wined3d: Recognize the SM4 NULL register type.
[wine/multimedia.git] / dlls / wined3d / surface_gdi.c
bloba640b794ee51032a5c7a8341dddf3ad0a56251de
1 /*
2 * 2D Surface implementation without OpenGL
4 * Copyright 1997-2000 Marcus Meissner
5 * Copyright 1998-2000 Lionel Ulmer
6 * Copyright 2000-2001 TransGaming Technologies Inc.
7 * Copyright 2002-2005 Jason Edmeades
8 * Copyright 2002-2003 Raphael Junqueira
9 * Copyright 2004 Christian Costa
10 * Copyright 2005 Oliver Stieber
11 * Copyright 2006-2008 Stefan Dösinger
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "config.h"
29 #include "wine/port.h"
30 #include "wined3d_private.h"
32 #include <stdio.h>
34 /* Use the d3d_surface debug channel to have one channel for all surfaces */
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
37 void surface_gdi_cleanup(IWineD3DSurfaceImpl *This)
39 TRACE("(%p) : Cleaning up.\n", This);
41 if (This->Flags & SFLAG_DIBSECTION)
43 /* Release the DC. */
44 SelectObject(This->hDC, This->dib.holdbitmap);
45 DeleteDC(This->hDC);
46 /* Release the DIB section. */
47 DeleteObject(This->dib.DIBsection);
48 This->dib.bitmap_data = NULL;
49 This->resource.allocatedMemory = NULL;
52 if (This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem((IWineD3DSurface *)This, NULL);
53 if (This->overlay_dest) list_remove(&This->overlay_entry);
55 HeapFree(GetProcessHeap(), 0, This->palette9);
57 resource_cleanup((IWineD3DResource *)This);
60 /*****************************************************************************
61 * IWineD3DSurface::Release, GDI version
63 * In general a normal COM Release method, but the GDI version doesn't have
64 * to destroy all the GL things.
66 *****************************************************************************/
67 static ULONG WINAPI IWineGDISurfaceImpl_Release(IWineD3DSurface *iface) {
68 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
69 ULONG ref = InterlockedDecrement(&This->resource.ref);
70 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
72 if (!ref)
74 surface_gdi_cleanup(This);
76 TRACE("(%p) Released.\n", This);
77 HeapFree(GetProcessHeap(), 0, This);
80 return ref;
83 /*****************************************************************************
84 * IWineD3DSurface::PreLoad, GDI version
86 * This call is unsupported on GDI surfaces, if it's called something went
87 * wrong in the parent library. Write an informative warning
89 *****************************************************************************/
90 static void WINAPI
91 IWineGDISurfaceImpl_PreLoad(IWineD3DSurface *iface)
93 ERR("(%p): PreLoad is not supported on X11 surfaces!\n", iface);
94 ERR("(%p): Most likely the parent library did something wrong.\n", iface);
95 ERR("(%p): Please report to wine-devel\n", iface);
98 /*****************************************************************************
99 * IWineD3DSurface::UnLoad, GDI version
101 * This call is unsupported on GDI surfaces, if it's called something went
102 * wrong in the parent library. Write an informative warning.
104 *****************************************************************************/
105 static void WINAPI IWineGDISurfaceImpl_UnLoad(IWineD3DSurface *iface)
107 ERR("(%p): UnLoad is not supported on X11 surfaces!\n", iface);
108 ERR("(%p): Most likely the parent library did something wrong.\n", iface);
109 ERR("(%p): Please report to wine-devel\n", iface);
112 /*****************************************************************************
113 * IWineD3DSurface::LockRect, GDI version
115 * Locks the surface and returns a pointer to the surface memory
117 * Params:
118 * pLockedRect: Address to return the locking info at
119 * pRect: Rectangle to lock
120 * Flags: Some flags
122 * Returns:
123 * WINED3D_OK on success
124 * WINED3DERR_INVALIDCALL on errors
126 *****************************************************************************/
127 static HRESULT WINAPI
128 IWineGDISurfaceImpl_LockRect(IWineD3DSurface *iface,
129 WINED3DLOCKED_RECT* pLockedRect,
130 CONST RECT* pRect,
131 DWORD Flags)
133 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
135 /* Already locked? */
136 if(This->Flags & SFLAG_LOCKED)
138 WARN("(%p) Surface already locked\n", This);
139 /* What should I return here? */
140 return WINED3DERR_INVALIDCALL;
142 This->Flags |= SFLAG_LOCKED;
144 if(!This->resource.allocatedMemory) {
145 /* This happens on gdi surfaces if the application set a user pointer and resets it.
146 * Recreate the DIB section
148 IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
149 This->resource.allocatedMemory = This->dib.bitmap_data;
152 return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
155 /*****************************************************************************
156 * IWineD3DSurface::UnlockRect, GDI version
158 * Unlocks a surface. This implementation doesn't do much, except updating
159 * the window if the front buffer is unlocked
161 * Returns:
162 * WINED3D_OK on success
163 * WINED3DERR_INVALIDCALL on failure
165 *****************************************************************************/
166 static HRESULT WINAPI
167 IWineGDISurfaceImpl_UnlockRect(IWineD3DSurface *iface)
169 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
170 TRACE("(%p)\n", This);
172 if (!(This->Flags & SFLAG_LOCKED))
174 WARN("trying to Unlock an unlocked surf@%p\n", This);
175 return WINEDDERR_NOTLOCKED;
178 /* Tell the swapchain to update the screen */
179 if (This->container.type == WINED3D_CONTAINER_SWAPCHAIN)
181 IWineD3DSwapChainImpl *swapchain = This->container.u.swapchain;
182 if (This == swapchain->front_buffer)
184 x11_copy_to_screen(swapchain, &This->lockedRect);
188 This->Flags &= ~SFLAG_LOCKED;
189 memset(&This->lockedRect, 0, sizeof(RECT));
190 return WINED3D_OK;
193 /*****************************************************************************
194 * IWineD3DSurface::Flip, GDI version
196 * Flips 2 flipping enabled surfaces. Determining the 2 targets is done by
197 * the parent library. This implementation changes the data pointers of the
198 * surfaces and copies the new front buffer content to the screen
200 * Params:
201 * override: Flipping target(e.g. back buffer)
203 * Returns:
204 * WINED3D_OK on success
206 *****************************************************************************/
207 static HRESULT WINAPI
208 IWineGDISurfaceImpl_Flip(IWineD3DSurface *iface,
209 IWineD3DSurface *override,
210 DWORD Flags)
212 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)iface;
213 IWineD3DSwapChainImpl *swapchain;
214 HRESULT hr;
216 if (surface->container.type != WINED3D_CONTAINER_SWAPCHAIN)
218 ERR("Flipped surface is not on a swapchain\n");
219 return WINEDDERR_NOTFLIPPABLE;
222 swapchain = surface->container.u.swapchain;
223 hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *)swapchain,
224 NULL, NULL, swapchain->win_handle, NULL, 0);
226 return hr;
229 /*****************************************************************************
230 * IWineD3DSurface::LoadTexture, GDI version
232 * This is mutually unsupported by GDI surfaces
234 * Returns:
235 * D3DERR_INVALIDCALL
237 *****************************************************************************/
238 static HRESULT WINAPI
239 IWineGDISurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode)
241 ERR("Unsupported on X11 surfaces\n");
242 return WINED3DERR_INVALIDCALL;
245 static void WINAPI IWineGDISurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb)
247 ERR("Not supported.\n");
250 static HRESULT WINAPI IWineGDISurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) {
251 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
252 WINED3DLOCKED_RECT lock;
253 HRESULT hr;
254 RGBQUAD col[256];
256 TRACE("(%p)->(%p)\n",This,pHDC);
258 if(!(This->Flags & SFLAG_DIBSECTION))
260 WARN("DC not supported on this surface\n");
261 return WINED3DERR_INVALIDCALL;
264 if(This->Flags & SFLAG_USERPTR) {
265 ERR("Not supported on surfaces with an application-provided surfaces\n");
266 return WINEDDERR_NODC;
269 /* Give more detailed info for ddraw */
270 if (This->Flags & SFLAG_DCINUSE)
271 return WINEDDERR_DCALREADYCREATED;
273 /* Can't GetDC if the surface is locked */
274 if (This->Flags & SFLAG_LOCKED)
275 return WINED3DERR_INVALIDCALL;
277 memset(&lock, 0, sizeof(lock)); /* To be sure */
279 /* Should have a DIB section already */
281 /* Lock the surface */
282 hr = IWineD3DSurface_LockRect(iface,
283 &lock,
284 NULL,
286 if(FAILED(hr)) {
287 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
288 /* keep the dib section */
289 return hr;
292 if (This->resource.format->id == WINED3DFMT_P8_UINT
293 || This->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
295 unsigned int n;
296 const PALETTEENTRY *pal = NULL;
298 if(This->palette) {
299 pal = This->palette->palents;
300 } else {
301 IWineD3DSurfaceImpl *dds_primary;
302 IWineD3DSwapChainImpl *swapchain;
303 swapchain = (IWineD3DSwapChainImpl *)This->resource.device->swapchains[0];
304 dds_primary = swapchain->front_buffer;
305 if (dds_primary && dds_primary->palette)
306 pal = dds_primary->palette->palents;
309 if (pal) {
310 for (n=0; n<256; n++) {
311 col[n].rgbRed = pal[n].peRed;
312 col[n].rgbGreen = pal[n].peGreen;
313 col[n].rgbBlue = pal[n].peBlue;
314 col[n].rgbReserved = 0;
316 SetDIBColorTable(This->hDC, 0, 256, col);
320 *pHDC = This->hDC;
321 TRACE("returning %p\n",*pHDC);
322 This->Flags |= SFLAG_DCINUSE;
324 return WINED3D_OK;
327 static HRESULT WINAPI IWineGDISurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) {
328 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
330 TRACE("(%p)->(%p)\n",This,hDC);
332 if (!(This->Flags & SFLAG_DCINUSE))
333 return WINEDDERR_NODC;
335 if (This->hDC !=hDC) {
336 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
337 return WINEDDERR_NODC;
340 /* we locked first, so unlock now */
341 IWineD3DSurface_UnlockRect(iface);
343 This->Flags &= ~SFLAG_DCINUSE;
345 return WINED3D_OK;
348 static HRESULT WINAPI IWineGDISurfaceImpl_RealizePalette(IWineD3DSurface *iface) {
349 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
350 RGBQUAD col[256];
351 IWineD3DPaletteImpl *pal = This->palette;
352 unsigned int n;
353 TRACE("(%p)\n", This);
355 if (!pal) return WINED3D_OK;
357 if(This->Flags & SFLAG_DIBSECTION) {
358 TRACE("(%p): Updating the hdc's palette\n", This);
359 for (n=0; n<256; n++) {
360 col[n].rgbRed = pal->palents[n].peRed;
361 col[n].rgbGreen = pal->palents[n].peGreen;
362 col[n].rgbBlue = pal->palents[n].peBlue;
363 col[n].rgbReserved = 0;
365 SetDIBColorTable(This->hDC, 0, 256, col);
368 /* Update the image because of the palette change. Some games like e.g Red Alert
369 call SetEntries a lot to implement fading. */
370 /* Tell the swapchain to update the screen */
371 if (This->container.type == WINED3D_CONTAINER_SWAPCHAIN)
373 IWineD3DSwapChainImpl *swapchain = This->container.u.swapchain;
374 if (This == swapchain->front_buffer)
376 x11_copy_to_screen(swapchain, NULL);
380 return WINED3D_OK;
383 /*****************************************************************************
384 * IWineD3DSurface::PrivateSetup, GDI version
386 * Initializes the GDI surface, aka creates the DIB section we render to
387 * The DIB section creation is done by calling GetDC, which will create the
388 * section and releasing the dc to allow the app to use it. The dib section
389 * will stay until the surface is released
391 * GDI surfaces do not need to be a power of 2 in size, so the pow2 sizes
392 * are set to the real sizes to save memory. The NONPOW2 flag is unset to
393 * avoid confusion in the shared surface code.
395 * Returns:
396 * WINED3D_OK on success
397 * The return values of called methods on failure
399 *****************************************************************************/
400 static HRESULT WINAPI
401 IWineGDISurfaceImpl_PrivateSetup(IWineD3DSurface *iface)
403 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
404 HRESULT hr;
406 if(This->resource.usage & WINED3DUSAGE_OVERLAY)
408 ERR("(%p) Overlays not yet supported by GDI surfaces\n", This);
409 return WINED3DERR_INVALIDCALL;
412 /* Sysmem textures have memory already allocated -
413 * release it, this avoids an unnecessary memcpy
415 hr = IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
416 if(SUCCEEDED(hr))
418 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
419 This->resource.heapMemory = NULL;
420 This->resource.allocatedMemory = This->dib.bitmap_data;
423 /* We don't mind the nonpow2 stuff in GDI */
424 This->pow2Width = This->currentDesc.Width;
425 This->pow2Height = This->currentDesc.Height;
427 return WINED3D_OK;
430 static HRESULT WINAPI IWineGDISurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
431 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
433 /* Render targets depend on their hdc, and we can't create an hdc on a user pointer */
434 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
435 ERR("Not supported on render targets\n");
436 return WINED3DERR_INVALIDCALL;
439 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
440 WARN("Surface is locked or the HDC is in use\n");
441 return WINED3DERR_INVALIDCALL;
444 if(Mem && Mem != This->resource.allocatedMemory) {
445 void *release = NULL;
447 /* Do I have to copy the old surface content? */
448 if(This->Flags & SFLAG_DIBSECTION) {
449 /* Release the DC. No need to hold the critical section for the update
450 * Thread because this thread runs only on front buffers, but this method
451 * fails for render targets in the check above.
453 SelectObject(This->hDC, This->dib.holdbitmap);
454 DeleteDC(This->hDC);
455 /* Release the DIB section */
456 DeleteObject(This->dib.DIBsection);
457 This->dib.bitmap_data = NULL;
458 This->resource.allocatedMemory = NULL;
459 This->hDC = NULL;
460 This->Flags &= ~SFLAG_DIBSECTION;
461 } else if(!(This->Flags & SFLAG_USERPTR)) {
462 release = This->resource.allocatedMemory;
464 This->resource.allocatedMemory = Mem;
465 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
467 /* Now free the old memory if any */
468 HeapFree(GetProcessHeap(), 0, release);
469 } else if(This->Flags & SFLAG_USERPTR) {
470 /* LockRect and GetDC will re-create the dib section and allocated memory */
471 This->resource.allocatedMemory = NULL;
472 This->Flags &= ~SFLAG_USERPTR;
474 return WINED3D_OK;
477 static WINED3DSURFTYPE WINAPI IWineGDISurfaceImpl_GetImplType(IWineD3DSurface *iface) {
478 return SURFACE_GDI;
481 static HRESULT WINAPI IWineGDISurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
482 FIXME("GDI surfaces can't draw overlays yet\n");
483 return E_FAIL;
486 /* FIXME: This vtable should not use any IWineD3DSurface* implementation functions,
487 * only IWineD3DBaseSurface and IWineGDISurface ones.
489 const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl =
491 /* IUnknown */
492 IWineD3DBaseSurfaceImpl_QueryInterface,
493 IWineD3DBaseSurfaceImpl_AddRef,
494 IWineGDISurfaceImpl_Release,
495 /* IWineD3DResource */
496 IWineD3DBaseSurfaceImpl_GetParent,
497 IWineD3DBaseSurfaceImpl_SetPrivateData,
498 IWineD3DBaseSurfaceImpl_GetPrivateData,
499 IWineD3DBaseSurfaceImpl_FreePrivateData,
500 IWineD3DBaseSurfaceImpl_SetPriority,
501 IWineD3DBaseSurfaceImpl_GetPriority,
502 IWineGDISurfaceImpl_PreLoad,
503 IWineGDISurfaceImpl_UnLoad,
504 IWineD3DBaseSurfaceImpl_GetType,
505 /* IWineD3DSurface */
506 IWineD3DBaseSurfaceImpl_GetDesc,
507 IWineGDISurfaceImpl_LockRect,
508 IWineGDISurfaceImpl_UnlockRect,
509 IWineGDISurfaceImpl_GetDC,
510 IWineGDISurfaceImpl_ReleaseDC,
511 IWineGDISurfaceImpl_Flip,
512 IWineD3DBaseSurfaceImpl_Blt,
513 IWineD3DBaseSurfaceImpl_GetBltStatus,
514 IWineD3DBaseSurfaceImpl_GetFlipStatus,
515 IWineD3DBaseSurfaceImpl_IsLost,
516 IWineD3DBaseSurfaceImpl_Restore,
517 IWineD3DBaseSurfaceImpl_BltFast,
518 IWineD3DBaseSurfaceImpl_GetPalette,
519 IWineD3DBaseSurfaceImpl_SetPalette,
520 IWineGDISurfaceImpl_RealizePalette,
521 IWineD3DBaseSurfaceImpl_SetColorKey,
522 IWineD3DBaseSurfaceImpl_GetPitch,
523 IWineGDISurfaceImpl_SetMem,
524 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
525 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
526 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
527 IWineD3DBaseSurfaceImpl_UpdateOverlay,
528 IWineD3DBaseSurfaceImpl_SetClipper,
529 IWineD3DBaseSurfaceImpl_GetClipper,
530 /* Internal use: */
531 IWineGDISurfaceImpl_LoadTexture,
532 IWineGDISurfaceImpl_BindTexture,
533 IWineD3DBaseSurfaceImpl_GetData,
534 IWineD3DBaseSurfaceImpl_SetFormat,
535 IWineGDISurfaceImpl_PrivateSetup,
536 IWineGDISurfaceImpl_GetImplType,
537 IWineGDISurfaceImpl_DrawOverlay