dpwsockx: Implementation of SPInit
[wine/gsoc_dplay.git] / dlls / wined3d / surface.c
blobcce613c66576561975c6cdab0f58336acc537479
1 /*
2 * IWineD3DSurface Implementation
4 * Copyright 1998 Lionel Ulmer
5 * Copyright 2000-2001 TransGaming Technologies Inc.
6 * Copyright 2002-2005 Jason Edmeades
7 * Copyright 2002-2003 Raphael Junqueira
8 * Copyright 2004 Christian Costa
9 * Copyright 2005 Oliver Stieber
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2007-2008 Henri Verbeet
12 * Copyright 2006-2008 Roderick Colenbrander
14 * This library is free software; you can redistribute it and/or
15 * modify it under the terms of the GNU Lesser General Public
16 * License as published by the Free Software Foundation; either
17 * version 2.1 of the License, or (at your option) any later version.
19 * This library is distributed in the hope that it will be useful,
20 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
22 * Lesser General Public License for more details.
24 * You should have received a copy of the GNU Lesser General Public
25 * License along with this library; if not, write to the Free Software
26 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
29 #include "config.h"
30 #include "wine/port.h"
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
34 WINE_DECLARE_DEBUG_CHANNEL(d3d);
36 #define GLINFO_LOCATION (*gl_info)
38 static void surface_cleanup(IWineD3DSurfaceImpl *This)
40 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
41 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
42 renderbuffer_entry_t *entry, *entry2;
44 TRACE("(%p) : Cleaning up.\n", This);
46 /* Need a context to destroy the texture. Use the currently active render
47 * target, but only if the primary render target exists. Otherwise
48 * lastActiveRenderTarget is garbage. When destroying the primary render
49 * target, Uninit3D() will activate a context before doing anything. */
50 if (device->render_targets && device->render_targets[0])
52 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
55 ENTER_GL();
57 if (This->texture_name)
59 /* Release the OpenGL texture. */
60 TRACE("Deleting texture %u.\n", This->texture_name);
61 glDeleteTextures(1, &This->texture_name);
64 if (This->Flags & SFLAG_PBO)
66 /* Delete the PBO. */
67 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
70 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry)
72 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
73 HeapFree(GetProcessHeap(), 0, entry);
76 LEAVE_GL();
78 if (This->Flags & SFLAG_DIBSECTION)
80 /* Release the DC. */
81 SelectObject(This->hDC, This->dib.holdbitmap);
82 DeleteDC(This->hDC);
83 /* Release the DIB section. */
84 DeleteObject(This->dib.DIBsection);
85 This->dib.bitmap_data = NULL;
86 This->resource.allocatedMemory = NULL;
89 if (This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem((IWineD3DSurface *)This, NULL);
90 if (This->overlay_dest) list_remove(&This->overlay_entry);
92 HeapFree(GetProcessHeap(), 0, This->palette9);
94 resource_cleanup((IWineD3DResource *)This);
97 UINT surface_calculate_size(const struct GlPixelFormatDesc *format_desc, UINT alignment, UINT width, UINT height)
99 UINT size;
101 if (format_desc->format == WINED3DFMT_UNKNOWN)
103 size = 0;
105 else if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
107 UINT row_block_count = (width + format_desc->block_width - 1) / format_desc->block_width;
108 UINT row_count = (height + format_desc->block_height - 1) / format_desc->block_height;
109 size = row_count * row_block_count * format_desc->block_byte_count;
111 else
113 /* The pitch is a multiple of 4 bytes. */
114 size = height * (((width * format_desc->byte_count) + alignment - 1) & ~(alignment - 1));
117 if (format_desc->heightscale != 0.0f) size *= format_desc->heightscale;
119 return size;
122 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
123 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
124 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
125 WINED3DPOOL pool, IUnknown *parent)
127 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
128 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(format, &GLINFO_LOCATION);
129 void (*cleanup)(IWineD3DSurfaceImpl *This);
130 unsigned int resource_size;
131 HRESULT hr;
133 if (multisample_quality > 0)
135 FIXME("multisample_quality set to %u, substituting 0\n", multisample_quality);
136 multisample_quality = 0;
139 /* FIXME: Check that the format is supported by the device. */
141 resource_size = surface_calculate_size(format_desc, alignment, width, height);
143 /* Look at the implementation and set the correct Vtable. */
144 switch (surface_type)
146 case SURFACE_OPENGL:
147 surface->lpVtbl = &IWineD3DSurface_Vtbl;
148 cleanup = surface_cleanup;
149 break;
151 case SURFACE_GDI:
152 surface->lpVtbl = &IWineGDISurface_Vtbl;
153 cleanup = surface_gdi_cleanup;
154 break;
156 default:
157 ERR("Requested unknown surface implementation %#x.\n", surface_type);
158 return WINED3DERR_INVALIDCALL;
161 hr = resource_init((IWineD3DResource *)surface, WINED3DRTYPE_SURFACE,
162 device, resource_size, usage, format_desc, pool, parent);
163 if (FAILED(hr))
165 WARN("Failed to initialize resource, returning %#x.\n", hr);
166 return hr;
169 /* "Standalone" surface. */
170 IWineD3DSurface_SetContainer((IWineD3DSurface *)surface, NULL);
172 surface->currentDesc.Width = width;
173 surface->currentDesc.Height = height;
174 surface->currentDesc.MultiSampleType = multisample_type;
175 surface->currentDesc.MultiSampleQuality = multisample_quality;
176 surface->texture_level = level;
177 list_init(&surface->overlays);
179 /* Flags */
180 surface->Flags = SFLAG_NORMCOORD; /* Default to normalized coords. */
181 if (discard) surface->Flags |= SFLAG_DISCARD;
182 if (lockable || format == WINED3DFMT_D16_LOCKABLE) surface->Flags |= SFLAG_LOCKABLE;
184 /* Quick lockable sanity check.
185 * TODO: remove this after surfaces, usage and lockability have been debugged properly
186 * this function is too deep to need to care about things like this.
187 * Levels need to be checked too, since they all affect what can be done. */
188 switch (pool)
190 case WINED3DPOOL_SCRATCH:
191 if(!lockable)
193 FIXME("Called with a pool of SCRATCH and a lockable of FALSE "
194 "which are mutually exclusive, setting lockable to TRUE.\n");
195 lockable = TRUE;
197 break;
199 case WINED3DPOOL_SYSTEMMEM:
200 if (!lockable)
201 FIXME("Called with a pool of SYSTEMMEM and a lockable of FALSE, this is acceptable but unexpected.\n");
202 break;
204 case WINED3DPOOL_MANAGED:
205 if (usage & WINED3DUSAGE_DYNAMIC)
206 FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n");
207 break;
209 case WINED3DPOOL_DEFAULT:
210 if (lockable && !(usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
211 WARN("Creating a lockable surface with a POOL of DEFAULT, that doesn't specify DYNAMIC usage.\n");
212 break;
214 default:
215 FIXME("Unknown pool %#x.\n", pool);
216 break;
219 if (usage & WINED3DUSAGE_RENDERTARGET && pool != WINED3DPOOL_DEFAULT)
221 FIXME("Trying to create a render target that isn't in the default pool.\n");
224 /* Mark the texture as dirty so that it gets loaded first time around. */
225 surface_add_dirty_rect((IWineD3DSurface *)surface, NULL);
226 list_init(&surface->renderbuffers);
228 TRACE("surface %p, memory %p, size %u\n", surface, surface->resource.allocatedMemory, surface->resource.size);
230 /* Call the private setup routine */
231 hr = IWineD3DSurface_PrivateSetup((IWineD3DSurface *)surface);
232 if (FAILED(hr))
234 ERR("Private setup failed, returning %#x\n", hr);
235 cleanup(surface);
236 return hr;
239 return hr;
242 static void surface_force_reload(IWineD3DSurface *iface)
244 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
246 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
249 void surface_set_texture_name(IWineD3DSurface *iface, GLuint new_name, BOOL srgb)
251 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
252 GLuint *name;
253 DWORD flag;
255 if(srgb)
257 name = &This->texture_name_srgb;
258 flag = SFLAG_INSRGBTEX;
260 else
262 name = &This->texture_name;
263 flag = SFLAG_INTEXTURE;
266 TRACE("(%p) : setting texture name %u\n", This, new_name);
268 if (!*name && new_name)
270 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
271 * surface has no texture name yet. See if we can get rid of this. */
272 if (This->Flags & flag)
273 ERR("Surface has SFLAG_INTEXTURE set, but no texture name\n");
274 IWineD3DSurface_ModifyLocation(iface, flag, FALSE);
277 *name = new_name;
278 surface_force_reload(iface);
281 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target)
283 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
285 TRACE("(%p) : setting target %#x\n", This, target);
287 if (This->texture_target != target)
289 if (target == GL_TEXTURE_RECTANGLE_ARB)
291 This->Flags &= ~SFLAG_NORMCOORD;
293 else if (This->texture_target == GL_TEXTURE_RECTANGLE_ARB)
295 This->Flags |= SFLAG_NORMCOORD;
298 This->texture_target = target;
299 surface_force_reload(iface);
302 /* Context activation is done by the caller. */
303 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This, BOOL srgb) {
304 DWORD active_sampler;
306 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
307 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
308 * gl states. The current texture unit should always be a valid one.
310 * To be more specific, this is tricky because we can implicitly be called
311 * from sampler() in state.c. This means we can't touch anything other than
312 * whatever happens to be the currently active texture, or we would risk
313 * marking already applied sampler states dirty again.
315 * TODO: Track the current active texture per GL context instead of using glGet
317 GLint active_texture;
318 ENTER_GL();
319 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
320 LEAVE_GL();
321 active_sampler = This->resource.wineD3DDevice->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
323 if (active_sampler != WINED3D_UNMAPPED_STAGE)
325 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(active_sampler));
327 IWineD3DSurface_BindTexture((IWineD3DSurface *)This, srgb);
330 /* This function checks if the primary render target uses the 8bit paletted format. */
331 static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
333 if (device->render_targets && device->render_targets[0]) {
334 IWineD3DSurfaceImpl* render_target = (IWineD3DSurfaceImpl*)device->render_targets[0];
335 if ((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
336 && (render_target->resource.format_desc->format == WINED3DFMT_P8))
337 return TRUE;
339 return FALSE;
342 #undef GLINFO_LOCATION
344 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
346 /* This call just downloads data, the caller is responsible for binding the
347 * correct texture. */
348 /* Context activation is done by the caller. */
349 static void surface_download_data(IWineD3DSurfaceImpl *This) {
350 const struct GlPixelFormatDesc *format_desc = This->resource.format_desc;
352 /* Only support read back of converted P8 surfaces */
353 if (This->Flags & SFLAG_CONVERTED && format_desc->format != WINED3DFMT_P8)
355 FIXME("Read back converted textures unsupported, format=%s\n", debug_d3dformat(format_desc->format));
356 return;
359 ENTER_GL();
361 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
363 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p.\n",
364 This, This->texture_level, format_desc->glFormat, format_desc->glType,
365 This->resource.allocatedMemory);
367 if (This->Flags & SFLAG_PBO)
369 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
370 checkGLcall("glBindBufferARB");
371 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target, This->texture_level, NULL));
372 checkGLcall("glGetCompressedTexImageARB");
373 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
374 checkGLcall("glBindBufferARB");
376 else
378 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target,
379 This->texture_level, This->resource.allocatedMemory));
380 checkGLcall("glGetCompressedTexImageARB");
383 LEAVE_GL();
384 } else {
385 void *mem;
386 GLenum format = format_desc->glFormat;
387 GLenum type = format_desc->glType;
388 int src_pitch = 0;
389 int dst_pitch = 0;
391 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
392 if (format_desc->format == WINED3DFMT_P8 && primary_render_target_is_p8(This->resource.wineD3DDevice))
394 format = GL_ALPHA;
395 type = GL_UNSIGNED_BYTE;
398 if (This->Flags & SFLAG_NONPOW2) {
399 unsigned char alignment = This->resource.wineD3DDevice->surface_alignment;
400 src_pitch = format_desc->byte_count * This->pow2Width;
401 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
402 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
403 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
404 } else {
405 mem = This->resource.allocatedMemory;
408 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
409 This, This->texture_level, format, type, mem);
411 if(This->Flags & SFLAG_PBO) {
412 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
413 checkGLcall("glBindBufferARB");
415 glGetTexImage(This->texture_target, This->texture_level, format, type, NULL);
416 checkGLcall("glGetTexImage");
418 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
419 checkGLcall("glBindBufferARB");
420 } else {
421 glGetTexImage(This->texture_target, This->texture_level, format, type, mem);
422 checkGLcall("glGetTexImage");
424 LEAVE_GL();
426 if (This->Flags & SFLAG_NONPOW2) {
427 const BYTE *src_data;
428 BYTE *dst_data;
429 UINT y;
431 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
432 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
433 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
435 * We're doing this...
437 * instead of boxing the texture :
438 * |<-texture width ->| -->pow2width| /\
439 * |111111111111111111| | |
440 * |222 Texture 222222| boxed empty | texture height
441 * |3333 Data 33333333| | |
442 * |444444444444444444| | \/
443 * ----------------------------------- |
444 * | boxed empty | boxed empty | pow2height
445 * | | | \/
446 * -----------------------------------
449 * we're repacking the data to the expected texture width
451 * |<-texture width ->| -->pow2width| /\
452 * |111111111111111111222222222222222| |
453 * |222333333333333333333444444444444| texture height
454 * |444444 | |
455 * | | \/
456 * | | |
457 * | empty | pow2height
458 * | | \/
459 * -----------------------------------
461 * == is the same as
463 * |<-texture width ->| /\
464 * |111111111111111111|
465 * |222222222222222222|texture height
466 * |333333333333333333|
467 * |444444444444444444| \/
468 * --------------------
470 * this also means that any references to allocatedMemory should work with the data as if were a
471 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
473 * internally the texture is still stored in a boxed format so any references to textureName will
474 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
476 * Performance should not be an issue, because applications normally do not lock the surfaces when
477 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
478 * and doesn't have to be re-read.
480 src_data = mem;
481 dst_data = This->resource.allocatedMemory;
482 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
483 for (y = 1 ; y < This->currentDesc.Height; y++) {
484 /* skip the first row */
485 src_data += src_pitch;
486 dst_data += dst_pitch;
487 memcpy(dst_data, src_data, dst_pitch);
490 HeapFree(GetProcessHeap(), 0, mem);
494 /* Surface has now been downloaded */
495 This->Flags |= SFLAG_INSYSMEM;
498 /* This call just uploads data, the caller is responsible for binding the
499 * correct texture. */
500 /* Context activation is done by the caller. */
501 static void surface_upload_data(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *data) {
502 const struct GlPixelFormatDesc *format_desc = This->resource.format_desc;
504 TRACE("This %p, internal %#x, width %d, height %d, format %#x, type %#x, data %p.\n",
505 This, internal, width, height, format, type, data);
506 TRACE("target %#x, level %u, resource size %u.\n",
507 This->texture_target, This->texture_level, This->resource.size);
509 if (format_desc->heightscale != 1.0f && format_desc->heightscale != 0.0f) height *= format_desc->heightscale;
511 ENTER_GL();
513 if (This->Flags & SFLAG_PBO)
515 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
516 checkGLcall("glBindBufferARB");
518 TRACE("(%p) pbo: %#x, data: %p.\n", This, This->pbo, data);
519 data = NULL;
522 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
524 TRACE("Calling glCompressedTexSubImage2DARB.\n");
526 GL_EXTCALL(glCompressedTexSubImage2DARB(This->texture_target, This->texture_level,
527 0, 0, width, height, internal, This->resource.size, data));
528 checkGLcall("glCompressedTexSubImage2DARB");
530 else
532 TRACE("Calling glTexSubImage2D.\n");
534 glTexSubImage2D(This->texture_target, This->texture_level,
535 0, 0, width, height, format, type, data);
536 checkGLcall("glTexSubImage2D");
539 if (This->Flags & SFLAG_PBO)
541 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
542 checkGLcall("glBindBufferARB");
545 LEAVE_GL();
548 /* This call just allocates the texture, the caller is responsible for binding
549 * the correct texture. */
550 /* Context activation is done by the caller. */
551 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type) {
552 const struct GlPixelFormatDesc *format_desc = This->resource.format_desc;
553 BOOL enable_client_storage = FALSE;
554 const BYTE *mem = NULL;
556 if (format_desc->heightscale != 1.0f && format_desc->heightscale != 0.0f) height *= format_desc->heightscale;
558 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",
559 This, This->texture_target, This->texture_level, debug_d3dformat(format_desc->format),
560 internal, width, height, format, type);
562 ENTER_GL();
564 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
565 if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_OVERSIZE | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
566 /* In some cases we want to disable client storage.
567 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
568 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
569 * SFLAG_OVERSIZE: The gl texture is smaller than the allocated memory
570 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
571 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
573 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
574 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
575 This->Flags &= ~SFLAG_CLIENT;
576 enable_client_storage = TRUE;
577 } else {
578 This->Flags |= SFLAG_CLIENT;
580 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
581 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
583 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
587 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED && mem)
589 GL_EXTCALL(glCompressedTexImage2DARB(This->texture_target, This->texture_level,
590 internal, width, height, 0, This->resource.size, mem));
592 else
594 glTexImage2D(This->texture_target, This->texture_level,
595 internal, width, height, 0, format, type, mem);
596 checkGLcall("glTexImage2D");
599 if(enable_client_storage) {
600 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
601 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
603 LEAVE_GL();
606 /* In D3D the depth stencil dimensions have to be greater than or equal to the
607 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
608 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
609 /* GL locking is done by the caller */
610 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height) {
611 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
612 renderbuffer_entry_t *entry;
613 GLuint renderbuffer = 0;
614 unsigned int src_width, src_height;
616 src_width = This->pow2Width;
617 src_height = This->pow2Height;
619 /* A depth stencil smaller than the render target is not valid */
620 if (width > src_width || height > src_height) return;
622 /* Remove any renderbuffer set if the sizes match */
623 if (width == src_width && height == src_height) {
624 This->current_renderbuffer = NULL;
625 return;
628 /* Look if we've already got a renderbuffer of the correct dimensions */
629 LIST_FOR_EACH_ENTRY(entry, &This->renderbuffers, renderbuffer_entry_t, entry) {
630 if (entry->width == width && entry->height == height) {
631 renderbuffer = entry->id;
632 This->current_renderbuffer = entry;
633 break;
637 if (!renderbuffer) {
638 GL_EXTCALL(glGenRenderbuffersEXT(1, &renderbuffer));
639 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderbuffer));
640 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,
641 This->resource.format_desc->glInternal, width, height));
643 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
644 entry->width = width;
645 entry->height = height;
646 entry->id = renderbuffer;
647 list_add_head(&This->renderbuffers, &entry->entry);
649 This->current_renderbuffer = entry;
652 checkGLcall("set_compatible_renderbuffer");
655 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain) {
656 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
657 IWineD3DSwapChainImpl *swapchain_impl = (IWineD3DSwapChainImpl *)swapchain;
659 TRACE("(%p) : swapchain %p\n", This, swapchain);
661 if (swapchain_impl->backBuffer && swapchain_impl->backBuffer[0] == iface) {
662 TRACE("Returning GL_BACK\n");
663 return GL_BACK;
664 } else if (swapchain_impl->frontBuffer == iface) {
665 TRACE("Returning GL_FRONT\n");
666 return GL_FRONT;
669 FIXME("Higher back buffer, returning GL_BACK\n");
670 return GL_BACK;
673 /* Slightly inefficient way to handle multiple dirty rects but it works :) */
674 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect)
676 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
677 IWineD3DBaseTexture *baseTexture = NULL;
679 if (!(This->Flags & SFLAG_INSYSMEM) && (This->Flags & SFLAG_INTEXTURE))
680 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
682 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
683 if (dirty_rect)
685 This->dirtyRect.left = min(This->dirtyRect.left, dirty_rect->left);
686 This->dirtyRect.top = min(This->dirtyRect.top, dirty_rect->top);
687 This->dirtyRect.right = max(This->dirtyRect.right, dirty_rect->right);
688 This->dirtyRect.bottom = max(This->dirtyRect.bottom, dirty_rect->bottom);
690 else
692 This->dirtyRect.left = 0;
693 This->dirtyRect.top = 0;
694 This->dirtyRect.right = This->currentDesc.Width;
695 This->dirtyRect.bottom = This->currentDesc.Height;
698 TRACE("(%p) : Dirty: yes, Rect:(%d, %d, %d, %d)\n", This, This->dirtyRect.left,
699 This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
701 /* if the container is a basetexture then mark it dirty. */
702 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture)))
704 TRACE("Passing to container\n");
705 IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
706 IWineD3DBaseTexture_Release(baseTexture);
710 static inline BOOL surface_can_stretch_rect(IWineD3DSurfaceImpl *src, IWineD3DSurfaceImpl *dst)
712 return ((src->resource.format_desc->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE)
713 || (src->resource.usage & WINED3DUSAGE_RENDERTARGET))
714 && ((dst->resource.format_desc->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE)
715 || (dst->resource.usage & WINED3DUSAGE_RENDERTARGET))
716 && (src->resource.format_desc->format == dst->resource.format_desc->format
717 || (is_identity_fixup(src->resource.format_desc->color_fixup)
718 && is_identity_fixup(dst->resource.format_desc->color_fixup)));
721 static ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface)
723 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
724 ULONG ref = InterlockedDecrement(&This->resource.ref);
725 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
727 if (!ref)
729 surface_cleanup(This);
731 TRACE("(%p) Released.\n", This);
732 HeapFree(GetProcessHeap(), 0, This);
735 return ref;
738 /* ****************************************************
739 IWineD3DSurface IWineD3DResource parts follow
740 **************************************************** */
742 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb)
744 /* TODO: check for locks */
745 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
746 IWineD3DBaseTexture *baseTexture = NULL;
747 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
749 TRACE("(%p)Checking to see if the container is a base texture\n", This);
750 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
751 IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *) baseTexture;
752 TRACE("Passing to container\n");
753 tex_impl->baseTexture.internal_preload(baseTexture, srgb);
754 IWineD3DBaseTexture_Release(baseTexture);
755 } else {
756 TRACE("(%p) : About to load surface\n", This);
758 if(!device->isInDraw) {
759 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
762 if (This->resource.format_desc->format == WINED3DFMT_P8
763 || This->resource.format_desc->format == WINED3DFMT_A8P8)
765 if(palette9_changed(This)) {
766 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
767 /* TODO: This is not necessarily needed with hw palettized texture support */
768 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
769 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
770 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
774 IWineD3DSurface_LoadTexture(iface, srgb == SRGB_SRGB ? TRUE : FALSE);
776 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
777 /* Tell opengl to try and keep this texture in video ram (well mostly) */
778 GLclampf tmp;
779 tmp = 0.9f;
780 ENTER_GL();
781 glPrioritizeTextures(1, &This->texture_name, &tmp);
782 LEAVE_GL();
785 return;
788 static void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
789 surface_internal_preload(iface, SRGB_ANY);
792 /* Context activation is done by the caller. */
793 static void surface_remove_pbo(IWineD3DSurfaceImpl *This) {
794 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
795 This->resource.allocatedMemory =
796 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
798 ENTER_GL();
799 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
800 checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
801 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
802 checkGLcall("glGetBufferSubDataARB");
803 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
804 checkGLcall("glDeleteBuffersARB");
805 LEAVE_GL();
807 This->pbo = 0;
808 This->Flags &= ~SFLAG_PBO;
811 static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
812 IWineD3DBaseTexture *texture = NULL;
813 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
814 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
815 renderbuffer_entry_t *entry, *entry2;
816 TRACE("(%p)\n", iface);
818 if(This->resource.pool == WINED3DPOOL_DEFAULT) {
819 /* Default pool resources are supposed to be destroyed before Reset is called.
820 * Implicit resources stay however. So this means we have an implicit render target
821 * or depth stencil. The content may be destroyed, but we still have to tear down
822 * opengl resources, so we cannot leave early.
824 * Put the most up to date surface location into the drawable. D3D-wise this content
825 * is undefined, so it would be nowhere, but that would make the location management
826 * more complicated. The drawable is a sane location, because if we mark sysmem or
827 * texture up to date, drawPrim will copy the uninitialized texture or sysmem to the
828 * uninitialized drawable. That's pointless and we'd have to allocate the texture /
829 * sysmem copy here.
831 if (This->resource.usage & WINED3DUSAGE_DEPTHSTENCIL) {
832 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
833 } else {
834 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, TRUE);
836 } else {
837 /* Load the surface into system memory */
838 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
839 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
841 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
842 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSRGBTEX, FALSE);
843 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
845 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
847 /* Destroy PBOs, but load them into real sysmem before */
848 if(This->Flags & SFLAG_PBO) {
849 surface_remove_pbo(This);
852 /* Destroy fbo render buffers. This is needed for implicit render targets, for
853 * all application-created targets the application has to release the surface
854 * before calling _Reset
856 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
857 ENTER_GL();
858 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
859 LEAVE_GL();
860 list_remove(&entry->entry);
861 HeapFree(GetProcessHeap(), 0, entry);
863 list_init(&This->renderbuffers);
864 This->current_renderbuffer = NULL;
866 /* If we're in a texture, the texture name belongs to the texture. Otherwise,
867 * destroy it
869 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **) &texture);
870 if(!texture) {
871 ENTER_GL();
872 glDeleteTextures(1, &This->texture_name);
873 This->texture_name = 0;
874 glDeleteTextures(1, &This->texture_name_srgb);
875 This->texture_name_srgb = 0;
876 LEAVE_GL();
877 } else {
878 IWineD3DBaseTexture_Release(texture);
880 return;
883 /* ******************************************************
884 IWineD3DSurface IWineD3DSurface parts follow
885 ****************************************************** */
887 /* Read the framebuffer back into the surface */
888 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, void *dest, UINT pitch) {
889 IWineD3DSwapChainImpl *swapchain;
890 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
891 BYTE *mem;
892 GLint fmt;
893 GLint type;
894 BYTE *row, *top, *bottom;
895 int i;
896 BOOL bpp;
897 RECT local_rect;
898 BOOL srcIsUpsideDown;
899 GLint rowLen = 0;
900 GLint skipPix = 0;
901 GLint skipRow = 0;
903 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
904 static BOOL warned = FALSE;
905 if(!warned) {
906 ERR("The application tries to lock the render target, but render target locking is disabled\n");
907 warned = TRUE;
909 return;
912 /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
913 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
914 * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
915 * context->last_was_blit set on the unlock.
917 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
918 ENTER_GL();
920 /* Select the correct read buffer, and give some debug output.
921 * There is no need to keep track of the current read buffer or reset it, every part of the code
922 * that reads sets the read buffer as desired.
924 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&swapchain)))
926 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
927 TRACE("Locking %#x buffer\n", buffer);
928 glReadBuffer(buffer);
929 checkGLcall("glReadBuffer");
931 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
932 srcIsUpsideDown = FALSE;
933 } else {
934 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
935 * Read from the back buffer
937 TRACE("Locking offscreen render target\n");
938 glReadBuffer(myDevice->offscreenBuffer);
939 srcIsUpsideDown = TRUE;
942 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
943 if(!rect) {
944 local_rect.left = 0;
945 local_rect.top = 0;
946 local_rect.right = This->currentDesc.Width;
947 local_rect.bottom = This->currentDesc.Height;
948 } else {
949 local_rect = *rect;
951 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
953 switch(This->resource.format_desc->format)
955 case WINED3DFMT_P8:
957 if(primary_render_target_is_p8(myDevice)) {
958 /* In case of P8 render targets the index is stored in the alpha component */
959 fmt = GL_ALPHA;
960 type = GL_UNSIGNED_BYTE;
961 mem = dest;
962 bpp = This->resource.format_desc->byte_count;
963 } else {
964 /* GL can't return palettized data, so read ARGB pixels into a
965 * separate block of memory and convert them into palettized format
966 * in software. Slow, but if the app means to use palettized render
967 * targets and locks it...
969 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
970 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
971 * for the color channels when palettizing the colors.
973 fmt = GL_RGB;
974 type = GL_UNSIGNED_BYTE;
975 pitch *= 3;
976 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
977 if(!mem) {
978 ERR("Out of memory\n");
979 LEAVE_GL();
980 return;
982 bpp = This->resource.format_desc->byte_count * 3;
985 break;
987 default:
988 mem = dest;
989 fmt = This->resource.format_desc->glFormat;
990 type = This->resource.format_desc->glType;
991 bpp = This->resource.format_desc->byte_count;
994 if(This->Flags & SFLAG_PBO) {
995 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
996 checkGLcall("glBindBufferARB");
997 if(mem != NULL) {
998 ERR("mem not null for pbo -- unexpected\n");
999 mem = NULL;
1003 /* Save old pixel store pack state */
1004 glGetIntegerv(GL_PACK_ROW_LENGTH, &rowLen);
1005 checkGLcall("glGetIntegerv");
1006 glGetIntegerv(GL_PACK_SKIP_PIXELS, &skipPix);
1007 checkGLcall("glGetIntegerv");
1008 glGetIntegerv(GL_PACK_SKIP_ROWS, &skipRow);
1009 checkGLcall("glGetIntegerv");
1011 /* Setup pixel store pack state -- to glReadPixels into the correct place */
1012 glPixelStorei(GL_PACK_ROW_LENGTH, This->currentDesc.Width);
1013 checkGLcall("glPixelStorei");
1014 glPixelStorei(GL_PACK_SKIP_PIXELS, local_rect.left);
1015 checkGLcall("glPixelStorei");
1016 glPixelStorei(GL_PACK_SKIP_ROWS, local_rect.top);
1017 checkGLcall("glPixelStorei");
1019 glReadPixels(local_rect.left, (!srcIsUpsideDown) ? (This->currentDesc.Height - local_rect.bottom) : local_rect.top ,
1020 local_rect.right - local_rect.left,
1021 local_rect.bottom - local_rect.top,
1022 fmt, type, mem);
1023 checkGLcall("glReadPixels");
1025 /* Reset previous pixel store pack state */
1026 glPixelStorei(GL_PACK_ROW_LENGTH, rowLen);
1027 checkGLcall("glPixelStorei");
1028 glPixelStorei(GL_PACK_SKIP_PIXELS, skipPix);
1029 checkGLcall("glPixelStorei");
1030 glPixelStorei(GL_PACK_SKIP_ROWS, skipRow);
1031 checkGLcall("glPixelStorei");
1033 if(This->Flags & SFLAG_PBO) {
1034 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
1035 checkGLcall("glBindBufferARB");
1037 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
1038 * to get a pointer to it and perform the flipping in software. This is a lot
1039 * faster than calling glReadPixels for each line. In case we want more speed
1040 * we should rerender it flipped in a FBO and read the data back from the FBO. */
1041 if(!srcIsUpsideDown) {
1042 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1043 checkGLcall("glBindBufferARB");
1045 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1046 checkGLcall("glMapBufferARB");
1050 /* TODO: Merge this with the palettization loop below for P8 targets */
1051 if(!srcIsUpsideDown) {
1052 UINT len, off;
1053 /* glReadPixels returns the image upside down, and there is no way to prevent this.
1054 Flip the lines in software */
1055 len = (local_rect.right - local_rect.left) * bpp;
1056 off = local_rect.left * bpp;
1058 row = HeapAlloc(GetProcessHeap(), 0, len);
1059 if(!row) {
1060 ERR("Out of memory\n");
1061 if (This->resource.format_desc->format == WINED3DFMT_P8) HeapFree(GetProcessHeap(), 0, mem);
1062 LEAVE_GL();
1063 return;
1066 top = mem + pitch * local_rect.top;
1067 bottom = mem + pitch * (local_rect.bottom - 1);
1068 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
1069 memcpy(row, top + off, len);
1070 memcpy(top + off, bottom + off, len);
1071 memcpy(bottom + off, row, len);
1072 top += pitch;
1073 bottom -= pitch;
1075 HeapFree(GetProcessHeap(), 0, row);
1077 /* Unmap the temp PBO buffer */
1078 if(This->Flags & SFLAG_PBO) {
1079 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1080 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1084 LEAVE_GL();
1086 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
1087 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
1088 * the same color but we have no choice.
1089 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
1091 if ((This->resource.format_desc->format == WINED3DFMT_P8) && !primary_render_target_is_p8(myDevice))
1093 const PALETTEENTRY *pal = NULL;
1094 DWORD width = pitch / 3;
1095 int x, y, c;
1097 if(This->palette) {
1098 pal = This->palette->palents;
1099 } else {
1100 ERR("Palette is missing, cannot perform inverse palette lookup\n");
1101 HeapFree(GetProcessHeap(), 0, mem);
1102 return ;
1105 for(y = local_rect.top; y < local_rect.bottom; y++) {
1106 for(x = local_rect.left; x < local_rect.right; x++) {
1107 /* start lines pixels */
1108 const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
1109 const BYTE *green = blue + 1;
1110 const BYTE *red = green + 1;
1112 for(c = 0; c < 256; c++) {
1113 if(*red == pal[c].peRed &&
1114 *green == pal[c].peGreen &&
1115 *blue == pal[c].peBlue)
1117 *((BYTE *) dest + y * width + x) = c;
1118 break;
1123 HeapFree(GetProcessHeap(), 0, mem);
1127 /* Read the framebuffer contents into a texture */
1128 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
1130 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1131 IWineD3DSwapChainImpl *swapchain;
1132 int bpp;
1133 GLenum format, internal, type;
1134 CONVERT_TYPES convert;
1135 GLint prevRead;
1136 BOOL alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
1138 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, srgb);
1140 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
1141 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
1142 * states in the stateblock, and no driver was found yet that had bugs in that regard.
1144 ActivateContext(device, (IWineD3DSurface *) This, CTXUSAGE_RESOURCELOAD);
1145 surface_bind_and_dirtify(This, srgb);
1147 ENTER_GL();
1148 glGetIntegerv(GL_READ_BUFFER, &prevRead);
1149 LEAVE_GL();
1151 /* Select the correct read buffer, and give some debug output.
1152 * There is no need to keep track of the current read buffer or reset it, every part of the code
1153 * that reads sets the read buffer as desired.
1155 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)This, &IID_IWineD3DSwapChain, (void **)&swapchain)))
1157 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
1158 TRACE("Locking %#x buffer\n", buffer);
1160 ENTER_GL();
1161 glReadBuffer(buffer);
1162 checkGLcall("glReadBuffer");
1163 LEAVE_GL();
1165 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
1166 } else {
1167 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
1168 * Read from the back buffer
1170 TRACE("Locking offscreen render target\n");
1171 ENTER_GL();
1172 glReadBuffer(device->offscreenBuffer);
1173 checkGLcall("glReadBuffer");
1174 LEAVE_GL();
1177 if(!(This->Flags & alloc_flag)) {
1178 surface_allocate_surface(This, internal, This->pow2Width,
1179 This->pow2Height, format, type);
1180 This->Flags |= alloc_flag;
1183 ENTER_GL();
1184 /* If !SrcIsUpsideDown we should flip the surface.
1185 * This can be done using glCopyTexSubImage2D but this
1186 * is VERY slow, so don't do that. We should prevent
1187 * this code from getting called in such cases or perhaps
1188 * we can use FBOs */
1190 glCopyTexSubImage2D(This->texture_target, This->texture_level,
1191 0, 0, 0, 0, This->currentDesc.Width, This->currentDesc.Height);
1192 checkGLcall("glCopyTexSubImage2D");
1194 glReadBuffer(prevRead);
1195 checkGLcall("glReadBuffer");
1197 LEAVE_GL();
1198 TRACE("Updated target %d\n", This->texture_target);
1201 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This) {
1202 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
1203 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
1204 * changed
1206 if(!(This->Flags & SFLAG_DYNLOCK)) {
1207 This->lockCount++;
1208 /* MAXLOCKCOUNT is defined in wined3d_private.h */
1209 if(This->lockCount > MAXLOCKCOUNT) {
1210 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
1211 This->Flags |= SFLAG_DYNLOCK;
1215 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
1216 * Also don't create a PBO for systemmem surfaces.
1218 if(GL_SUPPORT(ARB_PIXEL_BUFFER_OBJECT) && (This->Flags & SFLAG_DYNLOCK) && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2)) && (This->resource.pool != WINED3DPOOL_SYSTEMMEM)) {
1219 GLenum error;
1220 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1222 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
1223 ENTER_GL();
1225 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
1226 error = glGetError();
1227 if(This->pbo == 0 || error != GL_NO_ERROR) {
1228 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
1231 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
1233 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1234 checkGLcall("glBindBufferARB");
1236 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
1237 checkGLcall("glBufferDataARB");
1239 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1240 checkGLcall("glBindBufferARB");
1242 /* We don't need the system memory anymore and we can't even use it for PBOs */
1243 if(!(This->Flags & SFLAG_CLIENT)) {
1244 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
1245 This->resource.heapMemory = NULL;
1247 This->resource.allocatedMemory = NULL;
1248 This->Flags |= SFLAG_PBO;
1249 LEAVE_GL();
1250 } else if(!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO)) {
1251 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1252 * or a pbo to map
1254 if(!This->resource.heapMemory) {
1255 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1257 This->resource.allocatedMemory =
1258 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1259 if(This->Flags & SFLAG_INSYSMEM) {
1260 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1265 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
1266 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1267 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1268 const RECT *pass_rect = pRect;
1270 TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
1272 /* This is also done in the base class, but we have to verify this before loading any data from
1273 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1274 * may interfere, and all other bad things may happen
1276 if (This->Flags & SFLAG_LOCKED) {
1277 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1278 return WINED3DERR_INVALIDCALL;
1280 This->Flags |= SFLAG_LOCKED;
1282 if (!(This->Flags & SFLAG_LOCKABLE))
1284 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
1287 if (Flags & WINED3DLOCK_DISCARD) {
1288 /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
1289 TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
1290 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1291 This->Flags |= SFLAG_INSYSMEM;
1292 goto lock_end;
1295 if (This->Flags & SFLAG_INSYSMEM) {
1296 TRACE("Local copy is up to date, not downloading data\n");
1297 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1298 goto lock_end;
1301 /* IWineD3DSurface_LoadLocation() does not check if the rectangle specifies
1302 * the full surface. Most callers don't need that, so do it here. */
1303 if (pRect && pRect->top == 0 && pRect->left == 0
1304 && pRect->right == This->currentDesc.Width
1305 && pRect->bottom == This->currentDesc.Height)
1307 pass_rect = NULL;
1310 if (!(wined3d_settings.rendertargetlock_mode == RTL_DISABLE
1311 && ((This->Flags & SFLAG_SWAPCHAIN) || iface == myDevice->render_targets[0])))
1313 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, pass_rect);
1316 lock_end:
1317 if(This->Flags & SFLAG_PBO) {
1318 ActivateContext(myDevice, NULL, CTXUSAGE_RESOURCELOAD);
1319 ENTER_GL();
1320 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1321 checkGLcall("glBindBufferARB");
1323 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1324 if(This->resource.allocatedMemory) {
1325 ERR("The surface already has PBO memory allocated!\n");
1328 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1329 checkGLcall("glMapBufferARB");
1331 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1332 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1333 checkGLcall("glBindBufferARB");
1335 LEAVE_GL();
1338 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
1339 /* Don't dirtify */
1340 } else {
1341 IWineD3DBaseTexture *pBaseTexture;
1343 * Dirtify on lock
1344 * as seen in msdn docs
1346 surface_add_dirty_rect(iface, pRect);
1348 /** Dirtify Container if needed */
1349 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture))) {
1350 TRACE("Making container dirty\n");
1351 IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
1352 IWineD3DBaseTexture_Release(pBaseTexture);
1353 } else {
1354 TRACE("Surface is standalone, no need to dirty the container\n");
1358 return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
1361 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem) {
1362 GLint prev_store;
1363 GLint prev_rasterpos[4];
1364 GLint skipBytes = 0;
1365 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
1366 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1367 IWineD3DSwapChainImpl *swapchain;
1369 /* Activate the correct context for the render target */
1370 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
1371 ENTER_GL();
1373 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)This, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
1374 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
1375 TRACE("Unlocking %#x buffer\n", buffer);
1376 glDrawBuffer(buffer);
1377 checkGLcall("glDrawBuffer");
1379 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
1380 } else {
1381 /* Primary offscreen render target */
1382 TRACE("Offscreen render target\n");
1383 glDrawBuffer(myDevice->offscreenBuffer);
1384 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1387 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
1388 checkGLcall("glGetIntegerv");
1389 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
1390 checkGLcall("glGetIntegerv");
1391 glPixelZoom(1.0f, -1.0f);
1392 checkGLcall("glPixelZoom");
1394 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1395 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
1396 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
1398 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
1399 checkGLcall("glRasterPos3i");
1401 /* Some drivers(radeon dri, others?) don't like exceptions during
1402 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1403 * after ReleaseDC. Reading it will cause an exception, which x11drv will
1404 * catch to put the dib section in InSync mode, which leads to a crash
1405 * and a blocked x server on my radeon card.
1407 * The following lines read the dib section so it is put in InSync mode
1408 * before glDrawPixels is called and the crash is prevented. There won't
1409 * be any interfering gdi accesses, because UnlockRect is called from
1410 * ReleaseDC, and the app won't use the dc any more afterwards.
1412 if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
1413 volatile BYTE read;
1414 read = This->resource.allocatedMemory[0];
1417 if(This->Flags & SFLAG_PBO) {
1418 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1419 checkGLcall("glBindBufferARB");
1422 /* When the surface is locked we only have to refresh the locked part else we need to update the whole image */
1423 if(This->Flags & SFLAG_LOCKED) {
1424 glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1425 (This->lockedRect.bottom - This->lockedRect.top)-1,
1426 fmt, type,
1427 mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1428 checkGLcall("glDrawPixels");
1429 } else {
1430 glDrawPixels(This->currentDesc.Width,
1431 This->currentDesc.Height,
1432 fmt, type, mem);
1433 checkGLcall("glDrawPixels");
1436 if(This->Flags & SFLAG_PBO) {
1437 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1438 checkGLcall("glBindBufferARB");
1441 glPixelZoom(1.0f, 1.0f);
1442 checkGLcall("glPixelZoom");
1444 glRasterPos3iv(&prev_rasterpos[0]);
1445 checkGLcall("glRasterPos3iv");
1447 /* Reset to previous pack row length */
1448 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1449 checkGLcall("glPixelStorei(GL_UNPACK_ROW_LENGTH)");
1451 if(!swapchain) {
1452 glDrawBuffer(myDevice->offscreenBuffer);
1453 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1454 } else if(swapchain->backBuffer) {
1455 glDrawBuffer(GL_BACK);
1456 checkGLcall("glDrawBuffer(GL_BACK)");
1457 } else {
1458 glDrawBuffer(GL_FRONT);
1459 checkGLcall("glDrawBuffer(GL_FRONT)");
1461 LEAVE_GL();
1463 return;
1466 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1467 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1468 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1469 BOOL fullsurface;
1471 if (!(This->Flags & SFLAG_LOCKED)) {
1472 WARN("trying to Unlock an unlocked surf@%p\n", This);
1473 return WINEDDERR_NOTLOCKED;
1476 if (This->Flags & SFLAG_PBO) {
1477 TRACE("Freeing PBO memory\n");
1478 ActivateContext(myDevice, NULL, CTXUSAGE_RESOURCELOAD);
1479 ENTER_GL();
1480 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1481 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1482 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1483 checkGLcall("glUnmapBufferARB");
1484 LEAVE_GL();
1485 This->resource.allocatedMemory = NULL;
1488 TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1490 if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1491 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1492 goto unlock_end;
1495 if ((This->Flags & SFLAG_SWAPCHAIN) || (myDevice->render_targets && iface == myDevice->render_targets[0]))
1497 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1498 static BOOL warned = FALSE;
1499 if(!warned) {
1500 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1501 warned = TRUE;
1503 goto unlock_end;
1506 if(This->dirtyRect.left == 0 &&
1507 This->dirtyRect.top == 0 &&
1508 This->dirtyRect.right == This->currentDesc.Width &&
1509 This->dirtyRect.bottom == This->currentDesc.Height) {
1510 fullsurface = TRUE;
1511 } else {
1512 /* TODO: Proper partial rectangle tracking */
1513 fullsurface = FALSE;
1514 This->Flags |= SFLAG_INSYSMEM;
1517 switch(wined3d_settings.rendertargetlock_mode) {
1518 case RTL_READTEX:
1519 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
1520 /* drop through */
1522 case RTL_READDRAW:
1523 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
1524 break;
1527 if(!fullsurface) {
1528 /* Partial rectangle tracking is not commonly implemented, it is only done for render targets. Overwrite
1529 * the flags to bring them back into a sane state. INSYSMEM was set before to tell LoadLocation where
1530 * to read the rectangle from. Indrawable is set because all modifications from the partial sysmem copy
1531 * are written back to the drawable, thus the surface is merged again in the drawable. The sysmem copy is
1532 * not fully up to date because only a subrectangle was read in LockRect.
1534 This->Flags &= ~SFLAG_INSYSMEM;
1535 This->Flags |= SFLAG_INDRAWABLE;
1538 This->dirtyRect.left = This->currentDesc.Width;
1539 This->dirtyRect.top = This->currentDesc.Height;
1540 This->dirtyRect.right = 0;
1541 This->dirtyRect.bottom = 0;
1542 } else if(iface == myDevice->stencilBufferTarget) {
1543 FIXME("Depth Stencil buffer locking is not implemented\n");
1544 } else {
1545 /* The rest should be a normal texture */
1546 IWineD3DBaseTextureImpl *impl;
1547 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1548 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1549 * states need resetting
1551 if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
1552 if(impl->baseTexture.bindCount) {
1553 IWineD3DDeviceImpl_MarkStateDirty(myDevice, STATE_SAMPLER(impl->baseTexture.sampler));
1555 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
1559 unlock_end:
1560 This->Flags &= ~SFLAG_LOCKED;
1561 memset(&This->lockedRect, 0, sizeof(RECT));
1563 /* Overlays have to be redrawn manually after changes with the GL implementation */
1564 if(This->overlay_dest) {
1565 IWineD3DSurface_DrawOverlay(iface);
1567 return WINED3D_OK;
1570 static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC)
1572 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1573 WINED3DLOCKED_RECT lock;
1574 HRESULT hr;
1575 RGBQUAD col[256];
1577 TRACE("(%p)->(%p)\n",This,pHDC);
1579 if(This->Flags & SFLAG_USERPTR) {
1580 ERR("Not supported on surfaces with an application-provided surfaces\n");
1581 return WINEDDERR_NODC;
1584 /* Give more detailed info for ddraw */
1585 if (This->Flags & SFLAG_DCINUSE)
1586 return WINEDDERR_DCALREADYCREATED;
1588 /* Can't GetDC if the surface is locked */
1589 if (This->Flags & SFLAG_LOCKED)
1590 return WINED3DERR_INVALIDCALL;
1592 /* According to Direct3D9 docs, only these formats are supported */
1593 if (((IWineD3DImpl *)This->resource.wineD3DDevice->wineD3D)->dxVersion > 7) {
1594 if (This->resource.format_desc->format != WINED3DFMT_R5G6B5
1595 && This->resource.format_desc->format != WINED3DFMT_X1R5G5B5
1596 && This->resource.format_desc->format != WINED3DFMT_R8G8B8
1597 && This->resource.format_desc->format != WINED3DFMT_X8R8G8B8)
1598 return WINED3DERR_INVALIDCALL;
1601 memset(&lock, 0, sizeof(lock)); /* To be sure */
1603 /* Create a DIB section if there isn't a hdc yet */
1604 if(!This->hDC) {
1605 IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
1606 if(This->Flags & SFLAG_CLIENT) {
1607 surface_internal_preload(iface, SRGB_RGB);
1610 /* Use the dib section from now on if we are not using a PBO */
1611 if(!(This->Flags & SFLAG_PBO))
1612 This->resource.allocatedMemory = This->dib.bitmap_data;
1615 /* Lock the surface */
1616 hr = IWineD3DSurface_LockRect(iface,
1617 &lock,
1618 NULL,
1621 if(This->Flags & SFLAG_PBO) {
1622 /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
1623 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
1626 if(FAILED(hr)) {
1627 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
1628 /* keep the dib section */
1629 return hr;
1632 if (This->resource.format_desc->format == WINED3DFMT_P8
1633 || This->resource.format_desc->format == WINED3DFMT_A8P8)
1635 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
1636 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
1637 unsigned int n;
1638 const PALETTEENTRY *pal = NULL;
1640 if(This->palette) {
1641 pal = This->palette->palents;
1642 } else {
1643 IWineD3DSurfaceImpl *dds_primary;
1644 IWineD3DSwapChainImpl *swapchain;
1645 swapchain = (IWineD3DSwapChainImpl *)This->resource.wineD3DDevice->swapchains[0];
1646 dds_primary = (IWineD3DSurfaceImpl *)swapchain->frontBuffer;
1647 if (dds_primary && dds_primary->palette)
1648 pal = dds_primary->palette->palents;
1651 if (pal) {
1652 for (n=0; n<256; n++) {
1653 col[n].rgbRed = pal[n].peRed;
1654 col[n].rgbGreen = pal[n].peGreen;
1655 col[n].rgbBlue = pal[n].peBlue;
1656 col[n].rgbReserved = 0;
1658 SetDIBColorTable(This->hDC, 0, 256, col);
1662 *pHDC = This->hDC;
1663 TRACE("returning %p\n",*pHDC);
1664 This->Flags |= SFLAG_DCINUSE;
1666 return WINED3D_OK;
1669 static HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC)
1671 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1673 TRACE("(%p)->(%p)\n",This,hDC);
1675 if (!(This->Flags & SFLAG_DCINUSE))
1676 return WINEDDERR_NODC;
1678 if (This->hDC !=hDC) {
1679 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
1680 return WINEDDERR_NODC;
1683 if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
1684 /* Copy the contents of the DIB over to the PBO */
1685 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
1688 /* we locked first, so unlock now */
1689 IWineD3DSurface_UnlockRect(iface);
1691 This->Flags &= ~SFLAG_DCINUSE;
1693 return WINED3D_OK;
1696 /* ******************************************************
1697 IWineD3DSurface Internal (No mapping to directx api) parts follow
1698 ****************************************************** */
1700 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, BOOL srgb_mode) {
1701 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
1702 const struct GlPixelFormatDesc *glDesc = This->resource.format_desc;
1703 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1705 /* Default values: From the surface */
1706 *format = glDesc->glFormat;
1707 *type = glDesc->glType;
1708 *convert = NO_CONVERSION;
1709 *target_bpp = glDesc->byte_count;
1711 if(srgb_mode) {
1712 *internal = glDesc->glGammaInternal;
1714 else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET
1715 && !(This->Flags & SFLAG_SWAPCHAIN))
1717 *internal = glDesc->rtInternal;
1718 } else {
1719 *internal = glDesc->glInternal;
1722 /* Ok, now look if we have to do any conversion */
1723 switch(This->resource.format_desc->format)
1725 case WINED3DFMT_P8:
1726 /* ****************
1727 Paletted Texture
1728 **************** */
1730 /* Use conversion when the paletted texture extension OR fragment shaders are available. When either
1731 * of the two is available make sure texturing is requested as neither of the two works in
1732 * conjunction with calls like glDraw-/glReadPixels. Further also use conversion in case of color keying.
1733 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
1734 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
1735 * conflicts with this.
1737 if( !(GL_SUPPORT(EXT_PALETTED_TEXTURE) ||
1738 (GL_SUPPORT(ARB_FRAGMENT_PROGRAM) &&
1739 device->render_targets &&
1740 This == (IWineD3DSurfaceImpl*)device->render_targets[0])) ||
1741 colorkey_active || !use_texturing ) {
1742 *format = GL_RGBA;
1743 *internal = GL_RGBA;
1744 *type = GL_UNSIGNED_BYTE;
1745 *target_bpp = 4;
1746 if(colorkey_active) {
1747 *convert = CONVERT_PALETTED_CK;
1748 } else {
1749 *convert = CONVERT_PALETTED;
1752 else if(!GL_SUPPORT(EXT_PALETTED_TEXTURE) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
1753 *format = GL_ALPHA;
1754 *type = GL_UNSIGNED_BYTE;
1755 *target_bpp = 1;
1758 break;
1760 case WINED3DFMT_R3G3B2:
1761 /* **********************
1762 GL_UNSIGNED_BYTE_3_3_2
1763 ********************** */
1764 if (colorkey_active) {
1765 /* This texture format will never be used.. So do not care about color keying
1766 up until the point in time it will be needed :-) */
1767 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
1769 break;
1771 case WINED3DFMT_R5G6B5:
1772 if (colorkey_active) {
1773 *convert = CONVERT_CK_565;
1774 *format = GL_RGBA;
1775 *internal = GL_RGB5_A1;
1776 *type = GL_UNSIGNED_SHORT_5_5_5_1;
1778 break;
1780 case WINED3DFMT_X1R5G5B5:
1781 if (colorkey_active) {
1782 *convert = CONVERT_CK_5551;
1783 *format = GL_BGRA;
1784 *internal = GL_RGB5_A1;
1785 *type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1787 break;
1789 case WINED3DFMT_R8G8B8:
1790 if (colorkey_active) {
1791 *convert = CONVERT_CK_RGB24;
1792 *format = GL_RGBA;
1793 *internal = GL_RGBA8;
1794 *type = GL_UNSIGNED_INT_8_8_8_8;
1795 *target_bpp = 4;
1797 break;
1799 case WINED3DFMT_X8R8G8B8:
1800 if (colorkey_active) {
1801 *convert = CONVERT_RGB32_888;
1802 *format = GL_RGBA;
1803 *internal = GL_RGBA8;
1804 *type = GL_UNSIGNED_INT_8_8_8_8;
1806 break;
1808 case WINED3DFMT_R8G8_SNORM:
1809 if (GL_SUPPORT(NV_TEXTURE_SHADER)) break;
1810 *convert = CONVERT_V8U8;
1811 *format = GL_BGR;
1812 *type = GL_UNSIGNED_BYTE;
1813 *target_bpp = 3;
1814 break;
1816 case WINED3DFMT_L6V5U5:
1817 *convert = CONVERT_L6V5U5;
1818 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1819 *target_bpp = 3;
1820 /* Use format and types from table */
1821 } else {
1822 /* Load it into unsigned R5G6B5, swap L and V channels, and revert that in the shader */
1823 *target_bpp = 2;
1824 *format = GL_RGB;
1825 *type = GL_UNSIGNED_SHORT_5_6_5;
1827 break;
1829 case WINED3DFMT_X8L8V8U8:
1830 *convert = CONVERT_X8L8V8U8;
1831 *target_bpp = 4;
1832 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1833 /* Use formats from gl table. It is a bit unfortunate, but the conversion
1834 * is needed to set the X format to 255 to get 1.0 for alpha when sampling
1835 * the texture. OpenGL can't use GL_DSDT8_MAG8_NV as internal format with
1836 * the needed type and format parameter, so the internal format contains a
1837 * 4th component, which is returned as alpha
1839 } else {
1840 *format = GL_BGRA;
1841 *type = GL_UNSIGNED_INT_8_8_8_8_REV;
1843 break;
1845 case WINED3DFMT_R8G8B8A8_SNORM:
1846 if (GL_SUPPORT(NV_TEXTURE_SHADER)) break;
1847 *convert = CONVERT_Q8W8V8U8;
1848 *format = GL_BGRA;
1849 *type = GL_UNSIGNED_BYTE;
1850 *target_bpp = 4;
1851 break;
1853 case WINED3DFMT_R16G16_SNORM:
1854 if (GL_SUPPORT(NV_TEXTURE_SHADER)) break;
1855 *convert = CONVERT_V16U16;
1856 *format = GL_BGR;
1857 *type = GL_UNSIGNED_SHORT;
1858 *target_bpp = 6;
1859 break;
1861 case WINED3DFMT_A4L4:
1862 /* A4L4 exists as an internal gl format, but for some reason there is not
1863 * format+type combination to load it. Thus convert it to A8L8, then load it
1864 * with A4L4 internal, but A8L8 format+type
1866 *convert = CONVERT_A4L4;
1867 *format = GL_LUMINANCE_ALPHA;
1868 *type = GL_UNSIGNED_BYTE;
1869 *target_bpp = 2;
1870 break;
1872 case WINED3DFMT_R16G16_UNORM:
1873 *convert = CONVERT_G16R16;
1874 *format = GL_RGB;
1875 *type = GL_UNSIGNED_SHORT;
1876 *target_bpp = 6;
1877 break;
1879 case WINED3DFMT_R16G16_FLOAT:
1880 *convert = CONVERT_R16G16F;
1881 *format = GL_RGB;
1882 *type = GL_HALF_FLOAT_ARB;
1883 *target_bpp = 6;
1884 break;
1886 case WINED3DFMT_R32G32_FLOAT:
1887 *convert = CONVERT_R32G32F;
1888 *format = GL_RGB;
1889 *type = GL_FLOAT;
1890 *target_bpp = 12;
1891 break;
1893 case WINED3DFMT_D15S1:
1894 if (GL_SUPPORT(EXT_PACKED_DEPTH_STENCIL))
1896 *convert = CONVERT_D15S1;
1897 *target_bpp = 4;
1899 break;
1901 case WINED3DFMT_D24X4S4:
1902 if (GL_SUPPORT(EXT_PACKED_DEPTH_STENCIL))
1904 *convert = CONVERT_D24X4S4;
1906 break;
1908 case WINED3DFMT_D24FS8:
1909 if (GL_SUPPORT(ARB_DEPTH_BUFFER_FLOAT))
1911 *convert = CONVERT_D24FS8;
1912 *target_bpp = 8;
1914 break;
1916 default:
1917 break;
1920 return WINED3D_OK;
1923 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey)
1925 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1926 IWineD3DPaletteImpl *pal = This->palette;
1927 BOOL index_in_alpha = FALSE;
1928 unsigned int i;
1930 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
1931 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
1932 * is slow. Further RGB->P8 conversion is not possible because palettes can have
1933 * duplicate entries. Store the color key in the unused alpha component to speed the
1934 * download up and to make conversion unneeded. */
1935 index_in_alpha = primary_render_target_is_p8(device);
1937 if (!pal)
1939 UINT dxVersion = ((IWineD3DImpl *)device->wineD3D)->dxVersion;
1941 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
1942 if (dxVersion <= 7)
1944 ERR("This code should never get entered for DirectDraw!, expect problems\n");
1945 if (index_in_alpha)
1947 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
1948 * there's no palette at this time. */
1949 for (i = 0; i < 256; i++) table[i][3] = i;
1952 else
1954 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
1955 * alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
1956 * capability flag is present (wine does advertise this capability) */
1957 for (i = 0; i < 256; ++i)
1959 table[i][0] = device->palettes[device->currentPalette][i].peRed;
1960 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
1961 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
1962 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
1966 else
1968 TRACE("Using surface palette %p\n", pal);
1969 /* Get the surface's palette */
1970 for (i = 0; i < 256; ++i)
1972 table[i][0] = pal->palents[i].peRed;
1973 table[i][1] = pal->palents[i].peGreen;
1974 table[i][2] = pal->palents[i].peBlue;
1976 /* When index_in_alpha is set the palette index is stored in the
1977 * alpha component. In case of a readback we can then read
1978 * GL_ALPHA. Color keying is handled in BltOverride using a
1979 * GL_ALPHA_TEST using GL_NOT_EQUAL. In case of index_in_alpha the
1980 * color key itself is passed to glAlphaFunc in other cases the
1981 * alpha component of pixels that should be masked away is set to 0. */
1982 if (index_in_alpha)
1984 table[i][3] = i;
1986 else if (colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue)
1987 && (i <= This->SrcBltCKey.dwColorSpaceHighValue))
1989 table[i][3] = 0x00;
1991 else if(pal->Flags & WINEDDPCAPS_ALPHA)
1993 table[i][3] = pal->palents[i].peFlags;
1995 else
1997 table[i][3] = 0xFF;
2003 static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width,
2004 UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This)
2006 const BYTE *source;
2007 BYTE *dest;
2008 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
2010 switch (convert) {
2011 case NO_CONVERSION:
2013 memcpy(dst, src, pitch * height);
2014 break;
2016 case CONVERT_PALETTED:
2017 case CONVERT_PALETTED_CK:
2019 IWineD3DPaletteImpl* pal = This->palette;
2020 BYTE table[256][4];
2021 unsigned int x, y;
2023 if( pal == NULL) {
2024 /* TODO: If we are a sublevel, try to get the palette from level 0 */
2027 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2029 for (y = 0; y < height; y++)
2031 source = src + pitch * y;
2032 dest = dst + outpitch * y;
2033 /* This is an 1 bpp format, using the width here is fine */
2034 for (x = 0; x < width; x++) {
2035 BYTE color = *source++;
2036 *dest++ = table[color][0];
2037 *dest++ = table[color][1];
2038 *dest++ = table[color][2];
2039 *dest++ = table[color][3];
2043 break;
2045 case CONVERT_CK_565:
2047 /* Converting the 565 format in 5551 packed to emulate color-keying.
2049 Note : in all these conversion, it would be best to average the averaging
2050 pixels to get the color of the pixel that will be color-keyed to
2051 prevent 'color bleeding'. This will be done later on if ever it is
2052 too visible.
2054 Note2: Nvidia documents say that their driver does not support alpha + color keying
2055 on the same surface and disables color keying in such a case
2057 unsigned int x, y;
2058 const WORD *Source;
2059 WORD *Dest;
2061 TRACE("Color keyed 565\n");
2063 for (y = 0; y < height; y++) {
2064 Source = (const WORD *)(src + y * pitch);
2065 Dest = (WORD *) (dst + y * outpitch);
2066 for (x = 0; x < width; x++ ) {
2067 WORD color = *Source++;
2068 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
2069 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2070 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2071 *Dest |= 0x0001;
2073 Dest++;
2077 break;
2079 case CONVERT_CK_5551:
2081 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
2082 unsigned int x, y;
2083 const WORD *Source;
2084 WORD *Dest;
2085 TRACE("Color keyed 5551\n");
2086 for (y = 0; y < height; y++) {
2087 Source = (const WORD *)(src + y * pitch);
2088 Dest = (WORD *) (dst + y * outpitch);
2089 for (x = 0; x < width; x++ ) {
2090 WORD color = *Source++;
2091 *Dest = color;
2092 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2093 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2094 *Dest |= (1 << 15);
2096 else {
2097 *Dest &= ~(1 << 15);
2099 Dest++;
2103 break;
2105 case CONVERT_CK_RGB24:
2107 /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
2108 unsigned int x, y;
2109 for (y = 0; y < height; y++)
2111 source = src + pitch * y;
2112 dest = dst + outpitch * y;
2113 for (x = 0; x < width; x++) {
2114 DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ;
2115 DWORD dstcolor = color << 8;
2116 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2117 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2118 dstcolor |= 0xff;
2120 *(DWORD*)dest = dstcolor;
2121 source += 3;
2122 dest += 4;
2126 break;
2128 case CONVERT_RGB32_888:
2130 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
2131 unsigned int x, y;
2132 for (y = 0; y < height; y++)
2134 source = src + pitch * y;
2135 dest = dst + outpitch * y;
2136 for (x = 0; x < width; x++) {
2137 DWORD color = 0xffffff & *(const DWORD*)source;
2138 DWORD dstcolor = color << 8;
2139 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2140 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2141 dstcolor |= 0xff;
2143 *(DWORD*)dest = dstcolor;
2144 source += 4;
2145 dest += 4;
2149 break;
2151 case CONVERT_V8U8:
2153 unsigned int x, y;
2154 const short *Source;
2155 unsigned char *Dest;
2156 for(y = 0; y < height; y++) {
2157 Source = (const short *)(src + y * pitch);
2158 Dest = dst + y * outpitch;
2159 for (x = 0; x < width; x++ ) {
2160 long color = (*Source++);
2161 /* B */ Dest[0] = 0xff;
2162 /* G */ Dest[1] = (color >> 8) + 128; /* V */
2163 /* R */ Dest[2] = (color) + 128; /* U */
2164 Dest += 3;
2167 break;
2170 case CONVERT_V16U16:
2172 unsigned int x, y;
2173 const DWORD *Source;
2174 unsigned short *Dest;
2175 for(y = 0; y < height; y++) {
2176 Source = (const DWORD *)(src + y * pitch);
2177 Dest = (unsigned short *) (dst + y * outpitch);
2178 for (x = 0; x < width; x++ ) {
2179 DWORD color = (*Source++);
2180 /* B */ Dest[0] = 0xffff;
2181 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
2182 /* R */ Dest[2] = (color ) + 32768; /* U */
2183 Dest += 3;
2186 break;
2189 case CONVERT_Q8W8V8U8:
2191 unsigned int x, y;
2192 const DWORD *Source;
2193 unsigned char *Dest;
2194 for(y = 0; y < height; y++) {
2195 Source = (const DWORD *)(src + y * pitch);
2196 Dest = dst + y * outpitch;
2197 for (x = 0; x < width; x++ ) {
2198 long color = (*Source++);
2199 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
2200 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
2201 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
2202 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
2203 Dest += 4;
2206 break;
2209 case CONVERT_L6V5U5:
2211 unsigned int x, y;
2212 const WORD *Source;
2213 unsigned char *Dest;
2215 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
2216 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
2217 * fixed function and shaders without further conversion once the surface is
2218 * loaded
2220 for(y = 0; y < height; y++) {
2221 Source = (const WORD *)(src + y * pitch);
2222 Dest = dst + y * outpitch;
2223 for (x = 0; x < width; x++ ) {
2224 short color = (*Source++);
2225 unsigned char l = ((color >> 10) & 0xfc);
2226 char v = ((color >> 5) & 0x3e);
2227 char u = ((color ) & 0x1f);
2229 /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
2230 * and doubles the positive range. Thus shift left only once, gl does the 2nd
2231 * shift. GL reads a signed value and converts it into an unsigned value.
2233 /* M */ Dest[2] = l << 1;
2235 /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
2236 * from 5 bit values to 8 bit values.
2238 /* V */ Dest[1] = v << 3;
2239 /* U */ Dest[0] = u << 3;
2240 Dest += 3;
2243 } else {
2244 for(y = 0; y < height; y++) {
2245 unsigned short *Dest_s = (unsigned short *) (dst + y * outpitch);
2246 Source = (const WORD *)(src + y * pitch);
2247 for (x = 0; x < width; x++ ) {
2248 short color = (*Source++);
2249 unsigned char l = ((color >> 10) & 0xfc);
2250 short v = ((color >> 5) & 0x3e);
2251 short u = ((color ) & 0x1f);
2252 short v_conv = v + 16;
2253 short u_conv = u + 16;
2255 *Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
2256 Dest_s += 1;
2260 break;
2263 case CONVERT_X8L8V8U8:
2265 unsigned int x, y;
2266 const DWORD *Source;
2267 unsigned char *Dest;
2269 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
2270 /* This implementation works with the fixed function pipeline and shaders
2271 * without further modification after converting the surface.
2273 for(y = 0; y < height; y++) {
2274 Source = (const DWORD *)(src + y * pitch);
2275 Dest = dst + y * outpitch;
2276 for (x = 0; x < width; x++ ) {
2277 long color = (*Source++);
2278 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
2279 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
2280 /* U */ Dest[0] = (color & 0xff); /* U */
2281 /* I */ Dest[3] = 255; /* X */
2282 Dest += 4;
2285 } else {
2286 /* Doesn't work correctly with the fixed function pipeline, but can work in
2287 * shaders if the shader is adjusted. (There's no use for this format in gl's
2288 * standard fixed function pipeline anyway).
2290 for(y = 0; y < height; y++) {
2291 Source = (const DWORD *)(src + y * pitch);
2292 Dest = dst + y * outpitch;
2293 for (x = 0; x < width; x++ ) {
2294 long color = (*Source++);
2295 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
2296 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
2297 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
2298 Dest += 4;
2302 break;
2305 case CONVERT_A4L4:
2307 unsigned int x, y;
2308 const unsigned char *Source;
2309 unsigned char *Dest;
2310 for(y = 0; y < height; y++) {
2311 Source = src + y * pitch;
2312 Dest = dst + y * outpitch;
2313 for (x = 0; x < width; x++ ) {
2314 unsigned char color = (*Source++);
2315 /* A */ Dest[1] = (color & 0xf0) << 0;
2316 /* L */ Dest[0] = (color & 0x0f) << 4;
2317 Dest += 2;
2320 break;
2323 case CONVERT_G16R16:
2324 case CONVERT_R16G16F:
2326 unsigned int x, y;
2327 const WORD *Source;
2328 WORD *Dest;
2330 for(y = 0; y < height; y++) {
2331 Source = (const WORD *)(src + y * pitch);
2332 Dest = (WORD *) (dst + y * outpitch);
2333 for (x = 0; x < width; x++ ) {
2334 WORD green = (*Source++);
2335 WORD red = (*Source++);
2336 Dest[0] = green;
2337 Dest[1] = red;
2338 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
2339 * shader overwrites it anyway
2341 Dest[2] = 0xffff;
2342 Dest += 3;
2345 break;
2348 case CONVERT_R32G32F:
2350 unsigned int x, y;
2351 const float *Source;
2352 float *Dest;
2353 for(y = 0; y < height; y++) {
2354 Source = (const float *)(src + y * pitch);
2355 Dest = (float *) (dst + y * outpitch);
2356 for (x = 0; x < width; x++ ) {
2357 float green = (*Source++);
2358 float red = (*Source++);
2359 Dest[0] = green;
2360 Dest[1] = red;
2361 Dest[2] = 1.0f;
2362 Dest += 3;
2365 break;
2368 case CONVERT_D15S1:
2370 unsigned int x, y;
2372 for (y = 0; y < height; ++y)
2374 const WORD *source = (const WORD *)(src + y * pitch);
2375 DWORD *dest = (DWORD *)(dst + y * outpitch);
2377 for (x = 0; x < width; ++x)
2379 /* The depth data is normalized, so needs to be scaled,
2380 * the stencil data isn't. Scale depth data by
2381 * (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
2382 WORD d15 = source[x] >> 1;
2383 DWORD d24 = (d15 << 9) + (d15 >> 6);
2384 dest[x] = (d24 << 8) | (source[x] & 0x1);
2387 break;
2390 case CONVERT_D24X4S4:
2392 unsigned int x, y;
2394 for (y = 0; y < height; ++y)
2396 const DWORD *source = (const DWORD *)(src + y * pitch);
2397 DWORD *dest = (DWORD *)(dst + y * outpitch);
2399 for (x = 0; x < width; ++x)
2401 /* Just need to clear out the X4 part. */
2402 dest[x] = source[x] & ~0xf0;
2405 break;
2408 case CONVERT_D24FS8:
2410 unsigned int x, y;
2412 for (y = 0; y < height; ++y)
2414 const DWORD *source = (const DWORD *)(src + y * pitch);
2415 float *dest_f = (float *)(dst + y * outpitch);
2416 DWORD *dest_s = (DWORD *)(dst + y * outpitch);
2418 for (x = 0; x < width; ++x)
2420 dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00) >> 8);
2421 dest_s[x * 2 + 1] = source[x] & 0xff;
2424 break;
2427 default:
2428 ERR("Unsupported conversion type %#x.\n", convert);
2430 return WINED3D_OK;
2433 /* This function is used in case of 8bit paletted textures to upload the palette.
2434 It supports GL_EXT_paletted_texture and GL_ARB_fragment_program, support for other
2435 extensions like ATI_fragment_shaders is possible.
2437 /* Context activation is done by the caller. */
2438 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert) {
2439 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2440 BYTE table[256][4];
2441 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2443 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2445 /* Try to use the paletted texture extension */
2446 if(GL_SUPPORT(EXT_PALETTED_TEXTURE))
2448 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
2449 ENTER_GL();
2450 GL_EXTCALL(glColorTableEXT(This->texture_target, GL_RGBA, 256, GL_RGBA, GL_UNSIGNED_BYTE, table));
2451 LEAVE_GL();
2453 else
2455 /* Let a fragment shader do the color conversion by uploading the palette to a 1D texture.
2456 * The 8bit pixel data will be used as an index in this palette texture to retrieve the final color. */
2457 TRACE("Using fragment shaders for emulating 8-bit paletted texture support\n");
2459 ENTER_GL();
2461 /* Create the fragment program if we don't have it */
2462 if(!device->paletteConversionShader)
2464 const char *fragment_palette_conversion =
2465 "!!ARBfp1.0\n"
2466 "TEMP index;\n"
2467 /* { 255/256, 0.5/255*255/256, 0, 0 } */
2468 "PARAM constants = { 0.996, 0.00195, 0, 0 };\n"
2469 /* The alpha-component contains the palette index */
2470 "TEX index, fragment.texcoord[0], texture[0], 2D;\n"
2471 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
2472 "MAD index.a, index.a, constants.x, constants.y;\n"
2473 /* Use the alpha-component as an index in the palette to get the final color */
2474 "TEX result.color, index.a, texture[1], 1D;\n"
2475 "END";
2477 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2478 GL_EXTCALL(glGenProgramsARB(1, &device->paletteConversionShader));
2479 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2480 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fragment_palette_conversion), fragment_palette_conversion));
2481 glDisable(GL_FRAGMENT_PROGRAM_ARB);
2484 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2485 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2487 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
2488 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2490 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2491 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /* Make sure we have discrete color levels. */
2492 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2493 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table); /* Upload the palette */
2495 /* Switch back to unit 0 in which the 2D texture will be stored. */
2496 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0));
2498 /* Rebind the texture because it isn't bound anymore */
2499 glBindTexture(This->texture_target, This->texture_name);
2501 LEAVE_GL();
2505 BOOL palette9_changed(IWineD3DSurfaceImpl *This) {
2506 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2508 if (This->palette || (This->resource.format_desc->format != WINED3DFMT_P8
2509 && This->resource.format_desc->format != WINED3DFMT_A8P8))
2511 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2512 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2514 return FALSE;
2517 if(This->palette9) {
2518 if(memcmp(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256) == 0) {
2519 return FALSE;
2521 } else {
2522 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2524 memcpy(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2525 return TRUE;
2528 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2529 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2530 DWORD flag = srgb_mode ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE;
2532 if (!(This->Flags & flag)) {
2533 TRACE("Reloading because surface is dirty\n");
2534 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2535 ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
2536 /* Reload: vice versa OR */
2537 ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
2538 /* Also reload: Color key is active AND the color key has changed */
2539 ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
2540 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
2541 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
2542 TRACE("Reloading because of color keying\n");
2543 /* To perform the color key conversion we need a sysmem copy of
2544 * the surface. Make sure we have it
2547 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
2548 /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2549 /* TODO: This is not necessarily needed with hw palettized texture support */
2550 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2551 } else {
2552 TRACE("surface is already in texture\n");
2553 return WINED3D_OK;
2556 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2557 * These resources are not bound by device size or format restrictions. Because of this,
2558 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2559 * However, these resources can always be created, locked, and copied.
2561 if (This->resource.pool == WINED3DPOOL_SCRATCH )
2563 FIXME("(%p) Operation not supported for scratch textures\n",This);
2564 return WINED3DERR_INVALIDCALL;
2567 IWineD3DSurface_LoadLocation(iface, flag, NULL /* no partial locking for textures yet */);
2569 #if 0
2571 static unsigned int gen = 0;
2572 char buffer[4096];
2573 ++gen;
2574 if ((gen % 10) == 0) {
2575 snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm",
2576 This, This->texture_target, This->texture_level, gen);
2577 IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
2580 * debugging crash code
2581 if (gen == 250) {
2582 void** test = NULL;
2583 *test = 0;
2587 #endif
2589 if (!(This->Flags & SFLAG_DONOTFREE)) {
2590 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
2591 This->resource.allocatedMemory = NULL;
2592 This->resource.heapMemory = NULL;
2593 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, FALSE);
2596 return WINED3D_OK;
2599 /* Context activation is done by the caller. */
2600 static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) {
2601 /* TODO: check for locks */
2602 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2603 IWineD3DBaseTexture *baseTexture = NULL;
2604 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2606 TRACE("(%p)Checking to see if the container is a base texture\n", This);
2607 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2608 TRACE("Passing to container\n");
2609 IWineD3DBaseTexture_BindTexture(baseTexture, srgb);
2610 IWineD3DBaseTexture_Release(baseTexture);
2611 } else {
2612 GLuint *name;
2613 TRACE("(%p) : Binding surface\n", This);
2615 name = srgb ? &This->texture_name_srgb : &This->texture_name;
2616 if(!device->isInDraw) {
2617 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
2620 ENTER_GL();
2622 if (!This->texture_level)
2624 if (!*name) {
2625 glGenTextures(1, name);
2626 checkGLcall("glGenTextures");
2627 TRACE("Surface %p given name %d\n", This, *name);
2629 glBindTexture(This->texture_target, *name);
2630 checkGLcall("glBindTexture");
2631 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2632 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
2633 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2634 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
2635 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2636 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
2637 glTexParameteri(This->texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2638 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
2639 glTexParameteri(This->texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2640 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
2642 /* This is where we should be reducing the amount of GLMemoryUsed */
2643 } else if (*name) {
2644 /* Mipmap surfaces should have a base texture container */
2645 ERR("Mipmap surface has a glTexture bound to it!\n");
2648 glBindTexture(This->texture_target, *name);
2649 checkGLcall("glBindTexture");
2651 LEAVE_GL();
2653 return;
2656 #include <errno.h>
2657 #include <stdio.h>
2658 static HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename)
2660 FILE* f = NULL;
2661 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2662 char *allocatedMemory;
2663 const char *textureRow;
2664 IWineD3DSwapChain *swapChain = NULL;
2665 int width, height, i, y;
2666 GLuint tmpTexture = 0;
2667 DWORD color;
2668 /*FIXME:
2669 Textures may not be stored in ->allocatedgMemory and a GlTexture
2670 so we should lock the surface before saving a snapshot, or at least check that
2672 /* TODO: Compressed texture images can be obtained from the GL in uncompressed form
2673 by calling GetTexImage and in compressed form by calling
2674 GetCompressedTexImageARB. Queried compressed images can be saved and
2675 later reused by calling CompressedTexImage[123]DARB. Pre-compressed
2676 texture images do not need to be processed by the GL and should
2677 significantly improve texture loading performance relative to uncompressed
2678 images. */
2680 /* Setup the width and height to be the internal texture width and height. */
2681 width = This->pow2Width;
2682 height = This->pow2Height;
2683 /* check to see if we're a 'virtual' texture, e.g. we're not a pbuffer of texture, we're a back buffer*/
2684 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain);
2686 if (This->Flags & SFLAG_INDRAWABLE && !(This->Flags & SFLAG_INTEXTURE)) {
2687 /* if were not a real texture then read the back buffer into a real texture */
2688 /* we don't want to interfere with the back buffer so read the data into a temporary
2689 * texture and then save the data out of the temporary texture
2691 GLint prevRead;
2692 ENTER_GL();
2693 TRACE("(%p) Reading render target into texture\n", This);
2695 glGenTextures(1, &tmpTexture);
2696 glBindTexture(GL_TEXTURE_2D, tmpTexture);
2698 glTexImage2D(GL_TEXTURE_2D,
2700 GL_RGBA,
2701 width,
2702 height,
2703 0/*border*/,
2704 GL_RGBA,
2705 GL_UNSIGNED_INT_8_8_8_8_REV,
2706 NULL);
2708 glGetIntegerv(GL_READ_BUFFER, &prevRead);
2709 checkGLcall("glGetIntegerv");
2710 glReadBuffer(swapChain ? GL_BACK : This->resource.wineD3DDevice->offscreenBuffer);
2711 checkGLcall("glReadBuffer");
2712 glCopyTexImage2D(GL_TEXTURE_2D,
2714 GL_RGBA,
2717 width,
2718 height,
2721 checkGLcall("glCopyTexImage2D");
2722 glReadBuffer(prevRead);
2723 LEAVE_GL();
2725 } else { /* bind the real texture, and make sure it up to date */
2726 surface_internal_preload(iface, SRGB_RGB);
2727 surface_bind_and_dirtify(This, FALSE);
2729 allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width * height * 4);
2730 ENTER_GL();
2731 FIXME("Saving texture level %d width %d height %d\n", This->texture_level, width, height);
2732 glGetTexImage(GL_TEXTURE_2D, This->texture_level, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, allocatedMemory);
2733 checkGLcall("glGetTexImage");
2734 if (tmpTexture) {
2735 glBindTexture(GL_TEXTURE_2D, 0);
2736 glDeleteTextures(1, &tmpTexture);
2738 LEAVE_GL();
2740 f = fopen(filename, "w+");
2741 if (NULL == f) {
2742 ERR("opening of %s failed with: %s\n", filename, strerror(errno));
2743 return WINED3DERR_INVALIDCALL;
2745 /* Save the data out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha channel */
2746 TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format_desc->format));
2747 /* TGA header */
2748 fputc(0,f);
2749 fputc(0,f);
2750 fputc(2,f);
2751 fputc(0,f);
2752 fputc(0,f);
2753 fputc(0,f);
2754 fputc(0,f);
2755 fputc(0,f);
2756 fputc(0,f);
2757 fputc(0,f);
2758 fputc(0,f);
2759 fputc(0,f);
2760 /* short width*/
2761 fwrite(&width,2,1,f);
2762 /* short height */
2763 fwrite(&height,2,1,f);
2764 /* format rgba */
2765 fputc(0x20,f);
2766 fputc(0x28,f);
2767 /* raw data */
2768 /* 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 */
2769 if(swapChain)
2770 textureRow = allocatedMemory + (width * (height - 1) *4);
2771 else
2772 textureRow = allocatedMemory;
2773 for (y = 0 ; y < height; y++) {
2774 for (i = 0; i < width; i++) {
2775 color = *((const DWORD*)textureRow);
2776 fputc((color >> 16) & 0xFF, f); /* B */
2777 fputc((color >> 8) & 0xFF, f); /* G */
2778 fputc((color >> 0) & 0xFF, f); /* R */
2779 fputc((color >> 24) & 0xFF, f); /* A */
2780 textureRow += 4;
2782 /* take two rows of the pointer to the texture memory */
2783 if(swapChain)
2784 (textureRow-= width << 3);
2787 TRACE("Closing file\n");
2788 fclose(f);
2790 if(swapChain) {
2791 IWineD3DSwapChain_Release(swapChain);
2793 HeapFree(GetProcessHeap(), 0, allocatedMemory);
2794 return WINED3D_OK;
2797 static HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
2798 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2799 HRESULT hr;
2801 TRACE("(%p) : Calling base function first\n", This);
2802 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2803 if(SUCCEEDED(hr)) {
2804 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2805 TRACE("(%p) : glFormat %d, glFormatInternal %d, glType %d\n", This, This->resource.format_desc->glFormat,
2806 This->resource.format_desc->glInternal, This->resource.format_desc->glType);
2808 return hr;
2811 static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2812 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2814 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
2815 WARN("Surface is locked or the HDC is in use\n");
2816 return WINED3DERR_INVALIDCALL;
2819 if(Mem && Mem != This->resource.allocatedMemory) {
2820 void *release = NULL;
2822 /* Do I have to copy the old surface content? */
2823 if(This->Flags & SFLAG_DIBSECTION) {
2824 /* Release the DC. No need to hold the critical section for the update
2825 * Thread because this thread runs only on front buffers, but this method
2826 * fails for render targets in the check above.
2828 SelectObject(This->hDC, This->dib.holdbitmap);
2829 DeleteDC(This->hDC);
2830 /* Release the DIB section */
2831 DeleteObject(This->dib.DIBsection);
2832 This->dib.bitmap_data = NULL;
2833 This->resource.allocatedMemory = NULL;
2834 This->hDC = NULL;
2835 This->Flags &= ~SFLAG_DIBSECTION;
2836 } else if(!(This->Flags & SFLAG_USERPTR)) {
2837 release = This->resource.heapMemory;
2838 This->resource.heapMemory = NULL;
2840 This->resource.allocatedMemory = Mem;
2841 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2843 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2844 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2846 /* For client textures opengl has to be notified */
2847 if(This->Flags & SFLAG_CLIENT) {
2848 DWORD oldFlags = This->Flags;
2849 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2850 if(oldFlags & SFLAG_ALLOCATED) surface_internal_preload(iface, SRGB_RGB);
2851 if(oldFlags & SFLAG_SRGBALLOCATED) surface_internal_preload(iface, SRGB_SRGB);
2852 /* And hope that the app behaves correctly and did not free the old surface memory before setting a new pointer */
2855 /* Now free the old memory if any */
2856 HeapFree(GetProcessHeap(), 0, release);
2857 } else if(This->Flags & SFLAG_USERPTR) {
2858 /* LockRect and GetDC will re-create the dib section and allocated memory */
2859 This->resource.allocatedMemory = NULL;
2860 /* HeapMemory should be NULL already */
2861 if(This->resource.heapMemory != NULL) ERR("User pointer surface has heap memory allocated\n");
2862 This->Flags &= ~SFLAG_USERPTR;
2864 if(This->Flags & SFLAG_CLIENT) {
2865 DWORD oldFlags = This->Flags;
2866 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2867 /* This respecifies an empty texture and opengl knows that the old memory is gone */
2868 if(oldFlags & SFLAG_ALLOCATED) surface_internal_preload(iface, SRGB_RGB);
2869 if(oldFlags & SFLAG_SRGBALLOCATED) surface_internal_preload(iface, SRGB_SRGB);
2872 return WINED3D_OK;
2875 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
2877 /* Flip the surface contents */
2878 /* Flip the DC */
2880 HDC tmp;
2881 tmp = front->hDC;
2882 front->hDC = back->hDC;
2883 back->hDC = tmp;
2886 /* Flip the DIBsection */
2888 HBITMAP tmp;
2889 BOOL hasDib = front->Flags & SFLAG_DIBSECTION;
2890 tmp = front->dib.DIBsection;
2891 front->dib.DIBsection = back->dib.DIBsection;
2892 back->dib.DIBsection = tmp;
2894 if(back->Flags & SFLAG_DIBSECTION) front->Flags |= SFLAG_DIBSECTION;
2895 else front->Flags &= ~SFLAG_DIBSECTION;
2896 if(hasDib) back->Flags |= SFLAG_DIBSECTION;
2897 else back->Flags &= ~SFLAG_DIBSECTION;
2900 /* Flip the surface data */
2902 void* tmp;
2904 tmp = front->dib.bitmap_data;
2905 front->dib.bitmap_data = back->dib.bitmap_data;
2906 back->dib.bitmap_data = tmp;
2908 tmp = front->resource.allocatedMemory;
2909 front->resource.allocatedMemory = back->resource.allocatedMemory;
2910 back->resource.allocatedMemory = tmp;
2912 tmp = front->resource.heapMemory;
2913 front->resource.heapMemory = back->resource.heapMemory;
2914 back->resource.heapMemory = tmp;
2917 /* Flip the PBO */
2919 GLuint tmp_pbo = front->pbo;
2920 front->pbo = back->pbo;
2921 back->pbo = tmp_pbo;
2924 /* client_memory should not be different, but just in case */
2926 BOOL tmp;
2927 tmp = front->dib.client_memory;
2928 front->dib.client_memory = back->dib.client_memory;
2929 back->dib.client_memory = tmp;
2932 /* Flip the opengl texture */
2934 GLuint tmp;
2936 tmp = back->texture_name;
2937 back->texture_name = front->texture_name;
2938 front->texture_name = tmp;
2940 tmp = back->texture_name_srgb;
2941 back->texture_name_srgb = front->texture_name_srgb;
2942 front->texture_name_srgb = tmp;
2946 DWORD tmp_flags = back->Flags;
2947 back->Flags = front->Flags;
2948 front->Flags = tmp_flags;
2952 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
2953 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2954 IWineD3DSwapChainImpl *swapchain = NULL;
2955 HRESULT hr;
2956 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
2958 /* Flipping is only supported on RenderTargets and overlays*/
2959 if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
2960 WARN("Tried to flip a non-render target, non-overlay surface\n");
2961 return WINEDDERR_NOTFLIPPABLE;
2964 if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
2965 flip_surface(This, (IWineD3DSurfaceImpl *) override);
2967 /* Update the overlay if it is visible */
2968 if(This->overlay_dest) {
2969 return IWineD3DSurface_DrawOverlay((IWineD3DSurface *) This);
2970 } else {
2971 return WINED3D_OK;
2975 if(override) {
2976 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2977 * FIXME("(%p) Target override is not supported by now\n", This);
2978 * Additionally, it isn't really possible to support triple-buffering
2979 * properly on opengl at all
2983 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **) &swapchain);
2984 if(!swapchain) {
2985 ERR("Flipped surface is not on a swapchain\n");
2986 return WINEDDERR_NOTFLIPPABLE;
2989 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2990 * and only d3d8 and d3d9 apps specify the presentation interval
2992 if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
2993 /* Most common case first to avoid wasting time on all the other cases */
2994 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2995 } else if(Flags & WINEDDFLIP_NOVSYNC) {
2996 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2997 } else if(Flags & WINEDDFLIP_INTERVAL2) {
2998 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
2999 } else if(Flags & WINEDDFLIP_INTERVAL3) {
3000 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
3001 } else {
3002 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
3005 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
3006 hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *) swapchain, NULL, NULL, 0, NULL, 0);
3007 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
3008 return hr;
3011 /* Does a direct frame buffer -> texture copy. Stretching is done
3012 * with single pixel copy calls
3014 static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
3015 IWineD3DSwapChainImpl *swapchain, const WINED3DRECT *srect, const WINED3DRECT *drect,
3016 BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter)
3018 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3019 float xrel, yrel;
3020 UINT row;
3021 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3024 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
3025 surface_internal_preload((IWineD3DSurface *) This, SRGB_RGB);
3026 ENTER_GL();
3028 /* Bind the target texture */
3029 glBindTexture(This->texture_target, This->texture_name);
3030 checkGLcall("glBindTexture");
3031 if(!swapchain) {
3032 TRACE("Reading from an offscreen target\n");
3033 upsidedown = !upsidedown;
3034 glReadBuffer(myDevice->offscreenBuffer);
3035 } else {
3036 GLenum buffer = surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain);
3037 glReadBuffer(buffer);
3039 checkGLcall("glReadBuffer");
3041 xrel = (float) (srect->x2 - srect->x1) / (float) (drect->x2 - drect->x1);
3042 yrel = (float) (srect->y2 - srect->y1) / (float) (drect->y2 - drect->y1);
3044 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
3046 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
3048 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
3049 ERR("Texture filtering not supported in direct blit\n");
3052 else if ((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT)
3053 && ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
3055 ERR("Texture filtering not supported in direct blit\n");
3058 if (upsidedown
3059 && !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
3060 && !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
3062 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
3064 glCopyTexSubImage2D(This->texture_target, This->texture_level,
3065 drect->x1 /*xoffset */, drect->y1 /* y offset */,
3066 srect->x1, Src->currentDesc.Height - srect->y2,
3067 drect->x2 - drect->x1, drect->y2 - drect->y1);
3068 } else {
3069 UINT yoffset = Src->currentDesc.Height - srect->y1 + drect->y1 - 1;
3070 /* I have to process this row by row to swap the image,
3071 * otherwise it would be upside down, so stretching in y direction
3072 * doesn't cost extra time
3074 * However, stretching in x direction can be avoided if not necessary
3076 for(row = drect->y1; row < drect->y2; row++) {
3077 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
3079 /* Well, that stuff works, but it's very slow.
3080 * find a better way instead
3082 UINT col;
3084 for(col = drect->x1; col < drect->x2; col++) {
3085 glCopyTexSubImage2D(This->texture_target, This->texture_level,
3086 drect->x1 + col /* x offset */, row /* y offset */,
3087 srect->x1 + col * xrel, yoffset - (int) (row * yrel), 1, 1);
3089 } else {
3090 glCopyTexSubImage2D(This->texture_target, This->texture_level,
3091 drect->x1 /* x offset */, row /* y offset */,
3092 srect->x1, yoffset - (int) (row * yrel), drect->x2-drect->x1, 1);
3096 checkGLcall("glCopyTexSubImage2D");
3098 LEAVE_GL();
3101 /* Uses the hardware to stretch and flip the image */
3102 static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
3103 IWineD3DSwapChainImpl *swapchain, const WINED3DRECT *srect, const WINED3DRECT *drect,
3104 BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter)
3106 GLuint src, backup = 0;
3107 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3108 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3109 float left, right, top, bottom; /* Texture coordinates */
3110 UINT fbwidth = Src->currentDesc.Width;
3111 UINT fbheight = Src->currentDesc.Height;
3112 struct wined3d_context *context;
3113 GLenum drawBuffer = GL_BACK;
3114 GLenum texture_target;
3115 BOOL noBackBufferBackup;
3117 TRACE("Using hwstretch blit\n");
3118 /* Activate the Proper context for reading from the source surface, set it up for blitting */
3119 context = ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
3120 surface_internal_preload((IWineD3DSurface *) This, SRGB_RGB);
3122 noBackBufferBackup = !swapchain && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
3123 if (!noBackBufferBackup && !Src->texture_name)
3125 /* Get it a description */
3126 surface_internal_preload(SrcSurface, SRGB_RGB);
3128 ENTER_GL();
3130 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
3131 * This way we don't have to wait for the 2nd readback to finish to leave this function.
3133 if (context->aux_buffers >= 2)
3135 /* Got more than one aux buffer? Use the 2nd aux buffer */
3136 drawBuffer = GL_AUX1;
3138 else if ((swapchain || myDevice->offscreenBuffer == GL_BACK) && context->aux_buffers >= 1)
3140 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
3141 drawBuffer = GL_AUX0;
3144 if(noBackBufferBackup) {
3145 glGenTextures(1, &backup);
3146 checkGLcall("glGenTextures");
3147 glBindTexture(GL_TEXTURE_2D, backup);
3148 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3149 texture_target = GL_TEXTURE_2D;
3150 } else {
3151 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
3152 * we are reading from the back buffer, the backup can be used as source texture
3154 texture_target = Src->texture_target;
3155 glBindTexture(texture_target, Src->texture_name);
3156 checkGLcall("glBindTexture(texture_target, Src->texture_name)");
3157 glEnable(texture_target);
3158 checkGLcall("glEnable(texture_target)");
3160 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
3161 Src->Flags &= ~SFLAG_INTEXTURE;
3164 if(swapchain) {
3165 glReadBuffer(surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain));
3166 } else {
3167 TRACE("Reading from an offscreen target\n");
3168 upsidedown = !upsidedown;
3169 glReadBuffer(myDevice->offscreenBuffer);
3172 /* TODO: Only back up the part that will be overwritten */
3173 glCopyTexSubImage2D(texture_target, 0,
3174 0, 0 /* read offsets */,
3175 0, 0,
3176 fbwidth,
3177 fbheight);
3179 checkGLcall("glCopyTexSubImage2D");
3181 /* No issue with overriding these - the sampler is dirty due to blit usage */
3182 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
3183 wined3d_gl_mag_filter(magLookup, Filter));
3184 checkGLcall("glTexParameteri");
3185 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
3186 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
3187 checkGLcall("glTexParameteri");
3189 if(!swapchain || (IWineD3DSurface *) Src == swapchain->backBuffer[0]) {
3190 src = backup ? backup : Src->texture_name;
3191 } else {
3192 glReadBuffer(GL_FRONT);
3193 checkGLcall("glReadBuffer(GL_FRONT)");
3195 glGenTextures(1, &src);
3196 checkGLcall("glGenTextures(1, &src)");
3197 glBindTexture(GL_TEXTURE_2D, src);
3198 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
3200 /* TODO: Only copy the part that will be read. Use srect->x1, srect->y2 as origin, but with the width watch
3201 * out for power of 2 sizes
3203 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Src->pow2Width, Src->pow2Height, 0,
3204 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
3205 checkGLcall("glTexImage2D");
3206 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
3207 0, 0 /* read offsets */,
3208 0, 0,
3209 fbwidth,
3210 fbheight);
3212 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3213 checkGLcall("glTexParameteri");
3214 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3215 checkGLcall("glTexParameteri");
3217 glReadBuffer(GL_BACK);
3218 checkGLcall("glReadBuffer(GL_BACK)");
3220 if(texture_target != GL_TEXTURE_2D) {
3221 glDisable(texture_target);
3222 glEnable(GL_TEXTURE_2D);
3223 texture_target = GL_TEXTURE_2D;
3226 checkGLcall("glEnd and previous");
3228 left = srect->x1;
3229 right = srect->x2;
3231 if(upsidedown) {
3232 top = Src->currentDesc.Height - srect->y1;
3233 bottom = Src->currentDesc.Height - srect->y2;
3234 } else {
3235 top = Src->currentDesc.Height - srect->y2;
3236 bottom = Src->currentDesc.Height - srect->y1;
3239 if(Src->Flags & SFLAG_NORMCOORD) {
3240 left /= Src->pow2Width;
3241 right /= Src->pow2Width;
3242 top /= Src->pow2Height;
3243 bottom /= Src->pow2Height;
3246 /* draw the source texture stretched and upside down. The correct surface is bound already */
3247 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3248 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3250 glDrawBuffer(drawBuffer);
3251 glReadBuffer(drawBuffer);
3253 glBegin(GL_QUADS);
3254 /* bottom left */
3255 glTexCoord2f(left, bottom);
3256 glVertex2i(0, fbheight);
3258 /* top left */
3259 glTexCoord2f(left, top);
3260 glVertex2i(0, fbheight - drect->y2 - drect->y1);
3262 /* top right */
3263 glTexCoord2f(right, top);
3264 glVertex2i(drect->x2 - drect->x1, fbheight - drect->y2 - drect->y1);
3266 /* bottom right */
3267 glTexCoord2f(right, bottom);
3268 glVertex2i(drect->x2 - drect->x1, fbheight);
3269 glEnd();
3270 checkGLcall("glEnd and previous");
3272 if (texture_target != This->texture_target)
3274 glDisable(texture_target);
3275 glEnable(This->texture_target);
3276 texture_target = This->texture_target;
3279 /* Now read the stretched and upside down image into the destination texture */
3280 glBindTexture(texture_target, This->texture_name);
3281 checkGLcall("glBindTexture");
3282 glCopyTexSubImage2D(texture_target,
3284 drect->x1, drect->y1, /* xoffset, yoffset */
3285 0, 0, /* We blitted the image to the origin */
3286 drect->x2 - drect->x1, drect->y2 - drect->y1);
3287 checkGLcall("glCopyTexSubImage2D");
3289 if(drawBuffer == GL_BACK) {
3290 /* Write the back buffer backup back */
3291 if(backup) {
3292 if(texture_target != GL_TEXTURE_2D) {
3293 glDisable(texture_target);
3294 glEnable(GL_TEXTURE_2D);
3295 texture_target = GL_TEXTURE_2D;
3297 glBindTexture(GL_TEXTURE_2D, backup);
3298 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3299 } else {
3300 if (texture_target != Src->texture_target)
3302 glDisable(texture_target);
3303 glEnable(Src->texture_target);
3304 texture_target = Src->texture_target;
3306 glBindTexture(Src->texture_target, Src->texture_name);
3307 checkGLcall("glBindTexture(Src->texture_target, Src->texture_name)");
3310 glBegin(GL_QUADS);
3311 /* top left */
3312 glTexCoord2f(0.0f, (float)fbheight / (float)Src->pow2Height);
3313 glVertex2i(0, 0);
3315 /* bottom left */
3316 glTexCoord2f(0.0f, 0.0f);
3317 glVertex2i(0, fbheight);
3319 /* bottom right */
3320 glTexCoord2f((float)fbwidth / (float)Src->pow2Width, 0.0f);
3321 glVertex2i(fbwidth, Src->currentDesc.Height);
3323 /* top right */
3324 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, (float) fbheight / (float) Src->pow2Height);
3325 glVertex2i(fbwidth, 0);
3326 glEnd();
3327 } else {
3328 /* Restore the old draw buffer */
3329 glDrawBuffer(GL_BACK);
3331 glDisable(texture_target);
3332 checkGLcall("glDisable(texture_target)");
3334 /* Cleanup */
3335 if (src != Src->texture_name && src != backup)
3337 glDeleteTextures(1, &src);
3338 checkGLcall("glDeleteTextures(1, &src)");
3340 if(backup) {
3341 glDeleteTextures(1, &backup);
3342 checkGLcall("glDeleteTextures(1, &backup)");
3345 LEAVE_GL();
3348 /* Not called from the VTable */
3349 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3350 IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx,
3351 WINED3DTEXTUREFILTERTYPE Filter)
3353 WINED3DRECT rect;
3354 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3355 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
3356 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3358 TRACE("(%p)->(%p,%p,%p,%08x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3360 /* Get the swapchain. One of the surfaces has to be a primary surface */
3361 if(This->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3362 WARN("Destination is in sysmem, rejecting gl blt\n");
3363 return WINED3DERR_INVALIDCALL;
3365 IWineD3DSurface_GetContainer( (IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
3366 if(dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) dstSwapchain);
3367 if(Src) {
3368 if(Src->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3369 WARN("Src is in sysmem, rejecting gl blt\n");
3370 return WINED3DERR_INVALIDCALL;
3372 IWineD3DSurface_GetContainer( (IWineD3DSurface *) Src, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
3373 if(srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) srcSwapchain);
3376 /* Early sort out of cases where no render target is used */
3377 if(!dstSwapchain && !srcSwapchain &&
3378 SrcSurface != myDevice->render_targets[0] && This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3379 TRACE("No surface is render target, not using hardware blit. Src = %p, dst = %p\n", Src, This);
3380 return WINED3DERR_INVALIDCALL;
3383 /* No destination color keying supported */
3384 if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
3385 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3386 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3387 return WINED3DERR_INVALIDCALL;
3390 if (DestRect) {
3391 rect.x1 = DestRect->left;
3392 rect.y1 = DestRect->top;
3393 rect.x2 = DestRect->right;
3394 rect.y2 = DestRect->bottom;
3395 } else {
3396 rect.x1 = 0;
3397 rect.y1 = 0;
3398 rect.x2 = This->currentDesc.Width;
3399 rect.y2 = This->currentDesc.Height;
3402 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3403 if(dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->backBuffer &&
3404 ((IWineD3DSurface *) This == dstSwapchain->frontBuffer) && SrcSurface == dstSwapchain->backBuffer[0]) {
3405 /* Half-life does a Blt from the back buffer to the front buffer,
3406 * Full surface size, no flags... Use present instead
3408 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3411 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3412 while(1)
3414 RECT mySrcRect;
3415 TRACE("Looking if a Present can be done...\n");
3416 /* Source Rectangle must be full surface */
3417 if( SrcRect ) {
3418 if(SrcRect->left != 0 || SrcRect->top != 0 ||
3419 SrcRect->right != Src->currentDesc.Width || SrcRect->bottom != Src->currentDesc.Height) {
3420 TRACE("No, Source rectangle doesn't match\n");
3421 break;
3424 mySrcRect.left = 0;
3425 mySrcRect.top = 0;
3426 mySrcRect.right = Src->currentDesc.Width;
3427 mySrcRect.bottom = Src->currentDesc.Height;
3429 /* No stretching may occur */
3430 if(mySrcRect.right != rect.x2 - rect.x1 ||
3431 mySrcRect.bottom != rect.y2 - rect.y1) {
3432 TRACE("No, stretching is done\n");
3433 break;
3436 /* Destination must be full surface or match the clipping rectangle */
3437 if(This->clipper && ((IWineD3DClipperImpl *) This->clipper)->hWnd)
3439 RECT cliprect;
3440 POINT pos[2];
3441 GetClientRect(((IWineD3DClipperImpl *) This->clipper)->hWnd, &cliprect);
3442 pos[0].x = rect.x1;
3443 pos[0].y = rect.y1;
3444 pos[1].x = rect.x2;
3445 pos[1].y = rect.y2;
3446 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *) This->clipper)->hWnd,
3447 pos, 2);
3449 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
3450 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3452 TRACE("No, dest rectangle doesn't match(clipper)\n");
3453 TRACE("Clip rect at (%d,%d)-(%d,%d)\n", cliprect.left, cliprect.top, cliprect.right, cliprect.bottom);
3454 TRACE("Blt dest: (%d,%d)-(%d,%d)\n", rect.x1, rect.y1, rect.x2, rect.y2);
3455 break;
3458 else
3460 if(rect.x1 != 0 || rect.y1 != 0 ||
3461 rect.x2 != This->currentDesc.Width || rect.y2 != This->currentDesc.Height) {
3462 TRACE("No, dest rectangle doesn't match(surface size)\n");
3463 break;
3467 TRACE("Yes\n");
3469 /* These flags are unimportant for the flag check, remove them */
3470 if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
3471 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3473 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3474 * take very long, while a flip is fast.
3475 * This applies to Half-Life, which does such Blts every time it finished
3476 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3477 * menu. This is also used by all apps when they do windowed rendering
3479 * The problem is that flipping is not really the same as copying. After a
3480 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3481 * untouched. Therefore it's necessary to override the swap effect
3482 * and to set it back after the flip.
3484 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3485 * testcases.
3488 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3489 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3491 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3492 IWineD3DSwapChain_Present((IWineD3DSwapChain *) dstSwapchain, NULL, NULL, 0, NULL, 0);
3494 dstSwapchain->presentParms.SwapEffect = orig_swap;
3496 return WINED3D_OK;
3498 break;
3501 TRACE("Unsupported blit between buffers on the same swapchain\n");
3502 return WINED3DERR_INVALIDCALL;
3503 } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
3504 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3505 return WINED3DERR_INVALIDCALL;
3506 } else if(dstSwapchain && srcSwapchain) {
3507 FIXME("Implement hardware blit between two different swapchains\n");
3508 return WINED3DERR_INVALIDCALL;
3509 } else if(dstSwapchain) {
3510 if(SrcSurface == myDevice->render_targets[0]) {
3511 TRACE("Blit from active render target to a swapchain\n");
3512 /* Handled with regular texture -> swapchain blit */
3514 } else if(srcSwapchain && This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3515 FIXME("Implement blit from a swapchain to the active render target\n");
3516 return WINED3DERR_INVALIDCALL;
3519 if((srcSwapchain || SrcSurface == myDevice->render_targets[0]) && !dstSwapchain) {
3520 /* Blit from render target to texture */
3521 WINED3DRECT srect;
3522 BOOL upsideDown, stretchx;
3523 BOOL paletteOverride = FALSE;
3525 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3526 TRACE("Color keying not supported by frame buffer to texture blit\n");
3527 return WINED3DERR_INVALIDCALL;
3528 /* Destination color key is checked above */
3531 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
3532 * glCopyTexSubImage is a bit picky about the parameters we pass to it
3534 if(SrcRect) {
3535 if(SrcRect->top < SrcRect->bottom) {
3536 srect.y1 = SrcRect->top;
3537 srect.y2 = SrcRect->bottom;
3538 upsideDown = FALSE;
3539 } else {
3540 srect.y1 = SrcRect->bottom;
3541 srect.y2 = SrcRect->top;
3542 upsideDown = TRUE;
3544 srect.x1 = SrcRect->left;
3545 srect.x2 = SrcRect->right;
3546 } else {
3547 srect.x1 = 0;
3548 srect.y1 = 0;
3549 srect.x2 = Src->currentDesc.Width;
3550 srect.y2 = Src->currentDesc.Height;
3551 upsideDown = FALSE;
3553 if(rect.x1 > rect.x2) {
3554 UINT tmp = rect.x2;
3555 rect.x2 = rect.x1;
3556 rect.x1 = tmp;
3557 upsideDown = !upsideDown;
3560 if(rect.x2 - rect.x1 != srect.x2 - srect.x1) {
3561 stretchx = TRUE;
3562 } else {
3563 stretchx = FALSE;
3566 /* When blitting from a render target a texture, the texture isn't required to have a palette.
3567 * In this case grab the palette from the render target. */
3568 if ((This->resource.format_desc->format == WINED3DFMT_P8) && (This->palette == NULL))
3570 paletteOverride = TRUE;
3571 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3572 This->palette = Src->palette;
3575 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3576 * flip the image nor scale it.
3578 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3579 * -> If the app wants a image width an unscaled width, copy it line per line
3580 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3581 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3582 * back buffer. This is slower than reading line per line, thus not used for flipping
3583 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3584 * pixel by pixel
3586 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3587 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3588 * backends.
3590 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT)
3591 && surface_can_stretch_rect(Src, This))
3593 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &srect,
3594 (IWineD3DSurface *)This, &rect, Filter, upsideDown);
3595 } else if((!stretchx) || rect.x2 - rect.x1 > Src->currentDesc.Width ||
3596 rect.y2 - rect.y1 > Src->currentDesc.Height) {
3597 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3598 fb_copy_to_texture_direct(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3599 } else {
3600 TRACE("Using hardware stretching to flip / stretch the texture\n");
3601 fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3604 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3605 if(paletteOverride)
3606 This->palette = NULL;
3608 if(!(This->Flags & SFLAG_DONOTFREE)) {
3609 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
3610 This->resource.allocatedMemory = NULL;
3611 This->resource.heapMemory = NULL;
3612 } else {
3613 This->Flags &= ~SFLAG_INSYSMEM;
3615 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3616 * path is never entered
3618 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
3620 return WINED3D_OK;
3621 } else if(Src) {
3622 /* Blit from offscreen surface to render target */
3623 float glTexCoord[4];
3624 DWORD oldCKeyFlags = Src->CKeyFlags;
3625 WINEDDCOLORKEY oldBltCKey = Src->SrcBltCKey;
3626 RECT SourceRectangle;
3627 BOOL paletteOverride = FALSE;
3629 TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
3631 if(SrcRect) {
3632 SourceRectangle.left = SrcRect->left;
3633 SourceRectangle.right = SrcRect->right;
3634 SourceRectangle.top = SrcRect->top;
3635 SourceRectangle.bottom = SrcRect->bottom;
3636 } else {
3637 SourceRectangle.left = 0;
3638 SourceRectangle.right = Src->currentDesc.Width;
3639 SourceRectangle.top = 0;
3640 SourceRectangle.bottom = Src->currentDesc.Height;
3643 /* When blitting from an offscreen surface to a rendertarget, the source
3644 * surface is not required to have a palette. Our rendering / conversion
3645 * code further down the road retrieves the palette from the surface, so
3646 * it must have a palette set. */
3647 if ((Src->resource.format_desc->format == WINED3DFMT_P8) && (Src->palette == NULL))
3649 paletteOverride = TRUE;
3650 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3651 Src->palette = This->palette;
3654 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT)
3655 && !(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3656 && surface_can_stretch_rect(Src, This))
3658 TRACE("Using stretch_rect_fbo\n");
3659 /* The source is always a texture, but never the currently active render target, and the texture
3660 * contents are never upside down
3662 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, (WINED3DRECT *) &SourceRectangle,
3663 (IWineD3DSurface *)This, &rect, Filter, FALSE);
3665 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3666 if(paletteOverride)
3667 Src->palette = NULL;
3668 return WINED3D_OK;
3671 if(!CalculateTexRect(Src, &SourceRectangle, glTexCoord)) {
3672 /* Fall back to software */
3673 WARN("(%p) Source texture area (%d,%d)-(%d,%d) is too big\n", Src,
3674 SourceRectangle.left, SourceRectangle.top,
3675 SourceRectangle.right, SourceRectangle.bottom);
3676 return WINED3DERR_INVALIDCALL;
3679 /* Color keying: Check if we have to do a color keyed blt,
3680 * and if not check if a color key is activated.
3682 * Just modify the color keying parameters in the surface and restore them afterwards
3683 * The surface keeps track of the color key last used to load the opengl surface.
3684 * PreLoad will catch the change to the flags and color key and reload if necessary.
3686 if(Flags & WINEDDBLT_KEYSRC) {
3687 /* Use color key from surface */
3688 } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
3689 /* Use color key from DDBltFx */
3690 Src->CKeyFlags |= WINEDDSD_CKSRCBLT;
3691 Src->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3692 } else {
3693 /* Do not use color key */
3694 Src->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3697 /* Now load the surface */
3698 surface_internal_preload((IWineD3DSurface *) Src, SRGB_RGB);
3700 /* Activate the destination context, set it up for blitting */
3701 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
3703 /* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
3704 * while OpenGL coordinates are window relative.
3705 * Also beware of the origin difference(top left vs bottom left).
3706 * Also beware that the front buffer's surface size is screen width x screen height,
3707 * whereas the real gl drawable size is the size of the window.
3709 if (dstSwapchain && (IWineD3DSurface *)This == dstSwapchain->frontBuffer) {
3710 RECT windowsize;
3711 POINT offset = {0,0};
3712 UINT h;
3713 ClientToScreen(dstSwapchain->win_handle, &offset);
3714 GetClientRect(dstSwapchain->win_handle, &windowsize);
3715 h = windowsize.bottom - windowsize.top;
3716 rect.x1 -= offset.x; rect.x2 -=offset.x;
3717 rect.y1 -= offset.y; rect.y2 -=offset.y;
3718 rect.y1 += This->currentDesc.Height - h; rect.y2 += This->currentDesc.Height - h;
3721 if (!is_identity_fixup(This->resource.format_desc->color_fixup))
3723 FIXME("Destination format %s has a fixup, this is not supported.\n",
3724 debug_d3dformat(This->resource.format_desc->format));
3725 dump_color_fixup_desc(This->resource.format_desc->color_fixup);
3728 if (!myDevice->blitter->color_fixup_supported(Src->resource.format_desc->color_fixup))
3730 FIXME("Source format %s has an unsupported fixup:\n",
3731 debug_d3dformat(Src->resource.format_desc->format));
3732 dump_color_fixup_desc(Src->resource.format_desc->color_fixup);
3735 myDevice->blitter->set_shader((IWineD3DDevice *) myDevice, Src->resource.format_desc,
3736 Src->texture_target, Src->pow2Width, Src->pow2Height);
3738 ENTER_GL();
3740 /* Bind the texture */
3741 glBindTexture(Src->texture_target, Src->texture_name);
3742 checkGLcall("glBindTexture");
3744 /* Filtering for StretchRect */
3745 glTexParameteri(Src->texture_target, GL_TEXTURE_MAG_FILTER,
3746 wined3d_gl_mag_filter(magLookup, Filter));
3747 checkGLcall("glTexParameteri");
3748 glTexParameteri(Src->texture_target, GL_TEXTURE_MIN_FILTER,
3749 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
3750 checkGLcall("glTexParameteri");
3751 glTexParameteri(Src->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3752 glTexParameteri(Src->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3753 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
3754 checkGLcall("glTexEnvi");
3756 /* This is for color keying */
3757 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3758 glEnable(GL_ALPHA_TEST);
3759 checkGLcall("glEnable(GL_ALPHA_TEST)");
3761 /* When the primary render target uses P8, the alpha component contains the palette index.
3762 * Which means that the colorkey is one of the palette entries. In other cases pixels that
3763 * should be masked away have alpha set to 0. */
3764 if(primary_render_target_is_p8(myDevice))
3765 glAlphaFunc(GL_NOTEQUAL, (float)Src->SrcBltCKey.dwColorSpaceLowValue / 256.0f);
3766 else
3767 glAlphaFunc(GL_NOTEQUAL, 0.0f);
3768 checkGLcall("glAlphaFunc");
3769 } else {
3770 glDisable(GL_ALPHA_TEST);
3771 checkGLcall("glDisable(GL_ALPHA_TEST)");
3774 /* Draw a textured quad
3776 glBegin(GL_QUADS);
3778 glColor3f(1.0f, 1.0f, 1.0f);
3779 glTexCoord2f(glTexCoord[0], glTexCoord[2]);
3780 glVertex3f(rect.x1, rect.y1, 0.0f);
3782 glTexCoord2f(glTexCoord[0], glTexCoord[3]);
3783 glVertex3f(rect.x1, rect.y2, 0.0f);
3785 glTexCoord2f(glTexCoord[1], glTexCoord[3]);
3786 glVertex3f(rect.x2, rect.y2, 0.0f);
3788 glTexCoord2f(glTexCoord[1], glTexCoord[2]);
3789 glVertex3f(rect.x2, rect.y1, 0.0f);
3791 glEnd();
3792 checkGLcall("glEnd");
3794 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3795 glDisable(GL_ALPHA_TEST);
3796 checkGLcall("glDisable(GL_ALPHA_TEST)");
3799 glBindTexture(Src->texture_target, 0);
3800 checkGLcall("glBindTexture(Src->texture_target, 0)");
3802 /* Restore the color key parameters */
3803 Src->CKeyFlags = oldCKeyFlags;
3804 Src->SrcBltCKey = oldBltCKey;
3806 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3807 if(paletteOverride)
3808 Src->palette = NULL;
3810 LEAVE_GL();
3812 /* Leave the opengl state valid for blitting */
3813 myDevice->blitter->unset_shader((IWineD3DDevice *) myDevice);
3815 /* Flush in case the drawable is used by multiple GL contexts */
3816 if(dstSwapchain && (This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer || dstSwapchain->num_contexts >= 2))
3817 wglFlush();
3819 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
3820 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
3821 * is outdated now
3823 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INDRAWABLE, TRUE);
3825 return WINED3D_OK;
3826 } else {
3827 /* Source-Less Blit to render target */
3828 if (Flags & WINEDDBLT_COLORFILL) {
3829 /* This is easy to handle for the D3D Device... */
3830 DWORD color;
3832 TRACE("Colorfill\n");
3834 /* This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0] || dstSwapchain
3835 must be true if we are here */
3836 if (This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0] &&
3837 !(This == (IWineD3DSurfaceImpl*) dstSwapchain->frontBuffer ||
3838 (dstSwapchain->backBuffer && This == (IWineD3DSurfaceImpl*) dstSwapchain->backBuffer[0]))) {
3839 TRACE("Surface is higher back buffer, falling back to software\n");
3840 return WINED3DERR_INVALIDCALL;
3843 /* The color as given in the Blt function is in the format of the frame-buffer...
3844 * 'clear' expect it in ARGB format => we need to do some conversion :-)
3846 if (This->resource.format_desc->format == WINED3DFMT_P8)
3848 DWORD alpha;
3850 if (primary_render_target_is_p8(myDevice)) alpha = DDBltFx->u5.dwFillColor << 24;
3851 else alpha = 0xFF000000;
3853 if (This->palette) {
3854 color = (alpha |
3855 (This->palette->palents[DDBltFx->u5.dwFillColor].peRed << 16) |
3856 (This->palette->palents[DDBltFx->u5.dwFillColor].peGreen << 8) |
3857 (This->palette->palents[DDBltFx->u5.dwFillColor].peBlue));
3858 } else {
3859 color = alpha;
3862 else if (This->resource.format_desc->format == WINED3DFMT_R5G6B5)
3864 if (DDBltFx->u5.dwFillColor == 0xFFFF) {
3865 color = 0xFFFFFFFF;
3866 } else {
3867 color = ((0xFF000000) |
3868 ((DDBltFx->u5.dwFillColor & 0xF800) << 8) |
3869 ((DDBltFx->u5.dwFillColor & 0x07E0) << 5) |
3870 ((DDBltFx->u5.dwFillColor & 0x001F) << 3));
3873 else if ((This->resource.format_desc->format == WINED3DFMT_R8G8B8)
3874 || (This->resource.format_desc->format == WINED3DFMT_X8R8G8B8))
3876 color = 0xFF000000 | DDBltFx->u5.dwFillColor;
3878 else if (This->resource.format_desc->format == WINED3DFMT_A8R8G8B8)
3880 color = DDBltFx->u5.dwFillColor;
3882 else {
3883 ERR("Wrong surface type for BLT override(Format doesn't match) !\n");
3884 return WINED3DERR_INVALIDCALL;
3887 TRACE("(%p) executing Render Target override, color = %x\n", This, color);
3888 IWineD3DDeviceImpl_ClearSurface(myDevice, This, 1 /* Number of rectangles */,
3889 &rect, WINED3DCLEAR_TARGET, color, 0.0f /* Z */, 0 /* Stencil */);
3890 return WINED3D_OK;
3894 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3895 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3896 return WINED3DERR_INVALIDCALL;
3899 static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3900 IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx)
3902 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3903 float depth;
3905 if (Flags & WINEDDBLT_DEPTHFILL) {
3906 switch(This->resource.format_desc->format)
3908 case WINED3DFMT_D16_UNORM:
3909 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3910 break;
3911 case WINED3DFMT_D15S1:
3912 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000fffe;
3913 break;
3914 case WINED3DFMT_D24S8:
3915 case WINED3DFMT_D24X8:
3916 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3917 break;
3918 case WINED3DFMT_D32:
3919 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3920 break;
3921 default:
3922 depth = 0.0f;
3923 ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format_desc->format));
3926 return IWineD3DDevice_Clear((IWineD3DDevice *) myDevice,
3927 DestRect == NULL ? 0 : 1,
3928 (const WINED3DRECT *)DestRect,
3929 WINED3DCLEAR_ZBUFFER,
3930 0x00000000,
3931 depth,
3932 0x00000000);
3935 FIXME("(%p): Unsupp depthstencil blit\n", This);
3936 return WINED3DERR_INVALIDCALL;
3939 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
3940 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
3941 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3942 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3943 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3944 TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3945 TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
3947 if ( (This->Flags & SFLAG_LOCKED) || ((Src != NULL) && (Src->Flags & SFLAG_LOCKED)))
3949 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3950 return WINEDDERR_SURFACEBUSY;
3953 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3954 * except depth blits, which seem to work
3956 if(iface == myDevice->stencilBufferTarget || (SrcSurface && SrcSurface == myDevice->stencilBufferTarget)) {
3957 if(myDevice->inScene && !(Flags & WINEDDBLT_DEPTHFILL)) {
3958 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3959 return WINED3DERR_INVALIDCALL;
3960 } else if(IWineD3DSurfaceImpl_BltZ(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) {
3961 TRACE("Z Blit override handled the blit\n");
3962 return WINED3D_OK;
3966 /* Special cases for RenderTargets */
3967 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3968 ( Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3969 if(IWineD3DSurfaceImpl_BltOverride(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter) == WINED3D_OK) return WINED3D_OK;
3972 /* For the rest call the X11 surface implementation.
3973 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3974 * other Blts are rather rare
3976 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter);
3979 static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
3980 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans)
3982 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3983 IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
3984 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3985 TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
3987 if ( (This->Flags & SFLAG_LOCKED) || ((srcImpl != NULL) && (srcImpl->Flags & SFLAG_LOCKED)))
3989 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3990 return WINEDDERR_SURFACEBUSY;
3993 if(myDevice->inScene &&
3994 (iface == myDevice->stencilBufferTarget ||
3995 (Source && Source == myDevice->stencilBufferTarget))) {
3996 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3997 return WINED3DERR_INVALIDCALL;
4000 /* Special cases for RenderTargets */
4001 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
4002 ( srcImpl && (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
4004 RECT SrcRect, DstRect;
4005 DWORD Flags=0;
4007 if(rsrc) {
4008 SrcRect.left = rsrc->left;
4009 SrcRect.top= rsrc->top;
4010 SrcRect.bottom = rsrc->bottom;
4011 SrcRect.right = rsrc->right;
4012 } else {
4013 SrcRect.left = 0;
4014 SrcRect.top = 0;
4015 SrcRect.right = srcImpl->currentDesc.Width;
4016 SrcRect.bottom = srcImpl->currentDesc.Height;
4019 DstRect.left = dstx;
4020 DstRect.top=dsty;
4021 DstRect.right = dstx + SrcRect.right - SrcRect.left;
4022 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
4024 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
4025 if(trans & WINEDDBLTFAST_SRCCOLORKEY)
4026 Flags |= WINEDDBLT_KEYSRC;
4027 if(trans & WINEDDBLTFAST_DESTCOLORKEY)
4028 Flags |= WINEDDBLT_KEYDEST;
4029 if(trans & WINEDDBLTFAST_WAIT)
4030 Flags |= WINEDDBLT_WAIT;
4031 if(trans & WINEDDBLTFAST_DONOTWAIT)
4032 Flags |= WINEDDBLT_DONOTWAIT;
4034 if(IWineD3DSurfaceImpl_BltOverride(This, &DstRect, Source, &SrcRect, Flags, NULL, WINED3DTEXF_POINT) == WINED3D_OK) return WINED3D_OK;
4038 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
4041 static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
4043 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4044 RGBQUAD col[256];
4045 IWineD3DPaletteImpl *pal = This->palette;
4046 unsigned int n;
4047 TRACE("(%p)\n", This);
4049 if (!pal) return WINED3D_OK;
4051 if (This->resource.format_desc->format == WINED3DFMT_P8
4052 || This->resource.format_desc->format == WINED3DFMT_A8P8)
4054 int bpp;
4055 GLenum format, internal, type;
4056 CONVERT_TYPES convert;
4058 /* Check if we are using a RTL mode which uses texturing for uploads */
4059 BOOL use_texture = (wined3d_settings.rendertargetlock_mode == RTL_READTEX);
4061 /* Check if we have hardware palette conversion if we have convert is set to NO_CONVERSION */
4062 d3dfmt_get_conv(This, TRUE, use_texture, &format, &internal, &type, &convert, &bpp, FALSE);
4064 if((This->resource.usage & WINED3DUSAGE_RENDERTARGET) && (convert == NO_CONVERSION))
4066 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4068 /* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
4069 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL);
4071 /* We want to force a palette refresh, so mark the drawable as not being up to date */
4072 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
4074 /* Re-upload the palette */
4075 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
4076 d3dfmt_p8_upload_palette(iface, convert);
4077 } else {
4078 if(!(This->Flags & SFLAG_INSYSMEM)) {
4079 TRACE("Palette changed with surface that does not have an up to date system memory copy\n");
4080 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
4082 TRACE("Dirtifying surface\n");
4083 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
4087 if(This->Flags & SFLAG_DIBSECTION) {
4088 TRACE("(%p): Updating the hdc's palette\n", This);
4089 for (n=0; n<256; n++) {
4090 col[n].rgbRed = pal->palents[n].peRed;
4091 col[n].rgbGreen = pal->palents[n].peGreen;
4092 col[n].rgbBlue = pal->palents[n].peBlue;
4093 col[n].rgbReserved = 0;
4095 SetDIBColorTable(This->hDC, 0, 256, col);
4098 /* Propagate the changes to the drawable when we have a palette. */
4099 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
4100 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, NULL);
4102 return WINED3D_OK;
4105 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
4106 /** Check against the maximum texture sizes supported by the video card **/
4107 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4108 unsigned int pow2Width, pow2Height;
4110 This->texture_name = 0;
4111 This->texture_target = GL_TEXTURE_2D;
4113 /* Non-power2 support */
4114 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) || GL_SUPPORT(WINE_NORMALIZED_TEXRECT)) {
4115 pow2Width = This->currentDesc.Width;
4116 pow2Height = This->currentDesc.Height;
4117 } else {
4118 /* Find the nearest pow2 match */
4119 pow2Width = pow2Height = 1;
4120 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
4121 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
4123 This->pow2Width = pow2Width;
4124 This->pow2Height = pow2Height;
4126 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height) {
4127 /** TODO: add support for non power two compressed textures **/
4128 if (This->resource.format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
4130 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
4131 This, This->currentDesc.Width, This->currentDesc.Height);
4132 return WINED3DERR_NOTAVAILABLE;
4136 if(pow2Width != This->currentDesc.Width ||
4137 pow2Height != This->currentDesc.Height) {
4138 This->Flags |= SFLAG_NONPOW2;
4141 TRACE("%p\n", This);
4142 if ((This->pow2Width > GL_LIMITS(texture_size) || This->pow2Height > GL_LIMITS(texture_size)) && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))) {
4143 /* one of three options
4144 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)
4145 2: Set the texture to the maximum size (bad idea)
4146 3: WARN and return WINED3DERR_NOTAVAILABLE;
4147 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.
4149 WARN("(%p) Creating an oversized surface: %ux%u (texture is %ux%u)\n",
4150 This, This->pow2Width, This->pow2Height, This->currentDesc.Width, This->currentDesc.Height);
4151 This->Flags |= SFLAG_OVERSIZE;
4153 /* This will be initialized on the first blt */
4154 This->glRect.left = 0;
4155 This->glRect.top = 0;
4156 This->glRect.right = 0;
4157 This->glRect.bottom = 0;
4158 } else {
4159 /* Check this after the oversize check - do not make an oversized surface a texture_rectangle one.
4160 Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
4161 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
4162 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
4164 if(This->Flags & SFLAG_NONPOW2 && GL_SUPPORT(ARB_TEXTURE_RECTANGLE)
4165 && !((This->resource.format_desc->format == WINED3DFMT_P8) && GL_SUPPORT(EXT_PALETTED_TEXTURE)
4166 && (wined3d_settings.rendertargetlock_mode == RTL_READTEX)))
4168 This->texture_target = GL_TEXTURE_RECTANGLE_ARB;
4169 This->pow2Width = This->currentDesc.Width;
4170 This->pow2Height = This->currentDesc.Height;
4171 This->Flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
4174 /* No oversize, gl rect is the full texture size */
4175 This->Flags &= ~SFLAG_OVERSIZE;
4176 This->glRect.left = 0;
4177 This->glRect.top = 0;
4178 This->glRect.right = This->pow2Width;
4179 This->glRect.bottom = This->pow2Height;
4182 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
4183 switch(wined3d_settings.offscreen_rendering_mode) {
4184 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
4185 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
4186 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
4190 This->Flags |= SFLAG_INSYSMEM;
4192 return WINED3D_OK;
4195 struct depth_blt_info
4197 GLenum binding;
4198 GLenum bind_target;
4199 enum tex_types tex_type;
4200 GLfloat coords[4][3];
4203 static void surface_get_depth_blt_info(GLenum target, GLsizei w, GLsizei h, struct depth_blt_info *info)
4205 GLfloat (*coords)[3] = info->coords;
4207 switch (target)
4209 default:
4210 FIXME("Unsupported texture target %#x\n", target);
4211 /* Fall back to GL_TEXTURE_2D */
4212 case GL_TEXTURE_2D:
4213 info->binding = GL_TEXTURE_BINDING_2D;
4214 info->bind_target = GL_TEXTURE_2D;
4215 info->tex_type = tex_2d;
4216 coords[0][0] = 0.0f; coords[0][1] = 1.0f; coords[0][2] = 0.0f;
4217 coords[1][0] = 1.0f; coords[1][1] = 1.0f; coords[1][2] = 0.0f;
4218 coords[2][0] = 0.0f; coords[2][1] = 0.0f; coords[2][2] = 0.0f;
4219 coords[3][0] = 1.0f; coords[3][1] = 0.0f; coords[3][2] = 0.0f;
4220 break;
4222 case GL_TEXTURE_RECTANGLE_ARB:
4223 info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
4224 info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
4225 info->tex_type = tex_rect;
4226 coords[0][0] = 0.0f; coords[0][1] = h; coords[0][2] = 0.0f;
4227 coords[1][0] = w; coords[1][1] = h; coords[1][2] = 0.0f;
4228 coords[2][0] = 0.0f; coords[2][1] = 0.0f; coords[2][2] = 0.0f;
4229 coords[3][0] = w; coords[3][1] = 0.0f; coords[3][2] = 0.0f;
4230 break;
4232 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
4233 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4234 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4235 info->tex_type = tex_cube;
4236 coords[0][0] = 1.0f; coords[0][1] = -1.0f; coords[0][2] = 1.0f;
4237 coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
4238 coords[2][0] = 1.0f; coords[2][1] = 1.0f; coords[2][2] = 1.0f;
4239 coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
4241 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
4242 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4243 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4244 info->tex_type = tex_cube;
4245 coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
4246 coords[1][0] = -1.0f; coords[1][1] = -1.0f; coords[1][2] = 1.0f;
4247 coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
4248 coords[3][0] = -1.0f; coords[3][1] = 1.0f; coords[3][2] = 1.0f;
4250 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
4251 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4252 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4253 info->tex_type = tex_cube;
4254 coords[0][0] = -1.0f; coords[0][1] = 1.0f; coords[0][2] = 1.0f;
4255 coords[1][0] = 1.0f; coords[1][1] = 1.0f; coords[1][2] = 1.0f;
4256 coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
4257 coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
4259 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
4260 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4261 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4262 info->tex_type = tex_cube;
4263 coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
4264 coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
4265 coords[2][0] = -1.0f; coords[2][1] = -1.0f; coords[2][2] = 1.0f;
4266 coords[3][0] = 1.0f; coords[3][1] = -1.0f; coords[3][2] = 1.0f;
4268 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
4269 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4270 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4271 info->tex_type = tex_cube;
4272 coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = 1.0f;
4273 coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = 1.0f;
4274 coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = 1.0f;
4275 coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = 1.0f;
4277 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
4278 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4279 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4280 info->tex_type = tex_cube;
4281 coords[0][0] = 1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
4282 coords[1][0] = -1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
4283 coords[2][0] = 1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
4284 coords[3][0] = -1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
4288 /* GL locking is done by the caller */
4289 static void surface_depth_blt(IWineD3DSurfaceImpl *This, GLuint texture, GLsizei w, GLsizei h, GLenum target)
4291 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4292 struct depth_blt_info info;
4293 GLint old_binding = 0;
4295 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
4297 glDisable(GL_CULL_FACE);
4298 glDisable(GL_BLEND);
4299 glDisable(GL_ALPHA_TEST);
4300 glDisable(GL_SCISSOR_TEST);
4301 glDisable(GL_STENCIL_TEST);
4302 glEnable(GL_DEPTH_TEST);
4303 glDepthFunc(GL_ALWAYS);
4304 glDepthMask(GL_TRUE);
4305 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
4306 glViewport(0, 0, w, h);
4308 surface_get_depth_blt_info(target, w, h, &info);
4309 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4310 glGetIntegerv(info.binding, &old_binding);
4311 glBindTexture(info.bind_target, texture);
4313 device->shader_backend->shader_select_depth_blt((IWineD3DDevice *)device, info.tex_type);
4315 glBegin(GL_TRIANGLE_STRIP);
4316 glTexCoord3fv(info.coords[0]);
4317 glVertex2f(-1.0f, -1.0f);
4318 glTexCoord3fv(info.coords[1]);
4319 glVertex2f(1.0f, -1.0f);
4320 glTexCoord3fv(info.coords[2]);
4321 glVertex2f(-1.0f, 1.0f);
4322 glTexCoord3fv(info.coords[3]);
4323 glVertex2f(1.0f, 1.0f);
4324 glEnd();
4326 glBindTexture(info.bind_target, old_binding);
4328 glPopAttrib();
4330 device->shader_backend->shader_deselect_depth_blt((IWineD3DDevice *)device);
4333 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) {
4334 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4336 TRACE("(%p) New location %#x\n", This, location);
4338 if (location & ~SFLAG_DS_LOCATIONS) {
4339 FIXME("(%p) Invalid location (%#x) specified\n", This, location);
4342 This->Flags &= ~SFLAG_DS_LOCATIONS;
4343 This->Flags |= location;
4346 /* Context activation is done by the caller. */
4347 void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location)
4349 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4350 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4352 TRACE("(%p) New location %#x\n", This, location);
4354 /* TODO: Make this work for modes other than FBO */
4355 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
4357 if (This->Flags & location) {
4358 TRACE("(%p) Location (%#x) is already up to date\n", This, location);
4359 return;
4362 if (This->current_renderbuffer) {
4363 FIXME("(%p) Not supported with fixed up depth stencil\n", This);
4364 return;
4367 if (location == SFLAG_DS_OFFSCREEN) {
4368 if (This->Flags & SFLAG_DS_ONSCREEN) {
4369 GLint old_binding = 0;
4370 GLenum bind_target;
4372 TRACE("(%p) Copying onscreen depth buffer to depth texture\n", This);
4374 ENTER_GL();
4376 if (!device->depth_blt_texture) {
4377 glGenTextures(1, &device->depth_blt_texture);
4380 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4381 * directly on the FBO texture. That's because we need to flip. */
4382 context_bind_fbo(context, GL_FRAMEBUFFER_EXT, NULL);
4383 if (This->texture_target == GL_TEXTURE_RECTANGLE_ARB)
4385 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
4386 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4387 } else {
4388 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
4389 bind_target = GL_TEXTURE_2D;
4391 glBindTexture(bind_target, device->depth_blt_texture);
4392 glCopyTexImage2D(bind_target, This->texture_level, This->resource.format_desc->glInternal,
4393 0, 0, This->currentDesc.Width, This->currentDesc.Height, 0);
4394 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4395 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4396 glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
4397 glTexParameteri(bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
4398 glTexParameteri(bind_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
4399 glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
4400 glBindTexture(bind_target, old_binding);
4402 /* Setup the destination */
4403 if (!device->depth_blt_rb) {
4404 GL_EXTCALL(glGenRenderbuffersEXT(1, &device->depth_blt_rb));
4405 checkGLcall("glGenRenderbuffersEXT");
4407 if (device->depth_blt_rb_w != This->currentDesc.Width
4408 || device->depth_blt_rb_h != This->currentDesc.Height) {
4409 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, device->depth_blt_rb));
4410 checkGLcall("glBindRenderbufferEXT");
4411 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, This->currentDesc.Width, This->currentDesc.Height));
4412 checkGLcall("glRenderbufferStorageEXT");
4413 device->depth_blt_rb_w = This->currentDesc.Width;
4414 device->depth_blt_rb_h = This->currentDesc.Height;
4417 context_bind_fbo(context, GL_FRAMEBUFFER_EXT, &context->dst_fbo);
4418 GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, device->depth_blt_rb));
4419 checkGLcall("glFramebufferRenderbufferEXT");
4420 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER_EXT, iface, FALSE);
4422 /* Do the actual blit */
4423 surface_depth_blt(This, device->depth_blt_texture, This->currentDesc.Width, This->currentDesc.Height, bind_target);
4424 checkGLcall("depth_blt");
4426 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER_EXT, &context->current_fbo->id);
4427 else context_bind_fbo(context, GL_FRAMEBUFFER_EXT, NULL);
4429 LEAVE_GL();
4430 } else {
4431 FIXME("No up to date depth stencil location\n");
4433 } else if (location == SFLAG_DS_ONSCREEN) {
4434 if (This->Flags & SFLAG_DS_OFFSCREEN) {
4435 TRACE("(%p) Copying depth texture to onscreen depth buffer\n", This);
4437 ENTER_GL();
4439 context_bind_fbo(context, GL_FRAMEBUFFER_EXT, NULL);
4440 surface_depth_blt(This, This->texture_name, This->currentDesc.Width,
4441 This->currentDesc.Height, This->texture_target);
4442 checkGLcall("depth_blt");
4444 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER_EXT, &context->current_fbo->id);
4446 LEAVE_GL();
4447 } else {
4448 FIXME("No up to date depth stencil location\n");
4450 } else {
4451 ERR("(%p) Invalid location (%#x) specified\n", This, location);
4454 This->Flags |= location;
4457 static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
4458 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4459 IWineD3DBaseTexture *texture;
4460 IWineD3DSurfaceImpl *overlay;
4462 TRACE("(%p)->(%s, %s)\n", iface, debug_surflocation(flag),
4463 persistent ? "TRUE" : "FALSE");
4465 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4466 if (This->Flags & SFLAG_SWAPCHAIN)
4468 TRACE("Surface %p is an onscreen surface\n", iface);
4469 } else {
4470 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4471 if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4475 if(persistent) {
4476 if(((This->Flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE)) ||
4477 ((This->Flags & SFLAG_INSRGBTEX) && !(flag & SFLAG_INSRGBTEX))) {
4478 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4479 TRACE("Passing to container\n");
4480 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4481 IWineD3DBaseTexture_Release(texture);
4484 This->Flags &= ~SFLAG_LOCATIONS;
4485 This->Flags |= flag;
4487 /* Redraw emulated overlays, if any */
4488 if(flag & SFLAG_INDRAWABLE && !list_empty(&This->overlays)) {
4489 LIST_FOR_EACH_ENTRY(overlay, &This->overlays, IWineD3DSurfaceImpl, overlay_entry) {
4490 IWineD3DSurface_DrawOverlay((IWineD3DSurface *) overlay);
4493 } else {
4494 if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))) {
4495 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4496 TRACE("Passing to container\n");
4497 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4498 IWineD3DBaseTexture_Release(texture);
4501 This->Flags &= ~flag;
4504 if(!(This->Flags & SFLAG_LOCATIONS)) {
4505 ERR("%p: Surface does not have any up to date location\n", This);
4509 struct coords {
4510 GLfloat x, y, z;
4513 struct float_rect
4515 float l;
4516 float t;
4517 float r;
4518 float b;
4521 static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
4523 f->l = ((r->left * 2.0f) / w) - 1.0f;
4524 f->t = ((r->top * 2.0f) / h) - 1.0f;
4525 f->r = ((r->right * 2.0f) / w) - 1.0f;
4526 f->b = ((r->bottom * 2.0f) / h) - 1.0f;
4529 static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in)
4531 const struct wined3d_context *context;
4532 struct coords coords[4];
4533 RECT rect;
4534 IWineD3DSwapChain *swapchain;
4535 IWineD3DBaseTexture *texture;
4536 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4537 GLenum bind_target;
4538 struct float_rect f;
4540 if(rect_in) {
4541 rect = *rect_in;
4542 } else {
4543 rect.left = 0;
4544 rect.top = 0;
4545 rect.right = This->currentDesc.Width;
4546 rect.bottom = This->currentDesc.Height;
4549 switch (This->texture_target)
4551 case GL_TEXTURE_2D:
4552 bind_target = GL_TEXTURE_2D;
4554 coords[0].x = (float)rect.left / This->pow2Width;
4555 coords[0].y = (float)rect.top / This->pow2Height;
4556 coords[0].z = 0;
4558 coords[1].x = (float)rect.left / This->pow2Width;
4559 coords[1].y = (float)rect.bottom / This->pow2Height;
4560 coords[1].z = 0;
4562 coords[2].x = (float)rect.right / This->pow2Width;
4563 coords[2].y = (float)rect.bottom / This->pow2Height;
4564 coords[2].z = 0;
4566 coords[3].x = (float)rect.right / This->pow2Width;
4567 coords[3].y = (float)rect.top / This->pow2Height;
4568 coords[3].z = 0;
4569 break;
4571 case GL_TEXTURE_RECTANGLE_ARB:
4572 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4573 coords[0].x = rect.left; coords[0].y = rect.top; coords[0].z = 0;
4574 coords[1].x = rect.left; coords[1].y = rect.bottom; coords[1].z = 0;
4575 coords[2].x = rect.right; coords[2].y = rect.bottom; coords[2].z = 0;
4576 coords[3].x = rect.right; coords[3].y = rect.top; coords[3].z = 0;
4577 break;
4579 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
4580 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4581 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4582 coords[0].x = 1; coords[0].y = -f.t; coords[0].z = -f.l;
4583 coords[1].x = 1; coords[1].y = -f.b; coords[1].z = -f.l;
4584 coords[2].x = 1; coords[2].y = -f.b; coords[2].z = -f.r;
4585 coords[3].x = 1; coords[3].y = -f.t; coords[3].z = -f.r;
4586 break;
4588 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
4589 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4590 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4591 coords[0].x = -1; coords[0].y = -f.t; coords[0].z = f.l;
4592 coords[1].x = -1; coords[1].y = -f.b; coords[1].z = f.l;
4593 coords[2].x = -1; coords[2].y = -f.b; coords[2].z = f.r;
4594 coords[3].x = -1; coords[3].y = -f.t; coords[3].z = f.r;
4595 break;
4597 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
4598 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4599 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4600 coords[0].x = f.l; coords[0].y = 1; coords[0].z = f.t;
4601 coords[1].x = f.l; coords[1].y = 1; coords[1].z = f.b;
4602 coords[2].x = f.r; coords[2].y = 1; coords[2].z = f.b;
4603 coords[3].x = f.r; coords[3].y = 1; coords[3].z = f.t;
4604 break;
4606 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
4607 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4608 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4609 coords[0].x = f.l; coords[0].y = -1; coords[0].z = -f.t;
4610 coords[1].x = f.l; coords[1].y = -1; coords[1].z = -f.b;
4611 coords[2].x = f.r; coords[2].y = -1; coords[2].z = -f.b;
4612 coords[3].x = f.r; coords[3].y = -1; coords[3].z = -f.t;
4613 break;
4615 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
4616 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4617 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4618 coords[0].x = f.l; coords[0].y = -f.t; coords[0].z = 1;
4619 coords[1].x = f.l; coords[1].y = -f.b; coords[1].z = 1;
4620 coords[2].x = f.r; coords[2].y = -f.b; coords[2].z = 1;
4621 coords[3].x = f.r; coords[3].y = -f.t; coords[3].z = 1;
4622 break;
4624 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
4625 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4626 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4627 coords[0].x = -f.l; coords[0].y = -f.t; coords[0].z = -1;
4628 coords[1].x = -f.l; coords[1].y = -f.b; coords[1].z = -1;
4629 coords[2].x = -f.r; coords[2].y = -f.b; coords[2].z = -1;
4630 coords[3].x = -f.r; coords[3].y = -f.t; coords[3].z = -1;
4631 break;
4633 default:
4634 ERR("Unexpected texture target %#x\n", This->texture_target);
4635 return;
4638 context = ActivateContext(device, (IWineD3DSurface*)This, CTXUSAGE_BLIT);
4640 ENTER_GL();
4642 glEnable(bind_target);
4643 checkGLcall("glEnable(bind_target)");
4644 glBindTexture(bind_target, This->texture_name);
4645 checkGLcall("glBindTexture(bind_target, This->texture_name)");
4646 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4647 checkGLcall("glTexParameteri");
4648 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4649 checkGLcall("glTexParameteri");
4651 if (context->render_offscreen)
4653 LONG tmp = rect.top;
4654 rect.top = rect.bottom;
4655 rect.bottom = tmp;
4658 glBegin(GL_QUADS);
4659 glTexCoord3fv(&coords[0].x);
4660 glVertex2i(rect.left, rect.top);
4662 glTexCoord3fv(&coords[1].x);
4663 glVertex2i(rect.left, rect.bottom);
4665 glTexCoord3fv(&coords[2].x);
4666 glVertex2i(rect.right, rect.bottom);
4668 glTexCoord3fv(&coords[3].x);
4669 glVertex2i(rect.right, rect.top);
4670 glEnd();
4671 checkGLcall("glEnd");
4673 glDisable(bind_target);
4674 checkGLcall("glDisable(bind_target)");
4676 LEAVE_GL();
4678 if(SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DSwapChain, (void **) &swapchain)))
4680 /* Make sure to flush the buffers. This is needed in apps like Red Alert II and Tiberian SUN that use multiple WGL contexts. */
4681 if(((IWineD3DSwapChainImpl*)swapchain)->frontBuffer == (IWineD3DSurface*)This ||
4682 ((IWineD3DSwapChainImpl*)swapchain)->num_contexts >= 2)
4683 wglFlush();
4685 IWineD3DSwapChain_Release(swapchain);
4686 } else {
4687 /* We changed the filtering settings on the texture. Inform the container about this to get the filters
4688 * reset properly next draw
4690 if(SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DBaseTexture, (void **) &texture)))
4692 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
4693 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
4694 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
4695 IWineD3DBaseTexture_Release(texture);
4700 /*****************************************************************************
4701 * IWineD3DSurface::LoadLocation
4703 * Copies the current surface data from wherever it is to the requested
4704 * location. The location is one of the surface flags, SFLAG_INSYSMEM,
4705 * SFLAG_INTEXTURE and SFLAG_INDRAWABLE. When the surface is current in
4706 * multiple locations, the gl texture is preferred over the drawable, which is
4707 * preferred over system memory. The PBO counts as system memory. If rect is
4708 * not NULL, only the specified rectangle is copied (only supported for
4709 * sysmem<->drawable copies at the moment). If rect is NULL, the destination
4710 * location is marked up to date after the copy.
4712 * Parameters:
4713 * flag: Surface location flag to be updated
4714 * rect: rectangle to be copied
4716 * Returns:
4717 * WINED3D_OK on success
4718 * WINED3DERR_DEVICELOST on an internal error
4720 *****************************************************************************/
4721 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
4722 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4723 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4724 GLenum format, internal, type;
4725 CONVERT_TYPES convert;
4726 int bpp;
4727 int width, pitch, outpitch;
4728 BYTE *mem;
4729 BOOL drawable_read_ok = TRUE;
4731 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4732 if (This->Flags & SFLAG_SWAPCHAIN)
4734 TRACE("Surface %p is an onscreen surface\n", iface);
4735 } else {
4736 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4737 * Prefer SFLAG_INTEXTURE. */
4738 if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
4739 drawable_read_ok = FALSE;
4743 TRACE("(%p)->(%s, %p)\n", iface, debug_surflocation(flag), rect);
4744 if(rect) {
4745 TRACE("Rectangle: (%d,%d)-(%d,%d)\n", rect->left, rect->top, rect->right, rect->bottom);
4748 if(This->Flags & flag) {
4749 TRACE("Location already up to date\n");
4750 return WINED3D_OK;
4753 if(!(This->Flags & SFLAG_LOCATIONS)) {
4754 ERR("%p: Surface does not have any up to date location\n", This);
4755 This->Flags |= SFLAG_LOST;
4756 return WINED3DERR_DEVICELOST;
4759 if(flag == SFLAG_INSYSMEM) {
4760 surface_prepare_system_memory(This);
4762 /* Download the surface to system memory */
4763 if(This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) {
4764 if (!device->isInDraw) ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
4765 surface_bind_and_dirtify(This, !(This->Flags & SFLAG_INTEXTURE));
4767 surface_download_data(This);
4768 } else {
4769 /* Note: It might be faster to download into a texture first. */
4770 read_from_framebuffer(This, rect,
4771 This->resource.allocatedMemory,
4772 IWineD3DSurface_GetPitch(iface));
4774 } else if(flag == SFLAG_INDRAWABLE) {
4775 if(This->Flags & SFLAG_INTEXTURE) {
4776 surface_blt_to_drawable(This, rect);
4777 } else {
4778 if((This->Flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX) {
4779 /* This needs a shader to convert the srgb data sampled from the GL texture into RGB
4780 * values, otherwise we get incorrect values in the target. For now go the slow way
4781 * via a system memory copy
4783 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4786 d3dfmt_get_conv(This, TRUE /* We need color keying */, FALSE /* We won't use textures */, &format, &internal, &type, &convert, &bpp, FALSE);
4788 /* The width is in 'length' not in bytes */
4789 width = This->currentDesc.Width;
4790 pitch = IWineD3DSurface_GetPitch(iface);
4792 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4793 * but it isn't set (yet) in all cases it is getting called. */
4794 if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4795 TRACE("Removing the pbo attached to surface %p\n", This);
4796 if (!device->isInDraw) ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
4797 surface_remove_pbo(This);
4800 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4801 int height = This->currentDesc.Height;
4803 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4804 outpitch = width * bpp;
4805 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4807 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4808 if(!mem) {
4809 ERR("Out of memory %d, %d!\n", outpitch, height);
4810 return WINED3DERR_OUTOFVIDEOMEMORY;
4812 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4814 This->Flags |= SFLAG_CONVERTED;
4815 } else {
4816 This->Flags &= ~SFLAG_CONVERTED;
4817 mem = This->resource.allocatedMemory;
4820 flush_to_framebuffer_drawpixels(This, format, type, bpp, mem);
4822 /* Don't delete PBO memory */
4823 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4824 HeapFree(GetProcessHeap(), 0, mem);
4826 } else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */ {
4827 if (drawable_read_ok && (This->Flags & SFLAG_INDRAWABLE)) {
4828 read_from_framebuffer_texture(This, flag == SFLAG_INSRGBTEX);
4829 } else { /* Upload from system memory */
4830 BOOL srgb = flag == SFLAG_INSRGBTEX;
4831 DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
4832 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, srgb);
4834 if(srgb) {
4835 if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE) {
4836 /* Performance warning ... */
4837 FIXME("%p: Downloading rgb texture to reload it as srgb\n", This);
4838 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4840 } else {
4841 if((This->Flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX) {
4842 /* Performance warning ... */
4843 FIXME("%p: Downloading srgb texture to reload it as rgb\n", This);
4844 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4848 if (!device->isInDraw) ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
4849 surface_bind_and_dirtify(This, srgb);
4851 if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
4852 This->Flags |= SFLAG_GLCKEY;
4853 This->glCKey = This->SrcBltCKey;
4855 else This->Flags &= ~SFLAG_GLCKEY;
4857 /* The width is in 'length' not in bytes */
4858 width = This->currentDesc.Width;
4859 pitch = IWineD3DSurface_GetPitch(iface);
4861 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4862 * but it isn't set (yet) in all cases it is getting called. */
4863 if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4864 TRACE("Removing the pbo attached to surface %p\n", This);
4865 surface_remove_pbo(This);
4868 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4869 int height = This->currentDesc.Height;
4871 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4872 outpitch = width * bpp;
4873 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4875 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4876 if(!mem) {
4877 ERR("Out of memory %d, %d!\n", outpitch, height);
4878 return WINED3DERR_OUTOFVIDEOMEMORY;
4880 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4882 This->Flags |= SFLAG_CONVERTED;
4884 else if ((This->resource.format_desc->format == WINED3DFMT_P8)
4885 && (GL_SUPPORT(EXT_PALETTED_TEXTURE) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)))
4887 d3dfmt_p8_upload_palette(iface, convert);
4888 This->Flags &= ~SFLAG_CONVERTED;
4889 mem = This->resource.allocatedMemory;
4890 } else {
4891 This->Flags &= ~SFLAG_CONVERTED;
4892 mem = This->resource.allocatedMemory;
4895 /* Make sure the correct pitch is used */
4896 ENTER_GL();
4897 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
4898 LEAVE_GL();
4900 if ((This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE)) {
4901 TRACE("non power of two support\n");
4902 if(!(This->Flags & alloc_flag)) {
4903 surface_allocate_surface(This, internal, This->pow2Width, This->pow2Height, format, type);
4904 This->Flags |= alloc_flag;
4906 if (mem || (This->Flags & SFLAG_PBO)) {
4907 surface_upload_data(This, internal, This->currentDesc.Width, This->currentDesc.Height, format, type, mem);
4909 } else {
4910 /* When making the realloc conditional, keep in mind that GL_APPLE_client_storage may be in use, and This->resource.allocatedMemory
4911 * changed. So also keep track of memory changes. In this case the texture has to be reallocated
4913 if(!(This->Flags & alloc_flag)) {
4914 surface_allocate_surface(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type);
4915 This->Flags |= alloc_flag;
4917 if (mem || (This->Flags & SFLAG_PBO)) {
4918 surface_upload_data(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type, mem);
4922 /* Restore the default pitch */
4923 ENTER_GL();
4924 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4925 LEAVE_GL();
4927 /* Don't delete PBO memory */
4928 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4929 HeapFree(GetProcessHeap(), 0, mem);
4933 if(rect == NULL) {
4934 This->Flags |= flag;
4937 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !(This->Flags & SFLAG_SWAPCHAIN)
4938 && (This->Flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE))) {
4939 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4940 This->Flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4943 return WINED3D_OK;
4946 static HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container)
4948 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4949 IWineD3DSwapChain *swapchain = NULL;
4951 /* Update the drawable size method */
4952 if(container) {
4953 IWineD3DBase_QueryInterface(container, &IID_IWineD3DSwapChain, (void **) &swapchain);
4955 if(swapchain) {
4956 This->get_drawable_size = get_drawable_size_swapchain;
4957 IWineD3DSwapChain_Release(swapchain);
4958 } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
4959 switch(wined3d_settings.offscreen_rendering_mode) {
4960 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
4961 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
4962 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
4966 return IWineD3DBaseSurfaceImpl_SetContainer(iface, container);
4969 static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
4970 return SURFACE_OPENGL;
4973 static HRESULT WINAPI IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
4974 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4975 HRESULT hr;
4977 /* If there's no destination surface there is nothing to do */
4978 if(!This->overlay_dest) return WINED3D_OK;
4980 /* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
4981 * update the overlay. Prevent an endless recursion
4983 if(This->overlay_dest->Flags & SFLAG_INOVERLAYDRAW) {
4984 return WINED3D_OK;
4986 This->overlay_dest->Flags |= SFLAG_INOVERLAYDRAW;
4987 hr = IWineD3DSurfaceImpl_Blt((IWineD3DSurface *) This->overlay_dest, &This->overlay_destrect,
4988 iface, &This->overlay_srcrect, WINEDDBLT_WAIT,
4989 NULL, WINED3DTEXF_LINEAR);
4990 This->overlay_dest->Flags &= ~SFLAG_INOVERLAYDRAW;
4992 return hr;
4995 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
4997 /* IUnknown */
4998 IWineD3DBaseSurfaceImpl_QueryInterface,
4999 IWineD3DBaseSurfaceImpl_AddRef,
5000 IWineD3DSurfaceImpl_Release,
5001 /* IWineD3DResource */
5002 IWineD3DBaseSurfaceImpl_GetParent,
5003 IWineD3DBaseSurfaceImpl_GetDevice,
5004 IWineD3DBaseSurfaceImpl_SetPrivateData,
5005 IWineD3DBaseSurfaceImpl_GetPrivateData,
5006 IWineD3DBaseSurfaceImpl_FreePrivateData,
5007 IWineD3DBaseSurfaceImpl_SetPriority,
5008 IWineD3DBaseSurfaceImpl_GetPriority,
5009 IWineD3DSurfaceImpl_PreLoad,
5010 IWineD3DSurfaceImpl_UnLoad,
5011 IWineD3DBaseSurfaceImpl_GetType,
5012 /* IWineD3DSurface */
5013 IWineD3DBaseSurfaceImpl_GetContainer,
5014 IWineD3DBaseSurfaceImpl_GetDesc,
5015 IWineD3DSurfaceImpl_LockRect,
5016 IWineD3DSurfaceImpl_UnlockRect,
5017 IWineD3DSurfaceImpl_GetDC,
5018 IWineD3DSurfaceImpl_ReleaseDC,
5019 IWineD3DSurfaceImpl_Flip,
5020 IWineD3DSurfaceImpl_Blt,
5021 IWineD3DBaseSurfaceImpl_GetBltStatus,
5022 IWineD3DBaseSurfaceImpl_GetFlipStatus,
5023 IWineD3DBaseSurfaceImpl_IsLost,
5024 IWineD3DBaseSurfaceImpl_Restore,
5025 IWineD3DSurfaceImpl_BltFast,
5026 IWineD3DBaseSurfaceImpl_GetPalette,
5027 IWineD3DBaseSurfaceImpl_SetPalette,
5028 IWineD3DSurfaceImpl_RealizePalette,
5029 IWineD3DBaseSurfaceImpl_SetColorKey,
5030 IWineD3DBaseSurfaceImpl_GetPitch,
5031 IWineD3DSurfaceImpl_SetMem,
5032 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
5033 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
5034 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
5035 IWineD3DBaseSurfaceImpl_UpdateOverlay,
5036 IWineD3DBaseSurfaceImpl_SetClipper,
5037 IWineD3DBaseSurfaceImpl_GetClipper,
5038 /* Internal use: */
5039 IWineD3DSurfaceImpl_LoadTexture,
5040 IWineD3DSurfaceImpl_BindTexture,
5041 IWineD3DSurfaceImpl_SaveSnapshot,
5042 IWineD3DSurfaceImpl_SetContainer,
5043 IWineD3DBaseSurfaceImpl_GetData,
5044 IWineD3DSurfaceImpl_SetFormat,
5045 IWineD3DSurfaceImpl_PrivateSetup,
5046 IWineD3DSurfaceImpl_ModifyLocation,
5047 IWineD3DSurfaceImpl_LoadLocation,
5048 IWineD3DSurfaceImpl_GetImplType,
5049 IWineD3DSurfaceImpl_DrawOverlay
5051 #undef GLINFO_LOCATION
5053 #define GLINFO_LOCATION device->adapter->gl_info
5054 static HRESULT ffp_blit_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
5055 /* Context activation is done by the caller. */
5056 static void ffp_blit_free(IWineD3DDevice *iface) { }
5058 /* Context activation is done by the caller. */
5059 static HRESULT ffp_blit_set(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
5060 GLenum textype, UINT width, UINT height)
5062 ENTER_GL();
5063 glEnable(textype);
5064 checkGLcall("glEnable(textype)");
5065 LEAVE_GL();
5066 return WINED3D_OK;
5069 /* Context activation is done by the caller. */
5070 static void ffp_blit_unset(IWineD3DDevice *iface) {
5071 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
5072 ENTER_GL();
5073 glDisable(GL_TEXTURE_2D);
5074 checkGLcall("glDisable(GL_TEXTURE_2D)");
5075 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
5076 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5077 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5079 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
5080 glDisable(GL_TEXTURE_RECTANGLE_ARB);
5081 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5083 LEAVE_GL();
5086 static BOOL ffp_blit_color_fixup_supported(struct color_fixup_desc fixup)
5088 if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
5090 TRACE("Checking support for fixup:\n");
5091 dump_color_fixup_desc(fixup);
5094 /* We only support identity conversions. */
5095 if (is_identity_fixup(fixup))
5097 TRACE("[OK]\n");
5098 return TRUE;
5101 TRACE("[FAILED]\n");
5102 return FALSE;
5105 const struct blit_shader ffp_blit = {
5106 ffp_blit_alloc,
5107 ffp_blit_free,
5108 ffp_blit_set,
5109 ffp_blit_unset,
5110 ffp_blit_color_fixup_supported