2 * IWineD3DSurface Implementation
4 * Copyright 1998 Lionel Ulmer
5 * Copyright 2000-2001 TransGaming Technologies Inc.
6 * Copyright 2002-2005 Jason Edmeades
7 * Copyright 2002-2003 Raphael Junqueira
8 * Copyright 2004 Christian Costa
9 * Copyright 2005 Oliver Stieber
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2007-2008 Henri Verbeet
12 * Copyright 2006-2008 Roderick Colenbrander
13 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
31 #include "wine/port.h"
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface
);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
37 static void surface_cleanup(IWineD3DSurfaceImpl
*This
)
39 TRACE("(%p) : Cleaning up.\n", This
);
41 if (This
->texture_name
|| (This
->flags
& SFLAG_PBO
) || !list_empty(&This
->renderbuffers
))
43 const struct wined3d_gl_info
*gl_info
;
44 renderbuffer_entry_t
*entry
, *entry2
;
45 struct wined3d_context
*context
;
47 context
= context_acquire(This
->resource
.device
, NULL
);
48 gl_info
= context
->gl_info
;
52 if (This
->texture_name
)
54 TRACE("Deleting texture %u.\n", This
->texture_name
);
55 glDeleteTextures(1, &This
->texture_name
);
58 if (This
->flags
& SFLAG_PBO
)
60 TRACE("Deleting PBO %u.\n", This
->pbo
);
61 GL_EXTCALL(glDeleteBuffersARB(1, &This
->pbo
));
64 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &This
->renderbuffers
, renderbuffer_entry_t
, entry
)
66 TRACE("Deleting renderbuffer %u.\n", entry
->id
);
67 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &entry
->id
);
68 HeapFree(GetProcessHeap(), 0, entry
);
73 context_release(context
);
76 if (This
->flags
& SFLAG_DIBSECTION
)
79 SelectObject(This
->hDC
, This
->dib
.holdbitmap
);
81 /* Release the DIB section. */
82 DeleteObject(This
->dib
.DIBsection
);
83 This
->dib
.bitmap_data
= NULL
;
84 This
->resource
.allocatedMemory
= NULL
;
87 if (This
->flags
& SFLAG_USERPTR
) IWineD3DSurface_SetMem((IWineD3DSurface
*)This
, NULL
);
88 if (This
->overlay_dest
) list_remove(&This
->overlay_entry
);
90 HeapFree(GetProcessHeap(), 0, This
->palette9
);
92 resource_cleanup((IWineD3DResourceImpl
*)This
);
95 void surface_set_container(IWineD3DSurfaceImpl
*surface
, enum wined3d_container_type type
, IWineD3DBase
*container
)
97 TRACE("surface %p, container %p.\n", surface
, container
);
99 if (!container
&& type
!= WINED3D_CONTAINER_NONE
)
100 ERR("Setting NULL container of type %#x.\n", type
);
102 if (type
== WINED3D_CONTAINER_SWAPCHAIN
)
104 surface
->get_drawable_size
= get_drawable_size_swapchain
;
108 switch (wined3d_settings
.offscreen_rendering_mode
)
111 surface
->get_drawable_size
= get_drawable_size_fbo
;
115 surface
->get_drawable_size
= get_drawable_size_backbuffer
;
119 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings
.offscreen_rendering_mode
);
124 surface
->container
.type
= type
;
125 surface
->container
.u
.base
= container
;
132 enum tex_types tex_type
;
133 GLfloat coords
[4][3];
144 static inline void cube_coords_float(const RECT
*r
, UINT w
, UINT h
, struct float_rect
*f
)
146 f
->l
= ((r
->left
* 2.0f
) / w
) - 1.0f
;
147 f
->t
= ((r
->top
* 2.0f
) / h
) - 1.0f
;
148 f
->r
= ((r
->right
* 2.0f
) / w
) - 1.0f
;
149 f
->b
= ((r
->bottom
* 2.0f
) / h
) - 1.0f
;
152 static void surface_get_blt_info(GLenum target
, const RECT
*rect
, GLsizei w
, GLsizei h
, struct blt_info
*info
)
154 GLfloat (*coords
)[3] = info
->coords
;
160 FIXME("Unsupported texture target %#x\n", target
);
161 /* Fall back to GL_TEXTURE_2D */
163 info
->binding
= GL_TEXTURE_BINDING_2D
;
164 info
->bind_target
= GL_TEXTURE_2D
;
165 info
->tex_type
= tex_2d
;
166 coords
[0][0] = (float)rect
->left
/ w
;
167 coords
[0][1] = (float)rect
->top
/ h
;
170 coords
[1][0] = (float)rect
->right
/ w
;
171 coords
[1][1] = (float)rect
->top
/ h
;
174 coords
[2][0] = (float)rect
->left
/ w
;
175 coords
[2][1] = (float)rect
->bottom
/ h
;
178 coords
[3][0] = (float)rect
->right
/ w
;
179 coords
[3][1] = (float)rect
->bottom
/ h
;
183 case GL_TEXTURE_RECTANGLE_ARB
:
184 info
->binding
= GL_TEXTURE_BINDING_RECTANGLE_ARB
;
185 info
->bind_target
= GL_TEXTURE_RECTANGLE_ARB
;
186 info
->tex_type
= tex_rect
;
187 coords
[0][0] = rect
->left
; coords
[0][1] = rect
->top
; coords
[0][2] = 0.0f
;
188 coords
[1][0] = rect
->right
; coords
[1][1] = rect
->top
; coords
[1][2] = 0.0f
;
189 coords
[2][0] = rect
->left
; coords
[2][1] = rect
->bottom
; coords
[2][2] = 0.0f
;
190 coords
[3][0] = rect
->right
; coords
[3][1] = rect
->bottom
; coords
[3][2] = 0.0f
;
193 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
194 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
195 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
196 info
->tex_type
= tex_cube
;
197 cube_coords_float(rect
, w
, h
, &f
);
199 coords
[0][0] = 1.0f
; coords
[0][1] = -f
.t
; coords
[0][2] = -f
.l
;
200 coords
[1][0] = 1.0f
; coords
[1][1] = -f
.t
; coords
[1][2] = -f
.r
;
201 coords
[2][0] = 1.0f
; coords
[2][1] = -f
.b
; coords
[2][2] = -f
.l
;
202 coords
[3][0] = 1.0f
; coords
[3][1] = -f
.b
; coords
[3][2] = -f
.r
;
205 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
206 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
207 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
208 info
->tex_type
= tex_cube
;
209 cube_coords_float(rect
, w
, h
, &f
);
211 coords
[0][0] = -1.0f
; coords
[0][1] = -f
.t
; coords
[0][2] = f
.l
;
212 coords
[1][0] = -1.0f
; coords
[1][1] = -f
.t
; coords
[1][2] = f
.r
;
213 coords
[2][0] = -1.0f
; coords
[2][1] = -f
.b
; coords
[2][2] = f
.l
;
214 coords
[3][0] = -1.0f
; coords
[3][1] = -f
.b
; coords
[3][2] = f
.r
;
217 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
218 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
219 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
220 info
->tex_type
= tex_cube
;
221 cube_coords_float(rect
, w
, h
, &f
);
223 coords
[0][0] = f
.l
; coords
[0][1] = 1.0f
; coords
[0][2] = f
.t
;
224 coords
[1][0] = f
.r
; coords
[1][1] = 1.0f
; coords
[1][2] = f
.t
;
225 coords
[2][0] = f
.l
; coords
[2][1] = 1.0f
; coords
[2][2] = f
.b
;
226 coords
[3][0] = f
.r
; coords
[3][1] = 1.0f
; coords
[3][2] = f
.b
;
229 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
230 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
231 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
232 info
->tex_type
= tex_cube
;
233 cube_coords_float(rect
, w
, h
, &f
);
235 coords
[0][0] = f
.l
; coords
[0][1] = -1.0f
; coords
[0][2] = -f
.t
;
236 coords
[1][0] = f
.r
; coords
[1][1] = -1.0f
; coords
[1][2] = -f
.t
;
237 coords
[2][0] = f
.l
; coords
[2][1] = -1.0f
; coords
[2][2] = -f
.b
;
238 coords
[3][0] = f
.r
; coords
[3][1] = -1.0f
; coords
[3][2] = -f
.b
;
241 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
242 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
243 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
244 info
->tex_type
= tex_cube
;
245 cube_coords_float(rect
, w
, h
, &f
);
247 coords
[0][0] = f
.l
; coords
[0][1] = -f
.t
; coords
[0][2] = 1.0f
;
248 coords
[1][0] = f
.r
; coords
[1][1] = -f
.t
; coords
[1][2] = 1.0f
;
249 coords
[2][0] = f
.l
; coords
[2][1] = -f
.b
; coords
[2][2] = 1.0f
;
250 coords
[3][0] = f
.r
; coords
[3][1] = -f
.b
; coords
[3][2] = 1.0f
;
253 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
254 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
255 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
256 info
->tex_type
= tex_cube
;
257 cube_coords_float(rect
, w
, h
, &f
);
259 coords
[0][0] = -f
.l
; coords
[0][1] = -f
.t
; coords
[0][2] = -1.0f
;
260 coords
[1][0] = -f
.r
; coords
[1][1] = -f
.t
; coords
[1][2] = -1.0f
;
261 coords
[2][0] = -f
.l
; coords
[2][1] = -f
.b
; coords
[2][2] = -1.0f
;
262 coords
[3][0] = -f
.r
; coords
[3][1] = -f
.b
; coords
[3][2] = -1.0f
;
267 static inline void surface_get_rect(IWineD3DSurfaceImpl
*This
, const RECT
*rect_in
, RECT
*rect_out
)
270 *rect_out
= *rect_in
;
275 rect_out
->right
= This
->currentDesc
.Width
;
276 rect_out
->bottom
= This
->currentDesc
.Height
;
280 /* GL locking and context activation is done by the caller */
281 void draw_textured_quad(IWineD3DSurfaceImpl
*src_surface
, const RECT
*src_rect
, const RECT
*dst_rect
, WINED3DTEXTUREFILTERTYPE Filter
)
283 struct blt_info info
;
285 surface_get_blt_info(src_surface
->texture_target
, src_rect
, src_surface
->pow2Width
, src_surface
->pow2Height
, &info
);
287 glEnable(info
.bind_target
);
288 checkGLcall("glEnable(bind_target)");
290 /* Bind the texture */
291 glBindTexture(info
.bind_target
, src_surface
->texture_name
);
292 checkGLcall("glBindTexture");
294 /* Filtering for StretchRect */
295 glTexParameteri(info
.bind_target
, GL_TEXTURE_MAG_FILTER
,
296 wined3d_gl_mag_filter(magLookup
, Filter
));
297 checkGLcall("glTexParameteri");
298 glTexParameteri(info
.bind_target
, GL_TEXTURE_MIN_FILTER
,
299 wined3d_gl_min_mip_filter(minMipLookup
, Filter
, WINED3DTEXF_NONE
));
300 checkGLcall("glTexParameteri");
301 glTexParameteri(info
.bind_target
, GL_TEXTURE_WRAP_S
, GL_CLAMP
);
302 glTexParameteri(info
.bind_target
, GL_TEXTURE_WRAP_T
, GL_CLAMP
);
303 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
304 checkGLcall("glTexEnvi");
307 glBegin(GL_TRIANGLE_STRIP
);
308 glTexCoord3fv(info
.coords
[0]);
309 glVertex2i(dst_rect
->left
, dst_rect
->top
);
311 glTexCoord3fv(info
.coords
[1]);
312 glVertex2i(dst_rect
->right
, dst_rect
->top
);
314 glTexCoord3fv(info
.coords
[2]);
315 glVertex2i(dst_rect
->left
, dst_rect
->bottom
);
317 glTexCoord3fv(info
.coords
[3]);
318 glVertex2i(dst_rect
->right
, dst_rect
->bottom
);
321 /* Unbind the texture */
322 glBindTexture(info
.bind_target
, 0);
323 checkGLcall("glBindTexture(info->bind_target, 0)");
325 /* We changed the filtering settings on the texture. Inform the
326 * container about this to get the filters reset properly next draw. */
327 if (src_surface
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
329 IWineD3DBaseTextureImpl
*texture
= src_surface
->container
.u
.texture
;
330 texture
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MAGFILTER
] = WINED3DTEXF_POINT
;
331 texture
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MINFILTER
] = WINED3DTEXF_POINT
;
332 texture
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MIPFILTER
] = WINED3DTEXF_NONE
;
336 static void surface_realize_palette(IWineD3DSurfaceImpl
*surface
)
338 struct wined3d_palette
*palette
= surface
->palette
;
340 TRACE("surface %p.\n", surface
);
342 if (!palette
) return;
344 if (surface
->resource
.format
->id
== WINED3DFMT_P8_UINT
345 || surface
->resource
.format
->id
== WINED3DFMT_P8_UINT_A8_UNORM
)
347 if (surface
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
)
349 /* Make sure the texture is up to date. This call doesn't do
350 * anything if the texture is already up to date. */
351 surface_load_location(surface
, SFLAG_INTEXTURE
, NULL
);
353 /* We want to force a palette refresh, so mark the drawable as not being up to date */
354 surface_modify_location(surface
, SFLAG_INDRAWABLE
, FALSE
);
358 if (!(surface
->flags
& SFLAG_INSYSMEM
))
360 TRACE("Palette changed with surface that does not have an up to date system memory copy.\n");
361 surface_load_location(surface
, SFLAG_INSYSMEM
, NULL
);
363 surface_modify_location(surface
, SFLAG_INSYSMEM
, TRUE
);
367 if (surface
->flags
& SFLAG_DIBSECTION
)
372 TRACE("Updating the DC's palette.\n");
374 for (i
= 0; i
< 256; ++i
)
376 col
[i
].rgbRed
= palette
->palents
[i
].peRed
;
377 col
[i
].rgbGreen
= palette
->palents
[i
].peGreen
;
378 col
[i
].rgbBlue
= palette
->palents
[i
].peBlue
;
379 col
[i
].rgbReserved
= 0;
381 SetDIBColorTable(surface
->hDC
, 0, 256, col
);
384 /* Propagate the changes to the drawable when we have a palette. */
385 if (surface
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
)
386 surface_load_location(surface
, SFLAG_INDRAWABLE
, NULL
);
389 static HRESULT
surface_draw_overlay(IWineD3DSurfaceImpl
*surface
)
393 /* If there's no destination surface there is nothing to do. */
394 if (!surface
->overlay_dest
)
397 /* Blt calls ModifyLocation on the dest surface, which in turn calls
398 * DrawOverlay to update the overlay. Prevent an endless recursion. */
399 if (surface
->overlay_dest
->flags
& SFLAG_INOVERLAYDRAW
)
402 surface
->overlay_dest
->flags
|= SFLAG_INOVERLAYDRAW
;
403 hr
= IWineD3DSurface_Blt((IWineD3DSurface
*)surface
->overlay_dest
,
404 &surface
->overlay_destrect
, (IWineD3DSurface
*)surface
, &surface
->overlay_srcrect
,
405 WINEDDBLT_WAIT
, NULL
, WINED3DTEXF_LINEAR
);
406 surface
->overlay_dest
->flags
&= ~SFLAG_INOVERLAYDRAW
;
411 static const struct wined3d_surface_ops surface_ops
=
413 surface_realize_palette
,
414 surface_draw_overlay
,
417 HRESULT
surface_init(IWineD3DSurfaceImpl
*surface
, WINED3DSURFTYPE surface_type
, UINT alignment
,
418 UINT width
, UINT height
, UINT level
, BOOL lockable
, BOOL discard
, WINED3DMULTISAMPLE_TYPE multisample_type
,
419 UINT multisample_quality
, IWineD3DDeviceImpl
*device
, DWORD usage
, enum wined3d_format_id format_id
,
420 WINED3DPOOL pool
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
422 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
423 const struct wined3d_format
*format
= wined3d_get_format(gl_info
, format_id
);
424 void (*cleanup
)(IWineD3DSurfaceImpl
*This
);
425 unsigned int resource_size
;
428 if (multisample_quality
> 0)
430 FIXME("multisample_quality set to %u, substituting 0\n", multisample_quality
);
431 multisample_quality
= 0;
434 /* Quick lockable sanity check.
435 * TODO: remove this after surfaces, usage and lockability have been debugged properly
436 * this function is too deep to need to care about things like this.
437 * Levels need to be checked too, since they all affect what can be done. */
440 case WINED3DPOOL_SCRATCH
:
443 FIXME("Called with a pool of SCRATCH and a lockable of FALSE "
444 "which are mutually exclusive, setting lockable to TRUE.\n");
449 case WINED3DPOOL_SYSTEMMEM
:
451 FIXME("Called with a pool of SYSTEMMEM and a lockable of FALSE, this is acceptable but unexpected.\n");
454 case WINED3DPOOL_MANAGED
:
455 if (usage
& WINED3DUSAGE_DYNAMIC
)
456 FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n");
459 case WINED3DPOOL_DEFAULT
:
460 if (lockable
&& !(usage
& (WINED3DUSAGE_DYNAMIC
| WINED3DUSAGE_RENDERTARGET
| WINED3DUSAGE_DEPTHSTENCIL
)))
461 WARN("Creating a lockable surface with a POOL of DEFAULT, that doesn't specify DYNAMIC usage.\n");
465 FIXME("Unknown pool %#x.\n", pool
);
469 if (usage
& WINED3DUSAGE_RENDERTARGET
&& pool
!= WINED3DPOOL_DEFAULT
)
471 FIXME("Trying to create a render target that isn't in the default pool.\n");
474 /* FIXME: Check that the format is supported by the device. */
476 resource_size
= wined3d_format_calculate_size(format
, alignment
, width
, height
);
477 if (!resource_size
) return WINED3DERR_INVALIDCALL
;
479 /* Look at the implementation and set the correct Vtable. */
480 switch (surface_type
)
483 surface
->lpVtbl
= &IWineD3DSurface_Vtbl
;
484 cleanup
= surface_cleanup
;
488 surface
->lpVtbl
= &IWineGDISurface_Vtbl
;
489 cleanup
= surface_gdi_cleanup
;
493 ERR("Requested unknown surface implementation %#x.\n", surface_type
);
494 return WINED3DERR_INVALIDCALL
;
497 hr
= resource_init((IWineD3DResourceImpl
*)surface
, WINED3DRTYPE_SURFACE
,
498 device
, resource_size
, usage
, format
, pool
, parent
, parent_ops
);
501 WARN("Failed to initialize resource, returning %#x.\n", hr
);
505 /* "Standalone" surface. */
506 surface_set_container(surface
, WINED3D_CONTAINER_NONE
, NULL
);
508 surface
->currentDesc
.Width
= width
;
509 surface
->currentDesc
.Height
= height
;
510 surface
->currentDesc
.MultiSampleType
= multisample_type
;
511 surface
->currentDesc
.MultiSampleQuality
= multisample_quality
;
512 surface
->texture_level
= level
;
513 list_init(&surface
->overlays
);
516 surface
->flags
= SFLAG_NORMCOORD
; /* Default to normalized coords. */
517 if (discard
) surface
->flags
|= SFLAG_DISCARD
;
518 if (lockable
|| format_id
== WINED3DFMT_D16_LOCKABLE
) surface
->flags
|= SFLAG_LOCKABLE
;
520 /* Mark the texture as dirty so that it gets loaded first time around. */
521 surface_add_dirty_rect(surface
, NULL
);
522 list_init(&surface
->renderbuffers
);
524 TRACE("surface %p, memory %p, size %u\n", surface
, surface
->resource
.allocatedMemory
, surface
->resource
.size
);
526 /* Call the private setup routine */
527 hr
= IWineD3DSurface_PrivateSetup((IWineD3DSurface
*)surface
);
530 ERR("Private setup failed, returning %#x\n", hr
);
538 static void surface_force_reload(IWineD3DSurfaceImpl
*surface
)
540 surface
->flags
&= ~(SFLAG_ALLOCATED
| SFLAG_SRGBALLOCATED
);
543 void surface_set_texture_name(IWineD3DSurfaceImpl
*surface
, GLuint new_name
, BOOL srgb
)
548 TRACE("surface %p, new_name %u, srgb %#x.\n", surface
, new_name
, srgb
);
552 name
= &surface
->texture_name_srgb
;
553 flag
= SFLAG_INSRGBTEX
;
557 name
= &surface
->texture_name
;
558 flag
= SFLAG_INTEXTURE
;
561 if (!*name
&& new_name
)
563 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
564 * surface has no texture name yet. See if we can get rid of this. */
565 if (surface
->flags
& flag
)
566 ERR("Surface has %s set, but no texture name.\n", debug_surflocation(flag
));
567 surface_modify_location(surface
, flag
, FALSE
);
571 surface_force_reload(surface
);
574 void surface_set_texture_target(IWineD3DSurfaceImpl
*surface
, GLenum target
)
576 TRACE("surface %p, target %#x.\n", surface
, target
);
578 if (surface
->texture_target
!= target
)
580 if (target
== GL_TEXTURE_RECTANGLE_ARB
)
582 surface
->flags
&= ~SFLAG_NORMCOORD
;
584 else if (surface
->texture_target
== GL_TEXTURE_RECTANGLE_ARB
)
586 surface
->flags
|= SFLAG_NORMCOORD
;
589 surface
->texture_target
= target
;
590 surface_force_reload(surface
);
593 /* Context activation is done by the caller. */
594 void surface_bind(IWineD3DSurfaceImpl
*surface
, BOOL srgb
)
596 TRACE("surface %p, srgb %#x.\n", surface
, srgb
);
598 if (surface
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
600 IWineD3DBaseTextureImpl
*texture
= surface
->container
.u
.texture
;
602 TRACE("Passing to container (%p).\n", texture
);
603 texture
->baseTexture
.texture_ops
->texture_bind(texture
, srgb
);
607 GLuint
*name
= srgb
? &surface
->texture_name_srgb
: &surface
->texture_name
;
609 if (surface
->texture_level
)
611 ERR("Standalone surface %p is non-zero texture level %u.\n",
612 surface
, surface
->texture_level
);
619 glGenTextures(1, name
);
620 checkGLcall("glGenTextures");
622 TRACE("Surface %p given name %u.\n", surface
, *name
);
624 glBindTexture(surface
->texture_target
, *name
);
625 checkGLcall("glBindTexture");
626 glTexParameteri(surface
->texture_target
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
627 glTexParameteri(surface
->texture_target
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
628 glTexParameteri(surface
->texture_target
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
629 glTexParameteri(surface
->texture_target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
630 glTexParameteri(surface
->texture_target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
631 checkGLcall("glTexParameteri");
635 glBindTexture(surface
->texture_target
, *name
);
636 checkGLcall("glBindTexture");
643 /* Context activation is done by the caller. */
644 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl
*This
, BOOL srgb
) {
645 DWORD active_sampler
;
647 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
648 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
649 * gl states. The current texture unit should always be a valid one.
651 * To be more specific, this is tricky because we can implicitly be called
652 * from sampler() in state.c. This means we can't touch anything other than
653 * whatever happens to be the currently active texture, or we would risk
654 * marking already applied sampler states dirty again.
656 * TODO: Track the current active texture per GL context instead of using glGet
658 GLint active_texture
;
660 glGetIntegerv(GL_ACTIVE_TEXTURE
, &active_texture
);
662 active_sampler
= This
->resource
.device
->rev_tex_unit_map
[active_texture
- GL_TEXTURE0_ARB
];
664 if (active_sampler
!= WINED3D_UNMAPPED_STAGE
)
666 IWineD3DDeviceImpl_MarkStateDirty(This
->resource
.device
, STATE_SAMPLER(active_sampler
));
668 surface_bind(This
, srgb
);
671 /* This function checks if the primary render target uses the 8bit paletted format. */
672 static BOOL
primary_render_target_is_p8(IWineD3DDeviceImpl
*device
)
674 if (device
->render_targets
&& device
->render_targets
[0])
676 IWineD3DSurfaceImpl
*render_target
= device
->render_targets
[0];
677 if ((render_target
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
)
678 && (render_target
->resource
.format
->id
== WINED3DFMT_P8_UINT
))
684 /* This call just downloads data, the caller is responsible for binding the
685 * correct texture. */
686 /* Context activation is done by the caller. */
687 static void surface_download_data(IWineD3DSurfaceImpl
*This
, const struct wined3d_gl_info
*gl_info
)
689 const struct wined3d_format
*format
= This
->resource
.format
;
691 /* Only support read back of converted P8 surfaces */
692 if (This
->flags
& SFLAG_CONVERTED
&& format
->id
!= WINED3DFMT_P8_UINT
)
694 FIXME("Readback conversion not supported for format %s.\n", debug_d3dformat(format
->id
));
700 if (format
->flags
& WINED3DFMT_FLAG_COMPRESSED
)
702 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p.\n",
703 This
, This
->texture_level
, format
->glFormat
, format
->glType
,
704 This
->resource
.allocatedMemory
);
706 if (This
->flags
& SFLAG_PBO
)
708 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, This
->pbo
));
709 checkGLcall("glBindBufferARB");
710 GL_EXTCALL(glGetCompressedTexImageARB(This
->texture_target
, This
->texture_level
, NULL
));
711 checkGLcall("glGetCompressedTexImageARB");
712 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, 0));
713 checkGLcall("glBindBufferARB");
717 GL_EXTCALL(glGetCompressedTexImageARB(This
->texture_target
,
718 This
->texture_level
, This
->resource
.allocatedMemory
));
719 checkGLcall("glGetCompressedTexImageARB");
725 GLenum gl_format
= format
->glFormat
;
726 GLenum gl_type
= format
->glType
;
730 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
731 if (format
->id
== WINED3DFMT_P8_UINT
&& primary_render_target_is_p8(This
->resource
.device
))
733 gl_format
= GL_ALPHA
;
734 gl_type
= GL_UNSIGNED_BYTE
;
737 if (This
->flags
& SFLAG_NONPOW2
)
739 unsigned char alignment
= This
->resource
.device
->surface_alignment
;
740 src_pitch
= format
->byte_count
* This
->pow2Width
;
741 dst_pitch
= IWineD3DSurface_GetPitch((IWineD3DSurface
*) This
);
742 src_pitch
= (src_pitch
+ alignment
- 1) & ~(alignment
- 1);
743 mem
= HeapAlloc(GetProcessHeap(), 0, src_pitch
* This
->pow2Height
);
745 mem
= This
->resource
.allocatedMemory
;
748 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
749 This
, This
->texture_level
, gl_format
, gl_type
, mem
);
751 if (This
->flags
& SFLAG_PBO
)
753 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, This
->pbo
));
754 checkGLcall("glBindBufferARB");
756 glGetTexImage(This
->texture_target
, This
->texture_level
, gl_format
, gl_type
, NULL
);
757 checkGLcall("glGetTexImage");
759 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, 0));
760 checkGLcall("glBindBufferARB");
762 glGetTexImage(This
->texture_target
, This
->texture_level
, gl_format
, gl_type
, mem
);
763 checkGLcall("glGetTexImage");
767 if (This
->flags
& SFLAG_NONPOW2
)
769 const BYTE
*src_data
;
773 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
774 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
775 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
777 * We're doing this...
779 * instead of boxing the texture :
780 * |<-texture width ->| -->pow2width| /\
781 * |111111111111111111| | |
782 * |222 Texture 222222| boxed empty | texture height
783 * |3333 Data 33333333| | |
784 * |444444444444444444| | \/
785 * ----------------------------------- |
786 * | boxed empty | boxed empty | pow2height
788 * -----------------------------------
791 * we're repacking the data to the expected texture width
793 * |<-texture width ->| -->pow2width| /\
794 * |111111111111111111222222222222222| |
795 * |222333333333333333333444444444444| texture height
799 * | empty | pow2height
801 * -----------------------------------
805 * |<-texture width ->| /\
806 * |111111111111111111|
807 * |222222222222222222|texture height
808 * |333333333333333333|
809 * |444444444444444444| \/
810 * --------------------
812 * this also means that any references to allocatedMemory should work with the data as if were a
813 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
815 * internally the texture is still stored in a boxed format so any references to textureName will
816 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
818 * Performance should not be an issue, because applications normally do not lock the surfaces when
819 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
820 * and doesn't have to be re-read.
823 dst_data
= This
->resource
.allocatedMemory
;
824 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This
, src_pitch
, dst_pitch
);
825 for (y
= 1 ; y
< This
->currentDesc
.Height
; y
++) {
826 /* skip the first row */
827 src_data
+= src_pitch
;
828 dst_data
+= dst_pitch
;
829 memcpy(dst_data
, src_data
, dst_pitch
);
832 HeapFree(GetProcessHeap(), 0, mem
);
836 /* Surface has now been downloaded */
837 This
->flags
|= SFLAG_INSYSMEM
;
840 /* This call just uploads data, the caller is responsible for binding the
841 * correct texture. */
842 /* Context activation is done by the caller. */
843 static void surface_upload_data(IWineD3DSurfaceImpl
*This
, const struct wined3d_gl_info
*gl_info
,
844 const struct wined3d_format
*format
, BOOL srgb
, const GLvoid
*data
)
846 GLsizei width
= This
->currentDesc
.Width
;
847 GLsizei height
= This
->currentDesc
.Height
;
852 internal
= format
->glGammaInternal
;
854 else if (This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
&& surface_is_offscreen(This
))
856 internal
= format
->rtInternal
;
860 internal
= format
->glInternal
;
863 TRACE("This %p, internal %#x, width %d, height %d, format %#x, type %#x, data %p.\n",
864 This
, internal
, width
, height
, format
->glFormat
, format
->glType
, data
);
865 TRACE("target %#x, level %u, resource size %u.\n",
866 This
->texture_target
, This
->texture_level
, This
->resource
.size
);
868 if (format
->heightscale
!= 1.0f
&& format
->heightscale
!= 0.0f
) height
*= format
->heightscale
;
872 if (This
->flags
& SFLAG_PBO
)
874 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
875 checkGLcall("glBindBufferARB");
877 TRACE("(%p) pbo: %#x, data: %p.\n", This
, This
->pbo
, data
);
881 if (format
->flags
& WINED3DFMT_FLAG_COMPRESSED
)
883 TRACE("Calling glCompressedTexSubImage2DARB.\n");
885 GL_EXTCALL(glCompressedTexSubImage2DARB(This
->texture_target
, This
->texture_level
,
886 0, 0, width
, height
, internal
, This
->resource
.size
, data
));
887 checkGLcall("glCompressedTexSubImage2DARB");
891 TRACE("Calling glTexSubImage2D.\n");
893 glTexSubImage2D(This
->texture_target
, This
->texture_level
,
894 0, 0, width
, height
, format
->glFormat
, format
->glType
, data
);
895 checkGLcall("glTexSubImage2D");
898 if (This
->flags
& SFLAG_PBO
)
900 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
901 checkGLcall("glBindBufferARB");
906 if (gl_info
->quirks
& WINED3D_QUIRK_FBO_TEX_UPDATE
)
908 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
911 for (i
= 0; i
< device
->numContexts
; ++i
)
913 context_surface_update(device
->contexts
[i
], This
);
918 /* This call just allocates the texture, the caller is responsible for binding
919 * the correct texture. */
920 /* Context activation is done by the caller. */
921 static void surface_allocate_surface(IWineD3DSurfaceImpl
*This
, const struct wined3d_gl_info
*gl_info
,
922 const struct wined3d_format
*format
, BOOL srgb
)
924 BOOL enable_client_storage
= FALSE
;
925 GLsizei width
= This
->pow2Width
;
926 GLsizei height
= This
->pow2Height
;
927 const BYTE
*mem
= NULL
;
932 internal
= format
->glGammaInternal
;
934 else if (This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
&& surface_is_offscreen(This
))
936 internal
= format
->rtInternal
;
940 internal
= format
->glInternal
;
943 if (format
->heightscale
!= 1.0f
&& format
->heightscale
!= 0.0f
) height
*= format
->heightscale
;
945 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",
946 This
, This
->texture_target
, This
->texture_level
, debug_d3dformat(format
->id
),
947 internal
, width
, height
, format
->glFormat
, format
->glType
);
951 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
953 if (This
->flags
& (SFLAG_NONPOW2
| SFLAG_DIBSECTION
| SFLAG_CONVERTED
)
954 || !This
->resource
.allocatedMemory
)
956 /* In some cases we want to disable client storage.
957 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
958 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
959 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
960 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
962 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
963 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
964 This
->flags
&= ~SFLAG_CLIENT
;
965 enable_client_storage
= TRUE
;
969 This
->flags
|= SFLAG_CLIENT
;
971 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
972 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
974 mem
= (BYTE
*)(((ULONG_PTR
) This
->resource
.heapMemory
+ (RESOURCE_ALIGNMENT
- 1)) & ~(RESOURCE_ALIGNMENT
- 1));
978 if (format
->flags
& WINED3DFMT_FLAG_COMPRESSED
&& mem
)
980 GL_EXTCALL(glCompressedTexImage2DARB(This
->texture_target
, This
->texture_level
,
981 internal
, width
, height
, 0, This
->resource
.size
, mem
));
982 checkGLcall("glCompressedTexImage2DARB");
986 glTexImage2D(This
->texture_target
, This
->texture_level
,
987 internal
, width
, height
, 0, format
->glFormat
, format
->glType
, mem
);
988 checkGLcall("glTexImage2D");
991 if(enable_client_storage
) {
992 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
993 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
998 /* In D3D the depth stencil dimensions have to be greater than or equal to the
999 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
1000 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
1001 /* GL locking is done by the caller */
1002 void surface_set_compatible_renderbuffer(IWineD3DSurfaceImpl
*surface
, unsigned int width
, unsigned int height
)
1004 const struct wined3d_gl_info
*gl_info
= &surface
->resource
.device
->adapter
->gl_info
;
1005 renderbuffer_entry_t
*entry
;
1006 GLuint renderbuffer
= 0;
1007 unsigned int src_width
, src_height
;
1009 src_width
= surface
->pow2Width
;
1010 src_height
= surface
->pow2Height
;
1012 /* A depth stencil smaller than the render target is not valid */
1013 if (width
> src_width
|| height
> src_height
) return;
1015 /* Remove any renderbuffer set if the sizes match */
1016 if (gl_info
->supported
[ARB_FRAMEBUFFER_OBJECT
]
1017 || (width
== src_width
&& height
== src_height
))
1019 surface
->current_renderbuffer
= NULL
;
1023 /* Look if we've already got a renderbuffer of the correct dimensions */
1024 LIST_FOR_EACH_ENTRY(entry
, &surface
->renderbuffers
, renderbuffer_entry_t
, entry
)
1026 if (entry
->width
== width
&& entry
->height
== height
)
1028 renderbuffer
= entry
->id
;
1029 surface
->current_renderbuffer
= entry
;
1036 gl_info
->fbo_ops
.glGenRenderbuffers(1, &renderbuffer
);
1037 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, renderbuffer
);
1038 gl_info
->fbo_ops
.glRenderbufferStorage(GL_RENDERBUFFER
,
1039 surface
->resource
.format
->glInternal
, width
, height
);
1041 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t
));
1042 entry
->width
= width
;
1043 entry
->height
= height
;
1044 entry
->id
= renderbuffer
;
1045 list_add_head(&surface
->renderbuffers
, &entry
->entry
);
1047 surface
->current_renderbuffer
= entry
;
1050 checkGLcall("set_compatible_renderbuffer");
1053 GLenum
surface_get_gl_buffer(IWineD3DSurfaceImpl
*surface
)
1055 IWineD3DSwapChainImpl
*swapchain
= surface
->container
.u
.swapchain
;
1057 TRACE("surface %p.\n", surface
);
1059 if (surface
->container
.type
!= WINED3D_CONTAINER_SWAPCHAIN
)
1061 ERR("Surface %p is not on a swapchain.\n", surface
);
1065 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0] == surface
)
1067 if (swapchain
->render_to_fbo
)
1069 TRACE("Returning GL_COLOR_ATTACHMENT0\n");
1070 return GL_COLOR_ATTACHMENT0
;
1072 TRACE("Returning GL_BACK\n");
1075 else if (surface
== swapchain
->front_buffer
)
1077 TRACE("Returning GL_FRONT\n");
1081 FIXME("Higher back buffer, returning GL_BACK\n");
1085 /* Slightly inefficient way to handle multiple dirty rects but it works :) */
1086 void surface_add_dirty_rect(IWineD3DSurfaceImpl
*surface
, const RECT
*dirty_rect
)
1088 TRACE("surface %p, dirty_rect %s.\n", surface
, wine_dbgstr_rect(dirty_rect
));
1090 if (!(surface
->flags
& SFLAG_INSYSMEM
) && (surface
->flags
& SFLAG_INTEXTURE
))
1091 /* No partial locking for textures yet. */
1092 surface_load_location(surface
, SFLAG_INSYSMEM
, NULL
);
1094 surface_modify_location(surface
, SFLAG_INSYSMEM
, TRUE
);
1097 surface
->dirtyRect
.left
= min(surface
->dirtyRect
.left
, dirty_rect
->left
);
1098 surface
->dirtyRect
.top
= min(surface
->dirtyRect
.top
, dirty_rect
->top
);
1099 surface
->dirtyRect
.right
= max(surface
->dirtyRect
.right
, dirty_rect
->right
);
1100 surface
->dirtyRect
.bottom
= max(surface
->dirtyRect
.bottom
, dirty_rect
->bottom
);
1104 surface
->dirtyRect
.left
= 0;
1105 surface
->dirtyRect
.top
= 0;
1106 surface
->dirtyRect
.right
= surface
->currentDesc
.Width
;
1107 surface
->dirtyRect
.bottom
= surface
->currentDesc
.Height
;
1110 /* if the container is a basetexture then mark it dirty. */
1111 if (surface
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
1113 TRACE("Passing to container.\n");
1114 basetexture_set_dirty(surface
->container
.u
.texture
, TRUE
);
1118 static BOOL
surface_convert_color_to_float(IWineD3DSurfaceImpl
*surface
, DWORD color
, WINED3DCOLORVALUE
*float_color
)
1120 const struct wined3d_format
*format
= surface
->resource
.format
;
1121 IWineD3DDeviceImpl
*device
= surface
->resource
.device
;
1125 case WINED3DFMT_P8_UINT
:
1126 if (surface
->palette
)
1128 float_color
->r
= surface
->palette
->palents
[color
].peRed
/ 255.0f
;
1129 float_color
->g
= surface
->palette
->palents
[color
].peGreen
/ 255.0f
;
1130 float_color
->b
= surface
->palette
->palents
[color
].peBlue
/ 255.0f
;
1134 float_color
->r
= 0.0f
;
1135 float_color
->g
= 0.0f
;
1136 float_color
->b
= 0.0f
;
1138 float_color
->a
= primary_render_target_is_p8(device
) ? color
/ 255.0f
: 1.0f
;
1141 case WINED3DFMT_B5G6R5_UNORM
:
1142 float_color
->r
= ((color
>> 11) & 0x1f) / 31.0f
;
1143 float_color
->g
= ((color
>> 5) & 0x3f) / 63.0f
;
1144 float_color
->b
= (color
& 0x1f) / 31.0f
;
1145 float_color
->a
= 1.0f
;
1148 case WINED3DFMT_B8G8R8_UNORM
:
1149 case WINED3DFMT_B8G8R8X8_UNORM
:
1150 float_color
->r
= D3DCOLOR_R(color
);
1151 float_color
->g
= D3DCOLOR_G(color
);
1152 float_color
->b
= D3DCOLOR_B(color
);
1153 float_color
->a
= 1.0f
;
1156 case WINED3DFMT_B8G8R8A8_UNORM
:
1157 float_color
->r
= D3DCOLOR_R(color
);
1158 float_color
->g
= D3DCOLOR_G(color
);
1159 float_color
->b
= D3DCOLOR_B(color
);
1160 float_color
->a
= D3DCOLOR_A(color
);
1164 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format
->id
));
1171 HRESULT
surface_load(IWineD3DSurfaceImpl
*surface
, BOOL srgb
)
1173 DWORD flag
= srgb
? SFLAG_INSRGBTEX
: SFLAG_INTEXTURE
;
1175 TRACE("surface %p, srgb %#x.\n", surface
, srgb
);
1177 if (surface
->resource
.pool
== WINED3DPOOL_SCRATCH
)
1179 ERR("Not supported on scratch surfaces.\n");
1180 return WINED3DERR_INVALIDCALL
;
1183 if (!(surface
->flags
& flag
))
1185 TRACE("Reloading because surface is dirty\n");
1187 /* Reload if either the texture and sysmem have different ideas about the
1188 * color key, or the actual key values changed. */
1189 else if (!(surface
->flags
& SFLAG_GLCKEY
) != !(surface
->CKeyFlags
& WINEDDSD_CKSRCBLT
)
1190 || ((surface
->CKeyFlags
& WINEDDSD_CKSRCBLT
)
1191 && (surface
->glCKey
.dwColorSpaceLowValue
!= surface
->SrcBltCKey
.dwColorSpaceLowValue
1192 || surface
->glCKey
.dwColorSpaceHighValue
!= surface
->SrcBltCKey
.dwColorSpaceHighValue
)))
1194 TRACE("Reloading because of color keying\n");
1195 /* To perform the color key conversion we need a sysmem copy of
1196 * the surface. Make sure we have it. */
1198 surface_load_location(surface
, SFLAG_INSYSMEM
, NULL
);
1199 /* Make sure the texture is reloaded because of the color key change,
1200 * this kills performance though :( */
1201 /* TODO: This is not necessarily needed with hw palettized texture support. */
1202 surface_modify_location(surface
, SFLAG_INSYSMEM
, TRUE
);
1206 TRACE("surface is already in texture\n");
1210 /* No partial locking for textures yet. */
1211 surface_load_location(surface
, flag
, NULL
);
1213 if (!(surface
->flags
& SFLAG_DONOTFREE
))
1215 HeapFree(GetProcessHeap(), 0, surface
->resource
.heapMemory
);
1216 surface
->resource
.allocatedMemory
= NULL
;
1217 surface
->resource
.heapMemory
= NULL
;
1218 surface_modify_location(surface
, SFLAG_INSYSMEM
, FALSE
);
1224 /* Do not call while under the GL lock. */
1225 static ULONG WINAPI
IWineD3DSurfaceImpl_Release(IWineD3DSurface
*iface
)
1227 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
1228 ULONG ref
= InterlockedDecrement(&This
->resource
.ref
);
1229 TRACE("(%p) : Releasing from %d\n", This
, ref
+ 1);
1233 surface_cleanup(This
);
1234 This
->resource
.parent_ops
->wined3d_object_destroyed(This
->resource
.parent
);
1236 TRACE("(%p) Released.\n", This
);
1237 HeapFree(GetProcessHeap(), 0, This
);
1243 /* ****************************************************
1244 IWineD3DSurface IWineD3DResource parts follow
1245 **************************************************** */
1247 /* Do not call while under the GL lock. */
1248 void surface_internal_preload(IWineD3DSurfaceImpl
*surface
, enum WINED3DSRGB srgb
)
1250 IWineD3DDeviceImpl
*device
= surface
->resource
.device
;
1252 TRACE("iface %p, srgb %#x.\n", surface
, srgb
);
1254 if (surface
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
1256 IWineD3DBaseTextureImpl
*texture
= surface
->container
.u
.texture
;
1258 TRACE("Passing to container (%p).\n", texture
);
1259 texture
->baseTexture
.texture_ops
->texture_preload(texture
, srgb
);
1263 struct wined3d_context
*context
= NULL
;
1265 TRACE("(%p) : About to load surface\n", surface
);
1267 if (!device
->isInDraw
) context
= context_acquire(device
, NULL
);
1269 if (surface
->resource
.format
->id
== WINED3DFMT_P8_UINT
1270 || surface
->resource
.format
->id
== WINED3DFMT_P8_UINT_A8_UNORM
)
1272 if (palette9_changed(surface
))
1274 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
1275 /* TODO: This is not necessarily needed with hw palettized texture support */
1276 surface_load_location(surface
, SFLAG_INSYSMEM
, NULL
);
1277 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
1278 surface_modify_location(surface
, SFLAG_INTEXTURE
, FALSE
);
1282 surface_load(surface
, srgb
== SRGB_SRGB
? TRUE
: FALSE
);
1284 if (surface
->resource
.pool
== WINED3DPOOL_DEFAULT
)
1286 /* Tell opengl to try and keep this texture in video ram (well mostly) */
1290 glPrioritizeTextures(1, &surface
->texture_name
, &tmp
);
1294 if (context
) context_release(context
);
1298 static void WINAPI
IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface
*iface
)
1300 surface_internal_preload((IWineD3DSurfaceImpl
*)iface
, SRGB_ANY
);
1303 /* Context activation is done by the caller. */
1304 static void surface_remove_pbo(IWineD3DSurfaceImpl
*This
, const struct wined3d_gl_info
*gl_info
)
1306 if (!This
->resource
.heapMemory
)
1308 This
->resource
.heapMemory
= HeapAlloc(GetProcessHeap(), 0, This
->resource
.size
+ RESOURCE_ALIGNMENT
);
1309 This
->resource
.allocatedMemory
=
1310 (BYTE
*)(((ULONG_PTR
)This
->resource
.heapMemory
+ (RESOURCE_ALIGNMENT
- 1)) & ~(RESOURCE_ALIGNMENT
- 1));
1314 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
1315 checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
1316 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0, This
->resource
.size
, This
->resource
.allocatedMemory
));
1317 checkGLcall("glGetBufferSubDataARB");
1318 GL_EXTCALL(glDeleteBuffersARB(1, &This
->pbo
));
1319 checkGLcall("glDeleteBuffersARB");
1323 This
->flags
&= ~SFLAG_PBO
;
1326 BOOL
surface_init_sysmem(IWineD3DSurfaceImpl
*surface
)
1328 if (!surface
->resource
.allocatedMemory
)
1330 surface
->resource
.heapMemory
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1331 surface
->resource
.size
+ RESOURCE_ALIGNMENT
);
1332 if (!surface
->resource
.heapMemory
)
1334 ERR("Out of memory\n");
1337 surface
->resource
.allocatedMemory
=
1338 (BYTE
*)(((ULONG_PTR
)surface
->resource
.heapMemory
+ (RESOURCE_ALIGNMENT
- 1)) & ~(RESOURCE_ALIGNMENT
- 1));
1342 memset(surface
->resource
.allocatedMemory
, 0, surface
->resource
.size
);
1345 surface_modify_location(surface
, SFLAG_INSYSMEM
, TRUE
);
1350 /* Do not call while under the GL lock. */
1351 static void WINAPI
IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface
*iface
)
1353 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
1354 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1355 const struct wined3d_gl_info
*gl_info
;
1356 renderbuffer_entry_t
*entry
, *entry2
;
1357 struct wined3d_context
*context
;
1359 TRACE("(%p)\n", iface
);
1361 if(This
->resource
.pool
== WINED3DPOOL_DEFAULT
) {
1362 /* Default pool resources are supposed to be destroyed before Reset is called.
1363 * Implicit resources stay however. So this means we have an implicit render target
1364 * or depth stencil. The content may be destroyed, but we still have to tear down
1365 * opengl resources, so we cannot leave early.
1367 * Put the surfaces into sysmem, and reset the content. The D3D content is undefined,
1368 * but we can't set the sysmem INDRAWABLE because when we're rendering the swapchain
1369 * or the depth stencil into an FBO the texture or render buffer will be removed
1370 * and all flags get lost
1372 surface_init_sysmem(This
);
1376 /* Load the surface into system memory */
1377 surface_load_location(This
, SFLAG_INSYSMEM
, NULL
);
1378 surface_modify_location(This
, SFLAG_INDRAWABLE
, FALSE
);
1380 surface_modify_location(This
, SFLAG_INTEXTURE
, FALSE
);
1381 surface_modify_location(This
, SFLAG_INSRGBTEX
, FALSE
);
1382 This
->flags
&= ~(SFLAG_ALLOCATED
| SFLAG_SRGBALLOCATED
);
1384 context
= context_acquire(device
, NULL
);
1385 gl_info
= context
->gl_info
;
1387 /* Destroy PBOs, but load them into real sysmem before */
1388 if (This
->flags
& SFLAG_PBO
)
1389 surface_remove_pbo(This
, gl_info
);
1391 /* Destroy fbo render buffers. This is needed for implicit render targets, for
1392 * all application-created targets the application has to release the surface
1393 * before calling _Reset
1395 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &This
->renderbuffers
, renderbuffer_entry_t
, entry
) {
1397 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &entry
->id
);
1399 list_remove(&entry
->entry
);
1400 HeapFree(GetProcessHeap(), 0, entry
);
1402 list_init(&This
->renderbuffers
);
1403 This
->current_renderbuffer
= NULL
;
1405 /* If we're in a texture, the texture name belongs to the texture.
1406 * Otherwise, destroy it. */
1407 if (This
->container
.type
!= WINED3D_CONTAINER_TEXTURE
)
1410 glDeleteTextures(1, &This
->texture_name
);
1411 This
->texture_name
= 0;
1412 glDeleteTextures(1, &This
->texture_name_srgb
);
1413 This
->texture_name_srgb
= 0;
1417 context_release(context
);
1419 resource_unload((IWineD3DResourceImpl
*)This
);
1422 /* ******************************************************
1423 IWineD3DSurface IWineD3DSurface parts follow
1424 ****************************************************** */
1426 /* Read the framebuffer back into the surface */
1427 static void read_from_framebuffer(IWineD3DSurfaceImpl
*This
, const RECT
*rect
, void *dest
, UINT pitch
)
1429 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1430 const struct wined3d_gl_info
*gl_info
;
1431 struct wined3d_context
*context
;
1435 BYTE
*row
, *top
, *bottom
;
1439 BOOL srcIsUpsideDown
;
1444 if(wined3d_settings
.rendertargetlock_mode
== RTL_DISABLE
) {
1445 static BOOL warned
= FALSE
;
1447 ERR("The application tries to lock the render target, but render target locking is disabled\n");
1453 context
= context_acquire(device
, This
);
1454 context_apply_blit_state(context
, device
);
1455 gl_info
= context
->gl_info
;
1459 /* Select the correct read buffer, and give some debug output.
1460 * There is no need to keep track of the current read buffer or reset it, every part of the code
1461 * that reads sets the read buffer as desired.
1463 if (surface_is_offscreen(This
))
1465 /* Mapping the primary render target which is not on a swapchain.
1466 * Read from the back buffer. */
1467 TRACE("Mapping offscreen render target.\n");
1468 glReadBuffer(device
->offscreenBuffer
);
1469 srcIsUpsideDown
= TRUE
;
1473 /* Onscreen surfaces are always part of a swapchain */
1474 GLenum buffer
= surface_get_gl_buffer(This
);
1475 TRACE("Mapping %#x buffer.\n", buffer
);
1476 glReadBuffer(buffer
);
1477 checkGLcall("glReadBuffer");
1478 srcIsUpsideDown
= FALSE
;
1481 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
1483 local_rect
.left
= 0;
1485 local_rect
.right
= This
->currentDesc
.Width
;
1486 local_rect
.bottom
= This
->currentDesc
.Height
;
1490 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
1492 switch (This
->resource
.format
->id
)
1494 case WINED3DFMT_P8_UINT
:
1496 if (primary_render_target_is_p8(device
))
1498 /* In case of P8 render targets the index is stored in the alpha component */
1500 type
= GL_UNSIGNED_BYTE
;
1502 bpp
= This
->resource
.format
->byte_count
;
1504 /* GL can't return palettized data, so read ARGB pixels into a
1505 * separate block of memory and convert them into palettized format
1506 * in software. Slow, but if the app means to use palettized render
1507 * targets and locks it...
1509 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
1510 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
1511 * for the color channels when palettizing the colors.
1514 type
= GL_UNSIGNED_BYTE
;
1516 mem
= HeapAlloc(GetProcessHeap(), 0, This
->resource
.size
* 3);
1518 ERR("Out of memory\n");
1522 bpp
= This
->resource
.format
->byte_count
* 3;
1529 fmt
= This
->resource
.format
->glFormat
;
1530 type
= This
->resource
.format
->glType
;
1531 bpp
= This
->resource
.format
->byte_count
;
1534 if (This
->flags
& SFLAG_PBO
)
1536 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, This
->pbo
));
1537 checkGLcall("glBindBufferARB");
1540 ERR("mem not null for pbo -- unexpected\n");
1545 /* Save old pixel store pack state */
1546 glGetIntegerv(GL_PACK_ROW_LENGTH
, &rowLen
);
1547 checkGLcall("glGetIntegerv");
1548 glGetIntegerv(GL_PACK_SKIP_PIXELS
, &skipPix
);
1549 checkGLcall("glGetIntegerv");
1550 glGetIntegerv(GL_PACK_SKIP_ROWS
, &skipRow
);
1551 checkGLcall("glGetIntegerv");
1553 /* Setup pixel store pack state -- to glReadPixels into the correct place */
1554 glPixelStorei(GL_PACK_ROW_LENGTH
, This
->currentDesc
.Width
);
1555 checkGLcall("glPixelStorei");
1556 glPixelStorei(GL_PACK_SKIP_PIXELS
, local_rect
.left
);
1557 checkGLcall("glPixelStorei");
1558 glPixelStorei(GL_PACK_SKIP_ROWS
, local_rect
.top
);
1559 checkGLcall("glPixelStorei");
1561 glReadPixels(local_rect
.left
, (!srcIsUpsideDown
) ? (This
->currentDesc
.Height
- local_rect
.bottom
) : local_rect
.top
,
1562 local_rect
.right
- local_rect
.left
,
1563 local_rect
.bottom
- local_rect
.top
,
1565 checkGLcall("glReadPixels");
1567 /* Reset previous pixel store pack state */
1568 glPixelStorei(GL_PACK_ROW_LENGTH
, rowLen
);
1569 checkGLcall("glPixelStorei");
1570 glPixelStorei(GL_PACK_SKIP_PIXELS
, skipPix
);
1571 checkGLcall("glPixelStorei");
1572 glPixelStorei(GL_PACK_SKIP_ROWS
, skipRow
);
1573 checkGLcall("glPixelStorei");
1575 if (This
->flags
& SFLAG_PBO
)
1577 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, 0));
1578 checkGLcall("glBindBufferARB");
1580 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
1581 * to get a pointer to it and perform the flipping in software. This is a lot
1582 * faster than calling glReadPixels for each line. In case we want more speed
1583 * we should rerender it flipped in a FBO and read the data back from the FBO. */
1584 if(!srcIsUpsideDown
) {
1585 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
1586 checkGLcall("glBindBufferARB");
1588 mem
= GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, GL_READ_WRITE_ARB
));
1589 checkGLcall("glMapBufferARB");
1593 /* TODO: Merge this with the palettization loop below for P8 targets */
1594 if(!srcIsUpsideDown
) {
1596 /* glReadPixels returns the image upside down, and there is no way to prevent this.
1597 Flip the lines in software */
1598 len
= (local_rect
.right
- local_rect
.left
) * bpp
;
1599 off
= local_rect
.left
* bpp
;
1601 row
= HeapAlloc(GetProcessHeap(), 0, len
);
1603 ERR("Out of memory\n");
1604 if (This
->resource
.format
->id
== WINED3DFMT_P8_UINT
) HeapFree(GetProcessHeap(), 0, mem
);
1609 top
= mem
+ pitch
* local_rect
.top
;
1610 bottom
= mem
+ pitch
* (local_rect
.bottom
- 1);
1611 for(i
= 0; i
< (local_rect
.bottom
- local_rect
.top
) / 2; i
++) {
1612 memcpy(row
, top
+ off
, len
);
1613 memcpy(top
+ off
, bottom
+ off
, len
);
1614 memcpy(bottom
+ off
, row
, len
);
1618 HeapFree(GetProcessHeap(), 0, row
);
1620 /* Unmap the temp PBO buffer */
1621 if (This
->flags
& SFLAG_PBO
)
1623 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
));
1624 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
1629 context_release(context
);
1631 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
1632 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
1633 * the same color but we have no choice.
1634 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
1636 if (This
->resource
.format
->id
== WINED3DFMT_P8_UINT
&& !primary_render_target_is_p8(device
))
1638 const PALETTEENTRY
*pal
= NULL
;
1639 DWORD width
= pitch
/ 3;
1643 pal
= This
->palette
->palents
;
1645 ERR("Palette is missing, cannot perform inverse palette lookup\n");
1646 HeapFree(GetProcessHeap(), 0, mem
);
1650 for(y
= local_rect
.top
; y
< local_rect
.bottom
; y
++) {
1651 for(x
= local_rect
.left
; x
< local_rect
.right
; x
++) {
1652 /* start lines pixels */
1653 const BYTE
*blue
= mem
+ y
* pitch
+ x
* (sizeof(BYTE
) * 3);
1654 const BYTE
*green
= blue
+ 1;
1655 const BYTE
*red
= green
+ 1;
1657 for(c
= 0; c
< 256; c
++) {
1658 if(*red
== pal
[c
].peRed
&&
1659 *green
== pal
[c
].peGreen
&&
1660 *blue
== pal
[c
].peBlue
)
1662 *((BYTE
*) dest
+ y
* width
+ x
) = c
;
1668 HeapFree(GetProcessHeap(), 0, mem
);
1672 /* Read the framebuffer contents into a texture */
1673 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl
*This
, BOOL srgb
)
1675 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1676 const struct wined3d_gl_info
*gl_info
;
1677 struct wined3d_context
*context
;
1679 if (!surface_is_offscreen(This
))
1681 /* We would need to flip onscreen surfaces, but there's no efficient
1682 * way to do that here. It makes more sense for the caller to
1683 * explicitly go through sysmem. */
1684 ERR("Not supported for onscreen targets.\n");
1688 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
1689 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
1690 * states in the stateblock, and no driver was found yet that had bugs in that regard.
1692 context
= context_acquire(device
, This
);
1693 gl_info
= context
->gl_info
;
1695 surface_prepare_texture(This
, gl_info
, srgb
);
1696 surface_bind_and_dirtify(This
, srgb
);
1698 TRACE("Reading back offscreen render target %p.\n", This
);
1702 glReadBuffer(device
->offscreenBuffer
);
1703 checkGLcall("glReadBuffer");
1705 glCopyTexSubImage2D(This
->texture_target
, This
->texture_level
,
1706 0, 0, 0, 0, This
->currentDesc
.Width
, This
->currentDesc
.Height
);
1707 checkGLcall("glCopyTexSubImage2D");
1711 context_release(context
);
1714 /* Context activation is done by the caller. */
1715 static void surface_prepare_texture_internal(IWineD3DSurfaceImpl
*surface
,
1716 const struct wined3d_gl_info
*gl_info
, BOOL srgb
)
1718 DWORD alloc_flag
= srgb
? SFLAG_SRGBALLOCATED
: SFLAG_ALLOCATED
;
1719 CONVERT_TYPES convert
;
1720 struct wined3d_format format
;
1722 if (surface
->flags
& alloc_flag
) return;
1724 d3dfmt_get_conv(surface
, TRUE
, TRUE
, &format
, &convert
);
1725 if (convert
!= NO_CONVERSION
|| format
.convert
) surface
->flags
|= SFLAG_CONVERTED
;
1726 else surface
->flags
&= ~SFLAG_CONVERTED
;
1728 surface_bind_and_dirtify(surface
, srgb
);
1729 surface_allocate_surface(surface
, gl_info
, &format
, srgb
);
1730 surface
->flags
|= alloc_flag
;
1733 /* Context activation is done by the caller. */
1734 void surface_prepare_texture(IWineD3DSurfaceImpl
*surface
, const struct wined3d_gl_info
*gl_info
, BOOL srgb
)
1736 if (surface
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
1738 IWineD3DBaseTextureImpl
*texture
= surface
->container
.u
.texture
;
1739 UINT sub_count
= texture
->baseTexture
.level_count
* texture
->baseTexture
.layer_count
;
1742 TRACE("surface %p is a subresource of texture %p.\n", surface
, texture
);
1744 for (i
= 0; i
< sub_count
; ++i
)
1746 IWineD3DSurfaceImpl
*s
= (IWineD3DSurfaceImpl
*)texture
->baseTexture
.sub_resources
[i
];
1747 surface_prepare_texture_internal(s
, gl_info
, srgb
);
1753 surface_prepare_texture_internal(surface
, gl_info
, srgb
);
1756 static void surface_prepare_system_memory(IWineD3DSurfaceImpl
*This
)
1758 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1759 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1761 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
1762 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
1765 if (!(This
->flags
& SFLAG_DYNLOCK
))
1768 /* MAXLOCKCOUNT is defined in wined3d_private.h */
1769 if(This
->lockCount
> MAXLOCKCOUNT
) {
1770 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
1771 This
->flags
|= SFLAG_DYNLOCK
;
1775 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
1776 * Also don't create a PBO for systemmem surfaces.
1778 if (gl_info
->supported
[ARB_PIXEL_BUFFER_OBJECT
] && (This
->flags
& SFLAG_DYNLOCK
)
1779 && !(This
->flags
& (SFLAG_PBO
| SFLAG_CONVERTED
| SFLAG_NONPOW2
))
1780 && (This
->resource
.pool
!= WINED3DPOOL_SYSTEMMEM
))
1783 struct wined3d_context
*context
;
1785 context
= context_acquire(device
, NULL
);
1788 GL_EXTCALL(glGenBuffersARB(1, &This
->pbo
));
1789 error
= glGetError();
1790 if (!This
->pbo
|| error
!= GL_NO_ERROR
)
1791 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error
), error
);
1793 TRACE("Attaching pbo=%#x to (%p)\n", This
->pbo
, This
);
1795 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
1796 checkGLcall("glBindBufferARB");
1798 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->resource
.size
+ 4, This
->resource
.allocatedMemory
, GL_STREAM_DRAW_ARB
));
1799 checkGLcall("glBufferDataARB");
1801 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
1802 checkGLcall("glBindBufferARB");
1804 /* We don't need the system memory anymore and we can't even use it for PBOs */
1805 if (!(This
->flags
& SFLAG_CLIENT
))
1807 HeapFree(GetProcessHeap(), 0, This
->resource
.heapMemory
);
1808 This
->resource
.heapMemory
= NULL
;
1810 This
->resource
.allocatedMemory
= NULL
;
1811 This
->flags
|= SFLAG_PBO
;
1813 context_release(context
);
1815 else if (!(This
->resource
.allocatedMemory
|| This
->flags
& SFLAG_PBO
))
1817 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1820 if(!This
->resource
.heapMemory
) {
1821 This
->resource
.heapMemory
= HeapAlloc(GetProcessHeap() ,0 , This
->resource
.size
+ RESOURCE_ALIGNMENT
);
1823 This
->resource
.allocatedMemory
=
1824 (BYTE
*)(((ULONG_PTR
) This
->resource
.heapMemory
+ (RESOURCE_ALIGNMENT
- 1)) & ~(RESOURCE_ALIGNMENT
- 1));
1825 if (This
->flags
& SFLAG_INSYSMEM
)
1827 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1832 static HRESULT WINAPI
IWineD3DSurfaceImpl_Map(IWineD3DSurface
*iface
,
1833 WINED3DLOCKED_RECT
*pLockedRect
, const RECT
*pRect
, DWORD flags
)
1835 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
1836 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1837 const RECT
*pass_rect
= pRect
;
1839 TRACE("iface %p, locked_rect %p, rect %s, flags %#x.\n",
1840 iface
, pLockedRect
, wine_dbgstr_rect(pRect
), flags
);
1842 /* This is also done in the base class, but we have to verify this before loading any data from
1843 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1844 * may interfere, and all other bad things may happen
1846 if (This
->flags
& SFLAG_LOCKED
)
1848 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1849 return WINED3DERR_INVALIDCALL
;
1851 This
->flags
|= SFLAG_LOCKED
;
1853 if (!(This
->flags
& SFLAG_LOCKABLE
))
1855 TRACE("Warning: trying to lock unlockable surf@%p\n", This
);
1858 if (flags
& WINED3DLOCK_DISCARD
)
1860 TRACE("WINED3DLOCK_DISCARD flag passed, marking SYSMEM as up to date.\n");
1861 surface_prepare_system_memory(This
);
1862 surface_modify_location(This
, SFLAG_INSYSMEM
, TRUE
);
1866 /* surface_load_location() does not check if the rectangle specifies
1867 * the full surface. Most callers don't need that, so do it here. */
1868 if (pRect
&& !pRect
->top
&& !pRect
->left
1869 && pRect
->right
== This
->currentDesc
.Width
1870 && pRect
->bottom
== This
->currentDesc
.Height
)
1875 if (!(wined3d_settings
.rendertargetlock_mode
== RTL_DISABLE
1876 && ((This
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
) || This
== device
->render_targets
[0])))
1878 surface_load_location(This
, SFLAG_INSYSMEM
, pass_rect
);
1882 if (This
->flags
& SFLAG_PBO
)
1884 const struct wined3d_gl_info
*gl_info
;
1885 struct wined3d_context
*context
;
1887 context
= context_acquire(device
, NULL
);
1888 gl_info
= context
->gl_info
;
1891 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
1892 checkGLcall("glBindBufferARB");
1894 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1895 if(This
->resource
.allocatedMemory
) {
1896 ERR("The surface already has PBO memory allocated!\n");
1899 This
->resource
.allocatedMemory
= GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, GL_READ_WRITE_ARB
));
1900 checkGLcall("glMapBufferARB");
1902 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1903 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
1904 checkGLcall("glBindBufferARB");
1907 context_release(context
);
1910 if (!(flags
& (WINED3DLOCK_NO_DIRTY_UPDATE
| WINED3DLOCK_READONLY
)))
1911 surface_add_dirty_rect(This
, pRect
);
1913 return IWineD3DBaseSurfaceImpl_Map(iface
, pLockedRect
, pRect
, flags
);
1916 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl
*This
,
1917 GLenum fmt
, GLenum type
, UINT bpp
, const BYTE
*mem
)
1919 UINT pitch
= IWineD3DSurface_GetPitch((IWineD3DSurface
*) This
); /* target is argb, 4 byte */
1920 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1921 const struct wined3d_gl_info
*gl_info
;
1922 struct wined3d_context
*context
;
1926 if (This
->flags
& SFLAG_LOCKED
)
1927 rect
= This
->lockedRect
;
1929 SetRect(&rect
, 0, 0, This
->currentDesc
.Width
, This
->currentDesc
.Height
);
1931 mem
+= rect
.top
* pitch
+ rect
.left
* bpp
;
1932 w
= rect
.right
- rect
.left
;
1933 h
= rect
.bottom
- rect
.top
;
1935 /* Activate the correct context for the render target */
1936 context
= context_acquire(device
, This
);
1937 context_apply_blit_state(context
, device
);
1938 gl_info
= context
->gl_info
;
1942 if (!surface_is_offscreen(This
))
1944 GLenum buffer
= surface_get_gl_buffer(This
);
1945 TRACE("Unlocking %#x buffer.\n", buffer
);
1946 context_set_draw_buffer(context
, buffer
);
1948 surface_translate_drawable_coords(This
, context
->win_handle
, &rect
);
1949 glPixelZoom(1.0f
, -1.0f
);
1953 /* Primary offscreen render target */
1954 TRACE("Offscreen render target.\n");
1955 context_set_draw_buffer(context
, device
->offscreenBuffer
);
1957 glPixelZoom(1.0f
, 1.0f
);
1960 glRasterPos3i(rect
.left
, rect
.top
, 1);
1961 checkGLcall("glRasterPos3i");
1963 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1964 glPixelStorei(GL_UNPACK_ROW_LENGTH
, This
->currentDesc
.Width
);
1966 if (This
->flags
& SFLAG_PBO
)
1968 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
1969 checkGLcall("glBindBufferARB");
1972 glDrawPixels(w
, h
, fmt
, type
, mem
);
1973 checkGLcall("glDrawPixels");
1975 if (This
->flags
& SFLAG_PBO
)
1977 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
1978 checkGLcall("glBindBufferARB");
1981 glPixelStorei(GL_UNPACK_ROW_LENGTH
, 0);
1982 checkGLcall("glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)");
1985 context_release(context
);
1988 static HRESULT WINAPI
IWineD3DSurfaceImpl_Unmap(IWineD3DSurface
*iface
)
1990 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
1991 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1994 if (!(This
->flags
& SFLAG_LOCKED
))
1996 WARN("trying to Unlock an unlocked surf@%p\n", This
);
1997 return WINEDDERR_NOTLOCKED
;
2000 if (This
->flags
& SFLAG_PBO
)
2002 const struct wined3d_gl_info
*gl_info
;
2003 struct wined3d_context
*context
;
2005 TRACE("Freeing PBO memory\n");
2007 context
= context_acquire(device
, NULL
);
2008 gl_info
= context
->gl_info
;
2011 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
2012 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
));
2013 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
2014 checkGLcall("glUnmapBufferARB");
2016 context_release(context
);
2018 This
->resource
.allocatedMemory
= NULL
;
2021 TRACE("(%p) : dirtyfied(%d)\n", This
, This
->flags
& (SFLAG_INDRAWABLE
| SFLAG_INTEXTURE
) ? 0 : 1);
2023 if (This
->flags
& (SFLAG_INDRAWABLE
| SFLAG_INTEXTURE
))
2025 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This
);
2029 if (This
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
2030 || (device
->render_targets
&& This
== device
->render_targets
[0]))
2032 if(wined3d_settings
.rendertargetlock_mode
== RTL_DISABLE
) {
2033 static BOOL warned
= FALSE
;
2035 ERR("The application tries to write to the render target, but render target locking is disabled\n");
2041 if (!This
->dirtyRect
.left
&& !This
->dirtyRect
.top
2042 && This
->dirtyRect
.right
== This
->currentDesc
.Width
2043 && This
->dirtyRect
.bottom
== This
->currentDesc
.Height
)
2047 /* TODO: Proper partial rectangle tracking */
2048 fullsurface
= FALSE
;
2049 This
->flags
|= SFLAG_INSYSMEM
;
2052 surface_load_location(This
, SFLAG_INDRAWABLE
, fullsurface
? NULL
: &This
->dirtyRect
);
2054 /* Partial rectangle tracking is not commonly implemented, it is only
2055 * done for render targets. INSYSMEM was set before to tell
2056 * surface_load_location() where to read the rectangle from.
2057 * Indrawable is set because all modifications from the partial
2058 * sysmem copy are written back to the drawable, thus the surface is
2059 * merged again in the drawable. The sysmem copy is not fully up to
2060 * date because only a subrectangle was read in Map(). */
2062 surface_modify_location(This
, SFLAG_INDRAWABLE
, TRUE
);
2064 This
->dirtyRect
.left
= This
->currentDesc
.Width
;
2065 This
->dirtyRect
.top
= This
->currentDesc
.Height
;
2066 This
->dirtyRect
.right
= 0;
2067 This
->dirtyRect
.bottom
= 0;
2069 else if (This
->resource
.format
->flags
& (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
))
2071 FIXME("Depth Stencil buffer locking is not implemented\n");
2075 This
->flags
&= ~SFLAG_LOCKED
;
2076 memset(&This
->lockedRect
, 0, sizeof(RECT
));
2078 /* Overlays have to be redrawn manually after changes with the GL implementation */
2079 if (This
->overlay_dest
)
2080 This
->surface_ops
->surface_draw_overlay(This
);
2085 static void surface_release_client_storage(IWineD3DSurfaceImpl
*surface
)
2087 struct wined3d_context
*context
;
2089 context
= context_acquire(surface
->resource
.device
, NULL
);
2092 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
2093 if (surface
->texture_name
)
2095 surface_bind_and_dirtify(surface
, FALSE
);
2096 glTexImage2D(surface
->texture_target
, surface
->texture_level
,
2097 GL_RGB
, 1, 1, 0, GL_RGB
, GL_UNSIGNED_BYTE
, NULL
);
2099 if (surface
->texture_name_srgb
)
2101 surface_bind_and_dirtify(surface
, TRUE
);
2102 glTexImage2D(surface
->texture_target
, surface
->texture_level
,
2103 GL_RGB
, 1, 1, 0, GL_RGB
, GL_UNSIGNED_BYTE
, NULL
);
2105 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
2108 context_release(context
);
2110 surface_modify_location(surface
, SFLAG_INSRGBTEX
, FALSE
);
2111 surface_modify_location(surface
, SFLAG_INTEXTURE
, FALSE
);
2112 surface_force_reload(surface
);
2115 static HRESULT WINAPI
IWineD3DSurfaceImpl_GetDC(IWineD3DSurface
*iface
, HDC
*pHDC
)
2117 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
2118 WINED3DLOCKED_RECT lock
;
2122 TRACE("(%p)->(%p)\n",This
,pHDC
);
2124 if (This
->flags
& SFLAG_USERPTR
)
2126 ERR("Not supported on surfaces with an application-provided surfaces\n");
2127 return WINEDDERR_NODC
;
2130 /* Give more detailed info for ddraw */
2131 if (This
->flags
& SFLAG_DCINUSE
)
2132 return WINEDDERR_DCALREADYCREATED
;
2134 /* Can't GetDC if the surface is locked */
2135 if (This
->flags
& SFLAG_LOCKED
)
2136 return WINED3DERR_INVALIDCALL
;
2138 memset(&lock
, 0, sizeof(lock
)); /* To be sure */
2140 /* Create a DIB section if there isn't a hdc yet */
2143 if (This
->flags
& SFLAG_CLIENT
)
2145 surface_load_location(This
, SFLAG_INSYSMEM
, NULL
);
2146 surface_release_client_storage(This
);
2148 hr
= IWineD3DBaseSurfaceImpl_CreateDIBSection(iface
);
2149 if(FAILED(hr
)) return WINED3DERR_INVALIDCALL
;
2151 /* Use the dib section from now on if we are not using a PBO */
2152 if (!(This
->flags
& SFLAG_PBO
))
2153 This
->resource
.allocatedMemory
= This
->dib
.bitmap_data
;
2156 /* Map the surface */
2157 hr
= IWineD3DSurface_Map(iface
, &lock
, NULL
, 0);
2159 /* Sync the DIB with the PBO. This can't be done earlier because Map()
2160 * activates the allocatedMemory. */
2161 if (This
->flags
& SFLAG_PBO
)
2162 memcpy(This
->dib
.bitmap_data
, This
->resource
.allocatedMemory
, This
->dib
.bitmap_size
);
2166 ERR("IWineD3DSurface_Map failed, hr %#x.\n", hr
);
2167 /* keep the dib section */
2171 if (This
->resource
.format
->id
== WINED3DFMT_P8_UINT
2172 || This
->resource
.format
->id
== WINED3DFMT_P8_UINT_A8_UNORM
)
2174 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
2175 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
2177 const PALETTEENTRY
*pal
= NULL
;
2180 pal
= This
->palette
->palents
;
2182 IWineD3DSurfaceImpl
*dds_primary
;
2183 IWineD3DSwapChainImpl
*swapchain
;
2184 swapchain
= This
->resource
.device
->swapchains
[0];
2185 dds_primary
= swapchain
->front_buffer
;
2186 if (dds_primary
&& dds_primary
->palette
)
2187 pal
= dds_primary
->palette
->palents
;
2191 for (n
=0; n
<256; n
++) {
2192 col
[n
].rgbRed
= pal
[n
].peRed
;
2193 col
[n
].rgbGreen
= pal
[n
].peGreen
;
2194 col
[n
].rgbBlue
= pal
[n
].peBlue
;
2195 col
[n
].rgbReserved
= 0;
2197 SetDIBColorTable(This
->hDC
, 0, 256, col
);
2202 TRACE("returning %p\n",*pHDC
);
2203 This
->flags
|= SFLAG_DCINUSE
;
2208 static HRESULT WINAPI
IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface
*iface
, HDC hDC
)
2210 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
2212 TRACE("(%p)->(%p)\n",This
,hDC
);
2214 if (!(This
->flags
& SFLAG_DCINUSE
))
2215 return WINEDDERR_NODC
;
2217 if (This
->hDC
!=hDC
) {
2218 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC
, This
->hDC
);
2219 return WINEDDERR_NODC
;
2222 if ((This
->flags
& SFLAG_PBO
) && This
->resource
.allocatedMemory
)
2224 /* Copy the contents of the DIB over to the PBO */
2225 memcpy(This
->resource
.allocatedMemory
, This
->dib
.bitmap_data
, This
->dib
.bitmap_size
);
2228 /* we locked first, so unlock now */
2229 IWineD3DSurface_Unmap(iface
);
2231 This
->flags
&= ~SFLAG_DCINUSE
;
2236 /* ******************************************************
2237 IWineD3DSurface Internal (No mapping to directx api) parts follow
2238 ****************************************************** */
2240 HRESULT
d3dfmt_get_conv(IWineD3DSurfaceImpl
*This
, BOOL need_alpha_ck
,
2241 BOOL use_texturing
, struct wined3d_format
*format
, CONVERT_TYPES
*convert
)
2243 BOOL colorkey_active
= need_alpha_ck
&& (This
->CKeyFlags
& WINEDDSD_CKSRCBLT
);
2244 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
2245 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2246 BOOL blit_supported
= FALSE
;
2248 /* Copy the default values from the surface. Below we might perform fixups */
2249 /* TODO: get rid of color keying desc fixups by using e.g. a table. */
2250 *format
= *This
->resource
.format
;
2251 *convert
= NO_CONVERSION
;
2253 /* Ok, now look if we have to do any conversion */
2254 switch (This
->resource
.format
->id
)
2256 case WINED3DFMT_P8_UINT
:
2257 /* Below the call to blit_supported is disabled for Wine 1.2
2258 * because the function isn't operating correctly yet. At the
2259 * moment 8-bit blits are handled in software and if certain GL
2260 * extensions are around, surface conversion is performed at
2261 * upload time. The blit_supported call recognizes it as a
2262 * destination fixup. This type of upload 'fixup' and 8-bit to
2263 * 8-bit blits need to be handled by the blit_shader.
2264 * TODO: get rid of this #if 0. */
2266 blit_supported
= device
->blitter
->blit_supported(&device
->adapter
->gl_info
, BLIT_OP_BLIT
,
2267 &rect
, This
->resource
.usage
, This
->resource
.pool
, This
->resource
.format
,
2268 &rect
, This
->resource
.usage
, This
->resource
.pool
, This
->resource
.format
);
2270 blit_supported
= gl_info
->supported
[EXT_PALETTED_TEXTURE
] || gl_info
->supported
[ARB_FRAGMENT_PROGRAM
];
2272 /* Use conversion when the blit_shader backend supports it. It only supports this in case of
2273 * texturing. Further also use conversion in case of color keying.
2274 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
2275 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
2276 * conflicts with this.
2278 if (!((blit_supported
&& device
->render_targets
&& This
== device
->render_targets
[0]))
2279 || colorkey_active
|| !use_texturing
)
2281 format
->glFormat
= GL_RGBA
;
2282 format
->glInternal
= GL_RGBA
;
2283 format
->glType
= GL_UNSIGNED_BYTE
;
2284 format
->conv_byte_count
= 4;
2285 if (colorkey_active
)
2286 *convert
= CONVERT_PALETTED_CK
;
2288 *convert
= CONVERT_PALETTED
;
2292 case WINED3DFMT_B2G3R3_UNORM
:
2293 /* **********************
2294 GL_UNSIGNED_BYTE_3_3_2
2295 ********************** */
2296 if (colorkey_active
) {
2297 /* This texture format will never be used.. So do not care about color keying
2298 up until the point in time it will be needed :-) */
2299 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
2303 case WINED3DFMT_B5G6R5_UNORM
:
2304 if (colorkey_active
)
2306 *convert
= CONVERT_CK_565
;
2307 format
->glFormat
= GL_RGBA
;
2308 format
->glInternal
= GL_RGB5_A1
;
2309 format
->glType
= GL_UNSIGNED_SHORT_5_5_5_1
;
2310 format
->conv_byte_count
= 2;
2314 case WINED3DFMT_B5G5R5X1_UNORM
:
2315 if (colorkey_active
)
2317 *convert
= CONVERT_CK_5551
;
2318 format
->glFormat
= GL_BGRA
;
2319 format
->glInternal
= GL_RGB5_A1
;
2320 format
->glType
= GL_UNSIGNED_SHORT_1_5_5_5_REV
;
2321 format
->conv_byte_count
= 2;
2325 case WINED3DFMT_B8G8R8_UNORM
:
2326 if (colorkey_active
)
2328 *convert
= CONVERT_CK_RGB24
;
2329 format
->glFormat
= GL_RGBA
;
2330 format
->glInternal
= GL_RGBA8
;
2331 format
->glType
= GL_UNSIGNED_INT_8_8_8_8
;
2332 format
->conv_byte_count
= 4;
2336 case WINED3DFMT_B8G8R8X8_UNORM
:
2337 if (colorkey_active
)
2339 *convert
= CONVERT_RGB32_888
;
2340 format
->glFormat
= GL_RGBA
;
2341 format
->glInternal
= GL_RGBA8
;
2342 format
->glType
= GL_UNSIGNED_INT_8_8_8_8
;
2343 format
->conv_byte_count
= 4;
2354 void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl
*This
, BYTE table
[256][4], BOOL colorkey
)
2356 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
2357 struct wined3d_palette
*pal
= This
->palette
;
2358 BOOL index_in_alpha
= FALSE
;
2361 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
2362 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
2363 * is slow. Further RGB->P8 conversion is not possible because palettes can have
2364 * duplicate entries. Store the color key in the unused alpha component to speed the
2365 * download up and to make conversion unneeded. */
2366 index_in_alpha
= primary_render_target_is_p8(device
);
2370 UINT dxVersion
= device
->wined3d
->dxVersion
;
2372 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
2375 ERR("This code should never get entered for DirectDraw!, expect problems\n");
2378 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
2379 * there's no palette at this time. */
2380 for (i
= 0; i
< 256; i
++) table
[i
][3] = i
;
2385 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
2386 * alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
2387 * capability flag is present (wine does advertise this capability) */
2388 for (i
= 0; i
< 256; ++i
)
2390 table
[i
][0] = device
->palettes
[device
->currentPalette
][i
].peRed
;
2391 table
[i
][1] = device
->palettes
[device
->currentPalette
][i
].peGreen
;
2392 table
[i
][2] = device
->palettes
[device
->currentPalette
][i
].peBlue
;
2393 table
[i
][3] = device
->palettes
[device
->currentPalette
][i
].peFlags
;
2399 TRACE("Using surface palette %p\n", pal
);
2400 /* Get the surface's palette */
2401 for (i
= 0; i
< 256; ++i
)
2403 table
[i
][0] = pal
->palents
[i
].peRed
;
2404 table
[i
][1] = pal
->palents
[i
].peGreen
;
2405 table
[i
][2] = pal
->palents
[i
].peBlue
;
2407 /* When index_in_alpha is set the palette index is stored in the
2408 * alpha component. In case of a readback we can then read
2409 * GL_ALPHA. Color keying is handled in BltOverride using a
2410 * GL_ALPHA_TEST using GL_NOT_EQUAL. In case of index_in_alpha the
2411 * color key itself is passed to glAlphaFunc in other cases the
2412 * alpha component of pixels that should be masked away is set to 0. */
2417 else if (colorkey
&& (i
>= This
->SrcBltCKey
.dwColorSpaceLowValue
)
2418 && (i
<= This
->SrcBltCKey
.dwColorSpaceHighValue
))
2422 else if (pal
->flags
& WINEDDPCAPS_ALPHA
)
2424 table
[i
][3] = pal
->palents
[i
].peFlags
;
2434 static HRESULT
d3dfmt_convert_surface(const BYTE
*src
, BYTE
*dst
, UINT pitch
, UINT width
,
2435 UINT height
, UINT outpitch
, CONVERT_TYPES convert
, IWineD3DSurfaceImpl
*This
)
2439 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src
, dst
, pitch
, height
, outpitch
, convert
,This
);
2444 memcpy(dst
, src
, pitch
* height
);
2447 case CONVERT_PALETTED
:
2448 case CONVERT_PALETTED_CK
:
2453 d3dfmt_p8_init_palette(This
, table
, (convert
== CONVERT_PALETTED_CK
));
2455 for (y
= 0; y
< height
; y
++)
2457 source
= src
+ pitch
* y
;
2458 dest
= dst
+ outpitch
* y
;
2459 /* This is an 1 bpp format, using the width here is fine */
2460 for (x
= 0; x
< width
; x
++) {
2461 BYTE color
= *source
++;
2462 *dest
++ = table
[color
][0];
2463 *dest
++ = table
[color
][1];
2464 *dest
++ = table
[color
][2];
2465 *dest
++ = table
[color
][3];
2471 case CONVERT_CK_565
:
2473 /* Converting the 565 format in 5551 packed to emulate color-keying.
2475 Note : in all these conversion, it would be best to average the averaging
2476 pixels to get the color of the pixel that will be color-keyed to
2477 prevent 'color bleeding'. This will be done later on if ever it is
2480 Note2: Nvidia documents say that their driver does not support alpha + color keying
2481 on the same surface and disables color keying in such a case
2487 TRACE("Color keyed 565\n");
2489 for (y
= 0; y
< height
; y
++) {
2490 Source
= (const WORD
*)(src
+ y
* pitch
);
2491 Dest
= (WORD
*) (dst
+ y
* outpitch
);
2492 for (x
= 0; x
< width
; x
++ ) {
2493 WORD color
= *Source
++;
2494 *Dest
= ((color
& 0xFFC0) | ((color
& 0x1F) << 1));
2495 if ((color
< This
->SrcBltCKey
.dwColorSpaceLowValue
) ||
2496 (color
> This
->SrcBltCKey
.dwColorSpaceHighValue
)) {
2505 case CONVERT_CK_5551
:
2507 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
2511 TRACE("Color keyed 5551\n");
2512 for (y
= 0; y
< height
; y
++) {
2513 Source
= (const WORD
*)(src
+ y
* pitch
);
2514 Dest
= (WORD
*) (dst
+ y
* outpitch
);
2515 for (x
= 0; x
< width
; x
++ ) {
2516 WORD color
= *Source
++;
2518 if ((color
< This
->SrcBltCKey
.dwColorSpaceLowValue
) ||
2519 (color
> This
->SrcBltCKey
.dwColorSpaceHighValue
)) {
2523 *Dest
&= ~(1 << 15);
2531 case CONVERT_CK_RGB24
:
2533 /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
2535 for (y
= 0; y
< height
; y
++)
2537 source
= src
+ pitch
* y
;
2538 dest
= dst
+ outpitch
* y
;
2539 for (x
= 0; x
< width
; x
++) {
2540 DWORD color
= ((DWORD
)source
[0] << 16) + ((DWORD
)source
[1] << 8) + (DWORD
)source
[2] ;
2541 DWORD dstcolor
= color
<< 8;
2542 if ((color
< This
->SrcBltCKey
.dwColorSpaceLowValue
) ||
2543 (color
> This
->SrcBltCKey
.dwColorSpaceHighValue
)) {
2546 *(DWORD
*)dest
= dstcolor
;
2554 case CONVERT_RGB32_888
:
2556 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
2558 for (y
= 0; y
< height
; y
++)
2560 source
= src
+ pitch
* y
;
2561 dest
= dst
+ outpitch
* y
;
2562 for (x
= 0; x
< width
; x
++) {
2563 DWORD color
= 0xffffff & *(const DWORD
*)source
;
2564 DWORD dstcolor
= color
<< 8;
2565 if ((color
< This
->SrcBltCKey
.dwColorSpaceLowValue
) ||
2566 (color
> This
->SrcBltCKey
.dwColorSpaceHighValue
)) {
2569 *(DWORD
*)dest
= dstcolor
;
2578 ERR("Unsupported conversion type %#x.\n", convert
);
2583 BOOL
palette9_changed(IWineD3DSurfaceImpl
*This
)
2585 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
2587 if (This
->palette
|| (This
->resource
.format
->id
!= WINED3DFMT_P8_UINT
2588 && This
->resource
.format
->id
!= WINED3DFMT_P8_UINT_A8_UNORM
))
2590 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2591 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2598 if (!memcmp(This
->palette9
, device
->palettes
[device
->currentPalette
], sizeof(PALETTEENTRY
) * 256))
2603 This
->palette9
= HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY
) * 256);
2605 memcpy(This
->palette9
, device
->palettes
[device
->currentPalette
], sizeof(PALETTEENTRY
) * 256);
2609 static HRESULT WINAPI
IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface
*iface
, enum wined3d_format_id format
)
2611 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
2614 TRACE("(%p) : Calling base function first\n", This
);
2615 hr
= IWineD3DBaseSurfaceImpl_SetFormat(iface
, format
);
2618 This
->flags
&= ~(SFLAG_ALLOCATED
| SFLAG_SRGBALLOCATED
);
2619 TRACE("(%p) : glFormat %d, glFormatInternal %d, glType %d\n", This
, This
->resource
.format
->glFormat
,
2620 This
->resource
.format
->glInternal
, This
->resource
.format
->glType
);
2625 static HRESULT WINAPI
IWineD3DSurfaceImpl_SetMem(IWineD3DSurface
*iface
, void *Mem
) {
2626 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
2628 TRACE("iface %p, mem %p.\n", iface
, Mem
);
2630 if (This
->flags
& (SFLAG_LOCKED
| SFLAG_DCINUSE
))
2632 WARN("Surface is locked or the HDC is in use\n");
2633 return WINED3DERR_INVALIDCALL
;
2636 if(Mem
&& Mem
!= This
->resource
.allocatedMemory
) {
2637 void *release
= NULL
;
2639 /* Do I have to copy the old surface content? */
2640 if (This
->flags
& SFLAG_DIBSECTION
)
2642 SelectObject(This
->hDC
, This
->dib
.holdbitmap
);
2643 DeleteDC(This
->hDC
);
2644 /* Release the DIB section */
2645 DeleteObject(This
->dib
.DIBsection
);
2646 This
->dib
.bitmap_data
= NULL
;
2647 This
->resource
.allocatedMemory
= NULL
;
2649 This
->flags
&= ~SFLAG_DIBSECTION
;
2651 else if (!(This
->flags
& SFLAG_USERPTR
))
2653 release
= This
->resource
.heapMemory
;
2654 This
->resource
.heapMemory
= NULL
;
2656 This
->resource
.allocatedMemory
= Mem
;
2657 This
->flags
|= SFLAG_USERPTR
;
2659 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2660 surface_modify_location(This
, SFLAG_INSYSMEM
, TRUE
);
2662 /* For client textures opengl has to be notified */
2663 if (This
->flags
& SFLAG_CLIENT
)
2664 surface_release_client_storage(This
);
2666 /* Now free the old memory if any */
2667 HeapFree(GetProcessHeap(), 0, release
);
2669 else if (This
->flags
& SFLAG_USERPTR
)
2671 /* Map and GetDC will re-create the dib section and allocated memory. */
2672 This
->resource
.allocatedMemory
= NULL
;
2673 /* HeapMemory should be NULL already */
2674 if (This
->resource
.heapMemory
)
2675 ERR("User pointer surface has heap memory allocated.\n");
2676 This
->flags
&= ~(SFLAG_USERPTR
| SFLAG_INSYSMEM
);
2678 if (This
->flags
& SFLAG_CLIENT
)
2679 surface_release_client_storage(This
);
2681 surface_prepare_system_memory(This
);
2682 surface_modify_location(This
, SFLAG_INSYSMEM
, TRUE
);
2687 void flip_surface(IWineD3DSurfaceImpl
*front
, IWineD3DSurfaceImpl
*back
) {
2689 /* Flip the surface contents */
2694 front
->hDC
= back
->hDC
;
2698 /* Flip the DIBsection */
2701 BOOL hasDib
= front
->flags
& SFLAG_DIBSECTION
;
2702 tmp
= front
->dib
.DIBsection
;
2703 front
->dib
.DIBsection
= back
->dib
.DIBsection
;
2704 back
->dib
.DIBsection
= tmp
;
2706 if (back
->flags
& SFLAG_DIBSECTION
) front
->flags
|= SFLAG_DIBSECTION
;
2707 else front
->flags
&= ~SFLAG_DIBSECTION
;
2708 if (hasDib
) back
->flags
|= SFLAG_DIBSECTION
;
2709 else back
->flags
&= ~SFLAG_DIBSECTION
;
2712 /* Flip the surface data */
2716 tmp
= front
->dib
.bitmap_data
;
2717 front
->dib
.bitmap_data
= back
->dib
.bitmap_data
;
2718 back
->dib
.bitmap_data
= tmp
;
2720 tmp
= front
->resource
.allocatedMemory
;
2721 front
->resource
.allocatedMemory
= back
->resource
.allocatedMemory
;
2722 back
->resource
.allocatedMemory
= tmp
;
2724 tmp
= front
->resource
.heapMemory
;
2725 front
->resource
.heapMemory
= back
->resource
.heapMemory
;
2726 back
->resource
.heapMemory
= tmp
;
2731 GLuint tmp_pbo
= front
->pbo
;
2732 front
->pbo
= back
->pbo
;
2733 back
->pbo
= tmp_pbo
;
2736 /* client_memory should not be different, but just in case */
2739 tmp
= front
->dib
.client_memory
;
2740 front
->dib
.client_memory
= back
->dib
.client_memory
;
2741 back
->dib
.client_memory
= tmp
;
2744 /* Flip the opengl texture */
2748 tmp
= back
->texture_name
;
2749 back
->texture_name
= front
->texture_name
;
2750 front
->texture_name
= tmp
;
2752 tmp
= back
->texture_name_srgb
;
2753 back
->texture_name_srgb
= front
->texture_name_srgb
;
2754 front
->texture_name_srgb
= tmp
;
2756 resource_unload((IWineD3DResourceImpl
*)back
);
2757 resource_unload((IWineD3DResourceImpl
*)front
);
2761 DWORD tmp_flags
= back
->flags
;
2762 back
->flags
= front
->flags
;
2763 front
->flags
= tmp_flags
;
2767 static HRESULT WINAPI
IWineD3DSurfaceImpl_Flip(IWineD3DSurface
*iface
, IWineD3DSurface
*override
, DWORD flags
)
2769 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
2770 IWineD3DSwapChainImpl
*swapchain
= NULL
;
2772 TRACE("iface %p, override %p, flags %#x.\n", iface
, override
, flags
);
2774 /* Flipping is only supported on RenderTargets and overlays*/
2775 if( !(This
->resource
.usage
& (WINED3DUSAGE_RENDERTARGET
| WINED3DUSAGE_OVERLAY
)) ) {
2776 WARN("Tried to flip a non-render target, non-overlay surface\n");
2777 return WINEDDERR_NOTFLIPPABLE
;
2780 if(This
->resource
.usage
& WINED3DUSAGE_OVERLAY
) {
2781 flip_surface(This
, (IWineD3DSurfaceImpl
*) override
);
2783 /* Update the overlay if it is visible */
2784 if (This
->overlay_dest
)
2785 return This
->surface_ops
->surface_draw_overlay(This
);
2791 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2792 * FIXME("(%p) Target override is not supported by now\n", This);
2793 * Additionally, it isn't really possible to support triple-buffering
2794 * properly on opengl at all
2798 if (This
->container
.type
!= WINED3D_CONTAINER_SWAPCHAIN
)
2800 ERR("Flipped surface is not on a swapchain\n");
2801 return WINEDDERR_NOTFLIPPABLE
;
2803 swapchain
= This
->container
.u
.swapchain
;
2805 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2806 * and only d3d8 and d3d9 apps specify the presentation interval
2808 if (!(flags
& (WINEDDFLIP_NOVSYNC
| WINEDDFLIP_INTERVAL2
| WINEDDFLIP_INTERVAL3
| WINEDDFLIP_INTERVAL4
)))
2809 /* Most common case first to avoid wasting time on all the other cases */
2810 swapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_ONE
;
2811 else if (flags
& WINEDDFLIP_NOVSYNC
)
2812 swapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_IMMEDIATE
;
2813 else if (flags
& WINEDDFLIP_INTERVAL2
)
2814 swapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_TWO
;
2815 else if (flags
& WINEDDFLIP_INTERVAL3
)
2816 swapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_THREE
;
2818 swapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_FOUR
;
2820 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2821 return IWineD3DSwapChain_Present((IWineD3DSwapChain
*)swapchain
,
2822 NULL
, NULL
, swapchain
->win_handle
, NULL
, 0);
2825 /* Does a direct frame buffer -> texture copy. Stretching is done
2826 * with single pixel copy calls
2828 static void fb_copy_to_texture_direct(IWineD3DSurfaceImpl
*dst_surface
, IWineD3DSurfaceImpl
*src_surface
,
2829 const RECT
*src_rect
, const RECT
*dst_rect_in
, WINED3DTEXTUREFILTERTYPE Filter
)
2831 IWineD3DDeviceImpl
*device
= dst_surface
->resource
.device
;
2834 struct wined3d_context
*context
;
2835 BOOL upsidedown
= FALSE
;
2836 RECT dst_rect
= *dst_rect_in
;
2838 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
2839 * glCopyTexSubImage is a bit picky about the parameters we pass to it
2841 if(dst_rect
.top
> dst_rect
.bottom
) {
2842 UINT tmp
= dst_rect
.bottom
;
2843 dst_rect
.bottom
= dst_rect
.top
;
2848 context
= context_acquire(device
, src_surface
);
2849 context_apply_blit_state(context
, device
);
2850 surface_internal_preload(dst_surface
, SRGB_RGB
);
2853 /* Bind the target texture */
2854 glBindTexture(dst_surface
->texture_target
, dst_surface
->texture_name
);
2855 checkGLcall("glBindTexture");
2856 if (surface_is_offscreen(src_surface
))
2858 TRACE("Reading from an offscreen target\n");
2859 upsidedown
= !upsidedown
;
2860 glReadBuffer(device
->offscreenBuffer
);
2864 glReadBuffer(surface_get_gl_buffer(src_surface
));
2866 checkGLcall("glReadBuffer");
2868 xrel
= (float) (src_rect
->right
- src_rect
->left
) / (float) (dst_rect
.right
- dst_rect
.left
);
2869 yrel
= (float) (src_rect
->bottom
- src_rect
->top
) / (float) (dst_rect
.bottom
- dst_rect
.top
);
2871 if ((xrel
- 1.0f
< -eps
) || (xrel
- 1.0f
> eps
))
2873 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2875 if(Filter
!= WINED3DTEXF_NONE
&& Filter
!= WINED3DTEXF_POINT
) {
2876 ERR("Texture filtering not supported in direct blit\n");
2879 else if ((Filter
!= WINED3DTEXF_NONE
&& Filter
!= WINED3DTEXF_POINT
)
2880 && ((yrel
- 1.0f
< -eps
) || (yrel
- 1.0f
> eps
)))
2882 ERR("Texture filtering not supported in direct blit\n");
2886 && !((xrel
- 1.0f
< -eps
) || (xrel
- 1.0f
> eps
))
2887 && !((yrel
- 1.0f
< -eps
) || (yrel
- 1.0f
> eps
)))
2889 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2891 glCopyTexSubImage2D(dst_surface
->texture_target
, dst_surface
->texture_level
,
2892 dst_rect
.left
/*xoffset */, dst_rect
.top
/* y offset */,
2893 src_rect
->left
, src_surface
->currentDesc
.Height
- src_rect
->bottom
,
2894 dst_rect
.right
- dst_rect
.left
, dst_rect
.bottom
- dst_rect
.top
);
2896 UINT yoffset
= src_surface
->currentDesc
.Height
- src_rect
->top
+ dst_rect
.top
- 1;
2897 /* I have to process this row by row to swap the image,
2898 * otherwise it would be upside down, so stretching in y direction
2899 * doesn't cost extra time
2901 * However, stretching in x direction can be avoided if not necessary
2903 for(row
= dst_rect
.top
; row
< dst_rect
.bottom
; row
++) {
2904 if ((xrel
- 1.0f
< -eps
) || (xrel
- 1.0f
> eps
))
2906 /* Well, that stuff works, but it's very slow.
2907 * find a better way instead
2911 for (col
= dst_rect
.left
; col
< dst_rect
.right
; ++col
)
2913 glCopyTexSubImage2D(dst_surface
->texture_target
, dst_surface
->texture_level
,
2914 dst_rect
.left
+ col
/* x offset */, row
/* y offset */,
2915 src_rect
->left
+ col
* xrel
, yoffset
- (int) (row
* yrel
), 1, 1);
2920 glCopyTexSubImage2D(dst_surface
->texture_target
, dst_surface
->texture_level
,
2921 dst_rect
.left
/* x offset */, row
/* y offset */,
2922 src_rect
->left
, yoffset
- (int) (row
* yrel
), dst_rect
.right
- dst_rect
.left
, 1);
2926 checkGLcall("glCopyTexSubImage2D");
2929 context_release(context
);
2931 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
2932 * path is never entered
2934 surface_modify_location(dst_surface
, SFLAG_INTEXTURE
, TRUE
);
2937 /* Uses the hardware to stretch and flip the image */
2938 static void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl
*dst_surface
, IWineD3DSurfaceImpl
*src_surface
,
2939 const RECT
*src_rect
, const RECT
*dst_rect_in
, WINED3DTEXTUREFILTERTYPE Filter
)
2941 IWineD3DDeviceImpl
*device
= dst_surface
->resource
.device
;
2942 GLuint src
, backup
= 0;
2943 IWineD3DSwapChainImpl
*src_swapchain
= NULL
;
2944 float left
, right
, top
, bottom
; /* Texture coordinates */
2945 UINT fbwidth
= src_surface
->currentDesc
.Width
;
2946 UINT fbheight
= src_surface
->currentDesc
.Height
;
2947 struct wined3d_context
*context
;
2948 GLenum drawBuffer
= GL_BACK
;
2949 GLenum texture_target
;
2950 BOOL noBackBufferBackup
;
2952 BOOL upsidedown
= FALSE
;
2953 RECT dst_rect
= *dst_rect_in
;
2955 TRACE("Using hwstretch blit\n");
2956 /* Activate the Proper context for reading from the source surface, set it up for blitting */
2957 context
= context_acquire(device
, src_surface
);
2958 context_apply_blit_state(context
, device
);
2959 surface_internal_preload(dst_surface
, SRGB_RGB
);
2961 src_offscreen
= surface_is_offscreen(src_surface
);
2962 noBackBufferBackup
= src_offscreen
&& wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
;
2963 if (!noBackBufferBackup
&& !src_surface
->texture_name
)
2965 /* Get it a description */
2966 surface_internal_preload(src_surface
, SRGB_RGB
);
2970 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
2971 * This way we don't have to wait for the 2nd readback to finish to leave this function.
2973 if (context
->aux_buffers
>= 2)
2975 /* Got more than one aux buffer? Use the 2nd aux buffer */
2976 drawBuffer
= GL_AUX1
;
2978 else if ((!src_offscreen
|| device
->offscreenBuffer
== GL_BACK
) && context
->aux_buffers
>= 1)
2980 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2981 drawBuffer
= GL_AUX0
;
2984 if(noBackBufferBackup
) {
2985 glGenTextures(1, &backup
);
2986 checkGLcall("glGenTextures");
2987 glBindTexture(GL_TEXTURE_2D
, backup
);
2988 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
2989 texture_target
= GL_TEXTURE_2D
;
2991 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
2992 * we are reading from the back buffer, the backup can be used as source texture
2994 texture_target
= src_surface
->texture_target
;
2995 glBindTexture(texture_target
, src_surface
->texture_name
);
2996 checkGLcall("glBindTexture(texture_target, src_surface->texture_name)");
2997 glEnable(texture_target
);
2998 checkGLcall("glEnable(texture_target)");
3000 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
3001 src_surface
->flags
&= ~SFLAG_INTEXTURE
;
3004 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
3005 * glCopyTexSubImage is a bit picky about the parameters we pass to it
3007 if(dst_rect
.top
> dst_rect
.bottom
) {
3008 UINT tmp
= dst_rect
.bottom
;
3009 dst_rect
.bottom
= dst_rect
.top
;
3016 TRACE("Reading from an offscreen target\n");
3017 upsidedown
= !upsidedown
;
3018 glReadBuffer(device
->offscreenBuffer
);
3022 glReadBuffer(surface_get_gl_buffer(src_surface
));
3025 /* TODO: Only back up the part that will be overwritten */
3026 glCopyTexSubImage2D(texture_target
, 0,
3027 0, 0 /* read offsets */,
3032 checkGLcall("glCopyTexSubImage2D");
3034 /* No issue with overriding these - the sampler is dirty due to blit usage */
3035 glTexParameteri(texture_target
, GL_TEXTURE_MAG_FILTER
,
3036 wined3d_gl_mag_filter(magLookup
, Filter
));
3037 checkGLcall("glTexParameteri");
3038 glTexParameteri(texture_target
, GL_TEXTURE_MIN_FILTER
,
3039 wined3d_gl_min_mip_filter(minMipLookup
, Filter
, WINED3DTEXF_NONE
));
3040 checkGLcall("glTexParameteri");
3042 if (src_surface
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
)
3043 src_swapchain
= src_surface
->container
.u
.swapchain
;
3044 if (!src_swapchain
|| src_surface
== src_swapchain
->back_buffers
[0])
3046 src
= backup
? backup
: src_surface
->texture_name
;
3050 glReadBuffer(GL_FRONT
);
3051 checkGLcall("glReadBuffer(GL_FRONT)");
3053 glGenTextures(1, &src
);
3054 checkGLcall("glGenTextures(1, &src)");
3055 glBindTexture(GL_TEXTURE_2D
, src
);
3056 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
3058 /* TODO: Only copy the part that will be read. Use src_rect->left, src_rect->bottom as origin, but with the width watch
3059 * out for power of 2 sizes
3061 glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA
, src_surface
->pow2Width
,
3062 src_surface
->pow2Height
, 0, GL_RGBA
, GL_UNSIGNED_BYTE
, NULL
);
3063 checkGLcall("glTexImage2D");
3064 glCopyTexSubImage2D(GL_TEXTURE_2D
, 0,
3065 0, 0 /* read offsets */,
3070 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
3071 checkGLcall("glTexParameteri");
3072 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
3073 checkGLcall("glTexParameteri");
3075 glReadBuffer(GL_BACK
);
3076 checkGLcall("glReadBuffer(GL_BACK)");
3078 if(texture_target
!= GL_TEXTURE_2D
) {
3079 glDisable(texture_target
);
3080 glEnable(GL_TEXTURE_2D
);
3081 texture_target
= GL_TEXTURE_2D
;
3084 checkGLcall("glEnd and previous");
3086 left
= src_rect
->left
;
3087 right
= src_rect
->right
;
3091 top
= src_surface
->currentDesc
.Height
- src_rect
->top
;
3092 bottom
= src_surface
->currentDesc
.Height
- src_rect
->bottom
;
3096 top
= src_surface
->currentDesc
.Height
- src_rect
->bottom
;
3097 bottom
= src_surface
->currentDesc
.Height
- src_rect
->top
;
3100 if (src_surface
->flags
& SFLAG_NORMCOORD
)
3102 left
/= src_surface
->pow2Width
;
3103 right
/= src_surface
->pow2Width
;
3104 top
/= src_surface
->pow2Height
;
3105 bottom
/= src_surface
->pow2Height
;
3108 /* draw the source texture stretched and upside down. The correct surface is bound already */
3109 glTexParameteri(texture_target
, GL_TEXTURE_WRAP_S
, GL_CLAMP
);
3110 glTexParameteri(texture_target
, GL_TEXTURE_WRAP_T
, GL_CLAMP
);
3112 context_set_draw_buffer(context
, drawBuffer
);
3113 glReadBuffer(drawBuffer
);
3117 glTexCoord2f(left
, bottom
);
3121 glTexCoord2f(left
, top
);
3122 glVertex2i(0, dst_rect
.bottom
- dst_rect
.top
);
3125 glTexCoord2f(right
, top
);
3126 glVertex2i(dst_rect
.right
- dst_rect
.left
, dst_rect
.bottom
- dst_rect
.top
);
3129 glTexCoord2f(right
, bottom
);
3130 glVertex2i(dst_rect
.right
- dst_rect
.left
, 0);
3132 checkGLcall("glEnd and previous");
3134 if (texture_target
!= dst_surface
->texture_target
)
3136 glDisable(texture_target
);
3137 glEnable(dst_surface
->texture_target
);
3138 texture_target
= dst_surface
->texture_target
;
3141 /* Now read the stretched and upside down image into the destination texture */
3142 glBindTexture(texture_target
, dst_surface
->texture_name
);
3143 checkGLcall("glBindTexture");
3144 glCopyTexSubImage2D(texture_target
,
3146 dst_rect
.left
, dst_rect
.top
, /* xoffset, yoffset */
3147 0, 0, /* We blitted the image to the origin */
3148 dst_rect
.right
- dst_rect
.left
, dst_rect
.bottom
- dst_rect
.top
);
3149 checkGLcall("glCopyTexSubImage2D");
3151 if(drawBuffer
== GL_BACK
) {
3152 /* Write the back buffer backup back */
3154 if(texture_target
!= GL_TEXTURE_2D
) {
3155 glDisable(texture_target
);
3156 glEnable(GL_TEXTURE_2D
);
3157 texture_target
= GL_TEXTURE_2D
;
3159 glBindTexture(GL_TEXTURE_2D
, backup
);
3160 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3164 if (texture_target
!= src_surface
->texture_target
)
3166 glDisable(texture_target
);
3167 glEnable(src_surface
->texture_target
);
3168 texture_target
= src_surface
->texture_target
;
3170 glBindTexture(src_surface
->texture_target
, src_surface
->texture_name
);
3171 checkGLcall("glBindTexture(src_surface->texture_target, src_surface->texture_name)");
3176 glTexCoord2f(0.0f
, 0.0f
);
3177 glVertex2i(0, fbheight
);
3180 glTexCoord2f(0.0f
, (float)fbheight
/ (float)src_surface
->pow2Height
);
3184 glTexCoord2f((float)fbwidth
/ (float)src_surface
->pow2Width
,
3185 (float)fbheight
/ (float)src_surface
->pow2Height
);
3186 glVertex2i(fbwidth
, 0);
3189 glTexCoord2f((float)fbwidth
/ (float)src_surface
->pow2Width
, 0.0f
);
3190 glVertex2i(fbwidth
, fbheight
);
3193 glDisable(texture_target
);
3194 checkGLcall("glDisable(texture_target)");
3197 if (src
!= src_surface
->texture_name
&& src
!= backup
)
3199 glDeleteTextures(1, &src
);
3200 checkGLcall("glDeleteTextures(1, &src)");
3203 glDeleteTextures(1, &backup
);
3204 checkGLcall("glDeleteTextures(1, &backup)");
3209 if (wined3d_settings
.strict_draw_ordering
) wglFlush(); /* Flush to ensure ordering across contexts. */
3211 context_release(context
);
3213 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3214 * path is never entered
3216 surface_modify_location(dst_surface
, SFLAG_INTEXTURE
, TRUE
);
3219 /* Until the blit_shader is ready, define some prototypes here. */
3220 static BOOL
fbo_blit_supported(const struct wined3d_gl_info
*gl_info
, enum blit_operation blit_op
,
3221 const RECT
*src_rect
, DWORD src_usage
, WINED3DPOOL src_pool
, const struct wined3d_format
*src_format
,
3222 const RECT
*dst_rect
, DWORD dst_usage
, WINED3DPOOL dst_pool
, const struct wined3d_format
*dst_format
);
3224 /* Front buffer coordinates are always full screen coordinates, but our GL
3225 * drawable is limited to the window's client area. The sysmem and texture
3226 * copies do have the full screen size. Note that GL has a bottom-left
3227 * origin, while D3D has a top-left origin. */
3228 void surface_translate_drawable_coords(IWineD3DSurfaceImpl
*surface
, HWND window
, RECT
*rect
)
3230 UINT drawable_height
;
3232 if (surface
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
3233 && surface
== surface
->container
.u
.swapchain
->front_buffer
)
3235 POINT offset
= {0, 0};
3238 ScreenToClient(window
, &offset
);
3239 OffsetRect(rect
, offset
.x
, offset
.y
);
3241 GetClientRect(window
, &windowsize
);
3242 drawable_height
= windowsize
.bottom
- windowsize
.top
;
3246 drawable_height
= surface
->currentDesc
.Height
;
3249 rect
->top
= drawable_height
- rect
->top
;
3250 rect
->bottom
= drawable_height
- rect
->bottom
;
3253 static BOOL
surface_is_full_rect(IWineD3DSurfaceImpl
*surface
, const RECT
*r
)
3255 if ((r
->left
&& r
->right
) || abs(r
->right
- r
->left
) != surface
->currentDesc
.Width
)
3257 if ((r
->top
&& r
->bottom
) || abs(r
->bottom
- r
->top
) != surface
->currentDesc
.Height
)
3262 /* blit between surface locations. onscreen on different swapchains is not supported.
3263 * depth / stencil is not supported. */
3264 static void surface_blt_fbo(IWineD3DDeviceImpl
*device
, const WINED3DTEXTUREFILTERTYPE filter
,
3265 IWineD3DSurfaceImpl
*src_surface
, DWORD src_location
, const RECT
*src_rect_in
,
3266 IWineD3DSurfaceImpl
*dst_surface
, DWORD dst_location
, const RECT
*dst_rect_in
)
3268 const struct wined3d_gl_info
*gl_info
;
3269 struct wined3d_context
*context
;
3270 RECT src_rect
, dst_rect
;
3273 TRACE("device %p, filter %s,\n", device
, debug_d3dtexturefiltertype(filter
));
3274 TRACE("src_surface %p, src_location %s, src_rect %s,\n",
3275 src_surface
, debug_surflocation(src_location
), wine_dbgstr_rect(src_rect_in
));
3276 TRACE("dst_surface %p, dst_location %s, dst_rect %s.\n",
3277 dst_surface
, debug_surflocation(dst_location
), wine_dbgstr_rect(dst_rect_in
));
3279 src_rect
= *src_rect_in
;
3280 dst_rect
= *dst_rect_in
;
3284 case WINED3DTEXF_LINEAR
:
3285 gl_filter
= GL_LINEAR
;
3289 FIXME("Unsupported filter mode %s (%#x).\n", debug_d3dtexturefiltertype(filter
), filter
);
3290 case WINED3DTEXF_NONE
:
3291 case WINED3DTEXF_POINT
:
3292 gl_filter
= GL_NEAREST
;
3296 if (src_location
== SFLAG_INDRAWABLE
&& surface_is_offscreen(src_surface
))
3297 src_location
= SFLAG_INTEXTURE
;
3298 if (dst_location
== SFLAG_INDRAWABLE
&& surface_is_offscreen(dst_surface
))
3299 dst_location
= SFLAG_INTEXTURE
;
3301 /* Make sure the locations are up-to-date. Loading the destination
3302 * surface isn't required if the entire surface is overwritten. (And is
3303 * in fact harmful if we're being called by surface_load_location() with
3304 * the purpose of loading the destination surface.) */
3305 surface_load_location(src_surface
, src_location
, NULL
);
3306 if (!surface_is_full_rect(dst_surface
, &dst_rect
))
3307 surface_load_location(dst_surface
, dst_location
, NULL
);
3309 if (src_location
== SFLAG_INDRAWABLE
) context
= context_acquire(device
, src_surface
);
3310 else if (dst_location
== SFLAG_INDRAWABLE
) context
= context_acquire(device
, dst_surface
);
3311 else context
= context_acquire(device
, NULL
);
3313 if (!context
->valid
)
3315 context_release(context
);
3316 WARN("Invalid context, skipping blit.\n");
3320 gl_info
= context
->gl_info
;
3322 if (src_location
== SFLAG_INDRAWABLE
)
3324 GLenum buffer
= surface_get_gl_buffer(src_surface
);
3326 TRACE("Source surface %p is onscreen.\n", src_surface
);
3328 surface_translate_drawable_coords(src_surface
, context
->win_handle
, &src_rect
);
3331 context_bind_fbo(context
, GL_READ_FRAMEBUFFER
, NULL
);
3332 glReadBuffer(buffer
);
3333 checkGLcall("glReadBuffer()");
3337 TRACE("Source surface %p is offscreen.\n", src_surface
);
3339 context_apply_fbo_state_blit(context
, GL_READ_FRAMEBUFFER
, src_surface
, NULL
, src_location
);
3340 glReadBuffer(GL_COLOR_ATTACHMENT0
);
3341 checkGLcall("glReadBuffer()");
3345 if (dst_location
== SFLAG_INDRAWABLE
)
3347 GLenum buffer
= surface_get_gl_buffer(dst_surface
);
3349 TRACE("Destination surface %p is onscreen.\n", dst_surface
);
3351 surface_translate_drawable_coords(dst_surface
, context
->win_handle
, &dst_rect
);
3354 context_bind_fbo(context
, GL_DRAW_FRAMEBUFFER
, NULL
);
3355 context_set_draw_buffer(context
, buffer
);
3359 TRACE("Destination surface %p is offscreen.\n", dst_surface
);
3362 context_apply_fbo_state_blit(context
, GL_DRAW_FRAMEBUFFER
, dst_surface
, NULL
, dst_location
);
3363 context_set_draw_buffer(context
, GL_COLOR_ATTACHMENT0
);
3366 glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
3367 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE
));
3368 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1
));
3369 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2
));
3370 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3
));
3372 glDisable(GL_SCISSOR_TEST
);
3373 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
));
3375 gl_info
->fbo_ops
.glBlitFramebuffer(src_rect
.left
, src_rect
.top
, src_rect
.right
, src_rect
.bottom
,
3376 dst_rect
.left
, dst_rect
.top
, dst_rect
.right
, dst_rect
.bottom
, GL_COLOR_BUFFER_BIT
, gl_filter
);
3377 checkGLcall("glBlitFramebuffer()");
3381 if (wined3d_settings
.strict_draw_ordering
) wglFlush(); /* Flush to ensure ordering across contexts. */
3383 context_release(context
);
3386 static void surface_blt_to_drawable(IWineD3DDeviceImpl
*device
,
3387 WINED3DTEXTUREFILTERTYPE filter
, BOOL color_key
,
3388 IWineD3DSurfaceImpl
*src_surface
, const RECT
*src_rect_in
,
3389 IWineD3DSurfaceImpl
*dst_surface
, const RECT
*dst_rect_in
)
3391 IWineD3DSwapChainImpl
*swapchain
= NULL
;
3392 struct wined3d_context
*context
;
3393 RECT src_rect
, dst_rect
;
3395 src_rect
= *src_rect_in
;
3396 dst_rect
= *dst_rect_in
;
3398 if (dst_surface
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
)
3399 swapchain
= dst_surface
->container
.u
.swapchain
;
3401 /* Make sure the surface is up-to-date. This should probably use
3402 * surface_load_location() and worry about the destination surface too,
3403 * unless we're overwriting it completely. */
3404 surface_internal_preload(src_surface
, SRGB_RGB
);
3406 /* Activate the destination context, set it up for blitting */
3407 context
= context_acquire(device
, dst_surface
);
3408 context_apply_blit_state(context
, device
);
3410 if (!surface_is_offscreen(dst_surface
))
3411 surface_translate_drawable_coords(dst_surface
, context
->win_handle
, &dst_rect
);
3413 device
->blitter
->set_shader(device
->blit_priv
, context
->gl_info
, src_surface
);
3419 glEnable(GL_ALPHA_TEST
);
3420 checkGLcall("glEnable(GL_ALPHA_TEST)");
3422 /* When the primary render target uses P8, the alpha component
3423 * contains the palette index. Which means that the colorkey is one of
3424 * the palette entries. In other cases pixels that should be masked
3425 * away have alpha set to 0. */
3426 if (primary_render_target_is_p8(device
))
3427 glAlphaFunc(GL_NOTEQUAL
, (float)src_surface
->SrcBltCKey
.dwColorSpaceLowValue
/ 256.0f
);
3429 glAlphaFunc(GL_NOTEQUAL
, 0.0f
);
3430 checkGLcall("glAlphaFunc");
3434 glDisable(GL_ALPHA_TEST
);
3435 checkGLcall("glDisable(GL_ALPHA_TEST)");
3438 draw_textured_quad(src_surface
, &src_rect
, &dst_rect
, filter
);
3442 glDisable(GL_ALPHA_TEST
);
3443 checkGLcall("glDisable(GL_ALPHA_TEST)");
3448 /* Leave the opengl state valid for blitting */
3449 device
->blitter
->unset_shader(context
->gl_info
);
3451 if (wined3d_settings
.strict_draw_ordering
|| (swapchain
3452 && (dst_surface
== swapchain
->front_buffer
|| swapchain
->num_contexts
> 1)))
3453 wglFlush(); /* Flush to ensure ordering across contexts. */
3455 context_release(context
);
3458 /* Do not call while under the GL lock. */
3459 HRESULT
surface_color_fill(IWineD3DSurfaceImpl
*s
, const RECT
*rect
, const WINED3DCOLORVALUE
*color
)
3461 IWineD3DDeviceImpl
*device
= s
->resource
.device
;
3462 const struct blit_shader
*blitter
;
3464 blitter
= wined3d_select_blitter(&device
->adapter
->gl_info
, BLIT_OP_COLOR_FILL
,
3465 NULL
, 0, 0, NULL
, rect
, s
->resource
.usage
, s
->resource
.pool
, s
->resource
.format
);
3468 FIXME("No blitter is capable of performing the requested color fill operation.\n");
3469 return WINED3DERR_INVALIDCALL
;
3472 return blitter
->color_fill(device
, s
, rect
, color
);
3475 /* Not called from the VTable */
3476 /* Do not call while under the GL lock. */
3477 static HRESULT
IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl
*dst_surface
, const RECT
*DestRect
,
3478 IWineD3DSurfaceImpl
*src_surface
, const RECT
*SrcRect
, DWORD flags
, const WINEDDBLTFX
*DDBltFx
,
3479 WINED3DTEXTUREFILTERTYPE Filter
)
3481 IWineD3DDeviceImpl
*device
= dst_surface
->resource
.device
;
3482 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3483 IWineD3DSwapChainImpl
*srcSwapchain
= NULL
, *dstSwapchain
= NULL
;
3484 RECT dst_rect
, src_rect
;
3486 TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, blt_fx %p, filter %s.\n",
3487 dst_surface
, wine_dbgstr_rect(DestRect
), src_surface
, wine_dbgstr_rect(SrcRect
),
3488 flags
, DDBltFx
, debug_d3dtexturefiltertype(Filter
));
3490 /* Get the swapchain. One of the surfaces has to be a primary surface */
3491 if (dst_surface
->resource
.pool
== WINED3DPOOL_SYSTEMMEM
)
3493 WARN("Destination is in sysmem, rejecting gl blt\n");
3494 return WINED3DERR_INVALIDCALL
;
3497 if (dst_surface
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
)
3498 dstSwapchain
= dst_surface
->container
.u
.swapchain
;
3502 if (src_surface
->resource
.pool
== WINED3DPOOL_SYSTEMMEM
)
3504 WARN("Src is in sysmem, rejecting gl blt\n");
3505 return WINED3DERR_INVALIDCALL
;
3508 if (src_surface
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
)
3509 srcSwapchain
= src_surface
->container
.u
.swapchain
;
3512 /* Early sort out of cases where no render target is used */
3513 if (!dstSwapchain
&& !srcSwapchain
3514 && src_surface
!= device
->render_targets
[0]
3515 && dst_surface
!= device
->render_targets
[0])
3517 TRACE("No surface is render target, not using hardware blit.\n");
3518 return WINED3DERR_INVALIDCALL
;
3521 /* No destination color keying supported */
3522 if (flags
& (WINEDDBLT_KEYDEST
| WINEDDBLT_KEYDESTOVERRIDE
))
3524 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3525 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3526 return WINED3DERR_INVALIDCALL
;
3529 surface_get_rect(dst_surface
, DestRect
, &dst_rect
);
3530 if (src_surface
) surface_get_rect(src_surface
, SrcRect
, &src_rect
);
3532 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3533 if (dstSwapchain
&& dstSwapchain
== srcSwapchain
&& dstSwapchain
->back_buffers
3534 && dst_surface
== dstSwapchain
->front_buffer
3535 && src_surface
== dstSwapchain
->back_buffers
[0])
3537 /* Half-Life does a Blt from the back buffer to the front buffer,
3538 * Full surface size, no flags... Use present instead
3540 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3543 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3546 TRACE("Looking if a Present can be done...\n");
3547 /* Source Rectangle must be full surface */
3548 if (src_rect
.left
|| src_rect
.top
3549 || src_rect
.right
!= src_surface
->currentDesc
.Width
3550 || src_rect
.bottom
!= src_surface
->currentDesc
.Height
)
3552 TRACE("No, Source rectangle doesn't match\n");
3556 /* No stretching may occur */
3557 if(src_rect
.right
!= dst_rect
.right
- dst_rect
.left
||
3558 src_rect
.bottom
!= dst_rect
.bottom
- dst_rect
.top
) {
3559 TRACE("No, stretching is done\n");
3563 /* Destination must be full surface or match the clipping rectangle */
3564 if (dst_surface
->clipper
&& dst_surface
->clipper
->hWnd
)
3568 GetClientRect(dst_surface
->clipper
->hWnd
, &cliprect
);
3569 pos
[0].x
= dst_rect
.left
;
3570 pos
[0].y
= dst_rect
.top
;
3571 pos
[1].x
= dst_rect
.right
;
3572 pos
[1].y
= dst_rect
.bottom
;
3573 MapWindowPoints(GetDesktopWindow(), dst_surface
->clipper
->hWnd
, pos
, 2);
3575 if(pos
[0].x
!= cliprect
.left
|| pos
[0].y
!= cliprect
.top
||
3576 pos
[1].x
!= cliprect
.right
|| pos
[1].y
!= cliprect
.bottom
)
3578 TRACE("No, dest rectangle doesn't match(clipper)\n");
3579 TRACE("Clip rect at %s\n", wine_dbgstr_rect(&cliprect
));
3580 TRACE("Blt dest: %s\n", wine_dbgstr_rect(&dst_rect
));
3584 else if (dst_rect
.left
|| dst_rect
.top
3585 || dst_rect
.right
!= dst_surface
->currentDesc
.Width
3586 || dst_rect
.bottom
!= dst_surface
->currentDesc
.Height
)
3588 TRACE("No, dest rectangle doesn't match(surface size)\n");
3594 /* These flags are unimportant for the flag check, remove them */
3595 if (!(flags
& ~(WINEDDBLT_DONOTWAIT
| WINEDDBLT_WAIT
)))
3597 WINED3DSWAPEFFECT orig_swap
= dstSwapchain
->presentParms
.SwapEffect
;
3599 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3600 * take very long, while a flip is fast.
3601 * This applies to Half-Life, which does such Blts every time it finished
3602 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3603 * menu. This is also used by all apps when they do windowed rendering
3605 * The problem is that flipping is not really the same as copying. After a
3606 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3607 * untouched. Therefore it's necessary to override the swap effect
3608 * and to set it back after the flip.
3610 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3614 dstSwapchain
->presentParms
.SwapEffect
= WINED3DSWAPEFFECT_COPY
;
3615 dstSwapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_IMMEDIATE
;
3617 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3618 IWineD3DSwapChain_Present((IWineD3DSwapChain
*)dstSwapchain
,
3619 NULL
, NULL
, dstSwapchain
->win_handle
, NULL
, 0);
3621 dstSwapchain
->presentParms
.SwapEffect
= orig_swap
;
3628 TRACE("Unsupported blit between buffers on the same swapchain\n");
3629 return WINED3DERR_INVALIDCALL
;
3630 } else if(dstSwapchain
&& dstSwapchain
== srcSwapchain
) {
3631 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3632 return WINED3DERR_INVALIDCALL
;
3633 } else if(dstSwapchain
&& srcSwapchain
) {
3634 FIXME("Implement hardware blit between two different swapchains\n");
3635 return WINED3DERR_INVALIDCALL
;
3637 else if (dstSwapchain
)
3639 /* Handled with regular texture -> swapchain blit */
3640 if (src_surface
== device
->render_targets
[0])
3641 TRACE("Blit from active render target to a swapchain\n");
3643 else if (srcSwapchain
&& dst_surface
== device
->render_targets
[0])
3645 FIXME("Implement blit from a swapchain to the active render target\n");
3646 return WINED3DERR_INVALIDCALL
;
3649 if ((srcSwapchain
|| src_surface
== device
->render_targets
[0]) && !dstSwapchain
)
3651 /* Blit from render target to texture */
3654 /* P8 read back is not implemented */
3655 if (src_surface
->resource
.format
->id
== WINED3DFMT_P8_UINT
3656 || dst_surface
->resource
.format
->id
== WINED3DFMT_P8_UINT
)
3658 TRACE("P8 read back not supported by frame buffer to texture blit\n");
3659 return WINED3DERR_INVALIDCALL
;
3662 if (flags
& (WINEDDBLT_KEYSRC
| WINEDDBLT_KEYSRCOVERRIDE
))
3664 TRACE("Color keying not supported by frame buffer to texture blit\n");
3665 return WINED3DERR_INVALIDCALL
;
3666 /* Destination color key is checked above */
3669 if(dst_rect
.right
- dst_rect
.left
!= src_rect
.right
- src_rect
.left
) {
3675 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3676 * flip the image nor scale it.
3678 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3679 * -> If the app wants a image width an unscaled width, copy it line per line
3680 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3681 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3682 * back buffer. This is slower than reading line per line, thus not used for flipping
3683 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3686 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3687 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3690 if (fbo_blit_supported(gl_info
, BLIT_OP_BLIT
,
3691 &src_rect
, src_surface
->resource
.usage
, src_surface
->resource
.pool
, src_surface
->resource
.format
,
3692 &dst_rect
, dst_surface
->resource
.usage
, dst_surface
->resource
.pool
, dst_surface
->resource
.format
))
3694 surface_blt_fbo(device
, Filter
,
3695 src_surface
, SFLAG_INDRAWABLE
, &src_rect
,
3696 dst_surface
, SFLAG_INDRAWABLE
, &dst_rect
);
3697 surface_modify_location(dst_surface
, SFLAG_INDRAWABLE
, TRUE
);
3699 else if (!stretchx
|| dst_rect
.right
- dst_rect
.left
> src_surface
->currentDesc
.Width
3700 || dst_rect
.bottom
- dst_rect
.top
> src_surface
->currentDesc
.Height
)
3702 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3703 fb_copy_to_texture_direct(dst_surface
, src_surface
, &src_rect
, &dst_rect
, Filter
);
3705 TRACE("Using hardware stretching to flip / stretch the texture\n");
3706 fb_copy_to_texture_hwstretch(dst_surface
, src_surface
, &src_rect
, &dst_rect
, Filter
);
3709 if (!(dst_surface
->flags
& SFLAG_DONOTFREE
))
3711 HeapFree(GetProcessHeap(), 0, dst_surface
->resource
.heapMemory
);
3712 dst_surface
->resource
.allocatedMemory
= NULL
;
3713 dst_surface
->resource
.heapMemory
= NULL
;
3717 dst_surface
->flags
&= ~SFLAG_INSYSMEM
;
3722 else if (src_surface
)
3724 /* Blit from offscreen surface to render target */
3725 DWORD oldCKeyFlags
= src_surface
->CKeyFlags
;
3726 WINEDDCOLORKEY oldBltCKey
= src_surface
->SrcBltCKey
;
3728 TRACE("Blt from surface %p to rendertarget %p\n", src_surface
, dst_surface
);
3730 if (!(flags
& (WINEDDBLT_KEYSRC
| WINEDDBLT_KEYSRCOVERRIDE
))
3731 && fbo_blit_supported(gl_info
, BLIT_OP_BLIT
,
3732 &src_rect
, src_surface
->resource
.usage
, src_surface
->resource
.pool
,
3733 src_surface
->resource
.format
,
3734 &dst_rect
, dst_surface
->resource
.usage
, dst_surface
->resource
.pool
,
3735 dst_surface
->resource
.format
))
3737 TRACE("Using surface_blt_fbo.\n");
3738 /* The source is always a texture, but never the currently active render target, and the texture
3739 * contents are never upside down. */
3740 surface_blt_fbo(device
, Filter
,
3741 src_surface
, SFLAG_INDRAWABLE
, &src_rect
,
3742 dst_surface
, SFLAG_INDRAWABLE
, &dst_rect
);
3743 surface_modify_location(dst_surface
, SFLAG_INDRAWABLE
, TRUE
);
3747 if (!(flags
& (WINEDDBLT_KEYSRC
| WINEDDBLT_KEYSRCOVERRIDE
))
3748 && arbfp_blit
.blit_supported(gl_info
, BLIT_OP_BLIT
,
3749 &src_rect
, src_surface
->resource
.usage
, src_surface
->resource
.pool
,
3750 src_surface
->resource
.format
,
3751 &dst_rect
, dst_surface
->resource
.usage
, dst_surface
->resource
.pool
,
3752 dst_surface
->resource
.format
))
3754 return arbfp_blit_surface(device
, src_surface
, &src_rect
, dst_surface
, &dst_rect
, BLIT_OP_BLIT
, Filter
);
3757 if (!device
->blitter
->blit_supported(gl_info
, BLIT_OP_BLIT
,
3758 &src_rect
, src_surface
->resource
.usage
, src_surface
->resource
.pool
, src_surface
->resource
.format
,
3759 &dst_rect
, dst_surface
->resource
.usage
, dst_surface
->resource
.pool
, dst_surface
->resource
.format
))
3761 FIXME("Unsupported blit operation falling back to software\n");
3762 return WINED3DERR_INVALIDCALL
;
3765 /* Color keying: Check if we have to do a color keyed blt,
3766 * and if not check if a color key is activated.
3768 * Just modify the color keying parameters in the surface and restore them afterwards
3769 * The surface keeps track of the color key last used to load the opengl surface.
3770 * PreLoad will catch the change to the flags and color key and reload if necessary.
3772 if (flags
& WINEDDBLT_KEYSRC
)
3774 /* Use color key from surface */
3776 else if (flags
& WINEDDBLT_KEYSRCOVERRIDE
)
3778 /* Use color key from DDBltFx */
3779 src_surface
->CKeyFlags
|= WINEDDSD_CKSRCBLT
;
3780 src_surface
->SrcBltCKey
= DDBltFx
->ddckSrcColorkey
;
3784 /* Do not use color key */
3785 src_surface
->CKeyFlags
&= ~WINEDDSD_CKSRCBLT
;
3788 surface_blt_to_drawable(device
, Filter
, flags
& (WINEDDBLT_KEYSRC
| WINEDDBLT_KEYSRCOVERRIDE
),
3789 src_surface
, &src_rect
, dst_surface
, &dst_rect
);
3791 /* Restore the color key parameters */
3792 src_surface
->CKeyFlags
= oldCKeyFlags
;
3793 src_surface
->SrcBltCKey
= oldBltCKey
;
3795 surface_modify_location(dst_surface
, SFLAG_INDRAWABLE
, TRUE
);
3801 /* Source-Less Blit to render target */
3802 if (flags
& WINEDDBLT_COLORFILL
)
3804 WINED3DCOLORVALUE color
;
3806 TRACE("Colorfill\n");
3808 /* The color as given in the Blt function is in the surface format. */
3809 if (!surface_convert_color_to_float(dst_surface
, DDBltFx
->u5
.dwFillColor
, &color
))
3810 return WINED3DERR_INVALIDCALL
;
3812 return surface_color_fill(dst_surface
, &dst_rect
, &color
);
3816 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3817 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3818 return WINED3DERR_INVALIDCALL
;
3821 static HRESULT
IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl
*This
, const RECT
*DestRect
,
3822 IWineD3DSurface
*src_surface
, const RECT
*src_rect
, DWORD flags
, const WINEDDBLTFX
*DDBltFx
)
3824 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
3827 if (flags
& WINEDDBLT_DEPTHFILL
)
3829 switch (This
->resource
.format
->id
)
3831 case WINED3DFMT_D16_UNORM
:
3832 depth
= (float) DDBltFx
->u5
.dwFillDepth
/ (float) 0x0000ffff;
3834 case WINED3DFMT_S1_UINT_D15_UNORM
:
3835 depth
= (float) DDBltFx
->u5
.dwFillDepth
/ (float) 0x00007fff;
3837 case WINED3DFMT_D24_UNORM_S8_UINT
:
3838 case WINED3DFMT_X8D24_UNORM
:
3839 depth
= (float) DDBltFx
->u5
.dwFillDepth
/ (float) 0x00ffffff;
3841 case WINED3DFMT_D32_UNORM
:
3842 depth
= (float) DDBltFx
->u5
.dwFillDepth
/ (float) 0xffffffff;
3846 ERR("Unexpected format for depth fill: %s.\n", debug_d3dformat(This
->resource
.format
->id
));
3849 return IWineD3DDevice_Clear((IWineD3DDevice
*)device
, DestRect
? 1 : 0, DestRect
,
3850 WINED3DCLEAR_ZBUFFER
, 0x00000000, depth
, 0x00000000);
3853 FIXME("(%p): Unsupp depthstencil blit\n", This
);
3854 return WINED3DERR_INVALIDCALL
;
3857 static HRESULT WINAPI
IWineD3DSurfaceImpl_Blt(IWineD3DSurface
*iface
, const RECT
*DestRect
,
3858 IWineD3DSurface
*src_surface
, const RECT
*SrcRect
, DWORD flags
,
3859 const WINEDDBLTFX
*DDBltFx
, WINED3DTEXTUREFILTERTYPE Filter
)
3861 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
3862 IWineD3DSurfaceImpl
*src
= (IWineD3DSurfaceImpl
*)src_surface
;
3863 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
3865 TRACE("iface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
3866 iface
, wine_dbgstr_rect(DestRect
), src_surface
, wine_dbgstr_rect(SrcRect
),
3867 flags
, DDBltFx
, debug_d3dtexturefiltertype(Filter
));
3868 TRACE("Usage is %s.\n", debug_d3dusage(This
->resource
.usage
));
3870 if ((This
->flags
& SFLAG_LOCKED
) || (src
&& (src
->flags
& SFLAG_LOCKED
)))
3872 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3873 return WINEDDERR_SURFACEBUSY
;
3876 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3877 * except depth blits, which seem to work
3879 if (This
== device
->depth_stencil
|| (src
&& src
== device
->depth_stencil
))
3881 if (device
->inScene
&& !(flags
& WINEDDBLT_DEPTHFILL
))
3883 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3884 return WINED3DERR_INVALIDCALL
;
3886 else if (SUCCEEDED(IWineD3DSurfaceImpl_BltZ(This
, DestRect
, src_surface
, SrcRect
, flags
, DDBltFx
)))
3888 TRACE("Z Blit override handled the blit\n");
3893 /* Special cases for RenderTargets */
3894 if ((This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
)
3895 || (src
&& (src
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
)))
3897 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This
, DestRect
, src
, SrcRect
, flags
, DDBltFx
, Filter
)))
3901 /* For the rest call the X11 surface implementation.
3902 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3903 * other Blts are rather rare. */
3904 return IWineD3DBaseSurfaceImpl_Blt(iface
, DestRect
, src_surface
, SrcRect
, flags
, DDBltFx
, Filter
);
3907 static HRESULT WINAPI
IWineD3DSurfaceImpl_BltFast(IWineD3DSurface
*iface
, DWORD dstx
, DWORD dsty
,
3908 IWineD3DSurface
*src_surface
, const RECT
*rsrc
, DWORD trans
)
3910 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
3911 IWineD3DSurfaceImpl
*src
= (IWineD3DSurfaceImpl
*)src_surface
;
3912 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
3914 TRACE("iface %p, dst_x %u, dst_y %u, src_surface %p, src_rect %s, flags %#x.\n",
3915 iface
, dstx
, dsty
, src_surface
, wine_dbgstr_rect(rsrc
), trans
);
3917 if ((This
->flags
& SFLAG_LOCKED
) || (src
->flags
& SFLAG_LOCKED
))
3919 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3920 return WINEDDERR_SURFACEBUSY
;
3923 if (device
->inScene
&& (This
== device
->depth_stencil
|| src
== device
->depth_stencil
))
3925 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3926 return WINED3DERR_INVALIDCALL
;
3929 /* Special cases for RenderTargets */
3930 if ((This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
)
3931 || (src
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
))
3934 RECT SrcRect
, DstRect
;
3937 surface_get_rect(src
, rsrc
, &SrcRect
);
3939 DstRect
.left
= dstx
;
3941 DstRect
.right
= dstx
+ SrcRect
.right
- SrcRect
.left
;
3942 DstRect
.bottom
= dsty
+ SrcRect
.bottom
- SrcRect
.top
;
3944 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3945 if (trans
& WINEDDBLTFAST_SRCCOLORKEY
)
3946 flags
|= WINEDDBLT_KEYSRC
;
3947 if (trans
& WINEDDBLTFAST_DESTCOLORKEY
)
3948 flags
|= WINEDDBLT_KEYDEST
;
3949 if (trans
& WINEDDBLTFAST_WAIT
)
3950 flags
|= WINEDDBLT_WAIT
;
3951 if (trans
& WINEDDBLTFAST_DONOTWAIT
)
3952 flags
|= WINEDDBLT_DONOTWAIT
;
3954 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This
,
3955 &DstRect
, src
, &SrcRect
, flags
, NULL
, WINED3DTEXF_POINT
)))
3959 return IWineD3DBaseSurfaceImpl_BltFast(iface
, dstx
, dsty
, src_surface
, rsrc
, trans
);
3962 static HRESULT WINAPI
IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface
*iface
) {
3963 /** Check against the maximum texture sizes supported by the video card **/
3964 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
3965 const struct wined3d_gl_info
*gl_info
= &This
->resource
.device
->adapter
->gl_info
;
3966 unsigned int pow2Width
, pow2Height
;
3968 This
->surface_ops
= &surface_ops
;
3970 This
->texture_name
= 0;
3971 This
->texture_target
= GL_TEXTURE_2D
;
3973 /* Non-power2 support */
3974 if (gl_info
->supported
[ARB_TEXTURE_NON_POWER_OF_TWO
] || gl_info
->supported
[WINED3D_GL_NORMALIZED_TEXRECT
])
3976 pow2Width
= This
->currentDesc
.Width
;
3977 pow2Height
= This
->currentDesc
.Height
;
3981 /* Find the nearest pow2 match */
3982 pow2Width
= pow2Height
= 1;
3983 while (pow2Width
< This
->currentDesc
.Width
) pow2Width
<<= 1;
3984 while (pow2Height
< This
->currentDesc
.Height
) pow2Height
<<= 1;
3986 This
->pow2Width
= pow2Width
;
3987 This
->pow2Height
= pow2Height
;
3989 if (pow2Width
> This
->currentDesc
.Width
|| pow2Height
> This
->currentDesc
.Height
)
3991 /* TODO: Add support for non power two compressed textures. */
3992 if (This
->resource
.format
->flags
& WINED3DFMT_FLAG_COMPRESSED
)
3994 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
3995 This
, This
->currentDesc
.Width
, This
->currentDesc
.Height
);
3996 return WINED3DERR_NOTAVAILABLE
;
4000 if (pow2Width
!= This
->currentDesc
.Width
4001 || pow2Height
!= This
->currentDesc
.Height
)
4003 This
->flags
|= SFLAG_NONPOW2
;
4006 TRACE("%p\n", This
);
4007 if ((This
->pow2Width
> gl_info
->limits
.texture_size
|| This
->pow2Height
> gl_info
->limits
.texture_size
)
4008 && !(This
->resource
.usage
& (WINED3DUSAGE_RENDERTARGET
| WINED3DUSAGE_DEPTHSTENCIL
)))
4010 /* one of three options
4011 1: Do the same as we do with nonpow 2 and scale the texture, (any texture ops would require the texture to be scaled which is potentially slow)
4012 2: Set the texture to the maximum size (bad idea)
4013 3: WARN and return WINED3DERR_NOTAVAILABLE;
4014 4: Create the surface, but allow it to be used only for DirectDraw Blts. Some apps(e.g. Swat 3) create textures with a Height of 16 and a Width > 3000 and blt 16x16 letter areas from them to the render target.
4016 if(This
->resource
.pool
== WINED3DPOOL_DEFAULT
|| This
->resource
.pool
== WINED3DPOOL_MANAGED
)
4018 WARN("(%p) Unable to allocate a surface which exceeds the maximum OpenGL texture size\n", This
);
4019 return WINED3DERR_NOTAVAILABLE
;
4022 /* We should never use this surface in combination with OpenGL! */
4023 TRACE("(%p) Creating an oversized surface: %ux%u\n", This
, This
->pow2Width
, This
->pow2Height
);
4027 /* Don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
4028 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
4029 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
4031 if (This
->flags
& SFLAG_NONPOW2
&& gl_info
->supported
[ARB_TEXTURE_RECTANGLE
]
4032 && !(This
->resource
.format
->id
== WINED3DFMT_P8_UINT
4033 && gl_info
->supported
[EXT_PALETTED_TEXTURE
]
4034 && wined3d_settings
.rendertargetlock_mode
== RTL_READTEX
))
4036 This
->texture_target
= GL_TEXTURE_RECTANGLE_ARB
;
4037 This
->pow2Width
= This
->currentDesc
.Width
;
4038 This
->pow2Height
= This
->currentDesc
.Height
;
4039 This
->flags
&= ~(SFLAG_NONPOW2
| SFLAG_NORMCOORD
);
4043 switch (wined3d_settings
.offscreen_rendering_mode
)
4046 This
->get_drawable_size
= get_drawable_size_fbo
;
4049 case ORM_BACKBUFFER
:
4050 This
->get_drawable_size
= get_drawable_size_backbuffer
;
4054 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings
.offscreen_rendering_mode
);
4055 return WINED3DERR_INVALIDCALL
;
4058 This
->flags
|= SFLAG_INSYSMEM
;
4063 /* GL locking is done by the caller */
4064 static void surface_depth_blt(IWineD3DSurfaceImpl
*This
, const struct wined3d_gl_info
*gl_info
,
4065 GLuint texture
, GLsizei w
, GLsizei h
, GLenum target
)
4067 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
4068 GLint compare_mode
= GL_NONE
;
4069 struct blt_info info
;
4070 GLint old_binding
= 0;
4073 glPushAttrib(GL_ENABLE_BIT
| GL_DEPTH_BUFFER_BIT
| GL_COLOR_BUFFER_BIT
| GL_VIEWPORT_BIT
);
4075 glDisable(GL_CULL_FACE
);
4076 glDisable(GL_BLEND
);
4077 glDisable(GL_ALPHA_TEST
);
4078 glDisable(GL_SCISSOR_TEST
);
4079 glDisable(GL_STENCIL_TEST
);
4080 glEnable(GL_DEPTH_TEST
);
4081 glDepthFunc(GL_ALWAYS
);
4082 glDepthMask(GL_TRUE
);
4083 glColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
4084 glViewport(0, 0, w
, h
);
4086 SetRect(&rect
, 0, h
, w
, 0);
4087 surface_get_blt_info(target
, &rect
, w
, h
, &info
);
4088 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
));
4089 glGetIntegerv(info
.binding
, &old_binding
);
4090 glBindTexture(info
.bind_target
, texture
);
4091 if (gl_info
->supported
[ARB_SHADOW
])
4093 glGetTexParameteriv(info
.bind_target
, GL_TEXTURE_COMPARE_MODE_ARB
, &compare_mode
);
4094 if (compare_mode
!= GL_NONE
) glTexParameteri(info
.bind_target
, GL_TEXTURE_COMPARE_MODE_ARB
, GL_NONE
);
4097 device
->shader_backend
->shader_select_depth_blt(device
->shader_priv
,
4098 gl_info
, info
.tex_type
, &This
->ds_current_size
);
4100 glBegin(GL_TRIANGLE_STRIP
);
4101 glTexCoord3fv(info
.coords
[0]);
4102 glVertex2f(-1.0f
, -1.0f
);
4103 glTexCoord3fv(info
.coords
[1]);
4104 glVertex2f(1.0f
, -1.0f
);
4105 glTexCoord3fv(info
.coords
[2]);
4106 glVertex2f(-1.0f
, 1.0f
);
4107 glTexCoord3fv(info
.coords
[3]);
4108 glVertex2f(1.0f
, 1.0f
);
4111 if (compare_mode
!= GL_NONE
) glTexParameteri(info
.bind_target
, GL_TEXTURE_COMPARE_MODE_ARB
, compare_mode
);
4112 glBindTexture(info
.bind_target
, old_binding
);
4116 device
->shader_backend
->shader_deselect_depth_blt(device
->shader_priv
, gl_info
);
4119 void surface_modify_ds_location(IWineD3DSurfaceImpl
*surface
,
4120 DWORD location
, UINT w
, UINT h
)
4122 TRACE("surface %p, new location %#x, w %u, h %u.\n", surface
, location
, w
, h
);
4124 if (location
& ~SFLAG_DS_LOCATIONS
)
4125 FIXME("Invalid location (%#x) specified.\n", location
);
4127 surface
->ds_current_size
.cx
= w
;
4128 surface
->ds_current_size
.cy
= h
;
4129 surface
->flags
&= ~SFLAG_DS_LOCATIONS
;
4130 surface
->flags
|= location
;
4133 /* Context activation is done by the caller. */
4134 void surface_load_ds_location(IWineD3DSurfaceImpl
*surface
, struct wined3d_context
*context
, DWORD location
)
4136 IWineD3DDeviceImpl
*device
= surface
->resource
.device
;
4137 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4139 TRACE("surface %p, new location %#x.\n", surface
, location
);
4141 /* TODO: Make this work for modes other than FBO */
4142 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) return;
4144 if (!(surface
->flags
& location
))
4146 surface
->ds_current_size
.cx
= 0;
4147 surface
->ds_current_size
.cy
= 0;
4150 if (surface
->ds_current_size
.cx
== surface
->currentDesc
.Width
4151 && surface
->ds_current_size
.cy
== surface
->currentDesc
.Height
)
4153 TRACE("Location (%#x) is already up to date.\n", location
);
4157 if (surface
->current_renderbuffer
)
4159 FIXME("Not supported with fixed up depth stencil.\n");
4163 if (!(surface
->flags
& SFLAG_LOCATIONS
))
4165 FIXME("No up to date depth stencil location.\n");
4166 surface
->flags
|= location
;
4170 if (location
== SFLAG_DS_OFFSCREEN
)
4172 GLint old_binding
= 0;
4176 /* The render target is allowed to be smaller than the depth/stencil
4177 * buffer, so the onscreen depth/stencil buffer is potentially smaller
4178 * than the offscreen surface. Don't overwrite the offscreen surface
4179 * with undefined data. */
4180 w
= min(surface
->currentDesc
.Width
, context
->swapchain
->presentParms
.BackBufferWidth
);
4181 h
= min(surface
->currentDesc
.Height
, context
->swapchain
->presentParms
.BackBufferHeight
);
4183 TRACE("Copying onscreen depth buffer to depth texture.\n");
4187 if (!device
->depth_blt_texture
)
4189 glGenTextures(1, &device
->depth_blt_texture
);
4192 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4193 * directly on the FBO texture. That's because we need to flip. */
4194 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
4195 if (surface
->texture_target
== GL_TEXTURE_RECTANGLE_ARB
)
4197 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB
, &old_binding
);
4198 bind_target
= GL_TEXTURE_RECTANGLE_ARB
;
4202 glGetIntegerv(GL_TEXTURE_BINDING_2D
, &old_binding
);
4203 bind_target
= GL_TEXTURE_2D
;
4205 glBindTexture(bind_target
, device
->depth_blt_texture
);
4206 glCopyTexImage2D(bind_target
, surface
->texture_level
, surface
->resource
.format
->glInternal
, 0, 0, w
, h
, 0);
4207 glTexParameteri(bind_target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
4208 glTexParameteri(bind_target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
4209 glTexParameteri(bind_target
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
4210 glTexParameteri(bind_target
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
4211 glTexParameteri(bind_target
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
4212 glTexParameteri(bind_target
, GL_DEPTH_TEXTURE_MODE_ARB
, GL_LUMINANCE
);
4213 glBindTexture(bind_target
, old_binding
);
4215 /* Setup the destination */
4216 if (!device
->depth_blt_rb
)
4218 gl_info
->fbo_ops
.glGenRenderbuffers(1, &device
->depth_blt_rb
);
4219 checkGLcall("glGenRenderbuffersEXT");
4221 if (device
->depth_blt_rb_w
!= w
|| device
->depth_blt_rb_h
!= h
)
4223 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, device
->depth_blt_rb
);
4224 checkGLcall("glBindRenderbufferEXT");
4225 gl_info
->fbo_ops
.glRenderbufferStorage(GL_RENDERBUFFER
, GL_RGBA8
, w
, h
);
4226 checkGLcall("glRenderbufferStorageEXT");
4227 device
->depth_blt_rb_w
= w
;
4228 device
->depth_blt_rb_h
= h
;
4231 context_bind_fbo(context
, GL_FRAMEBUFFER
, &context
->dst_fbo
);
4232 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
,
4233 GL_COLOR_ATTACHMENT0
, GL_RENDERBUFFER
, device
->depth_blt_rb
);
4234 checkGLcall("glFramebufferRenderbufferEXT");
4235 context_attach_depth_stencil_fbo(context
, GL_FRAMEBUFFER
, surface
, FALSE
);
4237 /* Do the actual blit */
4238 surface_depth_blt(surface
, gl_info
, device
->depth_blt_texture
, w
, h
, bind_target
);
4239 checkGLcall("depth_blt");
4241 if (context
->current_fbo
) context_bind_fbo(context
, GL_FRAMEBUFFER
, &context
->current_fbo
->id
);
4242 else context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
4246 if (wined3d_settings
.strict_draw_ordering
) wglFlush(); /* Flush to ensure ordering across contexts. */
4248 else if (location
== SFLAG_DS_ONSCREEN
)
4250 TRACE("Copying depth texture to onscreen depth buffer.\n");
4254 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
4255 surface_depth_blt(surface
, gl_info
, surface
->texture_name
,
4256 surface
->currentDesc
.Width
, surface
->currentDesc
.Height
, surface
->texture_target
);
4257 checkGLcall("depth_blt");
4259 if (context
->current_fbo
) context_bind_fbo(context
, GL_FRAMEBUFFER
, &context
->current_fbo
->id
);
4263 if (wined3d_settings
.strict_draw_ordering
) wglFlush(); /* Flush to ensure ordering across contexts. */
4267 ERR("Invalid location (%#x) specified.\n", location
);
4270 surface
->flags
|= location
;
4271 surface
->ds_current_size
.cx
= surface
->currentDesc
.Width
;
4272 surface
->ds_current_size
.cy
= surface
->currentDesc
.Height
;
4275 void surface_modify_location(IWineD3DSurfaceImpl
*surface
, DWORD flag
, BOOL persistent
)
4277 IWineD3DSurfaceImpl
*overlay
;
4279 TRACE("surface %p, location %s, persistent %#x.\n",
4280 surface
, debug_surflocation(flag
), persistent
);
4282 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
4284 if (surface_is_offscreen(surface
))
4286 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4287 if (flag
& (SFLAG_INTEXTURE
| SFLAG_INDRAWABLE
)) flag
|= (SFLAG_INTEXTURE
| SFLAG_INDRAWABLE
);
4291 TRACE("Surface %p is an onscreen surface.\n", surface
);
4297 if (((surface
->flags
& SFLAG_INTEXTURE
) && !(flag
& SFLAG_INTEXTURE
))
4298 || ((surface
->flags
& SFLAG_INSRGBTEX
) && !(flag
& SFLAG_INSRGBTEX
)))
4300 if (surface
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
4302 TRACE("Passing to container.\n");
4303 basetexture_set_dirty(surface
->container
.u
.texture
, TRUE
);
4306 surface
->flags
&= ~SFLAG_LOCATIONS
;
4307 surface
->flags
|= flag
;
4309 /* Redraw emulated overlays, if any */
4310 if (flag
& SFLAG_INDRAWABLE
&& !list_empty(&surface
->overlays
))
4312 LIST_FOR_EACH_ENTRY(overlay
, &surface
->overlays
, IWineD3DSurfaceImpl
, overlay_entry
)
4314 overlay
->surface_ops
->surface_draw_overlay(overlay
);
4320 if ((surface
->flags
& (SFLAG_INTEXTURE
| SFLAG_INSRGBTEX
)) && (flag
& (SFLAG_INTEXTURE
| SFLAG_INSRGBTEX
)))
4322 if (surface
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
4324 TRACE("Passing to container\n");
4325 basetexture_set_dirty(surface
->container
.u
.texture
, TRUE
);
4328 surface
->flags
&= ~flag
;
4331 if (!(surface
->flags
& SFLAG_LOCATIONS
))
4333 ERR("Surface %p does not have any up to date location.\n", surface
);
4337 HRESULT
surface_load_location(IWineD3DSurfaceImpl
*surface
, DWORD flag
, const RECT
*rect
)
4339 IWineD3DDeviceImpl
*device
= surface
->resource
.device
;
4340 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4341 BOOL drawable_read_ok
= surface_is_offscreen(surface
);
4342 struct wined3d_format format
;
4343 CONVERT_TYPES convert
;
4344 int width
, pitch
, outpitch
;
4346 BOOL in_fbo
= FALSE
;
4348 TRACE("surface %p, location %s, rect %s.\n", surface
, debug_surflocation(flag
), wine_dbgstr_rect(rect
));
4350 if (surface
->resource
.usage
& WINED3DUSAGE_DEPTHSTENCIL
)
4352 if (flag
== SFLAG_INTEXTURE
)
4354 struct wined3d_context
*context
= context_acquire(device
, NULL
);
4355 surface_load_ds_location(surface
, context
, SFLAG_DS_OFFSCREEN
);
4356 context_release(context
);
4361 FIXME("Unimplemented location %s for depth/stencil buffers.\n", debug_surflocation(flag
));
4362 return WINED3DERR_INVALIDCALL
;
4366 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
4368 if (surface_is_offscreen(surface
))
4370 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4371 * Prefer SFLAG_INTEXTURE. */
4372 if (flag
== SFLAG_INDRAWABLE
) flag
= SFLAG_INTEXTURE
;
4373 drawable_read_ok
= FALSE
;
4378 TRACE("Surface %p is an onscreen surface.\n", surface
);
4382 if (surface
->flags
& flag
)
4384 TRACE("Location already up to date\n");
4388 if (!(surface
->flags
& SFLAG_LOCATIONS
))
4390 ERR("Surface %p does not have any up to date location.\n", surface
);
4391 surface
->flags
|= SFLAG_LOST
;
4392 return WINED3DERR_DEVICELOST
;
4395 if (flag
== SFLAG_INSYSMEM
)
4397 surface_prepare_system_memory(surface
);
4399 /* Download the surface to system memory */
4400 if (surface
->flags
& (SFLAG_INTEXTURE
| SFLAG_INSRGBTEX
))
4402 struct wined3d_context
*context
= NULL
;
4404 if (!device
->isInDraw
) context
= context_acquire(device
, NULL
);
4406 surface_bind_and_dirtify(surface
, !(surface
->flags
& SFLAG_INTEXTURE
));
4407 surface_download_data(surface
, gl_info
);
4409 if (context
) context_release(context
);
4413 /* Note: It might be faster to download into a texture first. */
4414 read_from_framebuffer(surface
, rect
, surface
->resource
.allocatedMemory
,
4415 IWineD3DSurface_GetPitch((IWineD3DSurface
*)surface
));
4418 else if (flag
== SFLAG_INDRAWABLE
)
4420 if (wined3d_settings
.rendertargetlock_mode
== RTL_READTEX
)
4421 surface_load_location(surface
, SFLAG_INTEXTURE
, NULL
);
4423 if (surface
->flags
& SFLAG_INTEXTURE
)
4427 surface_get_rect(surface
, rect
, &r
);
4428 surface_blt_to_drawable(device
, WINED3DTEXF_POINT
, FALSE
, surface
, &r
, surface
, &r
);
4433 if ((surface
->flags
& SFLAG_LOCATIONS
) == SFLAG_INSRGBTEX
)
4435 /* This needs a shader to convert the srgb data sampled from the GL texture into RGB
4436 * values, otherwise we get incorrect values in the target. For now go the slow way
4437 * via a system memory copy
4439 surface_load_location(surface
, SFLAG_INSYSMEM
, rect
);
4442 d3dfmt_get_conv(surface
, FALSE
/* We need color keying */,
4443 FALSE
/* We won't use textures */, &format
, &convert
);
4445 /* The width is in 'length' not in bytes */
4446 width
= surface
->currentDesc
.Width
;
4447 pitch
= IWineD3DSurface_GetPitch((IWineD3DSurface
*)surface
);
4449 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4450 * but it isn't set (yet) in all cases it is getting called. */
4451 if ((convert
!= NO_CONVERSION
) && (surface
->flags
& SFLAG_PBO
))
4453 struct wined3d_context
*context
= NULL
;
4455 TRACE("Removing the pbo attached to surface %p.\n", surface
);
4457 if (!device
->isInDraw
) context
= context_acquire(device
, NULL
);
4458 surface_remove_pbo(surface
, gl_info
);
4459 if (context
) context_release(context
);
4462 if ((convert
!= NO_CONVERSION
) && surface
->resource
.allocatedMemory
)
4464 int height
= surface
->currentDesc
.Height
;
4465 byte_count
= format
.conv_byte_count
;
4467 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4468 outpitch
= width
* byte_count
;
4469 outpitch
= (outpitch
+ device
->surface_alignment
- 1) & ~(device
->surface_alignment
- 1);
4471 mem
= HeapAlloc(GetProcessHeap(), 0, outpitch
* height
);
4473 ERR("Out of memory %d, %d!\n", outpitch
, height
);
4474 return WINED3DERR_OUTOFVIDEOMEMORY
;
4476 d3dfmt_convert_surface(surface
->resource
.allocatedMemory
, mem
, pitch
,
4477 width
, height
, outpitch
, convert
, surface
);
4479 surface
->flags
|= SFLAG_CONVERTED
;
4483 surface
->flags
&= ~SFLAG_CONVERTED
;
4484 mem
= surface
->resource
.allocatedMemory
;
4485 byte_count
= format
.byte_count
;
4488 flush_to_framebuffer_drawpixels(surface
, format
.glFormat
, format
.glType
, byte_count
, mem
);
4490 /* Don't delete PBO memory */
4491 if ((mem
!= surface
->resource
.allocatedMemory
) && !(surface
->flags
& SFLAG_PBO
))
4492 HeapFree(GetProcessHeap(), 0, mem
);
4495 else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */
4497 const DWORD attach_flags
= WINED3DFMT_FLAG_FBO_ATTACHABLE
| WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB
;
4499 if (drawable_read_ok
&& (surface
->flags
& SFLAG_INDRAWABLE
))
4501 read_from_framebuffer_texture(surface
, flag
== SFLAG_INSRGBTEX
);
4503 else if (surface
->flags
& (SFLAG_INSRGBTEX
| SFLAG_INTEXTURE
)
4504 && (surface
->resource
.format
->flags
& attach_flags
) == attach_flags
4505 && fbo_blit_supported(gl_info
, BLIT_OP_BLIT
,
4506 NULL
, surface
->resource
.usage
, surface
->resource
.pool
, surface
->resource
.format
,
4507 NULL
, surface
->resource
.usage
, surface
->resource
.pool
, surface
->resource
.format
))
4509 DWORD src_location
= flag
== SFLAG_INSRGBTEX
? SFLAG_INTEXTURE
: SFLAG_INSRGBTEX
;
4510 RECT rect
= {0, 0, surface
->currentDesc
.Width
, surface
->currentDesc
.Height
};
4512 surface_blt_fbo(surface
->resource
.device
, WINED3DTEXF_POINT
,
4513 surface
, src_location
, &rect
, surface
, flag
, &rect
);
4517 /* Upload from system memory */
4518 BOOL srgb
= flag
== SFLAG_INSRGBTEX
;
4519 struct wined3d_context
*context
= NULL
;
4521 d3dfmt_get_conv(surface
, TRUE
/* We need color keying */,
4522 TRUE
/* We will use textures */, &format
, &convert
);
4526 if ((surface
->flags
& (SFLAG_INTEXTURE
| SFLAG_INSYSMEM
)) == SFLAG_INTEXTURE
)
4528 /* Performance warning... */
4529 FIXME("Downloading RGB surface %p to reload it as sRGB.\n", surface
);
4530 surface_load_location(surface
, SFLAG_INSYSMEM
, rect
);
4535 if ((surface
->flags
& (SFLAG_INSRGBTEX
| SFLAG_INSYSMEM
)) == SFLAG_INSRGBTEX
)
4537 /* Performance warning... */
4538 FIXME("Downloading sRGB surface %p to reload it as RGB.\n", surface
);
4539 surface_load_location(surface
, SFLAG_INSYSMEM
, rect
);
4542 if (!(surface
->flags
& SFLAG_INSYSMEM
))
4544 WARN("Trying to load a texture from sysmem, but SFLAG_INSYSMEM is not set.\n");
4545 /* Lets hope we get it from somewhere... */
4546 surface_load_location(surface
, SFLAG_INSYSMEM
, rect
);
4549 if (!device
->isInDraw
) context
= context_acquire(device
, NULL
);
4551 surface_prepare_texture(surface
, gl_info
, srgb
);
4552 surface_bind_and_dirtify(surface
, srgb
);
4554 if (surface
->CKeyFlags
& WINEDDSD_CKSRCBLT
)
4556 surface
->flags
|= SFLAG_GLCKEY
;
4557 surface
->glCKey
= surface
->SrcBltCKey
;
4559 else surface
->flags
&= ~SFLAG_GLCKEY
;
4561 /* The width is in 'length' not in bytes */
4562 width
= surface
->currentDesc
.Width
;
4563 pitch
= IWineD3DSurface_GetPitch((IWineD3DSurface
*)surface
);
4565 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4566 * but it isn't set (yet) in all cases it is getting called. */
4567 if ((convert
!= NO_CONVERSION
|| format
.convert
) && (surface
->flags
& SFLAG_PBO
))
4569 TRACE("Removing the pbo attached to surface %p.\n", surface
);
4570 surface_remove_pbo(surface
, gl_info
);
4575 /* This code is entered for texture formats which need a fixup. */
4576 int height
= surface
->currentDesc
.Height
;
4578 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4579 outpitch
= width
* format
.conv_byte_count
;
4580 outpitch
= (outpitch
+ device
->surface_alignment
- 1) & ~(device
->surface_alignment
- 1);
4582 mem
= HeapAlloc(GetProcessHeap(), 0, outpitch
* height
);
4584 ERR("Out of memory %d, %d!\n", outpitch
, height
);
4585 if (context
) context_release(context
);
4586 return WINED3DERR_OUTOFVIDEOMEMORY
;
4588 format
.convert(surface
->resource
.allocatedMemory
, mem
, pitch
, width
, height
);
4590 else if (convert
!= NO_CONVERSION
&& surface
->resource
.allocatedMemory
)
4592 /* This code is only entered for color keying fixups */
4593 int height
= surface
->currentDesc
.Height
;
4595 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4596 outpitch
= width
* format
.conv_byte_count
;
4597 outpitch
= (outpitch
+ device
->surface_alignment
- 1) & ~(device
->surface_alignment
- 1);
4599 mem
= HeapAlloc(GetProcessHeap(), 0, outpitch
* height
);
4601 ERR("Out of memory %d, %d!\n", outpitch
, height
);
4602 if (context
) context_release(context
);
4603 return WINED3DERR_OUTOFVIDEOMEMORY
;
4605 d3dfmt_convert_surface(surface
->resource
.allocatedMemory
, mem
, pitch
,
4606 width
, height
, outpitch
, convert
, surface
);
4610 mem
= surface
->resource
.allocatedMemory
;
4613 /* Make sure the correct pitch is used */
4615 glPixelStorei(GL_UNPACK_ROW_LENGTH
, width
);
4618 if (mem
|| (surface
->flags
& SFLAG_PBO
))
4619 surface_upload_data(surface
, gl_info
, &format
, srgb
, mem
);
4621 /* Restore the default pitch */
4623 glPixelStorei(GL_UNPACK_ROW_LENGTH
, 0);
4626 if (context
) context_release(context
);
4628 /* Don't delete PBO memory */
4629 if ((mem
!= surface
->resource
.allocatedMemory
) && !(surface
->flags
& SFLAG_PBO
))
4630 HeapFree(GetProcessHeap(), 0, mem
);
4634 if (!rect
) surface
->flags
|= flag
;
4636 if (in_fbo
&& (surface
->flags
& (SFLAG_INTEXTURE
| SFLAG_INDRAWABLE
)))
4638 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4639 surface
->flags
|= (SFLAG_INTEXTURE
| SFLAG_INDRAWABLE
);
4645 static WINED3DSURFTYPE WINAPI
IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface
*iface
) {
4646 return SURFACE_OPENGL
;
4649 BOOL
surface_is_offscreen(IWineD3DSurfaceImpl
*surface
)
4651 IWineD3DSwapChainImpl
*swapchain
= surface
->container
.u
.swapchain
;
4653 /* Not on a swapchain - must be offscreen */
4654 if (surface
->container
.type
!= WINED3D_CONTAINER_SWAPCHAIN
) return TRUE
;
4656 /* The front buffer is always onscreen */
4657 if (surface
== swapchain
->front_buffer
) return FALSE
;
4659 /* If the swapchain is rendered to an FBO, the backbuffer is
4660 * offscreen, otherwise onscreen */
4661 return swapchain
->render_to_fbo
;
4664 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl
=
4667 IWineD3DBaseSurfaceImpl_QueryInterface
,
4668 IWineD3DBaseSurfaceImpl_AddRef
,
4669 IWineD3DSurfaceImpl_Release
,
4670 /* IWineD3DResource */
4671 IWineD3DBaseSurfaceImpl_GetParent
,
4672 IWineD3DBaseSurfaceImpl_SetPrivateData
,
4673 IWineD3DBaseSurfaceImpl_GetPrivateData
,
4674 IWineD3DBaseSurfaceImpl_FreePrivateData
,
4675 IWineD3DBaseSurfaceImpl_SetPriority
,
4676 IWineD3DBaseSurfaceImpl_GetPriority
,
4677 IWineD3DSurfaceImpl_PreLoad
,
4678 IWineD3DSurfaceImpl_UnLoad
,
4679 IWineD3DBaseSurfaceImpl_GetType
,
4680 /* IWineD3DSurface */
4681 IWineD3DBaseSurfaceImpl_GetDesc
,
4682 IWineD3DSurfaceImpl_Map
,
4683 IWineD3DSurfaceImpl_Unmap
,
4684 IWineD3DSurfaceImpl_GetDC
,
4685 IWineD3DSurfaceImpl_ReleaseDC
,
4686 IWineD3DSurfaceImpl_Flip
,
4687 IWineD3DSurfaceImpl_Blt
,
4688 IWineD3DBaseSurfaceImpl_GetBltStatus
,
4689 IWineD3DBaseSurfaceImpl_GetFlipStatus
,
4690 IWineD3DBaseSurfaceImpl_IsLost
,
4691 IWineD3DBaseSurfaceImpl_Restore
,
4692 IWineD3DSurfaceImpl_BltFast
,
4693 IWineD3DBaseSurfaceImpl_GetPalette
,
4694 IWineD3DBaseSurfaceImpl_SetPalette
,
4695 IWineD3DBaseSurfaceImpl_SetColorKey
,
4696 IWineD3DBaseSurfaceImpl_GetPitch
,
4697 IWineD3DSurfaceImpl_SetMem
,
4698 IWineD3DBaseSurfaceImpl_SetOverlayPosition
,
4699 IWineD3DBaseSurfaceImpl_GetOverlayPosition
,
4700 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder
,
4701 IWineD3DBaseSurfaceImpl_UpdateOverlay
,
4702 IWineD3DBaseSurfaceImpl_SetClipper
,
4703 IWineD3DBaseSurfaceImpl_GetClipper
,
4705 IWineD3DSurfaceImpl_SetFormat
,
4706 IWineD3DSurfaceImpl_PrivateSetup
,
4707 IWineD3DSurfaceImpl_GetImplType
,
4710 static HRESULT
ffp_blit_alloc(IWineD3DDeviceImpl
*device
) { return WINED3D_OK
; }
4711 /* Context activation is done by the caller. */
4712 static void ffp_blit_free(IWineD3DDeviceImpl
*device
) { }
4714 /* This function is used in case of 8bit paletted textures using GL_EXT_paletted_texture */
4715 /* Context activation is done by the caller. */
4716 static void ffp_blit_p8_upload_palette(IWineD3DSurfaceImpl
*surface
, const struct wined3d_gl_info
*gl_info
)
4719 BOOL colorkey_active
= (surface
->CKeyFlags
& WINEDDSD_CKSRCBLT
) ? TRUE
: FALSE
;
4721 d3dfmt_p8_init_palette(surface
, table
, colorkey_active
);
4723 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
4725 GL_EXTCALL(glColorTableEXT(surface
->texture_target
, GL_RGBA
, 256, GL_RGBA
, GL_UNSIGNED_BYTE
, table
));
4729 /* Context activation is done by the caller. */
4730 static HRESULT
ffp_blit_set(void *blit_priv
, const struct wined3d_gl_info
*gl_info
, IWineD3DSurfaceImpl
*surface
)
4732 enum complex_fixup fixup
= get_complex_fixup(surface
->resource
.format
->color_fixup
);
4734 /* When EXT_PALETTED_TEXTURE is around, palette conversion is done by the GPU
4735 * else the surface is converted in software at upload time in LoadLocation.
4737 if(fixup
== COMPLEX_FIXUP_P8
&& gl_info
->supported
[EXT_PALETTED_TEXTURE
])
4738 ffp_blit_p8_upload_palette(surface
, gl_info
);
4741 glEnable(surface
->texture_target
);
4742 checkGLcall("glEnable(surface->texture_target)");
4747 /* Context activation is done by the caller. */
4748 static void ffp_blit_unset(const struct wined3d_gl_info
*gl_info
)
4751 glDisable(GL_TEXTURE_2D
);
4752 checkGLcall("glDisable(GL_TEXTURE_2D)");
4753 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
4755 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
4756 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4758 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
4760 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
4761 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4766 static BOOL
ffp_blit_supported(const struct wined3d_gl_info
*gl_info
, enum blit_operation blit_op
,
4767 const RECT
*src_rect
, DWORD src_usage
, WINED3DPOOL src_pool
, const struct wined3d_format
*src_format
,
4768 const RECT
*dst_rect
, DWORD dst_usage
, WINED3DPOOL dst_pool
, const struct wined3d_format
*dst_format
)
4770 enum complex_fixup src_fixup
;
4772 if (blit_op
== BLIT_OP_COLOR_FILL
)
4774 if (!(dst_usage
& WINED3DUSAGE_RENDERTARGET
))
4776 TRACE("Color fill not supported\n");
4783 src_fixup
= get_complex_fixup(src_format
->color_fixup
);
4784 if (TRACE_ON(d3d_surface
) && TRACE_ON(d3d
))
4786 TRACE("Checking support for fixup:\n");
4787 dump_color_fixup_desc(src_format
->color_fixup
);
4790 if (blit_op
!= BLIT_OP_BLIT
)
4792 TRACE("Unsupported blit_op=%d\n", blit_op
);
4796 if (!is_identity_fixup(dst_format
->color_fixup
))
4798 TRACE("Destination fixups are not supported\n");
4802 if (src_fixup
== COMPLEX_FIXUP_P8
&& gl_info
->supported
[EXT_PALETTED_TEXTURE
])
4804 TRACE("P8 fixup supported\n");
4808 /* We only support identity conversions. */
4809 if (is_identity_fixup(src_format
->color_fixup
))
4815 TRACE("[FAILED]\n");
4819 /* Do not call while under the GL lock. */
4820 static HRESULT
ffp_blit_color_fill(IWineD3DDeviceImpl
*device
, IWineD3DSurfaceImpl
*dst_surface
,
4821 const RECT
*dst_rect
, const WINED3DCOLORVALUE
*color
)
4823 const RECT draw_rect
= {0, 0, dst_surface
->currentDesc
.Width
, dst_surface
->currentDesc
.Height
};
4825 return device_clear_render_targets(device
, 1 /* rt_count */, &dst_surface
, 1 /* rect_count */,
4826 dst_rect
, &draw_rect
, WINED3DCLEAR_TARGET
, color
, 0.0f
/* depth */, 0 /* stencil */);
4829 const struct blit_shader ffp_blit
= {
4838 static HRESULT
cpu_blit_alloc(IWineD3DDeviceImpl
*device
)
4843 /* Context activation is done by the caller. */
4844 static void cpu_blit_free(IWineD3DDeviceImpl
*device
)
4848 /* Context activation is done by the caller. */
4849 static HRESULT
cpu_blit_set(void *blit_priv
, const struct wined3d_gl_info
*gl_info
, IWineD3DSurfaceImpl
*surface
)
4854 /* Context activation is done by the caller. */
4855 static void cpu_blit_unset(const struct wined3d_gl_info
*gl_info
)
4859 static BOOL
cpu_blit_supported(const struct wined3d_gl_info
*gl_info
, enum blit_operation blit_op
,
4860 const RECT
*src_rect
, DWORD src_usage
, WINED3DPOOL src_pool
, const struct wined3d_format
*src_format
,
4861 const RECT
*dst_rect
, DWORD dst_usage
, WINED3DPOOL dst_pool
, const struct wined3d_format
*dst_format
)
4863 if (blit_op
== BLIT_OP_COLOR_FILL
)
4871 /* Do not call while under the GL lock. */
4872 static HRESULT
cpu_blit_color_fill(IWineD3DDeviceImpl
*device
, IWineD3DSurfaceImpl
*dst_surface
,
4873 const RECT
*dst_rect
, const WINED3DCOLORVALUE
*color
)
4877 memset(&BltFx
, 0, sizeof(BltFx
));
4878 BltFx
.dwSize
= sizeof(BltFx
);
4879 BltFx
.u5
.dwFillColor
= wined3d_format_convert_from_float(dst_surface
->resource
.format
, color
);
4880 return IWineD3DBaseSurfaceImpl_Blt((IWineD3DSurface
*)dst_surface
, dst_rect
,
4881 NULL
, NULL
, WINEDDBLT_COLORFILL
, &BltFx
, WINED3DTEXF_POINT
);
4884 const struct blit_shader cpu_blit
= {
4893 static BOOL
fbo_blit_supported(const struct wined3d_gl_info
*gl_info
, enum blit_operation blit_op
,
4894 const RECT
*src_rect
, DWORD src_usage
, WINED3DPOOL src_pool
, const struct wined3d_format
*src_format
,
4895 const RECT
*dst_rect
, DWORD dst_usage
, WINED3DPOOL dst_pool
, const struct wined3d_format
*dst_format
)
4897 if ((wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) || !gl_info
->fbo_ops
.glBlitFramebuffer
)
4900 /* We only support blitting. Things like color keying / color fill should
4901 * be handled by other blitters.
4903 if (blit_op
!= BLIT_OP_BLIT
)
4906 /* Source and/or destination need to be on the GL side */
4907 if (src_pool
== WINED3DPOOL_SYSTEMMEM
|| dst_pool
== WINED3DPOOL_SYSTEMMEM
)
4910 if (!((src_format
->flags
& WINED3DFMT_FLAG_FBO_ATTACHABLE
) || (src_usage
& WINED3DUSAGE_RENDERTARGET
))
4911 && ((dst_format
->flags
& WINED3DFMT_FLAG_FBO_ATTACHABLE
) || (dst_usage
& WINED3DUSAGE_RENDERTARGET
)))
4914 if (!(src_format
->id
== dst_format
->id
4915 || (is_identity_fixup(src_format
->color_fixup
)
4916 && is_identity_fixup(dst_format
->color_fixup
))))