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 2009-2010 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
31 #include "wine/port.h"
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface
);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
37 static void surface_cleanup(IWineD3DSurfaceImpl
*This
)
39 TRACE("(%p) : Cleaning up.\n", This
);
41 if (This
->texture_name
|| (This
->flags
& SFLAG_PBO
) || !list_empty(&This
->renderbuffers
))
43 const struct wined3d_gl_info
*gl_info
;
44 renderbuffer_entry_t
*entry
, *entry2
;
45 struct wined3d_context
*context
;
47 context
= context_acquire(This
->resource
.device
, NULL
);
48 gl_info
= context
->gl_info
;
52 if (This
->texture_name
)
54 TRACE("Deleting texture %u.\n", This
->texture_name
);
55 glDeleteTextures(1, &This
->texture_name
);
58 if (This
->flags
& SFLAG_PBO
)
60 TRACE("Deleting PBO %u.\n", This
->pbo
);
61 GL_EXTCALL(glDeleteBuffersARB(1, &This
->pbo
));
64 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &This
->renderbuffers
, renderbuffer_entry_t
, entry
)
66 TRACE("Deleting renderbuffer %u.\n", entry
->id
);
67 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &entry
->id
);
68 HeapFree(GetProcessHeap(), 0, entry
);
73 context_release(context
);
76 if (This
->flags
& SFLAG_DIBSECTION
)
79 SelectObject(This
->hDC
, This
->dib
.holdbitmap
);
81 /* Release the DIB section. */
82 DeleteObject(This
->dib
.DIBsection
);
83 This
->dib
.bitmap_data
= NULL
;
84 This
->resource
.allocatedMemory
= NULL
;
87 if (This
->flags
& SFLAG_USERPTR
) IWineD3DSurface_SetMem((IWineD3DSurface
*)This
, NULL
);
88 if (This
->overlay_dest
) list_remove(&This
->overlay_entry
);
90 HeapFree(GetProcessHeap(), 0, This
->palette9
);
92 resource_cleanup((IWineD3DResource
*)This
);
95 void surface_set_container(IWineD3DSurfaceImpl
*surface
, enum wined3d_container_type type
, IWineD3DBase
*container
)
97 TRACE("surface %p, container %p.\n", surface
, container
);
99 if (!container
&& type
!= WINED3D_CONTAINER_NONE
)
100 ERR("Setting NULL container of type %#x.\n", type
);
102 if (type
== WINED3D_CONTAINER_SWAPCHAIN
)
104 surface
->get_drawable_size
= get_drawable_size_swapchain
;
108 switch (wined3d_settings
.offscreen_rendering_mode
)
111 surface
->get_drawable_size
= get_drawable_size_fbo
;
115 surface
->get_drawable_size
= get_drawable_size_backbuffer
;
119 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings
.offscreen_rendering_mode
);
124 surface
->container
.type
= type
;
125 surface
->container
.u
.base
= container
;
132 enum tex_types tex_type
;
133 GLfloat coords
[4][3];
144 static inline void cube_coords_float(const RECT
*r
, UINT w
, UINT h
, struct float_rect
*f
)
146 f
->l
= ((r
->left
* 2.0f
) / w
) - 1.0f
;
147 f
->t
= ((r
->top
* 2.0f
) / h
) - 1.0f
;
148 f
->r
= ((r
->right
* 2.0f
) / w
) - 1.0f
;
149 f
->b
= ((r
->bottom
* 2.0f
) / h
) - 1.0f
;
152 static void surface_get_blt_info(GLenum target
, const RECT
*rect
, GLsizei w
, GLsizei h
, struct blt_info
*info
)
154 GLfloat (*coords
)[3] = info
->coords
;
160 FIXME("Unsupported texture target %#x\n", target
);
161 /* Fall back to GL_TEXTURE_2D */
163 info
->binding
= GL_TEXTURE_BINDING_2D
;
164 info
->bind_target
= GL_TEXTURE_2D
;
165 info
->tex_type
= tex_2d
;
166 coords
[0][0] = (float)rect
->left
/ w
;
167 coords
[0][1] = (float)rect
->top
/ h
;
170 coords
[1][0] = (float)rect
->right
/ w
;
171 coords
[1][1] = (float)rect
->top
/ h
;
174 coords
[2][0] = (float)rect
->left
/ w
;
175 coords
[2][1] = (float)rect
->bottom
/ h
;
178 coords
[3][0] = (float)rect
->right
/ w
;
179 coords
[3][1] = (float)rect
->bottom
/ h
;
183 case GL_TEXTURE_RECTANGLE_ARB
:
184 info
->binding
= GL_TEXTURE_BINDING_RECTANGLE_ARB
;
185 info
->bind_target
= GL_TEXTURE_RECTANGLE_ARB
;
186 info
->tex_type
= tex_rect
;
187 coords
[0][0] = rect
->left
; coords
[0][1] = rect
->top
; coords
[0][2] = 0.0f
;
188 coords
[1][0] = rect
->right
; coords
[1][1] = rect
->top
; coords
[1][2] = 0.0f
;
189 coords
[2][0] = rect
->left
; coords
[2][1] = rect
->bottom
; coords
[2][2] = 0.0f
;
190 coords
[3][0] = rect
->right
; coords
[3][1] = rect
->bottom
; coords
[3][2] = 0.0f
;
193 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
194 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
195 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
196 info
->tex_type
= tex_cube
;
197 cube_coords_float(rect
, w
, h
, &f
);
199 coords
[0][0] = 1.0f
; coords
[0][1] = -f
.t
; coords
[0][2] = -f
.l
;
200 coords
[1][0] = 1.0f
; coords
[1][1] = -f
.t
; coords
[1][2] = -f
.r
;
201 coords
[2][0] = 1.0f
; coords
[2][1] = -f
.b
; coords
[2][2] = -f
.l
;
202 coords
[3][0] = 1.0f
; coords
[3][1] = -f
.b
; coords
[3][2] = -f
.r
;
205 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
206 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
207 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
208 info
->tex_type
= tex_cube
;
209 cube_coords_float(rect
, w
, h
, &f
);
211 coords
[0][0] = -1.0f
; coords
[0][1] = -f
.t
; coords
[0][2] = f
.l
;
212 coords
[1][0] = -1.0f
; coords
[1][1] = -f
.t
; coords
[1][2] = f
.r
;
213 coords
[2][0] = -1.0f
; coords
[2][1] = -f
.b
; coords
[2][2] = f
.l
;
214 coords
[3][0] = -1.0f
; coords
[3][1] = -f
.b
; coords
[3][2] = f
.r
;
217 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
218 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
219 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
220 info
->tex_type
= tex_cube
;
221 cube_coords_float(rect
, w
, h
, &f
);
223 coords
[0][0] = f
.l
; coords
[0][1] = 1.0f
; coords
[0][2] = f
.t
;
224 coords
[1][0] = f
.r
; coords
[1][1] = 1.0f
; coords
[1][2] = f
.t
;
225 coords
[2][0] = f
.l
; coords
[2][1] = 1.0f
; coords
[2][2] = f
.b
;
226 coords
[3][0] = f
.r
; coords
[3][1] = 1.0f
; coords
[3][2] = f
.b
;
229 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
230 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
231 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
232 info
->tex_type
= tex_cube
;
233 cube_coords_float(rect
, w
, h
, &f
);
235 coords
[0][0] = f
.l
; coords
[0][1] = -1.0f
; coords
[0][2] = -f
.t
;
236 coords
[1][0] = f
.r
; coords
[1][1] = -1.0f
; coords
[1][2] = -f
.t
;
237 coords
[2][0] = f
.l
; coords
[2][1] = -1.0f
; coords
[2][2] = -f
.b
;
238 coords
[3][0] = f
.r
; coords
[3][1] = -1.0f
; coords
[3][2] = -f
.b
;
241 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
242 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
243 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
244 info
->tex_type
= tex_cube
;
245 cube_coords_float(rect
, w
, h
, &f
);
247 coords
[0][0] = f
.l
; coords
[0][1] = -f
.t
; coords
[0][2] = 1.0f
;
248 coords
[1][0] = f
.r
; coords
[1][1] = -f
.t
; coords
[1][2] = 1.0f
;
249 coords
[2][0] = f
.l
; coords
[2][1] = -f
.b
; coords
[2][2] = 1.0f
;
250 coords
[3][0] = f
.r
; coords
[3][1] = -f
.b
; coords
[3][2] = 1.0f
;
253 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
254 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
255 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
256 info
->tex_type
= tex_cube
;
257 cube_coords_float(rect
, w
, h
, &f
);
259 coords
[0][0] = -f
.l
; coords
[0][1] = -f
.t
; coords
[0][2] = -1.0f
;
260 coords
[1][0] = -f
.r
; coords
[1][1] = -f
.t
; coords
[1][2] = -1.0f
;
261 coords
[2][0] = -f
.l
; coords
[2][1] = -f
.b
; coords
[2][2] = -1.0f
;
262 coords
[3][0] = -f
.r
; coords
[3][1] = -f
.b
; coords
[3][2] = -1.0f
;
267 static inline void surface_get_rect(IWineD3DSurfaceImpl
*This
, const RECT
*rect_in
, RECT
*rect_out
)
270 *rect_out
= *rect_in
;
275 rect_out
->right
= This
->currentDesc
.Width
;
276 rect_out
->bottom
= This
->currentDesc
.Height
;
280 /* GL locking and context activation is done by the caller */
281 void draw_textured_quad(IWineD3DSurfaceImpl
*src_surface
, const RECT
*src_rect
, const RECT
*dst_rect
, WINED3DTEXTUREFILTERTYPE Filter
)
283 struct blt_info info
;
285 surface_get_blt_info(src_surface
->texture_target
, src_rect
, src_surface
->pow2Width
, src_surface
->pow2Height
, &info
);
287 glEnable(info
.bind_target
);
288 checkGLcall("glEnable(bind_target)");
290 /* Bind the texture */
291 glBindTexture(info
.bind_target
, src_surface
->texture_name
);
292 checkGLcall("glBindTexture");
294 /* Filtering for StretchRect */
295 glTexParameteri(info
.bind_target
, GL_TEXTURE_MAG_FILTER
,
296 wined3d_gl_mag_filter(magLookup
, Filter
));
297 checkGLcall("glTexParameteri");
298 glTexParameteri(info
.bind_target
, GL_TEXTURE_MIN_FILTER
,
299 wined3d_gl_min_mip_filter(minMipLookup
, Filter
, WINED3DTEXF_NONE
));
300 checkGLcall("glTexParameteri");
301 glTexParameteri(info
.bind_target
, GL_TEXTURE_WRAP_S
, GL_CLAMP
);
302 glTexParameteri(info
.bind_target
, GL_TEXTURE_WRAP_T
, GL_CLAMP
);
303 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
304 checkGLcall("glTexEnvi");
307 glBegin(GL_TRIANGLE_STRIP
);
308 glTexCoord3fv(info
.coords
[0]);
309 glVertex2i(dst_rect
->left
, dst_rect
->top
);
311 glTexCoord3fv(info
.coords
[1]);
312 glVertex2i(dst_rect
->right
, dst_rect
->top
);
314 glTexCoord3fv(info
.coords
[2]);
315 glVertex2i(dst_rect
->left
, dst_rect
->bottom
);
317 glTexCoord3fv(info
.coords
[3]);
318 glVertex2i(dst_rect
->right
, dst_rect
->bottom
);
321 /* Unbind the texture */
322 glBindTexture(info
.bind_target
, 0);
323 checkGLcall("glBindTexture(info->bind_target, 0)");
325 /* We changed the filtering settings on the texture. Inform the
326 * container about this to get the filters reset properly next draw. */
327 if (src_surface
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
329 IWineD3DBaseTextureImpl
*texture
= src_surface
->container
.u
.texture
;
330 texture
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MAGFILTER
] = WINED3DTEXF_POINT
;
331 texture
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MINFILTER
] = WINED3DTEXF_POINT
;
332 texture
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MIPFILTER
] = WINED3DTEXF_NONE
;
336 HRESULT
surface_init(IWineD3DSurfaceImpl
*surface
, WINED3DSURFTYPE surface_type
, UINT alignment
,
337 UINT width
, UINT height
, UINT level
, BOOL lockable
, BOOL discard
, WINED3DMULTISAMPLE_TYPE multisample_type
,
338 UINT multisample_quality
, IWineD3DDeviceImpl
*device
, DWORD usage
, enum wined3d_format_id format_id
,
339 WINED3DPOOL pool
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
341 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
342 const struct wined3d_format
*format
= wined3d_get_format(gl_info
, format_id
);
343 void (*cleanup
)(IWineD3DSurfaceImpl
*This
);
344 unsigned int resource_size
;
347 if (multisample_quality
> 0)
349 FIXME("multisample_quality set to %u, substituting 0\n", multisample_quality
);
350 multisample_quality
= 0;
353 /* FIXME: Check that the format is supported by the device. */
355 resource_size
= wined3d_format_calculate_size(format
, alignment
, width
, height
);
357 /* Look at the implementation and set the correct Vtable. */
358 switch (surface_type
)
361 surface
->lpVtbl
= &IWineD3DSurface_Vtbl
;
362 cleanup
= surface_cleanup
;
366 surface
->lpVtbl
= &IWineGDISurface_Vtbl
;
367 cleanup
= surface_gdi_cleanup
;
371 ERR("Requested unknown surface implementation %#x.\n", surface_type
);
372 return WINED3DERR_INVALIDCALL
;
375 hr
= resource_init((IWineD3DResource
*)surface
, WINED3DRTYPE_SURFACE
,
376 device
, resource_size
, usage
, format
, pool
, parent
, parent_ops
);
379 WARN("Failed to initialize resource, returning %#x.\n", hr
);
383 /* "Standalone" surface. */
384 surface_set_container(surface
, WINED3D_CONTAINER_NONE
, NULL
);
386 surface
->currentDesc
.Width
= width
;
387 surface
->currentDesc
.Height
= height
;
388 surface
->currentDesc
.MultiSampleType
= multisample_type
;
389 surface
->currentDesc
.MultiSampleQuality
= multisample_quality
;
390 surface
->texture_level
= level
;
391 list_init(&surface
->overlays
);
394 surface
->flags
= SFLAG_NORMCOORD
; /* Default to normalized coords. */
395 if (discard
) surface
->flags
|= SFLAG_DISCARD
;
396 if (lockable
|| format_id
== WINED3DFMT_D16_LOCKABLE
) surface
->flags
|= SFLAG_LOCKABLE
;
398 /* Quick lockable sanity check.
399 * TODO: remove this after surfaces, usage and lockability have been debugged properly
400 * this function is too deep to need to care about things like this.
401 * Levels need to be checked too, since they all affect what can be done. */
404 case WINED3DPOOL_SCRATCH
:
407 FIXME("Called with a pool of SCRATCH and a lockable of FALSE "
408 "which are mutually exclusive, setting lockable to TRUE.\n");
413 case WINED3DPOOL_SYSTEMMEM
:
415 FIXME("Called with a pool of SYSTEMMEM and a lockable of FALSE, this is acceptable but unexpected.\n");
418 case WINED3DPOOL_MANAGED
:
419 if (usage
& WINED3DUSAGE_DYNAMIC
)
420 FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n");
423 case WINED3DPOOL_DEFAULT
:
424 if (lockable
&& !(usage
& (WINED3DUSAGE_DYNAMIC
| WINED3DUSAGE_RENDERTARGET
| WINED3DUSAGE_DEPTHSTENCIL
)))
425 WARN("Creating a lockable surface with a POOL of DEFAULT, that doesn't specify DYNAMIC usage.\n");
429 FIXME("Unknown pool %#x.\n", pool
);
433 if (usage
& WINED3DUSAGE_RENDERTARGET
&& pool
!= WINED3DPOOL_DEFAULT
)
435 FIXME("Trying to create a render target that isn't in the default pool.\n");
438 /* Mark the texture as dirty so that it gets loaded first time around. */
439 surface_add_dirty_rect(surface
, NULL
);
440 list_init(&surface
->renderbuffers
);
442 TRACE("surface %p, memory %p, size %u\n", surface
, surface
->resource
.allocatedMemory
, surface
->resource
.size
);
444 /* Call the private setup routine */
445 hr
= IWineD3DSurface_PrivateSetup((IWineD3DSurface
*)surface
);
448 ERR("Private setup failed, returning %#x\n", hr
);
456 static void surface_force_reload(IWineD3DSurfaceImpl
*surface
)
458 surface
->flags
&= ~(SFLAG_ALLOCATED
| SFLAG_SRGBALLOCATED
);
461 void surface_set_texture_name(IWineD3DSurfaceImpl
*surface
, GLuint new_name
, BOOL srgb
)
466 TRACE("surface %p, new_name %u, srgb %#x.\n", surface
, new_name
, srgb
);
470 name
= &surface
->texture_name_srgb
;
471 flag
= SFLAG_INSRGBTEX
;
475 name
= &surface
->texture_name
;
476 flag
= SFLAG_INTEXTURE
;
479 if (!*name
&& new_name
)
481 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
482 * surface has no texture name yet. See if we can get rid of this. */
483 if (surface
->flags
& flag
)
484 ERR("Surface has %s set, but no texture name.\n", debug_surflocation(flag
));
485 surface_modify_location(surface
, flag
, FALSE
);
489 surface_force_reload(surface
);
492 void surface_set_texture_target(IWineD3DSurfaceImpl
*surface
, GLenum target
)
494 TRACE("surface %p, target %#x.\n", surface
, target
);
496 if (surface
->texture_target
!= target
)
498 if (target
== GL_TEXTURE_RECTANGLE_ARB
)
500 surface
->flags
&= ~SFLAG_NORMCOORD
;
502 else if (surface
->texture_target
== GL_TEXTURE_RECTANGLE_ARB
)
504 surface
->flags
|= SFLAG_NORMCOORD
;
507 surface
->texture_target
= target
;
508 surface_force_reload(surface
);
511 /* Context activation is done by the caller. */
512 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl
*This
, BOOL srgb
) {
513 DWORD active_sampler
;
515 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
516 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
517 * gl states. The current texture unit should always be a valid one.
519 * To be more specific, this is tricky because we can implicitly be called
520 * from sampler() in state.c. This means we can't touch anything other than
521 * whatever happens to be the currently active texture, or we would risk
522 * marking already applied sampler states dirty again.
524 * TODO: Track the current active texture per GL context instead of using glGet
526 GLint active_texture
;
528 glGetIntegerv(GL_ACTIVE_TEXTURE
, &active_texture
);
530 active_sampler
= This
->resource
.device
->rev_tex_unit_map
[active_texture
- GL_TEXTURE0_ARB
];
532 if (active_sampler
!= WINED3D_UNMAPPED_STAGE
)
534 IWineD3DDeviceImpl_MarkStateDirty(This
->resource
.device
, STATE_SAMPLER(active_sampler
));
536 IWineD3DSurface_BindTexture((IWineD3DSurface
*)This
, srgb
);
539 /* This function checks if the primary render target uses the 8bit paletted format. */
540 static BOOL
primary_render_target_is_p8(IWineD3DDeviceImpl
*device
)
542 if (device
->render_targets
&& device
->render_targets
[0])
544 IWineD3DSurfaceImpl
*render_target
= device
->render_targets
[0];
545 if ((render_target
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
)
546 && (render_target
->resource
.format
->id
== WINED3DFMT_P8_UINT
))
552 /* This call just downloads data, the caller is responsible for binding the
553 * correct texture. */
554 /* Context activation is done by the caller. */
555 static void surface_download_data(IWineD3DSurfaceImpl
*This
, const struct wined3d_gl_info
*gl_info
)
557 const struct wined3d_format
*format
= This
->resource
.format
;
559 /* Only support read back of converted P8 surfaces */
560 if (This
->flags
& SFLAG_CONVERTED
&& format
->id
!= WINED3DFMT_P8_UINT
)
562 FIXME("Readback conversion not supported for format %s.\n", debug_d3dformat(format
->id
));
568 if (format
->flags
& WINED3DFMT_FLAG_COMPRESSED
)
570 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p.\n",
571 This
, This
->texture_level
, format
->glFormat
, format
->glType
,
572 This
->resource
.allocatedMemory
);
574 if (This
->flags
& SFLAG_PBO
)
576 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, This
->pbo
));
577 checkGLcall("glBindBufferARB");
578 GL_EXTCALL(glGetCompressedTexImageARB(This
->texture_target
, This
->texture_level
, NULL
));
579 checkGLcall("glGetCompressedTexImageARB");
580 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, 0));
581 checkGLcall("glBindBufferARB");
585 GL_EXTCALL(glGetCompressedTexImageARB(This
->texture_target
,
586 This
->texture_level
, This
->resource
.allocatedMemory
));
587 checkGLcall("glGetCompressedTexImageARB");
593 GLenum gl_format
= format
->glFormat
;
594 GLenum gl_type
= format
->glType
;
598 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
599 if (format
->id
== WINED3DFMT_P8_UINT
&& primary_render_target_is_p8(This
->resource
.device
))
601 gl_format
= GL_ALPHA
;
602 gl_type
= GL_UNSIGNED_BYTE
;
605 if (This
->flags
& SFLAG_NONPOW2
)
607 unsigned char alignment
= This
->resource
.device
->surface_alignment
;
608 src_pitch
= format
->byte_count
* This
->pow2Width
;
609 dst_pitch
= IWineD3DSurface_GetPitch((IWineD3DSurface
*) This
);
610 src_pitch
= (src_pitch
+ alignment
- 1) & ~(alignment
- 1);
611 mem
= HeapAlloc(GetProcessHeap(), 0, src_pitch
* This
->pow2Height
);
613 mem
= This
->resource
.allocatedMemory
;
616 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
617 This
, This
->texture_level
, gl_format
, gl_type
, mem
);
619 if (This
->flags
& SFLAG_PBO
)
621 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, This
->pbo
));
622 checkGLcall("glBindBufferARB");
624 glGetTexImage(This
->texture_target
, This
->texture_level
, gl_format
, gl_type
, NULL
);
625 checkGLcall("glGetTexImage");
627 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, 0));
628 checkGLcall("glBindBufferARB");
630 glGetTexImage(This
->texture_target
, This
->texture_level
, gl_format
, gl_type
, mem
);
631 checkGLcall("glGetTexImage");
635 if (This
->flags
& SFLAG_NONPOW2
)
637 const BYTE
*src_data
;
641 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
642 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
643 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
645 * We're doing this...
647 * instead of boxing the texture :
648 * |<-texture width ->| -->pow2width| /\
649 * |111111111111111111| | |
650 * |222 Texture 222222| boxed empty | texture height
651 * |3333 Data 33333333| | |
652 * |444444444444444444| | \/
653 * ----------------------------------- |
654 * | boxed empty | boxed empty | pow2height
656 * -----------------------------------
659 * we're repacking the data to the expected texture width
661 * |<-texture width ->| -->pow2width| /\
662 * |111111111111111111222222222222222| |
663 * |222333333333333333333444444444444| texture height
667 * | empty | pow2height
669 * -----------------------------------
673 * |<-texture width ->| /\
674 * |111111111111111111|
675 * |222222222222222222|texture height
676 * |333333333333333333|
677 * |444444444444444444| \/
678 * --------------------
680 * this also means that any references to allocatedMemory should work with the data as if were a
681 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
683 * internally the texture is still stored in a boxed format so any references to textureName will
684 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
686 * Performance should not be an issue, because applications normally do not lock the surfaces when
687 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
688 * and doesn't have to be re-read.
691 dst_data
= This
->resource
.allocatedMemory
;
692 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This
, src_pitch
, dst_pitch
);
693 for (y
= 1 ; y
< This
->currentDesc
.Height
; y
++) {
694 /* skip the first row */
695 src_data
+= src_pitch
;
696 dst_data
+= dst_pitch
;
697 memcpy(dst_data
, src_data
, dst_pitch
);
700 HeapFree(GetProcessHeap(), 0, mem
);
704 /* Surface has now been downloaded */
705 This
->flags
|= SFLAG_INSYSMEM
;
708 /* This call just uploads data, the caller is responsible for binding the
709 * correct texture. */
710 /* Context activation is done by the caller. */
711 static void surface_upload_data(IWineD3DSurfaceImpl
*This
, const struct wined3d_gl_info
*gl_info
,
712 const struct wined3d_format
*format
, BOOL srgb
, const GLvoid
*data
)
714 GLsizei width
= This
->currentDesc
.Width
;
715 GLsizei height
= This
->currentDesc
.Height
;
720 internal
= format
->glGammaInternal
;
722 else if (This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
&& surface_is_offscreen(This
))
724 internal
= format
->rtInternal
;
728 internal
= format
->glInternal
;
731 TRACE("This %p, internal %#x, width %d, height %d, format %#x, type %#x, data %p.\n",
732 This
, internal
, width
, height
, format
->glFormat
, format
->glType
, data
);
733 TRACE("target %#x, level %u, resource size %u.\n",
734 This
->texture_target
, This
->texture_level
, This
->resource
.size
);
736 if (format
->heightscale
!= 1.0f
&& format
->heightscale
!= 0.0f
) height
*= format
->heightscale
;
740 if (This
->flags
& SFLAG_PBO
)
742 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
743 checkGLcall("glBindBufferARB");
745 TRACE("(%p) pbo: %#x, data: %p.\n", This
, This
->pbo
, data
);
749 if (format
->flags
& WINED3DFMT_FLAG_COMPRESSED
)
751 TRACE("Calling glCompressedTexSubImage2DARB.\n");
753 GL_EXTCALL(glCompressedTexSubImage2DARB(This
->texture_target
, This
->texture_level
,
754 0, 0, width
, height
, internal
, This
->resource
.size
, data
));
755 checkGLcall("glCompressedTexSubImage2DARB");
759 TRACE("Calling glTexSubImage2D.\n");
761 glTexSubImage2D(This
->texture_target
, This
->texture_level
,
762 0, 0, width
, height
, format
->glFormat
, format
->glType
, data
);
763 checkGLcall("glTexSubImage2D");
766 if (This
->flags
& SFLAG_PBO
)
768 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
769 checkGLcall("glBindBufferARB");
774 if (gl_info
->quirks
& WINED3D_QUIRK_FBO_TEX_UPDATE
)
776 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
779 for (i
= 0; i
< device
->numContexts
; ++i
)
781 context_surface_update(device
->contexts
[i
], This
);
786 /* This call just allocates the texture, the caller is responsible for binding
787 * the correct texture. */
788 /* Context activation is done by the caller. */
789 static void surface_allocate_surface(IWineD3DSurfaceImpl
*This
, const struct wined3d_gl_info
*gl_info
,
790 const struct wined3d_format
*format
, BOOL srgb
)
792 BOOL enable_client_storage
= FALSE
;
793 GLsizei width
= This
->pow2Width
;
794 GLsizei height
= This
->pow2Height
;
795 const BYTE
*mem
= NULL
;
800 internal
= format
->glGammaInternal
;
802 else if (This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
&& surface_is_offscreen(This
))
804 internal
= format
->rtInternal
;
808 internal
= format
->glInternal
;
811 if (format
->heightscale
!= 1.0f
&& format
->heightscale
!= 0.0f
) height
*= format
->heightscale
;
813 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",
814 This
, This
->texture_target
, This
->texture_level
, debug_d3dformat(format
->id
),
815 internal
, width
, height
, format
->glFormat
, format
->glType
);
819 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
821 if (This
->flags
& (SFLAG_NONPOW2
| SFLAG_DIBSECTION
| SFLAG_CONVERTED
)
822 || !This
->resource
.allocatedMemory
)
824 /* In some cases we want to disable client storage.
825 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
826 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
827 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
828 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
830 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
831 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
832 This
->flags
&= ~SFLAG_CLIENT
;
833 enable_client_storage
= TRUE
;
837 This
->flags
|= SFLAG_CLIENT
;
839 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
840 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
842 mem
= (BYTE
*)(((ULONG_PTR
) This
->resource
.heapMemory
+ (RESOURCE_ALIGNMENT
- 1)) & ~(RESOURCE_ALIGNMENT
- 1));
846 if (format
->flags
& WINED3DFMT_FLAG_COMPRESSED
&& mem
)
848 GL_EXTCALL(glCompressedTexImage2DARB(This
->texture_target
, This
->texture_level
,
849 internal
, width
, height
, 0, This
->resource
.size
, mem
));
850 checkGLcall("glCompressedTexImage2DARB");
854 glTexImage2D(This
->texture_target
, This
->texture_level
,
855 internal
, width
, height
, 0, format
->glFormat
, format
->glType
, mem
);
856 checkGLcall("glTexImage2D");
859 if(enable_client_storage
) {
860 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
861 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
866 /* In D3D the depth stencil dimensions have to be greater than or equal to the
867 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
868 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
869 /* GL locking is done by the caller */
870 void surface_set_compatible_renderbuffer(IWineD3DSurfaceImpl
*surface
, unsigned int width
, unsigned int height
)
872 const struct wined3d_gl_info
*gl_info
= &surface
->resource
.device
->adapter
->gl_info
;
873 renderbuffer_entry_t
*entry
;
874 GLuint renderbuffer
= 0;
875 unsigned int src_width
, src_height
;
877 src_width
= surface
->pow2Width
;
878 src_height
= surface
->pow2Height
;
880 /* A depth stencil smaller than the render target is not valid */
881 if (width
> src_width
|| height
> src_height
) return;
883 /* Remove any renderbuffer set if the sizes match */
884 if (gl_info
->supported
[ARB_FRAMEBUFFER_OBJECT
]
885 || (width
== src_width
&& height
== src_height
))
887 surface
->current_renderbuffer
= NULL
;
891 /* Look if we've already got a renderbuffer of the correct dimensions */
892 LIST_FOR_EACH_ENTRY(entry
, &surface
->renderbuffers
, renderbuffer_entry_t
, entry
)
894 if (entry
->width
== width
&& entry
->height
== height
)
896 renderbuffer
= entry
->id
;
897 surface
->current_renderbuffer
= entry
;
904 gl_info
->fbo_ops
.glGenRenderbuffers(1, &renderbuffer
);
905 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, renderbuffer
);
906 gl_info
->fbo_ops
.glRenderbufferStorage(GL_RENDERBUFFER
,
907 surface
->resource
.format
->glInternal
, width
, height
);
909 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t
));
910 entry
->width
= width
;
911 entry
->height
= height
;
912 entry
->id
= renderbuffer
;
913 list_add_head(&surface
->renderbuffers
, &entry
->entry
);
915 surface
->current_renderbuffer
= entry
;
918 checkGLcall("set_compatible_renderbuffer");
921 GLenum
surface_get_gl_buffer(IWineD3DSurfaceImpl
*surface
)
923 IWineD3DSwapChainImpl
*swapchain
= surface
->container
.u
.swapchain
;
925 TRACE("surface %p.\n", surface
);
927 if (surface
->container
.type
!= WINED3D_CONTAINER_SWAPCHAIN
)
929 ERR("Surface %p is not on a swapchain.\n", surface
);
933 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0] == surface
)
935 if (swapchain
->render_to_fbo
)
937 TRACE("Returning GL_COLOR_ATTACHMENT0\n");
938 return GL_COLOR_ATTACHMENT0
;
940 TRACE("Returning GL_BACK\n");
943 else if (surface
== swapchain
->front_buffer
)
945 TRACE("Returning GL_FRONT\n");
949 FIXME("Higher back buffer, returning GL_BACK\n");
953 /* Slightly inefficient way to handle multiple dirty rects but it works :) */
954 void surface_add_dirty_rect(IWineD3DSurfaceImpl
*surface
, const RECT
*dirty_rect
)
956 TRACE("surface %p, dirty_rect %s.\n", surface
, wine_dbgstr_rect(dirty_rect
));
958 if (!(surface
->flags
& SFLAG_INSYSMEM
) && (surface
->flags
& SFLAG_INTEXTURE
))
959 /* No partial locking for textures yet. */
960 surface_load_location(surface
, SFLAG_INSYSMEM
, NULL
);
962 surface_modify_location(surface
, SFLAG_INSYSMEM
, TRUE
);
965 surface
->dirtyRect
.left
= min(surface
->dirtyRect
.left
, dirty_rect
->left
);
966 surface
->dirtyRect
.top
= min(surface
->dirtyRect
.top
, dirty_rect
->top
);
967 surface
->dirtyRect
.right
= max(surface
->dirtyRect
.right
, dirty_rect
->right
);
968 surface
->dirtyRect
.bottom
= max(surface
->dirtyRect
.bottom
, dirty_rect
->bottom
);
972 surface
->dirtyRect
.left
= 0;
973 surface
->dirtyRect
.top
= 0;
974 surface
->dirtyRect
.right
= surface
->currentDesc
.Width
;
975 surface
->dirtyRect
.bottom
= surface
->currentDesc
.Height
;
978 /* if the container is a basetexture then mark it dirty. */
979 if (surface
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
981 TRACE("Passing to container.\n");
982 IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture
*)surface
->container
.u
.texture
, TRUE
);
986 static BOOL
surface_convert_color_to_float(IWineD3DSurfaceImpl
*surface
, DWORD color
, WINED3DCOLORVALUE
*float_color
)
988 const struct wined3d_format
*format
= surface
->resource
.format
;
989 IWineD3DDeviceImpl
*device
= surface
->resource
.device
;
993 case WINED3DFMT_P8_UINT
:
994 if (surface
->palette
)
996 float_color
->r
= surface
->palette
->palents
[color
].peRed
/ 255.0f
;
997 float_color
->g
= surface
->palette
->palents
[color
].peGreen
/ 255.0f
;
998 float_color
->b
= surface
->palette
->palents
[color
].peBlue
/ 255.0f
;
1002 float_color
->r
= 0.0f
;
1003 float_color
->g
= 0.0f
;
1004 float_color
->b
= 0.0f
;
1006 float_color
->a
= primary_render_target_is_p8(device
) ? color
/ 255.0f
: 1.0f
;
1009 case WINED3DFMT_B5G6R5_UNORM
:
1010 float_color
->r
= ((color
>> 11) & 0x1f) / 31.0f
;
1011 float_color
->g
= ((color
>> 5) & 0x3f) / 63.0f
;
1012 float_color
->b
= (color
& 0x1f) / 31.0f
;
1013 float_color
->a
= 1.0f
;
1016 case WINED3DFMT_B8G8R8_UNORM
:
1017 case WINED3DFMT_B8G8R8X8_UNORM
:
1018 float_color
->r
= D3DCOLOR_R(color
);
1019 float_color
->g
= D3DCOLOR_G(color
);
1020 float_color
->b
= D3DCOLOR_B(color
);
1021 float_color
->a
= 1.0f
;
1024 case WINED3DFMT_B8G8R8A8_UNORM
:
1025 float_color
->r
= D3DCOLOR_R(color
);
1026 float_color
->g
= D3DCOLOR_G(color
);
1027 float_color
->b
= D3DCOLOR_B(color
);
1028 float_color
->a
= D3DCOLOR_A(color
);
1032 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format
->id
));
1039 /* Do not call while under the GL lock. */
1040 static ULONG WINAPI
IWineD3DSurfaceImpl_Release(IWineD3DSurface
*iface
)
1042 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
1043 ULONG ref
= InterlockedDecrement(&This
->resource
.ref
);
1044 TRACE("(%p) : Releasing from %d\n", This
, ref
+ 1);
1048 surface_cleanup(This
);
1049 This
->resource
.parent_ops
->wined3d_object_destroyed(This
->resource
.parent
);
1051 TRACE("(%p) Released.\n", This
);
1052 HeapFree(GetProcessHeap(), 0, This
);
1058 /* ****************************************************
1059 IWineD3DSurface IWineD3DResource parts follow
1060 **************************************************** */
1062 /* Do not call while under the GL lock. */
1063 void surface_internal_preload(IWineD3DSurfaceImpl
*surface
, enum WINED3DSRGB srgb
)
1065 IWineD3DDeviceImpl
*device
= surface
->resource
.device
;
1067 TRACE("iface %p, srgb %#x.\n", surface
, srgb
);
1069 if (surface
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
1071 IWineD3DBaseTextureImpl
*texture
= surface
->container
.u
.texture
;
1073 TRACE("Passing to container.\n");
1074 texture
->baseTexture
.internal_preload((IWineD3DBaseTexture
*)texture
, srgb
);
1078 struct wined3d_context
*context
= NULL
;
1080 TRACE("(%p) : About to load surface\n", surface
);
1082 if (!device
->isInDraw
) context
= context_acquire(device
, NULL
);
1084 if (surface
->resource
.format
->id
== WINED3DFMT_P8_UINT
1085 || surface
->resource
.format
->id
== WINED3DFMT_P8_UINT_A8_UNORM
)
1087 if (palette9_changed(surface
))
1089 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
1090 /* TODO: This is not necessarily needed with hw palettized texture support */
1091 surface_load_location(surface
, SFLAG_INSYSMEM
, NULL
);
1092 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
1093 surface_modify_location(surface
, SFLAG_INTEXTURE
, FALSE
);
1097 IWineD3DSurface_LoadTexture((IWineD3DSurface
*)surface
, srgb
== SRGB_SRGB
? TRUE
: FALSE
);
1099 if (surface
->resource
.pool
== WINED3DPOOL_DEFAULT
)
1101 /* Tell opengl to try and keep this texture in video ram (well mostly) */
1105 glPrioritizeTextures(1, &surface
->texture_name
, &tmp
);
1109 if (context
) context_release(context
);
1113 static void WINAPI
IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface
*iface
)
1115 surface_internal_preload((IWineD3DSurfaceImpl
*)iface
, SRGB_ANY
);
1118 /* Context activation is done by the caller. */
1119 static void surface_remove_pbo(IWineD3DSurfaceImpl
*This
, const struct wined3d_gl_info
*gl_info
)
1121 This
->resource
.heapMemory
= HeapAlloc(GetProcessHeap() ,0 , This
->resource
.size
+ RESOURCE_ALIGNMENT
);
1122 This
->resource
.allocatedMemory
=
1123 (BYTE
*)(((ULONG_PTR
) This
->resource
.heapMemory
+ (RESOURCE_ALIGNMENT
- 1)) & ~(RESOURCE_ALIGNMENT
- 1));
1126 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
1127 checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
1128 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0, This
->resource
.size
, This
->resource
.allocatedMemory
));
1129 checkGLcall("glGetBufferSubDataARB");
1130 GL_EXTCALL(glDeleteBuffersARB(1, &This
->pbo
));
1131 checkGLcall("glDeleteBuffersARB");
1135 This
->flags
&= ~SFLAG_PBO
;
1138 BOOL
surface_init_sysmem(IWineD3DSurfaceImpl
*surface
)
1140 if (!surface
->resource
.allocatedMemory
)
1142 surface
->resource
.heapMemory
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1143 surface
->resource
.size
+ RESOURCE_ALIGNMENT
);
1144 if (!surface
->resource
.heapMemory
)
1146 ERR("Out of memory\n");
1149 surface
->resource
.allocatedMemory
=
1150 (BYTE
*)(((ULONG_PTR
)surface
->resource
.heapMemory
+ (RESOURCE_ALIGNMENT
- 1)) & ~(RESOURCE_ALIGNMENT
- 1));
1154 memset(surface
->resource
.allocatedMemory
, 0, surface
->resource
.size
);
1157 surface_modify_location(surface
, SFLAG_INSYSMEM
, TRUE
);
1162 /* Do not call while under the GL lock. */
1163 static void WINAPI
IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface
*iface
)
1165 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
1166 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1167 const struct wined3d_gl_info
*gl_info
;
1168 renderbuffer_entry_t
*entry
, *entry2
;
1169 struct wined3d_context
*context
;
1171 TRACE("(%p)\n", iface
);
1173 if(This
->resource
.pool
== WINED3DPOOL_DEFAULT
) {
1174 /* Default pool resources are supposed to be destroyed before Reset is called.
1175 * Implicit resources stay however. So this means we have an implicit render target
1176 * or depth stencil. The content may be destroyed, but we still have to tear down
1177 * opengl resources, so we cannot leave early.
1179 * Put the surfaces into sysmem, and reset the content. The D3D content is undefined,
1180 * but we can't set the sysmem INDRAWABLE because when we're rendering the swapchain
1181 * or the depth stencil into an FBO the texture or render buffer will be removed
1182 * and all flags get lost
1184 surface_init_sysmem(This
);
1188 /* Load the surface into system memory */
1189 surface_load_location(This
, SFLAG_INSYSMEM
, NULL
);
1190 surface_modify_location(This
, SFLAG_INDRAWABLE
, FALSE
);
1192 surface_modify_location(This
, SFLAG_INTEXTURE
, FALSE
);
1193 surface_modify_location(This
, SFLAG_INSRGBTEX
, FALSE
);
1194 This
->flags
&= ~(SFLAG_ALLOCATED
| SFLAG_SRGBALLOCATED
);
1196 context
= context_acquire(device
, NULL
);
1197 gl_info
= context
->gl_info
;
1199 /* Destroy PBOs, but load them into real sysmem before */
1200 if (This
->flags
& SFLAG_PBO
)
1201 surface_remove_pbo(This
, gl_info
);
1203 /* Destroy fbo render buffers. This is needed for implicit render targets, for
1204 * all application-created targets the application has to release the surface
1205 * before calling _Reset
1207 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &This
->renderbuffers
, renderbuffer_entry_t
, entry
) {
1209 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &entry
->id
);
1211 list_remove(&entry
->entry
);
1212 HeapFree(GetProcessHeap(), 0, entry
);
1214 list_init(&This
->renderbuffers
);
1215 This
->current_renderbuffer
= NULL
;
1217 /* If we're in a texture, the texture name belongs to the texture.
1218 * Otherwise, destroy it. */
1219 if (This
->container
.type
!= WINED3D_CONTAINER_TEXTURE
)
1222 glDeleteTextures(1, &This
->texture_name
);
1223 This
->texture_name
= 0;
1224 glDeleteTextures(1, &This
->texture_name_srgb
);
1225 This
->texture_name_srgb
= 0;
1229 context_release(context
);
1231 resource_unload((IWineD3DResourceImpl
*)This
);
1234 /* ******************************************************
1235 IWineD3DSurface IWineD3DSurface parts follow
1236 ****************************************************** */
1238 /* Read the framebuffer back into the surface */
1239 static void read_from_framebuffer(IWineD3DSurfaceImpl
*This
, const RECT
*rect
, void *dest
, UINT pitch
)
1241 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1242 const struct wined3d_gl_info
*gl_info
;
1243 struct wined3d_context
*context
;
1247 BYTE
*row
, *top
, *bottom
;
1251 BOOL srcIsUpsideDown
;
1256 if(wined3d_settings
.rendertargetlock_mode
== RTL_DISABLE
) {
1257 static BOOL warned
= FALSE
;
1259 ERR("The application tries to lock the render target, but render target locking is disabled\n");
1265 context
= context_acquire(device
, This
);
1266 context_apply_blit_state(context
, device
);
1267 gl_info
= context
->gl_info
;
1271 /* Select the correct read buffer, and give some debug output.
1272 * There is no need to keep track of the current read buffer or reset it, every part of the code
1273 * that reads sets the read buffer as desired.
1275 if (surface_is_offscreen(This
))
1277 /* Mapping the primary render target which is not on a swapchain.
1278 * Read from the back buffer. */
1279 TRACE("Mapping offscreen render target.\n");
1280 glReadBuffer(device
->offscreenBuffer
);
1281 srcIsUpsideDown
= TRUE
;
1285 /* Onscreen surfaces are always part of a swapchain */
1286 GLenum buffer
= surface_get_gl_buffer(This
);
1287 TRACE("Mapping %#x buffer.\n", buffer
);
1288 glReadBuffer(buffer
);
1289 checkGLcall("glReadBuffer");
1290 srcIsUpsideDown
= FALSE
;
1293 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
1295 local_rect
.left
= 0;
1297 local_rect
.right
= This
->currentDesc
.Width
;
1298 local_rect
.bottom
= This
->currentDesc
.Height
;
1302 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
1304 switch (This
->resource
.format
->id
)
1306 case WINED3DFMT_P8_UINT
:
1308 if (primary_render_target_is_p8(device
))
1310 /* In case of P8 render targets the index is stored in the alpha component */
1312 type
= GL_UNSIGNED_BYTE
;
1314 bpp
= This
->resource
.format
->byte_count
;
1316 /* GL can't return palettized data, so read ARGB pixels into a
1317 * separate block of memory and convert them into palettized format
1318 * in software. Slow, but if the app means to use palettized render
1319 * targets and locks it...
1321 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
1322 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
1323 * for the color channels when palettizing the colors.
1326 type
= GL_UNSIGNED_BYTE
;
1328 mem
= HeapAlloc(GetProcessHeap(), 0, This
->resource
.size
* 3);
1330 ERR("Out of memory\n");
1334 bpp
= This
->resource
.format
->byte_count
* 3;
1341 fmt
= This
->resource
.format
->glFormat
;
1342 type
= This
->resource
.format
->glType
;
1343 bpp
= This
->resource
.format
->byte_count
;
1346 if (This
->flags
& SFLAG_PBO
)
1348 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, This
->pbo
));
1349 checkGLcall("glBindBufferARB");
1352 ERR("mem not null for pbo -- unexpected\n");
1357 /* Save old pixel store pack state */
1358 glGetIntegerv(GL_PACK_ROW_LENGTH
, &rowLen
);
1359 checkGLcall("glGetIntegerv");
1360 glGetIntegerv(GL_PACK_SKIP_PIXELS
, &skipPix
);
1361 checkGLcall("glGetIntegerv");
1362 glGetIntegerv(GL_PACK_SKIP_ROWS
, &skipRow
);
1363 checkGLcall("glGetIntegerv");
1365 /* Setup pixel store pack state -- to glReadPixels into the correct place */
1366 glPixelStorei(GL_PACK_ROW_LENGTH
, This
->currentDesc
.Width
);
1367 checkGLcall("glPixelStorei");
1368 glPixelStorei(GL_PACK_SKIP_PIXELS
, local_rect
.left
);
1369 checkGLcall("glPixelStorei");
1370 glPixelStorei(GL_PACK_SKIP_ROWS
, local_rect
.top
);
1371 checkGLcall("glPixelStorei");
1373 glReadPixels(local_rect
.left
, (!srcIsUpsideDown
) ? (This
->currentDesc
.Height
- local_rect
.bottom
) : local_rect
.top
,
1374 local_rect
.right
- local_rect
.left
,
1375 local_rect
.bottom
- local_rect
.top
,
1377 checkGLcall("glReadPixels");
1379 /* Reset previous pixel store pack state */
1380 glPixelStorei(GL_PACK_ROW_LENGTH
, rowLen
);
1381 checkGLcall("glPixelStorei");
1382 glPixelStorei(GL_PACK_SKIP_PIXELS
, skipPix
);
1383 checkGLcall("glPixelStorei");
1384 glPixelStorei(GL_PACK_SKIP_ROWS
, skipRow
);
1385 checkGLcall("glPixelStorei");
1387 if (This
->flags
& SFLAG_PBO
)
1389 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, 0));
1390 checkGLcall("glBindBufferARB");
1392 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
1393 * to get a pointer to it and perform the flipping in software. This is a lot
1394 * faster than calling glReadPixels for each line. In case we want more speed
1395 * we should rerender it flipped in a FBO and read the data back from the FBO. */
1396 if(!srcIsUpsideDown
) {
1397 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
1398 checkGLcall("glBindBufferARB");
1400 mem
= GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, GL_READ_WRITE_ARB
));
1401 checkGLcall("glMapBufferARB");
1405 /* TODO: Merge this with the palettization loop below for P8 targets */
1406 if(!srcIsUpsideDown
) {
1408 /* glReadPixels returns the image upside down, and there is no way to prevent this.
1409 Flip the lines in software */
1410 len
= (local_rect
.right
- local_rect
.left
) * bpp
;
1411 off
= local_rect
.left
* bpp
;
1413 row
= HeapAlloc(GetProcessHeap(), 0, len
);
1415 ERR("Out of memory\n");
1416 if (This
->resource
.format
->id
== WINED3DFMT_P8_UINT
) HeapFree(GetProcessHeap(), 0, mem
);
1421 top
= mem
+ pitch
* local_rect
.top
;
1422 bottom
= mem
+ pitch
* (local_rect
.bottom
- 1);
1423 for(i
= 0; i
< (local_rect
.bottom
- local_rect
.top
) / 2; i
++) {
1424 memcpy(row
, top
+ off
, len
);
1425 memcpy(top
+ off
, bottom
+ off
, len
);
1426 memcpy(bottom
+ off
, row
, len
);
1430 HeapFree(GetProcessHeap(), 0, row
);
1432 /* Unmap the temp PBO buffer */
1433 if (This
->flags
& SFLAG_PBO
)
1435 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
));
1436 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
1441 context_release(context
);
1443 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
1444 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
1445 * the same color but we have no choice.
1446 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
1448 if (This
->resource
.format
->id
== WINED3DFMT_P8_UINT
&& !primary_render_target_is_p8(device
))
1450 const PALETTEENTRY
*pal
= NULL
;
1451 DWORD width
= pitch
/ 3;
1455 pal
= This
->palette
->palents
;
1457 ERR("Palette is missing, cannot perform inverse palette lookup\n");
1458 HeapFree(GetProcessHeap(), 0, mem
);
1462 for(y
= local_rect
.top
; y
< local_rect
.bottom
; y
++) {
1463 for(x
= local_rect
.left
; x
< local_rect
.right
; x
++) {
1464 /* start lines pixels */
1465 const BYTE
*blue
= mem
+ y
* pitch
+ x
* (sizeof(BYTE
) * 3);
1466 const BYTE
*green
= blue
+ 1;
1467 const BYTE
*red
= green
+ 1;
1469 for(c
= 0; c
< 256; c
++) {
1470 if(*red
== pal
[c
].peRed
&&
1471 *green
== pal
[c
].peGreen
&&
1472 *blue
== pal
[c
].peBlue
)
1474 *((BYTE
*) dest
+ y
* width
+ x
) = c
;
1480 HeapFree(GetProcessHeap(), 0, mem
);
1484 /* Read the framebuffer contents into a texture */
1485 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl
*This
, BOOL srgb
)
1487 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1488 const struct wined3d_gl_info
*gl_info
;
1489 struct wined3d_context
*context
;
1491 if (!surface_is_offscreen(This
))
1493 /* We would need to flip onscreen surfaces, but there's no efficient
1494 * way to do that here. It makes more sense for the caller to
1495 * explicitly go through sysmem. */
1496 ERR("Not supported for onscreen targets.\n");
1500 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
1501 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
1502 * states in the stateblock, and no driver was found yet that had bugs in that regard.
1504 context
= context_acquire(device
, This
);
1505 gl_info
= context
->gl_info
;
1507 surface_prepare_texture(This
, gl_info
, srgb
);
1508 surface_bind_and_dirtify(This
, srgb
);
1510 TRACE("Reading back offscreen render target %p.\n", This
);
1514 glReadBuffer(device
->offscreenBuffer
);
1515 checkGLcall("glReadBuffer");
1517 glCopyTexSubImage2D(This
->texture_target
, This
->texture_level
,
1518 0, 0, 0, 0, This
->currentDesc
.Width
, This
->currentDesc
.Height
);
1519 checkGLcall("glCopyTexSubImage2D");
1523 context_release(context
);
1526 /* Context activation is done by the caller. */
1527 static void surface_prepare_texture_internal(IWineD3DSurfaceImpl
*surface
,
1528 const struct wined3d_gl_info
*gl_info
, BOOL srgb
)
1530 DWORD alloc_flag
= srgb
? SFLAG_SRGBALLOCATED
: SFLAG_ALLOCATED
;
1531 CONVERT_TYPES convert
;
1532 struct wined3d_format format
;
1534 if (surface
->flags
& alloc_flag
) return;
1536 d3dfmt_get_conv(surface
, TRUE
, TRUE
, &format
, &convert
);
1537 if (convert
!= NO_CONVERSION
|| format
.convert
) surface
->flags
|= SFLAG_CONVERTED
;
1538 else surface
->flags
&= ~SFLAG_CONVERTED
;
1540 surface_bind_and_dirtify(surface
, srgb
);
1541 surface_allocate_surface(surface
, gl_info
, &format
, srgb
);
1542 surface
->flags
|= alloc_flag
;
1545 /* Context activation is done by the caller. */
1546 void surface_prepare_texture(IWineD3DSurfaceImpl
*surface
, const struct wined3d_gl_info
*gl_info
, BOOL srgb
)
1548 if (surface
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
1550 IWineD3DBaseTextureImpl
*texture
= surface
->container
.u
.texture
;
1551 UINT sub_count
= texture
->baseTexture
.level_count
* texture
->baseTexture
.layer_count
;
1554 TRACE("surface %p is a subresource of texture %p.\n", surface
, texture
);
1556 for (i
= 0; i
< sub_count
; ++i
)
1558 IWineD3DSurfaceImpl
*s
= (IWineD3DSurfaceImpl
*)texture
->baseTexture
.sub_resources
[i
];
1559 surface_prepare_texture_internal(s
, gl_info
, srgb
);
1565 surface_prepare_texture_internal(surface
, gl_info
, srgb
);
1568 static void surface_prepare_system_memory(IWineD3DSurfaceImpl
*This
)
1570 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1571 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1573 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
1574 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
1577 if (!(This
->flags
& SFLAG_DYNLOCK
))
1580 /* MAXLOCKCOUNT is defined in wined3d_private.h */
1581 if(This
->lockCount
> MAXLOCKCOUNT
) {
1582 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
1583 This
->flags
|= SFLAG_DYNLOCK
;
1587 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
1588 * Also don't create a PBO for systemmem surfaces.
1590 if (gl_info
->supported
[ARB_PIXEL_BUFFER_OBJECT
] && (This
->flags
& SFLAG_DYNLOCK
)
1591 && !(This
->flags
& (SFLAG_PBO
| SFLAG_CONVERTED
| SFLAG_NONPOW2
))
1592 && (This
->resource
.pool
!= WINED3DPOOL_SYSTEMMEM
))
1595 struct wined3d_context
*context
;
1597 context
= context_acquire(device
, NULL
);
1600 GL_EXTCALL(glGenBuffersARB(1, &This
->pbo
));
1601 error
= glGetError();
1602 if (!This
->pbo
|| error
!= GL_NO_ERROR
)
1603 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error
), error
);
1605 TRACE("Attaching pbo=%#x to (%p)\n", This
->pbo
, This
);
1607 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
1608 checkGLcall("glBindBufferARB");
1610 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->resource
.size
+ 4, This
->resource
.allocatedMemory
, GL_STREAM_DRAW_ARB
));
1611 checkGLcall("glBufferDataARB");
1613 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
1614 checkGLcall("glBindBufferARB");
1616 /* We don't need the system memory anymore and we can't even use it for PBOs */
1617 if (!(This
->flags
& SFLAG_CLIENT
))
1619 HeapFree(GetProcessHeap(), 0, This
->resource
.heapMemory
);
1620 This
->resource
.heapMemory
= NULL
;
1622 This
->resource
.allocatedMemory
= NULL
;
1623 This
->flags
|= SFLAG_PBO
;
1625 context_release(context
);
1627 else if (!(This
->resource
.allocatedMemory
|| This
->flags
& SFLAG_PBO
))
1629 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1632 if(!This
->resource
.heapMemory
) {
1633 This
->resource
.heapMemory
= HeapAlloc(GetProcessHeap() ,0 , This
->resource
.size
+ RESOURCE_ALIGNMENT
);
1635 This
->resource
.allocatedMemory
=
1636 (BYTE
*)(((ULONG_PTR
) This
->resource
.heapMemory
+ (RESOURCE_ALIGNMENT
- 1)) & ~(RESOURCE_ALIGNMENT
- 1));
1637 if (This
->flags
& SFLAG_INSYSMEM
)
1639 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1644 static HRESULT WINAPI
IWineD3DSurfaceImpl_Map(IWineD3DSurface
*iface
,
1645 WINED3DLOCKED_RECT
*pLockedRect
, const RECT
*pRect
, DWORD Flags
)
1647 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
1648 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1649 const RECT
*pass_rect
= pRect
;
1651 TRACE("iface %p, locked_rect %p, rect %s, flags %#x.\n",
1652 iface
, pLockedRect
, wine_dbgstr_rect(pRect
), Flags
);
1654 /* This is also done in the base class, but we have to verify this before loading any data from
1655 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1656 * may interfere, and all other bad things may happen
1658 if (This
->flags
& SFLAG_LOCKED
)
1660 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1661 return WINED3DERR_INVALIDCALL
;
1663 This
->flags
|= SFLAG_LOCKED
;
1665 if (!(This
->flags
& SFLAG_LOCKABLE
))
1667 TRACE("Warning: trying to lock unlockable surf@%p\n", This
);
1670 if (Flags
& WINED3DLOCK_DISCARD
)
1672 TRACE("WINED3DLOCK_DISCARD flag passed, marking SYSMEM as up to date.\n");
1673 surface_prepare_system_memory(This
);
1674 surface_modify_location(This
, SFLAG_INSYSMEM
, TRUE
);
1678 /* surface_load_location() does not check if the rectangle specifies
1679 * the full surface. Most callers don't need that, so do it here. */
1680 if (pRect
&& !pRect
->top
&& !pRect
->left
1681 && pRect
->right
== This
->currentDesc
.Width
1682 && pRect
->bottom
== This
->currentDesc
.Height
)
1687 if (!(wined3d_settings
.rendertargetlock_mode
== RTL_DISABLE
1688 && ((This
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
) || This
== device
->render_targets
[0])))
1690 surface_load_location(This
, SFLAG_INSYSMEM
, pass_rect
);
1694 if (This
->flags
& SFLAG_PBO
)
1696 const struct wined3d_gl_info
*gl_info
;
1697 struct wined3d_context
*context
;
1699 context
= context_acquire(device
, NULL
);
1700 gl_info
= context
->gl_info
;
1703 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
1704 checkGLcall("glBindBufferARB");
1706 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1707 if(This
->resource
.allocatedMemory
) {
1708 ERR("The surface already has PBO memory allocated!\n");
1711 This
->resource
.allocatedMemory
= GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, GL_READ_WRITE_ARB
));
1712 checkGLcall("glMapBufferARB");
1714 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1715 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
1716 checkGLcall("glBindBufferARB");
1719 context_release(context
);
1722 if (Flags
& (WINED3DLOCK_NO_DIRTY_UPDATE
| WINED3DLOCK_READONLY
)) {
1727 surface_add_dirty_rect(This
, pRect
);
1729 if (This
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
1731 TRACE("Making container dirty.\n");
1732 IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture
*)This
->container
.u
.texture
, TRUE
);
1736 TRACE("Surface is standalone, no need to dirty the container\n");
1740 return IWineD3DBaseSurfaceImpl_Map(iface
, pLockedRect
, pRect
, Flags
);
1743 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl
*This
,
1744 GLenum fmt
, GLenum type
, UINT bpp
, const BYTE
*mem
)
1746 UINT pitch
= IWineD3DSurface_GetPitch((IWineD3DSurface
*) This
); /* target is argb, 4 byte */
1747 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1748 const struct wined3d_gl_info
*gl_info
;
1749 struct wined3d_context
*context
;
1753 if (This
->flags
& SFLAG_LOCKED
)
1754 rect
= This
->lockedRect
;
1756 SetRect(&rect
, 0, 0, This
->currentDesc
.Width
, This
->currentDesc
.Height
);
1758 mem
+= rect
.top
* pitch
+ rect
.left
* bpp
;
1759 w
= rect
.right
- rect
.left
;
1760 h
= rect
.bottom
- rect
.top
;
1762 /* Activate the correct context for the render target */
1763 context
= context_acquire(device
, This
);
1764 context_apply_blit_state(context
, device
);
1765 gl_info
= context
->gl_info
;
1769 if (!surface_is_offscreen(This
))
1771 GLenum buffer
= surface_get_gl_buffer(This
);
1772 TRACE("Unlocking %#x buffer.\n", buffer
);
1773 context_set_draw_buffer(context
, buffer
);
1775 surface_translate_drawable_coords(This
, context
->win_handle
, &rect
);
1776 glPixelZoom(1.0f
, -1.0f
);
1780 /* Primary offscreen render target */
1781 TRACE("Offscreen render target.\n");
1782 context_set_draw_buffer(context
, device
->offscreenBuffer
);
1784 glPixelZoom(1.0f
, 1.0f
);
1787 glRasterPos3i(rect
.left
, rect
.top
, 1);
1788 checkGLcall("glRasterPos3i");
1790 /* Some drivers(radeon dri, others?) don't like exceptions during
1791 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1792 * after ReleaseDC. Reading it will cause an exception, which x11drv will
1793 * catch to put the dib section in InSync mode, which leads to a crash
1794 * and a blocked x server on my radeon card.
1796 * The following lines read the dib section so it is put in InSync mode
1797 * before glDrawPixels is called and the crash is prevented. There won't
1798 * be any interfering gdi accesses, because UnlockRect is called from
1799 * ReleaseDC, and the app won't use the dc any more afterwards.
1801 if ((This
->flags
& SFLAG_DIBSECTION
) && !(This
->flags
& SFLAG_PBO
))
1804 read
= This
->resource
.allocatedMemory
[0];
1807 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1808 glPixelStorei(GL_UNPACK_ROW_LENGTH
, This
->currentDesc
.Width
);
1810 if (This
->flags
& SFLAG_PBO
)
1812 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
1813 checkGLcall("glBindBufferARB");
1816 glDrawPixels(w
, h
, fmt
, type
, mem
);
1817 checkGLcall("glDrawPixels");
1819 if (This
->flags
& SFLAG_PBO
)
1821 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
1822 checkGLcall("glBindBufferARB");
1825 glPixelStorei(GL_UNPACK_ROW_LENGTH
, 0);
1826 checkGLcall("glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)");
1829 context_release(context
);
1832 static HRESULT WINAPI
IWineD3DSurfaceImpl_Unmap(IWineD3DSurface
*iface
)
1834 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
1835 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1838 if (!(This
->flags
& SFLAG_LOCKED
))
1840 WARN("trying to Unlock an unlocked surf@%p\n", This
);
1841 return WINEDDERR_NOTLOCKED
;
1844 if (This
->flags
& SFLAG_PBO
)
1846 const struct wined3d_gl_info
*gl_info
;
1847 struct wined3d_context
*context
;
1849 TRACE("Freeing PBO memory\n");
1851 context
= context_acquire(device
, NULL
);
1852 gl_info
= context
->gl_info
;
1855 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
1856 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
));
1857 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
1858 checkGLcall("glUnmapBufferARB");
1860 context_release(context
);
1862 This
->resource
.allocatedMemory
= NULL
;
1865 TRACE("(%p) : dirtyfied(%d)\n", This
, This
->flags
& (SFLAG_INDRAWABLE
| SFLAG_INTEXTURE
) ? 0 : 1);
1867 if (This
->flags
& (SFLAG_INDRAWABLE
| SFLAG_INTEXTURE
))
1869 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This
);
1873 if (This
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
1874 || (device
->render_targets
&& This
== device
->render_targets
[0]))
1876 if(wined3d_settings
.rendertargetlock_mode
== RTL_DISABLE
) {
1877 static BOOL warned
= FALSE
;
1879 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1885 if (!This
->dirtyRect
.left
&& !This
->dirtyRect
.top
1886 && This
->dirtyRect
.right
== This
->currentDesc
.Width
1887 && This
->dirtyRect
.bottom
== This
->currentDesc
.Height
)
1891 /* TODO: Proper partial rectangle tracking */
1892 fullsurface
= FALSE
;
1893 This
->flags
|= SFLAG_INSYSMEM
;
1896 surface_load_location(This
, SFLAG_INDRAWABLE
, fullsurface
? NULL
: &This
->dirtyRect
);
1900 /* Partial rectangle tracking is not commonly implemented, it is
1901 * only done for render targets. Overwrite the flags to bring
1902 * them back into a sane state. INSYSMEM was set before to tell
1903 * surface_load_location() where to read the rectangle from.
1904 * Indrawable is set because all modifications from the partial
1905 * sysmem copy are written back to the drawable, thus the surface
1906 * is merged again in the drawable. The sysmem copy is not fully
1907 * up to date because only a subrectangle was read in Map(). */
1908 This
->flags
&= ~SFLAG_INSYSMEM
;
1909 This
->flags
|= SFLAG_INDRAWABLE
;
1912 This
->dirtyRect
.left
= This
->currentDesc
.Width
;
1913 This
->dirtyRect
.top
= This
->currentDesc
.Height
;
1914 This
->dirtyRect
.right
= 0;
1915 This
->dirtyRect
.bottom
= 0;
1917 else if (This
->resource
.format
->flags
& (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
))
1919 FIXME("Depth Stencil buffer locking is not implemented\n");
1923 This
->flags
&= ~SFLAG_LOCKED
;
1924 memset(&This
->lockedRect
, 0, sizeof(RECT
));
1926 /* Overlays have to be redrawn manually after changes with the GL implementation */
1927 if(This
->overlay_dest
) {
1928 IWineD3DSurface_DrawOverlay(iface
);
1933 static void surface_release_client_storage(IWineD3DSurfaceImpl
*surface
)
1935 struct wined3d_context
*context
;
1937 context
= context_acquire(surface
->resource
.device
, NULL
);
1940 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
1941 if (surface
->texture_name
)
1943 surface_bind_and_dirtify(surface
, FALSE
);
1944 glTexImage2D(surface
->texture_target
, surface
->texture_level
,
1945 GL_RGB
, 1, 1, 0, GL_RGB
, GL_UNSIGNED_BYTE
, NULL
);
1947 if (surface
->texture_name_srgb
)
1949 surface_bind_and_dirtify(surface
, TRUE
);
1950 glTexImage2D(surface
->texture_target
, surface
->texture_level
,
1951 GL_RGB
, 1, 1, 0, GL_RGB
, GL_UNSIGNED_BYTE
, NULL
);
1953 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
1956 context_release(context
);
1958 surface_modify_location(surface
, SFLAG_INSRGBTEX
, FALSE
);
1959 surface_modify_location(surface
, SFLAG_INTEXTURE
, FALSE
);
1960 surface_force_reload(surface
);
1963 static HRESULT WINAPI
IWineD3DSurfaceImpl_GetDC(IWineD3DSurface
*iface
, HDC
*pHDC
)
1965 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
1966 WINED3DLOCKED_RECT lock
;
1970 TRACE("(%p)->(%p)\n",This
,pHDC
);
1972 if (This
->flags
& SFLAG_USERPTR
)
1974 ERR("Not supported on surfaces with an application-provided surfaces\n");
1975 return WINEDDERR_NODC
;
1978 /* Give more detailed info for ddraw */
1979 if (This
->flags
& SFLAG_DCINUSE
)
1980 return WINEDDERR_DCALREADYCREATED
;
1982 /* Can't GetDC if the surface is locked */
1983 if (This
->flags
& SFLAG_LOCKED
)
1984 return WINED3DERR_INVALIDCALL
;
1986 memset(&lock
, 0, sizeof(lock
)); /* To be sure */
1988 /* Create a DIB section if there isn't a hdc yet */
1991 if (This
->flags
& SFLAG_CLIENT
)
1993 surface_load_location(This
, SFLAG_INSYSMEM
, NULL
);
1994 surface_release_client_storage(This
);
1996 hr
= IWineD3DBaseSurfaceImpl_CreateDIBSection(iface
);
1997 if(FAILED(hr
)) return WINED3DERR_INVALIDCALL
;
1999 /* Use the dib section from now on if we are not using a PBO */
2000 if (!(This
->flags
& SFLAG_PBO
))
2001 This
->resource
.allocatedMemory
= This
->dib
.bitmap_data
;
2004 /* Map the surface */
2005 hr
= IWineD3DSurface_Map(iface
, &lock
, NULL
, 0);
2007 /* Sync the DIB with the PBO. This can't be done earlier because Map()
2008 * activates the allocatedMemory. */
2009 if (This
->flags
& SFLAG_PBO
)
2010 memcpy(This
->dib
.bitmap_data
, This
->resource
.allocatedMemory
, This
->dib
.bitmap_size
);
2014 ERR("IWineD3DSurface_Map failed, hr %#x.\n", hr
);
2015 /* keep the dib section */
2019 if (This
->resource
.format
->id
== WINED3DFMT_P8_UINT
2020 || This
->resource
.format
->id
== WINED3DFMT_P8_UINT_A8_UNORM
)
2022 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
2023 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
2025 const PALETTEENTRY
*pal
= NULL
;
2028 pal
= This
->palette
->palents
;
2030 IWineD3DSurfaceImpl
*dds_primary
;
2031 IWineD3DSwapChainImpl
*swapchain
;
2032 swapchain
= (IWineD3DSwapChainImpl
*)This
->resource
.device
->swapchains
[0];
2033 dds_primary
= swapchain
->front_buffer
;
2034 if (dds_primary
&& dds_primary
->palette
)
2035 pal
= dds_primary
->palette
->palents
;
2039 for (n
=0; n
<256; n
++) {
2040 col
[n
].rgbRed
= pal
[n
].peRed
;
2041 col
[n
].rgbGreen
= pal
[n
].peGreen
;
2042 col
[n
].rgbBlue
= pal
[n
].peBlue
;
2043 col
[n
].rgbReserved
= 0;
2045 SetDIBColorTable(This
->hDC
, 0, 256, col
);
2050 TRACE("returning %p\n",*pHDC
);
2051 This
->flags
|= SFLAG_DCINUSE
;
2056 static HRESULT WINAPI
IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface
*iface
, HDC hDC
)
2058 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
2060 TRACE("(%p)->(%p)\n",This
,hDC
);
2062 if (!(This
->flags
& SFLAG_DCINUSE
))
2063 return WINEDDERR_NODC
;
2065 if (This
->hDC
!=hDC
) {
2066 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC
, This
->hDC
);
2067 return WINEDDERR_NODC
;
2070 if ((This
->flags
& SFLAG_PBO
) && This
->resource
.allocatedMemory
)
2072 /* Copy the contents of the DIB over to the PBO */
2073 memcpy(This
->resource
.allocatedMemory
, This
->dib
.bitmap_data
, This
->dib
.bitmap_size
);
2076 /* we locked first, so unlock now */
2077 IWineD3DSurface_Unmap(iface
);
2079 This
->flags
&= ~SFLAG_DCINUSE
;
2084 /* ******************************************************
2085 IWineD3DSurface Internal (No mapping to directx api) parts follow
2086 ****************************************************** */
2088 HRESULT
d3dfmt_get_conv(IWineD3DSurfaceImpl
*This
, BOOL need_alpha_ck
,
2089 BOOL use_texturing
, struct wined3d_format
*format
, CONVERT_TYPES
*convert
)
2091 BOOL colorkey_active
= need_alpha_ck
&& (This
->CKeyFlags
& WINEDDSD_CKSRCBLT
);
2092 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
2093 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2094 BOOL blit_supported
= FALSE
;
2096 /* Copy the default values from the surface. Below we might perform fixups */
2097 /* TODO: get rid of color keying desc fixups by using e.g. a table. */
2098 *format
= *This
->resource
.format
;
2099 *convert
= NO_CONVERSION
;
2101 /* Ok, now look if we have to do any conversion */
2102 switch (This
->resource
.format
->id
)
2104 case WINED3DFMT_P8_UINT
:
2105 /* Below the call to blit_supported is disabled for Wine 1.2
2106 * because the function isn't operating correctly yet. At the
2107 * moment 8-bit blits are handled in software and if certain GL
2108 * extensions are around, surface conversion is performed at
2109 * upload time. The blit_supported call recognizes it as a
2110 * destination fixup. This type of upload 'fixup' and 8-bit to
2111 * 8-bit blits need to be handled by the blit_shader.
2112 * TODO: get rid of this #if 0. */
2114 blit_supported
= device
->blitter
->blit_supported(&device
->adapter
->gl_info
, BLIT_OP_BLIT
,
2115 &rect
, This
->resource
.usage
, This
->resource
.pool
, This
->resource
.format
,
2116 &rect
, This
->resource
.usage
, This
->resource
.pool
, This
->resource
.format
);
2118 blit_supported
= gl_info
->supported
[EXT_PALETTED_TEXTURE
] || gl_info
->supported
[ARB_FRAGMENT_PROGRAM
];
2120 /* Use conversion when the blit_shader backend supports it. It only supports this in case of
2121 * texturing. Further also use conversion in case of color keying.
2122 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
2123 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
2124 * conflicts with this.
2126 if (!((blit_supported
&& device
->render_targets
&& This
== device
->render_targets
[0]))
2127 || colorkey_active
|| !use_texturing
)
2129 format
->glFormat
= GL_RGBA
;
2130 format
->glInternal
= GL_RGBA
;
2131 format
->glType
= GL_UNSIGNED_BYTE
;
2132 format
->conv_byte_count
= 4;
2133 if (colorkey_active
)
2134 *convert
= CONVERT_PALETTED_CK
;
2136 *convert
= CONVERT_PALETTED
;
2140 case WINED3DFMT_B2G3R3_UNORM
:
2141 /* **********************
2142 GL_UNSIGNED_BYTE_3_3_2
2143 ********************** */
2144 if (colorkey_active
) {
2145 /* This texture format will never be used.. So do not care about color keying
2146 up until the point in time it will be needed :-) */
2147 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
2151 case WINED3DFMT_B5G6R5_UNORM
:
2152 if (colorkey_active
)
2154 *convert
= CONVERT_CK_565
;
2155 format
->glFormat
= GL_RGBA
;
2156 format
->glInternal
= GL_RGB5_A1
;
2157 format
->glType
= GL_UNSIGNED_SHORT_5_5_5_1
;
2158 format
->conv_byte_count
= 2;
2162 case WINED3DFMT_B5G5R5X1_UNORM
:
2163 if (colorkey_active
)
2165 *convert
= CONVERT_CK_5551
;
2166 format
->glFormat
= GL_BGRA
;
2167 format
->glInternal
= GL_RGB5_A1
;
2168 format
->glType
= GL_UNSIGNED_SHORT_1_5_5_5_REV
;
2169 format
->conv_byte_count
= 2;
2173 case WINED3DFMT_B8G8R8_UNORM
:
2174 if (colorkey_active
)
2176 *convert
= CONVERT_CK_RGB24
;
2177 format
->glFormat
= GL_RGBA
;
2178 format
->glInternal
= GL_RGBA8
;
2179 format
->glType
= GL_UNSIGNED_INT_8_8_8_8
;
2180 format
->conv_byte_count
= 4;
2184 case WINED3DFMT_B8G8R8X8_UNORM
:
2185 if (colorkey_active
)
2187 *convert
= CONVERT_RGB32_888
;
2188 format
->glFormat
= GL_RGBA
;
2189 format
->glInternal
= GL_RGBA8
;
2190 format
->glType
= GL_UNSIGNED_INT_8_8_8_8
;
2191 format
->conv_byte_count
= 4;
2202 void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl
*This
, BYTE table
[256][4], BOOL colorkey
)
2204 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
2205 IWineD3DPaletteImpl
*pal
= This
->palette
;
2206 BOOL index_in_alpha
= FALSE
;
2209 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
2210 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
2211 * is slow. Further RGB->P8 conversion is not possible because palettes can have
2212 * duplicate entries. Store the color key in the unused alpha component to speed the
2213 * download up and to make conversion unneeded. */
2214 index_in_alpha
= primary_render_target_is_p8(device
);
2218 UINT dxVersion
= ((IWineD3DImpl
*)device
->wined3d
)->dxVersion
;
2220 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
2223 ERR("This code should never get entered for DirectDraw!, expect problems\n");
2226 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
2227 * there's no palette at this time. */
2228 for (i
= 0; i
< 256; i
++) table
[i
][3] = i
;
2233 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
2234 * alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
2235 * capability flag is present (wine does advertise this capability) */
2236 for (i
= 0; i
< 256; ++i
)
2238 table
[i
][0] = device
->palettes
[device
->currentPalette
][i
].peRed
;
2239 table
[i
][1] = device
->palettes
[device
->currentPalette
][i
].peGreen
;
2240 table
[i
][2] = device
->palettes
[device
->currentPalette
][i
].peBlue
;
2241 table
[i
][3] = device
->palettes
[device
->currentPalette
][i
].peFlags
;
2247 TRACE("Using surface palette %p\n", pal
);
2248 /* Get the surface's palette */
2249 for (i
= 0; i
< 256; ++i
)
2251 table
[i
][0] = pal
->palents
[i
].peRed
;
2252 table
[i
][1] = pal
->palents
[i
].peGreen
;
2253 table
[i
][2] = pal
->palents
[i
].peBlue
;
2255 /* When index_in_alpha is set the palette index is stored in the
2256 * alpha component. In case of a readback we can then read
2257 * GL_ALPHA. Color keying is handled in BltOverride using a
2258 * GL_ALPHA_TEST using GL_NOT_EQUAL. In case of index_in_alpha the
2259 * color key itself is passed to glAlphaFunc in other cases the
2260 * alpha component of pixels that should be masked away is set to 0. */
2265 else if (colorkey
&& (i
>= This
->SrcBltCKey
.dwColorSpaceLowValue
)
2266 && (i
<= This
->SrcBltCKey
.dwColorSpaceHighValue
))
2270 else if (pal
->flags
& WINEDDPCAPS_ALPHA
)
2272 table
[i
][3] = pal
->palents
[i
].peFlags
;
2282 static HRESULT
d3dfmt_convert_surface(const BYTE
*src
, BYTE
*dst
, UINT pitch
, UINT width
,
2283 UINT height
, UINT outpitch
, CONVERT_TYPES convert
, IWineD3DSurfaceImpl
*This
)
2287 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src
, dst
, pitch
, height
, outpitch
, convert
,This
);
2292 memcpy(dst
, src
, pitch
* height
);
2295 case CONVERT_PALETTED
:
2296 case CONVERT_PALETTED_CK
:
2301 d3dfmt_p8_init_palette(This
, table
, (convert
== CONVERT_PALETTED_CK
));
2303 for (y
= 0; y
< height
; y
++)
2305 source
= src
+ pitch
* y
;
2306 dest
= dst
+ outpitch
* y
;
2307 /* This is an 1 bpp format, using the width here is fine */
2308 for (x
= 0; x
< width
; x
++) {
2309 BYTE color
= *source
++;
2310 *dest
++ = table
[color
][0];
2311 *dest
++ = table
[color
][1];
2312 *dest
++ = table
[color
][2];
2313 *dest
++ = table
[color
][3];
2319 case CONVERT_CK_565
:
2321 /* Converting the 565 format in 5551 packed to emulate color-keying.
2323 Note : in all these conversion, it would be best to average the averaging
2324 pixels to get the color of the pixel that will be color-keyed to
2325 prevent 'color bleeding'. This will be done later on if ever it is
2328 Note2: Nvidia documents say that their driver does not support alpha + color keying
2329 on the same surface and disables color keying in such a case
2335 TRACE("Color keyed 565\n");
2337 for (y
= 0; y
< height
; y
++) {
2338 Source
= (const WORD
*)(src
+ y
* pitch
);
2339 Dest
= (WORD
*) (dst
+ y
* outpitch
);
2340 for (x
= 0; x
< width
; x
++ ) {
2341 WORD color
= *Source
++;
2342 *Dest
= ((color
& 0xFFC0) | ((color
& 0x1F) << 1));
2343 if ((color
< This
->SrcBltCKey
.dwColorSpaceLowValue
) ||
2344 (color
> This
->SrcBltCKey
.dwColorSpaceHighValue
)) {
2353 case CONVERT_CK_5551
:
2355 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
2359 TRACE("Color keyed 5551\n");
2360 for (y
= 0; y
< height
; y
++) {
2361 Source
= (const WORD
*)(src
+ y
* pitch
);
2362 Dest
= (WORD
*) (dst
+ y
* outpitch
);
2363 for (x
= 0; x
< width
; x
++ ) {
2364 WORD color
= *Source
++;
2366 if ((color
< This
->SrcBltCKey
.dwColorSpaceLowValue
) ||
2367 (color
> This
->SrcBltCKey
.dwColorSpaceHighValue
)) {
2371 *Dest
&= ~(1 << 15);
2379 case CONVERT_CK_RGB24
:
2381 /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
2383 for (y
= 0; y
< height
; y
++)
2385 source
= src
+ pitch
* y
;
2386 dest
= dst
+ outpitch
* y
;
2387 for (x
= 0; x
< width
; x
++) {
2388 DWORD color
= ((DWORD
)source
[0] << 16) + ((DWORD
)source
[1] << 8) + (DWORD
)source
[2] ;
2389 DWORD dstcolor
= color
<< 8;
2390 if ((color
< This
->SrcBltCKey
.dwColorSpaceLowValue
) ||
2391 (color
> This
->SrcBltCKey
.dwColorSpaceHighValue
)) {
2394 *(DWORD
*)dest
= dstcolor
;
2402 case CONVERT_RGB32_888
:
2404 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
2406 for (y
= 0; y
< height
; y
++)
2408 source
= src
+ pitch
* y
;
2409 dest
= dst
+ outpitch
* y
;
2410 for (x
= 0; x
< width
; x
++) {
2411 DWORD color
= 0xffffff & *(const DWORD
*)source
;
2412 DWORD dstcolor
= color
<< 8;
2413 if ((color
< This
->SrcBltCKey
.dwColorSpaceLowValue
) ||
2414 (color
> This
->SrcBltCKey
.dwColorSpaceHighValue
)) {
2417 *(DWORD
*)dest
= dstcolor
;
2426 ERR("Unsupported conversion type %#x.\n", convert
);
2431 BOOL
palette9_changed(IWineD3DSurfaceImpl
*This
)
2433 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
2435 if (This
->palette
|| (This
->resource
.format
->id
!= WINED3DFMT_P8_UINT
2436 && This
->resource
.format
->id
!= WINED3DFMT_P8_UINT_A8_UNORM
))
2438 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2439 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2446 if (!memcmp(This
->palette9
, device
->palettes
[device
->currentPalette
], sizeof(PALETTEENTRY
) * 256))
2451 This
->palette9
= HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY
) * 256);
2453 memcpy(This
->palette9
, device
->palettes
[device
->currentPalette
], sizeof(PALETTEENTRY
) * 256);
2457 static HRESULT WINAPI
IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface
*iface
, BOOL srgb_mode
) {
2458 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
2459 DWORD flag
= srgb_mode
? SFLAG_INSRGBTEX
: SFLAG_INTEXTURE
;
2461 TRACE("iface %p, srgb %#x.\n", iface
, srgb_mode
);
2463 if (!(This
->flags
& flag
))
2465 TRACE("Reloading because surface is dirty\n");
2467 /* Reload if either the texture and sysmem have different ideas about the
2468 * color key, or the actual key values changed. */
2469 else if (!(This
->flags
& SFLAG_GLCKEY
) != !(This
->CKeyFlags
& WINEDDSD_CKSRCBLT
)
2470 || ((This
->CKeyFlags
& WINEDDSD_CKSRCBLT
)
2471 && (This
->glCKey
.dwColorSpaceLowValue
!= This
->SrcBltCKey
.dwColorSpaceLowValue
2472 || This
->glCKey
.dwColorSpaceHighValue
!= This
->SrcBltCKey
.dwColorSpaceHighValue
)))
2474 TRACE("Reloading because of color keying\n");
2475 /* To perform the color key conversion we need a sysmem copy of
2476 * the surface. Make sure we have it
2479 surface_load_location(This
, SFLAG_INSYSMEM
, NULL
);
2480 /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2481 /* TODO: This is not necessarily needed with hw palettized texture support */
2482 surface_modify_location(This
, SFLAG_INSYSMEM
, TRUE
);
2484 TRACE("surface is already in texture\n");
2488 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2489 * These resources are not bound by device size or format restrictions. Because of this,
2490 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2491 * However, these resources can always be created, locked, and copied.
2493 if (This
->resource
.pool
== WINED3DPOOL_SCRATCH
)
2495 FIXME("(%p) Operation not supported for scratch textures\n",This
);
2496 return WINED3DERR_INVALIDCALL
;
2499 surface_load_location(This
, flag
, NULL
/* no partial locking for textures yet */);
2501 if (!(This
->flags
& SFLAG_DONOTFREE
))
2503 HeapFree(GetProcessHeap(), 0, This
->resource
.heapMemory
);
2504 This
->resource
.allocatedMemory
= NULL
;
2505 This
->resource
.heapMemory
= NULL
;
2506 surface_modify_location(This
, SFLAG_INSYSMEM
, FALSE
);
2512 /* Context activation is done by the caller. */
2513 static void WINAPI
IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface
*iface
, BOOL srgb
)
2515 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
2517 TRACE("iface %p, srgb %#x.\n", iface
, srgb
);
2519 if (This
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
2521 TRACE("Passing to container.\n");
2522 IWineD3DBaseTexture_BindTexture((IWineD3DBaseTexture
*)This
->container
.u
.texture
, srgb
);
2528 TRACE("(%p) : Binding surface\n", This
);
2530 name
= srgb
? &This
->texture_name_srgb
: &This
->texture_name
;
2534 if (!This
->texture_level
)
2537 glGenTextures(1, name
);
2538 checkGLcall("glGenTextures");
2539 TRACE("Surface %p given name %d\n", This
, *name
);
2541 glBindTexture(This
->texture_target
, *name
);
2542 checkGLcall("glBindTexture");
2543 glTexParameteri(This
->texture_target
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
2544 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
2545 glTexParameteri(This
->texture_target
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
2546 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
2547 glTexParameteri(This
->texture_target
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
2548 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
2549 glTexParameteri(This
->texture_target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
2550 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
2551 glTexParameteri(This
->texture_target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
2552 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
2554 /* This is where we should be reducing the amount of GLMemoryUsed */
2556 /* Mipmap surfaces should have a base texture container */
2557 ERR("Mipmap surface has a glTexture bound to it!\n");
2560 glBindTexture(This
->texture_target
, *name
);
2561 checkGLcall("glBindTexture");
2567 static HRESULT WINAPI
IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface
*iface
, enum wined3d_format_id format
)
2569 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
2572 TRACE("(%p) : Calling base function first\n", This
);
2573 hr
= IWineD3DBaseSurfaceImpl_SetFormat(iface
, format
);
2576 This
->flags
&= ~(SFLAG_ALLOCATED
| SFLAG_SRGBALLOCATED
);
2577 TRACE("(%p) : glFormat %d, glFormatInternal %d, glType %d\n", This
, This
->resource
.format
->glFormat
,
2578 This
->resource
.format
->glInternal
, This
->resource
.format
->glType
);
2583 static HRESULT WINAPI
IWineD3DSurfaceImpl_SetMem(IWineD3DSurface
*iface
, void *Mem
) {
2584 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
2586 if (This
->flags
& (SFLAG_LOCKED
| SFLAG_DCINUSE
))
2588 WARN("Surface is locked or the HDC is in use\n");
2589 return WINED3DERR_INVALIDCALL
;
2592 if(Mem
&& Mem
!= This
->resource
.allocatedMemory
) {
2593 void *release
= NULL
;
2595 /* Do I have to copy the old surface content? */
2596 if (This
->flags
& SFLAG_DIBSECTION
)
2598 SelectObject(This
->hDC
, This
->dib
.holdbitmap
);
2599 DeleteDC(This
->hDC
);
2600 /* Release the DIB section */
2601 DeleteObject(This
->dib
.DIBsection
);
2602 This
->dib
.bitmap_data
= NULL
;
2603 This
->resource
.allocatedMemory
= NULL
;
2605 This
->flags
&= ~SFLAG_DIBSECTION
;
2607 else if (!(This
->flags
& SFLAG_USERPTR
))
2609 release
= This
->resource
.heapMemory
;
2610 This
->resource
.heapMemory
= NULL
;
2612 This
->resource
.allocatedMemory
= Mem
;
2613 This
->flags
|= SFLAG_USERPTR
| SFLAG_INSYSMEM
;
2615 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2616 surface_modify_location(This
, SFLAG_INSYSMEM
, TRUE
);
2618 /* For client textures opengl has to be notified */
2619 if (This
->flags
& SFLAG_CLIENT
)
2620 surface_release_client_storage(This
);
2622 /* Now free the old memory if any */
2623 HeapFree(GetProcessHeap(), 0, release
);
2625 else if (This
->flags
& SFLAG_USERPTR
)
2627 /* Map and GetDC will re-create the dib section and allocated memory. */
2628 This
->resource
.allocatedMemory
= NULL
;
2629 /* HeapMemory should be NULL already */
2630 if (This
->resource
.heapMemory
)
2631 ERR("User pointer surface has heap memory allocated.\n");
2632 This
->flags
&= ~SFLAG_USERPTR
;
2634 if (This
->flags
& SFLAG_CLIENT
)
2635 surface_release_client_storage(This
);
2640 void flip_surface(IWineD3DSurfaceImpl
*front
, IWineD3DSurfaceImpl
*back
) {
2642 /* Flip the surface contents */
2647 front
->hDC
= back
->hDC
;
2651 /* Flip the DIBsection */
2654 BOOL hasDib
= front
->flags
& SFLAG_DIBSECTION
;
2655 tmp
= front
->dib
.DIBsection
;
2656 front
->dib
.DIBsection
= back
->dib
.DIBsection
;
2657 back
->dib
.DIBsection
= tmp
;
2659 if (back
->flags
& SFLAG_DIBSECTION
) front
->flags
|= SFLAG_DIBSECTION
;
2660 else front
->flags
&= ~SFLAG_DIBSECTION
;
2661 if (hasDib
) back
->flags
|= SFLAG_DIBSECTION
;
2662 else back
->flags
&= ~SFLAG_DIBSECTION
;
2665 /* Flip the surface data */
2669 tmp
= front
->dib
.bitmap_data
;
2670 front
->dib
.bitmap_data
= back
->dib
.bitmap_data
;
2671 back
->dib
.bitmap_data
= tmp
;
2673 tmp
= front
->resource
.allocatedMemory
;
2674 front
->resource
.allocatedMemory
= back
->resource
.allocatedMemory
;
2675 back
->resource
.allocatedMemory
= tmp
;
2677 tmp
= front
->resource
.heapMemory
;
2678 front
->resource
.heapMemory
= back
->resource
.heapMemory
;
2679 back
->resource
.heapMemory
= tmp
;
2684 GLuint tmp_pbo
= front
->pbo
;
2685 front
->pbo
= back
->pbo
;
2686 back
->pbo
= tmp_pbo
;
2689 /* client_memory should not be different, but just in case */
2692 tmp
= front
->dib
.client_memory
;
2693 front
->dib
.client_memory
= back
->dib
.client_memory
;
2694 back
->dib
.client_memory
= tmp
;
2697 /* Flip the opengl texture */
2701 tmp
= back
->texture_name
;
2702 back
->texture_name
= front
->texture_name
;
2703 front
->texture_name
= tmp
;
2705 tmp
= back
->texture_name_srgb
;
2706 back
->texture_name_srgb
= front
->texture_name_srgb
;
2707 front
->texture_name_srgb
= tmp
;
2711 DWORD tmp_flags
= back
->flags
;
2712 back
->flags
= front
->flags
;
2713 front
->flags
= tmp_flags
;
2717 static HRESULT WINAPI
IWineD3DSurfaceImpl_Flip(IWineD3DSurface
*iface
, IWineD3DSurface
*override
, DWORD Flags
) {
2718 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
2719 IWineD3DSwapChainImpl
*swapchain
= NULL
;
2721 TRACE("(%p)->(%p,%x)\n", This
, override
, Flags
);
2723 /* Flipping is only supported on RenderTargets and overlays*/
2724 if( !(This
->resource
.usage
& (WINED3DUSAGE_RENDERTARGET
| WINED3DUSAGE_OVERLAY
)) ) {
2725 WARN("Tried to flip a non-render target, non-overlay surface\n");
2726 return WINEDDERR_NOTFLIPPABLE
;
2729 if(This
->resource
.usage
& WINED3DUSAGE_OVERLAY
) {
2730 flip_surface(This
, (IWineD3DSurfaceImpl
*) override
);
2732 /* Update the overlay if it is visible */
2733 if(This
->overlay_dest
) {
2734 return IWineD3DSurface_DrawOverlay((IWineD3DSurface
*) This
);
2741 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2742 * FIXME("(%p) Target override is not supported by now\n", This);
2743 * Additionally, it isn't really possible to support triple-buffering
2744 * properly on opengl at all
2748 if (This
->container
.type
!= WINED3D_CONTAINER_SWAPCHAIN
)
2750 ERR("Flipped surface is not on a swapchain\n");
2751 return WINEDDERR_NOTFLIPPABLE
;
2753 swapchain
= This
->container
.u
.swapchain
;
2755 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2756 * and only d3d8 and d3d9 apps specify the presentation interval
2758 if (!(Flags
& (WINEDDFLIP_NOVSYNC
| WINEDDFLIP_INTERVAL2
| WINEDDFLIP_INTERVAL3
| WINEDDFLIP_INTERVAL4
)))
2760 /* Most common case first to avoid wasting time on all the other cases */
2761 swapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_ONE
;
2762 } else if(Flags
& WINEDDFLIP_NOVSYNC
) {
2763 swapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_IMMEDIATE
;
2764 } else if(Flags
& WINEDDFLIP_INTERVAL2
) {
2765 swapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_TWO
;
2766 } else if(Flags
& WINEDDFLIP_INTERVAL3
) {
2767 swapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_THREE
;
2769 swapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_FOUR
;
2772 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2773 return IWineD3DSwapChain_Present((IWineD3DSwapChain
*)swapchain
,
2774 NULL
, NULL
, swapchain
->win_handle
, NULL
, 0);
2777 /* Does a direct frame buffer -> texture copy. Stretching is done
2778 * with single pixel copy calls
2780 static void fb_copy_to_texture_direct(IWineD3DSurfaceImpl
*dst_surface
, IWineD3DSurfaceImpl
*src_surface
,
2781 const RECT
*src_rect
, const RECT
*dst_rect_in
, WINED3DTEXTUREFILTERTYPE Filter
)
2783 IWineD3DDeviceImpl
*device
= dst_surface
->resource
.device
;
2786 struct wined3d_context
*context
;
2787 BOOL upsidedown
= FALSE
;
2788 RECT dst_rect
= *dst_rect_in
;
2790 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
2791 * glCopyTexSubImage is a bit picky about the parameters we pass to it
2793 if(dst_rect
.top
> dst_rect
.bottom
) {
2794 UINT tmp
= dst_rect
.bottom
;
2795 dst_rect
.bottom
= dst_rect
.top
;
2800 context
= context_acquire(device
, src_surface
);
2801 context_apply_blit_state(context
, device
);
2802 surface_internal_preload(dst_surface
, SRGB_RGB
);
2805 /* Bind the target texture */
2806 glBindTexture(dst_surface
->texture_target
, dst_surface
->texture_name
);
2807 checkGLcall("glBindTexture");
2808 if (surface_is_offscreen(src_surface
))
2810 TRACE("Reading from an offscreen target\n");
2811 upsidedown
= !upsidedown
;
2812 glReadBuffer(device
->offscreenBuffer
);
2816 glReadBuffer(surface_get_gl_buffer(src_surface
));
2818 checkGLcall("glReadBuffer");
2820 xrel
= (float) (src_rect
->right
- src_rect
->left
) / (float) (dst_rect
.right
- dst_rect
.left
);
2821 yrel
= (float) (src_rect
->bottom
- src_rect
->top
) / (float) (dst_rect
.bottom
- dst_rect
.top
);
2823 if ((xrel
- 1.0f
< -eps
) || (xrel
- 1.0f
> eps
))
2825 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2827 if(Filter
!= WINED3DTEXF_NONE
&& Filter
!= WINED3DTEXF_POINT
) {
2828 ERR("Texture filtering not supported in direct blit\n");
2831 else if ((Filter
!= WINED3DTEXF_NONE
&& Filter
!= WINED3DTEXF_POINT
)
2832 && ((yrel
- 1.0f
< -eps
) || (yrel
- 1.0f
> eps
)))
2834 ERR("Texture filtering not supported in direct blit\n");
2838 && !((xrel
- 1.0f
< -eps
) || (xrel
- 1.0f
> eps
))
2839 && !((yrel
- 1.0f
< -eps
) || (yrel
- 1.0f
> eps
)))
2841 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2843 glCopyTexSubImage2D(dst_surface
->texture_target
, dst_surface
->texture_level
,
2844 dst_rect
.left
/*xoffset */, dst_rect
.top
/* y offset */,
2845 src_rect
->left
, src_surface
->currentDesc
.Height
- src_rect
->bottom
,
2846 dst_rect
.right
- dst_rect
.left
, dst_rect
.bottom
- dst_rect
.top
);
2848 UINT yoffset
= src_surface
->currentDesc
.Height
- src_rect
->top
+ dst_rect
.top
- 1;
2849 /* I have to process this row by row to swap the image,
2850 * otherwise it would be upside down, so stretching in y direction
2851 * doesn't cost extra time
2853 * However, stretching in x direction can be avoided if not necessary
2855 for(row
= dst_rect
.top
; row
< dst_rect
.bottom
; row
++) {
2856 if ((xrel
- 1.0f
< -eps
) || (xrel
- 1.0f
> eps
))
2858 /* Well, that stuff works, but it's very slow.
2859 * find a better way instead
2863 for (col
= dst_rect
.left
; col
< dst_rect
.right
; ++col
)
2865 glCopyTexSubImage2D(dst_surface
->texture_target
, dst_surface
->texture_level
,
2866 dst_rect
.left
+ col
/* x offset */, row
/* y offset */,
2867 src_rect
->left
+ col
* xrel
, yoffset
- (int) (row
* yrel
), 1, 1);
2872 glCopyTexSubImage2D(dst_surface
->texture_target
, dst_surface
->texture_level
,
2873 dst_rect
.left
/* x offset */, row
/* y offset */,
2874 src_rect
->left
, yoffset
- (int) (row
* yrel
), dst_rect
.right
- dst_rect
.left
, 1);
2878 checkGLcall("glCopyTexSubImage2D");
2881 context_release(context
);
2883 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
2884 * path is never entered
2886 surface_modify_location(dst_surface
, SFLAG_INTEXTURE
, TRUE
);
2889 /* Uses the hardware to stretch and flip the image */
2890 static void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl
*dst_surface
, IWineD3DSurfaceImpl
*src_surface
,
2891 const RECT
*src_rect
, const RECT
*dst_rect_in
, WINED3DTEXTUREFILTERTYPE Filter
)
2893 IWineD3DDeviceImpl
*device
= dst_surface
->resource
.device
;
2894 GLuint src
, backup
= 0;
2895 IWineD3DSwapChainImpl
*src_swapchain
= NULL
;
2896 float left
, right
, top
, bottom
; /* Texture coordinates */
2897 UINT fbwidth
= src_surface
->currentDesc
.Width
;
2898 UINT fbheight
= src_surface
->currentDesc
.Height
;
2899 struct wined3d_context
*context
;
2900 GLenum drawBuffer
= GL_BACK
;
2901 GLenum texture_target
;
2902 BOOL noBackBufferBackup
;
2904 BOOL upsidedown
= FALSE
;
2905 RECT dst_rect
= *dst_rect_in
;
2907 TRACE("Using hwstretch blit\n");
2908 /* Activate the Proper context for reading from the source surface, set it up for blitting */
2909 context
= context_acquire(device
, src_surface
);
2910 context_apply_blit_state(context
, device
);
2911 surface_internal_preload(dst_surface
, SRGB_RGB
);
2913 src_offscreen
= surface_is_offscreen(src_surface
);
2914 noBackBufferBackup
= src_offscreen
&& wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
;
2915 if (!noBackBufferBackup
&& !src_surface
->texture_name
)
2917 /* Get it a description */
2918 surface_internal_preload(src_surface
, SRGB_RGB
);
2922 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
2923 * This way we don't have to wait for the 2nd readback to finish to leave this function.
2925 if (context
->aux_buffers
>= 2)
2927 /* Got more than one aux buffer? Use the 2nd aux buffer */
2928 drawBuffer
= GL_AUX1
;
2930 else if ((!src_offscreen
|| device
->offscreenBuffer
== GL_BACK
) && context
->aux_buffers
>= 1)
2932 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2933 drawBuffer
= GL_AUX0
;
2936 if(noBackBufferBackup
) {
2937 glGenTextures(1, &backup
);
2938 checkGLcall("glGenTextures");
2939 glBindTexture(GL_TEXTURE_2D
, backup
);
2940 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
2941 texture_target
= GL_TEXTURE_2D
;
2943 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
2944 * we are reading from the back buffer, the backup can be used as source texture
2946 texture_target
= src_surface
->texture_target
;
2947 glBindTexture(texture_target
, src_surface
->texture_name
);
2948 checkGLcall("glBindTexture(texture_target, src_surface->texture_name)");
2949 glEnable(texture_target
);
2950 checkGLcall("glEnable(texture_target)");
2952 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
2953 src_surface
->flags
&= ~SFLAG_INTEXTURE
;
2956 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
2957 * glCopyTexSubImage is a bit picky about the parameters we pass to it
2959 if(dst_rect
.top
> dst_rect
.bottom
) {
2960 UINT tmp
= dst_rect
.bottom
;
2961 dst_rect
.bottom
= dst_rect
.top
;
2968 TRACE("Reading from an offscreen target\n");
2969 upsidedown
= !upsidedown
;
2970 glReadBuffer(device
->offscreenBuffer
);
2974 glReadBuffer(surface_get_gl_buffer(src_surface
));
2977 /* TODO: Only back up the part that will be overwritten */
2978 glCopyTexSubImage2D(texture_target
, 0,
2979 0, 0 /* read offsets */,
2984 checkGLcall("glCopyTexSubImage2D");
2986 /* No issue with overriding these - the sampler is dirty due to blit usage */
2987 glTexParameteri(texture_target
, GL_TEXTURE_MAG_FILTER
,
2988 wined3d_gl_mag_filter(magLookup
, Filter
));
2989 checkGLcall("glTexParameteri");
2990 glTexParameteri(texture_target
, GL_TEXTURE_MIN_FILTER
,
2991 wined3d_gl_min_mip_filter(minMipLookup
, Filter
, WINED3DTEXF_NONE
));
2992 checkGLcall("glTexParameteri");
2994 if (src_surface
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
)
2995 src_swapchain
= src_surface
->container
.u
.swapchain
;
2996 if (!src_swapchain
|| src_surface
== src_swapchain
->back_buffers
[0])
2998 src
= backup
? backup
: src_surface
->texture_name
;
3002 glReadBuffer(GL_FRONT
);
3003 checkGLcall("glReadBuffer(GL_FRONT)");
3005 glGenTextures(1, &src
);
3006 checkGLcall("glGenTextures(1, &src)");
3007 glBindTexture(GL_TEXTURE_2D
, src
);
3008 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
3010 /* TODO: Only copy the part that will be read. Use src_rect->left, src_rect->bottom as origin, but with the width watch
3011 * out for power of 2 sizes
3013 glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA
, src_surface
->pow2Width
,
3014 src_surface
->pow2Height
, 0, GL_RGBA
, GL_UNSIGNED_BYTE
, NULL
);
3015 checkGLcall("glTexImage2D");
3016 glCopyTexSubImage2D(GL_TEXTURE_2D
, 0,
3017 0, 0 /* read offsets */,
3022 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
3023 checkGLcall("glTexParameteri");
3024 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
3025 checkGLcall("glTexParameteri");
3027 glReadBuffer(GL_BACK
);
3028 checkGLcall("glReadBuffer(GL_BACK)");
3030 if(texture_target
!= GL_TEXTURE_2D
) {
3031 glDisable(texture_target
);
3032 glEnable(GL_TEXTURE_2D
);
3033 texture_target
= GL_TEXTURE_2D
;
3036 checkGLcall("glEnd and previous");
3038 left
= src_rect
->left
;
3039 right
= src_rect
->right
;
3043 top
= src_surface
->currentDesc
.Height
- src_rect
->top
;
3044 bottom
= src_surface
->currentDesc
.Height
- src_rect
->bottom
;
3048 top
= src_surface
->currentDesc
.Height
- src_rect
->bottom
;
3049 bottom
= src_surface
->currentDesc
.Height
- src_rect
->top
;
3052 if (src_surface
->flags
& SFLAG_NORMCOORD
)
3054 left
/= src_surface
->pow2Width
;
3055 right
/= src_surface
->pow2Width
;
3056 top
/= src_surface
->pow2Height
;
3057 bottom
/= src_surface
->pow2Height
;
3060 /* draw the source texture stretched and upside down. The correct surface is bound already */
3061 glTexParameteri(texture_target
, GL_TEXTURE_WRAP_S
, GL_CLAMP
);
3062 glTexParameteri(texture_target
, GL_TEXTURE_WRAP_T
, GL_CLAMP
);
3064 context_set_draw_buffer(context
, drawBuffer
);
3065 glReadBuffer(drawBuffer
);
3069 glTexCoord2f(left
, bottom
);
3073 glTexCoord2f(left
, top
);
3074 glVertex2i(0, dst_rect
.bottom
- dst_rect
.top
);
3077 glTexCoord2f(right
, top
);
3078 glVertex2i(dst_rect
.right
- dst_rect
.left
, dst_rect
.bottom
- dst_rect
.top
);
3081 glTexCoord2f(right
, bottom
);
3082 glVertex2i(dst_rect
.right
- dst_rect
.left
, 0);
3084 checkGLcall("glEnd and previous");
3086 if (texture_target
!= dst_surface
->texture_target
)
3088 glDisable(texture_target
);
3089 glEnable(dst_surface
->texture_target
);
3090 texture_target
= dst_surface
->texture_target
;
3093 /* Now read the stretched and upside down image into the destination texture */
3094 glBindTexture(texture_target
, dst_surface
->texture_name
);
3095 checkGLcall("glBindTexture");
3096 glCopyTexSubImage2D(texture_target
,
3098 dst_rect
.left
, dst_rect
.top
, /* xoffset, yoffset */
3099 0, 0, /* We blitted the image to the origin */
3100 dst_rect
.right
- dst_rect
.left
, dst_rect
.bottom
- dst_rect
.top
);
3101 checkGLcall("glCopyTexSubImage2D");
3103 if(drawBuffer
== GL_BACK
) {
3104 /* Write the back buffer backup back */
3106 if(texture_target
!= GL_TEXTURE_2D
) {
3107 glDisable(texture_target
);
3108 glEnable(GL_TEXTURE_2D
);
3109 texture_target
= GL_TEXTURE_2D
;
3111 glBindTexture(GL_TEXTURE_2D
, backup
);
3112 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3116 if (texture_target
!= src_surface
->texture_target
)
3118 glDisable(texture_target
);
3119 glEnable(src_surface
->texture_target
);
3120 texture_target
= src_surface
->texture_target
;
3122 glBindTexture(src_surface
->texture_target
, src_surface
->texture_name
);
3123 checkGLcall("glBindTexture(src_surface->texture_target, src_surface->texture_name)");
3128 glTexCoord2f(0.0f
, 0.0f
);
3129 glVertex2i(0, fbheight
);
3132 glTexCoord2f(0.0f
, (float)fbheight
/ (float)src_surface
->pow2Height
);
3136 glTexCoord2f((float)fbwidth
/ (float)src_surface
->pow2Width
,
3137 (float)fbheight
/ (float)src_surface
->pow2Height
);
3138 glVertex2i(fbwidth
, 0);
3141 glTexCoord2f((float)fbwidth
/ (float)src_surface
->pow2Width
, 0.0f
);
3142 glVertex2i(fbwidth
, fbheight
);
3145 glDisable(texture_target
);
3146 checkGLcall("glDisable(texture_target)");
3149 if (src
!= src_surface
->texture_name
&& src
!= backup
)
3151 glDeleteTextures(1, &src
);
3152 checkGLcall("glDeleteTextures(1, &src)");
3155 glDeleteTextures(1, &backup
);
3156 checkGLcall("glDeleteTextures(1, &backup)");
3161 if (wined3d_settings
.strict_draw_ordering
) wglFlush(); /* Flush to ensure ordering across contexts. */
3163 context_release(context
);
3165 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3166 * path is never entered
3168 surface_modify_location(dst_surface
, SFLAG_INTEXTURE
, TRUE
);
3171 /* Until the blit_shader is ready, define some prototypes here. */
3172 static BOOL
fbo_blit_supported(const struct wined3d_gl_info
*gl_info
, enum blit_operation blit_op
,
3173 const RECT
*src_rect
, DWORD src_usage
, WINED3DPOOL src_pool
, const struct wined3d_format
*src_format
,
3174 const RECT
*dst_rect
, DWORD dst_usage
, WINED3DPOOL dst_pool
, const struct wined3d_format
*dst_format
);
3176 /* Front buffer coordinates are always full screen coordinates, but our GL
3177 * drawable is limited to the window's client area. The sysmem and texture
3178 * copies do have the full screen size. Note that GL has a bottom-left
3179 * origin, while D3D has a top-left origin. */
3180 void surface_translate_drawable_coords(IWineD3DSurfaceImpl
*surface
, HWND window
, RECT
*rect
)
3182 UINT drawable_height
;
3184 if (surface
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
3185 && surface
== surface
->container
.u
.swapchain
->front_buffer
)
3187 POINT offset
= {0, 0};
3190 ScreenToClient(window
, &offset
);
3191 OffsetRect(rect
, offset
.x
, offset
.y
);
3193 GetClientRect(window
, &windowsize
);
3194 drawable_height
= windowsize
.bottom
- windowsize
.top
;
3198 drawable_height
= surface
->currentDesc
.Height
;
3201 rect
->top
= drawable_height
- rect
->top
;
3202 rect
->bottom
= drawable_height
- rect
->bottom
;
3205 static BOOL
surface_is_full_rect(IWineD3DSurfaceImpl
*surface
, const RECT
*r
)
3207 if ((r
->left
&& r
->right
) || abs(r
->right
- r
->left
) != surface
->currentDesc
.Width
)
3209 if ((r
->top
&& r
->bottom
) || abs(r
->bottom
- r
->top
) != surface
->currentDesc
.Height
)
3214 /* blit between surface locations. onscreen on different swapchains is not supported.
3215 * depth / stencil is not supported. */
3216 static void surface_blt_fbo(IWineD3DDeviceImpl
*device
, const WINED3DTEXTUREFILTERTYPE filter
,
3217 IWineD3DSurfaceImpl
*src_surface
, DWORD src_location
, const RECT
*src_rect_in
,
3218 IWineD3DSurfaceImpl
*dst_surface
, DWORD dst_location
, const RECT
*dst_rect_in
)
3220 const struct wined3d_gl_info
*gl_info
;
3221 struct wined3d_context
*context
;
3222 RECT src_rect
, dst_rect
;
3225 TRACE("device %p, filter %s,\n", device
, debug_d3dtexturefiltertype(filter
));
3226 TRACE("src_surface %p, src_location %s, src_rect %s,\n",
3227 src_surface
, debug_surflocation(src_location
), wine_dbgstr_rect(src_rect_in
));
3228 TRACE("dst_surface %p, dst_location %s, dst_rect %s.\n",
3229 dst_surface
, debug_surflocation(dst_location
), wine_dbgstr_rect(dst_rect_in
));
3231 src_rect
= *src_rect_in
;
3232 dst_rect
= *dst_rect_in
;
3236 case WINED3DTEXF_LINEAR
:
3237 gl_filter
= GL_LINEAR
;
3241 FIXME("Unsupported filter mode %s (%#x).\n", debug_d3dtexturefiltertype(filter
), filter
);
3242 case WINED3DTEXF_NONE
:
3243 case WINED3DTEXF_POINT
:
3244 gl_filter
= GL_NEAREST
;
3248 if (src_location
== SFLAG_INDRAWABLE
&& surface_is_offscreen(src_surface
))
3249 src_location
= SFLAG_INTEXTURE
;
3250 if (dst_location
== SFLAG_INDRAWABLE
&& surface_is_offscreen(dst_surface
))
3251 dst_location
= SFLAG_INTEXTURE
;
3253 /* Make sure the locations are up-to-date. Loading the destination
3254 * surface isn't required if the entire surface is overwritten. (And is
3255 * in fact harmful if we're being called by surface_load_location() with
3256 * the purpose of loading the destination surface.) */
3257 surface_load_location(src_surface
, src_location
, NULL
);
3258 if (!surface_is_full_rect(dst_surface
, &dst_rect
))
3259 surface_load_location(dst_surface
, dst_location
, NULL
);
3261 if (src_location
== SFLAG_INDRAWABLE
) context
= context_acquire(device
, src_surface
);
3262 else if (dst_location
== SFLAG_INDRAWABLE
) context
= context_acquire(device
, dst_surface
);
3263 else context
= context_acquire(device
, NULL
);
3265 if (!context
->valid
)
3267 context_release(context
);
3268 WARN("Invalid context, skipping blit.\n");
3272 gl_info
= context
->gl_info
;
3274 if (src_location
== SFLAG_INDRAWABLE
)
3276 GLenum buffer
= surface_get_gl_buffer(src_surface
);
3278 TRACE("Source surface %p is onscreen.\n", src_surface
);
3280 surface_translate_drawable_coords(src_surface
, context
->win_handle
, &src_rect
);
3283 context_bind_fbo(context
, GL_READ_FRAMEBUFFER
, NULL
);
3284 glReadBuffer(buffer
);
3285 checkGLcall("glReadBuffer()");
3289 TRACE("Source surface %p is offscreen.\n", src_surface
);
3291 context_apply_fbo_state_blit(context
, GL_READ_FRAMEBUFFER
, src_surface
, NULL
, src_location
);
3292 glReadBuffer(GL_COLOR_ATTACHMENT0
);
3293 checkGLcall("glReadBuffer()");
3297 if (dst_location
== SFLAG_INDRAWABLE
)
3299 GLenum buffer
= surface_get_gl_buffer(dst_surface
);
3301 TRACE("Destination surface %p is onscreen.\n", dst_surface
);
3303 surface_translate_drawable_coords(dst_surface
, context
->win_handle
, &dst_rect
);
3306 context_bind_fbo(context
, GL_DRAW_FRAMEBUFFER
, NULL
);
3307 context_set_draw_buffer(context
, buffer
);
3311 TRACE("Destination surface %p is offscreen.\n", dst_surface
);
3314 context_apply_fbo_state_blit(context
, GL_DRAW_FRAMEBUFFER
, dst_surface
, NULL
, dst_location
);
3315 context_set_draw_buffer(context
, GL_COLOR_ATTACHMENT0
);
3318 glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
3319 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE
));
3320 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1
));
3321 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2
));
3322 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3
));
3324 glDisable(GL_SCISSOR_TEST
);
3325 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
));
3327 gl_info
->fbo_ops
.glBlitFramebuffer(src_rect
.left
, src_rect
.top
, src_rect
.right
, src_rect
.bottom
,
3328 dst_rect
.left
, dst_rect
.top
, dst_rect
.right
, dst_rect
.bottom
, GL_COLOR_BUFFER_BIT
, gl_filter
);
3329 checkGLcall("glBlitFramebuffer()");
3333 if (wined3d_settings
.strict_draw_ordering
) wglFlush(); /* Flush to ensure ordering across contexts. */
3335 context_release(context
);
3338 static void surface_blt_to_drawable(IWineD3DDeviceImpl
*device
,
3339 WINED3DTEXTUREFILTERTYPE filter
, BOOL color_key
,
3340 IWineD3DSurfaceImpl
*src_surface
, const RECT
*src_rect_in
,
3341 IWineD3DSurfaceImpl
*dst_surface
, const RECT
*dst_rect_in
)
3343 IWineD3DSwapChainImpl
*swapchain
= NULL
;
3344 struct wined3d_context
*context
;
3345 RECT src_rect
, dst_rect
;
3347 src_rect
= *src_rect_in
;
3348 dst_rect
= *dst_rect_in
;
3350 if (dst_surface
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
)
3351 swapchain
= dst_surface
->container
.u
.swapchain
;
3353 /* Make sure the surface is up-to-date. This should probably use
3354 * surface_load_location() and worry about the destination surface too,
3355 * unless we're overwriting it completely. */
3356 surface_internal_preload(src_surface
, SRGB_RGB
);
3358 /* Activate the destination context, set it up for blitting */
3359 context
= context_acquire(device
, dst_surface
);
3360 context_apply_blit_state(context
, device
);
3362 if (!surface_is_offscreen(dst_surface
))
3363 surface_translate_drawable_coords(dst_surface
, context
->win_handle
, &dst_rect
);
3365 device
->blitter
->set_shader((IWineD3DDevice
*)device
, src_surface
);
3371 glEnable(GL_ALPHA_TEST
);
3372 checkGLcall("glEnable(GL_ALPHA_TEST)");
3374 /* When the primary render target uses P8, the alpha component
3375 * contains the palette index. Which means that the colorkey is one of
3376 * the palette entries. In other cases pixels that should be masked
3377 * away have alpha set to 0. */
3378 if (primary_render_target_is_p8(device
))
3379 glAlphaFunc(GL_NOTEQUAL
, (float)src_surface
->SrcBltCKey
.dwColorSpaceLowValue
/ 256.0f
);
3381 glAlphaFunc(GL_NOTEQUAL
, 0.0f
);
3382 checkGLcall("glAlphaFunc");
3386 glDisable(GL_ALPHA_TEST
);
3387 checkGLcall("glDisable(GL_ALPHA_TEST)");
3390 draw_textured_quad(src_surface
, &src_rect
, &dst_rect
, filter
);
3394 glDisable(GL_ALPHA_TEST
);
3395 checkGLcall("glDisable(GL_ALPHA_TEST)");
3400 /* Leave the opengl state valid for blitting */
3401 device
->blitter
->unset_shader((IWineD3DDevice
*)device
);
3403 if (wined3d_settings
.strict_draw_ordering
|| (swapchain
3404 && (dst_surface
== swapchain
->front_buffer
|| swapchain
->num_contexts
> 1)))
3405 wglFlush(); /* Flush to ensure ordering across contexts. */
3407 context_release(context
);
3410 /* Do not call while under the GL lock. */
3411 HRESULT
surface_color_fill(IWineD3DSurfaceImpl
*s
, const RECT
*rect
, const WINED3DCOLORVALUE
*color
)
3413 IWineD3DDeviceImpl
*device
= s
->resource
.device
;
3414 const struct blit_shader
*blitter
;
3416 blitter
= wined3d_select_blitter(&device
->adapter
->gl_info
, BLIT_OP_COLOR_FILL
,
3417 NULL
, 0, 0, NULL
, rect
, s
->resource
.usage
, s
->resource
.pool
, s
->resource
.format
);
3420 FIXME("No blitter is capable of performing the requested color fill operation.\n");
3421 return WINED3DERR_INVALIDCALL
;
3424 return blitter
->color_fill(device
, s
, rect
, color
);
3427 /* Not called from the VTable */
3428 /* Do not call while under the GL lock. */
3429 static HRESULT
IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl
*dst_surface
, const RECT
*DestRect
,
3430 IWineD3DSurfaceImpl
*src_surface
, const RECT
*SrcRect
, DWORD Flags
, const WINEDDBLTFX
*DDBltFx
,
3431 WINED3DTEXTUREFILTERTYPE Filter
)
3433 IWineD3DDeviceImpl
*device
= dst_surface
->resource
.device
;
3434 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3435 IWineD3DSwapChainImpl
*srcSwapchain
= NULL
, *dstSwapchain
= NULL
;
3436 RECT dst_rect
, src_rect
;
3438 TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, blt_fx %p, filter %s.\n",
3439 dst_surface
, wine_dbgstr_rect(DestRect
), src_surface
, wine_dbgstr_rect(SrcRect
),
3440 Flags
, DDBltFx
, debug_d3dtexturefiltertype(Filter
));
3442 /* Get the swapchain. One of the surfaces has to be a primary surface */
3443 if (dst_surface
->resource
.pool
== WINED3DPOOL_SYSTEMMEM
)
3445 WARN("Destination is in sysmem, rejecting gl blt\n");
3446 return WINED3DERR_INVALIDCALL
;
3449 if (dst_surface
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
)
3450 dstSwapchain
= dst_surface
->container
.u
.swapchain
;
3454 if (src_surface
->resource
.pool
== WINED3DPOOL_SYSTEMMEM
)
3456 WARN("Src is in sysmem, rejecting gl blt\n");
3457 return WINED3DERR_INVALIDCALL
;
3460 if (src_surface
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
)
3461 srcSwapchain
= src_surface
->container
.u
.swapchain
;
3464 /* Early sort out of cases where no render target is used */
3465 if (!dstSwapchain
&& !srcSwapchain
3466 && src_surface
!= device
->render_targets
[0]
3467 && dst_surface
!= device
->render_targets
[0])
3469 TRACE("No surface is render target, not using hardware blit.\n");
3470 return WINED3DERR_INVALIDCALL
;
3473 /* No destination color keying supported */
3474 if(Flags
& (WINEDDBLT_KEYDEST
| WINEDDBLT_KEYDESTOVERRIDE
)) {
3475 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3476 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3477 return WINED3DERR_INVALIDCALL
;
3480 surface_get_rect(dst_surface
, DestRect
, &dst_rect
);
3481 if (src_surface
) surface_get_rect(src_surface
, SrcRect
, &src_rect
);
3483 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3484 if (dstSwapchain
&& dstSwapchain
== srcSwapchain
&& dstSwapchain
->back_buffers
3485 && dst_surface
== dstSwapchain
->front_buffer
3486 && src_surface
== dstSwapchain
->back_buffers
[0])
3488 /* Half-Life does a Blt from the back buffer to the front buffer,
3489 * Full surface size, no flags... Use present instead
3491 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3494 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3497 TRACE("Looking if a Present can be done...\n");
3498 /* Source Rectangle must be full surface */
3499 if (src_rect
.left
|| src_rect
.top
3500 || src_rect
.right
!= src_surface
->currentDesc
.Width
3501 || src_rect
.bottom
!= src_surface
->currentDesc
.Height
)
3503 TRACE("No, Source rectangle doesn't match\n");
3507 /* No stretching may occur */
3508 if(src_rect
.right
!= dst_rect
.right
- dst_rect
.left
||
3509 src_rect
.bottom
!= dst_rect
.bottom
- dst_rect
.top
) {
3510 TRACE("No, stretching is done\n");
3514 /* Destination must be full surface or match the clipping rectangle */
3515 if (dst_surface
->clipper
&& ((IWineD3DClipperImpl
*)dst_surface
->clipper
)->hWnd
)
3519 GetClientRect(((IWineD3DClipperImpl
*)dst_surface
->clipper
)->hWnd
, &cliprect
);
3520 pos
[0].x
= dst_rect
.left
;
3521 pos
[0].y
= dst_rect
.top
;
3522 pos
[1].x
= dst_rect
.right
;
3523 pos
[1].y
= dst_rect
.bottom
;
3524 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl
*)dst_surface
->clipper
)->hWnd
, pos
, 2);
3526 if(pos
[0].x
!= cliprect
.left
|| pos
[0].y
!= cliprect
.top
||
3527 pos
[1].x
!= cliprect
.right
|| pos
[1].y
!= cliprect
.bottom
)
3529 TRACE("No, dest rectangle doesn't match(clipper)\n");
3530 TRACE("Clip rect at %s\n", wine_dbgstr_rect(&cliprect
));
3531 TRACE("Blt dest: %s\n", wine_dbgstr_rect(&dst_rect
));
3535 else if (dst_rect
.left
|| dst_rect
.top
3536 || dst_rect
.right
!= dst_surface
->currentDesc
.Width
3537 || dst_rect
.bottom
!= dst_surface
->currentDesc
.Height
)
3539 TRACE("No, dest rectangle doesn't match(surface size)\n");
3545 /* These flags are unimportant for the flag check, remove them */
3546 if (!(Flags
& ~(WINEDDBLT_DONOTWAIT
| WINEDDBLT_WAIT
)))
3548 WINED3DSWAPEFFECT orig_swap
= dstSwapchain
->presentParms
.SwapEffect
;
3550 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3551 * take very long, while a flip is fast.
3552 * This applies to Half-Life, which does such Blts every time it finished
3553 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3554 * menu. This is also used by all apps when they do windowed rendering
3556 * The problem is that flipping is not really the same as copying. After a
3557 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3558 * untouched. Therefore it's necessary to override the swap effect
3559 * and to set it back after the flip.
3561 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3565 dstSwapchain
->presentParms
.SwapEffect
= WINED3DSWAPEFFECT_COPY
;
3566 dstSwapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_IMMEDIATE
;
3568 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3569 IWineD3DSwapChain_Present((IWineD3DSwapChain
*)dstSwapchain
,
3570 NULL
, NULL
, dstSwapchain
->win_handle
, NULL
, 0);
3572 dstSwapchain
->presentParms
.SwapEffect
= orig_swap
;
3579 TRACE("Unsupported blit between buffers on the same swapchain\n");
3580 return WINED3DERR_INVALIDCALL
;
3581 } else if(dstSwapchain
&& dstSwapchain
== srcSwapchain
) {
3582 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3583 return WINED3DERR_INVALIDCALL
;
3584 } else if(dstSwapchain
&& srcSwapchain
) {
3585 FIXME("Implement hardware blit between two different swapchains\n");
3586 return WINED3DERR_INVALIDCALL
;
3588 else if (dstSwapchain
)
3590 /* Handled with regular texture -> swapchain blit */
3591 if (src_surface
== device
->render_targets
[0])
3592 TRACE("Blit from active render target to a swapchain\n");
3594 else if (srcSwapchain
&& dst_surface
== device
->render_targets
[0])
3596 FIXME("Implement blit from a swapchain to the active render target\n");
3597 return WINED3DERR_INVALIDCALL
;
3600 if ((srcSwapchain
|| src_surface
== device
->render_targets
[0]) && !dstSwapchain
)
3602 /* Blit from render target to texture */
3605 /* P8 read back is not implemented */
3606 if (src_surface
->resource
.format
->id
== WINED3DFMT_P8_UINT
3607 || dst_surface
->resource
.format
->id
== WINED3DFMT_P8_UINT
)
3609 TRACE("P8 read back not supported by frame buffer to texture blit\n");
3610 return WINED3DERR_INVALIDCALL
;
3613 if(Flags
& (WINEDDBLT_KEYSRC
| WINEDDBLT_KEYSRCOVERRIDE
)) {
3614 TRACE("Color keying not supported by frame buffer to texture blit\n");
3615 return WINED3DERR_INVALIDCALL
;
3616 /* Destination color key is checked above */
3619 if(dst_rect
.right
- dst_rect
.left
!= src_rect
.right
- src_rect
.left
) {
3625 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3626 * flip the image nor scale it.
3628 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3629 * -> If the app wants a image width an unscaled width, copy it line per line
3630 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3631 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3632 * back buffer. This is slower than reading line per line, thus not used for flipping
3633 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3636 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3637 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3640 if (fbo_blit_supported(gl_info
, BLIT_OP_BLIT
,
3641 &src_rect
, src_surface
->resource
.usage
, src_surface
->resource
.pool
, src_surface
->resource
.format
,
3642 &dst_rect
, dst_surface
->resource
.usage
, dst_surface
->resource
.pool
, dst_surface
->resource
.format
))
3644 surface_blt_fbo(device
, Filter
,
3645 src_surface
, SFLAG_INDRAWABLE
, &src_rect
,
3646 dst_surface
, SFLAG_INDRAWABLE
, &dst_rect
);
3647 surface_modify_location(dst_surface
, SFLAG_INDRAWABLE
, TRUE
);
3649 else if (!stretchx
|| dst_rect
.right
- dst_rect
.left
> src_surface
->currentDesc
.Width
3650 || dst_rect
.bottom
- dst_rect
.top
> src_surface
->currentDesc
.Height
)
3652 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3653 fb_copy_to_texture_direct(dst_surface
, src_surface
, &src_rect
, &dst_rect
, Filter
);
3655 TRACE("Using hardware stretching to flip / stretch the texture\n");
3656 fb_copy_to_texture_hwstretch(dst_surface
, src_surface
, &src_rect
, &dst_rect
, Filter
);
3659 if (!(dst_surface
->flags
& SFLAG_DONOTFREE
))
3661 HeapFree(GetProcessHeap(), 0, dst_surface
->resource
.heapMemory
);
3662 dst_surface
->resource
.allocatedMemory
= NULL
;
3663 dst_surface
->resource
.heapMemory
= NULL
;
3667 dst_surface
->flags
&= ~SFLAG_INSYSMEM
;
3672 else if (src_surface
)
3674 /* Blit from offscreen surface to render target */
3675 DWORD oldCKeyFlags
= src_surface
->CKeyFlags
;
3676 WINEDDCOLORKEY oldBltCKey
= src_surface
->SrcBltCKey
;
3678 TRACE("Blt from surface %p to rendertarget %p\n", src_surface
, dst_surface
);
3680 if (!(Flags
& (WINEDDBLT_KEYSRC
| WINEDDBLT_KEYSRCOVERRIDE
))
3681 && fbo_blit_supported(gl_info
, BLIT_OP_BLIT
,
3682 &src_rect
, src_surface
->resource
.usage
, src_surface
->resource
.pool
,
3683 src_surface
->resource
.format
,
3684 &dst_rect
, dst_surface
->resource
.usage
, dst_surface
->resource
.pool
,
3685 dst_surface
->resource
.format
))
3687 TRACE("Using surface_blt_fbo.\n");
3688 /* The source is always a texture, but never the currently active render target, and the texture
3689 * contents are never upside down. */
3690 surface_blt_fbo(device
, Filter
,
3691 src_surface
, SFLAG_INDRAWABLE
, &src_rect
,
3692 dst_surface
, SFLAG_INDRAWABLE
, &dst_rect
);
3693 surface_modify_location(dst_surface
, SFLAG_INDRAWABLE
, TRUE
);
3697 if (!(Flags
& (WINEDDBLT_KEYSRC
| WINEDDBLT_KEYSRCOVERRIDE
))
3698 && arbfp_blit
.blit_supported(gl_info
, BLIT_OP_BLIT
,
3699 &src_rect
, src_surface
->resource
.usage
, src_surface
->resource
.pool
,
3700 src_surface
->resource
.format
,
3701 &dst_rect
, dst_surface
->resource
.usage
, dst_surface
->resource
.pool
,
3702 dst_surface
->resource
.format
))
3704 return arbfp_blit_surface(device
, src_surface
, &src_rect
, dst_surface
, &dst_rect
, BLIT_OP_BLIT
, Filter
);
3707 if (!device
->blitter
->blit_supported(gl_info
, BLIT_OP_BLIT
,
3708 &src_rect
, src_surface
->resource
.usage
, src_surface
->resource
.pool
, src_surface
->resource
.format
,
3709 &dst_rect
, dst_surface
->resource
.usage
, dst_surface
->resource
.pool
, dst_surface
->resource
.format
))
3711 FIXME("Unsupported blit operation falling back to software\n");
3712 return WINED3DERR_INVALIDCALL
;
3715 /* Color keying: Check if we have to do a color keyed blt,
3716 * and if not check if a color key is activated.
3718 * Just modify the color keying parameters in the surface and restore them afterwards
3719 * The surface keeps track of the color key last used to load the opengl surface.
3720 * PreLoad will catch the change to the flags and color key and reload if necessary.
3722 if(Flags
& WINEDDBLT_KEYSRC
) {
3723 /* Use color key from surface */
3724 } else if(Flags
& WINEDDBLT_KEYSRCOVERRIDE
) {
3725 /* Use color key from DDBltFx */
3726 src_surface
->CKeyFlags
|= WINEDDSD_CKSRCBLT
;
3727 src_surface
->SrcBltCKey
= DDBltFx
->ddckSrcColorkey
;
3729 /* Do not use color key */
3730 src_surface
->CKeyFlags
&= ~WINEDDSD_CKSRCBLT
;
3733 surface_blt_to_drawable(device
, Filter
, Flags
& (WINEDDBLT_KEYSRC
| WINEDDBLT_KEYSRCOVERRIDE
),
3734 src_surface
, &src_rect
, dst_surface
, &dst_rect
);
3736 /* Restore the color key parameters */
3737 src_surface
->CKeyFlags
= oldCKeyFlags
;
3738 src_surface
->SrcBltCKey
= oldBltCKey
;
3740 surface_modify_location(dst_surface
, SFLAG_INDRAWABLE
, TRUE
);
3746 /* Source-Less Blit to render target */
3747 if (Flags
& WINEDDBLT_COLORFILL
)
3749 WINED3DCOLORVALUE color
;
3751 TRACE("Colorfill\n");
3753 /* The color as given in the Blt function is in the surface format. */
3754 if (!surface_convert_color_to_float(dst_surface
, DDBltFx
->u5
.dwFillColor
, &color
))
3755 return WINED3DERR_INVALIDCALL
;
3757 return surface_color_fill(dst_surface
, &dst_rect
, &color
);
3761 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3762 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3763 return WINED3DERR_INVALIDCALL
;
3766 static HRESULT
IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl
*This
, const RECT
*DestRect
,
3767 IWineD3DSurface
*src_surface
, const RECT
*src_rect
, DWORD Flags
, const WINEDDBLTFX
*DDBltFx
)
3769 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
3772 if (Flags
& WINEDDBLT_DEPTHFILL
)
3774 switch (This
->resource
.format
->id
)
3776 case WINED3DFMT_D16_UNORM
:
3777 depth
= (float) DDBltFx
->u5
.dwFillDepth
/ (float) 0x0000ffff;
3779 case WINED3DFMT_S1_UINT_D15_UNORM
:
3780 depth
= (float) DDBltFx
->u5
.dwFillDepth
/ (float) 0x00007fff;
3782 case WINED3DFMT_D24_UNORM_S8_UINT
:
3783 case WINED3DFMT_X8D24_UNORM
:
3784 depth
= (float) DDBltFx
->u5
.dwFillDepth
/ (float) 0x00ffffff;
3786 case WINED3DFMT_D32_UNORM
:
3787 depth
= (float) DDBltFx
->u5
.dwFillDepth
/ (float) 0xffffffff;
3791 ERR("Unexpected format for depth fill: %s.\n", debug_d3dformat(This
->resource
.format
->id
));
3794 return IWineD3DDevice_Clear((IWineD3DDevice
*)device
, DestRect
? 1 : 0, DestRect
,
3795 WINED3DCLEAR_ZBUFFER
, 0x00000000, depth
, 0x00000000);
3798 FIXME("(%p): Unsupp depthstencil blit\n", This
);
3799 return WINED3DERR_INVALIDCALL
;
3802 static HRESULT WINAPI
IWineD3DSurfaceImpl_Blt(IWineD3DSurface
*iface
, const RECT
*DestRect
,
3803 IWineD3DSurface
*src_surface
, const RECT
*SrcRect
, DWORD Flags
,
3804 const WINEDDBLTFX
*DDBltFx
, WINED3DTEXTUREFILTERTYPE Filter
)
3806 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
3807 IWineD3DSurfaceImpl
*src
= (IWineD3DSurfaceImpl
*)src_surface
;
3808 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
3810 TRACE("iface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
3811 iface
, wine_dbgstr_rect(DestRect
), src_surface
, wine_dbgstr_rect(SrcRect
),
3812 Flags
, DDBltFx
, debug_d3dtexturefiltertype(Filter
));
3813 TRACE("Usage is %s.\n", debug_d3dusage(This
->resource
.usage
));
3815 if ((This
->flags
& SFLAG_LOCKED
) || (src
&& (src
->flags
& SFLAG_LOCKED
)))
3817 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3818 return WINEDDERR_SURFACEBUSY
;
3821 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3822 * except depth blits, which seem to work
3824 if (This
== device
->depth_stencil
|| (src
&& src
== device
->depth_stencil
))
3826 if (device
->inScene
&& !(Flags
& WINEDDBLT_DEPTHFILL
))
3828 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3829 return WINED3DERR_INVALIDCALL
;
3831 else if (SUCCEEDED(IWineD3DSurfaceImpl_BltZ(This
, DestRect
, src_surface
, SrcRect
, Flags
, DDBltFx
)))
3833 TRACE("Z Blit override handled the blit\n");
3838 /* Special cases for RenderTargets */
3839 if ((This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
)
3840 || (src
&& (src
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
)))
3842 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This
, DestRect
, src
, SrcRect
, Flags
, DDBltFx
, Filter
)))
3846 /* For the rest call the X11 surface implementation.
3847 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3848 * other Blts are rather rare. */
3849 return IWineD3DBaseSurfaceImpl_Blt(iface
, DestRect
, src_surface
, SrcRect
, Flags
, DDBltFx
, Filter
);
3852 static HRESULT WINAPI
IWineD3DSurfaceImpl_BltFast(IWineD3DSurface
*iface
, DWORD dstx
, DWORD dsty
,
3853 IWineD3DSurface
*src_surface
, const RECT
*rsrc
, DWORD trans
)
3855 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
3856 IWineD3DSurfaceImpl
*src
= (IWineD3DSurfaceImpl
*)src_surface
;
3857 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
3859 TRACE("iface %p, dst_x %u, dst_y %u, src_surface %p, src_rect %s, flags %#x.\n",
3860 iface
, dstx
, dsty
, src_surface
, wine_dbgstr_rect(rsrc
), trans
);
3862 if ((This
->flags
& SFLAG_LOCKED
) || (src
->flags
& SFLAG_LOCKED
))
3864 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3865 return WINEDDERR_SURFACEBUSY
;
3868 if (device
->inScene
&& (This
== device
->depth_stencil
|| src
== device
->depth_stencil
))
3870 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3871 return WINED3DERR_INVALIDCALL
;
3874 /* Special cases for RenderTargets */
3875 if ((This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
)
3876 || (src
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
))
3879 RECT SrcRect
, DstRect
;
3882 surface_get_rect(src
, rsrc
, &SrcRect
);
3884 DstRect
.left
= dstx
;
3886 DstRect
.right
= dstx
+ SrcRect
.right
- SrcRect
.left
;
3887 DstRect
.bottom
= dsty
+ SrcRect
.bottom
- SrcRect
.top
;
3889 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3890 if(trans
& WINEDDBLTFAST_SRCCOLORKEY
)
3891 Flags
|= WINEDDBLT_KEYSRC
;
3892 if(trans
& WINEDDBLTFAST_DESTCOLORKEY
)
3893 Flags
|= WINEDDBLT_KEYDEST
;
3894 if(trans
& WINEDDBLTFAST_WAIT
)
3895 Flags
|= WINEDDBLT_WAIT
;
3896 if(trans
& WINEDDBLTFAST_DONOTWAIT
)
3897 Flags
|= WINEDDBLT_DONOTWAIT
;
3899 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This
,
3900 &DstRect
, src
, &SrcRect
, Flags
, NULL
, WINED3DTEXF_POINT
)))
3904 return IWineD3DBaseSurfaceImpl_BltFast(iface
, dstx
, dsty
, src_surface
, rsrc
, trans
);
3907 static HRESULT WINAPI
IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface
*iface
)
3909 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
3911 IWineD3DPaletteImpl
*pal
= This
->palette
;
3913 TRACE("(%p)\n", This
);
3915 if (!pal
) return WINED3D_OK
;
3917 if (This
->resource
.format
->id
== WINED3DFMT_P8_UINT
3918 || This
->resource
.format
->id
== WINED3DFMT_P8_UINT_A8_UNORM
)
3920 if (This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
)
3922 /* Make sure the texture is up to date. This call doesn't do
3923 * anything if the texture is already up to date. */
3924 surface_load_location(This
, SFLAG_INTEXTURE
, NULL
);
3926 /* We want to force a palette refresh, so mark the drawable as not being up to date */
3927 surface_modify_location(This
, SFLAG_INDRAWABLE
, FALSE
);
3931 if (!(This
->flags
& SFLAG_INSYSMEM
))
3933 TRACE("Palette changed with surface that does not have an up to date system memory copy.\n");
3934 surface_load_location(This
, SFLAG_INSYSMEM
, NULL
);
3936 TRACE("Dirtifying surface\n");
3937 surface_modify_location(This
, SFLAG_INSYSMEM
, TRUE
);
3941 if (This
->flags
& SFLAG_DIBSECTION
)
3943 TRACE("(%p): Updating the hdc's palette\n", This
);
3944 for (n
=0; n
<256; n
++) {
3945 col
[n
].rgbRed
= pal
->palents
[n
].peRed
;
3946 col
[n
].rgbGreen
= pal
->palents
[n
].peGreen
;
3947 col
[n
].rgbBlue
= pal
->palents
[n
].peBlue
;
3948 col
[n
].rgbReserved
= 0;
3950 SetDIBColorTable(This
->hDC
, 0, 256, col
);
3953 /* Propagate the changes to the drawable when we have a palette. */
3954 if (This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
)
3955 surface_load_location(This
, SFLAG_INDRAWABLE
, NULL
);
3960 static HRESULT WINAPI
IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface
*iface
) {
3961 /** Check against the maximum texture sizes supported by the video card **/
3962 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
3963 const struct wined3d_gl_info
*gl_info
= &This
->resource
.device
->adapter
->gl_info
;
3964 unsigned int pow2Width
, pow2Height
;
3966 This
->texture_name
= 0;
3967 This
->texture_target
= GL_TEXTURE_2D
;
3969 /* Non-power2 support */
3970 if (gl_info
->supported
[ARB_TEXTURE_NON_POWER_OF_TWO
] || gl_info
->supported
[WINED3D_GL_NORMALIZED_TEXRECT
])
3972 pow2Width
= This
->currentDesc
.Width
;
3973 pow2Height
= This
->currentDesc
.Height
;
3977 /* Find the nearest pow2 match */
3978 pow2Width
= pow2Height
= 1;
3979 while (pow2Width
< This
->currentDesc
.Width
) pow2Width
<<= 1;
3980 while (pow2Height
< This
->currentDesc
.Height
) pow2Height
<<= 1;
3982 This
->pow2Width
= pow2Width
;
3983 This
->pow2Height
= pow2Height
;
3985 if (pow2Width
> This
->currentDesc
.Width
|| pow2Height
> This
->currentDesc
.Height
)
3987 /* TODO: Add support for non power two compressed textures. */
3988 if (This
->resource
.format
->flags
& WINED3DFMT_FLAG_COMPRESSED
)
3990 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
3991 This
, This
->currentDesc
.Width
, This
->currentDesc
.Height
);
3992 return WINED3DERR_NOTAVAILABLE
;
3996 if (pow2Width
!= This
->currentDesc
.Width
3997 || pow2Height
!= This
->currentDesc
.Height
)
3999 This
->flags
|= SFLAG_NONPOW2
;
4002 TRACE("%p\n", This
);
4003 if ((This
->pow2Width
> gl_info
->limits
.texture_size
|| This
->pow2Height
> gl_info
->limits
.texture_size
)
4004 && !(This
->resource
.usage
& (WINED3DUSAGE_RENDERTARGET
| WINED3DUSAGE_DEPTHSTENCIL
)))
4006 /* one of three options
4007 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)
4008 2: Set the texture to the maximum size (bad idea)
4009 3: WARN and return WINED3DERR_NOTAVAILABLE;
4010 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.
4012 if(This
->resource
.pool
== WINED3DPOOL_DEFAULT
|| This
->resource
.pool
== WINED3DPOOL_MANAGED
)
4014 WARN("(%p) Unable to allocate a surface which exceeds the maximum OpenGL texture size\n", This
);
4015 return WINED3DERR_NOTAVAILABLE
;
4018 /* We should never use this surface in combination with OpenGL! */
4019 TRACE("(%p) Creating an oversized surface: %ux%u\n", This
, This
->pow2Width
, This
->pow2Height
);
4023 /* Don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
4024 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
4025 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
4027 if (This
->flags
& SFLAG_NONPOW2
&& gl_info
->supported
[ARB_TEXTURE_RECTANGLE
]
4028 && !(This
->resource
.format
->id
== WINED3DFMT_P8_UINT
4029 && gl_info
->supported
[EXT_PALETTED_TEXTURE
]
4030 && wined3d_settings
.rendertargetlock_mode
== RTL_READTEX
))
4032 This
->texture_target
= GL_TEXTURE_RECTANGLE_ARB
;
4033 This
->pow2Width
= This
->currentDesc
.Width
;
4034 This
->pow2Height
= This
->currentDesc
.Height
;
4035 This
->flags
&= ~(SFLAG_NONPOW2
| SFLAG_NORMCOORD
);
4039 switch (wined3d_settings
.offscreen_rendering_mode
)
4042 This
->get_drawable_size
= get_drawable_size_fbo
;
4045 case ORM_BACKBUFFER
:
4046 This
->get_drawable_size
= get_drawable_size_backbuffer
;
4050 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings
.offscreen_rendering_mode
);
4051 return WINED3DERR_INVALIDCALL
;
4054 This
->flags
|= SFLAG_INSYSMEM
;
4059 /* GL locking is done by the caller */
4060 static void surface_depth_blt(IWineD3DSurfaceImpl
*This
, const struct wined3d_gl_info
*gl_info
,
4061 GLuint texture
, GLsizei w
, GLsizei h
, GLenum target
)
4063 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
4064 GLint compare_mode
= GL_NONE
;
4065 struct blt_info info
;
4066 GLint old_binding
= 0;
4069 glPushAttrib(GL_ENABLE_BIT
| GL_DEPTH_BUFFER_BIT
| GL_COLOR_BUFFER_BIT
| GL_VIEWPORT_BIT
);
4071 glDisable(GL_CULL_FACE
);
4072 glDisable(GL_BLEND
);
4073 glDisable(GL_ALPHA_TEST
);
4074 glDisable(GL_SCISSOR_TEST
);
4075 glDisable(GL_STENCIL_TEST
);
4076 glEnable(GL_DEPTH_TEST
);
4077 glDepthFunc(GL_ALWAYS
);
4078 glDepthMask(GL_TRUE
);
4079 glColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
4080 glViewport(0, 0, w
, h
);
4082 SetRect(&rect
, 0, h
, w
, 0);
4083 surface_get_blt_info(target
, &rect
, w
, h
, &info
);
4084 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
));
4085 glGetIntegerv(info
.binding
, &old_binding
);
4086 glBindTexture(info
.bind_target
, texture
);
4087 if (gl_info
->supported
[ARB_SHADOW
])
4089 glGetTexParameteriv(info
.bind_target
, GL_TEXTURE_COMPARE_MODE_ARB
, &compare_mode
);
4090 if (compare_mode
!= GL_NONE
) glTexParameteri(info
.bind_target
, GL_TEXTURE_COMPARE_MODE_ARB
, GL_NONE
);
4093 device
->shader_backend
->shader_select_depth_blt((IWineD3DDevice
*)device
,
4094 info
.tex_type
, &This
->ds_current_size
);
4096 glBegin(GL_TRIANGLE_STRIP
);
4097 glTexCoord3fv(info
.coords
[0]);
4098 glVertex2f(-1.0f
, -1.0f
);
4099 glTexCoord3fv(info
.coords
[1]);
4100 glVertex2f(1.0f
, -1.0f
);
4101 glTexCoord3fv(info
.coords
[2]);
4102 glVertex2f(-1.0f
, 1.0f
);
4103 glTexCoord3fv(info
.coords
[3]);
4104 glVertex2f(1.0f
, 1.0f
);
4107 if (compare_mode
!= GL_NONE
) glTexParameteri(info
.bind_target
, GL_TEXTURE_COMPARE_MODE_ARB
, compare_mode
);
4108 glBindTexture(info
.bind_target
, old_binding
);
4112 device
->shader_backend
->shader_deselect_depth_blt((IWineD3DDevice
*)device
);
4115 void surface_modify_ds_location(IWineD3DSurfaceImpl
*surface
,
4116 DWORD location
, UINT w
, UINT h
)
4118 TRACE("surface %p, new location %#x, w %u, h %u.\n", surface
, location
, w
, h
);
4120 if (location
& ~SFLAG_DS_LOCATIONS
)
4121 FIXME("Invalid location (%#x) specified.\n", location
);
4123 surface
->ds_current_size
.cx
= w
;
4124 surface
->ds_current_size
.cy
= h
;
4125 surface
->flags
&= ~SFLAG_DS_LOCATIONS
;
4126 surface
->flags
|= location
;
4129 /* Context activation is done by the caller. */
4130 void surface_load_ds_location(IWineD3DSurfaceImpl
*surface
, struct wined3d_context
*context
, DWORD location
)
4132 IWineD3DDeviceImpl
*device
= surface
->resource
.device
;
4133 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4135 TRACE("surface %p, new location %#x.\n", surface
, location
);
4137 /* TODO: Make this work for modes other than FBO */
4138 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) return;
4140 if (!(surface
->flags
& location
))
4142 surface
->ds_current_size
.cx
= 0;
4143 surface
->ds_current_size
.cy
= 0;
4146 if (surface
->ds_current_size
.cx
== surface
->currentDesc
.Width
4147 && surface
->ds_current_size
.cy
== surface
->currentDesc
.Height
)
4149 TRACE("Location (%#x) is already up to date.\n", location
);
4153 if (surface
->current_renderbuffer
)
4155 FIXME("Not supported with fixed up depth stencil.\n");
4159 if (!(surface
->flags
& SFLAG_LOCATIONS
))
4161 FIXME("No up to date depth stencil location.\n");
4162 surface
->flags
|= location
;
4166 if (location
== SFLAG_DS_OFFSCREEN
)
4168 GLint old_binding
= 0;
4172 /* The render target is allowed to be smaller than the depth/stencil
4173 * buffer, so the onscreen depth/stencil buffer is potentially smaller
4174 * than the offscreen surface. Don't overwrite the offscreen surface
4175 * with undefined data. */
4176 w
= min(surface
->currentDesc
.Width
, context
->swapchain
->presentParms
.BackBufferWidth
);
4177 h
= min(surface
->currentDesc
.Height
, context
->swapchain
->presentParms
.BackBufferHeight
);
4179 TRACE("Copying onscreen depth buffer to depth texture.\n");
4183 if (!device
->depth_blt_texture
)
4185 glGenTextures(1, &device
->depth_blt_texture
);
4188 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4189 * directly on the FBO texture. That's because we need to flip. */
4190 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
4191 if (surface
->texture_target
== GL_TEXTURE_RECTANGLE_ARB
)
4193 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB
, &old_binding
);
4194 bind_target
= GL_TEXTURE_RECTANGLE_ARB
;
4198 glGetIntegerv(GL_TEXTURE_BINDING_2D
, &old_binding
);
4199 bind_target
= GL_TEXTURE_2D
;
4201 glBindTexture(bind_target
, device
->depth_blt_texture
);
4202 glCopyTexImage2D(bind_target
, surface
->texture_level
, surface
->resource
.format
->glInternal
, 0, 0, w
, h
, 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
!= w
|| device
->depth_blt_rb_h
!= h
)
4219 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, device
->depth_blt_rb
);
4220 checkGLcall("glBindRenderbufferEXT");
4221 gl_info
->fbo_ops
.glRenderbufferStorage(GL_RENDERBUFFER
, GL_RGBA8
, w
, h
);
4222 checkGLcall("glRenderbufferStorageEXT");
4223 device
->depth_blt_rb_w
= w
;
4224 device
->depth_blt_rb_h
= h
;
4227 context_bind_fbo(context
, GL_FRAMEBUFFER
, &context
->dst_fbo
);
4228 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
,
4229 GL_COLOR_ATTACHMENT0
, GL_RENDERBUFFER
, device
->depth_blt_rb
);
4230 checkGLcall("glFramebufferRenderbufferEXT");
4231 context_attach_depth_stencil_fbo(context
, GL_FRAMEBUFFER
, surface
, FALSE
);
4233 /* Do the actual blit */
4234 surface_depth_blt(surface
, gl_info
, device
->depth_blt_texture
, w
, h
, bind_target
);
4235 checkGLcall("depth_blt");
4237 if (context
->current_fbo
) context_bind_fbo(context
, GL_FRAMEBUFFER
, &context
->current_fbo
->id
);
4238 else context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
4242 if (wined3d_settings
.strict_draw_ordering
) wglFlush(); /* Flush to ensure ordering across contexts. */
4244 else if (location
== SFLAG_DS_ONSCREEN
)
4246 TRACE("Copying depth texture to onscreen depth buffer.\n");
4250 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
4251 surface_depth_blt(surface
, gl_info
, surface
->texture_name
,
4252 surface
->currentDesc
.Width
, surface
->currentDesc
.Height
, surface
->texture_target
);
4253 checkGLcall("depth_blt");
4255 if (context
->current_fbo
) context_bind_fbo(context
, GL_FRAMEBUFFER
, &context
->current_fbo
->id
);
4259 if (wined3d_settings
.strict_draw_ordering
) wglFlush(); /* Flush to ensure ordering across contexts. */
4263 ERR("Invalid location (%#x) specified.\n", location
);
4266 surface
->flags
|= location
;
4267 surface
->ds_current_size
.cx
= surface
->currentDesc
.Width
;
4268 surface
->ds_current_size
.cy
= surface
->currentDesc
.Height
;
4271 void surface_modify_location(IWineD3DSurfaceImpl
*surface
, DWORD flag
, BOOL persistent
)
4273 IWineD3DSurfaceImpl
*overlay
;
4275 TRACE("surface %p, location %s, persistent %#x.\n",
4276 surface
, debug_surflocation(flag
), persistent
);
4278 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
4280 if (surface_is_offscreen(surface
))
4282 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4283 if (flag
& (SFLAG_INTEXTURE
| SFLAG_INDRAWABLE
)) flag
|= (SFLAG_INTEXTURE
| SFLAG_INDRAWABLE
);
4287 TRACE("Surface %p is an onscreen surface.\n", surface
);
4293 if (((surface
->flags
& SFLAG_INTEXTURE
) && !(flag
& SFLAG_INTEXTURE
))
4294 || ((surface
->flags
& SFLAG_INSRGBTEX
) && !(flag
& SFLAG_INSRGBTEX
)))
4296 if (surface
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
4298 TRACE("Passing to container.\n");
4299 IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture
*)surface
->container
.u
.texture
, TRUE
);
4302 surface
->flags
&= ~SFLAG_LOCATIONS
;
4303 surface
->flags
|= flag
;
4305 /* Redraw emulated overlays, if any */
4306 if (flag
& SFLAG_INDRAWABLE
&& !list_empty(&surface
->overlays
))
4308 LIST_FOR_EACH_ENTRY(overlay
, &surface
->overlays
, IWineD3DSurfaceImpl
, overlay_entry
)
4310 IWineD3DSurface_DrawOverlay((IWineD3DSurface
*)overlay
);
4316 if ((surface
->flags
& (SFLAG_INTEXTURE
| SFLAG_INSRGBTEX
)) && (flag
& (SFLAG_INTEXTURE
| SFLAG_INSRGBTEX
)))
4318 if (surface
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
4320 TRACE("Passing to container\n");
4321 IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture
*)surface
->container
.u
.texture
, TRUE
);
4324 surface
->flags
&= ~flag
;
4327 if (!(surface
->flags
& SFLAG_LOCATIONS
))
4329 ERR("Surface %p does not have any up to date location.\n", surface
);
4333 HRESULT
surface_load_location(IWineD3DSurfaceImpl
*surface
, DWORD flag
, const RECT
*rect
)
4335 IWineD3DDeviceImpl
*device
= surface
->resource
.device
;
4336 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4337 BOOL drawable_read_ok
= surface_is_offscreen(surface
);
4338 struct wined3d_format format
;
4339 CONVERT_TYPES convert
;
4340 int width
, pitch
, outpitch
;
4342 BOOL in_fbo
= FALSE
;
4344 TRACE("surface %p, location %s, rect %s.\n", surface
, debug_surflocation(flag
), wine_dbgstr_rect(rect
));
4346 if (surface
->resource
.usage
& WINED3DUSAGE_DEPTHSTENCIL
)
4348 if (flag
== SFLAG_INTEXTURE
)
4350 struct wined3d_context
*context
= context_acquire(device
, NULL
);
4351 surface_load_ds_location(surface
, context
, SFLAG_DS_OFFSCREEN
);
4352 context_release(context
);
4357 FIXME("Unimplemented location %s for depth/stencil buffers.\n", debug_surflocation(flag
));
4358 return WINED3DERR_INVALIDCALL
;
4362 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
4364 if (surface_is_offscreen(surface
))
4366 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4367 * Prefer SFLAG_INTEXTURE. */
4368 if (flag
== SFLAG_INDRAWABLE
) flag
= SFLAG_INTEXTURE
;
4369 drawable_read_ok
= FALSE
;
4374 TRACE("Surface %p is an onscreen surface.\n", surface
);
4378 if (surface
->flags
& flag
)
4380 TRACE("Location already up to date\n");
4384 if (!(surface
->flags
& SFLAG_LOCATIONS
))
4386 ERR("Surface %p does not have any up to date location.\n", surface
);
4387 surface
->flags
|= SFLAG_LOST
;
4388 return WINED3DERR_DEVICELOST
;
4391 if (flag
== SFLAG_INSYSMEM
)
4393 surface_prepare_system_memory(surface
);
4395 /* Download the surface to system memory */
4396 if (surface
->flags
& (SFLAG_INTEXTURE
| SFLAG_INSRGBTEX
))
4398 struct wined3d_context
*context
= NULL
;
4400 if (!device
->isInDraw
) context
= context_acquire(device
, NULL
);
4402 surface_bind_and_dirtify(surface
, !(surface
->flags
& SFLAG_INTEXTURE
));
4403 surface_download_data(surface
, gl_info
);
4405 if (context
) context_release(context
);
4409 /* Note: It might be faster to download into a texture first. */
4410 read_from_framebuffer(surface
, rect
, surface
->resource
.allocatedMemory
,
4411 IWineD3DSurface_GetPitch((IWineD3DSurface
*)surface
));
4414 else if (flag
== SFLAG_INDRAWABLE
)
4416 if (wined3d_settings
.rendertargetlock_mode
== RTL_READTEX
)
4417 surface_load_location(surface
, SFLAG_INTEXTURE
, NULL
);
4419 if (surface
->flags
& SFLAG_INTEXTURE
)
4423 surface_get_rect(surface
, rect
, &r
);
4424 surface_blt_to_drawable(device
, WINED3DTEXF_POINT
, FALSE
, surface
, &r
, surface
, &r
);
4429 if ((surface
->flags
& SFLAG_LOCATIONS
) == SFLAG_INSRGBTEX
)
4431 /* This needs a shader to convert the srgb data sampled from the GL texture into RGB
4432 * values, otherwise we get incorrect values in the target. For now go the slow way
4433 * via a system memory copy
4435 surface_load_location(surface
, SFLAG_INSYSMEM
, rect
);
4438 d3dfmt_get_conv(surface
, FALSE
/* We need color keying */,
4439 FALSE
/* We won't use textures */, &format
, &convert
);
4441 /* The width is in 'length' not in bytes */
4442 width
= surface
->currentDesc
.Width
;
4443 pitch
= IWineD3DSurface_GetPitch((IWineD3DSurface
*)surface
);
4445 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4446 * but it isn't set (yet) in all cases it is getting called. */
4447 if ((convert
!= NO_CONVERSION
) && (surface
->flags
& SFLAG_PBO
))
4449 struct wined3d_context
*context
= NULL
;
4451 TRACE("Removing the pbo attached to surface %p.\n", surface
);
4453 if (!device
->isInDraw
) context
= context_acquire(device
, NULL
);
4454 surface_remove_pbo(surface
, gl_info
);
4455 if (context
) context_release(context
);
4458 if ((convert
!= NO_CONVERSION
) && surface
->resource
.allocatedMemory
)
4460 int height
= surface
->currentDesc
.Height
;
4461 byte_count
= format
.conv_byte_count
;
4463 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4464 outpitch
= width
* byte_count
;
4465 outpitch
= (outpitch
+ device
->surface_alignment
- 1) & ~(device
->surface_alignment
- 1);
4467 mem
= HeapAlloc(GetProcessHeap(), 0, outpitch
* height
);
4469 ERR("Out of memory %d, %d!\n", outpitch
, height
);
4470 return WINED3DERR_OUTOFVIDEOMEMORY
;
4472 d3dfmt_convert_surface(surface
->resource
.allocatedMemory
, mem
, pitch
,
4473 width
, height
, outpitch
, convert
, surface
);
4475 surface
->flags
|= SFLAG_CONVERTED
;
4479 surface
->flags
&= ~SFLAG_CONVERTED
;
4480 mem
= surface
->resource
.allocatedMemory
;
4481 byte_count
= format
.byte_count
;
4484 flush_to_framebuffer_drawpixels(surface
, format
.glFormat
, format
.glType
, byte_count
, mem
);
4486 /* Don't delete PBO memory */
4487 if ((mem
!= surface
->resource
.allocatedMemory
) && !(surface
->flags
& SFLAG_PBO
))
4488 HeapFree(GetProcessHeap(), 0, mem
);
4491 else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */
4493 const DWORD attach_flags
= WINED3DFMT_FLAG_FBO_ATTACHABLE
| WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB
;
4495 if (drawable_read_ok
&& (surface
->flags
& SFLAG_INDRAWABLE
))
4497 read_from_framebuffer_texture(surface
, flag
== SFLAG_INSRGBTEX
);
4499 else if (surface
->flags
& (SFLAG_INSRGBTEX
| SFLAG_INTEXTURE
)
4500 && (surface
->resource
.format
->flags
& attach_flags
) == attach_flags
4501 && fbo_blit_supported(gl_info
, BLIT_OP_BLIT
,
4502 NULL
, surface
->resource
.usage
, surface
->resource
.pool
, surface
->resource
.format
,
4503 NULL
, surface
->resource
.usage
, surface
->resource
.pool
, surface
->resource
.format
))
4505 DWORD src_location
= flag
== SFLAG_INSRGBTEX
? SFLAG_INTEXTURE
: SFLAG_INSRGBTEX
;
4506 RECT rect
= {0, 0, surface
->currentDesc
.Width
, surface
->currentDesc
.Height
};
4508 surface_blt_fbo(surface
->resource
.device
, WINED3DTEXF_POINT
,
4509 surface
, src_location
, &rect
, surface
, flag
, &rect
);
4513 /* Upload from system memory */
4514 BOOL srgb
= flag
== SFLAG_INSRGBTEX
;
4515 struct wined3d_context
*context
= NULL
;
4517 d3dfmt_get_conv(surface
, TRUE
/* We need color keying */,
4518 TRUE
/* We will use textures */, &format
, &convert
);
4522 if ((surface
->flags
& (SFLAG_INTEXTURE
| SFLAG_INSYSMEM
)) == SFLAG_INTEXTURE
)
4524 /* Performance warning... */
4525 FIXME("Downloading RGB surface %p to reload it as sRGB.\n", surface
);
4526 surface_load_location(surface
, SFLAG_INSYSMEM
, rect
);
4531 if ((surface
->flags
& (SFLAG_INSRGBTEX
| SFLAG_INSYSMEM
)) == SFLAG_INSRGBTEX
)
4533 /* Performance warning... */
4534 FIXME("Downloading sRGB surface %p to reload it as RGB.\n", surface
);
4535 surface_load_location(surface
, SFLAG_INSYSMEM
, rect
);
4538 if (!(surface
->flags
& SFLAG_INSYSMEM
))
4540 WARN("Trying to load a texture from sysmem, but SFLAG_INSYSMEM is not set.\n");
4541 /* Lets hope we get it from somewhere... */
4542 surface_load_location(surface
, SFLAG_INSYSMEM
, rect
);
4545 if (!device
->isInDraw
) context
= context_acquire(device
, NULL
);
4547 surface_prepare_texture(surface
, gl_info
, srgb
);
4548 surface_bind_and_dirtify(surface
, srgb
);
4550 if (surface
->CKeyFlags
& WINEDDSD_CKSRCBLT
)
4552 surface
->flags
|= SFLAG_GLCKEY
;
4553 surface
->glCKey
= surface
->SrcBltCKey
;
4555 else surface
->flags
&= ~SFLAG_GLCKEY
;
4557 /* The width is in 'length' not in bytes */
4558 width
= surface
->currentDesc
.Width
;
4559 pitch
= IWineD3DSurface_GetPitch((IWineD3DSurface
*)surface
);
4561 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4562 * but it isn't set (yet) in all cases it is getting called. */
4563 if ((convert
!= NO_CONVERSION
|| format
.convert
) && (surface
->flags
& SFLAG_PBO
))
4565 TRACE("Removing the pbo attached to surface %p.\n", surface
);
4566 surface_remove_pbo(surface
, gl_info
);
4571 /* This code is entered for texture formats which need a fixup. */
4572 int height
= surface
->currentDesc
.Height
;
4574 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4575 outpitch
= width
* format
.conv_byte_count
;
4576 outpitch
= (outpitch
+ device
->surface_alignment
- 1) & ~(device
->surface_alignment
- 1);
4578 mem
= HeapAlloc(GetProcessHeap(), 0, outpitch
* height
);
4580 ERR("Out of memory %d, %d!\n", outpitch
, height
);
4581 if (context
) context_release(context
);
4582 return WINED3DERR_OUTOFVIDEOMEMORY
;
4584 format
.convert(surface
->resource
.allocatedMemory
, mem
, pitch
, width
, height
);
4586 else if (convert
!= NO_CONVERSION
&& surface
->resource
.allocatedMemory
)
4588 /* This code is only entered for color keying fixups */
4589 int height
= surface
->currentDesc
.Height
;
4591 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4592 outpitch
= width
* format
.conv_byte_count
;
4593 outpitch
= (outpitch
+ device
->surface_alignment
- 1) & ~(device
->surface_alignment
- 1);
4595 mem
= HeapAlloc(GetProcessHeap(), 0, outpitch
* height
);
4597 ERR("Out of memory %d, %d!\n", outpitch
, height
);
4598 if (context
) context_release(context
);
4599 return WINED3DERR_OUTOFVIDEOMEMORY
;
4601 d3dfmt_convert_surface(surface
->resource
.allocatedMemory
, mem
, pitch
,
4602 width
, height
, outpitch
, convert
, surface
);
4606 mem
= surface
->resource
.allocatedMemory
;
4609 /* Make sure the correct pitch is used */
4611 glPixelStorei(GL_UNPACK_ROW_LENGTH
, width
);
4614 if (mem
|| (surface
->flags
& SFLAG_PBO
))
4615 surface_upload_data(surface
, gl_info
, &format
, srgb
, mem
);
4617 /* Restore the default pitch */
4619 glPixelStorei(GL_UNPACK_ROW_LENGTH
, 0);
4622 if (context
) context_release(context
);
4624 /* Don't delete PBO memory */
4625 if ((mem
!= surface
->resource
.allocatedMemory
) && !(surface
->flags
& SFLAG_PBO
))
4626 HeapFree(GetProcessHeap(), 0, mem
);
4630 if (!rect
) surface
->flags
|= flag
;
4632 if (in_fbo
&& (surface
->flags
& (SFLAG_INTEXTURE
| SFLAG_INDRAWABLE
)))
4634 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4635 surface
->flags
|= (SFLAG_INTEXTURE
| SFLAG_INDRAWABLE
);
4641 static WINED3DSURFTYPE WINAPI
IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface
*iface
) {
4642 return SURFACE_OPENGL
;
4645 static HRESULT WINAPI
IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface
*iface
) {
4646 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
4649 /* If there's no destination surface there is nothing to do */
4650 if(!This
->overlay_dest
) return WINED3D_OK
;
4652 /* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
4653 * update the overlay. Prevent an endless recursion. */
4654 if (This
->overlay_dest
->flags
& SFLAG_INOVERLAYDRAW
)
4657 This
->overlay_dest
->flags
|= SFLAG_INOVERLAYDRAW
;
4658 hr
= IWineD3DSurfaceImpl_Blt((IWineD3DSurface
*)This
->overlay_dest
,
4659 &This
->overlay_destrect
, iface
, &This
->overlay_srcrect
,
4660 WINEDDBLT_WAIT
, NULL
, WINED3DTEXF_LINEAR
);
4661 This
->overlay_dest
->flags
&= ~SFLAG_INOVERLAYDRAW
;
4666 BOOL
surface_is_offscreen(IWineD3DSurfaceImpl
*surface
)
4668 IWineD3DSwapChainImpl
*swapchain
= surface
->container
.u
.swapchain
;
4670 /* Not on a swapchain - must be offscreen */
4671 if (surface
->container
.type
!= WINED3D_CONTAINER_SWAPCHAIN
) return TRUE
;
4673 /* The front buffer is always onscreen */
4674 if (surface
== swapchain
->front_buffer
) return FALSE
;
4676 /* If the swapchain is rendered to an FBO, the backbuffer is
4677 * offscreen, otherwise onscreen */
4678 return swapchain
->render_to_fbo
;
4681 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl
=
4684 IWineD3DBaseSurfaceImpl_QueryInterface
,
4685 IWineD3DBaseSurfaceImpl_AddRef
,
4686 IWineD3DSurfaceImpl_Release
,
4687 /* IWineD3DResource */
4688 IWineD3DBaseSurfaceImpl_GetParent
,
4689 IWineD3DBaseSurfaceImpl_SetPrivateData
,
4690 IWineD3DBaseSurfaceImpl_GetPrivateData
,
4691 IWineD3DBaseSurfaceImpl_FreePrivateData
,
4692 IWineD3DBaseSurfaceImpl_SetPriority
,
4693 IWineD3DBaseSurfaceImpl_GetPriority
,
4694 IWineD3DSurfaceImpl_PreLoad
,
4695 IWineD3DSurfaceImpl_UnLoad
,
4696 IWineD3DBaseSurfaceImpl_GetType
,
4697 /* IWineD3DSurface */
4698 IWineD3DBaseSurfaceImpl_GetDesc
,
4699 IWineD3DSurfaceImpl_Map
,
4700 IWineD3DSurfaceImpl_Unmap
,
4701 IWineD3DSurfaceImpl_GetDC
,
4702 IWineD3DSurfaceImpl_ReleaseDC
,
4703 IWineD3DSurfaceImpl_Flip
,
4704 IWineD3DSurfaceImpl_Blt
,
4705 IWineD3DBaseSurfaceImpl_GetBltStatus
,
4706 IWineD3DBaseSurfaceImpl_GetFlipStatus
,
4707 IWineD3DBaseSurfaceImpl_IsLost
,
4708 IWineD3DBaseSurfaceImpl_Restore
,
4709 IWineD3DSurfaceImpl_BltFast
,
4710 IWineD3DBaseSurfaceImpl_GetPalette
,
4711 IWineD3DBaseSurfaceImpl_SetPalette
,
4712 IWineD3DSurfaceImpl_RealizePalette
,
4713 IWineD3DBaseSurfaceImpl_SetColorKey
,
4714 IWineD3DBaseSurfaceImpl_GetPitch
,
4715 IWineD3DSurfaceImpl_SetMem
,
4716 IWineD3DBaseSurfaceImpl_SetOverlayPosition
,
4717 IWineD3DBaseSurfaceImpl_GetOverlayPosition
,
4718 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder
,
4719 IWineD3DBaseSurfaceImpl_UpdateOverlay
,
4720 IWineD3DBaseSurfaceImpl_SetClipper
,
4721 IWineD3DBaseSurfaceImpl_GetClipper
,
4723 IWineD3DSurfaceImpl_LoadTexture
,
4724 IWineD3DSurfaceImpl_BindTexture
,
4725 IWineD3DBaseSurfaceImpl_GetData
,
4726 IWineD3DSurfaceImpl_SetFormat
,
4727 IWineD3DSurfaceImpl_PrivateSetup
,
4728 IWineD3DSurfaceImpl_GetImplType
,
4729 IWineD3DSurfaceImpl_DrawOverlay
4732 static HRESULT
ffp_blit_alloc(IWineD3DDevice
*iface
) { return WINED3D_OK
; }
4733 /* Context activation is done by the caller. */
4734 static void ffp_blit_free(IWineD3DDevice
*iface
) { }
4736 /* This function is used in case of 8bit paletted textures using GL_EXT_paletted_texture */
4737 /* Context activation is done by the caller. */
4738 static void ffp_blit_p8_upload_palette(IWineD3DSurfaceImpl
*surface
, const struct wined3d_gl_info
*gl_info
)
4741 BOOL colorkey_active
= (surface
->CKeyFlags
& WINEDDSD_CKSRCBLT
) ? TRUE
: FALSE
;
4743 d3dfmt_p8_init_palette(surface
, table
, colorkey_active
);
4745 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
4747 GL_EXTCALL(glColorTableEXT(surface
->texture_target
, GL_RGBA
, 256, GL_RGBA
, GL_UNSIGNED_BYTE
, table
));
4751 /* Context activation is done by the caller. */
4752 static HRESULT
ffp_blit_set(IWineD3DDevice
*iface
, IWineD3DSurfaceImpl
*surface
)
4754 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
4755 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4756 enum complex_fixup fixup
= get_complex_fixup(surface
->resource
.format
->color_fixup
);
4758 /* When EXT_PALETTED_TEXTURE is around, palette conversion is done by the GPU
4759 * else the surface is converted in software at upload time in LoadLocation.
4761 if(fixup
== COMPLEX_FIXUP_P8
&& gl_info
->supported
[EXT_PALETTED_TEXTURE
])
4762 ffp_blit_p8_upload_palette(surface
, gl_info
);
4765 glEnable(surface
->texture_target
);
4766 checkGLcall("glEnable(surface->texture_target)");
4771 /* Context activation is done by the caller. */
4772 static void ffp_blit_unset(IWineD3DDevice
*iface
)
4774 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
4775 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4778 glDisable(GL_TEXTURE_2D
);
4779 checkGLcall("glDisable(GL_TEXTURE_2D)");
4780 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
4782 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
4783 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4785 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
4787 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
4788 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4793 static BOOL
ffp_blit_supported(const struct wined3d_gl_info
*gl_info
, enum blit_operation blit_op
,
4794 const RECT
*src_rect
, DWORD src_usage
, WINED3DPOOL src_pool
, const struct wined3d_format
*src_format
,
4795 const RECT
*dst_rect
, DWORD dst_usage
, WINED3DPOOL dst_pool
, const struct wined3d_format
*dst_format
)
4797 enum complex_fixup src_fixup
;
4799 if (blit_op
== BLIT_OP_COLOR_FILL
)
4801 if (!(dst_usage
& WINED3DUSAGE_RENDERTARGET
))
4803 TRACE("Color fill not supported\n");
4810 src_fixup
= get_complex_fixup(src_format
->color_fixup
);
4811 if (TRACE_ON(d3d_surface
) && TRACE_ON(d3d
))
4813 TRACE("Checking support for fixup:\n");
4814 dump_color_fixup_desc(src_format
->color_fixup
);
4817 if (blit_op
!= BLIT_OP_BLIT
)
4819 TRACE("Unsupported blit_op=%d\n", blit_op
);
4823 if (!is_identity_fixup(dst_format
->color_fixup
))
4825 TRACE("Destination fixups are not supported\n");
4829 if (src_fixup
== COMPLEX_FIXUP_P8
&& gl_info
->supported
[EXT_PALETTED_TEXTURE
])
4831 TRACE("P8 fixup supported\n");
4835 /* We only support identity conversions. */
4836 if (is_identity_fixup(src_format
->color_fixup
))
4842 TRACE("[FAILED]\n");
4846 /* Do not call while under the GL lock. */
4847 static HRESULT
ffp_blit_color_fill(IWineD3DDeviceImpl
*device
, IWineD3DSurfaceImpl
*dst_surface
,
4848 const RECT
*dst_rect
, const WINED3DCOLORVALUE
*color
)
4850 const RECT draw_rect
= {0, 0, dst_surface
->currentDesc
.Width
, dst_surface
->currentDesc
.Height
};
4852 return device_clear_render_targets(device
, 1 /* rt_count */, &dst_surface
, 1 /* rect_count */,
4853 dst_rect
, &draw_rect
, WINED3DCLEAR_TARGET
, color
, 0.0f
/* depth */, 0 /* stencil */);
4856 const struct blit_shader ffp_blit
= {
4865 static HRESULT
cpu_blit_alloc(IWineD3DDevice
*iface
)
4870 /* Context activation is done by the caller. */
4871 static void cpu_blit_free(IWineD3DDevice
*iface
)
4875 /* Context activation is done by the caller. */
4876 static HRESULT
cpu_blit_set(IWineD3DDevice
*iface
, IWineD3DSurfaceImpl
*surface
)
4881 /* Context activation is done by the caller. */
4882 static void cpu_blit_unset(IWineD3DDevice
*iface
)
4886 static BOOL
cpu_blit_supported(const struct wined3d_gl_info
*gl_info
, enum blit_operation blit_op
,
4887 const RECT
*src_rect
, DWORD src_usage
, WINED3DPOOL src_pool
, const struct wined3d_format
*src_format
,
4888 const RECT
*dst_rect
, DWORD dst_usage
, WINED3DPOOL dst_pool
, const struct wined3d_format
*dst_format
)
4890 if (blit_op
== BLIT_OP_COLOR_FILL
)
4898 /* Do not call while under the GL lock. */
4899 static HRESULT
cpu_blit_color_fill(IWineD3DDeviceImpl
*device
, IWineD3DSurfaceImpl
*dst_surface
,
4900 const RECT
*dst_rect
, const WINED3DCOLORVALUE
*color
)
4904 memset(&BltFx
, 0, sizeof(BltFx
));
4905 BltFx
.dwSize
= sizeof(BltFx
);
4906 BltFx
.u5
.dwFillColor
= wined3d_format_convert_from_float(dst_surface
->resource
.format
, color
);
4907 return IWineD3DBaseSurfaceImpl_Blt((IWineD3DSurface
*)dst_surface
, dst_rect
,
4908 NULL
, NULL
, WINEDDBLT_COLORFILL
, &BltFx
, WINED3DTEXF_POINT
);
4911 const struct blit_shader cpu_blit
= {
4920 static BOOL
fbo_blit_supported(const struct wined3d_gl_info
*gl_info
, enum blit_operation blit_op
,
4921 const RECT
*src_rect
, DWORD src_usage
, WINED3DPOOL src_pool
, const struct wined3d_format
*src_format
,
4922 const RECT
*dst_rect
, DWORD dst_usage
, WINED3DPOOL dst_pool
, const struct wined3d_format
*dst_format
)
4924 if ((wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) || !gl_info
->fbo_ops
.glBlitFramebuffer
)
4927 /* We only support blitting. Things like color keying / color fill should
4928 * be handled by other blitters.
4930 if (blit_op
!= BLIT_OP_BLIT
)
4933 /* Source and/or destination need to be on the GL side */
4934 if (src_pool
== WINED3DPOOL_SYSTEMMEM
|| dst_pool
== WINED3DPOOL_SYSTEMMEM
)
4937 if (!((src_format
->flags
& WINED3DFMT_FLAG_FBO_ATTACHABLE
) || (src_usage
& WINED3DUSAGE_RENDERTARGET
))
4938 && ((dst_format
->flags
& WINED3DFMT_FLAG_FBO_ATTACHABLE
) || (dst_usage
& WINED3DUSAGE_RENDERTARGET
)))
4941 if (!(src_format
->id
== dst_format
->id
4942 || (is_identity_fixup(src_format
->color_fixup
)
4943 && is_identity_fixup(dst_format
->color_fixup
))))