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[wine/multimedia.git] / dlls / wined3d / surface.c
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1 /*
2 * IWineD3DSurface Implementation
4 * Copyright 1998 Lionel Ulmer
5 * Copyright 2000-2001 TransGaming Technologies Inc.
6 * Copyright 2002-2005 Jason Edmeades
7 * Copyright 2002-2003 Raphael Junqueira
8 * Copyright 2004 Christian Costa
9 * Copyright 2005 Oliver Stieber
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2007-2008 Henri Verbeet
12 * Copyright 2006-2008 Roderick Colenbrander
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "config.h"
31 #include "wine/port.h"
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d);
37 #define GLINFO_LOCATION (*gl_info)
39 static void surface_cleanup(IWineD3DSurfaceImpl *This)
41 IWineD3DDeviceImpl *device = This->resource.device;
42 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
43 struct wined3d_context *context = NULL;
44 renderbuffer_entry_t *entry, *entry2;
46 TRACE("(%p) : Cleaning up.\n", This);
48 /* Need a context to destroy the texture. Use the currently active render
49 * target, but only if the primary render target exists. Otherwise
50 * lastActiveRenderTarget is garbage. When destroying the primary render
51 * target, Uninit3D() will activate a context before doing anything. */
52 if (device->render_targets && device->render_targets[0])
54 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
57 ENTER_GL();
59 if (This->texture_name)
61 /* Release the OpenGL texture. */
62 TRACE("Deleting texture %u.\n", This->texture_name);
63 glDeleteTextures(1, &This->texture_name);
66 if (This->Flags & SFLAG_PBO)
68 /* Delete the PBO. */
69 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
72 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry)
74 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
75 HeapFree(GetProcessHeap(), 0, entry);
78 LEAVE_GL();
80 if (This->Flags & SFLAG_DIBSECTION)
82 /* Release the DC. */
83 SelectObject(This->hDC, This->dib.holdbitmap);
84 DeleteDC(This->hDC);
85 /* Release the DIB section. */
86 DeleteObject(This->dib.DIBsection);
87 This->dib.bitmap_data = NULL;
88 This->resource.allocatedMemory = NULL;
91 if (This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem((IWineD3DSurface *)This, NULL);
92 if (This->overlay_dest) list_remove(&This->overlay_entry);
94 HeapFree(GetProcessHeap(), 0, This->palette9);
96 resource_cleanup((IWineD3DResource *)This);
98 if (context) context_release(context);
101 UINT surface_calculate_size(const struct GlPixelFormatDesc *format_desc, UINT alignment, UINT width, UINT height)
103 UINT size;
105 if (format_desc->format == WINED3DFMT_UNKNOWN)
107 size = 0;
109 else if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
111 UINT row_block_count = (width + format_desc->block_width - 1) / format_desc->block_width;
112 UINT row_count = (height + format_desc->block_height - 1) / format_desc->block_height;
113 size = row_count * row_block_count * format_desc->block_byte_count;
115 else
117 /* The pitch is a multiple of 4 bytes. */
118 size = height * (((width * format_desc->byte_count) + alignment - 1) & ~(alignment - 1));
121 if (format_desc->heightscale != 0.0f) size *= format_desc->heightscale;
123 return size;
126 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
127 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
128 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
129 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
131 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
132 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(format, gl_info);
133 void (*cleanup)(IWineD3DSurfaceImpl *This);
134 unsigned int resource_size;
135 HRESULT hr;
137 if (multisample_quality > 0)
139 FIXME("multisample_quality set to %u, substituting 0\n", multisample_quality);
140 multisample_quality = 0;
143 /* FIXME: Check that the format is supported by the device. */
145 resource_size = surface_calculate_size(format_desc, alignment, width, height);
147 /* Look at the implementation and set the correct Vtable. */
148 switch (surface_type)
150 case SURFACE_OPENGL:
151 surface->lpVtbl = &IWineD3DSurface_Vtbl;
152 cleanup = surface_cleanup;
153 break;
155 case SURFACE_GDI:
156 surface->lpVtbl = &IWineGDISurface_Vtbl;
157 cleanup = surface_gdi_cleanup;
158 break;
160 default:
161 ERR("Requested unknown surface implementation %#x.\n", surface_type);
162 return WINED3DERR_INVALIDCALL;
165 hr = resource_init((IWineD3DResource *)surface, WINED3DRTYPE_SURFACE,
166 device, resource_size, usage, format_desc, pool, parent, parent_ops);
167 if (FAILED(hr))
169 WARN("Failed to initialize resource, returning %#x.\n", hr);
170 return hr;
173 /* "Standalone" surface. */
174 IWineD3DSurface_SetContainer((IWineD3DSurface *)surface, NULL);
176 surface->currentDesc.Width = width;
177 surface->currentDesc.Height = height;
178 surface->currentDesc.MultiSampleType = multisample_type;
179 surface->currentDesc.MultiSampleQuality = multisample_quality;
180 surface->texture_level = level;
181 list_init(&surface->overlays);
183 /* Flags */
184 surface->Flags = SFLAG_NORMCOORD; /* Default to normalized coords. */
185 if (discard) surface->Flags |= SFLAG_DISCARD;
186 if (lockable || format == WINED3DFMT_D16_LOCKABLE) surface->Flags |= SFLAG_LOCKABLE;
188 /* Quick lockable sanity check.
189 * TODO: remove this after surfaces, usage and lockability have been debugged properly
190 * this function is too deep to need to care about things like this.
191 * Levels need to be checked too, since they all affect what can be done. */
192 switch (pool)
194 case WINED3DPOOL_SCRATCH:
195 if(!lockable)
197 FIXME("Called with a pool of SCRATCH and a lockable of FALSE "
198 "which are mutually exclusive, setting lockable to TRUE.\n");
199 lockable = TRUE;
201 break;
203 case WINED3DPOOL_SYSTEMMEM:
204 if (!lockable)
205 FIXME("Called with a pool of SYSTEMMEM and a lockable of FALSE, this is acceptable but unexpected.\n");
206 break;
208 case WINED3DPOOL_MANAGED:
209 if (usage & WINED3DUSAGE_DYNAMIC)
210 FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n");
211 break;
213 case WINED3DPOOL_DEFAULT:
214 if (lockable && !(usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
215 WARN("Creating a lockable surface with a POOL of DEFAULT, that doesn't specify DYNAMIC usage.\n");
216 break;
218 default:
219 FIXME("Unknown pool %#x.\n", pool);
220 break;
223 if (usage & WINED3DUSAGE_RENDERTARGET && pool != WINED3DPOOL_DEFAULT)
225 FIXME("Trying to create a render target that isn't in the default pool.\n");
228 /* Mark the texture as dirty so that it gets loaded first time around. */
229 surface_add_dirty_rect((IWineD3DSurface *)surface, NULL);
230 list_init(&surface->renderbuffers);
232 TRACE("surface %p, memory %p, size %u\n", surface, surface->resource.allocatedMemory, surface->resource.size);
234 /* Call the private setup routine */
235 hr = IWineD3DSurface_PrivateSetup((IWineD3DSurface *)surface);
236 if (FAILED(hr))
238 ERR("Private setup failed, returning %#x\n", hr);
239 cleanup(surface);
240 return hr;
243 return hr;
246 static void surface_force_reload(IWineD3DSurface *iface)
248 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
250 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
253 void surface_set_texture_name(IWineD3DSurface *iface, GLuint new_name, BOOL srgb)
255 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
256 GLuint *name;
257 DWORD flag;
259 if(srgb)
261 name = &This->texture_name_srgb;
262 flag = SFLAG_INSRGBTEX;
264 else
266 name = &This->texture_name;
267 flag = SFLAG_INTEXTURE;
270 TRACE("(%p) : setting texture name %u\n", This, new_name);
272 if (!*name && new_name)
274 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
275 * surface has no texture name yet. See if we can get rid of this. */
276 if (This->Flags & flag)
277 ERR("Surface has SFLAG_INTEXTURE set, but no texture name\n");
278 IWineD3DSurface_ModifyLocation(iface, flag, FALSE);
281 *name = new_name;
282 surface_force_reload(iface);
285 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target)
287 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
289 TRACE("(%p) : setting target %#x\n", This, target);
291 if (This->texture_target != target)
293 if (target == GL_TEXTURE_RECTANGLE_ARB)
295 This->Flags &= ~SFLAG_NORMCOORD;
297 else if (This->texture_target == GL_TEXTURE_RECTANGLE_ARB)
299 This->Flags |= SFLAG_NORMCOORD;
302 This->texture_target = target;
303 surface_force_reload(iface);
306 /* Context activation is done by the caller. */
307 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This, BOOL srgb) {
308 DWORD active_sampler;
310 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
311 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
312 * gl states. The current texture unit should always be a valid one.
314 * To be more specific, this is tricky because we can implicitly be called
315 * from sampler() in state.c. This means we can't touch anything other than
316 * whatever happens to be the currently active texture, or we would risk
317 * marking already applied sampler states dirty again.
319 * TODO: Track the current active texture per GL context instead of using glGet
321 GLint active_texture;
322 ENTER_GL();
323 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
324 LEAVE_GL();
325 active_sampler = This->resource.device->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
327 if (active_sampler != WINED3D_UNMAPPED_STAGE)
329 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(active_sampler));
331 IWineD3DSurface_BindTexture((IWineD3DSurface *)This, srgb);
334 /* This function checks if the primary render target uses the 8bit paletted format. */
335 static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
337 if (device->render_targets && device->render_targets[0]) {
338 IWineD3DSurfaceImpl* render_target = (IWineD3DSurfaceImpl*)device->render_targets[0];
339 if ((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
340 && (render_target->resource.format_desc->format == WINED3DFMT_P8_UINT))
341 return TRUE;
343 return FALSE;
346 #undef GLINFO_LOCATION
348 #define GLINFO_LOCATION This->resource.device->adapter->gl_info
350 /* This call just downloads data, the caller is responsible for binding the
351 * correct texture. */
352 /* Context activation is done by the caller. */
353 static void surface_download_data(IWineD3DSurfaceImpl *This) {
354 const struct GlPixelFormatDesc *format_desc = This->resource.format_desc;
356 /* Only support read back of converted P8 surfaces */
357 if (This->Flags & SFLAG_CONVERTED && format_desc->format != WINED3DFMT_P8_UINT)
359 FIXME("Read back converted textures unsupported, format=%s\n", debug_d3dformat(format_desc->format));
360 return;
363 ENTER_GL();
365 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
367 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p.\n",
368 This, This->texture_level, format_desc->glFormat, format_desc->glType,
369 This->resource.allocatedMemory);
371 if (This->Flags & SFLAG_PBO)
373 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
374 checkGLcall("glBindBufferARB");
375 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target, This->texture_level, NULL));
376 checkGLcall("glGetCompressedTexImageARB");
377 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
378 checkGLcall("glBindBufferARB");
380 else
382 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target,
383 This->texture_level, This->resource.allocatedMemory));
384 checkGLcall("glGetCompressedTexImageARB");
387 LEAVE_GL();
388 } else {
389 void *mem;
390 GLenum format = format_desc->glFormat;
391 GLenum type = format_desc->glType;
392 int src_pitch = 0;
393 int dst_pitch = 0;
395 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
396 if (format_desc->format == WINED3DFMT_P8_UINT && primary_render_target_is_p8(This->resource.device))
398 format = GL_ALPHA;
399 type = GL_UNSIGNED_BYTE;
402 if (This->Flags & SFLAG_NONPOW2) {
403 unsigned char alignment = This->resource.device->surface_alignment;
404 src_pitch = format_desc->byte_count * This->pow2Width;
405 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
406 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
407 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
408 } else {
409 mem = This->resource.allocatedMemory;
412 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
413 This, This->texture_level, format, type, mem);
415 if(This->Flags & SFLAG_PBO) {
416 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
417 checkGLcall("glBindBufferARB");
419 glGetTexImage(This->texture_target, This->texture_level, format, type, NULL);
420 checkGLcall("glGetTexImage");
422 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
423 checkGLcall("glBindBufferARB");
424 } else {
425 glGetTexImage(This->texture_target, This->texture_level, format, type, mem);
426 checkGLcall("glGetTexImage");
428 LEAVE_GL();
430 if (This->Flags & SFLAG_NONPOW2) {
431 const BYTE *src_data;
432 BYTE *dst_data;
433 UINT y;
435 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
436 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
437 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
439 * We're doing this...
441 * instead of boxing the texture :
442 * |<-texture width ->| -->pow2width| /\
443 * |111111111111111111| | |
444 * |222 Texture 222222| boxed empty | texture height
445 * |3333 Data 33333333| | |
446 * |444444444444444444| | \/
447 * ----------------------------------- |
448 * | boxed empty | boxed empty | pow2height
449 * | | | \/
450 * -----------------------------------
453 * we're repacking the data to the expected texture width
455 * |<-texture width ->| -->pow2width| /\
456 * |111111111111111111222222222222222| |
457 * |222333333333333333333444444444444| texture height
458 * |444444 | |
459 * | | \/
460 * | | |
461 * | empty | pow2height
462 * | | \/
463 * -----------------------------------
465 * == is the same as
467 * |<-texture width ->| /\
468 * |111111111111111111|
469 * |222222222222222222|texture height
470 * |333333333333333333|
471 * |444444444444444444| \/
472 * --------------------
474 * this also means that any references to allocatedMemory should work with the data as if were a
475 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
477 * internally the texture is still stored in a boxed format so any references to textureName will
478 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
480 * Performance should not be an issue, because applications normally do not lock the surfaces when
481 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
482 * and doesn't have to be re-read.
484 src_data = mem;
485 dst_data = This->resource.allocatedMemory;
486 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
487 for (y = 1 ; y < This->currentDesc.Height; y++) {
488 /* skip the first row */
489 src_data += src_pitch;
490 dst_data += dst_pitch;
491 memcpy(dst_data, src_data, dst_pitch);
494 HeapFree(GetProcessHeap(), 0, mem);
498 /* Surface has now been downloaded */
499 This->Flags |= SFLAG_INSYSMEM;
502 /* This call just uploads data, the caller is responsible for binding the
503 * correct texture. */
504 /* Context activation is done by the caller. */
505 static void surface_upload_data(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *data) {
506 const struct GlPixelFormatDesc *format_desc = This->resource.format_desc;
508 TRACE("This %p, internal %#x, width %d, height %d, format %#x, type %#x, data %p.\n",
509 This, internal, width, height, format, type, data);
510 TRACE("target %#x, level %u, resource size %u.\n",
511 This->texture_target, This->texture_level, This->resource.size);
513 if (format_desc->heightscale != 1.0f && format_desc->heightscale != 0.0f) height *= format_desc->heightscale;
515 ENTER_GL();
517 if (This->Flags & SFLAG_PBO)
519 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
520 checkGLcall("glBindBufferARB");
522 TRACE("(%p) pbo: %#x, data: %p.\n", This, This->pbo, data);
523 data = NULL;
526 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
528 TRACE("Calling glCompressedTexSubImage2DARB.\n");
530 GL_EXTCALL(glCompressedTexSubImage2DARB(This->texture_target, This->texture_level,
531 0, 0, width, height, internal, This->resource.size, data));
532 checkGLcall("glCompressedTexSubImage2DARB");
534 else
536 TRACE("Calling glTexSubImage2D.\n");
538 glTexSubImage2D(This->texture_target, This->texture_level,
539 0, 0, width, height, format, type, data);
540 checkGLcall("glTexSubImage2D");
543 if (This->Flags & SFLAG_PBO)
545 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
546 checkGLcall("glBindBufferARB");
549 LEAVE_GL();
552 /* This call just allocates the texture, the caller is responsible for binding
553 * the correct texture. */
554 /* Context activation is done by the caller. */
555 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type) {
556 const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
557 const struct GlPixelFormatDesc *format_desc = This->resource.format_desc;
558 BOOL enable_client_storage = FALSE;
559 const BYTE *mem = NULL;
561 if (format_desc->heightscale != 1.0f && format_desc->heightscale != 0.0f) height *= format_desc->heightscale;
563 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",
564 This, This->texture_target, This->texture_level, debug_d3dformat(format_desc->format),
565 internal, width, height, format, type);
567 ENTER_GL();
569 if (gl_info->supported[APPLE_CLIENT_STORAGE])
571 if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_OVERSIZE | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
572 /* In some cases we want to disable client storage.
573 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
574 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
575 * SFLAG_OVERSIZE: The gl texture is smaller than the allocated memory
576 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
577 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
579 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
580 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
581 This->Flags &= ~SFLAG_CLIENT;
582 enable_client_storage = TRUE;
583 } else {
584 This->Flags |= SFLAG_CLIENT;
586 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
587 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
589 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
593 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED && mem)
595 GL_EXTCALL(glCompressedTexImage2DARB(This->texture_target, This->texture_level,
596 internal, width, height, 0, This->resource.size, mem));
598 else
600 glTexImage2D(This->texture_target, This->texture_level,
601 internal, width, height, 0, format, type, mem);
602 checkGLcall("glTexImage2D");
605 if(enable_client_storage) {
606 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
607 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
609 LEAVE_GL();
612 /* In D3D the depth stencil dimensions have to be greater than or equal to the
613 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
614 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
615 /* GL locking is done by the caller */
616 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height) {
617 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
618 const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
619 renderbuffer_entry_t *entry;
620 GLuint renderbuffer = 0;
621 unsigned int src_width, src_height;
623 src_width = This->pow2Width;
624 src_height = This->pow2Height;
626 /* A depth stencil smaller than the render target is not valid */
627 if (width > src_width || height > src_height) return;
629 /* Remove any renderbuffer set if the sizes match */
630 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
631 || (width == src_width && height == src_height))
633 This->current_renderbuffer = NULL;
634 return;
637 /* Look if we've already got a renderbuffer of the correct dimensions */
638 LIST_FOR_EACH_ENTRY(entry, &This->renderbuffers, renderbuffer_entry_t, entry) {
639 if (entry->width == width && entry->height == height) {
640 renderbuffer = entry->id;
641 This->current_renderbuffer = entry;
642 break;
646 if (!renderbuffer) {
647 gl_info->fbo_ops.glGenRenderbuffers(1, &renderbuffer);
648 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
649 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER,
650 This->resource.format_desc->glInternal, width, height);
652 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
653 entry->width = width;
654 entry->height = height;
655 entry->id = renderbuffer;
656 list_add_head(&This->renderbuffers, &entry->entry);
658 This->current_renderbuffer = entry;
661 checkGLcall("set_compatible_renderbuffer");
664 GLenum surface_get_gl_buffer(IWineD3DSurface *iface)
666 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
667 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)This->container;
669 TRACE("iface %p.\n", iface);
671 if (!(This->Flags & SFLAG_SWAPCHAIN))
673 ERR("Surface %p is not on a swapchain.\n", iface);
674 return GL_NONE;
677 if (swapchain->backBuffer && swapchain->backBuffer[0] == iface)
679 if (swapchain->render_to_fbo)
681 TRACE("Returning GL_COLOR_ATTACHMENT0\n");
682 return GL_COLOR_ATTACHMENT0;
684 TRACE("Returning GL_BACK\n");
685 return GL_BACK;
687 else if (swapchain->frontBuffer == iface)
689 TRACE("Returning GL_FRONT\n");
690 return GL_FRONT;
693 FIXME("Higher back buffer, returning GL_BACK\n");
694 return GL_BACK;
697 /* Slightly inefficient way to handle multiple dirty rects but it works :) */
698 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect)
700 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
701 IWineD3DBaseTexture *baseTexture = NULL;
703 if (!(This->Flags & SFLAG_INSYSMEM) && (This->Flags & SFLAG_INTEXTURE))
704 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
706 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
707 if (dirty_rect)
709 This->dirtyRect.left = min(This->dirtyRect.left, dirty_rect->left);
710 This->dirtyRect.top = min(This->dirtyRect.top, dirty_rect->top);
711 This->dirtyRect.right = max(This->dirtyRect.right, dirty_rect->right);
712 This->dirtyRect.bottom = max(This->dirtyRect.bottom, dirty_rect->bottom);
714 else
716 This->dirtyRect.left = 0;
717 This->dirtyRect.top = 0;
718 This->dirtyRect.right = This->currentDesc.Width;
719 This->dirtyRect.bottom = This->currentDesc.Height;
722 TRACE("(%p) : Dirty: yes, Rect:(%d, %d, %d, %d)\n", This, This->dirtyRect.left,
723 This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
725 /* if the container is a basetexture then mark it dirty. */
726 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture)))
728 TRACE("Passing to container\n");
729 IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
730 IWineD3DBaseTexture_Release(baseTexture);
734 static inline BOOL surface_can_stretch_rect(IWineD3DSurfaceImpl *src, IWineD3DSurfaceImpl *dst)
736 return ((src->resource.format_desc->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE)
737 || (src->resource.usage & WINED3DUSAGE_RENDERTARGET))
738 && ((dst->resource.format_desc->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE)
739 || (dst->resource.usage & WINED3DUSAGE_RENDERTARGET))
740 && (src->resource.format_desc->format == dst->resource.format_desc->format
741 || (is_identity_fixup(src->resource.format_desc->color_fixup)
742 && is_identity_fixup(dst->resource.format_desc->color_fixup)));
745 static ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface)
747 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
748 ULONG ref = InterlockedDecrement(&This->resource.ref);
749 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
751 if (!ref)
753 surface_cleanup(This);
754 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
756 TRACE("(%p) Released.\n", This);
757 HeapFree(GetProcessHeap(), 0, This);
760 return ref;
763 /* ****************************************************
764 IWineD3DSurface IWineD3DResource parts follow
765 **************************************************** */
767 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb)
769 /* TODO: check for locks */
770 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
771 IWineD3DDeviceImpl *device = This->resource.device;
772 IWineD3DBaseTexture *baseTexture = NULL;
774 TRACE("(%p)Checking to see if the container is a base texture\n", This);
775 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
776 IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *) baseTexture;
777 TRACE("Passing to container\n");
778 tex_impl->baseTexture.internal_preload(baseTexture, srgb);
779 IWineD3DBaseTexture_Release(baseTexture);
780 } else {
781 struct wined3d_context *context = NULL;
783 TRACE("(%p) : About to load surface\n", This);
785 if (!device->isInDraw) context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
787 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
788 || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
790 if(palette9_changed(This)) {
791 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
792 /* TODO: This is not necessarily needed with hw palettized texture support */
793 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
794 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
795 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
799 IWineD3DSurface_LoadTexture(iface, srgb == SRGB_SRGB ? TRUE : FALSE);
801 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
802 /* Tell opengl to try and keep this texture in video ram (well mostly) */
803 GLclampf tmp;
804 tmp = 0.9f;
805 ENTER_GL();
806 glPrioritizeTextures(1, &This->texture_name, &tmp);
807 LEAVE_GL();
810 if (context) context_release(context);
814 static void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
815 surface_internal_preload(iface, SRGB_ANY);
818 /* Context activation is done by the caller. */
819 static void surface_remove_pbo(IWineD3DSurfaceImpl *This) {
820 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
821 This->resource.allocatedMemory =
822 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
824 ENTER_GL();
825 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
826 checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
827 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
828 checkGLcall("glGetBufferSubDataARB");
829 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
830 checkGLcall("glDeleteBuffersARB");
831 LEAVE_GL();
833 This->pbo = 0;
834 This->Flags &= ~SFLAG_PBO;
837 BOOL surface_init_sysmem(IWineD3DSurface *iface)
839 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
841 if(!This->resource.allocatedMemory)
843 This->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + RESOURCE_ALIGNMENT);
844 if(!This->resource.heapMemory)
846 ERR("Out of memory\n");
847 return FALSE;
849 This->resource.allocatedMemory =
850 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
852 else
854 memset(This->resource.allocatedMemory, 0, This->resource.size);
857 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
858 return TRUE;
861 static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
862 IWineD3DBaseTexture *texture = NULL;
863 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
864 IWineD3DDeviceImpl *device = This->resource.device;
865 const struct wined3d_gl_info *gl_info;
866 renderbuffer_entry_t *entry, *entry2;
867 struct wined3d_context *context;
869 TRACE("(%p)\n", iface);
871 if(This->resource.pool == WINED3DPOOL_DEFAULT) {
872 /* Default pool resources are supposed to be destroyed before Reset is called.
873 * Implicit resources stay however. So this means we have an implicit render target
874 * or depth stencil. The content may be destroyed, but we still have to tear down
875 * opengl resources, so we cannot leave early.
877 * Put the surfaces into sysmem, and reset the content. The D3D content is undefined,
878 * but we can't set the sysmem INDRAWABLE because when we're rendering the swapchain
879 * or the depth stencil into an FBO the texture or render buffer will be removed
880 * and all flags get lost
882 surface_init_sysmem(iface);
883 } else {
884 /* Load the surface into system memory */
885 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
886 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
888 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
889 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSRGBTEX, FALSE);
890 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
892 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
893 gl_info = context->gl_info;
895 /* Destroy PBOs, but load them into real sysmem before */
896 if(This->Flags & SFLAG_PBO) {
897 surface_remove_pbo(This);
900 /* Destroy fbo render buffers. This is needed for implicit render targets, for
901 * all application-created targets the application has to release the surface
902 * before calling _Reset
904 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
905 ENTER_GL();
906 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
907 LEAVE_GL();
908 list_remove(&entry->entry);
909 HeapFree(GetProcessHeap(), 0, entry);
911 list_init(&This->renderbuffers);
912 This->current_renderbuffer = NULL;
914 /* If we're in a texture, the texture name belongs to the texture. Otherwise,
915 * destroy it
917 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **) &texture);
918 if(!texture) {
919 ENTER_GL();
920 glDeleteTextures(1, &This->texture_name);
921 This->texture_name = 0;
922 glDeleteTextures(1, &This->texture_name_srgb);
923 This->texture_name_srgb = 0;
924 LEAVE_GL();
925 } else {
926 IWineD3DBaseTexture_Release(texture);
929 context_release(context);
932 /* ******************************************************
933 IWineD3DSurface IWineD3DSurface parts follow
934 ****************************************************** */
936 /* Read the framebuffer back into the surface */
937 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, const RECT *rect, void *dest, UINT pitch)
939 IWineD3DDeviceImpl *myDevice = This->resource.device;
940 struct wined3d_context *context;
941 BYTE *mem;
942 GLint fmt;
943 GLint type;
944 BYTE *row, *top, *bottom;
945 int i;
946 BOOL bpp;
947 RECT local_rect;
948 BOOL srcIsUpsideDown;
949 GLint rowLen = 0;
950 GLint skipPix = 0;
951 GLint skipRow = 0;
953 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
954 static BOOL warned = FALSE;
955 if(!warned) {
956 ERR("The application tries to lock the render target, but render target locking is disabled\n");
957 warned = TRUE;
959 return;
962 /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
963 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
964 * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
965 * context->last_was_blit set on the unlock.
967 context = context_acquire(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
968 ENTER_GL();
970 /* Select the correct read buffer, and give some debug output.
971 * There is no need to keep track of the current read buffer or reset it, every part of the code
972 * that reads sets the read buffer as desired.
974 if (surface_is_offscreen((IWineD3DSurface *) This))
976 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
977 * Read from the back buffer
979 TRACE("Locking offscreen render target\n");
980 glReadBuffer(myDevice->offscreenBuffer);
981 srcIsUpsideDown = TRUE;
983 else
985 /* Onscreen surfaces are always part of a swapchain */
986 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *)This);
987 TRACE("Locking %#x buffer\n", buffer);
988 glReadBuffer(buffer);
989 checkGLcall("glReadBuffer");
990 srcIsUpsideDown = FALSE;
993 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
994 if(!rect) {
995 local_rect.left = 0;
996 local_rect.top = 0;
997 local_rect.right = This->currentDesc.Width;
998 local_rect.bottom = This->currentDesc.Height;
999 } else {
1000 local_rect = *rect;
1002 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
1004 switch(This->resource.format_desc->format)
1006 case WINED3DFMT_P8_UINT:
1008 if(primary_render_target_is_p8(myDevice)) {
1009 /* In case of P8 render targets the index is stored in the alpha component */
1010 fmt = GL_ALPHA;
1011 type = GL_UNSIGNED_BYTE;
1012 mem = dest;
1013 bpp = This->resource.format_desc->byte_count;
1014 } else {
1015 /* GL can't return palettized data, so read ARGB pixels into a
1016 * separate block of memory and convert them into palettized format
1017 * in software. Slow, but if the app means to use palettized render
1018 * targets and locks it...
1020 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
1021 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
1022 * for the color channels when palettizing the colors.
1024 fmt = GL_RGB;
1025 type = GL_UNSIGNED_BYTE;
1026 pitch *= 3;
1027 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
1028 if(!mem) {
1029 ERR("Out of memory\n");
1030 LEAVE_GL();
1031 return;
1033 bpp = This->resource.format_desc->byte_count * 3;
1036 break;
1038 default:
1039 mem = dest;
1040 fmt = This->resource.format_desc->glFormat;
1041 type = This->resource.format_desc->glType;
1042 bpp = This->resource.format_desc->byte_count;
1045 if(This->Flags & SFLAG_PBO) {
1046 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
1047 checkGLcall("glBindBufferARB");
1048 if(mem != NULL) {
1049 ERR("mem not null for pbo -- unexpected\n");
1050 mem = NULL;
1054 /* Save old pixel store pack state */
1055 glGetIntegerv(GL_PACK_ROW_LENGTH, &rowLen);
1056 checkGLcall("glGetIntegerv");
1057 glGetIntegerv(GL_PACK_SKIP_PIXELS, &skipPix);
1058 checkGLcall("glGetIntegerv");
1059 glGetIntegerv(GL_PACK_SKIP_ROWS, &skipRow);
1060 checkGLcall("glGetIntegerv");
1062 /* Setup pixel store pack state -- to glReadPixels into the correct place */
1063 glPixelStorei(GL_PACK_ROW_LENGTH, This->currentDesc.Width);
1064 checkGLcall("glPixelStorei");
1065 glPixelStorei(GL_PACK_SKIP_PIXELS, local_rect.left);
1066 checkGLcall("glPixelStorei");
1067 glPixelStorei(GL_PACK_SKIP_ROWS, local_rect.top);
1068 checkGLcall("glPixelStorei");
1070 glReadPixels(local_rect.left, (!srcIsUpsideDown) ? (This->currentDesc.Height - local_rect.bottom) : local_rect.top ,
1071 local_rect.right - local_rect.left,
1072 local_rect.bottom - local_rect.top,
1073 fmt, type, mem);
1074 checkGLcall("glReadPixels");
1076 /* Reset previous pixel store pack state */
1077 glPixelStorei(GL_PACK_ROW_LENGTH, rowLen);
1078 checkGLcall("glPixelStorei");
1079 glPixelStorei(GL_PACK_SKIP_PIXELS, skipPix);
1080 checkGLcall("glPixelStorei");
1081 glPixelStorei(GL_PACK_SKIP_ROWS, skipRow);
1082 checkGLcall("glPixelStorei");
1084 if(This->Flags & SFLAG_PBO) {
1085 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
1086 checkGLcall("glBindBufferARB");
1088 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
1089 * to get a pointer to it and perform the flipping in software. This is a lot
1090 * faster than calling glReadPixels for each line. In case we want more speed
1091 * we should rerender it flipped in a FBO and read the data back from the FBO. */
1092 if(!srcIsUpsideDown) {
1093 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1094 checkGLcall("glBindBufferARB");
1096 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1097 checkGLcall("glMapBufferARB");
1101 /* TODO: Merge this with the palettization loop below for P8 targets */
1102 if(!srcIsUpsideDown) {
1103 UINT len, off;
1104 /* glReadPixels returns the image upside down, and there is no way to prevent this.
1105 Flip the lines in software */
1106 len = (local_rect.right - local_rect.left) * bpp;
1107 off = local_rect.left * bpp;
1109 row = HeapAlloc(GetProcessHeap(), 0, len);
1110 if(!row) {
1111 ERR("Out of memory\n");
1112 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT) HeapFree(GetProcessHeap(), 0, mem);
1113 LEAVE_GL();
1114 return;
1117 top = mem + pitch * local_rect.top;
1118 bottom = mem + pitch * (local_rect.bottom - 1);
1119 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
1120 memcpy(row, top + off, len);
1121 memcpy(top + off, bottom + off, len);
1122 memcpy(bottom + off, row, len);
1123 top += pitch;
1124 bottom -= pitch;
1126 HeapFree(GetProcessHeap(), 0, row);
1128 /* Unmap the temp PBO buffer */
1129 if(This->Flags & SFLAG_PBO) {
1130 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1131 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1135 LEAVE_GL();
1136 context_release(context);
1138 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
1139 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
1140 * the same color but we have no choice.
1141 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
1143 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT && !primary_render_target_is_p8(myDevice))
1145 const PALETTEENTRY *pal = NULL;
1146 DWORD width = pitch / 3;
1147 int x, y, c;
1149 if(This->palette) {
1150 pal = This->palette->palents;
1151 } else {
1152 ERR("Palette is missing, cannot perform inverse palette lookup\n");
1153 HeapFree(GetProcessHeap(), 0, mem);
1154 return ;
1157 for(y = local_rect.top; y < local_rect.bottom; y++) {
1158 for(x = local_rect.left; x < local_rect.right; x++) {
1159 /* start lines pixels */
1160 const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
1161 const BYTE *green = blue + 1;
1162 const BYTE *red = green + 1;
1164 for(c = 0; c < 256; c++) {
1165 if(*red == pal[c].peRed &&
1166 *green == pal[c].peGreen &&
1167 *blue == pal[c].peBlue)
1169 *((BYTE *) dest + y * width + x) = c;
1170 break;
1175 HeapFree(GetProcessHeap(), 0, mem);
1179 /* Read the framebuffer contents into a texture */
1180 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
1182 IWineD3DDeviceImpl *device = This->resource.device;
1183 struct wined3d_context *context;
1184 int bpp;
1185 GLenum format, internal, type;
1186 CONVERT_TYPES convert;
1187 GLint prevRead;
1188 BOOL alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
1190 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, srgb);
1192 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
1193 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
1194 * states in the stateblock, and no driver was found yet that had bugs in that regard.
1196 context = context_acquire(device, (IWineD3DSurface *) This, CTXUSAGE_RESOURCELOAD);
1197 surface_bind_and_dirtify(This, srgb);
1199 ENTER_GL();
1200 glGetIntegerv(GL_READ_BUFFER, &prevRead);
1201 LEAVE_GL();
1203 /* Select the correct read buffer, and give some debug output.
1204 * There is no need to keep track of the current read buffer or reset it, every part of the code
1205 * that reads sets the read buffer as desired.
1207 if (!surface_is_offscreen((IWineD3DSurface *)This))
1209 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *)This);
1210 TRACE("Locking %#x buffer\n", buffer);
1212 ENTER_GL();
1213 glReadBuffer(buffer);
1214 checkGLcall("glReadBuffer");
1215 LEAVE_GL();
1217 else
1219 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
1220 * Read from the back buffer
1222 TRACE("Locking offscreen render target\n");
1223 ENTER_GL();
1224 glReadBuffer(device->offscreenBuffer);
1225 checkGLcall("glReadBuffer");
1226 LEAVE_GL();
1229 if(!(This->Flags & alloc_flag)) {
1230 surface_allocate_surface(This, internal, This->pow2Width,
1231 This->pow2Height, format, type);
1232 This->Flags |= alloc_flag;
1235 ENTER_GL();
1236 /* If !SrcIsUpsideDown we should flip the surface.
1237 * This can be done using glCopyTexSubImage2D but this
1238 * is VERY slow, so don't do that. We should prevent
1239 * this code from getting called in such cases or perhaps
1240 * we can use FBOs */
1242 glCopyTexSubImage2D(This->texture_target, This->texture_level,
1243 0, 0, 0, 0, This->currentDesc.Width, This->currentDesc.Height);
1244 checkGLcall("glCopyTexSubImage2D");
1246 glReadBuffer(prevRead);
1247 checkGLcall("glReadBuffer");
1249 LEAVE_GL();
1251 context_release(context);
1253 TRACE("Updated target %d\n", This->texture_target);
1256 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This)
1258 IWineD3DDeviceImpl *device = This->resource.device;
1259 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1261 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
1262 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
1263 * changed
1265 if(!(This->Flags & SFLAG_DYNLOCK)) {
1266 This->lockCount++;
1267 /* MAXLOCKCOUNT is defined in wined3d_private.h */
1268 if(This->lockCount > MAXLOCKCOUNT) {
1269 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
1270 This->Flags |= SFLAG_DYNLOCK;
1274 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
1275 * Also don't create a PBO for systemmem surfaces.
1277 if (gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] && (This->Flags & SFLAG_DYNLOCK)
1278 && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2))
1279 && (This->resource.pool != WINED3DPOOL_SYSTEMMEM))
1281 GLenum error;
1282 struct wined3d_context *context;
1284 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
1285 ENTER_GL();
1287 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
1288 error = glGetError();
1289 if(This->pbo == 0 || error != GL_NO_ERROR) {
1290 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
1293 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
1295 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1296 checkGLcall("glBindBufferARB");
1298 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
1299 checkGLcall("glBufferDataARB");
1301 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1302 checkGLcall("glBindBufferARB");
1304 /* We don't need the system memory anymore and we can't even use it for PBOs */
1305 if(!(This->Flags & SFLAG_CLIENT)) {
1306 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
1307 This->resource.heapMemory = NULL;
1309 This->resource.allocatedMemory = NULL;
1310 This->Flags |= SFLAG_PBO;
1311 LEAVE_GL();
1312 context_release(context);
1314 else if (!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO))
1316 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1317 * or a pbo to map
1319 if(!This->resource.heapMemory) {
1320 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1322 This->resource.allocatedMemory =
1323 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1324 if(This->Flags & SFLAG_INSYSMEM) {
1325 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1330 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
1331 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1332 IWineD3DDeviceImpl *myDevice = This->resource.device;
1333 const RECT *pass_rect = pRect;
1335 TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
1337 /* This is also done in the base class, but we have to verify this before loading any data from
1338 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1339 * may interfere, and all other bad things may happen
1341 if (This->Flags & SFLAG_LOCKED) {
1342 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1343 return WINED3DERR_INVALIDCALL;
1345 This->Flags |= SFLAG_LOCKED;
1347 if (!(This->Flags & SFLAG_LOCKABLE))
1349 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
1352 if (Flags & WINED3DLOCK_DISCARD) {
1353 /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
1354 TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
1355 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1356 This->Flags |= SFLAG_INSYSMEM;
1357 goto lock_end;
1360 if (This->Flags & SFLAG_INSYSMEM) {
1361 TRACE("Local copy is up to date, not downloading data\n");
1362 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1363 goto lock_end;
1366 /* IWineD3DSurface_LoadLocation() does not check if the rectangle specifies
1367 * the full surface. Most callers don't need that, so do it here. */
1368 if (pRect && pRect->top == 0 && pRect->left == 0
1369 && pRect->right == This->currentDesc.Width
1370 && pRect->bottom == This->currentDesc.Height)
1372 pass_rect = NULL;
1375 if (!(wined3d_settings.rendertargetlock_mode == RTL_DISABLE
1376 && ((This->Flags & SFLAG_SWAPCHAIN) || iface == myDevice->render_targets[0])))
1378 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, pass_rect);
1381 lock_end:
1382 if (This->Flags & SFLAG_PBO)
1384 struct wined3d_context *context;
1386 context = context_acquire(myDevice, NULL, CTXUSAGE_RESOURCELOAD);
1387 ENTER_GL();
1388 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1389 checkGLcall("glBindBufferARB");
1391 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1392 if(This->resource.allocatedMemory) {
1393 ERR("The surface already has PBO memory allocated!\n");
1396 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1397 checkGLcall("glMapBufferARB");
1399 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1400 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1401 checkGLcall("glBindBufferARB");
1403 LEAVE_GL();
1404 context_release(context);
1407 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
1408 /* Don't dirtify */
1409 } else {
1410 IWineD3DBaseTexture *pBaseTexture;
1412 * Dirtify on lock
1413 * as seen in msdn docs
1415 surface_add_dirty_rect(iface, pRect);
1417 /** Dirtify Container if needed */
1418 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture))) {
1419 TRACE("Making container dirty\n");
1420 IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
1421 IWineD3DBaseTexture_Release(pBaseTexture);
1422 } else {
1423 TRACE("Surface is standalone, no need to dirty the container\n");
1427 return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
1430 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem) {
1431 GLint prev_store;
1432 GLint prev_rasterpos[4];
1433 GLint skipBytes = 0;
1434 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
1435 IWineD3DDeviceImpl *myDevice = This->resource.device;
1436 struct wined3d_context *context;
1438 /* Activate the correct context for the render target */
1439 context = context_acquire(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
1440 ENTER_GL();
1442 if (!surface_is_offscreen((IWineD3DSurface *)This))
1444 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *)This);
1445 TRACE("Unlocking %#x buffer.\n", buffer);
1446 context_set_draw_buffer(context, buffer);
1448 else
1450 /* Primary offscreen render target */
1451 TRACE("Offscreen render target.\n");
1452 context_set_draw_buffer(context, myDevice->offscreenBuffer);
1455 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
1456 checkGLcall("glGetIntegerv");
1457 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
1458 checkGLcall("glGetIntegerv");
1459 glPixelZoom(1.0f, -1.0f);
1460 checkGLcall("glPixelZoom");
1462 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1463 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
1464 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
1466 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
1467 checkGLcall("glRasterPos3i");
1469 /* Some drivers(radeon dri, others?) don't like exceptions during
1470 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1471 * after ReleaseDC. Reading it will cause an exception, which x11drv will
1472 * catch to put the dib section in InSync mode, which leads to a crash
1473 * and a blocked x server on my radeon card.
1475 * The following lines read the dib section so it is put in InSync mode
1476 * before glDrawPixels is called and the crash is prevented. There won't
1477 * be any interfering gdi accesses, because UnlockRect is called from
1478 * ReleaseDC, and the app won't use the dc any more afterwards.
1480 if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
1481 volatile BYTE read;
1482 read = This->resource.allocatedMemory[0];
1485 if(This->Flags & SFLAG_PBO) {
1486 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1487 checkGLcall("glBindBufferARB");
1490 /* When the surface is locked we only have to refresh the locked part else we need to update the whole image */
1491 if(This->Flags & SFLAG_LOCKED) {
1492 glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1493 (This->lockedRect.bottom - This->lockedRect.top)-1,
1494 fmt, type,
1495 mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1496 checkGLcall("glDrawPixels");
1497 } else {
1498 glDrawPixels(This->currentDesc.Width,
1499 This->currentDesc.Height,
1500 fmt, type, mem);
1501 checkGLcall("glDrawPixels");
1504 if(This->Flags & SFLAG_PBO) {
1505 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1506 checkGLcall("glBindBufferARB");
1509 glPixelZoom(1.0f, 1.0f);
1510 checkGLcall("glPixelZoom");
1512 glRasterPos3iv(&prev_rasterpos[0]);
1513 checkGLcall("glRasterPos3iv");
1515 /* Reset to previous pack row length */
1516 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1517 checkGLcall("glPixelStorei(GL_UNPACK_ROW_LENGTH)");
1519 LEAVE_GL();
1520 context_release(context);
1523 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1524 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1525 IWineD3DDeviceImpl *myDevice = This->resource.device;
1526 BOOL fullsurface;
1528 if (!(This->Flags & SFLAG_LOCKED)) {
1529 WARN("trying to Unlock an unlocked surf@%p\n", This);
1530 return WINEDDERR_NOTLOCKED;
1533 if (This->Flags & SFLAG_PBO)
1535 struct wined3d_context *context;
1537 TRACE("Freeing PBO memory\n");
1539 context = context_acquire(myDevice, NULL, CTXUSAGE_RESOURCELOAD);
1540 ENTER_GL();
1541 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1542 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1543 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1544 checkGLcall("glUnmapBufferARB");
1545 LEAVE_GL();
1546 context_release(context);
1548 This->resource.allocatedMemory = NULL;
1551 TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1553 if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1554 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1555 goto unlock_end;
1558 if ((This->Flags & SFLAG_SWAPCHAIN) || (myDevice->render_targets && iface == myDevice->render_targets[0]))
1560 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1561 static BOOL warned = FALSE;
1562 if(!warned) {
1563 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1564 warned = TRUE;
1566 goto unlock_end;
1569 if(This->dirtyRect.left == 0 &&
1570 This->dirtyRect.top == 0 &&
1571 This->dirtyRect.right == This->currentDesc.Width &&
1572 This->dirtyRect.bottom == This->currentDesc.Height) {
1573 fullsurface = TRUE;
1574 } else {
1575 /* TODO: Proper partial rectangle tracking */
1576 fullsurface = FALSE;
1577 This->Flags |= SFLAG_INSYSMEM;
1580 switch(wined3d_settings.rendertargetlock_mode) {
1581 case RTL_READTEX:
1582 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
1583 /* drop through */
1585 case RTL_READDRAW:
1586 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
1587 break;
1590 if(!fullsurface) {
1591 /* Partial rectangle tracking is not commonly implemented, it is only done for render targets. Overwrite
1592 * the flags to bring them back into a sane state. INSYSMEM was set before to tell LoadLocation where
1593 * to read the rectangle from. Indrawable is set because all modifications from the partial sysmem copy
1594 * are written back to the drawable, thus the surface is merged again in the drawable. The sysmem copy is
1595 * not fully up to date because only a subrectangle was read in LockRect.
1597 This->Flags &= ~SFLAG_INSYSMEM;
1598 This->Flags |= SFLAG_INDRAWABLE;
1601 This->dirtyRect.left = This->currentDesc.Width;
1602 This->dirtyRect.top = This->currentDesc.Height;
1603 This->dirtyRect.right = 0;
1604 This->dirtyRect.bottom = 0;
1605 } else if(iface == myDevice->stencilBufferTarget) {
1606 FIXME("Depth Stencil buffer locking is not implemented\n");
1607 } else {
1608 /* The rest should be a normal texture */
1609 IWineD3DBaseTextureImpl *impl;
1610 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1611 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1612 * states need resetting
1614 if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
1615 if(impl->baseTexture.bindCount) {
1616 IWineD3DDeviceImpl_MarkStateDirty(myDevice, STATE_SAMPLER(impl->baseTexture.sampler));
1618 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
1622 unlock_end:
1623 This->Flags &= ~SFLAG_LOCKED;
1624 memset(&This->lockedRect, 0, sizeof(RECT));
1626 /* Overlays have to be redrawn manually after changes with the GL implementation */
1627 if(This->overlay_dest) {
1628 IWineD3DSurface_DrawOverlay(iface);
1630 return WINED3D_OK;
1633 static void surface_release_client_storage(IWineD3DSurface *iface)
1635 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
1636 struct wined3d_context *context;
1638 context = context_acquire(This->resource.device, NULL, CTXUSAGE_RESOURCELOAD);
1640 ENTER_GL();
1641 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
1642 if(This->texture_name)
1644 surface_bind_and_dirtify(This, FALSE);
1645 glTexImage2D(This->texture_target, This->texture_level,
1646 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
1648 if(This->texture_name_srgb)
1650 surface_bind_and_dirtify(This, TRUE);
1651 glTexImage2D(This->texture_target, This->texture_level,
1652 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
1654 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1656 LEAVE_GL();
1657 context_release(context);
1659 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSRGBTEX, FALSE);
1660 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
1661 surface_force_reload(iface);
1664 static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC)
1666 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1667 WINED3DLOCKED_RECT lock;
1668 HRESULT hr;
1669 RGBQUAD col[256];
1671 TRACE("(%p)->(%p)\n",This,pHDC);
1673 if(This->Flags & SFLAG_USERPTR) {
1674 ERR("Not supported on surfaces with an application-provided surfaces\n");
1675 return WINEDDERR_NODC;
1678 /* Give more detailed info for ddraw */
1679 if (This->Flags & SFLAG_DCINUSE)
1680 return WINEDDERR_DCALREADYCREATED;
1682 /* Can't GetDC if the surface is locked */
1683 if (This->Flags & SFLAG_LOCKED)
1684 return WINED3DERR_INVALIDCALL;
1686 memset(&lock, 0, sizeof(lock)); /* To be sure */
1688 /* Create a DIB section if there isn't a hdc yet */
1689 if(!This->hDC) {
1690 if(This->Flags & SFLAG_CLIENT) {
1691 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
1692 surface_release_client_storage(iface);
1694 hr = IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
1695 if(FAILED(hr)) return WINED3DERR_INVALIDCALL;
1697 /* Use the dib section from now on if we are not using a PBO */
1698 if(!(This->Flags & SFLAG_PBO))
1699 This->resource.allocatedMemory = This->dib.bitmap_data;
1702 /* Lock the surface */
1703 hr = IWineD3DSurface_LockRect(iface,
1704 &lock,
1705 NULL,
1708 if(This->Flags & SFLAG_PBO) {
1709 /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
1710 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
1713 if(FAILED(hr)) {
1714 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
1715 /* keep the dib section */
1716 return hr;
1719 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
1720 || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
1722 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
1723 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
1724 unsigned int n;
1725 const PALETTEENTRY *pal = NULL;
1727 if(This->palette) {
1728 pal = This->palette->palents;
1729 } else {
1730 IWineD3DSurfaceImpl *dds_primary;
1731 IWineD3DSwapChainImpl *swapchain;
1732 swapchain = (IWineD3DSwapChainImpl *)This->resource.device->swapchains[0];
1733 dds_primary = (IWineD3DSurfaceImpl *)swapchain->frontBuffer;
1734 if (dds_primary && dds_primary->palette)
1735 pal = dds_primary->palette->palents;
1738 if (pal) {
1739 for (n=0; n<256; n++) {
1740 col[n].rgbRed = pal[n].peRed;
1741 col[n].rgbGreen = pal[n].peGreen;
1742 col[n].rgbBlue = pal[n].peBlue;
1743 col[n].rgbReserved = 0;
1745 SetDIBColorTable(This->hDC, 0, 256, col);
1749 *pHDC = This->hDC;
1750 TRACE("returning %p\n",*pHDC);
1751 This->Flags |= SFLAG_DCINUSE;
1753 return WINED3D_OK;
1756 static HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC)
1758 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1760 TRACE("(%p)->(%p)\n",This,hDC);
1762 if (!(This->Flags & SFLAG_DCINUSE))
1763 return WINEDDERR_NODC;
1765 if (This->hDC !=hDC) {
1766 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
1767 return WINEDDERR_NODC;
1770 if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
1771 /* Copy the contents of the DIB over to the PBO */
1772 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
1775 /* we locked first, so unlock now */
1776 IWineD3DSurface_UnlockRect(iface);
1778 This->Flags &= ~SFLAG_DCINUSE;
1780 return WINED3D_OK;
1783 /* ******************************************************
1784 IWineD3DSurface Internal (No mapping to directx api) parts follow
1785 ****************************************************** */
1787 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode) {
1788 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
1789 const struct GlPixelFormatDesc *glDesc = This->resource.format_desc;
1790 IWineD3DDeviceImpl *device = This->resource.device;
1791 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1793 /* Default values: From the surface */
1794 *format = glDesc->glFormat;
1795 *type = glDesc->glType;
1796 *convert = NO_CONVERSION;
1797 *target_bpp = glDesc->byte_count;
1799 if(srgb_mode) {
1800 *internal = glDesc->glGammaInternal;
1802 else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET
1803 && surface_is_offscreen((IWineD3DSurface *) This))
1805 *internal = glDesc->rtInternal;
1806 } else {
1807 *internal = glDesc->glInternal;
1810 /* Ok, now look if we have to do any conversion */
1811 switch(This->resource.format_desc->format)
1813 case WINED3DFMT_P8_UINT:
1814 /* ****************
1815 Paletted Texture
1816 **************** */
1818 /* Use conversion when the paletted texture extension OR fragment shaders are available. When either
1819 * of the two is available make sure texturing is requested as neither of the two works in
1820 * conjunction with calls like glDraw-/glReadPixels. Further also use conversion in case of color keying.
1821 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
1822 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
1823 * conflicts with this.
1825 if (!(gl_info->supported[EXT_PALETTED_TEXTURE] || (gl_info->supported[ARB_FRAGMENT_PROGRAM]
1826 && device->render_targets && This == (IWineD3DSurfaceImpl*)device->render_targets[0]))
1827 || colorkey_active || !use_texturing)
1829 *format = GL_RGBA;
1830 *internal = GL_RGBA;
1831 *type = GL_UNSIGNED_BYTE;
1832 *target_bpp = 4;
1833 if(colorkey_active) {
1834 *convert = CONVERT_PALETTED_CK;
1835 } else {
1836 *convert = CONVERT_PALETTED;
1839 else if (!gl_info->supported[EXT_PALETTED_TEXTURE] && gl_info->supported[ARB_FRAGMENT_PROGRAM])
1841 *format = GL_ALPHA;
1842 *type = GL_UNSIGNED_BYTE;
1843 *target_bpp = 1;
1846 break;
1848 case WINED3DFMT_B2G3R3_UNORM:
1849 /* **********************
1850 GL_UNSIGNED_BYTE_3_3_2
1851 ********************** */
1852 if (colorkey_active) {
1853 /* This texture format will never be used.. So do not care about color keying
1854 up until the point in time it will be needed :-) */
1855 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
1857 break;
1859 case WINED3DFMT_B5G6R5_UNORM:
1860 if (colorkey_active) {
1861 *convert = CONVERT_CK_565;
1862 *format = GL_RGBA;
1863 *internal = GL_RGB5_A1;
1864 *type = GL_UNSIGNED_SHORT_5_5_5_1;
1866 break;
1868 case WINED3DFMT_B5G5R5X1_UNORM:
1869 if (colorkey_active) {
1870 *convert = CONVERT_CK_5551;
1871 *format = GL_BGRA;
1872 *internal = GL_RGB5_A1;
1873 *type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1875 break;
1877 case WINED3DFMT_B8G8R8_UNORM:
1878 if (colorkey_active) {
1879 *convert = CONVERT_CK_RGB24;
1880 *format = GL_RGBA;
1881 *internal = GL_RGBA8;
1882 *type = GL_UNSIGNED_INT_8_8_8_8;
1883 *target_bpp = 4;
1885 break;
1887 case WINED3DFMT_B8G8R8X8_UNORM:
1888 if (colorkey_active) {
1889 *convert = CONVERT_RGB32_888;
1890 *format = GL_RGBA;
1891 *internal = GL_RGBA8;
1892 *type = GL_UNSIGNED_INT_8_8_8_8;
1894 break;
1896 case WINED3DFMT_R8G8_SNORM:
1897 if (gl_info->supported[NV_TEXTURE_SHADER]) break;
1898 *convert = CONVERT_V8U8;
1899 *format = GL_BGR;
1900 *type = GL_UNSIGNED_BYTE;
1901 *target_bpp = 3;
1902 break;
1904 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
1905 *convert = CONVERT_L6V5U5;
1906 if (gl_info->supported[NV_TEXTURE_SHADER])
1908 *target_bpp = 3;
1909 /* Use format and types from table */
1910 } else {
1911 /* Load it into unsigned R5G6B5, swap L and V channels, and revert that in the shader */
1912 *target_bpp = 2;
1913 *format = GL_RGB;
1914 *type = GL_UNSIGNED_SHORT_5_6_5;
1916 break;
1918 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
1919 *convert = CONVERT_X8L8V8U8;
1920 *target_bpp = 4;
1921 if (gl_info->supported[NV_TEXTURE_SHADER])
1923 /* Use formats from gl table. It is a bit unfortunate, but the conversion
1924 * is needed to set the X format to 255 to get 1.0 for alpha when sampling
1925 * the texture. OpenGL can't use GL_DSDT8_MAG8_NV as internal format with
1926 * the needed type and format parameter, so the internal format contains a
1927 * 4th component, which is returned as alpha
1929 } else {
1930 *format = GL_BGRA;
1931 *type = GL_UNSIGNED_INT_8_8_8_8_REV;
1933 break;
1935 case WINED3DFMT_R8G8B8A8_SNORM:
1936 if (gl_info->supported[NV_TEXTURE_SHADER]) break;
1937 *convert = CONVERT_Q8W8V8U8;
1938 *format = GL_BGRA;
1939 *type = GL_UNSIGNED_BYTE;
1940 *target_bpp = 4;
1941 break;
1943 case WINED3DFMT_R16G16_SNORM:
1944 if (gl_info->supported[NV_TEXTURE_SHADER]) break;
1945 *convert = CONVERT_V16U16;
1946 *format = GL_BGR;
1947 *type = GL_UNSIGNED_SHORT;
1948 *target_bpp = 6;
1949 break;
1951 case WINED3DFMT_L4A4_UNORM:
1952 /* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
1953 * format+type combination to load it. Thus convert it to A8L8, then load it
1954 * with A4L4 internal, but A8L8 format+type
1956 *convert = CONVERT_A4L4;
1957 *format = GL_LUMINANCE_ALPHA;
1958 *type = GL_UNSIGNED_BYTE;
1959 *target_bpp = 2;
1960 break;
1962 case WINED3DFMT_R16G16_UNORM:
1963 *convert = CONVERT_G16R16;
1964 *format = GL_RGB;
1965 *type = GL_UNSIGNED_SHORT;
1966 *target_bpp = 6;
1967 break;
1969 case WINED3DFMT_R16G16_FLOAT:
1970 *convert = CONVERT_R16G16F;
1971 *format = GL_RGB;
1972 *type = GL_HALF_FLOAT_ARB;
1973 *target_bpp = 6;
1974 break;
1976 case WINED3DFMT_R32G32_FLOAT:
1977 *convert = CONVERT_R32G32F;
1978 *format = GL_RGB;
1979 *type = GL_FLOAT;
1980 *target_bpp = 12;
1981 break;
1983 case WINED3DFMT_S1_UINT_D15_UNORM:
1984 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
1985 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
1987 *convert = CONVERT_D15S1;
1988 *target_bpp = 4;
1990 break;
1992 case WINED3DFMT_S4X4_UINT_D24_UNORM:
1993 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
1994 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
1996 *convert = CONVERT_D24X4S4;
1998 break;
2000 case WINED3DFMT_S8_UINT_D24_FLOAT:
2001 if (gl_info->supported[ARB_DEPTH_BUFFER_FLOAT])
2003 *convert = CONVERT_D24FS8;
2004 *target_bpp = 8;
2006 break;
2008 default:
2009 break;
2012 return WINED3D_OK;
2015 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey)
2017 IWineD3DDeviceImpl *device = This->resource.device;
2018 IWineD3DPaletteImpl *pal = This->palette;
2019 BOOL index_in_alpha = FALSE;
2020 unsigned int i;
2022 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
2023 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
2024 * is slow. Further RGB->P8 conversion is not possible because palettes can have
2025 * duplicate entries. Store the color key in the unused alpha component to speed the
2026 * download up and to make conversion unneeded. */
2027 index_in_alpha = primary_render_target_is_p8(device);
2029 if (!pal)
2031 UINT dxVersion = ((IWineD3DImpl *)device->wined3d)->dxVersion;
2033 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
2034 if (dxVersion <= 7)
2036 ERR("This code should never get entered for DirectDraw!, expect problems\n");
2037 if (index_in_alpha)
2039 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
2040 * there's no palette at this time. */
2041 for (i = 0; i < 256; i++) table[i][3] = i;
2044 else
2046 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
2047 * alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
2048 * capability flag is present (wine does advertise this capability) */
2049 for (i = 0; i < 256; ++i)
2051 table[i][0] = device->palettes[device->currentPalette][i].peRed;
2052 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
2053 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
2054 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
2058 else
2060 TRACE("Using surface palette %p\n", pal);
2061 /* Get the surface's palette */
2062 for (i = 0; i < 256; ++i)
2064 table[i][0] = pal->palents[i].peRed;
2065 table[i][1] = pal->palents[i].peGreen;
2066 table[i][2] = pal->palents[i].peBlue;
2068 /* When index_in_alpha is set the palette index is stored in the
2069 * alpha component. In case of a readback we can then read
2070 * GL_ALPHA. Color keying is handled in BltOverride using a
2071 * GL_ALPHA_TEST using GL_NOT_EQUAL. In case of index_in_alpha the
2072 * color key itself is passed to glAlphaFunc in other cases the
2073 * alpha component of pixels that should be masked away is set to 0. */
2074 if (index_in_alpha)
2076 table[i][3] = i;
2078 else if (colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue)
2079 && (i <= This->SrcBltCKey.dwColorSpaceHighValue))
2081 table[i][3] = 0x00;
2083 else if(pal->Flags & WINEDDPCAPS_ALPHA)
2085 table[i][3] = pal->palents[i].peFlags;
2087 else
2089 table[i][3] = 0xFF;
2095 static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width,
2096 UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This)
2098 IWineD3DDeviceImpl *device = This->resource.device;
2099 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2100 const BYTE *source;
2101 BYTE *dest;
2102 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
2104 switch (convert) {
2105 case NO_CONVERSION:
2107 memcpy(dst, src, pitch * height);
2108 break;
2110 case CONVERT_PALETTED:
2111 case CONVERT_PALETTED_CK:
2113 IWineD3DPaletteImpl* pal = This->palette;
2114 BYTE table[256][4];
2115 unsigned int x, y;
2117 if( pal == NULL) {
2118 /* TODO: If we are a sublevel, try to get the palette from level 0 */
2121 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2123 for (y = 0; y < height; y++)
2125 source = src + pitch * y;
2126 dest = dst + outpitch * y;
2127 /* This is an 1 bpp format, using the width here is fine */
2128 for (x = 0; x < width; x++) {
2129 BYTE color = *source++;
2130 *dest++ = table[color][0];
2131 *dest++ = table[color][1];
2132 *dest++ = table[color][2];
2133 *dest++ = table[color][3];
2137 break;
2139 case CONVERT_CK_565:
2141 /* Converting the 565 format in 5551 packed to emulate color-keying.
2143 Note : in all these conversion, it would be best to average the averaging
2144 pixels to get the color of the pixel that will be color-keyed to
2145 prevent 'color bleeding'. This will be done later on if ever it is
2146 too visible.
2148 Note2: Nvidia documents say that their driver does not support alpha + color keying
2149 on the same surface and disables color keying in such a case
2151 unsigned int x, y;
2152 const WORD *Source;
2153 WORD *Dest;
2155 TRACE("Color keyed 565\n");
2157 for (y = 0; y < height; y++) {
2158 Source = (const WORD *)(src + y * pitch);
2159 Dest = (WORD *) (dst + y * outpitch);
2160 for (x = 0; x < width; x++ ) {
2161 WORD color = *Source++;
2162 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
2163 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2164 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2165 *Dest |= 0x0001;
2167 Dest++;
2171 break;
2173 case CONVERT_CK_5551:
2175 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
2176 unsigned int x, y;
2177 const WORD *Source;
2178 WORD *Dest;
2179 TRACE("Color keyed 5551\n");
2180 for (y = 0; y < height; y++) {
2181 Source = (const WORD *)(src + y * pitch);
2182 Dest = (WORD *) (dst + y * outpitch);
2183 for (x = 0; x < width; x++ ) {
2184 WORD color = *Source++;
2185 *Dest = color;
2186 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2187 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2188 *Dest |= (1 << 15);
2190 else {
2191 *Dest &= ~(1 << 15);
2193 Dest++;
2197 break;
2199 case CONVERT_CK_RGB24:
2201 /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
2202 unsigned int x, y;
2203 for (y = 0; y < height; y++)
2205 source = src + pitch * y;
2206 dest = dst + outpitch * y;
2207 for (x = 0; x < width; x++) {
2208 DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ;
2209 DWORD dstcolor = color << 8;
2210 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2211 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2212 dstcolor |= 0xff;
2214 *(DWORD*)dest = dstcolor;
2215 source += 3;
2216 dest += 4;
2220 break;
2222 case CONVERT_RGB32_888:
2224 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
2225 unsigned int x, y;
2226 for (y = 0; y < height; y++)
2228 source = src + pitch * y;
2229 dest = dst + outpitch * y;
2230 for (x = 0; x < width; x++) {
2231 DWORD color = 0xffffff & *(const DWORD*)source;
2232 DWORD dstcolor = color << 8;
2233 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2234 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2235 dstcolor |= 0xff;
2237 *(DWORD*)dest = dstcolor;
2238 source += 4;
2239 dest += 4;
2243 break;
2245 case CONVERT_V8U8:
2247 unsigned int x, y;
2248 const short *Source;
2249 unsigned char *Dest;
2250 for(y = 0; y < height; y++) {
2251 Source = (const short *)(src + y * pitch);
2252 Dest = dst + y * outpitch;
2253 for (x = 0; x < width; x++ ) {
2254 long color = (*Source++);
2255 /* B */ Dest[0] = 0xff;
2256 /* G */ Dest[1] = (color >> 8) + 128; /* V */
2257 /* R */ Dest[2] = (color) + 128; /* U */
2258 Dest += 3;
2261 break;
2264 case CONVERT_V16U16:
2266 unsigned int x, y;
2267 const DWORD *Source;
2268 unsigned short *Dest;
2269 for(y = 0; y < height; y++) {
2270 Source = (const DWORD *)(src + y * pitch);
2271 Dest = (unsigned short *) (dst + y * outpitch);
2272 for (x = 0; x < width; x++ ) {
2273 DWORD color = (*Source++);
2274 /* B */ Dest[0] = 0xffff;
2275 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
2276 /* R */ Dest[2] = (color ) + 32768; /* U */
2277 Dest += 3;
2280 break;
2283 case CONVERT_Q8W8V8U8:
2285 unsigned int x, y;
2286 const DWORD *Source;
2287 unsigned char *Dest;
2288 for(y = 0; y < height; y++) {
2289 Source = (const DWORD *)(src + y * pitch);
2290 Dest = dst + y * outpitch;
2291 for (x = 0; x < width; x++ ) {
2292 long color = (*Source++);
2293 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
2294 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
2295 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
2296 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
2297 Dest += 4;
2300 break;
2303 case CONVERT_L6V5U5:
2305 unsigned int x, y;
2306 const WORD *Source;
2307 unsigned char *Dest;
2309 if (gl_info->supported[NV_TEXTURE_SHADER])
2311 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
2312 * fixed function and shaders without further conversion once the surface is
2313 * loaded
2315 for(y = 0; y < height; y++) {
2316 Source = (const WORD *)(src + y * pitch);
2317 Dest = dst + y * outpitch;
2318 for (x = 0; x < width; x++ ) {
2319 short color = (*Source++);
2320 unsigned char l = ((color >> 10) & 0xfc);
2321 char v = ((color >> 5) & 0x3e);
2322 char u = ((color ) & 0x1f);
2324 /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
2325 * and doubles the positive range. Thus shift left only once, gl does the 2nd
2326 * shift. GL reads a signed value and converts it into an unsigned value.
2328 /* M */ Dest[2] = l << 1;
2330 /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
2331 * from 5 bit values to 8 bit values.
2333 /* V */ Dest[1] = v << 3;
2334 /* U */ Dest[0] = u << 3;
2335 Dest += 3;
2338 } else {
2339 for(y = 0; y < height; y++) {
2340 unsigned short *Dest_s = (unsigned short *) (dst + y * outpitch);
2341 Source = (const WORD *)(src + y * pitch);
2342 for (x = 0; x < width; x++ ) {
2343 short color = (*Source++);
2344 unsigned char l = ((color >> 10) & 0xfc);
2345 short v = ((color >> 5) & 0x3e);
2346 short u = ((color ) & 0x1f);
2347 short v_conv = v + 16;
2348 short u_conv = u + 16;
2350 *Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
2351 Dest_s += 1;
2355 break;
2358 case CONVERT_X8L8V8U8:
2360 unsigned int x, y;
2361 const DWORD *Source;
2362 unsigned char *Dest;
2364 if (gl_info->supported[NV_TEXTURE_SHADER])
2366 /* This implementation works with the fixed function pipeline and shaders
2367 * without further modification after converting the surface.
2369 for(y = 0; y < height; y++) {
2370 Source = (const DWORD *)(src + y * pitch);
2371 Dest = dst + y * outpitch;
2372 for (x = 0; x < width; x++ ) {
2373 long color = (*Source++);
2374 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
2375 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
2376 /* U */ Dest[0] = (color & 0xff); /* U */
2377 /* I */ Dest[3] = 255; /* X */
2378 Dest += 4;
2381 } else {
2382 /* Doesn't work correctly with the fixed function pipeline, but can work in
2383 * shaders if the shader is adjusted. (There's no use for this format in gl's
2384 * standard fixed function pipeline anyway).
2386 for(y = 0; y < height; y++) {
2387 Source = (const DWORD *)(src + y * pitch);
2388 Dest = dst + y * outpitch;
2389 for (x = 0; x < width; x++ ) {
2390 long color = (*Source++);
2391 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
2392 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
2393 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
2394 Dest += 4;
2398 break;
2401 case CONVERT_A4L4:
2403 unsigned int x, y;
2404 const unsigned char *Source;
2405 unsigned char *Dest;
2406 for(y = 0; y < height; y++) {
2407 Source = src + y * pitch;
2408 Dest = dst + y * outpitch;
2409 for (x = 0; x < width; x++ ) {
2410 unsigned char color = (*Source++);
2411 /* A */ Dest[1] = (color & 0xf0) << 0;
2412 /* L */ Dest[0] = (color & 0x0f) << 4;
2413 Dest += 2;
2416 break;
2419 case CONVERT_G16R16:
2420 case CONVERT_R16G16F:
2422 unsigned int x, y;
2423 const WORD *Source;
2424 WORD *Dest;
2426 for(y = 0; y < height; y++) {
2427 Source = (const WORD *)(src + y * pitch);
2428 Dest = (WORD *) (dst + y * outpitch);
2429 for (x = 0; x < width; x++ ) {
2430 WORD green = (*Source++);
2431 WORD red = (*Source++);
2432 Dest[0] = green;
2433 Dest[1] = red;
2434 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
2435 * shader overwrites it anyway
2437 Dest[2] = 0xffff;
2438 Dest += 3;
2441 break;
2444 case CONVERT_R32G32F:
2446 unsigned int x, y;
2447 const float *Source;
2448 float *Dest;
2449 for(y = 0; y < height; y++) {
2450 Source = (const float *)(src + y * pitch);
2451 Dest = (float *) (dst + y * outpitch);
2452 for (x = 0; x < width; x++ ) {
2453 float green = (*Source++);
2454 float red = (*Source++);
2455 Dest[0] = green;
2456 Dest[1] = red;
2457 Dest[2] = 1.0f;
2458 Dest += 3;
2461 break;
2464 case CONVERT_D15S1:
2466 unsigned int x, y;
2468 for (y = 0; y < height; ++y)
2470 const WORD *source = (const WORD *)(src + y * pitch);
2471 DWORD *dest = (DWORD *)(dst + y * outpitch);
2473 for (x = 0; x < width; ++x)
2475 /* The depth data is normalized, so needs to be scaled,
2476 * the stencil data isn't. Scale depth data by
2477 * (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
2478 WORD d15 = source[x] >> 1;
2479 DWORD d24 = (d15 << 9) + (d15 >> 6);
2480 dest[x] = (d24 << 8) | (source[x] & 0x1);
2483 break;
2486 case CONVERT_D24X4S4:
2488 unsigned int x, y;
2490 for (y = 0; y < height; ++y)
2492 const DWORD *source = (const DWORD *)(src + y * pitch);
2493 DWORD *dest = (DWORD *)(dst + y * outpitch);
2495 for (x = 0; x < width; ++x)
2497 /* Just need to clear out the X4 part. */
2498 dest[x] = source[x] & ~0xf0;
2501 break;
2504 case CONVERT_D24FS8:
2506 unsigned int x, y;
2508 for (y = 0; y < height; ++y)
2510 const DWORD *source = (const DWORD *)(src + y * pitch);
2511 float *dest_f = (float *)(dst + y * outpitch);
2512 DWORD *dest_s = (DWORD *)(dst + y * outpitch);
2514 for (x = 0; x < width; ++x)
2516 dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00) >> 8);
2517 dest_s[x * 2 + 1] = source[x] & 0xff;
2520 break;
2523 default:
2524 ERR("Unsupported conversion type %#x.\n", convert);
2526 return WINED3D_OK;
2529 /* This function is used in case of 8bit paletted textures to upload the palette.
2530 It supports GL_EXT_paletted_texture and GL_ARB_fragment_program, support for other
2531 extensions like ATI_fragment_shaders is possible.
2533 /* Context activation is done by the caller. */
2534 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert) {
2535 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2536 BYTE table[256][4];
2537 IWineD3DDeviceImpl *device = This->resource.device;
2538 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2540 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2542 /* Try to use the paletted texture extension */
2543 if (gl_info->supported[EXT_PALETTED_TEXTURE])
2545 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
2546 ENTER_GL();
2547 GL_EXTCALL(glColorTableEXT(This->texture_target, GL_RGBA, 256, GL_RGBA, GL_UNSIGNED_BYTE, table));
2548 LEAVE_GL();
2550 else
2552 /* Let a fragment shader do the color conversion by uploading the palette to a 1D texture.
2553 * The 8bit pixel data will be used as an index in this palette texture to retrieve the final color. */
2554 TRACE("Using fragment shaders for emulating 8-bit paletted texture support\n");
2556 ENTER_GL();
2558 /* Create the fragment program if we don't have it */
2559 if(!device->paletteConversionShader)
2561 const char *fragment_palette_conversion =
2562 "!!ARBfp1.0\n"
2563 "TEMP index;\n"
2564 /* { 255/256, 0.5/255*255/256, 0, 0 } */
2565 "PARAM constants = { 0.996, 0.00195, 0, 0 };\n"
2566 /* The alpha-component contains the palette index */
2567 "TEX index, fragment.texcoord[0], texture[0], 2D;\n"
2568 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
2569 "MAD index.a, index.a, constants.x, constants.y;\n"
2570 /* Use the alpha-component as an index in the palette to get the final color */
2571 "TEX result.color, index.a, texture[1], 1D;\n"
2572 "END";
2574 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2575 GL_EXTCALL(glGenProgramsARB(1, &device->paletteConversionShader));
2576 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2577 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fragment_palette_conversion), fragment_palette_conversion));
2578 glDisable(GL_FRAGMENT_PROGRAM_ARB);
2581 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2582 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2584 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
2585 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2587 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2588 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /* Make sure we have discrete color levels. */
2589 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2590 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table); /* Upload the palette */
2592 /* Switch back to unit 0 in which the 2D texture will be stored. */
2593 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0));
2595 /* Rebind the texture because it isn't bound anymore */
2596 glBindTexture(This->texture_target, This->texture_name);
2598 LEAVE_GL();
2602 BOOL palette9_changed(IWineD3DSurfaceImpl *This)
2604 IWineD3DDeviceImpl *device = This->resource.device;
2606 if (This->palette || (This->resource.format_desc->format != WINED3DFMT_P8_UINT
2607 && This->resource.format_desc->format != WINED3DFMT_P8_UINT_A8_UNORM))
2609 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2610 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2612 return FALSE;
2615 if (This->palette9)
2617 if (!memcmp(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256))
2619 return FALSE;
2621 } else {
2622 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2624 memcpy(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2625 return TRUE;
2628 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2629 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2630 DWORD flag = srgb_mode ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE;
2632 if (!(This->Flags & flag)) {
2633 TRACE("Reloading because surface is dirty\n");
2634 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2635 ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
2636 /* Reload: vice versa OR */
2637 ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
2638 /* Also reload: Color key is active AND the color key has changed */
2639 ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
2640 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
2641 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
2642 TRACE("Reloading because of color keying\n");
2643 /* To perform the color key conversion we need a sysmem copy of
2644 * the surface. Make sure we have it
2647 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
2648 /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2649 /* TODO: This is not necessarily needed with hw palettized texture support */
2650 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2651 } else {
2652 TRACE("surface is already in texture\n");
2653 return WINED3D_OK;
2656 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2657 * These resources are not bound by device size or format restrictions. Because of this,
2658 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2659 * However, these resources can always be created, locked, and copied.
2661 if (This->resource.pool == WINED3DPOOL_SCRATCH )
2663 FIXME("(%p) Operation not supported for scratch textures\n",This);
2664 return WINED3DERR_INVALIDCALL;
2667 IWineD3DSurface_LoadLocation(iface, flag, NULL /* no partial locking for textures yet */);
2669 #if 0
2671 static unsigned int gen = 0;
2672 char buffer[4096];
2673 ++gen;
2674 if ((gen % 10) == 0) {
2675 snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm",
2676 This, This->texture_target, This->texture_level, gen);
2677 IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
2680 * debugging crash code
2681 if (gen == 250) {
2682 void** test = NULL;
2683 *test = 0;
2687 #endif
2689 if (!(This->Flags & SFLAG_DONOTFREE)) {
2690 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
2691 This->resource.allocatedMemory = NULL;
2692 This->resource.heapMemory = NULL;
2693 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, FALSE);
2696 return WINED3D_OK;
2699 /* Context activation is done by the caller. */
2700 static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) {
2701 /* TODO: check for locks */
2702 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2703 IWineD3DDeviceImpl *device = This->resource.device;
2704 IWineD3DBaseTexture *baseTexture = NULL;
2706 TRACE("(%p)Checking to see if the container is a base texture\n", This);
2707 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2708 TRACE("Passing to container\n");
2709 IWineD3DBaseTexture_BindTexture(baseTexture, srgb);
2710 IWineD3DBaseTexture_Release(baseTexture);
2712 else
2714 struct wined3d_context *context = NULL;
2715 GLuint *name;
2717 TRACE("(%p) : Binding surface\n", This);
2719 name = srgb ? &This->texture_name_srgb : &This->texture_name;
2720 if (!device->isInDraw) context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
2722 ENTER_GL();
2724 if (!This->texture_level)
2726 if (!*name) {
2727 glGenTextures(1, name);
2728 checkGLcall("glGenTextures");
2729 TRACE("Surface %p given name %d\n", This, *name);
2731 glBindTexture(This->texture_target, *name);
2732 checkGLcall("glBindTexture");
2733 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2734 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
2735 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2736 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
2737 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2738 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
2739 glTexParameteri(This->texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2740 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
2741 glTexParameteri(This->texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2742 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
2744 /* This is where we should be reducing the amount of GLMemoryUsed */
2745 } else if (*name) {
2746 /* Mipmap surfaces should have a base texture container */
2747 ERR("Mipmap surface has a glTexture bound to it!\n");
2750 glBindTexture(This->texture_target, *name);
2751 checkGLcall("glBindTexture");
2753 LEAVE_GL();
2755 if (context) context_release(context);
2759 #include <errno.h>
2760 #include <stdio.h>
2761 static HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename)
2763 FILE* f = NULL;
2764 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2765 char *allocatedMemory;
2766 const char *textureRow;
2767 IWineD3DSwapChain *swapChain = NULL;
2768 int width, height, i, y;
2769 GLuint tmpTexture = 0;
2770 DWORD color;
2771 /*FIXME:
2772 Textures may not be stored in ->allocatedgMemory and a GlTexture
2773 so we should lock the surface before saving a snapshot, or at least check that
2775 /* TODO: Compressed texture images can be obtained from the GL in uncompressed form
2776 by calling GetTexImage and in compressed form by calling
2777 GetCompressedTexImageARB. Queried compressed images can be saved and
2778 later reused by calling CompressedTexImage[123]DARB. Pre-compressed
2779 texture images do not need to be processed by the GL and should
2780 significantly improve texture loading performance relative to uncompressed
2781 images. */
2783 /* Setup the width and height to be the internal texture width and height. */
2784 width = This->pow2Width;
2785 height = This->pow2Height;
2786 /* check to see if we're a 'virtual' texture, e.g. we're not a pbuffer of texture, we're a back buffer*/
2787 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain);
2789 if (This->Flags & SFLAG_INDRAWABLE && !(This->Flags & SFLAG_INTEXTURE)) {
2790 /* if were not a real texture then read the back buffer into a real texture */
2791 /* we don't want to interfere with the back buffer so read the data into a temporary
2792 * texture and then save the data out of the temporary texture
2794 GLint prevRead;
2795 ENTER_GL();
2796 TRACE("(%p) Reading render target into texture\n", This);
2798 glGenTextures(1, &tmpTexture);
2799 glBindTexture(GL_TEXTURE_2D, tmpTexture);
2801 glTexImage2D(GL_TEXTURE_2D,
2803 GL_RGBA,
2804 width,
2805 height,
2806 0/*border*/,
2807 GL_RGBA,
2808 GL_UNSIGNED_INT_8_8_8_8_REV,
2809 NULL);
2811 glGetIntegerv(GL_READ_BUFFER, &prevRead);
2812 checkGLcall("glGetIntegerv");
2813 glReadBuffer(swapChain ? GL_BACK : This->resource.device->offscreenBuffer);
2814 checkGLcall("glReadBuffer");
2815 glCopyTexImage2D(GL_TEXTURE_2D,
2817 GL_RGBA,
2820 width,
2821 height,
2824 checkGLcall("glCopyTexImage2D");
2825 glReadBuffer(prevRead);
2826 LEAVE_GL();
2828 } else { /* bind the real texture, and make sure it up to date */
2829 surface_internal_preload(iface, SRGB_RGB);
2830 surface_bind_and_dirtify(This, FALSE);
2832 allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width * height * 4);
2833 ENTER_GL();
2834 FIXME("Saving texture level %d width %d height %d\n", This->texture_level, width, height);
2835 glGetTexImage(GL_TEXTURE_2D, This->texture_level, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, allocatedMemory);
2836 checkGLcall("glGetTexImage");
2837 if (tmpTexture) {
2838 glBindTexture(GL_TEXTURE_2D, 0);
2839 glDeleteTextures(1, &tmpTexture);
2841 LEAVE_GL();
2843 f = fopen(filename, "w+");
2844 if (NULL == f) {
2845 ERR("opening of %s failed with: %s\n", filename, strerror(errno));
2846 return WINED3DERR_INVALIDCALL;
2848 /* Save the data out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha channel */
2849 TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format_desc->format));
2850 /* TGA header */
2851 fputc(0,f);
2852 fputc(0,f);
2853 fputc(2,f);
2854 fputc(0,f);
2855 fputc(0,f);
2856 fputc(0,f);
2857 fputc(0,f);
2858 fputc(0,f);
2859 fputc(0,f);
2860 fputc(0,f);
2861 fputc(0,f);
2862 fputc(0,f);
2863 /* short width*/
2864 fwrite(&width,2,1,f);
2865 /* short height */
2866 fwrite(&height,2,1,f);
2867 /* format rgba */
2868 fputc(0x20,f);
2869 fputc(0x28,f);
2870 /* raw data */
2871 /* if the data is upside down if we've fetched it from a back buffer, so it needs flipping again to make it the correct way up */
2872 if(swapChain)
2873 textureRow = allocatedMemory + (width * (height - 1) *4);
2874 else
2875 textureRow = allocatedMemory;
2876 for (y = 0 ; y < height; y++) {
2877 for (i = 0; i < width; i++) {
2878 color = *((const DWORD*)textureRow);
2879 fputc((color >> 16) & 0xFF, f); /* B */
2880 fputc((color >> 8) & 0xFF, f); /* G */
2881 fputc((color >> 0) & 0xFF, f); /* R */
2882 fputc((color >> 24) & 0xFF, f); /* A */
2883 textureRow += 4;
2885 /* take two rows of the pointer to the texture memory */
2886 if(swapChain)
2887 (textureRow-= width << 3);
2890 TRACE("Closing file\n");
2891 fclose(f);
2893 if(swapChain) {
2894 IWineD3DSwapChain_Release(swapChain);
2896 HeapFree(GetProcessHeap(), 0, allocatedMemory);
2897 return WINED3D_OK;
2900 static HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
2901 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2902 HRESULT hr;
2904 TRACE("(%p) : Calling base function first\n", This);
2905 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2906 if(SUCCEEDED(hr)) {
2907 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2908 TRACE("(%p) : glFormat %d, glFormatInternal %d, glType %d\n", This, This->resource.format_desc->glFormat,
2909 This->resource.format_desc->glInternal, This->resource.format_desc->glType);
2911 return hr;
2914 static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2915 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2917 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
2918 WARN("Surface is locked or the HDC is in use\n");
2919 return WINED3DERR_INVALIDCALL;
2922 if(Mem && Mem != This->resource.allocatedMemory) {
2923 void *release = NULL;
2925 /* Do I have to copy the old surface content? */
2926 if(This->Flags & SFLAG_DIBSECTION) {
2927 /* Release the DC. No need to hold the critical section for the update
2928 * Thread because this thread runs only on front buffers, but this method
2929 * fails for render targets in the check above.
2931 SelectObject(This->hDC, This->dib.holdbitmap);
2932 DeleteDC(This->hDC);
2933 /* Release the DIB section */
2934 DeleteObject(This->dib.DIBsection);
2935 This->dib.bitmap_data = NULL;
2936 This->resource.allocatedMemory = NULL;
2937 This->hDC = NULL;
2938 This->Flags &= ~SFLAG_DIBSECTION;
2939 } else if(!(This->Flags & SFLAG_USERPTR)) {
2940 release = This->resource.heapMemory;
2941 This->resource.heapMemory = NULL;
2943 This->resource.allocatedMemory = Mem;
2944 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2946 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2947 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2949 /* For client textures opengl has to be notified */
2950 if(This->Flags & SFLAG_CLIENT) {
2951 surface_release_client_storage(iface);
2954 /* Now free the old memory if any */
2955 HeapFree(GetProcessHeap(), 0, release);
2956 } else if(This->Flags & SFLAG_USERPTR) {
2957 /* LockRect and GetDC will re-create the dib section and allocated memory */
2958 This->resource.allocatedMemory = NULL;
2959 /* HeapMemory should be NULL already */
2960 if(This->resource.heapMemory != NULL) ERR("User pointer surface has heap memory allocated\n");
2961 This->Flags &= ~SFLAG_USERPTR;
2963 if(This->Flags & SFLAG_CLIENT) {
2964 surface_release_client_storage(iface);
2967 return WINED3D_OK;
2970 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
2972 /* Flip the surface contents */
2973 /* Flip the DC */
2975 HDC tmp;
2976 tmp = front->hDC;
2977 front->hDC = back->hDC;
2978 back->hDC = tmp;
2981 /* Flip the DIBsection */
2983 HBITMAP tmp;
2984 BOOL hasDib = front->Flags & SFLAG_DIBSECTION;
2985 tmp = front->dib.DIBsection;
2986 front->dib.DIBsection = back->dib.DIBsection;
2987 back->dib.DIBsection = tmp;
2989 if(back->Flags & SFLAG_DIBSECTION) front->Flags |= SFLAG_DIBSECTION;
2990 else front->Flags &= ~SFLAG_DIBSECTION;
2991 if(hasDib) back->Flags |= SFLAG_DIBSECTION;
2992 else back->Flags &= ~SFLAG_DIBSECTION;
2995 /* Flip the surface data */
2997 void* tmp;
2999 tmp = front->dib.bitmap_data;
3000 front->dib.bitmap_data = back->dib.bitmap_data;
3001 back->dib.bitmap_data = tmp;
3003 tmp = front->resource.allocatedMemory;
3004 front->resource.allocatedMemory = back->resource.allocatedMemory;
3005 back->resource.allocatedMemory = tmp;
3007 tmp = front->resource.heapMemory;
3008 front->resource.heapMemory = back->resource.heapMemory;
3009 back->resource.heapMemory = tmp;
3012 /* Flip the PBO */
3014 GLuint tmp_pbo = front->pbo;
3015 front->pbo = back->pbo;
3016 back->pbo = tmp_pbo;
3019 /* client_memory should not be different, but just in case */
3021 BOOL tmp;
3022 tmp = front->dib.client_memory;
3023 front->dib.client_memory = back->dib.client_memory;
3024 back->dib.client_memory = tmp;
3027 /* Flip the opengl texture */
3029 GLuint tmp;
3031 tmp = back->texture_name;
3032 back->texture_name = front->texture_name;
3033 front->texture_name = tmp;
3035 tmp = back->texture_name_srgb;
3036 back->texture_name_srgb = front->texture_name_srgb;
3037 front->texture_name_srgb = tmp;
3041 DWORD tmp_flags = back->Flags;
3042 back->Flags = front->Flags;
3043 front->Flags = tmp_flags;
3047 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
3048 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3049 IWineD3DSwapChainImpl *swapchain = NULL;
3050 HRESULT hr;
3051 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
3053 /* Flipping is only supported on RenderTargets and overlays*/
3054 if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
3055 WARN("Tried to flip a non-render target, non-overlay surface\n");
3056 return WINEDDERR_NOTFLIPPABLE;
3059 if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
3060 flip_surface(This, (IWineD3DSurfaceImpl *) override);
3062 /* Update the overlay if it is visible */
3063 if(This->overlay_dest) {
3064 return IWineD3DSurface_DrawOverlay((IWineD3DSurface *) This);
3065 } else {
3066 return WINED3D_OK;
3070 if(override) {
3071 /* DDraw sets this for the X11 surfaces, so don't confuse the user
3072 * FIXME("(%p) Target override is not supported by now\n", This);
3073 * Additionally, it isn't really possible to support triple-buffering
3074 * properly on opengl at all
3078 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **) &swapchain);
3079 if(!swapchain) {
3080 ERR("Flipped surface is not on a swapchain\n");
3081 return WINEDDERR_NOTFLIPPABLE;
3084 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
3085 * and only d3d8 and d3d9 apps specify the presentation interval
3087 if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
3088 /* Most common case first to avoid wasting time on all the other cases */
3089 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
3090 } else if(Flags & WINEDDFLIP_NOVSYNC) {
3091 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3092 } else if(Flags & WINEDDFLIP_INTERVAL2) {
3093 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
3094 } else if(Flags & WINEDDFLIP_INTERVAL3) {
3095 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
3096 } else {
3097 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
3100 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
3101 hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *) swapchain, NULL, NULL, 0, NULL, 0);
3102 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
3103 return hr;
3106 /* Does a direct frame buffer -> texture copy. Stretching is done
3107 * with single pixel copy calls
3109 static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
3110 const WINED3DRECT *srect, const WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter)
3112 IWineD3DDeviceImpl *myDevice = This->resource.device;
3113 float xrel, yrel;
3114 UINT row;
3115 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3116 struct wined3d_context *context;
3119 context = context_acquire(myDevice, SrcSurface, CTXUSAGE_BLIT);
3120 surface_internal_preload((IWineD3DSurface *) This, SRGB_RGB);
3121 ENTER_GL();
3123 /* Bind the target texture */
3124 glBindTexture(This->texture_target, This->texture_name);
3125 checkGLcall("glBindTexture");
3126 if(surface_is_offscreen(SrcSurface)) {
3127 TRACE("Reading from an offscreen target\n");
3128 upsidedown = !upsidedown;
3129 glReadBuffer(myDevice->offscreenBuffer);
3131 else
3133 glReadBuffer(surface_get_gl_buffer(SrcSurface));
3135 checkGLcall("glReadBuffer");
3137 xrel = (float) (srect->x2 - srect->x1) / (float) (drect->x2 - drect->x1);
3138 yrel = (float) (srect->y2 - srect->y1) / (float) (drect->y2 - drect->y1);
3140 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
3142 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
3144 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
3145 ERR("Texture filtering not supported in direct blit\n");
3148 else if ((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT)
3149 && ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
3151 ERR("Texture filtering not supported in direct blit\n");
3154 if (upsidedown
3155 && !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
3156 && !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
3158 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
3160 glCopyTexSubImage2D(This->texture_target, This->texture_level,
3161 drect->x1 /*xoffset */, drect->y1 /* y offset */,
3162 srect->x1, Src->currentDesc.Height - srect->y2,
3163 drect->x2 - drect->x1, drect->y2 - drect->y1);
3164 } else {
3165 UINT yoffset = Src->currentDesc.Height - srect->y1 + drect->y1 - 1;
3166 /* I have to process this row by row to swap the image,
3167 * otherwise it would be upside down, so stretching in y direction
3168 * doesn't cost extra time
3170 * However, stretching in x direction can be avoided if not necessary
3172 for(row = drect->y1; row < drect->y2; row++) {
3173 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
3175 /* Well, that stuff works, but it's very slow.
3176 * find a better way instead
3178 UINT col;
3180 for(col = drect->x1; col < drect->x2; col++) {
3181 glCopyTexSubImage2D(This->texture_target, This->texture_level,
3182 drect->x1 + col /* x offset */, row /* y offset */,
3183 srect->x1 + col * xrel, yoffset - (int) (row * yrel), 1, 1);
3185 } else {
3186 glCopyTexSubImage2D(This->texture_target, This->texture_level,
3187 drect->x1 /* x offset */, row /* y offset */,
3188 srect->x1, yoffset - (int) (row * yrel), drect->x2-drect->x1, 1);
3192 checkGLcall("glCopyTexSubImage2D");
3194 LEAVE_GL();
3195 context_release(context);
3197 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3198 * path is never entered
3200 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
3203 /* Uses the hardware to stretch and flip the image */
3204 static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
3205 IWineD3DSwapChainImpl *swapchain, const WINED3DRECT *srect, const WINED3DRECT *drect,
3206 BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter)
3208 IWineD3DDeviceImpl *myDevice = This->resource.device;
3209 GLuint src, backup = 0;
3210 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3211 float left, right, top, bottom; /* Texture coordinates */
3212 UINT fbwidth = Src->currentDesc.Width;
3213 UINT fbheight = Src->currentDesc.Height;
3214 struct wined3d_context *context;
3215 GLenum drawBuffer = GL_BACK;
3216 GLenum texture_target;
3217 BOOL noBackBufferBackup;
3218 BOOL src_offscreen;
3220 TRACE("Using hwstretch blit\n");
3221 /* Activate the Proper context for reading from the source surface, set it up for blitting */
3222 context = context_acquire(myDevice, SrcSurface, CTXUSAGE_BLIT);
3223 surface_internal_preload((IWineD3DSurface *) This, SRGB_RGB);
3225 src_offscreen = surface_is_offscreen(SrcSurface);
3226 noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
3227 if (!noBackBufferBackup && !Src->texture_name)
3229 /* Get it a description */
3230 surface_internal_preload(SrcSurface, SRGB_RGB);
3232 ENTER_GL();
3234 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
3235 * This way we don't have to wait for the 2nd readback to finish to leave this function.
3237 if (context->aux_buffers >= 2)
3239 /* Got more than one aux buffer? Use the 2nd aux buffer */
3240 drawBuffer = GL_AUX1;
3242 else if ((!src_offscreen || myDevice->offscreenBuffer == GL_BACK) && context->aux_buffers >= 1)
3244 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
3245 drawBuffer = GL_AUX0;
3248 if(noBackBufferBackup) {
3249 glGenTextures(1, &backup);
3250 checkGLcall("glGenTextures");
3251 glBindTexture(GL_TEXTURE_2D, backup);
3252 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3253 texture_target = GL_TEXTURE_2D;
3254 } else {
3255 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
3256 * we are reading from the back buffer, the backup can be used as source texture
3258 texture_target = Src->texture_target;
3259 glBindTexture(texture_target, Src->texture_name);
3260 checkGLcall("glBindTexture(texture_target, Src->texture_name)");
3261 glEnable(texture_target);
3262 checkGLcall("glEnable(texture_target)");
3264 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
3265 Src->Flags &= ~SFLAG_INTEXTURE;
3268 if (src_offscreen)
3270 TRACE("Reading from an offscreen target\n");
3271 upsidedown = !upsidedown;
3272 glReadBuffer(myDevice->offscreenBuffer);
3274 else
3276 glReadBuffer(surface_get_gl_buffer(SrcSurface));
3279 /* TODO: Only back up the part that will be overwritten */
3280 glCopyTexSubImage2D(texture_target, 0,
3281 0, 0 /* read offsets */,
3282 0, 0,
3283 fbwidth,
3284 fbheight);
3286 checkGLcall("glCopyTexSubImage2D");
3288 /* No issue with overriding these - the sampler is dirty due to blit usage */
3289 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
3290 wined3d_gl_mag_filter(magLookup, Filter));
3291 checkGLcall("glTexParameteri");
3292 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
3293 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
3294 checkGLcall("glTexParameteri");
3296 if(!swapchain || (IWineD3DSurface *) Src == swapchain->backBuffer[0]) {
3297 src = backup ? backup : Src->texture_name;
3298 } else {
3299 glReadBuffer(GL_FRONT);
3300 checkGLcall("glReadBuffer(GL_FRONT)");
3302 glGenTextures(1, &src);
3303 checkGLcall("glGenTextures(1, &src)");
3304 glBindTexture(GL_TEXTURE_2D, src);
3305 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
3307 /* TODO: Only copy the part that will be read. Use srect->x1, srect->y2 as origin, but with the width watch
3308 * out for power of 2 sizes
3310 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Src->pow2Width, Src->pow2Height, 0,
3311 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
3312 checkGLcall("glTexImage2D");
3313 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
3314 0, 0 /* read offsets */,
3315 0, 0,
3316 fbwidth,
3317 fbheight);
3319 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3320 checkGLcall("glTexParameteri");
3321 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3322 checkGLcall("glTexParameteri");
3324 glReadBuffer(GL_BACK);
3325 checkGLcall("glReadBuffer(GL_BACK)");
3327 if(texture_target != GL_TEXTURE_2D) {
3328 glDisable(texture_target);
3329 glEnable(GL_TEXTURE_2D);
3330 texture_target = GL_TEXTURE_2D;
3333 checkGLcall("glEnd and previous");
3335 left = srect->x1;
3336 right = srect->x2;
3338 if(upsidedown) {
3339 top = Src->currentDesc.Height - srect->y1;
3340 bottom = Src->currentDesc.Height - srect->y2;
3341 } else {
3342 top = Src->currentDesc.Height - srect->y2;
3343 bottom = Src->currentDesc.Height - srect->y1;
3346 if(Src->Flags & SFLAG_NORMCOORD) {
3347 left /= Src->pow2Width;
3348 right /= Src->pow2Width;
3349 top /= Src->pow2Height;
3350 bottom /= Src->pow2Height;
3353 /* draw the source texture stretched and upside down. The correct surface is bound already */
3354 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3355 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3357 context_set_draw_buffer(context, drawBuffer);
3358 glReadBuffer(drawBuffer);
3360 glBegin(GL_QUADS);
3361 /* bottom left */
3362 glTexCoord2f(left, bottom);
3363 glVertex2i(0, fbheight);
3365 /* top left */
3366 glTexCoord2f(left, top);
3367 glVertex2i(0, fbheight - drect->y2 - drect->y1);
3369 /* top right */
3370 glTexCoord2f(right, top);
3371 glVertex2i(drect->x2 - drect->x1, fbheight - drect->y2 - drect->y1);
3373 /* bottom right */
3374 glTexCoord2f(right, bottom);
3375 glVertex2i(drect->x2 - drect->x1, fbheight);
3376 glEnd();
3377 checkGLcall("glEnd and previous");
3379 if (texture_target != This->texture_target)
3381 glDisable(texture_target);
3382 glEnable(This->texture_target);
3383 texture_target = This->texture_target;
3386 /* Now read the stretched and upside down image into the destination texture */
3387 glBindTexture(texture_target, This->texture_name);
3388 checkGLcall("glBindTexture");
3389 glCopyTexSubImage2D(texture_target,
3391 drect->x1, drect->y1, /* xoffset, yoffset */
3392 0, 0, /* We blitted the image to the origin */
3393 drect->x2 - drect->x1, drect->y2 - drect->y1);
3394 checkGLcall("glCopyTexSubImage2D");
3396 if(drawBuffer == GL_BACK) {
3397 /* Write the back buffer backup back */
3398 if(backup) {
3399 if(texture_target != GL_TEXTURE_2D) {
3400 glDisable(texture_target);
3401 glEnable(GL_TEXTURE_2D);
3402 texture_target = GL_TEXTURE_2D;
3404 glBindTexture(GL_TEXTURE_2D, backup);
3405 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3406 } else {
3407 if (texture_target != Src->texture_target)
3409 glDisable(texture_target);
3410 glEnable(Src->texture_target);
3411 texture_target = Src->texture_target;
3413 glBindTexture(Src->texture_target, Src->texture_name);
3414 checkGLcall("glBindTexture(Src->texture_target, Src->texture_name)");
3417 glBegin(GL_QUADS);
3418 /* top left */
3419 glTexCoord2f(0.0f, (float)fbheight / (float)Src->pow2Height);
3420 glVertex2i(0, 0);
3422 /* bottom left */
3423 glTexCoord2f(0.0f, 0.0f);
3424 glVertex2i(0, fbheight);
3426 /* bottom right */
3427 glTexCoord2f((float)fbwidth / (float)Src->pow2Width, 0.0f);
3428 glVertex2i(fbwidth, Src->currentDesc.Height);
3430 /* top right */
3431 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, (float) fbheight / (float) Src->pow2Height);
3432 glVertex2i(fbwidth, 0);
3433 glEnd();
3435 glDisable(texture_target);
3436 checkGLcall("glDisable(texture_target)");
3438 /* Cleanup */
3439 if (src != Src->texture_name && src != backup)
3441 glDeleteTextures(1, &src);
3442 checkGLcall("glDeleteTextures(1, &src)");
3444 if(backup) {
3445 glDeleteTextures(1, &backup);
3446 checkGLcall("glDeleteTextures(1, &backup)");
3449 LEAVE_GL();
3451 wglFlush(); /* Flush to ensure ordering across contexts. */
3453 context_release(context);
3455 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3456 * path is never entered
3458 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
3461 /* Not called from the VTable */
3462 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3463 IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx,
3464 WINED3DTEXTUREFILTERTYPE Filter)
3466 IWineD3DDeviceImpl *myDevice = This->resource.device;
3467 WINED3DRECT rect;
3468 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
3469 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3471 TRACE("(%p)->(%p,%p,%p,%08x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3473 /* Get the swapchain. One of the surfaces has to be a primary surface */
3474 if(This->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3475 WARN("Destination is in sysmem, rejecting gl blt\n");
3476 return WINED3DERR_INVALIDCALL;
3478 IWineD3DSurface_GetContainer( (IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
3479 if(dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) dstSwapchain);
3480 if(Src) {
3481 if(Src->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3482 WARN("Src is in sysmem, rejecting gl blt\n");
3483 return WINED3DERR_INVALIDCALL;
3485 IWineD3DSurface_GetContainer( (IWineD3DSurface *) Src, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
3486 if(srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) srcSwapchain);
3489 /* Early sort out of cases where no render target is used */
3490 if(!dstSwapchain && !srcSwapchain &&
3491 SrcSurface != myDevice->render_targets[0] && This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3492 TRACE("No surface is render target, not using hardware blit. Src = %p, dst = %p\n", Src, This);
3493 return WINED3DERR_INVALIDCALL;
3496 /* No destination color keying supported */
3497 if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
3498 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3499 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3500 return WINED3DERR_INVALIDCALL;
3503 if (DestRect) {
3504 rect.x1 = DestRect->left;
3505 rect.y1 = DestRect->top;
3506 rect.x2 = DestRect->right;
3507 rect.y2 = DestRect->bottom;
3508 } else {
3509 rect.x1 = 0;
3510 rect.y1 = 0;
3511 rect.x2 = This->currentDesc.Width;
3512 rect.y2 = This->currentDesc.Height;
3515 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3516 if(dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->backBuffer &&
3517 ((IWineD3DSurface *) This == dstSwapchain->frontBuffer) && SrcSurface == dstSwapchain->backBuffer[0]) {
3518 /* Half-life does a Blt from the back buffer to the front buffer,
3519 * Full surface size, no flags... Use present instead
3521 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3524 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3525 while(1)
3527 RECT mySrcRect;
3528 TRACE("Looking if a Present can be done...\n");
3529 /* Source Rectangle must be full surface */
3530 if( SrcRect ) {
3531 if(SrcRect->left != 0 || SrcRect->top != 0 ||
3532 SrcRect->right != Src->currentDesc.Width || SrcRect->bottom != Src->currentDesc.Height) {
3533 TRACE("No, Source rectangle doesn't match\n");
3534 break;
3537 mySrcRect.left = 0;
3538 mySrcRect.top = 0;
3539 mySrcRect.right = Src->currentDesc.Width;
3540 mySrcRect.bottom = Src->currentDesc.Height;
3542 /* No stretching may occur */
3543 if(mySrcRect.right != rect.x2 - rect.x1 ||
3544 mySrcRect.bottom != rect.y2 - rect.y1) {
3545 TRACE("No, stretching is done\n");
3546 break;
3549 /* Destination must be full surface or match the clipping rectangle */
3550 if(This->clipper && ((IWineD3DClipperImpl *) This->clipper)->hWnd)
3552 RECT cliprect;
3553 POINT pos[2];
3554 GetClientRect(((IWineD3DClipperImpl *) This->clipper)->hWnd, &cliprect);
3555 pos[0].x = rect.x1;
3556 pos[0].y = rect.y1;
3557 pos[1].x = rect.x2;
3558 pos[1].y = rect.y2;
3559 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *) This->clipper)->hWnd,
3560 pos, 2);
3562 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
3563 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3565 TRACE("No, dest rectangle doesn't match(clipper)\n");
3566 TRACE("Clip rect at (%d,%d)-(%d,%d)\n", cliprect.left, cliprect.top, cliprect.right, cliprect.bottom);
3567 TRACE("Blt dest: (%d,%d)-(%d,%d)\n", rect.x1, rect.y1, rect.x2, rect.y2);
3568 break;
3571 else
3573 if(rect.x1 != 0 || rect.y1 != 0 ||
3574 rect.x2 != This->currentDesc.Width || rect.y2 != This->currentDesc.Height) {
3575 TRACE("No, dest rectangle doesn't match(surface size)\n");
3576 break;
3580 TRACE("Yes\n");
3582 /* These flags are unimportant for the flag check, remove them */
3583 if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
3584 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3586 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3587 * take very long, while a flip is fast.
3588 * This applies to Half-Life, which does such Blts every time it finished
3589 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3590 * menu. This is also used by all apps when they do windowed rendering
3592 * The problem is that flipping is not really the same as copying. After a
3593 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3594 * untouched. Therefore it's necessary to override the swap effect
3595 * and to set it back after the flip.
3597 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3598 * testcases.
3601 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3602 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3604 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3605 IWineD3DSwapChain_Present((IWineD3DSwapChain *) dstSwapchain, NULL, NULL, 0, NULL, 0);
3607 dstSwapchain->presentParms.SwapEffect = orig_swap;
3609 return WINED3D_OK;
3611 break;
3614 TRACE("Unsupported blit between buffers on the same swapchain\n");
3615 return WINED3DERR_INVALIDCALL;
3616 } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
3617 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3618 return WINED3DERR_INVALIDCALL;
3619 } else if(dstSwapchain && srcSwapchain) {
3620 FIXME("Implement hardware blit between two different swapchains\n");
3621 return WINED3DERR_INVALIDCALL;
3622 } else if(dstSwapchain) {
3623 if(SrcSurface == myDevice->render_targets[0]) {
3624 TRACE("Blit from active render target to a swapchain\n");
3625 /* Handled with regular texture -> swapchain blit */
3627 } else if(srcSwapchain && This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3628 FIXME("Implement blit from a swapchain to the active render target\n");
3629 return WINED3DERR_INVALIDCALL;
3632 if((srcSwapchain || SrcSurface == myDevice->render_targets[0]) && !dstSwapchain) {
3633 /* Blit from render target to texture */
3634 WINED3DRECT srect;
3635 BOOL upsideDown, stretchx;
3636 BOOL paletteOverride = FALSE;
3638 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3639 TRACE("Color keying not supported by frame buffer to texture blit\n");
3640 return WINED3DERR_INVALIDCALL;
3641 /* Destination color key is checked above */
3644 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
3645 * glCopyTexSubImage is a bit picky about the parameters we pass to it
3647 if(SrcRect) {
3648 if(SrcRect->top < SrcRect->bottom) {
3649 srect.y1 = SrcRect->top;
3650 srect.y2 = SrcRect->bottom;
3651 upsideDown = FALSE;
3652 } else {
3653 srect.y1 = SrcRect->bottom;
3654 srect.y2 = SrcRect->top;
3655 upsideDown = TRUE;
3657 srect.x1 = SrcRect->left;
3658 srect.x2 = SrcRect->right;
3659 } else {
3660 srect.x1 = 0;
3661 srect.y1 = 0;
3662 srect.x2 = Src->currentDesc.Width;
3663 srect.y2 = Src->currentDesc.Height;
3664 upsideDown = FALSE;
3666 if(rect.x1 > rect.x2) {
3667 UINT tmp = rect.x2;
3668 rect.x2 = rect.x1;
3669 rect.x1 = tmp;
3670 upsideDown = !upsideDown;
3673 if(rect.x2 - rect.x1 != srect.x2 - srect.x1) {
3674 stretchx = TRUE;
3675 } else {
3676 stretchx = FALSE;
3679 /* When blitting from a render target a texture, the texture isn't required to have a palette.
3680 * In this case grab the palette from the render target. */
3681 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT && !This->palette)
3683 paletteOverride = TRUE;
3684 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3685 This->palette = Src->palette;
3688 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3689 * flip the image nor scale it.
3691 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3692 * -> If the app wants a image width an unscaled width, copy it line per line
3693 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3694 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3695 * back buffer. This is slower than reading line per line, thus not used for flipping
3696 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3697 * pixel by pixel
3699 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3700 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3701 * backends.
3703 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
3704 && myDevice->adapter->gl_info.fbo_ops.glBlitFramebuffer
3705 && surface_can_stretch_rect(Src, This))
3707 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &srect,
3708 (IWineD3DSurface *)This, &rect, Filter, upsideDown);
3709 } else if((!stretchx) || rect.x2 - rect.x1 > Src->currentDesc.Width ||
3710 rect.y2 - rect.y1 > Src->currentDesc.Height) {
3711 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3712 fb_copy_to_texture_direct(This, SrcSurface, &srect, &rect, upsideDown, Filter);
3713 } else {
3714 TRACE("Using hardware stretching to flip / stretch the texture\n");
3715 fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3718 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3719 if(paletteOverride)
3720 This->palette = NULL;
3722 if(!(This->Flags & SFLAG_DONOTFREE)) {
3723 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
3724 This->resource.allocatedMemory = NULL;
3725 This->resource.heapMemory = NULL;
3726 } else {
3727 This->Flags &= ~SFLAG_INSYSMEM;
3730 return WINED3D_OK;
3731 } else if(Src) {
3732 /* Blit from offscreen surface to render target */
3733 float glTexCoord[4];
3734 DWORD oldCKeyFlags = Src->CKeyFlags;
3735 WINEDDCOLORKEY oldBltCKey = Src->SrcBltCKey;
3736 struct wined3d_context *context;
3737 RECT SourceRectangle;
3738 BOOL paletteOverride = FALSE;
3740 TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
3742 if(SrcRect) {
3743 SourceRectangle.left = SrcRect->left;
3744 SourceRectangle.right = SrcRect->right;
3745 SourceRectangle.top = SrcRect->top;
3746 SourceRectangle.bottom = SrcRect->bottom;
3747 } else {
3748 SourceRectangle.left = 0;
3749 SourceRectangle.right = Src->currentDesc.Width;
3750 SourceRectangle.top = 0;
3751 SourceRectangle.bottom = Src->currentDesc.Height;
3754 /* When blitting from an offscreen surface to a rendertarget, the source
3755 * surface is not required to have a palette. Our rendering / conversion
3756 * code further down the road retrieves the palette from the surface, so
3757 * it must have a palette set. */
3758 if (Src->resource.format_desc->format == WINED3DFMT_P8_UINT && !Src->palette)
3760 paletteOverride = TRUE;
3761 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3762 Src->palette = This->palette;
3765 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
3766 && myDevice->adapter->gl_info.fbo_ops.glBlitFramebuffer
3767 && !(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3768 && surface_can_stretch_rect(Src, This))
3770 TRACE("Using stretch_rect_fbo\n");
3771 /* The source is always a texture, but never the currently active render target, and the texture
3772 * contents are never upside down
3774 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, (WINED3DRECT *) &SourceRectangle,
3775 (IWineD3DSurface *)This, &rect, Filter, FALSE);
3777 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3778 if(paletteOverride)
3779 Src->palette = NULL;
3780 return WINED3D_OK;
3783 if(!CalculateTexRect(Src, &SourceRectangle, glTexCoord)) {
3784 /* Fall back to software */
3785 WARN("(%p) Source texture area (%d,%d)-(%d,%d) is too big\n", Src,
3786 SourceRectangle.left, SourceRectangle.top,
3787 SourceRectangle.right, SourceRectangle.bottom);
3788 return WINED3DERR_INVALIDCALL;
3791 /* Color keying: Check if we have to do a color keyed blt,
3792 * and if not check if a color key is activated.
3794 * Just modify the color keying parameters in the surface and restore them afterwards
3795 * The surface keeps track of the color key last used to load the opengl surface.
3796 * PreLoad will catch the change to the flags and color key and reload if necessary.
3798 if(Flags & WINEDDBLT_KEYSRC) {
3799 /* Use color key from surface */
3800 } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
3801 /* Use color key from DDBltFx */
3802 Src->CKeyFlags |= WINEDDSD_CKSRCBLT;
3803 Src->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3804 } else {
3805 /* Do not use color key */
3806 Src->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3809 /* Now load the surface */
3810 surface_internal_preload((IWineD3DSurface *) Src, SRGB_RGB);
3812 /* Activate the destination context, set it up for blitting */
3813 context = context_acquire(myDevice, (IWineD3DSurface *)This, CTXUSAGE_BLIT);
3815 /* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
3816 * while OpenGL coordinates are window relative.
3817 * Also beware of the origin difference(top left vs bottom left).
3818 * Also beware that the front buffer's surface size is screen width x screen height,
3819 * whereas the real gl drawable size is the size of the window.
3821 if (dstSwapchain && (IWineD3DSurface *)This == dstSwapchain->frontBuffer) {
3822 RECT windowsize;
3823 POINT offset = {0,0};
3824 UINT h;
3825 ClientToScreen(dstSwapchain->win_handle, &offset);
3826 GetClientRect(dstSwapchain->win_handle, &windowsize);
3827 h = windowsize.bottom - windowsize.top;
3828 rect.x1 -= offset.x; rect.x2 -=offset.x;
3829 rect.y1 -= offset.y; rect.y2 -=offset.y;
3830 rect.y1 += This->currentDesc.Height - h; rect.y2 += This->currentDesc.Height - h;
3833 if (!is_identity_fixup(This->resource.format_desc->color_fixup))
3835 FIXME("Destination format %s has a fixup, this is not supported.\n",
3836 debug_d3dformat(This->resource.format_desc->format));
3837 dump_color_fixup_desc(This->resource.format_desc->color_fixup);
3840 if (!myDevice->blitter->color_fixup_supported(Src->resource.format_desc->color_fixup))
3842 FIXME("Source format %s has an unsupported fixup:\n",
3843 debug_d3dformat(Src->resource.format_desc->format));
3844 dump_color_fixup_desc(Src->resource.format_desc->color_fixup);
3847 myDevice->blitter->set_shader((IWineD3DDevice *) myDevice, Src->resource.format_desc,
3848 Src->texture_target, Src->pow2Width, Src->pow2Height);
3850 ENTER_GL();
3852 /* Bind the texture */
3853 glBindTexture(Src->texture_target, Src->texture_name);
3854 checkGLcall("glBindTexture");
3856 /* Filtering for StretchRect */
3857 glTexParameteri(Src->texture_target, GL_TEXTURE_MAG_FILTER,
3858 wined3d_gl_mag_filter(magLookup, Filter));
3859 checkGLcall("glTexParameteri");
3860 glTexParameteri(Src->texture_target, GL_TEXTURE_MIN_FILTER,
3861 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
3862 checkGLcall("glTexParameteri");
3863 glTexParameteri(Src->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3864 glTexParameteri(Src->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3865 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
3866 checkGLcall("glTexEnvi");
3868 /* This is for color keying */
3869 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3870 glEnable(GL_ALPHA_TEST);
3871 checkGLcall("glEnable(GL_ALPHA_TEST)");
3873 /* When the primary render target uses P8, the alpha component contains the palette index.
3874 * Which means that the colorkey is one of the palette entries. In other cases pixels that
3875 * should be masked away have alpha set to 0. */
3876 if(primary_render_target_is_p8(myDevice))
3877 glAlphaFunc(GL_NOTEQUAL, (float)Src->SrcBltCKey.dwColorSpaceLowValue / 256.0f);
3878 else
3879 glAlphaFunc(GL_NOTEQUAL, 0.0f);
3880 checkGLcall("glAlphaFunc");
3881 } else {
3882 glDisable(GL_ALPHA_TEST);
3883 checkGLcall("glDisable(GL_ALPHA_TEST)");
3886 /* Draw a textured quad
3888 glBegin(GL_QUADS);
3890 glColor3f(1.0f, 1.0f, 1.0f);
3891 glTexCoord2f(glTexCoord[0], glTexCoord[2]);
3892 glVertex3f(rect.x1, rect.y1, 0.0f);
3894 glTexCoord2f(glTexCoord[0], glTexCoord[3]);
3895 glVertex3f(rect.x1, rect.y2, 0.0f);
3897 glTexCoord2f(glTexCoord[1], glTexCoord[3]);
3898 glVertex3f(rect.x2, rect.y2, 0.0f);
3900 glTexCoord2f(glTexCoord[1], glTexCoord[2]);
3901 glVertex3f(rect.x2, rect.y1, 0.0f);
3903 glEnd();
3904 checkGLcall("glEnd");
3906 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3907 glDisable(GL_ALPHA_TEST);
3908 checkGLcall("glDisable(GL_ALPHA_TEST)");
3911 glBindTexture(Src->texture_target, 0);
3912 checkGLcall("glBindTexture(Src->texture_target, 0)");
3914 /* Restore the color key parameters */
3915 Src->CKeyFlags = oldCKeyFlags;
3916 Src->SrcBltCKey = oldBltCKey;
3918 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3919 if(paletteOverride)
3920 Src->palette = NULL;
3922 LEAVE_GL();
3924 /* Leave the opengl state valid for blitting */
3925 myDevice->blitter->unset_shader((IWineD3DDevice *) myDevice);
3927 wglFlush(); /* Flush to ensure ordering across contexts. */
3929 context_release(context);
3931 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
3932 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
3933 * is outdated now
3935 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INDRAWABLE, TRUE);
3937 return WINED3D_OK;
3938 } else {
3939 /* Source-Less Blit to render target */
3940 if (Flags & WINEDDBLT_COLORFILL) {
3941 /* This is easy to handle for the D3D Device... */
3942 DWORD color;
3944 TRACE("Colorfill\n");
3946 /* This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0] || dstSwapchain
3947 must be true if we are here */
3948 if (This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0] &&
3949 !(This == (IWineD3DSurfaceImpl*) dstSwapchain->frontBuffer ||
3950 (dstSwapchain->backBuffer && This == (IWineD3DSurfaceImpl*) dstSwapchain->backBuffer[0]))) {
3951 TRACE("Surface is higher back buffer, falling back to software\n");
3952 return WINED3DERR_INVALIDCALL;
3955 /* The color as given in the Blt function is in the format of the frame-buffer...
3956 * 'clear' expect it in ARGB format => we need to do some conversion :-)
3958 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT)
3960 DWORD alpha;
3962 if (primary_render_target_is_p8(myDevice)) alpha = DDBltFx->u5.dwFillColor << 24;
3963 else alpha = 0xFF000000;
3965 if (This->palette) {
3966 color = (alpha |
3967 (This->palette->palents[DDBltFx->u5.dwFillColor].peRed << 16) |
3968 (This->palette->palents[DDBltFx->u5.dwFillColor].peGreen << 8) |
3969 (This->palette->palents[DDBltFx->u5.dwFillColor].peBlue));
3970 } else {
3971 color = alpha;
3974 else if (This->resource.format_desc->format == WINED3DFMT_B5G6R5_UNORM)
3976 if (DDBltFx->u5.dwFillColor == 0xFFFF) {
3977 color = 0xFFFFFFFF;
3978 } else {
3979 color = ((0xFF000000) |
3980 ((DDBltFx->u5.dwFillColor & 0xF800) << 8) |
3981 ((DDBltFx->u5.dwFillColor & 0x07E0) << 5) |
3982 ((DDBltFx->u5.dwFillColor & 0x001F) << 3));
3985 else if (This->resource.format_desc->format == WINED3DFMT_B8G8R8_UNORM
3986 || This->resource.format_desc->format == WINED3DFMT_B8G8R8X8_UNORM)
3988 color = 0xFF000000 | DDBltFx->u5.dwFillColor;
3990 else if (This->resource.format_desc->format == WINED3DFMT_B8G8R8A8_UNORM)
3992 color = DDBltFx->u5.dwFillColor;
3994 else {
3995 ERR("Wrong surface type for BLT override(Format doesn't match) !\n");
3996 return WINED3DERR_INVALIDCALL;
3999 TRACE("(%p) executing Render Target override, color = %x\n", This, color);
4000 IWineD3DDeviceImpl_ClearSurface(myDevice, This, 1 /* Number of rectangles */,
4001 &rect, WINED3DCLEAR_TARGET, color, 0.0f /* Z */, 0 /* Stencil */);
4002 return WINED3D_OK;
4006 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
4007 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
4008 return WINED3DERR_INVALIDCALL;
4011 static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *DestRect,
4012 IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx)
4014 IWineD3DDeviceImpl *myDevice = This->resource.device;
4015 float depth;
4017 if (Flags & WINEDDBLT_DEPTHFILL) {
4018 switch(This->resource.format_desc->format)
4020 case WINED3DFMT_D16_UNORM:
4021 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
4022 break;
4023 case WINED3DFMT_S1_UINT_D15_UNORM:
4024 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000fffe;
4025 break;
4026 case WINED3DFMT_D24_UNORM_S8_UINT:
4027 case WINED3DFMT_X8D24_UNORM:
4028 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
4029 break;
4030 case WINED3DFMT_D32_UNORM:
4031 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
4032 break;
4033 default:
4034 depth = 0.0f;
4035 ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format_desc->format));
4038 return IWineD3DDevice_Clear((IWineD3DDevice *) myDevice,
4039 DestRect == NULL ? 0 : 1,
4040 (const WINED3DRECT *)DestRect,
4041 WINED3DCLEAR_ZBUFFER,
4042 0x00000000,
4043 depth,
4044 0x00000000);
4047 FIXME("(%p): Unsupp depthstencil blit\n", This);
4048 return WINED3DERR_INVALIDCALL;
4051 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
4052 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
4053 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4054 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
4055 IWineD3DDeviceImpl *myDevice = This->resource.device;
4057 TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
4058 TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
4060 if ( (This->Flags & SFLAG_LOCKED) || ((Src != NULL) && (Src->Flags & SFLAG_LOCKED)))
4062 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
4063 return WINEDDERR_SURFACEBUSY;
4066 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
4067 * except depth blits, which seem to work
4069 if(iface == myDevice->stencilBufferTarget || (SrcSurface && SrcSurface == myDevice->stencilBufferTarget)) {
4070 if(myDevice->inScene && !(Flags & WINEDDBLT_DEPTHFILL)) {
4071 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
4072 return WINED3DERR_INVALIDCALL;
4073 } else if(IWineD3DSurfaceImpl_BltZ(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) {
4074 TRACE("Z Blit override handled the blit\n");
4075 return WINED3D_OK;
4079 /* Special cases for RenderTargets */
4080 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
4081 ( Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
4082 if(IWineD3DSurfaceImpl_BltOverride(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter) == WINED3D_OK) return WINED3D_OK;
4085 /* For the rest call the X11 surface implementation.
4086 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
4087 * other Blts are rather rare
4089 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter);
4092 static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
4093 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans)
4095 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4096 IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
4097 IWineD3DDeviceImpl *myDevice = This->resource.device;
4099 TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
4101 if ( (This->Flags & SFLAG_LOCKED) || (srcImpl->Flags & SFLAG_LOCKED))
4103 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
4104 return WINEDDERR_SURFACEBUSY;
4107 if(myDevice->inScene &&
4108 (iface == myDevice->stencilBufferTarget ||
4109 (Source == myDevice->stencilBufferTarget))) {
4110 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
4111 return WINED3DERR_INVALIDCALL;
4114 /* Special cases for RenderTargets */
4115 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
4116 (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) ) {
4118 RECT SrcRect, DstRect;
4119 DWORD Flags=0;
4121 if(rsrc) {
4122 SrcRect.left = rsrc->left;
4123 SrcRect.top= rsrc->top;
4124 SrcRect.bottom = rsrc->bottom;
4125 SrcRect.right = rsrc->right;
4126 } else {
4127 SrcRect.left = 0;
4128 SrcRect.top = 0;
4129 SrcRect.right = srcImpl->currentDesc.Width;
4130 SrcRect.bottom = srcImpl->currentDesc.Height;
4133 DstRect.left = dstx;
4134 DstRect.top=dsty;
4135 DstRect.right = dstx + SrcRect.right - SrcRect.left;
4136 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
4138 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
4139 if(trans & WINEDDBLTFAST_SRCCOLORKEY)
4140 Flags |= WINEDDBLT_KEYSRC;
4141 if(trans & WINEDDBLTFAST_DESTCOLORKEY)
4142 Flags |= WINEDDBLT_KEYDEST;
4143 if(trans & WINEDDBLTFAST_WAIT)
4144 Flags |= WINEDDBLT_WAIT;
4145 if(trans & WINEDDBLTFAST_DONOTWAIT)
4146 Flags |= WINEDDBLT_DONOTWAIT;
4148 if(IWineD3DSurfaceImpl_BltOverride(This, &DstRect, Source, &SrcRect, Flags, NULL, WINED3DTEXF_POINT) == WINED3D_OK) return WINED3D_OK;
4152 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
4155 static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
4157 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4158 RGBQUAD col[256];
4159 IWineD3DPaletteImpl *pal = This->palette;
4160 unsigned int n;
4161 TRACE("(%p)\n", This);
4163 if (!pal) return WINED3D_OK;
4165 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
4166 || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
4168 int bpp;
4169 GLenum format, internal, type;
4170 CONVERT_TYPES convert;
4172 /* Check if we are using a RTL mode which uses texturing for uploads */
4173 BOOL use_texture = (wined3d_settings.rendertargetlock_mode == RTL_READTEX);
4175 /* Check if we have hardware palette conversion if we have convert is set to NO_CONVERSION */
4176 d3dfmt_get_conv(This, TRUE, use_texture, &format, &internal, &type, &convert, &bpp, FALSE);
4178 if((This->resource.usage & WINED3DUSAGE_RENDERTARGET) && (convert == NO_CONVERSION))
4180 IWineD3DDeviceImpl *device = This->resource.device;
4181 struct wined3d_context *context;
4183 /* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
4184 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL);
4186 /* We want to force a palette refresh, so mark the drawable as not being up to date */
4187 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
4189 /* Re-upload the palette */
4190 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
4191 d3dfmt_p8_upload_palette(iface, convert);
4192 context_release(context);
4193 } else {
4194 if(!(This->Flags & SFLAG_INSYSMEM)) {
4195 TRACE("Palette changed with surface that does not have an up to date system memory copy\n");
4196 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
4198 TRACE("Dirtifying surface\n");
4199 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
4203 if(This->Flags & SFLAG_DIBSECTION) {
4204 TRACE("(%p): Updating the hdc's palette\n", This);
4205 for (n=0; n<256; n++) {
4206 col[n].rgbRed = pal->palents[n].peRed;
4207 col[n].rgbGreen = pal->palents[n].peGreen;
4208 col[n].rgbBlue = pal->palents[n].peBlue;
4209 col[n].rgbReserved = 0;
4211 SetDIBColorTable(This->hDC, 0, 256, col);
4214 /* Propagate the changes to the drawable when we have a palette. */
4215 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
4216 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, NULL);
4218 return WINED3D_OK;
4221 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
4222 /** Check against the maximum texture sizes supported by the video card **/
4223 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4224 const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
4225 unsigned int pow2Width, pow2Height;
4227 This->texture_name = 0;
4228 This->texture_target = GL_TEXTURE_2D;
4230 /* Non-power2 support */
4231 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[WINE_NORMALIZED_TEXRECT])
4233 pow2Width = This->currentDesc.Width;
4234 pow2Height = This->currentDesc.Height;
4236 else
4238 /* Find the nearest pow2 match */
4239 pow2Width = pow2Height = 1;
4240 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
4241 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
4243 This->pow2Width = pow2Width;
4244 This->pow2Height = pow2Height;
4246 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height) {
4247 /** TODO: add support for non power two compressed textures **/
4248 if (This->resource.format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
4250 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
4251 This, This->currentDesc.Width, This->currentDesc.Height);
4252 return WINED3DERR_NOTAVAILABLE;
4256 if(pow2Width != This->currentDesc.Width ||
4257 pow2Height != This->currentDesc.Height) {
4258 This->Flags |= SFLAG_NONPOW2;
4261 TRACE("%p\n", This);
4262 if ((This->pow2Width > gl_info->limits.texture_size || This->pow2Height > gl_info->limits.texture_size)
4263 && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
4265 /* one of three options
4266 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)
4267 2: Set the texture to the maximum size (bad idea)
4268 3: WARN and return WINED3DERR_NOTAVAILABLE;
4269 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.
4271 WARN("(%p) Creating an oversized surface: %ux%u (texture is %ux%u)\n",
4272 This, This->pow2Width, This->pow2Height, This->currentDesc.Width, This->currentDesc.Height);
4273 This->Flags |= SFLAG_OVERSIZE;
4275 /* This will be initialized on the first blt */
4276 This->glRect.left = 0;
4277 This->glRect.top = 0;
4278 This->glRect.right = 0;
4279 This->glRect.bottom = 0;
4280 } else {
4281 /* Check this after the oversize check - do not make an oversized surface a texture_rectangle one.
4282 Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
4283 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
4284 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
4286 if (This->Flags & SFLAG_NONPOW2 && gl_info->supported[ARB_TEXTURE_RECTANGLE]
4287 && !(This->resource.format_desc->format == WINED3DFMT_P8_UINT
4288 && gl_info->supported[EXT_PALETTED_TEXTURE]
4289 && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
4291 This->texture_target = GL_TEXTURE_RECTANGLE_ARB;
4292 This->pow2Width = This->currentDesc.Width;
4293 This->pow2Height = This->currentDesc.Height;
4294 This->Flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
4297 /* No oversize, gl rect is the full texture size */
4298 This->Flags &= ~SFLAG_OVERSIZE;
4299 This->glRect.left = 0;
4300 This->glRect.top = 0;
4301 This->glRect.right = This->pow2Width;
4302 This->glRect.bottom = This->pow2Height;
4305 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
4306 switch(wined3d_settings.offscreen_rendering_mode) {
4307 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
4308 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
4309 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
4313 This->Flags |= SFLAG_INSYSMEM;
4315 return WINED3D_OK;
4318 struct depth_blt_info
4320 GLenum binding;
4321 GLenum bind_target;
4322 enum tex_types tex_type;
4323 GLfloat coords[4][3];
4326 static void surface_get_depth_blt_info(GLenum target, GLsizei w, GLsizei h, struct depth_blt_info *info)
4328 GLfloat (*coords)[3] = info->coords;
4330 switch (target)
4332 default:
4333 FIXME("Unsupported texture target %#x\n", target);
4334 /* Fall back to GL_TEXTURE_2D */
4335 case GL_TEXTURE_2D:
4336 info->binding = GL_TEXTURE_BINDING_2D;
4337 info->bind_target = GL_TEXTURE_2D;
4338 info->tex_type = tex_2d;
4339 coords[0][0] = 0.0f; coords[0][1] = 1.0f; coords[0][2] = 0.0f;
4340 coords[1][0] = 1.0f; coords[1][1] = 1.0f; coords[1][2] = 0.0f;
4341 coords[2][0] = 0.0f; coords[2][1] = 0.0f; coords[2][2] = 0.0f;
4342 coords[3][0] = 1.0f; coords[3][1] = 0.0f; coords[3][2] = 0.0f;
4343 break;
4345 case GL_TEXTURE_RECTANGLE_ARB:
4346 info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
4347 info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
4348 info->tex_type = tex_rect;
4349 coords[0][0] = 0.0f; coords[0][1] = h; coords[0][2] = 0.0f;
4350 coords[1][0] = w; coords[1][1] = h; coords[1][2] = 0.0f;
4351 coords[2][0] = 0.0f; coords[2][1] = 0.0f; coords[2][2] = 0.0f;
4352 coords[3][0] = w; coords[3][1] = 0.0f; coords[3][2] = 0.0f;
4353 break;
4355 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
4356 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4357 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4358 info->tex_type = tex_cube;
4359 coords[0][0] = 1.0f; coords[0][1] = -1.0f; coords[0][2] = 1.0f;
4360 coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
4361 coords[2][0] = 1.0f; coords[2][1] = 1.0f; coords[2][2] = 1.0f;
4362 coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
4364 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
4365 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4366 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4367 info->tex_type = tex_cube;
4368 coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
4369 coords[1][0] = -1.0f; coords[1][1] = -1.0f; coords[1][2] = 1.0f;
4370 coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
4371 coords[3][0] = -1.0f; coords[3][1] = 1.0f; coords[3][2] = 1.0f;
4373 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
4374 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4375 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4376 info->tex_type = tex_cube;
4377 coords[0][0] = -1.0f; coords[0][1] = 1.0f; coords[0][2] = 1.0f;
4378 coords[1][0] = 1.0f; coords[1][1] = 1.0f; coords[1][2] = 1.0f;
4379 coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
4380 coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
4382 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
4383 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4384 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4385 info->tex_type = tex_cube;
4386 coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
4387 coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
4388 coords[2][0] = -1.0f; coords[2][1] = -1.0f; coords[2][2] = 1.0f;
4389 coords[3][0] = 1.0f; coords[3][1] = -1.0f; coords[3][2] = 1.0f;
4391 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
4392 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4393 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4394 info->tex_type = tex_cube;
4395 coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = 1.0f;
4396 coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = 1.0f;
4397 coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = 1.0f;
4398 coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = 1.0f;
4400 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
4401 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4402 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4403 info->tex_type = tex_cube;
4404 coords[0][0] = 1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
4405 coords[1][0] = -1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
4406 coords[2][0] = 1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
4407 coords[3][0] = -1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
4411 /* GL locking is done by the caller */
4412 static void surface_depth_blt(IWineD3DSurfaceImpl *This, GLuint texture, GLsizei w, GLsizei h, GLenum target)
4414 IWineD3DDeviceImpl *device = This->resource.device;
4415 struct depth_blt_info info;
4416 GLint old_binding = 0;
4418 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
4420 glDisable(GL_CULL_FACE);
4421 glDisable(GL_BLEND);
4422 glDisable(GL_ALPHA_TEST);
4423 glDisable(GL_SCISSOR_TEST);
4424 glDisable(GL_STENCIL_TEST);
4425 glEnable(GL_DEPTH_TEST);
4426 glDepthFunc(GL_ALWAYS);
4427 glDepthMask(GL_TRUE);
4428 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
4429 glViewport(0, 0, w, h);
4431 surface_get_depth_blt_info(target, w, h, &info);
4432 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4433 glGetIntegerv(info.binding, &old_binding);
4434 glBindTexture(info.bind_target, texture);
4436 device->shader_backend->shader_select_depth_blt((IWineD3DDevice *)device, info.tex_type);
4438 glBegin(GL_TRIANGLE_STRIP);
4439 glTexCoord3fv(info.coords[0]);
4440 glVertex2f(-1.0f, -1.0f);
4441 glTexCoord3fv(info.coords[1]);
4442 glVertex2f(1.0f, -1.0f);
4443 glTexCoord3fv(info.coords[2]);
4444 glVertex2f(-1.0f, 1.0f);
4445 glTexCoord3fv(info.coords[3]);
4446 glVertex2f(1.0f, 1.0f);
4447 glEnd();
4449 glBindTexture(info.bind_target, old_binding);
4451 glPopAttrib();
4453 device->shader_backend->shader_deselect_depth_blt((IWineD3DDevice *)device);
4456 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) {
4457 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4459 TRACE("(%p) New location %#x\n", This, location);
4461 if (location & ~SFLAG_DS_LOCATIONS) {
4462 FIXME("(%p) Invalid location (%#x) specified\n", This, location);
4465 This->Flags &= ~SFLAG_DS_LOCATIONS;
4466 This->Flags |= location;
4469 /* Context activation is done by the caller. */
4470 void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location)
4472 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4473 IWineD3DDeviceImpl *device = This->resource.device;
4474 const struct wined3d_gl_info *gl_info = context->gl_info;
4476 TRACE("(%p) New location %#x\n", This, location);
4478 /* TODO: Make this work for modes other than FBO */
4479 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
4481 if (This->Flags & location) {
4482 TRACE("(%p) Location (%#x) is already up to date\n", This, location);
4483 return;
4486 if (This->current_renderbuffer) {
4487 FIXME("(%p) Not supported with fixed up depth stencil\n", This);
4488 return;
4491 if (location == SFLAG_DS_OFFSCREEN) {
4492 if (This->Flags & SFLAG_DS_ONSCREEN) {
4493 GLint old_binding = 0;
4494 GLenum bind_target;
4496 TRACE("(%p) Copying onscreen depth buffer to depth texture\n", This);
4498 ENTER_GL();
4500 if (!device->depth_blt_texture) {
4501 glGenTextures(1, &device->depth_blt_texture);
4504 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4505 * directly on the FBO texture. That's because we need to flip. */
4506 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4507 if (This->texture_target == GL_TEXTURE_RECTANGLE_ARB)
4509 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
4510 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4511 } else {
4512 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
4513 bind_target = GL_TEXTURE_2D;
4515 glBindTexture(bind_target, device->depth_blt_texture);
4516 glCopyTexImage2D(bind_target, This->texture_level, This->resource.format_desc->glInternal,
4517 0, 0, This->currentDesc.Width, This->currentDesc.Height, 0);
4518 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4519 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4520 glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
4521 glTexParameteri(bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
4522 glTexParameteri(bind_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
4523 glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
4524 glBindTexture(bind_target, old_binding);
4526 /* Setup the destination */
4527 if (!device->depth_blt_rb) {
4528 gl_info->fbo_ops.glGenRenderbuffers(1, &device->depth_blt_rb);
4529 checkGLcall("glGenRenderbuffersEXT");
4531 if (device->depth_blt_rb_w != This->currentDesc.Width
4532 || device->depth_blt_rb_h != This->currentDesc.Height) {
4533 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, device->depth_blt_rb);
4534 checkGLcall("glBindRenderbufferEXT");
4535 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8,
4536 This->currentDesc.Width, This->currentDesc.Height);
4537 checkGLcall("glRenderbufferStorageEXT");
4538 device->depth_blt_rb_w = This->currentDesc.Width;
4539 device->depth_blt_rb_h = This->currentDesc.Height;
4542 context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
4543 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
4544 GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, device->depth_blt_rb);
4545 checkGLcall("glFramebufferRenderbufferEXT");
4546 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, iface, FALSE);
4548 /* Do the actual blit */
4549 surface_depth_blt(This, device->depth_blt_texture, This->currentDesc.Width, This->currentDesc.Height, bind_target);
4550 checkGLcall("depth_blt");
4552 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4553 else context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4555 LEAVE_GL();
4557 wglFlush(); /* Flush to ensure ordering across contexts. */
4559 else
4561 FIXME("No up to date depth stencil location\n");
4563 } else if (location == SFLAG_DS_ONSCREEN) {
4564 if (This->Flags & SFLAG_DS_OFFSCREEN) {
4565 TRACE("(%p) Copying depth texture to onscreen depth buffer\n", This);
4567 ENTER_GL();
4569 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4570 surface_depth_blt(This, This->texture_name, This->currentDesc.Width,
4571 This->currentDesc.Height, This->texture_target);
4572 checkGLcall("depth_blt");
4574 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4576 LEAVE_GL();
4578 wglFlush(); /* Flush to ensure ordering across contexts. */
4580 else
4582 FIXME("No up to date depth stencil location\n");
4584 } else {
4585 ERR("(%p) Invalid location (%#x) specified\n", This, location);
4588 This->Flags |= location;
4591 static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
4592 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4593 IWineD3DBaseTexture *texture;
4594 IWineD3DSurfaceImpl *overlay;
4596 TRACE("(%p)->(%s, %s)\n", iface, debug_surflocation(flag),
4597 persistent ? "TRUE" : "FALSE");
4599 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4600 if (surface_is_offscreen(iface))
4602 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4603 if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4605 else
4607 TRACE("Surface %p is an onscreen surface\n", iface);
4611 if(persistent) {
4612 if(((This->Flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE)) ||
4613 ((This->Flags & SFLAG_INSRGBTEX) && !(flag & SFLAG_INSRGBTEX))) {
4614 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4615 TRACE("Passing to container\n");
4616 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4617 IWineD3DBaseTexture_Release(texture);
4620 This->Flags &= ~SFLAG_LOCATIONS;
4621 This->Flags |= flag;
4623 /* Redraw emulated overlays, if any */
4624 if(flag & SFLAG_INDRAWABLE && !list_empty(&This->overlays)) {
4625 LIST_FOR_EACH_ENTRY(overlay, &This->overlays, IWineD3DSurfaceImpl, overlay_entry) {
4626 IWineD3DSurface_DrawOverlay((IWineD3DSurface *) overlay);
4629 } else {
4630 if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))) {
4631 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4632 TRACE("Passing to container\n");
4633 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4634 IWineD3DBaseTexture_Release(texture);
4637 This->Flags &= ~flag;
4640 if(!(This->Flags & SFLAG_LOCATIONS)) {
4641 ERR("%p: Surface does not have any up to date location\n", This);
4645 struct coords {
4646 GLfloat x, y, z;
4649 struct float_rect
4651 float l;
4652 float t;
4653 float r;
4654 float b;
4657 static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
4659 f->l = ((r->left * 2.0f) / w) - 1.0f;
4660 f->t = ((r->top * 2.0f) / h) - 1.0f;
4661 f->r = ((r->right * 2.0f) / w) - 1.0f;
4662 f->b = ((r->bottom * 2.0f) / h) - 1.0f;
4665 static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in)
4667 IWineD3DDeviceImpl *device = This->resource.device;
4668 IWineD3DBaseTextureImpl *texture;
4669 struct wined3d_context *context;
4670 struct coords coords[4];
4671 RECT rect;
4672 GLenum bind_target;
4673 struct float_rect f;
4675 if(rect_in) {
4676 rect = *rect_in;
4677 } else {
4678 rect.left = 0;
4679 rect.top = 0;
4680 rect.right = This->currentDesc.Width;
4681 rect.bottom = This->currentDesc.Height;
4684 switch (This->texture_target)
4686 case GL_TEXTURE_2D:
4687 bind_target = GL_TEXTURE_2D;
4689 coords[0].x = (float)rect.left / This->pow2Width;
4690 coords[0].y = (float)rect.top / This->pow2Height;
4691 coords[0].z = 0;
4693 coords[1].x = (float)rect.left / This->pow2Width;
4694 coords[1].y = (float)rect.bottom / This->pow2Height;
4695 coords[1].z = 0;
4697 coords[2].x = (float)rect.right / This->pow2Width;
4698 coords[2].y = (float)rect.bottom / This->pow2Height;
4699 coords[2].z = 0;
4701 coords[3].x = (float)rect.right / This->pow2Width;
4702 coords[3].y = (float)rect.top / This->pow2Height;
4703 coords[3].z = 0;
4704 break;
4706 case GL_TEXTURE_RECTANGLE_ARB:
4707 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4708 coords[0].x = rect.left; coords[0].y = rect.top; coords[0].z = 0;
4709 coords[1].x = rect.left; coords[1].y = rect.bottom; coords[1].z = 0;
4710 coords[2].x = rect.right; coords[2].y = rect.bottom; coords[2].z = 0;
4711 coords[3].x = rect.right; coords[3].y = rect.top; coords[3].z = 0;
4712 break;
4714 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
4715 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4716 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4717 coords[0].x = 1; coords[0].y = -f.t; coords[0].z = -f.l;
4718 coords[1].x = 1; coords[1].y = -f.b; coords[1].z = -f.l;
4719 coords[2].x = 1; coords[2].y = -f.b; coords[2].z = -f.r;
4720 coords[3].x = 1; coords[3].y = -f.t; coords[3].z = -f.r;
4721 break;
4723 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
4724 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4725 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4726 coords[0].x = -1; coords[0].y = -f.t; coords[0].z = f.l;
4727 coords[1].x = -1; coords[1].y = -f.b; coords[1].z = f.l;
4728 coords[2].x = -1; coords[2].y = -f.b; coords[2].z = f.r;
4729 coords[3].x = -1; coords[3].y = -f.t; coords[3].z = f.r;
4730 break;
4732 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
4733 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4734 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4735 coords[0].x = f.l; coords[0].y = 1; coords[0].z = f.t;
4736 coords[1].x = f.l; coords[1].y = 1; coords[1].z = f.b;
4737 coords[2].x = f.r; coords[2].y = 1; coords[2].z = f.b;
4738 coords[3].x = f.r; coords[3].y = 1; coords[3].z = f.t;
4739 break;
4741 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
4742 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4743 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4744 coords[0].x = f.l; coords[0].y = -1; coords[0].z = -f.t;
4745 coords[1].x = f.l; coords[1].y = -1; coords[1].z = -f.b;
4746 coords[2].x = f.r; coords[2].y = -1; coords[2].z = -f.b;
4747 coords[3].x = f.r; coords[3].y = -1; coords[3].z = -f.t;
4748 break;
4750 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
4751 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4752 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4753 coords[0].x = f.l; coords[0].y = -f.t; coords[0].z = 1;
4754 coords[1].x = f.l; coords[1].y = -f.b; coords[1].z = 1;
4755 coords[2].x = f.r; coords[2].y = -f.b; coords[2].z = 1;
4756 coords[3].x = f.r; coords[3].y = -f.t; coords[3].z = 1;
4757 break;
4759 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
4760 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4761 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4762 coords[0].x = -f.l; coords[0].y = -f.t; coords[0].z = -1;
4763 coords[1].x = -f.l; coords[1].y = -f.b; coords[1].z = -1;
4764 coords[2].x = -f.r; coords[2].y = -f.b; coords[2].z = -1;
4765 coords[3].x = -f.r; coords[3].y = -f.t; coords[3].z = -1;
4766 break;
4768 default:
4769 ERR("Unexpected texture target %#x\n", This->texture_target);
4770 return;
4773 context = context_acquire(device, (IWineD3DSurface*)This, CTXUSAGE_BLIT);
4775 ENTER_GL();
4777 glEnable(bind_target);
4778 checkGLcall("glEnable(bind_target)");
4779 glBindTexture(bind_target, This->texture_name);
4780 checkGLcall("glBindTexture(bind_target, This->texture_name)");
4781 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4782 checkGLcall("glTexParameteri");
4783 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4784 checkGLcall("glTexParameteri");
4786 if (context->render_offscreen)
4788 LONG tmp = rect.top;
4789 rect.top = rect.bottom;
4790 rect.bottom = tmp;
4793 glBegin(GL_QUADS);
4794 glTexCoord3fv(&coords[0].x);
4795 glVertex2i(rect.left, rect.top);
4797 glTexCoord3fv(&coords[1].x);
4798 glVertex2i(rect.left, rect.bottom);
4800 glTexCoord3fv(&coords[2].x);
4801 glVertex2i(rect.right, rect.bottom);
4803 glTexCoord3fv(&coords[3].x);
4804 glVertex2i(rect.right, rect.top);
4805 glEnd();
4806 checkGLcall("glEnd");
4808 glDisable(bind_target);
4809 checkGLcall("glDisable(bind_target)");
4811 LEAVE_GL();
4813 wglFlush(); /* Flush to ensure ordering across contexts. */
4815 /* We changed the filtering settings on the texture. Inform the
4816 * container about this to get the filters reset properly next draw. */
4817 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)This, &IID_IWineD3DBaseTexture, (void **)&texture)))
4819 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
4820 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
4821 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
4822 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture);
4825 context_release(context);
4828 /*****************************************************************************
4829 * IWineD3DSurface::LoadLocation
4831 * Copies the current surface data from wherever it is to the requested
4832 * location. The location is one of the surface flags, SFLAG_INSYSMEM,
4833 * SFLAG_INTEXTURE and SFLAG_INDRAWABLE. When the surface is current in
4834 * multiple locations, the gl texture is preferred over the drawable, which is
4835 * preferred over system memory. The PBO counts as system memory. If rect is
4836 * not NULL, only the specified rectangle is copied (only supported for
4837 * sysmem<->drawable copies at the moment). If rect is NULL, the destination
4838 * location is marked up to date after the copy.
4840 * Parameters:
4841 * flag: Surface location flag to be updated
4842 * rect: rectangle to be copied
4844 * Returns:
4845 * WINED3D_OK on success
4846 * WINED3DERR_DEVICELOST on an internal error
4848 *****************************************************************************/
4849 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
4850 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4851 IWineD3DDeviceImpl *device = This->resource.device;
4852 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4853 GLenum format, internal, type;
4854 CONVERT_TYPES convert;
4855 int bpp;
4856 int width, pitch, outpitch;
4857 BYTE *mem;
4858 BOOL drawable_read_ok = TRUE;
4859 BOOL in_fbo = FALSE;
4861 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4862 if (surface_is_offscreen(iface))
4864 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4865 * Prefer SFLAG_INTEXTURE. */
4866 if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
4867 drawable_read_ok = FALSE;
4868 in_fbo = TRUE;
4870 else
4872 TRACE("Surface %p is an onscreen surface\n", iface);
4876 TRACE("(%p)->(%s, %p)\n", iface, debug_surflocation(flag), rect);
4877 if(rect) {
4878 TRACE("Rectangle: (%d,%d)-(%d,%d)\n", rect->left, rect->top, rect->right, rect->bottom);
4881 if(This->Flags & flag) {
4882 TRACE("Location already up to date\n");
4883 return WINED3D_OK;
4886 if(!(This->Flags & SFLAG_LOCATIONS)) {
4887 ERR("%p: Surface does not have any up to date location\n", This);
4888 This->Flags |= SFLAG_LOST;
4889 return WINED3DERR_DEVICELOST;
4892 if(flag == SFLAG_INSYSMEM) {
4893 surface_prepare_system_memory(This);
4895 /* Download the surface to system memory */
4896 if (This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))
4898 struct wined3d_context *context = NULL;
4900 if (!device->isInDraw) context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
4902 surface_bind_and_dirtify(This, !(This->Flags & SFLAG_INTEXTURE));
4903 surface_download_data(This);
4905 if (context) context_release(context);
4907 else
4909 /* Note: It might be faster to download into a texture first. */
4910 read_from_framebuffer(This, rect,
4911 This->resource.allocatedMemory,
4912 IWineD3DSurface_GetPitch(iface));
4914 } else if(flag == SFLAG_INDRAWABLE) {
4915 if(This->Flags & SFLAG_INTEXTURE) {
4916 surface_blt_to_drawable(This, rect);
4917 } else {
4918 if((This->Flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX) {
4919 /* This needs a shader to convert the srgb data sampled from the GL texture into RGB
4920 * values, otherwise we get incorrect values in the target. For now go the slow way
4921 * via a system memory copy
4923 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4926 d3dfmt_get_conv(This, TRUE /* We need color keying */, FALSE /* We won't use textures */, &format, &internal, &type, &convert, &bpp, FALSE);
4928 /* The width is in 'length' not in bytes */
4929 width = This->currentDesc.Width;
4930 pitch = IWineD3DSurface_GetPitch(iface);
4932 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4933 * but it isn't set (yet) in all cases it is getting called. */
4934 if ((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO))
4936 struct wined3d_context *context = NULL;
4938 TRACE("Removing the pbo attached to surface %p\n", This);
4940 if (!device->isInDraw) context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
4941 surface_remove_pbo(This);
4942 if (context) context_release(context);
4945 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4946 int height = This->currentDesc.Height;
4948 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4949 outpitch = width * bpp;
4950 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4952 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4953 if(!mem) {
4954 ERR("Out of memory %d, %d!\n", outpitch, height);
4955 return WINED3DERR_OUTOFVIDEOMEMORY;
4957 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4959 This->Flags |= SFLAG_CONVERTED;
4960 } else {
4961 This->Flags &= ~SFLAG_CONVERTED;
4962 mem = This->resource.allocatedMemory;
4965 flush_to_framebuffer_drawpixels(This, format, type, bpp, mem);
4967 /* Don't delete PBO memory */
4968 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4969 HeapFree(GetProcessHeap(), 0, mem);
4971 } else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */ {
4972 if (drawable_read_ok && (This->Flags & SFLAG_INDRAWABLE)) {
4973 read_from_framebuffer_texture(This, flag == SFLAG_INSRGBTEX);
4975 else
4977 /* Upload from system memory */
4978 BOOL srgb = flag == SFLAG_INSRGBTEX;
4979 DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
4980 struct wined3d_context *context = NULL;
4982 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */,
4983 &format, &internal, &type, &convert, &bpp, srgb);
4985 if(srgb) {
4986 if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE) {
4987 /* Performance warning ... */
4988 FIXME("%p: Downloading rgb texture to reload it as srgb\n", This);
4989 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4991 } else {
4992 if((This->Flags & (SFLAG_INSRGBTEX | SFLAG_INSYSMEM)) == SFLAG_INSRGBTEX) {
4993 /* Performance warning ... */
4994 FIXME("%p: Downloading srgb texture to reload it as rgb\n", This);
4995 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4998 if(!(This->Flags & SFLAG_INSYSMEM)) {
4999 /* Should not happen */
5000 ERR("Trying to load a texture from sysmem, but SFLAG_INSYSMEM is not set\n");
5001 /* Lets hope we get it from somewhere... */
5002 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
5005 if (!device->isInDraw) context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
5006 surface_bind_and_dirtify(This, srgb);
5008 if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
5009 This->Flags |= SFLAG_GLCKEY;
5010 This->glCKey = This->SrcBltCKey;
5012 else This->Flags &= ~SFLAG_GLCKEY;
5014 /* The width is in 'length' not in bytes */
5015 width = This->currentDesc.Width;
5016 pitch = IWineD3DSurface_GetPitch(iface);
5018 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
5019 * but it isn't set (yet) in all cases it is getting called. */
5020 if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
5021 TRACE("Removing the pbo attached to surface %p\n", This);
5022 surface_remove_pbo(This);
5025 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
5026 int height = This->currentDesc.Height;
5028 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
5029 outpitch = width * bpp;
5030 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
5032 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
5033 if(!mem) {
5034 ERR("Out of memory %d, %d!\n", outpitch, height);
5035 if (context) context_release(context);
5036 return WINED3DERR_OUTOFVIDEOMEMORY;
5038 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
5040 This->Flags |= SFLAG_CONVERTED;
5042 else if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
5043 && (gl_info->supported[EXT_PALETTED_TEXTURE] || gl_info->supported[ARB_FRAGMENT_PROGRAM]))
5045 d3dfmt_p8_upload_palette(iface, convert);
5046 This->Flags &= ~SFLAG_CONVERTED;
5047 mem = This->resource.allocatedMemory;
5048 } else {
5049 This->Flags &= ~SFLAG_CONVERTED;
5050 mem = This->resource.allocatedMemory;
5053 /* Make sure the correct pitch is used */
5054 ENTER_GL();
5055 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
5056 LEAVE_GL();
5058 if ((This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE)) {
5059 TRACE("non power of two support\n");
5060 if(!(This->Flags & alloc_flag)) {
5061 surface_allocate_surface(This, internal, This->pow2Width, This->pow2Height, format, type);
5062 This->Flags |= alloc_flag;
5064 if (mem || (This->Flags & SFLAG_PBO)) {
5065 surface_upload_data(This, internal, This->currentDesc.Width, This->currentDesc.Height, format, type, mem);
5067 } else {
5068 /* When making the realloc conditional, keep in mind that GL_APPLE_client_storage may be in use, and This->resource.allocatedMemory
5069 * changed. So also keep track of memory changes. In this case the texture has to be reallocated
5071 if(!(This->Flags & alloc_flag)) {
5072 surface_allocate_surface(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type);
5073 This->Flags |= alloc_flag;
5075 if (mem || (This->Flags & SFLAG_PBO)) {
5076 surface_upload_data(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type, mem);
5080 /* Restore the default pitch */
5081 ENTER_GL();
5082 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
5083 LEAVE_GL();
5085 if (context) context_release(context);
5087 /* Don't delete PBO memory */
5088 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
5089 HeapFree(GetProcessHeap(), 0, mem);
5093 if(rect == NULL) {
5094 This->Flags |= flag;
5097 if (in_fbo && (This->Flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE))) {
5098 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
5099 This->Flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
5102 return WINED3D_OK;
5105 static HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container)
5107 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
5108 IWineD3DSwapChain *swapchain = NULL;
5110 /* Update the drawable size method */
5111 if(container) {
5112 IWineD3DBase_QueryInterface(container, &IID_IWineD3DSwapChain, (void **) &swapchain);
5114 if(swapchain) {
5115 This->get_drawable_size = get_drawable_size_swapchain;
5116 IWineD3DSwapChain_Release(swapchain);
5117 } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
5118 switch(wined3d_settings.offscreen_rendering_mode) {
5119 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
5120 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
5121 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
5125 return IWineD3DBaseSurfaceImpl_SetContainer(iface, container);
5128 static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
5129 return SURFACE_OPENGL;
5132 static HRESULT WINAPI IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
5133 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
5134 HRESULT hr;
5136 /* If there's no destination surface there is nothing to do */
5137 if(!This->overlay_dest) return WINED3D_OK;
5139 /* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
5140 * update the overlay. Prevent an endless recursion
5142 if(This->overlay_dest->Flags & SFLAG_INOVERLAYDRAW) {
5143 return WINED3D_OK;
5145 This->overlay_dest->Flags |= SFLAG_INOVERLAYDRAW;
5146 hr = IWineD3DSurfaceImpl_Blt((IWineD3DSurface *) This->overlay_dest, &This->overlay_destrect,
5147 iface, &This->overlay_srcrect, WINEDDBLT_WAIT,
5148 NULL, WINED3DTEXF_LINEAR);
5149 This->overlay_dest->Flags &= ~SFLAG_INOVERLAYDRAW;
5151 return hr;
5154 BOOL surface_is_offscreen(IWineD3DSurface *iface)
5156 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
5157 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *) This->container;
5159 /* Not on a swapchain - must be offscreen */
5160 if (!(This->Flags & SFLAG_SWAPCHAIN)) return TRUE;
5162 /* The front buffer is always onscreen */
5163 if(iface == swapchain->frontBuffer) return FALSE;
5165 /* If the swapchain is rendered to an FBO, the backbuffer is
5166 * offscreen, otherwise onscreen */
5167 return swapchain->render_to_fbo;
5170 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
5172 /* IUnknown */
5173 IWineD3DBaseSurfaceImpl_QueryInterface,
5174 IWineD3DBaseSurfaceImpl_AddRef,
5175 IWineD3DSurfaceImpl_Release,
5176 /* IWineD3DResource */
5177 IWineD3DBaseSurfaceImpl_GetParent,
5178 IWineD3DBaseSurfaceImpl_SetPrivateData,
5179 IWineD3DBaseSurfaceImpl_GetPrivateData,
5180 IWineD3DBaseSurfaceImpl_FreePrivateData,
5181 IWineD3DBaseSurfaceImpl_SetPriority,
5182 IWineD3DBaseSurfaceImpl_GetPriority,
5183 IWineD3DSurfaceImpl_PreLoad,
5184 IWineD3DSurfaceImpl_UnLoad,
5185 IWineD3DBaseSurfaceImpl_GetType,
5186 /* IWineD3DSurface */
5187 IWineD3DBaseSurfaceImpl_GetContainer,
5188 IWineD3DBaseSurfaceImpl_GetDesc,
5189 IWineD3DSurfaceImpl_LockRect,
5190 IWineD3DSurfaceImpl_UnlockRect,
5191 IWineD3DSurfaceImpl_GetDC,
5192 IWineD3DSurfaceImpl_ReleaseDC,
5193 IWineD3DSurfaceImpl_Flip,
5194 IWineD3DSurfaceImpl_Blt,
5195 IWineD3DBaseSurfaceImpl_GetBltStatus,
5196 IWineD3DBaseSurfaceImpl_GetFlipStatus,
5197 IWineD3DBaseSurfaceImpl_IsLost,
5198 IWineD3DBaseSurfaceImpl_Restore,
5199 IWineD3DSurfaceImpl_BltFast,
5200 IWineD3DBaseSurfaceImpl_GetPalette,
5201 IWineD3DBaseSurfaceImpl_SetPalette,
5202 IWineD3DSurfaceImpl_RealizePalette,
5203 IWineD3DBaseSurfaceImpl_SetColorKey,
5204 IWineD3DBaseSurfaceImpl_GetPitch,
5205 IWineD3DSurfaceImpl_SetMem,
5206 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
5207 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
5208 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
5209 IWineD3DBaseSurfaceImpl_UpdateOverlay,
5210 IWineD3DBaseSurfaceImpl_SetClipper,
5211 IWineD3DBaseSurfaceImpl_GetClipper,
5212 /* Internal use: */
5213 IWineD3DSurfaceImpl_LoadTexture,
5214 IWineD3DSurfaceImpl_BindTexture,
5215 IWineD3DSurfaceImpl_SaveSnapshot,
5216 IWineD3DSurfaceImpl_SetContainer,
5217 IWineD3DBaseSurfaceImpl_GetData,
5218 IWineD3DSurfaceImpl_SetFormat,
5219 IWineD3DSurfaceImpl_PrivateSetup,
5220 IWineD3DSurfaceImpl_ModifyLocation,
5221 IWineD3DSurfaceImpl_LoadLocation,
5222 IWineD3DSurfaceImpl_GetImplType,
5223 IWineD3DSurfaceImpl_DrawOverlay
5225 #undef GLINFO_LOCATION
5227 #define GLINFO_LOCATION device->adapter->gl_info
5228 static HRESULT ffp_blit_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
5229 /* Context activation is done by the caller. */
5230 static void ffp_blit_free(IWineD3DDevice *iface) { }
5232 /* Context activation is done by the caller. */
5233 static HRESULT ffp_blit_set(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
5234 GLenum textype, UINT width, UINT height)
5236 ENTER_GL();
5237 glEnable(textype);
5238 checkGLcall("glEnable(textype)");
5239 LEAVE_GL();
5240 return WINED3D_OK;
5243 /* Context activation is done by the caller. */
5244 static void ffp_blit_unset(IWineD3DDevice *iface)
5246 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
5247 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5249 ENTER_GL();
5250 glDisable(GL_TEXTURE_2D);
5251 checkGLcall("glDisable(GL_TEXTURE_2D)");
5252 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5254 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5255 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5257 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5259 glDisable(GL_TEXTURE_RECTANGLE_ARB);
5260 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5262 LEAVE_GL();
5265 static BOOL ffp_blit_color_fixup_supported(struct color_fixup_desc fixup)
5267 if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
5269 TRACE("Checking support for fixup:\n");
5270 dump_color_fixup_desc(fixup);
5273 /* We only support identity conversions. */
5274 if (is_identity_fixup(fixup))
5276 TRACE("[OK]\n");
5277 return TRUE;
5280 TRACE("[FAILED]\n");
5281 return FALSE;
5284 const struct blit_shader ffp_blit = {
5285 ffp_blit_alloc,
5286 ffp_blit_free,
5287 ffp_blit_set,
5288 ffp_blit_unset,
5289 ffp_blit_color_fixup_supported