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[wine/multimedia.git] / dlls / wined3d / surface.c
blobd2939402b25985bb0a1759fbdb6c7d4f15d781ba
1 /*
2 * Copyright 1997-2000 Marcus Meissner
3 * Copyright 1998-2000 Lionel Ulmer
4 * Copyright 2000-2001 TransGaming Technologies Inc.
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006-2011 Stefan Dösinger for CodeWeavers
10 * Copyright 2007-2008 Henri Verbeet
11 * Copyright 2006-2008 Roderick Colenbrander
12 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
14 * This library is free software; you can redistribute it and/or
15 * modify it under the terms of the GNU Lesser General Public
16 * License as published by the Free Software Foundation; either
17 * version 2.1 of the License, or (at your option) any later version.
19 * This library is distributed in the hope that it will be useful,
20 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
22 * Lesser General Public License for more details.
24 * You should have received a copy of the GNU Lesser General Public
25 * License along with this library; if not, write to the Free Software
26 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
29 #include "config.h"
30 #include "wine/port.h"
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
34 WINE_DECLARE_DEBUG_CHANNEL(d3d);
36 static HRESULT surface_cpu_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect,
37 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
38 const WINEDDBLTFX *fx, enum wined3d_texture_filter_type filter);
39 static HRESULT IWineD3DSurfaceImpl_BltOverride(struct wined3d_surface *dst_surface, const RECT *dst_rect,
40 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags, const WINEDDBLTFX *fx,
41 enum wined3d_texture_filter_type filter);
43 static void surface_cleanup(struct wined3d_surface *surface)
45 struct wined3d_surface *overlay, *cur;
47 TRACE("surface %p.\n", surface);
49 if (surface->texture_name || (surface->flags & SFLAG_PBO)
50 || surface->rb_multisample || surface->rb_resolved
51 || !list_empty(&surface->renderbuffers))
53 struct wined3d_renderbuffer_entry *entry, *entry2;
54 const struct wined3d_gl_info *gl_info;
55 struct wined3d_context *context;
57 context = context_acquire(surface->resource.device, NULL);
58 gl_info = context->gl_info;
60 ENTER_GL();
62 if (surface->texture_name)
64 TRACE("Deleting texture %u.\n", surface->texture_name);
65 glDeleteTextures(1, &surface->texture_name);
68 if (surface->flags & SFLAG_PBO)
70 TRACE("Deleting PBO %u.\n", surface->pbo);
71 GL_EXTCALL(glDeleteBuffersARB(1, &surface->pbo));
74 if (surface->rb_multisample)
76 TRACE("Deleting multisample renderbuffer %u.\n", surface->rb_multisample);
77 gl_info->fbo_ops.glDeleteRenderbuffers(1, &surface->rb_multisample);
80 if (surface->rb_resolved)
82 TRACE("Deleting resolved renderbuffer %u.\n", surface->rb_resolved);
83 gl_info->fbo_ops.glDeleteRenderbuffers(1, &surface->rb_resolved);
86 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &surface->renderbuffers, struct wined3d_renderbuffer_entry, entry)
88 TRACE("Deleting renderbuffer %u.\n", entry->id);
89 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
90 HeapFree(GetProcessHeap(), 0, entry);
93 LEAVE_GL();
95 context_release(context);
98 if (surface->flags & SFLAG_DIBSECTION)
100 DeleteDC(surface->hDC);
101 DeleteObject(surface->dib.DIBsection);
102 surface->dib.bitmap_data = NULL;
103 surface->resource.allocatedMemory = NULL;
106 if (surface->flags & SFLAG_USERPTR)
107 wined3d_surface_set_mem(surface, NULL);
108 if (surface->overlay_dest)
109 list_remove(&surface->overlay_entry);
111 LIST_FOR_EACH_ENTRY_SAFE(overlay, cur, &surface->overlays, struct wined3d_surface, overlay_entry)
113 list_remove(&overlay->overlay_entry);
114 overlay->overlay_dest = NULL;
117 resource_cleanup(&surface->resource);
120 void surface_update_draw_binding(struct wined3d_surface *surface)
122 if (!surface_is_offscreen(surface) || wined3d_settings.offscreen_rendering_mode != ORM_FBO)
123 surface->draw_binding = SFLAG_INDRAWABLE;
124 else if (surface->resource.multisample_type)
125 surface->draw_binding = SFLAG_INRB_MULTISAMPLE;
126 else
127 surface->draw_binding = SFLAG_INTEXTURE;
130 void surface_set_container(struct wined3d_surface *surface, enum wined3d_container_type type, void *container)
132 TRACE("surface %p, container %p.\n", surface, container);
134 if (!container && type != WINED3D_CONTAINER_NONE)
135 ERR("Setting NULL container of type %#x.\n", type);
137 if (type == WINED3D_CONTAINER_SWAPCHAIN)
139 surface->get_drawable_size = get_drawable_size_swapchain;
141 else
143 switch (wined3d_settings.offscreen_rendering_mode)
145 case ORM_FBO:
146 surface->get_drawable_size = get_drawable_size_fbo;
147 break;
149 case ORM_BACKBUFFER:
150 surface->get_drawable_size = get_drawable_size_backbuffer;
151 break;
153 default:
154 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
155 return;
159 surface->container.type = type;
160 surface->container.u.base = container;
161 surface_update_draw_binding(surface);
164 struct blt_info
166 GLenum binding;
167 GLenum bind_target;
168 enum tex_types tex_type;
169 GLfloat coords[4][3];
172 struct float_rect
174 float l;
175 float t;
176 float r;
177 float b;
180 static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
182 f->l = ((r->left * 2.0f) / w) - 1.0f;
183 f->t = ((r->top * 2.0f) / h) - 1.0f;
184 f->r = ((r->right * 2.0f) / w) - 1.0f;
185 f->b = ((r->bottom * 2.0f) / h) - 1.0f;
188 static void surface_get_blt_info(GLenum target, const RECT *rect, GLsizei w, GLsizei h, struct blt_info *info)
190 GLfloat (*coords)[3] = info->coords;
191 struct float_rect f;
193 switch (target)
195 default:
196 FIXME("Unsupported texture target %#x\n", target);
197 /* Fall back to GL_TEXTURE_2D */
198 case GL_TEXTURE_2D:
199 info->binding = GL_TEXTURE_BINDING_2D;
200 info->bind_target = GL_TEXTURE_2D;
201 info->tex_type = tex_2d;
202 coords[0][0] = (float)rect->left / w;
203 coords[0][1] = (float)rect->top / h;
204 coords[0][2] = 0.0f;
206 coords[1][0] = (float)rect->right / w;
207 coords[1][1] = (float)rect->top / h;
208 coords[1][2] = 0.0f;
210 coords[2][0] = (float)rect->left / w;
211 coords[2][1] = (float)rect->bottom / h;
212 coords[2][2] = 0.0f;
214 coords[3][0] = (float)rect->right / w;
215 coords[3][1] = (float)rect->bottom / h;
216 coords[3][2] = 0.0f;
217 break;
219 case GL_TEXTURE_RECTANGLE_ARB:
220 info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
221 info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
222 info->tex_type = tex_rect;
223 coords[0][0] = rect->left; coords[0][1] = rect->top; coords[0][2] = 0.0f;
224 coords[1][0] = rect->right; coords[1][1] = rect->top; coords[1][2] = 0.0f;
225 coords[2][0] = rect->left; coords[2][1] = rect->bottom; coords[2][2] = 0.0f;
226 coords[3][0] = rect->right; coords[3][1] = rect->bottom; coords[3][2] = 0.0f;
227 break;
229 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
230 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
231 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
232 info->tex_type = tex_cube;
233 cube_coords_float(rect, w, h, &f);
235 coords[0][0] = 1.0f; coords[0][1] = -f.t; coords[0][2] = -f.l;
236 coords[1][0] = 1.0f; coords[1][1] = -f.t; coords[1][2] = -f.r;
237 coords[2][0] = 1.0f; coords[2][1] = -f.b; coords[2][2] = -f.l;
238 coords[3][0] = 1.0f; coords[3][1] = -f.b; coords[3][2] = -f.r;
239 break;
241 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
242 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
243 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
244 info->tex_type = tex_cube;
245 cube_coords_float(rect, w, h, &f);
247 coords[0][0] = -1.0f; coords[0][1] = -f.t; coords[0][2] = f.l;
248 coords[1][0] = -1.0f; coords[1][1] = -f.t; coords[1][2] = f.r;
249 coords[2][0] = -1.0f; coords[2][1] = -f.b; coords[2][2] = f.l;
250 coords[3][0] = -1.0f; coords[3][1] = -f.b; coords[3][2] = f.r;
251 break;
253 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
254 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
255 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
256 info->tex_type = tex_cube;
257 cube_coords_float(rect, w, h, &f);
259 coords[0][0] = f.l; coords[0][1] = 1.0f; coords[0][2] = f.t;
260 coords[1][0] = f.r; coords[1][1] = 1.0f; coords[1][2] = f.t;
261 coords[2][0] = f.l; coords[2][1] = 1.0f; coords[2][2] = f.b;
262 coords[3][0] = f.r; coords[3][1] = 1.0f; coords[3][2] = f.b;
263 break;
265 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
266 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
267 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
268 info->tex_type = tex_cube;
269 cube_coords_float(rect, w, h, &f);
271 coords[0][0] = f.l; coords[0][1] = -1.0f; coords[0][2] = -f.t;
272 coords[1][0] = f.r; coords[1][1] = -1.0f; coords[1][2] = -f.t;
273 coords[2][0] = f.l; coords[2][1] = -1.0f; coords[2][2] = -f.b;
274 coords[3][0] = f.r; coords[3][1] = -1.0f; coords[3][2] = -f.b;
275 break;
277 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
278 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
279 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
280 info->tex_type = tex_cube;
281 cube_coords_float(rect, w, h, &f);
283 coords[0][0] = f.l; coords[0][1] = -f.t; coords[0][2] = 1.0f;
284 coords[1][0] = f.r; coords[1][1] = -f.t; coords[1][2] = 1.0f;
285 coords[2][0] = f.l; coords[2][1] = -f.b; coords[2][2] = 1.0f;
286 coords[3][0] = f.r; coords[3][1] = -f.b; coords[3][2] = 1.0f;
287 break;
289 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
290 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
291 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
292 info->tex_type = tex_cube;
293 cube_coords_float(rect, w, h, &f);
295 coords[0][0] = -f.l; coords[0][1] = -f.t; coords[0][2] = -1.0f;
296 coords[1][0] = -f.r; coords[1][1] = -f.t; coords[1][2] = -1.0f;
297 coords[2][0] = -f.l; coords[2][1] = -f.b; coords[2][2] = -1.0f;
298 coords[3][0] = -f.r; coords[3][1] = -f.b; coords[3][2] = -1.0f;
299 break;
303 static void surface_get_rect(const struct wined3d_surface *surface, const RECT *rect_in, RECT *rect_out)
305 if (rect_in)
306 *rect_out = *rect_in;
307 else
309 rect_out->left = 0;
310 rect_out->top = 0;
311 rect_out->right = surface->resource.width;
312 rect_out->bottom = surface->resource.height;
316 /* GL locking and context activation is done by the caller */
317 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
318 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter)
320 struct blt_info info;
322 surface_get_blt_info(src_surface->texture_target, src_rect, src_surface->pow2Width, src_surface->pow2Height, &info);
324 glEnable(info.bind_target);
325 checkGLcall("glEnable(bind_target)");
327 context_bind_texture(context, info.bind_target, src_surface->texture_name);
329 /* Filtering for StretchRect */
330 glTexParameteri(info.bind_target, GL_TEXTURE_MAG_FILTER,
331 wined3d_gl_mag_filter(magLookup, filter));
332 checkGLcall("glTexParameteri");
333 glTexParameteri(info.bind_target, GL_TEXTURE_MIN_FILTER,
334 wined3d_gl_min_mip_filter(minMipLookup, filter, WINED3D_TEXF_NONE));
335 checkGLcall("glTexParameteri");
336 glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
337 glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
338 if (context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
339 glTexParameteri(info.bind_target, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
340 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
341 checkGLcall("glTexEnvi");
343 /* Draw a quad */
344 glBegin(GL_TRIANGLE_STRIP);
345 glTexCoord3fv(info.coords[0]);
346 glVertex2i(dst_rect->left, dst_rect->top);
348 glTexCoord3fv(info.coords[1]);
349 glVertex2i(dst_rect->right, dst_rect->top);
351 glTexCoord3fv(info.coords[2]);
352 glVertex2i(dst_rect->left, dst_rect->bottom);
354 glTexCoord3fv(info.coords[3]);
355 glVertex2i(dst_rect->right, dst_rect->bottom);
356 glEnd();
358 /* Unbind the texture */
359 context_bind_texture(context, info.bind_target, 0);
361 /* We changed the filtering settings on the texture. Inform the
362 * container about this to get the filters reset properly next draw. */
363 if (src_surface->container.type == WINED3D_CONTAINER_TEXTURE)
365 struct wined3d_texture *texture = src_surface->container.u.texture;
366 texture->texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3D_TEXF_POINT;
367 texture->texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3D_TEXF_POINT;
368 texture->texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3D_TEXF_NONE;
369 texture->texture_rgb.states[WINED3DTEXSTA_SRGBTEXTURE] = FALSE;
373 static HRESULT surface_create_dib_section(struct wined3d_surface *surface)
375 const struct wined3d_format *format = surface->resource.format;
376 SYSTEM_INFO sysInfo;
377 BITMAPINFO *b_info;
378 int extraline = 0;
379 DWORD *masks;
380 UINT usage;
381 HDC dc;
383 TRACE("surface %p.\n", surface);
385 if (!(format->flags & WINED3DFMT_FLAG_GETDC))
387 WARN("Cannot use GetDC on a %s surface.\n", debug_d3dformat(format->id));
388 return WINED3DERR_INVALIDCALL;
391 switch (format->byte_count)
393 case 2:
394 case 4:
395 /* Allocate extra space to store the RGB bit masks. */
396 b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BITMAPINFOHEADER) + 3 * sizeof(DWORD));
397 break;
399 case 3:
400 b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BITMAPINFOHEADER));
401 break;
403 default:
404 /* Allocate extra space for a palette. */
405 b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
406 sizeof(BITMAPINFOHEADER) + sizeof(RGBQUAD) * (1 << (format->byte_count * 8)));
407 break;
410 if (!b_info)
411 return E_OUTOFMEMORY;
413 /* Some applications access the surface in via DWORDs, and do not take
414 * the necessary care at the end of the surface. So we need at least
415 * 4 extra bytes at the end of the surface. Check against the page size,
416 * if the last page used for the surface has at least 4 spare bytes we're
417 * safe, otherwise add an extra line to the DIB section. */
418 GetSystemInfo(&sysInfo);
419 if( ((surface->resource.size + 3) % sysInfo.dwPageSize) < 4)
421 extraline = 1;
422 TRACE("Adding an extra line to the DIB section.\n");
425 b_info->bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
426 /* TODO: Is there a nicer way to force a specific alignment? (8 byte for ddraw) */
427 b_info->bmiHeader.biWidth = wined3d_surface_get_pitch(surface) / format->byte_count;
428 b_info->bmiHeader.biHeight = 0 - surface->resource.height - extraline;
429 b_info->bmiHeader.biSizeImage = (surface->resource.height + extraline)
430 * wined3d_surface_get_pitch(surface);
431 b_info->bmiHeader.biPlanes = 1;
432 b_info->bmiHeader.biBitCount = format->byte_count * 8;
434 b_info->bmiHeader.biXPelsPerMeter = 0;
435 b_info->bmiHeader.biYPelsPerMeter = 0;
436 b_info->bmiHeader.biClrUsed = 0;
437 b_info->bmiHeader.biClrImportant = 0;
439 /* Get the bit masks */
440 masks = (DWORD *)b_info->bmiColors;
441 switch (surface->resource.format->id)
443 case WINED3DFMT_B8G8R8_UNORM:
444 usage = DIB_RGB_COLORS;
445 b_info->bmiHeader.biCompression = BI_RGB;
446 break;
448 case WINED3DFMT_B5G5R5X1_UNORM:
449 case WINED3DFMT_B5G5R5A1_UNORM:
450 case WINED3DFMT_B4G4R4A4_UNORM:
451 case WINED3DFMT_B4G4R4X4_UNORM:
452 case WINED3DFMT_B2G3R3_UNORM:
453 case WINED3DFMT_B2G3R3A8_UNORM:
454 case WINED3DFMT_R10G10B10A2_UNORM:
455 case WINED3DFMT_R8G8B8A8_UNORM:
456 case WINED3DFMT_R8G8B8X8_UNORM:
457 case WINED3DFMT_B10G10R10A2_UNORM:
458 case WINED3DFMT_B5G6R5_UNORM:
459 case WINED3DFMT_R16G16B16A16_UNORM:
460 usage = 0;
461 b_info->bmiHeader.biCompression = BI_BITFIELDS;
462 masks[0] = format->red_mask;
463 masks[1] = format->green_mask;
464 masks[2] = format->blue_mask;
465 break;
467 default:
468 /* Don't know palette */
469 b_info->bmiHeader.biCompression = BI_RGB;
470 usage = 0;
471 break;
474 if (!(dc = GetDC(0)))
476 HeapFree(GetProcessHeap(), 0, b_info);
477 return HRESULT_FROM_WIN32(GetLastError());
480 TRACE("Creating a DIB section with size %dx%dx%d, size=%d.\n",
481 b_info->bmiHeader.biWidth, b_info->bmiHeader.biHeight,
482 b_info->bmiHeader.biBitCount, b_info->bmiHeader.biSizeImage);
483 surface->dib.DIBsection = CreateDIBSection(dc, b_info, usage, &surface->dib.bitmap_data, 0, 0);
484 ReleaseDC(0, dc);
486 if (!surface->dib.DIBsection)
488 ERR("Failed to create DIB section.\n");
489 HeapFree(GetProcessHeap(), 0, b_info);
490 return HRESULT_FROM_WIN32(GetLastError());
493 TRACE("DIBSection at %p.\n", surface->dib.bitmap_data);
494 /* Copy the existing surface to the dib section. */
495 if (surface->resource.allocatedMemory)
497 memcpy(surface->dib.bitmap_data, surface->resource.allocatedMemory,
498 surface->resource.height * wined3d_surface_get_pitch(surface));
500 else
502 /* This is to make maps read the GL texture although memory is allocated. */
503 surface->flags &= ~SFLAG_INSYSMEM;
505 surface->dib.bitmap_size = b_info->bmiHeader.biSizeImage;
507 HeapFree(GetProcessHeap(), 0, b_info);
509 /* Now allocate a DC. */
510 surface->hDC = CreateCompatibleDC(0);
511 SelectObject(surface->hDC, surface->dib.DIBsection);
512 TRACE("Using wined3d palette %p.\n", surface->palette);
513 SelectPalette(surface->hDC, surface->palette ? surface->palette->hpal : 0, FALSE);
515 surface->flags |= SFLAG_DIBSECTION;
517 return WINED3D_OK;
520 static BOOL surface_need_pbo(const struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info)
522 if (surface->resource.pool == WINED3D_POOL_SYSTEM_MEM)
523 return FALSE;
524 if (!(surface->flags & SFLAG_DYNLOCK))
525 return FALSE;
526 if (surface->flags & (SFLAG_CONVERTED | SFLAG_NONPOW2 | SFLAG_PIN_SYSMEM))
527 return FALSE;
528 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT])
529 return FALSE;
531 return TRUE;
534 static void surface_load_pbo(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info)
536 struct wined3d_context *context;
537 GLenum error;
539 context = context_acquire(surface->resource.device, NULL);
540 ENTER_GL();
542 GL_EXTCALL(glGenBuffersARB(1, &surface->pbo));
543 error = glGetError();
544 if (!surface->pbo || error != GL_NO_ERROR)
545 ERR("Failed to create a PBO with error %s (%#x).\n", debug_glerror(error), error);
547 TRACE("Binding PBO %u.\n", surface->pbo);
549 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
550 checkGLcall("glBindBufferARB");
552 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->resource.size + 4,
553 surface->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
554 checkGLcall("glBufferDataARB");
556 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
557 checkGLcall("glBindBufferARB");
559 /* We don't need the system memory anymore and we can't even use it for PBOs. */
560 if (!(surface->flags & SFLAG_CLIENT))
562 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
563 surface->resource.heapMemory = NULL;
565 surface->resource.allocatedMemory = NULL;
566 surface->flags |= SFLAG_PBO;
567 LEAVE_GL();
568 context_release(context);
571 static void surface_prepare_system_memory(struct wined3d_surface *surface)
573 const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
575 TRACE("surface %p.\n", surface);
577 if (!(surface->flags & SFLAG_PBO) && surface_need_pbo(surface, gl_info))
578 surface_load_pbo(surface, gl_info);
579 else if (!(surface->resource.allocatedMemory || surface->flags & SFLAG_PBO))
581 /* Whatever surface we have, make sure that there is memory allocated
582 * for the downloaded copy, or a PBO to map. */
583 if (!surface->resource.heapMemory)
584 surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), 0, surface->resource.size + RESOURCE_ALIGNMENT);
586 surface->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)surface->resource.heapMemory
587 + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
589 if (surface->flags & SFLAG_INSYSMEM)
590 ERR("Surface without memory or PBO has SFLAG_INSYSMEM set.\n");
594 static void surface_evict_sysmem(struct wined3d_surface *surface)
596 if (surface->flags & SFLAG_DONOTFREE)
597 return;
599 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
600 surface->resource.allocatedMemory = NULL;
601 surface->resource.heapMemory = NULL;
602 surface_modify_location(surface, SFLAG_INSYSMEM, FALSE);
605 /* Context activation is done by the caller. */
606 static void surface_bind_and_dirtify(struct wined3d_surface *surface,
607 struct wined3d_context *context, BOOL srgb)
609 struct wined3d_device *device = surface->resource.device;
610 DWORD active_sampler;
612 /* We don't need a specific texture unit, but after binding the texture
613 * the current unit is dirty. Read the unit back instead of switching to
614 * 0, this avoids messing around with the state manager's GL states. The
615 * current texture unit should always be a valid one.
617 * To be more specific, this is tricky because we can implicitly be
618 * called from sampler() in state.c. This means we can't touch anything
619 * other than whatever happens to be the currently active texture, or we
620 * would risk marking already applied sampler states dirty again. */
621 active_sampler = device->rev_tex_unit_map[context->active_texture];
623 if (active_sampler != WINED3D_UNMAPPED_STAGE)
624 device_invalidate_state(device, STATE_SAMPLER(active_sampler));
625 surface_bind(surface, context, srgb);
628 static void surface_force_reload(struct wined3d_surface *surface)
630 surface->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
633 static void surface_release_client_storage(struct wined3d_surface *surface)
635 struct wined3d_context *context = context_acquire(surface->resource.device, NULL);
637 ENTER_GL();
638 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
639 if (surface->texture_name)
641 surface_bind_and_dirtify(surface, context, FALSE);
642 glTexImage2D(surface->texture_target, surface->texture_level,
643 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
645 if (surface->texture_name_srgb)
647 surface_bind_and_dirtify(surface, context, TRUE);
648 glTexImage2D(surface->texture_target, surface->texture_level,
649 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
651 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
652 LEAVE_GL();
654 context_release(context);
656 surface_modify_location(surface, SFLAG_INSRGBTEX, FALSE);
657 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
658 surface_force_reload(surface);
661 static HRESULT surface_private_setup(struct wined3d_surface *surface)
663 /* TODO: Check against the maximum texture sizes supported by the video card. */
664 const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
665 unsigned int pow2Width, pow2Height;
667 TRACE("surface %p.\n", surface);
669 surface->texture_name = 0;
670 surface->texture_target = GL_TEXTURE_2D;
672 /* Non-power2 support */
673 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
675 pow2Width = surface->resource.width;
676 pow2Height = surface->resource.height;
678 else
680 /* Find the nearest pow2 match */
681 pow2Width = pow2Height = 1;
682 while (pow2Width < surface->resource.width)
683 pow2Width <<= 1;
684 while (pow2Height < surface->resource.height)
685 pow2Height <<= 1;
687 surface->pow2Width = pow2Width;
688 surface->pow2Height = pow2Height;
690 if (pow2Width > surface->resource.width || pow2Height > surface->resource.height)
692 /* TODO: Add support for non power two compressed textures. */
693 if (surface->resource.format->flags & WINED3DFMT_FLAG_COMPRESSED)
695 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
696 surface, surface->resource.width, surface->resource.height);
697 return WINED3DERR_NOTAVAILABLE;
701 if (pow2Width != surface->resource.width
702 || pow2Height != surface->resource.height)
704 surface->flags |= SFLAG_NONPOW2;
707 if ((surface->pow2Width > gl_info->limits.texture_size || surface->pow2Height > gl_info->limits.texture_size)
708 && !(surface->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
710 /* One of three options:
711 * 1: Do the same as we do with NPOT and scale the texture, (any
712 * texture ops would require the texture to be scaled which is
713 * potentially slow)
714 * 2: Set the texture to the maximum size (bad idea).
715 * 3: WARN and return WINED3DERR_NOTAVAILABLE;
716 * 4: Create the surface, but allow it to be used only for DirectDraw
717 * Blts. Some apps (e.g. Swat 3) create textures with a Height of
718 * 16 and a Width > 3000 and blt 16x16 letter areas from them to
719 * the render target. */
720 if (surface->resource.pool == WINED3D_POOL_DEFAULT || surface->resource.pool == WINED3D_POOL_MANAGED)
722 WARN("Unable to allocate a surface which exceeds the maximum OpenGL texture size.\n");
723 return WINED3DERR_NOTAVAILABLE;
726 /* We should never use this surface in combination with OpenGL! */
727 TRACE("Creating an oversized surface: %ux%u.\n",
728 surface->pow2Width, surface->pow2Height);
730 else
732 /* Don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8
733 * and EXT_PALETTED_TEXTURE is used in combination with texture
734 * uploads (RTL_READTEX/RTL_TEXTEX). The reason is that
735 * EXT_PALETTED_TEXTURE doesn't work in combination with
736 * ARB_TEXTURE_RECTANGLE. */
737 if (surface->flags & SFLAG_NONPOW2 && gl_info->supported[ARB_TEXTURE_RECTANGLE]
738 && !(surface->resource.format->id == WINED3DFMT_P8_UINT
739 && gl_info->supported[EXT_PALETTED_TEXTURE]
740 && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
742 surface->texture_target = GL_TEXTURE_RECTANGLE_ARB;
743 surface->pow2Width = surface->resource.width;
744 surface->pow2Height = surface->resource.height;
745 surface->flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
749 switch (wined3d_settings.offscreen_rendering_mode)
751 case ORM_FBO:
752 surface->get_drawable_size = get_drawable_size_fbo;
753 break;
755 case ORM_BACKBUFFER:
756 surface->get_drawable_size = get_drawable_size_backbuffer;
757 break;
759 default:
760 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
761 return WINED3DERR_INVALIDCALL;
764 if (surface->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
765 surface->flags |= SFLAG_DISCARDED;
767 return WINED3D_OK;
770 static void surface_realize_palette(struct wined3d_surface *surface)
772 struct wined3d_palette *palette = surface->palette;
774 TRACE("surface %p.\n", surface);
776 if (!palette) return;
778 if (surface->resource.format->id == WINED3DFMT_P8_UINT
779 || surface->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
781 if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
783 /* Make sure the texture is up to date. This call doesn't do
784 * anything if the texture is already up to date. */
785 surface_load_location(surface, SFLAG_INTEXTURE, NULL);
787 /* We want to force a palette refresh, so mark the drawable as not being up to date */
788 if (!surface_is_offscreen(surface))
789 surface_modify_location(surface, SFLAG_INDRAWABLE, FALSE);
791 else
793 if (!(surface->flags & SFLAG_INSYSMEM))
795 TRACE("Palette changed with surface that does not have an up to date system memory copy.\n");
796 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
798 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
802 if (surface->flags & SFLAG_DIBSECTION)
804 RGBQUAD col[256];
805 unsigned int i;
807 TRACE("Updating the DC's palette.\n");
809 for (i = 0; i < 256; ++i)
811 col[i].rgbRed = palette->palents[i].peRed;
812 col[i].rgbGreen = palette->palents[i].peGreen;
813 col[i].rgbBlue = palette->palents[i].peBlue;
814 col[i].rgbReserved = 0;
816 SetDIBColorTable(surface->hDC, 0, 256, col);
819 /* Propagate the changes to the drawable when we have a palette. */
820 if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
821 surface_load_location(surface, surface->draw_binding, NULL);
824 static HRESULT surface_draw_overlay(struct wined3d_surface *surface)
826 HRESULT hr;
828 /* If there's no destination surface there is nothing to do. */
829 if (!surface->overlay_dest)
830 return WINED3D_OK;
832 /* Blt calls ModifyLocation on the dest surface, which in turn calls
833 * DrawOverlay to update the overlay. Prevent an endless recursion. */
834 if (surface->overlay_dest->flags & SFLAG_INOVERLAYDRAW)
835 return WINED3D_OK;
837 surface->overlay_dest->flags |= SFLAG_INOVERLAYDRAW;
838 hr = wined3d_surface_blt(surface->overlay_dest, &surface->overlay_destrect, surface,
839 &surface->overlay_srcrect, WINEDDBLT_WAIT, NULL, WINED3D_TEXF_LINEAR);
840 surface->overlay_dest->flags &= ~SFLAG_INOVERLAYDRAW;
842 return hr;
845 static void surface_map(struct wined3d_surface *surface, const RECT *rect, DWORD flags)
847 struct wined3d_device *device = surface->resource.device;
848 const RECT *pass_rect = rect;
850 TRACE("surface %p, rect %s, flags %#x.\n",
851 surface, wine_dbgstr_rect(rect), flags);
853 if (flags & WINED3DLOCK_DISCARD)
855 TRACE("WINED3DLOCK_DISCARD flag passed, marking SYSMEM as up to date.\n");
856 surface_prepare_system_memory(surface);
857 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
859 else
861 /* surface_load_location() does not check if the rectangle specifies
862 * the full surface. Most callers don't need that, so do it here. */
863 if (rect && !rect->top && !rect->left
864 && rect->right == surface->resource.width
865 && rect->bottom == surface->resource.height)
866 pass_rect = NULL;
867 surface_load_location(surface, SFLAG_INSYSMEM, pass_rect);
870 if (surface->flags & SFLAG_PBO)
872 const struct wined3d_gl_info *gl_info;
873 struct wined3d_context *context;
875 context = context_acquire(device, NULL);
876 gl_info = context->gl_info;
878 ENTER_GL();
879 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
880 checkGLcall("glBindBufferARB");
882 /* This shouldn't happen but could occur if some other function
883 * didn't handle the PBO properly. */
884 if (surface->resource.allocatedMemory)
885 ERR("The surface already has PBO memory allocated.\n");
887 surface->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
888 checkGLcall("glMapBufferARB");
890 /* Make sure the PBO isn't set anymore in order not to break non-PBO
891 * calls. */
892 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
893 checkGLcall("glBindBufferARB");
895 LEAVE_GL();
896 context_release(context);
899 if (!(flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)))
901 if (!rect)
902 surface_add_dirty_rect(surface, NULL);
903 else
905 struct wined3d_box b;
907 b.left = rect->left;
908 b.top = rect->top;
909 b.right = rect->right;
910 b.bottom = rect->bottom;
911 b.front = 0;
912 b.back = 1;
913 surface_add_dirty_rect(surface, &b);
918 static void surface_unmap(struct wined3d_surface *surface)
920 struct wined3d_device *device = surface->resource.device;
921 BOOL fullsurface;
923 TRACE("surface %p.\n", surface);
925 memset(&surface->lockedRect, 0, sizeof(surface->lockedRect));
927 if (surface->flags & SFLAG_PBO)
929 const struct wined3d_gl_info *gl_info;
930 struct wined3d_context *context;
932 TRACE("Freeing PBO memory.\n");
934 context = context_acquire(device, NULL);
935 gl_info = context->gl_info;
937 ENTER_GL();
938 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
939 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
940 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
941 checkGLcall("glUnmapBufferARB");
942 LEAVE_GL();
943 context_release(context);
945 surface->resource.allocatedMemory = NULL;
948 TRACE("dirtyfied %u.\n", surface->flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
950 if (surface->flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE))
952 TRACE("Not dirtified, nothing to do.\n");
953 goto done;
956 /* FIXME: The ORM_BACKBUFFER case probably isn't needed, but who knows
957 * what obscure bugs in backbuffer ORM removing it will uncover. Also,
958 * this should only be needed for the frontbuffer, but that requires
959 * present calls to call surface_load_location() on the backbuffer.
960 * Fix both of those after 1.4. */
961 if (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
962 || (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER
963 && device->fb.render_targets && surface == device->fb.render_targets[0]))
965 if (!surface->dirtyRect.left && !surface->dirtyRect.top
966 && surface->dirtyRect.right == surface->resource.width
967 && surface->dirtyRect.bottom == surface->resource.height)
969 fullsurface = TRUE;
971 else
973 /* TODO: Proper partial rectangle tracking. */
974 fullsurface = FALSE;
975 surface->flags |= SFLAG_INSYSMEM;
978 surface_load_location(surface, surface->draw_binding, fullsurface ? NULL : &surface->dirtyRect);
980 /* Partial rectangle tracking is not commonly implemented, it is only
981 * done for render targets. INSYSMEM was set before to tell
982 * surface_load_location() where to read the rectangle from.
983 * Indrawable is set because all modifications from the partial
984 * sysmem copy are written back to the drawable, thus the surface is
985 * merged again in the drawable. The sysmem copy is not fully up to
986 * date because only a subrectangle was read in Map(). */
987 if (!fullsurface)
989 surface_modify_location(surface, surface->draw_binding, TRUE);
990 surface_evict_sysmem(surface);
993 surface->dirtyRect.left = surface->resource.width;
994 surface->dirtyRect.top = surface->resource.height;
995 surface->dirtyRect.right = 0;
996 surface->dirtyRect.bottom = 0;
998 else if (surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
1000 FIXME("Depth / stencil buffer locking is not implemented.\n");
1003 done:
1004 /* Overlays have to be redrawn manually after changes with the GL implementation */
1005 if (surface->overlay_dest)
1006 surface_draw_overlay(surface);
1009 static BOOL surface_is_full_rect(const struct wined3d_surface *surface, const RECT *r)
1011 if ((r->left && r->right) || abs(r->right - r->left) != surface->resource.width)
1012 return FALSE;
1013 if ((r->top && r->bottom) || abs(r->bottom - r->top) != surface->resource.height)
1014 return FALSE;
1015 return TRUE;
1018 static void wined3d_surface_depth_blt_fbo(const struct wined3d_device *device, struct wined3d_surface *src_surface,
1019 const RECT *src_rect, struct wined3d_surface *dst_surface, const RECT *dst_rect)
1021 const struct wined3d_gl_info *gl_info;
1022 struct wined3d_context *context;
1023 DWORD src_mask, dst_mask;
1024 GLbitfield gl_mask;
1026 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_rect %s.\n",
1027 device, src_surface, wine_dbgstr_rect(src_rect),
1028 dst_surface, wine_dbgstr_rect(dst_rect));
1030 src_mask = src_surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
1031 dst_mask = dst_surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
1033 if (src_mask != dst_mask)
1035 ERR("Incompatible formats %s and %s.\n",
1036 debug_d3dformat(src_surface->resource.format->id),
1037 debug_d3dformat(dst_surface->resource.format->id));
1038 return;
1041 if (!src_mask)
1043 ERR("Not a depth / stencil format: %s.\n",
1044 debug_d3dformat(src_surface->resource.format->id));
1045 return;
1048 gl_mask = 0;
1049 if (src_mask & WINED3DFMT_FLAG_DEPTH)
1050 gl_mask |= GL_DEPTH_BUFFER_BIT;
1051 if (src_mask & WINED3DFMT_FLAG_STENCIL)
1052 gl_mask |= GL_STENCIL_BUFFER_BIT;
1054 /* Make sure the locations are up-to-date. Loading the destination
1055 * surface isn't required if the entire surface is overwritten. */
1056 surface_load_location(src_surface, SFLAG_INTEXTURE, NULL);
1057 if (!surface_is_full_rect(dst_surface, dst_rect))
1058 surface_load_location(dst_surface, SFLAG_INTEXTURE, NULL);
1060 context = context_acquire(device, NULL);
1061 if (!context->valid)
1063 context_release(context);
1064 WARN("Invalid context, skipping blit.\n");
1065 return;
1068 gl_info = context->gl_info;
1070 ENTER_GL();
1072 context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, NULL, src_surface, SFLAG_INTEXTURE);
1073 glReadBuffer(GL_NONE);
1074 checkGLcall("glReadBuffer()");
1075 context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
1077 context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, NULL, dst_surface, SFLAG_INTEXTURE);
1078 context_set_draw_buffer(context, GL_NONE);
1079 context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER);
1080 context_invalidate_state(context, STATE_FRAMEBUFFER);
1082 if (gl_mask & GL_DEPTH_BUFFER_BIT)
1084 glDepthMask(GL_TRUE);
1085 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE));
1087 if (gl_mask & GL_STENCIL_BUFFER_BIT)
1089 if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
1091 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1092 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE));
1094 glStencilMask(~0U);
1095 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
1098 glDisable(GL_SCISSOR_TEST);
1099 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
1101 gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
1102 dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, gl_mask, GL_NEAREST);
1103 checkGLcall("glBlitFramebuffer()");
1105 LEAVE_GL();
1107 if (wined3d_settings.strict_draw_ordering)
1108 wglFlush(); /* Flush to ensure ordering across contexts. */
1110 context_release(context);
1113 /* Blit between surface locations. Onscreen on different swapchains is not supported.
1114 * Depth / stencil is not supported. */
1115 static void surface_blt_fbo(const struct wined3d_device *device, enum wined3d_texture_filter_type filter,
1116 struct wined3d_surface *src_surface, DWORD src_location, const RECT *src_rect_in,
1117 struct wined3d_surface *dst_surface, DWORD dst_location, const RECT *dst_rect_in)
1119 const struct wined3d_gl_info *gl_info;
1120 struct wined3d_context *context;
1121 RECT src_rect, dst_rect;
1122 GLenum gl_filter;
1123 GLenum buffer;
1125 TRACE("device %p, filter %s,\n", device, debug_d3dtexturefiltertype(filter));
1126 TRACE("src_surface %p, src_location %s, src_rect %s,\n",
1127 src_surface, debug_surflocation(src_location), wine_dbgstr_rect(src_rect_in));
1128 TRACE("dst_surface %p, dst_location %s, dst_rect %s.\n",
1129 dst_surface, debug_surflocation(dst_location), wine_dbgstr_rect(dst_rect_in));
1131 src_rect = *src_rect_in;
1132 dst_rect = *dst_rect_in;
1134 switch (filter)
1136 case WINED3D_TEXF_LINEAR:
1137 gl_filter = GL_LINEAR;
1138 break;
1140 default:
1141 FIXME("Unsupported filter mode %s (%#x).\n", debug_d3dtexturefiltertype(filter), filter);
1142 case WINED3D_TEXF_NONE:
1143 case WINED3D_TEXF_POINT:
1144 gl_filter = GL_NEAREST;
1145 break;
1148 /* Resolve the source surface first if needed. */
1149 if (src_location == SFLAG_INRB_MULTISAMPLE
1150 && (src_surface->resource.format->id != dst_surface->resource.format->id
1151 || abs(src_rect.bottom - src_rect.top) != abs(dst_rect.bottom - dst_rect.top)
1152 || abs(src_rect.right - src_rect.left) != abs(dst_rect.right - dst_rect.left)))
1153 src_location = SFLAG_INRB_RESOLVED;
1155 /* Make sure the locations are up-to-date. Loading the destination
1156 * surface isn't required if the entire surface is overwritten. (And is
1157 * in fact harmful if we're being called by surface_load_location() with
1158 * the purpose of loading the destination surface.) */
1159 surface_load_location(src_surface, src_location, NULL);
1160 if (!surface_is_full_rect(dst_surface, &dst_rect))
1161 surface_load_location(dst_surface, dst_location, NULL);
1163 if (src_location == SFLAG_INDRAWABLE) context = context_acquire(device, src_surface);
1164 else if (dst_location == SFLAG_INDRAWABLE) context = context_acquire(device, dst_surface);
1165 else context = context_acquire(device, NULL);
1167 if (!context->valid)
1169 context_release(context);
1170 WARN("Invalid context, skipping blit.\n");
1171 return;
1174 gl_info = context->gl_info;
1176 if (src_location == SFLAG_INDRAWABLE)
1178 TRACE("Source surface %p is onscreen.\n", src_surface);
1179 buffer = surface_get_gl_buffer(src_surface);
1180 surface_translate_drawable_coords(src_surface, context->win_handle, &src_rect);
1182 else
1184 TRACE("Source surface %p is offscreen.\n", src_surface);
1185 buffer = GL_COLOR_ATTACHMENT0;
1188 ENTER_GL();
1189 context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, src_surface, NULL, src_location);
1190 glReadBuffer(buffer);
1191 checkGLcall("glReadBuffer()");
1192 context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
1193 LEAVE_GL();
1195 if (dst_location == SFLAG_INDRAWABLE)
1197 TRACE("Destination surface %p is onscreen.\n", dst_surface);
1198 buffer = surface_get_gl_buffer(dst_surface);
1199 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
1201 else
1203 TRACE("Destination surface %p is offscreen.\n", dst_surface);
1204 buffer = GL_COLOR_ATTACHMENT0;
1207 ENTER_GL();
1208 context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, dst_surface, NULL, dst_location);
1209 context_set_draw_buffer(context, buffer);
1210 context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER);
1211 context_invalidate_state(context, STATE_FRAMEBUFFER);
1213 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
1214 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
1215 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
1216 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
1217 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
1219 glDisable(GL_SCISSOR_TEST);
1220 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
1222 gl_info->fbo_ops.glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom,
1223 dst_rect.left, dst_rect.top, dst_rect.right, dst_rect.bottom, GL_COLOR_BUFFER_BIT, gl_filter);
1224 checkGLcall("glBlitFramebuffer()");
1226 LEAVE_GL();
1228 if (wined3d_settings.strict_draw_ordering
1229 || (dst_location == SFLAG_INDRAWABLE
1230 && dst_surface->container.u.swapchain->front_buffer == dst_surface))
1231 wglFlush();
1233 context_release(context);
1236 static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1237 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1238 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
1240 if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer)
1241 return FALSE;
1243 /* Source and/or destination need to be on the GL side */
1244 if (src_pool == WINED3D_POOL_SYSTEM_MEM || dst_pool == WINED3D_POOL_SYSTEM_MEM)
1245 return FALSE;
1247 switch (blit_op)
1249 case WINED3D_BLIT_OP_COLOR_BLIT:
1250 if (!((src_format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (src_usage & WINED3DUSAGE_RENDERTARGET)))
1251 return FALSE;
1252 if (!((dst_format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (dst_usage & WINED3DUSAGE_RENDERTARGET)))
1253 return FALSE;
1254 break;
1256 case WINED3D_BLIT_OP_DEPTH_BLIT:
1257 if (!(src_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
1258 return FALSE;
1259 if (!(dst_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
1260 return FALSE;
1261 break;
1263 default:
1264 return FALSE;
1267 if (!(src_format->id == dst_format->id
1268 || (is_identity_fixup(src_format->color_fixup)
1269 && is_identity_fixup(dst_format->color_fixup))))
1270 return FALSE;
1272 return TRUE;
1275 /* This function checks if the primary render target uses the 8bit paletted format. */
1276 static BOOL primary_render_target_is_p8(const struct wined3d_device *device)
1278 if (device->fb.render_targets && device->fb.render_targets[0])
1280 const struct wined3d_surface *render_target = device->fb.render_targets[0];
1281 if ((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
1282 && (render_target->resource.format->id == WINED3DFMT_P8_UINT))
1283 return TRUE;
1285 return FALSE;
1288 static BOOL surface_convert_color_to_float(const struct wined3d_surface *surface,
1289 DWORD color, struct wined3d_color *float_color)
1291 const struct wined3d_format *format = surface->resource.format;
1292 const struct wined3d_device *device = surface->resource.device;
1294 switch (format->id)
1296 case WINED3DFMT_P8_UINT:
1297 if (surface->palette)
1299 float_color->r = surface->palette->palents[color].peRed / 255.0f;
1300 float_color->g = surface->palette->palents[color].peGreen / 255.0f;
1301 float_color->b = surface->palette->palents[color].peBlue / 255.0f;
1303 else
1305 float_color->r = 0.0f;
1306 float_color->g = 0.0f;
1307 float_color->b = 0.0f;
1309 float_color->a = primary_render_target_is_p8(device) ? color / 255.0f : 1.0f;
1310 break;
1312 case WINED3DFMT_B5G6R5_UNORM:
1313 float_color->r = ((color >> 11) & 0x1f) / 31.0f;
1314 float_color->g = ((color >> 5) & 0x3f) / 63.0f;
1315 float_color->b = (color & 0x1f) / 31.0f;
1316 float_color->a = 1.0f;
1317 break;
1319 case WINED3DFMT_B8G8R8_UNORM:
1320 case WINED3DFMT_B8G8R8X8_UNORM:
1321 float_color->r = D3DCOLOR_R(color);
1322 float_color->g = D3DCOLOR_G(color);
1323 float_color->b = D3DCOLOR_B(color);
1324 float_color->a = 1.0f;
1325 break;
1327 case WINED3DFMT_B8G8R8A8_UNORM:
1328 float_color->r = D3DCOLOR_R(color);
1329 float_color->g = D3DCOLOR_G(color);
1330 float_color->b = D3DCOLOR_B(color);
1331 float_color->a = D3DCOLOR_A(color);
1332 break;
1334 default:
1335 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
1336 return FALSE;
1339 return TRUE;
1342 static BOOL surface_convert_depth_to_float(const struct wined3d_surface *surface, DWORD depth, float *float_depth)
1344 const struct wined3d_format *format = surface->resource.format;
1346 switch (format->id)
1348 case WINED3DFMT_S1_UINT_D15_UNORM:
1349 *float_depth = depth / (float)0x00007fff;
1350 break;
1352 case WINED3DFMT_D16_UNORM:
1353 *float_depth = depth / (float)0x0000ffff;
1354 break;
1356 case WINED3DFMT_D24_UNORM_S8_UINT:
1357 case WINED3DFMT_X8D24_UNORM:
1358 *float_depth = depth / (float)0x00ffffff;
1359 break;
1361 case WINED3DFMT_D32_UNORM:
1362 *float_depth = depth / (float)0xffffffff;
1363 break;
1365 default:
1366 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
1367 return FALSE;
1370 return TRUE;
1373 /* Do not call while under the GL lock. */
1374 static HRESULT wined3d_surface_depth_fill(struct wined3d_surface *surface, const RECT *rect, float depth)
1376 const struct wined3d_resource *resource = &surface->resource;
1377 struct wined3d_device *device = resource->device;
1378 const struct blit_shader *blitter;
1380 blitter = wined3d_select_blitter(&device->adapter->gl_info, WINED3D_BLIT_OP_DEPTH_FILL,
1381 NULL, 0, 0, NULL, rect, resource->usage, resource->pool, resource->format);
1382 if (!blitter)
1384 FIXME("No blitter is capable of performing the requested depth fill operation.\n");
1385 return WINED3DERR_INVALIDCALL;
1388 return blitter->depth_fill(device, surface, rect, depth);
1391 static HRESULT wined3d_surface_depth_blt(struct wined3d_surface *src_surface, const RECT *src_rect,
1392 struct wined3d_surface *dst_surface, const RECT *dst_rect)
1394 struct wined3d_device *device = src_surface->resource.device;
1396 if (!fbo_blit_supported(&device->adapter->gl_info, WINED3D_BLIT_OP_DEPTH_BLIT,
1397 src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
1398 dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
1399 return WINED3DERR_INVALIDCALL;
1401 wined3d_surface_depth_blt_fbo(device, src_surface, src_rect, dst_surface, dst_rect);
1403 surface_modify_ds_location(dst_surface, SFLAG_INTEXTURE,
1404 dst_surface->ds_current_size.cx, dst_surface->ds_current_size.cy);
1406 return WINED3D_OK;
1409 /* Do not call while under the GL lock. */
1410 HRESULT CDECL wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect_in,
1411 struct wined3d_surface *src_surface, const RECT *src_rect_in, DWORD flags,
1412 const WINEDDBLTFX *fx, enum wined3d_texture_filter_type filter)
1414 struct wined3d_swapchain *src_swapchain, *dst_swapchain;
1415 struct wined3d_device *device = dst_surface->resource.device;
1416 DWORD src_ds_flags, dst_ds_flags;
1417 RECT src_rect, dst_rect;
1418 BOOL scale, convert;
1420 static const DWORD simple_blit = WINEDDBLT_ASYNC
1421 | WINEDDBLT_COLORFILL
1422 | WINEDDBLT_WAIT
1423 | WINEDDBLT_DEPTHFILL
1424 | WINEDDBLT_DONOTWAIT;
1426 TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
1427 dst_surface, wine_dbgstr_rect(dst_rect_in), src_surface, wine_dbgstr_rect(src_rect_in),
1428 flags, fx, debug_d3dtexturefiltertype(filter));
1429 TRACE("Usage is %s.\n", debug_d3dusage(dst_surface->resource.usage));
1431 if (fx)
1433 TRACE("dwSize %#x.\n", fx->dwSize);
1434 TRACE("dwDDFX %#x.\n", fx->dwDDFX);
1435 TRACE("dwROP %#x.\n", fx->dwROP);
1436 TRACE("dwDDROP %#x.\n", fx->dwDDROP);
1437 TRACE("dwRotationAngle %#x.\n", fx->dwRotationAngle);
1438 TRACE("dwZBufferOpCode %#x.\n", fx->dwZBufferOpCode);
1439 TRACE("dwZBufferLow %#x.\n", fx->dwZBufferLow);
1440 TRACE("dwZBufferHigh %#x.\n", fx->dwZBufferHigh);
1441 TRACE("dwZBufferBaseDest %#x.\n", fx->dwZBufferBaseDest);
1442 TRACE("dwZDestConstBitDepth %#x.\n", fx->dwZDestConstBitDepth);
1443 TRACE("lpDDSZBufferDest %p.\n", fx->u1.lpDDSZBufferDest);
1444 TRACE("dwZSrcConstBitDepth %#x.\n", fx->dwZSrcConstBitDepth);
1445 TRACE("lpDDSZBufferSrc %p.\n", fx->u2.lpDDSZBufferSrc);
1446 TRACE("dwAlphaEdgeBlendBitDepth %#x.\n", fx->dwAlphaEdgeBlendBitDepth);
1447 TRACE("dwAlphaEdgeBlend %#x.\n", fx->dwAlphaEdgeBlend);
1448 TRACE("dwReserved %#x.\n", fx->dwReserved);
1449 TRACE("dwAlphaDestConstBitDepth %#x.\n", fx->dwAlphaDestConstBitDepth);
1450 TRACE("lpDDSAlphaDest %p.\n", fx->u3.lpDDSAlphaDest);
1451 TRACE("dwAlphaSrcConstBitDepth %#x.\n", fx->dwAlphaSrcConstBitDepth);
1452 TRACE("lpDDSAlphaSrc %p.\n", fx->u4.lpDDSAlphaSrc);
1453 TRACE("lpDDSPattern %p.\n", fx->u5.lpDDSPattern);
1454 TRACE("ddckDestColorkey {%#x, %#x}.\n",
1455 fx->ddckDestColorkey.color_space_low_value,
1456 fx->ddckDestColorkey.color_space_high_value);
1457 TRACE("ddckSrcColorkey {%#x, %#x}.\n",
1458 fx->ddckSrcColorkey.color_space_low_value,
1459 fx->ddckSrcColorkey.color_space_high_value);
1462 if ((dst_surface->flags & SFLAG_LOCKED) || (src_surface && (src_surface->flags & SFLAG_LOCKED)))
1464 WARN("Surface is busy, returning WINEDDERR_SURFACEBUSY.\n");
1465 return WINEDDERR_SURFACEBUSY;
1468 surface_get_rect(dst_surface, dst_rect_in, &dst_rect);
1470 if (dst_rect.left >= dst_rect.right || dst_rect.top >= dst_rect.bottom
1471 || dst_rect.left > dst_surface->resource.width || dst_rect.left < 0
1472 || dst_rect.top > dst_surface->resource.height || dst_rect.top < 0
1473 || dst_rect.right > dst_surface->resource.width || dst_rect.right < 0
1474 || dst_rect.bottom > dst_surface->resource.height || dst_rect.bottom < 0)
1476 WARN("The application gave us a bad destination rectangle.\n");
1477 return WINEDDERR_INVALIDRECT;
1480 if (src_surface)
1482 surface_get_rect(src_surface, src_rect_in, &src_rect);
1484 if (src_rect.left >= src_rect.right || src_rect.top >= src_rect.bottom
1485 || src_rect.left > src_surface->resource.width || src_rect.left < 0
1486 || src_rect.top > src_surface->resource.height || src_rect.top < 0
1487 || src_rect.right > src_surface->resource.width || src_rect.right < 0
1488 || src_rect.bottom > src_surface->resource.height || src_rect.bottom < 0)
1490 WARN("Application gave us bad source rectangle for Blt.\n");
1491 return WINEDDERR_INVALIDRECT;
1494 else
1496 memset(&src_rect, 0, sizeof(src_rect));
1499 if (!fx || !(fx->dwDDFX))
1500 flags &= ~WINEDDBLT_DDFX;
1502 if (flags & WINEDDBLT_WAIT)
1503 flags &= ~WINEDDBLT_WAIT;
1505 if (flags & WINEDDBLT_ASYNC)
1507 static unsigned int once;
1509 if (!once++)
1510 FIXME("Can't handle WINEDDBLT_ASYNC flag.\n");
1511 flags &= ~WINEDDBLT_ASYNC;
1514 /* WINEDDBLT_DONOTWAIT appeared in DX7. */
1515 if (flags & WINEDDBLT_DONOTWAIT)
1517 static unsigned int once;
1519 if (!once++)
1520 FIXME("Can't handle WINEDDBLT_DONOTWAIT flag.\n");
1521 flags &= ~WINEDDBLT_DONOTWAIT;
1524 if (!device->d3d_initialized)
1526 WARN("D3D not initialized, using fallback.\n");
1527 goto cpu;
1530 /* We want to avoid invalidating the sysmem location for converted
1531 * surfaces, since otherwise we'd have to convert the data back when
1532 * locking them. */
1533 if (dst_surface->flags & SFLAG_CONVERTED)
1535 WARN("Converted surface, using CPU blit.\n");
1536 return surface_cpu_blt(dst_surface, &dst_rect, src_surface, &src_rect, flags, fx, filter);
1539 if (flags & ~simple_blit)
1541 WARN("Using fallback for complex blit (%#x).\n", flags);
1542 goto fallback;
1545 if (src_surface && src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
1546 src_swapchain = src_surface->container.u.swapchain;
1547 else
1548 src_swapchain = NULL;
1550 if (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
1551 dst_swapchain = dst_surface->container.u.swapchain;
1552 else
1553 dst_swapchain = NULL;
1555 /* This isn't strictly needed. FBO blits for example could deal with
1556 * cross-swapchain blits by first downloading the source to a texture
1557 * before switching to the destination context. We just have this here to
1558 * not have to deal with the issue, since cross-swapchain blits should be
1559 * rare. */
1560 if (src_swapchain && dst_swapchain && src_swapchain != dst_swapchain)
1562 FIXME("Using fallback for cross-swapchain blit.\n");
1563 goto fallback;
1566 scale = src_surface
1567 && (src_rect.right - src_rect.left != dst_rect.right - dst_rect.left
1568 || src_rect.bottom - src_rect.top != dst_rect.bottom - dst_rect.top);
1569 convert = src_surface && src_surface->resource.format->id != dst_surface->resource.format->id;
1571 dst_ds_flags = dst_surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
1572 if (src_surface)
1573 src_ds_flags = src_surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
1574 else
1575 src_ds_flags = 0;
1577 if (src_ds_flags || dst_ds_flags)
1579 if (flags & WINEDDBLT_DEPTHFILL)
1581 float depth;
1583 TRACE("Depth fill.\n");
1585 if (!surface_convert_depth_to_float(dst_surface, fx->u5.dwFillDepth, &depth))
1586 return WINED3DERR_INVALIDCALL;
1588 if (SUCCEEDED(wined3d_surface_depth_fill(dst_surface, &dst_rect, depth)))
1589 return WINED3D_OK;
1591 else
1593 if (src_ds_flags != dst_ds_flags)
1595 WARN("Rejecting depth / stencil blit between incompatible formats.\n");
1596 return WINED3DERR_INVALIDCALL;
1599 if (SUCCEEDED(wined3d_surface_depth_blt(src_surface, &src_rect, dst_surface, &dst_rect)))
1600 return WINED3D_OK;
1603 else
1605 /* In principle this would apply to depth blits as well, but we don't
1606 * implement those in the CPU blitter at the moment. */
1607 if ((dst_surface->flags & SFLAG_INSYSMEM)
1608 && (!src_surface || (src_surface->flags & SFLAG_INSYSMEM)))
1610 if (scale)
1611 TRACE("Not doing sysmem blit because of scaling.\n");
1612 else if (convert)
1613 TRACE("Not doing sysmem blit because of format conversion.\n");
1614 else
1615 return surface_cpu_blt(dst_surface, &dst_rect, src_surface, &src_rect, flags, fx, filter);
1618 if (flags & WINEDDBLT_COLORFILL)
1620 struct wined3d_color color;
1622 TRACE("Color fill.\n");
1624 if (!surface_convert_color_to_float(dst_surface, fx->u5.dwFillColor, &color))
1625 goto fallback;
1627 if (SUCCEEDED(surface_color_fill(dst_surface, &dst_rect, &color)))
1628 return WINED3D_OK;
1630 else
1632 TRACE("Color blit.\n");
1634 /* Upload */
1635 if ((src_surface->flags & SFLAG_INSYSMEM) && !(dst_surface->flags & SFLAG_INSYSMEM))
1637 if (scale)
1638 TRACE("Not doing upload because of scaling.\n");
1639 else if (convert)
1640 TRACE("Not doing upload because of format conversion.\n");
1641 else
1643 POINT dst_point = {dst_rect.left, dst_rect.top};
1645 if (SUCCEEDED(surface_upload_from_surface(dst_surface, &dst_point, src_surface, &src_rect)))
1647 if (!surface_is_offscreen(dst_surface))
1648 surface_load_location(dst_surface, dst_surface->draw_binding, NULL);
1649 return WINED3D_OK;
1654 /* Use present for back -> front blits. The idea behind this is
1655 * that present is potentially faster than a blit, in particular
1656 * when FBO blits aren't available. Some ddraw applications like
1657 * Half-Life and Prince of Persia 3D use Blt() from the backbuffer
1658 * to the frontbuffer instead of doing a Flip(). D3D8 and D3D9
1659 * applications can't blit directly to the frontbuffer. */
1660 if (dst_swapchain && dst_swapchain->back_buffers
1661 && dst_surface == dst_swapchain->front_buffer
1662 && src_surface == dst_swapchain->back_buffers[0])
1664 enum wined3d_swap_effect swap_effect = dst_swapchain->desc.swap_effect;
1666 TRACE("Using present for backbuffer -> frontbuffer blit.\n");
1668 /* Set the swap effect to COPY, we don't want the backbuffer
1669 * to become undefined. */
1670 dst_swapchain->desc.swap_effect = WINED3D_SWAP_EFFECT_COPY;
1671 wined3d_swapchain_present(dst_swapchain, NULL, NULL, dst_swapchain->win_handle, NULL, 0);
1672 dst_swapchain->desc.swap_effect = swap_effect;
1674 return WINED3D_OK;
1677 if (fbo_blit_supported(&device->adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
1678 &src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
1679 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
1681 TRACE("Using FBO blit.\n");
1683 surface_blt_fbo(device, filter,
1684 src_surface, src_surface->draw_binding, &src_rect,
1685 dst_surface, dst_surface->draw_binding, &dst_rect);
1686 surface_modify_location(dst_surface, dst_surface->draw_binding, TRUE);
1687 return WINED3D_OK;
1690 if (arbfp_blit.blit_supported(&device->adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
1691 &src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
1692 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
1694 TRACE("Using arbfp blit.\n");
1696 if (SUCCEEDED(arbfp_blit_surface(device, filter, src_surface, &src_rect, dst_surface, &dst_rect)))
1697 return WINED3D_OK;
1702 fallback:
1704 /* Special cases for render targets. */
1705 if ((dst_surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
1706 || (src_surface && (src_surface->resource.usage & WINED3DUSAGE_RENDERTARGET)))
1708 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(dst_surface, &dst_rect,
1709 src_surface, &src_rect, flags, fx, filter)))
1710 return WINED3D_OK;
1713 cpu:
1715 /* For the rest call the X11 surface implementation. For render targets
1716 * this should be implemented OpenGL accelerated in BltOverride, other
1717 * blits are rather rare. */
1718 return surface_cpu_blt(dst_surface, &dst_rect, src_surface, &src_rect, flags, fx, filter);
1721 HRESULT CDECL wined3d_surface_get_render_target_data(struct wined3d_surface *surface,
1722 struct wined3d_surface *render_target)
1724 TRACE("surface %p, render_target %p.\n", surface, render_target);
1726 /* TODO: Check surface sizes, pools, etc. */
1728 if (render_target->resource.multisample_type)
1729 return WINED3DERR_INVALIDCALL;
1731 return wined3d_surface_blt(surface, NULL, render_target, NULL, 0, NULL, WINED3D_TEXF_POINT);
1734 /* Context activation is done by the caller. */
1735 static void surface_remove_pbo(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info)
1737 if (surface->flags & SFLAG_DIBSECTION)
1739 surface->resource.allocatedMemory = surface->dib.bitmap_data;
1741 else
1743 if (!surface->resource.heapMemory)
1744 surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), 0, surface->resource.size + RESOURCE_ALIGNMENT);
1745 else if (!(surface->flags & SFLAG_CLIENT))
1746 ERR("Surface %p has heapMemory %p and flags %#x.\n",
1747 surface, surface->resource.heapMemory, surface->flags);
1749 surface->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)surface->resource.heapMemory
1750 + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1753 ENTER_GL();
1754 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
1755 checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, surface->pbo)");
1756 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0,
1757 surface->resource.size, surface->resource.allocatedMemory));
1758 checkGLcall("glGetBufferSubDataARB");
1759 GL_EXTCALL(glDeleteBuffersARB(1, &surface->pbo));
1760 checkGLcall("glDeleteBuffersARB");
1761 LEAVE_GL();
1763 surface->pbo = 0;
1764 surface->flags &= ~SFLAG_PBO;
1767 /* Do not call while under the GL lock. */
1768 static void surface_unload(struct wined3d_resource *resource)
1770 struct wined3d_surface *surface = surface_from_resource(resource);
1771 struct wined3d_renderbuffer_entry *entry, *entry2;
1772 struct wined3d_device *device = resource->device;
1773 const struct wined3d_gl_info *gl_info;
1774 struct wined3d_context *context;
1776 TRACE("surface %p.\n", surface);
1778 if (resource->pool == WINED3D_POOL_DEFAULT)
1780 /* Default pool resources are supposed to be destroyed before Reset is called.
1781 * Implicit resources stay however. So this means we have an implicit render target
1782 * or depth stencil. The content may be destroyed, but we still have to tear down
1783 * opengl resources, so we cannot leave early.
1785 * Put the surfaces into sysmem, and reset the content. The D3D content is undefined,
1786 * but we can't set the sysmem INDRAWABLE because when we're rendering the swapchain
1787 * or the depth stencil into an FBO the texture or render buffer will be removed
1788 * and all flags get lost
1790 if (!(surface->flags & SFLAG_PBO))
1791 surface_init_sysmem(surface);
1792 /* We also get here when the ddraw swapchain is destroyed, for example
1793 * for a mode switch. In this case this surface won't necessarily be
1794 * an implicit surface. We have to mark it lost so that the
1795 * application can restore it after the mode switch. */
1796 surface->flags |= SFLAG_LOST;
1798 else
1800 /* Load the surface into system memory */
1801 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
1802 surface_modify_location(surface, surface->draw_binding, FALSE);
1804 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
1805 surface_modify_location(surface, SFLAG_INSRGBTEX, FALSE);
1806 surface->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
1808 context = context_acquire(device, NULL);
1809 gl_info = context->gl_info;
1811 /* Destroy PBOs, but load them into real sysmem before */
1812 if (surface->flags & SFLAG_PBO)
1813 surface_remove_pbo(surface, gl_info);
1815 /* Destroy fbo render buffers. This is needed for implicit render targets, for
1816 * all application-created targets the application has to release the surface
1817 * before calling _Reset
1819 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &surface->renderbuffers, struct wined3d_renderbuffer_entry, entry)
1821 ENTER_GL();
1822 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
1823 LEAVE_GL();
1824 list_remove(&entry->entry);
1825 HeapFree(GetProcessHeap(), 0, entry);
1827 list_init(&surface->renderbuffers);
1828 surface->current_renderbuffer = NULL;
1830 ENTER_GL();
1832 /* If we're in a texture, the texture name belongs to the texture.
1833 * Otherwise, destroy it. */
1834 if (surface->container.type != WINED3D_CONTAINER_TEXTURE)
1836 glDeleteTextures(1, &surface->texture_name);
1837 surface->texture_name = 0;
1838 glDeleteTextures(1, &surface->texture_name_srgb);
1839 surface->texture_name_srgb = 0;
1841 if (surface->rb_multisample)
1843 gl_info->fbo_ops.glDeleteRenderbuffers(1, &surface->rb_multisample);
1844 surface->rb_multisample = 0;
1846 if (surface->rb_resolved)
1848 gl_info->fbo_ops.glDeleteRenderbuffers(1, &surface->rb_resolved);
1849 surface->rb_resolved = 0;
1852 LEAVE_GL();
1854 context_release(context);
1856 resource_unload(resource);
1859 static const struct wined3d_resource_ops surface_resource_ops =
1861 surface_unload,
1864 static const struct wined3d_surface_ops surface_ops =
1866 surface_private_setup,
1867 surface_realize_palette,
1868 surface_map,
1869 surface_unmap,
1872 /*****************************************************************************
1873 * Initializes the GDI surface, aka creates the DIB section we render to
1874 * The DIB section creation is done by calling GetDC, which will create the
1875 * section and releasing the dc to allow the app to use it. The dib section
1876 * will stay until the surface is released
1878 * GDI surfaces do not need to be a power of 2 in size, so the pow2 sizes
1879 * are set to the real sizes to save memory. The NONPOW2 flag is unset to
1880 * avoid confusion in the shared surface code.
1882 * Returns:
1883 * WINED3D_OK on success
1884 * The return values of called methods on failure
1886 *****************************************************************************/
1887 static HRESULT gdi_surface_private_setup(struct wined3d_surface *surface)
1889 HRESULT hr;
1891 TRACE("surface %p.\n", surface);
1893 if (surface->resource.usage & WINED3DUSAGE_OVERLAY)
1895 ERR("Overlays not yet supported by GDI surfaces.\n");
1896 return WINED3DERR_INVALIDCALL;
1899 /* Sysmem textures have memory already allocated - release it,
1900 * this avoids an unnecessary memcpy. */
1901 hr = surface_create_dib_section(surface);
1902 if (SUCCEEDED(hr))
1904 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
1905 surface->resource.heapMemory = NULL;
1906 surface->resource.allocatedMemory = surface->dib.bitmap_data;
1909 /* We don't mind the nonpow2 stuff in GDI. */
1910 surface->pow2Width = surface->resource.width;
1911 surface->pow2Height = surface->resource.height;
1913 return WINED3D_OK;
1916 static void gdi_surface_realize_palette(struct wined3d_surface *surface)
1918 struct wined3d_palette *palette = surface->palette;
1920 TRACE("surface %p.\n", surface);
1922 if (!palette) return;
1924 if (surface->flags & SFLAG_DIBSECTION)
1926 RGBQUAD col[256];
1927 unsigned int i;
1929 TRACE("Updating the DC's palette.\n");
1931 for (i = 0; i < 256; ++i)
1933 col[i].rgbRed = palette->palents[i].peRed;
1934 col[i].rgbGreen = palette->palents[i].peGreen;
1935 col[i].rgbBlue = palette->palents[i].peBlue;
1936 col[i].rgbReserved = 0;
1938 SetDIBColorTable(surface->hDC, 0, 256, col);
1941 /* Update the image because of the palette change. Some games like e.g.
1942 * Red Alert call SetEntries a lot to implement fading. */
1943 /* Tell the swapchain to update the screen. */
1944 if (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
1946 struct wined3d_swapchain *swapchain = surface->container.u.swapchain;
1947 if (surface == swapchain->front_buffer)
1949 x11_copy_to_screen(swapchain, NULL);
1954 static void gdi_surface_map(struct wined3d_surface *surface, const RECT *rect, DWORD flags)
1956 TRACE("surface %p, rect %s, flags %#x.\n",
1957 surface, wine_dbgstr_rect(rect), flags);
1959 if (!(surface->flags & SFLAG_DIBSECTION))
1961 HRESULT hr;
1963 /* This happens on gdi surfaces if the application set a user pointer
1964 * and resets it. Recreate the DIB section. */
1965 if (FAILED(hr = surface_create_dib_section(surface)))
1967 ERR("Failed to create dib section, hr %#x.\n", hr);
1968 return;
1970 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
1971 surface->resource.heapMemory = NULL;
1972 surface->resource.allocatedMemory = surface->dib.bitmap_data;
1976 static void gdi_surface_unmap(struct wined3d_surface *surface)
1978 TRACE("surface %p.\n", surface);
1980 /* Tell the swapchain to update the screen. */
1981 if (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
1983 struct wined3d_swapchain *swapchain = surface->container.u.swapchain;
1984 if (surface == swapchain->front_buffer)
1986 x11_copy_to_screen(swapchain, &surface->lockedRect);
1990 memset(&surface->lockedRect, 0, sizeof(RECT));
1993 static const struct wined3d_surface_ops gdi_surface_ops =
1995 gdi_surface_private_setup,
1996 gdi_surface_realize_palette,
1997 gdi_surface_map,
1998 gdi_surface_unmap,
2001 void surface_set_texture_name(struct wined3d_surface *surface, GLuint new_name, BOOL srgb)
2003 GLuint *name;
2004 DWORD flag;
2006 TRACE("surface %p, new_name %u, srgb %#x.\n", surface, new_name, srgb);
2008 if(srgb)
2010 name = &surface->texture_name_srgb;
2011 flag = SFLAG_INSRGBTEX;
2013 else
2015 name = &surface->texture_name;
2016 flag = SFLAG_INTEXTURE;
2019 if (!*name && new_name)
2021 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
2022 * surface has no texture name yet. See if we can get rid of this. */
2023 if (surface->flags & flag)
2025 ERR("Surface has %s set, but no texture name.\n", debug_surflocation(flag));
2026 surface_modify_location(surface, flag, FALSE);
2030 *name = new_name;
2031 surface_force_reload(surface);
2034 void surface_set_texture_target(struct wined3d_surface *surface, GLenum target)
2036 TRACE("surface %p, target %#x.\n", surface, target);
2038 if (surface->texture_target != target)
2040 if (target == GL_TEXTURE_RECTANGLE_ARB)
2042 surface->flags &= ~SFLAG_NORMCOORD;
2044 else if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
2046 surface->flags |= SFLAG_NORMCOORD;
2049 surface->texture_target = target;
2050 surface_force_reload(surface);
2053 /* Context activation is done by the caller. */
2054 void surface_bind(struct wined3d_surface *surface, struct wined3d_context *context, BOOL srgb)
2056 TRACE("surface %p, context %p, srgb %#x.\n", surface, context, srgb);
2058 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
2060 struct wined3d_texture *texture = surface->container.u.texture;
2062 TRACE("Passing to container (%p).\n", texture);
2063 texture->texture_ops->texture_bind(texture, context, srgb);
2065 else
2067 if (surface->texture_level)
2069 ERR("Standalone surface %p is non-zero texture level %u.\n",
2070 surface, surface->texture_level);
2073 if (srgb)
2074 ERR("Trying to bind standalone surface %p as sRGB.\n", surface);
2076 ENTER_GL();
2078 if (!surface->texture_name)
2080 glGenTextures(1, &surface->texture_name);
2081 checkGLcall("glGenTextures");
2083 TRACE("Surface %p given name %u.\n", surface, surface->texture_name);
2085 context_bind_texture(context, surface->texture_target, surface->texture_name);
2086 glTexParameteri(surface->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2087 glTexParameteri(surface->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2088 glTexParameteri(surface->texture_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2089 glTexParameteri(surface->texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2090 glTexParameteri(surface->texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2091 checkGLcall("glTexParameteri");
2093 else
2095 context_bind_texture(context, surface->texture_target, surface->texture_name);
2098 LEAVE_GL();
2102 /* This call just downloads data, the caller is responsible for binding the
2103 * correct texture. */
2104 /* Context activation is done by the caller. */
2105 static void surface_download_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info)
2107 const struct wined3d_format *format = surface->resource.format;
2109 /* Only support read back of converted P8 surfaces. */
2110 if (surface->flags & SFLAG_CONVERTED && format->id != WINED3DFMT_P8_UINT)
2112 ERR("Trying to read back converted surface %p with format %s.\n", surface, debug_d3dformat(format->id));
2113 return;
2116 ENTER_GL();
2118 if (format->flags & WINED3DFMT_FLAG_COMPRESSED)
2120 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p.\n",
2121 surface, surface->texture_level, format->glFormat, format->glType,
2122 surface->resource.allocatedMemory);
2124 if (surface->flags & SFLAG_PBO)
2126 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, surface->pbo));
2127 checkGLcall("glBindBufferARB");
2128 GL_EXTCALL(glGetCompressedTexImageARB(surface->texture_target, surface->texture_level, NULL));
2129 checkGLcall("glGetCompressedTexImageARB");
2130 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
2131 checkGLcall("glBindBufferARB");
2133 else
2135 GL_EXTCALL(glGetCompressedTexImageARB(surface->texture_target,
2136 surface->texture_level, surface->resource.allocatedMemory));
2137 checkGLcall("glGetCompressedTexImageARB");
2140 LEAVE_GL();
2142 else
2144 void *mem;
2145 GLenum gl_format = format->glFormat;
2146 GLenum gl_type = format->glType;
2147 int src_pitch = 0;
2148 int dst_pitch = 0;
2150 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8. */
2151 if (format->id == WINED3DFMT_P8_UINT && primary_render_target_is_p8(surface->resource.device))
2153 gl_format = GL_ALPHA;
2154 gl_type = GL_UNSIGNED_BYTE;
2157 if (surface->flags & SFLAG_NONPOW2)
2159 unsigned char alignment = surface->resource.device->surface_alignment;
2160 src_pitch = format->byte_count * surface->pow2Width;
2161 dst_pitch = wined3d_surface_get_pitch(surface);
2162 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
2163 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * surface->pow2Height);
2165 else
2167 mem = surface->resource.allocatedMemory;
2170 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
2171 surface, surface->texture_level, gl_format, gl_type, mem);
2173 if (surface->flags & SFLAG_PBO)
2175 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, surface->pbo));
2176 checkGLcall("glBindBufferARB");
2178 glGetTexImage(surface->texture_target, surface->texture_level, gl_format, gl_type, NULL);
2179 checkGLcall("glGetTexImage");
2181 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
2182 checkGLcall("glBindBufferARB");
2184 else
2186 glGetTexImage(surface->texture_target, surface->texture_level, gl_format, gl_type, mem);
2187 checkGLcall("glGetTexImage");
2189 LEAVE_GL();
2191 if (surface->flags & SFLAG_NONPOW2)
2193 const BYTE *src_data;
2194 BYTE *dst_data;
2195 UINT y;
2197 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
2198 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
2199 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
2201 * We're doing this...
2203 * instead of boxing the texture :
2204 * |<-texture width ->| -->pow2width| /\
2205 * |111111111111111111| | |
2206 * |222 Texture 222222| boxed empty | texture height
2207 * |3333 Data 33333333| | |
2208 * |444444444444444444| | \/
2209 * ----------------------------------- |
2210 * | boxed empty | boxed empty | pow2height
2211 * | | | \/
2212 * -----------------------------------
2215 * we're repacking the data to the expected texture width
2217 * |<-texture width ->| -->pow2width| /\
2218 * |111111111111111111222222222222222| |
2219 * |222333333333333333333444444444444| texture height
2220 * |444444 | |
2221 * | | \/
2222 * | | |
2223 * | empty | pow2height
2224 * | | \/
2225 * -----------------------------------
2227 * == is the same as
2229 * |<-texture width ->| /\
2230 * |111111111111111111|
2231 * |222222222222222222|texture height
2232 * |333333333333333333|
2233 * |444444444444444444| \/
2234 * --------------------
2236 * this also means that any references to allocatedMemory should work with the data as if were a
2237 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
2239 * internally the texture is still stored in a boxed format so any references to textureName will
2240 * get a boxed texture with width pow2width and not a texture of width resource.width.
2242 * Performance should not be an issue, because applications normally do not lock the surfaces when
2243 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
2244 * and doesn't have to be re-read. */
2245 src_data = mem;
2246 dst_data = surface->resource.allocatedMemory;
2247 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", surface, src_pitch, dst_pitch);
2248 for (y = 1; y < surface->resource.height; ++y)
2250 /* skip the first row */
2251 src_data += src_pitch;
2252 dst_data += dst_pitch;
2253 memcpy(dst_data, src_data, dst_pitch);
2256 HeapFree(GetProcessHeap(), 0, mem);
2260 /* Surface has now been downloaded */
2261 surface->flags |= SFLAG_INSYSMEM;
2264 /* This call just uploads data, the caller is responsible for binding the
2265 * correct texture. */
2266 /* Context activation is done by the caller. */
2267 static void surface_upload_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
2268 const struct wined3d_format *format, const RECT *src_rect, UINT src_pitch, const POINT *dst_point,
2269 BOOL srgb, const struct wined3d_bo_address *data)
2271 UINT update_w = src_rect->right - src_rect->left;
2272 UINT update_h = src_rect->bottom - src_rect->top;
2274 TRACE("surface %p, gl_info %p, format %s, src_rect %s, src_pitch %u, dst_point %s, srgb %#x, data {%#x:%p}.\n",
2275 surface, gl_info, debug_d3dformat(format->id), wine_dbgstr_rect(src_rect), src_pitch,
2276 wine_dbgstr_point(dst_point), srgb, data->buffer_object, data->addr);
2278 if (surface->flags & SFLAG_LOCKED)
2280 WARN("Uploading a surface that is currently mapped, setting SFLAG_PIN_SYSMEM.\n");
2281 surface->flags |= SFLAG_PIN_SYSMEM;
2284 if (format->flags & WINED3DFMT_FLAG_HEIGHT_SCALE)
2285 update_h *= format->heightscale;
2287 ENTER_GL();
2289 if (data->buffer_object)
2291 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, data->buffer_object));
2292 checkGLcall("glBindBufferARB");
2295 if (format->flags & WINED3DFMT_FLAG_COMPRESSED)
2297 UINT row_length = wined3d_format_calculate_size(format, 1, update_w, 1);
2298 UINT row_count = (update_h + format->block_height - 1) / format->block_height;
2299 const BYTE *addr = data->addr;
2300 GLenum internal;
2302 addr += (src_rect->top / format->block_height) * src_pitch;
2303 addr += (src_rect->left / format->block_width) * format->block_byte_count;
2305 if (srgb)
2306 internal = format->glGammaInternal;
2307 else if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(surface))
2308 internal = format->rtInternal;
2309 else
2310 internal = format->glInternal;
2312 TRACE("glCompressedTexSubImage2DARB, target %#x, level %d, x %d, y %d, w %d, h %d, "
2313 "format %#x, image_size %#x, addr %p.\n", surface->texture_target, surface->texture_level,
2314 dst_point->x, dst_point->y, update_w, update_h, internal, row_count * row_length, addr);
2316 if (row_length == src_pitch)
2318 GL_EXTCALL(glCompressedTexSubImage2DARB(surface->texture_target, surface->texture_level,
2319 dst_point->x, dst_point->y, update_w, update_h, internal, row_count * row_length, addr));
2321 else
2323 UINT row, y;
2325 /* glCompressedTexSubImage2DARB() ignores pixel store state, so we
2326 * can't use the unpack row length like below. */
2327 for (row = 0, y = dst_point->y; row < row_count; ++row)
2329 GL_EXTCALL(glCompressedTexSubImage2DARB(surface->texture_target, surface->texture_level,
2330 dst_point->x, y, update_w, format->block_height, internal, row_length, addr));
2331 y += format->block_height;
2332 addr += src_pitch;
2335 checkGLcall("glCompressedTexSubImage2DARB");
2337 else
2339 const BYTE *addr = data->addr;
2341 addr += src_rect->top * src_pitch;
2342 addr += src_rect->left * format->byte_count;
2344 TRACE("glTexSubImage2D, target %#x, level %d, x %d, y %d, w %d, h %d, format %#x, type %#x, addr %p.\n",
2345 surface->texture_target, surface->texture_level, dst_point->x, dst_point->y,
2346 update_w, update_h, format->glFormat, format->glType, addr);
2348 glPixelStorei(GL_UNPACK_ROW_LENGTH, src_pitch / format->byte_count);
2349 glTexSubImage2D(surface->texture_target, surface->texture_level, dst_point->x, dst_point->y,
2350 update_w, update_h, format->glFormat, format->glType, addr);
2351 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
2352 checkGLcall("glTexSubImage2D");
2355 if (data->buffer_object)
2357 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
2358 checkGLcall("glBindBufferARB");
2361 LEAVE_GL();
2363 if (wined3d_settings.strict_draw_ordering)
2364 wglFlush();
2366 if (gl_info->quirks & WINED3D_QUIRK_FBO_TEX_UPDATE)
2368 struct wined3d_device *device = surface->resource.device;
2369 unsigned int i;
2371 for (i = 0; i < device->context_count; ++i)
2373 context_surface_update(device->contexts[i], surface);
2378 HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point,
2379 struct wined3d_surface *src_surface, const RECT *src_rect)
2381 const struct wined3d_format *src_format;
2382 const struct wined3d_format *dst_format;
2383 const struct wined3d_gl_info *gl_info;
2384 enum wined3d_conversion_type convert;
2385 struct wined3d_context *context;
2386 struct wined3d_bo_address data;
2387 struct wined3d_format format;
2388 UINT update_w, update_h;
2389 UINT dst_w, dst_h;
2390 UINT src_w, src_h;
2391 UINT src_pitch;
2392 POINT p;
2393 RECT r;
2395 TRACE("dst_surface %p, dst_point %s, src_surface %p, src_rect %s.\n",
2396 dst_surface, wine_dbgstr_point(dst_point),
2397 src_surface, wine_dbgstr_rect(src_rect));
2399 src_format = src_surface->resource.format;
2400 dst_format = dst_surface->resource.format;
2402 if (src_format->id != dst_format->id)
2404 WARN("Source and destination surfaces should have the same format.\n");
2405 return WINED3DERR_INVALIDCALL;
2408 if (!dst_point)
2410 p.x = 0;
2411 p.y = 0;
2412 dst_point = &p;
2414 else if (dst_point->x < 0 || dst_point->y < 0)
2416 WARN("Invalid destination point.\n");
2417 return WINED3DERR_INVALIDCALL;
2420 if (!src_rect)
2422 r.left = 0;
2423 r.top = 0;
2424 r.right = src_surface->resource.width;
2425 r.bottom = src_surface->resource.height;
2426 src_rect = &r;
2428 else if (src_rect->left < 0 || src_rect->left >= src_rect->right
2429 || src_rect->top < 0 || src_rect->top >= src_rect->bottom)
2431 WARN("Invalid source rectangle.\n");
2432 return WINED3DERR_INVALIDCALL;
2435 src_w = src_surface->resource.width;
2436 src_h = src_surface->resource.height;
2438 dst_w = dst_surface->resource.width;
2439 dst_h = dst_surface->resource.height;
2441 update_w = src_rect->right - src_rect->left;
2442 update_h = src_rect->bottom - src_rect->top;
2444 if (update_w > dst_w || dst_point->x > dst_w - update_w
2445 || update_h > dst_h || dst_point->y > dst_h - update_h)
2447 WARN("Destination out of bounds.\n");
2448 return WINED3DERR_INVALIDCALL;
2451 /* NPOT block sizes would be silly. */
2452 if ((src_format->flags & WINED3DFMT_FLAG_BLOCKS)
2453 && ((update_w & (src_format->block_width - 1) || update_h & (src_format->block_height - 1))
2454 && (src_w != update_w || dst_w != update_w || src_h != update_h || dst_h != update_h)))
2456 WARN("Update rect not block-aligned.\n");
2457 return WINED3DERR_INVALIDCALL;
2460 /* Use wined3d_surface_blt() instead of uploading directly if we need conversion. */
2461 d3dfmt_get_conv(dst_surface, FALSE, TRUE, &format, &convert);
2462 if (convert != WINED3D_CT_NONE || format.convert)
2464 RECT dst_rect = {dst_point->x, dst_point->y, dst_point->x + update_w, dst_point->y + update_h};
2465 return wined3d_surface_blt(dst_surface, &dst_rect, src_surface, src_rect, 0, NULL, WINED3D_TEXF_POINT);
2468 context = context_acquire(dst_surface->resource.device, NULL);
2469 gl_info = context->gl_info;
2471 /* Only load the surface for partial updates. For newly allocated texture
2472 * the texture wouldn't be the current location, and we'd upload zeroes
2473 * just to overwrite them again. */
2474 if (update_w == dst_w && update_h == dst_h)
2475 surface_prepare_texture(dst_surface, context, FALSE);
2476 else
2477 surface_load_location(dst_surface, SFLAG_INTEXTURE, NULL);
2478 surface_bind(dst_surface, context, FALSE);
2480 data.buffer_object = src_surface->pbo;
2481 data.addr = src_surface->resource.allocatedMemory;
2482 src_pitch = wined3d_surface_get_pitch(src_surface);
2484 surface_upload_data(dst_surface, gl_info, src_format, src_rect, src_pitch, dst_point, FALSE, &data);
2486 invalidate_active_texture(dst_surface->resource.device, context);
2488 context_release(context);
2490 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
2491 return WINED3D_OK;
2494 /* This call just allocates the texture, the caller is responsible for binding
2495 * the correct texture. */
2496 /* Context activation is done by the caller. */
2497 static void surface_allocate_surface(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
2498 const struct wined3d_format *format, BOOL srgb)
2500 BOOL enable_client_storage = FALSE;
2501 GLsizei width = surface->pow2Width;
2502 GLsizei height = surface->pow2Height;
2503 const BYTE *mem = NULL;
2504 GLenum internal;
2506 if (srgb)
2508 internal = format->glGammaInternal;
2510 else if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(surface))
2512 internal = format->rtInternal;
2514 else
2516 internal = format->glInternal;
2519 if (format->flags & WINED3DFMT_FLAG_HEIGHT_SCALE)
2520 height *= format->heightscale;
2522 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",
2523 surface, surface->texture_target, surface->texture_level, debug_d3dformat(format->id),
2524 internal, width, height, format->glFormat, format->glType);
2526 ENTER_GL();
2528 if (gl_info->supported[APPLE_CLIENT_STORAGE])
2530 if (surface->flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_CONVERTED)
2531 || !surface->resource.allocatedMemory)
2533 /* In some cases we want to disable client storage.
2534 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
2535 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
2536 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
2537 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
2539 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
2540 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
2541 surface->flags &= ~SFLAG_CLIENT;
2542 enable_client_storage = TRUE;
2544 else
2546 surface->flags |= SFLAG_CLIENT;
2548 /* Point OpenGL to our allocated texture memory. Do not use
2549 * resource.allocatedMemory here because it might point into a
2550 * PBO. Instead use heapMemory, but get the alignment right. */
2551 mem = (BYTE *)(((ULONG_PTR)surface->resource.heapMemory
2552 + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
2556 if (format->flags & WINED3DFMT_FLAG_COMPRESSED && mem)
2558 GL_EXTCALL(glCompressedTexImage2DARB(surface->texture_target, surface->texture_level,
2559 internal, width, height, 0, surface->resource.size, mem));
2560 checkGLcall("glCompressedTexImage2DARB");
2562 else
2564 glTexImage2D(surface->texture_target, surface->texture_level,
2565 internal, width, height, 0, format->glFormat, format->glType, mem);
2566 checkGLcall("glTexImage2D");
2569 if(enable_client_storage) {
2570 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
2571 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
2573 LEAVE_GL();
2576 /* In D3D the depth stencil dimensions have to be greater than or equal to the
2577 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
2578 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
2579 /* GL locking is done by the caller */
2580 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface, const struct wined3d_surface *rt)
2582 const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
2583 struct wined3d_renderbuffer_entry *entry;
2584 GLuint renderbuffer = 0;
2585 unsigned int src_width, src_height;
2586 unsigned int width, height;
2588 if (rt && rt->resource.format->id != WINED3DFMT_NULL)
2590 width = rt->pow2Width;
2591 height = rt->pow2Height;
2593 else
2595 width = surface->pow2Width;
2596 height = surface->pow2Height;
2599 src_width = surface->pow2Width;
2600 src_height = surface->pow2Height;
2602 /* A depth stencil smaller than the render target is not valid */
2603 if (width > src_width || height > src_height) return;
2605 /* Remove any renderbuffer set if the sizes match */
2606 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
2607 || (width == src_width && height == src_height))
2609 surface->current_renderbuffer = NULL;
2610 return;
2613 /* Look if we've already got a renderbuffer of the correct dimensions */
2614 LIST_FOR_EACH_ENTRY(entry, &surface->renderbuffers, struct wined3d_renderbuffer_entry, entry)
2616 if (entry->width == width && entry->height == height)
2618 renderbuffer = entry->id;
2619 surface->current_renderbuffer = entry;
2620 break;
2624 if (!renderbuffer)
2626 gl_info->fbo_ops.glGenRenderbuffers(1, &renderbuffer);
2627 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
2628 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER,
2629 surface->resource.format->glInternal, width, height);
2631 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
2632 entry->width = width;
2633 entry->height = height;
2634 entry->id = renderbuffer;
2635 list_add_head(&surface->renderbuffers, &entry->entry);
2637 surface->current_renderbuffer = entry;
2640 checkGLcall("set_compatible_renderbuffer");
2643 GLenum surface_get_gl_buffer(const struct wined3d_surface *surface)
2645 const struct wined3d_swapchain *swapchain = surface->container.u.swapchain;
2647 TRACE("surface %p.\n", surface);
2649 if (surface->container.type != WINED3D_CONTAINER_SWAPCHAIN)
2651 ERR("Surface %p is not on a swapchain.\n", surface);
2652 return GL_NONE;
2655 if (swapchain->back_buffers && swapchain->back_buffers[0] == surface)
2657 if (swapchain->render_to_fbo)
2659 TRACE("Returning GL_COLOR_ATTACHMENT0\n");
2660 return GL_COLOR_ATTACHMENT0;
2662 TRACE("Returning GL_BACK\n");
2663 return GL_BACK;
2665 else if (surface == swapchain->front_buffer)
2667 TRACE("Returning GL_FRONT\n");
2668 return GL_FRONT;
2671 FIXME("Higher back buffer, returning GL_BACK\n");
2672 return GL_BACK;
2675 /* Slightly inefficient way to handle multiple dirty rects but it works :) */
2676 void surface_add_dirty_rect(struct wined3d_surface *surface, const struct wined3d_box *dirty_rect)
2678 TRACE("surface %p, dirty_rect %p.\n", surface, dirty_rect);
2680 if (!(surface->flags & SFLAG_INSYSMEM) && (surface->flags & SFLAG_INTEXTURE))
2681 /* No partial locking for textures yet. */
2682 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
2684 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
2685 if (dirty_rect)
2687 surface->dirtyRect.left = min(surface->dirtyRect.left, dirty_rect->left);
2688 surface->dirtyRect.top = min(surface->dirtyRect.top, dirty_rect->top);
2689 surface->dirtyRect.right = max(surface->dirtyRect.right, dirty_rect->right);
2690 surface->dirtyRect.bottom = max(surface->dirtyRect.bottom, dirty_rect->bottom);
2692 else
2694 surface->dirtyRect.left = 0;
2695 surface->dirtyRect.top = 0;
2696 surface->dirtyRect.right = surface->resource.width;
2697 surface->dirtyRect.bottom = surface->resource.height;
2700 /* if the container is a texture then mark it dirty. */
2701 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
2703 TRACE("Passing to container.\n");
2704 wined3d_texture_set_dirty(surface->container.u.texture, TRUE);
2708 HRESULT surface_load(struct wined3d_surface *surface, BOOL srgb)
2710 DWORD flag = srgb ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE;
2711 BOOL ck_changed;
2713 TRACE("surface %p, srgb %#x.\n", surface, srgb);
2715 if (surface->resource.pool == WINED3D_POOL_SCRATCH)
2717 ERR("Not supported on scratch surfaces.\n");
2718 return WINED3DERR_INVALIDCALL;
2721 ck_changed = !(surface->flags & SFLAG_GLCKEY) != !(surface->CKeyFlags & WINEDDSD_CKSRCBLT);
2723 /* Reload if either the texture and sysmem have different ideas about the
2724 * color key, or the actual key values changed. */
2725 if (ck_changed || ((surface->CKeyFlags & WINEDDSD_CKSRCBLT)
2726 && (surface->gl_color_key.color_space_low_value != surface->src_blt_color_key.color_space_low_value
2727 || surface->gl_color_key.color_space_high_value != surface->src_blt_color_key.color_space_high_value)))
2729 TRACE("Reloading because of color keying\n");
2730 /* To perform the color key conversion we need a sysmem copy of
2731 * the surface. Make sure we have it. */
2733 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
2734 /* Make sure the texture is reloaded because of the color key change,
2735 * this kills performance though :( */
2736 /* TODO: This is not necessarily needed with hw palettized texture support. */
2737 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
2738 /* Switching color keying on / off may change the internal format. */
2739 if (ck_changed)
2740 surface_force_reload(surface);
2742 else if (!(surface->flags & flag))
2744 TRACE("Reloading because surface is dirty.\n");
2746 else
2748 TRACE("surface is already in texture\n");
2749 return WINED3D_OK;
2752 /* No partial locking for textures yet. */
2753 surface_load_location(surface, flag, NULL);
2754 surface_evict_sysmem(surface);
2756 return WINED3D_OK;
2759 /* See also float_16_to_32() in wined3d_private.h */
2760 static inline unsigned short float_32_to_16(const float *in)
2762 int exp = 0;
2763 float tmp = fabsf(*in);
2764 unsigned int mantissa;
2765 unsigned short ret;
2767 /* Deal with special numbers */
2768 if (*in == 0.0f)
2769 return 0x0000;
2770 if (isnan(*in))
2771 return 0x7c01;
2772 if (isinf(*in))
2773 return (*in < 0.0f ? 0xfc00 : 0x7c00);
2775 if (tmp < powf(2, 10))
2779 tmp = tmp * 2.0f;
2780 exp--;
2781 } while (tmp < powf(2, 10));
2783 else if (tmp >= powf(2, 11))
2787 tmp /= 2.0f;
2788 exp++;
2789 } while (tmp >= powf(2, 11));
2792 mantissa = (unsigned int)tmp;
2793 if (tmp - mantissa >= 0.5f)
2794 ++mantissa; /* Round to nearest, away from zero. */
2796 exp += 10; /* Normalize the mantissa. */
2797 exp += 15; /* Exponent is encoded with excess 15. */
2799 if (exp > 30) /* too big */
2801 ret = 0x7c00; /* INF */
2803 else if (exp <= 0)
2805 /* exp == 0: Non-normalized mantissa. Returns 0x0000 (=0.0) for too small numbers. */
2806 while (exp <= 0)
2808 mantissa = mantissa >> 1;
2809 ++exp;
2811 ret = mantissa & 0x3ff;
2813 else
2815 ret = (exp << 10) | (mantissa & 0x3ff);
2818 ret |= ((*in < 0.0f ? 1 : 0) << 15); /* Add the sign */
2819 return ret;
2822 ULONG CDECL wined3d_surface_incref(struct wined3d_surface *surface)
2824 ULONG refcount;
2826 TRACE("Surface %p, container %p of type %#x.\n",
2827 surface, surface->container.u.base, surface->container.type);
2829 switch (surface->container.type)
2831 case WINED3D_CONTAINER_TEXTURE:
2832 return wined3d_texture_incref(surface->container.u.texture);
2834 case WINED3D_CONTAINER_SWAPCHAIN:
2835 return wined3d_swapchain_incref(surface->container.u.swapchain);
2837 default:
2838 ERR("Unhandled container type %#x.\n", surface->container.type);
2839 case WINED3D_CONTAINER_NONE:
2840 break;
2843 refcount = InterlockedIncrement(&surface->resource.ref);
2844 TRACE("%p increasing refcount to %u.\n", surface, refcount);
2846 return refcount;
2849 /* Do not call while under the GL lock. */
2850 ULONG CDECL wined3d_surface_decref(struct wined3d_surface *surface)
2852 ULONG refcount;
2854 TRACE("Surface %p, container %p of type %#x.\n",
2855 surface, surface->container.u.base, surface->container.type);
2857 switch (surface->container.type)
2859 case WINED3D_CONTAINER_TEXTURE:
2860 return wined3d_texture_decref(surface->container.u.texture);
2862 case WINED3D_CONTAINER_SWAPCHAIN:
2863 return wined3d_swapchain_decref(surface->container.u.swapchain);
2865 default:
2866 ERR("Unhandled container type %#x.\n", surface->container.type);
2867 case WINED3D_CONTAINER_NONE:
2868 break;
2871 refcount = InterlockedDecrement(&surface->resource.ref);
2872 TRACE("%p decreasing refcount to %u.\n", surface, refcount);
2874 if (!refcount)
2876 surface_cleanup(surface);
2877 surface->resource.parent_ops->wined3d_object_destroyed(surface->resource.parent);
2879 TRACE("Destroyed surface %p.\n", surface);
2880 HeapFree(GetProcessHeap(), 0, surface);
2883 return refcount;
2886 DWORD CDECL wined3d_surface_set_priority(struct wined3d_surface *surface, DWORD priority)
2888 return resource_set_priority(&surface->resource, priority);
2891 DWORD CDECL wined3d_surface_get_priority(const struct wined3d_surface *surface)
2893 return resource_get_priority(&surface->resource);
2896 void CDECL wined3d_surface_preload(struct wined3d_surface *surface)
2898 TRACE("surface %p.\n", surface);
2900 if (!surface->resource.device->d3d_initialized)
2902 ERR("D3D not initialized.\n");
2903 return;
2906 surface_internal_preload(surface, SRGB_ANY);
2909 void * CDECL wined3d_surface_get_parent(const struct wined3d_surface *surface)
2911 TRACE("surface %p.\n", surface);
2913 return surface->resource.parent;
2916 struct wined3d_resource * CDECL wined3d_surface_get_resource(struct wined3d_surface *surface)
2918 TRACE("surface %p.\n", surface);
2920 return &surface->resource;
2923 HRESULT CDECL wined3d_surface_get_blt_status(const struct wined3d_surface *surface, DWORD flags)
2925 TRACE("surface %p, flags %#x.\n", surface, flags);
2927 switch (flags)
2929 case WINEDDGBS_CANBLT:
2930 case WINEDDGBS_ISBLTDONE:
2931 return WINED3D_OK;
2933 default:
2934 return WINED3DERR_INVALIDCALL;
2938 HRESULT CDECL wined3d_surface_get_flip_status(const struct wined3d_surface *surface, DWORD flags)
2940 TRACE("surface %p, flags %#x.\n", surface, flags);
2942 /* XXX: DDERR_INVALIDSURFACETYPE */
2944 switch (flags)
2946 case WINEDDGFS_CANFLIP:
2947 case WINEDDGFS_ISFLIPDONE:
2948 return WINED3D_OK;
2950 default:
2951 return WINED3DERR_INVALIDCALL;
2955 HRESULT CDECL wined3d_surface_is_lost(const struct wined3d_surface *surface)
2957 TRACE("surface %p.\n", surface);
2959 /* D3D8 and 9 loose full devices, ddraw only surfaces. */
2960 return surface->flags & SFLAG_LOST ? WINED3DERR_DEVICELOST : WINED3D_OK;
2963 HRESULT CDECL wined3d_surface_restore(struct wined3d_surface *surface)
2965 TRACE("surface %p.\n", surface);
2967 surface->flags &= ~SFLAG_LOST;
2968 return WINED3D_OK;
2971 HRESULT CDECL wined3d_surface_set_palette(struct wined3d_surface *surface, struct wined3d_palette *palette)
2973 TRACE("surface %p, palette %p.\n", surface, palette);
2975 if (surface->palette == palette)
2977 TRACE("Nop palette change.\n");
2978 return WINED3D_OK;
2981 if (surface->palette && (surface->resource.usage & WINED3DUSAGE_RENDERTARGET))
2982 surface->palette->flags &= ~WINEDDPCAPS_PRIMARYSURFACE;
2984 surface->palette = palette;
2986 if (palette)
2988 if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
2989 palette->flags |= WINEDDPCAPS_PRIMARYSURFACE;
2991 surface->surface_ops->surface_realize_palette(surface);
2994 return WINED3D_OK;
2997 HRESULT CDECL wined3d_surface_set_color_key(struct wined3d_surface *surface,
2998 DWORD flags, const struct wined3d_color_key *color_key)
3000 TRACE("surface %p, flags %#x, color_key %p.\n", surface, flags, color_key);
3002 if (flags & WINEDDCKEY_COLORSPACE)
3004 FIXME(" colorkey value not supported (%08x) !\n", flags);
3005 return WINED3DERR_INVALIDCALL;
3008 /* Dirtify the surface, but only if a key was changed. */
3009 if (color_key)
3011 switch (flags & ~WINEDDCKEY_COLORSPACE)
3013 case WINEDDCKEY_DESTBLT:
3014 surface->dst_blt_color_key = *color_key;
3015 surface->CKeyFlags |= WINEDDSD_CKDESTBLT;
3016 break;
3018 case WINEDDCKEY_DESTOVERLAY:
3019 surface->dst_overlay_color_key = *color_key;
3020 surface->CKeyFlags |= WINEDDSD_CKDESTOVERLAY;
3021 break;
3023 case WINEDDCKEY_SRCOVERLAY:
3024 surface->src_overlay_color_key = *color_key;
3025 surface->CKeyFlags |= WINEDDSD_CKSRCOVERLAY;
3026 break;
3028 case WINEDDCKEY_SRCBLT:
3029 surface->src_blt_color_key = *color_key;
3030 surface->CKeyFlags |= WINEDDSD_CKSRCBLT;
3031 break;
3034 else
3036 switch (flags & ~WINEDDCKEY_COLORSPACE)
3038 case WINEDDCKEY_DESTBLT:
3039 surface->CKeyFlags &= ~WINEDDSD_CKDESTBLT;
3040 break;
3042 case WINEDDCKEY_DESTOVERLAY:
3043 surface->CKeyFlags &= ~WINEDDSD_CKDESTOVERLAY;
3044 break;
3046 case WINEDDCKEY_SRCOVERLAY:
3047 surface->CKeyFlags &= ~WINEDDSD_CKSRCOVERLAY;
3048 break;
3050 case WINEDDCKEY_SRCBLT:
3051 surface->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3052 break;
3056 return WINED3D_OK;
3059 struct wined3d_palette * CDECL wined3d_surface_get_palette(const struct wined3d_surface *surface)
3061 TRACE("surface %p.\n", surface);
3063 return surface->palette;
3066 DWORD CDECL wined3d_surface_get_pitch(const struct wined3d_surface *surface)
3068 const struct wined3d_format *format = surface->resource.format;
3069 DWORD pitch;
3071 TRACE("surface %p.\n", surface);
3073 if (format->flags & WINED3DFMT_FLAG_BLOCKS)
3075 /* Since compressed formats are block based, pitch means the amount of
3076 * bytes to the next row of block rather than the next row of pixels. */
3077 UINT row_block_count = (surface->resource.width + format->block_width - 1) / format->block_width;
3078 pitch = row_block_count * format->block_byte_count;
3080 else
3082 unsigned char alignment = surface->resource.device->surface_alignment;
3083 pitch = surface->resource.format->byte_count * surface->resource.width; /* Bytes / row */
3084 pitch = (pitch + alignment - 1) & ~(alignment - 1);
3087 TRACE("Returning %u.\n", pitch);
3089 return pitch;
3092 HRESULT CDECL wined3d_surface_set_mem(struct wined3d_surface *surface, void *mem)
3094 TRACE("surface %p, mem %p.\n", surface, mem);
3096 if (surface->flags & (SFLAG_LOCKED | SFLAG_DCINUSE))
3098 WARN("Surface is locked or the DC is in use.\n");
3099 return WINED3DERR_INVALIDCALL;
3102 /* Render targets depend on their hdc, and we can't create an hdc on a user pointer. */
3103 if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
3105 ERR("Not supported on render targets.\n");
3106 return WINED3DERR_INVALIDCALL;
3109 if (mem && mem != surface->resource.allocatedMemory)
3111 void *release = NULL;
3113 /* Do I have to copy the old surface content? */
3114 if (surface->flags & SFLAG_DIBSECTION)
3116 DeleteDC(surface->hDC);
3117 DeleteObject(surface->dib.DIBsection);
3118 surface->dib.bitmap_data = NULL;
3119 surface->resource.allocatedMemory = NULL;
3120 surface->hDC = NULL;
3121 surface->flags &= ~SFLAG_DIBSECTION;
3123 else if (!(surface->flags & SFLAG_USERPTR))
3125 release = surface->resource.heapMemory;
3126 surface->resource.heapMemory = NULL;
3128 surface->resource.allocatedMemory = mem;
3129 surface->flags |= SFLAG_USERPTR;
3131 /* Now the surface memory is most up do date. Invalidate drawable and texture. */
3132 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
3134 /* For client textures OpenGL has to be notified. */
3135 if (surface->flags & SFLAG_CLIENT)
3136 surface_release_client_storage(surface);
3138 /* Now free the old memory if any. */
3139 HeapFree(GetProcessHeap(), 0, release);
3141 else if (surface->flags & SFLAG_USERPTR)
3143 /* HeapMemory should be NULL already. */
3144 if (surface->resource.heapMemory)
3145 ERR("User pointer surface has heap memory allocated.\n");
3147 if (!mem)
3149 surface->resource.allocatedMemory = NULL;
3150 surface->flags &= ~(SFLAG_USERPTR | SFLAG_INSYSMEM);
3152 if (surface->flags & SFLAG_CLIENT)
3153 surface_release_client_storage(surface);
3155 surface_prepare_system_memory(surface);
3158 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
3161 return WINED3D_OK;
3164 HRESULT CDECL wined3d_surface_set_overlay_position(struct wined3d_surface *surface, LONG x, LONG y)
3166 LONG w, h;
3168 TRACE("surface %p, x %d, y %d.\n", surface, x, y);
3170 if (!(surface->resource.usage & WINED3DUSAGE_OVERLAY))
3172 WARN("Not an overlay surface.\n");
3173 return WINEDDERR_NOTAOVERLAYSURFACE;
3176 w = surface->overlay_destrect.right - surface->overlay_destrect.left;
3177 h = surface->overlay_destrect.bottom - surface->overlay_destrect.top;
3178 surface->overlay_destrect.left = x;
3179 surface->overlay_destrect.top = y;
3180 surface->overlay_destrect.right = x + w;
3181 surface->overlay_destrect.bottom = y + h;
3183 surface_draw_overlay(surface);
3185 return WINED3D_OK;
3188 HRESULT CDECL wined3d_surface_get_overlay_position(const struct wined3d_surface *surface, LONG *x, LONG *y)
3190 TRACE("surface %p, x %p, y %p.\n", surface, x, y);
3192 if (!(surface->resource.usage & WINED3DUSAGE_OVERLAY))
3194 TRACE("Not an overlay surface.\n");
3195 return WINEDDERR_NOTAOVERLAYSURFACE;
3198 if (!surface->overlay_dest)
3200 TRACE("Overlay not visible.\n");
3201 *x = 0;
3202 *y = 0;
3203 return WINEDDERR_OVERLAYNOTVISIBLE;
3206 *x = surface->overlay_destrect.left;
3207 *y = surface->overlay_destrect.top;
3209 TRACE("Returning position %d, %d.\n", *x, *y);
3211 return WINED3D_OK;
3214 HRESULT CDECL wined3d_surface_update_overlay_z_order(struct wined3d_surface *surface,
3215 DWORD flags, struct wined3d_surface *ref)
3217 FIXME("surface %p, flags %#x, ref %p stub!\n", surface, flags, ref);
3219 if (!(surface->resource.usage & WINED3DUSAGE_OVERLAY))
3221 TRACE("Not an overlay surface.\n");
3222 return WINEDDERR_NOTAOVERLAYSURFACE;
3225 return WINED3D_OK;
3228 HRESULT CDECL wined3d_surface_update_overlay(struct wined3d_surface *surface, const RECT *src_rect,
3229 struct wined3d_surface *dst_surface, const RECT *dst_rect, DWORD flags, const WINEDDOVERLAYFX *fx)
3231 TRACE("surface %p, src_rect %s, dst_surface %p, dst_rect %s, flags %#x, fx %p.\n",
3232 surface, wine_dbgstr_rect(src_rect), dst_surface, wine_dbgstr_rect(dst_rect), flags, fx);
3234 if (!(surface->resource.usage & WINED3DUSAGE_OVERLAY))
3236 WARN("Not an overlay surface.\n");
3237 return WINEDDERR_NOTAOVERLAYSURFACE;
3239 else if (!dst_surface)
3241 WARN("Dest surface is NULL.\n");
3242 return WINED3DERR_INVALIDCALL;
3245 if (src_rect)
3247 surface->overlay_srcrect = *src_rect;
3249 else
3251 surface->overlay_srcrect.left = 0;
3252 surface->overlay_srcrect.top = 0;
3253 surface->overlay_srcrect.right = surface->resource.width;
3254 surface->overlay_srcrect.bottom = surface->resource.height;
3257 if (dst_rect)
3259 surface->overlay_destrect = *dst_rect;
3261 else
3263 surface->overlay_destrect.left = 0;
3264 surface->overlay_destrect.top = 0;
3265 surface->overlay_destrect.right = dst_surface ? dst_surface->resource.width : 0;
3266 surface->overlay_destrect.bottom = dst_surface ? dst_surface->resource.height : 0;
3269 if (surface->overlay_dest && (surface->overlay_dest != dst_surface || flags & WINEDDOVER_HIDE))
3271 surface->overlay_dest = NULL;
3272 list_remove(&surface->overlay_entry);
3275 if (flags & WINEDDOVER_SHOW)
3277 if (surface->overlay_dest != dst_surface)
3279 surface->overlay_dest = dst_surface;
3280 list_add_tail(&dst_surface->overlays, &surface->overlay_entry);
3283 else if (flags & WINEDDOVER_HIDE)
3285 /* tests show that the rectangles are erased on hide */
3286 surface->overlay_srcrect.left = 0; surface->overlay_srcrect.top = 0;
3287 surface->overlay_srcrect.right = 0; surface->overlay_srcrect.bottom = 0;
3288 surface->overlay_destrect.left = 0; surface->overlay_destrect.top = 0;
3289 surface->overlay_destrect.right = 0; surface->overlay_destrect.bottom = 0;
3290 surface->overlay_dest = NULL;
3293 surface_draw_overlay(surface);
3295 return WINED3D_OK;
3298 HRESULT CDECL wined3d_surface_update_desc(struct wined3d_surface *surface,
3299 UINT width, UINT height, enum wined3d_format_id format_id,
3300 enum wined3d_multisample_type multisample_type, UINT multisample_quality)
3302 struct wined3d_device *device = surface->resource.device;
3303 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3304 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
3305 UINT resource_size = wined3d_format_calculate_size(format, device->surface_alignment, width, height);
3307 TRACE("surface %p, width %u, height %u, format %s, multisample_type %#x, multisample_quality %u.\n",
3308 surface, width, height, debug_d3dformat(format_id), multisample_type, multisample_type);
3310 if (!resource_size)
3311 return WINED3DERR_INVALIDCALL;
3313 if (device->d3d_initialized)
3314 surface->resource.resource_ops->resource_unload(&surface->resource);
3316 if (surface->flags & SFLAG_DIBSECTION)
3318 DeleteDC(surface->hDC);
3319 DeleteObject(surface->dib.DIBsection);
3320 surface->dib.bitmap_data = NULL;
3321 surface->flags &= ~SFLAG_DIBSECTION;
3324 surface->flags &= ~(SFLAG_LOCATIONS | SFLAG_USERPTR);
3325 surface->resource.allocatedMemory = NULL;
3326 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
3327 surface->resource.heapMemory = NULL;
3329 surface->resource.width = width;
3330 surface->resource.height = height;
3331 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[ARB_TEXTURE_RECTANGLE]
3332 || gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
3334 surface->pow2Width = width;
3335 surface->pow2Height = height;
3337 else
3339 surface->pow2Width = surface->pow2Height = 1;
3340 while (surface->pow2Width < width)
3341 surface->pow2Width <<= 1;
3342 while (surface->pow2Height < height)
3343 surface->pow2Height <<= 1;
3346 if (surface->pow2Width != width || surface->pow2Height != height)
3347 surface->flags |= SFLAG_NONPOW2;
3348 else
3349 surface->flags &= ~SFLAG_NONPOW2;
3351 surface->resource.format = format;
3352 surface->resource.multisample_type = multisample_type;
3353 surface->resource.multisample_quality = multisample_quality;
3354 surface->resource.size = resource_size;
3356 if (!surface_init_sysmem(surface))
3357 return E_OUTOFMEMORY;
3359 return WINED3D_OK;
3362 static void convert_r32_float_r16_float(const BYTE *src, BYTE *dst,
3363 DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
3365 unsigned short *dst_s;
3366 const float *src_f;
3367 unsigned int x, y;
3369 TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
3371 for (y = 0; y < h; ++y)
3373 src_f = (const float *)(src + y * pitch_in);
3374 dst_s = (unsigned short *) (dst + y * pitch_out);
3375 for (x = 0; x < w; ++x)
3377 dst_s[x] = float_32_to_16(src_f + x);
3382 static void convert_r5g6b5_x8r8g8b8(const BYTE *src, BYTE *dst,
3383 DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
3385 static const unsigned char convert_5to8[] =
3387 0x00, 0x08, 0x10, 0x19, 0x21, 0x29, 0x31, 0x3a,
3388 0x42, 0x4a, 0x52, 0x5a, 0x63, 0x6b, 0x73, 0x7b,
3389 0x84, 0x8c, 0x94, 0x9c, 0xa5, 0xad, 0xb5, 0xbd,
3390 0xc5, 0xce, 0xd6, 0xde, 0xe6, 0xef, 0xf7, 0xff,
3392 static const unsigned char convert_6to8[] =
3394 0x00, 0x04, 0x08, 0x0c, 0x10, 0x14, 0x18, 0x1c,
3395 0x20, 0x24, 0x28, 0x2d, 0x31, 0x35, 0x39, 0x3d,
3396 0x41, 0x45, 0x49, 0x4d, 0x51, 0x55, 0x59, 0x5d,
3397 0x61, 0x65, 0x69, 0x6d, 0x71, 0x75, 0x79, 0x7d,
3398 0x82, 0x86, 0x8a, 0x8e, 0x92, 0x96, 0x9a, 0x9e,
3399 0xa2, 0xa6, 0xaa, 0xae, 0xb2, 0xb6, 0xba, 0xbe,
3400 0xc2, 0xc6, 0xca, 0xce, 0xd2, 0xd7, 0xdb, 0xdf,
3401 0xe3, 0xe7, 0xeb, 0xef, 0xf3, 0xf7, 0xfb, 0xff,
3403 unsigned int x, y;
3405 TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
3407 for (y = 0; y < h; ++y)
3409 const WORD *src_line = (const WORD *)(src + y * pitch_in);
3410 DWORD *dst_line = (DWORD *)(dst + y * pitch_out);
3411 for (x = 0; x < w; ++x)
3413 WORD pixel = src_line[x];
3414 dst_line[x] = 0xff000000
3415 | convert_5to8[(pixel & 0xf800) >> 11] << 16
3416 | convert_6to8[(pixel & 0x07e0) >> 5] << 8
3417 | convert_5to8[(pixel & 0x001f)];
3422 /* We use this for both B8G8R8A8 -> B8G8R8X8 and B8G8R8X8 -> B8G8R8A8, since
3423 * in both cases we're just setting the X / Alpha channel to 0xff. */
3424 static void convert_a8r8g8b8_x8r8g8b8(const BYTE *src, BYTE *dst,
3425 DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
3427 unsigned int x, y;
3429 TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
3431 for (y = 0; y < h; ++y)
3433 const DWORD *src_line = (const DWORD *)(src + y * pitch_in);
3434 DWORD *dst_line = (DWORD *)(dst + y * pitch_out);
3436 for (x = 0; x < w; ++x)
3438 dst_line[x] = 0xff000000 | (src_line[x] & 0xffffff);
3443 static inline BYTE cliptobyte(int x)
3445 return (BYTE)((x < 0) ? 0 : ((x > 255) ? 255 : x));
3448 static void convert_yuy2_x8r8g8b8(const BYTE *src, BYTE *dst,
3449 DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
3451 int c2, d, e, r2 = 0, g2 = 0, b2 = 0;
3452 unsigned int x, y;
3454 TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
3456 for (y = 0; y < h; ++y)
3458 const BYTE *src_line = src + y * pitch_in;
3459 DWORD *dst_line = (DWORD *)(dst + y * pitch_out);
3460 for (x = 0; x < w; ++x)
3462 /* YUV to RGB conversion formulas from http://en.wikipedia.org/wiki/YUV:
3463 * C = Y - 16; D = U - 128; E = V - 128;
3464 * R = cliptobyte((298 * C + 409 * E + 128) >> 8);
3465 * G = cliptobyte((298 * C - 100 * D - 208 * E + 128) >> 8);
3466 * B = cliptobyte((298 * C + 516 * D + 128) >> 8);
3467 * Two adjacent YUY2 pixels are stored as four bytes: Y0 U Y1 V .
3468 * U and V are shared between the pixels. */
3469 if (!(x & 1)) /* For every even pixel, read new U and V. */
3471 d = (int) src_line[1] - 128;
3472 e = (int) src_line[3] - 128;
3473 r2 = 409 * e + 128;
3474 g2 = - 100 * d - 208 * e + 128;
3475 b2 = 516 * d + 128;
3477 c2 = 298 * ((int) src_line[0] - 16);
3478 dst_line[x] = 0xff000000
3479 | cliptobyte((c2 + r2) >> 8) << 16 /* red */
3480 | cliptobyte((c2 + g2) >> 8) << 8 /* green */
3481 | cliptobyte((c2 + b2) >> 8); /* blue */
3482 /* Scale RGB values to 0..255 range,
3483 * then clip them if still not in range (may be negative),
3484 * then shift them within DWORD if necessary. */
3485 src_line += 2;
3490 static void convert_yuy2_r5g6b5(const BYTE *src, BYTE *dst,
3491 DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
3493 unsigned int x, y;
3494 int c2, d, e, r2 = 0, g2 = 0, b2 = 0;
3496 TRACE("Converting %ux%u pixels, pitches %u %u\n", w, h, pitch_in, pitch_out);
3498 for (y = 0; y < h; ++y)
3500 const BYTE *src_line = src + y * pitch_in;
3501 WORD *dst_line = (WORD *)(dst + y * pitch_out);
3502 for (x = 0; x < w; ++x)
3504 /* YUV to RGB conversion formulas from http://en.wikipedia.org/wiki/YUV:
3505 * C = Y - 16; D = U - 128; E = V - 128;
3506 * R = cliptobyte((298 * C + 409 * E + 128) >> 8);
3507 * G = cliptobyte((298 * C - 100 * D - 208 * E + 128) >> 8);
3508 * B = cliptobyte((298 * C + 516 * D + 128) >> 8);
3509 * Two adjacent YUY2 pixels are stored as four bytes: Y0 U Y1 V .
3510 * U and V are shared between the pixels. */
3511 if (!(x & 1)) /* For every even pixel, read new U and V. */
3513 d = (int) src_line[1] - 128;
3514 e = (int) src_line[3] - 128;
3515 r2 = 409 * e + 128;
3516 g2 = - 100 * d - 208 * e + 128;
3517 b2 = 516 * d + 128;
3519 c2 = 298 * ((int) src_line[0] - 16);
3520 dst_line[x] = (cliptobyte((c2 + r2) >> 8) >> 3) << 11 /* red */
3521 | (cliptobyte((c2 + g2) >> 8) >> 2) << 5 /* green */
3522 | (cliptobyte((c2 + b2) >> 8) >> 3); /* blue */
3523 /* Scale RGB values to 0..255 range,
3524 * then clip them if still not in range (may be negative),
3525 * then shift them within DWORD if necessary. */
3526 src_line += 2;
3531 struct d3dfmt_convertor_desc
3533 enum wined3d_format_id from, to;
3534 void (*convert)(const BYTE *src, BYTE *dst, DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h);
3537 static const struct d3dfmt_convertor_desc convertors[] =
3539 {WINED3DFMT_R32_FLOAT, WINED3DFMT_R16_FLOAT, convert_r32_float_r16_float},
3540 {WINED3DFMT_B5G6R5_UNORM, WINED3DFMT_B8G8R8X8_UNORM, convert_r5g6b5_x8r8g8b8},
3541 {WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_B8G8R8X8_UNORM, convert_a8r8g8b8_x8r8g8b8},
3542 {WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_B8G8R8A8_UNORM, convert_a8r8g8b8_x8r8g8b8},
3543 {WINED3DFMT_YUY2, WINED3DFMT_B8G8R8X8_UNORM, convert_yuy2_x8r8g8b8},
3544 {WINED3DFMT_YUY2, WINED3DFMT_B5G6R5_UNORM, convert_yuy2_r5g6b5},
3547 static inline const struct d3dfmt_convertor_desc *find_convertor(enum wined3d_format_id from,
3548 enum wined3d_format_id to)
3550 unsigned int i;
3552 for (i = 0; i < (sizeof(convertors) / sizeof(*convertors)); ++i)
3554 if (convertors[i].from == from && convertors[i].to == to)
3555 return &convertors[i];
3558 return NULL;
3561 /*****************************************************************************
3562 * surface_convert_format
3564 * Creates a duplicate of a surface in a different format. Is used by Blt to
3565 * blit between surfaces with different formats.
3567 * Parameters
3568 * source: Source surface
3569 * fmt: Requested destination format
3571 *****************************************************************************/
3572 static struct wined3d_surface *surface_convert_format(struct wined3d_surface *source, enum wined3d_format_id to_fmt)
3574 struct wined3d_mapped_rect src_map, dst_map;
3575 const struct d3dfmt_convertor_desc *conv;
3576 struct wined3d_surface *ret = NULL;
3577 HRESULT hr;
3579 conv = find_convertor(source->resource.format->id, to_fmt);
3580 if (!conv)
3582 FIXME("Cannot find a conversion function from format %s to %s.\n",
3583 debug_d3dformat(source->resource.format->id), debug_d3dformat(to_fmt));
3584 return NULL;
3587 wined3d_surface_create(source->resource.device, source->resource.width,
3588 source->resource.height, to_fmt, 0 /* level */, 0 /* usage */, WINED3D_POOL_SCRATCH,
3589 WINED3D_MULTISAMPLE_NONE /* TODO: Multisampled conversion */, 0 /* MultiSampleQuality */,
3590 source->surface_type, WINED3D_SURFACE_MAPPABLE | WINED3D_SURFACE_DISCARD,
3591 NULL /* parent */, &wined3d_null_parent_ops, &ret);
3592 if (!ret)
3594 ERR("Failed to create a destination surface for conversion.\n");
3595 return NULL;
3598 memset(&src_map, 0, sizeof(src_map));
3599 memset(&dst_map, 0, sizeof(dst_map));
3601 hr = wined3d_surface_map(source, &src_map, NULL, WINED3DLOCK_READONLY);
3602 if (FAILED(hr))
3604 ERR("Failed to lock the source surface.\n");
3605 wined3d_surface_decref(ret);
3606 return NULL;
3608 hr = wined3d_surface_map(ret, &dst_map, NULL, WINED3DLOCK_READONLY);
3609 if (FAILED(hr))
3611 ERR("Failed to lock the destination surface.\n");
3612 wined3d_surface_unmap(source);
3613 wined3d_surface_decref(ret);
3614 return NULL;
3617 conv->convert(src_map.data, dst_map.data, src_map.row_pitch, dst_map.row_pitch,
3618 source->resource.width, source->resource.height);
3620 wined3d_surface_unmap(ret);
3621 wined3d_surface_unmap(source);
3623 return ret;
3626 static HRESULT _Blt_ColorFill(BYTE *buf, unsigned int width, unsigned int height,
3627 unsigned int bpp, UINT pitch, DWORD color)
3629 BYTE *first;
3630 int x, y;
3632 /* Do first row */
3634 #define COLORFILL_ROW(type) \
3635 do { \
3636 type *d = (type *)buf; \
3637 for (x = 0; x < width; ++x) \
3638 d[x] = (type)color; \
3639 } while(0)
3641 switch (bpp)
3643 case 1:
3644 COLORFILL_ROW(BYTE);
3645 break;
3647 case 2:
3648 COLORFILL_ROW(WORD);
3649 break;
3651 case 3:
3653 BYTE *d = buf;
3654 for (x = 0; x < width; ++x, d += 3)
3656 d[0] = (color ) & 0xFF;
3657 d[1] = (color >> 8) & 0xFF;
3658 d[2] = (color >> 16) & 0xFF;
3660 break;
3662 case 4:
3663 COLORFILL_ROW(DWORD);
3664 break;
3666 default:
3667 FIXME("Color fill not implemented for bpp %u!\n", bpp * 8);
3668 return WINED3DERR_NOTAVAILABLE;
3671 #undef COLORFILL_ROW
3673 /* Now copy first row. */
3674 first = buf;
3675 for (y = 1; y < height; ++y)
3677 buf += pitch;
3678 memcpy(buf, first, width * bpp);
3681 return WINED3D_OK;
3684 HRESULT CDECL wined3d_surface_unmap(struct wined3d_surface *surface)
3686 TRACE("surface %p.\n", surface);
3688 if (!(surface->flags & SFLAG_LOCKED))
3690 WARN("Trying to unmap unmapped surface.\n");
3691 return WINEDDERR_NOTLOCKED;
3693 surface->flags &= ~SFLAG_LOCKED;
3695 surface->surface_ops->surface_unmap(surface);
3697 return WINED3D_OK;
3700 HRESULT CDECL wined3d_surface_map(struct wined3d_surface *surface,
3701 struct wined3d_mapped_rect *mapped_rect, const RECT *rect, DWORD flags)
3703 const struct wined3d_format *format = surface->resource.format;
3705 TRACE("surface %p, mapped_rect %p, rect %s, flags %#x.\n",
3706 surface, mapped_rect, wine_dbgstr_rect(rect), flags);
3708 if (surface->flags & SFLAG_LOCKED)
3710 WARN("Surface is already mapped.\n");
3711 return WINED3DERR_INVALIDCALL;
3713 if ((format->flags & WINED3DFMT_FLAG_BLOCKS)
3714 && rect && (rect->left || rect->top
3715 || rect->right != surface->resource.width
3716 || rect->bottom != surface->resource.height))
3718 UINT width_mask = format->block_width - 1;
3719 UINT height_mask = format->block_height - 1;
3721 if ((rect->left & width_mask) || (rect->right & width_mask)
3722 || (rect->top & height_mask) || (rect->bottom & height_mask))
3724 WARN("Map rect %s is misaligned for %ux%u blocks.\n",
3725 wine_dbgstr_rect(rect), format->block_width, format->block_height);
3727 if (surface->resource.pool == WINED3D_POOL_DEFAULT)
3728 return WINED3DERR_INVALIDCALL;
3732 surface->flags |= SFLAG_LOCKED;
3734 if (!(surface->flags & SFLAG_LOCKABLE))
3735 WARN("Trying to lock unlockable surface.\n");
3737 /* Performance optimization: Count how often a surface is mapped, if it is
3738 * mapped regularly do not throw away the system memory copy. This avoids
3739 * the need to download the surface from OpenGL all the time. The surface
3740 * is still downloaded if the OpenGL texture is changed. */
3741 if (!(surface->flags & SFLAG_DYNLOCK))
3743 if (++surface->lockCount > MAXLOCKCOUNT)
3745 TRACE("Surface is mapped regularly, not freeing the system memory copy any more.\n");
3746 surface->flags |= SFLAG_DYNLOCK;
3750 surface->surface_ops->surface_map(surface, rect, flags);
3752 if (format->flags & WINED3DFMT_FLAG_BROKEN_PITCH)
3753 mapped_rect->row_pitch = surface->resource.width * format->byte_count;
3754 else
3755 mapped_rect->row_pitch = wined3d_surface_get_pitch(surface);
3757 if (!rect)
3759 mapped_rect->data = surface->resource.allocatedMemory;
3760 surface->lockedRect.left = 0;
3761 surface->lockedRect.top = 0;
3762 surface->lockedRect.right = surface->resource.width;
3763 surface->lockedRect.bottom = surface->resource.height;
3765 else
3767 if ((format->flags & (WINED3DFMT_FLAG_BLOCKS | WINED3DFMT_FLAG_BROKEN_PITCH)) == WINED3DFMT_FLAG_BLOCKS)
3769 /* Compressed textures are block based, so calculate the offset of
3770 * the block that contains the top-left pixel of the locked rectangle. */
3771 mapped_rect->data = surface->resource.allocatedMemory
3772 + ((rect->top / format->block_height) * mapped_rect->row_pitch)
3773 + ((rect->left / format->block_width) * format->block_byte_count);
3775 else
3777 mapped_rect->data = surface->resource.allocatedMemory
3778 + (mapped_rect->row_pitch * rect->top)
3779 + (rect->left * format->byte_count);
3781 surface->lockedRect.left = rect->left;
3782 surface->lockedRect.top = rect->top;
3783 surface->lockedRect.right = rect->right;
3784 surface->lockedRect.bottom = rect->bottom;
3787 TRACE("Locked rect %s.\n", wine_dbgstr_rect(&surface->lockedRect));
3788 TRACE("Returning memory %p, pitch %u.\n", mapped_rect->data, mapped_rect->row_pitch);
3790 return WINED3D_OK;
3793 HRESULT CDECL wined3d_surface_getdc(struct wined3d_surface *surface, HDC *dc)
3795 struct wined3d_mapped_rect map;
3796 HRESULT hr;
3798 TRACE("surface %p, dc %p.\n", surface, dc);
3800 if (surface->flags & SFLAG_USERPTR)
3802 ERR("Not supported on surfaces with application-provided memory.\n");
3803 return WINEDDERR_NODC;
3806 /* Give more detailed info for ddraw. */
3807 if (surface->flags & SFLAG_DCINUSE)
3808 return WINEDDERR_DCALREADYCREATED;
3810 /* Can't GetDC if the surface is locked. */
3811 if (surface->flags & SFLAG_LOCKED)
3812 return WINED3DERR_INVALIDCALL;
3814 /* Create a DIB section if there isn't a dc yet. */
3815 if (!surface->hDC)
3817 if (surface->flags & SFLAG_CLIENT)
3819 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
3820 surface_release_client_storage(surface);
3822 hr = surface_create_dib_section(surface);
3823 if (FAILED(hr))
3824 return WINED3DERR_INVALIDCALL;
3826 /* Use the DIB section from now on if we are not using a PBO. */
3827 if (!(surface->flags & (SFLAG_PBO | SFLAG_PIN_SYSMEM)))
3829 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
3830 surface->resource.heapMemory = NULL;
3831 surface->resource.allocatedMemory = surface->dib.bitmap_data;
3835 /* Map the surface. */
3836 hr = wined3d_surface_map(surface, &map, NULL, 0);
3837 if (FAILED(hr))
3839 ERR("Map failed, hr %#x.\n", hr);
3840 return hr;
3843 /* Sync the DIB with the PBO. This can't be done earlier because Map()
3844 * activates the allocatedMemory. */
3845 if (surface->flags & (SFLAG_PBO | SFLAG_PIN_SYSMEM))
3846 memcpy(surface->dib.bitmap_data, surface->resource.allocatedMemory, surface->resource.size);
3848 if (surface->resource.format->id == WINED3DFMT_P8_UINT
3849 || surface->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
3851 /* GetDC on palettized formats is unsupported in D3D9, and the method
3852 * is missing in D3D8, so this should only be used for DX <=7
3853 * surfaces (with non-device palettes). */
3854 const PALETTEENTRY *pal = NULL;
3856 if (surface->palette)
3858 pal = surface->palette->palents;
3860 else
3862 struct wined3d_swapchain *swapchain = surface->resource.device->swapchains[0];
3863 struct wined3d_surface *dds_primary = swapchain->front_buffer;
3865 if (dds_primary && dds_primary->palette)
3866 pal = dds_primary->palette->palents;
3869 if (pal)
3871 RGBQUAD col[256];
3872 unsigned int i;
3874 for (i = 0; i < 256; ++i)
3876 col[i].rgbRed = pal[i].peRed;
3877 col[i].rgbGreen = pal[i].peGreen;
3878 col[i].rgbBlue = pal[i].peBlue;
3879 col[i].rgbReserved = 0;
3881 SetDIBColorTable(surface->hDC, 0, 256, col);
3885 surface->flags |= SFLAG_DCINUSE;
3887 *dc = surface->hDC;
3888 TRACE("Returning dc %p.\n", *dc);
3890 return WINED3D_OK;
3893 HRESULT CDECL wined3d_surface_releasedc(struct wined3d_surface *surface, HDC dc)
3895 TRACE("surface %p, dc %p.\n", surface, dc);
3897 if (!(surface->flags & SFLAG_DCINUSE))
3898 return WINEDDERR_NODC;
3900 if (surface->hDC != dc)
3902 WARN("Application tries to release invalid DC %p, surface DC is %p.\n",
3903 dc, surface->hDC);
3904 return WINEDDERR_NODC;
3907 /* Copy the contents of the DIB over to the PBO. */
3908 if ((surface->flags & (SFLAG_PBO | SFLAG_PIN_SYSMEM)) && surface->resource.allocatedMemory)
3909 memcpy(surface->resource.allocatedMemory, surface->dib.bitmap_data, surface->resource.size);
3911 /* We locked first, so unlock now. */
3912 wined3d_surface_unmap(surface);
3914 surface->flags &= ~SFLAG_DCINUSE;
3916 return WINED3D_OK;
3919 HRESULT CDECL wined3d_surface_flip(struct wined3d_surface *surface, struct wined3d_surface *override, DWORD flags)
3921 TRACE("surface %p, override %p, flags %#x.\n", surface, override, flags);
3923 if (flags)
3925 static UINT once;
3926 if (!once++)
3927 FIXME("Ignoring flags %#x.\n", flags);
3928 else
3929 WARN("Ignoring flags %#x.\n", flags);
3932 if (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
3934 ERR("Not supported on swapchain surfaces.\n");
3935 return WINEDDERR_NOTFLIPPABLE;
3938 /* Flipping is only supported on render targets and overlays. */
3939 if (!(surface->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)))
3941 WARN("Tried to flip a non-render target, non-overlay surface.\n");
3942 return WINEDDERR_NOTFLIPPABLE;
3945 flip_surface(surface, override);
3947 /* Update overlays if they're visible. */
3948 if ((surface->resource.usage & WINED3DUSAGE_OVERLAY) && surface->overlay_dest)
3949 return surface_draw_overlay(surface);
3951 return WINED3D_OK;
3954 /* Do not call while under the GL lock. */
3955 void surface_internal_preload(struct wined3d_surface *surface, enum WINED3DSRGB srgb)
3957 struct wined3d_device *device = surface->resource.device;
3959 TRACE("iface %p, srgb %#x.\n", surface, srgb);
3961 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
3963 struct wined3d_texture *texture = surface->container.u.texture;
3965 TRACE("Passing to container (%p).\n", texture);
3966 texture->texture_ops->texture_preload(texture, srgb);
3968 else
3970 struct wined3d_context *context;
3972 TRACE("(%p) : About to load surface\n", surface);
3974 /* TODO: Use already acquired context when possible. */
3975 context = context_acquire(device, NULL);
3977 surface_load(surface, srgb == SRGB_SRGB ? TRUE : FALSE);
3979 if (surface->resource.pool == WINED3D_POOL_DEFAULT)
3981 /* Tell opengl to try and keep this texture in video ram (well mostly) */
3982 GLclampf tmp;
3983 tmp = 0.9f;
3984 ENTER_GL();
3985 glPrioritizeTextures(1, &surface->texture_name, &tmp);
3986 LEAVE_GL();
3989 context_release(context);
3993 BOOL surface_init_sysmem(struct wined3d_surface *surface)
3995 if (!surface->resource.allocatedMemory)
3997 if (!surface->resource.heapMemory)
3999 if (!(surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
4000 surface->resource.size + RESOURCE_ALIGNMENT)))
4002 ERR("Failed to allocate memory.\n");
4003 return FALSE;
4006 else if (!(surface->flags & SFLAG_CLIENT))
4008 ERR("Surface %p has heapMemory %p and flags %#x.\n",
4009 surface, surface->resource.heapMemory, surface->flags);
4012 surface->resource.allocatedMemory =
4013 (BYTE *)(((ULONG_PTR)surface->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
4015 else
4017 memset(surface->resource.allocatedMemory, 0, surface->resource.size);
4020 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
4022 return TRUE;
4025 /* Read the framebuffer back into the surface */
4026 static void read_from_framebuffer(struct wined3d_surface *surface, const RECT *rect, void *dest, UINT pitch)
4028 struct wined3d_device *device = surface->resource.device;
4029 const struct wined3d_gl_info *gl_info;
4030 struct wined3d_context *context;
4031 BYTE *mem;
4032 GLint fmt;
4033 GLint type;
4034 BYTE *row, *top, *bottom;
4035 int i;
4036 BOOL bpp;
4037 RECT local_rect;
4038 BOOL srcIsUpsideDown;
4039 GLint rowLen = 0;
4040 GLint skipPix = 0;
4041 GLint skipRow = 0;
4043 context = context_acquire(device, surface);
4044 context_apply_blit_state(context, device);
4045 gl_info = context->gl_info;
4047 ENTER_GL();
4049 /* Select the correct read buffer, and give some debug output.
4050 * There is no need to keep track of the current read buffer or reset it, every part of the code
4051 * that reads sets the read buffer as desired.
4053 if (surface_is_offscreen(surface))
4055 /* Mapping the primary render target which is not on a swapchain.
4056 * Read from the back buffer. */
4057 TRACE("Mapping offscreen render target.\n");
4058 glReadBuffer(device->offscreenBuffer);
4059 srcIsUpsideDown = TRUE;
4061 else
4063 /* Onscreen surfaces are always part of a swapchain */
4064 GLenum buffer = surface_get_gl_buffer(surface);
4065 TRACE("Mapping %#x buffer.\n", buffer);
4066 glReadBuffer(buffer);
4067 checkGLcall("glReadBuffer");
4068 srcIsUpsideDown = FALSE;
4071 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
4072 if (!rect)
4074 local_rect.left = 0;
4075 local_rect.top = 0;
4076 local_rect.right = surface->resource.width;
4077 local_rect.bottom = surface->resource.height;
4079 else
4081 local_rect = *rect;
4083 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
4085 switch (surface->resource.format->id)
4087 case WINED3DFMT_P8_UINT:
4089 if (primary_render_target_is_p8(device))
4091 /* In case of P8 render targets the index is stored in the alpha component */
4092 fmt = GL_ALPHA;
4093 type = GL_UNSIGNED_BYTE;
4094 mem = dest;
4095 bpp = surface->resource.format->byte_count;
4097 else
4099 /* GL can't return palettized data, so read ARGB pixels into a
4100 * separate block of memory and convert them into palettized format
4101 * in software. Slow, but if the app means to use palettized render
4102 * targets and locks it...
4104 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
4105 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
4106 * for the color channels when palettizing the colors.
4108 fmt = GL_RGB;
4109 type = GL_UNSIGNED_BYTE;
4110 pitch *= 3;
4111 mem = HeapAlloc(GetProcessHeap(), 0, surface->resource.size * 3);
4112 if (!mem)
4114 ERR("Out of memory\n");
4115 LEAVE_GL();
4116 return;
4118 bpp = surface->resource.format->byte_count * 3;
4121 break;
4123 default:
4124 mem = dest;
4125 fmt = surface->resource.format->glFormat;
4126 type = surface->resource.format->glType;
4127 bpp = surface->resource.format->byte_count;
4130 if (surface->flags & SFLAG_PBO)
4132 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, surface->pbo));
4133 checkGLcall("glBindBufferARB");
4134 if (mem)
4136 ERR("mem not null for pbo -- unexpected\n");
4137 mem = NULL;
4141 /* Save old pixel store pack state */
4142 glGetIntegerv(GL_PACK_ROW_LENGTH, &rowLen);
4143 checkGLcall("glGetIntegerv");
4144 glGetIntegerv(GL_PACK_SKIP_PIXELS, &skipPix);
4145 checkGLcall("glGetIntegerv");
4146 glGetIntegerv(GL_PACK_SKIP_ROWS, &skipRow);
4147 checkGLcall("glGetIntegerv");
4149 /* Setup pixel store pack state -- to glReadPixels into the correct place */
4150 glPixelStorei(GL_PACK_ROW_LENGTH, surface->resource.width);
4151 checkGLcall("glPixelStorei");
4152 glPixelStorei(GL_PACK_SKIP_PIXELS, local_rect.left);
4153 checkGLcall("glPixelStorei");
4154 glPixelStorei(GL_PACK_SKIP_ROWS, local_rect.top);
4155 checkGLcall("glPixelStorei");
4157 glReadPixels(local_rect.left, !srcIsUpsideDown ? (surface->resource.height - local_rect.bottom) : local_rect.top,
4158 local_rect.right - local_rect.left,
4159 local_rect.bottom - local_rect.top,
4160 fmt, type, mem);
4161 checkGLcall("glReadPixels");
4163 /* Reset previous pixel store pack state */
4164 glPixelStorei(GL_PACK_ROW_LENGTH, rowLen);
4165 checkGLcall("glPixelStorei");
4166 glPixelStorei(GL_PACK_SKIP_PIXELS, skipPix);
4167 checkGLcall("glPixelStorei");
4168 glPixelStorei(GL_PACK_SKIP_ROWS, skipRow);
4169 checkGLcall("glPixelStorei");
4171 if (surface->flags & SFLAG_PBO)
4173 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
4174 checkGLcall("glBindBufferARB");
4176 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
4177 * to get a pointer to it and perform the flipping in software. This is a lot
4178 * faster than calling glReadPixels for each line. In case we want more speed
4179 * we should rerender it flipped in a FBO and read the data back from the FBO. */
4180 if (!srcIsUpsideDown)
4182 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
4183 checkGLcall("glBindBufferARB");
4185 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
4186 checkGLcall("glMapBufferARB");
4190 /* TODO: Merge this with the palettization loop below for P8 targets */
4191 if(!srcIsUpsideDown) {
4192 UINT len, off;
4193 /* glReadPixels returns the image upside down, and there is no way to prevent this.
4194 Flip the lines in software */
4195 len = (local_rect.right - local_rect.left) * bpp;
4196 off = local_rect.left * bpp;
4198 row = HeapAlloc(GetProcessHeap(), 0, len);
4199 if(!row) {
4200 ERR("Out of memory\n");
4201 if (surface->resource.format->id == WINED3DFMT_P8_UINT)
4202 HeapFree(GetProcessHeap(), 0, mem);
4203 LEAVE_GL();
4204 return;
4207 top = mem + pitch * local_rect.top;
4208 bottom = mem + pitch * (local_rect.bottom - 1);
4209 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
4210 memcpy(row, top + off, len);
4211 memcpy(top + off, bottom + off, len);
4212 memcpy(bottom + off, row, len);
4213 top += pitch;
4214 bottom -= pitch;
4216 HeapFree(GetProcessHeap(), 0, row);
4218 /* Unmap the temp PBO buffer */
4219 if (surface->flags & SFLAG_PBO)
4221 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
4222 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
4226 LEAVE_GL();
4227 context_release(context);
4229 /* For P8 textures we need to perform an inverse palette lookup. This is
4230 * done by searching for a palette index which matches the RGB value.
4231 * Note this isn't guaranteed to work when there are multiple entries for
4232 * the same color but we have no choice. In case of P8 render targets,
4233 * the index is stored in the alpha component so no conversion is needed. */
4234 if (surface->resource.format->id == WINED3DFMT_P8_UINT && !primary_render_target_is_p8(device))
4236 const PALETTEENTRY *pal = NULL;
4237 DWORD width = pitch / 3;
4238 int x, y, c;
4240 if (surface->palette)
4242 pal = surface->palette->palents;
4244 else
4246 ERR("Palette is missing, cannot perform inverse palette lookup\n");
4247 HeapFree(GetProcessHeap(), 0, mem);
4248 return;
4251 for(y = local_rect.top; y < local_rect.bottom; y++) {
4252 for(x = local_rect.left; x < local_rect.right; x++) {
4253 /* start lines pixels */
4254 const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
4255 const BYTE *green = blue + 1;
4256 const BYTE *red = green + 1;
4258 for(c = 0; c < 256; c++) {
4259 if(*red == pal[c].peRed &&
4260 *green == pal[c].peGreen &&
4261 *blue == pal[c].peBlue)
4263 *((BYTE *) dest + y * width + x) = c;
4264 break;
4269 HeapFree(GetProcessHeap(), 0, mem);
4273 /* Read the framebuffer contents into a texture. Note that this function
4274 * doesn't do any kind of flipping. Using this on an onscreen surface will
4275 * result in a flipped D3D texture. */
4276 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb)
4278 struct wined3d_device *device = surface->resource.device;
4279 struct wined3d_context *context;
4281 context = context_acquire(device, surface);
4282 device_invalidate_state(device, STATE_FRAMEBUFFER);
4284 surface_prepare_texture(surface, context, srgb);
4285 surface_bind_and_dirtify(surface, context, srgb);
4287 TRACE("Reading back offscreen render target %p.\n", surface);
4289 ENTER_GL();
4291 if (surface_is_offscreen(surface))
4292 glReadBuffer(device->offscreenBuffer);
4293 else
4294 glReadBuffer(surface_get_gl_buffer(surface));
4295 checkGLcall("glReadBuffer");
4297 glCopyTexSubImage2D(surface->texture_target, surface->texture_level,
4298 0, 0, 0, 0, surface->resource.width, surface->resource.height);
4299 checkGLcall("glCopyTexSubImage2D");
4301 LEAVE_GL();
4303 context_release(context);
4306 /* Context activation is done by the caller. */
4307 static void surface_prepare_texture_internal(struct wined3d_surface *surface,
4308 struct wined3d_context *context, BOOL srgb)
4310 DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
4311 enum wined3d_conversion_type convert;
4312 struct wined3d_format format;
4314 if (surface->flags & alloc_flag) return;
4316 d3dfmt_get_conv(surface, TRUE, TRUE, &format, &convert);
4317 if (convert != WINED3D_CT_NONE || format.convert)
4318 surface->flags |= SFLAG_CONVERTED;
4319 else surface->flags &= ~SFLAG_CONVERTED;
4321 surface_bind_and_dirtify(surface, context, srgb);
4322 surface_allocate_surface(surface, context->gl_info, &format, srgb);
4323 surface->flags |= alloc_flag;
4326 /* Context activation is done by the caller. */
4327 void surface_prepare_texture(struct wined3d_surface *surface, struct wined3d_context *context, BOOL srgb)
4329 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
4331 struct wined3d_texture *texture = surface->container.u.texture;
4332 UINT sub_count = texture->level_count * texture->layer_count;
4333 UINT i;
4335 TRACE("surface %p is a subresource of texture %p.\n", surface, texture);
4337 for (i = 0; i < sub_count; ++i)
4339 struct wined3d_surface *s = surface_from_resource(texture->sub_resources[i]);
4340 surface_prepare_texture_internal(s, context, srgb);
4343 return;
4346 surface_prepare_texture_internal(surface, context, srgb);
4349 void surface_prepare_rb(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info, BOOL multisample)
4351 if (multisample)
4353 if (surface->rb_multisample)
4354 return;
4356 gl_info->fbo_ops.glGenRenderbuffers(1, &surface->rb_multisample);
4357 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, surface->rb_multisample);
4358 gl_info->fbo_ops.glRenderbufferStorageMultisample(GL_RENDERBUFFER, surface->resource.multisample_type,
4359 surface->resource.format->glInternal, surface->pow2Width, surface->pow2Height);
4360 TRACE("Created multisample rb %u.\n", surface->rb_multisample);
4362 else
4364 if (surface->rb_resolved)
4365 return;
4367 gl_info->fbo_ops.glGenRenderbuffers(1, &surface->rb_resolved);
4368 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, surface->rb_resolved);
4369 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, surface->resource.format->glInternal,
4370 surface->pow2Width, surface->pow2Height);
4371 TRACE("Created resolved rb %u.\n", surface->rb_resolved);
4375 static void flush_to_framebuffer_drawpixels(struct wined3d_surface *surface,
4376 const RECT *rect, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem)
4378 struct wined3d_device *device = surface->resource.device;
4379 UINT pitch = wined3d_surface_get_pitch(surface);
4380 const struct wined3d_gl_info *gl_info;
4381 struct wined3d_context *context;
4382 RECT local_rect;
4383 UINT w, h;
4385 surface_get_rect(surface, rect, &local_rect);
4387 mem += local_rect.top * pitch + local_rect.left * bpp;
4388 w = local_rect.right - local_rect.left;
4389 h = local_rect.bottom - local_rect.top;
4391 /* Activate the correct context for the render target */
4392 context = context_acquire(device, surface);
4393 context_apply_blit_state(context, device);
4394 gl_info = context->gl_info;
4396 ENTER_GL();
4398 if (!surface_is_offscreen(surface))
4400 GLenum buffer = surface_get_gl_buffer(surface);
4401 TRACE("Unlocking %#x buffer.\n", buffer);
4402 context_set_draw_buffer(context, buffer);
4404 surface_translate_drawable_coords(surface, context->win_handle, &local_rect);
4405 glPixelZoom(1.0f, -1.0f);
4407 else
4409 /* Primary offscreen render target */
4410 TRACE("Offscreen render target.\n");
4411 context_set_draw_buffer(context, device->offscreenBuffer);
4413 glPixelZoom(1.0f, 1.0f);
4416 glRasterPos3i(local_rect.left, local_rect.top, 1);
4417 checkGLcall("glRasterPos3i");
4419 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
4420 glPixelStorei(GL_UNPACK_ROW_LENGTH, surface->resource.width);
4422 if (surface->flags & SFLAG_PBO)
4424 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
4425 checkGLcall("glBindBufferARB");
4428 glDrawPixels(w, h, fmt, type, mem);
4429 checkGLcall("glDrawPixels");
4431 if (surface->flags & SFLAG_PBO)
4433 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
4434 checkGLcall("glBindBufferARB");
4437 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4438 checkGLcall("glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)");
4440 LEAVE_GL();
4442 if (wined3d_settings.strict_draw_ordering
4443 || (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
4444 && surface->container.u.swapchain->front_buffer == surface))
4445 wglFlush();
4447 context_release(context);
4450 HRESULT d3dfmt_get_conv(const struct wined3d_surface *surface, BOOL need_alpha_ck, BOOL use_texturing,
4451 struct wined3d_format *format, enum wined3d_conversion_type *conversion_type)
4453 BOOL colorkey_active = need_alpha_ck && (surface->CKeyFlags & WINEDDSD_CKSRCBLT);
4454 const struct wined3d_device *device = surface->resource.device;
4455 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4456 BOOL blit_supported = FALSE;
4458 /* Copy the default values from the surface. Below we might perform fixups */
4459 /* TODO: get rid of color keying desc fixups by using e.g. a table. */
4460 *format = *surface->resource.format;
4461 *conversion_type = WINED3D_CT_NONE;
4463 /* Ok, now look if we have to do any conversion */
4464 switch (surface->resource.format->id)
4466 case WINED3DFMT_P8_UINT:
4467 /* Below the call to blit_supported is disabled for Wine 1.2
4468 * because the function isn't operating correctly yet. At the
4469 * moment 8-bit blits are handled in software and if certain GL
4470 * extensions are around, surface conversion is performed at
4471 * upload time. The blit_supported call recognizes it as a
4472 * destination fixup. This type of upload 'fixup' and 8-bit to
4473 * 8-bit blits need to be handled by the blit_shader.
4474 * TODO: get rid of this #if 0. */
4475 #if 0
4476 blit_supported = device->blitter->blit_supported(&device->adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
4477 &rect, surface->resource.usage, surface->resource.pool, surface->resource.format,
4478 &rect, surface->resource.usage, surface->resource.pool, surface->resource.format);
4479 #endif
4480 blit_supported = gl_info->supported[EXT_PALETTED_TEXTURE] || gl_info->supported[ARB_FRAGMENT_PROGRAM];
4482 /* Use conversion when the blit_shader backend supports it. It only supports this in case of
4483 * texturing. Further also use conversion in case of color keying.
4484 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
4485 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
4486 * conflicts with this.
4488 if (!((blit_supported && device->fb.render_targets && surface == device->fb.render_targets[0]))
4489 || colorkey_active || !use_texturing)
4491 format->glFormat = GL_RGBA;
4492 format->glInternal = GL_RGBA;
4493 format->glType = GL_UNSIGNED_BYTE;
4494 format->conv_byte_count = 4;
4495 if (colorkey_active)
4496 *conversion_type = WINED3D_CT_PALETTED_CK;
4497 else
4498 *conversion_type = WINED3D_CT_PALETTED;
4500 break;
4502 case WINED3DFMT_B2G3R3_UNORM:
4503 /* **********************
4504 GL_UNSIGNED_BYTE_3_3_2
4505 ********************** */
4506 if (colorkey_active) {
4507 /* This texture format will never be used.. So do not care about color keying
4508 up until the point in time it will be needed :-) */
4509 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
4511 break;
4513 case WINED3DFMT_B5G6R5_UNORM:
4514 if (colorkey_active)
4516 *conversion_type = WINED3D_CT_CK_565;
4517 format->glFormat = GL_RGBA;
4518 format->glInternal = GL_RGB5_A1;
4519 format->glType = GL_UNSIGNED_SHORT_5_5_5_1;
4520 format->conv_byte_count = 2;
4522 break;
4524 case WINED3DFMT_B5G5R5X1_UNORM:
4525 if (colorkey_active)
4527 *conversion_type = WINED3D_CT_CK_5551;
4528 format->glFormat = GL_BGRA;
4529 format->glInternal = GL_RGB5_A1;
4530 format->glType = GL_UNSIGNED_SHORT_1_5_5_5_REV;
4531 format->conv_byte_count = 2;
4533 break;
4535 case WINED3DFMT_B8G8R8_UNORM:
4536 if (colorkey_active)
4538 *conversion_type = WINED3D_CT_CK_RGB24;
4539 format->glFormat = GL_RGBA;
4540 format->glInternal = GL_RGBA8;
4541 format->glType = GL_UNSIGNED_INT_8_8_8_8;
4542 format->conv_byte_count = 4;
4544 break;
4546 case WINED3DFMT_B8G8R8X8_UNORM:
4547 if (colorkey_active)
4549 *conversion_type = WINED3D_CT_RGB32_888;
4550 format->glFormat = GL_RGBA;
4551 format->glInternal = GL_RGBA8;
4552 format->glType = GL_UNSIGNED_INT_8_8_8_8;
4553 format->conv_byte_count = 4;
4555 break;
4557 default:
4558 break;
4561 if (*conversion_type != WINED3D_CT_NONE)
4563 format->rtInternal = format->glInternal;
4564 format->glGammaInternal = format->glInternal;
4567 return WINED3D_OK;
4570 static BOOL color_in_range(const struct wined3d_color_key *color_key, DWORD color)
4572 /* FIXME: Is this really how color keys are supposed to work? I think it
4573 * makes more sense to compare the individual channels. */
4574 return color >= color_key->color_space_low_value
4575 && color <= color_key->color_space_high_value;
4578 void d3dfmt_p8_init_palette(const struct wined3d_surface *surface, BYTE table[256][4], BOOL colorkey)
4580 const struct wined3d_device *device = surface->resource.device;
4581 const struct wined3d_palette *pal = surface->palette;
4582 BOOL index_in_alpha = FALSE;
4583 unsigned int i;
4585 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
4586 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
4587 * is slow. Further RGB->P8 conversion is not possible because palettes can have
4588 * duplicate entries. Store the color key in the unused alpha component to speed the
4589 * download up and to make conversion unneeded. */
4590 index_in_alpha = primary_render_target_is_p8(device);
4592 if (!pal)
4594 ERR("This code should never get entered for DirectDraw!, expect problems\n");
4595 if (index_in_alpha)
4597 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
4598 * there's no palette at this time. */
4599 for (i = 0; i < 256; i++) table[i][3] = i;
4602 else
4604 TRACE("Using surface palette %p\n", pal);
4605 /* Get the surface's palette */
4606 for (i = 0; i < 256; ++i)
4608 table[i][0] = pal->palents[i].peRed;
4609 table[i][1] = pal->palents[i].peGreen;
4610 table[i][2] = pal->palents[i].peBlue;
4612 /* When index_in_alpha is set the palette index is stored in the
4613 * alpha component. In case of a readback we can then read
4614 * GL_ALPHA. Color keying is handled in BltOverride using a
4615 * GL_ALPHA_TEST using GL_NOT_EQUAL. In case of index_in_alpha the
4616 * color key itself is passed to glAlphaFunc in other cases the
4617 * alpha component of pixels that should be masked away is set to 0. */
4618 if (index_in_alpha)
4619 table[i][3] = i;
4620 else if (colorkey && color_in_range(&surface->src_blt_color_key, i))
4621 table[i][3] = 0x00;
4622 else if (pal->flags & WINEDDPCAPS_ALPHA)
4623 table[i][3] = pal->palents[i].peFlags;
4624 else
4625 table[i][3] = 0xFF;
4630 static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height,
4631 UINT outpitch, enum wined3d_conversion_type conversion_type, struct wined3d_surface *surface)
4633 const BYTE *source;
4634 BYTE *dest;
4636 TRACE("src %p, dst %p, pitch %u, width %u, height %u, outpitch %u, conversion_type %#x, surface %p.\n",
4637 src, dst, pitch, width, height, outpitch, conversion_type, surface);
4639 switch (conversion_type)
4641 case WINED3D_CT_NONE:
4643 memcpy(dst, src, pitch * height);
4644 break;
4647 case WINED3D_CT_PALETTED:
4648 case WINED3D_CT_PALETTED_CK:
4650 BYTE table[256][4];
4651 unsigned int x, y;
4653 d3dfmt_p8_init_palette(surface, table, (conversion_type == WINED3D_CT_PALETTED_CK));
4655 for (y = 0; y < height; y++)
4657 source = src + pitch * y;
4658 dest = dst + outpitch * y;
4659 /* This is an 1 bpp format, using the width here is fine */
4660 for (x = 0; x < width; x++) {
4661 BYTE color = *source++;
4662 *dest++ = table[color][0];
4663 *dest++ = table[color][1];
4664 *dest++ = table[color][2];
4665 *dest++ = table[color][3];
4669 break;
4671 case WINED3D_CT_CK_565:
4673 /* Converting the 565 format in 5551 packed to emulate color-keying.
4675 Note : in all these conversion, it would be best to average the averaging
4676 pixels to get the color of the pixel that will be color-keyed to
4677 prevent 'color bleeding'. This will be done later on if ever it is
4678 too visible.
4680 Note2: Nvidia documents say that their driver does not support alpha + color keying
4681 on the same surface and disables color keying in such a case
4683 unsigned int x, y;
4684 const WORD *Source;
4685 WORD *Dest;
4687 TRACE("Color keyed 565\n");
4689 for (y = 0; y < height; y++) {
4690 Source = (const WORD *)(src + y * pitch);
4691 Dest = (WORD *) (dst + y * outpitch);
4692 for (x = 0; x < width; x++ ) {
4693 WORD color = *Source++;
4694 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
4695 if (!color_in_range(&surface->src_blt_color_key, color))
4696 *Dest |= 0x0001;
4697 Dest++;
4701 break;
4703 case WINED3D_CT_CK_5551:
4705 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
4706 unsigned int x, y;
4707 const WORD *Source;
4708 WORD *Dest;
4709 TRACE("Color keyed 5551\n");
4710 for (y = 0; y < height; y++) {
4711 Source = (const WORD *)(src + y * pitch);
4712 Dest = (WORD *) (dst + y * outpitch);
4713 for (x = 0; x < width; x++ ) {
4714 WORD color = *Source++;
4715 *Dest = color;
4716 if (!color_in_range(&surface->src_blt_color_key, color))
4717 *Dest |= (1 << 15);
4718 else
4719 *Dest &= ~(1 << 15);
4720 Dest++;
4724 break;
4726 case WINED3D_CT_CK_RGB24:
4728 /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
4729 unsigned int x, y;
4730 for (y = 0; y < height; y++)
4732 source = src + pitch * y;
4733 dest = dst + outpitch * y;
4734 for (x = 0; x < width; x++) {
4735 DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ;
4736 DWORD dstcolor = color << 8;
4737 if (!color_in_range(&surface->src_blt_color_key, color))
4738 dstcolor |= 0xff;
4739 *(DWORD*)dest = dstcolor;
4740 source += 3;
4741 dest += 4;
4745 break;
4747 case WINED3D_CT_RGB32_888:
4749 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
4750 unsigned int x, y;
4751 for (y = 0; y < height; y++)
4753 source = src + pitch * y;
4754 dest = dst + outpitch * y;
4755 for (x = 0; x < width; x++) {
4756 DWORD color = 0xffffff & *(const DWORD*)source;
4757 DWORD dstcolor = color << 8;
4758 if (!color_in_range(&surface->src_blt_color_key, color))
4759 dstcolor |= 0xff;
4760 *(DWORD*)dest = dstcolor;
4761 source += 4;
4762 dest += 4;
4766 break;
4768 default:
4769 ERR("Unsupported conversion type %#x.\n", conversion_type);
4771 return WINED3D_OK;
4774 void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back)
4776 /* Flip the surface contents */
4777 /* Flip the DC */
4779 HDC tmp;
4780 tmp = front->hDC;
4781 front->hDC = back->hDC;
4782 back->hDC = tmp;
4785 /* Flip the DIBsection */
4787 HBITMAP tmp = front->dib.DIBsection;
4788 front->dib.DIBsection = back->dib.DIBsection;
4789 back->dib.DIBsection = tmp;
4792 /* Flip the surface data */
4794 void* tmp;
4796 tmp = front->dib.bitmap_data;
4797 front->dib.bitmap_data = back->dib.bitmap_data;
4798 back->dib.bitmap_data = tmp;
4800 tmp = front->resource.allocatedMemory;
4801 front->resource.allocatedMemory = back->resource.allocatedMemory;
4802 back->resource.allocatedMemory = tmp;
4804 tmp = front->resource.heapMemory;
4805 front->resource.heapMemory = back->resource.heapMemory;
4806 back->resource.heapMemory = tmp;
4809 /* Flip the PBO */
4811 GLuint tmp_pbo = front->pbo;
4812 front->pbo = back->pbo;
4813 back->pbo = tmp_pbo;
4816 /* Flip the opengl texture */
4818 GLuint tmp;
4820 tmp = back->texture_name;
4821 back->texture_name = front->texture_name;
4822 front->texture_name = tmp;
4824 tmp = back->texture_name_srgb;
4825 back->texture_name_srgb = front->texture_name_srgb;
4826 front->texture_name_srgb = tmp;
4828 tmp = back->rb_multisample;
4829 back->rb_multisample = front->rb_multisample;
4830 front->rb_multisample = tmp;
4832 tmp = back->rb_resolved;
4833 back->rb_resolved = front->rb_resolved;
4834 front->rb_resolved = tmp;
4836 resource_unload(&back->resource);
4837 resource_unload(&front->resource);
4841 DWORD tmp_flags = back->flags;
4842 back->flags = front->flags;
4843 front->flags = tmp_flags;
4847 /* Does a direct frame buffer -> texture copy. Stretching is done with single
4848 * pixel copy calls. */
4849 static void fb_copy_to_texture_direct(struct wined3d_surface *dst_surface, struct wined3d_surface *src_surface,
4850 const RECT *src_rect, const RECT *dst_rect_in, enum wined3d_texture_filter_type filter)
4852 struct wined3d_device *device = dst_surface->resource.device;
4853 float xrel, yrel;
4854 UINT row;
4855 struct wined3d_context *context;
4856 BOOL upsidedown = FALSE;
4857 RECT dst_rect = *dst_rect_in;
4859 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
4860 * glCopyTexSubImage is a bit picky about the parameters we pass to it
4862 if(dst_rect.top > dst_rect.bottom) {
4863 UINT tmp = dst_rect.bottom;
4864 dst_rect.bottom = dst_rect.top;
4865 dst_rect.top = tmp;
4866 upsidedown = TRUE;
4869 context = context_acquire(device, src_surface);
4870 context_apply_blit_state(context, device);
4871 surface_internal_preload(dst_surface, SRGB_RGB);
4872 ENTER_GL();
4874 /* Bind the target texture */
4875 context_bind_texture(context, dst_surface->texture_target, dst_surface->texture_name);
4876 if (surface_is_offscreen(src_surface))
4878 TRACE("Reading from an offscreen target\n");
4879 upsidedown = !upsidedown;
4880 glReadBuffer(device->offscreenBuffer);
4882 else
4884 glReadBuffer(surface_get_gl_buffer(src_surface));
4886 checkGLcall("glReadBuffer");
4888 xrel = (float) (src_rect->right - src_rect->left) / (float) (dst_rect.right - dst_rect.left);
4889 yrel = (float) (src_rect->bottom - src_rect->top) / (float) (dst_rect.bottom - dst_rect.top);
4891 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
4893 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
4895 if (filter != WINED3D_TEXF_NONE && filter != WINED3D_TEXF_POINT)
4896 ERR("Texture filtering not supported in direct blit.\n");
4898 else if ((filter != WINED3D_TEXF_NONE && filter != WINED3D_TEXF_POINT)
4899 && ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
4901 ERR("Texture filtering not supported in direct blit\n");
4904 if (upsidedown
4905 && !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
4906 && !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
4908 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
4910 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
4911 dst_rect.left /*xoffset */, dst_rect.top /* y offset */,
4912 src_rect->left, src_surface->resource.height - src_rect->bottom,
4913 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
4915 else
4917 UINT yoffset = src_surface->resource.height - src_rect->top + dst_rect.top - 1;
4918 /* I have to process this row by row to swap the image,
4919 * otherwise it would be upside down, so stretching in y direction
4920 * doesn't cost extra time
4922 * However, stretching in x direction can be avoided if not necessary
4924 for(row = dst_rect.top; row < dst_rect.bottom; row++) {
4925 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
4927 /* Well, that stuff works, but it's very slow.
4928 * find a better way instead
4930 UINT col;
4932 for (col = dst_rect.left; col < dst_rect.right; ++col)
4934 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
4935 dst_rect.left + col /* x offset */, row /* y offset */,
4936 src_rect->left + col * xrel, yoffset - (int) (row * yrel), 1, 1);
4939 else
4941 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
4942 dst_rect.left /* x offset */, row /* y offset */,
4943 src_rect->left, yoffset - (int) (row * yrel), dst_rect.right - dst_rect.left, 1);
4947 checkGLcall("glCopyTexSubImage2D");
4949 LEAVE_GL();
4950 context_release(context);
4952 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
4953 * path is never entered
4955 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
4958 /* Uses the hardware to stretch and flip the image */
4959 static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, struct wined3d_surface *src_surface,
4960 const RECT *src_rect, const RECT *dst_rect_in, enum wined3d_texture_filter_type filter)
4962 struct wined3d_device *device = dst_surface->resource.device;
4963 struct wined3d_swapchain *src_swapchain = NULL;
4964 GLuint src, backup = 0;
4965 float left, right, top, bottom; /* Texture coordinates */
4966 UINT fbwidth = src_surface->resource.width;
4967 UINT fbheight = src_surface->resource.height;
4968 struct wined3d_context *context;
4969 GLenum drawBuffer = GL_BACK;
4970 GLenum texture_target;
4971 BOOL noBackBufferBackup;
4972 BOOL src_offscreen;
4973 BOOL upsidedown = FALSE;
4974 RECT dst_rect = *dst_rect_in;
4976 TRACE("Using hwstretch blit\n");
4977 /* Activate the Proper context for reading from the source surface, set it up for blitting */
4978 context = context_acquire(device, src_surface);
4979 context_apply_blit_state(context, device);
4980 surface_internal_preload(dst_surface, SRGB_RGB);
4982 src_offscreen = surface_is_offscreen(src_surface);
4983 noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
4984 if (!noBackBufferBackup && !src_surface->texture_name)
4986 /* Get it a description */
4987 surface_internal_preload(src_surface, SRGB_RGB);
4989 ENTER_GL();
4991 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
4992 * This way we don't have to wait for the 2nd readback to finish to leave this function.
4994 if (context->aux_buffers >= 2)
4996 /* Got more than one aux buffer? Use the 2nd aux buffer */
4997 drawBuffer = GL_AUX1;
4999 else if ((!src_offscreen || device->offscreenBuffer == GL_BACK) && context->aux_buffers >= 1)
5001 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
5002 drawBuffer = GL_AUX0;
5005 if(noBackBufferBackup) {
5006 glGenTextures(1, &backup);
5007 checkGLcall("glGenTextures");
5008 context_bind_texture(context, GL_TEXTURE_2D, backup);
5009 texture_target = GL_TEXTURE_2D;
5010 } else {
5011 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
5012 * we are reading from the back buffer, the backup can be used as source texture
5014 texture_target = src_surface->texture_target;
5015 context_bind_texture(context, texture_target, src_surface->texture_name);
5016 glEnable(texture_target);
5017 checkGLcall("glEnable(texture_target)");
5019 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
5020 src_surface->flags &= ~SFLAG_INTEXTURE;
5023 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
5024 * glCopyTexSubImage is a bit picky about the parameters we pass to it
5026 if(dst_rect.top > dst_rect.bottom) {
5027 UINT tmp = dst_rect.bottom;
5028 dst_rect.bottom = dst_rect.top;
5029 dst_rect.top = tmp;
5030 upsidedown = TRUE;
5033 if (src_offscreen)
5035 TRACE("Reading from an offscreen target\n");
5036 upsidedown = !upsidedown;
5037 glReadBuffer(device->offscreenBuffer);
5039 else
5041 glReadBuffer(surface_get_gl_buffer(src_surface));
5044 /* TODO: Only back up the part that will be overwritten */
5045 glCopyTexSubImage2D(texture_target, 0,
5046 0, 0 /* read offsets */,
5047 0, 0,
5048 fbwidth,
5049 fbheight);
5051 checkGLcall("glCopyTexSubImage2D");
5053 /* No issue with overriding these - the sampler is dirty due to blit usage */
5054 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
5055 wined3d_gl_mag_filter(magLookup, filter));
5056 checkGLcall("glTexParameteri");
5057 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
5058 wined3d_gl_min_mip_filter(minMipLookup, filter, WINED3D_TEXF_NONE));
5059 checkGLcall("glTexParameteri");
5061 if (src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
5062 src_swapchain = src_surface->container.u.swapchain;
5063 if (!src_swapchain || src_surface == src_swapchain->back_buffers[0])
5065 src = backup ? backup : src_surface->texture_name;
5067 else
5069 glReadBuffer(GL_FRONT);
5070 checkGLcall("glReadBuffer(GL_FRONT)");
5072 glGenTextures(1, &src);
5073 checkGLcall("glGenTextures(1, &src)");
5074 context_bind_texture(context, GL_TEXTURE_2D, src);
5076 /* TODO: Only copy the part that will be read. Use src_rect->left, src_rect->bottom as origin, but with the width watch
5077 * out for power of 2 sizes
5079 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, src_surface->pow2Width,
5080 src_surface->pow2Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
5081 checkGLcall("glTexImage2D");
5082 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
5083 0, 0 /* read offsets */,
5084 0, 0,
5085 fbwidth,
5086 fbheight);
5088 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
5089 checkGLcall("glTexParameteri");
5090 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
5091 checkGLcall("glTexParameteri");
5093 glReadBuffer(GL_BACK);
5094 checkGLcall("glReadBuffer(GL_BACK)");
5096 if(texture_target != GL_TEXTURE_2D) {
5097 glDisable(texture_target);
5098 glEnable(GL_TEXTURE_2D);
5099 texture_target = GL_TEXTURE_2D;
5102 checkGLcall("glEnd and previous");
5104 left = src_rect->left;
5105 right = src_rect->right;
5107 if (!upsidedown)
5109 top = src_surface->resource.height - src_rect->top;
5110 bottom = src_surface->resource.height - src_rect->bottom;
5112 else
5114 top = src_surface->resource.height - src_rect->bottom;
5115 bottom = src_surface->resource.height - src_rect->top;
5118 if (src_surface->flags & SFLAG_NORMCOORD)
5120 left /= src_surface->pow2Width;
5121 right /= src_surface->pow2Width;
5122 top /= src_surface->pow2Height;
5123 bottom /= src_surface->pow2Height;
5126 /* draw the source texture stretched and upside down. The correct surface is bound already */
5127 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
5128 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
5130 context_set_draw_buffer(context, drawBuffer);
5131 glReadBuffer(drawBuffer);
5133 glBegin(GL_QUADS);
5134 /* bottom left */
5135 glTexCoord2f(left, bottom);
5136 glVertex2i(0, 0);
5138 /* top left */
5139 glTexCoord2f(left, top);
5140 glVertex2i(0, dst_rect.bottom - dst_rect.top);
5142 /* top right */
5143 glTexCoord2f(right, top);
5144 glVertex2i(dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
5146 /* bottom right */
5147 glTexCoord2f(right, bottom);
5148 glVertex2i(dst_rect.right - dst_rect.left, 0);
5149 glEnd();
5150 checkGLcall("glEnd and previous");
5152 if (texture_target != dst_surface->texture_target)
5154 glDisable(texture_target);
5155 glEnable(dst_surface->texture_target);
5156 texture_target = dst_surface->texture_target;
5159 /* Now read the stretched and upside down image into the destination texture */
5160 context_bind_texture(context, texture_target, dst_surface->texture_name);
5161 glCopyTexSubImage2D(texture_target,
5163 dst_rect.left, dst_rect.top, /* xoffset, yoffset */
5164 0, 0, /* We blitted the image to the origin */
5165 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
5166 checkGLcall("glCopyTexSubImage2D");
5168 if(drawBuffer == GL_BACK) {
5169 /* Write the back buffer backup back */
5170 if(backup) {
5171 if(texture_target != GL_TEXTURE_2D) {
5172 glDisable(texture_target);
5173 glEnable(GL_TEXTURE_2D);
5174 texture_target = GL_TEXTURE_2D;
5176 context_bind_texture(context, GL_TEXTURE_2D, backup);
5178 else
5180 if (texture_target != src_surface->texture_target)
5182 glDisable(texture_target);
5183 glEnable(src_surface->texture_target);
5184 texture_target = src_surface->texture_target;
5186 context_bind_texture(context, src_surface->texture_target, src_surface->texture_name);
5189 glBegin(GL_QUADS);
5190 /* top left */
5191 glTexCoord2f(0.0f, 0.0f);
5192 glVertex2i(0, fbheight);
5194 /* bottom left */
5195 glTexCoord2f(0.0f, (float)fbheight / (float)src_surface->pow2Height);
5196 glVertex2i(0, 0);
5198 /* bottom right */
5199 glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width,
5200 (float)fbheight / (float)src_surface->pow2Height);
5201 glVertex2i(fbwidth, 0);
5203 /* top right */
5204 glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width, 0.0f);
5205 glVertex2i(fbwidth, fbheight);
5206 glEnd();
5208 glDisable(texture_target);
5209 checkGLcall("glDisable(texture_target)");
5211 /* Cleanup */
5212 if (src != src_surface->texture_name && src != backup)
5214 glDeleteTextures(1, &src);
5215 checkGLcall("glDeleteTextures(1, &src)");
5217 if(backup) {
5218 glDeleteTextures(1, &backup);
5219 checkGLcall("glDeleteTextures(1, &backup)");
5222 LEAVE_GL();
5224 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
5226 context_release(context);
5228 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
5229 * path is never entered
5231 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
5234 /* Front buffer coordinates are always full screen coordinates, but our GL
5235 * drawable is limited to the window's client area. The sysmem and texture
5236 * copies do have the full screen size. Note that GL has a bottom-left
5237 * origin, while D3D has a top-left origin. */
5238 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect)
5240 UINT drawable_height;
5242 if (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
5243 && surface == surface->container.u.swapchain->front_buffer)
5245 POINT offset = {0, 0};
5246 RECT windowsize;
5248 ScreenToClient(window, &offset);
5249 OffsetRect(rect, offset.x, offset.y);
5251 GetClientRect(window, &windowsize);
5252 drawable_height = windowsize.bottom - windowsize.top;
5254 else
5256 drawable_height = surface->resource.height;
5259 rect->top = drawable_height - rect->top;
5260 rect->bottom = drawable_height - rect->bottom;
5263 static void surface_blt_to_drawable(const struct wined3d_device *device,
5264 enum wined3d_texture_filter_type filter, BOOL color_key,
5265 struct wined3d_surface *src_surface, const RECT *src_rect_in,
5266 struct wined3d_surface *dst_surface, const RECT *dst_rect_in)
5268 struct wined3d_context *context;
5269 RECT src_rect, dst_rect;
5271 src_rect = *src_rect_in;
5272 dst_rect = *dst_rect_in;
5274 /* Make sure the surface is up-to-date. This should probably use
5275 * surface_load_location() and worry about the destination surface too,
5276 * unless we're overwriting it completely. */
5277 surface_internal_preload(src_surface, SRGB_RGB);
5279 /* Activate the destination context, set it up for blitting */
5280 context = context_acquire(device, dst_surface);
5281 context_apply_blit_state(context, device);
5283 if (!surface_is_offscreen(dst_surface))
5284 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
5286 device->blitter->set_shader(device->blit_priv, context, src_surface);
5288 ENTER_GL();
5290 if (color_key)
5292 glEnable(GL_ALPHA_TEST);
5293 checkGLcall("glEnable(GL_ALPHA_TEST)");
5295 /* When the primary render target uses P8, the alpha component
5296 * contains the palette index. Which means that the colorkey is one of
5297 * the palette entries. In other cases pixels that should be masked
5298 * away have alpha set to 0. */
5299 if (primary_render_target_is_p8(device))
5300 glAlphaFunc(GL_NOTEQUAL, (float)src_surface->src_blt_color_key.color_space_low_value / 256.0f);
5301 else
5302 glAlphaFunc(GL_NOTEQUAL, 0.0f);
5303 checkGLcall("glAlphaFunc");
5305 else
5307 glDisable(GL_ALPHA_TEST);
5308 checkGLcall("glDisable(GL_ALPHA_TEST)");
5311 draw_textured_quad(src_surface, context, &src_rect, &dst_rect, filter);
5313 if (color_key)
5315 glDisable(GL_ALPHA_TEST);
5316 checkGLcall("glDisable(GL_ALPHA_TEST)");
5319 LEAVE_GL();
5321 /* Leave the opengl state valid for blitting */
5322 device->blitter->unset_shader(context->gl_info);
5324 if (wined3d_settings.strict_draw_ordering
5325 || (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
5326 && (dst_surface->container.u.swapchain->front_buffer == dst_surface)))
5327 wglFlush(); /* Flush to ensure ordering across contexts. */
5329 context_release(context);
5332 /* Do not call while under the GL lock. */
5333 HRESULT surface_color_fill(struct wined3d_surface *s, const RECT *rect, const struct wined3d_color *color)
5335 struct wined3d_device *device = s->resource.device;
5336 const struct blit_shader *blitter;
5338 blitter = wined3d_select_blitter(&device->adapter->gl_info, WINED3D_BLIT_OP_COLOR_FILL,
5339 NULL, 0, 0, NULL, rect, s->resource.usage, s->resource.pool, s->resource.format);
5340 if (!blitter)
5342 FIXME("No blitter is capable of performing the requested color fill operation.\n");
5343 return WINED3DERR_INVALIDCALL;
5346 return blitter->color_fill(device, s, rect, color);
5349 /* Do not call while under the GL lock. */
5350 static HRESULT IWineD3DSurfaceImpl_BltOverride(struct wined3d_surface *dst_surface, const RECT *dst_rect,
5351 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags, const WINEDDBLTFX *DDBltFx,
5352 enum wined3d_texture_filter_type filter)
5354 struct wined3d_device *device = dst_surface->resource.device;
5355 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5356 struct wined3d_swapchain *srcSwapchain = NULL, *dstSwapchain = NULL;
5358 TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, blt_fx %p, filter %s.\n",
5359 dst_surface, wine_dbgstr_rect(dst_rect), src_surface, wine_dbgstr_rect(src_rect),
5360 flags, DDBltFx, debug_d3dtexturefiltertype(filter));
5362 /* Get the swapchain. One of the surfaces has to be a primary surface */
5363 if (dst_surface->resource.pool == WINED3D_POOL_SYSTEM_MEM)
5365 WARN("Destination is in sysmem, rejecting gl blt\n");
5366 return WINED3DERR_INVALIDCALL;
5369 if (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
5370 dstSwapchain = dst_surface->container.u.swapchain;
5372 if (src_surface)
5374 if (src_surface->resource.pool == WINED3D_POOL_SYSTEM_MEM)
5376 WARN("Src is in sysmem, rejecting gl blt\n");
5377 return WINED3DERR_INVALIDCALL;
5380 if (src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
5381 srcSwapchain = src_surface->container.u.swapchain;
5384 /* Early sort out of cases where no render target is used */
5385 if (!dstSwapchain && !srcSwapchain
5386 && src_surface != device->fb.render_targets[0]
5387 && dst_surface != device->fb.render_targets[0])
5389 TRACE("No surface is render target, not using hardware blit.\n");
5390 return WINED3DERR_INVALIDCALL;
5393 /* No destination color keying supported */
5394 if (flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE))
5396 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
5397 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
5398 return WINED3DERR_INVALIDCALL;
5401 if (dstSwapchain && dstSwapchain == srcSwapchain)
5403 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
5404 return WINED3DERR_INVALIDCALL;
5407 if (dstSwapchain && srcSwapchain)
5409 FIXME("Implement hardware blit between two different swapchains\n");
5410 return WINED3DERR_INVALIDCALL;
5413 if (dstSwapchain)
5415 /* Handled with regular texture -> swapchain blit */
5416 if (src_surface == device->fb.render_targets[0])
5417 TRACE("Blit from active render target to a swapchain\n");
5419 else if (srcSwapchain && dst_surface == device->fb.render_targets[0])
5421 FIXME("Implement blit from a swapchain to the active render target\n");
5422 return WINED3DERR_INVALIDCALL;
5425 if ((srcSwapchain || src_surface == device->fb.render_targets[0]) && !dstSwapchain)
5427 /* Blit from render target to texture */
5428 BOOL stretchx;
5430 /* P8 read back is not implemented */
5431 if (src_surface->resource.format->id == WINED3DFMT_P8_UINT
5432 || dst_surface->resource.format->id == WINED3DFMT_P8_UINT)
5434 TRACE("P8 read back not supported by frame buffer to texture blit\n");
5435 return WINED3DERR_INVALIDCALL;
5438 if (flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
5440 TRACE("Color keying not supported by frame buffer to texture blit\n");
5441 return WINED3DERR_INVALIDCALL;
5442 /* Destination color key is checked above */
5445 if (dst_rect->right - dst_rect->left != src_rect->right - src_rect->left)
5446 stretchx = TRUE;
5447 else
5448 stretchx = FALSE;
5450 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
5451 * flip the image nor scale it.
5453 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
5454 * -> If the app wants a image width an unscaled width, copy it line per line
5455 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
5456 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
5457 * back buffer. This is slower than reading line per line, thus not used for flipping
5458 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
5459 * pixel by pixel. */
5460 if (!stretchx || dst_rect->right - dst_rect->left > src_surface->resource.width
5461 || dst_rect->bottom - dst_rect->top > src_surface->resource.height)
5463 TRACE("No stretching in x direction, using direct framebuffer -> texture copy.\n");
5464 fb_copy_to_texture_direct(dst_surface, src_surface, src_rect, dst_rect, filter);
5466 else
5468 TRACE("Using hardware stretching to flip / stretch the texture.\n");
5469 fb_copy_to_texture_hwstretch(dst_surface, src_surface, src_rect, dst_rect, filter);
5472 if (!(dst_surface->flags & SFLAG_DONOTFREE))
5474 HeapFree(GetProcessHeap(), 0, dst_surface->resource.heapMemory);
5475 dst_surface->resource.allocatedMemory = NULL;
5476 dst_surface->resource.heapMemory = NULL;
5478 else
5480 dst_surface->flags &= ~SFLAG_INSYSMEM;
5483 return WINED3D_OK;
5485 else if (src_surface)
5487 /* Blit from offscreen surface to render target */
5488 struct wined3d_color_key old_blt_key = src_surface->src_blt_color_key;
5489 DWORD oldCKeyFlags = src_surface->CKeyFlags;
5491 TRACE("Blt from surface %p to rendertarget %p\n", src_surface, dst_surface);
5493 if (!device->blitter->blit_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
5494 src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
5495 dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
5497 FIXME("Unsupported blit operation falling back to software\n");
5498 return WINED3DERR_INVALIDCALL;
5501 /* Color keying: Check if we have to do a color keyed blt,
5502 * and if not check if a color key is activated.
5504 * Just modify the color keying parameters in the surface and restore them afterwards
5505 * The surface keeps track of the color key last used to load the opengl surface.
5506 * PreLoad will catch the change to the flags and color key and reload if necessary.
5508 if (flags & WINEDDBLT_KEYSRC)
5510 /* Use color key from surface */
5512 else if (flags & WINEDDBLT_KEYSRCOVERRIDE)
5514 /* Use color key from DDBltFx */
5515 src_surface->CKeyFlags |= WINEDDSD_CKSRCBLT;
5516 src_surface->src_blt_color_key = DDBltFx->ddckSrcColorkey;
5518 else
5520 /* Do not use color key */
5521 src_surface->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
5524 surface_blt_to_drawable(device, filter, flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE),
5525 src_surface, src_rect, dst_surface, dst_rect);
5527 /* Restore the color key parameters */
5528 src_surface->CKeyFlags = oldCKeyFlags;
5529 src_surface->src_blt_color_key = old_blt_key;
5531 surface_modify_location(dst_surface, dst_surface->draw_binding, TRUE);
5533 return WINED3D_OK;
5536 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
5537 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
5538 return WINED3DERR_INVALIDCALL;
5541 /* GL locking is done by the caller */
5542 static void surface_depth_blt(const struct wined3d_surface *surface, struct wined3d_context *context,
5543 GLuint texture, GLint x, GLint y, GLsizei w, GLsizei h, GLenum target)
5545 struct wined3d_device *device = surface->resource.device;
5546 const struct wined3d_gl_info *gl_info = context->gl_info;
5547 GLint compare_mode = GL_NONE;
5548 struct blt_info info;
5549 GLint old_binding = 0;
5550 RECT rect;
5552 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
5554 glDisable(GL_CULL_FACE);
5555 glDisable(GL_BLEND);
5556 glDisable(GL_ALPHA_TEST);
5557 glDisable(GL_SCISSOR_TEST);
5558 glDisable(GL_STENCIL_TEST);
5559 glEnable(GL_DEPTH_TEST);
5560 glDepthFunc(GL_ALWAYS);
5561 glDepthMask(GL_TRUE);
5562 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
5563 glViewport(x, y, w, h);
5564 glDepthRange(0.0, 1.0);
5566 SetRect(&rect, 0, h, w, 0);
5567 surface_get_blt_info(target, &rect, surface->pow2Width, surface->pow2Height, &info);
5568 context_active_texture(context, context->gl_info, 0);
5569 glGetIntegerv(info.binding, &old_binding);
5570 glBindTexture(info.bind_target, texture);
5571 if (gl_info->supported[ARB_SHADOW])
5573 glGetTexParameteriv(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, &compare_mode);
5574 if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
5577 device->shader_backend->shader_select_depth_blt(device->shader_priv,
5578 gl_info, info.tex_type, &surface->ds_current_size);
5580 glBegin(GL_TRIANGLE_STRIP);
5581 glTexCoord3fv(info.coords[0]);
5582 glVertex2f(-1.0f, -1.0f);
5583 glTexCoord3fv(info.coords[1]);
5584 glVertex2f(1.0f, -1.0f);
5585 glTexCoord3fv(info.coords[2]);
5586 glVertex2f(-1.0f, 1.0f);
5587 glTexCoord3fv(info.coords[3]);
5588 glVertex2f(1.0f, 1.0f);
5589 glEnd();
5591 if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, compare_mode);
5592 glBindTexture(info.bind_target, old_binding);
5594 glPopAttrib();
5596 device->shader_backend->shader_deselect_depth_blt(device->shader_priv, gl_info);
5599 void surface_modify_ds_location(struct wined3d_surface *surface,
5600 DWORD location, UINT w, UINT h)
5602 TRACE("surface %p, new location %#x, w %u, h %u.\n", surface, location, w, h);
5604 if (location & ~(SFLAG_LOCATIONS | SFLAG_DISCARDED))
5605 FIXME("Invalid location (%#x) specified.\n", location);
5607 if (((surface->flags & SFLAG_INTEXTURE) && !(location & SFLAG_INTEXTURE))
5608 || (!(surface->flags & SFLAG_INTEXTURE) && (location & SFLAG_INTEXTURE)))
5610 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
5612 TRACE("Passing to container.\n");
5613 wined3d_texture_set_dirty(surface->container.u.texture, TRUE);
5617 surface->ds_current_size.cx = w;
5618 surface->ds_current_size.cy = h;
5619 surface->flags &= ~(SFLAG_LOCATIONS | SFLAG_DISCARDED);
5620 surface->flags |= location;
5623 /* Context activation is done by the caller. */
5624 void surface_load_ds_location(struct wined3d_surface *surface, struct wined3d_context *context, DWORD location)
5626 struct wined3d_device *device = surface->resource.device;
5627 GLsizei w, h;
5629 TRACE("surface %p, new location %#x.\n", surface, location);
5631 /* TODO: Make this work for modes other than FBO */
5632 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
5634 if (!(surface->flags & location))
5636 w = surface->ds_current_size.cx;
5637 h = surface->ds_current_size.cy;
5638 surface->ds_current_size.cx = 0;
5639 surface->ds_current_size.cy = 0;
5641 else
5643 w = surface->resource.width;
5644 h = surface->resource.height;
5647 if (surface->ds_current_size.cx == surface->resource.width
5648 && surface->ds_current_size.cy == surface->resource.height)
5650 TRACE("Location (%#x) is already up to date.\n", location);
5651 return;
5654 if (surface->current_renderbuffer)
5656 FIXME("Not supported with fixed up depth stencil.\n");
5657 return;
5660 if (surface->flags & SFLAG_DISCARDED)
5662 TRACE("Surface was discarded, no need copy data.\n");
5663 switch (location)
5665 case SFLAG_INTEXTURE:
5666 surface_prepare_texture(surface, context, FALSE);
5667 break;
5668 case SFLAG_INRB_MULTISAMPLE:
5669 surface_prepare_rb(surface, context->gl_info, TRUE);
5670 break;
5671 case SFLAG_INDRAWABLE:
5672 /* Nothing to do */
5673 break;
5674 default:
5675 FIXME("Unhandled location %#x\n", location);
5677 surface->flags &= ~SFLAG_DISCARDED;
5678 surface->flags |= location;
5679 surface->ds_current_size.cx = surface->resource.width;
5680 surface->ds_current_size.cy = surface->resource.height;
5681 return;
5684 if (!(surface->flags & SFLAG_LOCATIONS))
5686 FIXME("No up to date depth stencil location.\n");
5687 surface->flags |= location;
5688 surface->ds_current_size.cx = surface->resource.width;
5689 surface->ds_current_size.cy = surface->resource.height;
5690 return;
5693 if (location == SFLAG_INTEXTURE)
5695 GLint old_binding = 0;
5696 GLenum bind_target;
5698 /* The render target is allowed to be smaller than the depth/stencil
5699 * buffer, so the onscreen depth/stencil buffer is potentially smaller
5700 * than the offscreen surface. Don't overwrite the offscreen surface
5701 * with undefined data. */
5702 w = min(w, context->swapchain->desc.backbuffer_width);
5703 h = min(h, context->swapchain->desc.backbuffer_height);
5705 TRACE("Copying onscreen depth buffer to depth texture.\n");
5707 ENTER_GL();
5709 if (!device->depth_blt_texture)
5711 glGenTextures(1, &device->depth_blt_texture);
5714 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
5715 * directly on the FBO texture. That's because we need to flip. */
5716 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER,
5717 context->swapchain->front_buffer, NULL, SFLAG_INDRAWABLE);
5718 if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
5720 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
5721 bind_target = GL_TEXTURE_RECTANGLE_ARB;
5723 else
5725 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
5726 bind_target = GL_TEXTURE_2D;
5728 glBindTexture(bind_target, device->depth_blt_texture);
5729 /* We use GL_DEPTH_COMPONENT instead of the surface's specific
5730 * internal format, because the internal format might include stencil
5731 * data. In principle we should copy stencil data as well, but unless
5732 * the driver supports stencil export it's hard to do, and doesn't
5733 * seem to be needed in practice. If the hardware doesn't support
5734 * writing stencil data, the glCopyTexImage2D() call might trigger
5735 * software fallbacks. */
5736 glCopyTexImage2D(bind_target, 0, GL_DEPTH_COMPONENT, 0, 0, w, h, 0);
5737 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
5738 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
5739 glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
5740 glTexParameteri(bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
5741 glTexParameteri(bind_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
5742 glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
5743 glBindTexture(bind_target, old_binding);
5745 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER,
5746 NULL, surface, SFLAG_INTEXTURE);
5747 context_set_draw_buffer(context, GL_NONE);
5748 glReadBuffer(GL_NONE);
5750 /* Do the actual blit */
5751 surface_depth_blt(surface, context, device->depth_blt_texture, 0, 0, w, h, bind_target);
5752 checkGLcall("depth_blt");
5754 context_invalidate_state(context, STATE_FRAMEBUFFER);
5756 LEAVE_GL();
5758 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
5760 else if (location == SFLAG_INDRAWABLE)
5762 TRACE("Copying depth texture to onscreen depth buffer.\n");
5764 ENTER_GL();
5766 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER,
5767 context->swapchain->front_buffer, NULL, SFLAG_INDRAWABLE);
5768 surface_depth_blt(surface, context, surface->texture_name,
5769 0, surface->pow2Height - h, w, h, surface->texture_target);
5770 checkGLcall("depth_blt");
5772 context_invalidate_state(context, STATE_FRAMEBUFFER);
5774 LEAVE_GL();
5776 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
5778 else
5780 ERR("Invalid location (%#x) specified.\n", location);
5783 surface->flags |= location;
5784 surface->ds_current_size.cx = surface->resource.width;
5785 surface->ds_current_size.cy = surface->resource.height;
5788 void surface_modify_location(struct wined3d_surface *surface, DWORD location, BOOL persistent)
5790 const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
5791 struct wined3d_surface *overlay;
5793 TRACE("surface %p, location %s, persistent %#x.\n",
5794 surface, debug_surflocation(location), persistent);
5796 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && surface_is_offscreen(surface)
5797 && !(surface->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
5798 && (location & SFLAG_INDRAWABLE))
5799 ERR("Trying to invalidate the SFLAG_INDRAWABLE location of an offscreen surface.\n");
5801 if (location & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)
5802 && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
5803 location |= (SFLAG_INTEXTURE | SFLAG_INSRGBTEX);
5805 if (persistent)
5807 if (((surface->flags & SFLAG_INTEXTURE) && !(location & SFLAG_INTEXTURE))
5808 || ((surface->flags & SFLAG_INSRGBTEX) && !(location & SFLAG_INSRGBTEX)))
5810 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
5812 TRACE("Passing to container.\n");
5813 wined3d_texture_set_dirty(surface->container.u.texture, TRUE);
5816 surface->flags &= ~SFLAG_LOCATIONS;
5817 surface->flags |= location;
5819 /* Redraw emulated overlays, if any */
5820 if (location & SFLAG_INDRAWABLE && !list_empty(&surface->overlays))
5822 LIST_FOR_EACH_ENTRY(overlay, &surface->overlays, struct wined3d_surface, overlay_entry)
5824 surface_draw_overlay(overlay);
5828 else
5830 if ((surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (location & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)))
5832 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
5834 TRACE("Passing to container\n");
5835 wined3d_texture_set_dirty(surface->container.u.texture, TRUE);
5838 surface->flags &= ~location;
5841 if (!(surface->flags & SFLAG_LOCATIONS))
5843 ERR("Surface %p does not have any up to date location.\n", surface);
5847 static DWORD resource_access_from_location(DWORD location)
5849 switch (location)
5851 case SFLAG_INSYSMEM:
5852 return WINED3D_RESOURCE_ACCESS_CPU;
5854 case SFLAG_INDRAWABLE:
5855 case SFLAG_INSRGBTEX:
5856 case SFLAG_INTEXTURE:
5857 case SFLAG_INRB_MULTISAMPLE:
5858 case SFLAG_INRB_RESOLVED:
5859 return WINED3D_RESOURCE_ACCESS_GPU;
5861 default:
5862 FIXME("Unhandled location %#x.\n", location);
5863 return 0;
5867 static void surface_load_sysmem(struct wined3d_surface *surface,
5868 const struct wined3d_gl_info *gl_info, const RECT *rect)
5870 surface_prepare_system_memory(surface);
5872 if (surface->flags & (SFLAG_INRB_MULTISAMPLE | SFLAG_INRB_RESOLVED))
5873 surface_load_location(surface, SFLAG_INTEXTURE, NULL);
5875 /* Download the surface to system memory. */
5876 if (surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))
5878 struct wined3d_device *device = surface->resource.device;
5879 struct wined3d_context *context;
5881 /* TODO: Use already acquired context when possible. */
5882 context = context_acquire(device, NULL);
5884 surface_bind_and_dirtify(surface, context, !(surface->flags & SFLAG_INTEXTURE));
5885 surface_download_data(surface, gl_info);
5887 context_release(context);
5889 return;
5892 if (surface->flags & SFLAG_INDRAWABLE)
5894 read_from_framebuffer(surface, rect, surface->resource.allocatedMemory,
5895 wined3d_surface_get_pitch(surface));
5896 return;
5899 FIXME("Can't load surface %p with location flags %#x into sysmem.\n",
5900 surface, surface->flags & SFLAG_LOCATIONS);
5903 static HRESULT surface_load_drawable(struct wined3d_surface *surface,
5904 const struct wined3d_gl_info *gl_info, const RECT *rect)
5906 struct wined3d_device *device = surface->resource.device;
5907 enum wined3d_conversion_type convert;
5908 struct wined3d_format format;
5909 UINT byte_count;
5910 BYTE *mem;
5912 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && surface_is_offscreen(surface))
5914 ERR("Trying to load offscreen surface into SFLAG_INDRAWABLE.\n");
5915 return WINED3DERR_INVALIDCALL;
5918 if (wined3d_settings.rendertargetlock_mode == RTL_READTEX)
5919 surface_load_location(surface, SFLAG_INTEXTURE, NULL);
5921 if (surface->flags & SFLAG_INTEXTURE)
5923 RECT r;
5925 surface_get_rect(surface, rect, &r);
5926 surface_blt_to_drawable(device, WINED3D_TEXF_POINT, FALSE, surface, &r, surface, &r);
5928 return WINED3D_OK;
5931 if ((surface->flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX)
5933 /* This needs colorspace conversion from sRGB to RGB. We take the slow
5934 * path through sysmem. */
5935 surface_load_location(surface, SFLAG_INSYSMEM, rect);
5938 d3dfmt_get_conv(surface, FALSE, FALSE, &format, &convert);
5940 /* Don't use PBOs for converted surfaces. During PBO conversion we look at
5941 * SFLAG_CONVERTED but it isn't set (yet) in all cases where it is getting
5942 * called. */
5943 if ((convert != WINED3D_CT_NONE) && (surface->flags & SFLAG_PBO))
5945 struct wined3d_context *context;
5947 TRACE("Removing the pbo attached to surface %p.\n", surface);
5949 /* TODO: Use already acquired context when possible. */
5950 context = context_acquire(device, NULL);
5952 surface_remove_pbo(surface, gl_info);
5954 context_release(context);
5957 if ((convert != WINED3D_CT_NONE) && surface->resource.allocatedMemory)
5959 UINT height = surface->resource.height;
5960 UINT width = surface->resource.width;
5961 UINT src_pitch, dst_pitch;
5963 byte_count = format.conv_byte_count;
5964 src_pitch = wined3d_surface_get_pitch(surface);
5966 /* Stick to the alignment for the converted surface too, makes it
5967 * easier to load the surface. */
5968 dst_pitch = width * byte_count;
5969 dst_pitch = (dst_pitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
5971 if (!(mem = HeapAlloc(GetProcessHeap(), 0, dst_pitch * height)))
5973 ERR("Out of memory (%u).\n", dst_pitch * height);
5974 return E_OUTOFMEMORY;
5977 d3dfmt_convert_surface(surface->resource.allocatedMemory, mem,
5978 src_pitch, width, height, dst_pitch, convert, surface);
5980 surface->flags |= SFLAG_CONVERTED;
5982 else
5984 surface->flags &= ~SFLAG_CONVERTED;
5985 mem = surface->resource.allocatedMemory;
5986 byte_count = format.byte_count;
5989 flush_to_framebuffer_drawpixels(surface, rect, format.glFormat, format.glType, byte_count, mem);
5991 /* Don't delete PBO memory. */
5992 if ((mem != surface->resource.allocatedMemory) && !(surface->flags & SFLAG_PBO))
5993 HeapFree(GetProcessHeap(), 0, mem);
5995 return WINED3D_OK;
5998 static HRESULT surface_load_texture(struct wined3d_surface *surface,
5999 const struct wined3d_gl_info *gl_info, const RECT *rect, BOOL srgb)
6001 RECT src_rect = {0, 0, surface->resource.width, surface->resource.height};
6002 struct wined3d_device *device = surface->resource.device;
6003 enum wined3d_conversion_type convert;
6004 struct wined3d_context *context;
6005 UINT width, src_pitch, dst_pitch;
6006 struct wined3d_bo_address data;
6007 struct wined3d_format format;
6008 POINT dst_point = {0, 0};
6009 BYTE *mem;
6011 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
6012 && surface_is_offscreen(surface)
6013 && (surface->flags & SFLAG_INDRAWABLE))
6015 surface_load_fb_texture(surface, srgb);
6017 return WINED3D_OK;
6020 if (surface->flags & (SFLAG_INSRGBTEX | SFLAG_INTEXTURE)
6021 && (surface->resource.format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB)
6022 && fbo_blit_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
6023 NULL, surface->resource.usage, surface->resource.pool, surface->resource.format,
6024 NULL, surface->resource.usage, surface->resource.pool, surface->resource.format))
6026 if (srgb)
6027 surface_blt_fbo(device, WINED3D_TEXF_POINT, surface, SFLAG_INTEXTURE,
6028 &src_rect, surface, SFLAG_INSRGBTEX, &src_rect);
6029 else
6030 surface_blt_fbo(device, WINED3D_TEXF_POINT, surface, SFLAG_INSRGBTEX,
6031 &src_rect, surface, SFLAG_INTEXTURE, &src_rect);
6033 return WINED3D_OK;
6036 if (surface->flags & (SFLAG_INRB_MULTISAMPLE | SFLAG_INRB_RESOLVED)
6037 && (!srgb || (surface->resource.format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB))
6038 && fbo_blit_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
6039 NULL, surface->resource.usage, surface->resource.pool, surface->resource.format,
6040 NULL, surface->resource.usage, surface->resource.pool, surface->resource.format))
6042 DWORD src_location = surface->flags & SFLAG_INRB_RESOLVED ? SFLAG_INRB_RESOLVED : SFLAG_INRB_MULTISAMPLE;
6043 DWORD dst_location = srgb ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE;
6044 RECT rect = {0, 0, surface->resource.width, surface->resource.height};
6046 surface_blt_fbo(device, WINED3D_TEXF_POINT, surface, src_location,
6047 &rect, surface, dst_location, &rect);
6049 return WINED3D_OK;
6052 /* Upload from system memory */
6054 d3dfmt_get_conv(surface, TRUE /* We need color keying */,
6055 TRUE /* We will use textures */, &format, &convert);
6057 if (srgb)
6059 if ((surface->flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE)
6061 /* Performance warning... */
6062 FIXME("Downloading RGB surface %p to reload it as sRGB.\n", surface);
6063 surface_load_location(surface, SFLAG_INSYSMEM, rect);
6066 else
6068 if ((surface->flags & (SFLAG_INSRGBTEX | SFLAG_INSYSMEM)) == SFLAG_INSRGBTEX)
6070 /* Performance warning... */
6071 FIXME("Downloading sRGB surface %p to reload it as RGB.\n", surface);
6072 surface_load_location(surface, SFLAG_INSYSMEM, rect);
6076 if (!(surface->flags & SFLAG_INSYSMEM))
6078 WARN("Trying to load a texture from sysmem, but SFLAG_INSYSMEM is not set.\n");
6079 /* Lets hope we get it from somewhere... */
6080 surface_load_location(surface, SFLAG_INSYSMEM, rect);
6083 /* TODO: Use already acquired context when possible. */
6084 context = context_acquire(device, NULL);
6086 surface_prepare_texture(surface, context, srgb);
6087 surface_bind_and_dirtify(surface, context, srgb);
6089 if (surface->CKeyFlags & WINEDDSD_CKSRCBLT)
6091 surface->flags |= SFLAG_GLCKEY;
6092 surface->gl_color_key = surface->src_blt_color_key;
6094 else surface->flags &= ~SFLAG_GLCKEY;
6096 width = surface->resource.width;
6097 src_pitch = wined3d_surface_get_pitch(surface);
6099 /* Don't use PBOs for converted surfaces. During PBO conversion we look at
6100 * SFLAG_CONVERTED but it isn't set (yet) in all cases it is getting
6101 * called. */
6102 if ((convert != WINED3D_CT_NONE || format.convert) && (surface->flags & SFLAG_PBO))
6104 TRACE("Removing the pbo attached to surface %p.\n", surface);
6105 surface_remove_pbo(surface, gl_info);
6108 if (format.convert)
6110 /* This code is entered for texture formats which need a fixup. */
6111 UINT height = surface->resource.height;
6113 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
6114 dst_pitch = width * format.conv_byte_count;
6115 dst_pitch = (dst_pitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
6117 if (!(mem = HeapAlloc(GetProcessHeap(), 0, dst_pitch * height)))
6119 ERR("Out of memory (%u).\n", dst_pitch * height);
6120 context_release(context);
6121 return E_OUTOFMEMORY;
6123 format.convert(surface->resource.allocatedMemory, mem, src_pitch, width, height);
6124 format.byte_count = format.conv_byte_count;
6125 src_pitch = dst_pitch;
6127 else if (convert != WINED3D_CT_NONE && surface->resource.allocatedMemory)
6129 /* This code is only entered for color keying fixups */
6130 UINT height = surface->resource.height;
6132 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
6133 dst_pitch = width * format.conv_byte_count;
6134 dst_pitch = (dst_pitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
6136 if (!(mem = HeapAlloc(GetProcessHeap(), 0, dst_pitch * height)))
6138 ERR("Out of memory (%u).\n", dst_pitch * height);
6139 context_release(context);
6140 return E_OUTOFMEMORY;
6142 d3dfmt_convert_surface(surface->resource.allocatedMemory, mem, src_pitch,
6143 width, height, dst_pitch, convert, surface);
6144 format.byte_count = format.conv_byte_count;
6145 src_pitch = dst_pitch;
6147 else
6149 mem = surface->resource.allocatedMemory;
6152 data.buffer_object = surface->flags & SFLAG_PBO ? surface->pbo : 0;
6153 data.addr = mem;
6154 surface_upload_data(surface, gl_info, &format, &src_rect, src_pitch, &dst_point, srgb, &data);
6156 context_release(context);
6158 /* Don't delete PBO memory. */
6159 if ((mem != surface->resource.allocatedMemory) && !(surface->flags & SFLAG_PBO))
6160 HeapFree(GetProcessHeap(), 0, mem);
6162 return WINED3D_OK;
6165 static void surface_multisample_resolve(struct wined3d_surface *surface)
6167 RECT rect = {0, 0, surface->resource.width, surface->resource.height};
6169 if (!(surface->flags & SFLAG_INRB_MULTISAMPLE))
6170 ERR("Trying to resolve multisampled surface %p, but location SFLAG_INRB_MULTISAMPLE not current.\n", surface);
6172 surface_blt_fbo(surface->resource.device, WINED3D_TEXF_POINT,
6173 surface, SFLAG_INRB_MULTISAMPLE, &rect, surface, SFLAG_INRB_RESOLVED, &rect);
6176 HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location, const RECT *rect)
6178 struct wined3d_device *device = surface->resource.device;
6179 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6180 HRESULT hr;
6182 TRACE("surface %p, location %s, rect %s.\n", surface, debug_surflocation(location), wine_dbgstr_rect(rect));
6184 if (surface->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
6186 if (location == SFLAG_INTEXTURE)
6188 struct wined3d_context *context = context_acquire(device, NULL);
6189 surface_load_ds_location(surface, context, location);
6190 context_release(context);
6191 return WINED3D_OK;
6193 else
6195 FIXME("Unimplemented location %s for depth/stencil buffers.\n", debug_surflocation(location));
6196 return WINED3DERR_INVALIDCALL;
6200 if (location == SFLAG_INSRGBTEX && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
6201 location = SFLAG_INTEXTURE;
6203 if (surface->flags & location)
6205 TRACE("Location already up to date.\n");
6207 if (location == SFLAG_INSYSMEM && !(surface->flags & SFLAG_PBO)
6208 && surface_need_pbo(surface, gl_info))
6209 surface_load_pbo(surface, gl_info);
6211 return WINED3D_OK;
6214 if (WARN_ON(d3d_surface))
6216 DWORD required_access = resource_access_from_location(location);
6217 if ((surface->resource.access_flags & required_access) != required_access)
6218 WARN("Operation requires %#x access, but surface only has %#x.\n",
6219 required_access, surface->resource.access_flags);
6222 if (!(surface->flags & SFLAG_LOCATIONS))
6224 ERR("Surface %p does not have any up to date location.\n", surface);
6225 surface->flags |= SFLAG_LOST;
6226 return WINED3DERR_DEVICELOST;
6229 switch (location)
6231 case SFLAG_INSYSMEM:
6232 surface_load_sysmem(surface, gl_info, rect);
6233 break;
6235 case SFLAG_INDRAWABLE:
6236 if (FAILED(hr = surface_load_drawable(surface, gl_info, rect)))
6237 return hr;
6238 break;
6240 case SFLAG_INRB_RESOLVED:
6241 surface_multisample_resolve(surface);
6242 break;
6244 case SFLAG_INTEXTURE:
6245 case SFLAG_INSRGBTEX:
6246 if (FAILED(hr = surface_load_texture(surface, gl_info, rect, location == SFLAG_INSRGBTEX)))
6247 return hr;
6248 break;
6250 default:
6251 ERR("Don't know how to handle location %#x.\n", location);
6252 break;
6255 if (!rect)
6257 surface->flags |= location;
6259 if (location != SFLAG_INSYSMEM && (surface->flags & SFLAG_INSYSMEM))
6260 surface_evict_sysmem(surface);
6263 if (surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)
6264 && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
6266 surface->flags |= (SFLAG_INTEXTURE | SFLAG_INSRGBTEX);
6269 return WINED3D_OK;
6272 BOOL surface_is_offscreen(const struct wined3d_surface *surface)
6274 struct wined3d_swapchain *swapchain = surface->container.u.swapchain;
6276 /* Not on a swapchain - must be offscreen */
6277 if (surface->container.type != WINED3D_CONTAINER_SWAPCHAIN) return TRUE;
6279 /* The front buffer is always onscreen */
6280 if (surface == swapchain->front_buffer) return FALSE;
6282 /* If the swapchain is rendered to an FBO, the backbuffer is
6283 * offscreen, otherwise onscreen */
6284 return swapchain->render_to_fbo;
6287 static HRESULT ffp_blit_alloc(struct wined3d_device *device) { return WINED3D_OK; }
6288 /* Context activation is done by the caller. */
6289 static void ffp_blit_free(struct wined3d_device *device) { }
6291 /* This function is used in case of 8bit paletted textures using GL_EXT_paletted_texture */
6292 /* Context activation is done by the caller. */
6293 static void ffp_blit_p8_upload_palette(const struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info)
6295 BYTE table[256][4];
6296 BOOL colorkey_active = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE;
6298 d3dfmt_p8_init_palette(surface, table, colorkey_active);
6300 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
6301 ENTER_GL();
6302 GL_EXTCALL(glColorTableEXT(surface->texture_target, GL_RGBA, 256, GL_RGBA, GL_UNSIGNED_BYTE, table));
6303 LEAVE_GL();
6306 /* Context activation is done by the caller. */
6307 static HRESULT ffp_blit_set(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface)
6309 enum complex_fixup fixup = get_complex_fixup(surface->resource.format->color_fixup);
6311 /* When EXT_PALETTED_TEXTURE is around, palette conversion is done by the GPU
6312 * else the surface is converted in software at upload time in LoadLocation.
6314 if (!(surface->flags & SFLAG_CONVERTED) && fixup == COMPLEX_FIXUP_P8
6315 && context->gl_info->supported[EXT_PALETTED_TEXTURE])
6316 ffp_blit_p8_upload_palette(surface, context->gl_info);
6318 ENTER_GL();
6319 glEnable(surface->texture_target);
6320 checkGLcall("glEnable(surface->texture_target)");
6321 LEAVE_GL();
6322 return WINED3D_OK;
6325 /* Context activation is done by the caller. */
6326 static void ffp_blit_unset(const struct wined3d_gl_info *gl_info)
6328 ENTER_GL();
6329 glDisable(GL_TEXTURE_2D);
6330 checkGLcall("glDisable(GL_TEXTURE_2D)");
6331 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
6333 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
6334 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
6336 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
6338 glDisable(GL_TEXTURE_RECTANGLE_ARB);
6339 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
6341 LEAVE_GL();
6344 static BOOL ffp_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
6345 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
6346 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
6348 enum complex_fixup src_fixup;
6350 switch (blit_op)
6352 case WINED3D_BLIT_OP_COLOR_BLIT:
6353 if (src_pool == WINED3D_POOL_SYSTEM_MEM || dst_pool == WINED3D_POOL_SYSTEM_MEM)
6354 return FALSE;
6356 src_fixup = get_complex_fixup(src_format->color_fixup);
6357 if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
6359 TRACE("Checking support for fixup:\n");
6360 dump_color_fixup_desc(src_format->color_fixup);
6363 if (!is_identity_fixup(dst_format->color_fixup))
6365 TRACE("Destination fixups are not supported\n");
6366 return FALSE;
6369 if (src_fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
6371 TRACE("P8 fixup supported\n");
6372 return TRUE;
6375 /* We only support identity conversions. */
6376 if (is_identity_fixup(src_format->color_fixup))
6378 TRACE("[OK]\n");
6379 return TRUE;
6382 TRACE("[FAILED]\n");
6383 return FALSE;
6385 case WINED3D_BLIT_OP_COLOR_FILL:
6386 if (dst_pool == WINED3D_POOL_SYSTEM_MEM)
6387 return FALSE;
6389 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
6391 if (!((dst_format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (dst_usage & WINED3DUSAGE_RENDERTARGET)))
6392 return FALSE;
6394 else if (!(dst_usage & WINED3DUSAGE_RENDERTARGET))
6396 TRACE("Color fill not supported\n");
6397 return FALSE;
6400 /* FIXME: We should reject color fills on formats with fixups,
6401 * but this would break P8 color fills for example. */
6403 return TRUE;
6405 case WINED3D_BLIT_OP_DEPTH_FILL:
6406 return TRUE;
6408 default:
6409 TRACE("Unsupported blit_op=%d\n", blit_op);
6410 return FALSE;
6414 /* Do not call while under the GL lock. */
6415 static HRESULT ffp_blit_color_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface,
6416 const RECT *dst_rect, const struct wined3d_color *color)
6418 const RECT draw_rect = {0, 0, dst_surface->resource.width, dst_surface->resource.height};
6419 struct wined3d_fb_state fb = {&dst_surface, NULL};
6421 return device_clear_render_targets(device, 1, &fb,
6422 1, dst_rect, &draw_rect, WINED3DCLEAR_TARGET, color, 0.0f, 0);
6425 /* Do not call while under the GL lock. */
6426 static HRESULT ffp_blit_depth_fill(struct wined3d_device *device,
6427 struct wined3d_surface *surface, const RECT *rect, float depth)
6429 const RECT draw_rect = {0, 0, surface->resource.width, surface->resource.height};
6430 struct wined3d_fb_state fb = {NULL, surface};
6432 return device_clear_render_targets(device, 0, &fb,
6433 1, rect, &draw_rect, WINED3DCLEAR_ZBUFFER, 0, depth, 0);
6436 const struct blit_shader ffp_blit = {
6437 ffp_blit_alloc,
6438 ffp_blit_free,
6439 ffp_blit_set,
6440 ffp_blit_unset,
6441 ffp_blit_supported,
6442 ffp_blit_color_fill,
6443 ffp_blit_depth_fill,
6446 static HRESULT cpu_blit_alloc(struct wined3d_device *device)
6448 return WINED3D_OK;
6451 /* Context activation is done by the caller. */
6452 static void cpu_blit_free(struct wined3d_device *device)
6456 /* Context activation is done by the caller. */
6457 static HRESULT cpu_blit_set(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface)
6459 return WINED3D_OK;
6462 /* Context activation is done by the caller. */
6463 static void cpu_blit_unset(const struct wined3d_gl_info *gl_info)
6467 static BOOL cpu_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
6468 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
6469 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
6471 if (blit_op == WINED3D_BLIT_OP_COLOR_FILL)
6473 return TRUE;
6476 return FALSE;
6479 static HRESULT surface_cpu_blt_compressed(const BYTE *src_data, BYTE *dst_data,
6480 UINT src_pitch, UINT dst_pitch, UINT update_w, UINT update_h,
6481 const struct wined3d_format *format, DWORD flags, const WINEDDBLTFX *fx)
6483 UINT row_block_count;
6484 const BYTE *src_row;
6485 BYTE *dst_row;
6486 UINT x, y;
6488 src_row = src_data;
6489 dst_row = dst_data;
6491 row_block_count = (update_w + format->block_width - 1) / format->block_width;
6493 if (!flags)
6495 for (y = 0; y < update_h; y += format->block_height)
6497 memcpy(dst_row, src_row, row_block_count * format->block_byte_count);
6498 src_row += src_pitch;
6499 dst_row += dst_pitch;
6502 return WINED3D_OK;
6505 if (flags == WINEDDBLT_DDFX && fx->dwDDFX == WINEDDBLTFX_MIRRORUPDOWN)
6507 src_row += (((update_h / format->block_height) - 1) * src_pitch);
6509 switch (format->id)
6511 case WINED3DFMT_DXT1:
6512 for (y = 0; y < update_h; y += format->block_height)
6514 struct block
6516 WORD color[2];
6517 BYTE control_row[4];
6520 const struct block *s = (const struct block *)src_row;
6521 struct block *d = (struct block *)dst_row;
6523 for (x = 0; x < row_block_count; ++x)
6525 d[x].color[0] = s[x].color[0];
6526 d[x].color[1] = s[x].color[1];
6527 d[x].control_row[0] = s[x].control_row[3];
6528 d[x].control_row[1] = s[x].control_row[2];
6529 d[x].control_row[2] = s[x].control_row[1];
6530 d[x].control_row[3] = s[x].control_row[0];
6532 src_row -= src_pitch;
6533 dst_row += dst_pitch;
6535 return WINED3D_OK;
6537 case WINED3DFMT_DXT3:
6538 for (y = 0; y < update_h; y += format->block_height)
6540 struct block
6542 WORD alpha_row[4];
6543 WORD color[2];
6544 BYTE control_row[4];
6547 const struct block *s = (const struct block *)src_row;
6548 struct block *d = (struct block *)dst_row;
6550 for (x = 0; x < row_block_count; ++x)
6552 d[x].alpha_row[0] = s[x].alpha_row[3];
6553 d[x].alpha_row[1] = s[x].alpha_row[2];
6554 d[x].alpha_row[2] = s[x].alpha_row[1];
6555 d[x].alpha_row[3] = s[x].alpha_row[0];
6556 d[x].color[0] = s[x].color[0];
6557 d[x].color[1] = s[x].color[1];
6558 d[x].control_row[0] = s[x].control_row[3];
6559 d[x].control_row[1] = s[x].control_row[2];
6560 d[x].control_row[2] = s[x].control_row[1];
6561 d[x].control_row[3] = s[x].control_row[0];
6563 src_row -= src_pitch;
6564 dst_row += dst_pitch;
6566 return WINED3D_OK;
6568 default:
6569 FIXME("Compressed flip not implemented for format %s.\n",
6570 debug_d3dformat(format->id));
6571 return E_NOTIMPL;
6575 FIXME("Unsupported blit on compressed surface (format %s, flags %#x, DDFX %#x).\n",
6576 debug_d3dformat(format->id), flags, flags & WINEDDBLT_DDFX ? fx->dwDDFX : 0);
6578 return E_NOTIMPL;
6581 static HRESULT surface_cpu_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect,
6582 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
6583 const WINEDDBLTFX *fx, enum wined3d_texture_filter_type filter)
6585 int bpp, srcheight, srcwidth, dstheight, dstwidth, width;
6586 const struct wined3d_format *src_format, *dst_format;
6587 struct wined3d_surface *orig_src = src_surface;
6588 struct wined3d_mapped_rect dst_map, src_map;
6589 HRESULT hr = WINED3D_OK;
6590 const BYTE *sbuf;
6591 RECT xdst,xsrc;
6592 BYTE *dbuf;
6593 int x, y;
6595 TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
6596 dst_surface, wine_dbgstr_rect(dst_rect), src_surface, wine_dbgstr_rect(src_rect),
6597 flags, fx, debug_d3dtexturefiltertype(filter));
6599 xsrc = *src_rect;
6601 if (!src_surface)
6603 RECT full_rect;
6605 full_rect.left = 0;
6606 full_rect.top = 0;
6607 full_rect.right = dst_surface->resource.width;
6608 full_rect.bottom = dst_surface->resource.height;
6609 IntersectRect(&xdst, &full_rect, dst_rect);
6611 else
6613 BOOL clip_horiz, clip_vert;
6615 xdst = *dst_rect;
6616 clip_horiz = xdst.left < 0 || xdst.right > (int)dst_surface->resource.width;
6617 clip_vert = xdst.top < 0 || xdst.bottom > (int)dst_surface->resource.height;
6619 if (clip_vert || clip_horiz)
6621 /* Now check if this is a special case or not... */
6622 if ((flags & WINEDDBLT_DDFX)
6623 || (clip_horiz && xdst.right - xdst.left != xsrc.right - xsrc.left)
6624 || (clip_vert && xdst.bottom - xdst.top != xsrc.bottom - xsrc.top))
6626 WARN("Out of screen rectangle in special case. Not handled right now.\n");
6627 return WINED3D_OK;
6630 if (clip_horiz)
6632 if (xdst.left < 0)
6634 xsrc.left -= xdst.left;
6635 xdst.left = 0;
6637 if (xdst.right > dst_surface->resource.width)
6639 xsrc.right -= (xdst.right - (int)dst_surface->resource.width);
6640 xdst.right = (int)dst_surface->resource.width;
6644 if (clip_vert)
6646 if (xdst.top < 0)
6648 xsrc.top -= xdst.top;
6649 xdst.top = 0;
6651 if (xdst.bottom > dst_surface->resource.height)
6653 xsrc.bottom -= (xdst.bottom - (int)dst_surface->resource.height);
6654 xdst.bottom = (int)dst_surface->resource.height;
6658 /* And check if after clipping something is still to be done... */
6659 if ((xdst.right <= 0) || (xdst.bottom <= 0)
6660 || (xdst.left >= (int)dst_surface->resource.width)
6661 || (xdst.top >= (int)dst_surface->resource.height)
6662 || (xsrc.right <= 0) || (xsrc.bottom <= 0)
6663 || (xsrc.left >= (int)src_surface->resource.width)
6664 || (xsrc.top >= (int)src_surface->resource.height))
6666 TRACE("Nothing to be done after clipping.\n");
6667 return WINED3D_OK;
6672 if (src_surface == dst_surface)
6674 wined3d_surface_map(dst_surface, &dst_map, NULL, 0);
6675 src_map = dst_map;
6676 src_format = dst_surface->resource.format;
6677 dst_format = src_format;
6679 else
6681 dst_format = dst_surface->resource.format;
6682 if (src_surface)
6684 if (dst_surface->resource.format->id != src_surface->resource.format->id)
6686 src_surface = surface_convert_format(src_surface, dst_format->id);
6687 if (!src_surface)
6689 /* The conv function writes a FIXME */
6690 WARN("Cannot convert source surface format to dest format.\n");
6691 goto release;
6694 wined3d_surface_map(src_surface, &src_map, NULL, WINED3DLOCK_READONLY);
6695 src_format = src_surface->resource.format;
6697 else
6699 src_format = dst_format;
6701 if (dst_rect)
6702 wined3d_surface_map(dst_surface, &dst_map, &xdst, 0);
6703 else
6704 wined3d_surface_map(dst_surface, &dst_map, NULL, 0);
6707 bpp = dst_surface->resource.format->byte_count;
6708 srcheight = xsrc.bottom - xsrc.top;
6709 srcwidth = xsrc.right - xsrc.left;
6710 dstheight = xdst.bottom - xdst.top;
6711 dstwidth = xdst.right - xdst.left;
6712 width = (xdst.right - xdst.left) * bpp;
6714 if (src_format->flags & dst_format->flags & WINED3DFMT_FLAG_BLOCKS)
6716 TRACE("%s -> %s copy.\n", debug_d3dformat(src_format->id), debug_d3dformat(dst_format->id));
6718 if (src_surface == dst_surface)
6720 FIXME("Only plain blits supported on compressed surfaces.\n");
6721 hr = E_NOTIMPL;
6722 goto release;
6725 if (srcheight != dstheight || srcwidth != dstwidth)
6727 WARN("Stretching not supported on compressed surfaces.\n");
6728 hr = WINED3DERR_INVALIDCALL;
6729 goto release;
6732 if (srcwidth & (src_format->block_width - 1) || srcheight & (src_format->block_height - 1))
6734 WARN("Rectangle not block-aligned.\n");
6735 hr = WINED3DERR_INVALIDCALL;
6736 goto release;
6739 hr = surface_cpu_blt_compressed(src_map.data, dst_map.data,
6740 src_map.row_pitch, dst_map.row_pitch, dstwidth, dstheight,
6741 src_format, flags, fx);
6742 goto release;
6745 if (dst_rect && src_surface != dst_surface)
6746 dbuf = dst_map.data;
6747 else
6748 dbuf = (BYTE *)dst_map.data + (xdst.top * dst_map.row_pitch) + (xdst.left * bpp);
6750 /* First, all the 'source-less' blits */
6751 if (flags & WINEDDBLT_COLORFILL)
6753 hr = _Blt_ColorFill(dbuf, dstwidth, dstheight, bpp, dst_map.row_pitch, fx->u5.dwFillColor);
6754 flags &= ~WINEDDBLT_COLORFILL;
6757 if (flags & WINEDDBLT_DEPTHFILL)
6759 FIXME("DDBLT_DEPTHFILL needs to be implemented!\n");
6761 if (flags & WINEDDBLT_ROP)
6763 /* Catch some degenerate cases here. */
6764 switch (fx->dwROP)
6766 case BLACKNESS:
6767 hr = _Blt_ColorFill(dbuf, dstwidth, dstheight, bpp, dst_map.row_pitch, 0);
6768 break;
6769 case 0xAA0029: /* No-op */
6770 break;
6771 case WHITENESS:
6772 hr = _Blt_ColorFill(dbuf, dstwidth, dstheight, bpp, dst_map.row_pitch, ~0U);
6773 break;
6774 case SRCCOPY: /* Well, we do that below? */
6775 break;
6776 default:
6777 FIXME("Unsupported raster op: %08x Pattern: %p\n", fx->dwROP, fx->u5.lpDDSPattern);
6778 goto error;
6780 flags &= ~WINEDDBLT_ROP;
6782 if (flags & WINEDDBLT_DDROPS)
6784 FIXME("\tDdraw Raster Ops: %08x Pattern: %p\n", fx->dwDDROP, fx->u5.lpDDSPattern);
6786 /* Now the 'with source' blits. */
6787 if (src_surface)
6789 const BYTE *sbase;
6790 int sx, xinc, sy, yinc;
6792 if (!dstwidth || !dstheight) /* Hmm... stupid program? */
6793 goto release;
6795 if (filter != WINED3D_TEXF_NONE && filter != WINED3D_TEXF_POINT
6796 && (srcwidth != dstwidth || srcheight != dstheight))
6798 /* Can happen when d3d9 apps do a StretchRect() call which isn't handled in GL. */
6799 FIXME("Filter %s not supported in software blit.\n", debug_d3dtexturefiltertype(filter));
6802 sbase = (BYTE *)src_map.data + (xsrc.top * src_map.row_pitch) + xsrc.left * bpp;
6803 xinc = (srcwidth << 16) / dstwidth;
6804 yinc = (srcheight << 16) / dstheight;
6806 if (!flags)
6808 /* No effects, we can cheat here. */
6809 if (dstwidth == srcwidth)
6811 if (dstheight == srcheight)
6813 /* No stretching in either direction. This needs to be as
6814 * fast as possible. */
6815 sbuf = sbase;
6817 /* Check for overlapping surfaces. */
6818 if (src_surface != dst_surface || xdst.top < xsrc.top
6819 || xdst.right <= xsrc.left || xsrc.right <= xdst.left)
6821 /* No overlap, or dst above src, so copy from top downwards. */
6822 for (y = 0; y < dstheight; ++y)
6824 memcpy(dbuf, sbuf, width);
6825 sbuf += src_map.row_pitch;
6826 dbuf += dst_map.row_pitch;
6829 else if (xdst.top > xsrc.top)
6831 /* Copy from bottom upwards. */
6832 sbuf += src_map.row_pitch * dstheight;
6833 dbuf += dst_map.row_pitch * dstheight;
6834 for (y = 0; y < dstheight; ++y)
6836 sbuf -= src_map.row_pitch;
6837 dbuf -= dst_map.row_pitch;
6838 memcpy(dbuf, sbuf, width);
6841 else
6843 /* Src and dst overlapping on the same line, use memmove. */
6844 for (y = 0; y < dstheight; ++y)
6846 memmove(dbuf, sbuf, width);
6847 sbuf += src_map.row_pitch;
6848 dbuf += dst_map.row_pitch;
6852 else
6854 /* Stretching in y direction only. */
6855 for (y = sy = 0; y < dstheight; ++y, sy += yinc)
6857 sbuf = sbase + (sy >> 16) * src_map.row_pitch;
6858 memcpy(dbuf, sbuf, width);
6859 dbuf += dst_map.row_pitch;
6863 else
6865 /* Stretching in X direction. */
6866 int last_sy = -1;
6867 for (y = sy = 0; y < dstheight; ++y, sy += yinc)
6869 sbuf = sbase + (sy >> 16) * src_map.row_pitch;
6871 if ((sy >> 16) == (last_sy >> 16))
6873 /* This source row is the same as last source row -
6874 * Copy the already stretched row. */
6875 memcpy(dbuf, dbuf - dst_map.row_pitch, width);
6877 else
6879 #define STRETCH_ROW(type) \
6880 do { \
6881 const type *s = (const type *)sbuf; \
6882 type *d = (type *)dbuf; \
6883 for (x = sx = 0; x < dstwidth; ++x, sx += xinc) \
6884 d[x] = s[sx >> 16]; \
6885 } while(0)
6887 switch(bpp)
6889 case 1:
6890 STRETCH_ROW(BYTE);
6891 break;
6892 case 2:
6893 STRETCH_ROW(WORD);
6894 break;
6895 case 4:
6896 STRETCH_ROW(DWORD);
6897 break;
6898 case 3:
6900 const BYTE *s;
6901 BYTE *d = dbuf;
6902 for (x = sx = 0; x < dstwidth; x++, sx+= xinc)
6904 DWORD pixel;
6906 s = sbuf + 3 * (sx >> 16);
6907 pixel = s[0] | (s[1] << 8) | (s[2] << 16);
6908 d[0] = (pixel ) & 0xff;
6909 d[1] = (pixel >> 8) & 0xff;
6910 d[2] = (pixel >> 16) & 0xff;
6911 d += 3;
6913 break;
6915 default:
6916 FIXME("Stretched blit not implemented for bpp %u!\n", bpp * 8);
6917 hr = WINED3DERR_NOTAVAILABLE;
6918 goto error;
6920 #undef STRETCH_ROW
6922 dbuf += dst_map.row_pitch;
6923 last_sy = sy;
6927 else
6929 LONG dstyinc = dst_map.row_pitch, dstxinc = bpp;
6930 DWORD keylow = 0xFFFFFFFF, keyhigh = 0, keymask = 0xFFFFFFFF;
6931 DWORD destkeylow = 0x0, destkeyhigh = 0xFFFFFFFF, destkeymask = 0xFFFFFFFF;
6932 if (flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYDEST | WINEDDBLT_KEYSRCOVERRIDE | WINEDDBLT_KEYDESTOVERRIDE))
6934 /* The color keying flags are checked for correctness in ddraw */
6935 if (flags & WINEDDBLT_KEYSRC)
6937 keylow = src_surface->src_blt_color_key.color_space_low_value;
6938 keyhigh = src_surface->src_blt_color_key.color_space_high_value;
6940 else if (flags & WINEDDBLT_KEYSRCOVERRIDE)
6942 keylow = fx->ddckSrcColorkey.color_space_low_value;
6943 keyhigh = fx->ddckSrcColorkey.color_space_high_value;
6946 if (flags & WINEDDBLT_KEYDEST)
6948 /* Destination color keys are taken from the source surface! */
6949 destkeylow = src_surface->dst_blt_color_key.color_space_low_value;
6950 destkeyhigh = src_surface->dst_blt_color_key.color_space_high_value;
6952 else if (flags & WINEDDBLT_KEYDESTOVERRIDE)
6954 destkeylow = fx->ddckDestColorkey.color_space_low_value;
6955 destkeyhigh = fx->ddckDestColorkey.color_space_high_value;
6958 if (bpp == 1)
6960 keymask = 0xff;
6962 else
6964 keymask = src_format->red_mask
6965 | src_format->green_mask
6966 | src_format->blue_mask;
6968 flags &= ~(WINEDDBLT_KEYSRC | WINEDDBLT_KEYDEST | WINEDDBLT_KEYSRCOVERRIDE | WINEDDBLT_KEYDESTOVERRIDE);
6971 if (flags & WINEDDBLT_DDFX)
6973 BYTE *dTopLeft, *dTopRight, *dBottomLeft, *dBottomRight, *tmp;
6974 LONG tmpxy;
6975 dTopLeft = dbuf;
6976 dTopRight = dbuf + ((dstwidth - 1) * bpp);
6977 dBottomLeft = dTopLeft + ((dstheight - 1) * dst_map.row_pitch);
6978 dBottomRight = dBottomLeft + ((dstwidth - 1) * bpp);
6980 if (fx->dwDDFX & WINEDDBLTFX_ARITHSTRETCHY)
6982 /* I don't think we need to do anything about this flag */
6983 WARN("flags=DDBLT_DDFX nothing done for WINEDDBLTFX_ARITHSTRETCHY\n");
6985 if (fx->dwDDFX & WINEDDBLTFX_MIRRORLEFTRIGHT)
6987 tmp = dTopRight;
6988 dTopRight = dTopLeft;
6989 dTopLeft = tmp;
6990 tmp = dBottomRight;
6991 dBottomRight = dBottomLeft;
6992 dBottomLeft = tmp;
6993 dstxinc = dstxinc * -1;
6995 if (fx->dwDDFX & WINEDDBLTFX_MIRRORUPDOWN)
6997 tmp = dTopLeft;
6998 dTopLeft = dBottomLeft;
6999 dBottomLeft = tmp;
7000 tmp = dTopRight;
7001 dTopRight = dBottomRight;
7002 dBottomRight = tmp;
7003 dstyinc = dstyinc * -1;
7005 if (fx->dwDDFX & WINEDDBLTFX_NOTEARING)
7007 /* I don't think we need to do anything about this flag */
7008 WARN("flags=DDBLT_DDFX nothing done for WINEDDBLTFX_NOTEARING\n");
7010 if (fx->dwDDFX & WINEDDBLTFX_ROTATE180)
7012 tmp = dBottomRight;
7013 dBottomRight = dTopLeft;
7014 dTopLeft = tmp;
7015 tmp = dBottomLeft;
7016 dBottomLeft = dTopRight;
7017 dTopRight = tmp;
7018 dstxinc = dstxinc * -1;
7019 dstyinc = dstyinc * -1;
7021 if (fx->dwDDFX & WINEDDBLTFX_ROTATE270)
7023 tmp = dTopLeft;
7024 dTopLeft = dBottomLeft;
7025 dBottomLeft = dBottomRight;
7026 dBottomRight = dTopRight;
7027 dTopRight = tmp;
7028 tmpxy = dstxinc;
7029 dstxinc = dstyinc;
7030 dstyinc = tmpxy;
7031 dstxinc = dstxinc * -1;
7033 if (fx->dwDDFX & WINEDDBLTFX_ROTATE90)
7035 tmp = dTopLeft;
7036 dTopLeft = dTopRight;
7037 dTopRight = dBottomRight;
7038 dBottomRight = dBottomLeft;
7039 dBottomLeft = tmp;
7040 tmpxy = dstxinc;
7041 dstxinc = dstyinc;
7042 dstyinc = tmpxy;
7043 dstyinc = dstyinc * -1;
7045 if (fx->dwDDFX & WINEDDBLTFX_ZBUFFERBASEDEST)
7047 /* I don't think we need to do anything about this flag */
7048 WARN("flags=WINEDDBLT_DDFX nothing done for WINEDDBLTFX_ZBUFFERBASEDEST\n");
7050 dbuf = dTopLeft;
7051 flags &= ~(WINEDDBLT_DDFX);
7054 #define COPY_COLORKEY_FX(type) \
7055 do { \
7056 const type *s; \
7057 type *d = (type *)dbuf, *dx, tmp; \
7058 for (y = sy = 0; y < dstheight; ++y, sy += yinc) \
7060 s = (const type *)(sbase + (sy >> 16) * src_map.row_pitch); \
7061 dx = d; \
7062 for (x = sx = 0; x < dstwidth; ++x, sx += xinc) \
7064 tmp = s[sx >> 16]; \
7065 if (((tmp & keymask) < keylow || (tmp & keymask) > keyhigh) \
7066 && ((dx[0] & destkeymask) >= destkeylow && (dx[0] & destkeymask) <= destkeyhigh)) \
7068 dx[0] = tmp; \
7070 dx = (type *)(((BYTE *)dx) + dstxinc); \
7072 d = (type *)(((BYTE *)d) + dstyinc); \
7074 } while(0)
7076 switch (bpp)
7078 case 1:
7079 COPY_COLORKEY_FX(BYTE);
7080 break;
7081 case 2:
7082 COPY_COLORKEY_FX(WORD);
7083 break;
7084 case 4:
7085 COPY_COLORKEY_FX(DWORD);
7086 break;
7087 case 3:
7089 const BYTE *s;
7090 BYTE *d = dbuf, *dx;
7091 for (y = sy = 0; y < dstheight; ++y, sy += yinc)
7093 sbuf = sbase + (sy >> 16) * src_map.row_pitch;
7094 dx = d;
7095 for (x = sx = 0; x < dstwidth; ++x, sx+= xinc)
7097 DWORD pixel, dpixel = 0;
7098 s = sbuf + 3 * (sx>>16);
7099 pixel = s[0] | (s[1] << 8) | (s[2] << 16);
7100 dpixel = dx[0] | (dx[1] << 8 ) | (dx[2] << 16);
7101 if (((pixel & keymask) < keylow || (pixel & keymask) > keyhigh)
7102 && ((dpixel & keymask) >= destkeylow || (dpixel & keymask) <= keyhigh))
7104 dx[0] = (pixel ) & 0xff;
7105 dx[1] = (pixel >> 8) & 0xff;
7106 dx[2] = (pixel >> 16) & 0xff;
7108 dx += dstxinc;
7110 d += dstyinc;
7112 break;
7114 default:
7115 FIXME("%s color-keyed blit not implemented for bpp %u!\n",
7116 (flags & WINEDDBLT_KEYSRC) ? "Source" : "Destination", bpp * 8);
7117 hr = WINED3DERR_NOTAVAILABLE;
7118 goto error;
7119 #undef COPY_COLORKEY_FX
7124 error:
7125 if (flags && FIXME_ON(d3d_surface))
7127 FIXME("\tUnsupported flags: %#x.\n", flags);
7130 release:
7131 wined3d_surface_unmap(dst_surface);
7132 if (src_surface && src_surface != dst_surface)
7133 wined3d_surface_unmap(src_surface);
7134 /* Release the converted surface, if any. */
7135 if (src_surface && src_surface != orig_src)
7136 wined3d_surface_decref(src_surface);
7138 return hr;
7141 /* Do not call while under the GL lock. */
7142 static HRESULT cpu_blit_color_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface,
7143 const RECT *dst_rect, const struct wined3d_color *color)
7145 static const RECT src_rect;
7146 WINEDDBLTFX BltFx;
7148 memset(&BltFx, 0, sizeof(BltFx));
7149 BltFx.dwSize = sizeof(BltFx);
7150 BltFx.u5.dwFillColor = wined3d_format_convert_from_float(dst_surface, color);
7151 return surface_cpu_blt(dst_surface, dst_rect, NULL, &src_rect,
7152 WINEDDBLT_COLORFILL, &BltFx, WINED3D_TEXF_POINT);
7155 /* Do not call while under the GL lock. */
7156 static HRESULT cpu_blit_depth_fill(struct wined3d_device *device,
7157 struct wined3d_surface *surface, const RECT *rect, float depth)
7159 FIXME("Depth filling not implemented by cpu_blit.\n");
7160 return WINED3DERR_INVALIDCALL;
7163 const struct blit_shader cpu_blit = {
7164 cpu_blit_alloc,
7165 cpu_blit_free,
7166 cpu_blit_set,
7167 cpu_blit_unset,
7168 cpu_blit_supported,
7169 cpu_blit_color_fill,
7170 cpu_blit_depth_fill,
7173 static HRESULT surface_init(struct wined3d_surface *surface, enum wined3d_surface_type surface_type, UINT alignment,
7174 UINT width, UINT height, UINT level, enum wined3d_multisample_type multisample_type,
7175 UINT multisample_quality, struct wined3d_device *device, DWORD usage, enum wined3d_format_id format_id,
7176 enum wined3d_pool pool, DWORD flags, void *parent, const struct wined3d_parent_ops *parent_ops)
7178 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
7179 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
7180 BOOL lockable = flags & WINED3D_SURFACE_MAPPABLE;
7181 unsigned int resource_size;
7182 HRESULT hr;
7184 if (multisample_quality > 0)
7186 FIXME("multisample_quality set to %u, substituting 0.\n", multisample_quality);
7187 multisample_quality = 0;
7190 /* Quick lockable sanity check.
7191 * TODO: remove this after surfaces, usage and lockability have been debugged properly
7192 * this function is too deep to need to care about things like this.
7193 * Levels need to be checked too, since they all affect what can be done. */
7194 switch (pool)
7196 case WINED3D_POOL_SCRATCH:
7197 if (!lockable)
7199 FIXME("Called with a pool of SCRATCH and a lockable of FALSE "
7200 "which are mutually exclusive, setting lockable to TRUE.\n");
7201 lockable = TRUE;
7203 break;
7205 case WINED3D_POOL_SYSTEM_MEM:
7206 if (!lockable)
7207 FIXME("Called with a pool of SYSTEMMEM and a lockable of FALSE, this is acceptable but unexpected.\n");
7208 break;
7210 case WINED3D_POOL_MANAGED:
7211 if (usage & WINED3DUSAGE_DYNAMIC)
7212 FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n");
7213 break;
7215 case WINED3D_POOL_DEFAULT:
7216 if (lockable && !(usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
7217 WARN("Creating a lockable surface with a POOL of DEFAULT, that doesn't specify DYNAMIC usage.\n");
7218 break;
7220 default:
7221 FIXME("Unknown pool %#x.\n", pool);
7222 break;
7225 if (usage & WINED3DUSAGE_RENDERTARGET && pool != WINED3D_POOL_DEFAULT)
7226 FIXME("Trying to create a render target that isn't in the default pool.\n");
7228 /* FIXME: Check that the format is supported by the device. */
7230 resource_size = wined3d_format_calculate_size(format, alignment, width, height);
7231 if (!resource_size)
7232 return WINED3DERR_INVALIDCALL;
7234 surface->surface_type = surface_type;
7236 switch (surface_type)
7238 case WINED3D_SURFACE_TYPE_OPENGL:
7239 surface->surface_ops = &surface_ops;
7240 break;
7242 case WINED3D_SURFACE_TYPE_GDI:
7243 surface->surface_ops = &gdi_surface_ops;
7244 break;
7246 default:
7247 ERR("Requested unknown surface implementation %#x.\n", surface_type);
7248 return WINED3DERR_INVALIDCALL;
7251 hr = resource_init(&surface->resource, device, WINED3D_RTYPE_SURFACE, format,
7252 multisample_type, multisample_quality, usage, pool, width, height, 1,
7253 resource_size, parent, parent_ops, &surface_resource_ops);
7254 if (FAILED(hr))
7256 WARN("Failed to initialize resource, returning %#x.\n", hr);
7257 return hr;
7260 /* "Standalone" surface. */
7261 surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
7263 surface->texture_level = level;
7264 list_init(&surface->overlays);
7266 /* Flags */
7267 surface->flags = SFLAG_NORMCOORD; /* Default to normalized coords. */
7268 if (flags & WINED3D_SURFACE_DISCARD)
7269 surface->flags |= SFLAG_DISCARD;
7270 if (flags & WINED3D_SURFACE_PIN_SYSMEM)
7271 surface->flags |= SFLAG_PIN_SYSMEM;
7272 if (lockable || format_id == WINED3DFMT_D16_LOCKABLE)
7273 surface->flags |= SFLAG_LOCKABLE;
7274 /* I'm not sure if this qualifies as a hack or as an optimization. It
7275 * seems reasonable to assume that lockable render targets will get
7276 * locked, so we might as well set SFLAG_DYNLOCK right at surface
7277 * creation. However, the other reason we want to do this is that several
7278 * ddraw applications access surface memory while the surface isn't
7279 * mapped. The SFLAG_DYNLOCK behaviour of keeping SYSMEM around for
7280 * future locks prevents these from crashing. */
7281 if (lockable && (usage & WINED3DUSAGE_RENDERTARGET))
7282 surface->flags |= SFLAG_DYNLOCK;
7284 /* Mark the texture as dirty so that it gets loaded first time around. */
7285 surface_add_dirty_rect(surface, NULL);
7286 list_init(&surface->renderbuffers);
7288 TRACE("surface %p, memory %p, size %u\n",
7289 surface, surface->resource.allocatedMemory, surface->resource.size);
7291 /* Call the private setup routine */
7292 hr = surface->surface_ops->surface_private_setup(surface);
7293 if (FAILED(hr))
7295 ERR("Private setup failed, returning %#x\n", hr);
7296 surface_cleanup(surface);
7297 return hr;
7300 /* Similar to lockable rendertargets above, creating the DIB section
7301 * during surface initialization prevents the sysmem pointer from changing
7302 * after a wined3d_surface_getdc() call. */
7303 if ((usage & WINED3DUSAGE_OWNDC) && !surface->hDC
7304 && SUCCEEDED(surface_create_dib_section(surface)))
7306 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
7307 surface->resource.heapMemory = NULL;
7308 surface->resource.allocatedMemory = surface->dib.bitmap_data;
7311 return hr;
7314 HRESULT CDECL wined3d_surface_create(struct wined3d_device *device, UINT width, UINT height,
7315 enum wined3d_format_id format_id, UINT level, DWORD usage, enum wined3d_pool pool,
7316 enum wined3d_multisample_type multisample_type, DWORD multisample_quality,
7317 enum wined3d_surface_type surface_type, DWORD flags, void *parent,
7318 const struct wined3d_parent_ops *parent_ops, struct wined3d_surface **surface)
7320 struct wined3d_surface *object;
7321 HRESULT hr;
7323 TRACE("device %p, width %u, height %u, format %s, level %u\n",
7324 device, width, height, debug_d3dformat(format_id), level);
7325 TRACE("surface %p, usage %s (%#x), pool %s, multisample_type %#x, multisample_quality %u\n",
7326 surface, debug_d3dusage(usage), usage, debug_d3dpool(pool), multisample_type, multisample_quality);
7327 TRACE("surface_type %#x, flags %#x, parent %p, parent_ops %p.\n", surface_type, flags, parent, parent_ops);
7329 if (surface_type == WINED3D_SURFACE_TYPE_OPENGL && !device->adapter)
7331 ERR("OpenGL surfaces are not available without OpenGL.\n");
7332 return WINED3DERR_NOTAVAILABLE;
7335 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
7336 if (!object)
7338 ERR("Failed to allocate surface memory.\n");
7339 return WINED3DERR_OUTOFVIDEOMEMORY;
7342 hr = surface_init(object, surface_type, device->surface_alignment, width, height, level,
7343 multisample_type, multisample_quality, device, usage, format_id, pool, flags, parent, parent_ops);
7344 if (FAILED(hr))
7346 WARN("Failed to initialize surface, returning %#x.\n", hr);
7347 HeapFree(GetProcessHeap(), 0, object);
7348 return hr;
7351 TRACE("Created surface %p.\n", object);
7352 *surface = object;
7354 return hr;