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[wine.git] / dlls / wined3d / surface.c
blobc6d5a5adddde062c5ca4722984fce2b987865333
1 /*
2 * Copyright 1997-2000 Marcus Meissner
3 * Copyright 1998-2000 Lionel Ulmer
4 * Copyright 2000-2001 TransGaming Technologies Inc.
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006-2011, 2013-2014 Stefan Dösinger for CodeWeavers
10 * Copyright 2007-2008 Henri Verbeet
11 * Copyright 2006-2008 Roderick Colenbrander
12 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
14 * This library is free software; you can redistribute it and/or
15 * modify it under the terms of the GNU Lesser General Public
16 * License as published by the Free Software Foundation; either
17 * version 2.1 of the License, or (at your option) any later version.
19 * This library is distributed in the hope that it will be useful,
20 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
22 * Lesser General Public License for more details.
24 * You should have received a copy of the GNU Lesser General Public
25 * License along with this library; if not, write to the Free Software
26 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
29 #include "config.h"
30 #include "wine/port.h"
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
34 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d);
37 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy. */
39 static const DWORD surface_simple_locations =
40 WINED3D_LOCATION_SYSMEM | WINED3D_LOCATION_USER_MEMORY
41 | WINED3D_LOCATION_DIB | WINED3D_LOCATION_BUFFER;
43 static void surface_cleanup(struct wined3d_surface *surface)
45 struct wined3d_surface *overlay, *cur;
47 TRACE("surface %p.\n", surface);
49 if (surface->pbo || surface->rb_multisample
50 || surface->rb_resolved || !list_empty(&surface->renderbuffers))
52 struct wined3d_renderbuffer_entry *entry, *entry2;
53 const struct wined3d_gl_info *gl_info;
54 struct wined3d_context *context;
56 context = context_acquire(surface->resource.device, NULL);
57 gl_info = context->gl_info;
59 if (surface->pbo)
61 TRACE("Deleting PBO %u.\n", surface->pbo);
62 GL_EXTCALL(glDeleteBuffers(1, &surface->pbo));
65 if (surface->rb_multisample)
67 TRACE("Deleting multisample renderbuffer %u.\n", surface->rb_multisample);
68 gl_info->fbo_ops.glDeleteRenderbuffers(1, &surface->rb_multisample);
71 if (surface->rb_resolved)
73 TRACE("Deleting resolved renderbuffer %u.\n", surface->rb_resolved);
74 gl_info->fbo_ops.glDeleteRenderbuffers(1, &surface->rb_resolved);
77 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &surface->renderbuffers, struct wined3d_renderbuffer_entry, entry)
79 TRACE("Deleting renderbuffer %u.\n", entry->id);
80 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
81 HeapFree(GetProcessHeap(), 0, entry);
84 context_release(context);
87 if (surface->flags & SFLAG_DIBSECTION)
89 DeleteDC(surface->hDC);
90 DeleteObject(surface->dib.DIBsection);
91 surface->dib.bitmap_data = NULL;
94 if (surface->overlay_dest)
95 list_remove(&surface->overlay_entry);
97 LIST_FOR_EACH_ENTRY_SAFE(overlay, cur, &surface->overlays, struct wined3d_surface, overlay_entry)
99 list_remove(&overlay->overlay_entry);
100 overlay->overlay_dest = NULL;
103 resource_cleanup(&surface->resource);
106 void wined3d_surface_destroy(struct wined3d_surface *surface)
108 TRACE("surface %p.\n", surface);
110 surface_cleanup(surface);
111 surface->resource.parent_ops->wined3d_object_destroyed(surface->resource.parent);
112 HeapFree(GetProcessHeap(), 0, surface);
115 void surface_get_drawable_size(const struct wined3d_surface *surface, const struct wined3d_context *context,
116 unsigned int *width, unsigned int *height)
118 if (surface->container->swapchain)
120 /* The drawable size of an onscreen drawable is the surface size.
121 * (Actually: The window size, but the surface is created in window
122 * size.) */
123 *width = context->current_rt->resource.width;
124 *height = context->current_rt->resource.height;
126 else if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
128 const struct wined3d_swapchain *swapchain = context->swapchain;
130 /* The drawable size of a backbuffer / aux buffer offscreen target is
131 * the size of the current context's drawable, which is the size of
132 * the back buffer of the swapchain the active context belongs to. */
133 *width = swapchain->desc.backbuffer_width;
134 *height = swapchain->desc.backbuffer_height;
136 else
138 /* The drawable size of an FBO target is the OpenGL texture size,
139 * which is the power of two size. */
140 *width = context->current_rt->pow2Width;
141 *height = context->current_rt->pow2Height;
145 struct blt_info
147 GLenum binding;
148 GLenum bind_target;
149 enum wined3d_gl_resource_type tex_type;
150 GLfloat coords[4][3];
153 struct float_rect
155 float l;
156 float t;
157 float r;
158 float b;
161 static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
163 f->l = ((r->left * 2.0f) / w) - 1.0f;
164 f->t = ((r->top * 2.0f) / h) - 1.0f;
165 f->r = ((r->right * 2.0f) / w) - 1.0f;
166 f->b = ((r->bottom * 2.0f) / h) - 1.0f;
169 static void surface_get_blt_info(GLenum target, const RECT *rect, GLsizei w, GLsizei h, struct blt_info *info)
171 GLfloat (*coords)[3] = info->coords;
172 struct float_rect f;
174 switch (target)
176 default:
177 FIXME("Unsupported texture target %#x\n", target);
178 /* Fall back to GL_TEXTURE_2D */
179 case GL_TEXTURE_2D:
180 info->binding = GL_TEXTURE_BINDING_2D;
181 info->bind_target = GL_TEXTURE_2D;
182 info->tex_type = WINED3D_GL_RES_TYPE_TEX_2D;
183 coords[0][0] = (float)rect->left / w;
184 coords[0][1] = (float)rect->top / h;
185 coords[0][2] = 0.0f;
187 coords[1][0] = (float)rect->right / w;
188 coords[1][1] = (float)rect->top / h;
189 coords[1][2] = 0.0f;
191 coords[2][0] = (float)rect->left / w;
192 coords[2][1] = (float)rect->bottom / h;
193 coords[2][2] = 0.0f;
195 coords[3][0] = (float)rect->right / w;
196 coords[3][1] = (float)rect->bottom / h;
197 coords[3][2] = 0.0f;
198 break;
200 case GL_TEXTURE_RECTANGLE_ARB:
201 info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
202 info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
203 info->tex_type = WINED3D_GL_RES_TYPE_TEX_RECT;
204 coords[0][0] = rect->left; coords[0][1] = rect->top; coords[0][2] = 0.0f;
205 coords[1][0] = rect->right; coords[1][1] = rect->top; coords[1][2] = 0.0f;
206 coords[2][0] = rect->left; coords[2][1] = rect->bottom; coords[2][2] = 0.0f;
207 coords[3][0] = rect->right; coords[3][1] = rect->bottom; coords[3][2] = 0.0f;
208 break;
210 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
211 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
212 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
213 info->tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
214 cube_coords_float(rect, w, h, &f);
216 coords[0][0] = 1.0f; coords[0][1] = -f.t; coords[0][2] = -f.l;
217 coords[1][0] = 1.0f; coords[1][1] = -f.t; coords[1][2] = -f.r;
218 coords[2][0] = 1.0f; coords[2][1] = -f.b; coords[2][2] = -f.l;
219 coords[3][0] = 1.0f; coords[3][1] = -f.b; coords[3][2] = -f.r;
220 break;
222 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
223 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
224 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
225 info->tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
226 cube_coords_float(rect, w, h, &f);
228 coords[0][0] = -1.0f; coords[0][1] = -f.t; coords[0][2] = f.l;
229 coords[1][0] = -1.0f; coords[1][1] = -f.t; coords[1][2] = f.r;
230 coords[2][0] = -1.0f; coords[2][1] = -f.b; coords[2][2] = f.l;
231 coords[3][0] = -1.0f; coords[3][1] = -f.b; coords[3][2] = f.r;
232 break;
234 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
235 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
236 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
237 info->tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
238 cube_coords_float(rect, w, h, &f);
240 coords[0][0] = f.l; coords[0][1] = 1.0f; coords[0][2] = f.t;
241 coords[1][0] = f.r; coords[1][1] = 1.0f; coords[1][2] = f.t;
242 coords[2][0] = f.l; coords[2][1] = 1.0f; coords[2][2] = f.b;
243 coords[3][0] = f.r; coords[3][1] = 1.0f; coords[3][2] = f.b;
244 break;
246 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
247 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
248 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
249 info->tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
250 cube_coords_float(rect, w, h, &f);
252 coords[0][0] = f.l; coords[0][1] = -1.0f; coords[0][2] = -f.t;
253 coords[1][0] = f.r; coords[1][1] = -1.0f; coords[1][2] = -f.t;
254 coords[2][0] = f.l; coords[2][1] = -1.0f; coords[2][2] = -f.b;
255 coords[3][0] = f.r; coords[3][1] = -1.0f; coords[3][2] = -f.b;
256 break;
258 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
259 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
260 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
261 info->tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
262 cube_coords_float(rect, w, h, &f);
264 coords[0][0] = f.l; coords[0][1] = -f.t; coords[0][2] = 1.0f;
265 coords[1][0] = f.r; coords[1][1] = -f.t; coords[1][2] = 1.0f;
266 coords[2][0] = f.l; coords[2][1] = -f.b; coords[2][2] = 1.0f;
267 coords[3][0] = f.r; coords[3][1] = -f.b; coords[3][2] = 1.0f;
268 break;
270 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
271 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
272 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
273 info->tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
274 cube_coords_float(rect, w, h, &f);
276 coords[0][0] = -f.l; coords[0][1] = -f.t; coords[0][2] = -1.0f;
277 coords[1][0] = -f.r; coords[1][1] = -f.t; coords[1][2] = -1.0f;
278 coords[2][0] = -f.l; coords[2][1] = -f.b; coords[2][2] = -1.0f;
279 coords[3][0] = -f.r; coords[3][1] = -f.b; coords[3][2] = -1.0f;
280 break;
284 static void surface_get_rect(const struct wined3d_surface *surface, const RECT *rect_in, RECT *rect_out)
286 if (rect_in)
287 *rect_out = *rect_in;
288 else
290 rect_out->left = 0;
291 rect_out->top = 0;
292 rect_out->right = surface->resource.width;
293 rect_out->bottom = surface->resource.height;
297 /* Context activation is done by the caller. */
298 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
299 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter)
301 const struct wined3d_gl_info *gl_info = context->gl_info;
302 struct wined3d_texture *texture = src_surface->container;
303 struct blt_info info;
305 surface_get_blt_info(src_surface->texture_target, src_rect, src_surface->pow2Width, src_surface->pow2Height, &info);
307 gl_info->gl_ops.gl.p_glEnable(info.bind_target);
308 checkGLcall("glEnable(bind_target)");
310 context_bind_texture(context, info.bind_target, texture->texture_rgb.name);
312 /* Filtering for StretchRect */
313 gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(filter));
314 checkGLcall("glTexParameteri");
315 gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MIN_FILTER,
316 wined3d_gl_min_mip_filter(filter, WINED3D_TEXF_NONE));
317 checkGLcall("glTexParameteri");
318 gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
319 gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
320 if (context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
321 gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
322 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
323 checkGLcall("glTexEnvi");
325 /* Draw a quad */
326 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
327 gl_info->gl_ops.gl.p_glTexCoord3fv(info.coords[0]);
328 gl_info->gl_ops.gl.p_glVertex2i(dst_rect->left, dst_rect->top);
330 gl_info->gl_ops.gl.p_glTexCoord3fv(info.coords[1]);
331 gl_info->gl_ops.gl.p_glVertex2i(dst_rect->right, dst_rect->top);
333 gl_info->gl_ops.gl.p_glTexCoord3fv(info.coords[2]);
334 gl_info->gl_ops.gl.p_glVertex2i(dst_rect->left, dst_rect->bottom);
336 gl_info->gl_ops.gl.p_glTexCoord3fv(info.coords[3]);
337 gl_info->gl_ops.gl.p_glVertex2i(dst_rect->right, dst_rect->bottom);
338 gl_info->gl_ops.gl.p_glEnd();
340 /* Unbind the texture */
341 context_bind_texture(context, info.bind_target, 0);
343 /* We changed the filtering settings on the texture. Inform the
344 * container about this to get the filters reset properly next draw. */
345 texture->texture_rgb.sampler_desc.mag_filter = WINED3D_TEXF_POINT;
346 texture->texture_rgb.sampler_desc.min_filter = WINED3D_TEXF_POINT;
347 texture->texture_rgb.sampler_desc.mip_filter = WINED3D_TEXF_NONE;
348 texture->texture_rgb.sampler_desc.srgb_decode = FALSE;
351 /* Works correctly only for <= 4 bpp formats. */
352 static void get_color_masks(const struct wined3d_format *format, DWORD *masks)
354 masks[0] = ((1 << format->red_size) - 1) << format->red_offset;
355 masks[1] = ((1 << format->green_size) - 1) << format->green_offset;
356 masks[2] = ((1 << format->blue_size) - 1) << format->blue_offset;
359 static HRESULT surface_create_dib_section(struct wined3d_surface *surface)
361 const struct wined3d_format *format = surface->resource.format;
362 unsigned int format_flags = surface->container->resource.format_flags;
363 SYSTEM_INFO sysInfo;
364 BITMAPINFO *b_info;
365 int extraline = 0;
366 DWORD *masks;
368 TRACE("surface %p.\n", surface);
370 if (!(format_flags & WINED3DFMT_FLAG_GETDC))
372 WARN("Cannot use GetDC on a %s surface.\n", debug_d3dformat(format->id));
373 return WINED3DERR_INVALIDCALL;
376 switch (format->byte_count)
378 case 2:
379 case 4:
380 /* Allocate extra space to store the RGB bit masks. */
381 b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BITMAPINFOHEADER) + 3 * sizeof(DWORD));
382 break;
384 case 3:
385 b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BITMAPINFOHEADER));
386 break;
388 default:
389 /* Allocate extra space for a palette. */
390 b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
391 sizeof(BITMAPINFOHEADER) + sizeof(RGBQUAD) * (1 << (format->byte_count * 8)));
392 break;
395 if (!b_info)
396 return E_OUTOFMEMORY;
398 /* Some applications access the surface in via DWORDs, and do not take
399 * the necessary care at the end of the surface. So we need at least
400 * 4 extra bytes at the end of the surface. Check against the page size,
401 * if the last page used for the surface has at least 4 spare bytes we're
402 * safe, otherwise add an extra line to the DIB section. */
403 GetSystemInfo(&sysInfo);
404 if( ((surface->resource.size + 3) % sysInfo.dwPageSize) < 4)
406 extraline = 1;
407 TRACE("Adding an extra line to the DIB section.\n");
410 b_info->bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
411 /* TODO: Is there a nicer way to force a specific alignment? (8 byte for ddraw) */
412 b_info->bmiHeader.biWidth = wined3d_surface_get_pitch(surface) / format->byte_count;
413 b_info->bmiHeader.biHeight = 0 - surface->resource.height - extraline;
414 b_info->bmiHeader.biSizeImage = (surface->resource.height + extraline)
415 * wined3d_surface_get_pitch(surface);
416 b_info->bmiHeader.biPlanes = 1;
417 b_info->bmiHeader.biBitCount = format->byte_count * 8;
419 b_info->bmiHeader.biXPelsPerMeter = 0;
420 b_info->bmiHeader.biYPelsPerMeter = 0;
421 b_info->bmiHeader.biClrUsed = 0;
422 b_info->bmiHeader.biClrImportant = 0;
424 /* Get the bit masks */
425 masks = (DWORD *)b_info->bmiColors;
426 switch (surface->resource.format->id)
428 case WINED3DFMT_B8G8R8_UNORM:
429 b_info->bmiHeader.biCompression = BI_RGB;
430 break;
432 case WINED3DFMT_B5G5R5X1_UNORM:
433 case WINED3DFMT_B5G5R5A1_UNORM:
434 case WINED3DFMT_B4G4R4A4_UNORM:
435 case WINED3DFMT_B4G4R4X4_UNORM:
436 case WINED3DFMT_B2G3R3_UNORM:
437 case WINED3DFMT_B2G3R3A8_UNORM:
438 case WINED3DFMT_R10G10B10A2_UNORM:
439 case WINED3DFMT_R8G8B8A8_UNORM:
440 case WINED3DFMT_R8G8B8X8_UNORM:
441 case WINED3DFMT_B10G10R10A2_UNORM:
442 case WINED3DFMT_B5G6R5_UNORM:
443 case WINED3DFMT_R16G16B16A16_UNORM:
444 b_info->bmiHeader.biCompression = BI_BITFIELDS;
445 get_color_masks(format, masks);
446 break;
448 default:
449 /* Don't know palette */
450 b_info->bmiHeader.biCompression = BI_RGB;
451 break;
454 TRACE("Creating a DIB section with size %dx%dx%d, size=%d.\n",
455 b_info->bmiHeader.biWidth, b_info->bmiHeader.biHeight,
456 b_info->bmiHeader.biBitCount, b_info->bmiHeader.biSizeImage);
457 surface->dib.DIBsection = CreateDIBSection(0, b_info, DIB_RGB_COLORS, &surface->dib.bitmap_data, 0, 0);
459 if (!surface->dib.DIBsection)
461 ERR("Failed to create DIB section.\n");
462 HeapFree(GetProcessHeap(), 0, b_info);
463 return HRESULT_FROM_WIN32(GetLastError());
466 TRACE("DIBSection at %p.\n", surface->dib.bitmap_data);
467 surface->dib.bitmap_size = b_info->bmiHeader.biSizeImage;
469 HeapFree(GetProcessHeap(), 0, b_info);
471 /* Now allocate a DC. */
472 surface->hDC = CreateCompatibleDC(0);
473 SelectObject(surface->hDC, surface->dib.DIBsection);
475 surface->flags |= SFLAG_DIBSECTION;
477 return WINED3D_OK;
480 static void surface_get_memory(const struct wined3d_surface *surface, struct wined3d_bo_address *data,
481 DWORD location)
483 if (location & WINED3D_LOCATION_BUFFER)
485 data->addr = NULL;
486 data->buffer_object = surface->pbo;
487 return;
489 if (location & WINED3D_LOCATION_USER_MEMORY)
491 data->addr = surface->user_memory;
492 data->buffer_object = 0;
493 return;
495 if (location & WINED3D_LOCATION_DIB)
497 data->addr = surface->dib.bitmap_data;
498 data->buffer_object = 0;
499 return;
501 if (location & WINED3D_LOCATION_SYSMEM)
503 data->addr = surface->resource.heap_memory;
504 data->buffer_object = 0;
505 return;
508 ERR("Unexpected locations %s.\n", wined3d_debug_location(location));
509 data->addr = NULL;
510 data->buffer_object = 0;
513 static void surface_prepare_buffer(struct wined3d_surface *surface)
515 struct wined3d_context *context;
516 GLenum error;
517 const struct wined3d_gl_info *gl_info;
519 if (surface->pbo)
520 return;
522 context = context_acquire(surface->resource.device, NULL);
523 gl_info = context->gl_info;
525 GL_EXTCALL(glGenBuffers(1, &surface->pbo));
526 error = gl_info->gl_ops.gl.p_glGetError();
527 if (!surface->pbo || error != GL_NO_ERROR)
528 ERR("Failed to create a PBO with error %s (%#x).\n", debug_glerror(error), error);
530 TRACE("Binding PBO %u.\n", surface->pbo);
532 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, surface->pbo));
533 checkGLcall("glBindBuffer");
535 GL_EXTCALL(glBufferData(GL_PIXEL_UNPACK_BUFFER, surface->resource.size + 4,
536 NULL, GL_STREAM_DRAW));
537 checkGLcall("glBufferData");
539 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
540 checkGLcall("glBindBuffer");
542 context_release(context);
545 static void surface_prepare_system_memory(struct wined3d_surface *surface)
547 TRACE("surface %p.\n", surface);
549 if (surface->resource.heap_memory)
550 return;
552 /* Whatever surface we have, make sure that there is memory allocated
553 * for the downloaded copy, or a PBO to map. */
554 if (!wined3d_resource_allocate_sysmem(&surface->resource))
555 ERR("Failed to allocate system memory.\n");
557 if (surface->locations & WINED3D_LOCATION_SYSMEM)
558 ERR("Surface without system memory has WINED3D_LOCATION_SYSMEM set.\n");
561 void surface_prepare_map_memory(struct wined3d_surface *surface)
563 switch (surface->resource.map_binding)
565 case WINED3D_LOCATION_SYSMEM:
566 surface_prepare_system_memory(surface);
567 break;
569 case WINED3D_LOCATION_USER_MEMORY:
570 if (!surface->user_memory)
571 ERR("Map binding is set to WINED3D_LOCATION_USER_MEMORY but surface->user_memory is NULL.\n");
572 break;
574 case WINED3D_LOCATION_DIB:
575 if (!surface->dib.bitmap_data)
576 ERR("Map binding is set to WINED3D_LOCATION_DIB but surface->dib.bitmap_data is NULL.\n");
577 break;
579 case WINED3D_LOCATION_BUFFER:
580 surface_prepare_buffer(surface);
581 break;
583 default:
584 ERR("Unexpected map binding %s.\n", wined3d_debug_location(surface->resource.map_binding));
588 static void surface_evict_sysmem(struct wined3d_surface *surface)
590 /* In some conditions the surface memory must not be freed:
591 * WINED3D_TEXTURE_CONVERTED: Converting the data back would take too long
592 * WINED3D_TEXTURE_DYNAMIC_MAP: Avoid freeing the data for performance
593 * SFLAG_CLIENT: OpenGL uses our memory as backup */
594 if (surface->resource.map_count || surface->flags & SFLAG_CLIENT
595 || surface->container->flags & (WINED3D_TEXTURE_CONVERTED | WINED3D_TEXTURE_PIN_SYSMEM
596 | WINED3D_TEXTURE_DYNAMIC_MAP))
597 return;
599 wined3d_resource_free_sysmem(&surface->resource);
600 surface_invalidate_location(surface, WINED3D_LOCATION_SYSMEM);
603 static void surface_release_client_storage(struct wined3d_surface *surface)
605 struct wined3d_context *context = context_acquire(surface->resource.device, NULL);
606 const struct wined3d_gl_info *gl_info = context->gl_info;
608 if (surface->container->texture_rgb.name)
610 wined3d_texture_bind_and_dirtify(surface->container, context, FALSE);
611 gl_info->gl_ops.gl.p_glTexImage2D(surface->texture_target, surface->texture_level,
612 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
614 if (surface->container->texture_srgb.name)
616 wined3d_texture_bind_and_dirtify(surface->container, context, TRUE);
617 gl_info->gl_ops.gl.p_glTexImage2D(surface->texture_target, surface->texture_level,
618 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
620 wined3d_texture_force_reload(surface->container);
622 context_release(context);
625 static BOOL surface_use_pbo(const struct wined3d_surface *surface)
627 const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
628 struct wined3d_texture *texture = surface->container;
630 return texture->resource.pool == WINED3D_POOL_DEFAULT
631 && surface->resource.access_flags & WINED3D_RESOURCE_ACCESS_CPU
632 && gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]
633 && !texture->resource.format->convert
634 && !(texture->flags & WINED3D_TEXTURE_PIN_SYSMEM)
635 && !(surface->flags & SFLAG_NONPOW2);
638 static HRESULT surface_private_setup(struct wined3d_surface *surface)
640 /* TODO: Check against the maximum texture sizes supported by the video card. */
641 const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
642 unsigned int pow2Width, pow2Height;
644 TRACE("surface %p.\n", surface);
646 /* Non-power2 support */
647 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT]
648 || gl_info->supported[ARB_TEXTURE_RECTANGLE])
650 pow2Width = surface->resource.width;
651 pow2Height = surface->resource.height;
653 else
655 /* Find the nearest pow2 match */
656 pow2Width = pow2Height = 1;
657 while (pow2Width < surface->resource.width)
658 pow2Width <<= 1;
659 while (pow2Height < surface->resource.height)
660 pow2Height <<= 1;
662 surface->pow2Width = pow2Width;
663 surface->pow2Height = pow2Height;
665 if (pow2Width > surface->resource.width || pow2Height > surface->resource.height)
667 /* TODO: Add support for non power two compressed textures. */
668 if (surface->container->resource.format_flags & (WINED3DFMT_FLAG_COMPRESSED | WINED3DFMT_FLAG_HEIGHT_SCALE))
670 FIXME("(%p) Compressed or height scaled non-power-two textures are not supported w(%d) h(%d)\n",
671 surface, surface->resource.width, surface->resource.height);
672 return WINED3DERR_NOTAVAILABLE;
676 if (pow2Width != surface->resource.width
677 || pow2Height != surface->resource.height)
679 surface->flags |= SFLAG_NONPOW2;
682 if ((surface->pow2Width > gl_info->limits.texture_size || surface->pow2Height > gl_info->limits.texture_size)
683 && !(surface->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
685 /* One of three options:
686 * 1: Do the same as we do with NPOT and scale the texture, (any
687 * texture ops would require the texture to be scaled which is
688 * potentially slow)
689 * 2: Set the texture to the maximum size (bad idea).
690 * 3: WARN and return WINED3DERR_NOTAVAILABLE;
691 * 4: Create the surface, but allow it to be used only for DirectDraw
692 * Blts. Some apps (e.g. Swat 3) create textures with a Height of
693 * 16 and a Width > 3000 and blt 16x16 letter areas from them to
694 * the render target. */
695 if (surface->resource.pool == WINED3D_POOL_DEFAULT || surface->resource.pool == WINED3D_POOL_MANAGED)
697 WARN("Unable to allocate a surface which exceeds the maximum OpenGL texture size.\n");
698 return WINED3DERR_NOTAVAILABLE;
701 /* We should never use this surface in combination with OpenGL! */
702 TRACE("Creating an oversized surface: %ux%u.\n",
703 surface->pow2Width, surface->pow2Height);
706 if (surface->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
707 surface->locations = WINED3D_LOCATION_DISCARDED;
709 if (surface_use_pbo(surface))
710 surface->resource.map_binding = WINED3D_LOCATION_BUFFER;
712 return WINED3D_OK;
715 static void surface_unmap(struct wined3d_surface *surface)
717 struct wined3d_device *device = surface->resource.device;
718 const struct wined3d_gl_info *gl_info;
719 struct wined3d_context *context;
721 TRACE("surface %p.\n", surface);
723 memset(&surface->lockedRect, 0, sizeof(surface->lockedRect));
725 switch (surface->resource.map_binding)
727 case WINED3D_LOCATION_SYSMEM:
728 case WINED3D_LOCATION_USER_MEMORY:
729 case WINED3D_LOCATION_DIB:
730 break;
732 case WINED3D_LOCATION_BUFFER:
733 context = context_acquire(device, NULL);
734 gl_info = context->gl_info;
736 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, surface->pbo));
737 GL_EXTCALL(glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER));
738 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
739 checkGLcall("glUnmapBuffer");
740 context_release(context);
741 break;
743 default:
744 ERR("Unexpected map binding %s.\n", wined3d_debug_location(surface->resource.map_binding));
747 if (surface->locations & (WINED3D_LOCATION_DRAWABLE | WINED3D_LOCATION_TEXTURE_RGB))
749 TRACE("Not dirtified, nothing to do.\n");
750 return;
753 if (surface->container->swapchain && surface->container->swapchain->front_buffer == surface->container)
754 surface_load_location(surface, surface->container->resource.draw_binding);
755 else if (surface->container->resource.format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
756 FIXME("Depth / stencil buffer locking is not implemented.\n");
759 static BOOL surface_is_full_rect(const struct wined3d_surface *surface, const RECT *r)
761 if ((r->left && r->right) || abs(r->right - r->left) != surface->resource.width)
762 return FALSE;
763 if ((r->top && r->bottom) || abs(r->bottom - r->top) != surface->resource.height)
764 return FALSE;
765 return TRUE;
768 static void surface_depth_blt_fbo(const struct wined3d_device *device,
769 struct wined3d_surface *src_surface, DWORD src_location, const RECT *src_rect,
770 struct wined3d_surface *dst_surface, DWORD dst_location, const RECT *dst_rect)
772 const struct wined3d_gl_info *gl_info;
773 struct wined3d_context *context;
774 DWORD src_mask, dst_mask;
775 GLbitfield gl_mask;
777 TRACE("device %p\n", device);
778 TRACE("src_surface %p, src_location %s, src_rect %s,\n",
779 src_surface, wined3d_debug_location(src_location), wine_dbgstr_rect(src_rect));
780 TRACE("dst_surface %p, dst_location %s, dst_rect %s.\n",
781 dst_surface, wined3d_debug_location(dst_location), wine_dbgstr_rect(dst_rect));
783 src_mask = src_surface->container->resource.format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
784 dst_mask = dst_surface->container->resource.format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
786 if (src_mask != dst_mask)
788 ERR("Incompatible formats %s and %s.\n",
789 debug_d3dformat(src_surface->resource.format->id),
790 debug_d3dformat(dst_surface->resource.format->id));
791 return;
794 if (!src_mask)
796 ERR("Not a depth / stencil format: %s.\n",
797 debug_d3dformat(src_surface->resource.format->id));
798 return;
801 gl_mask = 0;
802 if (src_mask & WINED3DFMT_FLAG_DEPTH)
803 gl_mask |= GL_DEPTH_BUFFER_BIT;
804 if (src_mask & WINED3DFMT_FLAG_STENCIL)
805 gl_mask |= GL_STENCIL_BUFFER_BIT;
807 /* Make sure the locations are up-to-date. Loading the destination
808 * surface isn't required if the entire surface is overwritten. */
809 surface_load_location(src_surface, src_location);
810 if (!surface_is_full_rect(dst_surface, dst_rect))
811 surface_load_location(dst_surface, dst_location);
813 context = context_acquire(device, NULL);
814 if (!context->valid)
816 context_release(context);
817 WARN("Invalid context, skipping blit.\n");
818 return;
821 gl_info = context->gl_info;
823 context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, NULL, src_surface, src_location);
824 context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
826 context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, NULL, dst_surface, dst_location);
827 context_set_draw_buffer(context, GL_NONE);
828 context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER);
829 context_invalidate_state(context, STATE_FRAMEBUFFER);
831 if (gl_mask & GL_DEPTH_BUFFER_BIT)
833 gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE);
834 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE));
836 if (gl_mask & GL_STENCIL_BUFFER_BIT)
838 if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
840 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
841 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE));
843 gl_info->gl_ops.gl.p_glStencilMask(~0U);
844 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
847 gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
848 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
850 gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
851 dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, gl_mask, GL_NEAREST);
852 checkGLcall("glBlitFramebuffer()");
854 if (wined3d_settings.strict_draw_ordering)
855 gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
857 context_release(context);
860 /* Blit between surface locations. Onscreen on different swapchains is not supported.
861 * Depth / stencil is not supported. */
862 static void surface_blt_fbo(const struct wined3d_device *device, enum wined3d_texture_filter_type filter,
863 struct wined3d_surface *src_surface, DWORD src_location, const RECT *src_rect_in,
864 struct wined3d_surface *dst_surface, DWORD dst_location, const RECT *dst_rect_in)
866 const struct wined3d_gl_info *gl_info;
867 struct wined3d_context *context;
868 RECT src_rect, dst_rect;
869 GLenum gl_filter;
870 GLenum buffer;
872 TRACE("device %p, filter %s,\n", device, debug_d3dtexturefiltertype(filter));
873 TRACE("src_surface %p, src_location %s, src_rect %s,\n",
874 src_surface, wined3d_debug_location(src_location), wine_dbgstr_rect(src_rect_in));
875 TRACE("dst_surface %p, dst_location %s, dst_rect %s.\n",
876 dst_surface, wined3d_debug_location(dst_location), wine_dbgstr_rect(dst_rect_in));
878 src_rect = *src_rect_in;
879 dst_rect = *dst_rect_in;
881 switch (filter)
883 case WINED3D_TEXF_LINEAR:
884 gl_filter = GL_LINEAR;
885 break;
887 default:
888 FIXME("Unsupported filter mode %s (%#x).\n", debug_d3dtexturefiltertype(filter), filter);
889 case WINED3D_TEXF_NONE:
890 case WINED3D_TEXF_POINT:
891 gl_filter = GL_NEAREST;
892 break;
895 /* Resolve the source surface first if needed. */
896 if (src_location == WINED3D_LOCATION_RB_MULTISAMPLE
897 && (src_surface->resource.format->id != dst_surface->resource.format->id
898 || abs(src_rect.bottom - src_rect.top) != abs(dst_rect.bottom - dst_rect.top)
899 || abs(src_rect.right - src_rect.left) != abs(dst_rect.right - dst_rect.left)))
900 src_location = WINED3D_LOCATION_RB_RESOLVED;
902 /* Make sure the locations are up-to-date. Loading the destination
903 * surface isn't required if the entire surface is overwritten. (And is
904 * in fact harmful if we're being called by surface_load_location() with
905 * the purpose of loading the destination surface.) */
906 surface_load_location(src_surface, src_location);
907 if (!surface_is_full_rect(dst_surface, &dst_rect))
908 surface_load_location(dst_surface, dst_location);
910 if (src_location == WINED3D_LOCATION_DRAWABLE) context = context_acquire(device, src_surface);
911 else if (dst_location == WINED3D_LOCATION_DRAWABLE) context = context_acquire(device, dst_surface);
912 else context = context_acquire(device, NULL);
914 if (!context->valid)
916 context_release(context);
917 WARN("Invalid context, skipping blit.\n");
918 return;
921 gl_info = context->gl_info;
923 if (src_location == WINED3D_LOCATION_DRAWABLE)
925 TRACE("Source surface %p is onscreen.\n", src_surface);
926 buffer = surface_get_gl_buffer(src_surface);
927 surface_translate_drawable_coords(src_surface, context->win_handle, &src_rect);
929 else
931 TRACE("Source surface %p is offscreen.\n", src_surface);
932 buffer = GL_COLOR_ATTACHMENT0;
935 context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, src_surface, NULL, src_location);
936 gl_info->gl_ops.gl.p_glReadBuffer(buffer);
937 checkGLcall("glReadBuffer()");
938 context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
940 if (dst_location == WINED3D_LOCATION_DRAWABLE)
942 TRACE("Destination surface %p is onscreen.\n", dst_surface);
943 buffer = surface_get_gl_buffer(dst_surface);
944 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
946 else
948 TRACE("Destination surface %p is offscreen.\n", dst_surface);
949 buffer = GL_COLOR_ATTACHMENT0;
952 context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, dst_surface, NULL, dst_location);
953 context_set_draw_buffer(context, buffer);
954 context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER);
955 context_invalidate_state(context, STATE_FRAMEBUFFER);
957 gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
958 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
959 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
960 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
961 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
963 gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
964 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
966 gl_info->fbo_ops.glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom,
967 dst_rect.left, dst_rect.top, dst_rect.right, dst_rect.bottom, GL_COLOR_BUFFER_BIT, gl_filter);
968 checkGLcall("glBlitFramebuffer()");
970 if (wined3d_settings.strict_draw_ordering
971 || (dst_location == WINED3D_LOCATION_DRAWABLE
972 && dst_surface->container->swapchain->front_buffer == dst_surface->container))
973 gl_info->gl_ops.gl.p_glFlush();
975 context_release(context);
978 static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
979 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
980 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
982 if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer)
983 return FALSE;
985 /* Source and/or destination need to be on the GL side */
986 if (src_pool == WINED3D_POOL_SYSTEM_MEM || dst_pool == WINED3D_POOL_SYSTEM_MEM)
987 return FALSE;
989 switch (blit_op)
991 case WINED3D_BLIT_OP_COLOR_BLIT:
992 if (!((src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FBO_ATTACHABLE)
993 || (src_usage & WINED3DUSAGE_RENDERTARGET)))
994 return FALSE;
995 if (!((dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FBO_ATTACHABLE)
996 || (dst_usage & WINED3DUSAGE_RENDERTARGET)))
997 return FALSE;
998 break;
1000 case WINED3D_BLIT_OP_DEPTH_BLIT:
1001 if (!(src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
1002 return FALSE;
1003 if (!(dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
1004 return FALSE;
1005 break;
1007 default:
1008 return FALSE;
1011 if (!(src_format->id == dst_format->id
1012 || (is_identity_fixup(src_format->color_fixup)
1013 && is_identity_fixup(dst_format->color_fixup))))
1014 return FALSE;
1016 return TRUE;
1019 static BOOL surface_convert_depth_to_float(const struct wined3d_surface *surface, DWORD depth, float *float_depth)
1021 const struct wined3d_format *format = surface->resource.format;
1023 switch (format->id)
1025 case WINED3DFMT_S1_UINT_D15_UNORM:
1026 *float_depth = depth / (float)0x00007fff;
1027 break;
1029 case WINED3DFMT_D16_UNORM:
1030 *float_depth = depth / (float)0x0000ffff;
1031 break;
1033 case WINED3DFMT_D24_UNORM_S8_UINT:
1034 case WINED3DFMT_X8D24_UNORM:
1035 *float_depth = depth / (float)0x00ffffff;
1036 break;
1038 case WINED3DFMT_D32_UNORM:
1039 *float_depth = depth / (float)0xffffffff;
1040 break;
1042 default:
1043 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
1044 return FALSE;
1047 return TRUE;
1050 static HRESULT wined3d_surface_depth_fill(struct wined3d_surface *surface, const RECT *rect, float depth)
1052 const struct wined3d_resource *resource = &surface->container->resource;
1053 struct wined3d_device *device = resource->device;
1054 const struct blit_shader *blitter;
1056 blitter = wined3d_select_blitter(&device->adapter->gl_info, &device->adapter->d3d_info, WINED3D_BLIT_OP_DEPTH_FILL,
1057 NULL, 0, 0, NULL, rect, resource->usage, resource->pool, resource->format);
1058 if (!blitter)
1060 FIXME("No blitter is capable of performing the requested depth fill operation.\n");
1061 return WINED3DERR_INVALIDCALL;
1064 return blitter->depth_fill(device, surface, rect, depth);
1067 static HRESULT wined3d_surface_depth_blt(struct wined3d_surface *src_surface, DWORD src_location, const RECT *src_rect,
1068 struct wined3d_surface *dst_surface, DWORD dst_location, const RECT *dst_rect)
1070 struct wined3d_device *device = src_surface->resource.device;
1072 if (!fbo_blit_supported(&device->adapter->gl_info, WINED3D_BLIT_OP_DEPTH_BLIT,
1073 src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
1074 dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
1075 return WINED3DERR_INVALIDCALL;
1077 surface_depth_blt_fbo(device, src_surface, src_location, src_rect, dst_surface, dst_location, dst_rect);
1079 surface_modify_ds_location(dst_surface, dst_location,
1080 dst_surface->ds_current_size.cx, dst_surface->ds_current_size.cy);
1082 return WINED3D_OK;
1085 HRESULT CDECL wined3d_surface_get_render_target_data(struct wined3d_surface *surface,
1086 struct wined3d_surface *render_target)
1088 TRACE("surface %p, render_target %p.\n", surface, render_target);
1090 /* TODO: Check surface sizes, pools, etc. */
1092 if (render_target->resource.multisample_type)
1093 return WINED3DERR_INVALIDCALL;
1095 return wined3d_surface_blt(surface, NULL, render_target, NULL, 0, NULL, WINED3D_TEXF_POINT);
1098 /* Context activation is done by the caller. */
1099 static void surface_remove_pbo(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info)
1101 GL_EXTCALL(glDeleteBuffers(1, &surface->pbo));
1102 checkGLcall("glDeleteBuffers(1, &surface->pbo)");
1104 surface->pbo = 0;
1105 surface_invalidate_location(surface, WINED3D_LOCATION_BUFFER);
1108 static ULONG surface_resource_incref(struct wined3d_resource *resource)
1110 return wined3d_surface_incref(surface_from_resource(resource));
1113 static ULONG surface_resource_decref(struct wined3d_resource *resource)
1115 return wined3d_surface_decref(surface_from_resource(resource));
1118 static void surface_unload(struct wined3d_resource *resource)
1120 struct wined3d_surface *surface = surface_from_resource(resource);
1121 struct wined3d_renderbuffer_entry *entry, *entry2;
1122 struct wined3d_device *device = resource->device;
1123 const struct wined3d_gl_info *gl_info;
1124 struct wined3d_context *context;
1126 TRACE("surface %p.\n", surface);
1128 if (resource->pool == WINED3D_POOL_DEFAULT)
1130 /* Default pool resources are supposed to be destroyed before Reset is called.
1131 * Implicit resources stay however. So this means we have an implicit render target
1132 * or depth stencil. The content may be destroyed, but we still have to tear down
1133 * opengl resources, so we cannot leave early.
1135 * Put the surfaces into sysmem, and reset the content. The D3D content is undefined,
1136 * but we can't set the sysmem INDRAWABLE because when we're rendering the swapchain
1137 * or the depth stencil into an FBO the texture or render buffer will be removed
1138 * and all flags get lost */
1139 surface_prepare_system_memory(surface);
1140 memset(surface->resource.heap_memory, 0, surface->resource.size);
1141 surface_validate_location(surface, WINED3D_LOCATION_SYSMEM);
1142 surface_invalidate_location(surface, ~WINED3D_LOCATION_SYSMEM);
1144 /* We also get here when the ddraw swapchain is destroyed, for example
1145 * for a mode switch. In this case this surface won't necessarily be
1146 * an implicit surface. We have to mark it lost so that the
1147 * application can restore it after the mode switch. */
1148 surface->flags |= SFLAG_LOST;
1150 else
1152 surface_prepare_map_memory(surface);
1153 surface_load_location(surface, surface->resource.map_binding);
1154 surface_invalidate_location(surface, ~surface->resource.map_binding);
1157 context = context_acquire(device, NULL);
1158 gl_info = context->gl_info;
1160 /* Destroy PBOs, but load them into real sysmem before */
1161 if (surface->pbo)
1162 surface_remove_pbo(surface, gl_info);
1164 /* Destroy fbo render buffers. This is needed for implicit render targets, for
1165 * all application-created targets the application has to release the surface
1166 * before calling _Reset
1168 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &surface->renderbuffers, struct wined3d_renderbuffer_entry, entry)
1170 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
1171 list_remove(&entry->entry);
1172 HeapFree(GetProcessHeap(), 0, entry);
1174 list_init(&surface->renderbuffers);
1175 surface->current_renderbuffer = NULL;
1177 if (surface->rb_multisample)
1179 gl_info->fbo_ops.glDeleteRenderbuffers(1, &surface->rb_multisample);
1180 surface->rb_multisample = 0;
1182 if (surface->rb_resolved)
1184 gl_info->fbo_ops.glDeleteRenderbuffers(1, &surface->rb_resolved);
1185 surface->rb_resolved = 0;
1188 context_release(context);
1190 resource_unload(resource);
1193 static const struct wined3d_resource_ops surface_resource_ops =
1195 surface_resource_incref,
1196 surface_resource_decref,
1197 surface_unload,
1200 static const struct wined3d_surface_ops surface_ops =
1202 surface_private_setup,
1203 surface_unmap,
1206 /*****************************************************************************
1207 * Initializes the GDI surface, aka creates the DIB section we render to
1208 * The DIB section creation is done by calling GetDC, which will create the
1209 * section and releasing the dc to allow the app to use it. The dib section
1210 * will stay until the surface is released
1212 * GDI surfaces do not need to be a power of 2 in size, so the pow2 sizes
1213 * are set to the real sizes to save memory. The NONPOW2 flag is unset to
1214 * avoid confusion in the shared surface code.
1216 * Returns:
1217 * WINED3D_OK on success
1218 * The return values of called methods on failure
1220 *****************************************************************************/
1221 static HRESULT gdi_surface_private_setup(struct wined3d_surface *surface)
1223 HRESULT hr;
1225 TRACE("surface %p.\n", surface);
1227 if (surface->resource.usage & WINED3DUSAGE_OVERLAY)
1229 ERR("Overlays not yet supported by GDI surfaces.\n");
1230 return WINED3DERR_INVALIDCALL;
1233 /* Sysmem textures have memory already allocated - release it,
1234 * this avoids an unnecessary memcpy. */
1235 hr = surface_create_dib_section(surface);
1236 if (FAILED(hr))
1237 return hr;
1238 surface->resource.map_binding = WINED3D_LOCATION_DIB;
1240 /* We don't mind the nonpow2 stuff in GDI. */
1241 surface->pow2Width = surface->resource.width;
1242 surface->pow2Height = surface->resource.height;
1244 return WINED3D_OK;
1247 static void gdi_surface_unmap(struct wined3d_surface *surface)
1249 TRACE("surface %p.\n", surface);
1251 /* Tell the swapchain to update the screen. */
1252 if (surface->container->swapchain && surface->container == surface->container->swapchain->front_buffer)
1253 x11_copy_to_screen(surface->container->swapchain, &surface->lockedRect);
1255 memset(&surface->lockedRect, 0, sizeof(RECT));
1258 static const struct wined3d_surface_ops gdi_surface_ops =
1260 gdi_surface_private_setup,
1261 gdi_surface_unmap,
1264 /* This call just downloads data, the caller is responsible for binding the
1265 * correct texture. */
1266 /* Context activation is done by the caller. */
1267 static void surface_download_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
1268 DWORD dst_location)
1270 const struct wined3d_format *format = surface->resource.format;
1271 struct wined3d_bo_address data;
1273 /* Only support read back of converted P8 surfaces. */
1274 if (surface->container->flags & WINED3D_TEXTURE_CONVERTED && format->id != WINED3DFMT_P8_UINT)
1276 ERR("Trying to read back converted surface %p with format %s.\n", surface, debug_d3dformat(format->id));
1277 return;
1280 surface_get_memory(surface, &data, dst_location);
1282 if (surface->container->resource.format_flags & WINED3DFMT_FLAG_COMPRESSED)
1284 TRACE("(%p) : Calling glGetCompressedTexImage level %d, format %#x, type %#x, data %p.\n",
1285 surface, surface->texture_level, format->glFormat, format->glType, data.addr);
1287 if (data.buffer_object)
1289 GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, data.buffer_object));
1290 checkGLcall("glBindBuffer");
1291 GL_EXTCALL(glGetCompressedTexImage(surface->texture_target, surface->texture_level, NULL));
1292 checkGLcall("glGetCompressedTexImage");
1293 GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
1294 checkGLcall("glBindBuffer");
1296 else
1298 GL_EXTCALL(glGetCompressedTexImage(surface->texture_target,
1299 surface->texture_level, data.addr));
1300 checkGLcall("glGetCompressedTexImage");
1303 else
1305 void *mem;
1306 GLenum gl_format = format->glFormat;
1307 GLenum gl_type = format->glType;
1308 int src_pitch = 0;
1309 int dst_pitch = 0;
1311 if (surface->flags & SFLAG_NONPOW2)
1313 unsigned char alignment = surface->resource.device->surface_alignment;
1314 src_pitch = format->byte_count * surface->pow2Width;
1315 dst_pitch = wined3d_surface_get_pitch(surface);
1316 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
1317 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * surface->pow2Height);
1319 else
1321 mem = data.addr;
1324 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
1325 surface, surface->texture_level, gl_format, gl_type, mem);
1327 if (data.buffer_object)
1329 GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, data.buffer_object));
1330 checkGLcall("glBindBuffer");
1332 gl_info->gl_ops.gl.p_glGetTexImage(surface->texture_target, surface->texture_level,
1333 gl_format, gl_type, NULL);
1334 checkGLcall("glGetTexImage");
1336 GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
1337 checkGLcall("glBindBuffer");
1339 else
1341 gl_info->gl_ops.gl.p_glGetTexImage(surface->texture_target, surface->texture_level,
1342 gl_format, gl_type, mem);
1343 checkGLcall("glGetTexImage");
1346 if (surface->flags & SFLAG_NONPOW2)
1348 const BYTE *src_data;
1349 BYTE *dst_data;
1350 UINT y;
1352 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
1353 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
1354 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
1356 * We're doing this...
1358 * instead of boxing the texture :
1359 * |<-texture width ->| -->pow2width| /\
1360 * |111111111111111111| | |
1361 * |222 Texture 222222| boxed empty | texture height
1362 * |3333 Data 33333333| | |
1363 * |444444444444444444| | \/
1364 * ----------------------------------- |
1365 * | boxed empty | boxed empty | pow2height
1366 * | | | \/
1367 * -----------------------------------
1370 * we're repacking the data to the expected texture width
1372 * |<-texture width ->| -->pow2width| /\
1373 * |111111111111111111222222222222222| |
1374 * |222333333333333333333444444444444| texture height
1375 * |444444 | |
1376 * | | \/
1377 * | | |
1378 * | empty | pow2height
1379 * | | \/
1380 * -----------------------------------
1382 * == is the same as
1384 * |<-texture width ->| /\
1385 * |111111111111111111|
1386 * |222222222222222222|texture height
1387 * |333333333333333333|
1388 * |444444444444444444| \/
1389 * --------------------
1391 * This also means that any references to surface memory should work with the data as if it were a
1392 * standard texture with a non-power2 width instead of a texture boxed up to be a power2 texture.
1394 * internally the texture is still stored in a boxed format so any references to textureName will
1395 * get a boxed texture with width pow2width and not a texture of width resource.width.
1397 * Performance should not be an issue, because applications normally do not lock the surfaces when
1398 * rendering. If an app does, the WINED3D_TEXTURE_DYNAMIC_MAP flag will kick in and the memory copy
1399 * won't be released, and doesn't have to be re-read. */
1400 src_data = mem;
1401 dst_data = data.addr;
1402 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", surface, src_pitch, dst_pitch);
1403 for (y = 0; y < surface->resource.height; ++y)
1405 memcpy(dst_data, src_data, dst_pitch);
1406 src_data += src_pitch;
1407 dst_data += dst_pitch;
1410 HeapFree(GetProcessHeap(), 0, mem);
1415 /* This call just uploads data, the caller is responsible for binding the
1416 * correct texture. */
1417 /* Context activation is done by the caller. */
1418 void wined3d_surface_upload_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
1419 const struct wined3d_format *format, const RECT *src_rect, UINT src_pitch, const POINT *dst_point,
1420 BOOL srgb, const struct wined3d_const_bo_address *data)
1422 UINT update_w = src_rect->right - src_rect->left;
1423 UINT update_h = src_rect->bottom - src_rect->top;
1425 TRACE("surface %p, gl_info %p, format %s, src_rect %s, src_pitch %u, dst_point %s, srgb %#x, data {%#x:%p}.\n",
1426 surface, gl_info, debug_d3dformat(format->id), wine_dbgstr_rect(src_rect), src_pitch,
1427 wine_dbgstr_point(dst_point), srgb, data->buffer_object, data->addr);
1429 if (surface->resource.map_count)
1431 WARN("Uploading a surface that is currently mapped, setting WINED3D_TEXTURE_PIN_SYSMEM.\n");
1432 surface->container->flags |= WINED3D_TEXTURE_PIN_SYSMEM;
1435 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_HEIGHT_SCALE)
1437 update_h *= format->height_scale.numerator;
1438 update_h /= format->height_scale.denominator;
1441 if (data->buffer_object)
1443 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, data->buffer_object));
1444 checkGLcall("glBindBuffer");
1447 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
1449 UINT row_length = wined3d_format_calculate_size(format, 1, update_w, 1, 1);
1450 UINT row_count = (update_h + format->block_height - 1) / format->block_height;
1451 const BYTE *addr = data->addr;
1452 GLenum internal;
1454 addr += (src_rect->top / format->block_height) * src_pitch;
1455 addr += (src_rect->left / format->block_width) * format->block_byte_count;
1457 if (srgb)
1458 internal = format->glGammaInternal;
1459 else if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET
1460 && wined3d_resource_is_offscreen(&surface->container->resource))
1461 internal = format->rtInternal;
1462 else
1463 internal = format->glInternal;
1465 TRACE("glCompressedTexSubImage2D, target %#x, level %d, x %d, y %d, w %d, h %d, "
1466 "format %#x, image_size %#x, addr %p.\n", surface->texture_target, surface->texture_level,
1467 dst_point->x, dst_point->y, update_w, update_h, internal, row_count * row_length, addr);
1469 if (row_length == src_pitch)
1471 GL_EXTCALL(glCompressedTexSubImage2D(surface->texture_target, surface->texture_level,
1472 dst_point->x, dst_point->y, update_w, update_h, internal, row_count * row_length, addr));
1474 else
1476 UINT row, y;
1478 /* glCompressedTexSubImage2D() ignores pixel store state, so we
1479 * can't use the unpack row length like for glTexSubImage2D. */
1480 for (row = 0, y = dst_point->y; row < row_count; ++row)
1482 GL_EXTCALL(glCompressedTexSubImage2D(surface->texture_target, surface->texture_level,
1483 dst_point->x, y, update_w, format->block_height, internal, row_length, addr));
1484 y += format->block_height;
1485 addr += src_pitch;
1488 checkGLcall("glCompressedTexSubImage2D");
1490 else
1492 const BYTE *addr = data->addr;
1494 addr += src_rect->top * src_pitch;
1495 addr += src_rect->left * format->byte_count;
1497 TRACE("glTexSubImage2D, target %#x, level %d, x %d, y %d, w %d, h %d, format %#x, type %#x, addr %p.\n",
1498 surface->texture_target, surface->texture_level, dst_point->x, dst_point->y,
1499 update_w, update_h, format->glFormat, format->glType, addr);
1501 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ROW_LENGTH, src_pitch / format->byte_count);
1502 gl_info->gl_ops.gl.p_glTexSubImage2D(surface->texture_target, surface->texture_level,
1503 dst_point->x, dst_point->y, update_w, update_h, format->glFormat, format->glType, addr);
1504 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
1505 checkGLcall("glTexSubImage2D");
1508 if (data->buffer_object)
1510 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
1511 checkGLcall("glBindBuffer");
1514 if (wined3d_settings.strict_draw_ordering)
1515 gl_info->gl_ops.gl.p_glFlush();
1517 if (gl_info->quirks & WINED3D_QUIRK_FBO_TEX_UPDATE)
1519 struct wined3d_device *device = surface->resource.device;
1520 unsigned int i;
1522 for (i = 0; i < device->context_count; ++i)
1524 context_surface_update(device->contexts[i], surface);
1529 static BOOL surface_check_block_align(struct wined3d_surface *surface, const RECT *rect)
1531 UINT width_mask, height_mask;
1533 if (!rect->left && !rect->top
1534 && rect->right == surface->resource.width
1535 && rect->bottom == surface->resource.height)
1536 return TRUE;
1538 /* This assumes power of two block sizes, but NPOT block sizes would be
1539 * silly anyway. */
1540 width_mask = surface->resource.format->block_width - 1;
1541 height_mask = surface->resource.format->block_height - 1;
1543 if (!(rect->left & width_mask) && !(rect->top & height_mask)
1544 && !(rect->right & width_mask) && !(rect->bottom & height_mask))
1545 return TRUE;
1547 return FALSE;
1550 HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point,
1551 struct wined3d_surface *src_surface, const RECT *src_rect)
1553 const struct wined3d_format *src_format;
1554 const struct wined3d_format *dst_format;
1555 unsigned int src_fmt_flags, dst_fmt_flags;
1556 const struct wined3d_gl_info *gl_info;
1557 struct wined3d_context *context;
1558 struct wined3d_bo_address data;
1559 UINT update_w, update_h;
1560 UINT dst_w, dst_h;
1561 RECT r, dst_rect;
1562 UINT src_pitch;
1563 POINT p;
1565 TRACE("dst_surface %p, dst_point %s, src_surface %p, src_rect %s.\n",
1566 dst_surface, wine_dbgstr_point(dst_point),
1567 src_surface, wine_dbgstr_rect(src_rect));
1569 src_format = src_surface->resource.format;
1570 dst_format = dst_surface->resource.format;
1571 src_fmt_flags = src_surface->container->resource.format_flags;
1572 dst_fmt_flags = dst_surface->container->resource.format_flags;
1574 if (src_format->id != dst_format->id)
1576 WARN("Source and destination surfaces should have the same format.\n");
1577 return WINED3DERR_INVALIDCALL;
1580 if (!dst_point)
1582 p.x = 0;
1583 p.y = 0;
1584 dst_point = &p;
1586 else if (dst_point->x < 0 || dst_point->y < 0)
1588 WARN("Invalid destination point.\n");
1589 return WINED3DERR_INVALIDCALL;
1592 if (!src_rect)
1594 r.left = 0;
1595 r.top = 0;
1596 r.right = src_surface->resource.width;
1597 r.bottom = src_surface->resource.height;
1598 src_rect = &r;
1600 else if (src_rect->left < 0 || src_rect->left >= src_rect->right
1601 || src_rect->top < 0 || src_rect->top >= src_rect->bottom)
1603 WARN("Invalid source rectangle.\n");
1604 return WINED3DERR_INVALIDCALL;
1607 dst_w = dst_surface->resource.width;
1608 dst_h = dst_surface->resource.height;
1610 update_w = src_rect->right - src_rect->left;
1611 update_h = src_rect->bottom - src_rect->top;
1613 if (update_w > dst_w || dst_point->x > dst_w - update_w
1614 || update_h > dst_h || dst_point->y > dst_h - update_h)
1616 WARN("Destination out of bounds.\n");
1617 return WINED3DERR_INVALIDCALL;
1620 if ((src_fmt_flags & WINED3DFMT_FLAG_BLOCKS) && !surface_check_block_align(src_surface, src_rect))
1622 WARN("Source rectangle not block-aligned.\n");
1623 return WINED3DERR_INVALIDCALL;
1626 SetRect(&dst_rect, dst_point->x, dst_point->y, dst_point->x + update_w, dst_point->y + update_h);
1627 if ((dst_fmt_flags & WINED3DFMT_FLAG_BLOCKS) && !surface_check_block_align(dst_surface, &dst_rect))
1629 WARN("Destination rectangle not block-aligned.\n");
1630 return WINED3DERR_INVALIDCALL;
1633 /* Use wined3d_surface_blt() instead of uploading directly if we need conversion. */
1634 if (dst_format->convert || wined3d_format_get_color_key_conversion(dst_surface->container, FALSE))
1635 return wined3d_surface_blt(dst_surface, &dst_rect, src_surface, src_rect, 0, NULL, WINED3D_TEXF_POINT);
1637 context = context_acquire(dst_surface->resource.device, NULL);
1638 gl_info = context->gl_info;
1640 /* Only load the surface for partial updates. For newly allocated texture
1641 * the texture wouldn't be the current location, and we'd upload zeroes
1642 * just to overwrite them again. */
1643 if (update_w == dst_w && update_h == dst_h)
1644 wined3d_texture_prepare_texture(dst_surface->container, context, FALSE);
1645 else
1646 surface_load_location(dst_surface, WINED3D_LOCATION_TEXTURE_RGB);
1647 wined3d_texture_bind_and_dirtify(dst_surface->container, context, FALSE);
1649 surface_get_memory(src_surface, &data, src_surface->locations);
1650 src_pitch = wined3d_surface_get_pitch(src_surface);
1652 wined3d_surface_upload_data(dst_surface, gl_info, src_format, src_rect,
1653 src_pitch, dst_point, FALSE, wined3d_const_bo_address(&data));
1655 context_release(context);
1657 surface_validate_location(dst_surface, WINED3D_LOCATION_TEXTURE_RGB);
1658 surface_invalidate_location(dst_surface, ~WINED3D_LOCATION_TEXTURE_RGB);
1660 return WINED3D_OK;
1663 /* In D3D the depth stencil dimensions have to be greater than or equal to the
1664 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
1665 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
1666 /* Context activation is done by the caller. */
1667 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface, const struct wined3d_surface *rt)
1669 const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
1670 struct wined3d_renderbuffer_entry *entry;
1671 GLuint renderbuffer = 0;
1672 unsigned int src_width, src_height;
1673 unsigned int width, height;
1675 if (rt && rt->resource.format->id != WINED3DFMT_NULL)
1677 width = rt->pow2Width;
1678 height = rt->pow2Height;
1680 else
1682 width = surface->pow2Width;
1683 height = surface->pow2Height;
1686 src_width = surface->pow2Width;
1687 src_height = surface->pow2Height;
1689 /* A depth stencil smaller than the render target is not valid */
1690 if (width > src_width || height > src_height) return;
1692 /* Remove any renderbuffer set if the sizes match */
1693 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
1694 || (width == src_width && height == src_height))
1696 surface->current_renderbuffer = NULL;
1697 return;
1700 /* Look if we've already got a renderbuffer of the correct dimensions */
1701 LIST_FOR_EACH_ENTRY(entry, &surface->renderbuffers, struct wined3d_renderbuffer_entry, entry)
1703 if (entry->width == width && entry->height == height)
1705 renderbuffer = entry->id;
1706 surface->current_renderbuffer = entry;
1707 break;
1711 if (!renderbuffer)
1713 gl_info->fbo_ops.glGenRenderbuffers(1, &renderbuffer);
1714 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
1715 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER,
1716 surface->resource.format->glInternal, width, height);
1718 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
1719 entry->width = width;
1720 entry->height = height;
1721 entry->id = renderbuffer;
1722 list_add_head(&surface->renderbuffers, &entry->entry);
1724 surface->current_renderbuffer = entry;
1727 checkGLcall("set_compatible_renderbuffer");
1730 GLenum surface_get_gl_buffer(const struct wined3d_surface *surface)
1732 const struct wined3d_swapchain *swapchain = surface->container->swapchain;
1734 TRACE("surface %p.\n", surface);
1736 if (!swapchain)
1738 ERR("Surface %p is not on a swapchain.\n", surface);
1739 return GL_NONE;
1742 if (swapchain->back_buffers && swapchain->back_buffers[0] == surface->container)
1744 if (swapchain->render_to_fbo)
1746 TRACE("Returning GL_COLOR_ATTACHMENT0\n");
1747 return GL_COLOR_ATTACHMENT0;
1749 TRACE("Returning GL_BACK\n");
1750 return GL_BACK;
1752 else if (surface->container == swapchain->front_buffer)
1754 TRACE("Returning GL_FRONT\n");
1755 return GL_FRONT;
1758 FIXME("Higher back buffer, returning GL_BACK\n");
1759 return GL_BACK;
1762 void surface_load(struct wined3d_surface *surface, BOOL srgb)
1764 DWORD location = srgb ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB;
1766 TRACE("surface %p, srgb %#x.\n", surface, srgb);
1768 if (surface->resource.pool == WINED3D_POOL_SCRATCH)
1769 ERR("Not supported on scratch surfaces.\n");
1771 if (surface->locations & location)
1773 TRACE("surface is already in texture\n");
1774 return;
1776 TRACE("Reloading because surface is dirty.\n");
1778 surface_load_location(surface, location);
1779 surface_evict_sysmem(surface);
1782 /* See also float_16_to_32() in wined3d_private.h */
1783 static inline unsigned short float_32_to_16(const float *in)
1785 int exp = 0;
1786 float tmp = fabsf(*in);
1787 unsigned int mantissa;
1788 unsigned short ret;
1790 /* Deal with special numbers */
1791 if (*in == 0.0f)
1792 return 0x0000;
1793 if (isnan(*in))
1794 return 0x7c01;
1795 if (isinf(*in))
1796 return (*in < 0.0f ? 0xfc00 : 0x7c00);
1798 if (tmp < powf(2, 10))
1802 tmp = tmp * 2.0f;
1803 exp--;
1804 } while (tmp < powf(2, 10));
1806 else if (tmp >= powf(2, 11))
1810 tmp /= 2.0f;
1811 exp++;
1812 } while (tmp >= powf(2, 11));
1815 mantissa = (unsigned int)tmp;
1816 if (tmp - mantissa >= 0.5f)
1817 ++mantissa; /* Round to nearest, away from zero. */
1819 exp += 10; /* Normalize the mantissa. */
1820 exp += 15; /* Exponent is encoded with excess 15. */
1822 if (exp > 30) /* too big */
1824 ret = 0x7c00; /* INF */
1826 else if (exp <= 0)
1828 /* exp == 0: Non-normalized mantissa. Returns 0x0000 (=0.0) for too small numbers. */
1829 while (exp <= 0)
1831 mantissa = mantissa >> 1;
1832 ++exp;
1834 ret = mantissa & 0x3ff;
1836 else
1838 ret = (exp << 10) | (mantissa & 0x3ff);
1841 ret |= ((*in < 0.0f ? 1 : 0) << 15); /* Add the sign */
1842 return ret;
1845 ULONG CDECL wined3d_surface_incref(struct wined3d_surface *surface)
1847 TRACE("surface %p, container %p.\n", surface, surface->container);
1849 return wined3d_texture_incref(surface->container);
1852 ULONG CDECL wined3d_surface_decref(struct wined3d_surface *surface)
1854 TRACE("surface %p, container %p.\n", surface, surface->container);
1856 return wined3d_texture_decref(surface->container);
1859 void CDECL wined3d_surface_preload(struct wined3d_surface *surface)
1861 TRACE("surface %p.\n", surface);
1863 if (!surface->resource.device->d3d_initialized)
1865 ERR("D3D not initialized.\n");
1866 return;
1869 wined3d_texture_preload(surface->container);
1872 void * CDECL wined3d_surface_get_parent(const struct wined3d_surface *surface)
1874 TRACE("surface %p.\n", surface);
1876 return surface->resource.parent;
1879 struct wined3d_resource * CDECL wined3d_surface_get_resource(struct wined3d_surface *surface)
1881 TRACE("surface %p.\n", surface);
1883 return &surface->resource;
1886 HRESULT CDECL wined3d_surface_get_blt_status(const struct wined3d_surface *surface, DWORD flags)
1888 TRACE("surface %p, flags %#x.\n", surface, flags);
1890 switch (flags)
1892 case WINEDDGBS_CANBLT:
1893 case WINEDDGBS_ISBLTDONE:
1894 return WINED3D_OK;
1896 default:
1897 return WINED3DERR_INVALIDCALL;
1901 HRESULT CDECL wined3d_surface_get_flip_status(const struct wined3d_surface *surface, DWORD flags)
1903 TRACE("surface %p, flags %#x.\n", surface, flags);
1905 /* XXX: DDERR_INVALIDSURFACETYPE */
1907 switch (flags)
1909 case WINEDDGFS_CANFLIP:
1910 case WINEDDGFS_ISFLIPDONE:
1911 return WINED3D_OK;
1913 default:
1914 return WINED3DERR_INVALIDCALL;
1918 HRESULT CDECL wined3d_surface_is_lost(const struct wined3d_surface *surface)
1920 TRACE("surface %p.\n", surface);
1922 /* D3D8 and 9 loose full devices, ddraw only surfaces. */
1923 return surface->flags & SFLAG_LOST ? WINED3DERR_DEVICELOST : WINED3D_OK;
1926 HRESULT CDECL wined3d_surface_restore(struct wined3d_surface *surface)
1928 TRACE("surface %p.\n", surface);
1930 surface->flags &= ~SFLAG_LOST;
1931 return WINED3D_OK;
1934 DWORD CDECL wined3d_surface_get_pitch(const struct wined3d_surface *surface)
1936 unsigned int alignment;
1937 DWORD pitch;
1939 TRACE("surface %p.\n", surface);
1941 if (surface->pitch)
1942 return surface->pitch;
1944 alignment = surface->resource.device->surface_alignment;
1945 pitch = wined3d_format_calculate_pitch(surface->resource.format, surface->resource.width);
1946 pitch = (pitch + alignment - 1) & ~(alignment - 1);
1948 TRACE("Returning %u.\n", pitch);
1950 return pitch;
1953 HRESULT CDECL wined3d_surface_set_overlay_position(struct wined3d_surface *surface, LONG x, LONG y)
1955 LONG w, h;
1957 TRACE("surface %p, x %d, y %d.\n", surface, x, y);
1959 if (!(surface->resource.usage & WINED3DUSAGE_OVERLAY))
1961 WARN("Not an overlay surface.\n");
1962 return WINEDDERR_NOTAOVERLAYSURFACE;
1965 w = surface->overlay_destrect.right - surface->overlay_destrect.left;
1966 h = surface->overlay_destrect.bottom - surface->overlay_destrect.top;
1967 surface->overlay_destrect.left = x;
1968 surface->overlay_destrect.top = y;
1969 surface->overlay_destrect.right = x + w;
1970 surface->overlay_destrect.bottom = y + h;
1972 return WINED3D_OK;
1975 HRESULT CDECL wined3d_surface_get_overlay_position(const struct wined3d_surface *surface, LONG *x, LONG *y)
1977 TRACE("surface %p, x %p, y %p.\n", surface, x, y);
1979 if (!(surface->resource.usage & WINED3DUSAGE_OVERLAY))
1981 TRACE("Not an overlay surface.\n");
1982 return WINEDDERR_NOTAOVERLAYSURFACE;
1985 if (!surface->overlay_dest)
1987 TRACE("Overlay not visible.\n");
1988 *x = 0;
1989 *y = 0;
1990 return WINEDDERR_OVERLAYNOTVISIBLE;
1993 *x = surface->overlay_destrect.left;
1994 *y = surface->overlay_destrect.top;
1996 TRACE("Returning position %d, %d.\n", *x, *y);
1998 return WINED3D_OK;
2001 HRESULT CDECL wined3d_surface_update_overlay_z_order(struct wined3d_surface *surface,
2002 DWORD flags, struct wined3d_surface *ref)
2004 FIXME("surface %p, flags %#x, ref %p stub!\n", surface, flags, ref);
2006 if (!(surface->resource.usage & WINED3DUSAGE_OVERLAY))
2008 TRACE("Not an overlay surface.\n");
2009 return WINEDDERR_NOTAOVERLAYSURFACE;
2012 return WINED3D_OK;
2015 HRESULT CDECL wined3d_surface_update_overlay(struct wined3d_surface *surface, const RECT *src_rect,
2016 struct wined3d_surface *dst_surface, const RECT *dst_rect, DWORD flags, const WINEDDOVERLAYFX *fx)
2018 TRACE("surface %p, src_rect %s, dst_surface %p, dst_rect %s, flags %#x, fx %p.\n",
2019 surface, wine_dbgstr_rect(src_rect), dst_surface, wine_dbgstr_rect(dst_rect), flags, fx);
2021 if (!(surface->resource.usage & WINED3DUSAGE_OVERLAY))
2023 WARN("Not an overlay surface.\n");
2024 return WINEDDERR_NOTAOVERLAYSURFACE;
2026 else if (!dst_surface)
2028 WARN("Dest surface is NULL.\n");
2029 return WINED3DERR_INVALIDCALL;
2032 surface_get_rect(surface, src_rect, &surface->overlay_srcrect);
2033 surface_get_rect(dst_surface, dst_rect, &surface->overlay_destrect);
2035 if (surface->overlay_dest && (surface->overlay_dest != dst_surface || flags & WINEDDOVER_HIDE))
2037 surface->overlay_dest = NULL;
2038 list_remove(&surface->overlay_entry);
2041 if (flags & WINEDDOVER_SHOW)
2043 if (surface->overlay_dest != dst_surface)
2045 surface->overlay_dest = dst_surface;
2046 list_add_tail(&dst_surface->overlays, &surface->overlay_entry);
2049 else if (flags & WINEDDOVER_HIDE)
2051 /* tests show that the rectangles are erased on hide */
2052 surface->overlay_srcrect.left = 0; surface->overlay_srcrect.top = 0;
2053 surface->overlay_srcrect.right = 0; surface->overlay_srcrect.bottom = 0;
2054 surface->overlay_destrect.left = 0; surface->overlay_destrect.top = 0;
2055 surface->overlay_destrect.right = 0; surface->overlay_destrect.bottom = 0;
2056 surface->overlay_dest = NULL;
2059 return WINED3D_OK;
2062 HRESULT wined3d_surface_update_desc(struct wined3d_surface *surface,
2063 const struct wined3d_gl_info *gl_info, void *mem, unsigned int pitch)
2065 struct wined3d_resource *texture_resource = &surface->container->resource;
2066 unsigned int width, height;
2067 BOOL create_dib = FALSE;
2068 DWORD valid_location = 0;
2069 HRESULT hr;
2071 if (surface->flags & SFLAG_DIBSECTION)
2073 DeleteDC(surface->hDC);
2074 DeleteObject(surface->dib.DIBsection);
2075 surface->dib.bitmap_data = NULL;
2076 surface->flags &= ~SFLAG_DIBSECTION;
2077 create_dib = TRUE;
2080 surface->locations = 0;
2081 wined3d_resource_free_sysmem(&surface->resource);
2083 width = texture_resource->width;
2084 height = texture_resource->height;
2085 surface->resource.width = width;
2086 surface->resource.height = height;
2087 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[ARB_TEXTURE_RECTANGLE]
2088 || gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
2090 surface->pow2Width = width;
2091 surface->pow2Height = height;
2093 else
2095 surface->pow2Width = surface->pow2Height = 1;
2096 while (surface->pow2Width < width)
2097 surface->pow2Width <<= 1;
2098 while (surface->pow2Height < height)
2099 surface->pow2Height <<= 1;
2102 if (surface->pow2Width != width || surface->pow2Height != height)
2103 surface->flags |= SFLAG_NONPOW2;
2104 else
2105 surface->flags &= ~SFLAG_NONPOW2;
2107 if ((surface->user_memory = mem))
2109 surface->resource.map_binding = WINED3D_LOCATION_USER_MEMORY;
2110 valid_location = WINED3D_LOCATION_USER_MEMORY;
2112 surface->pitch = pitch;
2113 surface->resource.format = texture_resource->format;
2114 surface->resource.multisample_type = texture_resource->multisample_type;
2115 surface->resource.multisample_quality = texture_resource->multisample_quality;
2116 if (surface->pitch)
2118 surface->resource.size = height * surface->pitch;
2120 else
2122 /* User memory surfaces don't have the regular surface alignment. */
2123 surface->resource.size = wined3d_format_calculate_size(texture_resource->format,
2124 1, width, height, 1);
2125 surface->pitch = wined3d_format_calculate_pitch(texture_resource->format, width);
2128 /* The format might be changed to a format that needs conversion.
2129 * If the surface didn't use PBOs previously but could now, don't
2130 * change it - whatever made us not use PBOs might come back, e.g.
2131 * color keys. */
2132 if (surface->resource.map_binding == WINED3D_LOCATION_BUFFER && !surface_use_pbo(surface))
2133 surface->resource.map_binding = create_dib ? WINED3D_LOCATION_DIB : WINED3D_LOCATION_SYSMEM;
2135 if (create_dib)
2137 if (FAILED(hr = surface_create_dib_section(surface)))
2139 ERR("Failed to create dib section, hr %#x.\n", hr);
2140 return hr;
2142 if (!valid_location)
2143 valid_location = WINED3D_LOCATION_DIB;
2146 if (!valid_location)
2148 surface_prepare_system_memory(surface);
2149 valid_location = WINED3D_LOCATION_SYSMEM;
2152 surface_validate_location(surface, valid_location);
2154 return WINED3D_OK;
2157 static void convert_r32_float_r16_float(const BYTE *src, BYTE *dst,
2158 DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
2160 unsigned short *dst_s;
2161 const float *src_f;
2162 unsigned int x, y;
2164 TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
2166 for (y = 0; y < h; ++y)
2168 src_f = (const float *)(src + y * pitch_in);
2169 dst_s = (unsigned short *) (dst + y * pitch_out);
2170 for (x = 0; x < w; ++x)
2172 dst_s[x] = float_32_to_16(src_f + x);
2177 static void convert_r5g6b5_x8r8g8b8(const BYTE *src, BYTE *dst,
2178 DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
2180 static const unsigned char convert_5to8[] =
2182 0x00, 0x08, 0x10, 0x19, 0x21, 0x29, 0x31, 0x3a,
2183 0x42, 0x4a, 0x52, 0x5a, 0x63, 0x6b, 0x73, 0x7b,
2184 0x84, 0x8c, 0x94, 0x9c, 0xa5, 0xad, 0xb5, 0xbd,
2185 0xc5, 0xce, 0xd6, 0xde, 0xe6, 0xef, 0xf7, 0xff,
2187 static const unsigned char convert_6to8[] =
2189 0x00, 0x04, 0x08, 0x0c, 0x10, 0x14, 0x18, 0x1c,
2190 0x20, 0x24, 0x28, 0x2d, 0x31, 0x35, 0x39, 0x3d,
2191 0x41, 0x45, 0x49, 0x4d, 0x51, 0x55, 0x59, 0x5d,
2192 0x61, 0x65, 0x69, 0x6d, 0x71, 0x75, 0x79, 0x7d,
2193 0x82, 0x86, 0x8a, 0x8e, 0x92, 0x96, 0x9a, 0x9e,
2194 0xa2, 0xa6, 0xaa, 0xae, 0xb2, 0xb6, 0xba, 0xbe,
2195 0xc2, 0xc6, 0xca, 0xce, 0xd2, 0xd7, 0xdb, 0xdf,
2196 0xe3, 0xe7, 0xeb, 0xef, 0xf3, 0xf7, 0xfb, 0xff,
2198 unsigned int x, y;
2200 TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
2202 for (y = 0; y < h; ++y)
2204 const WORD *src_line = (const WORD *)(src + y * pitch_in);
2205 DWORD *dst_line = (DWORD *)(dst + y * pitch_out);
2206 for (x = 0; x < w; ++x)
2208 WORD pixel = src_line[x];
2209 dst_line[x] = 0xff000000
2210 | convert_5to8[(pixel & 0xf800) >> 11] << 16
2211 | convert_6to8[(pixel & 0x07e0) >> 5] << 8
2212 | convert_5to8[(pixel & 0x001f)];
2217 /* We use this for both B8G8R8A8 -> B8G8R8X8 and B8G8R8X8 -> B8G8R8A8, since
2218 * in both cases we're just setting the X / Alpha channel to 0xff. */
2219 static void convert_a8r8g8b8_x8r8g8b8(const BYTE *src, BYTE *dst,
2220 DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
2222 unsigned int x, y;
2224 TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
2226 for (y = 0; y < h; ++y)
2228 const DWORD *src_line = (const DWORD *)(src + y * pitch_in);
2229 DWORD *dst_line = (DWORD *)(dst + y * pitch_out);
2231 for (x = 0; x < w; ++x)
2233 dst_line[x] = 0xff000000 | (src_line[x] & 0xffffff);
2238 static inline BYTE cliptobyte(int x)
2240 return (BYTE)((x < 0) ? 0 : ((x > 255) ? 255 : x));
2243 static void convert_yuy2_x8r8g8b8(const BYTE *src, BYTE *dst,
2244 DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
2246 int c2, d, e, r2 = 0, g2 = 0, b2 = 0;
2247 unsigned int x, y;
2249 TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
2251 for (y = 0; y < h; ++y)
2253 const BYTE *src_line = src + y * pitch_in;
2254 DWORD *dst_line = (DWORD *)(dst + y * pitch_out);
2255 for (x = 0; x < w; ++x)
2257 /* YUV to RGB conversion formulas from http://en.wikipedia.org/wiki/YUV:
2258 * C = Y - 16; D = U - 128; E = V - 128;
2259 * R = cliptobyte((298 * C + 409 * E + 128) >> 8);
2260 * G = cliptobyte((298 * C - 100 * D - 208 * E + 128) >> 8);
2261 * B = cliptobyte((298 * C + 516 * D + 128) >> 8);
2262 * Two adjacent YUY2 pixels are stored as four bytes: Y0 U Y1 V .
2263 * U and V are shared between the pixels. */
2264 if (!(x & 1)) /* For every even pixel, read new U and V. */
2266 d = (int) src_line[1] - 128;
2267 e = (int) src_line[3] - 128;
2268 r2 = 409 * e + 128;
2269 g2 = - 100 * d - 208 * e + 128;
2270 b2 = 516 * d + 128;
2272 c2 = 298 * ((int) src_line[0] - 16);
2273 dst_line[x] = 0xff000000
2274 | cliptobyte((c2 + r2) >> 8) << 16 /* red */
2275 | cliptobyte((c2 + g2) >> 8) << 8 /* green */
2276 | cliptobyte((c2 + b2) >> 8); /* blue */
2277 /* Scale RGB values to 0..255 range,
2278 * then clip them if still not in range (may be negative),
2279 * then shift them within DWORD if necessary. */
2280 src_line += 2;
2285 static void convert_yuy2_r5g6b5(const BYTE *src, BYTE *dst,
2286 DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
2288 unsigned int x, y;
2289 int c2, d, e, r2 = 0, g2 = 0, b2 = 0;
2291 TRACE("Converting %ux%u pixels, pitches %u %u\n", w, h, pitch_in, pitch_out);
2293 for (y = 0; y < h; ++y)
2295 const BYTE *src_line = src + y * pitch_in;
2296 WORD *dst_line = (WORD *)(dst + y * pitch_out);
2297 for (x = 0; x < w; ++x)
2299 /* YUV to RGB conversion formulas from http://en.wikipedia.org/wiki/YUV:
2300 * C = Y - 16; D = U - 128; E = V - 128;
2301 * R = cliptobyte((298 * C + 409 * E + 128) >> 8);
2302 * G = cliptobyte((298 * C - 100 * D - 208 * E + 128) >> 8);
2303 * B = cliptobyte((298 * C + 516 * D + 128) >> 8);
2304 * Two adjacent YUY2 pixels are stored as four bytes: Y0 U Y1 V .
2305 * U and V are shared between the pixels. */
2306 if (!(x & 1)) /* For every even pixel, read new U and V. */
2308 d = (int) src_line[1] - 128;
2309 e = (int) src_line[3] - 128;
2310 r2 = 409 * e + 128;
2311 g2 = - 100 * d - 208 * e + 128;
2312 b2 = 516 * d + 128;
2314 c2 = 298 * ((int) src_line[0] - 16);
2315 dst_line[x] = (cliptobyte((c2 + r2) >> 8) >> 3) << 11 /* red */
2316 | (cliptobyte((c2 + g2) >> 8) >> 2) << 5 /* green */
2317 | (cliptobyte((c2 + b2) >> 8) >> 3); /* blue */
2318 /* Scale RGB values to 0..255 range,
2319 * then clip them if still not in range (may be negative),
2320 * then shift them within DWORD if necessary. */
2321 src_line += 2;
2326 struct d3dfmt_converter_desc
2328 enum wined3d_format_id from, to;
2329 void (*convert)(const BYTE *src, BYTE *dst, DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h);
2332 static const struct d3dfmt_converter_desc converters[] =
2334 {WINED3DFMT_R32_FLOAT, WINED3DFMT_R16_FLOAT, convert_r32_float_r16_float},
2335 {WINED3DFMT_B5G6R5_UNORM, WINED3DFMT_B8G8R8X8_UNORM, convert_r5g6b5_x8r8g8b8},
2336 {WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_B8G8R8X8_UNORM, convert_a8r8g8b8_x8r8g8b8},
2337 {WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_B8G8R8A8_UNORM, convert_a8r8g8b8_x8r8g8b8},
2338 {WINED3DFMT_YUY2, WINED3DFMT_B8G8R8X8_UNORM, convert_yuy2_x8r8g8b8},
2339 {WINED3DFMT_YUY2, WINED3DFMT_B5G6R5_UNORM, convert_yuy2_r5g6b5},
2342 static inline const struct d3dfmt_converter_desc *find_converter(enum wined3d_format_id from,
2343 enum wined3d_format_id to)
2345 unsigned int i;
2347 for (i = 0; i < (sizeof(converters) / sizeof(*converters)); ++i)
2349 if (converters[i].from == from && converters[i].to == to)
2350 return &converters[i];
2353 return NULL;
2356 static struct wined3d_texture *surface_convert_format(struct wined3d_surface *source, enum wined3d_format_id to_fmt)
2358 struct wined3d_map_desc src_map, dst_map;
2359 const struct d3dfmt_converter_desc *conv;
2360 struct wined3d_texture *ret = NULL;
2361 struct wined3d_resource_desc desc;
2362 struct wined3d_surface *dst;
2364 conv = find_converter(source->resource.format->id, to_fmt);
2365 if (!conv)
2367 FIXME("Cannot find a conversion function from format %s to %s.\n",
2368 debug_d3dformat(source->resource.format->id), debug_d3dformat(to_fmt));
2369 return NULL;
2372 /* FIXME: Multisampled conversion? */
2373 wined3d_resource_get_desc(&source->resource, &desc);
2374 desc.resource_type = WINED3D_RTYPE_TEXTURE;
2375 desc.format = to_fmt;
2376 desc.usage = 0;
2377 desc.pool = WINED3D_POOL_SCRATCH;
2378 if (FAILED(wined3d_texture_create(source->resource.device, &desc, 1,
2379 WINED3D_SURFACE_MAPPABLE | WINED3D_SURFACE_DISCARD, NULL, NULL, &wined3d_null_parent_ops, &ret)))
2381 ERR("Failed to create a destination surface for conversion.\n");
2382 return NULL;
2384 dst = surface_from_resource(wined3d_texture_get_sub_resource(ret, 0));
2386 memset(&src_map, 0, sizeof(src_map));
2387 memset(&dst_map, 0, sizeof(dst_map));
2389 if (FAILED(wined3d_surface_map(source, &src_map, NULL, WINED3D_MAP_READONLY)))
2391 ERR("Failed to lock the source surface.\n");
2392 wined3d_texture_decref(ret);
2393 return NULL;
2395 if (FAILED(wined3d_surface_map(dst, &dst_map, NULL, 0)))
2397 ERR("Failed to lock the destination surface.\n");
2398 wined3d_surface_unmap(source);
2399 wined3d_texture_decref(ret);
2400 return NULL;
2403 conv->convert(src_map.data, dst_map.data, src_map.row_pitch, dst_map.row_pitch,
2404 source->resource.width, source->resource.height);
2406 wined3d_surface_unmap(dst);
2407 wined3d_surface_unmap(source);
2409 return ret;
2412 static HRESULT _Blt_ColorFill(BYTE *buf, unsigned int width, unsigned int height,
2413 unsigned int bpp, UINT pitch, DWORD color)
2415 BYTE *first;
2416 unsigned int x, y;
2418 /* Do first row */
2420 #define COLORFILL_ROW(type) \
2421 do { \
2422 type *d = (type *)buf; \
2423 for (x = 0; x < width; ++x) \
2424 d[x] = (type)color; \
2425 } while(0)
2427 switch (bpp)
2429 case 1:
2430 COLORFILL_ROW(BYTE);
2431 break;
2433 case 2:
2434 COLORFILL_ROW(WORD);
2435 break;
2437 case 3:
2439 BYTE *d = buf;
2440 for (x = 0; x < width; ++x, d += 3)
2442 d[0] = (color ) & 0xff;
2443 d[1] = (color >> 8) & 0xff;
2444 d[2] = (color >> 16) & 0xff;
2446 break;
2448 case 4:
2449 COLORFILL_ROW(DWORD);
2450 break;
2452 default:
2453 FIXME("Color fill not implemented for bpp %u!\n", bpp * 8);
2454 return WINED3DERR_NOTAVAILABLE;
2457 #undef COLORFILL_ROW
2459 /* Now copy first row. */
2460 first = buf;
2461 for (y = 1; y < height; ++y)
2463 buf += pitch;
2464 memcpy(buf, first, width * bpp);
2467 return WINED3D_OK;
2470 struct wined3d_surface * CDECL wined3d_surface_from_resource(struct wined3d_resource *resource)
2472 return surface_from_resource(resource);
2475 HRESULT CDECL wined3d_surface_unmap(struct wined3d_surface *surface)
2477 TRACE("surface %p.\n", surface);
2479 if (!surface->resource.map_count)
2481 WARN("Trying to unmap unmapped surface.\n");
2482 return WINEDDERR_NOTLOCKED;
2484 --surface->resource.map_count;
2486 surface->surface_ops->surface_unmap(surface);
2488 return WINED3D_OK;
2491 HRESULT CDECL wined3d_surface_map(struct wined3d_surface *surface,
2492 struct wined3d_map_desc *map_desc, const RECT *rect, DWORD flags)
2494 const struct wined3d_format *format = surface->resource.format;
2495 unsigned int fmt_flags = surface->container->resource.format_flags;
2496 struct wined3d_device *device = surface->resource.device;
2497 struct wined3d_context *context;
2498 const struct wined3d_gl_info *gl_info;
2499 BYTE *base_memory;
2501 TRACE("surface %p, map_desc %p, rect %s, flags %#x.\n",
2502 surface, map_desc, wine_dbgstr_rect(rect), flags);
2504 if (surface->resource.map_count)
2506 WARN("Surface is already mapped.\n");
2507 return WINED3DERR_INVALIDCALL;
2510 if ((fmt_flags & WINED3DFMT_FLAG_BLOCKS) && rect
2511 && !surface_check_block_align(surface, rect))
2513 WARN("Map rect %s is misaligned for %ux%u blocks.\n",
2514 wine_dbgstr_rect(rect), format->block_width, format->block_height);
2516 if (surface->resource.pool == WINED3D_POOL_DEFAULT)
2517 return WINED3DERR_INVALIDCALL;
2520 ++surface->resource.map_count;
2522 if (!(surface->resource.access_flags & WINED3D_RESOURCE_ACCESS_CPU))
2523 WARN("Trying to lock unlockable surface.\n");
2525 /* Performance optimization: Count how often a surface is mapped, if it is
2526 * mapped regularly do not throw away the system memory copy. This avoids
2527 * the need to download the surface from OpenGL all the time. The surface
2528 * is still downloaded if the OpenGL texture is changed. Note that this
2529 * only really makes sense for managed textures.*/
2530 if (!(surface->container->flags & WINED3D_TEXTURE_DYNAMIC_MAP)
2531 && surface->resource.map_binding == WINED3D_LOCATION_SYSMEM)
2533 if (++surface->lockCount > MAXLOCKCOUNT)
2535 TRACE("Surface is mapped regularly, not freeing the system memory copy any more.\n");
2536 surface->container->flags |= WINED3D_TEXTURE_DYNAMIC_MAP;
2540 surface_prepare_map_memory(surface);
2541 if (flags & WINED3D_MAP_DISCARD)
2543 TRACE("WINED3D_MAP_DISCARD flag passed, marking %s as up to date.\n",
2544 wined3d_debug_location(surface->resource.map_binding));
2545 surface_validate_location(surface, surface->resource.map_binding);
2547 else
2549 if (surface->resource.usage & WINED3DUSAGE_DYNAMIC)
2550 WARN_(d3d_perf)("Mapping a dynamic surface without WINED3D_MAP_DISCARD.\n");
2552 surface_load_location(surface, surface->resource.map_binding);
2555 if (!(flags & (WINED3D_MAP_NO_DIRTY_UPDATE | WINED3D_MAP_READONLY)))
2556 surface_invalidate_location(surface, ~surface->resource.map_binding);
2558 switch (surface->resource.map_binding)
2560 case WINED3D_LOCATION_SYSMEM:
2561 base_memory = surface->resource.heap_memory;
2562 break;
2564 case WINED3D_LOCATION_USER_MEMORY:
2565 base_memory = surface->user_memory;
2566 break;
2568 case WINED3D_LOCATION_DIB:
2569 base_memory = surface->dib.bitmap_data;
2570 break;
2572 case WINED3D_LOCATION_BUFFER:
2573 context = context_acquire(device, NULL);
2574 gl_info = context->gl_info;
2576 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, surface->pbo));
2577 base_memory = GL_EXTCALL(glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_READ_WRITE));
2578 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
2579 checkGLcall("map PBO");
2581 context_release(context);
2582 break;
2584 default:
2585 ERR("Unexpected map binding %s.\n", wined3d_debug_location(surface->resource.map_binding));
2586 base_memory = NULL;
2589 if (fmt_flags & WINED3DFMT_FLAG_BROKEN_PITCH)
2590 map_desc->row_pitch = surface->resource.width * format->byte_count;
2591 else
2592 map_desc->row_pitch = wined3d_surface_get_pitch(surface);
2593 map_desc->slice_pitch = 0;
2595 if (!rect)
2597 map_desc->data = base_memory;
2598 surface->lockedRect.left = 0;
2599 surface->lockedRect.top = 0;
2600 surface->lockedRect.right = surface->resource.width;
2601 surface->lockedRect.bottom = surface->resource.height;
2603 else
2605 if ((fmt_flags & (WINED3DFMT_FLAG_BLOCKS | WINED3DFMT_FLAG_BROKEN_PITCH)) == WINED3DFMT_FLAG_BLOCKS)
2607 /* Compressed textures are block based, so calculate the offset of
2608 * the block that contains the top-left pixel of the locked rectangle. */
2609 map_desc->data = base_memory
2610 + ((rect->top / format->block_height) * map_desc->row_pitch)
2611 + ((rect->left / format->block_width) * format->block_byte_count);
2613 else
2615 map_desc->data = base_memory
2616 + (map_desc->row_pitch * rect->top)
2617 + (rect->left * format->byte_count);
2619 surface->lockedRect.left = rect->left;
2620 surface->lockedRect.top = rect->top;
2621 surface->lockedRect.right = rect->right;
2622 surface->lockedRect.bottom = rect->bottom;
2625 TRACE("Locked rect %s.\n", wine_dbgstr_rect(&surface->lockedRect));
2626 TRACE("Returning memory %p, pitch %u.\n", map_desc->data, map_desc->row_pitch);
2628 return WINED3D_OK;
2631 HRESULT CDECL wined3d_surface_getdc(struct wined3d_surface *surface, HDC *dc)
2633 HRESULT hr;
2635 TRACE("surface %p, dc %p.\n", surface, dc);
2637 /* Give more detailed info for ddraw. */
2638 if (surface->flags & SFLAG_DCINUSE)
2639 return WINEDDERR_DCALREADYCREATED;
2641 /* Can't GetDC if the surface is locked. */
2642 if (surface->resource.map_count)
2643 return WINED3DERR_INVALIDCALL;
2645 /* Create a DIB section if there isn't a dc yet. */
2646 if (!surface->hDC)
2648 if (surface->flags & SFLAG_CLIENT)
2650 surface_load_location(surface, WINED3D_LOCATION_SYSMEM);
2651 surface_release_client_storage(surface);
2653 hr = surface_create_dib_section(surface);
2654 if (FAILED(hr))
2655 return WINED3DERR_INVALIDCALL;
2656 if (!(surface->resource.map_binding == WINED3D_LOCATION_USER_MEMORY
2657 || surface->container->flags & WINED3D_TEXTURE_PIN_SYSMEM
2658 || surface->pbo))
2659 surface->resource.map_binding = WINED3D_LOCATION_DIB;
2662 surface_load_location(surface, WINED3D_LOCATION_DIB);
2663 surface_invalidate_location(surface, ~WINED3D_LOCATION_DIB);
2665 surface->flags |= SFLAG_DCINUSE;
2666 surface->resource.map_count++;
2668 *dc = surface->hDC;
2669 TRACE("Returning dc %p.\n", *dc);
2671 return WINED3D_OK;
2674 HRESULT CDECL wined3d_surface_releasedc(struct wined3d_surface *surface, HDC dc)
2676 TRACE("surface %p, dc %p.\n", surface, dc);
2678 if (!(surface->flags & SFLAG_DCINUSE))
2679 return WINEDDERR_NODC;
2681 if (surface->hDC != dc)
2683 WARN("Application tries to release invalid DC %p, surface DC is %p.\n",
2684 dc, surface->hDC);
2685 return WINEDDERR_NODC;
2688 surface->resource.map_count--;
2689 surface->flags &= ~SFLAG_DCINUSE;
2691 if (surface->resource.map_binding == WINED3D_LOCATION_USER_MEMORY
2692 || (surface->container->flags & WINED3D_TEXTURE_PIN_SYSMEM
2693 && surface->resource.map_binding != WINED3D_LOCATION_DIB))
2695 /* The game Salammbo modifies the surface contents without mapping the surface between
2696 * a GetDC/ReleaseDC operation and flipping the surface. If the DIB remains the active
2697 * copy and is copied to the screen, this update, which draws the mouse pointer, is lost.
2698 * Do not only copy the DIB to the map location, but also make sure the map location is
2699 * copied back to the DIB in the next getdc call.
2701 * The same consideration applies to user memory surfaces. */
2702 surface_load_location(surface, surface->resource.map_binding);
2703 surface_invalidate_location(surface, WINED3D_LOCATION_DIB);
2706 return WINED3D_OK;
2709 static void read_from_framebuffer(struct wined3d_surface *surface, DWORD dst_location)
2711 struct wined3d_device *device = surface->resource.device;
2712 const struct wined3d_gl_info *gl_info;
2713 struct wined3d_context *context;
2714 BYTE *mem;
2715 BYTE *row, *top, *bottom;
2716 int i;
2717 BOOL srcIsUpsideDown;
2718 struct wined3d_bo_address data;
2720 surface_get_memory(surface, &data, dst_location);
2722 context = context_acquire(device, surface);
2723 context_apply_blit_state(context, device);
2724 gl_info = context->gl_info;
2726 /* Select the correct read buffer, and give some debug output.
2727 * There is no need to keep track of the current read buffer or reset it, every part of the code
2728 * that reads sets the read buffer as desired.
2730 if (wined3d_resource_is_offscreen(&surface->container->resource))
2732 /* Mapping the primary render target which is not on a swapchain.
2733 * Read from the back buffer. */
2734 TRACE("Mapping offscreen render target.\n");
2735 gl_info->gl_ops.gl.p_glReadBuffer(device->offscreenBuffer);
2736 srcIsUpsideDown = TRUE;
2738 else
2740 /* Onscreen surfaces are always part of a swapchain */
2741 GLenum buffer = surface_get_gl_buffer(surface);
2742 TRACE("Mapping %#x buffer.\n", buffer);
2743 gl_info->gl_ops.gl.p_glReadBuffer(buffer);
2744 checkGLcall("glReadBuffer");
2745 srcIsUpsideDown = FALSE;
2748 if (data.buffer_object)
2750 GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, data.buffer_object));
2751 checkGLcall("glBindBuffer");
2754 /* Setup pixel store pack state -- to glReadPixels into the correct place */
2755 gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ROW_LENGTH,
2756 wined3d_surface_get_pitch(surface) / surface->resource.format->byte_count);
2757 checkGLcall("glPixelStorei");
2759 gl_info->gl_ops.gl.p_glReadPixels(0, 0,
2760 surface->resource.width, surface->resource.height,
2761 surface->resource.format->glFormat,
2762 surface->resource.format->glType, data.addr);
2763 checkGLcall("glReadPixels");
2765 /* Reset previous pixel store pack state */
2766 gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ROW_LENGTH, 0);
2767 checkGLcall("glPixelStorei");
2769 if (!srcIsUpsideDown)
2771 /* glReadPixels returns the image upside down, and there is no way to prevent this.
2772 * Flip the lines in software. */
2773 UINT pitch = wined3d_surface_get_pitch(surface);
2775 if (!(row = HeapAlloc(GetProcessHeap(), 0, pitch)))
2776 goto error;
2778 if (data.buffer_object)
2780 mem = GL_EXTCALL(glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_WRITE));
2781 checkGLcall("glMapBuffer");
2783 else
2784 mem = data.addr;
2786 top = mem;
2787 bottom = mem + pitch * (surface->resource.height - 1);
2788 for (i = 0; i < surface->resource.height / 2; i++)
2790 memcpy(row, top, pitch);
2791 memcpy(top, bottom, pitch);
2792 memcpy(bottom, row, pitch);
2793 top += pitch;
2794 bottom -= pitch;
2796 HeapFree(GetProcessHeap(), 0, row);
2798 if (data.buffer_object)
2799 GL_EXTCALL(glUnmapBuffer(GL_PIXEL_PACK_BUFFER));
2802 error:
2803 if (data.buffer_object)
2805 GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
2806 checkGLcall("glBindBuffer");
2809 context_release(context);
2812 /* Read the framebuffer contents into a texture. Note that this function
2813 * doesn't do any kind of flipping. Using this on an onscreen surface will
2814 * result in a flipped D3D texture. */
2815 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb)
2817 struct wined3d_device *device = surface->resource.device;
2818 const struct wined3d_gl_info *gl_info;
2819 struct wined3d_context *context;
2821 context = context_acquire(device, surface);
2822 gl_info = context->gl_info;
2823 device_invalidate_state(device, STATE_FRAMEBUFFER);
2825 wined3d_texture_prepare_texture(surface->container, context, srgb);
2826 wined3d_texture_bind_and_dirtify(surface->container, context, srgb);
2828 TRACE("Reading back offscreen render target %p.\n", surface);
2830 if (wined3d_resource_is_offscreen(&surface->container->resource))
2831 gl_info->gl_ops.gl.p_glReadBuffer(device->offscreenBuffer);
2832 else
2833 gl_info->gl_ops.gl.p_glReadBuffer(surface_get_gl_buffer(surface));
2834 checkGLcall("glReadBuffer");
2836 gl_info->gl_ops.gl.p_glCopyTexSubImage2D(surface->texture_target, surface->texture_level,
2837 0, 0, 0, 0, surface->resource.width, surface->resource.height);
2838 checkGLcall("glCopyTexSubImage2D");
2840 context_release(context);
2843 void surface_prepare_rb(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info, BOOL multisample)
2845 if (multisample)
2847 if (surface->rb_multisample)
2848 return;
2850 gl_info->fbo_ops.glGenRenderbuffers(1, &surface->rb_multisample);
2851 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, surface->rb_multisample);
2852 gl_info->fbo_ops.glRenderbufferStorageMultisample(GL_RENDERBUFFER, surface->resource.multisample_type,
2853 surface->resource.format->glInternal, surface->pow2Width, surface->pow2Height);
2854 checkGLcall("glRenderbufferStorageMultisample()");
2855 TRACE("Created multisample rb %u.\n", surface->rb_multisample);
2857 else
2859 if (surface->rb_resolved)
2860 return;
2862 gl_info->fbo_ops.glGenRenderbuffers(1, &surface->rb_resolved);
2863 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, surface->rb_resolved);
2864 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, surface->resource.format->glInternal,
2865 surface->pow2Width, surface->pow2Height);
2866 checkGLcall("glRenderbufferStorage()");
2867 TRACE("Created resolved rb %u.\n", surface->rb_resolved);
2871 void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back)
2873 if (front->container->level_count != 1 || front->container->layer_count != 1
2874 || back->container->level_count != 1 || back->container->layer_count != 1)
2875 ERR("Flip between surfaces %p and %p not supported.\n", front, back);
2877 /* Flip the surface contents */
2878 /* Flip the DC */
2880 HDC tmp;
2881 tmp = front->hDC;
2882 front->hDC = back->hDC;
2883 back->hDC = tmp;
2886 /* Flip the DIBsection */
2888 HBITMAP tmp = front->dib.DIBsection;
2889 front->dib.DIBsection = back->dib.DIBsection;
2890 back->dib.DIBsection = tmp;
2893 /* Flip the surface data */
2895 void* tmp;
2897 tmp = front->dib.bitmap_data;
2898 front->dib.bitmap_data = back->dib.bitmap_data;
2899 back->dib.bitmap_data = tmp;
2901 tmp = front->resource.heap_memory;
2902 front->resource.heap_memory = back->resource.heap_memory;
2903 back->resource.heap_memory = tmp;
2906 /* Flip the PBO */
2908 GLuint tmp_pbo = front->pbo;
2909 front->pbo = back->pbo;
2910 back->pbo = tmp_pbo;
2913 /* Flip the opengl texture */
2915 GLuint tmp;
2917 tmp = back->container->texture_rgb.name;
2918 back->container->texture_rgb.name = front->container->texture_rgb.name;
2919 front->container->texture_rgb.name = tmp;
2921 tmp = back->container->texture_srgb.name;
2922 back->container->texture_srgb.name = front->container->texture_srgb.name;
2923 front->container->texture_srgb.name = tmp;
2925 tmp = back->rb_multisample;
2926 back->rb_multisample = front->rb_multisample;
2927 front->rb_multisample = tmp;
2929 tmp = back->rb_resolved;
2930 back->rb_resolved = front->rb_resolved;
2931 front->rb_resolved = tmp;
2933 resource_unload(&back->resource);
2934 resource_unload(&front->resource);
2938 DWORD tmp_flags = back->flags;
2939 back->flags = front->flags;
2940 front->flags = tmp_flags;
2942 tmp_flags = back->locations;
2943 back->locations = front->locations;
2944 front->locations = tmp_flags;
2948 /* Does a direct frame buffer -> texture copy. Stretching is done with single
2949 * pixel copy calls. */
2950 static void fb_copy_to_texture_direct(struct wined3d_surface *dst_surface, struct wined3d_surface *src_surface,
2951 const RECT *src_rect, const RECT *dst_rect_in, enum wined3d_texture_filter_type filter)
2953 struct wined3d_device *device = dst_surface->resource.device;
2954 const struct wined3d_gl_info *gl_info;
2955 float xrel, yrel;
2956 struct wined3d_context *context;
2957 BOOL upsidedown = FALSE;
2958 RECT dst_rect = *dst_rect_in;
2960 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
2961 * glCopyTexSubImage is a bit picky about the parameters we pass to it
2963 if(dst_rect.top > dst_rect.bottom) {
2964 UINT tmp = dst_rect.bottom;
2965 dst_rect.bottom = dst_rect.top;
2966 dst_rect.top = tmp;
2967 upsidedown = TRUE;
2970 context = context_acquire(device, src_surface);
2971 gl_info = context->gl_info;
2972 context_apply_blit_state(context, device);
2973 wined3d_texture_load(dst_surface->container, context, FALSE);
2975 /* Bind the target texture */
2976 context_bind_texture(context, dst_surface->container->target, dst_surface->container->texture_rgb.name);
2977 if (wined3d_resource_is_offscreen(&src_surface->container->resource))
2979 TRACE("Reading from an offscreen target\n");
2980 upsidedown = !upsidedown;
2981 gl_info->gl_ops.gl.p_glReadBuffer(device->offscreenBuffer);
2983 else
2985 gl_info->gl_ops.gl.p_glReadBuffer(surface_get_gl_buffer(src_surface));
2987 checkGLcall("glReadBuffer");
2989 xrel = (float) (src_rect->right - src_rect->left) / (float) (dst_rect.right - dst_rect.left);
2990 yrel = (float) (src_rect->bottom - src_rect->top) / (float) (dst_rect.bottom - dst_rect.top);
2992 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
2994 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2996 if (filter != WINED3D_TEXF_NONE && filter != WINED3D_TEXF_POINT)
2997 ERR("Texture filtering not supported in direct blit.\n");
2999 else if ((filter != WINED3D_TEXF_NONE && filter != WINED3D_TEXF_POINT)
3000 && ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
3002 ERR("Texture filtering not supported in direct blit\n");
3005 if (upsidedown
3006 && !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
3007 && !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
3009 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do. */
3010 gl_info->gl_ops.gl.p_glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
3011 dst_rect.left /*xoffset */, dst_rect.top /* y offset */,
3012 src_rect->left, src_surface->resource.height - src_rect->bottom,
3013 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
3015 else
3017 LONG row;
3018 UINT yoffset = src_surface->resource.height - src_rect->top + dst_rect.top - 1;
3019 /* I have to process this row by row to swap the image,
3020 * otherwise it would be upside down, so stretching in y direction
3021 * doesn't cost extra time
3023 * However, stretching in x direction can be avoided if not necessary
3025 for(row = dst_rect.top; row < dst_rect.bottom; row++) {
3026 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
3028 /* Well, that stuff works, but it's very slow.
3029 * find a better way instead
3031 LONG col;
3033 for (col = dst_rect.left; col < dst_rect.right; ++col)
3035 gl_info->gl_ops.gl.p_glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
3036 dst_rect.left + col /* x offset */, row /* y offset */,
3037 src_rect->left + col * xrel, yoffset - (int) (row * yrel), 1, 1);
3040 else
3042 gl_info->gl_ops.gl.p_glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
3043 dst_rect.left /* x offset */, row /* y offset */,
3044 src_rect->left, yoffset - (int) (row * yrel), dst_rect.right - dst_rect.left, 1);
3048 checkGLcall("glCopyTexSubImage2D");
3050 context_release(context);
3052 /* The texture is now most up to date - If the surface is a render target
3053 * and has a drawable, this path is never entered. */
3054 surface_validate_location(dst_surface, WINED3D_LOCATION_TEXTURE_RGB);
3055 surface_invalidate_location(dst_surface, ~WINED3D_LOCATION_TEXTURE_RGB);
3058 /* Uses the hardware to stretch and flip the image */
3059 static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, struct wined3d_surface *src_surface,
3060 const RECT *src_rect, const RECT *dst_rect_in, enum wined3d_texture_filter_type filter)
3062 struct wined3d_device *device = dst_surface->resource.device;
3063 GLuint src, backup = 0;
3064 float left, right, top, bottom; /* Texture coordinates */
3065 UINT fbwidth = src_surface->resource.width;
3066 UINT fbheight = src_surface->resource.height;
3067 const struct wined3d_gl_info *gl_info;
3068 struct wined3d_context *context;
3069 GLenum drawBuffer = GL_BACK;
3070 GLenum texture_target;
3071 BOOL noBackBufferBackup;
3072 BOOL src_offscreen;
3073 BOOL upsidedown = FALSE;
3074 RECT dst_rect = *dst_rect_in;
3076 TRACE("Using hwstretch blit\n");
3077 /* Activate the Proper context for reading from the source surface, set it up for blitting */
3078 context = context_acquire(device, src_surface);
3079 gl_info = context->gl_info;
3080 context_apply_blit_state(context, device);
3081 wined3d_texture_load(dst_surface->container, context, FALSE);
3083 src_offscreen = wined3d_resource_is_offscreen(&src_surface->container->resource);
3084 noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
3085 if (!noBackBufferBackup && !src_surface->container->texture_rgb.name)
3087 /* Get it a description */
3088 wined3d_texture_load(src_surface->container, context, FALSE);
3091 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
3092 * This way we don't have to wait for the 2nd readback to finish to leave this function.
3094 if (context->aux_buffers >= 2)
3096 /* Got more than one aux buffer? Use the 2nd aux buffer */
3097 drawBuffer = GL_AUX1;
3099 else if ((!src_offscreen || device->offscreenBuffer == GL_BACK) && context->aux_buffers >= 1)
3101 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
3102 drawBuffer = GL_AUX0;
3105 if (noBackBufferBackup)
3107 gl_info->gl_ops.gl.p_glGenTextures(1, &backup);
3108 checkGLcall("glGenTextures");
3109 context_bind_texture(context, GL_TEXTURE_2D, backup);
3110 texture_target = GL_TEXTURE_2D;
3112 else
3114 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
3115 * we are reading from the back buffer, the backup can be used as source texture
3117 texture_target = src_surface->texture_target;
3118 context_bind_texture(context, texture_target, src_surface->container->texture_rgb.name);
3119 gl_info->gl_ops.gl.p_glEnable(texture_target);
3120 checkGLcall("glEnable(texture_target)");
3122 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
3123 src_surface->locations &= ~WINED3D_LOCATION_TEXTURE_RGB;
3126 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
3127 * glCopyTexSubImage is a bit picky about the parameters we pass to it
3129 if(dst_rect.top > dst_rect.bottom) {
3130 UINT tmp = dst_rect.bottom;
3131 dst_rect.bottom = dst_rect.top;
3132 dst_rect.top = tmp;
3133 upsidedown = TRUE;
3136 if (src_offscreen)
3138 TRACE("Reading from an offscreen target\n");
3139 upsidedown = !upsidedown;
3140 gl_info->gl_ops.gl.p_glReadBuffer(device->offscreenBuffer);
3142 else
3144 gl_info->gl_ops.gl.p_glReadBuffer(surface_get_gl_buffer(src_surface));
3147 /* TODO: Only back up the part that will be overwritten */
3148 gl_info->gl_ops.gl.p_glCopyTexSubImage2D(texture_target, 0, 0, 0, 0, 0, fbwidth, fbheight);
3150 checkGLcall("glCopyTexSubImage2D");
3152 /* No issue with overriding these - the sampler is dirty due to blit usage */
3153 gl_info->gl_ops.gl.p_glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(filter));
3154 checkGLcall("glTexParameteri");
3155 gl_info->gl_ops.gl.p_glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
3156 wined3d_gl_min_mip_filter(filter, WINED3D_TEXF_NONE));
3157 checkGLcall("glTexParameteri");
3159 if (!src_surface->container->swapchain
3160 || src_surface->container == src_surface->container->swapchain->back_buffers[0])
3162 src = backup ? backup : src_surface->container->texture_rgb.name;
3164 else
3166 gl_info->gl_ops.gl.p_glReadBuffer(GL_FRONT);
3167 checkGLcall("glReadBuffer(GL_FRONT)");
3169 gl_info->gl_ops.gl.p_glGenTextures(1, &src);
3170 checkGLcall("glGenTextures(1, &src)");
3171 context_bind_texture(context, GL_TEXTURE_2D, src);
3173 /* TODO: Only copy the part that will be read. Use src_rect->left, src_rect->bottom as origin, but with the width watch
3174 * out for power of 2 sizes
3176 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, src_surface->pow2Width,
3177 src_surface->pow2Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
3178 checkGLcall("glTexImage2D");
3179 gl_info->gl_ops.gl.p_glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, fbwidth, fbheight);
3181 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3182 checkGLcall("glTexParameteri");
3183 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3184 checkGLcall("glTexParameteri");
3186 gl_info->gl_ops.gl.p_glReadBuffer(GL_BACK);
3187 checkGLcall("glReadBuffer(GL_BACK)");
3189 if (texture_target != GL_TEXTURE_2D)
3191 gl_info->gl_ops.gl.p_glDisable(texture_target);
3192 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
3193 texture_target = GL_TEXTURE_2D;
3196 checkGLcall("glEnd and previous");
3198 left = src_rect->left;
3199 right = src_rect->right;
3201 if (!upsidedown)
3203 top = src_surface->resource.height - src_rect->top;
3204 bottom = src_surface->resource.height - src_rect->bottom;
3206 else
3208 top = src_surface->resource.height - src_rect->bottom;
3209 bottom = src_surface->resource.height - src_rect->top;
3212 if (src_surface->container->flags & WINED3D_TEXTURE_NORMALIZED_COORDS)
3214 left /= src_surface->pow2Width;
3215 right /= src_surface->pow2Width;
3216 top /= src_surface->pow2Height;
3217 bottom /= src_surface->pow2Height;
3220 /* draw the source texture stretched and upside down. The correct surface is bound already */
3221 gl_info->gl_ops.gl.p_glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
3222 gl_info->gl_ops.gl.p_glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
3224 context_set_draw_buffer(context, drawBuffer);
3225 gl_info->gl_ops.gl.p_glReadBuffer(drawBuffer);
3227 gl_info->gl_ops.gl.p_glBegin(GL_QUADS);
3228 /* bottom left */
3229 gl_info->gl_ops.gl.p_glTexCoord2f(left, bottom);
3230 gl_info->gl_ops.gl.p_glVertex2i(0, 0);
3232 /* top left */
3233 gl_info->gl_ops.gl.p_glTexCoord2f(left, top);
3234 gl_info->gl_ops.gl.p_glVertex2i(0, dst_rect.bottom - dst_rect.top);
3236 /* top right */
3237 gl_info->gl_ops.gl.p_glTexCoord2f(right, top);
3238 gl_info->gl_ops.gl.p_glVertex2i(dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
3240 /* bottom right */
3241 gl_info->gl_ops.gl.p_glTexCoord2f(right, bottom);
3242 gl_info->gl_ops.gl.p_glVertex2i(dst_rect.right - dst_rect.left, 0);
3243 gl_info->gl_ops.gl.p_glEnd();
3244 checkGLcall("glEnd and previous");
3246 if (texture_target != dst_surface->texture_target)
3248 gl_info->gl_ops.gl.p_glDisable(texture_target);
3249 gl_info->gl_ops.gl.p_glEnable(dst_surface->texture_target);
3250 texture_target = dst_surface->texture_target;
3253 /* Now read the stretched and upside down image into the destination texture */
3254 context_bind_texture(context, texture_target, dst_surface->container->texture_rgb.name);
3255 gl_info->gl_ops.gl.p_glCopyTexSubImage2D(texture_target,
3257 dst_rect.left, dst_rect.top, /* xoffset, yoffset */
3258 0, 0, /* We blitted the image to the origin */
3259 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
3260 checkGLcall("glCopyTexSubImage2D");
3262 if (drawBuffer == GL_BACK)
3264 /* Write the back buffer backup back. */
3265 if (backup)
3267 if (texture_target != GL_TEXTURE_2D)
3269 gl_info->gl_ops.gl.p_glDisable(texture_target);
3270 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
3271 texture_target = GL_TEXTURE_2D;
3273 context_bind_texture(context, GL_TEXTURE_2D, backup);
3275 else
3277 if (texture_target != src_surface->texture_target)
3279 gl_info->gl_ops.gl.p_glDisable(texture_target);
3280 gl_info->gl_ops.gl.p_glEnable(src_surface->texture_target);
3281 texture_target = src_surface->texture_target;
3283 context_bind_texture(context, src_surface->texture_target, src_surface->container->texture_rgb.name);
3286 gl_info->gl_ops.gl.p_glBegin(GL_QUADS);
3287 /* top left */
3288 gl_info->gl_ops.gl.p_glTexCoord2f(0.0f, 0.0f);
3289 gl_info->gl_ops.gl.p_glVertex2i(0, fbheight);
3291 /* bottom left */
3292 gl_info->gl_ops.gl.p_glTexCoord2f(0.0f, (float)fbheight / (float)src_surface->pow2Height);
3293 gl_info->gl_ops.gl.p_glVertex2i(0, 0);
3295 /* bottom right */
3296 gl_info->gl_ops.gl.p_glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width,
3297 (float)fbheight / (float)src_surface->pow2Height);
3298 gl_info->gl_ops.gl.p_glVertex2i(fbwidth, 0);
3300 /* top right */
3301 gl_info->gl_ops.gl.p_glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width, 0.0f);
3302 gl_info->gl_ops.gl.p_glVertex2i(fbwidth, fbheight);
3303 gl_info->gl_ops.gl.p_glEnd();
3305 gl_info->gl_ops.gl.p_glDisable(texture_target);
3306 checkGLcall("glDisable(texture_target)");
3308 /* Cleanup */
3309 if (src != src_surface->container->texture_rgb.name && src != backup)
3311 gl_info->gl_ops.gl.p_glDeleteTextures(1, &src);
3312 checkGLcall("glDeleteTextures(1, &src)");
3314 if (backup)
3316 gl_info->gl_ops.gl.p_glDeleteTextures(1, &backup);
3317 checkGLcall("glDeleteTextures(1, &backup)");
3320 if (wined3d_settings.strict_draw_ordering)
3321 gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
3323 context_release(context);
3325 /* The texture is now most up to date - If the surface is a render target
3326 * and has a drawable, this path is never entered. */
3327 surface_validate_location(dst_surface, WINED3D_LOCATION_TEXTURE_RGB);
3328 surface_invalidate_location(dst_surface, ~WINED3D_LOCATION_TEXTURE_RGB);
3331 /* Front buffer coordinates are always full screen coordinates, but our GL
3332 * drawable is limited to the window's client area. The sysmem and texture
3333 * copies do have the full screen size. Note that GL has a bottom-left
3334 * origin, while D3D has a top-left origin. */
3335 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect)
3337 UINT drawable_height;
3339 if (surface->container->swapchain && surface->container == surface->container->swapchain->front_buffer)
3341 POINT offset = {0, 0};
3342 RECT windowsize;
3344 ScreenToClient(window, &offset);
3345 OffsetRect(rect, offset.x, offset.y);
3347 GetClientRect(window, &windowsize);
3348 drawable_height = windowsize.bottom - windowsize.top;
3350 else
3352 drawable_height = surface->resource.height;
3355 rect->top = drawable_height - rect->top;
3356 rect->bottom = drawable_height - rect->bottom;
3359 static void surface_blt_to_drawable(const struct wined3d_device *device,
3360 enum wined3d_texture_filter_type filter, BOOL alpha_test,
3361 struct wined3d_surface *src_surface, const RECT *src_rect_in,
3362 struct wined3d_surface *dst_surface, const RECT *dst_rect_in)
3364 const struct wined3d_gl_info *gl_info;
3365 struct wined3d_context *context;
3366 RECT src_rect, dst_rect;
3368 src_rect = *src_rect_in;
3369 dst_rect = *dst_rect_in;
3371 context = context_acquire(device, dst_surface);
3372 gl_info = context->gl_info;
3374 /* Make sure the surface is up-to-date. This should probably use
3375 * surface_load_location() and worry about the destination surface too,
3376 * unless we're overwriting it completely. */
3377 wined3d_texture_load(src_surface->container, context, FALSE);
3379 /* Activate the destination context, set it up for blitting */
3380 context_apply_blit_state(context, device);
3382 if (!wined3d_resource_is_offscreen(&dst_surface->container->resource))
3383 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
3385 device->blitter->set_shader(device->blit_priv, context, src_surface, NULL);
3387 if (alpha_test)
3389 gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
3390 checkGLcall("glEnable(GL_ALPHA_TEST)");
3392 /* For P8 surfaces, the alpha component contains the palette index.
3393 * Which means that the colorkey is one of the palette entries. In
3394 * other cases pixels that should be masked away have alpha set to 0. */
3395 if (src_surface->resource.format->id == WINED3DFMT_P8_UINT)
3396 gl_info->gl_ops.gl.p_glAlphaFunc(GL_NOTEQUAL,
3397 (float)src_surface->container->async.src_blt_color_key.color_space_low_value / 255.0f);
3398 else
3399 gl_info->gl_ops.gl.p_glAlphaFunc(GL_NOTEQUAL, 0.0f);
3400 checkGLcall("glAlphaFunc");
3402 else
3404 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
3405 checkGLcall("glDisable(GL_ALPHA_TEST)");
3408 draw_textured_quad(src_surface, context, &src_rect, &dst_rect, filter);
3410 if (alpha_test)
3412 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
3413 checkGLcall("glDisable(GL_ALPHA_TEST)");
3416 /* Leave the opengl state valid for blitting */
3417 device->blitter->unset_shader(context->gl_info);
3419 if (wined3d_settings.strict_draw_ordering
3420 || (dst_surface->container->swapchain
3421 && dst_surface->container->swapchain->front_buffer == dst_surface->container))
3422 gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
3424 context_release(context);
3427 HRESULT surface_color_fill(struct wined3d_surface *s, const RECT *rect, const struct wined3d_color *color)
3429 struct wined3d_device *device = s->resource.device;
3430 const struct blit_shader *blitter;
3432 blitter = wined3d_select_blitter(&device->adapter->gl_info, &device->adapter->d3d_info, WINED3D_BLIT_OP_COLOR_FILL,
3433 NULL, 0, 0, NULL, rect, s->resource.usage, s->resource.pool, s->resource.format);
3434 if (!blitter)
3436 FIXME("No blitter is capable of performing the requested color fill operation.\n");
3437 return WINED3DERR_INVALIDCALL;
3440 return blitter->color_fill(device, s, rect, color);
3443 static HRESULT surface_blt_special(struct wined3d_surface *dst_surface, const RECT *dst_rect,
3444 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags, const WINEDDBLTFX *DDBltFx,
3445 enum wined3d_texture_filter_type filter)
3447 struct wined3d_device *device = dst_surface->resource.device;
3448 const struct wined3d_surface *rt = wined3d_rendertarget_view_get_surface(device->fb.render_targets[0]);
3449 struct wined3d_swapchain *src_swapchain, *dst_swapchain;
3451 TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, blt_fx %p, filter %s.\n",
3452 dst_surface, wine_dbgstr_rect(dst_rect), src_surface, wine_dbgstr_rect(src_rect),
3453 flags, DDBltFx, debug_d3dtexturefiltertype(filter));
3455 /* Get the swapchain. One of the surfaces has to be a primary surface */
3456 if (dst_surface->resource.pool == WINED3D_POOL_SYSTEM_MEM)
3458 WARN("Destination is in sysmem, rejecting gl blt\n");
3459 return WINED3DERR_INVALIDCALL;
3462 dst_swapchain = dst_surface->container->swapchain;
3464 if (src_surface)
3466 if (src_surface->resource.pool == WINED3D_POOL_SYSTEM_MEM)
3468 WARN("Src is in sysmem, rejecting gl blt\n");
3469 return WINED3DERR_INVALIDCALL;
3472 src_swapchain = src_surface->container->swapchain;
3474 else
3476 src_swapchain = NULL;
3479 /* Early sort out of cases where no render target is used */
3480 if (!dst_swapchain && !src_swapchain && src_surface != rt && dst_surface != rt)
3482 TRACE("No surface is render target, not using hardware blit.\n");
3483 return WINED3DERR_INVALIDCALL;
3486 /* No destination color keying supported */
3487 if (flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE))
3489 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3490 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3491 return WINED3DERR_INVALIDCALL;
3494 if (dst_swapchain && dst_swapchain == src_swapchain)
3496 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3497 return WINED3DERR_INVALIDCALL;
3500 if (dst_swapchain && src_swapchain)
3502 FIXME("Implement hardware blit between two different swapchains\n");
3503 return WINED3DERR_INVALIDCALL;
3506 if (dst_swapchain)
3508 /* Handled with regular texture -> swapchain blit */
3509 if (src_surface == rt)
3510 TRACE("Blit from active render target to a swapchain\n");
3512 else if (src_swapchain && dst_surface == rt)
3514 FIXME("Implement blit from a swapchain to the active render target\n");
3515 return WINED3DERR_INVALIDCALL;
3518 if ((src_swapchain || src_surface == rt) && !dst_swapchain)
3520 /* Blit from render target to texture */
3521 BOOL stretchx;
3523 /* P8 read back is not implemented */
3524 if (src_surface->resource.format->id == WINED3DFMT_P8_UINT
3525 || dst_surface->resource.format->id == WINED3DFMT_P8_UINT)
3527 TRACE("P8 read back not supported by frame buffer to texture blit\n");
3528 return WINED3DERR_INVALIDCALL;
3531 if (flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3533 TRACE("Color keying not supported by frame buffer to texture blit\n");
3534 return WINED3DERR_INVALIDCALL;
3535 /* Destination color key is checked above */
3538 if (dst_rect->right - dst_rect->left != src_rect->right - src_rect->left)
3539 stretchx = TRUE;
3540 else
3541 stretchx = FALSE;
3543 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3544 * flip the image nor scale it.
3546 * -> If the app asks for an unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3547 * -> If the app wants an image width an unscaled width, copy it line per line
3548 * -> If the app wants an image that is scaled on the x axis, and the destination rectangle is smaller
3549 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3550 * back buffer. This is slower than reading line per line, thus not used for flipping
3551 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3552 * pixel by pixel. */
3553 if (!stretchx || dst_rect->right - dst_rect->left > src_surface->resource.width
3554 || dst_rect->bottom - dst_rect->top > src_surface->resource.height)
3556 TRACE("No stretching in x direction, using direct framebuffer -> texture copy.\n");
3557 fb_copy_to_texture_direct(dst_surface, src_surface, src_rect, dst_rect, filter);
3559 else
3561 TRACE("Using hardware stretching to flip / stretch the texture.\n");
3562 fb_copy_to_texture_hwstretch(dst_surface, src_surface, src_rect, dst_rect, filter);
3565 surface_evict_sysmem(dst_surface);
3567 return WINED3D_OK;
3570 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3571 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3572 return WINED3DERR_INVALIDCALL;
3575 /* Context activation is done by the caller. */
3576 static void surface_depth_blt(const struct wined3d_surface *surface, struct wined3d_context *context,
3577 GLuint texture, GLint x, GLint y, GLsizei w, GLsizei h, GLenum target)
3579 struct wined3d_device *device = surface->resource.device;
3580 const struct wined3d_gl_info *gl_info = context->gl_info;
3581 GLint compare_mode = GL_NONE;
3582 struct blt_info info;
3583 GLint old_binding = 0;
3584 RECT rect;
3586 gl_info->gl_ops.gl.p_glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
3588 gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
3589 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
3590 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
3591 gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
3592 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
3593 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
3594 gl_info->gl_ops.gl.p_glDepthFunc(GL_ALWAYS);
3595 gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE);
3596 gl_info->gl_ops.gl.p_glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
3597 gl_info->gl_ops.gl.p_glViewport(x, y, w, h);
3598 gl_info->gl_ops.gl.p_glDepthRange(0.0, 1.0);
3600 SetRect(&rect, 0, h, w, 0);
3601 surface_get_blt_info(target, &rect, surface->pow2Width, surface->pow2Height, &info);
3602 context_active_texture(context, context->gl_info, 0);
3603 gl_info->gl_ops.gl.p_glGetIntegerv(info.binding, &old_binding);
3604 gl_info->gl_ops.gl.p_glBindTexture(info.bind_target, texture);
3605 if (gl_info->supported[ARB_SHADOW])
3607 gl_info->gl_ops.gl.p_glGetTexParameteriv(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, &compare_mode);
3608 if (compare_mode != GL_NONE)
3609 gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
3612 device->shader_backend->shader_select_depth_blt(device->shader_priv,
3613 gl_info, info.tex_type, &surface->ds_current_size);
3615 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
3616 gl_info->gl_ops.gl.p_glTexCoord3fv(info.coords[0]);
3617 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, -1.0f);
3618 gl_info->gl_ops.gl.p_glTexCoord3fv(info.coords[1]);
3619 gl_info->gl_ops.gl.p_glVertex2f(1.0f, -1.0f);
3620 gl_info->gl_ops.gl.p_glTexCoord3fv(info.coords[2]);
3621 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, 1.0f);
3622 gl_info->gl_ops.gl.p_glTexCoord3fv(info.coords[3]);
3623 gl_info->gl_ops.gl.p_glVertex2f(1.0f, 1.0f);
3624 gl_info->gl_ops.gl.p_glEnd();
3626 if (compare_mode != GL_NONE)
3627 gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, compare_mode);
3628 gl_info->gl_ops.gl.p_glBindTexture(info.bind_target, old_binding);
3630 gl_info->gl_ops.gl.p_glPopAttrib();
3632 device->shader_backend->shader_deselect_depth_blt(device->shader_priv, gl_info);
3635 void surface_modify_ds_location(struct wined3d_surface *surface,
3636 DWORD location, UINT w, UINT h)
3638 TRACE("surface %p, new location %#x, w %u, h %u.\n", surface, location, w, h);
3640 if (((surface->locations & WINED3D_LOCATION_TEXTURE_RGB) && !(location & WINED3D_LOCATION_TEXTURE_RGB))
3641 || (!(surface->locations & WINED3D_LOCATION_TEXTURE_RGB) && (location & WINED3D_LOCATION_TEXTURE_RGB)))
3642 wined3d_texture_set_dirty(surface->container);
3644 surface->ds_current_size.cx = w;
3645 surface->ds_current_size.cy = h;
3646 surface->locations = location;
3649 /* Context activation is done by the caller. */
3650 void surface_load_ds_location(struct wined3d_surface *surface, struct wined3d_context *context, DWORD location)
3652 const struct wined3d_gl_info *gl_info = context->gl_info;
3653 struct wined3d_device *device = surface->resource.device;
3654 GLsizei w, h;
3656 TRACE("surface %p, new location %#x.\n", surface, location);
3658 /* TODO: Make this work for modes other than FBO */
3659 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
3661 if (!(surface->locations & location))
3663 w = surface->ds_current_size.cx;
3664 h = surface->ds_current_size.cy;
3665 surface->ds_current_size.cx = 0;
3666 surface->ds_current_size.cy = 0;
3668 else
3670 w = surface->resource.width;
3671 h = surface->resource.height;
3674 if (surface->ds_current_size.cx == surface->resource.width
3675 && surface->ds_current_size.cy == surface->resource.height)
3677 TRACE("Location (%#x) is already up to date.\n", location);
3678 return;
3681 if (surface->current_renderbuffer)
3683 FIXME("Not supported with fixed up depth stencil.\n");
3684 return;
3687 if (surface->locations & WINED3D_LOCATION_DISCARDED)
3689 TRACE("Surface was discarded, no need copy data.\n");
3690 switch (location)
3692 case WINED3D_LOCATION_TEXTURE_RGB:
3693 wined3d_texture_prepare_texture(surface->container, context, FALSE);
3694 break;
3695 case WINED3D_LOCATION_RB_MULTISAMPLE:
3696 surface_prepare_rb(surface, gl_info, TRUE);
3697 break;
3698 case WINED3D_LOCATION_RB_RESOLVED:
3699 surface_prepare_rb(surface, gl_info, FALSE);
3700 break;
3701 case WINED3D_LOCATION_DRAWABLE:
3702 /* Nothing to do */
3703 break;
3704 default:
3705 FIXME("Unhandled location %#x\n", location);
3707 surface->locations &= ~WINED3D_LOCATION_DISCARDED;
3708 surface->locations |= location;
3709 surface->ds_current_size.cx = surface->resource.width;
3710 surface->ds_current_size.cy = surface->resource.height;
3711 return;
3714 if (!surface->locations)
3716 FIXME("No up to date depth stencil location.\n");
3717 surface->locations |= location;
3718 surface->ds_current_size.cx = surface->resource.width;
3719 surface->ds_current_size.cy = surface->resource.height;
3720 return;
3723 if (location == WINED3D_LOCATION_TEXTURE_RGB)
3725 GLint old_binding = 0;
3726 GLenum bind_target;
3728 /* The render target is allowed to be smaller than the depth/stencil
3729 * buffer, so the onscreen depth/stencil buffer is potentially smaller
3730 * than the offscreen surface. Don't overwrite the offscreen surface
3731 * with undefined data. */
3732 w = min(w, context->swapchain->desc.backbuffer_width);
3733 h = min(h, context->swapchain->desc.backbuffer_height);
3735 TRACE("Copying onscreen depth buffer to depth texture.\n");
3737 if (!device->depth_blt_texture)
3738 gl_info->gl_ops.gl.p_glGenTextures(1, &device->depth_blt_texture);
3740 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
3741 * directly on the FBO texture. That's because we need to flip. */
3742 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER,
3743 surface_from_resource(wined3d_texture_get_sub_resource(context->swapchain->front_buffer, 0)),
3744 NULL, WINED3D_LOCATION_DRAWABLE);
3745 if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
3747 gl_info->gl_ops.gl.p_glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
3748 bind_target = GL_TEXTURE_RECTANGLE_ARB;
3750 else
3752 gl_info->gl_ops.gl.p_glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
3753 bind_target = GL_TEXTURE_2D;
3755 gl_info->gl_ops.gl.p_glBindTexture(bind_target, device->depth_blt_texture);
3756 /* We use GL_DEPTH_COMPONENT instead of the surface's specific
3757 * internal format, because the internal format might include stencil
3758 * data. In principle we should copy stencil data as well, but unless
3759 * the driver supports stencil export it's hard to do, and doesn't
3760 * seem to be needed in practice. If the hardware doesn't support
3761 * writing stencil data, the glCopyTexImage2D() call might trigger
3762 * software fallbacks. */
3763 gl_info->gl_ops.gl.p_glCopyTexImage2D(bind_target, 0, GL_DEPTH_COMPONENT, 0, 0, w, h, 0);
3764 gl_info->gl_ops.gl.p_glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3765 gl_info->gl_ops.gl.p_glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3766 gl_info->gl_ops.gl.p_glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
3767 gl_info->gl_ops.gl.p_glTexParameteri(bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
3768 gl_info->gl_ops.gl.p_glTexParameteri(bind_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
3769 gl_info->gl_ops.gl.p_glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
3770 gl_info->gl_ops.gl.p_glBindTexture(bind_target, old_binding);
3772 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER,
3773 NULL, surface, WINED3D_LOCATION_TEXTURE_RGB);
3774 context_set_draw_buffer(context, GL_NONE);
3776 /* Do the actual blit */
3777 surface_depth_blt(surface, context, device->depth_blt_texture, 0, 0, w, h, bind_target);
3778 checkGLcall("depth_blt");
3780 context_invalidate_state(context, STATE_FRAMEBUFFER);
3782 if (wined3d_settings.strict_draw_ordering)
3783 gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
3785 else if (location == WINED3D_LOCATION_DRAWABLE)
3787 TRACE("Copying depth texture to onscreen depth buffer.\n");
3789 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER,
3790 surface_from_resource(wined3d_texture_get_sub_resource(context->swapchain->front_buffer, 0)),
3791 NULL, WINED3D_LOCATION_DRAWABLE);
3792 surface_depth_blt(surface, context, surface->container->texture_rgb.name,
3793 0, surface->pow2Height - h, w, h, surface->texture_target);
3794 checkGLcall("depth_blt");
3796 context_invalidate_state(context, STATE_FRAMEBUFFER);
3798 if (wined3d_settings.strict_draw_ordering)
3799 gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
3801 else
3803 ERR("Invalid location (%#x) specified.\n", location);
3806 surface->locations |= location;
3807 surface->ds_current_size.cx = surface->resource.width;
3808 surface->ds_current_size.cy = surface->resource.height;
3811 void surface_validate_location(struct wined3d_surface *surface, DWORD location)
3813 TRACE("surface %p, location %s.\n", surface, wined3d_debug_location(location));
3815 surface->locations |= location;
3818 void surface_invalidate_location(struct wined3d_surface *surface, DWORD location)
3820 TRACE("surface %p, location %s.\n", surface, wined3d_debug_location(location));
3822 if (location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
3823 wined3d_texture_set_dirty(surface->container);
3824 surface->locations &= ~location;
3826 if (!surface->locations)
3827 ERR("Surface %p does not have any up to date location.\n", surface);
3830 static DWORD resource_access_from_location(DWORD location)
3832 switch (location)
3834 case WINED3D_LOCATION_SYSMEM:
3835 case WINED3D_LOCATION_USER_MEMORY:
3836 case WINED3D_LOCATION_DIB:
3837 case WINED3D_LOCATION_BUFFER:
3838 return WINED3D_RESOURCE_ACCESS_CPU;
3840 case WINED3D_LOCATION_DRAWABLE:
3841 case WINED3D_LOCATION_TEXTURE_SRGB:
3842 case WINED3D_LOCATION_TEXTURE_RGB:
3843 case WINED3D_LOCATION_RB_MULTISAMPLE:
3844 case WINED3D_LOCATION_RB_RESOLVED:
3845 return WINED3D_RESOURCE_ACCESS_GPU;
3847 default:
3848 FIXME("Unhandled location %#x.\n", location);
3849 return 0;
3853 static void surface_copy_simple_location(struct wined3d_surface *surface, DWORD location)
3855 struct wined3d_device *device = surface->resource.device;
3856 struct wined3d_context *context;
3857 const struct wined3d_gl_info *gl_info;
3858 struct wined3d_bo_address dst, src;
3859 UINT size = surface->resource.size;
3861 surface_get_memory(surface, &dst, location);
3862 surface_get_memory(surface, &src, surface->locations);
3864 if (dst.buffer_object)
3866 context = context_acquire(device, NULL);
3867 gl_info = context->gl_info;
3868 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, dst.buffer_object));
3869 GL_EXTCALL(glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, size, src.addr));
3870 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
3871 checkGLcall("Upload PBO");
3872 context_release(context);
3873 return;
3875 if (src.buffer_object)
3877 context = context_acquire(device, NULL);
3878 gl_info = context->gl_info;
3879 GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, src.buffer_object));
3880 GL_EXTCALL(glGetBufferSubData(GL_PIXEL_PACK_BUFFER, 0, size, dst.addr));
3881 GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
3882 checkGLcall("Download PBO");
3883 context_release(context);
3884 return;
3886 memcpy(dst.addr, src.addr, size);
3889 static void surface_load_sysmem(struct wined3d_surface *surface,
3890 const struct wined3d_gl_info *gl_info, DWORD dst_location)
3892 if (surface->locations & surface_simple_locations)
3894 surface_copy_simple_location(surface, dst_location);
3895 return;
3898 if (surface->locations & (WINED3D_LOCATION_RB_MULTISAMPLE | WINED3D_LOCATION_RB_RESOLVED))
3899 surface_load_location(surface, WINED3D_LOCATION_TEXTURE_RGB);
3901 /* Download the surface to system memory. */
3902 if (surface->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
3904 struct wined3d_device *device = surface->resource.device;
3905 struct wined3d_context *context;
3907 /* TODO: Use already acquired context when possible. */
3908 context = context_acquire(device, NULL);
3910 wined3d_texture_bind_and_dirtify(surface->container, context,
3911 !(surface->locations & WINED3D_LOCATION_TEXTURE_RGB));
3912 surface_download_data(surface, gl_info, dst_location);
3914 context_release(context);
3916 return;
3919 if (surface->locations & WINED3D_LOCATION_DRAWABLE)
3921 read_from_framebuffer(surface, dst_location);
3922 return;
3925 FIXME("Can't load surface %p with location flags %s into sysmem.\n",
3926 surface, wined3d_debug_location(surface->locations));
3929 static HRESULT surface_load_drawable(struct wined3d_surface *surface,
3930 const struct wined3d_gl_info *gl_info)
3932 RECT r;
3934 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
3935 && wined3d_resource_is_offscreen(&surface->container->resource))
3937 ERR("Trying to load offscreen surface into WINED3D_LOCATION_DRAWABLE.\n");
3938 return WINED3DERR_INVALIDCALL;
3941 surface_get_rect(surface, NULL, &r);
3942 surface_load_location(surface, WINED3D_LOCATION_TEXTURE_RGB);
3943 surface_blt_to_drawable(surface->resource.device,
3944 WINED3D_TEXF_POINT, FALSE, surface, &r, surface, &r);
3946 return WINED3D_OK;
3949 static HRESULT surface_load_texture(struct wined3d_surface *surface,
3950 const struct wined3d_gl_info *gl_info, BOOL srgb)
3952 RECT src_rect = {0, 0, surface->resource.width, surface->resource.height};
3953 struct wined3d_device *device = surface->resource.device;
3954 const struct wined3d_color_key_conversion *conversion;
3955 struct wined3d_texture *texture = surface->container;
3956 struct wined3d_context *context;
3957 UINT width, src_pitch, dst_pitch;
3958 struct wined3d_bo_address data;
3959 struct wined3d_format format;
3960 POINT dst_point = {0, 0};
3961 BYTE *mem = NULL;
3963 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
3964 && wined3d_resource_is_offscreen(&texture->resource)
3965 && (surface->locations & WINED3D_LOCATION_DRAWABLE))
3967 surface_load_fb_texture(surface, srgb);
3969 return WINED3D_OK;
3972 if (surface->locations & (WINED3D_LOCATION_TEXTURE_SRGB | WINED3D_LOCATION_TEXTURE_RGB)
3973 && (surface->container->resource.format_flags & WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB)
3974 && fbo_blit_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
3975 NULL, surface->resource.usage, surface->resource.pool, surface->resource.format,
3976 NULL, surface->resource.usage, surface->resource.pool, surface->resource.format))
3978 if (srgb)
3979 surface_blt_fbo(device, WINED3D_TEXF_POINT, surface, WINED3D_LOCATION_TEXTURE_RGB,
3980 &src_rect, surface, WINED3D_LOCATION_TEXTURE_SRGB, &src_rect);
3981 else
3982 surface_blt_fbo(device, WINED3D_TEXF_POINT, surface, WINED3D_LOCATION_TEXTURE_SRGB,
3983 &src_rect, surface, WINED3D_LOCATION_TEXTURE_RGB, &src_rect);
3985 return WINED3D_OK;
3988 if (surface->locations & (WINED3D_LOCATION_RB_MULTISAMPLE | WINED3D_LOCATION_RB_RESOLVED)
3989 && (!srgb || (surface->container->resource.format_flags & WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB))
3990 && fbo_blit_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
3991 NULL, surface->resource.usage, surface->resource.pool, surface->resource.format,
3992 NULL, surface->resource.usage, surface->resource.pool, surface->resource.format))
3994 DWORD src_location = surface->locations & WINED3D_LOCATION_RB_RESOLVED ?
3995 WINED3D_LOCATION_RB_RESOLVED : WINED3D_LOCATION_RB_MULTISAMPLE;
3996 DWORD dst_location = srgb ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB;
3997 RECT rect = {0, 0, surface->resource.width, surface->resource.height};
3999 surface_blt_fbo(device, WINED3D_TEXF_POINT, surface, src_location,
4000 &rect, surface, dst_location, &rect);
4002 return WINED3D_OK;
4005 /* Upload from system memory */
4007 if (srgb)
4009 if ((surface->locations & (WINED3D_LOCATION_TEXTURE_RGB | surface->resource.map_binding))
4010 == WINED3D_LOCATION_TEXTURE_RGB)
4012 /* Performance warning... */
4013 FIXME("Downloading RGB surface %p to reload it as sRGB.\n", surface);
4014 surface_prepare_map_memory(surface);
4015 surface_load_location(surface, surface->resource.map_binding);
4018 else
4020 if ((surface->locations & (WINED3D_LOCATION_TEXTURE_SRGB | surface->resource.map_binding))
4021 == WINED3D_LOCATION_TEXTURE_SRGB)
4023 /* Performance warning... */
4024 FIXME("Downloading sRGB surface %p to reload it as RGB.\n", surface);
4025 surface_prepare_map_memory(surface);
4026 surface_load_location(surface, surface->resource.map_binding);
4030 if (!(surface->locations & surface_simple_locations))
4032 WARN("Trying to load a texture from sysmem, but no simple location is valid.\n");
4033 /* Lets hope we get it from somewhere... */
4034 surface_prepare_system_memory(surface);
4035 surface_load_location(surface, WINED3D_LOCATION_SYSMEM);
4038 /* TODO: Use already acquired context when possible. */
4039 context = context_acquire(device, NULL);
4041 wined3d_texture_prepare_texture(texture, context, srgb);
4042 wined3d_texture_bind_and_dirtify(texture, context, srgb);
4044 width = surface->resource.width;
4045 src_pitch = wined3d_surface_get_pitch(surface);
4047 format = *texture->resource.format;
4048 if ((conversion = wined3d_format_get_color_key_conversion(texture, TRUE)))
4049 format = *wined3d_get_format(gl_info, conversion->dst_format);
4051 /* Don't use PBOs for converted surfaces. During PBO conversion we look at
4052 * WINED3D_TEXTURE_CONVERTED but it isn't set (yet) in all cases it is
4053 * getting called. */
4054 if ((format.convert || conversion) && surface->pbo)
4056 TRACE("Removing the pbo attached to surface %p.\n", surface);
4058 if (surface->flags & SFLAG_DIBSECTION)
4059 surface->resource.map_binding = WINED3D_LOCATION_DIB;
4060 else
4061 surface->resource.map_binding = WINED3D_LOCATION_SYSMEM;
4063 surface_prepare_map_memory(surface);
4064 surface_load_location(surface, surface->resource.map_binding);
4065 surface_remove_pbo(surface, gl_info);
4068 surface_get_memory(surface, &data, surface->locations);
4069 if (format.convert)
4071 /* This code is entered for texture formats which need a fixup. */
4072 UINT height = surface->resource.height;
4074 format.byte_count = format.conv_byte_count;
4075 dst_pitch = wined3d_format_calculate_pitch(&format, width);
4077 if (!(mem = HeapAlloc(GetProcessHeap(), 0, dst_pitch * height)))
4079 ERR("Out of memory (%u).\n", dst_pitch * height);
4080 context_release(context);
4081 return E_OUTOFMEMORY;
4083 format.convert(data.addr, mem, src_pitch, src_pitch * height,
4084 dst_pitch, dst_pitch * height, width, height, 1);
4085 src_pitch = dst_pitch;
4086 data.addr = mem;
4088 else if (conversion)
4090 /* This code is only entered for color keying fixups */
4091 struct wined3d_palette *palette = NULL;
4092 UINT height = surface->resource.height;
4094 dst_pitch = wined3d_format_calculate_pitch(&format, width);
4095 dst_pitch = (dst_pitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4097 if (!(mem = HeapAlloc(GetProcessHeap(), 0, dst_pitch * height)))
4099 ERR("Out of memory (%u).\n", dst_pitch * height);
4100 context_release(context);
4101 return E_OUTOFMEMORY;
4103 if (texture->swapchain && texture->swapchain->palette)
4104 palette = texture->swapchain->palette;
4105 conversion->convert(data.addr, src_pitch, mem, dst_pitch,
4106 width, height, palette, &texture->async.gl_color_key);
4107 src_pitch = dst_pitch;
4108 data.addr = mem;
4111 wined3d_surface_upload_data(surface, gl_info, &format, &src_rect,
4112 src_pitch, &dst_point, srgb, wined3d_const_bo_address(&data));
4114 context_release(context);
4116 HeapFree(GetProcessHeap(), 0, mem);
4118 return WINED3D_OK;
4121 static void surface_multisample_resolve(struct wined3d_surface *surface)
4123 RECT rect = {0, 0, surface->resource.width, surface->resource.height};
4125 if (!(surface->locations & WINED3D_LOCATION_RB_MULTISAMPLE))
4126 ERR("Trying to resolve multisampled surface %p, but location WINED3D_LOCATION_RB_MULTISAMPLE not current.\n",
4127 surface);
4129 surface_blt_fbo(surface->resource.device, WINED3D_TEXF_POINT,
4130 surface, WINED3D_LOCATION_RB_MULTISAMPLE, &rect, surface, WINED3D_LOCATION_RB_RESOLVED, &rect);
4133 HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location)
4135 struct wined3d_device *device = surface->resource.device;
4136 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4137 HRESULT hr;
4139 TRACE("surface %p, location %s.\n", surface, wined3d_debug_location(location));
4141 if (surface->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
4143 if (location == WINED3D_LOCATION_TEXTURE_RGB
4144 && surface->locations & (WINED3D_LOCATION_DRAWABLE | WINED3D_LOCATION_DISCARDED))
4146 struct wined3d_context *context = context_acquire(device, NULL);
4147 surface_load_ds_location(surface, context, location);
4148 context_release(context);
4149 return WINED3D_OK;
4151 else if (location & surface->locations
4152 && surface->container->resource.draw_binding != WINED3D_LOCATION_DRAWABLE)
4154 /* Already up to date, nothing to do. */
4155 return WINED3D_OK;
4157 else
4159 FIXME("Unimplemented copy from %s to %s for depth/stencil buffers.\n",
4160 wined3d_debug_location(surface->locations), wined3d_debug_location(location));
4161 return WINED3DERR_INVALIDCALL;
4165 if (surface->locations & location)
4167 TRACE("Location already up to date.\n");
4168 return WINED3D_OK;
4171 if (WARN_ON(d3d_surface))
4173 DWORD required_access = resource_access_from_location(location);
4174 if ((surface->resource.access_flags & required_access) != required_access)
4175 WARN("Operation requires %#x access, but surface only has %#x.\n",
4176 required_access, surface->resource.access_flags);
4179 if (!surface->locations)
4181 ERR("Surface %p does not have any up to date location.\n", surface);
4182 surface->flags |= SFLAG_LOST;
4183 return WINED3DERR_DEVICELOST;
4186 switch (location)
4188 case WINED3D_LOCATION_DIB:
4189 case WINED3D_LOCATION_USER_MEMORY:
4190 case WINED3D_LOCATION_SYSMEM:
4191 case WINED3D_LOCATION_BUFFER:
4192 surface_load_sysmem(surface, gl_info, location);
4193 break;
4195 case WINED3D_LOCATION_DRAWABLE:
4196 if (FAILED(hr = surface_load_drawable(surface, gl_info)))
4197 return hr;
4198 break;
4200 case WINED3D_LOCATION_RB_RESOLVED:
4201 surface_multisample_resolve(surface);
4202 break;
4204 case WINED3D_LOCATION_TEXTURE_RGB:
4205 case WINED3D_LOCATION_TEXTURE_SRGB:
4206 if (FAILED(hr = surface_load_texture(surface, gl_info, location == WINED3D_LOCATION_TEXTURE_SRGB)))
4207 return hr;
4208 break;
4210 default:
4211 ERR("Don't know how to handle location %#x.\n", location);
4212 break;
4215 surface_validate_location(surface, location);
4217 if (location != WINED3D_LOCATION_SYSMEM && (surface->locations & WINED3D_LOCATION_SYSMEM))
4218 surface_evict_sysmem(surface);
4220 return WINED3D_OK;
4223 static HRESULT ffp_blit_alloc(struct wined3d_device *device) { return WINED3D_OK; }
4224 /* Context activation is done by the caller. */
4225 static void ffp_blit_free(struct wined3d_device *device) { }
4227 /* Context activation is done by the caller. */
4228 static HRESULT ffp_blit_set(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface,
4229 const struct wined3d_color_key *color_key)
4231 const struct wined3d_gl_info *gl_info = context->gl_info;
4233 gl_info->gl_ops.gl.p_glEnable(surface->container->target);
4234 checkGLcall("glEnable(target)");
4236 return WINED3D_OK;
4239 /* Context activation is done by the caller. */
4240 static void ffp_blit_unset(const struct wined3d_gl_info *gl_info)
4242 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
4243 checkGLcall("glDisable(GL_TEXTURE_2D)");
4244 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4246 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4247 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4249 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4251 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
4252 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4256 static BOOL ffp_blit_supported(const struct wined3d_gl_info *gl_info,
4257 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
4258 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
4259 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
4261 if (src_pool == WINED3D_POOL_SYSTEM_MEM || dst_pool == WINED3D_POOL_SYSTEM_MEM)
4263 TRACE("Source or destination is in system memory.\n");
4264 return FALSE;
4267 switch (blit_op)
4269 case WINED3D_BLIT_OP_COLOR_BLIT_CKEY:
4270 if (d3d_info->shader_color_key)
4272 TRACE("Color keying requires converted textures.\n");
4273 return FALSE;
4275 case WINED3D_BLIT_OP_COLOR_BLIT:
4276 if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
4278 TRACE("Checking support for fixup:\n");
4279 dump_color_fixup_desc(src_format->color_fixup);
4282 /* We only support identity conversions. */
4283 if (!is_identity_fixup(src_format->color_fixup)
4284 || !is_identity_fixup(dst_format->color_fixup))
4286 TRACE("Fixups are not supported.\n");
4287 return FALSE;
4290 if (!(dst_usage & WINED3DUSAGE_RENDERTARGET))
4292 TRACE("Can only blit to render targets.\n");
4293 return FALSE;
4295 return TRUE;
4297 case WINED3D_BLIT_OP_COLOR_FILL:
4298 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
4300 if (!((dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FBO_ATTACHABLE)
4301 || (dst_usage & WINED3DUSAGE_RENDERTARGET)))
4302 return FALSE;
4304 else if (!(dst_usage & WINED3DUSAGE_RENDERTARGET))
4306 TRACE("Color fill not supported\n");
4307 return FALSE;
4310 /* FIXME: We should reject color fills on formats with fixups,
4311 * but this would break P8 color fills for example. */
4313 return TRUE;
4315 case WINED3D_BLIT_OP_DEPTH_FILL:
4316 return TRUE;
4318 default:
4319 TRACE("Unsupported blit_op=%d\n", blit_op);
4320 return FALSE;
4324 static HRESULT ffp_blit_color_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface,
4325 const RECT *dst_rect, const struct wined3d_color *color)
4327 const RECT draw_rect = {0, 0, dst_surface->resource.width, dst_surface->resource.height};
4328 struct wined3d_rendertarget_view *view;
4329 struct wined3d_fb_state fb = {&view, NULL};
4330 HRESULT hr;
4332 if (FAILED(hr = wined3d_rendertarget_view_create_from_surface(dst_surface,
4333 NULL, &wined3d_null_parent_ops, &view)))
4335 ERR("Failed to create rendertarget view, hr %#x.\n", hr);
4336 return hr;
4339 device_clear_render_targets(device, 1, &fb, 1, dst_rect, &draw_rect, WINED3DCLEAR_TARGET, color, 0.0f, 0);
4340 wined3d_rendertarget_view_decref(view);
4342 return WINED3D_OK;
4345 static HRESULT ffp_blit_depth_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface,
4346 const RECT *dst_rect, float depth)
4348 const RECT draw_rect = {0, 0, dst_surface->resource.width, dst_surface->resource.height};
4349 struct wined3d_fb_state fb = {NULL, NULL};
4350 HRESULT hr;
4352 if (FAILED(hr = wined3d_rendertarget_view_create_from_surface(dst_surface,
4353 NULL, &wined3d_null_parent_ops, &fb.depth_stencil)))
4355 ERR("Failed to create rendertarget view, hr %#x.\n", hr);
4356 return hr;
4359 device_clear_render_targets(device, 0, &fb, 1, dst_rect, &draw_rect, WINED3DCLEAR_ZBUFFER, 0, depth, 0);
4360 wined3d_rendertarget_view_decref(fb.depth_stencil);
4362 return WINED3D_OK;
4365 static void ffp_blit_blit_surface(struct wined3d_device *device, DWORD filter,
4366 struct wined3d_surface *src_surface, const RECT *src_rect,
4367 struct wined3d_surface *dst_surface, const RECT *dst_rect,
4368 const struct wined3d_color_key *color_key)
4370 /* Blit from offscreen surface to render target */
4371 struct wined3d_color_key old_blt_key = src_surface->container->async.src_blt_color_key;
4372 DWORD old_color_key_flags = src_surface->container->async.color_key_flags;
4374 TRACE("Blt from surface %p to rendertarget %p\n", src_surface, dst_surface);
4376 wined3d_texture_set_color_key(src_surface->container, WINED3D_CKEY_SRC_BLT, color_key);
4378 surface_blt_to_drawable(device, filter,
4379 !!color_key, src_surface, src_rect, dst_surface, dst_rect);
4381 /* Restore the color key parameters */
4382 wined3d_texture_set_color_key(src_surface->container, WINED3D_CKEY_SRC_BLT,
4383 (old_color_key_flags & WINED3D_CKEY_SRC_BLT) ? &old_blt_key : NULL);
4385 surface_validate_location(dst_surface, dst_surface->container->resource.draw_binding);
4386 surface_invalidate_location(dst_surface, ~dst_surface->container->resource.draw_binding);
4389 const struct blit_shader ffp_blit = {
4390 ffp_blit_alloc,
4391 ffp_blit_free,
4392 ffp_blit_set,
4393 ffp_blit_unset,
4394 ffp_blit_supported,
4395 ffp_blit_color_fill,
4396 ffp_blit_depth_fill,
4397 ffp_blit_blit_surface,
4400 static HRESULT cpu_blit_alloc(struct wined3d_device *device)
4402 return WINED3D_OK;
4405 /* Context activation is done by the caller. */
4406 static void cpu_blit_free(struct wined3d_device *device)
4410 /* Context activation is done by the caller. */
4411 static HRESULT cpu_blit_set(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface,
4412 const struct wined3d_color_key *color_key)
4414 return WINED3D_OK;
4417 /* Context activation is done by the caller. */
4418 static void cpu_blit_unset(const struct wined3d_gl_info *gl_info)
4422 static BOOL cpu_blit_supported(const struct wined3d_gl_info *gl_info,
4423 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
4424 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
4425 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
4427 if (blit_op == WINED3D_BLIT_OP_COLOR_FILL)
4429 return TRUE;
4432 return FALSE;
4435 static HRESULT surface_cpu_blt_compressed(const BYTE *src_data, BYTE *dst_data,
4436 UINT src_pitch, UINT dst_pitch, UINT update_w, UINT update_h,
4437 const struct wined3d_format *format, DWORD flags, const WINEDDBLTFX *fx)
4439 UINT row_block_count;
4440 const BYTE *src_row;
4441 BYTE *dst_row;
4442 UINT x, y;
4444 src_row = src_data;
4445 dst_row = dst_data;
4447 row_block_count = (update_w + format->block_width - 1) / format->block_width;
4449 if (!flags)
4451 for (y = 0; y < update_h; y += format->block_height)
4453 memcpy(dst_row, src_row, row_block_count * format->block_byte_count);
4454 src_row += src_pitch;
4455 dst_row += dst_pitch;
4458 return WINED3D_OK;
4461 if (flags == WINEDDBLT_DDFX && fx->dwDDFX == WINEDDBLTFX_MIRRORUPDOWN)
4463 src_row += (((update_h / format->block_height) - 1) * src_pitch);
4465 switch (format->id)
4467 case WINED3DFMT_DXT1:
4468 for (y = 0; y < update_h; y += format->block_height)
4470 struct block
4472 WORD color[2];
4473 BYTE control_row[4];
4476 const struct block *s = (const struct block *)src_row;
4477 struct block *d = (struct block *)dst_row;
4479 for (x = 0; x < row_block_count; ++x)
4481 d[x].color[0] = s[x].color[0];
4482 d[x].color[1] = s[x].color[1];
4483 d[x].control_row[0] = s[x].control_row[3];
4484 d[x].control_row[1] = s[x].control_row[2];
4485 d[x].control_row[2] = s[x].control_row[1];
4486 d[x].control_row[3] = s[x].control_row[0];
4488 src_row -= src_pitch;
4489 dst_row += dst_pitch;
4491 return WINED3D_OK;
4493 case WINED3DFMT_DXT2:
4494 case WINED3DFMT_DXT3:
4495 for (y = 0; y < update_h; y += format->block_height)
4497 struct block
4499 WORD alpha_row[4];
4500 WORD color[2];
4501 BYTE control_row[4];
4504 const struct block *s = (const struct block *)src_row;
4505 struct block *d = (struct block *)dst_row;
4507 for (x = 0; x < row_block_count; ++x)
4509 d[x].alpha_row[0] = s[x].alpha_row[3];
4510 d[x].alpha_row[1] = s[x].alpha_row[2];
4511 d[x].alpha_row[2] = s[x].alpha_row[1];
4512 d[x].alpha_row[3] = s[x].alpha_row[0];
4513 d[x].color[0] = s[x].color[0];
4514 d[x].color[1] = s[x].color[1];
4515 d[x].control_row[0] = s[x].control_row[3];
4516 d[x].control_row[1] = s[x].control_row[2];
4517 d[x].control_row[2] = s[x].control_row[1];
4518 d[x].control_row[3] = s[x].control_row[0];
4520 src_row -= src_pitch;
4521 dst_row += dst_pitch;
4523 return WINED3D_OK;
4525 default:
4526 FIXME("Compressed flip not implemented for format %s.\n",
4527 debug_d3dformat(format->id));
4528 return E_NOTIMPL;
4532 FIXME("Unsupported blit on compressed surface (format %s, flags %#x, DDFX %#x).\n",
4533 debug_d3dformat(format->id), flags, flags & WINEDDBLT_DDFX ? fx->dwDDFX : 0);
4535 return E_NOTIMPL;
4538 static HRESULT surface_cpu_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect,
4539 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
4540 const WINEDDBLTFX *fx, enum wined3d_texture_filter_type filter)
4542 int bpp, srcheight, srcwidth, dstheight, dstwidth, width;
4543 const struct wined3d_format *src_format, *dst_format;
4544 unsigned int src_fmt_flags, dst_fmt_flags;
4545 struct wined3d_texture *src_texture = NULL;
4546 struct wined3d_map_desc dst_map, src_map;
4547 const BYTE *sbase = NULL;
4548 HRESULT hr = WINED3D_OK;
4549 const BYTE *sbuf;
4550 BYTE *dbuf;
4551 int x, y;
4553 TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
4554 dst_surface, wine_dbgstr_rect(dst_rect), src_surface, wine_dbgstr_rect(src_rect),
4555 flags, fx, debug_d3dtexturefiltertype(filter));
4557 if (src_surface == dst_surface)
4559 wined3d_surface_map(dst_surface, &dst_map, NULL, 0);
4560 src_map = dst_map;
4561 src_format = dst_surface->resource.format;
4562 dst_format = src_format;
4563 dst_fmt_flags = dst_surface->container->resource.format_flags;
4564 src_fmt_flags = dst_fmt_flags;
4566 else
4568 dst_format = dst_surface->resource.format;
4569 dst_fmt_flags = dst_surface->container->resource.format_flags;
4570 if (src_surface)
4572 if (dst_surface->resource.format->id != src_surface->resource.format->id)
4574 if (!(src_texture = surface_convert_format(src_surface, dst_format->id)))
4576 /* The conv function writes a FIXME */
4577 WARN("Cannot convert source surface format to dest format.\n");
4578 goto release;
4580 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, 0));
4582 wined3d_surface_map(src_surface, &src_map, NULL, WINED3D_MAP_READONLY);
4583 src_format = src_surface->resource.format;
4584 src_fmt_flags = src_surface->container->resource.format_flags;
4586 else
4588 src_format = dst_format;
4589 src_fmt_flags = dst_fmt_flags;
4592 wined3d_surface_map(dst_surface, &dst_map, dst_rect, 0);
4595 bpp = dst_surface->resource.format->byte_count;
4596 srcheight = src_rect->bottom - src_rect->top;
4597 srcwidth = src_rect->right - src_rect->left;
4598 dstheight = dst_rect->bottom - dst_rect->top;
4599 dstwidth = dst_rect->right - dst_rect->left;
4600 width = (dst_rect->right - dst_rect->left) * bpp;
4602 if (src_surface)
4603 sbase = (BYTE *)src_map.data
4604 + ((src_rect->top / src_format->block_height) * src_map.row_pitch)
4605 + ((src_rect->left / src_format->block_width) * src_format->block_byte_count);
4606 if (src_surface != dst_surface)
4607 dbuf = dst_map.data;
4608 else
4609 dbuf = (BYTE *)dst_map.data
4610 + ((dst_rect->top / dst_format->block_height) * dst_map.row_pitch)
4611 + ((dst_rect->left / dst_format->block_width) * dst_format->block_byte_count);
4613 if (src_fmt_flags & dst_fmt_flags & WINED3DFMT_FLAG_BLOCKS)
4615 TRACE("%s -> %s copy.\n", debug_d3dformat(src_format->id), debug_d3dformat(dst_format->id));
4617 if (src_surface == dst_surface)
4619 FIXME("Only plain blits supported on compressed surfaces.\n");
4620 hr = E_NOTIMPL;
4621 goto release;
4624 if (srcheight != dstheight || srcwidth != dstwidth)
4626 WARN("Stretching not supported on compressed surfaces.\n");
4627 hr = WINED3DERR_INVALIDCALL;
4628 goto release;
4631 if (!surface_check_block_align(src_surface, src_rect))
4633 WARN("Source rectangle not block-aligned.\n");
4634 hr = WINED3DERR_INVALIDCALL;
4635 goto release;
4638 if (!surface_check_block_align(dst_surface, dst_rect))
4640 WARN("Destination rectangle not block-aligned.\n");
4641 hr = WINED3DERR_INVALIDCALL;
4642 goto release;
4645 hr = surface_cpu_blt_compressed(sbase, dbuf,
4646 src_map.row_pitch, dst_map.row_pitch, dstwidth, dstheight,
4647 src_format, flags, fx);
4648 goto release;
4651 /* First, all the 'source-less' blits */
4652 if (flags & WINEDDBLT_COLORFILL)
4654 hr = _Blt_ColorFill(dbuf, dstwidth, dstheight, bpp, dst_map.row_pitch, fx->u5.dwFillColor);
4655 flags &= ~WINEDDBLT_COLORFILL;
4658 if (flags & WINEDDBLT_DEPTHFILL)
4660 FIXME("DDBLT_DEPTHFILL needs to be implemented!\n");
4662 if (flags & WINEDDBLT_DDROPS)
4664 FIXME("\tDdraw Raster Ops: %08x Pattern: %p\n", fx->dwDDROP, fx->u5.lpDDSPattern);
4666 /* Now the 'with source' blits. */
4667 if (src_surface)
4669 int sx, xinc, sy, yinc;
4671 if (!dstwidth || !dstheight) /* Hmm... stupid program? */
4672 goto release;
4674 if (filter != WINED3D_TEXF_NONE && filter != WINED3D_TEXF_POINT
4675 && (srcwidth != dstwidth || srcheight != dstheight))
4677 /* Can happen when d3d9 apps do a StretchRect() call which isn't handled in GL. */
4678 FIXME("Filter %s not supported in software blit.\n", debug_d3dtexturefiltertype(filter));
4681 xinc = (srcwidth << 16) / dstwidth;
4682 yinc = (srcheight << 16) / dstheight;
4684 if (!flags)
4686 /* No effects, we can cheat here. */
4687 if (dstwidth == srcwidth)
4689 if (dstheight == srcheight)
4691 /* No stretching in either direction. This needs to be as
4692 * fast as possible. */
4693 sbuf = sbase;
4695 /* Check for overlapping surfaces. */
4696 if (src_surface != dst_surface || dst_rect->top < src_rect->top
4697 || dst_rect->right <= src_rect->left || src_rect->right <= dst_rect->left)
4699 /* No overlap, or dst above src, so copy from top downwards. */
4700 for (y = 0; y < dstheight; ++y)
4702 memcpy(dbuf, sbuf, width);
4703 sbuf += src_map.row_pitch;
4704 dbuf += dst_map.row_pitch;
4707 else if (dst_rect->top > src_rect->top)
4709 /* Copy from bottom upwards. */
4710 sbuf += src_map.row_pitch * dstheight;
4711 dbuf += dst_map.row_pitch * dstheight;
4712 for (y = 0; y < dstheight; ++y)
4714 sbuf -= src_map.row_pitch;
4715 dbuf -= dst_map.row_pitch;
4716 memcpy(dbuf, sbuf, width);
4719 else
4721 /* Src and dst overlapping on the same line, use memmove. */
4722 for (y = 0; y < dstheight; ++y)
4724 memmove(dbuf, sbuf, width);
4725 sbuf += src_map.row_pitch;
4726 dbuf += dst_map.row_pitch;
4730 else
4732 /* Stretching in y direction only. */
4733 for (y = sy = 0; y < dstheight; ++y, sy += yinc)
4735 sbuf = sbase + (sy >> 16) * src_map.row_pitch;
4736 memcpy(dbuf, sbuf, width);
4737 dbuf += dst_map.row_pitch;
4741 else
4743 /* Stretching in X direction. */
4744 int last_sy = -1;
4745 for (y = sy = 0; y < dstheight; ++y, sy += yinc)
4747 sbuf = sbase + (sy >> 16) * src_map.row_pitch;
4749 if ((sy >> 16) == (last_sy >> 16))
4751 /* This source row is the same as last source row -
4752 * Copy the already stretched row. */
4753 memcpy(dbuf, dbuf - dst_map.row_pitch, width);
4755 else
4757 #define STRETCH_ROW(type) \
4758 do { \
4759 const type *s = (const type *)sbuf; \
4760 type *d = (type *)dbuf; \
4761 for (x = sx = 0; x < dstwidth; ++x, sx += xinc) \
4762 d[x] = s[sx >> 16]; \
4763 } while(0)
4765 switch(bpp)
4767 case 1:
4768 STRETCH_ROW(BYTE);
4769 break;
4770 case 2:
4771 STRETCH_ROW(WORD);
4772 break;
4773 case 4:
4774 STRETCH_ROW(DWORD);
4775 break;
4776 case 3:
4778 const BYTE *s;
4779 BYTE *d = dbuf;
4780 for (x = sx = 0; x < dstwidth; x++, sx+= xinc)
4782 DWORD pixel;
4784 s = sbuf + 3 * (sx >> 16);
4785 pixel = s[0] | (s[1] << 8) | (s[2] << 16);
4786 d[0] = (pixel ) & 0xff;
4787 d[1] = (pixel >> 8) & 0xff;
4788 d[2] = (pixel >> 16) & 0xff;
4789 d += 3;
4791 break;
4793 default:
4794 FIXME("Stretched blit not implemented for bpp %u!\n", bpp * 8);
4795 hr = WINED3DERR_NOTAVAILABLE;
4796 goto error;
4798 #undef STRETCH_ROW
4800 dbuf += dst_map.row_pitch;
4801 last_sy = sy;
4805 else
4807 LONG dstyinc = dst_map.row_pitch, dstxinc = bpp;
4808 DWORD keylow = 0xffffffff, keyhigh = 0, keymask = 0xffffffff;
4809 DWORD destkeylow = 0x0, destkeyhigh = 0xffffffff, destkeymask = 0xffffffff;
4810 if (flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYDEST | WINEDDBLT_KEYSRCOVERRIDE | WINEDDBLT_KEYDESTOVERRIDE))
4812 /* The color keying flags are checked for correctness in ddraw */
4813 if (flags & WINEDDBLT_KEYSRC)
4815 keylow = src_surface->container->async.src_blt_color_key.color_space_low_value;
4816 keyhigh = src_surface->container->async.src_blt_color_key.color_space_high_value;
4818 else if (flags & WINEDDBLT_KEYSRCOVERRIDE)
4820 keylow = fx->ddckSrcColorkey.color_space_low_value;
4821 keyhigh = fx->ddckSrcColorkey.color_space_high_value;
4824 if (flags & WINEDDBLT_KEYDEST)
4826 /* Destination color keys are taken from the source surface! */
4827 destkeylow = src_surface->container->async.dst_blt_color_key.color_space_low_value;
4828 destkeyhigh = src_surface->container->async.dst_blt_color_key.color_space_high_value;
4830 else if (flags & WINEDDBLT_KEYDESTOVERRIDE)
4832 destkeylow = fx->ddckDestColorkey.color_space_low_value;
4833 destkeyhigh = fx->ddckDestColorkey.color_space_high_value;
4836 if (bpp == 1)
4838 keymask = 0xff;
4840 else
4842 DWORD masks[3];
4843 get_color_masks(src_format, masks);
4844 keymask = masks[0]
4845 | masks[1]
4846 | masks[2];
4848 flags &= ~(WINEDDBLT_KEYSRC | WINEDDBLT_KEYDEST | WINEDDBLT_KEYSRCOVERRIDE | WINEDDBLT_KEYDESTOVERRIDE);
4851 if (flags & WINEDDBLT_DDFX)
4853 BYTE *dTopLeft, *dTopRight, *dBottomLeft, *dBottomRight, *tmp;
4854 LONG tmpxy;
4855 dTopLeft = dbuf;
4856 dTopRight = dbuf + ((dstwidth - 1) * bpp);
4857 dBottomLeft = dTopLeft + ((dstheight - 1) * dst_map.row_pitch);
4858 dBottomRight = dBottomLeft + ((dstwidth - 1) * bpp);
4860 if (fx->dwDDFX & WINEDDBLTFX_ARITHSTRETCHY)
4862 /* I don't think we need to do anything about this flag */
4863 WARN("flags=DDBLT_DDFX nothing done for WINEDDBLTFX_ARITHSTRETCHY\n");
4865 if (fx->dwDDFX & WINEDDBLTFX_MIRRORLEFTRIGHT)
4867 tmp = dTopRight;
4868 dTopRight = dTopLeft;
4869 dTopLeft = tmp;
4870 tmp = dBottomRight;
4871 dBottomRight = dBottomLeft;
4872 dBottomLeft = tmp;
4873 dstxinc = dstxinc * -1;
4875 if (fx->dwDDFX & WINEDDBLTFX_MIRRORUPDOWN)
4877 tmp = dTopLeft;
4878 dTopLeft = dBottomLeft;
4879 dBottomLeft = tmp;
4880 tmp = dTopRight;
4881 dTopRight = dBottomRight;
4882 dBottomRight = tmp;
4883 dstyinc = dstyinc * -1;
4885 if (fx->dwDDFX & WINEDDBLTFX_NOTEARING)
4887 /* I don't think we need to do anything about this flag */
4888 WARN("flags=DDBLT_DDFX nothing done for WINEDDBLTFX_NOTEARING\n");
4890 if (fx->dwDDFX & WINEDDBLTFX_ROTATE180)
4892 tmp = dBottomRight;
4893 dBottomRight = dTopLeft;
4894 dTopLeft = tmp;
4895 tmp = dBottomLeft;
4896 dBottomLeft = dTopRight;
4897 dTopRight = tmp;
4898 dstxinc = dstxinc * -1;
4899 dstyinc = dstyinc * -1;
4901 if (fx->dwDDFX & WINEDDBLTFX_ROTATE270)
4903 tmp = dTopLeft;
4904 dTopLeft = dBottomLeft;
4905 dBottomLeft = dBottomRight;
4906 dBottomRight = dTopRight;
4907 dTopRight = tmp;
4908 tmpxy = dstxinc;
4909 dstxinc = dstyinc;
4910 dstyinc = tmpxy;
4911 dstxinc = dstxinc * -1;
4913 if (fx->dwDDFX & WINEDDBLTFX_ROTATE90)
4915 tmp = dTopLeft;
4916 dTopLeft = dTopRight;
4917 dTopRight = dBottomRight;
4918 dBottomRight = dBottomLeft;
4919 dBottomLeft = tmp;
4920 tmpxy = dstxinc;
4921 dstxinc = dstyinc;
4922 dstyinc = tmpxy;
4923 dstyinc = dstyinc * -1;
4925 if (fx->dwDDFX & WINEDDBLTFX_ZBUFFERBASEDEST)
4927 /* I don't think we need to do anything about this flag */
4928 WARN("flags=WINEDDBLT_DDFX nothing done for WINEDDBLTFX_ZBUFFERBASEDEST\n");
4930 dbuf = dTopLeft;
4931 flags &= ~(WINEDDBLT_DDFX);
4934 #define COPY_COLORKEY_FX(type) \
4935 do { \
4936 const type *s; \
4937 type *d = (type *)dbuf, *dx, tmp; \
4938 for (y = sy = 0; y < dstheight; ++y, sy += yinc) \
4940 s = (const type *)(sbase + (sy >> 16) * src_map.row_pitch); \
4941 dx = d; \
4942 for (x = sx = 0; x < dstwidth; ++x, sx += xinc) \
4944 tmp = s[sx >> 16]; \
4945 if (((tmp & keymask) < keylow || (tmp & keymask) > keyhigh) \
4946 && ((dx[0] & destkeymask) >= destkeylow && (dx[0] & destkeymask) <= destkeyhigh)) \
4948 dx[0] = tmp; \
4950 dx = (type *)(((BYTE *)dx) + dstxinc); \
4952 d = (type *)(((BYTE *)d) + dstyinc); \
4954 } while(0)
4956 switch (bpp)
4958 case 1:
4959 COPY_COLORKEY_FX(BYTE);
4960 break;
4961 case 2:
4962 COPY_COLORKEY_FX(WORD);
4963 break;
4964 case 4:
4965 COPY_COLORKEY_FX(DWORD);
4966 break;
4967 case 3:
4969 const BYTE *s;
4970 BYTE *d = dbuf, *dx;
4971 for (y = sy = 0; y < dstheight; ++y, sy += yinc)
4973 sbuf = sbase + (sy >> 16) * src_map.row_pitch;
4974 dx = d;
4975 for (x = sx = 0; x < dstwidth; ++x, sx+= xinc)
4977 DWORD pixel, dpixel = 0;
4978 s = sbuf + 3 * (sx>>16);
4979 pixel = s[0] | (s[1] << 8) | (s[2] << 16);
4980 dpixel = dx[0] | (dx[1] << 8 ) | (dx[2] << 16);
4981 if (((pixel & keymask) < keylow || (pixel & keymask) > keyhigh)
4982 && ((dpixel & keymask) >= destkeylow || (dpixel & keymask) <= keyhigh))
4984 dx[0] = (pixel ) & 0xff;
4985 dx[1] = (pixel >> 8) & 0xff;
4986 dx[2] = (pixel >> 16) & 0xff;
4988 dx += dstxinc;
4990 d += dstyinc;
4992 break;
4994 default:
4995 FIXME("%s color-keyed blit not implemented for bpp %u!\n",
4996 (flags & WINEDDBLT_KEYSRC) ? "Source" : "Destination", bpp * 8);
4997 hr = WINED3DERR_NOTAVAILABLE;
4998 goto error;
4999 #undef COPY_COLORKEY_FX
5004 error:
5005 if (flags && FIXME_ON(d3d_surface))
5007 FIXME("\tUnsupported flags: %#x.\n", flags);
5010 release:
5011 wined3d_surface_unmap(dst_surface);
5012 if (src_surface && src_surface != dst_surface)
5013 wined3d_surface_unmap(src_surface);
5014 /* Release the converted surface, if any. */
5015 if (src_texture)
5016 wined3d_texture_decref(src_texture);
5018 return hr;
5021 static HRESULT cpu_blit_color_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface,
5022 const RECT *dst_rect, const struct wined3d_color *color)
5024 static const RECT src_rect;
5025 WINEDDBLTFX BltFx;
5027 memset(&BltFx, 0, sizeof(BltFx));
5028 BltFx.dwSize = sizeof(BltFx);
5029 BltFx.u5.dwFillColor = wined3d_format_convert_from_float(dst_surface, color);
5030 return surface_cpu_blt(dst_surface, dst_rect, NULL, &src_rect,
5031 WINEDDBLT_COLORFILL, &BltFx, WINED3D_TEXF_POINT);
5034 static HRESULT cpu_blit_depth_fill(struct wined3d_device *device,
5035 struct wined3d_surface *surface, const RECT *rect, float depth)
5037 FIXME("Depth filling not implemented by cpu_blit.\n");
5038 return WINED3DERR_INVALIDCALL;
5041 static void cpu_blit_blit_surface(struct wined3d_device *device, DWORD filter,
5042 struct wined3d_surface *src_surface, const RECT *src_rect,
5043 struct wined3d_surface *dst_surface, const RECT *dst_rect,
5044 const struct wined3d_color_key *color_key)
5046 /* FIXME: Remove error returns from surface_blt_cpu. */
5047 ERR("Blit method not implemented by cpu_blit.\n");
5050 const struct blit_shader cpu_blit = {
5051 cpu_blit_alloc,
5052 cpu_blit_free,
5053 cpu_blit_set,
5054 cpu_blit_unset,
5055 cpu_blit_supported,
5056 cpu_blit_color_fill,
5057 cpu_blit_depth_fill,
5058 cpu_blit_blit_surface,
5061 HRESULT CDECL wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect_in,
5062 struct wined3d_surface *src_surface, const RECT *src_rect_in, DWORD flags,
5063 const WINEDDBLTFX *fx, enum wined3d_texture_filter_type filter)
5065 struct wined3d_swapchain *src_swapchain, *dst_swapchain;
5066 struct wined3d_device *device = dst_surface->resource.device;
5067 DWORD src_ds_flags, dst_ds_flags;
5068 RECT src_rect, dst_rect;
5069 BOOL scale, convert;
5071 static const DWORD simple_blit = WINEDDBLT_ASYNC
5072 | WINEDDBLT_COLORFILL
5073 | WINEDDBLT_KEYSRC
5074 | WINEDDBLT_KEYSRCOVERRIDE
5075 | WINEDDBLT_WAIT
5076 | WINEDDBLT_DEPTHFILL
5077 | WINEDDBLT_DONOTWAIT;
5079 TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
5080 dst_surface, wine_dbgstr_rect(dst_rect_in), src_surface, wine_dbgstr_rect(src_rect_in),
5081 flags, fx, debug_d3dtexturefiltertype(filter));
5082 TRACE("Usage is %s.\n", debug_d3dusage(dst_surface->resource.usage));
5084 if (fx)
5086 TRACE("dwSize %#x.\n", fx->dwSize);
5087 TRACE("dwDDFX %#x.\n", fx->dwDDFX);
5088 TRACE("dwROP %#x.\n", fx->dwROP);
5089 TRACE("dwDDROP %#x.\n", fx->dwDDROP);
5090 TRACE("dwRotationAngle %#x.\n", fx->dwRotationAngle);
5091 TRACE("dwZBufferOpCode %#x.\n", fx->dwZBufferOpCode);
5092 TRACE("dwZBufferLow %#x.\n", fx->dwZBufferLow);
5093 TRACE("dwZBufferHigh %#x.\n", fx->dwZBufferHigh);
5094 TRACE("dwZBufferBaseDest %#x.\n", fx->dwZBufferBaseDest);
5095 TRACE("dwZDestConstBitDepth %#x.\n", fx->dwZDestConstBitDepth);
5096 TRACE("lpDDSZBufferDest %p.\n", fx->u1.lpDDSZBufferDest);
5097 TRACE("dwZSrcConstBitDepth %#x.\n", fx->dwZSrcConstBitDepth);
5098 TRACE("lpDDSZBufferSrc %p.\n", fx->u2.lpDDSZBufferSrc);
5099 TRACE("dwAlphaEdgeBlendBitDepth %#x.\n", fx->dwAlphaEdgeBlendBitDepth);
5100 TRACE("dwAlphaEdgeBlend %#x.\n", fx->dwAlphaEdgeBlend);
5101 TRACE("dwReserved %#x.\n", fx->dwReserved);
5102 TRACE("dwAlphaDestConstBitDepth %#x.\n", fx->dwAlphaDestConstBitDepth);
5103 TRACE("lpDDSAlphaDest %p.\n", fx->u3.lpDDSAlphaDest);
5104 TRACE("dwAlphaSrcConstBitDepth %#x.\n", fx->dwAlphaSrcConstBitDepth);
5105 TRACE("lpDDSAlphaSrc %p.\n", fx->u4.lpDDSAlphaSrc);
5106 TRACE("lpDDSPattern %p.\n", fx->u5.lpDDSPattern);
5107 TRACE("ddckDestColorkey {%#x, %#x}.\n",
5108 fx->ddckDestColorkey.color_space_low_value,
5109 fx->ddckDestColorkey.color_space_high_value);
5110 TRACE("ddckSrcColorkey {%#x, %#x}.\n",
5111 fx->ddckSrcColorkey.color_space_low_value,
5112 fx->ddckSrcColorkey.color_space_high_value);
5115 if (dst_surface->resource.map_count || (src_surface && src_surface->resource.map_count))
5117 WARN("Surface is busy, returning WINEDDERR_SURFACEBUSY.\n");
5118 return WINEDDERR_SURFACEBUSY;
5121 surface_get_rect(dst_surface, dst_rect_in, &dst_rect);
5123 if (dst_rect.left >= dst_rect.right || dst_rect.top >= dst_rect.bottom
5124 || dst_rect.left > dst_surface->resource.width || dst_rect.left < 0
5125 || dst_rect.top > dst_surface->resource.height || dst_rect.top < 0
5126 || dst_rect.right > dst_surface->resource.width || dst_rect.right < 0
5127 || dst_rect.bottom > dst_surface->resource.height || dst_rect.bottom < 0)
5129 WARN("The application gave us a bad destination rectangle.\n");
5130 return WINEDDERR_INVALIDRECT;
5133 if (src_surface)
5135 surface_get_rect(src_surface, src_rect_in, &src_rect);
5137 if (src_rect.left >= src_rect.right || src_rect.top >= src_rect.bottom
5138 || src_rect.left > src_surface->resource.width || src_rect.left < 0
5139 || src_rect.top > src_surface->resource.height || src_rect.top < 0
5140 || src_rect.right > src_surface->resource.width || src_rect.right < 0
5141 || src_rect.bottom > src_surface->resource.height || src_rect.bottom < 0)
5143 WARN("Application gave us bad source rectangle for Blt.\n");
5144 return WINEDDERR_INVALIDRECT;
5147 else
5149 memset(&src_rect, 0, sizeof(src_rect));
5152 if (!fx || !(fx->dwDDFX))
5153 flags &= ~WINEDDBLT_DDFX;
5155 if (flags & WINEDDBLT_WAIT)
5156 flags &= ~WINEDDBLT_WAIT;
5158 if (flags & WINEDDBLT_ASYNC)
5160 static unsigned int once;
5162 if (!once++)
5163 FIXME("Can't handle WINEDDBLT_ASYNC flag.\n");
5164 flags &= ~WINEDDBLT_ASYNC;
5167 /* WINEDDBLT_DONOTWAIT appeared in DX7. */
5168 if (flags & WINEDDBLT_DONOTWAIT)
5170 static unsigned int once;
5172 if (!once++)
5173 FIXME("Can't handle WINEDDBLT_DONOTWAIT flag.\n");
5174 flags &= ~WINEDDBLT_DONOTWAIT;
5177 if (!device->d3d_initialized)
5179 WARN("D3D not initialized, using fallback.\n");
5180 goto cpu;
5183 /* We want to avoid invalidating the sysmem location for converted
5184 * surfaces, since otherwise we'd have to convert the data back when
5185 * locking them. */
5186 if (dst_surface->container->flags & WINED3D_TEXTURE_CONVERTED
5187 || dst_surface->container->resource.format->convert
5188 || wined3d_format_get_color_key_conversion(dst_surface->container, TRUE))
5190 WARN_(d3d_perf)("Converted surface, using CPU blit.\n");
5191 goto cpu;
5194 if (flags & ~simple_blit)
5196 WARN_(d3d_perf)("Using fallback for complex blit (%#x).\n", flags);
5197 goto fallback;
5200 if (src_surface)
5201 src_swapchain = src_surface->container->swapchain;
5202 else
5203 src_swapchain = NULL;
5205 dst_swapchain = dst_surface->container->swapchain;
5207 /* This isn't strictly needed. FBO blits for example could deal with
5208 * cross-swapchain blits by first downloading the source to a texture
5209 * before switching to the destination context. We just have this here to
5210 * not have to deal with the issue, since cross-swapchain blits should be
5211 * rare. */
5212 if (src_swapchain && dst_swapchain && src_swapchain != dst_swapchain)
5214 FIXME("Using fallback for cross-swapchain blit.\n");
5215 goto fallback;
5218 scale = src_surface
5219 && (src_rect.right - src_rect.left != dst_rect.right - dst_rect.left
5220 || src_rect.bottom - src_rect.top != dst_rect.bottom - dst_rect.top);
5221 convert = src_surface && src_surface->resource.format->id != dst_surface->resource.format->id;
5223 dst_ds_flags = dst_surface->container->resource.format_flags
5224 & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
5225 if (src_surface)
5226 src_ds_flags = src_surface->container->resource.format_flags
5227 & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
5228 else
5229 src_ds_flags = 0;
5231 if (src_ds_flags || dst_ds_flags)
5233 if (flags & WINEDDBLT_DEPTHFILL)
5235 float depth;
5237 TRACE("Depth fill.\n");
5239 if (!surface_convert_depth_to_float(dst_surface, fx->u5.dwFillDepth, &depth))
5240 return WINED3DERR_INVALIDCALL;
5242 if (SUCCEEDED(wined3d_surface_depth_fill(dst_surface, &dst_rect, depth)))
5243 return WINED3D_OK;
5245 else
5247 if (src_ds_flags != dst_ds_flags)
5249 WARN("Rejecting depth / stencil blit between incompatible formats.\n");
5250 return WINED3DERR_INVALIDCALL;
5253 if (SUCCEEDED(wined3d_surface_depth_blt(src_surface, src_surface->container->resource.draw_binding,
5254 &src_rect, dst_surface, dst_surface->container->resource.draw_binding, &dst_rect)))
5255 return WINED3D_OK;
5258 else
5260 const struct blit_shader *blitter;
5262 /* In principle this would apply to depth blits as well, but we don't
5263 * implement those in the CPU blitter at the moment. */
5264 if ((dst_surface->locations & dst_surface->resource.map_binding)
5265 && (!src_surface || (src_surface->locations & src_surface->resource.map_binding)))
5267 if (scale)
5268 TRACE("Not doing sysmem blit because of scaling.\n");
5269 else if (convert)
5270 TRACE("Not doing sysmem blit because of format conversion.\n");
5271 else
5272 goto cpu;
5275 if (flags & WINEDDBLT_COLORFILL)
5277 struct wined3d_color color;
5278 const struct wined3d_palette *palette = dst_swapchain ? dst_swapchain->palette : NULL;
5280 TRACE("Color fill.\n");
5282 if (!wined3d_format_convert_color_to_float(dst_surface->resource.format,
5283 palette, fx->u5.dwFillColor, &color))
5284 goto fallback;
5286 if (SUCCEEDED(surface_color_fill(dst_surface, &dst_rect, &color)))
5287 return WINED3D_OK;
5289 else
5291 enum wined3d_blit_op blit_op = WINED3D_BLIT_OP_COLOR_BLIT;
5292 const struct wined3d_color_key *color_key = NULL;
5294 TRACE("Color blit.\n");
5295 if (flags & WINEDDBLT_KEYSRCOVERRIDE)
5297 color_key = &fx->ddckSrcColorkey;
5298 blit_op = WINED3D_BLIT_OP_COLOR_BLIT_CKEY;
5300 else if (flags & WINEDDBLT_KEYSRC)
5302 color_key = &src_surface->container->async.src_blt_color_key;
5303 blit_op = WINED3D_BLIT_OP_COLOR_BLIT_CKEY;
5305 else if ((src_surface->locations & WINED3D_LOCATION_SYSMEM)
5306 && !(dst_surface->locations & WINED3D_LOCATION_SYSMEM))
5308 /* Upload */
5309 if (scale)
5310 TRACE("Not doing upload because of scaling.\n");
5311 else if (convert)
5312 TRACE("Not doing upload because of format conversion.\n");
5313 else
5315 POINT dst_point = {dst_rect.left, dst_rect.top};
5317 if (SUCCEEDED(surface_upload_from_surface(dst_surface, &dst_point, src_surface, &src_rect)))
5319 if (!wined3d_resource_is_offscreen(&dst_surface->container->resource))
5320 surface_load_location(dst_surface, dst_surface->container->resource.draw_binding);
5321 return WINED3D_OK;
5325 else if (dst_swapchain && dst_swapchain->back_buffers
5326 && dst_surface->container == dst_swapchain->front_buffer
5327 && src_surface->container == dst_swapchain->back_buffers[0])
5329 /* Use present for back -> front blits. The idea behind this is
5330 * that present is potentially faster than a blit, in particular
5331 * when FBO blits aren't available. Some ddraw applications like
5332 * Half-Life and Prince of Persia 3D use Blt() from the backbuffer
5333 * to the frontbuffer instead of doing a Flip(). D3D8 and D3D9
5334 * applications can't blit directly to the frontbuffer. */
5335 enum wined3d_swap_effect swap_effect = dst_swapchain->desc.swap_effect;
5337 TRACE("Using present for backbuffer -> frontbuffer blit.\n");
5339 /* Set the swap effect to COPY, we don't want the backbuffer
5340 * to become undefined. */
5341 dst_swapchain->desc.swap_effect = WINED3D_SWAP_EFFECT_COPY;
5342 wined3d_swapchain_present(dst_swapchain, NULL, NULL, dst_swapchain->win_handle, NULL, 0);
5343 dst_swapchain->desc.swap_effect = swap_effect;
5345 return WINED3D_OK;
5348 if (fbo_blit_supported(&device->adapter->gl_info, blit_op,
5349 &src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
5350 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
5352 TRACE("Using FBO blit.\n");
5354 surface_blt_fbo(device, filter,
5355 src_surface, src_surface->container->resource.draw_binding, &src_rect,
5356 dst_surface, dst_surface->container->resource.draw_binding, &dst_rect);
5357 surface_validate_location(dst_surface, dst_surface->container->resource.draw_binding);
5358 surface_invalidate_location(dst_surface, ~dst_surface->container->resource.draw_binding);
5360 return WINED3D_OK;
5363 blitter = wined3d_select_blitter(&device->adapter->gl_info, &device->adapter->d3d_info, blit_op,
5364 &src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
5365 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format);
5366 if (blitter)
5368 blitter->blit_surface(device, filter, src_surface, &src_rect, dst_surface, &dst_rect, color_key);
5369 return WINED3D_OK;
5374 fallback:
5375 /* Special cases for render targets. */
5376 if (SUCCEEDED(surface_blt_special(dst_surface, &dst_rect, src_surface, &src_rect, flags, fx, filter)))
5377 return WINED3D_OK;
5379 cpu:
5381 /* For the rest call the X11 surface implementation. For render targets
5382 * this should be implemented OpenGL accelerated in surface_blt_special(),
5383 * other blits are rather rare. */
5384 return surface_cpu_blt(dst_surface, &dst_rect, src_surface, &src_rect, flags, fx, filter);
5387 static HRESULT surface_init(struct wined3d_surface *surface, struct wined3d_texture *container,
5388 const struct wined3d_resource_desc *desc, GLenum target, unsigned int level, unsigned int layer, DWORD flags)
5390 struct wined3d_device *device = container->resource.device;
5391 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5392 const struct wined3d_format *format = wined3d_get_format(gl_info, desc->format);
5393 UINT multisample_quality = desc->multisample_quality;
5394 BOOL lockable = flags & WINED3D_SURFACE_MAPPABLE;
5395 unsigned int resource_size;
5396 HRESULT hr;
5398 if (multisample_quality > 0)
5400 FIXME("multisample_quality set to %u, substituting 0.\n", multisample_quality);
5401 multisample_quality = 0;
5404 /* Quick lockable sanity check.
5405 * TODO: remove this after surfaces, usage and lockability have been debugged properly
5406 * this function is too deep to need to care about things like this.
5407 * Levels need to be checked too, since they all affect what can be done. */
5408 switch (desc->pool)
5410 case WINED3D_POOL_MANAGED:
5411 if (desc->usage & WINED3DUSAGE_DYNAMIC)
5412 FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n");
5413 break;
5415 case WINED3D_POOL_DEFAULT:
5416 if (lockable && !(desc->usage & (WINED3DUSAGE_DYNAMIC
5417 | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
5418 WARN("Creating a lockable surface with a POOL of DEFAULT, that doesn't specify DYNAMIC usage.\n");
5419 break;
5421 case WINED3D_POOL_SCRATCH:
5422 case WINED3D_POOL_SYSTEM_MEM:
5423 break;
5425 default:
5426 FIXME("Unknown pool %#x.\n", desc->pool);
5427 break;
5430 if (desc->usage & WINED3DUSAGE_RENDERTARGET && desc->pool != WINED3D_POOL_DEFAULT)
5431 FIXME("Trying to create a render target that isn't in the default pool.\n");
5433 /* FIXME: Check that the format is supported by the device. */
5435 resource_size = wined3d_format_calculate_size(format, device->surface_alignment, desc->width, desc->height, 1);
5436 if (!resource_size)
5437 return WINED3DERR_INVALIDCALL;
5439 if (device->wined3d->flags & WINED3D_NO3D)
5440 surface->surface_ops = &gdi_surface_ops;
5441 else
5442 surface->surface_ops = &surface_ops;
5444 if (FAILED(hr = resource_init(&surface->resource, device, WINED3D_RTYPE_SURFACE,
5445 format, desc->multisample_type, multisample_quality, desc->usage, desc->pool, desc->width, desc->height,
5446 1, resource_size, NULL, &wined3d_null_parent_ops, &surface_resource_ops)))
5448 WARN("Failed to initialize resource, returning %#x.\n", hr);
5449 return hr;
5452 surface->container = container;
5453 surface_validate_location(surface, WINED3D_LOCATION_SYSMEM);
5454 list_init(&surface->renderbuffers);
5455 list_init(&surface->overlays);
5457 /* Flags */
5458 if (flags & WINED3D_SURFACE_DISCARD)
5459 surface->flags |= SFLAG_DISCARD;
5460 if (lockable || desc->format == WINED3DFMT_D16_LOCKABLE)
5461 surface->resource.access_flags |= WINED3D_RESOURCE_ACCESS_CPU;
5463 surface->texture_target = target;
5464 surface->texture_level = level;
5465 surface->texture_layer = layer;
5467 /* Call the private setup routine */
5468 if (FAILED(hr = surface->surface_ops->surface_private_setup(surface)))
5470 ERR("Private setup failed, hr %#x.\n", hr);
5471 surface_cleanup(surface);
5472 return hr;
5475 /* Similar to lockable rendertargets above, creating the DIB section
5476 * during surface initialization prevents the sysmem pointer from changing
5477 * after a wined3d_surface_getdc() call. */
5478 if ((desc->usage & WINED3DUSAGE_OWNDC) && !surface->hDC
5479 && SUCCEEDED(surface_create_dib_section(surface)))
5480 surface->resource.map_binding = WINED3D_LOCATION_DIB;
5482 if (surface->resource.map_binding == WINED3D_LOCATION_DIB)
5484 wined3d_resource_free_sysmem(&surface->resource);
5485 surface_validate_location(surface, WINED3D_LOCATION_DIB);
5486 surface_invalidate_location(surface, WINED3D_LOCATION_SYSMEM);
5489 return hr;
5492 HRESULT wined3d_surface_create(struct wined3d_texture *container, const struct wined3d_resource_desc *desc,
5493 GLenum target, unsigned int level, unsigned int layer, DWORD flags, struct wined3d_surface **surface)
5495 struct wined3d_device_parent *device_parent = container->resource.device->device_parent;
5496 const struct wined3d_parent_ops *parent_ops;
5497 struct wined3d_surface *object;
5498 void *parent;
5499 HRESULT hr;
5501 TRACE("container %p, width %u, height %u, format %s, usage %s (%#x), pool %s, "
5502 "multisample_type %#x, multisample_quality %u, target %#x, level %u, layer %u, flags %#x, surface %p.\n",
5503 container, desc->width, desc->height, debug_d3dformat(desc->format),
5504 debug_d3dusage(desc->usage), desc->usage, debug_d3dpool(desc->pool),
5505 desc->multisample_type, desc->multisample_quality, target, level, layer, flags, surface);
5507 if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
5508 return E_OUTOFMEMORY;
5510 if (FAILED(hr = surface_init(object, container, desc, target, level, layer, flags)))
5512 WARN("Failed to initialize surface, returning %#x.\n", hr);
5513 HeapFree(GetProcessHeap(), 0, object);
5514 return hr;
5517 if (FAILED(hr = device_parent->ops->surface_created(device_parent,
5518 wined3d_texture_get_parent(container), object, &parent, &parent_ops)))
5520 WARN("Failed to create surface parent, hr %#x.\n", hr);
5521 wined3d_surface_destroy(object);
5522 return hr;
5525 TRACE("Created surface %p, parent %p, parent_ops %p.\n", object, parent, parent_ops);
5527 object->resource.parent = parent;
5528 object->resource.parent_ops = parent_ops;
5529 *surface = object;
5531 return hr;