wininet: Fix callbacks sent on connection error.
[wine.git] / dlls / wined3d / surface.c
blob2d7ff2393a7c4dde87582d830d3c7d15acae570c
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.device;
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);
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 wined3d_format_desc *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 struct blt_info
128 GLenum binding;
129 GLenum bind_target;
130 enum tex_types tex_type;
131 GLfloat coords[4][3];
134 struct float_rect
136 float l;
137 float t;
138 float r;
139 float b;
142 static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
144 f->l = ((r->left * 2.0f) / w) - 1.0f;
145 f->t = ((r->top * 2.0f) / h) - 1.0f;
146 f->r = ((r->right * 2.0f) / w) - 1.0f;
147 f->b = ((r->bottom * 2.0f) / h) - 1.0f;
150 static void surface_get_blt_info(GLenum target, const RECT *rect_in, GLsizei w, GLsizei h, struct blt_info *info)
152 GLfloat (*coords)[3] = info->coords;
153 RECT rect;
154 struct float_rect f;
156 if (rect_in)
157 rect = *rect_in;
158 else
160 rect.left = 0;
161 rect.top = h;
162 rect.right = w;
163 rect.bottom = 0;
166 switch (target)
168 default:
169 FIXME("Unsupported texture target %#x\n", target);
170 /* Fall back to GL_TEXTURE_2D */
171 case GL_TEXTURE_2D:
172 info->binding = GL_TEXTURE_BINDING_2D;
173 info->bind_target = GL_TEXTURE_2D;
174 info->tex_type = tex_2d;
175 coords[0][0] = (float)rect.left / w;
176 coords[0][1] = (float)rect.top / h;
177 coords[0][2] = 0.0f;
179 coords[1][0] = (float)rect.right / w;
180 coords[1][1] = (float)rect.top / h;
181 coords[1][2] = 0.0f;
183 coords[2][0] = (float)rect.left / w;
184 coords[2][1] = (float)rect.bottom / h;
185 coords[2][2] = 0.0f;
187 coords[3][0] = (float)rect.right / w;
188 coords[3][1] = (float)rect.bottom / h;
189 coords[3][2] = 0.0f;
190 break;
192 case GL_TEXTURE_RECTANGLE_ARB:
193 info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
194 info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
195 info->tex_type = tex_rect;
196 coords[0][0] = rect.left; coords[0][1] = rect.top; coords[0][2] = 0.0f;
197 coords[1][0] = rect.right; coords[1][1] = rect.top; coords[1][2] = 0.0f;
198 coords[2][0] = rect.left; coords[2][1] = rect.bottom; coords[2][2] = 0.0f;
199 coords[3][0] = rect.right; coords[3][1] = rect.bottom; coords[3][2] = 0.0f;
200 break;
202 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
203 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
204 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
205 info->tex_type = tex_cube;
206 cube_coords_float(&rect, w, h, &f);
208 coords[0][0] = 1.0f; coords[0][1] = -f.t; coords[0][2] = -f.l;
209 coords[1][0] = 1.0f; coords[1][1] = -f.t; coords[1][2] = -f.r;
210 coords[2][0] = 1.0f; coords[2][1] = -f.b; coords[2][2] = -f.l;
211 coords[3][0] = 1.0f; coords[3][1] = -f.b; coords[3][2] = -f.r;
212 break;
214 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
215 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
216 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
217 info->tex_type = tex_cube;
218 cube_coords_float(&rect, w, h, &f);
220 coords[0][0] = -1.0f; coords[0][1] = -f.t; coords[0][2] = f.l;
221 coords[1][0] = -1.0f; coords[1][1] = -f.t; coords[1][2] = f.r;
222 coords[2][0] = -1.0f; coords[2][1] = -f.b; coords[2][2] = f.l;
223 coords[3][0] = -1.0f; coords[3][1] = -f.b; coords[3][2] = f.r;
224 break;
226 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
227 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
228 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
229 info->tex_type = tex_cube;
230 cube_coords_float(&rect, w, h, &f);
232 coords[0][0] = f.l; coords[0][1] = 1.0f; coords[0][2] = f.t;
233 coords[1][0] = f.r; coords[1][1] = 1.0f; coords[1][2] = f.t;
234 coords[2][0] = f.l; coords[2][1] = 1.0f; coords[2][2] = f.b;
235 coords[3][0] = f.r; coords[3][1] = 1.0f; coords[3][2] = f.b;
236 break;
238 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
239 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
240 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
241 info->tex_type = tex_cube;
242 cube_coords_float(&rect, w, h, &f);
244 coords[0][0] = f.l; coords[0][1] = -1.0f; coords[0][2] = -f.t;
245 coords[1][0] = f.r; coords[1][1] = -1.0f; coords[1][2] = -f.t;
246 coords[2][0] = f.l; coords[2][1] = -1.0f; coords[2][2] = -f.b;
247 coords[3][0] = f.r; coords[3][1] = -1.0f; coords[3][2] = -f.b;
248 break;
250 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
251 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
252 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
253 info->tex_type = tex_cube;
254 cube_coords_float(&rect, w, h, &f);
256 coords[0][0] = f.l; coords[0][1] = -f.t; coords[0][2] = 1.0f;
257 coords[1][0] = f.r; coords[1][1] = -f.t; coords[1][2] = 1.0f;
258 coords[2][0] = f.l; coords[2][1] = -f.b; coords[2][2] = 1.0f;
259 coords[3][0] = f.r; coords[3][1] = -f.b; coords[3][2] = 1.0f;
260 break;
262 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
263 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
264 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
265 info->tex_type = tex_cube;
266 cube_coords_float(&rect, w, h, &f);
268 coords[0][0] = -f.l; coords[0][1] = -f.t; coords[0][2] = -1.0f;
269 coords[1][0] = -f.r; coords[1][1] = -f.t; coords[1][2] = -1.0f;
270 coords[2][0] = -f.l; coords[2][1] = -f.b; coords[2][2] = -1.0f;
271 coords[3][0] = -f.r; coords[3][1] = -f.b; coords[3][2] = -1.0f;
272 break;
276 static inline void surface_get_rect(IWineD3DSurfaceImpl *This, const RECT *rect_in, RECT *rect_out)
278 if (rect_in)
279 *rect_out = *rect_in;
280 else
282 rect_out->left = 0;
283 rect_out->top = 0;
284 rect_out->right = This->currentDesc.Width;
285 rect_out->bottom = This->currentDesc.Height;
289 /* GL locking and context activation is done by the caller */
290 void draw_textured_quad(IWineD3DSurfaceImpl *src_surface, const RECT *src_rect, const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter)
292 IWineD3DBaseTextureImpl *texture;
293 struct blt_info info;
295 surface_get_blt_info(src_surface->texture_target, src_rect, src_surface->pow2Width, src_surface->pow2Height, &info);
297 glEnable(info.bind_target);
298 checkGLcall("glEnable(bind_target)");
300 /* Bind the texture */
301 glBindTexture(info.bind_target, src_surface->texture_name);
302 checkGLcall("glBindTexture");
304 /* Filtering for StretchRect */
305 glTexParameteri(info.bind_target, GL_TEXTURE_MAG_FILTER,
306 wined3d_gl_mag_filter(magLookup, Filter));
307 checkGLcall("glTexParameteri");
308 glTexParameteri(info.bind_target, GL_TEXTURE_MIN_FILTER,
309 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
310 checkGLcall("glTexParameteri");
311 glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
312 glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
313 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
314 checkGLcall("glTexEnvi");
316 /* Draw a quad */
317 glBegin(GL_TRIANGLE_STRIP);
318 glTexCoord3fv(info.coords[0]);
319 glVertex2i(dst_rect->left, dst_rect->top);
321 glTexCoord3fv(info.coords[1]);
322 glVertex2i(dst_rect->right, dst_rect->top);
324 glTexCoord3fv(info.coords[2]);
325 glVertex2i(dst_rect->left, dst_rect->bottom);
327 glTexCoord3fv(info.coords[3]);
328 glVertex2i(dst_rect->right, dst_rect->bottom);
329 glEnd();
331 /* Unbind the texture */
332 glBindTexture(info.bind_target, 0);
333 checkGLcall("glBindTexture(info->bind_target, 0)");
335 /* We changed the filtering settings on the texture. Inform the
336 * container about this to get the filters reset properly next draw. */
337 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)src_surface, &IID_IWineD3DBaseTexture, (void **)&texture)))
339 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
340 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
341 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
342 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture);
346 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
347 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
348 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
349 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
351 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
352 const struct wined3d_format_desc *format_desc = getFormatDescEntry(format, gl_info);
353 void (*cleanup)(IWineD3DSurfaceImpl *This);
354 unsigned int resource_size;
355 HRESULT hr;
357 if (multisample_quality > 0)
359 FIXME("multisample_quality set to %u, substituting 0\n", multisample_quality);
360 multisample_quality = 0;
363 /* FIXME: Check that the format is supported by the device. */
365 resource_size = surface_calculate_size(format_desc, alignment, width, height);
367 /* Look at the implementation and set the correct Vtable. */
368 switch (surface_type)
370 case SURFACE_OPENGL:
371 surface->lpVtbl = &IWineD3DSurface_Vtbl;
372 cleanup = surface_cleanup;
373 break;
375 case SURFACE_GDI:
376 surface->lpVtbl = &IWineGDISurface_Vtbl;
377 cleanup = surface_gdi_cleanup;
378 break;
380 default:
381 ERR("Requested unknown surface implementation %#x.\n", surface_type);
382 return WINED3DERR_INVALIDCALL;
385 hr = resource_init((IWineD3DResource *)surface, WINED3DRTYPE_SURFACE,
386 device, resource_size, usage, format_desc, pool, parent, parent_ops);
387 if (FAILED(hr))
389 WARN("Failed to initialize resource, returning %#x.\n", hr);
390 return hr;
393 /* "Standalone" surface. */
394 IWineD3DSurface_SetContainer((IWineD3DSurface *)surface, NULL);
396 surface->currentDesc.Width = width;
397 surface->currentDesc.Height = height;
398 surface->currentDesc.MultiSampleType = multisample_type;
399 surface->currentDesc.MultiSampleQuality = multisample_quality;
400 surface->texture_level = level;
401 list_init(&surface->overlays);
403 /* Flags */
404 surface->Flags = SFLAG_NORMCOORD; /* Default to normalized coords. */
405 if (discard) surface->Flags |= SFLAG_DISCARD;
406 if (lockable || format == WINED3DFMT_D16_LOCKABLE) surface->Flags |= SFLAG_LOCKABLE;
408 /* Quick lockable sanity check.
409 * TODO: remove this after surfaces, usage and lockability have been debugged properly
410 * this function is too deep to need to care about things like this.
411 * Levels need to be checked too, since they all affect what can be done. */
412 switch (pool)
414 case WINED3DPOOL_SCRATCH:
415 if(!lockable)
417 FIXME("Called with a pool of SCRATCH and a lockable of FALSE "
418 "which are mutually exclusive, setting lockable to TRUE.\n");
419 lockable = TRUE;
421 break;
423 case WINED3DPOOL_SYSTEMMEM:
424 if (!lockable)
425 FIXME("Called with a pool of SYSTEMMEM and a lockable of FALSE, this is acceptable but unexpected.\n");
426 break;
428 case WINED3DPOOL_MANAGED:
429 if (usage & WINED3DUSAGE_DYNAMIC)
430 FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n");
431 break;
433 case WINED3DPOOL_DEFAULT:
434 if (lockable && !(usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
435 WARN("Creating a lockable surface with a POOL of DEFAULT, that doesn't specify DYNAMIC usage.\n");
436 break;
438 default:
439 FIXME("Unknown pool %#x.\n", pool);
440 break;
443 if (usage & WINED3DUSAGE_RENDERTARGET && pool != WINED3DPOOL_DEFAULT)
445 FIXME("Trying to create a render target that isn't in the default pool.\n");
448 /* Mark the texture as dirty so that it gets loaded first time around. */
449 surface_add_dirty_rect(surface, NULL);
450 list_init(&surface->renderbuffers);
452 TRACE("surface %p, memory %p, size %u\n", surface, surface->resource.allocatedMemory, surface->resource.size);
454 /* Call the private setup routine */
455 hr = IWineD3DSurface_PrivateSetup((IWineD3DSurface *)surface);
456 if (FAILED(hr))
458 ERR("Private setup failed, returning %#x\n", hr);
459 cleanup(surface);
460 return hr;
463 return hr;
466 static void surface_force_reload(IWineD3DSurfaceImpl *surface)
468 surface->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
471 void surface_set_texture_name(IWineD3DSurfaceImpl *surface, GLuint new_name, BOOL srgb)
473 GLuint *name;
474 DWORD flag;
476 TRACE("surface %p, new_name %u, srgb %#x.\n", surface, new_name, srgb);
478 if(srgb)
480 name = &surface->texture_name_srgb;
481 flag = SFLAG_INSRGBTEX;
483 else
485 name = &surface->texture_name;
486 flag = SFLAG_INTEXTURE;
489 if (!*name && new_name)
491 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
492 * surface has no texture name yet. See if we can get rid of this. */
493 if (surface->Flags & flag)
494 ERR("Surface has SFLAG_INTEXTURE set, but no texture name\n");
495 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)surface, flag, FALSE);
498 *name = new_name;
499 surface_force_reload(surface);
502 void surface_set_texture_target(IWineD3DSurfaceImpl *surface, GLenum target)
504 TRACE("surface %p, target %#x.\n", surface, target);
506 if (surface->texture_target != target)
508 if (target == GL_TEXTURE_RECTANGLE_ARB)
510 surface->Flags &= ~SFLAG_NORMCOORD;
512 else if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
514 surface->Flags |= SFLAG_NORMCOORD;
517 surface->texture_target = target;
518 surface_force_reload(surface);
521 /* Context activation is done by the caller. */
522 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This, BOOL srgb) {
523 DWORD active_sampler;
525 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
526 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
527 * gl states. The current texture unit should always be a valid one.
529 * To be more specific, this is tricky because we can implicitly be called
530 * from sampler() in state.c. This means we can't touch anything other than
531 * whatever happens to be the currently active texture, or we would risk
532 * marking already applied sampler states dirty again.
534 * TODO: Track the current active texture per GL context instead of using glGet
536 GLint active_texture;
537 ENTER_GL();
538 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
539 LEAVE_GL();
540 active_sampler = This->resource.device->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
542 if (active_sampler != WINED3D_UNMAPPED_STAGE)
544 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(active_sampler));
546 IWineD3DSurface_BindTexture((IWineD3DSurface *)This, srgb);
549 /* This function checks if the primary render target uses the 8bit paletted format. */
550 static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
552 if (device->render_targets && device->render_targets[0])
554 IWineD3DSurfaceImpl *render_target = device->render_targets[0];
555 if ((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
556 && (render_target->resource.format_desc->format == WINED3DFMT_P8_UINT))
557 return TRUE;
559 return FALSE;
562 /* This call just downloads data, the caller is responsible for binding the
563 * correct texture. */
564 /* Context activation is done by the caller. */
565 static void surface_download_data(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info)
567 const struct wined3d_format_desc *format_desc = This->resource.format_desc;
569 /* Only support read back of converted P8 surfaces */
570 if (This->Flags & SFLAG_CONVERTED && format_desc->format != WINED3DFMT_P8_UINT)
572 FIXME("Read back converted textures unsupported, format=%s\n", debug_d3dformat(format_desc->format));
573 return;
576 ENTER_GL();
578 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
580 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p.\n",
581 This, This->texture_level, format_desc->glFormat, format_desc->glType,
582 This->resource.allocatedMemory);
584 if (This->Flags & SFLAG_PBO)
586 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
587 checkGLcall("glBindBufferARB");
588 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target, This->texture_level, NULL));
589 checkGLcall("glGetCompressedTexImageARB");
590 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
591 checkGLcall("glBindBufferARB");
593 else
595 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target,
596 This->texture_level, This->resource.allocatedMemory));
597 checkGLcall("glGetCompressedTexImageARB");
600 LEAVE_GL();
601 } else {
602 void *mem;
603 GLenum format = format_desc->glFormat;
604 GLenum type = format_desc->glType;
605 int src_pitch = 0;
606 int dst_pitch = 0;
608 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
609 if (format_desc->format == WINED3DFMT_P8_UINT && primary_render_target_is_p8(This->resource.device))
611 format = GL_ALPHA;
612 type = GL_UNSIGNED_BYTE;
615 if (This->Flags & SFLAG_NONPOW2) {
616 unsigned char alignment = This->resource.device->surface_alignment;
617 src_pitch = format_desc->byte_count * This->pow2Width;
618 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
619 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
620 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
621 } else {
622 mem = This->resource.allocatedMemory;
625 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
626 This, This->texture_level, format, type, mem);
628 if(This->Flags & SFLAG_PBO) {
629 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
630 checkGLcall("glBindBufferARB");
632 glGetTexImage(This->texture_target, This->texture_level, format, type, NULL);
633 checkGLcall("glGetTexImage");
635 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
636 checkGLcall("glBindBufferARB");
637 } else {
638 glGetTexImage(This->texture_target, This->texture_level, format, type, mem);
639 checkGLcall("glGetTexImage");
641 LEAVE_GL();
643 if (This->Flags & SFLAG_NONPOW2) {
644 const BYTE *src_data;
645 BYTE *dst_data;
646 UINT y;
648 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
649 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
650 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
652 * We're doing this...
654 * instead of boxing the texture :
655 * |<-texture width ->| -->pow2width| /\
656 * |111111111111111111| | |
657 * |222 Texture 222222| boxed empty | texture height
658 * |3333 Data 33333333| | |
659 * |444444444444444444| | \/
660 * ----------------------------------- |
661 * | boxed empty | boxed empty | pow2height
662 * | | | \/
663 * -----------------------------------
666 * we're repacking the data to the expected texture width
668 * |<-texture width ->| -->pow2width| /\
669 * |111111111111111111222222222222222| |
670 * |222333333333333333333444444444444| texture height
671 * |444444 | |
672 * | | \/
673 * | | |
674 * | empty | pow2height
675 * | | \/
676 * -----------------------------------
678 * == is the same as
680 * |<-texture width ->| /\
681 * |111111111111111111|
682 * |222222222222222222|texture height
683 * |333333333333333333|
684 * |444444444444444444| \/
685 * --------------------
687 * this also means that any references to allocatedMemory should work with the data as if were a
688 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
690 * internally the texture is still stored in a boxed format so any references to textureName will
691 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
693 * Performance should not be an issue, because applications normally do not lock the surfaces when
694 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
695 * and doesn't have to be re-read.
697 src_data = mem;
698 dst_data = This->resource.allocatedMemory;
699 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
700 for (y = 1 ; y < This->currentDesc.Height; y++) {
701 /* skip the first row */
702 src_data += src_pitch;
703 dst_data += dst_pitch;
704 memcpy(dst_data, src_data, dst_pitch);
707 HeapFree(GetProcessHeap(), 0, mem);
711 /* Surface has now been downloaded */
712 This->Flags |= SFLAG_INSYSMEM;
715 /* This call just uploads data, the caller is responsible for binding the
716 * correct texture. */
717 /* Context activation is done by the caller. */
718 static void surface_upload_data(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
719 const struct wined3d_format_desc *format_desc, BOOL srgb, const GLvoid *data)
721 GLsizei width = This->currentDesc.Width;
722 GLsizei height = This->currentDesc.Height;
723 GLenum internal;
725 if (srgb)
727 internal = format_desc->glGammaInternal;
729 else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(This))
731 internal = format_desc->rtInternal;
733 else
735 internal = format_desc->glInternal;
738 TRACE("This %p, internal %#x, width %d, height %d, format %#x, type %#x, data %p.\n",
739 This, internal, width, height, format_desc->glFormat, format_desc->glType, data);
740 TRACE("target %#x, level %u, resource size %u.\n",
741 This->texture_target, This->texture_level, This->resource.size);
743 if (format_desc->heightscale != 1.0f && format_desc->heightscale != 0.0f) height *= format_desc->heightscale;
745 ENTER_GL();
747 if (This->Flags & SFLAG_PBO)
749 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
750 checkGLcall("glBindBufferARB");
752 TRACE("(%p) pbo: %#x, data: %p.\n", This, This->pbo, data);
753 data = NULL;
756 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
758 TRACE("Calling glCompressedTexSubImage2DARB.\n");
760 GL_EXTCALL(glCompressedTexSubImage2DARB(This->texture_target, This->texture_level,
761 0, 0, width, height, internal, This->resource.size, data));
762 checkGLcall("glCompressedTexSubImage2DARB");
764 else
766 TRACE("Calling glTexSubImage2D.\n");
768 glTexSubImage2D(This->texture_target, This->texture_level,
769 0, 0, width, height, format_desc->glFormat, format_desc->glType, data);
770 checkGLcall("glTexSubImage2D");
773 if (This->Flags & SFLAG_PBO)
775 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
776 checkGLcall("glBindBufferARB");
779 LEAVE_GL();
781 if (gl_info->quirks & WINED3D_QUIRK_FBO_TEX_UPDATE)
783 IWineD3DDeviceImpl *device = This->resource.device;
784 unsigned int i;
786 for (i = 0; i < device->numContexts; ++i)
788 context_surface_update(device->contexts[i], This);
793 /* This call just allocates the texture, the caller is responsible for binding
794 * the correct texture. */
795 /* Context activation is done by the caller. */
796 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
797 const struct wined3d_format_desc *format_desc, BOOL srgb)
799 BOOL enable_client_storage = FALSE;
800 GLsizei width = This->pow2Width;
801 GLsizei height = This->pow2Height;
802 const BYTE *mem = NULL;
803 GLenum internal;
805 if (srgb)
807 internal = format_desc->glGammaInternal;
809 else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(This))
811 internal = format_desc->rtInternal;
813 else
815 internal = format_desc->glInternal;
818 if (format_desc->heightscale != 1.0f && format_desc->heightscale != 0.0f) height *= format_desc->heightscale;
820 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",
821 This, This->texture_target, This->texture_level, debug_d3dformat(format_desc->format),
822 internal, width, height, format_desc->glFormat, format_desc->glType);
824 ENTER_GL();
826 if (gl_info->supported[APPLE_CLIENT_STORAGE])
828 if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
829 /* In some cases we want to disable client storage.
830 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
831 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
832 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
833 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
835 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
836 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
837 This->Flags &= ~SFLAG_CLIENT;
838 enable_client_storage = TRUE;
839 } else {
840 This->Flags |= SFLAG_CLIENT;
842 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
843 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
845 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
849 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED && mem)
851 GL_EXTCALL(glCompressedTexImage2DARB(This->texture_target, This->texture_level,
852 internal, width, height, 0, This->resource.size, mem));
854 else
856 glTexImage2D(This->texture_target, This->texture_level,
857 internal, width, height, 0, format_desc->glFormat, format_desc->glType, mem);
858 checkGLcall("glTexImage2D");
861 if(enable_client_storage) {
862 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
863 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
865 LEAVE_GL();
868 /* In D3D the depth stencil dimensions have to be greater than or equal to the
869 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
870 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
871 /* GL locking is done by the caller */
872 void surface_set_compatible_renderbuffer(IWineD3DSurfaceImpl *surface, unsigned int width, unsigned int height)
874 const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
875 renderbuffer_entry_t *entry;
876 GLuint renderbuffer = 0;
877 unsigned int src_width, src_height;
879 src_width = surface->pow2Width;
880 src_height = surface->pow2Height;
882 /* A depth stencil smaller than the render target is not valid */
883 if (width > src_width || height > src_height) return;
885 /* Remove any renderbuffer set if the sizes match */
886 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
887 || (width == src_width && height == src_height))
889 surface->current_renderbuffer = NULL;
890 return;
893 /* Look if we've already got a renderbuffer of the correct dimensions */
894 LIST_FOR_EACH_ENTRY(entry, &surface->renderbuffers, renderbuffer_entry_t, entry)
896 if (entry->width == width && entry->height == height)
898 renderbuffer = entry->id;
899 surface->current_renderbuffer = entry;
900 break;
904 if (!renderbuffer)
906 gl_info->fbo_ops.glGenRenderbuffers(1, &renderbuffer);
907 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
908 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER,
909 surface->resource.format_desc->glInternal, width, height);
911 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
912 entry->width = width;
913 entry->height = height;
914 entry->id = renderbuffer;
915 list_add_head(&surface->renderbuffers, &entry->entry);
917 surface->current_renderbuffer = entry;
920 checkGLcall("set_compatible_renderbuffer");
923 GLenum surface_get_gl_buffer(IWineD3DSurfaceImpl *surface)
925 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)surface->container;
927 TRACE("surface %p.\n", surface);
929 if (!(surface->Flags & SFLAG_SWAPCHAIN))
931 ERR("Surface %p is not on a swapchain.\n", surface);
932 return GL_NONE;
935 if (swapchain->back_buffers && swapchain->back_buffers[0] == surface)
937 if (swapchain->render_to_fbo)
939 TRACE("Returning GL_COLOR_ATTACHMENT0\n");
940 return GL_COLOR_ATTACHMENT0;
942 TRACE("Returning GL_BACK\n");
943 return GL_BACK;
945 else if (surface == swapchain->front_buffer)
947 TRACE("Returning GL_FRONT\n");
948 return GL_FRONT;
951 FIXME("Higher back buffer, returning GL_BACK\n");
952 return GL_BACK;
955 /* Slightly inefficient way to handle multiple dirty rects but it works :) */
956 void surface_add_dirty_rect(IWineD3DSurfaceImpl *surface, const RECT *dirty_rect)
958 IWineD3DBaseTexture *baseTexture = NULL;
960 TRACE("surface %p, dirty_rect %s.\n", surface, wine_dbgstr_rect(dirty_rect));
962 if (!(surface->Flags & SFLAG_INSYSMEM) && (surface->Flags & SFLAG_INTEXTURE))
963 /* No partial locking for textures yet. */
964 IWineD3DSurface_LoadLocation((IWineD3DSurface *)surface, SFLAG_INSYSMEM, NULL);
966 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)surface, SFLAG_INSYSMEM, TRUE);
967 if (dirty_rect)
969 surface->dirtyRect.left = min(surface->dirtyRect.left, dirty_rect->left);
970 surface->dirtyRect.top = min(surface->dirtyRect.top, dirty_rect->top);
971 surface->dirtyRect.right = max(surface->dirtyRect.right, dirty_rect->right);
972 surface->dirtyRect.bottom = max(surface->dirtyRect.bottom, dirty_rect->bottom);
974 else
976 surface->dirtyRect.left = 0;
977 surface->dirtyRect.top = 0;
978 surface->dirtyRect.right = surface->currentDesc.Width;
979 surface->dirtyRect.bottom = surface->currentDesc.Height;
982 /* if the container is a basetexture then mark it dirty. */
983 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)surface,
984 &IID_IWineD3DBaseTexture, (void **)&baseTexture)))
986 TRACE("Passing to container\n");
987 IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
988 IWineD3DBaseTexture_Release(baseTexture);
992 static BOOL surface_convert_color_to_argb(IWineD3DSurfaceImpl *This, DWORD color, DWORD *argb_color)
994 IWineD3DDeviceImpl *device = This->resource.device;
996 switch(This->resource.format_desc->format)
998 case WINED3DFMT_P8_UINT:
1000 DWORD alpha;
1002 if (primary_render_target_is_p8(device))
1003 alpha = color << 24;
1004 else
1005 alpha = 0xFF000000;
1007 if (This->palette) {
1008 *argb_color = (alpha |
1009 (This->palette->palents[color].peRed << 16) |
1010 (This->palette->palents[color].peGreen << 8) |
1011 (This->palette->palents[color].peBlue));
1012 } else {
1013 *argb_color = alpha;
1016 break;
1018 case WINED3DFMT_B5G6R5_UNORM:
1020 if (color == 0xFFFF) {
1021 *argb_color = 0xFFFFFFFF;
1022 } else {
1023 *argb_color = ((0xFF000000) |
1024 ((color & 0xF800) << 8) |
1025 ((color & 0x07E0) << 5) |
1026 ((color & 0x001F) << 3));
1029 break;
1031 case WINED3DFMT_B8G8R8_UNORM:
1032 case WINED3DFMT_B8G8R8X8_UNORM:
1033 *argb_color = 0xFF000000 | color;
1034 break;
1036 case WINED3DFMT_B8G8R8A8_UNORM:
1037 *argb_color = color;
1038 break;
1040 default:
1041 ERR("Unhandled conversion from %s to ARGB!\n", debug_d3dformat(This->resource.format_desc->format));
1042 return FALSE;
1044 return TRUE;
1047 static ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface)
1049 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1050 ULONG ref = InterlockedDecrement(&This->resource.ref);
1051 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
1053 if (!ref)
1055 surface_cleanup(This);
1056 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
1058 TRACE("(%p) Released.\n", This);
1059 HeapFree(GetProcessHeap(), 0, This);
1062 return ref;
1065 /* ****************************************************
1066 IWineD3DSurface IWineD3DResource parts follow
1067 **************************************************** */
1069 void surface_internal_preload(IWineD3DSurfaceImpl *surface, enum WINED3DSRGB srgb)
1071 /* TODO: check for locks */
1072 IWineD3DDeviceImpl *device = surface->resource.device;
1073 IWineD3DBaseTexture *baseTexture = NULL;
1075 TRACE("(%p)Checking to see if the container is a base texture\n", surface);
1076 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)surface,
1077 &IID_IWineD3DBaseTexture, (void **)&baseTexture)))
1079 IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *)baseTexture;
1080 TRACE("Passing to container\n");
1081 tex_impl->baseTexture.internal_preload(baseTexture, srgb);
1082 IWineD3DBaseTexture_Release(baseTexture);
1083 } else {
1084 struct wined3d_context *context = NULL;
1086 TRACE("(%p) : About to load surface\n", surface);
1088 if (!device->isInDraw) context = context_acquire(device, NULL);
1090 if (surface->resource.format_desc->format == WINED3DFMT_P8_UINT
1091 || surface->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
1093 if (palette9_changed(surface))
1095 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
1096 /* TODO: This is not necessarily needed with hw palettized texture support */
1097 IWineD3DSurface_LoadLocation((IWineD3DSurface *)surface, SFLAG_INSYSMEM, NULL);
1098 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
1099 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)surface, SFLAG_INTEXTURE, FALSE);
1103 IWineD3DSurface_LoadTexture((IWineD3DSurface *)surface, srgb == SRGB_SRGB ? TRUE : FALSE);
1105 if (surface->resource.pool == WINED3DPOOL_DEFAULT)
1107 /* Tell opengl to try and keep this texture in video ram (well mostly) */
1108 GLclampf tmp;
1109 tmp = 0.9f;
1110 ENTER_GL();
1111 glPrioritizeTextures(1, &surface->texture_name, &tmp);
1112 LEAVE_GL();
1115 if (context) context_release(context);
1119 static void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface)
1121 surface_internal_preload((IWineD3DSurfaceImpl *)iface, SRGB_ANY);
1124 /* Context activation is done by the caller. */
1125 static void surface_remove_pbo(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info)
1127 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1128 This->resource.allocatedMemory =
1129 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1131 ENTER_GL();
1132 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1133 checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
1134 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
1135 checkGLcall("glGetBufferSubDataARB");
1136 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
1137 checkGLcall("glDeleteBuffersARB");
1138 LEAVE_GL();
1140 This->pbo = 0;
1141 This->Flags &= ~SFLAG_PBO;
1144 BOOL surface_init_sysmem(IWineD3DSurfaceImpl *surface)
1146 if (!surface->resource.allocatedMemory)
1148 surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1149 surface->resource.size + RESOURCE_ALIGNMENT);
1150 if (!surface->resource.heapMemory)
1152 ERR("Out of memory\n");
1153 return FALSE;
1155 surface->resource.allocatedMemory =
1156 (BYTE *)(((ULONG_PTR)surface->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1158 else
1160 memset(surface->resource.allocatedMemory, 0, surface->resource.size);
1163 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)surface, SFLAG_INSYSMEM, TRUE);
1164 return TRUE;
1167 static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
1168 IWineD3DBaseTexture *texture = NULL;
1169 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
1170 IWineD3DDeviceImpl *device = This->resource.device;
1171 const struct wined3d_gl_info *gl_info;
1172 renderbuffer_entry_t *entry, *entry2;
1173 struct wined3d_context *context;
1175 TRACE("(%p)\n", iface);
1177 if(This->resource.pool == WINED3DPOOL_DEFAULT) {
1178 /* Default pool resources are supposed to be destroyed before Reset is called.
1179 * Implicit resources stay however. So this means we have an implicit render target
1180 * or depth stencil. The content may be destroyed, but we still have to tear down
1181 * opengl resources, so we cannot leave early.
1183 * Put the surfaces into sysmem, and reset the content. The D3D content is undefined,
1184 * but we can't set the sysmem INDRAWABLE because when we're rendering the swapchain
1185 * or the depth stencil into an FBO the texture or render buffer will be removed
1186 * and all flags get lost
1188 surface_init_sysmem(This);
1190 else
1192 /* Load the surface into system memory */
1193 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
1194 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
1196 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
1197 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSRGBTEX, FALSE);
1198 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
1200 context = context_acquire(device, NULL);
1201 gl_info = context->gl_info;
1203 /* Destroy PBOs, but load them into real sysmem before */
1204 if (This->Flags & SFLAG_PBO)
1205 surface_remove_pbo(This, gl_info);
1207 /* Destroy fbo render buffers. This is needed for implicit render targets, for
1208 * all application-created targets the application has to release the surface
1209 * before calling _Reset
1211 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
1212 ENTER_GL();
1213 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
1214 LEAVE_GL();
1215 list_remove(&entry->entry);
1216 HeapFree(GetProcessHeap(), 0, entry);
1218 list_init(&This->renderbuffers);
1219 This->current_renderbuffer = NULL;
1221 /* If we're in a texture, the texture name belongs to the texture. Otherwise,
1222 * destroy it
1224 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **) &texture);
1225 if(!texture) {
1226 ENTER_GL();
1227 glDeleteTextures(1, &This->texture_name);
1228 This->texture_name = 0;
1229 glDeleteTextures(1, &This->texture_name_srgb);
1230 This->texture_name_srgb = 0;
1231 LEAVE_GL();
1232 } else {
1233 IWineD3DBaseTexture_Release(texture);
1236 context_release(context);
1239 /* ******************************************************
1240 IWineD3DSurface IWineD3DSurface parts follow
1241 ****************************************************** */
1243 /* Read the framebuffer back into the surface */
1244 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, const RECT *rect, void *dest, UINT pitch)
1246 IWineD3DDeviceImpl *device = This->resource.device;
1247 const struct wined3d_gl_info *gl_info;
1248 struct wined3d_context *context;
1249 BYTE *mem;
1250 GLint fmt;
1251 GLint type;
1252 BYTE *row, *top, *bottom;
1253 int i;
1254 BOOL bpp;
1255 RECT local_rect;
1256 BOOL srcIsUpsideDown;
1257 GLint rowLen = 0;
1258 GLint skipPix = 0;
1259 GLint skipRow = 0;
1261 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1262 static BOOL warned = FALSE;
1263 if(!warned) {
1264 ERR("The application tries to lock the render target, but render target locking is disabled\n");
1265 warned = TRUE;
1267 return;
1270 /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
1271 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
1272 * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
1273 * context->last_was_blit set on the unlock.
1275 context = context_acquire(device, This);
1276 context_apply_blit_state(context, device);
1277 gl_info = context->gl_info;
1279 ENTER_GL();
1281 /* Select the correct read buffer, and give some debug output.
1282 * There is no need to keep track of the current read buffer or reset it, every part of the code
1283 * that reads sets the read buffer as desired.
1285 if (surface_is_offscreen(This))
1287 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
1288 * Read from the back buffer
1290 TRACE("Locking offscreen render target\n");
1291 glReadBuffer(device->offscreenBuffer);
1292 srcIsUpsideDown = TRUE;
1294 else
1296 /* Onscreen surfaces are always part of a swapchain */
1297 GLenum buffer = surface_get_gl_buffer(This);
1298 TRACE("Locking %#x buffer\n", buffer);
1299 glReadBuffer(buffer);
1300 checkGLcall("glReadBuffer");
1301 srcIsUpsideDown = FALSE;
1304 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
1305 if(!rect) {
1306 local_rect.left = 0;
1307 local_rect.top = 0;
1308 local_rect.right = This->currentDesc.Width;
1309 local_rect.bottom = This->currentDesc.Height;
1310 } else {
1311 local_rect = *rect;
1313 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
1315 switch(This->resource.format_desc->format)
1317 case WINED3DFMT_P8_UINT:
1319 if (primary_render_target_is_p8(device))
1321 /* In case of P8 render targets the index is stored in the alpha component */
1322 fmt = GL_ALPHA;
1323 type = GL_UNSIGNED_BYTE;
1324 mem = dest;
1325 bpp = This->resource.format_desc->byte_count;
1326 } else {
1327 /* GL can't return palettized data, so read ARGB pixels into a
1328 * separate block of memory and convert them into palettized format
1329 * in software. Slow, but if the app means to use palettized render
1330 * targets and locks it...
1332 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
1333 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
1334 * for the color channels when palettizing the colors.
1336 fmt = GL_RGB;
1337 type = GL_UNSIGNED_BYTE;
1338 pitch *= 3;
1339 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
1340 if(!mem) {
1341 ERR("Out of memory\n");
1342 LEAVE_GL();
1343 return;
1345 bpp = This->resource.format_desc->byte_count * 3;
1348 break;
1350 default:
1351 mem = dest;
1352 fmt = This->resource.format_desc->glFormat;
1353 type = This->resource.format_desc->glType;
1354 bpp = This->resource.format_desc->byte_count;
1357 if(This->Flags & SFLAG_PBO) {
1358 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
1359 checkGLcall("glBindBufferARB");
1360 if(mem != NULL) {
1361 ERR("mem not null for pbo -- unexpected\n");
1362 mem = NULL;
1366 /* Save old pixel store pack state */
1367 glGetIntegerv(GL_PACK_ROW_LENGTH, &rowLen);
1368 checkGLcall("glGetIntegerv");
1369 glGetIntegerv(GL_PACK_SKIP_PIXELS, &skipPix);
1370 checkGLcall("glGetIntegerv");
1371 glGetIntegerv(GL_PACK_SKIP_ROWS, &skipRow);
1372 checkGLcall("glGetIntegerv");
1374 /* Setup pixel store pack state -- to glReadPixels into the correct place */
1375 glPixelStorei(GL_PACK_ROW_LENGTH, This->currentDesc.Width);
1376 checkGLcall("glPixelStorei");
1377 glPixelStorei(GL_PACK_SKIP_PIXELS, local_rect.left);
1378 checkGLcall("glPixelStorei");
1379 glPixelStorei(GL_PACK_SKIP_ROWS, local_rect.top);
1380 checkGLcall("glPixelStorei");
1382 glReadPixels(local_rect.left, (!srcIsUpsideDown) ? (This->currentDesc.Height - local_rect.bottom) : local_rect.top ,
1383 local_rect.right - local_rect.left,
1384 local_rect.bottom - local_rect.top,
1385 fmt, type, mem);
1386 checkGLcall("glReadPixels");
1388 /* Reset previous pixel store pack state */
1389 glPixelStorei(GL_PACK_ROW_LENGTH, rowLen);
1390 checkGLcall("glPixelStorei");
1391 glPixelStorei(GL_PACK_SKIP_PIXELS, skipPix);
1392 checkGLcall("glPixelStorei");
1393 glPixelStorei(GL_PACK_SKIP_ROWS, skipRow);
1394 checkGLcall("glPixelStorei");
1396 if(This->Flags & SFLAG_PBO) {
1397 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
1398 checkGLcall("glBindBufferARB");
1400 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
1401 * to get a pointer to it and perform the flipping in software. This is a lot
1402 * faster than calling glReadPixels for each line. In case we want more speed
1403 * we should rerender it flipped in a FBO and read the data back from the FBO. */
1404 if(!srcIsUpsideDown) {
1405 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1406 checkGLcall("glBindBufferARB");
1408 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1409 checkGLcall("glMapBufferARB");
1413 /* TODO: Merge this with the palettization loop below for P8 targets */
1414 if(!srcIsUpsideDown) {
1415 UINT len, off;
1416 /* glReadPixels returns the image upside down, and there is no way to prevent this.
1417 Flip the lines in software */
1418 len = (local_rect.right - local_rect.left) * bpp;
1419 off = local_rect.left * bpp;
1421 row = HeapAlloc(GetProcessHeap(), 0, len);
1422 if(!row) {
1423 ERR("Out of memory\n");
1424 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT) HeapFree(GetProcessHeap(), 0, mem);
1425 LEAVE_GL();
1426 return;
1429 top = mem + pitch * local_rect.top;
1430 bottom = mem + pitch * (local_rect.bottom - 1);
1431 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
1432 memcpy(row, top + off, len);
1433 memcpy(top + off, bottom + off, len);
1434 memcpy(bottom + off, row, len);
1435 top += pitch;
1436 bottom -= pitch;
1438 HeapFree(GetProcessHeap(), 0, row);
1440 /* Unmap the temp PBO buffer */
1441 if(This->Flags & SFLAG_PBO) {
1442 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1443 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1447 LEAVE_GL();
1448 context_release(context);
1450 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
1451 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
1452 * the same color but we have no choice.
1453 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
1455 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT && !primary_render_target_is_p8(device))
1457 const PALETTEENTRY *pal = NULL;
1458 DWORD width = pitch / 3;
1459 int x, y, c;
1461 if(This->palette) {
1462 pal = This->palette->palents;
1463 } else {
1464 ERR("Palette is missing, cannot perform inverse palette lookup\n");
1465 HeapFree(GetProcessHeap(), 0, mem);
1466 return ;
1469 for(y = local_rect.top; y < local_rect.bottom; y++) {
1470 for(x = local_rect.left; x < local_rect.right; x++) {
1471 /* start lines pixels */
1472 const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
1473 const BYTE *green = blue + 1;
1474 const BYTE *red = green + 1;
1476 for(c = 0; c < 256; c++) {
1477 if(*red == pal[c].peRed &&
1478 *green == pal[c].peGreen &&
1479 *blue == pal[c].peBlue)
1481 *((BYTE *) dest + y * width + x) = c;
1482 break;
1487 HeapFree(GetProcessHeap(), 0, mem);
1491 /* Read the framebuffer contents into a texture */
1492 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
1494 IWineD3DDeviceImpl *device = This->resource.device;
1495 const struct wined3d_gl_info *gl_info;
1496 struct wined3d_context *context;
1497 GLint prevRead;
1499 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
1500 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
1501 * states in the stateblock, and no driver was found yet that had bugs in that regard.
1503 context = context_acquire(device, This);
1504 gl_info = context->gl_info;
1506 surface_prepare_texture(This, gl_info, srgb);
1507 surface_bind_and_dirtify(This, srgb);
1509 ENTER_GL();
1510 glGetIntegerv(GL_READ_BUFFER, &prevRead);
1511 LEAVE_GL();
1513 /* Select the correct read buffer, and give some debug output.
1514 * There is no need to keep track of the current read buffer or reset it, every part of the code
1515 * that reads sets the read buffer as desired.
1517 if (!surface_is_offscreen(This))
1519 GLenum buffer = surface_get_gl_buffer(This);
1520 TRACE("Locking %#x buffer\n", buffer);
1522 ENTER_GL();
1523 glReadBuffer(buffer);
1524 checkGLcall("glReadBuffer");
1525 LEAVE_GL();
1527 else
1529 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
1530 * Read from the back buffer
1532 TRACE("Locking offscreen render target\n");
1533 ENTER_GL();
1534 glReadBuffer(device->offscreenBuffer);
1535 checkGLcall("glReadBuffer");
1536 LEAVE_GL();
1539 ENTER_GL();
1540 /* If !SrcIsUpsideDown we should flip the surface.
1541 * This can be done using glCopyTexSubImage2D but this
1542 * is VERY slow, so don't do that. We should prevent
1543 * this code from getting called in such cases or perhaps
1544 * we can use FBOs */
1546 glCopyTexSubImage2D(This->texture_target, This->texture_level,
1547 0, 0, 0, 0, This->currentDesc.Width, This->currentDesc.Height);
1548 checkGLcall("glCopyTexSubImage2D");
1550 glReadBuffer(prevRead);
1551 checkGLcall("glReadBuffer");
1553 LEAVE_GL();
1555 context_release(context);
1557 TRACE("Updated target %d\n", This->texture_target);
1560 /* Context activation is done by the caller. */
1561 static void surface_prepare_texture_internal(IWineD3DSurfaceImpl *surface,
1562 const struct wined3d_gl_info *gl_info, BOOL srgb)
1564 DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
1565 CONVERT_TYPES convert;
1566 struct wined3d_format_desc desc;
1568 if (surface->Flags & alloc_flag) return;
1570 d3dfmt_get_conv(surface, TRUE, TRUE, &desc, &convert);
1571 if(convert != NO_CONVERSION || desc.convert) surface->Flags |= SFLAG_CONVERTED;
1572 else surface->Flags &= ~SFLAG_CONVERTED;
1574 surface_bind_and_dirtify(surface, srgb);
1575 surface_allocate_surface(surface, gl_info, &desc, srgb);
1576 surface->Flags |= alloc_flag;
1579 /* Context activation is done by the caller. */
1580 void surface_prepare_texture(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info, BOOL srgb)
1582 IWineD3DBaseTextureImpl *texture;
1584 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)surface,
1585 &IID_IWineD3DBaseTexture, (void **)&texture)))
1587 UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count;
1588 UINT i;
1590 TRACE("surface %p is a subresource of texture %p.\n", surface, texture);
1592 for (i = 0; i < sub_count; ++i)
1594 IWineD3DSurfaceImpl *s = (IWineD3DSurfaceImpl *)texture->baseTexture.sub_resources[i];
1595 surface_prepare_texture_internal(s, gl_info, srgb);
1598 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture);
1601 surface_prepare_texture_internal(surface, gl_info, srgb);
1604 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This)
1606 IWineD3DDeviceImpl *device = This->resource.device;
1607 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1609 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
1610 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
1611 * changed
1613 if(!(This->Flags & SFLAG_DYNLOCK)) {
1614 This->lockCount++;
1615 /* MAXLOCKCOUNT is defined in wined3d_private.h */
1616 if(This->lockCount > MAXLOCKCOUNT) {
1617 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
1618 This->Flags |= SFLAG_DYNLOCK;
1622 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
1623 * Also don't create a PBO for systemmem surfaces.
1625 if (gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] && (This->Flags & SFLAG_DYNLOCK)
1626 && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2))
1627 && (This->resource.pool != WINED3DPOOL_SYSTEMMEM))
1629 GLenum error;
1630 struct wined3d_context *context;
1632 context = context_acquire(device, NULL);
1633 ENTER_GL();
1635 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
1636 error = glGetError();
1637 if(This->pbo == 0 || error != GL_NO_ERROR) {
1638 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
1641 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
1643 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1644 checkGLcall("glBindBufferARB");
1646 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
1647 checkGLcall("glBufferDataARB");
1649 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1650 checkGLcall("glBindBufferARB");
1652 /* We don't need the system memory anymore and we can't even use it for PBOs */
1653 if(!(This->Flags & SFLAG_CLIENT)) {
1654 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
1655 This->resource.heapMemory = NULL;
1657 This->resource.allocatedMemory = NULL;
1658 This->Flags |= SFLAG_PBO;
1659 LEAVE_GL();
1660 context_release(context);
1662 else if (!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO))
1664 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1665 * or a pbo to map
1667 if(!This->resource.heapMemory) {
1668 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1670 This->resource.allocatedMemory =
1671 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1672 if(This->Flags & SFLAG_INSYSMEM) {
1673 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1678 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
1679 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1680 IWineD3DDeviceImpl *device = This->resource.device;
1681 const RECT *pass_rect = pRect;
1683 TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
1685 /* This is also done in the base class, but we have to verify this before loading any data from
1686 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1687 * may interfere, and all other bad things may happen
1689 if (This->Flags & SFLAG_LOCKED) {
1690 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1691 return WINED3DERR_INVALIDCALL;
1693 This->Flags |= SFLAG_LOCKED;
1695 if (!(This->Flags & SFLAG_LOCKABLE))
1697 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
1700 if (Flags & WINED3DLOCK_DISCARD) {
1701 /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
1702 TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
1703 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1704 This->Flags |= SFLAG_INSYSMEM;
1705 goto lock_end;
1708 if (This->Flags & SFLAG_INSYSMEM) {
1709 TRACE("Local copy is up to date, not downloading data\n");
1710 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1711 goto lock_end;
1714 /* IWineD3DSurface_LoadLocation() does not check if the rectangle specifies
1715 * the full surface. Most callers don't need that, so do it here. */
1716 if (pRect && pRect->top == 0 && pRect->left == 0
1717 && pRect->right == This->currentDesc.Width
1718 && pRect->bottom == This->currentDesc.Height)
1720 pass_rect = NULL;
1723 if (!(wined3d_settings.rendertargetlock_mode == RTL_DISABLE
1724 && ((This->Flags & SFLAG_SWAPCHAIN) || This == device->render_targets[0])))
1726 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, pass_rect);
1729 lock_end:
1730 if (This->Flags & SFLAG_PBO)
1732 const struct wined3d_gl_info *gl_info;
1733 struct wined3d_context *context;
1735 context = context_acquire(device, NULL);
1736 gl_info = context->gl_info;
1738 ENTER_GL();
1739 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1740 checkGLcall("glBindBufferARB");
1742 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1743 if(This->resource.allocatedMemory) {
1744 ERR("The surface already has PBO memory allocated!\n");
1747 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1748 checkGLcall("glMapBufferARB");
1750 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1751 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1752 checkGLcall("glBindBufferARB");
1754 LEAVE_GL();
1755 context_release(context);
1758 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
1759 /* Don't dirtify */
1760 } else {
1761 IWineD3DBaseTexture *pBaseTexture;
1763 * Dirtify on lock
1764 * as seen in msdn docs
1766 surface_add_dirty_rect(This, pRect);
1768 /** Dirtify Container if needed */
1769 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture))) {
1770 TRACE("Making container dirty\n");
1771 IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
1772 IWineD3DBaseTexture_Release(pBaseTexture);
1773 } else {
1774 TRACE("Surface is standalone, no need to dirty the container\n");
1778 return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
1781 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem) {
1782 GLint prev_store;
1783 GLint prev_rasterpos[4];
1784 GLint skipBytes = 0;
1785 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
1786 IWineD3DDeviceImpl *device = This->resource.device;
1787 const struct wined3d_gl_info *gl_info;
1788 struct wined3d_context *context;
1790 /* Activate the correct context for the render target */
1791 context = context_acquire(device, This);
1792 context_apply_blit_state(context, device);
1793 gl_info = context->gl_info;
1795 ENTER_GL();
1797 if (!surface_is_offscreen(This))
1799 GLenum buffer = surface_get_gl_buffer(This);
1800 TRACE("Unlocking %#x buffer.\n", buffer);
1801 context_set_draw_buffer(context, buffer);
1803 else
1805 /* Primary offscreen render target */
1806 TRACE("Offscreen render target.\n");
1807 context_set_draw_buffer(context, device->offscreenBuffer);
1810 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
1811 checkGLcall("glGetIntegerv");
1812 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
1813 checkGLcall("glGetIntegerv");
1814 glPixelZoom(1.0f, -1.0f);
1815 checkGLcall("glPixelZoom");
1817 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1818 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
1819 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
1821 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
1822 checkGLcall("glRasterPos3i");
1824 /* Some drivers(radeon dri, others?) don't like exceptions during
1825 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1826 * after ReleaseDC. Reading it will cause an exception, which x11drv will
1827 * catch to put the dib section in InSync mode, which leads to a crash
1828 * and a blocked x server on my radeon card.
1830 * The following lines read the dib section so it is put in InSync mode
1831 * before glDrawPixels is called and the crash is prevented. There won't
1832 * be any interfering gdi accesses, because UnlockRect is called from
1833 * ReleaseDC, and the app won't use the dc any more afterwards.
1835 if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
1836 volatile BYTE read;
1837 read = This->resource.allocatedMemory[0];
1840 if(This->Flags & SFLAG_PBO) {
1841 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1842 checkGLcall("glBindBufferARB");
1845 /* When the surface is locked we only have to refresh the locked part else we need to update the whole image */
1846 if(This->Flags & SFLAG_LOCKED) {
1847 glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1848 (This->lockedRect.bottom - This->lockedRect.top)-1,
1849 fmt, type,
1850 mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1851 checkGLcall("glDrawPixels");
1852 } else {
1853 glDrawPixels(This->currentDesc.Width,
1854 This->currentDesc.Height,
1855 fmt, type, mem);
1856 checkGLcall("glDrawPixels");
1859 if(This->Flags & SFLAG_PBO) {
1860 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1861 checkGLcall("glBindBufferARB");
1864 glPixelZoom(1.0f, 1.0f);
1865 checkGLcall("glPixelZoom");
1867 glRasterPos3iv(&prev_rasterpos[0]);
1868 checkGLcall("glRasterPos3iv");
1870 /* Reset to previous pack row length */
1871 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1872 checkGLcall("glPixelStorei(GL_UNPACK_ROW_LENGTH)");
1874 LEAVE_GL();
1875 context_release(context);
1878 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1879 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1880 IWineD3DDeviceImpl *device = This->resource.device;
1881 BOOL fullsurface;
1883 if (!(This->Flags & SFLAG_LOCKED)) {
1884 WARN("trying to Unlock an unlocked surf@%p\n", This);
1885 return WINEDDERR_NOTLOCKED;
1888 if (This->Flags & SFLAG_PBO)
1890 const struct wined3d_gl_info *gl_info;
1891 struct wined3d_context *context;
1893 TRACE("Freeing PBO memory\n");
1895 context = context_acquire(device, NULL);
1896 gl_info = context->gl_info;
1898 ENTER_GL();
1899 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1900 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1901 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1902 checkGLcall("glUnmapBufferARB");
1903 LEAVE_GL();
1904 context_release(context);
1906 This->resource.allocatedMemory = NULL;
1909 TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1911 if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1912 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1913 goto unlock_end;
1916 if ((This->Flags & SFLAG_SWAPCHAIN) || (device->render_targets && This == device->render_targets[0]))
1918 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1919 static BOOL warned = FALSE;
1920 if(!warned) {
1921 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1922 warned = TRUE;
1924 goto unlock_end;
1927 if(This->dirtyRect.left == 0 &&
1928 This->dirtyRect.top == 0 &&
1929 This->dirtyRect.right == This->currentDesc.Width &&
1930 This->dirtyRect.bottom == This->currentDesc.Height) {
1931 fullsurface = TRUE;
1932 } else {
1933 /* TODO: Proper partial rectangle tracking */
1934 fullsurface = FALSE;
1935 This->Flags |= SFLAG_INSYSMEM;
1938 switch(wined3d_settings.rendertargetlock_mode) {
1939 case RTL_READTEX:
1940 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
1941 /* drop through */
1943 case RTL_READDRAW:
1944 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
1945 break;
1948 if(!fullsurface) {
1949 /* Partial rectangle tracking is not commonly implemented, it is only done for render targets. Overwrite
1950 * the flags to bring them back into a sane state. INSYSMEM was set before to tell LoadLocation where
1951 * to read the rectangle from. Indrawable is set because all modifications from the partial sysmem copy
1952 * are written back to the drawable, thus the surface is merged again in the drawable. The sysmem copy is
1953 * not fully up to date because only a subrectangle was read in LockRect.
1955 This->Flags &= ~SFLAG_INSYSMEM;
1956 This->Flags |= SFLAG_INDRAWABLE;
1959 This->dirtyRect.left = This->currentDesc.Width;
1960 This->dirtyRect.top = This->currentDesc.Height;
1961 This->dirtyRect.right = 0;
1962 This->dirtyRect.bottom = 0;
1964 else if (This == device->depth_stencil)
1966 FIXME("Depth Stencil buffer locking is not implemented\n");
1967 } else {
1968 /* The rest should be a normal texture */
1969 IWineD3DBaseTextureImpl *impl;
1970 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1971 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1972 * states need resetting
1974 if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
1975 if (impl->baseTexture.bindCount)
1976 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(impl->baseTexture.sampler));
1977 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
1981 unlock_end:
1982 This->Flags &= ~SFLAG_LOCKED;
1983 memset(&This->lockedRect, 0, sizeof(RECT));
1985 /* Overlays have to be redrawn manually after changes with the GL implementation */
1986 if(This->overlay_dest) {
1987 IWineD3DSurface_DrawOverlay(iface);
1989 return WINED3D_OK;
1992 static void surface_release_client_storage(IWineD3DSurfaceImpl *surface)
1994 struct wined3d_context *context;
1996 context = context_acquire(surface->resource.device, NULL);
1998 ENTER_GL();
1999 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
2000 if (surface->texture_name)
2002 surface_bind_and_dirtify(surface, FALSE);
2003 glTexImage2D(surface->texture_target, surface->texture_level,
2004 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
2006 if (surface->texture_name_srgb)
2008 surface_bind_and_dirtify(surface, TRUE);
2009 glTexImage2D(surface->texture_target, surface->texture_level,
2010 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
2012 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
2014 LEAVE_GL();
2015 context_release(context);
2017 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)surface, SFLAG_INSRGBTEX, FALSE);
2018 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)surface, SFLAG_INTEXTURE, FALSE);
2019 surface_force_reload(surface);
2022 static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC)
2024 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2025 WINED3DLOCKED_RECT lock;
2026 HRESULT hr;
2027 RGBQUAD col[256];
2029 TRACE("(%p)->(%p)\n",This,pHDC);
2031 if(This->Flags & SFLAG_USERPTR) {
2032 ERR("Not supported on surfaces with an application-provided surfaces\n");
2033 return WINEDDERR_NODC;
2036 /* Give more detailed info for ddraw */
2037 if (This->Flags & SFLAG_DCINUSE)
2038 return WINEDDERR_DCALREADYCREATED;
2040 /* Can't GetDC if the surface is locked */
2041 if (This->Flags & SFLAG_LOCKED)
2042 return WINED3DERR_INVALIDCALL;
2044 memset(&lock, 0, sizeof(lock)); /* To be sure */
2046 /* Create a DIB section if there isn't a hdc yet */
2047 if(!This->hDC) {
2048 if(This->Flags & SFLAG_CLIENT) {
2049 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
2050 surface_release_client_storage(This);
2052 hr = IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
2053 if(FAILED(hr)) return WINED3DERR_INVALIDCALL;
2055 /* Use the dib section from now on if we are not using a PBO */
2056 if(!(This->Flags & SFLAG_PBO))
2057 This->resource.allocatedMemory = This->dib.bitmap_data;
2060 /* Lock the surface */
2061 hr = IWineD3DSurface_LockRect(iface,
2062 &lock,
2063 NULL,
2066 if(This->Flags & SFLAG_PBO) {
2067 /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
2068 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
2071 if(FAILED(hr)) {
2072 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
2073 /* keep the dib section */
2074 return hr;
2077 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
2078 || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
2080 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
2081 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
2082 unsigned int n;
2083 const PALETTEENTRY *pal = NULL;
2085 if(This->palette) {
2086 pal = This->palette->palents;
2087 } else {
2088 IWineD3DSurfaceImpl *dds_primary;
2089 IWineD3DSwapChainImpl *swapchain;
2090 swapchain = (IWineD3DSwapChainImpl *)This->resource.device->swapchains[0];
2091 dds_primary = swapchain->front_buffer;
2092 if (dds_primary && dds_primary->palette)
2093 pal = dds_primary->palette->palents;
2096 if (pal) {
2097 for (n=0; n<256; n++) {
2098 col[n].rgbRed = pal[n].peRed;
2099 col[n].rgbGreen = pal[n].peGreen;
2100 col[n].rgbBlue = pal[n].peBlue;
2101 col[n].rgbReserved = 0;
2103 SetDIBColorTable(This->hDC, 0, 256, col);
2107 *pHDC = This->hDC;
2108 TRACE("returning %p\n",*pHDC);
2109 This->Flags |= SFLAG_DCINUSE;
2111 return WINED3D_OK;
2114 static HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC)
2116 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2118 TRACE("(%p)->(%p)\n",This,hDC);
2120 if (!(This->Flags & SFLAG_DCINUSE))
2121 return WINEDDERR_NODC;
2123 if (This->hDC !=hDC) {
2124 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
2125 return WINEDDERR_NODC;
2128 if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
2129 /* Copy the contents of the DIB over to the PBO */
2130 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
2133 /* we locked first, so unlock now */
2134 IWineD3DSurface_UnlockRect(iface);
2136 This->Flags &= ~SFLAG_DCINUSE;
2138 return WINED3D_OK;
2141 /* ******************************************************
2142 IWineD3DSurface Internal (No mapping to directx api) parts follow
2143 ****************************************************** */
2145 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, struct wined3d_format_desc *desc, CONVERT_TYPES *convert)
2147 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
2148 IWineD3DDeviceImpl *device = This->resource.device;
2149 BOOL blit_supported = FALSE;
2150 RECT rect = {0, 0, This->pow2Width, This->pow2Height};
2152 /* Copy the default values from the surface. Below we might perform fixups */
2153 /* TODO: get rid of color keying desc fixups by using e.g. a table. */
2154 *desc = *This->resource.format_desc;
2155 *convert = NO_CONVERSION;
2157 /* Ok, now look if we have to do any conversion */
2158 switch(This->resource.format_desc->format)
2160 case WINED3DFMT_P8_UINT:
2161 /* ****************
2162 Paletted Texture
2163 **************** */
2165 blit_supported = device->blitter->blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
2166 &rect, This->resource.usage, This->resource.pool,
2167 This->resource.format_desc, &rect, This->resource.usage,
2168 This->resource.pool, This->resource.format_desc);
2170 /* Use conversion when the blit_shader backend supports it. It only supports this in case of
2171 * texturing. Further also use conversion in case of color keying.
2172 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
2173 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
2174 * conflicts with this.
2176 if (!((blit_supported && device->render_targets && This == device->render_targets[0]))
2177 || colorkey_active || !use_texturing)
2179 desc->glFormat = GL_RGBA;
2180 desc->glInternal = GL_RGBA;
2181 desc->glType = GL_UNSIGNED_BYTE;
2182 desc->conv_byte_count = 4;
2183 if(colorkey_active) {
2184 *convert = CONVERT_PALETTED_CK;
2185 } else {
2186 *convert = CONVERT_PALETTED;
2189 break;
2191 case WINED3DFMT_B2G3R3_UNORM:
2192 /* **********************
2193 GL_UNSIGNED_BYTE_3_3_2
2194 ********************** */
2195 if (colorkey_active) {
2196 /* This texture format will never be used.. So do not care about color keying
2197 up until the point in time it will be needed :-) */
2198 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
2200 break;
2202 case WINED3DFMT_B5G6R5_UNORM:
2203 if (colorkey_active) {
2204 *convert = CONVERT_CK_565;
2205 desc->glFormat = GL_RGBA;
2206 desc->glInternal = GL_RGB5_A1;
2207 desc->glType = GL_UNSIGNED_SHORT_5_5_5_1;
2208 desc->conv_byte_count = 2;
2210 break;
2212 case WINED3DFMT_B5G5R5X1_UNORM:
2213 if (colorkey_active) {
2214 *convert = CONVERT_CK_5551;
2215 desc->glFormat = GL_BGRA;
2216 desc->glInternal = GL_RGB5_A1;
2217 desc->glType = GL_UNSIGNED_SHORT_1_5_5_5_REV;
2218 desc->conv_byte_count = 2;
2220 break;
2222 case WINED3DFMT_B8G8R8_UNORM:
2223 if (colorkey_active) {
2224 *convert = CONVERT_CK_RGB24;
2225 desc->glFormat = GL_RGBA;
2226 desc->glInternal = GL_RGBA8;
2227 desc->glType = GL_UNSIGNED_INT_8_8_8_8;
2228 desc->conv_byte_count = 4;
2230 break;
2232 case WINED3DFMT_B8G8R8X8_UNORM:
2233 if (colorkey_active) {
2234 *convert = CONVERT_RGB32_888;
2235 desc->glFormat = GL_RGBA;
2236 desc->glInternal = GL_RGBA8;
2237 desc->glType = GL_UNSIGNED_INT_8_8_8_8;
2238 desc->conv_byte_count = 4;
2240 break;
2242 default:
2243 break;
2246 return WINED3D_OK;
2249 void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey)
2251 IWineD3DDeviceImpl *device = This->resource.device;
2252 IWineD3DPaletteImpl *pal = This->palette;
2253 BOOL index_in_alpha = FALSE;
2254 unsigned int i;
2256 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
2257 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
2258 * is slow. Further RGB->P8 conversion is not possible because palettes can have
2259 * duplicate entries. Store the color key in the unused alpha component to speed the
2260 * download up and to make conversion unneeded. */
2261 index_in_alpha = primary_render_target_is_p8(device);
2263 if (!pal)
2265 UINT dxVersion = ((IWineD3DImpl *)device->wined3d)->dxVersion;
2267 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
2268 if (dxVersion <= 7)
2270 ERR("This code should never get entered for DirectDraw!, expect problems\n");
2271 if (index_in_alpha)
2273 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
2274 * there's no palette at this time. */
2275 for (i = 0; i < 256; i++) table[i][3] = i;
2278 else
2280 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
2281 * alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
2282 * capability flag is present (wine does advertise this capability) */
2283 for (i = 0; i < 256; ++i)
2285 table[i][0] = device->palettes[device->currentPalette][i].peRed;
2286 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
2287 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
2288 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
2292 else
2294 TRACE("Using surface palette %p\n", pal);
2295 /* Get the surface's palette */
2296 for (i = 0; i < 256; ++i)
2298 table[i][0] = pal->palents[i].peRed;
2299 table[i][1] = pal->palents[i].peGreen;
2300 table[i][2] = pal->palents[i].peBlue;
2302 /* When index_in_alpha is set the palette index is stored in the
2303 * alpha component. In case of a readback we can then read
2304 * GL_ALPHA. Color keying is handled in BltOverride using a
2305 * GL_ALPHA_TEST using GL_NOT_EQUAL. In case of index_in_alpha the
2306 * color key itself is passed to glAlphaFunc in other cases the
2307 * alpha component of pixels that should be masked away is set to 0. */
2308 if (index_in_alpha)
2310 table[i][3] = i;
2312 else if (colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue)
2313 && (i <= This->SrcBltCKey.dwColorSpaceHighValue))
2315 table[i][3] = 0x00;
2317 else if(pal->Flags & WINEDDPCAPS_ALPHA)
2319 table[i][3] = pal->palents[i].peFlags;
2321 else
2323 table[i][3] = 0xFF;
2329 static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width,
2330 UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This)
2332 const BYTE *source;
2333 BYTE *dest;
2334 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
2336 switch (convert) {
2337 case NO_CONVERSION:
2339 memcpy(dst, src, pitch * height);
2340 break;
2342 case CONVERT_PALETTED:
2343 case CONVERT_PALETTED_CK:
2345 IWineD3DPaletteImpl* pal = This->palette;
2346 BYTE table[256][4];
2347 unsigned int x, y;
2349 if( pal == NULL) {
2350 /* TODO: If we are a sublevel, try to get the palette from level 0 */
2353 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2355 for (y = 0; y < height; y++)
2357 source = src + pitch * y;
2358 dest = dst + outpitch * y;
2359 /* This is an 1 bpp format, using the width here is fine */
2360 for (x = 0; x < width; x++) {
2361 BYTE color = *source++;
2362 *dest++ = table[color][0];
2363 *dest++ = table[color][1];
2364 *dest++ = table[color][2];
2365 *dest++ = table[color][3];
2369 break;
2371 case CONVERT_CK_565:
2373 /* Converting the 565 format in 5551 packed to emulate color-keying.
2375 Note : in all these conversion, it would be best to average the averaging
2376 pixels to get the color of the pixel that will be color-keyed to
2377 prevent 'color bleeding'. This will be done later on if ever it is
2378 too visible.
2380 Note2: Nvidia documents say that their driver does not support alpha + color keying
2381 on the same surface and disables color keying in such a case
2383 unsigned int x, y;
2384 const WORD *Source;
2385 WORD *Dest;
2387 TRACE("Color keyed 565\n");
2389 for (y = 0; y < height; y++) {
2390 Source = (const WORD *)(src + y * pitch);
2391 Dest = (WORD *) (dst + y * outpitch);
2392 for (x = 0; x < width; x++ ) {
2393 WORD color = *Source++;
2394 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
2395 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2396 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2397 *Dest |= 0x0001;
2399 Dest++;
2403 break;
2405 case CONVERT_CK_5551:
2407 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
2408 unsigned int x, y;
2409 const WORD *Source;
2410 WORD *Dest;
2411 TRACE("Color keyed 5551\n");
2412 for (y = 0; y < height; y++) {
2413 Source = (const WORD *)(src + y * pitch);
2414 Dest = (WORD *) (dst + y * outpitch);
2415 for (x = 0; x < width; x++ ) {
2416 WORD color = *Source++;
2417 *Dest = color;
2418 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2419 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2420 *Dest |= (1 << 15);
2422 else {
2423 *Dest &= ~(1 << 15);
2425 Dest++;
2429 break;
2431 case CONVERT_CK_RGB24:
2433 /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
2434 unsigned int x, y;
2435 for (y = 0; y < height; y++)
2437 source = src + pitch * y;
2438 dest = dst + outpitch * y;
2439 for (x = 0; x < width; x++) {
2440 DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ;
2441 DWORD dstcolor = color << 8;
2442 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2443 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2444 dstcolor |= 0xff;
2446 *(DWORD*)dest = dstcolor;
2447 source += 3;
2448 dest += 4;
2452 break;
2454 case CONVERT_RGB32_888:
2456 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
2457 unsigned int x, y;
2458 for (y = 0; y < height; y++)
2460 source = src + pitch * y;
2461 dest = dst + outpitch * y;
2462 for (x = 0; x < width; x++) {
2463 DWORD color = 0xffffff & *(const DWORD*)source;
2464 DWORD dstcolor = color << 8;
2465 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2466 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2467 dstcolor |= 0xff;
2469 *(DWORD*)dest = dstcolor;
2470 source += 4;
2471 dest += 4;
2475 break;
2477 default:
2478 ERR("Unsupported conversion type %#x.\n", convert);
2480 return WINED3D_OK;
2483 BOOL palette9_changed(IWineD3DSurfaceImpl *This)
2485 IWineD3DDeviceImpl *device = This->resource.device;
2487 if (This->palette || (This->resource.format_desc->format != WINED3DFMT_P8_UINT
2488 && This->resource.format_desc->format != WINED3DFMT_P8_UINT_A8_UNORM))
2490 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2491 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2493 return FALSE;
2496 if (This->palette9)
2498 if (!memcmp(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256))
2500 return FALSE;
2502 } else {
2503 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2505 memcpy(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2506 return TRUE;
2509 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2510 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2511 DWORD flag = srgb_mode ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE;
2513 if (!(This->Flags & flag)) {
2514 TRACE("Reloading because surface is dirty\n");
2515 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2516 ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
2517 /* Reload: vice versa OR */
2518 ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
2519 /* Also reload: Color key is active AND the color key has changed */
2520 ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
2521 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
2522 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
2523 TRACE("Reloading because of color keying\n");
2524 /* To perform the color key conversion we need a sysmem copy of
2525 * the surface. Make sure we have it
2528 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
2529 /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2530 /* TODO: This is not necessarily needed with hw palettized texture support */
2531 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2532 } else {
2533 TRACE("surface is already in texture\n");
2534 return WINED3D_OK;
2537 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2538 * These resources are not bound by device size or format restrictions. Because of this,
2539 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2540 * However, these resources can always be created, locked, and copied.
2542 if (This->resource.pool == WINED3DPOOL_SCRATCH )
2544 FIXME("(%p) Operation not supported for scratch textures\n",This);
2545 return WINED3DERR_INVALIDCALL;
2548 IWineD3DSurface_LoadLocation(iface, flag, NULL /* no partial locking for textures yet */);
2550 #if 0
2552 static unsigned int gen = 0;
2553 char buffer[4096];
2554 ++gen;
2555 if ((gen % 10) == 0) {
2556 snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm",
2557 This, This->texture_target, This->texture_level, gen);
2558 IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
2561 * debugging crash code
2562 if (gen == 250) {
2563 void** test = NULL;
2564 *test = 0;
2568 #endif
2570 if (!(This->Flags & SFLAG_DONOTFREE)) {
2571 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
2572 This->resource.allocatedMemory = NULL;
2573 This->resource.heapMemory = NULL;
2574 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, FALSE);
2577 return WINED3D_OK;
2580 /* Context activation is done by the caller. */
2581 static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) {
2582 /* TODO: check for locks */
2583 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2584 IWineD3DBaseTexture *baseTexture = NULL;
2586 TRACE("(%p)Checking to see if the container is a base texture\n", This);
2587 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2588 TRACE("Passing to container\n");
2589 IWineD3DBaseTexture_BindTexture(baseTexture, srgb);
2590 IWineD3DBaseTexture_Release(baseTexture);
2592 else
2594 GLuint *name;
2596 TRACE("(%p) : Binding surface\n", This);
2598 name = srgb ? &This->texture_name_srgb : &This->texture_name;
2600 ENTER_GL();
2602 if (!This->texture_level)
2604 if (!*name) {
2605 glGenTextures(1, name);
2606 checkGLcall("glGenTextures");
2607 TRACE("Surface %p given name %d\n", This, *name);
2609 glBindTexture(This->texture_target, *name);
2610 checkGLcall("glBindTexture");
2611 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2612 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
2613 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2614 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
2615 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2616 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
2617 glTexParameteri(This->texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2618 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
2619 glTexParameteri(This->texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2620 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
2622 /* This is where we should be reducing the amount of GLMemoryUsed */
2623 } else if (*name) {
2624 /* Mipmap surfaces should have a base texture container */
2625 ERR("Mipmap surface has a glTexture bound to it!\n");
2628 glBindTexture(This->texture_target, *name);
2629 checkGLcall("glBindTexture");
2631 LEAVE_GL();
2635 #include <errno.h>
2636 #include <stdio.h>
2637 static HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename)
2639 FILE* f = NULL;
2640 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2641 char *allocatedMemory;
2642 const char *textureRow;
2643 IWineD3DSwapChain *swapChain = NULL;
2644 int width, height, i, y;
2645 GLuint tmpTexture = 0;
2646 DWORD color;
2647 /*FIXME:
2648 Textures may not be stored in ->allocatedgMemory and a GlTexture
2649 so we should lock the surface before saving a snapshot, or at least check that
2651 /* TODO: Compressed texture images can be obtained from the GL in uncompressed form
2652 by calling GetTexImage and in compressed form by calling
2653 GetCompressedTexImageARB. Queried compressed images can be saved and
2654 later reused by calling CompressedTexImage[123]DARB. Pre-compressed
2655 texture images do not need to be processed by the GL and should
2656 significantly improve texture loading performance relative to uncompressed
2657 images. */
2659 /* Setup the width and height to be the internal texture width and height. */
2660 width = This->pow2Width;
2661 height = This->pow2Height;
2662 /* check to see if we're a 'virtual' texture, e.g. we're not a pbuffer of texture, we're a back buffer*/
2663 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain);
2665 if (This->Flags & SFLAG_INDRAWABLE && !(This->Flags & SFLAG_INTEXTURE)) {
2666 /* if were not a real texture then read the back buffer into a real texture */
2667 /* we don't want to interfere with the back buffer so read the data into a temporary
2668 * texture and then save the data out of the temporary texture
2670 GLint prevRead;
2671 ENTER_GL();
2672 TRACE("(%p) Reading render target into texture\n", This);
2674 glGenTextures(1, &tmpTexture);
2675 glBindTexture(GL_TEXTURE_2D, tmpTexture);
2677 glTexImage2D(GL_TEXTURE_2D,
2679 GL_RGBA,
2680 width,
2681 height,
2682 0/*border*/,
2683 GL_RGBA,
2684 GL_UNSIGNED_INT_8_8_8_8_REV,
2685 NULL);
2687 glGetIntegerv(GL_READ_BUFFER, &prevRead);
2688 checkGLcall("glGetIntegerv");
2689 glReadBuffer(swapChain ? GL_BACK : This->resource.device->offscreenBuffer);
2690 checkGLcall("glReadBuffer");
2691 glCopyTexImage2D(GL_TEXTURE_2D,
2693 GL_RGBA,
2696 width,
2697 height,
2700 checkGLcall("glCopyTexImage2D");
2701 glReadBuffer(prevRead);
2702 LEAVE_GL();
2704 } else { /* bind the real texture, and make sure it up to date */
2705 surface_internal_preload(This, SRGB_RGB);
2706 surface_bind_and_dirtify(This, FALSE);
2708 allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width * height * 4);
2709 ENTER_GL();
2710 FIXME("Saving texture level %d width %d height %d\n", This->texture_level, width, height);
2711 glGetTexImage(GL_TEXTURE_2D, This->texture_level, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, allocatedMemory);
2712 checkGLcall("glGetTexImage");
2713 if (tmpTexture) {
2714 glBindTexture(GL_TEXTURE_2D, 0);
2715 glDeleteTextures(1, &tmpTexture);
2717 LEAVE_GL();
2719 f = fopen(filename, "w+");
2720 if (NULL == f) {
2721 ERR("opening of %s failed with: %s\n", filename, strerror(errno));
2722 return WINED3DERR_INVALIDCALL;
2724 /* Save the data out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha channel */
2725 TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format_desc->format));
2726 /* TGA header */
2727 fputc(0,f);
2728 fputc(0,f);
2729 fputc(2,f);
2730 fputc(0,f);
2731 fputc(0,f);
2732 fputc(0,f);
2733 fputc(0,f);
2734 fputc(0,f);
2735 fputc(0,f);
2736 fputc(0,f);
2737 fputc(0,f);
2738 fputc(0,f);
2739 /* short width*/
2740 fwrite(&width,2,1,f);
2741 /* short height */
2742 fwrite(&height,2,1,f);
2743 /* format rgba */
2744 fputc(0x20,f);
2745 fputc(0x28,f);
2746 /* raw data */
2747 /* 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 */
2748 if(swapChain)
2749 textureRow = allocatedMemory + (width * (height - 1) *4);
2750 else
2751 textureRow = allocatedMemory;
2752 for (y = 0 ; y < height; y++) {
2753 for (i = 0; i < width; i++) {
2754 color = *((const DWORD*)textureRow);
2755 fputc((color >> 16) & 0xFF, f); /* B */
2756 fputc((color >> 8) & 0xFF, f); /* G */
2757 fputc((color >> 0) & 0xFF, f); /* R */
2758 fputc((color >> 24) & 0xFF, f); /* A */
2759 textureRow += 4;
2761 /* take two rows of the pointer to the texture memory */
2762 if(swapChain)
2763 (textureRow-= width << 3);
2766 TRACE("Closing file\n");
2767 fclose(f);
2769 if(swapChain) {
2770 IWineD3DSwapChain_Release(swapChain);
2772 HeapFree(GetProcessHeap(), 0, allocatedMemory);
2773 return WINED3D_OK;
2776 static HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
2777 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2778 HRESULT hr;
2780 TRACE("(%p) : Calling base function first\n", This);
2781 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2782 if(SUCCEEDED(hr)) {
2783 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2784 TRACE("(%p) : glFormat %d, glFormatInternal %d, glType %d\n", This, This->resource.format_desc->glFormat,
2785 This->resource.format_desc->glInternal, This->resource.format_desc->glType);
2787 return hr;
2790 static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2791 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2793 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
2794 WARN("Surface is locked or the HDC is in use\n");
2795 return WINED3DERR_INVALIDCALL;
2798 if(Mem && Mem != This->resource.allocatedMemory) {
2799 void *release = NULL;
2801 /* Do I have to copy the old surface content? */
2802 if(This->Flags & SFLAG_DIBSECTION) {
2803 /* Release the DC. No need to hold the critical section for the update
2804 * Thread because this thread runs only on front buffers, but this method
2805 * fails for render targets in the check above.
2807 SelectObject(This->hDC, This->dib.holdbitmap);
2808 DeleteDC(This->hDC);
2809 /* Release the DIB section */
2810 DeleteObject(This->dib.DIBsection);
2811 This->dib.bitmap_data = NULL;
2812 This->resource.allocatedMemory = NULL;
2813 This->hDC = NULL;
2814 This->Flags &= ~SFLAG_DIBSECTION;
2815 } else if(!(This->Flags & SFLAG_USERPTR)) {
2816 release = This->resource.heapMemory;
2817 This->resource.heapMemory = NULL;
2819 This->resource.allocatedMemory = Mem;
2820 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2822 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2823 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2825 /* For client textures opengl has to be notified */
2826 if (This->Flags & SFLAG_CLIENT)
2827 surface_release_client_storage(This);
2829 /* Now free the old memory if any */
2830 HeapFree(GetProcessHeap(), 0, release);
2831 } else if(This->Flags & SFLAG_USERPTR) {
2832 /* LockRect and GetDC will re-create the dib section and allocated memory */
2833 This->resource.allocatedMemory = NULL;
2834 /* HeapMemory should be NULL already */
2835 if(This->resource.heapMemory != NULL) ERR("User pointer surface has heap memory allocated\n");
2836 This->Flags &= ~SFLAG_USERPTR;
2838 if (This->Flags & SFLAG_CLIENT)
2839 surface_release_client_storage(This);
2841 return WINED3D_OK;
2844 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
2846 /* Flip the surface contents */
2847 /* Flip the DC */
2849 HDC tmp;
2850 tmp = front->hDC;
2851 front->hDC = back->hDC;
2852 back->hDC = tmp;
2855 /* Flip the DIBsection */
2857 HBITMAP tmp;
2858 BOOL hasDib = front->Flags & SFLAG_DIBSECTION;
2859 tmp = front->dib.DIBsection;
2860 front->dib.DIBsection = back->dib.DIBsection;
2861 back->dib.DIBsection = tmp;
2863 if(back->Flags & SFLAG_DIBSECTION) front->Flags |= SFLAG_DIBSECTION;
2864 else front->Flags &= ~SFLAG_DIBSECTION;
2865 if(hasDib) back->Flags |= SFLAG_DIBSECTION;
2866 else back->Flags &= ~SFLAG_DIBSECTION;
2869 /* Flip the surface data */
2871 void* tmp;
2873 tmp = front->dib.bitmap_data;
2874 front->dib.bitmap_data = back->dib.bitmap_data;
2875 back->dib.bitmap_data = tmp;
2877 tmp = front->resource.allocatedMemory;
2878 front->resource.allocatedMemory = back->resource.allocatedMemory;
2879 back->resource.allocatedMemory = tmp;
2881 tmp = front->resource.heapMemory;
2882 front->resource.heapMemory = back->resource.heapMemory;
2883 back->resource.heapMemory = tmp;
2886 /* Flip the PBO */
2888 GLuint tmp_pbo = front->pbo;
2889 front->pbo = back->pbo;
2890 back->pbo = tmp_pbo;
2893 /* client_memory should not be different, but just in case */
2895 BOOL tmp;
2896 tmp = front->dib.client_memory;
2897 front->dib.client_memory = back->dib.client_memory;
2898 back->dib.client_memory = tmp;
2901 /* Flip the opengl texture */
2903 GLuint tmp;
2905 tmp = back->texture_name;
2906 back->texture_name = front->texture_name;
2907 front->texture_name = tmp;
2909 tmp = back->texture_name_srgb;
2910 back->texture_name_srgb = front->texture_name_srgb;
2911 front->texture_name_srgb = tmp;
2915 DWORD tmp_flags = back->Flags;
2916 back->Flags = front->Flags;
2917 front->Flags = tmp_flags;
2921 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
2922 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2923 IWineD3DSwapChainImpl *swapchain = NULL;
2924 HRESULT hr;
2925 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
2927 /* Flipping is only supported on RenderTargets and overlays*/
2928 if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
2929 WARN("Tried to flip a non-render target, non-overlay surface\n");
2930 return WINEDDERR_NOTFLIPPABLE;
2933 if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
2934 flip_surface(This, (IWineD3DSurfaceImpl *) override);
2936 /* Update the overlay if it is visible */
2937 if(This->overlay_dest) {
2938 return IWineD3DSurface_DrawOverlay((IWineD3DSurface *) This);
2939 } else {
2940 return WINED3D_OK;
2944 if(override) {
2945 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2946 * FIXME("(%p) Target override is not supported by now\n", This);
2947 * Additionally, it isn't really possible to support triple-buffering
2948 * properly on opengl at all
2952 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **) &swapchain);
2953 if(!swapchain) {
2954 ERR("Flipped surface is not on a swapchain\n");
2955 return WINEDDERR_NOTFLIPPABLE;
2958 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2959 * and only d3d8 and d3d9 apps specify the presentation interval
2961 if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
2962 /* Most common case first to avoid wasting time on all the other cases */
2963 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2964 } else if(Flags & WINEDDFLIP_NOVSYNC) {
2965 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2966 } else if(Flags & WINEDDFLIP_INTERVAL2) {
2967 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
2968 } else if(Flags & WINEDDFLIP_INTERVAL3) {
2969 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
2970 } else {
2971 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
2974 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2975 hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *)swapchain,
2976 NULL, NULL, swapchain->win_handle, NULL, 0);
2977 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
2978 return hr;
2981 /* Does a direct frame buffer -> texture copy. Stretching is done
2982 * with single pixel copy calls
2984 static void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *dst_surface, IWineD3DSurfaceImpl *src_surface,
2985 const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
2987 IWineD3DDeviceImpl *device = dst_surface->resource.device;
2988 float xrel, yrel;
2989 UINT row;
2990 struct wined3d_context *context;
2991 BOOL upsidedown = FALSE;
2992 RECT dst_rect = *dst_rect_in;
2994 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
2995 * glCopyTexSubImage is a bit picky about the parameters we pass to it
2997 if(dst_rect.top > dst_rect.bottom) {
2998 UINT tmp = dst_rect.bottom;
2999 dst_rect.bottom = dst_rect.top;
3000 dst_rect.top = tmp;
3001 upsidedown = TRUE;
3004 context = context_acquire(device, src_surface);
3005 context_apply_blit_state(context, device);
3006 surface_internal_preload(dst_surface, SRGB_RGB);
3007 ENTER_GL();
3009 /* Bind the target texture */
3010 glBindTexture(dst_surface->texture_target, dst_surface->texture_name);
3011 checkGLcall("glBindTexture");
3012 if (surface_is_offscreen(src_surface))
3014 TRACE("Reading from an offscreen target\n");
3015 upsidedown = !upsidedown;
3016 glReadBuffer(device->offscreenBuffer);
3018 else
3020 glReadBuffer(surface_get_gl_buffer(src_surface));
3022 checkGLcall("glReadBuffer");
3024 xrel = (float) (src_rect->right - src_rect->left) / (float) (dst_rect.right - dst_rect.left);
3025 yrel = (float) (src_rect->bottom - src_rect->top) / (float) (dst_rect.bottom - dst_rect.top);
3027 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
3029 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
3031 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
3032 ERR("Texture filtering not supported in direct blit\n");
3035 else if ((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT)
3036 && ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
3038 ERR("Texture filtering not supported in direct blit\n");
3041 if (upsidedown
3042 && !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
3043 && !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
3045 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
3047 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
3048 dst_rect.left /*xoffset */, dst_rect.top /* y offset */,
3049 src_rect->left, src_surface->currentDesc.Height - src_rect->bottom,
3050 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
3051 } else {
3052 UINT yoffset = src_surface->currentDesc.Height - src_rect->top + dst_rect.top - 1;
3053 /* I have to process this row by row to swap the image,
3054 * otherwise it would be upside down, so stretching in y direction
3055 * doesn't cost extra time
3057 * However, stretching in x direction can be avoided if not necessary
3059 for(row = dst_rect.top; row < dst_rect.bottom; row++) {
3060 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
3062 /* Well, that stuff works, but it's very slow.
3063 * find a better way instead
3065 UINT col;
3067 for (col = dst_rect.left; col < dst_rect.right; ++col)
3069 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
3070 dst_rect.left + col /* x offset */, row /* y offset */,
3071 src_rect->left + col * xrel, yoffset - (int) (row * yrel), 1, 1);
3074 else
3076 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
3077 dst_rect.left /* x offset */, row /* y offset */,
3078 src_rect->left, yoffset - (int) (row * yrel), dst_rect.right - dst_rect.left, 1);
3082 checkGLcall("glCopyTexSubImage2D");
3084 LEAVE_GL();
3085 context_release(context);
3087 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3088 * path is never entered
3090 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)dst_surface, SFLAG_INTEXTURE, TRUE);
3093 /* Uses the hardware to stretch and flip the image */
3094 static void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *dst_surface, IWineD3DSurfaceImpl *src_surface,
3095 const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
3097 IWineD3DDeviceImpl *device = dst_surface->resource.device;
3098 GLuint src, backup = 0;
3099 IWineD3DSwapChainImpl *src_swapchain = NULL;
3100 float left, right, top, bottom; /* Texture coordinates */
3101 UINT fbwidth = src_surface->currentDesc.Width;
3102 UINT fbheight = src_surface->currentDesc.Height;
3103 struct wined3d_context *context;
3104 GLenum drawBuffer = GL_BACK;
3105 GLenum texture_target;
3106 BOOL noBackBufferBackup;
3107 BOOL src_offscreen;
3108 BOOL upsidedown = FALSE;
3109 RECT dst_rect = *dst_rect_in;
3111 TRACE("Using hwstretch blit\n");
3112 /* Activate the Proper context for reading from the source surface, set it up for blitting */
3113 context = context_acquire(device, src_surface);
3114 context_apply_blit_state(context, device);
3115 surface_internal_preload(dst_surface, SRGB_RGB);
3117 src_offscreen = surface_is_offscreen(src_surface);
3118 noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
3119 if (!noBackBufferBackup && !src_surface->texture_name)
3121 /* Get it a description */
3122 surface_internal_preload(src_surface, SRGB_RGB);
3124 ENTER_GL();
3126 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
3127 * This way we don't have to wait for the 2nd readback to finish to leave this function.
3129 if (context->aux_buffers >= 2)
3131 /* Got more than one aux buffer? Use the 2nd aux buffer */
3132 drawBuffer = GL_AUX1;
3134 else if ((!src_offscreen || device->offscreenBuffer == GL_BACK) && context->aux_buffers >= 1)
3136 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
3137 drawBuffer = GL_AUX0;
3140 if(noBackBufferBackup) {
3141 glGenTextures(1, &backup);
3142 checkGLcall("glGenTextures");
3143 glBindTexture(GL_TEXTURE_2D, backup);
3144 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3145 texture_target = GL_TEXTURE_2D;
3146 } else {
3147 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
3148 * we are reading from the back buffer, the backup can be used as source texture
3150 texture_target = src_surface->texture_target;
3151 glBindTexture(texture_target, src_surface->texture_name);
3152 checkGLcall("glBindTexture(texture_target, src_surface->texture_name)");
3153 glEnable(texture_target);
3154 checkGLcall("glEnable(texture_target)");
3156 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
3157 src_surface->Flags &= ~SFLAG_INTEXTURE;
3160 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
3161 * glCopyTexSubImage is a bit picky about the parameters we pass to it
3163 if(dst_rect.top > dst_rect.bottom) {
3164 UINT tmp = dst_rect.bottom;
3165 dst_rect.bottom = dst_rect.top;
3166 dst_rect.top = tmp;
3167 upsidedown = TRUE;
3170 if (src_offscreen)
3172 TRACE("Reading from an offscreen target\n");
3173 upsidedown = !upsidedown;
3174 glReadBuffer(device->offscreenBuffer);
3176 else
3178 glReadBuffer(surface_get_gl_buffer(src_surface));
3181 /* TODO: Only back up the part that will be overwritten */
3182 glCopyTexSubImage2D(texture_target, 0,
3183 0, 0 /* read offsets */,
3184 0, 0,
3185 fbwidth,
3186 fbheight);
3188 checkGLcall("glCopyTexSubImage2D");
3190 /* No issue with overriding these - the sampler is dirty due to blit usage */
3191 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
3192 wined3d_gl_mag_filter(magLookup, Filter));
3193 checkGLcall("glTexParameteri");
3194 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
3195 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
3196 checkGLcall("glTexParameteri");
3198 IWineD3DSurface_GetContainer((IWineD3DSurface *)src_surface, &IID_IWineD3DSwapChain, (void **)&src_swapchain);
3199 if (src_swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *)src_swapchain);
3200 if (!src_swapchain || src_surface == src_swapchain->back_buffers[0])
3202 src = backup ? backup : src_surface->texture_name;
3204 else
3206 glReadBuffer(GL_FRONT);
3207 checkGLcall("glReadBuffer(GL_FRONT)");
3209 glGenTextures(1, &src);
3210 checkGLcall("glGenTextures(1, &src)");
3211 glBindTexture(GL_TEXTURE_2D, src);
3212 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
3214 /* TODO: Only copy the part that will be read. Use src_rect->left, src_rect->bottom as origin, but with the width watch
3215 * out for power of 2 sizes
3217 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, src_surface->pow2Width,
3218 src_surface->pow2Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
3219 checkGLcall("glTexImage2D");
3220 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
3221 0, 0 /* read offsets */,
3222 0, 0,
3223 fbwidth,
3224 fbheight);
3226 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3227 checkGLcall("glTexParameteri");
3228 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3229 checkGLcall("glTexParameteri");
3231 glReadBuffer(GL_BACK);
3232 checkGLcall("glReadBuffer(GL_BACK)");
3234 if(texture_target != GL_TEXTURE_2D) {
3235 glDisable(texture_target);
3236 glEnable(GL_TEXTURE_2D);
3237 texture_target = GL_TEXTURE_2D;
3240 checkGLcall("glEnd and previous");
3242 left = src_rect->left;
3243 right = src_rect->right;
3245 if (upsidedown)
3247 top = src_surface->currentDesc.Height - src_rect->top;
3248 bottom = src_surface->currentDesc.Height - src_rect->bottom;
3250 else
3252 top = src_surface->currentDesc.Height - src_rect->bottom;
3253 bottom = src_surface->currentDesc.Height - src_rect->top;
3256 if (src_surface->Flags & SFLAG_NORMCOORD)
3258 left /= src_surface->pow2Width;
3259 right /= src_surface->pow2Width;
3260 top /= src_surface->pow2Height;
3261 bottom /= src_surface->pow2Height;
3264 /* draw the source texture stretched and upside down. The correct surface is bound already */
3265 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3266 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3268 context_set_draw_buffer(context, drawBuffer);
3269 glReadBuffer(drawBuffer);
3271 glBegin(GL_QUADS);
3272 /* bottom left */
3273 glTexCoord2f(left, bottom);
3274 glVertex2i(0, fbheight);
3276 /* top left */
3277 glTexCoord2f(left, top);
3278 glVertex2i(0, fbheight - dst_rect.bottom - dst_rect.top);
3280 /* top right */
3281 glTexCoord2f(right, top);
3282 glVertex2i(dst_rect.right - dst_rect.left, fbheight - dst_rect.bottom - dst_rect.top);
3284 /* bottom right */
3285 glTexCoord2f(right, bottom);
3286 glVertex2i(dst_rect.right - dst_rect.left, fbheight);
3287 glEnd();
3288 checkGLcall("glEnd and previous");
3290 if (texture_target != dst_surface->texture_target)
3292 glDisable(texture_target);
3293 glEnable(dst_surface->texture_target);
3294 texture_target = dst_surface->texture_target;
3297 /* Now read the stretched and upside down image into the destination texture */
3298 glBindTexture(texture_target, dst_surface->texture_name);
3299 checkGLcall("glBindTexture");
3300 glCopyTexSubImage2D(texture_target,
3302 dst_rect.left, dst_rect.top, /* xoffset, yoffset */
3303 0, 0, /* We blitted the image to the origin */
3304 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
3305 checkGLcall("glCopyTexSubImage2D");
3307 if(drawBuffer == GL_BACK) {
3308 /* Write the back buffer backup back */
3309 if(backup) {
3310 if(texture_target != GL_TEXTURE_2D) {
3311 glDisable(texture_target);
3312 glEnable(GL_TEXTURE_2D);
3313 texture_target = GL_TEXTURE_2D;
3315 glBindTexture(GL_TEXTURE_2D, backup);
3316 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3318 else
3320 if (texture_target != src_surface->texture_target)
3322 glDisable(texture_target);
3323 glEnable(src_surface->texture_target);
3324 texture_target = src_surface->texture_target;
3326 glBindTexture(src_surface->texture_target, src_surface->texture_name);
3327 checkGLcall("glBindTexture(src_surface->texture_target, src_surface->texture_name)");
3330 glBegin(GL_QUADS);
3331 /* top left */
3332 glTexCoord2f(0.0f, (float)fbheight / (float)src_surface->pow2Height);
3333 glVertex2i(0, 0);
3335 /* bottom left */
3336 glTexCoord2f(0.0f, 0.0f);
3337 glVertex2i(0, fbheight);
3339 /* bottom right */
3340 glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width, 0.0f);
3341 glVertex2i(fbwidth, src_surface->currentDesc.Height);
3343 /* top right */
3344 glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width,
3345 (float)fbheight / (float)src_surface->pow2Height);
3346 glVertex2i(fbwidth, 0);
3347 glEnd();
3349 glDisable(texture_target);
3350 checkGLcall("glDisable(texture_target)");
3352 /* Cleanup */
3353 if (src != src_surface->texture_name && src != backup)
3355 glDeleteTextures(1, &src);
3356 checkGLcall("glDeleteTextures(1, &src)");
3358 if(backup) {
3359 glDeleteTextures(1, &backup);
3360 checkGLcall("glDeleteTextures(1, &backup)");
3363 LEAVE_GL();
3365 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
3367 context_release(context);
3369 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3370 * path is never entered
3372 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)dst_surface, SFLAG_INTEXTURE, TRUE);
3375 /* Until the blit_shader is ready, define some prototypes here. */
3376 static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
3377 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool,
3378 const struct wined3d_format_desc *src_format_desc,
3379 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool,
3380 const struct wined3d_format_desc *dst_format_desc);
3382 /* Not called from the VTable */
3383 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *dst_surface, const RECT *DestRect,
3384 IWineD3DSurfaceImpl *src_surface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx,
3385 WINED3DTEXTUREFILTERTYPE Filter)
3387 IWineD3DDeviceImpl *device = dst_surface->resource.device;
3388 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
3389 RECT dst_rect, src_rect;
3391 TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, blt_fx %p, filter %s.\n",
3392 dst_surface, wine_dbgstr_rect(DestRect), src_surface, wine_dbgstr_rect(SrcRect),
3393 Flags, DDBltFx, debug_d3dtexturefiltertype(Filter));
3395 /* Get the swapchain. One of the surfaces has to be a primary surface */
3396 if (dst_surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
3398 WARN("Destination is in sysmem, rejecting gl blt\n");
3399 return WINED3DERR_INVALIDCALL;
3401 IWineD3DSurface_GetContainer((IWineD3DSurface *)dst_surface, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
3402 if (dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *)dstSwapchain);
3403 if (src_surface)
3405 if (src_surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
3407 WARN("Src is in sysmem, rejecting gl blt\n");
3408 return WINED3DERR_INVALIDCALL;
3410 IWineD3DSurface_GetContainer((IWineD3DSurface *)src_surface, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
3411 if (srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *)srcSwapchain);
3414 /* Early sort out of cases where no render target is used */
3415 if (!dstSwapchain && !srcSwapchain
3416 && src_surface != device->render_targets[0]
3417 && dst_surface != device->render_targets[0])
3419 TRACE("No surface is render target, not using hardware blit.\n");
3420 return WINED3DERR_INVALIDCALL;
3423 /* No destination color keying supported */
3424 if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
3425 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3426 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3427 return WINED3DERR_INVALIDCALL;
3430 surface_get_rect(dst_surface, DestRect, &dst_rect);
3431 if (src_surface) surface_get_rect(src_surface, SrcRect, &src_rect);
3433 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3434 if (dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->back_buffers
3435 && dst_surface == dstSwapchain->front_buffer
3436 && src_surface == dstSwapchain->back_buffers[0])
3438 /* Half-life does a Blt from the back buffer to the front buffer,
3439 * Full surface size, no flags... Use present instead
3441 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3444 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3445 while(1)
3447 TRACE("Looking if a Present can be done...\n");
3448 /* Source Rectangle must be full surface */
3449 if (src_rect.left || src_rect.top
3450 || src_rect.right != src_surface->currentDesc.Width
3451 || src_rect.bottom != src_surface->currentDesc.Height)
3453 TRACE("No, Source rectangle doesn't match\n");
3454 break;
3457 /* No stretching may occur */
3458 if(src_rect.right != dst_rect.right - dst_rect.left ||
3459 src_rect.bottom != dst_rect.bottom - dst_rect.top) {
3460 TRACE("No, stretching is done\n");
3461 break;
3464 /* Destination must be full surface or match the clipping rectangle */
3465 if (dst_surface->clipper && ((IWineD3DClipperImpl *)dst_surface->clipper)->hWnd)
3467 RECT cliprect;
3468 POINT pos[2];
3469 GetClientRect(((IWineD3DClipperImpl *)dst_surface->clipper)->hWnd, &cliprect);
3470 pos[0].x = dst_rect.left;
3471 pos[0].y = dst_rect.top;
3472 pos[1].x = dst_rect.right;
3473 pos[1].y = dst_rect.bottom;
3474 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *)dst_surface->clipper)->hWnd, pos, 2);
3476 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
3477 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3479 TRACE("No, dest rectangle doesn't match(clipper)\n");
3480 TRACE("Clip rect at %s\n", wine_dbgstr_rect(&cliprect));
3481 TRACE("Blt dest: %s\n", wine_dbgstr_rect(&dst_rect));
3482 break;
3485 else if (dst_rect.left || dst_rect.top
3486 || dst_rect.right != dst_surface->currentDesc.Width
3487 || dst_rect.bottom != dst_surface->currentDesc.Height)
3489 TRACE("No, dest rectangle doesn't match(surface size)\n");
3490 break;
3493 TRACE("Yes\n");
3495 /* These flags are unimportant for the flag check, remove them */
3496 if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
3497 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3499 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3500 * take very long, while a flip is fast.
3501 * This applies to Half-Life, which does such Blts every time it finished
3502 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3503 * menu. This is also used by all apps when they do windowed rendering
3505 * The problem is that flipping is not really the same as copying. After a
3506 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3507 * untouched. Therefore it's necessary to override the swap effect
3508 * and to set it back after the flip.
3510 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3511 * testcases.
3514 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3515 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3517 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3518 IWineD3DSwapChain_Present((IWineD3DSwapChain *)dstSwapchain,
3519 NULL, NULL, dstSwapchain->win_handle, NULL, 0);
3521 dstSwapchain->presentParms.SwapEffect = orig_swap;
3523 return WINED3D_OK;
3525 break;
3528 TRACE("Unsupported blit between buffers on the same swapchain\n");
3529 return WINED3DERR_INVALIDCALL;
3530 } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
3531 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3532 return WINED3DERR_INVALIDCALL;
3533 } else if(dstSwapchain && srcSwapchain) {
3534 FIXME("Implement hardware blit between two different swapchains\n");
3535 return WINED3DERR_INVALIDCALL;
3537 else if (dstSwapchain)
3539 /* Handled with regular texture -> swapchain blit */
3540 if (src_surface == device->render_targets[0])
3541 TRACE("Blit from active render target to a swapchain\n");
3543 else if (srcSwapchain && dst_surface == device->render_targets[0])
3545 FIXME("Implement blit from a swapchain to the active render target\n");
3546 return WINED3DERR_INVALIDCALL;
3549 if ((srcSwapchain || src_surface == device->render_targets[0]) && !dstSwapchain)
3551 /* Blit from render target to texture */
3552 BOOL stretchx;
3554 /* P8 read back is not implemented */
3555 if (src_surface->resource.format_desc->format == WINED3DFMT_P8_UINT
3556 || dst_surface->resource.format_desc->format == WINED3DFMT_P8_UINT)
3558 TRACE("P8 read back not supported by frame buffer to texture blit\n");
3559 return WINED3DERR_INVALIDCALL;
3562 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3563 TRACE("Color keying not supported by frame buffer to texture blit\n");
3564 return WINED3DERR_INVALIDCALL;
3565 /* Destination color key is checked above */
3568 if(dst_rect.right - dst_rect.left != src_rect.right - src_rect.left) {
3569 stretchx = TRUE;
3570 } else {
3571 stretchx = FALSE;
3574 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3575 * flip the image nor scale it.
3577 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3578 * -> If the app wants a image width an unscaled width, copy it line per line
3579 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3580 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3581 * back buffer. This is slower than reading line per line, thus not used for flipping
3582 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3583 * pixel by pixel
3585 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3586 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3587 * backends.
3589 if (fbo_blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
3590 &src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format_desc,
3591 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format_desc))
3593 stretch_rect_fbo(device, src_surface, &src_rect, dst_surface, &dst_rect, Filter);
3595 else if (!stretchx || dst_rect.right - dst_rect.left > src_surface->currentDesc.Width
3596 || dst_rect.bottom - dst_rect.top > src_surface->currentDesc.Height)
3598 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3599 fb_copy_to_texture_direct(dst_surface, src_surface, &src_rect, &dst_rect, Filter);
3600 } else {
3601 TRACE("Using hardware stretching to flip / stretch the texture\n");
3602 fb_copy_to_texture_hwstretch(dst_surface, src_surface, &src_rect, &dst_rect, Filter);
3605 if (!(dst_surface->Flags & SFLAG_DONOTFREE))
3607 HeapFree(GetProcessHeap(), 0, dst_surface->resource.heapMemory);
3608 dst_surface->resource.allocatedMemory = NULL;
3609 dst_surface->resource.heapMemory = NULL;
3611 else
3613 dst_surface->Flags &= ~SFLAG_INSYSMEM;
3616 return WINED3D_OK;
3618 else if (src_surface)
3620 /* Blit from offscreen surface to render target */
3621 DWORD oldCKeyFlags = src_surface->CKeyFlags;
3622 WINEDDCOLORKEY oldBltCKey = src_surface->SrcBltCKey;
3623 struct wined3d_context *context;
3625 TRACE("Blt from surface %p to rendertarget %p\n", src_surface, dst_surface);
3627 if (!(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3628 && fbo_blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
3629 &src_rect, src_surface->resource.usage, src_surface->resource.pool,
3630 src_surface->resource.format_desc,
3631 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
3632 dst_surface->resource.format_desc))
3634 TRACE("Using stretch_rect_fbo\n");
3635 /* The source is always a texture, but never the currently active render target, and the texture
3636 * contents are never upside down. */
3637 stretch_rect_fbo(device, src_surface, &src_rect, dst_surface, &dst_rect, Filter);
3638 return WINED3D_OK;
3641 if (!(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3642 && arbfp_blit.blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
3643 &src_rect, src_surface->resource.usage, src_surface->resource.pool,
3644 src_surface->resource.format_desc,
3645 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
3646 dst_surface->resource.format_desc))
3648 return arbfp_blit_surface(device, src_surface, &src_rect, dst_surface, &dst_rect, BLIT_OP_BLIT, Filter);
3651 /* Color keying: Check if we have to do a color keyed blt,
3652 * and if not check if a color key is activated.
3654 * Just modify the color keying parameters in the surface and restore them afterwards
3655 * The surface keeps track of the color key last used to load the opengl surface.
3656 * PreLoad will catch the change to the flags and color key and reload if necessary.
3658 if(Flags & WINEDDBLT_KEYSRC) {
3659 /* Use color key from surface */
3660 } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
3661 /* Use color key from DDBltFx */
3662 src_surface->CKeyFlags |= WINEDDSD_CKSRCBLT;
3663 src_surface->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3664 } else {
3665 /* Do not use color key */
3666 src_surface->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3669 /* Now load the surface */
3670 surface_internal_preload(src_surface, SRGB_RGB);
3672 /* Activate the destination context, set it up for blitting */
3673 context = context_acquire(device, dst_surface);
3674 context_apply_blit_state(context, device);
3676 /* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
3677 * while OpenGL coordinates are window relative.
3678 * Also beware of the origin difference(top left vs bottom left).
3679 * Also beware that the front buffer's surface size is screen width x screen height,
3680 * whereas the real gl drawable size is the size of the window.
3682 if (dstSwapchain && dst_surface == dstSwapchain->front_buffer)
3684 RECT windowsize;
3685 POINT offset = {0,0};
3686 UINT h;
3687 ClientToScreen(context->win_handle, &offset);
3688 GetClientRect(context->win_handle, &windowsize);
3689 h = windowsize.bottom - windowsize.top;
3690 dst_rect.left -= offset.x; dst_rect.right -=offset.x;
3691 dst_rect.top -= offset.y; dst_rect.bottom -=offset.y;
3692 dst_rect.top += dst_surface->currentDesc.Height - h;
3693 dst_rect.bottom += dst_surface->currentDesc.Height - h;
3696 if (!device->blitter->blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
3697 &src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format_desc,
3698 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format_desc))
3700 FIXME("Unsupported blit operation falling back to software\n");
3701 return WINED3DERR_INVALIDCALL;
3704 device->blitter->set_shader((IWineD3DDevice *)device, src_surface);
3706 ENTER_GL();
3708 /* This is for color keying */
3709 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3710 glEnable(GL_ALPHA_TEST);
3711 checkGLcall("glEnable(GL_ALPHA_TEST)");
3713 /* When the primary render target uses P8, the alpha component contains the palette index.
3714 * Which means that the colorkey is one of the palette entries. In other cases pixels that
3715 * should be masked away have alpha set to 0. */
3716 if (primary_render_target_is_p8(device))
3717 glAlphaFunc(GL_NOTEQUAL, (float)src_surface->SrcBltCKey.dwColorSpaceLowValue / 256.0f);
3718 else
3719 glAlphaFunc(GL_NOTEQUAL, 0.0f);
3720 checkGLcall("glAlphaFunc");
3721 } else {
3722 glDisable(GL_ALPHA_TEST);
3723 checkGLcall("glDisable(GL_ALPHA_TEST)");
3726 /* Draw a textured quad
3728 draw_textured_quad(src_surface, &src_rect, &dst_rect, Filter);
3730 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3731 glDisable(GL_ALPHA_TEST);
3732 checkGLcall("glDisable(GL_ALPHA_TEST)");
3735 /* Restore the color key parameters */
3736 src_surface->CKeyFlags = oldCKeyFlags;
3737 src_surface->SrcBltCKey = oldBltCKey;
3739 LEAVE_GL();
3741 /* Leave the opengl state valid for blitting */
3742 device->blitter->unset_shader((IWineD3DDevice *)device);
3744 if (wined3d_settings.strict_draw_ordering || (dstSwapchain
3745 && (dst_surface == dstSwapchain->front_buffer
3746 || dstSwapchain->num_contexts > 1)))
3747 wglFlush(); /* Flush to ensure ordering across contexts. */
3749 context_release(context);
3751 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
3752 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
3753 * is outdated now
3755 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)dst_surface, SFLAG_INDRAWABLE, TRUE);
3757 return WINED3D_OK;
3758 } else {
3759 /* Source-Less Blit to render target */
3760 if (Flags & WINEDDBLT_COLORFILL) {
3761 DWORD color;
3763 TRACE("Colorfill\n");
3765 /* The color as given in the Blt function is in the format of the frame-buffer...
3766 * 'clear' expect it in ARGB format => we need to do some conversion :-)
3768 if (!surface_convert_color_to_argb(dst_surface, DDBltFx->u5.dwFillColor, &color))
3770 /* The color conversion function already prints an error, so need to do it here */
3771 return WINED3DERR_INVALIDCALL;
3774 if (ffp_blit.blit_supported(&device->adapter->gl_info, BLIT_OP_COLOR_FILL,
3775 NULL, 0, 0, NULL,
3776 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
3777 dst_surface->resource.format_desc))
3779 return ffp_blit.color_fill(device, dst_surface, &dst_rect, color);
3781 else if (cpu_blit.blit_supported(&device->adapter->gl_info, BLIT_OP_COLOR_FILL,
3782 NULL, 0, 0, NULL,
3783 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
3784 dst_surface->resource.format_desc))
3786 return cpu_blit.color_fill(device, dst_surface, &dst_rect, color);
3788 return WINED3DERR_INVALIDCALL;
3792 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3793 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3794 return WINED3DERR_INVALIDCALL;
3797 static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3798 IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx)
3800 IWineD3DDeviceImpl *device = This->resource.device;
3801 float depth;
3803 if (Flags & WINEDDBLT_DEPTHFILL) {
3804 switch(This->resource.format_desc->format)
3806 case WINED3DFMT_D16_UNORM:
3807 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3808 break;
3809 case WINED3DFMT_S1_UINT_D15_UNORM:
3810 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000fffe;
3811 break;
3812 case WINED3DFMT_D24_UNORM_S8_UINT:
3813 case WINED3DFMT_X8D24_UNORM:
3814 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3815 break;
3816 case WINED3DFMT_D32_UNORM:
3817 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3818 break;
3819 default:
3820 depth = 0.0f;
3821 ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format_desc->format));
3824 return IWineD3DDevice_Clear((IWineD3DDevice *)device, DestRect ? 1 : 0, (const WINED3DRECT *)DestRect,
3825 WINED3DCLEAR_ZBUFFER, 0x00000000, depth, 0x00000000);
3828 FIXME("(%p): Unsupp depthstencil blit\n", This);
3829 return WINED3DERR_INVALIDCALL;
3832 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
3833 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
3834 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3835 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3836 IWineD3DDeviceImpl *device = This->resource.device;
3838 TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3839 TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
3841 if ( (This->Flags & SFLAG_LOCKED) || ((Src != NULL) && (Src->Flags & SFLAG_LOCKED)))
3843 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3844 return WINEDDERR_SURFACEBUSY;
3847 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3848 * except depth blits, which seem to work
3850 if (This == device->depth_stencil || (Src && Src == device->depth_stencil))
3852 if (device->inScene && !(Flags & WINEDDBLT_DEPTHFILL))
3854 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3855 return WINED3DERR_INVALIDCALL;
3856 } else if(IWineD3DSurfaceImpl_BltZ(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) {
3857 TRACE("Z Blit override handled the blit\n");
3858 return WINED3D_OK;
3862 /* Special cases for RenderTargets */
3863 if ((This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3864 || (Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET)))
3866 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This, DestRect, Src, SrcRect, Flags, DDBltFx, Filter)))
3867 return WINED3D_OK;
3870 /* For the rest call the X11 surface implementation.
3871 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3872 * other Blts are rather rare
3874 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter);
3877 static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
3878 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans)
3880 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3881 IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
3882 IWineD3DDeviceImpl *device = This->resource.device;
3884 TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
3886 if ( (This->Flags & SFLAG_LOCKED) || (srcImpl->Flags & SFLAG_LOCKED))
3888 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3889 return WINEDDERR_SURFACEBUSY;
3892 if (device->inScene && (This == device->depth_stencil || srcImpl == device->depth_stencil))
3894 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3895 return WINED3DERR_INVALIDCALL;
3898 /* Special cases for RenderTargets */
3899 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3900 (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) ) {
3902 RECT SrcRect, DstRect;
3903 DWORD Flags=0;
3905 surface_get_rect(srcImpl, rsrc, &SrcRect);
3907 DstRect.left = dstx;
3908 DstRect.top=dsty;
3909 DstRect.right = dstx + SrcRect.right - SrcRect.left;
3910 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
3912 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3913 if(trans & WINEDDBLTFAST_SRCCOLORKEY)
3914 Flags |= WINEDDBLT_KEYSRC;
3915 if(trans & WINEDDBLTFAST_DESTCOLORKEY)
3916 Flags |= WINEDDBLT_KEYDEST;
3917 if(trans & WINEDDBLTFAST_WAIT)
3918 Flags |= WINEDDBLT_WAIT;
3919 if(trans & WINEDDBLTFAST_DONOTWAIT)
3920 Flags |= WINEDDBLT_DONOTWAIT;
3922 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This,
3923 &DstRect, srcImpl, &SrcRect, Flags, NULL, WINED3DTEXF_POINT)))
3924 return WINED3D_OK;
3928 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
3931 static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
3933 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3934 RGBQUAD col[256];
3935 IWineD3DPaletteImpl *pal = This->palette;
3936 unsigned int n;
3937 TRACE("(%p)\n", This);
3939 if (!pal) return WINED3D_OK;
3941 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
3942 || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
3944 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3946 /* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
3947 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL);
3949 /* We want to force a palette refresh, so mark the drawable as not being up to date */
3950 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
3951 } else {
3952 if(!(This->Flags & SFLAG_INSYSMEM)) {
3953 TRACE("Palette changed with surface that does not have an up to date system memory copy\n");
3954 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
3956 TRACE("Dirtifying surface\n");
3957 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
3961 if(This->Flags & SFLAG_DIBSECTION) {
3962 TRACE("(%p): Updating the hdc's palette\n", This);
3963 for (n=0; n<256; n++) {
3964 col[n].rgbRed = pal->palents[n].peRed;
3965 col[n].rgbGreen = pal->palents[n].peGreen;
3966 col[n].rgbBlue = pal->palents[n].peBlue;
3967 col[n].rgbReserved = 0;
3969 SetDIBColorTable(This->hDC, 0, 256, col);
3972 /* Propagate the changes to the drawable when we have a palette. */
3973 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3974 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, NULL);
3976 return WINED3D_OK;
3979 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
3980 /** Check against the maximum texture sizes supported by the video card **/
3981 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3982 const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
3983 unsigned int pow2Width, pow2Height;
3985 This->texture_name = 0;
3986 This->texture_target = GL_TEXTURE_2D;
3988 /* Non-power2 support */
3989 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[WINE_NORMALIZED_TEXRECT])
3991 pow2Width = This->currentDesc.Width;
3992 pow2Height = This->currentDesc.Height;
3994 else
3996 /* Find the nearest pow2 match */
3997 pow2Width = pow2Height = 1;
3998 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
3999 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
4001 This->pow2Width = pow2Width;
4002 This->pow2Height = pow2Height;
4004 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height) {
4005 /** TODO: add support for non power two compressed textures **/
4006 if (This->resource.format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
4008 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
4009 This, This->currentDesc.Width, This->currentDesc.Height);
4010 return WINED3DERR_NOTAVAILABLE;
4014 if(pow2Width != This->currentDesc.Width ||
4015 pow2Height != This->currentDesc.Height) {
4016 This->Flags |= SFLAG_NONPOW2;
4019 TRACE("%p\n", This);
4020 if ((This->pow2Width > gl_info->limits.texture_size || This->pow2Height > gl_info->limits.texture_size)
4021 && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
4023 /* one of three options
4024 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)
4025 2: Set the texture to the maximum size (bad idea)
4026 3: WARN and return WINED3DERR_NOTAVAILABLE;
4027 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.
4029 if(This->resource.pool == WINED3DPOOL_DEFAULT || This->resource.pool == WINED3DPOOL_MANAGED)
4031 WARN("(%p) Unable to allocate a surface which exceeds the maximum OpenGL texture size\n", This);
4032 return WINED3DERR_NOTAVAILABLE;
4035 /* We should never use this surface in combination with OpenGL! */
4036 TRACE("(%p) Creating an oversized surface: %ux%u\n", This, This->pow2Width, This->pow2Height);
4038 else
4040 /* Don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
4041 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
4042 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
4044 if (This->Flags & SFLAG_NONPOW2 && gl_info->supported[ARB_TEXTURE_RECTANGLE]
4045 && !(This->resource.format_desc->format == WINED3DFMT_P8_UINT
4046 && gl_info->supported[EXT_PALETTED_TEXTURE]
4047 && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
4049 This->texture_target = GL_TEXTURE_RECTANGLE_ARB;
4050 This->pow2Width = This->currentDesc.Width;
4051 This->pow2Height = This->currentDesc.Height;
4052 This->Flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
4056 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
4057 switch(wined3d_settings.offscreen_rendering_mode) {
4058 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
4059 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
4063 This->Flags |= SFLAG_INSYSMEM;
4065 return WINED3D_OK;
4068 /* GL locking is done by the caller */
4069 static void surface_depth_blt(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
4070 GLuint texture, GLsizei w, GLsizei h, GLenum target)
4072 IWineD3DDeviceImpl *device = This->resource.device;
4073 GLint compare_mode = GL_NONE;
4074 struct blt_info info;
4075 GLint old_binding = 0;
4077 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
4079 glDisable(GL_CULL_FACE);
4080 glDisable(GL_BLEND);
4081 glDisable(GL_ALPHA_TEST);
4082 glDisable(GL_SCISSOR_TEST);
4083 glDisable(GL_STENCIL_TEST);
4084 glEnable(GL_DEPTH_TEST);
4085 glDepthFunc(GL_ALWAYS);
4086 glDepthMask(GL_TRUE);
4087 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
4088 glViewport(0, 0, w, h);
4090 surface_get_blt_info(target, NULL, w, h, &info);
4091 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4092 glGetIntegerv(info.binding, &old_binding);
4093 glBindTexture(info.bind_target, texture);
4094 if (gl_info->supported[ARB_SHADOW])
4096 glGetTexParameteriv(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, &compare_mode);
4097 if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
4100 device->shader_backend->shader_select_depth_blt((IWineD3DDevice *)device,
4101 info.tex_type, &This->ds_current_size);
4103 glBegin(GL_TRIANGLE_STRIP);
4104 glTexCoord3fv(info.coords[0]);
4105 glVertex2f(-1.0f, -1.0f);
4106 glTexCoord3fv(info.coords[1]);
4107 glVertex2f(1.0f, -1.0f);
4108 glTexCoord3fv(info.coords[2]);
4109 glVertex2f(-1.0f, 1.0f);
4110 glTexCoord3fv(info.coords[3]);
4111 glVertex2f(1.0f, 1.0f);
4112 glEnd();
4114 if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, compare_mode);
4115 glBindTexture(info.bind_target, old_binding);
4117 glPopAttrib();
4119 device->shader_backend->shader_deselect_depth_blt((IWineD3DDevice *)device);
4122 void surface_modify_ds_location(IWineD3DSurfaceImpl *surface,
4123 DWORD location, UINT w, UINT h)
4125 TRACE("surface %p, new location %#x, w %u, h %u.\n", surface, location, w, h);
4127 if (location & ~SFLAG_DS_LOCATIONS)
4128 FIXME("Invalid location (%#x) specified.\n", location);
4130 surface->ds_current_size.cx = w;
4131 surface->ds_current_size.cy = h;
4132 surface->Flags &= ~SFLAG_DS_LOCATIONS;
4133 surface->Flags |= location;
4136 /* Context activation is done by the caller. */
4137 void surface_load_ds_location(IWineD3DSurfaceImpl *surface, struct wined3d_context *context, DWORD location)
4139 IWineD3DDeviceImpl *device = surface->resource.device;
4140 const struct wined3d_gl_info *gl_info = context->gl_info;
4142 TRACE("surface %p, new location %#x.\n", surface, location);
4144 /* TODO: Make this work for modes other than FBO */
4145 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
4147 if (!(surface->Flags & location))
4149 surface->ds_current_size.cx = 0;
4150 surface->ds_current_size.cy = 0;
4153 if (surface->ds_current_size.cx == surface->currentDesc.Width
4154 && surface->ds_current_size.cy == surface->currentDesc.Height)
4156 TRACE("Location (%#x) is already up to date.\n", location);
4157 return;
4160 if (surface->current_renderbuffer)
4162 FIXME("Not supported with fixed up depth stencil.\n");
4163 return;
4166 if (!(surface->Flags & SFLAG_LOCATIONS))
4168 FIXME("No up to date depth stencil location.\n");
4169 surface->Flags |= location;
4170 return;
4173 if (location == SFLAG_DS_OFFSCREEN)
4175 GLint old_binding = 0;
4176 GLenum bind_target;
4178 TRACE("Copying onscreen depth buffer to depth texture.\n");
4180 ENTER_GL();
4182 if (!device->depth_blt_texture)
4184 glGenTextures(1, &device->depth_blt_texture);
4187 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4188 * directly on the FBO texture. That's because we need to flip. */
4189 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4190 if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
4192 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
4193 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4195 else
4197 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
4198 bind_target = GL_TEXTURE_2D;
4200 glBindTexture(bind_target, device->depth_blt_texture);
4201 glCopyTexImage2D(bind_target, surface->texture_level, surface->resource.format_desc->glInternal,
4202 0, 0, surface->currentDesc.Width, surface->currentDesc.Height, 0);
4203 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4204 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4205 glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
4206 glTexParameteri(bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
4207 glTexParameteri(bind_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
4208 glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
4209 glBindTexture(bind_target, old_binding);
4211 /* Setup the destination */
4212 if (!device->depth_blt_rb)
4214 gl_info->fbo_ops.glGenRenderbuffers(1, &device->depth_blt_rb);
4215 checkGLcall("glGenRenderbuffersEXT");
4217 if (device->depth_blt_rb_w != surface->currentDesc.Width
4218 || device->depth_blt_rb_h != surface->currentDesc.Height)
4220 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, device->depth_blt_rb);
4221 checkGLcall("glBindRenderbufferEXT");
4222 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8,
4223 surface->currentDesc.Width, surface->currentDesc.Height);
4224 checkGLcall("glRenderbufferStorageEXT");
4225 device->depth_blt_rb_w = surface->currentDesc.Width;
4226 device->depth_blt_rb_h = surface->currentDesc.Height;
4229 context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
4230 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
4231 GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, device->depth_blt_rb);
4232 checkGLcall("glFramebufferRenderbufferEXT");
4233 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, surface, FALSE);
4235 /* Do the actual blit */
4236 surface_depth_blt(surface, gl_info, device->depth_blt_texture,
4237 surface->currentDesc.Width, surface->currentDesc.Height, bind_target);
4238 checkGLcall("depth_blt");
4240 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4241 else context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4243 LEAVE_GL();
4245 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
4247 else if (location == SFLAG_DS_ONSCREEN)
4249 TRACE("Copying depth texture to onscreen depth buffer.\n");
4251 ENTER_GL();
4253 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4254 surface_depth_blt(surface, gl_info, surface->texture_name,
4255 surface->currentDesc.Width, surface->currentDesc.Height, surface->texture_target);
4256 checkGLcall("depth_blt");
4258 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4260 LEAVE_GL();
4262 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
4264 else
4266 ERR("Invalid location (%#x) specified.\n", location);
4269 surface->Flags |= location;
4270 surface->ds_current_size.cx = surface->currentDesc.Width;
4271 surface->ds_current_size.cy = surface->currentDesc.Height;
4274 static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
4275 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4276 IWineD3DBaseTexture *texture;
4277 IWineD3DSurfaceImpl *overlay;
4279 TRACE("(%p)->(%s, %s)\n", iface, debug_surflocation(flag),
4280 persistent ? "TRUE" : "FALSE");
4282 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
4284 if (surface_is_offscreen(This))
4286 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4287 if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4289 else
4291 TRACE("Surface %p is an onscreen surface\n", iface);
4295 if(persistent) {
4296 if(((This->Flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE)) ||
4297 ((This->Flags & SFLAG_INSRGBTEX) && !(flag & SFLAG_INSRGBTEX))) {
4298 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4299 TRACE("Passing to container\n");
4300 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4301 IWineD3DBaseTexture_Release(texture);
4304 This->Flags &= ~SFLAG_LOCATIONS;
4305 This->Flags |= flag;
4307 /* Redraw emulated overlays, if any */
4308 if(flag & SFLAG_INDRAWABLE && !list_empty(&This->overlays)) {
4309 LIST_FOR_EACH_ENTRY(overlay, &This->overlays, IWineD3DSurfaceImpl, overlay_entry) {
4310 IWineD3DSurface_DrawOverlay((IWineD3DSurface *) overlay);
4313 } else {
4314 if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))) {
4315 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4316 TRACE("Passing to container\n");
4317 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4318 IWineD3DBaseTexture_Release(texture);
4321 This->Flags &= ~flag;
4324 if(!(This->Flags & SFLAG_LOCATIONS)) {
4325 ERR("%p: Surface does not have any up to date location\n", This);
4329 static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in)
4331 IWineD3DDeviceImpl *device = This->resource.device;
4332 IWineD3DSwapChainImpl *swapchain;
4333 struct wined3d_context *context;
4334 RECT src_rect, dst_rect;
4336 surface_get_rect(This, rect_in, &src_rect);
4338 context = context_acquire(device, This);
4339 context_apply_blit_state(context, device);
4340 if (context->render_offscreen)
4342 dst_rect.left = src_rect.left;
4343 dst_rect.right = src_rect.right;
4344 dst_rect.top = src_rect.bottom;
4345 dst_rect.bottom = src_rect.top;
4347 else
4349 dst_rect = src_rect;
4352 device->blitter->set_shader((IWineD3DDevice *) device, This);
4354 ENTER_GL();
4355 draw_textured_quad(This, &src_rect, &dst_rect, WINED3DTEXF_POINT);
4356 LEAVE_GL();
4358 device->blitter->set_shader((IWineD3DDevice *) device, This);
4360 swapchain = (This->Flags & SFLAG_SWAPCHAIN) ? (IWineD3DSwapChainImpl *)This->container : NULL;
4361 if (wined3d_settings.strict_draw_ordering || (swapchain
4362 && (This == swapchain->front_buffer || swapchain->num_contexts > 1)))
4363 wglFlush(); /* Flush to ensure ordering across contexts. */
4365 context_release(context);
4368 /*****************************************************************************
4369 * IWineD3DSurface::LoadLocation
4371 * Copies the current surface data from wherever it is to the requested
4372 * location. The location is one of the surface flags, SFLAG_INSYSMEM,
4373 * SFLAG_INTEXTURE and SFLAG_INDRAWABLE. When the surface is current in
4374 * multiple locations, the gl texture is preferred over the drawable, which is
4375 * preferred over system memory. The PBO counts as system memory. If rect is
4376 * not NULL, only the specified rectangle is copied (only supported for
4377 * sysmem<->drawable copies at the moment). If rect is NULL, the destination
4378 * location is marked up to date after the copy.
4380 * Parameters:
4381 * flag: Surface location flag to be updated
4382 * rect: rectangle to be copied
4384 * Returns:
4385 * WINED3D_OK on success
4386 * WINED3DERR_DEVICELOST on an internal error
4388 *****************************************************************************/
4389 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
4390 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4391 IWineD3DDeviceImpl *device = This->resource.device;
4392 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4393 struct wined3d_format_desc desc;
4394 CONVERT_TYPES convert;
4395 int width, pitch, outpitch;
4396 BYTE *mem;
4397 BOOL drawable_read_ok = TRUE;
4398 BOOL in_fbo = FALSE;
4400 if (This->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
4402 if (flag == SFLAG_INTEXTURE)
4404 struct wined3d_context *context = context_acquire(device, NULL);
4405 surface_load_ds_location(This, context, SFLAG_DS_OFFSCREEN);
4406 context_release(context);
4407 return WINED3D_OK;
4409 else
4411 FIXME("Unimplemented location %#x for depth/stencil buffers.\n", flag);
4412 return WINED3DERR_INVALIDCALL;
4416 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
4418 if (surface_is_offscreen(This))
4420 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4421 * Prefer SFLAG_INTEXTURE. */
4422 if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
4423 drawable_read_ok = FALSE;
4424 in_fbo = TRUE;
4426 else
4428 TRACE("Surface %p is an onscreen surface\n", iface);
4432 TRACE("(%p)->(%s, %p)\n", iface, debug_surflocation(flag), rect);
4433 if(rect) {
4434 TRACE("Rectangle: (%d,%d)-(%d,%d)\n", rect->left, rect->top, rect->right, rect->bottom);
4437 if(This->Flags & flag) {
4438 TRACE("Location already up to date\n");
4439 return WINED3D_OK;
4442 if(!(This->Flags & SFLAG_LOCATIONS)) {
4443 ERR("%p: Surface does not have any up to date location\n", This);
4444 This->Flags |= SFLAG_LOST;
4445 return WINED3DERR_DEVICELOST;
4448 if(flag == SFLAG_INSYSMEM) {
4449 surface_prepare_system_memory(This);
4451 /* Download the surface to system memory */
4452 if (This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))
4454 struct wined3d_context *context = NULL;
4456 if (!device->isInDraw) context = context_acquire(device, NULL);
4458 surface_bind_and_dirtify(This, !(This->Flags & SFLAG_INTEXTURE));
4459 surface_download_data(This, gl_info);
4461 if (context) context_release(context);
4463 else
4465 /* Note: It might be faster to download into a texture first. */
4466 read_from_framebuffer(This, rect,
4467 This->resource.allocatedMemory,
4468 IWineD3DSurface_GetPitch(iface));
4470 } else if(flag == SFLAG_INDRAWABLE) {
4471 if(This->Flags & SFLAG_INTEXTURE) {
4472 surface_blt_to_drawable(This, rect);
4473 } else {
4474 int byte_count;
4475 if((This->Flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX) {
4476 /* This needs a shader to convert the srgb data sampled from the GL texture into RGB
4477 * values, otherwise we get incorrect values in the target. For now go the slow way
4478 * via a system memory copy
4480 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4483 d3dfmt_get_conv(This, FALSE /* We need color keying */, FALSE /* We won't use textures */, &desc, &convert);
4485 /* The width is in 'length' not in bytes */
4486 width = This->currentDesc.Width;
4487 pitch = IWineD3DSurface_GetPitch(iface);
4489 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4490 * but it isn't set (yet) in all cases it is getting called. */
4491 if ((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO))
4493 struct wined3d_context *context = NULL;
4495 TRACE("Removing the pbo attached to surface %p\n", This);
4497 if (!device->isInDraw) context = context_acquire(device, NULL);
4498 surface_remove_pbo(This, gl_info);
4499 if (context) context_release(context);
4502 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4503 int height = This->currentDesc.Height;
4504 byte_count = desc.conv_byte_count;
4506 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4507 outpitch = width * byte_count;
4508 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4510 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4511 if(!mem) {
4512 ERR("Out of memory %d, %d!\n", outpitch, height);
4513 return WINED3DERR_OUTOFVIDEOMEMORY;
4515 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4517 This->Flags |= SFLAG_CONVERTED;
4518 } else {
4519 This->Flags &= ~SFLAG_CONVERTED;
4520 mem = This->resource.allocatedMemory;
4521 byte_count = desc.byte_count;
4524 flush_to_framebuffer_drawpixels(This, desc.glFormat, desc.glType, byte_count, mem);
4526 /* Don't delete PBO memory */
4527 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4528 HeapFree(GetProcessHeap(), 0, mem);
4530 } else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */ {
4531 if (drawable_read_ok && (This->Flags & SFLAG_INDRAWABLE)) {
4532 read_from_framebuffer_texture(This, flag == SFLAG_INSRGBTEX);
4534 else
4536 /* Upload from system memory */
4537 BOOL srgb = flag == SFLAG_INSRGBTEX;
4538 struct wined3d_context *context = NULL;
4540 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */,
4541 &desc, &convert);
4543 if(srgb) {
4544 if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE) {
4545 /* Performance warning ... */
4546 FIXME("%p: Downloading rgb texture to reload it as srgb\n", This);
4547 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4549 } else {
4550 if((This->Flags & (SFLAG_INSRGBTEX | SFLAG_INSYSMEM)) == SFLAG_INSRGBTEX) {
4551 /* Performance warning ... */
4552 FIXME("%p: Downloading srgb texture to reload it as rgb\n", This);
4553 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4556 if(!(This->Flags & SFLAG_INSYSMEM)) {
4557 /* Should not happen */
4558 ERR("Trying to load a texture from sysmem, but SFLAG_INSYSMEM is not set\n");
4559 /* Lets hope we get it from somewhere... */
4560 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4563 if (!device->isInDraw) context = context_acquire(device, NULL);
4565 surface_prepare_texture(This, gl_info, srgb);
4566 surface_bind_and_dirtify(This, srgb);
4568 if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
4569 This->Flags |= SFLAG_GLCKEY;
4570 This->glCKey = This->SrcBltCKey;
4572 else This->Flags &= ~SFLAG_GLCKEY;
4574 /* The width is in 'length' not in bytes */
4575 width = This->currentDesc.Width;
4576 pitch = IWineD3DSurface_GetPitch(iface);
4578 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4579 * but it isn't set (yet) in all cases it is getting called. */
4580 if(((convert != NO_CONVERSION) || desc.convert) && (This->Flags & SFLAG_PBO)) {
4581 TRACE("Removing the pbo attached to surface %p\n", This);
4582 surface_remove_pbo(This, gl_info);
4585 if(desc.convert) {
4586 /* This code is entered for texture formats which need a fixup. */
4587 int height = This->currentDesc.Height;
4589 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4590 outpitch = width * desc.conv_byte_count;
4591 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4593 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4594 if(!mem) {
4595 ERR("Out of memory %d, %d!\n", outpitch, height);
4596 if (context) context_release(context);
4597 return WINED3DERR_OUTOFVIDEOMEMORY;
4599 desc.convert(This->resource.allocatedMemory, mem, pitch, width, height);
4600 } else if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4601 /* This code is only entered for color keying fixups */
4602 int height = This->currentDesc.Height;
4604 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4605 outpitch = width * desc.conv_byte_count;
4606 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4608 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4609 if(!mem) {
4610 ERR("Out of memory %d, %d!\n", outpitch, height);
4611 if (context) context_release(context);
4612 return WINED3DERR_OUTOFVIDEOMEMORY;
4614 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4615 } else {
4616 mem = This->resource.allocatedMemory;
4619 /* Make sure the correct pitch is used */
4620 ENTER_GL();
4621 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
4622 LEAVE_GL();
4624 if (mem || (This->Flags & SFLAG_PBO))
4625 surface_upload_data(This, gl_info, &desc, srgb, mem);
4627 /* Restore the default pitch */
4628 ENTER_GL();
4629 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4630 LEAVE_GL();
4632 if (context) context_release(context);
4634 /* Don't delete PBO memory */
4635 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4636 HeapFree(GetProcessHeap(), 0, mem);
4640 if(rect == NULL) {
4641 This->Flags |= flag;
4644 if (in_fbo && (This->Flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE))) {
4645 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4646 This->Flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4649 return WINED3D_OK;
4652 static HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container)
4654 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4655 IWineD3DSwapChain *swapchain = NULL;
4657 /* Update the drawable size method */
4658 if(container) {
4659 IWineD3DBase_QueryInterface(container, &IID_IWineD3DSwapChain, (void **) &swapchain);
4661 if(swapchain) {
4662 This->get_drawable_size = get_drawable_size_swapchain;
4663 IWineD3DSwapChain_Release(swapchain);
4664 } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
4665 switch(wined3d_settings.offscreen_rendering_mode) {
4666 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
4667 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
4671 return IWineD3DBaseSurfaceImpl_SetContainer(iface, container);
4674 static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
4675 return SURFACE_OPENGL;
4678 static HRESULT WINAPI IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
4679 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4680 HRESULT hr;
4682 /* If there's no destination surface there is nothing to do */
4683 if(!This->overlay_dest) return WINED3D_OK;
4685 /* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
4686 * update the overlay. Prevent an endless recursion
4688 if(This->overlay_dest->Flags & SFLAG_INOVERLAYDRAW) {
4689 return WINED3D_OK;
4691 This->overlay_dest->Flags |= SFLAG_INOVERLAYDRAW;
4692 hr = IWineD3DSurfaceImpl_Blt((IWineD3DSurface *) This->overlay_dest, &This->overlay_destrect,
4693 iface, &This->overlay_srcrect, WINEDDBLT_WAIT,
4694 NULL, WINED3DTEXF_LINEAR);
4695 This->overlay_dest->Flags &= ~SFLAG_INOVERLAYDRAW;
4697 return hr;
4700 BOOL surface_is_offscreen(IWineD3DSurfaceImpl *surface)
4702 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)surface->container;
4704 /* Not on a swapchain - must be offscreen */
4705 if (!(surface->Flags & SFLAG_SWAPCHAIN)) return TRUE;
4707 /* The front buffer is always onscreen */
4708 if (surface == swapchain->front_buffer) return FALSE;
4710 /* If the swapchain is rendered to an FBO, the backbuffer is
4711 * offscreen, otherwise onscreen */
4712 return swapchain->render_to_fbo;
4715 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
4717 /* IUnknown */
4718 IWineD3DBaseSurfaceImpl_QueryInterface,
4719 IWineD3DBaseSurfaceImpl_AddRef,
4720 IWineD3DSurfaceImpl_Release,
4721 /* IWineD3DResource */
4722 IWineD3DBaseSurfaceImpl_GetParent,
4723 IWineD3DBaseSurfaceImpl_SetPrivateData,
4724 IWineD3DBaseSurfaceImpl_GetPrivateData,
4725 IWineD3DBaseSurfaceImpl_FreePrivateData,
4726 IWineD3DBaseSurfaceImpl_SetPriority,
4727 IWineD3DBaseSurfaceImpl_GetPriority,
4728 IWineD3DSurfaceImpl_PreLoad,
4729 IWineD3DSurfaceImpl_UnLoad,
4730 IWineD3DBaseSurfaceImpl_GetType,
4731 /* IWineD3DSurface */
4732 IWineD3DBaseSurfaceImpl_GetContainer,
4733 IWineD3DBaseSurfaceImpl_GetDesc,
4734 IWineD3DSurfaceImpl_LockRect,
4735 IWineD3DSurfaceImpl_UnlockRect,
4736 IWineD3DSurfaceImpl_GetDC,
4737 IWineD3DSurfaceImpl_ReleaseDC,
4738 IWineD3DSurfaceImpl_Flip,
4739 IWineD3DSurfaceImpl_Blt,
4740 IWineD3DBaseSurfaceImpl_GetBltStatus,
4741 IWineD3DBaseSurfaceImpl_GetFlipStatus,
4742 IWineD3DBaseSurfaceImpl_IsLost,
4743 IWineD3DBaseSurfaceImpl_Restore,
4744 IWineD3DSurfaceImpl_BltFast,
4745 IWineD3DBaseSurfaceImpl_GetPalette,
4746 IWineD3DBaseSurfaceImpl_SetPalette,
4747 IWineD3DSurfaceImpl_RealizePalette,
4748 IWineD3DBaseSurfaceImpl_SetColorKey,
4749 IWineD3DBaseSurfaceImpl_GetPitch,
4750 IWineD3DSurfaceImpl_SetMem,
4751 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
4752 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
4753 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
4754 IWineD3DBaseSurfaceImpl_UpdateOverlay,
4755 IWineD3DBaseSurfaceImpl_SetClipper,
4756 IWineD3DBaseSurfaceImpl_GetClipper,
4757 /* Internal use: */
4758 IWineD3DSurfaceImpl_LoadTexture,
4759 IWineD3DSurfaceImpl_BindTexture,
4760 IWineD3DSurfaceImpl_SaveSnapshot,
4761 IWineD3DSurfaceImpl_SetContainer,
4762 IWineD3DBaseSurfaceImpl_GetData,
4763 IWineD3DSurfaceImpl_SetFormat,
4764 IWineD3DSurfaceImpl_PrivateSetup,
4765 IWineD3DSurfaceImpl_ModifyLocation,
4766 IWineD3DSurfaceImpl_LoadLocation,
4767 IWineD3DSurfaceImpl_GetImplType,
4768 IWineD3DSurfaceImpl_DrawOverlay
4771 static HRESULT ffp_blit_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
4772 /* Context activation is done by the caller. */
4773 static void ffp_blit_free(IWineD3DDevice *iface) { }
4775 /* This function is used in case of 8bit paletted textures using GL_EXT_paletted_texture */
4776 /* Context activation is done by the caller. */
4777 static void ffp_blit_p8_upload_palette(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info)
4779 BYTE table[256][4];
4780 BOOL colorkey_active = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE;
4782 d3dfmt_p8_init_palette(surface, table, colorkey_active);
4784 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
4785 ENTER_GL();
4786 GL_EXTCALL(glColorTableEXT(surface->texture_target, GL_RGBA, 256, GL_RGBA, GL_UNSIGNED_BYTE, table));
4787 LEAVE_GL();
4790 /* Context activation is done by the caller. */
4791 static HRESULT ffp_blit_set(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface)
4793 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4794 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4795 enum complex_fixup fixup = get_complex_fixup(surface->resource.format_desc->color_fixup);
4797 /* When EXT_PALETTED_TEXTURE is around, palette conversion is done by the GPU
4798 * else the surface is converted in software at upload time in LoadLocation.
4800 if(fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
4801 ffp_blit_p8_upload_palette(surface, gl_info);
4803 ENTER_GL();
4804 glEnable(surface->texture_target);
4805 checkGLcall("glEnable(surface->texture_target)");
4806 LEAVE_GL();
4807 return WINED3D_OK;
4810 /* Context activation is done by the caller. */
4811 static void ffp_blit_unset(IWineD3DDevice *iface)
4813 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4814 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4816 ENTER_GL();
4817 glDisable(GL_TEXTURE_2D);
4818 checkGLcall("glDisable(GL_TEXTURE_2D)");
4819 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4821 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4822 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4824 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4826 glDisable(GL_TEXTURE_RECTANGLE_ARB);
4827 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4829 LEAVE_GL();
4832 static BOOL ffp_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4833 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool,
4834 const struct wined3d_format_desc *src_format_desc,
4835 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool,
4836 const struct wined3d_format_desc *dst_format_desc)
4838 enum complex_fixup src_fixup;
4840 if (blit_op == BLIT_OP_COLOR_FILL)
4842 if (!(dst_usage & WINED3DUSAGE_RENDERTARGET))
4844 TRACE("Color fill not supported\n");
4845 return FALSE;
4848 return TRUE;
4851 src_fixup = get_complex_fixup(src_format_desc->color_fixup);
4852 if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
4854 TRACE("Checking support for fixup:\n");
4855 dump_color_fixup_desc(src_format_desc->color_fixup);
4858 if (blit_op != BLIT_OP_BLIT)
4860 TRACE("Unsupported blit_op=%d\n", blit_op);
4861 return FALSE;
4864 if (!is_identity_fixup(dst_format_desc->color_fixup))
4866 TRACE("Destination fixups are not supported\n");
4867 return FALSE;
4870 if (src_fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
4872 TRACE("P8 fixup supported\n");
4873 return TRUE;
4876 /* We only support identity conversions. */
4877 if (is_identity_fixup(src_format_desc->color_fixup))
4879 TRACE("[OK]\n");
4880 return TRUE;
4883 TRACE("[FAILED]\n");
4884 return FALSE;
4887 static HRESULT ffp_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD fill_color)
4889 return IWineD3DDeviceImpl_ClearSurface(device, dst_surface, 1 /* Number of rectangles */,
4890 (const WINED3DRECT*)dst_rect, WINED3DCLEAR_TARGET, fill_color, 0.0f /* Z */, 0 /* Stencil */);
4893 const struct blit_shader ffp_blit = {
4894 ffp_blit_alloc,
4895 ffp_blit_free,
4896 ffp_blit_set,
4897 ffp_blit_unset,
4898 ffp_blit_supported,
4899 ffp_blit_color_fill
4902 static HRESULT cpu_blit_alloc(IWineD3DDevice *iface)
4904 return WINED3D_OK;
4907 /* Context activation is done by the caller. */
4908 static void cpu_blit_free(IWineD3DDevice *iface)
4912 /* Context activation is done by the caller. */
4913 static HRESULT cpu_blit_set(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface)
4915 return WINED3D_OK;
4918 /* Context activation is done by the caller. */
4919 static void cpu_blit_unset(IWineD3DDevice *iface)
4923 static BOOL cpu_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4924 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool,
4925 const struct wined3d_format_desc *src_format_desc,
4926 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool,
4927 const struct wined3d_format_desc *dst_format_desc)
4929 if (blit_op == BLIT_OP_COLOR_FILL)
4931 return TRUE;
4934 return FALSE;
4937 static HRESULT cpu_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD fill_color)
4939 WINEDDBLTFX BltFx;
4940 memset(&BltFx, 0, sizeof(BltFx));
4941 BltFx.dwSize = sizeof(BltFx);
4942 BltFx.u5.dwFillColor = color_convert_argb_to_fmt(fill_color, dst_surface->resource.format_desc->format);
4943 return IWineD3DBaseSurfaceImpl_Blt((IWineD3DSurface*)dst_surface, dst_rect, NULL, NULL, WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_POINT);
4946 const struct blit_shader cpu_blit = {
4947 cpu_blit_alloc,
4948 cpu_blit_free,
4949 cpu_blit_set,
4950 cpu_blit_unset,
4951 cpu_blit_supported,
4952 cpu_blit_color_fill
4955 static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4956 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool,
4957 const struct wined3d_format_desc *src_format_desc,
4958 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool,
4959 const struct wined3d_format_desc *dst_format_desc)
4961 if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer)
4962 return FALSE;
4964 /* We only support blitting. Things like color keying / color fill should
4965 * be handled by other blitters.
4967 if (blit_op != BLIT_OP_BLIT)
4968 return FALSE;
4970 /* Source and/or destination need to be on the GL side */
4971 if (src_pool == WINED3DPOOL_SYSTEMMEM || dst_pool == WINED3DPOOL_SYSTEMMEM)
4972 return FALSE;
4974 if(!((src_format_desc->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (src_usage & WINED3DUSAGE_RENDERTARGET))
4975 && ((dst_format_desc->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (dst_usage & WINED3DUSAGE_RENDERTARGET)))
4976 return FALSE;
4978 if (!is_identity_fixup(src_format_desc->color_fixup) ||
4979 !is_identity_fixup(dst_format_desc->color_fixup))
4980 return FALSE;
4982 if (!(src_format_desc->format == dst_format_desc->format
4983 || (is_identity_fixup(src_format_desc->color_fixup)
4984 && is_identity_fixup(dst_format_desc->color_fixup))))
4985 return FALSE;
4987 return TRUE;