wined3d: Don't respecify compressed textures in surface_upload_data().
[wine/hacks.git] / dlls / wined3d / surface.c
blobb375df44ce374e5ccff3a39bdbfa6c21684839db
1 /*
2 * IWineD3DSurface Implementation
4 * Copyright 1998 Lionel Ulmer
5 * Copyright 2000-2001 TransGaming Technologies Inc.
6 * Copyright 2002-2005 Jason Edmeades
7 * Copyright 2002-2003 Raphael Junqueira
8 * Copyright 2004 Christian Costa
9 * Copyright 2005 Oliver Stieber
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2007-2008 Henri Verbeet
12 * Copyright 2006-2008 Roderick Colenbrander
14 * This library is free software; you can redistribute it and/or
15 * modify it under the terms of the GNU Lesser General Public
16 * License as published by the Free Software Foundation; either
17 * version 2.1 of the License, or (at your option) any later version.
19 * This library is distributed in the hope that it will be useful,
20 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
22 * Lesser General Public License for more details.
24 * You should have received a copy of the GNU Lesser General Public
25 * License along with this library; if not, write to the Free Software
26 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
29 #include "config.h"
30 #include "wine/port.h"
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
34 WINE_DECLARE_DEBUG_CHANNEL(d3d);
36 #define GLINFO_LOCATION (*gl_info)
38 static void surface_cleanup(IWineD3DSurfaceImpl *This)
40 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
41 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
42 renderbuffer_entry_t *entry, *entry2;
44 TRACE("(%p) : Cleaning up.\n", This);
46 /* Need a context to destroy the texture. Use the currently active render
47 * target, but only if the primary render target exists. Otherwise
48 * lastActiveRenderTarget is garbage. When destroying the primary render
49 * target, Uninit3D() will activate a context before doing anything. */
50 if (device->render_targets && device->render_targets[0])
52 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
55 ENTER_GL();
57 if (This->texture_name)
59 /* Release the OpenGL texture. */
60 TRACE("Deleting texture %u.\n", This->texture_name);
61 glDeleteTextures(1, &This->texture_name);
64 if (This->Flags & SFLAG_PBO)
66 /* Delete the PBO. */
67 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
70 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry)
72 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
73 HeapFree(GetProcessHeap(), 0, entry);
76 LEAVE_GL();
78 if (This->Flags & SFLAG_DIBSECTION)
80 /* Release the DC. */
81 SelectObject(This->hDC, This->dib.holdbitmap);
82 DeleteDC(This->hDC);
83 /* Release the DIB section. */
84 DeleteObject(This->dib.DIBsection);
85 This->dib.bitmap_data = NULL;
86 This->resource.allocatedMemory = NULL;
89 if (This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem((IWineD3DSurface *)This, NULL);
90 if (This->overlay_dest) list_remove(&This->overlay_entry);
92 HeapFree(GetProcessHeap(), 0, This->palette9);
94 resource_cleanup((IWineD3DResource *)This);
97 UINT surface_calculate_size(const struct GlPixelFormatDesc *format_desc, UINT alignment, UINT width, UINT height)
99 UINT size;
101 if (format_desc->format == WINED3DFMT_UNKNOWN)
103 size = 0;
105 else if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
107 UINT row_block_count = (width + format_desc->block_width - 1) / format_desc->block_width;
108 UINT row_count = (height + format_desc->block_height - 1) / format_desc->block_height;
109 size = row_count * row_block_count * format_desc->block_byte_count;
111 else
113 /* The pitch is a multiple of 4 bytes. */
114 size = height * (((width * format_desc->byte_count) + alignment - 1) & ~(alignment - 1));
117 if (format_desc->heightscale != 0.0f) size *= format_desc->heightscale;
119 return size;
122 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
123 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
124 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
125 WINED3DPOOL pool, IUnknown *parent)
127 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
128 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(format, &GLINFO_LOCATION);
129 void (*cleanup)(IWineD3DSurfaceImpl *This);
130 unsigned int resource_size;
131 HRESULT hr;
133 if (multisample_quality > 0)
135 FIXME("multisample_quality set to %u, substituting 0\n", multisample_quality);
136 multisample_quality = 0;
139 /* FIXME: Check that the format is supported by the device. */
141 resource_size = surface_calculate_size(format_desc, alignment, width, height);
143 /* Look at the implementation and set the correct Vtable. */
144 switch (surface_type)
146 case SURFACE_OPENGL:
147 surface->lpVtbl = &IWineD3DSurface_Vtbl;
148 cleanup = surface_cleanup;
149 break;
151 case SURFACE_GDI:
152 surface->lpVtbl = &IWineGDISurface_Vtbl;
153 cleanup = surface_gdi_cleanup;
154 break;
156 default:
157 ERR("Requested unknown surface implementation %#x.\n", surface_type);
158 return WINED3DERR_INVALIDCALL;
161 hr = resource_init((IWineD3DResource *)surface, WINED3DRTYPE_SURFACE,
162 device, resource_size, usage, format_desc, pool, parent);
163 if (FAILED(hr))
165 WARN("Failed to initialize resource, returning %#x.\n", hr);
166 return hr;
169 /* "Standalone" surface. */
170 IWineD3DSurface_SetContainer((IWineD3DSurface *)surface, NULL);
172 surface->currentDesc.Width = width;
173 surface->currentDesc.Height = height;
174 surface->currentDesc.MultiSampleType = multisample_type;
175 surface->currentDesc.MultiSampleQuality = multisample_quality;
176 surface->texture_level = level;
177 list_init(&surface->overlays);
179 /* Flags */
180 surface->Flags = SFLAG_NORMCOORD; /* Default to normalized coords. */
181 if (discard) surface->Flags |= SFLAG_DISCARD;
182 if (lockable || format == WINED3DFMT_D16_LOCKABLE) surface->Flags |= SFLAG_LOCKABLE;
184 /* Quick lockable sanity check.
185 * TODO: remove this after surfaces, usage and lockability have been debugged properly
186 * this function is too deep to need to care about things like this.
187 * Levels need to be checked too, since they all affect what can be done. */
188 switch (pool)
190 case WINED3DPOOL_SCRATCH:
191 if(!lockable)
193 FIXME("Called with a pool of SCRATCH and a lockable of FALSE "
194 "which are mutually exclusive, setting lockable to TRUE.\n");
195 lockable = TRUE;
197 break;
199 case WINED3DPOOL_SYSTEMMEM:
200 if (!lockable)
201 FIXME("Called with a pool of SYSTEMMEM and a lockable of FALSE, this is acceptable but unexpected.\n");
202 break;
204 case WINED3DPOOL_MANAGED:
205 if (usage & WINED3DUSAGE_DYNAMIC)
206 FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n");
207 break;
209 case WINED3DPOOL_DEFAULT:
210 if (lockable && !(usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
211 WARN("Creating a lockable surface with a POOL of DEFAULT, that doesn't specify DYNAMIC usage.\n");
212 break;
214 default:
215 FIXME("Unknown pool %#x.\n", pool);
216 break;
219 if (usage & WINED3DUSAGE_RENDERTARGET && pool != WINED3DPOOL_DEFAULT)
221 FIXME("Trying to create a render target that isn't in the default pool.\n");
224 /* Mark the texture as dirty so that it gets loaded first time around. */
225 surface_add_dirty_rect((IWineD3DSurface *)surface, NULL);
226 list_init(&surface->renderbuffers);
228 TRACE("surface %p, memory %p, size %u\n", surface, surface->resource.allocatedMemory, surface->resource.size);
230 /* Call the private setup routine */
231 hr = IWineD3DSurface_PrivateSetup((IWineD3DSurface *)surface);
232 if (FAILED(hr))
234 ERR("Private setup failed, returning %#x\n", hr);
235 cleanup(surface);
236 return hr;
239 return hr;
242 static void surface_force_reload(IWineD3DSurface *iface)
244 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
246 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
249 void surface_set_texture_name(IWineD3DSurface *iface, GLuint new_name, BOOL srgb)
251 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
252 GLuint *name;
253 DWORD flag;
255 if(srgb)
257 name = &This->texture_name_srgb;
258 flag = SFLAG_INSRGBTEX;
260 else
262 name = &This->texture_name;
263 flag = SFLAG_INTEXTURE;
266 TRACE("(%p) : setting texture name %u\n", This, new_name);
268 if (!*name && new_name)
270 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
271 * surface has no texture name yet. See if we can get rid of this. */
272 if (This->Flags & flag)
273 ERR("Surface has SFLAG_INTEXTURE set, but no texture name\n");
274 IWineD3DSurface_ModifyLocation(iface, flag, FALSE);
277 *name = new_name;
278 surface_force_reload(iface);
281 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target)
283 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
285 TRACE("(%p) : setting target %#x\n", This, target);
287 if (This->texture_target != target)
289 if (target == GL_TEXTURE_RECTANGLE_ARB)
291 This->Flags &= ~SFLAG_NORMCOORD;
293 else if (This->texture_target == GL_TEXTURE_RECTANGLE_ARB)
295 This->Flags |= SFLAG_NORMCOORD;
298 This->texture_target = target;
299 surface_force_reload(iface);
302 /* Context activation is done by the caller. */
303 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This, BOOL srgb) {
304 int active_sampler;
306 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
307 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
308 * gl states. The current texture unit should always be a valid one.
310 * To be more specific, this is tricky because we can implicitly be called
311 * from sampler() in state.c. This means we can't touch anything other than
312 * whatever happens to be the currently active texture, or we would risk
313 * marking already applied sampler states dirty again.
315 * TODO: Track the current active texture per GL context instead of using glGet
317 GLint active_texture;
318 ENTER_GL();
319 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
320 LEAVE_GL();
321 active_sampler = This->resource.wineD3DDevice->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
323 if (active_sampler != -1) {
324 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(active_sampler));
326 IWineD3DSurface_BindTexture((IWineD3DSurface *)This, srgb);
329 /* This function checks if the primary render target uses the 8bit paletted format. */
330 static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
332 if (device->render_targets && device->render_targets[0]) {
333 IWineD3DSurfaceImpl* render_target = (IWineD3DSurfaceImpl*)device->render_targets[0];
334 if ((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
335 && (render_target->resource.format_desc->format == WINED3DFMT_P8))
336 return TRUE;
338 return FALSE;
341 #undef GLINFO_LOCATION
343 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
345 /* This call just downloads data, the caller is responsible for binding the
346 * correct texture. */
347 /* Context activation is done by the caller. */
348 static void surface_download_data(IWineD3DSurfaceImpl *This) {
349 const struct GlPixelFormatDesc *format_desc = This->resource.format_desc;
351 /* Only support read back of converted P8 surfaces */
352 if (This->Flags & SFLAG_CONVERTED && format_desc->format != WINED3DFMT_P8)
354 FIXME("Read back converted textures unsupported, format=%s\n", debug_d3dformat(format_desc->format));
355 return;
358 ENTER_GL();
360 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
362 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p.\n",
363 This, This->texture_level, format_desc->glFormat, format_desc->glType,
364 This->resource.allocatedMemory);
366 if (This->Flags & SFLAG_PBO)
368 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
369 checkGLcall("glBindBufferARB");
370 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target, This->texture_level, NULL));
371 checkGLcall("glGetCompressedTexImageARB()");
372 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
373 checkGLcall("glBindBufferARB");
375 else
377 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target,
378 This->texture_level, This->resource.allocatedMemory));
379 checkGLcall("glGetCompressedTexImageARB()");
382 LEAVE_GL();
383 } else {
384 void *mem;
385 GLenum format = format_desc->glFormat;
386 GLenum type = format_desc->glType;
387 int src_pitch = 0;
388 int dst_pitch = 0;
390 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
391 if (format_desc->format == WINED3DFMT_P8 && primary_render_target_is_p8(This->resource.wineD3DDevice))
393 format = GL_ALPHA;
394 type = GL_UNSIGNED_BYTE;
397 if (This->Flags & SFLAG_NONPOW2) {
398 unsigned char alignment = This->resource.wineD3DDevice->surface_alignment;
399 src_pitch = format_desc->byte_count * This->pow2Width;
400 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
401 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
402 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
403 } else {
404 mem = This->resource.allocatedMemory;
407 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
408 This, This->texture_level, format, type, mem);
410 if(This->Flags & SFLAG_PBO) {
411 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
412 checkGLcall("glBindBufferARB");
414 glGetTexImage(This->texture_target, This->texture_level, format, type, NULL);
415 checkGLcall("glGetTexImage()");
417 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
418 checkGLcall("glBindBufferARB");
419 } else {
420 glGetTexImage(This->texture_target, This->texture_level, format, type, mem);
421 checkGLcall("glGetTexImage()");
423 LEAVE_GL();
425 if (This->Flags & SFLAG_NONPOW2) {
426 const BYTE *src_data;
427 BYTE *dst_data;
428 UINT y;
430 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
431 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
432 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
434 * We're doing this...
436 * instead of boxing the texture :
437 * |<-texture width ->| -->pow2width| /\
438 * |111111111111111111| | |
439 * |222 Texture 222222| boxed empty | texture height
440 * |3333 Data 33333333| | |
441 * |444444444444444444| | \/
442 * ----------------------------------- |
443 * | boxed empty | boxed empty | pow2height
444 * | | | \/
445 * -----------------------------------
448 * we're repacking the data to the expected texture width
450 * |<-texture width ->| -->pow2width| /\
451 * |111111111111111111222222222222222| |
452 * |222333333333333333333444444444444| texture height
453 * |444444 | |
454 * | | \/
455 * | | |
456 * | empty | pow2height
457 * | | \/
458 * -----------------------------------
460 * == is the same as
462 * |<-texture width ->| /\
463 * |111111111111111111|
464 * |222222222222222222|texture height
465 * |333333333333333333|
466 * |444444444444444444| \/
467 * --------------------
469 * this also means that any references to allocatedMemory should work with the data as if were a
470 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
472 * internally the texture is still stored in a boxed format so any references to textureName will
473 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
475 * Performance should not be an issue, because applications normally do not lock the surfaces when
476 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
477 * and doesn't have to be re-read.
479 src_data = mem;
480 dst_data = This->resource.allocatedMemory;
481 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
482 for (y = 1 ; y < This->currentDesc.Height; y++) {
483 /* skip the first row */
484 src_data += src_pitch;
485 dst_data += dst_pitch;
486 memcpy(dst_data, src_data, dst_pitch);
489 HeapFree(GetProcessHeap(), 0, mem);
493 /* Surface has now been downloaded */
494 This->Flags |= SFLAG_INSYSMEM;
497 /* This call just uploads data, the caller is responsible for binding the
498 * correct texture. */
499 /* Context activation is done by the caller. */
500 static void surface_upload_data(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *data) {
501 const struct GlPixelFormatDesc *format_desc = This->resource.format_desc;
503 TRACE("This %p, internal %#x, width %d, height %d, format %#x, type %#x, data %p.\n",
504 This, internal, width, height, format, type, data);
505 TRACE("target %#x, level %u, resource size %u.\n",
506 This->texture_target, This->texture_level, This->resource.size);
508 if (format_desc->heightscale != 1.0f && format_desc->heightscale != 0.0f) height *= format_desc->heightscale;
510 ENTER_GL();
512 if (This->Flags & SFLAG_PBO)
514 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
515 checkGLcall("glBindBufferARB");
517 TRACE("(%p) pbo: %#x, data: %p.\n", This, This->pbo, data);
518 data = NULL;
521 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
523 TRACE("Calling glCompressedTexSubImage2DARB.\n");
525 GL_EXTCALL(glCompressedTexSubImage2DARB(This->texture_target, This->texture_level,
526 0, 0, width, height, internal, This->resource.size, data));
527 checkGLcall("glCompressedTexSubImage2DARB");
529 else
531 TRACE("Calling glTexSubImage2D.\n");
533 glTexSubImage2D(This->texture_target, This->texture_level,
534 0, 0, width, height, format, type, data);
535 checkGLcall("glTexSubImage2D");
538 if (This->Flags & SFLAG_PBO)
540 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
541 checkGLcall("glBindBufferARB");
544 LEAVE_GL();
547 /* This call just allocates the texture, the caller is responsible for binding
548 * the correct texture. */
549 /* Context activation is done by the caller. */
550 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type) {
551 const struct GlPixelFormatDesc *format_desc = This->resource.format_desc;
552 BOOL enable_client_storage = FALSE;
553 const BYTE *mem = NULL;
555 if (format_desc->heightscale != 1.0f && format_desc->heightscale != 0.0f) height *= format_desc->heightscale;
557 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",
558 This, This->texture_target, This->texture_level, debug_d3dformat(format_desc->format),
559 internal, width, height, format, type);
561 ENTER_GL();
563 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
564 if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_OVERSIZE | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
565 /* In some cases we want to disable client storage.
566 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
567 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
568 * SFLAG_OVERSIZE: The gl texture is smaller than the allocated memory
569 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
570 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
572 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
573 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
574 This->Flags &= ~SFLAG_CLIENT;
575 enable_client_storage = TRUE;
576 } else {
577 This->Flags |= SFLAG_CLIENT;
579 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
580 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
582 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
586 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED && mem)
588 GL_EXTCALL(glCompressedTexImage2DARB(This->texture_target, This->texture_level,
589 internal, width, height, 0, This->resource.size, mem));
591 else
593 glTexImage2D(This->texture_target, This->texture_level,
594 internal, width, height, 0, format, type, mem);
595 checkGLcall("glTexImage2D");
598 if(enable_client_storage) {
599 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
600 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
602 LEAVE_GL();
605 /* In D3D the depth stencil dimensions have to be greater than or equal to the
606 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
607 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
608 /* GL locking is done by the caller */
609 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height) {
610 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
611 renderbuffer_entry_t *entry;
612 GLuint renderbuffer = 0;
613 unsigned int src_width, src_height;
615 src_width = This->pow2Width;
616 src_height = This->pow2Height;
618 /* A depth stencil smaller than the render target is not valid */
619 if (width > src_width || height > src_height) return;
621 /* Remove any renderbuffer set if the sizes match */
622 if (width == src_width && height == src_height) {
623 This->current_renderbuffer = NULL;
624 return;
627 /* Look if we've already got a renderbuffer of the correct dimensions */
628 LIST_FOR_EACH_ENTRY(entry, &This->renderbuffers, renderbuffer_entry_t, entry) {
629 if (entry->width == width && entry->height == height) {
630 renderbuffer = entry->id;
631 This->current_renderbuffer = entry;
632 break;
636 if (!renderbuffer) {
637 GL_EXTCALL(glGenRenderbuffersEXT(1, &renderbuffer));
638 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderbuffer));
639 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,
640 This->resource.format_desc->glInternal, width, height));
642 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
643 entry->width = width;
644 entry->height = height;
645 entry->id = renderbuffer;
646 list_add_head(&This->renderbuffers, &entry->entry);
648 This->current_renderbuffer = entry;
651 checkGLcall("set_compatible_renderbuffer");
654 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain) {
655 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
656 IWineD3DSwapChainImpl *swapchain_impl = (IWineD3DSwapChainImpl *)swapchain;
658 TRACE("(%p) : swapchain %p\n", This, swapchain);
660 if (swapchain_impl->backBuffer && swapchain_impl->backBuffer[0] == iface) {
661 TRACE("Returning GL_BACK\n");
662 return GL_BACK;
663 } else if (swapchain_impl->frontBuffer == iface) {
664 TRACE("Returning GL_FRONT\n");
665 return GL_FRONT;
668 FIXME("Higher back buffer, returning GL_BACK\n");
669 return GL_BACK;
672 /* Slightly inefficient way to handle multiple dirty rects but it works :) */
673 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect)
675 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
676 IWineD3DBaseTexture *baseTexture = NULL;
678 if (!(This->Flags & SFLAG_INSYSMEM) && (This->Flags & SFLAG_INTEXTURE))
679 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
681 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
682 if (dirty_rect)
684 This->dirtyRect.left = min(This->dirtyRect.left, dirty_rect->left);
685 This->dirtyRect.top = min(This->dirtyRect.top, dirty_rect->top);
686 This->dirtyRect.right = max(This->dirtyRect.right, dirty_rect->right);
687 This->dirtyRect.bottom = max(This->dirtyRect.bottom, dirty_rect->bottom);
689 else
691 This->dirtyRect.left = 0;
692 This->dirtyRect.top = 0;
693 This->dirtyRect.right = This->currentDesc.Width;
694 This->dirtyRect.bottom = This->currentDesc.Height;
697 TRACE("(%p) : Dirty: yes, Rect:(%d, %d, %d, %d)\n", This, This->dirtyRect.left,
698 This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
700 /* if the container is a basetexture then mark it dirty. */
701 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture)))
703 TRACE("Passing to container\n");
704 IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
705 IWineD3DBaseTexture_Release(baseTexture);
709 static inline BOOL surface_can_stretch_rect(IWineD3DSurfaceImpl *src, IWineD3DSurfaceImpl *dst)
711 return ((src->resource.format_desc->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE)
712 || (src->resource.usage & WINED3DUSAGE_RENDERTARGET))
713 && ((dst->resource.format_desc->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE)
714 || (dst->resource.usage & WINED3DUSAGE_RENDERTARGET))
715 && (src->resource.format_desc->format == dst->resource.format_desc->format
716 || (is_identity_fixup(src->resource.format_desc->color_fixup)
717 && is_identity_fixup(dst->resource.format_desc->color_fixup)));
720 static ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface)
722 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
723 ULONG ref = InterlockedDecrement(&This->resource.ref);
724 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
726 if (!ref)
728 surface_cleanup(This);
730 TRACE("(%p) Released.\n", This);
731 HeapFree(GetProcessHeap(), 0, This);
734 return ref;
737 /* ****************************************************
738 IWineD3DSurface IWineD3DResource parts follow
739 **************************************************** */
741 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb)
743 /* TODO: check for locks */
744 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
745 IWineD3DBaseTexture *baseTexture = NULL;
746 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
748 TRACE("(%p)Checking to see if the container is a base texture\n", This);
749 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
750 IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *) baseTexture;
751 TRACE("Passing to container\n");
752 tex_impl->baseTexture.internal_preload(baseTexture, SRGB_RGB);
753 IWineD3DBaseTexture_Release(baseTexture);
754 } else {
755 TRACE("(%p) : About to load surface\n", This);
757 if(!device->isInDraw) {
758 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
761 if (This->resource.format_desc->format == WINED3DFMT_P8
762 || This->resource.format_desc->format == WINED3DFMT_A8P8)
764 if(palette9_changed(This)) {
765 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
766 /* TODO: This is not necessarily needed with hw palettized texture support */
767 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
768 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
769 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
773 IWineD3DSurface_LoadTexture(iface, srgb == SRGB_SRGB ? TRUE : FALSE);
775 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
776 /* Tell opengl to try and keep this texture in video ram (well mostly) */
777 GLclampf tmp;
778 tmp = 0.9f;
779 ENTER_GL();
780 glPrioritizeTextures(1, &This->texture_name, &tmp);
781 LEAVE_GL();
784 return;
787 static void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
788 surface_internal_preload(iface, SRGB_ANY);
791 /* Context activation is done by the caller. */
792 static void surface_remove_pbo(IWineD3DSurfaceImpl *This) {
793 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
794 This->resource.allocatedMemory =
795 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
797 ENTER_GL();
798 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
799 checkGLcall("glBindBuffer(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
800 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
801 checkGLcall("glGetBufferSubData");
802 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
803 checkGLcall("glDeleteBuffers");
804 LEAVE_GL();
806 This->pbo = 0;
807 This->Flags &= ~SFLAG_PBO;
810 static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
811 IWineD3DBaseTexture *texture = NULL;
812 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
813 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
814 renderbuffer_entry_t *entry, *entry2;
815 TRACE("(%p)\n", iface);
817 if(This->resource.pool == WINED3DPOOL_DEFAULT) {
818 /* Default pool resources are supposed to be destroyed before Reset is called.
819 * Implicit resources stay however. So this means we have an implicit render target
820 * or depth stencil. The content may be destroyed, but we still have to tear down
821 * opengl resources, so we cannot leave early.
823 * Put the most up to date surface location into the drawable. D3D-wise this content
824 * is undefined, so it would be nowhere, but that would make the location management
825 * more complicated. The drawable is a sane location, because if we mark sysmem or
826 * texture up to date, drawPrim will copy the uninitialized texture or sysmem to the
827 * uninitialized drawable. That's pointless and we'd have to allocate the texture /
828 * sysmem copy here.
830 if (This->resource.usage & WINED3DUSAGE_DEPTHSTENCIL) {
831 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
832 } else {
833 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, TRUE);
835 } else {
836 /* Load the surface into system memory */
837 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
838 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
840 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
841 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSRGBTEX, FALSE);
842 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
844 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
846 /* Destroy PBOs, but load them into real sysmem before */
847 if(This->Flags & SFLAG_PBO) {
848 surface_remove_pbo(This);
851 /* Destroy fbo render buffers. This is needed for implicit render targets, for
852 * all application-created targets the application has to release the surface
853 * before calling _Reset
855 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
856 ENTER_GL();
857 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
858 LEAVE_GL();
859 list_remove(&entry->entry);
860 HeapFree(GetProcessHeap(), 0, entry);
862 list_init(&This->renderbuffers);
863 This->current_renderbuffer = NULL;
865 /* If we're in a texture, the texture name belongs to the texture. Otherwise,
866 * destroy it
868 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **) &texture);
869 if(!texture) {
870 ENTER_GL();
871 glDeleteTextures(1, &This->texture_name);
872 This->texture_name = 0;
873 glDeleteTextures(1, &This->texture_name_srgb);
874 This->texture_name_srgb = 0;
875 LEAVE_GL();
876 } else {
877 IWineD3DBaseTexture_Release(texture);
879 return;
882 /* ******************************************************
883 IWineD3DSurface IWineD3DSurface parts follow
884 ****************************************************** */
886 /* Read the framebuffer back into the surface */
887 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, void *dest, UINT pitch) {
888 IWineD3DSwapChainImpl *swapchain;
889 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
890 BYTE *mem;
891 GLint fmt;
892 GLint type;
893 BYTE *row, *top, *bottom;
894 int i;
895 BOOL bpp;
896 RECT local_rect;
897 BOOL srcIsUpsideDown;
898 GLint rowLen = 0;
899 GLint skipPix = 0;
900 GLint skipRow = 0;
902 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
903 static BOOL warned = FALSE;
904 if(!warned) {
905 ERR("The application tries to lock the render target, but render target locking is disabled\n");
906 warned = TRUE;
908 return;
911 /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
912 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
913 * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
914 * context->last_was_blit set on the unlock.
916 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
917 ENTER_GL();
919 /* Select the correct read buffer, and give some debug output.
920 * There is no need to keep track of the current read buffer or reset it, every part of the code
921 * that reads sets the read buffer as desired.
923 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&swapchain)))
925 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
926 TRACE("Locking %#x buffer\n", buffer);
927 glReadBuffer(buffer);
928 checkGLcall("glReadBuffer");
930 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
931 srcIsUpsideDown = FALSE;
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 glReadBuffer(myDevice->offscreenBuffer);
938 srcIsUpsideDown = TRUE;
941 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
942 if(!rect) {
943 local_rect.left = 0;
944 local_rect.top = 0;
945 local_rect.right = This->currentDesc.Width;
946 local_rect.bottom = This->currentDesc.Height;
947 } else {
948 local_rect = *rect;
950 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
952 switch(This->resource.format_desc->format)
954 case WINED3DFMT_P8:
956 if(primary_render_target_is_p8(myDevice)) {
957 /* In case of P8 render targets the index is stored in the alpha component */
958 fmt = GL_ALPHA;
959 type = GL_UNSIGNED_BYTE;
960 mem = dest;
961 bpp = This->resource.format_desc->byte_count;
962 } else {
963 /* GL can't return palettized data, so read ARGB pixels into a
964 * separate block of memory and convert them into palettized format
965 * in software. Slow, but if the app means to use palettized render
966 * targets and locks it...
968 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
969 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
970 * for the color channels when palettizing the colors.
972 fmt = GL_RGB;
973 type = GL_UNSIGNED_BYTE;
974 pitch *= 3;
975 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
976 if(!mem) {
977 ERR("Out of memory\n");
978 LEAVE_GL();
979 return;
981 bpp = This->resource.format_desc->byte_count * 3;
984 break;
986 default:
987 mem = dest;
988 fmt = This->resource.format_desc->glFormat;
989 type = This->resource.format_desc->glType;
990 bpp = This->resource.format_desc->byte_count;
993 if(This->Flags & SFLAG_PBO) {
994 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
995 checkGLcall("glBindBufferARB");
996 if(mem != NULL) {
997 ERR("mem not null for pbo -- unexpected\n");
998 mem = NULL;
1002 /* Save old pixel store pack state */
1003 glGetIntegerv(GL_PACK_ROW_LENGTH, &rowLen);
1004 checkGLcall("glIntegerv");
1005 glGetIntegerv(GL_PACK_SKIP_PIXELS, &skipPix);
1006 checkGLcall("glIntegerv");
1007 glGetIntegerv(GL_PACK_SKIP_ROWS, &skipRow);
1008 checkGLcall("glIntegerv");
1010 /* Setup pixel store pack state -- to glReadPixels into the correct place */
1011 glPixelStorei(GL_PACK_ROW_LENGTH, This->currentDesc.Width);
1012 checkGLcall("glPixelStorei");
1013 glPixelStorei(GL_PACK_SKIP_PIXELS, local_rect.left);
1014 checkGLcall("glPixelStorei");
1015 glPixelStorei(GL_PACK_SKIP_ROWS, local_rect.top);
1016 checkGLcall("glPixelStorei");
1018 glReadPixels(local_rect.left, (!srcIsUpsideDown) ? (This->currentDesc.Height - local_rect.bottom) : local_rect.top ,
1019 local_rect.right - local_rect.left,
1020 local_rect.bottom - local_rect.top,
1021 fmt, type, mem);
1022 checkGLcall("glReadPixels");
1024 /* Reset previous pixel store pack state */
1025 glPixelStorei(GL_PACK_ROW_LENGTH, rowLen);
1026 checkGLcall("glPixelStorei");
1027 glPixelStorei(GL_PACK_SKIP_PIXELS, skipPix);
1028 checkGLcall("glPixelStorei");
1029 glPixelStorei(GL_PACK_SKIP_ROWS, skipRow);
1030 checkGLcall("glPixelStorei");
1032 if(This->Flags & SFLAG_PBO) {
1033 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
1034 checkGLcall("glBindBufferARB");
1036 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
1037 * to get a pointer to it and perform the flipping in software. This is a lot
1038 * faster than calling glReadPixels for each line. In case we want more speed
1039 * we should rerender it flipped in a FBO and read the data back from the FBO. */
1040 if(!srcIsUpsideDown) {
1041 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1042 checkGLcall("glBindBufferARB");
1044 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1045 checkGLcall("glMapBufferARB");
1049 /* TODO: Merge this with the palettization loop below for P8 targets */
1050 if(!srcIsUpsideDown) {
1051 UINT len, off;
1052 /* glReadPixels returns the image upside down, and there is no way to prevent this.
1053 Flip the lines in software */
1054 len = (local_rect.right - local_rect.left) * bpp;
1055 off = local_rect.left * bpp;
1057 row = HeapAlloc(GetProcessHeap(), 0, len);
1058 if(!row) {
1059 ERR("Out of memory\n");
1060 if (This->resource.format_desc->format == WINED3DFMT_P8) HeapFree(GetProcessHeap(), 0, mem);
1061 LEAVE_GL();
1062 return;
1065 top = mem + pitch * local_rect.top;
1066 bottom = mem + pitch * (local_rect.bottom - 1);
1067 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
1068 memcpy(row, top + off, len);
1069 memcpy(top + off, bottom + off, len);
1070 memcpy(bottom + off, row, len);
1071 top += pitch;
1072 bottom -= pitch;
1074 HeapFree(GetProcessHeap(), 0, row);
1076 /* Unmap the temp PBO buffer */
1077 if(This->Flags & SFLAG_PBO) {
1078 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1079 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1083 LEAVE_GL();
1085 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
1086 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
1087 * the same color but we have no choice.
1088 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
1090 if ((This->resource.format_desc->format == WINED3DFMT_P8) && !primary_render_target_is_p8(myDevice))
1092 const PALETTEENTRY *pal = NULL;
1093 DWORD width = pitch / 3;
1094 int x, y, c;
1096 if(This->palette) {
1097 pal = This->palette->palents;
1098 } else {
1099 ERR("Palette is missing, cannot perform inverse palette lookup\n");
1100 HeapFree(GetProcessHeap(), 0, mem);
1101 return ;
1104 for(y = local_rect.top; y < local_rect.bottom; y++) {
1105 for(x = local_rect.left; x < local_rect.right; x++) {
1106 /* start lines pixels */
1107 const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
1108 const BYTE *green = blue + 1;
1109 const BYTE *red = green + 1;
1111 for(c = 0; c < 256; c++) {
1112 if(*red == pal[c].peRed &&
1113 *green == pal[c].peGreen &&
1114 *blue == pal[c].peBlue)
1116 *((BYTE *) dest + y * width + x) = c;
1117 break;
1122 HeapFree(GetProcessHeap(), 0, mem);
1126 /* Read the framebuffer contents into a texture */
1127 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
1129 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1130 IWineD3DSwapChainImpl *swapchain;
1131 int bpp;
1132 GLenum format, internal, type;
1133 CONVERT_TYPES convert;
1134 GLint prevRead;
1135 BOOL alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
1137 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, srgb);
1139 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
1140 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
1141 * states in the stateblock, and no driver was found yet that had bugs in that regard.
1143 ActivateContext(device, (IWineD3DSurface *) This, CTXUSAGE_RESOURCELOAD);
1144 surface_bind_and_dirtify(This, srgb);
1146 ENTER_GL();
1147 glGetIntegerv(GL_READ_BUFFER, &prevRead);
1148 LEAVE_GL();
1150 /* Select the correct read buffer, and give some debug output.
1151 * There is no need to keep track of the current read buffer or reset it, every part of the code
1152 * that reads sets the read buffer as desired.
1154 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)This, &IID_IWineD3DSwapChain, (void **)&swapchain)))
1156 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
1157 TRACE("Locking %#x buffer\n", buffer);
1159 ENTER_GL();
1160 glReadBuffer(buffer);
1161 checkGLcall("glReadBuffer");
1162 LEAVE_GL();
1164 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
1165 } else {
1166 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
1167 * Read from the back buffer
1169 TRACE("Locking offscreen render target\n");
1170 ENTER_GL();
1171 glReadBuffer(device->offscreenBuffer);
1172 checkGLcall("glReadBuffer");
1173 LEAVE_GL();
1176 if(!(This->Flags & alloc_flag)) {
1177 surface_allocate_surface(This, internal, This->pow2Width,
1178 This->pow2Height, format, type);
1179 This->Flags |= alloc_flag;
1182 ENTER_GL();
1183 /* If !SrcIsUpsideDown we should flip the surface.
1184 * This can be done using glCopyTexSubImage2D but this
1185 * is VERY slow, so don't do that. We should prevent
1186 * this code from getting called in such cases or perhaps
1187 * we can use FBOs */
1189 glCopyTexSubImage2D(This->texture_target, This->texture_level,
1190 0, 0, 0, 0, This->currentDesc.Width, This->currentDesc.Height);
1191 checkGLcall("glCopyTexSubImage2D");
1193 glReadBuffer(prevRead);
1194 checkGLcall("glReadBuffer");
1196 LEAVE_GL();
1197 TRACE("Updated target %d\n", This->texture_target);
1200 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This) {
1201 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
1202 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
1203 * changed
1205 if(!(This->Flags & SFLAG_DYNLOCK)) {
1206 This->lockCount++;
1207 /* MAXLOCKCOUNT is defined in wined3d_private.h */
1208 if(This->lockCount > MAXLOCKCOUNT) {
1209 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
1210 This->Flags |= SFLAG_DYNLOCK;
1214 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
1215 * Also don't create a PBO for systemmem surfaces.
1217 if(GL_SUPPORT(ARB_PIXEL_BUFFER_OBJECT) && (This->Flags & SFLAG_DYNLOCK) && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2)) && (This->resource.pool != WINED3DPOOL_SYSTEMMEM)) {
1218 GLenum error;
1219 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1221 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
1222 ENTER_GL();
1224 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
1225 error = glGetError();
1226 if(This->pbo == 0 || error != GL_NO_ERROR) {
1227 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
1230 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
1232 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1233 checkGLcall("glBindBufferARB");
1235 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
1236 checkGLcall("glBufferDataARB");
1238 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1239 checkGLcall("glBindBufferARB");
1241 /* We don't need the system memory anymore and we can't even use it for PBOs */
1242 if(!(This->Flags & SFLAG_CLIENT)) {
1243 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
1244 This->resource.heapMemory = NULL;
1246 This->resource.allocatedMemory = NULL;
1247 This->Flags |= SFLAG_PBO;
1248 LEAVE_GL();
1249 } else if(!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO)) {
1250 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1251 * or a pbo to map
1253 if(!This->resource.heapMemory) {
1254 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1256 This->resource.allocatedMemory =
1257 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1258 if(This->Flags & SFLAG_INSYSMEM) {
1259 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1264 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
1265 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1266 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1267 const RECT *pass_rect = pRect;
1269 TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
1271 /* This is also done in the base class, but we have to verify this before loading any data from
1272 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1273 * may interfere, and all other bad things may happen
1275 if (This->Flags & SFLAG_LOCKED) {
1276 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1277 return WINED3DERR_INVALIDCALL;
1279 This->Flags |= SFLAG_LOCKED;
1281 if (!(This->Flags & SFLAG_LOCKABLE))
1283 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
1286 if (Flags & WINED3DLOCK_DISCARD) {
1287 /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
1288 TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
1289 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1290 This->Flags |= SFLAG_INSYSMEM;
1291 goto lock_end;
1294 if (This->Flags & SFLAG_INSYSMEM) {
1295 TRACE("Local copy is up to date, not downloading data\n");
1296 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1297 goto lock_end;
1300 /* IWineD3DSurface_LoadLocation() does not check if the rectangle specifies
1301 * the full surface. Most callers don't need that, so do it here. */
1302 if (pRect && pRect->top == 0 && pRect->left == 0
1303 && pRect->right == This->currentDesc.Width
1304 && pRect->bottom == This->currentDesc.Height)
1306 pass_rect = NULL;
1309 if (!(wined3d_settings.rendertargetlock_mode == RTL_DISABLE
1310 && ((This->Flags & SFLAG_SWAPCHAIN) || iface == myDevice->render_targets[0])))
1312 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, pass_rect);
1315 lock_end:
1316 if(This->Flags & SFLAG_PBO) {
1317 ActivateContext(myDevice, NULL, CTXUSAGE_RESOURCELOAD);
1318 ENTER_GL();
1319 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1320 checkGLcall("glBindBufferARB");
1322 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1323 if(This->resource.allocatedMemory) {
1324 ERR("The surface already has PBO memory allocated!\n");
1327 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1328 checkGLcall("glMapBufferARB");
1330 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1331 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1332 checkGLcall("glBindBufferARB");
1334 LEAVE_GL();
1337 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
1338 /* Don't dirtify */
1339 } else {
1340 IWineD3DBaseTexture *pBaseTexture;
1342 * Dirtify on lock
1343 * as seen in msdn docs
1345 surface_add_dirty_rect(iface, pRect);
1347 /** Dirtify Container if needed */
1348 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture))) {
1349 TRACE("Making container dirty\n");
1350 IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
1351 IWineD3DBaseTexture_Release(pBaseTexture);
1352 } else {
1353 TRACE("Surface is standalone, no need to dirty the container\n");
1357 return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
1360 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem) {
1361 GLint prev_store;
1362 GLint prev_rasterpos[4];
1363 GLint skipBytes = 0;
1364 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
1365 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1366 IWineD3DSwapChainImpl *swapchain;
1368 /* Activate the correct context for the render target */
1369 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
1370 ENTER_GL();
1372 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)This, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
1373 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
1374 TRACE("Unlocking %#x buffer\n", buffer);
1375 glDrawBuffer(buffer);
1376 checkGLcall("glDrawBuffer");
1378 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
1379 } else {
1380 /* Primary offscreen render target */
1381 TRACE("Offscreen render target\n");
1382 glDrawBuffer(myDevice->offscreenBuffer);
1383 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1386 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
1387 checkGLcall("glIntegerv");
1388 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
1389 checkGLcall("glIntegerv");
1390 glPixelZoom(1.0f, -1.0f);
1391 checkGLcall("glPixelZoom");
1393 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1394 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
1395 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
1397 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
1398 checkGLcall("glRasterPos2f");
1400 /* Some drivers(radeon dri, others?) don't like exceptions during
1401 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1402 * after ReleaseDC. Reading it will cause an exception, which x11drv will
1403 * catch to put the dib section in InSync mode, which leads to a crash
1404 * and a blocked x server on my radeon card.
1406 * The following lines read the dib section so it is put in InSync mode
1407 * before glDrawPixels is called and the crash is prevented. There won't
1408 * be any interfering gdi accesses, because UnlockRect is called from
1409 * ReleaseDC, and the app won't use the dc any more afterwards.
1411 if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
1412 volatile BYTE read;
1413 read = This->resource.allocatedMemory[0];
1416 if(This->Flags & SFLAG_PBO) {
1417 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1418 checkGLcall("glBindBufferARB");
1421 /* When the surface is locked we only have to refresh the locked part else we need to update the whole image */
1422 if(This->Flags & SFLAG_LOCKED) {
1423 glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1424 (This->lockedRect.bottom - This->lockedRect.top)-1,
1425 fmt, type,
1426 mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1427 checkGLcall("glDrawPixels");
1428 } else {
1429 glDrawPixels(This->currentDesc.Width,
1430 This->currentDesc.Height,
1431 fmt, type, mem);
1432 checkGLcall("glDrawPixels");
1435 if(This->Flags & SFLAG_PBO) {
1436 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1437 checkGLcall("glBindBufferARB");
1440 glPixelZoom(1.0f, 1.0f);
1441 checkGLcall("glPixelZoom");
1443 glRasterPos3iv(&prev_rasterpos[0]);
1444 checkGLcall("glRasterPos3iv");
1446 /* Reset to previous pack row length */
1447 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1448 checkGLcall("glPixelStorei GL_UNPACK_ROW_LENGTH");
1450 if(!swapchain) {
1451 glDrawBuffer(myDevice->offscreenBuffer);
1452 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1453 } else if(swapchain->backBuffer) {
1454 glDrawBuffer(GL_BACK);
1455 checkGLcall("glDrawBuffer(GL_BACK)");
1456 } else {
1457 glDrawBuffer(GL_FRONT);
1458 checkGLcall("glDrawBuffer(GL_FRONT)");
1460 LEAVE_GL();
1462 return;
1465 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1466 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1467 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1468 BOOL fullsurface;
1470 if (!(This->Flags & SFLAG_LOCKED)) {
1471 WARN("trying to Unlock an unlocked surf@%p\n", This);
1472 return WINEDDERR_NOTLOCKED;
1475 if (This->Flags & SFLAG_PBO) {
1476 TRACE("Freeing PBO memory\n");
1477 ActivateContext(myDevice, NULL, CTXUSAGE_RESOURCELOAD);
1478 ENTER_GL();
1479 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1480 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1481 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1482 checkGLcall("glUnmapBufferARB");
1483 LEAVE_GL();
1484 This->resource.allocatedMemory = NULL;
1487 TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1489 if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1490 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1491 goto unlock_end;
1494 if ((This->Flags & SFLAG_SWAPCHAIN) || (myDevice->render_targets && iface == myDevice->render_targets[0]))
1496 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1497 static BOOL warned = FALSE;
1498 if(!warned) {
1499 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1500 warned = TRUE;
1502 goto unlock_end;
1505 if(This->dirtyRect.left == 0 &&
1506 This->dirtyRect.top == 0 &&
1507 This->dirtyRect.right == This->currentDesc.Width &&
1508 This->dirtyRect.bottom == This->currentDesc.Height) {
1509 fullsurface = TRUE;
1510 } else {
1511 /* TODO: Proper partial rectangle tracking */
1512 fullsurface = FALSE;
1513 This->Flags |= SFLAG_INSYSMEM;
1516 switch(wined3d_settings.rendertargetlock_mode) {
1517 case RTL_READTEX:
1518 case RTL_TEXTEX:
1519 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
1520 /* drop through */
1522 case RTL_AUTO:
1523 case RTL_READDRAW:
1524 case RTL_TEXDRAW:
1525 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
1526 break;
1529 if(!fullsurface) {
1530 /* Partial rectangle tracking is not commonly implemented, it is only done for render targets. Overwrite
1531 * the flags to bring them back into a sane state. INSYSMEM was set before to tell LoadLocation where
1532 * to read the rectangle from. Indrawable is set because all modifications from the partial sysmem copy
1533 * are written back to the drawable, thus the surface is merged again in the drawable. The sysmem copy is
1534 * not fully up to date because only a subrectangle was read in LockRect.
1536 This->Flags &= ~SFLAG_INSYSMEM;
1537 This->Flags |= SFLAG_INDRAWABLE;
1540 This->dirtyRect.left = This->currentDesc.Width;
1541 This->dirtyRect.top = This->currentDesc.Height;
1542 This->dirtyRect.right = 0;
1543 This->dirtyRect.bottom = 0;
1544 } else if(iface == myDevice->stencilBufferTarget) {
1545 FIXME("Depth Stencil buffer locking is not implemented\n");
1546 } else {
1547 /* The rest should be a normal texture */
1548 IWineD3DBaseTextureImpl *impl;
1549 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1550 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1551 * states need resetting
1553 if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
1554 if(impl->baseTexture.bindCount) {
1555 IWineD3DDeviceImpl_MarkStateDirty(myDevice, STATE_SAMPLER(impl->baseTexture.sampler));
1557 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
1561 unlock_end:
1562 This->Flags &= ~SFLAG_LOCKED;
1563 memset(&This->lockedRect, 0, sizeof(RECT));
1565 /* Overlays have to be redrawn manually after changes with the GL implementation */
1566 if(This->overlay_dest) {
1567 IWineD3DSurface_DrawOverlay(iface);
1569 return WINED3D_OK;
1572 static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC)
1574 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1575 WINED3DLOCKED_RECT lock;
1576 HRESULT hr;
1577 RGBQUAD col[256];
1579 TRACE("(%p)->(%p)\n",This,pHDC);
1581 if(This->Flags & SFLAG_USERPTR) {
1582 ERR("Not supported on surfaces with an application-provided surfaces\n");
1583 return WINEDDERR_NODC;
1586 /* Give more detailed info for ddraw */
1587 if (This->Flags & SFLAG_DCINUSE)
1588 return WINEDDERR_DCALREADYCREATED;
1590 /* Can't GetDC if the surface is locked */
1591 if (This->Flags & SFLAG_LOCKED)
1592 return WINED3DERR_INVALIDCALL;
1594 /* According to Direct3D9 docs, only these formats are supported */
1595 if (((IWineD3DImpl *)This->resource.wineD3DDevice->wineD3D)->dxVersion > 7) {
1596 if (This->resource.format_desc->format != WINED3DFMT_R5G6B5
1597 && This->resource.format_desc->format != WINED3DFMT_X1R5G5B5
1598 && This->resource.format_desc->format != WINED3DFMT_R8G8B8
1599 && This->resource.format_desc->format != WINED3DFMT_X8R8G8B8)
1600 return WINED3DERR_INVALIDCALL;
1603 memset(&lock, 0, sizeof(lock)); /* To be sure */
1605 /* Create a DIB section if there isn't a hdc yet */
1606 if(!This->hDC) {
1607 IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
1608 if(This->Flags & SFLAG_CLIENT) {
1609 surface_internal_preload(iface, SRGB_RGB);
1612 /* Use the dib section from now on if we are not using a PBO */
1613 if(!(This->Flags & SFLAG_PBO))
1614 This->resource.allocatedMemory = This->dib.bitmap_data;
1617 /* Lock the surface */
1618 hr = IWineD3DSurface_LockRect(iface,
1619 &lock,
1620 NULL,
1623 if(This->Flags & SFLAG_PBO) {
1624 /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
1625 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
1628 if(FAILED(hr)) {
1629 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
1630 /* keep the dib section */
1631 return hr;
1634 if (This->resource.format_desc->format == WINED3DFMT_P8
1635 || This->resource.format_desc->format == WINED3DFMT_A8P8)
1637 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
1638 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
1639 unsigned int n;
1640 const PALETTEENTRY *pal = NULL;
1642 if(This->palette) {
1643 pal = This->palette->palents;
1644 } else {
1645 IWineD3DSurfaceImpl *dds_primary;
1646 IWineD3DSwapChainImpl *swapchain;
1647 swapchain = (IWineD3DSwapChainImpl *)This->resource.wineD3DDevice->swapchains[0];
1648 dds_primary = (IWineD3DSurfaceImpl *)swapchain->frontBuffer;
1649 if (dds_primary && dds_primary->palette)
1650 pal = dds_primary->palette->palents;
1653 if (pal) {
1654 for (n=0; n<256; n++) {
1655 col[n].rgbRed = pal[n].peRed;
1656 col[n].rgbGreen = pal[n].peGreen;
1657 col[n].rgbBlue = pal[n].peBlue;
1658 col[n].rgbReserved = 0;
1660 SetDIBColorTable(This->hDC, 0, 256, col);
1664 *pHDC = This->hDC;
1665 TRACE("returning %p\n",*pHDC);
1666 This->Flags |= SFLAG_DCINUSE;
1668 return WINED3D_OK;
1671 static HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC)
1673 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1675 TRACE("(%p)->(%p)\n",This,hDC);
1677 if (!(This->Flags & SFLAG_DCINUSE))
1678 return WINEDDERR_NODC;
1680 if (This->hDC !=hDC) {
1681 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
1682 return WINEDDERR_NODC;
1685 if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
1686 /* Copy the contents of the DIB over to the PBO */
1687 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
1690 /* we locked first, so unlock now */
1691 IWineD3DSurface_UnlockRect(iface);
1693 This->Flags &= ~SFLAG_DCINUSE;
1695 return WINED3D_OK;
1698 /* ******************************************************
1699 IWineD3DSurface Internal (No mapping to directx api) parts follow
1700 ****************************************************** */
1702 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) {
1703 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
1704 const struct GlPixelFormatDesc *glDesc = This->resource.format_desc;
1705 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1707 /* Default values: From the surface */
1708 *format = glDesc->glFormat;
1709 *type = glDesc->glType;
1710 *convert = NO_CONVERSION;
1711 *target_bpp = glDesc->byte_count;
1713 if(srgb_mode) {
1714 *internal = glDesc->glGammaInternal;
1716 else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET
1717 && !(This->Flags & SFLAG_SWAPCHAIN))
1719 *internal = glDesc->rtInternal;
1720 } else {
1721 *internal = glDesc->glInternal;
1724 /* Ok, now look if we have to do any conversion */
1725 switch(This->resource.format_desc->format)
1727 case WINED3DFMT_P8:
1728 /* ****************
1729 Paletted Texture
1730 **************** */
1732 /* Use conversion when the paletted texture extension OR fragment shaders are available. When either
1733 * of the two is available make sure texturing is requested as neither of the two works in
1734 * conjunction with calls like glDraw-/glReadPixels. Further also use conversion in case of color keying.
1735 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
1736 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
1737 * conflicts with this.
1739 if( !(GL_SUPPORT(EXT_PALETTED_TEXTURE) ||
1740 (GL_SUPPORT(ARB_FRAGMENT_PROGRAM) &&
1741 device->render_targets &&
1742 This == (IWineD3DSurfaceImpl*)device->render_targets[0])) ||
1743 colorkey_active || !use_texturing ) {
1744 *format = GL_RGBA;
1745 *internal = GL_RGBA;
1746 *type = GL_UNSIGNED_BYTE;
1747 *target_bpp = 4;
1748 if(colorkey_active) {
1749 *convert = CONVERT_PALETTED_CK;
1750 } else {
1751 *convert = CONVERT_PALETTED;
1754 else if(!GL_SUPPORT(EXT_PALETTED_TEXTURE) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
1755 *format = GL_ALPHA;
1756 *type = GL_UNSIGNED_BYTE;
1757 *target_bpp = 1;
1760 break;
1762 case WINED3DFMT_R3G3B2:
1763 /* **********************
1764 GL_UNSIGNED_BYTE_3_3_2
1765 ********************** */
1766 if (colorkey_active) {
1767 /* This texture format will never be used.. So do not care about color keying
1768 up until the point in time it will be needed :-) */
1769 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
1771 break;
1773 case WINED3DFMT_R5G6B5:
1774 if (colorkey_active) {
1775 *convert = CONVERT_CK_565;
1776 *format = GL_RGBA;
1777 *internal = GL_RGB5_A1;
1778 *type = GL_UNSIGNED_SHORT_5_5_5_1;
1780 break;
1782 case WINED3DFMT_X1R5G5B5:
1783 if (colorkey_active) {
1784 *convert = CONVERT_CK_5551;
1785 *format = GL_BGRA;
1786 *internal = GL_RGB5_A1;
1787 *type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1789 break;
1791 case WINED3DFMT_R8G8B8:
1792 if (colorkey_active) {
1793 *convert = CONVERT_CK_RGB24;
1794 *format = GL_RGBA;
1795 *internal = GL_RGBA8;
1796 *type = GL_UNSIGNED_INT_8_8_8_8;
1797 *target_bpp = 4;
1799 break;
1801 case WINED3DFMT_X8R8G8B8:
1802 if (colorkey_active) {
1803 *convert = CONVERT_RGB32_888;
1804 *format = GL_RGBA;
1805 *internal = GL_RGBA8;
1806 *type = GL_UNSIGNED_INT_8_8_8_8;
1808 break;
1810 case WINED3DFMT_R8G8_SNORM:
1811 if (GL_SUPPORT(NV_TEXTURE_SHADER)) break;
1812 *convert = CONVERT_V8U8;
1813 *format = GL_BGR;
1814 *type = GL_UNSIGNED_BYTE;
1815 *target_bpp = 3;
1816 break;
1818 case WINED3DFMT_L6V5U5:
1819 *convert = CONVERT_L6V5U5;
1820 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1821 *target_bpp = 3;
1822 /* Use format and types from table */
1823 } else {
1824 /* Load it into unsigned R5G6B5, swap L and V channels, and revert that in the shader */
1825 *target_bpp = 2;
1826 *format = GL_RGB;
1827 *type = GL_UNSIGNED_SHORT_5_6_5;
1829 break;
1831 case WINED3DFMT_X8L8V8U8:
1832 *convert = CONVERT_X8L8V8U8;
1833 *target_bpp = 4;
1834 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1835 /* Use formats from gl table. It is a bit unfortunate, but the conversion
1836 * is needed to set the X format to 255 to get 1.0 for alpha when sampling
1837 * the texture. OpenGL can't use GL_DSDT8_MAG8_NV as internal format with
1838 * the needed type and format parameter, so the internal format contains a
1839 * 4th component, which is returned as alpha
1841 } else {
1842 *format = GL_BGRA;
1843 *type = GL_UNSIGNED_INT_8_8_8_8_REV;
1845 break;
1847 case WINED3DFMT_R8G8B8A8_SNORM:
1848 if (GL_SUPPORT(NV_TEXTURE_SHADER)) break;
1849 *convert = CONVERT_Q8W8V8U8;
1850 *format = GL_BGRA;
1851 *type = GL_UNSIGNED_BYTE;
1852 *target_bpp = 4;
1853 break;
1855 case WINED3DFMT_R16G16_SNORM:
1856 if (GL_SUPPORT(NV_TEXTURE_SHADER)) break;
1857 *convert = CONVERT_V16U16;
1858 *format = GL_BGR;
1859 *type = GL_UNSIGNED_SHORT;
1860 *target_bpp = 6;
1861 break;
1863 case WINED3DFMT_A4L4:
1864 /* A4L4 exists as an internal gl format, but for some reason there is not
1865 * format+type combination to load it. Thus convert it to A8L8, then load it
1866 * with A4L4 internal, but A8L8 format+type
1868 *convert = CONVERT_A4L4;
1869 *format = GL_LUMINANCE_ALPHA;
1870 *type = GL_UNSIGNED_BYTE;
1871 *target_bpp = 2;
1872 break;
1874 case WINED3DFMT_R16G16_UNORM:
1875 *convert = CONVERT_G16R16;
1876 *format = GL_RGB;
1877 *type = GL_UNSIGNED_SHORT;
1878 *target_bpp = 6;
1879 break;
1881 case WINED3DFMT_R16G16_FLOAT:
1882 *convert = CONVERT_R16G16F;
1883 *format = GL_RGB;
1884 *type = GL_HALF_FLOAT_ARB;
1885 *target_bpp = 6;
1886 break;
1888 case WINED3DFMT_R32G32_FLOAT:
1889 *convert = CONVERT_R32G32F;
1890 *format = GL_RGB;
1891 *type = GL_FLOAT;
1892 *target_bpp = 12;
1893 break;
1895 case WINED3DFMT_D15S1:
1896 if (GL_SUPPORT(EXT_PACKED_DEPTH_STENCIL))
1898 *convert = CONVERT_D15S1;
1899 *target_bpp = 4;
1901 break;
1903 case WINED3DFMT_D24X4S4:
1904 if (GL_SUPPORT(EXT_PACKED_DEPTH_STENCIL))
1906 *convert = CONVERT_D24X4S4;
1908 break;
1910 case WINED3DFMT_D24FS8:
1911 if (GL_SUPPORT(ARB_DEPTH_BUFFER_FLOAT))
1913 *convert = CONVERT_D24FS8;
1914 *target_bpp = 8;
1916 break;
1918 default:
1919 break;
1922 return WINED3D_OK;
1925 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey)
1927 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1928 IWineD3DPaletteImpl *pal = This->palette;
1929 BOOL index_in_alpha = FALSE;
1930 unsigned int i;
1932 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
1933 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
1934 * is slow. Further RGB->P8 conversion is not possible because palettes can have
1935 * duplicate entries. Store the color key in the unused alpha component to speed the
1936 * download up and to make conversion unneeded. */
1937 index_in_alpha = primary_render_target_is_p8(device);
1939 if (!pal)
1941 UINT dxVersion = ((IWineD3DImpl *)device->wineD3D)->dxVersion;
1943 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
1944 if (dxVersion <= 7)
1946 ERR("This code should never get entered for DirectDraw!, expect problems\n");
1947 if (index_in_alpha)
1949 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
1950 * there's no palette at this time. */
1951 for (i = 0; i < 256; i++) table[i][3] = i;
1954 else
1956 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
1957 * alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
1958 * capability flag is present (wine does advertise this capability) */
1959 for (i = 0; i < 256; ++i)
1961 table[i][0] = device->palettes[device->currentPalette][i].peRed;
1962 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
1963 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
1964 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
1968 else
1970 TRACE("Using surface palette %p\n", pal);
1971 /* Get the surface's palette */
1972 for (i = 0; i < 256; ++i)
1974 table[i][0] = pal->palents[i].peRed;
1975 table[i][1] = pal->palents[i].peGreen;
1976 table[i][2] = pal->palents[i].peBlue;
1978 /* When index_in_alpha is set the palette index is stored in the
1979 * alpha component. In case of a readback we can then read
1980 * GL_ALPHA. Color keying is handled in BltOverride using a
1981 * GL_ALPHA_TEST using GL_NOT_EQUAL. In case of index_in_alpha the
1982 * color key itself is passed to glAlphaFunc in other cases the
1983 * alpha component of pixels that should be masked away is set to 0. */
1984 if (index_in_alpha)
1986 table[i][3] = i;
1988 else if (colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue)
1989 && (i <= This->SrcBltCKey.dwColorSpaceHighValue))
1991 table[i][3] = 0x00;
1993 else if(pal->Flags & WINEDDPCAPS_ALPHA)
1995 table[i][3] = pal->palents[i].peFlags;
1997 else
1999 table[i][3] = 0xFF;
2005 static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width,
2006 UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This)
2008 const BYTE *source;
2009 BYTE *dest;
2010 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
2012 switch (convert) {
2013 case NO_CONVERSION:
2015 memcpy(dst, src, pitch * height);
2016 break;
2018 case CONVERT_PALETTED:
2019 case CONVERT_PALETTED_CK:
2021 IWineD3DPaletteImpl* pal = This->palette;
2022 BYTE table[256][4];
2023 unsigned int x, y;
2025 if( pal == NULL) {
2026 /* TODO: If we are a sublevel, try to get the palette from level 0 */
2029 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2031 for (y = 0; y < height; y++)
2033 source = src + pitch * y;
2034 dest = dst + outpitch * y;
2035 /* This is an 1 bpp format, using the width here is fine */
2036 for (x = 0; x < width; x++) {
2037 BYTE color = *source++;
2038 *dest++ = table[color][0];
2039 *dest++ = table[color][1];
2040 *dest++ = table[color][2];
2041 *dest++ = table[color][3];
2045 break;
2047 case CONVERT_CK_565:
2049 /* Converting the 565 format in 5551 packed to emulate color-keying.
2051 Note : in all these conversion, it would be best to average the averaging
2052 pixels to get the color of the pixel that will be color-keyed to
2053 prevent 'color bleeding'. This will be done later on if ever it is
2054 too visible.
2056 Note2: Nvidia documents say that their driver does not support alpha + color keying
2057 on the same surface and disables color keying in such a case
2059 unsigned int x, y;
2060 const WORD *Source;
2061 WORD *Dest;
2063 TRACE("Color keyed 565\n");
2065 for (y = 0; y < height; y++) {
2066 Source = (const WORD *)(src + y * pitch);
2067 Dest = (WORD *) (dst + y * outpitch);
2068 for (x = 0; x < width; x++ ) {
2069 WORD color = *Source++;
2070 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
2071 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2072 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2073 *Dest |= 0x0001;
2075 Dest++;
2079 break;
2081 case CONVERT_CK_5551:
2083 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
2084 unsigned int x, y;
2085 const WORD *Source;
2086 WORD *Dest;
2087 TRACE("Color keyed 5551\n");
2088 for (y = 0; y < height; y++) {
2089 Source = (const WORD *)(src + y * pitch);
2090 Dest = (WORD *) (dst + y * outpitch);
2091 for (x = 0; x < width; x++ ) {
2092 WORD color = *Source++;
2093 *Dest = color;
2094 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2095 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2096 *Dest |= (1 << 15);
2098 else {
2099 *Dest &= ~(1 << 15);
2101 Dest++;
2105 break;
2107 case CONVERT_CK_RGB24:
2109 /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
2110 unsigned int x, y;
2111 for (y = 0; y < height; y++)
2113 source = src + pitch * y;
2114 dest = dst + outpitch * y;
2115 for (x = 0; x < width; x++) {
2116 DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ;
2117 DWORD dstcolor = color << 8;
2118 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2119 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2120 dstcolor |= 0xff;
2122 *(DWORD*)dest = dstcolor;
2123 source += 3;
2124 dest += 4;
2128 break;
2130 case CONVERT_RGB32_888:
2132 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
2133 unsigned int x, y;
2134 for (y = 0; y < height; y++)
2136 source = src + pitch * y;
2137 dest = dst + outpitch * y;
2138 for (x = 0; x < width; x++) {
2139 DWORD color = 0xffffff & *(const DWORD*)source;
2140 DWORD dstcolor = color << 8;
2141 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2142 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2143 dstcolor |= 0xff;
2145 *(DWORD*)dest = dstcolor;
2146 source += 4;
2147 dest += 4;
2151 break;
2153 case CONVERT_V8U8:
2155 unsigned int x, y;
2156 const short *Source;
2157 unsigned char *Dest;
2158 for(y = 0; y < height; y++) {
2159 Source = (const short *)(src + y * pitch);
2160 Dest = dst + y * outpitch;
2161 for (x = 0; x < width; x++ ) {
2162 long color = (*Source++);
2163 /* B */ Dest[0] = 0xff;
2164 /* G */ Dest[1] = (color >> 8) + 128; /* V */
2165 /* R */ Dest[2] = (color) + 128; /* U */
2166 Dest += 3;
2169 break;
2172 case CONVERT_V16U16:
2174 unsigned int x, y;
2175 const DWORD *Source;
2176 unsigned short *Dest;
2177 for(y = 0; y < height; y++) {
2178 Source = (const DWORD *)(src + y * pitch);
2179 Dest = (unsigned short *) (dst + y * outpitch);
2180 for (x = 0; x < width; x++ ) {
2181 DWORD color = (*Source++);
2182 /* B */ Dest[0] = 0xffff;
2183 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
2184 /* R */ Dest[2] = (color ) + 32768; /* U */
2185 Dest += 3;
2188 break;
2191 case CONVERT_Q8W8V8U8:
2193 unsigned int x, y;
2194 const DWORD *Source;
2195 unsigned char *Dest;
2196 for(y = 0; y < height; y++) {
2197 Source = (const DWORD *)(src + y * pitch);
2198 Dest = dst + y * outpitch;
2199 for (x = 0; x < width; x++ ) {
2200 long color = (*Source++);
2201 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
2202 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
2203 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
2204 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
2205 Dest += 4;
2208 break;
2211 case CONVERT_L6V5U5:
2213 unsigned int x, y;
2214 const WORD *Source;
2215 unsigned char *Dest;
2217 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
2218 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
2219 * fixed function and shaders without further conversion once the surface is
2220 * loaded
2222 for(y = 0; y < height; y++) {
2223 Source = (const WORD *)(src + y * pitch);
2224 Dest = dst + y * outpitch;
2225 for (x = 0; x < width; x++ ) {
2226 short color = (*Source++);
2227 unsigned char l = ((color >> 10) & 0xfc);
2228 char v = ((color >> 5) & 0x3e);
2229 char u = ((color ) & 0x1f);
2231 /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
2232 * and doubles the positive range. Thus shift left only once, gl does the 2nd
2233 * shift. GL reads a signed value and converts it into an unsigned value.
2235 /* M */ Dest[2] = l << 1;
2237 /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
2238 * from 5 bit values to 8 bit values.
2240 /* V */ Dest[1] = v << 3;
2241 /* U */ Dest[0] = u << 3;
2242 Dest += 3;
2245 } else {
2246 for(y = 0; y < height; y++) {
2247 unsigned short *Dest_s = (unsigned short *) (dst + y * outpitch);
2248 Source = (const WORD *)(src + y * pitch);
2249 for (x = 0; x < width; x++ ) {
2250 short color = (*Source++);
2251 unsigned char l = ((color >> 10) & 0xfc);
2252 short v = ((color >> 5) & 0x3e);
2253 short u = ((color ) & 0x1f);
2254 short v_conv = v + 16;
2255 short u_conv = u + 16;
2257 *Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
2258 Dest_s += 1;
2262 break;
2265 case CONVERT_X8L8V8U8:
2267 unsigned int x, y;
2268 const DWORD *Source;
2269 unsigned char *Dest;
2271 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
2272 /* This implementation works with the fixed function pipeline and shaders
2273 * without further modification after converting the surface.
2275 for(y = 0; y < height; y++) {
2276 Source = (const DWORD *)(src + y * pitch);
2277 Dest = dst + y * outpitch;
2278 for (x = 0; x < width; x++ ) {
2279 long color = (*Source++);
2280 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
2281 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
2282 /* U */ Dest[0] = (color & 0xff); /* U */
2283 /* I */ Dest[3] = 255; /* X */
2284 Dest += 4;
2287 } else {
2288 /* Doesn't work correctly with the fixed function pipeline, but can work in
2289 * shaders if the shader is adjusted. (There's no use for this format in gl's
2290 * standard fixed function pipeline anyway).
2292 for(y = 0; y < height; y++) {
2293 Source = (const DWORD *)(src + y * pitch);
2294 Dest = dst + y * outpitch;
2295 for (x = 0; x < width; x++ ) {
2296 long color = (*Source++);
2297 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
2298 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
2299 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
2300 Dest += 4;
2304 break;
2307 case CONVERT_A4L4:
2309 unsigned int x, y;
2310 const unsigned char *Source;
2311 unsigned char *Dest;
2312 for(y = 0; y < height; y++) {
2313 Source = src + y * pitch;
2314 Dest = dst + y * outpitch;
2315 for (x = 0; x < width; x++ ) {
2316 unsigned char color = (*Source++);
2317 /* A */ Dest[1] = (color & 0xf0) << 0;
2318 /* L */ Dest[0] = (color & 0x0f) << 4;
2319 Dest += 2;
2322 break;
2325 case CONVERT_G16R16:
2326 case CONVERT_R16G16F:
2328 unsigned int x, y;
2329 const WORD *Source;
2330 WORD *Dest;
2332 for(y = 0; y < height; y++) {
2333 Source = (const WORD *)(src + y * pitch);
2334 Dest = (WORD *) (dst + y * outpitch);
2335 for (x = 0; x < width; x++ ) {
2336 WORD green = (*Source++);
2337 WORD red = (*Source++);
2338 Dest[0] = green;
2339 Dest[1] = red;
2340 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
2341 * shader overwrites it anyway
2343 Dest[2] = 0xffff;
2344 Dest += 3;
2347 break;
2350 case CONVERT_R32G32F:
2352 unsigned int x, y;
2353 const float *Source;
2354 float *Dest;
2355 for(y = 0; y < height; y++) {
2356 Source = (const float *)(src + y * pitch);
2357 Dest = (float *) (dst + y * outpitch);
2358 for (x = 0; x < width; x++ ) {
2359 float green = (*Source++);
2360 float red = (*Source++);
2361 Dest[0] = green;
2362 Dest[1] = red;
2363 Dest[2] = 1.0f;
2364 Dest += 3;
2367 break;
2370 case CONVERT_D15S1:
2372 unsigned int x, y;
2374 for (y = 0; y < height; ++y)
2376 const WORD *source = (const WORD *)(src + y * pitch);
2377 DWORD *dest = (DWORD *)(dst + y * outpitch);
2379 for (x = 0; x < width; ++x)
2381 /* The depth data is normalized, so needs to be scaled,
2382 * the stencil data isn't. Scale depth data by
2383 * (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
2384 WORD d15 = source[x] >> 1;
2385 DWORD d24 = (d15 << 9) + (d15 >> 6);
2386 dest[x] = (d24 << 8) | (source[x] & 0x1);
2389 break;
2392 case CONVERT_D24X4S4:
2394 unsigned int x, y;
2396 for (y = 0; y < height; ++y)
2398 const DWORD *source = (const DWORD *)(src + y * pitch);
2399 DWORD *dest = (DWORD *)(dst + y * outpitch);
2401 for (x = 0; x < width; ++x)
2403 /* Just need to clear out the X4 part. */
2404 dest[x] = source[x] & ~0xf0;
2407 break;
2410 case CONVERT_D24FS8:
2412 unsigned int x, y;
2414 for (y = 0; y < height; ++y)
2416 const DWORD *source = (const DWORD *)(src + y * pitch);
2417 float *dest_f = (float *)(dst + y * outpitch);
2418 DWORD *dest_s = (DWORD *)(dst + y * outpitch);
2420 for (x = 0; x < width; ++x)
2422 dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00) >> 8);
2423 dest_s[x * 2 + 1] = source[x] & 0xff;
2426 break;
2429 default:
2430 ERR("Unsupported conversion type %#x.\n", convert);
2432 return WINED3D_OK;
2435 /* This function is used in case of 8bit paletted textures to upload the palette.
2436 It supports GL_EXT_paletted_texture and GL_ARB_fragment_program, support for other
2437 extensions like ATI_fragment_shaders is possible.
2439 /* Context activation is done by the caller. */
2440 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert) {
2441 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2442 BYTE table[256][4];
2443 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2445 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2447 /* Try to use the paletted texture extension */
2448 if(GL_SUPPORT(EXT_PALETTED_TEXTURE))
2450 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
2451 ENTER_GL();
2452 GL_EXTCALL(glColorTableEXT(This->texture_target, GL_RGBA, 256, GL_RGBA, GL_UNSIGNED_BYTE, table));
2453 LEAVE_GL();
2455 else
2457 /* Let a fragment shader do the color conversion by uploading the palette to a 1D texture.
2458 * The 8bit pixel data will be used as an index in this palette texture to retrieve the final color. */
2459 TRACE("Using fragment shaders for emulating 8-bit paletted texture support\n");
2461 ENTER_GL();
2463 /* Create the fragment program if we don't have it */
2464 if(!device->paletteConversionShader)
2466 const char *fragment_palette_conversion =
2467 "!!ARBfp1.0\n"
2468 "TEMP index;\n"
2469 /* { 255/256, 0.5/255*255/256, 0, 0 } */
2470 "PARAM constants = { 0.996, 0.00195, 0, 0 };\n"
2471 /* The alpha-component contains the palette index */
2472 "TEX index, fragment.texcoord[0], texture[0], 2D;\n"
2473 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
2474 "MAD index.a, index.a, constants.x, constants.y;\n"
2475 /* Use the alpha-component as an index in the palette to get the final color */
2476 "TEX result.color, index.a, texture[1], 1D;\n"
2477 "END";
2479 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2480 GL_EXTCALL(glGenProgramsARB(1, &device->paletteConversionShader));
2481 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2482 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fragment_palette_conversion), fragment_palette_conversion));
2483 glDisable(GL_FRAGMENT_PROGRAM_ARB);
2486 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2487 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2489 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
2490 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2492 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2493 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /* Make sure we have discrete color levels. */
2494 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2495 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table); /* Upload the palette */
2497 /* Switch back to unit 0 in which the 2D texture will be stored. */
2498 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0));
2500 /* Rebind the texture because it isn't bound anymore */
2501 glBindTexture(This->texture_target, This->texture_name);
2503 LEAVE_GL();
2507 BOOL palette9_changed(IWineD3DSurfaceImpl *This) {
2508 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2510 if (This->palette || (This->resource.format_desc->format != WINED3DFMT_P8
2511 && This->resource.format_desc->format != WINED3DFMT_A8P8))
2513 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2514 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2516 return FALSE;
2519 if(This->palette9) {
2520 if(memcmp(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256) == 0) {
2521 return FALSE;
2523 } else {
2524 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2526 memcpy(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2527 return TRUE;
2530 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2531 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2532 DWORD flag = srgb_mode ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE;
2534 if (!(This->Flags & flag)) {
2535 TRACE("Reloading because surface is dirty\n");
2536 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2537 ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
2538 /* Reload: vice versa OR */
2539 ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
2540 /* Also reload: Color key is active AND the color key has changed */
2541 ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
2542 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
2543 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
2544 TRACE("Reloading because of color keying\n");
2545 /* To perform the color key conversion we need a sysmem copy of
2546 * the surface. Make sure we have it
2549 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
2550 /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2551 /* TODO: This is not necessarily needed with hw palettized texture support */
2552 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2553 } else {
2554 TRACE("surface is already in texture\n");
2555 return WINED3D_OK;
2558 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2559 * These resources are not bound by device size or format restrictions. Because of this,
2560 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2561 * However, these resources can always be created, locked, and copied.
2563 if (This->resource.pool == WINED3DPOOL_SCRATCH )
2565 FIXME("(%p) Operation not supported for scratch textures\n",This);
2566 return WINED3DERR_INVALIDCALL;
2569 IWineD3DSurface_LoadLocation(iface, flag, NULL /* no partial locking for textures yet */);
2571 #if 0
2573 static unsigned int gen = 0;
2574 char buffer[4096];
2575 ++gen;
2576 if ((gen % 10) == 0) {
2577 snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm",
2578 This, This->texture_target, This->texture_level, gen);
2579 IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
2582 * debugging crash code
2583 if (gen == 250) {
2584 void** test = NULL;
2585 *test = 0;
2589 #endif
2591 if (!(This->Flags & SFLAG_DONOTFREE)) {
2592 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
2593 This->resource.allocatedMemory = NULL;
2594 This->resource.heapMemory = NULL;
2595 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, FALSE);
2598 return WINED3D_OK;
2601 /* Context activation is done by the caller. */
2602 static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) {
2603 /* TODO: check for locks */
2604 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2605 IWineD3DBaseTexture *baseTexture = NULL;
2606 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2608 TRACE("(%p)Checking to see if the container is a base texture\n", This);
2609 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2610 TRACE("Passing to container\n");
2611 IWineD3DBaseTexture_BindTexture(baseTexture, srgb);
2612 IWineD3DBaseTexture_Release(baseTexture);
2613 } else {
2614 GLuint *name;
2615 TRACE("(%p) : Binding surface\n", This);
2617 name = srgb ? &This->texture_name_srgb : &This->texture_name;
2618 if(!device->isInDraw) {
2619 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
2622 ENTER_GL();
2624 if (!This->texture_level)
2626 if (!*name) {
2627 glGenTextures(1, name);
2628 checkGLcall("glGenTextures");
2629 TRACE("Surface %p given name %d\n", This, *name);
2631 glBindTexture(This->texture_target, *name);
2632 checkGLcall("glBindTexture");
2633 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2634 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
2635 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2636 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
2637 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2638 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
2639 glTexParameteri(This->texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2640 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
2641 glTexParameteri(This->texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2642 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
2644 /* This is where we should be reducing the amount of GLMemoryUsed */
2645 } else if (*name) {
2646 /* Mipmap surfaces should have a base texture container */
2647 ERR("Mipmap surface has a glTexture bound to it!\n");
2650 glBindTexture(This->texture_target, *name);
2651 checkGLcall("glBindTexture");
2653 LEAVE_GL();
2655 return;
2658 #include <errno.h>
2659 #include <stdio.h>
2660 static HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename)
2662 FILE* f = NULL;
2663 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2664 char *allocatedMemory;
2665 const char *textureRow;
2666 IWineD3DSwapChain *swapChain = NULL;
2667 int width, height, i, y;
2668 GLuint tmpTexture = 0;
2669 DWORD color;
2670 /*FIXME:
2671 Textures may not be stored in ->allocatedgMemory and a GlTexture
2672 so we should lock the surface before saving a snapshot, or at least check that
2674 /* TODO: Compressed texture images can be obtained from the GL in uncompressed form
2675 by calling GetTexImage and in compressed form by calling
2676 GetCompressedTexImageARB. Queried compressed images can be saved and
2677 later reused by calling CompressedTexImage[123]DARB. Pre-compressed
2678 texture images do not need to be processed by the GL and should
2679 significantly improve texture loading performance relative to uncompressed
2680 images. */
2682 /* Setup the width and height to be the internal texture width and height. */
2683 width = This->pow2Width;
2684 height = This->pow2Height;
2685 /* check to see if we're a 'virtual' texture, e.g. we're not a pbuffer of texture, we're a back buffer*/
2686 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain);
2688 if (This->Flags & SFLAG_INDRAWABLE && !(This->Flags & SFLAG_INTEXTURE)) {
2689 /* if were not a real texture then read the back buffer into a real texture */
2690 /* we don't want to interfere with the back buffer so read the data into a temporary
2691 * texture and then save the data out of the temporary texture
2693 GLint prevRead;
2694 ENTER_GL();
2695 TRACE("(%p) Reading render target into texture\n", This);
2697 glGenTextures(1, &tmpTexture);
2698 glBindTexture(GL_TEXTURE_2D, tmpTexture);
2700 glTexImage2D(GL_TEXTURE_2D,
2702 GL_RGBA,
2703 width,
2704 height,
2705 0/*border*/,
2706 GL_RGBA,
2707 GL_UNSIGNED_INT_8_8_8_8_REV,
2708 NULL);
2710 glGetIntegerv(GL_READ_BUFFER, &prevRead);
2711 checkGLcall("glGetIntegerv");
2712 glReadBuffer(swapChain ? GL_BACK : This->resource.wineD3DDevice->offscreenBuffer);
2713 checkGLcall("glReadBuffer");
2714 glCopyTexImage2D(GL_TEXTURE_2D,
2716 GL_RGBA,
2719 width,
2720 height,
2723 checkGLcall("glCopyTexImage2D");
2724 glReadBuffer(prevRead);
2725 LEAVE_GL();
2727 } else { /* bind the real texture, and make sure it up to date */
2728 surface_internal_preload(iface, SRGB_RGB);
2729 surface_bind_and_dirtify(This, FALSE);
2731 allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width * height * 4);
2732 ENTER_GL();
2733 FIXME("Saving texture level %d width %d height %d\n", This->texture_level, width, height);
2734 glGetTexImage(GL_TEXTURE_2D, This->texture_level, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, allocatedMemory);
2735 checkGLcall("glTexImage2D");
2736 if (tmpTexture) {
2737 glBindTexture(GL_TEXTURE_2D, 0);
2738 glDeleteTextures(1, &tmpTexture);
2740 LEAVE_GL();
2742 f = fopen(filename, "w+");
2743 if (NULL == f) {
2744 ERR("opening of %s failed with: %s\n", filename, strerror(errno));
2745 return WINED3DERR_INVALIDCALL;
2747 /* Save the data out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha channel */
2748 TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format_desc->format));
2749 /* TGA header */
2750 fputc(0,f);
2751 fputc(0,f);
2752 fputc(2,f);
2753 fputc(0,f);
2754 fputc(0,f);
2755 fputc(0,f);
2756 fputc(0,f);
2757 fputc(0,f);
2758 fputc(0,f);
2759 fputc(0,f);
2760 fputc(0,f);
2761 fputc(0,f);
2762 /* short width*/
2763 fwrite(&width,2,1,f);
2764 /* short height */
2765 fwrite(&height,2,1,f);
2766 /* format rgba */
2767 fputc(0x20,f);
2768 fputc(0x28,f);
2769 /* raw data */
2770 /* 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 */
2771 if(swapChain)
2772 textureRow = allocatedMemory + (width * (height - 1) *4);
2773 else
2774 textureRow = allocatedMemory;
2775 for (y = 0 ; y < height; y++) {
2776 for (i = 0; i < width; i++) {
2777 color = *((const DWORD*)textureRow);
2778 fputc((color >> 16) & 0xFF, f); /* B */
2779 fputc((color >> 8) & 0xFF, f); /* G */
2780 fputc((color >> 0) & 0xFF, f); /* R */
2781 fputc((color >> 24) & 0xFF, f); /* A */
2782 textureRow += 4;
2784 /* take two rows of the pointer to the texture memory */
2785 if(swapChain)
2786 (textureRow-= width << 3);
2789 TRACE("Closing file\n");
2790 fclose(f);
2792 if(swapChain) {
2793 IWineD3DSwapChain_Release(swapChain);
2795 HeapFree(GetProcessHeap(), 0, allocatedMemory);
2796 return WINED3D_OK;
2799 static HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
2800 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2801 HRESULT hr;
2803 TRACE("(%p) : Calling base function first\n", This);
2804 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2805 if(SUCCEEDED(hr)) {
2806 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2807 TRACE("(%p) : glFormat %d, glFormatInternal %d, glType %d\n", This, This->resource.format_desc->glFormat,
2808 This->resource.format_desc->glInternal, This->resource.format_desc->glType);
2810 return hr;
2813 static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2814 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2816 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
2817 WARN("Surface is locked or the HDC is in use\n");
2818 return WINED3DERR_INVALIDCALL;
2821 if(Mem && Mem != This->resource.allocatedMemory) {
2822 void *release = NULL;
2824 /* Do I have to copy the old surface content? */
2825 if(This->Flags & SFLAG_DIBSECTION) {
2826 /* Release the DC. No need to hold the critical section for the update
2827 * Thread because this thread runs only on front buffers, but this method
2828 * fails for render targets in the check above.
2830 SelectObject(This->hDC, This->dib.holdbitmap);
2831 DeleteDC(This->hDC);
2832 /* Release the DIB section */
2833 DeleteObject(This->dib.DIBsection);
2834 This->dib.bitmap_data = NULL;
2835 This->resource.allocatedMemory = NULL;
2836 This->hDC = NULL;
2837 This->Flags &= ~SFLAG_DIBSECTION;
2838 } else if(!(This->Flags & SFLAG_USERPTR)) {
2839 release = This->resource.heapMemory;
2840 This->resource.heapMemory = NULL;
2842 This->resource.allocatedMemory = Mem;
2843 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2845 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2846 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2848 /* For client textures opengl has to be notified */
2849 if(This->Flags & SFLAG_CLIENT) {
2850 DWORD oldFlags = This->Flags;
2851 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2852 if(oldFlags & SFLAG_ALLOCATED) surface_internal_preload(iface, SRGB_RGB);
2853 if(oldFlags & SFLAG_SRGBALLOCATED) surface_internal_preload(iface, SRGB_SRGB);
2854 /* And hope that the app behaves correctly and did not free the old surface memory before setting a new pointer */
2857 /* Now free the old memory if any */
2858 HeapFree(GetProcessHeap(), 0, release);
2859 } else if(This->Flags & SFLAG_USERPTR) {
2860 /* LockRect and GetDC will re-create the dib section and allocated memory */
2861 This->resource.allocatedMemory = NULL;
2862 /* HeapMemory should be NULL already */
2863 if(This->resource.heapMemory != NULL) ERR("User pointer surface has heap memory allocated\n");
2864 This->Flags &= ~SFLAG_USERPTR;
2866 if(This->Flags & SFLAG_CLIENT) {
2867 DWORD oldFlags = This->Flags;
2868 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2869 /* This respecifies an empty texture and opengl knows that the old memory is gone */
2870 if(oldFlags & SFLAG_ALLOCATED) surface_internal_preload(iface, SRGB_RGB);
2871 if(oldFlags & SFLAG_SRGBALLOCATED) surface_internal_preload(iface, SRGB_SRGB);
2874 return WINED3D_OK;
2877 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
2879 /* Flip the surface contents */
2880 /* Flip the DC */
2882 HDC tmp;
2883 tmp = front->hDC;
2884 front->hDC = back->hDC;
2885 back->hDC = tmp;
2888 /* Flip the DIBsection */
2890 HBITMAP tmp;
2891 BOOL hasDib = front->Flags & SFLAG_DIBSECTION;
2892 tmp = front->dib.DIBsection;
2893 front->dib.DIBsection = back->dib.DIBsection;
2894 back->dib.DIBsection = tmp;
2896 if(back->Flags & SFLAG_DIBSECTION) front->Flags |= SFLAG_DIBSECTION;
2897 else front->Flags &= ~SFLAG_DIBSECTION;
2898 if(hasDib) back->Flags |= SFLAG_DIBSECTION;
2899 else back->Flags &= ~SFLAG_DIBSECTION;
2902 /* Flip the surface data */
2904 void* tmp;
2906 tmp = front->dib.bitmap_data;
2907 front->dib.bitmap_data = back->dib.bitmap_data;
2908 back->dib.bitmap_data = tmp;
2910 tmp = front->resource.allocatedMemory;
2911 front->resource.allocatedMemory = back->resource.allocatedMemory;
2912 back->resource.allocatedMemory = tmp;
2914 tmp = front->resource.heapMemory;
2915 front->resource.heapMemory = back->resource.heapMemory;
2916 back->resource.heapMemory = tmp;
2919 /* Flip the PBO */
2921 GLuint tmp_pbo = front->pbo;
2922 front->pbo = back->pbo;
2923 back->pbo = tmp_pbo;
2926 /* client_memory should not be different, but just in case */
2928 BOOL tmp;
2929 tmp = front->dib.client_memory;
2930 front->dib.client_memory = back->dib.client_memory;
2931 back->dib.client_memory = tmp;
2934 /* Flip the opengl texture */
2936 GLuint tmp;
2938 tmp = back->texture_name;
2939 back->texture_name = front->texture_name;
2940 front->texture_name = tmp;
2942 tmp = back->texture_name_srgb;
2943 back->texture_name_srgb = front->texture_name_srgb;
2944 front->texture_name_srgb = tmp;
2948 DWORD tmp_flags = back->Flags;
2949 back->Flags = front->Flags;
2950 front->Flags = tmp_flags;
2954 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
2955 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2956 IWineD3DSwapChainImpl *swapchain = NULL;
2957 HRESULT hr;
2958 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
2960 /* Flipping is only supported on RenderTargets and overlays*/
2961 if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
2962 WARN("Tried to flip a non-render target, non-overlay surface\n");
2963 return WINEDDERR_NOTFLIPPABLE;
2966 if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
2967 flip_surface(This, (IWineD3DSurfaceImpl *) override);
2969 /* Update the overlay if it is visible */
2970 if(This->overlay_dest) {
2971 return IWineD3DSurface_DrawOverlay((IWineD3DSurface *) This);
2972 } else {
2973 return WINED3D_OK;
2977 if(override) {
2978 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2979 * FIXME("(%p) Target override is not supported by now\n", This);
2980 * Additionally, it isn't really possible to support triple-buffering
2981 * properly on opengl at all
2985 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **) &swapchain);
2986 if(!swapchain) {
2987 ERR("Flipped surface is not on a swapchain\n");
2988 return WINEDDERR_NOTFLIPPABLE;
2991 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2992 * and only d3d8 and d3d9 apps specify the presentation interval
2994 if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
2995 /* Most common case first to avoid wasting time on all the other cases */
2996 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2997 } else if(Flags & WINEDDFLIP_NOVSYNC) {
2998 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2999 } else if(Flags & WINEDDFLIP_INTERVAL2) {
3000 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
3001 } else if(Flags & WINEDDFLIP_INTERVAL3) {
3002 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
3003 } else {
3004 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
3007 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
3008 hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *) swapchain, NULL, NULL, 0, NULL, 0);
3009 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
3010 return hr;
3013 /* Does a direct frame buffer -> texture copy. Stretching is done
3014 * with single pixel copy calls
3016 static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
3017 IWineD3DSwapChainImpl *swapchain, const WINED3DRECT *srect, const WINED3DRECT *drect,
3018 BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter)
3020 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3021 float xrel, yrel;
3022 UINT row;
3023 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3026 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
3027 surface_internal_preload((IWineD3DSurface *) This, SRGB_RGB);
3028 ENTER_GL();
3030 /* Bind the target texture */
3031 glBindTexture(This->texture_target, This->texture_name);
3032 checkGLcall("glBindTexture");
3033 if(!swapchain) {
3034 TRACE("Reading from an offscreen target\n");
3035 upsidedown = !upsidedown;
3036 glReadBuffer(myDevice->offscreenBuffer);
3037 } else {
3038 GLenum buffer = surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain);
3039 glReadBuffer(buffer);
3041 checkGLcall("glReadBuffer");
3043 xrel = (float) (srect->x2 - srect->x1) / (float) (drect->x2 - drect->x1);
3044 yrel = (float) (srect->y2 - srect->y1) / (float) (drect->y2 - drect->y1);
3046 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
3048 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
3050 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
3051 ERR("Texture filtering not supported in direct blit\n");
3054 else if ((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT)
3055 && ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
3057 ERR("Texture filtering not supported in direct blit\n");
3060 if (upsidedown
3061 && !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
3062 && !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
3064 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
3066 glCopyTexSubImage2D(This->texture_target, This->texture_level,
3067 drect->x1 /*xoffset */, drect->y1 /* y offset */,
3068 srect->x1, Src->currentDesc.Height - srect->y2,
3069 drect->x2 - drect->x1, drect->y2 - drect->y1);
3070 } else {
3071 UINT yoffset = Src->currentDesc.Height - srect->y1 + drect->y1 - 1;
3072 /* I have to process this row by row to swap the image,
3073 * otherwise it would be upside down, so stretching in y direction
3074 * doesn't cost extra time
3076 * However, stretching in x direction can be avoided if not necessary
3078 for(row = drect->y1; row < drect->y2; row++) {
3079 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
3081 /* Well, that stuff works, but it's very slow.
3082 * find a better way instead
3084 UINT col;
3086 for(col = drect->x1; col < drect->x2; col++) {
3087 glCopyTexSubImage2D(This->texture_target, This->texture_level,
3088 drect->x1 + col /* x offset */, row /* y offset */,
3089 srect->x1 + col * xrel, yoffset - (int) (row * yrel), 1, 1);
3091 } else {
3092 glCopyTexSubImage2D(This->texture_target, This->texture_level,
3093 drect->x1 /* x offset */, row /* y offset */,
3094 srect->x1, yoffset - (int) (row * yrel), drect->x2-drect->x1, 1);
3098 checkGLcall("glCopyTexSubImage2D");
3100 LEAVE_GL();
3103 /* Uses the hardware to stretch and flip the image */
3104 static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
3105 IWineD3DSwapChainImpl *swapchain, const WINED3DRECT *srect, const WINED3DRECT *drect,
3106 BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter)
3108 GLuint src, backup = 0;
3109 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3110 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3111 float left, right, top, bottom; /* Texture coordinates */
3112 UINT fbwidth = Src->currentDesc.Width;
3113 UINT fbheight = Src->currentDesc.Height;
3114 struct wined3d_context *context;
3115 GLenum drawBuffer = GL_BACK;
3116 GLenum texture_target;
3117 BOOL noBackBufferBackup;
3119 TRACE("Using hwstretch blit\n");
3120 /* Activate the Proper context for reading from the source surface, set it up for blitting */
3121 context = ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
3122 surface_internal_preload((IWineD3DSurface *) This, SRGB_RGB);
3124 noBackBufferBackup = !swapchain && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
3125 if (!noBackBufferBackup && !Src->texture_name)
3127 /* Get it a description */
3128 surface_internal_preload(SrcSurface, SRGB_RGB);
3130 ENTER_GL();
3132 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
3133 * This way we don't have to wait for the 2nd readback to finish to leave this function.
3135 if (context->aux_buffers >= 2)
3137 /* Got more than one aux buffer? Use the 2nd aux buffer */
3138 drawBuffer = GL_AUX1;
3140 else if ((swapchain || myDevice->offscreenBuffer == GL_BACK) && context->aux_buffers >= 1)
3142 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
3143 drawBuffer = GL_AUX0;
3146 if(noBackBufferBackup) {
3147 glGenTextures(1, &backup);
3148 checkGLcall("glGenTextures");
3149 glBindTexture(GL_TEXTURE_2D, backup);
3150 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3151 texture_target = GL_TEXTURE_2D;
3152 } else {
3153 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
3154 * we are reading from the back buffer, the backup can be used as source texture
3156 texture_target = Src->texture_target;
3157 glBindTexture(texture_target, Src->texture_name);
3158 checkGLcall("glBindTexture(texture_target, Src->texture_name)");
3159 glEnable(texture_target);
3160 checkGLcall("glEnable(texture_target)");
3162 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
3163 Src->Flags &= ~SFLAG_INTEXTURE;
3166 if(swapchain) {
3167 glReadBuffer(surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain));
3168 } else {
3169 TRACE("Reading from an offscreen target\n");
3170 upsidedown = !upsidedown;
3171 glReadBuffer(myDevice->offscreenBuffer);
3174 /* TODO: Only back up the part that will be overwritten */
3175 glCopyTexSubImage2D(texture_target, 0,
3176 0, 0 /* read offsets */,
3177 0, 0,
3178 fbwidth,
3179 fbheight);
3181 checkGLcall("glCopyTexSubImage2D");
3183 /* No issue with overriding these - the sampler is dirty due to blit usage */
3184 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
3185 magLookup[Filter - WINED3DTEXF_NONE]);
3186 checkGLcall("glTexParameteri");
3187 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
3188 minMipLookup[Filter].mip[WINED3DTEXF_NONE]);
3189 checkGLcall("glTexParameteri");
3191 if(!swapchain || (IWineD3DSurface *) Src == swapchain->backBuffer[0]) {
3192 src = backup ? backup : Src->texture_name;
3193 } else {
3194 glReadBuffer(GL_FRONT);
3195 checkGLcall("glReadBuffer(GL_FRONT)");
3197 glGenTextures(1, &src);
3198 checkGLcall("glGenTextures(1, &src)");
3199 glBindTexture(GL_TEXTURE_2D, src);
3200 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
3202 /* TODO: Only copy the part that will be read. Use srect->x1, srect->y2 as origin, but with the width watch
3203 * out for power of 2 sizes
3205 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Src->pow2Width, Src->pow2Height, 0,
3206 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
3207 checkGLcall("glTexImage2D");
3208 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
3209 0, 0 /* read offsets */,
3210 0, 0,
3211 fbwidth,
3212 fbheight);
3214 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3215 checkGLcall("glTexParameteri");
3216 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3217 checkGLcall("glTexParameteri");
3219 glReadBuffer(GL_BACK);
3220 checkGLcall("glReadBuffer(GL_BACK)");
3222 if(texture_target != GL_TEXTURE_2D) {
3223 glDisable(texture_target);
3224 glEnable(GL_TEXTURE_2D);
3225 texture_target = GL_TEXTURE_2D;
3228 checkGLcall("glEnd and previous");
3230 left = srect->x1;
3231 right = srect->x2;
3233 if(upsidedown) {
3234 top = Src->currentDesc.Height - srect->y1;
3235 bottom = Src->currentDesc.Height - srect->y2;
3236 } else {
3237 top = Src->currentDesc.Height - srect->y2;
3238 bottom = Src->currentDesc.Height - srect->y1;
3241 if(Src->Flags & SFLAG_NORMCOORD) {
3242 left /= Src->pow2Width;
3243 right /= Src->pow2Width;
3244 top /= Src->pow2Height;
3245 bottom /= Src->pow2Height;
3248 /* draw the source texture stretched and upside down. The correct surface is bound already */
3249 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3250 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3252 glDrawBuffer(drawBuffer);
3253 glReadBuffer(drawBuffer);
3255 glBegin(GL_QUADS);
3256 /* bottom left */
3257 glTexCoord2f(left, bottom);
3258 glVertex2i(0, fbheight);
3260 /* top left */
3261 glTexCoord2f(left, top);
3262 glVertex2i(0, fbheight - drect->y2 - drect->y1);
3264 /* top right */
3265 glTexCoord2f(right, top);
3266 glVertex2i(drect->x2 - drect->x1, fbheight - drect->y2 - drect->y1);
3268 /* bottom right */
3269 glTexCoord2f(right, bottom);
3270 glVertex2i(drect->x2 - drect->x1, fbheight);
3271 glEnd();
3272 checkGLcall("glEnd and previous");
3274 if (texture_target != This->texture_target)
3276 glDisable(texture_target);
3277 glEnable(This->texture_target);
3278 texture_target = This->texture_target;
3281 /* Now read the stretched and upside down image into the destination texture */
3282 glBindTexture(texture_target, This->texture_name);
3283 checkGLcall("glBindTexture");
3284 glCopyTexSubImage2D(texture_target,
3286 drect->x1, drect->y1, /* xoffset, yoffset */
3287 0, 0, /* We blitted the image to the origin */
3288 drect->x2 - drect->x1, drect->y2 - drect->y1);
3289 checkGLcall("glCopyTexSubImage2D");
3291 if(drawBuffer == GL_BACK) {
3292 /* Write the back buffer backup back */
3293 if(backup) {
3294 if(texture_target != GL_TEXTURE_2D) {
3295 glDisable(texture_target);
3296 glEnable(GL_TEXTURE_2D);
3297 texture_target = GL_TEXTURE_2D;
3299 glBindTexture(GL_TEXTURE_2D, backup);
3300 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3301 } else {
3302 if (texture_target != Src->texture_target)
3304 glDisable(texture_target);
3305 glEnable(Src->texture_target);
3306 texture_target = Src->texture_target;
3308 glBindTexture(Src->texture_target, Src->texture_name);
3309 checkGLcall("glBindTexture(Src->texture_target, Src->texture_name)");
3312 glBegin(GL_QUADS);
3313 /* top left */
3314 glTexCoord2f(0.0f, (float)fbheight / (float)Src->pow2Height);
3315 glVertex2i(0, 0);
3317 /* bottom left */
3318 glTexCoord2f(0.0f, 0.0f);
3319 glVertex2i(0, fbheight);
3321 /* bottom right */
3322 glTexCoord2f((float)fbwidth / (float)Src->pow2Width, 0.0f);
3323 glVertex2i(fbwidth, Src->currentDesc.Height);
3325 /* top right */
3326 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, (float) fbheight / (float) Src->pow2Height);
3327 glVertex2i(fbwidth, 0);
3328 glEnd();
3329 } else {
3330 /* Restore the old draw buffer */
3331 glDrawBuffer(GL_BACK);
3333 glDisable(texture_target);
3334 checkGLcall("glDisable(texture_target)");
3336 /* Cleanup */
3337 if (src != Src->texture_name && src != backup)
3339 glDeleteTextures(1, &src);
3340 checkGLcall("glDeleteTextures(1, &src)");
3342 if(backup) {
3343 glDeleteTextures(1, &backup);
3344 checkGLcall("glDeleteTextures(1, &backup)");
3347 LEAVE_GL();
3350 /* Not called from the VTable */
3351 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3352 IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx,
3353 WINED3DTEXTUREFILTERTYPE Filter)
3355 WINED3DRECT rect;
3356 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3357 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
3358 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3360 TRACE("(%p)->(%p,%p,%p,%08x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3362 /* Get the swapchain. One of the surfaces has to be a primary surface */
3363 if(This->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3364 WARN("Destination is in sysmem, rejecting gl blt\n");
3365 return WINED3DERR_INVALIDCALL;
3367 IWineD3DSurface_GetContainer( (IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
3368 if(dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) dstSwapchain);
3369 if(Src) {
3370 if(Src->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3371 WARN("Src is in sysmem, rejecting gl blt\n");
3372 return WINED3DERR_INVALIDCALL;
3374 IWineD3DSurface_GetContainer( (IWineD3DSurface *) Src, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
3375 if(srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) srcSwapchain);
3378 /* Early sort out of cases where no render target is used */
3379 if(!dstSwapchain && !srcSwapchain &&
3380 SrcSurface != myDevice->render_targets[0] && This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3381 TRACE("No surface is render target, not using hardware blit. Src = %p, dst = %p\n", Src, This);
3382 return WINED3DERR_INVALIDCALL;
3385 /* No destination color keying supported */
3386 if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
3387 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3388 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3389 return WINED3DERR_INVALIDCALL;
3392 if (DestRect) {
3393 rect.x1 = DestRect->left;
3394 rect.y1 = DestRect->top;
3395 rect.x2 = DestRect->right;
3396 rect.y2 = DestRect->bottom;
3397 } else {
3398 rect.x1 = 0;
3399 rect.y1 = 0;
3400 rect.x2 = This->currentDesc.Width;
3401 rect.y2 = This->currentDesc.Height;
3404 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3405 if(dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->backBuffer &&
3406 ((IWineD3DSurface *) This == dstSwapchain->frontBuffer) && SrcSurface == dstSwapchain->backBuffer[0]) {
3407 /* Half-life does a Blt from the back buffer to the front buffer,
3408 * Full surface size, no flags... Use present instead
3410 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3413 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3414 while(1)
3416 RECT mySrcRect;
3417 TRACE("Looking if a Present can be done...\n");
3418 /* Source Rectangle must be full surface */
3419 if( SrcRect ) {
3420 if(SrcRect->left != 0 || SrcRect->top != 0 ||
3421 SrcRect->right != Src->currentDesc.Width || SrcRect->bottom != Src->currentDesc.Height) {
3422 TRACE("No, Source rectangle doesn't match\n");
3423 break;
3426 mySrcRect.left = 0;
3427 mySrcRect.top = 0;
3428 mySrcRect.right = Src->currentDesc.Width;
3429 mySrcRect.bottom = Src->currentDesc.Height;
3431 /* No stretching may occur */
3432 if(mySrcRect.right != rect.x2 - rect.x1 ||
3433 mySrcRect.bottom != rect.y2 - rect.y1) {
3434 TRACE("No, stretching is done\n");
3435 break;
3438 /* Destination must be full surface or match the clipping rectangle */
3439 if(This->clipper && ((IWineD3DClipperImpl *) This->clipper)->hWnd)
3441 RECT cliprect;
3442 POINT pos[2];
3443 GetClientRect(((IWineD3DClipperImpl *) This->clipper)->hWnd, &cliprect);
3444 pos[0].x = rect.x1;
3445 pos[0].y = rect.y1;
3446 pos[1].x = rect.x2;
3447 pos[1].y = rect.y2;
3448 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *) This->clipper)->hWnd,
3449 pos, 2);
3451 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
3452 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3454 TRACE("No, dest rectangle doesn't match(clipper)\n");
3455 TRACE("Clip rect at (%d,%d)-(%d,%d)\n", cliprect.left, cliprect.top, cliprect.right, cliprect.bottom);
3456 TRACE("Blt dest: (%d,%d)-(%d,%d)\n", rect.x1, rect.y1, rect.x2, rect.y2);
3457 break;
3460 else
3462 if(rect.x1 != 0 || rect.y1 != 0 ||
3463 rect.x2 != This->currentDesc.Width || rect.y2 != This->currentDesc.Height) {
3464 TRACE("No, dest rectangle doesn't match(surface size)\n");
3465 break;
3469 TRACE("Yes\n");
3471 /* These flags are unimportant for the flag check, remove them */
3472 if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
3473 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3475 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3476 * take very long, while a flip is fast.
3477 * This applies to Half-Life, which does such Blts every time it finished
3478 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3479 * menu. This is also used by all apps when they do windowed rendering
3481 * The problem is that flipping is not really the same as copying. After a
3482 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3483 * untouched. Therefore it's necessary to override the swap effect
3484 * and to set it back after the flip.
3486 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3487 * testcases.
3490 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3491 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3493 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3494 IWineD3DSwapChain_Present((IWineD3DSwapChain *) dstSwapchain, NULL, NULL, 0, NULL, 0);
3496 dstSwapchain->presentParms.SwapEffect = orig_swap;
3498 return WINED3D_OK;
3500 break;
3503 TRACE("Unsupported blit between buffers on the same swapchain\n");
3504 return WINED3DERR_INVALIDCALL;
3505 } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
3506 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3507 return WINED3DERR_INVALIDCALL;
3508 } else if(dstSwapchain && srcSwapchain) {
3509 FIXME("Implement hardware blit between two different swapchains\n");
3510 return WINED3DERR_INVALIDCALL;
3511 } else if(dstSwapchain) {
3512 if(SrcSurface == myDevice->render_targets[0]) {
3513 TRACE("Blit from active render target to a swapchain\n");
3514 /* Handled with regular texture -> swapchain blit */
3516 } else if(srcSwapchain && This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3517 FIXME("Implement blit from a swapchain to the active render target\n");
3518 return WINED3DERR_INVALIDCALL;
3521 if((srcSwapchain || SrcSurface == myDevice->render_targets[0]) && !dstSwapchain) {
3522 /* Blit from render target to texture */
3523 WINED3DRECT srect;
3524 BOOL upsideDown, stretchx;
3525 BOOL paletteOverride = FALSE;
3527 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3528 TRACE("Color keying not supported by frame buffer to texture blit\n");
3529 return WINED3DERR_INVALIDCALL;
3530 /* Destination color key is checked above */
3533 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
3534 * glCopyTexSubImage is a bit picky about the parameters we pass to it
3536 if(SrcRect) {
3537 if(SrcRect->top < SrcRect->bottom) {
3538 srect.y1 = SrcRect->top;
3539 srect.y2 = SrcRect->bottom;
3540 upsideDown = FALSE;
3541 } else {
3542 srect.y1 = SrcRect->bottom;
3543 srect.y2 = SrcRect->top;
3544 upsideDown = TRUE;
3546 srect.x1 = SrcRect->left;
3547 srect.x2 = SrcRect->right;
3548 } else {
3549 srect.x1 = 0;
3550 srect.y1 = 0;
3551 srect.x2 = Src->currentDesc.Width;
3552 srect.y2 = Src->currentDesc.Height;
3553 upsideDown = FALSE;
3555 if(rect.x1 > rect.x2) {
3556 UINT tmp = rect.x2;
3557 rect.x2 = rect.x1;
3558 rect.x1 = tmp;
3559 upsideDown = !upsideDown;
3562 if(rect.x2 - rect.x1 != srect.x2 - srect.x1) {
3563 stretchx = TRUE;
3564 } else {
3565 stretchx = FALSE;
3568 /* When blitting from a render target a texture, the texture isn't required to have a palette.
3569 * In this case grab the palette from the render target. */
3570 if ((This->resource.format_desc->format == WINED3DFMT_P8) && (This->palette == NULL))
3572 paletteOverride = TRUE;
3573 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3574 This->palette = Src->palette;
3577 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3578 * flip the image nor scale it.
3580 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3581 * -> If the app wants a image width an unscaled width, copy it line per line
3582 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3583 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3584 * back buffer. This is slower than reading line per line, thus not used for flipping
3585 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3586 * pixel by pixel
3588 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3589 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3590 * backends.
3592 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT)
3593 && surface_can_stretch_rect(Src, This))
3595 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &srect,
3596 (IWineD3DSurface *)This, &rect, Filter, upsideDown);
3597 } else if((!stretchx) || rect.x2 - rect.x1 > Src->currentDesc.Width ||
3598 rect.y2 - rect.y1 > Src->currentDesc.Height) {
3599 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3600 fb_copy_to_texture_direct(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3601 } else {
3602 TRACE("Using hardware stretching to flip / stretch the texture\n");
3603 fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3606 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3607 if(paletteOverride)
3608 This->palette = NULL;
3610 if(!(This->Flags & SFLAG_DONOTFREE)) {
3611 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
3612 This->resource.allocatedMemory = NULL;
3613 This->resource.heapMemory = NULL;
3614 } else {
3615 This->Flags &= ~SFLAG_INSYSMEM;
3617 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3618 * path is never entered
3620 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
3622 return WINED3D_OK;
3623 } else if(Src) {
3624 /* Blit from offscreen surface to render target */
3625 float glTexCoord[4];
3626 DWORD oldCKeyFlags = Src->CKeyFlags;
3627 WINEDDCOLORKEY oldBltCKey = Src->SrcBltCKey;
3628 RECT SourceRectangle;
3629 BOOL paletteOverride = FALSE;
3631 TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
3633 if(SrcRect) {
3634 SourceRectangle.left = SrcRect->left;
3635 SourceRectangle.right = SrcRect->right;
3636 SourceRectangle.top = SrcRect->top;
3637 SourceRectangle.bottom = SrcRect->bottom;
3638 } else {
3639 SourceRectangle.left = 0;
3640 SourceRectangle.right = Src->currentDesc.Width;
3641 SourceRectangle.top = 0;
3642 SourceRectangle.bottom = Src->currentDesc.Height;
3645 /* When blitting from an offscreen surface to a rendertarget, the source
3646 * surface is not required to have a palette. Our rendering / conversion
3647 * code further down the road retrieves the palette from the surface, so
3648 * it must have a palette set. */
3649 if ((Src->resource.format_desc->format == WINED3DFMT_P8) && (Src->palette == NULL))
3651 paletteOverride = TRUE;
3652 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3653 Src->palette = This->palette;
3656 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT)
3657 && !(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3658 && surface_can_stretch_rect(Src, This))
3660 TRACE("Using stretch_rect_fbo\n");
3661 /* The source is always a texture, but never the currently active render target, and the texture
3662 * contents are never upside down
3664 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, (WINED3DRECT *) &SourceRectangle,
3665 (IWineD3DSurface *)This, &rect, Filter, FALSE);
3667 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3668 if(paletteOverride)
3669 Src->palette = NULL;
3670 return WINED3D_OK;
3673 if(!CalculateTexRect(Src, &SourceRectangle, glTexCoord)) {
3674 /* Fall back to software */
3675 WARN("(%p) Source texture area (%d,%d)-(%d,%d) is too big\n", Src,
3676 SourceRectangle.left, SourceRectangle.top,
3677 SourceRectangle.right, SourceRectangle.bottom);
3678 return WINED3DERR_INVALIDCALL;
3681 /* Color keying: Check if we have to do a color keyed blt,
3682 * and if not check if a color key is activated.
3684 * Just modify the color keying parameters in the surface and restore them afterwards
3685 * The surface keeps track of the color key last used to load the opengl surface.
3686 * PreLoad will catch the change to the flags and color key and reload if necessary.
3688 if(Flags & WINEDDBLT_KEYSRC) {
3689 /* Use color key from surface */
3690 } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
3691 /* Use color key from DDBltFx */
3692 Src->CKeyFlags |= WINEDDSD_CKSRCBLT;
3693 Src->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3694 } else {
3695 /* Do not use color key */
3696 Src->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3699 /* Now load the surface */
3700 surface_internal_preload((IWineD3DSurface *) Src, SRGB_RGB);
3702 /* Activate the destination context, set it up for blitting */
3703 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
3705 /* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
3706 * while OpenGL coordinates are window relative.
3707 * Also beware of the origin difference(top left vs bottom left).
3708 * Also beware that the front buffer's surface size is screen width x screen height,
3709 * whereas the real gl drawable size is the size of the window.
3711 if (dstSwapchain && (IWineD3DSurface *)This == dstSwapchain->frontBuffer) {
3712 RECT windowsize;
3713 POINT offset = {0,0};
3714 UINT h;
3715 ClientToScreen(dstSwapchain->win_handle, &offset);
3716 GetClientRect(dstSwapchain->win_handle, &windowsize);
3717 h = windowsize.bottom - windowsize.top;
3718 rect.x1 -= offset.x; rect.x2 -=offset.x;
3719 rect.y1 -= offset.y; rect.y2 -=offset.y;
3720 rect.y1 += This->currentDesc.Height - h; rect.y2 += This->currentDesc.Height - h;
3723 if (!is_identity_fixup(This->resource.format_desc->color_fixup))
3725 FIXME("Destination format %s has a fixup, this is not supported.\n",
3726 debug_d3dformat(This->resource.format_desc->format));
3727 dump_color_fixup_desc(This->resource.format_desc->color_fixup);
3730 if (!myDevice->blitter->color_fixup_supported(Src->resource.format_desc->color_fixup))
3732 FIXME("Source format %s has an unsupported fixup:\n",
3733 debug_d3dformat(Src->resource.format_desc->format));
3734 dump_color_fixup_desc(Src->resource.format_desc->color_fixup);
3737 myDevice->blitter->set_shader((IWineD3DDevice *) myDevice, Src->resource.format_desc,
3738 Src->texture_target, Src->pow2Width, Src->pow2Height);
3740 ENTER_GL();
3742 /* Bind the texture */
3743 glBindTexture(Src->texture_target, Src->texture_name);
3744 checkGLcall("glBindTexture");
3746 /* Filtering for StretchRect */
3747 glTexParameteri(Src->texture_target, GL_TEXTURE_MAG_FILTER, magLookup[Filter - WINED3DTEXF_NONE]);
3748 checkGLcall("glTexParameteri");
3749 glTexParameteri(Src->texture_target, GL_TEXTURE_MIN_FILTER, minMipLookup[Filter].mip[WINED3DTEXF_NONE]);
3750 checkGLcall("glTexParameteri");
3751 glTexParameteri(Src->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3752 glTexParameteri(Src->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3753 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
3754 checkGLcall("glTexEnvi");
3756 /* This is for color keying */
3757 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3758 glEnable(GL_ALPHA_TEST);
3759 checkGLcall("glEnable GL_ALPHA_TEST");
3761 /* When the primary render target uses P8, the alpha component contains the palette index.
3762 * Which means that the colorkey is one of the palette entries. In other cases pixels that
3763 * should be masked away have alpha set to 0. */
3764 if(primary_render_target_is_p8(myDevice))
3765 glAlphaFunc(GL_NOTEQUAL, (float)Src->SrcBltCKey.dwColorSpaceLowValue / 256.0f);
3766 else
3767 glAlphaFunc(GL_NOTEQUAL, 0.0f);
3768 checkGLcall("glAlphaFunc");
3769 } else {
3770 glDisable(GL_ALPHA_TEST);
3771 checkGLcall("glDisable GL_ALPHA_TEST");
3774 /* Draw a textured quad
3776 glBegin(GL_QUADS);
3778 glColor3f(1.0f, 1.0f, 1.0f);
3779 glTexCoord2f(glTexCoord[0], glTexCoord[2]);
3780 glVertex3f(rect.x1, rect.y1, 0.0f);
3782 glTexCoord2f(glTexCoord[0], glTexCoord[3]);
3783 glVertex3f(rect.x1, rect.y2, 0.0f);
3785 glTexCoord2f(glTexCoord[1], glTexCoord[3]);
3786 glVertex3f(rect.x2, rect.y2, 0.0f);
3788 glTexCoord2f(glTexCoord[1], glTexCoord[2]);
3789 glVertex3f(rect.x2, rect.y1, 0.0f);
3791 glEnd();
3792 checkGLcall("glEnd");
3794 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3795 glDisable(GL_ALPHA_TEST);
3796 checkGLcall("glDisable(GL_ALPHA_TEST)");
3799 glBindTexture(Src->texture_target, 0);
3800 checkGLcall("glBindTexture(Src->texture_target, 0)");
3802 /* Restore the color key parameters */
3803 Src->CKeyFlags = oldCKeyFlags;
3804 Src->SrcBltCKey = oldBltCKey;
3806 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3807 if(paletteOverride)
3808 Src->palette = NULL;
3810 LEAVE_GL();
3812 /* Leave the opengl state valid for blitting */
3813 myDevice->blitter->unset_shader((IWineD3DDevice *) myDevice);
3815 /* Flush in case the drawable is used by multiple GL contexts */
3816 if(dstSwapchain && (This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer || dstSwapchain->num_contexts >= 2))
3817 glFlush();
3819 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
3820 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
3821 * is outdated now
3823 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INDRAWABLE, TRUE);
3825 return WINED3D_OK;
3826 } else {
3827 /* Source-Less Blit to render target */
3828 if (Flags & WINEDDBLT_COLORFILL) {
3829 /* This is easy to handle for the D3D Device... */
3830 DWORD color;
3832 TRACE("Colorfill\n");
3834 /* This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0] || dstSwapchain
3835 must be true if we are here */
3836 if (This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0] &&
3837 !(This == (IWineD3DSurfaceImpl*) dstSwapchain->frontBuffer ||
3838 (dstSwapchain->backBuffer && This == (IWineD3DSurfaceImpl*) dstSwapchain->backBuffer[0]))) {
3839 TRACE("Surface is higher back buffer, falling back to software\n");
3840 return WINED3DERR_INVALIDCALL;
3843 /* The color as given in the Blt function is in the format of the frame-buffer...
3844 * 'clear' expect it in ARGB format => we need to do some conversion :-)
3846 if (This->resource.format_desc->format == WINED3DFMT_P8)
3848 DWORD alpha;
3850 if (primary_render_target_is_p8(myDevice)) alpha = DDBltFx->u5.dwFillColor << 24;
3851 else alpha = 0xFF000000;
3853 if (This->palette) {
3854 color = (alpha |
3855 (This->palette->palents[DDBltFx->u5.dwFillColor].peRed << 16) |
3856 (This->palette->palents[DDBltFx->u5.dwFillColor].peGreen << 8) |
3857 (This->palette->palents[DDBltFx->u5.dwFillColor].peBlue));
3858 } else {
3859 color = alpha;
3862 else if (This->resource.format_desc->format == WINED3DFMT_R5G6B5)
3864 if (DDBltFx->u5.dwFillColor == 0xFFFF) {
3865 color = 0xFFFFFFFF;
3866 } else {
3867 color = ((0xFF000000) |
3868 ((DDBltFx->u5.dwFillColor & 0xF800) << 8) |
3869 ((DDBltFx->u5.dwFillColor & 0x07E0) << 5) |
3870 ((DDBltFx->u5.dwFillColor & 0x001F) << 3));
3873 else if ((This->resource.format_desc->format == WINED3DFMT_R8G8B8)
3874 || (This->resource.format_desc->format == WINED3DFMT_X8R8G8B8))
3876 color = 0xFF000000 | DDBltFx->u5.dwFillColor;
3878 else if (This->resource.format_desc->format == WINED3DFMT_A8R8G8B8)
3880 color = DDBltFx->u5.dwFillColor;
3882 else {
3883 ERR("Wrong surface type for BLT override(Format doesn't match) !\n");
3884 return WINED3DERR_INVALIDCALL;
3887 TRACE("(%p) executing Render Target override, color = %x\n", This, color);
3888 IWineD3DDeviceImpl_ClearSurface(myDevice, This, 1 /* Number of rectangles */,
3889 &rect, WINED3DCLEAR_TARGET, color, 0.0f /* Z */, 0 /* Stencil */);
3890 return WINED3D_OK;
3894 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3895 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3896 return WINED3DERR_INVALIDCALL;
3899 static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3900 IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx)
3902 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3903 float depth;
3905 if (Flags & WINEDDBLT_DEPTHFILL) {
3906 switch(This->resource.format_desc->format)
3908 case WINED3DFMT_D16_UNORM:
3909 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3910 break;
3911 case WINED3DFMT_D15S1:
3912 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000fffe;
3913 break;
3914 case WINED3DFMT_D24S8:
3915 case WINED3DFMT_D24X8:
3916 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3917 break;
3918 case WINED3DFMT_D32:
3919 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3920 break;
3921 default:
3922 depth = 0.0f;
3923 ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format_desc->format));
3926 return IWineD3DDevice_Clear((IWineD3DDevice *) myDevice,
3927 DestRect == NULL ? 0 : 1,
3928 (const WINED3DRECT *)DestRect,
3929 WINED3DCLEAR_ZBUFFER,
3930 0x00000000,
3931 depth,
3932 0x00000000);
3935 FIXME("(%p): Unsupp depthstencil blit\n", This);
3936 return WINED3DERR_INVALIDCALL;
3939 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
3940 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
3941 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3942 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3943 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3944 TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3945 TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
3947 if ( (This->Flags & SFLAG_LOCKED) || ((Src != NULL) && (Src->Flags & SFLAG_LOCKED)))
3949 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3950 return WINEDDERR_SURFACEBUSY;
3953 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3954 * except depth blits, which seem to work
3956 if(iface == myDevice->stencilBufferTarget || (SrcSurface && SrcSurface == myDevice->stencilBufferTarget)) {
3957 if(myDevice->inScene && !(Flags & WINEDDBLT_DEPTHFILL)) {
3958 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3959 return WINED3DERR_INVALIDCALL;
3960 } else if(IWineD3DSurfaceImpl_BltZ(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) {
3961 TRACE("Z Blit override handled the blit\n");
3962 return WINED3D_OK;
3966 /* Special cases for RenderTargets */
3967 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3968 ( Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3969 if(IWineD3DSurfaceImpl_BltOverride(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter) == WINED3D_OK) return WINED3D_OK;
3972 /* For the rest call the X11 surface implementation.
3973 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3974 * other Blts are rather rare
3976 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter);
3979 static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
3980 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans)
3982 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3983 IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
3984 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3985 TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
3987 if ( (This->Flags & SFLAG_LOCKED) || ((srcImpl != NULL) && (srcImpl->Flags & SFLAG_LOCKED)))
3989 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3990 return WINEDDERR_SURFACEBUSY;
3993 if(myDevice->inScene &&
3994 (iface == myDevice->stencilBufferTarget ||
3995 (Source && Source == myDevice->stencilBufferTarget))) {
3996 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3997 return WINED3DERR_INVALIDCALL;
4000 /* Special cases for RenderTargets */
4001 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
4002 ( srcImpl && (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
4004 RECT SrcRect, DstRect;
4005 DWORD Flags=0;
4007 if(rsrc) {
4008 SrcRect.left = rsrc->left;
4009 SrcRect.top= rsrc->top;
4010 SrcRect.bottom = rsrc->bottom;
4011 SrcRect.right = rsrc->right;
4012 } else {
4013 SrcRect.left = 0;
4014 SrcRect.top = 0;
4015 SrcRect.right = srcImpl->currentDesc.Width;
4016 SrcRect.bottom = srcImpl->currentDesc.Height;
4019 DstRect.left = dstx;
4020 DstRect.top=dsty;
4021 DstRect.right = dstx + SrcRect.right - SrcRect.left;
4022 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
4024 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
4025 if(trans & WINEDDBLTFAST_SRCCOLORKEY)
4026 Flags |= WINEDDBLT_KEYSRC;
4027 if(trans & WINEDDBLTFAST_DESTCOLORKEY)
4028 Flags |= WINEDDBLT_KEYDEST;
4029 if(trans & WINEDDBLTFAST_WAIT)
4030 Flags |= WINEDDBLT_WAIT;
4031 if(trans & WINEDDBLTFAST_DONOTWAIT)
4032 Flags |= WINEDDBLT_DONOTWAIT;
4034 if(IWineD3DSurfaceImpl_BltOverride(This, &DstRect, Source, &SrcRect, Flags, NULL, WINED3DTEXF_POINT) == WINED3D_OK) return WINED3D_OK;
4038 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
4041 static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
4043 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4044 RGBQUAD col[256];
4045 IWineD3DPaletteImpl *pal = This->palette;
4046 unsigned int n;
4047 TRACE("(%p)\n", This);
4049 if (!pal) return WINED3D_OK;
4051 if (This->resource.format_desc->format == WINED3DFMT_P8
4052 || This->resource.format_desc->format == WINED3DFMT_A8P8)
4054 int bpp;
4055 GLenum format, internal, type;
4056 CONVERT_TYPES convert;
4058 /* Check if we are using a RTL mode which uses texturing for uploads */
4059 BOOL use_texture = (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX);
4061 /* Check if we have hardware palette conversion if we have convert is set to NO_CONVERSION */
4062 d3dfmt_get_conv(This, TRUE, use_texture, &format, &internal, &type, &convert, &bpp, FALSE);
4064 if((This->resource.usage & WINED3DUSAGE_RENDERTARGET) && (convert == NO_CONVERSION))
4066 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4068 /* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
4069 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL);
4071 /* We want to force a palette refresh, so mark the drawable as not being up to date */
4072 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
4074 /* Re-upload the palette */
4075 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
4076 d3dfmt_p8_upload_palette(iface, convert);
4077 } else {
4078 if(!(This->Flags & SFLAG_INSYSMEM)) {
4079 TRACE("Palette changed with surface that does not have an up to date system memory copy\n");
4080 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
4082 TRACE("Dirtifying surface\n");
4083 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
4087 if(This->Flags & SFLAG_DIBSECTION) {
4088 TRACE("(%p): Updating the hdc's palette\n", This);
4089 for (n=0; n<256; n++) {
4090 col[n].rgbRed = pal->palents[n].peRed;
4091 col[n].rgbGreen = pal->palents[n].peGreen;
4092 col[n].rgbBlue = pal->palents[n].peBlue;
4093 col[n].rgbReserved = 0;
4095 SetDIBColorTable(This->hDC, 0, 256, col);
4098 /* Propagate the changes to the drawable when we have a palette. */
4099 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
4100 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, NULL);
4102 return WINED3D_OK;
4105 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
4106 /** Check against the maximum texture sizes supported by the video card **/
4107 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4108 unsigned int pow2Width, pow2Height;
4110 This->texture_name = 0;
4111 This->texture_target = GL_TEXTURE_2D;
4113 /* Non-power2 support */
4114 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) || GL_SUPPORT(WINE_NORMALIZED_TEXRECT)) {
4115 pow2Width = This->currentDesc.Width;
4116 pow2Height = This->currentDesc.Height;
4117 } else {
4118 /* Find the nearest pow2 match */
4119 pow2Width = pow2Height = 1;
4120 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
4121 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
4123 This->pow2Width = pow2Width;
4124 This->pow2Height = pow2Height;
4126 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height) {
4127 /** TODO: add support for non power two compressed textures **/
4128 if (This->resource.format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
4130 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
4131 This, This->currentDesc.Width, This->currentDesc.Height);
4132 return WINED3DERR_NOTAVAILABLE;
4136 if(pow2Width != This->currentDesc.Width ||
4137 pow2Height != This->currentDesc.Height) {
4138 This->Flags |= SFLAG_NONPOW2;
4141 TRACE("%p\n", This);
4142 if ((This->pow2Width > GL_LIMITS(texture_size) || This->pow2Height > GL_LIMITS(texture_size)) && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))) {
4143 /* one of three options
4144 1: Do the same as we do with nonpow 2 and scale the texture, (any texture ops would require the texture to be scaled which is potentially slow)
4145 2: Set the texture to the maximum size (bad idea)
4146 3: WARN and return WINED3DERR_NOTAVAILABLE;
4147 4: Create the surface, but allow it to be used only for DirectDraw Blts. Some apps(e.g. Swat 3) create textures with a Height of 16 and a Width > 3000 and blt 16x16 letter areas from them to the render target.
4149 WARN("(%p) Creating an oversized surface: %ux%u (texture is %ux%u)\n",
4150 This, This->pow2Width, This->pow2Height, This->currentDesc.Width, This->currentDesc.Height);
4151 This->Flags |= SFLAG_OVERSIZE;
4153 /* This will be initialized on the first blt */
4154 This->glRect.left = 0;
4155 This->glRect.top = 0;
4156 This->glRect.right = 0;
4157 This->glRect.bottom = 0;
4158 } else {
4159 /* Check this after the oversize check - do not make an oversized surface a texture_rectangle one.
4160 Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
4161 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
4162 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
4164 if(This->Flags & SFLAG_NONPOW2 && GL_SUPPORT(ARB_TEXTURE_RECTANGLE)
4165 && !((This->resource.format_desc->format == WINED3DFMT_P8) && GL_SUPPORT(EXT_PALETTED_TEXTURE)
4166 && (wined3d_settings.rendertargetlock_mode == RTL_READTEX
4167 || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX)))
4169 This->texture_target = GL_TEXTURE_RECTANGLE_ARB;
4170 This->pow2Width = This->currentDesc.Width;
4171 This->pow2Height = This->currentDesc.Height;
4172 This->Flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
4175 /* No oversize, gl rect is the full texture size */
4176 This->Flags &= ~SFLAG_OVERSIZE;
4177 This->glRect.left = 0;
4178 This->glRect.top = 0;
4179 This->glRect.right = This->pow2Width;
4180 This->glRect.bottom = This->pow2Height;
4183 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
4184 switch(wined3d_settings.offscreen_rendering_mode) {
4185 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
4186 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
4187 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
4191 This->Flags |= SFLAG_INSYSMEM;
4193 return WINED3D_OK;
4196 struct depth_blt_info
4198 GLenum binding;
4199 GLenum bind_target;
4200 enum tex_types tex_type;
4201 GLfloat coords[4][3];
4204 static void surface_get_depth_blt_info(GLenum target, GLsizei w, GLsizei h, struct depth_blt_info *info)
4206 GLfloat (*coords)[3] = info->coords;
4208 switch (target)
4210 default:
4211 FIXME("Unsupported texture target %#x\n", target);
4212 /* Fall back to GL_TEXTURE_2D */
4213 case GL_TEXTURE_2D:
4214 info->binding = GL_TEXTURE_BINDING_2D;
4215 info->bind_target = GL_TEXTURE_2D;
4216 info->tex_type = tex_2d;
4217 coords[0][0] = 0.0f; coords[0][1] = 1.0f; coords[0][2] = 0.0f;
4218 coords[1][0] = 1.0f; coords[1][1] = 1.0f; coords[1][2] = 0.0f;
4219 coords[2][0] = 0.0f; coords[2][1] = 0.0f; coords[2][2] = 0.0f;
4220 coords[3][0] = 1.0f; coords[3][1] = 0.0f; coords[3][2] = 0.0f;
4221 break;
4223 case GL_TEXTURE_RECTANGLE_ARB:
4224 info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
4225 info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
4226 info->tex_type = tex_rect;
4227 coords[0][0] = 0.0f; coords[0][1] = h; coords[0][2] = 0.0f;
4228 coords[1][0] = w; coords[1][1] = h; coords[1][2] = 0.0f;
4229 coords[2][0] = 0.0f; coords[2][1] = 0.0f; coords[2][2] = 0.0f;
4230 coords[3][0] = w; coords[3][1] = 0.0f; coords[3][2] = 0.0f;
4231 break;
4233 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
4234 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4235 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4236 info->tex_type = tex_cube;
4237 coords[0][0] = 1.0f; coords[0][1] = -1.0f; coords[0][2] = 1.0f;
4238 coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
4239 coords[2][0] = 1.0f; coords[2][1] = 1.0f; coords[2][2] = 1.0f;
4240 coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
4242 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
4243 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4244 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4245 info->tex_type = tex_cube;
4246 coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
4247 coords[1][0] = -1.0f; coords[1][1] = -1.0f; coords[1][2] = 1.0f;
4248 coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
4249 coords[3][0] = -1.0f; coords[3][1] = 1.0f; coords[3][2] = 1.0f;
4251 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
4252 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4253 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4254 info->tex_type = tex_cube;
4255 coords[0][0] = -1.0f; coords[0][1] = 1.0f; coords[0][2] = 1.0f;
4256 coords[1][0] = 1.0f; coords[1][1] = 1.0f; coords[1][2] = 1.0f;
4257 coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
4258 coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
4260 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
4261 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4262 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4263 info->tex_type = tex_cube;
4264 coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
4265 coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
4266 coords[2][0] = -1.0f; coords[2][1] = -1.0f; coords[2][2] = 1.0f;
4267 coords[3][0] = 1.0f; coords[3][1] = -1.0f; coords[3][2] = 1.0f;
4269 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
4270 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4271 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4272 info->tex_type = tex_cube;
4273 coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = 1.0f;
4274 coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = 1.0f;
4275 coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = 1.0f;
4276 coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = 1.0f;
4278 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
4279 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4280 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4281 info->tex_type = tex_cube;
4282 coords[0][0] = 1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
4283 coords[1][0] = -1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
4284 coords[2][0] = 1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
4285 coords[3][0] = -1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
4289 /* GL locking is done by the caller */
4290 static void surface_depth_blt(IWineD3DSurfaceImpl *This, GLuint texture, GLsizei w, GLsizei h, GLenum target)
4292 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4293 struct depth_blt_info info;
4294 GLint old_binding = 0;
4296 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
4298 glDisable(GL_CULL_FACE);
4299 glDisable(GL_BLEND);
4300 glDisable(GL_ALPHA_TEST);
4301 glDisable(GL_SCISSOR_TEST);
4302 glDisable(GL_STENCIL_TEST);
4303 glEnable(GL_DEPTH_TEST);
4304 glDepthFunc(GL_ALWAYS);
4305 glDepthMask(GL_TRUE);
4306 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
4307 glViewport(0, 0, w, h);
4309 surface_get_depth_blt_info(target, w, h, &info);
4310 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4311 glGetIntegerv(info.binding, &old_binding);
4312 glBindTexture(info.bind_target, texture);
4314 device->shader_backend->shader_select_depth_blt((IWineD3DDevice *)device, info.tex_type);
4316 glBegin(GL_TRIANGLE_STRIP);
4317 glTexCoord3fv(info.coords[0]);
4318 glVertex2f(-1.0f, -1.0f);
4319 glTexCoord3fv(info.coords[1]);
4320 glVertex2f(1.0f, -1.0f);
4321 glTexCoord3fv(info.coords[2]);
4322 glVertex2f(-1.0f, 1.0f);
4323 glTexCoord3fv(info.coords[3]);
4324 glVertex2f(1.0f, 1.0f);
4325 glEnd();
4327 glBindTexture(info.bind_target, old_binding);
4329 glPopAttrib();
4331 device->shader_backend->shader_deselect_depth_blt((IWineD3DDevice *)device);
4334 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) {
4335 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4337 TRACE("(%p) New location %#x\n", This, location);
4339 if (location & ~SFLAG_DS_LOCATIONS) {
4340 FIXME("(%p) Invalid location (%#x) specified\n", This, location);
4343 This->Flags &= ~SFLAG_DS_LOCATIONS;
4344 This->Flags |= location;
4347 /* Context activation is done by the caller. */
4348 void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location)
4350 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4351 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4353 TRACE("(%p) New location %#x\n", This, location);
4355 /* TODO: Make this work for modes other than FBO */
4356 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
4358 if (This->Flags & location) {
4359 TRACE("(%p) Location (%#x) is already up to date\n", This, location);
4360 return;
4363 if (This->current_renderbuffer) {
4364 FIXME("(%p) Not supported with fixed up depth stencil\n", This);
4365 return;
4368 if (location == SFLAG_DS_OFFSCREEN) {
4369 if (This->Flags & SFLAG_DS_ONSCREEN) {
4370 GLint old_binding = 0;
4371 GLenum bind_target;
4373 TRACE("(%p) Copying onscreen depth buffer to depth texture\n", This);
4375 ENTER_GL();
4377 if (!device->depth_blt_texture) {
4378 glGenTextures(1, &device->depth_blt_texture);
4381 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4382 * directly on the FBO texture. That's because we need to flip. */
4383 context_bind_fbo(context, GL_FRAMEBUFFER_EXT, NULL);
4384 if (This->texture_target == GL_TEXTURE_RECTANGLE_ARB)
4386 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
4387 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4388 } else {
4389 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
4390 bind_target = GL_TEXTURE_2D;
4392 glBindTexture(bind_target, device->depth_blt_texture);
4393 glCopyTexImage2D(bind_target, This->texture_level, This->resource.format_desc->glInternal,
4394 0, 0, This->currentDesc.Width, This->currentDesc.Height, 0);
4395 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4396 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4397 glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
4398 glTexParameteri(bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
4399 glTexParameteri(bind_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
4400 glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
4401 glBindTexture(bind_target, old_binding);
4403 /* Setup the destination */
4404 if (!device->depth_blt_rb) {
4405 GL_EXTCALL(glGenRenderbuffersEXT(1, &device->depth_blt_rb));
4406 checkGLcall("glGenRenderbuffersEXT");
4408 if (device->depth_blt_rb_w != This->currentDesc.Width
4409 || device->depth_blt_rb_h != This->currentDesc.Height) {
4410 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, device->depth_blt_rb));
4411 checkGLcall("glBindRenderbufferEXT");
4412 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, This->currentDesc.Width, This->currentDesc.Height));
4413 checkGLcall("glRenderbufferStorageEXT");
4414 device->depth_blt_rb_w = This->currentDesc.Width;
4415 device->depth_blt_rb_h = This->currentDesc.Height;
4418 context_bind_fbo(context, GL_FRAMEBUFFER_EXT, &context->dst_fbo);
4419 GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, device->depth_blt_rb));
4420 checkGLcall("glFramebufferRenderbufferEXT");
4421 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER_EXT, iface, FALSE);
4423 /* Do the actual blit */
4424 surface_depth_blt(This, device->depth_blt_texture, This->currentDesc.Width, This->currentDesc.Height, bind_target);
4425 checkGLcall("depth_blt");
4427 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER_EXT, &context->current_fbo->id);
4428 else context_bind_fbo(context, GL_FRAMEBUFFER_EXT, NULL);
4430 LEAVE_GL();
4431 } else {
4432 FIXME("No up to date depth stencil location\n");
4434 } else if (location == SFLAG_DS_ONSCREEN) {
4435 if (This->Flags & SFLAG_DS_OFFSCREEN) {
4436 TRACE("(%p) Copying depth texture to onscreen depth buffer\n", This);
4438 ENTER_GL();
4440 context_bind_fbo(context, GL_FRAMEBUFFER_EXT, NULL);
4441 surface_depth_blt(This, This->texture_name, This->currentDesc.Width,
4442 This->currentDesc.Height, This->texture_target);
4443 checkGLcall("depth_blt");
4445 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER_EXT, &context->current_fbo->id);
4447 LEAVE_GL();
4448 } else {
4449 FIXME("No up to date depth stencil location\n");
4451 } else {
4452 ERR("(%p) Invalid location (%#x) specified\n", This, location);
4455 This->Flags |= location;
4458 static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
4459 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4460 IWineD3DBaseTexture *texture;
4461 IWineD3DSurfaceImpl *overlay;
4463 TRACE("(%p)->(%s, %s)\n", iface, debug_surflocation(flag),
4464 persistent ? "TRUE" : "FALSE");
4466 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4467 if (This->Flags & SFLAG_SWAPCHAIN)
4469 TRACE("Surface %p is an onscreen surface\n", iface);
4470 } else {
4471 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4472 if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4476 if(persistent) {
4477 if(((This->Flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE)) ||
4478 ((This->Flags & SFLAG_INSRGBTEX) && !(flag & SFLAG_INSRGBTEX))) {
4479 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4480 TRACE("Passing to container\n");
4481 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4482 IWineD3DBaseTexture_Release(texture);
4485 This->Flags &= ~SFLAG_LOCATIONS;
4486 This->Flags |= flag;
4488 /* Redraw emulated overlays, if any */
4489 if(flag & SFLAG_INDRAWABLE && !list_empty(&This->overlays)) {
4490 LIST_FOR_EACH_ENTRY(overlay, &This->overlays, IWineD3DSurfaceImpl, overlay_entry) {
4491 IWineD3DSurface_DrawOverlay((IWineD3DSurface *) overlay);
4494 } else {
4495 if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))) {
4496 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4497 TRACE("Passing to container\n");
4498 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4499 IWineD3DBaseTexture_Release(texture);
4502 This->Flags &= ~flag;
4505 if(!(This->Flags & SFLAG_LOCATIONS)) {
4506 ERR("%p: Surface does not have any up to date location\n", This);
4510 struct coords {
4511 GLfloat x, y, z;
4514 struct float_rect
4516 float l;
4517 float t;
4518 float r;
4519 float b;
4522 static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
4524 f->l = ((r->left * 2.0f) / w) - 1.0f;
4525 f->t = ((r->top * 2.0f) / h) - 1.0f;
4526 f->r = ((r->right * 2.0f) / w) - 1.0f;
4527 f->b = ((r->bottom * 2.0f) / h) - 1.0f;
4530 static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in) {
4531 struct coords coords[4];
4532 RECT rect;
4533 IWineD3DSwapChain *swapchain;
4534 IWineD3DBaseTexture *texture;
4535 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4536 GLenum bind_target;
4537 struct float_rect f;
4539 if(rect_in) {
4540 rect = *rect_in;
4541 } else {
4542 rect.left = 0;
4543 rect.top = 0;
4544 rect.right = This->currentDesc.Width;
4545 rect.bottom = This->currentDesc.Height;
4548 switch (This->texture_target)
4550 case GL_TEXTURE_2D:
4551 bind_target = GL_TEXTURE_2D;
4553 coords[0].x = (float)rect.left / This->pow2Width;
4554 coords[0].y = (float)rect.top / This->pow2Height;
4555 coords[0].z = 0;
4557 coords[1].x = (float)rect.left / This->pow2Width;
4558 coords[1].y = (float)rect.bottom / This->pow2Height;
4559 coords[1].z = 0;
4561 coords[2].x = (float)rect.right / This->pow2Width;
4562 coords[2].y = (float)rect.bottom / This->pow2Height;
4563 coords[2].z = 0;
4565 coords[3].x = (float)rect.right / This->pow2Width;
4566 coords[3].y = (float)rect.top / This->pow2Height;
4567 coords[3].z = 0;
4568 break;
4570 case GL_TEXTURE_RECTANGLE_ARB:
4571 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4572 coords[0].x = rect.left; coords[0].y = rect.top; coords[0].z = 0;
4573 coords[1].x = rect.left; coords[1].y = rect.bottom; coords[1].z = 0;
4574 coords[2].x = rect.right; coords[2].y = rect.bottom; coords[2].z = 0;
4575 coords[3].x = rect.right; coords[3].y = rect.top; coords[3].z = 0;
4576 break;
4578 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
4579 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4580 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4581 coords[0].x = 1; coords[0].y = -f.t; coords[0].z = -f.l;
4582 coords[1].x = 1; coords[1].y = -f.b; coords[1].z = -f.l;
4583 coords[2].x = 1; coords[2].y = -f.b; coords[2].z = -f.r;
4584 coords[3].x = 1; coords[3].y = -f.t; coords[3].z = -f.r;
4585 break;
4587 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
4588 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4589 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4590 coords[0].x = -1; coords[0].y = -f.t; coords[0].z = f.l;
4591 coords[1].x = -1; coords[1].y = -f.b; coords[1].z = f.l;
4592 coords[2].x = -1; coords[2].y = -f.b; coords[2].z = f.r;
4593 coords[3].x = -1; coords[3].y = -f.t; coords[3].z = f.r;
4594 break;
4596 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
4597 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4598 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4599 coords[0].x = f.l; coords[0].y = 1; coords[0].z = f.t;
4600 coords[1].x = f.l; coords[1].y = 1; coords[1].z = f.b;
4601 coords[2].x = f.r; coords[2].y = 1; coords[2].z = f.b;
4602 coords[3].x = f.r; coords[3].y = 1; coords[3].z = f.t;
4603 break;
4605 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
4606 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4607 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4608 coords[0].x = f.l; coords[0].y = -1; coords[0].z = -f.t;
4609 coords[1].x = f.l; coords[1].y = -1; coords[1].z = -f.b;
4610 coords[2].x = f.r; coords[2].y = -1; coords[2].z = -f.b;
4611 coords[3].x = f.r; coords[3].y = -1; coords[3].z = -f.t;
4612 break;
4614 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
4615 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4616 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4617 coords[0].x = f.l; coords[0].y = -f.t; coords[0].z = 1;
4618 coords[1].x = f.l; coords[1].y = -f.b; coords[1].z = 1;
4619 coords[2].x = f.r; coords[2].y = -f.b; coords[2].z = 1;
4620 coords[3].x = f.r; coords[3].y = -f.t; coords[3].z = 1;
4621 break;
4623 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
4624 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4625 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4626 coords[0].x = -f.l; coords[0].y = -f.t; coords[0].z = -1;
4627 coords[1].x = -f.l; coords[1].y = -f.b; coords[1].z = -1;
4628 coords[2].x = -f.r; coords[2].y = -f.b; coords[2].z = -1;
4629 coords[3].x = -f.r; coords[3].y = -f.t; coords[3].z = -1;
4630 break;
4632 default:
4633 ERR("Unexpected texture target %#x\n", This->texture_target);
4634 return;
4637 ActivateContext(device, (IWineD3DSurface*)This, CTXUSAGE_BLIT);
4638 ENTER_GL();
4640 glEnable(bind_target);
4641 checkGLcall("glEnable(bind_target)");
4642 glBindTexture(bind_target, This->texture_name);
4643 checkGLcall("bind_target, This->texture_name)");
4644 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4645 checkGLcall("glTexParameteri");
4646 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4647 checkGLcall("glTexParameteri");
4649 if (device->render_offscreen)
4651 LONG tmp = rect.top;
4652 rect.top = rect.bottom;
4653 rect.bottom = tmp;
4656 glBegin(GL_QUADS);
4657 glTexCoord3fv(&coords[0].x);
4658 glVertex2i(rect.left, rect.top);
4660 glTexCoord3fv(&coords[1].x);
4661 glVertex2i(rect.left, rect.bottom);
4663 glTexCoord3fv(&coords[2].x);
4664 glVertex2i(rect.right, rect.bottom);
4666 glTexCoord3fv(&coords[3].x);
4667 glVertex2i(rect.right, rect.top);
4668 glEnd();
4669 checkGLcall("glEnd");
4671 glDisable(bind_target);
4672 checkGLcall("glDisable(bind_target)");
4674 LEAVE_GL();
4676 if(SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DSwapChain, (void **) &swapchain)))
4678 /* Make sure to flush the buffers. This is needed in apps like Red Alert II and Tiberian SUN that use multiple WGL contexts. */
4679 if(((IWineD3DSwapChainImpl*)swapchain)->frontBuffer == (IWineD3DSurface*)This ||
4680 ((IWineD3DSwapChainImpl*)swapchain)->num_contexts >= 2)
4681 glFlush();
4683 IWineD3DSwapChain_Release(swapchain);
4684 } else {
4685 /* We changed the filtering settings on the texture. Inform the container about this to get the filters
4686 * reset properly next draw
4688 if(SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DBaseTexture, (void **) &texture)))
4690 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
4691 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
4692 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
4693 IWineD3DBaseTexture_Release(texture);
4698 /*****************************************************************************
4699 * IWineD3DSurface::LoadLocation
4701 * Copies the current surface data from wherever it is to the requested
4702 * location. The location is one of the surface flags, SFLAG_INSYSMEM,
4703 * SFLAG_INTEXTURE and SFLAG_INDRAWABLE. When the surface is current in
4704 * multiple locations, the gl texture is preferred over the drawable, which is
4705 * preferred over system memory. The PBO counts as system memory. If rect is
4706 * not NULL, only the specified rectangle is copied (only supported for
4707 * sysmem<->drawable copies at the moment). If rect is NULL, the destination
4708 * location is marked up to date after the copy.
4710 * Parameters:
4711 * flag: Surface location flag to be updated
4712 * rect: rectangle to be copied
4714 * Returns:
4715 * WINED3D_OK on success
4716 * WINED3DERR_DEVICELOST on an internal error
4718 *****************************************************************************/
4719 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
4720 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4721 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4722 GLenum format, internal, type;
4723 CONVERT_TYPES convert;
4724 int bpp;
4725 int width, pitch, outpitch;
4726 BYTE *mem;
4727 BOOL drawable_read_ok = TRUE;
4729 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4730 if (This->Flags & SFLAG_SWAPCHAIN)
4732 TRACE("Surface %p is an onscreen surface\n", iface);
4733 } else {
4734 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4735 * Prefer SFLAG_INTEXTURE. */
4736 if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
4737 drawable_read_ok = FALSE;
4741 TRACE("(%p)->(%s, %p)\n", iface, debug_surflocation(flag), rect);
4742 if(rect) {
4743 TRACE("Rectangle: (%d,%d)-(%d,%d)\n", rect->left, rect->top, rect->right, rect->bottom);
4746 if(This->Flags & flag) {
4747 TRACE("Location already up to date\n");
4748 return WINED3D_OK;
4751 if(!(This->Flags & SFLAG_LOCATIONS)) {
4752 ERR("%p: Surface does not have any up to date location\n", This);
4753 This->Flags |= SFLAG_LOST;
4754 return WINED3DERR_DEVICELOST;
4757 if(flag == SFLAG_INSYSMEM) {
4758 surface_prepare_system_memory(This);
4760 /* Download the surface to system memory */
4761 if(This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) {
4762 if (!device->isInDraw) ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
4763 surface_bind_and_dirtify(This, !(This->Flags & SFLAG_INTEXTURE));
4765 surface_download_data(This);
4766 } else {
4767 /* Note: It might be faster to download into a texture first. */
4768 read_from_framebuffer(This, rect,
4769 This->resource.allocatedMemory,
4770 IWineD3DSurface_GetPitch(iface));
4772 } else if(flag == SFLAG_INDRAWABLE) {
4773 if(This->Flags & SFLAG_INTEXTURE) {
4774 surface_blt_to_drawable(This, rect);
4775 } else {
4776 if((This->Flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX) {
4777 /* This needs a shader to convert the srgb data sampled from the GL texture into RGB
4778 * values, otherwise we get incorrect values in the target. For now go the slow way
4779 * via a system memory copy
4781 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4784 d3dfmt_get_conv(This, TRUE /* We need color keying */, FALSE /* We won't use textures */, &format, &internal, &type, &convert, &bpp, FALSE);
4786 /* The width is in 'length' not in bytes */
4787 width = This->currentDesc.Width;
4788 pitch = IWineD3DSurface_GetPitch(iface);
4790 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4791 * but it isn't set (yet) in all cases it is getting called. */
4792 if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4793 TRACE("Removing the pbo attached to surface %p\n", This);
4794 if (!device->isInDraw) ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
4795 surface_remove_pbo(This);
4798 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4799 int height = This->currentDesc.Height;
4801 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4802 outpitch = width * bpp;
4803 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4805 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4806 if(!mem) {
4807 ERR("Out of memory %d, %d!\n", outpitch, height);
4808 return WINED3DERR_OUTOFVIDEOMEMORY;
4810 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4812 This->Flags |= SFLAG_CONVERTED;
4813 } else {
4814 This->Flags &= ~SFLAG_CONVERTED;
4815 mem = This->resource.allocatedMemory;
4818 flush_to_framebuffer_drawpixels(This, format, type, bpp, mem);
4820 /* Don't delete PBO memory */
4821 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4822 HeapFree(GetProcessHeap(), 0, mem);
4824 } else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */ {
4825 if (drawable_read_ok && (This->Flags & SFLAG_INDRAWABLE)) {
4826 read_from_framebuffer_texture(This, flag == SFLAG_INSRGBTEX);
4827 } else { /* Upload from system memory */
4828 BOOL srgb = flag == SFLAG_INSRGBTEX;
4829 DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
4830 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, srgb);
4832 if(srgb) {
4833 if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE) {
4834 /* Performance warning ... */
4835 FIXME("%p: Downloading rgb texture to reload it as srgb\n", This);
4836 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4838 } else {
4839 if((This->Flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX) {
4840 /* Performance warning ... */
4841 FIXME("%p: Downloading srgb texture to reload it as rgb\n", This);
4842 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4846 if (!device->isInDraw) ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
4847 surface_bind_and_dirtify(This, srgb);
4849 if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
4850 This->Flags |= SFLAG_GLCKEY;
4851 This->glCKey = This->SrcBltCKey;
4853 else This->Flags &= ~SFLAG_GLCKEY;
4855 /* The width is in 'length' not in bytes */
4856 width = This->currentDesc.Width;
4857 pitch = IWineD3DSurface_GetPitch(iface);
4859 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4860 * but it isn't set (yet) in all cases it is getting called. */
4861 if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4862 TRACE("Removing the pbo attached to surface %p\n", This);
4863 surface_remove_pbo(This);
4866 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4867 int height = This->currentDesc.Height;
4869 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4870 outpitch = width * bpp;
4871 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4873 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4874 if(!mem) {
4875 ERR("Out of memory %d, %d!\n", outpitch, height);
4876 return WINED3DERR_OUTOFVIDEOMEMORY;
4878 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4880 This->Flags |= SFLAG_CONVERTED;
4882 else if ((This->resource.format_desc->format == WINED3DFMT_P8)
4883 && (GL_SUPPORT(EXT_PALETTED_TEXTURE) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)))
4885 d3dfmt_p8_upload_palette(iface, convert);
4886 This->Flags &= ~SFLAG_CONVERTED;
4887 mem = This->resource.allocatedMemory;
4888 } else {
4889 This->Flags &= ~SFLAG_CONVERTED;
4890 mem = This->resource.allocatedMemory;
4893 /* Make sure the correct pitch is used */
4894 ENTER_GL();
4895 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
4896 LEAVE_GL();
4898 if ((This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE)) {
4899 TRACE("non power of two support\n");
4900 if(!(This->Flags & alloc_flag)) {
4901 surface_allocate_surface(This, internal, This->pow2Width, This->pow2Height, format, type);
4902 This->Flags |= alloc_flag;
4904 if (mem || (This->Flags & SFLAG_PBO)) {
4905 surface_upload_data(This, internal, This->currentDesc.Width, This->currentDesc.Height, format, type, mem);
4907 } else {
4908 /* When making the realloc conditional, keep in mind that GL_APPLE_client_storage may be in use, and This->resource.allocatedMemory
4909 * changed. So also keep track of memory changes. In this case the texture has to be reallocated
4911 if(!(This->Flags & alloc_flag)) {
4912 surface_allocate_surface(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type);
4913 This->Flags |= alloc_flag;
4915 if (mem || (This->Flags & SFLAG_PBO)) {
4916 surface_upload_data(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type, mem);
4920 /* Restore the default pitch */
4921 ENTER_GL();
4922 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4923 LEAVE_GL();
4925 /* Don't delete PBO memory */
4926 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4927 HeapFree(GetProcessHeap(), 0, mem);
4931 if(rect == NULL) {
4932 This->Flags |= flag;
4935 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !(This->Flags & SFLAG_SWAPCHAIN)
4936 && (This->Flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE))) {
4937 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4938 This->Flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4941 return WINED3D_OK;
4944 static HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container)
4946 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4947 IWineD3DSwapChain *swapchain = NULL;
4949 /* Update the drawable size method */
4950 if(container) {
4951 IWineD3DBase_QueryInterface(container, &IID_IWineD3DSwapChain, (void **) &swapchain);
4953 if(swapchain) {
4954 This->get_drawable_size = get_drawable_size_swapchain;
4955 IWineD3DSwapChain_Release(swapchain);
4956 } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
4957 switch(wined3d_settings.offscreen_rendering_mode) {
4958 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
4959 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
4960 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
4964 return IWineD3DBaseSurfaceImpl_SetContainer(iface, container);
4967 static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
4968 return SURFACE_OPENGL;
4971 static HRESULT WINAPI IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
4972 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4973 HRESULT hr;
4975 /* If there's no destination surface there is nothing to do */
4976 if(!This->overlay_dest) return WINED3D_OK;
4978 /* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
4979 * update the overlay. Prevent an endless recursion
4981 if(This->overlay_dest->Flags & SFLAG_INOVERLAYDRAW) {
4982 return WINED3D_OK;
4984 This->overlay_dest->Flags |= SFLAG_INOVERLAYDRAW;
4985 hr = IWineD3DSurfaceImpl_Blt((IWineD3DSurface *) This->overlay_dest, &This->overlay_destrect,
4986 iface, &This->overlay_srcrect, WINEDDBLT_WAIT,
4987 NULL, WINED3DTEXF_LINEAR);
4988 This->overlay_dest->Flags &= ~SFLAG_INOVERLAYDRAW;
4990 return hr;
4993 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
4995 /* IUnknown */
4996 IWineD3DBaseSurfaceImpl_QueryInterface,
4997 IWineD3DBaseSurfaceImpl_AddRef,
4998 IWineD3DSurfaceImpl_Release,
4999 /* IWineD3DResource */
5000 IWineD3DBaseSurfaceImpl_GetParent,
5001 IWineD3DBaseSurfaceImpl_GetDevice,
5002 IWineD3DBaseSurfaceImpl_SetPrivateData,
5003 IWineD3DBaseSurfaceImpl_GetPrivateData,
5004 IWineD3DBaseSurfaceImpl_FreePrivateData,
5005 IWineD3DBaseSurfaceImpl_SetPriority,
5006 IWineD3DBaseSurfaceImpl_GetPriority,
5007 IWineD3DSurfaceImpl_PreLoad,
5008 IWineD3DSurfaceImpl_UnLoad,
5009 IWineD3DBaseSurfaceImpl_GetType,
5010 /* IWineD3DSurface */
5011 IWineD3DBaseSurfaceImpl_GetContainer,
5012 IWineD3DBaseSurfaceImpl_GetDesc,
5013 IWineD3DSurfaceImpl_LockRect,
5014 IWineD3DSurfaceImpl_UnlockRect,
5015 IWineD3DSurfaceImpl_GetDC,
5016 IWineD3DSurfaceImpl_ReleaseDC,
5017 IWineD3DSurfaceImpl_Flip,
5018 IWineD3DSurfaceImpl_Blt,
5019 IWineD3DBaseSurfaceImpl_GetBltStatus,
5020 IWineD3DBaseSurfaceImpl_GetFlipStatus,
5021 IWineD3DBaseSurfaceImpl_IsLost,
5022 IWineD3DBaseSurfaceImpl_Restore,
5023 IWineD3DSurfaceImpl_BltFast,
5024 IWineD3DBaseSurfaceImpl_GetPalette,
5025 IWineD3DBaseSurfaceImpl_SetPalette,
5026 IWineD3DSurfaceImpl_RealizePalette,
5027 IWineD3DBaseSurfaceImpl_SetColorKey,
5028 IWineD3DBaseSurfaceImpl_GetPitch,
5029 IWineD3DSurfaceImpl_SetMem,
5030 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
5031 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
5032 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
5033 IWineD3DBaseSurfaceImpl_UpdateOverlay,
5034 IWineD3DBaseSurfaceImpl_SetClipper,
5035 IWineD3DBaseSurfaceImpl_GetClipper,
5036 /* Internal use: */
5037 IWineD3DSurfaceImpl_LoadTexture,
5038 IWineD3DSurfaceImpl_BindTexture,
5039 IWineD3DSurfaceImpl_SaveSnapshot,
5040 IWineD3DSurfaceImpl_SetContainer,
5041 IWineD3DBaseSurfaceImpl_GetData,
5042 IWineD3DSurfaceImpl_SetFormat,
5043 IWineD3DSurfaceImpl_PrivateSetup,
5044 IWineD3DSurfaceImpl_ModifyLocation,
5045 IWineD3DSurfaceImpl_LoadLocation,
5046 IWineD3DSurfaceImpl_GetImplType,
5047 IWineD3DSurfaceImpl_DrawOverlay
5049 #undef GLINFO_LOCATION
5051 #define GLINFO_LOCATION device->adapter->gl_info
5052 static HRESULT ffp_blit_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
5053 /* Context activation is done by the caller. */
5054 static void ffp_blit_free(IWineD3DDevice *iface) { }
5056 /* Context activation is done by the caller. */
5057 static HRESULT ffp_blit_set(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
5058 GLenum textype, UINT width, UINT height)
5060 ENTER_GL();
5061 glEnable(textype);
5062 checkGLcall("glEnable(textype)");
5063 LEAVE_GL();
5064 return WINED3D_OK;
5067 /* Context activation is done by the caller. */
5068 static void ffp_blit_unset(IWineD3DDevice *iface) {
5069 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
5070 ENTER_GL();
5071 glDisable(GL_TEXTURE_2D);
5072 checkGLcall("glDisable(GL_TEXTURE_2D)");
5073 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
5074 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5075 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5077 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
5078 glDisable(GL_TEXTURE_RECTANGLE_ARB);
5079 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5081 LEAVE_GL();
5084 static BOOL ffp_blit_color_fixup_supported(struct color_fixup_desc fixup)
5086 if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
5088 TRACE("Checking support for fixup:\n");
5089 dump_color_fixup_desc(fixup);
5092 /* We only support identity conversions. */
5093 if (is_identity_fixup(fixup))
5095 TRACE("[OK]\n");
5096 return TRUE;
5099 TRACE("[FAILED]\n");
5100 return FALSE;
5103 const struct blit_shader ffp_blit = {
5104 ffp_blit_alloc,
5105 ffp_blit_free,
5106 ffp_blit_set,
5107 ffp_blit_unset,
5108 ffp_blit_color_fixup_supported