Reboot (int19) under DOS now does ExitProcess.
[wine.git] / dlls / d3d8 / surface.c
blob14589287cf99c9b6c6f42e0ab3524c6b1fe5caa1
1 /*
2 * IDirect3DSurface8 implementation
4 * Copyright 2002-2003 Jason Edmeades
5 * Raphael Junqueira
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
22 #include "config.h"
24 #include <stdarg.h>
25 #include <stdio.h>
27 #define NONAMELESSUNION
28 #define NONAMELESSSTRUCT
29 #include "windef.h"
30 #include "winbase.h"
31 #include "winuser.h"
32 #include "wingdi.h"
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);
47 *ppobj = This;
48 return D3D_OK;
51 WARN("(%p)->(%s,%p),not found\n",This,debugstr_guid(riid),ppobj);
52 return E_NOINTERFACE;
55 ULONG WINAPI IDirect3DSurface8Impl_AddRef(LPDIRECT3DSURFACE8 iface) {
56 ICOM_THIS(IDirect3DSurface8Impl,iface);
57 TRACE("(%p) : AddRef from %ld\n", This, This->ref);
58 return ++(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);
65 if (ref == 0) {
66 HeapFree(GetProcessHeap(), 0, This->allocatedMemory);
67 HeapFree(GetProcessHeap(), 0, This);
69 return ref;
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;
77 /**
78 * Note Calling this method will increase the internal reference count
79 * on the IDirect3DDevice8 interface.
81 IDirect3DDevice8Impl_AddRef(*ppDevice);
82 return D3D_OK;
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);
88 return D3D_OK;
91 HRESULT WINAPI IDirect3DSurface8Impl_GetPrivateData(LPDIRECT3DSURFACE8 iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
92 ICOM_THIS(IDirect3DSurface8Impl,iface);
93 FIXME("(%p) : stub\n", This);
94 return D3D_OK;
97 HRESULT WINAPI IDirect3DSurface8Impl_FreePrivateData(LPDIRECT3DSURFACE8 iface, REFGUID refguid) {
98 ICOM_THIS(IDirect3DSurface8Impl,iface);
99 FIXME("(%p) : stub\n", This);
100 return D3D_OK;
103 HRESULT WINAPI IDirect3DSurface8Impl_GetContainer(LPDIRECT3DSURFACE8 iface, REFIID riid, void** ppContainer) {
104 ICOM_THIS(IDirect3DSurface8Impl,iface);
105 HRESULT res;
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);
116 return res;
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));
124 return D3D_OK;
127 HRESULT WINAPI IDirect3DSurface8Impl_LockRect(LPDIRECT3DSURFACE8 iface, D3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
128 HRESULT hr;
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
136 to tolerate this */
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);
151 } else {
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;
159 if (NULL == pRect) {
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);
166 } else {
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));
171 } else {
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) {
188 GLint prev_store;
189 GLenum prev_read;
191 ENTER_GL();
194 * for render->surface copy begin to begin of allocatedMemory
195 * unlock can be more easy
197 pLockedRect->pBits = This->allocatedMemory;
199 glFlush();
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");
216 long j;
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,
224 format,
225 type,
226 (char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top)));
227 vcheckGLcall("glReadPixels");
231 glReadBuffer(prev_read);
232 vcheckGLcall("glReadBuffer");
234 LEAVE_GL();
236 } else {
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);
244 } else {
245 FIXME("unsupported locking to surface surf@%p usage(%lu)\n", This, This->myDesc.Usage);
248 if (Flags & (D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_READONLY)) {
249 /* Dont dirtify */
250 } else {
252 * Dirtify on lock
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);
265 cont = NULL;
270 TRACE("returning memory@%p, pitch(%d) dirtyfied(%d)\n", pLockedRect->pBits, pLockedRect->Pitch, This->Dirty);
272 This->locked = TRUE;
273 return D3D_OK;
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);
292 } else {
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);
299 goto unlock_end;
302 if (0 == This->myDesc.Usage) { /* classic surface */
304 * nothing to do
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) {
310 GLint prev_store;
311 GLenum prev_draw;
312 GLint prev_rasterpos[4];
314 ENTER_GL();
316 glFlush();
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) {
337 case D3DFMT_R5G6B5:
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");
343 break;
344 case D3DFMT_R8G8B8:
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");
350 break;
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");
361 break;
362 default:
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");
373 LEAVE_GL();
375 /** restore clean dirty state */
376 IDirect3DSurface8Impl_CleanDirtyRect(iface);
378 } else {
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);
386 } else {
387 FIXME("unsupported unlocking to StencilDepth surface surf@%p usage(%lu)\n", This, This->myDesc.Usage);
390 } else {
391 FIXME("unsupported unlocking to surface surf@%p usage(%lu)\n", This, This->myDesc.Usage);
394 unlock_end:
395 This->locked = FALSE;
396 memset(&This->lockedRect, 0, sizeof(RECT));
397 return D3D_OK;
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)
424 #endif
427 * wanted a paletted texture and not really support it in HW
428 * so software emulation code begin
430 UINT i;
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++) {
437 BYTE color = *src++;
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;
443 else
444 *dst++ = 0xFF;
447 ENTER_GL();
449 TRACE("Calling glTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%x, Mem=%p\n",
450 gl_target,
451 gl_level,
452 GL_RGBA,
453 This->myDesc.Width,
454 This->myDesc.Height,
456 GL_RGBA,
457 GL_UNSIGNED_BYTE,
458 surface);
459 glTexImage2D(gl_target,
460 gl_level,
461 GL_RGBA,
462 This->myDesc.Width,
463 This->myDesc.Height,
465 GL_RGBA,
466 GL_UNSIGNED_BYTE,
467 surface);
468 checkGLcall("glTexImage2D");
469 HeapFree(GetProcessHeap(), 0, surface);
471 LEAVE_GL();
473 return D3D_OK;
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",
482 gl_target,
483 gl_level,
484 D3DFmt2GLIntFmt(This->Device, This->myDesc.Format),
485 This->myDesc.Width,
486 This->myDesc.Height,
488 This->myDesc.Size,
489 This->allocatedMemory);
491 ENTER_GL();
493 glCompressedTexImage2DARB(gl_target,
494 gl_level,
495 D3DFmt2GLIntFmt(This->Device, This->myDesc.Format),
496 This->myDesc.Width,
497 This->myDesc.Height,
499 This->myDesc.Size,
500 This->allocatedMemory);
501 checkGLcall("glCommpressedTexTexImage2D");
503 LEAVE_GL();
505 #else
506 FIXME("Using DXT1/3/5 without advertized support\n");
507 #endif
508 } else {
509 TRACE("Calling glTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%x, Mem=%p\n",
510 gl_target,
511 gl_level,
512 D3DFmt2GLIntFmt(This->Device, This->myDesc.Format),
513 This->myDesc.Width,
514 This->myDesc.Height,
516 D3DFmt2GLFmt(This->Device, This->myDesc.Format),
517 D3DFmt2GLType(This->Device, This->myDesc.Format),
518 This->allocatedMemory);
520 ENTER_GL();
522 glTexImage2D(gl_target,
523 gl_level,
524 D3DFmt2GLIntFmt(This->Device, This->myDesc.Format),
525 This->myDesc.Width,
526 This->myDesc.Height,
528 D3DFmt2GLFmt(This->Device, This->myDesc.Format),
529 D3DFmt2GLType(This->Device, This->myDesc.Format),
530 This->allocatedMemory);
531 checkGLcall("glTexImage2D");
533 LEAVE_GL();
535 #if 0
537 static unsigned int gen = 0;
538 char buffer[4096];
539 ++gen;
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);
545 #endif
548 return D3D_OK;
551 #include <errno.h>
552 HRESULT WINAPI IDirect3DSurface8Impl_SaveSnapshot(LPDIRECT3DSURFACE8 iface, const char* filename) {
553 FILE* f = NULL;
554 ULONG i;
555 ICOM_THIS(IDirect3DSurface8Impl,iface);
557 f = fopen(filename, "w+");
558 if (NULL == f) {
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:
570 DWORD color;
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);
578 break;
579 case D3DFMT_R8G8B8:
581 BYTE* color;
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);
589 break;
590 case D3DFMT_A1R5G5B5:
592 WORD color;
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);
600 break;
601 case D3DFMT_A4R4G4B4:
603 WORD color;
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);
611 break;
613 case D3DFMT_R5G6B5:
615 WORD color;
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);
623 break;
624 default:
625 FIXME("Unimplemented dump mode format(%u,%s)\n", This->myDesc.Format, debug_d3dformat(This->myDesc.Format));
627 fclose(f);
628 return D3D_OK;
631 HRESULT WINAPI IDirect3DSurface8Impl_CleanDirtyRect(LPDIRECT3DSURFACE8 iface) {
632 ICOM_THIS(IDirect3DSurface8Impl,iface);
633 This->Dirty = FALSE;
634 This->dirtyRect.left = This->myDesc.Width;
635 This->dirtyRect.top = This->myDesc.Height;
636 This->dirtyRect.right = 0;
637 This->dirtyRect.bottom = 0;
638 return D3D_OK;
642 * Raphael:
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);
647 This->Dirty = TRUE;
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);
653 } else {
654 This->dirtyRect.left = 0;
655 This->dirtyRect.top = 0;
656 This->dirtyRect.right = This->myDesc.Width;
657 This->dirtyRect.bottom = This->myDesc.Height;
659 return D3D_OK;