wined3d: Add a missing '\n' to a trace.
[wine.git] / dlls / wined3d / surface.c
blobb6b2ac159d95b6df7260b96a578517f58fb83d42
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 Stefan Dösinger for CodeWeavers
11 * Copyright 2007 Henri Verbeet
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "config.h"
29 #include "wine/port.h"
30 #include "wined3d_private.h"
32 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
33 #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
35 typedef enum {
36 NO_CONVERSION,
37 CONVERT_PALETTED,
38 CONVERT_PALETTED_CK,
39 CONVERT_CK_565,
40 CONVERT_CK_5551,
41 CONVERT_CK_4444,
42 CONVERT_CK_4444_ARGB,
43 CONVERT_CK_1555,
44 CONVERT_555,
45 CONVERT_CK_RGB24,
46 CONVERT_CK_8888,
47 CONVERT_CK_8888_ARGB,
48 CONVERT_RGB32_888,
49 CONVERT_V8U8,
50 CONVERT_X8L8V8U8,
51 CONVERT_Q8W8V8U8,
52 CONVERT_V16U16
53 } CONVERT_TYPES;
55 HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *surf);
57 static void surface_download_data(IWineD3DSurfaceImpl *This) {
58 if (This->resource.format == WINED3DFMT_DXT1 ||
59 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
60 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
61 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) { /* We can assume this as the texture would not have been created otherwise */
62 FIXME("(%p) : Attempting to lock a compressed texture when texture compression isn't supported by opengl\n", This);
63 } else {
64 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
65 This->glDescription.glFormat, This->glDescription.glType, This->resource.allocatedMemory);
67 GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, This->resource.allocatedMemory));
68 checkGLcall("glGetCompressedTexImageARB()");
70 } else {
71 void *mem;
72 int src_pitch = 0;
73 int dst_pitch = 0;
75 if(This->Flags & SFLAG_CONVERTED) {
76 FIXME("Read back converted textures unsupported\n");
77 return;
80 if (This->Flags & SFLAG_NONPOW2) {
81 src_pitch = This->bytesPerPixel * This->pow2Width;
82 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
83 src_pitch = (src_pitch + SURFACE_ALIGNMENT - 1) & ~(SURFACE_ALIGNMENT - 1);
84 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
85 } else {
86 mem = This->resource.allocatedMemory;
89 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
90 This->glDescription.glFormat, This->glDescription.glType, mem);
92 glGetTexImage(This->glDescription.target, This->glDescription.level, This->glDescription.glFormat,
93 This->glDescription.glType, mem);
94 checkGLcall("glGetTexImage()");
96 if (This->Flags & SFLAG_NONPOW2) {
97 LPBYTE src_data, dst_data;
98 int y;
100 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
101 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
102 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
104 * We're doing this...
106 * instead of boxing the texture :
107 * |<-texture width ->| -->pow2width| /\
108 * |111111111111111111| | |
109 * |222 Texture 222222| boxed empty | texture height
110 * |3333 Data 33333333| | |
111 * |444444444444444444| | \/
112 * ----------------------------------- |
113 * | boxed empty | boxed empty | pow2height
114 * | | | \/
115 * -----------------------------------
118 * we're repacking the data to the expected texture width
120 * |<-texture width ->| -->pow2width| /\
121 * |111111111111111111222222222222222| |
122 * |222333333333333333333444444444444| texture height
123 * |444444 | |
124 * | | \/
125 * | | |
126 * | empty | pow2height
127 * | | \/
128 * -----------------------------------
130 * == is the same as
132 * |<-texture width ->| /\
133 * |111111111111111111|
134 * |222222222222222222|texture height
135 * |333333333333333333|
136 * |444444444444444444| \/
137 * --------------------
139 * this also means that any references to allocatedMemory should work with the data as if were a
140 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
142 * internally the texture is still stored in a boxed format so any references to textureName will
143 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
145 * Performance should not be an issue, because applications normally do not lock the surfaces when
146 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
147 * and doesn't have to be re-read.
149 src_data = mem;
150 dst_data = This->resource.allocatedMemory;
151 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
152 for (y = 1 ; y < This->currentDesc.Height; y++) {
153 /* skip the first row */
154 src_data += src_pitch;
155 dst_data += dst_pitch;
156 memcpy(dst_data, src_data, dst_pitch);
159 HeapFree(GetProcessHeap(), 0, mem);
164 static void surface_upload_data(IWineD3DSurfaceImpl *This, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *data) {
165 if (This->resource.format == WINED3DFMT_DXT1 ||
166 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
167 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
168 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
169 FIXME("Using DXT1/3/5 without advertized support\n");
170 } else {
171 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
172 /* Neither NONPOW2, DIBSECTION nor OVERSIZE flags can be set on compressed textures */
173 This->Flags |= SFLAG_CLIENT;
176 TRACE("(%p) : Calling glCompressedTexSubImage2D w %d, h %d, data %p\n", This, width, height, data);
177 ENTER_GL();
178 /* glCompressedTexSubImage2D for uploading and glTexImage2D for allocating does not work well on some drivers(r200 dri, MacOS ATI driver)
179 * glCompressedTexImage2D does not accept NULL pointers. So for compressed textures surface_allocate_surface does nothing, and this
180 * function uses glCompressedTexImage2D instead of the SubImage call
182 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, This->glDescription.glFormatInternal,
183 width, height, 0 /* border */, This->resource.size, data));
184 checkGLcall("glCompressedTexSubImage2D");
185 LEAVE_GL();
187 } else {
188 TRACE("(%p) : Calling glTexSubImage2D w %d, h %d, data, %p\n", This, width, height, data);
189 ENTER_GL();
190 glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, data);
191 checkGLcall("glTexSubImage2D");
192 LEAVE_GL();
196 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type) {
197 BOOL enable_client_storage = FALSE;
199 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", This,
200 This->glDescription.target, This->glDescription.level, debug_d3dformat(This->resource.format), internal, width, height, format, type);
202 if (This->resource.format == WINED3DFMT_DXT1 ||
203 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
204 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
205 /* glCompressedTexImage2D does not accept NULL pointers, so we cannot allocate a compressed texture without uploading data */
206 TRACE("Not allocating compressed surfaces, surface_upload_data will specify them\n");
207 return;
210 ENTER_GL();
212 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
213 if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_OVERSIZE | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
214 /* In some cases we want to disable client storage.
215 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
216 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
217 * SFLAG_OVERSIZE: The gl texture is smaller than the allocated memory
218 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
219 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
221 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
222 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
223 This->Flags &= SFLAG_CLIENT;
224 enable_client_storage = TRUE;
225 } else {
226 This->Flags |= SFLAG_CLIENT;
227 /* Below point opengl to our allocated texture memory */
230 glTexImage2D(This->glDescription.target, This->glDescription.level, internal, width, height, 0, format, type,
231 This->Flags & SFLAG_CLIENT ? This->resource.allocatedMemory : NULL);
232 checkGLcall("glTexImage2D");
234 if(enable_client_storage) {
235 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
236 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
238 LEAVE_GL();
240 This->Flags |= SFLAG_ALLOCATED;
243 /* In D3D the depth stencil dimensions have to be greater than or equal to the
244 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
245 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
246 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height) {
247 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
248 renderbuffer_entry_t *entry;
249 GLuint renderbuffer = 0;
250 unsigned int src_width, src_height;
252 src_width = This->pow2Width;
253 src_height = This->pow2Height;
255 /* A depth stencil smaller than the render target is not valid */
256 if (width > src_width || height > src_height) return;
258 /* Remove any renderbuffer set if the sizes match */
259 if (width == src_width && height == src_height) {
260 This->current_renderbuffer = NULL;
261 return;
264 /* Look if we've already got a renderbuffer of the correct dimensions */
265 LIST_FOR_EACH_ENTRY(entry, &This->renderbuffers, renderbuffer_entry_t, entry) {
266 if (entry->width == width && entry->height == height) {
267 renderbuffer = entry->id;
268 This->current_renderbuffer = entry;
269 break;
273 if (!renderbuffer) {
274 const PixelFormatDesc *format_entry = getFormatDescEntry(This->resource.format);
276 GL_EXTCALL(glGenRenderbuffersEXT(1, &renderbuffer));
277 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderbuffer));
278 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, format_entry->glFormat, width, height));
280 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
281 entry->width = width;
282 entry->height = height;
283 entry->id = renderbuffer;
284 list_add_head(&This->renderbuffers, &entry->entry);
286 This->current_renderbuffer = entry;
289 checkGLcall("set_compatible_renderbuffer");
292 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain) {
293 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
294 IWineD3DSwapChainImpl *swapchain_impl = (IWineD3DSwapChainImpl *)swapchain;
296 TRACE("(%p) : swapchain %p\n", This, swapchain);
298 if (swapchain_impl->backBuffer && swapchain_impl->backBuffer[0] == iface) {
299 TRACE("Returning GL_BACK\n");
300 return GL_BACK;
301 } else if (swapchain_impl->frontBuffer == iface) {
302 TRACE("Returning GL_FRONT\n");
303 return GL_FRONT;
306 FIXME("Higher back buffer, returning GL_BACK\n");
307 return GL_BACK;
310 /* *******************************************
311 IWineD3DSurface IUnknown parts follow
312 ******************************************* */
313 HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj)
315 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
316 /* Warn ,but be nice about things */
317 TRACE("(%p)->(%s,%p)\n", This,debugstr_guid(riid),ppobj);
319 if (IsEqualGUID(riid, &IID_IUnknown)
320 || IsEqualGUID(riid, &IID_IWineD3DBase)
321 || IsEqualGUID(riid, &IID_IWineD3DResource)
322 || IsEqualGUID(riid, &IID_IWineD3DSurface)) {
323 IUnknown_AddRef((IUnknown*)iface);
324 *ppobj = This;
325 return S_OK;
327 *ppobj = NULL;
328 return E_NOINTERFACE;
331 ULONG WINAPI IWineD3DSurfaceImpl_AddRef(IWineD3DSurface *iface) {
332 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
333 ULONG ref = InterlockedIncrement(&This->resource.ref);
334 TRACE("(%p) : AddRef increasing from %d\n", This,ref - 1);
335 return ref;
338 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface) {
339 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
340 ULONG ref = InterlockedDecrement(&This->resource.ref);
341 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
342 if (ref == 0) {
343 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->resource.wineD3DDevice;
344 renderbuffer_entry_t *entry, *entry2;
345 TRACE("(%p) : cleaning up\n", This);
347 if(iface == device->lastActiveRenderTarget) {
348 IWineD3DSwapChainImpl *swapchain = device->swapchains ? (IWineD3DSwapChainImpl *) device->swapchains[0] : NULL;
350 TRACE("Last active render target destroyed\n");
351 /* Find a replacement surface for the currently active back buffer. The context manager does not do NULL
352 * checks, so switch to a valid target as long as the currently set surface is still valid. Use the
353 * surface of the implicit swpchain. If that is the same as the destroyed surface the device is destroyed
354 * and the lastActiveRenderTarget member shouldn't matter
356 if(swapchain) {
357 ENTER_GL(); /* For ActivateContext */
358 if(swapchain->backBuffer && swapchain->backBuffer[0] != iface) {
359 TRACE("Activating primary back buffer\n");
360 ActivateContext(device, swapchain->backBuffer[0], CTXUSAGE_RESOURCELOAD);
361 } else if(!swapchain->backBuffer && swapchain->frontBuffer != iface) {
362 /* Single buffering environment */
363 TRACE("Activating primary front buffer\n");
364 ActivateContext(device, swapchain->frontBuffer, CTXUSAGE_RESOURCELOAD);
365 } else {
366 TRACE("Device is being destroyed, setting lastActiveRenderTarget = 0xdeadbabe\n");
367 /* Implicit render target destroyed, that means the device is being destroyed
368 * whatever we set here, it shouldn't matter
370 device->lastActiveRenderTarget = (IWineD3DSurface *) 0xdeadbabe;
372 LEAVE_GL();
373 } else {
374 /* May happen during ddraw uninitialization */
375 TRACE("Render target set, but swapchain does not exist!\n");
376 device->lastActiveRenderTarget = (IWineD3DSurface *) 0xdeadcafe;
380 if (This->glDescription.textureName != 0) { /* release the openGL texture.. */
381 ENTER_GL();
383 /* Need a context to destroy the texture. Use the currently active render target, but only if
384 * the primary render target exists. Otherwise lastActiveRenderTarget is garbage, see above.
385 * When destroying the primary rt, Uninit3D will activate a context before doing anything
387 if(device->render_targets[0]) {
388 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
391 TRACE("Deleting texture %d\n", This->glDescription.textureName);
392 glDeleteTextures(1, &This->glDescription.textureName);
393 LEAVE_GL();
396 if(This->Flags & SFLAG_DIBSECTION) {
397 /* Release the DC */
398 SelectObject(This->hDC, This->dib.holdbitmap);
399 DeleteDC(This->hDC);
400 /* Release the DIB section */
401 DeleteObject(This->dib.DIBsection);
402 This->dib.bitmap_data = NULL;
403 This->resource.allocatedMemory = NULL;
405 if(This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem(iface, NULL);
407 HeapFree(GetProcessHeap(), 0, This->palette9);
409 IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
410 if(iface == device->ddraw_primary)
411 device->ddraw_primary = NULL;
413 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
414 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
415 HeapFree(GetProcessHeap(), 0, entry);
418 TRACE("(%p) Released\n", This);
419 HeapFree(GetProcessHeap(), 0, This);
422 return ref;
425 /* ****************************************************
426 IWineD3DSurface IWineD3DResource parts follow
427 **************************************************** */
428 HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice) {
429 return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
432 HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
433 return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
436 HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
437 return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
440 HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid) {
441 return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
444 DWORD WINAPI IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew) {
445 return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
448 DWORD WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface) {
449 return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
452 void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
453 /* TODO: check for locks */
454 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
455 IWineD3DBaseTexture *baseTexture = NULL;
456 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
458 TRACE("(%p)Checking to see if the container is a base texture\n", This);
459 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
460 TRACE("Passing to conatiner\n");
461 IWineD3DBaseTexture_PreLoad(baseTexture);
462 IWineD3DBaseTexture_Release(baseTexture);
463 } else {
464 TRACE("(%p) : About to load surface\n", This);
466 ENTER_GL();
467 if(!device->isInDraw) {
468 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
471 glEnable(This->glDescription.target);/* make sure texture support is enabled in this context */
472 if (!This->glDescription.level) {
473 if (!This->glDescription.textureName) {
474 glGenTextures(1, &This->glDescription.textureName);
475 checkGLcall("glGenTextures");
476 TRACE("Surface %p given name %d\n", This, This->glDescription.textureName);
478 glBindTexture(This->glDescription.target, This->glDescription.textureName);
479 checkGLcall("glBindTexture");
480 IWineD3DSurface_LoadTexture(iface);
481 /* This is where we should be reducing the amount of GLMemoryUsed */
482 } else if (This->glDescription.textureName) { /* NOTE: the level 0 surface of a mpmapped texture must be loaded first! */
483 /* assume this is a coding error not a real error for now */
484 FIXME("Mipmap surface has a glTexture bound to it!\n");
486 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
487 /* Tell opengl to try and keep this texture in video ram (well mostly) */
488 GLclampf tmp;
489 tmp = 0.9f;
490 glPrioritizeTextures(1, &This->glDescription.textureName, &tmp);
492 LEAVE_GL();
494 return;
497 WINED3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface) {
498 TRACE("(%p) : calling resourceimpl_GetType\n", iface);
499 return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
502 HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent) {
503 TRACE("(%p) : calling resourceimpl_GetParent\n", iface);
504 return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
507 /* ******************************************************
508 IWineD3DSurface IWineD3DSurface parts follow
509 ****************************************************** */
511 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer) {
512 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
513 IWineD3DBase *container = 0;
515 TRACE("(This %p, riid %s, ppContainer %p)\n", This, debugstr_guid(riid), ppContainer);
517 if (!ppContainer) {
518 ERR("Called without a valid ppContainer.\n");
521 /** From MSDN:
522 * If the surface is created using CreateImageSurface/CreateOffscreenPlainSurface, CreateRenderTarget,
523 * or CreateDepthStencilSurface, the surface is considered stand alone. In this case,
524 * GetContainer will return the Direct3D device used to create the surface.
526 if (This->container) {
527 container = This->container;
528 } else {
529 container = (IWineD3DBase *)This->resource.wineD3DDevice;
532 TRACE("Relaying to QueryInterface\n");
533 return IUnknown_QueryInterface(container, riid, ppContainer);
536 HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc) {
537 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
539 TRACE("(%p) : copying into %p\n", This, pDesc);
540 if(pDesc->Format != NULL) *(pDesc->Format) = This->resource.format;
541 if(pDesc->Type != NULL) *(pDesc->Type) = This->resource.resourceType;
542 if(pDesc->Usage != NULL) *(pDesc->Usage) = This->resource.usage;
543 if(pDesc->Pool != NULL) *(pDesc->Pool) = This->resource.pool;
544 if(pDesc->Size != NULL) *(pDesc->Size) = This->resource.size; /* dx8 only */
545 if(pDesc->MultiSampleType != NULL) *(pDesc->MultiSampleType) = This->currentDesc.MultiSampleType;
546 if(pDesc->MultiSampleQuality != NULL) *(pDesc->MultiSampleQuality) = This->currentDesc.MultiSampleQuality;
547 if(pDesc->Width != NULL) *(pDesc->Width) = This->currentDesc.Width;
548 if(pDesc->Height != NULL) *(pDesc->Height) = This->currentDesc.Height;
549 return WINED3D_OK;
552 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target) {
553 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
554 TRACE("(%p) : setting textureName %u, target %i\n", This, textureName, target);
555 if (This->glDescription.textureName == 0 && textureName != 0) {
556 This->Flags &= ~SFLAG_INTEXTURE;
557 IWineD3DSurface_AddDirtyRect(iface, NULL);
559 This->glDescription.textureName = textureName;
560 This->glDescription.target = target;
561 This->Flags &= ~SFLAG_ALLOCATED;
564 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription) {
565 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
566 TRACE("(%p) : returning %p\n", This, &This->glDescription);
567 *glDescription = &This->glDescription;
570 /* TODO: think about moving this down to resource? */
571 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface) {
572 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
573 /* This should only be called for sysmem textures, it may be a good idea to extend this to all pools at some point in the futture */
574 if (This->resource.pool != WINED3DPOOL_SYSTEMMEM) {
575 FIXME(" (%p)Attempting to get system memory for a non-system memory texture\n", iface);
577 return (CONST void*)(This->resource.allocatedMemory);
580 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, void *dest, UINT pitch, BOOL srcUpsideDown) {
581 BYTE *mem;
582 GLint fmt;
583 GLint type;
584 BYTE *row, *top, *bottom;
585 int i;
586 BOOL bpp;
588 switch(This->resource.format)
590 case WINED3DFMT_P8:
592 /* GL can't return palettized data, so read ARGB pixels into a
593 * separate block of memory and convert them into palettized format
594 * in software. Slow, but if the app means to use palettized render
595 * targets and locks it...
597 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
598 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
599 * for the color channels when palettizing the colors.
601 fmt = GL_RGB;
602 type = GL_UNSIGNED_BYTE;
603 pitch *= 3;
604 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
605 if(!mem) {
606 ERR("Out of memory\n");
607 return;
609 bpp = This->bytesPerPixel * 3;
611 break;
613 default:
614 mem = dest;
615 fmt = This->glDescription.glFormat;
616 type = This->glDescription.glType;
617 bpp = This->bytesPerPixel;
620 glReadPixels(rect->left, rect->top,
621 rect->right - rect->left,
622 rect->bottom - rect->top,
623 fmt, type, mem);
624 vcheckGLcall("glReadPixels");
626 /* TODO: Merge this with the palettization loop below for P8 targets */
628 if(!srcUpsideDown) {
629 UINT len, off;
630 /* glReadPixels returns the image upside down, and there is no way to prevent this.
631 Flip the lines in software */
632 len = (rect->right - rect->left) * bpp;
633 off = rect->left * bpp;
635 row = HeapAlloc(GetProcessHeap(), 0, len);
636 if(!row) {
637 ERR("Out of memory\n");
638 if(This->resource.format == WINED3DFMT_P8) HeapFree(GetProcessHeap(), 0, mem);
639 return;
642 top = mem + pitch * rect->top;
643 bottom = ((BYTE *) mem) + pitch * ( rect->bottom - rect->top - 1);
644 for(i = 0; i < (rect->bottom - rect->top) / 2; i++) {
645 memcpy(row, top + off, len);
646 memcpy(top + off, bottom + off, len);
647 memcpy(bottom + off, row, len);
648 top += pitch;
649 bottom -= pitch;
651 HeapFree(GetProcessHeap(), 0, row);
654 if(This->resource.format == WINED3DFMT_P8) {
655 PALETTEENTRY *pal;
656 DWORD width = pitch / 3;
657 int x, y, c;
658 if(This->palette) {
659 pal = This->palette->palents;
660 } else {
661 pal = This->resource.wineD3DDevice->palettes[This->resource.wineD3DDevice->currentPalette];
664 for(y = rect->top; y < rect->bottom; y++) {
665 for(x = rect->left; x < rect->right; x++) {
666 /* start lines pixels */
667 BYTE *blue = (BYTE *) ((BYTE *) mem) + y * pitch + x * (sizeof(BYTE) * 3);
668 BYTE *green = blue + 1;
669 BYTE *red = green + 1;
671 for(c = 0; c < 256; c++) {
672 if(*red == pal[c].peRed &&
673 *green == pal[c].peGreen &&
674 *blue == pal[c].peBlue)
676 *((BYTE *) dest + y * width + x) = c;
677 break;
682 HeapFree(GetProcessHeap(), 0, mem);
686 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
687 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
688 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
689 IWineD3DSwapChainImpl *swapchain = NULL;
691 TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
693 if (!(This->Flags & SFLAG_LOCKABLE)) {
694 /* Note: UpdateTextures calls CopyRects which calls this routine to populate the
695 texture regions, and since the destination is an unlockable region we need
696 to tolerate this */
697 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
698 /*return WINED3DERR_INVALIDCALL; */
701 pLockedRect->Pitch = IWineD3DSurface_GetPitch(iface);
703 /* Mark the surface locked */
704 This->Flags |= SFLAG_LOCKED;
706 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy */
707 if(!This->resource.allocatedMemory) {
708 This->resource.allocatedMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + 4);
709 This->Flags &= ~SFLAG_INSYSMEM; /* This is the marker that surface data has to be downloaded */
712 /* Calculate the correct start address to report */
713 if (NULL == pRect) {
714 pLockedRect->pBits = This->resource.allocatedMemory;
715 This->lockedRect.left = 0;
716 This->lockedRect.top = 0;
717 This->lockedRect.right = This->currentDesc.Width;
718 This->lockedRect.bottom = This->currentDesc.Height;
719 TRACE("Locked Rect (%p) = l %d, t %d, r %d, b %d\n", &This->lockedRect, This->lockedRect.left, This->lockedRect.top, This->lockedRect.right, This->lockedRect.bottom);
720 } else {
721 TRACE("Lock Rect (%p) = l %d, t %d, r %d, b %d\n", pRect, pRect->left, pRect->top, pRect->right, pRect->bottom);
723 /* DXTn textures are based on compressed blocks of 4x4 pixels, each
724 * 16 bytes large (8 bytes in case of DXT1). Because of that Pitch has
725 * slightly different meaning compared to regular textures. For DXTn
726 * textures Pitch is the size of a row of blocks, 4 high and "width"
727 * long. The x offset is calculated differently as well, since moving 4
728 * pixels to the right actually moves an entire 4x4 block to right, ie
729 * 16 bytes (8 in case of DXT1). */
730 if (This->resource.format == WINED3DFMT_DXT1) {
731 pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top / 4) + (pRect->left * 2);
732 } else if (This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3
733 || This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
734 pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top / 4) + (pRect->left * 4);
735 } else {
736 pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top) + (pRect->left * This->bytesPerPixel);
738 This->lockedRect.left = pRect->left;
739 This->lockedRect.top = pRect->top;
740 This->lockedRect.right = pRect->right;
741 This->lockedRect.bottom = pRect->bottom;
744 if (This->Flags & SFLAG_NONPOW2) {
745 TRACE("Locking non-power 2 texture\n");
748 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
749 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
750 * changed
752 if(!(This->Flags & SFLAG_DYNLOCK)) {
753 This->lockCount++;
754 /* MAXLOCKCOUNT is defined in wined3d_private.h */
755 if(This->lockCount > MAXLOCKCOUNT) {
756 TRACE("Surface is locked regularily, not freeing the system memory copy any more\n");
757 This->Flags |= SFLAG_DYNLOCK;
761 if((Flags & WINED3DLOCK_DISCARD) || (This->Flags & SFLAG_INSYSMEM)) {
762 TRACE("WINED3DLOCK_DISCARD flag passed, or local copy is up to date, not downloading data\n");
763 goto lock_end;
766 /* Now download the surface content from opengl
767 * Use the render target readback if the surface is on a swapchain(=onscreen render target) or the current primary target
768 * Offscreen targets which are not active at the moment or are higher targets(fbos) can be locked with the texture path
770 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
771 if(swapchain || iface == myDevice->render_targets[0]) {
772 BOOL srcIsUpsideDown;
774 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
775 static BOOL warned = FALSE;
776 if(!warned) {
777 ERR("The application tries to lock the render target, but render target locking is disabled\n");
778 warned = TRUE;
780 if(swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
781 return WINED3D_OK;
784 /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
785 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
786 * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
787 * context->last_was_blit set on the unlock.
789 ENTER_GL();
790 ActivateContext(myDevice, iface, CTXUSAGE_BLIT);
792 /* Select the correct read buffer, and give some debug output.
793 * There is no need to keep track of the current read buffer or reset it, every part of the code
794 * that reads sets the read buffer as desired.
796 if(!swapchain) {
797 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
798 * Read from the back buffer
800 TRACE("Locking offscreen render target\n");
801 glReadBuffer(myDevice->offscreenBuffer);
802 srcIsUpsideDown = TRUE;
803 } else {
804 GLenum buffer = surface_get_gl_buffer(iface, (IWineD3DSwapChain *)swapchain);
805 TRACE("Locking %#x buffer\n", buffer);
806 glReadBuffer(buffer);
807 checkGLcall("glReadBuffer");
809 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
810 srcIsUpsideDown = FALSE;
813 switch(wined3d_settings.rendertargetlock_mode) {
814 case RTL_AUTO:
815 case RTL_READDRAW:
816 case RTL_READTEX:
817 read_from_framebuffer(This, &This->lockedRect, This->resource.allocatedMemory, pLockedRect->Pitch, srcIsUpsideDown);
818 break;
820 case RTL_TEXDRAW:
821 case RTL_TEXTEX:
822 read_from_framebuffer(This, &This->lockedRect, This->resource.allocatedMemory, pLockedRect->Pitch, srcIsUpsideDown);
823 FIXME("Reading from render target with a texture isn't implemented yet, falling back to framebuffer reading\n");
824 break;
826 LEAVE_GL();
828 /* Mark the local copy up to date if a full download was done */
829 if(This->lockedRect.left == 0 &&
830 This->lockedRect.top == 0 &&
831 This->lockedRect.right == This->currentDesc.Width &&
832 This->lockedRect.bottom == This->currentDesc.Height) {
833 This->Flags |= SFLAG_INSYSMEM;
835 } else if(iface == myDevice->stencilBufferTarget) {
836 /** the depth stencil in openGL has a format of GL_FLOAT
837 * which should be good for WINED3DFMT_D16_LOCKABLE
838 * and WINED3DFMT_D16
839 * it is unclear what format the stencil buffer is in except.
840 * 'Each index is converted to fixed point...
841 * If GL_MAP_STENCIL is GL_TRUE, indices are replaced by their
842 * mappings in the table GL_PIXEL_MAP_S_TO_S.
843 * glReadPixels(This->lockedRect.left,
844 * This->lockedRect.bottom - j - 1,
845 * This->lockedRect.right - This->lockedRect.left,
846 * 1,
847 * GL_DEPTH_COMPONENT,
848 * type,
849 * (char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top)));
851 * Depth Stencil surfaces which are not the current depth stencil target should have their data in a
852 * gl texture(next path), or in local memory(early return because of set SFLAG_INSYSMEM above). If
853 * none of that is the case the problem is not in this function :-)
854 ********************************************/
855 FIXME("Depth stencil locking not supported yet\n");
856 } else {
857 /* This path is for normal surfaces, offscreen render targets and everything else that is in a gl texture */
858 TRACE("locking an ordinarary surface\n");
860 if (0 != This->glDescription.textureName) {
861 /* Now I have to copy thing bits back */
863 ENTER_GL();
865 if(myDevice->createParms.BehaviorFlags & WINED3DCREATE_MULTITHREADED) {
866 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
869 /* Make sure that a proper texture unit is selected, bind the texture and dirtify the sampler to restore the texture on the next draw */
870 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
871 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
872 checkGLcall("glActiveTextureARB");
874 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(0));
875 IWineD3DSurface_PreLoad(iface);
877 surface_download_data(This);
878 LEAVE_GL();
881 /* The local copy is now up to date to the opengl one because a full download was done */
882 This->Flags |= SFLAG_INSYSMEM;
885 lock_end:
886 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
887 /* Don't dirtify */
888 } else {
889 IWineD3DBaseTexture *pBaseTexture;
891 * Dirtify on lock
892 * as seen in msdn docs
894 IWineD3DSurface_AddDirtyRect(iface, &This->lockedRect);
896 /** Dirtify Container if needed */
897 if (WINED3D_OK == IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture) && pBaseTexture != NULL) {
898 TRACE("Making container dirty\n");
899 IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
900 IWineD3DBaseTexture_Release(pBaseTexture);
901 } else {
902 TRACE("Surface is standalone, no need to dirty the container\n");
906 TRACE("returning memory@%p, pitch(%d) dirtyfied(%d)\n", pLockedRect->pBits, pLockedRect->Pitch,
907 This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
908 return WINED3D_OK;
911 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This) {
912 GLint prev_store;
913 GLint prev_rasterpos[4];
914 GLint skipBytes = 0;
915 BOOL storechanged = FALSE, memory_allocated = FALSE;
916 GLint fmt, type;
917 BYTE *mem;
918 UINT bpp;
919 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
921 glDisable(GL_TEXTURE_2D);
922 vcheckGLcall("glDisable(GL_TEXTURE_2D)");
924 glFlush();
925 vcheckGLcall("glFlush");
926 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
927 vcheckGLcall("glIntegerv");
928 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
929 vcheckGLcall("glIntegerv");
930 glPixelZoom(1.0, -1.0);
931 vcheckGLcall("glPixelZoom");
933 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
934 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
935 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
937 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
938 vcheckGLcall("glRasterPos2f");
940 /* Some drivers(radeon dri, others?) don't like exceptions during
941 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
942 * after ReleaseDC. Reading it will cause an exception, which x11drv will
943 * catch to put the dib section in InSync mode, which leads to a crash
944 * and a blocked x server on my radeon card.
946 * The following lines read the dib section so it is put in inSync mode
947 * before glDrawPixels is called and the crash is prevented. There won't
948 * be any interfering gdi accesses, because UnlockRect is called from
949 * ReleaseDC, and the app won't use the dc any more afterwards.
951 if(This->Flags & SFLAG_DIBSECTION) {
952 volatile BYTE read;
953 read = This->resource.allocatedMemory[0];
956 switch (This->resource.format) {
957 /* No special care needed */
958 case WINED3DFMT_A4R4G4B4:
959 case WINED3DFMT_R5G6B5:
960 case WINED3DFMT_A1R5G5B5:
961 case WINED3DFMT_R8G8B8:
962 type = This->glDescription.glType;
963 fmt = This->glDescription.glFormat;
964 mem = This->resource.allocatedMemory;
965 bpp = This->bytesPerPixel;
966 break;
968 case WINED3DFMT_X4R4G4B4:
970 int size;
971 unsigned short *data;
972 data = (unsigned short *)This->resource.allocatedMemory;
973 size = (This->lockedRect.bottom - This->lockedRect.top) * (This->lockedRect.right - This->lockedRect.left);
974 while(size > 0) {
975 *data |= 0xF000;
976 data++;
977 size--;
979 type = This->glDescription.glType;
980 fmt = This->glDescription.glFormat;
981 mem = This->resource.allocatedMemory;
982 bpp = This->bytesPerPixel;
984 break;
986 case WINED3DFMT_X1R5G5B5:
988 int size;
989 unsigned short *data;
990 data = (unsigned short *)This->resource.allocatedMemory;
991 size = (This->lockedRect.bottom - This->lockedRect.top) * (This->lockedRect.right - This->lockedRect.left);
992 while(size > 0) {
993 *data |= 0x8000;
994 data++;
995 size--;
997 type = This->glDescription.glType;
998 fmt = This->glDescription.glFormat;
999 mem = This->resource.allocatedMemory;
1000 bpp = This->bytesPerPixel;
1002 break;
1004 case WINED3DFMT_X8R8G8B8:
1006 /* make sure the X byte is set to alpha on, since it
1007 could be any random value. This fixes the intro movie in Pirates! */
1008 int size;
1009 unsigned int *data;
1010 data = (unsigned int *)This->resource.allocatedMemory;
1011 size = (This->lockedRect.bottom - This->lockedRect.top) * (This->lockedRect.right - This->lockedRect.left);
1012 while(size > 0) {
1013 *data |= 0xFF000000;
1014 data++;
1015 size--;
1018 /* Fall through */
1020 case WINED3DFMT_A8R8G8B8:
1022 glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
1023 vcheckGLcall("glPixelStorei");
1024 storechanged = TRUE;
1025 type = This->glDescription.glType;
1026 fmt = This->glDescription.glFormat;
1027 mem = This->resource.allocatedMemory;
1028 bpp = This->bytesPerPixel;
1030 break;
1032 case WINED3DFMT_A2R10G10B10:
1034 glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
1035 vcheckGLcall("glPixelStorei");
1036 storechanged = TRUE;
1037 type = This->glDescription.glType;
1038 fmt = This->glDescription.glFormat;
1039 mem = This->resource.allocatedMemory;
1040 bpp = This->bytesPerPixel;
1042 break;
1044 case WINED3DFMT_P8:
1046 int height = This->glRect.bottom - This->glRect.top;
1047 type = GL_UNSIGNED_BYTE;
1048 fmt = GL_RGBA;
1050 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * sizeof(DWORD));
1051 if(!mem) {
1052 ERR("Out of memory\n");
1053 return;
1055 memory_allocated = TRUE;
1056 d3dfmt_convert_surface(This->resource.allocatedMemory,
1057 mem,
1058 pitch,
1059 pitch,
1060 height,
1061 pitch * 4,
1062 CONVERT_PALETTED,
1063 This);
1064 bpp = This->bytesPerPixel * 4;
1065 pitch *= 4;
1067 break;
1069 default:
1070 FIXME("Unsupported Format %u in locking func\n", This->resource.format);
1072 /* Give it a try */
1073 type = This->glDescription.glType;
1074 fmt = This->glDescription.glFormat;
1075 mem = This->resource.allocatedMemory;
1076 bpp = This->bytesPerPixel;
1079 glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1080 (This->lockedRect.bottom - This->lockedRect.top)-1,
1081 fmt, type,
1082 mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1083 checkGLcall("glDrawPixels");
1084 glPixelZoom(1.0,1.0);
1085 vcheckGLcall("glPixelZoom");
1087 glRasterPos3iv(&prev_rasterpos[0]);
1088 vcheckGLcall("glRasterPos3iv");
1090 /* Reset to previous pack row length */
1091 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1092 vcheckGLcall("glPixelStorei GL_UNPACK_ROW_LENGTH");
1093 if(storechanged) {
1094 glPixelStorei(GL_PACK_SWAP_BYTES, prev_store);
1095 vcheckGLcall("glPixelStorei GL_PACK_SWAP_BYTES");
1098 /* Blitting environment requires that 2D texturing is enabled. It was turned off before,
1099 * turn it on again
1101 glEnable(GL_TEXTURE_2D);
1102 checkGLcall("glEnable(GL_TEXTURE_2D)");
1104 if(memory_allocated) HeapFree(GetProcessHeap(), 0, mem);
1105 return;
1108 static void flush_to_framebuffer_texture(IWineD3DSurfaceImpl *This) {
1109 float glTexCoord[4];
1111 glTexCoord[0] = (float) This->lockedRect.left / (float) This->pow2Width; /* left */
1112 glTexCoord[1] = (float) This->lockedRect.right / (float) This->pow2Width; /* right */
1113 glTexCoord[2] = (float) This->lockedRect.top / (float) This->pow2Height; /* top */
1114 glTexCoord[3] = (float) This->lockedRect.bottom / (float) This->pow2Height; /* bottom */
1116 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
1118 ENTER_GL();
1120 glBindTexture(GL_TEXTURE_2D, This->glDescription.textureName);
1121 checkGLcall("glEnable glBindTexture");
1123 /* No filtering for blts */
1124 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1125 checkGLcall("glTexParameteri");
1126 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1127 checkGLcall("glTexParameteri");
1129 /* Start drawing a quad */
1130 glBegin(GL_QUADS);
1132 glColor3d(1.0f, 1.0f, 1.0f);
1133 glTexCoord2f(glTexCoord[0], glTexCoord[2]);
1134 glVertex3f(This->lockedRect.left, This->lockedRect.top, 0.0);
1136 glTexCoord2f(glTexCoord[0], glTexCoord[3]);
1137 glVertex3f(This->lockedRect.left, This->lockedRect.bottom, 0.0);
1139 glTexCoord2f(glTexCoord[1], glTexCoord[3]);
1140 glVertex3d(This->lockedRect.right, This->lockedRect.bottom, 0.0);
1142 glTexCoord2f(glTexCoord[1], glTexCoord[2]);
1143 glVertex3f(This->lockedRect.right, This->lockedRect.top, 0.0);
1145 glEnd();
1146 checkGLcall("glEnd");
1148 /* Unbind the texture */
1149 glBindTexture(GL_TEXTURE_2D, 0);
1150 checkGLcall("glEnable glBindTexture");
1152 LEAVE_GL();
1155 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1156 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1157 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1158 IWineD3DSwapChainImpl *swapchain = NULL;
1160 if (!(This->Flags & SFLAG_LOCKED)) {
1161 WARN("trying to Unlock an unlocked surf@%p\n", This);
1162 return WINED3DERR_INVALIDCALL;
1165 TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1167 if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1168 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1169 goto unlock_end;
1172 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
1173 if(swapchain || iface == myDevice->render_targets[0]) {
1174 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1175 static BOOL warned = FALSE;
1176 if(!warned) {
1177 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1178 warned = TRUE;
1180 if(swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
1181 goto unlock_end;
1184 /* Activate the correct context for the render target */
1185 ENTER_GL();
1186 ActivateContext(myDevice, iface, CTXUSAGE_BLIT);
1188 if(!swapchain) {
1189 /* Primary offscreen render target */
1190 TRACE("Offscreen render target\n");
1191 glDrawBuffer(myDevice->offscreenBuffer);
1192 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1193 } else {
1194 GLenum buffer = surface_get_gl_buffer(iface, (IWineD3DSwapChain *)swapchain);
1195 TRACE("Unlocking %#x buffer\n", buffer);
1196 glDrawBuffer(buffer);
1197 checkGLcall("glDrawBuffer");
1199 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
1202 switch(wined3d_settings.rendertargetlock_mode) {
1203 case RTL_AUTO:
1204 case RTL_READDRAW:
1205 case RTL_TEXDRAW:
1206 flush_to_framebuffer_drawpixels(This);
1207 break;
1209 case RTL_READTEX:
1210 case RTL_TEXTEX:
1211 flush_to_framebuffer_texture(This);
1212 break;
1214 if(!swapchain) {
1215 glDrawBuffer(myDevice->offscreenBuffer);
1216 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1217 } else if(swapchain->backBuffer) {
1218 glDrawBuffer(GL_BACK);
1219 checkGLcall("glDrawBuffer(GL_BACK)");
1220 } else {
1221 glDrawBuffer(GL_FRONT);
1222 checkGLcall("glDrawBuffer(GL_FRONT)");
1224 LEAVE_GL();
1226 This->dirtyRect.left = This->currentDesc.Width;
1227 This->dirtyRect.top = This->currentDesc.Height;
1228 This->dirtyRect.right = 0;
1229 This->dirtyRect.bottom = 0;
1230 This->Flags |= SFLAG_INDRAWABLE;
1231 } else if(iface == myDevice->stencilBufferTarget) {
1232 FIXME("Depth Stencil buffer locking is not implemented\n");
1233 } else {
1234 /* The rest should be a normal texture */
1235 IWineD3DBaseTextureImpl *impl;
1236 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1237 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1238 * states need resetting
1240 if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
1241 if(impl->baseTexture.bindCount) {
1242 IWineD3DDeviceImpl_MarkStateDirty(myDevice, STATE_SAMPLER(impl->baseTexture.sampler));
1244 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
1248 unlock_end:
1249 This->Flags &= ~SFLAG_LOCKED;
1250 memset(&This->lockedRect, 0, sizeof(RECT));
1251 return WINED3D_OK;
1254 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) {
1255 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1256 WINED3DLOCKED_RECT lock;
1257 UINT usage;
1258 BITMAPINFO* b_info;
1259 HDC ddc;
1260 DWORD *masks;
1261 HRESULT hr;
1262 RGBQUAD col[256];
1263 const PixelFormatDesc *formatEntry = getFormatDescEntry(This->resource.format);
1265 TRACE("(%p)->(%p)\n",This,pHDC);
1267 if(This->Flags & SFLAG_USERPTR) {
1268 ERR("Not supported on surfaces with an application-provided surfaces\n");
1269 return WINEDDERR_NODC;
1272 /* Give more detailed info for ddraw */
1273 if (This->Flags & SFLAG_DCINUSE)
1274 return WINEDDERR_DCALREADYCREATED;
1276 /* Can't GetDC if the surface is locked */
1277 if (This->Flags & SFLAG_LOCKED)
1278 return WINED3DERR_INVALIDCALL;
1280 memset(&lock, 0, sizeof(lock)); /* To be sure */
1282 /* Create a DIB section if there isn't a hdc yet */
1283 if(!This->hDC) {
1284 int extraline = 0;
1285 SYSTEM_INFO sysInfo;
1286 void *oldmem = This->resource.allocatedMemory;
1288 switch (This->bytesPerPixel) {
1289 case 2:
1290 case 4:
1291 /* Allocate extra space to store the RGB bit masks. */
1292 b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BITMAPINFOHEADER) + 3 * sizeof(DWORD));
1293 break;
1295 case 3:
1296 b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BITMAPINFOHEADER));
1297 break;
1299 default:
1300 /* Allocate extra space for a palette. */
1301 b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1302 sizeof(BITMAPINFOHEADER)
1303 + sizeof(RGBQUAD)
1304 * (1 << (This->bytesPerPixel * 8)));
1305 break;
1308 if (!b_info)
1309 return E_OUTOFMEMORY;
1311 /* Some apps access the surface in via DWORDs, and do not take the necessary care at the end of the
1312 * surface. So we need at least extra 4 bytes at the end of the surface. Check against the page size,
1313 * if the last page used for the surface has at least 4 spare bytes we're safe, otherwise
1314 * add an extra line to the dib section
1316 GetSystemInfo(&sysInfo);
1317 if( ((This->resource.size + 3) % sysInfo.dwPageSize) < 4) {
1318 extraline = 1;
1319 TRACE("Adding an extra line to the dib section\n");
1322 b_info->bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
1323 b_info->bmiHeader.biWidth = This->currentDesc.Width;
1324 b_info->bmiHeader.biHeight = -This->currentDesc.Height -extraline;
1325 b_info->bmiHeader.biSizeImage = ( This->currentDesc.Height + extraline) * IWineD3DSurface_GetPitch(iface);
1326 b_info->bmiHeader.biPlanes = 1;
1327 b_info->bmiHeader.biBitCount = This->bytesPerPixel * 8;
1329 b_info->bmiHeader.biXPelsPerMeter = 0;
1330 b_info->bmiHeader.biYPelsPerMeter = 0;
1331 b_info->bmiHeader.biClrUsed = 0;
1332 b_info->bmiHeader.biClrImportant = 0;
1334 /* Get the bit masks */
1335 masks = (DWORD *) &(b_info->bmiColors);
1336 switch (This->resource.format) {
1337 case WINED3DFMT_R8G8B8:
1338 usage = DIB_RGB_COLORS;
1339 b_info->bmiHeader.biCompression = BI_RGB;
1340 break;
1342 case WINED3DFMT_X1R5G5B5:
1343 case WINED3DFMT_A1R5G5B5:
1344 case WINED3DFMT_A4R4G4B4:
1345 case WINED3DFMT_X4R4G4B4:
1346 case WINED3DFMT_R3G3B2:
1347 case WINED3DFMT_A8R3G3B2:
1348 case WINED3DFMT_A2B10G10R10:
1349 case WINED3DFMT_A8B8G8R8:
1350 case WINED3DFMT_X8B8G8R8:
1351 case WINED3DFMT_A2R10G10B10:
1352 case WINED3DFMT_R5G6B5:
1353 case WINED3DFMT_A16B16G16R16:
1354 usage = 0;
1355 b_info->bmiHeader.biCompression = BI_BITFIELDS;
1356 masks[0] = formatEntry->redMask;
1357 masks[1] = formatEntry->greenMask;
1358 masks[2] = formatEntry->blueMask;
1359 break;
1361 default:
1362 /* Don't know palette */
1363 b_info->bmiHeader.biCompression = BI_RGB;
1364 usage = 0;
1365 break;
1368 ddc = GetDC(0);
1369 if (ddc == 0) {
1370 HeapFree(GetProcessHeap(), 0, b_info);
1371 return HRESULT_FROM_WIN32(GetLastError());
1374 TRACE("Creating a DIB section with size %dx%dx%d, size=%d\n", b_info->bmiHeader.biWidth, b_info->bmiHeader.biHeight, b_info->bmiHeader.biBitCount, b_info->bmiHeader.biSizeImage);
1375 This->dib.DIBsection = CreateDIBSection(ddc, b_info, usage, &This->dib.bitmap_data, 0 /* Handle */, 0 /* Offset */);
1376 ReleaseDC(0, ddc);
1378 if (!This->dib.DIBsection) {
1379 ERR("CreateDIBSection failed!\n");
1380 HeapFree(GetProcessHeap(), 0, b_info);
1381 return HRESULT_FROM_WIN32(GetLastError());
1384 TRACE("DIBSection at : %p\n", This->dib.bitmap_data);
1386 /* copy the existing surface to the dib section */
1387 if(This->resource.allocatedMemory) {
1388 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, b_info->bmiHeader.biSizeImage);
1389 /* We won't need that any more */
1390 } else {
1391 /* This is to make LockRect read the gl Texture although memory is allocated */
1392 This->Flags &= ~SFLAG_INSYSMEM;
1395 HeapFree(GetProcessHeap(), 0, b_info);
1397 /* Use the dib section from now on */
1398 This->resource.allocatedMemory = This->dib.bitmap_data;
1400 /* Now allocate a HDC */
1401 This->hDC = CreateCompatibleDC(0);
1402 This->dib.holdbitmap = SelectObject(This->hDC, This->dib.DIBsection);
1403 TRACE("using wined3d palette %p\n", This->palette);
1404 SelectPalette(This->hDC,
1405 This->palette ? This->palette->hpal : 0,
1406 FALSE);
1408 This->Flags |= SFLAG_DIBSECTION;
1410 if(This->Flags & SFLAG_CLIENT) {
1411 IWineD3DSurface_PreLoad(iface);
1413 HeapFree(GetProcessHeap(), 0, oldmem);
1416 /* Lock the surface */
1417 hr = IWineD3DSurface_LockRect(iface,
1418 &lock,
1419 NULL,
1421 if(FAILED(hr)) {
1422 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
1423 /* keep the dib section */
1424 return hr;
1427 if(This->resource.format == WINED3DFMT_P8 ||
1428 This->resource.format == WINED3DFMT_A8P8) {
1429 unsigned int n;
1430 if(This->palette) {
1431 PALETTEENTRY ent[256];
1433 GetPaletteEntries(This->palette->hpal, 0, 256, ent);
1434 for (n=0; n<256; n++) {
1435 col[n].rgbRed = ent[n].peRed;
1436 col[n].rgbGreen = ent[n].peGreen;
1437 col[n].rgbBlue = ent[n].peBlue;
1438 col[n].rgbReserved = 0;
1440 } else {
1441 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1443 for (n=0; n<256; n++) {
1444 col[n].rgbRed = device->palettes[device->currentPalette][n].peRed;
1445 col[n].rgbGreen = device->palettes[device->currentPalette][n].peGreen;
1446 col[n].rgbBlue = device->palettes[device->currentPalette][n].peBlue;
1447 col[n].rgbReserved = 0;
1451 SetDIBColorTable(This->hDC, 0, 256, col);
1454 *pHDC = This->hDC;
1455 TRACE("returning %p\n",*pHDC);
1456 This->Flags |= SFLAG_DCINUSE;
1458 return WINED3D_OK;
1461 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) {
1462 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1464 TRACE("(%p)->(%p)\n",This,hDC);
1466 if (!(This->Flags & SFLAG_DCINUSE))
1467 return WINED3DERR_INVALIDCALL;
1469 /* we locked first, so unlock now */
1470 IWineD3DSurface_UnlockRect(iface);
1472 This->Flags &= ~SFLAG_DCINUSE;
1474 return WINED3D_OK;
1477 /* ******************************************************
1478 IWineD3DSurface Internal (No mapping to directx api) parts follow
1479 ****************************************************** */
1481 static HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp) {
1482 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
1483 const PixelFormatDesc *formatEntry = getFormatDescEntry(This->resource.format);
1485 /* Default values: From the surface */
1486 *format = formatEntry->glFormat;
1487 *internal = formatEntry->glInternal;
1488 *type = formatEntry->glType;
1489 *convert = NO_CONVERSION;
1490 *target_bpp = This->bytesPerPixel;
1492 /* Ok, now look if we have to do any conversion */
1493 switch(This->resource.format) {
1494 case WINED3DFMT_P8:
1495 /* ****************
1496 Paletted Texture
1497 **************** */
1498 /* Use conversion when the paletted texture extension is not available, or when it is available make sure it is used
1499 * for texturing as it won't work for calls like glDraw-/glReadPixels and further also use conversion in case of color keying.
1501 if(!GL_SUPPORT(EXT_PALETTED_TEXTURE) || colorkey_active || (!use_texturing && GL_SUPPORT(EXT_PALETTED_TEXTURE)) ) {
1502 *format = GL_RGBA;
1503 *internal = GL_RGBA;
1504 *type = GL_UNSIGNED_BYTE;
1505 *target_bpp = 4;
1506 if(colorkey_active) {
1507 *convert = CONVERT_PALETTED_CK;
1508 } else {
1509 *convert = CONVERT_PALETTED;
1513 break;
1515 case WINED3DFMT_R3G3B2:
1516 /* **********************
1517 GL_UNSIGNED_BYTE_3_3_2
1518 ********************** */
1519 if (colorkey_active) {
1520 /* This texture format will never be used.. So do not care about color keying
1521 up until the point in time it will be needed :-) */
1522 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
1524 break;
1526 case WINED3DFMT_R5G6B5:
1527 if (colorkey_active) {
1528 *convert = CONVERT_CK_565;
1529 *format = GL_RGBA;
1530 *internal = GL_RGBA;
1531 *type = GL_UNSIGNED_SHORT_5_5_5_1;
1533 break;
1535 case WINED3DFMT_R8G8B8:
1536 if (colorkey_active) {
1537 *convert = CONVERT_CK_RGB24;
1538 *format = GL_RGBA;
1539 *internal = GL_RGBA;
1540 *type = GL_UNSIGNED_INT_8_8_8_8;
1541 *target_bpp = 4;
1543 break;
1545 case WINED3DFMT_X8R8G8B8:
1546 if (colorkey_active) {
1547 *convert = CONVERT_RGB32_888;
1548 *format = GL_RGBA;
1549 *internal = GL_RGBA;
1550 *type = GL_UNSIGNED_INT_8_8_8_8;
1552 break;
1554 case WINED3DFMT_V8U8:
1555 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1556 else if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
1557 *format = GL_DUDV_ATI;
1558 *internal = GL_DU8DV8_ATI;
1559 *type = GL_BYTE;
1560 /* No conversion - Just change the gl type */
1561 break;
1563 *convert = CONVERT_V8U8;
1564 *format = GL_BGR;
1565 *internal = GL_RGB8;
1566 *type = GL_UNSIGNED_BYTE;
1567 *target_bpp = 3;
1568 break;
1570 case WINED3DFMT_X8L8V8U8:
1571 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1572 *convert = CONVERT_X8L8V8U8;
1573 *format = GL_BGRA;
1574 *internal = GL_RGBA8;
1575 *type = GL_UNSIGNED_BYTE;
1576 *target_bpp = 4;
1577 /* Not supported by GL_ATI_envmap_bumpmap */
1578 break;
1580 case WINED3DFMT_Q8W8V8U8:
1581 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1582 *convert = CONVERT_Q8W8V8U8;
1583 *format = GL_BGRA;
1584 *internal = GL_RGBA8;
1585 *type = GL_UNSIGNED_BYTE;
1586 *target_bpp = 4;
1587 /* Not supported by GL_ATI_envmap_bumpmap */
1588 break;
1590 case WINED3DFMT_V16U16:
1591 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1592 *convert = CONVERT_V16U16;
1593 *format = GL_BGR;
1594 *internal = GL_RGB16;
1595 *type = GL_SHORT;
1596 *target_bpp = 6;
1597 /* What should I do here about GL_ATI_envmap_bumpmap?
1598 * Convert it or allow data loss by loading it into a 8 bit / channel texture?
1600 break;
1602 default:
1603 break;
1606 return WINED3D_OK;
1609 HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *surf) {
1610 BYTE *source, *dest;
1611 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert, surf);
1613 switch (convert) {
1614 case NO_CONVERSION:
1616 memcpy(dst, src, pitch * height);
1617 break;
1619 case CONVERT_PALETTED:
1620 case CONVERT_PALETTED_CK:
1622 IWineD3DPaletteImpl* pal = surf->palette;
1623 BYTE table[256][4];
1624 unsigned int i;
1625 unsigned int x, y;
1627 if( pal == NULL) {
1628 /* TODO: If we are a sublevel, try to get the palette from level 0 */
1631 if (pal == NULL) {
1632 /* Still no palette? Use the device's palette */
1633 /* Get the surface's palette */
1634 for (i = 0; i < 256; i++) {
1635 IWineD3DDeviceImpl *device = surf->resource.wineD3DDevice;
1637 table[i][0] = device->palettes[device->currentPalette][i].peRed;
1638 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
1639 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
1640 if ((convert == CONVERT_PALETTED_CK) &&
1641 (i >= surf->SrcBltCKey.dwColorSpaceLowValue) &&
1642 (i <= surf->SrcBltCKey.dwColorSpaceHighValue)) {
1643 /* We should maybe here put a more 'neutral' color than the standard bright purple
1644 one often used by application to prevent the nice purple borders when bi-linear
1645 filtering is on */
1646 table[i][3] = 0x00;
1647 } else {
1648 table[i][3] = 0xFF;
1651 } else {
1652 TRACE("Using surface palette %p\n", pal);
1653 /* Get the surface's palette */
1654 for (i = 0; i < 256; i++) {
1655 table[i][0] = pal->palents[i].peRed;
1656 table[i][1] = pal->palents[i].peGreen;
1657 table[i][2] = pal->palents[i].peBlue;
1658 if ((convert == CONVERT_PALETTED_CK) &&
1659 (i >= surf->SrcBltCKey.dwColorSpaceLowValue) &&
1660 (i <= surf->SrcBltCKey.dwColorSpaceHighValue)) {
1661 /* We should maybe here put a more 'neutral' color than the standard bright purple
1662 one often used by application to prevent the nice purple borders when bi-linear
1663 filtering is on */
1664 table[i][3] = 0x00;
1665 } else if(pal->Flags & WINEDDPCAPS_ALPHA) {
1666 table[i][3] = pal->palents[i].peFlags;
1667 } else {
1668 table[i][3] = 0xFF;
1673 for (y = 0; y < height; y++)
1675 source = src + pitch * y;
1676 dest = dst + outpitch * y;
1677 /* This is an 1 bpp format, using the width here is fine */
1678 for (x = 0; x < width; x++) {
1679 BYTE color = *source++;
1680 *dest++ = table[color][0];
1681 *dest++ = table[color][1];
1682 *dest++ = table[color][2];
1683 *dest++ = table[color][3];
1687 break;
1689 case CONVERT_CK_565:
1691 /* Converting the 565 format in 5551 packed to emulate color-keying.
1693 Note : in all these conversion, it would be best to average the averaging
1694 pixels to get the color of the pixel that will be color-keyed to
1695 prevent 'color bleeding'. This will be done later on if ever it is
1696 too visible.
1698 Note2: Nvidia documents say that their driver does not support alpha + color keying
1699 on the same surface and disables color keying in such a case
1701 unsigned int x, y;
1702 WORD *Source;
1703 WORD *Dest;
1705 TRACE("Color keyed 565\n");
1707 for (y = 0; y < height; y++) {
1708 Source = (WORD *) (src + y * pitch);
1709 Dest = (WORD *) (dst + y * outpitch);
1710 for (x = 0; x < width; x++ ) {
1711 WORD color = *Source++;
1712 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
1713 if ((color < surf->SrcBltCKey.dwColorSpaceLowValue) ||
1714 (color > surf->SrcBltCKey.dwColorSpaceHighValue)) {
1715 *Dest |= 0x0001;
1717 Dest++;
1721 break;
1723 case CONVERT_V8U8:
1725 unsigned int x, y;
1726 short *Source;
1727 unsigned char *Dest;
1728 for(y = 0; y < height; y++) {
1729 Source = (short *) (src + y * pitch);
1730 Dest = (unsigned char *) (dst + y * outpitch);
1731 for (x = 0; x < width; x++ ) {
1732 long color = (*Source++);
1733 /* B */ Dest[0] = 0xff;
1734 /* G */ Dest[1] = (color >> 8) + 128; /* V */
1735 /* R */ Dest[2] = (color) + 128; /* U */
1736 Dest += 3;
1739 break;
1742 case CONVERT_Q8W8V8U8:
1744 unsigned int x, y;
1745 DWORD *Source;
1746 unsigned char *Dest;
1747 for(y = 0; y < height; y++) {
1748 Source = (DWORD *) (src + y * pitch);
1749 Dest = (unsigned char *) (dst + y * outpitch);
1750 for (x = 0; x < width; x++ ) {
1751 long color = (*Source++);
1752 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
1753 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
1754 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
1755 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
1756 Dest += 4;
1759 break;
1762 default:
1763 ERR("Unsupported conversation type %d\n", convert);
1765 return WINED3D_OK;
1768 /* This function is used in case of 8bit paletted textures to upload the palette.
1769 For now it only supports GL_EXT_paletted_texture extension but support for other
1770 extensions like ARB_fragment_program and ATI_fragment_shaders will be added as well.
1772 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert) {
1773 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1774 IWineD3DPaletteImpl* pal = This->palette;
1775 BYTE table[256][4];
1776 int i;
1778 if (pal == NULL) {
1779 /* Still no palette? Use the device's palette */
1780 /* Get the surface's palette */
1781 for (i = 0; i < 256; i++) {
1782 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1784 table[i][0] = device->palettes[device->currentPalette][i].peRed;
1785 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
1786 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
1787 if ((convert == CONVERT_PALETTED_CK) &&
1788 (i >= This->SrcBltCKey.dwColorSpaceLowValue) &&
1789 (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
1790 /* We should maybe here put a more 'neutral' color than the standard bright purple
1791 one often used by application to prevent the nice purple borders when bi-linear
1792 filtering is on */
1793 table[i][3] = 0x00;
1794 } else {
1795 table[i][3] = 0xFF;
1798 } else {
1799 TRACE("Using surface palette %p\n", pal);
1800 /* Get the surface's palette */
1801 for (i = 0; i < 256; i++) {
1802 table[i][0] = pal->palents[i].peRed;
1803 table[i][1] = pal->palents[i].peGreen;
1804 table[i][2] = pal->palents[i].peBlue;
1805 if ((convert == CONVERT_PALETTED_CK) &&
1806 (i >= This->SrcBltCKey.dwColorSpaceLowValue) &&
1807 (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
1808 /* We should maybe here put a more 'neutral' color than the standard bright purple
1809 one often used by application to prevent the nice purple borders when bi-linear
1810 filtering is on */
1811 table[i][3] = 0x00;
1812 } else if(pal->Flags & WINEDDPCAPS_ALPHA) {
1813 table[i][3] = pal->palents[i].peFlags;
1814 } else {
1815 table[i][3] = 0xFF;
1819 GL_EXTCALL(glColorTableEXT(GL_TEXTURE_2D,GL_RGBA,256,GL_RGBA,GL_UNSIGNED_BYTE, table));
1822 static BOOL palette9_changed(IWineD3DSurfaceImpl *This) {
1823 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1825 if(This->palette || (This->resource.format != WINED3DFMT_P8 && This->resource.format != WINED3DFMT_A8P8)) {
1826 /* If a ddraw-style palette is attached assume no d3d9 palette change.
1827 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
1829 return FALSE;
1832 if(This->palette9) {
1833 if(memcmp(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256) == 0) {
1834 return FALSE;
1836 } else {
1837 This->palette9 = (PALETTEENTRY *) HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
1839 memcpy(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
1840 return TRUE;
1843 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) {
1844 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1845 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1846 GLenum format, internal, type;
1847 CONVERT_TYPES convert;
1848 int bpp;
1849 int width, pitch, outpitch;
1850 BYTE *mem;
1852 if (!(This->Flags & SFLAG_INTEXTURE)) {
1853 TRACE("Reloading because surface is dirty\n");
1854 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
1855 ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
1856 /* Reload: vice versa OR */
1857 ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
1858 /* Also reload: Color key is active AND the color key has changed */
1859 ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
1860 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
1861 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
1862 TRACE("Reloading because of color keying\n");
1863 } else if(palette9_changed(This)) {
1864 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
1865 } else {
1866 TRACE("surface is already in texture\n");
1867 return WINED3D_OK;
1870 This->Flags |= SFLAG_INTEXTURE;
1872 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
1873 * These resources are not bound by device size or format restrictions. Because of this,
1874 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
1875 * However, these resources can always be created, locked, and copied.
1877 if (This->resource.pool == WINED3DPOOL_SCRATCH )
1879 FIXME("(%p) Operation not supported for scratch textures\n",This);
1880 return WINED3DERR_INVALIDCALL;
1883 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp);
1885 if (This->Flags & SFLAG_INDRAWABLE) {
1886 if (This->glDescription.level != 0)
1887 FIXME("Surface in texture is only supported for level 0\n");
1888 else if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8 ||
1889 This->resource.format == WINED3DFMT_DXT1 || This->resource.format == WINED3DFMT_DXT2 ||
1890 This->resource.format == WINED3DFMT_DXT3 || This->resource.format == WINED3DFMT_DXT4 ||
1891 This->resource.format == WINED3DFMT_DXT5)
1892 FIXME("Format %d not supported\n", This->resource.format);
1893 else {
1894 GLint prevRead;
1896 ENTER_GL();
1897 glGetIntegerv(GL_READ_BUFFER, &prevRead);
1898 vcheckGLcall("glGetIntegerv");
1899 glReadBuffer(This->resource.wineD3DDevice->offscreenBuffer);
1900 vcheckGLcall("glReadBuffer");
1902 if(!(This->Flags & SFLAG_ALLOCATED)) {
1903 surface_allocate_surface(This, internal, This->pow2Width,
1904 This->pow2Height, format, type);
1907 glCopyTexSubImage2D(This->glDescription.target,
1908 This->glDescription.level,
1909 0, 0, 0, 0,
1910 This->currentDesc.Width,
1911 This->currentDesc.Height);
1912 checkGLcall("glCopyTexSubImage2D");
1914 glReadBuffer(prevRead);
1915 vcheckGLcall("glReadBuffer");
1917 LEAVE_GL();
1919 TRACE("Updated target %d\n", This->glDescription.target);
1921 return WINED3D_OK;
1922 } else
1923 /* The only place where LoadTexture() might get called when isInDraw=1
1924 * is ActivateContext where lastActiveRenderTarget is preloaded.
1926 if(iface == device->lastActiveRenderTarget && device->isInDraw)
1927 ERR("Reading back render target but SFLAG_INDRAWABLE not set\n");
1929 /* Otherwise: System memory copy must be most up to date */
1931 if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
1932 This->Flags |= SFLAG_GLCKEY;
1933 This->glCKey = This->SrcBltCKey;
1935 else This->Flags &= ~SFLAG_GLCKEY;
1937 /* The width is in 'length' not in bytes */
1938 width = This->currentDesc.Width;
1939 pitch = IWineD3DSurface_GetPitch(iface);
1941 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
1942 int height = This->currentDesc.Height;
1944 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
1945 outpitch = width * bpp;
1946 outpitch = (outpitch + SURFACE_ALIGNMENT - 1) & ~(SURFACE_ALIGNMENT - 1);
1948 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
1949 if(!mem) {
1950 ERR("Out of memory %d, %d!\n", outpitch, height);
1951 return WINED3DERR_OUTOFVIDEOMEMORY;
1953 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
1955 This->Flags |= SFLAG_CONVERTED;
1956 } else if (This->resource.format == WINED3DFMT_P8 && GL_SUPPORT(EXT_PALETTED_TEXTURE)) {
1957 d3dfmt_p8_upload_palette(iface, convert);
1958 This->Flags &= ~SFLAG_CONVERTED;
1959 mem = This->resource.allocatedMemory;
1960 } else {
1961 This->Flags &= ~SFLAG_CONVERTED;
1962 mem = This->resource.allocatedMemory;
1965 /* Make sure the correct pitch is used */
1966 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
1968 if ((This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE)) {
1969 TRACE("non power of two support\n");
1970 if(!(This->Flags & SFLAG_ALLOCATED)) {
1971 surface_allocate_surface(This, internal, This->pow2Width, This->pow2Height, format, type);
1973 if (mem) {
1974 surface_upload_data(This, This->currentDesc.Width, This->currentDesc.Height, format, type, mem);
1976 } else {
1977 /* When making the realloc conditional, keep in mind that GL_APPLE_client_storage may be in use, and This->resource.allocatedMemory
1978 * changed. So also keep track of memory changes. In this case the texture has to be reallocated
1980 if(!(This->Flags & SFLAG_ALLOCATED)) {
1981 surface_allocate_surface(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type);
1983 if (mem) {
1984 surface_upload_data(This, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type, mem);
1988 /* Restore the default pitch */
1989 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
1991 if (mem != This->resource.allocatedMemory)
1992 HeapFree(GetProcessHeap(), 0, mem);
1994 #if 0
1996 static unsigned int gen = 0;
1997 char buffer[4096];
1998 ++gen;
1999 if ((gen % 10) == 0) {
2000 snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm", This, This->glDescription.target, This->glDescription.level, gen);
2001 IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
2004 * debugging crash code
2005 if (gen == 250) {
2006 void** test = NULL;
2007 *test = 0;
2011 #endif
2013 if (!(This->Flags & SFLAG_DONOTFREE)) {
2014 HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory);
2015 This->resource.allocatedMemory = NULL;
2016 This->Flags &= ~SFLAG_INSYSMEM;
2019 return WINED3D_OK;
2022 #include <errno.h>
2023 #include <stdio.h>
2024 HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename) {
2025 FILE* f = NULL;
2026 UINT i, y;
2027 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2028 char *allocatedMemory;
2029 char *textureRow;
2030 IWineD3DSwapChain *swapChain = NULL;
2031 int width, height;
2032 GLuint tmpTexture = 0;
2033 DWORD color;
2034 /*FIXME:
2035 Textures my not be stored in ->allocatedgMemory and a GlTexture
2036 so we should lock the surface before saving a snapshot, or at least check that
2038 /* TODO: Compressed texture images can be obtained from the GL in uncompressed form
2039 by calling GetTexImage and in compressed form by calling
2040 GetCompressedTexImageARB. Queried compressed images can be saved and
2041 later reused by calling CompressedTexImage[123]DARB. Pre-compressed
2042 texture images do not need to be processed by the GL and should
2043 significantly improve texture loading performance relative to uncompressed
2044 images. */
2046 /* Setup the width and height to be the internal texture width and height. */
2047 width = This->pow2Width;
2048 height = This->pow2Height;
2049 /* check to see if were a 'virtual' texture e.g. were not a pbuffer of texture were a back buffer*/
2050 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain);
2052 if (This->Flags & SFLAG_INDRAWABLE && !(This->Flags & SFLAG_INTEXTURE)) {
2053 /* if were not a real texture then read the back buffer into a real texture */
2054 /* we don't want to interfere with the back buffer so read the data into a temporary
2055 * texture and then save the data out of the temporary texture
2057 GLint prevRead;
2058 ENTER_GL();
2059 TRACE("(%p) Reading render target into texture\n", This);
2060 glEnable(GL_TEXTURE_2D);
2062 glGenTextures(1, &tmpTexture);
2063 glBindTexture(GL_TEXTURE_2D, tmpTexture);
2065 glTexImage2D(GL_TEXTURE_2D,
2067 GL_RGBA,
2068 width,
2069 height,
2070 0/*border*/,
2071 GL_RGBA,
2072 GL_UNSIGNED_INT_8_8_8_8_REV,
2073 NULL);
2075 glGetIntegerv(GL_READ_BUFFER, &prevRead);
2076 vcheckGLcall("glGetIntegerv");
2077 glReadBuffer(swapChain ? GL_BACK : This->resource.wineD3DDevice->offscreenBuffer);
2078 vcheckGLcall("glReadBuffer");
2079 glCopyTexImage2D(GL_TEXTURE_2D,
2081 GL_RGBA,
2084 width,
2085 height,
2088 checkGLcall("glCopyTexImage2D");
2089 glReadBuffer(prevRead);
2090 LEAVE_GL();
2092 } else { /* bind the real texture, and make sure it up to date */
2093 IWineD3DSurface_PreLoad(iface);
2095 allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width * height * 4);
2096 ENTER_GL();
2097 FIXME("Saving texture level %d width %d height %d\n", This->glDescription.level, width, height);
2098 glGetTexImage(GL_TEXTURE_2D,
2099 This->glDescription.level,
2100 GL_RGBA,
2101 GL_UNSIGNED_INT_8_8_8_8_REV,
2102 allocatedMemory);
2103 checkGLcall("glTexImage2D");
2104 if (tmpTexture) {
2105 glBindTexture(GL_TEXTURE_2D, 0);
2106 glDeleteTextures(1, &tmpTexture);
2108 LEAVE_GL();
2110 f = fopen(filename, "w+");
2111 if (NULL == f) {
2112 ERR("opening of %s failed with: %s\n", filename, strerror(errno));
2113 return WINED3DERR_INVALIDCALL;
2115 /* Save the dat out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha chanel*/
2116 TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format));
2117 /* TGA header */
2118 fputc(0,f);
2119 fputc(0,f);
2120 fputc(2,f);
2121 fputc(0,f);
2122 fputc(0,f);
2123 fputc(0,f);
2124 fputc(0,f);
2125 fputc(0,f);
2126 fputc(0,f);
2127 fputc(0,f);
2128 fputc(0,f);
2129 fputc(0,f);
2130 /* short width*/
2131 fwrite(&width,2,1,f);
2132 /* short height */
2133 fwrite(&height,2,1,f);
2134 /* format rgba */
2135 fputc(0x20,f);
2136 fputc(0x28,f);
2137 /* raw data */
2138 /* if the data is upside down if we've fetched it from a back buffer, so it needs flipping again to make it the correct way up*/
2139 if(swapChain)
2140 textureRow = allocatedMemory + (width * (height - 1) *4);
2141 else
2142 textureRow = allocatedMemory;
2143 for (y = 0 ; y < height; y++) {
2144 for (i = 0; i < width; i++) {
2145 color = *((DWORD*)textureRow);
2146 fputc((color >> 16) & 0xFF, f); /* B */
2147 fputc((color >> 8) & 0xFF, f); /* G */
2148 fputc((color >> 0) & 0xFF, f); /* R */
2149 fputc((color >> 24) & 0xFF, f); /* A */
2150 textureRow += 4;
2152 /* take two rows of the pointer to the texture memory */
2153 if(swapChain)
2154 (textureRow-= width << 3);
2157 TRACE("Closing file\n");
2158 fclose(f);
2160 if(swapChain) {
2161 IWineD3DSwapChain_Release(swapChain);
2163 HeapFree(GetProcessHeap(), 0, allocatedMemory);
2164 return WINED3D_OK;
2168 * Slightly inefficient way to handle multiple dirty rects but it works :)
2170 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect) {
2171 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2172 IWineD3DBaseTexture *baseTexture = NULL;
2173 This->Flags &= ~(SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
2174 if (NULL != pDirtyRect) {
2175 This->dirtyRect.left = min(This->dirtyRect.left, pDirtyRect->left);
2176 This->dirtyRect.top = min(This->dirtyRect.top, pDirtyRect->top);
2177 This->dirtyRect.right = max(This->dirtyRect.right, pDirtyRect->right);
2178 This->dirtyRect.bottom = max(This->dirtyRect.bottom, pDirtyRect->bottom);
2179 } else {
2180 This->dirtyRect.left = 0;
2181 This->dirtyRect.top = 0;
2182 This->dirtyRect.right = This->currentDesc.Width;
2183 This->dirtyRect.bottom = This->currentDesc.Height;
2185 TRACE("(%p) : Dirty: yes, Rect:(%d,%d,%d,%d)\n", This, This->dirtyRect.left,
2186 This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
2187 /* if the container is a basetexture then mark it dirty. */
2188 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2189 TRACE("Passing to conatiner\n");
2190 IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
2191 IWineD3DBaseTexture_Release(baseTexture);
2193 return WINED3D_OK;
2196 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container) {
2197 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2199 TRACE("This %p, container %p\n", This, container);
2201 /* We can't keep a reference to the container, since the container already keeps a reference to us. */
2203 TRACE("Setting container to %p from %p\n", container, This->container);
2204 This->container = container;
2206 return WINED3D_OK;
2209 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
2210 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2211 const PixelFormatDesc *formatEntry = getFormatDescEntry(format);
2213 if (This->resource.format != WINED3DFMT_UNKNOWN) {
2214 FIXME("(%p) : The foramt of the surface must be WINED3DFORMAT_UNKNOWN\n", This);
2215 return WINED3DERR_INVALIDCALL;
2218 TRACE("(%p) : Setting texture foramt to (%d,%s)\n", This, format, debug_d3dformat(format));
2219 if (format == WINED3DFMT_UNKNOWN) {
2220 This->resource.size = 0;
2221 } else if (format == WINED3DFMT_DXT1) {
2222 /* DXT1 is half byte per pixel */
2223 This->resource.size = ((max(This->pow2Width, 4) * formatEntry->bpp) * max(This->pow2Height, 4)) >> 1;
2225 } else if (format == WINED3DFMT_DXT2 || format == WINED3DFMT_DXT3 ||
2226 format == WINED3DFMT_DXT4 || format == WINED3DFMT_DXT5) {
2227 This->resource.size = ((max(This->pow2Width, 4) * formatEntry->bpp) * max(This->pow2Height, 4));
2228 } else {
2229 This->resource.size = ((This->pow2Width * formatEntry->bpp) + SURFACE_ALIGNMENT - 1) & ~(SURFACE_ALIGNMENT - 1);
2230 This->resource.size *= This->pow2Height;
2234 /* Setup some glformat defaults */
2235 This->glDescription.glFormat = formatEntry->glFormat;
2236 This->glDescription.glFormatInternal = formatEntry->glInternal;
2237 This->glDescription.glType = formatEntry->glType;
2239 if (format != WINED3DFMT_UNKNOWN) {
2240 This->bytesPerPixel = formatEntry->bpp;
2241 } else {
2242 This->bytesPerPixel = 0;
2245 This->Flags |= (WINED3DFMT_D16_LOCKABLE == format) ? SFLAG_LOCKABLE : 0;
2246 This->Flags &= ~SFLAG_ALLOCATED;
2248 This->resource.format = format;
2250 TRACE("(%p) : Size %d, bytesPerPixel %d, glFormat %d, glFotmatInternal %d, glType %d\n", This, This->resource.size, This->bytesPerPixel, This->glDescription.glFormat, This->glDescription.glFormatInternal, This->glDescription.glType);
2252 return WINED3D_OK;
2255 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2256 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2258 /* Render targets depend on their hdc, and we can't create a hdc on a user pointer */
2259 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
2260 ERR("Not supported on render targets\n");
2261 return WINED3DERR_INVALIDCALL;
2264 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
2265 WARN("Surface is locked or the HDC is in use\n");
2266 return WINED3DERR_INVALIDCALL;
2269 if(Mem && Mem != This->resource.allocatedMemory) {
2270 void *release = NULL;
2272 /* Do I have to copy the old surface content? */
2273 if(This->Flags & SFLAG_DIBSECTION) {
2274 /* Release the DC. No need to hold the critical section for the update
2275 * Thread because this thread runs only on front buffers, but this method
2276 * fails for render targets in the check above.
2278 SelectObject(This->hDC, This->dib.holdbitmap);
2279 DeleteDC(This->hDC);
2280 /* Release the DIB section */
2281 DeleteObject(This->dib.DIBsection);
2282 This->dib.bitmap_data = NULL;
2283 This->resource.allocatedMemory = NULL;
2284 This->hDC = NULL;
2285 This->Flags &= ~SFLAG_DIBSECTION;
2286 } else if(!(This->Flags & SFLAG_USERPTR)) {
2287 release = This->resource.allocatedMemory;
2289 This->resource.allocatedMemory = Mem;
2290 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2292 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2293 This->Flags &= ~(SFLAG_INDRAWABLE | SFLAG_INTEXTURE);
2295 /* For client textures opengl has to be notified */
2296 if(This->Flags & SFLAG_CLIENT) {
2297 This->Flags &= ~SFLAG_ALLOCATED;
2298 IWineD3DSurface_PreLoad(iface);
2299 /* And hope that the app behaves correctly and did not free the old surface memory before setting a new pointer */
2302 /* Now free the old memory if any */
2303 HeapFree(GetProcessHeap(), 0, release);
2304 } else if(This->Flags & SFLAG_USERPTR) {
2305 /* Lockrect and GetDC will re-create the dib section and allocated memory */
2306 This->resource.allocatedMemory = NULL;
2307 This->Flags &= ~SFLAG_USERPTR;
2309 if(This->Flags & SFLAG_CLIENT) {
2310 This->Flags &= ~SFLAG_ALLOCATED;
2311 /* This respecifies an empty texture and opengl knows that the old memory is gone */
2312 IWineD3DSurface_PreLoad(iface);
2315 return WINED3D_OK;
2318 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
2319 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2320 IWineD3DDevice *D3D = (IWineD3DDevice *) This->resource.wineD3DDevice;
2321 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
2323 /* Flipping is only supported on RenderTargets */
2324 if( !(This->resource.usage & WINED3DUSAGE_RENDERTARGET) ) return WINEDDERR_NOTFLIPPABLE;
2326 if(override) {
2327 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2328 * FIXME("(%p) Target override is not supported by now\n", This);
2329 * Additionally, it isn't really possible to support triple-buffering
2330 * properly on opengl at all
2334 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2335 return IWineD3DDevice_Present(D3D, NULL, NULL, 0, NULL);
2338 /* Does a direct frame buffer -> texture copy. Stretching is done
2339 * with single pixel copy calls
2341 static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, IWineD3DSwapChainImpl *swapchain, WINED3DRECT *srect, WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) {
2342 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2343 float xrel, yrel;
2344 UINT row;
2345 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2347 ENTER_GL();
2349 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2351 /* Bind the target texture */
2352 glBindTexture(GL_TEXTURE_2D, This->glDescription.textureName);
2353 checkGLcall("glBindTexture");
2354 if(!swapchain) {
2355 glReadBuffer(myDevice->offscreenBuffer);
2356 } else {
2357 GLenum buffer = surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain);
2358 glReadBuffer(buffer);
2360 checkGLcall("glReadBuffer");
2362 xrel = (float) (srect->x2 - srect->x1) / (float) (drect->x2 - drect->x1);
2363 yrel = (float) (srect->y2 - srect->y1) / (float) (drect->y2 - drect->y1);
2365 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2366 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2368 if(Filter != WINED3DTEXF_NONE) {
2369 ERR("Texture filtering not supported in direct blit\n");
2371 } else if((Filter != WINED3DTEXF_NONE) && ((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2372 ERR("Texture filtering not supported in direct blit\n");
2375 if(upsidedown &&
2376 !((xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) &&
2377 !((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2378 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2380 glCopyTexSubImage2D(This->glDescription.target,
2381 This->glDescription.level,
2382 drect->x1, drect->y1, /* xoffset, yoffset */
2383 srect->x1, Src->currentDesc.Height - srect->y2,
2384 drect->x2 - drect->x1, drect->y2 - drect->y1);
2385 } else {
2386 UINT yoffset = Src->currentDesc.Height - srect->y1 + drect->y1 - 1;
2387 /* I have to process this row by row to swap the image,
2388 * otherwise it would be upside down, so streching in y direction
2389 * doesn't cost extra time
2391 * However, streching in x direction can be avoided if not necessary
2393 for(row = drect->y1; row < drect->y2; row++) {
2394 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2395 /* Well, that stuff works, but it's very slow.
2396 * find a better way instead
2398 UINT col;
2400 for(col = drect->x1; col < drect->x2; col++) {
2401 glCopyTexSubImage2D(This->glDescription.target,
2402 This->glDescription.level,
2403 drect->x1 + col, row, /* xoffset, yoffset */
2404 srect->x1 + col * xrel, yoffset - (int) (row * yrel),
2405 1, 1);
2407 } else {
2408 glCopyTexSubImage2D(This->glDescription.target,
2409 This->glDescription.level,
2410 drect->x1, row, /* xoffset, yoffset */
2411 srect->x1, yoffset - (int) (row * yrel),
2412 drect->x2-drect->x1, 1);
2417 vcheckGLcall("glCopyTexSubImage2D");
2418 LEAVE_GL();
2421 /* Uses the hardware to stretch and flip the image */
2422 static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, IWineD3DSwapChainImpl *swapchain, WINED3DRECT *srect, WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) {
2423 GLuint src, backup = 0;
2424 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2425 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2426 float left, right, top, bottom; /* Texture coordinates */
2427 UINT fbwidth = Src->currentDesc.Width;
2428 UINT fbheight = Src->currentDesc.Height;
2429 GLenum drawBuffer = GL_BACK;
2431 TRACE("Using hwstretch blit\n");
2432 /* Activate the Proper context for reading from the source surface, set it up for blitting */
2433 ENTER_GL();
2434 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2436 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
2437 * This way we don't have to wait for the 2nd readback to finish to leave this function.
2439 if(GL_LIMITS(aux_buffers) >= 2) {
2440 /* Got more than one aux buffer? Use the 2nd aux buffer */
2441 drawBuffer = GL_AUX1;
2442 } else if((swapchain || myDevice->offscreenBuffer == GL_BACK) && GL_LIMITS(aux_buffers) >= 1) {
2443 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2444 drawBuffer = GL_AUX0;
2447 if(!swapchain && wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
2448 glGenTextures(1, &backup);
2449 checkGLcall("glGenTextures\n");
2450 glBindTexture(GL_TEXTURE_2D, backup);
2451 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
2452 } else {
2453 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
2454 * we are reading from the back buffer, the backup can be used as source texture
2456 if(Src->glDescription.textureName == 0) {
2457 /* Get it a description */
2458 IWineD3DSurface_PreLoad(SrcSurface);
2460 glBindTexture(GL_TEXTURE_2D, Src->glDescription.textureName);
2461 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
2463 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
2464 Src->Flags &= ~SFLAG_INTEXTURE;
2467 glReadBuffer(GL_BACK);
2468 checkGLcall("glReadBuffer(GL_BACK)");
2470 /* TODO: Only back up the part that will be overwritten */
2471 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
2472 0, 0 /* read offsets */,
2473 0, 0,
2474 fbwidth,
2475 fbheight);
2477 checkGLcall("glCopyTexSubImage2D");
2479 /* No issue with overriding these - the sampler is dirty due to blit usage */
2480 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
2481 stateLookup[WINELOOKUP_MAGFILTER][Filter - minLookup[WINELOOKUP_MAGFILTER]]);
2482 checkGLcall("glTexParameteri");
2483 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
2484 minMipLookup[Filter][WINED3DTEXF_NONE]);
2485 checkGLcall("glTexParameteri");
2487 if(!swapchain || (IWineD3DSurface *) Src == swapchain->backBuffer[0]) {
2488 src = backup ? backup : Src->glDescription.textureName;
2489 } else {
2490 glReadBuffer(GL_FRONT);
2491 checkGLcall("glReadBuffer(GL_FRONT)");
2493 glGenTextures(1, &src);
2494 checkGLcall("glGenTextures(1, &src)");
2495 glBindTexture(GL_TEXTURE_2D, src);
2496 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
2498 /* TODO: Only copy the part that will be read. Use srect->x1, srect->y2 as origin, but with the width watch
2499 * out for power of 2 sizes
2501 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Src->pow2Width, Src->pow2Height, 0,
2502 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
2503 checkGLcall("glTexImage2D");
2504 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
2505 0, 0 /* read offsets */,
2506 0, 0,
2507 fbwidth,
2508 fbheight);
2510 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2511 checkGLcall("glTexParameteri");
2512 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2513 checkGLcall("glTexParameteri");
2515 glReadBuffer(GL_BACK);
2516 checkGLcall("glReadBuffer(GL_BACK)");
2518 checkGLcall("glEnd and previous");
2520 left = (float) srect->x1 / (float) Src->pow2Width;
2521 right = (float) srect->x2 / (float) Src->pow2Width;
2523 if(upsidedown) {
2524 top = (float) (Src->currentDesc.Height - srect->y1) / (float) Src->pow2Height;
2525 bottom = (float) (Src->currentDesc.Height - srect->y2) / (float) Src->pow2Height;
2526 } else {
2527 top = (float) (Src->currentDesc.Height - srect->y2) / (float) Src->pow2Height;
2528 bottom = (float) (Src->currentDesc.Height - srect->y1) / (float) Src->pow2Height;
2531 /* draw the source texture stretched and upside down. The correct surface is bound already */
2532 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
2533 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
2535 glDrawBuffer(drawBuffer);
2536 glReadBuffer(drawBuffer);
2538 glBegin(GL_QUADS);
2539 /* bottom left */
2540 glTexCoord2f(left, bottom);
2541 glVertex2i(0, fbheight);
2543 /* top left */
2544 glTexCoord2f(left, top);
2545 glVertex2i(0, fbheight - drect->y2 - drect->y1);
2547 /* top right */
2548 glTexCoord2f(right, top);
2549 glVertex2i(drect->x2 - drect->x1, fbheight - drect->y2 - drect->y1);
2551 /* bottom right */
2552 glTexCoord2f(right, bottom);
2553 glVertex2i(drect->x2 - drect->x1, fbheight);
2554 glEnd();
2555 checkGLcall("glEnd and previous");
2557 /* Now read the stretched and upside down image into the destination texture */
2558 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2559 checkGLcall("glBindTexture");
2560 glCopyTexSubImage2D(This->glDescription.target,
2562 drect->x1, drect->y1, /* xoffset, yoffset */
2563 0, 0, /* We blitted the image to the origin */
2564 drect->x2 - drect->x1, drect->y2 - drect->y1);
2565 checkGLcall("glCopyTexSubImage2D");
2567 /* Write the back buffer backup back */
2568 glBindTexture(GL_TEXTURE_2D, backup ? backup : Src->glDescription.textureName);
2569 checkGLcall("glBindTexture(GL_TEXTURE_2D, Src->glDescription.textureName)");
2571 if(drawBuffer == GL_BACK) {
2572 glBegin(GL_QUADS);
2573 /* top left */
2574 glTexCoord2f(0.0, (float) fbheight / (float) Src->pow2Height);
2575 glVertex2i(0, 0);
2577 /* bottom left */
2578 glTexCoord2f(0.0, 0.0);
2579 glVertex2i(0, fbheight);
2581 /* bottom right */
2582 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, 0.0);
2583 glVertex2i(fbwidth, Src->currentDesc.Height);
2585 /* top right */
2586 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, (float) fbheight / (float) Src->pow2Height);
2587 glVertex2i(fbwidth, 0);
2588 glEnd();
2589 } else {
2590 /* Restore the old draw buffer */
2591 glDrawBuffer(GL_BACK);
2594 /* Cleanup */
2595 if(src != Src->glDescription.textureName && src != backup) {
2596 glDeleteTextures(1, &src);
2597 checkGLcall("glDeleteTextures(1, &src)");
2599 if(backup) {
2600 glDeleteTextures(1, &backup);
2601 checkGLcall("glDeleteTextures(1, &backup)");
2603 LEAVE_GL();
2606 /* Not called from the VTable */
2607 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
2608 WINED3DRECT rect;
2609 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2610 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
2611 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2613 TRACE("(%p)->(%p,%p,%p,%08x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
2615 /* Get the swapchain. One of the surfaces has to be a primary surface */
2616 IWineD3DSurface_GetContainer( (IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
2617 if(dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) dstSwapchain);
2618 if(Src) {
2619 IWineD3DSurface_GetContainer( (IWineD3DSurface *) Src, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
2620 if(srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) srcSwapchain);
2623 /* Early sort out of cases where no render target is used */
2624 if(!dstSwapchain && !srcSwapchain &&
2625 SrcSurface != myDevice->render_targets[0] && This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
2626 TRACE("No surface is render target, not using hardware blit. Src = %p, dst = %p\n", Src, This);
2627 return WINED3DERR_INVALIDCALL;
2630 /* No destination color keying supported */
2631 if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
2632 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
2633 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
2634 return WINED3DERR_INVALIDCALL;
2637 if (DestRect) {
2638 rect.x1 = DestRect->left;
2639 rect.y1 = DestRect->top;
2640 rect.x2 = DestRect->right;
2641 rect.y2 = DestRect->bottom;
2642 } else {
2643 rect.x1 = 0;
2644 rect.y1 = 0;
2645 rect.x2 = This->currentDesc.Width;
2646 rect.y2 = This->currentDesc.Height;
2649 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
2650 if(dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->backBuffer &&
2651 ((IWineD3DSurface *) This == dstSwapchain->frontBuffer) && SrcSurface == dstSwapchain->backBuffer[0]) {
2652 /* Half-life does a Blt from the back buffer to the front buffer,
2653 * Full surface size, no flags... Use present instead
2655 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
2658 /* Check rects - IWineD3DDevice_Present doesn't handle them */
2659 while(1)
2661 RECT mySrcRect;
2662 TRACE("Looking if a Present can be done...\n");
2663 /* Source Rectangle must be full surface */
2664 if( SrcRect ) {
2665 if(SrcRect->left != 0 || SrcRect->top != 0 ||
2666 SrcRect->right != Src->currentDesc.Width || SrcRect->bottom != Src->currentDesc.Height) {
2667 TRACE("No, Source rectangle doesn't match\n");
2668 break;
2671 mySrcRect.left = 0;
2672 mySrcRect.top = 0;
2673 mySrcRect.right = Src->currentDesc.Width;
2674 mySrcRect.bottom = Src->currentDesc.Height;
2676 /* No stretching may occur */
2677 if(mySrcRect.right != rect.x2 - rect.x1 ||
2678 mySrcRect.bottom != rect.y2 - rect.y1) {
2679 TRACE("No, stretching is done\n");
2680 break;
2683 /* Destination must be full surface or match the clipping rectangle */
2684 if(This->clipper && ((IWineD3DClipperImpl *) This->clipper)->hWnd)
2686 RECT cliprect;
2687 POINT pos[2];
2688 GetClientRect(((IWineD3DClipperImpl *) This->clipper)->hWnd, &cliprect);
2689 pos[0].x = rect.x1;
2690 pos[0].y = rect.y1;
2691 pos[1].x = rect.x2;
2692 pos[1].y = rect.y2;
2693 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *) This->clipper)->hWnd,
2694 pos, 2);
2696 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
2697 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
2699 TRACE("No, dest rectangle doesn't match(clipper)\n");
2700 TRACE("Clip rect at (%d,%d)-(%d,%d)\n", cliprect.left, cliprect.top, cliprect.right, cliprect.bottom);
2701 TRACE("Blt dest: (%d,%d)-(%d,%d)\n", rect.x1, rect.y1, rect.x2, rect.y2);
2702 break;
2705 else
2707 if(rect.x1 != 0 || rect.y1 != 0 ||
2708 rect.x2 != This->currentDesc.Width || rect.y2 != This->currentDesc.Height) {
2709 TRACE("No, dest rectangle doesn't match(surface size)\n");
2710 break;
2714 TRACE("Yes\n");
2716 /* These flags are unimportant for the flag check, remove them */
2717 if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
2718 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
2720 /* The idea behind this is that a glReadPixels and a glDrawPixels call
2721 * take very long, while a flip is fast.
2722 * This applies to Half-Life, which does such Blts every time it finished
2723 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
2724 * menu. This is also used by all apps when they do windowed rendering
2726 * The problem is that flipping is not really the same as copying. After a
2727 * Blt the front buffer is a copy of the back buffer, and the back buffer is
2728 * untouched. Therefore it's necessary to override the swap effect
2729 * and to set it back after the flip.
2731 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demso are nice
2732 * testcases.
2735 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
2737 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
2738 IWineD3DDevice_Present((IWineD3DDevice *) This->resource.wineD3DDevice,
2739 NULL, NULL, 0, NULL);
2741 dstSwapchain->presentParms.SwapEffect = orig_swap;
2743 return WINED3D_OK;
2745 break;
2748 TRACE("Unsupported blit between buffers on the same swapchain\n");
2749 return WINED3DERR_INVALIDCALL;
2750 } else if((dstSwapchain || This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) &&
2751 (srcSwapchain || SrcSurface == myDevice->render_targets[0]) ) {
2752 ERR("Can't perform hardware blit between 2 different swapchains, falling back to software\n");
2753 return WINED3DERR_INVALIDCALL;
2756 if(srcSwapchain || SrcSurface == myDevice->render_targets[0]) {
2757 /* Blit from render target to texture */
2758 WINED3DRECT srect;
2759 BOOL upsideDown, stretchx;
2761 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
2762 TRACE("Color keying not supported by frame buffer to texture blit\n");
2763 return WINED3DERR_INVALIDCALL;
2764 /* Destination color key is checked above */
2767 /* Call preload for the surface to make sure it isn't dirty */
2768 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2769 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
2770 checkGLcall("glActiveTextureARB");
2772 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(0));
2773 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
2775 /* Make sure that the top pixel is always above the bottom pixel, and keep a seperate upside down flag
2776 * glCopyTexSubImage is a bit picky about the parameters we pass to it
2778 if(SrcRect) {
2779 if(SrcRect->top < SrcRect->bottom) {
2780 srect.y1 = SrcRect->top;
2781 srect.y2 = SrcRect->bottom;
2782 upsideDown = FALSE;
2783 } else {
2784 srect.y1 = SrcRect->bottom;
2785 srect.y2 = SrcRect->top;
2786 upsideDown = TRUE;
2788 srect.x1 = SrcRect->left;
2789 srect.x2 = SrcRect->right;
2790 } else {
2791 srect.x1 = 0;
2792 srect.y1 = 0;
2793 srect.x2 = Src->currentDesc.Width;
2794 srect.y2 = Src->currentDesc.Height;
2795 upsideDown = FALSE;
2797 if(rect.x1 > rect.x2) {
2798 UINT tmp = rect.x2;
2799 rect.x2 = rect.x1;
2800 rect.x1 = tmp;
2801 upsideDown = !upsideDown;
2803 if(!srcSwapchain) {
2804 TRACE("Reading from an offscreen target\n");
2805 upsideDown = !upsideDown;
2808 if(rect.x2 - rect.x1 != srect.x2 - srect.x1) {
2809 stretchx = TRUE;
2810 } else {
2811 stretchx = FALSE;
2814 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
2815 * flip the image nor scale it.
2817 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
2818 * -> If the app wants a image width an unscaled width, copy it line per line
2819 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
2820 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
2821 * back buffer. This is slower than reading line per line, thus not used for flipping
2822 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
2823 * pixel by pixel
2825 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
2826 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
2827 * backends.
2829 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT)) {
2830 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &srect,
2831 (IWineD3DSurface *)This, &rect, Filter, upsideDown);
2832 } else if((!stretchx) || rect.x2 - rect.x1 > Src->currentDesc.Width ||
2833 rect.y2 - rect.y1 > Src->currentDesc.Height) {
2834 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
2835 fb_copy_to_texture_direct(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
2836 } else {
2837 TRACE("Using hardware stretching to flip / stretch the texture\n");
2838 fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
2841 if(!(This->Flags & SFLAG_DONOTFREE)) {
2842 HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory);
2843 This->resource.allocatedMemory = NULL;
2844 } else {
2845 This->Flags &= ~SFLAG_INSYSMEM;
2847 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
2848 * path is never entered
2850 This->Flags |= SFLAG_INTEXTURE;
2852 return WINED3D_OK;
2853 } else if(Src) {
2854 /* Blit from offscreen surface to render target */
2855 float glTexCoord[4];
2856 DWORD oldCKeyFlags = Src->CKeyFlags;
2857 WINEDDCOLORKEY oldBltCKey = This->SrcBltCKey;
2858 RECT SourceRectangle;
2860 TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
2862 if(SrcRect) {
2863 SourceRectangle.left = SrcRect->left;
2864 SourceRectangle.right = SrcRect->right;
2865 SourceRectangle.top = SrcRect->top;
2866 SourceRectangle.bottom = SrcRect->bottom;
2867 } else {
2868 SourceRectangle.left = 0;
2869 SourceRectangle.right = Src->currentDesc.Width;
2870 SourceRectangle.top = 0;
2871 SourceRectangle.bottom = Src->currentDesc.Height;
2874 if(!CalculateTexRect(Src, &SourceRectangle, glTexCoord)) {
2875 /* Fall back to software */
2876 WARN("(%p) Source texture area (%d,%d)-(%d,%d) is too big\n", Src,
2877 SourceRectangle.left, SourceRectangle.top,
2878 SourceRectangle.right, SourceRectangle.bottom);
2879 return WINED3DERR_INVALIDCALL;
2882 /* Color keying: Check if we have to do a color keyed blt,
2883 * and if not check if a color key is activated.
2885 * Just modify the color keying parameters in the surface and restore them afterwards
2886 * The surface keeps track of the color key last used to load the opengl surface.
2887 * PreLoad will catch the change to the flags and color key and reload if neccessary.
2889 if(Flags & WINEDDBLT_KEYSRC) {
2890 /* Use color key from surface */
2891 } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
2892 /* Use color key from DDBltFx */
2893 Src->CKeyFlags |= WINEDDSD_CKSRCBLT;
2894 This->SrcBltCKey = DDBltFx->ddckSrcColorkey;
2895 } else {
2896 /* Do not use color key */
2897 Src->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
2900 /* Now load the surface */
2901 IWineD3DSurface_PreLoad((IWineD3DSurface *) Src);
2903 ENTER_GL();
2905 /* Activate the destination context, set it up for blitting */
2906 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
2908 if(!dstSwapchain) {
2909 TRACE("Drawing to offscreen buffer\n");
2910 glDrawBuffer(myDevice->offscreenBuffer);
2911 } else {
2912 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *)This, (IWineD3DSwapChain *)dstSwapchain);
2913 TRACE("Drawing to %#x buffer\n", buffer);
2914 glDrawBuffer(buffer);
2915 checkGLcall("glDrawBuffer");
2918 /* Bind the texture */
2919 glBindTexture(GL_TEXTURE_2D, Src->glDescription.textureName);
2920 checkGLcall("glBindTexture");
2922 /* Filtering for StretchRect */
2923 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
2924 stateLookup[WINELOOKUP_MAGFILTER][Filter - minLookup[WINELOOKUP_MAGFILTER]]);
2925 checkGLcall("glTexParameteri");
2926 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
2927 minMipLookup[Filter][WINED3DTEXF_NONE]);
2928 checkGLcall("glTexParameteri");
2929 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
2930 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
2931 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2932 checkGLcall("glTexEnvi");
2934 /* This is for color keying */
2935 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
2936 glEnable(GL_ALPHA_TEST);
2937 checkGLcall("glEnable GL_ALPHA_TEST");
2938 glAlphaFunc(GL_NOTEQUAL, 0.0);
2939 checkGLcall("glAlphaFunc\n");
2940 } else {
2941 glDisable(GL_ALPHA_TEST);
2942 checkGLcall("glDisable GL_ALPHA_TEST");
2945 /* Draw a textured quad
2947 glBegin(GL_QUADS);
2949 glColor3d(1.0f, 1.0f, 1.0f);
2950 glTexCoord2f(glTexCoord[0], glTexCoord[2]);
2951 glVertex3f(rect.x1,
2952 rect.y1,
2953 0.0);
2955 glTexCoord2f(glTexCoord[0], glTexCoord[3]);
2956 glVertex3f(rect.x1, rect.y2, 0.0);
2958 glTexCoord2f(glTexCoord[1], glTexCoord[3]);
2959 glVertex3f(rect.x2,
2960 rect.y2,
2961 0.0);
2963 glTexCoord2f(glTexCoord[1], glTexCoord[2]);
2964 glVertex3f(rect.x2,
2965 rect.y1,
2966 0.0);
2967 glEnd();
2968 checkGLcall("glEnd");
2970 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
2971 glDisable(GL_ALPHA_TEST);
2972 checkGLcall("glDisable(GL_ALPHA_TEST)");
2975 /* Unbind the texture */
2976 glBindTexture(GL_TEXTURE_2D, 0);
2977 checkGLcall("glEnable glBindTexture");
2979 /* The draw buffer should only need to be restored if we were drawing to the front buffer, and there is a back buffer.
2980 * otherwise the context manager should choose between GL_BACK / offscreenDrawBuffer
2982 if(dstSwapchain && This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer && dstSwapchain->backBuffer) {
2983 glDrawBuffer(GL_BACK);
2985 /* Restore the color key parameters */
2986 Src->CKeyFlags = oldCKeyFlags;
2987 This->SrcBltCKey = oldBltCKey;
2989 LEAVE_GL();
2991 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
2992 This->Flags &= ~SFLAG_INSYSMEM;
2993 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
2994 * is outdated now
2996 if(dstSwapchain || wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
2997 This->Flags |= SFLAG_INDRAWABLE;
2998 This->Flags &= ~SFLAG_INTEXTURE;
2999 } else {
3000 This->Flags |= SFLAG_INTEXTURE;
3003 return WINED3D_OK;
3004 } else {
3005 /* Source-Less Blit to render target */
3006 if (Flags & WINEDDBLT_COLORFILL) {
3007 /* This is easy to handle for the D3D Device... */
3008 DWORD color;
3010 TRACE("Colorfill\n");
3012 /* The color as given in the Blt function is in the format of the frame-buffer...
3013 * 'clear' expect it in ARGB format => we need to do some conversion :-)
3015 if (This->resource.format == WINED3DFMT_P8) {
3016 if (This->palette) {
3017 color = ((0xFF000000) |
3018 (This->palette->palents[DDBltFx->u5.dwFillColor].peRed << 16) |
3019 (This->palette->palents[DDBltFx->u5.dwFillColor].peGreen << 8) |
3020 (This->palette->palents[DDBltFx->u5.dwFillColor].peBlue));
3021 } else {
3022 color = 0xFF000000;
3025 else if (This->resource.format == WINED3DFMT_R5G6B5) {
3026 if (DDBltFx->u5.dwFillColor == 0xFFFF) {
3027 color = 0xFFFFFFFF;
3028 } else {
3029 color = ((0xFF000000) |
3030 ((DDBltFx->u5.dwFillColor & 0xF800) << 8) |
3031 ((DDBltFx->u5.dwFillColor & 0x07E0) << 5) |
3032 ((DDBltFx->u5.dwFillColor & 0x001F) << 3));
3035 else if ((This->resource.format == WINED3DFMT_R8G8B8) ||
3036 (This->resource.format == WINED3DFMT_X8R8G8B8) ) {
3037 color = 0xFF000000 | DDBltFx->u5.dwFillColor;
3039 else if (This->resource.format == WINED3DFMT_A8R8G8B8) {
3040 color = DDBltFx->u5.dwFillColor;
3042 else {
3043 ERR("Wrong surface type for BLT override(Format doesn't match) !\n");
3044 return WINED3DERR_INVALIDCALL;
3047 TRACE("Calling GetSwapChain with mydevice = %p\n", myDevice);
3048 if(dstSwapchain && dstSwapchain->backBuffer && This == (IWineD3DSurfaceImpl*) dstSwapchain->backBuffer[0]) {
3049 glDrawBuffer(GL_BACK);
3050 checkGLcall("glDrawBuffer(GL_BACK)");
3051 } else if (dstSwapchain && This == (IWineD3DSurfaceImpl*) dstSwapchain->frontBuffer) {
3052 glDrawBuffer(GL_FRONT);
3053 checkGLcall("glDrawBuffer(GL_FRONT)");
3054 } else if(This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3055 glDrawBuffer(myDevice->offscreenBuffer);
3056 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer3)");
3057 } else {
3058 TRACE("Surface is higher back buffer, falling back to software\n");
3059 return WINED3DERR_INVALIDCALL;
3062 TRACE("(%p) executing Render Target override, color = %x\n", This, color);
3064 IWineD3DDevice_Clear( (IWineD3DDevice *) myDevice,
3065 1 /* Number of rectangles */,
3066 &rect,
3067 WINED3DCLEAR_TARGET,
3068 color,
3069 0.0 /* Z */,
3070 0 /* Stencil */);
3072 /* Restore the original draw buffer */
3073 if(!dstSwapchain) {
3074 glDrawBuffer(myDevice->offscreenBuffer);
3075 } else if(dstSwapchain->backBuffer && dstSwapchain->backBuffer[0]) {
3076 glDrawBuffer(GL_BACK);
3078 vcheckGLcall("glDrawBuffer");
3080 return WINED3D_OK;
3084 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3085 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3086 return WINED3DERR_INVALIDCALL;
3089 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
3090 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3091 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3092 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3093 TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3094 TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
3096 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair */
3097 if(myDevice->inScene &&
3098 (iface == myDevice->stencilBufferTarget ||
3099 (SrcSurface && SrcSurface == myDevice->stencilBufferTarget))) {
3100 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3101 return WINED3DERR_INVALIDCALL;
3104 /* Special cases for RenderTargets */
3105 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3106 ( Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3107 if(IWineD3DSurfaceImpl_BltOverride(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter) == WINED3D_OK) return WINED3D_OK;
3110 /* For the rest call the X11 surface implementation.
3111 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3112 * other Blts are rather rare
3114 return IWineGDISurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter);
3117 HRESULT WINAPI IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags) {
3118 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3119 TRACE("(%p)->(%x)\n", This, Flags);
3121 switch (Flags)
3123 case WINEDDGBS_CANBLT:
3124 case WINEDDGBS_ISBLTDONE:
3125 return WINED3D_OK;
3127 default:
3128 return WINED3DERR_INVALIDCALL;
3132 HRESULT WINAPI IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags) {
3133 /* XXX: DDERR_INVALIDSURFACETYPE */
3135 TRACE("(%p)->(%08x)\n",iface,Flags);
3136 switch (Flags) {
3137 case WINEDDGFS_CANFLIP:
3138 case WINEDDGFS_ISFLIPDONE:
3139 return WINED3D_OK;
3141 default:
3142 return WINED3DERR_INVALIDCALL;
3146 HRESULT WINAPI IWineD3DSurfaceImpl_IsLost(IWineD3DSurface *iface) {
3147 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3148 TRACE("(%p)\n", This);
3150 /* D3D8 and 9 loose full devices, ddraw only surfaces */
3151 return This->Flags & SFLAG_LOST ? WINED3DERR_DEVICELOST : WINED3D_OK;
3154 HRESULT WINAPI IWineD3DSurfaceImpl_Restore(IWineD3DSurface *iface) {
3155 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3156 TRACE("(%p)\n", This);
3158 /* So far we don't lose anything :) */
3159 This->Flags &= ~SFLAG_LOST;
3160 return WINED3D_OK;
3163 HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans) {
3164 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3165 IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
3166 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3167 TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
3169 if(myDevice->inScene &&
3170 (iface == myDevice->stencilBufferTarget ||
3171 (Source && Source == myDevice->stencilBufferTarget))) {
3172 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3173 return WINED3DERR_INVALIDCALL;
3176 /* Special cases for RenderTargets */
3177 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3178 ( srcImpl && (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3180 RECT SrcRect, DstRect;
3181 DWORD Flags=0;
3183 if(rsrc) {
3184 SrcRect.left = rsrc->left;
3185 SrcRect.top= rsrc->top;
3186 SrcRect.bottom = rsrc->bottom;
3187 SrcRect.right = rsrc->right;
3188 } else {
3189 SrcRect.left = 0;
3190 SrcRect.top = 0;
3191 SrcRect.right = srcImpl->currentDesc.Width;
3192 SrcRect.bottom = srcImpl->currentDesc.Height;
3195 DstRect.left = dstx;
3196 DstRect.top=dsty;
3197 DstRect.right = dstx + SrcRect.right - SrcRect.left;
3198 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
3200 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3201 if(trans & WINEDDBLTFAST_SRCCOLORKEY)
3202 Flags |= WINEDDBLT_KEYSRC;
3203 if(trans & WINEDDBLTFAST_DESTCOLORKEY)
3204 Flags |= WINEDDBLT_KEYDEST;
3205 if(trans & WINEDDBLTFAST_WAIT)
3206 Flags |= WINEDDBLT_WAIT;
3207 if(trans & WINEDDBLTFAST_DONOTWAIT)
3208 Flags |= WINEDDBLT_DONOTWAIT;
3210 if(IWineD3DSurfaceImpl_BltOverride(This, &DstRect, Source, &SrcRect, Flags, NULL, WINED3DTEXF_NONE) == WINED3D_OK) return WINED3D_OK;
3214 return IWineGDISurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
3217 HRESULT WINAPI IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal) {
3218 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3219 TRACE("(%p)->(%p)\n", This, Pal);
3221 *Pal = (IWineD3DPalette *) This->palette;
3222 return WINED3D_OK;
3225 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface) {
3226 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3227 RGBQUAD col[256];
3228 IWineD3DPaletteImpl *pal = This->palette;
3229 unsigned int n;
3230 TRACE("(%p)\n", This);
3232 if(This->resource.format == WINED3DFMT_P8 ||
3233 This->resource.format == WINED3DFMT_A8P8)
3235 if(!This->Flags & SFLAG_INSYSMEM) {
3236 FIXME("Palette changed with surface that does not have an up to date system memory copy\n");
3238 TRACE("Dirtifying surface\n");
3239 This->Flags &= ~(SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
3242 if(This->Flags & SFLAG_DIBSECTION) {
3243 TRACE("(%p): Updating the hdc's palette\n", This);
3244 for (n=0; n<256; n++) {
3245 if(pal) {
3246 col[n].rgbRed = pal->palents[n].peRed;
3247 col[n].rgbGreen = pal->palents[n].peGreen;
3248 col[n].rgbBlue = pal->palents[n].peBlue;
3249 } else {
3250 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
3251 /* Use the default device palette */
3252 col[n].rgbRed = device->palettes[device->currentPalette][n].peRed;
3253 col[n].rgbGreen = device->palettes[device->currentPalette][n].peGreen;
3254 col[n].rgbBlue = device->palettes[device->currentPalette][n].peBlue;
3256 col[n].rgbReserved = 0;
3258 SetDIBColorTable(This->hDC, 0, 256, col);
3261 return WINED3D_OK;
3264 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal) {
3265 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3266 IWineD3DPaletteImpl *PalImpl = (IWineD3DPaletteImpl *) Pal;
3267 TRACE("(%p)->(%p)\n", This, Pal);
3269 if(This->palette != NULL)
3270 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3271 This->palette->Flags &= ~WINEDDPCAPS_PRIMARYSURFACE;
3273 if(PalImpl != NULL) {
3274 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
3275 /* Set the device's main palette if the palette
3276 * wasn't a primary palette before
3278 if(!(PalImpl->Flags & WINEDDPCAPS_PRIMARYSURFACE)) {
3279 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
3280 unsigned int i;
3282 for(i=0; i < 256; i++) {
3283 device->palettes[device->currentPalette][i] = PalImpl->palents[i];
3287 (PalImpl)->Flags |= WINEDDPCAPS_PRIMARYSURFACE;
3290 This->palette = PalImpl;
3292 return IWineD3DSurface_RealizePalette(iface);
3295 HRESULT WINAPI IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey) {
3296 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3297 TRACE("(%p)->(%08x,%p)\n", This, Flags, CKey);
3299 if ((Flags & WINEDDCKEY_COLORSPACE) != 0) {
3300 FIXME(" colorkey value not supported (%08x) !\n", Flags);
3301 return WINED3DERR_INVALIDCALL;
3304 /* Dirtify the surface, but only if a key was changed */
3305 if(CKey) {
3306 switch (Flags & ~WINEDDCKEY_COLORSPACE) {
3307 case WINEDDCKEY_DESTBLT:
3308 This->DestBltCKey = *CKey;
3309 This->CKeyFlags |= WINEDDSD_CKDESTBLT;
3310 break;
3312 case WINEDDCKEY_DESTOVERLAY:
3313 This->DestOverlayCKey = *CKey;
3314 This->CKeyFlags |= WINEDDSD_CKDESTOVERLAY;
3315 break;
3317 case WINEDDCKEY_SRCOVERLAY:
3318 This->SrcOverlayCKey = *CKey;
3319 This->CKeyFlags |= WINEDDSD_CKSRCOVERLAY;
3320 break;
3322 case WINEDDCKEY_SRCBLT:
3323 This->SrcBltCKey = *CKey;
3324 This->CKeyFlags |= WINEDDSD_CKSRCBLT;
3325 break;
3328 else {
3329 switch (Flags & ~WINEDDCKEY_COLORSPACE) {
3330 case WINEDDCKEY_DESTBLT:
3331 This->CKeyFlags &= ~WINEDDSD_CKDESTBLT;
3332 break;
3334 case WINEDDCKEY_DESTOVERLAY:
3335 This->CKeyFlags &= ~WINEDDSD_CKDESTOVERLAY;
3336 break;
3338 case WINEDDCKEY_SRCOVERLAY:
3339 This->CKeyFlags &= ~WINEDDSD_CKSRCOVERLAY;
3340 break;
3342 case WINEDDCKEY_SRCBLT:
3343 This->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3344 break;
3348 return WINED3D_OK;
3351 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
3352 /** Check against the maximum texture sizes supported by the video card **/
3353 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3355 TRACE("%p\n", This);
3356 if ((This->pow2Width > GL_LIMITS(texture_size) || This->pow2Height > GL_LIMITS(texture_size)) && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))) {
3357 /* one of three options
3358 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)
3359 2: Set the texture to the maxium size (bad idea)
3360 3: WARN and return WINED3DERR_NOTAVAILABLE;
3361 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.
3363 WARN("(%p) Creating an oversized surface\n", This);
3364 This->Flags |= SFLAG_OVERSIZE;
3366 /* This will be initialized on the first blt */
3367 This->glRect.left = 0;
3368 This->glRect.top = 0;
3369 This->glRect.right = 0;
3370 This->glRect.bottom = 0;
3371 } else {
3372 /* No oversize, gl rect is the full texture size */
3373 This->Flags &= ~SFLAG_OVERSIZE;
3374 This->glRect.left = 0;
3375 This->glRect.top = 0;
3376 This->glRect.right = This->pow2Width;
3377 This->glRect.bottom = This->pow2Height;
3380 if(GL_SUPPORT(APPLE_CLIENT_STORAGE) && This->resource.allocatedMemory == NULL) {
3381 /* Make sure that memory is allocated from the start if we are going to use GL_APPLE_client_storage.
3382 * Otherwise a glTexImage2D with a NULL pointer may be done, e.g. when blitting or with offscreen render
3383 * targets, thus the client storage wouldn't be used for that texture
3385 This->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + 4);
3387 return WINED3D_OK;
3390 DWORD WINAPI IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface *iface) {
3391 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3392 DWORD ret;
3393 TRACE("(%p)\n", This);
3395 /* DXTn formats don't have exact pitches as they are to the new row of blocks,
3396 where each block is 4x4 pixels, 8 bytes (dxt1) and 16 bytes (dxt2/3/4/5)
3397 ie pitch = (width/4) * bytes per block */
3398 if (This->resource.format == WINED3DFMT_DXT1) /* DXT1 is 8 bytes per block */
3399 ret = ((This->currentDesc.Width + 3) >> 2) << 3;
3400 else if (This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
3401 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) /* DXT2/3/4/5 is 16 bytes per block */
3402 ret = ((This->currentDesc.Width + 3) >> 2) << 4;
3403 else {
3404 ret = This->bytesPerPixel * This->currentDesc.Width; /* Bytes / row */
3405 /* Surfaces are 32 bit aligned */
3406 ret = (ret + SURFACE_ALIGNMENT - 1) & ~(SURFACE_ALIGNMENT - 1);
3408 TRACE("(%p) Returning %d\n", This, ret);
3409 return ret;
3412 HRESULT WINAPI IWineD3DSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y) {
3413 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3415 FIXME("(%p)->(%d,%d) Stub!\n", This, X, Y);
3417 if(!(This->resource.usage & WINED3DUSAGE_OVERLAY))
3419 TRACE("(%p): Not an overlay surface\n", This);
3420 return WINEDDERR_NOTAOVERLAYSURFACE;
3423 return WINED3D_OK;
3426 HRESULT WINAPI IWineD3DSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y) {
3427 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3429 FIXME("(%p)->(%p,%p) Stub!\n", This, X, Y);
3431 if(!(This->resource.usage & WINED3DUSAGE_OVERLAY))
3433 TRACE("(%p): Not an overlay surface\n", This);
3434 return WINEDDERR_NOTAOVERLAYSURFACE;
3437 return WINED3D_OK;
3440 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref) {
3441 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3442 IWineD3DSurfaceImpl *RefImpl = (IWineD3DSurfaceImpl *) Ref;
3444 FIXME("(%p)->(%08x,%p) Stub!\n", This, Flags, RefImpl);
3446 if(!(This->resource.usage & WINED3DUSAGE_OVERLAY))
3448 TRACE("(%p): Not an overlay surface\n", This);
3449 return WINEDDERR_NOTAOVERLAYSURFACE;
3452 return WINED3D_OK;
3455 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX) {
3456 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3457 IWineD3DSurfaceImpl *Dst = (IWineD3DSurfaceImpl *) DstSurface;
3458 FIXME("(%p)->(%p, %p, %p, %08x, %p)\n", This, SrcRect, Dst, DstRect, Flags, FX);
3460 if(!(This->resource.usage & WINED3DUSAGE_OVERLAY))
3462 TRACE("(%p): Not an overlay surface\n", This);
3463 return WINEDDERR_NOTAOVERLAYSURFACE;
3466 return WINED3D_OK;
3469 HRESULT WINAPI IWineD3DSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper)
3471 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3472 TRACE("(%p)->(%p)\n", This, clipper);
3474 This->clipper = clipper;
3475 return WINED3D_OK;
3478 HRESULT WINAPI IWineD3DSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper)
3480 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3481 TRACE("(%p)->(%p)\n", This, clipper);
3483 *clipper = This->clipper;
3484 IWineD3DClipper_AddRef(*clipper);
3485 return WINED3D_OK;
3488 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
3490 /* IUnknown */
3491 IWineD3DSurfaceImpl_QueryInterface,
3492 IWineD3DSurfaceImpl_AddRef,
3493 IWineD3DSurfaceImpl_Release,
3494 /* IWineD3DResource */
3495 IWineD3DSurfaceImpl_GetParent,
3496 IWineD3DSurfaceImpl_GetDevice,
3497 IWineD3DSurfaceImpl_SetPrivateData,
3498 IWineD3DSurfaceImpl_GetPrivateData,
3499 IWineD3DSurfaceImpl_FreePrivateData,
3500 IWineD3DSurfaceImpl_SetPriority,
3501 IWineD3DSurfaceImpl_GetPriority,
3502 IWineD3DSurfaceImpl_PreLoad,
3503 IWineD3DSurfaceImpl_GetType,
3504 /* IWineD3DSurface */
3505 IWineD3DSurfaceImpl_GetContainer,
3506 IWineD3DSurfaceImpl_GetDesc,
3507 IWineD3DSurfaceImpl_LockRect,
3508 IWineD3DSurfaceImpl_UnlockRect,
3509 IWineD3DSurfaceImpl_GetDC,
3510 IWineD3DSurfaceImpl_ReleaseDC,
3511 IWineD3DSurfaceImpl_Flip,
3512 IWineD3DSurfaceImpl_Blt,
3513 IWineD3DSurfaceImpl_GetBltStatus,
3514 IWineD3DSurfaceImpl_GetFlipStatus,
3515 IWineD3DSurfaceImpl_IsLost,
3516 IWineD3DSurfaceImpl_Restore,
3517 IWineD3DSurfaceImpl_BltFast,
3518 IWineD3DSurfaceImpl_GetPalette,
3519 IWineD3DSurfaceImpl_SetPalette,
3520 IWineD3DSurfaceImpl_RealizePalette,
3521 IWineD3DSurfaceImpl_SetColorKey,
3522 IWineD3DSurfaceImpl_GetPitch,
3523 IWineD3DSurfaceImpl_SetMem,
3524 IWineD3DSurfaceImpl_SetOverlayPosition,
3525 IWineD3DSurfaceImpl_GetOverlayPosition,
3526 IWineD3DSurfaceImpl_UpdateOverlayZOrder,
3527 IWineD3DSurfaceImpl_UpdateOverlay,
3528 IWineD3DSurfaceImpl_SetClipper,
3529 IWineD3DSurfaceImpl_GetClipper,
3530 /* Internal use: */
3531 IWineD3DSurfaceImpl_AddDirtyRect,
3532 IWineD3DSurfaceImpl_LoadTexture,
3533 IWineD3DSurfaceImpl_SaveSnapshot,
3534 IWineD3DSurfaceImpl_SetContainer,
3535 IWineD3DSurfaceImpl_SetGlTextureDesc,
3536 IWineD3DSurfaceImpl_GetGlDesc,
3537 IWineD3DSurfaceImpl_GetData,
3538 IWineD3DSurfaceImpl_SetFormat,
3539 IWineD3DSurfaceImpl_PrivateSetup