2 * IDirect3DSurface8 implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Christian Costa
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
36 #include "wine/debug.h"
38 #include "d3d8_private.h"
40 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface
);
42 /* IDirect3DVolume IUnknown parts follow: */
43 HRESULT WINAPI
IDirect3DSurface8Impl_QueryInterface(LPDIRECT3DSURFACE8 iface
,REFIID riid
,LPVOID
*ppobj
)
45 IDirect3DSurface8Impl
*This
= (IDirect3DSurface8Impl
*)iface
;
47 if (IsEqualGUID(riid
, &IID_IUnknown
)
48 || IsEqualGUID(riid
, &IID_IDirect3DSurface8
)) {
49 IDirect3DSurface8Impl_AddRef(iface
);
54 WARN("(%p)->(%s,%p),not found\n",This
,debugstr_guid(riid
),ppobj
);
58 ULONG WINAPI
IDirect3DSurface8Impl_AddRef(LPDIRECT3DSURFACE8 iface
) {
59 IDirect3DSurface8Impl
*This
= (IDirect3DSurface8Impl
*)iface
;
60 TRACE("(%p) : AddRef from %ld\n", This
, This
->ref
);
64 ULONG WINAPI
IDirect3DSurface8Impl_Release(LPDIRECT3DSURFACE8 iface
) {
65 IDirect3DSurface8Impl
*This
= (IDirect3DSurface8Impl
*)iface
;
66 ULONG ref
= --This
->ref
;
67 TRACE("(%p) : ReleaseRef to %ld\n", This
, This
->ref
);
69 HeapFree(GetProcessHeap(), 0, This
->allocatedMemory
);
70 HeapFree(GetProcessHeap(), 0, This
);
75 /* IDirect3DSurface8: */
76 HRESULT WINAPI
IDirect3DSurface8Impl_GetDevice(LPDIRECT3DSURFACE8 iface
, IDirect3DDevice8
** ppDevice
) {
77 IDirect3DSurface8Impl
*This
= (IDirect3DSurface8Impl
*)iface
;
78 TRACE("(%p) : returning %p\n", This
, This
->Device
);
79 *ppDevice
= (LPDIRECT3DDEVICE8
) This
->Device
;
81 * Note Calling this method will increase the internal reference count
82 * on the IDirect3DDevice8 interface.
84 IDirect3DDevice8Impl_AddRef(*ppDevice
);
88 HRESULT WINAPI
IDirect3DSurface8Impl_SetPrivateData(LPDIRECT3DSURFACE8 iface
, REFGUID refguid
, CONST
void* pData
, DWORD SizeOfData
, DWORD Flags
) {
89 IDirect3DSurface8Impl
*This
= (IDirect3DSurface8Impl
*)iface
;
90 FIXME("(%p) : stub\n", This
);
94 HRESULT WINAPI
IDirect3DSurface8Impl_GetPrivateData(LPDIRECT3DSURFACE8 iface
, REFGUID refguid
, void* pData
, DWORD
* pSizeOfData
) {
95 IDirect3DSurface8Impl
*This
= (IDirect3DSurface8Impl
*)iface
;
96 FIXME("(%p) : stub\n", This
);
100 HRESULT WINAPI
IDirect3DSurface8Impl_FreePrivateData(LPDIRECT3DSURFACE8 iface
, REFGUID refguid
) {
101 IDirect3DSurface8Impl
*This
= (IDirect3DSurface8Impl
*)iface
;
102 FIXME("(%p) : stub\n", This
);
106 HRESULT WINAPI
IDirect3DSurface8Impl_GetContainer(LPDIRECT3DSURFACE8 iface
, REFIID riid
, void** ppContainer
) {
107 IDirect3DSurface8Impl
*This
= (IDirect3DSurface8Impl
*)iface
;
109 res
= IUnknown_QueryInterface(This
->Container
, riid
, ppContainer
);
110 if (E_NOINTERFACE
== res
) {
112 * If the surface is created using CreateImageSurface, CreateRenderTarget,
113 * or CreateDepthStencilSurface, the surface is considered stand alone. In this case,
114 * GetContainer will return the Direct3D device used to create the surface.
116 res
= IUnknown_QueryInterface(This
->Container
, &IID_IDirect3DDevice8
, ppContainer
);
118 TRACE("(%p) : returning %p\n", This
, *ppContainer
);
122 HRESULT WINAPI
IDirect3DSurface8Impl_GetDesc(LPDIRECT3DSURFACE8 iface
, D3DSURFACE_DESC
*pDesc
) {
123 IDirect3DSurface8Impl
*This
= (IDirect3DSurface8Impl
*)iface
;
125 TRACE("(%p) : copying into %p\n", This
, pDesc
);
126 memcpy(pDesc
, &This
->myDesc
, sizeof(D3DSURFACE_DESC
));
130 HRESULT WINAPI
IDirect3DSurface8Impl_LockRect(LPDIRECT3DSURFACE8 iface
, D3DLOCKED_RECT
* pLockedRect
, CONST RECT
* pRect
, DWORD Flags
) {
132 IDirect3DSurface8Impl
*This
= (IDirect3DSurface8Impl
*)iface
;
134 /* fixme: should we really lock as such? */
135 if (This
->inTexture
&& This
->inPBuffer
) {
136 FIXME("Warning: Surface is in texture memory or pbuffer\n");
141 if (FALSE
== This
->lockable
) {
142 /* Note: UpdateTextures calls CopyRects which calls this routine to populate the
143 texture regions, and since the destination is an unlockable region we need
145 TRACE("Warning: trying to lock unlockable surf@%p\n", This
);
146 /*return D3DERR_INVALIDCALL; */
149 if (This
== This
->Device
->backBuffer
|| This
== This
->Device
->renderTarget
|| This
== This
->Device
->frontBuffer
|| This
->Device
->depthStencilBuffer
) {
150 if (This
== This
->Device
->backBuffer
) {
151 TRACE("(%p, backBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This
, pRect
, Flags
, pLockedRect
, This
->allocatedMemory
);
152 } else if (This
== This
->Device
->frontBuffer
) {
153 TRACE("(%p, frontBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This
, pRect
, Flags
, pLockedRect
, This
->allocatedMemory
);
154 } else if (This
== This
->Device
->renderTarget
) {
155 TRACE("(%p, renderTarget) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This
, pRect
, Flags
, pLockedRect
, This
->allocatedMemory
);
156 } else if (This
== This
->Device
->depthStencilBuffer
) {
157 TRACE("(%p, stencilBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This
, pRect
, Flags
, pLockedRect
, This
->allocatedMemory
);
160 TRACE("(%p) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This
, pRect
, Flags
, pLockedRect
, This
->allocatedMemory
);
163 /* DXTn formats don't have exact pitches as they are to the new row of blocks,
164 where each block is 4x4 pixels, 8 bytes (dxt1) and 16 bytes (dxt3/5)
165 ie pitch = (width/4) * bytes per block */
166 if (This
->myDesc
.Format
== D3DFMT_DXT1
) /* DXT1 is 8 bytes per block */
167 pLockedRect
->Pitch
= (This
->myDesc
.Width
/4) * 8;
168 else if (This
->myDesc
.Format
== D3DFMT_DXT3
|| This
->myDesc
.Format
== D3DFMT_DXT5
) /* DXT3/5 is 16 bytes per block */
169 pLockedRect
->Pitch
= (This
->myDesc
.Width
/4) * 16;
171 pLockedRect
->Pitch
= This
->bytesPerPixel
* This
->myDesc
.Width
; /* Bytes / row */
174 pLockedRect
->pBits
= This
->allocatedMemory
;
175 This
->lockedRect
.left
= 0;
176 This
->lockedRect
.top
= 0;
177 This
->lockedRect
.right
= This
->myDesc
.Width
;
178 This
->lockedRect
.bottom
= This
->myDesc
.Height
;
179 TRACE("Locked Rect (%p) = l %ld, t %ld, r %ld, b %ld\n", &This
->lockedRect
, This
->lockedRect
.left
, This
->lockedRect
.top
, This
->lockedRect
.right
, This
->lockedRect
.bottom
);
181 TRACE("Lock Rect (%p) = l %ld, t %ld, r %ld, b %ld\n", pRect
, pRect
->left
, pRect
->top
, pRect
->right
, pRect
->bottom
);
183 if (This
->myDesc
.Format
== D3DFMT_DXT1
) { /* DXT1 is half byte per pixel */
184 pLockedRect
->pBits
= This
->allocatedMemory
+ (pLockedRect
->Pitch
* pRect
->top
) + ((pRect
->left
* This
->bytesPerPixel
/2));
186 pLockedRect
->pBits
= This
->allocatedMemory
+ (pLockedRect
->Pitch
* pRect
->top
) + (pRect
->left
* This
->bytesPerPixel
);
188 This
->lockedRect
.left
= pRect
->left
;
189 This
->lockedRect
.top
= pRect
->top
;
190 This
->lockedRect
.right
= pRect
->right
;
191 This
->lockedRect
.bottom
= pRect
->bottom
;
195 if (0 == This
->myDesc
.Usage
) { /* classic surface */
197 /* Nothing to do ;) */
199 } else if (D3DUSAGE_RENDERTARGET
& This
->myDesc
.Usage
&& !(Flags
&D3DLOCK_DISCARD
)) { /* render surfaces */
201 if (This
== This
->Device
->backBuffer
|| This
== This
->Device
->renderTarget
|| This
== This
->Device
->frontBuffer
) {
208 * for render->surface copy begin to begin of allocatedMemory
209 * unlock can be more easy
211 pLockedRect
->pBits
= This
->allocatedMemory
;
214 vcheckGLcall("glFlush");
215 glGetIntegerv(GL_READ_BUFFER
, &prev_read
);
216 vcheckGLcall("glIntegerv");
217 glGetIntegerv(GL_PACK_SWAP_BYTES
, &prev_store
);
218 vcheckGLcall("glIntegerv");
220 if (This
== This
->Device
->backBuffer
) {
221 glReadBuffer(GL_BACK
);
222 } else if (This
== This
->Device
->frontBuffer
|| This
== This
->Device
->renderTarget
) {
223 glReadBuffer(GL_FRONT
);
224 } else if (This
== This
->Device
->depthStencilBuffer
) {
225 ERR("Stencil Buffer lock unsupported for now\n");
227 vcheckGLcall("glReadBuffer");
231 GLenum format
= D3DFmt2GLFmt(This
->Device
, This
->myDesc
.Format
);
232 GLenum type
= D3DFmt2GLType(This
->Device
, This
->myDesc
.Format
);
233 for (j
= This
->lockedRect
.top
; j
< This
->lockedRect
.bottom
- This
->lockedRect
.top
; ++j
) {
234 glReadPixels(This
->lockedRect
.left
,
235 This
->lockedRect
.bottom
- j
- 1,
236 This
->lockedRect
.right
- This
->lockedRect
.left
,
240 (char *)pLockedRect
->pBits
+ (pLockedRect
->Pitch
* (j
-This
->lockedRect
.top
)));
241 vcheckGLcall("glReadPixels");
245 glReadBuffer(prev_read
);
246 vcheckGLcall("glReadBuffer");
251 FIXME("unsupported locking to Rendering surface surf@%p usage(%lu)\n", This
, This
->myDesc
.Usage
);
254 } else if (D3DUSAGE_DEPTHSTENCIL
& This
->myDesc
.Usage
) { /* stencil surfaces */
256 FIXME("TODO stencil depth surface locking surf@%p usage(%lu)\n", This
, This
->myDesc
.Usage
);
259 FIXME("unsupported locking to surface surf@%p usage(%lu)\n", This
, This
->myDesc
.Usage
);
262 if (Flags
& (D3DLOCK_NO_DIRTY_UPDATE
| D3DLOCK_READONLY
)) {
267 * as seen in msdn docs
269 IDirect3DSurface8Impl_AddDirtyRect(iface
, &This
->lockedRect
);
271 /** Dirtify Container if needed */
272 if (NULL
!= This
->Container
) {
273 IDirect3DBaseTexture8
* cont
= NULL
;
274 hr
= IUnknown_QueryInterface(This
->Container
, &IID_IDirect3DBaseTexture8
, (void**) &cont
);
276 if (SUCCEEDED(hr
) && NULL
!= cont
) {
277 IDirect3DBaseTexture8Impl_SetDirty(cont
, TRUE
);
278 IDirect3DBaseTexture8_Release(cont
);
284 TRACE("returning memory@%p, pitch(%d) dirtyfied(%d)\n", pLockedRect
->pBits
, pLockedRect
->Pitch
, This
->Dirty
);
290 HRESULT WINAPI
IDirect3DSurface8Impl_UnlockRect(LPDIRECT3DSURFACE8 iface
) {
292 IDirect3DSurface8Impl
*This
= (IDirect3DSurface8Impl
*)iface
;
294 if (FALSE
== This
->locked
) {
295 ERR("trying to Unlock an unlocked surf@%p\n", This
);
296 return D3DERR_INVALIDCALL
;
299 if (This
== This
->Device
->backBuffer
|| This
== This
->Device
->frontBuffer
|| This
->Device
->depthStencilBuffer
|| This
== This
->Device
->renderTarget
) {
300 if (This
== This
->Device
->backBuffer
) {
301 TRACE("(%p, backBuffer) : dirtyfied(%d)\n", This
, This
->Dirty
);
302 } else if (This
== This
->Device
->frontBuffer
) {
303 TRACE("(%p, frontBuffer) : dirtyfied(%d)\n", This
, This
->Dirty
);
304 } else if (This
== This
->Device
->depthStencilBuffer
) {
305 TRACE("(%p, stencilBuffer) : dirtyfied(%d)\n", This
, This
->Dirty
);
306 } else if (This
== This
->Device
->renderTarget
) {
307 TRACE("(%p, renderTarget) : dirtyfied(%d)\n", This
, This
->Dirty
);
310 TRACE("(%p) : dirtyfied(%d)\n", This
, This
->Dirty
);
313 if (FALSE
== This
->Dirty
) {
314 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This
);
318 if (0 == This
->myDesc
.Usage
) { /* classic surface */
321 * waiting to reload the surface via IDirect3DDevice8::UpdateTexture
323 } else if (D3DUSAGE_RENDERTARGET
& This
->myDesc
.Usage
) { /* render surfaces */
325 if (This
== This
->Device
->backBuffer
|| This
== This
->Device
->frontBuffer
|| This
== This
->Device
->renderTarget
) {
328 GLint prev_rasterpos
[4];
333 vcheckGLcall("glFlush");
334 glGetIntegerv(GL_DRAW_BUFFER
, &prev_draw
);
335 vcheckGLcall("glIntegerv");
336 glGetIntegerv(GL_PACK_SWAP_BYTES
, &prev_store
);
337 vcheckGLcall("glIntegerv");
338 glGetIntegerv(GL_CURRENT_RASTER_POSITION
, &prev_rasterpos
[0]);
339 vcheckGLcall("glIntegerv");
340 glPixelZoom(1.0, -1.0);
341 vcheckGLcall("glPixelZoom");
343 /* glDrawPixels transforms the raster position as though it was a vertex -
344 we want to draw at screen position 0,0 - Set up ortho (rhw) mode as
345 per drawprim (and leave set - it will sort itself out due to last_was_rhw */
346 if (!This
->Device
->last_was_rhw
) {
348 double X
, Y
, height
, width
, minZ
, maxZ
;
349 This
->Device
->last_was_rhw
= TRUE
;
351 /* Transformed already into viewport coordinates, so we do not need transform
352 matrices. Reset all matrices to identity and leave the default matrix in world
354 glMatrixMode(GL_MODELVIEW
);
355 checkGLcall("glMatrixMode");
357 checkGLcall("glLoadIdentity");
359 glMatrixMode(GL_PROJECTION
);
360 checkGLcall("glMatrixMode");
362 checkGLcall("glLoadIdentity");
364 /* Set up the viewport to be full viewport */
365 X
= This
->Device
->StateBlock
->viewport
.X
;
366 Y
= This
->Device
->StateBlock
->viewport
.Y
;
367 height
= This
->Device
->StateBlock
->viewport
.Height
;
368 width
= This
->Device
->StateBlock
->viewport
.Width
;
369 minZ
= This
->Device
->StateBlock
->viewport
.MinZ
;
370 maxZ
= This
->Device
->StateBlock
->viewport
.MaxZ
;
371 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width
, height
, -minZ
, -maxZ
);
372 glOrtho(X
, X
+ width
, Y
+ height
, Y
, -minZ
, -maxZ
);
373 checkGLcall("glOrtho");
375 /* Window Coord 0 is the middle of the first pixel, so translate by half
376 a pixel (See comment above glTranslate below) */
377 glTranslatef(0.5, 0.5, 0);
378 checkGLcall("glTranslatef(0.5, 0.5, 0)");
381 if (This
== This
->Device
->backBuffer
) {
382 glDrawBuffer(GL_BACK
);
383 } else if (This
== This
->Device
->frontBuffer
|| This
== This
->Device
->renderTarget
) {
384 glDrawBuffer(GL_FRONT
);
386 vcheckGLcall("glDrawBuffer");
388 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
389 glGetIntegerv(GL_UNPACK_ROW_LENGTH
, &skipBytes
);
390 glPixelStorei(GL_UNPACK_ROW_LENGTH
, This
->myDesc
.Width
);
392 /* And back buffers are not blended */
395 glRasterPos3i(This
->lockedRect
.left
, This
->lockedRect
.top
, 1);
396 vcheckGLcall("glRasterPos2f");
397 switch (This
->myDesc
.Format
) {
400 glDrawPixels(This
->lockedRect
.right
- This
->lockedRect
.left
, (This
->lockedRect
.bottom
- This
->lockedRect
.top
)-1,
401 GL_RGB
, GL_UNSIGNED_SHORT_5_6_5
, This
->allocatedMemory
);
402 vcheckGLcall("glDrawPixels");
407 glDrawPixels(This
->lockedRect
.right
- This
->lockedRect
.left
, (This
->lockedRect
.bottom
- This
->lockedRect
.top
)-1,
408 GL_RGB
, GL_UNSIGNED_BYTE
, This
->allocatedMemory
);
409 vcheckGLcall("glDrawPixels");
412 case D3DFMT_A8R8G8B8
:
414 glPixelStorei(GL_PACK_SWAP_BYTES
, TRUE
);
415 vcheckGLcall("glPixelStorei");
416 glDrawPixels(This
->lockedRect
.right
- This
->lockedRect
.left
, (This
->lockedRect
.bottom
- This
->lockedRect
.top
)-1,
417 GL_BGRA
, GL_UNSIGNED_BYTE
, This
->allocatedMemory
);
418 vcheckGLcall("glDrawPixels");
419 glPixelStorei(GL_PACK_SWAP_BYTES
, prev_store
);
420 vcheckGLcall("glPixelStorei");
424 FIXME("Unsupported Format %u in locking func\n", This
->myDesc
.Format
);
427 glPixelZoom(1.0,1.0);
428 vcheckGLcall("glPixelZoom");
429 glDrawBuffer(prev_draw
);
430 vcheckGLcall("glDrawBuffer");
431 glRasterPos3iv(&prev_rasterpos
[0]);
432 vcheckGLcall("glRasterPos3iv");
434 /* Reset to previous pack row length / blending state */
435 glPixelStorei(GL_UNPACK_ROW_LENGTH
, skipBytes
);
436 if (This
->Device
->StateBlock
->renderstate
[D3DRS_ALPHABLENDENABLE
]) glEnable(GL_BLEND
);
440 /** restore clean dirty state */
441 IDirect3DSurface8Impl_CleanDirtyRect(iface
);
444 FIXME("unsupported unlocking to Rendering surface surf@%p usage(%lu)\n", This
, This
->myDesc
.Usage
);
447 } else if (D3DUSAGE_DEPTHSTENCIL
& This
->myDesc
.Usage
) { /* stencil surfaces */
449 if (This
== This
->Device
->depthStencilBuffer
) {
450 FIXME("TODO stencil depth surface unlocking surf@%p usage(%lu)\n", This
, This
->myDesc
.Usage
);
452 FIXME("unsupported unlocking to StencilDepth surface surf@%p usage(%lu)\n", This
, This
->myDesc
.Usage
);
456 FIXME("unsupported unlocking to surface surf@%p usage(%lu)\n", This
, This
->myDesc
.Usage
);
460 This
->locked
= FALSE
;
461 memset(&This
->lockedRect
, 0, sizeof(RECT
));
466 IDirect3DSurface8Vtbl Direct3DSurface8_Vtbl
=
468 IDirect3DSurface8Impl_QueryInterface
,
469 IDirect3DSurface8Impl_AddRef
,
470 IDirect3DSurface8Impl_Release
,
471 IDirect3DSurface8Impl_GetDevice
,
472 IDirect3DSurface8Impl_SetPrivateData
,
473 IDirect3DSurface8Impl_GetPrivateData
,
474 IDirect3DSurface8Impl_FreePrivateData
,
475 IDirect3DSurface8Impl_GetContainer
,
476 IDirect3DSurface8Impl_GetDesc
,
477 IDirect3DSurface8Impl_LockRect
,
478 IDirect3DSurface8Impl_UnlockRect
,
482 HRESULT WINAPI
IDirect3DSurface8Impl_LoadTexture(LPDIRECT3DSURFACE8 iface
, GLenum gl_target
, GLenum gl_level
) {
483 IDirect3DSurface8Impl
*This
= (IDirect3DSurface8Impl
*)iface
;
487 if (This
->inPBuffer
) {
490 FIXME("Surface in texture is only supported for level 0\n");
491 else if (This
->myDesc
.Format
== D3DFMT_P8
|| This
->myDesc
.Format
== D3DFMT_A8P8
||
492 This
->myDesc
.Format
== D3DFMT_DXT1
|| This
->myDesc
.Format
== D3DFMT_DXT3
||
493 This
->myDesc
.Format
== D3DFMT_DXT5
)
494 FIXME("Format %d not supported\n", This
->myDesc
.Format
);
496 glCopyTexImage2D(gl_target
,
498 D3DFmt2GLIntFmt(This
->Device
,
499 This
->myDesc
.Format
),
501 0,/*This->surfaces[j][i]->myDesc.Height-1,*/
505 TRACE("Updating target %d\n", gl_target
);
506 This
->inTexture
= TRUE
;
512 if ((This
->myDesc
.Format
== D3DFMT_P8
|| This
->myDesc
.Format
== D3DFMT_A8P8
) &&
513 !GL_SUPPORT_DEV(EXT_PALETTED_TEXTURE
, This
->Device
)) {
515 * wanted a paletted texture and not really support it in HW
516 * so software emulation code begin
519 PALETTEENTRY
* pal
= This
->Device
->palettes
[This
->Device
->currentPalette
];
520 VOID
* surface
= (VOID
*) HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, This
->myDesc
.Width
* This
->myDesc
.Height
* sizeof(DWORD
));
521 BYTE
* dst
= (BYTE
*) surface
;
522 BYTE
* src
= (BYTE
*) This
->allocatedMemory
;
524 for (i
= 0; i
< This
->myDesc
.Width
* This
->myDesc
.Height
; i
++) {
526 *dst
++ = pal
[color
].peRed
;
527 *dst
++ = pal
[color
].peGreen
;
528 *dst
++ = pal
[color
].peBlue
;
529 if (This
->myDesc
.Format
== D3DFMT_A8P8
)
530 *dst
++ = pal
[color
].peFlags
;
537 TRACE("Calling glTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%x, Mem=%p\n",
547 glTexImage2D(gl_target
,
556 checkGLcall("glTexImage2D");
557 HeapFree(GetProcessHeap(), 0, surface
);
564 if (This
->myDesc
.Format
== D3DFMT_DXT1
||
565 This
->myDesc
.Format
== D3DFMT_DXT3
||
566 This
->myDesc
.Format
== D3DFMT_DXT5
) {
567 if (GL_SUPPORT_DEV(EXT_TEXTURE_COMPRESSION_S3TC
, This
->Device
)) {
568 TRACE("Calling glCompressedTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, sz=%d, Mem=%p\n",
571 D3DFmt2GLIntFmt(This
->Device
, This
->myDesc
.Format
),
576 This
->allocatedMemory
);
580 GL_EXTCALL_DEV(glCompressedTexImage2DARB
, This
->Device
)(gl_target
,
582 D3DFmt2GLIntFmt(This
->Device
, This
->myDesc
.Format
),
587 This
->allocatedMemory
);
588 checkGLcall("glCommpressedTexTexImage2D");
592 FIXME("Using DXT1/3/5 without advertized support\n");
596 TRACE("Calling glTexImage2D %x i=%d, d3dfmt=%s, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%x, Mem=%p\n",
599 debug_d3dformat(This
->myDesc
.Format
),
600 D3DFmt2GLIntFmt(This
->Device
, This
->myDesc
.Format
),
604 D3DFmt2GLFmt(This
->Device
, This
->myDesc
.Format
),
605 D3DFmt2GLType(This
->Device
, This
->myDesc
.Format
),
606 This
->allocatedMemory
);
610 glTexImage2D(gl_target
,
612 D3DFmt2GLIntFmt(This
->Device
, This
->myDesc
.Format
),
616 D3DFmt2GLFmt(This
->Device
, This
->myDesc
.Format
),
617 D3DFmt2GLType(This
->Device
, This
->myDesc
.Format
),
618 This
->allocatedMemory
);
619 checkGLcall("glTexImage2D");
625 static unsigned int gen
= 0;
628 if ((gen
% 10) == 0) {
629 snprintf(buffer
, sizeof(buffer
), "/tmp/surface%p_type%u_level%u_%u.ppm", This
, gl_target
, gl_level
, gen
);
630 IDirect3DSurface8Impl_SaveSnapshot((LPDIRECT3DSURFACE8
) This
, buffer
);
633 * debugging crash code
647 HRESULT WINAPI
IDirect3DSurface8Impl_SaveSnapshot(LPDIRECT3DSURFACE8 iface
, const char* filename
) {
650 IDirect3DSurface8Impl
*This
= (IDirect3DSurface8Impl
*)iface
;
652 f
= fopen(filename
, "w+");
654 ERR("opening of %s failed with: %s\n", filename
, strerror(errno
));
655 return D3DERR_INVALIDCALL
;
658 TRACE("opened %s with format %s\n", filename
, debug_d3dformat(This
->myDesc
.Format
));
660 fprintf(f
, "P6\n%u %u\n255\n", This
->myDesc
.Width
, This
->myDesc
.Height
);
661 switch (This
->myDesc
.Format
) {
662 case D3DFMT_X8R8G8B8
:
663 case D3DFMT_A8R8G8B8
:
666 for (i
= 0; i
< This
->myDesc
.Width
* This
->myDesc
.Height
; i
++) {
667 color
= ((DWORD
*) This
->allocatedMemory
)[i
];
668 fputc((color
>> 16) & 0xFF, f
);
669 fputc((color
>> 8) & 0xFF, f
);
670 fputc((color
>> 0) & 0xFF, f
);
677 for (i
= 0; i
< This
->myDesc
.Width
* This
->myDesc
.Height
; i
++) {
678 color
= ((BYTE
*) This
->allocatedMemory
) + (3 * i
);
679 fputc((color
[0]) & 0xFF, f
);
680 fputc((color
[1]) & 0xFF, f
);
681 fputc((color
[2]) & 0xFF, f
);
685 case D3DFMT_A1R5G5B5
:
688 for (i
= 0; i
< This
->myDesc
.Width
* This
->myDesc
.Height
; i
++) {
689 color
= ((WORD
*) This
->allocatedMemory
)[i
];
690 fputc(((color
>> 10) & 0x1F) * 255 / 31, f
);
691 fputc(((color
>> 5) & 0x1F) * 255 / 31, f
);
692 fputc(((color
>> 0) & 0x1F) * 255 / 31, f
);
696 case D3DFMT_A4R4G4B4
:
699 for (i
= 0; i
< This
->myDesc
.Width
* This
->myDesc
.Height
; i
++) {
700 color
= ((WORD
*) This
->allocatedMemory
)[i
];
701 fputc(((color
>> 8) & 0x0F) * 255 / 15, f
);
702 fputc(((color
>> 4) & 0x0F) * 255 / 15, f
);
703 fputc(((color
>> 0) & 0x0F) * 255 / 15, f
);
711 for (i
= 0; i
< This
->myDesc
.Width
* This
->myDesc
.Height
; i
++) {
712 color
= ((WORD
*) This
->allocatedMemory
)[i
];
713 fputc(((color
>> 11) & 0x1F) * 255 / 31, f
);
714 fputc(((color
>> 5) & 0x3F) * 255 / 63, f
);
715 fputc(((color
>> 0) & 0x1F) * 255 / 31, f
);
720 FIXME("Unimplemented dump mode format(%u,%s)\n", This
->myDesc
.Format
, debug_d3dformat(This
->myDesc
.Format
));
726 HRESULT WINAPI
IDirect3DSurface8Impl_CleanDirtyRect(LPDIRECT3DSURFACE8 iface
) {
727 IDirect3DSurface8Impl
*This
= (IDirect3DSurface8Impl
*)iface
;
729 This
->dirtyRect
.left
= This
->myDesc
.Width
;
730 This
->dirtyRect
.top
= This
->myDesc
.Height
;
731 This
->dirtyRect
.right
= 0;
732 This
->dirtyRect
.bottom
= 0;
738 * very stupid way to handle multiple dirty rects but it works :)
740 extern HRESULT WINAPI
IDirect3DSurface8Impl_AddDirtyRect(LPDIRECT3DSURFACE8 iface
, CONST RECT
* pDirtyRect
) {
741 IDirect3DSurface8Impl
*This
= (IDirect3DSurface8Impl
*)iface
;
743 if (NULL
!= pDirtyRect
) {
744 This
->dirtyRect
.left
= min(This
->dirtyRect
.left
, pDirtyRect
->left
);
745 This
->dirtyRect
.top
= min(This
->dirtyRect
.top
, pDirtyRect
->top
);
746 This
->dirtyRect
.right
= max(This
->dirtyRect
.right
, pDirtyRect
->right
);
747 This
->dirtyRect
.bottom
= max(This
->dirtyRect
.bottom
, pDirtyRect
->bottom
);
749 This
->dirtyRect
.left
= 0;
750 This
->dirtyRect
.top
= 0;
751 This
->dirtyRect
.right
= This
->myDesc
.Width
;
752 This
->dirtyRect
.bottom
= This
->myDesc
.Height
;