push 149f0a5527ac85057a8ef03858d34d91c36f97e8
[wine/hacks.git] / dlls / wined3d / surface.c
blobd75c5e900e987ea00b98bf76212f6b9cb4bf0f9d
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
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "config.h"
31 #include "wine/port.h"
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d);
37 #define GLINFO_LOCATION (*gl_info)
39 static void surface_cleanup(IWineD3DSurfaceImpl *This)
41 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
42 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
43 struct wined3d_context *context = NULL;
44 renderbuffer_entry_t *entry, *entry2;
46 TRACE("(%p) : Cleaning up.\n", This);
48 /* Need a context to destroy the texture. Use the currently active render
49 * target, but only if the primary render target exists. Otherwise
50 * lastActiveRenderTarget is garbage. When destroying the primary render
51 * target, Uninit3D() will activate a context before doing anything. */
52 if (device->render_targets && device->render_targets[0])
54 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
57 ENTER_GL();
59 if (This->texture_name)
61 /* Release the OpenGL texture. */
62 TRACE("Deleting texture %u.\n", This->texture_name);
63 glDeleteTextures(1, &This->texture_name);
66 if (This->Flags & SFLAG_PBO)
68 /* Delete the PBO. */
69 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
72 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry)
74 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
75 HeapFree(GetProcessHeap(), 0, entry);
78 LEAVE_GL();
80 if (This->Flags & SFLAG_DIBSECTION)
82 /* Release the DC. */
83 SelectObject(This->hDC, This->dib.holdbitmap);
84 DeleteDC(This->hDC);
85 /* Release the DIB section. */
86 DeleteObject(This->dib.DIBsection);
87 This->dib.bitmap_data = NULL;
88 This->resource.allocatedMemory = NULL;
91 if (This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem((IWineD3DSurface *)This, NULL);
92 if (This->overlay_dest) list_remove(&This->overlay_entry);
94 HeapFree(GetProcessHeap(), 0, This->palette9);
96 resource_cleanup((IWineD3DResource *)This);
98 if (context) context_release(context);
101 UINT surface_calculate_size(const struct GlPixelFormatDesc *format_desc, UINT alignment, UINT width, UINT height)
103 UINT size;
105 if (format_desc->format == WINED3DFMT_UNKNOWN)
107 size = 0;
109 else if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
111 UINT row_block_count = (width + format_desc->block_width - 1) / format_desc->block_width;
112 UINT row_count = (height + format_desc->block_height - 1) / format_desc->block_height;
113 size = row_count * row_block_count * format_desc->block_byte_count;
115 else
117 /* The pitch is a multiple of 4 bytes. */
118 size = height * (((width * format_desc->byte_count) + alignment - 1) & ~(alignment - 1));
121 if (format_desc->heightscale != 0.0f) size *= format_desc->heightscale;
123 return size;
126 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
127 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
128 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
129 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
131 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
132 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(format, gl_info);
133 void (*cleanup)(IWineD3DSurfaceImpl *This);
134 unsigned int resource_size;
135 HRESULT hr;
137 if (multisample_quality > 0)
139 FIXME("multisample_quality set to %u, substituting 0\n", multisample_quality);
140 multisample_quality = 0;
143 /* FIXME: Check that the format is supported by the device. */
145 resource_size = surface_calculate_size(format_desc, alignment, width, height);
147 /* Look at the implementation and set the correct Vtable. */
148 switch (surface_type)
150 case SURFACE_OPENGL:
151 surface->lpVtbl = &IWineD3DSurface_Vtbl;
152 cleanup = surface_cleanup;
153 break;
155 case SURFACE_GDI:
156 surface->lpVtbl = &IWineGDISurface_Vtbl;
157 cleanup = surface_gdi_cleanup;
158 break;
160 default:
161 ERR("Requested unknown surface implementation %#x.\n", surface_type);
162 return WINED3DERR_INVALIDCALL;
165 hr = resource_init((IWineD3DResource *)surface, WINED3DRTYPE_SURFACE,
166 device, resource_size, usage, format_desc, pool, parent, parent_ops);
167 if (FAILED(hr))
169 WARN("Failed to initialize resource, returning %#x.\n", hr);
170 return hr;
173 /* "Standalone" surface. */
174 IWineD3DSurface_SetContainer((IWineD3DSurface *)surface, NULL);
176 surface->currentDesc.Width = width;
177 surface->currentDesc.Height = height;
178 surface->currentDesc.MultiSampleType = multisample_type;
179 surface->currentDesc.MultiSampleQuality = multisample_quality;
180 surface->texture_level = level;
181 list_init(&surface->overlays);
183 /* Flags */
184 surface->Flags = SFLAG_NORMCOORD; /* Default to normalized coords. */
185 if (discard) surface->Flags |= SFLAG_DISCARD;
186 if (lockable || format == WINED3DFMT_D16_LOCKABLE) surface->Flags |= SFLAG_LOCKABLE;
188 /* Quick lockable sanity check.
189 * TODO: remove this after surfaces, usage and lockability have been debugged properly
190 * this function is too deep to need to care about things like this.
191 * Levels need to be checked too, since they all affect what can be done. */
192 switch (pool)
194 case WINED3DPOOL_SCRATCH:
195 if(!lockable)
197 FIXME("Called with a pool of SCRATCH and a lockable of FALSE "
198 "which are mutually exclusive, setting lockable to TRUE.\n");
199 lockable = TRUE;
201 break;
203 case WINED3DPOOL_SYSTEMMEM:
204 if (!lockable)
205 FIXME("Called with a pool of SYSTEMMEM and a lockable of FALSE, this is acceptable but unexpected.\n");
206 break;
208 case WINED3DPOOL_MANAGED:
209 if (usage & WINED3DUSAGE_DYNAMIC)
210 FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n");
211 break;
213 case WINED3DPOOL_DEFAULT:
214 if (lockable && !(usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
215 WARN("Creating a lockable surface with a POOL of DEFAULT, that doesn't specify DYNAMIC usage.\n");
216 break;
218 default:
219 FIXME("Unknown pool %#x.\n", pool);
220 break;
223 if (usage & WINED3DUSAGE_RENDERTARGET && pool != WINED3DPOOL_DEFAULT)
225 FIXME("Trying to create a render target that isn't in the default pool.\n");
228 /* Mark the texture as dirty so that it gets loaded first time around. */
229 surface_add_dirty_rect((IWineD3DSurface *)surface, NULL);
230 list_init(&surface->renderbuffers);
232 TRACE("surface %p, memory %p, size %u\n", surface, surface->resource.allocatedMemory, surface->resource.size);
234 /* Call the private setup routine */
235 hr = IWineD3DSurface_PrivateSetup((IWineD3DSurface *)surface);
236 if (FAILED(hr))
238 ERR("Private setup failed, returning %#x\n", hr);
239 cleanup(surface);
240 return hr;
243 return hr;
246 static void surface_force_reload(IWineD3DSurface *iface)
248 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
250 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
253 void surface_set_texture_name(IWineD3DSurface *iface, GLuint new_name, BOOL srgb)
255 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
256 GLuint *name;
257 DWORD flag;
259 if(srgb)
261 name = &This->texture_name_srgb;
262 flag = SFLAG_INSRGBTEX;
264 else
266 name = &This->texture_name;
267 flag = SFLAG_INTEXTURE;
270 TRACE("(%p) : setting texture name %u\n", This, new_name);
272 if (!*name && new_name)
274 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
275 * surface has no texture name yet. See if we can get rid of this. */
276 if (This->Flags & flag)
277 ERR("Surface has SFLAG_INTEXTURE set, but no texture name\n");
278 IWineD3DSurface_ModifyLocation(iface, flag, FALSE);
281 *name = new_name;
282 surface_force_reload(iface);
285 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target)
287 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
289 TRACE("(%p) : setting target %#x\n", This, target);
291 if (This->texture_target != target)
293 if (target == GL_TEXTURE_RECTANGLE_ARB)
295 This->Flags &= ~SFLAG_NORMCOORD;
297 else if (This->texture_target == GL_TEXTURE_RECTANGLE_ARB)
299 This->Flags |= SFLAG_NORMCOORD;
302 This->texture_target = target;
303 surface_force_reload(iface);
306 /* Context activation is done by the caller. */
307 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This, BOOL srgb) {
308 DWORD active_sampler;
310 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
311 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
312 * gl states. The current texture unit should always be a valid one.
314 * To be more specific, this is tricky because we can implicitly be called
315 * from sampler() in state.c. This means we can't touch anything other than
316 * whatever happens to be the currently active texture, or we would risk
317 * marking already applied sampler states dirty again.
319 * TODO: Track the current active texture per GL context instead of using glGet
321 GLint active_texture;
322 ENTER_GL();
323 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
324 LEAVE_GL();
325 active_sampler = This->resource.wineD3DDevice->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
327 if (active_sampler != WINED3D_UNMAPPED_STAGE)
329 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(active_sampler));
331 IWineD3DSurface_BindTexture((IWineD3DSurface *)This, srgb);
334 /* This function checks if the primary render target uses the 8bit paletted format. */
335 static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
337 if (device->render_targets && device->render_targets[0]) {
338 IWineD3DSurfaceImpl* render_target = (IWineD3DSurfaceImpl*)device->render_targets[0];
339 if ((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
340 && (render_target->resource.format_desc->format == WINED3DFMT_P8_UINT))
341 return TRUE;
343 return FALSE;
346 #undef GLINFO_LOCATION
348 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
350 /* This call just downloads data, the caller is responsible for binding the
351 * correct texture. */
352 /* Context activation is done by the caller. */
353 static void surface_download_data(IWineD3DSurfaceImpl *This) {
354 const struct GlPixelFormatDesc *format_desc = This->resource.format_desc;
356 /* Only support read back of converted P8 surfaces */
357 if (This->Flags & SFLAG_CONVERTED && format_desc->format != WINED3DFMT_P8_UINT)
359 FIXME("Read back converted textures unsupported, format=%s\n", debug_d3dformat(format_desc->format));
360 return;
363 ENTER_GL();
365 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
367 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p.\n",
368 This, This->texture_level, format_desc->glFormat, format_desc->glType,
369 This->resource.allocatedMemory);
371 if (This->Flags & SFLAG_PBO)
373 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
374 checkGLcall("glBindBufferARB");
375 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target, This->texture_level, NULL));
376 checkGLcall("glGetCompressedTexImageARB");
377 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
378 checkGLcall("glBindBufferARB");
380 else
382 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target,
383 This->texture_level, This->resource.allocatedMemory));
384 checkGLcall("glGetCompressedTexImageARB");
387 LEAVE_GL();
388 } else {
389 void *mem;
390 GLenum format = format_desc->glFormat;
391 GLenum type = format_desc->glType;
392 int src_pitch = 0;
393 int dst_pitch = 0;
395 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
396 if (format_desc->format == WINED3DFMT_P8_UINT && primary_render_target_is_p8(This->resource.wineD3DDevice))
398 format = GL_ALPHA;
399 type = GL_UNSIGNED_BYTE;
402 if (This->Flags & SFLAG_NONPOW2) {
403 unsigned char alignment = This->resource.wineD3DDevice->surface_alignment;
404 src_pitch = format_desc->byte_count * This->pow2Width;
405 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
406 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
407 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
408 } else {
409 mem = This->resource.allocatedMemory;
412 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
413 This, This->texture_level, format, type, mem);
415 if(This->Flags & SFLAG_PBO) {
416 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
417 checkGLcall("glBindBufferARB");
419 glGetTexImage(This->texture_target, This->texture_level, format, type, NULL);
420 checkGLcall("glGetTexImage");
422 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
423 checkGLcall("glBindBufferARB");
424 } else {
425 glGetTexImage(This->texture_target, This->texture_level, format, type, mem);
426 checkGLcall("glGetTexImage");
428 LEAVE_GL();
430 if (This->Flags & SFLAG_NONPOW2) {
431 const BYTE *src_data;
432 BYTE *dst_data;
433 UINT y;
435 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
436 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
437 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
439 * We're doing this...
441 * instead of boxing the texture :
442 * |<-texture width ->| -->pow2width| /\
443 * |111111111111111111| | |
444 * |222 Texture 222222| boxed empty | texture height
445 * |3333 Data 33333333| | |
446 * |444444444444444444| | \/
447 * ----------------------------------- |
448 * | boxed empty | boxed empty | pow2height
449 * | | | \/
450 * -----------------------------------
453 * we're repacking the data to the expected texture width
455 * |<-texture width ->| -->pow2width| /\
456 * |111111111111111111222222222222222| |
457 * |222333333333333333333444444444444| texture height
458 * |444444 | |
459 * | | \/
460 * | | |
461 * | empty | pow2height
462 * | | \/
463 * -----------------------------------
465 * == is the same as
467 * |<-texture width ->| /\
468 * |111111111111111111|
469 * |222222222222222222|texture height
470 * |333333333333333333|
471 * |444444444444444444| \/
472 * --------------------
474 * this also means that any references to allocatedMemory should work with the data as if were a
475 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
477 * internally the texture is still stored in a boxed format so any references to textureName will
478 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
480 * Performance should not be an issue, because applications normally do not lock the surfaces when
481 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
482 * and doesn't have to be re-read.
484 src_data = mem;
485 dst_data = This->resource.allocatedMemory;
486 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
487 for (y = 1 ; y < This->currentDesc.Height; y++) {
488 /* skip the first row */
489 src_data += src_pitch;
490 dst_data += dst_pitch;
491 memcpy(dst_data, src_data, dst_pitch);
494 HeapFree(GetProcessHeap(), 0, mem);
498 /* Surface has now been downloaded */
499 This->Flags |= SFLAG_INSYSMEM;
502 /* This call just uploads data, the caller is responsible for binding the
503 * correct texture. */
504 /* Context activation is done by the caller. */
505 static void surface_upload_data(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *data) {
506 const struct GlPixelFormatDesc *format_desc = This->resource.format_desc;
508 TRACE("This %p, internal %#x, width %d, height %d, format %#x, type %#x, data %p.\n",
509 This, internal, width, height, format, type, data);
510 TRACE("target %#x, level %u, resource size %u.\n",
511 This->texture_target, This->texture_level, This->resource.size);
513 if (format_desc->heightscale != 1.0f && format_desc->heightscale != 0.0f) height *= format_desc->heightscale;
515 ENTER_GL();
517 if (This->Flags & SFLAG_PBO)
519 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
520 checkGLcall("glBindBufferARB");
522 TRACE("(%p) pbo: %#x, data: %p.\n", This, This->pbo, data);
523 data = NULL;
526 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
528 TRACE("Calling glCompressedTexSubImage2DARB.\n");
530 GL_EXTCALL(glCompressedTexSubImage2DARB(This->texture_target, This->texture_level,
531 0, 0, width, height, internal, This->resource.size, data));
532 checkGLcall("glCompressedTexSubImage2DARB");
534 else
536 TRACE("Calling glTexSubImage2D.\n");
538 glTexSubImage2D(This->texture_target, This->texture_level,
539 0, 0, width, height, format, type, data);
540 checkGLcall("glTexSubImage2D");
543 if (This->Flags & SFLAG_PBO)
545 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
546 checkGLcall("glBindBufferARB");
549 LEAVE_GL();
552 /* This call just allocates the texture, the caller is responsible for binding
553 * the correct texture. */
554 /* Context activation is done by the caller. */
555 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type) {
556 const struct wined3d_gl_info *gl_info = &This->resource.wineD3DDevice->adapter->gl_info;
557 const struct GlPixelFormatDesc *format_desc = This->resource.format_desc;
558 BOOL enable_client_storage = FALSE;
559 const BYTE *mem = NULL;
561 if (format_desc->heightscale != 1.0f && format_desc->heightscale != 0.0f) height *= format_desc->heightscale;
563 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",
564 This, This->texture_target, This->texture_level, debug_d3dformat(format_desc->format),
565 internal, width, height, format, type);
567 ENTER_GL();
569 if (gl_info->supported[APPLE_CLIENT_STORAGE])
571 if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_OVERSIZE | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
572 /* In some cases we want to disable client storage.
573 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
574 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
575 * SFLAG_OVERSIZE: The gl texture is smaller than the allocated memory
576 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
577 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
579 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
580 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
581 This->Flags &= ~SFLAG_CLIENT;
582 enable_client_storage = TRUE;
583 } else {
584 This->Flags |= SFLAG_CLIENT;
586 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
587 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
589 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
593 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED && mem)
595 GL_EXTCALL(glCompressedTexImage2DARB(This->texture_target, This->texture_level,
596 internal, width, height, 0, This->resource.size, mem));
598 else
600 glTexImage2D(This->texture_target, This->texture_level,
601 internal, width, height, 0, format, type, mem);
602 checkGLcall("glTexImage2D");
605 if(enable_client_storage) {
606 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
607 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
609 LEAVE_GL();
612 /* In D3D the depth stencil dimensions have to be greater than or equal to the
613 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
614 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
615 /* GL locking is done by the caller */
616 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height) {
617 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
618 const struct wined3d_gl_info *gl_info = &This->resource.wineD3DDevice->adapter->gl_info;
619 renderbuffer_entry_t *entry;
620 GLuint renderbuffer = 0;
621 unsigned int src_width, src_height;
623 src_width = This->pow2Width;
624 src_height = This->pow2Height;
626 /* A depth stencil smaller than the render target is not valid */
627 if (width > src_width || height > src_height) return;
629 /* Remove any renderbuffer set if the sizes match */
630 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
631 || (width == src_width && height == src_height))
633 This->current_renderbuffer = NULL;
634 return;
637 /* Look if we've already got a renderbuffer of the correct dimensions */
638 LIST_FOR_EACH_ENTRY(entry, &This->renderbuffers, renderbuffer_entry_t, entry) {
639 if (entry->width == width && entry->height == height) {
640 renderbuffer = entry->id;
641 This->current_renderbuffer = entry;
642 break;
646 if (!renderbuffer) {
647 gl_info->fbo_ops.glGenRenderbuffers(1, &renderbuffer);
648 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
649 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER,
650 This->resource.format_desc->glInternal, width, height);
652 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
653 entry->width = width;
654 entry->height = height;
655 entry->id = renderbuffer;
656 list_add_head(&This->renderbuffers, &entry->entry);
658 This->current_renderbuffer = entry;
661 checkGLcall("set_compatible_renderbuffer");
664 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain) {
665 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
666 IWineD3DSwapChainImpl *swapchain_impl = (IWineD3DSwapChainImpl *)swapchain;
668 TRACE("(%p) : swapchain %p\n", This, swapchain);
670 if (swapchain_impl->backBuffer && swapchain_impl->backBuffer[0] == iface) {
671 TRACE("Returning GL_BACK\n");
672 return GL_BACK;
673 } else if (swapchain_impl->frontBuffer == iface) {
674 TRACE("Returning GL_FRONT\n");
675 return GL_FRONT;
678 FIXME("Higher back buffer, returning GL_BACK\n");
679 return GL_BACK;
682 /* Slightly inefficient way to handle multiple dirty rects but it works :) */
683 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect)
685 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
686 IWineD3DBaseTexture *baseTexture = NULL;
688 if (!(This->Flags & SFLAG_INSYSMEM) && (This->Flags & SFLAG_INTEXTURE))
689 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
691 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
692 if (dirty_rect)
694 This->dirtyRect.left = min(This->dirtyRect.left, dirty_rect->left);
695 This->dirtyRect.top = min(This->dirtyRect.top, dirty_rect->top);
696 This->dirtyRect.right = max(This->dirtyRect.right, dirty_rect->right);
697 This->dirtyRect.bottom = max(This->dirtyRect.bottom, dirty_rect->bottom);
699 else
701 This->dirtyRect.left = 0;
702 This->dirtyRect.top = 0;
703 This->dirtyRect.right = This->currentDesc.Width;
704 This->dirtyRect.bottom = This->currentDesc.Height;
707 TRACE("(%p) : Dirty: yes, Rect:(%d, %d, %d, %d)\n", This, This->dirtyRect.left,
708 This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
710 /* if the container is a basetexture then mark it dirty. */
711 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture)))
713 TRACE("Passing to container\n");
714 IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
715 IWineD3DBaseTexture_Release(baseTexture);
719 static inline BOOL surface_can_stretch_rect(IWineD3DSurfaceImpl *src, IWineD3DSurfaceImpl *dst)
721 return ((src->resource.format_desc->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE)
722 || (src->resource.usage & WINED3DUSAGE_RENDERTARGET))
723 && ((dst->resource.format_desc->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE)
724 || (dst->resource.usage & WINED3DUSAGE_RENDERTARGET))
725 && (src->resource.format_desc->format == dst->resource.format_desc->format
726 || (is_identity_fixup(src->resource.format_desc->color_fixup)
727 && is_identity_fixup(dst->resource.format_desc->color_fixup)));
730 static ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface)
732 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
733 ULONG ref = InterlockedDecrement(&This->resource.ref);
734 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
736 if (!ref)
738 surface_cleanup(This);
739 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
741 TRACE("(%p) Released.\n", This);
742 HeapFree(GetProcessHeap(), 0, This);
745 return ref;
748 /* ****************************************************
749 IWineD3DSurface IWineD3DResource parts follow
750 **************************************************** */
752 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb)
754 /* TODO: check for locks */
755 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
756 IWineD3DBaseTexture *baseTexture = NULL;
757 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
759 TRACE("(%p)Checking to see if the container is a base texture\n", This);
760 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
761 IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *) baseTexture;
762 TRACE("Passing to container\n");
763 tex_impl->baseTexture.internal_preload(baseTexture, srgb);
764 IWineD3DBaseTexture_Release(baseTexture);
765 } else {
766 struct wined3d_context *context = NULL;
768 TRACE("(%p) : About to load surface\n", This);
770 if (!device->isInDraw) context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
772 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
773 || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
775 if(palette9_changed(This)) {
776 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
777 /* TODO: This is not necessarily needed with hw palettized texture support */
778 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
779 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
780 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
784 IWineD3DSurface_LoadTexture(iface, srgb == SRGB_SRGB ? TRUE : FALSE);
786 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
787 /* Tell opengl to try and keep this texture in video ram (well mostly) */
788 GLclampf tmp;
789 tmp = 0.9f;
790 ENTER_GL();
791 glPrioritizeTextures(1, &This->texture_name, &tmp);
792 LEAVE_GL();
795 if (context) context_release(context);
797 return;
800 static void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
801 surface_internal_preload(iface, SRGB_ANY);
804 /* Context activation is done by the caller. */
805 static void surface_remove_pbo(IWineD3DSurfaceImpl *This) {
806 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
807 This->resource.allocatedMemory =
808 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
810 ENTER_GL();
811 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
812 checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
813 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
814 checkGLcall("glGetBufferSubDataARB");
815 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
816 checkGLcall("glDeleteBuffersARB");
817 LEAVE_GL();
819 This->pbo = 0;
820 This->Flags &= ~SFLAG_PBO;
823 static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
824 IWineD3DBaseTexture *texture = NULL;
825 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
826 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
827 const struct wined3d_gl_info *gl_info;
828 renderbuffer_entry_t *entry, *entry2;
829 struct wined3d_context *context;
831 TRACE("(%p)\n", iface);
833 if(This->resource.pool == WINED3DPOOL_DEFAULT) {
834 /* Default pool resources are supposed to be destroyed before Reset is called.
835 * Implicit resources stay however. So this means we have an implicit render target
836 * or depth stencil. The content may be destroyed, but we still have to tear down
837 * opengl resources, so we cannot leave early.
839 * Put the most up to date surface location into the drawable. D3D-wise this content
840 * is undefined, so it would be nowhere, but that would make the location management
841 * more complicated. The drawable is a sane location, because if we mark sysmem or
842 * texture up to date, drawPrim will copy the uninitialized texture or sysmem to the
843 * uninitialized drawable. That's pointless and we'd have to allocate the texture /
844 * sysmem copy here.
846 if (This->resource.usage & WINED3DUSAGE_DEPTHSTENCIL) {
847 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
848 } else {
849 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, TRUE);
851 } else {
852 /* Load the surface into system memory */
853 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
854 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
856 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
857 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSRGBTEX, FALSE);
858 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
860 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
861 gl_info = context->gl_info;
863 /* Destroy PBOs, but load them into real sysmem before */
864 if(This->Flags & SFLAG_PBO) {
865 surface_remove_pbo(This);
868 /* Destroy fbo render buffers. This is needed for implicit render targets, for
869 * all application-created targets the application has to release the surface
870 * before calling _Reset
872 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
873 ENTER_GL();
874 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
875 LEAVE_GL();
876 list_remove(&entry->entry);
877 HeapFree(GetProcessHeap(), 0, entry);
879 list_init(&This->renderbuffers);
880 This->current_renderbuffer = NULL;
882 /* If we're in a texture, the texture name belongs to the texture. Otherwise,
883 * destroy it
885 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **) &texture);
886 if(!texture) {
887 ENTER_GL();
888 glDeleteTextures(1, &This->texture_name);
889 This->texture_name = 0;
890 glDeleteTextures(1, &This->texture_name_srgb);
891 This->texture_name_srgb = 0;
892 LEAVE_GL();
893 } else {
894 IWineD3DBaseTexture_Release(texture);
897 context_release(context);
899 return;
902 /* ******************************************************
903 IWineD3DSurface IWineD3DSurface parts follow
904 ****************************************************** */
906 /* Read the framebuffer back into the surface */
907 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, void *dest, UINT pitch) {
908 IWineD3DSwapChainImpl *swapchain;
909 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
910 struct wined3d_context *context;
911 BYTE *mem;
912 GLint fmt;
913 GLint type;
914 BYTE *row, *top, *bottom;
915 int i;
916 BOOL bpp;
917 RECT local_rect;
918 BOOL srcIsUpsideDown;
919 GLint rowLen = 0;
920 GLint skipPix = 0;
921 GLint skipRow = 0;
923 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
924 static BOOL warned = FALSE;
925 if(!warned) {
926 ERR("The application tries to lock the render target, but render target locking is disabled\n");
927 warned = TRUE;
929 return;
932 /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
933 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
934 * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
935 * context->last_was_blit set on the unlock.
937 context = context_acquire(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
938 ENTER_GL();
940 /* Select the correct read buffer, and give some debug output.
941 * There is no need to keep track of the current read buffer or reset it, every part of the code
942 * that reads sets the read buffer as desired.
944 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&swapchain)))
946 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
947 TRACE("Locking %#x buffer\n", buffer);
948 glReadBuffer(buffer);
949 checkGLcall("glReadBuffer");
951 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
952 srcIsUpsideDown = FALSE;
953 } else {
954 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
955 * Read from the back buffer
957 TRACE("Locking offscreen render target\n");
958 glReadBuffer(myDevice->offscreenBuffer);
959 srcIsUpsideDown = TRUE;
962 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
963 if(!rect) {
964 local_rect.left = 0;
965 local_rect.top = 0;
966 local_rect.right = This->currentDesc.Width;
967 local_rect.bottom = This->currentDesc.Height;
968 } else {
969 local_rect = *rect;
971 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
973 switch(This->resource.format_desc->format)
975 case WINED3DFMT_P8_UINT:
977 if(primary_render_target_is_p8(myDevice)) {
978 /* In case of P8 render targets the index is stored in the alpha component */
979 fmt = GL_ALPHA;
980 type = GL_UNSIGNED_BYTE;
981 mem = dest;
982 bpp = This->resource.format_desc->byte_count;
983 } else {
984 /* GL can't return palettized data, so read ARGB pixels into a
985 * separate block of memory and convert them into palettized format
986 * in software. Slow, but if the app means to use palettized render
987 * targets and locks it...
989 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
990 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
991 * for the color channels when palettizing the colors.
993 fmt = GL_RGB;
994 type = GL_UNSIGNED_BYTE;
995 pitch *= 3;
996 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
997 if(!mem) {
998 ERR("Out of memory\n");
999 LEAVE_GL();
1000 return;
1002 bpp = This->resource.format_desc->byte_count * 3;
1005 break;
1007 default:
1008 mem = dest;
1009 fmt = This->resource.format_desc->glFormat;
1010 type = This->resource.format_desc->glType;
1011 bpp = This->resource.format_desc->byte_count;
1014 if(This->Flags & SFLAG_PBO) {
1015 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
1016 checkGLcall("glBindBufferARB");
1017 if(mem != NULL) {
1018 ERR("mem not null for pbo -- unexpected\n");
1019 mem = NULL;
1023 /* Save old pixel store pack state */
1024 glGetIntegerv(GL_PACK_ROW_LENGTH, &rowLen);
1025 checkGLcall("glGetIntegerv");
1026 glGetIntegerv(GL_PACK_SKIP_PIXELS, &skipPix);
1027 checkGLcall("glGetIntegerv");
1028 glGetIntegerv(GL_PACK_SKIP_ROWS, &skipRow);
1029 checkGLcall("glGetIntegerv");
1031 /* Setup pixel store pack state -- to glReadPixels into the correct place */
1032 glPixelStorei(GL_PACK_ROW_LENGTH, This->currentDesc.Width);
1033 checkGLcall("glPixelStorei");
1034 glPixelStorei(GL_PACK_SKIP_PIXELS, local_rect.left);
1035 checkGLcall("glPixelStorei");
1036 glPixelStorei(GL_PACK_SKIP_ROWS, local_rect.top);
1037 checkGLcall("glPixelStorei");
1039 glReadPixels(local_rect.left, (!srcIsUpsideDown) ? (This->currentDesc.Height - local_rect.bottom) : local_rect.top ,
1040 local_rect.right - local_rect.left,
1041 local_rect.bottom - local_rect.top,
1042 fmt, type, mem);
1043 checkGLcall("glReadPixels");
1045 /* Reset previous pixel store pack state */
1046 glPixelStorei(GL_PACK_ROW_LENGTH, rowLen);
1047 checkGLcall("glPixelStorei");
1048 glPixelStorei(GL_PACK_SKIP_PIXELS, skipPix);
1049 checkGLcall("glPixelStorei");
1050 glPixelStorei(GL_PACK_SKIP_ROWS, skipRow);
1051 checkGLcall("glPixelStorei");
1053 if(This->Flags & SFLAG_PBO) {
1054 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
1055 checkGLcall("glBindBufferARB");
1057 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
1058 * to get a pointer to it and perform the flipping in software. This is a lot
1059 * faster than calling glReadPixels for each line. In case we want more speed
1060 * we should rerender it flipped in a FBO and read the data back from the FBO. */
1061 if(!srcIsUpsideDown) {
1062 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1063 checkGLcall("glBindBufferARB");
1065 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1066 checkGLcall("glMapBufferARB");
1070 /* TODO: Merge this with the palettization loop below for P8 targets */
1071 if(!srcIsUpsideDown) {
1072 UINT len, off;
1073 /* glReadPixels returns the image upside down, and there is no way to prevent this.
1074 Flip the lines in software */
1075 len = (local_rect.right - local_rect.left) * bpp;
1076 off = local_rect.left * bpp;
1078 row = HeapAlloc(GetProcessHeap(), 0, len);
1079 if(!row) {
1080 ERR("Out of memory\n");
1081 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT) HeapFree(GetProcessHeap(), 0, mem);
1082 LEAVE_GL();
1083 return;
1086 top = mem + pitch * local_rect.top;
1087 bottom = mem + pitch * (local_rect.bottom - 1);
1088 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
1089 memcpy(row, top + off, len);
1090 memcpy(top + off, bottom + off, len);
1091 memcpy(bottom + off, row, len);
1092 top += pitch;
1093 bottom -= pitch;
1095 HeapFree(GetProcessHeap(), 0, row);
1097 /* Unmap the temp PBO buffer */
1098 if(This->Flags & SFLAG_PBO) {
1099 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1100 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1104 LEAVE_GL();
1105 context_release(context);
1107 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
1108 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
1109 * the same color but we have no choice.
1110 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
1112 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT && !primary_render_target_is_p8(myDevice))
1114 const PALETTEENTRY *pal = NULL;
1115 DWORD width = pitch / 3;
1116 int x, y, c;
1118 if(This->palette) {
1119 pal = This->palette->palents;
1120 } else {
1121 ERR("Palette is missing, cannot perform inverse palette lookup\n");
1122 HeapFree(GetProcessHeap(), 0, mem);
1123 return ;
1126 for(y = local_rect.top; y < local_rect.bottom; y++) {
1127 for(x = local_rect.left; x < local_rect.right; x++) {
1128 /* start lines pixels */
1129 const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
1130 const BYTE *green = blue + 1;
1131 const BYTE *red = green + 1;
1133 for(c = 0; c < 256; c++) {
1134 if(*red == pal[c].peRed &&
1135 *green == pal[c].peGreen &&
1136 *blue == pal[c].peBlue)
1138 *((BYTE *) dest + y * width + x) = c;
1139 break;
1144 HeapFree(GetProcessHeap(), 0, mem);
1148 /* Read the framebuffer contents into a texture */
1149 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
1151 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1152 IWineD3DSwapChainImpl *swapchain;
1153 struct wined3d_context *context;
1154 int bpp;
1155 GLenum format, internal, type;
1156 CONVERT_TYPES convert;
1157 GLint prevRead;
1158 BOOL alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
1160 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, srgb);
1162 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
1163 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
1164 * states in the stateblock, and no driver was found yet that had bugs in that regard.
1166 context = context_acquire(device, (IWineD3DSurface *) This, CTXUSAGE_RESOURCELOAD);
1167 surface_bind_and_dirtify(This, srgb);
1169 ENTER_GL();
1170 glGetIntegerv(GL_READ_BUFFER, &prevRead);
1171 LEAVE_GL();
1173 /* Select the correct read buffer, and give some debug output.
1174 * There is no need to keep track of the current read buffer or reset it, every part of the code
1175 * that reads sets the read buffer as desired.
1177 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)This, &IID_IWineD3DSwapChain, (void **)&swapchain)))
1179 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
1180 TRACE("Locking %#x buffer\n", buffer);
1182 ENTER_GL();
1183 glReadBuffer(buffer);
1184 checkGLcall("glReadBuffer");
1185 LEAVE_GL();
1187 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
1188 } else {
1189 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
1190 * Read from the back buffer
1192 TRACE("Locking offscreen render target\n");
1193 ENTER_GL();
1194 glReadBuffer(device->offscreenBuffer);
1195 checkGLcall("glReadBuffer");
1196 LEAVE_GL();
1199 if(!(This->Flags & alloc_flag)) {
1200 surface_allocate_surface(This, internal, This->pow2Width,
1201 This->pow2Height, format, type);
1202 This->Flags |= alloc_flag;
1205 ENTER_GL();
1206 /* If !SrcIsUpsideDown we should flip the surface.
1207 * This can be done using glCopyTexSubImage2D but this
1208 * is VERY slow, so don't do that. We should prevent
1209 * this code from getting called in such cases or perhaps
1210 * we can use FBOs */
1212 glCopyTexSubImage2D(This->texture_target, This->texture_level,
1213 0, 0, 0, 0, This->currentDesc.Width, This->currentDesc.Height);
1214 checkGLcall("glCopyTexSubImage2D");
1216 glReadBuffer(prevRead);
1217 checkGLcall("glReadBuffer");
1219 LEAVE_GL();
1221 context_release(context);
1223 TRACE("Updated target %d\n", This->texture_target);
1226 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This)
1228 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1229 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1231 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
1232 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
1233 * changed
1235 if(!(This->Flags & SFLAG_DYNLOCK)) {
1236 This->lockCount++;
1237 /* MAXLOCKCOUNT is defined in wined3d_private.h */
1238 if(This->lockCount > MAXLOCKCOUNT) {
1239 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
1240 This->Flags |= SFLAG_DYNLOCK;
1244 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
1245 * Also don't create a PBO for systemmem surfaces.
1247 if (gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] && (This->Flags & SFLAG_DYNLOCK)
1248 && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2))
1249 && (This->resource.pool != WINED3DPOOL_SYSTEMMEM))
1251 GLenum error;
1252 struct wined3d_context *context;
1254 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
1255 ENTER_GL();
1257 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
1258 error = glGetError();
1259 if(This->pbo == 0 || error != GL_NO_ERROR) {
1260 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
1263 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
1265 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1266 checkGLcall("glBindBufferARB");
1268 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
1269 checkGLcall("glBufferDataARB");
1271 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1272 checkGLcall("glBindBufferARB");
1274 /* We don't need the system memory anymore and we can't even use it for PBOs */
1275 if(!(This->Flags & SFLAG_CLIENT)) {
1276 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
1277 This->resource.heapMemory = NULL;
1279 This->resource.allocatedMemory = NULL;
1280 This->Flags |= SFLAG_PBO;
1281 LEAVE_GL();
1282 context_release(context);
1284 else if (!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO))
1286 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1287 * or a pbo to map
1289 if(!This->resource.heapMemory) {
1290 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1292 This->resource.allocatedMemory =
1293 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1294 if(This->Flags & SFLAG_INSYSMEM) {
1295 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1300 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
1301 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1302 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1303 const RECT *pass_rect = pRect;
1305 TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
1307 /* This is also done in the base class, but we have to verify this before loading any data from
1308 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1309 * may interfere, and all other bad things may happen
1311 if (This->Flags & SFLAG_LOCKED) {
1312 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1313 return WINED3DERR_INVALIDCALL;
1315 This->Flags |= SFLAG_LOCKED;
1317 if (!(This->Flags & SFLAG_LOCKABLE))
1319 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
1322 if (Flags & WINED3DLOCK_DISCARD) {
1323 /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
1324 TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
1325 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1326 This->Flags |= SFLAG_INSYSMEM;
1327 goto lock_end;
1330 if (This->Flags & SFLAG_INSYSMEM) {
1331 TRACE("Local copy is up to date, not downloading data\n");
1332 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1333 goto lock_end;
1336 /* IWineD3DSurface_LoadLocation() does not check if the rectangle specifies
1337 * the full surface. Most callers don't need that, so do it here. */
1338 if (pRect && pRect->top == 0 && pRect->left == 0
1339 && pRect->right == This->currentDesc.Width
1340 && pRect->bottom == This->currentDesc.Height)
1342 pass_rect = NULL;
1345 if (!(wined3d_settings.rendertargetlock_mode == RTL_DISABLE
1346 && ((This->Flags & SFLAG_SWAPCHAIN) || iface == myDevice->render_targets[0])))
1348 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, pass_rect);
1351 lock_end:
1352 if (This->Flags & SFLAG_PBO)
1354 struct wined3d_context *context;
1356 context = context_acquire(myDevice, NULL, CTXUSAGE_RESOURCELOAD);
1357 ENTER_GL();
1358 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1359 checkGLcall("glBindBufferARB");
1361 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1362 if(This->resource.allocatedMemory) {
1363 ERR("The surface already has PBO memory allocated!\n");
1366 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1367 checkGLcall("glMapBufferARB");
1369 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1370 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1371 checkGLcall("glBindBufferARB");
1373 LEAVE_GL();
1374 context_release(context);
1377 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
1378 /* Don't dirtify */
1379 } else {
1380 IWineD3DBaseTexture *pBaseTexture;
1382 * Dirtify on lock
1383 * as seen in msdn docs
1385 surface_add_dirty_rect(iface, pRect);
1387 /** Dirtify Container if needed */
1388 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture))) {
1389 TRACE("Making container dirty\n");
1390 IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
1391 IWineD3DBaseTexture_Release(pBaseTexture);
1392 } else {
1393 TRACE("Surface is standalone, no need to dirty the container\n");
1397 return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
1400 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem) {
1401 GLint prev_store;
1402 GLint prev_rasterpos[4];
1403 GLint skipBytes = 0;
1404 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
1405 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1406 IWineD3DSwapChainImpl *swapchain;
1407 struct wined3d_context *context;
1409 /* Activate the correct context for the render target */
1410 context = context_acquire(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
1411 ENTER_GL();
1413 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)This, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
1414 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
1415 TRACE("Unlocking %#x buffer\n", buffer);
1416 glDrawBuffer(buffer);
1417 checkGLcall("glDrawBuffer");
1419 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
1420 } else {
1421 /* Primary offscreen render target */
1422 TRACE("Offscreen render target\n");
1423 glDrawBuffer(myDevice->offscreenBuffer);
1424 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1427 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
1428 checkGLcall("glGetIntegerv");
1429 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
1430 checkGLcall("glGetIntegerv");
1431 glPixelZoom(1.0f, -1.0f);
1432 checkGLcall("glPixelZoom");
1434 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1435 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
1436 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
1438 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
1439 checkGLcall("glRasterPos3i");
1441 /* Some drivers(radeon dri, others?) don't like exceptions during
1442 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1443 * after ReleaseDC. Reading it will cause an exception, which x11drv will
1444 * catch to put the dib section in InSync mode, which leads to a crash
1445 * and a blocked x server on my radeon card.
1447 * The following lines read the dib section so it is put in InSync mode
1448 * before glDrawPixels is called and the crash is prevented. There won't
1449 * be any interfering gdi accesses, because UnlockRect is called from
1450 * ReleaseDC, and the app won't use the dc any more afterwards.
1452 if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
1453 volatile BYTE read;
1454 read = This->resource.allocatedMemory[0];
1457 if(This->Flags & SFLAG_PBO) {
1458 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1459 checkGLcall("glBindBufferARB");
1462 /* When the surface is locked we only have to refresh the locked part else we need to update the whole image */
1463 if(This->Flags & SFLAG_LOCKED) {
1464 glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1465 (This->lockedRect.bottom - This->lockedRect.top)-1,
1466 fmt, type,
1467 mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1468 checkGLcall("glDrawPixels");
1469 } else {
1470 glDrawPixels(This->currentDesc.Width,
1471 This->currentDesc.Height,
1472 fmt, type, mem);
1473 checkGLcall("glDrawPixels");
1476 if(This->Flags & SFLAG_PBO) {
1477 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1478 checkGLcall("glBindBufferARB");
1481 glPixelZoom(1.0f, 1.0f);
1482 checkGLcall("glPixelZoom");
1484 glRasterPos3iv(&prev_rasterpos[0]);
1485 checkGLcall("glRasterPos3iv");
1487 /* Reset to previous pack row length */
1488 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1489 checkGLcall("glPixelStorei(GL_UNPACK_ROW_LENGTH)");
1491 if(!swapchain) {
1492 glDrawBuffer(myDevice->offscreenBuffer);
1493 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1494 } else if(swapchain->backBuffer) {
1495 glDrawBuffer(GL_BACK);
1496 checkGLcall("glDrawBuffer(GL_BACK)");
1497 } else {
1498 glDrawBuffer(GL_FRONT);
1499 checkGLcall("glDrawBuffer(GL_FRONT)");
1501 LEAVE_GL();
1502 context_release(context);
1504 return;
1507 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1508 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1509 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1510 BOOL fullsurface;
1512 if (!(This->Flags & SFLAG_LOCKED)) {
1513 WARN("trying to Unlock an unlocked surf@%p\n", This);
1514 return WINEDDERR_NOTLOCKED;
1517 if (This->Flags & SFLAG_PBO)
1519 struct wined3d_context *context;
1521 TRACE("Freeing PBO memory\n");
1523 context = context_acquire(myDevice, NULL, CTXUSAGE_RESOURCELOAD);
1524 ENTER_GL();
1525 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1526 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1527 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1528 checkGLcall("glUnmapBufferARB");
1529 LEAVE_GL();
1530 context_release(context);
1532 This->resource.allocatedMemory = NULL;
1535 TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1537 if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1538 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1539 goto unlock_end;
1542 if ((This->Flags & SFLAG_SWAPCHAIN) || (myDevice->render_targets && iface == myDevice->render_targets[0]))
1544 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1545 static BOOL warned = FALSE;
1546 if(!warned) {
1547 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1548 warned = TRUE;
1550 goto unlock_end;
1553 if(This->dirtyRect.left == 0 &&
1554 This->dirtyRect.top == 0 &&
1555 This->dirtyRect.right == This->currentDesc.Width &&
1556 This->dirtyRect.bottom == This->currentDesc.Height) {
1557 fullsurface = TRUE;
1558 } else {
1559 /* TODO: Proper partial rectangle tracking */
1560 fullsurface = FALSE;
1561 This->Flags |= SFLAG_INSYSMEM;
1564 switch(wined3d_settings.rendertargetlock_mode) {
1565 case RTL_READTEX:
1566 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
1567 /* drop through */
1569 case RTL_READDRAW:
1570 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
1571 break;
1574 if(!fullsurface) {
1575 /* Partial rectangle tracking is not commonly implemented, it is only done for render targets. Overwrite
1576 * the flags to bring them back into a sane state. INSYSMEM was set before to tell LoadLocation where
1577 * to read the rectangle from. Indrawable is set because all modifications from the partial sysmem copy
1578 * are written back to the drawable, thus the surface is merged again in the drawable. The sysmem copy is
1579 * not fully up to date because only a subrectangle was read in LockRect.
1581 This->Flags &= ~SFLAG_INSYSMEM;
1582 This->Flags |= SFLAG_INDRAWABLE;
1585 This->dirtyRect.left = This->currentDesc.Width;
1586 This->dirtyRect.top = This->currentDesc.Height;
1587 This->dirtyRect.right = 0;
1588 This->dirtyRect.bottom = 0;
1589 } else if(iface == myDevice->stencilBufferTarget) {
1590 FIXME("Depth Stencil buffer locking is not implemented\n");
1591 } else {
1592 /* The rest should be a normal texture */
1593 IWineD3DBaseTextureImpl *impl;
1594 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1595 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1596 * states need resetting
1598 if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
1599 if(impl->baseTexture.bindCount) {
1600 IWineD3DDeviceImpl_MarkStateDirty(myDevice, STATE_SAMPLER(impl->baseTexture.sampler));
1602 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
1606 unlock_end:
1607 This->Flags &= ~SFLAG_LOCKED;
1608 memset(&This->lockedRect, 0, sizeof(RECT));
1610 /* Overlays have to be redrawn manually after changes with the GL implementation */
1611 if(This->overlay_dest) {
1612 IWineD3DSurface_DrawOverlay(iface);
1614 return WINED3D_OK;
1617 static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC)
1619 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1620 WINED3DLOCKED_RECT lock;
1621 HRESULT hr;
1622 RGBQUAD col[256];
1624 TRACE("(%p)->(%p)\n",This,pHDC);
1626 if(This->Flags & SFLAG_USERPTR) {
1627 ERR("Not supported on surfaces with an application-provided surfaces\n");
1628 return WINEDDERR_NODC;
1631 /* Give more detailed info for ddraw */
1632 if (This->Flags & SFLAG_DCINUSE)
1633 return WINEDDERR_DCALREADYCREATED;
1635 /* Can't GetDC if the surface is locked */
1636 if (This->Flags & SFLAG_LOCKED)
1637 return WINED3DERR_INVALIDCALL;
1639 memset(&lock, 0, sizeof(lock)); /* To be sure */
1641 /* Create a DIB section if there isn't a hdc yet */
1642 if(!This->hDC) {
1643 hr = IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
1644 if(FAILED(hr)) return WINED3DERR_INVALIDCALL;
1645 if(This->Flags & SFLAG_CLIENT) {
1646 surface_internal_preload(iface, SRGB_RGB);
1649 /* Use the dib section from now on if we are not using a PBO */
1650 if(!(This->Flags & SFLAG_PBO))
1651 This->resource.allocatedMemory = This->dib.bitmap_data;
1654 /* Lock the surface */
1655 hr = IWineD3DSurface_LockRect(iface,
1656 &lock,
1657 NULL,
1660 if(This->Flags & SFLAG_PBO) {
1661 /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
1662 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
1665 if(FAILED(hr)) {
1666 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
1667 /* keep the dib section */
1668 return hr;
1671 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
1672 || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
1674 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
1675 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
1676 unsigned int n;
1677 const PALETTEENTRY *pal = NULL;
1679 if(This->palette) {
1680 pal = This->palette->palents;
1681 } else {
1682 IWineD3DSurfaceImpl *dds_primary;
1683 IWineD3DSwapChainImpl *swapchain;
1684 swapchain = (IWineD3DSwapChainImpl *)This->resource.wineD3DDevice->swapchains[0];
1685 dds_primary = (IWineD3DSurfaceImpl *)swapchain->frontBuffer;
1686 if (dds_primary && dds_primary->palette)
1687 pal = dds_primary->palette->palents;
1690 if (pal) {
1691 for (n=0; n<256; n++) {
1692 col[n].rgbRed = pal[n].peRed;
1693 col[n].rgbGreen = pal[n].peGreen;
1694 col[n].rgbBlue = pal[n].peBlue;
1695 col[n].rgbReserved = 0;
1697 SetDIBColorTable(This->hDC, 0, 256, col);
1701 *pHDC = This->hDC;
1702 TRACE("returning %p\n",*pHDC);
1703 This->Flags |= SFLAG_DCINUSE;
1705 return WINED3D_OK;
1708 static HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC)
1710 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1712 TRACE("(%p)->(%p)\n",This,hDC);
1714 if (!(This->Flags & SFLAG_DCINUSE))
1715 return WINEDDERR_NODC;
1717 if (This->hDC !=hDC) {
1718 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
1719 return WINEDDERR_NODC;
1722 if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
1723 /* Copy the contents of the DIB over to the PBO */
1724 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
1727 /* we locked first, so unlock now */
1728 IWineD3DSurface_UnlockRect(iface);
1730 This->Flags &= ~SFLAG_DCINUSE;
1732 return WINED3D_OK;
1735 /* ******************************************************
1736 IWineD3DSurface Internal (No mapping to directx api) parts follow
1737 ****************************************************** */
1739 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) {
1740 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
1741 const struct GlPixelFormatDesc *glDesc = This->resource.format_desc;
1742 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1743 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1745 /* Default values: From the surface */
1746 *format = glDesc->glFormat;
1747 *type = glDesc->glType;
1748 *convert = NO_CONVERSION;
1749 *target_bpp = glDesc->byte_count;
1751 if(srgb_mode) {
1752 *internal = glDesc->glGammaInternal;
1754 else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET
1755 && !(This->Flags & SFLAG_SWAPCHAIN))
1757 *internal = glDesc->rtInternal;
1758 } else {
1759 *internal = glDesc->glInternal;
1762 /* Ok, now look if we have to do any conversion */
1763 switch(This->resource.format_desc->format)
1765 case WINED3DFMT_P8_UINT:
1766 /* ****************
1767 Paletted Texture
1768 **************** */
1770 /* Use conversion when the paletted texture extension OR fragment shaders are available. When either
1771 * of the two is available make sure texturing is requested as neither of the two works in
1772 * conjunction with calls like glDraw-/glReadPixels. Further also use conversion in case of color keying.
1773 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
1774 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
1775 * conflicts with this.
1777 if (!(gl_info->supported[EXT_PALETTED_TEXTURE] || (gl_info->supported[ARB_FRAGMENT_PROGRAM]
1778 && device->render_targets && This == (IWineD3DSurfaceImpl*)device->render_targets[0]))
1779 || colorkey_active || !use_texturing)
1781 *format = GL_RGBA;
1782 *internal = GL_RGBA;
1783 *type = GL_UNSIGNED_BYTE;
1784 *target_bpp = 4;
1785 if(colorkey_active) {
1786 *convert = CONVERT_PALETTED_CK;
1787 } else {
1788 *convert = CONVERT_PALETTED;
1791 else if (!gl_info->supported[EXT_PALETTED_TEXTURE] && gl_info->supported[ARB_FRAGMENT_PROGRAM])
1793 *format = GL_ALPHA;
1794 *type = GL_UNSIGNED_BYTE;
1795 *target_bpp = 1;
1798 break;
1800 case WINED3DFMT_B2G3R3_UNORM:
1801 /* **********************
1802 GL_UNSIGNED_BYTE_3_3_2
1803 ********************** */
1804 if (colorkey_active) {
1805 /* This texture format will never be used.. So do not care about color keying
1806 up until the point in time it will be needed :-) */
1807 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
1809 break;
1811 case WINED3DFMT_B5G6R5_UNORM:
1812 if (colorkey_active) {
1813 *convert = CONVERT_CK_565;
1814 *format = GL_RGBA;
1815 *internal = GL_RGB5_A1;
1816 *type = GL_UNSIGNED_SHORT_5_5_5_1;
1818 break;
1820 case WINED3DFMT_B5G5R5X1_UNORM:
1821 if (colorkey_active) {
1822 *convert = CONVERT_CK_5551;
1823 *format = GL_BGRA;
1824 *internal = GL_RGB5_A1;
1825 *type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1827 break;
1829 case WINED3DFMT_B8G8R8_UNORM:
1830 if (colorkey_active) {
1831 *convert = CONVERT_CK_RGB24;
1832 *format = GL_RGBA;
1833 *internal = GL_RGBA8;
1834 *type = GL_UNSIGNED_INT_8_8_8_8;
1835 *target_bpp = 4;
1837 break;
1839 case WINED3DFMT_B8G8R8X8_UNORM:
1840 if (colorkey_active) {
1841 *convert = CONVERT_RGB32_888;
1842 *format = GL_RGBA;
1843 *internal = GL_RGBA8;
1844 *type = GL_UNSIGNED_INT_8_8_8_8;
1846 break;
1848 case WINED3DFMT_R8G8_SNORM:
1849 if (gl_info->supported[NV_TEXTURE_SHADER]) break;
1850 *convert = CONVERT_V8U8;
1851 *format = GL_BGR;
1852 *type = GL_UNSIGNED_BYTE;
1853 *target_bpp = 3;
1854 break;
1856 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
1857 *convert = CONVERT_L6V5U5;
1858 if (gl_info->supported[NV_TEXTURE_SHADER])
1860 *target_bpp = 3;
1861 /* Use format and types from table */
1862 } else {
1863 /* Load it into unsigned R5G6B5, swap L and V channels, and revert that in the shader */
1864 *target_bpp = 2;
1865 *format = GL_RGB;
1866 *type = GL_UNSIGNED_SHORT_5_6_5;
1868 break;
1870 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
1871 *convert = CONVERT_X8L8V8U8;
1872 *target_bpp = 4;
1873 if (gl_info->supported[NV_TEXTURE_SHADER])
1875 /* Use formats from gl table. It is a bit unfortunate, but the conversion
1876 * is needed to set the X format to 255 to get 1.0 for alpha when sampling
1877 * the texture. OpenGL can't use GL_DSDT8_MAG8_NV as internal format with
1878 * the needed type and format parameter, so the internal format contains a
1879 * 4th component, which is returned as alpha
1881 } else {
1882 *format = GL_BGRA;
1883 *type = GL_UNSIGNED_INT_8_8_8_8_REV;
1885 break;
1887 case WINED3DFMT_R8G8B8A8_SNORM:
1888 if (gl_info->supported[NV_TEXTURE_SHADER]) break;
1889 *convert = CONVERT_Q8W8V8U8;
1890 *format = GL_BGRA;
1891 *type = GL_UNSIGNED_BYTE;
1892 *target_bpp = 4;
1893 break;
1895 case WINED3DFMT_R16G16_SNORM:
1896 if (gl_info->supported[NV_TEXTURE_SHADER]) break;
1897 *convert = CONVERT_V16U16;
1898 *format = GL_BGR;
1899 *type = GL_UNSIGNED_SHORT;
1900 *target_bpp = 6;
1901 break;
1903 case WINED3DFMT_L4A4_UNORM:
1904 /* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
1905 * format+type combination to load it. Thus convert it to A8L8, then load it
1906 * with A4L4 internal, but A8L8 format+type
1908 *convert = CONVERT_A4L4;
1909 *format = GL_LUMINANCE_ALPHA;
1910 *type = GL_UNSIGNED_BYTE;
1911 *target_bpp = 2;
1912 break;
1914 case WINED3DFMT_R16G16_UNORM:
1915 *convert = CONVERT_G16R16;
1916 *format = GL_RGB;
1917 *type = GL_UNSIGNED_SHORT;
1918 *target_bpp = 6;
1919 break;
1921 case WINED3DFMT_R16G16_FLOAT:
1922 *convert = CONVERT_R16G16F;
1923 *format = GL_RGB;
1924 *type = GL_HALF_FLOAT_ARB;
1925 *target_bpp = 6;
1926 break;
1928 case WINED3DFMT_R32G32_FLOAT:
1929 *convert = CONVERT_R32G32F;
1930 *format = GL_RGB;
1931 *type = GL_FLOAT;
1932 *target_bpp = 12;
1933 break;
1935 case WINED3DFMT_S1_UINT_D15_UNORM:
1936 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
1937 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
1939 *convert = CONVERT_D15S1;
1940 *target_bpp = 4;
1942 break;
1944 case WINED3DFMT_S4X4_UINT_D24_UNORM:
1945 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
1946 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
1948 *convert = CONVERT_D24X4S4;
1950 break;
1952 case WINED3DFMT_S8_UINT_D24_FLOAT:
1953 if (gl_info->supported[ARB_DEPTH_BUFFER_FLOAT])
1955 *convert = CONVERT_D24FS8;
1956 *target_bpp = 8;
1958 break;
1960 default:
1961 break;
1964 return WINED3D_OK;
1967 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey)
1969 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1970 IWineD3DPaletteImpl *pal = This->palette;
1971 BOOL index_in_alpha = FALSE;
1972 unsigned int i;
1974 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
1975 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
1976 * is slow. Further RGB->P8 conversion is not possible because palettes can have
1977 * duplicate entries. Store the color key in the unused alpha component to speed the
1978 * download up and to make conversion unneeded. */
1979 index_in_alpha = primary_render_target_is_p8(device);
1981 if (!pal)
1983 UINT dxVersion = ((IWineD3DImpl *)device->wineD3D)->dxVersion;
1985 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
1986 if (dxVersion <= 7)
1988 ERR("This code should never get entered for DirectDraw!, expect problems\n");
1989 if (index_in_alpha)
1991 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
1992 * there's no palette at this time. */
1993 for (i = 0; i < 256; i++) table[i][3] = i;
1996 else
1998 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
1999 * alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
2000 * capability flag is present (wine does advertise this capability) */
2001 for (i = 0; i < 256; ++i)
2003 table[i][0] = device->palettes[device->currentPalette][i].peRed;
2004 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
2005 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
2006 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
2010 else
2012 TRACE("Using surface palette %p\n", pal);
2013 /* Get the surface's palette */
2014 for (i = 0; i < 256; ++i)
2016 table[i][0] = pal->palents[i].peRed;
2017 table[i][1] = pal->palents[i].peGreen;
2018 table[i][2] = pal->palents[i].peBlue;
2020 /* When index_in_alpha is set the palette index is stored in the
2021 * alpha component. In case of a readback we can then read
2022 * GL_ALPHA. Color keying is handled in BltOverride using a
2023 * GL_ALPHA_TEST using GL_NOT_EQUAL. In case of index_in_alpha the
2024 * color key itself is passed to glAlphaFunc in other cases the
2025 * alpha component of pixels that should be masked away is set to 0. */
2026 if (index_in_alpha)
2028 table[i][3] = i;
2030 else if (colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue)
2031 && (i <= This->SrcBltCKey.dwColorSpaceHighValue))
2033 table[i][3] = 0x00;
2035 else if(pal->Flags & WINEDDPCAPS_ALPHA)
2037 table[i][3] = pal->palents[i].peFlags;
2039 else
2041 table[i][3] = 0xFF;
2047 static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width,
2048 UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This)
2050 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2051 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2052 const BYTE *source;
2053 BYTE *dest;
2054 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
2056 switch (convert) {
2057 case NO_CONVERSION:
2059 memcpy(dst, src, pitch * height);
2060 break;
2062 case CONVERT_PALETTED:
2063 case CONVERT_PALETTED_CK:
2065 IWineD3DPaletteImpl* pal = This->palette;
2066 BYTE table[256][4];
2067 unsigned int x, y;
2069 if( pal == NULL) {
2070 /* TODO: If we are a sublevel, try to get the palette from level 0 */
2073 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2075 for (y = 0; y < height; y++)
2077 source = src + pitch * y;
2078 dest = dst + outpitch * y;
2079 /* This is an 1 bpp format, using the width here is fine */
2080 for (x = 0; x < width; x++) {
2081 BYTE color = *source++;
2082 *dest++ = table[color][0];
2083 *dest++ = table[color][1];
2084 *dest++ = table[color][2];
2085 *dest++ = table[color][3];
2089 break;
2091 case CONVERT_CK_565:
2093 /* Converting the 565 format in 5551 packed to emulate color-keying.
2095 Note : in all these conversion, it would be best to average the averaging
2096 pixels to get the color of the pixel that will be color-keyed to
2097 prevent 'color bleeding'. This will be done later on if ever it is
2098 too visible.
2100 Note2: Nvidia documents say that their driver does not support alpha + color keying
2101 on the same surface and disables color keying in such a case
2103 unsigned int x, y;
2104 const WORD *Source;
2105 WORD *Dest;
2107 TRACE("Color keyed 565\n");
2109 for (y = 0; y < height; y++) {
2110 Source = (const WORD *)(src + y * pitch);
2111 Dest = (WORD *) (dst + y * outpitch);
2112 for (x = 0; x < width; x++ ) {
2113 WORD color = *Source++;
2114 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
2115 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2116 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2117 *Dest |= 0x0001;
2119 Dest++;
2123 break;
2125 case CONVERT_CK_5551:
2127 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
2128 unsigned int x, y;
2129 const WORD *Source;
2130 WORD *Dest;
2131 TRACE("Color keyed 5551\n");
2132 for (y = 0; y < height; y++) {
2133 Source = (const WORD *)(src + y * pitch);
2134 Dest = (WORD *) (dst + y * outpitch);
2135 for (x = 0; x < width; x++ ) {
2136 WORD color = *Source++;
2137 *Dest = color;
2138 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2139 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2140 *Dest |= (1 << 15);
2142 else {
2143 *Dest &= ~(1 << 15);
2145 Dest++;
2149 break;
2151 case CONVERT_CK_RGB24:
2153 /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
2154 unsigned int x, y;
2155 for (y = 0; y < height; y++)
2157 source = src + pitch * y;
2158 dest = dst + outpitch * y;
2159 for (x = 0; x < width; x++) {
2160 DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ;
2161 DWORD dstcolor = color << 8;
2162 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2163 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2164 dstcolor |= 0xff;
2166 *(DWORD*)dest = dstcolor;
2167 source += 3;
2168 dest += 4;
2172 break;
2174 case CONVERT_RGB32_888:
2176 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
2177 unsigned int x, y;
2178 for (y = 0; y < height; y++)
2180 source = src + pitch * y;
2181 dest = dst + outpitch * y;
2182 for (x = 0; x < width; x++) {
2183 DWORD color = 0xffffff & *(const DWORD*)source;
2184 DWORD dstcolor = color << 8;
2185 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2186 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2187 dstcolor |= 0xff;
2189 *(DWORD*)dest = dstcolor;
2190 source += 4;
2191 dest += 4;
2195 break;
2197 case CONVERT_V8U8:
2199 unsigned int x, y;
2200 const short *Source;
2201 unsigned char *Dest;
2202 for(y = 0; y < height; y++) {
2203 Source = (const short *)(src + y * pitch);
2204 Dest = dst + y * outpitch;
2205 for (x = 0; x < width; x++ ) {
2206 long color = (*Source++);
2207 /* B */ Dest[0] = 0xff;
2208 /* G */ Dest[1] = (color >> 8) + 128; /* V */
2209 /* R */ Dest[2] = (color) + 128; /* U */
2210 Dest += 3;
2213 break;
2216 case CONVERT_V16U16:
2218 unsigned int x, y;
2219 const DWORD *Source;
2220 unsigned short *Dest;
2221 for(y = 0; y < height; y++) {
2222 Source = (const DWORD *)(src + y * pitch);
2223 Dest = (unsigned short *) (dst + y * outpitch);
2224 for (x = 0; x < width; x++ ) {
2225 DWORD color = (*Source++);
2226 /* B */ Dest[0] = 0xffff;
2227 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
2228 /* R */ Dest[2] = (color ) + 32768; /* U */
2229 Dest += 3;
2232 break;
2235 case CONVERT_Q8W8V8U8:
2237 unsigned int x, y;
2238 const DWORD *Source;
2239 unsigned char *Dest;
2240 for(y = 0; y < height; y++) {
2241 Source = (const DWORD *)(src + y * pitch);
2242 Dest = dst + y * outpitch;
2243 for (x = 0; x < width; x++ ) {
2244 long color = (*Source++);
2245 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
2246 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
2247 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
2248 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
2249 Dest += 4;
2252 break;
2255 case CONVERT_L6V5U5:
2257 unsigned int x, y;
2258 const WORD *Source;
2259 unsigned char *Dest;
2261 if (gl_info->supported[NV_TEXTURE_SHADER])
2263 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
2264 * fixed function and shaders without further conversion once the surface is
2265 * loaded
2267 for(y = 0; y < height; y++) {
2268 Source = (const WORD *)(src + y * pitch);
2269 Dest = dst + y * outpitch;
2270 for (x = 0; x < width; x++ ) {
2271 short color = (*Source++);
2272 unsigned char l = ((color >> 10) & 0xfc);
2273 char v = ((color >> 5) & 0x3e);
2274 char u = ((color ) & 0x1f);
2276 /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
2277 * and doubles the positive range. Thus shift left only once, gl does the 2nd
2278 * shift. GL reads a signed value and converts it into an unsigned value.
2280 /* M */ Dest[2] = l << 1;
2282 /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
2283 * from 5 bit values to 8 bit values.
2285 /* V */ Dest[1] = v << 3;
2286 /* U */ Dest[0] = u << 3;
2287 Dest += 3;
2290 } else {
2291 for(y = 0; y < height; y++) {
2292 unsigned short *Dest_s = (unsigned short *) (dst + y * outpitch);
2293 Source = (const WORD *)(src + y * pitch);
2294 for (x = 0; x < width; x++ ) {
2295 short color = (*Source++);
2296 unsigned char l = ((color >> 10) & 0xfc);
2297 short v = ((color >> 5) & 0x3e);
2298 short u = ((color ) & 0x1f);
2299 short v_conv = v + 16;
2300 short u_conv = u + 16;
2302 *Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
2303 Dest_s += 1;
2307 break;
2310 case CONVERT_X8L8V8U8:
2312 unsigned int x, y;
2313 const DWORD *Source;
2314 unsigned char *Dest;
2316 if (gl_info->supported[NV_TEXTURE_SHADER])
2318 /* This implementation works with the fixed function pipeline and shaders
2319 * without further modification after converting the surface.
2321 for(y = 0; y < height; y++) {
2322 Source = (const DWORD *)(src + y * pitch);
2323 Dest = dst + y * outpitch;
2324 for (x = 0; x < width; x++ ) {
2325 long color = (*Source++);
2326 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
2327 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
2328 /* U */ Dest[0] = (color & 0xff); /* U */
2329 /* I */ Dest[3] = 255; /* X */
2330 Dest += 4;
2333 } else {
2334 /* Doesn't work correctly with the fixed function pipeline, but can work in
2335 * shaders if the shader is adjusted. (There's no use for this format in gl's
2336 * standard fixed function pipeline anyway).
2338 for(y = 0; y < height; y++) {
2339 Source = (const DWORD *)(src + y * pitch);
2340 Dest = dst + y * outpitch;
2341 for (x = 0; x < width; x++ ) {
2342 long color = (*Source++);
2343 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
2344 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
2345 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
2346 Dest += 4;
2350 break;
2353 case CONVERT_A4L4:
2355 unsigned int x, y;
2356 const unsigned char *Source;
2357 unsigned char *Dest;
2358 for(y = 0; y < height; y++) {
2359 Source = src + y * pitch;
2360 Dest = dst + y * outpitch;
2361 for (x = 0; x < width; x++ ) {
2362 unsigned char color = (*Source++);
2363 /* A */ Dest[1] = (color & 0xf0) << 0;
2364 /* L */ Dest[0] = (color & 0x0f) << 4;
2365 Dest += 2;
2368 break;
2371 case CONVERT_G16R16:
2372 case CONVERT_R16G16F:
2374 unsigned int x, y;
2375 const WORD *Source;
2376 WORD *Dest;
2378 for(y = 0; y < height; y++) {
2379 Source = (const WORD *)(src + y * pitch);
2380 Dest = (WORD *) (dst + y * outpitch);
2381 for (x = 0; x < width; x++ ) {
2382 WORD green = (*Source++);
2383 WORD red = (*Source++);
2384 Dest[0] = green;
2385 Dest[1] = red;
2386 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
2387 * shader overwrites it anyway
2389 Dest[2] = 0xffff;
2390 Dest += 3;
2393 break;
2396 case CONVERT_R32G32F:
2398 unsigned int x, y;
2399 const float *Source;
2400 float *Dest;
2401 for(y = 0; y < height; y++) {
2402 Source = (const float *)(src + y * pitch);
2403 Dest = (float *) (dst + y * outpitch);
2404 for (x = 0; x < width; x++ ) {
2405 float green = (*Source++);
2406 float red = (*Source++);
2407 Dest[0] = green;
2408 Dest[1] = red;
2409 Dest[2] = 1.0f;
2410 Dest += 3;
2413 break;
2416 case CONVERT_D15S1:
2418 unsigned int x, y;
2420 for (y = 0; y < height; ++y)
2422 const WORD *source = (const WORD *)(src + y * pitch);
2423 DWORD *dest = (DWORD *)(dst + y * outpitch);
2425 for (x = 0; x < width; ++x)
2427 /* The depth data is normalized, so needs to be scaled,
2428 * the stencil data isn't. Scale depth data by
2429 * (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
2430 WORD d15 = source[x] >> 1;
2431 DWORD d24 = (d15 << 9) + (d15 >> 6);
2432 dest[x] = (d24 << 8) | (source[x] & 0x1);
2435 break;
2438 case CONVERT_D24X4S4:
2440 unsigned int x, y;
2442 for (y = 0; y < height; ++y)
2444 const DWORD *source = (const DWORD *)(src + y * pitch);
2445 DWORD *dest = (DWORD *)(dst + y * outpitch);
2447 for (x = 0; x < width; ++x)
2449 /* Just need to clear out the X4 part. */
2450 dest[x] = source[x] & ~0xf0;
2453 break;
2456 case CONVERT_D24FS8:
2458 unsigned int x, y;
2460 for (y = 0; y < height; ++y)
2462 const DWORD *source = (const DWORD *)(src + y * pitch);
2463 float *dest_f = (float *)(dst + y * outpitch);
2464 DWORD *dest_s = (DWORD *)(dst + y * outpitch);
2466 for (x = 0; x < width; ++x)
2468 dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00) >> 8);
2469 dest_s[x * 2 + 1] = source[x] & 0xff;
2472 break;
2475 default:
2476 ERR("Unsupported conversion type %#x.\n", convert);
2478 return WINED3D_OK;
2481 /* This function is used in case of 8bit paletted textures to upload the palette.
2482 It supports GL_EXT_paletted_texture and GL_ARB_fragment_program, support for other
2483 extensions like ATI_fragment_shaders is possible.
2485 /* Context activation is done by the caller. */
2486 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert) {
2487 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2488 BYTE table[256][4];
2489 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2490 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2492 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2494 /* Try to use the paletted texture extension */
2495 if (gl_info->supported[EXT_PALETTED_TEXTURE])
2497 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
2498 ENTER_GL();
2499 GL_EXTCALL(glColorTableEXT(This->texture_target, GL_RGBA, 256, GL_RGBA, GL_UNSIGNED_BYTE, table));
2500 LEAVE_GL();
2502 else
2504 /* Let a fragment shader do the color conversion by uploading the palette to a 1D texture.
2505 * The 8bit pixel data will be used as an index in this palette texture to retrieve the final color. */
2506 TRACE("Using fragment shaders for emulating 8-bit paletted texture support\n");
2508 ENTER_GL();
2510 /* Create the fragment program if we don't have it */
2511 if(!device->paletteConversionShader)
2513 const char *fragment_palette_conversion =
2514 "!!ARBfp1.0\n"
2515 "TEMP index;\n"
2516 /* { 255/256, 0.5/255*255/256, 0, 0 } */
2517 "PARAM constants = { 0.996, 0.00195, 0, 0 };\n"
2518 /* The alpha-component contains the palette index */
2519 "TEX index, fragment.texcoord[0], texture[0], 2D;\n"
2520 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
2521 "MAD index.a, index.a, constants.x, constants.y;\n"
2522 /* Use the alpha-component as an index in the palette to get the final color */
2523 "TEX result.color, index.a, texture[1], 1D;\n"
2524 "END";
2526 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2527 GL_EXTCALL(glGenProgramsARB(1, &device->paletteConversionShader));
2528 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2529 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fragment_palette_conversion), fragment_palette_conversion));
2530 glDisable(GL_FRAGMENT_PROGRAM_ARB);
2533 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2534 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2536 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
2537 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2539 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2540 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /* Make sure we have discrete color levels. */
2541 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2542 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table); /* Upload the palette */
2544 /* Switch back to unit 0 in which the 2D texture will be stored. */
2545 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0));
2547 /* Rebind the texture because it isn't bound anymore */
2548 glBindTexture(This->texture_target, This->texture_name);
2550 LEAVE_GL();
2554 BOOL palette9_changed(IWineD3DSurfaceImpl *This) {
2555 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2557 if (This->palette || (This->resource.format_desc->format != WINED3DFMT_P8_UINT
2558 && This->resource.format_desc->format != WINED3DFMT_P8_UINT_A8_UNORM))
2560 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2561 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2563 return FALSE;
2566 if (This->palette9)
2568 if (!memcmp(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256))
2570 return FALSE;
2572 } else {
2573 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2575 memcpy(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2576 return TRUE;
2579 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2580 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2581 DWORD flag = srgb_mode ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE;
2583 if (!(This->Flags & flag)) {
2584 TRACE("Reloading because surface is dirty\n");
2585 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2586 ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
2587 /* Reload: vice versa OR */
2588 ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
2589 /* Also reload: Color key is active AND the color key has changed */
2590 ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
2591 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
2592 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
2593 TRACE("Reloading because of color keying\n");
2594 /* To perform the color key conversion we need a sysmem copy of
2595 * the surface. Make sure we have it
2598 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
2599 /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2600 /* TODO: This is not necessarily needed with hw palettized texture support */
2601 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2602 } else {
2603 TRACE("surface is already in texture\n");
2604 return WINED3D_OK;
2607 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2608 * These resources are not bound by device size or format restrictions. Because of this,
2609 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2610 * However, these resources can always be created, locked, and copied.
2612 if (This->resource.pool == WINED3DPOOL_SCRATCH )
2614 FIXME("(%p) Operation not supported for scratch textures\n",This);
2615 return WINED3DERR_INVALIDCALL;
2618 IWineD3DSurface_LoadLocation(iface, flag, NULL /* no partial locking for textures yet */);
2620 #if 0
2622 static unsigned int gen = 0;
2623 char buffer[4096];
2624 ++gen;
2625 if ((gen % 10) == 0) {
2626 snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm",
2627 This, This->texture_target, This->texture_level, gen);
2628 IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
2631 * debugging crash code
2632 if (gen == 250) {
2633 void** test = NULL;
2634 *test = 0;
2638 #endif
2640 if (!(This->Flags & SFLAG_DONOTFREE)) {
2641 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
2642 This->resource.allocatedMemory = NULL;
2643 This->resource.heapMemory = NULL;
2644 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, FALSE);
2647 return WINED3D_OK;
2650 /* Context activation is done by the caller. */
2651 static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) {
2652 /* TODO: check for locks */
2653 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2654 IWineD3DBaseTexture *baseTexture = NULL;
2655 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2657 TRACE("(%p)Checking to see if the container is a base texture\n", This);
2658 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2659 TRACE("Passing to container\n");
2660 IWineD3DBaseTexture_BindTexture(baseTexture, srgb);
2661 IWineD3DBaseTexture_Release(baseTexture);
2663 else
2665 struct wined3d_context *context = NULL;
2666 GLuint *name;
2668 TRACE("(%p) : Binding surface\n", This);
2670 name = srgb ? &This->texture_name_srgb : &This->texture_name;
2671 if (!device->isInDraw) context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
2673 ENTER_GL();
2675 if (!This->texture_level)
2677 if (!*name) {
2678 glGenTextures(1, name);
2679 checkGLcall("glGenTextures");
2680 TRACE("Surface %p given name %d\n", This, *name);
2682 glBindTexture(This->texture_target, *name);
2683 checkGLcall("glBindTexture");
2684 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2685 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
2686 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2687 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
2688 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2689 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
2690 glTexParameteri(This->texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2691 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
2692 glTexParameteri(This->texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2693 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
2695 /* This is where we should be reducing the amount of GLMemoryUsed */
2696 } else if (*name) {
2697 /* Mipmap surfaces should have a base texture container */
2698 ERR("Mipmap surface has a glTexture bound to it!\n");
2701 glBindTexture(This->texture_target, *name);
2702 checkGLcall("glBindTexture");
2704 LEAVE_GL();
2706 if (context) context_release(context);
2708 return;
2711 #include <errno.h>
2712 #include <stdio.h>
2713 static HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename)
2715 FILE* f = NULL;
2716 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2717 char *allocatedMemory;
2718 const char *textureRow;
2719 IWineD3DSwapChain *swapChain = NULL;
2720 int width, height, i, y;
2721 GLuint tmpTexture = 0;
2722 DWORD color;
2723 /*FIXME:
2724 Textures may not be stored in ->allocatedgMemory and a GlTexture
2725 so we should lock the surface before saving a snapshot, or at least check that
2727 /* TODO: Compressed texture images can be obtained from the GL in uncompressed form
2728 by calling GetTexImage and in compressed form by calling
2729 GetCompressedTexImageARB. Queried compressed images can be saved and
2730 later reused by calling CompressedTexImage[123]DARB. Pre-compressed
2731 texture images do not need to be processed by the GL and should
2732 significantly improve texture loading performance relative to uncompressed
2733 images. */
2735 /* Setup the width and height to be the internal texture width and height. */
2736 width = This->pow2Width;
2737 height = This->pow2Height;
2738 /* check to see if we're a 'virtual' texture, e.g. we're not a pbuffer of texture, we're a back buffer*/
2739 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain);
2741 if (This->Flags & SFLAG_INDRAWABLE && !(This->Flags & SFLAG_INTEXTURE)) {
2742 /* if were not a real texture then read the back buffer into a real texture */
2743 /* we don't want to interfere with the back buffer so read the data into a temporary
2744 * texture and then save the data out of the temporary texture
2746 GLint prevRead;
2747 ENTER_GL();
2748 TRACE("(%p) Reading render target into texture\n", This);
2750 glGenTextures(1, &tmpTexture);
2751 glBindTexture(GL_TEXTURE_2D, tmpTexture);
2753 glTexImage2D(GL_TEXTURE_2D,
2755 GL_RGBA,
2756 width,
2757 height,
2758 0/*border*/,
2759 GL_RGBA,
2760 GL_UNSIGNED_INT_8_8_8_8_REV,
2761 NULL);
2763 glGetIntegerv(GL_READ_BUFFER, &prevRead);
2764 checkGLcall("glGetIntegerv");
2765 glReadBuffer(swapChain ? GL_BACK : This->resource.wineD3DDevice->offscreenBuffer);
2766 checkGLcall("glReadBuffer");
2767 glCopyTexImage2D(GL_TEXTURE_2D,
2769 GL_RGBA,
2772 width,
2773 height,
2776 checkGLcall("glCopyTexImage2D");
2777 glReadBuffer(prevRead);
2778 LEAVE_GL();
2780 } else { /* bind the real texture, and make sure it up to date */
2781 surface_internal_preload(iface, SRGB_RGB);
2782 surface_bind_and_dirtify(This, FALSE);
2784 allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width * height * 4);
2785 ENTER_GL();
2786 FIXME("Saving texture level %d width %d height %d\n", This->texture_level, width, height);
2787 glGetTexImage(GL_TEXTURE_2D, This->texture_level, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, allocatedMemory);
2788 checkGLcall("glGetTexImage");
2789 if (tmpTexture) {
2790 glBindTexture(GL_TEXTURE_2D, 0);
2791 glDeleteTextures(1, &tmpTexture);
2793 LEAVE_GL();
2795 f = fopen(filename, "w+");
2796 if (NULL == f) {
2797 ERR("opening of %s failed with: %s\n", filename, strerror(errno));
2798 return WINED3DERR_INVALIDCALL;
2800 /* Save the data out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha channel */
2801 TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format_desc->format));
2802 /* TGA header */
2803 fputc(0,f);
2804 fputc(0,f);
2805 fputc(2,f);
2806 fputc(0,f);
2807 fputc(0,f);
2808 fputc(0,f);
2809 fputc(0,f);
2810 fputc(0,f);
2811 fputc(0,f);
2812 fputc(0,f);
2813 fputc(0,f);
2814 fputc(0,f);
2815 /* short width*/
2816 fwrite(&width,2,1,f);
2817 /* short height */
2818 fwrite(&height,2,1,f);
2819 /* format rgba */
2820 fputc(0x20,f);
2821 fputc(0x28,f);
2822 /* raw data */
2823 /* 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 */
2824 if(swapChain)
2825 textureRow = allocatedMemory + (width * (height - 1) *4);
2826 else
2827 textureRow = allocatedMemory;
2828 for (y = 0 ; y < height; y++) {
2829 for (i = 0; i < width; i++) {
2830 color = *((const DWORD*)textureRow);
2831 fputc((color >> 16) & 0xFF, f); /* B */
2832 fputc((color >> 8) & 0xFF, f); /* G */
2833 fputc((color >> 0) & 0xFF, f); /* R */
2834 fputc((color >> 24) & 0xFF, f); /* A */
2835 textureRow += 4;
2837 /* take two rows of the pointer to the texture memory */
2838 if(swapChain)
2839 (textureRow-= width << 3);
2842 TRACE("Closing file\n");
2843 fclose(f);
2845 if(swapChain) {
2846 IWineD3DSwapChain_Release(swapChain);
2848 HeapFree(GetProcessHeap(), 0, allocatedMemory);
2849 return WINED3D_OK;
2852 static HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
2853 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2854 HRESULT hr;
2856 TRACE("(%p) : Calling base function first\n", This);
2857 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2858 if(SUCCEEDED(hr)) {
2859 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2860 TRACE("(%p) : glFormat %d, glFormatInternal %d, glType %d\n", This, This->resource.format_desc->glFormat,
2861 This->resource.format_desc->glInternal, This->resource.format_desc->glType);
2863 return hr;
2866 static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2867 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2869 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
2870 WARN("Surface is locked or the HDC is in use\n");
2871 return WINED3DERR_INVALIDCALL;
2874 if(Mem && Mem != This->resource.allocatedMemory) {
2875 void *release = NULL;
2877 /* Do I have to copy the old surface content? */
2878 if(This->Flags & SFLAG_DIBSECTION) {
2879 /* Release the DC. No need to hold the critical section for the update
2880 * Thread because this thread runs only on front buffers, but this method
2881 * fails for render targets in the check above.
2883 SelectObject(This->hDC, This->dib.holdbitmap);
2884 DeleteDC(This->hDC);
2885 /* Release the DIB section */
2886 DeleteObject(This->dib.DIBsection);
2887 This->dib.bitmap_data = NULL;
2888 This->resource.allocatedMemory = NULL;
2889 This->hDC = NULL;
2890 This->Flags &= ~SFLAG_DIBSECTION;
2891 } else if(!(This->Flags & SFLAG_USERPTR)) {
2892 release = This->resource.heapMemory;
2893 This->resource.heapMemory = NULL;
2895 This->resource.allocatedMemory = Mem;
2896 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2898 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2899 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2901 /* For client textures opengl has to be notified */
2902 if(This->Flags & SFLAG_CLIENT) {
2903 DWORD oldFlags = This->Flags;
2904 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2905 if(oldFlags & SFLAG_ALLOCATED) surface_internal_preload(iface, SRGB_RGB);
2906 if(oldFlags & SFLAG_SRGBALLOCATED) surface_internal_preload(iface, SRGB_SRGB);
2907 /* And hope that the app behaves correctly and did not free the old surface memory before setting a new pointer */
2910 /* Now free the old memory if any */
2911 HeapFree(GetProcessHeap(), 0, release);
2912 } else if(This->Flags & SFLAG_USERPTR) {
2913 /* LockRect and GetDC will re-create the dib section and allocated memory */
2914 This->resource.allocatedMemory = NULL;
2915 /* HeapMemory should be NULL already */
2916 if(This->resource.heapMemory != NULL) ERR("User pointer surface has heap memory allocated\n");
2917 This->Flags &= ~SFLAG_USERPTR;
2919 if(This->Flags & SFLAG_CLIENT) {
2920 DWORD oldFlags = This->Flags;
2921 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2922 /* This respecifies an empty texture and opengl knows that the old memory is gone */
2923 if(oldFlags & SFLAG_ALLOCATED) surface_internal_preload(iface, SRGB_RGB);
2924 if(oldFlags & SFLAG_SRGBALLOCATED) surface_internal_preload(iface, SRGB_SRGB);
2927 return WINED3D_OK;
2930 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
2932 /* Flip the surface contents */
2933 /* Flip the DC */
2935 HDC tmp;
2936 tmp = front->hDC;
2937 front->hDC = back->hDC;
2938 back->hDC = tmp;
2941 /* Flip the DIBsection */
2943 HBITMAP tmp;
2944 BOOL hasDib = front->Flags & SFLAG_DIBSECTION;
2945 tmp = front->dib.DIBsection;
2946 front->dib.DIBsection = back->dib.DIBsection;
2947 back->dib.DIBsection = tmp;
2949 if(back->Flags & SFLAG_DIBSECTION) front->Flags |= SFLAG_DIBSECTION;
2950 else front->Flags &= ~SFLAG_DIBSECTION;
2951 if(hasDib) back->Flags |= SFLAG_DIBSECTION;
2952 else back->Flags &= ~SFLAG_DIBSECTION;
2955 /* Flip the surface data */
2957 void* tmp;
2959 tmp = front->dib.bitmap_data;
2960 front->dib.bitmap_data = back->dib.bitmap_data;
2961 back->dib.bitmap_data = tmp;
2963 tmp = front->resource.allocatedMemory;
2964 front->resource.allocatedMemory = back->resource.allocatedMemory;
2965 back->resource.allocatedMemory = tmp;
2967 tmp = front->resource.heapMemory;
2968 front->resource.heapMemory = back->resource.heapMemory;
2969 back->resource.heapMemory = tmp;
2972 /* Flip the PBO */
2974 GLuint tmp_pbo = front->pbo;
2975 front->pbo = back->pbo;
2976 back->pbo = tmp_pbo;
2979 /* client_memory should not be different, but just in case */
2981 BOOL tmp;
2982 tmp = front->dib.client_memory;
2983 front->dib.client_memory = back->dib.client_memory;
2984 back->dib.client_memory = tmp;
2987 /* Flip the opengl texture */
2989 GLuint tmp;
2991 tmp = back->texture_name;
2992 back->texture_name = front->texture_name;
2993 front->texture_name = tmp;
2995 tmp = back->texture_name_srgb;
2996 back->texture_name_srgb = front->texture_name_srgb;
2997 front->texture_name_srgb = tmp;
3001 DWORD tmp_flags = back->Flags;
3002 back->Flags = front->Flags;
3003 front->Flags = tmp_flags;
3007 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
3008 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3009 IWineD3DSwapChainImpl *swapchain = NULL;
3010 HRESULT hr;
3011 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
3013 /* Flipping is only supported on RenderTargets and overlays*/
3014 if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
3015 WARN("Tried to flip a non-render target, non-overlay surface\n");
3016 return WINEDDERR_NOTFLIPPABLE;
3019 if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
3020 flip_surface(This, (IWineD3DSurfaceImpl *) override);
3022 /* Update the overlay if it is visible */
3023 if(This->overlay_dest) {
3024 return IWineD3DSurface_DrawOverlay((IWineD3DSurface *) This);
3025 } else {
3026 return WINED3D_OK;
3030 if(override) {
3031 /* DDraw sets this for the X11 surfaces, so don't confuse the user
3032 * FIXME("(%p) Target override is not supported by now\n", This);
3033 * Additionally, it isn't really possible to support triple-buffering
3034 * properly on opengl at all
3038 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **) &swapchain);
3039 if(!swapchain) {
3040 ERR("Flipped surface is not on a swapchain\n");
3041 return WINEDDERR_NOTFLIPPABLE;
3044 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
3045 * and only d3d8 and d3d9 apps specify the presentation interval
3047 if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
3048 /* Most common case first to avoid wasting time on all the other cases */
3049 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
3050 } else if(Flags & WINEDDFLIP_NOVSYNC) {
3051 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3052 } else if(Flags & WINEDDFLIP_INTERVAL2) {
3053 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
3054 } else if(Flags & WINEDDFLIP_INTERVAL3) {
3055 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
3056 } else {
3057 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
3060 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
3061 hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *) swapchain, NULL, NULL, 0, NULL, 0);
3062 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
3063 return hr;
3066 /* Does a direct frame buffer -> texture copy. Stretching is done
3067 * with single pixel copy calls
3069 static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
3070 IWineD3DSwapChainImpl *swapchain, const WINED3DRECT *srect, const WINED3DRECT *drect,
3071 BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter)
3073 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3074 float xrel, yrel;
3075 UINT row;
3076 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3077 struct wined3d_context *context;
3080 context = context_acquire(myDevice, SrcSurface, CTXUSAGE_BLIT);
3081 surface_internal_preload((IWineD3DSurface *) This, SRGB_RGB);
3082 ENTER_GL();
3084 /* Bind the target texture */
3085 glBindTexture(This->texture_target, This->texture_name);
3086 checkGLcall("glBindTexture");
3087 if(!swapchain) {
3088 TRACE("Reading from an offscreen target\n");
3089 upsidedown = !upsidedown;
3090 glReadBuffer(myDevice->offscreenBuffer);
3091 } else {
3092 GLenum buffer = surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain);
3093 glReadBuffer(buffer);
3095 checkGLcall("glReadBuffer");
3097 xrel = (float) (srect->x2 - srect->x1) / (float) (drect->x2 - drect->x1);
3098 yrel = (float) (srect->y2 - srect->y1) / (float) (drect->y2 - drect->y1);
3100 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
3102 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
3104 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
3105 ERR("Texture filtering not supported in direct blit\n");
3108 else if ((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT)
3109 && ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
3111 ERR("Texture filtering not supported in direct blit\n");
3114 if (upsidedown
3115 && !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
3116 && !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
3118 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
3120 glCopyTexSubImage2D(This->texture_target, This->texture_level,
3121 drect->x1 /*xoffset */, drect->y1 /* y offset */,
3122 srect->x1, Src->currentDesc.Height - srect->y2,
3123 drect->x2 - drect->x1, drect->y2 - drect->y1);
3124 } else {
3125 UINT yoffset = Src->currentDesc.Height - srect->y1 + drect->y1 - 1;
3126 /* I have to process this row by row to swap the image,
3127 * otherwise it would be upside down, so stretching in y direction
3128 * doesn't cost extra time
3130 * However, stretching in x direction can be avoided if not necessary
3132 for(row = drect->y1; row < drect->y2; row++) {
3133 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
3135 /* Well, that stuff works, but it's very slow.
3136 * find a better way instead
3138 UINT col;
3140 for(col = drect->x1; col < drect->x2; col++) {
3141 glCopyTexSubImage2D(This->texture_target, This->texture_level,
3142 drect->x1 + col /* x offset */, row /* y offset */,
3143 srect->x1 + col * xrel, yoffset - (int) (row * yrel), 1, 1);
3145 } else {
3146 glCopyTexSubImage2D(This->texture_target, This->texture_level,
3147 drect->x1 /* x offset */, row /* y offset */,
3148 srect->x1, yoffset - (int) (row * yrel), drect->x2-drect->x1, 1);
3152 checkGLcall("glCopyTexSubImage2D");
3154 LEAVE_GL();
3155 context_release(context);
3157 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3158 * path is never entered
3160 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
3163 /* Uses the hardware to stretch and flip the image */
3164 static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
3165 IWineD3DSwapChainImpl *swapchain, const WINED3DRECT *srect, const WINED3DRECT *drect,
3166 BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter)
3168 GLuint src, backup = 0;
3169 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3170 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3171 float left, right, top, bottom; /* Texture coordinates */
3172 UINT fbwidth = Src->currentDesc.Width;
3173 UINT fbheight = Src->currentDesc.Height;
3174 struct wined3d_context *context;
3175 GLenum drawBuffer = GL_BACK;
3176 GLenum texture_target;
3177 BOOL noBackBufferBackup;
3179 TRACE("Using hwstretch blit\n");
3180 /* Activate the Proper context for reading from the source surface, set it up for blitting */
3181 context = context_acquire(myDevice, SrcSurface, CTXUSAGE_BLIT);
3182 surface_internal_preload((IWineD3DSurface *) This, SRGB_RGB);
3184 noBackBufferBackup = !swapchain && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
3185 if (!noBackBufferBackup && !Src->texture_name)
3187 /* Get it a description */
3188 surface_internal_preload(SrcSurface, SRGB_RGB);
3190 ENTER_GL();
3192 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
3193 * This way we don't have to wait for the 2nd readback to finish to leave this function.
3195 if (context->aux_buffers >= 2)
3197 /* Got more than one aux buffer? Use the 2nd aux buffer */
3198 drawBuffer = GL_AUX1;
3200 else if ((swapchain || myDevice->offscreenBuffer == GL_BACK) && context->aux_buffers >= 1)
3202 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
3203 drawBuffer = GL_AUX0;
3206 if(noBackBufferBackup) {
3207 glGenTextures(1, &backup);
3208 checkGLcall("glGenTextures");
3209 glBindTexture(GL_TEXTURE_2D, backup);
3210 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3211 texture_target = GL_TEXTURE_2D;
3212 } else {
3213 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
3214 * we are reading from the back buffer, the backup can be used as source texture
3216 texture_target = Src->texture_target;
3217 glBindTexture(texture_target, Src->texture_name);
3218 checkGLcall("glBindTexture(texture_target, Src->texture_name)");
3219 glEnable(texture_target);
3220 checkGLcall("glEnable(texture_target)");
3222 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
3223 Src->Flags &= ~SFLAG_INTEXTURE;
3226 if(swapchain) {
3227 glReadBuffer(surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain));
3228 } else {
3229 TRACE("Reading from an offscreen target\n");
3230 upsidedown = !upsidedown;
3231 glReadBuffer(myDevice->offscreenBuffer);
3234 /* TODO: Only back up the part that will be overwritten */
3235 glCopyTexSubImage2D(texture_target, 0,
3236 0, 0 /* read offsets */,
3237 0, 0,
3238 fbwidth,
3239 fbheight);
3241 checkGLcall("glCopyTexSubImage2D");
3243 /* No issue with overriding these - the sampler is dirty due to blit usage */
3244 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
3245 wined3d_gl_mag_filter(magLookup, Filter));
3246 checkGLcall("glTexParameteri");
3247 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
3248 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
3249 checkGLcall("glTexParameteri");
3251 if(!swapchain || (IWineD3DSurface *) Src == swapchain->backBuffer[0]) {
3252 src = backup ? backup : Src->texture_name;
3253 } else {
3254 glReadBuffer(GL_FRONT);
3255 checkGLcall("glReadBuffer(GL_FRONT)");
3257 glGenTextures(1, &src);
3258 checkGLcall("glGenTextures(1, &src)");
3259 glBindTexture(GL_TEXTURE_2D, src);
3260 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
3262 /* TODO: Only copy the part that will be read. Use srect->x1, srect->y2 as origin, but with the width watch
3263 * out for power of 2 sizes
3265 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Src->pow2Width, Src->pow2Height, 0,
3266 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
3267 checkGLcall("glTexImage2D");
3268 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
3269 0, 0 /* read offsets */,
3270 0, 0,
3271 fbwidth,
3272 fbheight);
3274 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3275 checkGLcall("glTexParameteri");
3276 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3277 checkGLcall("glTexParameteri");
3279 glReadBuffer(GL_BACK);
3280 checkGLcall("glReadBuffer(GL_BACK)");
3282 if(texture_target != GL_TEXTURE_2D) {
3283 glDisable(texture_target);
3284 glEnable(GL_TEXTURE_2D);
3285 texture_target = GL_TEXTURE_2D;
3288 checkGLcall("glEnd and previous");
3290 left = srect->x1;
3291 right = srect->x2;
3293 if(upsidedown) {
3294 top = Src->currentDesc.Height - srect->y1;
3295 bottom = Src->currentDesc.Height - srect->y2;
3296 } else {
3297 top = Src->currentDesc.Height - srect->y2;
3298 bottom = Src->currentDesc.Height - srect->y1;
3301 if(Src->Flags & SFLAG_NORMCOORD) {
3302 left /= Src->pow2Width;
3303 right /= Src->pow2Width;
3304 top /= Src->pow2Height;
3305 bottom /= Src->pow2Height;
3308 /* draw the source texture stretched and upside down. The correct surface is bound already */
3309 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3310 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3312 glDrawBuffer(drawBuffer);
3313 glReadBuffer(drawBuffer);
3315 glBegin(GL_QUADS);
3316 /* bottom left */
3317 glTexCoord2f(left, bottom);
3318 glVertex2i(0, fbheight);
3320 /* top left */
3321 glTexCoord2f(left, top);
3322 glVertex2i(0, fbheight - drect->y2 - drect->y1);
3324 /* top right */
3325 glTexCoord2f(right, top);
3326 glVertex2i(drect->x2 - drect->x1, fbheight - drect->y2 - drect->y1);
3328 /* bottom right */
3329 glTexCoord2f(right, bottom);
3330 glVertex2i(drect->x2 - drect->x1, fbheight);
3331 glEnd();
3332 checkGLcall("glEnd and previous");
3334 if (texture_target != This->texture_target)
3336 glDisable(texture_target);
3337 glEnable(This->texture_target);
3338 texture_target = This->texture_target;
3341 /* Now read the stretched and upside down image into the destination texture */
3342 glBindTexture(texture_target, This->texture_name);
3343 checkGLcall("glBindTexture");
3344 glCopyTexSubImage2D(texture_target,
3346 drect->x1, drect->y1, /* xoffset, yoffset */
3347 0, 0, /* We blitted the image to the origin */
3348 drect->x2 - drect->x1, drect->y2 - drect->y1);
3349 checkGLcall("glCopyTexSubImage2D");
3351 if(drawBuffer == GL_BACK) {
3352 /* Write the back buffer backup back */
3353 if(backup) {
3354 if(texture_target != GL_TEXTURE_2D) {
3355 glDisable(texture_target);
3356 glEnable(GL_TEXTURE_2D);
3357 texture_target = GL_TEXTURE_2D;
3359 glBindTexture(GL_TEXTURE_2D, backup);
3360 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3361 } else {
3362 if (texture_target != Src->texture_target)
3364 glDisable(texture_target);
3365 glEnable(Src->texture_target);
3366 texture_target = Src->texture_target;
3368 glBindTexture(Src->texture_target, Src->texture_name);
3369 checkGLcall("glBindTexture(Src->texture_target, Src->texture_name)");
3372 glBegin(GL_QUADS);
3373 /* top left */
3374 glTexCoord2f(0.0f, (float)fbheight / (float)Src->pow2Height);
3375 glVertex2i(0, 0);
3377 /* bottom left */
3378 glTexCoord2f(0.0f, 0.0f);
3379 glVertex2i(0, fbheight);
3381 /* bottom right */
3382 glTexCoord2f((float)fbwidth / (float)Src->pow2Width, 0.0f);
3383 glVertex2i(fbwidth, Src->currentDesc.Height);
3385 /* top right */
3386 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, (float) fbheight / (float) Src->pow2Height);
3387 glVertex2i(fbwidth, 0);
3388 glEnd();
3389 } else {
3390 /* Restore the old draw buffer */
3391 glDrawBuffer(GL_BACK);
3393 glDisable(texture_target);
3394 checkGLcall("glDisable(texture_target)");
3396 /* Cleanup */
3397 if (src != Src->texture_name && src != backup)
3399 glDeleteTextures(1, &src);
3400 checkGLcall("glDeleteTextures(1, &src)");
3402 if(backup) {
3403 glDeleteTextures(1, &backup);
3404 checkGLcall("glDeleteTextures(1, &backup)");
3407 LEAVE_GL();
3408 context_release(context);
3410 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3411 * path is never entered
3413 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
3416 /* Not called from the VTable */
3417 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3418 IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx,
3419 WINED3DTEXTUREFILTERTYPE Filter)
3421 WINED3DRECT rect;
3422 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3423 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
3424 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3426 TRACE("(%p)->(%p,%p,%p,%08x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3428 /* Get the swapchain. One of the surfaces has to be a primary surface */
3429 if(This->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3430 WARN("Destination is in sysmem, rejecting gl blt\n");
3431 return WINED3DERR_INVALIDCALL;
3433 IWineD3DSurface_GetContainer( (IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
3434 if(dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) dstSwapchain);
3435 if(Src) {
3436 if(Src->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3437 WARN("Src is in sysmem, rejecting gl blt\n");
3438 return WINED3DERR_INVALIDCALL;
3440 IWineD3DSurface_GetContainer( (IWineD3DSurface *) Src, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
3441 if(srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) srcSwapchain);
3444 /* Early sort out of cases where no render target is used */
3445 if(!dstSwapchain && !srcSwapchain &&
3446 SrcSurface != myDevice->render_targets[0] && This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3447 TRACE("No surface is render target, not using hardware blit. Src = %p, dst = %p\n", Src, This);
3448 return WINED3DERR_INVALIDCALL;
3451 /* No destination color keying supported */
3452 if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
3453 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3454 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3455 return WINED3DERR_INVALIDCALL;
3458 if (DestRect) {
3459 rect.x1 = DestRect->left;
3460 rect.y1 = DestRect->top;
3461 rect.x2 = DestRect->right;
3462 rect.y2 = DestRect->bottom;
3463 } else {
3464 rect.x1 = 0;
3465 rect.y1 = 0;
3466 rect.x2 = This->currentDesc.Width;
3467 rect.y2 = This->currentDesc.Height;
3470 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3471 if(dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->backBuffer &&
3472 ((IWineD3DSurface *) This == dstSwapchain->frontBuffer) && SrcSurface == dstSwapchain->backBuffer[0]) {
3473 /* Half-life does a Blt from the back buffer to the front buffer,
3474 * Full surface size, no flags... Use present instead
3476 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3479 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3480 while(1)
3482 RECT mySrcRect;
3483 TRACE("Looking if a Present can be done...\n");
3484 /* Source Rectangle must be full surface */
3485 if( SrcRect ) {
3486 if(SrcRect->left != 0 || SrcRect->top != 0 ||
3487 SrcRect->right != Src->currentDesc.Width || SrcRect->bottom != Src->currentDesc.Height) {
3488 TRACE("No, Source rectangle doesn't match\n");
3489 break;
3492 mySrcRect.left = 0;
3493 mySrcRect.top = 0;
3494 mySrcRect.right = Src->currentDesc.Width;
3495 mySrcRect.bottom = Src->currentDesc.Height;
3497 /* No stretching may occur */
3498 if(mySrcRect.right != rect.x2 - rect.x1 ||
3499 mySrcRect.bottom != rect.y2 - rect.y1) {
3500 TRACE("No, stretching is done\n");
3501 break;
3504 /* Destination must be full surface or match the clipping rectangle */
3505 if(This->clipper && ((IWineD3DClipperImpl *) This->clipper)->hWnd)
3507 RECT cliprect;
3508 POINT pos[2];
3509 GetClientRect(((IWineD3DClipperImpl *) This->clipper)->hWnd, &cliprect);
3510 pos[0].x = rect.x1;
3511 pos[0].y = rect.y1;
3512 pos[1].x = rect.x2;
3513 pos[1].y = rect.y2;
3514 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *) This->clipper)->hWnd,
3515 pos, 2);
3517 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
3518 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3520 TRACE("No, dest rectangle doesn't match(clipper)\n");
3521 TRACE("Clip rect at (%d,%d)-(%d,%d)\n", cliprect.left, cliprect.top, cliprect.right, cliprect.bottom);
3522 TRACE("Blt dest: (%d,%d)-(%d,%d)\n", rect.x1, rect.y1, rect.x2, rect.y2);
3523 break;
3526 else
3528 if(rect.x1 != 0 || rect.y1 != 0 ||
3529 rect.x2 != This->currentDesc.Width || rect.y2 != This->currentDesc.Height) {
3530 TRACE("No, dest rectangle doesn't match(surface size)\n");
3531 break;
3535 TRACE("Yes\n");
3537 /* These flags are unimportant for the flag check, remove them */
3538 if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
3539 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3541 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3542 * take very long, while a flip is fast.
3543 * This applies to Half-Life, which does such Blts every time it finished
3544 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3545 * menu. This is also used by all apps when they do windowed rendering
3547 * The problem is that flipping is not really the same as copying. After a
3548 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3549 * untouched. Therefore it's necessary to override the swap effect
3550 * and to set it back after the flip.
3552 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3553 * testcases.
3556 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3557 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3559 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3560 IWineD3DSwapChain_Present((IWineD3DSwapChain *) dstSwapchain, NULL, NULL, 0, NULL, 0);
3562 dstSwapchain->presentParms.SwapEffect = orig_swap;
3564 return WINED3D_OK;
3566 break;
3569 TRACE("Unsupported blit between buffers on the same swapchain\n");
3570 return WINED3DERR_INVALIDCALL;
3571 } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
3572 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3573 return WINED3DERR_INVALIDCALL;
3574 } else if(dstSwapchain && srcSwapchain) {
3575 FIXME("Implement hardware blit between two different swapchains\n");
3576 return WINED3DERR_INVALIDCALL;
3577 } else if(dstSwapchain) {
3578 if(SrcSurface == myDevice->render_targets[0]) {
3579 TRACE("Blit from active render target to a swapchain\n");
3580 /* Handled with regular texture -> swapchain blit */
3582 } else if(srcSwapchain && This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3583 FIXME("Implement blit from a swapchain to the active render target\n");
3584 return WINED3DERR_INVALIDCALL;
3587 if((srcSwapchain || SrcSurface == myDevice->render_targets[0]) && !dstSwapchain) {
3588 /* Blit from render target to texture */
3589 WINED3DRECT srect;
3590 BOOL upsideDown, stretchx;
3591 BOOL paletteOverride = FALSE;
3593 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3594 TRACE("Color keying not supported by frame buffer to texture blit\n");
3595 return WINED3DERR_INVALIDCALL;
3596 /* Destination color key is checked above */
3599 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
3600 * glCopyTexSubImage is a bit picky about the parameters we pass to it
3602 if(SrcRect) {
3603 if(SrcRect->top < SrcRect->bottom) {
3604 srect.y1 = SrcRect->top;
3605 srect.y2 = SrcRect->bottom;
3606 upsideDown = FALSE;
3607 } else {
3608 srect.y1 = SrcRect->bottom;
3609 srect.y2 = SrcRect->top;
3610 upsideDown = TRUE;
3612 srect.x1 = SrcRect->left;
3613 srect.x2 = SrcRect->right;
3614 } else {
3615 srect.x1 = 0;
3616 srect.y1 = 0;
3617 srect.x2 = Src->currentDesc.Width;
3618 srect.y2 = Src->currentDesc.Height;
3619 upsideDown = FALSE;
3621 if(rect.x1 > rect.x2) {
3622 UINT tmp = rect.x2;
3623 rect.x2 = rect.x1;
3624 rect.x1 = tmp;
3625 upsideDown = !upsideDown;
3628 if(rect.x2 - rect.x1 != srect.x2 - srect.x1) {
3629 stretchx = TRUE;
3630 } else {
3631 stretchx = FALSE;
3634 /* When blitting from a render target a texture, the texture isn't required to have a palette.
3635 * In this case grab the palette from the render target. */
3636 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT && !This->palette)
3638 paletteOverride = TRUE;
3639 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3640 This->palette = Src->palette;
3643 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3644 * flip the image nor scale it.
3646 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3647 * -> If the app wants a image width an unscaled width, copy it line per line
3648 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3649 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3650 * back buffer. This is slower than reading line per line, thus not used for flipping
3651 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3652 * pixel by pixel
3654 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3655 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3656 * backends.
3658 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
3659 && myDevice->adapter->gl_info.fbo_ops.glBlitFramebuffer
3660 && surface_can_stretch_rect(Src, This))
3662 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &srect,
3663 (IWineD3DSurface *)This, &rect, Filter, upsideDown);
3664 } else if((!stretchx) || rect.x2 - rect.x1 > Src->currentDesc.Width ||
3665 rect.y2 - rect.y1 > Src->currentDesc.Height) {
3666 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3667 fb_copy_to_texture_direct(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3668 } else {
3669 TRACE("Using hardware stretching to flip / stretch the texture\n");
3670 fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3673 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3674 if(paletteOverride)
3675 This->palette = NULL;
3677 if(!(This->Flags & SFLAG_DONOTFREE)) {
3678 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
3679 This->resource.allocatedMemory = NULL;
3680 This->resource.heapMemory = NULL;
3681 } else {
3682 This->Flags &= ~SFLAG_INSYSMEM;
3685 return WINED3D_OK;
3686 } else if(Src) {
3687 /* Blit from offscreen surface to render target */
3688 float glTexCoord[4];
3689 DWORD oldCKeyFlags = Src->CKeyFlags;
3690 WINEDDCOLORKEY oldBltCKey = Src->SrcBltCKey;
3691 struct wined3d_context *context;
3692 RECT SourceRectangle;
3693 BOOL paletteOverride = FALSE;
3695 TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
3697 if(SrcRect) {
3698 SourceRectangle.left = SrcRect->left;
3699 SourceRectangle.right = SrcRect->right;
3700 SourceRectangle.top = SrcRect->top;
3701 SourceRectangle.bottom = SrcRect->bottom;
3702 } else {
3703 SourceRectangle.left = 0;
3704 SourceRectangle.right = Src->currentDesc.Width;
3705 SourceRectangle.top = 0;
3706 SourceRectangle.bottom = Src->currentDesc.Height;
3709 /* When blitting from an offscreen surface to a rendertarget, the source
3710 * surface is not required to have a palette. Our rendering / conversion
3711 * code further down the road retrieves the palette from the surface, so
3712 * it must have a palette set. */
3713 if (Src->resource.format_desc->format == WINED3DFMT_P8_UINT && !Src->palette)
3715 paletteOverride = TRUE;
3716 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3717 Src->palette = This->palette;
3720 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
3721 && myDevice->adapter->gl_info.fbo_ops.glBlitFramebuffer
3722 && !(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3723 && surface_can_stretch_rect(Src, This))
3725 TRACE("Using stretch_rect_fbo\n");
3726 /* The source is always a texture, but never the currently active render target, and the texture
3727 * contents are never upside down
3729 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, (WINED3DRECT *) &SourceRectangle,
3730 (IWineD3DSurface *)This, &rect, Filter, FALSE);
3732 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3733 if(paletteOverride)
3734 Src->palette = NULL;
3735 return WINED3D_OK;
3738 if(!CalculateTexRect(Src, &SourceRectangle, glTexCoord)) {
3739 /* Fall back to software */
3740 WARN("(%p) Source texture area (%d,%d)-(%d,%d) is too big\n", Src,
3741 SourceRectangle.left, SourceRectangle.top,
3742 SourceRectangle.right, SourceRectangle.bottom);
3743 return WINED3DERR_INVALIDCALL;
3746 /* Color keying: Check if we have to do a color keyed blt,
3747 * and if not check if a color key is activated.
3749 * Just modify the color keying parameters in the surface and restore them afterwards
3750 * The surface keeps track of the color key last used to load the opengl surface.
3751 * PreLoad will catch the change to the flags and color key and reload if necessary.
3753 if(Flags & WINEDDBLT_KEYSRC) {
3754 /* Use color key from surface */
3755 } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
3756 /* Use color key from DDBltFx */
3757 Src->CKeyFlags |= WINEDDSD_CKSRCBLT;
3758 Src->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3759 } else {
3760 /* Do not use color key */
3761 Src->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3764 /* Now load the surface */
3765 surface_internal_preload((IWineD3DSurface *) Src, SRGB_RGB);
3767 /* Activate the destination context, set it up for blitting */
3768 context = context_acquire(myDevice, (IWineD3DSurface *)This, CTXUSAGE_BLIT);
3770 /* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
3771 * while OpenGL coordinates are window relative.
3772 * Also beware of the origin difference(top left vs bottom left).
3773 * Also beware that the front buffer's surface size is screen width x screen height,
3774 * whereas the real gl drawable size is the size of the window.
3776 if (dstSwapchain && (IWineD3DSurface *)This == dstSwapchain->frontBuffer) {
3777 RECT windowsize;
3778 POINT offset = {0,0};
3779 UINT h;
3780 ClientToScreen(dstSwapchain->win_handle, &offset);
3781 GetClientRect(dstSwapchain->win_handle, &windowsize);
3782 h = windowsize.bottom - windowsize.top;
3783 rect.x1 -= offset.x; rect.x2 -=offset.x;
3784 rect.y1 -= offset.y; rect.y2 -=offset.y;
3785 rect.y1 += This->currentDesc.Height - h; rect.y2 += This->currentDesc.Height - h;
3788 if (!is_identity_fixup(This->resource.format_desc->color_fixup))
3790 FIXME("Destination format %s has a fixup, this is not supported.\n",
3791 debug_d3dformat(This->resource.format_desc->format));
3792 dump_color_fixup_desc(This->resource.format_desc->color_fixup);
3795 if (!myDevice->blitter->color_fixup_supported(Src->resource.format_desc->color_fixup))
3797 FIXME("Source format %s has an unsupported fixup:\n",
3798 debug_d3dformat(Src->resource.format_desc->format));
3799 dump_color_fixup_desc(Src->resource.format_desc->color_fixup);
3802 myDevice->blitter->set_shader((IWineD3DDevice *) myDevice, Src->resource.format_desc,
3803 Src->texture_target, Src->pow2Width, Src->pow2Height);
3805 ENTER_GL();
3807 /* Bind the texture */
3808 glBindTexture(Src->texture_target, Src->texture_name);
3809 checkGLcall("glBindTexture");
3811 /* Filtering for StretchRect */
3812 glTexParameteri(Src->texture_target, GL_TEXTURE_MAG_FILTER,
3813 wined3d_gl_mag_filter(magLookup, Filter));
3814 checkGLcall("glTexParameteri");
3815 glTexParameteri(Src->texture_target, GL_TEXTURE_MIN_FILTER,
3816 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
3817 checkGLcall("glTexParameteri");
3818 glTexParameteri(Src->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3819 glTexParameteri(Src->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3820 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
3821 checkGLcall("glTexEnvi");
3823 /* This is for color keying */
3824 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3825 glEnable(GL_ALPHA_TEST);
3826 checkGLcall("glEnable(GL_ALPHA_TEST)");
3828 /* When the primary render target uses P8, the alpha component contains the palette index.
3829 * Which means that the colorkey is one of the palette entries. In other cases pixels that
3830 * should be masked away have alpha set to 0. */
3831 if(primary_render_target_is_p8(myDevice))
3832 glAlphaFunc(GL_NOTEQUAL, (float)Src->SrcBltCKey.dwColorSpaceLowValue / 256.0f);
3833 else
3834 glAlphaFunc(GL_NOTEQUAL, 0.0f);
3835 checkGLcall("glAlphaFunc");
3836 } else {
3837 glDisable(GL_ALPHA_TEST);
3838 checkGLcall("glDisable(GL_ALPHA_TEST)");
3841 /* Draw a textured quad
3843 glBegin(GL_QUADS);
3845 glColor3f(1.0f, 1.0f, 1.0f);
3846 glTexCoord2f(glTexCoord[0], glTexCoord[2]);
3847 glVertex3f(rect.x1, rect.y1, 0.0f);
3849 glTexCoord2f(glTexCoord[0], glTexCoord[3]);
3850 glVertex3f(rect.x1, rect.y2, 0.0f);
3852 glTexCoord2f(glTexCoord[1], glTexCoord[3]);
3853 glVertex3f(rect.x2, rect.y2, 0.0f);
3855 glTexCoord2f(glTexCoord[1], glTexCoord[2]);
3856 glVertex3f(rect.x2, rect.y1, 0.0f);
3858 glEnd();
3859 checkGLcall("glEnd");
3861 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3862 glDisable(GL_ALPHA_TEST);
3863 checkGLcall("glDisable(GL_ALPHA_TEST)");
3866 glBindTexture(Src->texture_target, 0);
3867 checkGLcall("glBindTexture(Src->texture_target, 0)");
3869 /* Restore the color key parameters */
3870 Src->CKeyFlags = oldCKeyFlags;
3871 Src->SrcBltCKey = oldBltCKey;
3873 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3874 if(paletteOverride)
3875 Src->palette = NULL;
3877 LEAVE_GL();
3879 /* Leave the opengl state valid for blitting */
3880 myDevice->blitter->unset_shader((IWineD3DDevice *) myDevice);
3882 /* Flush in case the drawable is used by multiple GL contexts */
3883 if(dstSwapchain && (This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer || dstSwapchain->num_contexts >= 2))
3884 wglFlush();
3886 context_release(context);
3888 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
3889 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
3890 * is outdated now
3892 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INDRAWABLE, TRUE);
3894 return WINED3D_OK;
3895 } else {
3896 /* Source-Less Blit to render target */
3897 if (Flags & WINEDDBLT_COLORFILL) {
3898 /* This is easy to handle for the D3D Device... */
3899 DWORD color;
3901 TRACE("Colorfill\n");
3903 /* This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0] || dstSwapchain
3904 must be true if we are here */
3905 if (This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0] &&
3906 !(This == (IWineD3DSurfaceImpl*) dstSwapchain->frontBuffer ||
3907 (dstSwapchain->backBuffer && This == (IWineD3DSurfaceImpl*) dstSwapchain->backBuffer[0]))) {
3908 TRACE("Surface is higher back buffer, falling back to software\n");
3909 return WINED3DERR_INVALIDCALL;
3912 /* The color as given in the Blt function is in the format of the frame-buffer...
3913 * 'clear' expect it in ARGB format => we need to do some conversion :-)
3915 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT)
3917 DWORD alpha;
3919 if (primary_render_target_is_p8(myDevice)) alpha = DDBltFx->u5.dwFillColor << 24;
3920 else alpha = 0xFF000000;
3922 if (This->palette) {
3923 color = (alpha |
3924 (This->palette->palents[DDBltFx->u5.dwFillColor].peRed << 16) |
3925 (This->palette->palents[DDBltFx->u5.dwFillColor].peGreen << 8) |
3926 (This->palette->palents[DDBltFx->u5.dwFillColor].peBlue));
3927 } else {
3928 color = alpha;
3931 else if (This->resource.format_desc->format == WINED3DFMT_B5G6R5_UNORM)
3933 if (DDBltFx->u5.dwFillColor == 0xFFFF) {
3934 color = 0xFFFFFFFF;
3935 } else {
3936 color = ((0xFF000000) |
3937 ((DDBltFx->u5.dwFillColor & 0xF800) << 8) |
3938 ((DDBltFx->u5.dwFillColor & 0x07E0) << 5) |
3939 ((DDBltFx->u5.dwFillColor & 0x001F) << 3));
3942 else if (This->resource.format_desc->format == WINED3DFMT_B8G8R8_UNORM
3943 || This->resource.format_desc->format == WINED3DFMT_B8G8R8X8_UNORM)
3945 color = 0xFF000000 | DDBltFx->u5.dwFillColor;
3947 else if (This->resource.format_desc->format == WINED3DFMT_B8G8R8A8_UNORM)
3949 color = DDBltFx->u5.dwFillColor;
3951 else {
3952 ERR("Wrong surface type for BLT override(Format doesn't match) !\n");
3953 return WINED3DERR_INVALIDCALL;
3956 TRACE("(%p) executing Render Target override, color = %x\n", This, color);
3957 IWineD3DDeviceImpl_ClearSurface(myDevice, This, 1 /* Number of rectangles */,
3958 &rect, WINED3DCLEAR_TARGET, color, 0.0f /* Z */, 0 /* Stencil */);
3959 return WINED3D_OK;
3963 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3964 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3965 return WINED3DERR_INVALIDCALL;
3968 static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3969 IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx)
3971 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3972 float depth;
3974 if (Flags & WINEDDBLT_DEPTHFILL) {
3975 switch(This->resource.format_desc->format)
3977 case WINED3DFMT_D16_UNORM:
3978 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3979 break;
3980 case WINED3DFMT_S1_UINT_D15_UNORM:
3981 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000fffe;
3982 break;
3983 case WINED3DFMT_D24_UNORM_S8_UINT:
3984 case WINED3DFMT_X8D24_UNORM:
3985 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3986 break;
3987 case WINED3DFMT_D32_UNORM:
3988 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3989 break;
3990 default:
3991 depth = 0.0f;
3992 ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format_desc->format));
3995 return IWineD3DDevice_Clear((IWineD3DDevice *) myDevice,
3996 DestRect == NULL ? 0 : 1,
3997 (const WINED3DRECT *)DestRect,
3998 WINED3DCLEAR_ZBUFFER,
3999 0x00000000,
4000 depth,
4001 0x00000000);
4004 FIXME("(%p): Unsupp depthstencil blit\n", This);
4005 return WINED3DERR_INVALIDCALL;
4008 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
4009 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
4010 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4011 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
4012 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
4013 TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
4014 TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
4016 if ( (This->Flags & SFLAG_LOCKED) || ((Src != NULL) && (Src->Flags & SFLAG_LOCKED)))
4018 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
4019 return WINEDDERR_SURFACEBUSY;
4022 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
4023 * except depth blits, which seem to work
4025 if(iface == myDevice->stencilBufferTarget || (SrcSurface && SrcSurface == myDevice->stencilBufferTarget)) {
4026 if(myDevice->inScene && !(Flags & WINEDDBLT_DEPTHFILL)) {
4027 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
4028 return WINED3DERR_INVALIDCALL;
4029 } else if(IWineD3DSurfaceImpl_BltZ(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) {
4030 TRACE("Z Blit override handled the blit\n");
4031 return WINED3D_OK;
4035 /* Special cases for RenderTargets */
4036 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
4037 ( Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
4038 if(IWineD3DSurfaceImpl_BltOverride(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter) == WINED3D_OK) return WINED3D_OK;
4041 /* For the rest call the X11 surface implementation.
4042 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
4043 * other Blts are rather rare
4045 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter);
4048 static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
4049 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans)
4051 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4052 IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
4053 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
4054 TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
4056 if ( (This->Flags & SFLAG_LOCKED) || (srcImpl->Flags & SFLAG_LOCKED))
4058 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
4059 return WINEDDERR_SURFACEBUSY;
4062 if(myDevice->inScene &&
4063 (iface == myDevice->stencilBufferTarget ||
4064 (Source == myDevice->stencilBufferTarget))) {
4065 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
4066 return WINED3DERR_INVALIDCALL;
4069 /* Special cases for RenderTargets */
4070 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
4071 (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) ) {
4073 RECT SrcRect, DstRect;
4074 DWORD Flags=0;
4076 if(rsrc) {
4077 SrcRect.left = rsrc->left;
4078 SrcRect.top= rsrc->top;
4079 SrcRect.bottom = rsrc->bottom;
4080 SrcRect.right = rsrc->right;
4081 } else {
4082 SrcRect.left = 0;
4083 SrcRect.top = 0;
4084 SrcRect.right = srcImpl->currentDesc.Width;
4085 SrcRect.bottom = srcImpl->currentDesc.Height;
4088 DstRect.left = dstx;
4089 DstRect.top=dsty;
4090 DstRect.right = dstx + SrcRect.right - SrcRect.left;
4091 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
4093 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
4094 if(trans & WINEDDBLTFAST_SRCCOLORKEY)
4095 Flags |= WINEDDBLT_KEYSRC;
4096 if(trans & WINEDDBLTFAST_DESTCOLORKEY)
4097 Flags |= WINEDDBLT_KEYDEST;
4098 if(trans & WINEDDBLTFAST_WAIT)
4099 Flags |= WINEDDBLT_WAIT;
4100 if(trans & WINEDDBLTFAST_DONOTWAIT)
4101 Flags |= WINEDDBLT_DONOTWAIT;
4103 if(IWineD3DSurfaceImpl_BltOverride(This, &DstRect, Source, &SrcRect, Flags, NULL, WINED3DTEXF_POINT) == WINED3D_OK) return WINED3D_OK;
4107 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
4110 static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
4112 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4113 RGBQUAD col[256];
4114 IWineD3DPaletteImpl *pal = This->palette;
4115 unsigned int n;
4116 TRACE("(%p)\n", This);
4118 if (!pal) return WINED3D_OK;
4120 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
4121 || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
4123 int bpp;
4124 GLenum format, internal, type;
4125 CONVERT_TYPES convert;
4127 /* Check if we are using a RTL mode which uses texturing for uploads */
4128 BOOL use_texture = (wined3d_settings.rendertargetlock_mode == RTL_READTEX);
4130 /* Check if we have hardware palette conversion if we have convert is set to NO_CONVERSION */
4131 d3dfmt_get_conv(This, TRUE, use_texture, &format, &internal, &type, &convert, &bpp, FALSE);
4133 if((This->resource.usage & WINED3DUSAGE_RENDERTARGET) && (convert == NO_CONVERSION))
4135 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4136 struct wined3d_context *context;
4138 /* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
4139 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL);
4141 /* We want to force a palette refresh, so mark the drawable as not being up to date */
4142 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
4144 /* Re-upload the palette */
4145 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
4146 d3dfmt_p8_upload_palette(iface, convert);
4147 context_release(context);
4148 } else {
4149 if(!(This->Flags & SFLAG_INSYSMEM)) {
4150 TRACE("Palette changed with surface that does not have an up to date system memory copy\n");
4151 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
4153 TRACE("Dirtifying surface\n");
4154 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
4158 if(This->Flags & SFLAG_DIBSECTION) {
4159 TRACE("(%p): Updating the hdc's palette\n", This);
4160 for (n=0; n<256; n++) {
4161 col[n].rgbRed = pal->palents[n].peRed;
4162 col[n].rgbGreen = pal->palents[n].peGreen;
4163 col[n].rgbBlue = pal->palents[n].peBlue;
4164 col[n].rgbReserved = 0;
4166 SetDIBColorTable(This->hDC, 0, 256, col);
4169 /* Propagate the changes to the drawable when we have a palette. */
4170 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
4171 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, NULL);
4173 return WINED3D_OK;
4176 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
4177 /** Check against the maximum texture sizes supported by the video card **/
4178 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4179 const struct wined3d_gl_info *gl_info = &This->resource.wineD3DDevice->adapter->gl_info;
4180 unsigned int pow2Width, pow2Height;
4182 This->texture_name = 0;
4183 This->texture_target = GL_TEXTURE_2D;
4185 /* Non-power2 support */
4186 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[WINE_NORMALIZED_TEXRECT])
4188 pow2Width = This->currentDesc.Width;
4189 pow2Height = This->currentDesc.Height;
4191 else
4193 /* Find the nearest pow2 match */
4194 pow2Width = pow2Height = 1;
4195 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
4196 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
4198 This->pow2Width = pow2Width;
4199 This->pow2Height = pow2Height;
4201 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height) {
4202 /** TODO: add support for non power two compressed textures **/
4203 if (This->resource.format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
4205 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
4206 This, This->currentDesc.Width, This->currentDesc.Height);
4207 return WINED3DERR_NOTAVAILABLE;
4211 if(pow2Width != This->currentDesc.Width ||
4212 pow2Height != This->currentDesc.Height) {
4213 This->Flags |= SFLAG_NONPOW2;
4216 TRACE("%p\n", This);
4217 if ((This->pow2Width > gl_info->limits.texture_size || This->pow2Height > gl_info->limits.texture_size)
4218 && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
4220 /* one of three options
4221 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)
4222 2: Set the texture to the maximum size (bad idea)
4223 3: WARN and return WINED3DERR_NOTAVAILABLE;
4224 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.
4226 WARN("(%p) Creating an oversized surface: %ux%u (texture is %ux%u)\n",
4227 This, This->pow2Width, This->pow2Height, This->currentDesc.Width, This->currentDesc.Height);
4228 This->Flags |= SFLAG_OVERSIZE;
4230 /* This will be initialized on the first blt */
4231 This->glRect.left = 0;
4232 This->glRect.top = 0;
4233 This->glRect.right = 0;
4234 This->glRect.bottom = 0;
4235 } else {
4236 /* Check this after the oversize check - do not make an oversized surface a texture_rectangle one.
4237 Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
4238 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
4239 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
4241 if (This->Flags & SFLAG_NONPOW2 && gl_info->supported[ARB_TEXTURE_RECTANGLE]
4242 && !(This->resource.format_desc->format == WINED3DFMT_P8_UINT
4243 && gl_info->supported[EXT_PALETTED_TEXTURE]
4244 && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
4246 This->texture_target = GL_TEXTURE_RECTANGLE_ARB;
4247 This->pow2Width = This->currentDesc.Width;
4248 This->pow2Height = This->currentDesc.Height;
4249 This->Flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
4252 /* No oversize, gl rect is the full texture size */
4253 This->Flags &= ~SFLAG_OVERSIZE;
4254 This->glRect.left = 0;
4255 This->glRect.top = 0;
4256 This->glRect.right = This->pow2Width;
4257 This->glRect.bottom = This->pow2Height;
4260 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
4261 switch(wined3d_settings.offscreen_rendering_mode) {
4262 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
4263 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
4264 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
4268 This->Flags |= SFLAG_INSYSMEM;
4270 return WINED3D_OK;
4273 struct depth_blt_info
4275 GLenum binding;
4276 GLenum bind_target;
4277 enum tex_types tex_type;
4278 GLfloat coords[4][3];
4281 static void surface_get_depth_blt_info(GLenum target, GLsizei w, GLsizei h, struct depth_blt_info *info)
4283 GLfloat (*coords)[3] = info->coords;
4285 switch (target)
4287 default:
4288 FIXME("Unsupported texture target %#x\n", target);
4289 /* Fall back to GL_TEXTURE_2D */
4290 case GL_TEXTURE_2D:
4291 info->binding = GL_TEXTURE_BINDING_2D;
4292 info->bind_target = GL_TEXTURE_2D;
4293 info->tex_type = tex_2d;
4294 coords[0][0] = 0.0f; coords[0][1] = 1.0f; coords[0][2] = 0.0f;
4295 coords[1][0] = 1.0f; coords[1][1] = 1.0f; coords[1][2] = 0.0f;
4296 coords[2][0] = 0.0f; coords[2][1] = 0.0f; coords[2][2] = 0.0f;
4297 coords[3][0] = 1.0f; coords[3][1] = 0.0f; coords[3][2] = 0.0f;
4298 break;
4300 case GL_TEXTURE_RECTANGLE_ARB:
4301 info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
4302 info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
4303 info->tex_type = tex_rect;
4304 coords[0][0] = 0.0f; coords[0][1] = h; coords[0][2] = 0.0f;
4305 coords[1][0] = w; coords[1][1] = h; coords[1][2] = 0.0f;
4306 coords[2][0] = 0.0f; coords[2][1] = 0.0f; coords[2][2] = 0.0f;
4307 coords[3][0] = w; coords[3][1] = 0.0f; coords[3][2] = 0.0f;
4308 break;
4310 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
4311 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4312 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4313 info->tex_type = tex_cube;
4314 coords[0][0] = 1.0f; coords[0][1] = -1.0f; coords[0][2] = 1.0f;
4315 coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
4316 coords[2][0] = 1.0f; coords[2][1] = 1.0f; coords[2][2] = 1.0f;
4317 coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
4319 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
4320 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4321 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4322 info->tex_type = tex_cube;
4323 coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
4324 coords[1][0] = -1.0f; coords[1][1] = -1.0f; coords[1][2] = 1.0f;
4325 coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
4326 coords[3][0] = -1.0f; coords[3][1] = 1.0f; coords[3][2] = 1.0f;
4328 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
4329 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4330 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4331 info->tex_type = tex_cube;
4332 coords[0][0] = -1.0f; coords[0][1] = 1.0f; coords[0][2] = 1.0f;
4333 coords[1][0] = 1.0f; coords[1][1] = 1.0f; coords[1][2] = 1.0f;
4334 coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
4335 coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
4337 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
4338 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4339 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4340 info->tex_type = tex_cube;
4341 coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
4342 coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
4343 coords[2][0] = -1.0f; coords[2][1] = -1.0f; coords[2][2] = 1.0f;
4344 coords[3][0] = 1.0f; coords[3][1] = -1.0f; coords[3][2] = 1.0f;
4346 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
4347 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4348 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4349 info->tex_type = tex_cube;
4350 coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = 1.0f;
4351 coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = 1.0f;
4352 coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = 1.0f;
4353 coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = 1.0f;
4355 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
4356 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4357 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4358 info->tex_type = tex_cube;
4359 coords[0][0] = 1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
4360 coords[1][0] = -1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
4361 coords[2][0] = 1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
4362 coords[3][0] = -1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
4366 /* GL locking is done by the caller */
4367 static void surface_depth_blt(IWineD3DSurfaceImpl *This, GLuint texture, GLsizei w, GLsizei h, GLenum target)
4369 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4370 struct depth_blt_info info;
4371 GLint old_binding = 0;
4373 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
4375 glDisable(GL_CULL_FACE);
4376 glDisable(GL_BLEND);
4377 glDisable(GL_ALPHA_TEST);
4378 glDisable(GL_SCISSOR_TEST);
4379 glDisable(GL_STENCIL_TEST);
4380 glEnable(GL_DEPTH_TEST);
4381 glDepthFunc(GL_ALWAYS);
4382 glDepthMask(GL_TRUE);
4383 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
4384 glViewport(0, 0, w, h);
4386 surface_get_depth_blt_info(target, w, h, &info);
4387 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4388 glGetIntegerv(info.binding, &old_binding);
4389 glBindTexture(info.bind_target, texture);
4391 device->shader_backend->shader_select_depth_blt((IWineD3DDevice *)device, info.tex_type);
4393 glBegin(GL_TRIANGLE_STRIP);
4394 glTexCoord3fv(info.coords[0]);
4395 glVertex2f(-1.0f, -1.0f);
4396 glTexCoord3fv(info.coords[1]);
4397 glVertex2f(1.0f, -1.0f);
4398 glTexCoord3fv(info.coords[2]);
4399 glVertex2f(-1.0f, 1.0f);
4400 glTexCoord3fv(info.coords[3]);
4401 glVertex2f(1.0f, 1.0f);
4402 glEnd();
4404 glBindTexture(info.bind_target, old_binding);
4406 glPopAttrib();
4408 device->shader_backend->shader_deselect_depth_blt((IWineD3DDevice *)device);
4411 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) {
4412 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4414 TRACE("(%p) New location %#x\n", This, location);
4416 if (location & ~SFLAG_DS_LOCATIONS) {
4417 FIXME("(%p) Invalid location (%#x) specified\n", This, location);
4420 This->Flags &= ~SFLAG_DS_LOCATIONS;
4421 This->Flags |= location;
4424 /* Context activation is done by the caller. */
4425 void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location)
4427 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4428 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4429 const struct wined3d_gl_info *gl_info = context->gl_info;
4431 TRACE("(%p) New location %#x\n", This, location);
4433 /* TODO: Make this work for modes other than FBO */
4434 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
4436 if (This->Flags & location) {
4437 TRACE("(%p) Location (%#x) is already up to date\n", This, location);
4438 return;
4441 if (This->current_renderbuffer) {
4442 FIXME("(%p) Not supported with fixed up depth stencil\n", This);
4443 return;
4446 if (location == SFLAG_DS_OFFSCREEN) {
4447 if (This->Flags & SFLAG_DS_ONSCREEN) {
4448 GLint old_binding = 0;
4449 GLenum bind_target;
4451 TRACE("(%p) Copying onscreen depth buffer to depth texture\n", This);
4453 ENTER_GL();
4455 if (!device->depth_blt_texture) {
4456 glGenTextures(1, &device->depth_blt_texture);
4459 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4460 * directly on the FBO texture. That's because we need to flip. */
4461 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4462 if (This->texture_target == GL_TEXTURE_RECTANGLE_ARB)
4464 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
4465 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4466 } else {
4467 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
4468 bind_target = GL_TEXTURE_2D;
4470 glBindTexture(bind_target, device->depth_blt_texture);
4471 glCopyTexImage2D(bind_target, This->texture_level, This->resource.format_desc->glInternal,
4472 0, 0, This->currentDesc.Width, This->currentDesc.Height, 0);
4473 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4474 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4475 glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
4476 glTexParameteri(bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
4477 glTexParameteri(bind_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
4478 glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
4479 glBindTexture(bind_target, old_binding);
4481 /* Setup the destination */
4482 if (!device->depth_blt_rb) {
4483 gl_info->fbo_ops.glGenRenderbuffers(1, &device->depth_blt_rb);
4484 checkGLcall("glGenRenderbuffersEXT");
4486 if (device->depth_blt_rb_w != This->currentDesc.Width
4487 || device->depth_blt_rb_h != This->currentDesc.Height) {
4488 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, device->depth_blt_rb);
4489 checkGLcall("glBindRenderbufferEXT");
4490 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8,
4491 This->currentDesc.Width, This->currentDesc.Height);
4492 checkGLcall("glRenderbufferStorageEXT");
4493 device->depth_blt_rb_w = This->currentDesc.Width;
4494 device->depth_blt_rb_h = This->currentDesc.Height;
4497 context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
4498 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
4499 GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, device->depth_blt_rb);
4500 checkGLcall("glFramebufferRenderbufferEXT");
4501 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, iface, FALSE);
4503 /* Do the actual blit */
4504 surface_depth_blt(This, device->depth_blt_texture, This->currentDesc.Width, This->currentDesc.Height, bind_target);
4505 checkGLcall("depth_blt");
4507 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4508 else context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4510 LEAVE_GL();
4511 } else {
4512 FIXME("No up to date depth stencil location\n");
4514 } else if (location == SFLAG_DS_ONSCREEN) {
4515 if (This->Flags & SFLAG_DS_OFFSCREEN) {
4516 TRACE("(%p) Copying depth texture to onscreen depth buffer\n", This);
4518 ENTER_GL();
4520 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4521 surface_depth_blt(This, This->texture_name, This->currentDesc.Width,
4522 This->currentDesc.Height, This->texture_target);
4523 checkGLcall("depth_blt");
4525 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4527 LEAVE_GL();
4528 } else {
4529 FIXME("No up to date depth stencil location\n");
4531 } else {
4532 ERR("(%p) Invalid location (%#x) specified\n", This, location);
4535 This->Flags |= location;
4538 static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
4539 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4540 IWineD3DBaseTexture *texture;
4541 IWineD3DSurfaceImpl *overlay;
4543 TRACE("(%p)->(%s, %s)\n", iface, debug_surflocation(flag),
4544 persistent ? "TRUE" : "FALSE");
4546 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4547 if (This->Flags & SFLAG_SWAPCHAIN)
4549 TRACE("Surface %p is an onscreen surface\n", iface);
4550 } else {
4551 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4552 if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4556 if(persistent) {
4557 if(((This->Flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE)) ||
4558 ((This->Flags & SFLAG_INSRGBTEX) && !(flag & SFLAG_INSRGBTEX))) {
4559 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4560 TRACE("Passing to container\n");
4561 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4562 IWineD3DBaseTexture_Release(texture);
4565 This->Flags &= ~SFLAG_LOCATIONS;
4566 This->Flags |= flag;
4568 /* Redraw emulated overlays, if any */
4569 if(flag & SFLAG_INDRAWABLE && !list_empty(&This->overlays)) {
4570 LIST_FOR_EACH_ENTRY(overlay, &This->overlays, IWineD3DSurfaceImpl, overlay_entry) {
4571 IWineD3DSurface_DrawOverlay((IWineD3DSurface *) overlay);
4574 } else {
4575 if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))) {
4576 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4577 TRACE("Passing to container\n");
4578 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4579 IWineD3DBaseTexture_Release(texture);
4582 This->Flags &= ~flag;
4585 if(!(This->Flags & SFLAG_LOCATIONS)) {
4586 ERR("%p: Surface does not have any up to date location\n", This);
4590 struct coords {
4591 GLfloat x, y, z;
4594 struct float_rect
4596 float l;
4597 float t;
4598 float r;
4599 float b;
4602 static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
4604 f->l = ((r->left * 2.0f) / w) - 1.0f;
4605 f->t = ((r->top * 2.0f) / h) - 1.0f;
4606 f->r = ((r->right * 2.0f) / w) - 1.0f;
4607 f->b = ((r->bottom * 2.0f) / h) - 1.0f;
4610 static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in)
4612 struct wined3d_context *context;
4613 struct coords coords[4];
4614 RECT rect;
4615 IWineD3DSwapChain *swapchain;
4616 IWineD3DBaseTexture *texture;
4617 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4618 GLenum bind_target;
4619 struct float_rect f;
4621 if(rect_in) {
4622 rect = *rect_in;
4623 } else {
4624 rect.left = 0;
4625 rect.top = 0;
4626 rect.right = This->currentDesc.Width;
4627 rect.bottom = This->currentDesc.Height;
4630 switch (This->texture_target)
4632 case GL_TEXTURE_2D:
4633 bind_target = GL_TEXTURE_2D;
4635 coords[0].x = (float)rect.left / This->pow2Width;
4636 coords[0].y = (float)rect.top / This->pow2Height;
4637 coords[0].z = 0;
4639 coords[1].x = (float)rect.left / This->pow2Width;
4640 coords[1].y = (float)rect.bottom / This->pow2Height;
4641 coords[1].z = 0;
4643 coords[2].x = (float)rect.right / This->pow2Width;
4644 coords[2].y = (float)rect.bottom / This->pow2Height;
4645 coords[2].z = 0;
4647 coords[3].x = (float)rect.right / This->pow2Width;
4648 coords[3].y = (float)rect.top / This->pow2Height;
4649 coords[3].z = 0;
4650 break;
4652 case GL_TEXTURE_RECTANGLE_ARB:
4653 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4654 coords[0].x = rect.left; coords[0].y = rect.top; coords[0].z = 0;
4655 coords[1].x = rect.left; coords[1].y = rect.bottom; coords[1].z = 0;
4656 coords[2].x = rect.right; coords[2].y = rect.bottom; coords[2].z = 0;
4657 coords[3].x = rect.right; coords[3].y = rect.top; coords[3].z = 0;
4658 break;
4660 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
4661 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4662 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4663 coords[0].x = 1; coords[0].y = -f.t; coords[0].z = -f.l;
4664 coords[1].x = 1; coords[1].y = -f.b; coords[1].z = -f.l;
4665 coords[2].x = 1; coords[2].y = -f.b; coords[2].z = -f.r;
4666 coords[3].x = 1; coords[3].y = -f.t; coords[3].z = -f.r;
4667 break;
4669 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
4670 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4671 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4672 coords[0].x = -1; coords[0].y = -f.t; coords[0].z = f.l;
4673 coords[1].x = -1; coords[1].y = -f.b; coords[1].z = f.l;
4674 coords[2].x = -1; coords[2].y = -f.b; coords[2].z = f.r;
4675 coords[3].x = -1; coords[3].y = -f.t; coords[3].z = f.r;
4676 break;
4678 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
4679 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4680 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4681 coords[0].x = f.l; coords[0].y = 1; coords[0].z = f.t;
4682 coords[1].x = f.l; coords[1].y = 1; coords[1].z = f.b;
4683 coords[2].x = f.r; coords[2].y = 1; coords[2].z = f.b;
4684 coords[3].x = f.r; coords[3].y = 1; coords[3].z = f.t;
4685 break;
4687 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
4688 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4689 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4690 coords[0].x = f.l; coords[0].y = -1; coords[0].z = -f.t;
4691 coords[1].x = f.l; coords[1].y = -1; coords[1].z = -f.b;
4692 coords[2].x = f.r; coords[2].y = -1; coords[2].z = -f.b;
4693 coords[3].x = f.r; coords[3].y = -1; coords[3].z = -f.t;
4694 break;
4696 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
4697 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4698 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4699 coords[0].x = f.l; coords[0].y = -f.t; coords[0].z = 1;
4700 coords[1].x = f.l; coords[1].y = -f.b; coords[1].z = 1;
4701 coords[2].x = f.r; coords[2].y = -f.b; coords[2].z = 1;
4702 coords[3].x = f.r; coords[3].y = -f.t; coords[3].z = 1;
4703 break;
4705 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
4706 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4707 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4708 coords[0].x = -f.l; coords[0].y = -f.t; coords[0].z = -1;
4709 coords[1].x = -f.l; coords[1].y = -f.b; coords[1].z = -1;
4710 coords[2].x = -f.r; coords[2].y = -f.b; coords[2].z = -1;
4711 coords[3].x = -f.r; coords[3].y = -f.t; coords[3].z = -1;
4712 break;
4714 default:
4715 ERR("Unexpected texture target %#x\n", This->texture_target);
4716 return;
4719 context = context_acquire(device, (IWineD3DSurface*)This, CTXUSAGE_BLIT);
4721 ENTER_GL();
4723 glEnable(bind_target);
4724 checkGLcall("glEnable(bind_target)");
4725 glBindTexture(bind_target, This->texture_name);
4726 checkGLcall("glBindTexture(bind_target, This->texture_name)");
4727 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4728 checkGLcall("glTexParameteri");
4729 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4730 checkGLcall("glTexParameteri");
4732 if (context->render_offscreen)
4734 LONG tmp = rect.top;
4735 rect.top = rect.bottom;
4736 rect.bottom = tmp;
4739 glBegin(GL_QUADS);
4740 glTexCoord3fv(&coords[0].x);
4741 glVertex2i(rect.left, rect.top);
4743 glTexCoord3fv(&coords[1].x);
4744 glVertex2i(rect.left, rect.bottom);
4746 glTexCoord3fv(&coords[2].x);
4747 glVertex2i(rect.right, rect.bottom);
4749 glTexCoord3fv(&coords[3].x);
4750 glVertex2i(rect.right, rect.top);
4751 glEnd();
4752 checkGLcall("glEnd");
4754 glDisable(bind_target);
4755 checkGLcall("glDisable(bind_target)");
4757 LEAVE_GL();
4759 if(SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DSwapChain, (void **) &swapchain)))
4761 /* Make sure to flush the buffers. This is needed in apps like Red Alert II and Tiberian SUN that use multiple WGL contexts. */
4762 if(((IWineD3DSwapChainImpl*)swapchain)->frontBuffer == (IWineD3DSurface*)This ||
4763 ((IWineD3DSwapChainImpl*)swapchain)->num_contexts >= 2)
4764 wglFlush();
4766 IWineD3DSwapChain_Release(swapchain);
4767 } else {
4768 /* We changed the filtering settings on the texture. Inform the container about this to get the filters
4769 * reset properly next draw
4771 if(SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DBaseTexture, (void **) &texture)))
4773 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
4774 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
4775 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
4776 IWineD3DBaseTexture_Release(texture);
4780 context_release(context);
4783 /*****************************************************************************
4784 * IWineD3DSurface::LoadLocation
4786 * Copies the current surface data from wherever it is to the requested
4787 * location. The location is one of the surface flags, SFLAG_INSYSMEM,
4788 * SFLAG_INTEXTURE and SFLAG_INDRAWABLE. When the surface is current in
4789 * multiple locations, the gl texture is preferred over the drawable, which is
4790 * preferred over system memory. The PBO counts as system memory. If rect is
4791 * not NULL, only the specified rectangle is copied (only supported for
4792 * sysmem<->drawable copies at the moment). If rect is NULL, the destination
4793 * location is marked up to date after the copy.
4795 * Parameters:
4796 * flag: Surface location flag to be updated
4797 * rect: rectangle to be copied
4799 * Returns:
4800 * WINED3D_OK on success
4801 * WINED3DERR_DEVICELOST on an internal error
4803 *****************************************************************************/
4804 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
4805 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4806 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4807 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4808 GLenum format, internal, type;
4809 CONVERT_TYPES convert;
4810 int bpp;
4811 int width, pitch, outpitch;
4812 BYTE *mem;
4813 BOOL drawable_read_ok = TRUE;
4815 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4816 if (This->Flags & SFLAG_SWAPCHAIN)
4818 TRACE("Surface %p is an onscreen surface\n", iface);
4819 } else {
4820 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4821 * Prefer SFLAG_INTEXTURE. */
4822 if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
4823 drawable_read_ok = FALSE;
4827 TRACE("(%p)->(%s, %p)\n", iface, debug_surflocation(flag), rect);
4828 if(rect) {
4829 TRACE("Rectangle: (%d,%d)-(%d,%d)\n", rect->left, rect->top, rect->right, rect->bottom);
4832 if(This->Flags & flag) {
4833 TRACE("Location already up to date\n");
4834 return WINED3D_OK;
4837 if(!(This->Flags & SFLAG_LOCATIONS)) {
4838 ERR("%p: Surface does not have any up to date location\n", This);
4839 This->Flags |= SFLAG_LOST;
4840 return WINED3DERR_DEVICELOST;
4843 if(flag == SFLAG_INSYSMEM) {
4844 surface_prepare_system_memory(This);
4846 /* Download the surface to system memory */
4847 if (This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))
4849 struct wined3d_context *context = NULL;
4851 if (!device->isInDraw) context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
4853 surface_bind_and_dirtify(This, !(This->Flags & SFLAG_INTEXTURE));
4854 surface_download_data(This);
4856 if (context) context_release(context);
4858 else
4860 /* Note: It might be faster to download into a texture first. */
4861 read_from_framebuffer(This, rect,
4862 This->resource.allocatedMemory,
4863 IWineD3DSurface_GetPitch(iface));
4865 } else if(flag == SFLAG_INDRAWABLE) {
4866 if(This->Flags & SFLAG_INTEXTURE) {
4867 surface_blt_to_drawable(This, rect);
4868 } else {
4869 if((This->Flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX) {
4870 /* This needs a shader to convert the srgb data sampled from the GL texture into RGB
4871 * values, otherwise we get incorrect values in the target. For now go the slow way
4872 * via a system memory copy
4874 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4877 d3dfmt_get_conv(This, TRUE /* We need color keying */, FALSE /* We won't use textures */, &format, &internal, &type, &convert, &bpp, FALSE);
4879 /* The width is in 'length' not in bytes */
4880 width = This->currentDesc.Width;
4881 pitch = IWineD3DSurface_GetPitch(iface);
4883 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4884 * but it isn't set (yet) in all cases it is getting called. */
4885 if ((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO))
4887 struct wined3d_context *context = NULL;
4889 TRACE("Removing the pbo attached to surface %p\n", This);
4891 if (!device->isInDraw) context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
4892 surface_remove_pbo(This);
4893 if (context) context_release(context);
4896 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4897 int height = This->currentDesc.Height;
4899 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4900 outpitch = width * bpp;
4901 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4903 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4904 if(!mem) {
4905 ERR("Out of memory %d, %d!\n", outpitch, height);
4906 return WINED3DERR_OUTOFVIDEOMEMORY;
4908 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4910 This->Flags |= SFLAG_CONVERTED;
4911 } else {
4912 This->Flags &= ~SFLAG_CONVERTED;
4913 mem = This->resource.allocatedMemory;
4916 flush_to_framebuffer_drawpixels(This, format, type, bpp, mem);
4918 /* Don't delete PBO memory */
4919 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4920 HeapFree(GetProcessHeap(), 0, mem);
4922 } else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */ {
4923 if (drawable_read_ok && (This->Flags & SFLAG_INDRAWABLE)) {
4924 read_from_framebuffer_texture(This, flag == SFLAG_INSRGBTEX);
4926 else
4928 /* Upload from system memory */
4929 BOOL srgb = flag == SFLAG_INSRGBTEX;
4930 DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
4931 struct wined3d_context *context = NULL;
4933 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */,
4934 &format, &internal, &type, &convert, &bpp, srgb);
4936 if(srgb) {
4937 if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE) {
4938 /* Performance warning ... */
4939 FIXME("%p: Downloading rgb texture to reload it as srgb\n", This);
4940 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4942 } else {
4943 if((This->Flags & (SFLAG_INSRGBTEX | SFLAG_INSYSMEM)) == SFLAG_INSRGBTEX) {
4944 /* Performance warning ... */
4945 FIXME("%p: Downloading srgb texture to reload it as rgb\n", This);
4946 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4949 if(!(This->Flags & SFLAG_INSYSMEM)) {
4950 /* Should not happen */
4951 ERR("Trying to load a texture from sysmem, but SFLAG_INSYSMEM is not set\n");
4952 /* Lets hope we get it from somewhere... */
4953 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4956 if (!device->isInDraw) context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
4957 surface_bind_and_dirtify(This, srgb);
4959 if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
4960 This->Flags |= SFLAG_GLCKEY;
4961 This->glCKey = This->SrcBltCKey;
4963 else This->Flags &= ~SFLAG_GLCKEY;
4965 /* The width is in 'length' not in bytes */
4966 width = This->currentDesc.Width;
4967 pitch = IWineD3DSurface_GetPitch(iface);
4969 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4970 * but it isn't set (yet) in all cases it is getting called. */
4971 if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4972 TRACE("Removing the pbo attached to surface %p\n", This);
4973 surface_remove_pbo(This);
4976 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4977 int height = This->currentDesc.Height;
4979 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4980 outpitch = width * bpp;
4981 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4983 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4984 if(!mem) {
4985 ERR("Out of memory %d, %d!\n", outpitch, height);
4986 if (context) context_release(context);
4987 return WINED3DERR_OUTOFVIDEOMEMORY;
4989 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4991 This->Flags |= SFLAG_CONVERTED;
4993 else if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
4994 && (gl_info->supported[EXT_PALETTED_TEXTURE] || gl_info->supported[ARB_FRAGMENT_PROGRAM]))
4996 d3dfmt_p8_upload_palette(iface, convert);
4997 This->Flags &= ~SFLAG_CONVERTED;
4998 mem = This->resource.allocatedMemory;
4999 } else {
5000 This->Flags &= ~SFLAG_CONVERTED;
5001 mem = This->resource.allocatedMemory;
5004 /* Make sure the correct pitch is used */
5005 ENTER_GL();
5006 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
5007 LEAVE_GL();
5009 if ((This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE)) {
5010 TRACE("non power of two support\n");
5011 if(!(This->Flags & alloc_flag)) {
5012 surface_allocate_surface(This, internal, This->pow2Width, This->pow2Height, format, type);
5013 This->Flags |= alloc_flag;
5015 if (mem || (This->Flags & SFLAG_PBO)) {
5016 surface_upload_data(This, internal, This->currentDesc.Width, This->currentDesc.Height, format, type, mem);
5018 } else {
5019 /* When making the realloc conditional, keep in mind that GL_APPLE_client_storage may be in use, and This->resource.allocatedMemory
5020 * changed. So also keep track of memory changes. In this case the texture has to be reallocated
5022 if(!(This->Flags & alloc_flag)) {
5023 surface_allocate_surface(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type);
5024 This->Flags |= alloc_flag;
5026 if (mem || (This->Flags & SFLAG_PBO)) {
5027 surface_upload_data(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type, mem);
5031 /* Restore the default pitch */
5032 ENTER_GL();
5033 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
5034 LEAVE_GL();
5036 if (context) context_release(context);
5038 /* Don't delete PBO memory */
5039 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
5040 HeapFree(GetProcessHeap(), 0, mem);
5044 if(rect == NULL) {
5045 This->Flags |= flag;
5048 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !(This->Flags & SFLAG_SWAPCHAIN)
5049 && (This->Flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE))) {
5050 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
5051 This->Flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
5054 return WINED3D_OK;
5057 static HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container)
5059 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
5060 IWineD3DSwapChain *swapchain = NULL;
5062 /* Update the drawable size method */
5063 if(container) {
5064 IWineD3DBase_QueryInterface(container, &IID_IWineD3DSwapChain, (void **) &swapchain);
5066 if(swapchain) {
5067 This->get_drawable_size = get_drawable_size_swapchain;
5068 IWineD3DSwapChain_Release(swapchain);
5069 } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
5070 switch(wined3d_settings.offscreen_rendering_mode) {
5071 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
5072 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
5073 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
5077 return IWineD3DBaseSurfaceImpl_SetContainer(iface, container);
5080 static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
5081 return SURFACE_OPENGL;
5084 static HRESULT WINAPI IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
5085 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
5086 HRESULT hr;
5088 /* If there's no destination surface there is nothing to do */
5089 if(!This->overlay_dest) return WINED3D_OK;
5091 /* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
5092 * update the overlay. Prevent an endless recursion
5094 if(This->overlay_dest->Flags & SFLAG_INOVERLAYDRAW) {
5095 return WINED3D_OK;
5097 This->overlay_dest->Flags |= SFLAG_INOVERLAYDRAW;
5098 hr = IWineD3DSurfaceImpl_Blt((IWineD3DSurface *) This->overlay_dest, &This->overlay_destrect,
5099 iface, &This->overlay_srcrect, WINEDDBLT_WAIT,
5100 NULL, WINED3DTEXF_LINEAR);
5101 This->overlay_dest->Flags &= ~SFLAG_INOVERLAYDRAW;
5103 return hr;
5106 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
5108 /* IUnknown */
5109 IWineD3DBaseSurfaceImpl_QueryInterface,
5110 IWineD3DBaseSurfaceImpl_AddRef,
5111 IWineD3DSurfaceImpl_Release,
5112 /* IWineD3DResource */
5113 IWineD3DBaseSurfaceImpl_GetParent,
5114 IWineD3DBaseSurfaceImpl_GetDevice,
5115 IWineD3DBaseSurfaceImpl_SetPrivateData,
5116 IWineD3DBaseSurfaceImpl_GetPrivateData,
5117 IWineD3DBaseSurfaceImpl_FreePrivateData,
5118 IWineD3DBaseSurfaceImpl_SetPriority,
5119 IWineD3DBaseSurfaceImpl_GetPriority,
5120 IWineD3DSurfaceImpl_PreLoad,
5121 IWineD3DSurfaceImpl_UnLoad,
5122 IWineD3DBaseSurfaceImpl_GetType,
5123 /* IWineD3DSurface */
5124 IWineD3DBaseSurfaceImpl_GetContainer,
5125 IWineD3DBaseSurfaceImpl_GetDesc,
5126 IWineD3DSurfaceImpl_LockRect,
5127 IWineD3DSurfaceImpl_UnlockRect,
5128 IWineD3DSurfaceImpl_GetDC,
5129 IWineD3DSurfaceImpl_ReleaseDC,
5130 IWineD3DSurfaceImpl_Flip,
5131 IWineD3DSurfaceImpl_Blt,
5132 IWineD3DBaseSurfaceImpl_GetBltStatus,
5133 IWineD3DBaseSurfaceImpl_GetFlipStatus,
5134 IWineD3DBaseSurfaceImpl_IsLost,
5135 IWineD3DBaseSurfaceImpl_Restore,
5136 IWineD3DSurfaceImpl_BltFast,
5137 IWineD3DBaseSurfaceImpl_GetPalette,
5138 IWineD3DBaseSurfaceImpl_SetPalette,
5139 IWineD3DSurfaceImpl_RealizePalette,
5140 IWineD3DBaseSurfaceImpl_SetColorKey,
5141 IWineD3DBaseSurfaceImpl_GetPitch,
5142 IWineD3DSurfaceImpl_SetMem,
5143 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
5144 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
5145 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
5146 IWineD3DBaseSurfaceImpl_UpdateOverlay,
5147 IWineD3DBaseSurfaceImpl_SetClipper,
5148 IWineD3DBaseSurfaceImpl_GetClipper,
5149 /* Internal use: */
5150 IWineD3DSurfaceImpl_LoadTexture,
5151 IWineD3DSurfaceImpl_BindTexture,
5152 IWineD3DSurfaceImpl_SaveSnapshot,
5153 IWineD3DSurfaceImpl_SetContainer,
5154 IWineD3DBaseSurfaceImpl_GetData,
5155 IWineD3DSurfaceImpl_SetFormat,
5156 IWineD3DSurfaceImpl_PrivateSetup,
5157 IWineD3DSurfaceImpl_ModifyLocation,
5158 IWineD3DSurfaceImpl_LoadLocation,
5159 IWineD3DSurfaceImpl_GetImplType,
5160 IWineD3DSurfaceImpl_DrawOverlay
5162 #undef GLINFO_LOCATION
5164 #define GLINFO_LOCATION device->adapter->gl_info
5165 static HRESULT ffp_blit_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
5166 /* Context activation is done by the caller. */
5167 static void ffp_blit_free(IWineD3DDevice *iface) { }
5169 /* Context activation is done by the caller. */
5170 static HRESULT ffp_blit_set(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
5171 GLenum textype, UINT width, UINT height)
5173 ENTER_GL();
5174 glEnable(textype);
5175 checkGLcall("glEnable(textype)");
5176 LEAVE_GL();
5177 return WINED3D_OK;
5180 /* Context activation is done by the caller. */
5181 static void ffp_blit_unset(IWineD3DDevice *iface)
5183 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
5184 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5186 ENTER_GL();
5187 glDisable(GL_TEXTURE_2D);
5188 checkGLcall("glDisable(GL_TEXTURE_2D)");
5189 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5191 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5192 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5194 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5196 glDisable(GL_TEXTURE_RECTANGLE_ARB);
5197 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5199 LEAVE_GL();
5202 static BOOL ffp_blit_color_fixup_supported(struct color_fixup_desc fixup)
5204 if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
5206 TRACE("Checking support for fixup:\n");
5207 dump_color_fixup_desc(fixup);
5210 /* We only support identity conversions. */
5211 if (is_identity_fixup(fixup))
5213 TRACE("[OK]\n");
5214 return TRUE;
5217 TRACE("[FAILED]\n");
5218 return FALSE;
5221 const struct blit_shader ffp_blit = {
5222 ffp_blit_alloc,
5223 ffp_blit_free,
5224 ffp_blit_set,
5225 ffp_blit_unset,
5226 ffp_blit_color_fixup_supported