2 * 2D Surface implementation without OpenGL
4 * Copyright 1997-2000 Marcus Meissner
5 * Copyright 1998-2000 Lionel Ulmer
6 * Copyright 2000-2001 TransGaming Technologies Inc.
7 * Copyright 2002-2005 Jason Edmeades
8 * Copyright 2002-2003 Raphael Junqueira
9 * Copyright 2004 Christian Costa
10 * Copyright 2005 Oliver Stieber
11 * Copyright 2006-2008 Stefan Dösinger
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
29 #include "wine/port.h"
30 #include "wined3d_private.h"
34 /* Use the d3d_surface debug channel to have one channel for all surfaces */
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface
);
37 void surface_gdi_cleanup(IWineD3DSurfaceImpl
*This
)
39 TRACE("(%p) : Cleaning up.\n", This
);
41 if (This
->Flags
& SFLAG_DIBSECTION
)
44 SelectObject(This
->hDC
, This
->dib
.holdbitmap
);
46 /* Release the DIB section. */
47 DeleteObject(This
->dib
.DIBsection
);
48 This
->dib
.bitmap_data
= NULL
;
49 This
->resource
.allocatedMemory
= NULL
;
52 if (This
->Flags
& SFLAG_USERPTR
) IWineD3DSurface_SetMem((IWineD3DSurface
*)This
, NULL
);
53 if (This
->overlay_dest
) list_remove(&This
->overlay_entry
);
55 HeapFree(GetProcessHeap(), 0, This
->palette9
);
57 resource_cleanup((IWineD3DResource
*)This
);
60 /*****************************************************************************
61 * IWineD3DSurface::Release, GDI version
63 * In general a normal COM Release method, but the GDI version doesn't have
64 * to destroy all the GL things.
66 *****************************************************************************/
67 static ULONG WINAPI
IWineGDISurfaceImpl_Release(IWineD3DSurface
*iface
) {
68 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
69 ULONG ref
= InterlockedDecrement(&This
->resource
.ref
);
70 TRACE("(%p) : Releasing from %d\n", This
, ref
+ 1);
74 surface_gdi_cleanup(This
);
76 TRACE("(%p) Released.\n", This
);
77 HeapFree(GetProcessHeap(), 0, This
);
83 /*****************************************************************************
84 * IWineD3DSurface::PreLoad, GDI version
86 * This call is unsupported on GDI surfaces, if it's called something went
87 * wrong in the parent library. Write an informative warning
89 *****************************************************************************/
91 IWineGDISurfaceImpl_PreLoad(IWineD3DSurface
*iface
)
93 ERR("(%p): PreLoad is not supported on X11 surfaces!\n", iface
);
94 ERR("(%p): Most likely the parent library did something wrong.\n", iface
);
95 ERR("(%p): Please report to wine-devel\n", iface
);
98 /*****************************************************************************
99 * IWineD3DSurface::UnLoad, GDI version
101 * This call is unsupported on GDI surfaces, if it's called something went
102 * wrong in the parent library. Write an informative warning.
104 *****************************************************************************/
105 static void WINAPI
IWineGDISurfaceImpl_UnLoad(IWineD3DSurface
*iface
)
107 ERR("(%p): UnLoad is not supported on X11 surfaces!\n", iface
);
108 ERR("(%p): Most likely the parent library did something wrong.\n", iface
);
109 ERR("(%p): Please report to wine-devel\n", iface
);
112 /*****************************************************************************
113 * IWineD3DSurface::LockRect, GDI version
115 * Locks the surface and returns a pointer to the surface memory
118 * pLockedRect: Address to return the locking info at
119 * pRect: Rectangle to lock
123 * WINED3D_OK on success
124 * WINED3DERR_INVALIDCALL on errors
126 *****************************************************************************/
127 static HRESULT WINAPI
128 IWineGDISurfaceImpl_LockRect(IWineD3DSurface
*iface
,
129 WINED3DLOCKED_RECT
* pLockedRect
,
133 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
135 /* Already locked? */
136 if(This
->Flags
& SFLAG_LOCKED
)
138 WARN("(%p) Surface already locked\n", This
);
139 /* What should I return here? */
140 return WINED3DERR_INVALIDCALL
;
142 This
->Flags
|= SFLAG_LOCKED
;
144 if(!This
->resource
.allocatedMemory
) {
145 /* This happens on gdi surfaces if the application set a user pointer and resets it.
146 * Recreate the DIB section
148 IWineD3DBaseSurfaceImpl_CreateDIBSection(iface
);
149 This
->resource
.allocatedMemory
= This
->dib
.bitmap_data
;
152 return IWineD3DBaseSurfaceImpl_LockRect(iface
, pLockedRect
, pRect
, Flags
);
155 /*****************************************************************************
156 * IWineD3DSurface::UnlockRect, GDI version
158 * Unlocks a surface. This implementation doesn't do much, except updating
159 * the window if the front buffer is unlocked
162 * WINED3D_OK on success
163 * WINED3DERR_INVALIDCALL on failure
165 *****************************************************************************/
166 static HRESULT WINAPI
167 IWineGDISurfaceImpl_UnlockRect(IWineD3DSurface
*iface
)
169 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
170 IWineD3DSwapChainImpl
*swapchain
= NULL
;
171 TRACE("(%p)\n", This
);
173 if (!(This
->Flags
& SFLAG_LOCKED
))
175 WARN("trying to Unlock an unlocked surf@%p\n", This
);
176 return WINEDDERR_NOTLOCKED
;
179 /* Tell the swapchain to update the screen */
180 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface
, &IID_IWineD3DSwapChain
, (void **)&swapchain
)))
182 if (This
== swapchain
->front_buffer
)
184 x11_copy_to_screen(swapchain
, &This
->lockedRect
);
186 IWineD3DSwapChain_Release((IWineD3DSwapChain
*) swapchain
);
189 This
->Flags
&= ~SFLAG_LOCKED
;
190 memset(&This
->lockedRect
, 0, sizeof(RECT
));
194 /*****************************************************************************
195 * IWineD3DSurface::Flip, GDI version
197 * Flips 2 flipping enabled surfaces. Determining the 2 targets is done by
198 * the parent library. This implementation changes the data pointers of the
199 * surfaces and copies the new front buffer content to the screen
202 * override: Flipping target(e.g. back buffer)
205 * WINED3D_OK on success
207 *****************************************************************************/
208 static HRESULT WINAPI
209 IWineGDISurfaceImpl_Flip(IWineD3DSurface
*iface
,
210 IWineD3DSurface
*override
,
213 IWineD3DSwapChainImpl
*swapchain
= NULL
;
216 if(FAILED(IWineD3DSurface_GetContainer(iface
, &IID_IWineD3DSwapChain
, (void **)&swapchain
)))
218 ERR("Flipped surface is not on a swapchain\n");
219 return WINEDDERR_NOTFLIPPABLE
;
222 hr
= IWineD3DSwapChain_Present((IWineD3DSwapChain
*)swapchain
,
223 NULL
, NULL
, swapchain
->win_handle
, NULL
, 0);
224 IWineD3DSwapChain_Release((IWineD3DSwapChain
*) swapchain
);
228 /*****************************************************************************
229 * IWineD3DSurface::LoadTexture, GDI version
231 * This is mutually unsupported by GDI surfaces
236 *****************************************************************************/
237 static HRESULT WINAPI
238 IWineGDISurfaceImpl_LoadTexture(IWineD3DSurface
*iface
, BOOL srgb_mode
)
240 ERR("Unsupported on X11 surfaces\n");
241 return WINED3DERR_INVALIDCALL
;
244 static HRESULT WINAPI
IWineGDISurfaceImpl_GetDC(IWineD3DSurface
*iface
, HDC
*pHDC
) {
245 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
246 WINED3DLOCKED_RECT lock
;
250 TRACE("(%p)->(%p)\n",This
,pHDC
);
252 if(!(This
->Flags
& SFLAG_DIBSECTION
))
254 WARN("DC not supported on this surface\n");
255 return WINED3DERR_INVALIDCALL
;
258 if(This
->Flags
& SFLAG_USERPTR
) {
259 ERR("Not supported on surfaces with an application-provided surfaces\n");
260 return WINEDDERR_NODC
;
263 /* Give more detailed info for ddraw */
264 if (This
->Flags
& SFLAG_DCINUSE
)
265 return WINEDDERR_DCALREADYCREATED
;
267 /* Can't GetDC if the surface is locked */
268 if (This
->Flags
& SFLAG_LOCKED
)
269 return WINED3DERR_INVALIDCALL
;
271 memset(&lock
, 0, sizeof(lock
)); /* To be sure */
273 /* Should have a DIB section already */
275 /* Lock the surface */
276 hr
= IWineD3DSurface_LockRect(iface
,
281 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr
);
282 /* keep the dib section */
286 if (This
->resource
.format_desc
->format
== WINED3DFMT_P8_UINT
287 || This
->resource
.format_desc
->format
== WINED3DFMT_P8_UINT_A8_UNORM
)
290 const PALETTEENTRY
*pal
= NULL
;
293 pal
= This
->palette
->palents
;
295 IWineD3DSurfaceImpl
*dds_primary
;
296 IWineD3DSwapChainImpl
*swapchain
;
297 swapchain
= (IWineD3DSwapChainImpl
*)This
->resource
.device
->swapchains
[0];
298 dds_primary
= swapchain
->front_buffer
;
299 if (dds_primary
&& dds_primary
->palette
)
300 pal
= dds_primary
->palette
->palents
;
304 for (n
=0; n
<256; n
++) {
305 col
[n
].rgbRed
= pal
[n
].peRed
;
306 col
[n
].rgbGreen
= pal
[n
].peGreen
;
307 col
[n
].rgbBlue
= pal
[n
].peBlue
;
308 col
[n
].rgbReserved
= 0;
310 SetDIBColorTable(This
->hDC
, 0, 256, col
);
315 TRACE("returning %p\n",*pHDC
);
316 This
->Flags
|= SFLAG_DCINUSE
;
321 static HRESULT WINAPI
IWineGDISurfaceImpl_ReleaseDC(IWineD3DSurface
*iface
, HDC hDC
) {
322 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
324 TRACE("(%p)->(%p)\n",This
,hDC
);
326 if (!(This
->Flags
& SFLAG_DCINUSE
))
327 return WINEDDERR_NODC
;
329 if (This
->hDC
!=hDC
) {
330 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC
, This
->hDC
);
331 return WINEDDERR_NODC
;
334 /* we locked first, so unlock now */
335 IWineD3DSurface_UnlockRect(iface
);
337 This
->Flags
&= ~SFLAG_DCINUSE
;
342 static HRESULT WINAPI
IWineGDISurfaceImpl_RealizePalette(IWineD3DSurface
*iface
) {
343 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
345 IWineD3DPaletteImpl
*pal
= This
->palette
;
347 IWineD3DSwapChainImpl
*swapchain
;
348 TRACE("(%p)\n", This
);
350 if (!pal
) return WINED3D_OK
;
352 if(This
->Flags
& SFLAG_DIBSECTION
) {
353 TRACE("(%p): Updating the hdc's palette\n", This
);
354 for (n
=0; n
<256; n
++) {
355 col
[n
].rgbRed
= pal
->palents
[n
].peRed
;
356 col
[n
].rgbGreen
= pal
->palents
[n
].peGreen
;
357 col
[n
].rgbBlue
= pal
->palents
[n
].peBlue
;
358 col
[n
].rgbReserved
= 0;
360 SetDIBColorTable(This
->hDC
, 0, 256, col
);
363 /* Update the image because of the palette change. Some games like e.g Red Alert
364 call SetEntries a lot to implement fading. */
365 /* Tell the swapchain to update the screen */
366 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface
, &IID_IWineD3DSwapChain
, (void **)&swapchain
)))
368 if (This
== swapchain
->front_buffer
)
370 x11_copy_to_screen(swapchain
, NULL
);
372 IWineD3DSwapChain_Release((IWineD3DSwapChain
*) swapchain
);
378 /*****************************************************************************
379 * IWineD3DSurface::PrivateSetup, GDI version
381 * Initializes the GDI surface, aka creates the DIB section we render to
382 * The DIB section creation is done by calling GetDC, which will create the
383 * section and releasing the dc to allow the app to use it. The dib section
384 * will stay until the surface is released
386 * GDI surfaces do not need to be a power of 2 in size, so the pow2 sizes
387 * are set to the real sizes to save memory. The NONPOW2 flag is unset to
388 * avoid confusion in the shared surface code.
391 * WINED3D_OK on success
392 * The return values of called methods on failure
394 *****************************************************************************/
395 static HRESULT WINAPI
396 IWineGDISurfaceImpl_PrivateSetup(IWineD3DSurface
*iface
)
398 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
401 if(This
->resource
.usage
& WINED3DUSAGE_OVERLAY
)
403 ERR("(%p) Overlays not yet supported by GDI surfaces\n", This
);
404 return WINED3DERR_INVALIDCALL
;
407 /* Sysmem textures have memory already allocated -
408 * release it, this avoids an unnecessary memcpy
410 hr
= IWineD3DBaseSurfaceImpl_CreateDIBSection(iface
);
413 HeapFree(GetProcessHeap(), 0, This
->resource
.heapMemory
);
414 This
->resource
.heapMemory
= NULL
;
415 This
->resource
.allocatedMemory
= This
->dib
.bitmap_data
;
418 /* We don't mind the nonpow2 stuff in GDI */
419 This
->pow2Width
= This
->currentDesc
.Width
;
420 This
->pow2Height
= This
->currentDesc
.Height
;
425 static HRESULT WINAPI
IWineGDISurfaceImpl_SetMem(IWineD3DSurface
*iface
, void *Mem
) {
426 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
428 /* Render targets depend on their hdc, and we can't create an hdc on a user pointer */
429 if(This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
) {
430 ERR("Not supported on render targets\n");
431 return WINED3DERR_INVALIDCALL
;
434 if(This
->Flags
& (SFLAG_LOCKED
| SFLAG_DCINUSE
)) {
435 WARN("Surface is locked or the HDC is in use\n");
436 return WINED3DERR_INVALIDCALL
;
439 if(Mem
&& Mem
!= This
->resource
.allocatedMemory
) {
440 void *release
= NULL
;
442 /* Do I have to copy the old surface content? */
443 if(This
->Flags
& SFLAG_DIBSECTION
) {
444 /* Release the DC. No need to hold the critical section for the update
445 * Thread because this thread runs only on front buffers, but this method
446 * fails for render targets in the check above.
448 SelectObject(This
->hDC
, This
->dib
.holdbitmap
);
450 /* Release the DIB section */
451 DeleteObject(This
->dib
.DIBsection
);
452 This
->dib
.bitmap_data
= NULL
;
453 This
->resource
.allocatedMemory
= NULL
;
455 This
->Flags
&= ~SFLAG_DIBSECTION
;
456 } else if(!(This
->Flags
& SFLAG_USERPTR
)) {
457 release
= This
->resource
.allocatedMemory
;
459 This
->resource
.allocatedMemory
= Mem
;
460 This
->Flags
|= SFLAG_USERPTR
| SFLAG_INSYSMEM
;
462 /* Now free the old memory if any */
463 HeapFree(GetProcessHeap(), 0, release
);
464 } else if(This
->Flags
& SFLAG_USERPTR
) {
465 /* LockRect and GetDC will re-create the dib section and allocated memory */
466 This
->resource
.allocatedMemory
= NULL
;
467 This
->Flags
&= ~SFLAG_USERPTR
;
472 /***************************
474 ***************************/
475 static void WINAPI
IWineGDISurfaceImpl_ModifyLocation(IWineD3DSurface
*iface
, DWORD flag
, BOOL persistent
) {
476 TRACE("(%p)->(%s, %s)\n", iface
,
477 flag
== SFLAG_INSYSMEM
? "SFLAG_INSYSMEM" : flag
== SFLAG_INDRAWABLE
? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
478 persistent
? "TRUE" : "FALSE");
479 /* GDI surfaces can be in system memory only */
480 if(flag
!= SFLAG_INSYSMEM
) {
481 ERR("GDI Surface requested in gl %s memory\n", flag
== SFLAG_INDRAWABLE
? "drawable" : "texture");
485 static HRESULT WINAPI
IWineGDISurfaceImpl_LoadLocation(IWineD3DSurface
*iface
, DWORD flag
, const RECT
*rect
) {
486 if(flag
!= SFLAG_INSYSMEM
) {
487 ERR("GDI Surface requested to be copied to gl %s\n", flag
== SFLAG_INTEXTURE
? "texture" : "drawable");
489 TRACE("Surface requested in surface memory\n");
494 static WINED3DSURFTYPE WINAPI
IWineGDISurfaceImpl_GetImplType(IWineD3DSurface
*iface
) {
498 static HRESULT WINAPI
IWineGDISurfaceImpl_DrawOverlay(IWineD3DSurface
*iface
) {
499 FIXME("GDI surfaces can't draw overlays yet\n");
503 /* FIXME: This vtable should not use any IWineD3DSurface* implementation functions,
504 * only IWineD3DBaseSurface and IWineGDISurface ones.
506 const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl
=
509 IWineD3DBaseSurfaceImpl_QueryInterface
,
510 IWineD3DBaseSurfaceImpl_AddRef
,
511 IWineGDISurfaceImpl_Release
,
512 /* IWineD3DResource */
513 IWineD3DBaseSurfaceImpl_GetParent
,
514 IWineD3DBaseSurfaceImpl_SetPrivateData
,
515 IWineD3DBaseSurfaceImpl_GetPrivateData
,
516 IWineD3DBaseSurfaceImpl_FreePrivateData
,
517 IWineD3DBaseSurfaceImpl_SetPriority
,
518 IWineD3DBaseSurfaceImpl_GetPriority
,
519 IWineGDISurfaceImpl_PreLoad
,
520 IWineGDISurfaceImpl_UnLoad
,
521 IWineD3DBaseSurfaceImpl_GetType
,
522 /* IWineD3DSurface */
523 IWineD3DBaseSurfaceImpl_GetContainer
,
524 IWineD3DBaseSurfaceImpl_GetDesc
,
525 IWineGDISurfaceImpl_LockRect
,
526 IWineGDISurfaceImpl_UnlockRect
,
527 IWineGDISurfaceImpl_GetDC
,
528 IWineGDISurfaceImpl_ReleaseDC
,
529 IWineGDISurfaceImpl_Flip
,
530 IWineD3DBaseSurfaceImpl_Blt
,
531 IWineD3DBaseSurfaceImpl_GetBltStatus
,
532 IWineD3DBaseSurfaceImpl_GetFlipStatus
,
533 IWineD3DBaseSurfaceImpl_IsLost
,
534 IWineD3DBaseSurfaceImpl_Restore
,
535 IWineD3DBaseSurfaceImpl_BltFast
,
536 IWineD3DBaseSurfaceImpl_GetPalette
,
537 IWineD3DBaseSurfaceImpl_SetPalette
,
538 IWineGDISurfaceImpl_RealizePalette
,
539 IWineD3DBaseSurfaceImpl_SetColorKey
,
540 IWineD3DBaseSurfaceImpl_GetPitch
,
541 IWineGDISurfaceImpl_SetMem
,
542 IWineD3DBaseSurfaceImpl_SetOverlayPosition
,
543 IWineD3DBaseSurfaceImpl_GetOverlayPosition
,
544 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder
,
545 IWineD3DBaseSurfaceImpl_UpdateOverlay
,
546 IWineD3DBaseSurfaceImpl_SetClipper
,
547 IWineD3DBaseSurfaceImpl_GetClipper
,
549 IWineGDISurfaceImpl_LoadTexture
,
550 IWineD3DBaseSurfaceImpl_BindTexture
,
551 IWineD3DBaseSurfaceImpl_SetContainer
,
552 IWineD3DBaseSurfaceImpl_GetData
,
553 IWineD3DBaseSurfaceImpl_SetFormat
,
554 IWineGDISurfaceImpl_PrivateSetup
,
555 IWineGDISurfaceImpl_ModifyLocation
,
556 IWineGDISurfaceImpl_LoadLocation
,
557 IWineGDISurfaceImpl_GetImplType
,
558 IWineGDISurfaceImpl_DrawOverlay