Add support for vertex shader constants to the stateblock.
[wine/gsoc_dplay.git] / dlls / d3d8 / surface.c
blob0224dd8f40ddf9b0e21a40917658a9a16fe890f8
1 /*
2 * IDirect3DSurface8 implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Christian Costa
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
23 #include "config.h"
24 #include "wine/port.h"
26 #include <stdarg.h>
27 #include <stdio.h>
29 #define COBJMACROS
30 #define NONAMELESSUNION
31 #define NONAMELESSSTRUCT
33 #include "windef.h"
34 #include "winbase.h"
35 #include "winuser.h"
36 #include "wingdi.h"
37 #include "wine/debug.h"
39 #include "d3d8_private.h"
41 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
43 /* IDirect3DVolume IUnknown parts follow: */
44 HRESULT WINAPI IDirect3DSurface8Impl_QueryInterface(LPDIRECT3DSURFACE8 iface,REFIID riid,LPVOID *ppobj)
46 IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface;
48 if (IsEqualGUID(riid, &IID_IUnknown)
49 || IsEqualGUID(riid, &IID_IDirect3DSurface8)) {
50 IDirect3DSurface8Impl_AddRef(iface);
51 *ppobj = This;
52 return D3D_OK;
55 WARN("(%p)->(%s,%p),not found\n",This,debugstr_guid(riid),ppobj);
56 return E_NOINTERFACE;
59 ULONG WINAPI IDirect3DSurface8Impl_AddRef(LPDIRECT3DSURFACE8 iface) {
60 IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface;
61 ULONG ref = InterlockedIncrement(&This->ref);
63 TRACE("(%p) : AddRef from %ld\n", This, ref - 1);
65 return ref;
68 ULONG WINAPI IDirect3DSurface8Impl_Release(LPDIRECT3DSURFACE8 iface) {
69 IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface;
70 ULONG ref = InterlockedDecrement(&This->ref);
72 TRACE("(%p) : ReleaseRef to %ld\n", This, ref);
74 if (ref == 0) {
75 HeapFree(GetProcessHeap(), 0, This->allocatedMemory);
76 HeapFree(GetProcessHeap(), 0, This);
78 return ref;
81 /* IDirect3DSurface8: */
82 HRESULT WINAPI IDirect3DSurface8Impl_GetDevice(LPDIRECT3DSURFACE8 iface, IDirect3DDevice8** ppDevice) {
83 IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface;
84 TRACE("(%p) : returning %p\n", This, This->Device);
85 *ppDevice = (LPDIRECT3DDEVICE8) This->Device;
86 /**
87 * Note Calling this method will increase the internal reference count
88 * on the IDirect3DDevice8 interface.
90 IDirect3DDevice8Impl_AddRef(*ppDevice);
91 return D3D_OK;
94 HRESULT WINAPI IDirect3DSurface8Impl_SetPrivateData(LPDIRECT3DSURFACE8 iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
95 IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface;
96 FIXME("(%p) : stub\n", This);
97 return D3D_OK;
100 HRESULT WINAPI IDirect3DSurface8Impl_GetPrivateData(LPDIRECT3DSURFACE8 iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
101 IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface;
102 FIXME("(%p) : stub\n", This);
103 return D3D_OK;
106 HRESULT WINAPI IDirect3DSurface8Impl_FreePrivateData(LPDIRECT3DSURFACE8 iface, REFGUID refguid) {
107 IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface;
108 FIXME("(%p) : stub\n", This);
109 return D3D_OK;
112 HRESULT WINAPI IDirect3DSurface8Impl_GetContainer(LPDIRECT3DSURFACE8 iface, REFIID riid, void** ppContainer) {
113 IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface;
114 HRESULT res;
115 res = IUnknown_QueryInterface(This->Container, riid, ppContainer);
116 if (E_NOINTERFACE == res) {
118 * If the surface is created using CreateImageSurface, CreateRenderTarget,
119 * or CreateDepthStencilSurface, the surface is considered stand alone. In this case,
120 * GetContainer will return the Direct3D device used to create the surface.
122 res = IUnknown_QueryInterface(This->Container, &IID_IDirect3DDevice8, ppContainer);
124 TRACE("(%p) : returning %p\n", This, *ppContainer);
125 return res;
128 HRESULT WINAPI IDirect3DSurface8Impl_GetDesc(LPDIRECT3DSURFACE8 iface, D3DSURFACE_DESC *pDesc) {
129 IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface;
131 TRACE("(%p) : copying into %p\n", This, pDesc);
132 memcpy(pDesc, &This->myDesc, sizeof(D3DSURFACE_DESC));
133 return D3D_OK;
136 HRESULT WINAPI IDirect3DSurface8Impl_LockRect(LPDIRECT3DSURFACE8 iface, D3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
137 HRESULT hr;
138 IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface;
140 /* fixme: should we really lock as such? */
141 if (This->inTexture && This->inPBuffer) {
142 FIXME("Warning: Surface is in texture memory or pbuffer\n");
143 This->inTexture = 0;
144 This->inPBuffer = 0;
147 if (FALSE == This->lockable) {
148 /* Note: UpdateTextures calls CopyRects which calls this routine to populate the
149 texture regions, and since the destination is an unlockable region we need
150 to tolerate this */
151 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
152 /*return D3DERR_INVALIDCALL; */
155 if (This == This->Device->backBuffer || This == This->Device->renderTarget || This == This->Device->frontBuffer || This->Device->depthStencilBuffer) {
156 if (This == This->Device->backBuffer) {
157 TRACE("(%p, backBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory);
158 } else if (This == This->Device->frontBuffer) {
159 TRACE("(%p, frontBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory);
160 } else if (This == This->Device->renderTarget) {
161 TRACE("(%p, renderTarget) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory);
162 } else if (This == This->Device->depthStencilBuffer) {
163 TRACE("(%p, stencilBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory);
165 } else {
166 TRACE("(%p) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory);
169 /* DXTn formats don't have exact pitches as they are to the new row of blocks,
170 where each block is 4x4 pixels, 8 bytes (dxt1) and 16 bytes (dxt3/5)
171 ie pitch = (width/4) * bytes per block */
172 if (This->myDesc.Format == D3DFMT_DXT1) /* DXT1 is 8 bytes per block */
173 pLockedRect->Pitch = (This->myDesc.Width/4) * 8;
174 else if (This->myDesc.Format == D3DFMT_DXT3 || This->myDesc.Format == D3DFMT_DXT5) /* DXT3/5 is 16 bytes per block */
175 pLockedRect->Pitch = (This->myDesc.Width/4) * 16;
176 else
177 pLockedRect->Pitch = This->bytesPerPixel * This->myDesc.Width; /* Bytes / row */
179 if (NULL == pRect) {
180 pLockedRect->pBits = This->allocatedMemory;
181 This->lockedRect.left = 0;
182 This->lockedRect.top = 0;
183 This->lockedRect.right = This->myDesc.Width;
184 This->lockedRect.bottom = This->myDesc.Height;
185 TRACE("Locked Rect (%p) = l %ld, t %ld, r %ld, b %ld\n", &This->lockedRect, This->lockedRect.left, This->lockedRect.top, This->lockedRect.right, This->lockedRect.bottom);
186 } else {
187 TRACE("Lock Rect (%p) = l %ld, t %ld, r %ld, b %ld\n", pRect, pRect->left, pRect->top, pRect->right, pRect->bottom);
189 if (This->myDesc.Format == D3DFMT_DXT1) { /* DXT1 is half byte per pixel */
190 pLockedRect->pBits = This->allocatedMemory + (pLockedRect->Pitch * pRect->top) + ((pRect->left * This->bytesPerPixel/2));
191 } else {
192 pLockedRect->pBits = This->allocatedMemory + (pLockedRect->Pitch * pRect->top) + (pRect->left * This->bytesPerPixel);
194 This->lockedRect.left = pRect->left;
195 This->lockedRect.top = pRect->top;
196 This->lockedRect.right = pRect->right;
197 This->lockedRect.bottom = pRect->bottom;
201 if (0 == This->myDesc.Usage) { /* classic surface */
203 /* Nothing to do ;) */
205 } else if (D3DUSAGE_RENDERTARGET & This->myDesc.Usage && !(Flags&D3DLOCK_DISCARD)) { /* render surfaces */
207 if (This == This->Device->backBuffer || This == This->Device->renderTarget || This == This->Device->frontBuffer) {
208 GLint prev_store;
209 GLint prev_read;
211 ENTER_GL();
214 * for render->surface copy begin to begin of allocatedMemory
215 * unlock can be more easy
217 pLockedRect->pBits = This->allocatedMemory;
219 glFlush();
220 vcheckGLcall("glFlush");
221 glGetIntegerv(GL_READ_BUFFER, &prev_read);
222 vcheckGLcall("glIntegerv");
223 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
224 vcheckGLcall("glIntegerv");
226 if (This == This->Device->backBuffer) {
227 glReadBuffer(GL_BACK);
228 } else if (This == This->Device->frontBuffer || This == This->Device->renderTarget) {
229 glReadBuffer(GL_FRONT);
230 } else if (This == This->Device->depthStencilBuffer) {
231 ERR("Stencil Buffer lock unsupported for now\n");
233 vcheckGLcall("glReadBuffer");
236 long j;
237 GLenum format = D3DFmt2GLFmt(This->Device, This->myDesc.Format);
238 GLenum type = D3DFmt2GLType(This->Device, This->myDesc.Format);
239 for (j = This->lockedRect.top; j < This->lockedRect.bottom - This->lockedRect.top; ++j) {
240 glReadPixels(This->lockedRect.left,
241 This->lockedRect.bottom - j - 1,
242 This->lockedRect.right - This->lockedRect.left,
244 format,
245 type,
246 (char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top)));
247 vcheckGLcall("glReadPixels");
251 glReadBuffer(prev_read);
252 vcheckGLcall("glReadBuffer");
254 LEAVE_GL();
256 } else {
257 FIXME("unsupported locking to Rendering surface surf@%p usage(%lu)\n", This, This->myDesc.Usage);
260 } else if (D3DUSAGE_DEPTHSTENCIL & This->myDesc.Usage) { /* stencil surfaces */
262 FIXME("TODO stencil depth surface locking surf@%p usage(%lu)\n", This, This->myDesc.Usage);
264 } else {
265 FIXME("unsupported locking to surface surf@%p usage(%lu)\n", This, This->myDesc.Usage);
268 if (Flags & (D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_READONLY)) {
269 /* Don't dirtify */
270 } else {
272 * Dirtify on lock
273 * as seen in msdn docs
275 IDirect3DSurface8Impl_AddDirtyRect(iface, &This->lockedRect);
277 /** Dirtify Container if needed */
278 if (NULL != This->Container) {
279 IDirect3DBaseTexture8* cont = NULL;
280 hr = IUnknown_QueryInterface(This->Container, &IID_IDirect3DBaseTexture8, (void**) &cont);
282 if (SUCCEEDED(hr) && NULL != cont) {
283 IDirect3DBaseTexture8Impl_SetDirty(cont, TRUE);
284 IDirect3DBaseTexture8_Release(cont);
285 cont = NULL;
290 TRACE("returning memory@%p, pitch(%d) dirtyfied(%d)\n", pLockedRect->pBits, pLockedRect->Pitch, This->Dirty);
292 This->locked = TRUE;
293 return D3D_OK;
296 HRESULT WINAPI IDirect3DSurface8Impl_UnlockRect(LPDIRECT3DSURFACE8 iface) {
297 GLint skipBytes = 0;
298 IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface;
300 if (FALSE == This->locked) {
301 ERR("trying to Unlock an unlocked surf@%p\n", This);
302 return D3DERR_INVALIDCALL;
305 if (This == This->Device->backBuffer || This == This->Device->frontBuffer || This->Device->depthStencilBuffer || This == This->Device->renderTarget) {
306 if (This == This->Device->backBuffer) {
307 TRACE("(%p, backBuffer) : dirtyfied(%d)\n", This, This->Dirty);
308 } else if (This == This->Device->frontBuffer) {
309 TRACE("(%p, frontBuffer) : dirtyfied(%d)\n", This, This->Dirty);
310 } else if (This == This->Device->depthStencilBuffer) {
311 TRACE("(%p, stencilBuffer) : dirtyfied(%d)\n", This, This->Dirty);
312 } else if (This == This->Device->renderTarget) {
313 TRACE("(%p, renderTarget) : dirtyfied(%d)\n", This, This->Dirty);
315 } else {
316 TRACE("(%p) : dirtyfied(%d)\n", This, This->Dirty);
319 if (FALSE == This->Dirty) {
320 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
321 goto unlock_end;
324 if (0 == This->myDesc.Usage) { /* classic surface */
326 * nothing to do
327 * waiting to reload the surface via IDirect3DDevice8::UpdateTexture
329 } else if (D3DUSAGE_RENDERTARGET & This->myDesc.Usage) { /* render surfaces */
331 if (This == This->Device->backBuffer || This == This->Device->frontBuffer || This == This->Device->renderTarget) {
332 GLint prev_store;
333 GLint prev_draw;
334 GLint prev_rasterpos[4];
336 ENTER_GL();
338 glFlush();
339 vcheckGLcall("glFlush");
340 glGetIntegerv(GL_DRAW_BUFFER, &prev_draw);
341 vcheckGLcall("glIntegerv");
342 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
343 vcheckGLcall("glIntegerv");
344 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
345 vcheckGLcall("glIntegerv");
346 glPixelZoom(1.0, -1.0);
347 vcheckGLcall("glPixelZoom");
349 /* glDrawPixels transforms the raster position as though it was a vertex -
350 we want to draw at screen position 0,0 - Set up ortho (rhw) mode as
351 per drawprim (and leave set - it will sort itself out due to last_was_rhw */
352 if (!This->Device->last_was_rhw) {
354 double X, Y, height, width, minZ, maxZ;
355 This->Device->last_was_rhw = TRUE;
357 /* Transformed already into viewport coordinates, so we do not need transform
358 matrices. Reset all matrices to identity and leave the default matrix in world
359 mode. */
360 glMatrixMode(GL_MODELVIEW);
361 checkGLcall("glMatrixMode");
362 glLoadIdentity();
363 checkGLcall("glLoadIdentity");
365 glMatrixMode(GL_PROJECTION);
366 checkGLcall("glMatrixMode");
367 glLoadIdentity();
368 checkGLcall("glLoadIdentity");
370 /* Set up the viewport to be full viewport */
371 X = This->Device->StateBlock->viewport.X;
372 Y = This->Device->StateBlock->viewport.Y;
373 height = This->Device->StateBlock->viewport.Height;
374 width = This->Device->StateBlock->viewport.Width;
375 minZ = This->Device->StateBlock->viewport.MinZ;
376 maxZ = This->Device->StateBlock->viewport.MaxZ;
377 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
378 glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
379 checkGLcall("glOrtho");
381 /* Window Coord 0 is the middle of the first pixel, so translate by half
382 a pixel (See comment above glTranslate below) */
383 glTranslatef(0.5, 0.5, 0);
384 checkGLcall("glTranslatef(0.5, 0.5, 0)");
387 if (This == This->Device->backBuffer) {
388 glDrawBuffer(GL_BACK);
389 } else if (This == This->Device->frontBuffer || This == This->Device->renderTarget) {
390 glDrawBuffer(GL_FRONT);
392 vcheckGLcall("glDrawBuffer");
394 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
395 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
396 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->myDesc.Width);
398 /* And back buffers are not blended */
399 glDisable(GL_BLEND);
401 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
402 vcheckGLcall("glRasterPos2f");
403 switch (This->myDesc.Format) {
404 case D3DFMT_R5G6B5:
406 glDrawPixels(This->lockedRect.right - This->lockedRect.left, (This->lockedRect.bottom - This->lockedRect.top)-1,
407 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, This->allocatedMemory);
408 vcheckGLcall("glDrawPixels");
410 break;
411 case D3DFMT_R8G8B8:
413 glDrawPixels(This->lockedRect.right - This->lockedRect.left, (This->lockedRect.bottom - This->lockedRect.top)-1,
414 GL_RGB, GL_UNSIGNED_BYTE, This->allocatedMemory);
415 vcheckGLcall("glDrawPixels");
417 break;
418 case D3DFMT_A8R8G8B8:
420 glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
421 vcheckGLcall("glPixelStorei");
422 glDrawPixels(This->lockedRect.right - This->lockedRect.left, (This->lockedRect.bottom - This->lockedRect.top)-1,
423 GL_BGRA, GL_UNSIGNED_BYTE, This->allocatedMemory);
424 vcheckGLcall("glDrawPixels");
425 glPixelStorei(GL_PACK_SWAP_BYTES, prev_store);
426 vcheckGLcall("glPixelStorei");
428 break;
429 default:
430 FIXME("Unsupported Format %u in locking func\n", This->myDesc.Format);
433 glPixelZoom(1.0,1.0);
434 vcheckGLcall("glPixelZoom");
435 glDrawBuffer(prev_draw);
436 vcheckGLcall("glDrawBuffer");
437 glRasterPos3iv(&prev_rasterpos[0]);
438 vcheckGLcall("glRasterPos3iv");
440 /* Reset to previous pack row length / blending state */
441 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
442 if (This->Device->StateBlock->renderstate[D3DRS_ALPHABLENDENABLE]) glEnable(GL_BLEND);
444 LEAVE_GL();
446 /** restore clean dirty state */
447 IDirect3DSurface8Impl_CleanDirtyRect(iface);
449 } else {
450 FIXME("unsupported unlocking to Rendering surface surf@%p usage(%lu)\n", This, This->myDesc.Usage);
453 } else if (D3DUSAGE_DEPTHSTENCIL & This->myDesc.Usage) { /* stencil surfaces */
455 if (This == This->Device->depthStencilBuffer) {
456 FIXME("TODO stencil depth surface unlocking surf@%p usage(%lu)\n", This, This->myDesc.Usage);
457 } else {
458 FIXME("unsupported unlocking to StencilDepth surface surf@%p usage(%lu)\n", This, This->myDesc.Usage);
461 } else {
462 FIXME("unsupported unlocking to surface surf@%p usage(%lu)\n", This, This->myDesc.Usage);
465 unlock_end:
466 This->locked = FALSE;
467 memset(&This->lockedRect, 0, sizeof(RECT));
468 return D3D_OK;
472 const IDirect3DSurface8Vtbl Direct3DSurface8_Vtbl =
474 IDirect3DSurface8Impl_QueryInterface,
475 IDirect3DSurface8Impl_AddRef,
476 IDirect3DSurface8Impl_Release,
477 IDirect3DSurface8Impl_GetDevice,
478 IDirect3DSurface8Impl_SetPrivateData,
479 IDirect3DSurface8Impl_GetPrivateData,
480 IDirect3DSurface8Impl_FreePrivateData,
481 IDirect3DSurface8Impl_GetContainer,
482 IDirect3DSurface8Impl_GetDesc,
483 IDirect3DSurface8Impl_LockRect,
484 IDirect3DSurface8Impl_UnlockRect,
488 HRESULT WINAPI IDirect3DSurface8Impl_LoadTexture(LPDIRECT3DSURFACE8 iface, UINT gl_target, UINT gl_level) {
489 IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface;
491 if (This->inTexture)
492 return D3D_OK;
493 if (This->inPBuffer) {
494 ENTER_GL();
495 if (gl_level != 0)
496 FIXME("Surface in texture is only supported for level 0\n");
497 else if (This->myDesc.Format == D3DFMT_P8 || This->myDesc.Format == D3DFMT_A8P8 ||
498 This->myDesc.Format == D3DFMT_DXT1 || This->myDesc.Format == D3DFMT_DXT3 ||
499 This->myDesc.Format == D3DFMT_DXT5)
500 FIXME("Format %d not supported\n", This->myDesc.Format);
501 else {
502 glCopyTexImage2D(gl_target,
504 D3DFmt2GLIntFmt(This->Device,
505 This->myDesc.Format),
507 0,/*This->surfaces[j][i]->myDesc.Height-1,*/
508 This->myDesc.Width,
509 This->myDesc.Height,
511 TRACE("Updating target %d\n", gl_target);
512 This->inTexture = TRUE;
514 LEAVE_GL();
515 return D3D_OK;
518 if ((This->myDesc.Format == D3DFMT_P8 || This->myDesc.Format == D3DFMT_A8P8) &&
519 !GL_SUPPORT_DEV(EXT_PALETTED_TEXTURE, This->Device)) {
521 * wanted a paletted texture and not really support it in HW
522 * so software emulation code begin
524 UINT i;
525 PALETTEENTRY* pal = This->Device->palettes[This->Device->currentPalette];
526 VOID* surface = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->myDesc.Width * This->myDesc.Height * sizeof(DWORD));
527 BYTE* dst = surface;
528 BYTE* src = (BYTE*) This->allocatedMemory;
530 for (i = 0; i < This->myDesc.Width * This->myDesc.Height; i++) {
531 BYTE color = *src++;
532 *dst++ = pal[color].peRed;
533 *dst++ = pal[color].peGreen;
534 *dst++ = pal[color].peBlue;
535 if (This->myDesc.Format == D3DFMT_A8P8)
536 *dst++ = pal[color].peFlags;
537 else
538 *dst++ = 0xFF;
541 ENTER_GL();
543 TRACE("Calling glTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%x, Mem=%p\n",
544 gl_target,
545 gl_level,
546 GL_RGBA,
547 This->myDesc.Width,
548 This->myDesc.Height,
550 GL_RGBA,
551 GL_UNSIGNED_BYTE,
552 surface);
553 glTexImage2D(gl_target,
554 gl_level,
555 GL_RGBA,
556 This->myDesc.Width,
557 This->myDesc.Height,
559 GL_RGBA,
560 GL_UNSIGNED_BYTE,
561 surface);
562 checkGLcall("glTexImage2D");
563 HeapFree(GetProcessHeap(), 0, surface);
565 LEAVE_GL();
567 return D3D_OK;
570 if (This->myDesc.Format == D3DFMT_DXT1 ||
571 This->myDesc.Format == D3DFMT_DXT3 ||
572 This->myDesc.Format == D3DFMT_DXT5) {
573 if (GL_SUPPORT_DEV(EXT_TEXTURE_COMPRESSION_S3TC, This->Device)) {
574 TRACE("Calling glCompressedTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, sz=%d, Mem=%p\n",
575 gl_target,
576 gl_level,
577 D3DFmt2GLIntFmt(This->Device, This->myDesc.Format),
578 This->myDesc.Width,
579 This->myDesc.Height,
581 This->myDesc.Size,
582 This->allocatedMemory);
584 ENTER_GL();
586 GL_EXTCALL_DEV(glCompressedTexImage2DARB, This->Device)(gl_target,
587 gl_level,
588 D3DFmt2GLIntFmt(This->Device, This->myDesc.Format),
589 This->myDesc.Width,
590 This->myDesc.Height,
592 This->myDesc.Size,
593 This->allocatedMemory);
594 checkGLcall("glCommpressedTexTexImage2D");
596 LEAVE_GL();
597 } else {
598 FIXME("Using DXT1/3/5 without advertized support\n");
600 } else {
602 TRACE("Calling glTexImage2D %x i=%d, d3dfmt=%s, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%x, Mem=%p\n",
603 gl_target,
604 gl_level,
605 debug_d3dformat(This->myDesc.Format),
606 D3DFmt2GLIntFmt(This->Device, This->myDesc.Format),
607 This->myDesc.Width,
608 This->myDesc.Height,
610 D3DFmt2GLFmt(This->Device, This->myDesc.Format),
611 D3DFmt2GLType(This->Device, This->myDesc.Format),
612 This->allocatedMemory);
614 ENTER_GL();
616 glTexImage2D(gl_target,
617 gl_level,
618 D3DFmt2GLIntFmt(This->Device, This->myDesc.Format),
619 This->myDesc.Width,
620 This->myDesc.Height,
622 D3DFmt2GLFmt(This->Device, This->myDesc.Format),
623 D3DFmt2GLType(This->Device, This->myDesc.Format),
624 This->allocatedMemory);
625 checkGLcall("glTexImage2D");
627 LEAVE_GL();
629 #if 0
631 static unsigned int gen = 0;
632 char buffer[4096];
633 ++gen;
634 if ((gen % 10) == 0) {
635 snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm", This, gl_target, gl_level, gen);
636 IDirect3DSurface8Impl_SaveSnapshot((LPDIRECT3DSURFACE8) This, buffer);
639 * debugging crash code
640 if (gen == 250) {
641 void** test = NULL;
642 *test = 0;
646 #endif
649 return D3D_OK;
652 #include <errno.h>
653 HRESULT WINAPI IDirect3DSurface8Impl_SaveSnapshot(LPDIRECT3DSURFACE8 iface, const char* filename) {
654 FILE* f = NULL;
655 ULONG i;
656 IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface;
658 f = fopen(filename, "w+");
659 if (NULL == f) {
660 ERR("opening of %s failed with: %s\n", filename, strerror(errno));
661 return D3DERR_INVALIDCALL;
664 TRACE("opened %s with format %s\n", filename, debug_d3dformat(This->myDesc.Format));
666 fprintf(f, "P6\n%u %u\n255\n", This->myDesc.Width, This->myDesc.Height);
667 switch (This->myDesc.Format) {
668 case D3DFMT_X8R8G8B8:
669 case D3DFMT_A8R8G8B8:
671 DWORD color;
672 for (i = 0; i < This->myDesc.Width * This->myDesc.Height; i++) {
673 color = ((DWORD*) This->allocatedMemory)[i];
674 fputc((color >> 16) & 0xFF, f);
675 fputc((color >> 8) & 0xFF, f);
676 fputc((color >> 0) & 0xFF, f);
679 break;
680 case D3DFMT_R8G8B8:
682 BYTE* color;
683 for (i = 0; i < This->myDesc.Width * This->myDesc.Height; i++) {
684 color = ((BYTE*) This->allocatedMemory) + (3 * i);
685 fputc((color[0]) & 0xFF, f);
686 fputc((color[1]) & 0xFF, f);
687 fputc((color[2]) & 0xFF, f);
690 break;
691 case D3DFMT_A1R5G5B5:
693 WORD color;
694 for (i = 0; i < This->myDesc.Width * This->myDesc.Height; i++) {
695 color = ((WORD*) This->allocatedMemory)[i];
696 fputc(((color >> 10) & 0x1F) * 255 / 31, f);
697 fputc(((color >> 5) & 0x1F) * 255 / 31, f);
698 fputc(((color >> 0) & 0x1F) * 255 / 31, f);
701 break;
702 case D3DFMT_A4R4G4B4:
704 WORD color;
705 for (i = 0; i < This->myDesc.Width * This->myDesc.Height; i++) {
706 color = ((WORD*) This->allocatedMemory)[i];
707 fputc(((color >> 8) & 0x0F) * 255 / 15, f);
708 fputc(((color >> 4) & 0x0F) * 255 / 15, f);
709 fputc(((color >> 0) & 0x0F) * 255 / 15, f);
712 break;
714 case D3DFMT_R5G6B5:
716 WORD color;
717 for (i = 0; i < This->myDesc.Width * This->myDesc.Height; i++) {
718 color = ((WORD*) This->allocatedMemory)[i];
719 fputc(((color >> 11) & 0x1F) * 255 / 31, f);
720 fputc(((color >> 5) & 0x3F) * 255 / 63, f);
721 fputc(((color >> 0) & 0x1F) * 255 / 31, f);
724 break;
725 default:
726 FIXME("Unimplemented dump mode format(%u,%s)\n", This->myDesc.Format, debug_d3dformat(This->myDesc.Format));
728 fclose(f);
729 return D3D_OK;
732 HRESULT WINAPI IDirect3DSurface8Impl_CleanDirtyRect(LPDIRECT3DSURFACE8 iface) {
733 IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface;
734 This->Dirty = FALSE;
735 This->dirtyRect.left = This->myDesc.Width;
736 This->dirtyRect.top = This->myDesc.Height;
737 This->dirtyRect.right = 0;
738 This->dirtyRect.bottom = 0;
739 return D3D_OK;
743 * Raphael:
744 * very stupid way to handle multiple dirty rects but it works :)
746 extern HRESULT WINAPI IDirect3DSurface8Impl_AddDirtyRect(LPDIRECT3DSURFACE8 iface, CONST RECT* pDirtyRect) {
747 IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface;
748 This->Dirty = TRUE;
749 if (NULL != pDirtyRect) {
750 This->dirtyRect.left = min(This->dirtyRect.left, pDirtyRect->left);
751 This->dirtyRect.top = min(This->dirtyRect.top, pDirtyRect->top);
752 This->dirtyRect.right = max(This->dirtyRect.right, pDirtyRect->right);
753 This->dirtyRect.bottom = max(This->dirtyRect.bottom, pDirtyRect->bottom);
754 } else {
755 This->dirtyRect.left = 0;
756 This->dirtyRect.top = 0;
757 This->dirtyRect.right = This->myDesc.Width;
758 This->dirtyRect.bottom = This->myDesc.Height;
760 return D3D_OK;