usp10: Improve handling of whitespace in ScriptBreak.
[wine/multimedia.git] / dlls / wined3d / surface.c
blob28377406803de186a749e647f8c8f8c28f563117
1 /*
2 * IWineD3DSurface Implementation
4 * Copyright 1998 Lionel Ulmer
5 * Copyright 2000-2001 TransGaming Technologies Inc.
6 * Copyright 2002-2005 Jason Edmeades
7 * Copyright 2002-2003 Raphael Junqueira
8 * Copyright 2004 Christian Costa
9 * Copyright 2005 Oliver Stieber
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2007-2008 Henri Verbeet
12 * Copyright 2006-2008 Roderick Colenbrander
14 * This library is free software; you can redistribute it and/or
15 * modify it under the terms of the GNU Lesser General Public
16 * License as published by the Free Software Foundation; either
17 * version 2.1 of the License, or (at your option) any later version.
19 * This library is distributed in the hope that it will be useful,
20 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
22 * Lesser General Public License for more details.
24 * You should have received a copy of the GNU Lesser General Public
25 * License along with this library; if not, write to the Free Software
26 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
29 #include "config.h"
30 #include "wine/port.h"
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
34 WINE_DECLARE_DEBUG_CHANNEL(d3d);
35 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
37 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey);
38 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert);
39 static void surface_remove_pbo(IWineD3DSurfaceImpl *This);
41 void surface_force_reload(IWineD3DSurface *iface)
43 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
45 This->Flags &= ~SFLAG_ALLOCATED;
48 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name)
50 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
52 TRACE("(%p) : setting texture name %u\n", This, name);
54 if (!This->glDescription.textureName && name)
56 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
57 * surface has no texture name yet. See if we can get rid of this. */
58 if (This->Flags & SFLAG_INTEXTURE)
59 ERR("Surface has SFLAG_INTEXTURE set, but no texture name\n");
60 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
63 This->glDescription.textureName = name;
64 surface_force_reload(iface);
67 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target)
69 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
71 TRACE("(%p) : setting target %#x\n", This, target);
73 if (This->glDescription.target != target)
75 if (target == GL_TEXTURE_RECTANGLE_ARB)
77 This->Flags &= ~SFLAG_NORMCOORD;
79 else if (This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB)
81 This->Flags |= SFLAG_NORMCOORD;
84 This->glDescription.target = target;
85 surface_force_reload(iface);
88 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This) {
89 int active_sampler;
91 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
92 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
93 * gl states. The current texture unit should always be a valid one.
95 * To be more specific, this is tricky because we can implicitly be called
96 * from sampler() in state.c. This means we can't touch anything other than
97 * whatever happens to be the currently active texture, or we would risk
98 * marking already applied sampler states dirty again.
100 * TODO: Track the current active texture per GL context instead of using glGet
102 GLint active_texture;
103 ENTER_GL();
104 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
105 LEAVE_GL();
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))
120 return TRUE;
122 return FALSE;
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");
130 return;
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));
136 return;
139 ENTER_GL();
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);
147 } else {
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");
158 } else {
159 GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, This->resource.allocatedMemory));
160 checkGLcall("glGetCompressedTexImageARB()");
163 LEAVE_GL();
164 } else {
165 void *mem;
166 GLenum format = This->glDescription.glFormat;
167 GLenum type = This->glDescription.glType;
168 int src_pitch = 0;
169 int dst_pitch = 0;
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)) {
173 format = GL_ALPHA;
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);
183 } else {
184 mem = This->resource.allocatedMemory;
187 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
188 format, type, mem);
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,
195 type, NULL);
196 checkGLcall("glGetTexImage()");
198 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
199 checkGLcall("glBindBufferARB");
200 } else {
201 glGetTexImage(This->glDescription.target, This->glDescription.level, format,
202 type, mem);
203 checkGLcall("glGetTexImage()");
205 LEAVE_GL();
207 if (This->Flags & SFLAG_NONPOW2) {
208 const BYTE *src_data;
209 BYTE *dst_data;
210 UINT y;
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
226 * | | | \/
227 * -----------------------------------
230 * we're repacking the data to the expected texture width
232 * |<-texture width ->| -->pow2width| /\
233 * |111111111111111111222222222222222| |
234 * |222333333333333333333444444444444| texture height
235 * |444444 | |
236 * | | \/
237 * | | |
238 * | empty | pow2height
239 * | | \/
240 * -----------------------------------
242 * == is the same as
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.
261 src_data = mem;
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");
291 } else {
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);
297 ENTER_GL();
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");
310 } else {
311 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
312 width, height, 0 /* border */, This->resource.size, data));
313 checkGLcall("glCompressedTexSubImage2D");
315 LEAVE_GL();
317 } else {
318 TRACE("(%p) : Calling glTexSubImage2D w %d, h %d, data, %p\n", This, width, height, data);
319 ENTER_GL();
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");
332 else {
333 glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, data);
334 checkGLcall("glTexSubImage2D");
337 LEAVE_GL();
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));
366 ENTER_GL();
367 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
368 width, height, 0 /* border */, This->resource.size, mem));
369 LEAVE_GL();
372 return;
375 ENTER_GL();
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;
390 } else {
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)");
406 LEAVE_GL();
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;
429 return;
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;
437 break;
441 if (!renderbuffer) {
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");
469 return GL_BACK;
470 } else if (swapchain_impl->frontBuffer == iface) {
471 TRACE("Returning GL_FRONT\n");
472 return GL_FRONT;
475 FIXME("Higher back buffer, returning GL_BACK\n");
476 return GL_BACK;
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);
484 if (ref == 0) {
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);
497 ENTER_GL();
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) {
504 /* Delete the 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);
512 LEAVE_GL();
514 if(This->Flags & SFLAG_DIBSECTION) {
515 /* Release the DC */
516 SelectObject(This->hDC, This->dib.holdbitmap);
517 DeleteDC(This->hDC);
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);
537 return ref;
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);
556 } else {
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) */
577 GLclampf tmp;
578 tmp = 0.9f;
579 ENTER_GL();
580 glPrioritizeTextures(1, &This->glDescription.textureName, &tmp);
581 LEAVE_GL();
584 return;
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));
592 ENTER_GL();
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");
599 LEAVE_GL();
601 This->pbo = 0;
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 /
622 * sysmem copy here.
624 if (This->resource.usage & WINED3DUSAGE_DEPTHSTENCIL) {
625 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
626 } else {
627 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, TRUE);
629 } else {
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) {
647 ENTER_GL();
648 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
649 LEAVE_GL();
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,
657 * destroy it
659 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **) &texture);
660 if(!texture) {
661 ENTER_GL();
662 glDeleteTextures(1, &This->glDescription.textureName);
663 This->glDescription.textureName = 0;
664 LEAVE_GL();
665 } else {
666 IWineD3DBaseTexture_Release(texture);
668 return;
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;
686 BYTE *mem;
687 GLint fmt;
688 GLint type;
689 BYTE *row, *top, *bottom;
690 int i;
691 BOOL bpp;
692 RECT local_rect;
693 BOOL srcIsUpsideDown;
694 GLint rowLen = 0;
695 GLint skipPix = 0;
696 GLint skipRow = 0;
698 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
699 static BOOL warned = FALSE;
700 if(!warned) {
701 ERR("The application tries to lock the render target, but render target locking is disabled\n");
702 warned = TRUE;
704 return;
707 /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
708 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
709 * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
710 * context->last_was_blit set on the unlock.
712 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
713 ENTER_GL();
715 /* Select the correct read buffer, and give some debug output.
716 * There is no need to keep track of the current read buffer or reset it, every part of the code
717 * that reads sets the read buffer as desired.
719 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&swapchain)))
721 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
722 TRACE("Locking %#x buffer\n", buffer);
723 glReadBuffer(buffer);
724 checkGLcall("glReadBuffer");
726 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
727 srcIsUpsideDown = FALSE;
728 } else {
729 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
730 * Read from the back buffer
732 TRACE("Locking offscreen render target\n");
733 glReadBuffer(myDevice->offscreenBuffer);
734 srcIsUpsideDown = TRUE;
737 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
738 if(!rect) {
739 local_rect.left = 0;
740 local_rect.top = 0;
741 local_rect.right = This->currentDesc.Width;
742 local_rect.bottom = This->currentDesc.Height;
743 } else {
744 local_rect = *rect;
746 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
748 switch(This->resource.format)
750 case WINED3DFMT_P8:
752 if(primary_render_target_is_p8(myDevice)) {
753 /* In case of P8 render targets the index is stored in the alpha component */
754 fmt = GL_ALPHA;
755 type = GL_UNSIGNED_BYTE;
756 mem = dest;
757 bpp = This->bytesPerPixel;
758 } else {
759 /* GL can't return palettized data, so read ARGB pixels into a
760 * separate block of memory and convert them into palettized format
761 * in software. Slow, but if the app means to use palettized render
762 * targets and locks it...
764 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
765 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
766 * for the color channels when palettizing the colors.
768 fmt = GL_RGB;
769 type = GL_UNSIGNED_BYTE;
770 pitch *= 3;
771 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
772 if(!mem) {
773 ERR("Out of memory\n");
774 LEAVE_GL();
775 return;
777 bpp = This->bytesPerPixel * 3;
780 break;
782 default:
783 mem = dest;
784 fmt = This->glDescription.glFormat;
785 type = This->glDescription.glType;
786 bpp = This->bytesPerPixel;
789 if(This->Flags & SFLAG_PBO) {
790 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
791 checkGLcall("glBindBufferARB");
792 if(mem != NULL) {
793 ERR("mem not null for pbo -- unexpected\n");
794 mem = NULL;
798 /* Save old pixel store pack state */
799 glGetIntegerv(GL_PACK_ROW_LENGTH, &rowLen);
800 checkGLcall("glIntegerv");
801 glGetIntegerv(GL_PACK_SKIP_PIXELS, &skipPix);
802 checkGLcall("glIntegerv");
803 glGetIntegerv(GL_PACK_SKIP_ROWS, &skipRow);
804 checkGLcall("glIntegerv");
806 /* Setup pixel store pack state -- to glReadPixels into the correct place */
807 glPixelStorei(GL_PACK_ROW_LENGTH, This->currentDesc.Width);
808 checkGLcall("glPixelStorei");
809 glPixelStorei(GL_PACK_SKIP_PIXELS, local_rect.left);
810 checkGLcall("glPixelStorei");
811 glPixelStorei(GL_PACK_SKIP_ROWS, local_rect.top);
812 checkGLcall("glPixelStorei");
814 glReadPixels(local_rect.left, (!srcIsUpsideDown) ? (This->currentDesc.Height - local_rect.bottom) : local_rect.top ,
815 local_rect.right - local_rect.left,
816 local_rect.bottom - local_rect.top,
817 fmt, type, mem);
818 checkGLcall("glReadPixels");
820 /* Reset previous pixel store pack state */
821 glPixelStorei(GL_PACK_ROW_LENGTH, rowLen);
822 checkGLcall("glPixelStorei");
823 glPixelStorei(GL_PACK_SKIP_PIXELS, skipPix);
824 checkGLcall("glPixelStorei");
825 glPixelStorei(GL_PACK_SKIP_ROWS, skipRow);
826 checkGLcall("glPixelStorei");
828 if(This->Flags & SFLAG_PBO) {
829 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
830 checkGLcall("glBindBufferARB");
832 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
833 * to get a pointer to it and perform the flipping in software. This is a lot
834 * faster than calling glReadPixels for each line. In case we want more speed
835 * we should rerender it flipped in a FBO and read the data back from the FBO. */
836 if(!srcIsUpsideDown) {
837 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
838 checkGLcall("glBindBufferARB");
840 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
841 checkGLcall("glMapBufferARB");
845 /* TODO: Merge this with the palettization loop below for P8 targets */
846 if(!srcIsUpsideDown) {
847 UINT len, off;
848 /* glReadPixels returns the image upside down, and there is no way to prevent this.
849 Flip the lines in software */
850 len = (local_rect.right - local_rect.left) * bpp;
851 off = local_rect.left * bpp;
853 row = HeapAlloc(GetProcessHeap(), 0, len);
854 if(!row) {
855 ERR("Out of memory\n");
856 if(This->resource.format == WINED3DFMT_P8) HeapFree(GetProcessHeap(), 0, mem);
857 LEAVE_GL();
858 return;
861 top = mem + pitch * local_rect.top;
862 bottom = mem + pitch * (local_rect.bottom - 1);
863 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
864 memcpy(row, top + off, len);
865 memcpy(top + off, bottom + off, len);
866 memcpy(bottom + off, row, len);
867 top += pitch;
868 bottom -= pitch;
870 HeapFree(GetProcessHeap(), 0, row);
872 /* Unmap the temp PBO buffer */
873 if(This->Flags & SFLAG_PBO) {
874 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
875 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
879 LEAVE_GL();
881 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
882 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
883 * the same color but we have no choice.
884 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
886 if((This->resource.format == WINED3DFMT_P8) && !primary_render_target_is_p8(myDevice)) {
887 const PALETTEENTRY *pal = NULL;
888 DWORD width = pitch / 3;
889 int x, y, c;
891 if(This->palette) {
892 pal = This->palette->palents;
893 } else {
894 ERR("Palette is missing, cannot perform inverse palette lookup\n");
895 HeapFree(GetProcessHeap(), 0, mem);
896 return ;
899 for(y = local_rect.top; y < local_rect.bottom; y++) {
900 for(x = local_rect.left; x < local_rect.right; x++) {
901 /* start lines pixels */
902 const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
903 const BYTE *green = blue + 1;
904 const BYTE *red = green + 1;
906 for(c = 0; c < 256; c++) {
907 if(*red == pal[c].peRed &&
908 *green == pal[c].peGreen &&
909 *blue == pal[c].peBlue)
911 *((BYTE *) dest + y * width + x) = c;
912 break;
917 HeapFree(GetProcessHeap(), 0, mem);
921 /* Read the framebuffer contents into a texture */
922 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This)
924 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
925 IWineD3DSwapChainImpl *swapchain;
926 int bpp;
927 GLenum format, internal, type;
928 CONVERT_TYPES convert;
929 GLint prevRead;
931 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
933 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
934 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
935 * states in the stateblock, and no driver was found yet that had bugs in that regard.
937 ActivateContext(device, (IWineD3DSurface *) This, CTXUSAGE_RESOURCELOAD);
938 surface_bind_and_dirtify(This);
940 ENTER_GL();
941 glGetIntegerv(GL_READ_BUFFER, &prevRead);
942 LEAVE_GL();
944 /* Select the correct read buffer, and give some debug output.
945 * There is no need to keep track of the current read buffer or reset it, every part of the code
946 * that reads sets the read buffer as desired.
948 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)This, &IID_IWineD3DSwapChain, (void **)&swapchain)))
950 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
951 TRACE("Locking %#x buffer\n", buffer);
953 ENTER_GL();
954 glReadBuffer(buffer);
955 checkGLcall("glReadBuffer");
956 LEAVE_GL();
958 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
959 } else {
960 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
961 * Read from the back buffer
963 TRACE("Locking offscreen render target\n");
964 ENTER_GL();
965 glReadBuffer(device->offscreenBuffer);
966 LEAVE_GL();
969 if(!(This->Flags & SFLAG_ALLOCATED)) {
970 surface_allocate_surface(This, internal, This->pow2Width,
971 This->pow2Height, format, type);
974 ENTER_GL();
975 /* If !SrcIsUpsideDown we should flip the surface.
976 * This can be done using glCopyTexSubImage2D but this
977 * is VERY slow, so don't do that. We should prevent
978 * this code from getting called in such cases or perhaps
979 * we can use FBOs */
981 glCopyTexSubImage2D(This->glDescription.target,
982 This->glDescription.level,
983 0, 0, 0, 0,
984 This->currentDesc.Width,
985 This->currentDesc.Height);
986 checkGLcall("glCopyTexSubImage2D");
988 glReadBuffer(prevRead);
989 checkGLcall("glReadBuffer");
991 LEAVE_GL();
992 TRACE("Updated target %d\n", This->glDescription.target);
995 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This) {
996 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
997 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
998 * changed
1000 if(!(This->Flags & SFLAG_DYNLOCK)) {
1001 This->lockCount++;
1002 /* MAXLOCKCOUNT is defined in wined3d_private.h */
1003 if(This->lockCount > MAXLOCKCOUNT) {
1004 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
1005 This->Flags |= SFLAG_DYNLOCK;
1009 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
1010 * Also don't create a PBO for systemmem surfaces.
1012 if(GL_SUPPORT(ARB_PIXEL_BUFFER_OBJECT) && (This->Flags & SFLAG_DYNLOCK) && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2)) && (This->resource.pool != WINED3DPOOL_SYSTEMMEM)) {
1013 GLenum error;
1014 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1016 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1017 ENTER_GL();
1019 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
1020 error = glGetError();
1021 if(This->pbo == 0 || error != GL_NO_ERROR) {
1022 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
1025 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
1027 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1028 checkGLcall("glBindBufferARB");
1030 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
1031 checkGLcall("glBufferDataARB");
1033 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1034 checkGLcall("glBindBufferARB");
1036 /* We don't need the system memory anymore and we can't even use it for PBOs */
1037 if(!(This->Flags & SFLAG_CLIENT)) {
1038 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
1039 This->resource.heapMemory = NULL;
1041 This->resource.allocatedMemory = NULL;
1042 This->Flags |= SFLAG_PBO;
1043 LEAVE_GL();
1044 } else if(!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO)) {
1045 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1046 * or a pbo to map
1048 if(!This->resource.heapMemory) {
1049 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1051 This->resource.allocatedMemory =
1052 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1053 if(This->Flags & SFLAG_INSYSMEM) {
1054 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1059 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
1060 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1061 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1062 IWineD3DSwapChain *swapchain = NULL;
1064 TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
1066 /* This is also done in the base class, but we have to verify this before loading any data from
1067 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1068 * may interfere, and all other bad things may happen
1070 if (This->Flags & SFLAG_LOCKED) {
1071 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1072 return WINED3DERR_INVALIDCALL;
1074 This->Flags |= SFLAG_LOCKED;
1076 if (!(This->Flags & SFLAG_LOCKABLE))
1078 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
1081 if (Flags & WINED3DLOCK_DISCARD) {
1082 /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
1083 TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
1084 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1085 This->Flags |= SFLAG_INSYSMEM;
1086 goto lock_end;
1089 if (This->Flags & SFLAG_INSYSMEM) {
1090 TRACE("Local copy is up to date, not downloading data\n");
1091 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1092 goto lock_end;
1095 /* Now download the surface content from opengl
1096 * Use the render target readback if the surface is on a swapchain(=onscreen render target) or the current primary target
1097 * Offscreen targets which are not active at the moment or are higher targets(FBOs) can be locked with the texture path
1099 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
1100 if(swapchain || iface == myDevice->render_targets[0]) {
1101 const RECT *pass_rect = pRect;
1103 /* IWineD3DSurface_LoadLocation does not check if the rectangle specifies the full surfaces
1104 * because most caller functions do not need that. So do that here
1106 if(pRect &&
1107 pRect->top == 0 &&
1108 pRect->left == 0 &&
1109 pRect->right == This->currentDesc.Width &&
1110 pRect->bottom == This->currentDesc.Height) {
1111 pass_rect = NULL;
1114 switch(wined3d_settings.rendertargetlock_mode) {
1115 case RTL_TEXDRAW:
1116 case RTL_TEXTEX:
1117 FIXME("Reading from render target with a texture isn't implemented yet, falling back to framebuffer reading\n");
1118 #if 0
1119 /* Disabled for now. LoadLocation prefers the texture over the drawable as the source. So if we copy to the
1120 * texture first, then to sysmem, we'll avoid glReadPixels and use glCopyTexImage and glGetTexImage2D instead.
1121 * This may be faster on some cards
1123 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* No partial texture copy yet */);
1124 #endif
1125 /* drop through */
1127 case RTL_AUTO:
1128 case RTL_READDRAW:
1129 case RTL_READTEX:
1130 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, pass_rect);
1131 break;
1133 case RTL_DISABLE:
1134 break;
1136 if(swapchain) IWineD3DSwapChain_Release(swapchain);
1138 } else if(iface == myDevice->stencilBufferTarget) {
1139 /** the depth stencil in openGL has a format of GL_FLOAT
1140 * which should be good for WINED3DFMT_D16_LOCKABLE
1141 * and WINED3DFMT_D16
1142 * it is unclear what format the stencil buffer is in except.
1143 * 'Each index is converted to fixed point...
1144 * If GL_MAP_STENCIL is GL_TRUE, indices are replaced by their
1145 * mappings in the table GL_PIXEL_MAP_S_TO_S.
1146 * glReadPixels(This->lockedRect.left,
1147 * This->lockedRect.bottom - j - 1,
1148 * This->lockedRect.right - This->lockedRect.left,
1149 * 1,
1150 * GL_DEPTH_COMPONENT,
1151 * type,
1152 * (char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top)));
1154 * Depth Stencil surfaces which are not the current depth stencil target should have their data in a
1155 * gl texture(next path), or in local memory(early return because of set SFLAG_INSYSMEM above). If
1156 * none of that is the case the problem is not in this function :-)
1157 ********************************************/
1158 FIXME("Depth stencil locking not supported yet\n");
1159 } else {
1160 /* This path is for normal surfaces, offscreen render targets and everything else that is in a gl texture */
1161 TRACE("locking an ordinary surface\n");
1162 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
1165 lock_end:
1166 if(This->Flags & SFLAG_PBO) {
1167 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1168 ENTER_GL();
1169 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1170 checkGLcall("glBindBufferARB");
1172 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1173 if(This->resource.allocatedMemory) {
1174 ERR("The surface already has PBO memory allocated!\n");
1177 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1178 checkGLcall("glMapBufferARB");
1180 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1181 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1182 checkGLcall("glBindBufferARB");
1184 LEAVE_GL();
1187 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
1188 /* Don't dirtify */
1189 } else {
1190 IWineD3DBaseTexture *pBaseTexture;
1192 * Dirtify on lock
1193 * as seen in msdn docs
1195 IWineD3DSurface_AddDirtyRect(iface, pRect);
1197 /** Dirtify Container if needed */
1198 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture))) {
1199 TRACE("Making container dirty\n");
1200 IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
1201 IWineD3DBaseTexture_Release(pBaseTexture);
1202 } else {
1203 TRACE("Surface is standalone, no need to dirty the container\n");
1207 return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
1210 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem) {
1211 GLint prev_store;
1212 GLint prev_rasterpos[4];
1213 GLint skipBytes = 0;
1214 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
1215 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1216 IWineD3DSwapChainImpl *swapchain;
1218 /* Activate the correct context for the render target */
1219 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
1220 ENTER_GL();
1222 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)This, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
1223 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
1224 TRACE("Unlocking %#x buffer\n", buffer);
1225 glDrawBuffer(buffer);
1226 checkGLcall("glDrawBuffer");
1228 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
1229 } else {
1230 /* Primary offscreen render target */
1231 TRACE("Offscreen render target\n");
1232 glDrawBuffer(myDevice->offscreenBuffer);
1233 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1236 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
1237 checkGLcall("glIntegerv");
1238 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
1239 checkGLcall("glIntegerv");
1240 glPixelZoom(1.0, -1.0);
1241 checkGLcall("glPixelZoom");
1243 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1244 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
1245 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
1247 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
1248 checkGLcall("glRasterPos2f");
1250 /* Some drivers(radeon dri, others?) don't like exceptions during
1251 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1252 * after ReleaseDC. Reading it will cause an exception, which x11drv will
1253 * catch to put the dib section in InSync mode, which leads to a crash
1254 * and a blocked x server on my radeon card.
1256 * The following lines read the dib section so it is put in InSync mode
1257 * before glDrawPixels is called and the crash is prevented. There won't
1258 * be any interfering gdi accesses, because UnlockRect is called from
1259 * ReleaseDC, and the app won't use the dc any more afterwards.
1261 if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
1262 volatile BYTE read;
1263 read = This->resource.allocatedMemory[0];
1266 if(This->Flags & SFLAG_PBO) {
1267 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1268 checkGLcall("glBindBufferARB");
1271 /* When the surface is locked we only have to refresh the locked part else we need to update the whole image */
1272 if(This->Flags & SFLAG_LOCKED) {
1273 glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1274 (This->lockedRect.bottom - This->lockedRect.top)-1,
1275 fmt, type,
1276 mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1277 checkGLcall("glDrawPixels");
1278 } else {
1279 glDrawPixels(This->currentDesc.Width,
1280 This->currentDesc.Height,
1281 fmt, type, mem);
1282 checkGLcall("glDrawPixels");
1285 if(This->Flags & SFLAG_PBO) {
1286 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1287 checkGLcall("glBindBufferARB");
1290 glPixelZoom(1.0,1.0);
1291 checkGLcall("glPixelZoom");
1293 glRasterPos3iv(&prev_rasterpos[0]);
1294 checkGLcall("glRasterPos3iv");
1296 /* Reset to previous pack row length */
1297 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1298 checkGLcall("glPixelStorei GL_UNPACK_ROW_LENGTH");
1300 if(!swapchain) {
1301 glDrawBuffer(myDevice->offscreenBuffer);
1302 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1303 } else if(swapchain->backBuffer) {
1304 glDrawBuffer(GL_BACK);
1305 checkGLcall("glDrawBuffer(GL_BACK)");
1306 } else {
1307 glDrawBuffer(GL_FRONT);
1308 checkGLcall("glDrawBuffer(GL_FRONT)");
1310 LEAVE_GL();
1312 return;
1315 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1316 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1317 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1318 IWineD3DSwapChainImpl *swapchain = NULL;
1319 BOOL fullsurface;
1321 if (!(This->Flags & SFLAG_LOCKED)) {
1322 WARN("trying to Unlock an unlocked surf@%p\n", This);
1323 return WINED3DERR_INVALIDCALL;
1326 if (This->Flags & SFLAG_PBO) {
1327 TRACE("Freeing PBO memory\n");
1328 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1329 ENTER_GL();
1330 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1331 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1332 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1333 checkGLcall("glUnmapBufferARB");
1334 LEAVE_GL();
1335 This->resource.allocatedMemory = NULL;
1338 TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1340 if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1341 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1342 goto unlock_end;
1345 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
1346 if(swapchain || (myDevice->render_targets && iface == myDevice->render_targets[0])) {
1347 if(swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
1349 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1350 static BOOL warned = FALSE;
1351 if(!warned) {
1352 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1353 warned = TRUE;
1355 goto unlock_end;
1358 if(This->dirtyRect.left == 0 &&
1359 This->dirtyRect.top == 0 &&
1360 This->dirtyRect.right == This->currentDesc.Width &&
1361 This->dirtyRect.bottom == This->currentDesc.Height) {
1362 fullsurface = TRUE;
1363 } else {
1364 /* TODO: Proper partial rectangle tracking */
1365 fullsurface = FALSE;
1366 This->Flags |= SFLAG_INSYSMEM;
1369 switch(wined3d_settings.rendertargetlock_mode) {
1370 case RTL_READTEX:
1371 case RTL_TEXTEX:
1372 ActivateContext(myDevice, iface, CTXUSAGE_BLIT);
1373 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
1374 /* drop through */
1376 case RTL_AUTO:
1377 case RTL_READDRAW:
1378 case RTL_TEXDRAW:
1379 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
1380 break;
1383 if(!fullsurface) {
1384 /* Partial rectangle tracking is not commonly implemented, it is only done for render targets. Overwrite
1385 * the flags to bring them back into a sane state. INSYSMEM was set before to tell LoadLocation where
1386 * to read the rectangle from. Indrawable is set because all modifications from the partial sysmem copy
1387 * are written back to the drawable, thus the surface is merged again in the drawable. The sysmem copy is
1388 * not fully up to date because only a subrectangle was read in LockRect.
1390 This->Flags &= ~SFLAG_INSYSMEM;
1391 This->Flags |= SFLAG_INDRAWABLE;
1394 This->dirtyRect.left = This->currentDesc.Width;
1395 This->dirtyRect.top = This->currentDesc.Height;
1396 This->dirtyRect.right = 0;
1397 This->dirtyRect.bottom = 0;
1398 } else if(iface == myDevice->stencilBufferTarget) {
1399 FIXME("Depth Stencil buffer locking is not implemented\n");
1400 } else {
1401 /* The rest should be a normal texture */
1402 IWineD3DBaseTextureImpl *impl;
1403 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1404 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1405 * states need resetting
1407 if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
1408 if(impl->baseTexture.bindCount) {
1409 IWineD3DDeviceImpl_MarkStateDirty(myDevice, STATE_SAMPLER(impl->baseTexture.sampler));
1411 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
1415 unlock_end:
1416 This->Flags &= ~SFLAG_LOCKED;
1417 memset(&This->lockedRect, 0, sizeof(RECT));
1419 /* Overlays have to be redrawn manually after changes with the GL implementation */
1420 if(This->overlay_dest) {
1421 IWineD3DSurface_DrawOverlay(iface);
1423 return WINED3D_OK;
1426 static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC)
1428 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1429 WINED3DLOCKED_RECT lock;
1430 HRESULT hr;
1431 RGBQUAD col[256];
1433 TRACE("(%p)->(%p)\n",This,pHDC);
1435 if(This->Flags & SFLAG_USERPTR) {
1436 ERR("Not supported on surfaces with an application-provided surfaces\n");
1437 return WINEDDERR_NODC;
1440 /* Give more detailed info for ddraw */
1441 if (This->Flags & SFLAG_DCINUSE)
1442 return WINEDDERR_DCALREADYCREATED;
1444 /* Can't GetDC if the surface is locked */
1445 if (This->Flags & SFLAG_LOCKED)
1446 return WINED3DERR_INVALIDCALL;
1448 /* According to Direct3D9 docs, only these formats are supported */
1449 if (((IWineD3DImpl *)This->resource.wineD3DDevice->wineD3D)->dxVersion > 7) {
1450 if (This->resource.format != WINED3DFMT_R5G6B5 &&
1451 This->resource.format != WINED3DFMT_X1R5G5B5 &&
1452 This->resource.format != WINED3DFMT_R8G8B8 &&
1453 This->resource.format != WINED3DFMT_X8R8G8B8) return WINED3DERR_INVALIDCALL;
1456 memset(&lock, 0, sizeof(lock)); /* To be sure */
1458 /* Create a DIB section if there isn't a hdc yet */
1459 if(!This->hDC) {
1460 IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
1461 if(This->Flags & SFLAG_CLIENT) {
1462 IWineD3DSurface_PreLoad(iface);
1465 /* Use the dib section from now on if we are not using a PBO */
1466 if(!(This->Flags & SFLAG_PBO))
1467 This->resource.allocatedMemory = This->dib.bitmap_data;
1470 /* Lock the surface */
1471 hr = IWineD3DSurface_LockRect(iface,
1472 &lock,
1473 NULL,
1476 if(This->Flags & SFLAG_PBO) {
1477 /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
1478 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
1481 if(FAILED(hr)) {
1482 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
1483 /* keep the dib section */
1484 return hr;
1487 if(This->resource.format == WINED3DFMT_P8 ||
1488 This->resource.format == WINED3DFMT_A8P8) {
1489 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
1490 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
1491 unsigned int n;
1492 const PALETTEENTRY *pal = NULL;
1494 if(This->palette) {
1495 pal = This->palette->palents;
1496 } else {
1497 IWineD3DSurfaceImpl *dds_primary;
1498 IWineD3DSwapChainImpl *swapchain;
1499 swapchain = (IWineD3DSwapChainImpl *)This->resource.wineD3DDevice->swapchains[0];
1500 dds_primary = (IWineD3DSurfaceImpl *)swapchain->frontBuffer;
1501 if (dds_primary && dds_primary->palette)
1502 pal = dds_primary->palette->palents;
1505 if (pal) {
1506 for (n=0; n<256; n++) {
1507 col[n].rgbRed = pal[n].peRed;
1508 col[n].rgbGreen = pal[n].peGreen;
1509 col[n].rgbBlue = pal[n].peBlue;
1510 col[n].rgbReserved = 0;
1512 SetDIBColorTable(This->hDC, 0, 256, col);
1516 *pHDC = This->hDC;
1517 TRACE("returning %p\n",*pHDC);
1518 This->Flags |= SFLAG_DCINUSE;
1520 return WINED3D_OK;
1523 static HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC)
1525 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1527 TRACE("(%p)->(%p)\n",This,hDC);
1529 if (!(This->Flags & SFLAG_DCINUSE))
1530 return WINEDDERR_NODC;
1532 if (This->hDC !=hDC) {
1533 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
1534 return WINEDDERR_NODC;
1537 if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
1538 /* Copy the contents of the DIB over to the PBO */
1539 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
1542 /* we locked first, so unlock now */
1543 IWineD3DSurface_UnlockRect(iface);
1545 This->Flags &= ~SFLAG_DCINUSE;
1547 return WINED3D_OK;
1550 /* ******************************************************
1551 IWineD3DSurface Internal (No mapping to directx api) parts follow
1552 ****************************************************** */
1554 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) {
1555 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
1556 const struct GlPixelFormatDesc *glDesc;
1557 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1558 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
1560 /* Default values: From the surface */
1561 *format = glDesc->glFormat;
1562 *type = glDesc->glType;
1563 *convert = NO_CONVERSION;
1564 *target_bpp = This->bytesPerPixel;
1566 if(srgb_mode) {
1567 *internal = glDesc->glGammaInternal;
1568 } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
1569 *internal = glDesc->rtInternal;
1570 } else {
1571 *internal = glDesc->glInternal;
1574 /* Ok, now look if we have to do any conversion */
1575 switch(This->resource.format) {
1576 case WINED3DFMT_P8:
1577 /* ****************
1578 Paletted Texture
1579 **************** */
1581 /* Use conversion when the paletted texture extension OR fragment shaders are available. When either
1582 * of the two is available make sure texturing is requested as neither of the two works in
1583 * conjunction with calls like glDraw-/glReadPixels. Further also use conversion in case of color keying.
1584 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
1585 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
1586 * conflicts with this.
1588 if( !(GL_SUPPORT(EXT_PALETTED_TEXTURE) ||
1589 (GL_SUPPORT(ARB_FRAGMENT_PROGRAM) &&
1590 device->render_targets &&
1591 This == (IWineD3DSurfaceImpl*)device->render_targets[0])) ||
1592 colorkey_active || !use_texturing ) {
1593 *format = GL_RGBA;
1594 *internal = GL_RGBA;
1595 *type = GL_UNSIGNED_BYTE;
1596 *target_bpp = 4;
1597 if(colorkey_active) {
1598 *convert = CONVERT_PALETTED_CK;
1599 } else {
1600 *convert = CONVERT_PALETTED;
1603 else if(!GL_SUPPORT(EXT_PALETTED_TEXTURE) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
1604 *format = GL_ALPHA;
1605 *internal = GL_RGBA;
1606 *type = GL_UNSIGNED_BYTE;
1607 *target_bpp = 1;
1610 break;
1612 case WINED3DFMT_R3G3B2:
1613 /* **********************
1614 GL_UNSIGNED_BYTE_3_3_2
1615 ********************** */
1616 if (colorkey_active) {
1617 /* This texture format will never be used.. So do not care about color keying
1618 up until the point in time it will be needed :-) */
1619 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
1621 break;
1623 case WINED3DFMT_R5G6B5:
1624 if (colorkey_active) {
1625 *convert = CONVERT_CK_565;
1626 *format = GL_RGBA;
1627 *internal = GL_RGBA;
1628 *type = GL_UNSIGNED_SHORT_5_5_5_1;
1630 break;
1632 case WINED3DFMT_X1R5G5B5:
1633 if (colorkey_active) {
1634 *convert = CONVERT_CK_5551;
1635 *format = GL_BGRA;
1636 *internal = GL_RGBA;
1637 *type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1639 break;
1641 case WINED3DFMT_R8G8B8:
1642 if (colorkey_active) {
1643 *convert = CONVERT_CK_RGB24;
1644 *format = GL_RGBA;
1645 *internal = GL_RGBA;
1646 *type = GL_UNSIGNED_INT_8_8_8_8;
1647 *target_bpp = 4;
1649 break;
1651 case WINED3DFMT_X8R8G8B8:
1652 if (colorkey_active) {
1653 *convert = CONVERT_RGB32_888;
1654 *format = GL_RGBA;
1655 *internal = GL_RGBA;
1656 *type = GL_UNSIGNED_INT_8_8_8_8;
1658 break;
1660 case WINED3DFMT_V8U8:
1661 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1662 *convert = CONVERT_V8U8;
1663 *format = GL_BGR;
1664 *internal = GL_RGB8;
1665 *type = GL_UNSIGNED_BYTE;
1666 *target_bpp = 3;
1667 break;
1669 case WINED3DFMT_L6V5U5:
1670 *convert = CONVERT_L6V5U5;
1671 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1672 *target_bpp = 3;
1673 /* Use format and types from table */
1674 } else {
1675 /* Load it into unsigned R5G6B5, swap L and V channels, and revert that in the shader */
1676 *target_bpp = 2;
1677 *format = GL_RGB;
1678 *internal = GL_RGB5;
1679 *type = GL_UNSIGNED_SHORT_5_6_5;
1681 break;
1683 case WINED3DFMT_X8L8V8U8:
1684 *convert = CONVERT_X8L8V8U8;
1685 *target_bpp = 4;
1686 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1687 /* Use formats from gl table. It is a bit unfortunate, but the conversion
1688 * is needed to set the X format to 255 to get 1.0 for alpha when sampling
1689 * the texture. OpenGL can't use GL_DSDT8_MAG8_NV as internal format with
1690 * the needed type and format parameter, so the internal format contains a
1691 * 4th component, which is returned as alpha
1693 } else {
1694 *format = GL_BGRA;
1695 *internal = GL_RGB8;
1696 *type = GL_UNSIGNED_INT_8_8_8_8_REV;
1698 break;
1700 case WINED3DFMT_Q8W8V8U8:
1701 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1702 *convert = CONVERT_Q8W8V8U8;
1703 *format = GL_BGRA;
1704 *internal = GL_RGBA8;
1705 *type = GL_UNSIGNED_BYTE;
1706 *target_bpp = 4;
1707 break;
1709 case WINED3DFMT_V16U16:
1710 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1711 *convert = CONVERT_V16U16;
1712 *format = GL_BGR;
1713 *internal = GL_RGB16_EXT;
1714 *type = GL_UNSIGNED_SHORT;
1715 *target_bpp = 6;
1716 break;
1718 case WINED3DFMT_A4L4:
1719 /* A4L4 exists as an internal gl format, but for some reason there is not
1720 * format+type combination to load it. Thus convert it to A8L8, then load it
1721 * with A4L4 internal, but A8L8 format+type
1723 *convert = CONVERT_A4L4;
1724 *format = GL_LUMINANCE_ALPHA;
1725 *internal = GL_LUMINANCE4_ALPHA4;
1726 *type = GL_UNSIGNED_BYTE;
1727 *target_bpp = 2;
1728 break;
1730 case WINED3DFMT_G16R16:
1731 *convert = CONVERT_G16R16;
1732 *format = GL_RGB;
1733 *internal = GL_RGB16_EXT;
1734 *type = GL_UNSIGNED_SHORT;
1735 *target_bpp = 6;
1736 break;
1738 default:
1739 break;
1742 return WINED3D_OK;
1745 static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width,
1746 UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This)
1748 const BYTE *source;
1749 BYTE *dest;
1750 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
1752 switch (convert) {
1753 case NO_CONVERSION:
1755 memcpy(dst, src, pitch * height);
1756 break;
1758 case CONVERT_PALETTED:
1759 case CONVERT_PALETTED_CK:
1761 IWineD3DPaletteImpl* pal = This->palette;
1762 BYTE table[256][4];
1763 unsigned int x, y;
1765 if( pal == NULL) {
1766 /* TODO: If we are a sublevel, try to get the palette from level 0 */
1769 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
1771 for (y = 0; y < height; y++)
1773 source = src + pitch * y;
1774 dest = dst + outpitch * y;
1775 /* This is an 1 bpp format, using the width here is fine */
1776 for (x = 0; x < width; x++) {
1777 BYTE color = *source++;
1778 *dest++ = table[color][0];
1779 *dest++ = table[color][1];
1780 *dest++ = table[color][2];
1781 *dest++ = table[color][3];
1785 break;
1787 case CONVERT_CK_565:
1789 /* Converting the 565 format in 5551 packed to emulate color-keying.
1791 Note : in all these conversion, it would be best to average the averaging
1792 pixels to get the color of the pixel that will be color-keyed to
1793 prevent 'color bleeding'. This will be done later on if ever it is
1794 too visible.
1796 Note2: Nvidia documents say that their driver does not support alpha + color keying
1797 on the same surface and disables color keying in such a case
1799 unsigned int x, y;
1800 const WORD *Source;
1801 WORD *Dest;
1803 TRACE("Color keyed 565\n");
1805 for (y = 0; y < height; y++) {
1806 Source = (const WORD *)(src + y * pitch);
1807 Dest = (WORD *) (dst + y * outpitch);
1808 for (x = 0; x < width; x++ ) {
1809 WORD color = *Source++;
1810 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
1811 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1812 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1813 *Dest |= 0x0001;
1815 Dest++;
1819 break;
1821 case CONVERT_CK_5551:
1823 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
1824 unsigned int x, y;
1825 const WORD *Source;
1826 WORD *Dest;
1827 TRACE("Color keyed 5551\n");
1828 for (y = 0; y < height; y++) {
1829 Source = (const WORD *)(src + y * pitch);
1830 Dest = (WORD *) (dst + y * outpitch);
1831 for (x = 0; x < width; x++ ) {
1832 WORD color = *Source++;
1833 *Dest = color;
1834 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1835 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1836 *Dest |= (1 << 15);
1838 else {
1839 *Dest &= ~(1 << 15);
1841 Dest++;
1845 break;
1847 case CONVERT_CK_RGB24:
1849 /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
1850 unsigned int x, y;
1851 for (y = 0; y < height; y++)
1853 source = src + pitch * y;
1854 dest = dst + outpitch * y;
1855 for (x = 0; x < width; x++) {
1856 DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ;
1857 DWORD dstcolor = color << 8;
1858 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1859 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1860 dstcolor |= 0xff;
1862 *(DWORD*)dest = dstcolor;
1863 source += 3;
1864 dest += 4;
1868 break;
1870 case CONVERT_RGB32_888:
1872 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
1873 unsigned int x, y;
1874 for (y = 0; y < height; y++)
1876 source = src + pitch * y;
1877 dest = dst + outpitch * y;
1878 for (x = 0; x < width; x++) {
1879 DWORD color = 0xffffff & *(const DWORD*)source;
1880 DWORD dstcolor = color << 8;
1881 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1882 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1883 dstcolor |= 0xff;
1885 *(DWORD*)dest = dstcolor;
1886 source += 4;
1887 dest += 4;
1891 break;
1893 case CONVERT_V8U8:
1895 unsigned int x, y;
1896 const short *Source;
1897 unsigned char *Dest;
1898 for(y = 0; y < height; y++) {
1899 Source = (const short *)(src + y * pitch);
1900 Dest = dst + y * outpitch;
1901 for (x = 0; x < width; x++ ) {
1902 long color = (*Source++);
1903 /* B */ Dest[0] = 0xff;
1904 /* G */ Dest[1] = (color >> 8) + 128; /* V */
1905 /* R */ Dest[2] = (color) + 128; /* U */
1906 Dest += 3;
1909 break;
1912 case CONVERT_V16U16:
1914 unsigned int x, y;
1915 const DWORD *Source;
1916 unsigned short *Dest;
1917 for(y = 0; y < height; y++) {
1918 Source = (const DWORD *)(src + y * pitch);
1919 Dest = (unsigned short *) (dst + y * outpitch);
1920 for (x = 0; x < width; x++ ) {
1921 DWORD color = (*Source++);
1922 /* B */ Dest[0] = 0xffff;
1923 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
1924 /* R */ Dest[2] = (color ) + 32768; /* U */
1925 Dest += 3;
1928 break;
1931 case CONVERT_Q8W8V8U8:
1933 unsigned int x, y;
1934 const DWORD *Source;
1935 unsigned char *Dest;
1936 for(y = 0; y < height; y++) {
1937 Source = (const DWORD *)(src + y * pitch);
1938 Dest = dst + y * outpitch;
1939 for (x = 0; x < width; x++ ) {
1940 long color = (*Source++);
1941 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
1942 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
1943 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
1944 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
1945 Dest += 4;
1948 break;
1951 case CONVERT_L6V5U5:
1953 unsigned int x, y;
1954 const WORD *Source;
1955 unsigned char *Dest;
1957 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1958 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
1959 * fixed function and shaders without further conversion once the surface is
1960 * loaded
1962 for(y = 0; y < height; y++) {
1963 Source = (const WORD *)(src + y * pitch);
1964 Dest = dst + y * outpitch;
1965 for (x = 0; x < width; x++ ) {
1966 short color = (*Source++);
1967 unsigned char l = ((color >> 10) & 0xfc);
1968 char v = ((color >> 5) & 0x3e);
1969 char u = ((color ) & 0x1f);
1971 /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
1972 * and doubles the positive range. Thus shift left only once, gl does the 2nd
1973 * shift. GL reads a signed value and converts it into an unsigned value.
1975 /* M */ Dest[2] = l << 1;
1977 /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
1978 * from 5 bit values to 8 bit values.
1980 /* V */ Dest[1] = v << 3;
1981 /* U */ Dest[0] = u << 3;
1982 Dest += 3;
1985 } else {
1986 for(y = 0; y < height; y++) {
1987 unsigned short *Dest_s = (unsigned short *) (dst + y * outpitch);
1988 Source = (const WORD *)(src + y * pitch);
1989 for (x = 0; x < width; x++ ) {
1990 short color = (*Source++);
1991 unsigned char l = ((color >> 10) & 0xfc);
1992 short v = ((color >> 5) & 0x3e);
1993 short u = ((color ) & 0x1f);
1994 short v_conv = v + 16;
1995 short u_conv = u + 16;
1997 *Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
1998 Dest_s += 1;
2002 break;
2005 case CONVERT_X8L8V8U8:
2007 unsigned int x, y;
2008 const DWORD *Source;
2009 unsigned char *Dest;
2011 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
2012 /* This implementation works with the fixed function pipeline and shaders
2013 * without further modification after converting the surface.
2015 for(y = 0; y < height; y++) {
2016 Source = (const DWORD *)(src + y * pitch);
2017 Dest = dst + y * outpitch;
2018 for (x = 0; x < width; x++ ) {
2019 long color = (*Source++);
2020 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
2021 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
2022 /* U */ Dest[0] = (color & 0xff); /* U */
2023 /* I */ Dest[3] = 255; /* X */
2024 Dest += 4;
2027 } else {
2028 /* Doesn't work correctly with the fixed function pipeline, but can work in
2029 * shaders if the shader is adjusted. (There's no use for this format in gl's
2030 * standard fixed function pipeline anyway).
2032 for(y = 0; y < height; y++) {
2033 Source = (const DWORD *)(src + y * pitch);
2034 Dest = dst + y * outpitch;
2035 for (x = 0; x < width; x++ ) {
2036 long color = (*Source++);
2037 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
2038 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
2039 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
2040 Dest += 4;
2044 break;
2047 case CONVERT_A4L4:
2049 unsigned int x, y;
2050 const unsigned char *Source;
2051 unsigned char *Dest;
2052 for(y = 0; y < height; y++) {
2053 Source = src + y * pitch;
2054 Dest = dst + y * outpitch;
2055 for (x = 0; x < width; x++ ) {
2056 unsigned char color = (*Source++);
2057 /* A */ Dest[1] = (color & 0xf0) << 0;
2058 /* L */ Dest[0] = (color & 0x0f) << 4;
2059 Dest += 2;
2062 break;
2065 case CONVERT_G16R16:
2067 unsigned int x, y;
2068 const WORD *Source;
2069 WORD *Dest;
2071 for(y = 0; y < height; y++) {
2072 Source = (const WORD *)(src + y * pitch);
2073 Dest = (WORD *) (dst + y * outpitch);
2074 for (x = 0; x < width; x++ ) {
2075 WORD green = (*Source++);
2076 WORD red = (*Source++);
2077 Dest[0] = green;
2078 Dest[1] = red;
2079 Dest[2] = 0xffff;
2080 Dest += 3;
2083 break;
2086 default:
2087 ERR("Unsupported conversation type %d\n", convert);
2089 return WINED3D_OK;
2092 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey) {
2093 IWineD3DPaletteImpl* pal = This->palette;
2094 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2095 BOOL index_in_alpha = FALSE;
2096 int dxVersion = ( (IWineD3DImpl *) device->wineD3D)->dxVersion;
2097 unsigned int i;
2099 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
2100 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
2101 * is slow. Further RGB->P8 conversion is not possible because palettes can have
2102 * duplicate entries. Store the color key in the unused alpha component to speed the
2103 * download up and to make conversion unneeded. */
2104 index_in_alpha = primary_render_target_is_p8(device);
2106 if (pal == NULL) {
2107 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
2108 if(dxVersion <= 7) {
2109 ERR("This code should never get entered for DirectDraw!, expect problems\n");
2110 if(index_in_alpha) {
2111 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
2112 there's no palette at this time. */
2113 for (i = 0; i < 256; i++) table[i][3] = i;
2115 } else {
2116 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
2117 alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
2118 capability flag is present (wine does advertise this capability) */
2119 for (i = 0; i < 256; i++) {
2120 table[i][0] = device->palettes[device->currentPalette][i].peRed;
2121 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
2122 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
2123 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
2126 } else {
2127 TRACE("Using surface palette %p\n", pal);
2128 /* Get the surface's palette */
2129 for (i = 0; i < 256; i++) {
2130 table[i][0] = pal->palents[i].peRed;
2131 table[i][1] = pal->palents[i].peGreen;
2132 table[i][2] = pal->palents[i].peBlue;
2134 /* When index_in_alpha is the palette index is stored in the alpha component. In case of a readback
2135 we can then read GL_ALPHA. Color keying is handled in BltOverride using a GL_ALPHA_TEST using GL_NOT_EQUAL.
2136 In case of index_in_alpha the color key itself is passed to glAlphaFunc in other cases the alpha component
2137 of pixels that should be masked away is set to 0. */
2138 if(index_in_alpha) {
2139 table[i][3] = i;
2140 } else if(colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue) && (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
2141 table[i][3] = 0x00;
2142 } else if(pal->Flags & WINEDDPCAPS_ALPHA) {
2143 table[i][3] = pal->palents[i].peFlags;
2144 } else {
2145 table[i][3] = 0xFF;
2151 /* This function is used in case of 8bit paletted textures to upload the palette.
2152 It supports GL_EXT_paletted_texture and GL_ARB_fragment_program, support for other
2153 extensions like ATI_fragment_shaders is possible.
2155 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert) {
2156 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2157 BYTE table[256][4];
2158 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2160 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2162 /* Try to use the paletted texture extension */
2163 if(GL_SUPPORT(EXT_PALETTED_TEXTURE))
2165 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
2166 GL_EXTCALL(glColorTableEXT(This->glDescription.target,GL_RGBA,256,GL_RGBA,GL_UNSIGNED_BYTE, table));
2168 else
2170 /* Let a fragment shader do the color conversion by uploading the palette to a 1D texture.
2171 * The 8bit pixel data will be used as an index in this palette texture to retrieve the final color. */
2172 TRACE("Using fragment shaders for emulating 8-bit paletted texture support\n");
2174 /* Create the fragment program if we don't have it */
2175 if(!device->paletteConversionShader)
2177 const char *fragment_palette_conversion =
2178 "!!ARBfp1.0\n"
2179 "TEMP index;\n"
2180 /* { 255/256, 0.5/255*255/256, 0, 0 } */
2181 "PARAM constants = { 0.996, 0.00195, 0, 0 };\n"
2182 /* The alpha-component contains the palette index */
2183 "TEX index, fragment.texcoord[0], texture[0], 2D;\n"
2184 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
2185 "MAD index.a, index.a, constants.x, constants.y;\n"
2186 /* Use the alpha-component as an index in the palette to get the final color */
2187 "TEX result.color, index.a, texture[1], 1D;\n"
2188 "END";
2190 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2191 GL_EXTCALL(glGenProgramsARB(1, &device->paletteConversionShader));
2192 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2193 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fragment_palette_conversion), (const GLbyte *)fragment_palette_conversion));
2194 glDisable(GL_FRAGMENT_PROGRAM_ARB);
2197 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2198 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2200 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
2201 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2203 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2204 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /* Make sure we have discrete color levels. */
2205 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2206 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table); /* Upload the palette */
2208 /* Switch back to unit 0 in which the 2D texture will be stored. */
2209 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0));
2211 /* Rebind the texture because it isn't bound anymore */
2212 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2216 BOOL palette9_changed(IWineD3DSurfaceImpl *This) {
2217 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2219 if(This->palette || (This->resource.format != WINED3DFMT_P8 && This->resource.format != WINED3DFMT_A8P8)) {
2220 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2221 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2223 return FALSE;
2226 if(This->palette9) {
2227 if(memcmp(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256) == 0) {
2228 return FALSE;
2230 } else {
2231 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2233 memcpy(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2234 return TRUE;
2237 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2238 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2240 if (!(This->Flags & SFLAG_INTEXTURE)) {
2241 TRACE("Reloading because surface is dirty\n");
2242 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2243 ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
2244 /* Reload: vice versa OR */
2245 ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
2246 /* Also reload: Color key is active AND the color key has changed */
2247 ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
2248 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
2249 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
2250 TRACE("Reloading because of color keying\n");
2251 /* To perform the color key conversion we need a sysmem copy of
2252 * the surface. Make sure we have it
2255 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
2256 /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2257 /* TODO: This is not necessarily needed with hw palettized texture support */
2258 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2259 } else {
2260 TRACE("surface is already in texture\n");
2261 return WINED3D_OK;
2264 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2265 * These resources are not bound by device size or format restrictions. Because of this,
2266 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2267 * However, these resources can always be created, locked, and copied.
2269 if (This->resource.pool == WINED3DPOOL_SCRATCH )
2271 FIXME("(%p) Operation not supported for scratch textures\n",This);
2272 return WINED3DERR_INVALIDCALL;
2275 This->srgb = srgb_mode;
2276 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* no partial locking for textures yet */);
2278 #if 0
2280 static unsigned int gen = 0;
2281 char buffer[4096];
2282 ++gen;
2283 if ((gen % 10) == 0) {
2284 snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm", This, This->glDescription.target, This->glDescription.level, gen);
2285 IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
2288 * debugging crash code
2289 if (gen == 250) {
2290 void** test = NULL;
2291 *test = 0;
2295 #endif
2297 if (!(This->Flags & SFLAG_DONOTFREE)) {
2298 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
2299 This->resource.allocatedMemory = NULL;
2300 This->resource.heapMemory = NULL;
2301 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, FALSE);
2304 return WINED3D_OK;
2307 static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface) {
2308 /* TODO: check for locks */
2309 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2310 IWineD3DBaseTexture *baseTexture = NULL;
2311 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2313 TRACE("(%p)Checking to see if the container is a base texture\n", This);
2314 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2315 TRACE("Passing to container\n");
2316 IWineD3DBaseTexture_BindTexture(baseTexture);
2317 IWineD3DBaseTexture_Release(baseTexture);
2318 } else {
2319 TRACE("(%p) : Binding surface\n", This);
2321 if(!device->isInDraw) {
2322 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
2325 ENTER_GL();
2327 if (!This->glDescription.level) {
2328 if (!This->glDescription.textureName) {
2329 glGenTextures(1, &This->glDescription.textureName);
2330 checkGLcall("glGenTextures");
2331 TRACE("Surface %p given name %d\n", This, This->glDescription.textureName);
2333 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2334 checkGLcall("glBindTexture");
2335 glTexParameteri(This->glDescription.target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2336 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
2337 glTexParameteri(This->glDescription.target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2338 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
2339 glTexParameteri(This->glDescription.target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2340 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
2341 glTexParameteri(This->glDescription.target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2342 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
2343 glTexParameteri(This->glDescription.target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2344 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
2346 /* This is where we should be reducing the amount of GLMemoryUsed */
2347 } else if (This->glDescription.textureName) {
2348 /* Mipmap surfaces should have a base texture container */
2349 ERR("Mipmap surface has a glTexture bound to it!\n");
2352 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2353 checkGLcall("glBindTexture");
2355 LEAVE_GL();
2357 return;
2360 #include <errno.h>
2361 #include <stdio.h>
2362 static HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename)
2364 FILE* f = NULL;
2365 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2366 char *allocatedMemory;
2367 const char *textureRow;
2368 IWineD3DSwapChain *swapChain = NULL;
2369 int width, height, i, y;
2370 GLuint tmpTexture = 0;
2371 DWORD color;
2372 /*FIXME:
2373 Textures may not be stored in ->allocatedgMemory and a GlTexture
2374 so we should lock the surface before saving a snapshot, or at least check that
2376 /* TODO: Compressed texture images can be obtained from the GL in uncompressed form
2377 by calling GetTexImage and in compressed form by calling
2378 GetCompressedTexImageARB. Queried compressed images can be saved and
2379 later reused by calling CompressedTexImage[123]DARB. Pre-compressed
2380 texture images do not need to be processed by the GL and should
2381 significantly improve texture loading performance relative to uncompressed
2382 images. */
2384 /* Setup the width and height to be the internal texture width and height. */
2385 width = This->pow2Width;
2386 height = This->pow2Height;
2387 /* check to see if we're a 'virtual' texture, e.g. we're not a pbuffer of texture, we're a back buffer*/
2388 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain);
2390 if (This->Flags & SFLAG_INDRAWABLE && !(This->Flags & SFLAG_INTEXTURE)) {
2391 /* if were not a real texture then read the back buffer into a real texture */
2392 /* we don't want to interfere with the back buffer so read the data into a temporary
2393 * texture and then save the data out of the temporary texture
2395 GLint prevRead;
2396 ENTER_GL();
2397 TRACE("(%p) Reading render target into texture\n", This);
2399 glGenTextures(1, &tmpTexture);
2400 glBindTexture(GL_TEXTURE_2D, tmpTexture);
2402 glTexImage2D(GL_TEXTURE_2D,
2404 GL_RGBA,
2405 width,
2406 height,
2407 0/*border*/,
2408 GL_RGBA,
2409 GL_UNSIGNED_INT_8_8_8_8_REV,
2410 NULL);
2412 glGetIntegerv(GL_READ_BUFFER, &prevRead);
2413 checkGLcall("glGetIntegerv");
2414 glReadBuffer(swapChain ? GL_BACK : This->resource.wineD3DDevice->offscreenBuffer);
2415 checkGLcall("glReadBuffer");
2416 glCopyTexImage2D(GL_TEXTURE_2D,
2418 GL_RGBA,
2421 width,
2422 height,
2425 checkGLcall("glCopyTexImage2D");
2426 glReadBuffer(prevRead);
2427 LEAVE_GL();
2429 } else { /* bind the real texture, and make sure it up to date */
2430 IWineD3DSurface_PreLoad(iface);
2431 surface_bind_and_dirtify(This);
2433 allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width * height * 4);
2434 ENTER_GL();
2435 FIXME("Saving texture level %d width %d height %d\n", This->glDescription.level, width, height);
2436 glGetTexImage(GL_TEXTURE_2D,
2437 This->glDescription.level,
2438 GL_RGBA,
2439 GL_UNSIGNED_INT_8_8_8_8_REV,
2440 allocatedMemory);
2441 checkGLcall("glTexImage2D");
2442 if (tmpTexture) {
2443 glBindTexture(GL_TEXTURE_2D, 0);
2444 glDeleteTextures(1, &tmpTexture);
2446 LEAVE_GL();
2448 f = fopen(filename, "w+");
2449 if (NULL == f) {
2450 ERR("opening of %s failed with: %s\n", filename, strerror(errno));
2451 return WINED3DERR_INVALIDCALL;
2453 /* Save the data out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha channel */
2454 TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format));
2455 /* TGA header */
2456 fputc(0,f);
2457 fputc(0,f);
2458 fputc(2,f);
2459 fputc(0,f);
2460 fputc(0,f);
2461 fputc(0,f);
2462 fputc(0,f);
2463 fputc(0,f);
2464 fputc(0,f);
2465 fputc(0,f);
2466 fputc(0,f);
2467 fputc(0,f);
2468 /* short width*/
2469 fwrite(&width,2,1,f);
2470 /* short height */
2471 fwrite(&height,2,1,f);
2472 /* format rgba */
2473 fputc(0x20,f);
2474 fputc(0x28,f);
2475 /* raw data */
2476 /* 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 */
2477 if(swapChain)
2478 textureRow = allocatedMemory + (width * (height - 1) *4);
2479 else
2480 textureRow = allocatedMemory;
2481 for (y = 0 ; y < height; y++) {
2482 for (i = 0; i < width; i++) {
2483 color = *((const DWORD*)textureRow);
2484 fputc((color >> 16) & 0xFF, f); /* B */
2485 fputc((color >> 8) & 0xFF, f); /* G */
2486 fputc((color >> 0) & 0xFF, f); /* R */
2487 fputc((color >> 24) & 0xFF, f); /* A */
2488 textureRow += 4;
2490 /* take two rows of the pointer to the texture memory */
2491 if(swapChain)
2492 (textureRow-= width << 3);
2495 TRACE("Closing file\n");
2496 fclose(f);
2498 if(swapChain) {
2499 IWineD3DSwapChain_Release(swapChain);
2501 HeapFree(GetProcessHeap(), 0, allocatedMemory);
2502 return WINED3D_OK;
2506 * Slightly inefficient way to handle multiple dirty rects but it works :)
2508 static HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect)
2510 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2511 IWineD3DBaseTexture *baseTexture = NULL;
2513 if (!(This->Flags & SFLAG_INSYSMEM) && (This->Flags & SFLAG_INTEXTURE))
2514 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
2516 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2517 if (NULL != pDirtyRect) {
2518 This->dirtyRect.left = min(This->dirtyRect.left, pDirtyRect->left);
2519 This->dirtyRect.top = min(This->dirtyRect.top, pDirtyRect->top);
2520 This->dirtyRect.right = max(This->dirtyRect.right, pDirtyRect->right);
2521 This->dirtyRect.bottom = max(This->dirtyRect.bottom, pDirtyRect->bottom);
2522 } else {
2523 This->dirtyRect.left = 0;
2524 This->dirtyRect.top = 0;
2525 This->dirtyRect.right = This->currentDesc.Width;
2526 This->dirtyRect.bottom = This->currentDesc.Height;
2528 TRACE("(%p) : Dirty: yes, Rect:(%d,%d,%d,%d)\n", This, This->dirtyRect.left,
2529 This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
2530 /* if the container is a basetexture then mark it dirty. */
2531 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2532 TRACE("Passing to container\n");
2533 IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
2534 IWineD3DBaseTexture_Release(baseTexture);
2536 return WINED3D_OK;
2539 static HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
2540 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2541 HRESULT hr;
2542 const struct GlPixelFormatDesc *glDesc;
2543 getFormatDescEntry(format, &GLINFO_LOCATION, &glDesc);
2545 TRACE("(%p) : Calling base function first\n", This);
2546 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2547 if(SUCCEEDED(hr)) {
2548 /* Setup some glformat defaults */
2549 This->glDescription.glFormat = glDesc->glFormat;
2550 This->glDescription.glFormatInternal = glDesc->glInternal;
2551 This->glDescription.glType = glDesc->glType;
2553 This->Flags &= ~SFLAG_ALLOCATED;
2554 TRACE("(%p) : glFormat %d, glFotmatInternal %d, glType %d\n", This,
2555 This->glDescription.glFormat, This->glDescription.glFormatInternal, This->glDescription.glType);
2557 return hr;
2560 static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2561 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2563 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
2564 WARN("Surface is locked or the HDC is in use\n");
2565 return WINED3DERR_INVALIDCALL;
2568 if(Mem && Mem != This->resource.allocatedMemory) {
2569 void *release = NULL;
2571 /* Do I have to copy the old surface content? */
2572 if(This->Flags & SFLAG_DIBSECTION) {
2573 /* Release the DC. No need to hold the critical section for the update
2574 * Thread because this thread runs only on front buffers, but this method
2575 * fails for render targets in the check above.
2577 SelectObject(This->hDC, This->dib.holdbitmap);
2578 DeleteDC(This->hDC);
2579 /* Release the DIB section */
2580 DeleteObject(This->dib.DIBsection);
2581 This->dib.bitmap_data = NULL;
2582 This->resource.allocatedMemory = NULL;
2583 This->hDC = NULL;
2584 This->Flags &= ~SFLAG_DIBSECTION;
2585 } else if(!(This->Flags & SFLAG_USERPTR)) {
2586 release = This->resource.heapMemory;
2587 This->resource.heapMemory = NULL;
2589 This->resource.allocatedMemory = Mem;
2590 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2592 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2593 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2595 /* For client textures opengl has to be notified */
2596 if(This->Flags & SFLAG_CLIENT) {
2597 This->Flags &= ~SFLAG_ALLOCATED;
2598 IWineD3DSurface_PreLoad(iface);
2599 /* And hope that the app behaves correctly and did not free the old surface memory before setting a new pointer */
2602 /* Now free the old memory if any */
2603 HeapFree(GetProcessHeap(), 0, release);
2604 } else if(This->Flags & SFLAG_USERPTR) {
2605 /* LockRect and GetDC will re-create the dib section and allocated memory */
2606 This->resource.allocatedMemory = NULL;
2607 /* HeapMemory should be NULL already */
2608 if(This->resource.heapMemory != NULL) ERR("User pointer surface has heap memory allocated\n");
2609 This->Flags &= ~SFLAG_USERPTR;
2611 if(This->Flags & SFLAG_CLIENT) {
2612 This->Flags &= ~SFLAG_ALLOCATED;
2613 /* This respecifies an empty texture and opengl knows that the old memory is gone */
2614 IWineD3DSurface_PreLoad(iface);
2617 return WINED3D_OK;
2620 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
2622 /* Flip the surface contents */
2623 /* Flip the DC */
2625 HDC tmp;
2626 tmp = front->hDC;
2627 front->hDC = back->hDC;
2628 back->hDC = tmp;
2631 /* Flip the DIBsection */
2633 HBITMAP tmp;
2634 BOOL hasDib = front->Flags & SFLAG_DIBSECTION;
2635 tmp = front->dib.DIBsection;
2636 front->dib.DIBsection = back->dib.DIBsection;
2637 back->dib.DIBsection = tmp;
2639 if(back->Flags & SFLAG_DIBSECTION) front->Flags |= SFLAG_DIBSECTION;
2640 else front->Flags &= ~SFLAG_DIBSECTION;
2641 if(hasDib) back->Flags |= SFLAG_DIBSECTION;
2642 else back->Flags &= ~SFLAG_DIBSECTION;
2645 /* Flip the surface data */
2647 void* tmp;
2649 tmp = front->dib.bitmap_data;
2650 front->dib.bitmap_data = back->dib.bitmap_data;
2651 back->dib.bitmap_data = tmp;
2653 tmp = front->resource.allocatedMemory;
2654 front->resource.allocatedMemory = back->resource.allocatedMemory;
2655 back->resource.allocatedMemory = tmp;
2657 tmp = front->resource.heapMemory;
2658 front->resource.heapMemory = back->resource.heapMemory;
2659 back->resource.heapMemory = tmp;
2662 /* Flip the PBO */
2664 GLuint tmp_pbo = front->pbo;
2665 front->pbo = back->pbo;
2666 back->pbo = tmp_pbo;
2669 /* client_memory should not be different, but just in case */
2671 BOOL tmp;
2672 tmp = front->dib.client_memory;
2673 front->dib.client_memory = back->dib.client_memory;
2674 back->dib.client_memory = tmp;
2677 /* Flip the opengl texture */
2679 glDescriptor tmp_desc = back->glDescription;
2680 back->glDescription = front->glDescription;
2681 front->glDescription = tmp_desc;
2685 DWORD tmp_flags = back->Flags;
2686 back->Flags = front->Flags;
2687 front->Flags = tmp_flags;
2691 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
2692 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2693 IWineD3DSwapChainImpl *swapchain = NULL;
2694 HRESULT hr;
2695 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
2697 /* Flipping is only supported on RenderTargets and overlays*/
2698 if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
2699 WARN("Tried to flip a non-render target, non-overlay surface\n");
2700 return WINEDDERR_NOTFLIPPABLE;
2703 if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
2704 flip_surface(This, (IWineD3DSurfaceImpl *) override);
2706 /* Update the overlay if it is visible */
2707 if(This->overlay_dest) {
2708 return IWineD3DSurface_DrawOverlay((IWineD3DSurface *) This);
2709 } else {
2710 return WINED3D_OK;
2714 if(override) {
2715 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2716 * FIXME("(%p) Target override is not supported by now\n", This);
2717 * Additionally, it isn't really possible to support triple-buffering
2718 * properly on opengl at all
2722 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **) &swapchain);
2723 if(!swapchain) {
2724 ERR("Flipped surface is not on a swapchain\n");
2725 return WINEDDERR_NOTFLIPPABLE;
2728 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2729 * and only d3d8 and d3d9 apps specify the presentation interval
2731 if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
2732 /* Most common case first to avoid wasting time on all the other cases */
2733 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2734 } else if(Flags & WINEDDFLIP_NOVSYNC) {
2735 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2736 } else if(Flags & WINEDDFLIP_INTERVAL2) {
2737 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
2738 } else if(Flags & WINEDDFLIP_INTERVAL3) {
2739 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
2740 } else {
2741 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
2744 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2745 hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *) swapchain, NULL, NULL, 0, NULL, 0);
2746 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
2747 return hr;
2750 /* Does a direct frame buffer -> texture copy. Stretching is done
2751 * with single pixel copy calls
2753 static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
2754 IWineD3DSwapChainImpl *swapchain, const WINED3DRECT *srect, const WINED3DRECT *drect,
2755 BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter)
2757 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2758 float xrel, yrel;
2759 UINT row;
2760 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2763 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2764 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
2765 ENTER_GL();
2767 /* Bind the target texture */
2768 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2769 checkGLcall("glBindTexture");
2770 if(!swapchain) {
2771 TRACE("Reading from an offscreen target\n");
2772 upsidedown = !upsidedown;
2773 glReadBuffer(myDevice->offscreenBuffer);
2774 } else {
2775 GLenum buffer = surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain);
2776 glReadBuffer(buffer);
2778 checkGLcall("glReadBuffer");
2780 xrel = (float) (srect->x2 - srect->x1) / (float) (drect->x2 - drect->x1);
2781 yrel = (float) (srect->y2 - srect->y1) / (float) (drect->y2 - drect->y1);
2783 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2784 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2786 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
2787 ERR("Texture filtering not supported in direct blit\n");
2789 } else if((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) && ((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2790 ERR("Texture filtering not supported in direct blit\n");
2793 if(upsidedown &&
2794 !((xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) &&
2795 !((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2796 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2798 glCopyTexSubImage2D(This->glDescription.target,
2799 This->glDescription.level,
2800 drect->x1, drect->y1, /* xoffset, yoffset */
2801 srect->x1, Src->currentDesc.Height - srect->y2,
2802 drect->x2 - drect->x1, drect->y2 - drect->y1);
2803 } else {
2804 UINT yoffset = Src->currentDesc.Height - srect->y1 + drect->y1 - 1;
2805 /* I have to process this row by row to swap the image,
2806 * otherwise it would be upside down, so stretching in y direction
2807 * doesn't cost extra time
2809 * However, stretching in x direction can be avoided if not necessary
2811 for(row = drect->y1; row < drect->y2; row++) {
2812 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2813 /* Well, that stuff works, but it's very slow.
2814 * find a better way instead
2816 UINT col;
2818 for(col = drect->x1; col < drect->x2; col++) {
2819 glCopyTexSubImage2D(This->glDescription.target,
2820 This->glDescription.level,
2821 drect->x1 + col, row, /* xoffset, yoffset */
2822 srect->x1 + col * xrel, yoffset - (int) (row * yrel),
2823 1, 1);
2825 } else {
2826 glCopyTexSubImage2D(This->glDescription.target,
2827 This->glDescription.level,
2828 drect->x1, row, /* xoffset, yoffset */
2829 srect->x1, yoffset - (int) (row * yrel),
2830 drect->x2-drect->x1, 1);
2834 checkGLcall("glCopyTexSubImage2D");
2836 LEAVE_GL();
2839 /* Uses the hardware to stretch and flip the image */
2840 static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
2841 IWineD3DSwapChainImpl *swapchain, const WINED3DRECT *srect, const WINED3DRECT *drect,
2842 BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter)
2844 GLuint src, backup = 0;
2845 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2846 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2847 float left, right, top, bottom; /* Texture coordinates */
2848 UINT fbwidth = Src->currentDesc.Width;
2849 UINT fbheight = Src->currentDesc.Height;
2850 GLenum drawBuffer = GL_BACK;
2851 GLenum texture_target;
2852 BOOL noBackBufferBackup;
2854 TRACE("Using hwstretch blit\n");
2855 /* Activate the Proper context for reading from the source surface, set it up for blitting */
2856 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2857 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
2859 noBackBufferBackup = !swapchain && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
2860 if(!noBackBufferBackup && Src->glDescription.textureName == 0) {
2861 /* Get it a description */
2862 IWineD3DSurface_PreLoad(SrcSurface);
2864 ENTER_GL();
2866 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
2867 * This way we don't have to wait for the 2nd readback to finish to leave this function.
2869 if(myDevice->activeContext->aux_buffers >= 2) {
2870 /* Got more than one aux buffer? Use the 2nd aux buffer */
2871 drawBuffer = GL_AUX1;
2872 } else if((swapchain || myDevice->offscreenBuffer == GL_BACK) && myDevice->activeContext->aux_buffers >= 1) {
2873 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2874 drawBuffer = GL_AUX0;
2877 if(noBackBufferBackup) {
2878 glGenTextures(1, &backup);
2879 checkGLcall("glGenTextures\n");
2880 glBindTexture(GL_TEXTURE_2D, backup);
2881 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
2882 texture_target = GL_TEXTURE_2D;
2883 } else {
2884 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
2885 * we are reading from the back buffer, the backup can be used as source texture
2887 texture_target = Src->glDescription.target;
2888 glBindTexture(texture_target, Src->glDescription.textureName);
2889 checkGLcall("glBindTexture(texture_target, Src->glDescription.textureName)");
2890 glEnable(texture_target);
2891 checkGLcall("glEnable(texture_target)");
2893 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
2894 Src->Flags &= ~SFLAG_INTEXTURE;
2897 if(swapchain) {
2898 glReadBuffer(surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain));
2899 } else {
2900 TRACE("Reading from an offscreen target\n");
2901 upsidedown = !upsidedown;
2902 glReadBuffer(myDevice->offscreenBuffer);
2905 /* TODO: Only back up the part that will be overwritten */
2906 glCopyTexSubImage2D(texture_target, 0,
2907 0, 0 /* read offsets */,
2908 0, 0,
2909 fbwidth,
2910 fbheight);
2912 checkGLcall("glCopyTexSubImage2D");
2914 /* No issue with overriding these - the sampler is dirty due to blit usage */
2915 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
2916 magLookup[Filter - WINED3DTEXF_NONE]);
2917 checkGLcall("glTexParameteri");
2918 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
2919 minMipLookup[Filter].mip[WINED3DTEXF_NONE]);
2920 checkGLcall("glTexParameteri");
2922 if(!swapchain || (IWineD3DSurface *) Src == swapchain->backBuffer[0]) {
2923 src = backup ? backup : Src->glDescription.textureName;
2924 } else {
2925 glReadBuffer(GL_FRONT);
2926 checkGLcall("glReadBuffer(GL_FRONT)");
2928 glGenTextures(1, &src);
2929 checkGLcall("glGenTextures(1, &src)");
2930 glBindTexture(GL_TEXTURE_2D, src);
2931 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
2933 /* TODO: Only copy the part that will be read. Use srect->x1, srect->y2 as origin, but with the width watch
2934 * out for power of 2 sizes
2936 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Src->pow2Width, Src->pow2Height, 0,
2937 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
2938 checkGLcall("glTexImage2D");
2939 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
2940 0, 0 /* read offsets */,
2941 0, 0,
2942 fbwidth,
2943 fbheight);
2945 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2946 checkGLcall("glTexParameteri");
2947 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2948 checkGLcall("glTexParameteri");
2950 glReadBuffer(GL_BACK);
2951 checkGLcall("glReadBuffer(GL_BACK)");
2953 if(texture_target != GL_TEXTURE_2D) {
2954 glDisable(texture_target);
2955 glEnable(GL_TEXTURE_2D);
2956 texture_target = GL_TEXTURE_2D;
2959 checkGLcall("glEnd and previous");
2961 left = srect->x1;
2962 right = srect->x2;
2964 if(upsidedown) {
2965 top = Src->currentDesc.Height - srect->y1;
2966 bottom = Src->currentDesc.Height - srect->y2;
2967 } else {
2968 top = Src->currentDesc.Height - srect->y2;
2969 bottom = Src->currentDesc.Height - srect->y1;
2972 if(Src->Flags & SFLAG_NORMCOORD) {
2973 left /= Src->pow2Width;
2974 right /= Src->pow2Width;
2975 top /= Src->pow2Height;
2976 bottom /= Src->pow2Height;
2979 /* draw the source texture stretched and upside down. The correct surface is bound already */
2980 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
2981 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
2983 glDrawBuffer(drawBuffer);
2984 glReadBuffer(drawBuffer);
2986 glBegin(GL_QUADS);
2987 /* bottom left */
2988 glTexCoord2f(left, bottom);
2989 glVertex2i(0, fbheight);
2991 /* top left */
2992 glTexCoord2f(left, top);
2993 glVertex2i(0, fbheight - drect->y2 - drect->y1);
2995 /* top right */
2996 glTexCoord2f(right, top);
2997 glVertex2i(drect->x2 - drect->x1, fbheight - drect->y2 - drect->y1);
2999 /* bottom right */
3000 glTexCoord2f(right, bottom);
3001 glVertex2i(drect->x2 - drect->x1, fbheight);
3002 glEnd();
3003 checkGLcall("glEnd and previous");
3005 if(texture_target != This->glDescription.target) {
3006 glDisable(texture_target);
3007 glEnable(This->glDescription.target);
3008 texture_target = This->glDescription.target;
3011 /* Now read the stretched and upside down image into the destination texture */
3012 glBindTexture(texture_target, This->glDescription.textureName);
3013 checkGLcall("glBindTexture");
3014 glCopyTexSubImage2D(texture_target,
3016 drect->x1, drect->y1, /* xoffset, yoffset */
3017 0, 0, /* We blitted the image to the origin */
3018 drect->x2 - drect->x1, drect->y2 - drect->y1);
3019 checkGLcall("glCopyTexSubImage2D");
3021 if(drawBuffer == GL_BACK) {
3022 /* Write the back buffer backup back */
3023 if(backup) {
3024 if(texture_target != GL_TEXTURE_2D) {
3025 glDisable(texture_target);
3026 glEnable(GL_TEXTURE_2D);
3027 texture_target = GL_TEXTURE_2D;
3029 glBindTexture(GL_TEXTURE_2D, backup);
3030 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3031 } else {
3032 if(texture_target != Src->glDescription.target) {
3033 glDisable(texture_target);
3034 glEnable(Src->glDescription.target);
3035 texture_target = Src->glDescription.target;
3037 glBindTexture(Src->glDescription.target, Src->glDescription.textureName);
3038 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
3041 glBegin(GL_QUADS);
3042 /* top left */
3043 glTexCoord2f(0.0, (float) fbheight / (float) Src->pow2Height);
3044 glVertex2i(0, 0);
3046 /* bottom left */
3047 glTexCoord2f(0.0, 0.0);
3048 glVertex2i(0, fbheight);
3050 /* bottom right */
3051 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, 0.0);
3052 glVertex2i(fbwidth, Src->currentDesc.Height);
3054 /* top right */
3055 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, (float) fbheight / (float) Src->pow2Height);
3056 glVertex2i(fbwidth, 0);
3057 glEnd();
3058 } else {
3059 /* Restore the old draw buffer */
3060 glDrawBuffer(GL_BACK);
3062 glDisable(texture_target);
3063 checkGLcall("glDisable(texture_target)");
3065 /* Cleanup */
3066 if(src != Src->glDescription.textureName && src != backup) {
3067 glDeleteTextures(1, &src);
3068 checkGLcall("glDeleteTextures(1, &src)");
3070 if(backup) {
3071 glDeleteTextures(1, &backup);
3072 checkGLcall("glDeleteTextures(1, &backup)");
3075 LEAVE_GL();
3078 /* Not called from the VTable */
3079 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3080 IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx,
3081 WINED3DTEXTUREFILTERTYPE Filter)
3083 WINED3DRECT rect;
3084 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3085 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
3086 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3088 TRACE("(%p)->(%p,%p,%p,%08x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3090 /* Get the swapchain. One of the surfaces has to be a primary surface */
3091 if(This->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3092 WARN("Destination is in sysmem, rejecting gl blt\n");
3093 return WINED3DERR_INVALIDCALL;
3095 IWineD3DSurface_GetContainer( (IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
3096 if(dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) dstSwapchain);
3097 if(Src) {
3098 if(Src->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3099 WARN("Src is in sysmem, rejecting gl blt\n");
3100 return WINED3DERR_INVALIDCALL;
3102 IWineD3DSurface_GetContainer( (IWineD3DSurface *) Src, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
3103 if(srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) srcSwapchain);
3106 /* Early sort out of cases where no render target is used */
3107 if(!dstSwapchain && !srcSwapchain &&
3108 SrcSurface != myDevice->render_targets[0] && This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3109 TRACE("No surface is render target, not using hardware blit. Src = %p, dst = %p\n", Src, This);
3110 return WINED3DERR_INVALIDCALL;
3113 /* No destination color keying supported */
3114 if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
3115 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3116 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3117 return WINED3DERR_INVALIDCALL;
3120 if (DestRect) {
3121 rect.x1 = DestRect->left;
3122 rect.y1 = DestRect->top;
3123 rect.x2 = DestRect->right;
3124 rect.y2 = DestRect->bottom;
3125 } else {
3126 rect.x1 = 0;
3127 rect.y1 = 0;
3128 rect.x2 = This->currentDesc.Width;
3129 rect.y2 = This->currentDesc.Height;
3132 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3133 if(dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->backBuffer &&
3134 ((IWineD3DSurface *) This == dstSwapchain->frontBuffer) && SrcSurface == dstSwapchain->backBuffer[0]) {
3135 /* Half-life does a Blt from the back buffer to the front buffer,
3136 * Full surface size, no flags... Use present instead
3138 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3141 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3142 while(1)
3144 RECT mySrcRect;
3145 TRACE("Looking if a Present can be done...\n");
3146 /* Source Rectangle must be full surface */
3147 if( SrcRect ) {
3148 if(SrcRect->left != 0 || SrcRect->top != 0 ||
3149 SrcRect->right != Src->currentDesc.Width || SrcRect->bottom != Src->currentDesc.Height) {
3150 TRACE("No, Source rectangle doesn't match\n");
3151 break;
3154 mySrcRect.left = 0;
3155 mySrcRect.top = 0;
3156 mySrcRect.right = Src->currentDesc.Width;
3157 mySrcRect.bottom = Src->currentDesc.Height;
3159 /* No stretching may occur */
3160 if(mySrcRect.right != rect.x2 - rect.x1 ||
3161 mySrcRect.bottom != rect.y2 - rect.y1) {
3162 TRACE("No, stretching is done\n");
3163 break;
3166 /* Destination must be full surface or match the clipping rectangle */
3167 if(This->clipper && ((IWineD3DClipperImpl *) This->clipper)->hWnd)
3169 RECT cliprect;
3170 POINT pos[2];
3171 GetClientRect(((IWineD3DClipperImpl *) This->clipper)->hWnd, &cliprect);
3172 pos[0].x = rect.x1;
3173 pos[0].y = rect.y1;
3174 pos[1].x = rect.x2;
3175 pos[1].y = rect.y2;
3176 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *) This->clipper)->hWnd,
3177 pos, 2);
3179 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
3180 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3182 TRACE("No, dest rectangle doesn't match(clipper)\n");
3183 TRACE("Clip rect at (%d,%d)-(%d,%d)\n", cliprect.left, cliprect.top, cliprect.right, cliprect.bottom);
3184 TRACE("Blt dest: (%d,%d)-(%d,%d)\n", rect.x1, rect.y1, rect.x2, rect.y2);
3185 break;
3188 else
3190 if(rect.x1 != 0 || rect.y1 != 0 ||
3191 rect.x2 != This->currentDesc.Width || rect.y2 != This->currentDesc.Height) {
3192 TRACE("No, dest rectangle doesn't match(surface size)\n");
3193 break;
3197 TRACE("Yes\n");
3199 /* These flags are unimportant for the flag check, remove them */
3200 if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
3201 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3203 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3204 * take very long, while a flip is fast.
3205 * This applies to Half-Life, which does such Blts every time it finished
3206 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3207 * menu. This is also used by all apps when they do windowed rendering
3209 * The problem is that flipping is not really the same as copying. After a
3210 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3211 * untouched. Therefore it's necessary to override the swap effect
3212 * and to set it back after the flip.
3214 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3215 * testcases.
3218 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3219 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3221 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3222 IWineD3DSwapChain_Present((IWineD3DSwapChain *) dstSwapchain, NULL, NULL, 0, NULL, 0);
3224 dstSwapchain->presentParms.SwapEffect = orig_swap;
3226 return WINED3D_OK;
3228 break;
3231 TRACE("Unsupported blit between buffers on the same swapchain\n");
3232 return WINED3DERR_INVALIDCALL;
3233 } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
3234 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3235 return WINED3DERR_INVALIDCALL;
3236 } else if(dstSwapchain && srcSwapchain) {
3237 FIXME("Implement hardware blit between two different swapchains\n");
3238 return WINED3DERR_INVALIDCALL;
3239 } else if(dstSwapchain) {
3240 if(SrcSurface == myDevice->render_targets[0]) {
3241 TRACE("Blit from active render target to a swapchain\n");
3242 /* Handled with regular texture -> swapchain blit */
3244 } else if(srcSwapchain && This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3245 FIXME("Implement blit from a swapchain to the active render target\n");
3246 return WINED3DERR_INVALIDCALL;
3249 if((srcSwapchain || SrcSurface == myDevice->render_targets[0]) && !dstSwapchain) {
3250 /* Blit from render target to texture */
3251 WINED3DRECT srect;
3252 BOOL upsideDown, stretchx;
3253 BOOL paletteOverride = FALSE;
3255 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3256 TRACE("Color keying not supported by frame buffer to texture blit\n");
3257 return WINED3DERR_INVALIDCALL;
3258 /* Destination color key is checked above */
3261 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
3262 * glCopyTexSubImage is a bit picky about the parameters we pass to it
3264 if(SrcRect) {
3265 if(SrcRect->top < SrcRect->bottom) {
3266 srect.y1 = SrcRect->top;
3267 srect.y2 = SrcRect->bottom;
3268 upsideDown = FALSE;
3269 } else {
3270 srect.y1 = SrcRect->bottom;
3271 srect.y2 = SrcRect->top;
3272 upsideDown = TRUE;
3274 srect.x1 = SrcRect->left;
3275 srect.x2 = SrcRect->right;
3276 } else {
3277 srect.x1 = 0;
3278 srect.y1 = 0;
3279 srect.x2 = Src->currentDesc.Width;
3280 srect.y2 = Src->currentDesc.Height;
3281 upsideDown = FALSE;
3283 if(rect.x1 > rect.x2) {
3284 UINT tmp = rect.x2;
3285 rect.x2 = rect.x1;
3286 rect.x1 = tmp;
3287 upsideDown = !upsideDown;
3290 if(rect.x2 - rect.x1 != srect.x2 - srect.x1) {
3291 stretchx = TRUE;
3292 } else {
3293 stretchx = FALSE;
3296 /* When blitting from a render target a texture, the texture isn't required to have a palette.
3297 * In this case grab the palette from the render target. */
3298 if((This->resource.format == WINED3DFMT_P8) && (This->palette == NULL)) {
3299 paletteOverride = TRUE;
3300 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3301 This->palette = Src->palette;
3304 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3305 * flip the image nor scale it.
3307 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3308 * -> If the app wants a image width an unscaled width, copy it line per line
3309 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3310 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3311 * back buffer. This is slower than reading line per line, thus not used for flipping
3312 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3313 * pixel by pixel
3315 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3316 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3317 * backends.
3319 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT)) {
3320 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &srect,
3321 (IWineD3DSurface *)This, &rect, Filter, upsideDown);
3322 } else if((!stretchx) || rect.x2 - rect.x1 > Src->currentDesc.Width ||
3323 rect.y2 - rect.y1 > Src->currentDesc.Height) {
3324 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3325 fb_copy_to_texture_direct(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3326 } else {
3327 TRACE("Using hardware stretching to flip / stretch the texture\n");
3328 fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3331 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3332 if(paletteOverride)
3333 This->palette = NULL;
3335 if(!(This->Flags & SFLAG_DONOTFREE)) {
3336 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
3337 This->resource.allocatedMemory = NULL;
3338 This->resource.heapMemory = NULL;
3339 } else {
3340 This->Flags &= ~SFLAG_INSYSMEM;
3342 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3343 * path is never entered
3345 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
3347 return WINED3D_OK;
3348 } else if(Src) {
3349 /* Blit from offscreen surface to render target */
3350 float glTexCoord[4];
3351 DWORD oldCKeyFlags = Src->CKeyFlags;
3352 WINEDDCOLORKEY oldBltCKey = Src->SrcBltCKey;
3353 RECT SourceRectangle;
3354 BOOL paletteOverride = FALSE;
3356 TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
3358 if(SrcRect) {
3359 SourceRectangle.left = SrcRect->left;
3360 SourceRectangle.right = SrcRect->right;
3361 SourceRectangle.top = SrcRect->top;
3362 SourceRectangle.bottom = SrcRect->bottom;
3363 } else {
3364 SourceRectangle.left = 0;
3365 SourceRectangle.right = Src->currentDesc.Width;
3366 SourceRectangle.top = 0;
3367 SourceRectangle.bottom = Src->currentDesc.Height;
3370 /* When blitting from an offscreen surface to a rendertarget, the source
3371 * surface is not required to have a palette. Our rendering / conversion
3372 * code further down the road retrieves the palette from the surface, so
3373 * it must have a palette set. */
3374 if((Src->resource.format == WINED3DFMT_P8) && (Src->palette == NULL)) {
3375 paletteOverride = TRUE;
3376 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3377 Src->palette = This->palette;
3380 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT) &&
3381 (Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) == 0) {
3382 TRACE("Using stretch_rect_fbo\n");
3383 /* The source is always a texture, but never the currently active render target, and the texture
3384 * contents are never upside down
3386 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, (WINED3DRECT *) &SourceRectangle,
3387 (IWineD3DSurface *)This, &rect, Filter, FALSE);
3389 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3390 if(paletteOverride)
3391 Src->palette = NULL;
3392 return WINED3D_OK;
3395 if(!CalculateTexRect(Src, &SourceRectangle, glTexCoord)) {
3396 /* Fall back to software */
3397 WARN("(%p) Source texture area (%d,%d)-(%d,%d) is too big\n", Src,
3398 SourceRectangle.left, SourceRectangle.top,
3399 SourceRectangle.right, SourceRectangle.bottom);
3400 return WINED3DERR_INVALIDCALL;
3403 /* Color keying: Check if we have to do a color keyed blt,
3404 * and if not check if a color key is activated.
3406 * Just modify the color keying parameters in the surface and restore them afterwards
3407 * The surface keeps track of the color key last used to load the opengl surface.
3408 * PreLoad will catch the change to the flags and color key and reload if necessary.
3410 if(Flags & WINEDDBLT_KEYSRC) {
3411 /* Use color key from surface */
3412 } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
3413 /* Use color key from DDBltFx */
3414 Src->CKeyFlags |= WINEDDSD_CKSRCBLT;
3415 Src->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3416 } else {
3417 /* Do not use color key */
3418 Src->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3421 /* Now load the surface */
3422 IWineD3DSurface_PreLoad((IWineD3DSurface *) Src);
3424 /* Activate the destination context, set it up for blitting */
3425 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
3427 /* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
3428 * while OpenGL coordinates are window relative.
3429 * Also beware of the origin difference(top left vs bottom left).
3430 * Also beware that the front buffer's surface size is screen width x screen height,
3431 * whereas the real gl drawable size is the size of the window.
3433 if (dstSwapchain && (IWineD3DSurface *)This == dstSwapchain->frontBuffer) {
3434 RECT windowsize;
3435 POINT offset = {0,0};
3436 UINT h;
3437 ClientToScreen(dstSwapchain->win_handle, &offset);
3438 GetClientRect(dstSwapchain->win_handle, &windowsize);
3439 h = windowsize.bottom - windowsize.top;
3440 rect.x1 -= offset.x; rect.x2 -=offset.x;
3441 rect.y1 -= offset.y; rect.y2 -=offset.y;
3442 rect.y1 += This->currentDesc.Height - h; rect.y2 += This->currentDesc.Height - h;
3445 myDevice->blitter->set_shader((IWineD3DDevice *) myDevice, Src->resource.format,
3446 Src->glDescription.target, Src->pow2Width, Src->pow2Height);
3448 ENTER_GL();
3450 /* Bind the texture */
3451 glBindTexture(Src->glDescription.target, Src->glDescription.textureName);
3452 checkGLcall("glBindTexture");
3454 /* Filtering for StretchRect */
3455 glTexParameteri(Src->glDescription.target, GL_TEXTURE_MAG_FILTER,
3456 magLookup[Filter - WINED3DTEXF_NONE]);
3457 checkGLcall("glTexParameteri");
3458 glTexParameteri(Src->glDescription.target, GL_TEXTURE_MIN_FILTER,
3459 minMipLookup[Filter].mip[WINED3DTEXF_NONE]);
3460 checkGLcall("glTexParameteri");
3461 glTexParameteri(Src->glDescription.target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3462 glTexParameteri(Src->glDescription.target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3463 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
3464 checkGLcall("glTexEnvi");
3466 /* This is for color keying */
3467 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3468 glEnable(GL_ALPHA_TEST);
3469 checkGLcall("glEnable GL_ALPHA_TEST");
3471 /* When the primary render target uses P8, the alpha component contains the palette index.
3472 * Which means that the colorkey is one of the palette entries. In other cases pixels that
3473 * should be masked away have alpha set to 0. */
3474 if(primary_render_target_is_p8(myDevice))
3475 glAlphaFunc(GL_NOTEQUAL, (float)Src->SrcBltCKey.dwColorSpaceLowValue / 256.0);
3476 else
3477 glAlphaFunc(GL_NOTEQUAL, 0.0);
3478 checkGLcall("glAlphaFunc\n");
3479 } else {
3480 glDisable(GL_ALPHA_TEST);
3481 checkGLcall("glDisable GL_ALPHA_TEST");
3484 /* Draw a textured quad
3486 glBegin(GL_QUADS);
3488 glColor3d(1.0f, 1.0f, 1.0f);
3489 glTexCoord2f(glTexCoord[0], glTexCoord[2]);
3490 glVertex3f(rect.x1,
3491 rect.y1,
3492 0.0);
3494 glTexCoord2f(glTexCoord[0], glTexCoord[3]);
3495 glVertex3f(rect.x1, rect.y2, 0.0);
3497 glTexCoord2f(glTexCoord[1], glTexCoord[3]);
3498 glVertex3f(rect.x2,
3499 rect.y2,
3500 0.0);
3502 glTexCoord2f(glTexCoord[1], glTexCoord[2]);
3503 glVertex3f(rect.x2,
3504 rect.y1,
3505 0.0);
3506 glEnd();
3507 checkGLcall("glEnd");
3509 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3510 glDisable(GL_ALPHA_TEST);
3511 checkGLcall("glDisable(GL_ALPHA_TEST)");
3514 glBindTexture(Src->glDescription.target, 0);
3515 checkGLcall("glBindTexture(Src->glDescription.target, 0)");
3517 /* Restore the color key parameters */
3518 Src->CKeyFlags = oldCKeyFlags;
3519 Src->SrcBltCKey = oldBltCKey;
3521 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3522 if(paletteOverride)
3523 Src->palette = NULL;
3525 LEAVE_GL();
3527 /* Leave the opengl state valid for blitting */
3528 myDevice->blitter->unset_shader((IWineD3DDevice *) myDevice);
3530 /* Flush in case the drawable is used by multiple GL contexts */
3531 if(dstSwapchain && (This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer || dstSwapchain->num_contexts >= 2))
3532 glFlush();
3534 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
3535 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
3536 * is outdated now
3538 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INDRAWABLE, TRUE);
3540 return WINED3D_OK;
3541 } else {
3542 /* Source-Less Blit to render target */
3543 if (Flags & WINEDDBLT_COLORFILL) {
3544 /* This is easy to handle for the D3D Device... */
3545 DWORD color;
3547 TRACE("Colorfill\n");
3549 /* This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0] || dstSwapchain
3550 must be true if we are here */
3551 if (This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0] &&
3552 !(This == (IWineD3DSurfaceImpl*) dstSwapchain->frontBuffer ||
3553 (dstSwapchain->backBuffer && This == (IWineD3DSurfaceImpl*) dstSwapchain->backBuffer[0]))) {
3554 TRACE("Surface is higher back buffer, falling back to software\n");
3555 return WINED3DERR_INVALIDCALL;
3558 /* The color as given in the Blt function is in the format of the frame-buffer...
3559 * 'clear' expect it in ARGB format => we need to do some conversion :-)
3561 if (This->resource.format == WINED3DFMT_P8) {
3562 DWORD alpha;
3564 if (primary_render_target_is_p8(myDevice)) alpha = DDBltFx->u5.dwFillColor << 24;
3565 else alpha = 0xFF000000;
3567 if (This->palette) {
3568 color = (alpha |
3569 (This->palette->palents[DDBltFx->u5.dwFillColor].peRed << 16) |
3570 (This->palette->palents[DDBltFx->u5.dwFillColor].peGreen << 8) |
3571 (This->palette->palents[DDBltFx->u5.dwFillColor].peBlue));
3572 } else {
3573 color = alpha;
3576 else if (This->resource.format == WINED3DFMT_R5G6B5) {
3577 if (DDBltFx->u5.dwFillColor == 0xFFFF) {
3578 color = 0xFFFFFFFF;
3579 } else {
3580 color = ((0xFF000000) |
3581 ((DDBltFx->u5.dwFillColor & 0xF800) << 8) |
3582 ((DDBltFx->u5.dwFillColor & 0x07E0) << 5) |
3583 ((DDBltFx->u5.dwFillColor & 0x001F) << 3));
3586 else if ((This->resource.format == WINED3DFMT_R8G8B8) ||
3587 (This->resource.format == WINED3DFMT_X8R8G8B8) ) {
3588 color = 0xFF000000 | DDBltFx->u5.dwFillColor;
3590 else if (This->resource.format == WINED3DFMT_A8R8G8B8) {
3591 color = DDBltFx->u5.dwFillColor;
3593 else {
3594 ERR("Wrong surface type for BLT override(Format doesn't match) !\n");
3595 return WINED3DERR_INVALIDCALL;
3598 TRACE("(%p) executing Render Target override, color = %x\n", This, color);
3599 IWineD3DDeviceImpl_ClearSurface(myDevice, This,
3600 1, /* Number of rectangles */
3601 &rect, WINED3DCLEAR_TARGET, color,
3602 0.0 /* Z */,
3603 0 /* Stencil */);
3604 return WINED3D_OK;
3608 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3609 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3610 return WINED3DERR_INVALIDCALL;
3613 static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3614 IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx)
3616 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3617 float depth;
3619 if (Flags & WINEDDBLT_DEPTHFILL) {
3620 switch(This->resource.format) {
3621 case WINED3DFMT_D16:
3622 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3623 break;
3624 case WINED3DFMT_D15S1:
3625 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000fffe;
3626 break;
3627 case WINED3DFMT_D24S8:
3628 case WINED3DFMT_D24X8:
3629 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3630 break;
3631 case WINED3DFMT_D32:
3632 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3633 break;
3634 default:
3635 depth = 0.0;
3636 ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format));
3639 return IWineD3DDevice_Clear((IWineD3DDevice *) myDevice,
3640 DestRect == NULL ? 0 : 1,
3641 (const WINED3DRECT *)DestRect,
3642 WINED3DCLEAR_ZBUFFER,
3643 0x00000000,
3644 depth,
3645 0x00000000);
3648 FIXME("(%p): Unsupp depthstencil blit\n", This);
3649 return WINED3DERR_INVALIDCALL;
3652 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
3653 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
3654 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3655 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3656 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3657 TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3658 TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
3660 if ( (This->Flags & SFLAG_LOCKED) || ((Src != NULL) && (Src->Flags & SFLAG_LOCKED)))
3662 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3663 return WINEDDERR_SURFACEBUSY;
3666 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3667 * except depth blits, which seem to work
3669 if(iface == myDevice->stencilBufferTarget || (SrcSurface && SrcSurface == myDevice->stencilBufferTarget)) {
3670 if(myDevice->inScene && !(Flags & WINEDDBLT_DEPTHFILL)) {
3671 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3672 return WINED3DERR_INVALIDCALL;
3673 } else if(IWineD3DSurfaceImpl_BltZ(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) {
3674 TRACE("Z Blit override handled the blit\n");
3675 return WINED3D_OK;
3679 /* Special cases for RenderTargets */
3680 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3681 ( Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3682 if(IWineD3DSurfaceImpl_BltOverride(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter) == WINED3D_OK) return WINED3D_OK;
3685 /* For the rest call the X11 surface implementation.
3686 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3687 * other Blts are rather rare
3689 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter);
3692 static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
3693 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans)
3695 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3696 IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
3697 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3698 TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
3700 if ( (This->Flags & SFLAG_LOCKED) || ((srcImpl != NULL) && (srcImpl->Flags & SFLAG_LOCKED)))
3702 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3703 return WINEDDERR_SURFACEBUSY;
3706 if(myDevice->inScene &&
3707 (iface == myDevice->stencilBufferTarget ||
3708 (Source && Source == myDevice->stencilBufferTarget))) {
3709 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3710 return WINED3DERR_INVALIDCALL;
3713 /* Special cases for RenderTargets */
3714 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3715 ( srcImpl && (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3717 RECT SrcRect, DstRect;
3718 DWORD Flags=0;
3720 if(rsrc) {
3721 SrcRect.left = rsrc->left;
3722 SrcRect.top= rsrc->top;
3723 SrcRect.bottom = rsrc->bottom;
3724 SrcRect.right = rsrc->right;
3725 } else {
3726 SrcRect.left = 0;
3727 SrcRect.top = 0;
3728 SrcRect.right = srcImpl->currentDesc.Width;
3729 SrcRect.bottom = srcImpl->currentDesc.Height;
3732 DstRect.left = dstx;
3733 DstRect.top=dsty;
3734 DstRect.right = dstx + SrcRect.right - SrcRect.left;
3735 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
3737 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3738 if(trans & WINEDDBLTFAST_SRCCOLORKEY)
3739 Flags |= WINEDDBLT_KEYSRC;
3740 if(trans & WINEDDBLTFAST_DESTCOLORKEY)
3741 Flags |= WINEDDBLT_KEYDEST;
3742 if(trans & WINEDDBLTFAST_WAIT)
3743 Flags |= WINEDDBLT_WAIT;
3744 if(trans & WINEDDBLTFAST_DONOTWAIT)
3745 Flags |= WINEDDBLT_DONOTWAIT;
3747 if(IWineD3DSurfaceImpl_BltOverride(This, &DstRect, Source, &SrcRect, Flags, NULL, WINED3DTEXF_POINT) == WINED3D_OK) return WINED3D_OK;
3751 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
3754 static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
3756 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3757 RGBQUAD col[256];
3758 IWineD3DPaletteImpl *pal = This->palette;
3759 unsigned int n;
3760 TRACE("(%p)\n", This);
3762 if (!pal) return WINED3D_OK;
3764 if(This->resource.format == WINED3DFMT_P8 ||
3765 This->resource.format == WINED3DFMT_A8P8)
3767 int bpp;
3768 GLenum format, internal, type;
3769 CONVERT_TYPES convert;
3771 /* Check if we are using a RTL mode which uses texturing for uploads */
3772 BOOL use_texture = (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX);
3774 /* Check if we have hardware palette conversion if we have convert is set to NO_CONVERSION */
3775 d3dfmt_get_conv(This, TRUE, use_texture, &format, &internal, &type, &convert, &bpp, This->srgb);
3777 if((This->resource.usage & WINED3DUSAGE_RENDERTARGET) && (convert == NO_CONVERSION))
3779 /* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
3780 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL);
3782 /* We want to force a palette refresh, so mark the drawable as not being up to date */
3783 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
3785 /* Re-upload the palette */
3786 d3dfmt_p8_upload_palette(iface, convert);
3787 } else {
3788 if(!(This->Flags & SFLAG_INSYSMEM)) {
3789 TRACE("Palette changed with surface that does not have an up to date system memory copy\n");
3790 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
3792 TRACE("Dirtifying surface\n");
3793 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
3797 if(This->Flags & SFLAG_DIBSECTION) {
3798 TRACE("(%p): Updating the hdc's palette\n", This);
3799 for (n=0; n<256; n++) {
3800 col[n].rgbRed = pal->palents[n].peRed;
3801 col[n].rgbGreen = pal->palents[n].peGreen;
3802 col[n].rgbBlue = pal->palents[n].peBlue;
3803 col[n].rgbReserved = 0;
3805 SetDIBColorTable(This->hDC, 0, 256, col);
3808 /* Propagate the changes to the drawable when we have a palette. */
3809 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3810 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, NULL);
3812 return WINED3D_OK;
3815 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
3816 /** Check against the maximum texture sizes supported by the video card **/
3817 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3818 unsigned int pow2Width, pow2Height;
3819 const struct GlPixelFormatDesc *glDesc;
3821 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
3822 /* Setup some glformat defaults */
3823 This->glDescription.glFormat = glDesc->glFormat;
3824 This->glDescription.glFormatInternal = glDesc->glInternal;
3825 This->glDescription.glType = glDesc->glType;
3827 This->glDescription.textureName = 0;
3828 This->glDescription.target = GL_TEXTURE_2D;
3830 /* Non-power2 support */
3831 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) || GL_SUPPORT(WINE_NORMALIZED_TEXRECT)) {
3832 pow2Width = This->currentDesc.Width;
3833 pow2Height = This->currentDesc.Height;
3834 } else {
3835 /* Find the nearest pow2 match */
3836 pow2Width = pow2Height = 1;
3837 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
3838 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
3840 This->pow2Width = pow2Width;
3841 This->pow2Height = pow2Height;
3843 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height) {
3844 WINED3DFORMAT Format = This->resource.format;
3845 /** TODO: add support for non power two compressed textures **/
3846 if (Format == WINED3DFMT_DXT1 || Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3
3847 || Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5
3848 || This->resource.format == WINED3DFMT_ATI2N) {
3849 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
3850 This, This->currentDesc.Width, This->currentDesc.Height);
3851 return WINED3DERR_NOTAVAILABLE;
3855 if(pow2Width != This->currentDesc.Width ||
3856 pow2Height != This->currentDesc.Height) {
3857 This->Flags |= SFLAG_NONPOW2;
3860 TRACE("%p\n", This);
3861 if ((This->pow2Width > GL_LIMITS(texture_size) || This->pow2Height > GL_LIMITS(texture_size)) && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))) {
3862 /* one of three options
3863 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)
3864 2: Set the texture to the maximum size (bad idea)
3865 3: WARN and return WINED3DERR_NOTAVAILABLE;
3866 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.
3868 WARN("(%p) Creating an oversized surface: %ux%u (texture is %ux%u)\n",
3869 This, This->pow2Width, This->pow2Height, This->currentDesc.Width, This->currentDesc.Height);
3870 This->Flags |= SFLAG_OVERSIZE;
3872 /* This will be initialized on the first blt */
3873 This->glRect.left = 0;
3874 This->glRect.top = 0;
3875 This->glRect.right = 0;
3876 This->glRect.bottom = 0;
3877 } else {
3878 /* Check this after the oversize check - do not make an oversized surface a texture_rectangle one.
3879 Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
3880 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
3881 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
3883 if(This->Flags & SFLAG_NONPOW2 && GL_SUPPORT(ARB_TEXTURE_RECTANGLE) &&
3884 !((This->resource.format == WINED3DFMT_P8) && GL_SUPPORT(EXT_PALETTED_TEXTURE) && (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX)))
3886 This->glDescription.target = GL_TEXTURE_RECTANGLE_ARB;
3887 This->pow2Width = This->currentDesc.Width;
3888 This->pow2Height = This->currentDesc.Height;
3889 This->Flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
3892 /* No oversize, gl rect is the full texture size */
3893 This->Flags &= ~SFLAG_OVERSIZE;
3894 This->glRect.left = 0;
3895 This->glRect.top = 0;
3896 This->glRect.right = This->pow2Width;
3897 This->glRect.bottom = This->pow2Height;
3900 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
3901 switch(wined3d_settings.offscreen_rendering_mode) {
3902 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
3903 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
3904 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
3908 This->Flags |= SFLAG_INSYSMEM;
3910 return WINED3D_OK;
3913 struct depth_blt_info
3915 GLenum binding;
3916 GLenum bind_target;
3917 enum tex_types tex_type;
3918 GLfloat coords[4][3];
3921 static void surface_get_depth_blt_info(GLenum target, GLsizei w, GLsizei h, struct depth_blt_info *info)
3923 GLfloat (*coords)[3] = info->coords;
3925 switch (target)
3927 default:
3928 FIXME("Unsupported texture target %#x\n", target);
3929 /* Fall back to GL_TEXTURE_2D */
3930 case GL_TEXTURE_2D:
3931 info->binding = GL_TEXTURE_BINDING_2D;
3932 info->bind_target = GL_TEXTURE_2D;
3933 info->tex_type = tex_2d;
3934 coords[0][0] = 0.0f; coords[0][1] = 1.0f; coords[0][2] = 0.0f;
3935 coords[1][0] = 1.0f; coords[1][1] = 1.0f; coords[1][2] = 0.0f;
3936 coords[2][0] = 0.0f; coords[2][1] = 0.0f; coords[2][2] = 0.0f;
3937 coords[3][0] = 1.0f; coords[3][1] = 0.0f; coords[3][2] = 0.0f;
3938 break;
3940 case GL_TEXTURE_RECTANGLE_ARB:
3941 info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
3942 info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
3943 info->tex_type = tex_rect;
3944 coords[0][0] = 0.0f; coords[0][1] = h; coords[0][2] = 0.0f;
3945 coords[1][0] = w; coords[1][1] = h; coords[1][2] = 0.0f;
3946 coords[2][0] = 0.0f; coords[2][1] = 0.0f; coords[2][2] = 0.0f;
3947 coords[3][0] = w; coords[3][1] = 0.0f; coords[3][2] = 0.0f;
3948 break;
3950 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
3951 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
3952 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
3953 info->tex_type = tex_cube;
3954 coords[0][0] = 1.0f; coords[0][1] = -1.0f; coords[0][2] = 1.0f;
3955 coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
3956 coords[2][0] = 1.0f; coords[2][1] = 1.0f; coords[2][2] = 1.0f;
3957 coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
3959 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
3960 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
3961 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
3962 info->tex_type = tex_cube;
3963 coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
3964 coords[1][0] = -1.0f; coords[1][1] = -1.0f; coords[1][2] = 1.0f;
3965 coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
3966 coords[3][0] = -1.0f; coords[3][1] = 1.0f; coords[3][2] = 1.0f;
3968 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
3969 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
3970 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
3971 info->tex_type = tex_cube;
3972 coords[0][0] = -1.0f; coords[0][1] = 1.0f; coords[0][2] = 1.0f;
3973 coords[1][0] = 1.0f; coords[1][1] = 1.0f; coords[1][2] = 1.0f;
3974 coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
3975 coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
3977 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
3978 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
3979 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
3980 info->tex_type = tex_cube;
3981 coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
3982 coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
3983 coords[2][0] = -1.0f; coords[2][1] = -1.0f; coords[2][2] = 1.0f;
3984 coords[3][0] = 1.0f; coords[3][1] = -1.0f; coords[3][2] = 1.0f;
3986 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
3987 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
3988 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
3989 info->tex_type = tex_cube;
3990 coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = 1.0f;
3991 coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = 1.0f;
3992 coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = 1.0f;
3993 coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = 1.0f;
3995 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
3996 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
3997 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
3998 info->tex_type = tex_cube;
3999 coords[0][0] = 1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
4000 coords[1][0] = -1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
4001 coords[2][0] = 1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
4002 coords[3][0] = -1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
4006 static void surface_depth_blt(IWineD3DSurfaceImpl *This, GLuint texture, GLsizei w, GLsizei h, GLenum target)
4008 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4009 struct depth_blt_info info;
4010 GLint old_binding = 0;
4012 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
4014 glDisable(GL_CULL_FACE);
4015 glEnable(GL_BLEND);
4016 glDisable(GL_ALPHA_TEST);
4017 glDisable(GL_SCISSOR_TEST);
4018 glDisable(GL_STENCIL_TEST);
4019 glEnable(GL_DEPTH_TEST);
4020 glDepthFunc(GL_ALWAYS);
4021 glDepthMask(GL_TRUE);
4022 glBlendFunc(GL_ZERO, GL_ONE);
4023 glViewport(0, 0, w, h);
4025 surface_get_depth_blt_info(target, w, h, &info);
4026 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4027 glGetIntegerv(info.binding, &old_binding);
4028 glBindTexture(info.bind_target, texture);
4030 device->shader_backend->shader_select_depth_blt((IWineD3DDevice *)device, info.tex_type);
4032 glBegin(GL_TRIANGLE_STRIP);
4033 glTexCoord3fv(info.coords[0]);
4034 glVertex2f(-1.0f, -1.0f);
4035 glTexCoord3fv(info.coords[1]);
4036 glVertex2f(1.0f, -1.0f);
4037 glTexCoord3fv(info.coords[2]);
4038 glVertex2f(-1.0f, 1.0f);
4039 glTexCoord3fv(info.coords[3]);
4040 glVertex2f(1.0f, 1.0f);
4041 glEnd();
4043 glBindTexture(info.bind_target, old_binding);
4045 glPopAttrib();
4047 device->shader_backend->shader_deselect_depth_blt((IWineD3DDevice *)device);
4050 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) {
4051 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4053 TRACE("(%p) New location %#x\n", This, location);
4055 if (location & ~SFLAG_DS_LOCATIONS) {
4056 FIXME("(%p) Invalid location (%#x) specified\n", This, location);
4059 This->Flags &= ~SFLAG_DS_LOCATIONS;
4060 This->Flags |= location;
4063 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location) {
4064 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4065 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4067 TRACE("(%p) New location %#x\n", This, location);
4069 /* TODO: Make this work for modes other than FBO */
4070 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
4072 if (This->Flags & location) {
4073 TRACE("(%p) Location (%#x) is already up to date\n", This, location);
4074 return;
4077 if (This->current_renderbuffer) {
4078 FIXME("(%p) Not supported with fixed up depth stencil\n", This);
4079 return;
4082 if (location == SFLAG_DS_OFFSCREEN) {
4083 if (This->Flags & SFLAG_DS_ONSCREEN) {
4084 GLint old_binding = 0;
4085 GLenum bind_target;
4087 TRACE("(%p) Copying onscreen depth buffer to depth texture\n", This);
4089 ENTER_GL();
4091 if (!device->depth_blt_texture) {
4092 glGenTextures(1, &device->depth_blt_texture);
4095 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4096 * directly on the FBO texture. That's because we need to flip. */
4097 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
4098 if (This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB) {
4099 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
4100 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4101 } else {
4102 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
4103 bind_target = GL_TEXTURE_2D;
4105 glBindTexture(bind_target, device->depth_blt_texture);
4106 glCopyTexImage2D(bind_target,
4107 This->glDescription.level,
4108 This->glDescription.glFormatInternal,
4111 This->currentDesc.Width,
4112 This->currentDesc.Height,
4114 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4115 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4116 glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
4117 glBindTexture(bind_target, old_binding);
4119 /* Setup the destination */
4120 if (!device->depth_blt_rb) {
4121 GL_EXTCALL(glGenRenderbuffersEXT(1, &device->depth_blt_rb));
4122 checkGLcall("glGenRenderbuffersEXT");
4124 if (device->depth_blt_rb_w != This->currentDesc.Width
4125 || device->depth_blt_rb_h != This->currentDesc.Height) {
4126 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, device->depth_blt_rb));
4127 checkGLcall("glBindRenderbufferEXT");
4128 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, This->currentDesc.Width, This->currentDesc.Height));
4129 checkGLcall("glRenderbufferStorageEXT");
4130 device->depth_blt_rb_w = This->currentDesc.Width;
4131 device->depth_blt_rb_h = This->currentDesc.Height;
4134 context_bind_fbo((IWineD3DDevice *)device, GL_FRAMEBUFFER_EXT, &device->activeContext->dst_fbo);
4135 GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, device->depth_blt_rb));
4136 checkGLcall("glFramebufferRenderbufferEXT");
4137 context_attach_depth_stencil_fbo(device, GL_FRAMEBUFFER_EXT, iface, FALSE);
4139 /* Do the actual blit */
4140 surface_depth_blt(This, device->depth_blt_texture, This->currentDesc.Width, This->currentDesc.Height, bind_target);
4141 checkGLcall("depth_blt");
4143 if (device->activeContext->current_fbo) {
4144 context_bind_fbo((IWineD3DDevice *)device, GL_FRAMEBUFFER_EXT, &device->activeContext->current_fbo->id);
4145 } else {
4146 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
4147 checkGLcall("glBindFramebuffer()");
4150 LEAVE_GL();
4151 } else {
4152 FIXME("No up to date depth stencil location\n");
4154 } else if (location == SFLAG_DS_ONSCREEN) {
4155 if (This->Flags & SFLAG_DS_OFFSCREEN) {
4156 TRACE("(%p) Copying depth texture to onscreen depth buffer\n", This);
4158 ENTER_GL();
4160 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
4161 checkGLcall("glBindFramebuffer()");
4162 surface_depth_blt(This, This->glDescription.textureName, This->currentDesc.Width, This->currentDesc.Height, This->glDescription.target);
4163 checkGLcall("depth_blt");
4165 if (device->activeContext->current_fbo) {
4166 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, device->activeContext->current_fbo->id));
4167 checkGLcall("glBindFramebuffer()");
4170 LEAVE_GL();
4171 } else {
4172 FIXME("No up to date depth stencil location\n");
4174 } else {
4175 ERR("(%p) Invalid location (%#x) specified\n", This, location);
4178 This->Flags |= location;
4181 static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
4182 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4183 IWineD3DBaseTexture *texture;
4184 IWineD3DSurfaceImpl *overlay;
4186 TRACE("(%p)->(%s, %s)\n", iface,
4187 flag == SFLAG_INSYSMEM ? "SFLAG_INSYSMEM" : flag == SFLAG_INDRAWABLE ? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
4188 persistent ? "TRUE" : "FALSE");
4190 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4191 IWineD3DSwapChain *swapchain = NULL;
4193 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
4194 TRACE("Surface %p is an onscreen surface\n", iface);
4196 IWineD3DSwapChain_Release(swapchain);
4197 } else {
4198 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4199 if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4203 if(persistent) {
4204 if((This->Flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE)) {
4205 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4206 TRACE("Passing to container\n");
4207 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4208 IWineD3DBaseTexture_Release(texture);
4211 This->Flags &= ~SFLAG_LOCATIONS;
4212 This->Flags |= flag;
4214 /* Redraw emulated overlays, if any */
4215 if(flag & SFLAG_INDRAWABLE && !list_empty(&This->overlays)) {
4216 LIST_FOR_EACH_ENTRY(overlay, &This->overlays, IWineD3DSurfaceImpl, overlay_entry) {
4217 IWineD3DSurface_DrawOverlay((IWineD3DSurface *) overlay);
4220 } else {
4221 if((This->Flags & SFLAG_INTEXTURE) && (flag & SFLAG_INTEXTURE)) {
4222 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4223 TRACE("Passing to container\n");
4224 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4225 IWineD3DBaseTexture_Release(texture);
4228 This->Flags &= ~flag;
4232 struct coords {
4233 GLfloat x, y, z;
4236 struct float_rect
4238 float l;
4239 float t;
4240 float r;
4241 float b;
4244 static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
4246 f->l = ((r->left * 2.0f) / w) - 1.0f;
4247 f->t = ((r->top * 2.0f) / h) - 1.0f;
4248 f->r = ((r->right * 2.0f) / w) - 1.0f;
4249 f->b = ((r->bottom * 2.0f) / h) - 1.0f;
4252 static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in) {
4253 struct coords coords[4];
4254 RECT rect;
4255 IWineD3DSwapChain *swapchain;
4256 IWineD3DBaseTexture *texture;
4257 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4258 GLenum bind_target;
4259 struct float_rect f;
4261 if(rect_in) {
4262 rect = *rect_in;
4263 } else {
4264 rect.left = 0;
4265 rect.top = 0;
4266 rect.right = This->currentDesc.Width;
4267 rect.bottom = This->currentDesc.Height;
4270 switch(This->glDescription.target)
4272 case GL_TEXTURE_2D:
4273 bind_target = GL_TEXTURE_2D;
4275 coords[0].x = (float)rect.left / This->pow2Width;
4276 coords[0].y = (float)rect.top / This->pow2Height;
4277 coords[0].z = 0;
4279 coords[1].x = (float)rect.left / This->pow2Width;
4280 coords[1].y = (float)rect.bottom / This->pow2Height;
4281 coords[1].z = 0;
4283 coords[2].x = (float)rect.right / This->pow2Width;
4284 coords[2].y = (float)rect.bottom / This->pow2Height;
4285 coords[2].z = 0;
4287 coords[3].x = (float)rect.right / This->pow2Width;
4288 coords[3].y = (float)rect.top / This->pow2Height;
4289 coords[3].z = 0;
4290 break;
4292 case GL_TEXTURE_RECTANGLE_ARB:
4293 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4294 coords[0].x = rect.left; coords[0].y = rect.top; coords[0].z = 0;
4295 coords[1].x = rect.left; coords[1].y = rect.bottom; coords[1].z = 0;
4296 coords[2].x = rect.right; coords[2].y = rect.bottom; coords[2].z = 0;
4297 coords[3].x = rect.right; coords[3].y = rect.top; coords[3].z = 0;
4298 break;
4300 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
4301 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4302 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4303 coords[0].x = 1; coords[0].y = -f.t; coords[0].z = -f.l;
4304 coords[1].x = 1; coords[1].y = -f.b; coords[1].z = -f.l;
4305 coords[2].x = 1; coords[2].y = -f.b; coords[2].z = -f.r;
4306 coords[3].x = 1; coords[3].y = -f.t; coords[3].z = -f.r;
4307 break;
4309 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
4310 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4311 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4312 coords[0].x = -1; coords[0].y = -f.t; coords[0].z = f.l;
4313 coords[1].x = -1; coords[1].y = -f.b; coords[1].z = f.l;
4314 coords[2].x = -1; coords[2].y = -f.b; coords[2].z = f.r;
4315 coords[3].x = -1; coords[3].y = -f.t; coords[3].z = f.r;
4316 break;
4318 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
4319 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4320 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4321 coords[0].x = f.l; coords[0].y = 1; coords[0].z = f.t;
4322 coords[1].x = f.l; coords[1].y = 1; coords[1].z = f.b;
4323 coords[2].x = f.r; coords[2].y = 1; coords[2].z = f.b;
4324 coords[3].x = f.r; coords[3].y = 1; coords[3].z = f.t;
4325 break;
4327 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
4328 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4329 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4330 coords[0].x = f.l; coords[0].y = -1; coords[0].z = -f.t;
4331 coords[1].x = f.l; coords[1].y = -1; coords[1].z = -f.b;
4332 coords[2].x = f.r; coords[2].y = -1; coords[2].z = -f.b;
4333 coords[3].x = f.r; coords[3].y = -1; coords[3].z = -f.t;
4334 break;
4336 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
4337 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4338 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4339 coords[0].x = f.l; coords[0].y = -f.t; coords[0].z = 1;
4340 coords[1].x = f.l; coords[1].y = -f.b; coords[1].z = 1;
4341 coords[2].x = f.r; coords[2].y = -f.b; coords[2].z = 1;
4342 coords[3].x = f.r; coords[3].y = -f.t; coords[3].z = 1;
4343 break;
4345 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
4346 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4347 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4348 coords[0].x = -f.l; coords[0].y = -f.t; coords[0].z = -1;
4349 coords[1].x = -f.l; coords[1].y = -f.b; coords[1].z = -1;
4350 coords[2].x = -f.r; coords[2].y = -f.b; coords[2].z = -1;
4351 coords[3].x = -f.r; coords[3].y = -f.t; coords[3].z = -1;
4352 break;
4354 default:
4355 ERR("Unexpected texture target %#x\n", This->glDescription.target);
4356 return;
4359 ActivateContext(device, (IWineD3DSurface*)This, CTXUSAGE_BLIT);
4360 ENTER_GL();
4362 glEnable(bind_target);
4363 checkGLcall("glEnable(bind_target)");
4364 glBindTexture(bind_target, This->glDescription.textureName);
4365 checkGLcall("bind_target, This->glDescription.textureName)");
4366 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4367 checkGLcall("glTexParameteri");
4368 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4369 checkGLcall("glTexParameteri");
4371 if (device->render_offscreen)
4373 LONG tmp = rect.top;
4374 rect.top = rect.bottom;
4375 rect.bottom = tmp;
4378 glBegin(GL_QUADS);
4379 glTexCoord3fv(&coords[0].x);
4380 glVertex2i(rect.left, rect.top);
4382 glTexCoord3fv(&coords[1].x);
4383 glVertex2i(rect.left, rect.bottom);
4385 glTexCoord3fv(&coords[2].x);
4386 glVertex2i(rect.right, rect.bottom);
4388 glTexCoord3fv(&coords[3].x);
4389 glVertex2i(rect.right, rect.top);
4390 glEnd();
4391 checkGLcall("glEnd");
4393 glDisable(bind_target);
4394 checkGLcall("glDisable(bind_target)");
4396 LEAVE_GL();
4398 if(SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DSwapChain, (void **) &swapchain)))
4400 /* Make sure to flush the buffers. This is needed in apps like Red Alert II and Tiberian SUN that use multiple WGL contexts. */
4401 if(((IWineD3DSwapChainImpl*)swapchain)->frontBuffer == (IWineD3DSurface*)This ||
4402 ((IWineD3DSwapChainImpl*)swapchain)->num_contexts >= 2)
4403 glFlush();
4405 IWineD3DSwapChain_Release(swapchain);
4406 } else {
4407 /* We changed the filtering settings on the texture. Inform the container about this to get the filters
4408 * reset properly next draw
4410 if(SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DBaseTexture, (void **) &texture)))
4412 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
4413 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
4414 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
4415 IWineD3DBaseTexture_Release(texture);
4420 /*****************************************************************************
4421 * IWineD3DSurface::LoadLocation
4423 * Copies the current surface data from wherever it is to the requested
4424 * location. The location is one of the surface flags, SFLAG_INSYSMEM,
4425 * SFLAG_INTEXTURE and SFLAG_INDRAWABLE. When the surface is current in
4426 * multiple locations, the gl texture is preferred over the drawable, which is
4427 * preferred over system memory. The PBO counts as system memory. If rect is
4428 * not NULL, only the specified rectangle is copied (only supported for
4429 * sysmem<->drawable copies at the moment). If rect is NULL, the destination
4430 * location is marked up to date after the copy.
4432 * Parameters:
4433 * flag: Surface location flag to be updated
4434 * rect: rectangle to be copied
4436 * Returns:
4437 * WINED3D_OK on success
4438 * WINED3DERR_DEVICELOST on an internal error
4440 *****************************************************************************/
4441 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
4442 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4443 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4444 IWineD3DSwapChain *swapchain = NULL;
4445 GLenum format, internal, type;
4446 CONVERT_TYPES convert;
4447 int bpp;
4448 int width, pitch, outpitch;
4449 BYTE *mem;
4451 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4452 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
4453 TRACE("Surface %p is an onscreen surface\n", iface);
4455 IWineD3DSwapChain_Release(swapchain);
4456 } else {
4457 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4458 * Prefer SFLAG_INTEXTURE. */
4459 if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
4463 TRACE("(%p)->(%s, %p)\n", iface,
4464 flag == SFLAG_INSYSMEM ? "SFLAG_INSYSMEM" : flag == SFLAG_INDRAWABLE ? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
4465 rect);
4466 if(rect) {
4467 TRACE("Rectangle: (%d,%d)-(%d,%d)\n", rect->left, rect->top, rect->right, rect->bottom);
4470 if(This->Flags & flag) {
4471 TRACE("Location already up to date\n");
4472 return WINED3D_OK;
4475 if(!(This->Flags & SFLAG_LOCATIONS)) {
4476 ERR("Surface does not have any up to date location\n");
4477 This->Flags |= SFLAG_LOST;
4478 return WINED3DERR_DEVICELOST;
4481 if(flag == SFLAG_INSYSMEM) {
4482 surface_prepare_system_memory(This);
4484 /* Download the surface to system memory */
4485 if(This->Flags & SFLAG_INTEXTURE) {
4486 if(!device->isInDraw) ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4487 surface_bind_and_dirtify(This);
4489 surface_download_data(This);
4490 } else {
4491 read_from_framebuffer(This, rect,
4492 This->resource.allocatedMemory,
4493 IWineD3DSurface_GetPitch(iface));
4495 } else if(flag == SFLAG_INDRAWABLE) {
4496 if(This->Flags & SFLAG_INTEXTURE) {
4497 surface_blt_to_drawable(This, rect);
4498 } else {
4499 d3dfmt_get_conv(This, TRUE /* We need color keying */, FALSE /* We won't use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
4501 /* The width is in 'length' not in bytes */
4502 width = This->currentDesc.Width;
4503 pitch = IWineD3DSurface_GetPitch(iface);
4505 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4506 * but it isn't set (yet) in all cases it is getting called. */
4507 if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4508 TRACE("Removing the pbo attached to surface %p\n", This);
4509 surface_remove_pbo(This);
4512 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4513 int height = This->currentDesc.Height;
4515 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4516 outpitch = width * bpp;
4517 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4519 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4520 if(!mem) {
4521 ERR("Out of memory %d, %d!\n", outpitch, height);
4522 return WINED3DERR_OUTOFVIDEOMEMORY;
4524 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4526 This->Flags |= SFLAG_CONVERTED;
4527 } else {
4528 This->Flags &= ~SFLAG_CONVERTED;
4529 mem = This->resource.allocatedMemory;
4532 flush_to_framebuffer_drawpixels(This, format, type, bpp, mem);
4534 /* Don't delete PBO memory */
4535 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4536 HeapFree(GetProcessHeap(), 0, mem);
4538 } else /* if(flag == SFLAG_INTEXTURE) */ {
4539 if (This->Flags & SFLAG_INDRAWABLE) {
4540 read_from_framebuffer_texture(This);
4541 } else { /* Upload from system memory */
4542 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
4544 if(!device->isInDraw) ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4545 surface_bind_and_dirtify(This);
4547 /* The only place where LoadTexture() might get called when isInDraw=1
4548 * is ActivateContext where lastActiveRenderTarget is preloaded.
4550 if(iface == device->lastActiveRenderTarget && device->isInDraw)
4551 ERR("Reading back render target but SFLAG_INDRAWABLE not set\n");
4553 /* Otherwise: System memory copy must be most up to date */
4555 if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
4556 This->Flags |= SFLAG_GLCKEY;
4557 This->glCKey = This->SrcBltCKey;
4559 else This->Flags &= ~SFLAG_GLCKEY;
4561 /* The width is in 'length' not in bytes */
4562 width = This->currentDesc.Width;
4563 pitch = IWineD3DSurface_GetPitch(iface);
4565 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4566 * but it isn't set (yet) in all cases it is getting called. */
4567 if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4568 TRACE("Removing the pbo attached to surface %p\n", This);
4569 surface_remove_pbo(This);
4572 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4573 int height = This->currentDesc.Height;
4575 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4576 outpitch = width * bpp;
4577 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4579 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4580 if(!mem) {
4581 ERR("Out of memory %d, %d!\n", outpitch, height);
4582 return WINED3DERR_OUTOFVIDEOMEMORY;
4584 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4586 This->Flags |= SFLAG_CONVERTED;
4587 } else if( (This->resource.format == WINED3DFMT_P8) && (GL_SUPPORT(EXT_PALETTED_TEXTURE) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) ) {
4588 d3dfmt_p8_upload_palette(iface, convert);
4589 This->Flags &= ~SFLAG_CONVERTED;
4590 mem = This->resource.allocatedMemory;
4591 } else {
4592 This->Flags &= ~SFLAG_CONVERTED;
4593 mem = This->resource.allocatedMemory;
4596 /* Make sure the correct pitch is used */
4597 ENTER_GL();
4598 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
4599 LEAVE_GL();
4601 if ((This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE)) {
4602 TRACE("non power of two support\n");
4603 if(!(This->Flags & SFLAG_ALLOCATED)) {
4604 surface_allocate_surface(This, internal, This->pow2Width, This->pow2Height, format, type);
4606 if (mem || (This->Flags & SFLAG_PBO)) {
4607 surface_upload_data(This, internal, This->currentDesc.Width, This->currentDesc.Height, format, type, mem);
4609 } else {
4610 /* When making the realloc conditional, keep in mind that GL_APPLE_client_storage may be in use, and This->resource.allocatedMemory
4611 * changed. So also keep track of memory changes. In this case the texture has to be reallocated
4613 if(!(This->Flags & SFLAG_ALLOCATED)) {
4614 surface_allocate_surface(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type);
4616 if (mem || (This->Flags & SFLAG_PBO)) {
4617 surface_upload_data(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type, mem);
4621 /* Restore the default pitch */
4622 ENTER_GL();
4623 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4624 LEAVE_GL();
4626 /* Don't delete PBO memory */
4627 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4628 HeapFree(GetProcessHeap(), 0, mem);
4632 if(rect == NULL) {
4633 This->Flags |= flag;
4636 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !swapchain
4637 && (This->Flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE))) {
4638 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4639 This->Flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4642 return WINED3D_OK;
4645 static HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container)
4647 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4648 IWineD3DSwapChain *swapchain = NULL;
4650 /* Update the drawable size method */
4651 if(container) {
4652 IWineD3DBase_QueryInterface(container, &IID_IWineD3DSwapChain, (void **) &swapchain);
4654 if(swapchain) {
4655 This->get_drawable_size = get_drawable_size_swapchain;
4656 IWineD3DSwapChain_Release(swapchain);
4657 } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
4658 switch(wined3d_settings.offscreen_rendering_mode) {
4659 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
4660 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
4661 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
4665 return IWineD3DBaseSurfaceImpl_SetContainer(iface, container);
4668 static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
4669 return SURFACE_OPENGL;
4672 static HRESULT WINAPI IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
4673 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4674 HRESULT hr;
4676 /* If there's no destination surface there is nothing to do */
4677 if(!This->overlay_dest) return WINED3D_OK;
4679 /* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
4680 * update the overlay. Prevent an endless recursion
4682 if(This->overlay_dest->Flags & SFLAG_INOVERLAYDRAW) {
4683 return WINED3D_OK;
4685 This->overlay_dest->Flags |= SFLAG_INOVERLAYDRAW;
4686 hr = IWineD3DSurfaceImpl_Blt((IWineD3DSurface *) This->overlay_dest, &This->overlay_destrect,
4687 iface, &This->overlay_srcrect, WINEDDBLT_WAIT,
4688 NULL, WINED3DTEXF_LINEAR);
4689 This->overlay_dest->Flags &= ~SFLAG_INOVERLAYDRAW;
4691 return hr;
4694 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
4696 /* IUnknown */
4697 IWineD3DBaseSurfaceImpl_QueryInterface,
4698 IWineD3DBaseSurfaceImpl_AddRef,
4699 IWineD3DSurfaceImpl_Release,
4700 /* IWineD3DResource */
4701 IWineD3DBaseSurfaceImpl_GetParent,
4702 IWineD3DBaseSurfaceImpl_GetDevice,
4703 IWineD3DBaseSurfaceImpl_SetPrivateData,
4704 IWineD3DBaseSurfaceImpl_GetPrivateData,
4705 IWineD3DBaseSurfaceImpl_FreePrivateData,
4706 IWineD3DBaseSurfaceImpl_SetPriority,
4707 IWineD3DBaseSurfaceImpl_GetPriority,
4708 IWineD3DSurfaceImpl_PreLoad,
4709 IWineD3DSurfaceImpl_UnLoad,
4710 IWineD3DBaseSurfaceImpl_GetType,
4711 /* IWineD3DSurface */
4712 IWineD3DBaseSurfaceImpl_GetContainer,
4713 IWineD3DBaseSurfaceImpl_GetDesc,
4714 IWineD3DSurfaceImpl_LockRect,
4715 IWineD3DSurfaceImpl_UnlockRect,
4716 IWineD3DSurfaceImpl_GetDC,
4717 IWineD3DSurfaceImpl_ReleaseDC,
4718 IWineD3DSurfaceImpl_Flip,
4719 IWineD3DSurfaceImpl_Blt,
4720 IWineD3DBaseSurfaceImpl_GetBltStatus,
4721 IWineD3DBaseSurfaceImpl_GetFlipStatus,
4722 IWineD3DBaseSurfaceImpl_IsLost,
4723 IWineD3DBaseSurfaceImpl_Restore,
4724 IWineD3DSurfaceImpl_BltFast,
4725 IWineD3DBaseSurfaceImpl_GetPalette,
4726 IWineD3DBaseSurfaceImpl_SetPalette,
4727 IWineD3DSurfaceImpl_RealizePalette,
4728 IWineD3DBaseSurfaceImpl_SetColorKey,
4729 IWineD3DBaseSurfaceImpl_GetPitch,
4730 IWineD3DSurfaceImpl_SetMem,
4731 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
4732 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
4733 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
4734 IWineD3DBaseSurfaceImpl_UpdateOverlay,
4735 IWineD3DBaseSurfaceImpl_SetClipper,
4736 IWineD3DBaseSurfaceImpl_GetClipper,
4737 /* Internal use: */
4738 IWineD3DSurfaceImpl_AddDirtyRect,
4739 IWineD3DSurfaceImpl_LoadTexture,
4740 IWineD3DSurfaceImpl_BindTexture,
4741 IWineD3DSurfaceImpl_SaveSnapshot,
4742 IWineD3DSurfaceImpl_SetContainer,
4743 IWineD3DSurfaceImpl_GetGlDesc,
4744 IWineD3DBaseSurfaceImpl_GetData,
4745 IWineD3DSurfaceImpl_SetFormat,
4746 IWineD3DSurfaceImpl_PrivateSetup,
4747 IWineD3DSurfaceImpl_ModifyLocation,
4748 IWineD3DSurfaceImpl_LoadLocation,
4749 IWineD3DSurfaceImpl_GetImplType,
4750 IWineD3DSurfaceImpl_DrawOverlay
4752 #undef GLINFO_LOCATION
4754 #define GLINFO_LOCATION device->adapter->gl_info
4755 static HRESULT ffp_blit_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
4756 static void ffp_blit_free(IWineD3DDevice *iface) { }
4758 static HRESULT ffp_blit_set(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height) {
4759 glEnable(textype);
4760 checkGLcall("glEnable(textype)");
4761 return WINED3D_OK;
4764 static void ffp_blit_unset(IWineD3DDevice *iface) {
4765 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4766 glDisable(GL_TEXTURE_2D);
4767 checkGLcall("glDisable(GL_TEXTURE_2D)");
4768 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
4769 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4770 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4772 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
4773 glDisable(GL_TEXTURE_RECTANGLE_ARB);
4774 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4778 static BOOL ffp_blit_color_fixup_supported(struct color_fixup_desc fixup)
4780 if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
4782 TRACE("Checking support for fixup:\n");
4783 dump_color_fixup_desc(fixup);
4786 /* We only support identity conversions. */
4787 if (is_identity_fixup(fixup))
4789 TRACE("[OK]\n");
4790 return TRUE;
4793 TRACE("[FAILED]\n");
4794 return FALSE;
4797 const struct blit_shader ffp_blit = {
4798 ffp_blit_alloc,
4799 ffp_blit_free,
4800 ffp_blit_set,
4801 ffp_blit_unset,
4802 ffp_blit_color_fixup_supported