2 * IDirect3DSurface8 implementation
4 * Copyright 2002-2003 Jason Edmeades
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
27 #define NONAMELESSUNION
28 #define NONAMELESSSTRUCT
33 #include "wine/debug.h"
35 #include "d3d8_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface
);
39 /* IDirect3DVolume IUnknown parts follow: */
40 HRESULT WINAPI
IDirect3DSurface8Impl_QueryInterface(LPDIRECT3DSURFACE8 iface
,REFIID riid
,LPVOID
*ppobj
)
42 ICOM_THIS(IDirect3DSurface8Impl
,iface
);
44 if (IsEqualGUID(riid
, &IID_IUnknown
)
45 || IsEqualGUID(riid
, &IID_IDirect3DSurface8
)) {
46 IDirect3DSurface8Impl_AddRef(iface
);
51 WARN("(%p)->(%s,%p),not found\n",This
,debugstr_guid(riid
),ppobj
);
55 ULONG WINAPI
IDirect3DSurface8Impl_AddRef(LPDIRECT3DSURFACE8 iface
) {
56 ICOM_THIS(IDirect3DSurface8Impl
,iface
);
57 TRACE("(%p) : AddRef from %ld\n", This
, This
->ref
);
61 ULONG WINAPI
IDirect3DSurface8Impl_Release(LPDIRECT3DSURFACE8 iface
) {
62 ICOM_THIS(IDirect3DSurface8Impl
,iface
);
63 ULONG ref
= --This
->ref
;
64 TRACE("(%p) : ReleaseRef to %ld\n", This
, This
->ref
);
66 HeapFree(GetProcessHeap(), 0, This
->allocatedMemory
);
67 HeapFree(GetProcessHeap(), 0, This
);
72 /* IDirect3DSurface8: */
73 HRESULT WINAPI
IDirect3DSurface8Impl_GetDevice(LPDIRECT3DSURFACE8 iface
, IDirect3DDevice8
** ppDevice
) {
74 ICOM_THIS(IDirect3DSurface8Impl
,iface
);
75 TRACE("(%p) : returning %p\n", This
, This
->Device
);
76 *ppDevice
= (LPDIRECT3DDEVICE8
) This
->Device
;
78 * Note Calling this method will increase the internal reference count
79 * on the IDirect3DDevice8 interface.
81 IDirect3DDevice8Impl_AddRef(*ppDevice
);
85 HRESULT WINAPI
IDirect3DSurface8Impl_SetPrivateData(LPDIRECT3DSURFACE8 iface
, REFGUID refguid
, CONST
void* pData
, DWORD SizeOfData
, DWORD Flags
) {
86 ICOM_THIS(IDirect3DSurface8Impl
,iface
);
87 FIXME("(%p) : stub\n", This
);
91 HRESULT WINAPI
IDirect3DSurface8Impl_GetPrivateData(LPDIRECT3DSURFACE8 iface
, REFGUID refguid
, void* pData
, DWORD
* pSizeOfData
) {
92 ICOM_THIS(IDirect3DSurface8Impl
,iface
);
93 FIXME("(%p) : stub\n", This
);
97 HRESULT WINAPI
IDirect3DSurface8Impl_FreePrivateData(LPDIRECT3DSURFACE8 iface
, REFGUID refguid
) {
98 ICOM_THIS(IDirect3DSurface8Impl
,iface
);
99 FIXME("(%p) : stub\n", This
);
103 HRESULT WINAPI
IDirect3DSurface8Impl_GetContainer(LPDIRECT3DSURFACE8 iface
, REFIID riid
, void** ppContainer
) {
104 ICOM_THIS(IDirect3DSurface8Impl
,iface
);
106 res
= IUnknown_QueryInterface(This
->Container
, riid
, ppContainer
);
107 if (E_NOINTERFACE
== res
) {
109 * If the surface is created using CreateImageSurface, CreateRenderTarget,
110 * or CreateDepthStencilSurface, the surface is considered stand alone. In this case,
111 * GetContainer will return the Direct3D device used to create the surface.
113 res
= IUnknown_QueryInterface(This
->Container
, &IID_IDirect3DDevice8
, ppContainer
);
115 TRACE("(%p) : returning %p\n", This
, *ppContainer
);
119 HRESULT WINAPI
IDirect3DSurface8Impl_GetDesc(LPDIRECT3DSURFACE8 iface
, D3DSURFACE_DESC
*pDesc
) {
120 ICOM_THIS(IDirect3DSurface8Impl
,iface
);
122 TRACE("(%p) : copying into %p\n", This
, pDesc
);
123 memcpy(pDesc
, &This
->myDesc
, sizeof(D3DSURFACE_DESC
));
127 HRESULT WINAPI
IDirect3DSurface8Impl_LockRect(LPDIRECT3DSURFACE8 iface
, D3DLOCKED_RECT
* pLockedRect
, CONST RECT
* pRect
, DWORD Flags
) {
129 ICOM_THIS(IDirect3DSurface8Impl
,iface
);
131 /* fixme: should we really lock as such? */
133 if (FALSE
== This
->lockable
) {
134 /* Note: UpdateTextures calls CopyRects which calls this routine to populate the
135 texture regions, and since the destination is an unlockable region we need
137 TRACE("Warning: trying to lock unlockable surf@%p\n", This
);
138 /*return D3DERR_INVALIDCALL; */
141 if (This
== This
->Device
->backBuffer
|| This
== This
->Device
->renderTarget
|| This
== This
->Device
->frontBuffer
|| This
->Device
->depthStencilBuffer
) {
142 if (This
== This
->Device
->backBuffer
) {
143 TRACE("(%p, backBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This
, pRect
, Flags
, pLockedRect
, This
->allocatedMemory
);
144 } else if (This
== This
->Device
->frontBuffer
) {
145 TRACE("(%p, frontBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This
, pRect
, Flags
, pLockedRect
, This
->allocatedMemory
);
146 } else if (This
== This
->Device
->renderTarget
) {
147 TRACE("(%p, renderTarget) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This
, pRect
, Flags
, pLockedRect
, This
->allocatedMemory
);
148 } else if (This
== This
->Device
->depthStencilBuffer
) {
149 TRACE("(%p, stencilBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This
, pRect
, Flags
, pLockedRect
, This
->allocatedMemory
);
152 TRACE("(%p) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This
, pRect
, Flags
, pLockedRect
, This
->allocatedMemory
);
155 /* DXTn formats don't have exact pitches as they are to the new row of blocks,
156 where each block is 4x4 pixels, 8 bytes (dxt1) and 16 bytes (dxt3/5)
157 ie pitch = (width/4) * bytes per block */
158 if (This
->myDesc
.Format
== D3DFMT_DXT1
) /* DXT1 is 8 bytes per block */
159 pLockedRect
->Pitch
= (This
->myDesc
.Width
/4) * 8;
160 else if (This
->myDesc
.Format
== D3DFMT_DXT3
|| This
->myDesc
.Format
== D3DFMT_DXT5
) /* DXT3/5 is 16 bytes per block */
161 pLockedRect
->Pitch
= (This
->myDesc
.Width
/4) * 16;
163 pLockedRect
->Pitch
= This
->bytesPerPixel
* This
->myDesc
.Width
; /* Bytes / row */
166 pLockedRect
->pBits
= This
->allocatedMemory
;
167 This
->lockedRect
.left
= 0;
168 This
->lockedRect
.top
= 0;
169 This
->lockedRect
.right
= This
->myDesc
.Width
;
170 This
->lockedRect
.bottom
= This
->myDesc
.Height
;
171 TRACE("Locked Rect (%p) = l %ld, t %ld, r %ld, b %ld\n", &This
->lockedRect
, This
->lockedRect
.left
, This
->lockedRect
.top
, This
->lockedRect
.right
, This
->lockedRect
.bottom
);
173 TRACE("Lock Rect (%p) = l %ld, t %ld, r %ld, b %ld\n", pRect
, pRect
->left
, pRect
->top
, pRect
->right
, pRect
->bottom
);
175 if (This
->myDesc
.Format
== D3DFMT_DXT1
) { /* DXT1 is half byte per pixel */
176 pLockedRect
->pBits
= This
->allocatedMemory
+ (pLockedRect
->Pitch
* pRect
->top
) + ((pRect
->left
* This
->bytesPerPixel
/2));
178 pLockedRect
->pBits
= This
->allocatedMemory
+ (pLockedRect
->Pitch
* pRect
->top
) + (pRect
->left
* This
->bytesPerPixel
);
180 This
->lockedRect
.left
= pRect
->left
;
181 This
->lockedRect
.top
= pRect
->top
;
182 This
->lockedRect
.right
= pRect
->right
;
183 This
->lockedRect
.bottom
= pRect
->bottom
;
187 if (0 == This
->myDesc
.Usage
) { /* classic surface */
189 /* Nothing to do ;) */
191 } else if (D3DUSAGE_RENDERTARGET
& This
->myDesc
.Usage
) { /* render surfaces */
193 if (This
== This
->Device
->backBuffer
|| This
== This
->Device
->renderTarget
|| This
== This
->Device
->frontBuffer
) {
200 * for render->surface copy begin to begin of allocatedMemory
201 * unlock can be more easy
203 pLockedRect
->pBits
= This
->allocatedMemory
;
206 vcheckGLcall("glFlush");
207 glGetIntegerv(GL_READ_BUFFER
, &prev_read
);
208 vcheckGLcall("glIntegerv");
209 glGetIntegerv(GL_PACK_SWAP_BYTES
, &prev_store
);
210 vcheckGLcall("glIntegerv");
212 if (This
== This
->Device
->backBuffer
) {
213 glReadBuffer(GL_BACK
);
214 } else if (This
== This
->Device
->frontBuffer
|| This
== This
->Device
->renderTarget
) {
215 glReadBuffer(GL_FRONT
);
216 } else if (This
== This
->Device
->depthStencilBuffer
) {
217 ERR("Stencil Buffer lock unsupported for now\n");
219 vcheckGLcall("glReadBuffer");
223 GLenum format
= D3DFmt2GLFmt(This
->Device
, This
->myDesc
.Format
);
224 GLenum type
= D3DFmt2GLType(This
->Device
, This
->myDesc
.Format
);
225 for (j
= This
->lockedRect
.top
; j
< This
->lockedRect
.bottom
- This
->lockedRect
.top
; ++j
) {
226 glReadPixels(This
->lockedRect
.left
,
227 This
->lockedRect
.bottom
- j
- 1,
228 This
->lockedRect
.right
- This
->lockedRect
.left
,
232 (char *)pLockedRect
->pBits
+ (pLockedRect
->Pitch
* (j
-This
->lockedRect
.top
)));
233 vcheckGLcall("glReadPixels");
237 glReadBuffer(prev_read
);
238 vcheckGLcall("glReadBuffer");
243 FIXME("unsupported locking to Rendering surface surf@%p usage(%lu)\n", This
, This
->myDesc
.Usage
);
246 } else if (D3DUSAGE_DEPTHSTENCIL
& This
->myDesc
.Usage
) { /* stencil surfaces */
248 FIXME("TODO stencil depth surface locking surf@%p usage(%lu)\n", This
, This
->myDesc
.Usage
);
251 FIXME("unsupported locking to surface surf@%p usage(%lu)\n", This
, This
->myDesc
.Usage
);
254 if (Flags
& (D3DLOCK_NO_DIRTY_UPDATE
| D3DLOCK_READONLY
)) {
259 * as seen in msdn docs
261 IDirect3DSurface8Impl_AddDirtyRect(iface
, &This
->lockedRect
);
263 /** Dirtify Container if needed */
264 if (NULL
!= This
->Container
) {
265 IDirect3DBaseTexture8
* cont
= NULL
;
266 hr
= IUnknown_QueryInterface(This
->Container
, &IID_IDirect3DBaseTexture8
, (void**) &cont
);
268 if (SUCCEEDED(hr
) && NULL
!= cont
) {
269 IDirect3DBaseTexture8Impl_SetDirty(cont
, TRUE
);
270 IDirect3DBaseTexture8_Release(cont
);
276 TRACE("returning memory@%p, pitch(%d) dirtyfied(%d)\n", pLockedRect
->pBits
, pLockedRect
->Pitch
, This
->Dirty
);
282 HRESULT WINAPI
IDirect3DSurface8Impl_UnlockRect(LPDIRECT3DSURFACE8 iface
) {
284 ICOM_THIS(IDirect3DSurface8Impl
,iface
);
286 if (FALSE
== This
->locked
) {
287 ERR("trying to Unlock an unlocked surf@%p\n", This
);
288 return D3DERR_INVALIDCALL
;
291 if (This
== This
->Device
->backBuffer
|| This
== This
->Device
->frontBuffer
|| This
->Device
->depthStencilBuffer
) {
292 if (This
== This
->Device
->backBuffer
) {
293 TRACE("(%p, backBuffer) : dirtyfied(%d)\n", This
, This
->Dirty
);
294 } else if (This
== This
->Device
->frontBuffer
) {
295 TRACE("(%p, frontBuffer) : dirtyfied(%d)\n", This
, This
->Dirty
);
296 } else if (This
== This
->Device
->depthStencilBuffer
) {
297 TRACE("(%p, stencilBuffer) : dirtyfied(%d)\n", This
, This
->Dirty
);
300 TRACE("(%p) : dirtyfied(%d)\n", This
, This
->Dirty
);
302 /*TRACE("(%p) see if behavior is correct\n", This);*/
304 if (FALSE
== This
->Dirty
) {
305 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This
);
309 if (0 == This
->myDesc
.Usage
) { /* classic surface */
312 * waiting to reload the surface via IDirect3DDevice8::UpdateTexture
314 } else if (D3DUSAGE_RENDERTARGET
& This
->myDesc
.Usage
) { /* render surfaces */
316 if (This
== This
->Device
->backBuffer
|| This
== This
->Device
->frontBuffer
) {
319 GLint prev_rasterpos
[4];
324 vcheckGLcall("glFlush");
325 glGetIntegerv(GL_DRAW_BUFFER
, &prev_draw
);
326 vcheckGLcall("glIntegerv");
327 glGetIntegerv(GL_PACK_SWAP_BYTES
, &prev_store
);
328 vcheckGLcall("glIntegerv");
329 glGetIntegerv(GL_CURRENT_RASTER_POSITION
, &prev_rasterpos
[0]);
330 vcheckGLcall("glIntegerv");
331 glPixelZoom(1.0, -1.0);
332 vcheckGLcall("glPixelZoom");
334 /* glDrawPixels transforms the raster position as though it was a vertex -
335 we want to draw at screen position 0,0 - Set up ortho (rhw) mode as
336 per drawprim (and leave set - it will sort itself out due to last_was_rhw */
337 if (!This
->Device
->last_was_rhw
) {
339 double X
, Y
, height
, width
, minZ
, maxZ
;
340 This
->Device
->last_was_rhw
= TRUE
;
342 /* Transformed already into viewport coordinates, so we do not need transform
343 matrices. Reset all matrices to identity and leave the default matrix in world
345 glMatrixMode(GL_MODELVIEW
);
346 checkGLcall("glMatrixMode");
348 checkGLcall("glLoadIdentity");
350 glMatrixMode(GL_PROJECTION
);
351 checkGLcall("glMatrixMode");
353 checkGLcall("glLoadIdentity");
355 /* Set up the viewport to be full viewport */
356 X
= This
->Device
->StateBlock
->viewport
.X
;
357 Y
= This
->Device
->StateBlock
->viewport
.Y
;
358 height
= This
->Device
->StateBlock
->viewport
.Height
;
359 width
= This
->Device
->StateBlock
->viewport
.Width
;
360 minZ
= This
->Device
->StateBlock
->viewport
.MinZ
;
361 maxZ
= This
->Device
->StateBlock
->viewport
.MaxZ
;
362 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width
, height
, -minZ
, -maxZ
);
363 glOrtho(X
, X
+ width
, Y
+ height
, Y
, -minZ
, -maxZ
);
364 checkGLcall("glOrtho");
366 /* Window Coord 0 is the middle of the first pixel, so translate by half
367 a pixel (See comment above glTranslate below) */
368 glTranslatef(0.5, 0.5, 0);
369 checkGLcall("glTranslatef(0.5, 0.5, 0)");
372 if (This
== This
->Device
->backBuffer
) {
373 glDrawBuffer(GL_BACK
);
374 } else if (This
== This
->Device
->frontBuffer
) {
375 glDrawBuffer(GL_FRONT
);
377 vcheckGLcall("glDrawBuffer");
379 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
380 glGetIntegerv(GL_UNPACK_ROW_LENGTH
, &skipBytes
);
381 glPixelStorei(GL_UNPACK_ROW_LENGTH
, This
->myDesc
.Width
);
383 /* And back buffers are not blended */
386 glRasterPos3i(This
->lockedRect
.left
, This
->lockedRect
.top
, 1);
387 vcheckGLcall("glRasterPos2f");
388 switch (This
->myDesc
.Format
) {
391 glDrawPixels(This
->lockedRect
.right
- This
->lockedRect
.left
, (This
->lockedRect
.bottom
- This
->lockedRect
.top
)-1,
392 GL_RGB
, GL_UNSIGNED_SHORT_5_6_5
, This
->allocatedMemory
);
393 vcheckGLcall("glDrawPixels");
398 glDrawPixels(This
->lockedRect
.right
- This
->lockedRect
.left
, (This
->lockedRect
.bottom
- This
->lockedRect
.top
)-1,
399 GL_RGB
, GL_UNSIGNED_BYTE
, This
->allocatedMemory
);
400 vcheckGLcall("glDrawPixels");
403 case D3DFMT_A8R8G8B8
:
405 glPixelStorei(GL_PACK_SWAP_BYTES
, TRUE
);
406 vcheckGLcall("glPixelStorei");
407 glDrawPixels(This
->lockedRect
.right
- This
->lockedRect
.left
, (This
->lockedRect
.bottom
- This
->lockedRect
.top
)-1,
408 GL_BGRA
, GL_UNSIGNED_BYTE
, This
->allocatedMemory
);
409 vcheckGLcall("glDrawPixels");
410 glPixelStorei(GL_PACK_SWAP_BYTES
, prev_store
);
411 vcheckGLcall("glPixelStorei");
415 FIXME("Unsupported Format %u in locking func\n", This
->myDesc
.Format
);
418 glPixelZoom(1.0,1.0);
419 vcheckGLcall("glPixelZoom");
420 glDrawBuffer(prev_draw
);
421 vcheckGLcall("glDrawBuffer");
422 glRasterPos3iv(&prev_rasterpos
[0]);
423 vcheckGLcall("glRasterPos3iv");
425 /* Reset to previous pack row length / blending state */
426 glPixelStorei(GL_UNPACK_ROW_LENGTH
, skipBytes
);
427 if (This
->Device
->StateBlock
->renderstate
[D3DRS_ALPHABLENDENABLE
]) glEnable(GL_BLEND
);
431 /** restore clean dirty state */
432 IDirect3DSurface8Impl_CleanDirtyRect(iface
);
435 FIXME("unsupported unlocking to Rendering surface surf@%p usage(%lu)\n", This
, This
->myDesc
.Usage
);
438 } else if (D3DUSAGE_DEPTHSTENCIL
& This
->myDesc
.Usage
) { /* stencil surfaces */
440 if (This
== This
->Device
->depthStencilBuffer
) {
441 FIXME("TODO stencil depth surface unlocking surf@%p usage(%lu)\n", This
, This
->myDesc
.Usage
);
443 FIXME("unsupported unlocking to StencilDepth surface surf@%p usage(%lu)\n", This
, This
->myDesc
.Usage
);
447 FIXME("unsupported unlocking to surface surf@%p usage(%lu)\n", This
, This
->myDesc
.Usage
);
451 This
->locked
= FALSE
;
452 memset(&This
->lockedRect
, 0, sizeof(RECT
));
457 ICOM_VTABLE(IDirect3DSurface8
) Direct3DSurface8_Vtbl
=
459 ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE
460 IDirect3DSurface8Impl_QueryInterface
,
461 IDirect3DSurface8Impl_AddRef
,
462 IDirect3DSurface8Impl_Release
,
463 IDirect3DSurface8Impl_GetDevice
,
464 IDirect3DSurface8Impl_SetPrivateData
,
465 IDirect3DSurface8Impl_GetPrivateData
,
466 IDirect3DSurface8Impl_FreePrivateData
,
467 IDirect3DSurface8Impl_GetContainer
,
468 IDirect3DSurface8Impl_GetDesc
,
469 IDirect3DSurface8Impl_LockRect
,
470 IDirect3DSurface8Impl_UnlockRect
,
474 HRESULT WINAPI
IDirect3DSurface8Impl_LoadTexture(LPDIRECT3DSURFACE8 iface
, GLenum gl_target
, GLenum gl_level
) {
475 ICOM_THIS(IDirect3DSurface8Impl
,iface
);
477 if ((This
->myDesc
.Format
== D3DFMT_P8
|| This
->myDesc
.Format
== D3DFMT_A8P8
)
478 #if defined(GL_EXT_paletted_texture)
479 && !GL_SUPPORT_DEV(EXT_PALETTED_TEXTURE
, This
->Device
)
483 * wanted a paletted texture and not really support it in HW
484 * so software emulation code begin
487 PALETTEENTRY
* pal
= This
->Device
->palettes
[This
->Device
->currentPalette
];
488 VOID
* surface
= (VOID
*) HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, This
->myDesc
.Width
* This
->myDesc
.Height
* sizeof(DWORD
));
489 BYTE
* dst
= (BYTE
*) surface
;
490 BYTE
* src
= (BYTE
*) This
->allocatedMemory
;
492 for (i
= 0; i
< This
->myDesc
.Width
* This
->myDesc
.Height
; i
++) {
494 *dst
++ = pal
[color
].peRed
;
495 *dst
++ = pal
[color
].peGreen
;
496 *dst
++ = pal
[color
].peBlue
;
497 if (This
->myDesc
.Format
== D3DFMT_A8P8
)
498 *dst
++ = pal
[color
].peFlags
;
505 TRACE("Calling glTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%x, Mem=%p\n",
515 glTexImage2D(gl_target
,
524 checkGLcall("glTexImage2D");
525 HeapFree(GetProcessHeap(), 0, surface
);
532 if (This
->myDesc
.Format
== D3DFMT_DXT1
||
533 This
->myDesc
.Format
== D3DFMT_DXT3
||
534 This
->myDesc
.Format
== D3DFMT_DXT5
) {
535 #if defined(GL_EXT_texture_compression_s3tc)
536 if (GL_SUPPORT_DEV(EXT_TEXTURE_COMPRESSION_S3TC
, This
->Device
)) {
537 TRACE("Calling glCompressedTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, sz=%d, Mem=%p\n",
540 D3DFmt2GLIntFmt(This
->Device
, This
->myDesc
.Format
),
545 This
->allocatedMemory
);
549 glCompressedTexImage2DARB(gl_target
,
551 D3DFmt2GLIntFmt(This
->Device
, This
->myDesc
.Format
),
556 This
->allocatedMemory
);
557 checkGLcall("glCommpressedTexTexImage2D");
562 FIXME("Using DXT1/3/5 without advertized support\n");
565 TRACE("Calling glTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%x, Mem=%p\n",
568 D3DFmt2GLIntFmt(This
->Device
, This
->myDesc
.Format
),
572 D3DFmt2GLFmt(This
->Device
, This
->myDesc
.Format
),
573 D3DFmt2GLType(This
->Device
, This
->myDesc
.Format
),
574 This
->allocatedMemory
);
578 glTexImage2D(gl_target
,
580 D3DFmt2GLIntFmt(This
->Device
, This
->myDesc
.Format
),
584 D3DFmt2GLFmt(This
->Device
, This
->myDesc
.Format
),
585 D3DFmt2GLType(This
->Device
, This
->myDesc
.Format
),
586 This
->allocatedMemory
);
587 checkGLcall("glTexImage2D");
593 static unsigned int gen
= 0;
596 if ((gen
% 10) == 0) {
597 snprintf(buffer
, sizeof(buffer
), "/tmp/surface%u_level%u_%u.ppm", gl_target
, gl_level
, gen
);
598 IDirect3DSurface8Impl_SaveSnapshot((LPDIRECT3DSURFACE8
) This
, buffer
);
608 HRESULT WINAPI
IDirect3DSurface8Impl_SaveSnapshot(LPDIRECT3DSURFACE8 iface
, const char* filename
) {
611 ICOM_THIS(IDirect3DSurface8Impl
,iface
);
613 f
= fopen(filename
, "w+");
615 ERR("opening of %s failed with: %s\n", filename
, strerror(errno
));
616 return D3DERR_INVALIDCALL
;
619 TRACE("opened %s with format %s\n", filename
, debug_d3dformat(This
->myDesc
.Format
));
621 fprintf(f
, "P6\n%u %u\n255\n", This
->myDesc
.Width
, This
->myDesc
.Height
);
622 switch (This
->myDesc
.Format
) {
623 case D3DFMT_X8R8G8B8
:
624 case D3DFMT_A8R8G8B8
:
627 for (i
= 0; i
< This
->myDesc
.Width
* This
->myDesc
.Height
; i
++) {
628 color
= ((DWORD
*) This
->allocatedMemory
)[i
];
629 fputc((color
>> 16) & 0xFF, f
);
630 fputc((color
>> 8) & 0xFF, f
);
631 fputc((color
>> 0) & 0xFF, f
);
638 for (i
= 0; i
< This
->myDesc
.Width
* This
->myDesc
.Height
; i
++) {
639 color
= ((BYTE
*) This
->allocatedMemory
) + (3 * i
);
640 fputc((color
[0]) & 0xFF, f
);
641 fputc((color
[1]) & 0xFF, f
);
642 fputc((color
[2]) & 0xFF, f
);
646 case D3DFMT_A1R5G5B5
:
649 for (i
= 0; i
< This
->myDesc
.Width
* This
->myDesc
.Height
; i
++) {
650 color
= ((WORD
*) This
->allocatedMemory
)[i
];
651 fputc(((color
>> 10) & 0x1F) * 255 / 31, f
);
652 fputc(((color
>> 5) & 0x1F) * 255 / 31, f
);
653 fputc(((color
>> 0) & 0x1F) * 255 / 31, f
);
657 case D3DFMT_A4R4G4B4
:
660 for (i
= 0; i
< This
->myDesc
.Width
* This
->myDesc
.Height
; i
++) {
661 color
= ((WORD
*) This
->allocatedMemory
)[i
];
662 fputc(((color
>> 8) & 0x0F) * 255 / 15, f
);
663 fputc(((color
>> 4) & 0x0F) * 255 / 15, f
);
664 fputc(((color
>> 0) & 0x0F) * 255 / 15, f
);
672 for (i
= 0; i
< This
->myDesc
.Width
* This
->myDesc
.Height
; i
++) {
673 color
= ((WORD
*) This
->allocatedMemory
)[i
];
674 fputc(((color
>> 11) & 0x1F) * 255 / 31, f
);
675 fputc(((color
>> 5) & 0x3F) * 255 / 63, f
);
676 fputc(((color
>> 0) & 0x1F) * 255 / 31, f
);
681 FIXME("Unimplemented dump mode format(%u,%s)\n", This
->myDesc
.Format
, debug_d3dformat(This
->myDesc
.Format
));
687 HRESULT WINAPI
IDirect3DSurface8Impl_CleanDirtyRect(LPDIRECT3DSURFACE8 iface
) {
688 ICOM_THIS(IDirect3DSurface8Impl
,iface
);
690 This
->dirtyRect
.left
= This
->myDesc
.Width
;
691 This
->dirtyRect
.top
= This
->myDesc
.Height
;
692 This
->dirtyRect
.right
= 0;
693 This
->dirtyRect
.bottom
= 0;
699 * very stupid way to handle multiple dirty rects but it works :)
701 extern HRESULT WINAPI
IDirect3DSurface8Impl_AddDirtyRect(LPDIRECT3DSURFACE8 iface
, CONST RECT
* pDirtyRect
) {
702 ICOM_THIS(IDirect3DSurface8Impl
,iface
);
704 if (NULL
!= pDirtyRect
) {
705 This
->dirtyRect
.left
= min(This
->dirtyRect
.left
, pDirtyRect
->left
);
706 This
->dirtyRect
.top
= min(This
->dirtyRect
.top
, pDirtyRect
->top
);
707 This
->dirtyRect
.right
= max(This
->dirtyRect
.right
, pDirtyRect
->right
);
708 This
->dirtyRect
.bottom
= max(This
->dirtyRect
.bottom
, pDirtyRect
->bottom
);
710 This
->dirtyRect
.left
= 0;
711 This
->dirtyRect
.top
= 0;
712 This
->dirtyRect
.right
= This
->myDesc
.Width
;
713 This
->dirtyRect
.bottom
= This
->myDesc
.Height
;