wined3d: Fix context_apply_clear_state with ORM = backbuffer.
[wine.git] / dlls / wined3d / surface.c
blob25e7b42e605aa085fd179231fd7bb888da4ea649
1 /*
2 * IWineD3DSurface Implementation
4 * Copyright 1998 Lionel Ulmer
5 * Copyright 2000-2001 TransGaming Technologies Inc.
6 * Copyright 2002-2005 Jason Edmeades
7 * Copyright 2002-2003 Raphael Junqueira
8 * Copyright 2004 Christian Costa
9 * Copyright 2005 Oliver Stieber
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2007-2008 Henri Verbeet
12 * Copyright 2006-2008 Roderick Colenbrander
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "config.h"
31 #include "wine/port.h"
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d);
37 static void surface_cleanup(IWineD3DSurfaceImpl *This)
39 TRACE("(%p) : Cleaning up.\n", This);
41 if (This->texture_name || (This->Flags & SFLAG_PBO) || !list_empty(&This->renderbuffers))
43 const struct wined3d_gl_info *gl_info;
44 renderbuffer_entry_t *entry, *entry2;
45 struct wined3d_context *context;
47 context = context_acquire(This->resource.device, NULL);
48 gl_info = context->gl_info;
50 ENTER_GL();
52 if (This->texture_name)
54 TRACE("Deleting texture %u.\n", This->texture_name);
55 glDeleteTextures(1, &This->texture_name);
58 if (This->Flags & SFLAG_PBO)
60 TRACE("Deleting PBO %u.\n", This->pbo);
61 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
64 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry)
66 TRACE("Deleting renderbuffer %u.\n", entry->id);
67 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
68 HeapFree(GetProcessHeap(), 0, entry);
71 LEAVE_GL();
73 context_release(context);
76 if (This->Flags & SFLAG_DIBSECTION)
78 /* Release the DC. */
79 SelectObject(This->hDC, This->dib.holdbitmap);
80 DeleteDC(This->hDC);
81 /* Release the DIB section. */
82 DeleteObject(This->dib.DIBsection);
83 This->dib.bitmap_data = NULL;
84 This->resource.allocatedMemory = NULL;
87 if (This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem((IWineD3DSurface *)This, NULL);
88 if (This->overlay_dest) list_remove(&This->overlay_entry);
90 HeapFree(GetProcessHeap(), 0, This->palette9);
92 resource_cleanup((IWineD3DResource *)This);
95 struct blt_info
97 GLenum binding;
98 GLenum bind_target;
99 enum tex_types tex_type;
100 GLfloat coords[4][3];
103 struct float_rect
105 float l;
106 float t;
107 float r;
108 float b;
111 static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
113 f->l = ((r->left * 2.0f) / w) - 1.0f;
114 f->t = ((r->top * 2.0f) / h) - 1.0f;
115 f->r = ((r->right * 2.0f) / w) - 1.0f;
116 f->b = ((r->bottom * 2.0f) / h) - 1.0f;
119 static void surface_get_blt_info(GLenum target, const RECT *rect_in, GLsizei w, GLsizei h, struct blt_info *info)
121 GLfloat (*coords)[3] = info->coords;
122 RECT rect;
123 struct float_rect f;
125 if (rect_in)
126 rect = *rect_in;
127 else
129 rect.left = 0;
130 rect.top = h;
131 rect.right = w;
132 rect.bottom = 0;
135 switch (target)
137 default:
138 FIXME("Unsupported texture target %#x\n", target);
139 /* Fall back to GL_TEXTURE_2D */
140 case GL_TEXTURE_2D:
141 info->binding = GL_TEXTURE_BINDING_2D;
142 info->bind_target = GL_TEXTURE_2D;
143 info->tex_type = tex_2d;
144 coords[0][0] = (float)rect.left / w;
145 coords[0][1] = (float)rect.top / h;
146 coords[0][2] = 0.0f;
148 coords[1][0] = (float)rect.right / w;
149 coords[1][1] = (float)rect.top / h;
150 coords[1][2] = 0.0f;
152 coords[2][0] = (float)rect.left / w;
153 coords[2][1] = (float)rect.bottom / h;
154 coords[2][2] = 0.0f;
156 coords[3][0] = (float)rect.right / w;
157 coords[3][1] = (float)rect.bottom / h;
158 coords[3][2] = 0.0f;
159 break;
161 case GL_TEXTURE_RECTANGLE_ARB:
162 info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
163 info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
164 info->tex_type = tex_rect;
165 coords[0][0] = rect.left; coords[0][1] = rect.top; coords[0][2] = 0.0f;
166 coords[1][0] = rect.right; coords[1][1] = rect.top; coords[1][2] = 0.0f;
167 coords[2][0] = rect.left; coords[2][1] = rect.bottom; coords[2][2] = 0.0f;
168 coords[3][0] = rect.right; coords[3][1] = rect.bottom; coords[3][2] = 0.0f;
169 break;
171 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
172 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
173 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
174 info->tex_type = tex_cube;
175 cube_coords_float(&rect, w, h, &f);
177 coords[0][0] = 1.0f; coords[0][1] = -f.t; coords[0][2] = -f.l;
178 coords[1][0] = 1.0f; coords[1][1] = -f.t; coords[1][2] = -f.r;
179 coords[2][0] = 1.0f; coords[2][1] = -f.b; coords[2][2] = -f.l;
180 coords[3][0] = 1.0f; coords[3][1] = -f.b; coords[3][2] = -f.r;
181 break;
183 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
184 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
185 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
186 info->tex_type = tex_cube;
187 cube_coords_float(&rect, w, h, &f);
189 coords[0][0] = -1.0f; coords[0][1] = -f.t; coords[0][2] = f.l;
190 coords[1][0] = -1.0f; coords[1][1] = -f.t; coords[1][2] = f.r;
191 coords[2][0] = -1.0f; coords[2][1] = -f.b; coords[2][2] = f.l;
192 coords[3][0] = -1.0f; coords[3][1] = -f.b; coords[3][2] = f.r;
193 break;
195 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
196 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
197 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
198 info->tex_type = tex_cube;
199 cube_coords_float(&rect, w, h, &f);
201 coords[0][0] = f.l; coords[0][1] = 1.0f; coords[0][2] = f.t;
202 coords[1][0] = f.r; coords[1][1] = 1.0f; coords[1][2] = f.t;
203 coords[2][0] = f.l; coords[2][1] = 1.0f; coords[2][2] = f.b;
204 coords[3][0] = f.r; coords[3][1] = 1.0f; coords[3][2] = f.b;
205 break;
207 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
208 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
209 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
210 info->tex_type = tex_cube;
211 cube_coords_float(&rect, w, h, &f);
213 coords[0][0] = f.l; coords[0][1] = -1.0f; coords[0][2] = -f.t;
214 coords[1][0] = f.r; coords[1][1] = -1.0f; coords[1][2] = -f.t;
215 coords[2][0] = f.l; coords[2][1] = -1.0f; coords[2][2] = -f.b;
216 coords[3][0] = f.r; coords[3][1] = -1.0f; coords[3][2] = -f.b;
217 break;
219 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
220 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
221 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
222 info->tex_type = tex_cube;
223 cube_coords_float(&rect, w, h, &f);
225 coords[0][0] = f.l; coords[0][1] = -f.t; coords[0][2] = 1.0f;
226 coords[1][0] = f.r; coords[1][1] = -f.t; coords[1][2] = 1.0f;
227 coords[2][0] = f.l; coords[2][1] = -f.b; coords[2][2] = 1.0f;
228 coords[3][0] = f.r; coords[3][1] = -f.b; coords[3][2] = 1.0f;
229 break;
231 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
232 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
233 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
234 info->tex_type = tex_cube;
235 cube_coords_float(&rect, w, h, &f);
237 coords[0][0] = -f.l; coords[0][1] = -f.t; coords[0][2] = -1.0f;
238 coords[1][0] = -f.r; coords[1][1] = -f.t; coords[1][2] = -1.0f;
239 coords[2][0] = -f.l; coords[2][1] = -f.b; coords[2][2] = -1.0f;
240 coords[3][0] = -f.r; coords[3][1] = -f.b; coords[3][2] = -1.0f;
241 break;
245 static inline void surface_get_rect(IWineD3DSurfaceImpl *This, const RECT *rect_in, RECT *rect_out)
247 if (rect_in)
248 *rect_out = *rect_in;
249 else
251 rect_out->left = 0;
252 rect_out->top = 0;
253 rect_out->right = This->currentDesc.Width;
254 rect_out->bottom = This->currentDesc.Height;
258 /* GL locking and context activation is done by the caller */
259 void draw_textured_quad(IWineD3DSurfaceImpl *src_surface, const RECT *src_rect, const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter)
261 IWineD3DBaseTextureImpl *texture;
262 struct blt_info info;
264 surface_get_blt_info(src_surface->texture_target, src_rect, src_surface->pow2Width, src_surface->pow2Height, &info);
266 glEnable(info.bind_target);
267 checkGLcall("glEnable(bind_target)");
269 /* Bind the texture */
270 glBindTexture(info.bind_target, src_surface->texture_name);
271 checkGLcall("glBindTexture");
273 /* Filtering for StretchRect */
274 glTexParameteri(info.bind_target, GL_TEXTURE_MAG_FILTER,
275 wined3d_gl_mag_filter(magLookup, Filter));
276 checkGLcall("glTexParameteri");
277 glTexParameteri(info.bind_target, GL_TEXTURE_MIN_FILTER,
278 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
279 checkGLcall("glTexParameteri");
280 glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
281 glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
282 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
283 checkGLcall("glTexEnvi");
285 /* Draw a quad */
286 glBegin(GL_TRIANGLE_STRIP);
287 glTexCoord3fv(info.coords[0]);
288 glVertex2i(dst_rect->left, dst_rect->top);
290 glTexCoord3fv(info.coords[1]);
291 glVertex2i(dst_rect->right, dst_rect->top);
293 glTexCoord3fv(info.coords[2]);
294 glVertex2i(dst_rect->left, dst_rect->bottom);
296 glTexCoord3fv(info.coords[3]);
297 glVertex2i(dst_rect->right, dst_rect->bottom);
298 glEnd();
300 /* Unbind the texture */
301 glBindTexture(info.bind_target, 0);
302 checkGLcall("glBindTexture(info->bind_target, 0)");
304 /* We changed the filtering settings on the texture. Inform the
305 * container about this to get the filters reset properly next draw. */
306 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)src_surface, &IID_IWineD3DBaseTexture, (void **)&texture)))
308 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
309 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
310 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
311 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture);
315 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
316 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
317 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
318 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
320 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
321 const struct wined3d_format_desc *format_desc = getFormatDescEntry(format, gl_info);
322 void (*cleanup)(IWineD3DSurfaceImpl *This);
323 unsigned int resource_size;
324 HRESULT hr;
326 if (multisample_quality > 0)
328 FIXME("multisample_quality set to %u, substituting 0\n", multisample_quality);
329 multisample_quality = 0;
332 /* FIXME: Check that the format is supported by the device. */
334 resource_size = wined3d_format_calculate_size(format_desc, alignment, width, height);
336 /* Look at the implementation and set the correct Vtable. */
337 switch (surface_type)
339 case SURFACE_OPENGL:
340 surface->lpVtbl = &IWineD3DSurface_Vtbl;
341 cleanup = surface_cleanup;
342 break;
344 case SURFACE_GDI:
345 surface->lpVtbl = &IWineGDISurface_Vtbl;
346 cleanup = surface_gdi_cleanup;
347 break;
349 default:
350 ERR("Requested unknown surface implementation %#x.\n", surface_type);
351 return WINED3DERR_INVALIDCALL;
354 hr = resource_init((IWineD3DResource *)surface, WINED3DRTYPE_SURFACE,
355 device, resource_size, usage, format_desc, pool, parent, parent_ops);
356 if (FAILED(hr))
358 WARN("Failed to initialize resource, returning %#x.\n", hr);
359 return hr;
362 /* "Standalone" surface. */
363 IWineD3DSurface_SetContainer((IWineD3DSurface *)surface, NULL);
365 surface->currentDesc.Width = width;
366 surface->currentDesc.Height = height;
367 surface->currentDesc.MultiSampleType = multisample_type;
368 surface->currentDesc.MultiSampleQuality = multisample_quality;
369 surface->texture_level = level;
370 list_init(&surface->overlays);
372 /* Flags */
373 surface->Flags = SFLAG_NORMCOORD; /* Default to normalized coords. */
374 if (discard) surface->Flags |= SFLAG_DISCARD;
375 if (lockable || format == WINED3DFMT_D16_LOCKABLE) surface->Flags |= SFLAG_LOCKABLE;
377 /* Quick lockable sanity check.
378 * TODO: remove this after surfaces, usage and lockability have been debugged properly
379 * this function is too deep to need to care about things like this.
380 * Levels need to be checked too, since they all affect what can be done. */
381 switch (pool)
383 case WINED3DPOOL_SCRATCH:
384 if(!lockable)
386 FIXME("Called with a pool of SCRATCH and a lockable of FALSE "
387 "which are mutually exclusive, setting lockable to TRUE.\n");
388 lockable = TRUE;
390 break;
392 case WINED3DPOOL_SYSTEMMEM:
393 if (!lockable)
394 FIXME("Called with a pool of SYSTEMMEM and a lockable of FALSE, this is acceptable but unexpected.\n");
395 break;
397 case WINED3DPOOL_MANAGED:
398 if (usage & WINED3DUSAGE_DYNAMIC)
399 FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n");
400 break;
402 case WINED3DPOOL_DEFAULT:
403 if (lockable && !(usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
404 WARN("Creating a lockable surface with a POOL of DEFAULT, that doesn't specify DYNAMIC usage.\n");
405 break;
407 default:
408 FIXME("Unknown pool %#x.\n", pool);
409 break;
412 if (usage & WINED3DUSAGE_RENDERTARGET && pool != WINED3DPOOL_DEFAULT)
414 FIXME("Trying to create a render target that isn't in the default pool.\n");
417 /* Mark the texture as dirty so that it gets loaded first time around. */
418 surface_add_dirty_rect(surface, NULL);
419 list_init(&surface->renderbuffers);
421 TRACE("surface %p, memory %p, size %u\n", surface, surface->resource.allocatedMemory, surface->resource.size);
423 /* Call the private setup routine */
424 hr = IWineD3DSurface_PrivateSetup((IWineD3DSurface *)surface);
425 if (FAILED(hr))
427 ERR("Private setup failed, returning %#x\n", hr);
428 cleanup(surface);
429 return hr;
432 return hr;
435 static void surface_force_reload(IWineD3DSurfaceImpl *surface)
437 surface->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
440 void surface_set_texture_name(IWineD3DSurfaceImpl *surface, GLuint new_name, BOOL srgb)
442 GLuint *name;
443 DWORD flag;
445 TRACE("surface %p, new_name %u, srgb %#x.\n", surface, new_name, srgb);
447 if(srgb)
449 name = &surface->texture_name_srgb;
450 flag = SFLAG_INSRGBTEX;
452 else
454 name = &surface->texture_name;
455 flag = SFLAG_INTEXTURE;
458 if (!*name && new_name)
460 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
461 * surface has no texture name yet. See if we can get rid of this. */
462 if (surface->Flags & flag)
463 ERR("Surface has %s set, but no texture name.\n", debug_surflocation(flag));
464 surface_modify_location(surface, flag, FALSE);
467 *name = new_name;
468 surface_force_reload(surface);
471 void surface_set_texture_target(IWineD3DSurfaceImpl *surface, GLenum target)
473 TRACE("surface %p, target %#x.\n", surface, target);
475 if (surface->texture_target != target)
477 if (target == GL_TEXTURE_RECTANGLE_ARB)
479 surface->Flags &= ~SFLAG_NORMCOORD;
481 else if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
483 surface->Flags |= SFLAG_NORMCOORD;
486 surface->texture_target = target;
487 surface_force_reload(surface);
490 /* Context activation is done by the caller. */
491 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This, BOOL srgb) {
492 DWORD active_sampler;
494 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
495 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
496 * gl states. The current texture unit should always be a valid one.
498 * To be more specific, this is tricky because we can implicitly be called
499 * from sampler() in state.c. This means we can't touch anything other than
500 * whatever happens to be the currently active texture, or we would risk
501 * marking already applied sampler states dirty again.
503 * TODO: Track the current active texture per GL context instead of using glGet
505 GLint active_texture;
506 ENTER_GL();
507 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
508 LEAVE_GL();
509 active_sampler = This->resource.device->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
511 if (active_sampler != WINED3D_UNMAPPED_STAGE)
513 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(active_sampler));
515 IWineD3DSurface_BindTexture((IWineD3DSurface *)This, srgb);
518 /* This function checks if the primary render target uses the 8bit paletted format. */
519 static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
521 if (device->render_targets && device->render_targets[0])
523 IWineD3DSurfaceImpl *render_target = device->render_targets[0];
524 if ((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
525 && (render_target->resource.format_desc->format == WINED3DFMT_P8_UINT))
526 return TRUE;
528 return FALSE;
531 /* This call just downloads data, the caller is responsible for binding the
532 * correct texture. */
533 /* Context activation is done by the caller. */
534 static void surface_download_data(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info)
536 const struct wined3d_format_desc *format_desc = This->resource.format_desc;
538 /* Only support read back of converted P8 surfaces */
539 if (This->Flags & SFLAG_CONVERTED && format_desc->format != WINED3DFMT_P8_UINT)
541 FIXME("Read back converted textures unsupported, format=%s\n", debug_d3dformat(format_desc->format));
542 return;
545 ENTER_GL();
547 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
549 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p.\n",
550 This, This->texture_level, format_desc->glFormat, format_desc->glType,
551 This->resource.allocatedMemory);
553 if (This->Flags & SFLAG_PBO)
555 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
556 checkGLcall("glBindBufferARB");
557 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target, This->texture_level, NULL));
558 checkGLcall("glGetCompressedTexImageARB");
559 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
560 checkGLcall("glBindBufferARB");
562 else
564 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target,
565 This->texture_level, This->resource.allocatedMemory));
566 checkGLcall("glGetCompressedTexImageARB");
569 LEAVE_GL();
570 } else {
571 void *mem;
572 GLenum format = format_desc->glFormat;
573 GLenum type = format_desc->glType;
574 int src_pitch = 0;
575 int dst_pitch = 0;
577 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
578 if (format_desc->format == WINED3DFMT_P8_UINT && primary_render_target_is_p8(This->resource.device))
580 format = GL_ALPHA;
581 type = GL_UNSIGNED_BYTE;
584 if (This->Flags & SFLAG_NONPOW2) {
585 unsigned char alignment = This->resource.device->surface_alignment;
586 src_pitch = format_desc->byte_count * This->pow2Width;
587 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
588 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
589 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
590 } else {
591 mem = This->resource.allocatedMemory;
594 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
595 This, This->texture_level, format, type, mem);
597 if(This->Flags & SFLAG_PBO) {
598 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
599 checkGLcall("glBindBufferARB");
601 glGetTexImage(This->texture_target, This->texture_level, format, type, NULL);
602 checkGLcall("glGetTexImage");
604 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
605 checkGLcall("glBindBufferARB");
606 } else {
607 glGetTexImage(This->texture_target, This->texture_level, format, type, mem);
608 checkGLcall("glGetTexImage");
610 LEAVE_GL();
612 if (This->Flags & SFLAG_NONPOW2) {
613 const BYTE *src_data;
614 BYTE *dst_data;
615 UINT y;
617 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
618 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
619 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
621 * We're doing this...
623 * instead of boxing the texture :
624 * |<-texture width ->| -->pow2width| /\
625 * |111111111111111111| | |
626 * |222 Texture 222222| boxed empty | texture height
627 * |3333 Data 33333333| | |
628 * |444444444444444444| | \/
629 * ----------------------------------- |
630 * | boxed empty | boxed empty | pow2height
631 * | | | \/
632 * -----------------------------------
635 * we're repacking the data to the expected texture width
637 * |<-texture width ->| -->pow2width| /\
638 * |111111111111111111222222222222222| |
639 * |222333333333333333333444444444444| texture height
640 * |444444 | |
641 * | | \/
642 * | | |
643 * | empty | pow2height
644 * | | \/
645 * -----------------------------------
647 * == is the same as
649 * |<-texture width ->| /\
650 * |111111111111111111|
651 * |222222222222222222|texture height
652 * |333333333333333333|
653 * |444444444444444444| \/
654 * --------------------
656 * this also means that any references to allocatedMemory should work with the data as if were a
657 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
659 * internally the texture is still stored in a boxed format so any references to textureName will
660 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
662 * Performance should not be an issue, because applications normally do not lock the surfaces when
663 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
664 * and doesn't have to be re-read.
666 src_data = mem;
667 dst_data = This->resource.allocatedMemory;
668 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
669 for (y = 1 ; y < This->currentDesc.Height; y++) {
670 /* skip the first row */
671 src_data += src_pitch;
672 dst_data += dst_pitch;
673 memcpy(dst_data, src_data, dst_pitch);
676 HeapFree(GetProcessHeap(), 0, mem);
680 /* Surface has now been downloaded */
681 This->Flags |= SFLAG_INSYSMEM;
684 /* This call just uploads data, the caller is responsible for binding the
685 * correct texture. */
686 /* Context activation is done by the caller. */
687 static void surface_upload_data(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
688 const struct wined3d_format_desc *format_desc, BOOL srgb, const GLvoid *data)
690 GLsizei width = This->currentDesc.Width;
691 GLsizei height = This->currentDesc.Height;
692 GLenum internal;
694 if (srgb)
696 internal = format_desc->glGammaInternal;
698 else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(This))
700 internal = format_desc->rtInternal;
702 else
704 internal = format_desc->glInternal;
707 TRACE("This %p, internal %#x, width %d, height %d, format %#x, type %#x, data %p.\n",
708 This, internal, width, height, format_desc->glFormat, format_desc->glType, data);
709 TRACE("target %#x, level %u, resource size %u.\n",
710 This->texture_target, This->texture_level, This->resource.size);
712 if (format_desc->heightscale != 1.0f && format_desc->heightscale != 0.0f) height *= format_desc->heightscale;
714 ENTER_GL();
716 if (This->Flags & SFLAG_PBO)
718 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
719 checkGLcall("glBindBufferARB");
721 TRACE("(%p) pbo: %#x, data: %p.\n", This, This->pbo, data);
722 data = NULL;
725 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
727 TRACE("Calling glCompressedTexSubImage2DARB.\n");
729 GL_EXTCALL(glCompressedTexSubImage2DARB(This->texture_target, This->texture_level,
730 0, 0, width, height, internal, This->resource.size, data));
731 checkGLcall("glCompressedTexSubImage2DARB");
733 else
735 TRACE("Calling glTexSubImage2D.\n");
737 glTexSubImage2D(This->texture_target, This->texture_level,
738 0, 0, width, height, format_desc->glFormat, format_desc->glType, data);
739 checkGLcall("glTexSubImage2D");
742 if (This->Flags & SFLAG_PBO)
744 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
745 checkGLcall("glBindBufferARB");
748 LEAVE_GL();
750 if (gl_info->quirks & WINED3D_QUIRK_FBO_TEX_UPDATE)
752 IWineD3DDeviceImpl *device = This->resource.device;
753 unsigned int i;
755 for (i = 0; i < device->numContexts; ++i)
757 context_surface_update(device->contexts[i], This);
762 /* This call just allocates the texture, the caller is responsible for binding
763 * the correct texture. */
764 /* Context activation is done by the caller. */
765 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
766 const struct wined3d_format_desc *format_desc, BOOL srgb)
768 BOOL enable_client_storage = FALSE;
769 GLsizei width = This->pow2Width;
770 GLsizei height = This->pow2Height;
771 const BYTE *mem = NULL;
772 GLenum internal;
774 if (srgb)
776 internal = format_desc->glGammaInternal;
778 else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(This))
780 internal = format_desc->rtInternal;
782 else
784 internal = format_desc->glInternal;
787 if (format_desc->heightscale != 1.0f && format_desc->heightscale != 0.0f) height *= format_desc->heightscale;
789 TRACE("(%p) : Creating surface (target %#x) level %d, d3d format %s, internal format %#x, width %d, height %d, gl format %#x, gl type=%#x\n",
790 This, This->texture_target, This->texture_level, debug_d3dformat(format_desc->format),
791 internal, width, height, format_desc->glFormat, format_desc->glType);
793 ENTER_GL();
795 if (gl_info->supported[APPLE_CLIENT_STORAGE])
797 if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
798 /* In some cases we want to disable client storage.
799 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
800 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
801 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
802 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
804 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
805 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
806 This->Flags &= ~SFLAG_CLIENT;
807 enable_client_storage = TRUE;
808 } else {
809 This->Flags |= SFLAG_CLIENT;
811 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
812 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
814 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
818 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED && mem)
820 GL_EXTCALL(glCompressedTexImage2DARB(This->texture_target, This->texture_level,
821 internal, width, height, 0, This->resource.size, mem));
822 checkGLcall("glCompressedTexImage2DARB");
824 else
826 glTexImage2D(This->texture_target, This->texture_level,
827 internal, width, height, 0, format_desc->glFormat, format_desc->glType, mem);
828 checkGLcall("glTexImage2D");
831 if(enable_client_storage) {
832 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
833 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
835 LEAVE_GL();
838 /* In D3D the depth stencil dimensions have to be greater than or equal to the
839 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
840 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
841 /* GL locking is done by the caller */
842 void surface_set_compatible_renderbuffer(IWineD3DSurfaceImpl *surface, unsigned int width, unsigned int height)
844 const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
845 renderbuffer_entry_t *entry;
846 GLuint renderbuffer = 0;
847 unsigned int src_width, src_height;
849 src_width = surface->pow2Width;
850 src_height = surface->pow2Height;
852 /* A depth stencil smaller than the render target is not valid */
853 if (width > src_width || height > src_height) return;
855 /* Remove any renderbuffer set if the sizes match */
856 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
857 || (width == src_width && height == src_height))
859 surface->current_renderbuffer = NULL;
860 return;
863 /* Look if we've already got a renderbuffer of the correct dimensions */
864 LIST_FOR_EACH_ENTRY(entry, &surface->renderbuffers, renderbuffer_entry_t, entry)
866 if (entry->width == width && entry->height == height)
868 renderbuffer = entry->id;
869 surface->current_renderbuffer = entry;
870 break;
874 if (!renderbuffer)
876 gl_info->fbo_ops.glGenRenderbuffers(1, &renderbuffer);
877 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
878 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER,
879 surface->resource.format_desc->glInternal, width, height);
881 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
882 entry->width = width;
883 entry->height = height;
884 entry->id = renderbuffer;
885 list_add_head(&surface->renderbuffers, &entry->entry);
887 surface->current_renderbuffer = entry;
890 checkGLcall("set_compatible_renderbuffer");
893 GLenum surface_get_gl_buffer(IWineD3DSurfaceImpl *surface)
895 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)surface->container;
897 TRACE("surface %p.\n", surface);
899 if (!(surface->Flags & SFLAG_SWAPCHAIN))
901 ERR("Surface %p is not on a swapchain.\n", surface);
902 return GL_NONE;
905 if (swapchain->back_buffers && swapchain->back_buffers[0] == surface)
907 if (swapchain->render_to_fbo)
909 TRACE("Returning GL_COLOR_ATTACHMENT0\n");
910 return GL_COLOR_ATTACHMENT0;
912 TRACE("Returning GL_BACK\n");
913 return GL_BACK;
915 else if (surface == swapchain->front_buffer)
917 TRACE("Returning GL_FRONT\n");
918 return GL_FRONT;
921 FIXME("Higher back buffer, returning GL_BACK\n");
922 return GL_BACK;
925 /* Slightly inefficient way to handle multiple dirty rects but it works :) */
926 void surface_add_dirty_rect(IWineD3DSurfaceImpl *surface, const RECT *dirty_rect)
928 IWineD3DBaseTexture *baseTexture = NULL;
930 TRACE("surface %p, dirty_rect %s.\n", surface, wine_dbgstr_rect(dirty_rect));
932 if (!(surface->Flags & SFLAG_INSYSMEM) && (surface->Flags & SFLAG_INTEXTURE))
933 /* No partial locking for textures yet. */
934 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
936 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
937 if (dirty_rect)
939 surface->dirtyRect.left = min(surface->dirtyRect.left, dirty_rect->left);
940 surface->dirtyRect.top = min(surface->dirtyRect.top, dirty_rect->top);
941 surface->dirtyRect.right = max(surface->dirtyRect.right, dirty_rect->right);
942 surface->dirtyRect.bottom = max(surface->dirtyRect.bottom, dirty_rect->bottom);
944 else
946 surface->dirtyRect.left = 0;
947 surface->dirtyRect.top = 0;
948 surface->dirtyRect.right = surface->currentDesc.Width;
949 surface->dirtyRect.bottom = surface->currentDesc.Height;
952 /* if the container is a basetexture then mark it dirty. */
953 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)surface,
954 &IID_IWineD3DBaseTexture, (void **)&baseTexture)))
956 TRACE("Passing to container\n");
957 IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
958 IWineD3DBaseTexture_Release(baseTexture);
962 static BOOL surface_convert_color_to_argb(IWineD3DSurfaceImpl *This, DWORD color, DWORD *argb_color)
964 IWineD3DDeviceImpl *device = This->resource.device;
966 switch(This->resource.format_desc->format)
968 case WINED3DFMT_P8_UINT:
970 DWORD alpha;
972 if (primary_render_target_is_p8(device))
973 alpha = color << 24;
974 else
975 alpha = 0xFF000000;
977 if (This->palette) {
978 *argb_color = (alpha |
979 (This->palette->palents[color].peRed << 16) |
980 (This->palette->palents[color].peGreen << 8) |
981 (This->palette->palents[color].peBlue));
982 } else {
983 *argb_color = alpha;
986 break;
988 case WINED3DFMT_B5G6R5_UNORM:
990 if (color == 0xFFFF) {
991 *argb_color = 0xFFFFFFFF;
992 } else {
993 *argb_color = ((0xFF000000) |
994 ((color & 0xF800) << 8) |
995 ((color & 0x07E0) << 5) |
996 ((color & 0x001F) << 3));
999 break;
1001 case WINED3DFMT_B8G8R8_UNORM:
1002 case WINED3DFMT_B8G8R8X8_UNORM:
1003 *argb_color = 0xFF000000 | color;
1004 break;
1006 case WINED3DFMT_B8G8R8A8_UNORM:
1007 *argb_color = color;
1008 break;
1010 default:
1011 ERR("Unhandled conversion from %s to ARGB!\n", debug_d3dformat(This->resource.format_desc->format));
1012 return FALSE;
1014 return TRUE;
1017 static ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface)
1019 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1020 ULONG ref = InterlockedDecrement(&This->resource.ref);
1021 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
1023 if (!ref)
1025 surface_cleanup(This);
1026 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
1028 TRACE("(%p) Released.\n", This);
1029 HeapFree(GetProcessHeap(), 0, This);
1032 return ref;
1035 /* ****************************************************
1036 IWineD3DSurface IWineD3DResource parts follow
1037 **************************************************** */
1039 void surface_internal_preload(IWineD3DSurfaceImpl *surface, enum WINED3DSRGB srgb)
1041 /* TODO: check for locks */
1042 IWineD3DDeviceImpl *device = surface->resource.device;
1043 IWineD3DBaseTexture *baseTexture = NULL;
1045 TRACE("(%p)Checking to see if the container is a base texture\n", surface);
1046 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)surface,
1047 &IID_IWineD3DBaseTexture, (void **)&baseTexture)))
1049 IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *)baseTexture;
1050 TRACE("Passing to container\n");
1051 tex_impl->baseTexture.internal_preload(baseTexture, srgb);
1052 IWineD3DBaseTexture_Release(baseTexture);
1053 } else {
1054 struct wined3d_context *context = NULL;
1056 TRACE("(%p) : About to load surface\n", surface);
1058 if (!device->isInDraw) context = context_acquire(device, NULL);
1060 if (surface->resource.format_desc->format == WINED3DFMT_P8_UINT
1061 || surface->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
1063 if (palette9_changed(surface))
1065 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
1066 /* TODO: This is not necessarily needed with hw palettized texture support */
1067 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
1068 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
1069 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
1073 IWineD3DSurface_LoadTexture((IWineD3DSurface *)surface, srgb == SRGB_SRGB ? TRUE : FALSE);
1075 if (surface->resource.pool == WINED3DPOOL_DEFAULT)
1077 /* Tell opengl to try and keep this texture in video ram (well mostly) */
1078 GLclampf tmp;
1079 tmp = 0.9f;
1080 ENTER_GL();
1081 glPrioritizeTextures(1, &surface->texture_name, &tmp);
1082 LEAVE_GL();
1085 if (context) context_release(context);
1089 static void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface)
1091 surface_internal_preload((IWineD3DSurfaceImpl *)iface, SRGB_ANY);
1094 /* Context activation is done by the caller. */
1095 static void surface_remove_pbo(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info)
1097 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1098 This->resource.allocatedMemory =
1099 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1101 ENTER_GL();
1102 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1103 checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
1104 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
1105 checkGLcall("glGetBufferSubDataARB");
1106 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
1107 checkGLcall("glDeleteBuffersARB");
1108 LEAVE_GL();
1110 This->pbo = 0;
1111 This->Flags &= ~SFLAG_PBO;
1114 BOOL surface_init_sysmem(IWineD3DSurfaceImpl *surface)
1116 if (!surface->resource.allocatedMemory)
1118 surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1119 surface->resource.size + RESOURCE_ALIGNMENT);
1120 if (!surface->resource.heapMemory)
1122 ERR("Out of memory\n");
1123 return FALSE;
1125 surface->resource.allocatedMemory =
1126 (BYTE *)(((ULONG_PTR)surface->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1128 else
1130 memset(surface->resource.allocatedMemory, 0, surface->resource.size);
1133 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
1135 return TRUE;
1138 static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
1139 IWineD3DBaseTexture *texture = NULL;
1140 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
1141 IWineD3DDeviceImpl *device = This->resource.device;
1142 const struct wined3d_gl_info *gl_info;
1143 renderbuffer_entry_t *entry, *entry2;
1144 struct wined3d_context *context;
1146 TRACE("(%p)\n", iface);
1148 if(This->resource.pool == WINED3DPOOL_DEFAULT) {
1149 /* Default pool resources are supposed to be destroyed before Reset is called.
1150 * Implicit resources stay however. So this means we have an implicit render target
1151 * or depth stencil. The content may be destroyed, but we still have to tear down
1152 * opengl resources, so we cannot leave early.
1154 * Put the surfaces into sysmem, and reset the content. The D3D content is undefined,
1155 * but we can't set the sysmem INDRAWABLE because when we're rendering the swapchain
1156 * or the depth stencil into an FBO the texture or render buffer will be removed
1157 * and all flags get lost
1159 surface_init_sysmem(This);
1161 else
1163 /* Load the surface into system memory */
1164 surface_load_location(This, SFLAG_INSYSMEM, NULL);
1165 surface_modify_location(This, SFLAG_INDRAWABLE, FALSE);
1167 surface_modify_location(This, SFLAG_INTEXTURE, FALSE);
1168 surface_modify_location(This, SFLAG_INSRGBTEX, FALSE);
1169 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
1171 context = context_acquire(device, NULL);
1172 gl_info = context->gl_info;
1174 /* Destroy PBOs, but load them into real sysmem before */
1175 if (This->Flags & SFLAG_PBO)
1176 surface_remove_pbo(This, gl_info);
1178 /* Destroy fbo render buffers. This is needed for implicit render targets, for
1179 * all application-created targets the application has to release the surface
1180 * before calling _Reset
1182 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
1183 ENTER_GL();
1184 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
1185 LEAVE_GL();
1186 list_remove(&entry->entry);
1187 HeapFree(GetProcessHeap(), 0, entry);
1189 list_init(&This->renderbuffers);
1190 This->current_renderbuffer = NULL;
1192 /* If we're in a texture, the texture name belongs to the texture. Otherwise,
1193 * destroy it
1195 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **) &texture);
1196 if(!texture) {
1197 ENTER_GL();
1198 glDeleteTextures(1, &This->texture_name);
1199 This->texture_name = 0;
1200 glDeleteTextures(1, &This->texture_name_srgb);
1201 This->texture_name_srgb = 0;
1202 LEAVE_GL();
1203 } else {
1204 IWineD3DBaseTexture_Release(texture);
1207 context_release(context);
1209 resource_unload((IWineD3DResourceImpl *)This);
1212 /* ******************************************************
1213 IWineD3DSurface IWineD3DSurface parts follow
1214 ****************************************************** */
1216 /* Read the framebuffer back into the surface */
1217 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, const RECT *rect, void *dest, UINT pitch)
1219 IWineD3DDeviceImpl *device = This->resource.device;
1220 const struct wined3d_gl_info *gl_info;
1221 struct wined3d_context *context;
1222 BYTE *mem;
1223 GLint fmt;
1224 GLint type;
1225 BYTE *row, *top, *bottom;
1226 int i;
1227 BOOL bpp;
1228 RECT local_rect;
1229 BOOL srcIsUpsideDown;
1230 GLint rowLen = 0;
1231 GLint skipPix = 0;
1232 GLint skipRow = 0;
1234 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1235 static BOOL warned = FALSE;
1236 if(!warned) {
1237 ERR("The application tries to lock the render target, but render target locking is disabled\n");
1238 warned = TRUE;
1240 return;
1243 /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
1244 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
1245 * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
1246 * context->last_was_blit set on the unlock.
1248 context = context_acquire(device, This);
1249 context_apply_blit_state(context, device);
1250 gl_info = context->gl_info;
1252 ENTER_GL();
1254 /* Select the correct read buffer, and give some debug output.
1255 * There is no need to keep track of the current read buffer or reset it, every part of the code
1256 * that reads sets the read buffer as desired.
1258 if (surface_is_offscreen(This))
1260 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
1261 * Read from the back buffer
1263 TRACE("Locking offscreen render target\n");
1264 glReadBuffer(device->offscreenBuffer);
1265 srcIsUpsideDown = TRUE;
1267 else
1269 /* Onscreen surfaces are always part of a swapchain */
1270 GLenum buffer = surface_get_gl_buffer(This);
1271 TRACE("Locking %#x buffer\n", buffer);
1272 glReadBuffer(buffer);
1273 checkGLcall("glReadBuffer");
1274 srcIsUpsideDown = FALSE;
1277 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
1278 if(!rect) {
1279 local_rect.left = 0;
1280 local_rect.top = 0;
1281 local_rect.right = This->currentDesc.Width;
1282 local_rect.bottom = This->currentDesc.Height;
1283 } else {
1284 local_rect = *rect;
1286 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
1288 switch(This->resource.format_desc->format)
1290 case WINED3DFMT_P8_UINT:
1292 if (primary_render_target_is_p8(device))
1294 /* In case of P8 render targets the index is stored in the alpha component */
1295 fmt = GL_ALPHA;
1296 type = GL_UNSIGNED_BYTE;
1297 mem = dest;
1298 bpp = This->resource.format_desc->byte_count;
1299 } else {
1300 /* GL can't return palettized data, so read ARGB pixels into a
1301 * separate block of memory and convert them into palettized format
1302 * in software. Slow, but if the app means to use palettized render
1303 * targets and locks it...
1305 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
1306 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
1307 * for the color channels when palettizing the colors.
1309 fmt = GL_RGB;
1310 type = GL_UNSIGNED_BYTE;
1311 pitch *= 3;
1312 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
1313 if(!mem) {
1314 ERR("Out of memory\n");
1315 LEAVE_GL();
1316 return;
1318 bpp = This->resource.format_desc->byte_count * 3;
1321 break;
1323 default:
1324 mem = dest;
1325 fmt = This->resource.format_desc->glFormat;
1326 type = This->resource.format_desc->glType;
1327 bpp = This->resource.format_desc->byte_count;
1330 if(This->Flags & SFLAG_PBO) {
1331 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
1332 checkGLcall("glBindBufferARB");
1333 if(mem != NULL) {
1334 ERR("mem not null for pbo -- unexpected\n");
1335 mem = NULL;
1339 /* Save old pixel store pack state */
1340 glGetIntegerv(GL_PACK_ROW_LENGTH, &rowLen);
1341 checkGLcall("glGetIntegerv");
1342 glGetIntegerv(GL_PACK_SKIP_PIXELS, &skipPix);
1343 checkGLcall("glGetIntegerv");
1344 glGetIntegerv(GL_PACK_SKIP_ROWS, &skipRow);
1345 checkGLcall("glGetIntegerv");
1347 /* Setup pixel store pack state -- to glReadPixels into the correct place */
1348 glPixelStorei(GL_PACK_ROW_LENGTH, This->currentDesc.Width);
1349 checkGLcall("glPixelStorei");
1350 glPixelStorei(GL_PACK_SKIP_PIXELS, local_rect.left);
1351 checkGLcall("glPixelStorei");
1352 glPixelStorei(GL_PACK_SKIP_ROWS, local_rect.top);
1353 checkGLcall("glPixelStorei");
1355 glReadPixels(local_rect.left, (!srcIsUpsideDown) ? (This->currentDesc.Height - local_rect.bottom) : local_rect.top ,
1356 local_rect.right - local_rect.left,
1357 local_rect.bottom - local_rect.top,
1358 fmt, type, mem);
1359 checkGLcall("glReadPixels");
1361 /* Reset previous pixel store pack state */
1362 glPixelStorei(GL_PACK_ROW_LENGTH, rowLen);
1363 checkGLcall("glPixelStorei");
1364 glPixelStorei(GL_PACK_SKIP_PIXELS, skipPix);
1365 checkGLcall("glPixelStorei");
1366 glPixelStorei(GL_PACK_SKIP_ROWS, skipRow);
1367 checkGLcall("glPixelStorei");
1369 if(This->Flags & SFLAG_PBO) {
1370 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
1371 checkGLcall("glBindBufferARB");
1373 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
1374 * to get a pointer to it and perform the flipping in software. This is a lot
1375 * faster than calling glReadPixels for each line. In case we want more speed
1376 * we should rerender it flipped in a FBO and read the data back from the FBO. */
1377 if(!srcIsUpsideDown) {
1378 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1379 checkGLcall("glBindBufferARB");
1381 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1382 checkGLcall("glMapBufferARB");
1386 /* TODO: Merge this with the palettization loop below for P8 targets */
1387 if(!srcIsUpsideDown) {
1388 UINT len, off;
1389 /* glReadPixels returns the image upside down, and there is no way to prevent this.
1390 Flip the lines in software */
1391 len = (local_rect.right - local_rect.left) * bpp;
1392 off = local_rect.left * bpp;
1394 row = HeapAlloc(GetProcessHeap(), 0, len);
1395 if(!row) {
1396 ERR("Out of memory\n");
1397 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT) HeapFree(GetProcessHeap(), 0, mem);
1398 LEAVE_GL();
1399 return;
1402 top = mem + pitch * local_rect.top;
1403 bottom = mem + pitch * (local_rect.bottom - 1);
1404 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
1405 memcpy(row, top + off, len);
1406 memcpy(top + off, bottom + off, len);
1407 memcpy(bottom + off, row, len);
1408 top += pitch;
1409 bottom -= pitch;
1411 HeapFree(GetProcessHeap(), 0, row);
1413 /* Unmap the temp PBO buffer */
1414 if(This->Flags & SFLAG_PBO) {
1415 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1416 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1420 LEAVE_GL();
1421 context_release(context);
1423 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
1424 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
1425 * the same color but we have no choice.
1426 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
1428 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT && !primary_render_target_is_p8(device))
1430 const PALETTEENTRY *pal = NULL;
1431 DWORD width = pitch / 3;
1432 int x, y, c;
1434 if(This->palette) {
1435 pal = This->palette->palents;
1436 } else {
1437 ERR("Palette is missing, cannot perform inverse palette lookup\n");
1438 HeapFree(GetProcessHeap(), 0, mem);
1439 return ;
1442 for(y = local_rect.top; y < local_rect.bottom; y++) {
1443 for(x = local_rect.left; x < local_rect.right; x++) {
1444 /* start lines pixels */
1445 const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
1446 const BYTE *green = blue + 1;
1447 const BYTE *red = green + 1;
1449 for(c = 0; c < 256; c++) {
1450 if(*red == pal[c].peRed &&
1451 *green == pal[c].peGreen &&
1452 *blue == pal[c].peBlue)
1454 *((BYTE *) dest + y * width + x) = c;
1455 break;
1460 HeapFree(GetProcessHeap(), 0, mem);
1464 /* Read the framebuffer contents into a texture */
1465 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
1467 IWineD3DDeviceImpl *device = This->resource.device;
1468 const struct wined3d_gl_info *gl_info;
1469 struct wined3d_context *context;
1471 if (!surface_is_offscreen(This))
1473 /* We would need to flip onscreen surfaces, but there's no efficient
1474 * way to do that here. It makes more sense for the caller to
1475 * explicitly go through sysmem. */
1476 ERR("Not supported for onscreen targets.\n");
1477 return;
1480 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
1481 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
1482 * states in the stateblock, and no driver was found yet that had bugs in that regard.
1484 context = context_acquire(device, This);
1485 gl_info = context->gl_info;
1487 surface_prepare_texture(This, gl_info, srgb);
1488 surface_bind_and_dirtify(This, srgb);
1490 TRACE("Reading back offscreen render target %p.\n", This);
1492 ENTER_GL();
1494 glReadBuffer(device->offscreenBuffer);
1495 checkGLcall("glReadBuffer");
1497 glCopyTexSubImage2D(This->texture_target, This->texture_level,
1498 0, 0, 0, 0, This->currentDesc.Width, This->currentDesc.Height);
1499 checkGLcall("glCopyTexSubImage2D");
1501 LEAVE_GL();
1503 context_release(context);
1506 /* Context activation is done by the caller. */
1507 static void surface_prepare_texture_internal(IWineD3DSurfaceImpl *surface,
1508 const struct wined3d_gl_info *gl_info, BOOL srgb)
1510 DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
1511 CONVERT_TYPES convert;
1512 struct wined3d_format_desc desc;
1514 if (surface->Flags & alloc_flag) return;
1516 d3dfmt_get_conv(surface, TRUE, TRUE, &desc, &convert);
1517 if(convert != NO_CONVERSION || desc.convert) surface->Flags |= SFLAG_CONVERTED;
1518 else surface->Flags &= ~SFLAG_CONVERTED;
1520 surface_bind_and_dirtify(surface, srgb);
1521 surface_allocate_surface(surface, gl_info, &desc, srgb);
1522 surface->Flags |= alloc_flag;
1525 /* Context activation is done by the caller. */
1526 void surface_prepare_texture(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info, BOOL srgb)
1528 IWineD3DBaseTextureImpl *texture;
1530 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)surface,
1531 &IID_IWineD3DBaseTexture, (void **)&texture)))
1533 UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count;
1534 UINT i;
1536 TRACE("surface %p is a subresource of texture %p.\n", surface, texture);
1538 for (i = 0; i < sub_count; ++i)
1540 IWineD3DSurfaceImpl *s = (IWineD3DSurfaceImpl *)texture->baseTexture.sub_resources[i];
1541 surface_prepare_texture_internal(s, gl_info, srgb);
1544 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture);
1546 return;
1549 surface_prepare_texture_internal(surface, gl_info, srgb);
1552 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This)
1554 IWineD3DDeviceImpl *device = This->resource.device;
1555 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1557 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
1558 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
1559 * changed
1561 if(!(This->Flags & SFLAG_DYNLOCK)) {
1562 This->lockCount++;
1563 /* MAXLOCKCOUNT is defined in wined3d_private.h */
1564 if(This->lockCount > MAXLOCKCOUNT) {
1565 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
1566 This->Flags |= SFLAG_DYNLOCK;
1570 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
1571 * Also don't create a PBO for systemmem surfaces.
1573 if (gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] && (This->Flags & SFLAG_DYNLOCK)
1574 && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2))
1575 && (This->resource.pool != WINED3DPOOL_SYSTEMMEM))
1577 GLenum error;
1578 struct wined3d_context *context;
1580 context = context_acquire(device, NULL);
1581 ENTER_GL();
1583 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
1584 error = glGetError();
1585 if(This->pbo == 0 || error != GL_NO_ERROR) {
1586 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
1589 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
1591 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1592 checkGLcall("glBindBufferARB");
1594 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
1595 checkGLcall("glBufferDataARB");
1597 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1598 checkGLcall("glBindBufferARB");
1600 /* We don't need the system memory anymore and we can't even use it for PBOs */
1601 if(!(This->Flags & SFLAG_CLIENT)) {
1602 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
1603 This->resource.heapMemory = NULL;
1605 This->resource.allocatedMemory = NULL;
1606 This->Flags |= SFLAG_PBO;
1607 LEAVE_GL();
1608 context_release(context);
1610 else if (!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO))
1612 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1613 * or a pbo to map
1615 if(!This->resource.heapMemory) {
1616 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1618 This->resource.allocatedMemory =
1619 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1620 if(This->Flags & SFLAG_INSYSMEM) {
1621 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1626 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
1627 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1628 IWineD3DDeviceImpl *device = This->resource.device;
1629 const RECT *pass_rect = pRect;
1631 TRACE("iface %p, locked_rect %p, rect %s, flags %#x.\n",
1632 iface, pLockedRect, wine_dbgstr_rect(pRect), Flags);
1634 /* This is also done in the base class, but we have to verify this before loading any data from
1635 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1636 * may interfere, and all other bad things may happen
1638 if (This->Flags & SFLAG_LOCKED) {
1639 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1640 return WINED3DERR_INVALIDCALL;
1642 This->Flags |= SFLAG_LOCKED;
1644 if (!(This->Flags & SFLAG_LOCKABLE))
1646 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
1649 if (Flags & WINED3DLOCK_DISCARD) {
1650 /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
1651 TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
1652 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1653 This->Flags |= SFLAG_INSYSMEM;
1654 goto lock_end;
1657 if (This->Flags & SFLAG_INSYSMEM) {
1658 TRACE("Local copy is up to date, not downloading data\n");
1659 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1660 goto lock_end;
1663 /* surface_load_location() does not check if the rectangle specifies
1664 * the full surface. Most callers don't need that, so do it here. */
1665 if (pRect && pRect->top == 0 && pRect->left == 0
1666 && pRect->right == This->currentDesc.Width
1667 && pRect->bottom == This->currentDesc.Height)
1669 pass_rect = NULL;
1672 if (!(wined3d_settings.rendertargetlock_mode == RTL_DISABLE
1673 && ((This->Flags & SFLAG_SWAPCHAIN) || This == device->render_targets[0])))
1675 surface_load_location(This, SFLAG_INSYSMEM, pass_rect);
1678 lock_end:
1679 if (This->Flags & SFLAG_PBO)
1681 const struct wined3d_gl_info *gl_info;
1682 struct wined3d_context *context;
1684 context = context_acquire(device, NULL);
1685 gl_info = context->gl_info;
1687 ENTER_GL();
1688 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1689 checkGLcall("glBindBufferARB");
1691 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1692 if(This->resource.allocatedMemory) {
1693 ERR("The surface already has PBO memory allocated!\n");
1696 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1697 checkGLcall("glMapBufferARB");
1699 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1700 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1701 checkGLcall("glBindBufferARB");
1703 LEAVE_GL();
1704 context_release(context);
1707 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
1708 /* Don't dirtify */
1709 } else {
1710 IWineD3DBaseTexture *pBaseTexture;
1712 * Dirtify on lock
1713 * as seen in msdn docs
1715 surface_add_dirty_rect(This, pRect);
1717 /** Dirtify Container if needed */
1718 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture))) {
1719 TRACE("Making container dirty\n");
1720 IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
1721 IWineD3DBaseTexture_Release(pBaseTexture);
1722 } else {
1723 TRACE("Surface is standalone, no need to dirty the container\n");
1727 return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
1730 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem) {
1731 GLint prev_store;
1732 GLint prev_rasterpos[4];
1733 GLint skipBytes = 0;
1734 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
1735 IWineD3DDeviceImpl *device = This->resource.device;
1736 const struct wined3d_gl_info *gl_info;
1737 struct wined3d_context *context;
1739 /* Activate the correct context for the render target */
1740 context = context_acquire(device, This);
1741 context_apply_blit_state(context, device);
1742 gl_info = context->gl_info;
1744 ENTER_GL();
1746 if (!surface_is_offscreen(This))
1748 GLenum buffer = surface_get_gl_buffer(This);
1749 TRACE("Unlocking %#x buffer.\n", buffer);
1750 context_set_draw_buffer(context, buffer);
1752 else
1754 /* Primary offscreen render target */
1755 TRACE("Offscreen render target.\n");
1756 context_set_draw_buffer(context, device->offscreenBuffer);
1759 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
1760 checkGLcall("glGetIntegerv");
1761 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
1762 checkGLcall("glGetIntegerv");
1763 glPixelZoom(1.0f, -1.0f);
1764 checkGLcall("glPixelZoom");
1766 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1767 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
1768 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
1770 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
1771 checkGLcall("glRasterPos3i");
1773 /* Some drivers(radeon dri, others?) don't like exceptions during
1774 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1775 * after ReleaseDC. Reading it will cause an exception, which x11drv will
1776 * catch to put the dib section in InSync mode, which leads to a crash
1777 * and a blocked x server on my radeon card.
1779 * The following lines read the dib section so it is put in InSync mode
1780 * before glDrawPixels is called and the crash is prevented. There won't
1781 * be any interfering gdi accesses, because UnlockRect is called from
1782 * ReleaseDC, and the app won't use the dc any more afterwards.
1784 if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
1785 volatile BYTE read;
1786 read = This->resource.allocatedMemory[0];
1789 if(This->Flags & SFLAG_PBO) {
1790 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1791 checkGLcall("glBindBufferARB");
1794 /* When the surface is locked we only have to refresh the locked part else we need to update the whole image */
1795 if(This->Flags & SFLAG_LOCKED) {
1796 glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1797 (This->lockedRect.bottom - This->lockedRect.top)-1,
1798 fmt, type,
1799 mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1800 checkGLcall("glDrawPixels");
1801 } else {
1802 glDrawPixels(This->currentDesc.Width,
1803 This->currentDesc.Height,
1804 fmt, type, mem);
1805 checkGLcall("glDrawPixels");
1808 if(This->Flags & SFLAG_PBO) {
1809 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1810 checkGLcall("glBindBufferARB");
1813 glPixelZoom(1.0f, 1.0f);
1814 checkGLcall("glPixelZoom");
1816 glRasterPos3iv(&prev_rasterpos[0]);
1817 checkGLcall("glRasterPos3iv");
1819 /* Reset to previous pack row length */
1820 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1821 checkGLcall("glPixelStorei(GL_UNPACK_ROW_LENGTH)");
1823 LEAVE_GL();
1824 context_release(context);
1827 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1828 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1829 IWineD3DDeviceImpl *device = This->resource.device;
1830 BOOL fullsurface;
1832 if (!(This->Flags & SFLAG_LOCKED)) {
1833 WARN("trying to Unlock an unlocked surf@%p\n", This);
1834 return WINEDDERR_NOTLOCKED;
1837 if (This->Flags & SFLAG_PBO)
1839 const struct wined3d_gl_info *gl_info;
1840 struct wined3d_context *context;
1842 TRACE("Freeing PBO memory\n");
1844 context = context_acquire(device, NULL);
1845 gl_info = context->gl_info;
1847 ENTER_GL();
1848 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1849 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1850 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1851 checkGLcall("glUnmapBufferARB");
1852 LEAVE_GL();
1853 context_release(context);
1855 This->resource.allocatedMemory = NULL;
1858 TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1860 if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1861 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1862 goto unlock_end;
1865 if ((This->Flags & SFLAG_SWAPCHAIN) || (device->render_targets && This == device->render_targets[0]))
1867 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1868 static BOOL warned = FALSE;
1869 if(!warned) {
1870 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1871 warned = TRUE;
1873 goto unlock_end;
1876 if(This->dirtyRect.left == 0 &&
1877 This->dirtyRect.top == 0 &&
1878 This->dirtyRect.right == This->currentDesc.Width &&
1879 This->dirtyRect.bottom == This->currentDesc.Height) {
1880 fullsurface = TRUE;
1881 } else {
1882 /* TODO: Proper partial rectangle tracking */
1883 fullsurface = FALSE;
1884 This->Flags |= SFLAG_INSYSMEM;
1887 switch(wined3d_settings.rendertargetlock_mode) {
1888 case RTL_READTEX:
1889 surface_load_location(This, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
1890 /* drop through */
1892 case RTL_READDRAW:
1893 surface_load_location(This, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
1894 break;
1897 if(!fullsurface) {
1898 /* Partial rectangle tracking is not commonly implemented, it is only done for render targets. Overwrite
1899 * the flags to bring them back into a sane state. INSYSMEM was set before to tell LoadLocation where
1900 * to read the rectangle from. Indrawable is set because all modifications from the partial sysmem copy
1901 * are written back to the drawable, thus the surface is merged again in the drawable. The sysmem copy is
1902 * not fully up to date because only a subrectangle was read in LockRect.
1904 This->Flags &= ~SFLAG_INSYSMEM;
1905 This->Flags |= SFLAG_INDRAWABLE;
1908 This->dirtyRect.left = This->currentDesc.Width;
1909 This->dirtyRect.top = This->currentDesc.Height;
1910 This->dirtyRect.right = 0;
1911 This->dirtyRect.bottom = 0;
1913 else if (This == device->depth_stencil)
1915 FIXME("Depth Stencil buffer locking is not implemented\n");
1916 } else {
1917 /* The rest should be a normal texture */
1918 IWineD3DBaseTextureImpl *impl;
1919 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1920 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1921 * states need resetting
1923 if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
1924 if (impl->baseTexture.bindCount)
1925 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(impl->baseTexture.sampler));
1926 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
1930 unlock_end:
1931 This->Flags &= ~SFLAG_LOCKED;
1932 memset(&This->lockedRect, 0, sizeof(RECT));
1934 /* Overlays have to be redrawn manually after changes with the GL implementation */
1935 if(This->overlay_dest) {
1936 IWineD3DSurface_DrawOverlay(iface);
1938 return WINED3D_OK;
1941 static void surface_release_client_storage(IWineD3DSurfaceImpl *surface)
1943 struct wined3d_context *context;
1945 context = context_acquire(surface->resource.device, NULL);
1947 ENTER_GL();
1948 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
1949 if (surface->texture_name)
1951 surface_bind_and_dirtify(surface, FALSE);
1952 glTexImage2D(surface->texture_target, surface->texture_level,
1953 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
1955 if (surface->texture_name_srgb)
1957 surface_bind_and_dirtify(surface, TRUE);
1958 glTexImage2D(surface->texture_target, surface->texture_level,
1959 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
1961 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1963 LEAVE_GL();
1964 context_release(context);
1966 surface_modify_location(surface, SFLAG_INSRGBTEX, FALSE);
1967 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
1968 surface_force_reload(surface);
1971 static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC)
1973 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1974 WINED3DLOCKED_RECT lock;
1975 HRESULT hr;
1976 RGBQUAD col[256];
1978 TRACE("(%p)->(%p)\n",This,pHDC);
1980 if(This->Flags & SFLAG_USERPTR) {
1981 ERR("Not supported on surfaces with an application-provided surfaces\n");
1982 return WINEDDERR_NODC;
1985 /* Give more detailed info for ddraw */
1986 if (This->Flags & SFLAG_DCINUSE)
1987 return WINEDDERR_DCALREADYCREATED;
1989 /* Can't GetDC if the surface is locked */
1990 if (This->Flags & SFLAG_LOCKED)
1991 return WINED3DERR_INVALIDCALL;
1993 memset(&lock, 0, sizeof(lock)); /* To be sure */
1995 /* Create a DIB section if there isn't a hdc yet */
1996 if (!This->hDC)
1998 if (This->Flags & SFLAG_CLIENT)
2000 surface_load_location(This, SFLAG_INSYSMEM, NULL);
2001 surface_release_client_storage(This);
2003 hr = IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
2004 if(FAILED(hr)) return WINED3DERR_INVALIDCALL;
2006 /* Use the dib section from now on if we are not using a PBO */
2007 if(!(This->Flags & SFLAG_PBO))
2008 This->resource.allocatedMemory = This->dib.bitmap_data;
2011 /* Lock the surface */
2012 hr = IWineD3DSurface_LockRect(iface,
2013 &lock,
2014 NULL,
2017 if(This->Flags & SFLAG_PBO) {
2018 /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
2019 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
2022 if(FAILED(hr)) {
2023 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
2024 /* keep the dib section */
2025 return hr;
2028 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
2029 || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
2031 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
2032 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
2033 unsigned int n;
2034 const PALETTEENTRY *pal = NULL;
2036 if(This->palette) {
2037 pal = This->palette->palents;
2038 } else {
2039 IWineD3DSurfaceImpl *dds_primary;
2040 IWineD3DSwapChainImpl *swapchain;
2041 swapchain = (IWineD3DSwapChainImpl *)This->resource.device->swapchains[0];
2042 dds_primary = swapchain->front_buffer;
2043 if (dds_primary && dds_primary->palette)
2044 pal = dds_primary->palette->palents;
2047 if (pal) {
2048 for (n=0; n<256; n++) {
2049 col[n].rgbRed = pal[n].peRed;
2050 col[n].rgbGreen = pal[n].peGreen;
2051 col[n].rgbBlue = pal[n].peBlue;
2052 col[n].rgbReserved = 0;
2054 SetDIBColorTable(This->hDC, 0, 256, col);
2058 *pHDC = This->hDC;
2059 TRACE("returning %p\n",*pHDC);
2060 This->Flags |= SFLAG_DCINUSE;
2062 return WINED3D_OK;
2065 static HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC)
2067 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2069 TRACE("(%p)->(%p)\n",This,hDC);
2071 if (!(This->Flags & SFLAG_DCINUSE))
2072 return WINEDDERR_NODC;
2074 if (This->hDC !=hDC) {
2075 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
2076 return WINEDDERR_NODC;
2079 if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
2080 /* Copy the contents of the DIB over to the PBO */
2081 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
2084 /* we locked first, so unlock now */
2085 IWineD3DSurface_UnlockRect(iface);
2087 This->Flags &= ~SFLAG_DCINUSE;
2089 return WINED3D_OK;
2092 /* ******************************************************
2093 IWineD3DSurface Internal (No mapping to directx api) parts follow
2094 ****************************************************** */
2096 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, struct wined3d_format_desc *desc, CONVERT_TYPES *convert)
2098 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
2099 IWineD3DDeviceImpl *device = This->resource.device;
2100 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2101 BOOL blit_supported = FALSE;
2103 /* Copy the default values from the surface. Below we might perform fixups */
2104 /* TODO: get rid of color keying desc fixups by using e.g. a table. */
2105 *desc = *This->resource.format_desc;
2106 *convert = NO_CONVERSION;
2108 /* Ok, now look if we have to do any conversion */
2109 switch(This->resource.format_desc->format)
2111 case WINED3DFMT_P8_UINT:
2112 /* ****************
2113 Paletted Texture
2114 **************** */
2116 /* Below the call to blit_supported is disabled for Wine 1.2 because the function isn't operating correctly yet.
2117 * At the moment 8-bit blits are handled in software and if certain GL extensions are around, surface conversion
2118 * is performed at upload time. The blit_supported call recognizes it as a destination fixup. This type of upload 'fixup'
2119 * and 8-bit to 8-bit blits need to be handled by the blit_shader.
2120 * TODO: get rid of this #if 0
2122 #if 0
2123 blit_supported = device->blitter->blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
2124 &rect, This->resource.usage, This->resource.pool,
2125 This->resource.format_desc, &rect, This->resource.usage,
2126 This->resource.pool, This->resource.format_desc);
2127 #endif
2128 blit_supported = gl_info->supported[EXT_PALETTED_TEXTURE] || gl_info->supported[ARB_FRAGMENT_PROGRAM];
2130 /* Use conversion when the blit_shader backend supports it. It only supports this in case of
2131 * texturing. Further also use conversion in case of color keying.
2132 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
2133 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
2134 * conflicts with this.
2136 if (!((blit_supported && device->render_targets && This == device->render_targets[0]))
2137 || colorkey_active || !use_texturing)
2139 desc->glFormat = GL_RGBA;
2140 desc->glInternal = GL_RGBA;
2141 desc->glType = GL_UNSIGNED_BYTE;
2142 desc->conv_byte_count = 4;
2143 if(colorkey_active) {
2144 *convert = CONVERT_PALETTED_CK;
2145 } else {
2146 *convert = CONVERT_PALETTED;
2149 break;
2151 case WINED3DFMT_B2G3R3_UNORM:
2152 /* **********************
2153 GL_UNSIGNED_BYTE_3_3_2
2154 ********************** */
2155 if (colorkey_active) {
2156 /* This texture format will never be used.. So do not care about color keying
2157 up until the point in time it will be needed :-) */
2158 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
2160 break;
2162 case WINED3DFMT_B5G6R5_UNORM:
2163 if (colorkey_active) {
2164 *convert = CONVERT_CK_565;
2165 desc->glFormat = GL_RGBA;
2166 desc->glInternal = GL_RGB5_A1;
2167 desc->glType = GL_UNSIGNED_SHORT_5_5_5_1;
2168 desc->conv_byte_count = 2;
2170 break;
2172 case WINED3DFMT_B5G5R5X1_UNORM:
2173 if (colorkey_active) {
2174 *convert = CONVERT_CK_5551;
2175 desc->glFormat = GL_BGRA;
2176 desc->glInternal = GL_RGB5_A1;
2177 desc->glType = GL_UNSIGNED_SHORT_1_5_5_5_REV;
2178 desc->conv_byte_count = 2;
2180 break;
2182 case WINED3DFMT_B8G8R8_UNORM:
2183 if (colorkey_active) {
2184 *convert = CONVERT_CK_RGB24;
2185 desc->glFormat = GL_RGBA;
2186 desc->glInternal = GL_RGBA8;
2187 desc->glType = GL_UNSIGNED_INT_8_8_8_8;
2188 desc->conv_byte_count = 4;
2190 break;
2192 case WINED3DFMT_B8G8R8X8_UNORM:
2193 if (colorkey_active) {
2194 *convert = CONVERT_RGB32_888;
2195 desc->glFormat = GL_RGBA;
2196 desc->glInternal = GL_RGBA8;
2197 desc->glType = GL_UNSIGNED_INT_8_8_8_8;
2198 desc->conv_byte_count = 4;
2200 break;
2202 default:
2203 break;
2206 return WINED3D_OK;
2209 void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey)
2211 IWineD3DDeviceImpl *device = This->resource.device;
2212 IWineD3DPaletteImpl *pal = This->palette;
2213 BOOL index_in_alpha = FALSE;
2214 unsigned int i;
2216 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
2217 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
2218 * is slow. Further RGB->P8 conversion is not possible because palettes can have
2219 * duplicate entries. Store the color key in the unused alpha component to speed the
2220 * download up and to make conversion unneeded. */
2221 index_in_alpha = primary_render_target_is_p8(device);
2223 if (!pal)
2225 UINT dxVersion = ((IWineD3DImpl *)device->wined3d)->dxVersion;
2227 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
2228 if (dxVersion <= 7)
2230 ERR("This code should never get entered for DirectDraw!, expect problems\n");
2231 if (index_in_alpha)
2233 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
2234 * there's no palette at this time. */
2235 for (i = 0; i < 256; i++) table[i][3] = i;
2238 else
2240 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
2241 * alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
2242 * capability flag is present (wine does advertise this capability) */
2243 for (i = 0; i < 256; ++i)
2245 table[i][0] = device->palettes[device->currentPalette][i].peRed;
2246 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
2247 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
2248 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
2252 else
2254 TRACE("Using surface palette %p\n", pal);
2255 /* Get the surface's palette */
2256 for (i = 0; i < 256; ++i)
2258 table[i][0] = pal->palents[i].peRed;
2259 table[i][1] = pal->palents[i].peGreen;
2260 table[i][2] = pal->palents[i].peBlue;
2262 /* When index_in_alpha is set the palette index is stored in the
2263 * alpha component. In case of a readback we can then read
2264 * GL_ALPHA. Color keying is handled in BltOverride using a
2265 * GL_ALPHA_TEST using GL_NOT_EQUAL. In case of index_in_alpha the
2266 * color key itself is passed to glAlphaFunc in other cases the
2267 * alpha component of pixels that should be masked away is set to 0. */
2268 if (index_in_alpha)
2270 table[i][3] = i;
2272 else if (colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue)
2273 && (i <= This->SrcBltCKey.dwColorSpaceHighValue))
2275 table[i][3] = 0x00;
2277 else if(pal->Flags & WINEDDPCAPS_ALPHA)
2279 table[i][3] = pal->palents[i].peFlags;
2281 else
2283 table[i][3] = 0xFF;
2289 static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width,
2290 UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This)
2292 const BYTE *source;
2293 BYTE *dest;
2294 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
2296 switch (convert) {
2297 case NO_CONVERSION:
2299 memcpy(dst, src, pitch * height);
2300 break;
2302 case CONVERT_PALETTED:
2303 case CONVERT_PALETTED_CK:
2305 IWineD3DPaletteImpl* pal = This->palette;
2306 BYTE table[256][4];
2307 unsigned int x, y;
2309 if( pal == NULL) {
2310 /* TODO: If we are a sublevel, try to get the palette from level 0 */
2313 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2315 for (y = 0; y < height; y++)
2317 source = src + pitch * y;
2318 dest = dst + outpitch * y;
2319 /* This is an 1 bpp format, using the width here is fine */
2320 for (x = 0; x < width; x++) {
2321 BYTE color = *source++;
2322 *dest++ = table[color][0];
2323 *dest++ = table[color][1];
2324 *dest++ = table[color][2];
2325 *dest++ = table[color][3];
2329 break;
2331 case CONVERT_CK_565:
2333 /* Converting the 565 format in 5551 packed to emulate color-keying.
2335 Note : in all these conversion, it would be best to average the averaging
2336 pixels to get the color of the pixel that will be color-keyed to
2337 prevent 'color bleeding'. This will be done later on if ever it is
2338 too visible.
2340 Note2: Nvidia documents say that their driver does not support alpha + color keying
2341 on the same surface and disables color keying in such a case
2343 unsigned int x, y;
2344 const WORD *Source;
2345 WORD *Dest;
2347 TRACE("Color keyed 565\n");
2349 for (y = 0; y < height; y++) {
2350 Source = (const WORD *)(src + y * pitch);
2351 Dest = (WORD *) (dst + y * outpitch);
2352 for (x = 0; x < width; x++ ) {
2353 WORD color = *Source++;
2354 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
2355 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2356 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2357 *Dest |= 0x0001;
2359 Dest++;
2363 break;
2365 case CONVERT_CK_5551:
2367 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
2368 unsigned int x, y;
2369 const WORD *Source;
2370 WORD *Dest;
2371 TRACE("Color keyed 5551\n");
2372 for (y = 0; y < height; y++) {
2373 Source = (const WORD *)(src + y * pitch);
2374 Dest = (WORD *) (dst + y * outpitch);
2375 for (x = 0; x < width; x++ ) {
2376 WORD color = *Source++;
2377 *Dest = color;
2378 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2379 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2380 *Dest |= (1 << 15);
2382 else {
2383 *Dest &= ~(1 << 15);
2385 Dest++;
2389 break;
2391 case CONVERT_CK_RGB24:
2393 /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
2394 unsigned int x, y;
2395 for (y = 0; y < height; y++)
2397 source = src + pitch * y;
2398 dest = dst + outpitch * y;
2399 for (x = 0; x < width; x++) {
2400 DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ;
2401 DWORD dstcolor = color << 8;
2402 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2403 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2404 dstcolor |= 0xff;
2406 *(DWORD*)dest = dstcolor;
2407 source += 3;
2408 dest += 4;
2412 break;
2414 case CONVERT_RGB32_888:
2416 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
2417 unsigned int x, y;
2418 for (y = 0; y < height; y++)
2420 source = src + pitch * y;
2421 dest = dst + outpitch * y;
2422 for (x = 0; x < width; x++) {
2423 DWORD color = 0xffffff & *(const DWORD*)source;
2424 DWORD dstcolor = color << 8;
2425 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2426 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2427 dstcolor |= 0xff;
2429 *(DWORD*)dest = dstcolor;
2430 source += 4;
2431 dest += 4;
2435 break;
2437 default:
2438 ERR("Unsupported conversion type %#x.\n", convert);
2440 return WINED3D_OK;
2443 BOOL palette9_changed(IWineD3DSurfaceImpl *This)
2445 IWineD3DDeviceImpl *device = This->resource.device;
2447 if (This->palette || (This->resource.format_desc->format != WINED3DFMT_P8_UINT
2448 && This->resource.format_desc->format != WINED3DFMT_P8_UINT_A8_UNORM))
2450 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2451 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2453 return FALSE;
2456 if (This->palette9)
2458 if (!memcmp(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256))
2460 return FALSE;
2462 } else {
2463 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2465 memcpy(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2466 return TRUE;
2469 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2470 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2471 DWORD flag = srgb_mode ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE;
2473 if (!(This->Flags & flag)) {
2474 TRACE("Reloading because surface is dirty\n");
2475 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2476 ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
2477 /* Reload: vice versa OR */
2478 ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
2479 /* Also reload: Color key is active AND the color key has changed */
2480 ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
2481 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
2482 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
2483 TRACE("Reloading because of color keying\n");
2484 /* To perform the color key conversion we need a sysmem copy of
2485 * the surface. Make sure we have it
2488 surface_load_location(This, SFLAG_INSYSMEM, NULL);
2489 /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2490 /* TODO: This is not necessarily needed with hw palettized texture support */
2491 surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
2492 } else {
2493 TRACE("surface is already in texture\n");
2494 return WINED3D_OK;
2497 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2498 * These resources are not bound by device size or format restrictions. Because of this,
2499 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2500 * However, these resources can always be created, locked, and copied.
2502 if (This->resource.pool == WINED3DPOOL_SCRATCH )
2504 FIXME("(%p) Operation not supported for scratch textures\n",This);
2505 return WINED3DERR_INVALIDCALL;
2508 surface_load_location(This, flag, NULL /* no partial locking for textures yet */);
2510 if (!(This->Flags & SFLAG_DONOTFREE)) {
2511 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
2512 This->resource.allocatedMemory = NULL;
2513 This->resource.heapMemory = NULL;
2514 surface_modify_location(This, SFLAG_INSYSMEM, FALSE);
2517 return WINED3D_OK;
2520 /* Context activation is done by the caller. */
2521 static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) {
2522 /* TODO: check for locks */
2523 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2524 IWineD3DBaseTexture *baseTexture = NULL;
2526 TRACE("(%p)Checking to see if the container is a base texture\n", This);
2527 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2528 TRACE("Passing to container\n");
2529 IWineD3DBaseTexture_BindTexture(baseTexture, srgb);
2530 IWineD3DBaseTexture_Release(baseTexture);
2532 else
2534 GLuint *name;
2536 TRACE("(%p) : Binding surface\n", This);
2538 name = srgb ? &This->texture_name_srgb : &This->texture_name;
2540 ENTER_GL();
2542 if (!This->texture_level)
2544 if (!*name) {
2545 glGenTextures(1, name);
2546 checkGLcall("glGenTextures");
2547 TRACE("Surface %p given name %d\n", This, *name);
2549 glBindTexture(This->texture_target, *name);
2550 checkGLcall("glBindTexture");
2551 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2552 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
2553 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2554 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
2555 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2556 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
2557 glTexParameteri(This->texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2558 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
2559 glTexParameteri(This->texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2560 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
2562 /* This is where we should be reducing the amount of GLMemoryUsed */
2563 } else if (*name) {
2564 /* Mipmap surfaces should have a base texture container */
2565 ERR("Mipmap surface has a glTexture bound to it!\n");
2568 glBindTexture(This->texture_target, *name);
2569 checkGLcall("glBindTexture");
2571 LEAVE_GL();
2575 static HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
2576 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2577 HRESULT hr;
2579 TRACE("(%p) : Calling base function first\n", This);
2580 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2581 if(SUCCEEDED(hr)) {
2582 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2583 TRACE("(%p) : glFormat %d, glFormatInternal %d, glType %d\n", This, This->resource.format_desc->glFormat,
2584 This->resource.format_desc->glInternal, This->resource.format_desc->glType);
2586 return hr;
2589 static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2590 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2592 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
2593 WARN("Surface is locked or the HDC is in use\n");
2594 return WINED3DERR_INVALIDCALL;
2597 if(Mem && Mem != This->resource.allocatedMemory) {
2598 void *release = NULL;
2600 /* Do I have to copy the old surface content? */
2601 if(This->Flags & SFLAG_DIBSECTION) {
2602 /* Release the DC. No need to hold the critical section for the update
2603 * Thread because this thread runs only on front buffers, but this method
2604 * fails for render targets in the check above.
2606 SelectObject(This->hDC, This->dib.holdbitmap);
2607 DeleteDC(This->hDC);
2608 /* Release the DIB section */
2609 DeleteObject(This->dib.DIBsection);
2610 This->dib.bitmap_data = NULL;
2611 This->resource.allocatedMemory = NULL;
2612 This->hDC = NULL;
2613 This->Flags &= ~SFLAG_DIBSECTION;
2614 } else if(!(This->Flags & SFLAG_USERPTR)) {
2615 release = This->resource.heapMemory;
2616 This->resource.heapMemory = NULL;
2618 This->resource.allocatedMemory = Mem;
2619 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2621 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2622 surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
2624 /* For client textures opengl has to be notified */
2625 if (This->Flags & SFLAG_CLIENT)
2626 surface_release_client_storage(This);
2628 /* Now free the old memory if any */
2629 HeapFree(GetProcessHeap(), 0, release);
2630 } else if(This->Flags & SFLAG_USERPTR) {
2631 /* LockRect and GetDC will re-create the dib section and allocated memory */
2632 This->resource.allocatedMemory = NULL;
2633 /* HeapMemory should be NULL already */
2634 if(This->resource.heapMemory != NULL) ERR("User pointer surface has heap memory allocated\n");
2635 This->Flags &= ~SFLAG_USERPTR;
2637 if (This->Flags & SFLAG_CLIENT)
2638 surface_release_client_storage(This);
2640 return WINED3D_OK;
2643 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
2645 /* Flip the surface contents */
2646 /* Flip the DC */
2648 HDC tmp;
2649 tmp = front->hDC;
2650 front->hDC = back->hDC;
2651 back->hDC = tmp;
2654 /* Flip the DIBsection */
2656 HBITMAP tmp;
2657 BOOL hasDib = front->Flags & SFLAG_DIBSECTION;
2658 tmp = front->dib.DIBsection;
2659 front->dib.DIBsection = back->dib.DIBsection;
2660 back->dib.DIBsection = tmp;
2662 if(back->Flags & SFLAG_DIBSECTION) front->Flags |= SFLAG_DIBSECTION;
2663 else front->Flags &= ~SFLAG_DIBSECTION;
2664 if(hasDib) back->Flags |= SFLAG_DIBSECTION;
2665 else back->Flags &= ~SFLAG_DIBSECTION;
2668 /* Flip the surface data */
2670 void* tmp;
2672 tmp = front->dib.bitmap_data;
2673 front->dib.bitmap_data = back->dib.bitmap_data;
2674 back->dib.bitmap_data = tmp;
2676 tmp = front->resource.allocatedMemory;
2677 front->resource.allocatedMemory = back->resource.allocatedMemory;
2678 back->resource.allocatedMemory = tmp;
2680 tmp = front->resource.heapMemory;
2681 front->resource.heapMemory = back->resource.heapMemory;
2682 back->resource.heapMemory = tmp;
2685 /* Flip the PBO */
2687 GLuint tmp_pbo = front->pbo;
2688 front->pbo = back->pbo;
2689 back->pbo = tmp_pbo;
2692 /* client_memory should not be different, but just in case */
2694 BOOL tmp;
2695 tmp = front->dib.client_memory;
2696 front->dib.client_memory = back->dib.client_memory;
2697 back->dib.client_memory = tmp;
2700 /* Flip the opengl texture */
2702 GLuint tmp;
2704 tmp = back->texture_name;
2705 back->texture_name = front->texture_name;
2706 front->texture_name = tmp;
2708 tmp = back->texture_name_srgb;
2709 back->texture_name_srgb = front->texture_name_srgb;
2710 front->texture_name_srgb = tmp;
2714 DWORD tmp_flags = back->Flags;
2715 back->Flags = front->Flags;
2716 front->Flags = tmp_flags;
2720 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
2721 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2722 IWineD3DSwapChainImpl *swapchain = NULL;
2723 HRESULT hr;
2724 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
2726 /* Flipping is only supported on RenderTargets and overlays*/
2727 if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
2728 WARN("Tried to flip a non-render target, non-overlay surface\n");
2729 return WINEDDERR_NOTFLIPPABLE;
2732 if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
2733 flip_surface(This, (IWineD3DSurfaceImpl *) override);
2735 /* Update the overlay if it is visible */
2736 if(This->overlay_dest) {
2737 return IWineD3DSurface_DrawOverlay((IWineD3DSurface *) This);
2738 } else {
2739 return WINED3D_OK;
2743 if(override) {
2744 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2745 * FIXME("(%p) Target override is not supported by now\n", This);
2746 * Additionally, it isn't really possible to support triple-buffering
2747 * properly on opengl at all
2751 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **) &swapchain);
2752 if(!swapchain) {
2753 ERR("Flipped surface is not on a swapchain\n");
2754 return WINEDDERR_NOTFLIPPABLE;
2757 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2758 * and only d3d8 and d3d9 apps specify the presentation interval
2760 if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
2761 /* Most common case first to avoid wasting time on all the other cases */
2762 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2763 } else if(Flags & WINEDDFLIP_NOVSYNC) {
2764 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2765 } else if(Flags & WINEDDFLIP_INTERVAL2) {
2766 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
2767 } else if(Flags & WINEDDFLIP_INTERVAL3) {
2768 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
2769 } else {
2770 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
2773 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2774 hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *)swapchain,
2775 NULL, NULL, swapchain->win_handle, NULL, 0);
2776 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
2777 return hr;
2780 /* Does a direct frame buffer -> texture copy. Stretching is done
2781 * with single pixel copy calls
2783 static void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *dst_surface, IWineD3DSurfaceImpl *src_surface,
2784 const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
2786 IWineD3DDeviceImpl *device = dst_surface->resource.device;
2787 float xrel, yrel;
2788 UINT row;
2789 struct wined3d_context *context;
2790 BOOL upsidedown = FALSE;
2791 RECT dst_rect = *dst_rect_in;
2793 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
2794 * glCopyTexSubImage is a bit picky about the parameters we pass to it
2796 if(dst_rect.top > dst_rect.bottom) {
2797 UINT tmp = dst_rect.bottom;
2798 dst_rect.bottom = dst_rect.top;
2799 dst_rect.top = tmp;
2800 upsidedown = TRUE;
2803 context = context_acquire(device, src_surface);
2804 context_apply_blit_state(context, device);
2805 surface_internal_preload(dst_surface, SRGB_RGB);
2806 ENTER_GL();
2808 /* Bind the target texture */
2809 glBindTexture(dst_surface->texture_target, dst_surface->texture_name);
2810 checkGLcall("glBindTexture");
2811 if (surface_is_offscreen(src_surface))
2813 TRACE("Reading from an offscreen target\n");
2814 upsidedown = !upsidedown;
2815 glReadBuffer(device->offscreenBuffer);
2817 else
2819 glReadBuffer(surface_get_gl_buffer(src_surface));
2821 checkGLcall("glReadBuffer");
2823 xrel = (float) (src_rect->right - src_rect->left) / (float) (dst_rect.right - dst_rect.left);
2824 yrel = (float) (src_rect->bottom - src_rect->top) / (float) (dst_rect.bottom - dst_rect.top);
2826 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
2828 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2830 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
2831 ERR("Texture filtering not supported in direct blit\n");
2834 else if ((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT)
2835 && ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
2837 ERR("Texture filtering not supported in direct blit\n");
2840 if (upsidedown
2841 && !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
2842 && !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
2844 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2846 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
2847 dst_rect.left /*xoffset */, dst_rect.top /* y offset */,
2848 src_rect->left, src_surface->currentDesc.Height - src_rect->bottom,
2849 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
2850 } else {
2851 UINT yoffset = src_surface->currentDesc.Height - src_rect->top + dst_rect.top - 1;
2852 /* I have to process this row by row to swap the image,
2853 * otherwise it would be upside down, so stretching in y direction
2854 * doesn't cost extra time
2856 * However, stretching in x direction can be avoided if not necessary
2858 for(row = dst_rect.top; row < dst_rect.bottom; row++) {
2859 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
2861 /* Well, that stuff works, but it's very slow.
2862 * find a better way instead
2864 UINT col;
2866 for (col = dst_rect.left; col < dst_rect.right; ++col)
2868 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
2869 dst_rect.left + col /* x offset */, row /* y offset */,
2870 src_rect->left + col * xrel, yoffset - (int) (row * yrel), 1, 1);
2873 else
2875 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
2876 dst_rect.left /* x offset */, row /* y offset */,
2877 src_rect->left, yoffset - (int) (row * yrel), dst_rect.right - dst_rect.left, 1);
2881 checkGLcall("glCopyTexSubImage2D");
2883 LEAVE_GL();
2884 context_release(context);
2886 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
2887 * path is never entered
2889 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
2892 /* Uses the hardware to stretch and flip the image */
2893 static void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *dst_surface, IWineD3DSurfaceImpl *src_surface,
2894 const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
2896 IWineD3DDeviceImpl *device = dst_surface->resource.device;
2897 GLuint src, backup = 0;
2898 IWineD3DSwapChainImpl *src_swapchain = NULL;
2899 float left, right, top, bottom; /* Texture coordinates */
2900 UINT fbwidth = src_surface->currentDesc.Width;
2901 UINT fbheight = src_surface->currentDesc.Height;
2902 struct wined3d_context *context;
2903 GLenum drawBuffer = GL_BACK;
2904 GLenum texture_target;
2905 BOOL noBackBufferBackup;
2906 BOOL src_offscreen;
2907 BOOL upsidedown = FALSE;
2908 RECT dst_rect = *dst_rect_in;
2910 TRACE("Using hwstretch blit\n");
2911 /* Activate the Proper context for reading from the source surface, set it up for blitting */
2912 context = context_acquire(device, src_surface);
2913 context_apply_blit_state(context, device);
2914 surface_internal_preload(dst_surface, SRGB_RGB);
2916 src_offscreen = surface_is_offscreen(src_surface);
2917 noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
2918 if (!noBackBufferBackup && !src_surface->texture_name)
2920 /* Get it a description */
2921 surface_internal_preload(src_surface, SRGB_RGB);
2923 ENTER_GL();
2925 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
2926 * This way we don't have to wait for the 2nd readback to finish to leave this function.
2928 if (context->aux_buffers >= 2)
2930 /* Got more than one aux buffer? Use the 2nd aux buffer */
2931 drawBuffer = GL_AUX1;
2933 else if ((!src_offscreen || device->offscreenBuffer == GL_BACK) && context->aux_buffers >= 1)
2935 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2936 drawBuffer = GL_AUX0;
2939 if(noBackBufferBackup) {
2940 glGenTextures(1, &backup);
2941 checkGLcall("glGenTextures");
2942 glBindTexture(GL_TEXTURE_2D, backup);
2943 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
2944 texture_target = GL_TEXTURE_2D;
2945 } else {
2946 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
2947 * we are reading from the back buffer, the backup can be used as source texture
2949 texture_target = src_surface->texture_target;
2950 glBindTexture(texture_target, src_surface->texture_name);
2951 checkGLcall("glBindTexture(texture_target, src_surface->texture_name)");
2952 glEnable(texture_target);
2953 checkGLcall("glEnable(texture_target)");
2955 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
2956 src_surface->Flags &= ~SFLAG_INTEXTURE;
2959 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
2960 * glCopyTexSubImage is a bit picky about the parameters we pass to it
2962 if(dst_rect.top > dst_rect.bottom) {
2963 UINT tmp = dst_rect.bottom;
2964 dst_rect.bottom = dst_rect.top;
2965 dst_rect.top = tmp;
2966 upsidedown = TRUE;
2969 if (src_offscreen)
2971 TRACE("Reading from an offscreen target\n");
2972 upsidedown = !upsidedown;
2973 glReadBuffer(device->offscreenBuffer);
2975 else
2977 glReadBuffer(surface_get_gl_buffer(src_surface));
2980 /* TODO: Only back up the part that will be overwritten */
2981 glCopyTexSubImage2D(texture_target, 0,
2982 0, 0 /* read offsets */,
2983 0, 0,
2984 fbwidth,
2985 fbheight);
2987 checkGLcall("glCopyTexSubImage2D");
2989 /* No issue with overriding these - the sampler is dirty due to blit usage */
2990 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
2991 wined3d_gl_mag_filter(magLookup, Filter));
2992 checkGLcall("glTexParameteri");
2993 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
2994 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
2995 checkGLcall("glTexParameteri");
2997 IWineD3DSurface_GetContainer((IWineD3DSurface *)src_surface, &IID_IWineD3DSwapChain, (void **)&src_swapchain);
2998 if (src_swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *)src_swapchain);
2999 if (!src_swapchain || src_surface == src_swapchain->back_buffers[0])
3001 src = backup ? backup : src_surface->texture_name;
3003 else
3005 glReadBuffer(GL_FRONT);
3006 checkGLcall("glReadBuffer(GL_FRONT)");
3008 glGenTextures(1, &src);
3009 checkGLcall("glGenTextures(1, &src)");
3010 glBindTexture(GL_TEXTURE_2D, src);
3011 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
3013 /* TODO: Only copy the part that will be read. Use src_rect->left, src_rect->bottom as origin, but with the width watch
3014 * out for power of 2 sizes
3016 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, src_surface->pow2Width,
3017 src_surface->pow2Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
3018 checkGLcall("glTexImage2D");
3019 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
3020 0, 0 /* read offsets */,
3021 0, 0,
3022 fbwidth,
3023 fbheight);
3025 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3026 checkGLcall("glTexParameteri");
3027 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3028 checkGLcall("glTexParameteri");
3030 glReadBuffer(GL_BACK);
3031 checkGLcall("glReadBuffer(GL_BACK)");
3033 if(texture_target != GL_TEXTURE_2D) {
3034 glDisable(texture_target);
3035 glEnable(GL_TEXTURE_2D);
3036 texture_target = GL_TEXTURE_2D;
3039 checkGLcall("glEnd and previous");
3041 left = src_rect->left;
3042 right = src_rect->right;
3044 if (upsidedown)
3046 top = src_surface->currentDesc.Height - src_rect->top;
3047 bottom = src_surface->currentDesc.Height - src_rect->bottom;
3049 else
3051 top = src_surface->currentDesc.Height - src_rect->bottom;
3052 bottom = src_surface->currentDesc.Height - src_rect->top;
3055 if (src_surface->Flags & SFLAG_NORMCOORD)
3057 left /= src_surface->pow2Width;
3058 right /= src_surface->pow2Width;
3059 top /= src_surface->pow2Height;
3060 bottom /= src_surface->pow2Height;
3063 /* draw the source texture stretched and upside down. The correct surface is bound already */
3064 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3065 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3067 context_set_draw_buffer(context, drawBuffer);
3068 glReadBuffer(drawBuffer);
3070 glBegin(GL_QUADS);
3071 /* bottom left */
3072 glTexCoord2f(left, bottom);
3073 glVertex2i(0, fbheight);
3075 /* top left */
3076 glTexCoord2f(left, top);
3077 glVertex2i(0, fbheight - dst_rect.bottom - dst_rect.top);
3079 /* top right */
3080 glTexCoord2f(right, top);
3081 glVertex2i(dst_rect.right - dst_rect.left, fbheight - dst_rect.bottom - dst_rect.top);
3083 /* bottom right */
3084 glTexCoord2f(right, bottom);
3085 glVertex2i(dst_rect.right - dst_rect.left, fbheight);
3086 glEnd();
3087 checkGLcall("glEnd and previous");
3089 if (texture_target != dst_surface->texture_target)
3091 glDisable(texture_target);
3092 glEnable(dst_surface->texture_target);
3093 texture_target = dst_surface->texture_target;
3096 /* Now read the stretched and upside down image into the destination texture */
3097 glBindTexture(texture_target, dst_surface->texture_name);
3098 checkGLcall("glBindTexture");
3099 glCopyTexSubImage2D(texture_target,
3101 dst_rect.left, dst_rect.top, /* xoffset, yoffset */
3102 0, 0, /* We blitted the image to the origin */
3103 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
3104 checkGLcall("glCopyTexSubImage2D");
3106 if(drawBuffer == GL_BACK) {
3107 /* Write the back buffer backup back */
3108 if(backup) {
3109 if(texture_target != GL_TEXTURE_2D) {
3110 glDisable(texture_target);
3111 glEnable(GL_TEXTURE_2D);
3112 texture_target = GL_TEXTURE_2D;
3114 glBindTexture(GL_TEXTURE_2D, backup);
3115 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3117 else
3119 if (texture_target != src_surface->texture_target)
3121 glDisable(texture_target);
3122 glEnable(src_surface->texture_target);
3123 texture_target = src_surface->texture_target;
3125 glBindTexture(src_surface->texture_target, src_surface->texture_name);
3126 checkGLcall("glBindTexture(src_surface->texture_target, src_surface->texture_name)");
3129 glBegin(GL_QUADS);
3130 /* top left */
3131 glTexCoord2f(0.0f, (float)fbheight / (float)src_surface->pow2Height);
3132 glVertex2i(0, 0);
3134 /* bottom left */
3135 glTexCoord2f(0.0f, 0.0f);
3136 glVertex2i(0, fbheight);
3138 /* bottom right */
3139 glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width, 0.0f);
3140 glVertex2i(fbwidth, src_surface->currentDesc.Height);
3142 /* top right */
3143 glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width,
3144 (float)fbheight / (float)src_surface->pow2Height);
3145 glVertex2i(fbwidth, 0);
3146 glEnd();
3148 glDisable(texture_target);
3149 checkGLcall("glDisable(texture_target)");
3151 /* Cleanup */
3152 if (src != src_surface->texture_name && src != backup)
3154 glDeleteTextures(1, &src);
3155 checkGLcall("glDeleteTextures(1, &src)");
3157 if(backup) {
3158 glDeleteTextures(1, &backup);
3159 checkGLcall("glDeleteTextures(1, &backup)");
3162 LEAVE_GL();
3164 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
3166 context_release(context);
3168 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3169 * path is never entered
3171 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
3174 /* Until the blit_shader is ready, define some prototypes here. */
3175 static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
3176 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool,
3177 const struct wined3d_format_desc *src_format_desc,
3178 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool,
3179 const struct wined3d_format_desc *dst_format_desc);
3181 /* Front buffer coordinates are always full screen coordinates, but our GL
3182 * drawable is limited to the window's client area. The sysmem and texture
3183 * copies do have the full screen size. Note that GL has a bottom-left
3184 * origin, while D3D has a top-left origin. */
3185 void surface_translate_frontbuffer_coords(IWineD3DSurfaceImpl *surface, HWND window, RECT *rect)
3187 POINT offset = {0, surface->currentDesc.Height};
3188 RECT windowsize;
3190 GetClientRect(window, &windowsize);
3191 offset.y -= windowsize.bottom - windowsize.top;
3192 ScreenToClient(window, &offset);
3193 OffsetRect(rect, offset.x, offset.y);
3196 static BOOL surface_is_full_rect(IWineD3DSurfaceImpl *surface, const RECT *r)
3198 if ((r->left && r->right) || abs(r->right - r->left) != surface->currentDesc.Width)
3199 return FALSE;
3200 if ((r->top && r->bottom) || abs(r->bottom - r->top) != surface->currentDesc.Height)
3201 return FALSE;
3202 return TRUE;
3205 /* blit between surface locations. onscreen on different swapchains is not supported.
3206 * depth / stencil is not supported. */
3207 static void surface_blt_fbo(IWineD3DDeviceImpl *device, const WINED3DTEXTUREFILTERTYPE filter,
3208 IWineD3DSurfaceImpl *src_surface, DWORD src_location, const RECT *src_rect_in,
3209 IWineD3DSurfaceImpl *dst_surface, DWORD dst_location, const RECT *dst_rect_in)
3211 const struct wined3d_gl_info *gl_info;
3212 struct wined3d_context *context;
3213 RECT src_rect, dst_rect;
3214 GLenum gl_filter;
3216 TRACE("device %p, filter %s,\n", device, debug_d3dtexturefiltertype(filter));
3217 TRACE("src_surface %p, src_location %s, src_rect %s,\n",
3218 src_surface, debug_surflocation(src_location), wine_dbgstr_rect(src_rect_in));
3219 TRACE("dst_surface %p, dst_location %s, dst_rect %s.\n",
3220 dst_surface, debug_surflocation(dst_location), wine_dbgstr_rect(dst_rect_in));
3222 src_rect = *src_rect_in;
3223 dst_rect = *dst_rect_in;
3225 switch (filter)
3227 case WINED3DTEXF_LINEAR:
3228 gl_filter = GL_LINEAR;
3229 break;
3231 default:
3232 FIXME("Unsupported filter mode %s (%#x).\n", debug_d3dtexturefiltertype(filter), filter);
3233 case WINED3DTEXF_NONE:
3234 case WINED3DTEXF_POINT:
3235 gl_filter = GL_NEAREST;
3236 break;
3239 if (src_location == SFLAG_INDRAWABLE && surface_is_offscreen(src_surface))
3240 src_location = SFLAG_INTEXTURE;
3241 if (dst_location == SFLAG_INDRAWABLE && surface_is_offscreen(dst_surface))
3242 dst_location = SFLAG_INTEXTURE;
3244 /* Make sure the locations are up-to-date. Loading the destination
3245 * surface isn't required if the entire surface is overwritten. (And is
3246 * in fact harmful if we're being called by surface_load_location() with
3247 * the purpose of loading the destination surface.) */
3248 surface_load_location(src_surface, src_location, NULL);
3249 if (!surface_is_full_rect(dst_surface, &dst_rect))
3250 surface_load_location(dst_surface, dst_location, NULL);
3252 if (src_location == SFLAG_INDRAWABLE) context = context_acquire(device, src_surface);
3253 else if (dst_location == SFLAG_INDRAWABLE) context = context_acquire(device, dst_surface);
3254 else context = context_acquire(device, NULL);
3256 if (!context->valid)
3258 context_release(context);
3259 WARN("Invalid context, skipping blit.\n");
3260 return;
3263 gl_info = context->gl_info;
3265 if (src_location == SFLAG_INDRAWABLE)
3267 GLenum buffer = surface_get_gl_buffer(src_surface);
3269 TRACE("Source surface %p is onscreen.\n", src_surface);
3271 if (buffer == GL_FRONT)
3272 surface_translate_frontbuffer_coords(src_surface, context->win_handle, &src_rect);
3274 src_rect.top = src_surface->currentDesc.Height - src_rect.top;
3275 src_rect.bottom = src_surface->currentDesc.Height - src_rect.bottom;
3277 ENTER_GL();
3278 context_bind_fbo(context, GL_READ_FRAMEBUFFER, NULL);
3279 glReadBuffer(buffer);
3280 checkGLcall("glReadBuffer()");
3282 else
3284 TRACE("Source surface %p is offscreen.\n", src_surface);
3285 ENTER_GL();
3286 context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, src_surface, NULL, src_location);
3287 glReadBuffer(GL_COLOR_ATTACHMENT0);
3288 checkGLcall("glReadBuffer()");
3290 LEAVE_GL();
3292 if (dst_location == SFLAG_INDRAWABLE)
3294 GLenum buffer = surface_get_gl_buffer(dst_surface);
3296 TRACE("Destination surface %p is onscreen.\n", dst_surface);
3298 if (buffer == GL_FRONT)
3299 surface_translate_frontbuffer_coords(dst_surface, context->win_handle, &dst_rect);
3301 dst_rect.top = dst_surface->currentDesc.Height - dst_rect.top;
3302 dst_rect.bottom = dst_surface->currentDesc.Height - dst_rect.bottom;
3304 ENTER_GL();
3305 context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
3306 context_set_draw_buffer(context, buffer);
3308 else
3310 TRACE("Destination surface %p is offscreen.\n", dst_surface);
3312 ENTER_GL();
3313 context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, dst_surface, NULL, dst_location);
3314 context_set_draw_buffer(context, GL_COLOR_ATTACHMENT0);
3317 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
3318 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
3319 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
3320 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
3321 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
3323 glDisable(GL_SCISSOR_TEST);
3324 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
3326 gl_info->fbo_ops.glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom,
3327 dst_rect.left, dst_rect.top, dst_rect.right, dst_rect.bottom, GL_COLOR_BUFFER_BIT, gl_filter);
3328 checkGLcall("glBlitFramebuffer()");
3330 LEAVE_GL();
3332 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
3334 context_release(context);
3337 /* Not called from the VTable */
3338 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *dst_surface, const RECT *DestRect,
3339 IWineD3DSurfaceImpl *src_surface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx,
3340 WINED3DTEXTUREFILTERTYPE Filter)
3342 IWineD3DDeviceImpl *device = dst_surface->resource.device;
3343 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
3344 RECT dst_rect, src_rect;
3346 TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, blt_fx %p, filter %s.\n",
3347 dst_surface, wine_dbgstr_rect(DestRect), src_surface, wine_dbgstr_rect(SrcRect),
3348 Flags, DDBltFx, debug_d3dtexturefiltertype(Filter));
3350 /* Get the swapchain. One of the surfaces has to be a primary surface */
3351 if (dst_surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
3353 WARN("Destination is in sysmem, rejecting gl blt\n");
3354 return WINED3DERR_INVALIDCALL;
3356 IWineD3DSurface_GetContainer((IWineD3DSurface *)dst_surface, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
3357 if (dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *)dstSwapchain);
3358 if (src_surface)
3360 if (src_surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
3362 WARN("Src is in sysmem, rejecting gl blt\n");
3363 return WINED3DERR_INVALIDCALL;
3365 IWineD3DSurface_GetContainer((IWineD3DSurface *)src_surface, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
3366 if (srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *)srcSwapchain);
3369 /* Early sort out of cases where no render target is used */
3370 if (!dstSwapchain && !srcSwapchain
3371 && src_surface != device->render_targets[0]
3372 && dst_surface != device->render_targets[0])
3374 TRACE("No surface is render target, not using hardware blit.\n");
3375 return WINED3DERR_INVALIDCALL;
3378 /* No destination color keying supported */
3379 if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
3380 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3381 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3382 return WINED3DERR_INVALIDCALL;
3385 surface_get_rect(dst_surface, DestRect, &dst_rect);
3386 if (src_surface) surface_get_rect(src_surface, SrcRect, &src_rect);
3388 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3389 if (dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->back_buffers
3390 && dst_surface == dstSwapchain->front_buffer
3391 && src_surface == dstSwapchain->back_buffers[0])
3393 /* Half-Life does a Blt from the back buffer to the front buffer,
3394 * Full surface size, no flags... Use present instead
3396 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3399 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3400 while(1)
3402 TRACE("Looking if a Present can be done...\n");
3403 /* Source Rectangle must be full surface */
3404 if (src_rect.left || src_rect.top
3405 || src_rect.right != src_surface->currentDesc.Width
3406 || src_rect.bottom != src_surface->currentDesc.Height)
3408 TRACE("No, Source rectangle doesn't match\n");
3409 break;
3412 /* No stretching may occur */
3413 if(src_rect.right != dst_rect.right - dst_rect.left ||
3414 src_rect.bottom != dst_rect.bottom - dst_rect.top) {
3415 TRACE("No, stretching is done\n");
3416 break;
3419 /* Destination must be full surface or match the clipping rectangle */
3420 if (dst_surface->clipper && ((IWineD3DClipperImpl *)dst_surface->clipper)->hWnd)
3422 RECT cliprect;
3423 POINT pos[2];
3424 GetClientRect(((IWineD3DClipperImpl *)dst_surface->clipper)->hWnd, &cliprect);
3425 pos[0].x = dst_rect.left;
3426 pos[0].y = dst_rect.top;
3427 pos[1].x = dst_rect.right;
3428 pos[1].y = dst_rect.bottom;
3429 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *)dst_surface->clipper)->hWnd, pos, 2);
3431 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
3432 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3434 TRACE("No, dest rectangle doesn't match(clipper)\n");
3435 TRACE("Clip rect at %s\n", wine_dbgstr_rect(&cliprect));
3436 TRACE("Blt dest: %s\n", wine_dbgstr_rect(&dst_rect));
3437 break;
3440 else if (dst_rect.left || dst_rect.top
3441 || dst_rect.right != dst_surface->currentDesc.Width
3442 || dst_rect.bottom != dst_surface->currentDesc.Height)
3444 TRACE("No, dest rectangle doesn't match(surface size)\n");
3445 break;
3448 TRACE("Yes\n");
3450 /* These flags are unimportant for the flag check, remove them */
3451 if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
3452 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3454 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3455 * take very long, while a flip is fast.
3456 * This applies to Half-Life, which does such Blts every time it finished
3457 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3458 * menu. This is also used by all apps when they do windowed rendering
3460 * The problem is that flipping is not really the same as copying. After a
3461 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3462 * untouched. Therefore it's necessary to override the swap effect
3463 * and to set it back after the flip.
3465 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3466 * testcases.
3469 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3470 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3472 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3473 IWineD3DSwapChain_Present((IWineD3DSwapChain *)dstSwapchain,
3474 NULL, NULL, dstSwapchain->win_handle, NULL, 0);
3476 dstSwapchain->presentParms.SwapEffect = orig_swap;
3478 return WINED3D_OK;
3480 break;
3483 TRACE("Unsupported blit between buffers on the same swapchain\n");
3484 return WINED3DERR_INVALIDCALL;
3485 } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
3486 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3487 return WINED3DERR_INVALIDCALL;
3488 } else if(dstSwapchain && srcSwapchain) {
3489 FIXME("Implement hardware blit between two different swapchains\n");
3490 return WINED3DERR_INVALIDCALL;
3492 else if (dstSwapchain)
3494 /* Handled with regular texture -> swapchain blit */
3495 if (src_surface == device->render_targets[0])
3496 TRACE("Blit from active render target to a swapchain\n");
3498 else if (srcSwapchain && dst_surface == device->render_targets[0])
3500 FIXME("Implement blit from a swapchain to the active render target\n");
3501 return WINED3DERR_INVALIDCALL;
3504 if ((srcSwapchain || src_surface == device->render_targets[0]) && !dstSwapchain)
3506 /* Blit from render target to texture */
3507 BOOL stretchx;
3509 /* P8 read back is not implemented */
3510 if (src_surface->resource.format_desc->format == WINED3DFMT_P8_UINT
3511 || dst_surface->resource.format_desc->format == WINED3DFMT_P8_UINT)
3513 TRACE("P8 read back not supported by frame buffer to texture blit\n");
3514 return WINED3DERR_INVALIDCALL;
3517 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3518 TRACE("Color keying not supported by frame buffer to texture blit\n");
3519 return WINED3DERR_INVALIDCALL;
3520 /* Destination color key is checked above */
3523 if(dst_rect.right - dst_rect.left != src_rect.right - src_rect.left) {
3524 stretchx = TRUE;
3525 } else {
3526 stretchx = FALSE;
3529 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3530 * flip the image nor scale it.
3532 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3533 * -> If the app wants a image width an unscaled width, copy it line per line
3534 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3535 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3536 * back buffer. This is slower than reading line per line, thus not used for flipping
3537 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3538 * pixel by pixel
3540 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3541 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3542 * backends.
3544 if (fbo_blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
3545 &src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format_desc,
3546 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format_desc))
3548 surface_blt_fbo(device, Filter,
3549 src_surface, SFLAG_INDRAWABLE, &src_rect,
3550 dst_surface, SFLAG_INDRAWABLE, &dst_rect);
3551 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
3553 else if (!stretchx || dst_rect.right - dst_rect.left > src_surface->currentDesc.Width
3554 || dst_rect.bottom - dst_rect.top > src_surface->currentDesc.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);
3558 } else {
3559 TRACE("Using hardware stretching to flip / stretch the texture\n");
3560 fb_copy_to_texture_hwstretch(dst_surface, src_surface, &src_rect, &dst_rect, Filter);
3563 if (!(dst_surface->Flags & SFLAG_DONOTFREE))
3565 HeapFree(GetProcessHeap(), 0, dst_surface->resource.heapMemory);
3566 dst_surface->resource.allocatedMemory = NULL;
3567 dst_surface->resource.heapMemory = NULL;
3569 else
3571 dst_surface->Flags &= ~SFLAG_INSYSMEM;
3574 return WINED3D_OK;
3576 else if (src_surface)
3578 /* Blit from offscreen surface to render target */
3579 DWORD oldCKeyFlags = src_surface->CKeyFlags;
3580 WINEDDCOLORKEY oldBltCKey = src_surface->SrcBltCKey;
3581 struct wined3d_context *context;
3583 TRACE("Blt from surface %p to rendertarget %p\n", src_surface, dst_surface);
3585 if (!(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3586 && fbo_blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
3587 &src_rect, src_surface->resource.usage, src_surface->resource.pool,
3588 src_surface->resource.format_desc,
3589 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
3590 dst_surface->resource.format_desc))
3592 TRACE("Using surface_blt_fbo.\n");
3593 /* The source is always a texture, but never the currently active render target, and the texture
3594 * contents are never upside down. */
3595 surface_blt_fbo(device, Filter,
3596 src_surface, SFLAG_INDRAWABLE, &src_rect,
3597 dst_surface, SFLAG_INDRAWABLE, &dst_rect);
3598 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
3599 return WINED3D_OK;
3602 if (!(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3603 && arbfp_blit.blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
3604 &src_rect, src_surface->resource.usage, src_surface->resource.pool,
3605 src_surface->resource.format_desc,
3606 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
3607 dst_surface->resource.format_desc))
3609 return arbfp_blit_surface(device, src_surface, &src_rect, dst_surface, &dst_rect, BLIT_OP_BLIT, Filter);
3612 /* Color keying: Check if we have to do a color keyed blt,
3613 * and if not check if a color key is activated.
3615 * Just modify the color keying parameters in the surface and restore them afterwards
3616 * The surface keeps track of the color key last used to load the opengl surface.
3617 * PreLoad will catch the change to the flags and color key and reload if necessary.
3619 if(Flags & WINEDDBLT_KEYSRC) {
3620 /* Use color key from surface */
3621 } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
3622 /* Use color key from DDBltFx */
3623 src_surface->CKeyFlags |= WINEDDSD_CKSRCBLT;
3624 src_surface->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3625 } else {
3626 /* Do not use color key */
3627 src_surface->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3630 /* Now load the surface */
3631 surface_internal_preload(src_surface, SRGB_RGB);
3633 /* Activate the destination context, set it up for blitting */
3634 context = context_acquire(device, dst_surface);
3635 context_apply_blit_state(context, device);
3637 if (dstSwapchain && dst_surface == dstSwapchain->front_buffer)
3638 surface_translate_frontbuffer_coords(dst_surface, context->win_handle, &dst_rect);
3640 if (!device->blitter->blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
3641 &src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format_desc,
3642 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format_desc))
3644 FIXME("Unsupported blit operation falling back to software\n");
3645 return WINED3DERR_INVALIDCALL;
3648 device->blitter->set_shader((IWineD3DDevice *)device, src_surface);
3650 ENTER_GL();
3652 /* This is for color keying */
3653 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3654 glEnable(GL_ALPHA_TEST);
3655 checkGLcall("glEnable(GL_ALPHA_TEST)");
3657 /* When the primary render target uses P8, the alpha component contains the palette index.
3658 * Which means that the colorkey is one of the palette entries. In other cases pixels that
3659 * should be masked away have alpha set to 0. */
3660 if (primary_render_target_is_p8(device))
3661 glAlphaFunc(GL_NOTEQUAL, (float)src_surface->SrcBltCKey.dwColorSpaceLowValue / 256.0f);
3662 else
3663 glAlphaFunc(GL_NOTEQUAL, 0.0f);
3664 checkGLcall("glAlphaFunc");
3665 } else {
3666 glDisable(GL_ALPHA_TEST);
3667 checkGLcall("glDisable(GL_ALPHA_TEST)");
3670 /* Draw a textured quad
3672 draw_textured_quad(src_surface, &src_rect, &dst_rect, Filter);
3674 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3675 glDisable(GL_ALPHA_TEST);
3676 checkGLcall("glDisable(GL_ALPHA_TEST)");
3679 /* Restore the color key parameters */
3680 src_surface->CKeyFlags = oldCKeyFlags;
3681 src_surface->SrcBltCKey = oldBltCKey;
3683 LEAVE_GL();
3685 /* Leave the opengl state valid for blitting */
3686 device->blitter->unset_shader((IWineD3DDevice *)device);
3688 if (wined3d_settings.strict_draw_ordering || (dstSwapchain
3689 && (dst_surface == dstSwapchain->front_buffer
3690 || dstSwapchain->num_contexts > 1)))
3691 wglFlush(); /* Flush to ensure ordering across contexts. */
3693 context_release(context);
3695 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
3696 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
3697 * is outdated now
3699 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
3701 return WINED3D_OK;
3702 } else {
3703 /* Source-Less Blit to render target */
3704 if (Flags & WINEDDBLT_COLORFILL) {
3705 DWORD color;
3707 TRACE("Colorfill\n");
3709 /* The color as given in the Blt function is in the format of the frame-buffer...
3710 * 'clear' expect it in ARGB format => we need to do some conversion :-)
3712 if (!surface_convert_color_to_argb(dst_surface, DDBltFx->u5.dwFillColor, &color))
3714 /* The color conversion function already prints an error, so need to do it here */
3715 return WINED3DERR_INVALIDCALL;
3718 if (ffp_blit.blit_supported(&device->adapter->gl_info, BLIT_OP_COLOR_FILL,
3719 NULL, 0, 0, NULL,
3720 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
3721 dst_surface->resource.format_desc))
3723 return ffp_blit.color_fill(device, dst_surface, &dst_rect, color);
3725 else if (cpu_blit.blit_supported(&device->adapter->gl_info, BLIT_OP_COLOR_FILL,
3726 NULL, 0, 0, NULL,
3727 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
3728 dst_surface->resource.format_desc))
3730 return cpu_blit.color_fill(device, dst_surface, &dst_rect, color);
3732 return WINED3DERR_INVALIDCALL;
3736 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3737 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3738 return WINED3DERR_INVALIDCALL;
3741 static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3742 IWineD3DSurface *src_surface, const RECT *src_rect, DWORD Flags, const WINEDDBLTFX *DDBltFx)
3744 IWineD3DDeviceImpl *device = This->resource.device;
3745 float depth;
3747 if (Flags & WINEDDBLT_DEPTHFILL) {
3748 switch(This->resource.format_desc->format)
3750 case WINED3DFMT_D16_UNORM:
3751 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3752 break;
3753 case WINED3DFMT_S1_UINT_D15_UNORM:
3754 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00007fff;
3755 break;
3756 case WINED3DFMT_D24_UNORM_S8_UINT:
3757 case WINED3DFMT_X8D24_UNORM:
3758 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3759 break;
3760 case WINED3DFMT_D32_UNORM:
3761 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3762 break;
3763 default:
3764 depth = 0.0f;
3765 ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format_desc->format));
3768 return IWineD3DDevice_Clear((IWineD3DDevice *)device, DestRect ? 1 : 0, (const WINED3DRECT *)DestRect,
3769 WINED3DCLEAR_ZBUFFER, 0x00000000, depth, 0x00000000);
3772 FIXME("(%p): Unsupp depthstencil blit\n", This);
3773 return WINED3DERR_INVALIDCALL;
3776 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect,
3777 IWineD3DSurface *src_surface, const RECT *SrcRect, DWORD Flags,
3778 const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter)
3780 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3781 IWineD3DSurfaceImpl *src = (IWineD3DSurfaceImpl *)src_surface;
3782 IWineD3DDeviceImpl *device = This->resource.device;
3784 TRACE("iface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
3785 iface, wine_dbgstr_rect(DestRect), src_surface, wine_dbgstr_rect(SrcRect),
3786 Flags, DDBltFx, debug_d3dtexturefiltertype(Filter));
3787 TRACE("Usage is %s.\n", debug_d3dusage(This->resource.usage));
3789 if ((This->Flags & SFLAG_LOCKED) || (src && (src->Flags & SFLAG_LOCKED)))
3791 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3792 return WINEDDERR_SURFACEBUSY;
3795 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3796 * except depth blits, which seem to work
3798 if (This == device->depth_stencil || (src && src == device->depth_stencil))
3800 if (device->inScene && !(Flags & WINEDDBLT_DEPTHFILL))
3802 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3803 return WINED3DERR_INVALIDCALL;
3805 else if (SUCCEEDED(IWineD3DSurfaceImpl_BltZ(This, DestRect, src_surface, SrcRect, Flags, DDBltFx)))
3807 TRACE("Z Blit override handled the blit\n");
3808 return WINED3D_OK;
3812 /* Special cases for RenderTargets */
3813 if ((This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3814 || (src && (src->resource.usage & WINED3DUSAGE_RENDERTARGET)))
3816 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This, DestRect, src, SrcRect, Flags, DDBltFx, Filter)))
3817 return WINED3D_OK;
3820 /* For the rest call the X11 surface implementation.
3821 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3822 * other Blts are rather rare. */
3823 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, src_surface, SrcRect, Flags, DDBltFx, Filter);
3826 static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
3827 IWineD3DSurface *src_surface, const RECT *rsrc, DWORD trans)
3829 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3830 IWineD3DSurfaceImpl *src = (IWineD3DSurfaceImpl *)src_surface;
3831 IWineD3DDeviceImpl *device = This->resource.device;
3833 TRACE("iface %p, dst_x %u, dst_y %u, src_surface %p, src_rect %s, flags %#x.\n",
3834 iface, dstx, dsty, src_surface, wine_dbgstr_rect(rsrc), trans);
3836 if ((This->Flags & SFLAG_LOCKED) || (src->Flags & SFLAG_LOCKED))
3838 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3839 return WINEDDERR_SURFACEBUSY;
3842 if (device->inScene && (This == device->depth_stencil || src == device->depth_stencil))
3844 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3845 return WINED3DERR_INVALIDCALL;
3848 /* Special cases for RenderTargets */
3849 if ((This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3850 || (src->resource.usage & WINED3DUSAGE_RENDERTARGET))
3853 RECT SrcRect, DstRect;
3854 DWORD Flags=0;
3856 surface_get_rect(src, rsrc, &SrcRect);
3858 DstRect.left = dstx;
3859 DstRect.top=dsty;
3860 DstRect.right = dstx + SrcRect.right - SrcRect.left;
3861 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
3863 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3864 if(trans & WINEDDBLTFAST_SRCCOLORKEY)
3865 Flags |= WINEDDBLT_KEYSRC;
3866 if(trans & WINEDDBLTFAST_DESTCOLORKEY)
3867 Flags |= WINEDDBLT_KEYDEST;
3868 if(trans & WINEDDBLTFAST_WAIT)
3869 Flags |= WINEDDBLT_WAIT;
3870 if(trans & WINEDDBLTFAST_DONOTWAIT)
3871 Flags |= WINEDDBLT_DONOTWAIT;
3873 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This,
3874 &DstRect, src, &SrcRect, Flags, NULL, WINED3DTEXF_POINT)))
3875 return WINED3D_OK;
3878 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, src_surface, rsrc, trans);
3881 static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
3883 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3884 RGBQUAD col[256];
3885 IWineD3DPaletteImpl *pal = This->palette;
3886 unsigned int n;
3887 TRACE("(%p)\n", This);
3889 if (!pal) return WINED3D_OK;
3891 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
3892 || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
3894 if (This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3896 /* Make sure the texture is up to date. This call doesn't do
3897 * anything if the texture is already up to date. */
3898 surface_load_location(This, SFLAG_INTEXTURE, NULL);
3900 /* We want to force a palette refresh, so mark the drawable as not being up to date */
3901 surface_modify_location(This, SFLAG_INDRAWABLE, FALSE);
3903 else
3905 if (!(This->Flags & SFLAG_INSYSMEM))
3907 TRACE("Palette changed with surface that does not have an up to date system memory copy.\n");
3908 surface_load_location(This, SFLAG_INSYSMEM, NULL);
3910 TRACE("Dirtifying surface\n");
3911 surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
3915 if(This->Flags & SFLAG_DIBSECTION) {
3916 TRACE("(%p): Updating the hdc's palette\n", This);
3917 for (n=0; n<256; n++) {
3918 col[n].rgbRed = pal->palents[n].peRed;
3919 col[n].rgbGreen = pal->palents[n].peGreen;
3920 col[n].rgbBlue = pal->palents[n].peBlue;
3921 col[n].rgbReserved = 0;
3923 SetDIBColorTable(This->hDC, 0, 256, col);
3926 /* Propagate the changes to the drawable when we have a palette. */
3927 if (This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3928 surface_load_location(This, SFLAG_INDRAWABLE, NULL);
3930 return WINED3D_OK;
3933 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
3934 /** Check against the maximum texture sizes supported by the video card **/
3935 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3936 const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
3937 unsigned int pow2Width, pow2Height;
3939 This->texture_name = 0;
3940 This->texture_target = GL_TEXTURE_2D;
3942 /* Non-power2 support */
3943 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
3945 pow2Width = This->currentDesc.Width;
3946 pow2Height = This->currentDesc.Height;
3948 else
3950 /* Find the nearest pow2 match */
3951 pow2Width = pow2Height = 1;
3952 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
3953 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
3955 This->pow2Width = pow2Width;
3956 This->pow2Height = pow2Height;
3958 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height) {
3959 /** TODO: add support for non power two compressed textures **/
3960 if (This->resource.format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
3962 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
3963 This, This->currentDesc.Width, This->currentDesc.Height);
3964 return WINED3DERR_NOTAVAILABLE;
3968 if(pow2Width != This->currentDesc.Width ||
3969 pow2Height != This->currentDesc.Height) {
3970 This->Flags |= SFLAG_NONPOW2;
3973 TRACE("%p\n", This);
3974 if ((This->pow2Width > gl_info->limits.texture_size || This->pow2Height > gl_info->limits.texture_size)
3975 && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
3977 /* one of three options
3978 1: Do the same as we do with nonpow 2 and scale the texture, (any texture ops would require the texture to be scaled which is potentially slow)
3979 2: Set the texture to the maximum size (bad idea)
3980 3: WARN and return WINED3DERR_NOTAVAILABLE;
3981 4: Create the surface, but allow it to be used only for DirectDraw Blts. Some apps(e.g. Swat 3) create textures with a Height of 16 and a Width > 3000 and blt 16x16 letter areas from them to the render target.
3983 if(This->resource.pool == WINED3DPOOL_DEFAULT || This->resource.pool == WINED3DPOOL_MANAGED)
3985 WARN("(%p) Unable to allocate a surface which exceeds the maximum OpenGL texture size\n", This);
3986 return WINED3DERR_NOTAVAILABLE;
3989 /* We should never use this surface in combination with OpenGL! */
3990 TRACE("(%p) Creating an oversized surface: %ux%u\n", This, This->pow2Width, This->pow2Height);
3992 else
3994 /* Don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
3995 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
3996 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
3998 if (This->Flags & SFLAG_NONPOW2 && gl_info->supported[ARB_TEXTURE_RECTANGLE]
3999 && !(This->resource.format_desc->format == WINED3DFMT_P8_UINT
4000 && gl_info->supported[EXT_PALETTED_TEXTURE]
4001 && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
4003 This->texture_target = GL_TEXTURE_RECTANGLE_ARB;
4004 This->pow2Width = This->currentDesc.Width;
4005 This->pow2Height = This->currentDesc.Height;
4006 This->Flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
4010 switch (wined3d_settings.offscreen_rendering_mode)
4012 case ORM_FBO:
4013 This->get_drawable_size = get_drawable_size_fbo;
4014 break;
4016 case ORM_BACKBUFFER:
4017 This->get_drawable_size = get_drawable_size_backbuffer;
4018 break;
4020 default:
4021 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
4022 return WINED3DERR_INVALIDCALL;
4025 This->Flags |= SFLAG_INSYSMEM;
4027 return WINED3D_OK;
4030 /* GL locking is done by the caller */
4031 static void surface_depth_blt(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
4032 GLuint texture, GLsizei w, GLsizei h, GLenum target)
4034 IWineD3DDeviceImpl *device = This->resource.device;
4035 GLint compare_mode = GL_NONE;
4036 struct blt_info info;
4037 GLint old_binding = 0;
4039 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
4041 glDisable(GL_CULL_FACE);
4042 glDisable(GL_BLEND);
4043 glDisable(GL_ALPHA_TEST);
4044 glDisable(GL_SCISSOR_TEST);
4045 glDisable(GL_STENCIL_TEST);
4046 glEnable(GL_DEPTH_TEST);
4047 glDepthFunc(GL_ALWAYS);
4048 glDepthMask(GL_TRUE);
4049 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
4050 glViewport(0, 0, w, h);
4052 surface_get_blt_info(target, NULL, w, h, &info);
4053 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4054 glGetIntegerv(info.binding, &old_binding);
4055 glBindTexture(info.bind_target, texture);
4056 if (gl_info->supported[ARB_SHADOW])
4058 glGetTexParameteriv(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, &compare_mode);
4059 if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
4062 device->shader_backend->shader_select_depth_blt((IWineD3DDevice *)device,
4063 info.tex_type, &This->ds_current_size);
4065 glBegin(GL_TRIANGLE_STRIP);
4066 glTexCoord3fv(info.coords[0]);
4067 glVertex2f(-1.0f, -1.0f);
4068 glTexCoord3fv(info.coords[1]);
4069 glVertex2f(1.0f, -1.0f);
4070 glTexCoord3fv(info.coords[2]);
4071 glVertex2f(-1.0f, 1.0f);
4072 glTexCoord3fv(info.coords[3]);
4073 glVertex2f(1.0f, 1.0f);
4074 glEnd();
4076 if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, compare_mode);
4077 glBindTexture(info.bind_target, old_binding);
4079 glPopAttrib();
4081 device->shader_backend->shader_deselect_depth_blt((IWineD3DDevice *)device);
4084 void surface_modify_ds_location(IWineD3DSurfaceImpl *surface,
4085 DWORD location, UINT w, UINT h)
4087 TRACE("surface %p, new location %#x, w %u, h %u.\n", surface, location, w, h);
4089 if (location & ~SFLAG_DS_LOCATIONS)
4090 FIXME("Invalid location (%#x) specified.\n", location);
4092 surface->ds_current_size.cx = w;
4093 surface->ds_current_size.cy = h;
4094 surface->Flags &= ~SFLAG_DS_LOCATIONS;
4095 surface->Flags |= location;
4098 /* Context activation is done by the caller. */
4099 void surface_load_ds_location(IWineD3DSurfaceImpl *surface, struct wined3d_context *context, DWORD location)
4101 IWineD3DDeviceImpl *device = surface->resource.device;
4102 const struct wined3d_gl_info *gl_info = context->gl_info;
4104 TRACE("surface %p, new location %#x.\n", surface, location);
4106 /* TODO: Make this work for modes other than FBO */
4107 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
4109 if (!(surface->Flags & location))
4111 surface->ds_current_size.cx = 0;
4112 surface->ds_current_size.cy = 0;
4115 if (surface->ds_current_size.cx == surface->currentDesc.Width
4116 && surface->ds_current_size.cy == surface->currentDesc.Height)
4118 TRACE("Location (%#x) is already up to date.\n", location);
4119 return;
4122 if (surface->current_renderbuffer)
4124 FIXME("Not supported with fixed up depth stencil.\n");
4125 return;
4128 if (!(surface->Flags & SFLAG_LOCATIONS))
4130 FIXME("No up to date depth stencil location.\n");
4131 surface->Flags |= location;
4132 return;
4135 if (location == SFLAG_DS_OFFSCREEN)
4137 GLint old_binding = 0;
4138 GLenum bind_target;
4140 TRACE("Copying onscreen depth buffer to depth texture.\n");
4142 ENTER_GL();
4144 if (!device->depth_blt_texture)
4146 glGenTextures(1, &device->depth_blt_texture);
4149 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4150 * directly on the FBO texture. That's because we need to flip. */
4151 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4152 if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
4154 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
4155 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4157 else
4159 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
4160 bind_target = GL_TEXTURE_2D;
4162 glBindTexture(bind_target, device->depth_blt_texture);
4163 glCopyTexImage2D(bind_target, surface->texture_level, surface->resource.format_desc->glInternal,
4164 0, 0, surface->currentDesc.Width, surface->currentDesc.Height, 0);
4165 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4166 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4167 glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
4168 glTexParameteri(bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
4169 glTexParameteri(bind_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
4170 glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
4171 glBindTexture(bind_target, old_binding);
4173 /* Setup the destination */
4174 if (!device->depth_blt_rb)
4176 gl_info->fbo_ops.glGenRenderbuffers(1, &device->depth_blt_rb);
4177 checkGLcall("glGenRenderbuffersEXT");
4179 if (device->depth_blt_rb_w != surface->currentDesc.Width
4180 || device->depth_blt_rb_h != surface->currentDesc.Height)
4182 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, device->depth_blt_rb);
4183 checkGLcall("glBindRenderbufferEXT");
4184 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8,
4185 surface->currentDesc.Width, surface->currentDesc.Height);
4186 checkGLcall("glRenderbufferStorageEXT");
4187 device->depth_blt_rb_w = surface->currentDesc.Width;
4188 device->depth_blt_rb_h = surface->currentDesc.Height;
4191 context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
4192 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
4193 GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, device->depth_blt_rb);
4194 checkGLcall("glFramebufferRenderbufferEXT");
4195 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, surface, FALSE);
4197 /* Do the actual blit */
4198 surface_depth_blt(surface, gl_info, device->depth_blt_texture,
4199 surface->currentDesc.Width, surface->currentDesc.Height, bind_target);
4200 checkGLcall("depth_blt");
4202 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4203 else context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4205 LEAVE_GL();
4207 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
4209 else if (location == SFLAG_DS_ONSCREEN)
4211 TRACE("Copying depth texture to onscreen depth buffer.\n");
4213 ENTER_GL();
4215 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4216 surface_depth_blt(surface, gl_info, surface->texture_name,
4217 surface->currentDesc.Width, surface->currentDesc.Height, surface->texture_target);
4218 checkGLcall("depth_blt");
4220 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4222 LEAVE_GL();
4224 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
4226 else
4228 ERR("Invalid location (%#x) specified.\n", location);
4231 surface->Flags |= location;
4232 surface->ds_current_size.cx = surface->currentDesc.Width;
4233 surface->ds_current_size.cy = surface->currentDesc.Height;
4236 void surface_modify_location(IWineD3DSurfaceImpl *surface, DWORD flag, BOOL persistent)
4238 IWineD3DBaseTexture *texture;
4239 IWineD3DSurfaceImpl *overlay;
4241 TRACE("surface %p, location %s, persistent %#x.\n",
4242 surface, debug_surflocation(flag), persistent);
4244 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
4246 if (surface_is_offscreen(surface))
4248 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4249 if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4251 else
4253 TRACE("Surface %p is an onscreen surface.\n", surface);
4257 if (persistent)
4259 if (((surface->Flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE))
4260 || ((surface->Flags & SFLAG_INSRGBTEX) && !(flag & SFLAG_INSRGBTEX)))
4262 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)surface,
4263 &IID_IWineD3DBaseTexture, (void **)&texture)))
4265 TRACE("Passing to container.\n");
4266 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4267 IWineD3DBaseTexture_Release(texture);
4270 surface->Flags &= ~SFLAG_LOCATIONS;
4271 surface->Flags |= flag;
4273 /* Redraw emulated overlays, if any */
4274 if (flag & SFLAG_INDRAWABLE && !list_empty(&surface->overlays))
4276 LIST_FOR_EACH_ENTRY(overlay, &surface->overlays, IWineD3DSurfaceImpl, overlay_entry)
4278 IWineD3DSurface_DrawOverlay((IWineD3DSurface *)overlay);
4282 else
4284 if ((surface->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)))
4286 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)surface,
4287 &IID_IWineD3DBaseTexture, (void **)&texture)))
4289 TRACE("Passing to container\n");
4290 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4291 IWineD3DBaseTexture_Release(texture);
4294 surface->Flags &= ~flag;
4297 if (!(surface->Flags & SFLAG_LOCATIONS))
4299 ERR("Surface %p does not have any up to date location.\n", surface);
4303 static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in)
4305 IWineD3DDeviceImpl *device = This->resource.device;
4306 IWineD3DSwapChainImpl *swapchain;
4307 struct wined3d_context *context;
4308 RECT src_rect, dst_rect;
4310 surface_get_rect(This, rect_in, &src_rect);
4312 context = context_acquire(device, This);
4313 context_apply_blit_state(context, device);
4314 if (context->render_offscreen)
4316 dst_rect.left = src_rect.left;
4317 dst_rect.right = src_rect.right;
4318 dst_rect.top = src_rect.bottom;
4319 dst_rect.bottom = src_rect.top;
4321 else
4323 dst_rect = src_rect;
4326 if ((This->Flags & SFLAG_SWAPCHAIN) && This == ((IWineD3DSwapChainImpl *)This->container)->front_buffer)
4327 surface_translate_frontbuffer_coords(This, context->win_handle, &dst_rect);
4329 device->blitter->set_shader((IWineD3DDevice *) device, This);
4331 ENTER_GL();
4332 draw_textured_quad(This, &src_rect, &dst_rect, WINED3DTEXF_POINT);
4333 LEAVE_GL();
4335 device->blitter->unset_shader((IWineD3DDevice *) device);
4337 swapchain = (This->Flags & SFLAG_SWAPCHAIN) ? (IWineD3DSwapChainImpl *)This->container : NULL;
4338 if (wined3d_settings.strict_draw_ordering || (swapchain
4339 && (This == swapchain->front_buffer || swapchain->num_contexts > 1)))
4340 wglFlush(); /* Flush to ensure ordering across contexts. */
4342 context_release(context);
4345 HRESULT surface_load_location(IWineD3DSurfaceImpl *surface, DWORD flag, const RECT *rect)
4347 IWineD3DDeviceImpl *device = surface->resource.device;
4348 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4349 BOOL drawable_read_ok = surface_is_offscreen(surface);
4350 struct wined3d_format_desc desc;
4351 CONVERT_TYPES convert;
4352 int width, pitch, outpitch;
4353 BYTE *mem;
4354 BOOL in_fbo = FALSE;
4356 TRACE("surface %p, location %s, rect %s.\n", surface, debug_surflocation(flag), wine_dbgstr_rect(rect));
4358 if (surface->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
4360 if (flag == SFLAG_INTEXTURE)
4362 struct wined3d_context *context = context_acquire(device, NULL);
4363 surface_load_ds_location(surface, context, SFLAG_DS_OFFSCREEN);
4364 context_release(context);
4365 return WINED3D_OK;
4367 else
4369 FIXME("Unimplemented location %#x for depth/stencil buffers.\n", flag);
4370 return WINED3DERR_INVALIDCALL;
4374 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
4376 if (surface_is_offscreen(surface))
4378 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4379 * Prefer SFLAG_INTEXTURE. */
4380 if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
4381 drawable_read_ok = FALSE;
4382 in_fbo = TRUE;
4384 else
4386 TRACE("Surface %p is an onscreen surface.\n", surface);
4390 if (surface->Flags & flag)
4392 TRACE("Location already up to date\n");
4393 return WINED3D_OK;
4396 if (!(surface->Flags & SFLAG_LOCATIONS))
4398 ERR("Surface %p does not have any up to date location.\n", surface);
4399 surface->Flags |= SFLAG_LOST;
4400 return WINED3DERR_DEVICELOST;
4403 if (flag == SFLAG_INSYSMEM)
4405 surface_prepare_system_memory(surface);
4407 /* Download the surface to system memory */
4408 if (surface->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))
4410 struct wined3d_context *context = NULL;
4412 if (!device->isInDraw) context = context_acquire(device, NULL);
4414 surface_bind_and_dirtify(surface, !(surface->Flags & SFLAG_INTEXTURE));
4415 surface_download_data(surface, gl_info);
4417 if (context) context_release(context);
4419 else
4421 /* Note: It might be faster to download into a texture first. */
4422 read_from_framebuffer(surface, rect, surface->resource.allocatedMemory,
4423 IWineD3DSurface_GetPitch((IWineD3DSurface *)surface));
4426 else if (flag == SFLAG_INDRAWABLE)
4428 if (surface->Flags & SFLAG_INTEXTURE)
4430 surface_blt_to_drawable(surface, rect);
4432 else
4434 int byte_count;
4435 if ((surface->Flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX)
4437 /* This needs a shader to convert the srgb data sampled from the GL texture into RGB
4438 * values, otherwise we get incorrect values in the target. For now go the slow way
4439 * via a system memory copy
4441 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4444 d3dfmt_get_conv(surface, FALSE /* We need color keying */,
4445 FALSE /* We won't use textures */, &desc, &convert);
4447 /* The width is in 'length' not in bytes */
4448 width = surface->currentDesc.Width;
4449 pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *)surface);
4451 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4452 * but it isn't set (yet) in all cases it is getting called. */
4453 if ((convert != NO_CONVERSION) && (surface->Flags & SFLAG_PBO))
4455 struct wined3d_context *context = NULL;
4457 TRACE("Removing the pbo attached to surface %p.\n", surface);
4459 if (!device->isInDraw) context = context_acquire(device, NULL);
4460 surface_remove_pbo(surface, gl_info);
4461 if (context) context_release(context);
4464 if ((convert != NO_CONVERSION) && surface->resource.allocatedMemory)
4466 int height = surface->currentDesc.Height;
4467 byte_count = desc.conv_byte_count;
4469 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4470 outpitch = width * byte_count;
4471 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4473 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4474 if(!mem) {
4475 ERR("Out of memory %d, %d!\n", outpitch, height);
4476 return WINED3DERR_OUTOFVIDEOMEMORY;
4478 d3dfmt_convert_surface(surface->resource.allocatedMemory, mem, pitch,
4479 width, height, outpitch, convert, surface);
4481 surface->Flags |= SFLAG_CONVERTED;
4483 else
4485 surface->Flags &= ~SFLAG_CONVERTED;
4486 mem = surface->resource.allocatedMemory;
4487 byte_count = desc.byte_count;
4490 flush_to_framebuffer_drawpixels(surface, desc.glFormat, desc.glType, byte_count, mem);
4492 /* Don't delete PBO memory */
4493 if ((mem != surface->resource.allocatedMemory) && !(surface->Flags & SFLAG_PBO))
4494 HeapFree(GetProcessHeap(), 0, mem);
4497 else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */
4499 const DWORD attach_flags = WINED3DFMT_FLAG_FBO_ATTACHABLE | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
4501 if (drawable_read_ok && (surface->Flags & SFLAG_INDRAWABLE))
4503 read_from_framebuffer_texture(surface, flag == SFLAG_INSRGBTEX);
4505 else if (surface->Flags & (SFLAG_INSRGBTEX | SFLAG_INTEXTURE)
4506 && (surface->resource.format_desc->Flags & attach_flags) == attach_flags
4507 && fbo_blit_supported(gl_info, BLIT_OP_BLIT,
4508 NULL, surface->resource.usage, surface->resource.pool, surface->resource.format_desc,
4509 NULL, surface->resource.usage, surface->resource.pool, surface->resource.format_desc))
4511 DWORD src_location = flag == SFLAG_INSRGBTEX ? SFLAG_INTEXTURE : SFLAG_INSRGBTEX;
4512 RECT rect = {0, 0, surface->currentDesc.Width, surface->currentDesc.Height};
4514 surface_blt_fbo(surface->resource.device, WINED3DTEXF_POINT,
4515 surface, src_location, &rect, surface, flag, &rect);
4517 else
4519 /* Upload from system memory */
4520 BOOL srgb = flag == SFLAG_INSRGBTEX;
4521 struct wined3d_context *context = NULL;
4523 d3dfmt_get_conv(surface, TRUE /* We need color keying */,
4524 TRUE /* We will use textures */, &desc, &convert);
4526 if (srgb)
4528 if ((surface->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE)
4530 /* Performance warning... */
4531 FIXME("Downloading RGB surface %p to reload it as sRGB.\n", surface);
4532 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4535 else
4537 if ((surface->Flags & (SFLAG_INSRGBTEX | SFLAG_INSYSMEM)) == SFLAG_INSRGBTEX)
4539 /* Performance warning... */
4540 FIXME("Downloading sRGB surface %p to reload it as RGB.\n", surface);
4541 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4544 if (!(surface->Flags & SFLAG_INSYSMEM))
4546 WARN("Trying to load a texture from sysmem, but SFLAG_INSYSMEM is not set.\n");
4547 /* Lets hope we get it from somewhere... */
4548 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4551 if (!device->isInDraw) context = context_acquire(device, NULL);
4553 surface_prepare_texture(surface, gl_info, srgb);
4554 surface_bind_and_dirtify(surface, srgb);
4556 if (surface->CKeyFlags & WINEDDSD_CKSRCBLT)
4558 surface->Flags |= SFLAG_GLCKEY;
4559 surface->glCKey = surface->SrcBltCKey;
4561 else surface->Flags &= ~SFLAG_GLCKEY;
4563 /* The width is in 'length' not in bytes */
4564 width = surface->currentDesc.Width;
4565 pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *)surface);
4567 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4568 * but it isn't set (yet) in all cases it is getting called. */
4569 if ((convert != NO_CONVERSION || desc.convert) && (surface->Flags & SFLAG_PBO))
4571 TRACE("Removing the pbo attached to surface %p.\n", surface);
4572 surface_remove_pbo(surface, gl_info);
4575 if (desc.convert)
4577 /* This code is entered for texture formats which need a fixup. */
4578 int height = surface->currentDesc.Height;
4580 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4581 outpitch = width * desc.conv_byte_count;
4582 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4584 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4585 if(!mem) {
4586 ERR("Out of memory %d, %d!\n", outpitch, height);
4587 if (context) context_release(context);
4588 return WINED3DERR_OUTOFVIDEOMEMORY;
4590 desc.convert(surface->resource.allocatedMemory, mem, pitch, width, height);
4592 else if (convert != NO_CONVERSION && surface->resource.allocatedMemory)
4594 /* This code is only entered for color keying fixups */
4595 int height = surface->currentDesc.Height;
4597 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4598 outpitch = width * desc.conv_byte_count;
4599 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4601 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4602 if(!mem) {
4603 ERR("Out of memory %d, %d!\n", outpitch, height);
4604 if (context) context_release(context);
4605 return WINED3DERR_OUTOFVIDEOMEMORY;
4607 d3dfmt_convert_surface(surface->resource.allocatedMemory, mem, pitch,
4608 width, height, outpitch, convert, surface);
4610 else
4612 mem = surface->resource.allocatedMemory;
4615 /* Make sure the correct pitch is used */
4616 ENTER_GL();
4617 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
4618 LEAVE_GL();
4620 if (mem || (surface->Flags & SFLAG_PBO))
4621 surface_upload_data(surface, gl_info, &desc, srgb, mem);
4623 /* Restore the default pitch */
4624 ENTER_GL();
4625 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4626 LEAVE_GL();
4628 if (context) context_release(context);
4630 /* Don't delete PBO memory */
4631 if ((mem != surface->resource.allocatedMemory) && !(surface->Flags & SFLAG_PBO))
4632 HeapFree(GetProcessHeap(), 0, mem);
4636 if (!rect) surface->Flags |= flag;
4638 if (in_fbo && (surface->Flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)))
4640 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4641 surface->Flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4644 return WINED3D_OK;
4647 static HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container)
4649 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4650 IWineD3DSwapChain *swapchain = NULL;
4652 /* Update the drawable size method */
4653 if(container) {
4654 IWineD3DBase_QueryInterface(container, &IID_IWineD3DSwapChain, (void **) &swapchain);
4656 if(swapchain) {
4657 This->get_drawable_size = get_drawable_size_swapchain;
4658 IWineD3DSwapChain_Release(swapchain);
4660 else
4662 switch (wined3d_settings.offscreen_rendering_mode)
4664 case ORM_FBO:
4665 This->get_drawable_size = get_drawable_size_fbo;
4666 break;
4668 case ORM_BACKBUFFER:
4669 This->get_drawable_size = get_drawable_size_backbuffer;
4670 break;
4672 default:
4673 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
4674 return WINED3DERR_INVALIDCALL;
4678 return IWineD3DBaseSurfaceImpl_SetContainer(iface, container);
4681 static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
4682 return SURFACE_OPENGL;
4685 static HRESULT WINAPI IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
4686 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4687 HRESULT hr;
4689 /* If there's no destination surface there is nothing to do */
4690 if(!This->overlay_dest) return WINED3D_OK;
4692 /* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
4693 * update the overlay. Prevent an endless recursion
4695 if(This->overlay_dest->Flags & SFLAG_INOVERLAYDRAW) {
4696 return WINED3D_OK;
4698 This->overlay_dest->Flags |= SFLAG_INOVERLAYDRAW;
4699 hr = IWineD3DSurfaceImpl_Blt((IWineD3DSurface *) This->overlay_dest, &This->overlay_destrect,
4700 iface, &This->overlay_srcrect, WINEDDBLT_WAIT,
4701 NULL, WINED3DTEXF_LINEAR);
4702 This->overlay_dest->Flags &= ~SFLAG_INOVERLAYDRAW;
4704 return hr;
4707 BOOL surface_is_offscreen(IWineD3DSurfaceImpl *surface)
4709 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)surface->container;
4711 /* Not on a swapchain - must be offscreen */
4712 if (!(surface->Flags & SFLAG_SWAPCHAIN)) return TRUE;
4714 /* The front buffer is always onscreen */
4715 if (surface == swapchain->front_buffer) return FALSE;
4717 /* If the swapchain is rendered to an FBO, the backbuffer is
4718 * offscreen, otherwise onscreen */
4719 return swapchain->render_to_fbo;
4722 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
4724 /* IUnknown */
4725 IWineD3DBaseSurfaceImpl_QueryInterface,
4726 IWineD3DBaseSurfaceImpl_AddRef,
4727 IWineD3DSurfaceImpl_Release,
4728 /* IWineD3DResource */
4729 IWineD3DBaseSurfaceImpl_GetParent,
4730 IWineD3DBaseSurfaceImpl_SetPrivateData,
4731 IWineD3DBaseSurfaceImpl_GetPrivateData,
4732 IWineD3DBaseSurfaceImpl_FreePrivateData,
4733 IWineD3DBaseSurfaceImpl_SetPriority,
4734 IWineD3DBaseSurfaceImpl_GetPriority,
4735 IWineD3DSurfaceImpl_PreLoad,
4736 IWineD3DSurfaceImpl_UnLoad,
4737 IWineD3DBaseSurfaceImpl_GetType,
4738 /* IWineD3DSurface */
4739 IWineD3DBaseSurfaceImpl_GetContainer,
4740 IWineD3DBaseSurfaceImpl_GetDesc,
4741 IWineD3DSurfaceImpl_LockRect,
4742 IWineD3DSurfaceImpl_UnlockRect,
4743 IWineD3DSurfaceImpl_GetDC,
4744 IWineD3DSurfaceImpl_ReleaseDC,
4745 IWineD3DSurfaceImpl_Flip,
4746 IWineD3DSurfaceImpl_Blt,
4747 IWineD3DBaseSurfaceImpl_GetBltStatus,
4748 IWineD3DBaseSurfaceImpl_GetFlipStatus,
4749 IWineD3DBaseSurfaceImpl_IsLost,
4750 IWineD3DBaseSurfaceImpl_Restore,
4751 IWineD3DSurfaceImpl_BltFast,
4752 IWineD3DBaseSurfaceImpl_GetPalette,
4753 IWineD3DBaseSurfaceImpl_SetPalette,
4754 IWineD3DSurfaceImpl_RealizePalette,
4755 IWineD3DBaseSurfaceImpl_SetColorKey,
4756 IWineD3DBaseSurfaceImpl_GetPitch,
4757 IWineD3DSurfaceImpl_SetMem,
4758 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
4759 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
4760 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
4761 IWineD3DBaseSurfaceImpl_UpdateOverlay,
4762 IWineD3DBaseSurfaceImpl_SetClipper,
4763 IWineD3DBaseSurfaceImpl_GetClipper,
4764 /* Internal use: */
4765 IWineD3DSurfaceImpl_LoadTexture,
4766 IWineD3DSurfaceImpl_BindTexture,
4767 IWineD3DSurfaceImpl_SetContainer,
4768 IWineD3DBaseSurfaceImpl_GetData,
4769 IWineD3DSurfaceImpl_SetFormat,
4770 IWineD3DSurfaceImpl_PrivateSetup,
4771 IWineD3DSurfaceImpl_GetImplType,
4772 IWineD3DSurfaceImpl_DrawOverlay
4775 static HRESULT ffp_blit_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
4776 /* Context activation is done by the caller. */
4777 static void ffp_blit_free(IWineD3DDevice *iface) { }
4779 /* This function is used in case of 8bit paletted textures using GL_EXT_paletted_texture */
4780 /* Context activation is done by the caller. */
4781 static void ffp_blit_p8_upload_palette(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info)
4783 BYTE table[256][4];
4784 BOOL colorkey_active = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE;
4786 d3dfmt_p8_init_palette(surface, table, colorkey_active);
4788 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
4789 ENTER_GL();
4790 GL_EXTCALL(glColorTableEXT(surface->texture_target, GL_RGBA, 256, GL_RGBA, GL_UNSIGNED_BYTE, table));
4791 LEAVE_GL();
4794 /* Context activation is done by the caller. */
4795 static HRESULT ffp_blit_set(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface)
4797 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4798 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4799 enum complex_fixup fixup = get_complex_fixup(surface->resource.format_desc->color_fixup);
4801 /* When EXT_PALETTED_TEXTURE is around, palette conversion is done by the GPU
4802 * else the surface is converted in software at upload time in LoadLocation.
4804 if(fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
4805 ffp_blit_p8_upload_palette(surface, gl_info);
4807 ENTER_GL();
4808 glEnable(surface->texture_target);
4809 checkGLcall("glEnable(surface->texture_target)");
4810 LEAVE_GL();
4811 return WINED3D_OK;
4814 /* Context activation is done by the caller. */
4815 static void ffp_blit_unset(IWineD3DDevice *iface)
4817 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4818 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4820 ENTER_GL();
4821 glDisable(GL_TEXTURE_2D);
4822 checkGLcall("glDisable(GL_TEXTURE_2D)");
4823 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4825 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4826 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4828 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4830 glDisable(GL_TEXTURE_RECTANGLE_ARB);
4831 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4833 LEAVE_GL();
4836 static BOOL ffp_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4837 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool,
4838 const struct wined3d_format_desc *src_format_desc,
4839 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool,
4840 const struct wined3d_format_desc *dst_format_desc)
4842 enum complex_fixup src_fixup;
4844 if (blit_op == BLIT_OP_COLOR_FILL)
4846 if (!(dst_usage & WINED3DUSAGE_RENDERTARGET))
4848 TRACE("Color fill not supported\n");
4849 return FALSE;
4852 return TRUE;
4855 src_fixup = get_complex_fixup(src_format_desc->color_fixup);
4856 if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
4858 TRACE("Checking support for fixup:\n");
4859 dump_color_fixup_desc(src_format_desc->color_fixup);
4862 if (blit_op != BLIT_OP_BLIT)
4864 TRACE("Unsupported blit_op=%d\n", blit_op);
4865 return FALSE;
4868 if (!is_identity_fixup(dst_format_desc->color_fixup))
4870 TRACE("Destination fixups are not supported\n");
4871 return FALSE;
4874 if (src_fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
4876 TRACE("P8 fixup supported\n");
4877 return TRUE;
4880 /* We only support identity conversions. */
4881 if (is_identity_fixup(src_format_desc->color_fixup))
4883 TRACE("[OK]\n");
4884 return TRUE;
4887 TRACE("[FAILED]\n");
4888 return FALSE;
4891 static HRESULT ffp_blit_color_fill(IWineD3DDeviceImpl *device,
4892 IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD color)
4894 const float c[] = {D3DCOLOR_R(color), D3DCOLOR_G(color), D3DCOLOR_B(color), D3DCOLOR_A(color)};
4896 return device_clear_render_targets(device, 1 /* rt_count */, &dst_surface, 1 /* rect_count */,
4897 (const WINED3DRECT *)dst_rect, WINED3DCLEAR_TARGET, c, 0.0f /* depth */, 0 /* stencil */);
4900 const struct blit_shader ffp_blit = {
4901 ffp_blit_alloc,
4902 ffp_blit_free,
4903 ffp_blit_set,
4904 ffp_blit_unset,
4905 ffp_blit_supported,
4906 ffp_blit_color_fill
4909 static HRESULT cpu_blit_alloc(IWineD3DDevice *iface)
4911 return WINED3D_OK;
4914 /* Context activation is done by the caller. */
4915 static void cpu_blit_free(IWineD3DDevice *iface)
4919 /* Context activation is done by the caller. */
4920 static HRESULT cpu_blit_set(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface)
4922 return WINED3D_OK;
4925 /* Context activation is done by the caller. */
4926 static void cpu_blit_unset(IWineD3DDevice *iface)
4930 static BOOL cpu_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4931 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool,
4932 const struct wined3d_format_desc *src_format_desc,
4933 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool,
4934 const struct wined3d_format_desc *dst_format_desc)
4936 if (blit_op == BLIT_OP_COLOR_FILL)
4938 return TRUE;
4941 return FALSE;
4944 static HRESULT cpu_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD fill_color)
4946 WINEDDBLTFX BltFx;
4947 memset(&BltFx, 0, sizeof(BltFx));
4948 BltFx.dwSize = sizeof(BltFx);
4949 BltFx.u5.dwFillColor = color_convert_argb_to_fmt(fill_color, dst_surface->resource.format_desc->format);
4950 return IWineD3DBaseSurfaceImpl_Blt((IWineD3DSurface*)dst_surface, dst_rect, NULL, NULL, WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_POINT);
4953 const struct blit_shader cpu_blit = {
4954 cpu_blit_alloc,
4955 cpu_blit_free,
4956 cpu_blit_set,
4957 cpu_blit_unset,
4958 cpu_blit_supported,
4959 cpu_blit_color_fill
4962 static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4963 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool,
4964 const struct wined3d_format_desc *src_format_desc,
4965 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool,
4966 const struct wined3d_format_desc *dst_format_desc)
4968 if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer)
4969 return FALSE;
4971 /* We only support blitting. Things like color keying / color fill should
4972 * be handled by other blitters.
4974 if (blit_op != BLIT_OP_BLIT)
4975 return FALSE;
4977 /* Source and/or destination need to be on the GL side */
4978 if (src_pool == WINED3DPOOL_SYSTEMMEM || dst_pool == WINED3DPOOL_SYSTEMMEM)
4979 return FALSE;
4981 if(!((src_format_desc->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (src_usage & WINED3DUSAGE_RENDERTARGET))
4982 && ((dst_format_desc->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (dst_usage & WINED3DUSAGE_RENDERTARGET)))
4983 return FALSE;
4985 if (!is_identity_fixup(src_format_desc->color_fixup) ||
4986 !is_identity_fixup(dst_format_desc->color_fixup))
4987 return FALSE;
4989 if (!(src_format_desc->format == dst_format_desc->format
4990 || (is_identity_fixup(src_format_desc->color_fixup)
4991 && is_identity_fixup(dst_format_desc->color_fixup))))
4992 return FALSE;
4994 return TRUE;