2 * IDirect3DSurface8 implementation
4 * Copyright 2002-2003 Jason Edmeades
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
27 #define NONAMELESSUNION
28 #define NONAMELESSSTRUCT
33 #include "wine/debug.h"
35 #include "d3d8_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface
);
39 /* IDirect3DVolume IUnknown parts follow: */
40 HRESULT WINAPI
IDirect3DSurface8Impl_QueryInterface(LPDIRECT3DSURFACE8 iface
,REFIID riid
,LPVOID
*ppobj
)
42 ICOM_THIS(IDirect3DSurface8Impl
,iface
);
44 if (IsEqualGUID(riid
, &IID_IUnknown
)
45 || IsEqualGUID(riid
, &IID_IDirect3DSurface8
)) {
46 IDirect3DSurface8Impl_AddRef(iface
);
51 WARN("(%p)->(%s,%p),not found\n",This
,debugstr_guid(riid
),ppobj
);
55 ULONG WINAPI
IDirect3DSurface8Impl_AddRef(LPDIRECT3DSURFACE8 iface
) {
56 ICOM_THIS(IDirect3DSurface8Impl
,iface
);
57 TRACE("(%p) : AddRef from %ld\n", This
, This
->ref
);
61 ULONG WINAPI
IDirect3DSurface8Impl_Release(LPDIRECT3DSURFACE8 iface
) {
62 ICOM_THIS(IDirect3DSurface8Impl
,iface
);
63 ULONG ref
= --This
->ref
;
64 TRACE("(%p) : ReleaseRef to %ld\n", This
, This
->ref
);
66 HeapFree(GetProcessHeap(), 0, This
->allocatedMemory
);
67 HeapFree(GetProcessHeap(), 0, This
);
72 /* IDirect3DSurface8: */
73 HRESULT WINAPI
IDirect3DSurface8Impl_GetDevice(LPDIRECT3DSURFACE8 iface
, IDirect3DDevice8
** ppDevice
) {
74 ICOM_THIS(IDirect3DSurface8Impl
,iface
);
75 TRACE("(%p) : returning %p\n", This
, This
->Device
);
76 *ppDevice
= (LPDIRECT3DDEVICE8
) This
->Device
;
78 * Note Calling this method will increase the internal reference count
79 * on the IDirect3DDevice8 interface.
81 IDirect3DDevice8Impl_AddRef(*ppDevice
);
85 HRESULT WINAPI
IDirect3DSurface8Impl_SetPrivateData(LPDIRECT3DSURFACE8 iface
, REFGUID refguid
, CONST
void* pData
, DWORD SizeOfData
, DWORD Flags
) {
86 ICOM_THIS(IDirect3DSurface8Impl
,iface
);
87 FIXME("(%p) : stub\n", This
);
91 HRESULT WINAPI
IDirect3DSurface8Impl_GetPrivateData(LPDIRECT3DSURFACE8 iface
, REFGUID refguid
, void* pData
, DWORD
* pSizeOfData
) {
92 ICOM_THIS(IDirect3DSurface8Impl
,iface
);
93 FIXME("(%p) : stub\n", This
);
97 HRESULT WINAPI
IDirect3DSurface8Impl_FreePrivateData(LPDIRECT3DSURFACE8 iface
, REFGUID refguid
) {
98 ICOM_THIS(IDirect3DSurface8Impl
,iface
);
99 FIXME("(%p) : stub\n", This
);
103 HRESULT WINAPI
IDirect3DSurface8Impl_GetContainer(LPDIRECT3DSURFACE8 iface
, REFIID riid
, void** ppContainer
) {
104 ICOM_THIS(IDirect3DSurface8Impl
,iface
);
106 res
= IUnknown_QueryInterface(This
->Container
, riid
, ppContainer
);
107 if (E_NOINTERFACE
== res
) {
109 * If the surface is created using CreateImageSurface, CreateRenderTarget,
110 * or CreateDepthStencilSurface, the surface is considered stand alone. In this case,
111 * GetContainer will return the Direct3D device used to create the surface.
113 res
= IUnknown_QueryInterface(This
->Container
, &IID_IDirect3DDevice8
, ppContainer
);
115 TRACE("(%p) : returning %p\n", This
, *ppContainer
);
119 HRESULT WINAPI
IDirect3DSurface8Impl_GetDesc(LPDIRECT3DSURFACE8 iface
, D3DSURFACE_DESC
*pDesc
) {
120 ICOM_THIS(IDirect3DSurface8Impl
,iface
);
122 TRACE("(%p) : copying into %p\n", This
, pDesc
);
123 memcpy(pDesc
, &This
->myDesc
, sizeof(D3DSURFACE_DESC
));
127 HRESULT WINAPI
IDirect3DSurface8Impl_LockRect(LPDIRECT3DSURFACE8 iface
, D3DLOCKED_RECT
* pLockedRect
, CONST RECT
* pRect
, DWORD Flags
) {
129 ICOM_THIS(IDirect3DSurface8Impl
,iface
);
131 /* fixme: should we really lock as such? */
133 if (FALSE
== This
->lockable
) {
134 /* Note: UpdateTextures calls CopyRects which calls this routine to populate the
135 texture regions, and since the destination is an unlockable region we need
137 TRACE("Warning: trying to lock unlockable surf@%p\n", This
);
138 /*return D3DERR_INVALIDCALL; */
141 if (This
== This
->Device
->backBuffer
|| This
== This
->Device
->renderTarget
|| This
== This
->Device
->frontBuffer
|| This
->Device
->depthStencilBuffer
) {
142 if (This
== This
->Device
->backBuffer
) {
143 TRACE("(%p, backBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This
, pRect
, Flags
, pLockedRect
, This
->allocatedMemory
);
144 } else if (This
== This
->Device
->frontBuffer
) {
145 TRACE("(%p, frontBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This
, pRect
, Flags
, pLockedRect
, This
->allocatedMemory
);
146 } else if (This
== This
->Device
->renderTarget
) {
147 TRACE("(%p, renderTarget) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This
, pRect
, Flags
, pLockedRect
, This
->allocatedMemory
);
148 } else if (This
== This
->Device
->depthStencilBuffer
) {
149 TRACE("(%p, stencilBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This
, pRect
, Flags
, pLockedRect
, This
->allocatedMemory
);
152 TRACE("(%p) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This
, pRect
, Flags
, pLockedRect
, This
->allocatedMemory
);
155 pLockedRect
->Pitch
= This
->bytesPerPixel
* This
->myDesc
.Width
; /* Bytes / row */
156 if (This
->myDesc
.Format
== D3DFMT_DXT1
) /* DXT1 is half byte per pixel */
157 pLockedRect
->Pitch
= pLockedRect
->Pitch
/2;
160 pLockedRect
->pBits
= This
->allocatedMemory
;
161 This
->lockedRect
.left
= 0;
162 This
->lockedRect
.top
= 0;
163 This
->lockedRect
.right
= This
->myDesc
.Width
;
164 This
->lockedRect
.bottom
= This
->myDesc
.Height
;
165 TRACE("Locked Rect (%p) = l %ld, t %ld, r %ld, b %ld\n", &This
->lockedRect
, This
->lockedRect
.left
, This
->lockedRect
.top
, This
->lockedRect
.right
, This
->lockedRect
.bottom
);
167 TRACE("Lock Rect (%p) = l %ld, t %ld, r %ld, b %ld\n", pRect
, pRect
->left
, pRect
->top
, pRect
->right
, pRect
->bottom
);
169 if (This
->myDesc
.Format
== D3DFMT_DXT1
) { /* DXT1 is half byte per pixel */
170 pLockedRect
->pBits
= This
->allocatedMemory
+ (pLockedRect
->Pitch
* pRect
->top
) + ((pRect
->left
* This
->bytesPerPixel
/2));
172 pLockedRect
->pBits
= This
->allocatedMemory
+ (pLockedRect
->Pitch
* pRect
->top
) + (pRect
->left
* This
->bytesPerPixel
);
174 This
->lockedRect
.left
= pRect
->left
;
175 This
->lockedRect
.top
= pRect
->top
;
176 This
->lockedRect
.right
= pRect
->right
;
177 This
->lockedRect
.bottom
= pRect
->bottom
;
181 if (0 == This
->myDesc
.Usage
) { /* classic surface */
183 /* Nothing to do ;) */
185 } else if (D3DUSAGE_RENDERTARGET
& This
->myDesc
.Usage
) { /* render surfaces */
187 if (This
== This
->Device
->backBuffer
|| This
== This
->Device
->renderTarget
|| This
== This
->Device
->frontBuffer
) {
194 * for render->surface copy begin to begin of allocatedMemory
195 * unlock can be more easy
197 pLockedRect
->pBits
= This
->allocatedMemory
;
200 vcheckGLcall("glFlush");
201 glGetIntegerv(GL_READ_BUFFER
, &prev_read
);
202 vcheckGLcall("glIntegerv");
203 glGetIntegerv(GL_PACK_SWAP_BYTES
, &prev_store
);
204 vcheckGLcall("glIntegerv");
206 if (This
== This
->Device
->backBuffer
) {
207 glReadBuffer(GL_BACK
);
208 } else if (This
== This
->Device
->frontBuffer
|| This
== This
->Device
->renderTarget
) {
209 glReadBuffer(GL_FRONT
);
210 } else if (This
== This
->Device
->depthStencilBuffer
) {
211 ERR("Stencil Buffer lock unsupported for now\n");
213 vcheckGLcall("glReadBuffer");
217 GLenum format
= D3DFmt2GLFmt(This
->Device
, This
->myDesc
.Format
);
218 GLenum type
= D3DFmt2GLType(This
->Device
, This
->myDesc
.Format
);
219 for (j
= This
->lockedRect
.top
; j
< This
->lockedRect
.bottom
- This
->lockedRect
.top
; ++j
) {
220 glReadPixels(This
->lockedRect
.left
,
221 This
->lockedRect
.bottom
- j
- 1,
222 This
->lockedRect
.right
- This
->lockedRect
.left
,
226 (char *)pLockedRect
->pBits
+ (pLockedRect
->Pitch
* (j
-This
->lockedRect
.top
)));
227 vcheckGLcall("glReadPixels");
231 glReadBuffer(prev_read
);
232 vcheckGLcall("glReadBuffer");
237 FIXME("unsupported locking to Rendering surface surf@%p usage(%lu)\n", This
, This
->myDesc
.Usage
);
240 } else if (D3DUSAGE_DEPTHSTENCIL
& This
->myDesc
.Usage
) { /* stencil surfaces */
242 FIXME("TODO stencil depth surface locking surf@%p usage(%lu)\n", This
, This
->myDesc
.Usage
);
245 FIXME("unsupported locking to surface surf@%p usage(%lu)\n", This
, This
->myDesc
.Usage
);
248 if (Flags
& (D3DLOCK_NO_DIRTY_UPDATE
| D3DLOCK_READONLY
)) {
253 * as seen in msdn docs
255 IDirect3DSurface8Impl_AddDirtyRect(iface
, &This
->lockedRect
);
257 /** Dirtify Container if needed */
258 if (NULL
!= This
->Container
) {
259 IDirect3DBaseTexture8
* cont
= NULL
;
260 hr
= IUnknown_QueryInterface(This
->Container
, &IID_IDirect3DBaseTexture8
, (void**) &cont
);
262 if (SUCCEEDED(hr
) && NULL
!= cont
) {
263 IDirect3DBaseTexture8Impl_SetDirty(cont
, TRUE
);
264 IDirect3DBaseTexture8_Release(cont
);
270 TRACE("returning memory@%p, pitch(%d) dirtyfied(%d)\n", pLockedRect
->pBits
, pLockedRect
->Pitch
, This
->Dirty
);
276 HRESULT WINAPI
IDirect3DSurface8Impl_UnlockRect(LPDIRECT3DSURFACE8 iface
) {
277 ICOM_THIS(IDirect3DSurface8Impl
,iface
);
279 if (FALSE
== This
->locked
) {
280 ERR("trying to lock unlocked surf@%p\n", This
);
281 return D3DERR_INVALIDCALL
;
284 if (This
== This
->Device
->backBuffer
|| This
== This
->Device
->frontBuffer
|| This
->Device
->depthStencilBuffer
) {
285 if (This
== This
->Device
->backBuffer
) {
286 TRACE("(%p, backBuffer) : dirtyfied(%d)\n", This
, This
->Dirty
);
287 } else if (This
== This
->Device
->frontBuffer
) {
288 TRACE("(%p, frontBuffer) : dirtyfied(%d)\n", This
, This
->Dirty
);
289 } else if (This
== This
->Device
->depthStencilBuffer
) {
290 TRACE("(%p, stencilBuffer) : dirtyfied(%d)\n", This
, This
->Dirty
);
293 TRACE("(%p) : dirtyfied(%d)\n", This
, This
->Dirty
);
295 /*TRACE("(%p) see if behavior is correct\n", This);*/
297 if (FALSE
== This
->Dirty
) {
298 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This
);
302 if (0 == This
->myDesc
.Usage
) { /* classic surface */
305 * waiting to reload the surface via IDirect3DDevice8::UpdateTexture
307 } else if (D3DUSAGE_RENDERTARGET
& This
->myDesc
.Usage
) { /* render surfaces */
309 if (This
== This
->Device
->backBuffer
|| This
== This
->Device
->frontBuffer
) {
312 GLint prev_rasterpos
[4];
317 vcheckGLcall("glFlush");
318 glGetIntegerv(GL_DRAW_BUFFER
, &prev_draw
);
319 vcheckGLcall("glIntegerv");
320 glGetIntegerv(GL_PACK_SWAP_BYTES
, &prev_store
);
321 vcheckGLcall("glIntegerv");
322 glGetIntegerv(GL_CURRENT_RASTER_POSITION
, &prev_rasterpos
[0]);
323 vcheckGLcall("glIntegerv");
324 glPixelZoom(1.0, -1.0);
325 vcheckGLcall("glPixelZoom");
327 if (This
== This
->Device
->backBuffer
) {
328 glDrawBuffer(GL_BACK
);
329 } else if (This
== This
->Device
->frontBuffer
) {
330 glDrawBuffer(GL_FRONT
);
332 vcheckGLcall("glDrawBuffer");
334 glRasterPos2i(This
->lockedRect
.left
, This
->lockedRect
.top
);
335 vcheckGLcall("glRasterPos2f");
336 switch (This
->myDesc
.Format
) {
339 glDrawPixels(This
->lockedRect
.right
- This
->lockedRect
.left
, This
->lockedRect
.bottom
- This
->lockedRect
.top
,
340 GL_RGB
, GL_UNSIGNED_SHORT_5_6_5
, This
->allocatedMemory
);
341 vcheckGLcall("glDrawPixels");
346 glDrawPixels(This
->lockedRect
.right
- This
->lockedRect
.left
, This
->lockedRect
.bottom
- This
->lockedRect
.top
,
347 GL_RGB
, GL_UNSIGNED_BYTE
, This
->allocatedMemory
);
348 vcheckGLcall("glDrawPixels");
351 case D3DFMT_A8R8G8B8
:
353 glPixelStorei(GL_PACK_SWAP_BYTES
, TRUE
);
354 vcheckGLcall("glPixelStorei");
355 glDrawPixels(This
->lockedRect
.right
- This
->lockedRect
.left
, This
->lockedRect
.bottom
- This
->lockedRect
.top
,
356 GL_BGRA
, GL_UNSIGNED_BYTE
, This
->allocatedMemory
);
357 vcheckGLcall("glDrawPixels");
358 glPixelStorei(GL_PACK_SWAP_BYTES
, prev_store
);
359 vcheckGLcall("glPixelStorei");
363 FIXME("Unsupported Format %u in locking func\n", This
->myDesc
.Format
);
366 glPixelZoom(1.0,1.0);
367 vcheckGLcall("glPixelZoom");
368 glDrawBuffer(prev_draw
);
369 vcheckGLcall("glDrawBuffer");
370 glRasterPos3iv(&prev_rasterpos
[0]);
371 vcheckGLcall("glRasterPos3iv");
375 /** restore clean dirty state */
376 IDirect3DSurface8Impl_CleanDirtyRect(iface
);
379 FIXME("unsupported unlocking to Rendering surface surf@%p usage(%lu)\n", This
, This
->myDesc
.Usage
);
382 } else if (D3DUSAGE_DEPTHSTENCIL
& This
->myDesc
.Usage
) { /* stencil surfaces */
384 if (This
== This
->Device
->depthStencilBuffer
) {
385 FIXME("TODO stencil depth surface unlocking surf@%p usage(%lu)\n", This
, This
->myDesc
.Usage
);
387 FIXME("unsupported unlocking to StencilDepth surface surf@%p usage(%lu)\n", This
, This
->myDesc
.Usage
);
391 FIXME("unsupported unlocking to surface surf@%p usage(%lu)\n", This
, This
->myDesc
.Usage
);
395 This
->locked
= FALSE
;
396 memset(&This
->lockedRect
, 0, sizeof(RECT
));
401 ICOM_VTABLE(IDirect3DSurface8
) Direct3DSurface8_Vtbl
=
403 ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE
404 IDirect3DSurface8Impl_QueryInterface
,
405 IDirect3DSurface8Impl_AddRef
,
406 IDirect3DSurface8Impl_Release
,
407 IDirect3DSurface8Impl_GetDevice
,
408 IDirect3DSurface8Impl_SetPrivateData
,
409 IDirect3DSurface8Impl_GetPrivateData
,
410 IDirect3DSurface8Impl_FreePrivateData
,
411 IDirect3DSurface8Impl_GetContainer
,
412 IDirect3DSurface8Impl_GetDesc
,
413 IDirect3DSurface8Impl_LockRect
,
414 IDirect3DSurface8Impl_UnlockRect
,
418 HRESULT WINAPI
IDirect3DSurface8Impl_LoadTexture(LPDIRECT3DSURFACE8 iface
, GLenum gl_target
, GLenum gl_level
) {
419 ICOM_THIS(IDirect3DSurface8Impl
,iface
);
421 if ((This
->myDesc
.Format
== D3DFMT_P8
|| This
->myDesc
.Format
== D3DFMT_A8P8
)
422 #if defined(GL_EXT_paletted_texture)
423 && !GL_SUPPORT_DEV(EXT_PALETTED_TEXTURE
, This
->Device
)
427 * wanted a paletted texture and not really support it in HW
428 * so software emulation code begin
431 PALETTEENTRY
* pal
= This
->Device
->palettes
[This
->Device
->currentPalette
];
432 VOID
* surface
= (VOID
*) HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, This
->myDesc
.Width
* This
->myDesc
.Height
* sizeof(DWORD
));
433 BYTE
* dst
= (BYTE
*) surface
;
434 BYTE
* src
= (BYTE
*) This
->allocatedMemory
;
436 for (i
= 0; i
< This
->myDesc
.Width
* This
->myDesc
.Height
; i
++) {
438 *dst
++ = pal
[color
].peRed
;
439 *dst
++ = pal
[color
].peGreen
;
440 *dst
++ = pal
[color
].peBlue
;
441 if (This
->myDesc
.Format
== D3DFMT_A8P8
)
442 *dst
++ = pal
[color
].peFlags
;
449 TRACE("Calling glTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%x, Mem=%p\n",
459 glTexImage2D(gl_target
,
468 checkGLcall("glTexImage2D");
469 HeapFree(GetProcessHeap(), 0, surface
);
476 if (This
->myDesc
.Format
== D3DFMT_DXT1
||
477 This
->myDesc
.Format
== D3DFMT_DXT3
||
478 This
->myDesc
.Format
== D3DFMT_DXT5
) {
479 #if defined(GL_EXT_texture_compression_s3tc)
480 if (GL_SUPPORT_DEV(EXT_TEXTURE_COMPRESSION_S3TC
, This
->Device
)) {
481 TRACE("Calling glCompressedTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, sz=%d, Mem=%p\n",
484 D3DFmt2GLIntFmt(This
->Device
, This
->myDesc
.Format
),
489 This
->allocatedMemory
);
493 glCompressedTexImage2DARB(gl_target
,
495 D3DFmt2GLIntFmt(This
->Device
, This
->myDesc
.Format
),
500 This
->allocatedMemory
);
501 checkGLcall("glCommpressedTexTexImage2D");
506 FIXME("Using DXT1/3/5 without advertized support\n");
509 TRACE("Calling glTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%x, Mem=%p\n",
512 D3DFmt2GLIntFmt(This
->Device
, This
->myDesc
.Format
),
516 D3DFmt2GLFmt(This
->Device
, This
->myDesc
.Format
),
517 D3DFmt2GLType(This
->Device
, This
->myDesc
.Format
),
518 This
->allocatedMemory
);
522 glTexImage2D(gl_target
,
524 D3DFmt2GLIntFmt(This
->Device
, This
->myDesc
.Format
),
528 D3DFmt2GLFmt(This
->Device
, This
->myDesc
.Format
),
529 D3DFmt2GLType(This
->Device
, This
->myDesc
.Format
),
530 This
->allocatedMemory
);
531 checkGLcall("glTexImage2D");
537 static unsigned int gen
= 0;
540 if ((gen
% 10) == 0) {
541 snprintf(buffer
, sizeof(buffer
), "/tmp/surface%u_level%u_%u.ppm", gl_target
, gl_level
, gen
);
542 IDirect3DSurface8Impl_SaveSnapshot((LPDIRECT3DSURFACE8
) This
, buffer
);
552 HRESULT WINAPI
IDirect3DSurface8Impl_SaveSnapshot(LPDIRECT3DSURFACE8 iface
, const char* filename
) {
555 ICOM_THIS(IDirect3DSurface8Impl
,iface
);
557 f
= fopen(filename
, "w+");
559 ERR("opening of %s failed with: %s\n", filename
, strerror(errno
));
560 return D3DERR_INVALIDCALL
;
563 TRACE("opened %s with format %s\n", filename
, debug_d3dformat(This
->myDesc
.Format
));
565 fprintf(f
, "P6\n%u %u\n255\n", This
->myDesc
.Width
, This
->myDesc
.Height
);
566 switch (This
->myDesc
.Format
) {
567 case D3DFMT_X8R8G8B8
:
568 case D3DFMT_A8R8G8B8
:
571 for (i
= 0; i
< This
->myDesc
.Width
* This
->myDesc
.Height
; i
++) {
572 color
= ((DWORD
*) This
->allocatedMemory
)[i
];
573 fputc((color
>> 16) & 0xFF, f
);
574 fputc((color
>> 8) & 0xFF, f
);
575 fputc((color
>> 0) & 0xFF, f
);
582 for (i
= 0; i
< This
->myDesc
.Width
* This
->myDesc
.Height
; i
++) {
583 color
= ((BYTE
*) This
->allocatedMemory
) + (3 * i
);
584 fputc((color
[0]) & 0xFF, f
);
585 fputc((color
[1]) & 0xFF, f
);
586 fputc((color
[2]) & 0xFF, f
);
590 case D3DFMT_A1R5G5B5
:
593 for (i
= 0; i
< This
->myDesc
.Width
* This
->myDesc
.Height
; i
++) {
594 color
= ((WORD
*) This
->allocatedMemory
)[i
];
595 fputc(((color
>> 10) & 0x1F) * 255 / 31, f
);
596 fputc(((color
>> 5) & 0x1F) * 255 / 31, f
);
597 fputc(((color
>> 0) & 0x1F) * 255 / 31, f
);
601 case D3DFMT_A4R4G4B4
:
604 for (i
= 0; i
< This
->myDesc
.Width
* This
->myDesc
.Height
; i
++) {
605 color
= ((WORD
*) This
->allocatedMemory
)[i
];
606 fputc(((color
>> 8) & 0x0F) * 255 / 15, f
);
607 fputc(((color
>> 4) & 0x0F) * 255 / 15, f
);
608 fputc(((color
>> 0) & 0x0F) * 255 / 15, f
);
616 for (i
= 0; i
< This
->myDesc
.Width
* This
->myDesc
.Height
; i
++) {
617 color
= ((WORD
*) This
->allocatedMemory
)[i
];
618 fputc(((color
>> 11) & 0x1F) * 255 / 31, f
);
619 fputc(((color
>> 5) & 0x3F) * 255 / 63, f
);
620 fputc(((color
>> 0) & 0x1F) * 255 / 31, f
);
625 FIXME("Unimplemented dump mode format(%u,%s)\n", This
->myDesc
.Format
, debug_d3dformat(This
->myDesc
.Format
));
631 HRESULT WINAPI
IDirect3DSurface8Impl_CleanDirtyRect(LPDIRECT3DSURFACE8 iface
) {
632 ICOM_THIS(IDirect3DSurface8Impl
,iface
);
634 This
->dirtyRect
.left
= This
->myDesc
.Width
;
635 This
->dirtyRect
.top
= This
->myDesc
.Height
;
636 This
->dirtyRect
.right
= 0;
637 This
->dirtyRect
.bottom
= 0;
643 * very stupid way to handle multiple dirty rects but it works :)
645 extern HRESULT WINAPI
IDirect3DSurface8Impl_AddDirtyRect(LPDIRECT3DSURFACE8 iface
, CONST RECT
* pDirtyRect
) {
646 ICOM_THIS(IDirect3DSurface8Impl
,iface
);
648 if (NULL
!= pDirtyRect
) {
649 This
->dirtyRect
.left
= min(This
->dirtyRect
.left
, pDirtyRect
->left
);
650 This
->dirtyRect
.top
= min(This
->dirtyRect
.top
, pDirtyRect
->top
);
651 This
->dirtyRect
.right
= max(This
->dirtyRect
.right
, pDirtyRect
->right
);
652 This
->dirtyRect
.bottom
= max(This
->dirtyRect
.bottom
, pDirtyRect
->bottom
);
654 This
->dirtyRect
.left
= 0;
655 This
->dirtyRect
.top
= 0;
656 This
->dirtyRect
.right
= This
->myDesc
.Width
;
657 This
->dirtyRect
.bottom
= This
->myDesc
.Height
;