wined3d: Store an IWineD3DClipperImpl pointer in IWineD3DSurfaceImpl.
[wine.git] / dlls / wined3d / surface.c
blob7e19a02387e8b35c1e835dc3fcfadd6ca89ae84b
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 2009-2010 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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((IWineD3DResourceImpl *)This);
95 void surface_set_container(IWineD3DSurfaceImpl *surface, enum wined3d_container_type type, IWineD3DBase *container)
97 TRACE("surface %p, container %p.\n", surface, container);
99 if (!container && type != WINED3D_CONTAINER_NONE)
100 ERR("Setting NULL container of type %#x.\n", type);
102 if (type == WINED3D_CONTAINER_SWAPCHAIN)
104 surface->get_drawable_size = get_drawable_size_swapchain;
106 else
108 switch (wined3d_settings.offscreen_rendering_mode)
110 case ORM_FBO:
111 surface->get_drawable_size = get_drawable_size_fbo;
112 break;
114 case ORM_BACKBUFFER:
115 surface->get_drawable_size = get_drawable_size_backbuffer;
116 break;
118 default:
119 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
120 return;
124 surface->container.type = type;
125 surface->container.u.base = container;
128 struct blt_info
130 GLenum binding;
131 GLenum bind_target;
132 enum tex_types tex_type;
133 GLfloat coords[4][3];
136 struct float_rect
138 float l;
139 float t;
140 float r;
141 float b;
144 static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
146 f->l = ((r->left * 2.0f) / w) - 1.0f;
147 f->t = ((r->top * 2.0f) / h) - 1.0f;
148 f->r = ((r->right * 2.0f) / w) - 1.0f;
149 f->b = ((r->bottom * 2.0f) / h) - 1.0f;
152 static void surface_get_blt_info(GLenum target, const RECT *rect, GLsizei w, GLsizei h, struct blt_info *info)
154 GLfloat (*coords)[3] = info->coords;
155 struct float_rect f;
157 switch (target)
159 default:
160 FIXME("Unsupported texture target %#x\n", target);
161 /* Fall back to GL_TEXTURE_2D */
162 case GL_TEXTURE_2D:
163 info->binding = GL_TEXTURE_BINDING_2D;
164 info->bind_target = GL_TEXTURE_2D;
165 info->tex_type = tex_2d;
166 coords[0][0] = (float)rect->left / w;
167 coords[0][1] = (float)rect->top / h;
168 coords[0][2] = 0.0f;
170 coords[1][0] = (float)rect->right / w;
171 coords[1][1] = (float)rect->top / h;
172 coords[1][2] = 0.0f;
174 coords[2][0] = (float)rect->left / w;
175 coords[2][1] = (float)rect->bottom / h;
176 coords[2][2] = 0.0f;
178 coords[3][0] = (float)rect->right / w;
179 coords[3][1] = (float)rect->bottom / h;
180 coords[3][2] = 0.0f;
181 break;
183 case GL_TEXTURE_RECTANGLE_ARB:
184 info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
185 info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
186 info->tex_type = tex_rect;
187 coords[0][0] = rect->left; coords[0][1] = rect->top; coords[0][2] = 0.0f;
188 coords[1][0] = rect->right; coords[1][1] = rect->top; coords[1][2] = 0.0f;
189 coords[2][0] = rect->left; coords[2][1] = rect->bottom; coords[2][2] = 0.0f;
190 coords[3][0] = rect->right; coords[3][1] = rect->bottom; coords[3][2] = 0.0f;
191 break;
193 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
194 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
195 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
196 info->tex_type = tex_cube;
197 cube_coords_float(rect, w, h, &f);
199 coords[0][0] = 1.0f; coords[0][1] = -f.t; coords[0][2] = -f.l;
200 coords[1][0] = 1.0f; coords[1][1] = -f.t; coords[1][2] = -f.r;
201 coords[2][0] = 1.0f; coords[2][1] = -f.b; coords[2][2] = -f.l;
202 coords[3][0] = 1.0f; coords[3][1] = -f.b; coords[3][2] = -f.r;
203 break;
205 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
206 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
207 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
208 info->tex_type = tex_cube;
209 cube_coords_float(rect, w, h, &f);
211 coords[0][0] = -1.0f; coords[0][1] = -f.t; coords[0][2] = f.l;
212 coords[1][0] = -1.0f; coords[1][1] = -f.t; coords[1][2] = f.r;
213 coords[2][0] = -1.0f; coords[2][1] = -f.b; coords[2][2] = f.l;
214 coords[3][0] = -1.0f; coords[3][1] = -f.b; coords[3][2] = f.r;
215 break;
217 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
218 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
219 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
220 info->tex_type = tex_cube;
221 cube_coords_float(rect, w, h, &f);
223 coords[0][0] = f.l; coords[0][1] = 1.0f; coords[0][2] = f.t;
224 coords[1][0] = f.r; coords[1][1] = 1.0f; coords[1][2] = f.t;
225 coords[2][0] = f.l; coords[2][1] = 1.0f; coords[2][2] = f.b;
226 coords[3][0] = f.r; coords[3][1] = 1.0f; coords[3][2] = f.b;
227 break;
229 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
230 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
231 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
232 info->tex_type = tex_cube;
233 cube_coords_float(rect, w, h, &f);
235 coords[0][0] = f.l; coords[0][1] = -1.0f; coords[0][2] = -f.t;
236 coords[1][0] = f.r; coords[1][1] = -1.0f; coords[1][2] = -f.t;
237 coords[2][0] = f.l; coords[2][1] = -1.0f; coords[2][2] = -f.b;
238 coords[3][0] = f.r; coords[3][1] = -1.0f; coords[3][2] = -f.b;
239 break;
241 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
242 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
243 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
244 info->tex_type = tex_cube;
245 cube_coords_float(rect, w, h, &f);
247 coords[0][0] = f.l; coords[0][1] = -f.t; coords[0][2] = 1.0f;
248 coords[1][0] = f.r; coords[1][1] = -f.t; coords[1][2] = 1.0f;
249 coords[2][0] = f.l; coords[2][1] = -f.b; coords[2][2] = 1.0f;
250 coords[3][0] = f.r; coords[3][1] = -f.b; coords[3][2] = 1.0f;
251 break;
253 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
254 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
255 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
256 info->tex_type = tex_cube;
257 cube_coords_float(rect, w, h, &f);
259 coords[0][0] = -f.l; coords[0][1] = -f.t; coords[0][2] = -1.0f;
260 coords[1][0] = -f.r; coords[1][1] = -f.t; coords[1][2] = -1.0f;
261 coords[2][0] = -f.l; coords[2][1] = -f.b; coords[2][2] = -1.0f;
262 coords[3][0] = -f.r; coords[3][1] = -f.b; coords[3][2] = -1.0f;
263 break;
267 static inline void surface_get_rect(IWineD3DSurfaceImpl *This, const RECT *rect_in, RECT *rect_out)
269 if (rect_in)
270 *rect_out = *rect_in;
271 else
273 rect_out->left = 0;
274 rect_out->top = 0;
275 rect_out->right = This->currentDesc.Width;
276 rect_out->bottom = This->currentDesc.Height;
280 /* GL locking and context activation is done by the caller */
281 void draw_textured_quad(IWineD3DSurfaceImpl *src_surface, const RECT *src_rect, const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter)
283 struct blt_info info;
285 surface_get_blt_info(src_surface->texture_target, src_rect, src_surface->pow2Width, src_surface->pow2Height, &info);
287 glEnable(info.bind_target);
288 checkGLcall("glEnable(bind_target)");
290 /* Bind the texture */
291 glBindTexture(info.bind_target, src_surface->texture_name);
292 checkGLcall("glBindTexture");
294 /* Filtering for StretchRect */
295 glTexParameteri(info.bind_target, GL_TEXTURE_MAG_FILTER,
296 wined3d_gl_mag_filter(magLookup, Filter));
297 checkGLcall("glTexParameteri");
298 glTexParameteri(info.bind_target, GL_TEXTURE_MIN_FILTER,
299 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
300 checkGLcall("glTexParameteri");
301 glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
302 glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
303 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
304 checkGLcall("glTexEnvi");
306 /* Draw a quad */
307 glBegin(GL_TRIANGLE_STRIP);
308 glTexCoord3fv(info.coords[0]);
309 glVertex2i(dst_rect->left, dst_rect->top);
311 glTexCoord3fv(info.coords[1]);
312 glVertex2i(dst_rect->right, dst_rect->top);
314 glTexCoord3fv(info.coords[2]);
315 glVertex2i(dst_rect->left, dst_rect->bottom);
317 glTexCoord3fv(info.coords[3]);
318 glVertex2i(dst_rect->right, dst_rect->bottom);
319 glEnd();
321 /* Unbind the texture */
322 glBindTexture(info.bind_target, 0);
323 checkGLcall("glBindTexture(info->bind_target, 0)");
325 /* We changed the filtering settings on the texture. Inform the
326 * container about this to get the filters reset properly next draw. */
327 if (src_surface->container.type == WINED3D_CONTAINER_TEXTURE)
329 IWineD3DBaseTextureImpl *texture = src_surface->container.u.texture;
330 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
331 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
332 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
336 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
337 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
338 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id,
339 WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops)
341 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
342 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
343 void (*cleanup)(IWineD3DSurfaceImpl *This);
344 unsigned int resource_size;
345 HRESULT hr;
347 if (multisample_quality > 0)
349 FIXME("multisample_quality set to %u, substituting 0\n", multisample_quality);
350 multisample_quality = 0;
353 /* FIXME: Check that the format is supported by the device. */
355 resource_size = wined3d_format_calculate_size(format, alignment, width, height);
356 if (!resource_size) return WINED3DERR_INVALIDCALL;
358 /* Look at the implementation and set the correct Vtable. */
359 switch (surface_type)
361 case SURFACE_OPENGL:
362 surface->lpVtbl = &IWineD3DSurface_Vtbl;
363 cleanup = surface_cleanup;
364 break;
366 case SURFACE_GDI:
367 surface->lpVtbl = &IWineGDISurface_Vtbl;
368 cleanup = surface_gdi_cleanup;
369 break;
371 default:
372 ERR("Requested unknown surface implementation %#x.\n", surface_type);
373 return WINED3DERR_INVALIDCALL;
376 hr = resource_init((IWineD3DResourceImpl *)surface, WINED3DRTYPE_SURFACE,
377 device, resource_size, usage, format, pool, parent, parent_ops);
378 if (FAILED(hr))
380 WARN("Failed to initialize resource, returning %#x.\n", hr);
381 return hr;
384 /* "Standalone" surface. */
385 surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
387 surface->currentDesc.Width = width;
388 surface->currentDesc.Height = height;
389 surface->currentDesc.MultiSampleType = multisample_type;
390 surface->currentDesc.MultiSampleQuality = multisample_quality;
391 surface->texture_level = level;
392 list_init(&surface->overlays);
394 /* Flags */
395 surface->flags = SFLAG_NORMCOORD; /* Default to normalized coords. */
396 if (discard) surface->flags |= SFLAG_DISCARD;
397 if (lockable || format_id == WINED3DFMT_D16_LOCKABLE) surface->flags |= SFLAG_LOCKABLE;
399 /* Quick lockable sanity check.
400 * TODO: remove this after surfaces, usage and lockability have been debugged properly
401 * this function is too deep to need to care about things like this.
402 * Levels need to be checked too, since they all affect what can be done. */
403 switch (pool)
405 case WINED3DPOOL_SCRATCH:
406 if(!lockable)
408 FIXME("Called with a pool of SCRATCH and a lockable of FALSE "
409 "which are mutually exclusive, setting lockable to TRUE.\n");
410 lockable = TRUE;
412 break;
414 case WINED3DPOOL_SYSTEMMEM:
415 if (!lockable)
416 FIXME("Called with a pool of SYSTEMMEM and a lockable of FALSE, this is acceptable but unexpected.\n");
417 break;
419 case WINED3DPOOL_MANAGED:
420 if (usage & WINED3DUSAGE_DYNAMIC)
421 FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n");
422 break;
424 case WINED3DPOOL_DEFAULT:
425 if (lockable && !(usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
426 WARN("Creating a lockable surface with a POOL of DEFAULT, that doesn't specify DYNAMIC usage.\n");
427 break;
429 default:
430 FIXME("Unknown pool %#x.\n", pool);
431 break;
434 if (usage & WINED3DUSAGE_RENDERTARGET && pool != WINED3DPOOL_DEFAULT)
436 FIXME("Trying to create a render target that isn't in the default pool.\n");
439 /* Mark the texture as dirty so that it gets loaded first time around. */
440 surface_add_dirty_rect(surface, NULL);
441 list_init(&surface->renderbuffers);
443 TRACE("surface %p, memory %p, size %u\n", surface, surface->resource.allocatedMemory, surface->resource.size);
445 /* Call the private setup routine */
446 hr = IWineD3DSurface_PrivateSetup((IWineD3DSurface *)surface);
447 if (FAILED(hr))
449 ERR("Private setup failed, returning %#x\n", hr);
450 cleanup(surface);
451 return hr;
454 return hr;
457 static void surface_force_reload(IWineD3DSurfaceImpl *surface)
459 surface->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
462 void surface_set_texture_name(IWineD3DSurfaceImpl *surface, GLuint new_name, BOOL srgb)
464 GLuint *name;
465 DWORD flag;
467 TRACE("surface %p, new_name %u, srgb %#x.\n", surface, new_name, srgb);
469 if(srgb)
471 name = &surface->texture_name_srgb;
472 flag = SFLAG_INSRGBTEX;
474 else
476 name = &surface->texture_name;
477 flag = SFLAG_INTEXTURE;
480 if (!*name && new_name)
482 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
483 * surface has no texture name yet. See if we can get rid of this. */
484 if (surface->flags & flag)
485 ERR("Surface has %s set, but no texture name.\n", debug_surflocation(flag));
486 surface_modify_location(surface, flag, FALSE);
489 *name = new_name;
490 surface_force_reload(surface);
493 void surface_set_texture_target(IWineD3DSurfaceImpl *surface, GLenum target)
495 TRACE("surface %p, target %#x.\n", surface, target);
497 if (surface->texture_target != target)
499 if (target == GL_TEXTURE_RECTANGLE_ARB)
501 surface->flags &= ~SFLAG_NORMCOORD;
503 else if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
505 surface->flags |= SFLAG_NORMCOORD;
508 surface->texture_target = target;
509 surface_force_reload(surface);
512 /* Context activation is done by the caller. */
513 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This, BOOL srgb) {
514 DWORD active_sampler;
516 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
517 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
518 * gl states. The current texture unit should always be a valid one.
520 * To be more specific, this is tricky because we can implicitly be called
521 * from sampler() in state.c. This means we can't touch anything other than
522 * whatever happens to be the currently active texture, or we would risk
523 * marking already applied sampler states dirty again.
525 * TODO: Track the current active texture per GL context instead of using glGet
527 GLint active_texture;
528 ENTER_GL();
529 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
530 LEAVE_GL();
531 active_sampler = This->resource.device->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
533 if (active_sampler != WINED3D_UNMAPPED_STAGE)
535 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(active_sampler));
537 IWineD3DSurface_BindTexture((IWineD3DSurface *)This, srgb);
540 /* This function checks if the primary render target uses the 8bit paletted format. */
541 static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
543 if (device->render_targets && device->render_targets[0])
545 IWineD3DSurfaceImpl *render_target = device->render_targets[0];
546 if ((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
547 && (render_target->resource.format->id == WINED3DFMT_P8_UINT))
548 return TRUE;
550 return FALSE;
553 /* This call just downloads data, the caller is responsible for binding the
554 * correct texture. */
555 /* Context activation is done by the caller. */
556 static void surface_download_data(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info)
558 const struct wined3d_format *format = This->resource.format;
560 /* Only support read back of converted P8 surfaces */
561 if (This->flags & SFLAG_CONVERTED && format->id != WINED3DFMT_P8_UINT)
563 FIXME("Readback conversion not supported for format %s.\n", debug_d3dformat(format->id));
564 return;
567 ENTER_GL();
569 if (format->flags & WINED3DFMT_FLAG_COMPRESSED)
571 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p.\n",
572 This, This->texture_level, format->glFormat, format->glType,
573 This->resource.allocatedMemory);
575 if (This->flags & SFLAG_PBO)
577 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
578 checkGLcall("glBindBufferARB");
579 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target, This->texture_level, NULL));
580 checkGLcall("glGetCompressedTexImageARB");
581 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
582 checkGLcall("glBindBufferARB");
584 else
586 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target,
587 This->texture_level, This->resource.allocatedMemory));
588 checkGLcall("glGetCompressedTexImageARB");
591 LEAVE_GL();
592 } else {
593 void *mem;
594 GLenum gl_format = format->glFormat;
595 GLenum gl_type = format->glType;
596 int src_pitch = 0;
597 int dst_pitch = 0;
599 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
600 if (format->id == WINED3DFMT_P8_UINT && primary_render_target_is_p8(This->resource.device))
602 gl_format = GL_ALPHA;
603 gl_type = GL_UNSIGNED_BYTE;
606 if (This->flags & SFLAG_NONPOW2)
608 unsigned char alignment = This->resource.device->surface_alignment;
609 src_pitch = format->byte_count * This->pow2Width;
610 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
611 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
612 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
613 } else {
614 mem = This->resource.allocatedMemory;
617 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
618 This, This->texture_level, gl_format, gl_type, mem);
620 if (This->flags & SFLAG_PBO)
622 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
623 checkGLcall("glBindBufferARB");
625 glGetTexImage(This->texture_target, This->texture_level, gl_format, gl_type, NULL);
626 checkGLcall("glGetTexImage");
628 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
629 checkGLcall("glBindBufferARB");
630 } else {
631 glGetTexImage(This->texture_target, This->texture_level, gl_format, gl_type, mem);
632 checkGLcall("glGetTexImage");
634 LEAVE_GL();
636 if (This->flags & SFLAG_NONPOW2)
638 const BYTE *src_data;
639 BYTE *dst_data;
640 UINT y;
642 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
643 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
644 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
646 * We're doing this...
648 * instead of boxing the texture :
649 * |<-texture width ->| -->pow2width| /\
650 * |111111111111111111| | |
651 * |222 Texture 222222| boxed empty | texture height
652 * |3333 Data 33333333| | |
653 * |444444444444444444| | \/
654 * ----------------------------------- |
655 * | boxed empty | boxed empty | pow2height
656 * | | | \/
657 * -----------------------------------
660 * we're repacking the data to the expected texture width
662 * |<-texture width ->| -->pow2width| /\
663 * |111111111111111111222222222222222| |
664 * |222333333333333333333444444444444| texture height
665 * |444444 | |
666 * | | \/
667 * | | |
668 * | empty | pow2height
669 * | | \/
670 * -----------------------------------
672 * == is the same as
674 * |<-texture width ->| /\
675 * |111111111111111111|
676 * |222222222222222222|texture height
677 * |333333333333333333|
678 * |444444444444444444| \/
679 * --------------------
681 * this also means that any references to allocatedMemory should work with the data as if were a
682 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
684 * internally the texture is still stored in a boxed format so any references to textureName will
685 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
687 * Performance should not be an issue, because applications normally do not lock the surfaces when
688 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
689 * and doesn't have to be re-read.
691 src_data = mem;
692 dst_data = This->resource.allocatedMemory;
693 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
694 for (y = 1 ; y < This->currentDesc.Height; y++) {
695 /* skip the first row */
696 src_data += src_pitch;
697 dst_data += dst_pitch;
698 memcpy(dst_data, src_data, dst_pitch);
701 HeapFree(GetProcessHeap(), 0, mem);
705 /* Surface has now been downloaded */
706 This->flags |= SFLAG_INSYSMEM;
709 /* This call just uploads data, the caller is responsible for binding the
710 * correct texture. */
711 /* Context activation is done by the caller. */
712 static void surface_upload_data(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
713 const struct wined3d_format *format, BOOL srgb, const GLvoid *data)
715 GLsizei width = This->currentDesc.Width;
716 GLsizei height = This->currentDesc.Height;
717 GLenum internal;
719 if (srgb)
721 internal = format->glGammaInternal;
723 else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(This))
725 internal = format->rtInternal;
727 else
729 internal = format->glInternal;
732 TRACE("This %p, internal %#x, width %d, height %d, format %#x, type %#x, data %p.\n",
733 This, internal, width, height, format->glFormat, format->glType, data);
734 TRACE("target %#x, level %u, resource size %u.\n",
735 This->texture_target, This->texture_level, This->resource.size);
737 if (format->heightscale != 1.0f && format->heightscale != 0.0f) height *= format->heightscale;
739 ENTER_GL();
741 if (This->flags & SFLAG_PBO)
743 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
744 checkGLcall("glBindBufferARB");
746 TRACE("(%p) pbo: %#x, data: %p.\n", This, This->pbo, data);
747 data = NULL;
750 if (format->flags & WINED3DFMT_FLAG_COMPRESSED)
752 TRACE("Calling glCompressedTexSubImage2DARB.\n");
754 GL_EXTCALL(glCompressedTexSubImage2DARB(This->texture_target, This->texture_level,
755 0, 0, width, height, internal, This->resource.size, data));
756 checkGLcall("glCompressedTexSubImage2DARB");
758 else
760 TRACE("Calling glTexSubImage2D.\n");
762 glTexSubImage2D(This->texture_target, This->texture_level,
763 0, 0, width, height, format->glFormat, format->glType, data);
764 checkGLcall("glTexSubImage2D");
767 if (This->flags & SFLAG_PBO)
769 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
770 checkGLcall("glBindBufferARB");
773 LEAVE_GL();
775 if (gl_info->quirks & WINED3D_QUIRK_FBO_TEX_UPDATE)
777 IWineD3DDeviceImpl *device = This->resource.device;
778 unsigned int i;
780 for (i = 0; i < device->numContexts; ++i)
782 context_surface_update(device->contexts[i], This);
787 /* This call just allocates the texture, the caller is responsible for binding
788 * the correct texture. */
789 /* Context activation is done by the caller. */
790 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
791 const struct wined3d_format *format, BOOL srgb)
793 BOOL enable_client_storage = FALSE;
794 GLsizei width = This->pow2Width;
795 GLsizei height = This->pow2Height;
796 const BYTE *mem = NULL;
797 GLenum internal;
799 if (srgb)
801 internal = format->glGammaInternal;
803 else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(This))
805 internal = format->rtInternal;
807 else
809 internal = format->glInternal;
812 if (format->heightscale != 1.0f && format->heightscale != 0.0f) height *= format->heightscale;
814 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",
815 This, This->texture_target, This->texture_level, debug_d3dformat(format->id),
816 internal, width, height, format->glFormat, format->glType);
818 ENTER_GL();
820 if (gl_info->supported[APPLE_CLIENT_STORAGE])
822 if (This->flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_CONVERTED)
823 || !This->resource.allocatedMemory)
825 /* In some cases we want to disable client storage.
826 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
827 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
828 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
829 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
831 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
832 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
833 This->flags &= ~SFLAG_CLIENT;
834 enable_client_storage = TRUE;
836 else
838 This->flags |= SFLAG_CLIENT;
840 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
841 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
843 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
847 if (format->flags & WINED3DFMT_FLAG_COMPRESSED && mem)
849 GL_EXTCALL(glCompressedTexImage2DARB(This->texture_target, This->texture_level,
850 internal, width, height, 0, This->resource.size, mem));
851 checkGLcall("glCompressedTexImage2DARB");
853 else
855 glTexImage2D(This->texture_target, This->texture_level,
856 internal, width, height, 0, format->glFormat, format->glType, mem);
857 checkGLcall("glTexImage2D");
860 if(enable_client_storage) {
861 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
862 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
864 LEAVE_GL();
867 /* In D3D the depth stencil dimensions have to be greater than or equal to the
868 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
869 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
870 /* GL locking is done by the caller */
871 void surface_set_compatible_renderbuffer(IWineD3DSurfaceImpl *surface, unsigned int width, unsigned int height)
873 const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
874 renderbuffer_entry_t *entry;
875 GLuint renderbuffer = 0;
876 unsigned int src_width, src_height;
878 src_width = surface->pow2Width;
879 src_height = surface->pow2Height;
881 /* A depth stencil smaller than the render target is not valid */
882 if (width > src_width || height > src_height) return;
884 /* Remove any renderbuffer set if the sizes match */
885 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
886 || (width == src_width && height == src_height))
888 surface->current_renderbuffer = NULL;
889 return;
892 /* Look if we've already got a renderbuffer of the correct dimensions */
893 LIST_FOR_EACH_ENTRY(entry, &surface->renderbuffers, renderbuffer_entry_t, entry)
895 if (entry->width == width && entry->height == height)
897 renderbuffer = entry->id;
898 surface->current_renderbuffer = entry;
899 break;
903 if (!renderbuffer)
905 gl_info->fbo_ops.glGenRenderbuffers(1, &renderbuffer);
906 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
907 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER,
908 surface->resource.format->glInternal, width, height);
910 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
911 entry->width = width;
912 entry->height = height;
913 entry->id = renderbuffer;
914 list_add_head(&surface->renderbuffers, &entry->entry);
916 surface->current_renderbuffer = entry;
919 checkGLcall("set_compatible_renderbuffer");
922 GLenum surface_get_gl_buffer(IWineD3DSurfaceImpl *surface)
924 IWineD3DSwapChainImpl *swapchain = surface->container.u.swapchain;
926 TRACE("surface %p.\n", surface);
928 if (surface->container.type != WINED3D_CONTAINER_SWAPCHAIN)
930 ERR("Surface %p is not on a swapchain.\n", surface);
931 return GL_NONE;
934 if (swapchain->back_buffers && swapchain->back_buffers[0] == surface)
936 if (swapchain->render_to_fbo)
938 TRACE("Returning GL_COLOR_ATTACHMENT0\n");
939 return GL_COLOR_ATTACHMENT0;
941 TRACE("Returning GL_BACK\n");
942 return GL_BACK;
944 else if (surface == swapchain->front_buffer)
946 TRACE("Returning GL_FRONT\n");
947 return GL_FRONT;
950 FIXME("Higher back buffer, returning GL_BACK\n");
951 return GL_BACK;
954 /* Slightly inefficient way to handle multiple dirty rects but it works :) */
955 void surface_add_dirty_rect(IWineD3DSurfaceImpl *surface, const RECT *dirty_rect)
957 TRACE("surface %p, dirty_rect %s.\n", surface, wine_dbgstr_rect(dirty_rect));
959 if (!(surface->flags & SFLAG_INSYSMEM) && (surface->flags & SFLAG_INTEXTURE))
960 /* No partial locking for textures yet. */
961 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
963 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
964 if (dirty_rect)
966 surface->dirtyRect.left = min(surface->dirtyRect.left, dirty_rect->left);
967 surface->dirtyRect.top = min(surface->dirtyRect.top, dirty_rect->top);
968 surface->dirtyRect.right = max(surface->dirtyRect.right, dirty_rect->right);
969 surface->dirtyRect.bottom = max(surface->dirtyRect.bottom, dirty_rect->bottom);
971 else
973 surface->dirtyRect.left = 0;
974 surface->dirtyRect.top = 0;
975 surface->dirtyRect.right = surface->currentDesc.Width;
976 surface->dirtyRect.bottom = surface->currentDesc.Height;
979 /* if the container is a basetexture then mark it dirty. */
980 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
982 TRACE("Passing to container.\n");
983 basetexture_set_dirty(surface->container.u.texture, TRUE);
987 static BOOL surface_convert_color_to_float(IWineD3DSurfaceImpl *surface, DWORD color, WINED3DCOLORVALUE *float_color)
989 const struct wined3d_format *format = surface->resource.format;
990 IWineD3DDeviceImpl *device = surface->resource.device;
992 switch (format->id)
994 case WINED3DFMT_P8_UINT:
995 if (surface->palette)
997 float_color->r = surface->palette->palents[color].peRed / 255.0f;
998 float_color->g = surface->palette->palents[color].peGreen / 255.0f;
999 float_color->b = surface->palette->palents[color].peBlue / 255.0f;
1001 else
1003 float_color->r = 0.0f;
1004 float_color->g = 0.0f;
1005 float_color->b = 0.0f;
1007 float_color->a = primary_render_target_is_p8(device) ? color / 255.0f : 1.0f;
1008 break;
1010 case WINED3DFMT_B5G6R5_UNORM:
1011 float_color->r = ((color >> 11) & 0x1f) / 31.0f;
1012 float_color->g = ((color >> 5) & 0x3f) / 63.0f;
1013 float_color->b = (color & 0x1f) / 31.0f;
1014 float_color->a = 1.0f;
1015 break;
1017 case WINED3DFMT_B8G8R8_UNORM:
1018 case WINED3DFMT_B8G8R8X8_UNORM:
1019 float_color->r = D3DCOLOR_R(color);
1020 float_color->g = D3DCOLOR_G(color);
1021 float_color->b = D3DCOLOR_B(color);
1022 float_color->a = 1.0f;
1023 break;
1025 case WINED3DFMT_B8G8R8A8_UNORM:
1026 float_color->r = D3DCOLOR_R(color);
1027 float_color->g = D3DCOLOR_G(color);
1028 float_color->b = D3DCOLOR_B(color);
1029 float_color->a = D3DCOLOR_A(color);
1030 break;
1032 default:
1033 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
1034 return FALSE;
1037 return TRUE;
1040 /* Do not call while under the GL lock. */
1041 static ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface)
1043 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1044 ULONG ref = InterlockedDecrement(&This->resource.ref);
1045 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
1047 if (!ref)
1049 surface_cleanup(This);
1050 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
1052 TRACE("(%p) Released.\n", This);
1053 HeapFree(GetProcessHeap(), 0, This);
1056 return ref;
1059 /* ****************************************************
1060 IWineD3DSurface IWineD3DResource parts follow
1061 **************************************************** */
1063 /* Do not call while under the GL lock. */
1064 void surface_internal_preload(IWineD3DSurfaceImpl *surface, enum WINED3DSRGB srgb)
1066 IWineD3DDeviceImpl *device = surface->resource.device;
1068 TRACE("iface %p, srgb %#x.\n", surface, srgb);
1070 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
1072 IWineD3DBaseTextureImpl *texture = surface->container.u.texture;
1074 TRACE("Passing to container (%p).\n", texture);
1075 texture->baseTexture.texture_ops->texture_preload(texture, srgb);
1077 else
1079 struct wined3d_context *context = NULL;
1081 TRACE("(%p) : About to load surface\n", surface);
1083 if (!device->isInDraw) context = context_acquire(device, NULL);
1085 if (surface->resource.format->id == WINED3DFMT_P8_UINT
1086 || surface->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
1088 if (palette9_changed(surface))
1090 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
1091 /* TODO: This is not necessarily needed with hw palettized texture support */
1092 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
1093 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
1094 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
1098 IWineD3DSurface_LoadTexture((IWineD3DSurface *)surface, srgb == SRGB_SRGB ? TRUE : FALSE);
1100 if (surface->resource.pool == WINED3DPOOL_DEFAULT)
1102 /* Tell opengl to try and keep this texture in video ram (well mostly) */
1103 GLclampf tmp;
1104 tmp = 0.9f;
1105 ENTER_GL();
1106 glPrioritizeTextures(1, &surface->texture_name, &tmp);
1107 LEAVE_GL();
1110 if (context) context_release(context);
1114 static void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface)
1116 surface_internal_preload((IWineD3DSurfaceImpl *)iface, SRGB_ANY);
1119 /* Context activation is done by the caller. */
1120 static void surface_remove_pbo(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info)
1122 if (!This->resource.heapMemory)
1124 This->resource.heapMemory = HeapAlloc(GetProcessHeap(), 0, This->resource.size + RESOURCE_ALIGNMENT);
1125 This->resource.allocatedMemory =
1126 (BYTE *)(((ULONG_PTR)This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1129 ENTER_GL();
1130 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1131 checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
1132 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
1133 checkGLcall("glGetBufferSubDataARB");
1134 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
1135 checkGLcall("glDeleteBuffersARB");
1136 LEAVE_GL();
1138 This->pbo = 0;
1139 This->flags &= ~SFLAG_PBO;
1142 BOOL surface_init_sysmem(IWineD3DSurfaceImpl *surface)
1144 if (!surface->resource.allocatedMemory)
1146 surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1147 surface->resource.size + RESOURCE_ALIGNMENT);
1148 if (!surface->resource.heapMemory)
1150 ERR("Out of memory\n");
1151 return FALSE;
1153 surface->resource.allocatedMemory =
1154 (BYTE *)(((ULONG_PTR)surface->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1156 else
1158 memset(surface->resource.allocatedMemory, 0, surface->resource.size);
1161 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
1163 return TRUE;
1166 /* Do not call while under the GL lock. */
1167 static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface)
1169 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
1170 IWineD3DDeviceImpl *device = This->resource.device;
1171 const struct wined3d_gl_info *gl_info;
1172 renderbuffer_entry_t *entry, *entry2;
1173 struct wined3d_context *context;
1175 TRACE("(%p)\n", iface);
1177 if(This->resource.pool == WINED3DPOOL_DEFAULT) {
1178 /* Default pool resources are supposed to be destroyed before Reset is called.
1179 * Implicit resources stay however. So this means we have an implicit render target
1180 * or depth stencil. The content may be destroyed, but we still have to tear down
1181 * opengl resources, so we cannot leave early.
1183 * Put the surfaces into sysmem, and reset the content. The D3D content is undefined,
1184 * but we can't set the sysmem INDRAWABLE because when we're rendering the swapchain
1185 * or the depth stencil into an FBO the texture or render buffer will be removed
1186 * and all flags get lost
1188 surface_init_sysmem(This);
1190 else
1192 /* Load the surface into system memory */
1193 surface_load_location(This, SFLAG_INSYSMEM, NULL);
1194 surface_modify_location(This, SFLAG_INDRAWABLE, FALSE);
1196 surface_modify_location(This, SFLAG_INTEXTURE, FALSE);
1197 surface_modify_location(This, SFLAG_INSRGBTEX, FALSE);
1198 This->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
1200 context = context_acquire(device, NULL);
1201 gl_info = context->gl_info;
1203 /* Destroy PBOs, but load them into real sysmem before */
1204 if (This->flags & SFLAG_PBO)
1205 surface_remove_pbo(This, gl_info);
1207 /* Destroy fbo render buffers. This is needed for implicit render targets, for
1208 * all application-created targets the application has to release the surface
1209 * before calling _Reset
1211 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
1212 ENTER_GL();
1213 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
1214 LEAVE_GL();
1215 list_remove(&entry->entry);
1216 HeapFree(GetProcessHeap(), 0, entry);
1218 list_init(&This->renderbuffers);
1219 This->current_renderbuffer = NULL;
1221 /* If we're in a texture, the texture name belongs to the texture.
1222 * Otherwise, destroy it. */
1223 if (This->container.type != WINED3D_CONTAINER_TEXTURE)
1225 ENTER_GL();
1226 glDeleteTextures(1, &This->texture_name);
1227 This->texture_name = 0;
1228 glDeleteTextures(1, &This->texture_name_srgb);
1229 This->texture_name_srgb = 0;
1230 LEAVE_GL();
1233 context_release(context);
1235 resource_unload((IWineD3DResourceImpl *)This);
1238 /* ******************************************************
1239 IWineD3DSurface IWineD3DSurface parts follow
1240 ****************************************************** */
1242 /* Read the framebuffer back into the surface */
1243 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, const RECT *rect, void *dest, UINT pitch)
1245 IWineD3DDeviceImpl *device = This->resource.device;
1246 const struct wined3d_gl_info *gl_info;
1247 struct wined3d_context *context;
1248 BYTE *mem;
1249 GLint fmt;
1250 GLint type;
1251 BYTE *row, *top, *bottom;
1252 int i;
1253 BOOL bpp;
1254 RECT local_rect;
1255 BOOL srcIsUpsideDown;
1256 GLint rowLen = 0;
1257 GLint skipPix = 0;
1258 GLint skipRow = 0;
1260 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1261 static BOOL warned = FALSE;
1262 if(!warned) {
1263 ERR("The application tries to lock the render target, but render target locking is disabled\n");
1264 warned = TRUE;
1266 return;
1269 context = context_acquire(device, This);
1270 context_apply_blit_state(context, device);
1271 gl_info = context->gl_info;
1273 ENTER_GL();
1275 /* Select the correct read buffer, and give some debug output.
1276 * There is no need to keep track of the current read buffer or reset it, every part of the code
1277 * that reads sets the read buffer as desired.
1279 if (surface_is_offscreen(This))
1281 /* Mapping the primary render target which is not on a swapchain.
1282 * Read from the back buffer. */
1283 TRACE("Mapping offscreen render target.\n");
1284 glReadBuffer(device->offscreenBuffer);
1285 srcIsUpsideDown = TRUE;
1287 else
1289 /* Onscreen surfaces are always part of a swapchain */
1290 GLenum buffer = surface_get_gl_buffer(This);
1291 TRACE("Mapping %#x buffer.\n", buffer);
1292 glReadBuffer(buffer);
1293 checkGLcall("glReadBuffer");
1294 srcIsUpsideDown = FALSE;
1297 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
1298 if(!rect) {
1299 local_rect.left = 0;
1300 local_rect.top = 0;
1301 local_rect.right = This->currentDesc.Width;
1302 local_rect.bottom = This->currentDesc.Height;
1303 } else {
1304 local_rect = *rect;
1306 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
1308 switch (This->resource.format->id)
1310 case WINED3DFMT_P8_UINT:
1312 if (primary_render_target_is_p8(device))
1314 /* In case of P8 render targets the index is stored in the alpha component */
1315 fmt = GL_ALPHA;
1316 type = GL_UNSIGNED_BYTE;
1317 mem = dest;
1318 bpp = This->resource.format->byte_count;
1319 } else {
1320 /* GL can't return palettized data, so read ARGB pixels into a
1321 * separate block of memory and convert them into palettized format
1322 * in software. Slow, but if the app means to use palettized render
1323 * targets and locks it...
1325 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
1326 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
1327 * for the color channels when palettizing the colors.
1329 fmt = GL_RGB;
1330 type = GL_UNSIGNED_BYTE;
1331 pitch *= 3;
1332 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
1333 if(!mem) {
1334 ERR("Out of memory\n");
1335 LEAVE_GL();
1336 return;
1338 bpp = This->resource.format->byte_count * 3;
1341 break;
1343 default:
1344 mem = dest;
1345 fmt = This->resource.format->glFormat;
1346 type = This->resource.format->glType;
1347 bpp = This->resource.format->byte_count;
1350 if (This->flags & SFLAG_PBO)
1352 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
1353 checkGLcall("glBindBufferARB");
1354 if (mem)
1356 ERR("mem not null for pbo -- unexpected\n");
1357 mem = NULL;
1361 /* Save old pixel store pack state */
1362 glGetIntegerv(GL_PACK_ROW_LENGTH, &rowLen);
1363 checkGLcall("glGetIntegerv");
1364 glGetIntegerv(GL_PACK_SKIP_PIXELS, &skipPix);
1365 checkGLcall("glGetIntegerv");
1366 glGetIntegerv(GL_PACK_SKIP_ROWS, &skipRow);
1367 checkGLcall("glGetIntegerv");
1369 /* Setup pixel store pack state -- to glReadPixels into the correct place */
1370 glPixelStorei(GL_PACK_ROW_LENGTH, This->currentDesc.Width);
1371 checkGLcall("glPixelStorei");
1372 glPixelStorei(GL_PACK_SKIP_PIXELS, local_rect.left);
1373 checkGLcall("glPixelStorei");
1374 glPixelStorei(GL_PACK_SKIP_ROWS, local_rect.top);
1375 checkGLcall("glPixelStorei");
1377 glReadPixels(local_rect.left, (!srcIsUpsideDown) ? (This->currentDesc.Height - local_rect.bottom) : local_rect.top ,
1378 local_rect.right - local_rect.left,
1379 local_rect.bottom - local_rect.top,
1380 fmt, type, mem);
1381 checkGLcall("glReadPixels");
1383 /* Reset previous pixel store pack state */
1384 glPixelStorei(GL_PACK_ROW_LENGTH, rowLen);
1385 checkGLcall("glPixelStorei");
1386 glPixelStorei(GL_PACK_SKIP_PIXELS, skipPix);
1387 checkGLcall("glPixelStorei");
1388 glPixelStorei(GL_PACK_SKIP_ROWS, skipRow);
1389 checkGLcall("glPixelStorei");
1391 if (This->flags & SFLAG_PBO)
1393 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
1394 checkGLcall("glBindBufferARB");
1396 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
1397 * to get a pointer to it and perform the flipping in software. This is a lot
1398 * faster than calling glReadPixels for each line. In case we want more speed
1399 * we should rerender it flipped in a FBO and read the data back from the FBO. */
1400 if(!srcIsUpsideDown) {
1401 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1402 checkGLcall("glBindBufferARB");
1404 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1405 checkGLcall("glMapBufferARB");
1409 /* TODO: Merge this with the palettization loop below for P8 targets */
1410 if(!srcIsUpsideDown) {
1411 UINT len, off;
1412 /* glReadPixels returns the image upside down, and there is no way to prevent this.
1413 Flip the lines in software */
1414 len = (local_rect.right - local_rect.left) * bpp;
1415 off = local_rect.left * bpp;
1417 row = HeapAlloc(GetProcessHeap(), 0, len);
1418 if(!row) {
1419 ERR("Out of memory\n");
1420 if (This->resource.format->id == WINED3DFMT_P8_UINT) HeapFree(GetProcessHeap(), 0, mem);
1421 LEAVE_GL();
1422 return;
1425 top = mem + pitch * local_rect.top;
1426 bottom = mem + pitch * (local_rect.bottom - 1);
1427 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
1428 memcpy(row, top + off, len);
1429 memcpy(top + off, bottom + off, len);
1430 memcpy(bottom + off, row, len);
1431 top += pitch;
1432 bottom -= pitch;
1434 HeapFree(GetProcessHeap(), 0, row);
1436 /* Unmap the temp PBO buffer */
1437 if (This->flags & SFLAG_PBO)
1439 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1440 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1444 LEAVE_GL();
1445 context_release(context);
1447 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
1448 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
1449 * the same color but we have no choice.
1450 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
1452 if (This->resource.format->id == WINED3DFMT_P8_UINT && !primary_render_target_is_p8(device))
1454 const PALETTEENTRY *pal = NULL;
1455 DWORD width = pitch / 3;
1456 int x, y, c;
1458 if(This->palette) {
1459 pal = This->palette->palents;
1460 } else {
1461 ERR("Palette is missing, cannot perform inverse palette lookup\n");
1462 HeapFree(GetProcessHeap(), 0, mem);
1463 return ;
1466 for(y = local_rect.top; y < local_rect.bottom; y++) {
1467 for(x = local_rect.left; x < local_rect.right; x++) {
1468 /* start lines pixels */
1469 const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
1470 const BYTE *green = blue + 1;
1471 const BYTE *red = green + 1;
1473 for(c = 0; c < 256; c++) {
1474 if(*red == pal[c].peRed &&
1475 *green == pal[c].peGreen &&
1476 *blue == pal[c].peBlue)
1478 *((BYTE *) dest + y * width + x) = c;
1479 break;
1484 HeapFree(GetProcessHeap(), 0, mem);
1488 /* Read the framebuffer contents into a texture */
1489 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
1491 IWineD3DDeviceImpl *device = This->resource.device;
1492 const struct wined3d_gl_info *gl_info;
1493 struct wined3d_context *context;
1495 if (!surface_is_offscreen(This))
1497 /* We would need to flip onscreen surfaces, but there's no efficient
1498 * way to do that here. It makes more sense for the caller to
1499 * explicitly go through sysmem. */
1500 ERR("Not supported for onscreen targets.\n");
1501 return;
1504 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
1505 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
1506 * states in the stateblock, and no driver was found yet that had bugs in that regard.
1508 context = context_acquire(device, This);
1509 gl_info = context->gl_info;
1511 surface_prepare_texture(This, gl_info, srgb);
1512 surface_bind_and_dirtify(This, srgb);
1514 TRACE("Reading back offscreen render target %p.\n", This);
1516 ENTER_GL();
1518 glReadBuffer(device->offscreenBuffer);
1519 checkGLcall("glReadBuffer");
1521 glCopyTexSubImage2D(This->texture_target, This->texture_level,
1522 0, 0, 0, 0, This->currentDesc.Width, This->currentDesc.Height);
1523 checkGLcall("glCopyTexSubImage2D");
1525 LEAVE_GL();
1527 context_release(context);
1530 /* Context activation is done by the caller. */
1531 static void surface_prepare_texture_internal(IWineD3DSurfaceImpl *surface,
1532 const struct wined3d_gl_info *gl_info, BOOL srgb)
1534 DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
1535 CONVERT_TYPES convert;
1536 struct wined3d_format format;
1538 if (surface->flags & alloc_flag) return;
1540 d3dfmt_get_conv(surface, TRUE, TRUE, &format, &convert);
1541 if (convert != NO_CONVERSION || format.convert) surface->flags |= SFLAG_CONVERTED;
1542 else surface->flags &= ~SFLAG_CONVERTED;
1544 surface_bind_and_dirtify(surface, srgb);
1545 surface_allocate_surface(surface, gl_info, &format, srgb);
1546 surface->flags |= alloc_flag;
1549 /* Context activation is done by the caller. */
1550 void surface_prepare_texture(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info, BOOL srgb)
1552 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
1554 IWineD3DBaseTextureImpl *texture = surface->container.u.texture;
1555 UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count;
1556 UINT i;
1558 TRACE("surface %p is a subresource of texture %p.\n", surface, texture);
1560 for (i = 0; i < sub_count; ++i)
1562 IWineD3DSurfaceImpl *s = (IWineD3DSurfaceImpl *)texture->baseTexture.sub_resources[i];
1563 surface_prepare_texture_internal(s, gl_info, srgb);
1566 return;
1569 surface_prepare_texture_internal(surface, gl_info, srgb);
1572 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This)
1574 IWineD3DDeviceImpl *device = This->resource.device;
1575 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1577 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
1578 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
1579 * changed
1581 if (!(This->flags & SFLAG_DYNLOCK))
1583 This->lockCount++;
1584 /* MAXLOCKCOUNT is defined in wined3d_private.h */
1585 if(This->lockCount > MAXLOCKCOUNT) {
1586 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
1587 This->flags |= SFLAG_DYNLOCK;
1591 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
1592 * Also don't create a PBO for systemmem surfaces.
1594 if (gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] && (This->flags & SFLAG_DYNLOCK)
1595 && !(This->flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2))
1596 && (This->resource.pool != WINED3DPOOL_SYSTEMMEM))
1598 GLenum error;
1599 struct wined3d_context *context;
1601 context = context_acquire(device, NULL);
1602 ENTER_GL();
1604 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
1605 error = glGetError();
1606 if (!This->pbo || error != GL_NO_ERROR)
1607 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
1609 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
1611 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1612 checkGLcall("glBindBufferARB");
1614 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
1615 checkGLcall("glBufferDataARB");
1617 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1618 checkGLcall("glBindBufferARB");
1620 /* We don't need the system memory anymore and we can't even use it for PBOs */
1621 if (!(This->flags & SFLAG_CLIENT))
1623 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
1624 This->resource.heapMemory = NULL;
1626 This->resource.allocatedMemory = NULL;
1627 This->flags |= SFLAG_PBO;
1628 LEAVE_GL();
1629 context_release(context);
1631 else if (!(This->resource.allocatedMemory || This->flags & SFLAG_PBO))
1633 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1634 * or a pbo to map
1636 if(!This->resource.heapMemory) {
1637 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1639 This->resource.allocatedMemory =
1640 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1641 if (This->flags & SFLAG_INSYSMEM)
1643 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1648 static HRESULT WINAPI IWineD3DSurfaceImpl_Map(IWineD3DSurface *iface,
1649 WINED3DLOCKED_RECT *pLockedRect, const RECT *pRect, DWORD flags)
1651 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1652 IWineD3DDeviceImpl *device = This->resource.device;
1653 const RECT *pass_rect = pRect;
1655 TRACE("iface %p, locked_rect %p, rect %s, flags %#x.\n",
1656 iface, pLockedRect, wine_dbgstr_rect(pRect), flags);
1658 /* This is also done in the base class, but we have to verify this before loading any data from
1659 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1660 * may interfere, and all other bad things may happen
1662 if (This->flags & SFLAG_LOCKED)
1664 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1665 return WINED3DERR_INVALIDCALL;
1667 This->flags |= SFLAG_LOCKED;
1669 if (!(This->flags & SFLAG_LOCKABLE))
1671 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
1674 if (flags & WINED3DLOCK_DISCARD)
1676 TRACE("WINED3DLOCK_DISCARD flag passed, marking SYSMEM as up to date.\n");
1677 surface_prepare_system_memory(This);
1678 surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
1679 goto lock_end;
1682 /* surface_load_location() does not check if the rectangle specifies
1683 * the full surface. Most callers don't need that, so do it here. */
1684 if (pRect && !pRect->top && !pRect->left
1685 && pRect->right == This->currentDesc.Width
1686 && pRect->bottom == This->currentDesc.Height)
1688 pass_rect = NULL;
1691 if (!(wined3d_settings.rendertargetlock_mode == RTL_DISABLE
1692 && ((This->container.type == WINED3D_CONTAINER_SWAPCHAIN) || This == device->render_targets[0])))
1694 surface_load_location(This, SFLAG_INSYSMEM, pass_rect);
1697 lock_end:
1698 if (This->flags & SFLAG_PBO)
1700 const struct wined3d_gl_info *gl_info;
1701 struct wined3d_context *context;
1703 context = context_acquire(device, NULL);
1704 gl_info = context->gl_info;
1706 ENTER_GL();
1707 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1708 checkGLcall("glBindBufferARB");
1710 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1711 if(This->resource.allocatedMemory) {
1712 ERR("The surface already has PBO memory allocated!\n");
1715 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1716 checkGLcall("glMapBufferARB");
1718 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1719 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1720 checkGLcall("glBindBufferARB");
1722 LEAVE_GL();
1723 context_release(context);
1726 if (!(flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)))
1727 surface_add_dirty_rect(This, pRect);
1729 return IWineD3DBaseSurfaceImpl_Map(iface, pLockedRect, pRect, flags);
1732 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This,
1733 GLenum fmt, GLenum type, UINT bpp, const BYTE *mem)
1735 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
1736 IWineD3DDeviceImpl *device = This->resource.device;
1737 const struct wined3d_gl_info *gl_info;
1738 struct wined3d_context *context;
1739 RECT rect;
1740 UINT w, h;
1742 if (This->flags & SFLAG_LOCKED)
1743 rect = This->lockedRect;
1744 else
1745 SetRect(&rect, 0, 0, This->currentDesc.Width, This->currentDesc.Height);
1747 mem += rect.top * pitch + rect.left * bpp;
1748 w = rect.right - rect.left;
1749 h = rect.bottom - rect.top;
1751 /* Activate the correct context for the render target */
1752 context = context_acquire(device, This);
1753 context_apply_blit_state(context, device);
1754 gl_info = context->gl_info;
1756 ENTER_GL();
1758 if (!surface_is_offscreen(This))
1760 GLenum buffer = surface_get_gl_buffer(This);
1761 TRACE("Unlocking %#x buffer.\n", buffer);
1762 context_set_draw_buffer(context, buffer);
1764 surface_translate_drawable_coords(This, context->win_handle, &rect);
1765 glPixelZoom(1.0f, -1.0f);
1767 else
1769 /* Primary offscreen render target */
1770 TRACE("Offscreen render target.\n");
1771 context_set_draw_buffer(context, device->offscreenBuffer);
1773 glPixelZoom(1.0f, 1.0f);
1776 glRasterPos3i(rect.left, rect.top, 1);
1777 checkGLcall("glRasterPos3i");
1779 /* Some drivers(radeon dri, others?) don't like exceptions during
1780 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1781 * after ReleaseDC. Reading it will cause an exception, which x11drv will
1782 * catch to put the dib section in InSync mode, which leads to a crash
1783 * and a blocked x server on my radeon card.
1785 * The following lines read the dib section so it is put in InSync mode
1786 * before glDrawPixels is called and the crash is prevented. There won't
1787 * be any interfering gdi accesses, because UnlockRect is called from
1788 * ReleaseDC, and the app won't use the dc any more afterwards.
1790 if ((This->flags & SFLAG_DIBSECTION) && !(This->flags & SFLAG_PBO))
1792 volatile BYTE read;
1793 read = This->resource.allocatedMemory[0];
1796 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1797 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
1799 if (This->flags & SFLAG_PBO)
1801 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1802 checkGLcall("glBindBufferARB");
1805 glDrawPixels(w, h, fmt, type, mem);
1806 checkGLcall("glDrawPixels");
1808 if (This->flags & SFLAG_PBO)
1810 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1811 checkGLcall("glBindBufferARB");
1814 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
1815 checkGLcall("glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)");
1817 LEAVE_GL();
1818 context_release(context);
1821 static HRESULT WINAPI IWineD3DSurfaceImpl_Unmap(IWineD3DSurface *iface)
1823 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1824 IWineD3DDeviceImpl *device = This->resource.device;
1825 BOOL fullsurface;
1827 if (!(This->flags & SFLAG_LOCKED))
1829 WARN("trying to Unlock an unlocked surf@%p\n", This);
1830 return WINEDDERR_NOTLOCKED;
1833 if (This->flags & SFLAG_PBO)
1835 const struct wined3d_gl_info *gl_info;
1836 struct wined3d_context *context;
1838 TRACE("Freeing PBO memory\n");
1840 context = context_acquire(device, NULL);
1841 gl_info = context->gl_info;
1843 ENTER_GL();
1844 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1845 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1846 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1847 checkGLcall("glUnmapBufferARB");
1848 LEAVE_GL();
1849 context_release(context);
1851 This->resource.allocatedMemory = NULL;
1854 TRACE("(%p) : dirtyfied(%d)\n", This, This->flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1856 if (This->flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE))
1858 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1859 goto unlock_end;
1862 if (This->container.type == WINED3D_CONTAINER_SWAPCHAIN
1863 || (device->render_targets && This == device->render_targets[0]))
1865 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1866 static BOOL warned = FALSE;
1867 if(!warned) {
1868 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1869 warned = TRUE;
1871 goto unlock_end;
1874 if (!This->dirtyRect.left && !This->dirtyRect.top
1875 && This->dirtyRect.right == This->currentDesc.Width
1876 && This->dirtyRect.bottom == This->currentDesc.Height)
1878 fullsurface = TRUE;
1879 } else {
1880 /* TODO: Proper partial rectangle tracking */
1881 fullsurface = FALSE;
1882 This->flags |= SFLAG_INSYSMEM;
1885 surface_load_location(This, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
1887 /* Partial rectangle tracking is not commonly implemented, it is only
1888 * done for render targets. INSYSMEM was set before to tell
1889 * surface_load_location() where to read the rectangle from.
1890 * Indrawable is set because all modifications from the partial
1891 * sysmem copy are written back to the drawable, thus the surface is
1892 * merged again in the drawable. The sysmem copy is not fully up to
1893 * date because only a subrectangle was read in Map(). */
1894 if (!fullsurface)
1895 surface_modify_location(This, SFLAG_INDRAWABLE, TRUE);
1897 This->dirtyRect.left = This->currentDesc.Width;
1898 This->dirtyRect.top = This->currentDesc.Height;
1899 This->dirtyRect.right = 0;
1900 This->dirtyRect.bottom = 0;
1902 else if (This->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
1904 FIXME("Depth Stencil buffer locking is not implemented\n");
1907 unlock_end:
1908 This->flags &= ~SFLAG_LOCKED;
1909 memset(&This->lockedRect, 0, sizeof(RECT));
1911 /* Overlays have to be redrawn manually after changes with the GL implementation */
1912 if(This->overlay_dest) {
1913 IWineD3DSurface_DrawOverlay(iface);
1915 return WINED3D_OK;
1918 static void surface_release_client_storage(IWineD3DSurfaceImpl *surface)
1920 struct wined3d_context *context;
1922 context = context_acquire(surface->resource.device, NULL);
1924 ENTER_GL();
1925 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
1926 if (surface->texture_name)
1928 surface_bind_and_dirtify(surface, FALSE);
1929 glTexImage2D(surface->texture_target, surface->texture_level,
1930 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
1932 if (surface->texture_name_srgb)
1934 surface_bind_and_dirtify(surface, TRUE);
1935 glTexImage2D(surface->texture_target, surface->texture_level,
1936 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
1938 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1940 LEAVE_GL();
1941 context_release(context);
1943 surface_modify_location(surface, SFLAG_INSRGBTEX, FALSE);
1944 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
1945 surface_force_reload(surface);
1948 static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC)
1950 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1951 WINED3DLOCKED_RECT lock;
1952 HRESULT hr;
1953 RGBQUAD col[256];
1955 TRACE("(%p)->(%p)\n",This,pHDC);
1957 if (This->flags & SFLAG_USERPTR)
1959 ERR("Not supported on surfaces with an application-provided surfaces\n");
1960 return WINEDDERR_NODC;
1963 /* Give more detailed info for ddraw */
1964 if (This->flags & SFLAG_DCINUSE)
1965 return WINEDDERR_DCALREADYCREATED;
1967 /* Can't GetDC if the surface is locked */
1968 if (This->flags & SFLAG_LOCKED)
1969 return WINED3DERR_INVALIDCALL;
1971 memset(&lock, 0, sizeof(lock)); /* To be sure */
1973 /* Create a DIB section if there isn't a hdc yet */
1974 if (!This->hDC)
1976 if (This->flags & SFLAG_CLIENT)
1978 surface_load_location(This, SFLAG_INSYSMEM, NULL);
1979 surface_release_client_storage(This);
1981 hr = IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
1982 if(FAILED(hr)) return WINED3DERR_INVALIDCALL;
1984 /* Use the dib section from now on if we are not using a PBO */
1985 if (!(This->flags & SFLAG_PBO))
1986 This->resource.allocatedMemory = This->dib.bitmap_data;
1989 /* Map the surface */
1990 hr = IWineD3DSurface_Map(iface, &lock, NULL, 0);
1992 /* Sync the DIB with the PBO. This can't be done earlier because Map()
1993 * activates the allocatedMemory. */
1994 if (This->flags & SFLAG_PBO)
1995 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
1997 if (FAILED(hr))
1999 ERR("IWineD3DSurface_Map failed, hr %#x.\n", hr);
2000 /* keep the dib section */
2001 return hr;
2004 if (This->resource.format->id == WINED3DFMT_P8_UINT
2005 || This->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
2007 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
2008 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
2009 unsigned int n;
2010 const PALETTEENTRY *pal = NULL;
2012 if(This->palette) {
2013 pal = This->palette->palents;
2014 } else {
2015 IWineD3DSurfaceImpl *dds_primary;
2016 IWineD3DSwapChainImpl *swapchain;
2017 swapchain = (IWineD3DSwapChainImpl *)This->resource.device->swapchains[0];
2018 dds_primary = swapchain->front_buffer;
2019 if (dds_primary && dds_primary->palette)
2020 pal = dds_primary->palette->palents;
2023 if (pal) {
2024 for (n=0; n<256; n++) {
2025 col[n].rgbRed = pal[n].peRed;
2026 col[n].rgbGreen = pal[n].peGreen;
2027 col[n].rgbBlue = pal[n].peBlue;
2028 col[n].rgbReserved = 0;
2030 SetDIBColorTable(This->hDC, 0, 256, col);
2034 *pHDC = This->hDC;
2035 TRACE("returning %p\n",*pHDC);
2036 This->flags |= SFLAG_DCINUSE;
2038 return WINED3D_OK;
2041 static HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC)
2043 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2045 TRACE("(%p)->(%p)\n",This,hDC);
2047 if (!(This->flags & SFLAG_DCINUSE))
2048 return WINEDDERR_NODC;
2050 if (This->hDC !=hDC) {
2051 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
2052 return WINEDDERR_NODC;
2055 if ((This->flags & SFLAG_PBO) && This->resource.allocatedMemory)
2057 /* Copy the contents of the DIB over to the PBO */
2058 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
2061 /* we locked first, so unlock now */
2062 IWineD3DSurface_Unmap(iface);
2064 This->flags &= ~SFLAG_DCINUSE;
2066 return WINED3D_OK;
2069 /* ******************************************************
2070 IWineD3DSurface Internal (No mapping to directx api) parts follow
2071 ****************************************************** */
2073 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck,
2074 BOOL use_texturing, struct wined3d_format *format, CONVERT_TYPES *convert)
2076 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
2077 IWineD3DDeviceImpl *device = This->resource.device;
2078 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2079 BOOL blit_supported = FALSE;
2081 /* Copy the default values from the surface. Below we might perform fixups */
2082 /* TODO: get rid of color keying desc fixups by using e.g. a table. */
2083 *format = *This->resource.format;
2084 *convert = NO_CONVERSION;
2086 /* Ok, now look if we have to do any conversion */
2087 switch (This->resource.format->id)
2089 case WINED3DFMT_P8_UINT:
2090 /* Below the call to blit_supported is disabled for Wine 1.2
2091 * because the function isn't operating correctly yet. At the
2092 * moment 8-bit blits are handled in software and if certain GL
2093 * extensions are around, surface conversion is performed at
2094 * upload time. The blit_supported call recognizes it as a
2095 * destination fixup. This type of upload 'fixup' and 8-bit to
2096 * 8-bit blits need to be handled by the blit_shader.
2097 * TODO: get rid of this #if 0. */
2098 #if 0
2099 blit_supported = device->blitter->blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
2100 &rect, This->resource.usage, This->resource.pool, This->resource.format,
2101 &rect, This->resource.usage, This->resource.pool, This->resource.format);
2102 #endif
2103 blit_supported = gl_info->supported[EXT_PALETTED_TEXTURE] || gl_info->supported[ARB_FRAGMENT_PROGRAM];
2105 /* Use conversion when the blit_shader backend supports it. It only supports this in case of
2106 * texturing. Further also use conversion in case of color keying.
2107 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
2108 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
2109 * conflicts with this.
2111 if (!((blit_supported && device->render_targets && This == device->render_targets[0]))
2112 || colorkey_active || !use_texturing)
2114 format->glFormat = GL_RGBA;
2115 format->glInternal = GL_RGBA;
2116 format->glType = GL_UNSIGNED_BYTE;
2117 format->conv_byte_count = 4;
2118 if (colorkey_active)
2119 *convert = CONVERT_PALETTED_CK;
2120 else
2121 *convert = CONVERT_PALETTED;
2123 break;
2125 case WINED3DFMT_B2G3R3_UNORM:
2126 /* **********************
2127 GL_UNSIGNED_BYTE_3_3_2
2128 ********************** */
2129 if (colorkey_active) {
2130 /* This texture format will never be used.. So do not care about color keying
2131 up until the point in time it will be needed :-) */
2132 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
2134 break;
2136 case WINED3DFMT_B5G6R5_UNORM:
2137 if (colorkey_active)
2139 *convert = CONVERT_CK_565;
2140 format->glFormat = GL_RGBA;
2141 format->glInternal = GL_RGB5_A1;
2142 format->glType = GL_UNSIGNED_SHORT_5_5_5_1;
2143 format->conv_byte_count = 2;
2145 break;
2147 case WINED3DFMT_B5G5R5X1_UNORM:
2148 if (colorkey_active)
2150 *convert = CONVERT_CK_5551;
2151 format->glFormat = GL_BGRA;
2152 format->glInternal = GL_RGB5_A1;
2153 format->glType = GL_UNSIGNED_SHORT_1_5_5_5_REV;
2154 format->conv_byte_count = 2;
2156 break;
2158 case WINED3DFMT_B8G8R8_UNORM:
2159 if (colorkey_active)
2161 *convert = CONVERT_CK_RGB24;
2162 format->glFormat = GL_RGBA;
2163 format->glInternal = GL_RGBA8;
2164 format->glType = GL_UNSIGNED_INT_8_8_8_8;
2165 format->conv_byte_count = 4;
2167 break;
2169 case WINED3DFMT_B8G8R8X8_UNORM:
2170 if (colorkey_active)
2172 *convert = CONVERT_RGB32_888;
2173 format->glFormat = GL_RGBA;
2174 format->glInternal = GL_RGBA8;
2175 format->glType = GL_UNSIGNED_INT_8_8_8_8;
2176 format->conv_byte_count = 4;
2178 break;
2180 default:
2181 break;
2184 return WINED3D_OK;
2187 void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey)
2189 IWineD3DDeviceImpl *device = This->resource.device;
2190 IWineD3DPaletteImpl *pal = This->palette;
2191 BOOL index_in_alpha = FALSE;
2192 unsigned int i;
2194 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
2195 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
2196 * is slow. Further RGB->P8 conversion is not possible because palettes can have
2197 * duplicate entries. Store the color key in the unused alpha component to speed the
2198 * download up and to make conversion unneeded. */
2199 index_in_alpha = primary_render_target_is_p8(device);
2201 if (!pal)
2203 UINT dxVersion = ((IWineD3DImpl *)device->wined3d)->dxVersion;
2205 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
2206 if (dxVersion <= 7)
2208 ERR("This code should never get entered for DirectDraw!, expect problems\n");
2209 if (index_in_alpha)
2211 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
2212 * there's no palette at this time. */
2213 for (i = 0; i < 256; i++) table[i][3] = i;
2216 else
2218 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
2219 * alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
2220 * capability flag is present (wine does advertise this capability) */
2221 for (i = 0; i < 256; ++i)
2223 table[i][0] = device->palettes[device->currentPalette][i].peRed;
2224 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
2225 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
2226 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
2230 else
2232 TRACE("Using surface palette %p\n", pal);
2233 /* Get the surface's palette */
2234 for (i = 0; i < 256; ++i)
2236 table[i][0] = pal->palents[i].peRed;
2237 table[i][1] = pal->palents[i].peGreen;
2238 table[i][2] = pal->palents[i].peBlue;
2240 /* When index_in_alpha is set the palette index is stored in the
2241 * alpha component. In case of a readback we can then read
2242 * GL_ALPHA. Color keying is handled in BltOverride using a
2243 * GL_ALPHA_TEST using GL_NOT_EQUAL. In case of index_in_alpha the
2244 * color key itself is passed to glAlphaFunc in other cases the
2245 * alpha component of pixels that should be masked away is set to 0. */
2246 if (index_in_alpha)
2248 table[i][3] = i;
2250 else if (colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue)
2251 && (i <= This->SrcBltCKey.dwColorSpaceHighValue))
2253 table[i][3] = 0x00;
2255 else if (pal->flags & WINEDDPCAPS_ALPHA)
2257 table[i][3] = pal->palents[i].peFlags;
2259 else
2261 table[i][3] = 0xFF;
2267 static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width,
2268 UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This)
2270 const BYTE *source;
2271 BYTE *dest;
2272 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
2274 switch (convert) {
2275 case NO_CONVERSION:
2277 memcpy(dst, src, pitch * height);
2278 break;
2280 case CONVERT_PALETTED:
2281 case CONVERT_PALETTED_CK:
2283 BYTE table[256][4];
2284 unsigned int x, y;
2286 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2288 for (y = 0; y < height; y++)
2290 source = src + pitch * y;
2291 dest = dst + outpitch * y;
2292 /* This is an 1 bpp format, using the width here is fine */
2293 for (x = 0; x < width; x++) {
2294 BYTE color = *source++;
2295 *dest++ = table[color][0];
2296 *dest++ = table[color][1];
2297 *dest++ = table[color][2];
2298 *dest++ = table[color][3];
2302 break;
2304 case CONVERT_CK_565:
2306 /* Converting the 565 format in 5551 packed to emulate color-keying.
2308 Note : in all these conversion, it would be best to average the averaging
2309 pixels to get the color of the pixel that will be color-keyed to
2310 prevent 'color bleeding'. This will be done later on if ever it is
2311 too visible.
2313 Note2: Nvidia documents say that their driver does not support alpha + color keying
2314 on the same surface and disables color keying in such a case
2316 unsigned int x, y;
2317 const WORD *Source;
2318 WORD *Dest;
2320 TRACE("Color keyed 565\n");
2322 for (y = 0; y < height; y++) {
2323 Source = (const WORD *)(src + y * pitch);
2324 Dest = (WORD *) (dst + y * outpitch);
2325 for (x = 0; x < width; x++ ) {
2326 WORD color = *Source++;
2327 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
2328 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2329 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2330 *Dest |= 0x0001;
2332 Dest++;
2336 break;
2338 case CONVERT_CK_5551:
2340 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
2341 unsigned int x, y;
2342 const WORD *Source;
2343 WORD *Dest;
2344 TRACE("Color keyed 5551\n");
2345 for (y = 0; y < height; y++) {
2346 Source = (const WORD *)(src + y * pitch);
2347 Dest = (WORD *) (dst + y * outpitch);
2348 for (x = 0; x < width; x++ ) {
2349 WORD color = *Source++;
2350 *Dest = color;
2351 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2352 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2353 *Dest |= (1 << 15);
2355 else {
2356 *Dest &= ~(1 << 15);
2358 Dest++;
2362 break;
2364 case CONVERT_CK_RGB24:
2366 /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
2367 unsigned int x, y;
2368 for (y = 0; y < height; y++)
2370 source = src + pitch * y;
2371 dest = dst + outpitch * y;
2372 for (x = 0; x < width; x++) {
2373 DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ;
2374 DWORD dstcolor = color << 8;
2375 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2376 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2377 dstcolor |= 0xff;
2379 *(DWORD*)dest = dstcolor;
2380 source += 3;
2381 dest += 4;
2385 break;
2387 case CONVERT_RGB32_888:
2389 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
2390 unsigned int x, y;
2391 for (y = 0; y < height; y++)
2393 source = src + pitch * y;
2394 dest = dst + outpitch * y;
2395 for (x = 0; x < width; x++) {
2396 DWORD color = 0xffffff & *(const DWORD*)source;
2397 DWORD dstcolor = color << 8;
2398 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2399 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2400 dstcolor |= 0xff;
2402 *(DWORD*)dest = dstcolor;
2403 source += 4;
2404 dest += 4;
2408 break;
2410 default:
2411 ERR("Unsupported conversion type %#x.\n", convert);
2413 return WINED3D_OK;
2416 BOOL palette9_changed(IWineD3DSurfaceImpl *This)
2418 IWineD3DDeviceImpl *device = This->resource.device;
2420 if (This->palette || (This->resource.format->id != WINED3DFMT_P8_UINT
2421 && This->resource.format->id != WINED3DFMT_P8_UINT_A8_UNORM))
2423 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2424 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2426 return FALSE;
2429 if (This->palette9)
2431 if (!memcmp(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256))
2433 return FALSE;
2435 } else {
2436 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2438 memcpy(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2439 return TRUE;
2442 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2443 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2444 DWORD flag = srgb_mode ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE;
2446 TRACE("iface %p, srgb %#x.\n", iface, srgb_mode);
2448 if (!(This->flags & flag))
2450 TRACE("Reloading because surface is dirty\n");
2452 /* Reload if either the texture and sysmem have different ideas about the
2453 * color key, or the actual key values changed. */
2454 else if (!(This->flags & SFLAG_GLCKEY) != !(This->CKeyFlags & WINEDDSD_CKSRCBLT)
2455 || ((This->CKeyFlags & WINEDDSD_CKSRCBLT)
2456 && (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue
2457 || This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))
2459 TRACE("Reloading because of color keying\n");
2460 /* To perform the color key conversion we need a sysmem copy of
2461 * the surface. Make sure we have it
2464 surface_load_location(This, SFLAG_INSYSMEM, NULL);
2465 /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2466 /* TODO: This is not necessarily needed with hw palettized texture support */
2467 surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
2468 } else {
2469 TRACE("surface is already in texture\n");
2470 return WINED3D_OK;
2473 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2474 * These resources are not bound by device size or format restrictions. Because of this,
2475 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2476 * However, these resources can always be created, locked, and copied.
2478 if (This->resource.pool == WINED3DPOOL_SCRATCH )
2480 FIXME("(%p) Operation not supported for scratch textures\n",This);
2481 return WINED3DERR_INVALIDCALL;
2484 surface_load_location(This, flag, NULL /* no partial locking for textures yet */);
2486 if (!(This->flags & SFLAG_DONOTFREE))
2488 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
2489 This->resource.allocatedMemory = NULL;
2490 This->resource.heapMemory = NULL;
2491 surface_modify_location(This, SFLAG_INSYSMEM, FALSE);
2494 return WINED3D_OK;
2497 /* Context activation is done by the caller. */
2498 static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb)
2500 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2502 TRACE("iface %p, srgb %#x.\n", iface, srgb);
2504 if (This->container.type == WINED3D_CONTAINER_TEXTURE)
2506 IWineD3DBaseTextureImpl *texture = This->container.u.texture;
2508 TRACE("Passing to container (%p).\n", texture);
2509 texture->baseTexture.texture_ops->texture_bind(texture, srgb);
2511 else
2513 GLuint *name;
2515 TRACE("(%p) : Binding surface\n", This);
2517 name = srgb ? &This->texture_name_srgb : &This->texture_name;
2519 ENTER_GL();
2521 if (!This->texture_level)
2523 if (!*name) {
2524 glGenTextures(1, name);
2525 checkGLcall("glGenTextures");
2526 TRACE("Surface %p given name %d\n", This, *name);
2528 glBindTexture(This->texture_target, *name);
2529 checkGLcall("glBindTexture");
2530 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2531 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
2532 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2533 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
2534 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2535 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
2536 glTexParameteri(This->texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2537 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
2538 glTexParameteri(This->texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2539 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
2541 /* This is where we should be reducing the amount of GLMemoryUsed */
2542 } else if (*name) {
2543 /* Mipmap surfaces should have a base texture container */
2544 ERR("Mipmap surface has a glTexture bound to it!\n");
2547 glBindTexture(This->texture_target, *name);
2548 checkGLcall("glBindTexture");
2550 LEAVE_GL();
2554 static HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, enum wined3d_format_id format)
2556 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2557 HRESULT hr;
2559 TRACE("(%p) : Calling base function first\n", This);
2560 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2561 if (SUCCEEDED(hr))
2563 This->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2564 TRACE("(%p) : glFormat %d, glFormatInternal %d, glType %d\n", This, This->resource.format->glFormat,
2565 This->resource.format->glInternal, This->resource.format->glType);
2567 return hr;
2570 static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2571 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2573 TRACE("iface %p, mem %p.\n", iface, Mem);
2575 if (This->flags & (SFLAG_LOCKED | SFLAG_DCINUSE))
2577 WARN("Surface is locked or the HDC is in use\n");
2578 return WINED3DERR_INVALIDCALL;
2581 if(Mem && Mem != This->resource.allocatedMemory) {
2582 void *release = NULL;
2584 /* Do I have to copy the old surface content? */
2585 if (This->flags & SFLAG_DIBSECTION)
2587 SelectObject(This->hDC, This->dib.holdbitmap);
2588 DeleteDC(This->hDC);
2589 /* Release the DIB section */
2590 DeleteObject(This->dib.DIBsection);
2591 This->dib.bitmap_data = NULL;
2592 This->resource.allocatedMemory = NULL;
2593 This->hDC = NULL;
2594 This->flags &= ~SFLAG_DIBSECTION;
2596 else if (!(This->flags & SFLAG_USERPTR))
2598 release = This->resource.heapMemory;
2599 This->resource.heapMemory = NULL;
2601 This->resource.allocatedMemory = Mem;
2602 This->flags |= SFLAG_USERPTR;
2604 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2605 surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
2607 /* For client textures opengl has to be notified */
2608 if (This->flags & SFLAG_CLIENT)
2609 surface_release_client_storage(This);
2611 /* Now free the old memory if any */
2612 HeapFree(GetProcessHeap(), 0, release);
2614 else if (This->flags & SFLAG_USERPTR)
2616 /* Map and GetDC will re-create the dib section and allocated memory. */
2617 This->resource.allocatedMemory = NULL;
2618 /* HeapMemory should be NULL already */
2619 if (This->resource.heapMemory)
2620 ERR("User pointer surface has heap memory allocated.\n");
2621 This->flags &= ~(SFLAG_USERPTR | SFLAG_INSYSMEM);
2623 if (This->flags & SFLAG_CLIENT)
2624 surface_release_client_storage(This);
2626 surface_prepare_system_memory(This);
2627 surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
2629 return WINED3D_OK;
2632 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
2634 /* Flip the surface contents */
2635 /* Flip the DC */
2637 HDC tmp;
2638 tmp = front->hDC;
2639 front->hDC = back->hDC;
2640 back->hDC = tmp;
2643 /* Flip the DIBsection */
2645 HBITMAP tmp;
2646 BOOL hasDib = front->flags & SFLAG_DIBSECTION;
2647 tmp = front->dib.DIBsection;
2648 front->dib.DIBsection = back->dib.DIBsection;
2649 back->dib.DIBsection = tmp;
2651 if (back->flags & SFLAG_DIBSECTION) front->flags |= SFLAG_DIBSECTION;
2652 else front->flags &= ~SFLAG_DIBSECTION;
2653 if (hasDib) back->flags |= SFLAG_DIBSECTION;
2654 else back->flags &= ~SFLAG_DIBSECTION;
2657 /* Flip the surface data */
2659 void* tmp;
2661 tmp = front->dib.bitmap_data;
2662 front->dib.bitmap_data = back->dib.bitmap_data;
2663 back->dib.bitmap_data = tmp;
2665 tmp = front->resource.allocatedMemory;
2666 front->resource.allocatedMemory = back->resource.allocatedMemory;
2667 back->resource.allocatedMemory = tmp;
2669 tmp = front->resource.heapMemory;
2670 front->resource.heapMemory = back->resource.heapMemory;
2671 back->resource.heapMemory = tmp;
2674 /* Flip the PBO */
2676 GLuint tmp_pbo = front->pbo;
2677 front->pbo = back->pbo;
2678 back->pbo = tmp_pbo;
2681 /* client_memory should not be different, but just in case */
2683 BOOL tmp;
2684 tmp = front->dib.client_memory;
2685 front->dib.client_memory = back->dib.client_memory;
2686 back->dib.client_memory = tmp;
2689 /* Flip the opengl texture */
2691 GLuint tmp;
2693 tmp = back->texture_name;
2694 back->texture_name = front->texture_name;
2695 front->texture_name = tmp;
2697 tmp = back->texture_name_srgb;
2698 back->texture_name_srgb = front->texture_name_srgb;
2699 front->texture_name_srgb = tmp;
2701 resource_unload((IWineD3DResourceImpl *)back);
2702 resource_unload((IWineD3DResourceImpl *)front);
2706 DWORD tmp_flags = back->flags;
2707 back->flags = front->flags;
2708 front->flags = tmp_flags;
2712 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD flags)
2714 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2715 IWineD3DSwapChainImpl *swapchain = NULL;
2717 TRACE("iface %p, override %p, flags %#x.\n", iface, override, flags);
2719 /* Flipping is only supported on RenderTargets and overlays*/
2720 if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
2721 WARN("Tried to flip a non-render target, non-overlay surface\n");
2722 return WINEDDERR_NOTFLIPPABLE;
2725 if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
2726 flip_surface(This, (IWineD3DSurfaceImpl *) override);
2728 /* Update the overlay if it is visible */
2729 if(This->overlay_dest) {
2730 return IWineD3DSurface_DrawOverlay((IWineD3DSurface *) This);
2731 } else {
2732 return WINED3D_OK;
2736 if(override) {
2737 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2738 * FIXME("(%p) Target override is not supported by now\n", This);
2739 * Additionally, it isn't really possible to support triple-buffering
2740 * properly on opengl at all
2744 if (This->container.type != WINED3D_CONTAINER_SWAPCHAIN)
2746 ERR("Flipped surface is not on a swapchain\n");
2747 return WINEDDERR_NOTFLIPPABLE;
2749 swapchain = This->container.u.swapchain;
2751 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2752 * and only d3d8 and d3d9 apps specify the presentation interval
2754 if (!(flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)))
2755 /* Most common case first to avoid wasting time on all the other cases */
2756 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2757 else if (flags & WINEDDFLIP_NOVSYNC)
2758 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2759 else if (flags & WINEDDFLIP_INTERVAL2)
2760 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
2761 else if (flags & WINEDDFLIP_INTERVAL3)
2762 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
2763 else
2764 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
2766 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2767 return IWineD3DSwapChain_Present((IWineD3DSwapChain *)swapchain,
2768 NULL, NULL, swapchain->win_handle, NULL, 0);
2771 /* Does a direct frame buffer -> texture copy. Stretching is done
2772 * with single pixel copy calls
2774 static void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *dst_surface, IWineD3DSurfaceImpl *src_surface,
2775 const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
2777 IWineD3DDeviceImpl *device = dst_surface->resource.device;
2778 float xrel, yrel;
2779 UINT row;
2780 struct wined3d_context *context;
2781 BOOL upsidedown = FALSE;
2782 RECT dst_rect = *dst_rect_in;
2784 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
2785 * glCopyTexSubImage is a bit picky about the parameters we pass to it
2787 if(dst_rect.top > dst_rect.bottom) {
2788 UINT tmp = dst_rect.bottom;
2789 dst_rect.bottom = dst_rect.top;
2790 dst_rect.top = tmp;
2791 upsidedown = TRUE;
2794 context = context_acquire(device, src_surface);
2795 context_apply_blit_state(context, device);
2796 surface_internal_preload(dst_surface, SRGB_RGB);
2797 ENTER_GL();
2799 /* Bind the target texture */
2800 glBindTexture(dst_surface->texture_target, dst_surface->texture_name);
2801 checkGLcall("glBindTexture");
2802 if (surface_is_offscreen(src_surface))
2804 TRACE("Reading from an offscreen target\n");
2805 upsidedown = !upsidedown;
2806 glReadBuffer(device->offscreenBuffer);
2808 else
2810 glReadBuffer(surface_get_gl_buffer(src_surface));
2812 checkGLcall("glReadBuffer");
2814 xrel = (float) (src_rect->right - src_rect->left) / (float) (dst_rect.right - dst_rect.left);
2815 yrel = (float) (src_rect->bottom - src_rect->top) / (float) (dst_rect.bottom - dst_rect.top);
2817 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
2819 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2821 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
2822 ERR("Texture filtering not supported in direct blit\n");
2825 else if ((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT)
2826 && ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
2828 ERR("Texture filtering not supported in direct blit\n");
2831 if (upsidedown
2832 && !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
2833 && !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
2835 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2837 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
2838 dst_rect.left /*xoffset */, dst_rect.top /* y offset */,
2839 src_rect->left, src_surface->currentDesc.Height - src_rect->bottom,
2840 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
2841 } else {
2842 UINT yoffset = src_surface->currentDesc.Height - src_rect->top + dst_rect.top - 1;
2843 /* I have to process this row by row to swap the image,
2844 * otherwise it would be upside down, so stretching in y direction
2845 * doesn't cost extra time
2847 * However, stretching in x direction can be avoided if not necessary
2849 for(row = dst_rect.top; row < dst_rect.bottom; row++) {
2850 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
2852 /* Well, that stuff works, but it's very slow.
2853 * find a better way instead
2855 UINT col;
2857 for (col = dst_rect.left; col < dst_rect.right; ++col)
2859 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
2860 dst_rect.left + col /* x offset */, row /* y offset */,
2861 src_rect->left + col * xrel, yoffset - (int) (row * yrel), 1, 1);
2864 else
2866 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
2867 dst_rect.left /* x offset */, row /* y offset */,
2868 src_rect->left, yoffset - (int) (row * yrel), dst_rect.right - dst_rect.left, 1);
2872 checkGLcall("glCopyTexSubImage2D");
2874 LEAVE_GL();
2875 context_release(context);
2877 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
2878 * path is never entered
2880 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
2883 /* Uses the hardware to stretch and flip the image */
2884 static void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *dst_surface, IWineD3DSurfaceImpl *src_surface,
2885 const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
2887 IWineD3DDeviceImpl *device = dst_surface->resource.device;
2888 GLuint src, backup = 0;
2889 IWineD3DSwapChainImpl *src_swapchain = NULL;
2890 float left, right, top, bottom; /* Texture coordinates */
2891 UINT fbwidth = src_surface->currentDesc.Width;
2892 UINT fbheight = src_surface->currentDesc.Height;
2893 struct wined3d_context *context;
2894 GLenum drawBuffer = GL_BACK;
2895 GLenum texture_target;
2896 BOOL noBackBufferBackup;
2897 BOOL src_offscreen;
2898 BOOL upsidedown = FALSE;
2899 RECT dst_rect = *dst_rect_in;
2901 TRACE("Using hwstretch blit\n");
2902 /* Activate the Proper context for reading from the source surface, set it up for blitting */
2903 context = context_acquire(device, src_surface);
2904 context_apply_blit_state(context, device);
2905 surface_internal_preload(dst_surface, SRGB_RGB);
2907 src_offscreen = surface_is_offscreen(src_surface);
2908 noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
2909 if (!noBackBufferBackup && !src_surface->texture_name)
2911 /* Get it a description */
2912 surface_internal_preload(src_surface, SRGB_RGB);
2914 ENTER_GL();
2916 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
2917 * This way we don't have to wait for the 2nd readback to finish to leave this function.
2919 if (context->aux_buffers >= 2)
2921 /* Got more than one aux buffer? Use the 2nd aux buffer */
2922 drawBuffer = GL_AUX1;
2924 else if ((!src_offscreen || device->offscreenBuffer == GL_BACK) && context->aux_buffers >= 1)
2926 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2927 drawBuffer = GL_AUX0;
2930 if(noBackBufferBackup) {
2931 glGenTextures(1, &backup);
2932 checkGLcall("glGenTextures");
2933 glBindTexture(GL_TEXTURE_2D, backup);
2934 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
2935 texture_target = GL_TEXTURE_2D;
2936 } else {
2937 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
2938 * we are reading from the back buffer, the backup can be used as source texture
2940 texture_target = src_surface->texture_target;
2941 glBindTexture(texture_target, src_surface->texture_name);
2942 checkGLcall("glBindTexture(texture_target, src_surface->texture_name)");
2943 glEnable(texture_target);
2944 checkGLcall("glEnable(texture_target)");
2946 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
2947 src_surface->flags &= ~SFLAG_INTEXTURE;
2950 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
2951 * glCopyTexSubImage is a bit picky about the parameters we pass to it
2953 if(dst_rect.top > dst_rect.bottom) {
2954 UINT tmp = dst_rect.bottom;
2955 dst_rect.bottom = dst_rect.top;
2956 dst_rect.top = tmp;
2957 upsidedown = TRUE;
2960 if (src_offscreen)
2962 TRACE("Reading from an offscreen target\n");
2963 upsidedown = !upsidedown;
2964 glReadBuffer(device->offscreenBuffer);
2966 else
2968 glReadBuffer(surface_get_gl_buffer(src_surface));
2971 /* TODO: Only back up the part that will be overwritten */
2972 glCopyTexSubImage2D(texture_target, 0,
2973 0, 0 /* read offsets */,
2974 0, 0,
2975 fbwidth,
2976 fbheight);
2978 checkGLcall("glCopyTexSubImage2D");
2980 /* No issue with overriding these - the sampler is dirty due to blit usage */
2981 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
2982 wined3d_gl_mag_filter(magLookup, Filter));
2983 checkGLcall("glTexParameteri");
2984 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
2985 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
2986 checkGLcall("glTexParameteri");
2988 if (src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
2989 src_swapchain = src_surface->container.u.swapchain;
2990 if (!src_swapchain || src_surface == src_swapchain->back_buffers[0])
2992 src = backup ? backup : src_surface->texture_name;
2994 else
2996 glReadBuffer(GL_FRONT);
2997 checkGLcall("glReadBuffer(GL_FRONT)");
2999 glGenTextures(1, &src);
3000 checkGLcall("glGenTextures(1, &src)");
3001 glBindTexture(GL_TEXTURE_2D, src);
3002 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
3004 /* TODO: Only copy the part that will be read. Use src_rect->left, src_rect->bottom as origin, but with the width watch
3005 * out for power of 2 sizes
3007 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, src_surface->pow2Width,
3008 src_surface->pow2Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
3009 checkGLcall("glTexImage2D");
3010 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
3011 0, 0 /* read offsets */,
3012 0, 0,
3013 fbwidth,
3014 fbheight);
3016 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3017 checkGLcall("glTexParameteri");
3018 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3019 checkGLcall("glTexParameteri");
3021 glReadBuffer(GL_BACK);
3022 checkGLcall("glReadBuffer(GL_BACK)");
3024 if(texture_target != GL_TEXTURE_2D) {
3025 glDisable(texture_target);
3026 glEnable(GL_TEXTURE_2D);
3027 texture_target = GL_TEXTURE_2D;
3030 checkGLcall("glEnd and previous");
3032 left = src_rect->left;
3033 right = src_rect->right;
3035 if (!upsidedown)
3037 top = src_surface->currentDesc.Height - src_rect->top;
3038 bottom = src_surface->currentDesc.Height - src_rect->bottom;
3040 else
3042 top = src_surface->currentDesc.Height - src_rect->bottom;
3043 bottom = src_surface->currentDesc.Height - src_rect->top;
3046 if (src_surface->flags & SFLAG_NORMCOORD)
3048 left /= src_surface->pow2Width;
3049 right /= src_surface->pow2Width;
3050 top /= src_surface->pow2Height;
3051 bottom /= src_surface->pow2Height;
3054 /* draw the source texture stretched and upside down. The correct surface is bound already */
3055 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3056 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3058 context_set_draw_buffer(context, drawBuffer);
3059 glReadBuffer(drawBuffer);
3061 glBegin(GL_QUADS);
3062 /* bottom left */
3063 glTexCoord2f(left, bottom);
3064 glVertex2i(0, 0);
3066 /* top left */
3067 glTexCoord2f(left, top);
3068 glVertex2i(0, dst_rect.bottom - dst_rect.top);
3070 /* top right */
3071 glTexCoord2f(right, top);
3072 glVertex2i(dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
3074 /* bottom right */
3075 glTexCoord2f(right, bottom);
3076 glVertex2i(dst_rect.right - dst_rect.left, 0);
3077 glEnd();
3078 checkGLcall("glEnd and previous");
3080 if (texture_target != dst_surface->texture_target)
3082 glDisable(texture_target);
3083 glEnable(dst_surface->texture_target);
3084 texture_target = dst_surface->texture_target;
3087 /* Now read the stretched and upside down image into the destination texture */
3088 glBindTexture(texture_target, dst_surface->texture_name);
3089 checkGLcall("glBindTexture");
3090 glCopyTexSubImage2D(texture_target,
3092 dst_rect.left, dst_rect.top, /* xoffset, yoffset */
3093 0, 0, /* We blitted the image to the origin */
3094 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
3095 checkGLcall("glCopyTexSubImage2D");
3097 if(drawBuffer == GL_BACK) {
3098 /* Write the back buffer backup back */
3099 if(backup) {
3100 if(texture_target != GL_TEXTURE_2D) {
3101 glDisable(texture_target);
3102 glEnable(GL_TEXTURE_2D);
3103 texture_target = GL_TEXTURE_2D;
3105 glBindTexture(GL_TEXTURE_2D, backup);
3106 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3108 else
3110 if (texture_target != src_surface->texture_target)
3112 glDisable(texture_target);
3113 glEnable(src_surface->texture_target);
3114 texture_target = src_surface->texture_target;
3116 glBindTexture(src_surface->texture_target, src_surface->texture_name);
3117 checkGLcall("glBindTexture(src_surface->texture_target, src_surface->texture_name)");
3120 glBegin(GL_QUADS);
3121 /* top left */
3122 glTexCoord2f(0.0f, 0.0f);
3123 glVertex2i(0, fbheight);
3125 /* bottom left */
3126 glTexCoord2f(0.0f, (float)fbheight / (float)src_surface->pow2Height);
3127 glVertex2i(0, 0);
3129 /* bottom right */
3130 glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width,
3131 (float)fbheight / (float)src_surface->pow2Height);
3132 glVertex2i(fbwidth, 0);
3134 /* top right */
3135 glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width, 0.0f);
3136 glVertex2i(fbwidth, fbheight);
3137 glEnd();
3139 glDisable(texture_target);
3140 checkGLcall("glDisable(texture_target)");
3142 /* Cleanup */
3143 if (src != src_surface->texture_name && src != backup)
3145 glDeleteTextures(1, &src);
3146 checkGLcall("glDeleteTextures(1, &src)");
3148 if(backup) {
3149 glDeleteTextures(1, &backup);
3150 checkGLcall("glDeleteTextures(1, &backup)");
3153 LEAVE_GL();
3155 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
3157 context_release(context);
3159 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3160 * path is never entered
3162 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
3165 /* Until the blit_shader is ready, define some prototypes here. */
3166 static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
3167 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
3168 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format);
3170 /* Front buffer coordinates are always full screen coordinates, but our GL
3171 * drawable is limited to the window's client area. The sysmem and texture
3172 * copies do have the full screen size. Note that GL has a bottom-left
3173 * origin, while D3D has a top-left origin. */
3174 void surface_translate_drawable_coords(IWineD3DSurfaceImpl *surface, HWND window, RECT *rect)
3176 UINT drawable_height;
3178 if (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
3179 && surface == surface->container.u.swapchain->front_buffer)
3181 POINT offset = {0, 0};
3182 RECT windowsize;
3184 ScreenToClient(window, &offset);
3185 OffsetRect(rect, offset.x, offset.y);
3187 GetClientRect(window, &windowsize);
3188 drawable_height = windowsize.bottom - windowsize.top;
3190 else
3192 drawable_height = surface->currentDesc.Height;
3195 rect->top = drawable_height - rect->top;
3196 rect->bottom = drawable_height - rect->bottom;
3199 static BOOL surface_is_full_rect(IWineD3DSurfaceImpl *surface, const RECT *r)
3201 if ((r->left && r->right) || abs(r->right - r->left) != surface->currentDesc.Width)
3202 return FALSE;
3203 if ((r->top && r->bottom) || abs(r->bottom - r->top) != surface->currentDesc.Height)
3204 return FALSE;
3205 return TRUE;
3208 /* blit between surface locations. onscreen on different swapchains is not supported.
3209 * depth / stencil is not supported. */
3210 static void surface_blt_fbo(IWineD3DDeviceImpl *device, const WINED3DTEXTUREFILTERTYPE filter,
3211 IWineD3DSurfaceImpl *src_surface, DWORD src_location, const RECT *src_rect_in,
3212 IWineD3DSurfaceImpl *dst_surface, DWORD dst_location, const RECT *dst_rect_in)
3214 const struct wined3d_gl_info *gl_info;
3215 struct wined3d_context *context;
3216 RECT src_rect, dst_rect;
3217 GLenum gl_filter;
3219 TRACE("device %p, filter %s,\n", device, debug_d3dtexturefiltertype(filter));
3220 TRACE("src_surface %p, src_location %s, src_rect %s,\n",
3221 src_surface, debug_surflocation(src_location), wine_dbgstr_rect(src_rect_in));
3222 TRACE("dst_surface %p, dst_location %s, dst_rect %s.\n",
3223 dst_surface, debug_surflocation(dst_location), wine_dbgstr_rect(dst_rect_in));
3225 src_rect = *src_rect_in;
3226 dst_rect = *dst_rect_in;
3228 switch (filter)
3230 case WINED3DTEXF_LINEAR:
3231 gl_filter = GL_LINEAR;
3232 break;
3234 default:
3235 FIXME("Unsupported filter mode %s (%#x).\n", debug_d3dtexturefiltertype(filter), filter);
3236 case WINED3DTEXF_NONE:
3237 case WINED3DTEXF_POINT:
3238 gl_filter = GL_NEAREST;
3239 break;
3242 if (src_location == SFLAG_INDRAWABLE && surface_is_offscreen(src_surface))
3243 src_location = SFLAG_INTEXTURE;
3244 if (dst_location == SFLAG_INDRAWABLE && surface_is_offscreen(dst_surface))
3245 dst_location = SFLAG_INTEXTURE;
3247 /* Make sure the locations are up-to-date. Loading the destination
3248 * surface isn't required if the entire surface is overwritten. (And is
3249 * in fact harmful if we're being called by surface_load_location() with
3250 * the purpose of loading the destination surface.) */
3251 surface_load_location(src_surface, src_location, NULL);
3252 if (!surface_is_full_rect(dst_surface, &dst_rect))
3253 surface_load_location(dst_surface, dst_location, NULL);
3255 if (src_location == SFLAG_INDRAWABLE) context = context_acquire(device, src_surface);
3256 else if (dst_location == SFLAG_INDRAWABLE) context = context_acquire(device, dst_surface);
3257 else context = context_acquire(device, NULL);
3259 if (!context->valid)
3261 context_release(context);
3262 WARN("Invalid context, skipping blit.\n");
3263 return;
3266 gl_info = context->gl_info;
3268 if (src_location == SFLAG_INDRAWABLE)
3270 GLenum buffer = surface_get_gl_buffer(src_surface);
3272 TRACE("Source surface %p is onscreen.\n", src_surface);
3274 surface_translate_drawable_coords(src_surface, context->win_handle, &src_rect);
3276 ENTER_GL();
3277 context_bind_fbo(context, GL_READ_FRAMEBUFFER, NULL);
3278 glReadBuffer(buffer);
3279 checkGLcall("glReadBuffer()");
3281 else
3283 TRACE("Source surface %p is offscreen.\n", src_surface);
3284 ENTER_GL();
3285 context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, src_surface, NULL, src_location);
3286 glReadBuffer(GL_COLOR_ATTACHMENT0);
3287 checkGLcall("glReadBuffer()");
3289 LEAVE_GL();
3291 if (dst_location == SFLAG_INDRAWABLE)
3293 GLenum buffer = surface_get_gl_buffer(dst_surface);
3295 TRACE("Destination surface %p is onscreen.\n", dst_surface);
3297 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
3299 ENTER_GL();
3300 context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
3301 context_set_draw_buffer(context, buffer);
3303 else
3305 TRACE("Destination surface %p is offscreen.\n", dst_surface);
3307 ENTER_GL();
3308 context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, dst_surface, NULL, dst_location);
3309 context_set_draw_buffer(context, GL_COLOR_ATTACHMENT0);
3312 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
3313 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
3314 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
3315 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
3316 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
3318 glDisable(GL_SCISSOR_TEST);
3319 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
3321 gl_info->fbo_ops.glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom,
3322 dst_rect.left, dst_rect.top, dst_rect.right, dst_rect.bottom, GL_COLOR_BUFFER_BIT, gl_filter);
3323 checkGLcall("glBlitFramebuffer()");
3325 LEAVE_GL();
3327 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
3329 context_release(context);
3332 static void surface_blt_to_drawable(IWineD3DDeviceImpl *device,
3333 WINED3DTEXTUREFILTERTYPE filter, BOOL color_key,
3334 IWineD3DSurfaceImpl *src_surface, const RECT *src_rect_in,
3335 IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect_in)
3337 IWineD3DSwapChainImpl *swapchain = NULL;
3338 struct wined3d_context *context;
3339 RECT src_rect, dst_rect;
3341 src_rect = *src_rect_in;
3342 dst_rect = *dst_rect_in;
3344 if (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
3345 swapchain = dst_surface->container.u.swapchain;
3347 /* Make sure the surface is up-to-date. This should probably use
3348 * surface_load_location() and worry about the destination surface too,
3349 * unless we're overwriting it completely. */
3350 surface_internal_preload(src_surface, SRGB_RGB);
3352 /* Activate the destination context, set it up for blitting */
3353 context = context_acquire(device, dst_surface);
3354 context_apply_blit_state(context, device);
3356 if (!surface_is_offscreen(dst_surface))
3357 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
3359 device->blitter->set_shader(device->blit_priv, context->gl_info, src_surface);
3361 ENTER_GL();
3363 if (color_key)
3365 glEnable(GL_ALPHA_TEST);
3366 checkGLcall("glEnable(GL_ALPHA_TEST)");
3368 /* When the primary render target uses P8, the alpha component
3369 * contains the palette index. Which means that the colorkey is one of
3370 * the palette entries. In other cases pixels that should be masked
3371 * away have alpha set to 0. */
3372 if (primary_render_target_is_p8(device))
3373 glAlphaFunc(GL_NOTEQUAL, (float)src_surface->SrcBltCKey.dwColorSpaceLowValue / 256.0f);
3374 else
3375 glAlphaFunc(GL_NOTEQUAL, 0.0f);
3376 checkGLcall("glAlphaFunc");
3378 else
3380 glDisable(GL_ALPHA_TEST);
3381 checkGLcall("glDisable(GL_ALPHA_TEST)");
3384 draw_textured_quad(src_surface, &src_rect, &dst_rect, filter);
3386 if (color_key)
3388 glDisable(GL_ALPHA_TEST);
3389 checkGLcall("glDisable(GL_ALPHA_TEST)");
3392 LEAVE_GL();
3394 /* Leave the opengl state valid for blitting */
3395 device->blitter->unset_shader(context->gl_info);
3397 if (wined3d_settings.strict_draw_ordering || (swapchain
3398 && (dst_surface == swapchain->front_buffer || swapchain->num_contexts > 1)))
3399 wglFlush(); /* Flush to ensure ordering across contexts. */
3401 context_release(context);
3404 /* Do not call while under the GL lock. */
3405 HRESULT surface_color_fill(IWineD3DSurfaceImpl *s, const RECT *rect, const WINED3DCOLORVALUE *color)
3407 IWineD3DDeviceImpl *device = s->resource.device;
3408 const struct blit_shader *blitter;
3410 blitter = wined3d_select_blitter(&device->adapter->gl_info, BLIT_OP_COLOR_FILL,
3411 NULL, 0, 0, NULL, rect, s->resource.usage, s->resource.pool, s->resource.format);
3412 if (!blitter)
3414 FIXME("No blitter is capable of performing the requested color fill operation.\n");
3415 return WINED3DERR_INVALIDCALL;
3418 return blitter->color_fill(device, s, rect, color);
3421 /* Not called from the VTable */
3422 /* Do not call while under the GL lock. */
3423 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *dst_surface, const RECT *DestRect,
3424 IWineD3DSurfaceImpl *src_surface, const RECT *SrcRect, DWORD flags, const WINEDDBLTFX *DDBltFx,
3425 WINED3DTEXTUREFILTERTYPE Filter)
3427 IWineD3DDeviceImpl *device = dst_surface->resource.device;
3428 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3429 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
3430 RECT dst_rect, src_rect;
3432 TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, blt_fx %p, filter %s.\n",
3433 dst_surface, wine_dbgstr_rect(DestRect), src_surface, wine_dbgstr_rect(SrcRect),
3434 flags, DDBltFx, debug_d3dtexturefiltertype(Filter));
3436 /* Get the swapchain. One of the surfaces has to be a primary surface */
3437 if (dst_surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
3439 WARN("Destination is in sysmem, rejecting gl blt\n");
3440 return WINED3DERR_INVALIDCALL;
3443 if (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
3444 dstSwapchain = dst_surface->container.u.swapchain;
3446 if (src_surface)
3448 if (src_surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
3450 WARN("Src is in sysmem, rejecting gl blt\n");
3451 return WINED3DERR_INVALIDCALL;
3454 if (src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
3455 srcSwapchain = src_surface->container.u.swapchain;
3458 /* Early sort out of cases where no render target is used */
3459 if (!dstSwapchain && !srcSwapchain
3460 && src_surface != device->render_targets[0]
3461 && dst_surface != device->render_targets[0])
3463 TRACE("No surface is render target, not using hardware blit.\n");
3464 return WINED3DERR_INVALIDCALL;
3467 /* No destination color keying supported */
3468 if (flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE))
3470 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3471 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3472 return WINED3DERR_INVALIDCALL;
3475 surface_get_rect(dst_surface, DestRect, &dst_rect);
3476 if (src_surface) surface_get_rect(src_surface, SrcRect, &src_rect);
3478 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3479 if (dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->back_buffers
3480 && dst_surface == dstSwapchain->front_buffer
3481 && src_surface == dstSwapchain->back_buffers[0])
3483 /* Half-Life does a Blt from the back buffer to the front buffer,
3484 * Full surface size, no flags... Use present instead
3486 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3489 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3490 while(1)
3492 TRACE("Looking if a Present can be done...\n");
3493 /* Source Rectangle must be full surface */
3494 if (src_rect.left || src_rect.top
3495 || src_rect.right != src_surface->currentDesc.Width
3496 || src_rect.bottom != src_surface->currentDesc.Height)
3498 TRACE("No, Source rectangle doesn't match\n");
3499 break;
3502 /* No stretching may occur */
3503 if(src_rect.right != dst_rect.right - dst_rect.left ||
3504 src_rect.bottom != dst_rect.bottom - dst_rect.top) {
3505 TRACE("No, stretching is done\n");
3506 break;
3509 /* Destination must be full surface or match the clipping rectangle */
3510 if (dst_surface->clipper && dst_surface->clipper->hWnd)
3512 RECT cliprect;
3513 POINT pos[2];
3514 GetClientRect(dst_surface->clipper->hWnd, &cliprect);
3515 pos[0].x = dst_rect.left;
3516 pos[0].y = dst_rect.top;
3517 pos[1].x = dst_rect.right;
3518 pos[1].y = dst_rect.bottom;
3519 MapWindowPoints(GetDesktopWindow(), dst_surface->clipper->hWnd, pos, 2);
3521 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
3522 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3524 TRACE("No, dest rectangle doesn't match(clipper)\n");
3525 TRACE("Clip rect at %s\n", wine_dbgstr_rect(&cliprect));
3526 TRACE("Blt dest: %s\n", wine_dbgstr_rect(&dst_rect));
3527 break;
3530 else if (dst_rect.left || dst_rect.top
3531 || dst_rect.right != dst_surface->currentDesc.Width
3532 || dst_rect.bottom != dst_surface->currentDesc.Height)
3534 TRACE("No, dest rectangle doesn't match(surface size)\n");
3535 break;
3538 TRACE("Yes\n");
3540 /* These flags are unimportant for the flag check, remove them */
3541 if (!(flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)))
3543 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3545 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3546 * take very long, while a flip is fast.
3547 * This applies to Half-Life, which does such Blts every time it finished
3548 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3549 * menu. This is also used by all apps when they do windowed rendering
3551 * The problem is that flipping is not really the same as copying. After a
3552 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3553 * untouched. Therefore it's necessary to override the swap effect
3554 * and to set it back after the flip.
3556 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3557 * testcases.
3560 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3561 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3563 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3564 IWineD3DSwapChain_Present((IWineD3DSwapChain *)dstSwapchain,
3565 NULL, NULL, dstSwapchain->win_handle, NULL, 0);
3567 dstSwapchain->presentParms.SwapEffect = orig_swap;
3569 return WINED3D_OK;
3571 break;
3574 TRACE("Unsupported blit between buffers on the same swapchain\n");
3575 return WINED3DERR_INVALIDCALL;
3576 } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
3577 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3578 return WINED3DERR_INVALIDCALL;
3579 } else if(dstSwapchain && srcSwapchain) {
3580 FIXME("Implement hardware blit between two different swapchains\n");
3581 return WINED3DERR_INVALIDCALL;
3583 else if (dstSwapchain)
3585 /* Handled with regular texture -> swapchain blit */
3586 if (src_surface == device->render_targets[0])
3587 TRACE("Blit from active render target to a swapchain\n");
3589 else if (srcSwapchain && dst_surface == device->render_targets[0])
3591 FIXME("Implement blit from a swapchain to the active render target\n");
3592 return WINED3DERR_INVALIDCALL;
3595 if ((srcSwapchain || src_surface == device->render_targets[0]) && !dstSwapchain)
3597 /* Blit from render target to texture */
3598 BOOL stretchx;
3600 /* P8 read back is not implemented */
3601 if (src_surface->resource.format->id == WINED3DFMT_P8_UINT
3602 || dst_surface->resource.format->id == WINED3DFMT_P8_UINT)
3604 TRACE("P8 read back not supported by frame buffer to texture blit\n");
3605 return WINED3DERR_INVALIDCALL;
3608 if (flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3610 TRACE("Color keying not supported by frame buffer to texture blit\n");
3611 return WINED3DERR_INVALIDCALL;
3612 /* Destination color key is checked above */
3615 if(dst_rect.right - dst_rect.left != src_rect.right - src_rect.left) {
3616 stretchx = TRUE;
3617 } else {
3618 stretchx = FALSE;
3621 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3622 * flip the image nor scale it.
3624 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3625 * -> If the app wants a image width an unscaled width, copy it line per line
3626 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3627 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3628 * back buffer. This is slower than reading line per line, thus not used for flipping
3629 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3630 * pixel by pixel
3632 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3633 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3634 * backends.
3636 if (fbo_blit_supported(gl_info, BLIT_OP_BLIT,
3637 &src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
3638 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
3640 surface_blt_fbo(device, Filter,
3641 src_surface, SFLAG_INDRAWABLE, &src_rect,
3642 dst_surface, SFLAG_INDRAWABLE, &dst_rect);
3643 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
3645 else if (!stretchx || dst_rect.right - dst_rect.left > src_surface->currentDesc.Width
3646 || dst_rect.bottom - dst_rect.top > src_surface->currentDesc.Height)
3648 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3649 fb_copy_to_texture_direct(dst_surface, src_surface, &src_rect, &dst_rect, Filter);
3650 } else {
3651 TRACE("Using hardware stretching to flip / stretch the texture\n");
3652 fb_copy_to_texture_hwstretch(dst_surface, src_surface, &src_rect, &dst_rect, Filter);
3655 if (!(dst_surface->flags & SFLAG_DONOTFREE))
3657 HeapFree(GetProcessHeap(), 0, dst_surface->resource.heapMemory);
3658 dst_surface->resource.allocatedMemory = NULL;
3659 dst_surface->resource.heapMemory = NULL;
3661 else
3663 dst_surface->flags &= ~SFLAG_INSYSMEM;
3666 return WINED3D_OK;
3668 else if (src_surface)
3670 /* Blit from offscreen surface to render target */
3671 DWORD oldCKeyFlags = src_surface->CKeyFlags;
3672 WINEDDCOLORKEY oldBltCKey = src_surface->SrcBltCKey;
3674 TRACE("Blt from surface %p to rendertarget %p\n", src_surface, dst_surface);
3676 if (!(flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3677 && fbo_blit_supported(gl_info, BLIT_OP_BLIT,
3678 &src_rect, src_surface->resource.usage, src_surface->resource.pool,
3679 src_surface->resource.format,
3680 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
3681 dst_surface->resource.format))
3683 TRACE("Using surface_blt_fbo.\n");
3684 /* The source is always a texture, but never the currently active render target, and the texture
3685 * contents are never upside down. */
3686 surface_blt_fbo(device, Filter,
3687 src_surface, SFLAG_INDRAWABLE, &src_rect,
3688 dst_surface, SFLAG_INDRAWABLE, &dst_rect);
3689 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
3690 return WINED3D_OK;
3693 if (!(flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3694 && arbfp_blit.blit_supported(gl_info, BLIT_OP_BLIT,
3695 &src_rect, src_surface->resource.usage, src_surface->resource.pool,
3696 src_surface->resource.format,
3697 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
3698 dst_surface->resource.format))
3700 return arbfp_blit_surface(device, src_surface, &src_rect, dst_surface, &dst_rect, BLIT_OP_BLIT, Filter);
3703 if (!device->blitter->blit_supported(gl_info, BLIT_OP_BLIT,
3704 &src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
3705 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
3707 FIXME("Unsupported blit operation falling back to software\n");
3708 return WINED3DERR_INVALIDCALL;
3711 /* Color keying: Check if we have to do a color keyed blt,
3712 * and if not check if a color key is activated.
3714 * Just modify the color keying parameters in the surface and restore them afterwards
3715 * The surface keeps track of the color key last used to load the opengl surface.
3716 * PreLoad will catch the change to the flags and color key and reload if necessary.
3718 if (flags & WINEDDBLT_KEYSRC)
3720 /* Use color key from surface */
3722 else if (flags & WINEDDBLT_KEYSRCOVERRIDE)
3724 /* Use color key from DDBltFx */
3725 src_surface->CKeyFlags |= WINEDDSD_CKSRCBLT;
3726 src_surface->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3728 else
3730 /* Do not use color key */
3731 src_surface->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3734 surface_blt_to_drawable(device, Filter, flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE),
3735 src_surface, &src_rect, dst_surface, &dst_rect);
3737 /* Restore the color key parameters */
3738 src_surface->CKeyFlags = oldCKeyFlags;
3739 src_surface->SrcBltCKey = oldBltCKey;
3741 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
3743 return WINED3D_OK;
3745 else
3747 /* Source-Less Blit to render target */
3748 if (flags & WINEDDBLT_COLORFILL)
3750 WINED3DCOLORVALUE color;
3752 TRACE("Colorfill\n");
3754 /* The color as given in the Blt function is in the surface format. */
3755 if (!surface_convert_color_to_float(dst_surface, DDBltFx->u5.dwFillColor, &color))
3756 return WINED3DERR_INVALIDCALL;
3758 return surface_color_fill(dst_surface, &dst_rect, &color);
3762 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3763 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3764 return WINED3DERR_INVALIDCALL;
3767 static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3768 IWineD3DSurface *src_surface, const RECT *src_rect, DWORD flags, const WINEDDBLTFX *DDBltFx)
3770 IWineD3DDeviceImpl *device = This->resource.device;
3771 float depth;
3773 if (flags & WINEDDBLT_DEPTHFILL)
3775 switch (This->resource.format->id)
3777 case WINED3DFMT_D16_UNORM:
3778 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3779 break;
3780 case WINED3DFMT_S1_UINT_D15_UNORM:
3781 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00007fff;
3782 break;
3783 case WINED3DFMT_D24_UNORM_S8_UINT:
3784 case WINED3DFMT_X8D24_UNORM:
3785 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3786 break;
3787 case WINED3DFMT_D32_UNORM:
3788 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3789 break;
3790 default:
3791 depth = 0.0f;
3792 ERR("Unexpected format for depth fill: %s.\n", debug_d3dformat(This->resource.format->id));
3795 return IWineD3DDevice_Clear((IWineD3DDevice *)device, DestRect ? 1 : 0, DestRect,
3796 WINED3DCLEAR_ZBUFFER, 0x00000000, depth, 0x00000000);
3799 FIXME("(%p): Unsupp depthstencil blit\n", This);
3800 return WINED3DERR_INVALIDCALL;
3803 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect,
3804 IWineD3DSurface *src_surface, const RECT *SrcRect, DWORD flags,
3805 const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter)
3807 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3808 IWineD3DSurfaceImpl *src = (IWineD3DSurfaceImpl *)src_surface;
3809 IWineD3DDeviceImpl *device = This->resource.device;
3811 TRACE("iface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
3812 iface, wine_dbgstr_rect(DestRect), src_surface, wine_dbgstr_rect(SrcRect),
3813 flags, DDBltFx, debug_d3dtexturefiltertype(Filter));
3814 TRACE("Usage is %s.\n", debug_d3dusage(This->resource.usage));
3816 if ((This->flags & SFLAG_LOCKED) || (src && (src->flags & SFLAG_LOCKED)))
3818 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3819 return WINEDDERR_SURFACEBUSY;
3822 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3823 * except depth blits, which seem to work
3825 if (This == device->depth_stencil || (src && src == device->depth_stencil))
3827 if (device->inScene && !(flags & WINEDDBLT_DEPTHFILL))
3829 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3830 return WINED3DERR_INVALIDCALL;
3832 else if (SUCCEEDED(IWineD3DSurfaceImpl_BltZ(This, DestRect, src_surface, SrcRect, flags, DDBltFx)))
3834 TRACE("Z Blit override handled the blit\n");
3835 return WINED3D_OK;
3839 /* Special cases for RenderTargets */
3840 if ((This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3841 || (src && (src->resource.usage & WINED3DUSAGE_RENDERTARGET)))
3843 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This, DestRect, src, SrcRect, flags, DDBltFx, Filter)))
3844 return WINED3D_OK;
3847 /* For the rest call the X11 surface implementation.
3848 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3849 * other Blts are rather rare. */
3850 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, src_surface, SrcRect, flags, DDBltFx, Filter);
3853 static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
3854 IWineD3DSurface *src_surface, const RECT *rsrc, DWORD trans)
3856 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3857 IWineD3DSurfaceImpl *src = (IWineD3DSurfaceImpl *)src_surface;
3858 IWineD3DDeviceImpl *device = This->resource.device;
3860 TRACE("iface %p, dst_x %u, dst_y %u, src_surface %p, src_rect %s, flags %#x.\n",
3861 iface, dstx, dsty, src_surface, wine_dbgstr_rect(rsrc), trans);
3863 if ((This->flags & SFLAG_LOCKED) || (src->flags & SFLAG_LOCKED))
3865 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3866 return WINEDDERR_SURFACEBUSY;
3869 if (device->inScene && (This == device->depth_stencil || src == device->depth_stencil))
3871 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3872 return WINED3DERR_INVALIDCALL;
3875 /* Special cases for RenderTargets */
3876 if ((This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3877 || (src->resource.usage & WINED3DUSAGE_RENDERTARGET))
3880 RECT SrcRect, DstRect;
3881 DWORD flags = 0;
3883 surface_get_rect(src, rsrc, &SrcRect);
3885 DstRect.left = dstx;
3886 DstRect.top=dsty;
3887 DstRect.right = dstx + SrcRect.right - SrcRect.left;
3888 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
3890 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3891 if (trans & WINEDDBLTFAST_SRCCOLORKEY)
3892 flags |= WINEDDBLT_KEYSRC;
3893 if (trans & WINEDDBLTFAST_DESTCOLORKEY)
3894 flags |= WINEDDBLT_KEYDEST;
3895 if (trans & WINEDDBLTFAST_WAIT)
3896 flags |= WINEDDBLT_WAIT;
3897 if (trans & WINEDDBLTFAST_DONOTWAIT)
3898 flags |= WINEDDBLT_DONOTWAIT;
3900 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This,
3901 &DstRect, src, &SrcRect, flags, NULL, WINED3DTEXF_POINT)))
3902 return WINED3D_OK;
3905 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, src_surface, rsrc, trans);
3908 static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
3910 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3911 RGBQUAD col[256];
3912 IWineD3DPaletteImpl *pal = This->palette;
3913 unsigned int n;
3914 TRACE("(%p)\n", This);
3916 if (!pal) return WINED3D_OK;
3918 if (This->resource.format->id == WINED3DFMT_P8_UINT
3919 || This->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
3921 if (This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3923 /* Make sure the texture is up to date. This call doesn't do
3924 * anything if the texture is already up to date. */
3925 surface_load_location(This, SFLAG_INTEXTURE, NULL);
3927 /* We want to force a palette refresh, so mark the drawable as not being up to date */
3928 surface_modify_location(This, SFLAG_INDRAWABLE, FALSE);
3930 else
3932 if (!(This->flags & SFLAG_INSYSMEM))
3934 TRACE("Palette changed with surface that does not have an up to date system memory copy.\n");
3935 surface_load_location(This, SFLAG_INSYSMEM, NULL);
3937 TRACE("Dirtifying surface\n");
3938 surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
3942 if (This->flags & SFLAG_DIBSECTION)
3944 TRACE("(%p): Updating the hdc's palette\n", This);
3945 for (n=0; n<256; n++) {
3946 col[n].rgbRed = pal->palents[n].peRed;
3947 col[n].rgbGreen = pal->palents[n].peGreen;
3948 col[n].rgbBlue = pal->palents[n].peBlue;
3949 col[n].rgbReserved = 0;
3951 SetDIBColorTable(This->hDC, 0, 256, col);
3954 /* Propagate the changes to the drawable when we have a palette. */
3955 if (This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3956 surface_load_location(This, SFLAG_INDRAWABLE, NULL);
3958 return WINED3D_OK;
3961 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
3962 /** Check against the maximum texture sizes supported by the video card **/
3963 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3964 const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
3965 unsigned int pow2Width, pow2Height;
3967 This->texture_name = 0;
3968 This->texture_target = GL_TEXTURE_2D;
3970 /* Non-power2 support */
3971 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
3973 pow2Width = This->currentDesc.Width;
3974 pow2Height = This->currentDesc.Height;
3976 else
3978 /* Find the nearest pow2 match */
3979 pow2Width = pow2Height = 1;
3980 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
3981 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
3983 This->pow2Width = pow2Width;
3984 This->pow2Height = pow2Height;
3986 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height)
3988 /* TODO: Add support for non power two compressed textures. */
3989 if (This->resource.format->flags & WINED3DFMT_FLAG_COMPRESSED)
3991 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
3992 This, This->currentDesc.Width, This->currentDesc.Height);
3993 return WINED3DERR_NOTAVAILABLE;
3997 if (pow2Width != This->currentDesc.Width
3998 || pow2Height != This->currentDesc.Height)
4000 This->flags |= SFLAG_NONPOW2;
4003 TRACE("%p\n", This);
4004 if ((This->pow2Width > gl_info->limits.texture_size || This->pow2Height > gl_info->limits.texture_size)
4005 && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
4007 /* one of three options
4008 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)
4009 2: Set the texture to the maximum size (bad idea)
4010 3: WARN and return WINED3DERR_NOTAVAILABLE;
4011 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.
4013 if(This->resource.pool == WINED3DPOOL_DEFAULT || This->resource.pool == WINED3DPOOL_MANAGED)
4015 WARN("(%p) Unable to allocate a surface which exceeds the maximum OpenGL texture size\n", This);
4016 return WINED3DERR_NOTAVAILABLE;
4019 /* We should never use this surface in combination with OpenGL! */
4020 TRACE("(%p) Creating an oversized surface: %ux%u\n", This, This->pow2Width, This->pow2Height);
4022 else
4024 /* Don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
4025 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
4026 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
4028 if (This->flags & SFLAG_NONPOW2 && gl_info->supported[ARB_TEXTURE_RECTANGLE]
4029 && !(This->resource.format->id == WINED3DFMT_P8_UINT
4030 && gl_info->supported[EXT_PALETTED_TEXTURE]
4031 && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
4033 This->texture_target = GL_TEXTURE_RECTANGLE_ARB;
4034 This->pow2Width = This->currentDesc.Width;
4035 This->pow2Height = This->currentDesc.Height;
4036 This->flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
4040 switch (wined3d_settings.offscreen_rendering_mode)
4042 case ORM_FBO:
4043 This->get_drawable_size = get_drawable_size_fbo;
4044 break;
4046 case ORM_BACKBUFFER:
4047 This->get_drawable_size = get_drawable_size_backbuffer;
4048 break;
4050 default:
4051 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
4052 return WINED3DERR_INVALIDCALL;
4055 This->flags |= SFLAG_INSYSMEM;
4057 return WINED3D_OK;
4060 /* GL locking is done by the caller */
4061 static void surface_depth_blt(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
4062 GLuint texture, GLsizei w, GLsizei h, GLenum target)
4064 IWineD3DDeviceImpl *device = This->resource.device;
4065 GLint compare_mode = GL_NONE;
4066 struct blt_info info;
4067 GLint old_binding = 0;
4068 RECT rect;
4070 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
4072 glDisable(GL_CULL_FACE);
4073 glDisable(GL_BLEND);
4074 glDisable(GL_ALPHA_TEST);
4075 glDisable(GL_SCISSOR_TEST);
4076 glDisable(GL_STENCIL_TEST);
4077 glEnable(GL_DEPTH_TEST);
4078 glDepthFunc(GL_ALWAYS);
4079 glDepthMask(GL_TRUE);
4080 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
4081 glViewport(0, 0, w, h);
4083 SetRect(&rect, 0, h, w, 0);
4084 surface_get_blt_info(target, &rect, w, h, &info);
4085 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4086 glGetIntegerv(info.binding, &old_binding);
4087 glBindTexture(info.bind_target, texture);
4088 if (gl_info->supported[ARB_SHADOW])
4090 glGetTexParameteriv(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, &compare_mode);
4091 if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
4094 device->shader_backend->shader_select_depth_blt(device->shader_priv,
4095 gl_info, info.tex_type, &This->ds_current_size);
4097 glBegin(GL_TRIANGLE_STRIP);
4098 glTexCoord3fv(info.coords[0]);
4099 glVertex2f(-1.0f, -1.0f);
4100 glTexCoord3fv(info.coords[1]);
4101 glVertex2f(1.0f, -1.0f);
4102 glTexCoord3fv(info.coords[2]);
4103 glVertex2f(-1.0f, 1.0f);
4104 glTexCoord3fv(info.coords[3]);
4105 glVertex2f(1.0f, 1.0f);
4106 glEnd();
4108 if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, compare_mode);
4109 glBindTexture(info.bind_target, old_binding);
4111 glPopAttrib();
4113 device->shader_backend->shader_deselect_depth_blt(device->shader_priv, gl_info);
4116 void surface_modify_ds_location(IWineD3DSurfaceImpl *surface,
4117 DWORD location, UINT w, UINT h)
4119 TRACE("surface %p, new location %#x, w %u, h %u.\n", surface, location, w, h);
4121 if (location & ~SFLAG_DS_LOCATIONS)
4122 FIXME("Invalid location (%#x) specified.\n", location);
4124 surface->ds_current_size.cx = w;
4125 surface->ds_current_size.cy = h;
4126 surface->flags &= ~SFLAG_DS_LOCATIONS;
4127 surface->flags |= location;
4130 /* Context activation is done by the caller. */
4131 void surface_load_ds_location(IWineD3DSurfaceImpl *surface, struct wined3d_context *context, DWORD location)
4133 IWineD3DDeviceImpl *device = surface->resource.device;
4134 const struct wined3d_gl_info *gl_info = context->gl_info;
4136 TRACE("surface %p, new location %#x.\n", surface, location);
4138 /* TODO: Make this work for modes other than FBO */
4139 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
4141 if (!(surface->flags & location))
4143 surface->ds_current_size.cx = 0;
4144 surface->ds_current_size.cy = 0;
4147 if (surface->ds_current_size.cx == surface->currentDesc.Width
4148 && surface->ds_current_size.cy == surface->currentDesc.Height)
4150 TRACE("Location (%#x) is already up to date.\n", location);
4151 return;
4154 if (surface->current_renderbuffer)
4156 FIXME("Not supported with fixed up depth stencil.\n");
4157 return;
4160 if (!(surface->flags & SFLAG_LOCATIONS))
4162 FIXME("No up to date depth stencil location.\n");
4163 surface->flags |= location;
4164 return;
4167 if (location == SFLAG_DS_OFFSCREEN)
4169 GLint old_binding = 0;
4170 GLenum bind_target;
4171 GLsizei w, h;
4173 /* The render target is allowed to be smaller than the depth/stencil
4174 * buffer, so the onscreen depth/stencil buffer is potentially smaller
4175 * than the offscreen surface. Don't overwrite the offscreen surface
4176 * with undefined data. */
4177 w = min(surface->currentDesc.Width, context->swapchain->presentParms.BackBufferWidth);
4178 h = min(surface->currentDesc.Height, context->swapchain->presentParms.BackBufferHeight);
4180 TRACE("Copying onscreen depth buffer to depth texture.\n");
4182 ENTER_GL();
4184 if (!device->depth_blt_texture)
4186 glGenTextures(1, &device->depth_blt_texture);
4189 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4190 * directly on the FBO texture. That's because we need to flip. */
4191 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4192 if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
4194 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
4195 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4197 else
4199 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
4200 bind_target = GL_TEXTURE_2D;
4202 glBindTexture(bind_target, device->depth_blt_texture);
4203 glCopyTexImage2D(bind_target, surface->texture_level, surface->resource.format->glInternal, 0, 0, w, h, 0);
4204 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4205 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4206 glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
4207 glTexParameteri(bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
4208 glTexParameteri(bind_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
4209 glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
4210 glBindTexture(bind_target, old_binding);
4212 /* Setup the destination */
4213 if (!device->depth_blt_rb)
4215 gl_info->fbo_ops.glGenRenderbuffers(1, &device->depth_blt_rb);
4216 checkGLcall("glGenRenderbuffersEXT");
4218 if (device->depth_blt_rb_w != w || device->depth_blt_rb_h != h)
4220 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, device->depth_blt_rb);
4221 checkGLcall("glBindRenderbufferEXT");
4222 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, w, h);
4223 checkGLcall("glRenderbufferStorageEXT");
4224 device->depth_blt_rb_w = w;
4225 device->depth_blt_rb_h = h;
4228 context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
4229 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
4230 GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, device->depth_blt_rb);
4231 checkGLcall("glFramebufferRenderbufferEXT");
4232 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, surface, FALSE);
4234 /* Do the actual blit */
4235 surface_depth_blt(surface, gl_info, device->depth_blt_texture, w, h, bind_target);
4236 checkGLcall("depth_blt");
4238 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4239 else context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4241 LEAVE_GL();
4243 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
4245 else if (location == SFLAG_DS_ONSCREEN)
4247 TRACE("Copying depth texture to onscreen depth buffer.\n");
4249 ENTER_GL();
4251 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4252 surface_depth_blt(surface, gl_info, surface->texture_name,
4253 surface->currentDesc.Width, surface->currentDesc.Height, surface->texture_target);
4254 checkGLcall("depth_blt");
4256 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4258 LEAVE_GL();
4260 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
4262 else
4264 ERR("Invalid location (%#x) specified.\n", location);
4267 surface->flags |= location;
4268 surface->ds_current_size.cx = surface->currentDesc.Width;
4269 surface->ds_current_size.cy = surface->currentDesc.Height;
4272 void surface_modify_location(IWineD3DSurfaceImpl *surface, DWORD flag, BOOL persistent)
4274 IWineD3DSurfaceImpl *overlay;
4276 TRACE("surface %p, location %s, persistent %#x.\n",
4277 surface, debug_surflocation(flag), persistent);
4279 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
4281 if (surface_is_offscreen(surface))
4283 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4284 if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4286 else
4288 TRACE("Surface %p is an onscreen surface.\n", surface);
4292 if (persistent)
4294 if (((surface->flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE))
4295 || ((surface->flags & SFLAG_INSRGBTEX) && !(flag & SFLAG_INSRGBTEX)))
4297 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
4299 TRACE("Passing to container.\n");
4300 basetexture_set_dirty(surface->container.u.texture, TRUE);
4303 surface->flags &= ~SFLAG_LOCATIONS;
4304 surface->flags |= flag;
4306 /* Redraw emulated overlays, if any */
4307 if (flag & SFLAG_INDRAWABLE && !list_empty(&surface->overlays))
4309 LIST_FOR_EACH_ENTRY(overlay, &surface->overlays, IWineD3DSurfaceImpl, overlay_entry)
4311 IWineD3DSurface_DrawOverlay((IWineD3DSurface *)overlay);
4315 else
4317 if ((surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)))
4319 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
4321 TRACE("Passing to container\n");
4322 basetexture_set_dirty(surface->container.u.texture, TRUE);
4325 surface->flags &= ~flag;
4328 if (!(surface->flags & SFLAG_LOCATIONS))
4330 ERR("Surface %p does not have any up to date location.\n", surface);
4334 HRESULT surface_load_location(IWineD3DSurfaceImpl *surface, DWORD flag, const RECT *rect)
4336 IWineD3DDeviceImpl *device = surface->resource.device;
4337 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4338 BOOL drawable_read_ok = surface_is_offscreen(surface);
4339 struct wined3d_format format;
4340 CONVERT_TYPES convert;
4341 int width, pitch, outpitch;
4342 BYTE *mem;
4343 BOOL in_fbo = FALSE;
4345 TRACE("surface %p, location %s, rect %s.\n", surface, debug_surflocation(flag), wine_dbgstr_rect(rect));
4347 if (surface->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
4349 if (flag == SFLAG_INTEXTURE)
4351 struct wined3d_context *context = context_acquire(device, NULL);
4352 surface_load_ds_location(surface, context, SFLAG_DS_OFFSCREEN);
4353 context_release(context);
4354 return WINED3D_OK;
4356 else
4358 FIXME("Unimplemented location %s for depth/stencil buffers.\n", debug_surflocation(flag));
4359 return WINED3DERR_INVALIDCALL;
4363 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
4365 if (surface_is_offscreen(surface))
4367 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4368 * Prefer SFLAG_INTEXTURE. */
4369 if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
4370 drawable_read_ok = FALSE;
4371 in_fbo = TRUE;
4373 else
4375 TRACE("Surface %p is an onscreen surface.\n", surface);
4379 if (surface->flags & flag)
4381 TRACE("Location already up to date\n");
4382 return WINED3D_OK;
4385 if (!(surface->flags & SFLAG_LOCATIONS))
4387 ERR("Surface %p does not have any up to date location.\n", surface);
4388 surface->flags |= SFLAG_LOST;
4389 return WINED3DERR_DEVICELOST;
4392 if (flag == SFLAG_INSYSMEM)
4394 surface_prepare_system_memory(surface);
4396 /* Download the surface to system memory */
4397 if (surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))
4399 struct wined3d_context *context = NULL;
4401 if (!device->isInDraw) context = context_acquire(device, NULL);
4403 surface_bind_and_dirtify(surface, !(surface->flags & SFLAG_INTEXTURE));
4404 surface_download_data(surface, gl_info);
4406 if (context) context_release(context);
4408 else
4410 /* Note: It might be faster to download into a texture first. */
4411 read_from_framebuffer(surface, rect, surface->resource.allocatedMemory,
4412 IWineD3DSurface_GetPitch((IWineD3DSurface *)surface));
4415 else if (flag == SFLAG_INDRAWABLE)
4417 if (wined3d_settings.rendertargetlock_mode == RTL_READTEX)
4418 surface_load_location(surface, SFLAG_INTEXTURE, NULL);
4420 if (surface->flags & SFLAG_INTEXTURE)
4422 RECT r;
4424 surface_get_rect(surface, rect, &r);
4425 surface_blt_to_drawable(device, WINED3DTEXF_POINT, FALSE, surface, &r, surface, &r);
4427 else
4429 int byte_count;
4430 if ((surface->flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX)
4432 /* This needs a shader to convert the srgb data sampled from the GL texture into RGB
4433 * values, otherwise we get incorrect values in the target. For now go the slow way
4434 * via a system memory copy
4436 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4439 d3dfmt_get_conv(surface, FALSE /* We need color keying */,
4440 FALSE /* We won't use textures */, &format, &convert);
4442 /* The width is in 'length' not in bytes */
4443 width = surface->currentDesc.Width;
4444 pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *)surface);
4446 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4447 * but it isn't set (yet) in all cases it is getting called. */
4448 if ((convert != NO_CONVERSION) && (surface->flags & SFLAG_PBO))
4450 struct wined3d_context *context = NULL;
4452 TRACE("Removing the pbo attached to surface %p.\n", surface);
4454 if (!device->isInDraw) context = context_acquire(device, NULL);
4455 surface_remove_pbo(surface, gl_info);
4456 if (context) context_release(context);
4459 if ((convert != NO_CONVERSION) && surface->resource.allocatedMemory)
4461 int height = surface->currentDesc.Height;
4462 byte_count = format.conv_byte_count;
4464 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4465 outpitch = width * byte_count;
4466 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4468 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4469 if(!mem) {
4470 ERR("Out of memory %d, %d!\n", outpitch, height);
4471 return WINED3DERR_OUTOFVIDEOMEMORY;
4473 d3dfmt_convert_surface(surface->resource.allocatedMemory, mem, pitch,
4474 width, height, outpitch, convert, surface);
4476 surface->flags |= SFLAG_CONVERTED;
4478 else
4480 surface->flags &= ~SFLAG_CONVERTED;
4481 mem = surface->resource.allocatedMemory;
4482 byte_count = format.byte_count;
4485 flush_to_framebuffer_drawpixels(surface, format.glFormat, format.glType, byte_count, mem);
4487 /* Don't delete PBO memory */
4488 if ((mem != surface->resource.allocatedMemory) && !(surface->flags & SFLAG_PBO))
4489 HeapFree(GetProcessHeap(), 0, mem);
4492 else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */
4494 const DWORD attach_flags = WINED3DFMT_FLAG_FBO_ATTACHABLE | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
4496 if (drawable_read_ok && (surface->flags & SFLAG_INDRAWABLE))
4498 read_from_framebuffer_texture(surface, flag == SFLAG_INSRGBTEX);
4500 else if (surface->flags & (SFLAG_INSRGBTEX | SFLAG_INTEXTURE)
4501 && (surface->resource.format->flags & attach_flags) == attach_flags
4502 && fbo_blit_supported(gl_info, BLIT_OP_BLIT,
4503 NULL, surface->resource.usage, surface->resource.pool, surface->resource.format,
4504 NULL, surface->resource.usage, surface->resource.pool, surface->resource.format))
4506 DWORD src_location = flag == SFLAG_INSRGBTEX ? SFLAG_INTEXTURE : SFLAG_INSRGBTEX;
4507 RECT rect = {0, 0, surface->currentDesc.Width, surface->currentDesc.Height};
4509 surface_blt_fbo(surface->resource.device, WINED3DTEXF_POINT,
4510 surface, src_location, &rect, surface, flag, &rect);
4512 else
4514 /* Upload from system memory */
4515 BOOL srgb = flag == SFLAG_INSRGBTEX;
4516 struct wined3d_context *context = NULL;
4518 d3dfmt_get_conv(surface, TRUE /* We need color keying */,
4519 TRUE /* We will use textures */, &format, &convert);
4521 if (srgb)
4523 if ((surface->flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE)
4525 /* Performance warning... */
4526 FIXME("Downloading RGB surface %p to reload it as sRGB.\n", surface);
4527 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4530 else
4532 if ((surface->flags & (SFLAG_INSRGBTEX | SFLAG_INSYSMEM)) == SFLAG_INSRGBTEX)
4534 /* Performance warning... */
4535 FIXME("Downloading sRGB surface %p to reload it as RGB.\n", surface);
4536 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4539 if (!(surface->flags & SFLAG_INSYSMEM))
4541 WARN("Trying to load a texture from sysmem, but SFLAG_INSYSMEM is not set.\n");
4542 /* Lets hope we get it from somewhere... */
4543 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4546 if (!device->isInDraw) context = context_acquire(device, NULL);
4548 surface_prepare_texture(surface, gl_info, srgb);
4549 surface_bind_and_dirtify(surface, srgb);
4551 if (surface->CKeyFlags & WINEDDSD_CKSRCBLT)
4553 surface->flags |= SFLAG_GLCKEY;
4554 surface->glCKey = surface->SrcBltCKey;
4556 else surface->flags &= ~SFLAG_GLCKEY;
4558 /* The width is in 'length' not in bytes */
4559 width = surface->currentDesc.Width;
4560 pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *)surface);
4562 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4563 * but it isn't set (yet) in all cases it is getting called. */
4564 if ((convert != NO_CONVERSION || format.convert) && (surface->flags & SFLAG_PBO))
4566 TRACE("Removing the pbo attached to surface %p.\n", surface);
4567 surface_remove_pbo(surface, gl_info);
4570 if (format.convert)
4572 /* This code is entered for texture formats which need a fixup. */
4573 int height = surface->currentDesc.Height;
4575 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4576 outpitch = width * format.conv_byte_count;
4577 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4579 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4580 if(!mem) {
4581 ERR("Out of memory %d, %d!\n", outpitch, height);
4582 if (context) context_release(context);
4583 return WINED3DERR_OUTOFVIDEOMEMORY;
4585 format.convert(surface->resource.allocatedMemory, mem, pitch, width, height);
4587 else if (convert != NO_CONVERSION && surface->resource.allocatedMemory)
4589 /* This code is only entered for color keying fixups */
4590 int height = surface->currentDesc.Height;
4592 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4593 outpitch = width * format.conv_byte_count;
4594 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4596 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4597 if(!mem) {
4598 ERR("Out of memory %d, %d!\n", outpitch, height);
4599 if (context) context_release(context);
4600 return WINED3DERR_OUTOFVIDEOMEMORY;
4602 d3dfmt_convert_surface(surface->resource.allocatedMemory, mem, pitch,
4603 width, height, outpitch, convert, surface);
4605 else
4607 mem = surface->resource.allocatedMemory;
4610 /* Make sure the correct pitch is used */
4611 ENTER_GL();
4612 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
4613 LEAVE_GL();
4615 if (mem || (surface->flags & SFLAG_PBO))
4616 surface_upload_data(surface, gl_info, &format, srgb, mem);
4618 /* Restore the default pitch */
4619 ENTER_GL();
4620 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4621 LEAVE_GL();
4623 if (context) context_release(context);
4625 /* Don't delete PBO memory */
4626 if ((mem != surface->resource.allocatedMemory) && !(surface->flags & SFLAG_PBO))
4627 HeapFree(GetProcessHeap(), 0, mem);
4631 if (!rect) surface->flags |= flag;
4633 if (in_fbo && (surface->flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)))
4635 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4636 surface->flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4639 return WINED3D_OK;
4642 static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
4643 return SURFACE_OPENGL;
4646 static HRESULT WINAPI IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
4647 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4648 HRESULT hr;
4650 /* If there's no destination surface there is nothing to do */
4651 if(!This->overlay_dest) return WINED3D_OK;
4653 /* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
4654 * update the overlay. Prevent an endless recursion. */
4655 if (This->overlay_dest->flags & SFLAG_INOVERLAYDRAW)
4656 return WINED3D_OK;
4658 This->overlay_dest->flags |= SFLAG_INOVERLAYDRAW;
4659 hr = IWineD3DSurfaceImpl_Blt((IWineD3DSurface *)This->overlay_dest,
4660 &This->overlay_destrect, iface, &This->overlay_srcrect,
4661 WINEDDBLT_WAIT, NULL, WINED3DTEXF_LINEAR);
4662 This->overlay_dest->flags &= ~SFLAG_INOVERLAYDRAW;
4664 return hr;
4667 BOOL surface_is_offscreen(IWineD3DSurfaceImpl *surface)
4669 IWineD3DSwapChainImpl *swapchain = surface->container.u.swapchain;
4671 /* Not on a swapchain - must be offscreen */
4672 if (surface->container.type != WINED3D_CONTAINER_SWAPCHAIN) return TRUE;
4674 /* The front buffer is always onscreen */
4675 if (surface == swapchain->front_buffer) return FALSE;
4677 /* If the swapchain is rendered to an FBO, the backbuffer is
4678 * offscreen, otherwise onscreen */
4679 return swapchain->render_to_fbo;
4682 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
4684 /* IUnknown */
4685 IWineD3DBaseSurfaceImpl_QueryInterface,
4686 IWineD3DBaseSurfaceImpl_AddRef,
4687 IWineD3DSurfaceImpl_Release,
4688 /* IWineD3DResource */
4689 IWineD3DBaseSurfaceImpl_GetParent,
4690 IWineD3DBaseSurfaceImpl_SetPrivateData,
4691 IWineD3DBaseSurfaceImpl_GetPrivateData,
4692 IWineD3DBaseSurfaceImpl_FreePrivateData,
4693 IWineD3DBaseSurfaceImpl_SetPriority,
4694 IWineD3DBaseSurfaceImpl_GetPriority,
4695 IWineD3DSurfaceImpl_PreLoad,
4696 IWineD3DSurfaceImpl_UnLoad,
4697 IWineD3DBaseSurfaceImpl_GetType,
4698 /* IWineD3DSurface */
4699 IWineD3DBaseSurfaceImpl_GetDesc,
4700 IWineD3DSurfaceImpl_Map,
4701 IWineD3DSurfaceImpl_Unmap,
4702 IWineD3DSurfaceImpl_GetDC,
4703 IWineD3DSurfaceImpl_ReleaseDC,
4704 IWineD3DSurfaceImpl_Flip,
4705 IWineD3DSurfaceImpl_Blt,
4706 IWineD3DBaseSurfaceImpl_GetBltStatus,
4707 IWineD3DBaseSurfaceImpl_GetFlipStatus,
4708 IWineD3DBaseSurfaceImpl_IsLost,
4709 IWineD3DBaseSurfaceImpl_Restore,
4710 IWineD3DSurfaceImpl_BltFast,
4711 IWineD3DBaseSurfaceImpl_GetPalette,
4712 IWineD3DBaseSurfaceImpl_SetPalette,
4713 IWineD3DSurfaceImpl_RealizePalette,
4714 IWineD3DBaseSurfaceImpl_SetColorKey,
4715 IWineD3DBaseSurfaceImpl_GetPitch,
4716 IWineD3DSurfaceImpl_SetMem,
4717 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
4718 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
4719 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
4720 IWineD3DBaseSurfaceImpl_UpdateOverlay,
4721 IWineD3DBaseSurfaceImpl_SetClipper,
4722 IWineD3DBaseSurfaceImpl_GetClipper,
4723 /* Internal use: */
4724 IWineD3DSurfaceImpl_LoadTexture,
4725 IWineD3DSurfaceImpl_BindTexture,
4726 IWineD3DBaseSurfaceImpl_GetData,
4727 IWineD3DSurfaceImpl_SetFormat,
4728 IWineD3DSurfaceImpl_PrivateSetup,
4729 IWineD3DSurfaceImpl_GetImplType,
4730 IWineD3DSurfaceImpl_DrawOverlay
4733 static HRESULT ffp_blit_alloc(IWineD3DDeviceImpl *device) { return WINED3D_OK; }
4734 /* Context activation is done by the caller. */
4735 static void ffp_blit_free(IWineD3DDeviceImpl *device) { }
4737 /* This function is used in case of 8bit paletted textures using GL_EXT_paletted_texture */
4738 /* Context activation is done by the caller. */
4739 static void ffp_blit_p8_upload_palette(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info)
4741 BYTE table[256][4];
4742 BOOL colorkey_active = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE;
4744 d3dfmt_p8_init_palette(surface, table, colorkey_active);
4746 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
4747 ENTER_GL();
4748 GL_EXTCALL(glColorTableEXT(surface->texture_target, GL_RGBA, 256, GL_RGBA, GL_UNSIGNED_BYTE, table));
4749 LEAVE_GL();
4752 /* Context activation is done by the caller. */
4753 static HRESULT ffp_blit_set(void *blit_priv, const struct wined3d_gl_info *gl_info, IWineD3DSurfaceImpl *surface)
4755 enum complex_fixup fixup = get_complex_fixup(surface->resource.format->color_fixup);
4757 /* When EXT_PALETTED_TEXTURE is around, palette conversion is done by the GPU
4758 * else the surface is converted in software at upload time in LoadLocation.
4760 if(fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
4761 ffp_blit_p8_upload_palette(surface, gl_info);
4763 ENTER_GL();
4764 glEnable(surface->texture_target);
4765 checkGLcall("glEnable(surface->texture_target)");
4766 LEAVE_GL();
4767 return WINED3D_OK;
4770 /* Context activation is done by the caller. */
4771 static void ffp_blit_unset(const struct wined3d_gl_info *gl_info)
4773 ENTER_GL();
4774 glDisable(GL_TEXTURE_2D);
4775 checkGLcall("glDisable(GL_TEXTURE_2D)");
4776 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4778 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4779 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4781 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4783 glDisable(GL_TEXTURE_RECTANGLE_ARB);
4784 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4786 LEAVE_GL();
4789 static BOOL ffp_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4790 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
4791 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
4793 enum complex_fixup src_fixup;
4795 if (blit_op == BLIT_OP_COLOR_FILL)
4797 if (!(dst_usage & WINED3DUSAGE_RENDERTARGET))
4799 TRACE("Color fill not supported\n");
4800 return FALSE;
4803 return TRUE;
4806 src_fixup = get_complex_fixup(src_format->color_fixup);
4807 if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
4809 TRACE("Checking support for fixup:\n");
4810 dump_color_fixup_desc(src_format->color_fixup);
4813 if (blit_op != BLIT_OP_BLIT)
4815 TRACE("Unsupported blit_op=%d\n", blit_op);
4816 return FALSE;
4819 if (!is_identity_fixup(dst_format->color_fixup))
4821 TRACE("Destination fixups are not supported\n");
4822 return FALSE;
4825 if (src_fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
4827 TRACE("P8 fixup supported\n");
4828 return TRUE;
4831 /* We only support identity conversions. */
4832 if (is_identity_fixup(src_format->color_fixup))
4834 TRACE("[OK]\n");
4835 return TRUE;
4838 TRACE("[FAILED]\n");
4839 return FALSE;
4842 /* Do not call while under the GL lock. */
4843 static HRESULT ffp_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface,
4844 const RECT *dst_rect, const WINED3DCOLORVALUE *color)
4846 const RECT draw_rect = {0, 0, dst_surface->currentDesc.Width, dst_surface->currentDesc.Height};
4848 return device_clear_render_targets(device, 1 /* rt_count */, &dst_surface, 1 /* rect_count */,
4849 dst_rect, &draw_rect, WINED3DCLEAR_TARGET, color, 0.0f /* depth */, 0 /* stencil */);
4852 const struct blit_shader ffp_blit = {
4853 ffp_blit_alloc,
4854 ffp_blit_free,
4855 ffp_blit_set,
4856 ffp_blit_unset,
4857 ffp_blit_supported,
4858 ffp_blit_color_fill
4861 static HRESULT cpu_blit_alloc(IWineD3DDeviceImpl *device)
4863 return WINED3D_OK;
4866 /* Context activation is done by the caller. */
4867 static void cpu_blit_free(IWineD3DDeviceImpl *device)
4871 /* Context activation is done by the caller. */
4872 static HRESULT cpu_blit_set(void *blit_priv, const struct wined3d_gl_info *gl_info, IWineD3DSurfaceImpl *surface)
4874 return WINED3D_OK;
4877 /* Context activation is done by the caller. */
4878 static void cpu_blit_unset(const struct wined3d_gl_info *gl_info)
4882 static BOOL cpu_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4883 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
4884 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
4886 if (blit_op == BLIT_OP_COLOR_FILL)
4888 return TRUE;
4891 return FALSE;
4894 /* Do not call while under the GL lock. */
4895 static HRESULT cpu_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface,
4896 const RECT *dst_rect, const WINED3DCOLORVALUE *color)
4898 WINEDDBLTFX BltFx;
4900 memset(&BltFx, 0, sizeof(BltFx));
4901 BltFx.dwSize = sizeof(BltFx);
4902 BltFx.u5.dwFillColor = wined3d_format_convert_from_float(dst_surface->resource.format, color);
4903 return IWineD3DBaseSurfaceImpl_Blt((IWineD3DSurface*)dst_surface, dst_rect,
4904 NULL, NULL, WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_POINT);
4907 const struct blit_shader cpu_blit = {
4908 cpu_blit_alloc,
4909 cpu_blit_free,
4910 cpu_blit_set,
4911 cpu_blit_unset,
4912 cpu_blit_supported,
4913 cpu_blit_color_fill
4916 static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4917 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
4918 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
4920 if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer)
4921 return FALSE;
4923 /* We only support blitting. Things like color keying / color fill should
4924 * be handled by other blitters.
4926 if (blit_op != BLIT_OP_BLIT)
4927 return FALSE;
4929 /* Source and/or destination need to be on the GL side */
4930 if (src_pool == WINED3DPOOL_SYSTEMMEM || dst_pool == WINED3DPOOL_SYSTEMMEM)
4931 return FALSE;
4933 if (!((src_format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (src_usage & WINED3DUSAGE_RENDERTARGET))
4934 && ((dst_format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (dst_usage & WINED3DUSAGE_RENDERTARGET)))
4935 return FALSE;
4937 if (!(src_format->id == dst_format->id
4938 || (is_identity_fixup(src_format->color_fixup)
4939 && is_identity_fixup(dst_format->color_fixup))))
4940 return FALSE;
4942 return TRUE;