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
31 #include "wine/port.h"
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface
);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
37 static void surface_cleanup(IWineD3DSurfaceImpl
*This
)
39 TRACE("(%p) : Cleaning up.\n", This
);
41 if (This
->texture_name
|| (This
->Flags
& SFLAG_PBO
) || !list_empty(&This
->renderbuffers
))
43 const struct wined3d_gl_info
*gl_info
;
44 renderbuffer_entry_t
*entry
, *entry2
;
45 struct wined3d_context
*context
;
47 context
= context_acquire(This
->resource
.device
, NULL
);
48 gl_info
= context
->gl_info
;
52 if (This
->texture_name
)
54 TRACE("Deleting texture %u.\n", This
->texture_name
);
55 glDeleteTextures(1, &This
->texture_name
);
58 if (This
->Flags
& SFLAG_PBO
)
60 TRACE("Deleting PBO %u.\n", This
->pbo
);
61 GL_EXTCALL(glDeleteBuffersARB(1, &This
->pbo
));
64 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &This
->renderbuffers
, renderbuffer_entry_t
, entry
)
66 TRACE("Deleting renderbuffer %u.\n", entry
->id
);
67 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &entry
->id
);
68 HeapFree(GetProcessHeap(), 0, entry
);
73 context_release(context
);
76 if (This
->Flags
& SFLAG_DIBSECTION
)
79 SelectObject(This
->hDC
, This
->dib
.holdbitmap
);
81 /* Release the DIB section. */
82 DeleteObject(This
->dib
.DIBsection
);
83 This
->dib
.bitmap_data
= NULL
;
84 This
->resource
.allocatedMemory
= NULL
;
87 if (This
->Flags
& SFLAG_USERPTR
) IWineD3DSurface_SetMem((IWineD3DSurface
*)This
, NULL
);
88 if (This
->overlay_dest
) list_remove(&This
->overlay_entry
);
90 HeapFree(GetProcessHeap(), 0, This
->palette9
);
92 resource_cleanup((IWineD3DResource
*)This
);
95 void surface_set_container(IWineD3DSurfaceImpl
*surface
, enum wined3d_container_type type
, IWineD3DBase
*container
)
97 TRACE("surface %p, container %p.\n", surface
, container
);
99 if (!container
&& type
!= WINED3D_CONTAINER_NONE
)
100 ERR("Setting NULL container of type %#x.\n", type
);
102 if (type
== WINED3D_CONTAINER_SWAPCHAIN
)
104 surface
->get_drawable_size
= get_drawable_size_swapchain
;
108 switch (wined3d_settings
.offscreen_rendering_mode
)
111 surface
->get_drawable_size
= get_drawable_size_fbo
;
115 surface
->get_drawable_size
= get_drawable_size_backbuffer
;
119 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings
.offscreen_rendering_mode
);
124 surface
->container
.type
= type
;
125 surface
->container
.u
.base
= container
;
132 enum tex_types tex_type
;
133 GLfloat coords
[4][3];
144 static inline void cube_coords_float(const RECT
*r
, UINT w
, UINT h
, struct float_rect
*f
)
146 f
->l
= ((r
->left
* 2.0f
) / w
) - 1.0f
;
147 f
->t
= ((r
->top
* 2.0f
) / h
) - 1.0f
;
148 f
->r
= ((r
->right
* 2.0f
) / w
) - 1.0f
;
149 f
->b
= ((r
->bottom
* 2.0f
) / h
) - 1.0f
;
152 static void surface_get_blt_info(GLenum target
, const RECT
*rect_in
, GLsizei w
, GLsizei h
, struct blt_info
*info
)
154 GLfloat (*coords
)[3] = info
->coords
;
171 FIXME("Unsupported texture target %#x\n", target
);
172 /* Fall back to GL_TEXTURE_2D */
174 info
->binding
= GL_TEXTURE_BINDING_2D
;
175 info
->bind_target
= GL_TEXTURE_2D
;
176 info
->tex_type
= tex_2d
;
177 coords
[0][0] = (float)rect
.left
/ w
;
178 coords
[0][1] = (float)rect
.top
/ h
;
181 coords
[1][0] = (float)rect
.right
/ w
;
182 coords
[1][1] = (float)rect
.top
/ h
;
185 coords
[2][0] = (float)rect
.left
/ w
;
186 coords
[2][1] = (float)rect
.bottom
/ h
;
189 coords
[3][0] = (float)rect
.right
/ w
;
190 coords
[3][1] = (float)rect
.bottom
/ h
;
194 case GL_TEXTURE_RECTANGLE_ARB
:
195 info
->binding
= GL_TEXTURE_BINDING_RECTANGLE_ARB
;
196 info
->bind_target
= GL_TEXTURE_RECTANGLE_ARB
;
197 info
->tex_type
= tex_rect
;
198 coords
[0][0] = rect
.left
; coords
[0][1] = rect
.top
; coords
[0][2] = 0.0f
;
199 coords
[1][0] = rect
.right
; coords
[1][1] = rect
.top
; coords
[1][2] = 0.0f
;
200 coords
[2][0] = rect
.left
; coords
[2][1] = rect
.bottom
; coords
[2][2] = 0.0f
;
201 coords
[3][0] = rect
.right
; coords
[3][1] = rect
.bottom
; coords
[3][2] = 0.0f
;
204 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
205 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
206 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
207 info
->tex_type
= tex_cube
;
208 cube_coords_float(&rect
, w
, h
, &f
);
210 coords
[0][0] = 1.0f
; coords
[0][1] = -f
.t
; coords
[0][2] = -f
.l
;
211 coords
[1][0] = 1.0f
; coords
[1][1] = -f
.t
; coords
[1][2] = -f
.r
;
212 coords
[2][0] = 1.0f
; coords
[2][1] = -f
.b
; coords
[2][2] = -f
.l
;
213 coords
[3][0] = 1.0f
; coords
[3][1] = -f
.b
; coords
[3][2] = -f
.r
;
216 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
217 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
218 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
219 info
->tex_type
= tex_cube
;
220 cube_coords_float(&rect
, w
, h
, &f
);
222 coords
[0][0] = -1.0f
; coords
[0][1] = -f
.t
; coords
[0][2] = f
.l
;
223 coords
[1][0] = -1.0f
; coords
[1][1] = -f
.t
; coords
[1][2] = f
.r
;
224 coords
[2][0] = -1.0f
; coords
[2][1] = -f
.b
; coords
[2][2] = f
.l
;
225 coords
[3][0] = -1.0f
; coords
[3][1] = -f
.b
; coords
[3][2] = f
.r
;
228 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
229 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
230 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
231 info
->tex_type
= tex_cube
;
232 cube_coords_float(&rect
, w
, h
, &f
);
234 coords
[0][0] = f
.l
; coords
[0][1] = 1.0f
; coords
[0][2] = f
.t
;
235 coords
[1][0] = f
.r
; coords
[1][1] = 1.0f
; coords
[1][2] = f
.t
;
236 coords
[2][0] = f
.l
; coords
[2][1] = 1.0f
; coords
[2][2] = f
.b
;
237 coords
[3][0] = f
.r
; coords
[3][1] = 1.0f
; coords
[3][2] = f
.b
;
240 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
241 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
242 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
243 info
->tex_type
= tex_cube
;
244 cube_coords_float(&rect
, w
, h
, &f
);
246 coords
[0][0] = f
.l
; coords
[0][1] = -1.0f
; coords
[0][2] = -f
.t
;
247 coords
[1][0] = f
.r
; coords
[1][1] = -1.0f
; coords
[1][2] = -f
.t
;
248 coords
[2][0] = f
.l
; coords
[2][1] = -1.0f
; coords
[2][2] = -f
.b
;
249 coords
[3][0] = f
.r
; coords
[3][1] = -1.0f
; coords
[3][2] = -f
.b
;
252 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
253 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
254 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
255 info
->tex_type
= tex_cube
;
256 cube_coords_float(&rect
, w
, h
, &f
);
258 coords
[0][0] = f
.l
; coords
[0][1] = -f
.t
; coords
[0][2] = 1.0f
;
259 coords
[1][0] = f
.r
; coords
[1][1] = -f
.t
; coords
[1][2] = 1.0f
;
260 coords
[2][0] = f
.l
; coords
[2][1] = -f
.b
; coords
[2][2] = 1.0f
;
261 coords
[3][0] = f
.r
; coords
[3][1] = -f
.b
; coords
[3][2] = 1.0f
;
264 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
265 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
266 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
267 info
->tex_type
= tex_cube
;
268 cube_coords_float(&rect
, w
, h
, &f
);
270 coords
[0][0] = -f
.l
; coords
[0][1] = -f
.t
; coords
[0][2] = -1.0f
;
271 coords
[1][0] = -f
.r
; coords
[1][1] = -f
.t
; coords
[1][2] = -1.0f
;
272 coords
[2][0] = -f
.l
; coords
[2][1] = -f
.b
; coords
[2][2] = -1.0f
;
273 coords
[3][0] = -f
.r
; coords
[3][1] = -f
.b
; coords
[3][2] = -1.0f
;
278 static inline void surface_get_rect(IWineD3DSurfaceImpl
*This
, const RECT
*rect_in
, RECT
*rect_out
)
281 *rect_out
= *rect_in
;
286 rect_out
->right
= This
->currentDesc
.Width
;
287 rect_out
->bottom
= This
->currentDesc
.Height
;
291 /* GL locking and context activation is done by the caller */
292 void draw_textured_quad(IWineD3DSurfaceImpl
*src_surface
, const RECT
*src_rect
, const RECT
*dst_rect
, WINED3DTEXTUREFILTERTYPE Filter
)
294 struct blt_info info
;
296 surface_get_blt_info(src_surface
->texture_target
, src_rect
, src_surface
->pow2Width
, src_surface
->pow2Height
, &info
);
298 glEnable(info
.bind_target
);
299 checkGLcall("glEnable(bind_target)");
301 /* Bind the texture */
302 glBindTexture(info
.bind_target
, src_surface
->texture_name
);
303 checkGLcall("glBindTexture");
305 /* Filtering for StretchRect */
306 glTexParameteri(info
.bind_target
, GL_TEXTURE_MAG_FILTER
,
307 wined3d_gl_mag_filter(magLookup
, Filter
));
308 checkGLcall("glTexParameteri");
309 glTexParameteri(info
.bind_target
, GL_TEXTURE_MIN_FILTER
,
310 wined3d_gl_min_mip_filter(minMipLookup
, Filter
, WINED3DTEXF_NONE
));
311 checkGLcall("glTexParameteri");
312 glTexParameteri(info
.bind_target
, GL_TEXTURE_WRAP_S
, GL_CLAMP
);
313 glTexParameteri(info
.bind_target
, GL_TEXTURE_WRAP_T
, GL_CLAMP
);
314 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
315 checkGLcall("glTexEnvi");
318 glBegin(GL_TRIANGLE_STRIP
);
319 glTexCoord3fv(info
.coords
[0]);
320 glVertex2i(dst_rect
->left
, dst_rect
->top
);
322 glTexCoord3fv(info
.coords
[1]);
323 glVertex2i(dst_rect
->right
, dst_rect
->top
);
325 glTexCoord3fv(info
.coords
[2]);
326 glVertex2i(dst_rect
->left
, dst_rect
->bottom
);
328 glTexCoord3fv(info
.coords
[3]);
329 glVertex2i(dst_rect
->right
, dst_rect
->bottom
);
332 /* Unbind the texture */
333 glBindTexture(info
.bind_target
, 0);
334 checkGLcall("glBindTexture(info->bind_target, 0)");
336 /* We changed the filtering settings on the texture. Inform the
337 * container about this to get the filters reset properly next draw. */
338 if (src_surface
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
340 IWineD3DBaseTextureImpl
*texture
= src_surface
->container
.u
.texture
;
341 texture
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MAGFILTER
] = WINED3DTEXF_POINT
;
342 texture
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MINFILTER
] = WINED3DTEXF_POINT
;
343 texture
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MIPFILTER
] = WINED3DTEXF_NONE
;
347 HRESULT
surface_init(IWineD3DSurfaceImpl
*surface
, WINED3DSURFTYPE surface_type
, UINT alignment
,
348 UINT width
, UINT height
, UINT level
, BOOL lockable
, BOOL discard
, WINED3DMULTISAMPLE_TYPE multisample_type
,
349 UINT multisample_quality
, IWineD3DDeviceImpl
*device
, DWORD usage
, enum wined3d_format_id format_id
,
350 WINED3DPOOL pool
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
352 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
353 const struct wined3d_format
*format
= wined3d_get_format(gl_info
, format_id
);
354 void (*cleanup
)(IWineD3DSurfaceImpl
*This
);
355 unsigned int resource_size
;
358 if (multisample_quality
> 0)
360 FIXME("multisample_quality set to %u, substituting 0\n", multisample_quality
);
361 multisample_quality
= 0;
364 /* FIXME: Check that the format is supported by the device. */
366 resource_size
= wined3d_format_calculate_size(format
, alignment
, width
, height
);
368 /* Look at the implementation and set the correct Vtable. */
369 switch (surface_type
)
372 surface
->lpVtbl
= &IWineD3DSurface_Vtbl
;
373 cleanup
= surface_cleanup
;
377 surface
->lpVtbl
= &IWineGDISurface_Vtbl
;
378 cleanup
= surface_gdi_cleanup
;
382 ERR("Requested unknown surface implementation %#x.\n", surface_type
);
383 return WINED3DERR_INVALIDCALL
;
386 hr
= resource_init((IWineD3DResource
*)surface
, WINED3DRTYPE_SURFACE
,
387 device
, resource_size
, usage
, format
, pool
, parent
, parent_ops
);
390 WARN("Failed to initialize resource, returning %#x.\n", hr
);
394 /* "Standalone" surface. */
395 surface_set_container(surface
, WINED3D_CONTAINER_NONE
, NULL
);
397 surface
->currentDesc
.Width
= width
;
398 surface
->currentDesc
.Height
= height
;
399 surface
->currentDesc
.MultiSampleType
= multisample_type
;
400 surface
->currentDesc
.MultiSampleQuality
= multisample_quality
;
401 surface
->texture_level
= level
;
402 list_init(&surface
->overlays
);
405 surface
->Flags
= SFLAG_NORMCOORD
; /* Default to normalized coords. */
406 if (discard
) surface
->Flags
|= SFLAG_DISCARD
;
407 if (lockable
|| format_id
== WINED3DFMT_D16_LOCKABLE
) surface
->Flags
|= SFLAG_LOCKABLE
;
409 /* Quick lockable sanity check.
410 * TODO: remove this after surfaces, usage and lockability have been debugged properly
411 * this function is too deep to need to care about things like this.
412 * Levels need to be checked too, since they all affect what can be done. */
415 case WINED3DPOOL_SCRATCH
:
418 FIXME("Called with a pool of SCRATCH and a lockable of FALSE "
419 "which are mutually exclusive, setting lockable to TRUE.\n");
424 case WINED3DPOOL_SYSTEMMEM
:
426 FIXME("Called with a pool of SYSTEMMEM and a lockable of FALSE, this is acceptable but unexpected.\n");
429 case WINED3DPOOL_MANAGED
:
430 if (usage
& WINED3DUSAGE_DYNAMIC
)
431 FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n");
434 case WINED3DPOOL_DEFAULT
:
435 if (lockable
&& !(usage
& (WINED3DUSAGE_DYNAMIC
| WINED3DUSAGE_RENDERTARGET
| WINED3DUSAGE_DEPTHSTENCIL
)))
436 WARN("Creating a lockable surface with a POOL of DEFAULT, that doesn't specify DYNAMIC usage.\n");
440 FIXME("Unknown pool %#x.\n", pool
);
444 if (usage
& WINED3DUSAGE_RENDERTARGET
&& pool
!= WINED3DPOOL_DEFAULT
)
446 FIXME("Trying to create a render target that isn't in the default pool.\n");
449 /* Mark the texture as dirty so that it gets loaded first time around. */
450 surface_add_dirty_rect(surface
, NULL
);
451 list_init(&surface
->renderbuffers
);
453 TRACE("surface %p, memory %p, size %u\n", surface
, surface
->resource
.allocatedMemory
, surface
->resource
.size
);
455 /* Call the private setup routine */
456 hr
= IWineD3DSurface_PrivateSetup((IWineD3DSurface
*)surface
);
459 ERR("Private setup failed, returning %#x\n", hr
);
467 static void surface_force_reload(IWineD3DSurfaceImpl
*surface
)
469 surface
->Flags
&= ~(SFLAG_ALLOCATED
| SFLAG_SRGBALLOCATED
);
472 void surface_set_texture_name(IWineD3DSurfaceImpl
*surface
, GLuint new_name
, BOOL srgb
)
477 TRACE("surface %p, new_name %u, srgb %#x.\n", surface
, new_name
, srgb
);
481 name
= &surface
->texture_name_srgb
;
482 flag
= SFLAG_INSRGBTEX
;
486 name
= &surface
->texture_name
;
487 flag
= SFLAG_INTEXTURE
;
490 if (!*name
&& new_name
)
492 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
493 * surface has no texture name yet. See if we can get rid of this. */
494 if (surface
->Flags
& flag
)
495 ERR("Surface has %s set, but no texture name.\n", debug_surflocation(flag
));
496 surface_modify_location(surface
, flag
, FALSE
);
500 surface_force_reload(surface
);
503 void surface_set_texture_target(IWineD3DSurfaceImpl
*surface
, GLenum target
)
505 TRACE("surface %p, target %#x.\n", surface
, target
);
507 if (surface
->texture_target
!= target
)
509 if (target
== GL_TEXTURE_RECTANGLE_ARB
)
511 surface
->Flags
&= ~SFLAG_NORMCOORD
;
513 else if (surface
->texture_target
== GL_TEXTURE_RECTANGLE_ARB
)
515 surface
->Flags
|= SFLAG_NORMCOORD
;
518 surface
->texture_target
= target
;
519 surface_force_reload(surface
);
522 /* Context activation is done by the caller. */
523 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl
*This
, BOOL srgb
) {
524 DWORD active_sampler
;
526 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
527 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
528 * gl states. The current texture unit should always be a valid one.
530 * To be more specific, this is tricky because we can implicitly be called
531 * from sampler() in state.c. This means we can't touch anything other than
532 * whatever happens to be the currently active texture, or we would risk
533 * marking already applied sampler states dirty again.
535 * TODO: Track the current active texture per GL context instead of using glGet
537 GLint active_texture
;
539 glGetIntegerv(GL_ACTIVE_TEXTURE
, &active_texture
);
541 active_sampler
= This
->resource
.device
->rev_tex_unit_map
[active_texture
- GL_TEXTURE0_ARB
];
543 if (active_sampler
!= WINED3D_UNMAPPED_STAGE
)
545 IWineD3DDeviceImpl_MarkStateDirty(This
->resource
.device
, STATE_SAMPLER(active_sampler
));
547 IWineD3DSurface_BindTexture((IWineD3DSurface
*)This
, srgb
);
550 /* This function checks if the primary render target uses the 8bit paletted format. */
551 static BOOL
primary_render_target_is_p8(IWineD3DDeviceImpl
*device
)
553 if (device
->render_targets
&& device
->render_targets
[0])
555 IWineD3DSurfaceImpl
*render_target
= device
->render_targets
[0];
556 if ((render_target
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
)
557 && (render_target
->resource
.format
->id
== WINED3DFMT_P8_UINT
))
563 /* This call just downloads data, the caller is responsible for binding the
564 * correct texture. */
565 /* Context activation is done by the caller. */
566 static void surface_download_data(IWineD3DSurfaceImpl
*This
, const struct wined3d_gl_info
*gl_info
)
568 const struct wined3d_format
*format
= This
->resource
.format
;
570 /* Only support read back of converted P8 surfaces */
571 if (This
->Flags
& SFLAG_CONVERTED
&& format
->id
!= WINED3DFMT_P8_UINT
)
573 FIXME("Readback conversion not supported for format %s.\n", debug_d3dformat(format
->id
));
579 if (format
->Flags
& WINED3DFMT_FLAG_COMPRESSED
)
581 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p.\n",
582 This
, This
->texture_level
, format
->glFormat
, format
->glType
,
583 This
->resource
.allocatedMemory
);
585 if (This
->Flags
& SFLAG_PBO
)
587 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, This
->pbo
));
588 checkGLcall("glBindBufferARB");
589 GL_EXTCALL(glGetCompressedTexImageARB(This
->texture_target
, This
->texture_level
, NULL
));
590 checkGLcall("glGetCompressedTexImageARB");
591 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, 0));
592 checkGLcall("glBindBufferARB");
596 GL_EXTCALL(glGetCompressedTexImageARB(This
->texture_target
,
597 This
->texture_level
, This
->resource
.allocatedMemory
));
598 checkGLcall("glGetCompressedTexImageARB");
604 GLenum gl_format
= format
->glFormat
;
605 GLenum gl_type
= format
->glType
;
609 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
610 if (format
->id
== WINED3DFMT_P8_UINT
&& primary_render_target_is_p8(This
->resource
.device
))
612 gl_format
= GL_ALPHA
;
613 gl_type
= GL_UNSIGNED_BYTE
;
616 if (This
->Flags
& SFLAG_NONPOW2
) {
617 unsigned char alignment
= This
->resource
.device
->surface_alignment
;
618 src_pitch
= format
->byte_count
* This
->pow2Width
;
619 dst_pitch
= IWineD3DSurface_GetPitch((IWineD3DSurface
*) This
);
620 src_pitch
= (src_pitch
+ alignment
- 1) & ~(alignment
- 1);
621 mem
= HeapAlloc(GetProcessHeap(), 0, src_pitch
* This
->pow2Height
);
623 mem
= This
->resource
.allocatedMemory
;
626 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
627 This
, This
->texture_level
, gl_format
, gl_type
, mem
);
629 if(This
->Flags
& SFLAG_PBO
) {
630 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, This
->pbo
));
631 checkGLcall("glBindBufferARB");
633 glGetTexImage(This
->texture_target
, This
->texture_level
, gl_format
, gl_type
, NULL
);
634 checkGLcall("glGetTexImage");
636 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, 0));
637 checkGLcall("glBindBufferARB");
639 glGetTexImage(This
->texture_target
, This
->texture_level
, gl_format
, gl_type
, mem
);
640 checkGLcall("glGetTexImage");
644 if (This
->Flags
& SFLAG_NONPOW2
) {
645 const BYTE
*src_data
;
649 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
650 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
651 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
653 * We're doing this...
655 * instead of boxing the texture :
656 * |<-texture width ->| -->pow2width| /\
657 * |111111111111111111| | |
658 * |222 Texture 222222| boxed empty | texture height
659 * |3333 Data 33333333| | |
660 * |444444444444444444| | \/
661 * ----------------------------------- |
662 * | boxed empty | boxed empty | pow2height
664 * -----------------------------------
667 * we're repacking the data to the expected texture width
669 * |<-texture width ->| -->pow2width| /\
670 * |111111111111111111222222222222222| |
671 * |222333333333333333333444444444444| texture height
675 * | empty | pow2height
677 * -----------------------------------
681 * |<-texture width ->| /\
682 * |111111111111111111|
683 * |222222222222222222|texture height
684 * |333333333333333333|
685 * |444444444444444444| \/
686 * --------------------
688 * this also means that any references to allocatedMemory should work with the data as if were a
689 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
691 * internally the texture is still stored in a boxed format so any references to textureName will
692 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
694 * Performance should not be an issue, because applications normally do not lock the surfaces when
695 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
696 * and doesn't have to be re-read.
699 dst_data
= This
->resource
.allocatedMemory
;
700 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This
, src_pitch
, dst_pitch
);
701 for (y
= 1 ; y
< This
->currentDesc
.Height
; y
++) {
702 /* skip the first row */
703 src_data
+= src_pitch
;
704 dst_data
+= dst_pitch
;
705 memcpy(dst_data
, src_data
, dst_pitch
);
708 HeapFree(GetProcessHeap(), 0, mem
);
712 /* Surface has now been downloaded */
713 This
->Flags
|= SFLAG_INSYSMEM
;
716 /* This call just uploads data, the caller is responsible for binding the
717 * correct texture. */
718 /* Context activation is done by the caller. */
719 static void surface_upload_data(IWineD3DSurfaceImpl
*This
, const struct wined3d_gl_info
*gl_info
,
720 const struct wined3d_format
*format
, BOOL srgb
, const GLvoid
*data
)
722 GLsizei width
= This
->currentDesc
.Width
;
723 GLsizei height
= This
->currentDesc
.Height
;
728 internal
= format
->glGammaInternal
;
730 else if (This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
&& surface_is_offscreen(This
))
732 internal
= format
->rtInternal
;
736 internal
= format
->glInternal
;
739 TRACE("This %p, internal %#x, width %d, height %d, format %#x, type %#x, data %p.\n",
740 This
, internal
, width
, height
, format
->glFormat
, format
->glType
, data
);
741 TRACE("target %#x, level %u, resource size %u.\n",
742 This
->texture_target
, This
->texture_level
, This
->resource
.size
);
744 if (format
->heightscale
!= 1.0f
&& format
->heightscale
!= 0.0f
) height
*= format
->heightscale
;
748 if (This
->Flags
& SFLAG_PBO
)
750 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
751 checkGLcall("glBindBufferARB");
753 TRACE("(%p) pbo: %#x, data: %p.\n", This
, This
->pbo
, data
);
757 if (format
->Flags
& WINED3DFMT_FLAG_COMPRESSED
)
759 TRACE("Calling glCompressedTexSubImage2DARB.\n");
761 GL_EXTCALL(glCompressedTexSubImage2DARB(This
->texture_target
, This
->texture_level
,
762 0, 0, width
, height
, internal
, This
->resource
.size
, data
));
763 checkGLcall("glCompressedTexSubImage2DARB");
767 TRACE("Calling glTexSubImage2D.\n");
769 glTexSubImage2D(This
->texture_target
, This
->texture_level
,
770 0, 0, width
, height
, format
->glFormat
, format
->glType
, data
);
771 checkGLcall("glTexSubImage2D");
774 if (This
->Flags
& SFLAG_PBO
)
776 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
777 checkGLcall("glBindBufferARB");
782 if (gl_info
->quirks
& WINED3D_QUIRK_FBO_TEX_UPDATE
)
784 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
787 for (i
= 0; i
< device
->numContexts
; ++i
)
789 context_surface_update(device
->contexts
[i
], This
);
794 /* This call just allocates the texture, the caller is responsible for binding
795 * the correct texture. */
796 /* Context activation is done by the caller. */
797 static void surface_allocate_surface(IWineD3DSurfaceImpl
*This
, const struct wined3d_gl_info
*gl_info
,
798 const struct wined3d_format
*format
, BOOL srgb
)
800 BOOL enable_client_storage
= FALSE
;
801 GLsizei width
= This
->pow2Width
;
802 GLsizei height
= This
->pow2Height
;
803 const BYTE
*mem
= NULL
;
808 internal
= format
->glGammaInternal
;
810 else if (This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
&& surface_is_offscreen(This
))
812 internal
= format
->rtInternal
;
816 internal
= format
->glInternal
;
819 if (format
->heightscale
!= 1.0f
&& format
->heightscale
!= 0.0f
) height
*= format
->heightscale
;
821 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",
822 This
, This
->texture_target
, This
->texture_level
, debug_d3dformat(format
->id
),
823 internal
, width
, height
, format
->glFormat
, format
->glType
);
827 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
829 if (This
->Flags
& (SFLAG_NONPOW2
| SFLAG_DIBSECTION
| SFLAG_CONVERTED
)
830 || !This
->resource
.allocatedMemory
)
832 /* In some cases we want to disable client storage.
833 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
834 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
835 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
836 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
838 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
839 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
840 This
->Flags
&= ~SFLAG_CLIENT
;
841 enable_client_storage
= TRUE
;
843 This
->Flags
|= SFLAG_CLIENT
;
845 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
846 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
848 mem
= (BYTE
*)(((ULONG_PTR
) This
->resource
.heapMemory
+ (RESOURCE_ALIGNMENT
- 1)) & ~(RESOURCE_ALIGNMENT
- 1));
852 if (format
->Flags
& WINED3DFMT_FLAG_COMPRESSED
&& mem
)
854 GL_EXTCALL(glCompressedTexImage2DARB(This
->texture_target
, This
->texture_level
,
855 internal
, width
, height
, 0, This
->resource
.size
, mem
));
856 checkGLcall("glCompressedTexImage2DARB");
860 glTexImage2D(This
->texture_target
, This
->texture_level
,
861 internal
, width
, height
, 0, format
->glFormat
, format
->glType
, mem
);
862 checkGLcall("glTexImage2D");
865 if(enable_client_storage
) {
866 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
867 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
872 /* In D3D the depth stencil dimensions have to be greater than or equal to the
873 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
874 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
875 /* GL locking is done by the caller */
876 void surface_set_compatible_renderbuffer(IWineD3DSurfaceImpl
*surface
, unsigned int width
, unsigned int height
)
878 const struct wined3d_gl_info
*gl_info
= &surface
->resource
.device
->adapter
->gl_info
;
879 renderbuffer_entry_t
*entry
;
880 GLuint renderbuffer
= 0;
881 unsigned int src_width
, src_height
;
883 src_width
= surface
->pow2Width
;
884 src_height
= surface
->pow2Height
;
886 /* A depth stencil smaller than the render target is not valid */
887 if (width
> src_width
|| height
> src_height
) return;
889 /* Remove any renderbuffer set if the sizes match */
890 if (gl_info
->supported
[ARB_FRAMEBUFFER_OBJECT
]
891 || (width
== src_width
&& height
== src_height
))
893 surface
->current_renderbuffer
= NULL
;
897 /* Look if we've already got a renderbuffer of the correct dimensions */
898 LIST_FOR_EACH_ENTRY(entry
, &surface
->renderbuffers
, renderbuffer_entry_t
, entry
)
900 if (entry
->width
== width
&& entry
->height
== height
)
902 renderbuffer
= entry
->id
;
903 surface
->current_renderbuffer
= entry
;
910 gl_info
->fbo_ops
.glGenRenderbuffers(1, &renderbuffer
);
911 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, renderbuffer
);
912 gl_info
->fbo_ops
.glRenderbufferStorage(GL_RENDERBUFFER
,
913 surface
->resource
.format
->glInternal
, width
, height
);
915 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t
));
916 entry
->width
= width
;
917 entry
->height
= height
;
918 entry
->id
= renderbuffer
;
919 list_add_head(&surface
->renderbuffers
, &entry
->entry
);
921 surface
->current_renderbuffer
= entry
;
924 checkGLcall("set_compatible_renderbuffer");
927 GLenum
surface_get_gl_buffer(IWineD3DSurfaceImpl
*surface
)
929 IWineD3DSwapChainImpl
*swapchain
= surface
->container
.u
.swapchain
;
931 TRACE("surface %p.\n", surface
);
933 if (surface
->container
.type
!= WINED3D_CONTAINER_SWAPCHAIN
)
935 ERR("Surface %p is not on a swapchain.\n", surface
);
939 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0] == surface
)
941 if (swapchain
->render_to_fbo
)
943 TRACE("Returning GL_COLOR_ATTACHMENT0\n");
944 return GL_COLOR_ATTACHMENT0
;
946 TRACE("Returning GL_BACK\n");
949 else if (surface
== swapchain
->front_buffer
)
951 TRACE("Returning GL_FRONT\n");
955 FIXME("Higher back buffer, returning GL_BACK\n");
959 /* Slightly inefficient way to handle multiple dirty rects but it works :) */
960 void surface_add_dirty_rect(IWineD3DSurfaceImpl
*surface
, const RECT
*dirty_rect
)
962 TRACE("surface %p, dirty_rect %s.\n", surface
, wine_dbgstr_rect(dirty_rect
));
964 if (!(surface
->Flags
& SFLAG_INSYSMEM
) && (surface
->Flags
& SFLAG_INTEXTURE
))
965 /* No partial locking for textures yet. */
966 surface_load_location(surface
, SFLAG_INSYSMEM
, NULL
);
968 surface_modify_location(surface
, SFLAG_INSYSMEM
, TRUE
);
971 surface
->dirtyRect
.left
= min(surface
->dirtyRect
.left
, dirty_rect
->left
);
972 surface
->dirtyRect
.top
= min(surface
->dirtyRect
.top
, dirty_rect
->top
);
973 surface
->dirtyRect
.right
= max(surface
->dirtyRect
.right
, dirty_rect
->right
);
974 surface
->dirtyRect
.bottom
= max(surface
->dirtyRect
.bottom
, dirty_rect
->bottom
);
978 surface
->dirtyRect
.left
= 0;
979 surface
->dirtyRect
.top
= 0;
980 surface
->dirtyRect
.right
= surface
->currentDesc
.Width
;
981 surface
->dirtyRect
.bottom
= surface
->currentDesc
.Height
;
984 /* if the container is a basetexture then mark it dirty. */
985 if (surface
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
987 TRACE("Passing to container.\n");
988 IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture
*)surface
->container
.u
.texture
, TRUE
);
992 static BOOL
surface_convert_color_to_float(IWineD3DSurfaceImpl
*surface
, DWORD color
, WINED3DCOLORVALUE
*float_color
)
994 const struct wined3d_format
*format
= surface
->resource
.format
;
995 IWineD3DDeviceImpl
*device
= surface
->resource
.device
;
999 case WINED3DFMT_P8_UINT
:
1000 if (surface
->palette
)
1002 float_color
->r
= surface
->palette
->palents
[color
].peRed
/ 255.0f
;
1003 float_color
->g
= surface
->palette
->palents
[color
].peGreen
/ 255.0f
;
1004 float_color
->b
= surface
->palette
->palents
[color
].peBlue
/ 255.0f
;
1008 float_color
->r
= 0.0f
;
1009 float_color
->g
= 0.0f
;
1010 float_color
->b
= 0.0f
;
1012 float_color
->a
= primary_render_target_is_p8(device
) ? color
/ 255.0f
: 1.0f
;
1015 case WINED3DFMT_B5G6R5_UNORM
:
1016 float_color
->r
= ((color
>> 11) & 0x1f) / 31.0f
;
1017 float_color
->g
= ((color
>> 5) & 0x3f) / 63.0f
;
1018 float_color
->b
= (color
& 0x1f) / 31.0f
;
1019 float_color
->a
= 1.0f
;
1022 case WINED3DFMT_B8G8R8_UNORM
:
1023 case WINED3DFMT_B8G8R8X8_UNORM
:
1024 float_color
->r
= D3DCOLOR_R(color
);
1025 float_color
->g
= D3DCOLOR_G(color
);
1026 float_color
->b
= D3DCOLOR_B(color
);
1027 float_color
->a
= 1.0f
;
1030 case WINED3DFMT_B8G8R8A8_UNORM
:
1031 float_color
->r
= D3DCOLOR_R(color
);
1032 float_color
->g
= D3DCOLOR_G(color
);
1033 float_color
->b
= D3DCOLOR_B(color
);
1034 float_color
->a
= D3DCOLOR_A(color
);
1038 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format
->id
));
1045 /* Do not call while under the GL lock. */
1046 static ULONG WINAPI
IWineD3DSurfaceImpl_Release(IWineD3DSurface
*iface
)
1048 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
1049 ULONG ref
= InterlockedDecrement(&This
->resource
.ref
);
1050 TRACE("(%p) : Releasing from %d\n", This
, ref
+ 1);
1054 surface_cleanup(This
);
1055 This
->resource
.parent_ops
->wined3d_object_destroyed(This
->resource
.parent
);
1057 TRACE("(%p) Released.\n", This
);
1058 HeapFree(GetProcessHeap(), 0, This
);
1064 /* ****************************************************
1065 IWineD3DSurface IWineD3DResource parts follow
1066 **************************************************** */
1068 /* Do not call while under the GL lock. */
1069 void surface_internal_preload(IWineD3DSurfaceImpl
*surface
, enum WINED3DSRGB srgb
)
1071 IWineD3DDeviceImpl
*device
= surface
->resource
.device
;
1073 TRACE("iface %p, srgb %#x.\n", surface
, srgb
);
1075 if (surface
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
1077 IWineD3DBaseTextureImpl
*texture
= surface
->container
.u
.texture
;
1079 TRACE("Passing to container.\n");
1080 texture
->baseTexture
.internal_preload((IWineD3DBaseTexture
*)texture
, srgb
);
1084 struct wined3d_context
*context
= NULL
;
1086 TRACE("(%p) : About to load surface\n", surface
);
1088 if (!device
->isInDraw
) context
= context_acquire(device
, NULL
);
1090 if (surface
->resource
.format
->id
== WINED3DFMT_P8_UINT
1091 || surface
->resource
.format
->id
== WINED3DFMT_P8_UINT_A8_UNORM
)
1093 if (palette9_changed(surface
))
1095 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
1096 /* TODO: This is not necessarily needed with hw palettized texture support */
1097 surface_load_location(surface
, SFLAG_INSYSMEM
, NULL
);
1098 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
1099 surface_modify_location(surface
, SFLAG_INTEXTURE
, FALSE
);
1103 IWineD3DSurface_LoadTexture((IWineD3DSurface
*)surface
, srgb
== SRGB_SRGB
? TRUE
: FALSE
);
1105 if (surface
->resource
.pool
== WINED3DPOOL_DEFAULT
)
1107 /* Tell opengl to try and keep this texture in video ram (well mostly) */
1111 glPrioritizeTextures(1, &surface
->texture_name
, &tmp
);
1115 if (context
) context_release(context
);
1119 static void WINAPI
IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface
*iface
)
1121 surface_internal_preload((IWineD3DSurfaceImpl
*)iface
, SRGB_ANY
);
1124 /* Context activation is done by the caller. */
1125 static void surface_remove_pbo(IWineD3DSurfaceImpl
*This
, const struct wined3d_gl_info
*gl_info
)
1127 This
->resource
.heapMemory
= HeapAlloc(GetProcessHeap() ,0 , This
->resource
.size
+ RESOURCE_ALIGNMENT
);
1128 This
->resource
.allocatedMemory
=
1129 (BYTE
*)(((ULONG_PTR
) This
->resource
.heapMemory
+ (RESOURCE_ALIGNMENT
- 1)) & ~(RESOURCE_ALIGNMENT
- 1));
1132 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
1133 checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
1134 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0, This
->resource
.size
, This
->resource
.allocatedMemory
));
1135 checkGLcall("glGetBufferSubDataARB");
1136 GL_EXTCALL(glDeleteBuffersARB(1, &This
->pbo
));
1137 checkGLcall("glDeleteBuffersARB");
1141 This
->Flags
&= ~SFLAG_PBO
;
1144 BOOL
surface_init_sysmem(IWineD3DSurfaceImpl
*surface
)
1146 if (!surface
->resource
.allocatedMemory
)
1148 surface
->resource
.heapMemory
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1149 surface
->resource
.size
+ RESOURCE_ALIGNMENT
);
1150 if (!surface
->resource
.heapMemory
)
1152 ERR("Out of memory\n");
1155 surface
->resource
.allocatedMemory
=
1156 (BYTE
*)(((ULONG_PTR
)surface
->resource
.heapMemory
+ (RESOURCE_ALIGNMENT
- 1)) & ~(RESOURCE_ALIGNMENT
- 1));
1160 memset(surface
->resource
.allocatedMemory
, 0, surface
->resource
.size
);
1163 surface_modify_location(surface
, SFLAG_INSYSMEM
, TRUE
);
1168 /* Do not call while under the GL lock. */
1169 static void WINAPI
IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface
*iface
)
1171 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
1172 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1173 const struct wined3d_gl_info
*gl_info
;
1174 renderbuffer_entry_t
*entry
, *entry2
;
1175 struct wined3d_context
*context
;
1177 TRACE("(%p)\n", iface
);
1179 if(This
->resource
.pool
== WINED3DPOOL_DEFAULT
) {
1180 /* Default pool resources are supposed to be destroyed before Reset is called.
1181 * Implicit resources stay however. So this means we have an implicit render target
1182 * or depth stencil. The content may be destroyed, but we still have to tear down
1183 * opengl resources, so we cannot leave early.
1185 * Put the surfaces into sysmem, and reset the content. The D3D content is undefined,
1186 * but we can't set the sysmem INDRAWABLE because when we're rendering the swapchain
1187 * or the depth stencil into an FBO the texture or render buffer will be removed
1188 * and all flags get lost
1190 surface_init_sysmem(This
);
1194 /* Load the surface into system memory */
1195 surface_load_location(This
, SFLAG_INSYSMEM
, NULL
);
1196 surface_modify_location(This
, SFLAG_INDRAWABLE
, FALSE
);
1198 surface_modify_location(This
, SFLAG_INTEXTURE
, FALSE
);
1199 surface_modify_location(This
, SFLAG_INSRGBTEX
, FALSE
);
1200 This
->Flags
&= ~(SFLAG_ALLOCATED
| SFLAG_SRGBALLOCATED
);
1202 context
= context_acquire(device
, NULL
);
1203 gl_info
= context
->gl_info
;
1205 /* Destroy PBOs, but load them into real sysmem before */
1206 if (This
->Flags
& SFLAG_PBO
)
1207 surface_remove_pbo(This
, gl_info
);
1209 /* Destroy fbo render buffers. This is needed for implicit render targets, for
1210 * all application-created targets the application has to release the surface
1211 * before calling _Reset
1213 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &This
->renderbuffers
, renderbuffer_entry_t
, entry
) {
1215 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &entry
->id
);
1217 list_remove(&entry
->entry
);
1218 HeapFree(GetProcessHeap(), 0, entry
);
1220 list_init(&This
->renderbuffers
);
1221 This
->current_renderbuffer
= NULL
;
1223 /* If we're in a texture, the texture name belongs to the texture.
1224 * Otherwise, destroy it. */
1225 if (This
->container
.type
!= WINED3D_CONTAINER_TEXTURE
)
1228 glDeleteTextures(1, &This
->texture_name
);
1229 This
->texture_name
= 0;
1230 glDeleteTextures(1, &This
->texture_name_srgb
);
1231 This
->texture_name_srgb
= 0;
1235 context_release(context
);
1237 resource_unload((IWineD3DResourceImpl
*)This
);
1240 /* ******************************************************
1241 IWineD3DSurface IWineD3DSurface parts follow
1242 ****************************************************** */
1244 /* Read the framebuffer back into the surface */
1245 static void read_from_framebuffer(IWineD3DSurfaceImpl
*This
, const RECT
*rect
, void *dest
, UINT pitch
)
1247 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1248 const struct wined3d_gl_info
*gl_info
;
1249 struct wined3d_context
*context
;
1253 BYTE
*row
, *top
, *bottom
;
1257 BOOL srcIsUpsideDown
;
1262 if(wined3d_settings
.rendertargetlock_mode
== RTL_DISABLE
) {
1263 static BOOL warned
= FALSE
;
1265 ERR("The application tries to lock the render target, but render target locking is disabled\n");
1271 /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
1272 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
1273 * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
1274 * context->last_was_blit set on the unlock.
1276 context
= context_acquire(device
, This
);
1277 context_apply_blit_state(context
, device
);
1278 gl_info
= context
->gl_info
;
1282 /* Select the correct read buffer, and give some debug output.
1283 * There is no need to keep track of the current read buffer or reset it, every part of the code
1284 * that reads sets the read buffer as desired.
1286 if (surface_is_offscreen(This
))
1288 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
1289 * Read from the back buffer
1291 TRACE("Locking offscreen render target\n");
1292 glReadBuffer(device
->offscreenBuffer
);
1293 srcIsUpsideDown
= TRUE
;
1297 /* Onscreen surfaces are always part of a swapchain */
1298 GLenum buffer
= surface_get_gl_buffer(This
);
1299 TRACE("Locking %#x buffer\n", buffer
);
1300 glReadBuffer(buffer
);
1301 checkGLcall("glReadBuffer");
1302 srcIsUpsideDown
= FALSE
;
1305 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
1307 local_rect
.left
= 0;
1309 local_rect
.right
= This
->currentDesc
.Width
;
1310 local_rect
.bottom
= This
->currentDesc
.Height
;
1314 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
1316 switch (This
->resource
.format
->id
)
1318 case WINED3DFMT_P8_UINT
:
1320 if (primary_render_target_is_p8(device
))
1322 /* In case of P8 render targets the index is stored in the alpha component */
1324 type
= GL_UNSIGNED_BYTE
;
1326 bpp
= This
->resource
.format
->byte_count
;
1328 /* GL can't return palettized data, so read ARGB pixels into a
1329 * separate block of memory and convert them into palettized format
1330 * in software. Slow, but if the app means to use palettized render
1331 * targets and locks it...
1333 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
1334 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
1335 * for the color channels when palettizing the colors.
1338 type
= GL_UNSIGNED_BYTE
;
1340 mem
= HeapAlloc(GetProcessHeap(), 0, This
->resource
.size
* 3);
1342 ERR("Out of memory\n");
1346 bpp
= This
->resource
.format
->byte_count
* 3;
1353 fmt
= This
->resource
.format
->glFormat
;
1354 type
= This
->resource
.format
->glType
;
1355 bpp
= This
->resource
.format
->byte_count
;
1358 if(This
->Flags
& SFLAG_PBO
) {
1359 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, This
->pbo
));
1360 checkGLcall("glBindBufferARB");
1363 ERR("mem not null for pbo -- unexpected\n");
1368 /* Save old pixel store pack state */
1369 glGetIntegerv(GL_PACK_ROW_LENGTH
, &rowLen
);
1370 checkGLcall("glGetIntegerv");
1371 glGetIntegerv(GL_PACK_SKIP_PIXELS
, &skipPix
);
1372 checkGLcall("glGetIntegerv");
1373 glGetIntegerv(GL_PACK_SKIP_ROWS
, &skipRow
);
1374 checkGLcall("glGetIntegerv");
1376 /* Setup pixel store pack state -- to glReadPixels into the correct place */
1377 glPixelStorei(GL_PACK_ROW_LENGTH
, This
->currentDesc
.Width
);
1378 checkGLcall("glPixelStorei");
1379 glPixelStorei(GL_PACK_SKIP_PIXELS
, local_rect
.left
);
1380 checkGLcall("glPixelStorei");
1381 glPixelStorei(GL_PACK_SKIP_ROWS
, local_rect
.top
);
1382 checkGLcall("glPixelStorei");
1384 glReadPixels(local_rect
.left
, (!srcIsUpsideDown
) ? (This
->currentDesc
.Height
- local_rect
.bottom
) : local_rect
.top
,
1385 local_rect
.right
- local_rect
.left
,
1386 local_rect
.bottom
- local_rect
.top
,
1388 checkGLcall("glReadPixels");
1390 /* Reset previous pixel store pack state */
1391 glPixelStorei(GL_PACK_ROW_LENGTH
, rowLen
);
1392 checkGLcall("glPixelStorei");
1393 glPixelStorei(GL_PACK_SKIP_PIXELS
, skipPix
);
1394 checkGLcall("glPixelStorei");
1395 glPixelStorei(GL_PACK_SKIP_ROWS
, skipRow
);
1396 checkGLcall("glPixelStorei");
1398 if(This
->Flags
& SFLAG_PBO
) {
1399 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, 0));
1400 checkGLcall("glBindBufferARB");
1402 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
1403 * to get a pointer to it and perform the flipping in software. This is a lot
1404 * faster than calling glReadPixels for each line. In case we want more speed
1405 * we should rerender it flipped in a FBO and read the data back from the FBO. */
1406 if(!srcIsUpsideDown
) {
1407 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
1408 checkGLcall("glBindBufferARB");
1410 mem
= GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, GL_READ_WRITE_ARB
));
1411 checkGLcall("glMapBufferARB");
1415 /* TODO: Merge this with the palettization loop below for P8 targets */
1416 if(!srcIsUpsideDown
) {
1418 /* glReadPixels returns the image upside down, and there is no way to prevent this.
1419 Flip the lines in software */
1420 len
= (local_rect
.right
- local_rect
.left
) * bpp
;
1421 off
= local_rect
.left
* bpp
;
1423 row
= HeapAlloc(GetProcessHeap(), 0, len
);
1425 ERR("Out of memory\n");
1426 if (This
->resource
.format
->id
== WINED3DFMT_P8_UINT
) HeapFree(GetProcessHeap(), 0, mem
);
1431 top
= mem
+ pitch
* local_rect
.top
;
1432 bottom
= mem
+ pitch
* (local_rect
.bottom
- 1);
1433 for(i
= 0; i
< (local_rect
.bottom
- local_rect
.top
) / 2; i
++) {
1434 memcpy(row
, top
+ off
, len
);
1435 memcpy(top
+ off
, bottom
+ off
, len
);
1436 memcpy(bottom
+ off
, row
, len
);
1440 HeapFree(GetProcessHeap(), 0, row
);
1442 /* Unmap the temp PBO buffer */
1443 if(This
->Flags
& SFLAG_PBO
) {
1444 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
));
1445 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
1450 context_release(context
);
1452 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
1453 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
1454 * the same color but we have no choice.
1455 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
1457 if (This
->resource
.format
->id
== WINED3DFMT_P8_UINT
&& !primary_render_target_is_p8(device
))
1459 const PALETTEENTRY
*pal
= NULL
;
1460 DWORD width
= pitch
/ 3;
1464 pal
= This
->palette
->palents
;
1466 ERR("Palette is missing, cannot perform inverse palette lookup\n");
1467 HeapFree(GetProcessHeap(), 0, mem
);
1471 for(y
= local_rect
.top
; y
< local_rect
.bottom
; y
++) {
1472 for(x
= local_rect
.left
; x
< local_rect
.right
; x
++) {
1473 /* start lines pixels */
1474 const BYTE
*blue
= mem
+ y
* pitch
+ x
* (sizeof(BYTE
) * 3);
1475 const BYTE
*green
= blue
+ 1;
1476 const BYTE
*red
= green
+ 1;
1478 for(c
= 0; c
< 256; c
++) {
1479 if(*red
== pal
[c
].peRed
&&
1480 *green
== pal
[c
].peGreen
&&
1481 *blue
== pal
[c
].peBlue
)
1483 *((BYTE
*) dest
+ y
* width
+ x
) = c
;
1489 HeapFree(GetProcessHeap(), 0, mem
);
1493 /* Read the framebuffer contents into a texture */
1494 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl
*This
, BOOL srgb
)
1496 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1497 const struct wined3d_gl_info
*gl_info
;
1498 struct wined3d_context
*context
;
1500 if (!surface_is_offscreen(This
))
1502 /* We would need to flip onscreen surfaces, but there's no efficient
1503 * way to do that here. It makes more sense for the caller to
1504 * explicitly go through sysmem. */
1505 ERR("Not supported for onscreen targets.\n");
1509 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
1510 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
1511 * states in the stateblock, and no driver was found yet that had bugs in that regard.
1513 context
= context_acquire(device
, This
);
1514 gl_info
= context
->gl_info
;
1516 surface_prepare_texture(This
, gl_info
, srgb
);
1517 surface_bind_and_dirtify(This
, srgb
);
1519 TRACE("Reading back offscreen render target %p.\n", This
);
1523 glReadBuffer(device
->offscreenBuffer
);
1524 checkGLcall("glReadBuffer");
1526 glCopyTexSubImage2D(This
->texture_target
, This
->texture_level
,
1527 0, 0, 0, 0, This
->currentDesc
.Width
, This
->currentDesc
.Height
);
1528 checkGLcall("glCopyTexSubImage2D");
1532 context_release(context
);
1535 /* Context activation is done by the caller. */
1536 static void surface_prepare_texture_internal(IWineD3DSurfaceImpl
*surface
,
1537 const struct wined3d_gl_info
*gl_info
, BOOL srgb
)
1539 DWORD alloc_flag
= srgb
? SFLAG_SRGBALLOCATED
: SFLAG_ALLOCATED
;
1540 CONVERT_TYPES convert
;
1541 struct wined3d_format format
;
1543 if (surface
->Flags
& alloc_flag
) return;
1545 d3dfmt_get_conv(surface
, TRUE
, TRUE
, &format
, &convert
);
1546 if (convert
!= NO_CONVERSION
|| format
.convert
) surface
->Flags
|= SFLAG_CONVERTED
;
1547 else surface
->Flags
&= ~SFLAG_CONVERTED
;
1549 surface_bind_and_dirtify(surface
, srgb
);
1550 surface_allocate_surface(surface
, gl_info
, &format
, srgb
);
1551 surface
->Flags
|= alloc_flag
;
1554 /* Context activation is done by the caller. */
1555 void surface_prepare_texture(IWineD3DSurfaceImpl
*surface
, const struct wined3d_gl_info
*gl_info
, BOOL srgb
)
1557 if (surface
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
1559 IWineD3DBaseTextureImpl
*texture
= surface
->container
.u
.texture
;
1560 UINT sub_count
= texture
->baseTexture
.level_count
* texture
->baseTexture
.layer_count
;
1563 TRACE("surface %p is a subresource of texture %p.\n", surface
, texture
);
1565 for (i
= 0; i
< sub_count
; ++i
)
1567 IWineD3DSurfaceImpl
*s
= (IWineD3DSurfaceImpl
*)texture
->baseTexture
.sub_resources
[i
];
1568 surface_prepare_texture_internal(s
, gl_info
, srgb
);
1574 surface_prepare_texture_internal(surface
, gl_info
, srgb
);
1577 static void surface_prepare_system_memory(IWineD3DSurfaceImpl
*This
)
1579 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1580 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1582 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
1583 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
1586 if(!(This
->Flags
& SFLAG_DYNLOCK
)) {
1588 /* MAXLOCKCOUNT is defined in wined3d_private.h */
1589 if(This
->lockCount
> MAXLOCKCOUNT
) {
1590 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
1591 This
->Flags
|= SFLAG_DYNLOCK
;
1595 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
1596 * Also don't create a PBO for systemmem surfaces.
1598 if (gl_info
->supported
[ARB_PIXEL_BUFFER_OBJECT
] && (This
->Flags
& SFLAG_DYNLOCK
)
1599 && !(This
->Flags
& (SFLAG_PBO
| SFLAG_CONVERTED
| SFLAG_NONPOW2
))
1600 && (This
->resource
.pool
!= WINED3DPOOL_SYSTEMMEM
))
1603 struct wined3d_context
*context
;
1605 context
= context_acquire(device
, NULL
);
1608 GL_EXTCALL(glGenBuffersARB(1, &This
->pbo
));
1609 error
= glGetError();
1610 if (!This
->pbo
|| error
!= GL_NO_ERROR
)
1611 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error
), error
);
1613 TRACE("Attaching pbo=%#x to (%p)\n", This
->pbo
, This
);
1615 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
1616 checkGLcall("glBindBufferARB");
1618 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->resource
.size
+ 4, This
->resource
.allocatedMemory
, GL_STREAM_DRAW_ARB
));
1619 checkGLcall("glBufferDataARB");
1621 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
1622 checkGLcall("glBindBufferARB");
1624 /* We don't need the system memory anymore and we can't even use it for PBOs */
1625 if(!(This
->Flags
& SFLAG_CLIENT
)) {
1626 HeapFree(GetProcessHeap(), 0, This
->resource
.heapMemory
);
1627 This
->resource
.heapMemory
= NULL
;
1629 This
->resource
.allocatedMemory
= NULL
;
1630 This
->Flags
|= SFLAG_PBO
;
1632 context_release(context
);
1634 else if (!(This
->resource
.allocatedMemory
|| This
->Flags
& SFLAG_PBO
))
1636 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1639 if(!This
->resource
.heapMemory
) {
1640 This
->resource
.heapMemory
= HeapAlloc(GetProcessHeap() ,0 , This
->resource
.size
+ RESOURCE_ALIGNMENT
);
1642 This
->resource
.allocatedMemory
=
1643 (BYTE
*)(((ULONG_PTR
) This
->resource
.heapMemory
+ (RESOURCE_ALIGNMENT
- 1)) & ~(RESOURCE_ALIGNMENT
- 1));
1644 if(This
->Flags
& SFLAG_INSYSMEM
) {
1645 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1650 static HRESULT WINAPI
IWineD3DSurfaceImpl_LockRect(IWineD3DSurface
*iface
, WINED3DLOCKED_RECT
* pLockedRect
, CONST RECT
* pRect
, DWORD Flags
) {
1651 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
1652 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1653 const RECT
*pass_rect
= pRect
;
1655 TRACE("iface %p, locked_rect %p, rect %s, flags %#x.\n",
1656 iface
, pLockedRect
, wine_dbgstr_rect(pRect
), Flags
);
1658 /* This is also done in the base class, but we have to verify this before loading any data from
1659 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1660 * may interfere, and all other bad things may happen
1662 if (This
->Flags
& SFLAG_LOCKED
) {
1663 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1664 return WINED3DERR_INVALIDCALL
;
1666 This
->Flags
|= SFLAG_LOCKED
;
1668 if (!(This
->Flags
& SFLAG_LOCKABLE
))
1670 TRACE("Warning: trying to lock unlockable surf@%p\n", This
);
1673 if (Flags
& WINED3DLOCK_DISCARD
) {
1674 /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
1675 TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
1676 surface_prepare_system_memory(This
); /* Makes sure memory is allocated */
1677 This
->Flags
|= SFLAG_INSYSMEM
;
1681 if (This
->Flags
& SFLAG_INSYSMEM
) {
1682 TRACE("Local copy is up to date, not downloading data\n");
1683 surface_prepare_system_memory(This
); /* Makes sure memory is allocated */
1687 /* surface_load_location() does not check if the rectangle specifies
1688 * the full surface. Most callers don't need that, so do it here. */
1689 if (pRect
&& !pRect
->top
&& !pRect
->left
1690 && pRect
->right
== This
->currentDesc
.Width
1691 && pRect
->bottom
== This
->currentDesc
.Height
)
1696 if (!(wined3d_settings
.rendertargetlock_mode
== RTL_DISABLE
1697 && ((This
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
) || This
== device
->render_targets
[0])))
1699 surface_load_location(This
, SFLAG_INSYSMEM
, pass_rect
);
1703 if (This
->Flags
& SFLAG_PBO
)
1705 const struct wined3d_gl_info
*gl_info
;
1706 struct wined3d_context
*context
;
1708 context
= context_acquire(device
, NULL
);
1709 gl_info
= context
->gl_info
;
1712 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
1713 checkGLcall("glBindBufferARB");
1715 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1716 if(This
->resource
.allocatedMemory
) {
1717 ERR("The surface already has PBO memory allocated!\n");
1720 This
->resource
.allocatedMemory
= GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, GL_READ_WRITE_ARB
));
1721 checkGLcall("glMapBufferARB");
1723 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1724 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
1725 checkGLcall("glBindBufferARB");
1728 context_release(context
);
1731 if (Flags
& (WINED3DLOCK_NO_DIRTY_UPDATE
| WINED3DLOCK_READONLY
)) {
1736 surface_add_dirty_rect(This
, pRect
);
1738 if (This
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
1740 TRACE("Making container dirty.\n");
1741 IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture
*)This
->container
.u
.texture
, TRUE
);
1745 TRACE("Surface is standalone, no need to dirty the container\n");
1749 return IWineD3DBaseSurfaceImpl_LockRect(iface
, pLockedRect
, pRect
, Flags
);
1752 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl
*This
, GLenum fmt
, GLenum type
, UINT bpp
, const BYTE
*mem
) {
1754 GLint prev_rasterpos
[4];
1755 GLint skipBytes
= 0;
1756 UINT pitch
= IWineD3DSurface_GetPitch((IWineD3DSurface
*) This
); /* target is argb, 4 byte */
1757 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1758 const struct wined3d_gl_info
*gl_info
;
1759 struct wined3d_context
*context
;
1761 /* Activate the correct context for the render target */
1762 context
= context_acquire(device
, This
);
1763 context_apply_blit_state(context
, device
);
1764 gl_info
= context
->gl_info
;
1768 if (!surface_is_offscreen(This
))
1770 GLenum buffer
= surface_get_gl_buffer(This
);
1771 TRACE("Unlocking %#x buffer.\n", buffer
);
1772 context_set_draw_buffer(context
, buffer
);
1776 /* Primary offscreen render target */
1777 TRACE("Offscreen render target.\n");
1778 context_set_draw_buffer(context
, device
->offscreenBuffer
);
1781 glGetIntegerv(GL_PACK_SWAP_BYTES
, &prev_store
);
1782 checkGLcall("glGetIntegerv");
1783 glGetIntegerv(GL_CURRENT_RASTER_POSITION
, &prev_rasterpos
[0]);
1784 checkGLcall("glGetIntegerv");
1785 glPixelZoom(1.0f
, -1.0f
);
1786 checkGLcall("glPixelZoom");
1788 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1789 glGetIntegerv(GL_UNPACK_ROW_LENGTH
, &skipBytes
);
1790 glPixelStorei(GL_UNPACK_ROW_LENGTH
, This
->currentDesc
.Width
);
1792 glRasterPos3i(This
->lockedRect
.left
, This
->lockedRect
.top
, 1);
1793 checkGLcall("glRasterPos3i");
1795 /* Some drivers(radeon dri, others?) don't like exceptions during
1796 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1797 * after ReleaseDC. Reading it will cause an exception, which x11drv will
1798 * catch to put the dib section in InSync mode, which leads to a crash
1799 * and a blocked x server on my radeon card.
1801 * The following lines read the dib section so it is put in InSync mode
1802 * before glDrawPixels is called and the crash is prevented. There won't
1803 * be any interfering gdi accesses, because UnlockRect is called from
1804 * ReleaseDC, and the app won't use the dc any more afterwards.
1806 if((This
->Flags
& SFLAG_DIBSECTION
) && !(This
->Flags
& SFLAG_PBO
)) {
1808 read
= This
->resource
.allocatedMemory
[0];
1811 if(This
->Flags
& SFLAG_PBO
) {
1812 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
1813 checkGLcall("glBindBufferARB");
1816 /* When the surface is locked we only have to refresh the locked part else we need to update the whole image */
1817 if(This
->Flags
& SFLAG_LOCKED
) {
1818 glDrawPixels(This
->lockedRect
.right
- This
->lockedRect
.left
,
1819 (This
->lockedRect
.bottom
- This
->lockedRect
.top
)-1,
1821 mem
+ bpp
* This
->lockedRect
.left
+ pitch
* This
->lockedRect
.top
);
1822 checkGLcall("glDrawPixels");
1824 glDrawPixels(This
->currentDesc
.Width
,
1825 This
->currentDesc
.Height
,
1827 checkGLcall("glDrawPixels");
1830 if(This
->Flags
& SFLAG_PBO
) {
1831 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
1832 checkGLcall("glBindBufferARB");
1835 glPixelZoom(1.0f
, 1.0f
);
1836 checkGLcall("glPixelZoom");
1838 glRasterPos3iv(&prev_rasterpos
[0]);
1839 checkGLcall("glRasterPos3iv");
1841 /* Reset to previous pack row length */
1842 glPixelStorei(GL_UNPACK_ROW_LENGTH
, skipBytes
);
1843 checkGLcall("glPixelStorei(GL_UNPACK_ROW_LENGTH)");
1846 context_release(context
);
1849 static HRESULT WINAPI
IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface
*iface
) {
1850 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
1851 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1854 if (!(This
->Flags
& SFLAG_LOCKED
)) {
1855 WARN("trying to Unlock an unlocked surf@%p\n", This
);
1856 return WINEDDERR_NOTLOCKED
;
1859 if (This
->Flags
& SFLAG_PBO
)
1861 const struct wined3d_gl_info
*gl_info
;
1862 struct wined3d_context
*context
;
1864 TRACE("Freeing PBO memory\n");
1866 context
= context_acquire(device
, NULL
);
1867 gl_info
= context
->gl_info
;
1870 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
1871 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
));
1872 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
1873 checkGLcall("glUnmapBufferARB");
1875 context_release(context
);
1877 This
->resource
.allocatedMemory
= NULL
;
1880 TRACE("(%p) : dirtyfied(%d)\n", This
, This
->Flags
& (SFLAG_INDRAWABLE
| SFLAG_INTEXTURE
) ? 0 : 1);
1882 if (This
->Flags
& (SFLAG_INDRAWABLE
| SFLAG_INTEXTURE
)) {
1883 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This
);
1887 if (This
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
1888 || (device
->render_targets
&& This
== device
->render_targets
[0]))
1890 if(wined3d_settings
.rendertargetlock_mode
== RTL_DISABLE
) {
1891 static BOOL warned
= FALSE
;
1893 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1899 if (!This
->dirtyRect
.left
&& !This
->dirtyRect
.top
1900 && This
->dirtyRect
.right
== This
->currentDesc
.Width
1901 && This
->dirtyRect
.bottom
== This
->currentDesc
.Height
)
1905 /* TODO: Proper partial rectangle tracking */
1906 fullsurface
= FALSE
;
1907 This
->Flags
|= SFLAG_INSYSMEM
;
1910 switch(wined3d_settings
.rendertargetlock_mode
) {
1912 surface_load_location(This
, SFLAG_INTEXTURE
, NULL
/* partial texture loading not supported yet */);
1916 surface_load_location(This
, SFLAG_INDRAWABLE
, fullsurface
? NULL
: &This
->dirtyRect
);
1921 /* Partial rectangle tracking is not commonly implemented, it is only done for render targets. Overwrite
1922 * the flags to bring them back into a sane state. INSYSMEM was set before to tell LoadLocation where
1923 * to read the rectangle from. Indrawable is set because all modifications from the partial sysmem copy
1924 * are written back to the drawable, thus the surface is merged again in the drawable. The sysmem copy is
1925 * not fully up to date because only a subrectangle was read in LockRect.
1927 This
->Flags
&= ~SFLAG_INSYSMEM
;
1928 This
->Flags
|= SFLAG_INDRAWABLE
;
1931 This
->dirtyRect
.left
= This
->currentDesc
.Width
;
1932 This
->dirtyRect
.top
= This
->currentDesc
.Height
;
1933 This
->dirtyRect
.right
= 0;
1934 This
->dirtyRect
.bottom
= 0;
1936 else if (This
== device
->depth_stencil
)
1938 FIXME("Depth Stencil buffer locking is not implemented\n");
1940 /* The rest should be a normal texture */
1941 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1942 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1943 * states need resetting
1945 if (This
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
1947 IWineD3DBaseTextureImpl
*texture
= This
->container
.u
.texture
;
1948 if (texture
->baseTexture
.bindCount
)
1949 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_SAMPLER(texture
->baseTexture
.sampler
));
1954 This
->Flags
&= ~SFLAG_LOCKED
;
1955 memset(&This
->lockedRect
, 0, sizeof(RECT
));
1957 /* Overlays have to be redrawn manually after changes with the GL implementation */
1958 if(This
->overlay_dest
) {
1959 IWineD3DSurface_DrawOverlay(iface
);
1964 static void surface_release_client_storage(IWineD3DSurfaceImpl
*surface
)
1966 struct wined3d_context
*context
;
1968 context
= context_acquire(surface
->resource
.device
, NULL
);
1971 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
1972 if (surface
->texture_name
)
1974 surface_bind_and_dirtify(surface
, FALSE
);
1975 glTexImage2D(surface
->texture_target
, surface
->texture_level
,
1976 GL_RGB
, 1, 1, 0, GL_RGB
, GL_UNSIGNED_BYTE
, NULL
);
1978 if (surface
->texture_name_srgb
)
1980 surface_bind_and_dirtify(surface
, TRUE
);
1981 glTexImage2D(surface
->texture_target
, surface
->texture_level
,
1982 GL_RGB
, 1, 1, 0, GL_RGB
, GL_UNSIGNED_BYTE
, NULL
);
1984 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
1987 context_release(context
);
1989 surface_modify_location(surface
, SFLAG_INSRGBTEX
, FALSE
);
1990 surface_modify_location(surface
, SFLAG_INTEXTURE
, FALSE
);
1991 surface_force_reload(surface
);
1994 static HRESULT WINAPI
IWineD3DSurfaceImpl_GetDC(IWineD3DSurface
*iface
, HDC
*pHDC
)
1996 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
1997 WINED3DLOCKED_RECT lock
;
2001 TRACE("(%p)->(%p)\n",This
,pHDC
);
2003 if(This
->Flags
& SFLAG_USERPTR
) {
2004 ERR("Not supported on surfaces with an application-provided surfaces\n");
2005 return WINEDDERR_NODC
;
2008 /* Give more detailed info for ddraw */
2009 if (This
->Flags
& SFLAG_DCINUSE
)
2010 return WINEDDERR_DCALREADYCREATED
;
2012 /* Can't GetDC if the surface is locked */
2013 if (This
->Flags
& SFLAG_LOCKED
)
2014 return WINED3DERR_INVALIDCALL
;
2016 memset(&lock
, 0, sizeof(lock
)); /* To be sure */
2018 /* Create a DIB section if there isn't a hdc yet */
2021 if (This
->Flags
& SFLAG_CLIENT
)
2023 surface_load_location(This
, SFLAG_INSYSMEM
, NULL
);
2024 surface_release_client_storage(This
);
2026 hr
= IWineD3DBaseSurfaceImpl_CreateDIBSection(iface
);
2027 if(FAILED(hr
)) return WINED3DERR_INVALIDCALL
;
2029 /* Use the dib section from now on if we are not using a PBO */
2030 if(!(This
->Flags
& SFLAG_PBO
))
2031 This
->resource
.allocatedMemory
= This
->dib
.bitmap_data
;
2034 /* Lock the surface */
2035 hr
= IWineD3DSurface_LockRect(iface
,
2040 if(This
->Flags
& SFLAG_PBO
) {
2041 /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
2042 memcpy(This
->dib
.bitmap_data
, This
->resource
.allocatedMemory
, This
->dib
.bitmap_size
);
2046 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr
);
2047 /* keep the dib section */
2051 if (This
->resource
.format
->id
== WINED3DFMT_P8_UINT
2052 || This
->resource
.format
->id
== WINED3DFMT_P8_UINT_A8_UNORM
)
2054 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
2055 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
2057 const PALETTEENTRY
*pal
= NULL
;
2060 pal
= This
->palette
->palents
;
2062 IWineD3DSurfaceImpl
*dds_primary
;
2063 IWineD3DSwapChainImpl
*swapchain
;
2064 swapchain
= (IWineD3DSwapChainImpl
*)This
->resource
.device
->swapchains
[0];
2065 dds_primary
= swapchain
->front_buffer
;
2066 if (dds_primary
&& dds_primary
->palette
)
2067 pal
= dds_primary
->palette
->palents
;
2071 for (n
=0; n
<256; n
++) {
2072 col
[n
].rgbRed
= pal
[n
].peRed
;
2073 col
[n
].rgbGreen
= pal
[n
].peGreen
;
2074 col
[n
].rgbBlue
= pal
[n
].peBlue
;
2075 col
[n
].rgbReserved
= 0;
2077 SetDIBColorTable(This
->hDC
, 0, 256, col
);
2082 TRACE("returning %p\n",*pHDC
);
2083 This
->Flags
|= SFLAG_DCINUSE
;
2088 static HRESULT WINAPI
IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface
*iface
, HDC hDC
)
2090 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
2092 TRACE("(%p)->(%p)\n",This
,hDC
);
2094 if (!(This
->Flags
& SFLAG_DCINUSE
))
2095 return WINEDDERR_NODC
;
2097 if (This
->hDC
!=hDC
) {
2098 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC
, This
->hDC
);
2099 return WINEDDERR_NODC
;
2102 if((This
->Flags
& SFLAG_PBO
) && This
->resource
.allocatedMemory
) {
2103 /* Copy the contents of the DIB over to the PBO */
2104 memcpy(This
->resource
.allocatedMemory
, This
->dib
.bitmap_data
, This
->dib
.bitmap_size
);
2107 /* we locked first, so unlock now */
2108 IWineD3DSurface_UnlockRect(iface
);
2110 This
->Flags
&= ~SFLAG_DCINUSE
;
2115 /* ******************************************************
2116 IWineD3DSurface Internal (No mapping to directx api) parts follow
2117 ****************************************************** */
2119 HRESULT
d3dfmt_get_conv(IWineD3DSurfaceImpl
*This
, BOOL need_alpha_ck
,
2120 BOOL use_texturing
, struct wined3d_format
*format
, CONVERT_TYPES
*convert
)
2122 BOOL colorkey_active
= need_alpha_ck
&& (This
->CKeyFlags
& WINEDDSD_CKSRCBLT
);
2123 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
2124 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2125 BOOL blit_supported
= FALSE
;
2127 /* Copy the default values from the surface. Below we might perform fixups */
2128 /* TODO: get rid of color keying desc fixups by using e.g. a table. */
2129 *format
= *This
->resource
.format
;
2130 *convert
= NO_CONVERSION
;
2132 /* Ok, now look if we have to do any conversion */
2133 switch (This
->resource
.format
->id
)
2135 case WINED3DFMT_P8_UINT
:
2136 /* Below the call to blit_supported is disabled for Wine 1.2
2137 * because the function isn't operating correctly yet. At the
2138 * moment 8-bit blits are handled in software and if certain GL
2139 * extensions are around, surface conversion is performed at
2140 * upload time. The blit_supported call recognizes it as a
2141 * destination fixup. This type of upload 'fixup' and 8-bit to
2142 * 8-bit blits need to be handled by the blit_shader.
2143 * TODO: get rid of this #if 0. */
2145 blit_supported
= device
->blitter
->blit_supported(&device
->adapter
->gl_info
, BLIT_OP_BLIT
,
2146 &rect
, This
->resource
.usage
, This
->resource
.pool
, This
->resource
.format
,
2147 &rect
, This
->resource
.usage
, This
->resource
.pool
, This
->resource
.format
);
2149 blit_supported
= gl_info
->supported
[EXT_PALETTED_TEXTURE
] || gl_info
->supported
[ARB_FRAGMENT_PROGRAM
];
2151 /* Use conversion when the blit_shader backend supports it. It only supports this in case of
2152 * texturing. Further also use conversion in case of color keying.
2153 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
2154 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
2155 * conflicts with this.
2157 if (!((blit_supported
&& device
->render_targets
&& This
== device
->render_targets
[0]))
2158 || colorkey_active
|| !use_texturing
)
2160 format
->glFormat
= GL_RGBA
;
2161 format
->glInternal
= GL_RGBA
;
2162 format
->glType
= GL_UNSIGNED_BYTE
;
2163 format
->conv_byte_count
= 4;
2164 if (colorkey_active
)
2165 *convert
= CONVERT_PALETTED_CK
;
2167 *convert
= CONVERT_PALETTED
;
2171 case WINED3DFMT_B2G3R3_UNORM
:
2172 /* **********************
2173 GL_UNSIGNED_BYTE_3_3_2
2174 ********************** */
2175 if (colorkey_active
) {
2176 /* This texture format will never be used.. So do not care about color keying
2177 up until the point in time it will be needed :-) */
2178 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
2182 case WINED3DFMT_B5G6R5_UNORM
:
2183 if (colorkey_active
)
2185 *convert
= CONVERT_CK_565
;
2186 format
->glFormat
= GL_RGBA
;
2187 format
->glInternal
= GL_RGB5_A1
;
2188 format
->glType
= GL_UNSIGNED_SHORT_5_5_5_1
;
2189 format
->conv_byte_count
= 2;
2193 case WINED3DFMT_B5G5R5X1_UNORM
:
2194 if (colorkey_active
)
2196 *convert
= CONVERT_CK_5551
;
2197 format
->glFormat
= GL_BGRA
;
2198 format
->glInternal
= GL_RGB5_A1
;
2199 format
->glType
= GL_UNSIGNED_SHORT_1_5_5_5_REV
;
2200 format
->conv_byte_count
= 2;
2204 case WINED3DFMT_B8G8R8_UNORM
:
2205 if (colorkey_active
)
2207 *convert
= CONVERT_CK_RGB24
;
2208 format
->glFormat
= GL_RGBA
;
2209 format
->glInternal
= GL_RGBA8
;
2210 format
->glType
= GL_UNSIGNED_INT_8_8_8_8
;
2211 format
->conv_byte_count
= 4;
2215 case WINED3DFMT_B8G8R8X8_UNORM
:
2216 if (colorkey_active
)
2218 *convert
= CONVERT_RGB32_888
;
2219 format
->glFormat
= GL_RGBA
;
2220 format
->glInternal
= GL_RGBA8
;
2221 format
->glType
= GL_UNSIGNED_INT_8_8_8_8
;
2222 format
->conv_byte_count
= 4;
2233 void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl
*This
, BYTE table
[256][4], BOOL colorkey
)
2235 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
2236 IWineD3DPaletteImpl
*pal
= This
->palette
;
2237 BOOL index_in_alpha
= FALSE
;
2240 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
2241 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
2242 * is slow. Further RGB->P8 conversion is not possible because palettes can have
2243 * duplicate entries. Store the color key in the unused alpha component to speed the
2244 * download up and to make conversion unneeded. */
2245 index_in_alpha
= primary_render_target_is_p8(device
);
2249 UINT dxVersion
= ((IWineD3DImpl
*)device
->wined3d
)->dxVersion
;
2251 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
2254 ERR("This code should never get entered for DirectDraw!, expect problems\n");
2257 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
2258 * there's no palette at this time. */
2259 for (i
= 0; i
< 256; i
++) table
[i
][3] = i
;
2264 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
2265 * alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
2266 * capability flag is present (wine does advertise this capability) */
2267 for (i
= 0; i
< 256; ++i
)
2269 table
[i
][0] = device
->palettes
[device
->currentPalette
][i
].peRed
;
2270 table
[i
][1] = device
->palettes
[device
->currentPalette
][i
].peGreen
;
2271 table
[i
][2] = device
->palettes
[device
->currentPalette
][i
].peBlue
;
2272 table
[i
][3] = device
->palettes
[device
->currentPalette
][i
].peFlags
;
2278 TRACE("Using surface palette %p\n", pal
);
2279 /* Get the surface's palette */
2280 for (i
= 0; i
< 256; ++i
)
2282 table
[i
][0] = pal
->palents
[i
].peRed
;
2283 table
[i
][1] = pal
->palents
[i
].peGreen
;
2284 table
[i
][2] = pal
->palents
[i
].peBlue
;
2286 /* When index_in_alpha is set the palette index is stored in the
2287 * alpha component. In case of a readback we can then read
2288 * GL_ALPHA. Color keying is handled in BltOverride using a
2289 * GL_ALPHA_TEST using GL_NOT_EQUAL. In case of index_in_alpha the
2290 * color key itself is passed to glAlphaFunc in other cases the
2291 * alpha component of pixels that should be masked away is set to 0. */
2296 else if (colorkey
&& (i
>= This
->SrcBltCKey
.dwColorSpaceLowValue
)
2297 && (i
<= This
->SrcBltCKey
.dwColorSpaceHighValue
))
2301 else if(pal
->Flags
& WINEDDPCAPS_ALPHA
)
2303 table
[i
][3] = pal
->palents
[i
].peFlags
;
2313 static HRESULT
d3dfmt_convert_surface(const BYTE
*src
, BYTE
*dst
, UINT pitch
, UINT width
,
2314 UINT height
, UINT outpitch
, CONVERT_TYPES convert
, IWineD3DSurfaceImpl
*This
)
2318 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src
, dst
, pitch
, height
, outpitch
, convert
,This
);
2323 memcpy(dst
, src
, pitch
* height
);
2326 case CONVERT_PALETTED
:
2327 case CONVERT_PALETTED_CK
:
2332 d3dfmt_p8_init_palette(This
, table
, (convert
== CONVERT_PALETTED_CK
));
2334 for (y
= 0; y
< height
; y
++)
2336 source
= src
+ pitch
* y
;
2337 dest
= dst
+ outpitch
* y
;
2338 /* This is an 1 bpp format, using the width here is fine */
2339 for (x
= 0; x
< width
; x
++) {
2340 BYTE color
= *source
++;
2341 *dest
++ = table
[color
][0];
2342 *dest
++ = table
[color
][1];
2343 *dest
++ = table
[color
][2];
2344 *dest
++ = table
[color
][3];
2350 case CONVERT_CK_565
:
2352 /* Converting the 565 format in 5551 packed to emulate color-keying.
2354 Note : in all these conversion, it would be best to average the averaging
2355 pixels to get the color of the pixel that will be color-keyed to
2356 prevent 'color bleeding'. This will be done later on if ever it is
2359 Note2: Nvidia documents say that their driver does not support alpha + color keying
2360 on the same surface and disables color keying in such a case
2366 TRACE("Color keyed 565\n");
2368 for (y
= 0; y
< height
; y
++) {
2369 Source
= (const WORD
*)(src
+ y
* pitch
);
2370 Dest
= (WORD
*) (dst
+ y
* outpitch
);
2371 for (x
= 0; x
< width
; x
++ ) {
2372 WORD color
= *Source
++;
2373 *Dest
= ((color
& 0xFFC0) | ((color
& 0x1F) << 1));
2374 if ((color
< This
->SrcBltCKey
.dwColorSpaceLowValue
) ||
2375 (color
> This
->SrcBltCKey
.dwColorSpaceHighValue
)) {
2384 case CONVERT_CK_5551
:
2386 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
2390 TRACE("Color keyed 5551\n");
2391 for (y
= 0; y
< height
; y
++) {
2392 Source
= (const WORD
*)(src
+ y
* pitch
);
2393 Dest
= (WORD
*) (dst
+ y
* outpitch
);
2394 for (x
= 0; x
< width
; x
++ ) {
2395 WORD color
= *Source
++;
2397 if ((color
< This
->SrcBltCKey
.dwColorSpaceLowValue
) ||
2398 (color
> This
->SrcBltCKey
.dwColorSpaceHighValue
)) {
2402 *Dest
&= ~(1 << 15);
2410 case CONVERT_CK_RGB24
:
2412 /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
2414 for (y
= 0; y
< height
; y
++)
2416 source
= src
+ pitch
* y
;
2417 dest
= dst
+ outpitch
* y
;
2418 for (x
= 0; x
< width
; x
++) {
2419 DWORD color
= ((DWORD
)source
[0] << 16) + ((DWORD
)source
[1] << 8) + (DWORD
)source
[2] ;
2420 DWORD dstcolor
= color
<< 8;
2421 if ((color
< This
->SrcBltCKey
.dwColorSpaceLowValue
) ||
2422 (color
> This
->SrcBltCKey
.dwColorSpaceHighValue
)) {
2425 *(DWORD
*)dest
= dstcolor
;
2433 case CONVERT_RGB32_888
:
2435 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
2437 for (y
= 0; y
< height
; y
++)
2439 source
= src
+ pitch
* y
;
2440 dest
= dst
+ outpitch
* y
;
2441 for (x
= 0; x
< width
; x
++) {
2442 DWORD color
= 0xffffff & *(const DWORD
*)source
;
2443 DWORD dstcolor
= color
<< 8;
2444 if ((color
< This
->SrcBltCKey
.dwColorSpaceLowValue
) ||
2445 (color
> This
->SrcBltCKey
.dwColorSpaceHighValue
)) {
2448 *(DWORD
*)dest
= dstcolor
;
2457 ERR("Unsupported conversion type %#x.\n", convert
);
2462 BOOL
palette9_changed(IWineD3DSurfaceImpl
*This
)
2464 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
2466 if (This
->palette
|| (This
->resource
.format
->id
!= WINED3DFMT_P8_UINT
2467 && This
->resource
.format
->id
!= WINED3DFMT_P8_UINT_A8_UNORM
))
2469 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2470 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2477 if (!memcmp(This
->palette9
, device
->palettes
[device
->currentPalette
], sizeof(PALETTEENTRY
) * 256))
2482 This
->palette9
= HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY
) * 256);
2484 memcpy(This
->palette9
, device
->palettes
[device
->currentPalette
], sizeof(PALETTEENTRY
) * 256);
2488 static HRESULT WINAPI
IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface
*iface
, BOOL srgb_mode
) {
2489 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
2490 DWORD flag
= srgb_mode
? SFLAG_INSRGBTEX
: SFLAG_INTEXTURE
;
2492 TRACE("iface %p, srgb %#x.\n", iface
, srgb_mode
);
2494 if (!(This
->Flags
& flag
)) {
2495 TRACE("Reloading because surface is dirty\n");
2496 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2497 ((This
->Flags
& SFLAG_GLCKEY
) && (!(This
->CKeyFlags
& WINEDDSD_CKSRCBLT
))) ||
2498 /* Reload: vice versa OR */
2499 ((!(This
->Flags
& SFLAG_GLCKEY
)) && (This
->CKeyFlags
& WINEDDSD_CKSRCBLT
)) ||
2500 /* Also reload: Color key is active AND the color key has changed */
2501 ((This
->CKeyFlags
& WINEDDSD_CKSRCBLT
) && (
2502 (This
->glCKey
.dwColorSpaceLowValue
!= This
->SrcBltCKey
.dwColorSpaceLowValue
) ||
2503 (This
->glCKey
.dwColorSpaceHighValue
!= This
->SrcBltCKey
.dwColorSpaceHighValue
)))) {
2504 TRACE("Reloading because of color keying\n");
2505 /* To perform the color key conversion we need a sysmem copy of
2506 * the surface. Make sure we have it
2509 surface_load_location(This
, SFLAG_INSYSMEM
, NULL
);
2510 /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2511 /* TODO: This is not necessarily needed with hw palettized texture support */
2512 surface_modify_location(This
, SFLAG_INSYSMEM
, TRUE
);
2514 TRACE("surface is already in texture\n");
2518 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2519 * These resources are not bound by device size or format restrictions. Because of this,
2520 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2521 * However, these resources can always be created, locked, and copied.
2523 if (This
->resource
.pool
== WINED3DPOOL_SCRATCH
)
2525 FIXME("(%p) Operation not supported for scratch textures\n",This
);
2526 return WINED3DERR_INVALIDCALL
;
2529 surface_load_location(This
, flag
, NULL
/* no partial locking for textures yet */);
2531 if (!(This
->Flags
& SFLAG_DONOTFREE
)) {
2532 HeapFree(GetProcessHeap(), 0, This
->resource
.heapMemory
);
2533 This
->resource
.allocatedMemory
= NULL
;
2534 This
->resource
.heapMemory
= NULL
;
2535 surface_modify_location(This
, SFLAG_INSYSMEM
, FALSE
);
2541 /* Context activation is done by the caller. */
2542 static void WINAPI
IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface
*iface
, BOOL srgb
)
2544 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
2546 TRACE("iface %p, srgb %#x.\n", iface
, srgb
);
2548 if (This
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
2550 TRACE("Passing to container.\n");
2551 IWineD3DBaseTexture_BindTexture((IWineD3DBaseTexture
*)This
->container
.u
.texture
, srgb
);
2557 TRACE("(%p) : Binding surface\n", This
);
2559 name
= srgb
? &This
->texture_name_srgb
: &This
->texture_name
;
2563 if (!This
->texture_level
)
2566 glGenTextures(1, name
);
2567 checkGLcall("glGenTextures");
2568 TRACE("Surface %p given name %d\n", This
, *name
);
2570 glBindTexture(This
->texture_target
, *name
);
2571 checkGLcall("glBindTexture");
2572 glTexParameteri(This
->texture_target
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
2573 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
2574 glTexParameteri(This
->texture_target
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
2575 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
2576 glTexParameteri(This
->texture_target
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
2577 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
2578 glTexParameteri(This
->texture_target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
2579 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
2580 glTexParameteri(This
->texture_target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
2581 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
2583 /* This is where we should be reducing the amount of GLMemoryUsed */
2585 /* Mipmap surfaces should have a base texture container */
2586 ERR("Mipmap surface has a glTexture bound to it!\n");
2589 glBindTexture(This
->texture_target
, *name
);
2590 checkGLcall("glBindTexture");
2596 static HRESULT WINAPI
IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface
*iface
, enum wined3d_format_id format
)
2598 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
2601 TRACE("(%p) : Calling base function first\n", This
);
2602 hr
= IWineD3DBaseSurfaceImpl_SetFormat(iface
, format
);
2604 This
->Flags
&= ~(SFLAG_ALLOCATED
| SFLAG_SRGBALLOCATED
);
2605 TRACE("(%p) : glFormat %d, glFormatInternal %d, glType %d\n", This
, This
->resource
.format
->glFormat
,
2606 This
->resource
.format
->glInternal
, This
->resource
.format
->glType
);
2611 static HRESULT WINAPI
IWineD3DSurfaceImpl_SetMem(IWineD3DSurface
*iface
, void *Mem
) {
2612 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
2614 if(This
->Flags
& (SFLAG_LOCKED
| SFLAG_DCINUSE
)) {
2615 WARN("Surface is locked or the HDC is in use\n");
2616 return WINED3DERR_INVALIDCALL
;
2619 if(Mem
&& Mem
!= This
->resource
.allocatedMemory
) {
2620 void *release
= NULL
;
2622 /* Do I have to copy the old surface content? */
2623 if(This
->Flags
& SFLAG_DIBSECTION
) {
2624 /* Release the DC. No need to hold the critical section for the update
2625 * Thread because this thread runs only on front buffers, but this method
2626 * fails for render targets in the check above.
2628 SelectObject(This
->hDC
, This
->dib
.holdbitmap
);
2629 DeleteDC(This
->hDC
);
2630 /* Release the DIB section */
2631 DeleteObject(This
->dib
.DIBsection
);
2632 This
->dib
.bitmap_data
= NULL
;
2633 This
->resource
.allocatedMemory
= NULL
;
2635 This
->Flags
&= ~SFLAG_DIBSECTION
;
2636 } else if(!(This
->Flags
& SFLAG_USERPTR
)) {
2637 release
= This
->resource
.heapMemory
;
2638 This
->resource
.heapMemory
= NULL
;
2640 This
->resource
.allocatedMemory
= Mem
;
2641 This
->Flags
|= SFLAG_USERPTR
| SFLAG_INSYSMEM
;
2643 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2644 surface_modify_location(This
, SFLAG_INSYSMEM
, TRUE
);
2646 /* For client textures opengl has to be notified */
2647 if (This
->Flags
& SFLAG_CLIENT
)
2648 surface_release_client_storage(This
);
2650 /* Now free the old memory if any */
2651 HeapFree(GetProcessHeap(), 0, release
);
2652 } else if(This
->Flags
& SFLAG_USERPTR
) {
2653 /* LockRect and GetDC will re-create the dib section and allocated memory */
2654 This
->resource
.allocatedMemory
= NULL
;
2655 /* HeapMemory should be NULL already */
2656 if (This
->resource
.heapMemory
)
2657 ERR("User pointer surface has heap memory allocated.\n");
2658 This
->Flags
&= ~SFLAG_USERPTR
;
2660 if (This
->Flags
& SFLAG_CLIENT
)
2661 surface_release_client_storage(This
);
2666 void flip_surface(IWineD3DSurfaceImpl
*front
, IWineD3DSurfaceImpl
*back
) {
2668 /* Flip the surface contents */
2673 front
->hDC
= back
->hDC
;
2677 /* Flip the DIBsection */
2680 BOOL hasDib
= front
->Flags
& SFLAG_DIBSECTION
;
2681 tmp
= front
->dib
.DIBsection
;
2682 front
->dib
.DIBsection
= back
->dib
.DIBsection
;
2683 back
->dib
.DIBsection
= tmp
;
2685 if(back
->Flags
& SFLAG_DIBSECTION
) front
->Flags
|= SFLAG_DIBSECTION
;
2686 else front
->Flags
&= ~SFLAG_DIBSECTION
;
2687 if(hasDib
) back
->Flags
|= SFLAG_DIBSECTION
;
2688 else back
->Flags
&= ~SFLAG_DIBSECTION
;
2691 /* Flip the surface data */
2695 tmp
= front
->dib
.bitmap_data
;
2696 front
->dib
.bitmap_data
= back
->dib
.bitmap_data
;
2697 back
->dib
.bitmap_data
= tmp
;
2699 tmp
= front
->resource
.allocatedMemory
;
2700 front
->resource
.allocatedMemory
= back
->resource
.allocatedMemory
;
2701 back
->resource
.allocatedMemory
= tmp
;
2703 tmp
= front
->resource
.heapMemory
;
2704 front
->resource
.heapMemory
= back
->resource
.heapMemory
;
2705 back
->resource
.heapMemory
= tmp
;
2710 GLuint tmp_pbo
= front
->pbo
;
2711 front
->pbo
= back
->pbo
;
2712 back
->pbo
= tmp_pbo
;
2715 /* client_memory should not be different, but just in case */
2718 tmp
= front
->dib
.client_memory
;
2719 front
->dib
.client_memory
= back
->dib
.client_memory
;
2720 back
->dib
.client_memory
= tmp
;
2723 /* Flip the opengl texture */
2727 tmp
= back
->texture_name
;
2728 back
->texture_name
= front
->texture_name
;
2729 front
->texture_name
= tmp
;
2731 tmp
= back
->texture_name_srgb
;
2732 back
->texture_name_srgb
= front
->texture_name_srgb
;
2733 front
->texture_name_srgb
= tmp
;
2737 DWORD tmp_flags
= back
->Flags
;
2738 back
->Flags
= front
->Flags
;
2739 front
->Flags
= tmp_flags
;
2743 static HRESULT WINAPI
IWineD3DSurfaceImpl_Flip(IWineD3DSurface
*iface
, IWineD3DSurface
*override
, DWORD Flags
) {
2744 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
2745 IWineD3DSwapChainImpl
*swapchain
= NULL
;
2747 TRACE("(%p)->(%p,%x)\n", This
, override
, Flags
);
2749 /* Flipping is only supported on RenderTargets and overlays*/
2750 if( !(This
->resource
.usage
& (WINED3DUSAGE_RENDERTARGET
| WINED3DUSAGE_OVERLAY
)) ) {
2751 WARN("Tried to flip a non-render target, non-overlay surface\n");
2752 return WINEDDERR_NOTFLIPPABLE
;
2755 if(This
->resource
.usage
& WINED3DUSAGE_OVERLAY
) {
2756 flip_surface(This
, (IWineD3DSurfaceImpl
*) override
);
2758 /* Update the overlay if it is visible */
2759 if(This
->overlay_dest
) {
2760 return IWineD3DSurface_DrawOverlay((IWineD3DSurface
*) This
);
2767 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2768 * FIXME("(%p) Target override is not supported by now\n", This);
2769 * Additionally, it isn't really possible to support triple-buffering
2770 * properly on opengl at all
2774 if (This
->container
.type
!= WINED3D_CONTAINER_SWAPCHAIN
)
2776 ERR("Flipped surface is not on a swapchain\n");
2777 return WINEDDERR_NOTFLIPPABLE
;
2779 swapchain
= This
->container
.u
.swapchain
;
2781 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2782 * and only d3d8 and d3d9 apps specify the presentation interval
2784 if (!(Flags
& (WINEDDFLIP_NOVSYNC
| WINEDDFLIP_INTERVAL2
| WINEDDFLIP_INTERVAL3
| WINEDDFLIP_INTERVAL4
)))
2786 /* Most common case first to avoid wasting time on all the other cases */
2787 swapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_ONE
;
2788 } else if(Flags
& WINEDDFLIP_NOVSYNC
) {
2789 swapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_IMMEDIATE
;
2790 } else if(Flags
& WINEDDFLIP_INTERVAL2
) {
2791 swapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_TWO
;
2792 } else if(Flags
& WINEDDFLIP_INTERVAL3
) {
2793 swapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_THREE
;
2795 swapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_FOUR
;
2798 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2799 return IWineD3DSwapChain_Present((IWineD3DSwapChain
*)swapchain
,
2800 NULL
, NULL
, swapchain
->win_handle
, NULL
, 0);
2803 /* Does a direct frame buffer -> texture copy. Stretching is done
2804 * with single pixel copy calls
2806 static void fb_copy_to_texture_direct(IWineD3DSurfaceImpl
*dst_surface
, IWineD3DSurfaceImpl
*src_surface
,
2807 const RECT
*src_rect
, const RECT
*dst_rect_in
, WINED3DTEXTUREFILTERTYPE Filter
)
2809 IWineD3DDeviceImpl
*device
= dst_surface
->resource
.device
;
2812 struct wined3d_context
*context
;
2813 BOOL upsidedown
= FALSE
;
2814 RECT dst_rect
= *dst_rect_in
;
2816 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
2817 * glCopyTexSubImage is a bit picky about the parameters we pass to it
2819 if(dst_rect
.top
> dst_rect
.bottom
) {
2820 UINT tmp
= dst_rect
.bottom
;
2821 dst_rect
.bottom
= dst_rect
.top
;
2826 context
= context_acquire(device
, src_surface
);
2827 context_apply_blit_state(context
, device
);
2828 surface_internal_preload(dst_surface
, SRGB_RGB
);
2831 /* Bind the target texture */
2832 glBindTexture(dst_surface
->texture_target
, dst_surface
->texture_name
);
2833 checkGLcall("glBindTexture");
2834 if (surface_is_offscreen(src_surface
))
2836 TRACE("Reading from an offscreen target\n");
2837 upsidedown
= !upsidedown
;
2838 glReadBuffer(device
->offscreenBuffer
);
2842 glReadBuffer(surface_get_gl_buffer(src_surface
));
2844 checkGLcall("glReadBuffer");
2846 xrel
= (float) (src_rect
->right
- src_rect
->left
) / (float) (dst_rect
.right
- dst_rect
.left
);
2847 yrel
= (float) (src_rect
->bottom
- src_rect
->top
) / (float) (dst_rect
.bottom
- dst_rect
.top
);
2849 if ((xrel
- 1.0f
< -eps
) || (xrel
- 1.0f
> eps
))
2851 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2853 if(Filter
!= WINED3DTEXF_NONE
&& Filter
!= WINED3DTEXF_POINT
) {
2854 ERR("Texture filtering not supported in direct blit\n");
2857 else if ((Filter
!= WINED3DTEXF_NONE
&& Filter
!= WINED3DTEXF_POINT
)
2858 && ((yrel
- 1.0f
< -eps
) || (yrel
- 1.0f
> eps
)))
2860 ERR("Texture filtering not supported in direct blit\n");
2864 && !((xrel
- 1.0f
< -eps
) || (xrel
- 1.0f
> eps
))
2865 && !((yrel
- 1.0f
< -eps
) || (yrel
- 1.0f
> eps
)))
2867 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2869 glCopyTexSubImage2D(dst_surface
->texture_target
, dst_surface
->texture_level
,
2870 dst_rect
.left
/*xoffset */, dst_rect
.top
/* y offset */,
2871 src_rect
->left
, src_surface
->currentDesc
.Height
- src_rect
->bottom
,
2872 dst_rect
.right
- dst_rect
.left
, dst_rect
.bottom
- dst_rect
.top
);
2874 UINT yoffset
= src_surface
->currentDesc
.Height
- src_rect
->top
+ dst_rect
.top
- 1;
2875 /* I have to process this row by row to swap the image,
2876 * otherwise it would be upside down, so stretching in y direction
2877 * doesn't cost extra time
2879 * However, stretching in x direction can be avoided if not necessary
2881 for(row
= dst_rect
.top
; row
< dst_rect
.bottom
; row
++) {
2882 if ((xrel
- 1.0f
< -eps
) || (xrel
- 1.0f
> eps
))
2884 /* Well, that stuff works, but it's very slow.
2885 * find a better way instead
2889 for (col
= dst_rect
.left
; col
< dst_rect
.right
; ++col
)
2891 glCopyTexSubImage2D(dst_surface
->texture_target
, dst_surface
->texture_level
,
2892 dst_rect
.left
+ col
/* x offset */, row
/* y offset */,
2893 src_rect
->left
+ col
* xrel
, yoffset
- (int) (row
* yrel
), 1, 1);
2898 glCopyTexSubImage2D(dst_surface
->texture_target
, dst_surface
->texture_level
,
2899 dst_rect
.left
/* x offset */, row
/* y offset */,
2900 src_rect
->left
, yoffset
- (int) (row
* yrel
), dst_rect
.right
- dst_rect
.left
, 1);
2904 checkGLcall("glCopyTexSubImage2D");
2907 context_release(context
);
2909 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
2910 * path is never entered
2912 surface_modify_location(dst_surface
, SFLAG_INTEXTURE
, TRUE
);
2915 /* Uses the hardware to stretch and flip the image */
2916 static void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl
*dst_surface
, IWineD3DSurfaceImpl
*src_surface
,
2917 const RECT
*src_rect
, const RECT
*dst_rect_in
, WINED3DTEXTUREFILTERTYPE Filter
)
2919 IWineD3DDeviceImpl
*device
= dst_surface
->resource
.device
;
2920 GLuint src
, backup
= 0;
2921 IWineD3DSwapChainImpl
*src_swapchain
= NULL
;
2922 float left
, right
, top
, bottom
; /* Texture coordinates */
2923 UINT fbwidth
= src_surface
->currentDesc
.Width
;
2924 UINT fbheight
= src_surface
->currentDesc
.Height
;
2925 struct wined3d_context
*context
;
2926 GLenum drawBuffer
= GL_BACK
;
2927 GLenum texture_target
;
2928 BOOL noBackBufferBackup
;
2930 BOOL upsidedown
= FALSE
;
2931 RECT dst_rect
= *dst_rect_in
;
2933 TRACE("Using hwstretch blit\n");
2934 /* Activate the Proper context for reading from the source surface, set it up for blitting */
2935 context
= context_acquire(device
, src_surface
);
2936 context_apply_blit_state(context
, device
);
2937 surface_internal_preload(dst_surface
, SRGB_RGB
);
2939 src_offscreen
= surface_is_offscreen(src_surface
);
2940 noBackBufferBackup
= src_offscreen
&& wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
;
2941 if (!noBackBufferBackup
&& !src_surface
->texture_name
)
2943 /* Get it a description */
2944 surface_internal_preload(src_surface
, SRGB_RGB
);
2948 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
2949 * This way we don't have to wait for the 2nd readback to finish to leave this function.
2951 if (context
->aux_buffers
>= 2)
2953 /* Got more than one aux buffer? Use the 2nd aux buffer */
2954 drawBuffer
= GL_AUX1
;
2956 else if ((!src_offscreen
|| device
->offscreenBuffer
== GL_BACK
) && context
->aux_buffers
>= 1)
2958 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2959 drawBuffer
= GL_AUX0
;
2962 if(noBackBufferBackup
) {
2963 glGenTextures(1, &backup
);
2964 checkGLcall("glGenTextures");
2965 glBindTexture(GL_TEXTURE_2D
, backup
);
2966 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
2967 texture_target
= GL_TEXTURE_2D
;
2969 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
2970 * we are reading from the back buffer, the backup can be used as source texture
2972 texture_target
= src_surface
->texture_target
;
2973 glBindTexture(texture_target
, src_surface
->texture_name
);
2974 checkGLcall("glBindTexture(texture_target, src_surface->texture_name)");
2975 glEnable(texture_target
);
2976 checkGLcall("glEnable(texture_target)");
2978 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
2979 src_surface
->Flags
&= ~SFLAG_INTEXTURE
;
2982 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
2983 * glCopyTexSubImage is a bit picky about the parameters we pass to it
2985 if(dst_rect
.top
> dst_rect
.bottom
) {
2986 UINT tmp
= dst_rect
.bottom
;
2987 dst_rect
.bottom
= dst_rect
.top
;
2994 TRACE("Reading from an offscreen target\n");
2995 upsidedown
= !upsidedown
;
2996 glReadBuffer(device
->offscreenBuffer
);
3000 glReadBuffer(surface_get_gl_buffer(src_surface
));
3003 /* TODO: Only back up the part that will be overwritten */
3004 glCopyTexSubImage2D(texture_target
, 0,
3005 0, 0 /* read offsets */,
3010 checkGLcall("glCopyTexSubImage2D");
3012 /* No issue with overriding these - the sampler is dirty due to blit usage */
3013 glTexParameteri(texture_target
, GL_TEXTURE_MAG_FILTER
,
3014 wined3d_gl_mag_filter(magLookup
, Filter
));
3015 checkGLcall("glTexParameteri");
3016 glTexParameteri(texture_target
, GL_TEXTURE_MIN_FILTER
,
3017 wined3d_gl_min_mip_filter(minMipLookup
, Filter
, WINED3DTEXF_NONE
));
3018 checkGLcall("glTexParameteri");
3020 if (src_surface
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
)
3021 src_swapchain
= src_surface
->container
.u
.swapchain
;
3022 if (!src_swapchain
|| src_surface
== src_swapchain
->back_buffers
[0])
3024 src
= backup
? backup
: src_surface
->texture_name
;
3028 glReadBuffer(GL_FRONT
);
3029 checkGLcall("glReadBuffer(GL_FRONT)");
3031 glGenTextures(1, &src
);
3032 checkGLcall("glGenTextures(1, &src)");
3033 glBindTexture(GL_TEXTURE_2D
, src
);
3034 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
3036 /* TODO: Only copy the part that will be read. Use src_rect->left, src_rect->bottom as origin, but with the width watch
3037 * out for power of 2 sizes
3039 glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA
, src_surface
->pow2Width
,
3040 src_surface
->pow2Height
, 0, GL_RGBA
, GL_UNSIGNED_BYTE
, NULL
);
3041 checkGLcall("glTexImage2D");
3042 glCopyTexSubImage2D(GL_TEXTURE_2D
, 0,
3043 0, 0 /* read offsets */,
3048 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
3049 checkGLcall("glTexParameteri");
3050 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
3051 checkGLcall("glTexParameteri");
3053 glReadBuffer(GL_BACK
);
3054 checkGLcall("glReadBuffer(GL_BACK)");
3056 if(texture_target
!= GL_TEXTURE_2D
) {
3057 glDisable(texture_target
);
3058 glEnable(GL_TEXTURE_2D
);
3059 texture_target
= GL_TEXTURE_2D
;
3062 checkGLcall("glEnd and previous");
3064 left
= src_rect
->left
;
3065 right
= src_rect
->right
;
3069 top
= src_surface
->currentDesc
.Height
- src_rect
->top
;
3070 bottom
= src_surface
->currentDesc
.Height
- src_rect
->bottom
;
3074 top
= src_surface
->currentDesc
.Height
- src_rect
->bottom
;
3075 bottom
= src_surface
->currentDesc
.Height
- src_rect
->top
;
3078 if (src_surface
->Flags
& SFLAG_NORMCOORD
)
3080 left
/= src_surface
->pow2Width
;
3081 right
/= src_surface
->pow2Width
;
3082 top
/= src_surface
->pow2Height
;
3083 bottom
/= src_surface
->pow2Height
;
3086 /* draw the source texture stretched and upside down. The correct surface is bound already */
3087 glTexParameteri(texture_target
, GL_TEXTURE_WRAP_S
, GL_CLAMP
);
3088 glTexParameteri(texture_target
, GL_TEXTURE_WRAP_T
, GL_CLAMP
);
3090 context_set_draw_buffer(context
, drawBuffer
);
3091 glReadBuffer(drawBuffer
);
3095 glTexCoord2f(left
, bottom
);
3096 glVertex2i(0, fbheight
);
3099 glTexCoord2f(left
, top
);
3100 glVertex2i(0, fbheight
- dst_rect
.bottom
- dst_rect
.top
);
3103 glTexCoord2f(right
, top
);
3104 glVertex2i(dst_rect
.right
- dst_rect
.left
, fbheight
- dst_rect
.bottom
- dst_rect
.top
);
3107 glTexCoord2f(right
, bottom
);
3108 glVertex2i(dst_rect
.right
- dst_rect
.left
, fbheight
);
3110 checkGLcall("glEnd and previous");
3112 if (texture_target
!= dst_surface
->texture_target
)
3114 glDisable(texture_target
);
3115 glEnable(dst_surface
->texture_target
);
3116 texture_target
= dst_surface
->texture_target
;
3119 /* Now read the stretched and upside down image into the destination texture */
3120 glBindTexture(texture_target
, dst_surface
->texture_name
);
3121 checkGLcall("glBindTexture");
3122 glCopyTexSubImage2D(texture_target
,
3124 dst_rect
.left
, dst_rect
.top
, /* xoffset, yoffset */
3125 0, 0, /* We blitted the image to the origin */
3126 dst_rect
.right
- dst_rect
.left
, dst_rect
.bottom
- dst_rect
.top
);
3127 checkGLcall("glCopyTexSubImage2D");
3129 if(drawBuffer
== GL_BACK
) {
3130 /* Write the back buffer backup back */
3132 if(texture_target
!= GL_TEXTURE_2D
) {
3133 glDisable(texture_target
);
3134 glEnable(GL_TEXTURE_2D
);
3135 texture_target
= GL_TEXTURE_2D
;
3137 glBindTexture(GL_TEXTURE_2D
, backup
);
3138 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3142 if (texture_target
!= src_surface
->texture_target
)
3144 glDisable(texture_target
);
3145 glEnable(src_surface
->texture_target
);
3146 texture_target
= src_surface
->texture_target
;
3148 glBindTexture(src_surface
->texture_target
, src_surface
->texture_name
);
3149 checkGLcall("glBindTexture(src_surface->texture_target, src_surface->texture_name)");
3154 glTexCoord2f(0.0f
, (float)fbheight
/ (float)src_surface
->pow2Height
);
3158 glTexCoord2f(0.0f
, 0.0f
);
3159 glVertex2i(0, fbheight
);
3162 glTexCoord2f((float)fbwidth
/ (float)src_surface
->pow2Width
, 0.0f
);
3163 glVertex2i(fbwidth
, src_surface
->currentDesc
.Height
);
3166 glTexCoord2f((float)fbwidth
/ (float)src_surface
->pow2Width
,
3167 (float)fbheight
/ (float)src_surface
->pow2Height
);
3168 glVertex2i(fbwidth
, 0);
3171 glDisable(texture_target
);
3172 checkGLcall("glDisable(texture_target)");
3175 if (src
!= src_surface
->texture_name
&& src
!= backup
)
3177 glDeleteTextures(1, &src
);
3178 checkGLcall("glDeleteTextures(1, &src)");
3181 glDeleteTextures(1, &backup
);
3182 checkGLcall("glDeleteTextures(1, &backup)");
3187 if (wined3d_settings
.strict_draw_ordering
) wglFlush(); /* Flush to ensure ordering across contexts. */
3189 context_release(context
);
3191 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3192 * path is never entered
3194 surface_modify_location(dst_surface
, SFLAG_INTEXTURE
, TRUE
);
3197 /* Until the blit_shader is ready, define some prototypes here. */
3198 static BOOL
fbo_blit_supported(const struct wined3d_gl_info
*gl_info
, enum blit_operation blit_op
,
3199 const RECT
*src_rect
, DWORD src_usage
, WINED3DPOOL src_pool
, const struct wined3d_format
*src_format
,
3200 const RECT
*dst_rect
, DWORD dst_usage
, WINED3DPOOL dst_pool
, const struct wined3d_format
*dst_format
);
3202 /* Front buffer coordinates are always full screen coordinates, but our GL
3203 * drawable is limited to the window's client area. The sysmem and texture
3204 * copies do have the full screen size. Note that GL has a bottom-left
3205 * origin, while D3D has a top-left origin. */
3206 void surface_translate_frontbuffer_coords(IWineD3DSurfaceImpl
*surface
, HWND window
, RECT
*rect
)
3208 POINT offset
= {0, surface
->currentDesc
.Height
};
3211 GetClientRect(window
, &windowsize
);
3212 offset
.y
-= windowsize
.bottom
- windowsize
.top
;
3213 ScreenToClient(window
, &offset
);
3214 OffsetRect(rect
, offset
.x
, offset
.y
);
3217 static BOOL
surface_is_full_rect(IWineD3DSurfaceImpl
*surface
, const RECT
*r
)
3219 if ((r
->left
&& r
->right
) || abs(r
->right
- r
->left
) != surface
->currentDesc
.Width
)
3221 if ((r
->top
&& r
->bottom
) || abs(r
->bottom
- r
->top
) != surface
->currentDesc
.Height
)
3226 /* blit between surface locations. onscreen on different swapchains is not supported.
3227 * depth / stencil is not supported. */
3228 static void surface_blt_fbo(IWineD3DDeviceImpl
*device
, const WINED3DTEXTUREFILTERTYPE filter
,
3229 IWineD3DSurfaceImpl
*src_surface
, DWORD src_location
, const RECT
*src_rect_in
,
3230 IWineD3DSurfaceImpl
*dst_surface
, DWORD dst_location
, const RECT
*dst_rect_in
)
3232 const struct wined3d_gl_info
*gl_info
;
3233 struct wined3d_context
*context
;
3234 RECT src_rect
, dst_rect
;
3237 TRACE("device %p, filter %s,\n", device
, debug_d3dtexturefiltertype(filter
));
3238 TRACE("src_surface %p, src_location %s, src_rect %s,\n",
3239 src_surface
, debug_surflocation(src_location
), wine_dbgstr_rect(src_rect_in
));
3240 TRACE("dst_surface %p, dst_location %s, dst_rect %s.\n",
3241 dst_surface
, debug_surflocation(dst_location
), wine_dbgstr_rect(dst_rect_in
));
3243 src_rect
= *src_rect_in
;
3244 dst_rect
= *dst_rect_in
;
3248 case WINED3DTEXF_LINEAR
:
3249 gl_filter
= GL_LINEAR
;
3253 FIXME("Unsupported filter mode %s (%#x).\n", debug_d3dtexturefiltertype(filter
), filter
);
3254 case WINED3DTEXF_NONE
:
3255 case WINED3DTEXF_POINT
:
3256 gl_filter
= GL_NEAREST
;
3260 if (src_location
== SFLAG_INDRAWABLE
&& surface_is_offscreen(src_surface
))
3261 src_location
= SFLAG_INTEXTURE
;
3262 if (dst_location
== SFLAG_INDRAWABLE
&& surface_is_offscreen(dst_surface
))
3263 dst_location
= SFLAG_INTEXTURE
;
3265 /* Make sure the locations are up-to-date. Loading the destination
3266 * surface isn't required if the entire surface is overwritten. (And is
3267 * in fact harmful if we're being called by surface_load_location() with
3268 * the purpose of loading the destination surface.) */
3269 surface_load_location(src_surface
, src_location
, NULL
);
3270 if (!surface_is_full_rect(dst_surface
, &dst_rect
))
3271 surface_load_location(dst_surface
, dst_location
, NULL
);
3273 if (src_location
== SFLAG_INDRAWABLE
) context
= context_acquire(device
, src_surface
);
3274 else if (dst_location
== SFLAG_INDRAWABLE
) context
= context_acquire(device
, dst_surface
);
3275 else context
= context_acquire(device
, NULL
);
3277 if (!context
->valid
)
3279 context_release(context
);
3280 WARN("Invalid context, skipping blit.\n");
3284 gl_info
= context
->gl_info
;
3286 if (src_location
== SFLAG_INDRAWABLE
)
3288 GLenum buffer
= surface_get_gl_buffer(src_surface
);
3290 TRACE("Source surface %p is onscreen.\n", src_surface
);
3292 if (buffer
== GL_FRONT
)
3293 surface_translate_frontbuffer_coords(src_surface
, context
->win_handle
, &src_rect
);
3295 src_rect
.top
= src_surface
->currentDesc
.Height
- src_rect
.top
;
3296 src_rect
.bottom
= src_surface
->currentDesc
.Height
- src_rect
.bottom
;
3299 context_bind_fbo(context
, GL_READ_FRAMEBUFFER
, NULL
);
3300 glReadBuffer(buffer
);
3301 checkGLcall("glReadBuffer()");
3305 TRACE("Source surface %p is offscreen.\n", src_surface
);
3307 context_apply_fbo_state_blit(context
, GL_READ_FRAMEBUFFER
, src_surface
, NULL
, src_location
);
3308 glReadBuffer(GL_COLOR_ATTACHMENT0
);
3309 checkGLcall("glReadBuffer()");
3313 if (dst_location
== SFLAG_INDRAWABLE
)
3315 GLenum buffer
= surface_get_gl_buffer(dst_surface
);
3317 TRACE("Destination surface %p is onscreen.\n", dst_surface
);
3319 if (buffer
== GL_FRONT
)
3320 surface_translate_frontbuffer_coords(dst_surface
, context
->win_handle
, &dst_rect
);
3322 dst_rect
.top
= dst_surface
->currentDesc
.Height
- dst_rect
.top
;
3323 dst_rect
.bottom
= dst_surface
->currentDesc
.Height
- dst_rect
.bottom
;
3326 context_bind_fbo(context
, GL_DRAW_FRAMEBUFFER
, NULL
);
3327 context_set_draw_buffer(context
, buffer
);
3331 TRACE("Destination surface %p is offscreen.\n", dst_surface
);
3334 context_apply_fbo_state_blit(context
, GL_DRAW_FRAMEBUFFER
, dst_surface
, NULL
, dst_location
);
3335 context_set_draw_buffer(context
, GL_COLOR_ATTACHMENT0
);
3338 glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
3339 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE
));
3340 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1
));
3341 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2
));
3342 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3
));
3344 glDisable(GL_SCISSOR_TEST
);
3345 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
));
3347 gl_info
->fbo_ops
.glBlitFramebuffer(src_rect
.left
, src_rect
.top
, src_rect
.right
, src_rect
.bottom
,
3348 dst_rect
.left
, dst_rect
.top
, dst_rect
.right
, dst_rect
.bottom
, GL_COLOR_BUFFER_BIT
, gl_filter
);
3349 checkGLcall("glBlitFramebuffer()");
3353 if (wined3d_settings
.strict_draw_ordering
) wglFlush(); /* Flush to ensure ordering across contexts. */
3355 context_release(context
);
3358 /* Do not call while under the GL lock. */
3359 HRESULT
surface_color_fill(IWineD3DSurfaceImpl
*s
, const RECT
*rect
, const WINED3DCOLORVALUE
*color
)
3361 IWineD3DDeviceImpl
*device
= s
->resource
.device
;
3362 const struct blit_shader
*blitter
;
3364 blitter
= wined3d_select_blitter(&device
->adapter
->gl_info
, BLIT_OP_COLOR_FILL
,
3365 NULL
, 0, 0, NULL
, rect
, s
->resource
.usage
, s
->resource
.pool
, s
->resource
.format
);
3368 FIXME("No blitter is capable of performing the requested color fill operation.\n");
3369 return WINED3DERR_INVALIDCALL
;
3372 return blitter
->color_fill(device
, s
, rect
, color
);
3375 /* Not called from the VTable */
3376 /* Do not call while under the GL lock. */
3377 static HRESULT
IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl
*dst_surface
, const RECT
*DestRect
,
3378 IWineD3DSurfaceImpl
*src_surface
, const RECT
*SrcRect
, DWORD Flags
, const WINEDDBLTFX
*DDBltFx
,
3379 WINED3DTEXTUREFILTERTYPE Filter
)
3381 IWineD3DDeviceImpl
*device
= dst_surface
->resource
.device
;
3382 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3383 IWineD3DSwapChainImpl
*srcSwapchain
= NULL
, *dstSwapchain
= NULL
;
3384 RECT dst_rect
, src_rect
;
3386 TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, blt_fx %p, filter %s.\n",
3387 dst_surface
, wine_dbgstr_rect(DestRect
), src_surface
, wine_dbgstr_rect(SrcRect
),
3388 Flags
, DDBltFx
, debug_d3dtexturefiltertype(Filter
));
3390 /* Get the swapchain. One of the surfaces has to be a primary surface */
3391 if (dst_surface
->resource
.pool
== WINED3DPOOL_SYSTEMMEM
)
3393 WARN("Destination is in sysmem, rejecting gl blt\n");
3394 return WINED3DERR_INVALIDCALL
;
3397 if (dst_surface
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
)
3398 dstSwapchain
= dst_surface
->container
.u
.swapchain
;
3402 if (src_surface
->resource
.pool
== WINED3DPOOL_SYSTEMMEM
)
3404 WARN("Src is in sysmem, rejecting gl blt\n");
3405 return WINED3DERR_INVALIDCALL
;
3408 if (src_surface
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
)
3409 srcSwapchain
= src_surface
->container
.u
.swapchain
;
3412 /* Early sort out of cases where no render target is used */
3413 if (!dstSwapchain
&& !srcSwapchain
3414 && src_surface
!= device
->render_targets
[0]
3415 && dst_surface
!= device
->render_targets
[0])
3417 TRACE("No surface is render target, not using hardware blit.\n");
3418 return WINED3DERR_INVALIDCALL
;
3421 /* No destination color keying supported */
3422 if(Flags
& (WINEDDBLT_KEYDEST
| WINEDDBLT_KEYDESTOVERRIDE
)) {
3423 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3424 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3425 return WINED3DERR_INVALIDCALL
;
3428 surface_get_rect(dst_surface
, DestRect
, &dst_rect
);
3429 if (src_surface
) surface_get_rect(src_surface
, SrcRect
, &src_rect
);
3431 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3432 if (dstSwapchain
&& dstSwapchain
== srcSwapchain
&& dstSwapchain
->back_buffers
3433 && dst_surface
== dstSwapchain
->front_buffer
3434 && src_surface
== dstSwapchain
->back_buffers
[0])
3436 /* Half-Life does a Blt from the back buffer to the front buffer,
3437 * Full surface size, no flags... Use present instead
3439 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3442 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3445 TRACE("Looking if a Present can be done...\n");
3446 /* Source Rectangle must be full surface */
3447 if (src_rect
.left
|| src_rect
.top
3448 || src_rect
.right
!= src_surface
->currentDesc
.Width
3449 || src_rect
.bottom
!= src_surface
->currentDesc
.Height
)
3451 TRACE("No, Source rectangle doesn't match\n");
3455 /* No stretching may occur */
3456 if(src_rect
.right
!= dst_rect
.right
- dst_rect
.left
||
3457 src_rect
.bottom
!= dst_rect
.bottom
- dst_rect
.top
) {
3458 TRACE("No, stretching is done\n");
3462 /* Destination must be full surface or match the clipping rectangle */
3463 if (dst_surface
->clipper
&& ((IWineD3DClipperImpl
*)dst_surface
->clipper
)->hWnd
)
3467 GetClientRect(((IWineD3DClipperImpl
*)dst_surface
->clipper
)->hWnd
, &cliprect
);
3468 pos
[0].x
= dst_rect
.left
;
3469 pos
[0].y
= dst_rect
.top
;
3470 pos
[1].x
= dst_rect
.right
;
3471 pos
[1].y
= dst_rect
.bottom
;
3472 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl
*)dst_surface
->clipper
)->hWnd
, pos
, 2);
3474 if(pos
[0].x
!= cliprect
.left
|| pos
[0].y
!= cliprect
.top
||
3475 pos
[1].x
!= cliprect
.right
|| pos
[1].y
!= cliprect
.bottom
)
3477 TRACE("No, dest rectangle doesn't match(clipper)\n");
3478 TRACE("Clip rect at %s\n", wine_dbgstr_rect(&cliprect
));
3479 TRACE("Blt dest: %s\n", wine_dbgstr_rect(&dst_rect
));
3483 else if (dst_rect
.left
|| dst_rect
.top
3484 || dst_rect
.right
!= dst_surface
->currentDesc
.Width
3485 || dst_rect
.bottom
!= dst_surface
->currentDesc
.Height
)
3487 TRACE("No, dest rectangle doesn't match(surface size)\n");
3493 /* These flags are unimportant for the flag check, remove them */
3494 if (!(Flags
& ~(WINEDDBLT_DONOTWAIT
| WINEDDBLT_WAIT
)))
3496 WINED3DSWAPEFFECT orig_swap
= dstSwapchain
->presentParms
.SwapEffect
;
3498 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3499 * take very long, while a flip is fast.
3500 * This applies to Half-Life, which does such Blts every time it finished
3501 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3502 * menu. This is also used by all apps when they do windowed rendering
3504 * The problem is that flipping is not really the same as copying. After a
3505 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3506 * untouched. Therefore it's necessary to override the swap effect
3507 * and to set it back after the flip.
3509 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3513 dstSwapchain
->presentParms
.SwapEffect
= WINED3DSWAPEFFECT_COPY
;
3514 dstSwapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_IMMEDIATE
;
3516 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3517 IWineD3DSwapChain_Present((IWineD3DSwapChain
*)dstSwapchain
,
3518 NULL
, NULL
, dstSwapchain
->win_handle
, NULL
, 0);
3520 dstSwapchain
->presentParms
.SwapEffect
= orig_swap
;
3527 TRACE("Unsupported blit between buffers on the same swapchain\n");
3528 return WINED3DERR_INVALIDCALL
;
3529 } else if(dstSwapchain
&& dstSwapchain
== srcSwapchain
) {
3530 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3531 return WINED3DERR_INVALIDCALL
;
3532 } else if(dstSwapchain
&& srcSwapchain
) {
3533 FIXME("Implement hardware blit between two different swapchains\n");
3534 return WINED3DERR_INVALIDCALL
;
3536 else if (dstSwapchain
)
3538 /* Handled with regular texture -> swapchain blit */
3539 if (src_surface
== device
->render_targets
[0])
3540 TRACE("Blit from active render target to a swapchain\n");
3542 else if (srcSwapchain
&& dst_surface
== device
->render_targets
[0])
3544 FIXME("Implement blit from a swapchain to the active render target\n");
3545 return WINED3DERR_INVALIDCALL
;
3548 if ((srcSwapchain
|| src_surface
== device
->render_targets
[0]) && !dstSwapchain
)
3550 /* Blit from render target to texture */
3553 /* P8 read back is not implemented */
3554 if (src_surface
->resource
.format
->id
== WINED3DFMT_P8_UINT
3555 || dst_surface
->resource
.format
->id
== WINED3DFMT_P8_UINT
)
3557 TRACE("P8 read back not supported by frame buffer to texture blit\n");
3558 return WINED3DERR_INVALIDCALL
;
3561 if(Flags
& (WINEDDBLT_KEYSRC
| WINEDDBLT_KEYSRCOVERRIDE
)) {
3562 TRACE("Color keying not supported by frame buffer to texture blit\n");
3563 return WINED3DERR_INVALIDCALL
;
3564 /* Destination color key is checked above */
3567 if(dst_rect
.right
- dst_rect
.left
!= src_rect
.right
- src_rect
.left
) {
3573 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3574 * flip the image nor scale it.
3576 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3577 * -> If the app wants a image width an unscaled width, copy it line per line
3578 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3579 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3580 * back buffer. This is slower than reading line per line, thus not used for flipping
3581 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3584 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3585 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3588 if (fbo_blit_supported(gl_info
, BLIT_OP_BLIT
,
3589 &src_rect
, src_surface
->resource
.usage
, src_surface
->resource
.pool
, src_surface
->resource
.format
,
3590 &dst_rect
, dst_surface
->resource
.usage
, dst_surface
->resource
.pool
, dst_surface
->resource
.format
))
3592 surface_blt_fbo(device
, Filter
,
3593 src_surface
, SFLAG_INDRAWABLE
, &src_rect
,
3594 dst_surface
, SFLAG_INDRAWABLE
, &dst_rect
);
3595 surface_modify_location(dst_surface
, SFLAG_INDRAWABLE
, TRUE
);
3597 else if (!stretchx
|| dst_rect
.right
- dst_rect
.left
> src_surface
->currentDesc
.Width
3598 || dst_rect
.bottom
- dst_rect
.top
> src_surface
->currentDesc
.Height
)
3600 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3601 fb_copy_to_texture_direct(dst_surface
, src_surface
, &src_rect
, &dst_rect
, Filter
);
3603 TRACE("Using hardware stretching to flip / stretch the texture\n");
3604 fb_copy_to_texture_hwstretch(dst_surface
, src_surface
, &src_rect
, &dst_rect
, Filter
);
3607 if (!(dst_surface
->Flags
& SFLAG_DONOTFREE
))
3609 HeapFree(GetProcessHeap(), 0, dst_surface
->resource
.heapMemory
);
3610 dst_surface
->resource
.allocatedMemory
= NULL
;
3611 dst_surface
->resource
.heapMemory
= NULL
;
3615 dst_surface
->Flags
&= ~SFLAG_INSYSMEM
;
3620 else if (src_surface
)
3622 /* Blit from offscreen surface to render target */
3623 DWORD oldCKeyFlags
= src_surface
->CKeyFlags
;
3624 WINEDDCOLORKEY oldBltCKey
= src_surface
->SrcBltCKey
;
3625 struct wined3d_context
*context
;
3627 TRACE("Blt from surface %p to rendertarget %p\n", src_surface
, dst_surface
);
3629 if (!(Flags
& (WINEDDBLT_KEYSRC
| WINEDDBLT_KEYSRCOVERRIDE
))
3630 && fbo_blit_supported(gl_info
, BLIT_OP_BLIT
,
3631 &src_rect
, src_surface
->resource
.usage
, src_surface
->resource
.pool
,
3632 src_surface
->resource
.format
,
3633 &dst_rect
, dst_surface
->resource
.usage
, dst_surface
->resource
.pool
,
3634 dst_surface
->resource
.format
))
3636 TRACE("Using surface_blt_fbo.\n");
3637 /* The source is always a texture, but never the currently active render target, and the texture
3638 * contents are never upside down. */
3639 surface_blt_fbo(device
, Filter
,
3640 src_surface
, SFLAG_INDRAWABLE
, &src_rect
,
3641 dst_surface
, SFLAG_INDRAWABLE
, &dst_rect
);
3642 surface_modify_location(dst_surface
, SFLAG_INDRAWABLE
, TRUE
);
3646 if (!(Flags
& (WINEDDBLT_KEYSRC
| WINEDDBLT_KEYSRCOVERRIDE
))
3647 && arbfp_blit
.blit_supported(gl_info
, BLIT_OP_BLIT
,
3648 &src_rect
, src_surface
->resource
.usage
, src_surface
->resource
.pool
,
3649 src_surface
->resource
.format
,
3650 &dst_rect
, dst_surface
->resource
.usage
, dst_surface
->resource
.pool
,
3651 dst_surface
->resource
.format
))
3653 return arbfp_blit_surface(device
, src_surface
, &src_rect
, dst_surface
, &dst_rect
, BLIT_OP_BLIT
, Filter
);
3656 /* Color keying: Check if we have to do a color keyed blt,
3657 * and if not check if a color key is activated.
3659 * Just modify the color keying parameters in the surface and restore them afterwards
3660 * The surface keeps track of the color key last used to load the opengl surface.
3661 * PreLoad will catch the change to the flags and color key and reload if necessary.
3663 if(Flags
& WINEDDBLT_KEYSRC
) {
3664 /* Use color key from surface */
3665 } else if(Flags
& WINEDDBLT_KEYSRCOVERRIDE
) {
3666 /* Use color key from DDBltFx */
3667 src_surface
->CKeyFlags
|= WINEDDSD_CKSRCBLT
;
3668 src_surface
->SrcBltCKey
= DDBltFx
->ddckSrcColorkey
;
3670 /* Do not use color key */
3671 src_surface
->CKeyFlags
&= ~WINEDDSD_CKSRCBLT
;
3674 /* Now load the surface */
3675 surface_internal_preload(src_surface
, SRGB_RGB
);
3677 /* Activate the destination context, set it up for blitting */
3678 context
= context_acquire(device
, dst_surface
);
3679 context_apply_blit_state(context
, device
);
3681 if (dstSwapchain
&& dst_surface
== dstSwapchain
->front_buffer
)
3682 surface_translate_frontbuffer_coords(dst_surface
, context
->win_handle
, &dst_rect
);
3684 if (!device
->blitter
->blit_supported(gl_info
, BLIT_OP_BLIT
,
3685 &src_rect
, src_surface
->resource
.usage
, src_surface
->resource
.pool
, src_surface
->resource
.format
,
3686 &dst_rect
, dst_surface
->resource
.usage
, dst_surface
->resource
.pool
, dst_surface
->resource
.format
))
3688 FIXME("Unsupported blit operation falling back to software\n");
3689 return WINED3DERR_INVALIDCALL
;
3692 device
->blitter
->set_shader((IWineD3DDevice
*)device
, src_surface
);
3696 /* This is for color keying */
3697 if(Flags
& (WINEDDBLT_KEYSRC
| WINEDDBLT_KEYSRCOVERRIDE
)) {
3698 glEnable(GL_ALPHA_TEST
);
3699 checkGLcall("glEnable(GL_ALPHA_TEST)");
3701 /* When the primary render target uses P8, the alpha component contains the palette index.
3702 * Which means that the colorkey is one of the palette entries. In other cases pixels that
3703 * should be masked away have alpha set to 0. */
3704 if (primary_render_target_is_p8(device
))
3705 glAlphaFunc(GL_NOTEQUAL
, (float)src_surface
->SrcBltCKey
.dwColorSpaceLowValue
/ 256.0f
);
3707 glAlphaFunc(GL_NOTEQUAL
, 0.0f
);
3708 checkGLcall("glAlphaFunc");
3710 glDisable(GL_ALPHA_TEST
);
3711 checkGLcall("glDisable(GL_ALPHA_TEST)");
3714 /* Draw a textured quad
3716 draw_textured_quad(src_surface
, &src_rect
, &dst_rect
, Filter
);
3718 if(Flags
& (WINEDDBLT_KEYSRC
| WINEDDBLT_KEYSRCOVERRIDE
)) {
3719 glDisable(GL_ALPHA_TEST
);
3720 checkGLcall("glDisable(GL_ALPHA_TEST)");
3723 /* Restore the color key parameters */
3724 src_surface
->CKeyFlags
= oldCKeyFlags
;
3725 src_surface
->SrcBltCKey
= oldBltCKey
;
3729 /* Leave the opengl state valid for blitting */
3730 device
->blitter
->unset_shader((IWineD3DDevice
*)device
);
3732 if (wined3d_settings
.strict_draw_ordering
|| (dstSwapchain
3733 && (dst_surface
== dstSwapchain
->front_buffer
3734 || dstSwapchain
->num_contexts
> 1)))
3735 wglFlush(); /* Flush to ensure ordering across contexts. */
3737 context_release(context
);
3739 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
3740 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
3743 surface_modify_location(dst_surface
, SFLAG_INDRAWABLE
, TRUE
);
3749 /* Source-Less Blit to render target */
3750 if (Flags
& WINEDDBLT_COLORFILL
)
3752 WINED3DCOLORVALUE color
;
3754 TRACE("Colorfill\n");
3756 /* The color as given in the Blt function is in the surface format. */
3757 if (!surface_convert_color_to_float(dst_surface
, DDBltFx
->u5
.dwFillColor
, &color
))
3758 return WINED3DERR_INVALIDCALL
;
3760 return surface_color_fill(dst_surface
, &dst_rect
, &color
);
3764 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3765 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3766 return WINED3DERR_INVALIDCALL
;
3769 static HRESULT
IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl
*This
, const RECT
*DestRect
,
3770 IWineD3DSurface
*src_surface
, const RECT
*src_rect
, DWORD Flags
, const WINEDDBLTFX
*DDBltFx
)
3772 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
3775 if (Flags
& WINEDDBLT_DEPTHFILL
)
3777 switch (This
->resource
.format
->id
)
3779 case WINED3DFMT_D16_UNORM
:
3780 depth
= (float) DDBltFx
->u5
.dwFillDepth
/ (float) 0x0000ffff;
3782 case WINED3DFMT_S1_UINT_D15_UNORM
:
3783 depth
= (float) DDBltFx
->u5
.dwFillDepth
/ (float) 0x00007fff;
3785 case WINED3DFMT_D24_UNORM_S8_UINT
:
3786 case WINED3DFMT_X8D24_UNORM
:
3787 depth
= (float) DDBltFx
->u5
.dwFillDepth
/ (float) 0x00ffffff;
3789 case WINED3DFMT_D32_UNORM
:
3790 depth
= (float) DDBltFx
->u5
.dwFillDepth
/ (float) 0xffffffff;
3794 ERR("Unexpected format for depth fill: %s.\n", debug_d3dformat(This
->resource
.format
->id
));
3797 return IWineD3DDevice_Clear((IWineD3DDevice
*)device
, DestRect
? 1 : 0, DestRect
,
3798 WINED3DCLEAR_ZBUFFER
, 0x00000000, depth
, 0x00000000);
3801 FIXME("(%p): Unsupp depthstencil blit\n", This
);
3802 return WINED3DERR_INVALIDCALL
;
3805 static HRESULT WINAPI
IWineD3DSurfaceImpl_Blt(IWineD3DSurface
*iface
, const RECT
*DestRect
,
3806 IWineD3DSurface
*src_surface
, const RECT
*SrcRect
, DWORD Flags
,
3807 const WINEDDBLTFX
*DDBltFx
, WINED3DTEXTUREFILTERTYPE Filter
)
3809 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
3810 IWineD3DSurfaceImpl
*src
= (IWineD3DSurfaceImpl
*)src_surface
;
3811 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
3813 TRACE("iface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
3814 iface
, wine_dbgstr_rect(DestRect
), src_surface
, wine_dbgstr_rect(SrcRect
),
3815 Flags
, DDBltFx
, debug_d3dtexturefiltertype(Filter
));
3816 TRACE("Usage is %s.\n", debug_d3dusage(This
->resource
.usage
));
3818 if ((This
->Flags
& SFLAG_LOCKED
) || (src
&& (src
->Flags
& SFLAG_LOCKED
)))
3820 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3821 return WINEDDERR_SURFACEBUSY
;
3824 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3825 * except depth blits, which seem to work
3827 if (This
== device
->depth_stencil
|| (src
&& src
== device
->depth_stencil
))
3829 if (device
->inScene
&& !(Flags
& WINEDDBLT_DEPTHFILL
))
3831 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3832 return WINED3DERR_INVALIDCALL
;
3834 else if (SUCCEEDED(IWineD3DSurfaceImpl_BltZ(This
, DestRect
, src_surface
, SrcRect
, Flags
, DDBltFx
)))
3836 TRACE("Z Blit override handled the blit\n");
3841 /* Special cases for RenderTargets */
3842 if ((This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
)
3843 || (src
&& (src
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
)))
3845 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This
, DestRect
, src
, SrcRect
, Flags
, DDBltFx
, Filter
)))
3849 /* For the rest call the X11 surface implementation.
3850 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3851 * other Blts are rather rare. */
3852 return IWineD3DBaseSurfaceImpl_Blt(iface
, DestRect
, src_surface
, SrcRect
, Flags
, DDBltFx
, Filter
);
3855 static HRESULT WINAPI
IWineD3DSurfaceImpl_BltFast(IWineD3DSurface
*iface
, DWORD dstx
, DWORD dsty
,
3856 IWineD3DSurface
*src_surface
, const RECT
*rsrc
, DWORD trans
)
3858 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
3859 IWineD3DSurfaceImpl
*src
= (IWineD3DSurfaceImpl
*)src_surface
;
3860 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
3862 TRACE("iface %p, dst_x %u, dst_y %u, src_surface %p, src_rect %s, flags %#x.\n",
3863 iface
, dstx
, dsty
, src_surface
, wine_dbgstr_rect(rsrc
), trans
);
3865 if ((This
->Flags
& SFLAG_LOCKED
) || (src
->Flags
& SFLAG_LOCKED
))
3867 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3868 return WINEDDERR_SURFACEBUSY
;
3871 if (device
->inScene
&& (This
== device
->depth_stencil
|| src
== device
->depth_stencil
))
3873 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3874 return WINED3DERR_INVALIDCALL
;
3877 /* Special cases for RenderTargets */
3878 if ((This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
)
3879 || (src
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
))
3882 RECT SrcRect
, DstRect
;
3885 surface_get_rect(src
, rsrc
, &SrcRect
);
3887 DstRect
.left
= dstx
;
3889 DstRect
.right
= dstx
+ SrcRect
.right
- SrcRect
.left
;
3890 DstRect
.bottom
= dsty
+ SrcRect
.bottom
- SrcRect
.top
;
3892 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3893 if(trans
& WINEDDBLTFAST_SRCCOLORKEY
)
3894 Flags
|= WINEDDBLT_KEYSRC
;
3895 if(trans
& WINEDDBLTFAST_DESTCOLORKEY
)
3896 Flags
|= WINEDDBLT_KEYDEST
;
3897 if(trans
& WINEDDBLTFAST_WAIT
)
3898 Flags
|= WINEDDBLT_WAIT
;
3899 if(trans
& WINEDDBLTFAST_DONOTWAIT
)
3900 Flags
|= WINEDDBLT_DONOTWAIT
;
3902 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This
,
3903 &DstRect
, src
, &SrcRect
, Flags
, NULL
, WINED3DTEXF_POINT
)))
3907 return IWineD3DBaseSurfaceImpl_BltFast(iface
, dstx
, dsty
, src_surface
, rsrc
, trans
);
3910 static HRESULT WINAPI
IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface
*iface
)
3912 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
3914 IWineD3DPaletteImpl
*pal
= This
->palette
;
3916 TRACE("(%p)\n", This
);
3918 if (!pal
) return WINED3D_OK
;
3920 if (This
->resource
.format
->id
== WINED3DFMT_P8_UINT
3921 || This
->resource
.format
->id
== WINED3DFMT_P8_UINT_A8_UNORM
)
3923 if (This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
)
3925 /* Make sure the texture is up to date. This call doesn't do
3926 * anything if the texture is already up to date. */
3927 surface_load_location(This
, SFLAG_INTEXTURE
, NULL
);
3929 /* We want to force a palette refresh, so mark the drawable as not being up to date */
3930 surface_modify_location(This
, SFLAG_INDRAWABLE
, FALSE
);
3934 if (!(This
->Flags
& SFLAG_INSYSMEM
))
3936 TRACE("Palette changed with surface that does not have an up to date system memory copy.\n");
3937 surface_load_location(This
, SFLAG_INSYSMEM
, NULL
);
3939 TRACE("Dirtifying surface\n");
3940 surface_modify_location(This
, SFLAG_INSYSMEM
, TRUE
);
3944 if(This
->Flags
& SFLAG_DIBSECTION
) {
3945 TRACE("(%p): Updating the hdc's palette\n", This
);
3946 for (n
=0; n
<256; n
++) {
3947 col
[n
].rgbRed
= pal
->palents
[n
].peRed
;
3948 col
[n
].rgbGreen
= pal
->palents
[n
].peGreen
;
3949 col
[n
].rgbBlue
= pal
->palents
[n
].peBlue
;
3950 col
[n
].rgbReserved
= 0;
3952 SetDIBColorTable(This
->hDC
, 0, 256, col
);
3955 /* Propagate the changes to the drawable when we have a palette. */
3956 if (This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
)
3957 surface_load_location(This
, SFLAG_INDRAWABLE
, NULL
);
3962 static HRESULT WINAPI
IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface
*iface
) {
3963 /** Check against the maximum texture sizes supported by the video card **/
3964 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
3965 const struct wined3d_gl_info
*gl_info
= &This
->resource
.device
->adapter
->gl_info
;
3966 unsigned int pow2Width
, pow2Height
;
3968 This
->texture_name
= 0;
3969 This
->texture_target
= GL_TEXTURE_2D
;
3971 /* Non-power2 support */
3972 if (gl_info
->supported
[ARB_TEXTURE_NON_POWER_OF_TWO
] || gl_info
->supported
[WINED3D_GL_NORMALIZED_TEXRECT
])
3974 pow2Width
= This
->currentDesc
.Width
;
3975 pow2Height
= This
->currentDesc
.Height
;
3979 /* Find the nearest pow2 match */
3980 pow2Width
= pow2Height
= 1;
3981 while (pow2Width
< This
->currentDesc
.Width
) pow2Width
<<= 1;
3982 while (pow2Height
< This
->currentDesc
.Height
) pow2Height
<<= 1;
3984 This
->pow2Width
= pow2Width
;
3985 This
->pow2Height
= pow2Height
;
3987 if (pow2Width
> This
->currentDesc
.Width
|| pow2Height
> This
->currentDesc
.Height
)
3989 /* TODO: Add support for non power two compressed textures. */
3990 if (This
->resource
.format
->Flags
& WINED3DFMT_FLAG_COMPRESSED
)
3992 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
3993 This
, This
->currentDesc
.Width
, This
->currentDesc
.Height
);
3994 return WINED3DERR_NOTAVAILABLE
;
3998 if(pow2Width
!= This
->currentDesc
.Width
||
3999 pow2Height
!= This
->currentDesc
.Height
) {
4000 This
->Flags
|= SFLAG_NONPOW2
;
4003 TRACE("%p\n", This
);
4004 if ((This
->pow2Width
> gl_info
->limits
.texture_size
|| This
->pow2Height
> gl_info
->limits
.texture_size
)
4005 && !(This
->resource
.usage
& (WINED3DUSAGE_RENDERTARGET
| WINED3DUSAGE_DEPTHSTENCIL
)))
4007 /* one of three options
4008 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)
4009 2: Set the texture to the maximum size (bad idea)
4010 3: WARN and return WINED3DERR_NOTAVAILABLE;
4011 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.
4013 if(This
->resource
.pool
== WINED3DPOOL_DEFAULT
|| This
->resource
.pool
== WINED3DPOOL_MANAGED
)
4015 WARN("(%p) Unable to allocate a surface which exceeds the maximum OpenGL texture size\n", This
);
4016 return WINED3DERR_NOTAVAILABLE
;
4019 /* We should never use this surface in combination with OpenGL! */
4020 TRACE("(%p) Creating an oversized surface: %ux%u\n", This
, This
->pow2Width
, This
->pow2Height
);
4024 /* Don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
4025 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
4026 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
4028 if (This
->Flags
& SFLAG_NONPOW2
&& gl_info
->supported
[ARB_TEXTURE_RECTANGLE
]
4029 && !(This
->resource
.format
->id
== WINED3DFMT_P8_UINT
4030 && gl_info
->supported
[EXT_PALETTED_TEXTURE
]
4031 && wined3d_settings
.rendertargetlock_mode
== RTL_READTEX
))
4033 This
->texture_target
= GL_TEXTURE_RECTANGLE_ARB
;
4034 This
->pow2Width
= This
->currentDesc
.Width
;
4035 This
->pow2Height
= This
->currentDesc
.Height
;
4036 This
->Flags
&= ~(SFLAG_NONPOW2
| SFLAG_NORMCOORD
);
4040 switch (wined3d_settings
.offscreen_rendering_mode
)
4043 This
->get_drawable_size
= get_drawable_size_fbo
;
4046 case ORM_BACKBUFFER
:
4047 This
->get_drawable_size
= get_drawable_size_backbuffer
;
4051 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings
.offscreen_rendering_mode
);
4052 return WINED3DERR_INVALIDCALL
;
4055 This
->Flags
|= SFLAG_INSYSMEM
;
4060 /* GL locking is done by the caller */
4061 static void surface_depth_blt(IWineD3DSurfaceImpl
*This
, const struct wined3d_gl_info
*gl_info
,
4062 GLuint texture
, GLsizei w
, GLsizei h
, GLenum target
)
4064 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
4065 GLint compare_mode
= GL_NONE
;
4066 struct blt_info info
;
4067 GLint old_binding
= 0;
4069 glPushAttrib(GL_ENABLE_BIT
| GL_DEPTH_BUFFER_BIT
| GL_COLOR_BUFFER_BIT
| GL_VIEWPORT_BIT
);
4071 glDisable(GL_CULL_FACE
);
4072 glDisable(GL_BLEND
);
4073 glDisable(GL_ALPHA_TEST
);
4074 glDisable(GL_SCISSOR_TEST
);
4075 glDisable(GL_STENCIL_TEST
);
4076 glEnable(GL_DEPTH_TEST
);
4077 glDepthFunc(GL_ALWAYS
);
4078 glDepthMask(GL_TRUE
);
4079 glColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
4080 glViewport(0, 0, w
, h
);
4082 surface_get_blt_info(target
, NULL
, w
, h
, &info
);
4083 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
));
4084 glGetIntegerv(info
.binding
, &old_binding
);
4085 glBindTexture(info
.bind_target
, texture
);
4086 if (gl_info
->supported
[ARB_SHADOW
])
4088 glGetTexParameteriv(info
.bind_target
, GL_TEXTURE_COMPARE_MODE_ARB
, &compare_mode
);
4089 if (compare_mode
!= GL_NONE
) glTexParameteri(info
.bind_target
, GL_TEXTURE_COMPARE_MODE_ARB
, GL_NONE
);
4092 device
->shader_backend
->shader_select_depth_blt((IWineD3DDevice
*)device
,
4093 info
.tex_type
, &This
->ds_current_size
);
4095 glBegin(GL_TRIANGLE_STRIP
);
4096 glTexCoord3fv(info
.coords
[0]);
4097 glVertex2f(-1.0f
, -1.0f
);
4098 glTexCoord3fv(info
.coords
[1]);
4099 glVertex2f(1.0f
, -1.0f
);
4100 glTexCoord3fv(info
.coords
[2]);
4101 glVertex2f(-1.0f
, 1.0f
);
4102 glTexCoord3fv(info
.coords
[3]);
4103 glVertex2f(1.0f
, 1.0f
);
4106 if (compare_mode
!= GL_NONE
) glTexParameteri(info
.bind_target
, GL_TEXTURE_COMPARE_MODE_ARB
, compare_mode
);
4107 glBindTexture(info
.bind_target
, old_binding
);
4111 device
->shader_backend
->shader_deselect_depth_blt((IWineD3DDevice
*)device
);
4114 void surface_modify_ds_location(IWineD3DSurfaceImpl
*surface
,
4115 DWORD location
, UINT w
, UINT h
)
4117 TRACE("surface %p, new location %#x, w %u, h %u.\n", surface
, location
, w
, h
);
4119 if (location
& ~SFLAG_DS_LOCATIONS
)
4120 FIXME("Invalid location (%#x) specified.\n", location
);
4122 surface
->ds_current_size
.cx
= w
;
4123 surface
->ds_current_size
.cy
= h
;
4124 surface
->Flags
&= ~SFLAG_DS_LOCATIONS
;
4125 surface
->Flags
|= location
;
4128 /* Context activation is done by the caller. */
4129 void surface_load_ds_location(IWineD3DSurfaceImpl
*surface
, struct wined3d_context
*context
, DWORD location
)
4131 IWineD3DDeviceImpl
*device
= surface
->resource
.device
;
4132 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4134 TRACE("surface %p, new location %#x.\n", surface
, location
);
4136 /* TODO: Make this work for modes other than FBO */
4137 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) return;
4139 if (!(surface
->Flags
& location
))
4141 surface
->ds_current_size
.cx
= 0;
4142 surface
->ds_current_size
.cy
= 0;
4145 if (surface
->ds_current_size
.cx
== surface
->currentDesc
.Width
4146 && surface
->ds_current_size
.cy
== surface
->currentDesc
.Height
)
4148 TRACE("Location (%#x) is already up to date.\n", location
);
4152 if (surface
->current_renderbuffer
)
4154 FIXME("Not supported with fixed up depth stencil.\n");
4158 if (!(surface
->Flags
& SFLAG_LOCATIONS
))
4160 FIXME("No up to date depth stencil location.\n");
4161 surface
->Flags
|= location
;
4165 if (location
== SFLAG_DS_OFFSCREEN
)
4167 GLint old_binding
= 0;
4171 /* The render target is allowed to be smaller than the depth/stencil
4172 * buffer, so the onscreen depth/stencil buffer is potentially smaller
4173 * than the offscreen surface. Don't overwrite the offscreen surface
4174 * with undefined data. */
4175 w
= min(surface
->currentDesc
.Width
, context
->swapchain
->presentParms
.BackBufferWidth
);
4176 h
= min(surface
->currentDesc
.Height
, context
->swapchain
->presentParms
.BackBufferHeight
);
4178 TRACE("Copying onscreen depth buffer to depth texture.\n");
4182 if (!device
->depth_blt_texture
)
4184 glGenTextures(1, &device
->depth_blt_texture
);
4187 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4188 * directly on the FBO texture. That's because we need to flip. */
4189 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
4190 if (surface
->texture_target
== GL_TEXTURE_RECTANGLE_ARB
)
4192 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB
, &old_binding
);
4193 bind_target
= GL_TEXTURE_RECTANGLE_ARB
;
4197 glGetIntegerv(GL_TEXTURE_BINDING_2D
, &old_binding
);
4198 bind_target
= GL_TEXTURE_2D
;
4200 glBindTexture(bind_target
, device
->depth_blt_texture
);
4201 glCopyTexImage2D(bind_target
, surface
->texture_level
, surface
->resource
.format
->glInternal
, 0, 0, w
, h
, 0);
4202 glTexParameteri(bind_target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
4203 glTexParameteri(bind_target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
4204 glTexParameteri(bind_target
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
4205 glTexParameteri(bind_target
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
4206 glTexParameteri(bind_target
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
4207 glTexParameteri(bind_target
, GL_DEPTH_TEXTURE_MODE_ARB
, GL_LUMINANCE
);
4208 glBindTexture(bind_target
, old_binding
);
4210 /* Setup the destination */
4211 if (!device
->depth_blt_rb
)
4213 gl_info
->fbo_ops
.glGenRenderbuffers(1, &device
->depth_blt_rb
);
4214 checkGLcall("glGenRenderbuffersEXT");
4216 if (device
->depth_blt_rb_w
!= w
|| device
->depth_blt_rb_h
!= h
)
4218 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, device
->depth_blt_rb
);
4219 checkGLcall("glBindRenderbufferEXT");
4220 gl_info
->fbo_ops
.glRenderbufferStorage(GL_RENDERBUFFER
, GL_RGBA8
, w
, h
);
4221 checkGLcall("glRenderbufferStorageEXT");
4222 device
->depth_blt_rb_w
= w
;
4223 device
->depth_blt_rb_h
= h
;
4226 context_bind_fbo(context
, GL_FRAMEBUFFER
, &context
->dst_fbo
);
4227 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
,
4228 GL_COLOR_ATTACHMENT0
, GL_RENDERBUFFER
, device
->depth_blt_rb
);
4229 checkGLcall("glFramebufferRenderbufferEXT");
4230 context_attach_depth_stencil_fbo(context
, GL_FRAMEBUFFER
, surface
, FALSE
);
4232 /* Do the actual blit */
4233 surface_depth_blt(surface
, gl_info
, device
->depth_blt_texture
, w
, h
, bind_target
);
4234 checkGLcall("depth_blt");
4236 if (context
->current_fbo
) context_bind_fbo(context
, GL_FRAMEBUFFER
, &context
->current_fbo
->id
);
4237 else context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
4241 if (wined3d_settings
.strict_draw_ordering
) wglFlush(); /* Flush to ensure ordering across contexts. */
4243 else if (location
== SFLAG_DS_ONSCREEN
)
4245 TRACE("Copying depth texture to onscreen depth buffer.\n");
4249 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
4250 surface_depth_blt(surface
, gl_info
, surface
->texture_name
,
4251 surface
->currentDesc
.Width
, surface
->currentDesc
.Height
, surface
->texture_target
);
4252 checkGLcall("depth_blt");
4254 if (context
->current_fbo
) context_bind_fbo(context
, GL_FRAMEBUFFER
, &context
->current_fbo
->id
);
4258 if (wined3d_settings
.strict_draw_ordering
) wglFlush(); /* Flush to ensure ordering across contexts. */
4262 ERR("Invalid location (%#x) specified.\n", location
);
4265 surface
->Flags
|= location
;
4266 surface
->ds_current_size
.cx
= surface
->currentDesc
.Width
;
4267 surface
->ds_current_size
.cy
= surface
->currentDesc
.Height
;
4270 void surface_modify_location(IWineD3DSurfaceImpl
*surface
, DWORD flag
, BOOL persistent
)
4272 IWineD3DSurfaceImpl
*overlay
;
4274 TRACE("surface %p, location %s, persistent %#x.\n",
4275 surface
, debug_surflocation(flag
), persistent
);
4277 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
4279 if (surface_is_offscreen(surface
))
4281 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4282 if (flag
& (SFLAG_INTEXTURE
| SFLAG_INDRAWABLE
)) flag
|= (SFLAG_INTEXTURE
| SFLAG_INDRAWABLE
);
4286 TRACE("Surface %p is an onscreen surface.\n", surface
);
4292 if (((surface
->Flags
& SFLAG_INTEXTURE
) && !(flag
& SFLAG_INTEXTURE
))
4293 || ((surface
->Flags
& SFLAG_INSRGBTEX
) && !(flag
& SFLAG_INSRGBTEX
)))
4295 if (surface
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
4297 TRACE("Passing to container.\n");
4298 IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture
*)surface
->container
.u
.texture
, TRUE
);
4301 surface
->Flags
&= ~SFLAG_LOCATIONS
;
4302 surface
->Flags
|= flag
;
4304 /* Redraw emulated overlays, if any */
4305 if (flag
& SFLAG_INDRAWABLE
&& !list_empty(&surface
->overlays
))
4307 LIST_FOR_EACH_ENTRY(overlay
, &surface
->overlays
, IWineD3DSurfaceImpl
, overlay_entry
)
4309 IWineD3DSurface_DrawOverlay((IWineD3DSurface
*)overlay
);
4315 if ((surface
->Flags
& (SFLAG_INTEXTURE
| SFLAG_INSRGBTEX
)) && (flag
& (SFLAG_INTEXTURE
| SFLAG_INSRGBTEX
)))
4317 if (surface
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
4319 TRACE("Passing to container\n");
4320 IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture
*)surface
->container
.u
.texture
, TRUE
);
4323 surface
->Flags
&= ~flag
;
4326 if (!(surface
->Flags
& SFLAG_LOCATIONS
))
4328 ERR("Surface %p does not have any up to date location.\n", surface
);
4332 static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl
*This
, const RECT
*rect_in
)
4334 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
4335 IWineD3DSwapChainImpl
*swapchain
;
4336 struct wined3d_context
*context
;
4337 RECT src_rect
, dst_rect
;
4339 surface_get_rect(This
, rect_in
, &src_rect
);
4341 context
= context_acquire(device
, This
);
4342 context_apply_blit_state(context
, device
);
4343 if (context
->render_offscreen
)
4345 dst_rect
.left
= src_rect
.left
;
4346 dst_rect
.right
= src_rect
.right
;
4347 dst_rect
.top
= src_rect
.bottom
;
4348 dst_rect
.bottom
= src_rect
.top
;
4352 dst_rect
= src_rect
;
4355 swapchain
= This
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
? This
->container
.u
.swapchain
: NULL
;
4356 if (swapchain
&& This
== swapchain
->front_buffer
)
4357 surface_translate_frontbuffer_coords(This
, context
->win_handle
, &dst_rect
);
4359 device
->blitter
->set_shader((IWineD3DDevice
*) device
, This
);
4362 draw_textured_quad(This
, &src_rect
, &dst_rect
, WINED3DTEXF_POINT
);
4365 device
->blitter
->unset_shader((IWineD3DDevice
*) device
);
4367 if (wined3d_settings
.strict_draw_ordering
|| (swapchain
4368 && (This
== swapchain
->front_buffer
|| swapchain
->num_contexts
> 1)))
4369 wglFlush(); /* Flush to ensure ordering across contexts. */
4371 context_release(context
);
4374 HRESULT
surface_load_location(IWineD3DSurfaceImpl
*surface
, DWORD flag
, const RECT
*rect
)
4376 IWineD3DDeviceImpl
*device
= surface
->resource
.device
;
4377 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4378 BOOL drawable_read_ok
= surface_is_offscreen(surface
);
4379 struct wined3d_format format
;
4380 CONVERT_TYPES convert
;
4381 int width
, pitch
, outpitch
;
4383 BOOL in_fbo
= FALSE
;
4385 TRACE("surface %p, location %s, rect %s.\n", surface
, debug_surflocation(flag
), wine_dbgstr_rect(rect
));
4387 if (surface
->resource
.usage
& WINED3DUSAGE_DEPTHSTENCIL
)
4389 if (flag
== SFLAG_INTEXTURE
)
4391 struct wined3d_context
*context
= context_acquire(device
, NULL
);
4392 surface_load_ds_location(surface
, context
, SFLAG_DS_OFFSCREEN
);
4393 context_release(context
);
4398 FIXME("Unimplemented location %s for depth/stencil buffers.\n", debug_surflocation(flag
));
4399 return WINED3DERR_INVALIDCALL
;
4403 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
4405 if (surface_is_offscreen(surface
))
4407 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4408 * Prefer SFLAG_INTEXTURE. */
4409 if (flag
== SFLAG_INDRAWABLE
) flag
= SFLAG_INTEXTURE
;
4410 drawable_read_ok
= FALSE
;
4415 TRACE("Surface %p is an onscreen surface.\n", surface
);
4419 if (surface
->Flags
& flag
)
4421 TRACE("Location already up to date\n");
4425 if (!(surface
->Flags
& SFLAG_LOCATIONS
))
4427 ERR("Surface %p does not have any up to date location.\n", surface
);
4428 surface
->Flags
|= SFLAG_LOST
;
4429 return WINED3DERR_DEVICELOST
;
4432 if (flag
== SFLAG_INSYSMEM
)
4434 surface_prepare_system_memory(surface
);
4436 /* Download the surface to system memory */
4437 if (surface
->Flags
& (SFLAG_INTEXTURE
| SFLAG_INSRGBTEX
))
4439 struct wined3d_context
*context
= NULL
;
4441 if (!device
->isInDraw
) context
= context_acquire(device
, NULL
);
4443 surface_bind_and_dirtify(surface
, !(surface
->Flags
& SFLAG_INTEXTURE
));
4444 surface_download_data(surface
, gl_info
);
4446 if (context
) context_release(context
);
4450 /* Note: It might be faster to download into a texture first. */
4451 read_from_framebuffer(surface
, rect
, surface
->resource
.allocatedMemory
,
4452 IWineD3DSurface_GetPitch((IWineD3DSurface
*)surface
));
4455 else if (flag
== SFLAG_INDRAWABLE
)
4457 if (surface
->Flags
& SFLAG_INTEXTURE
)
4459 surface_blt_to_drawable(surface
, rect
);
4464 if ((surface
->Flags
& SFLAG_LOCATIONS
) == SFLAG_INSRGBTEX
)
4466 /* This needs a shader to convert the srgb data sampled from the GL texture into RGB
4467 * values, otherwise we get incorrect values in the target. For now go the slow way
4468 * via a system memory copy
4470 surface_load_location(surface
, SFLAG_INSYSMEM
, rect
);
4473 d3dfmt_get_conv(surface
, FALSE
/* We need color keying */,
4474 FALSE
/* We won't use textures */, &format
, &convert
);
4476 /* The width is in 'length' not in bytes */
4477 width
= surface
->currentDesc
.Width
;
4478 pitch
= IWineD3DSurface_GetPitch((IWineD3DSurface
*)surface
);
4480 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4481 * but it isn't set (yet) in all cases it is getting called. */
4482 if ((convert
!= NO_CONVERSION
) && (surface
->Flags
& SFLAG_PBO
))
4484 struct wined3d_context
*context
= NULL
;
4486 TRACE("Removing the pbo attached to surface %p.\n", surface
);
4488 if (!device
->isInDraw
) context
= context_acquire(device
, NULL
);
4489 surface_remove_pbo(surface
, gl_info
);
4490 if (context
) context_release(context
);
4493 if ((convert
!= NO_CONVERSION
) && surface
->resource
.allocatedMemory
)
4495 int height
= surface
->currentDesc
.Height
;
4496 byte_count
= format
.conv_byte_count
;
4498 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4499 outpitch
= width
* byte_count
;
4500 outpitch
= (outpitch
+ device
->surface_alignment
- 1) & ~(device
->surface_alignment
- 1);
4502 mem
= HeapAlloc(GetProcessHeap(), 0, outpitch
* height
);
4504 ERR("Out of memory %d, %d!\n", outpitch
, height
);
4505 return WINED3DERR_OUTOFVIDEOMEMORY
;
4507 d3dfmt_convert_surface(surface
->resource
.allocatedMemory
, mem
, pitch
,
4508 width
, height
, outpitch
, convert
, surface
);
4510 surface
->Flags
|= SFLAG_CONVERTED
;
4514 surface
->Flags
&= ~SFLAG_CONVERTED
;
4515 mem
= surface
->resource
.allocatedMemory
;
4516 byte_count
= format
.byte_count
;
4519 flush_to_framebuffer_drawpixels(surface
, format
.glFormat
, format
.glType
, byte_count
, mem
);
4521 /* Don't delete PBO memory */
4522 if ((mem
!= surface
->resource
.allocatedMemory
) && !(surface
->Flags
& SFLAG_PBO
))
4523 HeapFree(GetProcessHeap(), 0, mem
);
4526 else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */
4528 const DWORD attach_flags
= WINED3DFMT_FLAG_FBO_ATTACHABLE
| WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB
;
4530 if (drawable_read_ok
&& (surface
->Flags
& SFLAG_INDRAWABLE
))
4532 read_from_framebuffer_texture(surface
, flag
== SFLAG_INSRGBTEX
);
4534 else if (surface
->Flags
& (SFLAG_INSRGBTEX
| SFLAG_INTEXTURE
)
4535 && (surface
->resource
.format
->Flags
& attach_flags
) == attach_flags
4536 && fbo_blit_supported(gl_info
, BLIT_OP_BLIT
,
4537 NULL
, surface
->resource
.usage
, surface
->resource
.pool
, surface
->resource
.format
,
4538 NULL
, surface
->resource
.usage
, surface
->resource
.pool
, surface
->resource
.format
))
4540 DWORD src_location
= flag
== SFLAG_INSRGBTEX
? SFLAG_INTEXTURE
: SFLAG_INSRGBTEX
;
4541 RECT rect
= {0, 0, surface
->currentDesc
.Width
, surface
->currentDesc
.Height
};
4543 surface_blt_fbo(surface
->resource
.device
, WINED3DTEXF_POINT
,
4544 surface
, src_location
, &rect
, surface
, flag
, &rect
);
4548 /* Upload from system memory */
4549 BOOL srgb
= flag
== SFLAG_INSRGBTEX
;
4550 struct wined3d_context
*context
= NULL
;
4552 d3dfmt_get_conv(surface
, TRUE
/* We need color keying */,
4553 TRUE
/* We will use textures */, &format
, &convert
);
4557 if ((surface
->Flags
& (SFLAG_INTEXTURE
| SFLAG_INSYSMEM
)) == SFLAG_INTEXTURE
)
4559 /* Performance warning... */
4560 FIXME("Downloading RGB surface %p to reload it as sRGB.\n", surface
);
4561 surface_load_location(surface
, SFLAG_INSYSMEM
, rect
);
4566 if ((surface
->Flags
& (SFLAG_INSRGBTEX
| SFLAG_INSYSMEM
)) == SFLAG_INSRGBTEX
)
4568 /* Performance warning... */
4569 FIXME("Downloading sRGB surface %p to reload it as RGB.\n", surface
);
4570 surface_load_location(surface
, SFLAG_INSYSMEM
, rect
);
4573 if (!(surface
->Flags
& SFLAG_INSYSMEM
))
4575 WARN("Trying to load a texture from sysmem, but SFLAG_INSYSMEM is not set.\n");
4576 /* Lets hope we get it from somewhere... */
4577 surface_load_location(surface
, SFLAG_INSYSMEM
, rect
);
4580 if (!device
->isInDraw
) context
= context_acquire(device
, NULL
);
4582 surface_prepare_texture(surface
, gl_info
, srgb
);
4583 surface_bind_and_dirtify(surface
, srgb
);
4585 if (surface
->CKeyFlags
& WINEDDSD_CKSRCBLT
)
4587 surface
->Flags
|= SFLAG_GLCKEY
;
4588 surface
->glCKey
= surface
->SrcBltCKey
;
4590 else surface
->Flags
&= ~SFLAG_GLCKEY
;
4592 /* The width is in 'length' not in bytes */
4593 width
= surface
->currentDesc
.Width
;
4594 pitch
= IWineD3DSurface_GetPitch((IWineD3DSurface
*)surface
);
4596 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4597 * but it isn't set (yet) in all cases it is getting called. */
4598 if ((convert
!= NO_CONVERSION
|| format
.convert
) && (surface
->Flags
& SFLAG_PBO
))
4600 TRACE("Removing the pbo attached to surface %p.\n", surface
);
4601 surface_remove_pbo(surface
, gl_info
);
4606 /* This code is entered for texture formats which need a fixup. */
4607 int height
= surface
->currentDesc
.Height
;
4609 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4610 outpitch
= width
* format
.conv_byte_count
;
4611 outpitch
= (outpitch
+ device
->surface_alignment
- 1) & ~(device
->surface_alignment
- 1);
4613 mem
= HeapAlloc(GetProcessHeap(), 0, outpitch
* height
);
4615 ERR("Out of memory %d, %d!\n", outpitch
, height
);
4616 if (context
) context_release(context
);
4617 return WINED3DERR_OUTOFVIDEOMEMORY
;
4619 format
.convert(surface
->resource
.allocatedMemory
, mem
, pitch
, width
, height
);
4621 else if (convert
!= NO_CONVERSION
&& surface
->resource
.allocatedMemory
)
4623 /* This code is only entered for color keying fixups */
4624 int height
= surface
->currentDesc
.Height
;
4626 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4627 outpitch
= width
* format
.conv_byte_count
;
4628 outpitch
= (outpitch
+ device
->surface_alignment
- 1) & ~(device
->surface_alignment
- 1);
4630 mem
= HeapAlloc(GetProcessHeap(), 0, outpitch
* height
);
4632 ERR("Out of memory %d, %d!\n", outpitch
, height
);
4633 if (context
) context_release(context
);
4634 return WINED3DERR_OUTOFVIDEOMEMORY
;
4636 d3dfmt_convert_surface(surface
->resource
.allocatedMemory
, mem
, pitch
,
4637 width
, height
, outpitch
, convert
, surface
);
4641 mem
= surface
->resource
.allocatedMemory
;
4644 /* Make sure the correct pitch is used */
4646 glPixelStorei(GL_UNPACK_ROW_LENGTH
, width
);
4649 if (mem
|| (surface
->Flags
& SFLAG_PBO
))
4650 surface_upload_data(surface
, gl_info
, &format
, srgb
, mem
);
4652 /* Restore the default pitch */
4654 glPixelStorei(GL_UNPACK_ROW_LENGTH
, 0);
4657 if (context
) context_release(context
);
4659 /* Don't delete PBO memory */
4660 if ((mem
!= surface
->resource
.allocatedMemory
) && !(surface
->Flags
& SFLAG_PBO
))
4661 HeapFree(GetProcessHeap(), 0, mem
);
4665 if (!rect
) surface
->Flags
|= flag
;
4667 if (in_fbo
&& (surface
->Flags
& (SFLAG_INTEXTURE
| SFLAG_INDRAWABLE
)))
4669 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4670 surface
->Flags
|= (SFLAG_INTEXTURE
| SFLAG_INDRAWABLE
);
4676 static WINED3DSURFTYPE WINAPI
IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface
*iface
) {
4677 return SURFACE_OPENGL
;
4680 static HRESULT WINAPI
IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface
*iface
) {
4681 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
4684 /* If there's no destination surface there is nothing to do */
4685 if(!This
->overlay_dest
) return WINED3D_OK
;
4687 /* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
4688 * update the overlay. Prevent an endless recursion
4690 if(This
->overlay_dest
->Flags
& SFLAG_INOVERLAYDRAW
) {
4693 This
->overlay_dest
->Flags
|= SFLAG_INOVERLAYDRAW
;
4694 hr
= IWineD3DSurfaceImpl_Blt((IWineD3DSurface
*) This
->overlay_dest
, &This
->overlay_destrect
,
4695 iface
, &This
->overlay_srcrect
, WINEDDBLT_WAIT
,
4696 NULL
, WINED3DTEXF_LINEAR
);
4697 This
->overlay_dest
->Flags
&= ~SFLAG_INOVERLAYDRAW
;
4702 BOOL
surface_is_offscreen(IWineD3DSurfaceImpl
*surface
)
4704 IWineD3DSwapChainImpl
*swapchain
= surface
->container
.u
.swapchain
;
4706 /* Not on a swapchain - must be offscreen */
4707 if (surface
->container
.type
!= WINED3D_CONTAINER_SWAPCHAIN
) return TRUE
;
4709 /* The front buffer is always onscreen */
4710 if (surface
== swapchain
->front_buffer
) return FALSE
;
4712 /* If the swapchain is rendered to an FBO, the backbuffer is
4713 * offscreen, otherwise onscreen */
4714 return swapchain
->render_to_fbo
;
4717 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl
=
4720 IWineD3DBaseSurfaceImpl_QueryInterface
,
4721 IWineD3DBaseSurfaceImpl_AddRef
,
4722 IWineD3DSurfaceImpl_Release
,
4723 /* IWineD3DResource */
4724 IWineD3DBaseSurfaceImpl_GetParent
,
4725 IWineD3DBaseSurfaceImpl_SetPrivateData
,
4726 IWineD3DBaseSurfaceImpl_GetPrivateData
,
4727 IWineD3DBaseSurfaceImpl_FreePrivateData
,
4728 IWineD3DBaseSurfaceImpl_SetPriority
,
4729 IWineD3DBaseSurfaceImpl_GetPriority
,
4730 IWineD3DSurfaceImpl_PreLoad
,
4731 IWineD3DSurfaceImpl_UnLoad
,
4732 IWineD3DBaseSurfaceImpl_GetType
,
4733 /* IWineD3DSurface */
4734 IWineD3DBaseSurfaceImpl_GetDesc
,
4735 IWineD3DSurfaceImpl_LockRect
,
4736 IWineD3DSurfaceImpl_UnlockRect
,
4737 IWineD3DSurfaceImpl_GetDC
,
4738 IWineD3DSurfaceImpl_ReleaseDC
,
4739 IWineD3DSurfaceImpl_Flip
,
4740 IWineD3DSurfaceImpl_Blt
,
4741 IWineD3DBaseSurfaceImpl_GetBltStatus
,
4742 IWineD3DBaseSurfaceImpl_GetFlipStatus
,
4743 IWineD3DBaseSurfaceImpl_IsLost
,
4744 IWineD3DBaseSurfaceImpl_Restore
,
4745 IWineD3DSurfaceImpl_BltFast
,
4746 IWineD3DBaseSurfaceImpl_GetPalette
,
4747 IWineD3DBaseSurfaceImpl_SetPalette
,
4748 IWineD3DSurfaceImpl_RealizePalette
,
4749 IWineD3DBaseSurfaceImpl_SetColorKey
,
4750 IWineD3DBaseSurfaceImpl_GetPitch
,
4751 IWineD3DSurfaceImpl_SetMem
,
4752 IWineD3DBaseSurfaceImpl_SetOverlayPosition
,
4753 IWineD3DBaseSurfaceImpl_GetOverlayPosition
,
4754 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder
,
4755 IWineD3DBaseSurfaceImpl_UpdateOverlay
,
4756 IWineD3DBaseSurfaceImpl_SetClipper
,
4757 IWineD3DBaseSurfaceImpl_GetClipper
,
4759 IWineD3DSurfaceImpl_LoadTexture
,
4760 IWineD3DSurfaceImpl_BindTexture
,
4761 IWineD3DBaseSurfaceImpl_GetData
,
4762 IWineD3DSurfaceImpl_SetFormat
,
4763 IWineD3DSurfaceImpl_PrivateSetup
,
4764 IWineD3DSurfaceImpl_GetImplType
,
4765 IWineD3DSurfaceImpl_DrawOverlay
4768 static HRESULT
ffp_blit_alloc(IWineD3DDevice
*iface
) { return WINED3D_OK
; }
4769 /* Context activation is done by the caller. */
4770 static void ffp_blit_free(IWineD3DDevice
*iface
) { }
4772 /* This function is used in case of 8bit paletted textures using GL_EXT_paletted_texture */
4773 /* Context activation is done by the caller. */
4774 static void ffp_blit_p8_upload_palette(IWineD3DSurfaceImpl
*surface
, const struct wined3d_gl_info
*gl_info
)
4777 BOOL colorkey_active
= (surface
->CKeyFlags
& WINEDDSD_CKSRCBLT
) ? TRUE
: FALSE
;
4779 d3dfmt_p8_init_palette(surface
, table
, colorkey_active
);
4781 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
4783 GL_EXTCALL(glColorTableEXT(surface
->texture_target
, GL_RGBA
, 256, GL_RGBA
, GL_UNSIGNED_BYTE
, table
));
4787 /* Context activation is done by the caller. */
4788 static HRESULT
ffp_blit_set(IWineD3DDevice
*iface
, IWineD3DSurfaceImpl
*surface
)
4790 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
4791 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4792 enum complex_fixup fixup
= get_complex_fixup(surface
->resource
.format
->color_fixup
);
4794 /* When EXT_PALETTED_TEXTURE is around, palette conversion is done by the GPU
4795 * else the surface is converted in software at upload time in LoadLocation.
4797 if(fixup
== COMPLEX_FIXUP_P8
&& gl_info
->supported
[EXT_PALETTED_TEXTURE
])
4798 ffp_blit_p8_upload_palette(surface
, gl_info
);
4801 glEnable(surface
->texture_target
);
4802 checkGLcall("glEnable(surface->texture_target)");
4807 /* Context activation is done by the caller. */
4808 static void ffp_blit_unset(IWineD3DDevice
*iface
)
4810 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
4811 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4814 glDisable(GL_TEXTURE_2D
);
4815 checkGLcall("glDisable(GL_TEXTURE_2D)");
4816 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
4818 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
4819 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4821 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
4823 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
4824 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4829 static BOOL
ffp_blit_supported(const struct wined3d_gl_info
*gl_info
, enum blit_operation blit_op
,
4830 const RECT
*src_rect
, DWORD src_usage
, WINED3DPOOL src_pool
, const struct wined3d_format
*src_format
,
4831 const RECT
*dst_rect
, DWORD dst_usage
, WINED3DPOOL dst_pool
, const struct wined3d_format
*dst_format
)
4833 enum complex_fixup src_fixup
;
4835 if (blit_op
== BLIT_OP_COLOR_FILL
)
4837 if (!(dst_usage
& WINED3DUSAGE_RENDERTARGET
))
4839 TRACE("Color fill not supported\n");
4846 src_fixup
= get_complex_fixup(src_format
->color_fixup
);
4847 if (TRACE_ON(d3d_surface
) && TRACE_ON(d3d
))
4849 TRACE("Checking support for fixup:\n");
4850 dump_color_fixup_desc(src_format
->color_fixup
);
4853 if (blit_op
!= BLIT_OP_BLIT
)
4855 TRACE("Unsupported blit_op=%d\n", blit_op
);
4859 if (!is_identity_fixup(dst_format
->color_fixup
))
4861 TRACE("Destination fixups are not supported\n");
4865 if (src_fixup
== COMPLEX_FIXUP_P8
&& gl_info
->supported
[EXT_PALETTED_TEXTURE
])
4867 TRACE("P8 fixup supported\n");
4871 /* We only support identity conversions. */
4872 if (is_identity_fixup(src_format
->color_fixup
))
4878 TRACE("[FAILED]\n");
4882 /* Do not call while under the GL lock. */
4883 static HRESULT
ffp_blit_color_fill(IWineD3DDeviceImpl
*device
, IWineD3DSurfaceImpl
*dst_surface
,
4884 const RECT
*dst_rect
, const WINED3DCOLORVALUE
*color
)
4886 const RECT draw_rect
= {0, 0, dst_surface
->currentDesc
.Width
, dst_surface
->currentDesc
.Height
};
4888 return device_clear_render_targets(device
, 1 /* rt_count */, &dst_surface
, 1 /* rect_count */,
4889 dst_rect
, &draw_rect
, WINED3DCLEAR_TARGET
, color
, 0.0f
/* depth */, 0 /* stencil */);
4892 const struct blit_shader ffp_blit
= {
4901 static HRESULT
cpu_blit_alloc(IWineD3DDevice
*iface
)
4906 /* Context activation is done by the caller. */
4907 static void cpu_blit_free(IWineD3DDevice
*iface
)
4911 /* Context activation is done by the caller. */
4912 static HRESULT
cpu_blit_set(IWineD3DDevice
*iface
, IWineD3DSurfaceImpl
*surface
)
4917 /* Context activation is done by the caller. */
4918 static void cpu_blit_unset(IWineD3DDevice
*iface
)
4922 static BOOL
cpu_blit_supported(const struct wined3d_gl_info
*gl_info
, enum blit_operation blit_op
,
4923 const RECT
*src_rect
, DWORD src_usage
, WINED3DPOOL src_pool
, const struct wined3d_format
*src_format
,
4924 const RECT
*dst_rect
, DWORD dst_usage
, WINED3DPOOL dst_pool
, const struct wined3d_format
*dst_format
)
4926 if (blit_op
== BLIT_OP_COLOR_FILL
)
4934 /* Do not call while under the GL lock. */
4935 static HRESULT
cpu_blit_color_fill(IWineD3DDeviceImpl
*device
, IWineD3DSurfaceImpl
*dst_surface
,
4936 const RECT
*dst_rect
, const WINED3DCOLORVALUE
*color
)
4940 memset(&BltFx
, 0, sizeof(BltFx
));
4941 BltFx
.dwSize
= sizeof(BltFx
);
4942 BltFx
.u5
.dwFillColor
= wined3d_format_convert_from_float(dst_surface
->resource
.format
, color
);
4943 return IWineD3DBaseSurfaceImpl_Blt((IWineD3DSurface
*)dst_surface
, dst_rect
,
4944 NULL
, NULL
, WINEDDBLT_COLORFILL
, &BltFx
, WINED3DTEXF_POINT
);
4947 const struct blit_shader cpu_blit
= {
4956 static BOOL
fbo_blit_supported(const struct wined3d_gl_info
*gl_info
, enum blit_operation blit_op
,
4957 const RECT
*src_rect
, DWORD src_usage
, WINED3DPOOL src_pool
, const struct wined3d_format
*src_format
,
4958 const RECT
*dst_rect
, DWORD dst_usage
, WINED3DPOOL dst_pool
, const struct wined3d_format
*dst_format
)
4960 if ((wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) || !gl_info
->fbo_ops
.glBlitFramebuffer
)
4963 /* We only support blitting. Things like color keying / color fill should
4964 * be handled by other blitters.
4966 if (blit_op
!= BLIT_OP_BLIT
)
4969 /* Source and/or destination need to be on the GL side */
4970 if (src_pool
== WINED3DPOOL_SYSTEMMEM
|| dst_pool
== WINED3DPOOL_SYSTEMMEM
)
4973 if (!((src_format
->Flags
& WINED3DFMT_FLAG_FBO_ATTACHABLE
) || (src_usage
& WINED3DUSAGE_RENDERTARGET
))
4974 && ((dst_format
->Flags
& WINED3DFMT_FLAG_FBO_ATTACHABLE
) || (dst_usage
& WINED3DUSAGE_RENDERTARGET
)))
4977 if (!is_identity_fixup(src_format
->color_fixup
)
4978 || !is_identity_fixup(dst_format
->color_fixup
))
4981 if (!(src_format
->id
== dst_format
->id
4982 || (is_identity_fixup(src_format
->color_fixup
)
4983 && is_identity_fixup(dst_format
->color_fixup
))))