 unsigned int x, y;
1912 DWORD *Source;
1913 unsigned char *Dest;
1914 for(y = 0; y < height; y++) {
1915 Source = (DWORD *) (src + y * pitch);
1916 Dest = dst + y * outpitch;
1917 for (x = 0; x < width; x++ ) {
1918 long color = (*Source++);
1919 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
1920 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
1921 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
1922 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
1923 Dest += 4;
1926 break;
1929 case CONVERT_L6V5U5:
1931 unsigned int x, y;
1932 WORD *Source;
1933 unsigned char *Dest;
1935 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1936 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
1937 * fixed function and shaders without further conversion once the surface is
1938 * loaded
1940 for(y = 0; y < height; y++) {
1941 Source = (WORD *) (src + y * pitch);
1942 Dest = dst + y * outpitch;
1943 for (x = 0; x < width; x++ ) {
1944 short color = (*Source++);
1945 unsigned char l = ((color >> 10) & 0xfc);
1946 char v = ((color >> 5) & 0x3e);
1947 char u = ((color ) & 0x1f);
1949 /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
1950 * and doubles the positive range. Thus shift left only once, gl does the 2nd
1951 * shift. GL reads a signed value and converts it into an unsigned value.
1953 /* M */ Dest[2] = l << 1;
1955 /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
1956 * from 5 bit values to 8 bit values.
1958 /* V */ Dest[1] = v << 3;
1959 /* U */ Dest[0] = u << 3;
1960 Dest += 3;
1963 } else {
1964 for(y = 0; y < height; y++) {
1965 unsigned short *Dest_s = (unsigned short *) (dst + y * outpitch);
1966 Source = (WORD *) (src + y * pitch);
1967 for (x = 0; x < width; x++ ) {
1968 short color = (*Source++);
1969 unsigned char l = ((color >> 10) & 0xfc);
1970 short v = ((color >> 5) & 0x3e);
1971 short u = ((color ) & 0x1f);
1972 short v_conv = v + 16;
1973 short u_conv = u + 16;
1975 *Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
1976 Dest_s += 1;
1980 break;
1983 case CONVERT_X8L8V8U8:
1985 unsigned int x, y;
1986 DWORD *Source;
1987 unsigned char *Dest;
1989 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1990 /* This implementation works with the fixed function pipeline and shaders
1991 * without further modification after converting the surface.
1993 for(y = 0; y < height; y++) {
1994 Source = (DWORD *) (src + y * pitch);
1995 Dest = dst + y * outpitch;
1996 for (x = 0; x < width; x++ ) {
1997 long color = (*Source++);
1998 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
1999 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
2000 /* U */ Dest[0] = (color & 0xff); /* U */
2001 /* I */ Dest[3] = 255; /* X */
2002 Dest += 4;
2005 } else {
2006 /* Doesn't work correctly with the fixed function pipeline, but can work in
2007 * shaders if the shader is adjusted. (There's no use for this format in gl's
2008 * standard fixed function pipeline anyway).
2010 for(y = 0; y < height; y++) {
2011 Source = (DWORD *) (src + y * pitch);
2012 Dest = dst + y * outpitch;
2013 for (x = 0; x < width; x++ ) {
2014 long color = (*Source++);
2015 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
2016 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
2017 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
2018 Dest += 4;
2022 break;
2025 case CONVERT_A4L4:
2027 unsigned int x, y;
2028 unsigned char *Source;
2029 unsigned char *Dest;
2030 for(y = 0; y < height; y++) {
2031 Source = src + y * pitch;
2032 Dest = dst + y * outpitch;
2033 for (x = 0; x < width; x++ ) {
2034 unsigned char color = (*Source++);
2035 /* A */ Dest[1] = (color & 0xf0) << 0;
2036 /* L */ Dest[0] = (color & 0x0f) << 4;
2037 Dest += 2;
2040 break;
2043 case CONVERT_R32F:
2045 unsigned int x, y;
2046 float *Source;
2047 float *Dest;
2048 for(y = 0; y < height; y++) {
2049 Source = (float *) (src + y * pitch);
2050 Dest = (float *) (dst + y * outpitch);
2051 for (x = 0; x < width; x++ ) {
2052 float color = (*Source++);
2053 Dest[0] = color;
2054 Dest[1] = 1.0;
2055 Dest[2] = 1.0;
2056 Dest += 3;
2059 break;
2062 case CONVERT_R16F:
2064 unsigned int x, y;
2065 WORD *Source;
2066 WORD *Dest;
2067 WORD one = 0x3c00;
2068 for(y = 0; y < height; y++) {
2069 Source = (WORD *) (src + y * pitch);
2070 Dest = (WORD *) (dst + y * outpitch);
2071 for (x = 0; x < width; x++ ) {
2072 WORD color = (*Source++);
2073 Dest[0] = color;
2074 Dest[1] = one;
2075 Dest[2] = one;
2076 Dest += 3;
2079 break;
2082 case CONVERT_G16R16:
2084 unsigned int x, y;
2085 WORD *Source;
2086 WORD *Dest;
2088 for(y = 0; y < height; y++) {
2089 Source = (WORD *) (src + y * pitch);
2090 Dest = (WORD *) (dst + y * outpitch);
2091 for (x = 0; x < width; x++ ) {
2092 WORD green = (*Source++);
2093 WORD red = (*Source++);
2094 Dest[0] = green;
2095 Dest[1] = red;
2096 Dest[2] = 0xffff;
2097 Dest += 3;
2100 break;
2103 default:
2104 ERR("Unsupported conversation type %d\n", convert);
2106 return WINED3D_OK;
2109 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey) {
2110 IWineD3DPaletteImpl* pal = This->palette;
2111 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2112 BOOL index_in_alpha = FALSE;
2113 int dxVersion = ( (IWineD3DImpl *) device->wineD3D)->dxVersion;
2114 int i;
2116 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
2117 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
2118 * is slow. Further RGB->P8 conversion is not possible because palettes can have
2119 * duplicate entries. Store the color key in the unused alpha component to speed the
2120 * download up and to make conversion unneeded. */
2121 index_in_alpha = primary_render_target_is_p8(device);
2123 if (pal == NULL) {
2124 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
2125 if(dxVersion <= 7) {
2126 ERR("This code should never get entered for DirectDraw!, expect problems\n");
2127 if(index_in_alpha) {
2128 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
2129 there's no palette at this time. */
2130 for (i = 0; i < 256; i++) table[i][3] = i;
2132 } else {
2133 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
2134 alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
2135 capability flag is present (wine does advertise this capability) */
2136 for (i = 0; i < 256; i++) {
2137 table[i][0] = device->palettes[device->currentPalette][i].peRed;
2138 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
2139 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
2140 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
2143 } else {
2144 TRACE("Using surface palette %p\n", pal);
2145 /* Get the surface's palette */
2146 for (i = 0; i < 256; i++) {
2147 table[i][0] = pal->palents[i].peRed;
2148 table[i][1] = pal->palents[i].peGreen;
2149 table[i][2] = pal->palents[i].peBlue;
2151 /* When index_in_alpha is the palette index is stored in the alpha component. In case of a readback
2152 we can then read GL_ALPHA. Color keying is handled in BltOverride using a GL_ALPHA_TEST using GL_NOT_EQUAL.
2153 In case of index_in_alpha the color key itself is passed to glAlphaFunc in other cases the alpha component
2154 of pixels that should be masked away is set to 0. */
2155 if(index_in_alpha) {
2156 table[i][3] = i;
2157 } else if(colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue) && (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
2158 table[i][3] = 0x00;
2159 } else if(pal->Flags & WINEDDPCAPS_ALPHA) {
2160 table[i][3] = pal->palents[i].peFlags;
2161 } else {
2162 table[i][3] = 0xFF;
2168 const char *fragment_palette_conversion =
2169 "!!ARBfp1.0\n"
2170 "TEMP index;\n"
2171 "PARAM constants = { 0.996, 0.00195, 0, 0 };\n" /* { 255/256, 0.5/255*255/256, 0, 0 } */
2172 "TEX index, fragment.texcoord[0], texture[0], 2D;\n" /* The alpha-component contains the palette index */
2173 "MAD index.a, index.a, constants.x, constants.y;\n" /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
2174 "TEX result.color, index.a, texture[1], 1D;\n" /* use the alpha-component as a index in the palette to get the final color */
2175 "END";
2177 /* This function is used in case of 8bit paletted textures to upload the palette.
2178 It supports GL_EXT_paletted_texture and GL_ARB_fragment_program, support for other
2179 extensions like ATI_fragment_shaders is possible.
2181 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert) {
2182 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2183 BYTE table[256][4];
2184 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2186 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2188 /* Try to use the paletted texture extension */
2189 if(GL_SUPPORT(EXT_PALETTED_TEXTURE))
2191 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
2192 GL_EXTCALL(glColorTableEXT(This->glDescription.target,GL_RGBA,256,GL_RGBA,GL_UNSIGNED_BYTE, table));
2194 else
2196 /* Let a fragment shader do the color conversion by uploading the palette to a 1D texture.
2197 * The 8bit pixel data will be used as an index in this palette texture to retrieve the final color. */
2198 TRACE("Using fragment shaders for emulating 8-bit paletted texture support\n");
2200 /* Create the fragment program if we don't have it */
2201 if(!device->paletteConversionShader)
2203 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2204 GL_EXTCALL(glGenProgramsARB(1, &device->paletteConversionShader));
2205 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2206 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fragment_palette_conversion), (const GLbyte *)fragment_palette_conversion));
2207 glDisable(GL_FRAGMENT_PROGRAM_ARB);
2210 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2211 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2213 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
2214 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2216 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2217 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /* Make sure we have discrete color levels. */
2218 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2219 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table); /* Upload the palette */
2221 /* Switch back to unit 0 in which the 2D texture will be stored. */
2222 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0));
2224 /* Rebind the texture because it isn't bound anymore */
2225 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2229 BOOL palette9_changed(IWineD3DSurfaceImpl *This) {
2230 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2232 if(This->palette || (This->resource.format != WINED3DFMT_P8 && This->resource.format != WINED3DFMT_A8P8)) {
2233 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2234 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2236 return FALSE;
2239 if(This->palette9) {
2240 if(memcmp(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256) == 0) {
2241 return FALSE;
2243 } else {
2244 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2246 memcpy(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2247 return TRUE;
2250 static inline void clear_unused_channels(IWineD3DSurfaceImpl *This) {
2251 GLboolean oldwrite[4];
2253 /* Some formats have only some color channels, and the others are 1.0.
2254 * since our rendering renders to all channels, and those pixel formats
2255 * are emulated by using a full texture with the other channels set to 1.0
2256 * manually, clear the unused channels.
2258 * This could be done with hacking colorwriteenable to mask the colors,
2259 * but before drawing the buffer would have to be cleared too, so there's
2260 * no gain in that
2262 switch(This->resource.format) {
2263 case WINED3DFMT_R16F:
2264 case WINED3DFMT_R32F:
2265 TRACE("R16F or R32F format, clearing green, blue and alpha to 1.0\n");
2266 /* Do not activate a context, the correct drawable is active already
2267 * though just the read buffer is set, make sure to have the correct draw
2268 * buffer too
2270 glDrawBuffer(This->resource.wineD3DDevice->offscreenBuffer);
2271 glDisable(GL_SCISSOR_TEST);
2272 glGetBooleanv(GL_COLOR_WRITEMASK, oldwrite);
2273 glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE);
2274 glClearColor(0.0, 1.0, 1.0, 1.0);
2275 glClear(GL_COLOR_BUFFER_BIT);
2276 glColorMask(oldwrite[0], oldwrite[1], oldwrite[2], oldwrite[3]);
2277 if(!This->resource.wineD3DDevice->render_offscreen) glDrawBuffer(GL_BACK);
2278 checkGLcall("Unused channel clear\n");
2279 break;
2281 default: break;
2285 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2286 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2288 if (!(This->Flags & SFLAG_INTEXTURE)) {
2289 TRACE("Reloading because surface is dirty\n");
2290 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2291 ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
2292 /* Reload: vice versa OR */
2293 ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
2294 /* Also reload: Color key is active AND the color key has changed */
2295 ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
2296 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
2297 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
2298 TRACE("Reloading because of color keying\n");
2299 /* To perform the color key conversion we need a sysmem copy of
2300 * the surface. Make sure we have it
2303 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
2304 /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2305 /* TODO: This is not necessarily needed with hw palettized texture support */
2306 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2307 } else {
2308 TRACE("surface is already in texture\n");
2309 return WINED3D_OK;
2312 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2313 * These resources are not bound by device size or format restrictions. Because of this,
2314 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2315 * However, these resources can always be created, locked, and copied.
2317 if (This->resource.pool == WINED3DPOOL_SCRATCH )
2319 FIXME("(%p) Operation not supported for scratch textures\n",This);
2320 return WINED3DERR_INVALIDCALL;
2323 This->srgb = srgb_mode;
2324 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* no partial locking for textures yet */);
2326 #if 0
2328 static unsigned int gen = 0;
2329 char buffer[4096];
2330 ++gen;
2331 if ((gen % 10) == 0) {
2332 snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm", This, This->glDescription.target, This->glDescription.level, gen);
2333 IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
2336 * debugging crash code
2337 if (gen == 250) {
2338 void** test = NULL;
2339 *test = 0;
2343 #endif
2345 if (!(This->Flags & SFLAG_DONOTFREE)) {
2346 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
2347 This->resource.allocatedMemory = NULL;
2348 This->resource.heapMemory = NULL;
2349 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, FALSE);
2352 return WINED3D_OK;
2355 static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface) {
2356 /* TODO: check for locks */
2357 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2358 IWineD3DBaseTexture *baseTexture = NULL;
2359 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2361 TRACE("(%p)Checking to see if the container is a base texture\n", This);
2362 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2363 TRACE("Passing to container\n");
2364 IWineD3DBaseTexture_BindTexture(baseTexture);
2365 IWineD3DBaseTexture_Release(baseTexture);
2366 } else {
2367 TRACE("(%p) : Binding surface\n", This);
2369 if(!device->isInDraw) {
2370 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
2373 ENTER_GL();
2375 if (!This->glDescription.level) {
2376 if (!This->glDescription.textureName) {
2377 glGenTextures(1, &This->glDescription.textureName);
2378 checkGLcall("glGenTextures");
2379 TRACE("Surface %p given name %d\n", This, This->glDescription.textureName);
2381 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2382 checkGLcall("glBindTexture");
2383 glTexParameteri(This->glDescription.target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2384 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
2385 glTexParameteri(This->glDescription.target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2386 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
2387 glTexParameteri(This->glDescription.target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2388 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
2389 glTexParameteri(This->glDescription.target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2390 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
2391 glTexParameteri(This->glDescription.target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2392 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
2394 /* This is where we should be reducing the amount of GLMemoryUsed */
2395 } else if (This->glDescription.textureName) {
2396 /* Mipmap surfaces should have a base texture container */
2397 ERR("Mipmap surface has a glTexture bound to it!\n");
2400 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2401 checkGLcall("glBindTexture");
2403 LEAVE_GL();
2405 return;
2408 #include <errno.h>
2409 #include <stdio.h>
2410 HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename) {
2411 FILE* f = NULL;
2412 UINT i, y;
2413 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2414 char *allocatedMemory;
2415 char *textureRow;
2416 IWineD3DSwapChain *swapChain = NULL;
2417 int width, height;
2418 GLuint tmpTexture = 0;
2419 DWORD color;
2420 /*FIXME:
2421 Textures may not be stored in ->allocatedgMemory and a GlTexture
2422 so we should lock the surface before saving a snapshot, or at least check that
2424 /* TODO: Compressed texture images can be obtained from the GL in uncompressed form
2425 by calling GetTexImage and in compressed form by calling
2426 GetCompressedTexImageARB. Queried compressed images can be saved and
2427 later reused by calling CompressedTexImage[123]DARB. Pre-compressed
2428 texture images do not need to be processed by the GL and should
2429 significantly improve texture loading performance relative to uncompressed
2430 images. */
2432 /* Setup the width and height to be the internal texture width and height. */
2433 width = This->pow2Width;
2434 height = This->pow2Height;
2435 /* check to see if we're a 'virtual' texture, e.g. we're not a pbuffer of texture, we're a back buffer*/
2436 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain);
2438 if (This->Flags & SFLAG_INDRAWABLE && !(This->Flags & SFLAG_INTEXTURE)) {
2439 /* if were not a real texture then read the back buffer into a real texture */
2440 /* we don't want to interfere with the back buffer so read the data into a temporary
2441 * texture and then save the data out of the temporary texture
2443 GLint prevRead;
2444 ENTER_GL();
2445 TRACE("(%p) Reading render target into texture\n", This);
2447 glGenTextures(1, &tmpTexture);
2448 glBindTexture(GL_TEXTURE_2D, tmpTexture);
2450 glTexImage2D(GL_TEXTURE_2D,
2452 GL_RGBA,
2453 width,
2454 height,
2455 0/*border*/,
2456 GL_RGBA,
2457 GL_UNSIGNED_INT_8_8_8_8_REV,
2458 NULL);
2460 glGetIntegerv(GL_READ_BUFFER, &prevRead);
2461 vcheckGLcall("glGetIntegerv");
2462 glReadBuffer(swapChain ? GL_BACK : This->resource.wineD3DDevice->offscreenBuffer);
2463 vcheckGLcall("glReadBuffer");
2464 glCopyTexImage2D(GL_TEXTURE_2D,
2466 GL_RGBA,
2469 width,
2470 height,
2473 checkGLcall("glCopyTexImage2D");
2474 glReadBuffer(prevRead);
2475 LEAVE_GL();
2477 } else { /* bind the real texture, and make sure it up to date */
2478 IWineD3DSurface_PreLoad(iface);
2479 surface_bind_and_dirtify(This);
2481 allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width * height * 4);
2482 ENTER_GL();
2483 FIXME("Saving texture level %d width %d height %d\n", This->glDescription.level, width, height);
2484 glGetTexImage(GL_TEXTURE_2D,
2485 This->glDescription.level,
2486 GL_RGBA,
2487 GL_UNSIGNED_INT_8_8_8_8_REV,
2488 allocatedMemory);
2489 checkGLcall("glTexImage2D");
2490 if (tmpTexture) {
2491 glBindTexture(GL_TEXTURE_2D, 0);
2492 glDeleteTextures(1, &tmpTexture);
2494 LEAVE_GL();
2496 f = fopen(filename, "w+");
2497 if (NULL == f) {
2498 ERR("opening of %s failed with: %s\n", filename, strerror(errno));
2499 return WINED3DERR_INVALIDCALL;
2501 /* Save the data out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha channel */
2502 TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format));
2503 /* TGA header */
2504 fputc(0,f);
2505 fputc(0,f);
2506 fputc(2,f);
2507 fputc(0,f);
2508 fputc(0,f);
2509 fputc(0,f);
2510 fputc(0,f);
2511 fputc(0,f);
2512 fputc(0,f);
2513 fputc(0,f);
2514 fputc(0,f);
2515 fputc(0,f);
2516 /* short width*/
2517 fwrite(&width,2,1,f);
2518 /* short height */
2519 fwrite(&height,2,1,f);
2520 /* format rgba */
2521 fputc(0x20,f);
2522 fputc(0x28,f);
2523 /* raw data */
2524 /* if the data is upside down if we've fetched it from a back buffer, so it needs flipping again to make it the correct way up */
2525 if(swapChain)
2526 textureRow = allocatedMemory + (width * (height - 1) *4);
2527 else
2528 textureRow = allocatedMemory;
2529 for (y = 0 ; y < height; y++) {
2530 for (i = 0; i < width; i++) {
2531 color = *((DWORD*)textureRow);
2532 fputc((color >> 16) & 0xFF, f); /* B */
2533 fputc((color >> 8) & 0xFF, f); /* G */
2534 fputc((color >> 0) & 0xFF, f); /* R */
2535 fputc((color >> 24) & 0xFF, f); /* A */
2536 textureRow += 4;
2538 /* take two rows of the pointer to the texture memory */
2539 if(swapChain)
2540 (textureRow-= width << 3);
2543 TRACE("Closing file\n");
2544 fclose(f);
2546 if(swapChain) {
2547 IWineD3DSwapChain_Release(swapChain);
2549 HeapFree(GetProcessHeap(), 0, allocatedMemory);
2550 return WINED3D_OK;
2554 * Slightly inefficient way to handle multiple dirty rects but it works :)
2556 HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect) {
2557 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2558 IWineD3DBaseTexture *baseTexture = NULL;
2560 if (!(This->Flags & SFLAG_INSYSMEM) && (This->Flags & SFLAG_INTEXTURE))
2561 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
2563 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2564 if (NULL != pDirtyRect) {
2565 This->dirtyRect.left = min(This->dirtyRect.left, pDirtyRect->left);
2566 This->dirtyRect.top = min(This->dirtyRect.top, pDirtyRect->top);
2567 This->dirtyRect.right = max(This->dirtyRect.right, pDirtyRect->right);
2568 This->dirtyRect.bottom = max(This->dirtyRect.bottom, pDirtyRect->bottom);
2569 } else {
2570 This->dirtyRect.left = 0;
2571 This->dirtyRect.top = 0;
2572 This->dirtyRect.right = This->currentDesc.Width;
2573 This->dirtyRect.bottom = This->currentDesc.Height;
2575 TRACE("(%p) : Dirty: yes, Rect:(%d,%d,%d,%d)\n", This, This->dirtyRect.left,
2576 This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
2577 /* if the container is a basetexture then mark it dirty. */
2578 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2579 TRACE("Passing to container\n");
2580 IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
2581 IWineD3DBaseTexture_Release(baseTexture);
2583 return WINED3D_OK;
2586 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
2587 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2588 HRESULT hr;
2589 const GlPixelFormatDesc *glDesc;
2590 getFormatDescEntry(format, &GLINFO_LOCATION, &glDesc);
2592 TRACE("(%p) : Calling base function first\n", This);
2593 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2594 if(SUCCEEDED(hr)) {
2595 /* Setup some glformat defaults */
2596 This->glDescription.glFormat = glDesc->glFormat;
2597 This->glDescription.glFormatInternal = glDesc->glInternal;
2598 This->glDescription.glType = glDesc->glType;
2600 This->Flags &= ~SFLAG_ALLOCATED;
2601 TRACE("(%p) : glFormat %d, glFotmatInternal %d, glType %d\n", This,
2602 This->glDescription.glFormat, This->glDescription.glFormatInternal, This->glDescription.glType);
2604 return hr;
2607 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2608 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2610 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
2611 WARN("Surface is locked or the HDC is in use\n");
2612 return WINED3DERR_INVALIDCALL;
2615 if(Mem && Mem != This->resource.allocatedMemory) {
2616 void *release = NULL;
2618 /* Do I have to copy the old surface content? */
2619 if(This->Flags & SFLAG_DIBSECTION) {
2620 /* Release the DC. No need to hold the critical section for the update
2621 * Thread because this thread runs only on front buffers, but this method
2622 * fails for render targets in the check above.
2624 SelectObject(This->hDC, This->dib.holdbitmap);
2625 DeleteDC(This->hDC);
2626 /* Release the DIB section */
2627 DeleteObject(This->dib.DIBsection);
2628 This->dib.bitmap_data = NULL;
2629 This->resource.allocatedMemory = NULL;
2630 This->hDC = NULL;
2631 This->Flags &= ~SFLAG_DIBSECTION;
2632 } else if(!(This->Flags & SFLAG_USERPTR)) {
2633 release = This->resource.heapMemory;
2634 This->resource.heapMemory = NULL;
2636 This->resource.allocatedMemory = Mem;
2637 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2639 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2640 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2642 /* For client textures opengl has to be notified */
2643 if(This->Flags & SFLAG_CLIENT) {
2644 This->Flags &= ~SFLAG_ALLOCATED;
2645 IWineD3DSurface_PreLoad(iface);
2646 /* And hope that the app behaves correctly and did not free the old surface memory before setting a new pointer */
2649 /* Now free the old memory if any */
2650 HeapFree(GetProcessHeap(), 0, release);
2651 } else if(This->Flags & SFLAG_USERPTR) {
2652 /* LockRect and GetDC will re-create the dib section and allocated memory */
2653 This->resource.allocatedMemory = NULL;
2654 /* HeapMemory should be NULL already */
2655 if(This->resource.heapMemory != NULL) ERR("User pointer surface has heap memory allocated\n");
2656 This->Flags &= ~SFLAG_USERPTR;
2658 if(This->Flags & SFLAG_CLIENT) {
2659 This->Flags &= ~SFLAG_ALLOCATED;
2660 /* This respecifies an empty texture and opengl knows that the old memory is gone */
2661 IWineD3DSurface_PreLoad(iface);
2664 return WINED3D_OK;
2667 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
2669 /* Flip the surface contents */
2670 /* Flip the DC */
2672 HDC tmp;
2673 tmp = front->hDC;
2674 front->hDC = back->hDC;
2675 back->hDC = tmp;
2678 /* Flip the DIBsection */
2680 HBITMAP tmp;
2681 BOOL hasDib = front->Flags & SFLAG_DIBSECTION;
2682 tmp = front->dib.DIBsection;
2683 front->dib.DIBsection = back->dib.DIBsection;
2684 back->dib.DIBsection = tmp;
2686 if(back->Flags & SFLAG_DIBSECTION) front->Flags |= SFLAG_DIBSECTION;
2687 else front->Flags &= ~SFLAG_DIBSECTION;
2688 if(hasDib) back->Flags |= SFLAG_DIBSECTION;
2689 else back->Flags &= ~SFLAG_DIBSECTION;
2692 /* Flip the surface data */
2694 void* tmp;
2696 tmp = front->dib.bitmap_data;
2697 front->dib.bitmap_data = back->dib.bitmap_data;
2698 back->dib.bitmap_data = tmp;
2700 tmp = front->resource.allocatedMemory;
2701 front->resource.allocatedMemory = back->resource.allocatedMemory;
2702 back->resource.allocatedMemory = tmp;
2704 tmp = front->resource.heapMemory;
2705 front->resource.heapMemory = back->resource.heapMemory;
2706 back->resource.heapMemory = tmp;
2709 /* Flip the PBO */
2711 GLuint tmp_pbo = front->pbo;
2712 front->pbo = back->pbo;
2713 back->pbo = tmp_pbo;
2716 /* client_memory should not be different, but just in case */
2718 BOOL tmp;
2719 tmp = front->dib.client_memory;
2720 front->dib.client_memory = back->dib.client_memory;
2721 back->dib.client_memory = tmp;
2724 /* Flip the opengl texture */
2726 glDescriptor tmp_desc = back->glDescription;
2727 back->glDescription = front->glDescription;
2728 front->glDescription = tmp_desc;
2732 DWORD tmp_flags = back->Flags;
2733 back->Flags = front->Flags;
2734 front->Flags = tmp_flags;
2738 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
2739 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2740 IWineD3DSwapChainImpl *swapchain = NULL;
2741 HRESULT hr;
2742 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
2744 /* Flipping is only supported on RenderTargets and overlays*/
2745 if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
2746 WARN("Tried to flip a non-render target, non-overlay surface\n");
2747 return WINEDDERR_NOTFLIPPABLE;
2750 if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
2751 flip_surface(This, (IWineD3DSurfaceImpl *) override);
2753 /* Update the overlay if it is visible */
2754 if(This->overlay_dest) {
2755 return IWineD3DSurface_DrawOverlay((IWineD3DSurface *) This);
2756 } else {
2757 return WINED3D_OK;
2761 if(override) {
2762 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2763 * FIXME("(%p) Target override is not supported by now\n", This);
2764 * Additionally, it isn't really possible to support triple-buffering
2765 * properly on opengl at all
2769 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **) &swapchain);
2770 if(!swapchain) {
2771 ERR("Flipped surface is not on a swapchain\n");
2772 return WINEDDERR_NOTFLIPPABLE;
2775 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2776 * and only d3d8 and d3d9 apps specify the presentation interval
2778 if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
2779 /* Most common case first to avoid wasting time on all the other cases */
2780 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2781 } else if(Flags & WINEDDFLIP_NOVSYNC) {
2782 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2783 } else if(Flags & WINEDDFLIP_INTERVAL2) {
2784 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
2785 } else if(Flags & WINEDDFLIP_INTERVAL3) {
2786 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
2787 } else {
2788 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
2791 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2792 hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *) swapchain, NULL, NULL, 0, NULL, 0);
2793 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
2794 return hr;
2797 /* Does a direct frame buffer -> texture copy. Stretching is done
2798 * with single pixel copy calls
2800 static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, IWineD3DSwapChainImpl *swapchain, WINED3DRECT *srect, WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) {
2801 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2802 float xrel, yrel;
2803 UINT row;
2804 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2807 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2808 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
2809 ENTER_GL();
2811 /* Bind the target texture */
2812 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2813 checkGLcall("glBindTexture");
2814 if(!swapchain) {
2815 TRACE("Reading from an offscreen target\n");
2816 upsidedown = !upsidedown;
2817 glReadBuffer(myDevice->offscreenBuffer);
2818 } else {
2819 GLenum buffer = surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain);
2820 glReadBuffer(buffer);
2822 checkGLcall("glReadBuffer");
2824 xrel = (float) (srect->x2 - srect->x1) / (float) (drect->x2 - drect->x1);
2825 yrel = (float) (srect->y2 - srect->y1) / (float) (drect->y2 - drect->y1);
2827 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2828 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2830 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
2831 ERR("Texture filtering not supported in direct blit\n");
2833 } else if((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) && ((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2834 ERR("Texture filtering not supported in direct blit\n");
2837 if(upsidedown &&
2838 !((xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) &&
2839 !((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2840 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2842 glCopyTexSubImage2D(This->glDescription.target,
2843 This->glDescription.level,
2844 drect->x1, drect->y1, /* xoffset, yoffset */
2845 srect->x1, Src->currentDesc.Height - srect->y2,
2846 drect->x2 - drect->x1, drect->y2 - drect->y1);
2847 } else {
2848 UINT yoffset = Src->currentDesc.Height - srect->y1 + drect->y1 - 1;
2849 /* I have to process this row by row to swap the image,
2850 * otherwise it would be upside down, so stretching in y direction
2851 * doesn't cost extra time
2853 * However, stretching in x direction can be avoided if not necessary
2855 for(row = drect->y1; row < drect->y2; row++) {
2856 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2857 /* Well, that stuff works, but it's very slow.
2858 * find a better way instead
2860 UINT col;
2862 for(col = drect->x1; col < drect->x2; col++) {
2863 glCopyTexSubImage2D(This->glDescription.target,
2864 This->glDescription.level,
2865 drect->x1 + col, row, /* xoffset, yoffset */
2866 srect->x1 + col * xrel, yoffset - (int) (row * yrel),
2867 1, 1);
2869 } else {
2870 glCopyTexSubImage2D(This->glDescription.target,
2871 This->glDescription.level,
2872 drect->x1, row, /* xoffset, yoffset */
2873 srect->x1, yoffset - (int) (row * yrel),
2874 drect->x2-drect->x1, 1);
2878 vcheckGLcall("glCopyTexSubImage2D");
2880 LEAVE_GL();
2883 /* Uses the hardware to stretch and flip the image */
2884 static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, IWineD3DSwapChainImpl *swapchain, WINED3DRECT *srect, WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) {
2885 GLuint src, backup = 0;
2886 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2887 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2888 float left, right, top, bottom; /* Texture coordinates */
2889 UINT fbwidth = Src->currentDesc.Width;
2890 UINT fbheight = Src->currentDesc.Height;
2891 GLenum drawBuffer = GL_BACK;
2892 GLenum texture_target;
2893 BOOL noBackBufferBackup;
2895 TRACE("Using hwstretch blit\n");
2896 /* Activate the Proper context for reading from the source surface, set it up for blitting */
2897 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2898 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
2900 noBackBufferBackup = !swapchain && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
2901 if(!noBackBufferBackup && Src->glDescription.textureName == 0) {
2902 /* Get it a description */
2903 IWineD3DSurface_PreLoad(SrcSurface);
2905 ENTER_GL();
2907 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
2908 * This way we don't have to wait for the 2nd readback to finish to leave this function.
2910 if(myDevice->activeContext->aux_buffers >= 2) {
2911 /* Got more than one aux buffer? Use the 2nd aux buffer */
2912 drawBuffer = GL_AUX1;
2913 } else if((swapchain || myDevice->offscreenBuffer == GL_BACK) && myDevice->activeContext->aux_buffers >= 1) {
2914 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2915 drawBuffer = GL_AUX0;
2918 if(noBackBufferBackup) {
2919 glGenTextures(1, &backup);
2920 checkGLcall("glGenTextures\n");
2921 glBindTexture(GL_TEXTURE_2D, backup);
2922 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
2923 texture_target = GL_TEXTURE_2D;
2924 } else {
2925 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
2926 * we are reading from the back buffer, the backup can be used as source texture
2928 texture_target = Src->glDescription.target;
2929 glBindTexture(texture_target, Src->glDescription.textureName);
2930 checkGLcall("glBindTexture(texture_target, Src->glDescription.textureName)");
2931 glEnable(texture_target);
2932 checkGLcall("glEnable(texture_target)");
2934 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
2935 Src->Flags &= ~SFLAG_INTEXTURE;
2938 if(swapchain) {
2939 glReadBuffer(surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain));
2940 } else {
2941 TRACE("Reading from an offscreen target\n");
2942 upsidedown = !upsidedown;
2943 glReadBuffer(myDevice->offscreenBuffer);
2946 /* TODO: Only back up the part that will be overwritten */
2947 glCopyTexSubImage2D(texture_target, 0,
2948 0, 0 /* read offsets */,
2949 0, 0,
2950 fbwidth,
2951 fbheight);
2953 checkGLcall("glCopyTexSubImage2D");
2955 /* No issue with overriding these - the sampler is dirty due to blit usage */
2956 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
2957 magLookup[Filter - WINED3DTEXF_NONE]);
2958 checkGLcall("glTexParameteri");
2959 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
2960 minMipLookup[Filter][WINED3DTEXF_NONE]);
2961 checkGLcall("glTexParameteri");
2963 if(!swapchain || (IWineD3DSurface *) Src == swapchain->backBuffer[0]) {
2964 src = backup ? backup : Src->glDescription.textureName;
2965 } else {
2966 glReadBuffer(GL_FRONT);
2967 checkGLcall("glReadBuffer(GL_FRONT)");
2969 glGenTextures(1, &src);
2970 checkGLcall("glGenTextures(1, &src)");
2971 glBindTexture(GL_TEXTURE_2D, src);
2972 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
2974 /* TODO: Only copy the part that will be read. Use srect->x1, srect->y2 as origin, but with the width watch
2975 * out for power of 2 sizes
2977 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Src->pow2Width, Src->pow2Height, 0,
2978 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
2979 checkGLcall("glTexImage2D");
2980 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
2981 0, 0 /* read offsets */,
2982 0, 0,
2983 fbwidth,
2984 fbheight);
2986 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2987 checkGLcall("glTexParameteri");
2988 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2989 checkGLcall("glTexParameteri");
2991 glReadBuffer(GL_BACK);
2992 checkGLcall("glReadBuffer(GL_BACK)");
2994 if(texture_target != GL_TEXTURE_2D) {
2995 glDisable(texture_target);
2996 glEnable(GL_TEXTURE_2D);
2997 texture_target = GL_TEXTURE_2D;
3000 checkGLcall("glEnd and previous");
3002 left = srect->x1;
3003 right = srect->x2;
3005 if(upsidedown) {
3006 top = Src->currentDesc.Height - srect->y1;
3007 bottom = Src->currentDesc.Height - srect->y2;
3008 } else {
3009 top = Src->currentDesc.Height - srect->y2;
3010 bottom = Src->currentDesc.Height - srect->y1;
3013 if(Src->Flags & SFLAG_NORMCOORD) {
3014 left /= Src->pow2Width;
3015 right /= Src->pow2Width;
3016 top /= Src->pow2Height;
3017 bottom /= Src->pow2Height;
3020 /* draw the source texture stretched and upside down. The correct surface is bound already */
3021 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3022 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3024 glDrawBuffer(drawBuffer);
3025 glReadBuffer(drawBuffer);
3027 glBegin(GL_QUADS);
3028 /* bottom left */
3029 glTexCoord2f(left, bottom);
3030 glVertex2i(0, fbheight);
3032 /* top left */
3033 glTexCoord2f(left, top);
3034 glVertex2i(0, fbheight - drect->y2 - drect->y1);
3036 /* top right */
3037 glTexCoord2f(right, top);
3038 glVertex2i(drect->x2 - drect->x1, fbheight - drect->y2 - drect->y1);
3040 /* bottom right */
3041 glTexCoord2f(right, bottom);
3042 glVertex2i(drect->x2 - drect->x1, fbheight);
3043 glEnd();
3044 checkGLcall("glEnd and previous");
3046 if(texture_target != This->glDescription.target) {
3047 glDisable(texture_target);
3048 glEnable(This->glDescription.target);
3049 texture_target = This->glDescription.target;
3052 /* Now read the stretched and upside down image into the destination texture */
3053 glBindTexture(texture_target, This->glDescription.textureName);
3054 checkGLcall("glBindTexture");
3055 glCopyTexSubImage2D(texture_target,
3057 drect->x1, drect->y1, /* xoffset, yoffset */
3058 0, 0, /* We blitted the image to the origin */
3059 drect->x2 - drect->x1, drect->y2 - drect->y1);
3060 checkGLcall("glCopyTexSubImage2D");
3062 if(drawBuffer == GL_BACK) {
3063 /* Write the back buffer backup back */
3064 if(backup) {
3065 if(texture_target != GL_TEXTURE_2D) {
3066 glDisable(texture_target);
3067 glEnable(GL_TEXTURE_2D);
3068 texture_target = GL_TEXTURE_2D;
3070 glBindTexture(GL_TEXTURE_2D, backup);
3071 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3072 } else {
3073 if(texture_target != Src->glDescription.target) {
3074 glDisable(texture_target);
3075 glEnable(Src->glDescription.target);
3076 texture_target = Src->glDescription.target;
3078 glBindTexture(Src->glDescription.target, Src->glDescription.textureName);
3079 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
3082 glBegin(GL_QUADS);
3083 /* top left */
3084 glTexCoord2f(0.0, (float) fbheight / (float) Src->pow2Height);
3085 glVertex2i(0, 0);
3087 /* bottom left */
3088 glTexCoord2f(0.0, 0.0);
3089 glVertex2i(0, fbheight);
3091 /* bottom right */
3092 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, 0.0);
3093 glVertex2i(fbwidth, Src->currentDesc.Height);
3095 /* top right */
3096 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, (float) fbheight / (float) Src->pow2Height);
3097 glVertex2i(fbwidth, 0);
3098 glEnd();
3099 } else {
3100 /* Restore the old draw buffer */
3101 glDrawBuffer(GL_BACK);
3103 glDisable(texture_target);
3104 checkGLcall("glDisable(texture_target)");
3106 /* Cleanup */
3107 if(src != Src->glDescription.textureName && src != backup) {
3108 glDeleteTextures(1, &src);
3109 checkGLcall("glDeleteTextures(1, &src)");
3111 if(backup) {
3112 glDeleteTextures(1, &backup);
3113 checkGLcall("glDeleteTextures(1, &backup)");
3116 LEAVE_GL();
3119 /* Not called from the VTable */
3120 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
3121 WINED3DRECT rect;
3122 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3123 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
3124 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3126 TRACE("(%p)->(%p,%p,%p,%08x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3128 /* Get the swapchain. One of the surfaces has to be a primary surface */
3129 if(This->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3130 WARN("Destination is in sysmem, rejecting gl blt\n");
3131 return WINED3DERR_INVALIDCALL;
3133 IWineD3DSurface_GetContainer( (IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
3134 if(dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) dstSwapchain);
3135 if(Src) {
3136 if(Src->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3137 WARN("Src is in sysmem, rejecting gl blt\n");
3138 return WINED3DERR_INVALIDCALL;
3140 IWineD3DSurface_GetContainer( (IWineD3DSurface *) Src, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
3141 if(srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) srcSwapchain);
3144 /* Early sort out of cases where no render target is used */
3145 if(!dstSwapchain && !srcSwapchain &&
3146 SrcSurface != myDevice->render_targets[0] && This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3147 TRACE("No surface is render target, not using hardware blit. Src = %p, dst = %p\n", Src, This);
3148 return WINED3DERR_INVALIDCALL;
3151 /* No destination color keying supported */
3152 if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
3153 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3154 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3155 return WINED3DERR_INVALIDCALL;
3158 if (DestRect) {
3159 rect.x1 = DestRect->left;
3160 rect.y1 = DestRect->top;
3161 rect.x2 = DestRect->right;
3162 rect.y2 = DestRect->bottom;
3163 } else {
3164 rect.x1 = 0;
3165 rect.y1 = 0;
3166 rect.x2 = This->currentDesc.Width;
3167 rect.y2 = This->currentDesc.Height;
3170 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3171 if(dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->backBuffer &&
3172 ((IWineD3DSurface *) This == dstSwapchain->frontBuffer) && SrcSurface == dstSwapchain->backBuffer[0]) {
3173 /* Half-life does a Blt from the back buffer to the front buffer,
3174 * Full surface size, no flags... Use present instead
3176 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3179 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3180 while(1)
3182 RECT mySrcRect;
3183 TRACE("Looking if a Present can be done...\n");
3184 /* Source Rectangle must be full surface */
3185 if( SrcRect ) {
3186 if(SrcRect->left != 0 || SrcRect->top != 0 ||
3187 SrcRect->right != Src->currentDesc.Width || SrcRect->bottom != Src->currentDesc.Height) {
3188 TRACE("No, Source rectangle doesn't match\n");
3189 break;
3192 mySrcRect.left = 0;
3193 mySrcRect.top = 0;
3194 mySrcRect.right = Src->currentDesc.Width;
3195 mySrcRect.bottom = Src->currentDesc.Height;
3197 /* No stretching may occur */
3198 if(mySrcRect.right != rect.x2 - rect.x1 ||
3199 mySrcRect.bottom != rect.y2 - rect.y1) {
3200 TRACE("No, stretching is done\n");
3201 break;
3204 /* Destination must be full surface or match the clipping rectangle */
3205 if(This->clipper && ((IWineD3DClipperImpl *) This->clipper)->hWnd)
3207 RECT cliprect;
3208 POINT pos[2];
3209 GetClientRect(((IWineD3DClipperImpl *) This->clipper)->hWnd, &cliprect);
3210 pos[0].x = rect.x1;
3211 pos[0].y = rect.y1;
3212 pos[1].x = rect.x2;
3213 pos[1].y = rect.y2;
3214 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *) This->clipper)->hWnd,
3215 pos, 2);
3217 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
3218 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3220 TRACE("No, dest rectangle doesn't match(clipper)\n");
3221 TRACE("Clip rect at (%d,%d)-(%d,%d)\n", cliprect.left, cliprect.top, cliprect.right, cliprect.bottom);
3222 TRACE("Blt dest: (%d,%d)-(%d,%d)\n", rect.x1, rect.y1, rect.x2, rect.y2);
3223 break;
3226 else
3228 if(rect.x1 != 0 || rect.y1 != 0 ||
3229 rect.x2 != This->currentDesc.Width || rect.y2 != This->currentDesc.Height) {
3230 TRACE("No, dest rectangle doesn't match(surface size)\n");
3231 break;
3235 TRACE("Yes\n");
3237 /* These flags are unimportant for the flag check, remove them */
3238 if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
3239 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3241 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3242 * take very long, while a flip is fast.
3243 * This applies to Half-Life, which does such Blts every time it finished
3244 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3245 * menu. This is also used by all apps when they do windowed rendering
3247 * The problem is that flipping is not really the same as copying. After a
3248 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3249 * untouched. Therefore it's necessary to override the swap effect
3250 * and to set it back after the flip.
3252 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3253 * testcases.
3256 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3257 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3259 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3260 IWineD3DSwapChain_Present((IWineD3DSwapChain *) dstSwapchain, NULL, NULL, 0, NULL, 0);
3262 dstSwapchain->presentParms.SwapEffect = orig_swap;
3264 return WINED3D_OK;
3266 break;
3269 TRACE("Unsupported blit between buffers on the same swapchain\n");
3270 return WINED3DERR_INVALIDCALL;
3271 } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
3272 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3273 return WINED3DERR_INVALIDCALL;
3274 } else if(dstSwapchain && srcSwapchain) {
3275 FIXME("Implement hardware blit between two different swapchains\n");
3276 return WINED3DERR_INVALIDCALL;
3277 } else if(dstSwapchain) {
3278 if(SrcSurface == myDevice->render_targets[0]) {
3279 TRACE("Blit from active render target to a swapchain\n");
3280 /* Handled with regular texture -> swapchain blit */
3282 } else if(srcSwapchain && This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3283 FIXME("Implement blit from a swapchain to the active render target\n");
3284 return WINED3DERR_INVALIDCALL;
3287 if((srcSwapchain || SrcSurface == myDevice->render_targets[0]) && !dstSwapchain) {
3288 /* Blit from render target to texture */
3289 WINED3DRECT srect;
3290 BOOL upsideDown, stretchx;
3291 BOOL paletteOverride = FALSE;
3293 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3294 TRACE("Color keying not supported by frame buffer to texture blit\n");
3295 return WINED3DERR_INVALIDCALL;
3296 /* Destination color key is checked above */
3299 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
3300 * glCopyTexSubImage is a bit picky about the parameters we pass to it
3302 if(SrcRect) {
3303 if(SrcRect->top < SrcRect->bottom) {
3304 srect.y1 = SrcRect->top;
3305 srect.y2 = SrcRect->bottom;
3306 upsideDown = FALSE;
3307 } else {
3308 srect.y1 = SrcRect->bottom;
3309 srect.y2 = SrcRect->top;
3310 upsideDown = TRUE;
3312 srect.x1 = SrcRect->left;
3313 srect.x2 = SrcRect->right;
3314 } else {
3315 srect.x1 = 0;
3316 srect.y1 = 0;
3317 srect.x2 = Src->currentDesc.Width;
3318 srect.y2 = Src->currentDesc.Height;
3319 upsideDown = FALSE;
3321 if(rect.x1 > rect.x2) {
3322 UINT tmp = rect.x2;
3323 rect.x2 = rect.x1;
3324 rect.x1 = tmp;
3325 upsideDown = !upsideDown;
3328 if(rect.x2 - rect.x1 != srect.x2 - srect.x1) {
3329 stretchx = TRUE;
3330 } else {
3331 stretchx = FALSE;
3334 /* When blitting from a render target a texture, the texture isn't required to have a palette.
3335 * In this case grab the palette from the render target. */
3336 if((This->resource.format == WINED3DFMT_P8) && (This->palette == NULL)) {
3337 paletteOverride = TRUE;
3338 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3339 This->palette = Src->palette;
3342 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3343 * flip the image nor scale it.
3345 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3346 * -> If the app wants a image width an unscaled width, copy it line per line
3347 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3348 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3349 * back buffer. This is slower than reading line per line, thus not used for flipping
3350 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3351 * pixel by pixel
3353 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3354 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3355 * backends.
3357 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT)) {
3358 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &srect,
3359 (IWineD3DSurface *)This, &rect, Filter, upsideDown);
3360 } else if((!stretchx) || rect.x2 - rect.x1 > Src->currentDesc.Width ||
3361 rect.y2 - rect.y1 > Src->currentDesc.Height) {
3362 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3363 fb_copy_to_texture_direct(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3364 } else {
3365 TRACE("Using hardware stretching to flip / stretch the texture\n");
3366 fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3369 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3370 if(paletteOverride)
3371 This->palette = NULL;
3373 if(!(This->Flags & SFLAG_DONOTFREE)) {
3374 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
3375 This->resource.allocatedMemory = NULL;
3376 This->resource.heapMemory = NULL;
3377 } else {
3378 This->Flags &= ~SFLAG_INSYSMEM;
3380 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3381 * path is never entered
3383 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
3385 return WINED3D_OK;
3386 } else if(Src) {
3387 /* Blit from offscreen surface to render target */
3388 float glTexCoord[4];
3389 DWORD oldCKeyFlags = Src->CKeyFlags;
3390 WINEDDCOLORKEY oldBltCKey = Src->SrcBltCKey;
3391 RECT SourceRectangle;
3392 BOOL paletteOverride = FALSE;
3394 TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
3396 if(SrcRect) {
3397 SourceRectangle.left = SrcRect->left;
3398 SourceRectangle.right = SrcRect->right;
3399 SourceRectangle.top = SrcRect->top;
3400 SourceRectangle.bottom = SrcRect->bottom;
3401 } else {
3402 SourceRectangle.left = 0;
3403 SourceRectangle.right = Src->currentDesc.Width;
3404 SourceRectangle.top = 0;
3405 SourceRectangle.bottom = Src->currentDesc.Height;
3408 /* When blitting from an offscreen surface to a rendertarget, the source
3409 * surface is not required to have a palette. Our rendering / conversion
3410 * code further down the road retrieves the palette from the surface, so
3411 * it must have a palette set. */
3412 if((Src->resource.format == WINED3DFMT_P8) && (Src->palette == NULL)) {
3413 paletteOverride = TRUE;
3414 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3415 Src->palette = This->palette;
3418 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT) &&
3419 (Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) == 0) {
3420 TRACE("Using stretch_rect_fbo\n");
3421 /* The source is always a texture, but never the currently active render target, and the texture
3422 * contents are never upside down
3424 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, (WINED3DRECT *) &SourceRectangle,
3425 (IWineD3DSurface *)This, &rect, Filter, FALSE);
3427 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3428 if(paletteOverride)
3429 Src->palette = NULL;
3430 return WINED3D_OK;
3433 if(!CalculateTexRect(Src, &SourceRectangle, glTexCoord)) {
3434 /* Fall back to software */
3435 WARN("(%p) Source texture area (%d,%d)-(%d,%d) is too big\n", Src,
3436 SourceRectangle.left, SourceRectangle.top,
3437 SourceRectangle.right, SourceRectangle.bottom);
3438 return WINED3DERR_INVALIDCALL;
3441 /* Color keying: Check if we have to do a color keyed blt,
3442 * and if not check if a color key is activated.
3444 * Just modify the color keying parameters in the surface and restore them afterwards
3445 * The surface keeps track of the color key last used to load the opengl surface.
3446 * PreLoad will catch the change to the flags and color key and reload if necessary.
3448 if(Flags & WINEDDBLT_KEYSRC) {
3449 /* Use color key from surface */
3450 } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
3451 /* Use color key from DDBltFx */
3452 Src->CKeyFlags |= WINEDDSD_CKSRCBLT;
3453 Src->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3454 } else {
3455 /* Do not use color key */
3456 Src->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3459 /* Now load the surface */
3460 IWineD3DSurface_PreLoad((IWineD3DSurface *) Src);
3462 /* Activate the destination context, set it up for blitting */
3463 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
3465 /* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
3466 * while OpenGL coordinates are window relative.
3467 * Also beware of the origin difference(top left vs bottom left).
3468 * Also beware that the front buffer's surface size is screen width x screen height,
3469 * whereas the real gl drawable size is the size of the window.
3471 if (dstSwapchain && (IWineD3DSurface *)This == dstSwapchain->frontBuffer) {
3472 RECT windowsize;
3473 POINT offset = {0,0};
3474 UINT h;
3475 ClientToScreen(dstSwapchain->win_handle, &offset);
3476 GetClientRect(dstSwapchain->win_handle, &windowsize);
3477 h = windowsize.bottom - windowsize.top;
3478 rect.x1 -= offset.x; rect.x2 -=offset.x;
3479 rect.y1 -= offset.y; rect.y2 -=offset.y;
3480 rect.y1 += This->currentDesc.Height - h; rect.y2 += This->currentDesc.Height - h;
3483 myDevice->blitter->set_shader((IWineD3DDevice *) myDevice, Src->resource.format,
3484 Src->glDescription.target, Src->pow2Width, Src->pow2Height);
3486 ENTER_GL();
3488 /* Bind the texture */
3489 glBindTexture(Src->glDescription.target, Src->glDescription.textureName);
3490 checkGLcall("glBindTexture");
3492 /* Filtering for StretchRect */
3493 glTexParameteri(Src->glDescription.target, GL_TEXTURE_MAG_FILTER,
3494 magLookup[Filter - WINED3DTEXF_NONE]);
3495 checkGLcall("glTexParameteri");
3496 glTexParameteri(Src->glDescription.target, GL_TEXTURE_MIN_FILTER,
3497 minMipLookup[Filter][WINED3DTEXF_NONE]);
3498 checkGLcall("glTexParameteri");
3499 glTexParameteri(Src->glDescription.target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3500 glTexParameteri(Src->glDescription.target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3501 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
3502 checkGLcall("glTexEnvi");
3504 /* This is for color keying */
3505 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3506 glEnable(GL_ALPHA_TEST);
3507 checkGLcall("glEnable GL_ALPHA_TEST");
3509 /* When the primary render target uses P8, the alpha component contains the palette index.
3510 * Which means that the colorkey is one of the palette entries. In other cases pixels that
3511 * should be masked away have alpha set to 0. */
3512 if(primary_render_target_is_p8(myDevice))
3513 glAlphaFunc(GL_NOTEQUAL, (float)Src->SrcBltCKey.dwColorSpaceLowValue / 256.0);
3514 else
3515 glAlphaFunc(GL_NOTEQUAL, 0.0);
3516 checkGLcall("glAlphaFunc\n");
3517 } else {
3518 glDisable(GL_ALPHA_TEST);
3519 checkGLcall("glDisable GL_ALPHA_TEST");
3522 /* Draw a textured quad
3524 glBegin(GL_QUADS);
3526 glColor3d(1.0f, 1.0f, 1.0f);
3527 glTexCoord2f(glTexCoord[0], glTexCoord[2]);
3528 glVertex3f(rect.x1,
3529 rect.y1,
3530 0.0);
3532 glTexCoord2f(glTexCoord[0], glTexCoord[3]);
3533 glVertex3f(rect.x1, rect.y2, 0.0);
3535 glTexCoord2f(glTexCoord[1], glTexCoord[3]);
3536 glVertex3f(rect.x2,
3537 rect.y2,
3538 0.0);
3540 glTexCoord2f(glTexCoord[1], glTexCoord[2]);
3541 glVertex3f(rect.x2,
3542 rect.y1,
3543 0.0);
3544 glEnd();
3545 checkGLcall("glEnd");
3547 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3548 glDisable(GL_ALPHA_TEST);
3549 checkGLcall("glDisable(GL_ALPHA_TEST)");
3552 glBindTexture(Src->glDescription.target, 0);
3553 checkGLcall("glBindTexture(Src->glDescription.target, 0)");
3555 /* Restore the color key parameters */
3556 Src->CKeyFlags = oldCKeyFlags;
3557 Src->SrcBltCKey = oldBltCKey;
3559 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3560 if(paletteOverride)
3561 Src->palette = NULL;
3563 LEAVE_GL();
3565 /* Leave the opengl state valid for blitting */
3566 myDevice->blitter->unset_shader((IWineD3DDevice *) myDevice);
3568 /* Flush in case the drawable is used by multiple GL contexts */
3569 if(dstSwapchain && (This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer || dstSwapchain->num_contexts >= 2))
3570 glFlush();
3572 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
3573 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
3574 * is outdated now
3576 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INDRAWABLE, TRUE);
3578 return WINED3D_OK;
3579 } else {
3580 /* Source-Less Blit to render target */
3581 if (Flags & WINEDDBLT_COLORFILL) {
3582 /* This is easy to handle for the D3D Device... */
3583 DWORD color;
3585 TRACE("Colorfill\n");
3587 /* This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0] || dstSwapchain
3588 must be true if we are here */
3589 if (This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0] &&
3590 !(This == (IWineD3DSurfaceImpl*) dstSwapchain->frontBuffer ||
3591 (dstSwapchain->backBuffer && This == (IWineD3DSurfaceImpl*) dstSwapchain->backBuffer[0]))) {
3592 TRACE("Surface is higher back buffer, falling back to software\n");
3593 return WINED3DERR_INVALIDCALL;
3596 /* The color as given in the Blt function is in the format of the frame-buffer...
3597 * 'clear' expect it in ARGB format => we need to do some conversion :-)
3599 if (This->resource.format == WINED3DFMT_P8) {
3600 DWORD alpha;
3602 if (primary_render_target_is_p8(myDevice)) alpha = DDBltFx->u5.dwFillColor << 24;
3603 else alpha = 0xFF000000;
3605 if (This->palette) {
3606 color = (alpha |
3607 (This->palette->palents[DDBltFx->u5.dwFillColor].peRed << 16) |
3608 (This->palette->palents[DDBltFx->u5.dwFillColor].peGreen << 8) |
3609 (This->palette->palents[DDBltFx->u5.dwFillColor].peBlue));
3610 } else {
3611 color = alpha;
3614 else if (This->resource.format == WINED3DFMT_R5G6B5) {
3615 if (DDBltFx->u5.dwFillColor == 0xFFFF) {
3616 color = 0xFFFFFFFF;
3617 } else {
3618 color = ((0xFF000000) |
3619 ((DDBltFx->u5.dwFillColor & 0xF800) << 8) |
3620 ((DDBltFx->u5.dwFillColor & 0x07E0) << 5) |
3621 ((DDBltFx->u5.dwFillColor & 0x001F) << 3));
3624 else if ((This->resource.format == WINED3DFMT_R8G8B8) ||
3625 (This->resource.format == WINED3DFMT_X8R8G8B8) ) {
3626 color = 0xFF000000 | DDBltFx->u5.dwFillColor;
3628 else if (This->resource.format == WINED3DFMT_A8R8G8B8) {
3629 color = DDBltFx->u5.dwFillColor;
3631 else {
3632 ERR("Wrong surface type for BLT override(Format doesn't match) !\n");
3633 return WINED3DERR_INVALIDCALL;
3636 TRACE("(%p) executing Render Target override, color = %x\n", This, color);
3637 IWineD3DDeviceImpl_ClearSurface(myDevice, This,
3638 1, /* Number of rectangles */
3639 &rect, WINED3DCLEAR_TARGET, color,
3640 0.0 /* Z */,
3641 0 /* Stencil */);
3642 return WINED3D_OK;
3646 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3647 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3648 return WINED3DERR_INVALIDCALL;
3651 static HRESULT WINAPI IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx)
3653 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3654 float depth;
3656 if (Flags & WINEDDBLT_DEPTHFILL) {
3657 switch(This->resource.format) {
3658 case WINED3DFMT_D16:
3659 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3660 break;
3661 case WINED3DFMT_D15S1:
3662 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000fffe;
3663 break;
3664 case WINED3DFMT_D24S8:
3665 case WINED3DFMT_D24X8:
3666 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3667 break;
3668 case WINED3DFMT_D32:
3669 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3670 break;
3671 default:
3672 depth = 0.0;
3673 ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format));
3676 return IWineD3DDevice_Clear((IWineD3DDevice *) myDevice,
3677 DestRect == NULL ? 0 : 1,
3678 (WINED3DRECT *) DestRect,
3679 WINED3DCLEAR_ZBUFFER,
3680 0x00000000,
3681 depth,
3682 0x00000000);
3685 FIXME("(%p): Unsupp depthstencil blit\n", This);
3686 return WINED3DERR_INVALIDCALL;
3689 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
3690 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3691 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3692 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3693 TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3694 TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
3696 if ( (This->Flags & SFLAG_LOCKED) || ((Src != NULL) && (Src->Flags & SFLAG_LOCKED)))
3698 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3699 return WINEDDERR_SURFACEBUSY;
3702 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3703 * except depth blits, which seem to work
3705 if(iface == myDevice->stencilBufferTarget || (SrcSurface && SrcSurface == myDevice->stencilBufferTarget)) {
3706 if(myDevice->inScene && !(Flags & WINEDDBLT_DEPTHFILL)) {
3707 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3708 return WINED3DERR_INVALIDCALL;
3709 } else if(IWineD3DSurfaceImpl_BltZ(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) {
3710 TRACE("Z Blit override handled the blit\n");
3711 return WINED3D_OK;
3715 /* Special cases for RenderTargets */
3716 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3717 ( Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3718 if(IWineD3DSurfaceImpl_BltOverride(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter) == WINED3D_OK) return WINED3D_OK;
3721 /* For the rest call the X11 surface implementation.
3722 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3723 * other Blts are rather rare
3725 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter);
3728 HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans) {
3729 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3730 IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
3731 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3732 TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
3734 if ( (This->Flags & SFLAG_LOCKED) || ((srcImpl != NULL) && (srcImpl->Flags & SFLAG_LOCKED)))
3736 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3737 return WINEDDERR_SURFACEBUSY;
3740 if(myDevice->inScene &&
3741 (iface == myDevice->stencilBufferTarget ||
3742 (Source && Source == myDevice->stencilBufferTarget))) {
3743 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3744 return WINED3DERR_INVALIDCALL;
3747 /* Special cases for RenderTargets */
3748 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3749 ( srcImpl && (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3751 RECT SrcRect, DstRect;
3752 DWORD Flags=0;
3754 if(rsrc) {
3755 SrcRect.left = rsrc->left;
3756 SrcRect.top= rsrc->top;
3757 SrcRect.bottom = rsrc->bottom;
3758 SrcRect.right = rsrc->right;
3759 } else {
3760 SrcRect.left = 0;
3761 SrcRect.top = 0;
3762 SrcRect.right = srcImpl->currentDesc.Width;
3763 SrcRect.bottom = srcImpl->currentDesc.Height;
3766 DstRect.left = dstx;
3767 DstRect.top=dsty;
3768 DstRect.right = dstx + SrcRect.right - SrcRect.left;
3769 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
3771 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3772 if(trans & WINEDDBLTFAST_SRCCOLORKEY)
3773 Flags |= WINEDDBLT_KEYSRC;
3774 if(trans & WINEDDBLTFAST_DESTCOLORKEY)
3775 Flags |= WINEDDBLT_KEYDEST;
3776 if(trans & WINEDDBLTFAST_WAIT)
3777 Flags |= WINEDDBLT_WAIT;
3778 if(trans & WINEDDBLTFAST_DONOTWAIT)
3779 Flags |= WINEDDBLT_DONOTWAIT;
3781 if(IWineD3DSurfaceImpl_BltOverride(This, &DstRect, Source, &SrcRect, Flags, NULL, WINED3DTEXF_POINT) == WINED3D_OK) return WINED3D_OK;
3785 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
3788 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface) {
3789 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3790 RGBQUAD col[256];
3791 IWineD3DPaletteImpl *pal = This->palette;
3792 unsigned int n;
3793 TRACE("(%p)\n", This);
3795 if (!pal) return WINED3D_OK;
3797 if(This->resource.format == WINED3DFMT_P8 ||
3798 This->resource.format == WINED3DFMT_A8P8)
3800 int bpp;
3801 GLenum format, internal, type;
3802 CONVERT_TYPES convert;
3804 /* Check if we are using a RTL mode which uses texturing for uploads */
3805 BOOL use_texture = (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX);
3807 /* Check if we have hardware palette conversion if we have convert is set to NO_CONVERSION */
3808 d3dfmt_get_conv(This, TRUE, use_texture, &format, &internal, &type, &convert, &bpp, This->srgb);
3810 if((This->resource.usage & WINED3DUSAGE_RENDERTARGET) && (convert == NO_CONVERSION))
3812 /* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
3813 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL);
3815 /* We want to force a palette refresh, so mark the drawable as not being up to date */
3816 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
3818 /* Re-upload the palette */
3819 d3dfmt_p8_upload_palette(iface, convert);
3820 } else {
3821 if(!(This->Flags & SFLAG_INSYSMEM)) {
3822 TRACE("Palette changed with surface that does not have an up to date system memory copy\n");
3823 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
3825 TRACE("Dirtifying surface\n");
3826 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
3830 if(This->Flags & SFLAG_DIBSECTION) {
3831 TRACE("(%p): Updating the hdc's palette\n", This);
3832 for (n=0; n<256; n++) {
3833 col[n].rgbRed = pal->palents[n].peRed;
3834 col[n].rgbGreen = pal->palents[n].peGreen;
3835 col[n].rgbBlue = pal->palents[n].peBlue;
3836 col[n].rgbReserved = 0;
3838 SetDIBColorTable(This->hDC, 0, 256, col);
3841 /* Propagate the changes to the drawable when we have a palette. */
3842 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3843 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, NULL);
3845 return WINED3D_OK;
3848 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
3849 /** Check against the maximum texture sizes supported by the video card **/
3850 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3851 unsigned int pow2Width, pow2Height;
3852 const GlPixelFormatDesc *glDesc;
3854 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
3855 /* Setup some glformat defaults */
3856 This->glDescription.glFormat = glDesc->glFormat;
3857 This->glDescription.glFormatInternal = glDesc->glInternal;
3858 This->glDescription.glType = glDesc->glType;
3860 This->glDescription.textureName = 0;
3861 This->glDescription.target = GL_TEXTURE_2D;
3863 /* Non-power2 support */
3864 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) || GL_SUPPORT(WINE_NORMALIZED_TEXRECT)) {
3865 pow2Width = This->currentDesc.Width;
3866 pow2Height = This->currentDesc.Height;
3867 } else {
3868 /* Find the nearest pow2 match */
3869 pow2Width = pow2Height = 1;
3870 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
3871 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
3873 This->pow2Width = pow2Width;
3874 This->pow2Height = pow2Height;
3876 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height) {
3877 WINED3DFORMAT Format = This->resource.format;
3878 /** TODO: add support for non power two compressed textures **/
3879 if (Format == WINED3DFMT_DXT1 || Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3
3880 || Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5
3881 || This->resource.format == WINED3DFMT_ATI2N) {
3882 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
3883 This, This->currentDesc.Width, This->currentDesc.Height);
3884 return WINED3DERR_NOTAVAILABLE;
3888 if(pow2Width != This->currentDesc.Width ||
3889 pow2Height != This->currentDesc.Height) {
3890 This->Flags |= SFLAG_NONPOW2;
3893 TRACE("%p\n", This);
3894 if ((This->pow2Width > GL_LIMITS(texture_size) || This->pow2Height > GL_LIMITS(texture_size)) && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))) {
3895 /* one of three options
3896 1: Do the same as we do with nonpow 2 and scale the texture, (any texture ops would require the texture to be scaled which is potentially slow)
3897 2: Set the texture to the maximum size (bad idea)
3898 3: WARN and return WINED3DERR_NOTAVAILABLE;
3899 4: Create the surface, but allow it to be used only for DirectDraw Blts. Some apps(e.g. Swat 3) create textures with a Height of 16 and a Width > 3000 and blt 16x16 letter areas from them to the render target.
3901 WARN("(%p) Creating an oversized surface\n", This);
3902 This->Flags |= SFLAG_OVERSIZE;
3904 /* This will be initialized on the first blt */
3905 This->glRect.left = 0;
3906 This->glRect.top = 0;
3907 This->glRect.right = 0;
3908 This->glRect.bottom = 0;
3909 } else {
3910 /* Check this after the oversize check - do not make an oversized surface a texture_rectangle one.
3911 Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
3912 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
3913 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
3915 if(This->Flags & SFLAG_NONPOW2 && GL_SUPPORT(ARB_TEXTURE_RECTANGLE) &&
3916 !((This->resource.format == WINED3DFMT_P8) && GL_SUPPORT(EXT_PALETTED_TEXTURE) && (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX)))
3918 This->glDescription.target = GL_TEXTURE_RECTANGLE_ARB;
3919 This->pow2Width = This->currentDesc.Width;
3920 This->pow2Height = This->currentDesc.Height;
3921 This->Flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
3924 /* No oversize, gl rect is the full texture size */
3925 This->Flags &= ~SFLAG_OVERSIZE;
3926 This->glRect.left = 0;
3927 This->glRect.top = 0;
3928 This->glRect.right = This->pow2Width;
3929 This->glRect.bottom = This->pow2Height;
3932 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
3933 switch(wined3d_settings.offscreen_rendering_mode) {
3934 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
3935 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
3936 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
3940 This->Flags |= SFLAG_INSYSMEM;
3942 return WINED3D_OK;
3945 struct depth_blt_info
3947 GLenum binding;
3948 GLenum bind_target;
3949 enum tex_types tex_type;
3950 GLfloat coords[4][3];
3953 static void surface_get_depth_blt_info(GLenum target, GLsizei w, GLsizei h, struct depth_blt_info *info)
3955 GLfloat (*coords)[3] = info->coords;
3957 switch (target)
3959 default:
3960 FIXME("Unsupported texture target %#x\n", target);
3961 /* Fall back to GL_TEXTURE_2D */
3962 case GL_TEXTURE_2D:
3963 info->binding = GL_TEXTURE_BINDING_2D;
3964 info->bind_target = GL_TEXTURE_2D;
3965 info->tex_type = tex_2d;
3966 coords[0][0] = 0.0f; coords[0][1] = 1.0f; coords[0][2] = 0.0f;
3967 coords[1][0] = 1.0f; coords[1][1] = 1.0f; coords[1][2] = 0.0f;
3968 coords[2][0] = 0.0f; coords[2][1] = 0.0f; coords[2][2] = 0.0f;
3969 coords[3][0] = 1.0f; coords[3][1] = 0.0f; coords[3][2] = 0.0f;
3970 break;
3972 case GL_TEXTURE_RECTANGLE_ARB:
3973 info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
3974 info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
3975 info->tex_type = tex_rect;
3976 coords[0][0] = 0.0f; coords[0][1] = h; coords[0][2] = 0.0f;
3977 coords[1][0] = w; coords[1][1] = h; coords[1][2] = 0.0f;
3978 coords[2][0] = 0.0f; coords[2][1] = 0.0f; coords[2][2] = 0.0f;
3979 coords[3][0] = w; coords[3][1] = 0.0f; coords[3][2] = 0.0f;
3980 break;
3982 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
3983 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
3984 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
3985 info->tex_type = tex_cube;
3986 coords[0][0] = 1.0f; coords[0][1] = -1.0f; coords[0][2] = 1.0f;
3987 coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
3988 coords[2][0] = 1.0f; coords[2][1] = 1.0f; coords[2][2] = 1.0f;
3989 coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
3991 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
3992 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
3993 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
3994 info->tex_type = tex_cube;
3995 coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
3996 coords[1][0] = -1.0f; coords[1][1] = -1.0f; coords[1][2] = 1.0f;
3997 coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
3998 coords[3][0] = -1.0f; coords[3][1] = 1.0f; coords[3][2] = 1.0f;
4000 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
4001 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4002 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4003 info->tex_type = tex_cube;
4004 coords[0][0] = -1.0f; coords[0][1] = 1.0f; coords[0][2] = 1.0f;
4005 coords[1][0] = 1.0f; coords[1][1] = 1.0f; coords[1][2] = 1.0f;
4006 coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
4007 coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
4009 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
4010 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4011 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4012 info->tex_type = tex_cube;
4013 coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
4014 coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
4015 coords[2][0] = -1.0f; coords[2][1] = -1.0f; coords[2][2] = 1.0f;
4016 coords[3][0] = 1.0f; coords[3][1] = -1.0f; coords[3][2] = 1.0f;
4018 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
4019 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4020 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4021 info->tex_type = tex_cube;
4022 coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = 1.0f;
4023 coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = 1.0f;
4024 coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = 1.0f;
4025 coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = 1.0f;
4027 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
4028 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4029 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4030 info->tex_type = tex_cube;
4031 coords[0][0] = 1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
4032 coords[1][0] = -1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
4033 coords[2][0] = 1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
4034 coords[3][0] = -1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
4038 static void surface_depth_blt(IWineD3DSurfaceImpl *This, GLuint texture, GLsizei w, GLsizei h, GLenum target)
4040 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4041 struct depth_blt_info info;
4042 GLint old_binding = 0;
4044 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
4046 glDisable(GL_CULL_FACE);
4047 glEnable(GL_BLEND);
4048 glDisable(GL_ALPHA_TEST);
4049 glDisable(GL_SCISSOR_TEST);
4050 glDisable(GL_STENCIL_TEST);
4051 glEnable(GL_DEPTH_TEST);
4052 glDepthFunc(GL_ALWAYS);
4053 glDepthMask(GL_TRUE);
4054 glBlendFunc(GL_ZERO, GL_ONE);
4055 glViewport(0, 0, w, h);
4057 surface_get_depth_blt_info(target, w, h, &info);
4058 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4059 glGetIntegerv(info.binding, &old_binding);
4060 glBindTexture(info.bind_target, texture);
4062 device->shader_backend->shader_select_depth_blt((IWineD3DDevice *)device, info.tex_type);
4064 glBegin(GL_TRIANGLE_STRIP);
4065 glTexCoord3fv(info.coords[0]);
4066 glVertex2f(-1.0f, -1.0f);
4067 glTexCoord3fv(info.coords[1]);
4068 glVertex2f(1.0f, -1.0f);
4069 glTexCoord3fv(info.coords[2]);
4070 glVertex2f(-1.0f, 1.0f);
4071 glTexCoord3fv(info.coords[3]);
4072 glVertex2f(1.0f, 1.0f);
4073 glEnd();
4075 glBindTexture(info.bind_target, old_binding);
4077 glPopAttrib();
4079 device->shader_backend->shader_deselect_depth_blt((IWineD3DDevice *)device);
4082 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) {
4083 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4085 TRACE("(%p) New location %#x\n", This, location);
4087 if (location & ~SFLAG_DS_LOCATIONS) {
4088 FIXME("(%p) Invalid location (%#x) specified\n", This, location);
4091 This->Flags &= ~SFLAG_DS_LOCATIONS;
4092 This->Flags |= location;
4095 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location) {
4096 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4097 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4099 TRACE("(%p) New location %#x\n", This, location);
4101 /* TODO: Make this work for modes other than FBO */
4102 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
4104 if (This->Flags & location) {
4105 TRACE("(%p) Location (%#x) is already up to date\n", This, location);
4106 return;
4109 if (This->current_renderbuffer) {
4110 FIXME("(%p) Not supported with fixed up depth stencil\n", This);
4111 return;
4114 if (location == SFLAG_DS_OFFSCREEN) {
4115 if (This->Flags & SFLAG_DS_ONSCREEN) {
4116 GLint old_binding = 0;
4117 GLenum bind_target;
4119 TRACE("(%p) Copying onscreen depth buffer to depth texture\n", This);
4121 ENTER_GL();
4123 if (!device->depth_blt_texture) {
4124 glGenTextures(1, &device->depth_blt_texture);
4127 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4128 * directly on the FBO texture. That's because we need to flip. */
4129 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
4130 if (This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB) {
4131 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
4132 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4133 } else {
4134 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
4135 bind_target = GL_TEXTURE_2D;
4137 glBindTexture(bind_target, device->depth_blt_texture);
4138 glCopyTexImage2D(bind_target,
4139 This->glDescription.level,
4140 This->glDescription.glFormatInternal,
4143 This->currentDesc.Width,
4144 This->currentDesc.Height,
4146 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4147 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4148 glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
4149 glBindTexture(bind_target, old_binding);
4151 /* Setup the destination */
4152 if (!device->depth_blt_rb) {
4153 GL_EXTCALL(glGenRenderbuffersEXT(1, &device->depth_blt_rb));
4154 checkGLcall("glGenRenderbuffersEXT");
4156 if (device->depth_blt_rb_w != This->currentDesc.Width
4157 || device->depth_blt_rb_h != This->currentDesc.Height) {
4158 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, device->depth_blt_rb));
4159 checkGLcall("glBindRenderbufferEXT");
4160 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, This->currentDesc.Width, This->currentDesc.Height));
4161 checkGLcall("glRenderbufferStorageEXT");
4162 device->depth_blt_rb_w = This->currentDesc.Width;
4163 device->depth_blt_rb_h = This->currentDesc.Height;
4166 context_bind_fbo((IWineD3DDevice *)device, GL_FRAMEBUFFER_EXT, &device->activeContext->dst_fbo);
4167 GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, device->depth_blt_rb));
4168 checkGLcall("glFramebufferRenderbufferEXT");
4169 context_attach_depth_stencil_fbo(device, GL_FRAMEBUFFER_EXT, iface, FALSE);
4171 /* Do the actual blit */
4172 surface_depth_blt(This, device->depth_blt_texture, This->currentDesc.Width, This->currentDesc.Height, bind_target);
4173 checkGLcall("depth_blt");
4175 if (device->activeContext->current_fbo) {
4176 context_bind_fbo((IWineD3DDevice *)device, GL_FRAMEBUFFER_EXT, &device->activeContext->current_fbo->id);
4177 } else {
4178 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
4179 checkGLcall("glBindFramebuffer()");
4182 LEAVE_GL();
4183 } else {
4184 FIXME("No up to date depth stencil location\n");
4186 } else if (location == SFLAG_DS_ONSCREEN) {
4187 if (This->Flags & SFLAG_DS_OFFSCREEN) {
4188 TRACE("(%p) Copying depth texture to onscreen depth buffer\n", This);
4190 ENTER_GL();
4192 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
4193 checkGLcall("glBindFramebuffer()");
4194 surface_depth_blt(This, This->glDescription.textureName, This->currentDesc.Width, This->currentDesc.Height, This->glDescription.target);
4195 checkGLcall("depth_blt");
4197 if (device->activeContext->current_fbo) {
4198 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, device->activeContext->current_fbo->id));
4199 checkGLcall("glBindFramebuffer()");
4202 LEAVE_GL();
4203 } else {
4204 FIXME("No up to date depth stencil location\n");
4206 } else {
4207 ERR("(%p) Invalid location (%#x) specified\n", This, location);
4210 This->Flags |= location;
4213 static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
4214 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4215 IWineD3DBaseTexture *texture;
4216 IWineD3DSurfaceImpl *overlay;
4218 TRACE("(%p)->(%s, %s)\n", iface,
4219 flag == SFLAG_INSYSMEM ? "SFLAG_INSYSMEM" : flag == SFLAG_INDRAWABLE ? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
4220 persistent ? "TRUE" : "FALSE");
4222 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4223 IWineD3DSwapChain *swapchain = NULL;
4225 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
4226 TRACE("Surface %p is an onscreen surface\n", iface);
4228 IWineD3DSwapChain_Release(swapchain);
4229 } else {
4230 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4231 if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4235 if(persistent) {
4236 if((This->Flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE)) {
4237 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4238 TRACE("Passing to container\n");
4239 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4240 IWineD3DBaseTexture_Release(texture);
4243 This->Flags &= ~SFLAG_LOCATIONS;
4244 This->Flags |= flag;
4246 /* Redraw emulated overlays, if any */
4247 if(flag & SFLAG_INDRAWABLE && !list_empty(&This->overlays)) {
4248 LIST_FOR_EACH_ENTRY(overlay, &This->overlays, IWineD3DSurfaceImpl, overlay_entry) {
4249 IWineD3DSurface_DrawOverlay((IWineD3DSurface *) overlay);
4252 } else {
4253 if((This->Flags & SFLAG_INTEXTURE) && (flag & SFLAG_INTEXTURE)) {
4254 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4255 TRACE("Passing to container\n");
4256 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4257 IWineD3DBaseTexture_Release(texture);
4260 This->Flags &= ~flag;
4264 struct coords {
4265 GLfloat x, y, z;
4268 struct float_rect
4270 float l;
4271 float t;
4272 float r;
4273 float b;
4276 static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
4278 f->l = ((r->left * 2.0f) / w) - 1.0f;
4279 f->t = ((r->top * 2.0f) / h) - 1.0f;
4280 f->r = ((r->right * 2.0f) / w) - 1.0f;
4281 f->b = ((r->bottom * 2.0f) / h) - 1.0f;
4284 static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in) {
4285 struct coords coords[4];
4286 RECT rect;
4287 IWineD3DSwapChain *swapchain;
4288 IWineD3DBaseTexture *texture;
4289 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4290 GLenum bind_target;
4291 struct float_rect f;
4293 if(rect_in) {
4294 rect = *rect_in;
4295 } else {
4296 rect.left = 0;
4297 rect.top = 0;
4298 rect.right = This->currentDesc.Width;
4299 rect.bottom = This->currentDesc.Height;
4302 switch(This->glDescription.target)
4304 case GL_TEXTURE_2D:
4305 bind_target = GL_TEXTURE_2D;
4307 coords[0].x = (float)rect.left / This->pow2Width;
4308 coords[0].y = (float)rect.top / This->pow2Height;
4309 coords[0].z = 0;
4311 coords[1].x = (float)rect.left / This->pow2Width;
4312 coords[1].y = (float)rect.bottom / This->pow2Height;
4313 coords[1].z = 0;
4315 coords[2].x = (float)rect.right / This->pow2Width;
4316 coords[2].y = (float)rect.bottom / This->pow2Height;
4317 coords[2].z = 0;
4319 coords[3].x = (float)rect.right / This->pow2Width;
4320 coords[3].y = (float)rect.top / This->pow2Height;
4321 coords[3].z = 0;
4322 break;
4324 case GL_TEXTURE_RECTANGLE_ARB:
4325 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4326 coords[0].x = rect.left; coords[0].y = rect.top; coords[0].z = 0;
4327 coords[1].x = rect.left; coords[1].y = rect.bottom; coords[1].z = 0;
4328 coords[2].x = rect.right; coords[2].y = rect.bottom; coords[2].z = 0;
4329 coords[3].x = rect.right; coords[3].y = rect.top; coords[3].z = 0;
4330 break;
4332 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
4333 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4334 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4335 coords[0].x = 1; coords[0].y = -f.t; coords[0].z = -f.l;
4336 coords[1].x = 1; coords[1].y = -f.b; coords[1].z = -f.l;
4337 coords[2].x = 1; coords[2].y = -f.b; coords[2].z = -f.r;
4338 coords[3].x = 1; coords[3].y = -f.t; coords[3].z = -f.r;
4339 break;
4341 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
4342 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4343 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4344 coords[0].x = -1; coords[0].y = -f.t; coords[0].z = f.l;
4345 coords[1].x = -1; coords[1].y = -f.b; coords[1].z = f.l;
4346 coords[2].x = -1; coords[2].y = -f.b; coords[2].z = f.r;
4347 coords[3].x = -1; coords[3].y = -f.t; coords[3].z = f.r;
4348 break;
4350 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
4351 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4352 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4353 coords[0].x = f.l; coords[0].y = 1; coords[0].z = f.t;
4354 coords[1].x = f.l; coords[1].y = 1; coords[1].z = f.b;
4355 coords[2].x = f.r; coords[2].y = 1; coords[2].z = f.b;
4356 coords[3].x = f.r; coords[3].y = 1; coords[3].z = f.t;
4357 break;
4359 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
4360 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4361 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4362 coords[0].x = f.l; coords[0].y = -1; coords[0].z = -f.t;
4363 coords[1].x = f.l; coords[1].y = -1; coords[1].z = -f.b;
4364 coords[2].x = f.r; coords[2].y = -1; coords[2].z = -f.b;
4365 coords[3].x = f.r; coords[3].y = -1; coords[3].z = -f.t;
4366 break;
4368 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
4369 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4370 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4371 coords[0].x = f.l; coords[0].y = -f.t; coords[0].z = 1;
4372 coords[1].x = f.l; coords[1].y = -f.b; coords[1].z = 1;
4373 coords[2].x = f.r; coords[2].y = -f.b; coords[2].z = 1;
4374 coords[3].x = f.r; coords[3].y = -f.t; coords[3].z = 1;
4375 break;
4377 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
4378 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4379 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4380 coords[0].x = -f.l; coords[0].y = -f.t; coords[0].z = -1;
4381 coords[1].x = -f.l; coords[1].y = -f.b; coords[1].z = -1;
4382 coords[2].x = -f.r; coords[2].y = -f.b; coords[2].z = -1;
4383 coords[3].x = -f.r; coords[3].y = -f.t; coords[3].z = -1;
4384 break;
4386 default:
4387 ERR("Unexpected texture target %#x\n", This->glDescription.target);
4388 return;
4391 ActivateContext(device, (IWineD3DSurface*)This, CTXUSAGE_BLIT);
4392 ENTER_GL();
4394 glEnable(bind_target);
4395 checkGLcall("glEnable(bind_target)");
4396 glBindTexture(bind_target, This->glDescription.textureName);
4397 checkGLcall("bind_target, This->glDescription.textureName)");
4398 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4399 checkGLcall("glTexParameteri");
4400 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4401 checkGLcall("glTexParameteri");
4403 if (device->render_offscreen)
4405 LONG tmp = rect.top;
4406 rect.top = rect.bottom;
4407 rect.bottom = tmp;
4410 glBegin(GL_QUADS);
4411 glTexCoord3fv(&coords[0].x);
4412 glVertex2i(rect.left, rect.top);
4414 glTexCoord3fv(&coords[1].x);
4415 glVertex2i(rect.left, rect.bottom);
4417 glTexCoord3fv(&coords[2].x);
4418 glVertex2i(rect.right, rect.bottom);
4420 glTexCoord3fv(&coords[3].x);
4421 glVertex2i(rect.right, rect.top);
4422 glEnd();
4423 checkGLcall("glEnd");
4425 glDisable(bind_target);
4426 checkGLcall("glDisable(bind_target)");
4428 LEAVE_GL();
4430 if(SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DSwapChain, (void **) &swapchain)))
4432 /* Make sure to flush the buffers. This is needed in apps like Red Alert II and Tiberian SUN that use multiple WGL contexts. */
4433 if(((IWineD3DSwapChainImpl*)swapchain)->frontBuffer == (IWineD3DSurface*)This ||
4434 ((IWineD3DSwapChainImpl*)swapchain)->num_contexts >= 2)
4435 glFlush();
4437 IWineD3DSwapChain_Release(swapchain);
4438 } else {
4439 /* We changed the filtering settings on the texture. Inform the container about this to get the filters
4440 * reset properly next draw
4442 if(SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DBaseTexture, (void **) &texture)))
4444 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
4445 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
4446 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
4447 IWineD3DBaseTexture_Release(texture);
4452 /*****************************************************************************
4453 * IWineD3DSurface::LoadLocation
4455 * Copies the current surface data from wherever it is to the requested
4456 * location. The location is one of the surface flags, SFLAG_INSYSMEM,
4457 * SFLAG_INTEXTURE and SFLAG_INDRAWABLE. When the surface is current in
4458 * multiple locations, the gl texture is preferred over the drawable, which is
4459 * preferred over system memory. The PBO counts as system memory. If rect is
4460 * not NULL, only the specified rectangle is copied (only supported for
4461 * sysmem<->drawable copies at the moment). If rect is NULL, the destination
4462 * location is marked up to date after the copy.
4464 * Parameters:
4465 * flag: Surface location flag to be updated
4466 * rect: rectangle to be copied
4468 * Returns:
4469 * WINED3D_OK on success
4470 * WINED3DERR_DEVICELOST on an internal error
4472 *****************************************************************************/
4473 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
4474 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4475 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4476 IWineD3DSwapChain *swapchain = NULL;
4477 GLenum format, internal, type;
4478 CONVERT_TYPES convert;
4479 int bpp;
4480 int width, pitch, outpitch;
4481 BYTE *mem;
4483 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4484 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
4485 TRACE("Surface %p is an onscreen surface\n", iface);
4487 IWineD3DSwapChain_Release(swapchain);
4488 } else {
4489 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4490 * Prefer SFLAG_INTEXTURE. */
4491 if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
4495 TRACE("(%p)->(%s, %p)\n", iface,
4496 flag == SFLAG_INSYSMEM ? "SFLAG_INSYSMEM" : flag == SFLAG_INDRAWABLE ? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
4497 rect);
4498 if(rect) {
4499 TRACE("Rectangle: (%d,%d)-(%d,%d)\n", rect->left, rect->top, rect->right, rect->bottom);
4502 if(This->Flags & flag) {
4503 TRACE("Location already up to date\n");
4504 return WINED3D_OK;
4507 if(!(This->Flags & SFLAG_LOCATIONS)) {
4508 ERR("Surface does not have any up to date location\n");
4509 This->Flags |= SFLAG_LOST;
4510 return WINED3DERR_DEVICELOST;
4513 if(flag == SFLAG_INSYSMEM) {
4514 surface_prepare_system_memory(This);
4516 /* Download the surface to system memory */
4517 if(This->Flags & SFLAG_INTEXTURE) {
4518 if(!device->isInDraw) ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4519 surface_bind_and_dirtify(This);
4521 surface_download_data(This);
4522 } else {
4523 read_from_framebuffer(This, rect,
4524 This->resource.allocatedMemory,
4525 IWineD3DSurface_GetPitch(iface));
4527 } else if(flag == SFLAG_INDRAWABLE) {
4528 if(This->Flags & SFLAG_INTEXTURE) {
4529 surface_blt_to_drawable(This, rect);
4530 } else {
4531 d3dfmt_get_conv(This, TRUE /* We need color keying */, FALSE /* We won't use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
4533 /* The width is in 'length' not in bytes */
4534 width = This->currentDesc.Width;
4535 pitch = IWineD3DSurface_GetPitch(iface);
4537 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4538 * but it isn't set (yet) in all cases it is getting called. */
4539 if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4540 TRACE("Removing the pbo attached to surface %p\n", This);
4541 surface_remove_pbo(This);
4544 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4545 int height = This->currentDesc.Height;
4547 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4548 outpitch = width * bpp;
4549 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4551 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4552 if(!mem) {
4553 ERR("Out of memory %d, %d!\n", outpitch, height);
4554 return WINED3DERR_OUTOFVIDEOMEMORY;
4556 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4558 This->Flags |= SFLAG_CONVERTED;
4559 } else {
4560 This->Flags &= ~SFLAG_CONVERTED;
4561 mem = This->resource.allocatedMemory;
4564 flush_to_framebuffer_drawpixels(This, format, type, bpp, mem);
4566 /* Don't delete PBO memory */
4567 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4568 HeapFree(GetProcessHeap(), 0, mem);
4570 } else /* if(flag == SFLAG_INTEXTURE) */ {
4571 if (This->Flags & SFLAG_INDRAWABLE) {
4572 read_from_framebuffer_texture(This);
4573 } else { /* Upload from system memory */
4574 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
4576 if(!device->isInDraw) ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4577 surface_bind_and_dirtify(This);
4579 /* The only place where LoadTexture() might get called when isInDraw=1
4580 * is ActivateContext where lastActiveRenderTarget is preloaded.
4582 if(iface == device->lastActiveRenderTarget && device->isInDraw)
4583 ERR("Reading back render target but SFLAG_INDRAWABLE not set\n");
4585 /* Otherwise: System memory copy must be most up to date */
4587 if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
4588 This->Flags |= SFLAG_GLCKEY;
4589 This->glCKey = This->SrcBltCKey;
4591 else This->Flags &= ~SFLAG_GLCKEY;
4593 /* The width is in 'length' not in bytes */
4594 width = This->currentDesc.Width;
4595 pitch = IWineD3DSurface_GetPitch(iface);
4597 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4598 * but it isn't set (yet) in all cases it is getting called. */
4599 if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4600 TRACE("Removing the pbo attached to surface %p\n", This);
4601 surface_remove_pbo(This);
4604 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4605 int height = This->currentDesc.Height;
4607 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4608 outpitch = width * bpp;
4609 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4611 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4612 if(!mem) {
4613 ERR("Out of memory %d, %d!\n", outpitch, height);
4614 return WINED3DERR_OUTOFVIDEOMEMORY;
4616 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4618 This->Flags |= SFLAG_CONVERTED;
4619 } else if( (This->resource.format == WINED3DFMT_P8) && (GL_SUPPORT(EXT_PALETTED_TEXTURE) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) ) {
4620 d3dfmt_p8_upload_palette(iface, convert);
4621 This->Flags &= ~SFLAG_CONVERTED;
4622 mem = This->resource.allocatedMemory;
4623 } else {
4624 This->Flags &= ~SFLAG_CONVERTED;
4625 mem = This->resource.allocatedMemory;
4628 /* Make sure the correct pitch is used */
4629 ENTER_GL();
4630 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
4631 LEAVE_GL();
4633 if ((This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE)) {
4634 TRACE("non power of two support\n");
4635 if(!(This->Flags & SFLAG_ALLOCATED)) {
4636 surface_allocate_surface(This, internal, This->pow2Width, This->pow2Height, format, type);
4638 if (mem || (This->Flags & SFLAG_PBO)) {
4639 surface_upload_data(This, internal, This->currentDesc.Width, This->currentDesc.Height, format, type, mem);
4641 } else {
4642 /* When making the realloc conditional, keep in mind that GL_APPLE_client_storage may be in use, and This->resource.allocatedMemory
4643 * changed. So also keep track of memory changes. In this case the texture has to be reallocated
4645 if(!(This->Flags & SFLAG_ALLOCATED)) {
4646 surface_allocate_surface(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type);
4648 if (mem || (This->Flags & SFLAG_PBO)) {
4649 surface_upload_data(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type, mem);
4653 /* Restore the default pitch */
4654 ENTER_GL();
4655 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4656 LEAVE_GL();
4658 /* Don't delete PBO memory */
4659 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4660 HeapFree(GetProcessHeap(), 0, mem);
4664 if(rect == NULL) {
4665 This->Flags |= flag;
4668 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !swapchain
4669 && (This->Flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE))) {
4670 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4671 This->Flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4674 return WINED3D_OK;
4677 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container) {
4678 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4679 IWineD3DSwapChain *swapchain = NULL;
4681 /* Update the drawable size method */
4682 if(container) {
4683 IWineD3DBase_QueryInterface(container, &IID_IWineD3DSwapChain, (void **) &swapchain);
4685 if(swapchain) {
4686 This->get_drawable_size = get_drawable_size_swapchain;
4687 IWineD3DSwapChain_Release(swapchain);
4688 } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
4689 switch(wined3d_settings.offscreen_rendering_mode) {
4690 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
4691 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
4692 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
4696 return IWineD3DBaseSurfaceImpl_SetContainer(iface, container);
4699 static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
4700 return SURFACE_OPENGL;
4703 static HRESULT WINAPI IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
4704 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4705 HRESULT hr;
4707 /* If there's no destination surface there is nothing to do */
4708 if(!This->overlay_dest) return WINED3D_OK;
4710 /* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
4711 * update the overlay. Prevent an endless recursion
4713 if(This->overlay_dest->Flags & SFLAG_INOVERLAYDRAW) {
4714 return WINED3D_OK;
4716 This->overlay_dest->Flags |= SFLAG_INOVERLAYDRAW;
4717 hr = IWineD3DSurfaceImpl_Blt((IWineD3DSurface *) This->overlay_dest, &This->overlay_destrect,
4718 iface, &This->overlay_srcrect, WINEDDBLT_WAIT,
4719 NULL, WINED3DTEXF_LINEAR);
4720 This->overlay_dest->Flags &= ~SFLAG_INOVERLAYDRAW;
4722 return hr;
4725 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
4727 /* IUnknown */
4728 IWineD3DBaseSurfaceImpl_QueryInterface,
4729 IWineD3DBaseSurfaceImpl_AddRef,
4730 IWineD3DSurfaceImpl_Release,
4731 /* IWineD3DResource */
4732 IWineD3DBaseSurfaceImpl_GetParent,
4733 IWineD3DBaseSurfaceImpl_GetDevice,
4734 IWineD3DBaseSurfaceImpl_SetPrivateData,
4735 IWineD3DBaseSurfaceImpl_GetPrivateData,
4736 IWineD3DBaseSurfaceImpl_FreePrivateData,
4737 IWineD3DBaseSurfaceImpl_SetPriority,
4738 IWineD3DBaseSurfaceImpl_GetPriority,
4739 IWineD3DSurfaceImpl_PreLoad,
4740 IWineD3DSurfaceImpl_UnLoad,
4741 IWineD3DBaseSurfaceImpl_GetType,
4742 /* IWineD3DSurface */
4743 IWineD3DBaseSurfaceImpl_GetContainer,
4744 IWineD3DBaseSurfaceImpl_GetDesc,
4745 IWineD3DSurfaceImpl_LockRect,
4746 IWineD3DSurfaceImpl_UnlockRect,
4747 IWineD3DSurfaceImpl_GetDC,
4748 IWineD3DSurfaceImpl_ReleaseDC,
4749 IWineD3DSurfaceImpl_Flip,
4750 IWineD3DSurfaceImpl_Blt,
4751 IWineD3DBaseSurfaceImpl_GetBltStatus,
4752 IWineD3DBaseSurfaceImpl_GetFlipStatus,
4753 IWineD3DBaseSurfaceImpl_IsLost,
4754 IWineD3DBaseSurfaceImpl_Restore,
4755 IWineD3DSurfaceImpl_BltFast,
4756 IWineD3DBaseSurfaceImpl_GetPalette,
4757 IWineD3DBaseSurfaceImpl_SetPalette,
4758 IWineD3DSurfaceImpl_RealizePalette,
4759 IWineD3DBaseSurfaceImpl_SetColorKey,
4760 IWineD3DBaseSurfaceImpl_GetPitch,
4761 IWineD3DSurfaceImpl_SetMem,
4762 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
4763 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
4764 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
4765 IWineD3DBaseSurfaceImpl_UpdateOverlay,
4766 IWineD3DBaseSurfaceImpl_SetClipper,
4767 IWineD3DBaseSurfaceImpl_GetClipper,
4768 /* Internal use: */
4769 IWineD3DSurfaceImpl_AddDirtyRect,
4770 IWineD3DSurfaceImpl_LoadTexture,
4771 IWineD3DSurfaceImpl_BindTexture,
4772 IWineD3DSurfaceImpl_SaveSnapshot,
4773 IWineD3DSurfaceImpl_SetContainer,
4774 IWineD3DSurfaceImpl_GetGlDesc,
4775 IWineD3DSurfaceImpl_GetData,
4776 IWineD3DSurfaceImpl_SetFormat,
4777 IWineD3DSurfaceImpl_PrivateSetup,
4778 IWineD3DSurfaceImpl_ModifyLocation,
4779 IWineD3DSurfaceImpl_LoadLocation,
4780 IWineD3DSurfaceImpl_GetImplType,
4781 IWineD3DSurfaceImpl_DrawOverlay
4783 #undef GLINFO_LOCATION
4785 #define GLINFO_LOCATION device->adapter->gl_info
4786 static HRESULT ffp_blit_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
4787 static void ffp_blit_free(IWineD3DDevice *iface) { }
4789 static HRESULT ffp_blit_set(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height) {
4790 glEnable(textype);
4791 checkGLcall("glEnable(textype)");
4792 return WINED3D_OK;
4795 static void ffp_blit_unset(IWineD3DDevice *iface) {
4796 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4797 glDisable(GL_TEXTURE_2D);
4798 checkGLcall("glDisable(GL_TEXTURE_2D)");
4799 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
4800 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4801 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4803 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
4804 glDisable(GL_TEXTURE_RECTANGLE_ARB);
4805 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4809 static BOOL ffp_blit_conv_supported(WINED3DFORMAT fmt) {
4810 TRACE("Checking blit format support for format %s: [FAILED]\n", debug_d3dformat(fmt));
4811 return FALSE;
4814 const struct blit_shader ffp_blit = {
4815 ffp_blit_alloc,
4816 ffp_blit_free,
4817 ffp_blit_set,
4818 ffp_blit_unset,
4819 ffp_blit_conv_supported