wined3d: Check real depth/stencil capabilities based on WGL pixel formats.
[wine/gsoc_dplay.git] / dlls / wined3d / surface_gdi.c
blob5193e4a32afe6144a6d1c256187001aba0ff8043
1 /*
2 * 2D Surface implementation without OpenGL
4 * Copyright 1997-2000 Marcus Meissner
5 * Copyright 1998-2000 Lionel Ulmer
6 * Copyright 2000-2001 TransGaming Technologies Inc.
7 * Copyright 2002-2005 Jason Edmeades
8 * Copyright 2002-2003 Raphael Junqueira
9 * Copyright 2004 Christian Costa
10 * Copyright 2005 Oliver Stieber
11 * Copyright 2006-2008 Stefan Dösinger
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "config.h"
29 #include "wine/port.h"
30 #include "wined3d_private.h"
32 #include <assert.h>
33 #include <stdio.h>
35 /* Use the d3d_surface debug channel to have one channel for all surfaces */
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
37 WINE_DECLARE_DEBUG_CHANNEL(fps);
39 /*****************************************************************************
40 * x11_copy_to_screen
42 * Helper function that blts the front buffer contents to the target window
44 * Params:
45 * This: Surface to copy from
46 * rc: Rectangle to copy
48 *****************************************************************************/
49 static void
50 x11_copy_to_screen(IWineD3DSurfaceImpl *This,
51 LPRECT rc)
53 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
55 POINT offset = {0,0};
56 HWND hDisplayWnd;
57 HDC hDisplayDC;
58 HDC hSurfaceDC = 0;
59 RECT drawrect;
60 TRACE("(%p)->(%p): Copying to screen\n", This, rc);
62 hSurfaceDC = This->hDC;
64 hDisplayWnd = This->resource.wineD3DDevice->ddraw_window;
65 hDisplayDC = GetDCEx(hDisplayWnd, 0, DCX_CLIPSIBLINGS|DCX_CACHE);
66 if(rc)
68 TRACE(" copying rect (%d,%d)->(%d,%d), offset (%d,%d)\n",
69 rc->left, rc->top, rc->right, rc->bottom, offset.x, offset.y);
72 /* Front buffer coordinates are screen coordinates. Map them to the destination
73 * window if not fullscreened
75 if(!This->resource.wineD3DDevice->ddraw_fullscreen) {
76 ClientToScreen(hDisplayWnd, &offset);
78 #if 0
79 /* FIXME: this doesn't work... if users really want to run
80 * X in 8bpp, then we need to call directly into display.drv
81 * (or Wine's equivalent), and force a private colormap
82 * without default entries. */
83 if (This->palette) {
84 SelectPalette(hDisplayDC, This->palette->hpal, FALSE);
85 RealizePalette(hDisplayDC); /* sends messages => deadlocks */
87 #endif
88 drawrect.left = 0;
89 drawrect.right = This->currentDesc.Width;
90 drawrect.top = 0;
91 drawrect.bottom = This->currentDesc.Height;
93 #if 0
94 /* TODO: Support clippers */
95 if (This->clipper)
97 RECT xrc;
98 HWND hwnd = ((IWineD3DClipperImpl *) This->clipper)->hWnd;
99 if (hwnd && GetClientRect(hwnd,&xrc))
101 OffsetRect(&xrc,offset.x,offset.y);
102 IntersectRect(&drawrect,&drawrect,&xrc);
105 #endif
106 if (rc)
108 IntersectRect(&drawrect,&drawrect,rc);
110 else
112 /* Only use this if the caller did not pass a rectangle, since
113 * due to double locking this could be the wrong one ...
115 if (This->lockedRect.left != This->lockedRect.right)
117 IntersectRect(&drawrect,&drawrect,&This->lockedRect);
121 BitBlt(hDisplayDC,
122 drawrect.left-offset.x, drawrect.top-offset.y,
123 drawrect.right-drawrect.left, drawrect.bottom-drawrect.top,
124 hSurfaceDC,
125 drawrect.left, drawrect.top,
126 SRCCOPY);
127 ReleaseDC(hDisplayWnd, hDisplayDC);
131 /*****************************************************************************
132 * IWineD3DSurface::Release, GDI version
134 * In general a normal COM Release method, but the GDI version doesn't have
135 * to destroy all the GL things.
137 *****************************************************************************/
138 ULONG WINAPI IWineGDISurfaceImpl_Release(IWineD3DSurface *iface) {
139 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
140 ULONG ref = InterlockedDecrement(&This->resource.ref);
141 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
142 if (ref == 0) {
143 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
144 TRACE("(%p) : cleaning up\n", This);
146 if(This->Flags & SFLAG_DIBSECTION) {
147 /* Release the DC */
148 SelectObject(This->hDC, This->dib.holdbitmap);
149 DeleteDC(This->hDC);
150 /* Release the DIB section */
151 DeleteObject(This->dib.DIBsection);
152 This->dib.bitmap_data = NULL;
153 This->resource.allocatedMemory = NULL;
155 if(This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem(iface, NULL);
157 HeapFree(GetProcessHeap(), 0, This->palette9);
159 IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
160 if(iface == device->ddraw_primary)
161 device->ddraw_primary = NULL;
163 TRACE("(%p) Released\n", This);
164 HeapFree(GetProcessHeap(), 0, This);
167 return ref;
170 /*****************************************************************************
171 * IWineD3DSurface::PreLoad, GDI version
173 * This call is unsupported on GDI surfaces, if it's called something went
174 * wrong in the parent library. Write an informative warning
176 *****************************************************************************/
177 static void WINAPI
178 IWineGDISurfaceImpl_PreLoad(IWineD3DSurface *iface)
180 ERR("(%p): PreLoad is not supported on X11 surfaces!\n", iface);
181 ERR("(%p): Most likely the parent library did something wrong.\n", iface);
182 ERR("(%p): Please report to wine-devel\n", iface);
185 /*****************************************************************************
186 * IWineD3DSurface::Unoad, GDI version
188 * This call is unsupported on GDI surfaces, if it's called something went
189 * wrong in the parent library. Write an informative warning
191 *****************************************************************************/
192 static void WINAPI IWineGDISurfaceImpl_UnLoad(IWineD3DSurface *iface)
194 ERR("(%p): UnLoad is not supported on X11 surfaces!\n", iface);
195 ERR("(%p): Most likely the parent library did something wrong.\n", iface);
196 ERR("(%p): Please report to wine-devel\n", iface);
199 /*****************************************************************************
200 * IWineD3DSurface::LockRect, GDI version
202 * Locks the surface and returns a pointer to the surface memory
204 * Params:
205 * pLockedRect: Address to return the locking info at
206 * pRect: Rectangle to lock
207 * Flags: Some flags
209 * Returns:
210 * WINED3D_OK on success
211 * WINED3DERR_INVALIDCALL on errors
213 *****************************************************************************/
214 static HRESULT WINAPI
215 IWineGDISurfaceImpl_LockRect(IWineD3DSurface *iface,
216 WINED3DLOCKED_RECT* pLockedRect,
217 CONST RECT* pRect,
218 DWORD Flags)
220 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
222 /* Already locked? */
223 if(This->Flags & SFLAG_LOCKED)
225 ERR("(%p) Surface already locked\n", This);
226 /* What should I return here? */
227 return WINED3DERR_INVALIDCALL;
229 This->Flags |= SFLAG_LOCKED;
231 if(!This->resource.allocatedMemory) {
232 /* This happens on gdi surfaces if the application set a user pointer and resets it.
233 * Recreate the DIB section
235 IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
236 This->resource.allocatedMemory = This->dib.bitmap_data;
239 return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
242 /*****************************************************************************
243 * IWineD3DSurface::UnlockRect, GDI version
245 * Unlocks a surface. This implementation doesn't do much, except updating
246 * the window if the front buffer is unlocked
248 * Returns:
249 * WINED3D_OK on success
250 * WINED3DERR_INVALIDCALL on failure
252 *****************************************************************************/
253 static HRESULT WINAPI
254 IWineGDISurfaceImpl_UnlockRect(IWineD3DSurface *iface)
256 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
257 IWineD3DDeviceImpl *dev = This->resource.wineD3DDevice;
258 TRACE("(%p)\n", This);
260 if (!(This->Flags & SFLAG_LOCKED))
262 WARN("trying to Unlock an unlocked surf@%p\n", This);
263 return WINED3DERR_INVALIDCALL;
266 /* Can be useful for debugging */
267 #if 0
269 static unsigned int gen = 0;
270 char buffer[4096];
271 ++gen;
272 if ((gen % 10) == 0) {
273 snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm", This, This->glDescription.target, This->glDescription.level, gen);
274 IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
277 * debugging crash code
278 if (gen == 250) {
279 void** test = NULL;
280 *test = 0;
284 #endif
286 /* Update the screen */
287 if(This == (IWineD3DSurfaceImpl *) dev->ddraw_primary)
289 x11_copy_to_screen(This, &This->lockedRect);
292 This->Flags &= ~SFLAG_LOCKED;
293 memset(&This->lockedRect, 0, sizeof(RECT));
294 return WINED3D_OK;
297 /*****************************************************************************
298 * IWineD3DSurface::Flip, GDI version
300 * Flips 2 flipping enabled surfaces. Determining the 2 targets is done by
301 * the parent library. This implementation changes the data pointers of the
302 * surfaces and copies the new front buffer content to the screen
304 * Params:
305 * override: Flipping target(e.g. back buffer)
307 * Returns:
308 * WINED3D_OK on success
310 *****************************************************************************/
311 static HRESULT WINAPI
312 IWineGDISurfaceImpl_Flip(IWineD3DSurface *iface,
313 IWineD3DSurface *override,
314 DWORD Flags)
316 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
317 IWineD3DSurfaceImpl *Target = (IWineD3DSurfaceImpl *) override;
318 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
320 TRACE("(%p) Flipping to surface %p\n", This, Target);
322 if(Target == NULL)
324 ERR("(%p): Can't flip without a target\n", This);
325 return WINED3DERR_INVALIDCALL;
328 /* Flip the DC */
330 HDC tmp;
331 tmp = This->hDC;
332 This->hDC = Target->hDC;
333 Target->hDC = tmp;
336 /* Flip the DIBsection */
338 HBITMAP tmp;
339 tmp = This->dib.DIBsection;
340 This->dib.DIBsection = Target->dib.DIBsection;
341 Target->dib.DIBsection = tmp;
344 /* Flip the surface data */
346 void* tmp;
348 tmp = This->dib.bitmap_data;
349 This->dib.bitmap_data = Target->dib.bitmap_data;
350 Target->dib.bitmap_data = tmp;
352 tmp = This->resource.allocatedMemory;
353 This->resource.allocatedMemory = Target->resource.allocatedMemory;
354 Target->resource.allocatedMemory = tmp;
356 if(This->resource.heapMemory) {
357 ERR("GDI Surface %p has heap memory allocated\n", This);
359 if(Target->resource.heapMemory) {
360 ERR("GDI Surface %p has heap memory allocated\n", Target);
364 /* client_memory should not be different, but just in case */
366 BOOL tmp;
367 tmp = This->dib.client_memory;
368 This->dib.client_memory = Target->dib.client_memory;
369 Target->dib.client_memory = tmp;
372 /* Useful for debugging */
373 #if 0
375 static unsigned int gen = 0;
376 char buffer[4096];
377 ++gen;
378 if ((gen % 10) == 0) {
379 snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm", This, This->glDescription.target, This->glDescription.level, gen);
380 IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
383 * debugging crash code
384 if (gen == 250) {
385 void** test = NULL;
386 *test = 0;
390 #endif
392 /* Update the screen */
393 x11_copy_to_screen(This, NULL);
395 /* FPS support */
396 if (TRACE_ON(fps))
398 static long prev_time, frames;
400 DWORD time = GetTickCount();
401 frames++;
402 /* every 1.5 seconds */
403 if (time - prev_time > 1500) {
404 TRACE_(fps)("@ approx %.2ffps\n", 1000.0*frames/(time - prev_time));
405 prev_time = time;
406 frames = 0;
410 return WINED3D_OK;
413 /*****************************************************************************
414 * IWineD3DSurface::LoadTexture, GDI version
416 * This is mutually unsupported by GDI surfaces
418 * Returns:
419 * D3DERR_INVALIDCALL
421 *****************************************************************************/
422 HRESULT WINAPI
423 IWineGDISurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode)
425 ERR("Unsupported on X11 surfaces\n");
426 return WINED3DERR_INVALIDCALL;
429 /*****************************************************************************
430 * IWineD3DSurface::SaveSnapshot, GDI version
432 * This method writes the surface's contents to the in tga format to the
433 * file specified in filename.
435 * Params:
436 * filename: File to write to
438 * Returns:
439 * WINED3DERR_INVALIDCALL if the file couldn't be opened
440 * WINED3D_OK on success
442 *****************************************************************************/
443 static int get_shift(DWORD color_mask) {
444 int shift = 0;
445 while (color_mask > 0xFF) {
446 color_mask >>= 1;
447 shift += 1;
449 while ((color_mask & 0x80) == 0) {
450 color_mask <<= 1;
451 shift -= 1;
453 return shift;
457 HRESULT WINAPI
458 IWineGDISurfaceImpl_SaveSnapshot(IWineD3DSurface *iface,
459 const char* filename)
461 FILE* f = NULL;
462 UINT y = 0, x = 0;
463 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
464 static char *output = NULL;
465 static int size = 0;
466 const StaticPixelFormatDesc *formatEntry = getFormatDescEntry(This->resource.format, NULL, NULL);
468 if (This->pow2Width > size) {
469 output = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->pow2Width * 3);
470 size = This->pow2Width;
474 f = fopen(filename, "w+");
475 if (NULL == f) {
476 ERR("opening of %s failed with\n", filename);
477 return WINED3DERR_INVALIDCALL;
479 fprintf(f, "P6\n%d %d\n255\n", This->pow2Width, This->pow2Height);
481 if (This->resource.format == WINED3DFMT_P8) {
482 unsigned char table[256][3];
483 int i;
485 if (This->palette == NULL) {
486 fclose(f);
487 return WINED3DERR_INVALIDCALL;
489 for (i = 0; i < 256; i++) {
490 table[i][0] = This->palette->palents[i].peRed;
491 table[i][1] = This->palette->palents[i].peGreen;
492 table[i][2] = This->palette->palents[i].peBlue;
494 for (y = 0; y < This->pow2Height; y++) {
495 unsigned char *src = This->resource.allocatedMemory + (y * 1 * IWineD3DSurface_GetPitch(iface));
496 for (x = 0; x < This->pow2Width; x++) {
497 unsigned char color = *src;
498 src += 1;
500 output[3 * x + 0] = table[color][0];
501 output[3 * x + 1] = table[color][1];
502 output[3 * x + 2] = table[color][2];
504 fwrite(output, 3 * This->pow2Width, 1, f);
506 } else {
507 int red_shift, green_shift, blue_shift, pix_width, alpha_shift;
509 pix_width = This->bytesPerPixel;
511 red_shift = get_shift(formatEntry->redMask);
512 green_shift = get_shift(formatEntry->greenMask);
513 blue_shift = get_shift(formatEntry->blueMask);
514 alpha_shift = get_shift(formatEntry->alphaMask);
516 for (y = 0; y < This->pow2Height; y++) {
517 unsigned char *src = This->resource.allocatedMemory + (y * 1 * IWineD3DSurface_GetPitch(iface));
518 for (x = 0; x < This->pow2Width; x++) {
519 unsigned int color;
520 unsigned int comp;
521 int i;
523 color = 0;
524 for (i = 0; i < pix_width; i++) {
525 color |= src[i] << (8 * i);
527 src += 1 * pix_width;
529 comp = color & formatEntry->redMask;
530 output[3 * x + 0] = red_shift > 0 ? comp >> red_shift : comp << -red_shift;
531 comp = color & formatEntry->greenMask;
532 output[3 * x + 1] = green_shift > 0 ? comp >> green_shift : comp << -green_shift;
533 comp = color & formatEntry->alphaMask;
534 output[3 * x + 2] = alpha_shift > 0 ? comp >> alpha_shift : comp << -alpha_shift;
536 fwrite(output, 3 * This->pow2Width, 1, f);
539 fclose(f);
540 return WINED3D_OK;
543 HRESULT WINAPI IWineGDISurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) {
544 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
545 WINED3DLOCKED_RECT lock;
546 HRESULT hr;
547 RGBQUAD col[256];
549 TRACE("(%p)->(%p)\n",This,pHDC);
551 if(This->Flags & SFLAG_USERPTR) {
552 ERR("Not supported on surfaces with an application-provided surfaces\n");
553 return WINEDDERR_NODC;
556 /* Give more detailed info for ddraw */
557 if (This->Flags & SFLAG_DCINUSE)
558 return WINEDDERR_DCALREADYCREATED;
560 /* Can't GetDC if the surface is locked */
561 if (This->Flags & SFLAG_LOCKED)
562 return WINED3DERR_INVALIDCALL;
564 memset(&lock, 0, sizeof(lock)); /* To be sure */
566 /* Should have a DIB section already */
568 /* Lock the surface */
569 hr = IWineD3DSurface_LockRect(iface,
570 &lock,
571 NULL,
573 if(FAILED(hr)) {
574 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
575 /* keep the dib section */
576 return hr;
579 if(This->resource.format == WINED3DFMT_P8 ||
580 This->resource.format == WINED3DFMT_A8P8) {
581 unsigned int n;
582 if(This->palette) {
583 PALETTEENTRY ent[256];
585 GetPaletteEntries(This->palette->hpal, 0, 256, ent);
586 for (n=0; n<256; n++) {
587 col[n].rgbRed = ent[n].peRed;
588 col[n].rgbGreen = ent[n].peGreen;
589 col[n].rgbBlue = ent[n].peBlue;
590 col[n].rgbReserved = 0;
592 } else {
593 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
595 for (n=0; n<256; n++) {
596 col[n].rgbRed = device->palettes[device->currentPalette][n].peRed;
597 col[n].rgbGreen = device->palettes[device->currentPalette][n].peGreen;
598 col[n].rgbBlue = device->palettes[device->currentPalette][n].peBlue;
599 col[n].rgbReserved = 0;
603 SetDIBColorTable(This->hDC, 0, 256, col);
606 *pHDC = This->hDC;
607 TRACE("returning %p\n",*pHDC);
608 This->Flags |= SFLAG_DCINUSE;
610 return WINED3D_OK;
613 HRESULT WINAPI IWineGDISurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) {
614 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
616 TRACE("(%p)->(%p)\n",This,hDC);
618 if (!(This->Flags & SFLAG_DCINUSE))
619 return WINED3DERR_INVALIDCALL;
621 if (This->hDC !=hDC) {
622 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
623 return WINED3DERR_INVALIDCALL;
626 /* we locked first, so unlock now */
627 IWineD3DSurface_UnlockRect(iface);
629 This->Flags &= ~SFLAG_DCINUSE;
631 return WINED3D_OK;
634 HRESULT WINAPI IWineGDISurfaceImpl_RealizePalette(IWineD3DSurface *iface) {
635 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
636 RGBQUAD col[256];
637 IWineD3DPaletteImpl *pal = This->palette;
638 unsigned int n;
639 TRACE("(%p)\n", This);
641 if(This->Flags & SFLAG_DIBSECTION) {
642 TRACE("(%p): Updating the hdc's palette\n", This);
643 for (n=0; n<256; n++) {
644 if(pal) {
645 col[n].rgbRed = pal->palents[n].peRed;
646 col[n].rgbGreen = pal->palents[n].peGreen;
647 col[n].rgbBlue = pal->palents[n].peBlue;
648 } else {
649 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
650 /* Use the default device palette */
651 col[n].rgbRed = device->palettes[device->currentPalette][n].peRed;
652 col[n].rgbGreen = device->palettes[device->currentPalette][n].peGreen;
653 col[n].rgbBlue = device->palettes[device->currentPalette][n].peBlue;
655 col[n].rgbReserved = 0;
657 SetDIBColorTable(This->hDC, 0, 256, col);
660 /* Update the image because of the palette change. Note that this function is also
661 * called on a palette removal. In such a case we don't have to update the screen.
662 * Some games like e.g Red Alert call SetEntries a lot to implement fading.
664 if(pal && This->resource.usage & WINED3DUSAGE_RENDERTARGET)
665 x11_copy_to_screen(This, NULL);
667 return WINED3D_OK;
670 /*****************************************************************************
671 * IWineD3DSurface::PrivateSetup, GDI version
673 * Initializes the GDI surface, aka creates the DIB section we render to
674 * The DIB section creation is done by calling GetDC, which will create the
675 * section and releasing the dc to allow the app to use it. The dib section
676 * will stay until the surface is released
678 * GDI surfaces do not need to be a power of 2 in size, so the pow2 sizes
679 * are set to the real sizes to save memory. The NONPOW2 flag is unset to
680 * avoid confusion in the shared surface code.
682 * Returns:
683 * WINED3D_OK on success
684 * The return values of called methods on failure
686 *****************************************************************************/
687 HRESULT WINAPI
688 IWineGDISurfaceImpl_PrivateSetup(IWineD3DSurface *iface)
690 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
692 if(This->resource.usage & WINED3DUSAGE_OVERLAY)
694 ERR("(%p) Overlays not yet supported by GDI surfaces\n", This);
695 return WINED3DERR_INVALIDCALL;
697 /* Sysmem textures have memory already allocated -
698 * release it, this avoids an unnecessary memcpy
700 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
701 This->resource.allocatedMemory = NULL;
702 This->resource.heapMemory = NULL;
704 /* We don't mind the nonpow2 stuff in GDI */
705 This->pow2Width = This->currentDesc.Width;
706 This->pow2Height = This->currentDesc.Height;
708 IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
709 This->resource.allocatedMemory = This->dib.bitmap_data;
711 return WINED3D_OK;
714 void WINAPI IWineGDISurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target) {
715 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
717 /* Ignore 0 textureName and target. D3D textures can be created with gdi surfaces as plain
718 * containers, but they're useless until the app creates a d3d device from a d3d point of
719 * view, it's not an implementation limitation. This avoids false warnings when the texture
720 * is destroyed and sets the description back to 0/0
722 if(textureName != 0 || target != 0) {
723 FIXME("(%p) : Should not be called on a GDI surface. textureName %u, target %i\n", This, textureName, target);
724 DebugBreak();
728 void WINAPI IWineGDISurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription) {
729 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
730 FIXME("(%p) : Should not be called on a GDI surface\n", This);
731 *glDescription = NULL;
734 HRESULT WINAPI IWineGDISurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect) {
735 /* GDI surface data can only be in one location, the system memory dib section. So they are
736 * always clean by definition.
738 TRACE("No dirtification in GDI surfaces\n");
739 return WINED3D_OK;
742 HRESULT WINAPI IWineGDISurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
743 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
745 /* Render targets depend on their hdc, and we can't create an hdc on a user pointer */
746 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
747 ERR("Not supported on render targets\n");
748 return WINED3DERR_INVALIDCALL;
751 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
752 WARN("Surface is locked or the HDC is in use\n");
753 return WINED3DERR_INVALIDCALL;
756 if(Mem && Mem != This->resource.allocatedMemory) {
757 void *release = NULL;
759 /* Do I have to copy the old surface content? */
760 if(This->Flags & SFLAG_DIBSECTION) {
761 /* Release the DC. No need to hold the critical section for the update
762 * Thread because this thread runs only on front buffers, but this method
763 * fails for render targets in the check above.
765 SelectObject(This->hDC, This->dib.holdbitmap);
766 DeleteDC(This->hDC);
767 /* Release the DIB section */
768 DeleteObject(This->dib.DIBsection);
769 This->dib.bitmap_data = NULL;
770 This->resource.allocatedMemory = NULL;
771 This->hDC = NULL;
772 This->Flags &= ~SFLAG_DIBSECTION;
773 } else if(!(This->Flags & SFLAG_USERPTR)) {
774 release = This->resource.allocatedMemory;
776 This->resource.allocatedMemory = Mem;
777 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
779 /* Now free the old memory if any */
780 HeapFree(GetProcessHeap(), 0, release);
781 } else if(This->Flags & SFLAG_USERPTR) {
782 /* Lockrect and GetDC will re-create the dib section and allocated memory */
783 This->resource.allocatedMemory = NULL;
784 This->Flags &= ~SFLAG_USERPTR;
786 return WINED3D_OK;
789 /***************************
791 ***************************/
792 static void WINAPI IWineGDISurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
793 TRACE("(%p)->(%s, %s)\n", iface,
794 flag == SFLAG_INSYSMEM ? "SFLAG_INSYSMEM" : flag == SFLAG_INDRAWABLE ? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
795 persistent ? "TRUE" : "FALSE");
796 /* GDI surfaces can be in system memory only */
797 if(flag != SFLAG_INSYSMEM) {
798 ERR("GDI Surface requested in gl %s memory\n", flag == SFLAG_INDRAWABLE ? "drawable" : "texture");
802 static HRESULT WINAPI IWineGDISurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
803 if(flag != SFLAG_INSYSMEM) {
804 ERR("GDI Surface requested to be copied to gl %s\n", flag == SFLAG_INTEXTURE ? "texture" : "drawable");
805 } else {
806 TRACE("Surface requested in surface memory\n");
808 return WINED3D_OK;
811 /* FIXME: This vtable should not use any IWineD3DSurface* implementation functions,
812 * only IWineD3DBaseSurface and IWineGDISurface ones.
814 const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl =
816 /* IUnknown */
817 IWineD3DBaseSurfaceImpl_QueryInterface,
818 IWineD3DBaseSurfaceImpl_AddRef,
819 IWineGDISurfaceImpl_Release,
820 /* IWineD3DResource */
821 IWineD3DBaseSurfaceImpl_GetParent,
822 IWineD3DBaseSurfaceImpl_GetDevice,
823 IWineD3DBaseSurfaceImpl_SetPrivateData,
824 IWineD3DBaseSurfaceImpl_GetPrivateData,
825 IWineD3DBaseSurfaceImpl_FreePrivateData,
826 IWineD3DBaseSurfaceImpl_SetPriority,
827 IWineD3DBaseSurfaceImpl_GetPriority,
828 IWineGDISurfaceImpl_PreLoad,
829 IWineGDISurfaceImpl_UnLoad,
830 IWineD3DBaseSurfaceImpl_GetType,
831 /* IWineD3DSurface */
832 IWineD3DBaseSurfaceImpl_GetContainer,
833 IWineD3DBaseSurfaceImpl_GetDesc,
834 IWineGDISurfaceImpl_LockRect,
835 IWineGDISurfaceImpl_UnlockRect,
836 IWineGDISurfaceImpl_GetDC,
837 IWineGDISurfaceImpl_ReleaseDC,
838 IWineGDISurfaceImpl_Flip,
839 IWineD3DBaseSurfaceImpl_Blt,
840 IWineD3DBaseSurfaceImpl_GetBltStatus,
841 IWineD3DBaseSurfaceImpl_GetFlipStatus,
842 IWineD3DBaseSurfaceImpl_IsLost,
843 IWineD3DBaseSurfaceImpl_Restore,
844 IWineD3DBaseSurfaceImpl_BltFast,
845 IWineD3DBaseSurfaceImpl_GetPalette,
846 IWineD3DBaseSurfaceImpl_SetPalette,
847 IWineGDISurfaceImpl_RealizePalette,
848 IWineD3DBaseSurfaceImpl_SetColorKey,
849 IWineD3DBaseSurfaceImpl_GetPitch,
850 IWineGDISurfaceImpl_SetMem,
851 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
852 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
853 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
854 IWineD3DBaseSurfaceImpl_UpdateOverlay,
855 IWineD3DBaseSurfaceImpl_SetClipper,
856 IWineD3DBaseSurfaceImpl_GetClipper,
857 /* Internal use: */
858 IWineGDISurfaceImpl_AddDirtyRect,
859 IWineGDISurfaceImpl_LoadTexture,
860 IWineD3DBaseSurfaceImpl_BindTexture,
861 IWineGDISurfaceImpl_SaveSnapshot,
862 IWineD3DBaseSurfaceImpl_SetContainer,
863 IWineGDISurfaceImpl_SetGlTextureDesc,
864 IWineGDISurfaceImpl_GetGlDesc,
865 IWineD3DSurfaceImpl_GetData,
866 IWineD3DBaseSurfaceImpl_SetFormat,
867 IWineGDISurfaceImpl_PrivateSetup,
868 IWineGDISurfaceImpl_ModifyLocation,
869 IWineGDISurfaceImpl_LoadLocation