ntoskrnl.exe: Add stubs for Io{Allocate,Get}DriverObjectExtension.
[wine/hacks.git] / dlls / wined3d / surface.c
blob019140309114e2d2ae8dddd65e672794da1403de
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;
48 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name)
50 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
52 TRACE("(%p) : setting texture name %u\n", This, name);
54 if (!This->glDescription.textureName && name)
56 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
57 * surface has no texture name yet. See if we can get rid of this. */
58 if (This->Flags & SFLAG_INTEXTURE)
59 ERR("Surface has SFLAG_INTEXTURE set, but no texture name\n");
60 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
63 This->glDescription.textureName = name;
64 surface_force_reload(iface);
67 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target)
69 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
71 TRACE("(%p) : setting target %#x\n", This, target);
73 if (This->glDescription.target != target)
75 if (target == GL_TEXTURE_RECTANGLE_ARB)
77 This->Flags &= ~SFLAG_NORMCOORD;
79 else if (This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB)
81 This->Flags |= SFLAG_NORMCOORD;
84 This->glDescription.target = target;
85 surface_force_reload(iface);
88 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This) {
89 int active_sampler;
91 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
92 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
93 * gl states. The current texture unit should always be a valid one.
95 * To be more specific, this is tricky because we can implicitly be called
96 * from sampler() in state.c. This means we can't touch anything other than
97 * whatever happens to be the currently active texture, or we would risk
98 * marking already applied sampler states dirty again.
100 * TODO: Track the current active texture per GL context instead of using glGet
102 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
103 GLint active_texture;
104 ENTER_GL();
105 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
106 LEAVE_GL();
107 active_sampler = This->resource.wineD3DDevice->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
108 } else {
109 active_sampler = 0;
112 if (active_sampler != -1) {
113 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(active_sampler));
115 IWineD3DSurface_BindTexture((IWineD3DSurface *)This);
118 /* This function checks if the primary render target uses the 8bit paletted format. */
119 static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
121 if (device->render_targets && device->render_targets[0]) {
122 IWineD3DSurfaceImpl* render_target = (IWineD3DSurfaceImpl*)device->render_targets[0];
123 if((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET) && (render_target->resource.format == WINED3DFMT_P8))
124 return TRUE;
126 return FALSE;
129 /* This call just downloads data, the caller is responsible for activating the
130 * right context and binding the correct texture. */
131 static void surface_download_data(IWineD3DSurfaceImpl *This) {
132 if (0 == This->glDescription.textureName) {
133 ERR("Surface does not have a texture, but SFLAG_INTEXTURE is set\n");
134 return;
137 /* Only support read back of converted P8 surfaces */
138 if(This->Flags & SFLAG_CONVERTED && (This->resource.format != WINED3DFMT_P8)) {
139 FIXME("Read back converted textures unsupported, format=%s\n", debug_d3dformat(This->resource.format));
140 return;
143 ENTER_GL();
145 if (This->resource.format == WINED3DFMT_DXT1 ||
146 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
147 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5 ||
148 This->resource.format == WINED3DFMT_ATI2N) {
149 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) { /* We can assume this as the texture would not have been created otherwise */
150 FIXME("(%p) : Attempting to lock a compressed texture when texture compression isn't supported by opengl\n", This);
151 } else {
152 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
153 This->glDescription.glFormat, This->glDescription.glType, This->resource.allocatedMemory);
155 if(This->Flags & SFLAG_PBO) {
156 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
157 checkGLcall("glBindBufferARB");
158 GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, NULL));
159 checkGLcall("glGetCompressedTexImageARB()");
160 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
161 checkGLcall("glBindBufferARB");
162 } else {
163 GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, This->resource.allocatedMemory));
164 checkGLcall("glGetCompressedTexImageARB()");
167 LEAVE_GL();
168 } else {
169 void *mem;
170 GLenum format = This->glDescription.glFormat;
171 GLenum type = This->glDescription.glType;
172 int src_pitch = 0;
173 int dst_pitch = 0;
175 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
176 if(This->resource.format == WINED3DFMT_P8 && primary_render_target_is_p8(This->resource.wineD3DDevice)) {
177 format = GL_ALPHA;
178 type = GL_UNSIGNED_BYTE;
181 if (This->Flags & SFLAG_NONPOW2) {
182 unsigned char alignment = This->resource.wineD3DDevice->surface_alignment;
183 src_pitch = This->bytesPerPixel * This->pow2Width;
184 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
185 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
186 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
187 } else {
188 mem = This->resource.allocatedMemory;
191 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
192 format, type, mem);
194 if(This->Flags & SFLAG_PBO) {
195 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
196 checkGLcall("glBindBufferARB");
198 glGetTexImage(This->glDescription.target, This->glDescription.level, format,
199 type, NULL);
200 checkGLcall("glGetTexImage()");
202 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
203 checkGLcall("glBindBufferARB");
204 } else {
205 glGetTexImage(This->glDescription.target, This->glDescription.level, format,
206 type, mem);
207 checkGLcall("glGetTexImage()");
209 LEAVE_GL();
211 if (This->Flags & SFLAG_NONPOW2) {
212 const BYTE *src_data;
213 BYTE *dst_data;
214 UINT y;
216 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
217 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
218 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
220 * We're doing this...
222 * instead of boxing the texture :
223 * |<-texture width ->| -->pow2width| /\
224 * |111111111111111111| | |
225 * |222 Texture 222222| boxed empty | texture height
226 * |3333 Data 33333333| | |
227 * |444444444444444444| | \/
228 * ----------------------------------- |
229 * | boxed empty | boxed empty | pow2height
230 * | | | \/
231 * -----------------------------------
234 * we're repacking the data to the expected texture width
236 * |<-texture width ->| -->pow2width| /\
237 * |111111111111111111222222222222222| |
238 * |222333333333333333333444444444444| texture height
239 * |444444 | |
240 * | | \/
241 * | | |
242 * | empty | pow2height
243 * | | \/
244 * -----------------------------------
246 * == is the same as
248 * |<-texture width ->| /\
249 * |111111111111111111|
250 * |222222222222222222|texture height
251 * |333333333333333333|
252 * |444444444444444444| \/
253 * --------------------
255 * this also means that any references to allocatedMemory should work with the data as if were a
256 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
258 * internally the texture is still stored in a boxed format so any references to textureName will
259 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
261 * Performance should not be an issue, because applications normally do not lock the surfaces when
262 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
263 * and doesn't have to be re-read.
265 src_data = mem;
266 dst_data = This->resource.allocatedMemory;
267 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
268 for (y = 1 ; y < This->currentDesc.Height; y++) {
269 /* skip the first row */
270 src_data += src_pitch;
271 dst_data += dst_pitch;
272 memcpy(dst_data, src_data, dst_pitch);
275 HeapFree(GetProcessHeap(), 0, mem);
279 /* Surface has now been downloaded */
280 This->Flags |= SFLAG_INSYSMEM;
283 /* This call just uploads data, the caller is responsible for activating the
284 * right context and binding the correct texture. */
285 static void surface_upload_data(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *data) {
287 if(This->heightscale != 1.0 && This->heightscale != 0.0) height *= This->heightscale;
289 if (This->resource.format == WINED3DFMT_DXT1 ||
290 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
291 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5 ||
292 This->resource.format == WINED3DFMT_ATI2N) {
293 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
294 FIXME("Using DXT1/3/5 without advertized support\n");
295 } else {
296 /* glCompressedTexSubImage2D for uploading and glTexImage2D for allocating does not work well on some drivers(r200 dri, MacOS ATI driver)
297 * glCompressedTexImage2D does not accept NULL pointers. So for compressed textures surface_allocate_surface does nothing, and this
298 * function uses glCompressedTexImage2D instead of the SubImage call
300 TRACE("(%p) : Calling glCompressedTexSubImage2D w %d, h %d, data %p\n", This, width, height, data);
301 ENTER_GL();
303 if(This->Flags & SFLAG_PBO) {
304 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
305 checkGLcall("glBindBufferARB");
306 TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
308 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
309 width, height, 0 /* border */, This->resource.size, NULL));
310 checkGLcall("glCompressedTexSubImage2D");
312 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
313 checkGLcall("glBindBufferARB");
314 } else {
315 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
316 width, height, 0 /* border */, This->resource.size, data));
317 checkGLcall("glCompressedTexSubImage2D");
319 LEAVE_GL();
321 } else {
322 TRACE("(%p) : Calling glTexSubImage2D w %d, h %d, data, %p\n", This, width, height, data);
323 ENTER_GL();
325 if(This->Flags & SFLAG_PBO) {
326 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
327 checkGLcall("glBindBufferARB");
328 TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
330 glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, NULL);
331 checkGLcall("glTexSubImage2D");
333 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
334 checkGLcall("glBindBufferARB");
336 else {
337 glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, data);
338 checkGLcall("glTexSubImage2D");
341 LEAVE_GL();
345 /* This call just allocates the texture, the caller is responsible for
346 * activating the right context and binding the correct texture. */
347 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type) {
348 BOOL enable_client_storage = FALSE;
349 const BYTE *mem = NULL;
351 if(This->heightscale != 1.0 && This->heightscale != 0.0) height *= This->heightscale;
353 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", This,
354 This->glDescription.target, This->glDescription.level, debug_d3dformat(This->resource.format), internal, width, height, format, type);
356 if (This->resource.format == WINED3DFMT_DXT1 ||
357 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
358 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5 ||
359 This->resource.format == WINED3DFMT_ATI2N) {
360 /* glCompressedTexImage2D does not accept NULL pointers, so we cannot allocate a compressed texture without uploading data */
361 TRACE("Not allocating compressed surfaces, surface_upload_data will specify them\n");
363 /* We have to point GL to the client storage memory here, because upload_data might use a PBO. This means a double upload
364 * once, unfortunately
366 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
367 /* Neither NONPOW2, DIBSECTION nor OVERSIZE flags can be set on compressed textures */
368 This->Flags |= SFLAG_CLIENT;
369 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
370 ENTER_GL();
371 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
372 width, height, 0 /* border */, This->resource.size, mem));
373 LEAVE_GL();
376 return;
379 ENTER_GL();
381 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
382 if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_OVERSIZE | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
383 /* In some cases we want to disable client storage.
384 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
385 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
386 * SFLAG_OVERSIZE: The gl texture is smaller than the allocated memory
387 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
388 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
390 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
391 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
392 This->Flags &= ~SFLAG_CLIENT;
393 enable_client_storage = TRUE;
394 } else {
395 This->Flags |= SFLAG_CLIENT;
397 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
398 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
400 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
403 glTexImage2D(This->glDescription.target, This->glDescription.level, internal, width, height, 0, format, type, mem);
404 checkGLcall("glTexImage2D");
406 if(enable_client_storage) {
407 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
408 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
410 LEAVE_GL();
412 This->Flags |= SFLAG_ALLOCATED;
415 /* In D3D the depth stencil dimensions have to be greater than or equal to the
416 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
417 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
418 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height) {
419 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
420 renderbuffer_entry_t *entry;
421 GLuint renderbuffer = 0;
422 unsigned int src_width, src_height;
424 src_width = This->pow2Width;
425 src_height = This->pow2Height;
427 /* A depth stencil smaller than the render target is not valid */
428 if (width > src_width || height > src_height) return;
430 /* Remove any renderbuffer set if the sizes match */
431 if (width == src_width && height == src_height) {
432 This->current_renderbuffer = NULL;
433 return;
436 /* Look if we've already got a renderbuffer of the correct dimensions */
437 LIST_FOR_EACH_ENTRY(entry, &This->renderbuffers, renderbuffer_entry_t, entry) {
438 if (entry->width == width && entry->height == height) {
439 renderbuffer = entry->id;
440 This->current_renderbuffer = entry;
441 break;
445 if (!renderbuffer) {
446 const struct GlPixelFormatDesc *glDesc;
447 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
449 GL_EXTCALL(glGenRenderbuffersEXT(1, &renderbuffer));
450 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderbuffer));
451 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, glDesc->glInternal, width, height));
453 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
454 entry->width = width;
455 entry->height = height;
456 entry->id = renderbuffer;
457 list_add_head(&This->renderbuffers, &entry->entry);
459 This->current_renderbuffer = entry;
462 checkGLcall("set_compatible_renderbuffer");
465 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain) {
466 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
467 IWineD3DSwapChainImpl *swapchain_impl = (IWineD3DSwapChainImpl *)swapchain;
469 TRACE("(%p) : swapchain %p\n", This, swapchain);
471 if (swapchain_impl->backBuffer && swapchain_impl->backBuffer[0] == iface) {
472 TRACE("Returning GL_BACK\n");
473 return GL_BACK;
474 } else if (swapchain_impl->frontBuffer == iface) {
475 TRACE("Returning GL_FRONT\n");
476 return GL_FRONT;
479 FIXME("Higher back buffer, returning GL_BACK\n");
480 return GL_BACK;
483 static ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface)
485 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
486 ULONG ref = InterlockedDecrement(&This->resource.ref);
487 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
488 if (ref == 0) {
489 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
490 renderbuffer_entry_t *entry, *entry2;
491 TRACE("(%p) : cleaning up\n", This);
493 /* Need a context to destroy the texture. Use the currently active render target, but only if
494 * the primary render target exists. Otherwise lastActiveRenderTarget is garbage, see above.
495 * When destroying the primary rt, Uninit3D will activate a context before doing anything
497 if(device->render_targets && device->render_targets[0]) {
498 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
501 ENTER_GL();
502 if (This->glDescription.textureName != 0) { /* release the openGL texture.. */
503 TRACE("Deleting texture %d\n", This->glDescription.textureName);
504 glDeleteTextures(1, &This->glDescription.textureName);
507 if(This->Flags & SFLAG_PBO) {
508 /* Delete the PBO */
509 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
512 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
513 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
514 HeapFree(GetProcessHeap(), 0, entry);
516 LEAVE_GL();
518 if(This->Flags & SFLAG_DIBSECTION) {
519 /* Release the DC */
520 SelectObject(This->hDC, This->dib.holdbitmap);
521 DeleteDC(This->hDC);
522 /* Release the DIB section */
523 DeleteObject(This->dib.DIBsection);
524 This->dib.bitmap_data = NULL;
525 This->resource.allocatedMemory = NULL;
527 if(This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem(iface, NULL);
529 HeapFree(GetProcessHeap(), 0, This->palette9);
531 resource_cleanup((IWineD3DResource *)iface);
533 if(This->overlay_dest) {
534 list_remove(&This->overlay_entry);
537 TRACE("(%p) Released\n", This);
538 HeapFree(GetProcessHeap(), 0, This);
541 return ref;
544 /* ****************************************************
545 IWineD3DSurface IWineD3DResource parts follow
546 **************************************************** */
548 static void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface)
550 /* TODO: check for locks */
551 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
552 IWineD3DBaseTexture *baseTexture = NULL;
553 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
555 TRACE("(%p)Checking to see if the container is a base texture\n", This);
556 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
557 TRACE("Passing to container\n");
558 IWineD3DBaseTexture_PreLoad(baseTexture);
559 IWineD3DBaseTexture_Release(baseTexture);
560 } else {
561 TRACE("(%p) : About to load surface\n", This);
563 if(!device->isInDraw) {
564 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
567 if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8) {
568 if(palette9_changed(This)) {
569 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
570 /* TODO: This is not necessarily needed with hw palettized texture support */
571 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
572 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
573 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
577 IWineD3DSurface_LoadTexture(iface, FALSE);
579 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
580 /* Tell opengl to try and keep this texture in video ram (well mostly) */
581 GLclampf tmp;
582 tmp = 0.9f;
583 ENTER_GL();
584 glPrioritizeTextures(1, &This->glDescription.textureName, &tmp);
585 LEAVE_GL();
588 return;
591 static void surface_remove_pbo(IWineD3DSurfaceImpl *This) {
592 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
593 This->resource.allocatedMemory =
594 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
596 ENTER_GL();
597 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
598 checkGLcall("glBindBuffer(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
599 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
600 checkGLcall("glGetBufferSubData");
601 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
602 checkGLcall("glDeleteBuffers");
603 LEAVE_GL();
605 This->pbo = 0;
606 This->Flags &= ~SFLAG_PBO;
609 static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
610 IWineD3DBaseTexture *texture = NULL;
611 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
612 renderbuffer_entry_t *entry, *entry2;
613 TRACE("(%p)\n", iface);
615 if(This->resource.pool == WINED3DPOOL_DEFAULT) {
616 /* Default pool resources are supposed to be destroyed before Reset is called.
617 * Implicit resources stay however. So this means we have an implicit render target
618 * or depth stencil. The content may be destroyed, but we still have to tear down
619 * opengl resources, so we cannot leave early.
621 * Put the most up to date surface location into the drawable. D3D-wise this content
622 * is undefined, so it would be nowhere, but that would make the location management
623 * more complicated. The drawable is a sane location, because if we mark sysmem or
624 * texture up to date, drawPrim will copy the uninitialized texture or sysmem to the
625 * uninitialized drawable. That's pointless and we'd have to allocate the texture /
626 * sysmem copy here.
628 if (This->resource.usage & WINED3DUSAGE_DEPTHSTENCIL) {
629 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
630 } else {
631 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, TRUE);
633 } else {
634 /* Load the surface into system memory */
635 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
636 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
638 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
639 This->Flags &= ~SFLAG_ALLOCATED;
641 /* Destroy PBOs, but load them into real sysmem before */
642 if(This->Flags & SFLAG_PBO) {
643 surface_remove_pbo(This);
646 /* Destroy fbo render buffers. This is needed for implicit render targets, for
647 * all application-created targets the application has to release the surface
648 * before calling _Reset
650 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
651 ENTER_GL();
652 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
653 LEAVE_GL();
654 list_remove(&entry->entry);
655 HeapFree(GetProcessHeap(), 0, entry);
657 list_init(&This->renderbuffers);
658 This->current_renderbuffer = NULL;
660 /* If we're in a texture, the texture name belongs to the texture. Otherwise,
661 * destroy it
663 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **) &texture);
664 if(!texture) {
665 ENTER_GL();
666 glDeleteTextures(1, &This->glDescription.textureName);
667 This->glDescription.textureName = 0;
668 LEAVE_GL();
669 } else {
670 IWineD3DBaseTexture_Release(texture);
672 return;
675 /* ******************************************************
676 IWineD3DSurface IWineD3DSurface parts follow
677 ****************************************************** */
679 static void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription)
681 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
682 TRACE("(%p) : returning %p\n", This, &This->glDescription);
683 *glDescription = &This->glDescription;
686 /* Read the framebuffer back into the surface */
687 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, void *dest, UINT pitch) {
688 IWineD3DSwapChainImpl *swapchain;
689 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
690 BYTE *mem;
691 GLint fmt;
692 GLint type;
693 BYTE *row, *top, *bottom;
694 int i;
695 BOOL bpp;
696 RECT local_rect;
697 BOOL srcIsUpsideDown;
699 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
700 static BOOL warned = FALSE;
701 if(!warned) {
702 ERR("The application tries to lock the render target, but render target locking is disabled\n");
703 warned = TRUE;
705 return;
708 /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
709 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
710 * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
711 * context->last_was_blit set on the unlock.
713 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
714 ENTER_GL();
716 /* Select the correct read buffer, and give some debug output.
717 * There is no need to keep track of the current read buffer or reset it, every part of the code
718 * that reads sets the read buffer as desired.
720 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&swapchain)))
722 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
723 TRACE("Locking %#x buffer\n", buffer);
724 glReadBuffer(buffer);
725 checkGLcall("glReadBuffer");
727 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
728 srcIsUpsideDown = FALSE;
729 } else {
730 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
731 * Read from the back buffer
733 TRACE("Locking offscreen render target\n");
734 glReadBuffer(myDevice->offscreenBuffer);
735 srcIsUpsideDown = TRUE;
738 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
739 if(!rect) {
740 local_rect.left = 0;
741 local_rect.top = 0;
742 local_rect.right = This->currentDesc.Width;
743 local_rect.bottom = This->currentDesc.Height;
744 } else {
745 local_rect = *rect;
747 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
749 switch(This->resource.format)
751 case WINED3DFMT_P8:
753 if(primary_render_target_is_p8(myDevice)) {
754 /* In case of P8 render targets the index is stored in the alpha component */
755 fmt = GL_ALPHA;
756 type = GL_UNSIGNED_BYTE;
757 mem = dest;
758 bpp = This->bytesPerPixel;
759 } else {
760 /* GL can't return palettized data, so read ARGB pixels into a
761 * separate block of memory and convert them into palettized format
762 * in software. Slow, but if the app means to use palettized render
763 * targets and locks it...
765 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
766 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
767 * for the color channels when palettizing the colors.
769 fmt = GL_RGB;
770 type = GL_UNSIGNED_BYTE;
771 pitch *= 3;
772 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
773 if(!mem) {
774 ERR("Out of memory\n");
775 LEAVE_GL();
776 return;
778 bpp = This->bytesPerPixel * 3;
781 break;
783 default:
784 mem = dest;
785 fmt = This->glDescription.glFormat;
786 type = This->glDescription.glType;
787 bpp = This->bytesPerPixel;
790 if(This->Flags & SFLAG_PBO) {
791 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
792 checkGLcall("glBindBufferARB");
795 glReadPixels(local_rect.left, local_rect.top,
796 local_rect.right - local_rect.left,
797 local_rect.bottom - local_rect.top,
798 fmt, type, mem);
799 checkGLcall("glReadPixels");
801 if(This->Flags & SFLAG_PBO) {
802 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
803 checkGLcall("glBindBufferARB");
805 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
806 * to get a pointer to it and perform the flipping in software. This is a lot
807 * faster than calling glReadPixels for each line. In case we want more speed
808 * we should rerender it flipped in a FBO and read the data back from the FBO. */
809 if(!srcIsUpsideDown) {
810 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
811 checkGLcall("glBindBufferARB");
813 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
814 checkGLcall("glMapBufferARB");
818 /* TODO: Merge this with the palettization loop below for P8 targets */
819 if(!srcIsUpsideDown) {
820 UINT len, off;
821 /* glReadPixels returns the image upside down, and there is no way to prevent this.
822 Flip the lines in software */
823 len = (local_rect.right - local_rect.left) * bpp;
824 off = local_rect.left * bpp;
826 row = HeapAlloc(GetProcessHeap(), 0, len);
827 if(!row) {
828 ERR("Out of memory\n");
829 if(This->resource.format == WINED3DFMT_P8) HeapFree(GetProcessHeap(), 0, mem);
830 LEAVE_GL();
831 return;
834 top = mem + pitch * local_rect.top;
835 bottom = mem + pitch * ( local_rect.bottom - local_rect.top - 1);
836 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
837 memcpy(row, top + off, len);
838 memcpy(top + off, bottom + off, len);
839 memcpy(bottom + off, row, len);
840 top += pitch;
841 bottom -= pitch;
843 HeapFree(GetProcessHeap(), 0, row);
845 /* Unmap the temp PBO buffer */
846 if(This->Flags & SFLAG_PBO) {
847 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
848 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
852 LEAVE_GL();
854 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
855 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
856 * the same color but we have no choice.
857 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
859 if((This->resource.format == WINED3DFMT_P8) && !primary_render_target_is_p8(myDevice)) {
860 const PALETTEENTRY *pal = NULL;
861 DWORD width = pitch / 3;
862 int x, y, c;
864 if(This->palette) {
865 pal = This->palette->palents;
866 } else {
867 ERR("Palette is missing, cannot perform inverse palette lookup\n");
868 HeapFree(GetProcessHeap(), 0, mem);
869 return ;
872 for(y = local_rect.top; y < local_rect.bottom; y++) {
873 for(x = local_rect.left; x < local_rect.right; x++) {
874 /* start lines pixels */
875 const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
876 const BYTE *green = blue + 1;
877 const BYTE *red = green + 1;
879 for(c = 0; c < 256; c++) {
880 if(*red == pal[c].peRed &&
881 *green == pal[c].peGreen &&
882 *blue == pal[c].peBlue)
884 *((BYTE *) dest + y * width + x) = c;
885 break;
890 HeapFree(GetProcessHeap(), 0, mem);
894 /* Read the framebuffer contents into a texture */
895 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This)
897 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
898 IWineD3DSwapChainImpl *swapchain;
899 int bpp;
900 GLenum format, internal, type;
901 CONVERT_TYPES convert;
902 GLint prevRead;
904 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
906 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
907 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
908 * states in the stateblock, and no driver was found yet that had bugs in that regard.
910 ActivateContext(device, (IWineD3DSurface *) This, CTXUSAGE_RESOURCELOAD);
911 surface_bind_and_dirtify(This);
913 ENTER_GL();
914 glGetIntegerv(GL_READ_BUFFER, &prevRead);
915 LEAVE_GL();
917 /* Select the correct read buffer, and give some debug output.
918 * There is no need to keep track of the current read buffer or reset it, every part of the code
919 * that reads sets the read buffer as desired.
921 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)This, &IID_IWineD3DSwapChain, (void **)&swapchain)))
923 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
924 TRACE("Locking %#x buffer\n", buffer);
926 ENTER_GL();
927 glReadBuffer(buffer);
928 checkGLcall("glReadBuffer");
929 LEAVE_GL();
931 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
932 } else {
933 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
934 * Read from the back buffer
936 TRACE("Locking offscreen render target\n");
937 ENTER_GL();
938 glReadBuffer(device->offscreenBuffer);
939 LEAVE_GL();
942 if(!(This->Flags & SFLAG_ALLOCATED)) {
943 surface_allocate_surface(This, internal, This->pow2Width,
944 This->pow2Height, format, type);
947 ENTER_GL();
948 /* If !SrcIsUpsideDown we should flip the surface.
949 * This can be done using glCopyTexSubImage2D but this
950 * is VERY slow, so don't do that. We should prevent
951 * this code from getting called in such cases or perhaps
952 * we can use FBOs */
954 glCopyTexSubImage2D(This->glDescription.target,
955 This->glDescription.level,
956 0, 0, 0, 0,
957 This->currentDesc.Width,
958 This->currentDesc.Height);
959 checkGLcall("glCopyTexSubImage2D");
961 glReadBuffer(prevRead);
962 checkGLcall("glReadBuffer");
964 LEAVE_GL();
965 TRACE("Updated target %d\n", This->glDescription.target);
968 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This) {
969 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
970 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
971 * changed
973 if(!(This->Flags & SFLAG_DYNLOCK)) {
974 This->lockCount++;
975 /* MAXLOCKCOUNT is defined in wined3d_private.h */
976 if(This->lockCount > MAXLOCKCOUNT) {
977 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
978 This->Flags |= SFLAG_DYNLOCK;
982 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
983 * Also don't create a PBO for systemmem surfaces.
985 if(GL_SUPPORT(ARB_PIXEL_BUFFER_OBJECT) && (This->Flags & SFLAG_DYNLOCK) && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2)) && (This->resource.pool != WINED3DPOOL_SYSTEMMEM)) {
986 GLenum error;
987 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
989 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
990 ENTER_GL();
992 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
993 error = glGetError();
994 if(This->pbo == 0 || error != GL_NO_ERROR) {
995 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
998 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
1000 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1001 checkGLcall("glBindBufferARB");
1003 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
1004 checkGLcall("glBufferDataARB");
1006 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1007 checkGLcall("glBindBufferARB");
1009 /* We don't need the system memory anymore and we can't even use it for PBOs */
1010 if(!(This->Flags & SFLAG_CLIENT)) {
1011 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
1012 This->resource.heapMemory = NULL;
1014 This->resource.allocatedMemory = NULL;
1015 This->Flags |= SFLAG_PBO;
1016 LEAVE_GL();
1017 } else if(!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO)) {
1018 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1019 * or a pbo to map
1021 if(!This->resource.heapMemory) {
1022 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1024 This->resource.allocatedMemory =
1025 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1026 if(This->Flags & SFLAG_INSYSMEM) {
1027 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1032 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
1033 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1034 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1035 IWineD3DSwapChain *swapchain = NULL;
1037 TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
1039 /* This is also done in the base class, but we have to verify this before loading any data from
1040 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1041 * may interfere, and all other bad things may happen
1043 if (This->Flags & SFLAG_LOCKED) {
1044 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1045 return WINED3DERR_INVALIDCALL;
1047 This->Flags |= SFLAG_LOCKED;
1049 if (!(This->Flags & SFLAG_LOCKABLE))
1051 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
1054 if (Flags & WINED3DLOCK_DISCARD) {
1055 /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
1056 TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
1057 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1058 This->Flags |= SFLAG_INSYSMEM;
1059 goto lock_end;
1062 if (This->Flags & SFLAG_INSYSMEM) {
1063 TRACE("Local copy is up to date, not downloading data\n");
1064 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1065 goto lock_end;
1068 /* Now download the surface content from opengl
1069 * Use the render target readback if the surface is on a swapchain(=onscreen render target) or the current primary target
1070 * Offscreen targets which are not active at the moment or are higher targets(FBOs) can be locked with the texture path
1072 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
1073 if(swapchain || iface == myDevice->render_targets[0]) {
1074 const RECT *pass_rect = pRect;
1076 /* IWineD3DSurface_LoadLocation does not check if the rectangle specifies the full surfaces
1077 * because most caller functions do not need that. So do that here
1079 if(pRect &&
1080 pRect->top == 0 &&
1081 pRect->left == 0 &&
1082 pRect->right == This->currentDesc.Width &&
1083 pRect->bottom == This->currentDesc.Height) {
1084 pass_rect = NULL;
1087 switch(wined3d_settings.rendertargetlock_mode) {
1088 case RTL_TEXDRAW:
1089 case RTL_TEXTEX:
1090 FIXME("Reading from render target with a texture isn't implemented yet, falling back to framebuffer reading\n");
1091 #if 0
1092 /* Disabled for now. LoadLocation prefers the texture over the drawable as the source. So if we copy to the
1093 * texture first, then to sysmem, we'll avoid glReadPixels and use glCopyTexImage and glGetTexImage2D instead.
1094 * This may be faster on some cards
1096 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* No partial texture copy yet */);
1097 #endif
1098 /* drop through */
1100 case RTL_AUTO:
1101 case RTL_READDRAW:
1102 case RTL_READTEX:
1103 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, pass_rect);
1104 break;
1106 case RTL_DISABLE:
1107 break;
1109 if(swapchain) IWineD3DSwapChain_Release(swapchain);
1111 } else if(iface == myDevice->stencilBufferTarget) {
1112 /** the depth stencil in openGL has a format of GL_FLOAT
1113 * which should be good for WINED3DFMT_D16_LOCKABLE
1114 * and WINED3DFMT_D16
1115 * it is unclear what format the stencil buffer is in except.
1116 * 'Each index is converted to fixed point...
1117 * If GL_MAP_STENCIL is GL_TRUE, indices are replaced by their
1118 * mappings in the table GL_PIXEL_MAP_S_TO_S.
1119 * glReadPixels(This->lockedRect.left,
1120 * This->lockedRect.bottom - j - 1,
1121 * This->lockedRect.right - This->lockedRect.left,
1122 * 1,
1123 * GL_DEPTH_COMPONENT,
1124 * type,
1125 * (char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top)));
1127 * Depth Stencil surfaces which are not the current depth stencil target should have their data in a
1128 * gl texture(next path), or in local memory(early return because of set SFLAG_INSYSMEM above). If
1129 * none of that is the case the problem is not in this function :-)
1130 ********************************************/
1131 FIXME("Depth stencil locking not supported yet\n");
1132 } else {
1133 /* This path is for normal surfaces, offscreen render targets and everything else that is in a gl texture */
1134 TRACE("locking an ordinary surface\n");
1135 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
1138 lock_end:
1139 if(This->Flags & SFLAG_PBO) {
1140 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1141 ENTER_GL();
1142 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1143 checkGLcall("glBindBufferARB");
1145 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1146 if(This->resource.allocatedMemory) {
1147 ERR("The surface already has PBO memory allocated!\n");
1150 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1151 checkGLcall("glMapBufferARB");
1153 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1154 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1155 checkGLcall("glBindBufferARB");
1157 LEAVE_GL();
1160 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
1161 /* Don't dirtify */
1162 } else {
1163 IWineD3DBaseTexture *pBaseTexture;
1165 * Dirtify on lock
1166 * as seen in msdn docs
1168 IWineD3DSurface_AddDirtyRect(iface, pRect);
1170 /** Dirtify Container if needed */
1171 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture))) {
1172 TRACE("Making container dirty\n");
1173 IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
1174 IWineD3DBaseTexture_Release(pBaseTexture);
1175 } else {
1176 TRACE("Surface is standalone, no need to dirty the container\n");
1180 return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
1183 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem) {
1184 GLint prev_store;
1185 GLint prev_rasterpos[4];
1186 GLint skipBytes = 0;
1187 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
1188 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1189 IWineD3DSwapChainImpl *swapchain;
1191 /* Activate the correct context for the render target */
1192 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
1193 ENTER_GL();
1195 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)This, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
1196 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
1197 TRACE("Unlocking %#x buffer\n", buffer);
1198 glDrawBuffer(buffer);
1199 checkGLcall("glDrawBuffer");
1201 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
1202 } else {
1203 /* Primary offscreen render target */
1204 TRACE("Offscreen render target\n");
1205 glDrawBuffer(myDevice->offscreenBuffer);
1206 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1209 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
1210 checkGLcall("glIntegerv");
1211 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
1212 checkGLcall("glIntegerv");
1213 glPixelZoom(1.0, -1.0);
1214 checkGLcall("glPixelZoom");
1216 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1217 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
1218 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
1220 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
1221 checkGLcall("glRasterPos2f");
1223 /* Some drivers(radeon dri, others?) don't like exceptions during
1224 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1225 * after ReleaseDC. Reading it will cause an exception, which x11drv will
1226 * catch to put the dib section in InSync mode, which leads to a crash
1227 * and a blocked x server on my radeon card.
1229 * The following lines read the dib section so it is put in InSync mode
1230 * before glDrawPixels is called and the crash is prevented. There won't
1231 * be any interfering gdi accesses, because UnlockRect is called from
1232 * ReleaseDC, and the app won't use the dc any more afterwards.
1234 if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
1235 volatile BYTE read;
1236 read = This->resource.allocatedMemory[0];
1239 if(This->Flags & SFLAG_PBO) {
1240 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1241 checkGLcall("glBindBufferARB");
1244 /* When the surface is locked we only have to refresh the locked part else we need to update the whole image */
1245 if(This->Flags & SFLAG_LOCKED) {
1246 glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1247 (This->lockedRect.bottom - This->lockedRect.top)-1,
1248 fmt, type,
1249 mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1250 checkGLcall("glDrawPixels");
1251 } else {
1252 glDrawPixels(This->currentDesc.Width,
1253 This->currentDesc.Height,
1254 fmt, type, mem);
1255 checkGLcall("glDrawPixels");
1258 if(This->Flags & SFLAG_PBO) {
1259 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1260 checkGLcall("glBindBufferARB");
1263 glPixelZoom(1.0,1.0);
1264 checkGLcall("glPixelZoom");
1266 glRasterPos3iv(&prev_rasterpos[0]);
1267 checkGLcall("glRasterPos3iv");
1269 /* Reset to previous pack row length */
1270 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1271 checkGLcall("glPixelStorei GL_UNPACK_ROW_LENGTH");
1273 if(!swapchain) {
1274 glDrawBuffer(myDevice->offscreenBuffer);
1275 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1276 } else if(swapchain->backBuffer) {
1277 glDrawBuffer(GL_BACK);
1278 checkGLcall("glDrawBuffer(GL_BACK)");
1279 } else {
1280 glDrawBuffer(GL_FRONT);
1281 checkGLcall("glDrawBuffer(GL_FRONT)");
1283 LEAVE_GL();
1285 return;
1288 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1289 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1290 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1291 IWineD3DSwapChainImpl *swapchain = NULL;
1292 BOOL fullsurface;
1294 if (!(This->Flags & SFLAG_LOCKED)) {
1295 WARN("trying to Unlock an unlocked surf@%p\n", This);
1296 return WINED3DERR_INVALIDCALL;
1299 if (This->Flags & SFLAG_PBO) {
1300 TRACE("Freeing PBO memory\n");
1301 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1302 ENTER_GL();
1303 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1304 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1305 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1306 checkGLcall("glUnmapBufferARB");
1307 LEAVE_GL();
1308 This->resource.allocatedMemory = NULL;
1311 TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1313 if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1314 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1315 goto unlock_end;
1318 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
1319 if(swapchain || (myDevice->render_targets && iface == myDevice->render_targets[0])) {
1320 if(swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
1322 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1323 static BOOL warned = FALSE;
1324 if(!warned) {
1325 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1326 warned = TRUE;
1328 goto unlock_end;
1331 if(This->dirtyRect.left == 0 &&
1332 This->dirtyRect.top == 0 &&
1333 This->dirtyRect.right == This->currentDesc.Width &&
1334 This->dirtyRect.bottom == This->currentDesc.Height) {
1335 fullsurface = TRUE;
1336 } else {
1337 /* TODO: Proper partial rectangle tracking */
1338 fullsurface = FALSE;
1339 This->Flags |= SFLAG_INSYSMEM;
1342 switch(wined3d_settings.rendertargetlock_mode) {
1343 case RTL_READTEX:
1344 case RTL_TEXTEX:
1345 ActivateContext(myDevice, iface, CTXUSAGE_BLIT);
1346 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
1347 /* drop through */
1349 case RTL_AUTO:
1350 case RTL_READDRAW:
1351 case RTL_TEXDRAW:
1352 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
1353 break;
1356 if(!fullsurface) {
1357 /* Partial rectangle tracking is not commonly implemented, it is only done for render targets. Overwrite
1358 * the flags to bring them back into a sane state. INSYSMEM was set before to tell LoadLocation where
1359 * to read the rectangle from. Indrawable is set because all modifications from the partial sysmem copy
1360 * are written back to the drawable, thus the surface is merged again in the drawable. The sysmem copy is
1361 * not fully up to date because only a subrectangle was read in LockRect.
1363 This->Flags &= ~SFLAG_INSYSMEM;
1364 This->Flags |= SFLAG_INDRAWABLE;
1367 This->dirtyRect.left = This->currentDesc.Width;
1368 This->dirtyRect.top = This->currentDesc.Height;
1369 This->dirtyRect.right = 0;
1370 This->dirtyRect.bottom = 0;
1371 } else if(iface == myDevice->stencilBufferTarget) {
1372 FIXME("Depth Stencil buffer locking is not implemented\n");
1373 } else {
1374 /* The rest should be a normal texture */
1375 IWineD3DBaseTextureImpl *impl;
1376 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1377 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1378 * states need resetting
1380 if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
1381 if(impl->baseTexture.bindCount) {
1382 IWineD3DDeviceImpl_MarkStateDirty(myDevice, STATE_SAMPLER(impl->baseTexture.sampler));
1384 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
1388 unlock_end:
1389 This->Flags &= ~SFLAG_LOCKED;
1390 memset(&This->lockedRect, 0, sizeof(RECT));
1392 /* Overlays have to be redrawn manually after changes with the GL implementation */
1393 if(This->overlay_dest) {
1394 IWineD3DSurface_DrawOverlay(iface);
1396 return WINED3D_OK;
1399 static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC)
1401 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1402 WINED3DLOCKED_RECT lock;
1403 HRESULT hr;
1404 RGBQUAD col[256];
1406 TRACE("(%p)->(%p)\n",This,pHDC);
1408 if(This->Flags & SFLAG_USERPTR) {
1409 ERR("Not supported on surfaces with an application-provided surfaces\n");
1410 return WINEDDERR_NODC;
1413 /* Give more detailed info for ddraw */
1414 if (This->Flags & SFLAG_DCINUSE)
1415 return WINEDDERR_DCALREADYCREATED;
1417 /* Can't GetDC if the surface is locked */
1418 if (This->Flags & SFLAG_LOCKED)
1419 return WINED3DERR_INVALIDCALL;
1421 /* According to Direct3D9 docs, only these formats are supported */
1422 if (((IWineD3DImpl *)This->resource.wineD3DDevice->wineD3D)->dxVersion > 7) {
1423 if (This->resource.format != WINED3DFMT_R5G6B5 &&
1424 This->resource.format != WINED3DFMT_X1R5G5B5 &&
1425 This->resource.format != WINED3DFMT_R8G8B8 &&
1426 This->resource.format != WINED3DFMT_X8R8G8B8) return WINED3DERR_INVALIDCALL;
1429 memset(&lock, 0, sizeof(lock)); /* To be sure */
1431 /* Create a DIB section if there isn't a hdc yet */
1432 if(!This->hDC) {
1433 IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
1434 if(This->Flags & SFLAG_CLIENT) {
1435 IWineD3DSurface_PreLoad(iface);
1438 /* Use the dib section from now on if we are not using a PBO */
1439 if(!(This->Flags & SFLAG_PBO))
1440 This->resource.allocatedMemory = This->dib.bitmap_data;
1443 /* Lock the surface */
1444 hr = IWineD3DSurface_LockRect(iface,
1445 &lock,
1446 NULL,
1449 if(This->Flags & SFLAG_PBO) {
1450 /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
1451 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
1454 if(FAILED(hr)) {
1455 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
1456 /* keep the dib section */
1457 return hr;
1460 if(This->resource.format == WINED3DFMT_P8 ||
1461 This->resource.format == WINED3DFMT_A8P8) {
1462 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
1463 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
1464 unsigned int n;
1465 const PALETTEENTRY *pal = NULL;
1467 if(This->palette) {
1468 pal = This->palette->palents;
1469 } else {
1470 IWineD3DSurfaceImpl *dds_primary;
1471 IWineD3DSwapChainImpl *swapchain;
1472 swapchain = (IWineD3DSwapChainImpl *)This->resource.wineD3DDevice->swapchains[0];
1473 dds_primary = (IWineD3DSurfaceImpl *)swapchain->frontBuffer;
1474 if (dds_primary && dds_primary->palette)
1475 pal = dds_primary->palette->palents;
1478 if (pal) {
1479 for (n=0; n<256; n++) {
1480 col[n].rgbRed = pal[n].peRed;
1481 col[n].rgbGreen = pal[n].peGreen;
1482 col[n].rgbBlue = pal[n].peBlue;
1483 col[n].rgbReserved = 0;
1485 SetDIBColorTable(This->hDC, 0, 256, col);
1489 *pHDC = This->hDC;
1490 TRACE("returning %p\n",*pHDC);
1491 This->Flags |= SFLAG_DCINUSE;
1493 return WINED3D_OK;
1496 static HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC)
1498 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1500 TRACE("(%p)->(%p)\n",This,hDC);
1502 if (!(This->Flags & SFLAG_DCINUSE))
1503 return WINED3DERR_INVALIDCALL;
1505 if (This->hDC !=hDC) {
1506 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
1507 return WINED3DERR_INVALIDCALL;
1510 if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
1511 /* Copy the contents of the DIB over to the PBO */
1512 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
1515 /* we locked first, so unlock now */
1516 IWineD3DSurface_UnlockRect(iface);
1518 This->Flags &= ~SFLAG_DCINUSE;
1520 return WINED3D_OK;
1523 /* ******************************************************
1524 IWineD3DSurface Internal (No mapping to directx api) parts follow
1525 ****************************************************** */
1527 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) {
1528 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
1529 const struct GlPixelFormatDesc *glDesc;
1530 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1531 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
1533 /* Default values: From the surface */
1534 *format = glDesc->glFormat;
1535 *type = glDesc->glType;
1536 *convert = NO_CONVERSION;
1537 *target_bpp = This->bytesPerPixel;
1539 if(srgb_mode) {
1540 *internal = glDesc->glGammaInternal;
1541 } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
1542 *internal = glDesc->rtInternal;
1543 } else {
1544 *internal = glDesc->glInternal;
1547 /* Ok, now look if we have to do any conversion */
1548 switch(This->resource.format) {
1549 case WINED3DFMT_P8:
1550 /* ****************
1551 Paletted Texture
1552 **************** */
1554 /* Use conversion when the paletted texture extension OR fragment shaders are available. When either
1555 * of the two is available make sure texturing is requested as neither of the two works in
1556 * conjunction with calls like glDraw-/glReadPixels. Further also use conversion in case of color keying.
1557 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
1558 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
1559 * conflicts with this.
1561 if( !(GL_SUPPORT(EXT_PALETTED_TEXTURE) ||
1562 (GL_SUPPORT(ARB_FRAGMENT_PROGRAM) &&
1563 device->render_targets &&
1564 This == (IWineD3DSurfaceImpl*)device->render_targets[0])) ||
1565 colorkey_active || !use_texturing ) {
1566 *format = GL_RGBA;
1567 *internal = GL_RGBA;
1568 *type = GL_UNSIGNED_BYTE;
1569 *target_bpp = 4;
1570 if(colorkey_active) {
1571 *convert = CONVERT_PALETTED_CK;
1572 } else {
1573 *convert = CONVERT_PALETTED;
1576 else if(!GL_SUPPORT(EXT_PALETTED_TEXTURE) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
1577 *format = GL_ALPHA;
1578 *internal = GL_RGBA;
1579 *type = GL_UNSIGNED_BYTE;
1580 *target_bpp = 1;
1583 break;
1585 case WINED3DFMT_R3G3B2:
1586 /* **********************
1587 GL_UNSIGNED_BYTE_3_3_2
1588 ********************** */
1589 if (colorkey_active) {
1590 /* This texture format will never be used.. So do not care about color keying
1591 up until the point in time it will be needed :-) */
1592 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
1594 break;
1596 case WINED3DFMT_R5G6B5:
1597 if (colorkey_active) {
1598 *convert = CONVERT_CK_565;
1599 *format = GL_RGBA;
1600 *internal = GL_RGBA;
1601 *type = GL_UNSIGNED_SHORT_5_5_5_1;
1603 break;
1605 case WINED3DFMT_X1R5G5B5:
1606 if (colorkey_active) {
1607 *convert = CONVERT_CK_5551;
1608 *format = GL_BGRA;
1609 *internal = GL_RGBA;
1610 *type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1612 break;
1614 case WINED3DFMT_R8G8B8:
1615 if (colorkey_active) {
1616 *convert = CONVERT_CK_RGB24;
1617 *format = GL_RGBA;
1618 *internal = GL_RGBA;
1619 *type = GL_UNSIGNED_INT_8_8_8_8;
1620 *target_bpp = 4;
1622 break;
1624 case WINED3DFMT_X8R8G8B8:
1625 if (colorkey_active) {
1626 *convert = CONVERT_RGB32_888;
1627 *format = GL_RGBA;
1628 *internal = GL_RGBA;
1629 *type = GL_UNSIGNED_INT_8_8_8_8;
1631 break;
1633 case WINED3DFMT_V8U8:
1634 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1635 *convert = CONVERT_V8U8;
1636 *format = GL_BGR;
1637 *internal = GL_RGB8;
1638 *type = GL_UNSIGNED_BYTE;
1639 *target_bpp = 3;
1640 break;
1642 case WINED3DFMT_L6V5U5:
1643 *convert = CONVERT_L6V5U5;
1644 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1645 *target_bpp = 3;
1646 /* Use format and types from table */
1647 } else {
1648 /* Load it into unsigned R5G6B5, swap L and V channels, and revert that in the shader */
1649 *target_bpp = 2;
1650 *format = GL_RGB;
1651 *internal = GL_RGB5;
1652 *type = GL_UNSIGNED_SHORT_5_6_5;
1654 break;
1656 case WINED3DFMT_X8L8V8U8:
1657 *convert = CONVERT_X8L8V8U8;
1658 *target_bpp = 4;
1659 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1660 /* Use formats from gl table. It is a bit unfortunate, but the conversion
1661 * is needed to set the X format to 255 to get 1.0 for alpha when sampling
1662 * the texture. OpenGL can't use GL_DSDT8_MAG8_NV as internal format with
1663 * the needed type and format parameter, so the internal format contains a
1664 * 4th component, which is returned as alpha
1666 } else {
1667 *format = GL_BGRA;
1668 *internal = GL_RGB8;
1669 *type = GL_UNSIGNED_INT_8_8_8_8_REV;
1671 break;
1673 case WINED3DFMT_Q8W8V8U8:
1674 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1675 *convert = CONVERT_Q8W8V8U8;
1676 *format = GL_BGRA;
1677 *internal = GL_RGBA8;
1678 *type = GL_UNSIGNED_BYTE;
1679 *target_bpp = 4;
1680 break;
1682 case WINED3DFMT_V16U16:
1683 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1684 *convert = CONVERT_V16U16;
1685 *format = GL_BGR;
1686 *internal = GL_RGB16_EXT;
1687 *type = GL_UNSIGNED_SHORT;
1688 *target_bpp = 6;
1689 break;
1691 case WINED3DFMT_A4L4:
1692 /* A4L4 exists as an internal gl format, but for some reason there is not
1693 * format+type combination to load it. Thus convert it to A8L8, then load it
1694 * with A4L4 internal, but A8L8 format+type
1696 *convert = CONVERT_A4L4;
1697 *format = GL_LUMINANCE_ALPHA;
1698 *internal = GL_LUMINANCE4_ALPHA4;
1699 *type = GL_UNSIGNED_BYTE;
1700 *target_bpp = 2;
1701 break;
1703 default:
1704 break;
1707 return WINED3D_OK;
1710 static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width,
1711 UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This)
1713 const BYTE *source;
1714 BYTE *dest;
1715 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
1717 switch (convert) {
1718 case NO_CONVERSION:
1720 memcpy(dst, src, pitch * height);
1721 break;
1723 case CONVERT_PALETTED:
1724 case CONVERT_PALETTED_CK:
1726 IWineD3DPaletteImpl* pal = This->palette;
1727 BYTE table[256][4];
1728 unsigned int x, y;
1730 if( pal == NULL) {
1731 /* TODO: If we are a sublevel, try to get the palette from level 0 */
1734 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
1736 for (y = 0; y < height; y++)
1738 source = src + pitch * y;
1739 dest = dst + outpitch * y;
1740 /* This is an 1 bpp format, using the width here is fine */
1741 for (x = 0; x < width; x++) {
1742 BYTE color = *source++;
1743 *dest++ = table[color][0];
1744 *dest++ = table[color][1];
1745 *dest++ = table[color][2];
1746 *dest++ = table[color][3];
1750 break;
1752 case CONVERT_CK_565:
1754 /* Converting the 565 format in 5551 packed to emulate color-keying.
1756 Note : in all these conversion, it would be best to average the averaging
1757 pixels to get the color of the pixel that will be color-keyed to
1758 prevent 'color bleeding'. This will be done later on if ever it is
1759 too visible.
1761 Note2: Nvidia documents say that their driver does not support alpha + color keying
1762 on the same surface and disables color keying in such a case
1764 unsigned int x, y;
1765 const WORD *Source;
1766 WORD *Dest;
1768 TRACE("Color keyed 565\n");
1770 for (y = 0; y < height; y++) {
1771 Source = (const WORD *)(src + y * pitch);
1772 Dest = (WORD *) (dst + y * outpitch);
1773 for (x = 0; x < width; x++ ) {
1774 WORD color = *Source++;
1775 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
1776 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1777 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1778 *Dest |= 0x0001;
1780 Dest++;
1784 break;
1786 case CONVERT_CK_5551:
1788 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
1789 unsigned int x, y;
1790 const WORD *Source;
1791 WORD *Dest;
1792 TRACE("Color keyed 5551\n");
1793 for (y = 0; y < height; y++) {
1794 Source = (const WORD *)(src + y * pitch);
1795 Dest = (WORD *) (dst + y * outpitch);
1796 for (x = 0; x < width; x++ ) {
1797 WORD color = *Source++;
1798 *Dest = color;
1799 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1800 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1801 *Dest |= (1 << 15);
1803 else {
1804 *Dest &= ~(1 << 15);
1806 Dest++;
1810 break;
1812 case CONVERT_CK_RGB24:
1814 /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
1815 unsigned int x, y;
1816 for (y = 0; y < height; y++)
1818 source = src + pitch * y;
1819 dest = dst + outpitch * y;
1820 for (x = 0; x < width; x++) {
1821 DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ;
1822 DWORD dstcolor = color << 8;
1823 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1824 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1825 dstcolor |= 0xff;
1827 *(DWORD*)dest = dstcolor;
1828 source += 3;
1829 dest += 4;
1833 break;
1835 case CONVERT_RGB32_888:
1837 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
1838 unsigned int x, y;
1839 for (y = 0; y < height; y++)
1841 source = src + pitch * y;
1842 dest = dst + outpitch * y;
1843 for (x = 0; x < width; x++) {
1844 DWORD color = 0xffffff & *(const DWORD*)source;
1845 DWORD dstcolor = color << 8;
1846 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1847 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1848 dstcolor |= 0xff;
1850 *(DWORD*)dest = dstcolor;
1851 source += 4;
1852 dest += 4;
1856 break;
1858 case CONVERT_V8U8:
1860 unsigned int x, y;
1861 const short *Source;
1862 unsigned char *Dest;
1863 for(y = 0; y < height; y++) {
1864 Source = (const short *)(src + y * pitch);
1865 Dest = dst + y * outpitch;
1866 for (x = 0; x < width; x++ ) {
1867 long color = (*Source++);
1868 /* B */ Dest[0] = 0xff;
1869 /* G */ Dest[1] = (color >> 8) + 128; /* V */
1870 /* R */ Dest[2] = (color) + 128; /* U */
1871 Dest += 3;
1874 break;
1877 case CONVERT_V16U16:
1879 unsigned int x, y;
1880 const DWORD *Source;
1881 unsigned short *Dest;
1882 for(y = 0; y < height; y++) {
1883 Source = (const DWORD *)(src + y * pitch);
1884 Dest = (unsigned short *) (dst + y * outpitch);
1885 for (x = 0; x < width; x++ ) {
1886 DWORD color = (*Source++);
1887 /* B */ Dest[0] = 0xffff;
1888 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
1889 /* R */ Dest[2] = (color ) + 32768; /* U */
1890 Dest += 3;
1893 break;
1896 case CONVERT_Q8W8V8U8:
1898 unsigned int x, y;
1899 const DWORD *Source;
1900 unsigned char *Dest;
1901 for(y = 0; y < height; y++) {
1902 Source = (const DWORD *)(src + y * pitch);
1903 Dest = dst + y * outpitch;
1904 for (x = 0; x < width; x++ ) {
1905 long color = (*Source++);
1906 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
1907 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
1908 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
1909 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
1910 Dest += 4;
1913 break;
1916 case CONVERT_L6V5U5:
1918 unsigned int x, y;
1919 const WORD *Source;
1920 unsigned char *Dest;
1922 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1923 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
1924 * fixed function and shaders without further conversion once the surface is
1925 * loaded
1927 for(y = 0; y < height; y++) {
1928 Source = (const WORD *)(src + y * pitch);
1929 Dest = dst + y * outpitch;
1930 for (x = 0; x < width; x++ ) {
1931 short color = (*Source++);
1932 unsigned char l = ((color >> 10) & 0xfc);
1933 char v = ((color >> 5) & 0x3e);
1934 char u = ((color ) & 0x1f);
1936 /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
1937 * and doubles the positive range. Thus shift left only once, gl does the 2nd
1938 * shift. GL reads a signed value and converts it into an unsigned value.
1940 /* M */ Dest[2] = l << 1;
1942 /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
1943 * from 5 bit values to 8 bit values.
1945 /* V */ Dest[1] = v << 3;
1946 /* U */ Dest[0] = u << 3;
1947 Dest += 3;
1950 } else {
1951 for(y = 0; y < height; y++) {
1952 unsigned short *Dest_s = (unsigned short *) (dst + y * outpitch);
1953 Source = (const WORD *)(src + y * pitch);
1954 for (x = 0; x < width; x++ ) {
1955 short color = (*Source++);
1956 unsigned char l = ((color >> 10) & 0xfc);
1957 short v = ((color >> 5) & 0x3e);
1958 short u = ((color ) & 0x1f);
1959 short v_conv = v + 16;
1960 short u_conv = u + 16;
1962 *Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
1963 Dest_s += 1;
1967 break;
1970 case CONVERT_X8L8V8U8:
1972 unsigned int x, y;
1973 const DWORD *Source;
1974 unsigned char *Dest;
1976 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1977 /* This implementation works with the fixed function pipeline and shaders
1978 * without further modification after converting the surface.
1980 for(y = 0; y < height; y++) {
1981 Source = (const DWORD *)(src + y * pitch);
1982 Dest = dst + y * outpitch;
1983 for (x = 0; x < width; x++ ) {
1984 long color = (*Source++);
1985 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
1986 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
1987 /* U */ Dest[0] = (color & 0xff); /* U */
1988 /* I */ Dest[3] = 255; /* X */
1989 Dest += 4;
1992 } else {
1993 /* Doesn't work correctly with the fixed function pipeline, but can work in
1994 * shaders if the shader is adjusted. (There's no use for this format in gl's
1995 * standard fixed function pipeline anyway).
1997 for(y = 0; y < height; y++) {
1998 Source = (const DWORD *)(src + y * pitch);
1999 Dest = dst + y * outpitch;
2000 for (x = 0; x < width; x++ ) {
2001 long color = (*Source++);
2002 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
2003 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
2004 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
2005 Dest += 4;
2009 break;
2012 case CONVERT_A4L4:
2014 unsigned int x, y;
2015 const unsigned char *Source;
2016 unsigned char *Dest;
2017 for(y = 0; y < height; y++) {
2018 Source = src + y * pitch;
2019 Dest = dst + y * outpitch;
2020 for (x = 0; x < width; x++ ) {
2021 unsigned char color = (*Source++);
2022 /* A */ Dest[1] = (color & 0xf0) << 0;
2023 /* L */ Dest[0] = (color & 0x0f) << 4;
2024 Dest += 2;
2027 break;
2030 default:
2031 ERR("Unsupported conversation type %d\n", convert);
2033 return WINED3D_OK;
2036 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey) {
2037 IWineD3DPaletteImpl* pal = This->palette;
2038 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2039 BOOL index_in_alpha = FALSE;
2040 int dxVersion = ( (IWineD3DImpl *) device->wineD3D)->dxVersion;
2041 unsigned int i;
2043 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
2044 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
2045 * is slow. Further RGB->P8 conversion is not possible because palettes can have
2046 * duplicate entries. Store the color key in the unused alpha component to speed the
2047 * download up and to make conversion unneeded. */
2048 index_in_alpha = primary_render_target_is_p8(device);
2050 if (pal == NULL) {
2051 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
2052 if(dxVersion <= 7) {
2053 ERR("This code should never get entered for DirectDraw!, expect problems\n");
2054 if(index_in_alpha) {
2055 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
2056 there's no palette at this time. */
2057 for (i = 0; i < 256; i++) table[i][3] = i;
2059 } else {
2060 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
2061 alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
2062 capability flag is present (wine does advertise this capability) */
2063 for (i = 0; i < 256; i++) {
2064 table[i][0] = device->palettes[device->currentPalette][i].peRed;
2065 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
2066 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
2067 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
2070 } else {
2071 TRACE("Using surface palette %p\n", pal);
2072 /* Get the surface's palette */
2073 for (i = 0; i < 256; i++) {
2074 table[i][0] = pal->palents[i].peRed;
2075 table[i][1] = pal->palents[i].peGreen;
2076 table[i][2] = pal->palents[i].peBlue;
2078 /* When index_in_alpha is the palette index is stored in the alpha component. In case of a readback
2079 we can then read GL_ALPHA. Color keying is handled in BltOverride using a GL_ALPHA_TEST using GL_NOT_EQUAL.
2080 In case of index_in_alpha the color key itself is passed to glAlphaFunc in other cases the alpha component
2081 of pixels that should be masked away is set to 0. */
2082 if(index_in_alpha) {
2083 table[i][3] = i;
2084 } else if(colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue) && (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
2085 table[i][3] = 0x00;
2086 } else if(pal->Flags & WINEDDPCAPS_ALPHA) {
2087 table[i][3] = pal->palents[i].peFlags;
2088 } else {
2089 table[i][3] = 0xFF;
2095 /* This function is used in case of 8bit paletted textures to upload the palette.
2096 It supports GL_EXT_paletted_texture and GL_ARB_fragment_program, support for other
2097 extensions like ATI_fragment_shaders is possible.
2099 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert) {
2100 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2101 BYTE table[256][4];
2102 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2104 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2106 /* Try to use the paletted texture extension */
2107 if(GL_SUPPORT(EXT_PALETTED_TEXTURE))
2109 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
2110 GL_EXTCALL(glColorTableEXT(This->glDescription.target,GL_RGBA,256,GL_RGBA,GL_UNSIGNED_BYTE, table));
2112 else
2114 /* Let a fragment shader do the color conversion by uploading the palette to a 1D texture.
2115 * The 8bit pixel data will be used as an index in this palette texture to retrieve the final color. */
2116 TRACE("Using fragment shaders for emulating 8-bit paletted texture support\n");
2118 /* Create the fragment program if we don't have it */
2119 if(!device->paletteConversionShader)
2121 const char *fragment_palette_conversion =
2122 "!!ARBfp1.0\n"
2123 "TEMP index;\n"
2124 /* { 255/256, 0.5/255*255/256, 0, 0 } */
2125 "PARAM constants = { 0.996, 0.00195, 0, 0 };\n"
2126 /* The alpha-component contains the palette index */
2127 "TEX index, fragment.texcoord[0], texture[0], 2D;\n"
2128 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
2129 "MAD index.a, index.a, constants.x, constants.y;\n"
2130 /* Use the alpha-component as an index in the palette to get the final color */
2131 "TEX result.color, index.a, texture[1], 1D;\n"
2132 "END";
2134 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2135 GL_EXTCALL(glGenProgramsARB(1, &device->paletteConversionShader));
2136 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2137 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fragment_palette_conversion), (const GLbyte *)fragment_palette_conversion));
2138 glDisable(GL_FRAGMENT_PROGRAM_ARB);
2141 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2142 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2144 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
2145 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2147 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2148 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /* Make sure we have discrete color levels. */
2149 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2150 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table); /* Upload the palette */
2152 /* Switch back to unit 0 in which the 2D texture will be stored. */
2153 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0));
2155 /* Rebind the texture because it isn't bound anymore */
2156 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2160 BOOL palette9_changed(IWineD3DSurfaceImpl *This) {
2161 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2163 if(This->palette || (This->resource.format != WINED3DFMT_P8 && This->resource.format != WINED3DFMT_A8P8)) {
2164 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2165 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2167 return FALSE;
2170 if(This->palette9) {
2171 if(memcmp(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256) == 0) {
2172 return FALSE;
2174 } else {
2175 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2177 memcpy(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2178 return TRUE;
2181 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2182 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2184 if (!(This->Flags & SFLAG_INTEXTURE)) {
2185 TRACE("Reloading because surface is dirty\n");
2186 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2187 ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
2188 /* Reload: vice versa OR */
2189 ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
2190 /* Also reload: Color key is active AND the color key has changed */
2191 ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
2192 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
2193 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
2194 TRACE("Reloading because of color keying\n");
2195 /* To perform the color key conversion we need a sysmem copy of
2196 * the surface. Make sure we have it
2199 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
2200 /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2201 /* TODO: This is not necessarily needed with hw palettized texture support */
2202 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2203 } else {
2204 TRACE("surface is already in texture\n");
2205 return WINED3D_OK;
2208 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2209 * These resources are not bound by device size or format restrictions. Because of this,
2210 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2211 * However, these resources can always be created, locked, and copied.
2213 if (This->resource.pool == WINED3DPOOL_SCRATCH )
2215 FIXME("(%p) Operation not supported for scratch textures\n",This);
2216 return WINED3DERR_INVALIDCALL;
2219 This->srgb = srgb_mode;
2220 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* no partial locking for textures yet */);
2222 #if 0
2224 static unsigned int gen = 0;
2225 char buffer[4096];
2226 ++gen;
2227 if ((gen % 10) == 0) {
2228 snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm", This, This->glDescription.target, This->glDescription.level, gen);
2229 IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
2232 * debugging crash code
2233 if (gen == 250) {
2234 void** test = NULL;
2235 *test = 0;
2239 #endif
2241 if (!(This->Flags & SFLAG_DONOTFREE)) {
2242 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
2243 This->resource.allocatedMemory = NULL;
2244 This->resource.heapMemory = NULL;
2245 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, FALSE);
2248 return WINED3D_OK;
2251 static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface) {
2252 /* TODO: check for locks */
2253 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2254 IWineD3DBaseTexture *baseTexture = NULL;
2255 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2257 TRACE("(%p)Checking to see if the container is a base texture\n", This);
2258 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2259 TRACE("Passing to container\n");
2260 IWineD3DBaseTexture_BindTexture(baseTexture);
2261 IWineD3DBaseTexture_Release(baseTexture);
2262 } else {
2263 TRACE("(%p) : Binding surface\n", This);
2265 if(!device->isInDraw) {
2266 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
2269 ENTER_GL();
2271 if (!This->glDescription.level) {
2272 if (!This->glDescription.textureName) {
2273 glGenTextures(1, &This->glDescription.textureName);
2274 checkGLcall("glGenTextures");
2275 TRACE("Surface %p given name %d\n", This, This->glDescription.textureName);
2277 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2278 checkGLcall("glBindTexture");
2279 glTexParameteri(This->glDescription.target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2280 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
2281 glTexParameteri(This->glDescription.target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2282 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
2283 glTexParameteri(This->glDescription.target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2284 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
2285 glTexParameteri(This->glDescription.target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2286 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
2287 glTexParameteri(This->glDescription.target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2288 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
2290 /* This is where we should be reducing the amount of GLMemoryUsed */
2291 } else if (This->glDescription.textureName) {
2292 /* Mipmap surfaces should have a base texture container */
2293 ERR("Mipmap surface has a glTexture bound to it!\n");
2296 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2297 checkGLcall("glBindTexture");
2299 LEAVE_GL();
2301 return;
2304 #include <errno.h>
2305 #include <stdio.h>
2306 static HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename)
2308 FILE* f = NULL;
2309 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2310 char *allocatedMemory;
2311 const char *textureRow;
2312 IWineD3DSwapChain *swapChain = NULL;
2313 int width, height, i, y;
2314 GLuint tmpTexture = 0;
2315 DWORD color;
2316 /*FIXME:
2317 Textures may not be stored in ->allocatedgMemory and a GlTexture
2318 so we should lock the surface before saving a snapshot, or at least check that
2320 /* TODO: Compressed texture images can be obtained from the GL in uncompressed form
2321 by calling GetTexImage and in compressed form by calling
2322 GetCompressedTexImageARB. Queried compressed images can be saved and
2323 later reused by calling CompressedTexImage[123]DARB. Pre-compressed
2324 texture images do not need to be processed by the GL and should
2325 significantly improve texture loading performance relative to uncompressed
2326 images. */
2328 /* Setup the width and height to be the internal texture width and height. */
2329 width = This->pow2Width;
2330 height = This->pow2Height;
2331 /* check to see if we're a 'virtual' texture, e.g. we're not a pbuffer of texture, we're a back buffer*/
2332 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain);
2334 if (This->Flags & SFLAG_INDRAWABLE && !(This->Flags & SFLAG_INTEXTURE)) {
2335 /* if were not a real texture then read the back buffer into a real texture */
2336 /* we don't want to interfere with the back buffer so read the data into a temporary
2337 * texture and then save the data out of the temporary texture
2339 GLint prevRead;
2340 ENTER_GL();
2341 TRACE("(%p) Reading render target into texture\n", This);
2343 glGenTextures(1, &tmpTexture);
2344 glBindTexture(GL_TEXTURE_2D, tmpTexture);
2346 glTexImage2D(GL_TEXTURE_2D,
2348 GL_RGBA,
2349 width,
2350 height,
2351 0/*border*/,
2352 GL_RGBA,
2353 GL_UNSIGNED_INT_8_8_8_8_REV,
2354 NULL);
2356 glGetIntegerv(GL_READ_BUFFER, &prevRead);
2357 checkGLcall("glGetIntegerv");
2358 glReadBuffer(swapChain ? GL_BACK : This->resource.wineD3DDevice->offscreenBuffer);
2359 checkGLcall("glReadBuffer");
2360 glCopyTexImage2D(GL_TEXTURE_2D,
2362 GL_RGBA,
2365 width,
2366 height,
2369 checkGLcall("glCopyTexImage2D");
2370 glReadBuffer(prevRead);
2371 LEAVE_GL();
2373 } else { /* bind the real texture, and make sure it up to date */
2374 IWineD3DSurface_PreLoad(iface);
2375 surface_bind_and_dirtify(This);
2377 allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width * height * 4);
2378 ENTER_GL();
2379 FIXME("Saving texture level %d width %d height %d\n", This->glDescription.level, width, height);
2380 glGetTexImage(GL_TEXTURE_2D,
2381 This->glDescription.level,
2382 GL_RGBA,
2383 GL_UNSIGNED_INT_8_8_8_8_REV,
2384 allocatedMemory);
2385 checkGLcall("glTexImage2D");
2386 if (tmpTexture) {
2387 glBindTexture(GL_TEXTURE_2D, 0);
2388 glDeleteTextures(1, &tmpTexture);
2390 LEAVE_GL();
2392 f = fopen(filename, "w+");
2393 if (NULL == f) {
2394 ERR("opening of %s failed with: %s\n", filename, strerror(errno));
2395 return WINED3DERR_INVALIDCALL;
2397 /* Save the data out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha channel */
2398 TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format));
2399 /* TGA header */
2400 fputc(0,f);
2401 fputc(0,f);
2402 fputc(2,f);
2403 fputc(0,f);
2404 fputc(0,f);
2405 fputc(0,f);
2406 fputc(0,f);
2407 fputc(0,f);
2408 fputc(0,f);
2409 fputc(0,f);
2410 fputc(0,f);
2411 fputc(0,f);
2412 /* short width*/
2413 fwrite(&width,2,1,f);
2414 /* short height */
2415 fwrite(&height,2,1,f);
2416 /* format rgba */
2417 fputc(0x20,f);
2418 fputc(0x28,f);
2419 /* raw data */
2420 /* 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 */
2421 if(swapChain)
2422 textureRow = allocatedMemory + (width * (height - 1) *4);
2423 else
2424 textureRow = allocatedMemory;
2425 for (y = 0 ; y < height; y++) {
2426 for (i = 0; i < width; i++) {
2427 color = *((const DWORD*)textureRow);
2428 fputc((color >> 16) & 0xFF, f); /* B */
2429 fputc((color >> 8) & 0xFF, f); /* G */
2430 fputc((color >> 0) & 0xFF, f); /* R */
2431 fputc((color >> 24) & 0xFF, f); /* A */
2432 textureRow += 4;
2434 /* take two rows of the pointer to the texture memory */
2435 if(swapChain)
2436 (textureRow-= width << 3);
2439 TRACE("Closing file\n");
2440 fclose(f);
2442 if(swapChain) {
2443 IWineD3DSwapChain_Release(swapChain);
2445 HeapFree(GetProcessHeap(), 0, allocatedMemory);
2446 return WINED3D_OK;
2450 * Slightly inefficient way to handle multiple dirty rects but it works :)
2452 static HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect)
2454 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2455 IWineD3DBaseTexture *baseTexture = NULL;
2457 if (!(This->Flags & SFLAG_INSYSMEM) && (This->Flags & SFLAG_INTEXTURE))
2458 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
2460 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2461 if (NULL != pDirtyRect) {
2462 This->dirtyRect.left = min(This->dirtyRect.left, pDirtyRect->left);
2463 This->dirtyRect.top = min(This->dirtyRect.top, pDirtyRect->top);
2464 This->dirtyRect.right = max(This->dirtyRect.right, pDirtyRect->right);
2465 This->dirtyRect.bottom = max(This->dirtyRect.bottom, pDirtyRect->bottom);
2466 } else {
2467 This->dirtyRect.left = 0;
2468 This->dirtyRect.top = 0;
2469 This->dirtyRect.right = This->currentDesc.Width;
2470 This->dirtyRect.bottom = This->currentDesc.Height;
2472 TRACE("(%p) : Dirty: yes, Rect:(%d,%d,%d,%d)\n", This, This->dirtyRect.left,
2473 This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
2474 /* if the container is a basetexture then mark it dirty. */
2475 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2476 TRACE("Passing to container\n");
2477 IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
2478 IWineD3DBaseTexture_Release(baseTexture);
2480 return WINED3D_OK;
2483 static HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
2484 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2485 HRESULT hr;
2486 const struct GlPixelFormatDesc *glDesc;
2487 getFormatDescEntry(format, &GLINFO_LOCATION, &glDesc);
2489 TRACE("(%p) : Calling base function first\n", This);
2490 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2491 if(SUCCEEDED(hr)) {
2492 /* Setup some glformat defaults */
2493 This->glDescription.glFormat = glDesc->glFormat;
2494 This->glDescription.glFormatInternal = glDesc->glInternal;
2495 This->glDescription.glType = glDesc->glType;
2497 This->Flags &= ~SFLAG_ALLOCATED;
2498 TRACE("(%p) : glFormat %d, glFotmatInternal %d, glType %d\n", This,
2499 This->glDescription.glFormat, This->glDescription.glFormatInternal, This->glDescription.glType);
2501 return hr;
2504 static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2505 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2507 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
2508 WARN("Surface is locked or the HDC is in use\n");
2509 return WINED3DERR_INVALIDCALL;
2512 if(Mem && Mem != This->resource.allocatedMemory) {
2513 void *release = NULL;
2515 /* Do I have to copy the old surface content? */
2516 if(This->Flags & SFLAG_DIBSECTION) {
2517 /* Release the DC. No need to hold the critical section for the update
2518 * Thread because this thread runs only on front buffers, but this method
2519 * fails for render targets in the check above.
2521 SelectObject(This->hDC, This->dib.holdbitmap);
2522 DeleteDC(This->hDC);
2523 /* Release the DIB section */
2524 DeleteObject(This->dib.DIBsection);
2525 This->dib.bitmap_data = NULL;
2526 This->resource.allocatedMemory = NULL;
2527 This->hDC = NULL;
2528 This->Flags &= ~SFLAG_DIBSECTION;
2529 } else if(!(This->Flags & SFLAG_USERPTR)) {
2530 release = This->resource.heapMemory;
2531 This->resource.heapMemory = NULL;
2533 This->resource.allocatedMemory = Mem;
2534 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2536 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2537 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2539 /* For client textures opengl has to be notified */
2540 if(This->Flags & SFLAG_CLIENT) {
2541 This->Flags &= ~SFLAG_ALLOCATED;
2542 IWineD3DSurface_PreLoad(iface);
2543 /* And hope that the app behaves correctly and did not free the old surface memory before setting a new pointer */
2546 /* Now free the old memory if any */
2547 HeapFree(GetProcessHeap(), 0, release);
2548 } else if(This->Flags & SFLAG_USERPTR) {
2549 /* LockRect and GetDC will re-create the dib section and allocated memory */
2550 This->resource.allocatedMemory = NULL;
2551 /* HeapMemory should be NULL already */
2552 if(This->resource.heapMemory != NULL) ERR("User pointer surface has heap memory allocated\n");
2553 This->Flags &= ~SFLAG_USERPTR;
2555 if(This->Flags & SFLAG_CLIENT) {
2556 This->Flags &= ~SFLAG_ALLOCATED;
2557 /* This respecifies an empty texture and opengl knows that the old memory is gone */
2558 IWineD3DSurface_PreLoad(iface);
2561 return WINED3D_OK;
2564 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
2566 /* Flip the surface contents */
2567 /* Flip the DC */
2569 HDC tmp;
2570 tmp = front->hDC;
2571 front->hDC = back->hDC;
2572 back->hDC = tmp;
2575 /* Flip the DIBsection */
2577 HBITMAP tmp;
2578 BOOL hasDib = front->Flags & SFLAG_DIBSECTION;
2579 tmp = front->dib.DIBsection;
2580 front->dib.DIBsection = back->dib.DIBsection;
2581 back->dib.DIBsection = tmp;
2583 if(back->Flags & SFLAG_DIBSECTION) front->Flags |= SFLAG_DIBSECTION;
2584 else front->Flags &= ~SFLAG_DIBSECTION;
2585 if(hasDib) back->Flags |= SFLAG_DIBSECTION;
2586 else back->Flags &= ~SFLAG_DIBSECTION;
2589 /* Flip the surface data */
2591 void* tmp;
2593 tmp = front->dib.bitmap_data;
2594 front->dib.bitmap_data = back->dib.bitmap_data;
2595 back->dib.bitmap_data = tmp;
2597 tmp = front->resource.allocatedMemory;
2598 front->resource.allocatedMemory = back->resource.allocatedMemory;
2599 back->resource.allocatedMemory = tmp;
2601 tmp = front->resource.heapMemory;
2602 front->resource.heapMemory = back->resource.heapMemory;
2603 back->resource.heapMemory = tmp;
2606 /* Flip the PBO */
2608 GLuint tmp_pbo = front->pbo;
2609 front->pbo = back->pbo;
2610 back->pbo = tmp_pbo;
2613 /* client_memory should not be different, but just in case */
2615 BOOL tmp;
2616 tmp = front->dib.client_memory;
2617 front->dib.client_memory = back->dib.client_memory;
2618 back->dib.client_memory = tmp;
2621 /* Flip the opengl texture */
2623 glDescriptor tmp_desc = back->glDescription;
2624 back->glDescription = front->glDescription;
2625 front->glDescription = tmp_desc;
2629 DWORD tmp_flags = back->Flags;
2630 back->Flags = front->Flags;
2631 front->Flags = tmp_flags;
2635 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
2636 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2637 IWineD3DSwapChainImpl *swapchain = NULL;
2638 HRESULT hr;
2639 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
2641 /* Flipping is only supported on RenderTargets and overlays*/
2642 if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
2643 WARN("Tried to flip a non-render target, non-overlay surface\n");
2644 return WINEDDERR_NOTFLIPPABLE;
2647 if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
2648 flip_surface(This, (IWineD3DSurfaceImpl *) override);
2650 /* Update the overlay if it is visible */
2651 if(This->overlay_dest) {
2652 return IWineD3DSurface_DrawOverlay((IWineD3DSurface *) This);
2653 } else {
2654 return WINED3D_OK;
2658 if(override) {
2659 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2660 * FIXME("(%p) Target override is not supported by now\n", This);
2661 * Additionally, it isn't really possible to support triple-buffering
2662 * properly on opengl at all
2666 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **) &swapchain);
2667 if(!swapchain) {
2668 ERR("Flipped surface is not on a swapchain\n");
2669 return WINEDDERR_NOTFLIPPABLE;
2672 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2673 * and only d3d8 and d3d9 apps specify the presentation interval
2675 if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
2676 /* Most common case first to avoid wasting time on all the other cases */
2677 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2678 } else if(Flags & WINEDDFLIP_NOVSYNC) {
2679 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2680 } else if(Flags & WINEDDFLIP_INTERVAL2) {
2681 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
2682 } else if(Flags & WINEDDFLIP_INTERVAL3) {
2683 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
2684 } else {
2685 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
2688 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2689 hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *) swapchain, NULL, NULL, 0, NULL, 0);
2690 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
2691 return hr;
2694 /* Does a direct frame buffer -> texture copy. Stretching is done
2695 * with single pixel copy calls
2697 static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
2698 IWineD3DSwapChainImpl *swapchain, const WINED3DRECT *srect, const WINED3DRECT *drect,
2699 BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter)
2701 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2702 float xrel, yrel;
2703 UINT row;
2704 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2707 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2708 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
2709 ENTER_GL();
2711 /* Bind the target texture */
2712 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2713 checkGLcall("glBindTexture");
2714 if(!swapchain) {
2715 TRACE("Reading from an offscreen target\n");
2716 upsidedown = !upsidedown;
2717 glReadBuffer(myDevice->offscreenBuffer);
2718 } else {
2719 GLenum buffer = surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain);
2720 glReadBuffer(buffer);
2722 checkGLcall("glReadBuffer");
2724 xrel = (float) (srect->x2 - srect->x1) / (float) (drect->x2 - drect->x1);
2725 yrel = (float) (srect->y2 - srect->y1) / (float) (drect->y2 - drect->y1);
2727 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2728 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2730 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
2731 ERR("Texture filtering not supported in direct blit\n");
2733 } else if((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) && ((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2734 ERR("Texture filtering not supported in direct blit\n");
2737 if(upsidedown &&
2738 !((xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) &&
2739 !((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2740 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2742 glCopyTexSubImage2D(This->glDescription.target,
2743 This->glDescription.level,
2744 drect->x1, drect->y1, /* xoffset, yoffset */
2745 srect->x1, Src->currentDesc.Height - srect->y2,
2746 drect->x2 - drect->x1, drect->y2 - drect->y1);
2747 } else {
2748 UINT yoffset = Src->currentDesc.Height - srect->y1 + drect->y1 - 1;
2749 /* I have to process this row by row to swap the image,
2750 * otherwise it would be upside down, so stretching in y direction
2751 * doesn't cost extra time
2753 * However, stretching in x direction can be avoided if not necessary
2755 for(row = drect->y1; row < drect->y2; row++) {
2756 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2757 /* Well, that stuff works, but it's very slow.
2758 * find a better way instead
2760 UINT col;
2762 for(col = drect->x1; col < drect->x2; col++) {
2763 glCopyTexSubImage2D(This->glDescription.target,
2764 This->glDescription.level,
2765 drect->x1 + col, row, /* xoffset, yoffset */
2766 srect->x1 + col * xrel, yoffset - (int) (row * yrel),
2767 1, 1);
2769 } else {
2770 glCopyTexSubImage2D(This->glDescription.target,
2771 This->glDescription.level,
2772 drect->x1, row, /* xoffset, yoffset */
2773 srect->x1, yoffset - (int) (row * yrel),
2774 drect->x2-drect->x1, 1);
2778 checkGLcall("glCopyTexSubImage2D");
2780 LEAVE_GL();
2783 /* Uses the hardware to stretch and flip the image */
2784 static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
2785 IWineD3DSwapChainImpl *swapchain, const WINED3DRECT *srect, const WINED3DRECT *drect,
2786 BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter)
2788 GLuint src, backup = 0;
2789 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2790 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2791 float left, right, top, bottom; /* Texture coordinates */
2792 UINT fbwidth = Src->currentDesc.Width;
2793 UINT fbheight = Src->currentDesc.Height;
2794 GLenum drawBuffer = GL_BACK;
2795 GLenum texture_target;
2796 BOOL noBackBufferBackup;
2798 TRACE("Using hwstretch blit\n");
2799 /* Activate the Proper context for reading from the source surface, set it up for blitting */
2800 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2801 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
2803 noBackBufferBackup = !swapchain && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
2804 if(!noBackBufferBackup && Src->glDescription.textureName == 0) {
2805 /* Get it a description */
2806 IWineD3DSurface_PreLoad(SrcSurface);
2808 ENTER_GL();
2810 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
2811 * This way we don't have to wait for the 2nd readback to finish to leave this function.
2813 if(myDevice->activeContext->aux_buffers >= 2) {
2814 /* Got more than one aux buffer? Use the 2nd aux buffer */
2815 drawBuffer = GL_AUX1;
2816 } else if((swapchain || myDevice->offscreenBuffer == GL_BACK) && myDevice->activeContext->aux_buffers >= 1) {
2817 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2818 drawBuffer = GL_AUX0;
2821 if(noBackBufferBackup) {
2822 glGenTextures(1, &backup);
2823 checkGLcall("glGenTextures\n");
2824 glBindTexture(GL_TEXTURE_2D, backup);
2825 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
2826 texture_target = GL_TEXTURE_2D;
2827 } else {
2828 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
2829 * we are reading from the back buffer, the backup can be used as source texture
2831 texture_target = Src->glDescription.target;
2832 glBindTexture(texture_target, Src->glDescription.textureName);
2833 checkGLcall("glBindTexture(texture_target, Src->glDescription.textureName)");
2834 glEnable(texture_target);
2835 checkGLcall("glEnable(texture_target)");
2837 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
2838 Src->Flags &= ~SFLAG_INTEXTURE;
2841 if(swapchain) {
2842 glReadBuffer(surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain));
2843 } else {
2844 TRACE("Reading from an offscreen target\n");
2845 upsidedown = !upsidedown;
2846 glReadBuffer(myDevice->offscreenBuffer);
2849 /* TODO: Only back up the part that will be overwritten */
2850 glCopyTexSubImage2D(texture_target, 0,
2851 0, 0 /* read offsets */,
2852 0, 0,
2853 fbwidth,
2854 fbheight);
2856 checkGLcall("glCopyTexSubImage2D");
2858 /* No issue with overriding these - the sampler is dirty due to blit usage */
2859 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
2860 magLookup[Filter - WINED3DTEXF_NONE]);
2861 checkGLcall("glTexParameteri");
2862 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
2863 minMipLookup[Filter].mip[WINED3DTEXF_NONE]);
2864 checkGLcall("glTexParameteri");
2866 if(!swapchain || (IWineD3DSurface *) Src == swapchain->backBuffer[0]) {
2867 src = backup ? backup : Src->glDescription.textureName;
2868 } else {
2869 glReadBuffer(GL_FRONT);
2870 checkGLcall("glReadBuffer(GL_FRONT)");
2872 glGenTextures(1, &src);
2873 checkGLcall("glGenTextures(1, &src)");
2874 glBindTexture(GL_TEXTURE_2D, src);
2875 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
2877 /* TODO: Only copy the part that will be read. Use srect->x1, srect->y2 as origin, but with the width watch
2878 * out for power of 2 sizes
2880 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Src->pow2Width, Src->pow2Height, 0,
2881 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
2882 checkGLcall("glTexImage2D");
2883 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
2884 0, 0 /* read offsets */,
2885 0, 0,
2886 fbwidth,
2887 fbheight);
2889 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2890 checkGLcall("glTexParameteri");
2891 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2892 checkGLcall("glTexParameteri");
2894 glReadBuffer(GL_BACK);
2895 checkGLcall("glReadBuffer(GL_BACK)");
2897 if(texture_target != GL_TEXTURE_2D) {
2898 glDisable(texture_target);
2899 glEnable(GL_TEXTURE_2D);
2900 texture_target = GL_TEXTURE_2D;
2903 checkGLcall("glEnd and previous");
2905 left = srect->x1;
2906 right = srect->x2;
2908 if(upsidedown) {
2909 top = Src->currentDesc.Height - srect->y1;
2910 bottom = Src->currentDesc.Height - srect->y2;
2911 } else {
2912 top = Src->currentDesc.Height - srect->y2;
2913 bottom = Src->currentDesc.Height - srect->y1;
2916 if(Src->Flags & SFLAG_NORMCOORD) {
2917 left /= Src->pow2Width;
2918 right /= Src->pow2Width;
2919 top /= Src->pow2Height;
2920 bottom /= Src->pow2Height;
2923 /* draw the source texture stretched and upside down. The correct surface is bound already */
2924 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
2925 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
2927 glDrawBuffer(drawBuffer);
2928 glReadBuffer(drawBuffer);
2930 glBegin(GL_QUADS);
2931 /* bottom left */
2932 glTexCoord2f(left, bottom);
2933 glVertex2i(0, fbheight);
2935 /* top left */
2936 glTexCoord2f(left, top);
2937 glVertex2i(0, fbheight - drect->y2 - drect->y1);
2939 /* top right */
2940 glTexCoord2f(right, top);
2941 glVertex2i(drect->x2 - drect->x1, fbheight - drect->y2 - drect->y1);
2943 /* bottom right */
2944 glTexCoord2f(right, bottom);
2945 glVertex2i(drect->x2 - drect->x1, fbheight);
2946 glEnd();
2947 checkGLcall("glEnd and previous");
2949 if(texture_target != This->glDescription.target) {
2950 glDisable(texture_target);
2951 glEnable(This->glDescription.target);
2952 texture_target = This->glDescription.target;
2955 /* Now read the stretched and upside down image into the destination texture */
2956 glBindTexture(texture_target, This->glDescription.textureName);
2957 checkGLcall("glBindTexture");
2958 glCopyTexSubImage2D(texture_target,
2960 drect->x1, drect->y1, /* xoffset, yoffset */
2961 0, 0, /* We blitted the image to the origin */
2962 drect->x2 - drect->x1, drect->y2 - drect->y1);
2963 checkGLcall("glCopyTexSubImage2D");
2965 if(drawBuffer == GL_BACK) {
2966 /* Write the back buffer backup back */
2967 if(backup) {
2968 if(texture_target != GL_TEXTURE_2D) {
2969 glDisable(texture_target);
2970 glEnable(GL_TEXTURE_2D);
2971 texture_target = GL_TEXTURE_2D;
2973 glBindTexture(GL_TEXTURE_2D, backup);
2974 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
2975 } else {
2976 if(texture_target != Src->glDescription.target) {
2977 glDisable(texture_target);
2978 glEnable(Src->glDescription.target);
2979 texture_target = Src->glDescription.target;
2981 glBindTexture(Src->glDescription.target, Src->glDescription.textureName);
2982 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
2985 glBegin(GL_QUADS);
2986 /* top left */
2987 glTexCoord2f(0.0, (float) fbheight / (float) Src->pow2Height);
2988 glVertex2i(0, 0);
2990 /* bottom left */
2991 glTexCoord2f(0.0, 0.0);
2992 glVertex2i(0, fbheight);
2994 /* bottom right */
2995 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, 0.0);
2996 glVertex2i(fbwidth, Src->currentDesc.Height);
2998 /* top right */
2999 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, (float) fbheight / (float) Src->pow2Height);
3000 glVertex2i(fbwidth, 0);
3001 glEnd();
3002 } else {
3003 /* Restore the old draw buffer */
3004 glDrawBuffer(GL_BACK);
3006 glDisable(texture_target);
3007 checkGLcall("glDisable(texture_target)");
3009 /* Cleanup */
3010 if(src != Src->glDescription.textureName && src != backup) {
3011 glDeleteTextures(1, &src);
3012 checkGLcall("glDeleteTextures(1, &src)");
3014 if(backup) {
3015 glDeleteTextures(1, &backup);
3016 checkGLcall("glDeleteTextures(1, &backup)");
3019 LEAVE_GL();
3022 /* Not called from the VTable */
3023 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3024 IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx,
3025 WINED3DTEXTUREFILTERTYPE Filter)
3027 WINED3DRECT rect;
3028 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3029 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
3030 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3032 TRACE("(%p)->(%p,%p,%p,%08x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3034 /* Get the swapchain. One of the surfaces has to be a primary surface */
3035 if(This->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3036 WARN("Destination is in sysmem, rejecting gl blt\n");
3037 return WINED3DERR_INVALIDCALL;
3039 IWineD3DSurface_GetContainer( (IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
3040 if(dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) dstSwapchain);
3041 if(Src) {
3042 if(Src->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3043 WARN("Src is in sysmem, rejecting gl blt\n");
3044 return WINED3DERR_INVALIDCALL;
3046 IWineD3DSurface_GetContainer( (IWineD3DSurface *) Src, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
3047 if(srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) srcSwapchain);
3050 /* Early sort out of cases where no render target is used */
3051 if(!dstSwapchain && !srcSwapchain &&
3052 SrcSurface != myDevice->render_targets[0] && This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3053 TRACE("No surface is render target, not using hardware blit. Src = %p, dst = %p\n", Src, This);
3054 return WINED3DERR_INVALIDCALL;
3057 /* No destination color keying supported */
3058 if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
3059 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3060 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3061 return WINED3DERR_INVALIDCALL;
3064 if (DestRect) {
3065 rect.x1 = DestRect->left;
3066 rect.y1 = DestRect->top;
3067 rect.x2 = DestRect->right;
3068 rect.y2 = DestRect->bottom;
3069 } else {
3070 rect.x1 = 0;
3071 rect.y1 = 0;
3072 rect.x2 = This->currentDesc.Width;
3073 rect.y2 = This->currentDesc.Height;
3076 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3077 if(dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->backBuffer &&
3078 ((IWineD3DSurface *) This == dstSwapchain->frontBuffer) && SrcSurface == dstSwapchain->backBuffer[0]) {
3079 /* Half-life does a Blt from the back buffer to the front buffer,
3080 * Full surface size, no flags... Use present instead
3082 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3085 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3086 while(1)
3088 RECT mySrcRect;
3089 TRACE("Looking if a Present can be done...\n");
3090 /* Source Rectangle must be full surface */
3091 if( SrcRect ) {
3092 if(SrcRect->left != 0 || SrcRect->top != 0 ||
3093 SrcRect->right != Src->currentDesc.Width || SrcRect->bottom != Src->currentDesc.Height) {
3094 TRACE("No, Source rectangle doesn't match\n");
3095 break;
3098 mySrcRect.left = 0;
3099 mySrcRect.top = 0;
3100 mySrcRect.right = Src->currentDesc.Width;
3101 mySrcRect.bottom = Src->currentDesc.Height;
3103 /* No stretching may occur */
3104 if(mySrcRect.right != rect.x2 - rect.x1 ||
3105 mySrcRect.bottom != rect.y2 - rect.y1) {
3106 TRACE("No, stretching is done\n");
3107 break;
3110 /* Destination must be full surface or match the clipping rectangle */
3111 if(This->clipper && ((IWineD3DClipperImpl *) This->clipper)->hWnd)
3113 RECT cliprect;
3114 POINT pos[2];
3115 GetClientRect(((IWineD3DClipperImpl *) This->clipper)->hWnd, &cliprect);
3116 pos[0].x = rect.x1;
3117 pos[0].y = rect.y1;
3118 pos[1].x = rect.x2;
3119 pos[1].y = rect.y2;
3120 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *) This->clipper)->hWnd,
3121 pos, 2);
3123 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
3124 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3126 TRACE("No, dest rectangle doesn't match(clipper)\n");
3127 TRACE("Clip rect at (%d,%d)-(%d,%d)\n", cliprect.left, cliprect.top, cliprect.right, cliprect.bottom);
3128 TRACE("Blt dest: (%d,%d)-(%d,%d)\n", rect.x1, rect.y1, rect.x2, rect.y2);
3129 break;
3132 else
3134 if(rect.x1 != 0 || rect.y1 != 0 ||
3135 rect.x2 != This->currentDesc.Width || rect.y2 != This->currentDesc.Height) {
3136 TRACE("No, dest rectangle doesn't match(surface size)\n");
3137 break;
3141 TRACE("Yes\n");
3143 /* These flags are unimportant for the flag check, remove them */
3144 if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
3145 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3147 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3148 * take very long, while a flip is fast.
3149 * This applies to Half-Life, which does such Blts every time it finished
3150 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3151 * menu. This is also used by all apps when they do windowed rendering
3153 * The problem is that flipping is not really the same as copying. After a
3154 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3155 * untouched. Therefore it's necessary to override the swap effect
3156 * and to set it back after the flip.
3158 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3159 * testcases.
3162 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3163 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3165 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3166 IWineD3DSwapChain_Present((IWineD3DSwapChain *) dstSwapchain, NULL, NULL, 0, NULL, 0);
3168 dstSwapchain->presentParms.SwapEffect = orig_swap;
3170 return WINED3D_OK;
3172 break;
3175 TRACE("Unsupported blit between buffers on the same swapchain\n");
3176 return WINED3DERR_INVALIDCALL;
3177 } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
3178 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3179 return WINED3DERR_INVALIDCALL;
3180 } else if(dstSwapchain && srcSwapchain) {
3181 FIXME("Implement hardware blit between two different swapchains\n");
3182 return WINED3DERR_INVALIDCALL;
3183 } else if(dstSwapchain) {
3184 if(SrcSurface == myDevice->render_targets[0]) {
3185 TRACE("Blit from active render target to a swapchain\n");
3186 /* Handled with regular texture -> swapchain blit */
3188 } else if(srcSwapchain && This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3189 FIXME("Implement blit from a swapchain to the active render target\n");
3190 return WINED3DERR_INVALIDCALL;
3193 if((srcSwapchain || SrcSurface == myDevice->render_targets[0]) && !dstSwapchain) {
3194 /* Blit from render target to texture */
3195 WINED3DRECT srect;
3196 BOOL upsideDown, stretchx;
3197 BOOL paletteOverride = FALSE;
3199 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3200 TRACE("Color keying not supported by frame buffer to texture blit\n");
3201 return WINED3DERR_INVALIDCALL;
3202 /* Destination color key is checked above */
3205 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
3206 * glCopyTexSubImage is a bit picky about the parameters we pass to it
3208 if(SrcRect) {
3209 if(SrcRect->top < SrcRect->bottom) {
3210 srect.y1 = SrcRect->top;
3211 srect.y2 = SrcRect->bottom;
3212 upsideDown = FALSE;
3213 } else {
3214 srect.y1 = SrcRect->bottom;
3215 srect.y2 = SrcRect->top;
3216 upsideDown = TRUE;
3218 srect.x1 = SrcRect->left;
3219 srect.x2 = SrcRect->right;
3220 } else {
3221 srect.x1 = 0;
3222 srect.y1 = 0;
3223 srect.x2 = Src->currentDesc.Width;
3224 srect.y2 = Src->currentDesc.Height;
3225 upsideDown = FALSE;
3227 if(rect.x1 > rect.x2) {
3228 UINT tmp = rect.x2;
3229 rect.x2 = rect.x1;
3230 rect.x1 = tmp;
3231 upsideDown = !upsideDown;
3234 if(rect.x2 - rect.x1 != srect.x2 - srect.x1) {
3235 stretchx = TRUE;
3236 } else {
3237 stretchx = FALSE;
3240 /* When blitting from a render target a texture, the texture isn't required to have a palette.
3241 * In this case grab the palette from the render target. */
3242 if((This->resource.format == WINED3DFMT_P8) && (This->palette == NULL)) {
3243 paletteOverride = TRUE;
3244 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3245 This->palette = Src->palette;
3248 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3249 * flip the image nor scale it.
3251 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3252 * -> If the app wants a image width an unscaled width, copy it line per line
3253 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3254 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3255 * back buffer. This is slower than reading line per line, thus not used for flipping
3256 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3257 * pixel by pixel
3259 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3260 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3261 * backends.
3263 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT)) {
3264 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &srect,
3265 (IWineD3DSurface *)This, &rect, Filter, upsideDown);
3266 } else if((!stretchx) || rect.x2 - rect.x1 > Src->currentDesc.Width ||
3267 rect.y2 - rect.y1 > Src->currentDesc.Height) {
3268 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3269 fb_copy_to_texture_direct(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3270 } else {
3271 TRACE("Using hardware stretching to flip / stretch the texture\n");
3272 fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3275 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3276 if(paletteOverride)
3277 This->palette = NULL;
3279 if(!(This->Flags & SFLAG_DONOTFREE)) {
3280 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
3281 This->resource.allocatedMemory = NULL;
3282 This->resource.heapMemory = NULL;
3283 } else {
3284 This->Flags &= ~SFLAG_INSYSMEM;
3286 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3287 * path is never entered
3289 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
3291 return WINED3D_OK;
3292 } else if(Src) {
3293 /* Blit from offscreen surface to render target */
3294 float glTexCoord[4];
3295 DWORD oldCKeyFlags = Src->CKeyFlags;
3296 WINEDDCOLORKEY oldBltCKey = Src->SrcBltCKey;
3297 RECT SourceRectangle;
3298 BOOL paletteOverride = FALSE;
3300 TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
3302 if(SrcRect) {
3303 SourceRectangle.left = SrcRect->left;
3304 SourceRectangle.right = SrcRect->right;
3305 SourceRectangle.top = SrcRect->top;
3306 SourceRectangle.bottom = SrcRect->bottom;
3307 } else {
3308 SourceRectangle.left = 0;
3309 SourceRectangle.right = Src->currentDesc.Width;
3310 SourceRectangle.top = 0;
3311 SourceRectangle.bottom = Src->currentDesc.Height;
3314 /* When blitting from an offscreen surface to a rendertarget, the source
3315 * surface is not required to have a palette. Our rendering / conversion
3316 * code further down the road retrieves the palette from the surface, so
3317 * it must have a palette set. */
3318 if((Src->resource.format == WINED3DFMT_P8) && (Src->palette == NULL)) {
3319 paletteOverride = TRUE;
3320 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3321 Src->palette = This->palette;
3324 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT) &&
3325 (Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) == 0) {
3326 TRACE("Using stretch_rect_fbo\n");
3327 /* The source is always a texture, but never the currently active render target, and the texture
3328 * contents are never upside down
3330 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, (WINED3DRECT *) &SourceRectangle,
3331 (IWineD3DSurface *)This, &rect, Filter, FALSE);
3333 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3334 if(paletteOverride)
3335 Src->palette = NULL;
3336 return WINED3D_OK;
3339 if(!CalculateTexRect(Src, &SourceRectangle, glTexCoord)) {
3340 /* Fall back to software */
3341 WARN("(%p) Source texture area (%d,%d)-(%d,%d) is too big\n", Src,
3342 SourceRectangle.left, SourceRectangle.top,
3343 SourceRectangle.right, SourceRectangle.bottom);
3344 return WINED3DERR_INVALIDCALL;
3347 /* Color keying: Check if we have to do a color keyed blt,
3348 * and if not check if a color key is activated.
3350 * Just modify the color keying parameters in the surface and restore them afterwards
3351 * The surface keeps track of the color key last used to load the opengl surface.
3352 * PreLoad will catch the change to the flags and color key and reload if necessary.
3354 if(Flags & WINEDDBLT_KEYSRC) {
3355 /* Use color key from surface */
3356 } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
3357 /* Use color key from DDBltFx */
3358 Src->CKeyFlags |= WINEDDSD_CKSRCBLT;
3359 Src->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3360 } else {
3361 /* Do not use color key */
3362 Src->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3365 /* Now load the surface */
3366 IWineD3DSurface_PreLoad((IWineD3DSurface *) Src);
3368 /* Activate the destination context, set it up for blitting */
3369 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
3371 /* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
3372 * while OpenGL coordinates are window relative.
3373 * Also beware of the origin difference(top left vs bottom left).
3374 * Also beware that the front buffer's surface size is screen width x screen height,
3375 * whereas the real gl drawable size is the size of the window.
3377 if (dstSwapchain && (IWineD3DSurface *)This == dstSwapchain->frontBuffer) {
3378 RECT windowsize;
3379 POINT offset = {0,0};
3380 UINT h;
3381 ClientToScreen(dstSwapchain->win_handle, &offset);
3382 GetClientRect(dstSwapchain->win_handle, &windowsize);
3383 h = windowsize.bottom - windowsize.top;
3384 rect.x1 -= offset.x; rect.x2 -=offset.x;
3385 rect.y1 -= offset.y; rect.y2 -=offset.y;
3386 rect.y1 += This->currentDesc.Height - h; rect.y2 += This->currentDesc.Height - h;
3389 myDevice->blitter->set_shader((IWineD3DDevice *) myDevice, Src->resource.format,
3390 Src->glDescription.target, Src->pow2Width, Src->pow2Height);
3392 ENTER_GL();
3394 /* Bind the texture */
3395 glBindTexture(Src->glDescription.target, Src->glDescription.textureName);
3396 checkGLcall("glBindTexture");
3398 /* Filtering for StretchRect */
3399 glTexParameteri(Src->glDescription.target, GL_TEXTURE_MAG_FILTER,
3400 magLookup[Filter - WINED3DTEXF_NONE]);
3401 checkGLcall("glTexParameteri");
3402 glTexParameteri(Src->glDescription.target, GL_TEXTURE_MIN_FILTER,
3403 minMipLookup[Filter].mip[WINED3DTEXF_NONE]);
3404 checkGLcall("glTexParameteri");
3405 glTexParameteri(Src->glDescription.target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3406 glTexParameteri(Src->glDescription.target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3407 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
3408 checkGLcall("glTexEnvi");
3410 /* This is for color keying */
3411 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3412 glEnable(GL_ALPHA_TEST);
3413 checkGLcall("glEnable GL_ALPHA_TEST");
3415 /* When the primary render target uses P8, the alpha component contains the palette index.
3416 * Which means that the colorkey is one of the palette entries. In other cases pixels that
3417 * should be masked away have alpha set to 0. */
3418 if(primary_render_target_is_p8(myDevice))
3419 glAlphaFunc(GL_NOTEQUAL, (float)Src->SrcBltCKey.dwColorSpaceLowValue / 256.0);
3420 else
3421 glAlphaFunc(GL_NOTEQUAL, 0.0);
3422 checkGLcall("glAlphaFunc\n");
3423 } else {
3424 glDisable(GL_ALPHA_TEST);
3425 checkGLcall("glDisable GL_ALPHA_TEST");
3428 /* Draw a textured quad
3430 glBegin(GL_QUADS);
3432 glColor3d(1.0f, 1.0f, 1.0f);
3433 glTexCoord2f(glTexCoord[0], glTexCoord[2]);
3434 glVertex3f(rect.x1,
3435 rect.y1,
3436 0.0);
3438 glTexCoord2f(glTexCoord[0], glTexCoord[3]);
3439 glVertex3f(rect.x1, rect.y2, 0.0);
3441 glTexCoord2f(glTexCoord[1], glTexCoord[3]);
3442 glVertex3f(rect.x2,
3443 rect.y2,
3444 0.0);
3446 glTexCoord2f(glTexCoord[1], glTexCoord[2]);
3447 glVertex3f(rect.x2,
3448 rect.y1,
3449 0.0);
3450 glEnd();
3451 checkGLcall("glEnd");
3453 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3454 glDisable(GL_ALPHA_TEST);
3455 checkGLcall("glDisable(GL_ALPHA_TEST)");
3458 glBindTexture(Src->glDescription.target, 0);
3459 checkGLcall("glBindTexture(Src->glDescription.target, 0)");
3461 /* Restore the color key parameters */
3462 Src->CKeyFlags = oldCKeyFlags;
3463 Src->SrcBltCKey = oldBltCKey;
3465 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3466 if(paletteOverride)
3467 Src->palette = NULL;
3469 LEAVE_GL();
3471 /* Leave the opengl state valid for blitting */
3472 myDevice->blitter->unset_shader((IWineD3DDevice *) myDevice);
3474 /* Flush in case the drawable is used by multiple GL contexts */
3475 if(dstSwapchain && (This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer || dstSwapchain->num_contexts >= 2))
3476 glFlush();
3478 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
3479 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
3480 * is outdated now
3482 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INDRAWABLE, TRUE);
3484 return WINED3D_OK;
3485 } else {
3486 /* Source-Less Blit to render target */
3487 if (Flags & WINEDDBLT_COLORFILL) {
3488 /* This is easy to handle for the D3D Device... */
3489 DWORD color;
3491 TRACE("Colorfill\n");
3493 /* This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0] || dstSwapchain
3494 must be true if we are here */
3495 if (This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0] &&
3496 !(This == (IWineD3DSurfaceImpl*) dstSwapchain->frontBuffer ||
3497 (dstSwapchain->backBuffer && This == (IWineD3DSurfaceImpl*) dstSwapchain->backBuffer[0]))) {
3498 TRACE("Surface is higher back buffer, falling back to software\n");
3499 return WINED3DERR_INVALIDCALL;
3502 /* The color as given in the Blt function is in the format of the frame-buffer...
3503 * 'clear' expect it in ARGB format => we need to do some conversion :-)
3505 if (This->resource.format == WINED3DFMT_P8) {
3506 DWORD alpha;
3508 if (primary_render_target_is_p8(myDevice)) alpha = DDBltFx->u5.dwFillColor << 24;
3509 else alpha = 0xFF000000;
3511 if (This->palette) {
3512 color = (alpha |
3513 (This->palette->palents[DDBltFx->u5.dwFillColor].peRed << 16) |
3514 (This->palette->palents[DDBltFx->u5.dwFillColor].peGreen << 8) |
3515 (This->palette->palents[DDBltFx->u5.dwFillColor].peBlue));
3516 } else {
3517 color = alpha;
3520 else if (This->resource.format == WINED3DFMT_R5G6B5) {
3521 if (DDBltFx->u5.dwFillColor == 0xFFFF) {
3522 color = 0xFFFFFFFF;
3523 } else {
3524 color = ((0xFF000000) |
3525 ((DDBltFx->u5.dwFillColor & 0xF800) << 8) |
3526 ((DDBltFx->u5.dwFillColor & 0x07E0) << 5) |
3527 ((DDBltFx->u5.dwFillColor & 0x001F) << 3));
3530 else if ((This->resource.format == WINED3DFMT_R8G8B8) ||
3531 (This->resource.format == WINED3DFMT_X8R8G8B8) ) {
3532 color = 0xFF000000 | DDBltFx->u5.dwFillColor;
3534 else if (This->resource.format == WINED3DFMT_A8R8G8B8) {
3535 color = DDBltFx->u5.dwFillColor;
3537 else {
3538 ERR("Wrong surface type for BLT override(Format doesn't match) !\n");
3539 return WINED3DERR_INVALIDCALL;
3542 TRACE("(%p) executing Render Target override, color = %x\n", This, color);
3543 IWineD3DDeviceImpl_ClearSurface(myDevice, This,
3544 1, /* Number of rectangles */
3545 &rect, WINED3DCLEAR_TARGET, color,
3546 0.0 /* Z */,
3547 0 /* Stencil */);
3548 return WINED3D_OK;
3552 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3553 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3554 return WINED3DERR_INVALIDCALL;
3557 static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3558 IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx)
3560 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3561 float depth;
3563 if (Flags & WINEDDBLT_DEPTHFILL) {
3564 switch(This->resource.format) {
3565 case WINED3DFMT_D16:
3566 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3567 break;
3568 case WINED3DFMT_D15S1:
3569 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000fffe;
3570 break;
3571 case WINED3DFMT_D24S8:
3572 case WINED3DFMT_D24X8:
3573 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3574 break;
3575 case WINED3DFMT_D32:
3576 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3577 break;
3578 default:
3579 depth = 0.0;
3580 ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format));
3583 return IWineD3DDevice_Clear((IWineD3DDevice *) myDevice,
3584 DestRect == NULL ? 0 : 1,
3585 (const WINED3DRECT *)DestRect,
3586 WINED3DCLEAR_ZBUFFER,
3587 0x00000000,
3588 depth,
3589 0x00000000);
3592 FIXME("(%p): Unsupp depthstencil blit\n", This);
3593 return WINED3DERR_INVALIDCALL;
3596 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
3597 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
3598 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3599 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3600 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3601 TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3602 TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
3604 if ( (This->Flags & SFLAG_LOCKED) || ((Src != NULL) && (Src->Flags & SFLAG_LOCKED)))
3606 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3607 return WINEDDERR_SURFACEBUSY;
3610 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3611 * except depth blits, which seem to work
3613 if(iface == myDevice->stencilBufferTarget || (SrcSurface && SrcSurface == myDevice->stencilBufferTarget)) {
3614 if(myDevice->inScene && !(Flags & WINEDDBLT_DEPTHFILL)) {
3615 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3616 return WINED3DERR_INVALIDCALL;
3617 } else if(IWineD3DSurfaceImpl_BltZ(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) {
3618 TRACE("Z Blit override handled the blit\n");
3619 return WINED3D_OK;
3623 /* Special cases for RenderTargets */
3624 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3625 ( Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3626 if(IWineD3DSurfaceImpl_BltOverride(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter) == WINED3D_OK) return WINED3D_OK;
3629 /* For the rest call the X11 surface implementation.
3630 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3631 * other Blts are rather rare
3633 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter);
3636 static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
3637 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans)
3639 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3640 IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
3641 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3642 TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
3644 if ( (This->Flags & SFLAG_LOCKED) || ((srcImpl != NULL) && (srcImpl->Flags & SFLAG_LOCKED)))
3646 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3647 return WINEDDERR_SURFACEBUSY;
3650 if(myDevice->inScene &&
3651 (iface == myDevice->stencilBufferTarget ||
3652 (Source && Source == myDevice->stencilBufferTarget))) {
3653 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3654 return WINED3DERR_INVALIDCALL;
3657 /* Special cases for RenderTargets */
3658 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3659 ( srcImpl && (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3661 RECT SrcRect, DstRect;
3662 DWORD Flags=0;
3664 if(rsrc) {
3665 SrcRect.left = rsrc->left;
3666 SrcRect.top= rsrc->top;
3667 SrcRect.bottom = rsrc->bottom;
3668 SrcRect.right = rsrc->right;
3669 } else {
3670 SrcRect.left = 0;
3671 SrcRect.top = 0;
3672 SrcRect.right = srcImpl->currentDesc.Width;
3673 SrcRect.bottom = srcImpl->currentDesc.Height;
3676 DstRect.left = dstx;
3677 DstRect.top=dsty;
3678 DstRect.right = dstx + SrcRect.right - SrcRect.left;
3679 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
3681 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3682 if(trans & WINEDDBLTFAST_SRCCOLORKEY)
3683 Flags |= WINEDDBLT_KEYSRC;
3684 if(trans & WINEDDBLTFAST_DESTCOLORKEY)
3685 Flags |= WINEDDBLT_KEYDEST;
3686 if(trans & WINEDDBLTFAST_WAIT)
3687 Flags |= WINEDDBLT_WAIT;
3688 if(trans & WINEDDBLTFAST_DONOTWAIT)
3689 Flags |= WINEDDBLT_DONOTWAIT;
3691 if(IWineD3DSurfaceImpl_BltOverride(This, &DstRect, Source, &SrcRect, Flags, NULL, WINED3DTEXF_POINT) == WINED3D_OK) return WINED3D_OK;
3695 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
3698 static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
3700 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3701 RGBQUAD col[256];
3702 IWineD3DPaletteImpl *pal = This->palette;
3703 unsigned int n;
3704 TRACE("(%p)\n", This);
3706 if (!pal) return WINED3D_OK;
3708 if(This->resource.format == WINED3DFMT_P8 ||
3709 This->resource.format == WINED3DFMT_A8P8)
3711 int bpp;
3712 GLenum format, internal, type;
3713 CONVERT_TYPES convert;
3715 /* Check if we are using a RTL mode which uses texturing for uploads */
3716 BOOL use_texture = (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX);
3718 /* Check if we have hardware palette conversion if we have convert is set to NO_CONVERSION */
3719 d3dfmt_get_conv(This, TRUE, use_texture, &format, &internal, &type, &convert, &bpp, This->srgb);
3721 if((This->resource.usage & WINED3DUSAGE_RENDERTARGET) && (convert == NO_CONVERSION))
3723 /* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
3724 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL);
3726 /* We want to force a palette refresh, so mark the drawable as not being up to date */
3727 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
3729 /* Re-upload the palette */
3730 d3dfmt_p8_upload_palette(iface, convert);
3731 } else {
3732 if(!(This->Flags & SFLAG_INSYSMEM)) {
3733 TRACE("Palette changed with surface that does not have an up to date system memory copy\n");
3734 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
3736 TRACE("Dirtifying surface\n");
3737 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
3741 if(This->Flags & SFLAG_DIBSECTION) {
3742 TRACE("(%p): Updating the hdc's palette\n", This);
3743 for (n=0; n<256; n++) {
3744 col[n].rgbRed = pal->palents[n].peRed;
3745 col[n].rgbGreen = pal->palents[n].peGreen;
3746 col[n].rgbBlue = pal->palents[n].peBlue;
3747 col[n].rgbReserved = 0;
3749 SetDIBColorTable(This->hDC, 0, 256, col);
3752 /* Propagate the changes to the drawable when we have a palette. */
3753 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3754 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, NULL);
3756 return WINED3D_OK;
3759 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
3760 /** Check against the maximum texture sizes supported by the video card **/
3761 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3762 unsigned int pow2Width, pow2Height;
3763 const struct GlPixelFormatDesc *glDesc;
3765 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
3766 /* Setup some glformat defaults */
3767 This->glDescription.glFormat = glDesc->glFormat;
3768 This->glDescription.glFormatInternal = glDesc->glInternal;
3769 This->glDescription.glType = glDesc->glType;
3771 This->glDescription.textureName = 0;
3772 This->glDescription.target = GL_TEXTURE_2D;
3774 /* Non-power2 support */
3775 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) || GL_SUPPORT(WINE_NORMALIZED_TEXRECT)) {
3776 pow2Width = This->currentDesc.Width;
3777 pow2Height = This->currentDesc.Height;
3778 } else {
3779 /* Find the nearest pow2 match */
3780 pow2Width = pow2Height = 1;
3781 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
3782 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
3784 This->pow2Width = pow2Width;
3785 This->pow2Height = pow2Height;
3787 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height) {
3788 WINED3DFORMAT Format = This->resource.format;
3789 /** TODO: add support for non power two compressed textures **/
3790 if (Format == WINED3DFMT_DXT1 || Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3
3791 || Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5
3792 || This->resource.format == WINED3DFMT_ATI2N) {
3793 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
3794 This, This->currentDesc.Width, This->currentDesc.Height);
3795 return WINED3DERR_NOTAVAILABLE;
3799 if(pow2Width != This->currentDesc.Width ||
3800 pow2Height != This->currentDesc.Height) {
3801 This->Flags |= SFLAG_NONPOW2;
3804 TRACE("%p\n", This);
3805 if ((This->pow2Width > GL_LIMITS(texture_size) || This->pow2Height > GL_LIMITS(texture_size)) && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))) {
3806 /* one of three options
3807 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)
3808 2: Set the texture to the maximum size (bad idea)
3809 3: WARN and return WINED3DERR_NOTAVAILABLE;
3810 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.
3812 WARN("(%p) Creating an oversized surface\n", This);
3813 This->Flags |= SFLAG_OVERSIZE;
3815 /* This will be initialized on the first blt */
3816 This->glRect.left = 0;
3817 This->glRect.top = 0;
3818 This->glRect.right = 0;
3819 This->glRect.bottom = 0;
3820 } else {
3821 /* Check this after the oversize check - do not make an oversized surface a texture_rectangle one.
3822 Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
3823 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
3824 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
3826 if(This->Flags & SFLAG_NONPOW2 && GL_SUPPORT(ARB_TEXTURE_RECTANGLE) &&
3827 !((This->resource.format == WINED3DFMT_P8) && GL_SUPPORT(EXT_PALETTED_TEXTURE) && (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX)))
3829 This->glDescription.target = GL_TEXTURE_RECTANGLE_ARB;
3830 This->pow2Width = This->currentDesc.Width;
3831 This->pow2Height = This->currentDesc.Height;
3832 This->Flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
3835 /* No oversize, gl rect is the full texture size */
3836 This->Flags &= ~SFLAG_OVERSIZE;
3837 This->glRect.left = 0;
3838 This->glRect.top = 0;
3839 This->glRect.right = This->pow2Width;
3840 This->glRect.bottom = This->pow2Height;
3843 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
3844 switch(wined3d_settings.offscreen_rendering_mode) {
3845 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
3846 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
3847 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
3851 This->Flags |= SFLAG_INSYSMEM;
3853 return WINED3D_OK;
3856 struct depth_blt_info
3858 GLenum binding;
3859 GLenum bind_target;
3860 enum tex_types tex_type;
3861 GLfloat coords[4][3];
3864 static void surface_get_depth_blt_info(GLenum target, GLsizei w, GLsizei h, struct depth_blt_info *info)
3866 GLfloat (*coords)[3] = info->coords;
3868 switch (target)
3870 default:
3871 FIXME("Unsupported texture target %#x\n", target);
3872 /* Fall back to GL_TEXTURE_2D */
3873 case GL_TEXTURE_2D:
3874 info->binding = GL_TEXTURE_BINDING_2D;
3875 info->bind_target = GL_TEXTURE_2D;
3876 info->tex_type = tex_2d;
3877 coords[0][0] = 0.0f; coords[0][1] = 1.0f; coords[0][2] = 0.0f;
3878 coords[1][0] = 1.0f; coords[1][1] = 1.0f; coords[1][2] = 0.0f;
3879 coords[2][0] = 0.0f; coords[2][1] = 0.0f; coords[2][2] = 0.0f;
3880 coords[3][0] = 1.0f; coords[3][1] = 0.0f; coords[3][2] = 0.0f;
3881 break;
3883 case GL_TEXTURE_RECTANGLE_ARB:
3884 info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
3885 info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
3886 info->tex_type = tex_rect;
3887 coords[0][0] = 0.0f; coords[0][1] = h; coords[0][2] = 0.0f;
3888 coords[1][0] = w; coords[1][1] = h; coords[1][2] = 0.0f;
3889 coords[2][0] = 0.0f; coords[2][1] = 0.0f; coords[2][2] = 0.0f;
3890 coords[3][0] = w; coords[3][1] = 0.0f; coords[3][2] = 0.0f;
3891 break;
3893 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
3894 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
3895 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
3896 info->tex_type = tex_cube;
3897 coords[0][0] = 1.0f; coords[0][1] = -1.0f; coords[0][2] = 1.0f;
3898 coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
3899 coords[2][0] = 1.0f; coords[2][1] = 1.0f; coords[2][2] = 1.0f;
3900 coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
3902 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
3903 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
3904 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
3905 info->tex_type = tex_cube;
3906 coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
3907 coords[1][0] = -1.0f; coords[1][1] = -1.0f; coords[1][2] = 1.0f;
3908 coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
3909 coords[3][0] = -1.0f; coords[3][1] = 1.0f; coords[3][2] = 1.0f;
3911 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
3912 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
3913 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
3914 info->tex_type = tex_cube;
3915 coords[0][0] = -1.0f; coords[0][1] = 1.0f; coords[0][2] = 1.0f;
3916 coords[1][0] = 1.0f; coords[1][1] = 1.0f; coords[1][2] = 1.0f;
3917 coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
3918 coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
3920 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
3921 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
3922 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
3923 info->tex_type = tex_cube;
3924 coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
3925 coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
3926 coords[2][0] = -1.0f; coords[2][1] = -1.0f; coords[2][2] = 1.0f;
3927 coords[3][0] = 1.0f; coords[3][1] = -1.0f; coords[3][2] = 1.0f;
3929 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
3930 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
3931 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
3932 info->tex_type = tex_cube;
3933 coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = 1.0f;
3934 coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = 1.0f;
3935 coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = 1.0f;
3936 coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = 1.0f;
3938 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
3939 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
3940 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
3941 info->tex_type = tex_cube;
3942 coords[0][0] = 1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
3943 coords[1][0] = -1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
3944 coords[2][0] = 1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
3945 coords[3][0] = -1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
3949 static void surface_depth_blt(IWineD3DSurfaceImpl *This, GLuint texture, GLsizei w, GLsizei h, GLenum target)
3951 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
3952 struct depth_blt_info info;
3953 GLint old_binding = 0;
3955 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
3957 glDisable(GL_CULL_FACE);
3958 glEnable(GL_BLEND);
3959 glDisable(GL_ALPHA_TEST);
3960 glDisable(GL_SCISSOR_TEST);
3961 glDisable(GL_STENCIL_TEST);
3962 glEnable(GL_DEPTH_TEST);
3963 glDepthFunc(GL_ALWAYS);
3964 glDepthMask(GL_TRUE);
3965 glBlendFunc(GL_ZERO, GL_ONE);
3966 glViewport(0, 0, w, h);
3968 surface_get_depth_blt_info(target, w, h, &info);
3969 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
3970 glGetIntegerv(info.binding, &old_binding);
3971 glBindTexture(info.bind_target, texture);
3973 device->shader_backend->shader_select_depth_blt((IWineD3DDevice *)device, info.tex_type);
3975 glBegin(GL_TRIANGLE_STRIP);
3976 glTexCoord3fv(info.coords[0]);
3977 glVertex2f(-1.0f, -1.0f);
3978 glTexCoord3fv(info.coords[1]);
3979 glVertex2f(1.0f, -1.0f);
3980 glTexCoord3fv(info.coords[2]);
3981 glVertex2f(-1.0f, 1.0f);
3982 glTexCoord3fv(info.coords[3]);
3983 glVertex2f(1.0f, 1.0f);
3984 glEnd();
3986 glBindTexture(info.bind_target, old_binding);
3988 glPopAttrib();
3990 device->shader_backend->shader_deselect_depth_blt((IWineD3DDevice *)device);
3993 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) {
3994 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3996 TRACE("(%p) New location %#x\n", This, location);
3998 if (location & ~SFLAG_DS_LOCATIONS) {
3999 FIXME("(%p) Invalid location (%#x) specified\n", This, location);
4002 This->Flags &= ~SFLAG_DS_LOCATIONS;
4003 This->Flags |= location;
4006 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location) {
4007 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4008 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4010 TRACE("(%p) New location %#x\n", This, location);
4012 /* TODO: Make this work for modes other than FBO */
4013 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
4015 if (This->Flags & location) {
4016 TRACE("(%p) Location (%#x) is already up to date\n", This, location);
4017 return;
4020 if (This->current_renderbuffer) {
4021 FIXME("(%p) Not supported with fixed up depth stencil\n", This);
4022 return;
4025 if (location == SFLAG_DS_OFFSCREEN) {
4026 if (This->Flags & SFLAG_DS_ONSCREEN) {
4027 GLint old_binding = 0;
4028 GLenum bind_target;
4030 TRACE("(%p) Copying onscreen depth buffer to depth texture\n", This);
4032 ENTER_GL();
4034 if (!device->depth_blt_texture) {
4035 glGenTextures(1, &device->depth_blt_texture);
4038 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4039 * directly on the FBO texture. That's because we need to flip. */
4040 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
4041 if (This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB) {
4042 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
4043 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4044 } else {
4045 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
4046 bind_target = GL_TEXTURE_2D;
4048 glBindTexture(bind_target, device->depth_blt_texture);
4049 glCopyTexImage2D(bind_target,
4050 This->glDescription.level,
4051 This->glDescription.glFormatInternal,
4054 This->currentDesc.Width,
4055 This->currentDesc.Height,
4057 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4058 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4059 glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
4060 glBindTexture(bind_target, old_binding);
4062 /* Setup the destination */
4063 if (!device->depth_blt_rb) {
4064 GL_EXTCALL(glGenRenderbuffersEXT(1, &device->depth_blt_rb));
4065 checkGLcall("glGenRenderbuffersEXT");
4067 if (device->depth_blt_rb_w != This->currentDesc.Width
4068 || device->depth_blt_rb_h != This->currentDesc.Height) {
4069 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, device->depth_blt_rb));
4070 checkGLcall("glBindRenderbufferEXT");
4071 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, This->currentDesc.Width, This->currentDesc.Height));
4072 checkGLcall("glRenderbufferStorageEXT");
4073 device->depth_blt_rb_w = This->currentDesc.Width;
4074 device->depth_blt_rb_h = This->currentDesc.Height;
4077 context_bind_fbo((IWineD3DDevice *)device, GL_FRAMEBUFFER_EXT, &device->activeContext->dst_fbo);
4078 GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, device->depth_blt_rb));
4079 checkGLcall("glFramebufferRenderbufferEXT");
4080 context_attach_depth_stencil_fbo(device, GL_FRAMEBUFFER_EXT, iface, FALSE);
4082 /* Do the actual blit */
4083 surface_depth_blt(This, device->depth_blt_texture, This->currentDesc.Width, This->currentDesc.Height, bind_target);
4084 checkGLcall("depth_blt");
4086 if (device->activeContext->current_fbo) {
4087 context_bind_fbo((IWineD3DDevice *)device, GL_FRAMEBUFFER_EXT, &device->activeContext->current_fbo->id);
4088 } else {
4089 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
4090 checkGLcall("glBindFramebuffer()");
4093 LEAVE_GL();
4094 } else {
4095 FIXME("No up to date depth stencil location\n");
4097 } else if (location == SFLAG_DS_ONSCREEN) {
4098 if (This->Flags & SFLAG_DS_OFFSCREEN) {
4099 TRACE("(%p) Copying depth texture to onscreen depth buffer\n", This);
4101 ENTER_GL();
4103 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
4104 checkGLcall("glBindFramebuffer()");
4105 surface_depth_blt(This, This->glDescription.textureName, This->currentDesc.Width, This->currentDesc.Height, This->glDescription.target);
4106 checkGLcall("depth_blt");
4108 if (device->activeContext->current_fbo) {
4109 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, device->activeContext->current_fbo->id));
4110 checkGLcall("glBindFramebuffer()");
4113 LEAVE_GL();
4114 } else {
4115 FIXME("No up to date depth stencil location\n");
4117 } else {
4118 ERR("(%p) Invalid location (%#x) specified\n", This, location);
4121 This->Flags |= location;
4124 static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
4125 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4126 IWineD3DBaseTexture *texture;
4127 IWineD3DSurfaceImpl *overlay;
4129 TRACE("(%p)->(%s, %s)\n", iface,
4130 flag == SFLAG_INSYSMEM ? "SFLAG_INSYSMEM" : flag == SFLAG_INDRAWABLE ? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
4131 persistent ? "TRUE" : "FALSE");
4133 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4134 IWineD3DSwapChain *swapchain = NULL;
4136 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
4137 TRACE("Surface %p is an onscreen surface\n", iface);
4139 IWineD3DSwapChain_Release(swapchain);
4140 } else {
4141 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4142 if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4146 if(persistent) {
4147 if((This->Flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE)) {
4148 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4149 TRACE("Passing to container\n");
4150 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4151 IWineD3DBaseTexture_Release(texture);
4154 This->Flags &= ~SFLAG_LOCATIONS;
4155 This->Flags |= flag;
4157 /* Redraw emulated overlays, if any */
4158 if(flag & SFLAG_INDRAWABLE && !list_empty(&This->overlays)) {
4159 LIST_FOR_EACH_ENTRY(overlay, &This->overlays, IWineD3DSurfaceImpl, overlay_entry) {
4160 IWineD3DSurface_DrawOverlay((IWineD3DSurface *) overlay);
4163 } else {
4164 if((This->Flags & SFLAG_INTEXTURE) && (flag & SFLAG_INTEXTURE)) {
4165 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4166 TRACE("Passing to container\n");
4167 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4168 IWineD3DBaseTexture_Release(texture);
4171 This->Flags &= ~flag;
4175 struct coords {
4176 GLfloat x, y, z;
4179 struct float_rect
4181 float l;
4182 float t;
4183 float r;
4184 float b;
4187 static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
4189 f->l = ((r->left * 2.0f) / w) - 1.0f;
4190 f->t = ((r->top * 2.0f) / h) - 1.0f;
4191 f->r = ((r->right * 2.0f) / w) - 1.0f;
4192 f->b = ((r->bottom * 2.0f) / h) - 1.0f;
4195 static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in) {
4196 struct coords coords[4];
4197 RECT rect;
4198 IWineD3DSwapChain *swapchain;
4199 IWineD3DBaseTexture *texture;
4200 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4201 GLenum bind_target;
4202 struct float_rect f;
4204 if(rect_in) {
4205 rect = *rect_in;
4206 } else {
4207 rect.left = 0;
4208 rect.top = 0;
4209 rect.right = This->currentDesc.Width;
4210 rect.bottom = This->currentDesc.Height;
4213 switch(This->glDescription.target)
4215 case GL_TEXTURE_2D:
4216 bind_target = GL_TEXTURE_2D;
4218 coords[0].x = (float)rect.left / This->pow2Width;
4219 coords[0].y = (float)rect.top / This->pow2Height;
4220 coords[0].z = 0;
4222 coords[1].x = (float)rect.left / This->pow2Width;
4223 coords[1].y = (float)rect.bottom / This->pow2Height;
4224 coords[1].z = 0;
4226 coords[2].x = (float)rect.right / This->pow2Width;
4227 coords[2].y = (float)rect.bottom / This->pow2Height;
4228 coords[2].z = 0;
4230 coords[3].x = (float)rect.right / This->pow2Width;
4231 coords[3].y = (float)rect.top / This->pow2Height;
4232 coords[3].z = 0;
4233 break;
4235 case GL_TEXTURE_RECTANGLE_ARB:
4236 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4237 coords[0].x = rect.left; coords[0].y = rect.top; coords[0].z = 0;
4238 coords[1].x = rect.left; coords[1].y = rect.bottom; coords[1].z = 0;
4239 coords[2].x = rect.right; coords[2].y = rect.bottom; coords[2].z = 0;
4240 coords[3].x = rect.right; coords[3].y = rect.top; coords[3].z = 0;
4241 break;
4243 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
4244 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4245 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4246 coords[0].x = 1; coords[0].y = -f.t; coords[0].z = -f.l;
4247 coords[1].x = 1; coords[1].y = -f.b; coords[1].z = -f.l;
4248 coords[2].x = 1; coords[2].y = -f.b; coords[2].z = -f.r;
4249 coords[3].x = 1; coords[3].y = -f.t; coords[3].z = -f.r;
4250 break;
4252 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
4253 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4254 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4255 coords[0].x = -1; coords[0].y = -f.t; coords[0].z = f.l;
4256 coords[1].x = -1; coords[1].y = -f.b; coords[1].z = f.l;
4257 coords[2].x = -1; coords[2].y = -f.b; coords[2].z = f.r;
4258 coords[3].x = -1; coords[3].y = -f.t; coords[3].z = f.r;
4259 break;
4261 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
4262 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4263 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4264 coords[0].x = f.l; coords[0].y = 1; coords[0].z = f.t;
4265 coords[1].x = f.l; coords[1].y = 1; coords[1].z = f.b;
4266 coords[2].x = f.r; coords[2].y = 1; coords[2].z = f.b;
4267 coords[3].x = f.r; coords[3].y = 1; coords[3].z = f.t;
4268 break;
4270 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
4271 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4272 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4273 coords[0].x = f.l; coords[0].y = -1; coords[0].z = -f.t;
4274 coords[1].x = f.l; coords[1].y = -1; coords[1].z = -f.b;
4275 coords[2].x = f.r; coords[2].y = -1; coords[2].z = -f.b;
4276 coords[3].x = f.r; coords[3].y = -1; coords[3].z = -f.t;
4277 break;
4279 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
4280 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4281 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4282 coords[0].x = f.l; coords[0].y = -f.t; coords[0].z = 1;
4283 coords[1].x = f.l; coords[1].y = -f.b; coords[1].z = 1;
4284 coords[2].x = f.r; coords[2].y = -f.b; coords[2].z = 1;
4285 coords[3].x = f.r; coords[3].y = -f.t; coords[3].z = 1;
4286 break;
4288 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
4289 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4290 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4291 coords[0].x = -f.l; coords[0].y = -f.t; coords[0].z = -1;
4292 coords[1].x = -f.l; coords[1].y = -f.b; coords[1].z = -1;
4293 coords[2].x = -f.r; coords[2].y = -f.b; coords[2].z = -1;
4294 coords[3].x = -f.r; coords[3].y = -f.t; coords[3].z = -1;
4295 break;
4297 default:
4298 ERR("Unexpected texture target %#x\n", This->glDescription.target);
4299 return;
4302 ActivateContext(device, (IWineD3DSurface*)This, CTXUSAGE_BLIT);
4303 ENTER_GL();
4305 glEnable(bind_target);
4306 checkGLcall("glEnable(bind_target)");
4307 glBindTexture(bind_target, This->glDescription.textureName);
4308 checkGLcall("bind_target, This->glDescription.textureName)");
4309 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4310 checkGLcall("glTexParameteri");
4311 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4312 checkGLcall("glTexParameteri");
4314 if (device->render_offscreen)
4316 LONG tmp = rect.top;
4317 rect.top = rect.bottom;
4318 rect.bottom = tmp;
4321 glBegin(GL_QUADS);
4322 glTexCoord3fv(&coords[0].x);
4323 glVertex2i(rect.left, rect.top);
4325 glTexCoord3fv(&coords[1].x);
4326 glVertex2i(rect.left, rect.bottom);
4328 glTexCoord3fv(&coords[2].x);
4329 glVertex2i(rect.right, rect.bottom);
4331 glTexCoord3fv(&coords[3].x);
4332 glVertex2i(rect.right, rect.top);
4333 glEnd();
4334 checkGLcall("glEnd");
4336 glDisable(bind_target);
4337 checkGLcall("glDisable(bind_target)");
4339 LEAVE_GL();
4341 if(SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DSwapChain, (void **) &swapchain)))
4343 /* Make sure to flush the buffers. This is needed in apps like Red Alert II and Tiberian SUN that use multiple WGL contexts. */
4344 if(((IWineD3DSwapChainImpl*)swapchain)->frontBuffer == (IWineD3DSurface*)This ||
4345 ((IWineD3DSwapChainImpl*)swapchain)->num_contexts >= 2)
4346 glFlush();
4348 IWineD3DSwapChain_Release(swapchain);
4349 } else {
4350 /* We changed the filtering settings on the texture. Inform the container about this to get the filters
4351 * reset properly next draw
4353 if(SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DBaseTexture, (void **) &texture)))
4355 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
4356 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
4357 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
4358 IWineD3DBaseTexture_Release(texture);
4363 /*****************************************************************************
4364 * IWineD3DSurface::LoadLocation
4366 * Copies the current surface data from wherever it is to the requested
4367 * location. The location is one of the surface flags, SFLAG_INSYSMEM,
4368 * SFLAG_INTEXTURE and SFLAG_INDRAWABLE. When the surface is current in
4369 * multiple locations, the gl texture is preferred over the drawable, which is
4370 * preferred over system memory. The PBO counts as system memory. If rect is
4371 * not NULL, only the specified rectangle is copied (only supported for
4372 * sysmem<->drawable copies at the moment). If rect is NULL, the destination
4373 * location is marked up to date after the copy.
4375 * Parameters:
4376 * flag: Surface location flag to be updated
4377 * rect: rectangle to be copied
4379 * Returns:
4380 * WINED3D_OK on success
4381 * WINED3DERR_DEVICELOST on an internal error
4383 *****************************************************************************/
4384 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
4385 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4386 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4387 IWineD3DSwapChain *swapchain = NULL;
4388 GLenum format, internal, type;
4389 CONVERT_TYPES convert;
4390 int bpp;
4391 int width, pitch, outpitch;
4392 BYTE *mem;
4394 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4395 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
4396 TRACE("Surface %p is an onscreen surface\n", iface);
4398 IWineD3DSwapChain_Release(swapchain);
4399 } else {
4400 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4401 * Prefer SFLAG_INTEXTURE. */
4402 if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
4406 TRACE("(%p)->(%s, %p)\n", iface,
4407 flag == SFLAG_INSYSMEM ? "SFLAG_INSYSMEM" : flag == SFLAG_INDRAWABLE ? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
4408 rect);
4409 if(rect) {
4410 TRACE("Rectangle: (%d,%d)-(%d,%d)\n", rect->left, rect->top, rect->right, rect->bottom);
4413 if(This->Flags & flag) {
4414 TRACE("Location already up to date\n");
4415 return WINED3D_OK;
4418 if(!(This->Flags & SFLAG_LOCATIONS)) {
4419 ERR("Surface does not have any up to date location\n");
4420 This->Flags |= SFLAG_LOST;
4421 return WINED3DERR_DEVICELOST;
4424 if(flag == SFLAG_INSYSMEM) {
4425 surface_prepare_system_memory(This);
4427 /* Download the surface to system memory */
4428 if(This->Flags & SFLAG_INTEXTURE) {
4429 if(!device->isInDraw) ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4430 surface_bind_and_dirtify(This);
4432 surface_download_data(This);
4433 } else {
4434 read_from_framebuffer(This, rect,
4435 This->resource.allocatedMemory,
4436 IWineD3DSurface_GetPitch(iface));
4438 } else if(flag == SFLAG_INDRAWABLE) {
4439 if(This->Flags & SFLAG_INTEXTURE) {
4440 surface_blt_to_drawable(This, rect);
4441 } else {
4442 d3dfmt_get_conv(This, TRUE /* We need color keying */, FALSE /* We won't use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
4444 /* The width is in 'length' not in bytes */
4445 width = This->currentDesc.Width;
4446 pitch = IWineD3DSurface_GetPitch(iface);
4448 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4449 * but it isn't set (yet) in all cases it is getting called. */
4450 if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4451 TRACE("Removing the pbo attached to surface %p\n", This);
4452 surface_remove_pbo(This);
4455 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4456 int height = This->currentDesc.Height;
4458 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4459 outpitch = width * bpp;
4460 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4462 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4463 if(!mem) {
4464 ERR("Out of memory %d, %d!\n", outpitch, height);
4465 return WINED3DERR_OUTOFVIDEOMEMORY;
4467 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4469 This->Flags |= SFLAG_CONVERTED;
4470 } else {
4471 This->Flags &= ~SFLAG_CONVERTED;
4472 mem = This->resource.allocatedMemory;
4475 flush_to_framebuffer_drawpixels(This, format, type, bpp, mem);
4477 /* Don't delete PBO memory */
4478 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4479 HeapFree(GetProcessHeap(), 0, mem);
4481 } else /* if(flag == SFLAG_INTEXTURE) */ {
4482 if (This->Flags & SFLAG_INDRAWABLE) {
4483 read_from_framebuffer_texture(This);
4484 } else { /* Upload from system memory */
4485 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
4487 if(!device->isInDraw) ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4488 surface_bind_and_dirtify(This);
4490 /* The only place where LoadTexture() might get called when isInDraw=1
4491 * is ActivateContext where lastActiveRenderTarget is preloaded.
4493 if(iface == device->lastActiveRenderTarget && device->isInDraw)
4494 ERR("Reading back render target but SFLAG_INDRAWABLE not set\n");
4496 /* Otherwise: System memory copy must be most up to date */
4498 if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
4499 This->Flags |= SFLAG_GLCKEY;
4500 This->glCKey = This->SrcBltCKey;
4502 else This->Flags &= ~SFLAG_GLCKEY;
4504 /* The width is in 'length' not in bytes */
4505 width = This->currentDesc.Width;
4506 pitch = IWineD3DSurface_GetPitch(iface);
4508 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4509 * but it isn't set (yet) in all cases it is getting called. */
4510 if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4511 TRACE("Removing the pbo attached to surface %p\n", This);
4512 surface_remove_pbo(This);
4515 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4516 int height = This->currentDesc.Height;
4518 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4519 outpitch = width * bpp;
4520 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4522 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4523 if(!mem) {
4524 ERR("Out of memory %d, %d!\n", outpitch, height);
4525 return WINED3DERR_OUTOFVIDEOMEMORY;
4527 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4529 This->Flags |= SFLAG_CONVERTED;
4530 } else if( (This->resource.format == WINED3DFMT_P8) && (GL_SUPPORT(EXT_PALETTED_TEXTURE) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) ) {
4531 d3dfmt_p8_upload_palette(iface, convert);
4532 This->Flags &= ~SFLAG_CONVERTED;
4533 mem = This->resource.allocatedMemory;
4534 } else {
4535 This->Flags &= ~SFLAG_CONVERTED;
4536 mem = This->resource.allocatedMemory;
4539 /* Make sure the correct pitch is used */
4540 ENTER_GL();
4541 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
4542 LEAVE_GL();
4544 if ((This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE)) {
4545 TRACE("non power of two support\n");
4546 if(!(This->Flags & SFLAG_ALLOCATED)) {
4547 surface_allocate_surface(This, internal, This->pow2Width, This->pow2Height, format, type);
4549 if (mem || (This->Flags & SFLAG_PBO)) {
4550 surface_upload_data(This, internal, This->currentDesc.Width, This->currentDesc.Height, format, type, mem);
4552 } else {
4553 /* When making the realloc conditional, keep in mind that GL_APPLE_client_storage may be in use, and This->resource.allocatedMemory
4554 * changed. So also keep track of memory changes. In this case the texture has to be reallocated
4556 if(!(This->Flags & SFLAG_ALLOCATED)) {
4557 surface_allocate_surface(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type);
4559 if (mem || (This->Flags & SFLAG_PBO)) {
4560 surface_upload_data(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type, mem);
4564 /* Restore the default pitch */
4565 ENTER_GL();
4566 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4567 LEAVE_GL();
4569 /* Don't delete PBO memory */
4570 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4571 HeapFree(GetProcessHeap(), 0, mem);
4575 if(rect == NULL) {
4576 This->Flags |= flag;
4579 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !swapchain
4580 && (This->Flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE))) {
4581 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4582 This->Flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4585 return WINED3D_OK;
4588 static HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container)
4590 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4591 IWineD3DSwapChain *swapchain = NULL;
4593 /* Update the drawable size method */
4594 if(container) {
4595 IWineD3DBase_QueryInterface(container, &IID_IWineD3DSwapChain, (void **) &swapchain);
4597 if(swapchain) {
4598 This->get_drawable_size = get_drawable_size_swapchain;
4599 IWineD3DSwapChain_Release(swapchain);
4600 } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
4601 switch(wined3d_settings.offscreen_rendering_mode) {
4602 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
4603 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
4604 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
4608 return IWineD3DBaseSurfaceImpl_SetContainer(iface, container);
4611 static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
4612 return SURFACE_OPENGL;
4615 static HRESULT WINAPI IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
4616 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4617 HRESULT hr;
4619 /* If there's no destination surface there is nothing to do */
4620 if(!This->overlay_dest) return WINED3D_OK;
4622 /* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
4623 * update the overlay. Prevent an endless recursion
4625 if(This->overlay_dest->Flags & SFLAG_INOVERLAYDRAW) {
4626 return WINED3D_OK;
4628 This->overlay_dest->Flags |= SFLAG_INOVERLAYDRAW;
4629 hr = IWineD3DSurfaceImpl_Blt((IWineD3DSurface *) This->overlay_dest, &This->overlay_destrect,
4630 iface, &This->overlay_srcrect, WINEDDBLT_WAIT,
4631 NULL, WINED3DTEXF_LINEAR);
4632 This->overlay_dest->Flags &= ~SFLAG_INOVERLAYDRAW;
4634 return hr;
4637 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
4639 /* IUnknown */
4640 IWineD3DBaseSurfaceImpl_QueryInterface,
4641 IWineD3DBaseSurfaceImpl_AddRef,
4642 IWineD3DSurfaceImpl_Release,
4643 /* IWineD3DResource */
4644 IWineD3DBaseSurfaceImpl_GetParent,
4645 IWineD3DBaseSurfaceImpl_GetDevice,
4646 IWineD3DBaseSurfaceImpl_SetPrivateData,
4647 IWineD3DBaseSurfaceImpl_GetPrivateData,
4648 IWineD3DBaseSurfaceImpl_FreePrivateData,
4649 IWineD3DBaseSurfaceImpl_SetPriority,
4650 IWineD3DBaseSurfaceImpl_GetPriority,
4651 IWineD3DSurfaceImpl_PreLoad,
4652 IWineD3DSurfaceImpl_UnLoad,
4653 IWineD3DBaseSurfaceImpl_GetType,
4654 /* IWineD3DSurface */
4655 IWineD3DBaseSurfaceImpl_GetContainer,
4656 IWineD3DBaseSurfaceImpl_GetDesc,
4657 IWineD3DSurfaceImpl_LockRect,
4658 IWineD3DSurfaceImpl_UnlockRect,
4659 IWineD3DSurfaceImpl_GetDC,
4660 IWineD3DSurfaceImpl_ReleaseDC,
4661 IWineD3DSurfaceImpl_Flip,
4662 IWineD3DSurfaceImpl_Blt,
4663 IWineD3DBaseSurfaceImpl_GetBltStatus,
4664 IWineD3DBaseSurfaceImpl_GetFlipStatus,
4665 IWineD3DBaseSurfaceImpl_IsLost,
4666 IWineD3DBaseSurfaceImpl_Restore,
4667 IWineD3DSurfaceImpl_BltFast,
4668 IWineD3DBaseSurfaceImpl_GetPalette,
4669 IWineD3DBaseSurfaceImpl_SetPalette,
4670 IWineD3DSurfaceImpl_RealizePalette,
4671 IWineD3DBaseSurfaceImpl_SetColorKey,
4672 IWineD3DBaseSurfaceImpl_GetPitch,
4673 IWineD3DSurfaceImpl_SetMem,
4674 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
4675 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
4676 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
4677 IWineD3DBaseSurfaceImpl_UpdateOverlay,
4678 IWineD3DBaseSurfaceImpl_SetClipper,
4679 IWineD3DBaseSurfaceImpl_GetClipper,
4680 /* Internal use: */
4681 IWineD3DSurfaceImpl_AddDirtyRect,
4682 IWineD3DSurfaceImpl_LoadTexture,
4683 IWineD3DSurfaceImpl_BindTexture,
4684 IWineD3DSurfaceImpl_SaveSnapshot,
4685 IWineD3DSurfaceImpl_SetContainer,
4686 IWineD3DSurfaceImpl_GetGlDesc,
4687 IWineD3DBaseSurfaceImpl_GetData,
4688 IWineD3DSurfaceImpl_SetFormat,
4689 IWineD3DSurfaceImpl_PrivateSetup,
4690 IWineD3DSurfaceImpl_ModifyLocation,
4691 IWineD3DSurfaceImpl_LoadLocation,
4692 IWineD3DSurfaceImpl_GetImplType,
4693 IWineD3DSurfaceImpl_DrawOverlay
4695 #undef GLINFO_LOCATION
4697 #define GLINFO_LOCATION device->adapter->gl_info
4698 static HRESULT ffp_blit_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
4699 static void ffp_blit_free(IWineD3DDevice *iface) { }
4701 static HRESULT ffp_blit_set(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height) {
4702 glEnable(textype);
4703 checkGLcall("glEnable(textype)");
4704 return WINED3D_OK;
4707 static void ffp_blit_unset(IWineD3DDevice *iface) {
4708 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4709 glDisable(GL_TEXTURE_2D);
4710 checkGLcall("glDisable(GL_TEXTURE_2D)");
4711 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
4712 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4713 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4715 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
4716 glDisable(GL_TEXTURE_RECTANGLE_ARB);
4717 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4721 static BOOL ffp_blit_color_fixup_supported(struct color_fixup_desc fixup)
4723 if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
4725 TRACE("Checking support for fixup:\n");
4726 dump_color_fixup_desc(fixup);
4729 /* We only support identity conversions. */
4730 if (is_identity_fixup(fixup))
4732 TRACE("[OK]\n");
4733 return TRUE;
4736 TRACE("[FAILED]\n");
4737 return FALSE;
4740 const struct blit_shader ffp_blit = {
4741 ffp_blit_alloc,
4742 ffp_blit_free,
4743 ffp_blit_set,
4744 ffp_blit_unset,
4745 ffp_blit_color_fixup_supported