wined3d: Remove the format field from IWineD3DResourceClass.
[wine/hacks.git] / dlls / wined3d / surface.c
blob08cf64f6f4b330f6930e17d9b2047fde8e30a0f6
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);
35 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
37 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey);
38 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert);
39 static void surface_remove_pbo(IWineD3DSurfaceImpl *This);
41 void surface_force_reload(IWineD3DSurface *iface)
43 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
45 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
48 void surface_set_texture_name(IWineD3DSurface *iface, GLuint new_name, BOOL srgb)
50 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
51 GLuint *name;
52 DWORD flag;
54 if(srgb)
56 name = &This->glDescription.srgbTextureName;
57 flag = SFLAG_INSRGBTEX;
59 else
61 name = &This->glDescription.textureName;
62 flag = SFLAG_INTEXTURE;
65 TRACE("(%p) : setting texture name %u\n", This, new_name);
67 if (!*name && new_name)
69 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
70 * surface has no texture name yet. See if we can get rid of this. */
71 if (This->Flags & flag)
72 ERR("Surface has SFLAG_INTEXTURE set, but no texture name\n");
73 IWineD3DSurface_ModifyLocation(iface, flag, FALSE);
76 *name = new_name;
77 surface_force_reload(iface);
80 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target)
82 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
84 TRACE("(%p) : setting target %#x\n", This, target);
86 if (This->glDescription.target != target)
88 if (target == GL_TEXTURE_RECTANGLE_ARB)
90 This->Flags &= ~SFLAG_NORMCOORD;
92 else if (This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB)
94 This->Flags |= SFLAG_NORMCOORD;
97 This->glDescription.target = target;
98 surface_force_reload(iface);
101 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This, BOOL srgb) {
102 int active_sampler;
104 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
105 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
106 * gl states. The current texture unit should always be a valid one.
108 * To be more specific, this is tricky because we can implicitly be called
109 * from sampler() in state.c. This means we can't touch anything other than
110 * whatever happens to be the currently active texture, or we would risk
111 * marking already applied sampler states dirty again.
113 * TODO: Track the current active texture per GL context instead of using glGet
115 GLint active_texture;
116 ENTER_GL();
117 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
118 LEAVE_GL();
119 active_sampler = This->resource.wineD3DDevice->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
121 if (active_sampler != -1) {
122 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(active_sampler));
124 IWineD3DSurface_BindTexture((IWineD3DSurface *)This, srgb);
127 /* This function checks if the primary render target uses the 8bit paletted format. */
128 static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
130 if (device->render_targets && device->render_targets[0]) {
131 IWineD3DSurfaceImpl* render_target = (IWineD3DSurfaceImpl*)device->render_targets[0];
132 if ((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
133 && (render_target->resource.format_desc->format == WINED3DFMT_P8))
134 return TRUE;
136 return FALSE;
139 /* This call just downloads data, the caller is responsible for activating the
140 * right context and binding the correct texture. */
141 static void surface_download_data(IWineD3DSurfaceImpl *This) {
142 const struct GlPixelFormatDesc *format_desc = This->resource.format_desc;
144 /* Only support read back of converted P8 surfaces */
145 if (This->Flags & SFLAG_CONVERTED && format_desc->format != WINED3DFMT_P8)
147 FIXME("Read back converted textures unsupported, format=%s\n", debug_d3dformat(format_desc->format));
148 return;
151 ENTER_GL();
153 if (format_desc->format == WINED3DFMT_DXT1 || format_desc->format == WINED3DFMT_DXT2
154 || format_desc->format == WINED3DFMT_DXT3 || format_desc->format == WINED3DFMT_DXT4
155 || format_desc->format == WINED3DFMT_DXT5 || format_desc->format == WINED3DFMT_ATI2N)
157 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) { /* We can assume this as the texture would not have been created otherwise */
158 FIXME("(%p) : Attempting to lock a compressed texture when texture compression isn't supported by opengl\n", This);
159 } else {
160 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p\n",
161 This, This->glDescription.level, format_desc->glFormat, format_desc->glType,
162 This->resource.allocatedMemory);
164 if(This->Flags & SFLAG_PBO) {
165 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
166 checkGLcall("glBindBufferARB");
167 GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, NULL));
168 checkGLcall("glGetCompressedTexImageARB()");
169 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
170 checkGLcall("glBindBufferARB");
171 } else {
172 GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, This->resource.allocatedMemory));
173 checkGLcall("glGetCompressedTexImageARB()");
176 LEAVE_GL();
177 } else {
178 void *mem;
179 GLenum format = format_desc->glFormat;
180 GLenum type = format_desc->glType;
181 int src_pitch = 0;
182 int dst_pitch = 0;
184 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
185 if (format_desc->format == WINED3DFMT_P8 && primary_render_target_is_p8(This->resource.wineD3DDevice))
187 format = GL_ALPHA;
188 type = GL_UNSIGNED_BYTE;
191 if (This->Flags & SFLAG_NONPOW2) {
192 unsigned char alignment = This->resource.wineD3DDevice->surface_alignment;
193 src_pitch = This->bytesPerPixel * This->pow2Width;
194 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
195 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
196 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
197 } else {
198 mem = This->resource.allocatedMemory;
201 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
202 format, type, mem);
204 if(This->Flags & SFLAG_PBO) {
205 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
206 checkGLcall("glBindBufferARB");
208 glGetTexImage(This->glDescription.target, This->glDescription.level, format,
209 type, NULL);
210 checkGLcall("glGetTexImage()");
212 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
213 checkGLcall("glBindBufferARB");
214 } else {
215 glGetTexImage(This->glDescription.target, This->glDescription.level, format,
216 type, mem);
217 checkGLcall("glGetTexImage()");
219 LEAVE_GL();
221 if (This->Flags & SFLAG_NONPOW2) {
222 const BYTE *src_data;
223 BYTE *dst_data;
224 UINT y;
226 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
227 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
228 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
230 * We're doing this...
232 * instead of boxing the texture :
233 * |<-texture width ->| -->pow2width| /\
234 * |111111111111111111| | |
235 * |222 Texture 222222| boxed empty | texture height
236 * |3333 Data 33333333| | |
237 * |444444444444444444| | \/
238 * ----------------------------------- |
239 * | boxed empty | boxed empty | pow2height
240 * | | | \/
241 * -----------------------------------
244 * we're repacking the data to the expected texture width
246 * |<-texture width ->| -->pow2width| /\
247 * |111111111111111111222222222222222| |
248 * |222333333333333333333444444444444| texture height
249 * |444444 | |
250 * | | \/
251 * | | |
252 * | empty | pow2height
253 * | | \/
254 * -----------------------------------
256 * == is the same as
258 * |<-texture width ->| /\
259 * |111111111111111111|
260 * |222222222222222222|texture height
261 * |333333333333333333|
262 * |444444444444444444| \/
263 * --------------------
265 * this also means that any references to allocatedMemory should work with the data as if were a
266 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
268 * internally the texture is still stored in a boxed format so any references to textureName will
269 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
271 * Performance should not be an issue, because applications normally do not lock the surfaces when
272 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
273 * and doesn't have to be re-read.
275 src_data = mem;
276 dst_data = This->resource.allocatedMemory;
277 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
278 for (y = 1 ; y < This->currentDesc.Height; y++) {
279 /* skip the first row */
280 src_data += src_pitch;
281 dst_data += dst_pitch;
282 memcpy(dst_data, src_data, dst_pitch);
285 HeapFree(GetProcessHeap(), 0, mem);
289 /* Surface has now been downloaded */
290 This->Flags |= SFLAG_INSYSMEM;
293 /* This call just uploads data, the caller is responsible for activating the
294 * right context and binding the correct texture. */
295 static void surface_upload_data(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *data) {
296 const struct GlPixelFormatDesc *format_desc = This->resource.format_desc;
298 if (format_desc->heightscale != 1.0 && format_desc->heightscale != 0.0) height *= format_desc->heightscale;
300 if (format_desc->format == WINED3DFMT_DXT1 || format_desc->format == WINED3DFMT_DXT2
301 || format_desc->format == WINED3DFMT_DXT3 || format_desc->format == WINED3DFMT_DXT4
302 || format_desc->format == WINED3DFMT_DXT5 || format_desc->format == WINED3DFMT_ATI2N)
304 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
305 FIXME("Using DXT1/3/5 without advertized support\n");
306 } else {
307 /* glCompressedTexSubImage2D for uploading and glTexImage2D for allocating does not work well on some drivers(r200 dri, MacOS ATI driver)
308 * glCompressedTexImage2D does not accept NULL pointers. So for compressed textures surface_allocate_surface does nothing, and this
309 * function uses glCompressedTexImage2D instead of the SubImage call
311 TRACE("(%p) : Calling glCompressedTexSubImage2D w %d, h %d, data %p\n", This, width, height, data);
312 ENTER_GL();
314 if(This->Flags & SFLAG_PBO) {
315 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
316 checkGLcall("glBindBufferARB");
317 TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
319 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
320 width, height, 0 /* border */, This->resource.size, NULL));
321 checkGLcall("glCompressedTexSubImage2D");
323 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
324 checkGLcall("glBindBufferARB");
325 } else {
326 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
327 width, height, 0 /* border */, This->resource.size, data));
328 checkGLcall("glCompressedTexSubImage2D");
330 LEAVE_GL();
332 } else {
333 TRACE("(%p) : Calling glTexSubImage2D w %d, h %d, data, %p\n", This, width, height, data);
334 ENTER_GL();
336 if(This->Flags & SFLAG_PBO) {
337 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
338 checkGLcall("glBindBufferARB");
339 TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
341 glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, NULL);
342 checkGLcall("glTexSubImage2D");
344 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
345 checkGLcall("glBindBufferARB");
347 else {
348 glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, data);
349 checkGLcall("glTexSubImage2D");
352 LEAVE_GL();
356 /* This call just allocates the texture, the caller is responsible for
357 * activating the right context and binding the correct texture. */
358 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type) {
359 const struct GlPixelFormatDesc *format_desc = This->resource.format_desc;
360 BOOL enable_client_storage = FALSE;
361 const BYTE *mem = NULL;
363 if (format_desc->heightscale != 1.0 && format_desc->heightscale != 0.0) height *= format_desc->heightscale;
365 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",
366 This, This->glDescription.target, This->glDescription.level, debug_d3dformat(format_desc->format),
367 internal, width, height, format, type);
369 if (format_desc->format == WINED3DFMT_DXT1 || format_desc->format == WINED3DFMT_DXT2
370 || format_desc->format == WINED3DFMT_DXT3 || format_desc->format == WINED3DFMT_DXT4
371 || format_desc->format == WINED3DFMT_DXT5 || format_desc->format == WINED3DFMT_ATI2N)
373 /* glCompressedTexImage2D does not accept NULL pointers, so we cannot allocate a compressed texture without uploading data */
374 TRACE("Not allocating compressed surfaces, surface_upload_data will specify them\n");
376 /* We have to point GL to the client storage memory here, because upload_data might use a PBO. This means a double upload
377 * once, unfortunately
379 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
380 /* Neither NONPOW2, DIBSECTION nor OVERSIZE flags can be set on compressed textures */
381 This->Flags |= SFLAG_CLIENT;
382 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
383 ENTER_GL();
384 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
385 width, height, 0 /* border */, This->resource.size, mem));
386 LEAVE_GL();
389 return;
392 ENTER_GL();
394 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
395 if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_OVERSIZE | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
396 /* In some cases we want to disable client storage.
397 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
398 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
399 * SFLAG_OVERSIZE: The gl texture is smaller than the allocated memory
400 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
401 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
403 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
404 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
405 This->Flags &= ~SFLAG_CLIENT;
406 enable_client_storage = TRUE;
407 } else {
408 This->Flags |= SFLAG_CLIENT;
410 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
411 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
413 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
416 glTexImage2D(This->glDescription.target, This->glDescription.level, internal, width, height, 0, format, type, mem);
417 checkGLcall("glTexImage2D");
419 if(enable_client_storage) {
420 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
421 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
423 LEAVE_GL();
426 /* In D3D the depth stencil dimensions have to be greater than or equal to the
427 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
428 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
429 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height) {
430 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
431 renderbuffer_entry_t *entry;
432 GLuint renderbuffer = 0;
433 unsigned int src_width, src_height;
435 src_width = This->pow2Width;
436 src_height = This->pow2Height;
438 /* A depth stencil smaller than the render target is not valid */
439 if (width > src_width || height > src_height) return;
441 /* Remove any renderbuffer set if the sizes match */
442 if (width == src_width && height == src_height) {
443 This->current_renderbuffer = NULL;
444 return;
447 /* Look if we've already got a renderbuffer of the correct dimensions */
448 LIST_FOR_EACH_ENTRY(entry, &This->renderbuffers, renderbuffer_entry_t, entry) {
449 if (entry->width == width && entry->height == height) {
450 renderbuffer = entry->id;
451 This->current_renderbuffer = entry;
452 break;
456 if (!renderbuffer) {
457 GL_EXTCALL(glGenRenderbuffersEXT(1, &renderbuffer));
458 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderbuffer));
459 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,
460 This->resource.format_desc->glInternal, width, height));
462 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
463 entry->width = width;
464 entry->height = height;
465 entry->id = renderbuffer;
466 list_add_head(&This->renderbuffers, &entry->entry);
468 This->current_renderbuffer = entry;
471 checkGLcall("set_compatible_renderbuffer");
474 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain) {
475 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
476 IWineD3DSwapChainImpl *swapchain_impl = (IWineD3DSwapChainImpl *)swapchain;
478 TRACE("(%p) : swapchain %p\n", This, swapchain);
480 if (swapchain_impl->backBuffer && swapchain_impl->backBuffer[0] == iface) {
481 TRACE("Returning GL_BACK\n");
482 return GL_BACK;
483 } else if (swapchain_impl->frontBuffer == iface) {
484 TRACE("Returning GL_FRONT\n");
485 return GL_FRONT;
488 FIXME("Higher back buffer, returning GL_BACK\n");
489 return GL_BACK;
492 /* Slightly inefficient way to handle multiple dirty rects but it works :) */
493 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect)
495 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
496 IWineD3DBaseTexture *baseTexture = NULL;
498 if (!(This->Flags & SFLAG_INSYSMEM) && (This->Flags & SFLAG_INTEXTURE))
499 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
501 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
502 if (dirty_rect)
504 This->dirtyRect.left = min(This->dirtyRect.left, dirty_rect->left);
505 This->dirtyRect.top = min(This->dirtyRect.top, dirty_rect->top);
506 This->dirtyRect.right = max(This->dirtyRect.right, dirty_rect->right);
507 This->dirtyRect.bottom = max(This->dirtyRect.bottom, dirty_rect->bottom);
509 else
511 This->dirtyRect.left = 0;
512 This->dirtyRect.top = 0;
513 This->dirtyRect.right = This->currentDesc.Width;
514 This->dirtyRect.bottom = This->currentDesc.Height;
517 TRACE("(%p) : Dirty: yes, Rect:(%d, %d, %d, %d)\n", This, This->dirtyRect.left,
518 This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
520 /* if the container is a basetexture then mark it dirty. */
521 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture)))
523 TRACE("Passing to container\n");
524 IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
525 IWineD3DBaseTexture_Release(baseTexture);
529 static ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface)
531 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
532 ULONG ref = InterlockedDecrement(&This->resource.ref);
533 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
534 if (ref == 0) {
535 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
536 renderbuffer_entry_t *entry, *entry2;
537 TRACE("(%p) : cleaning up\n", This);
539 /* Need a context to destroy the texture. Use the currently active render target, but only if
540 * the primary render target exists. Otherwise lastActiveRenderTarget is garbage, see above.
541 * When destroying the primary rt, Uninit3D will activate a context before doing anything
543 if(device->render_targets && device->render_targets[0]) {
544 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
547 ENTER_GL();
548 if (This->glDescription.textureName != 0) { /* release the openGL texture.. */
549 TRACE("Deleting texture %d\n", This->glDescription.textureName);
550 glDeleteTextures(1, &This->glDescription.textureName);
553 if(This->Flags & SFLAG_PBO) {
554 /* Delete the PBO */
555 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
558 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
559 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
560 HeapFree(GetProcessHeap(), 0, entry);
562 LEAVE_GL();
564 if(This->Flags & SFLAG_DIBSECTION) {
565 /* Release the DC */
566 SelectObject(This->hDC, This->dib.holdbitmap);
567 DeleteDC(This->hDC);
568 /* Release the DIB section */
569 DeleteObject(This->dib.DIBsection);
570 This->dib.bitmap_data = NULL;
571 This->resource.allocatedMemory = NULL;
573 if(This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem(iface, NULL);
575 HeapFree(GetProcessHeap(), 0, This->palette9);
577 resource_cleanup((IWineD3DResource *)iface);
579 if(This->overlay_dest) {
580 list_remove(&This->overlay_entry);
583 TRACE("(%p) Released\n", This);
584 HeapFree(GetProcessHeap(), 0, This);
587 return ref;
590 /* ****************************************************
591 IWineD3DSurface IWineD3DResource parts follow
592 **************************************************** */
594 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb)
596 /* TODO: check for locks */
597 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
598 IWineD3DBaseTexture *baseTexture = NULL;
599 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
601 TRACE("(%p)Checking to see if the container is a base texture\n", This);
602 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
603 IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *) baseTexture;
604 TRACE("Passing to container\n");
605 tex_impl->baseTexture.internal_preload(baseTexture, SRGB_RGB);
606 IWineD3DBaseTexture_Release(baseTexture);
607 } else {
608 TRACE("(%p) : About to load surface\n", This);
610 if(!device->isInDraw) {
611 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
614 if (This->resource.format_desc->format == WINED3DFMT_P8
615 || This->resource.format_desc->format == WINED3DFMT_A8P8)
617 if(palette9_changed(This)) {
618 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
619 /* TODO: This is not necessarily needed with hw palettized texture support */
620 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
621 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
622 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
626 IWineD3DSurface_LoadTexture(iface, srgb == SRGB_SRGB ? TRUE : FALSE);
628 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
629 /* Tell opengl to try and keep this texture in video ram (well mostly) */
630 GLclampf tmp;
631 tmp = 0.9f;
632 ENTER_GL();
633 glPrioritizeTextures(1, &This->glDescription.textureName, &tmp);
634 LEAVE_GL();
637 return;
640 static void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
641 surface_internal_preload(iface, SRGB_ANY);
644 static void surface_remove_pbo(IWineD3DSurfaceImpl *This) {
645 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
646 This->resource.allocatedMemory =
647 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
649 ENTER_GL();
650 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
651 checkGLcall("glBindBuffer(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
652 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
653 checkGLcall("glGetBufferSubData");
654 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
655 checkGLcall("glDeleteBuffers");
656 LEAVE_GL();
658 This->pbo = 0;
659 This->Flags &= ~SFLAG_PBO;
662 static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
663 IWineD3DBaseTexture *texture = NULL;
664 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
665 renderbuffer_entry_t *entry, *entry2;
666 TRACE("(%p)\n", iface);
668 if(This->resource.pool == WINED3DPOOL_DEFAULT) {
669 /* Default pool resources are supposed to be destroyed before Reset is called.
670 * Implicit resources stay however. So this means we have an implicit render target
671 * or depth stencil. The content may be destroyed, but we still have to tear down
672 * opengl resources, so we cannot leave early.
674 * Put the most up to date surface location into the drawable. D3D-wise this content
675 * is undefined, so it would be nowhere, but that would make the location management
676 * more complicated. The drawable is a sane location, because if we mark sysmem or
677 * texture up to date, drawPrim will copy the uninitialized texture or sysmem to the
678 * uninitialized drawable. That's pointless and we'd have to allocate the texture /
679 * sysmem copy here.
681 if (This->resource.usage & WINED3DUSAGE_DEPTHSTENCIL) {
682 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
683 } else {
684 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, TRUE);
686 } else {
687 /* Load the surface into system memory */
688 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
689 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
691 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
692 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
694 /* Destroy PBOs, but load them into real sysmem before */
695 if(This->Flags & SFLAG_PBO) {
696 surface_remove_pbo(This);
699 /* Destroy fbo render buffers. This is needed for implicit render targets, for
700 * all application-created targets the application has to release the surface
701 * before calling _Reset
703 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
704 ENTER_GL();
705 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
706 LEAVE_GL();
707 list_remove(&entry->entry);
708 HeapFree(GetProcessHeap(), 0, entry);
710 list_init(&This->renderbuffers);
711 This->current_renderbuffer = NULL;
713 /* If we're in a texture, the texture name belongs to the texture. Otherwise,
714 * destroy it
716 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **) &texture);
717 if(!texture) {
718 ENTER_GL();
719 glDeleteTextures(1, &This->glDescription.textureName);
720 This->glDescription.textureName = 0;
721 LEAVE_GL();
722 } else {
723 IWineD3DBaseTexture_Release(texture);
725 return;
728 /* ******************************************************
729 IWineD3DSurface IWineD3DSurface parts follow
730 ****************************************************** */
732 static void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription)
734 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
735 TRACE("(%p) : returning %p\n", This, &This->glDescription);
736 *glDescription = &This->glDescription;
739 /* Read the framebuffer back into the surface */
740 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, void *dest, UINT pitch) {
741 IWineD3DSwapChainImpl *swapchain;
742 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
743 BYTE *mem;
744 GLint fmt;
745 GLint type;
746 BYTE *row, *top, *bottom;
747 int i;
748 BOOL bpp;
749 RECT local_rect;
750 BOOL srcIsUpsideDown;
751 GLint rowLen = 0;
752 GLint skipPix = 0;
753 GLint skipRow = 0;
755 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
756 static BOOL warned = FALSE;
757 if(!warned) {
758 ERR("The application tries to lock the render target, but render target locking is disabled\n");
759 warned = TRUE;
761 return;
764 /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
765 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
766 * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
767 * context->last_was_blit set on the unlock.
769 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
770 ENTER_GL();
772 /* Select the correct read buffer, and give some debug output.
773 * There is no need to keep track of the current read buffer or reset it, every part of the code
774 * that reads sets the read buffer as desired.
776 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&swapchain)))
778 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
779 TRACE("Locking %#x buffer\n", buffer);
780 glReadBuffer(buffer);
781 checkGLcall("glReadBuffer");
783 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
784 srcIsUpsideDown = FALSE;
785 } else {
786 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
787 * Read from the back buffer
789 TRACE("Locking offscreen render target\n");
790 glReadBuffer(myDevice->offscreenBuffer);
791 srcIsUpsideDown = TRUE;
794 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
795 if(!rect) {
796 local_rect.left = 0;
797 local_rect.top = 0;
798 local_rect.right = This->currentDesc.Width;
799 local_rect.bottom = This->currentDesc.Height;
800 } else {
801 local_rect = *rect;
803 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
805 switch(This->resource.format_desc->format)
807 case WINED3DFMT_P8:
809 if(primary_render_target_is_p8(myDevice)) {
810 /* In case of P8 render targets the index is stored in the alpha component */
811 fmt = GL_ALPHA;
812 type = GL_UNSIGNED_BYTE;
813 mem = dest;
814 bpp = This->bytesPerPixel;
815 } else {
816 /* GL can't return palettized data, so read ARGB pixels into a
817 * separate block of memory and convert them into palettized format
818 * in software. Slow, but if the app means to use palettized render
819 * targets and locks it...
821 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
822 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
823 * for the color channels when palettizing the colors.
825 fmt = GL_RGB;
826 type = GL_UNSIGNED_BYTE;
827 pitch *= 3;
828 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
829 if(!mem) {
830 ERR("Out of memory\n");
831 LEAVE_GL();
832 return;
834 bpp = This->bytesPerPixel * 3;
837 break;
839 default:
840 mem = dest;
841 fmt = This->resource.format_desc->glFormat;
842 type = This->resource.format_desc->glType;
843 bpp = This->bytesPerPixel;
846 if(This->Flags & SFLAG_PBO) {
847 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
848 checkGLcall("glBindBufferARB");
849 if(mem != NULL) {
850 ERR("mem not null for pbo -- unexpected\n");
851 mem = NULL;
855 /* Save old pixel store pack state */
856 glGetIntegerv(GL_PACK_ROW_LENGTH, &rowLen);
857 checkGLcall("glIntegerv");
858 glGetIntegerv(GL_PACK_SKIP_PIXELS, &skipPix);
859 checkGLcall("glIntegerv");
860 glGetIntegerv(GL_PACK_SKIP_ROWS, &skipRow);
861 checkGLcall("glIntegerv");
863 /* Setup pixel store pack state -- to glReadPixels into the correct place */
864 glPixelStorei(GL_PACK_ROW_LENGTH, This->currentDesc.Width);
865 checkGLcall("glPixelStorei");
866 glPixelStorei(GL_PACK_SKIP_PIXELS, local_rect.left);
867 checkGLcall("glPixelStorei");
868 glPixelStorei(GL_PACK_SKIP_ROWS, local_rect.top);
869 checkGLcall("glPixelStorei");
871 glReadPixels(local_rect.left, (!srcIsUpsideDown) ? (This->currentDesc.Height - local_rect.bottom) : local_rect.top ,
872 local_rect.right - local_rect.left,
873 local_rect.bottom - local_rect.top,
874 fmt, type, mem);
875 checkGLcall("glReadPixels");
877 /* Reset previous pixel store pack state */
878 glPixelStorei(GL_PACK_ROW_LENGTH, rowLen);
879 checkGLcall("glPixelStorei");
880 glPixelStorei(GL_PACK_SKIP_PIXELS, skipPix);
881 checkGLcall("glPixelStorei");
882 glPixelStorei(GL_PACK_SKIP_ROWS, skipRow);
883 checkGLcall("glPixelStorei");
885 if(This->Flags & SFLAG_PBO) {
886 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
887 checkGLcall("glBindBufferARB");
889 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
890 * to get a pointer to it and perform the flipping in software. This is a lot
891 * faster than calling glReadPixels for each line. In case we want more speed
892 * we should rerender it flipped in a FBO and read the data back from the FBO. */
893 if(!srcIsUpsideDown) {
894 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
895 checkGLcall("glBindBufferARB");
897 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
898 checkGLcall("glMapBufferARB");
902 /* TODO: Merge this with the palettization loop below for P8 targets */
903 if(!srcIsUpsideDown) {
904 UINT len, off;
905 /* glReadPixels returns the image upside down, and there is no way to prevent this.
906 Flip the lines in software */
907 len = (local_rect.right - local_rect.left) * bpp;
908 off = local_rect.left * bpp;
910 row = HeapAlloc(GetProcessHeap(), 0, len);
911 if(!row) {
912 ERR("Out of memory\n");
913 if (This->resource.format_desc->format == WINED3DFMT_P8) HeapFree(GetProcessHeap(), 0, mem);
914 LEAVE_GL();
915 return;
918 top = mem + pitch * local_rect.top;
919 bottom = mem + pitch * (local_rect.bottom - 1);
920 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
921 memcpy(row, top + off, len);
922 memcpy(top + off, bottom + off, len);
923 memcpy(bottom + off, row, len);
924 top += pitch;
925 bottom -= pitch;
927 HeapFree(GetProcessHeap(), 0, row);
929 /* Unmap the temp PBO buffer */
930 if(This->Flags & SFLAG_PBO) {
931 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
932 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
936 LEAVE_GL();
938 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
939 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
940 * the same color but we have no choice.
941 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
943 if ((This->resource.format_desc->format == WINED3DFMT_P8) && !primary_render_target_is_p8(myDevice))
945 const PALETTEENTRY *pal = NULL;
946 DWORD width = pitch / 3;
947 int x, y, c;
949 if(This->palette) {
950 pal = This->palette->palents;
951 } else {
952 ERR("Palette is missing, cannot perform inverse palette lookup\n");
953 HeapFree(GetProcessHeap(), 0, mem);
954 return ;
957 for(y = local_rect.top; y < local_rect.bottom; y++) {
958 for(x = local_rect.left; x < local_rect.right; x++) {
959 /* start lines pixels */
960 const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
961 const BYTE *green = blue + 1;
962 const BYTE *red = green + 1;
964 for(c = 0; c < 256; c++) {
965 if(*red == pal[c].peRed &&
966 *green == pal[c].peGreen &&
967 *blue == pal[c].peBlue)
969 *((BYTE *) dest + y * width + x) = c;
970 break;
975 HeapFree(GetProcessHeap(), 0, mem);
979 /* Read the framebuffer contents into a texture */
980 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
982 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
983 IWineD3DSwapChainImpl *swapchain;
984 int bpp;
985 GLenum format, internal, type;
986 CONVERT_TYPES convert;
987 GLint prevRead;
988 BOOL alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
990 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, srgb);
992 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
993 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
994 * states in the stateblock, and no driver was found yet that had bugs in that regard.
996 ActivateContext(device, (IWineD3DSurface *) This, CTXUSAGE_RESOURCELOAD);
997 surface_bind_and_dirtify(This, srgb);
999 ENTER_GL();
1000 glGetIntegerv(GL_READ_BUFFER, &prevRead);
1001 LEAVE_GL();
1003 /* Select the correct read buffer, and give some debug output.
1004 * There is no need to keep track of the current read buffer or reset it, every part of the code
1005 * that reads sets the read buffer as desired.
1007 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)This, &IID_IWineD3DSwapChain, (void **)&swapchain)))
1009 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
1010 TRACE("Locking %#x buffer\n", buffer);
1012 ENTER_GL();
1013 glReadBuffer(buffer);
1014 checkGLcall("glReadBuffer");
1015 LEAVE_GL();
1017 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
1018 } else {
1019 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
1020 * Read from the back buffer
1022 TRACE("Locking offscreen render target\n");
1023 ENTER_GL();
1024 glReadBuffer(device->offscreenBuffer);
1025 checkGLcall("glReadBuffer");
1026 LEAVE_GL();
1029 if(!(This->Flags & alloc_flag)) {
1030 surface_allocate_surface(This, internal, This->pow2Width,
1031 This->pow2Height, format, type);
1032 This->Flags |= alloc_flag;
1035 ENTER_GL();
1036 /* If !SrcIsUpsideDown we should flip the surface.
1037 * This can be done using glCopyTexSubImage2D but this
1038 * is VERY slow, so don't do that. We should prevent
1039 * this code from getting called in such cases or perhaps
1040 * we can use FBOs */
1042 glCopyTexSubImage2D(This->glDescription.target,
1043 This->glDescription.level,
1044 0, 0, 0, 0,
1045 This->currentDesc.Width,
1046 This->currentDesc.Height);
1047 checkGLcall("glCopyTexSubImage2D");
1049 glReadBuffer(prevRead);
1050 checkGLcall("glReadBuffer");
1052 LEAVE_GL();
1053 TRACE("Updated target %d\n", This->glDescription.target);
1056 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This) {
1057 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
1058 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
1059 * changed
1061 if(!(This->Flags & SFLAG_DYNLOCK)) {
1062 This->lockCount++;
1063 /* MAXLOCKCOUNT is defined in wined3d_private.h */
1064 if(This->lockCount > MAXLOCKCOUNT) {
1065 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
1066 This->Flags |= SFLAG_DYNLOCK;
1070 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
1071 * Also don't create a PBO for systemmem surfaces.
1073 if(GL_SUPPORT(ARB_PIXEL_BUFFER_OBJECT) && (This->Flags & SFLAG_DYNLOCK) && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2)) && (This->resource.pool != WINED3DPOOL_SYSTEMMEM)) {
1074 GLenum error;
1075 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1077 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1078 ENTER_GL();
1080 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
1081 error = glGetError();
1082 if(This->pbo == 0 || error != GL_NO_ERROR) {
1083 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
1086 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
1088 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1089 checkGLcall("glBindBufferARB");
1091 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
1092 checkGLcall("glBufferDataARB");
1094 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1095 checkGLcall("glBindBufferARB");
1097 /* We don't need the system memory anymore and we can't even use it for PBOs */
1098 if(!(This->Flags & SFLAG_CLIENT)) {
1099 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
1100 This->resource.heapMemory = NULL;
1102 This->resource.allocatedMemory = NULL;
1103 This->Flags |= SFLAG_PBO;
1104 LEAVE_GL();
1105 } else if(!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO)) {
1106 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1107 * or a pbo to map
1109 if(!This->resource.heapMemory) {
1110 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1112 This->resource.allocatedMemory =
1113 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1114 if(This->Flags & SFLAG_INSYSMEM) {
1115 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1120 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
1121 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1122 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1123 IWineD3DSwapChain *swapchain = NULL;
1125 TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
1127 /* This is also done in the base class, but we have to verify this before loading any data from
1128 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1129 * may interfere, and all other bad things may happen
1131 if (This->Flags & SFLAG_LOCKED) {
1132 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1133 return WINED3DERR_INVALIDCALL;
1135 This->Flags |= SFLAG_LOCKED;
1137 if (!(This->Flags & SFLAG_LOCKABLE))
1139 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
1142 if (Flags & WINED3DLOCK_DISCARD) {
1143 /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
1144 TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
1145 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1146 This->Flags |= SFLAG_INSYSMEM;
1147 goto lock_end;
1150 if (This->Flags & SFLAG_INSYSMEM) {
1151 TRACE("Local copy is up to date, not downloading data\n");
1152 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1153 goto lock_end;
1156 /* Now download the surface content from opengl
1157 * Use the render target readback if the surface is on a swapchain(=onscreen render target) or the current primary target
1158 * Offscreen targets which are not active at the moment or are higher targets(FBOs) can be locked with the texture path
1160 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
1161 if(swapchain || iface == myDevice->render_targets[0]) {
1162 const RECT *pass_rect = pRect;
1164 /* IWineD3DSurface_LoadLocation does not check if the rectangle specifies the full surfaces
1165 * because most caller functions do not need that. So do that here
1167 if(pRect &&
1168 pRect->top == 0 &&
1169 pRect->left == 0 &&
1170 pRect->right == This->currentDesc.Width &&
1171 pRect->bottom == This->currentDesc.Height) {
1172 pass_rect = NULL;
1175 switch(wined3d_settings.rendertargetlock_mode) {
1176 case RTL_TEXDRAW:
1177 case RTL_TEXTEX:
1178 FIXME("Reading from render target with a texture isn't implemented yet, falling back to framebuffer reading\n");
1179 #if 0
1180 /* Disabled for now. LoadLocation prefers the texture over the drawable as the source. So if we copy to the
1181 * texture first, then to sysmem, we'll avoid glReadPixels and use glCopyTexImage and glGetTexImage2D instead.
1182 * This may be faster on some cards
1184 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* No partial texture copy yet */);
1185 #endif
1186 /* drop through */
1188 case RTL_AUTO:
1189 case RTL_READDRAW:
1190 case RTL_READTEX:
1191 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, pass_rect);
1192 break;
1194 case RTL_DISABLE:
1195 break;
1197 if(swapchain) IWineD3DSwapChain_Release(swapchain);
1199 } else if(iface == myDevice->stencilBufferTarget) {
1200 /** the depth stencil in openGL has a format of GL_FLOAT
1201 * which should be good for WINED3DFMT_D16_LOCKABLE
1202 * and WINED3DFMT_D16
1203 * it is unclear what format the stencil buffer is in except.
1204 * 'Each index is converted to fixed point...
1205 * If GL_MAP_STENCIL is GL_TRUE, indices are replaced by their
1206 * mappings in the table GL_PIXEL_MAP_S_TO_S.
1207 * glReadPixels(This->lockedRect.left,
1208 * This->lockedRect.bottom - j - 1,
1209 * This->lockedRect.right - This->lockedRect.left,
1210 * 1,
1211 * GL_DEPTH_COMPONENT,
1212 * type,
1213 * (char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top)));
1215 * Depth Stencil surfaces which are not the current depth stencil target should have their data in a
1216 * gl texture(next path), or in local memory(early return because of set SFLAG_INSYSMEM above). If
1217 * none of that is the case the problem is not in this function :-)
1218 ********************************************/
1219 FIXME("Depth stencil locking not supported yet\n");
1220 } else {
1221 /* This path is for normal surfaces, offscreen render targets and everything else that is in a gl texture */
1222 TRACE("locking an ordinary surface\n");
1223 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
1226 lock_end:
1227 if(This->Flags & SFLAG_PBO) {
1228 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1229 ENTER_GL();
1230 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1231 checkGLcall("glBindBufferARB");
1233 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1234 if(This->resource.allocatedMemory) {
1235 ERR("The surface already has PBO memory allocated!\n");
1238 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1239 checkGLcall("glMapBufferARB");
1241 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1242 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1243 checkGLcall("glBindBufferARB");
1245 LEAVE_GL();
1248 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
1249 /* Don't dirtify */
1250 } else {
1251 IWineD3DBaseTexture *pBaseTexture;
1253 * Dirtify on lock
1254 * as seen in msdn docs
1256 surface_add_dirty_rect(iface, pRect);
1258 /** Dirtify Container if needed */
1259 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture))) {
1260 TRACE("Making container dirty\n");
1261 IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
1262 IWineD3DBaseTexture_Release(pBaseTexture);
1263 } else {
1264 TRACE("Surface is standalone, no need to dirty the container\n");
1268 return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
1271 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem) {
1272 GLint prev_store;
1273 GLint prev_rasterpos[4];
1274 GLint skipBytes = 0;
1275 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
1276 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1277 IWineD3DSwapChainImpl *swapchain;
1279 /* Activate the correct context for the render target */
1280 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
1281 ENTER_GL();
1283 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)This, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
1284 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
1285 TRACE("Unlocking %#x buffer\n", buffer);
1286 glDrawBuffer(buffer);
1287 checkGLcall("glDrawBuffer");
1289 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
1290 } else {
1291 /* Primary offscreen render target */
1292 TRACE("Offscreen render target\n");
1293 glDrawBuffer(myDevice->offscreenBuffer);
1294 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1297 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
1298 checkGLcall("glIntegerv");
1299 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
1300 checkGLcall("glIntegerv");
1301 glPixelZoom(1.0, -1.0);
1302 checkGLcall("glPixelZoom");
1304 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1305 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
1306 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
1308 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
1309 checkGLcall("glRasterPos2f");
1311 /* Some drivers(radeon dri, others?) don't like exceptions during
1312 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1313 * after ReleaseDC. Reading it will cause an exception, which x11drv will
1314 * catch to put the dib section in InSync mode, which leads to a crash
1315 * and a blocked x server on my radeon card.
1317 * The following lines read the dib section so it is put in InSync mode
1318 * before glDrawPixels is called and the crash is prevented. There won't
1319 * be any interfering gdi accesses, because UnlockRect is called from
1320 * ReleaseDC, and the app won't use the dc any more afterwards.
1322 if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
1323 volatile BYTE read;
1324 read = This->resource.allocatedMemory[0];
1327 if(This->Flags & SFLAG_PBO) {
1328 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1329 checkGLcall("glBindBufferARB");
1332 /* When the surface is locked we only have to refresh the locked part else we need to update the whole image */
1333 if(This->Flags & SFLAG_LOCKED) {
1334 glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1335 (This->lockedRect.bottom - This->lockedRect.top)-1,
1336 fmt, type,
1337 mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1338 checkGLcall("glDrawPixels");
1339 } else {
1340 glDrawPixels(This->currentDesc.Width,
1341 This->currentDesc.Height,
1342 fmt, type, mem);
1343 checkGLcall("glDrawPixels");
1346 if(This->Flags & SFLAG_PBO) {
1347 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1348 checkGLcall("glBindBufferARB");
1351 glPixelZoom(1.0,1.0);
1352 checkGLcall("glPixelZoom");
1354 glRasterPos3iv(&prev_rasterpos[0]);
1355 checkGLcall("glRasterPos3iv");
1357 /* Reset to previous pack row length */
1358 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1359 checkGLcall("glPixelStorei GL_UNPACK_ROW_LENGTH");
1361 if(!swapchain) {
1362 glDrawBuffer(myDevice->offscreenBuffer);
1363 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1364 } else if(swapchain->backBuffer) {
1365 glDrawBuffer(GL_BACK);
1366 checkGLcall("glDrawBuffer(GL_BACK)");
1367 } else {
1368 glDrawBuffer(GL_FRONT);
1369 checkGLcall("glDrawBuffer(GL_FRONT)");
1371 LEAVE_GL();
1373 return;
1376 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1377 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1378 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1379 IWineD3DSwapChainImpl *swapchain = NULL;
1380 BOOL fullsurface;
1382 if (!(This->Flags & SFLAG_LOCKED)) {
1383 WARN("trying to Unlock an unlocked surf@%p\n", This);
1384 return WINEDDERR_NOTLOCKED;
1387 if (This->Flags & SFLAG_PBO) {
1388 TRACE("Freeing PBO memory\n");
1389 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1390 ENTER_GL();
1391 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1392 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1393 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1394 checkGLcall("glUnmapBufferARB");
1395 LEAVE_GL();
1396 This->resource.allocatedMemory = NULL;
1399 TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1401 if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1402 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1403 goto unlock_end;
1406 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
1407 if(swapchain || (myDevice->render_targets && iface == myDevice->render_targets[0])) {
1408 if(swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
1410 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1411 static BOOL warned = FALSE;
1412 if(!warned) {
1413 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1414 warned = TRUE;
1416 goto unlock_end;
1419 if(This->dirtyRect.left == 0 &&
1420 This->dirtyRect.top == 0 &&
1421 This->dirtyRect.right == This->currentDesc.Width &&
1422 This->dirtyRect.bottom == This->currentDesc.Height) {
1423 fullsurface = TRUE;
1424 } else {
1425 /* TODO: Proper partial rectangle tracking */
1426 fullsurface = FALSE;
1427 This->Flags |= SFLAG_INSYSMEM;
1430 switch(wined3d_settings.rendertargetlock_mode) {
1431 case RTL_READTEX:
1432 case RTL_TEXTEX:
1433 ActivateContext(myDevice, iface, CTXUSAGE_BLIT);
1434 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
1435 /* drop through */
1437 case RTL_AUTO:
1438 case RTL_READDRAW:
1439 case RTL_TEXDRAW:
1440 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
1441 break;
1444 if(!fullsurface) {
1445 /* Partial rectangle tracking is not commonly implemented, it is only done for render targets. Overwrite
1446 * the flags to bring them back into a sane state. INSYSMEM was set before to tell LoadLocation where
1447 * to read the rectangle from. Indrawable is set because all modifications from the partial sysmem copy
1448 * are written back to the drawable, thus the surface is merged again in the drawable. The sysmem copy is
1449 * not fully up to date because only a subrectangle was read in LockRect.
1451 This->Flags &= ~SFLAG_INSYSMEM;
1452 This->Flags |= SFLAG_INDRAWABLE;
1455 This->dirtyRect.left = This->currentDesc.Width;
1456 This->dirtyRect.top = This->currentDesc.Height;
1457 This->dirtyRect.right = 0;
1458 This->dirtyRect.bottom = 0;
1459 } else if(iface == myDevice->stencilBufferTarget) {
1460 FIXME("Depth Stencil buffer locking is not implemented\n");
1461 } else {
1462 /* The rest should be a normal texture */
1463 IWineD3DBaseTextureImpl *impl;
1464 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1465 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1466 * states need resetting
1468 if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
1469 if(impl->baseTexture.bindCount) {
1470 IWineD3DDeviceImpl_MarkStateDirty(myDevice, STATE_SAMPLER(impl->baseTexture.sampler));
1472 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
1476 unlock_end:
1477 This->Flags &= ~SFLAG_LOCKED;
1478 memset(&This->lockedRect, 0, sizeof(RECT));
1480 /* Overlays have to be redrawn manually after changes with the GL implementation */
1481 if(This->overlay_dest) {
1482 IWineD3DSurface_DrawOverlay(iface);
1484 return WINED3D_OK;
1487 static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC)
1489 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1490 WINED3DLOCKED_RECT lock;
1491 HRESULT hr;
1492 RGBQUAD col[256];
1494 TRACE("(%p)->(%p)\n",This,pHDC);
1496 if(This->Flags & SFLAG_USERPTR) {
1497 ERR("Not supported on surfaces with an application-provided surfaces\n");
1498 return WINEDDERR_NODC;
1501 /* Give more detailed info for ddraw */
1502 if (This->Flags & SFLAG_DCINUSE)
1503 return WINEDDERR_DCALREADYCREATED;
1505 /* Can't GetDC if the surface is locked */
1506 if (This->Flags & SFLAG_LOCKED)
1507 return WINED3DERR_INVALIDCALL;
1509 /* According to Direct3D9 docs, only these formats are supported */
1510 if (((IWineD3DImpl *)This->resource.wineD3DDevice->wineD3D)->dxVersion > 7) {
1511 if (This->resource.format_desc->format != WINED3DFMT_R5G6B5
1512 && This->resource.format_desc->format != WINED3DFMT_X1R5G5B5
1513 && This->resource.format_desc->format != WINED3DFMT_R8G8B8
1514 && This->resource.format_desc->format != WINED3DFMT_X8R8G8B8)
1515 return WINED3DERR_INVALIDCALL;
1518 memset(&lock, 0, sizeof(lock)); /* To be sure */
1520 /* Create a DIB section if there isn't a hdc yet */
1521 if(!This->hDC) {
1522 IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
1523 if(This->Flags & SFLAG_CLIENT) {
1524 surface_internal_preload(iface, SRGB_RGB);
1527 /* Use the dib section from now on if we are not using a PBO */
1528 if(!(This->Flags & SFLAG_PBO))
1529 This->resource.allocatedMemory = This->dib.bitmap_data;
1532 /* Lock the surface */
1533 hr = IWineD3DSurface_LockRect(iface,
1534 &lock,
1535 NULL,
1538 if(This->Flags & SFLAG_PBO) {
1539 /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
1540 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
1543 if(FAILED(hr)) {
1544 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
1545 /* keep the dib section */
1546 return hr;
1549 if (This->resource.format_desc->format == WINED3DFMT_P8
1550 || This->resource.format_desc->format == WINED3DFMT_A8P8)
1552 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
1553 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
1554 unsigned int n;
1555 const PALETTEENTRY *pal = NULL;
1557 if(This->palette) {
1558 pal = This->palette->palents;
1559 } else {
1560 IWineD3DSurfaceImpl *dds_primary;
1561 IWineD3DSwapChainImpl *swapchain;
1562 swapchain = (IWineD3DSwapChainImpl *)This->resource.wineD3DDevice->swapchains[0];
1563 dds_primary = (IWineD3DSurfaceImpl *)swapchain->frontBuffer;
1564 if (dds_primary && dds_primary->palette)
1565 pal = dds_primary->palette->palents;
1568 if (pal) {
1569 for (n=0; n<256; n++) {
1570 col[n].rgbRed = pal[n].peRed;
1571 col[n].rgbGreen = pal[n].peGreen;
1572 col[n].rgbBlue = pal[n].peBlue;
1573 col[n].rgbReserved = 0;
1575 SetDIBColorTable(This->hDC, 0, 256, col);
1579 *pHDC = This->hDC;
1580 TRACE("returning %p\n",*pHDC);
1581 This->Flags |= SFLAG_DCINUSE;
1583 return WINED3D_OK;
1586 static HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC)
1588 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1590 TRACE("(%p)->(%p)\n",This,hDC);
1592 if (!(This->Flags & SFLAG_DCINUSE))
1593 return WINEDDERR_NODC;
1595 if (This->hDC !=hDC) {
1596 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
1597 return WINEDDERR_NODC;
1600 if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
1601 /* Copy the contents of the DIB over to the PBO */
1602 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
1605 /* we locked first, so unlock now */
1606 IWineD3DSurface_UnlockRect(iface);
1608 This->Flags &= ~SFLAG_DCINUSE;
1610 return WINED3D_OK;
1613 /* ******************************************************
1614 IWineD3DSurface Internal (No mapping to directx api) parts follow
1615 ****************************************************** */
1617 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) {
1618 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
1619 const struct GlPixelFormatDesc *glDesc = This->resource.format_desc;
1620 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1622 /* Default values: From the surface */
1623 *format = glDesc->glFormat;
1624 *type = glDesc->glType;
1625 *convert = NO_CONVERSION;
1626 *target_bpp = This->bytesPerPixel;
1628 if(srgb_mode) {
1629 *internal = glDesc->glGammaInternal;
1630 } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
1631 *internal = glDesc->rtInternal;
1632 } else {
1633 *internal = glDesc->glInternal;
1636 /* Ok, now look if we have to do any conversion */
1637 switch(This->resource.format_desc->format)
1639 case WINED3DFMT_P8:
1640 /* ****************
1641 Paletted Texture
1642 **************** */
1644 /* Use conversion when the paletted texture extension OR fragment shaders are available. When either
1645 * of the two is available make sure texturing is requested as neither of the two works in
1646 * conjunction with calls like glDraw-/glReadPixels. Further also use conversion in case of color keying.
1647 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
1648 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
1649 * conflicts with this.
1651 if( !(GL_SUPPORT(EXT_PALETTED_TEXTURE) ||
1652 (GL_SUPPORT(ARB_FRAGMENT_PROGRAM) &&
1653 device->render_targets &&
1654 This == (IWineD3DSurfaceImpl*)device->render_targets[0])) ||
1655 colorkey_active || !use_texturing ) {
1656 *format = GL_RGBA;
1657 *internal = GL_RGBA;
1658 *type = GL_UNSIGNED_BYTE;
1659 *target_bpp = 4;
1660 if(colorkey_active) {
1661 *convert = CONVERT_PALETTED_CK;
1662 } else {
1663 *convert = CONVERT_PALETTED;
1666 else if(!GL_SUPPORT(EXT_PALETTED_TEXTURE) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
1667 *format = GL_ALPHA;
1668 *internal = GL_RGBA;
1669 *type = GL_UNSIGNED_BYTE;
1670 *target_bpp = 1;
1673 break;
1675 case WINED3DFMT_R3G3B2:
1676 /* **********************
1677 GL_UNSIGNED_BYTE_3_3_2
1678 ********************** */
1679 if (colorkey_active) {
1680 /* This texture format will never be used.. So do not care about color keying
1681 up until the point in time it will be needed :-) */
1682 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
1684 break;
1686 case WINED3DFMT_R5G6B5:
1687 if (colorkey_active) {
1688 *convert = CONVERT_CK_565;
1689 *format = GL_RGBA;
1690 *internal = GL_RGBA;
1691 *type = GL_UNSIGNED_SHORT_5_5_5_1;
1693 break;
1695 case WINED3DFMT_X1R5G5B5:
1696 if (colorkey_active) {
1697 *convert = CONVERT_CK_5551;
1698 *format = GL_BGRA;
1699 *internal = GL_RGBA;
1700 *type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1702 break;
1704 case WINED3DFMT_R8G8B8:
1705 if (colorkey_active) {
1706 *convert = CONVERT_CK_RGB24;
1707 *format = GL_RGBA;
1708 *internal = GL_RGBA;
1709 *type = GL_UNSIGNED_INT_8_8_8_8;
1710 *target_bpp = 4;
1712 break;
1714 case WINED3DFMT_X8R8G8B8:
1715 if (colorkey_active) {
1716 *convert = CONVERT_RGB32_888;
1717 *format = GL_RGBA;
1718 *internal = GL_RGBA;
1719 *type = GL_UNSIGNED_INT_8_8_8_8;
1721 break;
1723 case WINED3DFMT_R8G8_SNORM:
1724 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1725 *convert = CONVERT_V8U8;
1726 *format = GL_BGR;
1727 *internal = GL_RGB8;
1728 *type = GL_UNSIGNED_BYTE;
1729 *target_bpp = 3;
1730 break;
1732 case WINED3DFMT_L6V5U5:
1733 *convert = CONVERT_L6V5U5;
1734 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1735 *target_bpp = 3;
1736 /* Use format and types from table */
1737 } else {
1738 /* Load it into unsigned R5G6B5, swap L and V channels, and revert that in the shader */
1739 *target_bpp = 2;
1740 *format = GL_RGB;
1741 *internal = GL_RGB5;
1742 *type = GL_UNSIGNED_SHORT_5_6_5;
1744 break;
1746 case WINED3DFMT_X8L8V8U8:
1747 *convert = CONVERT_X8L8V8U8;
1748 *target_bpp = 4;
1749 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1750 /* Use formats from gl table. It is a bit unfortunate, but the conversion
1751 * is needed to set the X format to 255 to get 1.0 for alpha when sampling
1752 * the texture. OpenGL can't use GL_DSDT8_MAG8_NV as internal format with
1753 * the needed type and format parameter, so the internal format contains a
1754 * 4th component, which is returned as alpha
1756 } else {
1757 *format = GL_BGRA;
1758 *internal = GL_RGB8;
1759 *type = GL_UNSIGNED_INT_8_8_8_8_REV;
1761 break;
1763 case WINED3DFMT_R8G8B8A8_SNORM:
1764 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1765 *convert = CONVERT_Q8W8V8U8;
1766 *format = GL_BGRA;
1767 *internal = GL_RGBA8;
1768 *type = GL_UNSIGNED_BYTE;
1769 *target_bpp = 4;
1770 break;
1772 case WINED3DFMT_R16G16_SNORM:
1773 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1774 *convert = CONVERT_V16U16;
1775 *format = GL_BGR;
1776 *internal = GL_RGB16_EXT;
1777 *type = GL_UNSIGNED_SHORT;
1778 *target_bpp = 6;
1779 break;
1781 case WINED3DFMT_A4L4:
1782 /* A4L4 exists as an internal gl format, but for some reason there is not
1783 * format+type combination to load it. Thus convert it to A8L8, then load it
1784 * with A4L4 internal, but A8L8 format+type
1786 *convert = CONVERT_A4L4;
1787 *format = GL_LUMINANCE_ALPHA;
1788 *internal = GL_LUMINANCE4_ALPHA4;
1789 *type = GL_UNSIGNED_BYTE;
1790 *target_bpp = 2;
1791 break;
1793 case WINED3DFMT_R16G16_UNORM:
1794 *convert = CONVERT_G16R16;
1795 *format = GL_RGB;
1796 *internal = GL_RGB16_EXT;
1797 *type = GL_UNSIGNED_SHORT;
1798 *target_bpp = 6;
1799 break;
1801 default:
1802 break;
1805 return WINED3D_OK;
1808 static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width,
1809 UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This)
1811 const BYTE *source;
1812 BYTE *dest;
1813 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
1815 switch (convert) {
1816 case NO_CONVERSION:
1818 memcpy(dst, src, pitch * height);
1819 break;
1821 case CONVERT_PALETTED:
1822 case CONVERT_PALETTED_CK:
1824 IWineD3DPaletteImpl* pal = This->palette;
1825 BYTE table[256][4];
1826 unsigned int x, y;
1828 if( pal == NULL) {
1829 /* TODO: If we are a sublevel, try to get the palette from level 0 */
1832 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
1834 for (y = 0; y < height; y++)
1836 source = src + pitch * y;
1837 dest = dst + outpitch * y;
1838 /* This is an 1 bpp format, using the width here is fine */
1839 for (x = 0; x < width; x++) {
1840 BYTE color = *source++;
1841 *dest++ = table[color][0];
1842 *dest++ = table[color][1];
1843 *dest++ = table[color][2];
1844 *dest++ = table[color][3];
1848 break;
1850 case CONVERT_CK_565:
1852 /* Converting the 565 format in 5551 packed to emulate color-keying.
1854 Note : in all these conversion, it would be best to average the averaging
1855 pixels to get the color of the pixel that will be color-keyed to
1856 prevent 'color bleeding'. This will be done later on if ever it is
1857 too visible.
1859 Note2: Nvidia documents say that their driver does not support alpha + color keying
1860 on the same surface and disables color keying in such a case
1862 unsigned int x, y;
1863 const WORD *Source;
1864 WORD *Dest;
1866 TRACE("Color keyed 565\n");
1868 for (y = 0; y < height; y++) {
1869 Source = (const WORD *)(src + y * pitch);
1870 Dest = (WORD *) (dst + y * outpitch);
1871 for (x = 0; x < width; x++ ) {
1872 WORD color = *Source++;
1873 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
1874 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1875 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1876 *Dest |= 0x0001;
1878 Dest++;
1882 break;
1884 case CONVERT_CK_5551:
1886 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
1887 unsigned int x, y;
1888 const WORD *Source;
1889 WORD *Dest;
1890 TRACE("Color keyed 5551\n");
1891 for (y = 0; y < height; y++) {
1892 Source = (const WORD *)(src + y * pitch);
1893 Dest = (WORD *) (dst + y * outpitch);
1894 for (x = 0; x < width; x++ ) {
1895 WORD color = *Source++;
1896 *Dest = color;
1897 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1898 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1899 *Dest |= (1 << 15);
1901 else {
1902 *Dest &= ~(1 << 15);
1904 Dest++;
1908 break;
1910 case CONVERT_CK_RGB24:
1912 /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
1913 unsigned int x, y;
1914 for (y = 0; y < height; y++)
1916 source = src + pitch * y;
1917 dest = dst + outpitch * y;
1918 for (x = 0; x < width; x++) {
1919 DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ;
1920 DWORD dstcolor = color << 8;
1921 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1922 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1923 dstcolor |= 0xff;
1925 *(DWORD*)dest = dstcolor;
1926 source += 3;
1927 dest += 4;
1931 break;
1933 case CONVERT_RGB32_888:
1935 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
1936 unsigned int x, y;
1937 for (y = 0; y < height; y++)
1939 source = src + pitch * y;
1940 dest = dst + outpitch * y;
1941 for (x = 0; x < width; x++) {
1942 DWORD color = 0xffffff & *(const DWORD*)source;
1943 DWORD dstcolor = color << 8;
1944 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1945 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1946 dstcolor |= 0xff;
1948 *(DWORD*)dest = dstcolor;
1949 source += 4;
1950 dest += 4;
1954 break;
1956 case CONVERT_V8U8:
1958 unsigned int x, y;
1959 const short *Source;
1960 unsigned char *Dest;
1961 for(y = 0; y < height; y++) {
1962 Source = (const short *)(src + y * pitch);
1963 Dest = dst + y * outpitch;
1964 for (x = 0; x < width; x++ ) {
1965 long color = (*Source++);
1966 /* B */ Dest[0] = 0xff;
1967 /* G */ Dest[1] = (color >> 8) + 128; /* V */
1968 /* R */ Dest[2] = (color) + 128; /* U */
1969 Dest += 3;
1972 break;
1975 case CONVERT_V16U16:
1977 unsigned int x, y;
1978 const DWORD *Source;
1979 unsigned short *Dest;
1980 for(y = 0; y < height; y++) {
1981 Source = (const DWORD *)(src + y * pitch);
1982 Dest = (unsigned short *) (dst + y * outpitch);
1983 for (x = 0; x < width; x++ ) {
1984 DWORD color = (*Source++);
1985 /* B */ Dest[0] = 0xffff;
1986 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
1987 /* R */ Dest[2] = (color ) + 32768; /* U */
1988 Dest += 3;
1991 break;
1994 case CONVERT_Q8W8V8U8:
1996 unsigned int x, y;
1997 const DWORD *Source;
1998 unsigned char *Dest;
1999 for(y = 0; y < height; y++) {
2000 Source = (const DWORD *)(src + y * pitch);
2001 Dest = dst + y * outpitch;
2002 for (x = 0; x < width; x++ ) {
2003 long color = (*Source++);
2004 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
2005 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
2006 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
2007 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
2008 Dest += 4;
2011 break;
2014 case CONVERT_L6V5U5:
2016 unsigned int x, y;
2017 const WORD *Source;
2018 unsigned char *Dest;
2020 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
2021 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
2022 * fixed function and shaders without further conversion once the surface is
2023 * loaded
2025 for(y = 0; y < height; y++) {
2026 Source = (const WORD *)(src + y * pitch);
2027 Dest = dst + y * outpitch;
2028 for (x = 0; x < width; x++ ) {
2029 short color = (*Source++);
2030 unsigned char l = ((color >> 10) & 0xfc);
2031 char v = ((color >> 5) & 0x3e);
2032 char u = ((color ) & 0x1f);
2034 /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
2035 * and doubles the positive range. Thus shift left only once, gl does the 2nd
2036 * shift. GL reads a signed value and converts it into an unsigned value.
2038 /* M */ Dest[2] = l << 1;
2040 /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
2041 * from 5 bit values to 8 bit values.
2043 /* V */ Dest[1] = v << 3;
2044 /* U */ Dest[0] = u << 3;
2045 Dest += 3;
2048 } else {
2049 for(y = 0; y < height; y++) {
2050 unsigned short *Dest_s = (unsigned short *) (dst + y * outpitch);
2051 Source = (const WORD *)(src + y * pitch);
2052 for (x = 0; x < width; x++ ) {
2053 short color = (*Source++);
2054 unsigned char l = ((color >> 10) & 0xfc);
2055 short v = ((color >> 5) & 0x3e);
2056 short u = ((color ) & 0x1f);
2057 short v_conv = v + 16;
2058 short u_conv = u + 16;
2060 *Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
2061 Dest_s += 1;
2065 break;
2068 case CONVERT_X8L8V8U8:
2070 unsigned int x, y;
2071 const DWORD *Source;
2072 unsigned char *Dest;
2074 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
2075 /* This implementation works with the fixed function pipeline and shaders
2076 * without further modification after converting the surface.
2078 for(y = 0; y < height; y++) {
2079 Source = (const DWORD *)(src + y * pitch);
2080 Dest = dst + y * outpitch;
2081 for (x = 0; x < width; x++ ) {
2082 long color = (*Source++);
2083 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
2084 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
2085 /* U */ Dest[0] = (color & 0xff); /* U */
2086 /* I */ Dest[3] = 255; /* X */
2087 Dest += 4;
2090 } else {
2091 /* Doesn't work correctly with the fixed function pipeline, but can work in
2092 * shaders if the shader is adjusted. (There's no use for this format in gl's
2093 * standard fixed function pipeline anyway).
2095 for(y = 0; y < height; y++) {
2096 Source = (const DWORD *)(src + y * pitch);
2097 Dest = dst + y * outpitch;
2098 for (x = 0; x < width; x++ ) {
2099 long color = (*Source++);
2100 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
2101 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
2102 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
2103 Dest += 4;
2107 break;
2110 case CONVERT_A4L4:
2112 unsigned int x, y;
2113 const unsigned char *Source;
2114 unsigned char *Dest;
2115 for(y = 0; y < height; y++) {
2116 Source = src + y * pitch;
2117 Dest = dst + y * outpitch;
2118 for (x = 0; x < width; x++ ) {
2119 unsigned char color = (*Source++);
2120 /* A */ Dest[1] = (color & 0xf0) << 0;
2121 /* L */ Dest[0] = (color & 0x0f) << 4;
2122 Dest += 2;
2125 break;
2128 case CONVERT_G16R16:
2130 unsigned int x, y;
2131 const WORD *Source;
2132 WORD *Dest;
2134 for(y = 0; y < height; y++) {
2135 Source = (const WORD *)(src + y * pitch);
2136 Dest = (WORD *) (dst + y * outpitch);
2137 for (x = 0; x < width; x++ ) {
2138 WORD green = (*Source++);
2139 WORD red = (*Source++);
2140 Dest[0] = green;
2141 Dest[1] = red;
2142 Dest[2] = 0xffff;
2143 Dest += 3;
2146 break;
2149 default:
2150 ERR("Unsupported conversation type %d\n", convert);
2152 return WINED3D_OK;
2155 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey) {
2156 IWineD3DPaletteImpl* pal = This->palette;
2157 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2158 BOOL index_in_alpha = FALSE;
2159 int dxVersion = ( (IWineD3DImpl *) device->wineD3D)->dxVersion;
2160 unsigned int i;
2162 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
2163 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
2164 * is slow. Further RGB->P8 conversion is not possible because palettes can have
2165 * duplicate entries. Store the color key in the unused alpha component to speed the
2166 * download up and to make conversion unneeded. */
2167 index_in_alpha = primary_render_target_is_p8(device);
2169 if (pal == NULL) {
2170 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
2171 if(dxVersion <= 7) {
2172 ERR("This code should never get entered for DirectDraw!, expect problems\n");
2173 if(index_in_alpha) {
2174 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
2175 there's no palette at this time. */
2176 for (i = 0; i < 256; i++) table[i][3] = i;
2178 } else {
2179 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
2180 alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
2181 capability flag is present (wine does advertise this capability) */
2182 for (i = 0; i < 256; i++) {
2183 table[i][0] = device->palettes[device->currentPalette][i].peRed;
2184 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
2185 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
2186 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
2189 } else {
2190 TRACE("Using surface palette %p\n", pal);
2191 /* Get the surface's palette */
2192 for (i = 0; i < 256; i++) {
2193 table[i][0] = pal->palents[i].peRed;
2194 table[i][1] = pal->palents[i].peGreen;
2195 table[i][2] = pal->palents[i].peBlue;
2197 /* When index_in_alpha is the palette index is stored in the alpha component. In case of a readback
2198 we can then read GL_ALPHA. Color keying is handled in BltOverride using a GL_ALPHA_TEST using GL_NOT_EQUAL.
2199 In case of index_in_alpha the color key itself is passed to glAlphaFunc in other cases the alpha component
2200 of pixels that should be masked away is set to 0. */
2201 if(index_in_alpha) {
2202 table[i][3] = i;
2203 } else if(colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue) && (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
2204 table[i][3] = 0x00;
2205 } else if(pal->Flags & WINEDDPCAPS_ALPHA) {
2206 table[i][3] = pal->palents[i].peFlags;
2207 } else {
2208 table[i][3] = 0xFF;
2214 /* This function is used in case of 8bit paletted textures to upload the palette.
2215 It supports GL_EXT_paletted_texture and GL_ARB_fragment_program, support for other
2216 extensions like ATI_fragment_shaders is possible.
2218 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert) {
2219 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2220 BYTE table[256][4];
2221 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2223 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2225 /* Try to use the paletted texture extension */
2226 if(GL_SUPPORT(EXT_PALETTED_TEXTURE))
2228 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
2229 GL_EXTCALL(glColorTableEXT(This->glDescription.target,GL_RGBA,256,GL_RGBA,GL_UNSIGNED_BYTE, table));
2231 else
2233 /* Let a fragment shader do the color conversion by uploading the palette to a 1D texture.
2234 * The 8bit pixel data will be used as an index in this palette texture to retrieve the final color. */
2235 TRACE("Using fragment shaders for emulating 8-bit paletted texture support\n");
2237 /* Create the fragment program if we don't have it */
2238 if(!device->paletteConversionShader)
2240 const char *fragment_palette_conversion =
2241 "!!ARBfp1.0\n"
2242 "TEMP index;\n"
2243 /* { 255/256, 0.5/255*255/256, 0, 0 } */
2244 "PARAM constants = { 0.996, 0.00195, 0, 0 };\n"
2245 /* The alpha-component contains the palette index */
2246 "TEX index, fragment.texcoord[0], texture[0], 2D;\n"
2247 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
2248 "MAD index.a, index.a, constants.x, constants.y;\n"
2249 /* Use the alpha-component as an index in the palette to get the final color */
2250 "TEX result.color, index.a, texture[1], 1D;\n"
2251 "END";
2253 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2254 GL_EXTCALL(glGenProgramsARB(1, &device->paletteConversionShader));
2255 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2256 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fragment_palette_conversion), fragment_palette_conversion));
2257 glDisable(GL_FRAGMENT_PROGRAM_ARB);
2260 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2261 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2263 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
2264 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2266 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2267 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /* Make sure we have discrete color levels. */
2268 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2269 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table); /* Upload the palette */
2271 /* Switch back to unit 0 in which the 2D texture will be stored. */
2272 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0));
2274 /* Rebind the texture because it isn't bound anymore */
2275 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2279 BOOL palette9_changed(IWineD3DSurfaceImpl *This) {
2280 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2282 if (This->palette || (This->resource.format_desc->format != WINED3DFMT_P8
2283 && This->resource.format_desc->format != WINED3DFMT_A8P8))
2285 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2286 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2288 return FALSE;
2291 if(This->palette9) {
2292 if(memcmp(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256) == 0) {
2293 return FALSE;
2295 } else {
2296 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2298 memcpy(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2299 return TRUE;
2302 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2303 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2304 DWORD flag = srgb_mode ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE;
2306 if (!(This->Flags & flag)) {
2307 TRACE("Reloading because surface is dirty\n");
2308 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2309 ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
2310 /* Reload: vice versa OR */
2311 ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
2312 /* Also reload: Color key is active AND the color key has changed */
2313 ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
2314 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
2315 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
2316 TRACE("Reloading because of color keying\n");
2317 /* To perform the color key conversion we need a sysmem copy of
2318 * the surface. Make sure we have it
2321 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
2322 /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2323 /* TODO: This is not necessarily needed with hw palettized texture support */
2324 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2325 } else {
2326 TRACE("surface is already in texture\n");
2327 return WINED3D_OK;
2330 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2331 * These resources are not bound by device size or format restrictions. Because of this,
2332 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2333 * However, these resources can always be created, locked, and copied.
2335 if (This->resource.pool == WINED3DPOOL_SCRATCH )
2337 FIXME("(%p) Operation not supported for scratch textures\n",This);
2338 return WINED3DERR_INVALIDCALL;
2341 IWineD3DSurface_LoadLocation(iface, flag, NULL /* no partial locking for textures yet */);
2343 #if 0
2345 static unsigned int gen = 0;
2346 char buffer[4096];
2347 ++gen;
2348 if ((gen % 10) == 0) {
2349 snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm", This, This->glDescription.target, This->glDescription.level, gen);
2350 IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
2353 * debugging crash code
2354 if (gen == 250) {
2355 void** test = NULL;
2356 *test = 0;
2360 #endif
2362 if (!(This->Flags & SFLAG_DONOTFREE)) {
2363 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
2364 This->resource.allocatedMemory = NULL;
2365 This->resource.heapMemory = NULL;
2366 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, FALSE);
2369 return WINED3D_OK;
2372 static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) {
2373 /* TODO: check for locks */
2374 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2375 IWineD3DBaseTexture *baseTexture = NULL;
2376 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2378 TRACE("(%p)Checking to see if the container is a base texture\n", This);
2379 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2380 TRACE("Passing to container\n");
2381 IWineD3DBaseTexture_BindTexture(baseTexture, srgb);
2382 IWineD3DBaseTexture_Release(baseTexture);
2383 } else {
2384 GLuint *name;
2385 TRACE("(%p) : Binding surface\n", This);
2387 name = srgb ? &This->glDescription.srgbTextureName : &This->glDescription.textureName;
2388 if(!device->isInDraw) {
2389 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
2392 ENTER_GL();
2394 if (!This->glDescription.level) {
2395 if (!*name) {
2396 glGenTextures(1, name);
2397 checkGLcall("glGenTextures");
2398 TRACE("Surface %p given name %d\n", This, *name);
2400 glBindTexture(This->glDescription.target, *name);
2401 checkGLcall("glBindTexture");
2402 glTexParameteri(This->glDescription.target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2403 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
2404 glTexParameteri(This->glDescription.target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2405 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
2406 glTexParameteri(This->glDescription.target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2407 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
2408 glTexParameteri(This->glDescription.target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2409 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
2410 glTexParameteri(This->glDescription.target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2411 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
2413 /* This is where we should be reducing the amount of GLMemoryUsed */
2414 } else if (*name) {
2415 /* Mipmap surfaces should have a base texture container */
2416 ERR("Mipmap surface has a glTexture bound to it!\n");
2419 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2420 checkGLcall("glBindTexture");
2422 LEAVE_GL();
2424 return;
2427 #include <errno.h>
2428 #include <stdio.h>
2429 static HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename)
2431 FILE* f = NULL;
2432 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2433 char *allocatedMemory;
2434 const char *textureRow;
2435 IWineD3DSwapChain *swapChain = NULL;
2436 int width, height, i, y;
2437 GLuint tmpTexture = 0;
2438 DWORD color;
2439 /*FIXME:
2440 Textures may not be stored in ->allocatedgMemory and a GlTexture
2441 so we should lock the surface before saving a snapshot, or at least check that
2443 /* TODO: Compressed texture images can be obtained from the GL in uncompressed form
2444 by calling GetTexImage and in compressed form by calling
2445 GetCompressedTexImageARB. Queried compressed images can be saved and
2446 later reused by calling CompressedTexImage[123]DARB. Pre-compressed
2447 texture images do not need to be processed by the GL and should
2448 significantly improve texture loading performance relative to uncompressed
2449 images. */
2451 /* Setup the width and height to be the internal texture width and height. */
2452 width = This->pow2Width;
2453 height = This->pow2Height;
2454 /* check to see if we're a 'virtual' texture, e.g. we're not a pbuffer of texture, we're a back buffer*/
2455 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain);
2457 if (This->Flags & SFLAG_INDRAWABLE && !(This->Flags & SFLAG_INTEXTURE)) {
2458 /* if were not a real texture then read the back buffer into a real texture */
2459 /* we don't want to interfere with the back buffer so read the data into a temporary
2460 * texture and then save the data out of the temporary texture
2462 GLint prevRead;
2463 ENTER_GL();
2464 TRACE("(%p) Reading render target into texture\n", This);
2466 glGenTextures(1, &tmpTexture);
2467 glBindTexture(GL_TEXTURE_2D, tmpTexture);
2469 glTexImage2D(GL_TEXTURE_2D,
2471 GL_RGBA,
2472 width,
2473 height,
2474 0/*border*/,
2475 GL_RGBA,
2476 GL_UNSIGNED_INT_8_8_8_8_REV,
2477 NULL);
2479 glGetIntegerv(GL_READ_BUFFER, &prevRead);
2480 checkGLcall("glGetIntegerv");
2481 glReadBuffer(swapChain ? GL_BACK : This->resource.wineD3DDevice->offscreenBuffer);
2482 checkGLcall("glReadBuffer");
2483 glCopyTexImage2D(GL_TEXTURE_2D,
2485 GL_RGBA,
2488 width,
2489 height,
2492 checkGLcall("glCopyTexImage2D");
2493 glReadBuffer(prevRead);
2494 LEAVE_GL();
2496 } else { /* bind the real texture, and make sure it up to date */
2497 surface_internal_preload(iface, SRGB_RGB);
2498 surface_bind_and_dirtify(This, FALSE);
2500 allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width * height * 4);
2501 ENTER_GL();
2502 FIXME("Saving texture level %d width %d height %d\n", This->glDescription.level, width, height);
2503 glGetTexImage(GL_TEXTURE_2D,
2504 This->glDescription.level,
2505 GL_RGBA,
2506 GL_UNSIGNED_INT_8_8_8_8_REV,
2507 allocatedMemory);
2508 checkGLcall("glTexImage2D");
2509 if (tmpTexture) {
2510 glBindTexture(GL_TEXTURE_2D, 0);
2511 glDeleteTextures(1, &tmpTexture);
2513 LEAVE_GL();
2515 f = fopen(filename, "w+");
2516 if (NULL == f) {
2517 ERR("opening of %s failed with: %s\n", filename, strerror(errno));
2518 return WINED3DERR_INVALIDCALL;
2520 /* Save the data out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha channel */
2521 TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format_desc->format));
2522 /* TGA header */
2523 fputc(0,f);
2524 fputc(0,f);
2525 fputc(2,f);
2526 fputc(0,f);
2527 fputc(0,f);
2528 fputc(0,f);
2529 fputc(0,f);
2530 fputc(0,f);
2531 fputc(0,f);
2532 fputc(0,f);
2533 fputc(0,f);
2534 fputc(0,f);
2535 /* short width*/
2536 fwrite(&width,2,1,f);
2537 /* short height */
2538 fwrite(&height,2,1,f);
2539 /* format rgba */
2540 fputc(0x20,f);
2541 fputc(0x28,f);
2542 /* raw data */
2543 /* 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 */
2544 if(swapChain)
2545 textureRow = allocatedMemory + (width * (height - 1) *4);
2546 else
2547 textureRow = allocatedMemory;
2548 for (y = 0 ; y < height; y++) {
2549 for (i = 0; i < width; i++) {
2550 color = *((const DWORD*)textureRow);
2551 fputc((color >> 16) & 0xFF, f); /* B */
2552 fputc((color >> 8) & 0xFF, f); /* G */
2553 fputc((color >> 0) & 0xFF, f); /* R */
2554 fputc((color >> 24) & 0xFF, f); /* A */
2555 textureRow += 4;
2557 /* take two rows of the pointer to the texture memory */
2558 if(swapChain)
2559 (textureRow-= width << 3);
2562 TRACE("Closing file\n");
2563 fclose(f);
2565 if(swapChain) {
2566 IWineD3DSwapChain_Release(swapChain);
2568 HeapFree(GetProcessHeap(), 0, allocatedMemory);
2569 return WINED3D_OK;
2572 static HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
2573 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2574 HRESULT hr;
2576 TRACE("(%p) : Calling base function first\n", This);
2577 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2578 if(SUCCEEDED(hr)) {
2579 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2580 TRACE("(%p) : glFormat %d, glFormatInternal %d, glType %d\n", This, This->resource.format_desc->glFormat,
2581 This->resource.format_desc->glInternal, This->resource.format_desc->glType);
2583 return hr;
2586 static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2587 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2589 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
2590 WARN("Surface is locked or the HDC is in use\n");
2591 return WINED3DERR_INVALIDCALL;
2594 if(Mem && Mem != This->resource.allocatedMemory) {
2595 void *release = NULL;
2597 /* Do I have to copy the old surface content? */
2598 if(This->Flags & SFLAG_DIBSECTION) {
2599 /* Release the DC. No need to hold the critical section for the update
2600 * Thread because this thread runs only on front buffers, but this method
2601 * fails for render targets in the check above.
2603 SelectObject(This->hDC, This->dib.holdbitmap);
2604 DeleteDC(This->hDC);
2605 /* Release the DIB section */
2606 DeleteObject(This->dib.DIBsection);
2607 This->dib.bitmap_data = NULL;
2608 This->resource.allocatedMemory = NULL;
2609 This->hDC = NULL;
2610 This->Flags &= ~SFLAG_DIBSECTION;
2611 } else if(!(This->Flags & SFLAG_USERPTR)) {
2612 release = This->resource.heapMemory;
2613 This->resource.heapMemory = NULL;
2615 This->resource.allocatedMemory = Mem;
2616 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2618 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2619 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2621 /* For client textures opengl has to be notified */
2622 if(This->Flags & SFLAG_CLIENT) {
2623 DWORD oldFlags = This->Flags;
2624 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2625 if(oldFlags & SFLAG_ALLOCATED) surface_internal_preload(iface, SRGB_RGB);
2626 if(oldFlags & SFLAG_SRGBALLOCATED) surface_internal_preload(iface, SRGB_SRGB);
2627 /* And hope that the app behaves correctly and did not free the old surface memory before setting a new pointer */
2630 /* Now free the old memory if any */
2631 HeapFree(GetProcessHeap(), 0, release);
2632 } else if(This->Flags & SFLAG_USERPTR) {
2633 /* LockRect and GetDC will re-create the dib section and allocated memory */
2634 This->resource.allocatedMemory = NULL;
2635 /* HeapMemory should be NULL already */
2636 if(This->resource.heapMemory != NULL) ERR("User pointer surface has heap memory allocated\n");
2637 This->Flags &= ~SFLAG_USERPTR;
2639 if(This->Flags & SFLAG_CLIENT) {
2640 DWORD oldFlags = This->Flags;
2641 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2642 /* This respecifies an empty texture and opengl knows that the old memory is gone */
2643 if(oldFlags & SFLAG_ALLOCATED) surface_internal_preload(iface, SRGB_RGB);
2644 if(oldFlags & SFLAG_SRGBALLOCATED) surface_internal_preload(iface, SRGB_SRGB);
2647 return WINED3D_OK;
2650 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
2652 /* Flip the surface contents */
2653 /* Flip the DC */
2655 HDC tmp;
2656 tmp = front->hDC;
2657 front->hDC = back->hDC;
2658 back->hDC = tmp;
2661 /* Flip the DIBsection */
2663 HBITMAP tmp;
2664 BOOL hasDib = front->Flags & SFLAG_DIBSECTION;
2665 tmp = front->dib.DIBsection;
2666 front->dib.DIBsection = back->dib.DIBsection;
2667 back->dib.DIBsection = tmp;
2669 if(back->Flags & SFLAG_DIBSECTION) front->Flags |= SFLAG_DIBSECTION;
2670 else front->Flags &= ~SFLAG_DIBSECTION;
2671 if(hasDib) back->Flags |= SFLAG_DIBSECTION;
2672 else back->Flags &= ~SFLAG_DIBSECTION;
2675 /* Flip the surface data */
2677 void* tmp;
2679 tmp = front->dib.bitmap_data;
2680 front->dib.bitmap_data = back->dib.bitmap_data;
2681 back->dib.bitmap_data = tmp;
2683 tmp = front->resource.allocatedMemory;
2684 front->resource.allocatedMemory = back->resource.allocatedMemory;
2685 back->resource.allocatedMemory = tmp;
2687 tmp = front->resource.heapMemory;
2688 front->resource.heapMemory = back->resource.heapMemory;
2689 back->resource.heapMemory = tmp;
2692 /* Flip the PBO */
2694 GLuint tmp_pbo = front->pbo;
2695 front->pbo = back->pbo;
2696 back->pbo = tmp_pbo;
2699 /* client_memory should not be different, but just in case */
2701 BOOL tmp;
2702 tmp = front->dib.client_memory;
2703 front->dib.client_memory = back->dib.client_memory;
2704 back->dib.client_memory = tmp;
2707 /* Flip the opengl texture */
2709 glDescriptor tmp_desc = back->glDescription;
2710 back->glDescription = front->glDescription;
2711 front->glDescription = tmp_desc;
2715 DWORD tmp_flags = back->Flags;
2716 back->Flags = front->Flags;
2717 front->Flags = tmp_flags;
2721 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
2722 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2723 IWineD3DSwapChainImpl *swapchain = NULL;
2724 HRESULT hr;
2725 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
2727 /* Flipping is only supported on RenderTargets and overlays*/
2728 if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
2729 WARN("Tried to flip a non-render target, non-overlay surface\n");
2730 return WINEDDERR_NOTFLIPPABLE;
2733 if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
2734 flip_surface(This, (IWineD3DSurfaceImpl *) override);
2736 /* Update the overlay if it is visible */
2737 if(This->overlay_dest) {
2738 return IWineD3DSurface_DrawOverlay((IWineD3DSurface *) This);
2739 } else {
2740 return WINED3D_OK;
2744 if(override) {
2745 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2746 * FIXME("(%p) Target override is not supported by now\n", This);
2747 * Additionally, it isn't really possible to support triple-buffering
2748 * properly on opengl at all
2752 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **) &swapchain);
2753 if(!swapchain) {
2754 ERR("Flipped surface is not on a swapchain\n");
2755 return WINEDDERR_NOTFLIPPABLE;
2758 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2759 * and only d3d8 and d3d9 apps specify the presentation interval
2761 if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
2762 /* Most common case first to avoid wasting time on all the other cases */
2763 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2764 } else if(Flags & WINEDDFLIP_NOVSYNC) {
2765 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2766 } else if(Flags & WINEDDFLIP_INTERVAL2) {
2767 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
2768 } else if(Flags & WINEDDFLIP_INTERVAL3) {
2769 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
2770 } else {
2771 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
2774 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2775 hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *) swapchain, NULL, NULL, 0, NULL, 0);
2776 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
2777 return hr;
2780 /* Does a direct frame buffer -> texture copy. Stretching is done
2781 * with single pixel copy calls
2783 static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
2784 IWineD3DSwapChainImpl *swapchain, const WINED3DRECT *srect, const WINED3DRECT *drect,
2785 BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter)
2787 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2788 float xrel, yrel;
2789 UINT row;
2790 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2793 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2794 surface_internal_preload((IWineD3DSurface *) This, SRGB_RGB);
2795 ENTER_GL();
2797 /* Bind the target texture */
2798 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2799 checkGLcall("glBindTexture");
2800 if(!swapchain) {
2801 TRACE("Reading from an offscreen target\n");
2802 upsidedown = !upsidedown;
2803 glReadBuffer(myDevice->offscreenBuffer);
2804 } else {
2805 GLenum buffer = surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain);
2806 glReadBuffer(buffer);
2808 checkGLcall("glReadBuffer");
2810 xrel = (float) (srect->x2 - srect->x1) / (float) (drect->x2 - drect->x1);
2811 yrel = (float) (srect->y2 - srect->y1) / (float) (drect->y2 - drect->y1);
2813 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2814 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2816 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
2817 ERR("Texture filtering not supported in direct blit\n");
2819 } else if((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) && ((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2820 ERR("Texture filtering not supported in direct blit\n");
2823 if(upsidedown &&
2824 !((xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) &&
2825 !((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2826 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2828 glCopyTexSubImage2D(This->glDescription.target,
2829 This->glDescription.level,
2830 drect->x1, drect->y1, /* xoffset, yoffset */
2831 srect->x1, Src->currentDesc.Height - srect->y2,
2832 drect->x2 - drect->x1, drect->y2 - drect->y1);
2833 } else {
2834 UINT yoffset = Src->currentDesc.Height - srect->y1 + drect->y1 - 1;
2835 /* I have to process this row by row to swap the image,
2836 * otherwise it would be upside down, so stretching in y direction
2837 * doesn't cost extra time
2839 * However, stretching in x direction can be avoided if not necessary
2841 for(row = drect->y1; row < drect->y2; row++) {
2842 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2843 /* Well, that stuff works, but it's very slow.
2844 * find a better way instead
2846 UINT col;
2848 for(col = drect->x1; col < drect->x2; col++) {
2849 glCopyTexSubImage2D(This->glDescription.target,
2850 This->glDescription.level,
2851 drect->x1 + col, row, /* xoffset, yoffset */
2852 srect->x1 + col * xrel, yoffset - (int) (row * yrel),
2853 1, 1);
2855 } else {
2856 glCopyTexSubImage2D(This->glDescription.target,
2857 This->glDescription.level,
2858 drect->x1, row, /* xoffset, yoffset */
2859 srect->x1, yoffset - (int) (row * yrel),
2860 drect->x2-drect->x1, 1);
2864 checkGLcall("glCopyTexSubImage2D");
2866 LEAVE_GL();
2869 /* Uses the hardware to stretch and flip the image */
2870 static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
2871 IWineD3DSwapChainImpl *swapchain, const WINED3DRECT *srect, const WINED3DRECT *drect,
2872 BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter)
2874 GLuint src, backup = 0;
2875 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2876 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2877 float left, right, top, bottom; /* Texture coordinates */
2878 UINT fbwidth = Src->currentDesc.Width;
2879 UINT fbheight = Src->currentDesc.Height;
2880 GLenum drawBuffer = GL_BACK;
2881 GLenum texture_target;
2882 BOOL noBackBufferBackup;
2884 TRACE("Using hwstretch blit\n");
2885 /* Activate the Proper context for reading from the source surface, set it up for blitting */
2886 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2887 surface_internal_preload((IWineD3DSurface *) This, SRGB_RGB);
2889 noBackBufferBackup = !swapchain && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
2890 if(!noBackBufferBackup && Src->glDescription.textureName == 0) {
2891 /* Get it a description */
2892 surface_internal_preload(SrcSurface, SRGB_RGB);
2894 ENTER_GL();
2896 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
2897 * This way we don't have to wait for the 2nd readback to finish to leave this function.
2899 if(myDevice->activeContext->aux_buffers >= 2) {
2900 /* Got more than one aux buffer? Use the 2nd aux buffer */
2901 drawBuffer = GL_AUX1;
2902 } else if((swapchain || myDevice->offscreenBuffer == GL_BACK) && myDevice->activeContext->aux_buffers >= 1) {
2903 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2904 drawBuffer = GL_AUX0;
2907 if(noBackBufferBackup) {
2908 glGenTextures(1, &backup);
2909 checkGLcall("glGenTextures\n");
2910 glBindTexture(GL_TEXTURE_2D, backup);
2911 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
2912 texture_target = GL_TEXTURE_2D;
2913 } else {
2914 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
2915 * we are reading from the back buffer, the backup can be used as source texture
2917 texture_target = Src->glDescription.target;
2918 glBindTexture(texture_target, Src->glDescription.textureName);
2919 checkGLcall("glBindTexture(texture_target, Src->glDescription.textureName)");
2920 glEnable(texture_target);
2921 checkGLcall("glEnable(texture_target)");
2923 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
2924 Src->Flags &= ~SFLAG_INTEXTURE;
2927 if(swapchain) {
2928 glReadBuffer(surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain));
2929 } else {
2930 TRACE("Reading from an offscreen target\n");
2931 upsidedown = !upsidedown;
2932 glReadBuffer(myDevice->offscreenBuffer);
2935 /* TODO: Only back up the part that will be overwritten */
2936 glCopyTexSubImage2D(texture_target, 0,
2937 0, 0 /* read offsets */,
2938 0, 0,
2939 fbwidth,
2940 fbheight);
2942 checkGLcall("glCopyTexSubImage2D");
2944 /* No issue with overriding these - the sampler is dirty due to blit usage */
2945 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
2946 magLookup[Filter - WINED3DTEXF_NONE]);
2947 checkGLcall("glTexParameteri");
2948 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
2949 minMipLookup[Filter].mip[WINED3DTEXF_NONE]);
2950 checkGLcall("glTexParameteri");
2952 if(!swapchain || (IWineD3DSurface *) Src == swapchain->backBuffer[0]) {
2953 src = backup ? backup : Src->glDescription.textureName;
2954 } else {
2955 glReadBuffer(GL_FRONT);
2956 checkGLcall("glReadBuffer(GL_FRONT)");
2958 glGenTextures(1, &src);
2959 checkGLcall("glGenTextures(1, &src)");
2960 glBindTexture(GL_TEXTURE_2D, src);
2961 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
2963 /* TODO: Only copy the part that will be read. Use srect->x1, srect->y2 as origin, but with the width watch
2964 * out for power of 2 sizes
2966 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Src->pow2Width, Src->pow2Height, 0,
2967 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
2968 checkGLcall("glTexImage2D");
2969 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
2970 0, 0 /* read offsets */,
2971 0, 0,
2972 fbwidth,
2973 fbheight);
2975 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2976 checkGLcall("glTexParameteri");
2977 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2978 checkGLcall("glTexParameteri");
2980 glReadBuffer(GL_BACK);
2981 checkGLcall("glReadBuffer(GL_BACK)");
2983 if(texture_target != GL_TEXTURE_2D) {
2984 glDisable(texture_target);
2985 glEnable(GL_TEXTURE_2D);
2986 texture_target = GL_TEXTURE_2D;
2989 checkGLcall("glEnd and previous");
2991 left = srect->x1;
2992 right = srect->x2;
2994 if(upsidedown) {
2995 top = Src->currentDesc.Height - srect->y1;
2996 bottom = Src->currentDesc.Height - srect->y2;
2997 } else {
2998 top = Src->currentDesc.Height - srect->y2;
2999 bottom = Src->currentDesc.Height - srect->y1;
3002 if(Src->Flags & SFLAG_NORMCOORD) {
3003 left /= Src->pow2Width;
3004 right /= Src->pow2Width;
3005 top /= Src->pow2Height;
3006 bottom /= Src->pow2Height;
3009 /* draw the source texture stretched and upside down. The correct surface is bound already */
3010 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3011 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3013 glDrawBuffer(drawBuffer);
3014 glReadBuffer(drawBuffer);
3016 glBegin(GL_QUADS);
3017 /* bottom left */
3018 glTexCoord2f(left, bottom);
3019 glVertex2i(0, fbheight);
3021 /* top left */
3022 glTexCoord2f(left, top);
3023 glVertex2i(0, fbheight - drect->y2 - drect->y1);
3025 /* top right */
3026 glTexCoord2f(right, top);
3027 glVertex2i(drect->x2 - drect->x1, fbheight - drect->y2 - drect->y1);
3029 /* bottom right */
3030 glTexCoord2f(right, bottom);
3031 glVertex2i(drect->x2 - drect->x1, fbheight);
3032 glEnd();
3033 checkGLcall("glEnd and previous");
3035 if(texture_target != This->glDescription.target) {
3036 glDisable(texture_target);
3037 glEnable(This->glDescription.target);
3038 texture_target = This->glDescription.target;
3041 /* Now read the stretched and upside down image into the destination texture */
3042 glBindTexture(texture_target, This->glDescription.textureName);
3043 checkGLcall("glBindTexture");
3044 glCopyTexSubImage2D(texture_target,
3046 drect->x1, drect->y1, /* xoffset, yoffset */
3047 0, 0, /* We blitted the image to the origin */
3048 drect->x2 - drect->x1, drect->y2 - drect->y1);
3049 checkGLcall("glCopyTexSubImage2D");
3051 if(drawBuffer == GL_BACK) {
3052 /* Write the back buffer backup back */
3053 if(backup) {
3054 if(texture_target != GL_TEXTURE_2D) {
3055 glDisable(texture_target);
3056 glEnable(GL_TEXTURE_2D);
3057 texture_target = GL_TEXTURE_2D;
3059 glBindTexture(GL_TEXTURE_2D, backup);
3060 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3061 } else {
3062 if(texture_target != Src->glDescription.target) {
3063 glDisable(texture_target);
3064 glEnable(Src->glDescription.target);
3065 texture_target = Src->glDescription.target;
3067 glBindTexture(Src->glDescription.target, Src->glDescription.textureName);
3068 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
3071 glBegin(GL_QUADS);
3072 /* top left */
3073 glTexCoord2f(0.0, (float) fbheight / (float) Src->pow2Height);
3074 glVertex2i(0, 0);
3076 /* bottom left */
3077 glTexCoord2f(0.0, 0.0);
3078 glVertex2i(0, fbheight);
3080 /* bottom right */
3081 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, 0.0);
3082 glVertex2i(fbwidth, Src->currentDesc.Height);
3084 /* top right */
3085 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, (float) fbheight / (float) Src->pow2Height);
3086 glVertex2i(fbwidth, 0);
3087 glEnd();
3088 } else {
3089 /* Restore the old draw buffer */
3090 glDrawBuffer(GL_BACK);
3092 glDisable(texture_target);
3093 checkGLcall("glDisable(texture_target)");
3095 /* Cleanup */
3096 if(src != Src->glDescription.textureName && src != backup) {
3097 glDeleteTextures(1, &src);
3098 checkGLcall("glDeleteTextures(1, &src)");
3100 if(backup) {
3101 glDeleteTextures(1, &backup);
3102 checkGLcall("glDeleteTextures(1, &backup)");
3105 LEAVE_GL();
3108 /* Not called from the VTable */
3109 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3110 IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx,
3111 WINED3DTEXTUREFILTERTYPE Filter)
3113 WINED3DRECT rect;
3114 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3115 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
3116 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3118 TRACE("(%p)->(%p,%p,%p,%08x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3120 /* Get the swapchain. One of the surfaces has to be a primary surface */
3121 if(This->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3122 WARN("Destination is in sysmem, rejecting gl blt\n");
3123 return WINED3DERR_INVALIDCALL;
3125 IWineD3DSurface_GetContainer( (IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
3126 if(dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) dstSwapchain);
3127 if(Src) {
3128 if(Src->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3129 WARN("Src is in sysmem, rejecting gl blt\n");
3130 return WINED3DERR_INVALIDCALL;
3132 IWineD3DSurface_GetContainer( (IWineD3DSurface *) Src, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
3133 if(srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) srcSwapchain);
3136 /* Early sort out of cases where no render target is used */
3137 if(!dstSwapchain && !srcSwapchain &&
3138 SrcSurface != myDevice->render_targets[0] && This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3139 TRACE("No surface is render target, not using hardware blit. Src = %p, dst = %p\n", Src, This);
3140 return WINED3DERR_INVALIDCALL;
3143 /* No destination color keying supported */
3144 if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
3145 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3146 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3147 return WINED3DERR_INVALIDCALL;
3150 if (DestRect) {
3151 rect.x1 = DestRect->left;
3152 rect.y1 = DestRect->top;
3153 rect.x2 = DestRect->right;
3154 rect.y2 = DestRect->bottom;
3155 } else {
3156 rect.x1 = 0;
3157 rect.y1 = 0;
3158 rect.x2 = This->currentDesc.Width;
3159 rect.y2 = This->currentDesc.Height;
3162 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3163 if(dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->backBuffer &&
3164 ((IWineD3DSurface *) This == dstSwapchain->frontBuffer) && SrcSurface == dstSwapchain->backBuffer[0]) {
3165 /* Half-life does a Blt from the back buffer to the front buffer,
3166 * Full surface size, no flags... Use present instead
3168 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3171 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3172 while(1)
3174 RECT mySrcRect;
3175 TRACE("Looking if a Present can be done...\n");
3176 /* Source Rectangle must be full surface */
3177 if( SrcRect ) {
3178 if(SrcRect->left != 0 || SrcRect->top != 0 ||
3179 SrcRect->right != Src->currentDesc.Width || SrcRect->bottom != Src->currentDesc.Height) {
3180 TRACE("No, Source rectangle doesn't match\n");
3181 break;
3184 mySrcRect.left = 0;
3185 mySrcRect.top = 0;
3186 mySrcRect.right = Src->currentDesc.Width;
3187 mySrcRect.bottom = Src->currentDesc.Height;
3189 /* No stretching may occur */
3190 if(mySrcRect.right != rect.x2 - rect.x1 ||
3191 mySrcRect.bottom != rect.y2 - rect.y1) {
3192 TRACE("No, stretching is done\n");
3193 break;
3196 /* Destination must be full surface or match the clipping rectangle */
3197 if(This->clipper && ((IWineD3DClipperImpl *) This->clipper)->hWnd)
3199 RECT cliprect;
3200 POINT pos[2];
3201 GetClientRect(((IWineD3DClipperImpl *) This->clipper)->hWnd, &cliprect);
3202 pos[0].x = rect.x1;
3203 pos[0].y = rect.y1;
3204 pos[1].x = rect.x2;
3205 pos[1].y = rect.y2;
3206 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *) This->clipper)->hWnd,
3207 pos, 2);
3209 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
3210 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3212 TRACE("No, dest rectangle doesn't match(clipper)\n");
3213 TRACE("Clip rect at (%d,%d)-(%d,%d)\n", cliprect.left, cliprect.top, cliprect.right, cliprect.bottom);
3214 TRACE("Blt dest: (%d,%d)-(%d,%d)\n", rect.x1, rect.y1, rect.x2, rect.y2);
3215 break;
3218 else
3220 if(rect.x1 != 0 || rect.y1 != 0 ||
3221 rect.x2 != This->currentDesc.Width || rect.y2 != This->currentDesc.Height) {
3222 TRACE("No, dest rectangle doesn't match(surface size)\n");
3223 break;
3227 TRACE("Yes\n");
3229 /* These flags are unimportant for the flag check, remove them */
3230 if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
3231 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3233 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3234 * take very long, while a flip is fast.
3235 * This applies to Half-Life, which does such Blts every time it finished
3236 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3237 * menu. This is also used by all apps when they do windowed rendering
3239 * The problem is that flipping is not really the same as copying. After a
3240 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3241 * untouched. Therefore it's necessary to override the swap effect
3242 * and to set it back after the flip.
3244 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3245 * testcases.
3248 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3249 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3251 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3252 IWineD3DSwapChain_Present((IWineD3DSwapChain *) dstSwapchain, NULL, NULL, 0, NULL, 0);
3254 dstSwapchain->presentParms.SwapEffect = orig_swap;
3256 return WINED3D_OK;
3258 break;
3261 TRACE("Unsupported blit between buffers on the same swapchain\n");
3262 return WINED3DERR_INVALIDCALL;
3263 } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
3264 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3265 return WINED3DERR_INVALIDCALL;
3266 } else if(dstSwapchain && srcSwapchain) {
3267 FIXME("Implement hardware blit between two different swapchains\n");
3268 return WINED3DERR_INVALIDCALL;
3269 } else if(dstSwapchain) {
3270 if(SrcSurface == myDevice->render_targets[0]) {
3271 TRACE("Blit from active render target to a swapchain\n");
3272 /* Handled with regular texture -> swapchain blit */
3274 } else if(srcSwapchain && This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3275 FIXME("Implement blit from a swapchain to the active render target\n");
3276 return WINED3DERR_INVALIDCALL;
3279 if((srcSwapchain || SrcSurface == myDevice->render_targets[0]) && !dstSwapchain) {
3280 /* Blit from render target to texture */
3281 WINED3DRECT srect;
3282 BOOL upsideDown, stretchx;
3283 BOOL paletteOverride = FALSE;
3285 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3286 TRACE("Color keying not supported by frame buffer to texture blit\n");
3287 return WINED3DERR_INVALIDCALL;
3288 /* Destination color key is checked above */
3291 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
3292 * glCopyTexSubImage is a bit picky about the parameters we pass to it
3294 if(SrcRect) {
3295 if(SrcRect->top < SrcRect->bottom) {
3296 srect.y1 = SrcRect->top;
3297 srect.y2 = SrcRect->bottom;
3298 upsideDown = FALSE;
3299 } else {
3300 srect.y1 = SrcRect->bottom;
3301 srect.y2 = SrcRect->top;
3302 upsideDown = TRUE;
3304 srect.x1 = SrcRect->left;
3305 srect.x2 = SrcRect->right;
3306 } else {
3307 srect.x1 = 0;
3308 srect.y1 = 0;
3309 srect.x2 = Src->currentDesc.Width;
3310 srect.y2 = Src->currentDesc.Height;
3311 upsideDown = FALSE;
3313 if(rect.x1 > rect.x2) {
3314 UINT tmp = rect.x2;
3315 rect.x2 = rect.x1;
3316 rect.x1 = tmp;
3317 upsideDown = !upsideDown;
3320 if(rect.x2 - rect.x1 != srect.x2 - srect.x1) {
3321 stretchx = TRUE;
3322 } else {
3323 stretchx = FALSE;
3326 /* When blitting from a render target a texture, the texture isn't required to have a palette.
3327 * In this case grab the palette from the render target. */
3328 if ((This->resource.format_desc->format == WINED3DFMT_P8) && (This->palette == NULL))
3330 paletteOverride = TRUE;
3331 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3332 This->palette = Src->palette;
3335 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3336 * flip the image nor scale it.
3338 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3339 * -> If the app wants a image width an unscaled width, copy it line per line
3340 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3341 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3342 * back buffer. This is slower than reading line per line, thus not used for flipping
3343 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3344 * pixel by pixel
3346 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3347 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3348 * backends.
3350 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT)) {
3351 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &srect,
3352 (IWineD3DSurface *)This, &rect, Filter, upsideDown);
3353 } else if((!stretchx) || rect.x2 - rect.x1 > Src->currentDesc.Width ||
3354 rect.y2 - rect.y1 > Src->currentDesc.Height) {
3355 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3356 fb_copy_to_texture_direct(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3357 } else {
3358 TRACE("Using hardware stretching to flip / stretch the texture\n");
3359 fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3362 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3363 if(paletteOverride)
3364 This->palette = NULL;
3366 if(!(This->Flags & SFLAG_DONOTFREE)) {
3367 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
3368 This->resource.allocatedMemory = NULL;
3369 This->resource.heapMemory = NULL;
3370 } else {
3371 This->Flags &= ~SFLAG_INSYSMEM;
3373 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3374 * path is never entered
3376 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
3378 return WINED3D_OK;
3379 } else if(Src) {
3380 /* Blit from offscreen surface to render target */
3381 float glTexCoord[4];
3382 DWORD oldCKeyFlags = Src->CKeyFlags;
3383 WINEDDCOLORKEY oldBltCKey = Src->SrcBltCKey;
3384 RECT SourceRectangle;
3385 BOOL paletteOverride = FALSE;
3387 TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
3389 if(SrcRect) {
3390 SourceRectangle.left = SrcRect->left;
3391 SourceRectangle.right = SrcRect->right;
3392 SourceRectangle.top = SrcRect->top;
3393 SourceRectangle.bottom = SrcRect->bottom;
3394 } else {
3395 SourceRectangle.left = 0;
3396 SourceRectangle.right = Src->currentDesc.Width;
3397 SourceRectangle.top = 0;
3398 SourceRectangle.bottom = Src->currentDesc.Height;
3401 /* When blitting from an offscreen surface to a rendertarget, the source
3402 * surface is not required to have a palette. Our rendering / conversion
3403 * code further down the road retrieves the palette from the surface, so
3404 * it must have a palette set. */
3405 if ((Src->resource.format_desc->format == WINED3DFMT_P8) && (Src->palette == NULL))
3407 paletteOverride = TRUE;
3408 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3409 Src->palette = This->palette;
3412 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT) &&
3413 (Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) == 0) {
3414 TRACE("Using stretch_rect_fbo\n");
3415 /* The source is always a texture, but never the currently active render target, and the texture
3416 * contents are never upside down
3418 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, (WINED3DRECT *) &SourceRectangle,
3419 (IWineD3DSurface *)This, &rect, Filter, FALSE);
3421 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3422 if(paletteOverride)
3423 Src->palette = NULL;
3424 return WINED3D_OK;
3427 if(!CalculateTexRect(Src, &SourceRectangle, glTexCoord)) {
3428 /* Fall back to software */
3429 WARN("(%p) Source texture area (%d,%d)-(%d,%d) is too big\n", Src,
3430 SourceRectangle.left, SourceRectangle.top,
3431 SourceRectangle.right, SourceRectangle.bottom);
3432 return WINED3DERR_INVALIDCALL;
3435 /* Color keying: Check if we have to do a color keyed blt,
3436 * and if not check if a color key is activated.
3438 * Just modify the color keying parameters in the surface and restore them afterwards
3439 * The surface keeps track of the color key last used to load the opengl surface.
3440 * PreLoad will catch the change to the flags and color key and reload if necessary.
3442 if(Flags & WINEDDBLT_KEYSRC) {
3443 /* Use color key from surface */
3444 } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
3445 /* Use color key from DDBltFx */
3446 Src->CKeyFlags |= WINEDDSD_CKSRCBLT;
3447 Src->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3448 } else {
3449 /* Do not use color key */
3450 Src->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3453 /* Now load the surface */
3454 surface_internal_preload((IWineD3DSurface *) Src, SRGB_RGB);
3456 /* Activate the destination context, set it up for blitting */
3457 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
3459 /* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
3460 * while OpenGL coordinates are window relative.
3461 * Also beware of the origin difference(top left vs bottom left).
3462 * Also beware that the front buffer's surface size is screen width x screen height,
3463 * whereas the real gl drawable size is the size of the window.
3465 if (dstSwapchain && (IWineD3DSurface *)This == dstSwapchain->frontBuffer) {
3466 RECT windowsize;
3467 POINT offset = {0,0};
3468 UINT h;
3469 ClientToScreen(dstSwapchain->win_handle, &offset);
3470 GetClientRect(dstSwapchain->win_handle, &windowsize);
3471 h = windowsize.bottom - windowsize.top;
3472 rect.x1 -= offset.x; rect.x2 -=offset.x;
3473 rect.y1 -= offset.y; rect.y2 -=offset.y;
3474 rect.y1 += This->currentDesc.Height - h; rect.y2 += This->currentDesc.Height - h;
3477 myDevice->blitter->set_shader((IWineD3DDevice *) myDevice, Src->resource.format_desc->format,
3478 Src->glDescription.target, Src->pow2Width, Src->pow2Height);
3480 ENTER_GL();
3482 /* Bind the texture */
3483 glBindTexture(Src->glDescription.target, Src->glDescription.textureName);
3484 checkGLcall("glBindTexture");
3486 /* Filtering for StretchRect */
3487 glTexParameteri(Src->glDescription.target, GL_TEXTURE_MAG_FILTER,
3488 magLookup[Filter - WINED3DTEXF_NONE]);
3489 checkGLcall("glTexParameteri");
3490 glTexParameteri(Src->glDescription.target, GL_TEXTURE_MIN_FILTER,
3491 minMipLookup[Filter].mip[WINED3DTEXF_NONE]);
3492 checkGLcall("glTexParameteri");
3493 glTexParameteri(Src->glDescription.target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3494 glTexParameteri(Src->glDescription.target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3495 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
3496 checkGLcall("glTexEnvi");
3498 /* This is for color keying */
3499 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3500 glEnable(GL_ALPHA_TEST);
3501 checkGLcall("glEnable GL_ALPHA_TEST");
3503 /* When the primary render target uses P8, the alpha component contains the palette index.
3504 * Which means that the colorkey is one of the palette entries. In other cases pixels that
3505 * should be masked away have alpha set to 0. */
3506 if(primary_render_target_is_p8(myDevice))
3507 glAlphaFunc(GL_NOTEQUAL, (float)Src->SrcBltCKey.dwColorSpaceLowValue / 256.0);
3508 else
3509 glAlphaFunc(GL_NOTEQUAL, 0.0);
3510 checkGLcall("glAlphaFunc\n");
3511 } else {
3512 glDisable(GL_ALPHA_TEST);
3513 checkGLcall("glDisable GL_ALPHA_TEST");
3516 /* Draw a textured quad
3518 glBegin(GL_QUADS);
3520 glColor3d(1.0f, 1.0f, 1.0f);
3521 glTexCoord2f(glTexCoord[0], glTexCoord[2]);
3522 glVertex3f(rect.x1,
3523 rect.y1,
3524 0.0);
3526 glTexCoord2f(glTexCoord[0], glTexCoord[3]);
3527 glVertex3f(rect.x1, rect.y2, 0.0);
3529 glTexCoord2f(glTexCoord[1], glTexCoord[3]);
3530 glVertex3f(rect.x2,
3531 rect.y2,
3532 0.0);
3534 glTexCoord2f(glTexCoord[1], glTexCoord[2]);
3535 glVertex3f(rect.x2,
3536 rect.y1,
3537 0.0);
3538 glEnd();
3539 checkGLcall("glEnd");
3541 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3542 glDisable(GL_ALPHA_TEST);
3543 checkGLcall("glDisable(GL_ALPHA_TEST)");
3546 glBindTexture(Src->glDescription.target, 0);
3547 checkGLcall("glBindTexture(Src->glDescription.target, 0)");
3549 /* Restore the color key parameters */
3550 Src->CKeyFlags = oldCKeyFlags;
3551 Src->SrcBltCKey = oldBltCKey;
3553 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3554 if(paletteOverride)
3555 Src->palette = NULL;
3557 LEAVE_GL();
3559 /* Leave the opengl state valid for blitting */
3560 myDevice->blitter->unset_shader((IWineD3DDevice *) myDevice);
3562 /* Flush in case the drawable is used by multiple GL contexts */
3563 if(dstSwapchain && (This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer || dstSwapchain->num_contexts >= 2))
3564 glFlush();
3566 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
3567 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
3568 * is outdated now
3570 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INDRAWABLE, TRUE);
3572 return WINED3D_OK;
3573 } else {
3574 /* Source-Less Blit to render target */
3575 if (Flags & WINEDDBLT_COLORFILL) {
3576 /* This is easy to handle for the D3D Device... */
3577 DWORD color;
3579 TRACE("Colorfill\n");
3581 /* This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0] || dstSwapchain
3582 must be true if we are here */
3583 if (This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0] &&
3584 !(This == (IWineD3DSurfaceImpl*) dstSwapchain->frontBuffer ||
3585 (dstSwapchain->backBuffer && This == (IWineD3DSurfaceImpl*) dstSwapchain->backBuffer[0]))) {
3586 TRACE("Surface is higher back buffer, falling back to software\n");
3587 return WINED3DERR_INVALIDCALL;
3590 /* The color as given in the Blt function is in the format of the frame-buffer...
3591 * 'clear' expect it in ARGB format => we need to do some conversion :-)
3593 if (This->resource.format_desc->format == WINED3DFMT_P8)
3595 DWORD alpha;
3597 if (primary_render_target_is_p8(myDevice)) alpha = DDBltFx->u5.dwFillColor << 24;
3598 else alpha = 0xFF000000;
3600 if (This->palette) {
3601 color = (alpha |
3602 (This->palette->palents[DDBltFx->u5.dwFillColor].peRed << 16) |
3603 (This->palette->palents[DDBltFx->u5.dwFillColor].peGreen << 8) |
3604 (This->palette->palents[DDBltFx->u5.dwFillColor].peBlue));
3605 } else {
3606 color = alpha;
3609 else if (This->resource.format_desc->format == WINED3DFMT_R5G6B5)
3611 if (DDBltFx->u5.dwFillColor == 0xFFFF) {
3612 color = 0xFFFFFFFF;
3613 } else {
3614 color = ((0xFF000000) |
3615 ((DDBltFx->u5.dwFillColor & 0xF800) << 8) |
3616 ((DDBltFx->u5.dwFillColor & 0x07E0) << 5) |
3617 ((DDBltFx->u5.dwFillColor & 0x001F) << 3));
3620 else if ((This->resource.format_desc->format == WINED3DFMT_R8G8B8)
3621 || (This->resource.format_desc->format == WINED3DFMT_X8R8G8B8))
3623 color = 0xFF000000 | DDBltFx->u5.dwFillColor;
3625 else if (This->resource.format_desc->format == WINED3DFMT_A8R8G8B8)
3627 color = DDBltFx->u5.dwFillColor;
3629 else {
3630 ERR("Wrong surface type for BLT override(Format doesn't match) !\n");
3631 return WINED3DERR_INVALIDCALL;
3634 TRACE("(%p) executing Render Target override, color = %x\n", This, color);
3635 IWineD3DDeviceImpl_ClearSurface(myDevice, This,
3636 1, /* Number of rectangles */
3637 &rect, WINED3DCLEAR_TARGET, color,
3638 0.0 /* Z */,
3639 0 /* Stencil */);
3640 return WINED3D_OK;
3644 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3645 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3646 return WINED3DERR_INVALIDCALL;
3649 static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3650 IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx)
3652 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3653 float depth;
3655 if (Flags & WINEDDBLT_DEPTHFILL) {
3656 switch(This->resource.format_desc->format)
3658 case WINED3DFMT_D16_UNORM:
3659 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3660 break;
3661 case WINED3DFMT_D15S1:
3662 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000fffe;
3663 break;
3664 case WINED3DFMT_D24S8:
3665 case WINED3DFMT_D24X8:
3666 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3667 break;
3668 case WINED3DFMT_D32:
3669 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3670 break;
3671 default:
3672 depth = 0.0;
3673 ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format_desc->format));
3676 return IWineD3DDevice_Clear((IWineD3DDevice *) myDevice,
3677 DestRect == NULL ? 0 : 1,
3678 (const WINED3DRECT *)DestRect,
3679 WINED3DCLEAR_ZBUFFER,
3680 0x00000000,
3681 depth,
3682 0x00000000);
3685 FIXME("(%p): Unsupp depthstencil blit\n", This);
3686 return WINED3DERR_INVALIDCALL;
3689 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
3690 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
3691 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3692 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3693 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3694 TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3695 TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
3697 if ( (This->Flags & SFLAG_LOCKED) || ((Src != NULL) && (Src->Flags & SFLAG_LOCKED)))
3699 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3700 return WINEDDERR_SURFACEBUSY;
3703 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3704 * except depth blits, which seem to work
3706 if(iface == myDevice->stencilBufferTarget || (SrcSurface && SrcSurface == myDevice->stencilBufferTarget)) {
3707 if(myDevice->inScene && !(Flags & WINEDDBLT_DEPTHFILL)) {
3708 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3709 return WINED3DERR_INVALIDCALL;
3710 } else if(IWineD3DSurfaceImpl_BltZ(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) {
3711 TRACE("Z Blit override handled the blit\n");
3712 return WINED3D_OK;
3716 /* Special cases for RenderTargets */
3717 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3718 ( Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3719 if(IWineD3DSurfaceImpl_BltOverride(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter) == WINED3D_OK) return WINED3D_OK;
3722 /* For the rest call the X11 surface implementation.
3723 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3724 * other Blts are rather rare
3726 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter);
3729 static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
3730 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans)
3732 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3733 IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
3734 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3735 TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
3737 if ( (This->Flags & SFLAG_LOCKED) || ((srcImpl != NULL) && (srcImpl->Flags & SFLAG_LOCKED)))
3739 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3740 return WINEDDERR_SURFACEBUSY;
3743 if(myDevice->inScene &&
3744 (iface == myDevice->stencilBufferTarget ||
3745 (Source && Source == myDevice->stencilBufferTarget))) {
3746 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3747 return WINED3DERR_INVALIDCALL;
3750 /* Special cases for RenderTargets */
3751 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3752 ( srcImpl && (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3754 RECT SrcRect, DstRect;
3755 DWORD Flags=0;
3757 if(rsrc) {
3758 SrcRect.left = rsrc->left;
3759 SrcRect.top= rsrc->top;
3760 SrcRect.bottom = rsrc->bottom;
3761 SrcRect.right = rsrc->right;
3762 } else {
3763 SrcRect.left = 0;
3764 SrcRect.top = 0;
3765 SrcRect.right = srcImpl->currentDesc.Width;
3766 SrcRect.bottom = srcImpl->currentDesc.Height;
3769 DstRect.left = dstx;
3770 DstRect.top=dsty;
3771 DstRect.right = dstx + SrcRect.right - SrcRect.left;
3772 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
3774 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3775 if(trans & WINEDDBLTFAST_SRCCOLORKEY)
3776 Flags |= WINEDDBLT_KEYSRC;
3777 if(trans & WINEDDBLTFAST_DESTCOLORKEY)
3778 Flags |= WINEDDBLT_KEYDEST;
3779 if(trans & WINEDDBLTFAST_WAIT)
3780 Flags |= WINEDDBLT_WAIT;
3781 if(trans & WINEDDBLTFAST_DONOTWAIT)
3782 Flags |= WINEDDBLT_DONOTWAIT;
3784 if(IWineD3DSurfaceImpl_BltOverride(This, &DstRect, Source, &SrcRect, Flags, NULL, WINED3DTEXF_POINT) == WINED3D_OK) return WINED3D_OK;
3788 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
3791 static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
3793 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3794 RGBQUAD col[256];
3795 IWineD3DPaletteImpl *pal = This->palette;
3796 unsigned int n;
3797 TRACE("(%p)\n", This);
3799 if (!pal) return WINED3D_OK;
3801 if (This->resource.format_desc->format == WINED3DFMT_P8
3802 || This->resource.format_desc->format == WINED3DFMT_A8P8)
3804 int bpp;
3805 GLenum format, internal, type;
3806 CONVERT_TYPES convert;
3808 /* Check if we are using a RTL mode which uses texturing for uploads */
3809 BOOL use_texture = (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX);
3811 /* Check if we have hardware palette conversion if we have convert is set to NO_CONVERSION */
3812 d3dfmt_get_conv(This, TRUE, use_texture, &format, &internal, &type, &convert, &bpp, FALSE);
3814 if((This->resource.usage & WINED3DUSAGE_RENDERTARGET) && (convert == NO_CONVERSION))
3816 /* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
3817 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL);
3819 /* We want to force a palette refresh, so mark the drawable as not being up to date */
3820 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
3822 /* Re-upload the palette */
3823 d3dfmt_p8_upload_palette(iface, convert);
3824 } else {
3825 if(!(This->Flags & SFLAG_INSYSMEM)) {
3826 TRACE("Palette changed with surface that does not have an up to date system memory copy\n");
3827 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
3829 TRACE("Dirtifying surface\n");
3830 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
3834 if(This->Flags & SFLAG_DIBSECTION) {
3835 TRACE("(%p): Updating the hdc's palette\n", This);
3836 for (n=0; n<256; n++) {
3837 col[n].rgbRed = pal->palents[n].peRed;
3838 col[n].rgbGreen = pal->palents[n].peGreen;
3839 col[n].rgbBlue = pal->palents[n].peBlue;
3840 col[n].rgbReserved = 0;
3842 SetDIBColorTable(This->hDC, 0, 256, col);
3845 /* Propagate the changes to the drawable when we have a palette. */
3846 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3847 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, NULL);
3849 return WINED3D_OK;
3852 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
3853 /** Check against the maximum texture sizes supported by the video card **/
3854 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3855 unsigned int pow2Width, pow2Height;
3857 This->glDescription.textureName = 0;
3858 This->glDescription.target = GL_TEXTURE_2D;
3860 /* Non-power2 support */
3861 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) || GL_SUPPORT(WINE_NORMALIZED_TEXRECT)) {
3862 pow2Width = This->currentDesc.Width;
3863 pow2Height = This->currentDesc.Height;
3864 } else {
3865 /* Find the nearest pow2 match */
3866 pow2Width = pow2Height = 1;
3867 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
3868 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
3870 This->pow2Width = pow2Width;
3871 This->pow2Height = pow2Height;
3873 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height) {
3874 WINED3DFORMAT Format = This->resource.format_desc->format;
3875 /** TODO: add support for non power two compressed textures **/
3876 if (Format == WINED3DFMT_DXT1 || Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3
3877 || Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5
3878 || Format == WINED3DFMT_ATI2N)
3880 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
3881 This, This->currentDesc.Width, This->currentDesc.Height);
3882 return WINED3DERR_NOTAVAILABLE;
3886 if(pow2Width != This->currentDesc.Width ||
3887 pow2Height != This->currentDesc.Height) {
3888 This->Flags |= SFLAG_NONPOW2;
3891 TRACE("%p\n", This);
3892 if ((This->pow2Width > GL_LIMITS(texture_size) || This->pow2Height > GL_LIMITS(texture_size)) && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))) {
3893 /* one of three options
3894 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)
3895 2: Set the texture to the maximum size (bad idea)
3896 3: WARN and return WINED3DERR_NOTAVAILABLE;
3897 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.
3899 WARN("(%p) Creating an oversized surface: %ux%u (texture is %ux%u)\n",
3900 This, This->pow2Width, This->pow2Height, This->currentDesc.Width, This->currentDesc.Height);
3901 This->Flags |= SFLAG_OVERSIZE;
3903 /* This will be initialized on the first blt */
3904 This->glRect.left = 0;
3905 This->glRect.top = 0;
3906 This->glRect.right = 0;
3907 This->glRect.bottom = 0;
3908 } else {
3909 /* Check this after the oversize check - do not make an oversized surface a texture_rectangle one.
3910 Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
3911 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
3912 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
3914 if(This->Flags & SFLAG_NONPOW2 && GL_SUPPORT(ARB_TEXTURE_RECTANGLE)
3915 && !((This->resource.format_desc->format == WINED3DFMT_P8) && GL_SUPPORT(EXT_PALETTED_TEXTURE)
3916 && (wined3d_settings.rendertargetlock_mode == RTL_READTEX
3917 || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX)))
3919 This->glDescription.target = GL_TEXTURE_RECTANGLE_ARB;
3920 This->pow2Width = This->currentDesc.Width;
3921 This->pow2Height = This->currentDesc.Height;
3922 This->Flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
3925 /* No oversize, gl rect is the full texture size */
3926 This->Flags &= ~SFLAG_OVERSIZE;
3927 This->glRect.left = 0;
3928 This->glRect.top = 0;
3929 This->glRect.right = This->pow2Width;
3930 This->glRect.bottom = This->pow2Height;
3933 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
3934 switch(wined3d_settings.offscreen_rendering_mode) {
3935 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
3936 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
3937 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
3941 This->Flags |= SFLAG_INSYSMEM;
3943 return WINED3D_OK;
3946 struct depth_blt_info
3948 GLenum binding;
3949 GLenum bind_target;
3950 enum tex_types tex_type;
3951 GLfloat coords[4][3];
3954 static void surface_get_depth_blt_info(GLenum target, GLsizei w, GLsizei h, struct depth_blt_info *info)
3956 GLfloat (*coords)[3] = info->coords;
3958 switch (target)
3960 default:
3961 FIXME("Unsupported texture target %#x\n", target);
3962 /* Fall back to GL_TEXTURE_2D */
3963 case GL_TEXTURE_2D:
3964 info->binding = GL_TEXTURE_BINDING_2D;
3965 info->bind_target = GL_TEXTURE_2D;
3966 info->tex_type = tex_2d;
3967 coords[0][0] = 0.0f; coords[0][1] = 1.0f; coords[0][2] = 0.0f;
3968 coords[1][0] = 1.0f; coords[1][1] = 1.0f; coords[1][2] = 0.0f;
3969 coords[2][0] = 0.0f; coords[2][1] = 0.0f; coords[2][2] = 0.0f;
3970 coords[3][0] = 1.0f; coords[3][1] = 0.0f; coords[3][2] = 0.0f;
3971 break;
3973 case GL_TEXTURE_RECTANGLE_ARB:
3974 info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
3975 info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
3976 info->tex_type = tex_rect;
3977 coords[0][0] = 0.0f; coords[0][1] = h; coords[0][2] = 0.0f;
3978 coords[1][0] = w; coords[1][1] = h; coords[1][2] = 0.0f;
3979 coords[2][0] = 0.0f; coords[2][1] = 0.0f; coords[2][2] = 0.0f;
3980 coords[3][0] = w; coords[3][1] = 0.0f; coords[3][2] = 0.0f;
3981 break;
3983 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
3984 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
3985 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
3986 info->tex_type = tex_cube;
3987 coords[0][0] = 1.0f; coords[0][1] = -1.0f; coords[0][2] = 1.0f;
3988 coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
3989 coords[2][0] = 1.0f; coords[2][1] = 1.0f; coords[2][2] = 1.0f;
3990 coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
3992 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
3993 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
3994 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
3995 info->tex_type = tex_cube;
3996 coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
3997 coords[1][0] = -1.0f; coords[1][1] = -1.0f; coords[1][2] = 1.0f;
3998 coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
3999 coords[3][0] = -1.0f; coords[3][1] = 1.0f; coords[3][2] = 1.0f;
4001 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
4002 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4003 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4004 info->tex_type = tex_cube;
4005 coords[0][0] = -1.0f; coords[0][1] = 1.0f; coords[0][2] = 1.0f;
4006 coords[1][0] = 1.0f; coords[1][1] = 1.0f; coords[1][2] = 1.0f;
4007 coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
4008 coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
4010 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
4011 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4012 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4013 info->tex_type = tex_cube;
4014 coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
4015 coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
4016 coords[2][0] = -1.0f; coords[2][1] = -1.0f; coords[2][2] = 1.0f;
4017 coords[3][0] = 1.0f; coords[3][1] = -1.0f; coords[3][2] = 1.0f;
4019 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
4020 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4021 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4022 info->tex_type = tex_cube;
4023 coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = 1.0f;
4024 coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = 1.0f;
4025 coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = 1.0f;
4026 coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = 1.0f;
4028 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
4029 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4030 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4031 info->tex_type = tex_cube;
4032 coords[0][0] = 1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
4033 coords[1][0] = -1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
4034 coords[2][0] = 1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
4035 coords[3][0] = -1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
4039 static void surface_depth_blt(IWineD3DSurfaceImpl *This, GLuint texture, GLsizei w, GLsizei h, GLenum target)
4041 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4042 struct depth_blt_info info;
4043 GLint old_binding = 0;
4045 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
4047 glDisable(GL_CULL_FACE);
4048 glEnable(GL_BLEND);
4049 glDisable(GL_ALPHA_TEST);
4050 glDisable(GL_SCISSOR_TEST);
4051 glDisable(GL_STENCIL_TEST);
4052 glEnable(GL_DEPTH_TEST);
4053 glDepthFunc(GL_ALWAYS);
4054 glDepthMask(GL_TRUE);
4055 glBlendFunc(GL_ZERO, GL_ONE);
4056 glViewport(0, 0, w, h);
4058 surface_get_depth_blt_info(target, w, h, &info);
4059 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4060 glGetIntegerv(info.binding, &old_binding);
4061 glBindTexture(info.bind_target, texture);
4063 device->shader_backend->shader_select_depth_blt((IWineD3DDevice *)device, info.tex_type);
4065 glBegin(GL_TRIANGLE_STRIP);
4066 glTexCoord3fv(info.coords[0]);
4067 glVertex2f(-1.0f, -1.0f);
4068 glTexCoord3fv(info.coords[1]);
4069 glVertex2f(1.0f, -1.0f);
4070 glTexCoord3fv(info.coords[2]);
4071 glVertex2f(-1.0f, 1.0f);
4072 glTexCoord3fv(info.coords[3]);
4073 glVertex2f(1.0f, 1.0f);
4074 glEnd();
4076 glBindTexture(info.bind_target, old_binding);
4078 glPopAttrib();
4080 device->shader_backend->shader_deselect_depth_blt((IWineD3DDevice *)device);
4083 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) {
4084 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4086 TRACE("(%p) New location %#x\n", This, location);
4088 if (location & ~SFLAG_DS_LOCATIONS) {
4089 FIXME("(%p) Invalid location (%#x) specified\n", This, location);
4092 This->Flags &= ~SFLAG_DS_LOCATIONS;
4093 This->Flags |= location;
4096 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location) {
4097 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4098 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4100 TRACE("(%p) New location %#x\n", This, location);
4102 /* TODO: Make this work for modes other than FBO */
4103 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
4105 if (This->Flags & location) {
4106 TRACE("(%p) Location (%#x) is already up to date\n", This, location);
4107 return;
4110 if (This->current_renderbuffer) {
4111 FIXME("(%p) Not supported with fixed up depth stencil\n", This);
4112 return;
4115 if (location == SFLAG_DS_OFFSCREEN) {
4116 if (This->Flags & SFLAG_DS_ONSCREEN) {
4117 GLint old_binding = 0;
4118 GLenum bind_target;
4120 TRACE("(%p) Copying onscreen depth buffer to depth texture\n", This);
4122 ENTER_GL();
4124 if (!device->depth_blt_texture) {
4125 glGenTextures(1, &device->depth_blt_texture);
4128 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4129 * directly on the FBO texture. That's because we need to flip. */
4130 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
4131 if (This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB) {
4132 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
4133 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4134 } else {
4135 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
4136 bind_target = GL_TEXTURE_2D;
4138 glBindTexture(bind_target, device->depth_blt_texture);
4139 glCopyTexImage2D(bind_target,
4140 This->glDescription.level,
4141 This->resource.format_desc->glInternal,
4144 This->currentDesc.Width,
4145 This->currentDesc.Height,
4147 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4148 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4149 glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
4150 glBindTexture(bind_target, old_binding);
4152 /* Setup the destination */
4153 if (!device->depth_blt_rb) {
4154 GL_EXTCALL(glGenRenderbuffersEXT(1, &device->depth_blt_rb));
4155 checkGLcall("glGenRenderbuffersEXT");
4157 if (device->depth_blt_rb_w != This->currentDesc.Width
4158 || device->depth_blt_rb_h != This->currentDesc.Height) {
4159 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, device->depth_blt_rb));
4160 checkGLcall("glBindRenderbufferEXT");
4161 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, This->currentDesc.Width, This->currentDesc.Height));
4162 checkGLcall("glRenderbufferStorageEXT");
4163 device->depth_blt_rb_w = This->currentDesc.Width;
4164 device->depth_blt_rb_h = This->currentDesc.Height;
4167 context_bind_fbo((IWineD3DDevice *)device, GL_FRAMEBUFFER_EXT, &device->activeContext->dst_fbo);
4168 GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, device->depth_blt_rb));
4169 checkGLcall("glFramebufferRenderbufferEXT");
4170 context_attach_depth_stencil_fbo(device, GL_FRAMEBUFFER_EXT, iface, FALSE);
4172 /* Do the actual blit */
4173 surface_depth_blt(This, device->depth_blt_texture, This->currentDesc.Width, This->currentDesc.Height, bind_target);
4174 checkGLcall("depth_blt");
4176 if (device->activeContext->current_fbo) {
4177 context_bind_fbo((IWineD3DDevice *)device, GL_FRAMEBUFFER_EXT, &device->activeContext->current_fbo->id);
4178 } else {
4179 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
4180 checkGLcall("glBindFramebuffer()");
4183 LEAVE_GL();
4184 } else {
4185 FIXME("No up to date depth stencil location\n");
4187 } else if (location == SFLAG_DS_ONSCREEN) {
4188 if (This->Flags & SFLAG_DS_OFFSCREEN) {
4189 TRACE("(%p) Copying depth texture to onscreen depth buffer\n", This);
4191 ENTER_GL();
4193 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
4194 checkGLcall("glBindFramebuffer()");
4195 surface_depth_blt(This, This->glDescription.textureName, This->currentDesc.Width, This->currentDesc.Height, This->glDescription.target);
4196 checkGLcall("depth_blt");
4198 if (device->activeContext->current_fbo) {
4199 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, device->activeContext->current_fbo->id));
4200 checkGLcall("glBindFramebuffer()");
4203 LEAVE_GL();
4204 } else {
4205 FIXME("No up to date depth stencil location\n");
4207 } else {
4208 ERR("(%p) Invalid location (%#x) specified\n", This, location);
4211 This->Flags |= location;
4214 static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
4215 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4216 IWineD3DBaseTexture *texture;
4217 IWineD3DSurfaceImpl *overlay;
4219 TRACE("(%p)->(%s, %s)\n", iface, debug_surflocation(flag),
4220 persistent ? "TRUE" : "FALSE");
4222 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4223 IWineD3DSwapChain *swapchain = NULL;
4225 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
4226 TRACE("Surface %p is an onscreen surface\n", iface);
4228 IWineD3DSwapChain_Release(swapchain);
4229 } else {
4230 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4231 if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4235 if(persistent) {
4236 if(((This->Flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE)) ||
4237 ((This->Flags & SFLAG_INSRGBTEX) && !(flag & SFLAG_INSRGBTEX))) {
4238 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4239 TRACE("Passing to container\n");
4240 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4241 IWineD3DBaseTexture_Release(texture);
4244 This->Flags &= ~SFLAG_LOCATIONS;
4245 This->Flags |= flag;
4247 /* Redraw emulated overlays, if any */
4248 if(flag & SFLAG_INDRAWABLE && !list_empty(&This->overlays)) {
4249 LIST_FOR_EACH_ENTRY(overlay, &This->overlays, IWineD3DSurfaceImpl, overlay_entry) {
4250 IWineD3DSurface_DrawOverlay((IWineD3DSurface *) overlay);
4253 } else {
4254 if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))) {
4255 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4256 TRACE("Passing to container\n");
4257 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4258 IWineD3DBaseTexture_Release(texture);
4261 This->Flags &= ~flag;
4264 if(!(This->Flags & SFLAG_LOCATIONS)) {
4265 ERR("%p: Surface does not have any up to date location\n", This);
4269 struct coords {
4270 GLfloat x, y, z;
4273 struct float_rect
4275 float l;
4276 float t;
4277 float r;
4278 float b;
4281 static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
4283 f->l = ((r->left * 2.0f) / w) - 1.0f;
4284 f->t = ((r->top * 2.0f) / h) - 1.0f;
4285 f->r = ((r->right * 2.0f) / w) - 1.0f;
4286 f->b = ((r->bottom * 2.0f) / h) - 1.0f;
4289 static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in) {
4290 struct coords coords[4];
4291 RECT rect;
4292 IWineD3DSwapChain *swapchain;
4293 IWineD3DBaseTexture *texture;
4294 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4295 GLenum bind_target;
4296 struct float_rect f;
4298 if(rect_in) {
4299 rect = *rect_in;
4300 } else {
4301 rect.left = 0;
4302 rect.top = 0;
4303 rect.right = This->currentDesc.Width;
4304 rect.bottom = This->currentDesc.Height;
4307 switch(This->glDescription.target)
4309 case GL_TEXTURE_2D:
4310 bind_target = GL_TEXTURE_2D;
4312 coords[0].x = (float)rect.left / This->pow2Width;
4313 coords[0].y = (float)rect.top / This->pow2Height;
4314 coords[0].z = 0;
4316 coords[1].x = (float)rect.left / This->pow2Width;
4317 coords[1].y = (float)rect.bottom / This->pow2Height;
4318 coords[1].z = 0;
4320 coords[2].x = (float)rect.right / This->pow2Width;
4321 coords[2].y = (float)rect.bottom / This->pow2Height;
4322 coords[2].z = 0;
4324 coords[3].x = (float)rect.right / This->pow2Width;
4325 coords[3].y = (float)rect.top / This->pow2Height;
4326 coords[3].z = 0;
4327 break;
4329 case GL_TEXTURE_RECTANGLE_ARB:
4330 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4331 coords[0].x = rect.left; coords[0].y = rect.top; coords[0].z = 0;
4332 coords[1].x = rect.left; coords[1].y = rect.bottom; coords[1].z = 0;
4333 coords[2].x = rect.right; coords[2].y = rect.bottom; coords[2].z = 0;
4334 coords[3].x = rect.right; coords[3].y = rect.top; coords[3].z = 0;
4335 break;
4337 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
4338 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4339 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4340 coords[0].x = 1; coords[0].y = -f.t; coords[0].z = -f.l;
4341 coords[1].x = 1; coords[1].y = -f.b; coords[1].z = -f.l;
4342 coords[2].x = 1; coords[2].y = -f.b; coords[2].z = -f.r;
4343 coords[3].x = 1; coords[3].y = -f.t; coords[3].z = -f.r;
4344 break;
4346 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
4347 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4348 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4349 coords[0].x = -1; coords[0].y = -f.t; coords[0].z = f.l;
4350 coords[1].x = -1; coords[1].y = -f.b; coords[1].z = f.l;
4351 coords[2].x = -1; coords[2].y = -f.b; coords[2].z = f.r;
4352 coords[3].x = -1; coords[3].y = -f.t; coords[3].z = f.r;
4353 break;
4355 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
4356 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4357 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4358 coords[0].x = f.l; coords[0].y = 1; coords[0].z = f.t;
4359 coords[1].x = f.l; coords[1].y = 1; coords[1].z = f.b;
4360 coords[2].x = f.r; coords[2].y = 1; coords[2].z = f.b;
4361 coords[3].x = f.r; coords[3].y = 1; coords[3].z = f.t;
4362 break;
4364 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
4365 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4366 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4367 coords[0].x = f.l; coords[0].y = -1; coords[0].z = -f.t;
4368 coords[1].x = f.l; coords[1].y = -1; coords[1].z = -f.b;
4369 coords[2].x = f.r; coords[2].y = -1; coords[2].z = -f.b;
4370 coords[3].x = f.r; coords[3].y = -1; coords[3].z = -f.t;
4371 break;
4373 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
4374 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4375 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4376 coords[0].x = f.l; coords[0].y = -f.t; coords[0].z = 1;
4377 coords[1].x = f.l; coords[1].y = -f.b; coords[1].z = 1;
4378 coords[2].x = f.r; coords[2].y = -f.b; coords[2].z = 1;
4379 coords[3].x = f.r; coords[3].y = -f.t; coords[3].z = 1;
4380 break;
4382 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
4383 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4384 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4385 coords[0].x = -f.l; coords[0].y = -f.t; coords[0].z = -1;
4386 coords[1].x = -f.l; coords[1].y = -f.b; coords[1].z = -1;
4387 coords[2].x = -f.r; coords[2].y = -f.b; coords[2].z = -1;
4388 coords[3].x = -f.r; coords[3].y = -f.t; coords[3].z = -1;
4389 break;
4391 default:
4392 ERR("Unexpected texture target %#x\n", This->glDescription.target);
4393 return;
4396 ActivateContext(device, (IWineD3DSurface*)This, CTXUSAGE_BLIT);
4397 ENTER_GL();
4399 glEnable(bind_target);
4400 checkGLcall("glEnable(bind_target)");
4401 glBindTexture(bind_target, This->glDescription.textureName);
4402 checkGLcall("bind_target, This->glDescription.textureName)");
4403 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4404 checkGLcall("glTexParameteri");
4405 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4406 checkGLcall("glTexParameteri");
4408 if (device->render_offscreen)
4410 LONG tmp = rect.top;
4411 rect.top = rect.bottom;
4412 rect.bottom = tmp;
4415 glBegin(GL_QUADS);
4416 glTexCoord3fv(&coords[0].x);
4417 glVertex2i(rect.left, rect.top);
4419 glTexCoord3fv(&coords[1].x);
4420 glVertex2i(rect.left, rect.bottom);
4422 glTexCoord3fv(&coords[2].x);
4423 glVertex2i(rect.right, rect.bottom);
4425 glTexCoord3fv(&coords[3].x);
4426 glVertex2i(rect.right, rect.top);
4427 glEnd();
4428 checkGLcall("glEnd");
4430 glDisable(bind_target);
4431 checkGLcall("glDisable(bind_target)");
4433 LEAVE_GL();
4435 if(SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DSwapChain, (void **) &swapchain)))
4437 /* Make sure to flush the buffers. This is needed in apps like Red Alert II and Tiberian SUN that use multiple WGL contexts. */
4438 if(((IWineD3DSwapChainImpl*)swapchain)->frontBuffer == (IWineD3DSurface*)This ||
4439 ((IWineD3DSwapChainImpl*)swapchain)->num_contexts >= 2)
4440 glFlush();
4442 IWineD3DSwapChain_Release(swapchain);
4443 } else {
4444 /* We changed the filtering settings on the texture. Inform the container about this to get the filters
4445 * reset properly next draw
4447 if(SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DBaseTexture, (void **) &texture)))
4449 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
4450 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
4451 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
4452 IWineD3DBaseTexture_Release(texture);
4457 /*****************************************************************************
4458 * IWineD3DSurface::LoadLocation
4460 * Copies the current surface data from wherever it is to the requested
4461 * location. The location is one of the surface flags, SFLAG_INSYSMEM,
4462 * SFLAG_INTEXTURE and SFLAG_INDRAWABLE. When the surface is current in
4463 * multiple locations, the gl texture is preferred over the drawable, which is
4464 * preferred over system memory. The PBO counts as system memory. If rect is
4465 * not NULL, only the specified rectangle is copied (only supported for
4466 * sysmem<->drawable copies at the moment). If rect is NULL, the destination
4467 * location is marked up to date after the copy.
4469 * Parameters:
4470 * flag: Surface location flag to be updated
4471 * rect: rectangle to be copied
4473 * Returns:
4474 * WINED3D_OK on success
4475 * WINED3DERR_DEVICELOST on an internal error
4477 *****************************************************************************/
4478 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
4479 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4480 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4481 IWineD3DSwapChain *swapchain = NULL;
4482 GLenum format, internal, type;
4483 CONVERT_TYPES convert;
4484 int bpp;
4485 int width, pitch, outpitch;
4486 BYTE *mem;
4487 BOOL drawable_read_ok = TRUE;
4489 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4490 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
4491 TRACE("Surface %p is an onscreen surface\n", iface);
4493 IWineD3DSwapChain_Release(swapchain);
4494 } else {
4495 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4496 * Prefer SFLAG_INTEXTURE. */
4497 if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
4498 drawable_read_ok = FALSE;
4502 TRACE("(%p)->(%s, %p)\n", iface, debug_surflocation(flag), rect);
4503 if(rect) {
4504 TRACE("Rectangle: (%d,%d)-(%d,%d)\n", rect->left, rect->top, rect->right, rect->bottom);
4507 if(This->Flags & flag) {
4508 TRACE("Location already up to date\n");
4509 return WINED3D_OK;
4512 if(!(This->Flags & SFLAG_LOCATIONS)) {
4513 ERR("%p: Surface does not have any up to date location\n", This);
4514 This->Flags |= SFLAG_LOST;
4515 return WINED3DERR_DEVICELOST;
4518 if(flag == SFLAG_INSYSMEM) {
4519 surface_prepare_system_memory(This);
4521 /* Download the surface to system memory */
4522 if(This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) {
4523 if(!device->isInDraw) ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4524 surface_bind_and_dirtify(This, !(This->Flags & SFLAG_INTEXTURE));
4526 surface_download_data(This);
4527 } else {
4528 read_from_framebuffer(This, rect,
4529 This->resource.allocatedMemory,
4530 IWineD3DSurface_GetPitch(iface));
4532 } else if(flag == SFLAG_INDRAWABLE) {
4533 if(This->Flags & SFLAG_INTEXTURE) {
4534 surface_blt_to_drawable(This, rect);
4535 } else {
4536 if((This->Flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX) {
4537 /* This needs a shader to convert the srgb data sampled from the GL texture into RGB
4538 * values, otherwise we get incorrect values in the target. For now go the slow way
4539 * via a system memory copy
4541 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4544 d3dfmt_get_conv(This, TRUE /* We need color keying */, FALSE /* We won't use textures */, &format, &internal, &type, &convert, &bpp, FALSE);
4546 /* The width is in 'length' not in bytes */
4547 width = This->currentDesc.Width;
4548 pitch = IWineD3DSurface_GetPitch(iface);
4550 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4551 * but it isn't set (yet) in all cases it is getting called. */
4552 if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4553 TRACE("Removing the pbo attached to surface %p\n", This);
4554 surface_remove_pbo(This);
4557 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4558 int height = This->currentDesc.Height;
4560 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4561 outpitch = width * bpp;
4562 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4564 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4565 if(!mem) {
4566 ERR("Out of memory %d, %d!\n", outpitch, height);
4567 return WINED3DERR_OUTOFVIDEOMEMORY;
4569 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4571 This->Flags |= SFLAG_CONVERTED;
4572 } else {
4573 This->Flags &= ~SFLAG_CONVERTED;
4574 mem = This->resource.allocatedMemory;
4577 flush_to_framebuffer_drawpixels(This, format, type, bpp, mem);
4579 /* Don't delete PBO memory */
4580 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4581 HeapFree(GetProcessHeap(), 0, mem);
4583 } else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */ {
4584 if (drawable_read_ok && (This->Flags & SFLAG_INDRAWABLE)) {
4585 read_from_framebuffer_texture(This, flag == SFLAG_INSRGBTEX);
4586 } else { /* Upload from system memory */
4587 BOOL srgb = flag == SFLAG_INSRGBTEX;
4588 DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
4589 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, srgb);
4591 if(srgb) {
4592 if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE) {
4593 /* Performance warning ... */
4594 FIXME("%p: Downloading rgb texture to reload it as srgb\n", This);
4595 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4597 } else {
4598 if((This->Flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX) {
4599 /* Performance warning ... */
4600 FIXME("%p: Downloading srgb texture to reload it as rgb\n", This);
4601 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4605 if(!device->isInDraw) ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4606 surface_bind_and_dirtify(This, srgb);
4608 if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
4609 This->Flags |= SFLAG_GLCKEY;
4610 This->glCKey = This->SrcBltCKey;
4612 else This->Flags &= ~SFLAG_GLCKEY;
4614 /* The width is in 'length' not in bytes */
4615 width = This->currentDesc.Width;
4616 pitch = IWineD3DSurface_GetPitch(iface);
4618 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4619 * but it isn't set (yet) in all cases it is getting called. */
4620 if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4621 TRACE("Removing the pbo attached to surface %p\n", This);
4622 surface_remove_pbo(This);
4625 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4626 int height = This->currentDesc.Height;
4628 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4629 outpitch = width * bpp;
4630 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4632 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4633 if(!mem) {
4634 ERR("Out of memory %d, %d!\n", outpitch, height);
4635 return WINED3DERR_OUTOFVIDEOMEMORY;
4637 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4639 This->Flags |= SFLAG_CONVERTED;
4641 else if ((This->resource.format_desc->format == WINED3DFMT_P8)
4642 && (GL_SUPPORT(EXT_PALETTED_TEXTURE) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)))
4644 d3dfmt_p8_upload_palette(iface, convert);
4645 This->Flags &= ~SFLAG_CONVERTED;
4646 mem = This->resource.allocatedMemory;
4647 } else {
4648 This->Flags &= ~SFLAG_CONVERTED;
4649 mem = This->resource.allocatedMemory;
4652 /* Make sure the correct pitch is used */
4653 ENTER_GL();
4654 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
4655 LEAVE_GL();
4657 if ((This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE)) {
4658 TRACE("non power of two support\n");
4659 if(!(This->Flags & alloc_flag)) {
4660 surface_allocate_surface(This, internal, This->pow2Width, This->pow2Height, format, type);
4661 This->Flags |= alloc_flag;
4663 if (mem || (This->Flags & SFLAG_PBO)) {
4664 surface_upload_data(This, internal, This->currentDesc.Width, This->currentDesc.Height, format, type, mem);
4666 } else {
4667 /* When making the realloc conditional, keep in mind that GL_APPLE_client_storage may be in use, and This->resource.allocatedMemory
4668 * changed. So also keep track of memory changes. In this case the texture has to be reallocated
4670 if(!(This->Flags & alloc_flag)) {
4671 surface_allocate_surface(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type);
4672 This->Flags |= alloc_flag;
4674 if (mem || (This->Flags & SFLAG_PBO)) {
4675 surface_upload_data(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type, mem);
4679 /* Restore the default pitch */
4680 ENTER_GL();
4681 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4682 LEAVE_GL();
4684 /* Don't delete PBO memory */
4685 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4686 HeapFree(GetProcessHeap(), 0, mem);
4690 if(rect == NULL) {
4691 This->Flags |= flag;
4694 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !swapchain
4695 && (This->Flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE))) {
4696 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4697 This->Flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4700 return WINED3D_OK;
4703 static HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container)
4705 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4706 IWineD3DSwapChain *swapchain = NULL;
4708 /* Update the drawable size method */
4709 if(container) {
4710 IWineD3DBase_QueryInterface(container, &IID_IWineD3DSwapChain, (void **) &swapchain);
4712 if(swapchain) {
4713 This->get_drawable_size = get_drawable_size_swapchain;
4714 IWineD3DSwapChain_Release(swapchain);
4715 } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
4716 switch(wined3d_settings.offscreen_rendering_mode) {
4717 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
4718 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
4719 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
4723 return IWineD3DBaseSurfaceImpl_SetContainer(iface, container);
4726 static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
4727 return SURFACE_OPENGL;
4730 static HRESULT WINAPI IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
4731 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4732 HRESULT hr;
4734 /* If there's no destination surface there is nothing to do */
4735 if(!This->overlay_dest) return WINED3D_OK;
4737 /* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
4738 * update the overlay. Prevent an endless recursion
4740 if(This->overlay_dest->Flags & SFLAG_INOVERLAYDRAW) {
4741 return WINED3D_OK;
4743 This->overlay_dest->Flags |= SFLAG_INOVERLAYDRAW;
4744 hr = IWineD3DSurfaceImpl_Blt((IWineD3DSurface *) This->overlay_dest, &This->overlay_destrect,
4745 iface, &This->overlay_srcrect, WINEDDBLT_WAIT,
4746 NULL, WINED3DTEXF_LINEAR);
4747 This->overlay_dest->Flags &= ~SFLAG_INOVERLAYDRAW;
4749 return hr;
4752 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
4754 /* IUnknown */
4755 IWineD3DBaseSurfaceImpl_QueryInterface,
4756 IWineD3DBaseSurfaceImpl_AddRef,
4757 IWineD3DSurfaceImpl_Release,
4758 /* IWineD3DResource */
4759 IWineD3DBaseSurfaceImpl_GetParent,
4760 IWineD3DBaseSurfaceImpl_GetDevice,
4761 IWineD3DBaseSurfaceImpl_SetPrivateData,
4762 IWineD3DBaseSurfaceImpl_GetPrivateData,
4763 IWineD3DBaseSurfaceImpl_FreePrivateData,
4764 IWineD3DBaseSurfaceImpl_SetPriority,
4765 IWineD3DBaseSurfaceImpl_GetPriority,
4766 IWineD3DSurfaceImpl_PreLoad,
4767 IWineD3DSurfaceImpl_UnLoad,
4768 IWineD3DBaseSurfaceImpl_GetType,
4769 /* IWineD3DSurface */
4770 IWineD3DBaseSurfaceImpl_GetContainer,
4771 IWineD3DBaseSurfaceImpl_GetDesc,
4772 IWineD3DSurfaceImpl_LockRect,
4773 IWineD3DSurfaceImpl_UnlockRect,
4774 IWineD3DSurfaceImpl_GetDC,
4775 IWineD3DSurfaceImpl_ReleaseDC,
4776 IWineD3DSurfaceImpl_Flip,
4777 IWineD3DSurfaceImpl_Blt,
4778 IWineD3DBaseSurfaceImpl_GetBltStatus,
4779 IWineD3DBaseSurfaceImpl_GetFlipStatus,
4780 IWineD3DBaseSurfaceImpl_IsLost,
4781 IWineD3DBaseSurfaceImpl_Restore,
4782 IWineD3DSurfaceImpl_BltFast,
4783 IWineD3DBaseSurfaceImpl_GetPalette,
4784 IWineD3DBaseSurfaceImpl_SetPalette,
4785 IWineD3DSurfaceImpl_RealizePalette,
4786 IWineD3DBaseSurfaceImpl_SetColorKey,
4787 IWineD3DBaseSurfaceImpl_GetPitch,
4788 IWineD3DSurfaceImpl_SetMem,
4789 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
4790 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
4791 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
4792 IWineD3DBaseSurfaceImpl_UpdateOverlay,
4793 IWineD3DBaseSurfaceImpl_SetClipper,
4794 IWineD3DBaseSurfaceImpl_GetClipper,
4795 /* Internal use: */
4796 IWineD3DSurfaceImpl_LoadTexture,
4797 IWineD3DSurfaceImpl_BindTexture,
4798 IWineD3DSurfaceImpl_SaveSnapshot,
4799 IWineD3DSurfaceImpl_SetContainer,
4800 IWineD3DSurfaceImpl_GetGlDesc,
4801 IWineD3DBaseSurfaceImpl_GetData,
4802 IWineD3DSurfaceImpl_SetFormat,
4803 IWineD3DSurfaceImpl_PrivateSetup,
4804 IWineD3DSurfaceImpl_ModifyLocation,
4805 IWineD3DSurfaceImpl_LoadLocation,
4806 IWineD3DSurfaceImpl_GetImplType,
4807 IWineD3DSurfaceImpl_DrawOverlay
4809 #undef GLINFO_LOCATION
4811 #define GLINFO_LOCATION device->adapter->gl_info
4812 static HRESULT ffp_blit_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
4813 static void ffp_blit_free(IWineD3DDevice *iface) { }
4815 static HRESULT ffp_blit_set(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height) {
4816 glEnable(textype);
4817 checkGLcall("glEnable(textype)");
4818 return WINED3D_OK;
4821 static void ffp_blit_unset(IWineD3DDevice *iface) {
4822 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4823 glDisable(GL_TEXTURE_2D);
4824 checkGLcall("glDisable(GL_TEXTURE_2D)");
4825 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
4826 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4827 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4829 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
4830 glDisable(GL_TEXTURE_RECTANGLE_ARB);
4831 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4835 static BOOL ffp_blit_color_fixup_supported(struct color_fixup_desc fixup)
4837 if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
4839 TRACE("Checking support for fixup:\n");
4840 dump_color_fixup_desc(fixup);
4843 /* We only support identity conversions. */
4844 if (is_identity_fixup(fixup))
4846 TRACE("[OK]\n");
4847 return TRUE;
4850 TRACE("[FAILED]\n");
4851 return FALSE;
4854 const struct blit_shader ffp_blit = {
4855 ffp_blit_alloc,
4856 ffp_blit_free,
4857 ffp_blit_set,
4858 ffp_blit_unset,
4859 ffp_blit_color_fixup_supported