shell32: Use S_OK as successful return code name.
[wine/multimedia.git] / dlls / wined3d / surface.c
blob4a490486941e019302ec6aa81d6f59cd065d7365
1 /*
2 * Copyright 1997-2000 Marcus Meissner
3 * Copyright 1998-2000 Lionel Ulmer
4 * Copyright 2000-2001 TransGaming Technologies Inc.
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006-2011 Stefan Dösinger for CodeWeavers
10 * Copyright 2007-2008 Henri Verbeet
11 * Copyright 2006-2008 Roderick Colenbrander
12 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
14 * This library is free software; you can redistribute it and/or
15 * modify it under the terms of the GNU Lesser General Public
16 * License as published by the Free Software Foundation; either
17 * version 2.1 of the License, or (at your option) any later version.
19 * This library is distributed in the hope that it will be useful,
20 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
22 * Lesser General Public License for more details.
24 * You should have received a copy of the GNU Lesser General Public
25 * License along with this library; if not, write to the Free Software
26 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
29 #include "config.h"
30 #include "wine/port.h"
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
34 WINE_DECLARE_DEBUG_CHANNEL(d3d);
36 static HRESULT surface_cpu_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect,
37 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
38 const WINEDDBLTFX *fx, WINED3DTEXTUREFILTERTYPE filter);
39 static HRESULT IWineD3DSurfaceImpl_BltOverride(struct wined3d_surface *dst_surface, const RECT *dst_rect,
40 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags, const WINEDDBLTFX *fx,
41 WINED3DTEXTUREFILTERTYPE filter);
43 static void surface_cleanup(struct wined3d_surface *surface)
45 struct wined3d_surface *overlay, *cur;
47 TRACE("surface %p.\n", surface);
49 if (surface->texture_name || (surface->flags & SFLAG_PBO)
50 || surface->rb_multisample || surface->rb_resolved
51 || !list_empty(&surface->renderbuffers))
53 struct wined3d_renderbuffer_entry *entry, *entry2;
54 const struct wined3d_gl_info *gl_info;
55 struct wined3d_context *context;
57 context = context_acquire(surface->resource.device, NULL);
58 gl_info = context->gl_info;
60 ENTER_GL();
62 if (surface->texture_name)
64 TRACE("Deleting texture %u.\n", surface->texture_name);
65 glDeleteTextures(1, &surface->texture_name);
68 if (surface->flags & SFLAG_PBO)
70 TRACE("Deleting PBO %u.\n", surface->pbo);
71 GL_EXTCALL(glDeleteBuffersARB(1, &surface->pbo));
74 if (surface->rb_multisample)
76 TRACE("Deleting multisample renderbuffer %u.\n", surface->rb_multisample);
77 gl_info->fbo_ops.glDeleteRenderbuffers(1, &surface->rb_multisample);
80 if (surface->rb_resolved)
82 TRACE("Deleting resolved renderbuffer %u.\n", surface->rb_resolved);
83 gl_info->fbo_ops.glDeleteRenderbuffers(1, &surface->rb_resolved);
86 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &surface->renderbuffers, struct wined3d_renderbuffer_entry, entry)
88 TRACE("Deleting renderbuffer %u.\n", entry->id);
89 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
90 HeapFree(GetProcessHeap(), 0, entry);
93 LEAVE_GL();
95 context_release(context);
98 if (surface->flags & SFLAG_DIBSECTION)
100 DeleteDC(surface->hDC);
101 DeleteObject(surface->dib.DIBsection);
102 surface->dib.bitmap_data = NULL;
103 surface->resource.allocatedMemory = NULL;
106 if (surface->flags & SFLAG_USERPTR)
107 wined3d_surface_set_mem(surface, NULL);
108 if (surface->overlay_dest)
109 list_remove(&surface->overlay_entry);
111 LIST_FOR_EACH_ENTRY_SAFE(overlay, cur, &surface->overlays, struct wined3d_surface, overlay_entry)
113 list_remove(&overlay->overlay_entry);
114 overlay->overlay_dest = NULL;
117 resource_cleanup(&surface->resource);
120 void surface_update_draw_binding(struct wined3d_surface *surface)
122 if (!surface_is_offscreen(surface) || wined3d_settings.offscreen_rendering_mode != ORM_FBO)
123 surface->draw_binding = SFLAG_INDRAWABLE;
124 else if (surface->resource.multisample_type)
125 surface->draw_binding = SFLAG_INRB_MULTISAMPLE;
126 else
127 surface->draw_binding = SFLAG_INTEXTURE;
130 void surface_set_container(struct wined3d_surface *surface, enum wined3d_container_type type, void *container)
132 TRACE("surface %p, container %p.\n", surface, container);
134 if (!container && type != WINED3D_CONTAINER_NONE)
135 ERR("Setting NULL container of type %#x.\n", type);
137 if (type == WINED3D_CONTAINER_SWAPCHAIN)
139 surface->get_drawable_size = get_drawable_size_swapchain;
141 else
143 switch (wined3d_settings.offscreen_rendering_mode)
145 case ORM_FBO:
146 surface->get_drawable_size = get_drawable_size_fbo;
147 break;
149 case ORM_BACKBUFFER:
150 surface->get_drawable_size = get_drawable_size_backbuffer;
151 break;
153 default:
154 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
155 return;
159 surface->container.type = type;
160 surface->container.u.base = container;
161 surface_update_draw_binding(surface);
164 struct blt_info
166 GLenum binding;
167 GLenum bind_target;
168 enum tex_types tex_type;
169 GLfloat coords[4][3];
172 struct float_rect
174 float l;
175 float t;
176 float r;
177 float b;
180 static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
182 f->l = ((r->left * 2.0f) / w) - 1.0f;
183 f->t = ((r->top * 2.0f) / h) - 1.0f;
184 f->r = ((r->right * 2.0f) / w) - 1.0f;
185 f->b = ((r->bottom * 2.0f) / h) - 1.0f;
188 static void surface_get_blt_info(GLenum target, const RECT *rect, GLsizei w, GLsizei h, struct blt_info *info)
190 GLfloat (*coords)[3] = info->coords;
191 struct float_rect f;
193 switch (target)
195 default:
196 FIXME("Unsupported texture target %#x\n", target);
197 /* Fall back to GL_TEXTURE_2D */
198 case GL_TEXTURE_2D:
199 info->binding = GL_TEXTURE_BINDING_2D;
200 info->bind_target = GL_TEXTURE_2D;
201 info->tex_type = tex_2d;
202 coords[0][0] = (float)rect->left / w;
203 coords[0][1] = (float)rect->top / h;
204 coords[0][2] = 0.0f;
206 coords[1][0] = (float)rect->right / w;
207 coords[1][1] = (float)rect->top / h;
208 coords[1][2] = 0.0f;
210 coords[2][0] = (float)rect->left / w;
211 coords[2][1] = (float)rect->bottom / h;
212 coords[2][2] = 0.0f;
214 coords[3][0] = (float)rect->right / w;
215 coords[3][1] = (float)rect->bottom / h;
216 coords[3][2] = 0.0f;
217 break;
219 case GL_TEXTURE_RECTANGLE_ARB:
220 info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
221 info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
222 info->tex_type = tex_rect;
223 coords[0][0] = rect->left; coords[0][1] = rect->top; coords[0][2] = 0.0f;
224 coords[1][0] = rect->right; coords[1][1] = rect->top; coords[1][2] = 0.0f;
225 coords[2][0] = rect->left; coords[2][1] = rect->bottom; coords[2][2] = 0.0f;
226 coords[3][0] = rect->right; coords[3][1] = rect->bottom; coords[3][2] = 0.0f;
227 break;
229 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
230 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
231 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
232 info->tex_type = tex_cube;
233 cube_coords_float(rect, w, h, &f);
235 coords[0][0] = 1.0f; coords[0][1] = -f.t; coords[0][2] = -f.l;
236 coords[1][0] = 1.0f; coords[1][1] = -f.t; coords[1][2] = -f.r;
237 coords[2][0] = 1.0f; coords[2][1] = -f.b; coords[2][2] = -f.l;
238 coords[3][0] = 1.0f; coords[3][1] = -f.b; coords[3][2] = -f.r;
239 break;
241 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
242 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
243 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
244 info->tex_type = tex_cube;
245 cube_coords_float(rect, w, h, &f);
247 coords[0][0] = -1.0f; coords[0][1] = -f.t; coords[0][2] = f.l;
248 coords[1][0] = -1.0f; coords[1][1] = -f.t; coords[1][2] = f.r;
249 coords[2][0] = -1.0f; coords[2][1] = -f.b; coords[2][2] = f.l;
250 coords[3][0] = -1.0f; coords[3][1] = -f.b; coords[3][2] = f.r;
251 break;
253 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
254 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
255 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
256 info->tex_type = tex_cube;
257 cube_coords_float(rect, w, h, &f);
259 coords[0][0] = f.l; coords[0][1] = 1.0f; coords[0][2] = f.t;
260 coords[1][0] = f.r; coords[1][1] = 1.0f; coords[1][2] = f.t;
261 coords[2][0] = f.l; coords[2][1] = 1.0f; coords[2][2] = f.b;
262 coords[3][0] = f.r; coords[3][1] = 1.0f; coords[3][2] = f.b;
263 break;
265 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
266 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
267 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
268 info->tex_type = tex_cube;
269 cube_coords_float(rect, w, h, &f);
271 coords[0][0] = f.l; coords[0][1] = -1.0f; coords[0][2] = -f.t;
272 coords[1][0] = f.r; coords[1][1] = -1.0f; coords[1][2] = -f.t;
273 coords[2][0] = f.l; coords[2][1] = -1.0f; coords[2][2] = -f.b;
274 coords[3][0] = f.r; coords[3][1] = -1.0f; coords[3][2] = -f.b;
275 break;
277 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
278 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
279 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
280 info->tex_type = tex_cube;
281 cube_coords_float(rect, w, h, &f);
283 coords[0][0] = f.l; coords[0][1] = -f.t; coords[0][2] = 1.0f;
284 coords[1][0] = f.r; coords[1][1] = -f.t; coords[1][2] = 1.0f;
285 coords[2][0] = f.l; coords[2][1] = -f.b; coords[2][2] = 1.0f;
286 coords[3][0] = f.r; coords[3][1] = -f.b; coords[3][2] = 1.0f;
287 break;
289 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
290 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
291 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
292 info->tex_type = tex_cube;
293 cube_coords_float(rect, w, h, &f);
295 coords[0][0] = -f.l; coords[0][1] = -f.t; coords[0][2] = -1.0f;
296 coords[1][0] = -f.r; coords[1][1] = -f.t; coords[1][2] = -1.0f;
297 coords[2][0] = -f.l; coords[2][1] = -f.b; coords[2][2] = -1.0f;
298 coords[3][0] = -f.r; coords[3][1] = -f.b; coords[3][2] = -1.0f;
299 break;
303 static void surface_get_rect(const struct wined3d_surface *surface, const RECT *rect_in, RECT *rect_out)
305 if (rect_in)
306 *rect_out = *rect_in;
307 else
309 rect_out->left = 0;
310 rect_out->top = 0;
311 rect_out->right = surface->resource.width;
312 rect_out->bottom = surface->resource.height;
316 /* GL locking and context activation is done by the caller */
317 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
318 const RECT *src_rect, const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter)
320 struct blt_info info;
322 surface_get_blt_info(src_surface->texture_target, src_rect, src_surface->pow2Width, src_surface->pow2Height, &info);
324 glEnable(info.bind_target);
325 checkGLcall("glEnable(bind_target)");
327 context_bind_texture(context, info.bind_target, src_surface->texture_name);
329 /* Filtering for StretchRect */
330 glTexParameteri(info.bind_target, GL_TEXTURE_MAG_FILTER,
331 wined3d_gl_mag_filter(magLookup, Filter));
332 checkGLcall("glTexParameteri");
333 glTexParameteri(info.bind_target, GL_TEXTURE_MIN_FILTER,
334 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
335 checkGLcall("glTexParameteri");
336 glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
337 glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
338 if (context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
339 glTexParameteri(info.bind_target, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
340 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
341 checkGLcall("glTexEnvi");
343 /* Draw a quad */
344 glBegin(GL_TRIANGLE_STRIP);
345 glTexCoord3fv(info.coords[0]);
346 glVertex2i(dst_rect->left, dst_rect->top);
348 glTexCoord3fv(info.coords[1]);
349 glVertex2i(dst_rect->right, dst_rect->top);
351 glTexCoord3fv(info.coords[2]);
352 glVertex2i(dst_rect->left, dst_rect->bottom);
354 glTexCoord3fv(info.coords[3]);
355 glVertex2i(dst_rect->right, dst_rect->bottom);
356 glEnd();
358 /* Unbind the texture */
359 context_bind_texture(context, info.bind_target, 0);
361 /* We changed the filtering settings on the texture. Inform the
362 * container about this to get the filters reset properly next draw. */
363 if (src_surface->container.type == WINED3D_CONTAINER_TEXTURE)
365 struct wined3d_texture *texture = src_surface->container.u.texture;
366 texture->texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
367 texture->texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
368 texture->texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
369 texture->texture_rgb.states[WINED3DTEXSTA_SRGBTEXTURE] = FALSE;
373 static HRESULT surface_create_dib_section(struct wined3d_surface *surface)
375 const struct wined3d_format *format = surface->resource.format;
376 SYSTEM_INFO sysInfo;
377 BITMAPINFO *b_info;
378 int extraline = 0;
379 DWORD *masks;
380 UINT usage;
381 HDC dc;
383 TRACE("surface %p.\n", surface);
385 if (!(format->flags & WINED3DFMT_FLAG_GETDC))
387 WARN("Cannot use GetDC on a %s surface.\n", debug_d3dformat(format->id));
388 return WINED3DERR_INVALIDCALL;
391 switch (format->byte_count)
393 case 2:
394 case 4:
395 /* Allocate extra space to store the RGB bit masks. */
396 b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BITMAPINFOHEADER) + 3 * sizeof(DWORD));
397 break;
399 case 3:
400 b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BITMAPINFOHEADER));
401 break;
403 default:
404 /* Allocate extra space for a palette. */
405 b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
406 sizeof(BITMAPINFOHEADER) + sizeof(RGBQUAD) * (1 << (format->byte_count * 8)));
407 break;
410 if (!b_info)
411 return E_OUTOFMEMORY;
413 /* Some applications access the surface in via DWORDs, and do not take
414 * the necessary care at the end of the surface. So we need at least
415 * 4 extra bytes at the end of the surface. Check against the page size,
416 * if the last page used for the surface has at least 4 spare bytes we're
417 * safe, otherwise add an extra line to the DIB section. */
418 GetSystemInfo(&sysInfo);
419 if( ((surface->resource.size + 3) % sysInfo.dwPageSize) < 4)
421 extraline = 1;
422 TRACE("Adding an extra line to the DIB section.\n");
425 b_info->bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
426 /* TODO: Is there a nicer way to force a specific alignment? (8 byte for ddraw) */
427 b_info->bmiHeader.biWidth = wined3d_surface_get_pitch(surface) / format->byte_count;
428 b_info->bmiHeader.biHeight = 0 - surface->resource.height - extraline;
429 b_info->bmiHeader.biSizeImage = (surface->resource.height + extraline)
430 * wined3d_surface_get_pitch(surface);
431 b_info->bmiHeader.biPlanes = 1;
432 b_info->bmiHeader.biBitCount = format->byte_count * 8;
434 b_info->bmiHeader.biXPelsPerMeter = 0;
435 b_info->bmiHeader.biYPelsPerMeter = 0;
436 b_info->bmiHeader.biClrUsed = 0;
437 b_info->bmiHeader.biClrImportant = 0;
439 /* Get the bit masks */
440 masks = (DWORD *)b_info->bmiColors;
441 switch (surface->resource.format->id)
443 case WINED3DFMT_B8G8R8_UNORM:
444 usage = DIB_RGB_COLORS;
445 b_info->bmiHeader.biCompression = BI_RGB;
446 break;
448 case WINED3DFMT_B5G5R5X1_UNORM:
449 case WINED3DFMT_B5G5R5A1_UNORM:
450 case WINED3DFMT_B4G4R4A4_UNORM:
451 case WINED3DFMT_B4G4R4X4_UNORM:
452 case WINED3DFMT_B2G3R3_UNORM:
453 case WINED3DFMT_B2G3R3A8_UNORM:
454 case WINED3DFMT_R10G10B10A2_UNORM:
455 case WINED3DFMT_R8G8B8A8_UNORM:
456 case WINED3DFMT_R8G8B8X8_UNORM:
457 case WINED3DFMT_B10G10R10A2_UNORM:
458 case WINED3DFMT_B5G6R5_UNORM:
459 case WINED3DFMT_R16G16B16A16_UNORM:
460 usage = 0;
461 b_info->bmiHeader.biCompression = BI_BITFIELDS;
462 masks[0] = format->red_mask;
463 masks[1] = format->green_mask;
464 masks[2] = format->blue_mask;
465 break;
467 default:
468 /* Don't know palette */
469 b_info->bmiHeader.biCompression = BI_RGB;
470 usage = 0;
471 break;
474 if (!(dc = GetDC(0)))
476 HeapFree(GetProcessHeap(), 0, b_info);
477 return HRESULT_FROM_WIN32(GetLastError());
480 TRACE("Creating a DIB section with size %dx%dx%d, size=%d.\n",
481 b_info->bmiHeader.biWidth, b_info->bmiHeader.biHeight,
482 b_info->bmiHeader.biBitCount, b_info->bmiHeader.biSizeImage);
483 surface->dib.DIBsection = CreateDIBSection(dc, b_info, usage, &surface->dib.bitmap_data, 0, 0);
484 ReleaseDC(0, dc);
486 if (!surface->dib.DIBsection)
488 ERR("Failed to create DIB section.\n");
489 HeapFree(GetProcessHeap(), 0, b_info);
490 return HRESULT_FROM_WIN32(GetLastError());
493 TRACE("DIBSection at %p.\n", surface->dib.bitmap_data);
494 /* Copy the existing surface to the dib section. */
495 if (surface->resource.allocatedMemory)
497 memcpy(surface->dib.bitmap_data, surface->resource.allocatedMemory,
498 surface->resource.height * wined3d_surface_get_pitch(surface));
500 else
502 /* This is to make maps read the GL texture although memory is allocated. */
503 surface->flags &= ~SFLAG_INSYSMEM;
505 surface->dib.bitmap_size = b_info->bmiHeader.biSizeImage;
507 HeapFree(GetProcessHeap(), 0, b_info);
509 /* Now allocate a DC. */
510 surface->hDC = CreateCompatibleDC(0);
511 SelectObject(surface->hDC, surface->dib.DIBsection);
512 TRACE("Using wined3d palette %p.\n", surface->palette);
513 SelectPalette(surface->hDC, surface->palette ? surface->palette->hpal : 0, FALSE);
515 surface->flags |= SFLAG_DIBSECTION;
517 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
518 surface->resource.heapMemory = NULL;
520 return WINED3D_OK;
523 static BOOL surface_need_pbo(const struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info)
525 if (surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
526 return FALSE;
527 if (!(surface->flags & SFLAG_DYNLOCK))
528 return FALSE;
529 if (surface->flags & (SFLAG_CONVERTED | SFLAG_NONPOW2 | SFLAG_PIN_SYSMEM))
530 return FALSE;
531 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT])
532 return FALSE;
534 return TRUE;
537 static void surface_load_pbo(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info)
539 struct wined3d_context *context;
540 GLenum error;
542 context = context_acquire(surface->resource.device, NULL);
543 ENTER_GL();
545 GL_EXTCALL(glGenBuffersARB(1, &surface->pbo));
546 error = glGetError();
547 if (!surface->pbo || error != GL_NO_ERROR)
548 ERR("Failed to create a PBO with error %s (%#x).\n", debug_glerror(error), error);
550 TRACE("Binding PBO %u.\n", surface->pbo);
552 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
553 checkGLcall("glBindBufferARB");
555 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->resource.size + 4,
556 surface->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
557 checkGLcall("glBufferDataARB");
559 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
560 checkGLcall("glBindBufferARB");
562 /* We don't need the system memory anymore and we can't even use it for PBOs. */
563 if (!(surface->flags & SFLAG_CLIENT))
565 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
566 surface->resource.heapMemory = NULL;
568 surface->resource.allocatedMemory = NULL;
569 surface->flags |= SFLAG_PBO;
570 LEAVE_GL();
571 context_release(context);
574 static void surface_prepare_system_memory(struct wined3d_surface *surface)
576 const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
578 TRACE("surface %p.\n", surface);
580 if (!(surface->flags & SFLAG_PBO) && surface_need_pbo(surface, gl_info))
581 surface_load_pbo(surface, gl_info);
582 else if (!(surface->resource.allocatedMemory || surface->flags & SFLAG_PBO))
584 /* Whatever surface we have, make sure that there is memory allocated
585 * for the downloaded copy, or a PBO to map. */
586 if (!surface->resource.heapMemory)
587 surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), 0, surface->resource.size + RESOURCE_ALIGNMENT);
589 surface->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)surface->resource.heapMemory
590 + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
592 if (surface->flags & SFLAG_INSYSMEM)
593 ERR("Surface without memory or PBO has SFLAG_INSYSMEM set.\n");
597 static void surface_evict_sysmem(struct wined3d_surface *surface)
599 if (surface->flags & SFLAG_DONOTFREE)
600 return;
602 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
603 surface->resource.allocatedMemory = NULL;
604 surface->resource.heapMemory = NULL;
605 surface_modify_location(surface, SFLAG_INSYSMEM, FALSE);
608 /* Context activation is done by the caller. */
609 static void surface_bind_and_dirtify(struct wined3d_surface *surface,
610 struct wined3d_context *context, BOOL srgb)
612 struct wined3d_device *device = surface->resource.device;
613 DWORD active_sampler;
615 /* We don't need a specific texture unit, but after binding the texture
616 * the current unit is dirty. Read the unit back instead of switching to
617 * 0, this avoids messing around with the state manager's GL states. The
618 * current texture unit should always be a valid one.
620 * To be more specific, this is tricky because we can implicitly be
621 * called from sampler() in state.c. This means we can't touch anything
622 * other than whatever happens to be the currently active texture, or we
623 * would risk marking already applied sampler states dirty again. */
624 active_sampler = device->rev_tex_unit_map[context->active_texture];
626 if (active_sampler != WINED3D_UNMAPPED_STAGE)
627 device_invalidate_state(device, STATE_SAMPLER(active_sampler));
628 surface_bind(surface, context, srgb);
631 static void surface_force_reload(struct wined3d_surface *surface)
633 surface->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
636 static void surface_release_client_storage(struct wined3d_surface *surface)
638 struct wined3d_context *context = context_acquire(surface->resource.device, NULL);
640 ENTER_GL();
641 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
642 if (surface->texture_name)
644 surface_bind_and_dirtify(surface, context, FALSE);
645 glTexImage2D(surface->texture_target, surface->texture_level,
646 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
648 if (surface->texture_name_srgb)
650 surface_bind_and_dirtify(surface, context, TRUE);
651 glTexImage2D(surface->texture_target, surface->texture_level,
652 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
654 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
655 LEAVE_GL();
657 context_release(context);
659 surface_modify_location(surface, SFLAG_INSRGBTEX, FALSE);
660 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
661 surface_force_reload(surface);
664 static HRESULT surface_private_setup(struct wined3d_surface *surface)
666 /* TODO: Check against the maximum texture sizes supported by the video card. */
667 const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
668 unsigned int pow2Width, pow2Height;
670 TRACE("surface %p.\n", surface);
672 surface->texture_name = 0;
673 surface->texture_target = GL_TEXTURE_2D;
675 /* Non-power2 support */
676 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
678 pow2Width = surface->resource.width;
679 pow2Height = surface->resource.height;
681 else
683 /* Find the nearest pow2 match */
684 pow2Width = pow2Height = 1;
685 while (pow2Width < surface->resource.width)
686 pow2Width <<= 1;
687 while (pow2Height < surface->resource.height)
688 pow2Height <<= 1;
690 surface->pow2Width = pow2Width;
691 surface->pow2Height = pow2Height;
693 if (pow2Width > surface->resource.width || pow2Height > surface->resource.height)
695 /* TODO: Add support for non power two compressed textures. */
696 if (surface->resource.format->flags & WINED3DFMT_FLAG_COMPRESSED)
698 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
699 surface, surface->resource.width, surface->resource.height);
700 return WINED3DERR_NOTAVAILABLE;
704 if (pow2Width != surface->resource.width
705 || pow2Height != surface->resource.height)
707 surface->flags |= SFLAG_NONPOW2;
710 if ((surface->pow2Width > gl_info->limits.texture_size || surface->pow2Height > gl_info->limits.texture_size)
711 && !(surface->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
713 /* One of three options:
714 * 1: Do the same as we do with NPOT and scale the texture, (any
715 * texture ops would require the texture to be scaled which is
716 * potentially slow)
717 * 2: Set the texture to the maximum size (bad idea).
718 * 3: WARN and return WINED3DERR_NOTAVAILABLE;
719 * 4: Create the surface, but allow it to be used only for DirectDraw
720 * Blts. Some apps (e.g. Swat 3) create textures with a Height of
721 * 16 and a Width > 3000 and blt 16x16 letter areas from them to
722 * the render target. */
723 if (surface->resource.pool == WINED3DPOOL_DEFAULT || surface->resource.pool == WINED3DPOOL_MANAGED)
725 WARN("Unable to allocate a surface which exceeds the maximum OpenGL texture size.\n");
726 return WINED3DERR_NOTAVAILABLE;
729 /* We should never use this surface in combination with OpenGL! */
730 TRACE("Creating an oversized surface: %ux%u.\n",
731 surface->pow2Width, surface->pow2Height);
733 else
735 /* Don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8
736 * and EXT_PALETTED_TEXTURE is used in combination with texture
737 * uploads (RTL_READTEX/RTL_TEXTEX). The reason is that
738 * EXT_PALETTED_TEXTURE doesn't work in combination with
739 * ARB_TEXTURE_RECTANGLE. */
740 if (surface->flags & SFLAG_NONPOW2 && gl_info->supported[ARB_TEXTURE_RECTANGLE]
741 && !(surface->resource.format->id == WINED3DFMT_P8_UINT
742 && gl_info->supported[EXT_PALETTED_TEXTURE]
743 && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
745 surface->texture_target = GL_TEXTURE_RECTANGLE_ARB;
746 surface->pow2Width = surface->resource.width;
747 surface->pow2Height = surface->resource.height;
748 surface->flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
752 switch (wined3d_settings.offscreen_rendering_mode)
754 case ORM_FBO:
755 surface->get_drawable_size = get_drawable_size_fbo;
756 break;
758 case ORM_BACKBUFFER:
759 surface->get_drawable_size = get_drawable_size_backbuffer;
760 break;
762 default:
763 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
764 return WINED3DERR_INVALIDCALL;
767 surface->flags |= SFLAG_INSYSMEM;
769 return WINED3D_OK;
772 static void surface_realize_palette(struct wined3d_surface *surface)
774 struct wined3d_palette *palette = surface->palette;
776 TRACE("surface %p.\n", surface);
778 if (!palette) return;
780 if (surface->resource.format->id == WINED3DFMT_P8_UINT
781 || surface->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
783 if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
785 /* Make sure the texture is up to date. This call doesn't do
786 * anything if the texture is already up to date. */
787 surface_load_location(surface, SFLAG_INTEXTURE, NULL);
789 /* We want to force a palette refresh, so mark the drawable as not being up to date */
790 if (!surface_is_offscreen(surface))
791 surface_modify_location(surface, SFLAG_INDRAWABLE, FALSE);
793 else
795 if (!(surface->flags & SFLAG_INSYSMEM))
797 TRACE("Palette changed with surface that does not have an up to date system memory copy.\n");
798 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
800 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
804 if (surface->flags & SFLAG_DIBSECTION)
806 RGBQUAD col[256];
807 unsigned int i;
809 TRACE("Updating the DC's palette.\n");
811 for (i = 0; i < 256; ++i)
813 col[i].rgbRed = palette->palents[i].peRed;
814 col[i].rgbGreen = palette->palents[i].peGreen;
815 col[i].rgbBlue = palette->palents[i].peBlue;
816 col[i].rgbReserved = 0;
818 SetDIBColorTable(surface->hDC, 0, 256, col);
821 /* Propagate the changes to the drawable when we have a palette. */
822 if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
823 surface_load_location(surface, surface->draw_binding, NULL);
826 static HRESULT surface_draw_overlay(struct wined3d_surface *surface)
828 HRESULT hr;
830 /* If there's no destination surface there is nothing to do. */
831 if (!surface->overlay_dest)
832 return WINED3D_OK;
834 /* Blt calls ModifyLocation on the dest surface, which in turn calls
835 * DrawOverlay to update the overlay. Prevent an endless recursion. */
836 if (surface->overlay_dest->flags & SFLAG_INOVERLAYDRAW)
837 return WINED3D_OK;
839 surface->overlay_dest->flags |= SFLAG_INOVERLAYDRAW;
840 hr = wined3d_surface_blt(surface->overlay_dest, &surface->overlay_destrect, surface,
841 &surface->overlay_srcrect, WINEDDBLT_WAIT, NULL, WINED3DTEXF_LINEAR);
842 surface->overlay_dest->flags &= ~SFLAG_INOVERLAYDRAW;
844 return hr;
847 static void surface_map(struct wined3d_surface *surface, const RECT *rect, DWORD flags)
849 struct wined3d_device *device = surface->resource.device;
850 const RECT *pass_rect = rect;
852 TRACE("surface %p, rect %s, flags %#x.\n",
853 surface, wine_dbgstr_rect(rect), flags);
855 if (flags & WINED3DLOCK_DISCARD)
857 TRACE("WINED3DLOCK_DISCARD flag passed, marking SYSMEM as up to date.\n");
858 surface_prepare_system_memory(surface);
859 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
861 else
863 /* surface_load_location() does not check if the rectangle specifies
864 * the full surface. Most callers don't need that, so do it here. */
865 if (rect && !rect->top && !rect->left
866 && rect->right == surface->resource.width
867 && rect->bottom == surface->resource.height)
868 pass_rect = NULL;
869 surface_load_location(surface, SFLAG_INSYSMEM, pass_rect);
872 if (surface->flags & SFLAG_PBO)
874 const struct wined3d_gl_info *gl_info;
875 struct wined3d_context *context;
877 context = context_acquire(device, NULL);
878 gl_info = context->gl_info;
880 ENTER_GL();
881 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
882 checkGLcall("glBindBufferARB");
884 /* This shouldn't happen but could occur if some other function
885 * didn't handle the PBO properly. */
886 if (surface->resource.allocatedMemory)
887 ERR("The surface already has PBO memory allocated.\n");
889 surface->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
890 checkGLcall("glMapBufferARB");
892 /* Make sure the PBO isn't set anymore in order not to break non-PBO
893 * calls. */
894 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
895 checkGLcall("glBindBufferARB");
897 LEAVE_GL();
898 context_release(context);
901 if (!(flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)))
903 if (!rect)
904 surface_add_dirty_rect(surface, NULL);
905 else
907 struct wined3d_box b;
909 b.left = rect->left;
910 b.top = rect->top;
911 b.right = rect->right;
912 b.bottom = rect->bottom;
913 b.front = 0;
914 b.back = 1;
915 surface_add_dirty_rect(surface, &b);
920 static void surface_unmap(struct wined3d_surface *surface)
922 struct wined3d_device *device = surface->resource.device;
923 BOOL fullsurface;
925 TRACE("surface %p.\n", surface);
927 memset(&surface->lockedRect, 0, sizeof(surface->lockedRect));
929 if (surface->flags & SFLAG_PBO)
931 const struct wined3d_gl_info *gl_info;
932 struct wined3d_context *context;
934 TRACE("Freeing PBO memory.\n");
936 context = context_acquire(device, NULL);
937 gl_info = context->gl_info;
939 ENTER_GL();
940 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
941 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
942 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
943 checkGLcall("glUnmapBufferARB");
944 LEAVE_GL();
945 context_release(context);
947 surface->resource.allocatedMemory = NULL;
950 TRACE("dirtyfied %u.\n", surface->flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
952 if (surface->flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE))
954 TRACE("Not dirtified, nothing to do.\n");
955 goto done;
958 if (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
959 || (device->fb.render_targets && surface == device->fb.render_targets[0]))
961 if (!surface->dirtyRect.left && !surface->dirtyRect.top
962 && surface->dirtyRect.right == surface->resource.width
963 && surface->dirtyRect.bottom == surface->resource.height)
965 fullsurface = TRUE;
967 else
969 /* TODO: Proper partial rectangle tracking. */
970 fullsurface = FALSE;
971 surface->flags |= SFLAG_INSYSMEM;
974 surface_load_location(surface, surface->draw_binding, fullsurface ? NULL : &surface->dirtyRect);
976 /* Partial rectangle tracking is not commonly implemented, it is only
977 * done for render targets. INSYSMEM was set before to tell
978 * surface_load_location() where to read the rectangle from.
979 * Indrawable is set because all modifications from the partial
980 * sysmem copy are written back to the drawable, thus the surface is
981 * merged again in the drawable. The sysmem copy is not fully up to
982 * date because only a subrectangle was read in Map(). */
983 if (!fullsurface)
985 surface_modify_location(surface, surface->draw_binding, TRUE);
986 surface_evict_sysmem(surface);
989 surface->dirtyRect.left = surface->resource.width;
990 surface->dirtyRect.top = surface->resource.height;
991 surface->dirtyRect.right = 0;
992 surface->dirtyRect.bottom = 0;
994 else if (surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
996 FIXME("Depth / stencil buffer locking is not implemented.\n");
999 done:
1000 /* Overlays have to be redrawn manually after changes with the GL implementation */
1001 if (surface->overlay_dest)
1002 surface_draw_overlay(surface);
1005 static BOOL surface_is_full_rect(const struct wined3d_surface *surface, const RECT *r)
1007 if ((r->left && r->right) || abs(r->right - r->left) != surface->resource.width)
1008 return FALSE;
1009 if ((r->top && r->bottom) || abs(r->bottom - r->top) != surface->resource.height)
1010 return FALSE;
1011 return TRUE;
1014 static void wined3d_surface_depth_blt_fbo(const struct wined3d_device *device, struct wined3d_surface *src_surface,
1015 const RECT *src_rect, struct wined3d_surface *dst_surface, const RECT *dst_rect)
1017 const struct wined3d_gl_info *gl_info;
1018 struct wined3d_context *context;
1019 DWORD src_mask, dst_mask;
1020 GLbitfield gl_mask;
1022 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_rect %s.\n",
1023 device, src_surface, wine_dbgstr_rect(src_rect),
1024 dst_surface, wine_dbgstr_rect(dst_rect));
1026 src_mask = src_surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
1027 dst_mask = dst_surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
1029 if (src_mask != dst_mask)
1031 ERR("Incompatible formats %s and %s.\n",
1032 debug_d3dformat(src_surface->resource.format->id),
1033 debug_d3dformat(dst_surface->resource.format->id));
1034 return;
1037 if (!src_mask)
1039 ERR("Not a depth / stencil format: %s.\n",
1040 debug_d3dformat(src_surface->resource.format->id));
1041 return;
1044 gl_mask = 0;
1045 if (src_mask & WINED3DFMT_FLAG_DEPTH)
1046 gl_mask |= GL_DEPTH_BUFFER_BIT;
1047 if (src_mask & WINED3DFMT_FLAG_STENCIL)
1048 gl_mask |= GL_STENCIL_BUFFER_BIT;
1050 /* Make sure the locations are up-to-date. Loading the destination
1051 * surface isn't required if the entire surface is overwritten. */
1052 surface_load_location(src_surface, SFLAG_INTEXTURE, NULL);
1053 if (!surface_is_full_rect(dst_surface, dst_rect))
1054 surface_load_location(dst_surface, SFLAG_INTEXTURE, NULL);
1056 context = context_acquire(device, NULL);
1057 if (!context->valid)
1059 context_release(context);
1060 WARN("Invalid context, skipping blit.\n");
1061 return;
1064 gl_info = context->gl_info;
1066 ENTER_GL();
1068 context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, NULL, src_surface, SFLAG_INTEXTURE);
1069 glReadBuffer(GL_NONE);
1070 checkGLcall("glReadBuffer()");
1071 context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
1073 context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, NULL, dst_surface, SFLAG_INTEXTURE);
1074 context_set_draw_buffer(context, GL_NONE);
1075 context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER);
1077 if (gl_mask & GL_DEPTH_BUFFER_BIT)
1079 glDepthMask(GL_TRUE);
1080 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE));
1082 if (gl_mask & GL_STENCIL_BUFFER_BIT)
1084 if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
1086 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1087 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE));
1089 glStencilMask(~0U);
1090 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
1093 glDisable(GL_SCISSOR_TEST);
1094 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
1096 gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
1097 dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, gl_mask, GL_NEAREST);
1098 checkGLcall("glBlitFramebuffer()");
1100 LEAVE_GL();
1102 if (wined3d_settings.strict_draw_ordering)
1103 wglFlush(); /* Flush to ensure ordering across contexts. */
1105 context_release(context);
1108 /* Blit between surface locations. Onscreen on different swapchains is not supported.
1109 * Depth / stencil is not supported. */
1110 static void surface_blt_fbo(const struct wined3d_device *device, const WINED3DTEXTUREFILTERTYPE filter,
1111 struct wined3d_surface *src_surface, DWORD src_location, const RECT *src_rect_in,
1112 struct wined3d_surface *dst_surface, DWORD dst_location, const RECT *dst_rect_in)
1114 const struct wined3d_gl_info *gl_info;
1115 struct wined3d_context *context;
1116 RECT src_rect, dst_rect;
1117 GLenum gl_filter;
1118 GLenum buffer;
1120 TRACE("device %p, filter %s,\n", device, debug_d3dtexturefiltertype(filter));
1121 TRACE("src_surface %p, src_location %s, src_rect %s,\n",
1122 src_surface, debug_surflocation(src_location), wine_dbgstr_rect(src_rect_in));
1123 TRACE("dst_surface %p, dst_location %s, dst_rect %s.\n",
1124 dst_surface, debug_surflocation(dst_location), wine_dbgstr_rect(dst_rect_in));
1126 src_rect = *src_rect_in;
1127 dst_rect = *dst_rect_in;
1129 switch (filter)
1131 case WINED3DTEXF_LINEAR:
1132 gl_filter = GL_LINEAR;
1133 break;
1135 default:
1136 FIXME("Unsupported filter mode %s (%#x).\n", debug_d3dtexturefiltertype(filter), filter);
1137 case WINED3DTEXF_NONE:
1138 case WINED3DTEXF_POINT:
1139 gl_filter = GL_NEAREST;
1140 break;
1143 /* Resolve the source surface first if needed. */
1144 if (src_location == SFLAG_INRB_MULTISAMPLE
1145 && (src_surface->resource.format->id != dst_surface->resource.format->id
1146 || abs(src_rect.bottom - src_rect.top) != abs(dst_rect.bottom - dst_rect.top)
1147 || abs(src_rect.right - src_rect.left) != abs(dst_rect.right - dst_rect.left)))
1148 src_location = SFLAG_INRB_RESOLVED;
1150 /* Make sure the locations are up-to-date. Loading the destination
1151 * surface isn't required if the entire surface is overwritten. (And is
1152 * in fact harmful if we're being called by surface_load_location() with
1153 * the purpose of loading the destination surface.) */
1154 surface_load_location(src_surface, src_location, NULL);
1155 if (!surface_is_full_rect(dst_surface, &dst_rect))
1156 surface_load_location(dst_surface, dst_location, NULL);
1158 if (src_location == SFLAG_INDRAWABLE) context = context_acquire(device, src_surface);
1159 else if (dst_location == SFLAG_INDRAWABLE) context = context_acquire(device, dst_surface);
1160 else context = context_acquire(device, NULL);
1162 if (!context->valid)
1164 context_release(context);
1165 WARN("Invalid context, skipping blit.\n");
1166 return;
1169 gl_info = context->gl_info;
1171 if (src_location == SFLAG_INDRAWABLE)
1173 TRACE("Source surface %p is onscreen.\n", src_surface);
1174 buffer = surface_get_gl_buffer(src_surface);
1175 surface_translate_drawable_coords(src_surface, context->win_handle, &src_rect);
1177 else
1179 TRACE("Source surface %p is offscreen.\n", src_surface);
1180 buffer = GL_COLOR_ATTACHMENT0;
1183 ENTER_GL();
1184 context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, src_surface, NULL, src_location);
1185 glReadBuffer(buffer);
1186 checkGLcall("glReadBuffer()");
1187 context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
1188 LEAVE_GL();
1190 if (dst_location == SFLAG_INDRAWABLE)
1192 TRACE("Destination surface %p is onscreen.\n", dst_surface);
1193 buffer = surface_get_gl_buffer(dst_surface);
1194 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
1196 else
1198 TRACE("Destination surface %p is offscreen.\n", dst_surface);
1199 buffer = GL_COLOR_ATTACHMENT0;
1202 ENTER_GL();
1203 context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, dst_surface, NULL, dst_location);
1204 context_set_draw_buffer(context, buffer);
1205 context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER);
1206 context_invalidate_state(context, STATE_FRAMEBUFFER);
1208 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
1209 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
1210 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
1211 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
1212 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
1214 glDisable(GL_SCISSOR_TEST);
1215 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
1217 gl_info->fbo_ops.glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom,
1218 dst_rect.left, dst_rect.top, dst_rect.right, dst_rect.bottom, GL_COLOR_BUFFER_BIT, gl_filter);
1219 checkGLcall("glBlitFramebuffer()");
1221 LEAVE_GL();
1223 if (wined3d_settings.strict_draw_ordering
1224 || (dst_location == SFLAG_INDRAWABLE
1225 && dst_surface->container.u.swapchain->front_buffer == dst_surface))
1226 wglFlush();
1228 context_release(context);
1231 static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1232 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
1233 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
1235 if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer)
1236 return FALSE;
1238 /* Source and/or destination need to be on the GL side */
1239 if (src_pool == WINED3DPOOL_SYSTEMMEM || dst_pool == WINED3DPOOL_SYSTEMMEM)
1240 return FALSE;
1242 switch (blit_op)
1244 case WINED3D_BLIT_OP_COLOR_BLIT:
1245 if (!((src_format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (src_usage & WINED3DUSAGE_RENDERTARGET)))
1246 return FALSE;
1247 if (!((dst_format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (dst_usage & WINED3DUSAGE_RENDERTARGET)))
1248 return FALSE;
1249 break;
1251 case WINED3D_BLIT_OP_DEPTH_BLIT:
1252 if (!(src_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
1253 return FALSE;
1254 if (!(dst_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
1255 return FALSE;
1256 break;
1258 default:
1259 return FALSE;
1262 if (!(src_format->id == dst_format->id
1263 || (is_identity_fixup(src_format->color_fixup)
1264 && is_identity_fixup(dst_format->color_fixup))))
1265 return FALSE;
1267 return TRUE;
1270 /* This function checks if the primary render target uses the 8bit paletted format. */
1271 static BOOL primary_render_target_is_p8(const struct wined3d_device *device)
1273 if (device->fb.render_targets && device->fb.render_targets[0])
1275 const struct wined3d_surface *render_target = device->fb.render_targets[0];
1276 if ((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
1277 && (render_target->resource.format->id == WINED3DFMT_P8_UINT))
1278 return TRUE;
1280 return FALSE;
1283 static BOOL surface_convert_color_to_float(const struct wined3d_surface *surface,
1284 DWORD color, struct wined3d_color *float_color)
1286 const struct wined3d_format *format = surface->resource.format;
1287 const struct wined3d_device *device = surface->resource.device;
1289 switch (format->id)
1291 case WINED3DFMT_P8_UINT:
1292 if (surface->palette)
1294 float_color->r = surface->palette->palents[color].peRed / 255.0f;
1295 float_color->g = surface->palette->palents[color].peGreen / 255.0f;
1296 float_color->b = surface->palette->palents[color].peBlue / 255.0f;
1298 else
1300 float_color->r = 0.0f;
1301 float_color->g = 0.0f;
1302 float_color->b = 0.0f;
1304 float_color->a = primary_render_target_is_p8(device) ? color / 255.0f : 1.0f;
1305 break;
1307 case WINED3DFMT_B5G6R5_UNORM:
1308 float_color->r = ((color >> 11) & 0x1f) / 31.0f;
1309 float_color->g = ((color >> 5) & 0x3f) / 63.0f;
1310 float_color->b = (color & 0x1f) / 31.0f;
1311 float_color->a = 1.0f;
1312 break;
1314 case WINED3DFMT_B8G8R8_UNORM:
1315 case WINED3DFMT_B8G8R8X8_UNORM:
1316 float_color->r = D3DCOLOR_R(color);
1317 float_color->g = D3DCOLOR_G(color);
1318 float_color->b = D3DCOLOR_B(color);
1319 float_color->a = 1.0f;
1320 break;
1322 case WINED3DFMT_B8G8R8A8_UNORM:
1323 float_color->r = D3DCOLOR_R(color);
1324 float_color->g = D3DCOLOR_G(color);
1325 float_color->b = D3DCOLOR_B(color);
1326 float_color->a = D3DCOLOR_A(color);
1327 break;
1329 default:
1330 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
1331 return FALSE;
1334 return TRUE;
1337 static BOOL surface_convert_depth_to_float(const struct wined3d_surface *surface, DWORD depth, float *float_depth)
1339 const struct wined3d_format *format = surface->resource.format;
1341 switch (format->id)
1343 case WINED3DFMT_S1_UINT_D15_UNORM:
1344 *float_depth = depth / (float)0x00007fff;
1345 break;
1347 case WINED3DFMT_D16_UNORM:
1348 *float_depth = depth / (float)0x0000ffff;
1349 break;
1351 case WINED3DFMT_D24_UNORM_S8_UINT:
1352 case WINED3DFMT_X8D24_UNORM:
1353 *float_depth = depth / (float)0x00ffffff;
1354 break;
1356 case WINED3DFMT_D32_UNORM:
1357 *float_depth = depth / (float)0xffffffff;
1358 break;
1360 default:
1361 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
1362 return FALSE;
1365 return TRUE;
1368 /* Do not call while under the GL lock. */
1369 static HRESULT wined3d_surface_depth_fill(struct wined3d_surface *surface, const RECT *rect, float depth)
1371 const struct wined3d_resource *resource = &surface->resource;
1372 struct wined3d_device *device = resource->device;
1373 const struct blit_shader *blitter;
1375 blitter = wined3d_select_blitter(&device->adapter->gl_info, WINED3D_BLIT_OP_DEPTH_FILL,
1376 NULL, 0, 0, NULL, rect, resource->usage, resource->pool, resource->format);
1377 if (!blitter)
1379 FIXME("No blitter is capable of performing the requested depth fill operation.\n");
1380 return WINED3DERR_INVALIDCALL;
1383 return blitter->depth_fill(device, surface, rect, depth);
1386 static HRESULT wined3d_surface_depth_blt(struct wined3d_surface *src_surface, const RECT *src_rect,
1387 struct wined3d_surface *dst_surface, const RECT *dst_rect)
1389 struct wined3d_device *device = src_surface->resource.device;
1391 if (!fbo_blit_supported(&device->adapter->gl_info, WINED3D_BLIT_OP_DEPTH_BLIT,
1392 src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
1393 dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
1394 return WINED3DERR_INVALIDCALL;
1396 wined3d_surface_depth_blt_fbo(device, src_surface, src_rect, dst_surface, dst_rect);
1398 surface_modify_ds_location(dst_surface, SFLAG_DS_OFFSCREEN,
1399 dst_surface->ds_current_size.cx, dst_surface->ds_current_size.cy);
1400 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
1402 return WINED3D_OK;
1405 /* Do not call while under the GL lock. */
1406 HRESULT CDECL wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect_in,
1407 struct wined3d_surface *src_surface, const RECT *src_rect_in, DWORD flags,
1408 const WINEDDBLTFX *fx, WINED3DTEXTUREFILTERTYPE filter)
1410 struct wined3d_swapchain *src_swapchain, *dst_swapchain;
1411 struct wined3d_device *device = dst_surface->resource.device;
1412 DWORD src_ds_flags, dst_ds_flags;
1413 RECT src_rect, dst_rect;
1414 BOOL scale, convert;
1416 static const DWORD simple_blit = WINEDDBLT_ASYNC
1417 | WINEDDBLT_COLORFILL
1418 | WINEDDBLT_WAIT
1419 | WINEDDBLT_DEPTHFILL
1420 | WINEDDBLT_DONOTWAIT;
1422 TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
1423 dst_surface, wine_dbgstr_rect(dst_rect_in), src_surface, wine_dbgstr_rect(src_rect_in),
1424 flags, fx, debug_d3dtexturefiltertype(filter));
1425 TRACE("Usage is %s.\n", debug_d3dusage(dst_surface->resource.usage));
1427 if (fx)
1429 TRACE("dwSize %#x.\n", fx->dwSize);
1430 TRACE("dwDDFX %#x.\n", fx->dwDDFX);
1431 TRACE("dwROP %#x.\n", fx->dwROP);
1432 TRACE("dwDDROP %#x.\n", fx->dwDDROP);
1433 TRACE("dwRotationAngle %#x.\n", fx->dwRotationAngle);
1434 TRACE("dwZBufferOpCode %#x.\n", fx->dwZBufferOpCode);
1435 TRACE("dwZBufferLow %#x.\n", fx->dwZBufferLow);
1436 TRACE("dwZBufferHigh %#x.\n", fx->dwZBufferHigh);
1437 TRACE("dwZBufferBaseDest %#x.\n", fx->dwZBufferBaseDest);
1438 TRACE("dwZDestConstBitDepth %#x.\n", fx->dwZDestConstBitDepth);
1439 TRACE("lpDDSZBufferDest %p.\n", fx->u1.lpDDSZBufferDest);
1440 TRACE("dwZSrcConstBitDepth %#x.\n", fx->dwZSrcConstBitDepth);
1441 TRACE("lpDDSZBufferSrc %p.\n", fx->u2.lpDDSZBufferSrc);
1442 TRACE("dwAlphaEdgeBlendBitDepth %#x.\n", fx->dwAlphaEdgeBlendBitDepth);
1443 TRACE("dwAlphaEdgeBlend %#x.\n", fx->dwAlphaEdgeBlend);
1444 TRACE("dwReserved %#x.\n", fx->dwReserved);
1445 TRACE("dwAlphaDestConstBitDepth %#x.\n", fx->dwAlphaDestConstBitDepth);
1446 TRACE("lpDDSAlphaDest %p.\n", fx->u3.lpDDSAlphaDest);
1447 TRACE("dwAlphaSrcConstBitDepth %#x.\n", fx->dwAlphaSrcConstBitDepth);
1448 TRACE("lpDDSAlphaSrc %p.\n", fx->u4.lpDDSAlphaSrc);
1449 TRACE("lpDDSPattern %p.\n", fx->u5.lpDDSPattern);
1450 TRACE("ddckDestColorkey {%#x, %#x}.\n",
1451 fx->ddckDestColorkey.color_space_low_value,
1452 fx->ddckDestColorkey.color_space_high_value);
1453 TRACE("ddckSrcColorkey {%#x, %#x}.\n",
1454 fx->ddckSrcColorkey.color_space_low_value,
1455 fx->ddckSrcColorkey.color_space_high_value);
1458 if ((dst_surface->flags & SFLAG_LOCKED) || (src_surface && (src_surface->flags & SFLAG_LOCKED)))
1460 WARN("Surface is busy, returning WINEDDERR_SURFACEBUSY.\n");
1461 return WINEDDERR_SURFACEBUSY;
1464 surface_get_rect(dst_surface, dst_rect_in, &dst_rect);
1466 if (dst_rect.left >= dst_rect.right || dst_rect.top >= dst_rect.bottom
1467 || dst_rect.left > dst_surface->resource.width || dst_rect.left < 0
1468 || dst_rect.top > dst_surface->resource.height || dst_rect.top < 0
1469 || dst_rect.right > dst_surface->resource.width || dst_rect.right < 0
1470 || dst_rect.bottom > dst_surface->resource.height || dst_rect.bottom < 0)
1472 WARN("The application gave us a bad destination rectangle.\n");
1473 return WINEDDERR_INVALIDRECT;
1476 if (src_surface)
1478 surface_get_rect(src_surface, src_rect_in, &src_rect);
1480 if (src_rect.left >= src_rect.right || src_rect.top >= src_rect.bottom
1481 || src_rect.left > src_surface->resource.width || src_rect.left < 0
1482 || src_rect.top > src_surface->resource.height || src_rect.top < 0
1483 || src_rect.right > src_surface->resource.width || src_rect.right < 0
1484 || src_rect.bottom > src_surface->resource.height || src_rect.bottom < 0)
1486 WARN("Application gave us bad source rectangle for Blt.\n");
1487 return WINEDDERR_INVALIDRECT;
1490 else
1492 memset(&src_rect, 0, sizeof(src_rect));
1495 if (!fx || !(fx->dwDDFX))
1496 flags &= ~WINEDDBLT_DDFX;
1498 if (flags & WINEDDBLT_WAIT)
1499 flags &= ~WINEDDBLT_WAIT;
1501 if (flags & WINEDDBLT_ASYNC)
1503 static unsigned int once;
1505 if (!once++)
1506 FIXME("Can't handle WINEDDBLT_ASYNC flag.\n");
1507 flags &= ~WINEDDBLT_ASYNC;
1510 /* WINEDDBLT_DONOTWAIT appeared in DX7. */
1511 if (flags & WINEDDBLT_DONOTWAIT)
1513 static unsigned int once;
1515 if (!once++)
1516 FIXME("Can't handle WINEDDBLT_DONOTWAIT flag.\n");
1517 flags &= ~WINEDDBLT_DONOTWAIT;
1520 if (!device->d3d_initialized)
1522 WARN("D3D not initialized, using fallback.\n");
1523 goto cpu;
1526 /* We want to avoid invalidating the sysmem location for converted
1527 * surfaces, since otherwise we'd have to convert the data back when
1528 * locking them. */
1529 if (dst_surface->flags & SFLAG_CONVERTED)
1531 WARN("Converted surface, using CPU blit.\n");
1532 return surface_cpu_blt(dst_surface, &dst_rect, src_surface, &src_rect, flags, fx, filter);
1535 if (flags & ~simple_blit)
1537 WARN("Using fallback for complex blit (%#x).\n", flags);
1538 goto fallback;
1541 if (src_surface && src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
1542 src_swapchain = src_surface->container.u.swapchain;
1543 else
1544 src_swapchain = NULL;
1546 if (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
1547 dst_swapchain = dst_surface->container.u.swapchain;
1548 else
1549 dst_swapchain = NULL;
1551 /* This isn't strictly needed. FBO blits for example could deal with
1552 * cross-swapchain blits by first downloading the source to a texture
1553 * before switching to the destination context. We just have this here to
1554 * not have to deal with the issue, since cross-swapchain blits should be
1555 * rare. */
1556 if (src_swapchain && dst_swapchain && src_swapchain != dst_swapchain)
1558 FIXME("Using fallback for cross-swapchain blit.\n");
1559 goto fallback;
1562 scale = src_surface
1563 && (src_rect.right - src_rect.left != dst_rect.right - dst_rect.left
1564 || src_rect.bottom - src_rect.top != dst_rect.bottom - dst_rect.top);
1565 convert = src_surface && src_surface->resource.format->id != dst_surface->resource.format->id;
1567 dst_ds_flags = dst_surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
1568 if (src_surface)
1569 src_ds_flags = src_surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
1570 else
1571 src_ds_flags = 0;
1573 if (src_ds_flags || dst_ds_flags)
1575 if (flags & WINEDDBLT_DEPTHFILL)
1577 float depth;
1579 TRACE("Depth fill.\n");
1581 if (!surface_convert_depth_to_float(dst_surface, fx->u5.dwFillDepth, &depth))
1582 return WINED3DERR_INVALIDCALL;
1584 if (SUCCEEDED(wined3d_surface_depth_fill(dst_surface, &dst_rect, depth)))
1585 return WINED3D_OK;
1587 else
1589 /* Accessing depth / stencil surfaces is supposed to fail while in
1590 * a scene, except for fills, which seem to work. */
1591 if (device->inScene)
1593 WARN("Rejecting depth / stencil access while in scene.\n");
1594 return WINED3DERR_INVALIDCALL;
1597 if (src_ds_flags != dst_ds_flags)
1599 WARN("Rejecting depth / stencil blit between incompatible formats.\n");
1600 return WINED3DERR_INVALIDCALL;
1603 if (src_rect.top || src_rect.left
1604 || src_rect.bottom != src_surface->resource.height
1605 || src_rect.right != src_surface->resource.width)
1607 WARN("Rejecting depth / stencil blit with invalid source rect %s.\n",
1608 wine_dbgstr_rect(&src_rect));
1609 return WINED3DERR_INVALIDCALL;
1612 if (dst_rect.top || dst_rect.left
1613 || dst_rect.bottom != dst_surface->resource.height
1614 || dst_rect.right != dst_surface->resource.width)
1616 WARN("Rejecting depth / stencil blit with invalid destination rect %s.\n",
1617 wine_dbgstr_rect(&src_rect));
1618 return WINED3DERR_INVALIDCALL;
1621 if (scale)
1623 WARN("Rejecting depth / stencil blit with mismatched surface sizes.\n");
1624 return WINED3DERR_INVALIDCALL;
1627 if (SUCCEEDED(wined3d_surface_depth_blt(src_surface, &src_rect, dst_surface, &dst_rect)))
1628 return WINED3D_OK;
1631 else
1633 /* In principle this would apply to depth blits as well, but we don't
1634 * implement those in the CPU blitter at the moment. */
1635 if ((dst_surface->flags & SFLAG_INSYSMEM)
1636 && (!src_surface || (src_surface->flags & SFLAG_INSYSMEM)))
1638 if (scale)
1639 TRACE("Not doing sysmem blit because of scaling.\n");
1640 else if (convert)
1641 TRACE("Not doing sysmem blit because of format conversion.\n");
1642 else
1643 return surface_cpu_blt(dst_surface, &dst_rect, src_surface, &src_rect, flags, fx, filter);
1646 if (flags & WINEDDBLT_COLORFILL)
1648 struct wined3d_color color;
1650 TRACE("Color fill.\n");
1652 if (!surface_convert_color_to_float(dst_surface, fx->u5.dwFillColor, &color))
1653 goto fallback;
1655 if (SUCCEEDED(surface_color_fill(dst_surface, &dst_rect, &color)))
1656 return WINED3D_OK;
1658 else
1660 TRACE("Color blit.\n");
1662 /* Upload */
1663 if ((src_surface->flags & SFLAG_INSYSMEM) && !(dst_surface->flags & SFLAG_INSYSMEM))
1665 if (scale)
1666 TRACE("Not doing upload because of scaling.\n");
1667 else if (convert)
1668 TRACE("Not doing upload because of format conversion.\n");
1669 else
1671 POINT dst_point = {dst_rect.left, dst_rect.top};
1673 if (SUCCEEDED(surface_upload_from_surface(dst_surface, &dst_point, src_surface, &src_rect)))
1675 if (!surface_is_offscreen(dst_surface))
1676 surface_load_location(dst_surface, dst_surface->draw_binding, NULL);
1677 return WINED3D_OK;
1682 /* Use present for back -> front blits. The idea behind this is
1683 * that present is potentially faster than a blit, in particular
1684 * when FBO blits aren't available. Some ddraw applications like
1685 * Half-Life and Prince of Persia 3D use Blt() from the backbuffer
1686 * to the frontbuffer instead of doing a Flip(). D3D8 and D3D9
1687 * applications can't blit directly to the frontbuffer. */
1688 if (dst_swapchain && dst_swapchain->back_buffers
1689 && dst_surface == dst_swapchain->front_buffer
1690 && src_surface == dst_swapchain->back_buffers[0])
1692 enum wined3d_swap_effect swap_effect = dst_swapchain->desc.swap_effect;
1694 TRACE("Using present for backbuffer -> frontbuffer blit.\n");
1696 /* Set the swap effect to COPY, we don't want the backbuffer
1697 * to become undefined. */
1698 dst_swapchain->desc.swap_effect = WINED3D_SWAP_EFFECT_COPY;
1699 wined3d_swapchain_present(dst_swapchain, NULL, NULL, dst_swapchain->win_handle, NULL, 0);
1700 dst_swapchain->desc.swap_effect = swap_effect;
1702 return WINED3D_OK;
1705 if (fbo_blit_supported(&device->adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
1706 &src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
1707 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
1709 TRACE("Using FBO blit.\n");
1711 surface_blt_fbo(device, filter,
1712 src_surface, src_surface->draw_binding, &src_rect,
1713 dst_surface, dst_surface->draw_binding, &dst_rect);
1714 surface_modify_location(dst_surface, dst_surface->draw_binding, TRUE);
1715 return WINED3D_OK;
1718 if (arbfp_blit.blit_supported(&device->adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
1719 &src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
1720 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
1722 TRACE("Using arbfp blit.\n");
1724 if (SUCCEEDED(arbfp_blit_surface(device, filter, src_surface, &src_rect, dst_surface, &dst_rect)))
1725 return WINED3D_OK;
1730 fallback:
1732 /* Special cases for render targets. */
1733 if ((dst_surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
1734 || (src_surface && (src_surface->resource.usage & WINED3DUSAGE_RENDERTARGET)))
1736 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(dst_surface, &dst_rect,
1737 src_surface, &src_rect, flags, fx, filter)))
1738 return WINED3D_OK;
1741 cpu:
1743 /* For the rest call the X11 surface implementation. For render targets
1744 * this should be implemented OpenGL accelerated in BltOverride, other
1745 * blits are rather rare. */
1746 return surface_cpu_blt(dst_surface, &dst_rect, src_surface, &src_rect, flags, fx, filter);
1749 HRESULT CDECL wined3d_surface_get_render_target_data(struct wined3d_surface *surface,
1750 struct wined3d_surface *render_target)
1752 TRACE("surface %p, render_target %p.\n", surface, render_target);
1754 /* TODO: Check surface sizes, pools, etc. */
1756 if (render_target->resource.multisample_type)
1757 return WINED3DERR_INVALIDCALL;
1759 return wined3d_surface_blt(surface, NULL, render_target, NULL, 0, NULL, WINED3DTEXF_POINT);
1762 /* Context activation is done by the caller. */
1763 static void surface_remove_pbo(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info)
1765 if (surface->flags & SFLAG_DIBSECTION)
1767 surface->resource.allocatedMemory = surface->dib.bitmap_data;
1769 else
1771 if (!surface->resource.heapMemory)
1772 surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), 0, surface->resource.size + RESOURCE_ALIGNMENT);
1773 else if (!(surface->flags & SFLAG_CLIENT))
1774 ERR("Surface %p has heapMemory %p and flags %#x.\n",
1775 surface, surface->resource.heapMemory, surface->flags);
1777 surface->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)surface->resource.heapMemory
1778 + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1781 ENTER_GL();
1782 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
1783 checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, surface->pbo)");
1784 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0,
1785 surface->resource.size, surface->resource.allocatedMemory));
1786 checkGLcall("glGetBufferSubDataARB");
1787 GL_EXTCALL(glDeleteBuffersARB(1, &surface->pbo));
1788 checkGLcall("glDeleteBuffersARB");
1789 LEAVE_GL();
1791 surface->pbo = 0;
1792 surface->flags &= ~SFLAG_PBO;
1795 /* Do not call while under the GL lock. */
1796 static void surface_unload(struct wined3d_resource *resource)
1798 struct wined3d_surface *surface = surface_from_resource(resource);
1799 struct wined3d_renderbuffer_entry *entry, *entry2;
1800 struct wined3d_device *device = resource->device;
1801 const struct wined3d_gl_info *gl_info;
1802 struct wined3d_context *context;
1804 TRACE("surface %p.\n", surface);
1806 if (resource->pool == WINED3DPOOL_DEFAULT)
1808 /* Default pool resources are supposed to be destroyed before Reset is called.
1809 * Implicit resources stay however. So this means we have an implicit render target
1810 * or depth stencil. The content may be destroyed, but we still have to tear down
1811 * opengl resources, so we cannot leave early.
1813 * Put the surfaces into sysmem, and reset the content. The D3D content is undefined,
1814 * but we can't set the sysmem INDRAWABLE because when we're rendering the swapchain
1815 * or the depth stencil into an FBO the texture or render buffer will be removed
1816 * and all flags get lost
1818 if (!(surface->flags & SFLAG_PBO))
1819 surface_init_sysmem(surface);
1820 /* We also get here when the ddraw swapchain is destroyed, for example
1821 * for a mode switch. In this case this surface won't necessarily be
1822 * an implicit surface. We have to mark it lost so that the
1823 * application can restore it after the mode switch. */
1824 surface->flags |= SFLAG_LOST;
1826 else
1828 /* Load the surface into system memory */
1829 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
1830 surface_modify_location(surface, surface->draw_binding, FALSE);
1832 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
1833 surface_modify_location(surface, SFLAG_INSRGBTEX, FALSE);
1834 surface->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
1836 context = context_acquire(device, NULL);
1837 gl_info = context->gl_info;
1839 /* Destroy PBOs, but load them into real sysmem before */
1840 if (surface->flags & SFLAG_PBO)
1841 surface_remove_pbo(surface, gl_info);
1843 /* Destroy fbo render buffers. This is needed for implicit render targets, for
1844 * all application-created targets the application has to release the surface
1845 * before calling _Reset
1847 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &surface->renderbuffers, struct wined3d_renderbuffer_entry, entry)
1849 ENTER_GL();
1850 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
1851 LEAVE_GL();
1852 list_remove(&entry->entry);
1853 HeapFree(GetProcessHeap(), 0, entry);
1855 list_init(&surface->renderbuffers);
1856 surface->current_renderbuffer = NULL;
1858 ENTER_GL();
1860 /* If we're in a texture, the texture name belongs to the texture.
1861 * Otherwise, destroy it. */
1862 if (surface->container.type != WINED3D_CONTAINER_TEXTURE)
1864 glDeleteTextures(1, &surface->texture_name);
1865 surface->texture_name = 0;
1866 glDeleteTextures(1, &surface->texture_name_srgb);
1867 surface->texture_name_srgb = 0;
1869 if (surface->rb_multisample)
1871 gl_info->fbo_ops.glDeleteRenderbuffers(1, &surface->rb_multisample);
1872 surface->rb_multisample = 0;
1874 if (surface->rb_resolved)
1876 gl_info->fbo_ops.glDeleteRenderbuffers(1, &surface->rb_resolved);
1877 surface->rb_resolved = 0;
1880 LEAVE_GL();
1882 context_release(context);
1884 resource_unload(resource);
1887 static const struct wined3d_resource_ops surface_resource_ops =
1889 surface_unload,
1892 static const struct wined3d_surface_ops surface_ops =
1894 surface_private_setup,
1895 surface_realize_palette,
1896 surface_map,
1897 surface_unmap,
1900 /*****************************************************************************
1901 * Initializes the GDI surface, aka creates the DIB section we render to
1902 * The DIB section creation is done by calling GetDC, which will create the
1903 * section and releasing the dc to allow the app to use it. The dib section
1904 * will stay until the surface is released
1906 * GDI surfaces do not need to be a power of 2 in size, so the pow2 sizes
1907 * are set to the real sizes to save memory. The NONPOW2 flag is unset to
1908 * avoid confusion in the shared surface code.
1910 * Returns:
1911 * WINED3D_OK on success
1912 * The return values of called methods on failure
1914 *****************************************************************************/
1915 static HRESULT gdi_surface_private_setup(struct wined3d_surface *surface)
1917 HRESULT hr;
1919 TRACE("surface %p.\n", surface);
1921 if (surface->resource.usage & WINED3DUSAGE_OVERLAY)
1923 ERR("Overlays not yet supported by GDI surfaces.\n");
1924 return WINED3DERR_INVALIDCALL;
1927 /* Sysmem textures have memory already allocated - release it,
1928 * this avoids an unnecessary memcpy. */
1929 hr = surface_create_dib_section(surface);
1930 if (SUCCEEDED(hr))
1932 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
1933 surface->resource.heapMemory = NULL;
1934 surface->resource.allocatedMemory = surface->dib.bitmap_data;
1937 /* We don't mind the nonpow2 stuff in GDI. */
1938 surface->pow2Width = surface->resource.width;
1939 surface->pow2Height = surface->resource.height;
1941 return WINED3D_OK;
1944 static void gdi_surface_realize_palette(struct wined3d_surface *surface)
1946 struct wined3d_palette *palette = surface->palette;
1948 TRACE("surface %p.\n", surface);
1950 if (!palette) return;
1952 if (surface->flags & SFLAG_DIBSECTION)
1954 RGBQUAD col[256];
1955 unsigned int i;
1957 TRACE("Updating the DC's palette.\n");
1959 for (i = 0; i < 256; ++i)
1961 col[i].rgbRed = palette->palents[i].peRed;
1962 col[i].rgbGreen = palette->palents[i].peGreen;
1963 col[i].rgbBlue = palette->palents[i].peBlue;
1964 col[i].rgbReserved = 0;
1966 SetDIBColorTable(surface->hDC, 0, 256, col);
1969 /* Update the image because of the palette change. Some games like e.g.
1970 * Red Alert call SetEntries a lot to implement fading. */
1971 /* Tell the swapchain to update the screen. */
1972 if (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
1974 struct wined3d_swapchain *swapchain = surface->container.u.swapchain;
1975 if (surface == swapchain->front_buffer)
1977 x11_copy_to_screen(swapchain, NULL);
1982 static void gdi_surface_map(struct wined3d_surface *surface, const RECT *rect, DWORD flags)
1984 TRACE("surface %p, rect %s, flags %#x.\n",
1985 surface, wine_dbgstr_rect(rect), flags);
1987 if (!(surface->flags & SFLAG_DIBSECTION))
1989 /* This happens on gdi surfaces if the application set a user pointer
1990 * and resets it. Recreate the DIB section. */
1991 surface_create_dib_section(surface);
1992 surface->resource.allocatedMemory = surface->dib.bitmap_data;
1996 static void gdi_surface_unmap(struct wined3d_surface *surface)
1998 TRACE("surface %p.\n", surface);
2000 /* Tell the swapchain to update the screen. */
2001 if (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
2003 struct wined3d_swapchain *swapchain = surface->container.u.swapchain;
2004 if (surface == swapchain->front_buffer)
2006 x11_copy_to_screen(swapchain, &surface->lockedRect);
2010 memset(&surface->lockedRect, 0, sizeof(RECT));
2013 static const struct wined3d_surface_ops gdi_surface_ops =
2015 gdi_surface_private_setup,
2016 gdi_surface_realize_palette,
2017 gdi_surface_map,
2018 gdi_surface_unmap,
2021 void surface_set_texture_name(struct wined3d_surface *surface, GLuint new_name, BOOL srgb)
2023 GLuint *name;
2024 DWORD flag;
2026 TRACE("surface %p, new_name %u, srgb %#x.\n", surface, new_name, srgb);
2028 if(srgb)
2030 name = &surface->texture_name_srgb;
2031 flag = SFLAG_INSRGBTEX;
2033 else
2035 name = &surface->texture_name;
2036 flag = SFLAG_INTEXTURE;
2039 if (!*name && new_name)
2041 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
2042 * surface has no texture name yet. See if we can get rid of this. */
2043 if (surface->flags & flag)
2044 ERR("Surface has %s set, but no texture name.\n", debug_surflocation(flag));
2045 surface_modify_location(surface, flag, FALSE);
2048 *name = new_name;
2049 surface_force_reload(surface);
2052 void surface_set_texture_target(struct wined3d_surface *surface, GLenum target)
2054 TRACE("surface %p, target %#x.\n", surface, target);
2056 if (surface->texture_target != target)
2058 if (target == GL_TEXTURE_RECTANGLE_ARB)
2060 surface->flags &= ~SFLAG_NORMCOORD;
2062 else if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
2064 surface->flags |= SFLAG_NORMCOORD;
2067 surface->texture_target = target;
2068 surface_force_reload(surface);
2071 /* Context activation is done by the caller. */
2072 void surface_bind(struct wined3d_surface *surface, struct wined3d_context *context, BOOL srgb)
2074 TRACE("surface %p, context %p, srgb %#x.\n", surface, context, srgb);
2076 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
2078 struct wined3d_texture *texture = surface->container.u.texture;
2080 TRACE("Passing to container (%p).\n", texture);
2081 texture->texture_ops->texture_bind(texture, context, srgb);
2083 else
2085 if (surface->texture_level)
2087 ERR("Standalone surface %p is non-zero texture level %u.\n",
2088 surface, surface->texture_level);
2091 if (srgb)
2092 ERR("Trying to bind standalone surface %p as sRGB.\n", surface);
2094 ENTER_GL();
2096 if (!surface->texture_name)
2098 glGenTextures(1, &surface->texture_name);
2099 checkGLcall("glGenTextures");
2101 TRACE("Surface %p given name %u.\n", surface, surface->texture_name);
2103 context_bind_texture(context, surface->texture_target, surface->texture_name);
2104 glTexParameteri(surface->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2105 glTexParameteri(surface->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2106 glTexParameteri(surface->texture_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2107 glTexParameteri(surface->texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2108 glTexParameteri(surface->texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2109 checkGLcall("glTexParameteri");
2111 else
2113 context_bind_texture(context, surface->texture_target, surface->texture_name);
2116 LEAVE_GL();
2120 /* This call just downloads data, the caller is responsible for binding the
2121 * correct texture. */
2122 /* Context activation is done by the caller. */
2123 static void surface_download_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info)
2125 const struct wined3d_format *format = surface->resource.format;
2127 /* Only support read back of converted P8 surfaces. */
2128 if (surface->flags & SFLAG_CONVERTED && format->id != WINED3DFMT_P8_UINT)
2130 ERR("Trying to read back converted surface %p with format %s.\n", surface, debug_d3dformat(format->id));
2131 return;
2134 ENTER_GL();
2136 if (format->flags & WINED3DFMT_FLAG_COMPRESSED)
2138 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p.\n",
2139 surface, surface->texture_level, format->glFormat, format->glType,
2140 surface->resource.allocatedMemory);
2142 if (surface->flags & SFLAG_PBO)
2144 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, surface->pbo));
2145 checkGLcall("glBindBufferARB");
2146 GL_EXTCALL(glGetCompressedTexImageARB(surface->texture_target, surface->texture_level, NULL));
2147 checkGLcall("glGetCompressedTexImageARB");
2148 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
2149 checkGLcall("glBindBufferARB");
2151 else
2153 GL_EXTCALL(glGetCompressedTexImageARB(surface->texture_target,
2154 surface->texture_level, surface->resource.allocatedMemory));
2155 checkGLcall("glGetCompressedTexImageARB");
2158 LEAVE_GL();
2160 else
2162 void *mem;
2163 GLenum gl_format = format->glFormat;
2164 GLenum gl_type = format->glType;
2165 int src_pitch = 0;
2166 int dst_pitch = 0;
2168 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8. */
2169 if (format->id == WINED3DFMT_P8_UINT && primary_render_target_is_p8(surface->resource.device))
2171 gl_format = GL_ALPHA;
2172 gl_type = GL_UNSIGNED_BYTE;
2175 if (surface->flags & SFLAG_NONPOW2)
2177 unsigned char alignment = surface->resource.device->surface_alignment;
2178 src_pitch = format->byte_count * surface->pow2Width;
2179 dst_pitch = wined3d_surface_get_pitch(surface);
2180 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
2181 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * surface->pow2Height);
2183 else
2185 mem = surface->resource.allocatedMemory;
2188 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
2189 surface, surface->texture_level, gl_format, gl_type, mem);
2191 if (surface->flags & SFLAG_PBO)
2193 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, surface->pbo));
2194 checkGLcall("glBindBufferARB");
2196 glGetTexImage(surface->texture_target, surface->texture_level, gl_format, gl_type, NULL);
2197 checkGLcall("glGetTexImage");
2199 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
2200 checkGLcall("glBindBufferARB");
2202 else
2204 glGetTexImage(surface->texture_target, surface->texture_level, gl_format, gl_type, mem);
2205 checkGLcall("glGetTexImage");
2207 LEAVE_GL();
2209 if (surface->flags & SFLAG_NONPOW2)
2211 const BYTE *src_data;
2212 BYTE *dst_data;
2213 UINT y;
2215 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
2216 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
2217 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
2219 * We're doing this...
2221 * instead of boxing the texture :
2222 * |<-texture width ->| -->pow2width| /\
2223 * |111111111111111111| | |
2224 * |222 Texture 222222| boxed empty | texture height
2225 * |3333 Data 33333333| | |
2226 * |444444444444444444| | \/
2227 * ----------------------------------- |
2228 * | boxed empty | boxed empty | pow2height
2229 * | | | \/
2230 * -----------------------------------
2233 * we're repacking the data to the expected texture width
2235 * |<-texture width ->| -->pow2width| /\
2236 * |111111111111111111222222222222222| |
2237 * |222333333333333333333444444444444| texture height
2238 * |444444 | |
2239 * | | \/
2240 * | | |
2241 * | empty | pow2height
2242 * | | \/
2243 * -----------------------------------
2245 * == is the same as
2247 * |<-texture width ->| /\
2248 * |111111111111111111|
2249 * |222222222222222222|texture height
2250 * |333333333333333333|
2251 * |444444444444444444| \/
2252 * --------------------
2254 * this also means that any references to allocatedMemory should work with the data as if were a
2255 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
2257 * internally the texture is still stored in a boxed format so any references to textureName will
2258 * get a boxed texture with width pow2width and not a texture of width resource.width.
2260 * Performance should not be an issue, because applications normally do not lock the surfaces when
2261 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
2262 * and doesn't have to be re-read. */
2263 src_data = mem;
2264 dst_data = surface->resource.allocatedMemory;
2265 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", surface, src_pitch, dst_pitch);
2266 for (y = 1; y < surface->resource.height; ++y)
2268 /* skip the first row */
2269 src_data += src_pitch;
2270 dst_data += dst_pitch;
2271 memcpy(dst_data, src_data, dst_pitch);
2274 HeapFree(GetProcessHeap(), 0, mem);
2278 /* Surface has now been downloaded */
2279 surface->flags |= SFLAG_INSYSMEM;
2282 /* This call just uploads data, the caller is responsible for binding the
2283 * correct texture. */
2284 /* Context activation is done by the caller. */
2285 static void surface_upload_data(const struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
2286 const struct wined3d_format *format, const RECT *src_rect, UINT src_pitch, const POINT *dst_point,
2287 BOOL srgb, const struct wined3d_bo_address *data)
2289 UINT update_w = src_rect->right - src_rect->left;
2290 UINT update_h = src_rect->bottom - src_rect->top;
2292 TRACE("surface %p, gl_info %p, format %s, src_rect %s, src_pitch %u, dst_point %s, srgb %#x, data {%#x:%p}.\n",
2293 surface, gl_info, debug_d3dformat(format->id), wine_dbgstr_rect(src_rect), src_pitch,
2294 wine_dbgstr_point(dst_point), srgb, data->buffer_object, data->addr);
2296 if (format->heightscale != 1.0f && format->heightscale != 0.0f)
2297 update_h *= format->heightscale;
2299 ENTER_GL();
2301 if (data->buffer_object)
2303 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, data->buffer_object));
2304 checkGLcall("glBindBufferARB");
2307 if (format->flags & WINED3DFMT_FLAG_COMPRESSED)
2309 UINT row_length = wined3d_format_calculate_size(format, 1, update_w, 1);
2310 UINT row_count = (update_h + format->block_height - 1) / format->block_height;
2311 const BYTE *addr = data->addr;
2312 GLenum internal;
2314 addr += (src_rect->top / format->block_height) * src_pitch;
2315 addr += (src_rect->left / format->block_width) * format->block_byte_count;
2317 if (srgb)
2318 internal = format->glGammaInternal;
2319 else if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(surface))
2320 internal = format->rtInternal;
2321 else
2322 internal = format->glInternal;
2324 TRACE("glCompressedTexSubImage2DARB, target %#x, level %d, x %d, y %d, w %d, h %d, "
2325 "format %#x, image_size %#x, addr %p.\n", surface->texture_target, surface->texture_level,
2326 dst_point->x, dst_point->y, update_w, update_h, internal, row_count * row_length, addr);
2328 if (row_length == src_pitch)
2330 GL_EXTCALL(glCompressedTexSubImage2DARB(surface->texture_target, surface->texture_level,
2331 dst_point->x, dst_point->y, update_w, update_h, internal, row_count * row_length, addr));
2333 else
2335 UINT row, y;
2337 /* glCompressedTexSubImage2DARB() ignores pixel store state, so we
2338 * can't use the unpack row length like below. */
2339 for (row = 0, y = dst_point->y; row < row_count; ++row)
2341 GL_EXTCALL(glCompressedTexSubImage2DARB(surface->texture_target, surface->texture_level,
2342 dst_point->x, y, update_w, format->block_height, internal, row_length, addr));
2343 y += format->block_height;
2344 addr += src_pitch;
2347 checkGLcall("glCompressedTexSubImage2DARB");
2349 else
2351 const BYTE *addr = data->addr;
2353 addr += src_rect->top * src_pitch;
2354 addr += src_rect->left * format->byte_count;
2356 TRACE("glTexSubImage2D, target %#x, level %d, x %d, y %d, w %d, h %d, format %#x, type %#x, addr %p.\n",
2357 surface->texture_target, surface->texture_level, dst_point->x, dst_point->y,
2358 update_w, update_h, format->glFormat, format->glType, addr);
2360 glPixelStorei(GL_UNPACK_ROW_LENGTH, src_pitch / format->byte_count);
2361 glTexSubImage2D(surface->texture_target, surface->texture_level, dst_point->x, dst_point->y,
2362 update_w, update_h, format->glFormat, format->glType, addr);
2363 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
2364 checkGLcall("glTexSubImage2D");
2367 if (data->buffer_object)
2369 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
2370 checkGLcall("glBindBufferARB");
2373 LEAVE_GL();
2375 if (wined3d_settings.strict_draw_ordering)
2376 wglFlush();
2378 if (gl_info->quirks & WINED3D_QUIRK_FBO_TEX_UPDATE)
2380 struct wined3d_device *device = surface->resource.device;
2381 unsigned int i;
2383 for (i = 0; i < device->context_count; ++i)
2385 context_surface_update(device->contexts[i], surface);
2390 HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point,
2391 struct wined3d_surface *src_surface, const RECT *src_rect)
2393 const struct wined3d_format *src_format;
2394 const struct wined3d_format *dst_format;
2395 const struct wined3d_gl_info *gl_info;
2396 struct wined3d_context *context;
2397 struct wined3d_bo_address data;
2398 struct wined3d_format format;
2399 UINT update_w, update_h;
2400 CONVERT_TYPES convert;
2401 UINT dst_w, dst_h;
2402 UINT src_w, src_h;
2403 UINT src_pitch;
2404 POINT p;
2405 RECT r;
2407 TRACE("dst_surface %p, dst_point %s, src_surface %p, src_rect %s.\n",
2408 dst_surface, wine_dbgstr_point(dst_point),
2409 src_surface, wine_dbgstr_rect(src_rect));
2411 src_format = src_surface->resource.format;
2412 dst_format = dst_surface->resource.format;
2414 if (src_format->id != dst_format->id)
2416 WARN("Source and destination surfaces should have the same format.\n");
2417 return WINED3DERR_INVALIDCALL;
2420 if (!dst_point)
2422 p.x = 0;
2423 p.y = 0;
2424 dst_point = &p;
2426 else if (dst_point->x < 0 || dst_point->y < 0)
2428 WARN("Invalid destination point.\n");
2429 return WINED3DERR_INVALIDCALL;
2432 if (!src_rect)
2434 r.left = 0;
2435 r.top = 0;
2436 r.right = src_surface->resource.width;
2437 r.bottom = src_surface->resource.height;
2438 src_rect = &r;
2440 else if (src_rect->left < 0 || src_rect->left >= src_rect->right
2441 || src_rect->top < 0 || src_rect->top >= src_rect->bottom)
2443 WARN("Invalid source rectangle.\n");
2444 return WINED3DERR_INVALIDCALL;
2447 src_w = src_surface->resource.width;
2448 src_h = src_surface->resource.height;
2450 dst_w = dst_surface->resource.width;
2451 dst_h = dst_surface->resource.height;
2453 update_w = src_rect->right - src_rect->left;
2454 update_h = src_rect->bottom - src_rect->top;
2456 if (update_w > dst_w || dst_point->x > dst_w - update_w
2457 || update_h > dst_h || dst_point->y > dst_h - update_h)
2459 WARN("Destination out of bounds.\n");
2460 return WINED3DERR_INVALIDCALL;
2463 /* NPOT block sizes would be silly. */
2464 if ((src_format->flags & WINED3DFMT_FLAG_BLOCKS)
2465 && ((update_w & (src_format->block_width - 1) || update_h & (src_format->block_height - 1))
2466 && (src_w != update_w || dst_w != update_w || src_h != update_h || dst_h != update_h)))
2468 WARN("Update rect not block-aligned.\n");
2469 return WINED3DERR_INVALIDCALL;
2472 /* Use wined3d_surface_blt() instead of uploading directly if we need conversion. */
2473 d3dfmt_get_conv(dst_surface, FALSE, TRUE, &format, &convert);
2474 if (convert != NO_CONVERSION || format.convert)
2476 RECT dst_rect = {dst_point->x, dst_point->y, dst_point->x + update_w, dst_point->y + update_h};
2477 return wined3d_surface_blt(dst_surface, &dst_rect, src_surface, src_rect, 0, NULL, WINED3DTEXF_POINT);
2480 context = context_acquire(dst_surface->resource.device, NULL);
2481 gl_info = context->gl_info;
2483 /* Only load the surface for partial updates. For newly allocated texture
2484 * the texture wouldn't be the current location, and we'd upload zeroes
2485 * just to overwrite them again. */
2486 if (update_w == dst_w && update_h == dst_h)
2487 surface_prepare_texture(dst_surface, context, FALSE);
2488 else
2489 surface_load_location(dst_surface, SFLAG_INTEXTURE, NULL);
2490 surface_bind(dst_surface, context, FALSE);
2492 data.buffer_object = src_surface->pbo;
2493 data.addr = src_surface->resource.allocatedMemory;
2494 src_pitch = wined3d_surface_get_pitch(src_surface);
2496 surface_upload_data(dst_surface, gl_info, src_format, src_rect, src_pitch, dst_point, FALSE, &data);
2498 invalidate_active_texture(dst_surface->resource.device, context);
2500 context_release(context);
2502 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
2503 return WINED3D_OK;
2506 /* This call just allocates the texture, the caller is responsible for binding
2507 * the correct texture. */
2508 /* Context activation is done by the caller. */
2509 static void surface_allocate_surface(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
2510 const struct wined3d_format *format, BOOL srgb)
2512 BOOL enable_client_storage = FALSE;
2513 GLsizei width = surface->pow2Width;
2514 GLsizei height = surface->pow2Height;
2515 const BYTE *mem = NULL;
2516 GLenum internal;
2518 if (srgb)
2520 internal = format->glGammaInternal;
2522 else if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(surface))
2524 internal = format->rtInternal;
2526 else
2528 internal = format->glInternal;
2531 if (format->heightscale != 1.0f && format->heightscale != 0.0f) height *= format->heightscale;
2533 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",
2534 surface, surface->texture_target, surface->texture_level, debug_d3dformat(format->id),
2535 internal, width, height, format->glFormat, format->glType);
2537 ENTER_GL();
2539 if (gl_info->supported[APPLE_CLIENT_STORAGE])
2541 if (surface->flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_CONVERTED)
2542 || !surface->resource.allocatedMemory)
2544 /* In some cases we want to disable client storage.
2545 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
2546 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
2547 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
2548 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
2550 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
2551 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
2552 surface->flags &= ~SFLAG_CLIENT;
2553 enable_client_storage = TRUE;
2555 else
2557 surface->flags |= SFLAG_CLIENT;
2559 /* Point OpenGL to our allocated texture memory. Do not use
2560 * resource.allocatedMemory here because it might point into a
2561 * PBO. Instead use heapMemory, but get the alignment right. */
2562 mem = (BYTE *)(((ULONG_PTR)surface->resource.heapMemory
2563 + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
2567 if (format->flags & WINED3DFMT_FLAG_COMPRESSED && mem)
2569 GL_EXTCALL(glCompressedTexImage2DARB(surface->texture_target, surface->texture_level,
2570 internal, width, height, 0, surface->resource.size, mem));
2571 checkGLcall("glCompressedTexImage2DARB");
2573 else
2575 glTexImage2D(surface->texture_target, surface->texture_level,
2576 internal, width, height, 0, format->glFormat, format->glType, mem);
2577 checkGLcall("glTexImage2D");
2580 if(enable_client_storage) {
2581 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
2582 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
2584 LEAVE_GL();
2587 /* In D3D the depth stencil dimensions have to be greater than or equal to the
2588 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
2589 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
2590 /* GL locking is done by the caller */
2591 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface, const struct wined3d_surface *rt)
2593 const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
2594 struct wined3d_renderbuffer_entry *entry;
2595 GLuint renderbuffer = 0;
2596 unsigned int src_width, src_height;
2597 unsigned int width, height;
2599 if (rt && rt->resource.format->id != WINED3DFMT_NULL)
2601 width = rt->pow2Width;
2602 height = rt->pow2Height;
2604 else
2606 width = surface->pow2Width;
2607 height = surface->pow2Height;
2610 src_width = surface->pow2Width;
2611 src_height = surface->pow2Height;
2613 /* A depth stencil smaller than the render target is not valid */
2614 if (width > src_width || height > src_height) return;
2616 /* Remove any renderbuffer set if the sizes match */
2617 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
2618 || (width == src_width && height == src_height))
2620 surface->current_renderbuffer = NULL;
2621 return;
2624 /* Look if we've already got a renderbuffer of the correct dimensions */
2625 LIST_FOR_EACH_ENTRY(entry, &surface->renderbuffers, struct wined3d_renderbuffer_entry, entry)
2627 if (entry->width == width && entry->height == height)
2629 renderbuffer = entry->id;
2630 surface->current_renderbuffer = entry;
2631 break;
2635 if (!renderbuffer)
2637 gl_info->fbo_ops.glGenRenderbuffers(1, &renderbuffer);
2638 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
2639 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER,
2640 surface->resource.format->glInternal, width, height);
2642 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
2643 entry->width = width;
2644 entry->height = height;
2645 entry->id = renderbuffer;
2646 list_add_head(&surface->renderbuffers, &entry->entry);
2648 surface->current_renderbuffer = entry;
2651 checkGLcall("set_compatible_renderbuffer");
2654 GLenum surface_get_gl_buffer(const struct wined3d_surface *surface)
2656 const struct wined3d_swapchain *swapchain = surface->container.u.swapchain;
2658 TRACE("surface %p.\n", surface);
2660 if (surface->container.type != WINED3D_CONTAINER_SWAPCHAIN)
2662 ERR("Surface %p is not on a swapchain.\n", surface);
2663 return GL_NONE;
2666 if (swapchain->back_buffers && swapchain->back_buffers[0] == surface)
2668 if (swapchain->render_to_fbo)
2670 TRACE("Returning GL_COLOR_ATTACHMENT0\n");
2671 return GL_COLOR_ATTACHMENT0;
2673 TRACE("Returning GL_BACK\n");
2674 return GL_BACK;
2676 else if (surface == swapchain->front_buffer)
2678 TRACE("Returning GL_FRONT\n");
2679 return GL_FRONT;
2682 FIXME("Higher back buffer, returning GL_BACK\n");
2683 return GL_BACK;
2686 /* Slightly inefficient way to handle multiple dirty rects but it works :) */
2687 void surface_add_dirty_rect(struct wined3d_surface *surface, const struct wined3d_box *dirty_rect)
2689 TRACE("surface %p, dirty_rect %p.\n", surface, dirty_rect);
2691 if (!(surface->flags & SFLAG_INSYSMEM) && (surface->flags & SFLAG_INTEXTURE))
2692 /* No partial locking for textures yet. */
2693 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
2695 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
2696 if (dirty_rect)
2698 surface->dirtyRect.left = min(surface->dirtyRect.left, dirty_rect->left);
2699 surface->dirtyRect.top = min(surface->dirtyRect.top, dirty_rect->top);
2700 surface->dirtyRect.right = max(surface->dirtyRect.right, dirty_rect->right);
2701 surface->dirtyRect.bottom = max(surface->dirtyRect.bottom, dirty_rect->bottom);
2703 else
2705 surface->dirtyRect.left = 0;
2706 surface->dirtyRect.top = 0;
2707 surface->dirtyRect.right = surface->resource.width;
2708 surface->dirtyRect.bottom = surface->resource.height;
2711 /* if the container is a texture then mark it dirty. */
2712 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
2714 TRACE("Passing to container.\n");
2715 wined3d_texture_set_dirty(surface->container.u.texture, TRUE);
2719 HRESULT surface_load(struct wined3d_surface *surface, BOOL srgb)
2721 DWORD flag = srgb ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE;
2722 BOOL ck_changed;
2724 TRACE("surface %p, srgb %#x.\n", surface, srgb);
2726 if (surface->resource.pool == WINED3DPOOL_SCRATCH)
2728 ERR("Not supported on scratch surfaces.\n");
2729 return WINED3DERR_INVALIDCALL;
2732 ck_changed = !(surface->flags & SFLAG_GLCKEY) != !(surface->CKeyFlags & WINEDDSD_CKSRCBLT);
2734 /* Reload if either the texture and sysmem have different ideas about the
2735 * color key, or the actual key values changed. */
2736 if (ck_changed || ((surface->CKeyFlags & WINEDDSD_CKSRCBLT)
2737 && (surface->gl_color_key.color_space_low_value != surface->src_blt_color_key.color_space_low_value
2738 || surface->gl_color_key.color_space_high_value != surface->src_blt_color_key.color_space_high_value)))
2740 TRACE("Reloading because of color keying\n");
2741 /* To perform the color key conversion we need a sysmem copy of
2742 * the surface. Make sure we have it. */
2744 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
2745 /* Make sure the texture is reloaded because of the color key change,
2746 * this kills performance though :( */
2747 /* TODO: This is not necessarily needed with hw palettized texture support. */
2748 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
2749 /* Switching color keying on / off may change the internal format. */
2750 if (ck_changed)
2751 surface_force_reload(surface);
2753 else if (!(surface->flags & flag))
2755 TRACE("Reloading because surface is dirty.\n");
2757 else
2759 TRACE("surface is already in texture\n");
2760 return WINED3D_OK;
2763 /* No partial locking for textures yet. */
2764 surface_load_location(surface, flag, NULL);
2765 surface_evict_sysmem(surface);
2767 return WINED3D_OK;
2770 /* See also float_16_to_32() in wined3d_private.h */
2771 static inline unsigned short float_32_to_16(const float *in)
2773 int exp = 0;
2774 float tmp = fabsf(*in);
2775 unsigned int mantissa;
2776 unsigned short ret;
2778 /* Deal with special numbers */
2779 if (*in == 0.0f)
2780 return 0x0000;
2781 if (isnan(*in))
2782 return 0x7c01;
2783 if (isinf(*in))
2784 return (*in < 0.0f ? 0xfc00 : 0x7c00);
2786 if (tmp < powf(2, 10))
2790 tmp = tmp * 2.0f;
2791 exp--;
2792 } while (tmp < powf(2, 10));
2794 else if (tmp >= powf(2, 11))
2798 tmp /= 2.0f;
2799 exp++;
2800 } while (tmp >= powf(2, 11));
2803 mantissa = (unsigned int)tmp;
2804 if (tmp - mantissa >= 0.5f)
2805 ++mantissa; /* Round to nearest, away from zero. */
2807 exp += 10; /* Normalize the mantissa. */
2808 exp += 15; /* Exponent is encoded with excess 15. */
2810 if (exp > 30) /* too big */
2812 ret = 0x7c00; /* INF */
2814 else if (exp <= 0)
2816 /* exp == 0: Non-normalized mantissa. Returns 0x0000 (=0.0) for too small numbers. */
2817 while (exp <= 0)
2819 mantissa = mantissa >> 1;
2820 ++exp;
2822 ret = mantissa & 0x3ff;
2824 else
2826 ret = (exp << 10) | (mantissa & 0x3ff);
2829 ret |= ((*in < 0.0f ? 1 : 0) << 15); /* Add the sign */
2830 return ret;
2833 ULONG CDECL wined3d_surface_incref(struct wined3d_surface *surface)
2835 ULONG refcount;
2837 TRACE("Surface %p, container %p of type %#x.\n",
2838 surface, surface->container.u.base, surface->container.type);
2840 switch (surface->container.type)
2842 case WINED3D_CONTAINER_TEXTURE:
2843 return wined3d_texture_incref(surface->container.u.texture);
2845 case WINED3D_CONTAINER_SWAPCHAIN:
2846 return wined3d_swapchain_incref(surface->container.u.swapchain);
2848 default:
2849 ERR("Unhandled container type %#x.\n", surface->container.type);
2850 case WINED3D_CONTAINER_NONE:
2851 break;
2854 refcount = InterlockedIncrement(&surface->resource.ref);
2855 TRACE("%p increasing refcount to %u.\n", surface, refcount);
2857 return refcount;
2860 /* Do not call while under the GL lock. */
2861 ULONG CDECL wined3d_surface_decref(struct wined3d_surface *surface)
2863 ULONG refcount;
2865 TRACE("Surface %p, container %p of type %#x.\n",
2866 surface, surface->container.u.base, surface->container.type);
2868 switch (surface->container.type)
2870 case WINED3D_CONTAINER_TEXTURE:
2871 return wined3d_texture_decref(surface->container.u.texture);
2873 case WINED3D_CONTAINER_SWAPCHAIN:
2874 return wined3d_swapchain_decref(surface->container.u.swapchain);
2876 default:
2877 ERR("Unhandled container type %#x.\n", surface->container.type);
2878 case WINED3D_CONTAINER_NONE:
2879 break;
2882 refcount = InterlockedDecrement(&surface->resource.ref);
2883 TRACE("%p decreasing refcount to %u.\n", surface, refcount);
2885 if (!refcount)
2887 surface_cleanup(surface);
2888 surface->resource.parent_ops->wined3d_object_destroyed(surface->resource.parent);
2890 TRACE("Destroyed surface %p.\n", surface);
2891 HeapFree(GetProcessHeap(), 0, surface);
2894 return refcount;
2897 DWORD CDECL wined3d_surface_set_priority(struct wined3d_surface *surface, DWORD priority)
2899 return resource_set_priority(&surface->resource, priority);
2902 DWORD CDECL wined3d_surface_get_priority(const struct wined3d_surface *surface)
2904 return resource_get_priority(&surface->resource);
2907 void CDECL wined3d_surface_preload(struct wined3d_surface *surface)
2909 TRACE("surface %p.\n", surface);
2911 if (!surface->resource.device->d3d_initialized)
2913 ERR("D3D not initialized.\n");
2914 return;
2917 surface_internal_preload(surface, SRGB_ANY);
2920 void * CDECL wined3d_surface_get_parent(const struct wined3d_surface *surface)
2922 TRACE("surface %p.\n", surface);
2924 return surface->resource.parent;
2927 struct wined3d_resource * CDECL wined3d_surface_get_resource(struct wined3d_surface *surface)
2929 TRACE("surface %p.\n", surface);
2931 return &surface->resource;
2934 HRESULT CDECL wined3d_surface_get_blt_status(const struct wined3d_surface *surface, DWORD flags)
2936 TRACE("surface %p, flags %#x.\n", surface, flags);
2938 switch (flags)
2940 case WINEDDGBS_CANBLT:
2941 case WINEDDGBS_ISBLTDONE:
2942 return WINED3D_OK;
2944 default:
2945 return WINED3DERR_INVALIDCALL;
2949 HRESULT CDECL wined3d_surface_get_flip_status(const struct wined3d_surface *surface, DWORD flags)
2951 TRACE("surface %p, flags %#x.\n", surface, flags);
2953 /* XXX: DDERR_INVALIDSURFACETYPE */
2955 switch (flags)
2957 case WINEDDGFS_CANFLIP:
2958 case WINEDDGFS_ISFLIPDONE:
2959 return WINED3D_OK;
2961 default:
2962 return WINED3DERR_INVALIDCALL;
2966 HRESULT CDECL wined3d_surface_is_lost(const struct wined3d_surface *surface)
2968 TRACE("surface %p.\n", surface);
2970 /* D3D8 and 9 loose full devices, ddraw only surfaces. */
2971 return surface->flags & SFLAG_LOST ? WINED3DERR_DEVICELOST : WINED3D_OK;
2974 HRESULT CDECL wined3d_surface_restore(struct wined3d_surface *surface)
2976 TRACE("surface %p.\n", surface);
2978 surface->flags &= ~SFLAG_LOST;
2979 return WINED3D_OK;
2982 HRESULT CDECL wined3d_surface_set_palette(struct wined3d_surface *surface, struct wined3d_palette *palette)
2984 TRACE("surface %p, palette %p.\n", surface, palette);
2986 if (surface->palette == palette)
2988 TRACE("Nop palette change.\n");
2989 return WINED3D_OK;
2992 if (surface->palette && (surface->resource.usage & WINED3DUSAGE_RENDERTARGET))
2993 surface->palette->flags &= ~WINEDDPCAPS_PRIMARYSURFACE;
2995 surface->palette = palette;
2997 if (palette)
2999 if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
3000 palette->flags |= WINEDDPCAPS_PRIMARYSURFACE;
3002 surface->surface_ops->surface_realize_palette(surface);
3005 return WINED3D_OK;
3008 HRESULT CDECL wined3d_surface_set_color_key(struct wined3d_surface *surface,
3009 DWORD flags, const struct wined3d_color_key *color_key)
3011 TRACE("surface %p, flags %#x, color_key %p.\n", surface, flags, color_key);
3013 if (flags & WINEDDCKEY_COLORSPACE)
3015 FIXME(" colorkey value not supported (%08x) !\n", flags);
3016 return WINED3DERR_INVALIDCALL;
3019 /* Dirtify the surface, but only if a key was changed. */
3020 if (color_key)
3022 switch (flags & ~WINEDDCKEY_COLORSPACE)
3024 case WINEDDCKEY_DESTBLT:
3025 surface->dst_blt_color_key = *color_key;
3026 surface->CKeyFlags |= WINEDDSD_CKDESTBLT;
3027 break;
3029 case WINEDDCKEY_DESTOVERLAY:
3030 surface->dst_overlay_color_key = *color_key;
3031 surface->CKeyFlags |= WINEDDSD_CKDESTOVERLAY;
3032 break;
3034 case WINEDDCKEY_SRCOVERLAY:
3035 surface->src_overlay_color_key = *color_key;
3036 surface->CKeyFlags |= WINEDDSD_CKSRCOVERLAY;
3037 break;
3039 case WINEDDCKEY_SRCBLT:
3040 surface->src_blt_color_key = *color_key;
3041 surface->CKeyFlags |= WINEDDSD_CKSRCBLT;
3042 break;
3045 else
3047 switch (flags & ~WINEDDCKEY_COLORSPACE)
3049 case WINEDDCKEY_DESTBLT:
3050 surface->CKeyFlags &= ~WINEDDSD_CKDESTBLT;
3051 break;
3053 case WINEDDCKEY_DESTOVERLAY:
3054 surface->CKeyFlags &= ~WINEDDSD_CKDESTOVERLAY;
3055 break;
3057 case WINEDDCKEY_SRCOVERLAY:
3058 surface->CKeyFlags &= ~WINEDDSD_CKSRCOVERLAY;
3059 break;
3061 case WINEDDCKEY_SRCBLT:
3062 surface->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3063 break;
3067 return WINED3D_OK;
3070 struct wined3d_palette * CDECL wined3d_surface_get_palette(const struct wined3d_surface *surface)
3072 TRACE("surface %p.\n", surface);
3074 return surface->palette;
3077 DWORD CDECL wined3d_surface_get_pitch(const struct wined3d_surface *surface)
3079 const struct wined3d_format *format = surface->resource.format;
3080 DWORD pitch;
3082 TRACE("surface %p.\n", surface);
3084 if (format->flags & WINED3DFMT_FLAG_BLOCKS)
3086 /* Since compressed formats are block based, pitch means the amount of
3087 * bytes to the next row of block rather than the next row of pixels. */
3088 UINT row_block_count = (surface->resource.width + format->block_width - 1) / format->block_width;
3089 pitch = row_block_count * format->block_byte_count;
3091 else
3093 unsigned char alignment = surface->resource.device->surface_alignment;
3094 pitch = surface->resource.format->byte_count * surface->resource.width; /* Bytes / row */
3095 pitch = (pitch + alignment - 1) & ~(alignment - 1);
3098 TRACE("Returning %u.\n", pitch);
3100 return pitch;
3103 HRESULT CDECL wined3d_surface_set_mem(struct wined3d_surface *surface, void *mem)
3105 TRACE("surface %p, mem %p.\n", surface, mem);
3107 if (surface->flags & (SFLAG_LOCKED | SFLAG_DCINUSE))
3109 WARN("Surface is locked or the DC is in use.\n");
3110 return WINED3DERR_INVALIDCALL;
3113 /* Render targets depend on their hdc, and we can't create an hdc on a user pointer. */
3114 if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
3116 ERR("Not supported on render targets.\n");
3117 return WINED3DERR_INVALIDCALL;
3120 if (mem && mem != surface->resource.allocatedMemory)
3122 void *release = NULL;
3124 /* Do I have to copy the old surface content? */
3125 if (surface->flags & SFLAG_DIBSECTION)
3127 DeleteDC(surface->hDC);
3128 DeleteObject(surface->dib.DIBsection);
3129 surface->dib.bitmap_data = NULL;
3130 surface->resource.allocatedMemory = NULL;
3131 surface->hDC = NULL;
3132 surface->flags &= ~SFLAG_DIBSECTION;
3134 else if (!(surface->flags & SFLAG_USERPTR))
3136 release = surface->resource.heapMemory;
3137 surface->resource.heapMemory = NULL;
3139 surface->resource.allocatedMemory = mem;
3140 surface->flags |= SFLAG_USERPTR;
3142 /* Now the surface memory is most up do date. Invalidate drawable and texture. */
3143 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
3145 /* For client textures OpenGL has to be notified. */
3146 if (surface->flags & SFLAG_CLIENT)
3147 surface_release_client_storage(surface);
3149 /* Now free the old memory if any. */
3150 HeapFree(GetProcessHeap(), 0, release);
3152 else if (surface->flags & SFLAG_USERPTR)
3154 /* HeapMemory should be NULL already. */
3155 if (surface->resource.heapMemory)
3156 ERR("User pointer surface has heap memory allocated.\n");
3158 if (!mem)
3160 surface->resource.allocatedMemory = NULL;
3161 surface->flags &= ~(SFLAG_USERPTR | SFLAG_INSYSMEM);
3163 if (surface->flags & SFLAG_CLIENT)
3164 surface_release_client_storage(surface);
3166 surface_prepare_system_memory(surface);
3169 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
3172 return WINED3D_OK;
3175 HRESULT CDECL wined3d_surface_set_overlay_position(struct wined3d_surface *surface, LONG x, LONG y)
3177 LONG w, h;
3179 TRACE("surface %p, x %d, y %d.\n", surface, x, y);
3181 if (!(surface->resource.usage & WINED3DUSAGE_OVERLAY))
3183 WARN("Not an overlay surface.\n");
3184 return WINEDDERR_NOTAOVERLAYSURFACE;
3187 w = surface->overlay_destrect.right - surface->overlay_destrect.left;
3188 h = surface->overlay_destrect.bottom - surface->overlay_destrect.top;
3189 surface->overlay_destrect.left = x;
3190 surface->overlay_destrect.top = y;
3191 surface->overlay_destrect.right = x + w;
3192 surface->overlay_destrect.bottom = y + h;
3194 surface_draw_overlay(surface);
3196 return WINED3D_OK;
3199 HRESULT CDECL wined3d_surface_get_overlay_position(const struct wined3d_surface *surface, LONG *x, LONG *y)
3201 TRACE("surface %p, x %p, y %p.\n", surface, x, y);
3203 if (!(surface->resource.usage & WINED3DUSAGE_OVERLAY))
3205 TRACE("Not an overlay surface.\n");
3206 return WINEDDERR_NOTAOVERLAYSURFACE;
3209 if (!surface->overlay_dest)
3211 TRACE("Overlay not visible.\n");
3212 *x = 0;
3213 *y = 0;
3214 return WINEDDERR_OVERLAYNOTVISIBLE;
3217 *x = surface->overlay_destrect.left;
3218 *y = surface->overlay_destrect.top;
3220 TRACE("Returning position %d, %d.\n", *x, *y);
3222 return WINED3D_OK;
3225 HRESULT CDECL wined3d_surface_update_overlay_z_order(struct wined3d_surface *surface,
3226 DWORD flags, struct wined3d_surface *ref)
3228 FIXME("surface %p, flags %#x, ref %p stub!\n", surface, flags, ref);
3230 if (!(surface->resource.usage & WINED3DUSAGE_OVERLAY))
3232 TRACE("Not an overlay surface.\n");
3233 return WINEDDERR_NOTAOVERLAYSURFACE;
3236 return WINED3D_OK;
3239 HRESULT CDECL wined3d_surface_update_overlay(struct wined3d_surface *surface, const RECT *src_rect,
3240 struct wined3d_surface *dst_surface, const RECT *dst_rect, DWORD flags, const WINEDDOVERLAYFX *fx)
3242 TRACE("surface %p, src_rect %s, dst_surface %p, dst_rect %s, flags %#x, fx %p.\n",
3243 surface, wine_dbgstr_rect(src_rect), dst_surface, wine_dbgstr_rect(dst_rect), flags, fx);
3245 if (!(surface->resource.usage & WINED3DUSAGE_OVERLAY))
3247 WARN("Not an overlay surface.\n");
3248 return WINEDDERR_NOTAOVERLAYSURFACE;
3250 else if (!dst_surface)
3252 WARN("Dest surface is NULL.\n");
3253 return WINED3DERR_INVALIDCALL;
3256 if (src_rect)
3258 surface->overlay_srcrect = *src_rect;
3260 else
3262 surface->overlay_srcrect.left = 0;
3263 surface->overlay_srcrect.top = 0;
3264 surface->overlay_srcrect.right = surface->resource.width;
3265 surface->overlay_srcrect.bottom = surface->resource.height;
3268 if (dst_rect)
3270 surface->overlay_destrect = *dst_rect;
3272 else
3274 surface->overlay_destrect.left = 0;
3275 surface->overlay_destrect.top = 0;
3276 surface->overlay_destrect.right = dst_surface ? dst_surface->resource.width : 0;
3277 surface->overlay_destrect.bottom = dst_surface ? dst_surface->resource.height : 0;
3280 if (surface->overlay_dest && (surface->overlay_dest != dst_surface || flags & WINEDDOVER_HIDE))
3282 surface->overlay_dest = NULL;
3283 list_remove(&surface->overlay_entry);
3286 if (flags & WINEDDOVER_SHOW)
3288 if (surface->overlay_dest != dst_surface)
3290 surface->overlay_dest = dst_surface;
3291 list_add_tail(&dst_surface->overlays, &surface->overlay_entry);
3294 else if (flags & WINEDDOVER_HIDE)
3296 /* tests show that the rectangles are erased on hide */
3297 surface->overlay_srcrect.left = 0; surface->overlay_srcrect.top = 0;
3298 surface->overlay_srcrect.right = 0; surface->overlay_srcrect.bottom = 0;
3299 surface->overlay_destrect.left = 0; surface->overlay_destrect.top = 0;
3300 surface->overlay_destrect.right = 0; surface->overlay_destrect.bottom = 0;
3301 surface->overlay_dest = NULL;
3304 surface_draw_overlay(surface);
3306 return WINED3D_OK;
3309 HRESULT CDECL wined3d_surface_set_format(struct wined3d_surface *surface, enum wined3d_format_id format_id)
3311 const struct wined3d_format *format = wined3d_get_format(&surface->resource.device->adapter->gl_info, format_id);
3313 TRACE("surface %p, format %s.\n", surface, debug_d3dformat(format_id));
3315 if (surface->resource.format->id != WINED3DFMT_UNKNOWN)
3317 FIXME("The format of the surface must be WINED3DFORMAT_UNKNOWN.\n");
3318 return WINED3DERR_INVALIDCALL;
3321 surface->resource.size = wined3d_format_calculate_size(format, surface->resource.device->surface_alignment,
3322 surface->pow2Width, surface->pow2Height);
3323 surface->flags |= (WINED3DFMT_D16_LOCKABLE == format_id) ? SFLAG_LOCKABLE : 0;
3324 surface->resource.format = format;
3326 TRACE("size %u, byte_count %u\n", surface->resource.size, format->byte_count);
3327 TRACE("glFormat %#x, glInternal %#x, glType %#x.\n",
3328 format->glFormat, format->glInternal, format->glType);
3330 return WINED3D_OK;
3333 static void convert_r32_float_r16_float(const BYTE *src, BYTE *dst,
3334 DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
3336 unsigned short *dst_s;
3337 const float *src_f;
3338 unsigned int x, y;
3340 TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
3342 for (y = 0; y < h; ++y)
3344 src_f = (const float *)(src + y * pitch_in);
3345 dst_s = (unsigned short *) (dst + y * pitch_out);
3346 for (x = 0; x < w; ++x)
3348 dst_s[x] = float_32_to_16(src_f + x);
3353 static void convert_r5g6b5_x8r8g8b8(const BYTE *src, BYTE *dst,
3354 DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
3356 static const unsigned char convert_5to8[] =
3358 0x00, 0x08, 0x10, 0x19, 0x21, 0x29, 0x31, 0x3a,
3359 0x42, 0x4a, 0x52, 0x5a, 0x63, 0x6b, 0x73, 0x7b,
3360 0x84, 0x8c, 0x94, 0x9c, 0xa5, 0xad, 0xb5, 0xbd,
3361 0xc5, 0xce, 0xd6, 0xde, 0xe6, 0xef, 0xf7, 0xff,
3363 static const unsigned char convert_6to8[] =
3365 0x00, 0x04, 0x08, 0x0c, 0x10, 0x14, 0x18, 0x1c,
3366 0x20, 0x24, 0x28, 0x2d, 0x31, 0x35, 0x39, 0x3d,
3367 0x41, 0x45, 0x49, 0x4d, 0x51, 0x55, 0x59, 0x5d,
3368 0x61, 0x65, 0x69, 0x6d, 0x71, 0x75, 0x79, 0x7d,
3369 0x82, 0x86, 0x8a, 0x8e, 0x92, 0x96, 0x9a, 0x9e,
3370 0xa2, 0xa6, 0xaa, 0xae, 0xb2, 0xb6, 0xba, 0xbe,
3371 0xc2, 0xc6, 0xca, 0xce, 0xd2, 0xd7, 0xdb, 0xdf,
3372 0xe3, 0xe7, 0xeb, 0xef, 0xf3, 0xf7, 0xfb, 0xff,
3374 unsigned int x, y;
3376 TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
3378 for (y = 0; y < h; ++y)
3380 const WORD *src_line = (const WORD *)(src + y * pitch_in);
3381 DWORD *dst_line = (DWORD *)(dst + y * pitch_out);
3382 for (x = 0; x < w; ++x)
3384 WORD pixel = src_line[x];
3385 dst_line[x] = 0xff000000
3386 | convert_5to8[(pixel & 0xf800) >> 11] << 16
3387 | convert_6to8[(pixel & 0x07e0) >> 5] << 8
3388 | convert_5to8[(pixel & 0x001f)];
3393 /* We use this for both B8G8R8A8 -> B8G8R8X8 and B8G8R8X8 -> B8G8R8A8, since
3394 * in both cases we're just setting the X / Alpha channel to 0xff. */
3395 static void convert_a8r8g8b8_x8r8g8b8(const BYTE *src, BYTE *dst,
3396 DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
3398 unsigned int x, y;
3400 TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
3402 for (y = 0; y < h; ++y)
3404 const DWORD *src_line = (const DWORD *)(src + y * pitch_in);
3405 DWORD *dst_line = (DWORD *)(dst + y * pitch_out);
3407 for (x = 0; x < w; ++x)
3409 dst_line[x] = 0xff000000 | (src_line[x] & 0xffffff);
3414 static inline BYTE cliptobyte(int x)
3416 return (BYTE)((x < 0) ? 0 : ((x > 255) ? 255 : x));
3419 static void convert_yuy2_x8r8g8b8(const BYTE *src, BYTE *dst,
3420 DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
3422 int c2, d, e, r2 = 0, g2 = 0, b2 = 0;
3423 unsigned int x, y;
3425 TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
3427 for (y = 0; y < h; ++y)
3429 const BYTE *src_line = src + y * pitch_in;
3430 DWORD *dst_line = (DWORD *)(dst + y * pitch_out);
3431 for (x = 0; x < w; ++x)
3433 /* YUV to RGB conversion formulas from http://en.wikipedia.org/wiki/YUV:
3434 * C = Y - 16; D = U - 128; E = V - 128;
3435 * R = cliptobyte((298 * C + 409 * E + 128) >> 8);
3436 * G = cliptobyte((298 * C - 100 * D - 208 * E + 128) >> 8);
3437 * B = cliptobyte((298 * C + 516 * D + 128) >> 8);
3438 * Two adjacent YUY2 pixels are stored as four bytes: Y0 U Y1 V .
3439 * U and V are shared between the pixels. */
3440 if (!(x & 1)) /* For every even pixel, read new U and V. */
3442 d = (int) src_line[1] - 128;
3443 e = (int) src_line[3] - 128;
3444 r2 = 409 * e + 128;
3445 g2 = - 100 * d - 208 * e + 128;
3446 b2 = 516 * d + 128;
3448 c2 = 298 * ((int) src_line[0] - 16);
3449 dst_line[x] = 0xff000000
3450 | cliptobyte((c2 + r2) >> 8) << 16 /* red */
3451 | cliptobyte((c2 + g2) >> 8) << 8 /* green */
3452 | cliptobyte((c2 + b2) >> 8); /* blue */
3453 /* Scale RGB values to 0..255 range,
3454 * then clip them if still not in range (may be negative),
3455 * then shift them within DWORD if necessary. */
3456 src_line += 2;
3461 static void convert_yuy2_r5g6b5(const BYTE *src, BYTE *dst,
3462 DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
3464 unsigned int x, y;
3465 int c2, d, e, r2 = 0, g2 = 0, b2 = 0;
3467 TRACE("Converting %ux%u pixels, pitches %u %u\n", w, h, pitch_in, pitch_out);
3469 for (y = 0; y < h; ++y)
3471 const BYTE *src_line = src + y * pitch_in;
3472 WORD *dst_line = (WORD *)(dst + y * pitch_out);
3473 for (x = 0; x < w; ++x)
3475 /* YUV to RGB conversion formulas from http://en.wikipedia.org/wiki/YUV:
3476 * C = Y - 16; D = U - 128; E = V - 128;
3477 * R = cliptobyte((298 * C + 409 * E + 128) >> 8);
3478 * G = cliptobyte((298 * C - 100 * D - 208 * E + 128) >> 8);
3479 * B = cliptobyte((298 * C + 516 * D + 128) >> 8);
3480 * Two adjacent YUY2 pixels are stored as four bytes: Y0 U Y1 V .
3481 * U and V are shared between the pixels. */
3482 if (!(x & 1)) /* For every even pixel, read new U and V. */
3484 d = (int) src_line[1] - 128;
3485 e = (int) src_line[3] - 128;
3486 r2 = 409 * e + 128;
3487 g2 = - 100 * d - 208 * e + 128;
3488 b2 = 516 * d + 128;
3490 c2 = 298 * ((int) src_line[0] - 16);
3491 dst_line[x] = (cliptobyte((c2 + r2) >> 8) >> 3) << 11 /* red */
3492 | (cliptobyte((c2 + g2) >> 8) >> 2) << 5 /* green */
3493 | (cliptobyte((c2 + b2) >> 8) >> 3); /* blue */
3494 /* Scale RGB values to 0..255 range,
3495 * then clip them if still not in range (may be negative),
3496 * then shift them within DWORD if necessary. */
3497 src_line += 2;
3502 struct d3dfmt_convertor_desc
3504 enum wined3d_format_id from, to;
3505 void (*convert)(const BYTE *src, BYTE *dst, DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h);
3508 static const struct d3dfmt_convertor_desc convertors[] =
3510 {WINED3DFMT_R32_FLOAT, WINED3DFMT_R16_FLOAT, convert_r32_float_r16_float},
3511 {WINED3DFMT_B5G6R5_UNORM, WINED3DFMT_B8G8R8X8_UNORM, convert_r5g6b5_x8r8g8b8},
3512 {WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_B8G8R8X8_UNORM, convert_a8r8g8b8_x8r8g8b8},
3513 {WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_B8G8R8A8_UNORM, convert_a8r8g8b8_x8r8g8b8},
3514 {WINED3DFMT_YUY2, WINED3DFMT_B8G8R8X8_UNORM, convert_yuy2_x8r8g8b8},
3515 {WINED3DFMT_YUY2, WINED3DFMT_B5G6R5_UNORM, convert_yuy2_r5g6b5},
3518 static inline const struct d3dfmt_convertor_desc *find_convertor(enum wined3d_format_id from,
3519 enum wined3d_format_id to)
3521 unsigned int i;
3523 for (i = 0; i < (sizeof(convertors) / sizeof(*convertors)); ++i)
3525 if (convertors[i].from == from && convertors[i].to == to)
3526 return &convertors[i];
3529 return NULL;
3532 /*****************************************************************************
3533 * surface_convert_format
3535 * Creates a duplicate of a surface in a different format. Is used by Blt to
3536 * blit between surfaces with different formats.
3538 * Parameters
3539 * source: Source surface
3540 * fmt: Requested destination format
3542 *****************************************************************************/
3543 static struct wined3d_surface *surface_convert_format(struct wined3d_surface *source, enum wined3d_format_id to_fmt)
3545 struct wined3d_mapped_rect src_map, dst_map;
3546 const struct d3dfmt_convertor_desc *conv;
3547 struct wined3d_surface *ret = NULL;
3548 HRESULT hr;
3550 conv = find_convertor(source->resource.format->id, to_fmt);
3551 if (!conv)
3553 FIXME("Cannot find a conversion function from format %s to %s.\n",
3554 debug_d3dformat(source->resource.format->id), debug_d3dformat(to_fmt));
3555 return NULL;
3558 wined3d_surface_create(source->resource.device, source->resource.width,
3559 source->resource.height, to_fmt, 0 /* level */, 0 /* usage */, WINED3DPOOL_SCRATCH,
3560 WINED3D_MULTISAMPLE_NONE /* TODO: Multisampled conversion */, 0 /* MultiSampleQuality */,
3561 source->surface_type, WINED3D_SURFACE_MAPPABLE | WINED3D_SURFACE_DISCARD,
3562 NULL /* parent */, &wined3d_null_parent_ops, &ret);
3563 if (!ret)
3565 ERR("Failed to create a destination surface for conversion.\n");
3566 return NULL;
3569 memset(&src_map, 0, sizeof(src_map));
3570 memset(&dst_map, 0, sizeof(dst_map));
3572 hr = wined3d_surface_map(source, &src_map, NULL, WINED3DLOCK_READONLY);
3573 if (FAILED(hr))
3575 ERR("Failed to lock the source surface.\n");
3576 wined3d_surface_decref(ret);
3577 return NULL;
3579 hr = wined3d_surface_map(ret, &dst_map, NULL, WINED3DLOCK_READONLY);
3580 if (FAILED(hr))
3582 ERR("Failed to lock the destination surface.\n");
3583 wined3d_surface_unmap(source);
3584 wined3d_surface_decref(ret);
3585 return NULL;
3588 conv->convert(src_map.data, dst_map.data, src_map.row_pitch, dst_map.row_pitch,
3589 source->resource.width, source->resource.height);
3591 wined3d_surface_unmap(ret);
3592 wined3d_surface_unmap(source);
3594 return ret;
3597 static HRESULT _Blt_ColorFill(BYTE *buf, unsigned int width, unsigned int height,
3598 unsigned int bpp, UINT pitch, DWORD color)
3600 BYTE *first;
3601 int x, y;
3603 /* Do first row */
3605 #define COLORFILL_ROW(type) \
3606 do { \
3607 type *d = (type *)buf; \
3608 for (x = 0; x < width; ++x) \
3609 d[x] = (type)color; \
3610 } while(0)
3612 switch (bpp)
3614 case 1:
3615 COLORFILL_ROW(BYTE);
3616 break;
3618 case 2:
3619 COLORFILL_ROW(WORD);
3620 break;
3622 case 3:
3624 BYTE *d = buf;
3625 for (x = 0; x < width; ++x, d += 3)
3627 d[0] = (color ) & 0xFF;
3628 d[1] = (color >> 8) & 0xFF;
3629 d[2] = (color >> 16) & 0xFF;
3631 break;
3633 case 4:
3634 COLORFILL_ROW(DWORD);
3635 break;
3637 default:
3638 FIXME("Color fill not implemented for bpp %u!\n", bpp * 8);
3639 return WINED3DERR_NOTAVAILABLE;
3642 #undef COLORFILL_ROW
3644 /* Now copy first row. */
3645 first = buf;
3646 for (y = 1; y < height; ++y)
3648 buf += pitch;
3649 memcpy(buf, first, width * bpp);
3652 return WINED3D_OK;
3655 HRESULT CDECL wined3d_surface_unmap(struct wined3d_surface *surface)
3657 TRACE("surface %p.\n", surface);
3659 if (!(surface->flags & SFLAG_LOCKED))
3661 WARN("Trying to unmap unmapped surface.\n");
3662 return WINEDDERR_NOTLOCKED;
3664 surface->flags &= ~SFLAG_LOCKED;
3666 surface->surface_ops->surface_unmap(surface);
3668 return WINED3D_OK;
3671 HRESULT CDECL wined3d_surface_map(struct wined3d_surface *surface,
3672 struct wined3d_mapped_rect *mapped_rect, const RECT *rect, DWORD flags)
3674 const struct wined3d_format *format = surface->resource.format;
3676 TRACE("surface %p, mapped_rect %p, rect %s, flags %#x.\n",
3677 surface, mapped_rect, wine_dbgstr_rect(rect), flags);
3679 if (surface->flags & SFLAG_LOCKED)
3681 WARN("Surface is already mapped.\n");
3682 return WINED3DERR_INVALIDCALL;
3684 if ((format->flags & WINED3DFMT_FLAG_BLOCKS)
3685 && rect && (rect->left || rect->top
3686 || rect->right != surface->resource.width
3687 || rect->bottom != surface->resource.height))
3689 UINT width_mask = format->block_width - 1;
3690 UINT height_mask = format->block_height - 1;
3692 if ((rect->left & width_mask) || (rect->right & width_mask)
3693 || (rect->top & height_mask) || (rect->bottom & height_mask))
3695 WARN("Map rect %s is misaligned for %ux%u blocks.\n",
3696 wine_dbgstr_rect(rect), format->block_width, format->block_height);
3698 if (surface->resource.pool == WINED3DPOOL_DEFAULT)
3699 return WINED3DERR_INVALIDCALL;
3703 surface->flags |= SFLAG_LOCKED;
3705 if (!(surface->flags & SFLAG_LOCKABLE))
3706 WARN("Trying to lock unlockable surface.\n");
3708 /* Performance optimization: Count how often a surface is mapped, if it is
3709 * mapped regularly do not throw away the system memory copy. This avoids
3710 * the need to download the surface from OpenGL all the time. The surface
3711 * is still downloaded if the OpenGL texture is changed. */
3712 if (!(surface->flags & SFLAG_DYNLOCK))
3714 if (++surface->lockCount > MAXLOCKCOUNT)
3716 TRACE("Surface is mapped regularly, not freeing the system memory copy any more.\n");
3717 surface->flags |= SFLAG_DYNLOCK;
3721 surface->surface_ops->surface_map(surface, rect, flags);
3723 if (format->flags & WINED3DFMT_FLAG_BROKEN_PITCH)
3724 mapped_rect->row_pitch = surface->resource.width * format->byte_count;
3725 else
3726 mapped_rect->row_pitch = wined3d_surface_get_pitch(surface);
3728 if (!rect)
3730 mapped_rect->data = surface->resource.allocatedMemory;
3731 surface->lockedRect.left = 0;
3732 surface->lockedRect.top = 0;
3733 surface->lockedRect.right = surface->resource.width;
3734 surface->lockedRect.bottom = surface->resource.height;
3736 else
3738 if ((format->flags & (WINED3DFMT_FLAG_BLOCKS | WINED3DFMT_FLAG_BROKEN_PITCH)) == WINED3DFMT_FLAG_BLOCKS)
3740 /* Compressed textures are block based, so calculate the offset of
3741 * the block that contains the top-left pixel of the locked rectangle. */
3742 mapped_rect->data = surface->resource.allocatedMemory
3743 + ((rect->top / format->block_height) * mapped_rect->row_pitch)
3744 + ((rect->left / format->block_width) * format->block_byte_count);
3746 else
3748 mapped_rect->data = surface->resource.allocatedMemory
3749 + (mapped_rect->row_pitch * rect->top)
3750 + (rect->left * format->byte_count);
3752 surface->lockedRect.left = rect->left;
3753 surface->lockedRect.top = rect->top;
3754 surface->lockedRect.right = rect->right;
3755 surface->lockedRect.bottom = rect->bottom;
3758 TRACE("Locked rect %s.\n", wine_dbgstr_rect(&surface->lockedRect));
3759 TRACE("Returning memory %p, pitch %u.\n", mapped_rect->data, mapped_rect->row_pitch);
3761 return WINED3D_OK;
3764 HRESULT CDECL wined3d_surface_getdc(struct wined3d_surface *surface, HDC *dc)
3766 struct wined3d_mapped_rect map;
3767 HRESULT hr;
3769 TRACE("surface %p, dc %p.\n", surface, dc);
3771 if (surface->flags & SFLAG_USERPTR)
3773 ERR("Not supported on surfaces with application-provided memory.\n");
3774 return WINEDDERR_NODC;
3777 /* Give more detailed info for ddraw. */
3778 if (surface->flags & SFLAG_DCINUSE)
3779 return WINEDDERR_DCALREADYCREATED;
3781 /* Can't GetDC if the surface is locked. */
3782 if (surface->flags & SFLAG_LOCKED)
3783 return WINED3DERR_INVALIDCALL;
3785 /* Create a DIB section if there isn't a dc yet. */
3786 if (!surface->hDC)
3788 if (surface->flags & SFLAG_CLIENT)
3790 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
3791 surface_release_client_storage(surface);
3793 hr = surface_create_dib_section(surface);
3794 if (FAILED(hr))
3795 return WINED3DERR_INVALIDCALL;
3797 /* Use the DIB section from now on if we are not using a PBO. */
3798 if (!(surface->flags & SFLAG_PBO))
3799 surface->resource.allocatedMemory = surface->dib.bitmap_data;
3802 /* Map the surface. */
3803 hr = wined3d_surface_map(surface, &map, NULL, 0);
3804 if (FAILED(hr))
3806 ERR("Map failed, hr %#x.\n", hr);
3807 return hr;
3810 /* Sync the DIB with the PBO. This can't be done earlier because Map()
3811 * activates the allocatedMemory. */
3812 if (surface->flags & SFLAG_PBO)
3813 memcpy(surface->dib.bitmap_data, surface->resource.allocatedMemory, surface->resource.size);
3815 if (surface->resource.format->id == WINED3DFMT_P8_UINT
3816 || surface->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
3818 /* GetDC on palettized formats is unsupported in D3D9, and the method
3819 * is missing in D3D8, so this should only be used for DX <=7
3820 * surfaces (with non-device palettes). */
3821 const PALETTEENTRY *pal = NULL;
3823 if (surface->palette)
3825 pal = surface->palette->palents;
3827 else
3829 struct wined3d_swapchain *swapchain = surface->resource.device->swapchains[0];
3830 struct wined3d_surface *dds_primary = swapchain->front_buffer;
3832 if (dds_primary && dds_primary->palette)
3833 pal = dds_primary->palette->palents;
3836 if (pal)
3838 RGBQUAD col[256];
3839 unsigned int i;
3841 for (i = 0; i < 256; ++i)
3843 col[i].rgbRed = pal[i].peRed;
3844 col[i].rgbGreen = pal[i].peGreen;
3845 col[i].rgbBlue = pal[i].peBlue;
3846 col[i].rgbReserved = 0;
3848 SetDIBColorTable(surface->hDC, 0, 256, col);
3852 surface->flags |= SFLAG_DCINUSE;
3854 *dc = surface->hDC;
3855 TRACE("Returning dc %p.\n", *dc);
3857 return WINED3D_OK;
3860 HRESULT CDECL wined3d_surface_releasedc(struct wined3d_surface *surface, HDC dc)
3862 TRACE("surface %p, dc %p.\n", surface, dc);
3864 if (!(surface->flags & SFLAG_DCINUSE))
3865 return WINEDDERR_NODC;
3867 if (surface->hDC != dc)
3869 WARN("Application tries to release invalid DC %p, surface DC is %p.\n",
3870 dc, surface->hDC);
3871 return WINEDDERR_NODC;
3874 /* Copy the contents of the DIB over to the PBO. */
3875 if ((surface->flags & SFLAG_PBO) && surface->resource.allocatedMemory)
3876 memcpy(surface->resource.allocatedMemory, surface->dib.bitmap_data, surface->resource.size);
3878 /* We locked first, so unlock now. */
3879 wined3d_surface_unmap(surface);
3881 surface->flags &= ~SFLAG_DCINUSE;
3883 return WINED3D_OK;
3886 HRESULT CDECL wined3d_surface_flip(struct wined3d_surface *surface, struct wined3d_surface *override, DWORD flags)
3888 TRACE("surface %p, override %p, flags %#x.\n", surface, override, flags);
3890 if (flags)
3892 static UINT once;
3893 if (!once++)
3894 FIXME("Ignoring flags %#x.\n", flags);
3895 else
3896 WARN("Ignoring flags %#x.\n", flags);
3899 if (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
3901 ERR("Not supported on swapchain surfaces.\n");
3902 return WINEDDERR_NOTFLIPPABLE;
3905 /* Flipping is only supported on render targets and overlays. */
3906 if (!(surface->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)))
3908 WARN("Tried to flip a non-render target, non-overlay surface.\n");
3909 return WINEDDERR_NOTFLIPPABLE;
3912 flip_surface(surface, override);
3914 /* Update overlays if they're visible. */
3915 if ((surface->resource.usage & WINED3DUSAGE_OVERLAY) && surface->overlay_dest)
3916 return surface_draw_overlay(surface);
3918 return WINED3D_OK;
3921 /* Do not call while under the GL lock. */
3922 void surface_internal_preload(struct wined3d_surface *surface, enum WINED3DSRGB srgb)
3924 struct wined3d_device *device = surface->resource.device;
3926 TRACE("iface %p, srgb %#x.\n", surface, srgb);
3928 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
3930 struct wined3d_texture *texture = surface->container.u.texture;
3932 TRACE("Passing to container (%p).\n", texture);
3933 texture->texture_ops->texture_preload(texture, srgb);
3935 else
3937 struct wined3d_context *context;
3939 TRACE("(%p) : About to load surface\n", surface);
3941 /* TODO: Use already acquired context when possible. */
3942 context = context_acquire(device, NULL);
3944 surface_load(surface, srgb == SRGB_SRGB ? TRUE : FALSE);
3946 if (surface->resource.pool == WINED3DPOOL_DEFAULT)
3948 /* Tell opengl to try and keep this texture in video ram (well mostly) */
3949 GLclampf tmp;
3950 tmp = 0.9f;
3951 ENTER_GL();
3952 glPrioritizeTextures(1, &surface->texture_name, &tmp);
3953 LEAVE_GL();
3956 context_release(context);
3960 BOOL surface_init_sysmem(struct wined3d_surface *surface)
3962 if (!surface->resource.allocatedMemory)
3964 if (!surface->resource.heapMemory)
3966 if (!(surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
3967 surface->resource.size + RESOURCE_ALIGNMENT)))
3969 ERR("Failed to allocate memory.\n");
3970 return FALSE;
3973 else if (!(surface->flags & SFLAG_CLIENT))
3975 ERR("Surface %p has heapMemory %p and flags %#x.\n",
3976 surface, surface->resource.heapMemory, surface->flags);
3979 surface->resource.allocatedMemory =
3980 (BYTE *)(((ULONG_PTR)surface->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
3982 else
3984 memset(surface->resource.allocatedMemory, 0, surface->resource.size);
3987 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
3989 return TRUE;
3992 /* Read the framebuffer back into the surface */
3993 static void read_from_framebuffer(struct wined3d_surface *surface, const RECT *rect, void *dest, UINT pitch)
3995 struct wined3d_device *device = surface->resource.device;
3996 const struct wined3d_gl_info *gl_info;
3997 struct wined3d_context *context;
3998 BYTE *mem;
3999 GLint fmt;
4000 GLint type;
4001 BYTE *row, *top, *bottom;
4002 int i;
4003 BOOL bpp;
4004 RECT local_rect;
4005 BOOL srcIsUpsideDown;
4006 GLint rowLen = 0;
4007 GLint skipPix = 0;
4008 GLint skipRow = 0;
4010 context = context_acquire(device, surface);
4011 context_apply_blit_state(context, device);
4012 gl_info = context->gl_info;
4014 ENTER_GL();
4016 /* Select the correct read buffer, and give some debug output.
4017 * There is no need to keep track of the current read buffer or reset it, every part of the code
4018 * that reads sets the read buffer as desired.
4020 if (surface_is_offscreen(surface))
4022 /* Mapping the primary render target which is not on a swapchain.
4023 * Read from the back buffer. */
4024 TRACE("Mapping offscreen render target.\n");
4025 glReadBuffer(device->offscreenBuffer);
4026 srcIsUpsideDown = TRUE;
4028 else
4030 /* Onscreen surfaces are always part of a swapchain */
4031 GLenum buffer = surface_get_gl_buffer(surface);
4032 TRACE("Mapping %#x buffer.\n", buffer);
4033 glReadBuffer(buffer);
4034 checkGLcall("glReadBuffer");
4035 srcIsUpsideDown = FALSE;
4038 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
4039 if (!rect)
4041 local_rect.left = 0;
4042 local_rect.top = 0;
4043 local_rect.right = surface->resource.width;
4044 local_rect.bottom = surface->resource.height;
4046 else
4048 local_rect = *rect;
4050 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
4052 switch (surface->resource.format->id)
4054 case WINED3DFMT_P8_UINT:
4056 if (primary_render_target_is_p8(device))
4058 /* In case of P8 render targets the index is stored in the alpha component */
4059 fmt = GL_ALPHA;
4060 type = GL_UNSIGNED_BYTE;
4061 mem = dest;
4062 bpp = surface->resource.format->byte_count;
4064 else
4066 /* GL can't return palettized data, so read ARGB pixels into a
4067 * separate block of memory and convert them into palettized format
4068 * in software. Slow, but if the app means to use palettized render
4069 * targets and locks it...
4071 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
4072 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
4073 * for the color channels when palettizing the colors.
4075 fmt = GL_RGB;
4076 type = GL_UNSIGNED_BYTE;
4077 pitch *= 3;
4078 mem = HeapAlloc(GetProcessHeap(), 0, surface->resource.size * 3);
4079 if (!mem)
4081 ERR("Out of memory\n");
4082 LEAVE_GL();
4083 return;
4085 bpp = surface->resource.format->byte_count * 3;
4088 break;
4090 default:
4091 mem = dest;
4092 fmt = surface->resource.format->glFormat;
4093 type = surface->resource.format->glType;
4094 bpp = surface->resource.format->byte_count;
4097 if (surface->flags & SFLAG_PBO)
4099 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, surface->pbo));
4100 checkGLcall("glBindBufferARB");
4101 if (mem)
4103 ERR("mem not null for pbo -- unexpected\n");
4104 mem = NULL;
4108 /* Save old pixel store pack state */
4109 glGetIntegerv(GL_PACK_ROW_LENGTH, &rowLen);
4110 checkGLcall("glGetIntegerv");
4111 glGetIntegerv(GL_PACK_SKIP_PIXELS, &skipPix);
4112 checkGLcall("glGetIntegerv");
4113 glGetIntegerv(GL_PACK_SKIP_ROWS, &skipRow);
4114 checkGLcall("glGetIntegerv");
4116 /* Setup pixel store pack state -- to glReadPixels into the correct place */
4117 glPixelStorei(GL_PACK_ROW_LENGTH, surface->resource.width);
4118 checkGLcall("glPixelStorei");
4119 glPixelStorei(GL_PACK_SKIP_PIXELS, local_rect.left);
4120 checkGLcall("glPixelStorei");
4121 glPixelStorei(GL_PACK_SKIP_ROWS, local_rect.top);
4122 checkGLcall("glPixelStorei");
4124 glReadPixels(local_rect.left, !srcIsUpsideDown ? (surface->resource.height - local_rect.bottom) : local_rect.top,
4125 local_rect.right - local_rect.left,
4126 local_rect.bottom - local_rect.top,
4127 fmt, type, mem);
4128 checkGLcall("glReadPixels");
4130 /* Reset previous pixel store pack state */
4131 glPixelStorei(GL_PACK_ROW_LENGTH, rowLen);
4132 checkGLcall("glPixelStorei");
4133 glPixelStorei(GL_PACK_SKIP_PIXELS, skipPix);
4134 checkGLcall("glPixelStorei");
4135 glPixelStorei(GL_PACK_SKIP_ROWS, skipRow);
4136 checkGLcall("glPixelStorei");
4138 if (surface->flags & SFLAG_PBO)
4140 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
4141 checkGLcall("glBindBufferARB");
4143 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
4144 * to get a pointer to it and perform the flipping in software. This is a lot
4145 * faster than calling glReadPixels for each line. In case we want more speed
4146 * we should rerender it flipped in a FBO and read the data back from the FBO. */
4147 if (!srcIsUpsideDown)
4149 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
4150 checkGLcall("glBindBufferARB");
4152 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
4153 checkGLcall("glMapBufferARB");
4157 /* TODO: Merge this with the palettization loop below for P8 targets */
4158 if(!srcIsUpsideDown) {
4159 UINT len, off;
4160 /* glReadPixels returns the image upside down, and there is no way to prevent this.
4161 Flip the lines in software */
4162 len = (local_rect.right - local_rect.left) * bpp;
4163 off = local_rect.left * bpp;
4165 row = HeapAlloc(GetProcessHeap(), 0, len);
4166 if(!row) {
4167 ERR("Out of memory\n");
4168 if (surface->resource.format->id == WINED3DFMT_P8_UINT)
4169 HeapFree(GetProcessHeap(), 0, mem);
4170 LEAVE_GL();
4171 return;
4174 top = mem + pitch * local_rect.top;
4175 bottom = mem + pitch * (local_rect.bottom - 1);
4176 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
4177 memcpy(row, top + off, len);
4178 memcpy(top + off, bottom + off, len);
4179 memcpy(bottom + off, row, len);
4180 top += pitch;
4181 bottom -= pitch;
4183 HeapFree(GetProcessHeap(), 0, row);
4185 /* Unmap the temp PBO buffer */
4186 if (surface->flags & SFLAG_PBO)
4188 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
4189 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
4193 LEAVE_GL();
4194 context_release(context);
4196 /* For P8 textures we need to perform an inverse palette lookup. This is
4197 * done by searching for a palette index which matches the RGB value.
4198 * Note this isn't guaranteed to work when there are multiple entries for
4199 * the same color but we have no choice. In case of P8 render targets,
4200 * the index is stored in the alpha component so no conversion is needed. */
4201 if (surface->resource.format->id == WINED3DFMT_P8_UINT && !primary_render_target_is_p8(device))
4203 const PALETTEENTRY *pal = NULL;
4204 DWORD width = pitch / 3;
4205 int x, y, c;
4207 if (surface->palette)
4209 pal = surface->palette->palents;
4211 else
4213 ERR("Palette is missing, cannot perform inverse palette lookup\n");
4214 HeapFree(GetProcessHeap(), 0, mem);
4215 return;
4218 for(y = local_rect.top; y < local_rect.bottom; y++) {
4219 for(x = local_rect.left; x < local_rect.right; x++) {
4220 /* start lines pixels */
4221 const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
4222 const BYTE *green = blue + 1;
4223 const BYTE *red = green + 1;
4225 for(c = 0; c < 256; c++) {
4226 if(*red == pal[c].peRed &&
4227 *green == pal[c].peGreen &&
4228 *blue == pal[c].peBlue)
4230 *((BYTE *) dest + y * width + x) = c;
4231 break;
4236 HeapFree(GetProcessHeap(), 0, mem);
4240 /* Read the framebuffer contents into a texture. Note that this function
4241 * doesn't do any kind of flipping. Using this on an onscreen surface will
4242 * result in a flipped D3D texture. */
4243 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb)
4245 struct wined3d_device *device = surface->resource.device;
4246 struct wined3d_context *context;
4248 context = context_acquire(device, surface);
4249 device_invalidate_state(device, STATE_FRAMEBUFFER);
4251 surface_prepare_texture(surface, context, srgb);
4252 surface_bind_and_dirtify(surface, context, srgb);
4254 TRACE("Reading back offscreen render target %p.\n", surface);
4256 ENTER_GL();
4258 if (surface_is_offscreen(surface))
4259 glReadBuffer(device->offscreenBuffer);
4260 else
4261 glReadBuffer(surface_get_gl_buffer(surface));
4262 checkGLcall("glReadBuffer");
4264 glCopyTexSubImage2D(surface->texture_target, surface->texture_level,
4265 0, 0, 0, 0, surface->resource.width, surface->resource.height);
4266 checkGLcall("glCopyTexSubImage2D");
4268 LEAVE_GL();
4270 context_release(context);
4273 /* Context activation is done by the caller. */
4274 static void surface_prepare_texture_internal(struct wined3d_surface *surface,
4275 struct wined3d_context *context, BOOL srgb)
4277 DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
4278 CONVERT_TYPES convert;
4279 struct wined3d_format format;
4281 if (surface->flags & alloc_flag) return;
4283 d3dfmt_get_conv(surface, TRUE, TRUE, &format, &convert);
4284 if (convert != NO_CONVERSION || format.convert) surface->flags |= SFLAG_CONVERTED;
4285 else surface->flags &= ~SFLAG_CONVERTED;
4287 surface_bind_and_dirtify(surface, context, srgb);
4288 surface_allocate_surface(surface, context->gl_info, &format, srgb);
4289 surface->flags |= alloc_flag;
4292 /* Context activation is done by the caller. */
4293 void surface_prepare_texture(struct wined3d_surface *surface, struct wined3d_context *context, BOOL srgb)
4295 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
4297 struct wined3d_texture *texture = surface->container.u.texture;
4298 UINT sub_count = texture->level_count * texture->layer_count;
4299 UINT i;
4301 TRACE("surface %p is a subresource of texture %p.\n", surface, texture);
4303 for (i = 0; i < sub_count; ++i)
4305 struct wined3d_surface *s = surface_from_resource(texture->sub_resources[i]);
4306 surface_prepare_texture_internal(s, context, srgb);
4309 return;
4312 surface_prepare_texture_internal(surface, context, srgb);
4315 void surface_prepare_rb(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info, BOOL multisample)
4317 if (multisample)
4319 if (surface->rb_multisample)
4320 return;
4322 gl_info->fbo_ops.glGenRenderbuffers(1, &surface->rb_multisample);
4323 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, surface->rb_multisample);
4324 gl_info->fbo_ops.glRenderbufferStorageMultisample(GL_RENDERBUFFER, surface->resource.multisample_type,
4325 surface->resource.format->glInternal, surface->pow2Width, surface->pow2Height);
4326 TRACE("Created multisample rb %u.\n", surface->rb_multisample);
4328 else
4330 if (surface->rb_resolved)
4331 return;
4333 gl_info->fbo_ops.glGenRenderbuffers(1, &surface->rb_resolved);
4334 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, surface->rb_resolved);
4335 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, surface->resource.format->glInternal,
4336 surface->pow2Width, surface->pow2Height);
4337 TRACE("Created resolved rb %u.\n", surface->rb_resolved);
4341 static void flush_to_framebuffer_drawpixels(struct wined3d_surface *surface,
4342 const RECT *rect, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem)
4344 struct wined3d_device *device = surface->resource.device;
4345 UINT pitch = wined3d_surface_get_pitch(surface);
4346 const struct wined3d_gl_info *gl_info;
4347 struct wined3d_context *context;
4348 RECT local_rect;
4349 UINT w, h;
4351 surface_get_rect(surface, rect, &local_rect);
4353 mem += local_rect.top * pitch + local_rect.left * bpp;
4354 w = local_rect.right - local_rect.left;
4355 h = local_rect.bottom - local_rect.top;
4357 /* Activate the correct context for the render target */
4358 context = context_acquire(device, surface);
4359 context_apply_blit_state(context, device);
4360 gl_info = context->gl_info;
4362 ENTER_GL();
4364 if (!surface_is_offscreen(surface))
4366 GLenum buffer = surface_get_gl_buffer(surface);
4367 TRACE("Unlocking %#x buffer.\n", buffer);
4368 context_set_draw_buffer(context, buffer);
4370 surface_translate_drawable_coords(surface, context->win_handle, &local_rect);
4371 glPixelZoom(1.0f, -1.0f);
4373 else
4375 /* Primary offscreen render target */
4376 TRACE("Offscreen render target.\n");
4377 context_set_draw_buffer(context, device->offscreenBuffer);
4379 glPixelZoom(1.0f, 1.0f);
4382 glRasterPos3i(local_rect.left, local_rect.top, 1);
4383 checkGLcall("glRasterPos3i");
4385 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
4386 glPixelStorei(GL_UNPACK_ROW_LENGTH, surface->resource.width);
4388 if (surface->flags & SFLAG_PBO)
4390 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
4391 checkGLcall("glBindBufferARB");
4394 glDrawPixels(w, h, fmt, type, mem);
4395 checkGLcall("glDrawPixels");
4397 if (surface->flags & SFLAG_PBO)
4399 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
4400 checkGLcall("glBindBufferARB");
4403 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4404 checkGLcall("glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)");
4406 LEAVE_GL();
4408 if (wined3d_settings.strict_draw_ordering
4409 || (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
4410 && surface->container.u.swapchain->front_buffer == surface))
4411 wglFlush();
4413 context_release(context);
4416 HRESULT d3dfmt_get_conv(const struct wined3d_surface *surface, BOOL need_alpha_ck,
4417 BOOL use_texturing, struct wined3d_format *format, CONVERT_TYPES *convert)
4419 BOOL colorkey_active = need_alpha_ck && (surface->CKeyFlags & WINEDDSD_CKSRCBLT);
4420 const struct wined3d_device *device = surface->resource.device;
4421 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4422 BOOL blit_supported = FALSE;
4424 /* Copy the default values from the surface. Below we might perform fixups */
4425 /* TODO: get rid of color keying desc fixups by using e.g. a table. */
4426 *format = *surface->resource.format;
4427 *convert = NO_CONVERSION;
4429 /* Ok, now look if we have to do any conversion */
4430 switch (surface->resource.format->id)
4432 case WINED3DFMT_P8_UINT:
4433 /* Below the call to blit_supported is disabled for Wine 1.2
4434 * because the function isn't operating correctly yet. At the
4435 * moment 8-bit blits are handled in software and if certain GL
4436 * extensions are around, surface conversion is performed at
4437 * upload time. The blit_supported call recognizes it as a
4438 * destination fixup. This type of upload 'fixup' and 8-bit to
4439 * 8-bit blits need to be handled by the blit_shader.
4440 * TODO: get rid of this #if 0. */
4441 #if 0
4442 blit_supported = device->blitter->blit_supported(&device->adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
4443 &rect, surface->resource.usage, surface->resource.pool, surface->resource.format,
4444 &rect, surface->resource.usage, surface->resource.pool, surface->resource.format);
4445 #endif
4446 blit_supported = gl_info->supported[EXT_PALETTED_TEXTURE] || gl_info->supported[ARB_FRAGMENT_PROGRAM];
4448 /* Use conversion when the blit_shader backend supports it. It only supports this in case of
4449 * texturing. Further also use conversion in case of color keying.
4450 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
4451 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
4452 * conflicts with this.
4454 if (!((blit_supported && device->fb.render_targets && surface == device->fb.render_targets[0]))
4455 || colorkey_active || !use_texturing)
4457 format->glFormat = GL_RGBA;
4458 format->glInternal = GL_RGBA;
4459 format->glType = GL_UNSIGNED_BYTE;
4460 format->conv_byte_count = 4;
4461 if (colorkey_active)
4462 *convert = CONVERT_PALETTED_CK;
4463 else
4464 *convert = CONVERT_PALETTED;
4466 break;
4468 case WINED3DFMT_B2G3R3_UNORM:
4469 /* **********************
4470 GL_UNSIGNED_BYTE_3_3_2
4471 ********************** */
4472 if (colorkey_active) {
4473 /* This texture format will never be used.. So do not care about color keying
4474 up until the point in time it will be needed :-) */
4475 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
4477 break;
4479 case WINED3DFMT_B5G6R5_UNORM:
4480 if (colorkey_active)
4482 *convert = CONVERT_CK_565;
4483 format->glFormat = GL_RGBA;
4484 format->glInternal = GL_RGB5_A1;
4485 format->glType = GL_UNSIGNED_SHORT_5_5_5_1;
4486 format->conv_byte_count = 2;
4488 break;
4490 case WINED3DFMT_B5G5R5X1_UNORM:
4491 if (colorkey_active)
4493 *convert = CONVERT_CK_5551;
4494 format->glFormat = GL_BGRA;
4495 format->glInternal = GL_RGB5_A1;
4496 format->glType = GL_UNSIGNED_SHORT_1_5_5_5_REV;
4497 format->conv_byte_count = 2;
4499 break;
4501 case WINED3DFMT_B8G8R8_UNORM:
4502 if (colorkey_active)
4504 *convert = CONVERT_CK_RGB24;
4505 format->glFormat = GL_RGBA;
4506 format->glInternal = GL_RGBA8;
4507 format->glType = GL_UNSIGNED_INT_8_8_8_8;
4508 format->conv_byte_count = 4;
4510 break;
4512 case WINED3DFMT_B8G8R8X8_UNORM:
4513 if (colorkey_active)
4515 *convert = CONVERT_RGB32_888;
4516 format->glFormat = GL_RGBA;
4517 format->glInternal = GL_RGBA8;
4518 format->glType = GL_UNSIGNED_INT_8_8_8_8;
4519 format->conv_byte_count = 4;
4521 break;
4523 default:
4524 break;
4527 return WINED3D_OK;
4530 static BOOL color_in_range(const struct wined3d_color_key *color_key, DWORD color)
4532 /* FIXME: Is this really how color keys are supposed to work? I think it
4533 * makes more sense to compare the individual channels. */
4534 return color >= color_key->color_space_low_value
4535 && color <= color_key->color_space_high_value;
4538 void d3dfmt_p8_init_palette(const struct wined3d_surface *surface, BYTE table[256][4], BOOL colorkey)
4540 const struct wined3d_device *device = surface->resource.device;
4541 const struct wined3d_palette *pal = surface->palette;
4542 BOOL index_in_alpha = FALSE;
4543 unsigned int i;
4545 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
4546 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
4547 * is slow. Further RGB->P8 conversion is not possible because palettes can have
4548 * duplicate entries. Store the color key in the unused alpha component to speed the
4549 * download up and to make conversion unneeded. */
4550 index_in_alpha = primary_render_target_is_p8(device);
4552 if (!pal)
4554 ERR("This code should never get entered for DirectDraw!, expect problems\n");
4555 if (index_in_alpha)
4557 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
4558 * there's no palette at this time. */
4559 for (i = 0; i < 256; i++) table[i][3] = i;
4562 else
4564 TRACE("Using surface palette %p\n", pal);
4565 /* Get the surface's palette */
4566 for (i = 0; i < 256; ++i)
4568 table[i][0] = pal->palents[i].peRed;
4569 table[i][1] = pal->palents[i].peGreen;
4570 table[i][2] = pal->palents[i].peBlue;
4572 /* When index_in_alpha is set the palette index is stored in the
4573 * alpha component. In case of a readback we can then read
4574 * GL_ALPHA. Color keying is handled in BltOverride using a
4575 * GL_ALPHA_TEST using GL_NOT_EQUAL. In case of index_in_alpha the
4576 * color key itself is passed to glAlphaFunc in other cases the
4577 * alpha component of pixels that should be masked away is set to 0. */
4578 if (index_in_alpha)
4579 table[i][3] = i;
4580 else if (colorkey && color_in_range(&surface->src_blt_color_key, i))
4581 table[i][3] = 0x00;
4582 else if (pal->flags & WINEDDPCAPS_ALPHA)
4583 table[i][3] = pal->palents[i].peFlags;
4584 else
4585 table[i][3] = 0xFF;
4590 static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width,
4591 UINT height, UINT outpitch, CONVERT_TYPES convert, struct wined3d_surface *surface)
4593 const BYTE *source;
4594 BYTE *dest;
4595 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert, surface);
4597 switch (convert) {
4598 case NO_CONVERSION:
4600 memcpy(dst, src, pitch * height);
4601 break;
4603 case CONVERT_PALETTED:
4604 case CONVERT_PALETTED_CK:
4606 BYTE table[256][4];
4607 unsigned int x, y;
4609 d3dfmt_p8_init_palette(surface, table, (convert == CONVERT_PALETTED_CK));
4611 for (y = 0; y < height; y++)
4613 source = src + pitch * y;
4614 dest = dst + outpitch * y;
4615 /* This is an 1 bpp format, using the width here is fine */
4616 for (x = 0; x < width; x++) {
4617 BYTE color = *source++;
4618 *dest++ = table[color][0];
4619 *dest++ = table[color][1];
4620 *dest++ = table[color][2];
4621 *dest++ = table[color][3];
4625 break;
4627 case CONVERT_CK_565:
4629 /* Converting the 565 format in 5551 packed to emulate color-keying.
4631 Note : in all these conversion, it would be best to average the averaging
4632 pixels to get the color of the pixel that will be color-keyed to
4633 prevent 'color bleeding'. This will be done later on if ever it is
4634 too visible.
4636 Note2: Nvidia documents say that their driver does not support alpha + color keying
4637 on the same surface and disables color keying in such a case
4639 unsigned int x, y;
4640 const WORD *Source;
4641 WORD *Dest;
4643 TRACE("Color keyed 565\n");
4645 for (y = 0; y < height; y++) {
4646 Source = (const WORD *)(src + y * pitch);
4647 Dest = (WORD *) (dst + y * outpitch);
4648 for (x = 0; x < width; x++ ) {
4649 WORD color = *Source++;
4650 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
4651 if (!color_in_range(&surface->src_blt_color_key, color))
4652 *Dest |= 0x0001;
4653 Dest++;
4657 break;
4659 case CONVERT_CK_5551:
4661 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
4662 unsigned int x, y;
4663 const WORD *Source;
4664 WORD *Dest;
4665 TRACE("Color keyed 5551\n");
4666 for (y = 0; y < height; y++) {
4667 Source = (const WORD *)(src + y * pitch);
4668 Dest = (WORD *) (dst + y * outpitch);
4669 for (x = 0; x < width; x++ ) {
4670 WORD color = *Source++;
4671 *Dest = color;
4672 if (!color_in_range(&surface->src_blt_color_key, color))
4673 *Dest |= (1 << 15);
4674 else
4675 *Dest &= ~(1 << 15);
4676 Dest++;
4680 break;
4682 case CONVERT_CK_RGB24:
4684 /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
4685 unsigned int x, y;
4686 for (y = 0; y < height; y++)
4688 source = src + pitch * y;
4689 dest = dst + outpitch * y;
4690 for (x = 0; x < width; x++) {
4691 DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ;
4692 DWORD dstcolor = color << 8;
4693 if (!color_in_range(&surface->src_blt_color_key, color))
4694 dstcolor |= 0xff;
4695 *(DWORD*)dest = dstcolor;
4696 source += 3;
4697 dest += 4;
4701 break;
4703 case CONVERT_RGB32_888:
4705 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
4706 unsigned int x, y;
4707 for (y = 0; y < height; y++)
4709 source = src + pitch * y;
4710 dest = dst + outpitch * y;
4711 for (x = 0; x < width; x++) {
4712 DWORD color = 0xffffff & *(const DWORD*)source;
4713 DWORD dstcolor = color << 8;
4714 if (!color_in_range(&surface->src_blt_color_key, color))
4715 dstcolor |= 0xff;
4716 *(DWORD*)dest = dstcolor;
4717 source += 4;
4718 dest += 4;
4722 break;
4724 default:
4725 ERR("Unsupported conversion type %#x.\n", convert);
4727 return WINED3D_OK;
4730 void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back)
4732 /* Flip the surface contents */
4733 /* Flip the DC */
4735 HDC tmp;
4736 tmp = front->hDC;
4737 front->hDC = back->hDC;
4738 back->hDC = tmp;
4741 /* Flip the DIBsection */
4743 HBITMAP tmp = front->dib.DIBsection;
4744 front->dib.DIBsection = back->dib.DIBsection;
4745 back->dib.DIBsection = tmp;
4748 /* Flip the surface data */
4750 void* tmp;
4752 tmp = front->dib.bitmap_data;
4753 front->dib.bitmap_data = back->dib.bitmap_data;
4754 back->dib.bitmap_data = tmp;
4756 tmp = front->resource.allocatedMemory;
4757 front->resource.allocatedMemory = back->resource.allocatedMemory;
4758 back->resource.allocatedMemory = tmp;
4760 tmp = front->resource.heapMemory;
4761 front->resource.heapMemory = back->resource.heapMemory;
4762 back->resource.heapMemory = tmp;
4765 /* Flip the PBO */
4767 GLuint tmp_pbo = front->pbo;
4768 front->pbo = back->pbo;
4769 back->pbo = tmp_pbo;
4772 /* Flip the opengl texture */
4774 GLuint tmp;
4776 tmp = back->texture_name;
4777 back->texture_name = front->texture_name;
4778 front->texture_name = tmp;
4780 tmp = back->texture_name_srgb;
4781 back->texture_name_srgb = front->texture_name_srgb;
4782 front->texture_name_srgb = tmp;
4784 tmp = back->rb_multisample;
4785 back->rb_multisample = front->rb_multisample;
4786 front->rb_multisample = tmp;
4788 tmp = back->rb_resolved;
4789 back->rb_resolved = front->rb_resolved;
4790 front->rb_resolved = tmp;
4792 resource_unload(&back->resource);
4793 resource_unload(&front->resource);
4797 DWORD tmp_flags = back->flags;
4798 back->flags = front->flags;
4799 front->flags = tmp_flags;
4803 /* Does a direct frame buffer -> texture copy. Stretching is done with single
4804 * pixel copy calls. */
4805 static void fb_copy_to_texture_direct(struct wined3d_surface *dst_surface, struct wined3d_surface *src_surface,
4806 const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
4808 struct wined3d_device *device = dst_surface->resource.device;
4809 float xrel, yrel;
4810 UINT row;
4811 struct wined3d_context *context;
4812 BOOL upsidedown = FALSE;
4813 RECT dst_rect = *dst_rect_in;
4815 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
4816 * glCopyTexSubImage is a bit picky about the parameters we pass to it
4818 if(dst_rect.top > dst_rect.bottom) {
4819 UINT tmp = dst_rect.bottom;
4820 dst_rect.bottom = dst_rect.top;
4821 dst_rect.top = tmp;
4822 upsidedown = TRUE;
4825 context = context_acquire(device, src_surface);
4826 context_apply_blit_state(context, device);
4827 surface_internal_preload(dst_surface, SRGB_RGB);
4828 ENTER_GL();
4830 /* Bind the target texture */
4831 context_bind_texture(context, dst_surface->texture_target, dst_surface->texture_name);
4832 if (surface_is_offscreen(src_surface))
4834 TRACE("Reading from an offscreen target\n");
4835 upsidedown = !upsidedown;
4836 glReadBuffer(device->offscreenBuffer);
4838 else
4840 glReadBuffer(surface_get_gl_buffer(src_surface));
4842 checkGLcall("glReadBuffer");
4844 xrel = (float) (src_rect->right - src_rect->left) / (float) (dst_rect.right - dst_rect.left);
4845 yrel = (float) (src_rect->bottom - src_rect->top) / (float) (dst_rect.bottom - dst_rect.top);
4847 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
4849 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
4851 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
4852 ERR("Texture filtering not supported in direct blit\n");
4855 else if ((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT)
4856 && ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
4858 ERR("Texture filtering not supported in direct blit\n");
4861 if (upsidedown
4862 && !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
4863 && !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
4865 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
4867 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
4868 dst_rect.left /*xoffset */, dst_rect.top /* y offset */,
4869 src_rect->left, src_surface->resource.height - src_rect->bottom,
4870 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
4872 else
4874 UINT yoffset = src_surface->resource.height - src_rect->top + dst_rect.top - 1;
4875 /* I have to process this row by row to swap the image,
4876 * otherwise it would be upside down, so stretching in y direction
4877 * doesn't cost extra time
4879 * However, stretching in x direction can be avoided if not necessary
4881 for(row = dst_rect.top; row < dst_rect.bottom; row++) {
4882 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
4884 /* Well, that stuff works, but it's very slow.
4885 * find a better way instead
4887 UINT col;
4889 for (col = dst_rect.left; col < dst_rect.right; ++col)
4891 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
4892 dst_rect.left + col /* x offset */, row /* y offset */,
4893 src_rect->left + col * xrel, yoffset - (int) (row * yrel), 1, 1);
4896 else
4898 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
4899 dst_rect.left /* x offset */, row /* y offset */,
4900 src_rect->left, yoffset - (int) (row * yrel), dst_rect.right - dst_rect.left, 1);
4904 checkGLcall("glCopyTexSubImage2D");
4906 LEAVE_GL();
4907 context_release(context);
4909 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
4910 * path is never entered
4912 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
4915 /* Uses the hardware to stretch and flip the image */
4916 static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, struct wined3d_surface *src_surface,
4917 const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
4919 struct wined3d_device *device = dst_surface->resource.device;
4920 struct wined3d_swapchain *src_swapchain = NULL;
4921 GLuint src, backup = 0;
4922 float left, right, top, bottom; /* Texture coordinates */
4923 UINT fbwidth = src_surface->resource.width;
4924 UINT fbheight = src_surface->resource.height;
4925 struct wined3d_context *context;
4926 GLenum drawBuffer = GL_BACK;
4927 GLenum texture_target;
4928 BOOL noBackBufferBackup;
4929 BOOL src_offscreen;
4930 BOOL upsidedown = FALSE;
4931 RECT dst_rect = *dst_rect_in;
4933 TRACE("Using hwstretch blit\n");
4934 /* Activate the Proper context for reading from the source surface, set it up for blitting */
4935 context = context_acquire(device, src_surface);
4936 context_apply_blit_state(context, device);
4937 surface_internal_preload(dst_surface, SRGB_RGB);
4939 src_offscreen = surface_is_offscreen(src_surface);
4940 noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
4941 if (!noBackBufferBackup && !src_surface->texture_name)
4943 /* Get it a description */
4944 surface_internal_preload(src_surface, SRGB_RGB);
4946 ENTER_GL();
4948 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
4949 * This way we don't have to wait for the 2nd readback to finish to leave this function.
4951 if (context->aux_buffers >= 2)
4953 /* Got more than one aux buffer? Use the 2nd aux buffer */
4954 drawBuffer = GL_AUX1;
4956 else if ((!src_offscreen || device->offscreenBuffer == GL_BACK) && context->aux_buffers >= 1)
4958 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
4959 drawBuffer = GL_AUX0;
4962 if(noBackBufferBackup) {
4963 glGenTextures(1, &backup);
4964 checkGLcall("glGenTextures");
4965 context_bind_texture(context, GL_TEXTURE_2D, backup);
4966 texture_target = GL_TEXTURE_2D;
4967 } else {
4968 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
4969 * we are reading from the back buffer, the backup can be used as source texture
4971 texture_target = src_surface->texture_target;
4972 context_bind_texture(context, texture_target, src_surface->texture_name);
4973 glEnable(texture_target);
4974 checkGLcall("glEnable(texture_target)");
4976 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
4977 src_surface->flags &= ~SFLAG_INTEXTURE;
4980 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
4981 * glCopyTexSubImage is a bit picky about the parameters we pass to it
4983 if(dst_rect.top > dst_rect.bottom) {
4984 UINT tmp = dst_rect.bottom;
4985 dst_rect.bottom = dst_rect.top;
4986 dst_rect.top = tmp;
4987 upsidedown = TRUE;
4990 if (src_offscreen)
4992 TRACE("Reading from an offscreen target\n");
4993 upsidedown = !upsidedown;
4994 glReadBuffer(device->offscreenBuffer);
4996 else
4998 glReadBuffer(surface_get_gl_buffer(src_surface));
5001 /* TODO: Only back up the part that will be overwritten */
5002 glCopyTexSubImage2D(texture_target, 0,
5003 0, 0 /* read offsets */,
5004 0, 0,
5005 fbwidth,
5006 fbheight);
5008 checkGLcall("glCopyTexSubImage2D");
5010 /* No issue with overriding these - the sampler is dirty due to blit usage */
5011 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
5012 wined3d_gl_mag_filter(magLookup, Filter));
5013 checkGLcall("glTexParameteri");
5014 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
5015 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
5016 checkGLcall("glTexParameteri");
5018 if (src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
5019 src_swapchain = src_surface->container.u.swapchain;
5020 if (!src_swapchain || src_surface == src_swapchain->back_buffers[0])
5022 src = backup ? backup : src_surface->texture_name;
5024 else
5026 glReadBuffer(GL_FRONT);
5027 checkGLcall("glReadBuffer(GL_FRONT)");
5029 glGenTextures(1, &src);
5030 checkGLcall("glGenTextures(1, &src)");
5031 context_bind_texture(context, GL_TEXTURE_2D, src);
5033 /* TODO: Only copy the part that will be read. Use src_rect->left, src_rect->bottom as origin, but with the width watch
5034 * out for power of 2 sizes
5036 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, src_surface->pow2Width,
5037 src_surface->pow2Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
5038 checkGLcall("glTexImage2D");
5039 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
5040 0, 0 /* read offsets */,
5041 0, 0,
5042 fbwidth,
5043 fbheight);
5045 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
5046 checkGLcall("glTexParameteri");
5047 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
5048 checkGLcall("glTexParameteri");
5050 glReadBuffer(GL_BACK);
5051 checkGLcall("glReadBuffer(GL_BACK)");
5053 if(texture_target != GL_TEXTURE_2D) {
5054 glDisable(texture_target);
5055 glEnable(GL_TEXTURE_2D);
5056 texture_target = GL_TEXTURE_2D;
5059 checkGLcall("glEnd and previous");
5061 left = src_rect->left;
5062 right = src_rect->right;
5064 if (!upsidedown)
5066 top = src_surface->resource.height - src_rect->top;
5067 bottom = src_surface->resource.height - src_rect->bottom;
5069 else
5071 top = src_surface->resource.height - src_rect->bottom;
5072 bottom = src_surface->resource.height - src_rect->top;
5075 if (src_surface->flags & SFLAG_NORMCOORD)
5077 left /= src_surface->pow2Width;
5078 right /= src_surface->pow2Width;
5079 top /= src_surface->pow2Height;
5080 bottom /= src_surface->pow2Height;
5083 /* draw the source texture stretched and upside down. The correct surface is bound already */
5084 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
5085 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
5087 context_set_draw_buffer(context, drawBuffer);
5088 glReadBuffer(drawBuffer);
5090 glBegin(GL_QUADS);
5091 /* bottom left */
5092 glTexCoord2f(left, bottom);
5093 glVertex2i(0, 0);
5095 /* top left */
5096 glTexCoord2f(left, top);
5097 glVertex2i(0, dst_rect.bottom - dst_rect.top);
5099 /* top right */
5100 glTexCoord2f(right, top);
5101 glVertex2i(dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
5103 /* bottom right */
5104 glTexCoord2f(right, bottom);
5105 glVertex2i(dst_rect.right - dst_rect.left, 0);
5106 glEnd();
5107 checkGLcall("glEnd and previous");
5109 if (texture_target != dst_surface->texture_target)
5111 glDisable(texture_target);
5112 glEnable(dst_surface->texture_target);
5113 texture_target = dst_surface->texture_target;
5116 /* Now read the stretched and upside down image into the destination texture */
5117 context_bind_texture(context, texture_target, dst_surface->texture_name);
5118 glCopyTexSubImage2D(texture_target,
5120 dst_rect.left, dst_rect.top, /* xoffset, yoffset */
5121 0, 0, /* We blitted the image to the origin */
5122 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
5123 checkGLcall("glCopyTexSubImage2D");
5125 if(drawBuffer == GL_BACK) {
5126 /* Write the back buffer backup back */
5127 if(backup) {
5128 if(texture_target != GL_TEXTURE_2D) {
5129 glDisable(texture_target);
5130 glEnable(GL_TEXTURE_2D);
5131 texture_target = GL_TEXTURE_2D;
5133 context_bind_texture(context, GL_TEXTURE_2D, backup);
5135 else
5137 if (texture_target != src_surface->texture_target)
5139 glDisable(texture_target);
5140 glEnable(src_surface->texture_target);
5141 texture_target = src_surface->texture_target;
5143 context_bind_texture(context, src_surface->texture_target, src_surface->texture_name);
5146 glBegin(GL_QUADS);
5147 /* top left */
5148 glTexCoord2f(0.0f, 0.0f);
5149 glVertex2i(0, fbheight);
5151 /* bottom left */
5152 glTexCoord2f(0.0f, (float)fbheight / (float)src_surface->pow2Height);
5153 glVertex2i(0, 0);
5155 /* bottom right */
5156 glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width,
5157 (float)fbheight / (float)src_surface->pow2Height);
5158 glVertex2i(fbwidth, 0);
5160 /* top right */
5161 glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width, 0.0f);
5162 glVertex2i(fbwidth, fbheight);
5163 glEnd();
5165 glDisable(texture_target);
5166 checkGLcall("glDisable(texture_target)");
5168 /* Cleanup */
5169 if (src != src_surface->texture_name && src != backup)
5171 glDeleteTextures(1, &src);
5172 checkGLcall("glDeleteTextures(1, &src)");
5174 if(backup) {
5175 glDeleteTextures(1, &backup);
5176 checkGLcall("glDeleteTextures(1, &backup)");
5179 LEAVE_GL();
5181 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
5183 context_release(context);
5185 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
5186 * path is never entered
5188 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
5191 /* Front buffer coordinates are always full screen coordinates, but our GL
5192 * drawable is limited to the window's client area. The sysmem and texture
5193 * copies do have the full screen size. Note that GL has a bottom-left
5194 * origin, while D3D has a top-left origin. */
5195 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect)
5197 UINT drawable_height;
5199 if (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
5200 && surface == surface->container.u.swapchain->front_buffer)
5202 POINT offset = {0, 0};
5203 RECT windowsize;
5205 ScreenToClient(window, &offset);
5206 OffsetRect(rect, offset.x, offset.y);
5208 GetClientRect(window, &windowsize);
5209 drawable_height = windowsize.bottom - windowsize.top;
5211 else
5213 drawable_height = surface->resource.height;
5216 rect->top = drawable_height - rect->top;
5217 rect->bottom = drawable_height - rect->bottom;
5220 static void surface_blt_to_drawable(const struct wined3d_device *device,
5221 WINED3DTEXTUREFILTERTYPE filter, BOOL color_key,
5222 struct wined3d_surface *src_surface, const RECT *src_rect_in,
5223 struct wined3d_surface *dst_surface, const RECT *dst_rect_in)
5225 struct wined3d_context *context;
5226 RECT src_rect, dst_rect;
5228 src_rect = *src_rect_in;
5229 dst_rect = *dst_rect_in;
5231 /* Make sure the surface is up-to-date. This should probably use
5232 * surface_load_location() and worry about the destination surface too,
5233 * unless we're overwriting it completely. */
5234 surface_internal_preload(src_surface, SRGB_RGB);
5236 /* Activate the destination context, set it up for blitting */
5237 context = context_acquire(device, dst_surface);
5238 context_apply_blit_state(context, device);
5240 if (!surface_is_offscreen(dst_surface))
5241 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
5243 device->blitter->set_shader(device->blit_priv, context, src_surface);
5245 ENTER_GL();
5247 if (color_key)
5249 glEnable(GL_ALPHA_TEST);
5250 checkGLcall("glEnable(GL_ALPHA_TEST)");
5252 /* When the primary render target uses P8, the alpha component
5253 * contains the palette index. Which means that the colorkey is one of
5254 * the palette entries. In other cases pixels that should be masked
5255 * away have alpha set to 0. */
5256 if (primary_render_target_is_p8(device))
5257 glAlphaFunc(GL_NOTEQUAL, (float)src_surface->src_blt_color_key.color_space_low_value / 256.0f);
5258 else
5259 glAlphaFunc(GL_NOTEQUAL, 0.0f);
5260 checkGLcall("glAlphaFunc");
5262 else
5264 glDisable(GL_ALPHA_TEST);
5265 checkGLcall("glDisable(GL_ALPHA_TEST)");
5268 draw_textured_quad(src_surface, context, &src_rect, &dst_rect, filter);
5270 if (color_key)
5272 glDisable(GL_ALPHA_TEST);
5273 checkGLcall("glDisable(GL_ALPHA_TEST)");
5276 LEAVE_GL();
5278 /* Leave the opengl state valid for blitting */
5279 device->blitter->unset_shader(context->gl_info);
5281 if (wined3d_settings.strict_draw_ordering
5282 || (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
5283 && (dst_surface->container.u.swapchain->front_buffer == dst_surface)))
5284 wglFlush(); /* Flush to ensure ordering across contexts. */
5286 context_release(context);
5289 /* Do not call while under the GL lock. */
5290 HRESULT surface_color_fill(struct wined3d_surface *s, const RECT *rect, const struct wined3d_color *color)
5292 struct wined3d_device *device = s->resource.device;
5293 const struct blit_shader *blitter;
5295 blitter = wined3d_select_blitter(&device->adapter->gl_info, WINED3D_BLIT_OP_COLOR_FILL,
5296 NULL, 0, 0, NULL, rect, s->resource.usage, s->resource.pool, s->resource.format);
5297 if (!blitter)
5299 FIXME("No blitter is capable of performing the requested color fill operation.\n");
5300 return WINED3DERR_INVALIDCALL;
5303 return blitter->color_fill(device, s, rect, color);
5306 /* Do not call while under the GL lock. */
5307 static HRESULT IWineD3DSurfaceImpl_BltOverride(struct wined3d_surface *dst_surface, const RECT *dst_rect,
5308 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags, const WINEDDBLTFX *DDBltFx,
5309 WINED3DTEXTUREFILTERTYPE Filter)
5311 struct wined3d_device *device = dst_surface->resource.device;
5312 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5313 struct wined3d_swapchain *srcSwapchain = NULL, *dstSwapchain = NULL;
5315 TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, blt_fx %p, filter %s.\n",
5316 dst_surface, wine_dbgstr_rect(dst_rect), src_surface, wine_dbgstr_rect(src_rect),
5317 flags, DDBltFx, debug_d3dtexturefiltertype(Filter));
5319 /* Get the swapchain. One of the surfaces has to be a primary surface */
5320 if (dst_surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
5322 WARN("Destination is in sysmem, rejecting gl blt\n");
5323 return WINED3DERR_INVALIDCALL;
5326 if (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
5327 dstSwapchain = dst_surface->container.u.swapchain;
5329 if (src_surface)
5331 if (src_surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
5333 WARN("Src is in sysmem, rejecting gl blt\n");
5334 return WINED3DERR_INVALIDCALL;
5337 if (src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
5338 srcSwapchain = src_surface->container.u.swapchain;
5341 /* Early sort out of cases where no render target is used */
5342 if (!dstSwapchain && !srcSwapchain
5343 && src_surface != device->fb.render_targets[0]
5344 && dst_surface != device->fb.render_targets[0])
5346 TRACE("No surface is render target, not using hardware blit.\n");
5347 return WINED3DERR_INVALIDCALL;
5350 /* No destination color keying supported */
5351 if (flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE))
5353 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
5354 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
5355 return WINED3DERR_INVALIDCALL;
5358 if (dstSwapchain && dstSwapchain == srcSwapchain)
5360 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
5361 return WINED3DERR_INVALIDCALL;
5364 if (dstSwapchain && srcSwapchain)
5366 FIXME("Implement hardware blit between two different swapchains\n");
5367 return WINED3DERR_INVALIDCALL;
5370 if (dstSwapchain)
5372 /* Handled with regular texture -> swapchain blit */
5373 if (src_surface == device->fb.render_targets[0])
5374 TRACE("Blit from active render target to a swapchain\n");
5376 else if (srcSwapchain && dst_surface == device->fb.render_targets[0])
5378 FIXME("Implement blit from a swapchain to the active render target\n");
5379 return WINED3DERR_INVALIDCALL;
5382 if ((srcSwapchain || src_surface == device->fb.render_targets[0]) && !dstSwapchain)
5384 /* Blit from render target to texture */
5385 BOOL stretchx;
5387 /* P8 read back is not implemented */
5388 if (src_surface->resource.format->id == WINED3DFMT_P8_UINT
5389 || dst_surface->resource.format->id == WINED3DFMT_P8_UINT)
5391 TRACE("P8 read back not supported by frame buffer to texture blit\n");
5392 return WINED3DERR_INVALIDCALL;
5395 if (flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
5397 TRACE("Color keying not supported by frame buffer to texture blit\n");
5398 return WINED3DERR_INVALIDCALL;
5399 /* Destination color key is checked above */
5402 if (dst_rect->right - dst_rect->left != src_rect->right - src_rect->left)
5403 stretchx = TRUE;
5404 else
5405 stretchx = FALSE;
5407 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
5408 * flip the image nor scale it.
5410 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
5411 * -> If the app wants a image width an unscaled width, copy it line per line
5412 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
5413 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
5414 * back buffer. This is slower than reading line per line, thus not used for flipping
5415 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
5416 * pixel by pixel. */
5417 if (!stretchx || dst_rect->right - dst_rect->left > src_surface->resource.width
5418 || dst_rect->bottom - dst_rect->top > src_surface->resource.height)
5420 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
5421 fb_copy_to_texture_direct(dst_surface, src_surface, src_rect, dst_rect, Filter);
5422 } else {
5423 TRACE("Using hardware stretching to flip / stretch the texture\n");
5424 fb_copy_to_texture_hwstretch(dst_surface, src_surface, src_rect, dst_rect, Filter);
5427 if (!(dst_surface->flags & SFLAG_DONOTFREE))
5429 HeapFree(GetProcessHeap(), 0, dst_surface->resource.heapMemory);
5430 dst_surface->resource.allocatedMemory = NULL;
5431 dst_surface->resource.heapMemory = NULL;
5433 else
5435 dst_surface->flags &= ~SFLAG_INSYSMEM;
5438 return WINED3D_OK;
5440 else if (src_surface)
5442 /* Blit from offscreen surface to render target */
5443 struct wined3d_color_key old_blt_key = src_surface->src_blt_color_key;
5444 DWORD oldCKeyFlags = src_surface->CKeyFlags;
5446 TRACE("Blt from surface %p to rendertarget %p\n", src_surface, dst_surface);
5448 if (!device->blitter->blit_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
5449 src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
5450 dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
5452 FIXME("Unsupported blit operation falling back to software\n");
5453 return WINED3DERR_INVALIDCALL;
5456 /* Color keying: Check if we have to do a color keyed blt,
5457 * and if not check if a color key is activated.
5459 * Just modify the color keying parameters in the surface and restore them afterwards
5460 * The surface keeps track of the color key last used to load the opengl surface.
5461 * PreLoad will catch the change to the flags and color key and reload if necessary.
5463 if (flags & WINEDDBLT_KEYSRC)
5465 /* Use color key from surface */
5467 else if (flags & WINEDDBLT_KEYSRCOVERRIDE)
5469 /* Use color key from DDBltFx */
5470 src_surface->CKeyFlags |= WINEDDSD_CKSRCBLT;
5471 src_surface->src_blt_color_key = DDBltFx->ddckSrcColorkey;
5473 else
5475 /* Do not use color key */
5476 src_surface->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
5479 surface_blt_to_drawable(device, Filter, flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE),
5480 src_surface, src_rect, dst_surface, dst_rect);
5482 /* Restore the color key parameters */
5483 src_surface->CKeyFlags = oldCKeyFlags;
5484 src_surface->src_blt_color_key = old_blt_key;
5486 surface_modify_location(dst_surface, dst_surface->draw_binding, TRUE);
5488 return WINED3D_OK;
5491 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
5492 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
5493 return WINED3DERR_INVALIDCALL;
5496 /* GL locking is done by the caller */
5497 static void surface_depth_blt(const struct wined3d_surface *surface, struct wined3d_context *context,
5498 GLuint texture, GLint x, GLint y, GLsizei w, GLsizei h, GLenum target)
5500 struct wined3d_device *device = surface->resource.device;
5501 const struct wined3d_gl_info *gl_info = context->gl_info;
5502 GLint compare_mode = GL_NONE;
5503 struct blt_info info;
5504 GLint old_binding = 0;
5505 RECT rect;
5507 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
5509 glDisable(GL_CULL_FACE);
5510 glDisable(GL_BLEND);
5511 glDisable(GL_ALPHA_TEST);
5512 glDisable(GL_SCISSOR_TEST);
5513 glDisable(GL_STENCIL_TEST);
5514 glEnable(GL_DEPTH_TEST);
5515 glDepthFunc(GL_ALWAYS);
5516 glDepthMask(GL_TRUE);
5517 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
5518 glViewport(x, y, w, h);
5520 SetRect(&rect, 0, h, w, 0);
5521 surface_get_blt_info(target, &rect, surface->pow2Width, surface->pow2Height, &info);
5522 context_active_texture(context, context->gl_info, 0);
5523 glGetIntegerv(info.binding, &old_binding);
5524 glBindTexture(info.bind_target, texture);
5525 if (gl_info->supported[ARB_SHADOW])
5527 glGetTexParameteriv(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, &compare_mode);
5528 if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
5531 device->shader_backend->shader_select_depth_blt(device->shader_priv,
5532 gl_info, info.tex_type, &surface->ds_current_size);
5534 glBegin(GL_TRIANGLE_STRIP);
5535 glTexCoord3fv(info.coords[0]);
5536 glVertex2f(-1.0f, -1.0f);
5537 glTexCoord3fv(info.coords[1]);
5538 glVertex2f(1.0f, -1.0f);
5539 glTexCoord3fv(info.coords[2]);
5540 glVertex2f(-1.0f, 1.0f);
5541 glTexCoord3fv(info.coords[3]);
5542 glVertex2f(1.0f, 1.0f);
5543 glEnd();
5545 if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, compare_mode);
5546 glBindTexture(info.bind_target, old_binding);
5548 glPopAttrib();
5550 device->shader_backend->shader_deselect_depth_blt(device->shader_priv, gl_info);
5553 void surface_modify_ds_location(struct wined3d_surface *surface,
5554 DWORD location, UINT w, UINT h)
5556 TRACE("surface %p, new location %#x, w %u, h %u.\n", surface, location, w, h);
5558 if (location & ~SFLAG_DS_LOCATIONS)
5559 FIXME("Invalid location (%#x) specified.\n", location);
5561 surface->ds_current_size.cx = w;
5562 surface->ds_current_size.cy = h;
5563 surface->flags &= ~SFLAG_DS_LOCATIONS;
5564 surface->flags |= location;
5567 /* Context activation is done by the caller. */
5568 void surface_load_ds_location(struct wined3d_surface *surface, struct wined3d_context *context, DWORD location)
5570 struct wined3d_device *device = surface->resource.device;
5571 GLsizei w, h;
5573 TRACE("surface %p, new location %#x.\n", surface, location);
5575 /* TODO: Make this work for modes other than FBO */
5576 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
5578 if (!(surface->flags & location))
5580 w = surface->ds_current_size.cx;
5581 h = surface->ds_current_size.cy;
5582 surface->ds_current_size.cx = 0;
5583 surface->ds_current_size.cy = 0;
5585 else
5587 w = surface->resource.width;
5588 h = surface->resource.height;
5591 if (surface->ds_current_size.cx == surface->resource.width
5592 && surface->ds_current_size.cy == surface->resource.height)
5594 TRACE("Location (%#x) is already up to date.\n", location);
5595 return;
5598 if (surface->current_renderbuffer)
5600 FIXME("Not supported with fixed up depth stencil.\n");
5601 return;
5604 if (!(surface->flags & SFLAG_DS_LOCATIONS))
5606 /* This mostly happens when a depth / stencil is used without being
5607 * cleared first. In principle we could upload from sysmem, or
5608 * explicitly clear before first usage. For the moment there don't
5609 * appear to be a lot of applications depending on this, so a FIXME
5610 * should do. */
5611 FIXME("No up to date depth stencil location.\n");
5612 surface->flags |= location;
5613 surface->ds_current_size.cx = surface->resource.width;
5614 surface->ds_current_size.cy = surface->resource.height;
5615 return;
5618 if (location == SFLAG_DS_OFFSCREEN)
5620 GLint old_binding = 0;
5621 GLenum bind_target;
5623 /* The render target is allowed to be smaller than the depth/stencil
5624 * buffer, so the onscreen depth/stencil buffer is potentially smaller
5625 * than the offscreen surface. Don't overwrite the offscreen surface
5626 * with undefined data. */
5627 w = min(w, context->swapchain->desc.backbuffer_width);
5628 h = min(h, context->swapchain->desc.backbuffer_height);
5630 TRACE("Copying onscreen depth buffer to depth texture.\n");
5632 ENTER_GL();
5634 if (!device->depth_blt_texture)
5636 glGenTextures(1, &device->depth_blt_texture);
5639 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
5640 * directly on the FBO texture. That's because we need to flip. */
5641 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER,
5642 context->swapchain->front_buffer, NULL, SFLAG_INDRAWABLE);
5643 if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
5645 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
5646 bind_target = GL_TEXTURE_RECTANGLE_ARB;
5648 else
5650 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
5651 bind_target = GL_TEXTURE_2D;
5653 glBindTexture(bind_target, device->depth_blt_texture);
5654 /* We use GL_DEPTH_COMPONENT instead of the surface's specific
5655 * internal format, because the internal format might include stencil
5656 * data. In principle we should copy stencil data as well, but unless
5657 * the driver supports stencil export it's hard to do, and doesn't
5658 * seem to be needed in practice. If the hardware doesn't support
5659 * writing stencil data, the glCopyTexImage2D() call might trigger
5660 * software fallbacks. */
5661 glCopyTexImage2D(bind_target, 0, GL_DEPTH_COMPONENT, 0, 0, w, h, 0);
5662 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
5663 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
5664 glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
5665 glTexParameteri(bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
5666 glTexParameteri(bind_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
5667 glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
5668 glBindTexture(bind_target, old_binding);
5670 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER,
5671 NULL, surface, SFLAG_INTEXTURE);
5672 context_set_draw_buffer(context, GL_NONE);
5673 glReadBuffer(GL_NONE);
5675 /* Do the actual blit */
5676 surface_depth_blt(surface, context, device->depth_blt_texture, 0, 0, w, h, bind_target);
5677 checkGLcall("depth_blt");
5679 context_invalidate_state(context, STATE_FRAMEBUFFER);
5681 LEAVE_GL();
5683 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
5685 else if (location == SFLAG_DS_ONSCREEN)
5687 TRACE("Copying depth texture to onscreen depth buffer.\n");
5689 ENTER_GL();
5691 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER,
5692 context->swapchain->front_buffer, NULL, SFLAG_INDRAWABLE);
5693 surface_depth_blt(surface, context, surface->texture_name,
5694 0, surface->pow2Height - h, w, h, surface->texture_target);
5695 checkGLcall("depth_blt");
5697 context_invalidate_state(context, STATE_FRAMEBUFFER);
5699 LEAVE_GL();
5701 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
5703 else
5705 ERR("Invalid location (%#x) specified.\n", location);
5708 surface->flags |= location;
5709 surface->ds_current_size.cx = surface->resource.width;
5710 surface->ds_current_size.cy = surface->resource.height;
5713 void surface_modify_location(struct wined3d_surface *surface, DWORD location, BOOL persistent)
5715 const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
5716 struct wined3d_surface *overlay;
5718 TRACE("surface %p, location %s, persistent %#x.\n",
5719 surface, debug_surflocation(location), persistent);
5721 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && surface_is_offscreen(surface)
5722 && (location & SFLAG_INDRAWABLE))
5723 ERR("Trying to invalidate the SFLAG_INDRAWABLE location of an offscreen surface.\n");
5725 if (location & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)
5726 && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
5727 location |= (SFLAG_INTEXTURE | SFLAG_INSRGBTEX);
5729 if (persistent)
5731 if (((surface->flags & SFLAG_INTEXTURE) && !(location & SFLAG_INTEXTURE))
5732 || ((surface->flags & SFLAG_INSRGBTEX) && !(location & SFLAG_INSRGBTEX)))
5734 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
5736 TRACE("Passing to container.\n");
5737 wined3d_texture_set_dirty(surface->container.u.texture, TRUE);
5740 surface->flags &= ~SFLAG_LOCATIONS;
5741 surface->flags |= location;
5743 /* Redraw emulated overlays, if any */
5744 if (location & SFLAG_INDRAWABLE && !list_empty(&surface->overlays))
5746 LIST_FOR_EACH_ENTRY(overlay, &surface->overlays, struct wined3d_surface, overlay_entry)
5748 surface_draw_overlay(overlay);
5752 else
5754 if ((surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (location & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)))
5756 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
5758 TRACE("Passing to container\n");
5759 wined3d_texture_set_dirty(surface->container.u.texture, TRUE);
5762 surface->flags &= ~location;
5765 if (!(surface->flags & SFLAG_LOCATIONS))
5767 ERR("Surface %p does not have any up to date location.\n", surface);
5771 static DWORD resource_access_from_location(DWORD location)
5773 switch (location)
5775 case SFLAG_INSYSMEM:
5776 return WINED3D_RESOURCE_ACCESS_CPU;
5778 case SFLAG_INDRAWABLE:
5779 case SFLAG_INSRGBTEX:
5780 case SFLAG_INTEXTURE:
5781 case SFLAG_INRB_MULTISAMPLE:
5782 case SFLAG_INRB_RESOLVED:
5783 return WINED3D_RESOURCE_ACCESS_GPU;
5785 default:
5786 FIXME("Unhandled location %#x.\n", location);
5787 return 0;
5791 static void surface_load_sysmem(struct wined3d_surface *surface,
5792 const struct wined3d_gl_info *gl_info, const RECT *rect)
5794 surface_prepare_system_memory(surface);
5796 if (surface->flags & (SFLAG_INRB_MULTISAMPLE | SFLAG_INRB_RESOLVED))
5797 surface_load_location(surface, SFLAG_INTEXTURE, NULL);
5799 /* Download the surface to system memory. */
5800 if (surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))
5802 struct wined3d_device *device = surface->resource.device;
5803 struct wined3d_context *context;
5805 /* TODO: Use already acquired context when possible. */
5806 context = context_acquire(device, NULL);
5808 surface_bind_and_dirtify(surface, context, !(surface->flags & SFLAG_INTEXTURE));
5809 surface_download_data(surface, gl_info);
5811 context_release(context);
5813 return;
5816 if (surface->flags & SFLAG_INDRAWABLE)
5818 read_from_framebuffer(surface, rect, surface->resource.allocatedMemory,
5819 wined3d_surface_get_pitch(surface));
5820 return;
5823 FIXME("Can't load surface %p with location flags %#x into sysmem.\n",
5824 surface, surface->flags & SFLAG_LOCATIONS);
5827 static HRESULT surface_load_drawable(struct wined3d_surface *surface,
5828 const struct wined3d_gl_info *gl_info, const RECT *rect)
5830 struct wined3d_device *device = surface->resource.device;
5831 struct wined3d_format format;
5832 CONVERT_TYPES convert;
5833 UINT byte_count;
5834 BYTE *mem;
5836 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && surface_is_offscreen(surface))
5838 ERR("Trying to load offscreen surface into SFLAG_INDRAWABLE.\n");
5839 return WINED3DERR_INVALIDCALL;
5842 if (wined3d_settings.rendertargetlock_mode == RTL_READTEX)
5843 surface_load_location(surface, SFLAG_INTEXTURE, NULL);
5845 if (surface->flags & SFLAG_INTEXTURE)
5847 RECT r;
5849 surface_get_rect(surface, rect, &r);
5850 surface_blt_to_drawable(device, WINED3DTEXF_POINT, FALSE, surface, &r, surface, &r);
5852 return WINED3D_OK;
5855 if ((surface->flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX)
5857 /* This needs colorspace conversion from sRGB to RGB. We take the slow
5858 * path through sysmem. */
5859 surface_load_location(surface, SFLAG_INSYSMEM, rect);
5862 d3dfmt_get_conv(surface, FALSE, FALSE, &format, &convert);
5864 /* Don't use PBOs for converted surfaces. During PBO conversion we look at
5865 * SFLAG_CONVERTED but it isn't set (yet) in all cases where it is getting
5866 * called. */
5867 if ((convert != NO_CONVERSION) && (surface->flags & SFLAG_PBO))
5869 struct wined3d_context *context;
5871 TRACE("Removing the pbo attached to surface %p.\n", surface);
5873 /* TODO: Use already acquired context when possible. */
5874 context = context_acquire(device, NULL);
5876 surface_remove_pbo(surface, gl_info);
5878 context_release(context);
5881 if ((convert != NO_CONVERSION) && surface->resource.allocatedMemory)
5883 UINT height = surface->resource.height;
5884 UINT width = surface->resource.width;
5885 UINT src_pitch, dst_pitch;
5887 byte_count = format.conv_byte_count;
5888 src_pitch = wined3d_surface_get_pitch(surface);
5890 /* Stick to the alignment for the converted surface too, makes it
5891 * easier to load the surface. */
5892 dst_pitch = width * byte_count;
5893 dst_pitch = (dst_pitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
5895 if (!(mem = HeapAlloc(GetProcessHeap(), 0, dst_pitch * height)))
5897 ERR("Out of memory (%u).\n", dst_pitch * height);
5898 return E_OUTOFMEMORY;
5901 d3dfmt_convert_surface(surface->resource.allocatedMemory, mem,
5902 src_pitch, width, height, dst_pitch, convert, surface);
5904 surface->flags |= SFLAG_CONVERTED;
5906 else
5908 surface->flags &= ~SFLAG_CONVERTED;
5909 mem = surface->resource.allocatedMemory;
5910 byte_count = format.byte_count;
5913 flush_to_framebuffer_drawpixels(surface, rect, format.glFormat, format.glType, byte_count, mem);
5915 /* Don't delete PBO memory. */
5916 if ((mem != surface->resource.allocatedMemory) && !(surface->flags & SFLAG_PBO))
5917 HeapFree(GetProcessHeap(), 0, mem);
5919 return WINED3D_OK;
5922 static HRESULT surface_load_texture(struct wined3d_surface *surface,
5923 const struct wined3d_gl_info *gl_info, const RECT *rect, BOOL srgb)
5925 RECT src_rect = {0, 0, surface->resource.width, surface->resource.height};
5926 struct wined3d_device *device = surface->resource.device;
5927 struct wined3d_context *context;
5928 UINT width, src_pitch, dst_pitch;
5929 struct wined3d_bo_address data;
5930 struct wined3d_format format;
5931 POINT dst_point = {0, 0};
5932 CONVERT_TYPES convert;
5933 BYTE *mem;
5935 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
5936 && surface_is_offscreen(surface)
5937 && (surface->flags & SFLAG_INDRAWABLE))
5939 surface_load_fb_texture(surface, srgb);
5941 return WINED3D_OK;
5944 if (surface->flags & (SFLAG_INSRGBTEX | SFLAG_INTEXTURE)
5945 && (surface->resource.format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB)
5946 && fbo_blit_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
5947 NULL, surface->resource.usage, surface->resource.pool, surface->resource.format,
5948 NULL, surface->resource.usage, surface->resource.pool, surface->resource.format))
5950 if (srgb)
5951 surface_blt_fbo(device, WINED3DTEXF_POINT, surface, SFLAG_INTEXTURE,
5952 &src_rect, surface, SFLAG_INSRGBTEX, &src_rect);
5953 else
5954 surface_blt_fbo(device, WINED3DTEXF_POINT, surface, SFLAG_INSRGBTEX,
5955 &src_rect, surface, SFLAG_INTEXTURE, &src_rect);
5957 return WINED3D_OK;
5960 if (surface->flags & (SFLAG_INRB_MULTISAMPLE | SFLAG_INRB_RESOLVED)
5961 && (!srgb || (surface->resource.format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB))
5962 && fbo_blit_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
5963 NULL, surface->resource.usage, surface->resource.pool, surface->resource.format,
5964 NULL, surface->resource.usage, surface->resource.pool, surface->resource.format))
5966 DWORD src_location = surface->flags & SFLAG_INRB_RESOLVED ? SFLAG_INRB_RESOLVED : SFLAG_INRB_MULTISAMPLE;
5967 DWORD dst_location = srgb ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE;
5968 RECT rect = {0, 0, surface->resource.width, surface->resource.height};
5970 surface_blt_fbo(device, WINED3DTEXF_POINT, surface, src_location,
5971 &rect, surface, dst_location, &rect);
5973 return WINED3D_OK;
5976 /* Upload from system memory */
5978 d3dfmt_get_conv(surface, TRUE /* We need color keying */,
5979 TRUE /* We will use textures */, &format, &convert);
5981 if (srgb)
5983 if ((surface->flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE)
5985 /* Performance warning... */
5986 FIXME("Downloading RGB surface %p to reload it as sRGB.\n", surface);
5987 surface_load_location(surface, SFLAG_INSYSMEM, rect);
5990 else
5992 if ((surface->flags & (SFLAG_INSRGBTEX | SFLAG_INSYSMEM)) == SFLAG_INSRGBTEX)
5994 /* Performance warning... */
5995 FIXME("Downloading sRGB surface %p to reload it as RGB.\n", surface);
5996 surface_load_location(surface, SFLAG_INSYSMEM, rect);
6000 if (!(surface->flags & SFLAG_INSYSMEM))
6002 WARN("Trying to load a texture from sysmem, but SFLAG_INSYSMEM is not set.\n");
6003 /* Lets hope we get it from somewhere... */
6004 surface_load_location(surface, SFLAG_INSYSMEM, rect);
6007 /* TODO: Use already acquired context when possible. */
6008 context = context_acquire(device, NULL);
6010 surface_prepare_texture(surface, context, srgb);
6011 surface_bind_and_dirtify(surface, context, srgb);
6013 if (surface->CKeyFlags & WINEDDSD_CKSRCBLT)
6015 surface->flags |= SFLAG_GLCKEY;
6016 surface->gl_color_key = surface->src_blt_color_key;
6018 else surface->flags &= ~SFLAG_GLCKEY;
6020 width = surface->resource.width;
6021 src_pitch = wined3d_surface_get_pitch(surface);
6023 /* Don't use PBOs for converted surfaces. During PBO conversion we look at
6024 * SFLAG_CONVERTED but it isn't set (yet) in all cases it is getting
6025 * called. */
6026 if ((convert != NO_CONVERSION || format.convert) && (surface->flags & SFLAG_PBO))
6028 TRACE("Removing the pbo attached to surface %p.\n", surface);
6029 surface_remove_pbo(surface, gl_info);
6032 if (format.convert)
6034 /* This code is entered for texture formats which need a fixup. */
6035 UINT height = surface->resource.height;
6037 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
6038 dst_pitch = width * format.conv_byte_count;
6039 dst_pitch = (dst_pitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
6041 if (!(mem = HeapAlloc(GetProcessHeap(), 0, dst_pitch * height)))
6043 ERR("Out of memory (%u).\n", dst_pitch * height);
6044 context_release(context);
6045 return E_OUTOFMEMORY;
6047 format.convert(surface->resource.allocatedMemory, mem, src_pitch, width, height);
6048 format.byte_count = format.conv_byte_count;
6049 src_pitch = dst_pitch;
6051 else if (convert != NO_CONVERSION && surface->resource.allocatedMemory)
6053 /* This code is only entered for color keying fixups */
6054 UINT height = surface->resource.height;
6056 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
6057 dst_pitch = width * format.conv_byte_count;
6058 dst_pitch = (dst_pitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
6060 if (!(mem = HeapAlloc(GetProcessHeap(), 0, dst_pitch * height)))
6062 ERR("Out of memory (%u).\n", dst_pitch * height);
6063 context_release(context);
6064 return E_OUTOFMEMORY;
6066 d3dfmt_convert_surface(surface->resource.allocatedMemory, mem, src_pitch,
6067 width, height, dst_pitch, convert, surface);
6068 format.byte_count = format.conv_byte_count;
6069 src_pitch = dst_pitch;
6071 else
6073 mem = surface->resource.allocatedMemory;
6076 data.buffer_object = surface->flags & SFLAG_PBO ? surface->pbo : 0;
6077 data.addr = mem;
6078 surface_upload_data(surface, gl_info, &format, &src_rect, src_pitch, &dst_point, srgb, &data);
6080 context_release(context);
6082 /* Don't delete PBO memory. */
6083 if ((mem != surface->resource.allocatedMemory) && !(surface->flags & SFLAG_PBO))
6084 HeapFree(GetProcessHeap(), 0, mem);
6086 return WINED3D_OK;
6089 static void surface_multisample_resolve(struct wined3d_surface *surface)
6091 RECT rect = {0, 0, surface->resource.width, surface->resource.height};
6093 if (!(surface->flags & SFLAG_INRB_MULTISAMPLE))
6094 ERR("Trying to resolve multisampled surface %p, but location SFLAG_INRB_MULTISAMPLE not current.\n", surface);
6096 surface_blt_fbo(surface->resource.device, WINED3DTEXF_POINT,
6097 surface, SFLAG_INRB_MULTISAMPLE, &rect, surface, SFLAG_INRB_RESOLVED, &rect);
6100 HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location, const RECT *rect)
6102 struct wined3d_device *device = surface->resource.device;
6103 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6104 HRESULT hr;
6106 TRACE("surface %p, location %s, rect %s.\n", surface, debug_surflocation(location), wine_dbgstr_rect(rect));
6108 if (surface->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
6110 if (location == SFLAG_INTEXTURE)
6112 struct wined3d_context *context = context_acquire(device, NULL);
6113 surface_load_ds_location(surface, context, SFLAG_DS_OFFSCREEN);
6114 context_release(context);
6115 return WINED3D_OK;
6117 else
6119 FIXME("Unimplemented location %s for depth/stencil buffers.\n", debug_surflocation(location));
6120 return WINED3DERR_INVALIDCALL;
6124 if (location == SFLAG_INSRGBTEX && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
6125 location = SFLAG_INTEXTURE;
6127 if (surface->flags & location)
6129 TRACE("Location already up to date.\n");
6131 if (location == SFLAG_INSYSMEM && !(surface->flags & SFLAG_PBO)
6132 && surface_need_pbo(surface, gl_info))
6133 surface_load_pbo(surface, gl_info);
6135 return WINED3D_OK;
6138 if (WARN_ON(d3d_surface))
6140 DWORD required_access = resource_access_from_location(location);
6141 if ((surface->resource.access_flags & required_access) != required_access)
6142 WARN("Operation requires %#x access, but surface only has %#x.\n",
6143 required_access, surface->resource.access_flags);
6146 if (!(surface->flags & SFLAG_LOCATIONS))
6148 ERR("Surface %p does not have any up to date location.\n", surface);
6149 surface->flags |= SFLAG_LOST;
6150 return WINED3DERR_DEVICELOST;
6153 switch (location)
6155 case SFLAG_INSYSMEM:
6156 surface_load_sysmem(surface, gl_info, rect);
6157 break;
6159 case SFLAG_INDRAWABLE:
6160 if (FAILED(hr = surface_load_drawable(surface, gl_info, rect)))
6161 return hr;
6162 break;
6164 case SFLAG_INRB_RESOLVED:
6165 surface_multisample_resolve(surface);
6166 break;
6168 case SFLAG_INTEXTURE:
6169 case SFLAG_INSRGBTEX:
6170 if (FAILED(hr = surface_load_texture(surface, gl_info, rect, location == SFLAG_INSRGBTEX)))
6171 return hr;
6172 break;
6174 default:
6175 ERR("Don't know how to handle location %#x.\n", location);
6176 break;
6179 if (!rect)
6181 surface->flags |= location;
6183 if (location != SFLAG_INSYSMEM && (surface->flags & SFLAG_INSYSMEM))
6184 surface_evict_sysmem(surface);
6187 if (surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)
6188 && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
6190 surface->flags |= (SFLAG_INTEXTURE | SFLAG_INSRGBTEX);
6193 return WINED3D_OK;
6196 BOOL surface_is_offscreen(const struct wined3d_surface *surface)
6198 struct wined3d_swapchain *swapchain = surface->container.u.swapchain;
6200 /* Not on a swapchain - must be offscreen */
6201 if (surface->container.type != WINED3D_CONTAINER_SWAPCHAIN) return TRUE;
6203 /* The front buffer is always onscreen */
6204 if (surface == swapchain->front_buffer) return FALSE;
6206 /* If the swapchain is rendered to an FBO, the backbuffer is
6207 * offscreen, otherwise onscreen */
6208 return swapchain->render_to_fbo;
6211 static HRESULT ffp_blit_alloc(struct wined3d_device *device) { return WINED3D_OK; }
6212 /* Context activation is done by the caller. */
6213 static void ffp_blit_free(struct wined3d_device *device) { }
6215 /* This function is used in case of 8bit paletted textures using GL_EXT_paletted_texture */
6216 /* Context activation is done by the caller. */
6217 static void ffp_blit_p8_upload_palette(const struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info)
6219 BYTE table[256][4];
6220 BOOL colorkey_active = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE;
6222 d3dfmt_p8_init_palette(surface, table, colorkey_active);
6224 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
6225 ENTER_GL();
6226 GL_EXTCALL(glColorTableEXT(surface->texture_target, GL_RGBA, 256, GL_RGBA, GL_UNSIGNED_BYTE, table));
6227 LEAVE_GL();
6230 /* Context activation is done by the caller. */
6231 static HRESULT ffp_blit_set(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface)
6233 enum complex_fixup fixup = get_complex_fixup(surface->resource.format->color_fixup);
6235 /* When EXT_PALETTED_TEXTURE is around, palette conversion is done by the GPU
6236 * else the surface is converted in software at upload time in LoadLocation.
6238 if (!(surface->flags & SFLAG_CONVERTED) && fixup == COMPLEX_FIXUP_P8
6239 && context->gl_info->supported[EXT_PALETTED_TEXTURE])
6240 ffp_blit_p8_upload_palette(surface, context->gl_info);
6242 ENTER_GL();
6243 glEnable(surface->texture_target);
6244 checkGLcall("glEnable(surface->texture_target)");
6245 LEAVE_GL();
6246 return WINED3D_OK;
6249 /* Context activation is done by the caller. */
6250 static void ffp_blit_unset(const struct wined3d_gl_info *gl_info)
6252 ENTER_GL();
6253 glDisable(GL_TEXTURE_2D);
6254 checkGLcall("glDisable(GL_TEXTURE_2D)");
6255 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
6257 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
6258 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
6260 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
6262 glDisable(GL_TEXTURE_RECTANGLE_ARB);
6263 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
6265 LEAVE_GL();
6268 static BOOL ffp_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
6269 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
6270 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
6272 enum complex_fixup src_fixup;
6274 switch (blit_op)
6276 case WINED3D_BLIT_OP_COLOR_BLIT:
6277 if (src_pool == WINED3DPOOL_SYSTEMMEM || dst_pool == WINED3DPOOL_SYSTEMMEM)
6278 return FALSE;
6280 src_fixup = get_complex_fixup(src_format->color_fixup);
6281 if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
6283 TRACE("Checking support for fixup:\n");
6284 dump_color_fixup_desc(src_format->color_fixup);
6287 if (!is_identity_fixup(dst_format->color_fixup))
6289 TRACE("Destination fixups are not supported\n");
6290 return FALSE;
6293 if (src_fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
6295 TRACE("P8 fixup supported\n");
6296 return TRUE;
6299 /* We only support identity conversions. */
6300 if (is_identity_fixup(src_format->color_fixup))
6302 TRACE("[OK]\n");
6303 return TRUE;
6306 TRACE("[FAILED]\n");
6307 return FALSE;
6309 case WINED3D_BLIT_OP_COLOR_FILL:
6310 if (dst_pool == WINED3DPOOL_SYSTEMMEM)
6311 return FALSE;
6313 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
6315 if (!((dst_format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (dst_usage & WINED3DUSAGE_RENDERTARGET)))
6316 return FALSE;
6318 else if (!(dst_usage & WINED3DUSAGE_RENDERTARGET))
6320 TRACE("Color fill not supported\n");
6321 return FALSE;
6324 /* FIXME: We should reject color fills on formats with fixups,
6325 * but this would break P8 color fills for example. */
6327 return TRUE;
6329 case WINED3D_BLIT_OP_DEPTH_FILL:
6330 return TRUE;
6332 default:
6333 TRACE("Unsupported blit_op=%d\n", blit_op);
6334 return FALSE;
6338 /* Do not call while under the GL lock. */
6339 static HRESULT ffp_blit_color_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface,
6340 const RECT *dst_rect, const struct wined3d_color *color)
6342 const RECT draw_rect = {0, 0, dst_surface->resource.width, dst_surface->resource.height};
6343 struct wined3d_fb_state fb = {&dst_surface, NULL};
6345 return device_clear_render_targets(device, 1, &fb,
6346 1, dst_rect, &draw_rect, WINED3DCLEAR_TARGET, color, 0.0f, 0);
6349 /* Do not call while under the GL lock. */
6350 static HRESULT ffp_blit_depth_fill(struct wined3d_device *device,
6351 struct wined3d_surface *surface, const RECT *rect, float depth)
6353 const RECT draw_rect = {0, 0, surface->resource.width, surface->resource.height};
6354 struct wined3d_fb_state fb = {NULL, surface};
6356 return device_clear_render_targets(device, 0, &fb,
6357 1, rect, &draw_rect, WINED3DCLEAR_ZBUFFER, 0, depth, 0);
6360 const struct blit_shader ffp_blit = {
6361 ffp_blit_alloc,
6362 ffp_blit_free,
6363 ffp_blit_set,
6364 ffp_blit_unset,
6365 ffp_blit_supported,
6366 ffp_blit_color_fill,
6367 ffp_blit_depth_fill,
6370 static HRESULT cpu_blit_alloc(struct wined3d_device *device)
6372 return WINED3D_OK;
6375 /* Context activation is done by the caller. */
6376 static void cpu_blit_free(struct wined3d_device *device)
6380 /* Context activation is done by the caller. */
6381 static HRESULT cpu_blit_set(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface)
6383 return WINED3D_OK;
6386 /* Context activation is done by the caller. */
6387 static void cpu_blit_unset(const struct wined3d_gl_info *gl_info)
6391 static BOOL cpu_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
6392 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
6393 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
6395 if (blit_op == WINED3D_BLIT_OP_COLOR_FILL)
6397 return TRUE;
6400 return FALSE;
6403 static HRESULT surface_cpu_blt_compressed(const BYTE *src_data, BYTE *dst_data,
6404 UINT src_pitch, UINT dst_pitch, UINT update_w, UINT update_h,
6405 const struct wined3d_format *format, DWORD flags, const WINEDDBLTFX *fx)
6407 UINT row_block_count;
6408 const BYTE *src_row;
6409 BYTE *dst_row;
6410 UINT x, y;
6412 src_row = src_data;
6413 dst_row = dst_data;
6415 row_block_count = (update_w + format->block_width - 1) / format->block_width;
6417 if (!flags)
6419 for (y = 0; y < update_h; y += format->block_height)
6421 memcpy(dst_row, src_row, row_block_count * format->block_byte_count);
6422 src_row += src_pitch;
6423 dst_row += dst_pitch;
6426 return WINED3D_OK;
6429 if (flags == WINEDDBLT_DDFX && fx->dwDDFX == WINEDDBLTFX_MIRRORUPDOWN)
6431 src_row += (((update_h / format->block_height) - 1) * src_pitch);
6433 switch (format->id)
6435 case WINED3DFMT_DXT1:
6436 for (y = 0; y < update_h; y += format->block_height)
6438 struct block
6440 WORD color[2];
6441 BYTE control_row[4];
6444 const struct block *s = (const struct block *)src_row;
6445 struct block *d = (struct block *)dst_row;
6447 for (x = 0; x < row_block_count; ++x)
6449 d[x].color[0] = s[x].color[0];
6450 d[x].color[1] = s[x].color[1];
6451 d[x].control_row[0] = s[x].control_row[3];
6452 d[x].control_row[1] = s[x].control_row[2];
6453 d[x].control_row[2] = s[x].control_row[1];
6454 d[x].control_row[3] = s[x].control_row[0];
6456 src_row -= src_pitch;
6457 dst_row += dst_pitch;
6459 return WINED3D_OK;
6461 case WINED3DFMT_DXT3:
6462 for (y = 0; y < update_h; y += format->block_height)
6464 struct block
6466 WORD alpha_row[4];
6467 WORD color[2];
6468 BYTE control_row[4];
6471 const struct block *s = (const struct block *)src_row;
6472 struct block *d = (struct block *)dst_row;
6474 for (x = 0; x < row_block_count; ++x)
6476 d[x].alpha_row[0] = s[x].alpha_row[3];
6477 d[x].alpha_row[1] = s[x].alpha_row[2];
6478 d[x].alpha_row[2] = s[x].alpha_row[1];
6479 d[x].alpha_row[3] = s[x].alpha_row[0];
6480 d[x].color[0] = s[x].color[0];
6481 d[x].color[1] = s[x].color[1];
6482 d[x].control_row[0] = s[x].control_row[3];
6483 d[x].control_row[1] = s[x].control_row[2];
6484 d[x].control_row[2] = s[x].control_row[1];
6485 d[x].control_row[3] = s[x].control_row[0];
6487 src_row -= src_pitch;
6488 dst_row += dst_pitch;
6490 return WINED3D_OK;
6492 default:
6493 FIXME("Compressed flip not implemented for format %s.\n",
6494 debug_d3dformat(format->id));
6495 return E_NOTIMPL;
6499 FIXME("Unsupported blit on compressed surface (format %s, flags %#x, DDFX %#x).\n",
6500 debug_d3dformat(format->id), flags, flags & WINEDDBLT_DDFX ? fx->dwDDFX : 0);
6502 return E_NOTIMPL;
6505 static HRESULT surface_cpu_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect,
6506 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
6507 const WINEDDBLTFX *fx, WINED3DTEXTUREFILTERTYPE filter)
6509 int bpp, srcheight, srcwidth, dstheight, dstwidth, width;
6510 const struct wined3d_format *src_format, *dst_format;
6511 struct wined3d_surface *orig_src = src_surface;
6512 struct wined3d_mapped_rect dst_map, src_map;
6513 HRESULT hr = WINED3D_OK;
6514 const BYTE *sbuf;
6515 RECT xdst,xsrc;
6516 BYTE *dbuf;
6517 int x, y;
6519 TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
6520 dst_surface, wine_dbgstr_rect(dst_rect), src_surface, wine_dbgstr_rect(src_rect),
6521 flags, fx, debug_d3dtexturefiltertype(filter));
6523 xsrc = *src_rect;
6525 if (!src_surface)
6527 RECT full_rect;
6529 full_rect.left = 0;
6530 full_rect.top = 0;
6531 full_rect.right = dst_surface->resource.width;
6532 full_rect.bottom = dst_surface->resource.height;
6533 IntersectRect(&xdst, &full_rect, dst_rect);
6535 else
6537 BOOL clip_horiz, clip_vert;
6539 xdst = *dst_rect;
6540 clip_horiz = xdst.left < 0 || xdst.right > (int)dst_surface->resource.width;
6541 clip_vert = xdst.top < 0 || xdst.bottom > (int)dst_surface->resource.height;
6543 if (clip_vert || clip_horiz)
6545 /* Now check if this is a special case or not... */
6546 if ((flags & WINEDDBLT_DDFX)
6547 || (clip_horiz && xdst.right - xdst.left != xsrc.right - xsrc.left)
6548 || (clip_vert && xdst.bottom - xdst.top != xsrc.bottom - xsrc.top))
6550 WARN("Out of screen rectangle in special case. Not handled right now.\n");
6551 return WINED3D_OK;
6554 if (clip_horiz)
6556 if (xdst.left < 0)
6558 xsrc.left -= xdst.left;
6559 xdst.left = 0;
6561 if (xdst.right > dst_surface->resource.width)
6563 xsrc.right -= (xdst.right - (int)dst_surface->resource.width);
6564 xdst.right = (int)dst_surface->resource.width;
6568 if (clip_vert)
6570 if (xdst.top < 0)
6572 xsrc.top -= xdst.top;
6573 xdst.top = 0;
6575 if (xdst.bottom > dst_surface->resource.height)
6577 xsrc.bottom -= (xdst.bottom - (int)dst_surface->resource.height);
6578 xdst.bottom = (int)dst_surface->resource.height;
6582 /* And check if after clipping something is still to be done... */
6583 if ((xdst.right <= 0) || (xdst.bottom <= 0)
6584 || (xdst.left >= (int)dst_surface->resource.width)
6585 || (xdst.top >= (int)dst_surface->resource.height)
6586 || (xsrc.right <= 0) || (xsrc.bottom <= 0)
6587 || (xsrc.left >= (int)src_surface->resource.width)
6588 || (xsrc.top >= (int)src_surface->resource.height))
6590 TRACE("Nothing to be done after clipping.\n");
6591 return WINED3D_OK;
6596 if (src_surface == dst_surface)
6598 wined3d_surface_map(dst_surface, &dst_map, NULL, 0);
6599 src_map = dst_map;
6600 src_format = dst_surface->resource.format;
6601 dst_format = src_format;
6603 else
6605 dst_format = dst_surface->resource.format;
6606 if (src_surface)
6608 if (dst_surface->resource.format->id != src_surface->resource.format->id)
6610 src_surface = surface_convert_format(src_surface, dst_format->id);
6611 if (!src_surface)
6613 /* The conv function writes a FIXME */
6614 WARN("Cannot convert source surface format to dest format.\n");
6615 goto release;
6618 wined3d_surface_map(src_surface, &src_map, NULL, WINED3DLOCK_READONLY);
6619 src_format = src_surface->resource.format;
6621 else
6623 src_format = dst_format;
6625 if (dst_rect)
6626 wined3d_surface_map(dst_surface, &dst_map, &xdst, 0);
6627 else
6628 wined3d_surface_map(dst_surface, &dst_map, NULL, 0);
6631 bpp = dst_surface->resource.format->byte_count;
6632 srcheight = xsrc.bottom - xsrc.top;
6633 srcwidth = xsrc.right - xsrc.left;
6634 dstheight = xdst.bottom - xdst.top;
6635 dstwidth = xdst.right - xdst.left;
6636 width = (xdst.right - xdst.left) * bpp;
6638 if (src_format->flags & dst_format->flags & WINED3DFMT_FLAG_BLOCKS)
6640 TRACE("%s -> %s copy.\n", debug_d3dformat(src_format->id), debug_d3dformat(dst_format->id));
6642 if (src_surface == dst_surface)
6644 FIXME("Only plain blits supported on compressed surfaces.\n");
6645 hr = E_NOTIMPL;
6646 goto release;
6649 if (srcheight != dstheight || srcwidth != dstwidth)
6651 WARN("Stretching not supported on compressed surfaces.\n");
6652 hr = WINED3DERR_INVALIDCALL;
6653 goto release;
6656 if (srcwidth & (src_format->block_width - 1) || srcheight & (src_format->block_height - 1))
6658 WARN("Rectangle not block-aligned.\n");
6659 hr = WINED3DERR_INVALIDCALL;
6660 goto release;
6663 hr = surface_cpu_blt_compressed(src_map.data, dst_map.data,
6664 src_map.row_pitch, dst_map.row_pitch, dstwidth, dstheight,
6665 src_format, flags, fx);
6666 goto release;
6669 if (dst_rect && src_surface != dst_surface)
6670 dbuf = dst_map.data;
6671 else
6672 dbuf = (BYTE *)dst_map.data + (xdst.top * dst_map.row_pitch) + (xdst.left * bpp);
6674 /* First, all the 'source-less' blits */
6675 if (flags & WINEDDBLT_COLORFILL)
6677 hr = _Blt_ColorFill(dbuf, dstwidth, dstheight, bpp, dst_map.row_pitch, fx->u5.dwFillColor);
6678 flags &= ~WINEDDBLT_COLORFILL;
6681 if (flags & WINEDDBLT_DEPTHFILL)
6683 FIXME("DDBLT_DEPTHFILL needs to be implemented!\n");
6685 if (flags & WINEDDBLT_ROP)
6687 /* Catch some degenerate cases here. */
6688 switch (fx->dwROP)
6690 case BLACKNESS:
6691 hr = _Blt_ColorFill(dbuf, dstwidth, dstheight, bpp, dst_map.row_pitch, 0);
6692 break;
6693 case 0xAA0029: /* No-op */
6694 break;
6695 case WHITENESS:
6696 hr = _Blt_ColorFill(dbuf, dstwidth, dstheight, bpp, dst_map.row_pitch, ~0U);
6697 break;
6698 case SRCCOPY: /* Well, we do that below? */
6699 break;
6700 default:
6701 FIXME("Unsupported raster op: %08x Pattern: %p\n", fx->dwROP, fx->u5.lpDDSPattern);
6702 goto error;
6704 flags &= ~WINEDDBLT_ROP;
6706 if (flags & WINEDDBLT_DDROPS)
6708 FIXME("\tDdraw Raster Ops: %08x Pattern: %p\n", fx->dwDDROP, fx->u5.lpDDSPattern);
6710 /* Now the 'with source' blits. */
6711 if (src_surface)
6713 const BYTE *sbase;
6714 int sx, xinc, sy, yinc;
6716 if (!dstwidth || !dstheight) /* Hmm... stupid program? */
6717 goto release;
6719 if (filter != WINED3DTEXF_NONE && filter != WINED3DTEXF_POINT
6720 && (srcwidth != dstwidth || srcheight != dstheight))
6722 /* Can happen when d3d9 apps do a StretchRect() call which isn't handled in GL. */
6723 FIXME("Filter %s not supported in software blit.\n", debug_d3dtexturefiltertype(filter));
6726 sbase = (BYTE *)src_map.data + (xsrc.top * src_map.row_pitch) + xsrc.left * bpp;
6727 xinc = (srcwidth << 16) / dstwidth;
6728 yinc = (srcheight << 16) / dstheight;
6730 if (!flags)
6732 /* No effects, we can cheat here. */
6733 if (dstwidth == srcwidth)
6735 if (dstheight == srcheight)
6737 /* No stretching in either direction. This needs to be as
6738 * fast as possible. */
6739 sbuf = sbase;
6741 /* Check for overlapping surfaces. */
6742 if (src_surface != dst_surface || xdst.top < xsrc.top
6743 || xdst.right <= xsrc.left || xsrc.right <= xdst.left)
6745 /* No overlap, or dst above src, so copy from top downwards. */
6746 for (y = 0; y < dstheight; ++y)
6748 memcpy(dbuf, sbuf, width);
6749 sbuf += src_map.row_pitch;
6750 dbuf += dst_map.row_pitch;
6753 else if (xdst.top > xsrc.top)
6755 /* Copy from bottom upwards. */
6756 sbuf += src_map.row_pitch * dstheight;
6757 dbuf += dst_map.row_pitch * dstheight;
6758 for (y = 0; y < dstheight; ++y)
6760 sbuf -= src_map.row_pitch;
6761 dbuf -= dst_map.row_pitch;
6762 memcpy(dbuf, sbuf, width);
6765 else
6767 /* Src and dst overlapping on the same line, use memmove. */
6768 for (y = 0; y < dstheight; ++y)
6770 memmove(dbuf, sbuf, width);
6771 sbuf += src_map.row_pitch;
6772 dbuf += dst_map.row_pitch;
6776 else
6778 /* Stretching in y direction only. */
6779 for (y = sy = 0; y < dstheight; ++y, sy += yinc)
6781 sbuf = sbase + (sy >> 16) * src_map.row_pitch;
6782 memcpy(dbuf, sbuf, width);
6783 dbuf += dst_map.row_pitch;
6787 else
6789 /* Stretching in X direction. */
6790 int last_sy = -1;
6791 for (y = sy = 0; y < dstheight; ++y, sy += yinc)
6793 sbuf = sbase + (sy >> 16) * src_map.row_pitch;
6795 if ((sy >> 16) == (last_sy >> 16))
6797 /* This source row is the same as last source row -
6798 * Copy the already stretched row. */
6799 memcpy(dbuf, dbuf - dst_map.row_pitch, width);
6801 else
6803 #define STRETCH_ROW(type) \
6804 do { \
6805 const type *s = (const type *)sbuf; \
6806 type *d = (type *)dbuf; \
6807 for (x = sx = 0; x < dstwidth; ++x, sx += xinc) \
6808 d[x] = s[sx >> 16]; \
6809 } while(0)
6811 switch(bpp)
6813 case 1:
6814 STRETCH_ROW(BYTE);
6815 break;
6816 case 2:
6817 STRETCH_ROW(WORD);
6818 break;
6819 case 4:
6820 STRETCH_ROW(DWORD);
6821 break;
6822 case 3:
6824 const BYTE *s;
6825 BYTE *d = dbuf;
6826 for (x = sx = 0; x < dstwidth; x++, sx+= xinc)
6828 DWORD pixel;
6830 s = sbuf + 3 * (sx >> 16);
6831 pixel = s[0] | (s[1] << 8) | (s[2] << 16);
6832 d[0] = (pixel ) & 0xff;
6833 d[1] = (pixel >> 8) & 0xff;
6834 d[2] = (pixel >> 16) & 0xff;
6835 d += 3;
6837 break;
6839 default:
6840 FIXME("Stretched blit not implemented for bpp %u!\n", bpp * 8);
6841 hr = WINED3DERR_NOTAVAILABLE;
6842 goto error;
6844 #undef STRETCH_ROW
6846 dbuf += dst_map.row_pitch;
6847 last_sy = sy;
6851 else
6853 LONG dstyinc = dst_map.row_pitch, dstxinc = bpp;
6854 DWORD keylow = 0xFFFFFFFF, keyhigh = 0, keymask = 0xFFFFFFFF;
6855 DWORD destkeylow = 0x0, destkeyhigh = 0xFFFFFFFF, destkeymask = 0xFFFFFFFF;
6856 if (flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYDEST | WINEDDBLT_KEYSRCOVERRIDE | WINEDDBLT_KEYDESTOVERRIDE))
6858 /* The color keying flags are checked for correctness in ddraw */
6859 if (flags & WINEDDBLT_KEYSRC)
6861 keylow = src_surface->src_blt_color_key.color_space_low_value;
6862 keyhigh = src_surface->src_blt_color_key.color_space_high_value;
6864 else if (flags & WINEDDBLT_KEYSRCOVERRIDE)
6866 keylow = fx->ddckSrcColorkey.color_space_low_value;
6867 keyhigh = fx->ddckSrcColorkey.color_space_high_value;
6870 if (flags & WINEDDBLT_KEYDEST)
6872 /* Destination color keys are taken from the source surface! */
6873 destkeylow = src_surface->dst_blt_color_key.color_space_low_value;
6874 destkeyhigh = src_surface->dst_blt_color_key.color_space_high_value;
6876 else if (flags & WINEDDBLT_KEYDESTOVERRIDE)
6878 destkeylow = fx->ddckDestColorkey.color_space_low_value;
6879 destkeyhigh = fx->ddckDestColorkey.color_space_high_value;
6882 if (bpp == 1)
6884 keymask = 0xff;
6886 else
6888 keymask = src_format->red_mask
6889 | src_format->green_mask
6890 | src_format->blue_mask;
6892 flags &= ~(WINEDDBLT_KEYSRC | WINEDDBLT_KEYDEST | WINEDDBLT_KEYSRCOVERRIDE | WINEDDBLT_KEYDESTOVERRIDE);
6895 if (flags & WINEDDBLT_DDFX)
6897 BYTE *dTopLeft, *dTopRight, *dBottomLeft, *dBottomRight, *tmp;
6898 LONG tmpxy;
6899 dTopLeft = dbuf;
6900 dTopRight = dbuf + ((dstwidth - 1) * bpp);
6901 dBottomLeft = dTopLeft + ((dstheight - 1) * dst_map.row_pitch);
6902 dBottomRight = dBottomLeft + ((dstwidth - 1) * bpp);
6904 if (fx->dwDDFX & WINEDDBLTFX_ARITHSTRETCHY)
6906 /* I don't think we need to do anything about this flag */
6907 WARN("flags=DDBLT_DDFX nothing done for WINEDDBLTFX_ARITHSTRETCHY\n");
6909 if (fx->dwDDFX & WINEDDBLTFX_MIRRORLEFTRIGHT)
6911 tmp = dTopRight;
6912 dTopRight = dTopLeft;
6913 dTopLeft = tmp;
6914 tmp = dBottomRight;
6915 dBottomRight = dBottomLeft;
6916 dBottomLeft = tmp;
6917 dstxinc = dstxinc * -1;
6919 if (fx->dwDDFX & WINEDDBLTFX_MIRRORUPDOWN)
6921 tmp = dTopLeft;
6922 dTopLeft = dBottomLeft;
6923 dBottomLeft = tmp;
6924 tmp = dTopRight;
6925 dTopRight = dBottomRight;
6926 dBottomRight = tmp;
6927 dstyinc = dstyinc * -1;
6929 if (fx->dwDDFX & WINEDDBLTFX_NOTEARING)
6931 /* I don't think we need to do anything about this flag */
6932 WARN("flags=DDBLT_DDFX nothing done for WINEDDBLTFX_NOTEARING\n");
6934 if (fx->dwDDFX & WINEDDBLTFX_ROTATE180)
6936 tmp = dBottomRight;
6937 dBottomRight = dTopLeft;
6938 dTopLeft = tmp;
6939 tmp = dBottomLeft;
6940 dBottomLeft = dTopRight;
6941 dTopRight = tmp;
6942 dstxinc = dstxinc * -1;
6943 dstyinc = dstyinc * -1;
6945 if (fx->dwDDFX & WINEDDBLTFX_ROTATE270)
6947 tmp = dTopLeft;
6948 dTopLeft = dBottomLeft;
6949 dBottomLeft = dBottomRight;
6950 dBottomRight = dTopRight;
6951 dTopRight = tmp;
6952 tmpxy = dstxinc;
6953 dstxinc = dstyinc;
6954 dstyinc = tmpxy;
6955 dstxinc = dstxinc * -1;
6957 if (fx->dwDDFX & WINEDDBLTFX_ROTATE90)
6959 tmp = dTopLeft;
6960 dTopLeft = dTopRight;
6961 dTopRight = dBottomRight;
6962 dBottomRight = dBottomLeft;
6963 dBottomLeft = tmp;
6964 tmpxy = dstxinc;
6965 dstxinc = dstyinc;
6966 dstyinc = tmpxy;
6967 dstyinc = dstyinc * -1;
6969 if (fx->dwDDFX & WINEDDBLTFX_ZBUFFERBASEDEST)
6971 /* I don't think we need to do anything about this flag */
6972 WARN("flags=WINEDDBLT_DDFX nothing done for WINEDDBLTFX_ZBUFFERBASEDEST\n");
6974 dbuf = dTopLeft;
6975 flags &= ~(WINEDDBLT_DDFX);
6978 #define COPY_COLORKEY_FX(type) \
6979 do { \
6980 const type *s; \
6981 type *d = (type *)dbuf, *dx, tmp; \
6982 for (y = sy = 0; y < dstheight; ++y, sy += yinc) \
6984 s = (const type *)(sbase + (sy >> 16) * src_map.row_pitch); \
6985 dx = d; \
6986 for (x = sx = 0; x < dstwidth; ++x, sx += xinc) \
6988 tmp = s[sx >> 16]; \
6989 if (((tmp & keymask) < keylow || (tmp & keymask) > keyhigh) \
6990 && ((dx[0] & destkeymask) >= destkeylow && (dx[0] & destkeymask) <= destkeyhigh)) \
6992 dx[0] = tmp; \
6994 dx = (type *)(((BYTE *)dx) + dstxinc); \
6996 d = (type *)(((BYTE *)d) + dstyinc); \
6998 } while(0)
7000 switch (bpp)
7002 case 1:
7003 COPY_COLORKEY_FX(BYTE);
7004 break;
7005 case 2:
7006 COPY_COLORKEY_FX(WORD);
7007 break;
7008 case 4:
7009 COPY_COLORKEY_FX(DWORD);
7010 break;
7011 case 3:
7013 const BYTE *s;
7014 BYTE *d = dbuf, *dx;
7015 for (y = sy = 0; y < dstheight; ++y, sy += yinc)
7017 sbuf = sbase + (sy >> 16) * src_map.row_pitch;
7018 dx = d;
7019 for (x = sx = 0; x < dstwidth; ++x, sx+= xinc)
7021 DWORD pixel, dpixel = 0;
7022 s = sbuf + 3 * (sx>>16);
7023 pixel = s[0] | (s[1] << 8) | (s[2] << 16);
7024 dpixel = dx[0] | (dx[1] << 8 ) | (dx[2] << 16);
7025 if (((pixel & keymask) < keylow || (pixel & keymask) > keyhigh)
7026 && ((dpixel & keymask) >= destkeylow || (dpixel & keymask) <= keyhigh))
7028 dx[0] = (pixel ) & 0xff;
7029 dx[1] = (pixel >> 8) & 0xff;
7030 dx[2] = (pixel >> 16) & 0xff;
7032 dx += dstxinc;
7034 d += dstyinc;
7036 break;
7038 default:
7039 FIXME("%s color-keyed blit not implemented for bpp %u!\n",
7040 (flags & WINEDDBLT_KEYSRC) ? "Source" : "Destination", bpp * 8);
7041 hr = WINED3DERR_NOTAVAILABLE;
7042 goto error;
7043 #undef COPY_COLORKEY_FX
7048 error:
7049 if (flags && FIXME_ON(d3d_surface))
7051 FIXME("\tUnsupported flags: %#x.\n", flags);
7054 release:
7055 wined3d_surface_unmap(dst_surface);
7056 if (src_surface && src_surface != dst_surface)
7057 wined3d_surface_unmap(src_surface);
7058 /* Release the converted surface, if any. */
7059 if (src_surface && src_surface != orig_src)
7060 wined3d_surface_decref(src_surface);
7062 return hr;
7065 /* Do not call while under the GL lock. */
7066 static HRESULT cpu_blit_color_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface,
7067 const RECT *dst_rect, const struct wined3d_color *color)
7069 static const RECT src_rect;
7070 WINEDDBLTFX BltFx;
7072 memset(&BltFx, 0, sizeof(BltFx));
7073 BltFx.dwSize = sizeof(BltFx);
7074 BltFx.u5.dwFillColor = wined3d_format_convert_from_float(dst_surface, color);
7075 return surface_cpu_blt(dst_surface, dst_rect, NULL, &src_rect,
7076 WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_POINT);
7079 /* Do not call while under the GL lock. */
7080 static HRESULT cpu_blit_depth_fill(struct wined3d_device *device,
7081 struct wined3d_surface *surface, const RECT *rect, float depth)
7083 FIXME("Depth filling not implemented by cpu_blit.\n");
7084 return WINED3DERR_INVALIDCALL;
7087 const struct blit_shader cpu_blit = {
7088 cpu_blit_alloc,
7089 cpu_blit_free,
7090 cpu_blit_set,
7091 cpu_blit_unset,
7092 cpu_blit_supported,
7093 cpu_blit_color_fill,
7094 cpu_blit_depth_fill,
7097 static HRESULT surface_init(struct wined3d_surface *surface, WINED3DSURFTYPE surface_type, UINT alignment,
7098 UINT width, UINT height, UINT level, enum wined3d_multisample_type multisample_type,
7099 UINT multisample_quality, struct wined3d_device *device, DWORD usage, enum wined3d_format_id format_id,
7100 WINED3DPOOL pool, DWORD flags, void *parent, const struct wined3d_parent_ops *parent_ops)
7102 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
7103 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
7104 BOOL lockable = flags & WINED3D_SURFACE_MAPPABLE;
7105 unsigned int resource_size;
7106 HRESULT hr;
7108 if (multisample_quality > 0)
7110 FIXME("multisample_quality set to %u, substituting 0.\n", multisample_quality);
7111 multisample_quality = 0;
7114 /* Quick lockable sanity check.
7115 * TODO: remove this after surfaces, usage and lockability have been debugged properly
7116 * this function is too deep to need to care about things like this.
7117 * Levels need to be checked too, since they all affect what can be done. */
7118 switch (pool)
7120 case WINED3DPOOL_SCRATCH:
7121 if (!lockable)
7123 FIXME("Called with a pool of SCRATCH and a lockable of FALSE "
7124 "which are mutually exclusive, setting lockable to TRUE.\n");
7125 lockable = TRUE;
7127 break;
7129 case WINED3DPOOL_SYSTEMMEM:
7130 if (!lockable)
7131 FIXME("Called with a pool of SYSTEMMEM and a lockable of FALSE, this is acceptable but unexpected.\n");
7132 break;
7134 case WINED3DPOOL_MANAGED:
7135 if (usage & WINED3DUSAGE_DYNAMIC)
7136 FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n");
7137 break;
7139 case WINED3DPOOL_DEFAULT:
7140 if (lockable && !(usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
7141 WARN("Creating a lockable surface with a POOL of DEFAULT, that doesn't specify DYNAMIC usage.\n");
7142 break;
7144 default:
7145 FIXME("Unknown pool %#x.\n", pool);
7146 break;
7149 if (usage & WINED3DUSAGE_RENDERTARGET && pool != WINED3DPOOL_DEFAULT)
7150 FIXME("Trying to create a render target that isn't in the default pool.\n");
7152 /* FIXME: Check that the format is supported by the device. */
7154 resource_size = wined3d_format_calculate_size(format, alignment, width, height);
7155 if (!resource_size)
7156 return WINED3DERR_INVALIDCALL;
7158 surface->surface_type = surface_type;
7160 switch (surface_type)
7162 case SURFACE_OPENGL:
7163 surface->surface_ops = &surface_ops;
7164 break;
7166 case SURFACE_GDI:
7167 surface->surface_ops = &gdi_surface_ops;
7168 break;
7170 default:
7171 ERR("Requested unknown surface implementation %#x.\n", surface_type);
7172 return WINED3DERR_INVALIDCALL;
7175 hr = resource_init(&surface->resource, device, WINED3DRTYPE_SURFACE, format,
7176 multisample_type, multisample_quality, usage, pool, width, height, 1,
7177 resource_size, parent, parent_ops, &surface_resource_ops);
7178 if (FAILED(hr))
7180 WARN("Failed to initialize resource, returning %#x.\n", hr);
7181 return hr;
7184 /* "Standalone" surface. */
7185 surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
7187 surface->texture_level = level;
7188 list_init(&surface->overlays);
7190 /* Flags */
7191 surface->flags = SFLAG_NORMCOORD; /* Default to normalized coords. */
7192 if (flags & WINED3D_SURFACE_DISCARD)
7193 surface->flags |= SFLAG_DISCARD;
7194 if (flags & WINED3D_SURFACE_PIN_SYSMEM)
7195 surface->flags |= SFLAG_PIN_SYSMEM;
7196 if (lockable || format_id == WINED3DFMT_D16_LOCKABLE)
7197 surface->flags |= SFLAG_LOCKABLE;
7198 /* I'm not sure if this qualifies as a hack or as an optimization. It
7199 * seems reasonable to assume that lockable render targets will get
7200 * locked, so we might as well set SFLAG_DYNLOCK right at surface
7201 * creation. However, the other reason we want to do this is that several
7202 * ddraw applications access surface memory while the surface isn't
7203 * mapped. The SFLAG_DYNLOCK behaviour of keeping SYSMEM around for
7204 * future locks prevents these from crashing. */
7205 if (lockable && (usage & WINED3DUSAGE_RENDERTARGET))
7206 surface->flags |= SFLAG_DYNLOCK;
7208 /* Mark the texture as dirty so that it gets loaded first time around. */
7209 surface_add_dirty_rect(surface, NULL);
7210 list_init(&surface->renderbuffers);
7212 TRACE("surface %p, memory %p, size %u\n",
7213 surface, surface->resource.allocatedMemory, surface->resource.size);
7215 /* Call the private setup routine */
7216 hr = surface->surface_ops->surface_private_setup(surface);
7217 if (FAILED(hr))
7219 ERR("Private setup failed, returning %#x\n", hr);
7220 surface_cleanup(surface);
7221 return hr;
7224 /* Similar to lockable rendertargets above, creating the DIB section
7225 * during surface initialization prevents the sysmem pointer from changing
7226 * after a wined3d_surface_getdc() call. */
7227 if ((usage & WINED3DUSAGE_OWNDC) && !surface->hDC
7228 && SUCCEEDED(surface_create_dib_section(surface)))
7230 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
7231 surface->resource.heapMemory = NULL;
7232 surface->resource.allocatedMemory = surface->dib.bitmap_data;
7235 return hr;
7238 HRESULT CDECL wined3d_surface_create(struct wined3d_device *device, UINT width, UINT height,
7239 enum wined3d_format_id format_id, UINT level, DWORD usage, WINED3DPOOL pool,
7240 enum wined3d_multisample_type multisample_type, DWORD multisample_quality, WINED3DSURFTYPE surface_type,
7241 DWORD flags, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_surface **surface)
7243 struct wined3d_surface *object;
7244 HRESULT hr;
7246 TRACE("device %p, width %u, height %u, format %s, level %u\n",
7247 device, width, height, debug_d3dformat(format_id), level);
7248 TRACE("surface %p, usage %s (%#x), pool %s, multisample_type %#x, multisample_quality %u\n",
7249 surface, debug_d3dusage(usage), usage, debug_d3dpool(pool), multisample_type, multisample_quality);
7250 TRACE("surface_type %#x, flags %#x, parent %p, parent_ops %p.\n", surface_type, flags, parent, parent_ops);
7252 if (surface_type == SURFACE_OPENGL && !device->adapter)
7254 ERR("OpenGL surfaces are not available without OpenGL.\n");
7255 return WINED3DERR_NOTAVAILABLE;
7258 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
7259 if (!object)
7261 ERR("Failed to allocate surface memory.\n");
7262 return WINED3DERR_OUTOFVIDEOMEMORY;
7265 hr = surface_init(object, surface_type, device->surface_alignment, width, height, level,
7266 multisample_type, multisample_quality, device, usage, format_id, pool, flags, parent, parent_ops);
7267 if (FAILED(hr))
7269 WARN("Failed to initialize surface, returning %#x.\n", hr);
7270 HeapFree(GetProcessHeap(), 0, object);
7271 return hr;
7274 TRACE("Created surface %p.\n", object);
7275 *surface = object;
7277 return hr;