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
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
31 #include "wine/port.h"
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface
);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
37 static void surface_cleanup(IWineD3DSurfaceImpl
*This
)
39 TRACE("(%p) : Cleaning up.\n", This
);
41 if (This
->texture_name
|| (This
->Flags
& SFLAG_PBO
) || !list_empty(&This
->renderbuffers
))
43 const struct wined3d_gl_info
*gl_info
;
44 renderbuffer_entry_t
*entry
, *entry2
;
45 struct wined3d_context
*context
;
47 context
= context_acquire(This
->resource
.device
, NULL
);
48 gl_info
= context
->gl_info
;
52 if (This
->texture_name
)
54 TRACE("Deleting texture %u.\n", This
->texture_name
);
55 glDeleteTextures(1, &This
->texture_name
);
58 if (This
->Flags
& SFLAG_PBO
)
60 TRACE("Deleting PBO %u.\n", This
->pbo
);
61 GL_EXTCALL(glDeleteBuffersARB(1, &This
->pbo
));
64 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &This
->renderbuffers
, renderbuffer_entry_t
, entry
)
66 TRACE("Deleting renderbuffer %u.\n", entry
->id
);
67 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &entry
->id
);
68 HeapFree(GetProcessHeap(), 0, entry
);
73 context_release(context
);
76 if (This
->Flags
& SFLAG_DIBSECTION
)
79 SelectObject(This
->hDC
, This
->dib
.holdbitmap
);
81 /* Release the DIB section. */
82 DeleteObject(This
->dib
.DIBsection
);
83 This
->dib
.bitmap_data
= NULL
;
84 This
->resource
.allocatedMemory
= NULL
;
87 if (This
->Flags
& SFLAG_USERPTR
) IWineD3DSurface_SetMem((IWineD3DSurface
*)This
, NULL
);
88 if (This
->overlay_dest
) list_remove(&This
->overlay_entry
);
90 HeapFree(GetProcessHeap(), 0, This
->palette9
);
92 resource_cleanup((IWineD3DResource
*)This
);
95 void surface_set_container(IWineD3DSurfaceImpl
*surface
, enum wined3d_container_type type
, IWineD3DBase
*container
)
97 TRACE("surface %p, container %p.\n", surface
, container
);
99 if (!container
&& type
!= WINED3D_CONTAINER_NONE
)
100 ERR("Setting NULL container of type %#x.\n", type
);
102 if (type
== WINED3D_CONTAINER_SWAPCHAIN
)
104 surface
->get_drawable_size
= get_drawable_size_swapchain
;
108 switch (wined3d_settings
.offscreen_rendering_mode
)
111 surface
->get_drawable_size
= get_drawable_size_fbo
;
115 surface
->get_drawable_size
= get_drawable_size_backbuffer
;
119 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings
.offscreen_rendering_mode
);
124 surface
->container
.type
= type
;
125 surface
->container
.u
.base
= container
;
132 enum tex_types tex_type
;
133 GLfloat coords
[4][3];
144 static inline void cube_coords_float(const RECT
*r
, UINT w
, UINT h
, struct float_rect
*f
)
146 f
->l
= ((r
->left
* 2.0f
) / w
) - 1.0f
;
147 f
->t
= ((r
->top
* 2.0f
) / h
) - 1.0f
;
148 f
->r
= ((r
->right
* 2.0f
) / w
) - 1.0f
;
149 f
->b
= ((r
->bottom
* 2.0f
) / h
) - 1.0f
;
152 static void surface_get_blt_info(GLenum target
, const RECT
*rect
, GLsizei w
, GLsizei h
, struct blt_info
*info
)
154 GLfloat (*coords
)[3] = info
->coords
;
160 FIXME("Unsupported texture target %#x\n", target
);
161 /* Fall back to GL_TEXTURE_2D */
163 info
->binding
= GL_TEXTURE_BINDING_2D
;
164 info
->bind_target
= GL_TEXTURE_2D
;
165 info
->tex_type
= tex_2d
;
166 coords
[0][0] = (float)rect
->left
/ w
;
167 coords
[0][1] = (float)rect
->top
/ h
;
170 coords
[1][0] = (float)rect
->right
/ w
;
171 coords
[1][1] = (float)rect
->top
/ h
;
174 coords
[2][0] = (float)rect
->left
/ w
;
175 coords
[2][1] = (float)rect
->bottom
/ h
;
178 coords
[3][0] = (float)rect
->right
/ w
;
179 coords
[3][1] = (float)rect
->bottom
/ h
;
183 case GL_TEXTURE_RECTANGLE_ARB
:
184 info
->binding
= GL_TEXTURE_BINDING_RECTANGLE_ARB
;
185 info
->bind_target
= GL_TEXTURE_RECTANGLE_ARB
;
186 info
->tex_type
= tex_rect
;
187 coords
[0][0] = rect
->left
; coords
[0][1] = rect
->top
; coords
[0][2] = 0.0f
;
188 coords
[1][0] = rect
->right
; coords
[1][1] = rect
->top
; coords
[1][2] = 0.0f
;
189 coords
[2][0] = rect
->left
; coords
[2][1] = rect
->bottom
; coords
[2][2] = 0.0f
;
190 coords
[3][0] = rect
->right
; coords
[3][1] = rect
->bottom
; coords
[3][2] = 0.0f
;
193 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
194 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
195 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
196 info
->tex_type
= tex_cube
;
197 cube_coords_float(rect
, w
, h
, &f
);
199 coords
[0][0] = 1.0f
; coords
[0][1] = -f
.t
; coords
[0][2] = -f
.l
;
200 coords
[1][0] = 1.0f
; coords
[1][1] = -f
.t
; coords
[1][2] = -f
.r
;
201 coords
[2][0] = 1.0f
; coords
[2][1] = -f
.b
; coords
[2][2] = -f
.l
;
202 coords
[3][0] = 1.0f
; coords
[3][1] = -f
.b
; coords
[3][2] = -f
.r
;
205 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
206 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
207 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
208 info
->tex_type
= tex_cube
;
209 cube_coords_float(rect
, w
, h
, &f
);
211 coords
[0][0] = -1.0f
; coords
[0][1] = -f
.t
; coords
[0][2] = f
.l
;
212 coords
[1][0] = -1.0f
; coords
[1][1] = -f
.t
; coords
[1][2] = f
.r
;
213 coords
[2][0] = -1.0f
; coords
[2][1] = -f
.b
; coords
[2][2] = f
.l
;
214 coords
[3][0] = -1.0f
; coords
[3][1] = -f
.b
; coords
[3][2] = f
.r
;
217 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
218 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
219 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
220 info
->tex_type
= tex_cube
;
221 cube_coords_float(rect
, w
, h
, &f
);
223 coords
[0][0] = f
.l
; coords
[0][1] = 1.0f
; coords
[0][2] = f
.t
;
224 coords
[1][0] = f
.r
; coords
[1][1] = 1.0f
; coords
[1][2] = f
.t
;
225 coords
[2][0] = f
.l
; coords
[2][1] = 1.0f
; coords
[2][2] = f
.b
;
226 coords
[3][0] = f
.r
; coords
[3][1] = 1.0f
; coords
[3][2] = f
.b
;
229 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
230 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
231 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
232 info
->tex_type
= tex_cube
;
233 cube_coords_float(rect
, w
, h
, &f
);
235 coords
[0][0] = f
.l
; coords
[0][1] = -1.0f
; coords
[0][2] = -f
.t
;
236 coords
[1][0] = f
.r
; coords
[1][1] = -1.0f
; coords
[1][2] = -f
.t
;
237 coords
[2][0] = f
.l
; coords
[2][1] = -1.0f
; coords
[2][2] = -f
.b
;
238 coords
[3][0] = f
.r
; coords
[3][1] = -1.0f
; coords
[3][2] = -f
.b
;
241 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
242 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
243 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
244 info
->tex_type
= tex_cube
;
245 cube_coords_float(rect
, w
, h
, &f
);
247 coords
[0][0] = f
.l
; coords
[0][1] = -f
.t
; coords
[0][2] = 1.0f
;
248 coords
[1][0] = f
.r
; coords
[1][1] = -f
.t
; coords
[1][2] = 1.0f
;
249 coords
[2][0] = f
.l
; coords
[2][1] = -f
.b
; coords
[2][2] = 1.0f
;
250 coords
[3][0] = f
.r
; coords
[3][1] = -f
.b
; coords
[3][2] = 1.0f
;
253 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
254 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
255 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
256 info
->tex_type
= tex_cube
;
257 cube_coords_float(rect
, w
, h
, &f
);
259 coords
[0][0] = -f
.l
; coords
[0][1] = -f
.t
; coords
[0][2] = -1.0f
;
260 coords
[1][0] = -f
.r
; coords
[1][1] = -f
.t
; coords
[1][2] = -1.0f
;
261 coords
[2][0] = -f
.l
; coords
[2][1] = -f
.b
; coords
[2][2] = -1.0f
;
262 coords
[3][0] = -f
.r
; coords
[3][1] = -f
.b
; coords
[3][2] = -1.0f
;
267 static inline void surface_get_rect(IWineD3DSurfaceImpl
*This
, const RECT
*rect_in
, RECT
*rect_out
)
270 *rect_out
= *rect_in
;
275 rect_out
->right
= This
->currentDesc
.Width
;
276 rect_out
->bottom
= This
->currentDesc
.Height
;
280 /* GL locking and context activation is done by the caller */
281 void draw_textured_quad(IWineD3DSurfaceImpl
*src_surface
, const RECT
*src_rect
, const RECT
*dst_rect
, WINED3DTEXTUREFILTERTYPE Filter
)
283 struct blt_info info
;
285 surface_get_blt_info(src_surface
->texture_target
, src_rect
, src_surface
->pow2Width
, src_surface
->pow2Height
, &info
);
287 glEnable(info
.bind_target
);
288 checkGLcall("glEnable(bind_target)");
290 /* Bind the texture */
291 glBindTexture(info
.bind_target
, src_surface
->texture_name
);
292 checkGLcall("glBindTexture");
294 /* Filtering for StretchRect */
295 glTexParameteri(info
.bind_target
, GL_TEXTURE_MAG_FILTER
,
296 wined3d_gl_mag_filter(magLookup
, Filter
));
297 checkGLcall("glTexParameteri");
298 glTexParameteri(info
.bind_target
, GL_TEXTURE_MIN_FILTER
,
299 wined3d_gl_min_mip_filter(minMipLookup
, Filter
, WINED3DTEXF_NONE
));
300 checkGLcall("glTexParameteri");
301 glTexParameteri(info
.bind_target
, GL_TEXTURE_WRAP_S
, GL_CLAMP
);
302 glTexParameteri(info
.bind_target
, GL_TEXTURE_WRAP_T
, GL_CLAMP
);
303 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
304 checkGLcall("glTexEnvi");
307 glBegin(GL_TRIANGLE_STRIP
);
308 glTexCoord3fv(info
.coords
[0]);
309 glVertex2i(dst_rect
->left
, dst_rect
->top
);
311 glTexCoord3fv(info
.coords
[1]);
312 glVertex2i(dst_rect
->right
, dst_rect
->top
);
314 glTexCoord3fv(info
.coords
[2]);
315 glVertex2i(dst_rect
->left
, dst_rect
->bottom
);
317 glTexCoord3fv(info
.coords
[3]);
318 glVertex2i(dst_rect
->right
, dst_rect
->bottom
);
321 /* Unbind the texture */
322 glBindTexture(info
.bind_target
, 0);
323 checkGLcall("glBindTexture(info->bind_target, 0)");
325 /* We changed the filtering settings on the texture. Inform the
326 * container about this to get the filters reset properly next draw. */
327 if (src_surface
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
329 IWineD3DBaseTextureImpl
*texture
= src_surface
->container
.u
.texture
;
330 texture
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MAGFILTER
] = WINED3DTEXF_POINT
;
331 texture
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MINFILTER
] = WINED3DTEXF_POINT
;
332 texture
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MIPFILTER
] = WINED3DTEXF_NONE
;
336 HRESULT
surface_init(IWineD3DSurfaceImpl
*surface
, WINED3DSURFTYPE surface_type
, UINT alignment
,
337 UINT width
, UINT height
, UINT level
, BOOL lockable
, BOOL discard
, WINED3DMULTISAMPLE_TYPE multisample_type
,
338 UINT multisample_quality
, IWineD3DDeviceImpl
*device
, DWORD usage
, enum wined3d_format_id format_id
,
339 WINED3DPOOL pool
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
341 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
342 const struct wined3d_format
*format
= wined3d_get_format(gl_info
, format_id
);
343 void (*cleanup
)(IWineD3DSurfaceImpl
*This
);
344 unsigned int resource_size
;
347 if (multisample_quality
> 0)
349 FIXME("multisample_quality set to %u, substituting 0\n", multisample_quality
);
350 multisample_quality
= 0;
353 /* FIXME: Check that the format is supported by the device. */
355 resource_size
= wined3d_format_calculate_size(format
, alignment
, width
, height
);
357 /* Look at the implementation and set the correct Vtable. */
358 switch (surface_type
)
361 surface
->lpVtbl
= &IWineD3DSurface_Vtbl
;
362 cleanup
= surface_cleanup
;
366 surface
->lpVtbl
= &IWineGDISurface_Vtbl
;
367 cleanup
= surface_gdi_cleanup
;
371 ERR("Requested unknown surface implementation %#x.\n", surface_type
);
372 return WINED3DERR_INVALIDCALL
;
375 hr
= resource_init((IWineD3DResource
*)surface
, WINED3DRTYPE_SURFACE
,
376 device
, resource_size
, usage
, format
, pool
, parent
, parent_ops
);
379 WARN("Failed to initialize resource, returning %#x.\n", hr
);
383 /* "Standalone" surface. */
384 surface_set_container(surface
, WINED3D_CONTAINER_NONE
, NULL
);
386 surface
->currentDesc
.Width
= width
;
387 surface
->currentDesc
.Height
= height
;
388 surface
->currentDesc
.MultiSampleType
= multisample_type
;
389 surface
->currentDesc
.MultiSampleQuality
= multisample_quality
;
390 surface
->texture_level
= level
;
391 list_init(&surface
->overlays
);
394 surface
->Flags
= SFLAG_NORMCOORD
; /* Default to normalized coords. */
395 if (discard
) surface
->Flags
|= SFLAG_DISCARD
;
396 if (lockable
|| format_id
== WINED3DFMT_D16_LOCKABLE
) surface
->Flags
|= SFLAG_LOCKABLE
;
398 /* Quick lockable sanity check.
399 * TODO: remove this after surfaces, usage and lockability have been debugged properly
400 * this function is too deep to need to care about things like this.
401 * Levels need to be checked too, since they all affect what can be done. */
404 case WINED3DPOOL_SCRATCH
:
407 FIXME("Called with a pool of SCRATCH and a lockable of FALSE "
408 "which are mutually exclusive, setting lockable to TRUE.\n");
413 case WINED3DPOOL_SYSTEMMEM
:
415 FIXME("Called with a pool of SYSTEMMEM and a lockable of FALSE, this is acceptable but unexpected.\n");
418 case WINED3DPOOL_MANAGED
:
419 if (usage
& WINED3DUSAGE_DYNAMIC
)
420 FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n");
423 case WINED3DPOOL_DEFAULT
:
424 if (lockable
&& !(usage
& (WINED3DUSAGE_DYNAMIC
| WINED3DUSAGE_RENDERTARGET
| WINED3DUSAGE_DEPTHSTENCIL
)))
425 WARN("Creating a lockable surface with a POOL of DEFAULT, that doesn't specify DYNAMIC usage.\n");
429 FIXME("Unknown pool %#x.\n", pool
);
433 if (usage
& WINED3DUSAGE_RENDERTARGET
&& pool
!= WINED3DPOOL_DEFAULT
)
435 FIXME("Trying to create a render target that isn't in the default pool.\n");
438 /* Mark the texture as dirty so that it gets loaded first time around. */
439 surface_add_dirty_rect(surface
, NULL
);
440 list_init(&surface
->renderbuffers
);
442 TRACE("surface %p, memory %p, size %u\n", surface
, surface
->resource
.allocatedMemory
, surface
->resource
.size
);
444 /* Call the private setup routine */
445 hr
= IWineD3DSurface_PrivateSetup((IWineD3DSurface
*)surface
);
448 ERR("Private setup failed, returning %#x\n", hr
);
456 static void surface_force_reload(IWineD3DSurfaceImpl
*surface
)
458 surface
->Flags
&= ~(SFLAG_ALLOCATED
| SFLAG_SRGBALLOCATED
);
461 void surface_set_texture_name(IWineD3DSurfaceImpl
*surface
, GLuint new_name
, BOOL srgb
)
466 TRACE("surface %p, new_name %u, srgb %#x.\n", surface
, new_name
, srgb
);
470 name
= &surface
->texture_name_srgb
;
471 flag
= SFLAG_INSRGBTEX
;
475 name
= &surface
->texture_name
;
476 flag
= SFLAG_INTEXTURE
;
479 if (!*name
&& new_name
)
481 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
482 * surface has no texture name yet. See if we can get rid of this. */
483 if (surface
->Flags
& flag
)
484 ERR("Surface has %s set, but no texture name.\n", debug_surflocation(flag
));
485 surface_modify_location(surface
, flag
, FALSE
);
489 surface_force_reload(surface
);
492 void surface_set_texture_target(IWineD3DSurfaceImpl
*surface
, GLenum target
)
494 TRACE("surface %p, target %#x.\n", surface
, target
);
496 if (surface
->texture_target
!= target
)
498 if (target
== GL_TEXTURE_RECTANGLE_ARB
)
500 surface
->Flags
&= ~SFLAG_NORMCOORD
;
502 else if (surface
->texture_target
== GL_TEXTURE_RECTANGLE_ARB
)
504 surface
->Flags
|= SFLAG_NORMCOORD
;
507 surface
->texture_target
= target
;
508 surface_force_reload(surface
);
511 /* Context activation is done by the caller. */
512 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl
*This
, BOOL srgb
) {
513 DWORD active_sampler
;
515 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
516 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
517 * gl states. The current texture unit should always be a valid one.
519 * To be more specific, this is tricky because we can implicitly be called
520 * from sampler() in state.c. This means we can't touch anything other than
521 * whatever happens to be the currently active texture, or we would risk
522 * marking already applied sampler states dirty again.
524 * TODO: Track the current active texture per GL context instead of using glGet
526 GLint active_texture
;
528 glGetIntegerv(GL_ACTIVE_TEXTURE
, &active_texture
);
530 active_sampler
= This
->resource
.device
->rev_tex_unit_map
[active_texture
- GL_TEXTURE0_ARB
];
532 if (active_sampler
!= WINED3D_UNMAPPED_STAGE
)
534 IWineD3DDeviceImpl_MarkStateDirty(This
->resource
.device
, STATE_SAMPLER(active_sampler
));
536 IWineD3DSurface_BindTexture((IWineD3DSurface
*)This
, srgb
);
539 /* This function checks if the primary render target uses the 8bit paletted format. */
540 static BOOL
primary_render_target_is_p8(IWineD3DDeviceImpl
*device
)
542 if (device
->render_targets
&& device
->render_targets
[0])
544 IWineD3DSurfaceImpl
*render_target
= device
->render_targets
[0];
545 if ((render_target
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
)
546 && (render_target
->resource
.format
->id
== WINED3DFMT_P8_UINT
))
552 /* This call just downloads data, the caller is responsible for binding the
553 * correct texture. */
554 /* Context activation is done by the caller. */
555 static void surface_download_data(IWineD3DSurfaceImpl
*This
, const struct wined3d_gl_info
*gl_info
)
557 const struct wined3d_format
*format
= This
->resource
.format
;
559 /* Only support read back of converted P8 surfaces */
560 if (This
->Flags
& SFLAG_CONVERTED
&& format
->id
!= WINED3DFMT_P8_UINT
)
562 FIXME("Readback conversion not supported for format %s.\n", debug_d3dformat(format
->id
));
568 if (format
->Flags
& WINED3DFMT_FLAG_COMPRESSED
)
570 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p.\n",
571 This
, This
->texture_level
, format
->glFormat
, format
->glType
,
572 This
->resource
.allocatedMemory
);
574 if (This
->Flags
& SFLAG_PBO
)
576 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, This
->pbo
));
577 checkGLcall("glBindBufferARB");
578 GL_EXTCALL(glGetCompressedTexImageARB(This
->texture_target
, This
->texture_level
, NULL
));
579 checkGLcall("glGetCompressedTexImageARB");
580 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, 0));
581 checkGLcall("glBindBufferARB");
585 GL_EXTCALL(glGetCompressedTexImageARB(This
->texture_target
,
586 This
->texture_level
, This
->resource
.allocatedMemory
));
587 checkGLcall("glGetCompressedTexImageARB");
593 GLenum gl_format
= format
->glFormat
;
594 GLenum gl_type
= format
->glType
;
598 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
599 if (format
->id
== WINED3DFMT_P8_UINT
&& primary_render_target_is_p8(This
->resource
.device
))
601 gl_format
= GL_ALPHA
;
602 gl_type
= GL_UNSIGNED_BYTE
;
605 if (This
->Flags
& SFLAG_NONPOW2
) {
606 unsigned char alignment
= This
->resource
.device
->surface_alignment
;
607 src_pitch
= format
->byte_count
* This
->pow2Width
;
608 dst_pitch
= IWineD3DSurface_GetPitch((IWineD3DSurface
*) This
);
609 src_pitch
= (src_pitch
+ alignment
- 1) & ~(alignment
- 1);
610 mem
= HeapAlloc(GetProcessHeap(), 0, src_pitch
* This
->pow2Height
);
612 mem
= This
->resource
.allocatedMemory
;
615 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
616 This
, This
->texture_level
, gl_format
, gl_type
, mem
);
618 if(This
->Flags
& SFLAG_PBO
) {
619 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, This
->pbo
));
620 checkGLcall("glBindBufferARB");
622 glGetTexImage(This
->texture_target
, This
->texture_level
, gl_format
, gl_type
, NULL
);
623 checkGLcall("glGetTexImage");
625 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, 0));
626 checkGLcall("glBindBufferARB");
628 glGetTexImage(This
->texture_target
, This
->texture_level
, gl_format
, gl_type
, mem
);
629 checkGLcall("glGetTexImage");
633 if (This
->Flags
& SFLAG_NONPOW2
) {
634 const BYTE
*src_data
;
638 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
639 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
640 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
642 * We're doing this...
644 * instead of boxing the texture :
645 * |<-texture width ->| -->pow2width| /\
646 * |111111111111111111| | |
647 * |222 Texture 222222| boxed empty | texture height
648 * |3333 Data 33333333| | |
649 * |444444444444444444| | \/
650 * ----------------------------------- |
651 * | boxed empty | boxed empty | pow2height
653 * -----------------------------------
656 * we're repacking the data to the expected texture width
658 * |<-texture width ->| -->pow2width| /\
659 * |111111111111111111222222222222222| |
660 * |222333333333333333333444444444444| texture height
664 * | empty | pow2height
666 * -----------------------------------
670 * |<-texture width ->| /\
671 * |111111111111111111|
672 * |222222222222222222|texture height
673 * |333333333333333333|
674 * |444444444444444444| \/
675 * --------------------
677 * this also means that any references to allocatedMemory should work with the data as if were a
678 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
680 * internally the texture is still stored in a boxed format so any references to textureName will
681 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
683 * Performance should not be an issue, because applications normally do not lock the surfaces when
684 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
685 * and doesn't have to be re-read.
688 dst_data
= This
->resource
.allocatedMemory
;
689 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This
, src_pitch
, dst_pitch
);
690 for (y
= 1 ; y
< This
->currentDesc
.Height
; y
++) {
691 /* skip the first row */
692 src_data
+= src_pitch
;
693 dst_data
+= dst_pitch
;
694 memcpy(dst_data
, src_data
, dst_pitch
);
697 HeapFree(GetProcessHeap(), 0, mem
);
701 /* Surface has now been downloaded */
702 This
->Flags
|= SFLAG_INSYSMEM
;
705 /* This call just uploads data, the caller is responsible for binding the
706 * correct texture. */
707 /* Context activation is done by the caller. */
708 static void surface_upload_data(IWineD3DSurfaceImpl
*This
, const struct wined3d_gl_info
*gl_info
,
709 const struct wined3d_format
*format
, BOOL srgb
, const GLvoid
*data
)
711 GLsizei width
= This
->currentDesc
.Width
;
712 GLsizei height
= This
->currentDesc
.Height
;
717 internal
= format
->glGammaInternal
;
719 else if (This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
&& surface_is_offscreen(This
))
721 internal
= format
->rtInternal
;
725 internal
= format
->glInternal
;
728 TRACE("This %p, internal %#x, width %d, height %d, format %#x, type %#x, data %p.\n",
729 This
, internal
, width
, height
, format
->glFormat
, format
->glType
, data
);
730 TRACE("target %#x, level %u, resource size %u.\n",
731 This
->texture_target
, This
->texture_level
, This
->resource
.size
);
733 if (format
->heightscale
!= 1.0f
&& format
->heightscale
!= 0.0f
) height
*= format
->heightscale
;
737 if (This
->Flags
& SFLAG_PBO
)
739 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
740 checkGLcall("glBindBufferARB");
742 TRACE("(%p) pbo: %#x, data: %p.\n", This
, This
->pbo
, data
);
746 if (format
->Flags
& WINED3DFMT_FLAG_COMPRESSED
)
748 TRACE("Calling glCompressedTexSubImage2DARB.\n");
750 GL_EXTCALL(glCompressedTexSubImage2DARB(This
->texture_target
, This
->texture_level
,
751 0, 0, width
, height
, internal
, This
->resource
.size
, data
));
752 checkGLcall("glCompressedTexSubImage2DARB");
756 TRACE("Calling glTexSubImage2D.\n");
758 glTexSubImage2D(This
->texture_target
, This
->texture_level
,
759 0, 0, width
, height
, format
->glFormat
, format
->glType
, data
);
760 checkGLcall("glTexSubImage2D");
763 if (This
->Flags
& SFLAG_PBO
)
765 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
766 checkGLcall("glBindBufferARB");
771 if (gl_info
->quirks
& WINED3D_QUIRK_FBO_TEX_UPDATE
)
773 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
776 for (i
= 0; i
< device
->numContexts
; ++i
)
778 context_surface_update(device
->contexts
[i
], This
);
783 /* This call just allocates the texture, the caller is responsible for binding
784 * the correct texture. */
785 /* Context activation is done by the caller. */
786 static void surface_allocate_surface(IWineD3DSurfaceImpl
*This
, const struct wined3d_gl_info
*gl_info
,
787 const struct wined3d_format
*format
, BOOL srgb
)
789 BOOL enable_client_storage
= FALSE
;
790 GLsizei width
= This
->pow2Width
;
791 GLsizei height
= This
->pow2Height
;
792 const BYTE
*mem
= NULL
;
797 internal
= format
->glGammaInternal
;
799 else if (This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
&& surface_is_offscreen(This
))
801 internal
= format
->rtInternal
;
805 internal
= format
->glInternal
;
808 if (format
->heightscale
!= 1.0f
&& format
->heightscale
!= 0.0f
) height
*= format
->heightscale
;
810 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",
811 This
, This
->texture_target
, This
->texture_level
, debug_d3dformat(format
->id
),
812 internal
, width
, height
, format
->glFormat
, format
->glType
);
816 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
818 if (This
->Flags
& (SFLAG_NONPOW2
| SFLAG_DIBSECTION
| SFLAG_CONVERTED
)
819 || !This
->resource
.allocatedMemory
)
821 /* In some cases we want to disable client storage.
822 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
823 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
824 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
825 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
827 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
828 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
829 This
->Flags
&= ~SFLAG_CLIENT
;
830 enable_client_storage
= TRUE
;
832 This
->Flags
|= SFLAG_CLIENT
;
834 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
835 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
837 mem
= (BYTE
*)(((ULONG_PTR
) This
->resource
.heapMemory
+ (RESOURCE_ALIGNMENT
- 1)) & ~(RESOURCE_ALIGNMENT
- 1));
841 if (format
->Flags
& WINED3DFMT_FLAG_COMPRESSED
&& mem
)
843 GL_EXTCALL(glCompressedTexImage2DARB(This
->texture_target
, This
->texture_level
,
844 internal
, width
, height
, 0, This
->resource
.size
, mem
));
845 checkGLcall("glCompressedTexImage2DARB");
849 glTexImage2D(This
->texture_target
, This
->texture_level
,
850 internal
, width
, height
, 0, format
->glFormat
, format
->glType
, mem
);
851 checkGLcall("glTexImage2D");
854 if(enable_client_storage
) {
855 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
856 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
861 /* In D3D the depth stencil dimensions have to be greater than or equal to the
862 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
863 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
864 /* GL locking is done by the caller */
865 void surface_set_compatible_renderbuffer(IWineD3DSurfaceImpl
*surface
, unsigned int width
, unsigned int height
)
867 const struct wined3d_gl_info
*gl_info
= &surface
->resource
.device
->adapter
->gl_info
;
868 renderbuffer_entry_t
*entry
;
869 GLuint renderbuffer
= 0;
870 unsigned int src_width
, src_height
;
872 src_width
= surface
->pow2Width
;
873 src_height
= surface
->pow2Height
;
875 /* A depth stencil smaller than the render target is not valid */
876 if (width
> src_width
|| height
> src_height
) return;
878 /* Remove any renderbuffer set if the sizes match */
879 if (gl_info
->supported
[ARB_FRAMEBUFFER_OBJECT
]
880 || (width
== src_width
&& height
== src_height
))
882 surface
->current_renderbuffer
= NULL
;
886 /* Look if we've already got a renderbuffer of the correct dimensions */
887 LIST_FOR_EACH_ENTRY(entry
, &surface
->renderbuffers
, renderbuffer_entry_t
, entry
)
889 if (entry
->width
== width
&& entry
->height
== height
)
891 renderbuffer
= entry
->id
;
892 surface
->current_renderbuffer
= entry
;
899 gl_info
->fbo_ops
.glGenRenderbuffers(1, &renderbuffer
);
900 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, renderbuffer
);
901 gl_info
->fbo_ops
.glRenderbufferStorage(GL_RENDERBUFFER
,
902 surface
->resource
.format
->glInternal
, width
, height
);
904 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t
));
905 entry
->width
= width
;
906 entry
->height
= height
;
907 entry
->id
= renderbuffer
;
908 list_add_head(&surface
->renderbuffers
, &entry
->entry
);
910 surface
->current_renderbuffer
= entry
;
913 checkGLcall("set_compatible_renderbuffer");
916 GLenum
surface_get_gl_buffer(IWineD3DSurfaceImpl
*surface
)
918 IWineD3DSwapChainImpl
*swapchain
= surface
->container
.u
.swapchain
;
920 TRACE("surface %p.\n", surface
);
922 if (surface
->container
.type
!= WINED3D_CONTAINER_SWAPCHAIN
)
924 ERR("Surface %p is not on a swapchain.\n", surface
);
928 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0] == surface
)
930 if (swapchain
->render_to_fbo
)
932 TRACE("Returning GL_COLOR_ATTACHMENT0\n");
933 return GL_COLOR_ATTACHMENT0
;
935 TRACE("Returning GL_BACK\n");
938 else if (surface
== swapchain
->front_buffer
)
940 TRACE("Returning GL_FRONT\n");
944 FIXME("Higher back buffer, returning GL_BACK\n");
948 /* Slightly inefficient way to handle multiple dirty rects but it works :) */
949 void surface_add_dirty_rect(IWineD3DSurfaceImpl
*surface
, const RECT
*dirty_rect
)
951 TRACE("surface %p, dirty_rect %s.\n", surface
, wine_dbgstr_rect(dirty_rect
));
953 if (!(surface
->Flags
& SFLAG_INSYSMEM
) && (surface
->Flags
& SFLAG_INTEXTURE
))
954 /* No partial locking for textures yet. */
955 surface_load_location(surface
, SFLAG_INSYSMEM
, NULL
);
957 surface_modify_location(surface
, SFLAG_INSYSMEM
, TRUE
);
960 surface
->dirtyRect
.left
= min(surface
->dirtyRect
.left
, dirty_rect
->left
);
961 surface
->dirtyRect
.top
= min(surface
->dirtyRect
.top
, dirty_rect
->top
);
962 surface
->dirtyRect
.right
= max(surface
->dirtyRect
.right
, dirty_rect
->right
);
963 surface
->dirtyRect
.bottom
= max(surface
->dirtyRect
.bottom
, dirty_rect
->bottom
);
967 surface
->dirtyRect
.left
= 0;
968 surface
->dirtyRect
.top
= 0;
969 surface
->dirtyRect
.right
= surface
->currentDesc
.Width
;
970 surface
->dirtyRect
.bottom
= surface
->currentDesc
.Height
;
973 /* if the container is a basetexture then mark it dirty. */
974 if (surface
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
976 TRACE("Passing to container.\n");
977 IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture
*)surface
->container
.u
.texture
, TRUE
);
981 static BOOL
surface_convert_color_to_float(IWineD3DSurfaceImpl
*surface
, DWORD color
, WINED3DCOLORVALUE
*float_color
)
983 const struct wined3d_format
*format
= surface
->resource
.format
;
984 IWineD3DDeviceImpl
*device
= surface
->resource
.device
;
988 case WINED3DFMT_P8_UINT
:
989 if (surface
->palette
)
991 float_color
->r
= surface
->palette
->palents
[color
].peRed
/ 255.0f
;
992 float_color
->g
= surface
->palette
->palents
[color
].peGreen
/ 255.0f
;
993 float_color
->b
= surface
->palette
->palents
[color
].peBlue
/ 255.0f
;
997 float_color
->r
= 0.0f
;
998 float_color
->g
= 0.0f
;
999 float_color
->b
= 0.0f
;
1001 float_color
->a
= primary_render_target_is_p8(device
) ? color
/ 255.0f
: 1.0f
;
1004 case WINED3DFMT_B5G6R5_UNORM
:
1005 float_color
->r
= ((color
>> 11) & 0x1f) / 31.0f
;
1006 float_color
->g
= ((color
>> 5) & 0x3f) / 63.0f
;
1007 float_color
->b
= (color
& 0x1f) / 31.0f
;
1008 float_color
->a
= 1.0f
;
1011 case WINED3DFMT_B8G8R8_UNORM
:
1012 case WINED3DFMT_B8G8R8X8_UNORM
:
1013 float_color
->r
= D3DCOLOR_R(color
);
1014 float_color
->g
= D3DCOLOR_G(color
);
1015 float_color
->b
= D3DCOLOR_B(color
);
1016 float_color
->a
= 1.0f
;
1019 case WINED3DFMT_B8G8R8A8_UNORM
:
1020 float_color
->r
= D3DCOLOR_R(color
);
1021 float_color
->g
= D3DCOLOR_G(color
);
1022 float_color
->b
= D3DCOLOR_B(color
);
1023 float_color
->a
= D3DCOLOR_A(color
);
1027 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format
->id
));
1034 /* Do not call while under the GL lock. */
1035 static ULONG WINAPI
IWineD3DSurfaceImpl_Release(IWineD3DSurface
*iface
)
1037 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
1038 ULONG ref
= InterlockedDecrement(&This
->resource
.ref
);
1039 TRACE("(%p) : Releasing from %d\n", This
, ref
+ 1);
1043 surface_cleanup(This
);
1044 This
->resource
.parent_ops
->wined3d_object_destroyed(This
->resource
.parent
);
1046 TRACE("(%p) Released.\n", This
);
1047 HeapFree(GetProcessHeap(), 0, This
);
1053 /* ****************************************************
1054 IWineD3DSurface IWineD3DResource parts follow
1055 **************************************************** */
1057 /* Do not call while under the GL lock. */
1058 void surface_internal_preload(IWineD3DSurfaceImpl
*surface
, enum WINED3DSRGB srgb
)
1060 IWineD3DDeviceImpl
*device
= surface
->resource
.device
;
1062 TRACE("iface %p, srgb %#x.\n", surface
, srgb
);
1064 if (surface
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
1066 IWineD3DBaseTextureImpl
*texture
= surface
->container
.u
.texture
;
1068 TRACE("Passing to container.\n");
1069 texture
->baseTexture
.internal_preload((IWineD3DBaseTexture
*)texture
, srgb
);
1073 struct wined3d_context
*context
= NULL
;
1075 TRACE("(%p) : About to load surface\n", surface
);
1077 if (!device
->isInDraw
) context
= context_acquire(device
, NULL
);
1079 if (surface
->resource
.format
->id
== WINED3DFMT_P8_UINT
1080 || surface
->resource
.format
->id
== WINED3DFMT_P8_UINT_A8_UNORM
)
1082 if (palette9_changed(surface
))
1084 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
1085 /* TODO: This is not necessarily needed with hw palettized texture support */
1086 surface_load_location(surface
, SFLAG_INSYSMEM
, NULL
);
1087 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
1088 surface_modify_location(surface
, SFLAG_INTEXTURE
, FALSE
);
1092 IWineD3DSurface_LoadTexture((IWineD3DSurface
*)surface
, srgb
== SRGB_SRGB
? TRUE
: FALSE
);
1094 if (surface
->resource
.pool
== WINED3DPOOL_DEFAULT
)
1096 /* Tell opengl to try and keep this texture in video ram (well mostly) */
1100 glPrioritizeTextures(1, &surface
->texture_name
, &tmp
);
1104 if (context
) context_release(context
);
1108 static void WINAPI
IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface
*iface
)
1110 surface_internal_preload((IWineD3DSurfaceImpl
*)iface
, SRGB_ANY
);
1113 /* Context activation is done by the caller. */
1114 static void surface_remove_pbo(IWineD3DSurfaceImpl
*This
, const struct wined3d_gl_info
*gl_info
)
1116 This
->resource
.heapMemory
= HeapAlloc(GetProcessHeap() ,0 , This
->resource
.size
+ RESOURCE_ALIGNMENT
);
1117 This
->resource
.allocatedMemory
=
1118 (BYTE
*)(((ULONG_PTR
) This
->resource
.heapMemory
+ (RESOURCE_ALIGNMENT
- 1)) & ~(RESOURCE_ALIGNMENT
- 1));
1121 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
1122 checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
1123 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0, This
->resource
.size
, This
->resource
.allocatedMemory
));
1124 checkGLcall("glGetBufferSubDataARB");
1125 GL_EXTCALL(glDeleteBuffersARB(1, &This
->pbo
));
1126 checkGLcall("glDeleteBuffersARB");
1130 This
->Flags
&= ~SFLAG_PBO
;
1133 BOOL
surface_init_sysmem(IWineD3DSurfaceImpl
*surface
)
1135 if (!surface
->resource
.allocatedMemory
)
1137 surface
->resource
.heapMemory
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1138 surface
->resource
.size
+ RESOURCE_ALIGNMENT
);
1139 if (!surface
->resource
.heapMemory
)
1141 ERR("Out of memory\n");
1144 surface
->resource
.allocatedMemory
=
1145 (BYTE
*)(((ULONG_PTR
)surface
->resource
.heapMemory
+ (RESOURCE_ALIGNMENT
- 1)) & ~(RESOURCE_ALIGNMENT
- 1));
1149 memset(surface
->resource
.allocatedMemory
, 0, surface
->resource
.size
);
1152 surface_modify_location(surface
, SFLAG_INSYSMEM
, TRUE
);
1157 /* Do not call while under the GL lock. */
1158 static void WINAPI
IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface
*iface
)
1160 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
1161 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1162 const struct wined3d_gl_info
*gl_info
;
1163 renderbuffer_entry_t
*entry
, *entry2
;
1164 struct wined3d_context
*context
;
1166 TRACE("(%p)\n", iface
);
1168 if(This
->resource
.pool
== WINED3DPOOL_DEFAULT
) {
1169 /* Default pool resources are supposed to be destroyed before Reset is called.
1170 * Implicit resources stay however. So this means we have an implicit render target
1171 * or depth stencil. The content may be destroyed, but we still have to tear down
1172 * opengl resources, so we cannot leave early.
1174 * Put the surfaces into sysmem, and reset the content. The D3D content is undefined,
1175 * but we can't set the sysmem INDRAWABLE because when we're rendering the swapchain
1176 * or the depth stencil into an FBO the texture or render buffer will be removed
1177 * and all flags get lost
1179 surface_init_sysmem(This
);
1183 /* Load the surface into system memory */
1184 surface_load_location(This
, SFLAG_INSYSMEM
, NULL
);
1185 surface_modify_location(This
, SFLAG_INDRAWABLE
, FALSE
);
1187 surface_modify_location(This
, SFLAG_INTEXTURE
, FALSE
);
1188 surface_modify_location(This
, SFLAG_INSRGBTEX
, FALSE
);
1189 This
->Flags
&= ~(SFLAG_ALLOCATED
| SFLAG_SRGBALLOCATED
);
1191 context
= context_acquire(device
, NULL
);
1192 gl_info
= context
->gl_info
;
1194 /* Destroy PBOs, but load them into real sysmem before */
1195 if (This
->Flags
& SFLAG_PBO
)
1196 surface_remove_pbo(This
, gl_info
);
1198 /* Destroy fbo render buffers. This is needed for implicit render targets, for
1199 * all application-created targets the application has to release the surface
1200 * before calling _Reset
1202 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &This
->renderbuffers
, renderbuffer_entry_t
, entry
) {
1204 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &entry
->id
);
1206 list_remove(&entry
->entry
);
1207 HeapFree(GetProcessHeap(), 0, entry
);
1209 list_init(&This
->renderbuffers
);
1210 This
->current_renderbuffer
= NULL
;
1212 /* If we're in a texture, the texture name belongs to the texture.
1213 * Otherwise, destroy it. */
1214 if (This
->container
.type
!= WINED3D_CONTAINER_TEXTURE
)
1217 glDeleteTextures(1, &This
->texture_name
);
1218 This
->texture_name
= 0;
1219 glDeleteTextures(1, &This
->texture_name_srgb
);
1220 This
->texture_name_srgb
= 0;
1224 context_release(context
);
1226 resource_unload((IWineD3DResourceImpl
*)This
);
1229 /* ******************************************************
1230 IWineD3DSurface IWineD3DSurface parts follow
1231 ****************************************************** */
1233 /* Read the framebuffer back into the surface */
1234 static void read_from_framebuffer(IWineD3DSurfaceImpl
*This
, const RECT
*rect
, void *dest
, UINT pitch
)
1236 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1237 const struct wined3d_gl_info
*gl_info
;
1238 struct wined3d_context
*context
;
1242 BYTE
*row
, *top
, *bottom
;
1246 BOOL srcIsUpsideDown
;
1251 if(wined3d_settings
.rendertargetlock_mode
== RTL_DISABLE
) {
1252 static BOOL warned
= FALSE
;
1254 ERR("The application tries to lock the render target, but render target locking is disabled\n");
1260 context
= context_acquire(device
, This
);
1261 context_apply_blit_state(context
, device
);
1262 gl_info
= context
->gl_info
;
1266 /* Select the correct read buffer, and give some debug output.
1267 * There is no need to keep track of the current read buffer or reset it, every part of the code
1268 * that reads sets the read buffer as desired.
1270 if (surface_is_offscreen(This
))
1272 /* Mapping the primary render target which is not on a swapchain.
1273 * Read from the back buffer. */
1274 TRACE("Mapping offscreen render target.\n");
1275 glReadBuffer(device
->offscreenBuffer
);
1276 srcIsUpsideDown
= TRUE
;
1280 /* Onscreen surfaces are always part of a swapchain */
1281 GLenum buffer
= surface_get_gl_buffer(This
);
1282 TRACE("Mapping %#x buffer.\n", buffer
);
1283 glReadBuffer(buffer
);
1284 checkGLcall("glReadBuffer");
1285 srcIsUpsideDown
= FALSE
;
1288 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
1290 local_rect
.left
= 0;
1292 local_rect
.right
= This
->currentDesc
.Width
;
1293 local_rect
.bottom
= This
->currentDesc
.Height
;
1297 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
1299 switch (This
->resource
.format
->id
)
1301 case WINED3DFMT_P8_UINT
:
1303 if (primary_render_target_is_p8(device
))
1305 /* In case of P8 render targets the index is stored in the alpha component */
1307 type
= GL_UNSIGNED_BYTE
;
1309 bpp
= This
->resource
.format
->byte_count
;
1311 /* GL can't return palettized data, so read ARGB pixels into a
1312 * separate block of memory and convert them into palettized format
1313 * in software. Slow, but if the app means to use palettized render
1314 * targets and locks it...
1316 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
1317 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
1318 * for the color channels when palettizing the colors.
1321 type
= GL_UNSIGNED_BYTE
;
1323 mem
= HeapAlloc(GetProcessHeap(), 0, This
->resource
.size
* 3);
1325 ERR("Out of memory\n");
1329 bpp
= This
->resource
.format
->byte_count
* 3;
1336 fmt
= This
->resource
.format
->glFormat
;
1337 type
= This
->resource
.format
->glType
;
1338 bpp
= This
->resource
.format
->byte_count
;
1341 if(This
->Flags
& SFLAG_PBO
) {
1342 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, This
->pbo
));
1343 checkGLcall("glBindBufferARB");
1346 ERR("mem not null for pbo -- unexpected\n");
1351 /* Save old pixel store pack state */
1352 glGetIntegerv(GL_PACK_ROW_LENGTH
, &rowLen
);
1353 checkGLcall("glGetIntegerv");
1354 glGetIntegerv(GL_PACK_SKIP_PIXELS
, &skipPix
);
1355 checkGLcall("glGetIntegerv");
1356 glGetIntegerv(GL_PACK_SKIP_ROWS
, &skipRow
);
1357 checkGLcall("glGetIntegerv");
1359 /* Setup pixel store pack state -- to glReadPixels into the correct place */
1360 glPixelStorei(GL_PACK_ROW_LENGTH
, This
->currentDesc
.Width
);
1361 checkGLcall("glPixelStorei");
1362 glPixelStorei(GL_PACK_SKIP_PIXELS
, local_rect
.left
);
1363 checkGLcall("glPixelStorei");
1364 glPixelStorei(GL_PACK_SKIP_ROWS
, local_rect
.top
);
1365 checkGLcall("glPixelStorei");
1367 glReadPixels(local_rect
.left
, (!srcIsUpsideDown
) ? (This
->currentDesc
.Height
- local_rect
.bottom
) : local_rect
.top
,
1368 local_rect
.right
- local_rect
.left
,
1369 local_rect
.bottom
- local_rect
.top
,
1371 checkGLcall("glReadPixels");
1373 /* Reset previous pixel store pack state */
1374 glPixelStorei(GL_PACK_ROW_LENGTH
, rowLen
);
1375 checkGLcall("glPixelStorei");
1376 glPixelStorei(GL_PACK_SKIP_PIXELS
, skipPix
);
1377 checkGLcall("glPixelStorei");
1378 glPixelStorei(GL_PACK_SKIP_ROWS
, skipRow
);
1379 checkGLcall("glPixelStorei");
1381 if(This
->Flags
& SFLAG_PBO
) {
1382 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, 0));
1383 checkGLcall("glBindBufferARB");
1385 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
1386 * to get a pointer to it and perform the flipping in software. This is a lot
1387 * faster than calling glReadPixels for each line. In case we want more speed
1388 * we should rerender it flipped in a FBO and read the data back from the FBO. */
1389 if(!srcIsUpsideDown
) {
1390 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
1391 checkGLcall("glBindBufferARB");
1393 mem
= GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, GL_READ_WRITE_ARB
));
1394 checkGLcall("glMapBufferARB");
1398 /* TODO: Merge this with the palettization loop below for P8 targets */
1399 if(!srcIsUpsideDown
) {
1401 /* glReadPixels returns the image upside down, and there is no way to prevent this.
1402 Flip the lines in software */
1403 len
= (local_rect
.right
- local_rect
.left
) * bpp
;
1404 off
= local_rect
.left
* bpp
;
1406 row
= HeapAlloc(GetProcessHeap(), 0, len
);
1408 ERR("Out of memory\n");
1409 if (This
->resource
.format
->id
== WINED3DFMT_P8_UINT
) HeapFree(GetProcessHeap(), 0, mem
);
1414 top
= mem
+ pitch
* local_rect
.top
;
1415 bottom
= mem
+ pitch
* (local_rect
.bottom
- 1);
1416 for(i
= 0; i
< (local_rect
.bottom
- local_rect
.top
) / 2; i
++) {
1417 memcpy(row
, top
+ off
, len
);
1418 memcpy(top
+ off
, bottom
+ off
, len
);
1419 memcpy(bottom
+ off
, row
, len
);
1423 HeapFree(GetProcessHeap(), 0, row
);
1425 /* Unmap the temp PBO buffer */
1426 if(This
->Flags
& SFLAG_PBO
) {
1427 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
));
1428 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
1433 context_release(context
);
1435 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
1436 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
1437 * the same color but we have no choice.
1438 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
1440 if (This
->resource
.format
->id
== WINED3DFMT_P8_UINT
&& !primary_render_target_is_p8(device
))
1442 const PALETTEENTRY
*pal
= NULL
;
1443 DWORD width
= pitch
/ 3;
1447 pal
= This
->palette
->palents
;
1449 ERR("Palette is missing, cannot perform inverse palette lookup\n");
1450 HeapFree(GetProcessHeap(), 0, mem
);
1454 for(y
= local_rect
.top
; y
< local_rect
.bottom
; y
++) {
1455 for(x
= local_rect
.left
; x
< local_rect
.right
; x
++) {
1456 /* start lines pixels */
1457 const BYTE
*blue
= mem
+ y
* pitch
+ x
* (sizeof(BYTE
) * 3);
1458 const BYTE
*green
= blue
+ 1;
1459 const BYTE
*red
= green
+ 1;
1461 for(c
= 0; c
< 256; c
++) {
1462 if(*red
== pal
[c
].peRed
&&
1463 *green
== pal
[c
].peGreen
&&
1464 *blue
== pal
[c
].peBlue
)
1466 *((BYTE
*) dest
+ y
* width
+ x
) = c
;
1472 HeapFree(GetProcessHeap(), 0, mem
);
1476 /* Read the framebuffer contents into a texture */
1477 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl
*This
, BOOL srgb
)
1479 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1480 const struct wined3d_gl_info
*gl_info
;
1481 struct wined3d_context
*context
;
1483 if (!surface_is_offscreen(This
))
1485 /* We would need to flip onscreen surfaces, but there's no efficient
1486 * way to do that here. It makes more sense for the caller to
1487 * explicitly go through sysmem. */
1488 ERR("Not supported for onscreen targets.\n");
1492 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
1493 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
1494 * states in the stateblock, and no driver was found yet that had bugs in that regard.
1496 context
= context_acquire(device
, This
);
1497 gl_info
= context
->gl_info
;
1499 surface_prepare_texture(This
, gl_info
, srgb
);
1500 surface_bind_and_dirtify(This
, srgb
);
1502 TRACE("Reading back offscreen render target %p.\n", This
);
1506 glReadBuffer(device
->offscreenBuffer
);
1507 checkGLcall("glReadBuffer");
1509 glCopyTexSubImage2D(This
->texture_target
, This
->texture_level
,
1510 0, 0, 0, 0, This
->currentDesc
.Width
, This
->currentDesc
.Height
);
1511 checkGLcall("glCopyTexSubImage2D");
1515 context_release(context
);
1518 /* Context activation is done by the caller. */
1519 static void surface_prepare_texture_internal(IWineD3DSurfaceImpl
*surface
,
1520 const struct wined3d_gl_info
*gl_info
, BOOL srgb
)
1522 DWORD alloc_flag
= srgb
? SFLAG_SRGBALLOCATED
: SFLAG_ALLOCATED
;
1523 CONVERT_TYPES convert
;
1524 struct wined3d_format format
;
1526 if (surface
->Flags
& alloc_flag
) return;
1528 d3dfmt_get_conv(surface
, TRUE
, TRUE
, &format
, &convert
);
1529 if (convert
!= NO_CONVERSION
|| format
.convert
) surface
->Flags
|= SFLAG_CONVERTED
;
1530 else surface
->Flags
&= ~SFLAG_CONVERTED
;
1532 surface_bind_and_dirtify(surface
, srgb
);
1533 surface_allocate_surface(surface
, gl_info
, &format
, srgb
);
1534 surface
->Flags
|= alloc_flag
;
1537 /* Context activation is done by the caller. */
1538 void surface_prepare_texture(IWineD3DSurfaceImpl
*surface
, const struct wined3d_gl_info
*gl_info
, BOOL srgb
)
1540 if (surface
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
1542 IWineD3DBaseTextureImpl
*texture
= surface
->container
.u
.texture
;
1543 UINT sub_count
= texture
->baseTexture
.level_count
* texture
->baseTexture
.layer_count
;
1546 TRACE("surface %p is a subresource of texture %p.\n", surface
, texture
);
1548 for (i
= 0; i
< sub_count
; ++i
)
1550 IWineD3DSurfaceImpl
*s
= (IWineD3DSurfaceImpl
*)texture
->baseTexture
.sub_resources
[i
];
1551 surface_prepare_texture_internal(s
, gl_info
, srgb
);
1557 surface_prepare_texture_internal(surface
, gl_info
, srgb
);
1560 static void surface_prepare_system_memory(IWineD3DSurfaceImpl
*This
)
1562 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1563 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1565 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
1566 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
1569 if(!(This
->Flags
& SFLAG_DYNLOCK
)) {
1571 /* MAXLOCKCOUNT is defined in wined3d_private.h */
1572 if(This
->lockCount
> MAXLOCKCOUNT
) {
1573 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
1574 This
->Flags
|= SFLAG_DYNLOCK
;
1578 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
1579 * Also don't create a PBO for systemmem surfaces.
1581 if (gl_info
->supported
[ARB_PIXEL_BUFFER_OBJECT
] && (This
->Flags
& SFLAG_DYNLOCK
)
1582 && !(This
->Flags
& (SFLAG_PBO
| SFLAG_CONVERTED
| SFLAG_NONPOW2
))
1583 && (This
->resource
.pool
!= WINED3DPOOL_SYSTEMMEM
))
1586 struct wined3d_context
*context
;
1588 context
= context_acquire(device
, NULL
);
1591 GL_EXTCALL(glGenBuffersARB(1, &This
->pbo
));
1592 error
= glGetError();
1593 if (!This
->pbo
|| error
!= GL_NO_ERROR
)
1594 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error
), error
);
1596 TRACE("Attaching pbo=%#x to (%p)\n", This
->pbo
, This
);
1598 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
1599 checkGLcall("glBindBufferARB");
1601 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->resource
.size
+ 4, This
->resource
.allocatedMemory
, GL_STREAM_DRAW_ARB
));
1602 checkGLcall("glBufferDataARB");
1604 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
1605 checkGLcall("glBindBufferARB");
1607 /* We don't need the system memory anymore and we can't even use it for PBOs */
1608 if(!(This
->Flags
& SFLAG_CLIENT
)) {
1609 HeapFree(GetProcessHeap(), 0, This
->resource
.heapMemory
);
1610 This
->resource
.heapMemory
= NULL
;
1612 This
->resource
.allocatedMemory
= NULL
;
1613 This
->Flags
|= SFLAG_PBO
;
1615 context_release(context
);
1617 else if (!(This
->resource
.allocatedMemory
|| This
->Flags
& SFLAG_PBO
))
1619 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1622 if(!This
->resource
.heapMemory
) {
1623 This
->resource
.heapMemory
= HeapAlloc(GetProcessHeap() ,0 , This
->resource
.size
+ RESOURCE_ALIGNMENT
);
1625 This
->resource
.allocatedMemory
=
1626 (BYTE
*)(((ULONG_PTR
) This
->resource
.heapMemory
+ (RESOURCE_ALIGNMENT
- 1)) & ~(RESOURCE_ALIGNMENT
- 1));
1627 if(This
->Flags
& SFLAG_INSYSMEM
) {
1628 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1633 static HRESULT WINAPI
IWineD3DSurfaceImpl_Map(IWineD3DSurface
*iface
,
1634 WINED3DLOCKED_RECT
*pLockedRect
, const RECT
*pRect
, DWORD Flags
)
1636 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
1637 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1638 const RECT
*pass_rect
= pRect
;
1640 TRACE("iface %p, locked_rect %p, rect %s, flags %#x.\n",
1641 iface
, pLockedRect
, wine_dbgstr_rect(pRect
), Flags
);
1643 /* This is also done in the base class, but we have to verify this before loading any data from
1644 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1645 * may interfere, and all other bad things may happen
1647 if (This
->Flags
& SFLAG_LOCKED
) {
1648 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1649 return WINED3DERR_INVALIDCALL
;
1651 This
->Flags
|= SFLAG_LOCKED
;
1653 if (!(This
->Flags
& SFLAG_LOCKABLE
))
1655 TRACE("Warning: trying to lock unlockable surf@%p\n", This
);
1658 if (Flags
& WINED3DLOCK_DISCARD
)
1660 TRACE("WINED3DLOCK_DISCARD flag passed, marking SYSMEM as up to date.\n");
1661 surface_prepare_system_memory(This
);
1662 surface_modify_location(This
, SFLAG_INSYSMEM
, TRUE
);
1666 /* surface_load_location() does not check if the rectangle specifies
1667 * the full surface. Most callers don't need that, so do it here. */
1668 if (pRect
&& !pRect
->top
&& !pRect
->left
1669 && pRect
->right
== This
->currentDesc
.Width
1670 && pRect
->bottom
== This
->currentDesc
.Height
)
1675 if (!(wined3d_settings
.rendertargetlock_mode
== RTL_DISABLE
1676 && ((This
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
) || This
== device
->render_targets
[0])))
1678 surface_load_location(This
, SFLAG_INSYSMEM
, pass_rect
);
1682 if (This
->Flags
& SFLAG_PBO
)
1684 const struct wined3d_gl_info
*gl_info
;
1685 struct wined3d_context
*context
;
1687 context
= context_acquire(device
, NULL
);
1688 gl_info
= context
->gl_info
;
1691 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
1692 checkGLcall("glBindBufferARB");
1694 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1695 if(This
->resource
.allocatedMemory
) {
1696 ERR("The surface already has PBO memory allocated!\n");
1699 This
->resource
.allocatedMemory
= GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, GL_READ_WRITE_ARB
));
1700 checkGLcall("glMapBufferARB");
1702 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1703 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
1704 checkGLcall("glBindBufferARB");
1707 context_release(context
);
1710 if (Flags
& (WINED3DLOCK_NO_DIRTY_UPDATE
| WINED3DLOCK_READONLY
)) {
1715 surface_add_dirty_rect(This
, pRect
);
1717 if (This
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
1719 TRACE("Making container dirty.\n");
1720 IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture
*)This
->container
.u
.texture
, TRUE
);
1724 TRACE("Surface is standalone, no need to dirty the container\n");
1728 return IWineD3DBaseSurfaceImpl_Map(iface
, pLockedRect
, pRect
, Flags
);
1731 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl
*This
,
1732 GLenum fmt
, GLenum type
, UINT bpp
, const BYTE
*mem
)
1734 UINT pitch
= IWineD3DSurface_GetPitch((IWineD3DSurface
*) This
); /* target is argb, 4 byte */
1735 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1736 const struct wined3d_gl_info
*gl_info
;
1737 struct wined3d_context
*context
;
1741 if (This
->Flags
& SFLAG_LOCKED
)
1742 rect
= This
->lockedRect
;
1744 SetRect(&rect
, 0, 0, This
->currentDesc
.Width
, This
->currentDesc
.Height
);
1746 mem
+= rect
.top
* pitch
+ rect
.left
* bpp
;
1747 w
= rect
.right
- rect
.left
;
1748 h
= rect
.bottom
- rect
.top
;
1750 /* Activate the correct context for the render target */
1751 context
= context_acquire(device
, This
);
1752 context_apply_blit_state(context
, device
);
1753 gl_info
= context
->gl_info
;
1757 if (!surface_is_offscreen(This
))
1759 GLenum buffer
= surface_get_gl_buffer(This
);
1760 TRACE("Unlocking %#x buffer.\n", buffer
);
1761 context_set_draw_buffer(context
, buffer
);
1763 surface_translate_drawable_coords(This
, context
->win_handle
, &rect
);
1764 glPixelZoom(1.0f
, -1.0f
);
1768 /* Primary offscreen render target */
1769 TRACE("Offscreen render target.\n");
1770 context_set_draw_buffer(context
, device
->offscreenBuffer
);
1772 glPixelZoom(1.0f
, 1.0f
);
1775 glRasterPos3i(rect
.left
, rect
.top
, 1);
1776 checkGLcall("glRasterPos3i");
1778 /* Some drivers(radeon dri, others?) don't like exceptions during
1779 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1780 * after ReleaseDC. Reading it will cause an exception, which x11drv will
1781 * catch to put the dib section in InSync mode, which leads to a crash
1782 * and a blocked x server on my radeon card.
1784 * The following lines read the dib section so it is put in InSync mode
1785 * before glDrawPixels is called and the crash is prevented. There won't
1786 * be any interfering gdi accesses, because UnlockRect is called from
1787 * ReleaseDC, and the app won't use the dc any more afterwards.
1789 if((This
->Flags
& SFLAG_DIBSECTION
) && !(This
->Flags
& SFLAG_PBO
)) {
1791 read
= This
->resource
.allocatedMemory
[0];
1794 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1795 glPixelStorei(GL_UNPACK_ROW_LENGTH
, This
->currentDesc
.Width
);
1797 if(This
->Flags
& SFLAG_PBO
) {
1798 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
1799 checkGLcall("glBindBufferARB");
1802 glDrawPixels(w
, h
, fmt
, type
, mem
);
1803 checkGLcall("glDrawPixels");
1805 if(This
->Flags
& SFLAG_PBO
) {
1806 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
1807 checkGLcall("glBindBufferARB");
1810 glPixelStorei(GL_UNPACK_ROW_LENGTH
, 0);
1811 checkGLcall("glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)");
1814 context_release(context
);
1817 static HRESULT WINAPI
IWineD3DSurfaceImpl_Unmap(IWineD3DSurface
*iface
)
1819 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
1820 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1823 if (!(This
->Flags
& SFLAG_LOCKED
)) {
1824 WARN("trying to Unlock an unlocked surf@%p\n", This
);
1825 return WINEDDERR_NOTLOCKED
;
1828 if (This
->Flags
& SFLAG_PBO
)
1830 const struct wined3d_gl_info
*gl_info
;
1831 struct wined3d_context
*context
;
1833 TRACE("Freeing PBO memory\n");
1835 context
= context_acquire(device
, NULL
);
1836 gl_info
= context
->gl_info
;
1839 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
1840 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
));
1841 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
1842 checkGLcall("glUnmapBufferARB");
1844 context_release(context
);
1846 This
->resource
.allocatedMemory
= NULL
;
1849 TRACE("(%p) : dirtyfied(%d)\n", This
, This
->Flags
& (SFLAG_INDRAWABLE
| SFLAG_INTEXTURE
) ? 0 : 1);
1851 if (This
->Flags
& (SFLAG_INDRAWABLE
| SFLAG_INTEXTURE
)) {
1852 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This
);
1856 if (This
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
1857 || (device
->render_targets
&& This
== device
->render_targets
[0]))
1859 if(wined3d_settings
.rendertargetlock_mode
== RTL_DISABLE
) {
1860 static BOOL warned
= FALSE
;
1862 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1868 if (!This
->dirtyRect
.left
&& !This
->dirtyRect
.top
1869 && This
->dirtyRect
.right
== This
->currentDesc
.Width
1870 && This
->dirtyRect
.bottom
== This
->currentDesc
.Height
)
1874 /* TODO: Proper partial rectangle tracking */
1875 fullsurface
= FALSE
;
1876 This
->Flags
|= SFLAG_INSYSMEM
;
1879 surface_load_location(This
, SFLAG_INDRAWABLE
, fullsurface
? NULL
: &This
->dirtyRect
);
1883 /* Partial rectangle tracking is not commonly implemented, it is
1884 * only done for render targets. Overwrite the flags to bring
1885 * them back into a sane state. INSYSMEM was set before to tell
1886 * surface_load_location() where to read the rectangle from.
1887 * Indrawable is set because all modifications from the partial
1888 * sysmem copy are written back to the drawable, thus the surface
1889 * is merged again in the drawable. The sysmem copy is not fully
1890 * up to date because only a subrectangle was read in Map(). */
1891 This
->Flags
&= ~SFLAG_INSYSMEM
;
1892 This
->Flags
|= SFLAG_INDRAWABLE
;
1895 This
->dirtyRect
.left
= This
->currentDesc
.Width
;
1896 This
->dirtyRect
.top
= This
->currentDesc
.Height
;
1897 This
->dirtyRect
.right
= 0;
1898 This
->dirtyRect
.bottom
= 0;
1900 else if (This
== device
->depth_stencil
)
1902 FIXME("Depth Stencil buffer locking is not implemented\n");
1904 /* The rest should be a normal texture */
1905 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1906 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1907 * states need resetting
1909 if (This
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
1911 IWineD3DBaseTextureImpl
*texture
= This
->container
.u
.texture
;
1912 if (texture
->baseTexture
.bindCount
)
1913 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_SAMPLER(texture
->baseTexture
.sampler
));
1918 This
->Flags
&= ~SFLAG_LOCKED
;
1919 memset(&This
->lockedRect
, 0, sizeof(RECT
));
1921 /* Overlays have to be redrawn manually after changes with the GL implementation */
1922 if(This
->overlay_dest
) {
1923 IWineD3DSurface_DrawOverlay(iface
);
1928 static void surface_release_client_storage(IWineD3DSurfaceImpl
*surface
)
1930 struct wined3d_context
*context
;
1932 context
= context_acquire(surface
->resource
.device
, NULL
);
1935 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
1936 if (surface
->texture_name
)
1938 surface_bind_and_dirtify(surface
, FALSE
);
1939 glTexImage2D(surface
->texture_target
, surface
->texture_level
,
1940 GL_RGB
, 1, 1, 0, GL_RGB
, GL_UNSIGNED_BYTE
, NULL
);
1942 if (surface
->texture_name_srgb
)
1944 surface_bind_and_dirtify(surface
, TRUE
);
1945 glTexImage2D(surface
->texture_target
, surface
->texture_level
,
1946 GL_RGB
, 1, 1, 0, GL_RGB
, GL_UNSIGNED_BYTE
, NULL
);
1948 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
1951 context_release(context
);
1953 surface_modify_location(surface
, SFLAG_INSRGBTEX
, FALSE
);
1954 surface_modify_location(surface
, SFLAG_INTEXTURE
, FALSE
);
1955 surface_force_reload(surface
);
1958 static HRESULT WINAPI
IWineD3DSurfaceImpl_GetDC(IWineD3DSurface
*iface
, HDC
*pHDC
)
1960 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
1961 WINED3DLOCKED_RECT lock
;
1965 TRACE("(%p)->(%p)\n",This
,pHDC
);
1967 if(This
->Flags
& SFLAG_USERPTR
) {
1968 ERR("Not supported on surfaces with an application-provided surfaces\n");
1969 return WINEDDERR_NODC
;
1972 /* Give more detailed info for ddraw */
1973 if (This
->Flags
& SFLAG_DCINUSE
)
1974 return WINEDDERR_DCALREADYCREATED
;
1976 /* Can't GetDC if the surface is locked */
1977 if (This
->Flags
& SFLAG_LOCKED
)
1978 return WINED3DERR_INVALIDCALL
;
1980 memset(&lock
, 0, sizeof(lock
)); /* To be sure */
1982 /* Create a DIB section if there isn't a hdc yet */
1985 if (This
->Flags
& SFLAG_CLIENT
)
1987 surface_load_location(This
, SFLAG_INSYSMEM
, NULL
);
1988 surface_release_client_storage(This
);
1990 hr
= IWineD3DBaseSurfaceImpl_CreateDIBSection(iface
);
1991 if(FAILED(hr
)) return WINED3DERR_INVALIDCALL
;
1993 /* Use the dib section from now on if we are not using a PBO */
1994 if(!(This
->Flags
& SFLAG_PBO
))
1995 This
->resource
.allocatedMemory
= This
->dib
.bitmap_data
;
1998 /* Map the surface */
1999 hr
= IWineD3DSurface_Map(iface
, &lock
, NULL
, 0);
2001 /* Sync the DIB with the PBO. This can't be done earlier because Map()
2002 * activates the allocatedMemory. */
2003 if (This
->Flags
& SFLAG_PBO
)
2004 memcpy(This
->dib
.bitmap_data
, This
->resource
.allocatedMemory
, This
->dib
.bitmap_size
);
2008 ERR("IWineD3DSurface_Map failed, hr %#x.\n", hr
);
2009 /* keep the dib section */
2013 if (This
->resource
.format
->id
== WINED3DFMT_P8_UINT
2014 || This
->resource
.format
->id
== WINED3DFMT_P8_UINT_A8_UNORM
)
2016 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
2017 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
2019 const PALETTEENTRY
*pal
= NULL
;
2022 pal
= This
->palette
->palents
;
2024 IWineD3DSurfaceImpl
*dds_primary
;
2025 IWineD3DSwapChainImpl
*swapchain
;
2026 swapchain
= (IWineD3DSwapChainImpl
*)This
->resource
.device
->swapchains
[0];
2027 dds_primary
= swapchain
->front_buffer
;
2028 if (dds_primary
&& dds_primary
->palette
)
2029 pal
= dds_primary
->palette
->palents
;
2033 for (n
=0; n
<256; n
++) {
2034 col
[n
].rgbRed
= pal
[n
].peRed
;
2035 col
[n
].rgbGreen
= pal
[n
].peGreen
;
2036 col
[n
].rgbBlue
= pal
[n
].peBlue
;
2037 col
[n
].rgbReserved
= 0;
2039 SetDIBColorTable(This
->hDC
, 0, 256, col
);
2044 TRACE("returning %p\n",*pHDC
);
2045 This
->Flags
|= SFLAG_DCINUSE
;
2050 static HRESULT WINAPI
IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface
*iface
, HDC hDC
)
2052 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
2054 TRACE("(%p)->(%p)\n",This
,hDC
);
2056 if (!(This
->Flags
& SFLAG_DCINUSE
))
2057 return WINEDDERR_NODC
;
2059 if (This
->hDC
!=hDC
) {
2060 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC
, This
->hDC
);
2061 return WINEDDERR_NODC
;
2064 if((This
->Flags
& SFLAG_PBO
) && This
->resource
.allocatedMemory
) {
2065 /* Copy the contents of the DIB over to the PBO */
2066 memcpy(This
->resource
.allocatedMemory
, This
->dib
.bitmap_data
, This
->dib
.bitmap_size
);
2069 /* we locked first, so unlock now */
2070 IWineD3DSurface_Unmap(iface
);
2072 This
->Flags
&= ~SFLAG_DCINUSE
;
2077 /* ******************************************************
2078 IWineD3DSurface Internal (No mapping to directx api) parts follow
2079 ****************************************************** */
2081 HRESULT
d3dfmt_get_conv(IWineD3DSurfaceImpl
*This
, BOOL need_alpha_ck
,
2082 BOOL use_texturing
, struct wined3d_format
*format
, CONVERT_TYPES
*convert
)
2084 BOOL colorkey_active
= need_alpha_ck
&& (This
->CKeyFlags
& WINEDDSD_CKSRCBLT
);
2085 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
2086 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2087 BOOL blit_supported
= FALSE
;
2089 /* Copy the default values from the surface. Below we might perform fixups */
2090 /* TODO: get rid of color keying desc fixups by using e.g. a table. */
2091 *format
= *This
->resource
.format
;
2092 *convert
= NO_CONVERSION
;
2094 /* Ok, now look if we have to do any conversion */
2095 switch (This
->resource
.format
->id
)
2097 case WINED3DFMT_P8_UINT
:
2098 /* Below the call to blit_supported is disabled for Wine 1.2
2099 * because the function isn't operating correctly yet. At the
2100 * moment 8-bit blits are handled in software and if certain GL
2101 * extensions are around, surface conversion is performed at
2102 * upload time. The blit_supported call recognizes it as a
2103 * destination fixup. This type of upload 'fixup' and 8-bit to
2104 * 8-bit blits need to be handled by the blit_shader.
2105 * TODO: get rid of this #if 0. */
2107 blit_supported
= device
->blitter
->blit_supported(&device
->adapter
->gl_info
, BLIT_OP_BLIT
,
2108 &rect
, This
->resource
.usage
, This
->resource
.pool
, This
->resource
.format
,
2109 &rect
, This
->resource
.usage
, This
->resource
.pool
, This
->resource
.format
);
2111 blit_supported
= gl_info
->supported
[EXT_PALETTED_TEXTURE
] || gl_info
->supported
[ARB_FRAGMENT_PROGRAM
];
2113 /* Use conversion when the blit_shader backend supports it. It only supports this in case of
2114 * texturing. Further also use conversion in case of color keying.
2115 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
2116 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
2117 * conflicts with this.
2119 if (!((blit_supported
&& device
->render_targets
&& This
== device
->render_targets
[0]))
2120 || colorkey_active
|| !use_texturing
)
2122 format
->glFormat
= GL_RGBA
;
2123 format
->glInternal
= GL_RGBA
;
2124 format
->glType
= GL_UNSIGNED_BYTE
;
2125 format
->conv_byte_count
= 4;
2126 if (colorkey_active
)
2127 *convert
= CONVERT_PALETTED_CK
;
2129 *convert
= CONVERT_PALETTED
;
2133 case WINED3DFMT_B2G3R3_UNORM
:
2134 /* **********************
2135 GL_UNSIGNED_BYTE_3_3_2
2136 ********************** */
2137 if (colorkey_active
) {
2138 /* This texture format will never be used.. So do not care about color keying
2139 up until the point in time it will be needed :-) */
2140 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
2144 case WINED3DFMT_B5G6R5_UNORM
:
2145 if (colorkey_active
)
2147 *convert
= CONVERT_CK_565
;
2148 format
->glFormat
= GL_RGBA
;
2149 format
->glInternal
= GL_RGB5_A1
;
2150 format
->glType
= GL_UNSIGNED_SHORT_5_5_5_1
;
2151 format
->conv_byte_count
= 2;
2155 case WINED3DFMT_B5G5R5X1_UNORM
:
2156 if (colorkey_active
)
2158 *convert
= CONVERT_CK_5551
;
2159 format
->glFormat
= GL_BGRA
;
2160 format
->glInternal
= GL_RGB5_A1
;
2161 format
->glType
= GL_UNSIGNED_SHORT_1_5_5_5_REV
;
2162 format
->conv_byte_count
= 2;
2166 case WINED3DFMT_B8G8R8_UNORM
:
2167 if (colorkey_active
)
2169 *convert
= CONVERT_CK_RGB24
;
2170 format
->glFormat
= GL_RGBA
;
2171 format
->glInternal
= GL_RGBA8
;
2172 format
->glType
= GL_UNSIGNED_INT_8_8_8_8
;
2173 format
->conv_byte_count
= 4;
2177 case WINED3DFMT_B8G8R8X8_UNORM
:
2178 if (colorkey_active
)
2180 *convert
= CONVERT_RGB32_888
;
2181 format
->glFormat
= GL_RGBA
;
2182 format
->glInternal
= GL_RGBA8
;
2183 format
->glType
= GL_UNSIGNED_INT_8_8_8_8
;
2184 format
->conv_byte_count
= 4;
2195 void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl
*This
, BYTE table
[256][4], BOOL colorkey
)
2197 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
2198 IWineD3DPaletteImpl
*pal
= This
->palette
;
2199 BOOL index_in_alpha
= FALSE
;
2202 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
2203 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
2204 * is slow. Further RGB->P8 conversion is not possible because palettes can have
2205 * duplicate entries. Store the color key in the unused alpha component to speed the
2206 * download up and to make conversion unneeded. */
2207 index_in_alpha
= primary_render_target_is_p8(device
);
2211 UINT dxVersion
= ((IWineD3DImpl
*)device
->wined3d
)->dxVersion
;
2213 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
2216 ERR("This code should never get entered for DirectDraw!, expect problems\n");
2219 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
2220 * there's no palette at this time. */
2221 for (i
= 0; i
< 256; i
++) table
[i
][3] = i
;
2226 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
2227 * alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
2228 * capability flag is present (wine does advertise this capability) */
2229 for (i
= 0; i
< 256; ++i
)
2231 table
[i
][0] = device
->palettes
[device
->currentPalette
][i
].peRed
;
2232 table
[i
][1] = device
->palettes
[device
->currentPalette
][i
].peGreen
;
2233 table
[i
][2] = device
->palettes
[device
->currentPalette
][i
].peBlue
;
2234 table
[i
][3] = device
->palettes
[device
->currentPalette
][i
].peFlags
;
2240 TRACE("Using surface palette %p\n", pal
);
2241 /* Get the surface's palette */
2242 for (i
= 0; i
< 256; ++i
)
2244 table
[i
][0] = pal
->palents
[i
].peRed
;
2245 table
[i
][1] = pal
->palents
[i
].peGreen
;
2246 table
[i
][2] = pal
->palents
[i
].peBlue
;
2248 /* When index_in_alpha is set the palette index is stored in the
2249 * alpha component. In case of a readback we can then read
2250 * GL_ALPHA. Color keying is handled in BltOverride using a
2251 * GL_ALPHA_TEST using GL_NOT_EQUAL. In case of index_in_alpha the
2252 * color key itself is passed to glAlphaFunc in other cases the
2253 * alpha component of pixels that should be masked away is set to 0. */
2258 else if (colorkey
&& (i
>= This
->SrcBltCKey
.dwColorSpaceLowValue
)
2259 && (i
<= This
->SrcBltCKey
.dwColorSpaceHighValue
))
2263 else if(pal
->Flags
& WINEDDPCAPS_ALPHA
)
2265 table
[i
][3] = pal
->palents
[i
].peFlags
;
2275 static HRESULT
d3dfmt_convert_surface(const BYTE
*src
, BYTE
*dst
, UINT pitch
, UINT width
,
2276 UINT height
, UINT outpitch
, CONVERT_TYPES convert
, IWineD3DSurfaceImpl
*This
)
2280 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src
, dst
, pitch
, height
, outpitch
, convert
,This
);
2285 memcpy(dst
, src
, pitch
* height
);
2288 case CONVERT_PALETTED
:
2289 case CONVERT_PALETTED_CK
:
2294 d3dfmt_p8_init_palette(This
, table
, (convert
== CONVERT_PALETTED_CK
));
2296 for (y
= 0; y
< height
; y
++)
2298 source
= src
+ pitch
* y
;
2299 dest
= dst
+ outpitch
* y
;
2300 /* This is an 1 bpp format, using the width here is fine */
2301 for (x
= 0; x
< width
; x
++) {
2302 BYTE color
= *source
++;
2303 *dest
++ = table
[color
][0];
2304 *dest
++ = table
[color
][1];
2305 *dest
++ = table
[color
][2];
2306 *dest
++ = table
[color
][3];
2312 case CONVERT_CK_565
:
2314 /* Converting the 565 format in 5551 packed to emulate color-keying.
2316 Note : in all these conversion, it would be best to average the averaging
2317 pixels to get the color of the pixel that will be color-keyed to
2318 prevent 'color bleeding'. This will be done later on if ever it is
2321 Note2: Nvidia documents say that their driver does not support alpha + color keying
2322 on the same surface and disables color keying in such a case
2328 TRACE("Color keyed 565\n");
2330 for (y
= 0; y
< height
; y
++) {
2331 Source
= (const WORD
*)(src
+ y
* pitch
);
2332 Dest
= (WORD
*) (dst
+ y
* outpitch
);
2333 for (x
= 0; x
< width
; x
++ ) {
2334 WORD color
= *Source
++;
2335 *Dest
= ((color
& 0xFFC0) | ((color
& 0x1F) << 1));
2336 if ((color
< This
->SrcBltCKey
.dwColorSpaceLowValue
) ||
2337 (color
> This
->SrcBltCKey
.dwColorSpaceHighValue
)) {
2346 case CONVERT_CK_5551
:
2348 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
2352 TRACE("Color keyed 5551\n");
2353 for (y
= 0; y
< height
; y
++) {
2354 Source
= (const WORD
*)(src
+ y
* pitch
);
2355 Dest
= (WORD
*) (dst
+ y
* outpitch
);
2356 for (x
= 0; x
< width
; x
++ ) {
2357 WORD color
= *Source
++;
2359 if ((color
< This
->SrcBltCKey
.dwColorSpaceLowValue
) ||
2360 (color
> This
->SrcBltCKey
.dwColorSpaceHighValue
)) {
2364 *Dest
&= ~(1 << 15);
2372 case CONVERT_CK_RGB24
:
2374 /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
2376 for (y
= 0; y
< height
; y
++)
2378 source
= src
+ pitch
* y
;
2379 dest
= dst
+ outpitch
* y
;
2380 for (x
= 0; x
< width
; x
++) {
2381 DWORD color
= ((DWORD
)source
[0] << 16) + ((DWORD
)source
[1] << 8) + (DWORD
)source
[2] ;
2382 DWORD dstcolor
= color
<< 8;
2383 if ((color
< This
->SrcBltCKey
.dwColorSpaceLowValue
) ||
2384 (color
> This
->SrcBltCKey
.dwColorSpaceHighValue
)) {
2387 *(DWORD
*)dest
= dstcolor
;
2395 case CONVERT_RGB32_888
:
2397 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
2399 for (y
= 0; y
< height
; y
++)
2401 source
= src
+ pitch
* y
;
2402 dest
= dst
+ outpitch
* y
;
2403 for (x
= 0; x
< width
; x
++) {
2404 DWORD color
= 0xffffff & *(const DWORD
*)source
;
2405 DWORD dstcolor
= color
<< 8;
2406 if ((color
< This
->SrcBltCKey
.dwColorSpaceLowValue
) ||
2407 (color
> This
->SrcBltCKey
.dwColorSpaceHighValue
)) {
2410 *(DWORD
*)dest
= dstcolor
;
2419 ERR("Unsupported conversion type %#x.\n", convert
);
2424 BOOL
palette9_changed(IWineD3DSurfaceImpl
*This
)
2426 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
2428 if (This
->palette
|| (This
->resource
.format
->id
!= WINED3DFMT_P8_UINT
2429 && This
->resource
.format
->id
!= WINED3DFMT_P8_UINT_A8_UNORM
))
2431 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2432 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2439 if (!memcmp(This
->palette9
, device
->palettes
[device
->currentPalette
], sizeof(PALETTEENTRY
) * 256))
2444 This
->palette9
= HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY
) * 256);
2446 memcpy(This
->palette9
, device
->palettes
[device
->currentPalette
], sizeof(PALETTEENTRY
) * 256);
2450 static HRESULT WINAPI
IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface
*iface
, BOOL srgb_mode
) {
2451 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
2452 DWORD flag
= srgb_mode
? SFLAG_INSRGBTEX
: SFLAG_INTEXTURE
;
2454 TRACE("iface %p, srgb %#x.\n", iface
, srgb_mode
);
2456 if (!(This
->Flags
& flag
)) {
2457 TRACE("Reloading because surface is dirty\n");
2458 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2459 ((This
->Flags
& SFLAG_GLCKEY
) && (!(This
->CKeyFlags
& WINEDDSD_CKSRCBLT
))) ||
2460 /* Reload: vice versa OR */
2461 ((!(This
->Flags
& SFLAG_GLCKEY
)) && (This
->CKeyFlags
& WINEDDSD_CKSRCBLT
)) ||
2462 /* Also reload: Color key is active AND the color key has changed */
2463 ((This
->CKeyFlags
& WINEDDSD_CKSRCBLT
) && (
2464 (This
->glCKey
.dwColorSpaceLowValue
!= This
->SrcBltCKey
.dwColorSpaceLowValue
) ||
2465 (This
->glCKey
.dwColorSpaceHighValue
!= This
->SrcBltCKey
.dwColorSpaceHighValue
)))) {
2466 TRACE("Reloading because of color keying\n");
2467 /* To perform the color key conversion we need a sysmem copy of
2468 * the surface. Make sure we have it
2471 surface_load_location(This
, SFLAG_INSYSMEM
, NULL
);
2472 /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2473 /* TODO: This is not necessarily needed with hw palettized texture support */
2474 surface_modify_location(This
, SFLAG_INSYSMEM
, TRUE
);
2476 TRACE("surface is already in texture\n");
2480 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2481 * These resources are not bound by device size or format restrictions. Because of this,
2482 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2483 * However, these resources can always be created, locked, and copied.
2485 if (This
->resource
.pool
== WINED3DPOOL_SCRATCH
)
2487 FIXME("(%p) Operation not supported for scratch textures\n",This
);
2488 return WINED3DERR_INVALIDCALL
;
2491 surface_load_location(This
, flag
, NULL
/* no partial locking for textures yet */);
2493 if (!(This
->Flags
& SFLAG_DONOTFREE
)) {
2494 HeapFree(GetProcessHeap(), 0, This
->resource
.heapMemory
);
2495 This
->resource
.allocatedMemory
= NULL
;
2496 This
->resource
.heapMemory
= NULL
;
2497 surface_modify_location(This
, SFLAG_INSYSMEM
, FALSE
);
2503 /* Context activation is done by the caller. */
2504 static void WINAPI
IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface
*iface
, BOOL srgb
)
2506 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
2508 TRACE("iface %p, srgb %#x.\n", iface
, srgb
);
2510 if (This
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
2512 TRACE("Passing to container.\n");
2513 IWineD3DBaseTexture_BindTexture((IWineD3DBaseTexture
*)This
->container
.u
.texture
, srgb
);
2519 TRACE("(%p) : Binding surface\n", This
);
2521 name
= srgb
? &This
->texture_name_srgb
: &This
->texture_name
;
2525 if (!This
->texture_level
)
2528 glGenTextures(1, name
);
2529 checkGLcall("glGenTextures");
2530 TRACE("Surface %p given name %d\n", This
, *name
);
2532 glBindTexture(This
->texture_target
, *name
);
2533 checkGLcall("glBindTexture");
2534 glTexParameteri(This
->texture_target
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
2535 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
2536 glTexParameteri(This
->texture_target
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
2537 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
2538 glTexParameteri(This
->texture_target
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
2539 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
2540 glTexParameteri(This
->texture_target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
2541 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
2542 glTexParameteri(This
->texture_target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
2543 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
2545 /* This is where we should be reducing the amount of GLMemoryUsed */
2547 /* Mipmap surfaces should have a base texture container */
2548 ERR("Mipmap surface has a glTexture bound to it!\n");
2551 glBindTexture(This
->texture_target
, *name
);
2552 checkGLcall("glBindTexture");
2558 static HRESULT WINAPI
IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface
*iface
, enum wined3d_format_id format
)
2560 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
2563 TRACE("(%p) : Calling base function first\n", This
);
2564 hr
= IWineD3DBaseSurfaceImpl_SetFormat(iface
, format
);
2566 This
->Flags
&= ~(SFLAG_ALLOCATED
| SFLAG_SRGBALLOCATED
);
2567 TRACE("(%p) : glFormat %d, glFormatInternal %d, glType %d\n", This
, This
->resource
.format
->glFormat
,
2568 This
->resource
.format
->glInternal
, This
->resource
.format
->glType
);
2573 static HRESULT WINAPI
IWineD3DSurfaceImpl_SetMem(IWineD3DSurface
*iface
, void *Mem
) {
2574 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
2576 if(This
->Flags
& (SFLAG_LOCKED
| SFLAG_DCINUSE
)) {
2577 WARN("Surface is locked or the HDC is in use\n");
2578 return WINED3DERR_INVALIDCALL
;
2581 if(Mem
&& Mem
!= This
->resource
.allocatedMemory
) {
2582 void *release
= NULL
;
2584 /* Do I have to copy the old surface content? */
2585 if(This
->Flags
& SFLAG_DIBSECTION
) {
2586 /* Release the DC. No need to hold the critical section for the update
2587 * Thread because this thread runs only on front buffers, but this method
2588 * fails for render targets in the check above.
2590 SelectObject(This
->hDC
, This
->dib
.holdbitmap
);
2591 DeleteDC(This
->hDC
);
2592 /* Release the DIB section */
2593 DeleteObject(This
->dib
.DIBsection
);
2594 This
->dib
.bitmap_data
= NULL
;
2595 This
->resource
.allocatedMemory
= NULL
;
2597 This
->Flags
&= ~SFLAG_DIBSECTION
;
2598 } else if(!(This
->Flags
& SFLAG_USERPTR
)) {
2599 release
= This
->resource
.heapMemory
;
2600 This
->resource
.heapMemory
= NULL
;
2602 This
->resource
.allocatedMemory
= Mem
;
2603 This
->Flags
|= SFLAG_USERPTR
| SFLAG_INSYSMEM
;
2605 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2606 surface_modify_location(This
, SFLAG_INSYSMEM
, TRUE
);
2608 /* For client textures opengl has to be notified */
2609 if (This
->Flags
& SFLAG_CLIENT
)
2610 surface_release_client_storage(This
);
2612 /* Now free the old memory if any */
2613 HeapFree(GetProcessHeap(), 0, release
);
2615 else if (This
->Flags
& SFLAG_USERPTR
)
2617 /* Map and GetDC will re-create the dib section and allocated memory. */
2618 This
->resource
.allocatedMemory
= NULL
;
2619 /* HeapMemory should be NULL already */
2620 if (This
->resource
.heapMemory
)
2621 ERR("User pointer surface has heap memory allocated.\n");
2622 This
->Flags
&= ~SFLAG_USERPTR
;
2624 if (This
->Flags
& SFLAG_CLIENT
)
2625 surface_release_client_storage(This
);
2630 void flip_surface(IWineD3DSurfaceImpl
*front
, IWineD3DSurfaceImpl
*back
) {
2632 /* Flip the surface contents */
2637 front
->hDC
= back
->hDC
;
2641 /* Flip the DIBsection */
2644 BOOL hasDib
= front
->Flags
& SFLAG_DIBSECTION
;
2645 tmp
= front
->dib
.DIBsection
;
2646 front
->dib
.DIBsection
= back
->dib
.DIBsection
;
2647 back
->dib
.DIBsection
= tmp
;
2649 if(back
->Flags
& SFLAG_DIBSECTION
) front
->Flags
|= SFLAG_DIBSECTION
;
2650 else front
->Flags
&= ~SFLAG_DIBSECTION
;
2651 if(hasDib
) back
->Flags
|= SFLAG_DIBSECTION
;
2652 else back
->Flags
&= ~SFLAG_DIBSECTION
;
2655 /* Flip the surface data */
2659 tmp
= front
->dib
.bitmap_data
;
2660 front
->dib
.bitmap_data
= back
->dib
.bitmap_data
;
2661 back
->dib
.bitmap_data
= tmp
;
2663 tmp
= front
->resource
.allocatedMemory
;
2664 front
->resource
.allocatedMemory
= back
->resource
.allocatedMemory
;
2665 back
->resource
.allocatedMemory
= tmp
;
2667 tmp
= front
->resource
.heapMemory
;
2668 front
->resource
.heapMemory
= back
->resource
.heapMemory
;
2669 back
->resource
.heapMemory
= tmp
;
2674 GLuint tmp_pbo
= front
->pbo
;
2675 front
->pbo
= back
->pbo
;
2676 back
->pbo
= tmp_pbo
;
2679 /* client_memory should not be different, but just in case */
2682 tmp
= front
->dib
.client_memory
;
2683 front
->dib
.client_memory
= back
->dib
.client_memory
;
2684 back
->dib
.client_memory
= tmp
;
2687 /* Flip the opengl texture */
2691 tmp
= back
->texture_name
;
2692 back
->texture_name
= front
->texture_name
;
2693 front
->texture_name
= tmp
;
2695 tmp
= back
->texture_name_srgb
;
2696 back
->texture_name_srgb
= front
->texture_name_srgb
;
2697 front
->texture_name_srgb
= tmp
;
2701 DWORD tmp_flags
= back
->Flags
;
2702 back
->Flags
= front
->Flags
;
2703 front
->Flags
= tmp_flags
;
2707 static HRESULT WINAPI
IWineD3DSurfaceImpl_Flip(IWineD3DSurface
*iface
, IWineD3DSurface
*override
, DWORD Flags
) {
2708 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
2709 IWineD3DSwapChainImpl
*swapchain
= NULL
;
2711 TRACE("(%p)->(%p,%x)\n", This
, override
, Flags
);
2713 /* Flipping is only supported on RenderTargets and overlays*/
2714 if( !(This
->resource
.usage
& (WINED3DUSAGE_RENDERTARGET
| WINED3DUSAGE_OVERLAY
)) ) {
2715 WARN("Tried to flip a non-render target, non-overlay surface\n");
2716 return WINEDDERR_NOTFLIPPABLE
;
2719 if(This
->resource
.usage
& WINED3DUSAGE_OVERLAY
) {
2720 flip_surface(This
, (IWineD3DSurfaceImpl
*) override
);
2722 /* Update the overlay if it is visible */
2723 if(This
->overlay_dest
) {
2724 return IWineD3DSurface_DrawOverlay((IWineD3DSurface
*) This
);
2731 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2732 * FIXME("(%p) Target override is not supported by now\n", This);
2733 * Additionally, it isn't really possible to support triple-buffering
2734 * properly on opengl at all
2738 if (This
->container
.type
!= WINED3D_CONTAINER_SWAPCHAIN
)
2740 ERR("Flipped surface is not on a swapchain\n");
2741 return WINEDDERR_NOTFLIPPABLE
;
2743 swapchain
= This
->container
.u
.swapchain
;
2745 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2746 * and only d3d8 and d3d9 apps specify the presentation interval
2748 if (!(Flags
& (WINEDDFLIP_NOVSYNC
| WINEDDFLIP_INTERVAL2
| WINEDDFLIP_INTERVAL3
| WINEDDFLIP_INTERVAL4
)))
2750 /* Most common case first to avoid wasting time on all the other cases */
2751 swapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_ONE
;
2752 } else if(Flags
& WINEDDFLIP_NOVSYNC
) {
2753 swapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_IMMEDIATE
;
2754 } else if(Flags
& WINEDDFLIP_INTERVAL2
) {
2755 swapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_TWO
;
2756 } else if(Flags
& WINEDDFLIP_INTERVAL3
) {
2757 swapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_THREE
;
2759 swapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_FOUR
;
2762 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2763 return IWineD3DSwapChain_Present((IWineD3DSwapChain
*)swapchain
,
2764 NULL
, NULL
, swapchain
->win_handle
, NULL
, 0);
2767 /* Does a direct frame buffer -> texture copy. Stretching is done
2768 * with single pixel copy calls
2770 static void fb_copy_to_texture_direct(IWineD3DSurfaceImpl
*dst_surface
, IWineD3DSurfaceImpl
*src_surface
,
2771 const RECT
*src_rect
, const RECT
*dst_rect_in
, WINED3DTEXTUREFILTERTYPE Filter
)
2773 IWineD3DDeviceImpl
*device
= dst_surface
->resource
.device
;
2776 struct wined3d_context
*context
;
2777 BOOL upsidedown
= FALSE
;
2778 RECT dst_rect
= *dst_rect_in
;
2780 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
2781 * glCopyTexSubImage is a bit picky about the parameters we pass to it
2783 if(dst_rect
.top
> dst_rect
.bottom
) {
2784 UINT tmp
= dst_rect
.bottom
;
2785 dst_rect
.bottom
= dst_rect
.top
;
2790 context
= context_acquire(device
, src_surface
);
2791 context_apply_blit_state(context
, device
);
2792 surface_internal_preload(dst_surface
, SRGB_RGB
);
2795 /* Bind the target texture */
2796 glBindTexture(dst_surface
->texture_target
, dst_surface
->texture_name
);
2797 checkGLcall("glBindTexture");
2798 if (surface_is_offscreen(src_surface
))
2800 TRACE("Reading from an offscreen target\n");
2801 upsidedown
= !upsidedown
;
2802 glReadBuffer(device
->offscreenBuffer
);
2806 glReadBuffer(surface_get_gl_buffer(src_surface
));
2808 checkGLcall("glReadBuffer");
2810 xrel
= (float) (src_rect
->right
- src_rect
->left
) / (float) (dst_rect
.right
- dst_rect
.left
);
2811 yrel
= (float) (src_rect
->bottom
- src_rect
->top
) / (float) (dst_rect
.bottom
- dst_rect
.top
);
2813 if ((xrel
- 1.0f
< -eps
) || (xrel
- 1.0f
> eps
))
2815 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2817 if(Filter
!= WINED3DTEXF_NONE
&& Filter
!= WINED3DTEXF_POINT
) {
2818 ERR("Texture filtering not supported in direct blit\n");
2821 else if ((Filter
!= WINED3DTEXF_NONE
&& Filter
!= WINED3DTEXF_POINT
)
2822 && ((yrel
- 1.0f
< -eps
) || (yrel
- 1.0f
> eps
)))
2824 ERR("Texture filtering not supported in direct blit\n");
2828 && !((xrel
- 1.0f
< -eps
) || (xrel
- 1.0f
> eps
))
2829 && !((yrel
- 1.0f
< -eps
) || (yrel
- 1.0f
> eps
)))
2831 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2833 glCopyTexSubImage2D(dst_surface
->texture_target
, dst_surface
->texture_level
,
2834 dst_rect
.left
/*xoffset */, dst_rect
.top
/* y offset */,
2835 src_rect
->left
, src_surface
->currentDesc
.Height
- src_rect
->bottom
,
2836 dst_rect
.right
- dst_rect
.left
, dst_rect
.bottom
- dst_rect
.top
);
2838 UINT yoffset
= src_surface
->currentDesc
.Height
- src_rect
->top
+ dst_rect
.top
- 1;
2839 /* I have to process this row by row to swap the image,
2840 * otherwise it would be upside down, so stretching in y direction
2841 * doesn't cost extra time
2843 * However, stretching in x direction can be avoided if not necessary
2845 for(row
= dst_rect
.top
; row
< dst_rect
.bottom
; row
++) {
2846 if ((xrel
- 1.0f
< -eps
) || (xrel
- 1.0f
> eps
))
2848 /* Well, that stuff works, but it's very slow.
2849 * find a better way instead
2853 for (col
= dst_rect
.left
; col
< dst_rect
.right
; ++col
)
2855 glCopyTexSubImage2D(dst_surface
->texture_target
, dst_surface
->texture_level
,
2856 dst_rect
.left
+ col
/* x offset */, row
/* y offset */,
2857 src_rect
->left
+ col
* xrel
, yoffset
- (int) (row
* yrel
), 1, 1);
2862 glCopyTexSubImage2D(dst_surface
->texture_target
, dst_surface
->texture_level
,
2863 dst_rect
.left
/* x offset */, row
/* y offset */,
2864 src_rect
->left
, yoffset
- (int) (row
* yrel
), dst_rect
.right
- dst_rect
.left
, 1);
2868 checkGLcall("glCopyTexSubImage2D");
2871 context_release(context
);
2873 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
2874 * path is never entered
2876 surface_modify_location(dst_surface
, SFLAG_INTEXTURE
, TRUE
);
2879 /* Uses the hardware to stretch and flip the image */
2880 static void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl
*dst_surface
, IWineD3DSurfaceImpl
*src_surface
,
2881 const RECT
*src_rect
, const RECT
*dst_rect_in
, WINED3DTEXTUREFILTERTYPE Filter
)
2883 IWineD3DDeviceImpl
*device
= dst_surface
->resource
.device
;
2884 GLuint src
, backup
= 0;
2885 IWineD3DSwapChainImpl
*src_swapchain
= NULL
;
2886 float left
, right
, top
, bottom
; /* Texture coordinates */
2887 UINT fbwidth
= src_surface
->currentDesc
.Width
;
2888 UINT fbheight
= src_surface
->currentDesc
.Height
;
2889 struct wined3d_context
*context
;
2890 GLenum drawBuffer
= GL_BACK
;
2891 GLenum texture_target
;
2892 BOOL noBackBufferBackup
;
2894 BOOL upsidedown
= FALSE
;
2895 RECT dst_rect
= *dst_rect_in
;
2897 TRACE("Using hwstretch blit\n");
2898 /* Activate the Proper context for reading from the source surface, set it up for blitting */
2899 context
= context_acquire(device
, src_surface
);
2900 context_apply_blit_state(context
, device
);
2901 surface_internal_preload(dst_surface
, SRGB_RGB
);
2903 src_offscreen
= surface_is_offscreen(src_surface
);
2904 noBackBufferBackup
= src_offscreen
&& wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
;
2905 if (!noBackBufferBackup
&& !src_surface
->texture_name
)
2907 /* Get it a description */
2908 surface_internal_preload(src_surface
, SRGB_RGB
);
2912 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
2913 * This way we don't have to wait for the 2nd readback to finish to leave this function.
2915 if (context
->aux_buffers
>= 2)
2917 /* Got more than one aux buffer? Use the 2nd aux buffer */
2918 drawBuffer
= GL_AUX1
;
2920 else if ((!src_offscreen
|| device
->offscreenBuffer
== GL_BACK
) && context
->aux_buffers
>= 1)
2922 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2923 drawBuffer
= GL_AUX0
;
2926 if(noBackBufferBackup
) {
2927 glGenTextures(1, &backup
);
2928 checkGLcall("glGenTextures");
2929 glBindTexture(GL_TEXTURE_2D
, backup
);
2930 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
2931 texture_target
= GL_TEXTURE_2D
;
2933 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
2934 * we are reading from the back buffer, the backup can be used as source texture
2936 texture_target
= src_surface
->texture_target
;
2937 glBindTexture(texture_target
, src_surface
->texture_name
);
2938 checkGLcall("glBindTexture(texture_target, src_surface->texture_name)");
2939 glEnable(texture_target
);
2940 checkGLcall("glEnable(texture_target)");
2942 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
2943 src_surface
->Flags
&= ~SFLAG_INTEXTURE
;
2946 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
2947 * glCopyTexSubImage is a bit picky about the parameters we pass to it
2949 if(dst_rect
.top
> dst_rect
.bottom
) {
2950 UINT tmp
= dst_rect
.bottom
;
2951 dst_rect
.bottom
= dst_rect
.top
;
2958 TRACE("Reading from an offscreen target\n");
2959 upsidedown
= !upsidedown
;
2960 glReadBuffer(device
->offscreenBuffer
);
2964 glReadBuffer(surface_get_gl_buffer(src_surface
));
2967 /* TODO: Only back up the part that will be overwritten */
2968 glCopyTexSubImage2D(texture_target
, 0,
2969 0, 0 /* read offsets */,
2974 checkGLcall("glCopyTexSubImage2D");
2976 /* No issue with overriding these - the sampler is dirty due to blit usage */
2977 glTexParameteri(texture_target
, GL_TEXTURE_MAG_FILTER
,
2978 wined3d_gl_mag_filter(magLookup
, Filter
));
2979 checkGLcall("glTexParameteri");
2980 glTexParameteri(texture_target
, GL_TEXTURE_MIN_FILTER
,
2981 wined3d_gl_min_mip_filter(minMipLookup
, Filter
, WINED3DTEXF_NONE
));
2982 checkGLcall("glTexParameteri");
2984 if (src_surface
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
)
2985 src_swapchain
= src_surface
->container
.u
.swapchain
;
2986 if (!src_swapchain
|| src_surface
== src_swapchain
->back_buffers
[0])
2988 src
= backup
? backup
: src_surface
->texture_name
;
2992 glReadBuffer(GL_FRONT
);
2993 checkGLcall("glReadBuffer(GL_FRONT)");
2995 glGenTextures(1, &src
);
2996 checkGLcall("glGenTextures(1, &src)");
2997 glBindTexture(GL_TEXTURE_2D
, src
);
2998 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
3000 /* TODO: Only copy the part that will be read. Use src_rect->left, src_rect->bottom as origin, but with the width watch
3001 * out for power of 2 sizes
3003 glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA
, src_surface
->pow2Width
,
3004 src_surface
->pow2Height
, 0, GL_RGBA
, GL_UNSIGNED_BYTE
, NULL
);
3005 checkGLcall("glTexImage2D");
3006 glCopyTexSubImage2D(GL_TEXTURE_2D
, 0,
3007 0, 0 /* read offsets */,
3012 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
3013 checkGLcall("glTexParameteri");
3014 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
3015 checkGLcall("glTexParameteri");
3017 glReadBuffer(GL_BACK
);
3018 checkGLcall("glReadBuffer(GL_BACK)");
3020 if(texture_target
!= GL_TEXTURE_2D
) {
3021 glDisable(texture_target
);
3022 glEnable(GL_TEXTURE_2D
);
3023 texture_target
= GL_TEXTURE_2D
;
3026 checkGLcall("glEnd and previous");
3028 left
= src_rect
->left
;
3029 right
= src_rect
->right
;
3033 top
= src_surface
->currentDesc
.Height
- src_rect
->top
;
3034 bottom
= src_surface
->currentDesc
.Height
- src_rect
->bottom
;
3038 top
= src_surface
->currentDesc
.Height
- src_rect
->bottom
;
3039 bottom
= src_surface
->currentDesc
.Height
- src_rect
->top
;
3042 if (src_surface
->Flags
& SFLAG_NORMCOORD
)
3044 left
/= src_surface
->pow2Width
;
3045 right
/= src_surface
->pow2Width
;
3046 top
/= src_surface
->pow2Height
;
3047 bottom
/= src_surface
->pow2Height
;
3050 /* draw the source texture stretched and upside down. The correct surface is bound already */
3051 glTexParameteri(texture_target
, GL_TEXTURE_WRAP_S
, GL_CLAMP
);
3052 glTexParameteri(texture_target
, GL_TEXTURE_WRAP_T
, GL_CLAMP
);
3054 context_set_draw_buffer(context
, drawBuffer
);
3055 glReadBuffer(drawBuffer
);
3059 glTexCoord2f(left
, bottom
);
3063 glTexCoord2f(left
, top
);
3064 glVertex2i(0, dst_rect
.bottom
- dst_rect
.top
);
3067 glTexCoord2f(right
, top
);
3068 glVertex2i(dst_rect
.right
- dst_rect
.left
, dst_rect
.bottom
- dst_rect
.top
);
3071 glTexCoord2f(right
, bottom
);
3072 glVertex2i(dst_rect
.right
- dst_rect
.left
, 0);
3074 checkGLcall("glEnd and previous");
3076 if (texture_target
!= dst_surface
->texture_target
)
3078 glDisable(texture_target
);
3079 glEnable(dst_surface
->texture_target
);
3080 texture_target
= dst_surface
->texture_target
;
3083 /* Now read the stretched and upside down image into the destination texture */
3084 glBindTexture(texture_target
, dst_surface
->texture_name
);
3085 checkGLcall("glBindTexture");
3086 glCopyTexSubImage2D(texture_target
,
3088 dst_rect
.left
, dst_rect
.top
, /* xoffset, yoffset */
3089 0, 0, /* We blitted the image to the origin */
3090 dst_rect
.right
- dst_rect
.left
, dst_rect
.bottom
- dst_rect
.top
);
3091 checkGLcall("glCopyTexSubImage2D");
3093 if(drawBuffer
== GL_BACK
) {
3094 /* Write the back buffer backup back */
3096 if(texture_target
!= GL_TEXTURE_2D
) {
3097 glDisable(texture_target
);
3098 glEnable(GL_TEXTURE_2D
);
3099 texture_target
= GL_TEXTURE_2D
;
3101 glBindTexture(GL_TEXTURE_2D
, backup
);
3102 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3106 if (texture_target
!= src_surface
->texture_target
)
3108 glDisable(texture_target
);
3109 glEnable(src_surface
->texture_target
);
3110 texture_target
= src_surface
->texture_target
;
3112 glBindTexture(src_surface
->texture_target
, src_surface
->texture_name
);
3113 checkGLcall("glBindTexture(src_surface->texture_target, src_surface->texture_name)");
3118 glTexCoord2f(0.0f
, 0.0f
);
3119 glVertex2i(0, fbheight
);
3122 glTexCoord2f(0.0f
, (float)fbheight
/ (float)src_surface
->pow2Height
);
3126 glTexCoord2f((float)fbwidth
/ (float)src_surface
->pow2Width
,
3127 (float)fbheight
/ (float)src_surface
->pow2Height
);
3128 glVertex2i(fbwidth
, 0);
3131 glTexCoord2f((float)fbwidth
/ (float)src_surface
->pow2Width
, 0.0f
);
3132 glVertex2i(fbwidth
, fbheight
);
3135 glDisable(texture_target
);
3136 checkGLcall("glDisable(texture_target)");
3139 if (src
!= src_surface
->texture_name
&& src
!= backup
)
3141 glDeleteTextures(1, &src
);
3142 checkGLcall("glDeleteTextures(1, &src)");
3145 glDeleteTextures(1, &backup
);
3146 checkGLcall("glDeleteTextures(1, &backup)");
3151 if (wined3d_settings
.strict_draw_ordering
) wglFlush(); /* Flush to ensure ordering across contexts. */
3153 context_release(context
);
3155 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3156 * path is never entered
3158 surface_modify_location(dst_surface
, SFLAG_INTEXTURE
, TRUE
);
3161 /* Until the blit_shader is ready, define some prototypes here. */
3162 static BOOL
fbo_blit_supported(const struct wined3d_gl_info
*gl_info
, enum blit_operation blit_op
,
3163 const RECT
*src_rect
, DWORD src_usage
, WINED3DPOOL src_pool
, const struct wined3d_format
*src_format
,
3164 const RECT
*dst_rect
, DWORD dst_usage
, WINED3DPOOL dst_pool
, const struct wined3d_format
*dst_format
);
3166 /* Front buffer coordinates are always full screen coordinates, but our GL
3167 * drawable is limited to the window's client area. The sysmem and texture
3168 * copies do have the full screen size. Note that GL has a bottom-left
3169 * origin, while D3D has a top-left origin. */
3170 void surface_translate_drawable_coords(IWineD3DSurfaceImpl
*surface
, HWND window
, RECT
*rect
)
3172 UINT drawable_height
;
3174 if (surface
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
3175 && surface
== surface
->container
.u
.swapchain
->front_buffer
)
3177 POINT offset
= {0, 0};
3180 ScreenToClient(window
, &offset
);
3181 OffsetRect(rect
, offset
.x
, offset
.y
);
3183 GetClientRect(window
, &windowsize
);
3184 drawable_height
= windowsize
.bottom
- windowsize
.top
;
3188 drawable_height
= surface
->currentDesc
.Height
;
3191 rect
->top
= drawable_height
- rect
->top
;
3192 rect
->bottom
= drawable_height
- rect
->bottom
;
3195 static BOOL
surface_is_full_rect(IWineD3DSurfaceImpl
*surface
, const RECT
*r
)
3197 if ((r
->left
&& r
->right
) || abs(r
->right
- r
->left
) != surface
->currentDesc
.Width
)
3199 if ((r
->top
&& r
->bottom
) || abs(r
->bottom
- r
->top
) != surface
->currentDesc
.Height
)
3204 /* blit between surface locations. onscreen on different swapchains is not supported.
3205 * depth / stencil is not supported. */
3206 static void surface_blt_fbo(IWineD3DDeviceImpl
*device
, const WINED3DTEXTUREFILTERTYPE filter
,
3207 IWineD3DSurfaceImpl
*src_surface
, DWORD src_location
, const RECT
*src_rect_in
,
3208 IWineD3DSurfaceImpl
*dst_surface
, DWORD dst_location
, const RECT
*dst_rect_in
)
3210 const struct wined3d_gl_info
*gl_info
;
3211 struct wined3d_context
*context
;
3212 RECT src_rect
, dst_rect
;
3215 TRACE("device %p, filter %s,\n", device
, debug_d3dtexturefiltertype(filter
));
3216 TRACE("src_surface %p, src_location %s, src_rect %s,\n",
3217 src_surface
, debug_surflocation(src_location
), wine_dbgstr_rect(src_rect_in
));
3218 TRACE("dst_surface %p, dst_location %s, dst_rect %s.\n",
3219 dst_surface
, debug_surflocation(dst_location
), wine_dbgstr_rect(dst_rect_in
));
3221 src_rect
= *src_rect_in
;
3222 dst_rect
= *dst_rect_in
;
3226 case WINED3DTEXF_LINEAR
:
3227 gl_filter
= GL_LINEAR
;
3231 FIXME("Unsupported filter mode %s (%#x).\n", debug_d3dtexturefiltertype(filter
), filter
);
3232 case WINED3DTEXF_NONE
:
3233 case WINED3DTEXF_POINT
:
3234 gl_filter
= GL_NEAREST
;
3238 if (src_location
== SFLAG_INDRAWABLE
&& surface_is_offscreen(src_surface
))
3239 src_location
= SFLAG_INTEXTURE
;
3240 if (dst_location
== SFLAG_INDRAWABLE
&& surface_is_offscreen(dst_surface
))
3241 dst_location
= SFLAG_INTEXTURE
;
3243 /* Make sure the locations are up-to-date. Loading the destination
3244 * surface isn't required if the entire surface is overwritten. (And is
3245 * in fact harmful if we're being called by surface_load_location() with
3246 * the purpose of loading the destination surface.) */
3247 surface_load_location(src_surface
, src_location
, NULL
);
3248 if (!surface_is_full_rect(dst_surface
, &dst_rect
))
3249 surface_load_location(dst_surface
, dst_location
, NULL
);
3251 if (src_location
== SFLAG_INDRAWABLE
) context
= context_acquire(device
, src_surface
);
3252 else if (dst_location
== SFLAG_INDRAWABLE
) context
= context_acquire(device
, dst_surface
);
3253 else context
= context_acquire(device
, NULL
);
3255 if (!context
->valid
)
3257 context_release(context
);
3258 WARN("Invalid context, skipping blit.\n");
3262 gl_info
= context
->gl_info
;
3264 if (src_location
== SFLAG_INDRAWABLE
)
3266 GLenum buffer
= surface_get_gl_buffer(src_surface
);
3268 TRACE("Source surface %p is onscreen.\n", src_surface
);
3270 surface_translate_drawable_coords(src_surface
, context
->win_handle
, &src_rect
);
3273 context_bind_fbo(context
, GL_READ_FRAMEBUFFER
, NULL
);
3274 glReadBuffer(buffer
);
3275 checkGLcall("glReadBuffer()");
3279 TRACE("Source surface %p is offscreen.\n", src_surface
);
3281 context_apply_fbo_state_blit(context
, GL_READ_FRAMEBUFFER
, src_surface
, NULL
, src_location
);
3282 glReadBuffer(GL_COLOR_ATTACHMENT0
);
3283 checkGLcall("glReadBuffer()");
3287 if (dst_location
== SFLAG_INDRAWABLE
)
3289 GLenum buffer
= surface_get_gl_buffer(dst_surface
);
3291 TRACE("Destination surface %p is onscreen.\n", dst_surface
);
3293 surface_translate_drawable_coords(dst_surface
, context
->win_handle
, &dst_rect
);
3296 context_bind_fbo(context
, GL_DRAW_FRAMEBUFFER
, NULL
);
3297 context_set_draw_buffer(context
, buffer
);
3301 TRACE("Destination surface %p is offscreen.\n", dst_surface
);
3304 context_apply_fbo_state_blit(context
, GL_DRAW_FRAMEBUFFER
, dst_surface
, NULL
, dst_location
);
3305 context_set_draw_buffer(context
, GL_COLOR_ATTACHMENT0
);
3308 glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
3309 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE
));
3310 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1
));
3311 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2
));
3312 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3
));
3314 glDisable(GL_SCISSOR_TEST
);
3315 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
));
3317 gl_info
->fbo_ops
.glBlitFramebuffer(src_rect
.left
, src_rect
.top
, src_rect
.right
, src_rect
.bottom
,
3318 dst_rect
.left
, dst_rect
.top
, dst_rect
.right
, dst_rect
.bottom
, GL_COLOR_BUFFER_BIT
, gl_filter
);
3319 checkGLcall("glBlitFramebuffer()");
3323 if (wined3d_settings
.strict_draw_ordering
) wglFlush(); /* Flush to ensure ordering across contexts. */
3325 context_release(context
);
3328 static void surface_blt_to_drawable(IWineD3DDeviceImpl
*device
,
3329 WINED3DTEXTUREFILTERTYPE filter
, BOOL color_key
,
3330 IWineD3DSurfaceImpl
*src_surface
, const RECT
*src_rect_in
,
3331 IWineD3DSurfaceImpl
*dst_surface
, const RECT
*dst_rect_in
)
3333 IWineD3DSwapChainImpl
*swapchain
= NULL
;
3334 struct wined3d_context
*context
;
3335 RECT src_rect
, dst_rect
;
3337 src_rect
= *src_rect_in
;
3338 dst_rect
= *dst_rect_in
;
3340 if (dst_surface
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
)
3341 swapchain
= dst_surface
->container
.u
.swapchain
;
3343 /* Make sure the surface is up-to-date. This should probably use
3344 * surface_load_location() and worry about the destination surface too,
3345 * unless we're overwriting it completely. */
3346 surface_internal_preload(src_surface
, SRGB_RGB
);
3348 /* Activate the destination context, set it up for blitting */
3349 context
= context_acquire(device
, dst_surface
);
3350 context_apply_blit_state(context
, device
);
3352 if (!surface_is_offscreen(dst_surface
))
3353 surface_translate_drawable_coords(dst_surface
, context
->win_handle
, &dst_rect
);
3355 device
->blitter
->set_shader((IWineD3DDevice
*)device
, src_surface
);
3361 glEnable(GL_ALPHA_TEST
);
3362 checkGLcall("glEnable(GL_ALPHA_TEST)");
3364 /* When the primary render target uses P8, the alpha component
3365 * contains the palette index. Which means that the colorkey is one of
3366 * the palette entries. In other cases pixels that should be masked
3367 * away have alpha set to 0. */
3368 if (primary_render_target_is_p8(device
))
3369 glAlphaFunc(GL_NOTEQUAL
, (float)src_surface
->SrcBltCKey
.dwColorSpaceLowValue
/ 256.0f
);
3371 glAlphaFunc(GL_NOTEQUAL
, 0.0f
);
3372 checkGLcall("glAlphaFunc");
3376 glDisable(GL_ALPHA_TEST
);
3377 checkGLcall("glDisable(GL_ALPHA_TEST)");
3380 draw_textured_quad(src_surface
, &src_rect
, &dst_rect
, filter
);
3384 glDisable(GL_ALPHA_TEST
);
3385 checkGLcall("glDisable(GL_ALPHA_TEST)");
3390 /* Leave the opengl state valid for blitting */
3391 device
->blitter
->unset_shader((IWineD3DDevice
*)device
);
3393 if (wined3d_settings
.strict_draw_ordering
|| (swapchain
3394 && (dst_surface
== swapchain
->front_buffer
|| swapchain
->num_contexts
> 1)))
3395 wglFlush(); /* Flush to ensure ordering across contexts. */
3397 context_release(context
);
3400 /* Do not call while under the GL lock. */
3401 HRESULT
surface_color_fill(IWineD3DSurfaceImpl
*s
, const RECT
*rect
, const WINED3DCOLORVALUE
*color
)
3403 IWineD3DDeviceImpl
*device
= s
->resource
.device
;
3404 const struct blit_shader
*blitter
;
3406 blitter
= wined3d_select_blitter(&device
->adapter
->gl_info
, BLIT_OP_COLOR_FILL
,
3407 NULL
, 0, 0, NULL
, rect
, s
->resource
.usage
, s
->resource
.pool
, s
->resource
.format
);
3410 FIXME("No blitter is capable of performing the requested color fill operation.\n");
3411 return WINED3DERR_INVALIDCALL
;
3414 return blitter
->color_fill(device
, s
, rect
, color
);
3417 /* Not called from the VTable */
3418 /* Do not call while under the GL lock. */
3419 static HRESULT
IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl
*dst_surface
, const RECT
*DestRect
,
3420 IWineD3DSurfaceImpl
*src_surface
, const RECT
*SrcRect
, DWORD Flags
, const WINEDDBLTFX
*DDBltFx
,
3421 WINED3DTEXTUREFILTERTYPE Filter
)
3423 IWineD3DDeviceImpl
*device
= dst_surface
->resource
.device
;
3424 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3425 IWineD3DSwapChainImpl
*srcSwapchain
= NULL
, *dstSwapchain
= NULL
;
3426 RECT dst_rect
, src_rect
;
3428 TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, blt_fx %p, filter %s.\n",
3429 dst_surface
, wine_dbgstr_rect(DestRect
), src_surface
, wine_dbgstr_rect(SrcRect
),
3430 Flags
, DDBltFx
, debug_d3dtexturefiltertype(Filter
));
3432 /* Get the swapchain. One of the surfaces has to be a primary surface */
3433 if (dst_surface
->resource
.pool
== WINED3DPOOL_SYSTEMMEM
)
3435 WARN("Destination is in sysmem, rejecting gl blt\n");
3436 return WINED3DERR_INVALIDCALL
;
3439 if (dst_surface
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
)
3440 dstSwapchain
= dst_surface
->container
.u
.swapchain
;
3444 if (src_surface
->resource
.pool
== WINED3DPOOL_SYSTEMMEM
)
3446 WARN("Src is in sysmem, rejecting gl blt\n");
3447 return WINED3DERR_INVALIDCALL
;
3450 if (src_surface
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
)
3451 srcSwapchain
= src_surface
->container
.u
.swapchain
;
3454 /* Early sort out of cases where no render target is used */
3455 if (!dstSwapchain
&& !srcSwapchain
3456 && src_surface
!= device
->render_targets
[0]
3457 && dst_surface
!= device
->render_targets
[0])
3459 TRACE("No surface is render target, not using hardware blit.\n");
3460 return WINED3DERR_INVALIDCALL
;
3463 /* No destination color keying supported */
3464 if(Flags
& (WINEDDBLT_KEYDEST
| WINEDDBLT_KEYDESTOVERRIDE
)) {
3465 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3466 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3467 return WINED3DERR_INVALIDCALL
;
3470 surface_get_rect(dst_surface
, DestRect
, &dst_rect
);
3471 if (src_surface
) surface_get_rect(src_surface
, SrcRect
, &src_rect
);
3473 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3474 if (dstSwapchain
&& dstSwapchain
== srcSwapchain
&& dstSwapchain
->back_buffers
3475 && dst_surface
== dstSwapchain
->front_buffer
3476 && src_surface
== dstSwapchain
->back_buffers
[0])
3478 /* Half-Life does a Blt from the back buffer to the front buffer,
3479 * Full surface size, no flags... Use present instead
3481 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3484 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3487 TRACE("Looking if a Present can be done...\n");
3488 /* Source Rectangle must be full surface */
3489 if (src_rect
.left
|| src_rect
.top
3490 || src_rect
.right
!= src_surface
->currentDesc
.Width
3491 || src_rect
.bottom
!= src_surface
->currentDesc
.Height
)
3493 TRACE("No, Source rectangle doesn't match\n");
3497 /* No stretching may occur */
3498 if(src_rect
.right
!= dst_rect
.right
- dst_rect
.left
||
3499 src_rect
.bottom
!= dst_rect
.bottom
- dst_rect
.top
) {
3500 TRACE("No, stretching is done\n");
3504 /* Destination must be full surface or match the clipping rectangle */
3505 if (dst_surface
->clipper
&& ((IWineD3DClipperImpl
*)dst_surface
->clipper
)->hWnd
)
3509 GetClientRect(((IWineD3DClipperImpl
*)dst_surface
->clipper
)->hWnd
, &cliprect
);
3510 pos
[0].x
= dst_rect
.left
;
3511 pos
[0].y
= dst_rect
.top
;
3512 pos
[1].x
= dst_rect
.right
;
3513 pos
[1].y
= dst_rect
.bottom
;
3514 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl
*)dst_surface
->clipper
)->hWnd
, pos
, 2);
3516 if(pos
[0].x
!= cliprect
.left
|| pos
[0].y
!= cliprect
.top
||
3517 pos
[1].x
!= cliprect
.right
|| pos
[1].y
!= cliprect
.bottom
)
3519 TRACE("No, dest rectangle doesn't match(clipper)\n");
3520 TRACE("Clip rect at %s\n", wine_dbgstr_rect(&cliprect
));
3521 TRACE("Blt dest: %s\n", wine_dbgstr_rect(&dst_rect
));
3525 else if (dst_rect
.left
|| dst_rect
.top
3526 || dst_rect
.right
!= dst_surface
->currentDesc
.Width
3527 || dst_rect
.bottom
!= dst_surface
->currentDesc
.Height
)
3529 TRACE("No, dest rectangle doesn't match(surface size)\n");
3535 /* These flags are unimportant for the flag check, remove them */
3536 if (!(Flags
& ~(WINEDDBLT_DONOTWAIT
| WINEDDBLT_WAIT
)))
3538 WINED3DSWAPEFFECT orig_swap
= dstSwapchain
->presentParms
.SwapEffect
;
3540 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3541 * take very long, while a flip is fast.
3542 * This applies to Half-Life, which does such Blts every time it finished
3543 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3544 * menu. This is also used by all apps when they do windowed rendering
3546 * The problem is that flipping is not really the same as copying. After a
3547 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3548 * untouched. Therefore it's necessary to override the swap effect
3549 * and to set it back after the flip.
3551 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3555 dstSwapchain
->presentParms
.SwapEffect
= WINED3DSWAPEFFECT_COPY
;
3556 dstSwapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_IMMEDIATE
;
3558 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3559 IWineD3DSwapChain_Present((IWineD3DSwapChain
*)dstSwapchain
,
3560 NULL
, NULL
, dstSwapchain
->win_handle
, NULL
, 0);
3562 dstSwapchain
->presentParms
.SwapEffect
= orig_swap
;
3569 TRACE("Unsupported blit between buffers on the same swapchain\n");
3570 return WINED3DERR_INVALIDCALL
;
3571 } else if(dstSwapchain
&& dstSwapchain
== srcSwapchain
) {
3572 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3573 return WINED3DERR_INVALIDCALL
;
3574 } else if(dstSwapchain
&& srcSwapchain
) {
3575 FIXME("Implement hardware blit between two different swapchains\n");
3576 return WINED3DERR_INVALIDCALL
;
3578 else if (dstSwapchain
)
3580 /* Handled with regular texture -> swapchain blit */
3581 if (src_surface
== device
->render_targets
[0])
3582 TRACE("Blit from active render target to a swapchain\n");
3584 else if (srcSwapchain
&& dst_surface
== device
->render_targets
[0])
3586 FIXME("Implement blit from a swapchain to the active render target\n");
3587 return WINED3DERR_INVALIDCALL
;
3590 if ((srcSwapchain
|| src_surface
== device
->render_targets
[0]) && !dstSwapchain
)
3592 /* Blit from render target to texture */
3595 /* P8 read back is not implemented */
3596 if (src_surface
->resource
.format
->id
== WINED3DFMT_P8_UINT
3597 || dst_surface
->resource
.format
->id
== WINED3DFMT_P8_UINT
)
3599 TRACE("P8 read back not supported by frame buffer to texture blit\n");
3600 return WINED3DERR_INVALIDCALL
;
3603 if(Flags
& (WINEDDBLT_KEYSRC
| WINEDDBLT_KEYSRCOVERRIDE
)) {
3604 TRACE("Color keying not supported by frame buffer to texture blit\n");
3605 return WINED3DERR_INVALIDCALL
;
3606 /* Destination color key is checked above */
3609 if(dst_rect
.right
- dst_rect
.left
!= src_rect
.right
- src_rect
.left
) {
3615 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3616 * flip the image nor scale it.
3618 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3619 * -> If the app wants a image width an unscaled width, copy it line per line
3620 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3621 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3622 * back buffer. This is slower than reading line per line, thus not used for flipping
3623 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3626 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3627 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3630 if (fbo_blit_supported(gl_info
, BLIT_OP_BLIT
,
3631 &src_rect
, src_surface
->resource
.usage
, src_surface
->resource
.pool
, src_surface
->resource
.format
,
3632 &dst_rect
, dst_surface
->resource
.usage
, dst_surface
->resource
.pool
, dst_surface
->resource
.format
))
3634 surface_blt_fbo(device
, Filter
,
3635 src_surface
, SFLAG_INDRAWABLE
, &src_rect
,
3636 dst_surface
, SFLAG_INDRAWABLE
, &dst_rect
);
3637 surface_modify_location(dst_surface
, SFLAG_INDRAWABLE
, TRUE
);
3639 else if (!stretchx
|| dst_rect
.right
- dst_rect
.left
> src_surface
->currentDesc
.Width
3640 || dst_rect
.bottom
- dst_rect
.top
> src_surface
->currentDesc
.Height
)
3642 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3643 fb_copy_to_texture_direct(dst_surface
, src_surface
, &src_rect
, &dst_rect
, Filter
);
3645 TRACE("Using hardware stretching to flip / stretch the texture\n");
3646 fb_copy_to_texture_hwstretch(dst_surface
, src_surface
, &src_rect
, &dst_rect
, Filter
);
3649 if (!(dst_surface
->Flags
& SFLAG_DONOTFREE
))
3651 HeapFree(GetProcessHeap(), 0, dst_surface
->resource
.heapMemory
);
3652 dst_surface
->resource
.allocatedMemory
= NULL
;
3653 dst_surface
->resource
.heapMemory
= NULL
;
3657 dst_surface
->Flags
&= ~SFLAG_INSYSMEM
;
3662 else if (src_surface
)
3664 /* Blit from offscreen surface to render target */
3665 DWORD oldCKeyFlags
= src_surface
->CKeyFlags
;
3666 WINEDDCOLORKEY oldBltCKey
= src_surface
->SrcBltCKey
;
3668 TRACE("Blt from surface %p to rendertarget %p\n", src_surface
, dst_surface
);
3670 if (!(Flags
& (WINEDDBLT_KEYSRC
| WINEDDBLT_KEYSRCOVERRIDE
))
3671 && fbo_blit_supported(gl_info
, BLIT_OP_BLIT
,
3672 &src_rect
, src_surface
->resource
.usage
, src_surface
->resource
.pool
,
3673 src_surface
->resource
.format
,
3674 &dst_rect
, dst_surface
->resource
.usage
, dst_surface
->resource
.pool
,
3675 dst_surface
->resource
.format
))
3677 TRACE("Using surface_blt_fbo.\n");
3678 /* The source is always a texture, but never the currently active render target, and the texture
3679 * contents are never upside down. */
3680 surface_blt_fbo(device
, Filter
,
3681 src_surface
, SFLAG_INDRAWABLE
, &src_rect
,
3682 dst_surface
, SFLAG_INDRAWABLE
, &dst_rect
);
3683 surface_modify_location(dst_surface
, SFLAG_INDRAWABLE
, TRUE
);
3687 if (!(Flags
& (WINEDDBLT_KEYSRC
| WINEDDBLT_KEYSRCOVERRIDE
))
3688 && arbfp_blit
.blit_supported(gl_info
, BLIT_OP_BLIT
,
3689 &src_rect
, src_surface
->resource
.usage
, src_surface
->resource
.pool
,
3690 src_surface
->resource
.format
,
3691 &dst_rect
, dst_surface
->resource
.usage
, dst_surface
->resource
.pool
,
3692 dst_surface
->resource
.format
))
3694 return arbfp_blit_surface(device
, src_surface
, &src_rect
, dst_surface
, &dst_rect
, BLIT_OP_BLIT
, Filter
);
3697 if (!device
->blitter
->blit_supported(gl_info
, BLIT_OP_BLIT
,
3698 &src_rect
, src_surface
->resource
.usage
, src_surface
->resource
.pool
, src_surface
->resource
.format
,
3699 &dst_rect
, dst_surface
->resource
.usage
, dst_surface
->resource
.pool
, dst_surface
->resource
.format
))
3701 FIXME("Unsupported blit operation falling back to software\n");
3702 return WINED3DERR_INVALIDCALL
;
3705 /* Color keying: Check if we have to do a color keyed blt,
3706 * and if not check if a color key is activated.
3708 * Just modify the color keying parameters in the surface and restore them afterwards
3709 * The surface keeps track of the color key last used to load the opengl surface.
3710 * PreLoad will catch the change to the flags and color key and reload if necessary.
3712 if(Flags
& WINEDDBLT_KEYSRC
) {
3713 /* Use color key from surface */
3714 } else if(Flags
& WINEDDBLT_KEYSRCOVERRIDE
) {
3715 /* Use color key from DDBltFx */
3716 src_surface
->CKeyFlags
|= WINEDDSD_CKSRCBLT
;
3717 src_surface
->SrcBltCKey
= DDBltFx
->ddckSrcColorkey
;
3719 /* Do not use color key */
3720 src_surface
->CKeyFlags
&= ~WINEDDSD_CKSRCBLT
;
3723 surface_blt_to_drawable(device
, Filter
, Flags
& (WINEDDBLT_KEYSRC
| WINEDDBLT_KEYSRCOVERRIDE
),
3724 src_surface
, &src_rect
, dst_surface
, &dst_rect
);
3726 /* Restore the color key parameters */
3727 src_surface
->CKeyFlags
= oldCKeyFlags
;
3728 src_surface
->SrcBltCKey
= oldBltCKey
;
3730 surface_modify_location(dst_surface
, SFLAG_INDRAWABLE
, TRUE
);
3736 /* Source-Less Blit to render target */
3737 if (Flags
& WINEDDBLT_COLORFILL
)
3739 WINED3DCOLORVALUE color
;
3741 TRACE("Colorfill\n");
3743 /* The color as given in the Blt function is in the surface format. */
3744 if (!surface_convert_color_to_float(dst_surface
, DDBltFx
->u5
.dwFillColor
, &color
))
3745 return WINED3DERR_INVALIDCALL
;
3747 return surface_color_fill(dst_surface
, &dst_rect
, &color
);
3751 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3752 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3753 return WINED3DERR_INVALIDCALL
;
3756 static HRESULT
IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl
*This
, const RECT
*DestRect
,
3757 IWineD3DSurface
*src_surface
, const RECT
*src_rect
, DWORD Flags
, const WINEDDBLTFX
*DDBltFx
)
3759 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
3762 if (Flags
& WINEDDBLT_DEPTHFILL
)
3764 switch (This
->resource
.format
->id
)
3766 case WINED3DFMT_D16_UNORM
:
3767 depth
= (float) DDBltFx
->u5
.dwFillDepth
/ (float) 0x0000ffff;
3769 case WINED3DFMT_S1_UINT_D15_UNORM
:
3770 depth
= (float) DDBltFx
->u5
.dwFillDepth
/ (float) 0x00007fff;
3772 case WINED3DFMT_D24_UNORM_S8_UINT
:
3773 case WINED3DFMT_X8D24_UNORM
:
3774 depth
= (float) DDBltFx
->u5
.dwFillDepth
/ (float) 0x00ffffff;
3776 case WINED3DFMT_D32_UNORM
:
3777 depth
= (float) DDBltFx
->u5
.dwFillDepth
/ (float) 0xffffffff;
3781 ERR("Unexpected format for depth fill: %s.\n", debug_d3dformat(This
->resource
.format
->id
));
3784 return IWineD3DDevice_Clear((IWineD3DDevice
*)device
, DestRect
? 1 : 0, DestRect
,
3785 WINED3DCLEAR_ZBUFFER
, 0x00000000, depth
, 0x00000000);
3788 FIXME("(%p): Unsupp depthstencil blit\n", This
);
3789 return WINED3DERR_INVALIDCALL
;
3792 static HRESULT WINAPI
IWineD3DSurfaceImpl_Blt(IWineD3DSurface
*iface
, const RECT
*DestRect
,
3793 IWineD3DSurface
*src_surface
, const RECT
*SrcRect
, DWORD Flags
,
3794 const WINEDDBLTFX
*DDBltFx
, WINED3DTEXTUREFILTERTYPE Filter
)
3796 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
3797 IWineD3DSurfaceImpl
*src
= (IWineD3DSurfaceImpl
*)src_surface
;
3798 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
3800 TRACE("iface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
3801 iface
, wine_dbgstr_rect(DestRect
), src_surface
, wine_dbgstr_rect(SrcRect
),
3802 Flags
, DDBltFx
, debug_d3dtexturefiltertype(Filter
));
3803 TRACE("Usage is %s.\n", debug_d3dusage(This
->resource
.usage
));
3805 if ((This
->Flags
& SFLAG_LOCKED
) || (src
&& (src
->Flags
& SFLAG_LOCKED
)))
3807 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3808 return WINEDDERR_SURFACEBUSY
;
3811 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3812 * except depth blits, which seem to work
3814 if (This
== device
->depth_stencil
|| (src
&& src
== device
->depth_stencil
))
3816 if (device
->inScene
&& !(Flags
& WINEDDBLT_DEPTHFILL
))
3818 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3819 return WINED3DERR_INVALIDCALL
;
3821 else if (SUCCEEDED(IWineD3DSurfaceImpl_BltZ(This
, DestRect
, src_surface
, SrcRect
, Flags
, DDBltFx
)))
3823 TRACE("Z Blit override handled the blit\n");
3828 /* Special cases for RenderTargets */
3829 if ((This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
)
3830 || (src
&& (src
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
)))
3832 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This
, DestRect
, src
, SrcRect
, Flags
, DDBltFx
, Filter
)))
3836 /* For the rest call the X11 surface implementation.
3837 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3838 * other Blts are rather rare. */
3839 return IWineD3DBaseSurfaceImpl_Blt(iface
, DestRect
, src_surface
, SrcRect
, Flags
, DDBltFx
, Filter
);
3842 static HRESULT WINAPI
IWineD3DSurfaceImpl_BltFast(IWineD3DSurface
*iface
, DWORD dstx
, DWORD dsty
,
3843 IWineD3DSurface
*src_surface
, const RECT
*rsrc
, DWORD trans
)
3845 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
3846 IWineD3DSurfaceImpl
*src
= (IWineD3DSurfaceImpl
*)src_surface
;
3847 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
3849 TRACE("iface %p, dst_x %u, dst_y %u, src_surface %p, src_rect %s, flags %#x.\n",
3850 iface
, dstx
, dsty
, src_surface
, wine_dbgstr_rect(rsrc
), trans
);
3852 if ((This
->Flags
& SFLAG_LOCKED
) || (src
->Flags
& SFLAG_LOCKED
))
3854 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3855 return WINEDDERR_SURFACEBUSY
;
3858 if (device
->inScene
&& (This
== device
->depth_stencil
|| src
== device
->depth_stencil
))
3860 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3861 return WINED3DERR_INVALIDCALL
;
3864 /* Special cases for RenderTargets */
3865 if ((This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
)
3866 || (src
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
))
3869 RECT SrcRect
, DstRect
;
3872 surface_get_rect(src
, rsrc
, &SrcRect
);
3874 DstRect
.left
= dstx
;
3876 DstRect
.right
= dstx
+ SrcRect
.right
- SrcRect
.left
;
3877 DstRect
.bottom
= dsty
+ SrcRect
.bottom
- SrcRect
.top
;
3879 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3880 if(trans
& WINEDDBLTFAST_SRCCOLORKEY
)
3881 Flags
|= WINEDDBLT_KEYSRC
;
3882 if(trans
& WINEDDBLTFAST_DESTCOLORKEY
)
3883 Flags
|= WINEDDBLT_KEYDEST
;
3884 if(trans
& WINEDDBLTFAST_WAIT
)
3885 Flags
|= WINEDDBLT_WAIT
;
3886 if(trans
& WINEDDBLTFAST_DONOTWAIT
)
3887 Flags
|= WINEDDBLT_DONOTWAIT
;
3889 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This
,
3890 &DstRect
, src
, &SrcRect
, Flags
, NULL
, WINED3DTEXF_POINT
)))
3894 return IWineD3DBaseSurfaceImpl_BltFast(iface
, dstx
, dsty
, src_surface
, rsrc
, trans
);
3897 static HRESULT WINAPI
IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface
*iface
)
3899 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
3901 IWineD3DPaletteImpl
*pal
= This
->palette
;
3903 TRACE("(%p)\n", This
);
3905 if (!pal
) return WINED3D_OK
;
3907 if (This
->resource
.format
->id
== WINED3DFMT_P8_UINT
3908 || This
->resource
.format
->id
== WINED3DFMT_P8_UINT_A8_UNORM
)
3910 if (This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
)
3912 /* Make sure the texture is up to date. This call doesn't do
3913 * anything if the texture is already up to date. */
3914 surface_load_location(This
, SFLAG_INTEXTURE
, NULL
);
3916 /* We want to force a palette refresh, so mark the drawable as not being up to date */
3917 surface_modify_location(This
, SFLAG_INDRAWABLE
, FALSE
);
3921 if (!(This
->Flags
& SFLAG_INSYSMEM
))
3923 TRACE("Palette changed with surface that does not have an up to date system memory copy.\n");
3924 surface_load_location(This
, SFLAG_INSYSMEM
, NULL
);
3926 TRACE("Dirtifying surface\n");
3927 surface_modify_location(This
, SFLAG_INSYSMEM
, TRUE
);
3931 if(This
->Flags
& SFLAG_DIBSECTION
) {
3932 TRACE("(%p): Updating the hdc's palette\n", This
);
3933 for (n
=0; n
<256; n
++) {
3934 col
[n
].rgbRed
= pal
->palents
[n
].peRed
;
3935 col
[n
].rgbGreen
= pal
->palents
[n
].peGreen
;
3936 col
[n
].rgbBlue
= pal
->palents
[n
].peBlue
;
3937 col
[n
].rgbReserved
= 0;
3939 SetDIBColorTable(This
->hDC
, 0, 256, col
);
3942 /* Propagate the changes to the drawable when we have a palette. */
3943 if (This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
)
3944 surface_load_location(This
, SFLAG_INDRAWABLE
, NULL
);
3949 static HRESULT WINAPI
IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface
*iface
) {
3950 /** Check against the maximum texture sizes supported by the video card **/
3951 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
3952 const struct wined3d_gl_info
*gl_info
= &This
->resource
.device
->adapter
->gl_info
;
3953 unsigned int pow2Width
, pow2Height
;
3955 This
->texture_name
= 0;
3956 This
->texture_target
= GL_TEXTURE_2D
;
3958 /* Non-power2 support */
3959 if (gl_info
->supported
[ARB_TEXTURE_NON_POWER_OF_TWO
] || gl_info
->supported
[WINED3D_GL_NORMALIZED_TEXRECT
])
3961 pow2Width
= This
->currentDesc
.Width
;
3962 pow2Height
= This
->currentDesc
.Height
;
3966 /* Find the nearest pow2 match */
3967 pow2Width
= pow2Height
= 1;
3968 while (pow2Width
< This
->currentDesc
.Width
) pow2Width
<<= 1;
3969 while (pow2Height
< This
->currentDesc
.Height
) pow2Height
<<= 1;
3971 This
->pow2Width
= pow2Width
;
3972 This
->pow2Height
= pow2Height
;
3974 if (pow2Width
> This
->currentDesc
.Width
|| pow2Height
> This
->currentDesc
.Height
)
3976 /* TODO: Add support for non power two compressed textures. */
3977 if (This
->resource
.format
->Flags
& WINED3DFMT_FLAG_COMPRESSED
)
3979 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
3980 This
, This
->currentDesc
.Width
, This
->currentDesc
.Height
);
3981 return WINED3DERR_NOTAVAILABLE
;
3985 if(pow2Width
!= This
->currentDesc
.Width
||
3986 pow2Height
!= This
->currentDesc
.Height
) {
3987 This
->Flags
|= SFLAG_NONPOW2
;
3990 TRACE("%p\n", This
);
3991 if ((This
->pow2Width
> gl_info
->limits
.texture_size
|| This
->pow2Height
> gl_info
->limits
.texture_size
)
3992 && !(This
->resource
.usage
& (WINED3DUSAGE_RENDERTARGET
| WINED3DUSAGE_DEPTHSTENCIL
)))
3994 /* one of three options
3995 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)
3996 2: Set the texture to the maximum size (bad idea)
3997 3: WARN and return WINED3DERR_NOTAVAILABLE;
3998 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.
4000 if(This
->resource
.pool
== WINED3DPOOL_DEFAULT
|| This
->resource
.pool
== WINED3DPOOL_MANAGED
)
4002 WARN("(%p) Unable to allocate a surface which exceeds the maximum OpenGL texture size\n", This
);
4003 return WINED3DERR_NOTAVAILABLE
;
4006 /* We should never use this surface in combination with OpenGL! */
4007 TRACE("(%p) Creating an oversized surface: %ux%u\n", This
, This
->pow2Width
, This
->pow2Height
);
4011 /* Don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
4012 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
4013 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
4015 if (This
->Flags
& SFLAG_NONPOW2
&& gl_info
->supported
[ARB_TEXTURE_RECTANGLE
]
4016 && !(This
->resource
.format
->id
== WINED3DFMT_P8_UINT
4017 && gl_info
->supported
[EXT_PALETTED_TEXTURE
]
4018 && wined3d_settings
.rendertargetlock_mode
== RTL_READTEX
))
4020 This
->texture_target
= GL_TEXTURE_RECTANGLE_ARB
;
4021 This
->pow2Width
= This
->currentDesc
.Width
;
4022 This
->pow2Height
= This
->currentDesc
.Height
;
4023 This
->Flags
&= ~(SFLAG_NONPOW2
| SFLAG_NORMCOORD
);
4027 switch (wined3d_settings
.offscreen_rendering_mode
)
4030 This
->get_drawable_size
= get_drawable_size_fbo
;
4033 case ORM_BACKBUFFER
:
4034 This
->get_drawable_size
= get_drawable_size_backbuffer
;
4038 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings
.offscreen_rendering_mode
);
4039 return WINED3DERR_INVALIDCALL
;
4042 This
->Flags
|= SFLAG_INSYSMEM
;
4047 /* GL locking is done by the caller */
4048 static void surface_depth_blt(IWineD3DSurfaceImpl
*This
, const struct wined3d_gl_info
*gl_info
,
4049 GLuint texture
, GLsizei w
, GLsizei h
, GLenum target
)
4051 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
4052 GLint compare_mode
= GL_NONE
;
4053 struct blt_info info
;
4054 GLint old_binding
= 0;
4057 glPushAttrib(GL_ENABLE_BIT
| GL_DEPTH_BUFFER_BIT
| GL_COLOR_BUFFER_BIT
| GL_VIEWPORT_BIT
);
4059 glDisable(GL_CULL_FACE
);
4060 glDisable(GL_BLEND
);
4061 glDisable(GL_ALPHA_TEST
);
4062 glDisable(GL_SCISSOR_TEST
);
4063 glDisable(GL_STENCIL_TEST
);
4064 glEnable(GL_DEPTH_TEST
);
4065 glDepthFunc(GL_ALWAYS
);
4066 glDepthMask(GL_TRUE
);
4067 glColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
4068 glViewport(0, 0, w
, h
);
4070 SetRect(&rect
, 0, h
, w
, 0);
4071 surface_get_blt_info(target
, &rect
, w
, h
, &info
);
4072 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
));
4073 glGetIntegerv(info
.binding
, &old_binding
);
4074 glBindTexture(info
.bind_target
, texture
);
4075 if (gl_info
->supported
[ARB_SHADOW
])
4077 glGetTexParameteriv(info
.bind_target
, GL_TEXTURE_COMPARE_MODE_ARB
, &compare_mode
);
4078 if (compare_mode
!= GL_NONE
) glTexParameteri(info
.bind_target
, GL_TEXTURE_COMPARE_MODE_ARB
, GL_NONE
);
4081 device
->shader_backend
->shader_select_depth_blt((IWineD3DDevice
*)device
,
4082 info
.tex_type
, &This
->ds_current_size
);
4084 glBegin(GL_TRIANGLE_STRIP
);
4085 glTexCoord3fv(info
.coords
[0]);
4086 glVertex2f(-1.0f
, -1.0f
);
4087 glTexCoord3fv(info
.coords
[1]);
4088 glVertex2f(1.0f
, -1.0f
);
4089 glTexCoord3fv(info
.coords
[2]);
4090 glVertex2f(-1.0f
, 1.0f
);
4091 glTexCoord3fv(info
.coords
[3]);
4092 glVertex2f(1.0f
, 1.0f
);
4095 if (compare_mode
!= GL_NONE
) glTexParameteri(info
.bind_target
, GL_TEXTURE_COMPARE_MODE_ARB
, compare_mode
);
4096 glBindTexture(info
.bind_target
, old_binding
);
4100 device
->shader_backend
->shader_deselect_depth_blt((IWineD3DDevice
*)device
);
4103 void surface_modify_ds_location(IWineD3DSurfaceImpl
*surface
,
4104 DWORD location
, UINT w
, UINT h
)
4106 TRACE("surface %p, new location %#x, w %u, h %u.\n", surface
, location
, w
, h
);
4108 if (location
& ~SFLAG_DS_LOCATIONS
)
4109 FIXME("Invalid location (%#x) specified.\n", location
);
4111 surface
->ds_current_size
.cx
= w
;
4112 surface
->ds_current_size
.cy
= h
;
4113 surface
->Flags
&= ~SFLAG_DS_LOCATIONS
;
4114 surface
->Flags
|= location
;
4117 /* Context activation is done by the caller. */
4118 void surface_load_ds_location(IWineD3DSurfaceImpl
*surface
, struct wined3d_context
*context
, DWORD location
)
4120 IWineD3DDeviceImpl
*device
= surface
->resource
.device
;
4121 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4123 TRACE("surface %p, new location %#x.\n", surface
, location
);
4125 /* TODO: Make this work for modes other than FBO */
4126 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) return;
4128 if (!(surface
->Flags
& location
))
4130 surface
->ds_current_size
.cx
= 0;
4131 surface
->ds_current_size
.cy
= 0;
4134 if (surface
->ds_current_size
.cx
== surface
->currentDesc
.Width
4135 && surface
->ds_current_size
.cy
== surface
->currentDesc
.Height
)
4137 TRACE("Location (%#x) is already up to date.\n", location
);
4141 if (surface
->current_renderbuffer
)
4143 FIXME("Not supported with fixed up depth stencil.\n");
4147 if (!(surface
->Flags
& SFLAG_LOCATIONS
))
4149 FIXME("No up to date depth stencil location.\n");
4150 surface
->Flags
|= location
;
4154 if (location
== SFLAG_DS_OFFSCREEN
)
4156 GLint old_binding
= 0;
4160 /* The render target is allowed to be smaller than the depth/stencil
4161 * buffer, so the onscreen depth/stencil buffer is potentially smaller
4162 * than the offscreen surface. Don't overwrite the offscreen surface
4163 * with undefined data. */
4164 w
= min(surface
->currentDesc
.Width
, context
->swapchain
->presentParms
.BackBufferWidth
);
4165 h
= min(surface
->currentDesc
.Height
, context
->swapchain
->presentParms
.BackBufferHeight
);
4167 TRACE("Copying onscreen depth buffer to depth texture.\n");
4171 if (!device
->depth_blt_texture
)
4173 glGenTextures(1, &device
->depth_blt_texture
);
4176 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4177 * directly on the FBO texture. That's because we need to flip. */
4178 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
4179 if (surface
->texture_target
== GL_TEXTURE_RECTANGLE_ARB
)
4181 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB
, &old_binding
);
4182 bind_target
= GL_TEXTURE_RECTANGLE_ARB
;
4186 glGetIntegerv(GL_TEXTURE_BINDING_2D
, &old_binding
);
4187 bind_target
= GL_TEXTURE_2D
;
4189 glBindTexture(bind_target
, device
->depth_blt_texture
);
4190 glCopyTexImage2D(bind_target
, surface
->texture_level
, surface
->resource
.format
->glInternal
, 0, 0, w
, h
, 0);
4191 glTexParameteri(bind_target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
4192 glTexParameteri(bind_target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
4193 glTexParameteri(bind_target
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
4194 glTexParameteri(bind_target
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
4195 glTexParameteri(bind_target
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
4196 glTexParameteri(bind_target
, GL_DEPTH_TEXTURE_MODE_ARB
, GL_LUMINANCE
);
4197 glBindTexture(bind_target
, old_binding
);
4199 /* Setup the destination */
4200 if (!device
->depth_blt_rb
)
4202 gl_info
->fbo_ops
.glGenRenderbuffers(1, &device
->depth_blt_rb
);
4203 checkGLcall("glGenRenderbuffersEXT");
4205 if (device
->depth_blt_rb_w
!= w
|| device
->depth_blt_rb_h
!= h
)
4207 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, device
->depth_blt_rb
);
4208 checkGLcall("glBindRenderbufferEXT");
4209 gl_info
->fbo_ops
.glRenderbufferStorage(GL_RENDERBUFFER
, GL_RGBA8
, w
, h
);
4210 checkGLcall("glRenderbufferStorageEXT");
4211 device
->depth_blt_rb_w
= w
;
4212 device
->depth_blt_rb_h
= h
;
4215 context_bind_fbo(context
, GL_FRAMEBUFFER
, &context
->dst_fbo
);
4216 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
,
4217 GL_COLOR_ATTACHMENT0
, GL_RENDERBUFFER
, device
->depth_blt_rb
);
4218 checkGLcall("glFramebufferRenderbufferEXT");
4219 context_attach_depth_stencil_fbo(context
, GL_FRAMEBUFFER
, surface
, FALSE
);
4221 /* Do the actual blit */
4222 surface_depth_blt(surface
, gl_info
, device
->depth_blt_texture
, w
, h
, bind_target
);
4223 checkGLcall("depth_blt");
4225 if (context
->current_fbo
) context_bind_fbo(context
, GL_FRAMEBUFFER
, &context
->current_fbo
->id
);
4226 else context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
4230 if (wined3d_settings
.strict_draw_ordering
) wglFlush(); /* Flush to ensure ordering across contexts. */
4232 else if (location
== SFLAG_DS_ONSCREEN
)
4234 TRACE("Copying depth texture to onscreen depth buffer.\n");
4238 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
4239 surface_depth_blt(surface
, gl_info
, surface
->texture_name
,
4240 surface
->currentDesc
.Width
, surface
->currentDesc
.Height
, surface
->texture_target
);
4241 checkGLcall("depth_blt");
4243 if (context
->current_fbo
) context_bind_fbo(context
, GL_FRAMEBUFFER
, &context
->current_fbo
->id
);
4247 if (wined3d_settings
.strict_draw_ordering
) wglFlush(); /* Flush to ensure ordering across contexts. */
4251 ERR("Invalid location (%#x) specified.\n", location
);
4254 surface
->Flags
|= location
;
4255 surface
->ds_current_size
.cx
= surface
->currentDesc
.Width
;
4256 surface
->ds_current_size
.cy
= surface
->currentDesc
.Height
;
4259 void surface_modify_location(IWineD3DSurfaceImpl
*surface
, DWORD flag
, BOOL persistent
)
4261 IWineD3DSurfaceImpl
*overlay
;
4263 TRACE("surface %p, location %s, persistent %#x.\n",
4264 surface
, debug_surflocation(flag
), persistent
);
4266 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
4268 if (surface_is_offscreen(surface
))
4270 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4271 if (flag
& (SFLAG_INTEXTURE
| SFLAG_INDRAWABLE
)) flag
|= (SFLAG_INTEXTURE
| SFLAG_INDRAWABLE
);
4275 TRACE("Surface %p is an onscreen surface.\n", surface
);
4281 if (((surface
->Flags
& SFLAG_INTEXTURE
) && !(flag
& SFLAG_INTEXTURE
))
4282 || ((surface
->Flags
& SFLAG_INSRGBTEX
) && !(flag
& SFLAG_INSRGBTEX
)))
4284 if (surface
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
4286 TRACE("Passing to container.\n");
4287 IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture
*)surface
->container
.u
.texture
, TRUE
);
4290 surface
->Flags
&= ~SFLAG_LOCATIONS
;
4291 surface
->Flags
|= flag
;
4293 /* Redraw emulated overlays, if any */
4294 if (flag
& SFLAG_INDRAWABLE
&& !list_empty(&surface
->overlays
))
4296 LIST_FOR_EACH_ENTRY(overlay
, &surface
->overlays
, IWineD3DSurfaceImpl
, overlay_entry
)
4298 IWineD3DSurface_DrawOverlay((IWineD3DSurface
*)overlay
);
4304 if ((surface
->Flags
& (SFLAG_INTEXTURE
| SFLAG_INSRGBTEX
)) && (flag
& (SFLAG_INTEXTURE
| SFLAG_INSRGBTEX
)))
4306 if (surface
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
4308 TRACE("Passing to container\n");
4309 IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture
*)surface
->container
.u
.texture
, TRUE
);
4312 surface
->Flags
&= ~flag
;
4315 if (!(surface
->Flags
& SFLAG_LOCATIONS
))
4317 ERR("Surface %p does not have any up to date location.\n", surface
);
4321 HRESULT
surface_load_location(IWineD3DSurfaceImpl
*surface
, DWORD flag
, const RECT
*rect
)
4323 IWineD3DDeviceImpl
*device
= surface
->resource
.device
;
4324 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4325 BOOL drawable_read_ok
= surface_is_offscreen(surface
);
4326 struct wined3d_format format
;
4327 CONVERT_TYPES convert
;
4328 int width
, pitch
, outpitch
;
4330 BOOL in_fbo
= FALSE
;
4332 TRACE("surface %p, location %s, rect %s.\n", surface
, debug_surflocation(flag
), wine_dbgstr_rect(rect
));
4334 if (surface
->resource
.usage
& WINED3DUSAGE_DEPTHSTENCIL
)
4336 if (flag
== SFLAG_INTEXTURE
)
4338 struct wined3d_context
*context
= context_acquire(device
, NULL
);
4339 surface_load_ds_location(surface
, context
, SFLAG_DS_OFFSCREEN
);
4340 context_release(context
);
4345 FIXME("Unimplemented location %s for depth/stencil buffers.\n", debug_surflocation(flag
));
4346 return WINED3DERR_INVALIDCALL
;
4350 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
4352 if (surface_is_offscreen(surface
))
4354 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4355 * Prefer SFLAG_INTEXTURE. */
4356 if (flag
== SFLAG_INDRAWABLE
) flag
= SFLAG_INTEXTURE
;
4357 drawable_read_ok
= FALSE
;
4362 TRACE("Surface %p is an onscreen surface.\n", surface
);
4366 if (surface
->Flags
& flag
)
4368 TRACE("Location already up to date\n");
4372 if (!(surface
->Flags
& SFLAG_LOCATIONS
))
4374 ERR("Surface %p does not have any up to date location.\n", surface
);
4375 surface
->Flags
|= SFLAG_LOST
;
4376 return WINED3DERR_DEVICELOST
;
4379 if (flag
== SFLAG_INSYSMEM
)
4381 surface_prepare_system_memory(surface
);
4383 /* Download the surface to system memory */
4384 if (surface
->Flags
& (SFLAG_INTEXTURE
| SFLAG_INSRGBTEX
))
4386 struct wined3d_context
*context
= NULL
;
4388 if (!device
->isInDraw
) context
= context_acquire(device
, NULL
);
4390 surface_bind_and_dirtify(surface
, !(surface
->Flags
& SFLAG_INTEXTURE
));
4391 surface_download_data(surface
, gl_info
);
4393 if (context
) context_release(context
);
4397 /* Note: It might be faster to download into a texture first. */
4398 read_from_framebuffer(surface
, rect
, surface
->resource
.allocatedMemory
,
4399 IWineD3DSurface_GetPitch((IWineD3DSurface
*)surface
));
4402 else if (flag
== SFLAG_INDRAWABLE
)
4404 if (wined3d_settings
.rendertargetlock_mode
== RTL_READTEX
)
4405 surface_load_location(surface
, SFLAG_INTEXTURE
, NULL
);
4407 if (surface
->Flags
& SFLAG_INTEXTURE
)
4411 surface_get_rect(surface
, rect
, &r
);
4412 surface_blt_to_drawable(device
, WINED3DTEXF_POINT
, FALSE
, surface
, &r
, surface
, &r
);
4417 if ((surface
->Flags
& SFLAG_LOCATIONS
) == SFLAG_INSRGBTEX
)
4419 /* This needs a shader to convert the srgb data sampled from the GL texture into RGB
4420 * values, otherwise we get incorrect values in the target. For now go the slow way
4421 * via a system memory copy
4423 surface_load_location(surface
, SFLAG_INSYSMEM
, rect
);
4426 d3dfmt_get_conv(surface
, FALSE
/* We need color keying */,
4427 FALSE
/* We won't use textures */, &format
, &convert
);
4429 /* The width is in 'length' not in bytes */
4430 width
= surface
->currentDesc
.Width
;
4431 pitch
= IWineD3DSurface_GetPitch((IWineD3DSurface
*)surface
);
4433 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4434 * but it isn't set (yet) in all cases it is getting called. */
4435 if ((convert
!= NO_CONVERSION
) && (surface
->Flags
& SFLAG_PBO
))
4437 struct wined3d_context
*context
= NULL
;
4439 TRACE("Removing the pbo attached to surface %p.\n", surface
);
4441 if (!device
->isInDraw
) context
= context_acquire(device
, NULL
);
4442 surface_remove_pbo(surface
, gl_info
);
4443 if (context
) context_release(context
);
4446 if ((convert
!= NO_CONVERSION
) && surface
->resource
.allocatedMemory
)
4448 int height
= surface
->currentDesc
.Height
;
4449 byte_count
= format
.conv_byte_count
;
4451 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4452 outpitch
= width
* byte_count
;
4453 outpitch
= (outpitch
+ device
->surface_alignment
- 1) & ~(device
->surface_alignment
- 1);
4455 mem
= HeapAlloc(GetProcessHeap(), 0, outpitch
* height
);
4457 ERR("Out of memory %d, %d!\n", outpitch
, height
);
4458 return WINED3DERR_OUTOFVIDEOMEMORY
;
4460 d3dfmt_convert_surface(surface
->resource
.allocatedMemory
, mem
, pitch
,
4461 width
, height
, outpitch
, convert
, surface
);
4463 surface
->Flags
|= SFLAG_CONVERTED
;
4467 surface
->Flags
&= ~SFLAG_CONVERTED
;
4468 mem
= surface
->resource
.allocatedMemory
;
4469 byte_count
= format
.byte_count
;
4472 flush_to_framebuffer_drawpixels(surface
, format
.glFormat
, format
.glType
, byte_count
, mem
);
4474 /* Don't delete PBO memory */
4475 if ((mem
!= surface
->resource
.allocatedMemory
) && !(surface
->Flags
& SFLAG_PBO
))
4476 HeapFree(GetProcessHeap(), 0, mem
);
4479 else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */
4481 const DWORD attach_flags
= WINED3DFMT_FLAG_FBO_ATTACHABLE
| WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB
;
4483 if (drawable_read_ok
&& (surface
->Flags
& SFLAG_INDRAWABLE
))
4485 read_from_framebuffer_texture(surface
, flag
== SFLAG_INSRGBTEX
);
4487 else if (surface
->Flags
& (SFLAG_INSRGBTEX
| SFLAG_INTEXTURE
)
4488 && (surface
->resource
.format
->Flags
& attach_flags
) == attach_flags
4489 && fbo_blit_supported(gl_info
, BLIT_OP_BLIT
,
4490 NULL
, surface
->resource
.usage
, surface
->resource
.pool
, surface
->resource
.format
,
4491 NULL
, surface
->resource
.usage
, surface
->resource
.pool
, surface
->resource
.format
))
4493 DWORD src_location
= flag
== SFLAG_INSRGBTEX
? SFLAG_INTEXTURE
: SFLAG_INSRGBTEX
;
4494 RECT rect
= {0, 0, surface
->currentDesc
.Width
, surface
->currentDesc
.Height
};
4496 surface_blt_fbo(surface
->resource
.device
, WINED3DTEXF_POINT
,
4497 surface
, src_location
, &rect
, surface
, flag
, &rect
);
4501 /* Upload from system memory */
4502 BOOL srgb
= flag
== SFLAG_INSRGBTEX
;
4503 struct wined3d_context
*context
= NULL
;
4505 d3dfmt_get_conv(surface
, TRUE
/* We need color keying */,
4506 TRUE
/* We will use textures */, &format
, &convert
);
4510 if ((surface
->Flags
& (SFLAG_INTEXTURE
| SFLAG_INSYSMEM
)) == SFLAG_INTEXTURE
)
4512 /* Performance warning... */
4513 FIXME("Downloading RGB surface %p to reload it as sRGB.\n", surface
);
4514 surface_load_location(surface
, SFLAG_INSYSMEM
, rect
);
4519 if ((surface
->Flags
& (SFLAG_INSRGBTEX
| SFLAG_INSYSMEM
)) == SFLAG_INSRGBTEX
)
4521 /* Performance warning... */
4522 FIXME("Downloading sRGB surface %p to reload it as RGB.\n", surface
);
4523 surface_load_location(surface
, SFLAG_INSYSMEM
, rect
);
4526 if (!(surface
->Flags
& SFLAG_INSYSMEM
))
4528 WARN("Trying to load a texture from sysmem, but SFLAG_INSYSMEM is not set.\n");
4529 /* Lets hope we get it from somewhere... */
4530 surface_load_location(surface
, SFLAG_INSYSMEM
, rect
);
4533 if (!device
->isInDraw
) context
= context_acquire(device
, NULL
);
4535 surface_prepare_texture(surface
, gl_info
, srgb
);
4536 surface_bind_and_dirtify(surface
, srgb
);
4538 if (surface
->CKeyFlags
& WINEDDSD_CKSRCBLT
)
4540 surface
->Flags
|= SFLAG_GLCKEY
;
4541 surface
->glCKey
= surface
->SrcBltCKey
;
4543 else surface
->Flags
&= ~SFLAG_GLCKEY
;
4545 /* The width is in 'length' not in bytes */
4546 width
= surface
->currentDesc
.Width
;
4547 pitch
= IWineD3DSurface_GetPitch((IWineD3DSurface
*)surface
);
4549 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4550 * but it isn't set (yet) in all cases it is getting called. */
4551 if ((convert
!= NO_CONVERSION
|| format
.convert
) && (surface
->Flags
& SFLAG_PBO
))
4553 TRACE("Removing the pbo attached to surface %p.\n", surface
);
4554 surface_remove_pbo(surface
, gl_info
);
4559 /* This code is entered for texture formats which need a fixup. */
4560 int height
= surface
->currentDesc
.Height
;
4562 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4563 outpitch
= width
* format
.conv_byte_count
;
4564 outpitch
= (outpitch
+ device
->surface_alignment
- 1) & ~(device
->surface_alignment
- 1);
4566 mem
= HeapAlloc(GetProcessHeap(), 0, outpitch
* height
);
4568 ERR("Out of memory %d, %d!\n", outpitch
, height
);
4569 if (context
) context_release(context
);
4570 return WINED3DERR_OUTOFVIDEOMEMORY
;
4572 format
.convert(surface
->resource
.allocatedMemory
, mem
, pitch
, width
, height
);
4574 else if (convert
!= NO_CONVERSION
&& surface
->resource
.allocatedMemory
)
4576 /* This code is only entered for color keying fixups */
4577 int height
= surface
->currentDesc
.Height
;
4579 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4580 outpitch
= width
* format
.conv_byte_count
;
4581 outpitch
= (outpitch
+ device
->surface_alignment
- 1) & ~(device
->surface_alignment
- 1);
4583 mem
= HeapAlloc(GetProcessHeap(), 0, outpitch
* height
);
4585 ERR("Out of memory %d, %d!\n", outpitch
, height
);
4586 if (context
) context_release(context
);
4587 return WINED3DERR_OUTOFVIDEOMEMORY
;
4589 d3dfmt_convert_surface(surface
->resource
.allocatedMemory
, mem
, pitch
,
4590 width
, height
, outpitch
, convert
, surface
);
4594 mem
= surface
->resource
.allocatedMemory
;
4597 /* Make sure the correct pitch is used */
4599 glPixelStorei(GL_UNPACK_ROW_LENGTH
, width
);
4602 if (mem
|| (surface
->Flags
& SFLAG_PBO
))
4603 surface_upload_data(surface
, gl_info
, &format
, srgb
, mem
);
4605 /* Restore the default pitch */
4607 glPixelStorei(GL_UNPACK_ROW_LENGTH
, 0);
4610 if (context
) context_release(context
);
4612 /* Don't delete PBO memory */
4613 if ((mem
!= surface
->resource
.allocatedMemory
) && !(surface
->Flags
& SFLAG_PBO
))
4614 HeapFree(GetProcessHeap(), 0, mem
);
4618 if (!rect
) surface
->Flags
|= flag
;
4620 if (in_fbo
&& (surface
->Flags
& (SFLAG_INTEXTURE
| SFLAG_INDRAWABLE
)))
4622 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4623 surface
->Flags
|= (SFLAG_INTEXTURE
| SFLAG_INDRAWABLE
);
4629 static WINED3DSURFTYPE WINAPI
IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface
*iface
) {
4630 return SURFACE_OPENGL
;
4633 static HRESULT WINAPI
IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface
*iface
) {
4634 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
4637 /* If there's no destination surface there is nothing to do */
4638 if(!This
->overlay_dest
) return WINED3D_OK
;
4640 /* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
4641 * update the overlay. Prevent an endless recursion
4643 if(This
->overlay_dest
->Flags
& SFLAG_INOVERLAYDRAW
) {
4646 This
->overlay_dest
->Flags
|= SFLAG_INOVERLAYDRAW
;
4647 hr
= IWineD3DSurfaceImpl_Blt((IWineD3DSurface
*) This
->overlay_dest
, &This
->overlay_destrect
,
4648 iface
, &This
->overlay_srcrect
, WINEDDBLT_WAIT
,
4649 NULL
, WINED3DTEXF_LINEAR
);
4650 This
->overlay_dest
->Flags
&= ~SFLAG_INOVERLAYDRAW
;
4655 BOOL
surface_is_offscreen(IWineD3DSurfaceImpl
*surface
)
4657 IWineD3DSwapChainImpl
*swapchain
= surface
->container
.u
.swapchain
;
4659 /* Not on a swapchain - must be offscreen */
4660 if (surface
->container
.type
!= WINED3D_CONTAINER_SWAPCHAIN
) return TRUE
;
4662 /* The front buffer is always onscreen */
4663 if (surface
== swapchain
->front_buffer
) return FALSE
;
4665 /* If the swapchain is rendered to an FBO, the backbuffer is
4666 * offscreen, otherwise onscreen */
4667 return swapchain
->render_to_fbo
;
4670 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl
=
4673 IWineD3DBaseSurfaceImpl_QueryInterface
,
4674 IWineD3DBaseSurfaceImpl_AddRef
,
4675 IWineD3DSurfaceImpl_Release
,
4676 /* IWineD3DResource */
4677 IWineD3DBaseSurfaceImpl_GetParent
,
4678 IWineD3DBaseSurfaceImpl_SetPrivateData
,
4679 IWineD3DBaseSurfaceImpl_GetPrivateData
,
4680 IWineD3DBaseSurfaceImpl_FreePrivateData
,
4681 IWineD3DBaseSurfaceImpl_SetPriority
,
4682 IWineD3DBaseSurfaceImpl_GetPriority
,
4683 IWineD3DSurfaceImpl_PreLoad
,
4684 IWineD3DSurfaceImpl_UnLoad
,
4685 IWineD3DBaseSurfaceImpl_GetType
,
4686 /* IWineD3DSurface */
4687 IWineD3DBaseSurfaceImpl_GetDesc
,
4688 IWineD3DSurfaceImpl_Map
,
4689 IWineD3DSurfaceImpl_Unmap
,
4690 IWineD3DSurfaceImpl_GetDC
,
4691 IWineD3DSurfaceImpl_ReleaseDC
,
4692 IWineD3DSurfaceImpl_Flip
,
4693 IWineD3DSurfaceImpl_Blt
,
4694 IWineD3DBaseSurfaceImpl_GetBltStatus
,
4695 IWineD3DBaseSurfaceImpl_GetFlipStatus
,
4696 IWineD3DBaseSurfaceImpl_IsLost
,
4697 IWineD3DBaseSurfaceImpl_Restore
,
4698 IWineD3DSurfaceImpl_BltFast
,
4699 IWineD3DBaseSurfaceImpl_GetPalette
,
4700 IWineD3DBaseSurfaceImpl_SetPalette
,
4701 IWineD3DSurfaceImpl_RealizePalette
,
4702 IWineD3DBaseSurfaceImpl_SetColorKey
,
4703 IWineD3DBaseSurfaceImpl_GetPitch
,
4704 IWineD3DSurfaceImpl_SetMem
,
4705 IWineD3DBaseSurfaceImpl_SetOverlayPosition
,
4706 IWineD3DBaseSurfaceImpl_GetOverlayPosition
,
4707 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder
,
4708 IWineD3DBaseSurfaceImpl_UpdateOverlay
,
4709 IWineD3DBaseSurfaceImpl_SetClipper
,
4710 IWineD3DBaseSurfaceImpl_GetClipper
,
4712 IWineD3DSurfaceImpl_LoadTexture
,
4713 IWineD3DSurfaceImpl_BindTexture
,
4714 IWineD3DBaseSurfaceImpl_GetData
,
4715 IWineD3DSurfaceImpl_SetFormat
,
4716 IWineD3DSurfaceImpl_PrivateSetup
,
4717 IWineD3DSurfaceImpl_GetImplType
,
4718 IWineD3DSurfaceImpl_DrawOverlay
4721 static HRESULT
ffp_blit_alloc(IWineD3DDevice
*iface
) { return WINED3D_OK
; }
4722 /* Context activation is done by the caller. */
4723 static void ffp_blit_free(IWineD3DDevice
*iface
) { }
4725 /* This function is used in case of 8bit paletted textures using GL_EXT_paletted_texture */
4726 /* Context activation is done by the caller. */
4727 static void ffp_blit_p8_upload_palette(IWineD3DSurfaceImpl
*surface
, const struct wined3d_gl_info
*gl_info
)
4730 BOOL colorkey_active
= (surface
->CKeyFlags
& WINEDDSD_CKSRCBLT
) ? TRUE
: FALSE
;
4732 d3dfmt_p8_init_palette(surface
, table
, colorkey_active
);
4734 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
4736 GL_EXTCALL(glColorTableEXT(surface
->texture_target
, GL_RGBA
, 256, GL_RGBA
, GL_UNSIGNED_BYTE
, table
));
4740 /* Context activation is done by the caller. */
4741 static HRESULT
ffp_blit_set(IWineD3DDevice
*iface
, IWineD3DSurfaceImpl
*surface
)
4743 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
4744 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4745 enum complex_fixup fixup
= get_complex_fixup(surface
->resource
.format
->color_fixup
);
4747 /* When EXT_PALETTED_TEXTURE is around, palette conversion is done by the GPU
4748 * else the surface is converted in software at upload time in LoadLocation.
4750 if(fixup
== COMPLEX_FIXUP_P8
&& gl_info
->supported
[EXT_PALETTED_TEXTURE
])
4751 ffp_blit_p8_upload_palette(surface
, gl_info
);
4754 glEnable(surface
->texture_target
);
4755 checkGLcall("glEnable(surface->texture_target)");
4760 /* Context activation is done by the caller. */
4761 static void ffp_blit_unset(IWineD3DDevice
*iface
)
4763 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
4764 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4767 glDisable(GL_TEXTURE_2D
);
4768 checkGLcall("glDisable(GL_TEXTURE_2D)");
4769 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
4771 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
4772 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4774 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
4776 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
4777 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4782 static BOOL
ffp_blit_supported(const struct wined3d_gl_info
*gl_info
, enum blit_operation blit_op
,
4783 const RECT
*src_rect
, DWORD src_usage
, WINED3DPOOL src_pool
, const struct wined3d_format
*src_format
,
4784 const RECT
*dst_rect
, DWORD dst_usage
, WINED3DPOOL dst_pool
, const struct wined3d_format
*dst_format
)
4786 enum complex_fixup src_fixup
;
4788 if (blit_op
== BLIT_OP_COLOR_FILL
)
4790 if (!(dst_usage
& WINED3DUSAGE_RENDERTARGET
))
4792 TRACE("Color fill not supported\n");
4799 src_fixup
= get_complex_fixup(src_format
->color_fixup
);
4800 if (TRACE_ON(d3d_surface
) && TRACE_ON(d3d
))
4802 TRACE("Checking support for fixup:\n");
4803 dump_color_fixup_desc(src_format
->color_fixup
);
4806 if (blit_op
!= BLIT_OP_BLIT
)
4808 TRACE("Unsupported blit_op=%d\n", blit_op
);
4812 if (!is_identity_fixup(dst_format
->color_fixup
))
4814 TRACE("Destination fixups are not supported\n");
4818 if (src_fixup
== COMPLEX_FIXUP_P8
&& gl_info
->supported
[EXT_PALETTED_TEXTURE
])
4820 TRACE("P8 fixup supported\n");
4824 /* We only support identity conversions. */
4825 if (is_identity_fixup(src_format
->color_fixup
))
4831 TRACE("[FAILED]\n");
4835 /* Do not call while under the GL lock. */
4836 static HRESULT
ffp_blit_color_fill(IWineD3DDeviceImpl
*device
, IWineD3DSurfaceImpl
*dst_surface
,
4837 const RECT
*dst_rect
, const WINED3DCOLORVALUE
*color
)
4839 const RECT draw_rect
= {0, 0, dst_surface
->currentDesc
.Width
, dst_surface
->currentDesc
.Height
};
4841 return device_clear_render_targets(device
, 1 /* rt_count */, &dst_surface
, 1 /* rect_count */,
4842 dst_rect
, &draw_rect
, WINED3DCLEAR_TARGET
, color
, 0.0f
/* depth */, 0 /* stencil */);
4845 const struct blit_shader ffp_blit
= {
4854 static HRESULT
cpu_blit_alloc(IWineD3DDevice
*iface
)
4859 /* Context activation is done by the caller. */
4860 static void cpu_blit_free(IWineD3DDevice
*iface
)
4864 /* Context activation is done by the caller. */
4865 static HRESULT
cpu_blit_set(IWineD3DDevice
*iface
, IWineD3DSurfaceImpl
*surface
)
4870 /* Context activation is done by the caller. */
4871 static void cpu_blit_unset(IWineD3DDevice
*iface
)
4875 static BOOL
cpu_blit_supported(const struct wined3d_gl_info
*gl_info
, enum blit_operation blit_op
,
4876 const RECT
*src_rect
, DWORD src_usage
, WINED3DPOOL src_pool
, const struct wined3d_format
*src_format
,
4877 const RECT
*dst_rect
, DWORD dst_usage
, WINED3DPOOL dst_pool
, const struct wined3d_format
*dst_format
)
4879 if (blit_op
== BLIT_OP_COLOR_FILL
)
4887 /* Do not call while under the GL lock. */
4888 static HRESULT
cpu_blit_color_fill(IWineD3DDeviceImpl
*device
, IWineD3DSurfaceImpl
*dst_surface
,
4889 const RECT
*dst_rect
, const WINED3DCOLORVALUE
*color
)
4893 memset(&BltFx
, 0, sizeof(BltFx
));
4894 BltFx
.dwSize
= sizeof(BltFx
);
4895 BltFx
.u5
.dwFillColor
= wined3d_format_convert_from_float(dst_surface
->resource
.format
, color
);
4896 return IWineD3DBaseSurfaceImpl_Blt((IWineD3DSurface
*)dst_surface
, dst_rect
,
4897 NULL
, NULL
, WINEDDBLT_COLORFILL
, &BltFx
, WINED3DTEXF_POINT
);
4900 const struct blit_shader cpu_blit
= {
4909 static BOOL
fbo_blit_supported(const struct wined3d_gl_info
*gl_info
, enum blit_operation blit_op
,
4910 const RECT
*src_rect
, DWORD src_usage
, WINED3DPOOL src_pool
, const struct wined3d_format
*src_format
,
4911 const RECT
*dst_rect
, DWORD dst_usage
, WINED3DPOOL dst_pool
, const struct wined3d_format
*dst_format
)
4913 if ((wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) || !gl_info
->fbo_ops
.glBlitFramebuffer
)
4916 /* We only support blitting. Things like color keying / color fill should
4917 * be handled by other blitters.
4919 if (blit_op
!= BLIT_OP_BLIT
)
4922 /* Source and/or destination need to be on the GL side */
4923 if (src_pool
== WINED3DPOOL_SYSTEMMEM
|| dst_pool
== WINED3DPOOL_SYSTEMMEM
)
4926 if (!((src_format
->Flags
& WINED3DFMT_FLAG_FBO_ATTACHABLE
) || (src_usage
& WINED3DUSAGE_RENDERTARGET
))
4927 && ((dst_format
->Flags
& WINED3DFMT_FLAG_FBO_ATTACHABLE
) || (dst_usage
& WINED3DUSAGE_RENDERTARGET
)))
4930 if (!(src_format
->id
== dst_format
->id
4931 || (is_identity_fixup(src_format
->color_fixup
)
4932 && is_identity_fixup(dst_format
->color_fixup
))))