winmm: Improve MCI's Sysinfo string command.
[wine/multimedia.git] / dlls / wined3d / surface.c
blob94880a09c7a4763198664aaec61bee6f9816104f
1 /*
2 * IWineD3DSurface Implementation
4 * Copyright 1998 Lionel Ulmer
5 * Copyright 2000-2001 TransGaming Technologies Inc.
6 * Copyright 2002-2005 Jason Edmeades
7 * Copyright 2002-2003 Raphael Junqueira
8 * Copyright 2004 Christian Costa
9 * Copyright 2005 Oliver Stieber
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2007-2008 Henri Verbeet
12 * Copyright 2006-2008 Roderick Colenbrander
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
30 #include "config.h"
31 #include "wine/port.h"
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d);
37 #define GLINFO_LOCATION (*gl_info)
39 static void surface_cleanup(IWineD3DSurfaceImpl *This)
41 IWineD3DDeviceImpl *device = This->resource.device;
42 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
43 struct wined3d_context *context = NULL;
44 renderbuffer_entry_t *entry, *entry2;
46 TRACE("(%p) : Cleaning up.\n", This);
48 /* Need a context to destroy the texture. Use the currently active render
49 * target, but only if the primary render target exists. Otherwise
50 * lastActiveRenderTarget is garbage. When destroying the primary render
51 * target, Uninit3D() will activate a context before doing anything. */
52 if (device->render_targets && device->render_targets[0])
54 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
57 ENTER_GL();
59 if (This->texture_name)
61 /* Release the OpenGL texture. */
62 TRACE("Deleting texture %u.\n", This->texture_name);
63 glDeleteTextures(1, &This->texture_name);
66 if (This->Flags & SFLAG_PBO)
68 /* Delete the PBO. */
69 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
72 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry)
74 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
75 HeapFree(GetProcessHeap(), 0, entry);
78 LEAVE_GL();
80 if (This->Flags & SFLAG_DIBSECTION)
82 /* Release the DC. */
83 SelectObject(This->hDC, This->dib.holdbitmap);
84 DeleteDC(This->hDC);
85 /* Release the DIB section. */
86 DeleteObject(This->dib.DIBsection);
87 This->dib.bitmap_data = NULL;
88 This->resource.allocatedMemory = NULL;
91 if (This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem((IWineD3DSurface *)This, NULL);
92 if (This->overlay_dest) list_remove(&This->overlay_entry);
94 HeapFree(GetProcessHeap(), 0, This->palette9);
96 resource_cleanup((IWineD3DResource *)This);
98 if (context) context_release(context);
101 UINT surface_calculate_size(const struct wined3d_format_desc *format_desc, UINT alignment, UINT width, UINT height)
103 UINT size;
105 if (format_desc->format == WINED3DFMT_UNKNOWN)
107 size = 0;
109 else if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
111 UINT row_block_count = (width + format_desc->block_width - 1) / format_desc->block_width;
112 UINT row_count = (height + format_desc->block_height - 1) / format_desc->block_height;
113 size = row_count * row_block_count * format_desc->block_byte_count;
115 else
117 /* The pitch is a multiple of 4 bytes. */
118 size = height * (((width * format_desc->byte_count) + alignment - 1) & ~(alignment - 1));
121 if (format_desc->heightscale != 0.0f) size *= format_desc->heightscale;
123 return size;
126 struct blt_info
128 GLenum binding;
129 GLenum bind_target;
130 enum tex_types tex_type;
131 GLfloat coords[4][3];
134 struct float_rect
136 float l;
137 float t;
138 float r;
139 float b;
142 static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
144 f->l = ((r->left * 2.0f) / w) - 1.0f;
145 f->t = ((r->top * 2.0f) / h) - 1.0f;
146 f->r = ((r->right * 2.0f) / w) - 1.0f;
147 f->b = ((r->bottom * 2.0f) / h) - 1.0f;
150 static void surface_get_blt_info(GLenum target, const RECT *rect_in, GLsizei w, GLsizei h, struct blt_info *info)
152 GLfloat (*coords)[3] = info->coords;
153 RECT rect;
154 struct float_rect f;
156 if (rect_in)
157 rect = *rect_in;
158 else
160 rect.left = 0;
161 rect.top = h;
162 rect.right = w;
163 rect.bottom = 0;
166 switch (target)
168 default:
169 FIXME("Unsupported texture target %#x\n", target);
170 /* Fall back to GL_TEXTURE_2D */
171 case GL_TEXTURE_2D:
172 info->binding = GL_TEXTURE_BINDING_2D;
173 info->bind_target = GL_TEXTURE_2D;
174 info->tex_type = tex_2d;
175 coords[0][0] = (float)rect.left / w;
176 coords[0][1] = (float)rect.top / h;
177 coords[0][2] = 0.0f;
179 coords[1][0] = (float)rect.right / w;
180 coords[1][1] = (float)rect.top / h;
181 coords[1][2] = 0.0f;
183 coords[2][0] = (float)rect.left / w;
184 coords[2][1] = (float)rect.bottom / h;
185 coords[2][2] = 0.0f;
187 coords[3][0] = (float)rect.right / w;
188 coords[3][1] = (float)rect.bottom / h;
189 coords[3][2] = 0.0f;
190 break;
192 case GL_TEXTURE_RECTANGLE_ARB:
193 info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
194 info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
195 info->tex_type = tex_rect;
196 coords[0][0] = rect.left; coords[0][1] = rect.top; coords[0][2] = 0.0f;
197 coords[1][0] = rect.right; coords[1][1] = rect.top; coords[1][2] = 0.0f;
198 coords[2][0] = rect.left; coords[2][1] = rect.bottom; coords[2][2] = 0.0f;
199 coords[3][0] = rect.right; coords[3][1] = rect.bottom; coords[3][2] = 0.0f;
200 break;
202 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
203 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
204 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
205 info->tex_type = tex_cube;
206 cube_coords_float(&rect, w, h, &f);
208 coords[0][0] = 1.0f; coords[0][1] = -f.t; coords[0][2] = -f.l;
209 coords[1][0] = 1.0f; coords[1][1] = -f.t; coords[1][2] = -f.r;
210 coords[2][0] = 1.0f; coords[2][1] = -f.b; coords[2][2] = -f.l;
211 coords[3][0] = 1.0f; coords[3][1] = -f.b; coords[3][2] = -f.r;
212 break;
214 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
215 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
216 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
217 info->tex_type = tex_cube;
218 cube_coords_float(&rect, w, h, &f);
220 coords[0][0] = -1.0f; coords[0][1] = -f.t; coords[0][2] = f.l;
221 coords[1][0] = -1.0f; coords[1][1] = -f.t; coords[1][2] = f.r;
222 coords[2][0] = -1.0f; coords[2][1] = -f.b; coords[2][2] = f.l;
223 coords[3][0] = -1.0f; coords[3][1] = -f.b; coords[3][2] = f.r;
224 break;
226 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
227 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
228 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
229 info->tex_type = tex_cube;
230 cube_coords_float(&rect, w, h, &f);
232 coords[0][0] = f.l; coords[0][1] = 1.0f; coords[0][2] = f.t;
233 coords[1][0] = f.r; coords[1][1] = 1.0f; coords[1][2] = f.t;
234 coords[2][0] = f.l; coords[2][1] = 1.0f; coords[2][2] = f.b;
235 coords[3][0] = f.r; coords[3][1] = 1.0f; coords[3][2] = f.b;
236 break;
238 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
239 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
240 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
241 info->tex_type = tex_cube;
242 cube_coords_float(&rect, w, h, &f);
244 coords[0][0] = f.l; coords[0][1] = -1.0f; coords[0][2] = -f.t;
245 coords[1][0] = f.r; coords[1][1] = -1.0f; coords[1][2] = -f.t;
246 coords[2][0] = f.l; coords[2][1] = -1.0f; coords[2][2] = -f.b;
247 coords[3][0] = f.r; coords[3][1] = -1.0f; coords[3][2] = -f.b;
248 break;
250 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
251 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
252 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
253 info->tex_type = tex_cube;
254 cube_coords_float(&rect, w, h, &f);
256 coords[0][0] = f.l; coords[0][1] = -f.t; coords[0][2] = 1.0f;
257 coords[1][0] = f.r; coords[1][1] = -f.t; coords[1][2] = 1.0f;
258 coords[2][0] = f.l; coords[2][1] = -f.b; coords[2][2] = 1.0f;
259 coords[3][0] = f.r; coords[3][1] = -f.b; coords[3][2] = 1.0f;
260 break;
262 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
263 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
264 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
265 info->tex_type = tex_cube;
266 cube_coords_float(&rect, w, h, &f);
268 coords[0][0] = -f.l; coords[0][1] = -f.t; coords[0][2] = -1.0f;
269 coords[1][0] = -f.r; coords[1][1] = -f.t; coords[1][2] = -1.0f;
270 coords[2][0] = -f.l; coords[2][1] = -f.b; coords[2][2] = -1.0f;
271 coords[3][0] = -f.r; coords[3][1] = -f.b; coords[3][2] = -1.0f;
272 break;
276 static inline void surface_get_rect(IWineD3DSurfaceImpl *This, const RECT *rect_in, RECT *rect_out)
278 if (rect_in)
279 *rect_out = *rect_in;
280 else
282 rect_out->left = 0;
283 rect_out->top = 0;
284 rect_out->right = This->currentDesc.Width;
285 rect_out->bottom = This->currentDesc.Height;
289 /* GL locking and context activation is done by the caller */
290 static void draw_textured_quad(IWineD3DSurfaceImpl *src_surface, const RECT *src_rect, const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter)
292 IWineD3DBaseTextureImpl *texture;
293 struct blt_info info;
295 surface_get_blt_info(src_surface->texture_target, src_rect, src_surface->pow2Width, src_surface->pow2Height, &info);
297 glEnable(info.bind_target);
298 checkGLcall("glEnable(bind_target)");
300 /* Bind the texture */
301 glBindTexture(info.bind_target, src_surface->texture_name);
302 checkGLcall("glBindTexture");
304 /* Filtering for StretchRect */
305 glTexParameteri(info.bind_target, GL_TEXTURE_MAG_FILTER,
306 wined3d_gl_mag_filter(magLookup, Filter));
307 checkGLcall("glTexParameteri");
308 glTexParameteri(info.bind_target, GL_TEXTURE_MIN_FILTER,
309 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
310 checkGLcall("glTexParameteri");
311 glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
312 glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
313 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
314 checkGLcall("glTexEnvi");
316 /* Draw a quad */
317 glBegin(GL_TRIANGLE_STRIP);
318 glTexCoord3fv(info.coords[0]);
319 glVertex2i(dst_rect->left, dst_rect->top);
321 glTexCoord3fv(info.coords[1]);
322 glVertex2i(dst_rect->right, dst_rect->top);
324 glTexCoord3fv(info.coords[2]);
325 glVertex2i(dst_rect->left, dst_rect->bottom);
327 glTexCoord3fv(info.coords[3]);
328 glVertex2i(dst_rect->right, dst_rect->bottom);
329 glEnd();
331 /* Unbind the texture */
332 glBindTexture(info.bind_target, 0);
333 checkGLcall("glBindTexture(info->bind_target, 0)");
335 /* We changed the filtering settings on the texture. Inform the
336 * container about this to get the filters reset properly next draw. */
337 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)src_surface, &IID_IWineD3DBaseTexture, (void **)&texture)))
339 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
340 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
341 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
342 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture);
346 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
347 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
348 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
349 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
351 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
352 const struct wined3d_format_desc *format_desc = getFormatDescEntry(format, gl_info);
353 void (*cleanup)(IWineD3DSurfaceImpl *This);
354 unsigned int resource_size;
355 HRESULT hr;
357 if (multisample_quality > 0)
359 FIXME("multisample_quality set to %u, substituting 0\n", multisample_quality);
360 multisample_quality = 0;
363 /* FIXME: Check that the format is supported by the device. */
365 resource_size = surface_calculate_size(format_desc, alignment, width, height);
367 /* Look at the implementation and set the correct Vtable. */
368 switch (surface_type)
370 case SURFACE_OPENGL:
371 surface->lpVtbl = &IWineD3DSurface_Vtbl;
372 cleanup = surface_cleanup;
373 break;
375 case SURFACE_GDI:
376 surface->lpVtbl = &IWineGDISurface_Vtbl;
377 cleanup = surface_gdi_cleanup;
378 break;
380 default:
381 ERR("Requested unknown surface implementation %#x.\n", surface_type);
382 return WINED3DERR_INVALIDCALL;
385 hr = resource_init((IWineD3DResource *)surface, WINED3DRTYPE_SURFACE,
386 device, resource_size, usage, format_desc, pool, parent, parent_ops);
387 if (FAILED(hr))
389 WARN("Failed to initialize resource, returning %#x.\n", hr);
390 return hr;
393 /* "Standalone" surface. */
394 IWineD3DSurface_SetContainer((IWineD3DSurface *)surface, NULL);
396 surface->currentDesc.Width = width;
397 surface->currentDesc.Height = height;
398 surface->currentDesc.MultiSampleType = multisample_type;
399 surface->currentDesc.MultiSampleQuality = multisample_quality;
400 surface->texture_level = level;
401 list_init(&surface->overlays);
403 /* Flags */
404 surface->Flags = SFLAG_NORMCOORD; /* Default to normalized coords. */
405 if (discard) surface->Flags |= SFLAG_DISCARD;
406 if (lockable || format == WINED3DFMT_D16_LOCKABLE) surface->Flags |= SFLAG_LOCKABLE;
408 /* Quick lockable sanity check.
409 * TODO: remove this after surfaces, usage and lockability have been debugged properly
410 * this function is too deep to need to care about things like this.
411 * Levels need to be checked too, since they all affect what can be done. */
412 switch (pool)
414 case WINED3DPOOL_SCRATCH:
415 if(!lockable)
417 FIXME("Called with a pool of SCRATCH and a lockable of FALSE "
418 "which are mutually exclusive, setting lockable to TRUE.\n");
419 lockable = TRUE;
421 break;
423 case WINED3DPOOL_SYSTEMMEM:
424 if (!lockable)
425 FIXME("Called with a pool of SYSTEMMEM and a lockable of FALSE, this is acceptable but unexpected.\n");
426 break;
428 case WINED3DPOOL_MANAGED:
429 if (usage & WINED3DUSAGE_DYNAMIC)
430 FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n");
431 break;
433 case WINED3DPOOL_DEFAULT:
434 if (lockable && !(usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
435 WARN("Creating a lockable surface with a POOL of DEFAULT, that doesn't specify DYNAMIC usage.\n");
436 break;
438 default:
439 FIXME("Unknown pool %#x.\n", pool);
440 break;
443 if (usage & WINED3DUSAGE_RENDERTARGET && pool != WINED3DPOOL_DEFAULT)
445 FIXME("Trying to create a render target that isn't in the default pool.\n");
448 /* Mark the texture as dirty so that it gets loaded first time around. */
449 surface_add_dirty_rect((IWineD3DSurface *)surface, NULL);
450 list_init(&surface->renderbuffers);
452 TRACE("surface %p, memory %p, size %u\n", surface, surface->resource.allocatedMemory, surface->resource.size);
454 /* Call the private setup routine */
455 hr = IWineD3DSurface_PrivateSetup((IWineD3DSurface *)surface);
456 if (FAILED(hr))
458 ERR("Private setup failed, returning %#x\n", hr);
459 cleanup(surface);
460 return hr;
463 return hr;
466 static void surface_force_reload(IWineD3DSurface *iface)
468 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
470 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
473 void surface_set_texture_name(IWineD3DSurface *iface, GLuint new_name, BOOL srgb)
475 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
476 GLuint *name;
477 DWORD flag;
479 if(srgb)
481 name = &This->texture_name_srgb;
482 flag = SFLAG_INSRGBTEX;
484 else
486 name = &This->texture_name;
487 flag = SFLAG_INTEXTURE;
490 TRACE("(%p) : setting texture name %u\n", This, new_name);
492 if (!*name && new_name)
494 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
495 * surface has no texture name yet. See if we can get rid of this. */
496 if (This->Flags & flag)
497 ERR("Surface has SFLAG_INTEXTURE set, but no texture name\n");
498 IWineD3DSurface_ModifyLocation(iface, flag, FALSE);
501 *name = new_name;
502 surface_force_reload(iface);
505 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target)
507 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
509 TRACE("(%p) : setting target %#x\n", This, target);
511 if (This->texture_target != target)
513 if (target == GL_TEXTURE_RECTANGLE_ARB)
515 This->Flags &= ~SFLAG_NORMCOORD;
517 else if (This->texture_target == GL_TEXTURE_RECTANGLE_ARB)
519 This->Flags |= SFLAG_NORMCOORD;
522 This->texture_target = target;
523 surface_force_reload(iface);
526 /* Context activation is done by the caller. */
527 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This, BOOL srgb) {
528 DWORD active_sampler;
530 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
531 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
532 * gl states. The current texture unit should always be a valid one.
534 * To be more specific, this is tricky because we can implicitly be called
535 * from sampler() in state.c. This means we can't touch anything other than
536 * whatever happens to be the currently active texture, or we would risk
537 * marking already applied sampler states dirty again.
539 * TODO: Track the current active texture per GL context instead of using glGet
541 GLint active_texture;
542 ENTER_GL();
543 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
544 LEAVE_GL();
545 active_sampler = This->resource.device->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
547 if (active_sampler != WINED3D_UNMAPPED_STAGE)
549 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(active_sampler));
551 IWineD3DSurface_BindTexture((IWineD3DSurface *)This, srgb);
554 /* This function checks if the primary render target uses the 8bit paletted format. */
555 static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
557 if (device->render_targets && device->render_targets[0]) {
558 IWineD3DSurfaceImpl* render_target = (IWineD3DSurfaceImpl*)device->render_targets[0];
559 if ((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
560 && (render_target->resource.format_desc->format == WINED3DFMT_P8_UINT))
561 return TRUE;
563 return FALSE;
566 /* This call just downloads data, the caller is responsible for binding the
567 * correct texture. */
568 /* Context activation is done by the caller. */
569 static void surface_download_data(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info)
571 const struct wined3d_format_desc *format_desc = This->resource.format_desc;
573 /* Only support read back of converted P8 surfaces */
574 if (This->Flags & SFLAG_CONVERTED && format_desc->format != WINED3DFMT_P8_UINT)
576 FIXME("Read back converted textures unsupported, format=%s\n", debug_d3dformat(format_desc->format));
577 return;
580 ENTER_GL();
582 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
584 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p.\n",
585 This, This->texture_level, format_desc->glFormat, format_desc->glType,
586 This->resource.allocatedMemory);
588 if (This->Flags & SFLAG_PBO)
590 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
591 checkGLcall("glBindBufferARB");
592 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target, This->texture_level, NULL));
593 checkGLcall("glGetCompressedTexImageARB");
594 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
595 checkGLcall("glBindBufferARB");
597 else
599 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target,
600 This->texture_level, This->resource.allocatedMemory));
601 checkGLcall("glGetCompressedTexImageARB");
604 LEAVE_GL();
605 } else {
606 void *mem;
607 GLenum format = format_desc->glFormat;
608 GLenum type = format_desc->glType;
609 int src_pitch = 0;
610 int dst_pitch = 0;
612 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
613 if (format_desc->format == WINED3DFMT_P8_UINT && primary_render_target_is_p8(This->resource.device))
615 format = GL_ALPHA;
616 type = GL_UNSIGNED_BYTE;
619 if (This->Flags & SFLAG_NONPOW2) {
620 unsigned char alignment = This->resource.device->surface_alignment;
621 src_pitch = format_desc->byte_count * This->pow2Width;
622 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
623 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
624 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
625 } else {
626 mem = This->resource.allocatedMemory;
629 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
630 This, This->texture_level, format, type, mem);
632 if(This->Flags & SFLAG_PBO) {
633 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
634 checkGLcall("glBindBufferARB");
636 glGetTexImage(This->texture_target, This->texture_level, format, type, NULL);
637 checkGLcall("glGetTexImage");
639 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
640 checkGLcall("glBindBufferARB");
641 } else {
642 glGetTexImage(This->texture_target, This->texture_level, format, type, mem);
643 checkGLcall("glGetTexImage");
645 LEAVE_GL();
647 if (This->Flags & SFLAG_NONPOW2) {
648 const BYTE *src_data;
649 BYTE *dst_data;
650 UINT y;
652 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
653 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
654 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
656 * We're doing this...
658 * instead of boxing the texture :
659 * |<-texture width ->| -->pow2width| /\
660 * |111111111111111111| | |
661 * |222 Texture 222222| boxed empty | texture height
662 * |3333 Data 33333333| | |
663 * |444444444444444444| | \/
664 * ----------------------------------- |
665 * | boxed empty | boxed empty | pow2height
666 * | | | \/
667 * -----------------------------------
670 * we're repacking the data to the expected texture width
672 * |<-texture width ->| -->pow2width| /\
673 * |111111111111111111222222222222222| |
674 * |222333333333333333333444444444444| texture height
675 * |444444 | |
676 * | | \/
677 * | | |
678 * | empty | pow2height
679 * | | \/
680 * -----------------------------------
682 * == is the same as
684 * |<-texture width ->| /\
685 * |111111111111111111|
686 * |222222222222222222|texture height
687 * |333333333333333333|
688 * |444444444444444444| \/
689 * --------------------
691 * this also means that any references to allocatedMemory should work with the data as if were a
692 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
694 * internally the texture is still stored in a boxed format so any references to textureName will
695 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
697 * Performance should not be an issue, because applications normally do not lock the surfaces when
698 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
699 * and doesn't have to be re-read.
701 src_data = mem;
702 dst_data = This->resource.allocatedMemory;
703 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
704 for (y = 1 ; y < This->currentDesc.Height; y++) {
705 /* skip the first row */
706 src_data += src_pitch;
707 dst_data += dst_pitch;
708 memcpy(dst_data, src_data, dst_pitch);
711 HeapFree(GetProcessHeap(), 0, mem);
715 /* Surface has now been downloaded */
716 This->Flags |= SFLAG_INSYSMEM;
719 /* This call just uploads data, the caller is responsible for binding the
720 * correct texture. */
721 /* Context activation is done by the caller. */
722 static void surface_upload_data(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
723 GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *data)
725 const struct wined3d_format_desc *format_desc = This->resource.format_desc;
727 TRACE("This %p, internal %#x, width %d, height %d, format %#x, type %#x, data %p.\n",
728 This, internal, width, height, format, type, data);
729 TRACE("target %#x, level %u, resource size %u.\n",
730 This->texture_target, This->texture_level, This->resource.size);
732 if (format_desc->heightscale != 1.0f && format_desc->heightscale != 0.0f) height *= format_desc->heightscale;
734 ENTER_GL();
736 if (This->Flags & SFLAG_PBO)
738 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
739 checkGLcall("glBindBufferARB");
741 TRACE("(%p) pbo: %#x, data: %p.\n", This, This->pbo, data);
742 data = NULL;
745 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
747 TRACE("Calling glCompressedTexSubImage2DARB.\n");
749 GL_EXTCALL(glCompressedTexSubImage2DARB(This->texture_target, This->texture_level,
750 0, 0, width, height, internal, This->resource.size, data));
751 checkGLcall("glCompressedTexSubImage2DARB");
753 else
755 TRACE("Calling glTexSubImage2D.\n");
757 glTexSubImage2D(This->texture_target, This->texture_level,
758 0, 0, width, height, format, type, data);
759 checkGLcall("glTexSubImage2D");
762 if (This->Flags & SFLAG_PBO)
764 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
765 checkGLcall("glBindBufferARB");
768 LEAVE_GL();
770 if (gl_info->quirks & WINED3D_QUIRK_FBO_TEX_UPDATE)
772 IWineD3DDeviceImpl *device = This->resource.device;
773 unsigned int i;
775 for (i = 0; i < device->numContexts; ++i)
777 context_surface_update(device->contexts[i], This);
782 /* This call just allocates the texture, the caller is responsible for binding
783 * the correct texture. */
784 /* Context activation is done by the caller. */
785 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
786 GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type)
788 const struct wined3d_format_desc *format_desc = This->resource.format_desc;
789 BOOL enable_client_storage = FALSE;
790 const BYTE *mem = NULL;
792 if (format_desc->heightscale != 1.0f && format_desc->heightscale != 0.0f) height *= format_desc->heightscale;
794 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",
795 This, This->texture_target, This->texture_level, debug_d3dformat(format_desc->format),
796 internal, width, height, format, type);
798 ENTER_GL();
800 if (gl_info->supported[APPLE_CLIENT_STORAGE])
802 if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
803 /* In some cases we want to disable client storage.
804 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
805 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
806 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
807 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
809 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
810 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
811 This->Flags &= ~SFLAG_CLIENT;
812 enable_client_storage = TRUE;
813 } else {
814 This->Flags |= SFLAG_CLIENT;
816 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
817 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
819 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
823 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED && mem)
825 GL_EXTCALL(glCompressedTexImage2DARB(This->texture_target, This->texture_level,
826 internal, width, height, 0, This->resource.size, mem));
828 else
830 glTexImage2D(This->texture_target, This->texture_level,
831 internal, width, height, 0, format, type, mem);
832 checkGLcall("glTexImage2D");
835 if(enable_client_storage) {
836 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
837 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
839 LEAVE_GL();
842 /* In D3D the depth stencil dimensions have to be greater than or equal to the
843 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
844 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
845 /* GL locking is done by the caller */
846 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height) {
847 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
848 const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
849 renderbuffer_entry_t *entry;
850 GLuint renderbuffer = 0;
851 unsigned int src_width, src_height;
853 src_width = This->pow2Width;
854 src_height = This->pow2Height;
856 /* A depth stencil smaller than the render target is not valid */
857 if (width > src_width || height > src_height) return;
859 /* Remove any renderbuffer set if the sizes match */
860 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
861 || (width == src_width && height == src_height))
863 This->current_renderbuffer = NULL;
864 return;
867 /* Look if we've already got a renderbuffer of the correct dimensions */
868 LIST_FOR_EACH_ENTRY(entry, &This->renderbuffers, renderbuffer_entry_t, entry) {
869 if (entry->width == width && entry->height == height) {
870 renderbuffer = entry->id;
871 This->current_renderbuffer = entry;
872 break;
876 if (!renderbuffer) {
877 gl_info->fbo_ops.glGenRenderbuffers(1, &renderbuffer);
878 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
879 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER,
880 This->resource.format_desc->glInternal, width, height);
882 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
883 entry->width = width;
884 entry->height = height;
885 entry->id = renderbuffer;
886 list_add_head(&This->renderbuffers, &entry->entry);
888 This->current_renderbuffer = entry;
891 checkGLcall("set_compatible_renderbuffer");
894 GLenum surface_get_gl_buffer(IWineD3DSurface *iface)
896 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
897 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)This->container;
899 TRACE("iface %p.\n", iface);
901 if (!(This->Flags & SFLAG_SWAPCHAIN))
903 ERR("Surface %p is not on a swapchain.\n", iface);
904 return GL_NONE;
907 if (swapchain->backBuffer && swapchain->backBuffer[0] == iface)
909 if (swapchain->render_to_fbo)
911 TRACE("Returning GL_COLOR_ATTACHMENT0\n");
912 return GL_COLOR_ATTACHMENT0;
914 TRACE("Returning GL_BACK\n");
915 return GL_BACK;
917 else if (swapchain->frontBuffer == iface)
919 TRACE("Returning GL_FRONT\n");
920 return GL_FRONT;
923 FIXME("Higher back buffer, returning GL_BACK\n");
924 return GL_BACK;
927 /* Slightly inefficient way to handle multiple dirty rects but it works :) */
928 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect)
930 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
931 IWineD3DBaseTexture *baseTexture = NULL;
933 if (!(This->Flags & SFLAG_INSYSMEM) && (This->Flags & SFLAG_INTEXTURE))
934 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
936 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
937 if (dirty_rect)
939 This->dirtyRect.left = min(This->dirtyRect.left, dirty_rect->left);
940 This->dirtyRect.top = min(This->dirtyRect.top, dirty_rect->top);
941 This->dirtyRect.right = max(This->dirtyRect.right, dirty_rect->right);
942 This->dirtyRect.bottom = max(This->dirtyRect.bottom, dirty_rect->bottom);
944 else
946 This->dirtyRect.left = 0;
947 This->dirtyRect.top = 0;
948 This->dirtyRect.right = This->currentDesc.Width;
949 This->dirtyRect.bottom = This->currentDesc.Height;
952 TRACE("(%p) : Dirty: yes, Rect:(%d, %d, %d, %d)\n", This, This->dirtyRect.left,
953 This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
955 /* if the container is a basetexture then mark it dirty. */
956 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture)))
958 TRACE("Passing to container\n");
959 IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
960 IWineD3DBaseTexture_Release(baseTexture);
964 static inline BOOL surface_can_stretch_rect(IWineD3DSurfaceImpl *src, IWineD3DSurfaceImpl *dst)
966 return ((src->resource.format_desc->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE)
967 || (src->resource.usage & WINED3DUSAGE_RENDERTARGET))
968 && ((dst->resource.format_desc->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE)
969 || (dst->resource.usage & WINED3DUSAGE_RENDERTARGET))
970 && (src->resource.format_desc->format == dst->resource.format_desc->format
971 || (is_identity_fixup(src->resource.format_desc->color_fixup)
972 && is_identity_fixup(dst->resource.format_desc->color_fixup)));
975 static BOOL surface_convert_color_to_argb(IWineD3DSurfaceImpl *This, DWORD color, DWORD *argb_color)
977 IWineD3DDeviceImpl *device = This->resource.device;
979 switch(This->resource.format_desc->format)
981 case WINED3DFMT_P8_UINT:
983 DWORD alpha;
985 if (primary_render_target_is_p8(device))
986 alpha = color << 24;
987 else
988 alpha = 0xFF000000;
990 if (This->palette) {
991 *argb_color = (alpha |
992 (This->palette->palents[color].peRed << 16) |
993 (This->palette->palents[color].peGreen << 8) |
994 (This->palette->palents[color].peBlue));
995 } else {
996 *argb_color = alpha;
999 break;
1001 case WINED3DFMT_B5G6R5_UNORM:
1003 if (color == 0xFFFF) {
1004 *argb_color = 0xFFFFFFFF;
1005 } else {
1006 *argb_color = ((0xFF000000) |
1007 ((color & 0xF800) << 8) |
1008 ((color & 0x07E0) << 5) |
1009 ((color & 0x001F) << 3));
1012 break;
1014 case WINED3DFMT_B8G8R8_UNORM:
1015 case WINED3DFMT_B8G8R8X8_UNORM:
1016 *argb_color = 0xFF000000 | color;
1017 break;
1019 case WINED3DFMT_B8G8R8A8_UNORM:
1020 *argb_color = color;
1021 break;
1023 default:
1024 ERR("Unhandled conversion from %s to ARGB!\n", debug_d3dformat(This->resource.format_desc->format));
1025 return FALSE;
1027 return TRUE;
1030 static ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface)
1032 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1033 ULONG ref = InterlockedDecrement(&This->resource.ref);
1034 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
1036 if (!ref)
1038 surface_cleanup(This);
1039 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
1041 TRACE("(%p) Released.\n", This);
1042 HeapFree(GetProcessHeap(), 0, This);
1045 return ref;
1048 /* ****************************************************
1049 IWineD3DSurface IWineD3DResource parts follow
1050 **************************************************** */
1052 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb)
1054 /* TODO: check for locks */
1055 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1056 IWineD3DDeviceImpl *device = This->resource.device;
1057 IWineD3DBaseTexture *baseTexture = NULL;
1059 TRACE("(%p)Checking to see if the container is a base texture\n", This);
1060 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
1061 IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *) baseTexture;
1062 TRACE("Passing to container\n");
1063 tex_impl->baseTexture.internal_preload(baseTexture, srgb);
1064 IWineD3DBaseTexture_Release(baseTexture);
1065 } else {
1066 struct wined3d_context *context = NULL;
1068 TRACE("(%p) : About to load surface\n", This);
1070 if (!device->isInDraw) context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
1072 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
1073 || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
1075 if(palette9_changed(This)) {
1076 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
1077 /* TODO: This is not necessarily needed with hw palettized texture support */
1078 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
1079 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
1080 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
1084 IWineD3DSurface_LoadTexture(iface, srgb == SRGB_SRGB ? TRUE : FALSE);
1086 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
1087 /* Tell opengl to try and keep this texture in video ram (well mostly) */
1088 GLclampf tmp;
1089 tmp = 0.9f;
1090 ENTER_GL();
1091 glPrioritizeTextures(1, &This->texture_name, &tmp);
1092 LEAVE_GL();
1095 if (context) context_release(context);
1099 static void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
1100 surface_internal_preload(iface, SRGB_ANY);
1103 /* Context activation is done by the caller. */
1104 static void surface_remove_pbo(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info)
1106 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1107 This->resource.allocatedMemory =
1108 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1110 ENTER_GL();
1111 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1112 checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
1113 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
1114 checkGLcall("glGetBufferSubDataARB");
1115 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
1116 checkGLcall("glDeleteBuffersARB");
1117 LEAVE_GL();
1119 This->pbo = 0;
1120 This->Flags &= ~SFLAG_PBO;
1123 BOOL surface_init_sysmem(IWineD3DSurface *iface)
1125 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
1127 if(!This->resource.allocatedMemory)
1129 This->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + RESOURCE_ALIGNMENT);
1130 if(!This->resource.heapMemory)
1132 ERR("Out of memory\n");
1133 return FALSE;
1135 This->resource.allocatedMemory =
1136 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1138 else
1140 memset(This->resource.allocatedMemory, 0, This->resource.size);
1143 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
1144 return TRUE;
1147 static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
1148 IWineD3DBaseTexture *texture = NULL;
1149 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
1150 IWineD3DDeviceImpl *device = This->resource.device;
1151 const struct wined3d_gl_info *gl_info;
1152 renderbuffer_entry_t *entry, *entry2;
1153 struct wined3d_context *context;
1155 TRACE("(%p)\n", iface);
1157 if(This->resource.pool == WINED3DPOOL_DEFAULT) {
1158 /* Default pool resources are supposed to be destroyed before Reset is called.
1159 * Implicit resources stay however. So this means we have an implicit render target
1160 * or depth stencil. The content may be destroyed, but we still have to tear down
1161 * opengl resources, so we cannot leave early.
1163 * Put the surfaces into sysmem, and reset the content. The D3D content is undefined,
1164 * but we can't set the sysmem INDRAWABLE because when we're rendering the swapchain
1165 * or the depth stencil into an FBO the texture or render buffer will be removed
1166 * and all flags get lost
1168 surface_init_sysmem(iface);
1169 } else {
1170 /* Load the surface into system memory */
1171 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
1172 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
1174 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
1175 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSRGBTEX, FALSE);
1176 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
1178 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
1179 gl_info = context->gl_info;
1181 /* Destroy PBOs, but load them into real sysmem before */
1182 if (This->Flags & SFLAG_PBO)
1183 surface_remove_pbo(This, gl_info);
1185 /* Destroy fbo render buffers. This is needed for implicit render targets, for
1186 * all application-created targets the application has to release the surface
1187 * before calling _Reset
1189 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
1190 ENTER_GL();
1191 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
1192 LEAVE_GL();
1193 list_remove(&entry->entry);
1194 HeapFree(GetProcessHeap(), 0, entry);
1196 list_init(&This->renderbuffers);
1197 This->current_renderbuffer = NULL;
1199 /* If we're in a texture, the texture name belongs to the texture. Otherwise,
1200 * destroy it
1202 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **) &texture);
1203 if(!texture) {
1204 ENTER_GL();
1205 glDeleteTextures(1, &This->texture_name);
1206 This->texture_name = 0;
1207 glDeleteTextures(1, &This->texture_name_srgb);
1208 This->texture_name_srgb = 0;
1209 LEAVE_GL();
1210 } else {
1211 IWineD3DBaseTexture_Release(texture);
1214 context_release(context);
1217 /* ******************************************************
1218 IWineD3DSurface IWineD3DSurface parts follow
1219 ****************************************************** */
1221 /* Read the framebuffer back into the surface */
1222 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, const RECT *rect, void *dest, UINT pitch)
1224 IWineD3DDeviceImpl *myDevice = This->resource.device;
1225 const struct wined3d_gl_info *gl_info;
1226 struct wined3d_context *context;
1227 BYTE *mem;
1228 GLint fmt;
1229 GLint type;
1230 BYTE *row, *top, *bottom;
1231 int i;
1232 BOOL bpp;
1233 RECT local_rect;
1234 BOOL srcIsUpsideDown;
1235 GLint rowLen = 0;
1236 GLint skipPix = 0;
1237 GLint skipRow = 0;
1239 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1240 static BOOL warned = FALSE;
1241 if(!warned) {
1242 ERR("The application tries to lock the render target, but render target locking is disabled\n");
1243 warned = TRUE;
1245 return;
1248 /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
1249 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
1250 * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
1251 * context->last_was_blit set on the unlock.
1253 context = context_acquire(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
1254 gl_info = context->gl_info;
1256 ENTER_GL();
1258 /* Select the correct read buffer, and give some debug output.
1259 * There is no need to keep track of the current read buffer or reset it, every part of the code
1260 * that reads sets the read buffer as desired.
1262 if (surface_is_offscreen((IWineD3DSurface *) This))
1264 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
1265 * Read from the back buffer
1267 TRACE("Locking offscreen render target\n");
1268 glReadBuffer(myDevice->offscreenBuffer);
1269 srcIsUpsideDown = TRUE;
1271 else
1273 /* Onscreen surfaces are always part of a swapchain */
1274 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *)This);
1275 TRACE("Locking %#x buffer\n", buffer);
1276 glReadBuffer(buffer);
1277 checkGLcall("glReadBuffer");
1278 srcIsUpsideDown = FALSE;
1281 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
1282 if(!rect) {
1283 local_rect.left = 0;
1284 local_rect.top = 0;
1285 local_rect.right = This->currentDesc.Width;
1286 local_rect.bottom = This->currentDesc.Height;
1287 } else {
1288 local_rect = *rect;
1290 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
1292 switch(This->resource.format_desc->format)
1294 case WINED3DFMT_P8_UINT:
1296 if(primary_render_target_is_p8(myDevice)) {
1297 /* In case of P8 render targets the index is stored in the alpha component */
1298 fmt = GL_ALPHA;
1299 type = GL_UNSIGNED_BYTE;
1300 mem = dest;
1301 bpp = This->resource.format_desc->byte_count;
1302 } else {
1303 /* GL can't return palettized data, so read ARGB pixels into a
1304 * separate block of memory and convert them into palettized format
1305 * in software. Slow, but if the app means to use palettized render
1306 * targets and locks it...
1308 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
1309 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
1310 * for the color channels when palettizing the colors.
1312 fmt = GL_RGB;
1313 type = GL_UNSIGNED_BYTE;
1314 pitch *= 3;
1315 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
1316 if(!mem) {
1317 ERR("Out of memory\n");
1318 LEAVE_GL();
1319 return;
1321 bpp = This->resource.format_desc->byte_count * 3;
1324 break;
1326 default:
1327 mem = dest;
1328 fmt = This->resource.format_desc->glFormat;
1329 type = This->resource.format_desc->glType;
1330 bpp = This->resource.format_desc->byte_count;
1333 if(This->Flags & SFLAG_PBO) {
1334 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
1335 checkGLcall("glBindBufferARB");
1336 if(mem != NULL) {
1337 ERR("mem not null for pbo -- unexpected\n");
1338 mem = NULL;
1342 /* Save old pixel store pack state */
1343 glGetIntegerv(GL_PACK_ROW_LENGTH, &rowLen);
1344 checkGLcall("glGetIntegerv");
1345 glGetIntegerv(GL_PACK_SKIP_PIXELS, &skipPix);
1346 checkGLcall("glGetIntegerv");
1347 glGetIntegerv(GL_PACK_SKIP_ROWS, &skipRow);
1348 checkGLcall("glGetIntegerv");
1350 /* Setup pixel store pack state -- to glReadPixels into the correct place */
1351 glPixelStorei(GL_PACK_ROW_LENGTH, This->currentDesc.Width);
1352 checkGLcall("glPixelStorei");
1353 glPixelStorei(GL_PACK_SKIP_PIXELS, local_rect.left);
1354 checkGLcall("glPixelStorei");
1355 glPixelStorei(GL_PACK_SKIP_ROWS, local_rect.top);
1356 checkGLcall("glPixelStorei");
1358 glReadPixels(local_rect.left, (!srcIsUpsideDown) ? (This->currentDesc.Height - local_rect.bottom) : local_rect.top ,
1359 local_rect.right - local_rect.left,
1360 local_rect.bottom - local_rect.top,
1361 fmt, type, mem);
1362 checkGLcall("glReadPixels");
1364 /* Reset previous pixel store pack state */
1365 glPixelStorei(GL_PACK_ROW_LENGTH, rowLen);
1366 checkGLcall("glPixelStorei");
1367 glPixelStorei(GL_PACK_SKIP_PIXELS, skipPix);
1368 checkGLcall("glPixelStorei");
1369 glPixelStorei(GL_PACK_SKIP_ROWS, skipRow);
1370 checkGLcall("glPixelStorei");
1372 if(This->Flags & SFLAG_PBO) {
1373 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
1374 checkGLcall("glBindBufferARB");
1376 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
1377 * to get a pointer to it and perform the flipping in software. This is a lot
1378 * faster than calling glReadPixels for each line. In case we want more speed
1379 * we should rerender it flipped in a FBO and read the data back from the FBO. */
1380 if(!srcIsUpsideDown) {
1381 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1382 checkGLcall("glBindBufferARB");
1384 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1385 checkGLcall("glMapBufferARB");
1389 /* TODO: Merge this with the palettization loop below for P8 targets */
1390 if(!srcIsUpsideDown) {
1391 UINT len, off;
1392 /* glReadPixels returns the image upside down, and there is no way to prevent this.
1393 Flip the lines in software */
1394 len = (local_rect.right - local_rect.left) * bpp;
1395 off = local_rect.left * bpp;
1397 row = HeapAlloc(GetProcessHeap(), 0, len);
1398 if(!row) {
1399 ERR("Out of memory\n");
1400 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT) HeapFree(GetProcessHeap(), 0, mem);
1401 LEAVE_GL();
1402 return;
1405 top = mem + pitch * local_rect.top;
1406 bottom = mem + pitch * (local_rect.bottom - 1);
1407 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
1408 memcpy(row, top + off, len);
1409 memcpy(top + off, bottom + off, len);
1410 memcpy(bottom + off, row, len);
1411 top += pitch;
1412 bottom -= pitch;
1414 HeapFree(GetProcessHeap(), 0, row);
1416 /* Unmap the temp PBO buffer */
1417 if(This->Flags & SFLAG_PBO) {
1418 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1419 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1423 LEAVE_GL();
1424 context_release(context);
1426 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
1427 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
1428 * the same color but we have no choice.
1429 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
1431 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT && !primary_render_target_is_p8(myDevice))
1433 const PALETTEENTRY *pal = NULL;
1434 DWORD width = pitch / 3;
1435 int x, y, c;
1437 if(This->palette) {
1438 pal = This->palette->palents;
1439 } else {
1440 ERR("Palette is missing, cannot perform inverse palette lookup\n");
1441 HeapFree(GetProcessHeap(), 0, mem);
1442 return ;
1445 for(y = local_rect.top; y < local_rect.bottom; y++) {
1446 for(x = local_rect.left; x < local_rect.right; x++) {
1447 /* start lines pixels */
1448 const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
1449 const BYTE *green = blue + 1;
1450 const BYTE *red = green + 1;
1452 for(c = 0; c < 256; c++) {
1453 if(*red == pal[c].peRed &&
1454 *green == pal[c].peGreen &&
1455 *blue == pal[c].peBlue)
1457 *((BYTE *) dest + y * width + x) = c;
1458 break;
1463 HeapFree(GetProcessHeap(), 0, mem);
1467 /* Read the framebuffer contents into a texture */
1468 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
1470 IWineD3DDeviceImpl *device = This->resource.device;
1471 const struct wined3d_gl_info *gl_info;
1472 struct wined3d_context *context;
1473 int bpp;
1474 GLenum format, internal, type;
1475 CONVERT_TYPES convert;
1476 GLint prevRead;
1477 BOOL alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
1479 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, srgb);
1481 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
1482 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
1483 * states in the stateblock, and no driver was found yet that had bugs in that regard.
1485 context = context_acquire(device, (IWineD3DSurface *) This, CTXUSAGE_RESOURCELOAD);
1486 gl_info = context->gl_info;
1488 surface_bind_and_dirtify(This, srgb);
1490 ENTER_GL();
1491 glGetIntegerv(GL_READ_BUFFER, &prevRead);
1492 LEAVE_GL();
1494 /* Select the correct read buffer, and give some debug output.
1495 * There is no need to keep track of the current read buffer or reset it, every part of the code
1496 * that reads sets the read buffer as desired.
1498 if (!surface_is_offscreen((IWineD3DSurface *)This))
1500 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *)This);
1501 TRACE("Locking %#x buffer\n", buffer);
1503 ENTER_GL();
1504 glReadBuffer(buffer);
1505 checkGLcall("glReadBuffer");
1506 LEAVE_GL();
1508 else
1510 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
1511 * Read from the back buffer
1513 TRACE("Locking offscreen render target\n");
1514 ENTER_GL();
1515 glReadBuffer(device->offscreenBuffer);
1516 checkGLcall("glReadBuffer");
1517 LEAVE_GL();
1520 if (!(This->Flags & alloc_flag))
1522 surface_allocate_surface(This, gl_info, internal, This->pow2Width, This->pow2Height, format, type);
1523 This->Flags |= alloc_flag;
1526 ENTER_GL();
1527 /* If !SrcIsUpsideDown we should flip the surface.
1528 * This can be done using glCopyTexSubImage2D but this
1529 * is VERY slow, so don't do that. We should prevent
1530 * this code from getting called in such cases or perhaps
1531 * we can use FBOs */
1533 glCopyTexSubImage2D(This->texture_target, This->texture_level,
1534 0, 0, 0, 0, This->currentDesc.Width, This->currentDesc.Height);
1535 checkGLcall("glCopyTexSubImage2D");
1537 glReadBuffer(prevRead);
1538 checkGLcall("glReadBuffer");
1540 LEAVE_GL();
1542 context_release(context);
1544 TRACE("Updated target %d\n", This->texture_target);
1547 /* Context activation is done by the caller. */
1548 void surface_prepare_texture(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info, BOOL srgb)
1550 DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
1551 GLenum format, internal, type;
1552 GLsizei width, height;
1553 CONVERT_TYPES convert;
1554 int bpp;
1556 if (surface->Flags & alloc_flag) return;
1558 d3dfmt_get_conv(surface, TRUE, TRUE, &format, &internal, &type, &convert, &bpp, srgb);
1559 if(convert != NO_CONVERSION) surface->Flags |= SFLAG_CONVERTED;
1560 else surface->Flags &= ~SFLAG_CONVERTED;
1562 if (surface->Flags & SFLAG_NONPOW2)
1564 width = surface->pow2Width;
1565 height = surface->pow2Height;
1567 else
1569 width = surface->glRect.right - surface->glRect.left;
1570 height = surface->glRect.bottom - surface->glRect.top;
1573 surface_bind_and_dirtify(surface, srgb);
1574 surface_allocate_surface(surface, gl_info, internal, width, height, format, type);
1575 surface->Flags |= alloc_flag;
1578 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This)
1580 IWineD3DDeviceImpl *device = This->resource.device;
1581 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1583 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
1584 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
1585 * changed
1587 if(!(This->Flags & SFLAG_DYNLOCK)) {
1588 This->lockCount++;
1589 /* MAXLOCKCOUNT is defined in wined3d_private.h */
1590 if(This->lockCount > MAXLOCKCOUNT) {
1591 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
1592 This->Flags |= SFLAG_DYNLOCK;
1596 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
1597 * Also don't create a PBO for systemmem surfaces.
1599 if (gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] && (This->Flags & SFLAG_DYNLOCK)
1600 && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2))
1601 && (This->resource.pool != WINED3DPOOL_SYSTEMMEM))
1603 GLenum error;
1604 struct wined3d_context *context;
1606 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
1607 ENTER_GL();
1609 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
1610 error = glGetError();
1611 if(This->pbo == 0 || error != GL_NO_ERROR) {
1612 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
1615 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
1617 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1618 checkGLcall("glBindBufferARB");
1620 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
1621 checkGLcall("glBufferDataARB");
1623 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1624 checkGLcall("glBindBufferARB");
1626 /* We don't need the system memory anymore and we can't even use it for PBOs */
1627 if(!(This->Flags & SFLAG_CLIENT)) {
1628 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
1629 This->resource.heapMemory = NULL;
1631 This->resource.allocatedMemory = NULL;
1632 This->Flags |= SFLAG_PBO;
1633 LEAVE_GL();
1634 context_release(context);
1636 else if (!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO))
1638 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1639 * or a pbo to map
1641 if(!This->resource.heapMemory) {
1642 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1644 This->resource.allocatedMemory =
1645 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1646 if(This->Flags & SFLAG_INSYSMEM) {
1647 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1652 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
1653 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1654 IWineD3DDeviceImpl *myDevice = This->resource.device;
1655 const RECT *pass_rect = pRect;
1657 TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
1659 /* This is also done in the base class, but we have to verify this before loading any data from
1660 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1661 * may interfere, and all other bad things may happen
1663 if (This->Flags & SFLAG_LOCKED) {
1664 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1665 return WINED3DERR_INVALIDCALL;
1667 This->Flags |= SFLAG_LOCKED;
1669 if (!(This->Flags & SFLAG_LOCKABLE))
1671 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
1674 if (Flags & WINED3DLOCK_DISCARD) {
1675 /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
1676 TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
1677 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1678 This->Flags |= SFLAG_INSYSMEM;
1679 goto lock_end;
1682 if (This->Flags & SFLAG_INSYSMEM) {
1683 TRACE("Local copy is up to date, not downloading data\n");
1684 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1685 goto lock_end;
1688 /* IWineD3DSurface_LoadLocation() does not check if the rectangle specifies
1689 * the full surface. Most callers don't need that, so do it here. */
1690 if (pRect && pRect->top == 0 && pRect->left == 0
1691 && pRect->right == This->currentDesc.Width
1692 && pRect->bottom == This->currentDesc.Height)
1694 pass_rect = NULL;
1697 if (!(wined3d_settings.rendertargetlock_mode == RTL_DISABLE
1698 && ((This->Flags & SFLAG_SWAPCHAIN) || iface == myDevice->render_targets[0])))
1700 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, pass_rect);
1703 lock_end:
1704 if (This->Flags & SFLAG_PBO)
1706 const struct wined3d_gl_info *gl_info;
1707 struct wined3d_context *context;
1709 context = context_acquire(myDevice, NULL, CTXUSAGE_RESOURCELOAD);
1710 gl_info = context->gl_info;
1712 ENTER_GL();
1713 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1714 checkGLcall("glBindBufferARB");
1716 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1717 if(This->resource.allocatedMemory) {
1718 ERR("The surface already has PBO memory allocated!\n");
1721 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1722 checkGLcall("glMapBufferARB");
1724 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1725 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1726 checkGLcall("glBindBufferARB");
1728 LEAVE_GL();
1729 context_release(context);
1732 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
1733 /* Don't dirtify */
1734 } else {
1735 IWineD3DBaseTexture *pBaseTexture;
1737 * Dirtify on lock
1738 * as seen in msdn docs
1740 surface_add_dirty_rect(iface, pRect);
1742 /** Dirtify Container if needed */
1743 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture))) {
1744 TRACE("Making container dirty\n");
1745 IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
1746 IWineD3DBaseTexture_Release(pBaseTexture);
1747 } else {
1748 TRACE("Surface is standalone, no need to dirty the container\n");
1752 return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
1755 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem) {
1756 GLint prev_store;
1757 GLint prev_rasterpos[4];
1758 GLint skipBytes = 0;
1759 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
1760 IWineD3DDeviceImpl *myDevice = This->resource.device;
1761 const struct wined3d_gl_info *gl_info;
1762 struct wined3d_context *context;
1764 /* Activate the correct context for the render target */
1765 context = context_acquire(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
1766 gl_info = context->gl_info;
1768 ENTER_GL();
1770 if (!surface_is_offscreen((IWineD3DSurface *)This))
1772 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *)This);
1773 TRACE("Unlocking %#x buffer.\n", buffer);
1774 context_set_draw_buffer(context, buffer);
1776 else
1778 /* Primary offscreen render target */
1779 TRACE("Offscreen render target.\n");
1780 context_set_draw_buffer(context, myDevice->offscreenBuffer);
1783 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
1784 checkGLcall("glGetIntegerv");
1785 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
1786 checkGLcall("glGetIntegerv");
1787 glPixelZoom(1.0f, -1.0f);
1788 checkGLcall("glPixelZoom");
1790 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1791 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
1792 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
1794 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
1795 checkGLcall("glRasterPos3i");
1797 /* Some drivers(radeon dri, others?) don't like exceptions during
1798 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1799 * after ReleaseDC. Reading it will cause an exception, which x11drv will
1800 * catch to put the dib section in InSync mode, which leads to a crash
1801 * and a blocked x server on my radeon card.
1803 * The following lines read the dib section so it is put in InSync mode
1804 * before glDrawPixels is called and the crash is prevented. There won't
1805 * be any interfering gdi accesses, because UnlockRect is called from
1806 * ReleaseDC, and the app won't use the dc any more afterwards.
1808 if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
1809 volatile BYTE read;
1810 read = This->resource.allocatedMemory[0];
1813 if(This->Flags & SFLAG_PBO) {
1814 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1815 checkGLcall("glBindBufferARB");
1818 /* When the surface is locked we only have to refresh the locked part else we need to update the whole image */
1819 if(This->Flags & SFLAG_LOCKED) {
1820 glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1821 (This->lockedRect.bottom - This->lockedRect.top)-1,
1822 fmt, type,
1823 mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1824 checkGLcall("glDrawPixels");
1825 } else {
1826 glDrawPixels(This->currentDesc.Width,
1827 This->currentDesc.Height,
1828 fmt, type, mem);
1829 checkGLcall("glDrawPixels");
1832 if(This->Flags & SFLAG_PBO) {
1833 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1834 checkGLcall("glBindBufferARB");
1837 glPixelZoom(1.0f, 1.0f);
1838 checkGLcall("glPixelZoom");
1840 glRasterPos3iv(&prev_rasterpos[0]);
1841 checkGLcall("glRasterPos3iv");
1843 /* Reset to previous pack row length */
1844 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1845 checkGLcall("glPixelStorei(GL_UNPACK_ROW_LENGTH)");
1847 LEAVE_GL();
1848 context_release(context);
1851 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1852 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1853 IWineD3DDeviceImpl *myDevice = This->resource.device;
1854 BOOL fullsurface;
1856 if (!(This->Flags & SFLAG_LOCKED)) {
1857 WARN("trying to Unlock an unlocked surf@%p\n", This);
1858 return WINEDDERR_NOTLOCKED;
1861 if (This->Flags & SFLAG_PBO)
1863 const struct wined3d_gl_info *gl_info;
1864 struct wined3d_context *context;
1866 TRACE("Freeing PBO memory\n");
1868 context = context_acquire(myDevice, NULL, CTXUSAGE_RESOURCELOAD);
1869 gl_info = context->gl_info;
1871 ENTER_GL();
1872 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1873 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1874 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1875 checkGLcall("glUnmapBufferARB");
1876 LEAVE_GL();
1877 context_release(context);
1879 This->resource.allocatedMemory = NULL;
1882 TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1884 if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1885 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1886 goto unlock_end;
1889 if ((This->Flags & SFLAG_SWAPCHAIN) || (myDevice->render_targets && iface == myDevice->render_targets[0]))
1891 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1892 static BOOL warned = FALSE;
1893 if(!warned) {
1894 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1895 warned = TRUE;
1897 goto unlock_end;
1900 if(This->dirtyRect.left == 0 &&
1901 This->dirtyRect.top == 0 &&
1902 This->dirtyRect.right == This->currentDesc.Width &&
1903 This->dirtyRect.bottom == This->currentDesc.Height) {
1904 fullsurface = TRUE;
1905 } else {
1906 /* TODO: Proper partial rectangle tracking */
1907 fullsurface = FALSE;
1908 This->Flags |= SFLAG_INSYSMEM;
1911 switch(wined3d_settings.rendertargetlock_mode) {
1912 case RTL_READTEX:
1913 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
1914 /* drop through */
1916 case RTL_READDRAW:
1917 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
1918 break;
1921 if(!fullsurface) {
1922 /* Partial rectangle tracking is not commonly implemented, it is only done for render targets. Overwrite
1923 * the flags to bring them back into a sane state. INSYSMEM was set before to tell LoadLocation where
1924 * to read the rectangle from. Indrawable is set because all modifications from the partial sysmem copy
1925 * are written back to the drawable, thus the surface is merged again in the drawable. The sysmem copy is
1926 * not fully up to date because only a subrectangle was read in LockRect.
1928 This->Flags &= ~SFLAG_INSYSMEM;
1929 This->Flags |= SFLAG_INDRAWABLE;
1932 This->dirtyRect.left = This->currentDesc.Width;
1933 This->dirtyRect.top = This->currentDesc.Height;
1934 This->dirtyRect.right = 0;
1935 This->dirtyRect.bottom = 0;
1936 } else if(iface == myDevice->stencilBufferTarget) {
1937 FIXME("Depth Stencil buffer locking is not implemented\n");
1938 } else {
1939 /* The rest should be a normal texture */
1940 IWineD3DBaseTextureImpl *impl;
1941 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1942 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1943 * states need resetting
1945 if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
1946 if(impl->baseTexture.bindCount) {
1947 IWineD3DDeviceImpl_MarkStateDirty(myDevice, STATE_SAMPLER(impl->baseTexture.sampler));
1949 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
1953 unlock_end:
1954 This->Flags &= ~SFLAG_LOCKED;
1955 memset(&This->lockedRect, 0, sizeof(RECT));
1957 /* Overlays have to be redrawn manually after changes with the GL implementation */
1958 if(This->overlay_dest) {
1959 IWineD3DSurface_DrawOverlay(iface);
1961 return WINED3D_OK;
1964 static void surface_release_client_storage(IWineD3DSurface *iface)
1966 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
1967 struct wined3d_context *context;
1969 context = context_acquire(This->resource.device, NULL, CTXUSAGE_RESOURCELOAD);
1971 ENTER_GL();
1972 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
1973 if(This->texture_name)
1975 surface_bind_and_dirtify(This, FALSE);
1976 glTexImage2D(This->texture_target, This->texture_level,
1977 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
1979 if(This->texture_name_srgb)
1981 surface_bind_and_dirtify(This, TRUE);
1982 glTexImage2D(This->texture_target, This->texture_level,
1983 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
1985 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1987 LEAVE_GL();
1988 context_release(context);
1990 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSRGBTEX, FALSE);
1991 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
1992 surface_force_reload(iface);
1995 static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC)
1997 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1998 WINED3DLOCKED_RECT lock;
1999 HRESULT hr;
2000 RGBQUAD col[256];
2002 TRACE("(%p)->(%p)\n",This,pHDC);
2004 if(This->Flags & SFLAG_USERPTR) {
2005 ERR("Not supported on surfaces with an application-provided surfaces\n");
2006 return WINEDDERR_NODC;
2009 /* Give more detailed info for ddraw */
2010 if (This->Flags & SFLAG_DCINUSE)
2011 return WINEDDERR_DCALREADYCREATED;
2013 /* Can't GetDC if the surface is locked */
2014 if (This->Flags & SFLAG_LOCKED)
2015 return WINED3DERR_INVALIDCALL;
2017 memset(&lock, 0, sizeof(lock)); /* To be sure */
2019 /* Create a DIB section if there isn't a hdc yet */
2020 if(!This->hDC) {
2021 if(This->Flags & SFLAG_CLIENT) {
2022 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
2023 surface_release_client_storage(iface);
2025 hr = IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
2026 if(FAILED(hr)) return WINED3DERR_INVALIDCALL;
2028 /* Use the dib section from now on if we are not using a PBO */
2029 if(!(This->Flags & SFLAG_PBO))
2030 This->resource.allocatedMemory = This->dib.bitmap_data;
2033 /* Lock the surface */
2034 hr = IWineD3DSurface_LockRect(iface,
2035 &lock,
2036 NULL,
2039 if(This->Flags & SFLAG_PBO) {
2040 /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
2041 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
2044 if(FAILED(hr)) {
2045 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
2046 /* keep the dib section */
2047 return hr;
2050 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
2051 || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
2053 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
2054 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
2055 unsigned int n;
2056 const PALETTEENTRY *pal = NULL;
2058 if(This->palette) {
2059 pal = This->palette->palents;
2060 } else {
2061 IWineD3DSurfaceImpl *dds_primary;
2062 IWineD3DSwapChainImpl *swapchain;
2063 swapchain = (IWineD3DSwapChainImpl *)This->resource.device->swapchains[0];
2064 dds_primary = (IWineD3DSurfaceImpl *)swapchain->frontBuffer;
2065 if (dds_primary && dds_primary->palette)
2066 pal = dds_primary->palette->palents;
2069 if (pal) {
2070 for (n=0; n<256; n++) {
2071 col[n].rgbRed = pal[n].peRed;
2072 col[n].rgbGreen = pal[n].peGreen;
2073 col[n].rgbBlue = pal[n].peBlue;
2074 col[n].rgbReserved = 0;
2076 SetDIBColorTable(This->hDC, 0, 256, col);
2080 *pHDC = This->hDC;
2081 TRACE("returning %p\n",*pHDC);
2082 This->Flags |= SFLAG_DCINUSE;
2084 return WINED3D_OK;
2087 static HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC)
2089 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2091 TRACE("(%p)->(%p)\n",This,hDC);
2093 if (!(This->Flags & SFLAG_DCINUSE))
2094 return WINEDDERR_NODC;
2096 if (This->hDC !=hDC) {
2097 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
2098 return WINEDDERR_NODC;
2101 if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
2102 /* Copy the contents of the DIB over to the PBO */
2103 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
2106 /* we locked first, so unlock now */
2107 IWineD3DSurface_UnlockRect(iface);
2109 This->Flags &= ~SFLAG_DCINUSE;
2111 return WINED3D_OK;
2114 /* ******************************************************
2115 IWineD3DSurface Internal (No mapping to directx api) parts follow
2116 ****************************************************** */
2118 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode) {
2119 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
2120 const struct wined3d_format_desc *glDesc = This->resource.format_desc;
2121 IWineD3DDeviceImpl *device = This->resource.device;
2122 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2124 /* Default values: From the surface */
2125 *format = glDesc->glFormat;
2126 *type = glDesc->glType;
2127 *convert = NO_CONVERSION;
2128 *target_bpp = glDesc->byte_count;
2130 if(srgb_mode) {
2131 *internal = glDesc->glGammaInternal;
2133 else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET
2134 && surface_is_offscreen((IWineD3DSurface *) This))
2136 *internal = glDesc->rtInternal;
2137 } else {
2138 *internal = glDesc->glInternal;
2141 /* Ok, now look if we have to do any conversion */
2142 switch(This->resource.format_desc->format)
2144 case WINED3DFMT_P8_UINT:
2145 /* ****************
2146 Paletted Texture
2147 **************** */
2149 /* Use conversion when the blit_shader backend supports it. It only supports this in case of
2150 * texturing. Further also use conversion in case of color keying.
2151 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
2152 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
2153 * conflicts with this.
2155 if (!((device->blitter->color_fixup_supported(gl_info, This->resource.format_desc->color_fixup)
2156 && device->render_targets && This == (IWineD3DSurfaceImpl*)device->render_targets[0]))
2157 || colorkey_active || !use_texturing)
2159 *format = GL_RGBA;
2160 *internal = GL_RGBA;
2161 *type = GL_UNSIGNED_BYTE;
2162 *target_bpp = 4;
2163 if(colorkey_active) {
2164 *convert = CONVERT_PALETTED_CK;
2165 } else {
2166 *convert = CONVERT_PALETTED;
2169 /* TODO: this check is evil and should die (it basically checks which blitter backend is used) */
2170 else if (!gl_info->supported[EXT_PALETTED_TEXTURE] && device->blitter->color_fixup_supported(gl_info, This->resource.format_desc->color_fixup))
2172 *format = GL_ALPHA;
2173 *type = GL_UNSIGNED_BYTE;
2174 *target_bpp = 1;
2177 break;
2179 case WINED3DFMT_B2G3R3_UNORM:
2180 /* **********************
2181 GL_UNSIGNED_BYTE_3_3_2
2182 ********************** */
2183 if (colorkey_active) {
2184 /* This texture format will never be used.. So do not care about color keying
2185 up until the point in time it will be needed :-) */
2186 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
2188 break;
2190 case WINED3DFMT_B5G6R5_UNORM:
2191 if (colorkey_active) {
2192 *convert = CONVERT_CK_565;
2193 *format = GL_RGBA;
2194 *internal = GL_RGB5_A1;
2195 *type = GL_UNSIGNED_SHORT_5_5_5_1;
2197 break;
2199 case WINED3DFMT_B5G5R5X1_UNORM:
2200 if (colorkey_active) {
2201 *convert = CONVERT_CK_5551;
2202 *format = GL_BGRA;
2203 *internal = GL_RGB5_A1;
2204 *type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
2206 break;
2208 case WINED3DFMT_B8G8R8_UNORM:
2209 if (colorkey_active) {
2210 *convert = CONVERT_CK_RGB24;
2211 *format = GL_RGBA;
2212 *internal = GL_RGBA8;
2213 *type = GL_UNSIGNED_INT_8_8_8_8;
2214 *target_bpp = 4;
2216 break;
2218 case WINED3DFMT_B8G8R8X8_UNORM:
2219 if (colorkey_active) {
2220 *convert = CONVERT_RGB32_888;
2221 *format = GL_RGBA;
2222 *internal = GL_RGBA8;
2223 *type = GL_UNSIGNED_INT_8_8_8_8;
2225 break;
2227 case WINED3DFMT_R8G8_SNORM:
2228 if (gl_info->supported[NV_TEXTURE_SHADER]) break;
2229 *convert = CONVERT_V8U8;
2230 *format = GL_BGR;
2231 *type = GL_UNSIGNED_BYTE;
2232 *target_bpp = 3;
2233 break;
2235 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
2236 *convert = CONVERT_L6V5U5;
2237 if (gl_info->supported[NV_TEXTURE_SHADER])
2239 *target_bpp = 3;
2240 /* Use format and types from table */
2241 } else {
2242 /* Load it into unsigned R5G6B5, swap L and V channels, and revert that in the shader */
2243 *target_bpp = 2;
2244 *format = GL_RGB;
2245 *type = GL_UNSIGNED_SHORT_5_6_5;
2247 break;
2249 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
2250 *convert = CONVERT_X8L8V8U8;
2251 *target_bpp = 4;
2252 if (gl_info->supported[NV_TEXTURE_SHADER])
2254 /* Use formats from gl table. It is a bit unfortunate, but the conversion
2255 * is needed to set the X format to 255 to get 1.0 for alpha when sampling
2256 * the texture. OpenGL can't use GL_DSDT8_MAG8_NV as internal format with
2257 * the needed type and format parameter, so the internal format contains a
2258 * 4th component, which is returned as alpha
2260 } else {
2261 *format = GL_BGRA;
2262 *type = GL_UNSIGNED_INT_8_8_8_8_REV;
2264 break;
2266 case WINED3DFMT_R8G8B8A8_SNORM:
2267 if (gl_info->supported[NV_TEXTURE_SHADER]) break;
2268 *convert = CONVERT_Q8W8V8U8;
2269 *format = GL_BGRA;
2270 *type = GL_UNSIGNED_BYTE;
2271 *target_bpp = 4;
2272 break;
2274 case WINED3DFMT_R16G16_SNORM:
2275 if (gl_info->supported[NV_TEXTURE_SHADER]) break;
2276 *convert = CONVERT_V16U16;
2277 *format = GL_BGR;
2278 *type = GL_UNSIGNED_SHORT;
2279 *target_bpp = 6;
2280 break;
2282 case WINED3DFMT_L4A4_UNORM:
2283 /* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
2284 * format+type combination to load it. Thus convert it to A8L8, then load it
2285 * with A4L4 internal, but A8L8 format+type
2287 *convert = CONVERT_A4L4;
2288 *format = GL_LUMINANCE_ALPHA;
2289 *type = GL_UNSIGNED_BYTE;
2290 *target_bpp = 2;
2291 break;
2293 case WINED3DFMT_R16G16_UNORM:
2294 *convert = CONVERT_G16R16;
2295 *format = GL_RGB;
2296 *type = GL_UNSIGNED_SHORT;
2297 *target_bpp = 6;
2298 break;
2300 case WINED3DFMT_R16G16_FLOAT:
2301 *convert = CONVERT_R16G16F;
2302 *format = GL_RGB;
2303 *type = GL_HALF_FLOAT_ARB;
2304 *target_bpp = 6;
2305 break;
2307 case WINED3DFMT_R32G32_FLOAT:
2308 *convert = CONVERT_R32G32F;
2309 *format = GL_RGB;
2310 *type = GL_FLOAT;
2311 *target_bpp = 12;
2312 break;
2314 case WINED3DFMT_S1_UINT_D15_UNORM:
2315 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
2316 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
2318 *convert = CONVERT_D15S1;
2319 *target_bpp = 4;
2321 break;
2323 case WINED3DFMT_S4X4_UINT_D24_UNORM:
2324 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
2325 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
2327 *convert = CONVERT_D24X4S4;
2329 break;
2331 case WINED3DFMT_S8_UINT_D24_FLOAT:
2332 if (gl_info->supported[ARB_DEPTH_BUFFER_FLOAT])
2334 *convert = CONVERT_D24FS8;
2335 *target_bpp = 8;
2337 break;
2339 default:
2340 break;
2343 return WINED3D_OK;
2346 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey)
2348 IWineD3DDeviceImpl *device = This->resource.device;
2349 IWineD3DPaletteImpl *pal = This->palette;
2350 BOOL index_in_alpha = FALSE;
2351 unsigned int i;
2353 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
2354 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
2355 * is slow. Further RGB->P8 conversion is not possible because palettes can have
2356 * duplicate entries. Store the color key in the unused alpha component to speed the
2357 * download up and to make conversion unneeded. */
2358 index_in_alpha = primary_render_target_is_p8(device);
2360 if (!pal)
2362 UINT dxVersion = ((IWineD3DImpl *)device->wined3d)->dxVersion;
2364 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
2365 if (dxVersion <= 7)
2367 ERR("This code should never get entered for DirectDraw!, expect problems\n");
2368 if (index_in_alpha)
2370 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
2371 * there's no palette at this time. */
2372 for (i = 0; i < 256; i++) table[i][3] = i;
2375 else
2377 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
2378 * alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
2379 * capability flag is present (wine does advertise this capability) */
2380 for (i = 0; i < 256; ++i)
2382 table[i][0] = device->palettes[device->currentPalette][i].peRed;
2383 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
2384 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
2385 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
2389 else
2391 TRACE("Using surface palette %p\n", pal);
2392 /* Get the surface's palette */
2393 for (i = 0; i < 256; ++i)
2395 table[i][0] = pal->palents[i].peRed;
2396 table[i][1] = pal->palents[i].peGreen;
2397 table[i][2] = pal->palents[i].peBlue;
2399 /* When index_in_alpha is set the palette index is stored in the
2400 * alpha component. In case of a readback we can then read
2401 * GL_ALPHA. Color keying is handled in BltOverride using a
2402 * GL_ALPHA_TEST using GL_NOT_EQUAL. In case of index_in_alpha the
2403 * color key itself is passed to glAlphaFunc in other cases the
2404 * alpha component of pixels that should be masked away is set to 0. */
2405 if (index_in_alpha)
2407 table[i][3] = i;
2409 else if (colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue)
2410 && (i <= This->SrcBltCKey.dwColorSpaceHighValue))
2412 table[i][3] = 0x00;
2414 else if(pal->Flags & WINEDDPCAPS_ALPHA)
2416 table[i][3] = pal->palents[i].peFlags;
2418 else
2420 table[i][3] = 0xFF;
2426 static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width,
2427 UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This)
2429 IWineD3DDeviceImpl *device = This->resource.device;
2430 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2431 const BYTE *source;
2432 BYTE *dest;
2433 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
2435 switch (convert) {
2436 case NO_CONVERSION:
2438 memcpy(dst, src, pitch * height);
2439 break;
2441 case CONVERT_PALETTED:
2442 case CONVERT_PALETTED_CK:
2444 IWineD3DPaletteImpl* pal = This->palette;
2445 BYTE table[256][4];
2446 unsigned int x, y;
2448 if( pal == NULL) {
2449 /* TODO: If we are a sublevel, try to get the palette from level 0 */
2452 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2454 for (y = 0; y < height; y++)
2456 source = src + pitch * y;
2457 dest = dst + outpitch * y;
2458 /* This is an 1 bpp format, using the width here is fine */
2459 for (x = 0; x < width; x++) {
2460 BYTE color = *source++;
2461 *dest++ = table[color][0];
2462 *dest++ = table[color][1];
2463 *dest++ = table[color][2];
2464 *dest++ = table[color][3];
2468 break;
2470 case CONVERT_CK_565:
2472 /* Converting the 565 format in 5551 packed to emulate color-keying.
2474 Note : in all these conversion, it would be best to average the averaging
2475 pixels to get the color of the pixel that will be color-keyed to
2476 prevent 'color bleeding'. This will be done later on if ever it is
2477 too visible.
2479 Note2: Nvidia documents say that their driver does not support alpha + color keying
2480 on the same surface and disables color keying in such a case
2482 unsigned int x, y;
2483 const WORD *Source;
2484 WORD *Dest;
2486 TRACE("Color keyed 565\n");
2488 for (y = 0; y < height; y++) {
2489 Source = (const WORD *)(src + y * pitch);
2490 Dest = (WORD *) (dst + y * outpitch);
2491 for (x = 0; x < width; x++ ) {
2492 WORD color = *Source++;
2493 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
2494 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2495 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2496 *Dest |= 0x0001;
2498 Dest++;
2502 break;
2504 case CONVERT_CK_5551:
2506 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
2507 unsigned int x, y;
2508 const WORD *Source;
2509 WORD *Dest;
2510 TRACE("Color keyed 5551\n");
2511 for (y = 0; y < height; y++) {
2512 Source = (const WORD *)(src + y * pitch);
2513 Dest = (WORD *) (dst + y * outpitch);
2514 for (x = 0; x < width; x++ ) {
2515 WORD color = *Source++;
2516 *Dest = color;
2517 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2518 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2519 *Dest |= (1 << 15);
2521 else {
2522 *Dest &= ~(1 << 15);
2524 Dest++;
2528 break;
2530 case CONVERT_CK_RGB24:
2532 /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
2533 unsigned int x, y;
2534 for (y = 0; y < height; y++)
2536 source = src + pitch * y;
2537 dest = dst + outpitch * y;
2538 for (x = 0; x < width; x++) {
2539 DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ;
2540 DWORD dstcolor = color << 8;
2541 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2542 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2543 dstcolor |= 0xff;
2545 *(DWORD*)dest = dstcolor;
2546 source += 3;
2547 dest += 4;
2551 break;
2553 case CONVERT_RGB32_888:
2555 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
2556 unsigned int x, y;
2557 for (y = 0; y < height; y++)
2559 source = src + pitch * y;
2560 dest = dst + outpitch * y;
2561 for (x = 0; x < width; x++) {
2562 DWORD color = 0xffffff & *(const DWORD*)source;
2563 DWORD dstcolor = color << 8;
2564 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2565 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2566 dstcolor |= 0xff;
2568 *(DWORD*)dest = dstcolor;
2569 source += 4;
2570 dest += 4;
2574 break;
2576 case CONVERT_V8U8:
2578 unsigned int x, y;
2579 const short *Source;
2580 unsigned char *Dest;
2581 for(y = 0; y < height; y++) {
2582 Source = (const short *)(src + y * pitch);
2583 Dest = dst + y * outpitch;
2584 for (x = 0; x < width; x++ ) {
2585 long color = (*Source++);
2586 /* B */ Dest[0] = 0xff;
2587 /* G */ Dest[1] = (color >> 8) + 128; /* V */
2588 /* R */ Dest[2] = (color) + 128; /* U */
2589 Dest += 3;
2592 break;
2595 case CONVERT_V16U16:
2597 unsigned int x, y;
2598 const DWORD *Source;
2599 unsigned short *Dest;
2600 for(y = 0; y < height; y++) {
2601 Source = (const DWORD *)(src + y * pitch);
2602 Dest = (unsigned short *) (dst + y * outpitch);
2603 for (x = 0; x < width; x++ ) {
2604 DWORD color = (*Source++);
2605 /* B */ Dest[0] = 0xffff;
2606 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
2607 /* R */ Dest[2] = (color ) + 32768; /* U */
2608 Dest += 3;
2611 break;
2614 case CONVERT_Q8W8V8U8:
2616 unsigned int x, y;
2617 const DWORD *Source;
2618 unsigned char *Dest;
2619 for(y = 0; y < height; y++) {
2620 Source = (const DWORD *)(src + y * pitch);
2621 Dest = dst + y * outpitch;
2622 for (x = 0; x < width; x++ ) {
2623 long color = (*Source++);
2624 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
2625 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
2626 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
2627 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
2628 Dest += 4;
2631 break;
2634 case CONVERT_L6V5U5:
2636 unsigned int x, y;
2637 const WORD *Source;
2638 unsigned char *Dest;
2640 if (gl_info->supported[NV_TEXTURE_SHADER])
2642 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
2643 * fixed function and shaders without further conversion once the surface is
2644 * loaded
2646 for(y = 0; y < height; y++) {
2647 Source = (const WORD *)(src + y * pitch);
2648 Dest = dst + y * outpitch;
2649 for (x = 0; x < width; x++ ) {
2650 short color = (*Source++);
2651 unsigned char l = ((color >> 10) & 0xfc);
2652 char v = ((color >> 5) & 0x3e);
2653 char u = ((color ) & 0x1f);
2655 /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
2656 * and doubles the positive range. Thus shift left only once, gl does the 2nd
2657 * shift. GL reads a signed value and converts it into an unsigned value.
2659 /* M */ Dest[2] = l << 1;
2661 /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
2662 * from 5 bit values to 8 bit values.
2664 /* V */ Dest[1] = v << 3;
2665 /* U */ Dest[0] = u << 3;
2666 Dest += 3;
2669 } else {
2670 for(y = 0; y < height; y++) {
2671 unsigned short *Dest_s = (unsigned short *) (dst + y * outpitch);
2672 Source = (const WORD *)(src + y * pitch);
2673 for (x = 0; x < width; x++ ) {
2674 short color = (*Source++);
2675 unsigned char l = ((color >> 10) & 0xfc);
2676 short v = ((color >> 5) & 0x3e);
2677 short u = ((color ) & 0x1f);
2678 short v_conv = v + 16;
2679 short u_conv = u + 16;
2681 *Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
2682 Dest_s += 1;
2686 break;
2689 case CONVERT_X8L8V8U8:
2691 unsigned int x, y;
2692 const DWORD *Source;
2693 unsigned char *Dest;
2695 if (gl_info->supported[NV_TEXTURE_SHADER])
2697 /* This implementation works with the fixed function pipeline and shaders
2698 * without further modification after converting the surface.
2700 for(y = 0; y < height; y++) {
2701 Source = (const DWORD *)(src + y * pitch);
2702 Dest = dst + y * outpitch;
2703 for (x = 0; x < width; x++ ) {
2704 long color = (*Source++);
2705 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
2706 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
2707 /* U */ Dest[0] = (color & 0xff); /* U */
2708 /* I */ Dest[3] = 255; /* X */
2709 Dest += 4;
2712 } else {
2713 /* Doesn't work correctly with the fixed function pipeline, but can work in
2714 * shaders if the shader is adjusted. (There's no use for this format in gl's
2715 * standard fixed function pipeline anyway).
2717 for(y = 0; y < height; y++) {
2718 Source = (const DWORD *)(src + y * pitch);
2719 Dest = dst + y * outpitch;
2720 for (x = 0; x < width; x++ ) {
2721 long color = (*Source++);
2722 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
2723 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
2724 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
2725 Dest += 4;
2729 break;
2732 case CONVERT_A4L4:
2734 unsigned int x, y;
2735 const unsigned char *Source;
2736 unsigned char *Dest;
2737 for(y = 0; y < height; y++) {
2738 Source = src + y * pitch;
2739 Dest = dst + y * outpitch;
2740 for (x = 0; x < width; x++ ) {
2741 unsigned char color = (*Source++);
2742 /* A */ Dest[1] = (color & 0xf0) << 0;
2743 /* L */ Dest[0] = (color & 0x0f) << 4;
2744 Dest += 2;
2747 break;
2750 case CONVERT_G16R16:
2751 case CONVERT_R16G16F:
2753 unsigned int x, y;
2754 const WORD *Source;
2755 WORD *Dest;
2757 for(y = 0; y < height; y++) {
2758 Source = (const WORD *)(src + y * pitch);
2759 Dest = (WORD *) (dst + y * outpitch);
2760 for (x = 0; x < width; x++ ) {
2761 WORD green = (*Source++);
2762 WORD red = (*Source++);
2763 Dest[0] = green;
2764 Dest[1] = red;
2765 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
2766 * shader overwrites it anyway
2768 Dest[2] = 0xffff;
2769 Dest += 3;
2772 break;
2775 case CONVERT_R32G32F:
2777 unsigned int x, y;
2778 const float *Source;
2779 float *Dest;
2780 for(y = 0; y < height; y++) {
2781 Source = (const float *)(src + y * pitch);
2782 Dest = (float *) (dst + y * outpitch);
2783 for (x = 0; x < width; x++ ) {
2784 float green = (*Source++);
2785 float red = (*Source++);
2786 Dest[0] = green;
2787 Dest[1] = red;
2788 Dest[2] = 1.0f;
2789 Dest += 3;
2792 break;
2795 case CONVERT_D15S1:
2797 unsigned int x, y;
2799 for (y = 0; y < height; ++y)
2801 const WORD *source = (const WORD *)(src + y * pitch);
2802 DWORD *dest = (DWORD *)(dst + y * outpitch);
2804 for (x = 0; x < width; ++x)
2806 /* The depth data is normalized, so needs to be scaled,
2807 * the stencil data isn't. Scale depth data by
2808 * (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
2809 WORD d15 = source[x] >> 1;
2810 DWORD d24 = (d15 << 9) + (d15 >> 6);
2811 dest[x] = (d24 << 8) | (source[x] & 0x1);
2814 break;
2817 case CONVERT_D24X4S4:
2819 unsigned int x, y;
2821 for (y = 0; y < height; ++y)
2823 const DWORD *source = (const DWORD *)(src + y * pitch);
2824 DWORD *dest = (DWORD *)(dst + y * outpitch);
2826 for (x = 0; x < width; ++x)
2828 /* Just need to clear out the X4 part. */
2829 dest[x] = source[x] & ~0xf0;
2832 break;
2835 case CONVERT_D24FS8:
2837 unsigned int x, y;
2839 for (y = 0; y < height; ++y)
2841 const DWORD *source = (const DWORD *)(src + y * pitch);
2842 float *dest_f = (float *)(dst + y * outpitch);
2843 DWORD *dest_s = (DWORD *)(dst + y * outpitch);
2845 for (x = 0; x < width; ++x)
2847 dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00) >> 8);
2848 dest_s[x * 2 + 1] = source[x] & 0xff;
2851 break;
2854 default:
2855 ERR("Unsupported conversion type %#x.\n", convert);
2857 return WINED3D_OK;
2860 /* This function is used in case of 8bit paletted textures to upload the palette.
2861 It supports GL_EXT_paletted_texture and GL_ARB_fragment_program, support for other
2862 extensions like ATI_fragment_shaders is possible.
2864 /* Context activation is done by the caller. */
2865 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface,
2866 const struct wined3d_gl_info *gl_info, CONVERT_TYPES convert)
2868 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2869 BYTE table[256][4];
2870 IWineD3DDeviceImpl *device = This->resource.device;
2872 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2874 /* Try to use the paletted texture extension */
2875 if (gl_info->supported[EXT_PALETTED_TEXTURE])
2877 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
2878 ENTER_GL();
2879 GL_EXTCALL(glColorTableEXT(This->texture_target, GL_RGBA, 256, GL_RGBA, GL_UNSIGNED_BYTE, table));
2880 LEAVE_GL();
2882 else
2884 /* Let a fragment shader do the color conversion by uploading the palette to a 1D texture.
2885 * The 8bit pixel data will be used as an index in this palette texture to retrieve the final color. */
2886 TRACE("Using fragment shaders for emulating 8-bit paletted texture support\n");
2888 device->blitter->set_shader((IWineD3DDevice *) device, This->resource.format_desc,
2889 This->texture_target, This->pow2Width, This->pow2Height);
2891 ENTER_GL();
2892 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
2893 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2895 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2896 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /* Make sure we have discrete color levels. */
2897 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2898 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table); /* Upload the palette */
2900 /* Switch back to unit 0 in which the 2D texture will be stored. */
2901 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0));
2903 /* Rebind the texture because it isn't bound anymore */
2904 glBindTexture(This->texture_target, This->texture_name);
2905 LEAVE_GL();
2909 BOOL palette9_changed(IWineD3DSurfaceImpl *This)
2911 IWineD3DDeviceImpl *device = This->resource.device;
2913 if (This->palette || (This->resource.format_desc->format != WINED3DFMT_P8_UINT
2914 && This->resource.format_desc->format != WINED3DFMT_P8_UINT_A8_UNORM))
2916 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2917 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2919 return FALSE;
2922 if (This->palette9)
2924 if (!memcmp(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256))
2926 return FALSE;
2928 } else {
2929 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2931 memcpy(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2932 return TRUE;
2935 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2936 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2937 DWORD flag = srgb_mode ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE;
2939 if (!(This->Flags & flag)) {
2940 TRACE("Reloading because surface is dirty\n");
2941 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2942 ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
2943 /* Reload: vice versa OR */
2944 ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
2945 /* Also reload: Color key is active AND the color key has changed */
2946 ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
2947 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
2948 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
2949 TRACE("Reloading because of color keying\n");
2950 /* To perform the color key conversion we need a sysmem copy of
2951 * the surface. Make sure we have it
2954 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
2955 /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2956 /* TODO: This is not necessarily needed with hw palettized texture support */
2957 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2958 } else {
2959 TRACE("surface is already in texture\n");
2960 return WINED3D_OK;
2963 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2964 * These resources are not bound by device size or format restrictions. Because of this,
2965 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2966 * However, these resources can always be created, locked, and copied.
2968 if (This->resource.pool == WINED3DPOOL_SCRATCH )
2970 FIXME("(%p) Operation not supported for scratch textures\n",This);
2971 return WINED3DERR_INVALIDCALL;
2974 IWineD3DSurface_LoadLocation(iface, flag, NULL /* no partial locking for textures yet */);
2976 #if 0
2978 static unsigned int gen = 0;
2979 char buffer[4096];
2980 ++gen;
2981 if ((gen % 10) == 0) {
2982 snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm",
2983 This, This->texture_target, This->texture_level, gen);
2984 IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
2987 * debugging crash code
2988 if (gen == 250) {
2989 void** test = NULL;
2990 *test = 0;
2994 #endif
2996 if (!(This->Flags & SFLAG_DONOTFREE)) {
2997 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
2998 This->resource.allocatedMemory = NULL;
2999 This->resource.heapMemory = NULL;
3000 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, FALSE);
3003 return WINED3D_OK;
3006 /* Context activation is done by the caller. */
3007 static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) {
3008 /* TODO: check for locks */
3009 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3010 IWineD3DBaseTexture *baseTexture = NULL;
3012 TRACE("(%p)Checking to see if the container is a base texture\n", This);
3013 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
3014 TRACE("Passing to container\n");
3015 IWineD3DBaseTexture_BindTexture(baseTexture, srgb);
3016 IWineD3DBaseTexture_Release(baseTexture);
3018 else
3020 GLuint *name;
3022 TRACE("(%p) : Binding surface\n", This);
3024 name = srgb ? &This->texture_name_srgb : &This->texture_name;
3026 ENTER_GL();
3028 if (!This->texture_level)
3030 if (!*name) {
3031 glGenTextures(1, name);
3032 checkGLcall("glGenTextures");
3033 TRACE("Surface %p given name %d\n", This, *name);
3035 glBindTexture(This->texture_target, *name);
3036 checkGLcall("glBindTexture");
3037 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
3038 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
3039 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
3040 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
3041 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
3042 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
3043 glTexParameteri(This->texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3044 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
3045 glTexParameteri(This->texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3046 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
3048 /* This is where we should be reducing the amount of GLMemoryUsed */
3049 } else if (*name) {
3050 /* Mipmap surfaces should have a base texture container */
3051 ERR("Mipmap surface has a glTexture bound to it!\n");
3054 glBindTexture(This->texture_target, *name);
3055 checkGLcall("glBindTexture");
3057 LEAVE_GL();
3061 #include <errno.h>
3062 #include <stdio.h>
3063 static HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename)
3065 FILE* f = NULL;
3066 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3067 char *allocatedMemory;
3068 const char *textureRow;
3069 IWineD3DSwapChain *swapChain = NULL;
3070 int width, height, i, y;
3071 GLuint tmpTexture = 0;
3072 DWORD color;
3073 /*FIXME:
3074 Textures may not be stored in ->allocatedgMemory and a GlTexture
3075 so we should lock the surface before saving a snapshot, or at least check that
3077 /* TODO: Compressed texture images can be obtained from the GL in uncompressed form
3078 by calling GetTexImage and in compressed form by calling
3079 GetCompressedTexImageARB. Queried compressed images can be saved and
3080 later reused by calling CompressedTexImage[123]DARB. Pre-compressed
3081 texture images do not need to be processed by the GL and should
3082 significantly improve texture loading performance relative to uncompressed
3083 images. */
3085 /* Setup the width and height to be the internal texture width and height. */
3086 width = This->pow2Width;
3087 height = This->pow2Height;
3088 /* check to see if we're a 'virtual' texture, e.g. we're not a pbuffer of texture, we're a back buffer*/
3089 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain);
3091 if (This->Flags & SFLAG_INDRAWABLE && !(This->Flags & SFLAG_INTEXTURE)) {
3092 /* if were not a real texture then read the back buffer into a real texture */
3093 /* we don't want to interfere with the back buffer so read the data into a temporary
3094 * texture and then save the data out of the temporary texture
3096 GLint prevRead;
3097 ENTER_GL();
3098 TRACE("(%p) Reading render target into texture\n", This);
3100 glGenTextures(1, &tmpTexture);
3101 glBindTexture(GL_TEXTURE_2D, tmpTexture);
3103 glTexImage2D(GL_TEXTURE_2D,
3105 GL_RGBA,
3106 width,
3107 height,
3108 0/*border*/,
3109 GL_RGBA,
3110 GL_UNSIGNED_INT_8_8_8_8_REV,
3111 NULL);
3113 glGetIntegerv(GL_READ_BUFFER, &prevRead);
3114 checkGLcall("glGetIntegerv");
3115 glReadBuffer(swapChain ? GL_BACK : This->resource.device->offscreenBuffer);
3116 checkGLcall("glReadBuffer");
3117 glCopyTexImage2D(GL_TEXTURE_2D,
3119 GL_RGBA,
3122 width,
3123 height,
3126 checkGLcall("glCopyTexImage2D");
3127 glReadBuffer(prevRead);
3128 LEAVE_GL();
3130 } else { /* bind the real texture, and make sure it up to date */
3131 surface_internal_preload(iface, SRGB_RGB);
3132 surface_bind_and_dirtify(This, FALSE);
3134 allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width * height * 4);
3135 ENTER_GL();
3136 FIXME("Saving texture level %d width %d height %d\n", This->texture_level, width, height);
3137 glGetTexImage(GL_TEXTURE_2D, This->texture_level, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, allocatedMemory);
3138 checkGLcall("glGetTexImage");
3139 if (tmpTexture) {
3140 glBindTexture(GL_TEXTURE_2D, 0);
3141 glDeleteTextures(1, &tmpTexture);
3143 LEAVE_GL();
3145 f = fopen(filename, "w+");
3146 if (NULL == f) {
3147 ERR("opening of %s failed with: %s\n", filename, strerror(errno));
3148 return WINED3DERR_INVALIDCALL;
3150 /* Save the data out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha channel */
3151 TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format_desc->format));
3152 /* TGA header */
3153 fputc(0,f);
3154 fputc(0,f);
3155 fputc(2,f);
3156 fputc(0,f);
3157 fputc(0,f);
3158 fputc(0,f);
3159 fputc(0,f);
3160 fputc(0,f);
3161 fputc(0,f);
3162 fputc(0,f);
3163 fputc(0,f);
3164 fputc(0,f);
3165 /* short width*/
3166 fwrite(&width,2,1,f);
3167 /* short height */
3168 fwrite(&height,2,1,f);
3169 /* format rgba */
3170 fputc(0x20,f);
3171 fputc(0x28,f);
3172 /* raw data */
3173 /* if the data is upside down if we've fetched it from a back buffer, so it needs flipping again to make it the correct way up */
3174 if(swapChain)
3175 textureRow = allocatedMemory + (width * (height - 1) *4);
3176 else
3177 textureRow = allocatedMemory;
3178 for (y = 0 ; y < height; y++) {
3179 for (i = 0; i < width; i++) {
3180 color = *((const DWORD*)textureRow);
3181 fputc((color >> 16) & 0xFF, f); /* B */
3182 fputc((color >> 8) & 0xFF, f); /* G */
3183 fputc((color >> 0) & 0xFF, f); /* R */
3184 fputc((color >> 24) & 0xFF, f); /* A */
3185 textureRow += 4;
3187 /* take two rows of the pointer to the texture memory */
3188 if(swapChain)
3189 (textureRow-= width << 3);
3192 TRACE("Closing file\n");
3193 fclose(f);
3195 if(swapChain) {
3196 IWineD3DSwapChain_Release(swapChain);
3198 HeapFree(GetProcessHeap(), 0, allocatedMemory);
3199 return WINED3D_OK;
3202 static HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
3203 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3204 HRESULT hr;
3206 TRACE("(%p) : Calling base function first\n", This);
3207 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
3208 if(SUCCEEDED(hr)) {
3209 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
3210 TRACE("(%p) : glFormat %d, glFormatInternal %d, glType %d\n", This, This->resource.format_desc->glFormat,
3211 This->resource.format_desc->glInternal, This->resource.format_desc->glType);
3213 return hr;
3216 static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
3217 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3219 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
3220 WARN("Surface is locked or the HDC is in use\n");
3221 return WINED3DERR_INVALIDCALL;
3224 if(Mem && Mem != This->resource.allocatedMemory) {
3225 void *release = NULL;
3227 /* Do I have to copy the old surface content? */
3228 if(This->Flags & SFLAG_DIBSECTION) {
3229 /* Release the DC. No need to hold the critical section for the update
3230 * Thread because this thread runs only on front buffers, but this method
3231 * fails for render targets in the check above.
3233 SelectObject(This->hDC, This->dib.holdbitmap);
3234 DeleteDC(This->hDC);
3235 /* Release the DIB section */
3236 DeleteObject(This->dib.DIBsection);
3237 This->dib.bitmap_data = NULL;
3238 This->resource.allocatedMemory = NULL;
3239 This->hDC = NULL;
3240 This->Flags &= ~SFLAG_DIBSECTION;
3241 } else if(!(This->Flags & SFLAG_USERPTR)) {
3242 release = This->resource.heapMemory;
3243 This->resource.heapMemory = NULL;
3245 This->resource.allocatedMemory = Mem;
3246 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
3248 /* Now the surface memory is most up do date. Invalidate drawable and texture */
3249 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
3251 /* For client textures opengl has to be notified */
3252 if(This->Flags & SFLAG_CLIENT) {
3253 surface_release_client_storage(iface);
3256 /* Now free the old memory if any */
3257 HeapFree(GetProcessHeap(), 0, release);
3258 } else if(This->Flags & SFLAG_USERPTR) {
3259 /* LockRect and GetDC will re-create the dib section and allocated memory */
3260 This->resource.allocatedMemory = NULL;
3261 /* HeapMemory should be NULL already */
3262 if(This->resource.heapMemory != NULL) ERR("User pointer surface has heap memory allocated\n");
3263 This->Flags &= ~SFLAG_USERPTR;
3265 if(This->Flags & SFLAG_CLIENT) {
3266 surface_release_client_storage(iface);
3269 return WINED3D_OK;
3272 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
3274 /* Flip the surface contents */
3275 /* Flip the DC */
3277 HDC tmp;
3278 tmp = front->hDC;
3279 front->hDC = back->hDC;
3280 back->hDC = tmp;
3283 /* Flip the DIBsection */
3285 HBITMAP tmp;
3286 BOOL hasDib = front->Flags & SFLAG_DIBSECTION;
3287 tmp = front->dib.DIBsection;
3288 front->dib.DIBsection = back->dib.DIBsection;
3289 back->dib.DIBsection = tmp;
3291 if(back->Flags & SFLAG_DIBSECTION) front->Flags |= SFLAG_DIBSECTION;
3292 else front->Flags &= ~SFLAG_DIBSECTION;
3293 if(hasDib) back->Flags |= SFLAG_DIBSECTION;
3294 else back->Flags &= ~SFLAG_DIBSECTION;
3297 /* Flip the surface data */
3299 void* tmp;
3301 tmp = front->dib.bitmap_data;
3302 front->dib.bitmap_data = back->dib.bitmap_data;
3303 back->dib.bitmap_data = tmp;
3305 tmp = front->resource.allocatedMemory;
3306 front->resource.allocatedMemory = back->resource.allocatedMemory;
3307 back->resource.allocatedMemory = tmp;
3309 tmp = front->resource.heapMemory;
3310 front->resource.heapMemory = back->resource.heapMemory;
3311 back->resource.heapMemory = tmp;
3314 /* Flip the PBO */
3316 GLuint tmp_pbo = front->pbo;
3317 front->pbo = back->pbo;
3318 back->pbo = tmp_pbo;
3321 /* client_memory should not be different, but just in case */
3323 BOOL tmp;
3324 tmp = front->dib.client_memory;
3325 front->dib.client_memory = back->dib.client_memory;
3326 back->dib.client_memory = tmp;
3329 /* Flip the opengl texture */
3331 GLuint tmp;
3333 tmp = back->texture_name;
3334 back->texture_name = front->texture_name;
3335 front->texture_name = tmp;
3337 tmp = back->texture_name_srgb;
3338 back->texture_name_srgb = front->texture_name_srgb;
3339 front->texture_name_srgb = tmp;
3343 DWORD tmp_flags = back->Flags;
3344 back->Flags = front->Flags;
3345 front->Flags = tmp_flags;
3349 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
3350 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3351 IWineD3DSwapChainImpl *swapchain = NULL;
3352 HRESULT hr;
3353 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
3355 /* Flipping is only supported on RenderTargets and overlays*/
3356 if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
3357 WARN("Tried to flip a non-render target, non-overlay surface\n");
3358 return WINEDDERR_NOTFLIPPABLE;
3361 if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
3362 flip_surface(This, (IWineD3DSurfaceImpl *) override);
3364 /* Update the overlay if it is visible */
3365 if(This->overlay_dest) {
3366 return IWineD3DSurface_DrawOverlay((IWineD3DSurface *) This);
3367 } else {
3368 return WINED3D_OK;
3372 if(override) {
3373 /* DDraw sets this for the X11 surfaces, so don't confuse the user
3374 * FIXME("(%p) Target override is not supported by now\n", This);
3375 * Additionally, it isn't really possible to support triple-buffering
3376 * properly on opengl at all
3380 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **) &swapchain);
3381 if(!swapchain) {
3382 ERR("Flipped surface is not on a swapchain\n");
3383 return WINEDDERR_NOTFLIPPABLE;
3386 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
3387 * and only d3d8 and d3d9 apps specify the presentation interval
3389 if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
3390 /* Most common case first to avoid wasting time on all the other cases */
3391 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
3392 } else if(Flags & WINEDDFLIP_NOVSYNC) {
3393 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3394 } else if(Flags & WINEDDFLIP_INTERVAL2) {
3395 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
3396 } else if(Flags & WINEDDFLIP_INTERVAL3) {
3397 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
3398 } else {
3399 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
3402 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
3403 hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *) swapchain, NULL, NULL, 0, NULL, 0);
3404 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
3405 return hr;
3408 /* Does a direct frame buffer -> texture copy. Stretching is done
3409 * with single pixel copy calls
3411 static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
3412 const RECT *src_rect, const RECT *dst_rect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter)
3414 IWineD3DDeviceImpl *myDevice = This->resource.device;
3415 float xrel, yrel;
3416 UINT row;
3417 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3418 struct wined3d_context *context;
3421 context = context_acquire(myDevice, SrcSurface, CTXUSAGE_BLIT);
3422 surface_internal_preload((IWineD3DSurface *) This, SRGB_RGB);
3423 ENTER_GL();
3425 /* Bind the target texture */
3426 glBindTexture(This->texture_target, This->texture_name);
3427 checkGLcall("glBindTexture");
3428 if(surface_is_offscreen(SrcSurface)) {
3429 TRACE("Reading from an offscreen target\n");
3430 upsidedown = !upsidedown;
3431 glReadBuffer(myDevice->offscreenBuffer);
3433 else
3435 glReadBuffer(surface_get_gl_buffer(SrcSurface));
3437 checkGLcall("glReadBuffer");
3439 xrel = (float) (src_rect->right - src_rect->left) / (float) (dst_rect->right - dst_rect->left);
3440 yrel = (float) (src_rect->bottom - src_rect->top) / (float) (dst_rect->bottom - dst_rect->top);
3442 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
3444 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
3446 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
3447 ERR("Texture filtering not supported in direct blit\n");
3450 else if ((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT)
3451 && ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
3453 ERR("Texture filtering not supported in direct blit\n");
3456 if (upsidedown
3457 && !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
3458 && !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
3460 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
3462 glCopyTexSubImage2D(This->texture_target, This->texture_level,
3463 dst_rect->left /*xoffset */, dst_rect->top /* y offset */,
3464 src_rect->left, Src->currentDesc.Height - src_rect->bottom,
3465 dst_rect->right - dst_rect->left, dst_rect->bottom - dst_rect->top);
3466 } else {
3467 UINT yoffset = Src->currentDesc.Height - src_rect->top + dst_rect->top - 1;
3468 /* I have to process this row by row to swap the image,
3469 * otherwise it would be upside down, so stretching in y direction
3470 * doesn't cost extra time
3472 * However, stretching in x direction can be avoided if not necessary
3474 for(row = dst_rect->top; row < dst_rect->bottom; row++) {
3475 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
3477 /* Well, that stuff works, but it's very slow.
3478 * find a better way instead
3480 UINT col;
3482 for(col = dst_rect->left; col < dst_rect->right; col++) {
3483 glCopyTexSubImage2D(This->texture_target, This->texture_level,
3484 dst_rect->left + col /* x offset */, row /* y offset */,
3485 src_rect->left + col * xrel, yoffset - (int) (row * yrel), 1, 1);
3487 } else {
3488 glCopyTexSubImage2D(This->texture_target, This->texture_level,
3489 dst_rect->left /* x offset */, row /* y offset */,
3490 src_rect->left, yoffset - (int) (row * yrel), dst_rect->right-dst_rect->left, 1);
3494 checkGLcall("glCopyTexSubImage2D");
3496 LEAVE_GL();
3497 context_release(context);
3499 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3500 * path is never entered
3502 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
3505 /* Uses the hardware to stretch and flip the image */
3506 static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
3507 IWineD3DSwapChainImpl *swapchain, const RECT *src_rect, const RECT *dst_rect,
3508 BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter)
3510 IWineD3DDeviceImpl *myDevice = This->resource.device;
3511 GLuint src, backup = 0;
3512 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3513 float left, right, top, bottom; /* Texture coordinates */
3514 UINT fbwidth = Src->currentDesc.Width;
3515 UINT fbheight = Src->currentDesc.Height;
3516 struct wined3d_context *context;
3517 GLenum drawBuffer = GL_BACK;
3518 GLenum texture_target;
3519 BOOL noBackBufferBackup;
3520 BOOL src_offscreen;
3522 TRACE("Using hwstretch blit\n");
3523 /* Activate the Proper context for reading from the source surface, set it up for blitting */
3524 context = context_acquire(myDevice, SrcSurface, CTXUSAGE_BLIT);
3525 surface_internal_preload((IWineD3DSurface *) This, SRGB_RGB);
3527 src_offscreen = surface_is_offscreen(SrcSurface);
3528 noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
3529 if (!noBackBufferBackup && !Src->texture_name)
3531 /* Get it a description */
3532 surface_internal_preload(SrcSurface, SRGB_RGB);
3534 ENTER_GL();
3536 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
3537 * This way we don't have to wait for the 2nd readback to finish to leave this function.
3539 if (context->aux_buffers >= 2)
3541 /* Got more than one aux buffer? Use the 2nd aux buffer */
3542 drawBuffer = GL_AUX1;
3544 else if ((!src_offscreen || myDevice->offscreenBuffer == GL_BACK) && context->aux_buffers >= 1)
3546 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
3547 drawBuffer = GL_AUX0;
3550 if(noBackBufferBackup) {
3551 glGenTextures(1, &backup);
3552 checkGLcall("glGenTextures");
3553 glBindTexture(GL_TEXTURE_2D, backup);
3554 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3555 texture_target = GL_TEXTURE_2D;
3556 } else {
3557 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
3558 * we are reading from the back buffer, the backup can be used as source texture
3560 texture_target = Src->texture_target;
3561 glBindTexture(texture_target, Src->texture_name);
3562 checkGLcall("glBindTexture(texture_target, Src->texture_name)");
3563 glEnable(texture_target);
3564 checkGLcall("glEnable(texture_target)");
3566 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
3567 Src->Flags &= ~SFLAG_INTEXTURE;
3570 if (src_offscreen)
3572 TRACE("Reading from an offscreen target\n");
3573 upsidedown = !upsidedown;
3574 glReadBuffer(myDevice->offscreenBuffer);
3576 else
3578 glReadBuffer(surface_get_gl_buffer(SrcSurface));
3581 /* TODO: Only back up the part that will be overwritten */
3582 glCopyTexSubImage2D(texture_target, 0,
3583 0, 0 /* read offsets */,
3584 0, 0,
3585 fbwidth,
3586 fbheight);
3588 checkGLcall("glCopyTexSubImage2D");
3590 /* No issue with overriding these - the sampler is dirty due to blit usage */
3591 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
3592 wined3d_gl_mag_filter(magLookup, Filter));
3593 checkGLcall("glTexParameteri");
3594 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
3595 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
3596 checkGLcall("glTexParameteri");
3598 if(!swapchain || (IWineD3DSurface *) Src == swapchain->backBuffer[0]) {
3599 src = backup ? backup : Src->texture_name;
3600 } else {
3601 glReadBuffer(GL_FRONT);
3602 checkGLcall("glReadBuffer(GL_FRONT)");
3604 glGenTextures(1, &src);
3605 checkGLcall("glGenTextures(1, &src)");
3606 glBindTexture(GL_TEXTURE_2D, src);
3607 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
3609 /* TODO: Only copy the part that will be read. Use src_rect->left, src_rect->bottom as origin, but with the width watch
3610 * out for power of 2 sizes
3612 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Src->pow2Width, Src->pow2Height, 0,
3613 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
3614 checkGLcall("glTexImage2D");
3615 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
3616 0, 0 /* read offsets */,
3617 0, 0,
3618 fbwidth,
3619 fbheight);
3621 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3622 checkGLcall("glTexParameteri");
3623 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3624 checkGLcall("glTexParameteri");
3626 glReadBuffer(GL_BACK);
3627 checkGLcall("glReadBuffer(GL_BACK)");
3629 if(texture_target != GL_TEXTURE_2D) {
3630 glDisable(texture_target);
3631 glEnable(GL_TEXTURE_2D);
3632 texture_target = GL_TEXTURE_2D;
3635 checkGLcall("glEnd and previous");
3637 left = src_rect->left;
3638 right = src_rect->right;
3640 if(upsidedown) {
3641 top = Src->currentDesc.Height - src_rect->top;
3642 bottom = Src->currentDesc.Height - src_rect->bottom;
3643 } else {
3644 top = Src->currentDesc.Height - src_rect->bottom;
3645 bottom = Src->currentDesc.Height - src_rect->top;
3648 if(Src->Flags & SFLAG_NORMCOORD) {
3649 left /= Src->pow2Width;
3650 right /= Src->pow2Width;
3651 top /= Src->pow2Height;
3652 bottom /= Src->pow2Height;
3655 /* draw the source texture stretched and upside down. The correct surface is bound already */
3656 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3657 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3659 context_set_draw_buffer(context, drawBuffer);
3660 glReadBuffer(drawBuffer);
3662 glBegin(GL_QUADS);
3663 /* bottom left */
3664 glTexCoord2f(left, bottom);
3665 glVertex2i(0, fbheight);
3667 /* top left */
3668 glTexCoord2f(left, top);
3669 glVertex2i(0, fbheight - dst_rect->bottom - dst_rect->top);
3671 /* top right */
3672 glTexCoord2f(right, top);
3673 glVertex2i(dst_rect->right - dst_rect->left, fbheight - dst_rect->bottom - dst_rect->top);
3675 /* bottom right */
3676 glTexCoord2f(right, bottom);
3677 glVertex2i(dst_rect->right - dst_rect->left, fbheight);
3678 glEnd();
3679 checkGLcall("glEnd and previous");
3681 if (texture_target != This->texture_target)
3683 glDisable(texture_target);
3684 glEnable(This->texture_target);
3685 texture_target = This->texture_target;
3688 /* Now read the stretched and upside down image into the destination texture */
3689 glBindTexture(texture_target, This->texture_name);
3690 checkGLcall("glBindTexture");
3691 glCopyTexSubImage2D(texture_target,
3693 dst_rect->left, dst_rect->top, /* xoffset, yoffset */
3694 0, 0, /* We blitted the image to the origin */
3695 dst_rect->right - dst_rect->left, dst_rect->bottom - dst_rect->top);
3696 checkGLcall("glCopyTexSubImage2D");
3698 if(drawBuffer == GL_BACK) {
3699 /* Write the back buffer backup back */
3700 if(backup) {
3701 if(texture_target != GL_TEXTURE_2D) {
3702 glDisable(texture_target);
3703 glEnable(GL_TEXTURE_2D);
3704 texture_target = GL_TEXTURE_2D;
3706 glBindTexture(GL_TEXTURE_2D, backup);
3707 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3708 } else {
3709 if (texture_target != Src->texture_target)
3711 glDisable(texture_target);
3712 glEnable(Src->texture_target);
3713 texture_target = Src->texture_target;
3715 glBindTexture(Src->texture_target, Src->texture_name);
3716 checkGLcall("glBindTexture(Src->texture_target, Src->texture_name)");
3719 glBegin(GL_QUADS);
3720 /* top left */
3721 glTexCoord2f(0.0f, (float)fbheight / (float)Src->pow2Height);
3722 glVertex2i(0, 0);
3724 /* bottom left */
3725 glTexCoord2f(0.0f, 0.0f);
3726 glVertex2i(0, fbheight);
3728 /* bottom right */
3729 glTexCoord2f((float)fbwidth / (float)Src->pow2Width, 0.0f);
3730 glVertex2i(fbwidth, Src->currentDesc.Height);
3732 /* top right */
3733 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, (float) fbheight / (float) Src->pow2Height);
3734 glVertex2i(fbwidth, 0);
3735 glEnd();
3737 glDisable(texture_target);
3738 checkGLcall("glDisable(texture_target)");
3740 /* Cleanup */
3741 if (src != Src->texture_name && src != backup)
3743 glDeleteTextures(1, &src);
3744 checkGLcall("glDeleteTextures(1, &src)");
3746 if(backup) {
3747 glDeleteTextures(1, &backup);
3748 checkGLcall("glDeleteTextures(1, &backup)");
3751 LEAVE_GL();
3753 wglFlush(); /* Flush to ensure ordering across contexts. */
3755 context_release(context);
3757 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3758 * path is never entered
3760 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
3763 /* Not called from the VTable */
3764 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3765 IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx,
3766 WINED3DTEXTUREFILTERTYPE Filter)
3768 IWineD3DDeviceImpl *myDevice = This->resource.device;
3769 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
3770 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3771 RECT dst_rect, src_rect;
3773 TRACE("(%p)->(%p,%p,%p,%08x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3775 /* Get the swapchain. One of the surfaces has to be a primary surface */
3776 if(This->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3777 WARN("Destination is in sysmem, rejecting gl blt\n");
3778 return WINED3DERR_INVALIDCALL;
3780 IWineD3DSurface_GetContainer( (IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
3781 if(dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) dstSwapchain);
3782 if(Src) {
3783 if(Src->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3784 WARN("Src is in sysmem, rejecting gl blt\n");
3785 return WINED3DERR_INVALIDCALL;
3787 IWineD3DSurface_GetContainer( (IWineD3DSurface *) Src, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
3788 if(srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) srcSwapchain);
3791 /* Early sort out of cases where no render target is used */
3792 if(!dstSwapchain && !srcSwapchain &&
3793 SrcSurface != myDevice->render_targets[0] && This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3794 TRACE("No surface is render target, not using hardware blit. Src = %p, dst = %p\n", Src, This);
3795 return WINED3DERR_INVALIDCALL;
3798 /* No destination color keying supported */
3799 if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
3800 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3801 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3802 return WINED3DERR_INVALIDCALL;
3805 surface_get_rect(This, DestRect, &dst_rect);
3806 if(Src) surface_get_rect(Src, SrcRect, &src_rect);
3808 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3809 if(dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->backBuffer &&
3810 ((IWineD3DSurface *) This == dstSwapchain->frontBuffer) && SrcSurface == dstSwapchain->backBuffer[0]) {
3811 /* Half-life does a Blt from the back buffer to the front buffer,
3812 * Full surface size, no flags... Use present instead
3814 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3817 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3818 while(1)
3820 TRACE("Looking if a Present can be done...\n");
3821 /* Source Rectangle must be full surface */
3822 if(src_rect.left != 0 || src_rect.top != 0 ||
3823 src_rect.right != Src->currentDesc.Width || src_rect.bottom != Src->currentDesc.Height) {
3824 TRACE("No, Source rectangle doesn't match\n");
3825 break;
3828 /* No stretching may occur */
3829 if(src_rect.right != dst_rect.right - dst_rect.left ||
3830 src_rect.bottom != dst_rect.bottom - dst_rect.top) {
3831 TRACE("No, stretching is done\n");
3832 break;
3835 /* Destination must be full surface or match the clipping rectangle */
3836 if(This->clipper && ((IWineD3DClipperImpl *) This->clipper)->hWnd)
3838 RECT cliprect;
3839 POINT pos[2];
3840 GetClientRect(((IWineD3DClipperImpl *) This->clipper)->hWnd, &cliprect);
3841 pos[0].x = dst_rect.left;
3842 pos[0].y = dst_rect.top;
3843 pos[1].x = dst_rect.right;
3844 pos[1].y = dst_rect.bottom;
3845 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *) This->clipper)->hWnd,
3846 pos, 2);
3848 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
3849 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3851 TRACE("No, dest rectangle doesn't match(clipper)\n");
3852 TRACE("Clip rect at %s\n", wine_dbgstr_rect(&cliprect));
3853 TRACE("Blt dest: %s\n", wine_dbgstr_rect(&dst_rect));
3854 break;
3857 else
3859 if(dst_rect.left != 0 || dst_rect.top != 0 ||
3860 dst_rect.right != This->currentDesc.Width || dst_rect.bottom != This->currentDesc.Height) {
3861 TRACE("No, dest rectangle doesn't match(surface size)\n");
3862 break;
3866 TRACE("Yes\n");
3868 /* These flags are unimportant for the flag check, remove them */
3869 if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
3870 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3872 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3873 * take very long, while a flip is fast.
3874 * This applies to Half-Life, which does such Blts every time it finished
3875 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3876 * menu. This is also used by all apps when they do windowed rendering
3878 * The problem is that flipping is not really the same as copying. After a
3879 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3880 * untouched. Therefore it's necessary to override the swap effect
3881 * and to set it back after the flip.
3883 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3884 * testcases.
3887 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3888 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3890 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3891 IWineD3DSwapChain_Present((IWineD3DSwapChain *) dstSwapchain, NULL, NULL, 0, NULL, 0);
3893 dstSwapchain->presentParms.SwapEffect = orig_swap;
3895 return WINED3D_OK;
3897 break;
3900 TRACE("Unsupported blit between buffers on the same swapchain\n");
3901 return WINED3DERR_INVALIDCALL;
3902 } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
3903 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3904 return WINED3DERR_INVALIDCALL;
3905 } else if(dstSwapchain && srcSwapchain) {
3906 FIXME("Implement hardware blit between two different swapchains\n");
3907 return WINED3DERR_INVALIDCALL;
3908 } else if(dstSwapchain) {
3909 if(SrcSurface == myDevice->render_targets[0]) {
3910 TRACE("Blit from active render target to a swapchain\n");
3911 /* Handled with regular texture -> swapchain blit */
3913 } else if(srcSwapchain && This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3914 FIXME("Implement blit from a swapchain to the active render target\n");
3915 return WINED3DERR_INVALIDCALL;
3918 if((srcSwapchain || SrcSurface == myDevice->render_targets[0]) && !dstSwapchain) {
3919 /* Blit from render target to texture */
3920 BOOL upsideDown = FALSE, stretchx;
3921 BOOL paletteOverride = FALSE;
3923 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3924 TRACE("Color keying not supported by frame buffer to texture blit\n");
3925 return WINED3DERR_INVALIDCALL;
3926 /* Destination color key is checked above */
3929 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
3930 * glCopyTexSubImage is a bit picky about the parameters we pass to it
3932 if(dst_rect.top > dst_rect.bottom) {
3933 UINT tmp = dst_rect.bottom;
3934 dst_rect.bottom = dst_rect.top;
3935 dst_rect.top = tmp;
3936 upsideDown = TRUE;
3939 if(dst_rect.right - dst_rect.left != src_rect.right - src_rect.left) {
3940 stretchx = TRUE;
3941 } else {
3942 stretchx = FALSE;
3945 /* When blitting from a render target a texture, the texture isn't required to have a palette.
3946 * In this case grab the palette from the render target. */
3947 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT && !This->palette)
3949 paletteOverride = TRUE;
3950 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3951 This->palette = Src->palette;
3954 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3955 * flip the image nor scale it.
3957 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3958 * -> If the app wants a image width an unscaled width, copy it line per line
3959 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3960 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3961 * back buffer. This is slower than reading line per line, thus not used for flipping
3962 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3963 * pixel by pixel
3965 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3966 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3967 * backends.
3969 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
3970 && myDevice->adapter->gl_info.fbo_ops.glBlitFramebuffer
3971 && surface_can_stretch_rect(Src, This))
3973 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &src_rect,
3974 (IWineD3DSurface *)This, &dst_rect, Filter, upsideDown);
3975 } else if((!stretchx) || dst_rect.right - dst_rect.left > Src->currentDesc.Width ||
3976 dst_rect.bottom - dst_rect.top > Src->currentDesc.Height) {
3977 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3978 fb_copy_to_texture_direct(This, SrcSurface, &src_rect, &dst_rect, upsideDown, Filter);
3979 } else {
3980 TRACE("Using hardware stretching to flip / stretch the texture\n");
3981 fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, &src_rect, &dst_rect, upsideDown, Filter);
3984 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3985 if(paletteOverride)
3986 This->palette = NULL;
3988 if(!(This->Flags & SFLAG_DONOTFREE)) {
3989 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
3990 This->resource.allocatedMemory = NULL;
3991 This->resource.heapMemory = NULL;
3992 } else {
3993 This->Flags &= ~SFLAG_INSYSMEM;
3996 return WINED3D_OK;
3997 } else if(Src) {
3998 /* Blit from offscreen surface to render target */
3999 DWORD oldCKeyFlags = Src->CKeyFlags;
4000 WINEDDCOLORKEY oldBltCKey = Src->SrcBltCKey;
4001 struct wined3d_context *context;
4002 BOOL paletteOverride = FALSE;
4004 TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
4006 /* When blitting from an offscreen surface to a rendertarget, the source
4007 * surface is not required to have a palette. Our rendering / conversion
4008 * code further down the road retrieves the palette from the surface, so
4009 * it must have a palette set. */
4010 if (Src->resource.format_desc->format == WINED3DFMT_P8_UINT && !Src->palette)
4012 paletteOverride = TRUE;
4013 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
4014 Src->palette = This->palette;
4017 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
4018 && myDevice->adapter->gl_info.fbo_ops.glBlitFramebuffer
4019 && !(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
4020 && surface_can_stretch_rect(Src, This))
4022 TRACE("Using stretch_rect_fbo\n");
4023 /* The source is always a texture, but never the currently active render target, and the texture
4024 * contents are never upside down
4026 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &src_rect,
4027 (IWineD3DSurface *)This, &dst_rect, Filter, FALSE);
4029 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
4030 if(paletteOverride)
4031 Src->palette = NULL;
4032 return WINED3D_OK;
4035 /* Color keying: Check if we have to do a color keyed blt,
4036 * and if not check if a color key is activated.
4038 * Just modify the color keying parameters in the surface and restore them afterwards
4039 * The surface keeps track of the color key last used to load the opengl surface.
4040 * PreLoad will catch the change to the flags and color key and reload if necessary.
4042 if(Flags & WINEDDBLT_KEYSRC) {
4043 /* Use color key from surface */
4044 } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
4045 /* Use color key from DDBltFx */
4046 Src->CKeyFlags |= WINEDDSD_CKSRCBLT;
4047 Src->SrcBltCKey = DDBltFx->ddckSrcColorkey;
4048 } else {
4049 /* Do not use color key */
4050 Src->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
4053 /* Now load the surface */
4054 surface_internal_preload((IWineD3DSurface *) Src, SRGB_RGB);
4056 /* Activate the destination context, set it up for blitting */
4057 context = context_acquire(myDevice, (IWineD3DSurface *)This, CTXUSAGE_BLIT);
4059 /* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
4060 * while OpenGL coordinates are window relative.
4061 * Also beware of the origin difference(top left vs bottom left).
4062 * Also beware that the front buffer's surface size is screen width x screen height,
4063 * whereas the real gl drawable size is the size of the window.
4065 if (dstSwapchain && (IWineD3DSurface *)This == dstSwapchain->frontBuffer) {
4066 RECT windowsize;
4067 POINT offset = {0,0};
4068 UINT h;
4069 ClientToScreen(context->win_handle, &offset);
4070 GetClientRect(context->win_handle, &windowsize);
4071 h = windowsize.bottom - windowsize.top;
4072 dst_rect.left -= offset.x; dst_rect.right -=offset.x;
4073 dst_rect.top -= offset.y; dst_rect.bottom -=offset.y;
4074 dst_rect.top += This->currentDesc.Height - h; dst_rect.bottom += This->currentDesc.Height - h;
4077 if (!is_identity_fixup(This->resource.format_desc->color_fixup))
4079 FIXME("Destination format %s has a fixup, this is not supported.\n",
4080 debug_d3dformat(This->resource.format_desc->format));
4081 dump_color_fixup_desc(This->resource.format_desc->color_fixup);
4084 if (!myDevice->blitter->color_fixup_supported(&myDevice->adapter->gl_info, Src->resource.format_desc->color_fixup))
4086 FIXME("Source format %s has an unsupported fixup:\n",
4087 debug_d3dformat(Src->resource.format_desc->format));
4088 dump_color_fixup_desc(Src->resource.format_desc->color_fixup);
4091 myDevice->blitter->set_shader((IWineD3DDevice *) myDevice, Src->resource.format_desc,
4092 Src->texture_target, Src->pow2Width, Src->pow2Height);
4094 ENTER_GL();
4096 /* This is for color keying */
4097 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
4098 glEnable(GL_ALPHA_TEST);
4099 checkGLcall("glEnable(GL_ALPHA_TEST)");
4101 /* When the primary render target uses P8, the alpha component contains the palette index.
4102 * Which means that the colorkey is one of the palette entries. In other cases pixels that
4103 * should be masked away have alpha set to 0. */
4104 if(primary_render_target_is_p8(myDevice))
4105 glAlphaFunc(GL_NOTEQUAL, (float)Src->SrcBltCKey.dwColorSpaceLowValue / 256.0f);
4106 else
4107 glAlphaFunc(GL_NOTEQUAL, 0.0f);
4108 checkGLcall("glAlphaFunc");
4109 } else {
4110 glDisable(GL_ALPHA_TEST);
4111 checkGLcall("glDisable(GL_ALPHA_TEST)");
4114 /* Draw a textured quad
4116 draw_textured_quad(Src, &src_rect, &dst_rect, Filter);
4118 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
4119 glDisable(GL_ALPHA_TEST);
4120 checkGLcall("glDisable(GL_ALPHA_TEST)");
4123 /* Restore the color key parameters */
4124 Src->CKeyFlags = oldCKeyFlags;
4125 Src->SrcBltCKey = oldBltCKey;
4127 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
4128 if(paletteOverride)
4129 Src->palette = NULL;
4131 LEAVE_GL();
4133 /* Leave the opengl state valid for blitting */
4134 myDevice->blitter->unset_shader((IWineD3DDevice *) myDevice);
4136 wglFlush(); /* Flush to ensure ordering across contexts. */
4138 context_release(context);
4140 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
4141 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
4142 * is outdated now
4144 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INDRAWABLE, TRUE);
4146 return WINED3D_OK;
4147 } else {
4148 /* Source-Less Blit to render target */
4149 if (Flags & WINEDDBLT_COLORFILL) {
4150 DWORD color;
4152 TRACE("Colorfill\n");
4154 /* The color as given in the Blt function is in the format of the frame-buffer...
4155 * 'clear' expect it in ARGB format => we need to do some conversion :-)
4157 if (!surface_convert_color_to_argb(This, DDBltFx->u5.dwFillColor, &color))
4159 /* The color conversion function already prints an error, so need to do it here */
4160 return WINED3DERR_INVALIDCALL;
4163 /* This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0] || dstSwapchain
4164 must be true if we are here */
4165 if (This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0] &&
4166 !(This == (IWineD3DSurfaceImpl*) dstSwapchain->frontBuffer ||
4167 (dstSwapchain->backBuffer && This == (IWineD3DSurfaceImpl*) dstSwapchain->backBuffer[0]))) {
4168 TRACE("Surface is higher back buffer, falling back to software\n");
4169 return cpu_blit.color_fill(myDevice, This, &dst_rect, color);
4172 return ffp_blit.color_fill(myDevice, This, &dst_rect, color);
4176 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
4177 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
4178 return WINED3DERR_INVALIDCALL;
4181 static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *DestRect,
4182 IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx)
4184 IWineD3DDeviceImpl *myDevice = This->resource.device;
4185 float depth;
4187 if (Flags & WINEDDBLT_DEPTHFILL) {
4188 switch(This->resource.format_desc->format)
4190 case WINED3DFMT_D16_UNORM:
4191 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
4192 break;
4193 case WINED3DFMT_S1_UINT_D15_UNORM:
4194 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000fffe;
4195 break;
4196 case WINED3DFMT_D24_UNORM_S8_UINT:
4197 case WINED3DFMT_X8D24_UNORM:
4198 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
4199 break;
4200 case WINED3DFMT_D32_UNORM:
4201 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
4202 break;
4203 default:
4204 depth = 0.0f;
4205 ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format_desc->format));
4208 return IWineD3DDevice_Clear((IWineD3DDevice *) myDevice,
4209 DestRect == NULL ? 0 : 1,
4210 (const WINED3DRECT *)DestRect,
4211 WINED3DCLEAR_ZBUFFER,
4212 0x00000000,
4213 depth,
4214 0x00000000);
4217 FIXME("(%p): Unsupp depthstencil blit\n", This);
4218 return WINED3DERR_INVALIDCALL;
4221 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
4222 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
4223 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4224 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
4225 IWineD3DDeviceImpl *myDevice = This->resource.device;
4227 TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
4228 TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
4230 if ( (This->Flags & SFLAG_LOCKED) || ((Src != NULL) && (Src->Flags & SFLAG_LOCKED)))
4232 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
4233 return WINEDDERR_SURFACEBUSY;
4236 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
4237 * except depth blits, which seem to work
4239 if(iface == myDevice->stencilBufferTarget || (SrcSurface && SrcSurface == myDevice->stencilBufferTarget)) {
4240 if(myDevice->inScene && !(Flags & WINEDDBLT_DEPTHFILL)) {
4241 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
4242 return WINED3DERR_INVALIDCALL;
4243 } else if(IWineD3DSurfaceImpl_BltZ(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) {
4244 TRACE("Z Blit override handled the blit\n");
4245 return WINED3D_OK;
4249 /* Special cases for RenderTargets */
4250 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
4251 ( Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
4252 if(IWineD3DSurfaceImpl_BltOverride(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter) == WINED3D_OK) return WINED3D_OK;
4255 /* For the rest call the X11 surface implementation.
4256 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
4257 * other Blts are rather rare
4259 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter);
4262 static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
4263 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans)
4265 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4266 IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
4267 IWineD3DDeviceImpl *myDevice = This->resource.device;
4269 TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
4271 if ( (This->Flags & SFLAG_LOCKED) || (srcImpl->Flags & SFLAG_LOCKED))
4273 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
4274 return WINEDDERR_SURFACEBUSY;
4277 if(myDevice->inScene &&
4278 (iface == myDevice->stencilBufferTarget ||
4279 (Source == myDevice->stencilBufferTarget))) {
4280 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
4281 return WINED3DERR_INVALIDCALL;
4284 /* Special cases for RenderTargets */
4285 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
4286 (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) ) {
4288 RECT SrcRect, DstRect;
4289 DWORD Flags=0;
4291 surface_get_rect(srcImpl, rsrc, &SrcRect);
4293 DstRect.left = dstx;
4294 DstRect.top=dsty;
4295 DstRect.right = dstx + SrcRect.right - SrcRect.left;
4296 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
4298 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
4299 if(trans & WINEDDBLTFAST_SRCCOLORKEY)
4300 Flags |= WINEDDBLT_KEYSRC;
4301 if(trans & WINEDDBLTFAST_DESTCOLORKEY)
4302 Flags |= WINEDDBLT_KEYDEST;
4303 if(trans & WINEDDBLTFAST_WAIT)
4304 Flags |= WINEDDBLT_WAIT;
4305 if(trans & WINEDDBLTFAST_DONOTWAIT)
4306 Flags |= WINEDDBLT_DONOTWAIT;
4308 if(IWineD3DSurfaceImpl_BltOverride(This, &DstRect, Source, &SrcRect, Flags, NULL, WINED3DTEXF_POINT) == WINED3D_OK) return WINED3D_OK;
4312 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
4315 static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
4317 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4318 RGBQUAD col[256];
4319 IWineD3DPaletteImpl *pal = This->palette;
4320 unsigned int n;
4321 TRACE("(%p)\n", This);
4323 if (!pal) return WINED3D_OK;
4325 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
4326 || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
4328 IWineD3DDeviceImpl *device = This->resource.device;
4329 if((This->resource.usage & WINED3DUSAGE_RENDERTARGET) &&
4330 device->blitter->color_fixup_supported(&device->adapter->gl_info, This->resource.format_desc->color_fixup))
4332 struct wined3d_context *context;
4334 /* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
4335 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL);
4337 /* We want to force a palette refresh, so mark the drawable as not being up to date */
4338 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
4340 /* Re-upload the palette */
4341 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
4342 d3dfmt_p8_upload_palette(iface, context->gl_info, NO_CONVERSION);
4343 context_release(context);
4344 } else {
4345 if(!(This->Flags & SFLAG_INSYSMEM)) {
4346 TRACE("Palette changed with surface that does not have an up to date system memory copy\n");
4347 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
4349 TRACE("Dirtifying surface\n");
4350 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
4354 if(This->Flags & SFLAG_DIBSECTION) {
4355 TRACE("(%p): Updating the hdc's palette\n", This);
4356 for (n=0; n<256; n++) {
4357 col[n].rgbRed = pal->palents[n].peRed;
4358 col[n].rgbGreen = pal->palents[n].peGreen;
4359 col[n].rgbBlue = pal->palents[n].peBlue;
4360 col[n].rgbReserved = 0;
4362 SetDIBColorTable(This->hDC, 0, 256, col);
4365 /* Propagate the changes to the drawable when we have a palette. */
4366 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
4367 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, NULL);
4369 return WINED3D_OK;
4372 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
4373 /** Check against the maximum texture sizes supported by the video card **/
4374 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4375 const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
4376 unsigned int pow2Width, pow2Height;
4378 This->texture_name = 0;
4379 This->texture_target = GL_TEXTURE_2D;
4381 /* Non-power2 support */
4382 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[WINE_NORMALIZED_TEXRECT])
4384 pow2Width = This->currentDesc.Width;
4385 pow2Height = This->currentDesc.Height;
4387 else
4389 /* Find the nearest pow2 match */
4390 pow2Width = pow2Height = 1;
4391 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
4392 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
4394 This->pow2Width = pow2Width;
4395 This->pow2Height = pow2Height;
4397 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height) {
4398 /** TODO: add support for non power two compressed textures **/
4399 if (This->resource.format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
4401 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
4402 This, This->currentDesc.Width, This->currentDesc.Height);
4403 return WINED3DERR_NOTAVAILABLE;
4407 if(pow2Width != This->currentDesc.Width ||
4408 pow2Height != This->currentDesc.Height) {
4409 This->Flags |= SFLAG_NONPOW2;
4412 TRACE("%p\n", This);
4413 if ((This->pow2Width > gl_info->limits.texture_size || This->pow2Height > gl_info->limits.texture_size)
4414 && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
4416 /* one of three options
4417 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)
4418 2: Set the texture to the maximum size (bad idea)
4419 3: WARN and return WINED3DERR_NOTAVAILABLE;
4420 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.
4422 if(This->resource.pool == WINED3DPOOL_DEFAULT || This->resource.pool == WINED3DPOOL_MANAGED)
4424 WARN("(%p) Unable to allocate a surface which exceeds the maximum OpenGL texture size\n", This);
4425 return WINED3DERR_NOTAVAILABLE;
4428 /* We should never use this surface in combination with OpenGL! */
4429 TRACE("(%p) Creating an oversized surface: %ux%u\n", This, This->pow2Width, This->pow2Height);
4431 /* This will be initialized on the first blt */
4432 This->glRect.left = 0;
4433 This->glRect.top = 0;
4434 This->glRect.right = 0;
4435 This->glRect.bottom = 0;
4436 } else {
4437 /* Don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
4438 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
4439 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
4441 if (This->Flags & SFLAG_NONPOW2 && gl_info->supported[ARB_TEXTURE_RECTANGLE]
4442 && !(This->resource.format_desc->format == WINED3DFMT_P8_UINT
4443 && gl_info->supported[EXT_PALETTED_TEXTURE]
4444 && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
4446 This->texture_target = GL_TEXTURE_RECTANGLE_ARB;
4447 This->pow2Width = This->currentDesc.Width;
4448 This->pow2Height = This->currentDesc.Height;
4449 This->Flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
4452 This->glRect.left = 0;
4453 This->glRect.top = 0;
4454 This->glRect.right = This->pow2Width;
4455 This->glRect.bottom = This->pow2Height;
4458 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
4459 switch(wined3d_settings.offscreen_rendering_mode) {
4460 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
4461 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
4465 This->Flags |= SFLAG_INSYSMEM;
4467 return WINED3D_OK;
4470 /* GL locking is done by the caller */
4471 static void surface_depth_blt(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
4472 GLuint texture, GLsizei w, GLsizei h, GLenum target)
4474 IWineD3DDeviceImpl *device = This->resource.device;
4475 struct blt_info info;
4476 GLint old_binding = 0;
4478 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
4480 glDisable(GL_CULL_FACE);
4481 glDisable(GL_BLEND);
4482 glDisable(GL_ALPHA_TEST);
4483 glDisable(GL_SCISSOR_TEST);
4484 glDisable(GL_STENCIL_TEST);
4485 glEnable(GL_DEPTH_TEST);
4486 glDepthFunc(GL_ALWAYS);
4487 glDepthMask(GL_TRUE);
4488 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
4489 glViewport(0, 0, w, h);
4491 surface_get_blt_info(target, NULL, w, h, &info);
4492 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4493 glGetIntegerv(info.binding, &old_binding);
4494 glBindTexture(info.bind_target, texture);
4496 device->shader_backend->shader_select_depth_blt((IWineD3DDevice *)device, info.tex_type);
4498 glBegin(GL_TRIANGLE_STRIP);
4499 glTexCoord3fv(info.coords[0]);
4500 glVertex2f(-1.0f, -1.0f);
4501 glTexCoord3fv(info.coords[1]);
4502 glVertex2f(1.0f, -1.0f);
4503 glTexCoord3fv(info.coords[2]);
4504 glVertex2f(-1.0f, 1.0f);
4505 glTexCoord3fv(info.coords[3]);
4506 glVertex2f(1.0f, 1.0f);
4507 glEnd();
4509 glBindTexture(info.bind_target, old_binding);
4511 glPopAttrib();
4513 device->shader_backend->shader_deselect_depth_blt((IWineD3DDevice *)device);
4516 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) {
4517 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4519 TRACE("(%p) New location %#x\n", This, location);
4521 if (location & ~SFLAG_DS_LOCATIONS) {
4522 FIXME("(%p) Invalid location (%#x) specified\n", This, location);
4525 This->Flags &= ~SFLAG_DS_LOCATIONS;
4526 This->Flags |= location;
4529 /* Context activation is done by the caller. */
4530 void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location)
4532 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4533 IWineD3DDeviceImpl *device = This->resource.device;
4534 const struct wined3d_gl_info *gl_info = context->gl_info;
4536 TRACE("(%p) New location %#x\n", This, location);
4538 /* TODO: Make this work for modes other than FBO */
4539 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
4541 if (This->Flags & location) {
4542 TRACE("(%p) Location (%#x) is already up to date\n", This, location);
4543 return;
4546 if (This->current_renderbuffer) {
4547 FIXME("(%p) Not supported with fixed up depth stencil\n", This);
4548 return;
4551 if (location == SFLAG_DS_OFFSCREEN) {
4552 if (This->Flags & SFLAG_DS_ONSCREEN) {
4553 GLint old_binding = 0;
4554 GLenum bind_target;
4556 TRACE("(%p) Copying onscreen depth buffer to depth texture\n", This);
4558 ENTER_GL();
4560 if (!device->depth_blt_texture) {
4561 glGenTextures(1, &device->depth_blt_texture);
4564 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4565 * directly on the FBO texture. That's because we need to flip. */
4566 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4567 if (This->texture_target == GL_TEXTURE_RECTANGLE_ARB)
4569 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
4570 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4571 } else {
4572 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
4573 bind_target = GL_TEXTURE_2D;
4575 glBindTexture(bind_target, device->depth_blt_texture);
4576 glCopyTexImage2D(bind_target, This->texture_level, This->resource.format_desc->glInternal,
4577 0, 0, This->currentDesc.Width, This->currentDesc.Height, 0);
4578 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4579 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4580 glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
4581 glTexParameteri(bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
4582 glTexParameteri(bind_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
4583 glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
4584 glBindTexture(bind_target, old_binding);
4586 /* Setup the destination */
4587 if (!device->depth_blt_rb) {
4588 gl_info->fbo_ops.glGenRenderbuffers(1, &device->depth_blt_rb);
4589 checkGLcall("glGenRenderbuffersEXT");
4591 if (device->depth_blt_rb_w != This->currentDesc.Width
4592 || device->depth_blt_rb_h != This->currentDesc.Height) {
4593 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, device->depth_blt_rb);
4594 checkGLcall("glBindRenderbufferEXT");
4595 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8,
4596 This->currentDesc.Width, This->currentDesc.Height);
4597 checkGLcall("glRenderbufferStorageEXT");
4598 device->depth_blt_rb_w = This->currentDesc.Width;
4599 device->depth_blt_rb_h = This->currentDesc.Height;
4602 context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
4603 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
4604 GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, device->depth_blt_rb);
4605 checkGLcall("glFramebufferRenderbufferEXT");
4606 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, iface, FALSE);
4608 /* Do the actual blit */
4609 surface_depth_blt(This, gl_info, device->depth_blt_texture,
4610 This->currentDesc.Width, This->currentDesc.Height, bind_target);
4611 checkGLcall("depth_blt");
4613 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4614 else context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4616 LEAVE_GL();
4618 wglFlush(); /* Flush to ensure ordering across contexts. */
4620 else
4622 FIXME("No up to date depth stencil location\n");
4624 } else if (location == SFLAG_DS_ONSCREEN) {
4625 if (This->Flags & SFLAG_DS_OFFSCREEN) {
4626 TRACE("(%p) Copying depth texture to onscreen depth buffer\n", This);
4628 ENTER_GL();
4630 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4631 surface_depth_blt(This, gl_info, This->texture_name,
4632 This->currentDesc.Width, This->currentDesc.Height, This->texture_target);
4633 checkGLcall("depth_blt");
4635 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4637 LEAVE_GL();
4639 wglFlush(); /* Flush to ensure ordering across contexts. */
4641 else
4643 FIXME("No up to date depth stencil location\n");
4645 } else {
4646 ERR("(%p) Invalid location (%#x) specified\n", This, location);
4649 This->Flags |= location;
4652 static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
4653 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4654 IWineD3DBaseTexture *texture;
4655 IWineD3DSurfaceImpl *overlay;
4657 TRACE("(%p)->(%s, %s)\n", iface, debug_surflocation(flag),
4658 persistent ? "TRUE" : "FALSE");
4660 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4661 if (surface_is_offscreen(iface))
4663 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4664 if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4666 else
4668 TRACE("Surface %p is an onscreen surface\n", iface);
4672 if(persistent) {
4673 if(((This->Flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE)) ||
4674 ((This->Flags & SFLAG_INSRGBTEX) && !(flag & SFLAG_INSRGBTEX))) {
4675 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4676 TRACE("Passing to container\n");
4677 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4678 IWineD3DBaseTexture_Release(texture);
4681 This->Flags &= ~SFLAG_LOCATIONS;
4682 This->Flags |= flag;
4684 /* Redraw emulated overlays, if any */
4685 if(flag & SFLAG_INDRAWABLE && !list_empty(&This->overlays)) {
4686 LIST_FOR_EACH_ENTRY(overlay, &This->overlays, IWineD3DSurfaceImpl, overlay_entry) {
4687 IWineD3DSurface_DrawOverlay((IWineD3DSurface *) overlay);
4690 } else {
4691 if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))) {
4692 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4693 TRACE("Passing to container\n");
4694 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4695 IWineD3DBaseTexture_Release(texture);
4698 This->Flags &= ~flag;
4701 if(!(This->Flags & SFLAG_LOCATIONS)) {
4702 ERR("%p: Surface does not have any up to date location\n", This);
4706 static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in)
4708 IWineD3DDeviceImpl *device = This->resource.device;
4709 struct wined3d_context *context;
4710 RECT src_rect, dst_rect;
4712 surface_get_rect(This, rect_in, &src_rect);
4714 context = context_acquire(device, (IWineD3DSurface*)This, CTXUSAGE_BLIT);
4715 if (context->render_offscreen)
4717 dst_rect.left = src_rect.left;
4718 dst_rect.right = src_rect.right;
4719 dst_rect.top = src_rect.bottom;
4720 dst_rect.bottom = src_rect.top;
4722 else
4724 dst_rect = src_rect;
4727 ENTER_GL();
4728 draw_textured_quad(This, &src_rect, &dst_rect, WINED3DTEXF_POINT);
4729 LEAVE_GL();
4731 wglFlush(); /* Flush to ensure ordering across contexts. */
4733 context_release(context);
4736 /*****************************************************************************
4737 * IWineD3DSurface::LoadLocation
4739 * Copies the current surface data from wherever it is to the requested
4740 * location. The location is one of the surface flags, SFLAG_INSYSMEM,
4741 * SFLAG_INTEXTURE and SFLAG_INDRAWABLE. When the surface is current in
4742 * multiple locations, the gl texture is preferred over the drawable, which is
4743 * preferred over system memory. The PBO counts as system memory. If rect is
4744 * not NULL, only the specified rectangle is copied (only supported for
4745 * sysmem<->drawable copies at the moment). If rect is NULL, the destination
4746 * location is marked up to date after the copy.
4748 * Parameters:
4749 * flag: Surface location flag to be updated
4750 * rect: rectangle to be copied
4752 * Returns:
4753 * WINED3D_OK on success
4754 * WINED3DERR_DEVICELOST on an internal error
4756 *****************************************************************************/
4757 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
4758 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4759 IWineD3DDeviceImpl *device = This->resource.device;
4760 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4761 GLenum format, internal, type;
4762 CONVERT_TYPES convert;
4763 int bpp;
4764 int width, pitch, outpitch;
4765 BYTE *mem;
4766 BOOL drawable_read_ok = TRUE;
4767 BOOL in_fbo = FALSE;
4769 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4770 if (surface_is_offscreen(iface))
4772 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4773 * Prefer SFLAG_INTEXTURE. */
4774 if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
4775 drawable_read_ok = FALSE;
4776 in_fbo = TRUE;
4778 else
4780 TRACE("Surface %p is an onscreen surface\n", iface);
4784 TRACE("(%p)->(%s, %p)\n", iface, debug_surflocation(flag), rect);
4785 if(rect) {
4786 TRACE("Rectangle: (%d,%d)-(%d,%d)\n", rect->left, rect->top, rect->right, rect->bottom);
4789 if(This->Flags & flag) {
4790 TRACE("Location already up to date\n");
4791 return WINED3D_OK;
4794 if(!(This->Flags & SFLAG_LOCATIONS)) {
4795 ERR("%p: Surface does not have any up to date location\n", This);
4796 This->Flags |= SFLAG_LOST;
4797 return WINED3DERR_DEVICELOST;
4800 if(flag == SFLAG_INSYSMEM) {
4801 surface_prepare_system_memory(This);
4803 /* Download the surface to system memory */
4804 if (This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))
4806 struct wined3d_context *context = NULL;
4808 if (!device->isInDraw) context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
4810 surface_bind_and_dirtify(This, !(This->Flags & SFLAG_INTEXTURE));
4811 surface_download_data(This, gl_info);
4813 if (context) context_release(context);
4815 else
4817 /* Note: It might be faster to download into a texture first. */
4818 read_from_framebuffer(This, rect,
4819 This->resource.allocatedMemory,
4820 IWineD3DSurface_GetPitch(iface));
4822 } else if(flag == SFLAG_INDRAWABLE) {
4823 if(This->Flags & SFLAG_INTEXTURE) {
4824 surface_blt_to_drawable(This, rect);
4825 } else {
4826 if((This->Flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX) {
4827 /* This needs a shader to convert the srgb data sampled from the GL texture into RGB
4828 * values, otherwise we get incorrect values in the target. For now go the slow way
4829 * via a system memory copy
4831 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4834 d3dfmt_get_conv(This, TRUE /* We need color keying */, FALSE /* We won't use textures */, &format, &internal, &type, &convert, &bpp, FALSE);
4836 /* The width is in 'length' not in bytes */
4837 width = This->currentDesc.Width;
4838 pitch = IWineD3DSurface_GetPitch(iface);
4840 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4841 * but it isn't set (yet) in all cases it is getting called. */
4842 if ((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO))
4844 struct wined3d_context *context = NULL;
4846 TRACE("Removing the pbo attached to surface %p\n", This);
4848 if (!device->isInDraw) context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
4849 surface_remove_pbo(This, gl_info);
4850 if (context) context_release(context);
4853 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4854 int height = This->currentDesc.Height;
4856 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4857 outpitch = width * bpp;
4858 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4860 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4861 if(!mem) {
4862 ERR("Out of memory %d, %d!\n", outpitch, height);
4863 return WINED3DERR_OUTOFVIDEOMEMORY;
4865 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4867 This->Flags |= SFLAG_CONVERTED;
4868 } else {
4869 This->Flags &= ~SFLAG_CONVERTED;
4870 mem = This->resource.allocatedMemory;
4873 flush_to_framebuffer_drawpixels(This, format, type, bpp, mem);
4875 /* Don't delete PBO memory */
4876 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4877 HeapFree(GetProcessHeap(), 0, mem);
4879 } else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */ {
4880 if (drawable_read_ok && (This->Flags & SFLAG_INDRAWABLE)) {
4881 read_from_framebuffer_texture(This, flag == SFLAG_INSRGBTEX);
4883 else
4885 /* Upload from system memory */
4886 BOOL srgb = flag == SFLAG_INSRGBTEX;
4887 struct wined3d_context *context = NULL;
4889 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */,
4890 &format, &internal, &type, &convert, &bpp, srgb);
4892 if(srgb) {
4893 if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE) {
4894 /* Performance warning ... */
4895 FIXME("%p: Downloading rgb texture to reload it as srgb\n", This);
4896 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4898 } else {
4899 if((This->Flags & (SFLAG_INSRGBTEX | SFLAG_INSYSMEM)) == SFLAG_INSRGBTEX) {
4900 /* Performance warning ... */
4901 FIXME("%p: Downloading srgb texture to reload it as rgb\n", This);
4902 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4905 if(!(This->Flags & SFLAG_INSYSMEM)) {
4906 /* Should not happen */
4907 ERR("Trying to load a texture from sysmem, but SFLAG_INSYSMEM is not set\n");
4908 /* Lets hope we get it from somewhere... */
4909 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4912 if (!device->isInDraw) context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
4914 surface_prepare_texture(This, gl_info, srgb);
4915 surface_bind_and_dirtify(This, srgb);
4917 if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
4918 This->Flags |= SFLAG_GLCKEY;
4919 This->glCKey = This->SrcBltCKey;
4921 else This->Flags &= ~SFLAG_GLCKEY;
4923 /* The width is in 'length' not in bytes */
4924 width = This->currentDesc.Width;
4925 pitch = IWineD3DSurface_GetPitch(iface);
4927 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4928 * but it isn't set (yet) in all cases it is getting called. */
4929 if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4930 TRACE("Removing the pbo attached to surface %p\n", This);
4931 surface_remove_pbo(This, gl_info);
4934 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4935 int height = This->currentDesc.Height;
4937 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4938 outpitch = width * bpp;
4939 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4941 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4942 if(!mem) {
4943 ERR("Out of memory %d, %d!\n", outpitch, height);
4944 if (context) context_release(context);
4945 return WINED3DERR_OUTOFVIDEOMEMORY;
4947 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4949 else if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
4950 && (device->blitter->color_fixup_supported(gl_info, This->resource.format_desc->color_fixup)))
4952 d3dfmt_p8_upload_palette(iface, gl_info, convert);
4953 mem = This->resource.allocatedMemory;
4954 } else {
4955 mem = This->resource.allocatedMemory;
4958 /* Make sure the correct pitch is used */
4959 ENTER_GL();
4960 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
4961 LEAVE_GL();
4963 if (This->Flags & SFLAG_NONPOW2) {
4964 TRACE("non power of two support\n");
4965 if (mem || (This->Flags & SFLAG_PBO))
4967 surface_upload_data(This, gl_info, internal,
4968 This->currentDesc.Width, This->currentDesc.Height, format, type, mem);
4970 } else {
4971 /* When making the realloc conditional, keep in mind that GL_APPLE_client_storage may be in use, and This->resource.allocatedMemory
4972 * changed. So also keep track of memory changes. In this case the texture has to be reallocated
4974 if (mem || (This->Flags & SFLAG_PBO))
4976 surface_upload_data(This, gl_info, internal, This->glRect.right - This->glRect.left,
4977 This->glRect.bottom - This->glRect.top, format, type, mem);
4981 /* Restore the default pitch */
4982 ENTER_GL();
4983 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4984 LEAVE_GL();
4986 if (context) context_release(context);
4988 /* Don't delete PBO memory */
4989 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4990 HeapFree(GetProcessHeap(), 0, mem);
4994 if(rect == NULL) {
4995 This->Flags |= flag;
4998 if (in_fbo && (This->Flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE))) {
4999 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
5000 This->Flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
5003 return WINED3D_OK;
5006 static HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container)
5008 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
5009 IWineD3DSwapChain *swapchain = NULL;
5011 /* Update the drawable size method */
5012 if(container) {
5013 IWineD3DBase_QueryInterface(container, &IID_IWineD3DSwapChain, (void **) &swapchain);
5015 if(swapchain) {
5016 This->get_drawable_size = get_drawable_size_swapchain;
5017 IWineD3DSwapChain_Release(swapchain);
5018 } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
5019 switch(wined3d_settings.offscreen_rendering_mode) {
5020 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
5021 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
5025 return IWineD3DBaseSurfaceImpl_SetContainer(iface, container);
5028 static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
5029 return SURFACE_OPENGL;
5032 static HRESULT WINAPI IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
5033 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
5034 HRESULT hr;
5036 /* If there's no destination surface there is nothing to do */
5037 if(!This->overlay_dest) return WINED3D_OK;
5039 /* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
5040 * update the overlay. Prevent an endless recursion
5042 if(This->overlay_dest->Flags & SFLAG_INOVERLAYDRAW) {
5043 return WINED3D_OK;
5045 This->overlay_dest->Flags |= SFLAG_INOVERLAYDRAW;
5046 hr = IWineD3DSurfaceImpl_Blt((IWineD3DSurface *) This->overlay_dest, &This->overlay_destrect,
5047 iface, &This->overlay_srcrect, WINEDDBLT_WAIT,
5048 NULL, WINED3DTEXF_LINEAR);
5049 This->overlay_dest->Flags &= ~SFLAG_INOVERLAYDRAW;
5051 return hr;
5054 BOOL surface_is_offscreen(IWineD3DSurface *iface)
5056 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
5057 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *) This->container;
5059 /* Not on a swapchain - must be offscreen */
5060 if (!(This->Flags & SFLAG_SWAPCHAIN)) return TRUE;
5062 /* The front buffer is always onscreen */
5063 if(iface == swapchain->frontBuffer) return FALSE;
5065 /* If the swapchain is rendered to an FBO, the backbuffer is
5066 * offscreen, otherwise onscreen */
5067 return swapchain->render_to_fbo;
5070 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
5072 /* IUnknown */
5073 IWineD3DBaseSurfaceImpl_QueryInterface,
5074 IWineD3DBaseSurfaceImpl_AddRef,
5075 IWineD3DSurfaceImpl_Release,
5076 /* IWineD3DResource */
5077 IWineD3DBaseSurfaceImpl_GetParent,
5078 IWineD3DBaseSurfaceImpl_SetPrivateData,
5079 IWineD3DBaseSurfaceImpl_GetPrivateData,
5080 IWineD3DBaseSurfaceImpl_FreePrivateData,
5081 IWineD3DBaseSurfaceImpl_SetPriority,
5082 IWineD3DBaseSurfaceImpl_GetPriority,
5083 IWineD3DSurfaceImpl_PreLoad,
5084 IWineD3DSurfaceImpl_UnLoad,
5085 IWineD3DBaseSurfaceImpl_GetType,
5086 /* IWineD3DSurface */
5087 IWineD3DBaseSurfaceImpl_GetContainer,
5088 IWineD3DBaseSurfaceImpl_GetDesc,
5089 IWineD3DSurfaceImpl_LockRect,
5090 IWineD3DSurfaceImpl_UnlockRect,
5091 IWineD3DSurfaceImpl_GetDC,
5092 IWineD3DSurfaceImpl_ReleaseDC,
5093 IWineD3DSurfaceImpl_Flip,
5094 IWineD3DSurfaceImpl_Blt,
5095 IWineD3DBaseSurfaceImpl_GetBltStatus,
5096 IWineD3DBaseSurfaceImpl_GetFlipStatus,
5097 IWineD3DBaseSurfaceImpl_IsLost,
5098 IWineD3DBaseSurfaceImpl_Restore,
5099 IWineD3DSurfaceImpl_BltFast,
5100 IWineD3DBaseSurfaceImpl_GetPalette,
5101 IWineD3DBaseSurfaceImpl_SetPalette,
5102 IWineD3DSurfaceImpl_RealizePalette,
5103 IWineD3DBaseSurfaceImpl_SetColorKey,
5104 IWineD3DBaseSurfaceImpl_GetPitch,
5105 IWineD3DSurfaceImpl_SetMem,
5106 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
5107 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
5108 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
5109 IWineD3DBaseSurfaceImpl_UpdateOverlay,
5110 IWineD3DBaseSurfaceImpl_SetClipper,
5111 IWineD3DBaseSurfaceImpl_GetClipper,
5112 /* Internal use: */
5113 IWineD3DSurfaceImpl_LoadTexture,
5114 IWineD3DSurfaceImpl_BindTexture,
5115 IWineD3DSurfaceImpl_SaveSnapshot,
5116 IWineD3DSurfaceImpl_SetContainer,
5117 IWineD3DBaseSurfaceImpl_GetData,
5118 IWineD3DSurfaceImpl_SetFormat,
5119 IWineD3DSurfaceImpl_PrivateSetup,
5120 IWineD3DSurfaceImpl_ModifyLocation,
5121 IWineD3DSurfaceImpl_LoadLocation,
5122 IWineD3DSurfaceImpl_GetImplType,
5123 IWineD3DSurfaceImpl_DrawOverlay
5126 static HRESULT ffp_blit_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
5127 /* Context activation is done by the caller. */
5128 static void ffp_blit_free(IWineD3DDevice *iface) { }
5130 /* Context activation is done by the caller. */
5131 static HRESULT ffp_blit_set(IWineD3DDevice *iface, const struct wined3d_format_desc *format_desc,
5132 GLenum textype, UINT width, UINT height)
5134 ENTER_GL();
5135 glEnable(textype);
5136 checkGLcall("glEnable(textype)");
5137 LEAVE_GL();
5138 return WINED3D_OK;
5141 /* Context activation is done by the caller. */
5142 static void ffp_blit_unset(IWineD3DDevice *iface)
5144 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
5145 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5147 ENTER_GL();
5148 glDisable(GL_TEXTURE_2D);
5149 checkGLcall("glDisable(GL_TEXTURE_2D)");
5150 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5152 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5153 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5155 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5157 glDisable(GL_TEXTURE_RECTANGLE_ARB);
5158 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5160 LEAVE_GL();
5163 static BOOL ffp_blit_color_fixup_supported(const struct wined3d_gl_info *gl_info, struct color_fixup_desc fixup)
5165 enum complex_fixup complex_fixup;
5167 if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
5169 TRACE("Checking support for fixup:\n");
5170 dump_color_fixup_desc(fixup);
5173 /* We only support identity conversions. */
5174 if (is_identity_fixup(fixup))
5176 TRACE("[OK]\n");
5177 return TRUE;
5180 complex_fixup = get_complex_fixup(fixup);
5181 if(complex_fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
5183 TRACE("P8 fixup supported\n");
5184 return TRUE;
5187 TRACE("[FAILED]\n");
5188 return FALSE;
5191 static HRESULT ffp_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD fill_color)
5193 return IWineD3DDeviceImpl_ClearSurface(device, dst_surface, 1 /* Number of rectangles */,
5194 (const WINED3DRECT*)dst_rect, WINED3DCLEAR_TARGET, fill_color, 0.0f /* Z */, 0 /* Stencil */);
5197 const struct blit_shader ffp_blit = {
5198 ffp_blit_alloc,
5199 ffp_blit_free,
5200 ffp_blit_set,
5201 ffp_blit_unset,
5202 ffp_blit_color_fixup_supported,
5203 ffp_blit_color_fill
5206 static HRESULT cpu_blit_alloc(IWineD3DDevice *iface)
5208 return WINED3D_OK;
5211 /* Context activation is done by the caller. */
5212 static void cpu_blit_free(IWineD3DDevice *iface)
5216 /* Context activation is done by the caller. */
5217 static HRESULT cpu_blit_set(IWineD3DDevice *iface, const struct wined3d_format_desc *format_desc,
5218 GLenum textype, UINT width, UINT height)
5220 return WINED3D_OK;
5223 /* Context activation is done by the caller. */
5224 static void cpu_blit_unset(IWineD3DDevice *iface)
5228 static BOOL cpu_blit_color_fixup_supported(const struct wined3d_gl_info *gl_info, struct color_fixup_desc fixup)
5230 return FALSE;
5233 static HRESULT cpu_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD fill_color)
5235 WINEDDBLTFX BltFx;
5236 memset(&BltFx, 0, sizeof(BltFx));
5237 BltFx.dwSize = sizeof(BltFx);
5238 BltFx.u5.dwFillColor = color_convert_argb_to_fmt(fill_color, dst_surface->resource.format_desc->format);
5239 return IWineD3DBaseSurfaceImpl_Blt((IWineD3DSurface*)dst_surface, dst_rect, NULL, NULL, WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_POINT);
5242 const struct blit_shader cpu_blit = {
5243 cpu_blit_alloc,
5244 cpu_blit_free,
5245 cpu_blit_set,
5246 cpu_blit_unset,
5247 cpu_blit_color_fixup_supported,
5248 cpu_blit_color_fill