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
30 #include "wine/port.h"
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface
);
34 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
35 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
37 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl
*This
, BYTE table
[256][4], BOOL colorkey
);
38 static void d3dfmt_p8_upload_palette(IWineD3DSurface
*iface
, CONVERT_TYPES convert
);
39 static void surface_remove_pbo(IWineD3DSurfaceImpl
*This
);
41 void surface_force_reload(IWineD3DSurface
*iface
)
43 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
45 This
->Flags
&= ~SFLAG_ALLOCATED
;
48 void surface_set_texture_name(IWineD3DSurface
*iface
, GLuint name
)
50 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
52 TRACE("(%p) : setting texture name %u\n", This
, name
);
54 if (!This
->glDescription
.textureName
&& name
)
56 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
57 * surface has no texture name yet. See if we can get rid of this. */
58 if (This
->Flags
& SFLAG_INTEXTURE
)
59 ERR("Surface has SFLAG_INTEXTURE set, but no texture name\n");
60 IWineD3DSurface_ModifyLocation(iface
, SFLAG_INTEXTURE
, FALSE
);
63 This
->glDescription
.textureName
= name
;
64 surface_force_reload(iface
);
67 void surface_set_texture_target(IWineD3DSurface
*iface
, GLenum target
)
69 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
71 TRACE("(%p) : setting target %#x\n", This
, target
);
73 if (This
->glDescription
.target
!= target
)
75 if (target
== GL_TEXTURE_RECTANGLE_ARB
)
77 This
->Flags
&= ~SFLAG_NORMCOORD
;
79 else if (This
->glDescription
.target
== GL_TEXTURE_RECTANGLE_ARB
)
81 This
->Flags
|= SFLAG_NORMCOORD
;
84 This
->glDescription
.target
= target
;
85 surface_force_reload(iface
);
88 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl
*This
) {
91 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
92 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
93 * gl states. The current texture unit should always be a valid one.
95 * To be more specific, this is tricky because we can implicitly be called
96 * from sampler() in state.c. This means we can't touch anything other than
97 * whatever happens to be the currently active texture, or we would risk
98 * marking already applied sampler states dirty again.
100 * TODO: Track the current active texture per GL context instead of using glGet
102 GLint active_texture
;
104 glGetIntegerv(GL_ACTIVE_TEXTURE
, &active_texture
);
106 active_sampler
= This
->resource
.wineD3DDevice
->rev_tex_unit_map
[active_texture
- GL_TEXTURE0_ARB
];
108 if (active_sampler
!= -1) {
109 IWineD3DDeviceImpl_MarkStateDirty(This
->resource
.wineD3DDevice
, STATE_SAMPLER(active_sampler
));
111 IWineD3DSurface_BindTexture((IWineD3DSurface
*)This
);
114 /* This function checks if the primary render target uses the 8bit paletted format. */
115 static BOOL
primary_render_target_is_p8(IWineD3DDeviceImpl
*device
)
117 if (device
->render_targets
&& device
->render_targets
[0]) {
118 IWineD3DSurfaceImpl
* render_target
= (IWineD3DSurfaceImpl
*)device
->render_targets
[0];
119 if((render_target
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
) && (render_target
->resource
.format
== WINED3DFMT_P8
))
125 /* This call just downloads data, the caller is responsible for activating the
126 * right context and binding the correct texture. */
127 static void surface_download_data(IWineD3DSurfaceImpl
*This
) {
128 if (0 == This
->glDescription
.textureName
) {
129 ERR("Surface does not have a texture, but SFLAG_INTEXTURE is set\n");
133 /* Only support read back of converted P8 surfaces */
134 if(This
->Flags
& SFLAG_CONVERTED
&& (This
->resource
.format
!= WINED3DFMT_P8
)) {
135 FIXME("Read back converted textures unsupported, format=%s\n", debug_d3dformat(This
->resource
.format
));
141 if (This
->resource
.format
== WINED3DFMT_DXT1
||
142 This
->resource
.format
== WINED3DFMT_DXT2
|| This
->resource
.format
== WINED3DFMT_DXT3
||
143 This
->resource
.format
== WINED3DFMT_DXT4
|| This
->resource
.format
== WINED3DFMT_DXT5
||
144 This
->resource
.format
== WINED3DFMT_ATI2N
) {
145 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC
)) { /* We can assume this as the texture would not have been created otherwise */
146 FIXME("(%p) : Attempting to lock a compressed texture when texture compression isn't supported by opengl\n", This
);
148 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p\n", This
, This
->glDescription
.level
,
149 This
->glDescription
.glFormat
, This
->glDescription
.glType
, This
->resource
.allocatedMemory
);
151 if(This
->Flags
& SFLAG_PBO
) {
152 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, This
->pbo
));
153 checkGLcall("glBindBufferARB");
154 GL_EXTCALL(glGetCompressedTexImageARB(This
->glDescription
.target
, This
->glDescription
.level
, NULL
));
155 checkGLcall("glGetCompressedTexImageARB()");
156 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, 0));
157 checkGLcall("glBindBufferARB");
159 GL_EXTCALL(glGetCompressedTexImageARB(This
->glDescription
.target
, This
->glDescription
.level
, This
->resource
.allocatedMemory
));
160 checkGLcall("glGetCompressedTexImageARB()");
166 GLenum format
= This
->glDescription
.glFormat
;
167 GLenum type
= This
->glDescription
.glType
;
171 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
172 if(This
->resource
.format
== WINED3DFMT_P8
&& primary_render_target_is_p8(This
->resource
.wineD3DDevice
)) {
174 type
= GL_UNSIGNED_BYTE
;
177 if (This
->Flags
& SFLAG_NONPOW2
) {
178 unsigned char alignment
= This
->resource
.wineD3DDevice
->surface_alignment
;
179 src_pitch
= This
->bytesPerPixel
* This
->pow2Width
;
180 dst_pitch
= IWineD3DSurface_GetPitch((IWineD3DSurface
*) This
);
181 src_pitch
= (src_pitch
+ alignment
- 1) & ~(alignment
- 1);
182 mem
= HeapAlloc(GetProcessHeap(), 0, src_pitch
* This
->pow2Height
);
184 mem
= This
->resource
.allocatedMemory
;
187 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n", This
, This
->glDescription
.level
,
190 if(This
->Flags
& SFLAG_PBO
) {
191 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, This
->pbo
));
192 checkGLcall("glBindBufferARB");
194 glGetTexImage(This
->glDescription
.target
, This
->glDescription
.level
, format
,
196 checkGLcall("glGetTexImage()");
198 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, 0));
199 checkGLcall("glBindBufferARB");
201 glGetTexImage(This
->glDescription
.target
, This
->glDescription
.level
, format
,
203 checkGLcall("glGetTexImage()");
207 if (This
->Flags
& SFLAG_NONPOW2
) {
208 const BYTE
*src_data
;
212 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
213 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
214 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
216 * We're doing this...
218 * instead of boxing the texture :
219 * |<-texture width ->| -->pow2width| /\
220 * |111111111111111111| | |
221 * |222 Texture 222222| boxed empty | texture height
222 * |3333 Data 33333333| | |
223 * |444444444444444444| | \/
224 * ----------------------------------- |
225 * | boxed empty | boxed empty | pow2height
227 * -----------------------------------
230 * we're repacking the data to the expected texture width
232 * |<-texture width ->| -->pow2width| /\
233 * |111111111111111111222222222222222| |
234 * |222333333333333333333444444444444| texture height
238 * | empty | pow2height
240 * -----------------------------------
244 * |<-texture width ->| /\
245 * |111111111111111111|
246 * |222222222222222222|texture height
247 * |333333333333333333|
248 * |444444444444444444| \/
249 * --------------------
251 * this also means that any references to allocatedMemory should work with the data as if were a
252 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
254 * internally the texture is still stored in a boxed format so any references to textureName will
255 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
257 * Performance should not be an issue, because applications normally do not lock the surfaces when
258 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
259 * and doesn't have to be re-read.
262 dst_data
= This
->resource
.allocatedMemory
;
263 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This
, src_pitch
, dst_pitch
);
264 for (y
= 1 ; y
< This
->currentDesc
.Height
; y
++) {
265 /* skip the first row */
266 src_data
+= src_pitch
;
267 dst_data
+= dst_pitch
;
268 memcpy(dst_data
, src_data
, dst_pitch
);
271 HeapFree(GetProcessHeap(), 0, mem
);
275 /* Surface has now been downloaded */
276 This
->Flags
|= SFLAG_INSYSMEM
;
279 /* This call just uploads data, the caller is responsible for activating the
280 * right context and binding the correct texture. */
281 static void surface_upload_data(IWineD3DSurfaceImpl
*This
, GLenum internal
, GLsizei width
, GLsizei height
, GLenum format
, GLenum type
, const GLvoid
*data
) {
283 if(This
->heightscale
!= 1.0 && This
->heightscale
!= 0.0) height
*= This
->heightscale
;
285 if (This
->resource
.format
== WINED3DFMT_DXT1
||
286 This
->resource
.format
== WINED3DFMT_DXT2
|| This
->resource
.format
== WINED3DFMT_DXT3
||
287 This
->resource
.format
== WINED3DFMT_DXT4
|| This
->resource
.format
== WINED3DFMT_DXT5
||
288 This
->resource
.format
== WINED3DFMT_ATI2N
) {
289 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC
)) {
290 FIXME("Using DXT1/3/5 without advertized support\n");
292 /* glCompressedTexSubImage2D for uploading and glTexImage2D for allocating does not work well on some drivers(r200 dri, MacOS ATI driver)
293 * glCompressedTexImage2D does not accept NULL pointers. So for compressed textures surface_allocate_surface does nothing, and this
294 * function uses glCompressedTexImage2D instead of the SubImage call
296 TRACE("(%p) : Calling glCompressedTexSubImage2D w %d, h %d, data %p\n", This
, width
, height
, data
);
299 if(This
->Flags
& SFLAG_PBO
) {
300 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
301 checkGLcall("glBindBufferARB");
302 TRACE("(%p) pbo: %#x, data: %p\n", This
, This
->pbo
, data
);
304 GL_EXTCALL(glCompressedTexImage2DARB(This
->glDescription
.target
, This
->glDescription
.level
, internal
,
305 width
, height
, 0 /* border */, This
->resource
.size
, NULL
));
306 checkGLcall("glCompressedTexSubImage2D");
308 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
309 checkGLcall("glBindBufferARB");
311 GL_EXTCALL(glCompressedTexImage2DARB(This
->glDescription
.target
, This
->glDescription
.level
, internal
,
312 width
, height
, 0 /* border */, This
->resource
.size
, data
));
313 checkGLcall("glCompressedTexSubImage2D");
318 TRACE("(%p) : Calling glTexSubImage2D w %d, h %d, data, %p\n", This
, width
, height
, data
);
321 if(This
->Flags
& SFLAG_PBO
) {
322 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
323 checkGLcall("glBindBufferARB");
324 TRACE("(%p) pbo: %#x, data: %p\n", This
, This
->pbo
, data
);
326 glTexSubImage2D(This
->glDescription
.target
, This
->glDescription
.level
, 0, 0, width
, height
, format
, type
, NULL
);
327 checkGLcall("glTexSubImage2D");
329 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
330 checkGLcall("glBindBufferARB");
333 glTexSubImage2D(This
->glDescription
.target
, This
->glDescription
.level
, 0, 0, width
, height
, format
, type
, data
);
334 checkGLcall("glTexSubImage2D");
341 /* This call just allocates the texture, the caller is responsible for
342 * activating the right context and binding the correct texture. */
343 static void surface_allocate_surface(IWineD3DSurfaceImpl
*This
, GLenum internal
, GLsizei width
, GLsizei height
, GLenum format
, GLenum type
) {
344 BOOL enable_client_storage
= FALSE
;
345 const BYTE
*mem
= NULL
;
347 if(This
->heightscale
!= 1.0 && This
->heightscale
!= 0.0) height
*= This
->heightscale
;
349 TRACE("(%p) : Creating surface (target %#x) level %d, d3d format %s, internal format %#x, width %d, height %d, gl format %#x, gl type=%#x\n", This
,
350 This
->glDescription
.target
, This
->glDescription
.level
, debug_d3dformat(This
->resource
.format
), internal
, width
, height
, format
, type
);
352 if (This
->resource
.format
== WINED3DFMT_DXT1
||
353 This
->resource
.format
== WINED3DFMT_DXT2
|| This
->resource
.format
== WINED3DFMT_DXT3
||
354 This
->resource
.format
== WINED3DFMT_DXT4
|| This
->resource
.format
== WINED3DFMT_DXT5
||
355 This
->resource
.format
== WINED3DFMT_ATI2N
) {
356 /* glCompressedTexImage2D does not accept NULL pointers, so we cannot allocate a compressed texture without uploading data */
357 TRACE("Not allocating compressed surfaces, surface_upload_data will specify them\n");
359 /* We have to point GL to the client storage memory here, because upload_data might use a PBO. This means a double upload
360 * once, unfortunately
362 if(GL_SUPPORT(APPLE_CLIENT_STORAGE
)) {
363 /* Neither NONPOW2, DIBSECTION nor OVERSIZE flags can be set on compressed textures */
364 This
->Flags
|= SFLAG_CLIENT
;
365 mem
= (BYTE
*)(((ULONG_PTR
) This
->resource
.heapMemory
+ (RESOURCE_ALIGNMENT
- 1)) & ~(RESOURCE_ALIGNMENT
- 1));
367 GL_EXTCALL(glCompressedTexImage2DARB(This
->glDescription
.target
, This
->glDescription
.level
, internal
,
368 width
, height
, 0 /* border */, This
->resource
.size
, mem
));
377 if(GL_SUPPORT(APPLE_CLIENT_STORAGE
)) {
378 if(This
->Flags
& (SFLAG_NONPOW2
| SFLAG_DIBSECTION
| SFLAG_OVERSIZE
| SFLAG_CONVERTED
) || This
->resource
.allocatedMemory
== NULL
) {
379 /* In some cases we want to disable client storage.
380 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
381 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
382 * SFLAG_OVERSIZE: The gl texture is smaller than the allocated memory
383 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
384 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
386 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
387 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
388 This
->Flags
&= ~SFLAG_CLIENT
;
389 enable_client_storage
= TRUE
;
391 This
->Flags
|= SFLAG_CLIENT
;
393 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
394 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
396 mem
= (BYTE
*)(((ULONG_PTR
) This
->resource
.heapMemory
+ (RESOURCE_ALIGNMENT
- 1)) & ~(RESOURCE_ALIGNMENT
- 1));
399 glTexImage2D(This
->glDescription
.target
, This
->glDescription
.level
, internal
, width
, height
, 0, format
, type
, mem
);
400 checkGLcall("glTexImage2D");
402 if(enable_client_storage
) {
403 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
404 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
408 This
->Flags
|= SFLAG_ALLOCATED
;
411 /* In D3D the depth stencil dimensions have to be greater than or equal to the
412 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
413 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
414 void surface_set_compatible_renderbuffer(IWineD3DSurface
*iface
, unsigned int width
, unsigned int height
) {
415 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
416 renderbuffer_entry_t
*entry
;
417 GLuint renderbuffer
= 0;
418 unsigned int src_width
, src_height
;
420 src_width
= This
->pow2Width
;
421 src_height
= This
->pow2Height
;
423 /* A depth stencil smaller than the render target is not valid */
424 if (width
> src_width
|| height
> src_height
) return;
426 /* Remove any renderbuffer set if the sizes match */
427 if (width
== src_width
&& height
== src_height
) {
428 This
->current_renderbuffer
= NULL
;
432 /* Look if we've already got a renderbuffer of the correct dimensions */
433 LIST_FOR_EACH_ENTRY(entry
, &This
->renderbuffers
, renderbuffer_entry_t
, entry
) {
434 if (entry
->width
== width
&& entry
->height
== height
) {
435 renderbuffer
= entry
->id
;
436 This
->current_renderbuffer
= entry
;
442 const struct GlPixelFormatDesc
*glDesc
;
443 getFormatDescEntry(This
->resource
.format
, &GLINFO_LOCATION
, &glDesc
);
445 GL_EXTCALL(glGenRenderbuffersEXT(1, &renderbuffer
));
446 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT
, renderbuffer
));
447 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT
, glDesc
->glInternal
, width
, height
));
449 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t
));
450 entry
->width
= width
;
451 entry
->height
= height
;
452 entry
->id
= renderbuffer
;
453 list_add_head(&This
->renderbuffers
, &entry
->entry
);
455 This
->current_renderbuffer
= entry
;
458 checkGLcall("set_compatible_renderbuffer");
461 GLenum
surface_get_gl_buffer(IWineD3DSurface
*iface
, IWineD3DSwapChain
*swapchain
) {
462 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
463 IWineD3DSwapChainImpl
*swapchain_impl
= (IWineD3DSwapChainImpl
*)swapchain
;
465 TRACE("(%p) : swapchain %p\n", This
, swapchain
);
467 if (swapchain_impl
->backBuffer
&& swapchain_impl
->backBuffer
[0] == iface
) {
468 TRACE("Returning GL_BACK\n");
470 } else if (swapchain_impl
->frontBuffer
== iface
) {
471 TRACE("Returning GL_FRONT\n");
475 FIXME("Higher back buffer, returning GL_BACK\n");
479 static ULONG WINAPI
IWineD3DSurfaceImpl_Release(IWineD3DSurface
*iface
)
481 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
482 ULONG ref
= InterlockedDecrement(&This
->resource
.ref
);
483 TRACE("(%p) : Releasing from %d\n", This
, ref
+ 1);
485 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
486 renderbuffer_entry_t
*entry
, *entry2
;
487 TRACE("(%p) : cleaning up\n", This
);
489 /* Need a context to destroy the texture. Use the currently active render target, but only if
490 * the primary render target exists. Otherwise lastActiveRenderTarget is garbage, see above.
491 * When destroying the primary rt, Uninit3D will activate a context before doing anything
493 if(device
->render_targets
&& device
->render_targets
[0]) {
494 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
498 if (This
->glDescription
.textureName
!= 0) { /* release the openGL texture.. */
499 TRACE("Deleting texture %d\n", This
->glDescription
.textureName
);
500 glDeleteTextures(1, &This
->glDescription
.textureName
);
503 if(This
->Flags
& SFLAG_PBO
) {
505 GL_EXTCALL(glDeleteBuffersARB(1, &This
->pbo
));
508 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &This
->renderbuffers
, renderbuffer_entry_t
, entry
) {
509 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry
->id
));
510 HeapFree(GetProcessHeap(), 0, entry
);
514 if(This
->Flags
& SFLAG_DIBSECTION
) {
516 SelectObject(This
->hDC
, This
->dib
.holdbitmap
);
518 /* Release the DIB section */
519 DeleteObject(This
->dib
.DIBsection
);
520 This
->dib
.bitmap_data
= NULL
;
521 This
->resource
.allocatedMemory
= NULL
;
523 if(This
->Flags
& SFLAG_USERPTR
) IWineD3DSurface_SetMem(iface
, NULL
);
525 HeapFree(GetProcessHeap(), 0, This
->palette9
);
527 resource_cleanup((IWineD3DResource
*)iface
);
529 if(This
->overlay_dest
) {
530 list_remove(&This
->overlay_entry
);
533 TRACE("(%p) Released\n", This
);
534 HeapFree(GetProcessHeap(), 0, This
);
540 /* ****************************************************
541 IWineD3DSurface IWineD3DResource parts follow
542 **************************************************** */
544 static void WINAPI
IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface
*iface
)
546 /* TODO: check for locks */
547 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
548 IWineD3DBaseTexture
*baseTexture
= NULL
;
549 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
551 TRACE("(%p)Checking to see if the container is a base texture\n", This
);
552 if (IWineD3DSurface_GetContainer(iface
, &IID_IWineD3DBaseTexture
, (void **)&baseTexture
) == WINED3D_OK
) {
553 TRACE("Passing to container\n");
554 IWineD3DBaseTexture_PreLoad(baseTexture
);
555 IWineD3DBaseTexture_Release(baseTexture
);
557 TRACE("(%p) : About to load surface\n", This
);
559 if(!device
->isInDraw
) {
560 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
563 if (This
->resource
.format
== WINED3DFMT_P8
|| This
->resource
.format
== WINED3DFMT_A8P8
) {
564 if(palette9_changed(This
)) {
565 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
566 /* TODO: This is not necessarily needed with hw palettized texture support */
567 IWineD3DSurface_LoadLocation(iface
, SFLAG_INSYSMEM
, NULL
);
568 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
569 IWineD3DSurface_ModifyLocation(iface
, SFLAG_INTEXTURE
, FALSE
);
573 IWineD3DSurface_LoadTexture(iface
, FALSE
);
575 if (This
->resource
.pool
== WINED3DPOOL_DEFAULT
) {
576 /* Tell opengl to try and keep this texture in video ram (well mostly) */
580 glPrioritizeTextures(1, &This
->glDescription
.textureName
, &tmp
);
587 static void surface_remove_pbo(IWineD3DSurfaceImpl
*This
) {
588 This
->resource
.heapMemory
= HeapAlloc(GetProcessHeap() ,0 , This
->resource
.size
+ RESOURCE_ALIGNMENT
);
589 This
->resource
.allocatedMemory
=
590 (BYTE
*)(((ULONG_PTR
) This
->resource
.heapMemory
+ (RESOURCE_ALIGNMENT
- 1)) & ~(RESOURCE_ALIGNMENT
- 1));
593 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
594 checkGLcall("glBindBuffer(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
595 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0, This
->resource
.size
, This
->resource
.allocatedMemory
));
596 checkGLcall("glGetBufferSubData");
597 GL_EXTCALL(glDeleteBuffersARB(1, &This
->pbo
));
598 checkGLcall("glDeleteBuffers");
602 This
->Flags
&= ~SFLAG_PBO
;
605 static void WINAPI
IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface
*iface
) {
606 IWineD3DBaseTexture
*texture
= NULL
;
607 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
608 renderbuffer_entry_t
*entry
, *entry2
;
609 TRACE("(%p)\n", iface
);
611 if(This
->resource
.pool
== WINED3DPOOL_DEFAULT
) {
612 /* Default pool resources are supposed to be destroyed before Reset is called.
613 * Implicit resources stay however. So this means we have an implicit render target
614 * or depth stencil. The content may be destroyed, but we still have to tear down
615 * opengl resources, so we cannot leave early.
617 * Put the most up to date surface location into the drawable. D3D-wise this content
618 * is undefined, so it would be nowhere, but that would make the location management
619 * more complicated. The drawable is a sane location, because if we mark sysmem or
620 * texture up to date, drawPrim will copy the uninitialized texture or sysmem to the
621 * uninitialized drawable. That's pointless and we'd have to allocate the texture /
624 if (This
->resource
.usage
& WINED3DUSAGE_DEPTHSTENCIL
) {
625 IWineD3DSurface_ModifyLocation(iface
, SFLAG_INSYSMEM
, TRUE
);
627 IWineD3DSurface_ModifyLocation(iface
, SFLAG_INDRAWABLE
, TRUE
);
630 /* Load the surface into system memory */
631 IWineD3DSurface_LoadLocation(iface
, SFLAG_INSYSMEM
, NULL
);
632 IWineD3DSurface_ModifyLocation(iface
, SFLAG_INDRAWABLE
, FALSE
);
634 IWineD3DSurface_ModifyLocation(iface
, SFLAG_INTEXTURE
, FALSE
);
635 This
->Flags
&= ~SFLAG_ALLOCATED
;
637 /* Destroy PBOs, but load them into real sysmem before */
638 if(This
->Flags
& SFLAG_PBO
) {
639 surface_remove_pbo(This
);
642 /* Destroy fbo render buffers. This is needed for implicit render targets, for
643 * all application-created targets the application has to release the surface
644 * before calling _Reset
646 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &This
->renderbuffers
, renderbuffer_entry_t
, entry
) {
648 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry
->id
));
650 list_remove(&entry
->entry
);
651 HeapFree(GetProcessHeap(), 0, entry
);
653 list_init(&This
->renderbuffers
);
654 This
->current_renderbuffer
= NULL
;
656 /* If we're in a texture, the texture name belongs to the texture. Otherwise,
659 IWineD3DSurface_GetContainer(iface
, &IID_IWineD3DBaseTexture
, (void **) &texture
);
662 glDeleteTextures(1, &This
->glDescription
.textureName
);
663 This
->glDescription
.textureName
= 0;
666 IWineD3DBaseTexture_Release(texture
);
671 /* ******************************************************
672 IWineD3DSurface IWineD3DSurface parts follow
673 ****************************************************** */
675 static void WINAPI
IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface
*iface
, glDescriptor
**glDescription
)
677 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
678 TRACE("(%p) : returning %p\n", This
, &This
->glDescription
);
679 *glDescription
= &This
->glDescription
;
682 /* Read the framebuffer back into the surface */
683 static void read_from_framebuffer(IWineD3DSurfaceImpl
*This
, CONST RECT
*rect
, void *dest
, UINT pitch
) {
684 IWineD3DSwapChainImpl
*swapchain
;
685 IWineD3DDeviceImpl
*myDevice
= This
->resource
.wineD3DDevice
;
689 BYTE
*row
, *top
, *bottom
;
693 BOOL srcIsUpsideDown
;
695 if(wined3d_settings
.rendertargetlock_mode
== RTL_DISABLE
) {
696 static BOOL warned
= FALSE
;
698 ERR("The application tries to lock the render target, but render target locking is disabled\n");
704 /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
705 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
706 * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
707 * context->last_was_blit set on the unlock.
709 ActivateContext(myDevice
, (IWineD3DSurface
*) This
, CTXUSAGE_BLIT
);
712 /* Select the correct read buffer, and give some debug output.
713 * There is no need to keep track of the current read buffer or reset it, every part of the code
714 * that reads sets the read buffer as desired.
716 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface
*) This
, &IID_IWineD3DSwapChain
, (void **)&swapchain
)))
718 GLenum buffer
= surface_get_gl_buffer((IWineD3DSurface
*) This
, (IWineD3DSwapChain
*)swapchain
);
719 TRACE("Locking %#x buffer\n", buffer
);
720 glReadBuffer(buffer
);
721 checkGLcall("glReadBuffer");
723 IWineD3DSwapChain_Release((IWineD3DSwapChain
*) swapchain
);
724 srcIsUpsideDown
= FALSE
;
726 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
727 * Read from the back buffer
729 TRACE("Locking offscreen render target\n");
730 glReadBuffer(myDevice
->offscreenBuffer
);
731 srcIsUpsideDown
= TRUE
;
734 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
738 local_rect
.right
= This
->currentDesc
.Width
;
739 local_rect
.bottom
= This
->currentDesc
.Height
;
743 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
745 switch(This
->resource
.format
)
749 if(primary_render_target_is_p8(myDevice
)) {
750 /* In case of P8 render targets the index is stored in the alpha component */
752 type
= GL_UNSIGNED_BYTE
;
754 bpp
= This
->bytesPerPixel
;
756 /* GL can't return palettized data, so read ARGB pixels into a
757 * separate block of memory and convert them into palettized format
758 * in software. Slow, but if the app means to use palettized render
759 * targets and locks it...
761 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
762 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
763 * for the color channels when palettizing the colors.
766 type
= GL_UNSIGNED_BYTE
;
768 mem
= HeapAlloc(GetProcessHeap(), 0, This
->resource
.size
* 3);
770 ERR("Out of memory\n");
774 bpp
= This
->bytesPerPixel
* 3;
781 fmt
= This
->glDescription
.glFormat
;
782 type
= This
->glDescription
.glType
;
783 bpp
= This
->bytesPerPixel
;
786 if(This
->Flags
& SFLAG_PBO
) {
787 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, This
->pbo
));
788 checkGLcall("glBindBufferARB");
791 glReadPixels(local_rect
.left
, local_rect
.top
,
792 local_rect
.right
- local_rect
.left
,
793 local_rect
.bottom
- local_rect
.top
,
795 checkGLcall("glReadPixels");
797 if(This
->Flags
& SFLAG_PBO
) {
798 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, 0));
799 checkGLcall("glBindBufferARB");
801 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
802 * to get a pointer to it and perform the flipping in software. This is a lot
803 * faster than calling glReadPixels for each line. In case we want more speed
804 * we should rerender it flipped in a FBO and read the data back from the FBO. */
805 if(!srcIsUpsideDown
) {
806 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
807 checkGLcall("glBindBufferARB");
809 mem
= GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, GL_READ_WRITE_ARB
));
810 checkGLcall("glMapBufferARB");
814 /* TODO: Merge this with the palettization loop below for P8 targets */
815 if(!srcIsUpsideDown
) {
817 /* glReadPixels returns the image upside down, and there is no way to prevent this.
818 Flip the lines in software */
819 len
= (local_rect
.right
- local_rect
.left
) * bpp
;
820 off
= local_rect
.left
* bpp
;
822 row
= HeapAlloc(GetProcessHeap(), 0, len
);
824 ERR("Out of memory\n");
825 if(This
->resource
.format
== WINED3DFMT_P8
) HeapFree(GetProcessHeap(), 0, mem
);
830 top
= mem
+ pitch
* local_rect
.top
;
831 bottom
= mem
+ pitch
* ( local_rect
.bottom
- local_rect
.top
- 1);
832 for(i
= 0; i
< (local_rect
.bottom
- local_rect
.top
) / 2; i
++) {
833 memcpy(row
, top
+ off
, len
);
834 memcpy(top
+ off
, bottom
+ off
, len
);
835 memcpy(bottom
+ off
, row
, len
);
839 HeapFree(GetProcessHeap(), 0, row
);
841 /* Unmap the temp PBO buffer */
842 if(This
->Flags
& SFLAG_PBO
) {
843 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
));
844 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
850 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
851 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
852 * the same color but we have no choice.
853 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
855 if((This
->resource
.format
== WINED3DFMT_P8
) && !primary_render_target_is_p8(myDevice
)) {
856 const PALETTEENTRY
*pal
= NULL
;
857 DWORD width
= pitch
/ 3;
861 pal
= This
->palette
->palents
;
863 ERR("Palette is missing, cannot perform inverse palette lookup\n");
864 HeapFree(GetProcessHeap(), 0, mem
);
868 for(y
= local_rect
.top
; y
< local_rect
.bottom
; y
++) {
869 for(x
= local_rect
.left
; x
< local_rect
.right
; x
++) {
870 /* start lines pixels */
871 const BYTE
*blue
= mem
+ y
* pitch
+ x
* (sizeof(BYTE
) * 3);
872 const BYTE
*green
= blue
+ 1;
873 const BYTE
*red
= green
+ 1;
875 for(c
= 0; c
< 256; c
++) {
876 if(*red
== pal
[c
].peRed
&&
877 *green
== pal
[c
].peGreen
&&
878 *blue
== pal
[c
].peBlue
)
880 *((BYTE
*) dest
+ y
* width
+ x
) = c
;
886 HeapFree(GetProcessHeap(), 0, mem
);
890 /* Read the framebuffer contents into a texture */
891 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl
*This
)
893 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
894 IWineD3DSwapChainImpl
*swapchain
;
896 GLenum format
, internal
, type
;
897 CONVERT_TYPES convert
;
900 d3dfmt_get_conv(This
, TRUE
/* We need color keying */, TRUE
/* We will use textures */, &format
, &internal
, &type
, &convert
, &bpp
, This
->srgb
);
902 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
903 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
904 * states in the stateblock, and no driver was found yet that had bugs in that regard.
906 ActivateContext(device
, (IWineD3DSurface
*) This
, CTXUSAGE_RESOURCELOAD
);
907 surface_bind_and_dirtify(This
);
910 glGetIntegerv(GL_READ_BUFFER
, &prevRead
);
913 /* Select the correct read buffer, and give some debug output.
914 * There is no need to keep track of the current read buffer or reset it, every part of the code
915 * that reads sets the read buffer as desired.
917 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface
*)This
, &IID_IWineD3DSwapChain
, (void **)&swapchain
)))
919 GLenum buffer
= surface_get_gl_buffer((IWineD3DSurface
*) This
, (IWineD3DSwapChain
*)swapchain
);
920 TRACE("Locking %#x buffer\n", buffer
);
923 glReadBuffer(buffer
);
924 checkGLcall("glReadBuffer");
927 IWineD3DSwapChain_Release((IWineD3DSwapChain
*) swapchain
);
929 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
930 * Read from the back buffer
932 TRACE("Locking offscreen render target\n");
934 glReadBuffer(device
->offscreenBuffer
);
938 if(!(This
->Flags
& SFLAG_ALLOCATED
)) {
939 surface_allocate_surface(This
, internal
, This
->pow2Width
,
940 This
->pow2Height
, format
, type
);
944 /* If !SrcIsUpsideDown we should flip the surface.
945 * This can be done using glCopyTexSubImage2D but this
946 * is VERY slow, so don't do that. We should prevent
947 * this code from getting called in such cases or perhaps
950 glCopyTexSubImage2D(This
->glDescription
.target
,
951 This
->glDescription
.level
,
953 This
->currentDesc
.Width
,
954 This
->currentDesc
.Height
);
955 checkGLcall("glCopyTexSubImage2D");
957 glReadBuffer(prevRead
);
958 checkGLcall("glReadBuffer");
961 TRACE("Updated target %d\n", This
->glDescription
.target
);
964 static void surface_prepare_system_memory(IWineD3DSurfaceImpl
*This
) {
965 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
966 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
969 if(!(This
->Flags
& SFLAG_DYNLOCK
)) {
971 /* MAXLOCKCOUNT is defined in wined3d_private.h */
972 if(This
->lockCount
> MAXLOCKCOUNT
) {
973 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
974 This
->Flags
|= SFLAG_DYNLOCK
;
978 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
979 * Also don't create a PBO for systemmem surfaces.
981 if(GL_SUPPORT(ARB_PIXEL_BUFFER_OBJECT
) && (This
->Flags
& SFLAG_DYNLOCK
) && !(This
->Flags
& (SFLAG_PBO
| SFLAG_CONVERTED
| SFLAG_NONPOW2
)) && (This
->resource
.pool
!= WINED3DPOOL_SYSTEMMEM
)) {
983 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
985 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
988 GL_EXTCALL(glGenBuffersARB(1, &This
->pbo
));
989 error
= glGetError();
990 if(This
->pbo
== 0 || error
!= GL_NO_ERROR
) {
991 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error
), error
);
994 TRACE("Attaching pbo=%#x to (%p)\n", This
->pbo
, This
);
996 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
997 checkGLcall("glBindBufferARB");
999 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->resource
.size
+ 4, This
->resource
.allocatedMemory
, GL_STREAM_DRAW_ARB
));
1000 checkGLcall("glBufferDataARB");
1002 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
1003 checkGLcall("glBindBufferARB");
1005 /* We don't need the system memory anymore and we can't even use it for PBOs */
1006 if(!(This
->Flags
& SFLAG_CLIENT
)) {
1007 HeapFree(GetProcessHeap(), 0, This
->resource
.heapMemory
);
1008 This
->resource
.heapMemory
= NULL
;
1010 This
->resource
.allocatedMemory
= NULL
;
1011 This
->Flags
|= SFLAG_PBO
;
1013 } else if(!(This
->resource
.allocatedMemory
|| This
->Flags
& SFLAG_PBO
)) {
1014 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1017 if(!This
->resource
.heapMemory
) {
1018 This
->resource
.heapMemory
= HeapAlloc(GetProcessHeap() ,0 , This
->resource
.size
+ RESOURCE_ALIGNMENT
);
1020 This
->resource
.allocatedMemory
=
1021 (BYTE
*)(((ULONG_PTR
) This
->resource
.heapMemory
+ (RESOURCE_ALIGNMENT
- 1)) & ~(RESOURCE_ALIGNMENT
- 1));
1022 if(This
->Flags
& SFLAG_INSYSMEM
) {
1023 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1028 static HRESULT WINAPI
IWineD3DSurfaceImpl_LockRect(IWineD3DSurface
*iface
, WINED3DLOCKED_RECT
* pLockedRect
, CONST RECT
* pRect
, DWORD Flags
) {
1029 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
1030 IWineD3DDeviceImpl
*myDevice
= This
->resource
.wineD3DDevice
;
1031 IWineD3DSwapChain
*swapchain
= NULL
;
1033 TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This
, pRect
, Flags
, pLockedRect
, This
->resource
.allocatedMemory
);
1035 /* This is also done in the base class, but we have to verify this before loading any data from
1036 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1037 * may interfere, and all other bad things may happen
1039 if (This
->Flags
& SFLAG_LOCKED
) {
1040 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1041 return WINED3DERR_INVALIDCALL
;
1043 This
->Flags
|= SFLAG_LOCKED
;
1045 if (!(This
->Flags
& SFLAG_LOCKABLE
))
1047 TRACE("Warning: trying to lock unlockable surf@%p\n", This
);
1050 if (Flags
& WINED3DLOCK_DISCARD
) {
1051 /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
1052 TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
1053 surface_prepare_system_memory(This
); /* Makes sure memory is allocated */
1054 This
->Flags
|= SFLAG_INSYSMEM
;
1058 if (This
->Flags
& SFLAG_INSYSMEM
) {
1059 TRACE("Local copy is up to date, not downloading data\n");
1060 surface_prepare_system_memory(This
); /* Makes sure memory is allocated */
1064 /* Now download the surface content from opengl
1065 * Use the render target readback if the surface is on a swapchain(=onscreen render target) or the current primary target
1066 * Offscreen targets which are not active at the moment or are higher targets(FBOs) can be locked with the texture path
1068 IWineD3DSurface_GetContainer(iface
, &IID_IWineD3DSwapChain
, (void **)&swapchain
);
1069 if(swapchain
|| iface
== myDevice
->render_targets
[0]) {
1070 const RECT
*pass_rect
= pRect
;
1072 /* IWineD3DSurface_LoadLocation does not check if the rectangle specifies the full surfaces
1073 * because most caller functions do not need that. So do that here
1078 pRect
->right
== This
->currentDesc
.Width
&&
1079 pRect
->bottom
== This
->currentDesc
.Height
) {
1083 switch(wined3d_settings
.rendertargetlock_mode
) {
1086 FIXME("Reading from render target with a texture isn't implemented yet, falling back to framebuffer reading\n");
1088 /* Disabled for now. LoadLocation prefers the texture over the drawable as the source. So if we copy to the
1089 * texture first, then to sysmem, we'll avoid glReadPixels and use glCopyTexImage and glGetTexImage2D instead.
1090 * This may be faster on some cards
1092 IWineD3DSurface_LoadLocation(iface
, SFLAG_INTEXTURE
, NULL
/* No partial texture copy yet */);
1099 IWineD3DSurface_LoadLocation(iface
, SFLAG_INSYSMEM
, pass_rect
);
1105 if(swapchain
) IWineD3DSwapChain_Release(swapchain
);
1107 } else if(iface
== myDevice
->stencilBufferTarget
) {
1108 /** the depth stencil in openGL has a format of GL_FLOAT
1109 * which should be good for WINED3DFMT_D16_LOCKABLE
1110 * and WINED3DFMT_D16
1111 * it is unclear what format the stencil buffer is in except.
1112 * 'Each index is converted to fixed point...
1113 * If GL_MAP_STENCIL is GL_TRUE, indices are replaced by their
1114 * mappings in the table GL_PIXEL_MAP_S_TO_S.
1115 * glReadPixels(This->lockedRect.left,
1116 * This->lockedRect.bottom - j - 1,
1117 * This->lockedRect.right - This->lockedRect.left,
1119 * GL_DEPTH_COMPONENT,
1121 * (char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top)));
1123 * Depth Stencil surfaces which are not the current depth stencil target should have their data in a
1124 * gl texture(next path), or in local memory(early return because of set SFLAG_INSYSMEM above). If
1125 * none of that is the case the problem is not in this function :-)
1126 ********************************************/
1127 FIXME("Depth stencil locking not supported yet\n");
1129 /* This path is for normal surfaces, offscreen render targets and everything else that is in a gl texture */
1130 TRACE("locking an ordinary surface\n");
1131 IWineD3DSurface_LoadLocation(iface
, SFLAG_INSYSMEM
, NULL
/* no partial locking for textures yet */);
1135 if(This
->Flags
& SFLAG_PBO
) {
1136 ActivateContext(myDevice
, myDevice
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
1138 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
1139 checkGLcall("glBindBufferARB");
1141 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1142 if(This
->resource
.allocatedMemory
) {
1143 ERR("The surface already has PBO memory allocated!\n");
1146 This
->resource
.allocatedMemory
= GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, GL_READ_WRITE_ARB
));
1147 checkGLcall("glMapBufferARB");
1149 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1150 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
1151 checkGLcall("glBindBufferARB");
1156 if (Flags
& (WINED3DLOCK_NO_DIRTY_UPDATE
| WINED3DLOCK_READONLY
)) {
1159 IWineD3DBaseTexture
*pBaseTexture
;
1162 * as seen in msdn docs
1164 IWineD3DSurface_AddDirtyRect(iface
, pRect
);
1166 /** Dirtify Container if needed */
1167 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface
, &IID_IWineD3DBaseTexture
, (void **)&pBaseTexture
))) {
1168 TRACE("Making container dirty\n");
1169 IWineD3DBaseTexture_SetDirty(pBaseTexture
, TRUE
);
1170 IWineD3DBaseTexture_Release(pBaseTexture
);
1172 TRACE("Surface is standalone, no need to dirty the container\n");
1176 return IWineD3DBaseSurfaceImpl_LockRect(iface
, pLockedRect
, pRect
, Flags
);
1179 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl
*This
, GLenum fmt
, GLenum type
, UINT bpp
, const BYTE
*mem
) {
1181 GLint prev_rasterpos
[4];
1182 GLint skipBytes
= 0;
1183 UINT pitch
= IWineD3DSurface_GetPitch((IWineD3DSurface
*) This
); /* target is argb, 4 byte */
1184 IWineD3DDeviceImpl
*myDevice
= This
->resource
.wineD3DDevice
;
1185 IWineD3DSwapChainImpl
*swapchain
;
1187 /* Activate the correct context for the render target */
1188 ActivateContext(myDevice
, (IWineD3DSurface
*) This
, CTXUSAGE_BLIT
);
1191 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface
*)This
, &IID_IWineD3DSwapChain
, (void **)&swapchain
))) {
1192 GLenum buffer
= surface_get_gl_buffer((IWineD3DSurface
*) This
, (IWineD3DSwapChain
*)swapchain
);
1193 TRACE("Unlocking %#x buffer\n", buffer
);
1194 glDrawBuffer(buffer
);
1195 checkGLcall("glDrawBuffer");
1197 IWineD3DSwapChain_Release((IWineD3DSwapChain
*)swapchain
);
1199 /* Primary offscreen render target */
1200 TRACE("Offscreen render target\n");
1201 glDrawBuffer(myDevice
->offscreenBuffer
);
1202 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1205 glGetIntegerv(GL_PACK_SWAP_BYTES
, &prev_store
);
1206 checkGLcall("glIntegerv");
1207 glGetIntegerv(GL_CURRENT_RASTER_POSITION
, &prev_rasterpos
[0]);
1208 checkGLcall("glIntegerv");
1209 glPixelZoom(1.0, -1.0);
1210 checkGLcall("glPixelZoom");
1212 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1213 glGetIntegerv(GL_UNPACK_ROW_LENGTH
, &skipBytes
);
1214 glPixelStorei(GL_UNPACK_ROW_LENGTH
, This
->currentDesc
.Width
);
1216 glRasterPos3i(This
->lockedRect
.left
, This
->lockedRect
.top
, 1);
1217 checkGLcall("glRasterPos2f");
1219 /* Some drivers(radeon dri, others?) don't like exceptions during
1220 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1221 * after ReleaseDC. Reading it will cause an exception, which x11drv will
1222 * catch to put the dib section in InSync mode, which leads to a crash
1223 * and a blocked x server on my radeon card.
1225 * The following lines read the dib section so it is put in InSync mode
1226 * before glDrawPixels is called and the crash is prevented. There won't
1227 * be any interfering gdi accesses, because UnlockRect is called from
1228 * ReleaseDC, and the app won't use the dc any more afterwards.
1230 if((This
->Flags
& SFLAG_DIBSECTION
) && !(This
->Flags
& SFLAG_PBO
)) {
1232 read
= This
->resource
.allocatedMemory
[0];
1235 if(This
->Flags
& SFLAG_PBO
) {
1236 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
1237 checkGLcall("glBindBufferARB");
1240 /* When the surface is locked we only have to refresh the locked part else we need to update the whole image */
1241 if(This
->Flags
& SFLAG_LOCKED
) {
1242 glDrawPixels(This
->lockedRect
.right
- This
->lockedRect
.left
,
1243 (This
->lockedRect
.bottom
- This
->lockedRect
.top
)-1,
1245 mem
+ bpp
* This
->lockedRect
.left
+ pitch
* This
->lockedRect
.top
);
1246 checkGLcall("glDrawPixels");
1248 glDrawPixels(This
->currentDesc
.Width
,
1249 This
->currentDesc
.Height
,
1251 checkGLcall("glDrawPixels");
1254 if(This
->Flags
& SFLAG_PBO
) {
1255 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
1256 checkGLcall("glBindBufferARB");
1259 glPixelZoom(1.0,1.0);
1260 checkGLcall("glPixelZoom");
1262 glRasterPos3iv(&prev_rasterpos
[0]);
1263 checkGLcall("glRasterPos3iv");
1265 /* Reset to previous pack row length */
1266 glPixelStorei(GL_UNPACK_ROW_LENGTH
, skipBytes
);
1267 checkGLcall("glPixelStorei GL_UNPACK_ROW_LENGTH");
1270 glDrawBuffer(myDevice
->offscreenBuffer
);
1271 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1272 } else if(swapchain
->backBuffer
) {
1273 glDrawBuffer(GL_BACK
);
1274 checkGLcall("glDrawBuffer(GL_BACK)");
1276 glDrawBuffer(GL_FRONT
);
1277 checkGLcall("glDrawBuffer(GL_FRONT)");
1284 static HRESULT WINAPI
IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface
*iface
) {
1285 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
1286 IWineD3DDeviceImpl
*myDevice
= This
->resource
.wineD3DDevice
;
1287 IWineD3DSwapChainImpl
*swapchain
= NULL
;
1290 if (!(This
->Flags
& SFLAG_LOCKED
)) {
1291 WARN("trying to Unlock an unlocked surf@%p\n", This
);
1292 return WINED3DERR_INVALIDCALL
;
1295 if (This
->Flags
& SFLAG_PBO
) {
1296 TRACE("Freeing PBO memory\n");
1297 ActivateContext(myDevice
, myDevice
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
1299 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
1300 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
));
1301 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
1302 checkGLcall("glUnmapBufferARB");
1304 This
->resource
.allocatedMemory
= NULL
;
1307 TRACE("(%p) : dirtyfied(%d)\n", This
, This
->Flags
& (SFLAG_INDRAWABLE
| SFLAG_INTEXTURE
) ? 0 : 1);
1309 if (This
->Flags
& (SFLAG_INDRAWABLE
| SFLAG_INTEXTURE
)) {
1310 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This
);
1314 IWineD3DSurface_GetContainer(iface
, &IID_IWineD3DSwapChain
, (void **)&swapchain
);
1315 if(swapchain
|| (myDevice
->render_targets
&& iface
== myDevice
->render_targets
[0])) {
1316 if(swapchain
) IWineD3DSwapChain_Release((IWineD3DSwapChain
*) swapchain
);
1318 if(wined3d_settings
.rendertargetlock_mode
== RTL_DISABLE
) {
1319 static BOOL warned
= FALSE
;
1321 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1327 if(This
->dirtyRect
.left
== 0 &&
1328 This
->dirtyRect
.top
== 0 &&
1329 This
->dirtyRect
.right
== This
->currentDesc
.Width
&&
1330 This
->dirtyRect
.bottom
== This
->currentDesc
.Height
) {
1333 /* TODO: Proper partial rectangle tracking */
1334 fullsurface
= FALSE
;
1335 This
->Flags
|= SFLAG_INSYSMEM
;
1338 switch(wined3d_settings
.rendertargetlock_mode
) {
1341 ActivateContext(myDevice
, iface
, CTXUSAGE_BLIT
);
1342 IWineD3DSurface_LoadLocation(iface
, SFLAG_INTEXTURE
, NULL
/* partial texture loading not supported yet */);
1348 IWineD3DSurface_LoadLocation(iface
, SFLAG_INDRAWABLE
, fullsurface
? NULL
: &This
->dirtyRect
);
1353 /* Partial rectangle tracking is not commonly implemented, it is only done for render targets. Overwrite
1354 * the flags to bring them back into a sane state. INSYSMEM was set before to tell LoadLocation where
1355 * to read the rectangle from. Indrawable is set because all modifications from the partial sysmem copy
1356 * are written back to the drawable, thus the surface is merged again in the drawable. The sysmem copy is
1357 * not fully up to date because only a subrectangle was read in LockRect.
1359 This
->Flags
&= ~SFLAG_INSYSMEM
;
1360 This
->Flags
|= SFLAG_INDRAWABLE
;
1363 This
->dirtyRect
.left
= This
->currentDesc
.Width
;
1364 This
->dirtyRect
.top
= This
->currentDesc
.Height
;
1365 This
->dirtyRect
.right
= 0;
1366 This
->dirtyRect
.bottom
= 0;
1367 } else if(iface
== myDevice
->stencilBufferTarget
) {
1368 FIXME("Depth Stencil buffer locking is not implemented\n");
1370 /* The rest should be a normal texture */
1371 IWineD3DBaseTextureImpl
*impl
;
1372 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1373 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1374 * states need resetting
1376 if(IWineD3DSurface_GetContainer(iface
, &IID_IWineD3DBaseTexture
, (void **)&impl
) == WINED3D_OK
) {
1377 if(impl
->baseTexture
.bindCount
) {
1378 IWineD3DDeviceImpl_MarkStateDirty(myDevice
, STATE_SAMPLER(impl
->baseTexture
.sampler
));
1380 IWineD3DBaseTexture_Release((IWineD3DBaseTexture
*) impl
);
1385 This
->Flags
&= ~SFLAG_LOCKED
;
1386 memset(&This
->lockedRect
, 0, sizeof(RECT
));
1388 /* Overlays have to be redrawn manually after changes with the GL implementation */
1389 if(This
->overlay_dest
) {
1390 IWineD3DSurface_DrawOverlay(iface
);
1395 static HRESULT WINAPI
IWineD3DSurfaceImpl_GetDC(IWineD3DSurface
*iface
, HDC
*pHDC
)
1397 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
1398 WINED3DLOCKED_RECT lock
;
1402 TRACE("(%p)->(%p)\n",This
,pHDC
);
1404 if(This
->Flags
& SFLAG_USERPTR
) {
1405 ERR("Not supported on surfaces with an application-provided surfaces\n");
1406 return WINEDDERR_NODC
;
1409 /* Give more detailed info for ddraw */
1410 if (This
->Flags
& SFLAG_DCINUSE
)
1411 return WINEDDERR_DCALREADYCREATED
;
1413 /* Can't GetDC if the surface is locked */
1414 if (This
->Flags
& SFLAG_LOCKED
)
1415 return WINED3DERR_INVALIDCALL
;
1417 /* According to Direct3D9 docs, only these formats are supported */
1418 if (((IWineD3DImpl
*)This
->resource
.wineD3DDevice
->wineD3D
)->dxVersion
> 7) {
1419 if (This
->resource
.format
!= WINED3DFMT_R5G6B5
&&
1420 This
->resource
.format
!= WINED3DFMT_X1R5G5B5
&&
1421 This
->resource
.format
!= WINED3DFMT_R8G8B8
&&
1422 This
->resource
.format
!= WINED3DFMT_X8R8G8B8
) return WINED3DERR_INVALIDCALL
;
1425 memset(&lock
, 0, sizeof(lock
)); /* To be sure */
1427 /* Create a DIB section if there isn't a hdc yet */
1429 IWineD3DBaseSurfaceImpl_CreateDIBSection(iface
);
1430 if(This
->Flags
& SFLAG_CLIENT
) {
1431 IWineD3DSurface_PreLoad(iface
);
1434 /* Use the dib section from now on if we are not using a PBO */
1435 if(!(This
->Flags
& SFLAG_PBO
))
1436 This
->resource
.allocatedMemory
= This
->dib
.bitmap_data
;
1439 /* Lock the surface */
1440 hr
= IWineD3DSurface_LockRect(iface
,
1445 if(This
->Flags
& SFLAG_PBO
) {
1446 /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
1447 memcpy(This
->dib
.bitmap_data
, This
->resource
.allocatedMemory
, This
->dib
.bitmap_size
);
1451 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr
);
1452 /* keep the dib section */
1456 if(This
->resource
.format
== WINED3DFMT_P8
||
1457 This
->resource
.format
== WINED3DFMT_A8P8
) {
1458 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
1459 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
1461 const PALETTEENTRY
*pal
= NULL
;
1464 pal
= This
->palette
->palents
;
1466 IWineD3DSurfaceImpl
*dds_primary
;
1467 IWineD3DSwapChainImpl
*swapchain
;
1468 swapchain
= (IWineD3DSwapChainImpl
*)This
->resource
.wineD3DDevice
->swapchains
[0];
1469 dds_primary
= (IWineD3DSurfaceImpl
*)swapchain
->frontBuffer
;
1470 if (dds_primary
&& dds_primary
->palette
)
1471 pal
= dds_primary
->palette
->palents
;
1475 for (n
=0; n
<256; n
++) {
1476 col
[n
].rgbRed
= pal
[n
].peRed
;
1477 col
[n
].rgbGreen
= pal
[n
].peGreen
;
1478 col
[n
].rgbBlue
= pal
[n
].peBlue
;
1479 col
[n
].rgbReserved
= 0;
1481 SetDIBColorTable(This
->hDC
, 0, 256, col
);
1486 TRACE("returning %p\n",*pHDC
);
1487 This
->Flags
|= SFLAG_DCINUSE
;
1492 static HRESULT WINAPI
IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface
*iface
, HDC hDC
)
1494 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
1496 TRACE("(%p)->(%p)\n",This
,hDC
);
1498 if (!(This
->Flags
& SFLAG_DCINUSE
))
1499 return WINED3DERR_INVALIDCALL
;
1501 if (This
->hDC
!=hDC
) {
1502 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC
, This
->hDC
);
1503 return WINED3DERR_INVALIDCALL
;
1506 if((This
->Flags
& SFLAG_PBO
) && This
->resource
.allocatedMemory
) {
1507 /* Copy the contents of the DIB over to the PBO */
1508 memcpy(This
->resource
.allocatedMemory
, This
->dib
.bitmap_data
, This
->dib
.bitmap_size
);
1511 /* we locked first, so unlock now */
1512 IWineD3DSurface_UnlockRect(iface
);
1514 This
->Flags
&= ~SFLAG_DCINUSE
;
1519 /* ******************************************************
1520 IWineD3DSurface Internal (No mapping to directx api) parts follow
1521 ****************************************************** */
1523 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
) {
1524 BOOL colorkey_active
= need_alpha_ck
&& (This
->CKeyFlags
& WINEDDSD_CKSRCBLT
);
1525 const struct GlPixelFormatDesc
*glDesc
;
1526 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
1527 getFormatDescEntry(This
->resource
.format
, &GLINFO_LOCATION
, &glDesc
);
1529 /* Default values: From the surface */
1530 *format
= glDesc
->glFormat
;
1531 *type
= glDesc
->glType
;
1532 *convert
= NO_CONVERSION
;
1533 *target_bpp
= This
->bytesPerPixel
;
1536 *internal
= glDesc
->glGammaInternal
;
1537 } else if(This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
) {
1538 *internal
= glDesc
->rtInternal
;
1540 *internal
= glDesc
->glInternal
;
1543 /* Ok, now look if we have to do any conversion */
1544 switch(This
->resource
.format
) {
1550 /* Use conversion when the paletted texture extension OR fragment shaders are available. When either
1551 * of the two is available make sure texturing is requested as neither of the two works in
1552 * conjunction with calls like glDraw-/glReadPixels. Further also use conversion in case of color keying.
1553 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
1554 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
1555 * conflicts with this.
1557 if( !(GL_SUPPORT(EXT_PALETTED_TEXTURE
) ||
1558 (GL_SUPPORT(ARB_FRAGMENT_PROGRAM
) &&
1559 device
->render_targets
&&
1560 This
== (IWineD3DSurfaceImpl
*)device
->render_targets
[0])) ||
1561 colorkey_active
|| !use_texturing
) {
1563 *internal
= GL_RGBA
;
1564 *type
= GL_UNSIGNED_BYTE
;
1566 if(colorkey_active
) {
1567 *convert
= CONVERT_PALETTED_CK
;
1569 *convert
= CONVERT_PALETTED
;
1572 else if(!GL_SUPPORT(EXT_PALETTED_TEXTURE
) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM
)) {
1574 *internal
= GL_RGBA
;
1575 *type
= GL_UNSIGNED_BYTE
;
1581 case WINED3DFMT_R3G3B2
:
1582 /* **********************
1583 GL_UNSIGNED_BYTE_3_3_2
1584 ********************** */
1585 if (colorkey_active
) {
1586 /* This texture format will never be used.. So do not care about color keying
1587 up until the point in time it will be needed :-) */
1588 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
1592 case WINED3DFMT_R5G6B5
:
1593 if (colorkey_active
) {
1594 *convert
= CONVERT_CK_565
;
1596 *internal
= GL_RGBA
;
1597 *type
= GL_UNSIGNED_SHORT_5_5_5_1
;
1601 case WINED3DFMT_X1R5G5B5
:
1602 if (colorkey_active
) {
1603 *convert
= CONVERT_CK_5551
;
1605 *internal
= GL_RGBA
;
1606 *type
= GL_UNSIGNED_SHORT_1_5_5_5_REV
;
1610 case WINED3DFMT_R8G8B8
:
1611 if (colorkey_active
) {
1612 *convert
= CONVERT_CK_RGB24
;
1614 *internal
= GL_RGBA
;
1615 *type
= GL_UNSIGNED_INT_8_8_8_8
;
1620 case WINED3DFMT_X8R8G8B8
:
1621 if (colorkey_active
) {
1622 *convert
= CONVERT_RGB32_888
;
1624 *internal
= GL_RGBA
;
1625 *type
= GL_UNSIGNED_INT_8_8_8_8
;
1629 case WINED3DFMT_V8U8
:
1630 if(GL_SUPPORT(NV_TEXTURE_SHADER3
)) break;
1631 *convert
= CONVERT_V8U8
;
1633 *internal
= GL_RGB8
;
1634 *type
= GL_UNSIGNED_BYTE
;
1638 case WINED3DFMT_L6V5U5
:
1639 *convert
= CONVERT_L6V5U5
;
1640 if(GL_SUPPORT(NV_TEXTURE_SHADER
)) {
1642 /* Use format and types from table */
1644 /* Load it into unsigned R5G6B5, swap L and V channels, and revert that in the shader */
1647 *internal
= GL_RGB5
;
1648 *type
= GL_UNSIGNED_SHORT_5_6_5
;
1652 case WINED3DFMT_X8L8V8U8
:
1653 *convert
= CONVERT_X8L8V8U8
;
1655 if(GL_SUPPORT(NV_TEXTURE_SHADER
)) {
1656 /* Use formats from gl table. It is a bit unfortunate, but the conversion
1657 * is needed to set the X format to 255 to get 1.0 for alpha when sampling
1658 * the texture. OpenGL can't use GL_DSDT8_MAG8_NV as internal format with
1659 * the needed type and format parameter, so the internal format contains a
1660 * 4th component, which is returned as alpha
1664 *internal
= GL_RGB8
;
1665 *type
= GL_UNSIGNED_INT_8_8_8_8_REV
;
1669 case WINED3DFMT_Q8W8V8U8
:
1670 if(GL_SUPPORT(NV_TEXTURE_SHADER3
)) break;
1671 *convert
= CONVERT_Q8W8V8U8
;
1673 *internal
= GL_RGBA8
;
1674 *type
= GL_UNSIGNED_BYTE
;
1678 case WINED3DFMT_V16U16
:
1679 if(GL_SUPPORT(NV_TEXTURE_SHADER3
)) break;
1680 *convert
= CONVERT_V16U16
;
1682 *internal
= GL_RGB16_EXT
;
1683 *type
= GL_UNSIGNED_SHORT
;
1687 case WINED3DFMT_A4L4
:
1688 /* A4L4 exists as an internal gl format, but for some reason there is not
1689 * format+type combination to load it. Thus convert it to A8L8, then load it
1690 * with A4L4 internal, but A8L8 format+type
1692 *convert
= CONVERT_A4L4
;
1693 *format
= GL_LUMINANCE_ALPHA
;
1694 *internal
= GL_LUMINANCE4_ALPHA4
;
1695 *type
= GL_UNSIGNED_BYTE
;
1699 case WINED3DFMT_G16R16
:
1700 *convert
= CONVERT_G16R16
;
1702 *internal
= GL_RGB16_EXT
;
1703 *type
= GL_UNSIGNED_SHORT
;
1714 static HRESULT
d3dfmt_convert_surface(const BYTE
*src
, BYTE
*dst
, UINT pitch
, UINT width
,
1715 UINT height
, UINT outpitch
, CONVERT_TYPES convert
, IWineD3DSurfaceImpl
*This
)
1719 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src
, dst
, pitch
, height
, outpitch
, convert
,This
);
1724 memcpy(dst
, src
, pitch
* height
);
1727 case CONVERT_PALETTED
:
1728 case CONVERT_PALETTED_CK
:
1730 IWineD3DPaletteImpl
* pal
= This
->palette
;
1735 /* TODO: If we are a sublevel, try to get the palette from level 0 */
1738 d3dfmt_p8_init_palette(This
, table
, (convert
== CONVERT_PALETTED_CK
));
1740 for (y
= 0; y
< height
; y
++)
1742 source
= src
+ pitch
* y
;
1743 dest
= dst
+ outpitch
* y
;
1744 /* This is an 1 bpp format, using the width here is fine */
1745 for (x
= 0; x
< width
; x
++) {
1746 BYTE color
= *source
++;
1747 *dest
++ = table
[color
][0];
1748 *dest
++ = table
[color
][1];
1749 *dest
++ = table
[color
][2];
1750 *dest
++ = table
[color
][3];
1756 case CONVERT_CK_565
:
1758 /* Converting the 565 format in 5551 packed to emulate color-keying.
1760 Note : in all these conversion, it would be best to average the averaging
1761 pixels to get the color of the pixel that will be color-keyed to
1762 prevent 'color bleeding'. This will be done later on if ever it is
1765 Note2: Nvidia documents say that their driver does not support alpha + color keying
1766 on the same surface and disables color keying in such a case
1772 TRACE("Color keyed 565\n");
1774 for (y
= 0; y
< height
; y
++) {
1775 Source
= (const WORD
*)(src
+ y
* pitch
);
1776 Dest
= (WORD
*) (dst
+ y
* outpitch
);
1777 for (x
= 0; x
< width
; x
++ ) {
1778 WORD color
= *Source
++;
1779 *Dest
= ((color
& 0xFFC0) | ((color
& 0x1F) << 1));
1780 if ((color
< This
->SrcBltCKey
.dwColorSpaceLowValue
) ||
1781 (color
> This
->SrcBltCKey
.dwColorSpaceHighValue
)) {
1790 case CONVERT_CK_5551
:
1792 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
1796 TRACE("Color keyed 5551\n");
1797 for (y
= 0; y
< height
; y
++) {
1798 Source
= (const WORD
*)(src
+ y
* pitch
);
1799 Dest
= (WORD
*) (dst
+ y
* outpitch
);
1800 for (x
= 0; x
< width
; x
++ ) {
1801 WORD color
= *Source
++;
1803 if ((color
< This
->SrcBltCKey
.dwColorSpaceLowValue
) ||
1804 (color
> This
->SrcBltCKey
.dwColorSpaceHighValue
)) {
1808 *Dest
&= ~(1 << 15);
1816 case CONVERT_CK_RGB24
:
1818 /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
1820 for (y
= 0; y
< height
; y
++)
1822 source
= src
+ pitch
* y
;
1823 dest
= dst
+ outpitch
* y
;
1824 for (x
= 0; x
< width
; x
++) {
1825 DWORD color
= ((DWORD
)source
[0] << 16) + ((DWORD
)source
[1] << 8) + (DWORD
)source
[2] ;
1826 DWORD dstcolor
= color
<< 8;
1827 if ((color
< This
->SrcBltCKey
.dwColorSpaceLowValue
) ||
1828 (color
> This
->SrcBltCKey
.dwColorSpaceHighValue
)) {
1831 *(DWORD
*)dest
= dstcolor
;
1839 case CONVERT_RGB32_888
:
1841 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
1843 for (y
= 0; y
< height
; y
++)
1845 source
= src
+ pitch
* y
;
1846 dest
= dst
+ outpitch
* y
;
1847 for (x
= 0; x
< width
; x
++) {
1848 DWORD color
= 0xffffff & *(const DWORD
*)source
;
1849 DWORD dstcolor
= color
<< 8;
1850 if ((color
< This
->SrcBltCKey
.dwColorSpaceLowValue
) ||
1851 (color
> This
->SrcBltCKey
.dwColorSpaceHighValue
)) {
1854 *(DWORD
*)dest
= dstcolor
;
1865 const short *Source
;
1866 unsigned char *Dest
;
1867 for(y
= 0; y
< height
; y
++) {
1868 Source
= (const short *)(src
+ y
* pitch
);
1869 Dest
= dst
+ y
* outpitch
;
1870 for (x
= 0; x
< width
; x
++ ) {
1871 long color
= (*Source
++);
1872 /* B */ Dest
[0] = 0xff;
1873 /* G */ Dest
[1] = (color
>> 8) + 128; /* V */
1874 /* R */ Dest
[2] = (color
) + 128; /* U */
1881 case CONVERT_V16U16
:
1884 const DWORD
*Source
;
1885 unsigned short *Dest
;
1886 for(y
= 0; y
< height
; y
++) {
1887 Source
= (const DWORD
*)(src
+ y
* pitch
);
1888 Dest
= (unsigned short *) (dst
+ y
* outpitch
);
1889 for (x
= 0; x
< width
; x
++ ) {
1890 DWORD color
= (*Source
++);
1891 /* B */ Dest
[0] = 0xffff;
1892 /* G */ Dest
[1] = (color
>> 16) + 32768; /* V */
1893 /* R */ Dest
[2] = (color
) + 32768; /* U */
1900 case CONVERT_Q8W8V8U8
:
1903 const DWORD
*Source
;
1904 unsigned char *Dest
;
1905 for(y
= 0; y
< height
; y
++) {
1906 Source
= (const DWORD
*)(src
+ y
* pitch
);
1907 Dest
= dst
+ y
* outpitch
;
1908 for (x
= 0; x
< width
; x
++ ) {
1909 long color
= (*Source
++);
1910 /* B */ Dest
[0] = ((color
>> 16) & 0xff) + 128; /* W */
1911 /* G */ Dest
[1] = ((color
>> 8 ) & 0xff) + 128; /* V */
1912 /* R */ Dest
[2] = (color
& 0xff) + 128; /* U */
1913 /* A */ Dest
[3] = ((color
>> 24) & 0xff) + 128; /* Q */
1920 case CONVERT_L6V5U5
:
1924 unsigned char *Dest
;
1926 if(GL_SUPPORT(NV_TEXTURE_SHADER
)) {
1927 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
1928 * fixed function and shaders without further conversion once the surface is
1931 for(y
= 0; y
< height
; y
++) {
1932 Source
= (const WORD
*)(src
+ y
* pitch
);
1933 Dest
= dst
+ y
* outpitch
;
1934 for (x
= 0; x
< width
; x
++ ) {
1935 short color
= (*Source
++);
1936 unsigned char l
= ((color
>> 10) & 0xfc);
1937 char v
= ((color
>> 5) & 0x3e);
1938 char u
= ((color
) & 0x1f);
1940 /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
1941 * and doubles the positive range. Thus shift left only once, gl does the 2nd
1942 * shift. GL reads a signed value and converts it into an unsigned value.
1944 /* M */ Dest
[2] = l
<< 1;
1946 /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
1947 * from 5 bit values to 8 bit values.
1949 /* V */ Dest
[1] = v
<< 3;
1950 /* U */ Dest
[0] = u
<< 3;
1955 for(y
= 0; y
< height
; y
++) {
1956 unsigned short *Dest_s
= (unsigned short *) (dst
+ y
* outpitch
);
1957 Source
= (const WORD
*)(src
+ y
* pitch
);
1958 for (x
= 0; x
< width
; x
++ ) {
1959 short color
= (*Source
++);
1960 unsigned char l
= ((color
>> 10) & 0xfc);
1961 short v
= ((color
>> 5) & 0x3e);
1962 short u
= ((color
) & 0x1f);
1963 short v_conv
= v
+ 16;
1964 short u_conv
= u
+ 16;
1966 *Dest_s
= ((v_conv
<< 11) & 0xf800) | ((l
<< 5) & 0x7e0) | (u_conv
& 0x1f);
1974 case CONVERT_X8L8V8U8
:
1977 const DWORD
*Source
;
1978 unsigned char *Dest
;
1980 if(GL_SUPPORT(NV_TEXTURE_SHADER
)) {
1981 /* This implementation works with the fixed function pipeline and shaders
1982 * without further modification after converting the surface.
1984 for(y
= 0; y
< height
; y
++) {
1985 Source
= (const DWORD
*)(src
+ y
* pitch
);
1986 Dest
= dst
+ y
* outpitch
;
1987 for (x
= 0; x
< width
; x
++ ) {
1988 long color
= (*Source
++);
1989 /* L */ Dest
[2] = ((color
>> 16) & 0xff); /* L */
1990 /* V */ Dest
[1] = ((color
>> 8 ) & 0xff); /* V */
1991 /* U */ Dest
[0] = (color
& 0xff); /* U */
1992 /* I */ Dest
[3] = 255; /* X */
1997 /* Doesn't work correctly with the fixed function pipeline, but can work in
1998 * shaders if the shader is adjusted. (There's no use for this format in gl's
1999 * standard fixed function pipeline anyway).
2001 for(y
= 0; y
< height
; y
++) {
2002 Source
= (const DWORD
*)(src
+ y
* pitch
);
2003 Dest
= dst
+ y
* outpitch
;
2004 for (x
= 0; x
< width
; x
++ ) {
2005 long color
= (*Source
++);
2006 /* B */ Dest
[0] = ((color
>> 16) & 0xff); /* L */
2007 /* G */ Dest
[1] = ((color
>> 8 ) & 0xff) + 128; /* V */
2008 /* R */ Dest
[2] = (color
& 0xff) + 128; /* U */
2019 const unsigned char *Source
;
2020 unsigned char *Dest
;
2021 for(y
= 0; y
< height
; y
++) {
2022 Source
= src
+ y
* pitch
;
2023 Dest
= dst
+ y
* outpitch
;
2024 for (x
= 0; x
< width
; x
++ ) {
2025 unsigned char color
= (*Source
++);
2026 /* A */ Dest
[1] = (color
& 0xf0) << 0;
2027 /* L */ Dest
[0] = (color
& 0x0f) << 4;
2034 case CONVERT_G16R16
:
2040 for(y
= 0; y
< height
; y
++) {
2041 Source
= (const WORD
*)(src
+ y
* pitch
);
2042 Dest
= (WORD
*) (dst
+ y
* outpitch
);
2043 for (x
= 0; x
< width
; x
++ ) {
2044 WORD green
= (*Source
++);
2045 WORD red
= (*Source
++);
2056 ERR("Unsupported conversation type %d\n", convert
);
2061 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl
*This
, BYTE table
[256][4], BOOL colorkey
) {
2062 IWineD3DPaletteImpl
* pal
= This
->palette
;
2063 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
2064 BOOL index_in_alpha
= FALSE
;
2065 int dxVersion
= ( (IWineD3DImpl
*) device
->wineD3D
)->dxVersion
;
2068 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
2069 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
2070 * is slow. Further RGB->P8 conversion is not possible because palettes can have
2071 * duplicate entries. Store the color key in the unused alpha component to speed the
2072 * download up and to make conversion unneeded. */
2073 index_in_alpha
= primary_render_target_is_p8(device
);
2076 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
2077 if(dxVersion
<= 7) {
2078 ERR("This code should never get entered for DirectDraw!, expect problems\n");
2079 if(index_in_alpha
) {
2080 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
2081 there's no palette at this time. */
2082 for (i
= 0; i
< 256; i
++) table
[i
][3] = i
;
2085 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
2086 alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
2087 capability flag is present (wine does advertise this capability) */
2088 for (i
= 0; i
< 256; i
++) {
2089 table
[i
][0] = device
->palettes
[device
->currentPalette
][i
].peRed
;
2090 table
[i
][1] = device
->palettes
[device
->currentPalette
][i
].peGreen
;
2091 table
[i
][2] = device
->palettes
[device
->currentPalette
][i
].peBlue
;
2092 table
[i
][3] = device
->palettes
[device
->currentPalette
][i
].peFlags
;
2096 TRACE("Using surface palette %p\n", pal
);
2097 /* Get the surface's palette */
2098 for (i
= 0; i
< 256; i
++) {
2099 table
[i
][0] = pal
->palents
[i
].peRed
;
2100 table
[i
][1] = pal
->palents
[i
].peGreen
;
2101 table
[i
][2] = pal
->palents
[i
].peBlue
;
2103 /* When index_in_alpha is the palette index is stored in the alpha component. In case of a readback
2104 we can then read GL_ALPHA. Color keying is handled in BltOverride using a GL_ALPHA_TEST using GL_NOT_EQUAL.
2105 In case of index_in_alpha the color key itself is passed to glAlphaFunc in other cases the alpha component
2106 of pixels that should be masked away is set to 0. */
2107 if(index_in_alpha
) {
2109 } else if(colorkey
&& (i
>= This
->SrcBltCKey
.dwColorSpaceLowValue
) && (i
<= This
->SrcBltCKey
.dwColorSpaceHighValue
)) {
2111 } else if(pal
->Flags
& WINEDDPCAPS_ALPHA
) {
2112 table
[i
][3] = pal
->palents
[i
].peFlags
;
2120 /* This function is used in case of 8bit paletted textures to upload the palette.
2121 It supports GL_EXT_paletted_texture and GL_ARB_fragment_program, support for other
2122 extensions like ATI_fragment_shaders is possible.
2124 static void d3dfmt_p8_upload_palette(IWineD3DSurface
*iface
, CONVERT_TYPES convert
) {
2125 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
2127 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
2129 d3dfmt_p8_init_palette(This
, table
, (convert
== CONVERT_PALETTED_CK
));
2131 /* Try to use the paletted texture extension */
2132 if(GL_SUPPORT(EXT_PALETTED_TEXTURE
))
2134 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
2135 GL_EXTCALL(glColorTableEXT(This
->glDescription
.target
,GL_RGBA
,256,GL_RGBA
,GL_UNSIGNED_BYTE
, table
));
2139 /* Let a fragment shader do the color conversion by uploading the palette to a 1D texture.
2140 * The 8bit pixel data will be used as an index in this palette texture to retrieve the final color. */
2141 TRACE("Using fragment shaders for emulating 8-bit paletted texture support\n");
2143 /* Create the fragment program if we don't have it */
2144 if(!device
->paletteConversionShader
)
2146 const char *fragment_palette_conversion
=
2149 /* { 255/256, 0.5/255*255/256, 0, 0 } */
2150 "PARAM constants = { 0.996, 0.00195, 0, 0 };\n"
2151 /* The alpha-component contains the palette index */
2152 "TEX index, fragment.texcoord[0], texture[0], 2D;\n"
2153 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
2154 "MAD index.a, index.a, constants.x, constants.y;\n"
2155 /* Use the alpha-component as an index in the palette to get the final color */
2156 "TEX result.color, index.a, texture[1], 1D;\n"
2159 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
2160 GL_EXTCALL(glGenProgramsARB(1, &device
->paletteConversionShader
));
2161 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, device
->paletteConversionShader
));
2162 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(fragment_palette_conversion
), (const GLbyte
*)fragment_palette_conversion
));
2163 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
2166 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
2167 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, device
->paletteConversionShader
));
2169 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1
));
2170 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
2172 glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
2173 glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
); /* Make sure we have discrete color levels. */
2174 glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
2175 glTexImage1D(GL_TEXTURE_1D
, 0, GL_RGBA
, 256, 0, GL_RGBA
, GL_UNSIGNED_BYTE
, table
); /* Upload the palette */
2177 /* Switch back to unit 0 in which the 2D texture will be stored. */
2178 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0
));
2180 /* Rebind the texture because it isn't bound anymore */
2181 glBindTexture(This
->glDescription
.target
, This
->glDescription
.textureName
);
2185 BOOL
palette9_changed(IWineD3DSurfaceImpl
*This
) {
2186 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
2188 if(This
->palette
|| (This
->resource
.format
!= WINED3DFMT_P8
&& This
->resource
.format
!= WINED3DFMT_A8P8
)) {
2189 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2190 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2195 if(This
->palette9
) {
2196 if(memcmp(This
->palette9
, &device
->palettes
[device
->currentPalette
], sizeof(PALETTEENTRY
) * 256) == 0) {
2200 This
->palette9
= HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY
) * 256);
2202 memcpy(This
->palette9
, &device
->palettes
[device
->currentPalette
], sizeof(PALETTEENTRY
) * 256);
2206 static HRESULT WINAPI
IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface
*iface
, BOOL srgb_mode
) {
2207 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
2209 if (!(This
->Flags
& SFLAG_INTEXTURE
)) {
2210 TRACE("Reloading because surface is dirty\n");
2211 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2212 ((This
->Flags
& SFLAG_GLCKEY
) && (!(This
->CKeyFlags
& WINEDDSD_CKSRCBLT
))) ||
2213 /* Reload: vice versa OR */
2214 ((!(This
->Flags
& SFLAG_GLCKEY
)) && (This
->CKeyFlags
& WINEDDSD_CKSRCBLT
)) ||
2215 /* Also reload: Color key is active AND the color key has changed */
2216 ((This
->CKeyFlags
& WINEDDSD_CKSRCBLT
) && (
2217 (This
->glCKey
.dwColorSpaceLowValue
!= This
->SrcBltCKey
.dwColorSpaceLowValue
) ||
2218 (This
->glCKey
.dwColorSpaceHighValue
!= This
->SrcBltCKey
.dwColorSpaceHighValue
)))) {
2219 TRACE("Reloading because of color keying\n");
2220 /* To perform the color key conversion we need a sysmem copy of
2221 * the surface. Make sure we have it
2224 IWineD3DSurface_LoadLocation(iface
, SFLAG_INSYSMEM
, NULL
);
2225 /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2226 /* TODO: This is not necessarily needed with hw palettized texture support */
2227 IWineD3DSurface_ModifyLocation(iface
, SFLAG_INSYSMEM
, TRUE
);
2229 TRACE("surface is already in texture\n");
2233 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2234 * These resources are not bound by device size or format restrictions. Because of this,
2235 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2236 * However, these resources can always be created, locked, and copied.
2238 if (This
->resource
.pool
== WINED3DPOOL_SCRATCH
)
2240 FIXME("(%p) Operation not supported for scratch textures\n",This
);
2241 return WINED3DERR_INVALIDCALL
;
2244 This
->srgb
= srgb_mode
;
2245 IWineD3DSurface_LoadLocation(iface
, SFLAG_INTEXTURE
, NULL
/* no partial locking for textures yet */);
2249 static unsigned int gen
= 0;
2252 if ((gen
% 10) == 0) {
2253 snprintf(buffer
, sizeof(buffer
), "/tmp/surface%p_type%u_level%u_%u.ppm", This
, This
->glDescription
.target
, This
->glDescription
.level
, gen
);
2254 IWineD3DSurfaceImpl_SaveSnapshot(iface
, buffer
);
2257 * debugging crash code
2266 if (!(This
->Flags
& SFLAG_DONOTFREE
)) {
2267 HeapFree(GetProcessHeap(), 0, This
->resource
.heapMemory
);
2268 This
->resource
.allocatedMemory
= NULL
;
2269 This
->resource
.heapMemory
= NULL
;
2270 IWineD3DSurface_ModifyLocation(iface
, SFLAG_INSYSMEM
, FALSE
);
2276 static void WINAPI
IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface
*iface
) {
2277 /* TODO: check for locks */
2278 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
2279 IWineD3DBaseTexture
*baseTexture
= NULL
;
2280 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
2282 TRACE("(%p)Checking to see if the container is a base texture\n", This
);
2283 if (IWineD3DSurface_GetContainer(iface
, &IID_IWineD3DBaseTexture
, (void **)&baseTexture
) == WINED3D_OK
) {
2284 TRACE("Passing to container\n");
2285 IWineD3DBaseTexture_BindTexture(baseTexture
);
2286 IWineD3DBaseTexture_Release(baseTexture
);
2288 TRACE("(%p) : Binding surface\n", This
);
2290 if(!device
->isInDraw
) {
2291 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
2296 if (!This
->glDescription
.level
) {
2297 if (!This
->glDescription
.textureName
) {
2298 glGenTextures(1, &This
->glDescription
.textureName
);
2299 checkGLcall("glGenTextures");
2300 TRACE("Surface %p given name %d\n", This
, This
->glDescription
.textureName
);
2302 glBindTexture(This
->glDescription
.target
, This
->glDescription
.textureName
);
2303 checkGLcall("glBindTexture");
2304 glTexParameteri(This
->glDescription
.target
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
2305 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
2306 glTexParameteri(This
->glDescription
.target
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
2307 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
2308 glTexParameteri(This
->glDescription
.target
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
2309 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
2310 glTexParameteri(This
->glDescription
.target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
2311 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
2312 glTexParameteri(This
->glDescription
.target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
2313 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
2315 /* This is where we should be reducing the amount of GLMemoryUsed */
2316 } else if (This
->glDescription
.textureName
) {
2317 /* Mipmap surfaces should have a base texture container */
2318 ERR("Mipmap surface has a glTexture bound to it!\n");
2321 glBindTexture(This
->glDescription
.target
, This
->glDescription
.textureName
);
2322 checkGLcall("glBindTexture");
2331 static HRESULT WINAPI
IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface
*iface
, const char* filename
)
2334 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
2335 char *allocatedMemory
;
2336 const char *textureRow
;
2337 IWineD3DSwapChain
*swapChain
= NULL
;
2338 int width
, height
, i
, y
;
2339 GLuint tmpTexture
= 0;
2342 Textures may not be stored in ->allocatedgMemory and a GlTexture
2343 so we should lock the surface before saving a snapshot, or at least check that
2345 /* TODO: Compressed texture images can be obtained from the GL in uncompressed form
2346 by calling GetTexImage and in compressed form by calling
2347 GetCompressedTexImageARB. Queried compressed images can be saved and
2348 later reused by calling CompressedTexImage[123]DARB. Pre-compressed
2349 texture images do not need to be processed by the GL and should
2350 significantly improve texture loading performance relative to uncompressed
2353 /* Setup the width and height to be the internal texture width and height. */
2354 width
= This
->pow2Width
;
2355 height
= This
->pow2Height
;
2356 /* check to see if we're a 'virtual' texture, e.g. we're not a pbuffer of texture, we're a back buffer*/
2357 IWineD3DSurface_GetContainer(iface
, &IID_IWineD3DSwapChain
, (void **)&swapChain
);
2359 if (This
->Flags
& SFLAG_INDRAWABLE
&& !(This
->Flags
& SFLAG_INTEXTURE
)) {
2360 /* if were not a real texture then read the back buffer into a real texture */
2361 /* we don't want to interfere with the back buffer so read the data into a temporary
2362 * texture and then save the data out of the temporary texture
2366 TRACE("(%p) Reading render target into texture\n", This
);
2368 glGenTextures(1, &tmpTexture
);
2369 glBindTexture(GL_TEXTURE_2D
, tmpTexture
);
2371 glTexImage2D(GL_TEXTURE_2D
,
2378 GL_UNSIGNED_INT_8_8_8_8_REV
,
2381 glGetIntegerv(GL_READ_BUFFER
, &prevRead
);
2382 checkGLcall("glGetIntegerv");
2383 glReadBuffer(swapChain
? GL_BACK
: This
->resource
.wineD3DDevice
->offscreenBuffer
);
2384 checkGLcall("glReadBuffer");
2385 glCopyTexImage2D(GL_TEXTURE_2D
,
2394 checkGLcall("glCopyTexImage2D");
2395 glReadBuffer(prevRead
);
2398 } else { /* bind the real texture, and make sure it up to date */
2399 IWineD3DSurface_PreLoad(iface
);
2400 surface_bind_and_dirtify(This
);
2402 allocatedMemory
= HeapAlloc(GetProcessHeap(), 0, width
* height
* 4);
2404 FIXME("Saving texture level %d width %d height %d\n", This
->glDescription
.level
, width
, height
);
2405 glGetTexImage(GL_TEXTURE_2D
,
2406 This
->glDescription
.level
,
2408 GL_UNSIGNED_INT_8_8_8_8_REV
,
2410 checkGLcall("glTexImage2D");
2412 glBindTexture(GL_TEXTURE_2D
, 0);
2413 glDeleteTextures(1, &tmpTexture
);
2417 f
= fopen(filename
, "w+");
2419 ERR("opening of %s failed with: %s\n", filename
, strerror(errno
));
2420 return WINED3DERR_INVALIDCALL
;
2422 /* Save the data out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha channel */
2423 TRACE("(%p) opened %s with format %s\n", This
, filename
, debug_d3dformat(This
->resource
.format
));
2438 fwrite(&width
,2,1,f
);
2440 fwrite(&height
,2,1,f
);
2445 /* 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 */
2447 textureRow
= allocatedMemory
+ (width
* (height
- 1) *4);
2449 textureRow
= allocatedMemory
;
2450 for (y
= 0 ; y
< height
; y
++) {
2451 for (i
= 0; i
< width
; i
++) {
2452 color
= *((const DWORD
*)textureRow
);
2453 fputc((color
>> 16) & 0xFF, f
); /* B */
2454 fputc((color
>> 8) & 0xFF, f
); /* G */
2455 fputc((color
>> 0) & 0xFF, f
); /* R */
2456 fputc((color
>> 24) & 0xFF, f
); /* A */
2459 /* take two rows of the pointer to the texture memory */
2461 (textureRow
-= width
<< 3);
2464 TRACE("Closing file\n");
2468 IWineD3DSwapChain_Release(swapChain
);
2470 HeapFree(GetProcessHeap(), 0, allocatedMemory
);
2475 * Slightly inefficient way to handle multiple dirty rects but it works :)
2477 static HRESULT WINAPI
IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface
*iface
, CONST RECT
* pDirtyRect
)
2479 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
2480 IWineD3DBaseTexture
*baseTexture
= NULL
;
2482 if (!(This
->Flags
& SFLAG_INSYSMEM
) && (This
->Flags
& SFLAG_INTEXTURE
))
2483 IWineD3DSurface_LoadLocation(iface
, SFLAG_INSYSMEM
, NULL
/* no partial locking for textures yet */);
2485 IWineD3DSurface_ModifyLocation(iface
, SFLAG_INSYSMEM
, TRUE
);
2486 if (NULL
!= pDirtyRect
) {
2487 This
->dirtyRect
.left
= min(This
->dirtyRect
.left
, pDirtyRect
->left
);
2488 This
->dirtyRect
.top
= min(This
->dirtyRect
.top
, pDirtyRect
->top
);
2489 This
->dirtyRect
.right
= max(This
->dirtyRect
.right
, pDirtyRect
->right
);
2490 This
->dirtyRect
.bottom
= max(This
->dirtyRect
.bottom
, pDirtyRect
->bottom
);
2492 This
->dirtyRect
.left
= 0;
2493 This
->dirtyRect
.top
= 0;
2494 This
->dirtyRect
.right
= This
->currentDesc
.Width
;
2495 This
->dirtyRect
.bottom
= This
->currentDesc
.Height
;
2497 TRACE("(%p) : Dirty: yes, Rect:(%d,%d,%d,%d)\n", This
, This
->dirtyRect
.left
,
2498 This
->dirtyRect
.top
, This
->dirtyRect
.right
, This
->dirtyRect
.bottom
);
2499 /* if the container is a basetexture then mark it dirty. */
2500 if (IWineD3DSurface_GetContainer(iface
, &IID_IWineD3DBaseTexture
, (void **)&baseTexture
) == WINED3D_OK
) {
2501 TRACE("Passing to container\n");
2502 IWineD3DBaseTexture_SetDirty(baseTexture
, TRUE
);
2503 IWineD3DBaseTexture_Release(baseTexture
);
2508 static HRESULT WINAPI
IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface
*iface
, WINED3DFORMAT format
) {
2509 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
2511 const struct GlPixelFormatDesc
*glDesc
;
2512 getFormatDescEntry(format
, &GLINFO_LOCATION
, &glDesc
);
2514 TRACE("(%p) : Calling base function first\n", This
);
2515 hr
= IWineD3DBaseSurfaceImpl_SetFormat(iface
, format
);
2517 /* Setup some glformat defaults */
2518 This
->glDescription
.glFormat
= glDesc
->glFormat
;
2519 This
->glDescription
.glFormatInternal
= glDesc
->glInternal
;
2520 This
->glDescription
.glType
= glDesc
->glType
;
2522 This
->Flags
&= ~SFLAG_ALLOCATED
;
2523 TRACE("(%p) : glFormat %d, glFotmatInternal %d, glType %d\n", This
,
2524 This
->glDescription
.glFormat
, This
->glDescription
.glFormatInternal
, This
->glDescription
.glType
);
2529 static HRESULT WINAPI
IWineD3DSurfaceImpl_SetMem(IWineD3DSurface
*iface
, void *Mem
) {
2530 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
2532 if(This
->Flags
& (SFLAG_LOCKED
| SFLAG_DCINUSE
)) {
2533 WARN("Surface is locked or the HDC is in use\n");
2534 return WINED3DERR_INVALIDCALL
;
2537 if(Mem
&& Mem
!= This
->resource
.allocatedMemory
) {
2538 void *release
= NULL
;
2540 /* Do I have to copy the old surface content? */
2541 if(This
->Flags
& SFLAG_DIBSECTION
) {
2542 /* Release the DC. No need to hold the critical section for the update
2543 * Thread because this thread runs only on front buffers, but this method
2544 * fails for render targets in the check above.
2546 SelectObject(This
->hDC
, This
->dib
.holdbitmap
);
2547 DeleteDC(This
->hDC
);
2548 /* Release the DIB section */
2549 DeleteObject(This
->dib
.DIBsection
);
2550 This
->dib
.bitmap_data
= NULL
;
2551 This
->resource
.allocatedMemory
= NULL
;
2553 This
->Flags
&= ~SFLAG_DIBSECTION
;
2554 } else if(!(This
->Flags
& SFLAG_USERPTR
)) {
2555 release
= This
->resource
.heapMemory
;
2556 This
->resource
.heapMemory
= NULL
;
2558 This
->resource
.allocatedMemory
= Mem
;
2559 This
->Flags
|= SFLAG_USERPTR
| SFLAG_INSYSMEM
;
2561 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2562 IWineD3DSurface_ModifyLocation(iface
, SFLAG_INSYSMEM
, TRUE
);
2564 /* For client textures opengl has to be notified */
2565 if(This
->Flags
& SFLAG_CLIENT
) {
2566 This
->Flags
&= ~SFLAG_ALLOCATED
;
2567 IWineD3DSurface_PreLoad(iface
);
2568 /* And hope that the app behaves correctly and did not free the old surface memory before setting a new pointer */
2571 /* Now free the old memory if any */
2572 HeapFree(GetProcessHeap(), 0, release
);
2573 } else if(This
->Flags
& SFLAG_USERPTR
) {
2574 /* LockRect and GetDC will re-create the dib section and allocated memory */
2575 This
->resource
.allocatedMemory
= NULL
;
2576 /* HeapMemory should be NULL already */
2577 if(This
->resource
.heapMemory
!= NULL
) ERR("User pointer surface has heap memory allocated\n");
2578 This
->Flags
&= ~SFLAG_USERPTR
;
2580 if(This
->Flags
& SFLAG_CLIENT
) {
2581 This
->Flags
&= ~SFLAG_ALLOCATED
;
2582 /* This respecifies an empty texture and opengl knows that the old memory is gone */
2583 IWineD3DSurface_PreLoad(iface
);
2589 void flip_surface(IWineD3DSurfaceImpl
*front
, IWineD3DSurfaceImpl
*back
) {
2591 /* Flip the surface contents */
2596 front
->hDC
= back
->hDC
;
2600 /* Flip the DIBsection */
2603 BOOL hasDib
= front
->Flags
& SFLAG_DIBSECTION
;
2604 tmp
= front
->dib
.DIBsection
;
2605 front
->dib
.DIBsection
= back
->dib
.DIBsection
;
2606 back
->dib
.DIBsection
= tmp
;
2608 if(back
->Flags
& SFLAG_DIBSECTION
) front
->Flags
|= SFLAG_DIBSECTION
;
2609 else front
->Flags
&= ~SFLAG_DIBSECTION
;
2610 if(hasDib
) back
->Flags
|= SFLAG_DIBSECTION
;
2611 else back
->Flags
&= ~SFLAG_DIBSECTION
;
2614 /* Flip the surface data */
2618 tmp
= front
->dib
.bitmap_data
;
2619 front
->dib
.bitmap_data
= back
->dib
.bitmap_data
;
2620 back
->dib
.bitmap_data
= tmp
;
2622 tmp
= front
->resource
.allocatedMemory
;
2623 front
->resource
.allocatedMemory
= back
->resource
.allocatedMemory
;
2624 back
->resource
.allocatedMemory
= tmp
;
2626 tmp
= front
->resource
.heapMemory
;
2627 front
->resource
.heapMemory
= back
->resource
.heapMemory
;
2628 back
->resource
.heapMemory
= tmp
;
2633 GLuint tmp_pbo
= front
->pbo
;
2634 front
->pbo
= back
->pbo
;
2635 back
->pbo
= tmp_pbo
;
2638 /* client_memory should not be different, but just in case */
2641 tmp
= front
->dib
.client_memory
;
2642 front
->dib
.client_memory
= back
->dib
.client_memory
;
2643 back
->dib
.client_memory
= tmp
;
2646 /* Flip the opengl texture */
2648 glDescriptor tmp_desc
= back
->glDescription
;
2649 back
->glDescription
= front
->glDescription
;
2650 front
->glDescription
= tmp_desc
;
2654 DWORD tmp_flags
= back
->Flags
;
2655 back
->Flags
= front
->Flags
;
2656 front
->Flags
= tmp_flags
;
2660 static HRESULT WINAPI
IWineD3DSurfaceImpl_Flip(IWineD3DSurface
*iface
, IWineD3DSurface
*override
, DWORD Flags
) {
2661 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
2662 IWineD3DSwapChainImpl
*swapchain
= NULL
;
2664 TRACE("(%p)->(%p,%x)\n", This
, override
, Flags
);
2666 /* Flipping is only supported on RenderTargets and overlays*/
2667 if( !(This
->resource
.usage
& (WINED3DUSAGE_RENDERTARGET
| WINED3DUSAGE_OVERLAY
)) ) {
2668 WARN("Tried to flip a non-render target, non-overlay surface\n");
2669 return WINEDDERR_NOTFLIPPABLE
;
2672 if(This
->resource
.usage
& WINED3DUSAGE_OVERLAY
) {
2673 flip_surface(This
, (IWineD3DSurfaceImpl
*) override
);
2675 /* Update the overlay if it is visible */
2676 if(This
->overlay_dest
) {
2677 return IWineD3DSurface_DrawOverlay((IWineD3DSurface
*) This
);
2684 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2685 * FIXME("(%p) Target override is not supported by now\n", This);
2686 * Additionally, it isn't really possible to support triple-buffering
2687 * properly on opengl at all
2691 IWineD3DSurface_GetContainer(iface
, &IID_IWineD3DSwapChain
, (void **) &swapchain
);
2693 ERR("Flipped surface is not on a swapchain\n");
2694 return WINEDDERR_NOTFLIPPABLE
;
2697 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2698 * and only d3d8 and d3d9 apps specify the presentation interval
2700 if((Flags
& (WINEDDFLIP_NOVSYNC
| WINEDDFLIP_INTERVAL2
| WINEDDFLIP_INTERVAL3
| WINEDDFLIP_INTERVAL4
)) == 0) {
2701 /* Most common case first to avoid wasting time on all the other cases */
2702 swapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_ONE
;
2703 } else if(Flags
& WINEDDFLIP_NOVSYNC
) {
2704 swapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_IMMEDIATE
;
2705 } else if(Flags
& WINEDDFLIP_INTERVAL2
) {
2706 swapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_TWO
;
2707 } else if(Flags
& WINEDDFLIP_INTERVAL3
) {
2708 swapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_THREE
;
2710 swapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_FOUR
;
2713 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2714 hr
= IWineD3DSwapChain_Present((IWineD3DSwapChain
*) swapchain
, NULL
, NULL
, 0, NULL
, 0);
2715 IWineD3DSwapChain_Release((IWineD3DSwapChain
*) swapchain
);
2719 /* Does a direct frame buffer -> texture copy. Stretching is done
2720 * with single pixel copy calls
2722 static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl
*This
, IWineD3DSurface
*SrcSurface
,
2723 IWineD3DSwapChainImpl
*swapchain
, const WINED3DRECT
*srect
, const WINED3DRECT
*drect
,
2724 BOOL upsidedown
, WINED3DTEXTUREFILTERTYPE Filter
)
2726 IWineD3DDeviceImpl
*myDevice
= This
->resource
.wineD3DDevice
;
2729 IWineD3DSurfaceImpl
*Src
= (IWineD3DSurfaceImpl
*) SrcSurface
;
2732 ActivateContext(myDevice
, SrcSurface
, CTXUSAGE_BLIT
);
2733 IWineD3DSurface_PreLoad((IWineD3DSurface
*) This
);
2736 /* Bind the target texture */
2737 glBindTexture(This
->glDescription
.target
, This
->glDescription
.textureName
);
2738 checkGLcall("glBindTexture");
2740 TRACE("Reading from an offscreen target\n");
2741 upsidedown
= !upsidedown
;
2742 glReadBuffer(myDevice
->offscreenBuffer
);
2744 GLenum buffer
= surface_get_gl_buffer(SrcSurface
, (IWineD3DSwapChain
*)swapchain
);
2745 glReadBuffer(buffer
);
2747 checkGLcall("glReadBuffer");
2749 xrel
= (float) (srect
->x2
- srect
->x1
) / (float) (drect
->x2
- drect
->x1
);
2750 yrel
= (float) (srect
->y2
- srect
->y1
) / (float) (drect
->y2
- drect
->y1
);
2752 if( (xrel
- 1.0 < -eps
) || (xrel
- 1.0 > eps
)) {
2753 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2755 if(Filter
!= WINED3DTEXF_NONE
&& Filter
!= WINED3DTEXF_POINT
) {
2756 ERR("Texture filtering not supported in direct blit\n");
2758 } else if((Filter
!= WINED3DTEXF_NONE
&& Filter
!= WINED3DTEXF_POINT
) && ((yrel
- 1.0 < -eps
) || (yrel
- 1.0 > eps
))) {
2759 ERR("Texture filtering not supported in direct blit\n");
2763 !((xrel
- 1.0 < -eps
) || (xrel
- 1.0 > eps
)) &&
2764 !((yrel
- 1.0 < -eps
) || (yrel
- 1.0 > eps
))) {
2765 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2767 glCopyTexSubImage2D(This
->glDescription
.target
,
2768 This
->glDescription
.level
,
2769 drect
->x1
, drect
->y1
, /* xoffset, yoffset */
2770 srect
->x1
, Src
->currentDesc
.Height
- srect
->y2
,
2771 drect
->x2
- drect
->x1
, drect
->y2
- drect
->y1
);
2773 UINT yoffset
= Src
->currentDesc
.Height
- srect
->y1
+ drect
->y1
- 1;
2774 /* I have to process this row by row to swap the image,
2775 * otherwise it would be upside down, so stretching in y direction
2776 * doesn't cost extra time
2778 * However, stretching in x direction can be avoided if not necessary
2780 for(row
= drect
->y1
; row
< drect
->y2
; row
++) {
2781 if( (xrel
- 1.0 < -eps
) || (xrel
- 1.0 > eps
)) {
2782 /* Well, that stuff works, but it's very slow.
2783 * find a better way instead
2787 for(col
= drect
->x1
; col
< drect
->x2
; col
++) {
2788 glCopyTexSubImage2D(This
->glDescription
.target
,
2789 This
->glDescription
.level
,
2790 drect
->x1
+ col
, row
, /* xoffset, yoffset */
2791 srect
->x1
+ col
* xrel
, yoffset
- (int) (row
* yrel
),
2795 glCopyTexSubImage2D(This
->glDescription
.target
,
2796 This
->glDescription
.level
,
2797 drect
->x1
, row
, /* xoffset, yoffset */
2798 srect
->x1
, yoffset
- (int) (row
* yrel
),
2799 drect
->x2
-drect
->x1
, 1);
2803 checkGLcall("glCopyTexSubImage2D");
2808 /* Uses the hardware to stretch and flip the image */
2809 static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl
*This
, IWineD3DSurface
*SrcSurface
,
2810 IWineD3DSwapChainImpl
*swapchain
, const WINED3DRECT
*srect
, const WINED3DRECT
*drect
,
2811 BOOL upsidedown
, WINED3DTEXTUREFILTERTYPE Filter
)
2813 GLuint src
, backup
= 0;
2814 IWineD3DDeviceImpl
*myDevice
= This
->resource
.wineD3DDevice
;
2815 IWineD3DSurfaceImpl
*Src
= (IWineD3DSurfaceImpl
*) SrcSurface
;
2816 float left
, right
, top
, bottom
; /* Texture coordinates */
2817 UINT fbwidth
= Src
->currentDesc
.Width
;
2818 UINT fbheight
= Src
->currentDesc
.Height
;
2819 GLenum drawBuffer
= GL_BACK
;
2820 GLenum texture_target
;
2821 BOOL noBackBufferBackup
;
2823 TRACE("Using hwstretch blit\n");
2824 /* Activate the Proper context for reading from the source surface, set it up for blitting */
2825 ActivateContext(myDevice
, SrcSurface
, CTXUSAGE_BLIT
);
2826 IWineD3DSurface_PreLoad((IWineD3DSurface
*) This
);
2828 noBackBufferBackup
= !swapchain
&& wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
;
2829 if(!noBackBufferBackup
&& Src
->glDescription
.textureName
== 0) {
2830 /* Get it a description */
2831 IWineD3DSurface_PreLoad(SrcSurface
);
2835 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
2836 * This way we don't have to wait for the 2nd readback to finish to leave this function.
2838 if(myDevice
->activeContext
->aux_buffers
>= 2) {
2839 /* Got more than one aux buffer? Use the 2nd aux buffer */
2840 drawBuffer
= GL_AUX1
;
2841 } else if((swapchain
|| myDevice
->offscreenBuffer
== GL_BACK
) && myDevice
->activeContext
->aux_buffers
>= 1) {
2842 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2843 drawBuffer
= GL_AUX0
;
2846 if(noBackBufferBackup
) {
2847 glGenTextures(1, &backup
);
2848 checkGLcall("glGenTextures\n");
2849 glBindTexture(GL_TEXTURE_2D
, backup
);
2850 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
2851 texture_target
= GL_TEXTURE_2D
;
2853 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
2854 * we are reading from the back buffer, the backup can be used as source texture
2856 texture_target
= Src
->glDescription
.target
;
2857 glBindTexture(texture_target
, Src
->glDescription
.textureName
);
2858 checkGLcall("glBindTexture(texture_target, Src->glDescription.textureName)");
2859 glEnable(texture_target
);
2860 checkGLcall("glEnable(texture_target)");
2862 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
2863 Src
->Flags
&= ~SFLAG_INTEXTURE
;
2867 glReadBuffer(surface_get_gl_buffer(SrcSurface
, (IWineD3DSwapChain
*)swapchain
));
2869 TRACE("Reading from an offscreen target\n");
2870 upsidedown
= !upsidedown
;
2871 glReadBuffer(myDevice
->offscreenBuffer
);
2874 /* TODO: Only back up the part that will be overwritten */
2875 glCopyTexSubImage2D(texture_target
, 0,
2876 0, 0 /* read offsets */,
2881 checkGLcall("glCopyTexSubImage2D");
2883 /* No issue with overriding these - the sampler is dirty due to blit usage */
2884 glTexParameteri(texture_target
, GL_TEXTURE_MAG_FILTER
,
2885 magLookup
[Filter
- WINED3DTEXF_NONE
]);
2886 checkGLcall("glTexParameteri");
2887 glTexParameteri(texture_target
, GL_TEXTURE_MIN_FILTER
,
2888 minMipLookup
[Filter
].mip
[WINED3DTEXF_NONE
]);
2889 checkGLcall("glTexParameteri");
2891 if(!swapchain
|| (IWineD3DSurface
*) Src
== swapchain
->backBuffer
[0]) {
2892 src
= backup
? backup
: Src
->glDescription
.textureName
;
2894 glReadBuffer(GL_FRONT
);
2895 checkGLcall("glReadBuffer(GL_FRONT)");
2897 glGenTextures(1, &src
);
2898 checkGLcall("glGenTextures(1, &src)");
2899 glBindTexture(GL_TEXTURE_2D
, src
);
2900 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
2902 /* TODO: Only copy the part that will be read. Use srect->x1, srect->y2 as origin, but with the width watch
2903 * out for power of 2 sizes
2905 glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA
, Src
->pow2Width
, Src
->pow2Height
, 0,
2906 GL_RGBA
, GL_UNSIGNED_BYTE
, NULL
);
2907 checkGLcall("glTexImage2D");
2908 glCopyTexSubImage2D(GL_TEXTURE_2D
, 0,
2909 0, 0 /* read offsets */,
2914 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
2915 checkGLcall("glTexParameteri");
2916 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
2917 checkGLcall("glTexParameteri");
2919 glReadBuffer(GL_BACK
);
2920 checkGLcall("glReadBuffer(GL_BACK)");
2922 if(texture_target
!= GL_TEXTURE_2D
) {
2923 glDisable(texture_target
);
2924 glEnable(GL_TEXTURE_2D
);
2925 texture_target
= GL_TEXTURE_2D
;
2928 checkGLcall("glEnd and previous");
2934 top
= Src
->currentDesc
.Height
- srect
->y1
;
2935 bottom
= Src
->currentDesc
.Height
- srect
->y2
;
2937 top
= Src
->currentDesc
.Height
- srect
->y2
;
2938 bottom
= Src
->currentDesc
.Height
- srect
->y1
;
2941 if(Src
->Flags
& SFLAG_NORMCOORD
) {
2942 left
/= Src
->pow2Width
;
2943 right
/= Src
->pow2Width
;
2944 top
/= Src
->pow2Height
;
2945 bottom
/= Src
->pow2Height
;
2948 /* draw the source texture stretched and upside down. The correct surface is bound already */
2949 glTexParameteri(texture_target
, GL_TEXTURE_WRAP_S
, GL_CLAMP
);
2950 glTexParameteri(texture_target
, GL_TEXTURE_WRAP_T
, GL_CLAMP
);
2952 glDrawBuffer(drawBuffer
);
2953 glReadBuffer(drawBuffer
);
2957 glTexCoord2f(left
, bottom
);
2958 glVertex2i(0, fbheight
);
2961 glTexCoord2f(left
, top
);
2962 glVertex2i(0, fbheight
- drect
->y2
- drect
->y1
);
2965 glTexCoord2f(right
, top
);
2966 glVertex2i(drect
->x2
- drect
->x1
, fbheight
- drect
->y2
- drect
->y1
);
2969 glTexCoord2f(right
, bottom
);
2970 glVertex2i(drect
->x2
- drect
->x1
, fbheight
);
2972 checkGLcall("glEnd and previous");
2974 if(texture_target
!= This
->glDescription
.target
) {
2975 glDisable(texture_target
);
2976 glEnable(This
->glDescription
.target
);
2977 texture_target
= This
->glDescription
.target
;
2980 /* Now read the stretched and upside down image into the destination texture */
2981 glBindTexture(texture_target
, This
->glDescription
.textureName
);
2982 checkGLcall("glBindTexture");
2983 glCopyTexSubImage2D(texture_target
,
2985 drect
->x1
, drect
->y1
, /* xoffset, yoffset */
2986 0, 0, /* We blitted the image to the origin */
2987 drect
->x2
- drect
->x1
, drect
->y2
- drect
->y1
);
2988 checkGLcall("glCopyTexSubImage2D");
2990 if(drawBuffer
== GL_BACK
) {
2991 /* Write the back buffer backup back */
2993 if(texture_target
!= GL_TEXTURE_2D
) {
2994 glDisable(texture_target
);
2995 glEnable(GL_TEXTURE_2D
);
2996 texture_target
= GL_TEXTURE_2D
;
2998 glBindTexture(GL_TEXTURE_2D
, backup
);
2999 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3001 if(texture_target
!= Src
->glDescription
.target
) {
3002 glDisable(texture_target
);
3003 glEnable(Src
->glDescription
.target
);
3004 texture_target
= Src
->glDescription
.target
;
3006 glBindTexture(Src
->glDescription
.target
, Src
->glDescription
.textureName
);
3007 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
3012 glTexCoord2f(0.0, (float) fbheight
/ (float) Src
->pow2Height
);
3016 glTexCoord2f(0.0, 0.0);
3017 glVertex2i(0, fbheight
);
3020 glTexCoord2f((float) fbwidth
/ (float) Src
->pow2Width
, 0.0);
3021 glVertex2i(fbwidth
, Src
->currentDesc
.Height
);
3024 glTexCoord2f((float) fbwidth
/ (float) Src
->pow2Width
, (float) fbheight
/ (float) Src
->pow2Height
);
3025 glVertex2i(fbwidth
, 0);
3028 /* Restore the old draw buffer */
3029 glDrawBuffer(GL_BACK
);
3031 glDisable(texture_target
);
3032 checkGLcall("glDisable(texture_target)");
3035 if(src
!= Src
->glDescription
.textureName
&& src
!= backup
) {
3036 glDeleteTextures(1, &src
);
3037 checkGLcall("glDeleteTextures(1, &src)");
3040 glDeleteTextures(1, &backup
);
3041 checkGLcall("glDeleteTextures(1, &backup)");
3047 /* Not called from the VTable */
3048 static HRESULT
IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl
*This
, const RECT
*DestRect
,
3049 IWineD3DSurface
*SrcSurface
, const RECT
*SrcRect
, DWORD Flags
, const WINEDDBLTFX
*DDBltFx
,
3050 WINED3DTEXTUREFILTERTYPE Filter
)
3053 IWineD3DDeviceImpl
*myDevice
= This
->resource
.wineD3DDevice
;
3054 IWineD3DSwapChainImpl
*srcSwapchain
= NULL
, *dstSwapchain
= NULL
;
3055 IWineD3DSurfaceImpl
*Src
= (IWineD3DSurfaceImpl
*) SrcSurface
;
3057 TRACE("(%p)->(%p,%p,%p,%08x,%p)\n", This
, DestRect
, SrcSurface
, SrcRect
, Flags
, DDBltFx
);
3059 /* Get the swapchain. One of the surfaces has to be a primary surface */
3060 if(This
->resource
.pool
== WINED3DPOOL_SYSTEMMEM
) {
3061 WARN("Destination is in sysmem, rejecting gl blt\n");
3062 return WINED3DERR_INVALIDCALL
;
3064 IWineD3DSurface_GetContainer( (IWineD3DSurface
*) This
, &IID_IWineD3DSwapChain
, (void **)&dstSwapchain
);
3065 if(dstSwapchain
) IWineD3DSwapChain_Release((IWineD3DSwapChain
*) dstSwapchain
);
3067 if(Src
->resource
.pool
== WINED3DPOOL_SYSTEMMEM
) {
3068 WARN("Src is in sysmem, rejecting gl blt\n");
3069 return WINED3DERR_INVALIDCALL
;
3071 IWineD3DSurface_GetContainer( (IWineD3DSurface
*) Src
, &IID_IWineD3DSwapChain
, (void **)&srcSwapchain
);
3072 if(srcSwapchain
) IWineD3DSwapChain_Release((IWineD3DSwapChain
*) srcSwapchain
);
3075 /* Early sort out of cases where no render target is used */
3076 if(!dstSwapchain
&& !srcSwapchain
&&
3077 SrcSurface
!= myDevice
->render_targets
[0] && This
!= (IWineD3DSurfaceImpl
*) myDevice
->render_targets
[0]) {
3078 TRACE("No surface is render target, not using hardware blit. Src = %p, dst = %p\n", Src
, This
);
3079 return WINED3DERR_INVALIDCALL
;
3082 /* No destination color keying supported */
3083 if(Flags
& (WINEDDBLT_KEYDEST
| WINEDDBLT_KEYDESTOVERRIDE
)) {
3084 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3085 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3086 return WINED3DERR_INVALIDCALL
;
3090 rect
.x1
= DestRect
->left
;
3091 rect
.y1
= DestRect
->top
;
3092 rect
.x2
= DestRect
->right
;
3093 rect
.y2
= DestRect
->bottom
;
3097 rect
.x2
= This
->currentDesc
.Width
;
3098 rect
.y2
= This
->currentDesc
.Height
;
3101 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3102 if(dstSwapchain
&& dstSwapchain
== srcSwapchain
&& dstSwapchain
->backBuffer
&&
3103 ((IWineD3DSurface
*) This
== dstSwapchain
->frontBuffer
) && SrcSurface
== dstSwapchain
->backBuffer
[0]) {
3104 /* Half-life does a Blt from the back buffer to the front buffer,
3105 * Full surface size, no flags... Use present instead
3107 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3110 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3114 TRACE("Looking if a Present can be done...\n");
3115 /* Source Rectangle must be full surface */
3117 if(SrcRect
->left
!= 0 || SrcRect
->top
!= 0 ||
3118 SrcRect
->right
!= Src
->currentDesc
.Width
|| SrcRect
->bottom
!= Src
->currentDesc
.Height
) {
3119 TRACE("No, Source rectangle doesn't match\n");
3125 mySrcRect
.right
= Src
->currentDesc
.Width
;
3126 mySrcRect
.bottom
= Src
->currentDesc
.Height
;
3128 /* No stretching may occur */
3129 if(mySrcRect
.right
!= rect
.x2
- rect
.x1
||
3130 mySrcRect
.bottom
!= rect
.y2
- rect
.y1
) {
3131 TRACE("No, stretching is done\n");
3135 /* Destination must be full surface or match the clipping rectangle */
3136 if(This
->clipper
&& ((IWineD3DClipperImpl
*) This
->clipper
)->hWnd
)
3140 GetClientRect(((IWineD3DClipperImpl
*) This
->clipper
)->hWnd
, &cliprect
);
3145 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl
*) This
->clipper
)->hWnd
,
3148 if(pos
[0].x
!= cliprect
.left
|| pos
[0].y
!= cliprect
.top
||
3149 pos
[1].x
!= cliprect
.right
|| pos
[1].y
!= cliprect
.bottom
)
3151 TRACE("No, dest rectangle doesn't match(clipper)\n");
3152 TRACE("Clip rect at (%d,%d)-(%d,%d)\n", cliprect
.left
, cliprect
.top
, cliprect
.right
, cliprect
.bottom
);
3153 TRACE("Blt dest: (%d,%d)-(%d,%d)\n", rect
.x1
, rect
.y1
, rect
.x2
, rect
.y2
);
3159 if(rect
.x1
!= 0 || rect
.y1
!= 0 ||
3160 rect
.x2
!= This
->currentDesc
.Width
|| rect
.y2
!= This
->currentDesc
.Height
) {
3161 TRACE("No, dest rectangle doesn't match(surface size)\n");
3168 /* These flags are unimportant for the flag check, remove them */
3169 if((Flags
& ~(WINEDDBLT_DONOTWAIT
| WINEDDBLT_WAIT
)) == 0) {
3170 WINED3DSWAPEFFECT orig_swap
= dstSwapchain
->presentParms
.SwapEffect
;
3172 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3173 * take very long, while a flip is fast.
3174 * This applies to Half-Life, which does such Blts every time it finished
3175 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3176 * menu. This is also used by all apps when they do windowed rendering
3178 * The problem is that flipping is not really the same as copying. After a
3179 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3180 * untouched. Therefore it's necessary to override the swap effect
3181 * and to set it back after the flip.
3183 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3187 dstSwapchain
->presentParms
.SwapEffect
= WINED3DSWAPEFFECT_COPY
;
3188 dstSwapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_IMMEDIATE
;
3190 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3191 IWineD3DSwapChain_Present((IWineD3DSwapChain
*) dstSwapchain
, NULL
, NULL
, 0, NULL
, 0);
3193 dstSwapchain
->presentParms
.SwapEffect
= orig_swap
;
3200 TRACE("Unsupported blit between buffers on the same swapchain\n");
3201 return WINED3DERR_INVALIDCALL
;
3202 } else if(dstSwapchain
&& dstSwapchain
== srcSwapchain
) {
3203 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3204 return WINED3DERR_INVALIDCALL
;
3205 } else if(dstSwapchain
&& srcSwapchain
) {
3206 FIXME("Implement hardware blit between two different swapchains\n");
3207 return WINED3DERR_INVALIDCALL
;
3208 } else if(dstSwapchain
) {
3209 if(SrcSurface
== myDevice
->render_targets
[0]) {
3210 TRACE("Blit from active render target to a swapchain\n");
3211 /* Handled with regular texture -> swapchain blit */
3213 } else if(srcSwapchain
&& This
== (IWineD3DSurfaceImpl
*) myDevice
->render_targets
[0]) {
3214 FIXME("Implement blit from a swapchain to the active render target\n");
3215 return WINED3DERR_INVALIDCALL
;
3218 if((srcSwapchain
|| SrcSurface
== myDevice
->render_targets
[0]) && !dstSwapchain
) {
3219 /* Blit from render target to texture */
3221 BOOL upsideDown
, stretchx
;
3222 BOOL paletteOverride
= FALSE
;
3224 if(Flags
& (WINEDDBLT_KEYSRC
| WINEDDBLT_KEYSRCOVERRIDE
)) {
3225 TRACE("Color keying not supported by frame buffer to texture blit\n");
3226 return WINED3DERR_INVALIDCALL
;
3227 /* Destination color key is checked above */
3230 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
3231 * glCopyTexSubImage is a bit picky about the parameters we pass to it
3234 if(SrcRect
->top
< SrcRect
->bottom
) {
3235 srect
.y1
= SrcRect
->top
;
3236 srect
.y2
= SrcRect
->bottom
;
3239 srect
.y1
= SrcRect
->bottom
;
3240 srect
.y2
= SrcRect
->top
;
3243 srect
.x1
= SrcRect
->left
;
3244 srect
.x2
= SrcRect
->right
;
3248 srect
.x2
= Src
->currentDesc
.Width
;
3249 srect
.y2
= Src
->currentDesc
.Height
;
3252 if(rect
.x1
> rect
.x2
) {
3256 upsideDown
= !upsideDown
;
3259 if(rect
.x2
- rect
.x1
!= srect
.x2
- srect
.x1
) {
3265 /* When blitting from a render target a texture, the texture isn't required to have a palette.
3266 * In this case grab the palette from the render target. */
3267 if((This
->resource
.format
== WINED3DFMT_P8
) && (This
->palette
== NULL
)) {
3268 paletteOverride
= TRUE
;
3269 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src
, This
->palette
, This
);
3270 This
->palette
= Src
->palette
;
3273 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3274 * flip the image nor scale it.
3276 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3277 * -> If the app wants a image width an unscaled width, copy it line per line
3278 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3279 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3280 * back buffer. This is slower than reading line per line, thus not used for flipping
3281 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3284 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3285 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3288 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
&& GL_SUPPORT(EXT_FRAMEBUFFER_BLIT
)) {
3289 stretch_rect_fbo((IWineD3DDevice
*)myDevice
, SrcSurface
, &srect
,
3290 (IWineD3DSurface
*)This
, &rect
, Filter
, upsideDown
);
3291 } else if((!stretchx
) || rect
.x2
- rect
.x1
> Src
->currentDesc
.Width
||
3292 rect
.y2
- rect
.y1
> Src
->currentDesc
.Height
) {
3293 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3294 fb_copy_to_texture_direct(This
, SrcSurface
, srcSwapchain
, &srect
, &rect
, upsideDown
, Filter
);
3296 TRACE("Using hardware stretching to flip / stretch the texture\n");
3297 fb_copy_to_texture_hwstretch(This
, SrcSurface
, srcSwapchain
, &srect
, &rect
, upsideDown
, Filter
);
3300 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3302 This
->palette
= NULL
;
3304 if(!(This
->Flags
& SFLAG_DONOTFREE
)) {
3305 HeapFree(GetProcessHeap(), 0, This
->resource
.heapMemory
);
3306 This
->resource
.allocatedMemory
= NULL
;
3307 This
->resource
.heapMemory
= NULL
;
3309 This
->Flags
&= ~SFLAG_INSYSMEM
;
3311 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3312 * path is never entered
3314 IWineD3DSurface_ModifyLocation((IWineD3DSurface
*) This
, SFLAG_INTEXTURE
, TRUE
);
3318 /* Blit from offscreen surface to render target */
3319 float glTexCoord
[4];
3320 DWORD oldCKeyFlags
= Src
->CKeyFlags
;
3321 WINEDDCOLORKEY oldBltCKey
= Src
->SrcBltCKey
;
3322 RECT SourceRectangle
;
3323 BOOL paletteOverride
= FALSE
;
3325 TRACE("Blt from surface %p to rendertarget %p\n", Src
, This
);
3328 SourceRectangle
.left
= SrcRect
->left
;
3329 SourceRectangle
.right
= SrcRect
->right
;
3330 SourceRectangle
.top
= SrcRect
->top
;
3331 SourceRectangle
.bottom
= SrcRect
->bottom
;
3333 SourceRectangle
.left
= 0;
3334 SourceRectangle
.right
= Src
->currentDesc
.Width
;
3335 SourceRectangle
.top
= 0;
3336 SourceRectangle
.bottom
= Src
->currentDesc
.Height
;
3339 /* When blitting from an offscreen surface to a rendertarget, the source
3340 * surface is not required to have a palette. Our rendering / conversion
3341 * code further down the road retrieves the palette from the surface, so
3342 * it must have a palette set. */
3343 if((Src
->resource
.format
== WINED3DFMT_P8
) && (Src
->palette
== NULL
)) {
3344 paletteOverride
= TRUE
;
3345 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src
, This
->palette
, This
);
3346 Src
->palette
= This
->palette
;
3349 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
&& GL_SUPPORT(EXT_FRAMEBUFFER_BLIT
) &&
3350 (Flags
& (WINEDDBLT_KEYSRC
| WINEDDBLT_KEYSRCOVERRIDE
)) == 0) {
3351 TRACE("Using stretch_rect_fbo\n");
3352 /* The source is always a texture, but never the currently active render target, and the texture
3353 * contents are never upside down
3355 stretch_rect_fbo((IWineD3DDevice
*)myDevice
, SrcSurface
, (WINED3DRECT
*) &SourceRectangle
,
3356 (IWineD3DSurface
*)This
, &rect
, Filter
, FALSE
);
3358 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3360 Src
->palette
= NULL
;
3364 if(!CalculateTexRect(Src
, &SourceRectangle
, glTexCoord
)) {
3365 /* Fall back to software */
3366 WARN("(%p) Source texture area (%d,%d)-(%d,%d) is too big\n", Src
,
3367 SourceRectangle
.left
, SourceRectangle
.top
,
3368 SourceRectangle
.right
, SourceRectangle
.bottom
);
3369 return WINED3DERR_INVALIDCALL
;
3372 /* Color keying: Check if we have to do a color keyed blt,
3373 * and if not check if a color key is activated.
3375 * Just modify the color keying parameters in the surface and restore them afterwards
3376 * The surface keeps track of the color key last used to load the opengl surface.
3377 * PreLoad will catch the change to the flags and color key and reload if necessary.
3379 if(Flags
& WINEDDBLT_KEYSRC
) {
3380 /* Use color key from surface */
3381 } else if(Flags
& WINEDDBLT_KEYSRCOVERRIDE
) {
3382 /* Use color key from DDBltFx */
3383 Src
->CKeyFlags
|= WINEDDSD_CKSRCBLT
;
3384 Src
->SrcBltCKey
= DDBltFx
->ddckSrcColorkey
;
3386 /* Do not use color key */
3387 Src
->CKeyFlags
&= ~WINEDDSD_CKSRCBLT
;
3390 /* Now load the surface */
3391 IWineD3DSurface_PreLoad((IWineD3DSurface
*) Src
);
3393 /* Activate the destination context, set it up for blitting */
3394 ActivateContext(myDevice
, (IWineD3DSurface
*) This
, CTXUSAGE_BLIT
);
3396 /* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
3397 * while OpenGL coordinates are window relative.
3398 * Also beware of the origin difference(top left vs bottom left).
3399 * Also beware that the front buffer's surface size is screen width x screen height,
3400 * whereas the real gl drawable size is the size of the window.
3402 if (dstSwapchain
&& (IWineD3DSurface
*)This
== dstSwapchain
->frontBuffer
) {
3404 POINT offset
= {0,0};
3406 ClientToScreen(dstSwapchain
->win_handle
, &offset
);
3407 GetClientRect(dstSwapchain
->win_handle
, &windowsize
);
3408 h
= windowsize
.bottom
- windowsize
.top
;
3409 rect
.x1
-= offset
.x
; rect
.x2
-=offset
.x
;
3410 rect
.y1
-= offset
.y
; rect
.y2
-=offset
.y
;
3411 rect
.y1
+= This
->currentDesc
.Height
- h
; rect
.y2
+= This
->currentDesc
.Height
- h
;
3414 myDevice
->blitter
->set_shader((IWineD3DDevice
*) myDevice
, Src
->resource
.format
,
3415 Src
->glDescription
.target
, Src
->pow2Width
, Src
->pow2Height
);
3419 /* Bind the texture */
3420 glBindTexture(Src
->glDescription
.target
, Src
->glDescription
.textureName
);
3421 checkGLcall("glBindTexture");
3423 /* Filtering for StretchRect */
3424 glTexParameteri(Src
->glDescription
.target
, GL_TEXTURE_MAG_FILTER
,
3425 magLookup
[Filter
- WINED3DTEXF_NONE
]);
3426 checkGLcall("glTexParameteri");
3427 glTexParameteri(Src
->glDescription
.target
, GL_TEXTURE_MIN_FILTER
,
3428 minMipLookup
[Filter
].mip
[WINED3DTEXF_NONE
]);
3429 checkGLcall("glTexParameteri");
3430 glTexParameteri(Src
->glDescription
.target
, GL_TEXTURE_WRAP_S
, GL_CLAMP
);
3431 glTexParameteri(Src
->glDescription
.target
, GL_TEXTURE_WRAP_T
, GL_CLAMP
);
3432 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
3433 checkGLcall("glTexEnvi");
3435 /* This is for color keying */
3436 if(Flags
& (WINEDDBLT_KEYSRC
| WINEDDBLT_KEYSRCOVERRIDE
)) {
3437 glEnable(GL_ALPHA_TEST
);
3438 checkGLcall("glEnable GL_ALPHA_TEST");
3440 /* When the primary render target uses P8, the alpha component contains the palette index.
3441 * Which means that the colorkey is one of the palette entries. In other cases pixels that
3442 * should be masked away have alpha set to 0. */
3443 if(primary_render_target_is_p8(myDevice
))
3444 glAlphaFunc(GL_NOTEQUAL
, (float)Src
->SrcBltCKey
.dwColorSpaceLowValue
/ 256.0);
3446 glAlphaFunc(GL_NOTEQUAL
, 0.0);
3447 checkGLcall("glAlphaFunc\n");
3449 glDisable(GL_ALPHA_TEST
);
3450 checkGLcall("glDisable GL_ALPHA_TEST");
3453 /* Draw a textured quad
3457 glColor3d(1.0f
, 1.0f
, 1.0f
);
3458 glTexCoord2f(glTexCoord
[0], glTexCoord
[2]);
3463 glTexCoord2f(glTexCoord
[0], glTexCoord
[3]);
3464 glVertex3f(rect
.x1
, rect
.y2
, 0.0);
3466 glTexCoord2f(glTexCoord
[1], glTexCoord
[3]);
3471 glTexCoord2f(glTexCoord
[1], glTexCoord
[2]);
3476 checkGLcall("glEnd");
3478 if(Flags
& (WINEDDBLT_KEYSRC
| WINEDDBLT_KEYSRCOVERRIDE
)) {
3479 glDisable(GL_ALPHA_TEST
);
3480 checkGLcall("glDisable(GL_ALPHA_TEST)");
3483 glBindTexture(Src
->glDescription
.target
, 0);
3484 checkGLcall("glBindTexture(Src->glDescription.target, 0)");
3486 /* Restore the color key parameters */
3487 Src
->CKeyFlags
= oldCKeyFlags
;
3488 Src
->SrcBltCKey
= oldBltCKey
;
3490 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3492 Src
->palette
= NULL
;
3496 /* Leave the opengl state valid for blitting */
3497 myDevice
->blitter
->unset_shader((IWineD3DDevice
*) myDevice
);
3499 /* Flush in case the drawable is used by multiple GL contexts */
3500 if(dstSwapchain
&& (This
== (IWineD3DSurfaceImpl
*) dstSwapchain
->frontBuffer
|| dstSwapchain
->num_contexts
>= 2))
3503 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
3504 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
3507 IWineD3DSurface_ModifyLocation((IWineD3DSurface
*) This
, SFLAG_INDRAWABLE
, TRUE
);
3511 /* Source-Less Blit to render target */
3512 if (Flags
& WINEDDBLT_COLORFILL
) {
3513 /* This is easy to handle for the D3D Device... */
3516 TRACE("Colorfill\n");
3518 /* This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0] || dstSwapchain
3519 must be true if we are here */
3520 if (This
!= (IWineD3DSurfaceImpl
*) myDevice
->render_targets
[0] &&
3521 !(This
== (IWineD3DSurfaceImpl
*) dstSwapchain
->frontBuffer
||
3522 (dstSwapchain
->backBuffer
&& This
== (IWineD3DSurfaceImpl
*) dstSwapchain
->backBuffer
[0]))) {
3523 TRACE("Surface is higher back buffer, falling back to software\n");
3524 return WINED3DERR_INVALIDCALL
;
3527 /* The color as given in the Blt function is in the format of the frame-buffer...
3528 * 'clear' expect it in ARGB format => we need to do some conversion :-)
3530 if (This
->resource
.format
== WINED3DFMT_P8
) {
3533 if (primary_render_target_is_p8(myDevice
)) alpha
= DDBltFx
->u5
.dwFillColor
<< 24;
3534 else alpha
= 0xFF000000;
3536 if (This
->palette
) {
3538 (This
->palette
->palents
[DDBltFx
->u5
.dwFillColor
].peRed
<< 16) |
3539 (This
->palette
->palents
[DDBltFx
->u5
.dwFillColor
].peGreen
<< 8) |
3540 (This
->palette
->palents
[DDBltFx
->u5
.dwFillColor
].peBlue
));
3545 else if (This
->resource
.format
== WINED3DFMT_R5G6B5
) {
3546 if (DDBltFx
->u5
.dwFillColor
== 0xFFFF) {
3549 color
= ((0xFF000000) |
3550 ((DDBltFx
->u5
.dwFillColor
& 0xF800) << 8) |
3551 ((DDBltFx
->u5
.dwFillColor
& 0x07E0) << 5) |
3552 ((DDBltFx
->u5
.dwFillColor
& 0x001F) << 3));
3555 else if ((This
->resource
.format
== WINED3DFMT_R8G8B8
) ||
3556 (This
->resource
.format
== WINED3DFMT_X8R8G8B8
) ) {
3557 color
= 0xFF000000 | DDBltFx
->u5
.dwFillColor
;
3559 else if (This
->resource
.format
== WINED3DFMT_A8R8G8B8
) {
3560 color
= DDBltFx
->u5
.dwFillColor
;
3563 ERR("Wrong surface type for BLT override(Format doesn't match) !\n");
3564 return WINED3DERR_INVALIDCALL
;
3567 TRACE("(%p) executing Render Target override, color = %x\n", This
, color
);
3568 IWineD3DDeviceImpl_ClearSurface(myDevice
, This
,
3569 1, /* Number of rectangles */
3570 &rect
, WINED3DCLEAR_TARGET
, color
,
3577 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3578 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3579 return WINED3DERR_INVALIDCALL
;
3582 static HRESULT
IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl
*This
, const RECT
*DestRect
,
3583 IWineD3DSurface
*SrcSurface
, const RECT
*SrcRect
, DWORD Flags
, const WINEDDBLTFX
*DDBltFx
)
3585 IWineD3DDeviceImpl
*myDevice
= This
->resource
.wineD3DDevice
;
3588 if (Flags
& WINEDDBLT_DEPTHFILL
) {
3589 switch(This
->resource
.format
) {
3590 case WINED3DFMT_D16
:
3591 depth
= (float) DDBltFx
->u5
.dwFillDepth
/ (float) 0x0000ffff;
3593 case WINED3DFMT_D15S1
:
3594 depth
= (float) DDBltFx
->u5
.dwFillDepth
/ (float) 0x0000fffe;
3596 case WINED3DFMT_D24S8
:
3597 case WINED3DFMT_D24X8
:
3598 depth
= (float) DDBltFx
->u5
.dwFillDepth
/ (float) 0x00ffffff;
3600 case WINED3DFMT_D32
:
3601 depth
= (float) DDBltFx
->u5
.dwFillDepth
/ (float) 0xffffffff;
3605 ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This
->resource
.format
));
3608 return IWineD3DDevice_Clear((IWineD3DDevice
*) myDevice
,
3609 DestRect
== NULL
? 0 : 1,
3610 (const WINED3DRECT
*)DestRect
,
3611 WINED3DCLEAR_ZBUFFER
,
3617 FIXME("(%p): Unsupp depthstencil blit\n", This
);
3618 return WINED3DERR_INVALIDCALL
;
3621 static HRESULT WINAPI
IWineD3DSurfaceImpl_Blt(IWineD3DSurface
*iface
, const RECT
*DestRect
, IWineD3DSurface
*SrcSurface
,
3622 const RECT
*SrcRect
, DWORD Flags
, const WINEDDBLTFX
*DDBltFx
, WINED3DTEXTUREFILTERTYPE Filter
) {
3623 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
3624 IWineD3DSurfaceImpl
*Src
= (IWineD3DSurfaceImpl
*) SrcSurface
;
3625 IWineD3DDeviceImpl
*myDevice
= This
->resource
.wineD3DDevice
;
3626 TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This
, DestRect
, SrcSurface
, SrcRect
, Flags
, DDBltFx
);
3627 TRACE("(%p): Usage is %s\n", This
, debug_d3dusage(This
->resource
.usage
));
3629 if ( (This
->Flags
& SFLAG_LOCKED
) || ((Src
!= NULL
) && (Src
->Flags
& SFLAG_LOCKED
)))
3631 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3632 return WINEDDERR_SURFACEBUSY
;
3635 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3636 * except depth blits, which seem to work
3638 if(iface
== myDevice
->stencilBufferTarget
|| (SrcSurface
&& SrcSurface
== myDevice
->stencilBufferTarget
)) {
3639 if(myDevice
->inScene
&& !(Flags
& WINEDDBLT_DEPTHFILL
)) {
3640 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3641 return WINED3DERR_INVALIDCALL
;
3642 } else if(IWineD3DSurfaceImpl_BltZ(This
, DestRect
, SrcSurface
, SrcRect
, Flags
, DDBltFx
) == WINED3D_OK
) {
3643 TRACE("Z Blit override handled the blit\n");
3648 /* Special cases for RenderTargets */
3649 if( (This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
) ||
3650 ( Src
&& (Src
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
) )) {
3651 if(IWineD3DSurfaceImpl_BltOverride(This
, DestRect
, SrcSurface
, SrcRect
, Flags
, DDBltFx
, Filter
) == WINED3D_OK
) return WINED3D_OK
;
3654 /* For the rest call the X11 surface implementation.
3655 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3656 * other Blts are rather rare
3658 return IWineD3DBaseSurfaceImpl_Blt(iface
, DestRect
, SrcSurface
, SrcRect
, Flags
, DDBltFx
, Filter
);
3661 static HRESULT WINAPI
IWineD3DSurfaceImpl_BltFast(IWineD3DSurface
*iface
, DWORD dstx
, DWORD dsty
,
3662 IWineD3DSurface
*Source
, const RECT
*rsrc
, DWORD trans
)
3664 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
3665 IWineD3DSurfaceImpl
*srcImpl
= (IWineD3DSurfaceImpl
*) Source
;
3666 IWineD3DDeviceImpl
*myDevice
= This
->resource
.wineD3DDevice
;
3667 TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface
, dstx
, dsty
, Source
, rsrc
, trans
);
3669 if ( (This
->Flags
& SFLAG_LOCKED
) || ((srcImpl
!= NULL
) && (srcImpl
->Flags
& SFLAG_LOCKED
)))
3671 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3672 return WINEDDERR_SURFACEBUSY
;
3675 if(myDevice
->inScene
&&
3676 (iface
== myDevice
->stencilBufferTarget
||
3677 (Source
&& Source
== myDevice
->stencilBufferTarget
))) {
3678 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3679 return WINED3DERR_INVALIDCALL
;
3682 /* Special cases for RenderTargets */
3683 if( (This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
) ||
3684 ( srcImpl
&& (srcImpl
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
) )) {
3686 RECT SrcRect
, DstRect
;
3690 SrcRect
.left
= rsrc
->left
;
3691 SrcRect
.top
= rsrc
->top
;
3692 SrcRect
.bottom
= rsrc
->bottom
;
3693 SrcRect
.right
= rsrc
->right
;
3697 SrcRect
.right
= srcImpl
->currentDesc
.Width
;
3698 SrcRect
.bottom
= srcImpl
->currentDesc
.Height
;
3701 DstRect
.left
= dstx
;
3703 DstRect
.right
= dstx
+ SrcRect
.right
- SrcRect
.left
;
3704 DstRect
.bottom
= dsty
+ SrcRect
.bottom
- SrcRect
.top
;
3706 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3707 if(trans
& WINEDDBLTFAST_SRCCOLORKEY
)
3708 Flags
|= WINEDDBLT_KEYSRC
;
3709 if(trans
& WINEDDBLTFAST_DESTCOLORKEY
)
3710 Flags
|= WINEDDBLT_KEYDEST
;
3711 if(trans
& WINEDDBLTFAST_WAIT
)
3712 Flags
|= WINEDDBLT_WAIT
;
3713 if(trans
& WINEDDBLTFAST_DONOTWAIT
)
3714 Flags
|= WINEDDBLT_DONOTWAIT
;
3716 if(IWineD3DSurfaceImpl_BltOverride(This
, &DstRect
, Source
, &SrcRect
, Flags
, NULL
, WINED3DTEXF_POINT
) == WINED3D_OK
) return WINED3D_OK
;
3720 return IWineD3DBaseSurfaceImpl_BltFast(iface
, dstx
, dsty
, Source
, rsrc
, trans
);
3723 static HRESULT WINAPI
IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface
*iface
)
3725 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
3727 IWineD3DPaletteImpl
*pal
= This
->palette
;
3729 TRACE("(%p)\n", This
);
3731 if (!pal
) return WINED3D_OK
;
3733 if(This
->resource
.format
== WINED3DFMT_P8
||
3734 This
->resource
.format
== WINED3DFMT_A8P8
)
3737 GLenum format
, internal
, type
;
3738 CONVERT_TYPES convert
;
3740 /* Check if we are using a RTL mode which uses texturing for uploads */
3741 BOOL use_texture
= (wined3d_settings
.rendertargetlock_mode
== RTL_READTEX
|| wined3d_settings
.rendertargetlock_mode
== RTL_TEXTEX
);
3743 /* Check if we have hardware palette conversion if we have convert is set to NO_CONVERSION */
3744 d3dfmt_get_conv(This
, TRUE
, use_texture
, &format
, &internal
, &type
, &convert
, &bpp
, This
->srgb
);
3746 if((This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
) && (convert
== NO_CONVERSION
))
3748 /* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
3749 IWineD3DSurface_LoadLocation(iface
, SFLAG_INTEXTURE
, NULL
);
3751 /* We want to force a palette refresh, so mark the drawable as not being up to date */
3752 IWineD3DSurface_ModifyLocation(iface
, SFLAG_INDRAWABLE
, FALSE
);
3754 /* Re-upload the palette */
3755 d3dfmt_p8_upload_palette(iface
, convert
);
3757 if(!(This
->Flags
& SFLAG_INSYSMEM
)) {
3758 TRACE("Palette changed with surface that does not have an up to date system memory copy\n");
3759 IWineD3DSurface_LoadLocation(iface
, SFLAG_INSYSMEM
, NULL
);
3761 TRACE("Dirtifying surface\n");
3762 IWineD3DSurface_ModifyLocation(iface
, SFLAG_INSYSMEM
, TRUE
);
3766 if(This
->Flags
& SFLAG_DIBSECTION
) {
3767 TRACE("(%p): Updating the hdc's palette\n", This
);
3768 for (n
=0; n
<256; n
++) {
3769 col
[n
].rgbRed
= pal
->palents
[n
].peRed
;
3770 col
[n
].rgbGreen
= pal
->palents
[n
].peGreen
;
3771 col
[n
].rgbBlue
= pal
->palents
[n
].peBlue
;
3772 col
[n
].rgbReserved
= 0;
3774 SetDIBColorTable(This
->hDC
, 0, 256, col
);
3777 /* Propagate the changes to the drawable when we have a palette. */
3778 if(This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
)
3779 IWineD3DSurface_LoadLocation(iface
, SFLAG_INDRAWABLE
, NULL
);
3784 static HRESULT WINAPI
IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface
*iface
) {
3785 /** Check against the maximum texture sizes supported by the video card **/
3786 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
3787 unsigned int pow2Width
, pow2Height
;
3788 const struct GlPixelFormatDesc
*glDesc
;
3790 getFormatDescEntry(This
->resource
.format
, &GLINFO_LOCATION
, &glDesc
);
3791 /* Setup some glformat defaults */
3792 This
->glDescription
.glFormat
= glDesc
->glFormat
;
3793 This
->glDescription
.glFormatInternal
= glDesc
->glInternal
;
3794 This
->glDescription
.glType
= glDesc
->glType
;
3796 This
->glDescription
.textureName
= 0;
3797 This
->glDescription
.target
= GL_TEXTURE_2D
;
3799 /* Non-power2 support */
3800 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO
) || GL_SUPPORT(WINE_NORMALIZED_TEXRECT
)) {
3801 pow2Width
= This
->currentDesc
.Width
;
3802 pow2Height
= This
->currentDesc
.Height
;
3804 /* Find the nearest pow2 match */
3805 pow2Width
= pow2Height
= 1;
3806 while (pow2Width
< This
->currentDesc
.Width
) pow2Width
<<= 1;
3807 while (pow2Height
< This
->currentDesc
.Height
) pow2Height
<<= 1;
3809 This
->pow2Width
= pow2Width
;
3810 This
->pow2Height
= pow2Height
;
3812 if (pow2Width
> This
->currentDesc
.Width
|| pow2Height
> This
->currentDesc
.Height
) {
3813 WINED3DFORMAT Format
= This
->resource
.format
;
3814 /** TODO: add support for non power two compressed textures **/
3815 if (Format
== WINED3DFMT_DXT1
|| Format
== WINED3DFMT_DXT2
|| Format
== WINED3DFMT_DXT3
3816 || Format
== WINED3DFMT_DXT4
|| Format
== WINED3DFMT_DXT5
3817 || This
->resource
.format
== WINED3DFMT_ATI2N
) {
3818 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
3819 This
, This
->currentDesc
.Width
, This
->currentDesc
.Height
);
3820 return WINED3DERR_NOTAVAILABLE
;
3824 if(pow2Width
!= This
->currentDesc
.Width
||
3825 pow2Height
!= This
->currentDesc
.Height
) {
3826 This
->Flags
|= SFLAG_NONPOW2
;
3829 TRACE("%p\n", This
);
3830 if ((This
->pow2Width
> GL_LIMITS(texture_size
) || This
->pow2Height
> GL_LIMITS(texture_size
)) && !(This
->resource
.usage
& (WINED3DUSAGE_RENDERTARGET
| WINED3DUSAGE_DEPTHSTENCIL
))) {
3831 /* one of three options
3832 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)
3833 2: Set the texture to the maximum size (bad idea)
3834 3: WARN and return WINED3DERR_NOTAVAILABLE;
3835 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.
3837 WARN("(%p) Creating an oversized surface\n", This
);
3838 This
->Flags
|= SFLAG_OVERSIZE
;
3840 /* This will be initialized on the first blt */
3841 This
->glRect
.left
= 0;
3842 This
->glRect
.top
= 0;
3843 This
->glRect
.right
= 0;
3844 This
->glRect
.bottom
= 0;
3846 /* Check this after the oversize check - do not make an oversized surface a texture_rectangle one.
3847 Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
3848 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
3849 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
3851 if(This
->Flags
& SFLAG_NONPOW2
&& GL_SUPPORT(ARB_TEXTURE_RECTANGLE
) &&
3852 !((This
->resource
.format
== WINED3DFMT_P8
) && GL_SUPPORT(EXT_PALETTED_TEXTURE
) && (wined3d_settings
.rendertargetlock_mode
== RTL_READTEX
|| wined3d_settings
.rendertargetlock_mode
== RTL_TEXTEX
)))
3854 This
->glDescription
.target
= GL_TEXTURE_RECTANGLE_ARB
;
3855 This
->pow2Width
= This
->currentDesc
.Width
;
3856 This
->pow2Height
= This
->currentDesc
.Height
;
3857 This
->Flags
&= ~(SFLAG_NONPOW2
| SFLAG_NORMCOORD
);
3860 /* No oversize, gl rect is the full texture size */
3861 This
->Flags
&= ~SFLAG_OVERSIZE
;
3862 This
->glRect
.left
= 0;
3863 This
->glRect
.top
= 0;
3864 This
->glRect
.right
= This
->pow2Width
;
3865 This
->glRect
.bottom
= This
->pow2Height
;
3868 if(This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
) {
3869 switch(wined3d_settings
.offscreen_rendering_mode
) {
3870 case ORM_FBO
: This
->get_drawable_size
= get_drawable_size_fbo
; break;
3871 case ORM_PBUFFER
: This
->get_drawable_size
= get_drawable_size_pbuffer
; break;
3872 case ORM_BACKBUFFER
: This
->get_drawable_size
= get_drawable_size_backbuffer
; break;
3876 This
->Flags
|= SFLAG_INSYSMEM
;
3881 struct depth_blt_info
3885 enum tex_types tex_type
;
3886 GLfloat coords
[4][3];
3889 static void surface_get_depth_blt_info(GLenum target
, GLsizei w
, GLsizei h
, struct depth_blt_info
*info
)
3891 GLfloat (*coords
)[3] = info
->coords
;
3896 FIXME("Unsupported texture target %#x\n", target
);
3897 /* Fall back to GL_TEXTURE_2D */
3899 info
->binding
= GL_TEXTURE_BINDING_2D
;
3900 info
->bind_target
= GL_TEXTURE_2D
;
3901 info
->tex_type
= tex_2d
;
3902 coords
[0][0] = 0.0f
; coords
[0][1] = 1.0f
; coords
[0][2] = 0.0f
;
3903 coords
[1][0] = 1.0f
; coords
[1][1] = 1.0f
; coords
[1][2] = 0.0f
;
3904 coords
[2][0] = 0.0f
; coords
[2][1] = 0.0f
; coords
[2][2] = 0.0f
;
3905 coords
[3][0] = 1.0f
; coords
[3][1] = 0.0f
; coords
[3][2] = 0.0f
;
3908 case GL_TEXTURE_RECTANGLE_ARB
:
3909 info
->binding
= GL_TEXTURE_BINDING_RECTANGLE_ARB
;
3910 info
->bind_target
= GL_TEXTURE_RECTANGLE_ARB
;
3911 info
->tex_type
= tex_rect
;
3912 coords
[0][0] = 0.0f
; coords
[0][1] = h
; coords
[0][2] = 0.0f
;
3913 coords
[1][0] = w
; coords
[1][1] = h
; coords
[1][2] = 0.0f
;
3914 coords
[2][0] = 0.0f
; coords
[2][1] = 0.0f
; coords
[2][2] = 0.0f
;
3915 coords
[3][0] = w
; coords
[3][1] = 0.0f
; coords
[3][2] = 0.0f
;
3918 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
3919 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
3920 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
3921 info
->tex_type
= tex_cube
;
3922 coords
[0][0] = 1.0f
; coords
[0][1] = -1.0f
; coords
[0][2] = 1.0f
;
3923 coords
[1][0] = 1.0f
; coords
[1][1] = -1.0f
; coords
[1][2] = -1.0f
;
3924 coords
[2][0] = 1.0f
; coords
[2][1] = 1.0f
; coords
[2][2] = 1.0f
;
3925 coords
[3][0] = 1.0f
; coords
[3][1] = 1.0f
; coords
[3][2] = -1.0f
;
3927 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
3928 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
3929 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
3930 info
->tex_type
= tex_cube
;
3931 coords
[0][0] = -1.0f
; coords
[0][1] = -1.0f
; coords
[0][2] = -1.0f
;
3932 coords
[1][0] = -1.0f
; coords
[1][1] = -1.0f
; coords
[1][2] = 1.0f
;
3933 coords
[2][0] = -1.0f
; coords
[2][1] = 1.0f
; coords
[2][2] = -1.0f
;
3934 coords
[3][0] = -1.0f
; coords
[3][1] = 1.0f
; coords
[3][2] = 1.0f
;
3936 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
3937 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
3938 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
3939 info
->tex_type
= tex_cube
;
3940 coords
[0][0] = -1.0f
; coords
[0][1] = 1.0f
; coords
[0][2] = 1.0f
;
3941 coords
[1][0] = 1.0f
; coords
[1][1] = 1.0f
; coords
[1][2] = 1.0f
;
3942 coords
[2][0] = -1.0f
; coords
[2][1] = 1.0f
; coords
[2][2] = -1.0f
;
3943 coords
[3][0] = 1.0f
; coords
[3][1] = 1.0f
; coords
[3][2] = -1.0f
;
3945 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
3946 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
3947 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
3948 info
->tex_type
= tex_cube
;
3949 coords
[0][0] = -1.0f
; coords
[0][1] = -1.0f
; coords
[0][2] = -1.0f
;
3950 coords
[1][0] = 1.0f
; coords
[1][1] = -1.0f
; coords
[1][2] = -1.0f
;
3951 coords
[2][0] = -1.0f
; coords
[2][1] = -1.0f
; coords
[2][2] = 1.0f
;
3952 coords
[3][0] = 1.0f
; coords
[3][1] = -1.0f
; coords
[3][2] = 1.0f
;
3954 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
3955 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
3956 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
3957 info
->tex_type
= tex_cube
;
3958 coords
[0][0] = -1.0f
; coords
[0][1] = -1.0f
; coords
[0][2] = 1.0f
;
3959 coords
[1][0] = 1.0f
; coords
[1][1] = -1.0f
; coords
[1][2] = 1.0f
;
3960 coords
[2][0] = -1.0f
; coords
[2][1] = 1.0f
; coords
[2][2] = 1.0f
;
3961 coords
[3][0] = 1.0f
; coords
[3][1] = 1.0f
; coords
[3][2] = 1.0f
;
3963 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
3964 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
3965 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
3966 info
->tex_type
= tex_cube
;
3967 coords
[0][0] = 1.0f
; coords
[0][1] = -1.0f
; coords
[0][2] = -1.0f
;
3968 coords
[1][0] = -1.0f
; coords
[1][1] = -1.0f
; coords
[1][2] = -1.0f
;
3969 coords
[2][0] = 1.0f
; coords
[2][1] = 1.0f
; coords
[2][2] = -1.0f
;
3970 coords
[3][0] = -1.0f
; coords
[3][1] = 1.0f
; coords
[3][2] = -1.0f
;
3974 static void surface_depth_blt(IWineD3DSurfaceImpl
*This
, GLuint texture
, GLsizei w
, GLsizei h
, GLenum target
)
3976 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
3977 struct depth_blt_info info
;
3978 GLint old_binding
= 0;
3980 glPushAttrib(GL_ENABLE_BIT
| GL_DEPTH_BUFFER_BIT
| GL_COLOR_BUFFER_BIT
| GL_VIEWPORT_BIT
);
3982 glDisable(GL_CULL_FACE
);
3984 glDisable(GL_ALPHA_TEST
);
3985 glDisable(GL_SCISSOR_TEST
);
3986 glDisable(GL_STENCIL_TEST
);
3987 glEnable(GL_DEPTH_TEST
);
3988 glDepthFunc(GL_ALWAYS
);
3989 glDepthMask(GL_TRUE
);
3990 glBlendFunc(GL_ZERO
, GL_ONE
);
3991 glViewport(0, 0, w
, h
);
3993 surface_get_depth_blt_info(target
, w
, h
, &info
);
3994 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
));
3995 glGetIntegerv(info
.binding
, &old_binding
);
3996 glBindTexture(info
.bind_target
, texture
);
3998 device
->shader_backend
->shader_select_depth_blt((IWineD3DDevice
*)device
, info
.tex_type
);
4000 glBegin(GL_TRIANGLE_STRIP
);
4001 glTexCoord3fv(info
.coords
[0]);
4002 glVertex2f(-1.0f
, -1.0f
);
4003 glTexCoord3fv(info
.coords
[1]);
4004 glVertex2f(1.0f
, -1.0f
);
4005 glTexCoord3fv(info
.coords
[2]);
4006 glVertex2f(-1.0f
, 1.0f
);
4007 glTexCoord3fv(info
.coords
[3]);
4008 glVertex2f(1.0f
, 1.0f
);
4011 glBindTexture(info
.bind_target
, old_binding
);
4015 device
->shader_backend
->shader_deselect_depth_blt((IWineD3DDevice
*)device
);
4018 void surface_modify_ds_location(IWineD3DSurface
*iface
, DWORD location
) {
4019 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
4021 TRACE("(%p) New location %#x\n", This
, location
);
4023 if (location
& ~SFLAG_DS_LOCATIONS
) {
4024 FIXME("(%p) Invalid location (%#x) specified\n", This
, location
);
4027 This
->Flags
&= ~SFLAG_DS_LOCATIONS
;
4028 This
->Flags
|= location
;
4031 void surface_load_ds_location(IWineD3DSurface
*iface
, DWORD location
) {
4032 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
4033 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
4035 TRACE("(%p) New location %#x\n", This
, location
);
4037 /* TODO: Make this work for modes other than FBO */
4038 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) return;
4040 if (This
->Flags
& location
) {
4041 TRACE("(%p) Location (%#x) is already up to date\n", This
, location
);
4045 if (This
->current_renderbuffer
) {
4046 FIXME("(%p) Not supported with fixed up depth stencil\n", This
);
4050 if (location
== SFLAG_DS_OFFSCREEN
) {
4051 if (This
->Flags
& SFLAG_DS_ONSCREEN
) {
4052 GLint old_binding
= 0;
4055 TRACE("(%p) Copying onscreen depth buffer to depth texture\n", This
);
4059 if (!device
->depth_blt_texture
) {
4060 glGenTextures(1, &device
->depth_blt_texture
);
4063 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4064 * directly on the FBO texture. That's because we need to flip. */
4065 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, 0));
4066 if (This
->glDescription
.target
== GL_TEXTURE_RECTANGLE_ARB
) {
4067 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB
, &old_binding
);
4068 bind_target
= GL_TEXTURE_RECTANGLE_ARB
;
4070 glGetIntegerv(GL_TEXTURE_BINDING_2D
, &old_binding
);
4071 bind_target
= GL_TEXTURE_2D
;
4073 glBindTexture(bind_target
, device
->depth_blt_texture
);
4074 glCopyTexImage2D(bind_target
,
4075 This
->glDescription
.level
,
4076 This
->glDescription
.glFormatInternal
,
4079 This
->currentDesc
.Width
,
4080 This
->currentDesc
.Height
,
4082 glTexParameteri(bind_target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
4083 glTexParameteri(bind_target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
4084 glTexParameteri(bind_target
, GL_DEPTH_TEXTURE_MODE_ARB
, GL_LUMINANCE
);
4085 glBindTexture(bind_target
, old_binding
);
4087 /* Setup the destination */
4088 if (!device
->depth_blt_rb
) {
4089 GL_EXTCALL(glGenRenderbuffersEXT(1, &device
->depth_blt_rb
));
4090 checkGLcall("glGenRenderbuffersEXT");
4092 if (device
->depth_blt_rb_w
!= This
->currentDesc
.Width
4093 || device
->depth_blt_rb_h
!= This
->currentDesc
.Height
) {
4094 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT
, device
->depth_blt_rb
));
4095 checkGLcall("glBindRenderbufferEXT");
4096 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT
, GL_RGBA8
, This
->currentDesc
.Width
, This
->currentDesc
.Height
));
4097 checkGLcall("glRenderbufferStorageEXT");
4098 device
->depth_blt_rb_w
= This
->currentDesc
.Width
;
4099 device
->depth_blt_rb_h
= This
->currentDesc
.Height
;
4102 context_bind_fbo((IWineD3DDevice
*)device
, GL_FRAMEBUFFER_EXT
, &device
->activeContext
->dst_fbo
);
4103 GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT
, GL_COLOR_ATTACHMENT0_EXT
, GL_RENDERBUFFER_EXT
, device
->depth_blt_rb
));
4104 checkGLcall("glFramebufferRenderbufferEXT");
4105 context_attach_depth_stencil_fbo(device
, GL_FRAMEBUFFER_EXT
, iface
, FALSE
);
4107 /* Do the actual blit */
4108 surface_depth_blt(This
, device
->depth_blt_texture
, This
->currentDesc
.Width
, This
->currentDesc
.Height
, bind_target
);
4109 checkGLcall("depth_blt");
4111 if (device
->activeContext
->current_fbo
) {
4112 context_bind_fbo((IWineD3DDevice
*)device
, GL_FRAMEBUFFER_EXT
, &device
->activeContext
->current_fbo
->id
);
4114 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, 0));
4115 checkGLcall("glBindFramebuffer()");
4120 FIXME("No up to date depth stencil location\n");
4122 } else if (location
== SFLAG_DS_ONSCREEN
) {
4123 if (This
->Flags
& SFLAG_DS_OFFSCREEN
) {
4124 TRACE("(%p) Copying depth texture to onscreen depth buffer\n", This
);
4128 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, 0));
4129 checkGLcall("glBindFramebuffer()");
4130 surface_depth_blt(This
, This
->glDescription
.textureName
, This
->currentDesc
.Width
, This
->currentDesc
.Height
, This
->glDescription
.target
);
4131 checkGLcall("depth_blt");
4133 if (device
->activeContext
->current_fbo
) {
4134 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, device
->activeContext
->current_fbo
->id
));
4135 checkGLcall("glBindFramebuffer()");
4140 FIXME("No up to date depth stencil location\n");
4143 ERR("(%p) Invalid location (%#x) specified\n", This
, location
);
4146 This
->Flags
|= location
;
4149 static void WINAPI
IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface
*iface
, DWORD flag
, BOOL persistent
) {
4150 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
4151 IWineD3DBaseTexture
*texture
;
4152 IWineD3DSurfaceImpl
*overlay
;
4154 TRACE("(%p)->(%s, %s)\n", iface
,
4155 flag
== SFLAG_INSYSMEM
? "SFLAG_INSYSMEM" : flag
== SFLAG_INDRAWABLE
? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
4156 persistent
? "TRUE" : "FALSE");
4158 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
) {
4159 IWineD3DSwapChain
*swapchain
= NULL
;
4161 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface
, &IID_IWineD3DSwapChain
, (void **)&swapchain
))) {
4162 TRACE("Surface %p is an onscreen surface\n", iface
);
4164 IWineD3DSwapChain_Release(swapchain
);
4166 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4167 if (flag
& (SFLAG_INTEXTURE
| SFLAG_INDRAWABLE
)) flag
|= (SFLAG_INTEXTURE
| SFLAG_INDRAWABLE
);
4172 if((This
->Flags
& SFLAG_INTEXTURE
) && !(flag
& SFLAG_INTEXTURE
)) {
4173 if (IWineD3DSurface_GetContainer(iface
, &IID_IWineD3DBaseTexture
, (void **)&texture
) == WINED3D_OK
) {
4174 TRACE("Passing to container\n");
4175 IWineD3DBaseTexture_SetDirty(texture
, TRUE
);
4176 IWineD3DBaseTexture_Release(texture
);
4179 This
->Flags
&= ~SFLAG_LOCATIONS
;
4180 This
->Flags
|= flag
;
4182 /* Redraw emulated overlays, if any */
4183 if(flag
& SFLAG_INDRAWABLE
&& !list_empty(&This
->overlays
)) {
4184 LIST_FOR_EACH_ENTRY(overlay
, &This
->overlays
, IWineD3DSurfaceImpl
, overlay_entry
) {
4185 IWineD3DSurface_DrawOverlay((IWineD3DSurface
*) overlay
);
4189 if((This
->Flags
& SFLAG_INTEXTURE
) && (flag
& SFLAG_INTEXTURE
)) {
4190 if (IWineD3DSurface_GetContainer(iface
, &IID_IWineD3DBaseTexture
, (void **)&texture
) == WINED3D_OK
) {
4191 TRACE("Passing to container\n");
4192 IWineD3DBaseTexture_SetDirty(texture
, TRUE
);
4193 IWineD3DBaseTexture_Release(texture
);
4196 This
->Flags
&= ~flag
;
4212 static inline void cube_coords_float(const RECT
*r
, UINT w
, UINT h
, struct float_rect
*f
)
4214 f
->l
= ((r
->left
* 2.0f
) / w
) - 1.0f
;
4215 f
->t
= ((r
->top
* 2.0f
) / h
) - 1.0f
;
4216 f
->r
= ((r
->right
* 2.0f
) / w
) - 1.0f
;
4217 f
->b
= ((r
->bottom
* 2.0f
) / h
) - 1.0f
;
4220 static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl
*This
, const RECT
*rect_in
) {
4221 struct coords coords
[4];
4223 IWineD3DSwapChain
*swapchain
;
4224 IWineD3DBaseTexture
*texture
;
4225 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
4227 struct float_rect f
;
4234 rect
.right
= This
->currentDesc
.Width
;
4235 rect
.bottom
= This
->currentDesc
.Height
;
4238 switch(This
->glDescription
.target
)
4241 bind_target
= GL_TEXTURE_2D
;
4243 coords
[0].x
= (float)rect
.left
/ This
->pow2Width
;
4244 coords
[0].y
= (float)rect
.top
/ This
->pow2Height
;
4247 coords
[1].x
= (float)rect
.left
/ This
->pow2Width
;
4248 coords
[1].y
= (float)rect
.bottom
/ This
->pow2Height
;
4251 coords
[2].x
= (float)rect
.right
/ This
->pow2Width
;
4252 coords
[2].y
= (float)rect
.bottom
/ This
->pow2Height
;
4255 coords
[3].x
= (float)rect
.right
/ This
->pow2Width
;
4256 coords
[3].y
= (float)rect
.top
/ This
->pow2Height
;
4260 case GL_TEXTURE_RECTANGLE_ARB
:
4261 bind_target
= GL_TEXTURE_RECTANGLE_ARB
;
4262 coords
[0].x
= rect
.left
; coords
[0].y
= rect
.top
; coords
[0].z
= 0;
4263 coords
[1].x
= rect
.left
; coords
[1].y
= rect
.bottom
; coords
[1].z
= 0;
4264 coords
[2].x
= rect
.right
; coords
[2].y
= rect
.bottom
; coords
[2].z
= 0;
4265 coords
[3].x
= rect
.right
; coords
[3].y
= rect
.top
; coords
[3].z
= 0;
4268 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
4269 bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
4270 cube_coords_float(&rect
, This
->pow2Width
, This
->pow2Height
, &f
);
4271 coords
[0].x
= 1; coords
[0].y
= -f
.t
; coords
[0].z
= -f
.l
;
4272 coords
[1].x
= 1; coords
[1].y
= -f
.b
; coords
[1].z
= -f
.l
;
4273 coords
[2].x
= 1; coords
[2].y
= -f
.b
; coords
[2].z
= -f
.r
;
4274 coords
[3].x
= 1; coords
[3].y
= -f
.t
; coords
[3].z
= -f
.r
;
4277 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
4278 bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
4279 cube_coords_float(&rect
, This
->pow2Width
, This
->pow2Height
, &f
);
4280 coords
[0].x
= -1; coords
[0].y
= -f
.t
; coords
[0].z
= f
.l
;
4281 coords
[1].x
= -1; coords
[1].y
= -f
.b
; coords
[1].z
= f
.l
;
4282 coords
[2].x
= -1; coords
[2].y
= -f
.b
; coords
[2].z
= f
.r
;
4283 coords
[3].x
= -1; coords
[3].y
= -f
.t
; coords
[3].z
= f
.r
;
4286 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
4287 bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
4288 cube_coords_float(&rect
, This
->pow2Width
, This
->pow2Height
, &f
);
4289 coords
[0].x
= f
.l
; coords
[0].y
= 1; coords
[0].z
= f
.t
;
4290 coords
[1].x
= f
.l
; coords
[1].y
= 1; coords
[1].z
= f
.b
;
4291 coords
[2].x
= f
.r
; coords
[2].y
= 1; coords
[2].z
= f
.b
;
4292 coords
[3].x
= f
.r
; coords
[3].y
= 1; coords
[3].z
= f
.t
;
4295 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
4296 bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
4297 cube_coords_float(&rect
, This
->pow2Width
, This
->pow2Height
, &f
);
4298 coords
[0].x
= f
.l
; coords
[0].y
= -1; coords
[0].z
= -f
.t
;
4299 coords
[1].x
= f
.l
; coords
[1].y
= -1; coords
[1].z
= -f
.b
;
4300 coords
[2].x
= f
.r
; coords
[2].y
= -1; coords
[2].z
= -f
.b
;
4301 coords
[3].x
= f
.r
; coords
[3].y
= -1; coords
[3].z
= -f
.t
;
4304 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
4305 bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
4306 cube_coords_float(&rect
, This
->pow2Width
, This
->pow2Height
, &f
);
4307 coords
[0].x
= f
.l
; coords
[0].y
= -f
.t
; coords
[0].z
= 1;
4308 coords
[1].x
= f
.l
; coords
[1].y
= -f
.b
; coords
[1].z
= 1;
4309 coords
[2].x
= f
.r
; coords
[2].y
= -f
.b
; coords
[2].z
= 1;
4310 coords
[3].x
= f
.r
; coords
[3].y
= -f
.t
; coords
[3].z
= 1;
4313 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
4314 bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
4315 cube_coords_float(&rect
, This
->pow2Width
, This
->pow2Height
, &f
);
4316 coords
[0].x
= -f
.l
; coords
[0].y
= -f
.t
; coords
[0].z
= -1;
4317 coords
[1].x
= -f
.l
; coords
[1].y
= -f
.b
; coords
[1].z
= -1;
4318 coords
[2].x
= -f
.r
; coords
[2].y
= -f
.b
; coords
[2].z
= -1;
4319 coords
[3].x
= -f
.r
; coords
[3].y
= -f
.t
; coords
[3].z
= -1;
4323 ERR("Unexpected texture target %#x\n", This
->glDescription
.target
);
4327 ActivateContext(device
, (IWineD3DSurface
*)This
, CTXUSAGE_BLIT
);
4330 glEnable(bind_target
);
4331 checkGLcall("glEnable(bind_target)");
4332 glBindTexture(bind_target
, This
->glDescription
.textureName
);
4333 checkGLcall("bind_target, This->glDescription.textureName)");
4334 glTexParameteri(bind_target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
4335 checkGLcall("glTexParameteri");
4336 glTexParameteri(bind_target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
4337 checkGLcall("glTexParameteri");
4339 if (device
->render_offscreen
)
4341 LONG tmp
= rect
.top
;
4342 rect
.top
= rect
.bottom
;
4347 glTexCoord3fv(&coords
[0].x
);
4348 glVertex2i(rect
.left
, rect
.top
);
4350 glTexCoord3fv(&coords
[1].x
);
4351 glVertex2i(rect
.left
, rect
.bottom
);
4353 glTexCoord3fv(&coords
[2].x
);
4354 glVertex2i(rect
.right
, rect
.bottom
);
4356 glTexCoord3fv(&coords
[3].x
);
4357 glVertex2i(rect
.right
, rect
.top
);
4359 checkGLcall("glEnd");
4361 glDisable(bind_target
);
4362 checkGLcall("glDisable(bind_target)");
4366 if(SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface
*)This
, &IID_IWineD3DSwapChain
, (void **) &swapchain
)))
4368 /* Make sure to flush the buffers. This is needed in apps like Red Alert II and Tiberian SUN that use multiple WGL contexts. */
4369 if(((IWineD3DSwapChainImpl
*)swapchain
)->frontBuffer
== (IWineD3DSurface
*)This
||
4370 ((IWineD3DSwapChainImpl
*)swapchain
)->num_contexts
>= 2)
4373 IWineD3DSwapChain_Release(swapchain
);
4375 /* We changed the filtering settings on the texture. Inform the container about this to get the filters
4376 * reset properly next draw
4378 if(SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface
*)This
, &IID_IWineD3DBaseTexture
, (void **) &texture
)))
4380 ((IWineD3DBaseTextureImpl
*) texture
)->baseTexture
.states
[WINED3DTEXSTA_MAGFILTER
] = WINED3DTEXF_POINT
;
4381 ((IWineD3DBaseTextureImpl
*) texture
)->baseTexture
.states
[WINED3DTEXSTA_MINFILTER
] = WINED3DTEXF_POINT
;
4382 ((IWineD3DBaseTextureImpl
*) texture
)->baseTexture
.states
[WINED3DTEXSTA_MIPFILTER
] = WINED3DTEXF_NONE
;
4383 IWineD3DBaseTexture_Release(texture
);
4388 /*****************************************************************************
4389 * IWineD3DSurface::LoadLocation
4391 * Copies the current surface data from wherever it is to the requested
4392 * location. The location is one of the surface flags, SFLAG_INSYSMEM,
4393 * SFLAG_INTEXTURE and SFLAG_INDRAWABLE. When the surface is current in
4394 * multiple locations, the gl texture is preferred over the drawable, which is
4395 * preferred over system memory. The PBO counts as system memory. If rect is
4396 * not NULL, only the specified rectangle is copied (only supported for
4397 * sysmem<->drawable copies at the moment). If rect is NULL, the destination
4398 * location is marked up to date after the copy.
4401 * flag: Surface location flag to be updated
4402 * rect: rectangle to be copied
4405 * WINED3D_OK on success
4406 * WINED3DERR_DEVICELOST on an internal error
4408 *****************************************************************************/
4409 static HRESULT WINAPI
IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface
*iface
, DWORD flag
, const RECT
*rect
) {
4410 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
4411 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
4412 IWineD3DSwapChain
*swapchain
= NULL
;
4413 GLenum format
, internal
, type
;
4414 CONVERT_TYPES convert
;
4416 int width
, pitch
, outpitch
;
4419 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
) {
4420 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface
, &IID_IWineD3DSwapChain
, (void **)&swapchain
))) {
4421 TRACE("Surface %p is an onscreen surface\n", iface
);
4423 IWineD3DSwapChain_Release(swapchain
);
4425 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4426 * Prefer SFLAG_INTEXTURE. */
4427 if (flag
== SFLAG_INDRAWABLE
) flag
= SFLAG_INTEXTURE
;
4431 TRACE("(%p)->(%s, %p)\n", iface
,
4432 flag
== SFLAG_INSYSMEM
? "SFLAG_INSYSMEM" : flag
== SFLAG_INDRAWABLE
? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
4435 TRACE("Rectangle: (%d,%d)-(%d,%d)\n", rect
->left
, rect
->top
, rect
->right
, rect
->bottom
);
4438 if(This
->Flags
& flag
) {
4439 TRACE("Location already up to date\n");
4443 if(!(This
->Flags
& SFLAG_LOCATIONS
)) {
4444 ERR("Surface does not have any up to date location\n");
4445 This
->Flags
|= SFLAG_LOST
;
4446 return WINED3DERR_DEVICELOST
;
4449 if(flag
== SFLAG_INSYSMEM
) {
4450 surface_prepare_system_memory(This
);
4452 /* Download the surface to system memory */
4453 if(This
->Flags
& SFLAG_INTEXTURE
) {
4454 if(!device
->isInDraw
) ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
4455 surface_bind_and_dirtify(This
);
4457 surface_download_data(This
);
4459 read_from_framebuffer(This
, rect
,
4460 This
->resource
.allocatedMemory
,
4461 IWineD3DSurface_GetPitch(iface
));
4463 } else if(flag
== SFLAG_INDRAWABLE
) {
4464 if(This
->Flags
& SFLAG_INTEXTURE
) {
4465 surface_blt_to_drawable(This
, rect
);
4467 d3dfmt_get_conv(This
, TRUE
/* We need color keying */, FALSE
/* We won't use textures */, &format
, &internal
, &type
, &convert
, &bpp
, This
->srgb
);
4469 /* The width is in 'length' not in bytes */
4470 width
= This
->currentDesc
.Width
;
4471 pitch
= IWineD3DSurface_GetPitch(iface
);
4473 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4474 * but it isn't set (yet) in all cases it is getting called. */
4475 if((convert
!= NO_CONVERSION
) && (This
->Flags
& SFLAG_PBO
)) {
4476 TRACE("Removing the pbo attached to surface %p\n", This
);
4477 surface_remove_pbo(This
);
4480 if((convert
!= NO_CONVERSION
) && This
->resource
.allocatedMemory
) {
4481 int height
= This
->currentDesc
.Height
;
4483 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4484 outpitch
= width
* bpp
;
4485 outpitch
= (outpitch
+ device
->surface_alignment
- 1) & ~(device
->surface_alignment
- 1);
4487 mem
= HeapAlloc(GetProcessHeap(), 0, outpitch
* height
);
4489 ERR("Out of memory %d, %d!\n", outpitch
, height
);
4490 return WINED3DERR_OUTOFVIDEOMEMORY
;
4492 d3dfmt_convert_surface(This
->resource
.allocatedMemory
, mem
, pitch
, width
, height
, outpitch
, convert
, This
);
4494 This
->Flags
|= SFLAG_CONVERTED
;
4496 This
->Flags
&= ~SFLAG_CONVERTED
;
4497 mem
= This
->resource
.allocatedMemory
;
4500 flush_to_framebuffer_drawpixels(This
, format
, type
, bpp
, mem
);
4502 /* Don't delete PBO memory */
4503 if((mem
!= This
->resource
.allocatedMemory
) && !(This
->Flags
& SFLAG_PBO
))
4504 HeapFree(GetProcessHeap(), 0, mem
);
4506 } else /* if(flag == SFLAG_INTEXTURE) */ {
4507 if (This
->Flags
& SFLAG_INDRAWABLE
) {
4508 read_from_framebuffer_texture(This
);
4509 } else { /* Upload from system memory */
4510 d3dfmt_get_conv(This
, TRUE
/* We need color keying */, TRUE
/* We will use textures */, &format
, &internal
, &type
, &convert
, &bpp
, This
->srgb
);
4512 if(!device
->isInDraw
) ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
4513 surface_bind_and_dirtify(This
);
4515 /* The only place where LoadTexture() might get called when isInDraw=1
4516 * is ActivateContext where lastActiveRenderTarget is preloaded.
4518 if(iface
== device
->lastActiveRenderTarget
&& device
->isInDraw
)
4519 ERR("Reading back render target but SFLAG_INDRAWABLE not set\n");
4521 /* Otherwise: System memory copy must be most up to date */
4523 if(This
->CKeyFlags
& WINEDDSD_CKSRCBLT
) {
4524 This
->Flags
|= SFLAG_GLCKEY
;
4525 This
->glCKey
= This
->SrcBltCKey
;
4527 else This
->Flags
&= ~SFLAG_GLCKEY
;
4529 /* The width is in 'length' not in bytes */
4530 width
= This
->currentDesc
.Width
;
4531 pitch
= IWineD3DSurface_GetPitch(iface
);
4533 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4534 * but it isn't set (yet) in all cases it is getting called. */
4535 if((convert
!= NO_CONVERSION
) && (This
->Flags
& SFLAG_PBO
)) {
4536 TRACE("Removing the pbo attached to surface %p\n", This
);
4537 surface_remove_pbo(This
);
4540 if((convert
!= NO_CONVERSION
) && This
->resource
.allocatedMemory
) {
4541 int height
= This
->currentDesc
.Height
;
4543 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4544 outpitch
= width
* bpp
;
4545 outpitch
= (outpitch
+ device
->surface_alignment
- 1) & ~(device
->surface_alignment
- 1);
4547 mem
= HeapAlloc(GetProcessHeap(), 0, outpitch
* height
);
4549 ERR("Out of memory %d, %d!\n", outpitch
, height
);
4550 return WINED3DERR_OUTOFVIDEOMEMORY
;
4552 d3dfmt_convert_surface(This
->resource
.allocatedMemory
, mem
, pitch
, width
, height
, outpitch
, convert
, This
);
4554 This
->Flags
|= SFLAG_CONVERTED
;
4555 } else if( (This
->resource
.format
== WINED3DFMT_P8
) && (GL_SUPPORT(EXT_PALETTED_TEXTURE
) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM
)) ) {
4556 d3dfmt_p8_upload_palette(iface
, convert
);
4557 This
->Flags
&= ~SFLAG_CONVERTED
;
4558 mem
= This
->resource
.allocatedMemory
;
4560 This
->Flags
&= ~SFLAG_CONVERTED
;
4561 mem
= This
->resource
.allocatedMemory
;
4564 /* Make sure the correct pitch is used */
4566 glPixelStorei(GL_UNPACK_ROW_LENGTH
, width
);
4569 if ((This
->Flags
& SFLAG_NONPOW2
) && !(This
->Flags
& SFLAG_OVERSIZE
)) {
4570 TRACE("non power of two support\n");
4571 if(!(This
->Flags
& SFLAG_ALLOCATED
)) {
4572 surface_allocate_surface(This
, internal
, This
->pow2Width
, This
->pow2Height
, format
, type
);
4574 if (mem
|| (This
->Flags
& SFLAG_PBO
)) {
4575 surface_upload_data(This
, internal
, This
->currentDesc
.Width
, This
->currentDesc
.Height
, format
, type
, mem
);
4578 /* When making the realloc conditional, keep in mind that GL_APPLE_client_storage may be in use, and This->resource.allocatedMemory
4579 * changed. So also keep track of memory changes. In this case the texture has to be reallocated
4581 if(!(This
->Flags
& SFLAG_ALLOCATED
)) {
4582 surface_allocate_surface(This
, internal
, This
->glRect
.right
- This
->glRect
.left
, This
->glRect
.bottom
- This
->glRect
.top
, format
, type
);
4584 if (mem
|| (This
->Flags
& SFLAG_PBO
)) {
4585 surface_upload_data(This
, internal
, This
->glRect
.right
- This
->glRect
.left
, This
->glRect
.bottom
- This
->glRect
.top
, format
, type
, mem
);
4589 /* Restore the default pitch */
4591 glPixelStorei(GL_UNPACK_ROW_LENGTH
, 0);
4594 /* Don't delete PBO memory */
4595 if((mem
!= This
->resource
.allocatedMemory
) && !(This
->Flags
& SFLAG_PBO
))
4596 HeapFree(GetProcessHeap(), 0, mem
);
4601 This
->Flags
|= flag
;
4604 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
&& !swapchain
4605 && (This
->Flags
& (SFLAG_INTEXTURE
| SFLAG_INDRAWABLE
))) {
4606 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4607 This
->Flags
|= (SFLAG_INTEXTURE
| SFLAG_INDRAWABLE
);
4613 static HRESULT WINAPI
IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface
*iface
, IWineD3DBase
*container
)
4615 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
4616 IWineD3DSwapChain
*swapchain
= NULL
;
4618 /* Update the drawable size method */
4620 IWineD3DBase_QueryInterface(container
, &IID_IWineD3DSwapChain
, (void **) &swapchain
);
4623 This
->get_drawable_size
= get_drawable_size_swapchain
;
4624 IWineD3DSwapChain_Release(swapchain
);
4625 } else if(This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
) {
4626 switch(wined3d_settings
.offscreen_rendering_mode
) {
4627 case ORM_FBO
: This
->get_drawable_size
= get_drawable_size_fbo
; break;
4628 case ORM_PBUFFER
: This
->get_drawable_size
= get_drawable_size_pbuffer
; break;
4629 case ORM_BACKBUFFER
: This
->get_drawable_size
= get_drawable_size_backbuffer
; break;
4633 return IWineD3DBaseSurfaceImpl_SetContainer(iface
, container
);
4636 static WINED3DSURFTYPE WINAPI
IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface
*iface
) {
4637 return SURFACE_OPENGL
;
4640 static HRESULT WINAPI
IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface
*iface
) {
4641 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
4644 /* If there's no destination surface there is nothing to do */
4645 if(!This
->overlay_dest
) return WINED3D_OK
;
4647 /* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
4648 * update the overlay. Prevent an endless recursion
4650 if(This
->overlay_dest
->Flags
& SFLAG_INOVERLAYDRAW
) {
4653 This
->overlay_dest
->Flags
|= SFLAG_INOVERLAYDRAW
;
4654 hr
= IWineD3DSurfaceImpl_Blt((IWineD3DSurface
*) This
->overlay_dest
, &This
->overlay_destrect
,
4655 iface
, &This
->overlay_srcrect
, WINEDDBLT_WAIT
,
4656 NULL
, WINED3DTEXF_LINEAR
);
4657 This
->overlay_dest
->Flags
&= ~SFLAG_INOVERLAYDRAW
;
4662 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl
=
4665 IWineD3DBaseSurfaceImpl_QueryInterface
,
4666 IWineD3DBaseSurfaceImpl_AddRef
,
4667 IWineD3DSurfaceImpl_Release
,
4668 /* IWineD3DResource */
4669 IWineD3DBaseSurfaceImpl_GetParent
,
4670 IWineD3DBaseSurfaceImpl_GetDevice
,
4671 IWineD3DBaseSurfaceImpl_SetPrivateData
,
4672 IWineD3DBaseSurfaceImpl_GetPrivateData
,
4673 IWineD3DBaseSurfaceImpl_FreePrivateData
,
4674 IWineD3DBaseSurfaceImpl_SetPriority
,
4675 IWineD3DBaseSurfaceImpl_GetPriority
,
4676 IWineD3DSurfaceImpl_PreLoad
,
4677 IWineD3DSurfaceImpl_UnLoad
,
4678 IWineD3DBaseSurfaceImpl_GetType
,
4679 /* IWineD3DSurface */
4680 IWineD3DBaseSurfaceImpl_GetContainer
,
4681 IWineD3DBaseSurfaceImpl_GetDesc
,
4682 IWineD3DSurfaceImpl_LockRect
,
4683 IWineD3DSurfaceImpl_UnlockRect
,
4684 IWineD3DSurfaceImpl_GetDC
,
4685 IWineD3DSurfaceImpl_ReleaseDC
,
4686 IWineD3DSurfaceImpl_Flip
,
4687 IWineD3DSurfaceImpl_Blt
,
4688 IWineD3DBaseSurfaceImpl_GetBltStatus
,
4689 IWineD3DBaseSurfaceImpl_GetFlipStatus
,
4690 IWineD3DBaseSurfaceImpl_IsLost
,
4691 IWineD3DBaseSurfaceImpl_Restore
,
4692 IWineD3DSurfaceImpl_BltFast
,
4693 IWineD3DBaseSurfaceImpl_GetPalette
,
4694 IWineD3DBaseSurfaceImpl_SetPalette
,
4695 IWineD3DSurfaceImpl_RealizePalette
,
4696 IWineD3DBaseSurfaceImpl_SetColorKey
,
4697 IWineD3DBaseSurfaceImpl_GetPitch
,
4698 IWineD3DSurfaceImpl_SetMem
,
4699 IWineD3DBaseSurfaceImpl_SetOverlayPosition
,
4700 IWineD3DBaseSurfaceImpl_GetOverlayPosition
,
4701 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder
,
4702 IWineD3DBaseSurfaceImpl_UpdateOverlay
,
4703 IWineD3DBaseSurfaceImpl_SetClipper
,
4704 IWineD3DBaseSurfaceImpl_GetClipper
,
4706 IWineD3DSurfaceImpl_AddDirtyRect
,
4707 IWineD3DSurfaceImpl_LoadTexture
,
4708 IWineD3DSurfaceImpl_BindTexture
,
4709 IWineD3DSurfaceImpl_SaveSnapshot
,
4710 IWineD3DSurfaceImpl_SetContainer
,
4711 IWineD3DSurfaceImpl_GetGlDesc
,
4712 IWineD3DBaseSurfaceImpl_GetData
,
4713 IWineD3DSurfaceImpl_SetFormat
,
4714 IWineD3DSurfaceImpl_PrivateSetup
,
4715 IWineD3DSurfaceImpl_ModifyLocation
,
4716 IWineD3DSurfaceImpl_LoadLocation
,
4717 IWineD3DSurfaceImpl_GetImplType
,
4718 IWineD3DSurfaceImpl_DrawOverlay
4720 #undef GLINFO_LOCATION
4722 #define GLINFO_LOCATION device->adapter->gl_info
4723 static HRESULT
ffp_blit_alloc(IWineD3DDevice
*iface
) { return WINED3D_OK
; }
4724 static void ffp_blit_free(IWineD3DDevice
*iface
) { }
4726 static HRESULT
ffp_blit_set(IWineD3DDevice
*iface
, WINED3DFORMAT fmt
, GLenum textype
, UINT width
, UINT height
) {
4728 checkGLcall("glEnable(textype)");
4732 static void ffp_blit_unset(IWineD3DDevice
*iface
) {
4733 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
4734 glDisable(GL_TEXTURE_2D
);
4735 checkGLcall("glDisable(GL_TEXTURE_2D)");
4736 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
4737 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
4738 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4740 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
4741 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
4742 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4746 static BOOL
ffp_blit_color_fixup_supported(struct color_fixup_desc fixup
)
4748 if (TRACE_ON(d3d_surface
) && TRACE_ON(d3d
))
4750 TRACE("Checking support for fixup:\n");
4751 dump_color_fixup_desc(fixup
);
4754 /* We only support identity conversions. */
4755 if (is_identity_fixup(fixup
))
4761 TRACE("[FAILED]\n");
4765 const struct blit_shader ffp_blit
= {
4770 ffp_blit_color_fixup_supported