d3dxof: Turn some TRACEs into WARNs in case of parsing error.
[wine/multimedia.git] / dlls / wined3d / surface.c
blobd5d2246bc4e299bd679f074ff7933df291e9961b
1 /*
2 * IWineD3DSurface Implementation
4 * Copyright 1998 Lionel Ulmer
5 * Copyright 2000-2001 TransGaming Technologies Inc.
6 * Copyright 2002-2005 Jason Edmeades
7 * Copyright 2002-2003 Raphael Junqueira
8 * Copyright 2004 Christian Costa
9 * Copyright 2005 Oliver Stieber
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2007-2008 Henri Verbeet
12 * Copyright 2006-2008 Roderick Colenbrander
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "config.h"
31 #include "wine/port.h"
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d);
37 #define GLINFO_LOCATION (*gl_info)
39 static void surface_cleanup(IWineD3DSurfaceImpl *This)
41 IWineD3DDeviceImpl *device = This->resource.device;
42 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
43 struct wined3d_context *context = NULL;
44 renderbuffer_entry_t *entry, *entry2;
46 TRACE("(%p) : Cleaning up.\n", This);
48 /* Need a context to destroy the texture. Use the currently active render
49 * target, but only if the primary render target exists. Otherwise
50 * lastActiveRenderTarget is garbage. When destroying the primary render
51 * target, Uninit3D() will activate a context before doing anything. */
52 if (device->render_targets && device->render_targets[0])
54 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
57 ENTER_GL();
59 if (This->texture_name)
61 /* Release the OpenGL texture. */
62 TRACE("Deleting texture %u.\n", This->texture_name);
63 glDeleteTextures(1, &This->texture_name);
66 if (This->Flags & SFLAG_PBO)
68 /* Delete the PBO. */
69 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
72 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry)
74 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
75 HeapFree(GetProcessHeap(), 0, entry);
78 LEAVE_GL();
80 if (This->Flags & SFLAG_DIBSECTION)
82 /* Release the DC. */
83 SelectObject(This->hDC, This->dib.holdbitmap);
84 DeleteDC(This->hDC);
85 /* Release the DIB section. */
86 DeleteObject(This->dib.DIBsection);
87 This->dib.bitmap_data = NULL;
88 This->resource.allocatedMemory = NULL;
91 if (This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem((IWineD3DSurface *)This, NULL);
92 if (This->overlay_dest) list_remove(&This->overlay_entry);
94 HeapFree(GetProcessHeap(), 0, This->palette9);
96 resource_cleanup((IWineD3DResource *)This);
98 if (context) context_release(context);
101 UINT surface_calculate_size(const struct GlPixelFormatDesc *format_desc, UINT alignment, UINT width, UINT height)
103 UINT size;
105 if (format_desc->format == WINED3DFMT_UNKNOWN)
107 size = 0;
109 else if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
111 UINT row_block_count = (width + format_desc->block_width - 1) / format_desc->block_width;
112 UINT row_count = (height + format_desc->block_height - 1) / format_desc->block_height;
113 size = row_count * row_block_count * format_desc->block_byte_count;
115 else
117 /* The pitch is a multiple of 4 bytes. */
118 size = height * (((width * format_desc->byte_count) + alignment - 1) & ~(alignment - 1));
121 if (format_desc->heightscale != 0.0f) size *= format_desc->heightscale;
123 return size;
126 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
127 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
128 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
129 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
131 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
132 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(format, gl_info);
133 void (*cleanup)(IWineD3DSurfaceImpl *This);
134 unsigned int resource_size;
135 HRESULT hr;
137 if (multisample_quality > 0)
139 FIXME("multisample_quality set to %u, substituting 0\n", multisample_quality);
140 multisample_quality = 0;
143 /* FIXME: Check that the format is supported by the device. */
145 resource_size = surface_calculate_size(format_desc, alignment, width, height);
147 /* Look at the implementation and set the correct Vtable. */
148 switch (surface_type)
150 case SURFACE_OPENGL:
151 surface->lpVtbl = &IWineD3DSurface_Vtbl;
152 cleanup = surface_cleanup;
153 break;
155 case SURFACE_GDI:
156 surface->lpVtbl = &IWineGDISurface_Vtbl;
157 cleanup = surface_gdi_cleanup;
158 break;
160 default:
161 ERR("Requested unknown surface implementation %#x.\n", surface_type);
162 return WINED3DERR_INVALIDCALL;
165 hr = resource_init((IWineD3DResource *)surface, WINED3DRTYPE_SURFACE,
166 device, resource_size, usage, format_desc, pool, parent, parent_ops);
167 if (FAILED(hr))
169 WARN("Failed to initialize resource, returning %#x.\n", hr);
170 return hr;
173 /* "Standalone" surface. */
174 IWineD3DSurface_SetContainer((IWineD3DSurface *)surface, NULL);
176 surface->currentDesc.Width = width;
177 surface->currentDesc.Height = height;
178 surface->currentDesc.MultiSampleType = multisample_type;
179 surface->currentDesc.MultiSampleQuality = multisample_quality;
180 surface->texture_level = level;
181 list_init(&surface->overlays);
183 /* Flags */
184 surface->Flags = SFLAG_NORMCOORD; /* Default to normalized coords. */
185 if (discard) surface->Flags |= SFLAG_DISCARD;
186 if (lockable || format == WINED3DFMT_D16_LOCKABLE) surface->Flags |= SFLAG_LOCKABLE;
188 /* Quick lockable sanity check.
189 * TODO: remove this after surfaces, usage and lockability have been debugged properly
190 * this function is too deep to need to care about things like this.
191 * Levels need to be checked too, since they all affect what can be done. */
192 switch (pool)
194 case WINED3DPOOL_SCRATCH:
195 if(!lockable)
197 FIXME("Called with a pool of SCRATCH and a lockable of FALSE "
198 "which are mutually exclusive, setting lockable to TRUE.\n");
199 lockable = TRUE;
201 break;
203 case WINED3DPOOL_SYSTEMMEM:
204 if (!lockable)
205 FIXME("Called with a pool of SYSTEMMEM and a lockable of FALSE, this is acceptable but unexpected.\n");
206 break;
208 case WINED3DPOOL_MANAGED:
209 if (usage & WINED3DUSAGE_DYNAMIC)
210 FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n");
211 break;
213 case WINED3DPOOL_DEFAULT:
214 if (lockable && !(usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
215 WARN("Creating a lockable surface with a POOL of DEFAULT, that doesn't specify DYNAMIC usage.\n");
216 break;
218 default:
219 FIXME("Unknown pool %#x.\n", pool);
220 break;
223 if (usage & WINED3DUSAGE_RENDERTARGET && pool != WINED3DPOOL_DEFAULT)
225 FIXME("Trying to create a render target that isn't in the default pool.\n");
228 /* Mark the texture as dirty so that it gets loaded first time around. */
229 surface_add_dirty_rect((IWineD3DSurface *)surface, NULL);
230 list_init(&surface->renderbuffers);
232 TRACE("surface %p, memory %p, size %u\n", surface, surface->resource.allocatedMemory, surface->resource.size);
234 /* Call the private setup routine */
235 hr = IWineD3DSurface_PrivateSetup((IWineD3DSurface *)surface);
236 if (FAILED(hr))
238 ERR("Private setup failed, returning %#x\n", hr);
239 cleanup(surface);
240 return hr;
243 return hr;
246 static void surface_force_reload(IWineD3DSurface *iface)
248 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
250 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
253 void surface_set_texture_name(IWineD3DSurface *iface, GLuint new_name, BOOL srgb)
255 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
256 GLuint *name;
257 DWORD flag;
259 if(srgb)
261 name = &This->texture_name_srgb;
262 flag = SFLAG_INSRGBTEX;
264 else
266 name = &This->texture_name;
267 flag = SFLAG_INTEXTURE;
270 TRACE("(%p) : setting texture name %u\n", This, new_name);
272 if (!*name && new_name)
274 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
275 * surface has no texture name yet. See if we can get rid of this. */
276 if (This->Flags & flag)
277 ERR("Surface has SFLAG_INTEXTURE set, but no texture name\n");
278 IWineD3DSurface_ModifyLocation(iface, flag, FALSE);
281 *name = new_name;
282 surface_force_reload(iface);
285 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target)
287 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
289 TRACE("(%p) : setting target %#x\n", This, target);
291 if (This->texture_target != target)
293 if (target == GL_TEXTURE_RECTANGLE_ARB)
295 This->Flags &= ~SFLAG_NORMCOORD;
297 else if (This->texture_target == GL_TEXTURE_RECTANGLE_ARB)
299 This->Flags |= SFLAG_NORMCOORD;
302 This->texture_target = target;
303 surface_force_reload(iface);
306 /* Context activation is done by the caller. */
307 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This, BOOL srgb) {
308 DWORD active_sampler;
310 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
311 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
312 * gl states. The current texture unit should always be a valid one.
314 * To be more specific, this is tricky because we can implicitly be called
315 * from sampler() in state.c. This means we can't touch anything other than
316 * whatever happens to be the currently active texture, or we would risk
317 * marking already applied sampler states dirty again.
319 * TODO: Track the current active texture per GL context instead of using glGet
321 GLint active_texture;
322 ENTER_GL();
323 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
324 LEAVE_GL();
325 active_sampler = This->resource.device->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
327 if (active_sampler != WINED3D_UNMAPPED_STAGE)
329 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(active_sampler));
331 IWineD3DSurface_BindTexture((IWineD3DSurface *)This, srgb);
334 /* This function checks if the primary render target uses the 8bit paletted format. */
335 static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
337 if (device->render_targets && device->render_targets[0]) {
338 IWineD3DSurfaceImpl* render_target = (IWineD3DSurfaceImpl*)device->render_targets[0];
339 if ((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
340 && (render_target->resource.format_desc->format == WINED3DFMT_P8_UINT))
341 return TRUE;
343 return FALSE;
346 #undef GLINFO_LOCATION
348 #define GLINFO_LOCATION This->resource.device->adapter->gl_info
350 /* This call just downloads data, the caller is responsible for binding the
351 * correct texture. */
352 /* Context activation is done by the caller. */
353 static void surface_download_data(IWineD3DSurfaceImpl *This) {
354 const struct GlPixelFormatDesc *format_desc = This->resource.format_desc;
356 /* Only support read back of converted P8 surfaces */
357 if (This->Flags & SFLAG_CONVERTED && format_desc->format != WINED3DFMT_P8_UINT)
359 FIXME("Read back converted textures unsupported, format=%s\n", debug_d3dformat(format_desc->format));
360 return;
363 ENTER_GL();
365 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
367 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p.\n",
368 This, This->texture_level, format_desc->glFormat, format_desc->glType,
369 This->resource.allocatedMemory);
371 if (This->Flags & SFLAG_PBO)
373 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
374 checkGLcall("glBindBufferARB");
375 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target, This->texture_level, NULL));
376 checkGLcall("glGetCompressedTexImageARB");
377 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
378 checkGLcall("glBindBufferARB");
380 else
382 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target,
383 This->texture_level, This->resource.allocatedMemory));
384 checkGLcall("glGetCompressedTexImageARB");
387 LEAVE_GL();
388 } else {
389 void *mem;
390 GLenum format = format_desc->glFormat;
391 GLenum type = format_desc->glType;
392 int src_pitch = 0;
393 int dst_pitch = 0;
395 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
396 if (format_desc->format == WINED3DFMT_P8_UINT && primary_render_target_is_p8(This->resource.device))
398 format = GL_ALPHA;
399 type = GL_UNSIGNED_BYTE;
402 if (This->Flags & SFLAG_NONPOW2) {
403 unsigned char alignment = This->resource.device->surface_alignment;
404 src_pitch = format_desc->byte_count * This->pow2Width;
405 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
406 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
407 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
408 } else {
409 mem = This->resource.allocatedMemory;
412 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
413 This, This->texture_level, format, type, mem);
415 if(This->Flags & SFLAG_PBO) {
416 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
417 checkGLcall("glBindBufferARB");
419 glGetTexImage(This->texture_target, This->texture_level, format, type, NULL);
420 checkGLcall("glGetTexImage");
422 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
423 checkGLcall("glBindBufferARB");
424 } else {
425 glGetTexImage(This->texture_target, This->texture_level, format, type, mem);
426 checkGLcall("glGetTexImage");
428 LEAVE_GL();
430 if (This->Flags & SFLAG_NONPOW2) {
431 const BYTE *src_data;
432 BYTE *dst_data;
433 UINT y;
435 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
436 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
437 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
439 * We're doing this...
441 * instead of boxing the texture :
442 * |<-texture width ->| -->pow2width| /\
443 * |111111111111111111| | |
444 * |222 Texture 222222| boxed empty | texture height
445 * |3333 Data 33333333| | |
446 * |444444444444444444| | \/
447 * ----------------------------------- |
448 * | boxed empty | boxed empty | pow2height
449 * | | | \/
450 * -----------------------------------
453 * we're repacking the data to the expected texture width
455 * |<-texture width ->| -->pow2width| /\
456 * |111111111111111111222222222222222| |
457 * |222333333333333333333444444444444| texture height
458 * |444444 | |
459 * | | \/
460 * | | |
461 * | empty | pow2height
462 * | | \/
463 * -----------------------------------
465 * == is the same as
467 * |<-texture width ->| /\
468 * |111111111111111111|
469 * |222222222222222222|texture height
470 * |333333333333333333|
471 * |444444444444444444| \/
472 * --------------------
474 * this also means that any references to allocatedMemory should work with the data as if were a
475 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
477 * internally the texture is still stored in a boxed format so any references to textureName will
478 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
480 * Performance should not be an issue, because applications normally do not lock the surfaces when
481 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
482 * and doesn't have to be re-read.
484 src_data = mem;
485 dst_data = This->resource.allocatedMemory;
486 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
487 for (y = 1 ; y < This->currentDesc.Height; y++) {
488 /* skip the first row */
489 src_data += src_pitch;
490 dst_data += dst_pitch;
491 memcpy(dst_data, src_data, dst_pitch);
494 HeapFree(GetProcessHeap(), 0, mem);
498 /* Surface has now been downloaded */
499 This->Flags |= SFLAG_INSYSMEM;
502 /* This call just uploads data, the caller is responsible for binding the
503 * correct texture. */
504 /* Context activation is done by the caller. */
505 static void surface_upload_data(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *data) {
506 const struct GlPixelFormatDesc *format_desc = This->resource.format_desc;
508 TRACE("This %p, internal %#x, width %d, height %d, format %#x, type %#x, data %p.\n",
509 This, internal, width, height, format, type, data);
510 TRACE("target %#x, level %u, resource size %u.\n",
511 This->texture_target, This->texture_level, This->resource.size);
513 if (format_desc->heightscale != 1.0f && format_desc->heightscale != 0.0f) height *= format_desc->heightscale;
515 ENTER_GL();
517 if (This->Flags & SFLAG_PBO)
519 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
520 checkGLcall("glBindBufferARB");
522 TRACE("(%p) pbo: %#x, data: %p.\n", This, This->pbo, data);
523 data = NULL;
526 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
528 TRACE("Calling glCompressedTexSubImage2DARB.\n");
530 GL_EXTCALL(glCompressedTexSubImage2DARB(This->texture_target, This->texture_level,
531 0, 0, width, height, internal, This->resource.size, data));
532 checkGLcall("glCompressedTexSubImage2DARB");
534 else
536 TRACE("Calling glTexSubImage2D.\n");
538 glTexSubImage2D(This->texture_target, This->texture_level,
539 0, 0, width, height, format, type, data);
540 checkGLcall("glTexSubImage2D");
543 if (This->Flags & SFLAG_PBO)
545 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
546 checkGLcall("glBindBufferARB");
549 LEAVE_GL();
552 /* This call just allocates the texture, the caller is responsible for binding
553 * the correct texture. */
554 /* Context activation is done by the caller. */
555 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type) {
556 const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
557 const struct GlPixelFormatDesc *format_desc = This->resource.format_desc;
558 BOOL enable_client_storage = FALSE;
559 const BYTE *mem = NULL;
561 if (format_desc->heightscale != 1.0f && format_desc->heightscale != 0.0f) height *= format_desc->heightscale;
563 TRACE("(%p) : Creating surface (target %#x) level %d, d3d format %s, internal format %#x, width %d, height %d, gl format %#x, gl type=%#x\n",
564 This, This->texture_target, This->texture_level, debug_d3dformat(format_desc->format),
565 internal, width, height, format, type);
567 ENTER_GL();
569 if (gl_info->supported[APPLE_CLIENT_STORAGE])
571 if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_OVERSIZE | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
572 /* In some cases we want to disable client storage.
573 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
574 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
575 * SFLAG_OVERSIZE: The gl texture is smaller than the allocated memory
576 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
577 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
579 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
580 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
581 This->Flags &= ~SFLAG_CLIENT;
582 enable_client_storage = TRUE;
583 } else {
584 This->Flags |= SFLAG_CLIENT;
586 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
587 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
589 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
593 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED && mem)
595 GL_EXTCALL(glCompressedTexImage2DARB(This->texture_target, This->texture_level,
596 internal, width, height, 0, This->resource.size, mem));
598 else
600 glTexImage2D(This->texture_target, This->texture_level,
601 internal, width, height, 0, format, type, mem);
602 checkGLcall("glTexImage2D");
605 if(enable_client_storage) {
606 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
607 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
609 LEAVE_GL();
612 /* In D3D the depth stencil dimensions have to be greater than or equal to the
613 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
614 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
615 /* GL locking is done by the caller */
616 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height) {
617 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
618 const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
619 renderbuffer_entry_t *entry;
620 GLuint renderbuffer = 0;
621 unsigned int src_width, src_height;
623 src_width = This->pow2Width;
624 src_height = This->pow2Height;
626 /* A depth stencil smaller than the render target is not valid */
627 if (width > src_width || height > src_height) return;
629 /* Remove any renderbuffer set if the sizes match */
630 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
631 || (width == src_width && height == src_height))
633 This->current_renderbuffer = NULL;
634 return;
637 /* Look if we've already got a renderbuffer of the correct dimensions */
638 LIST_FOR_EACH_ENTRY(entry, &This->renderbuffers, renderbuffer_entry_t, entry) {
639 if (entry->width == width && entry->height == height) {
640 renderbuffer = entry->id;
641 This->current_renderbuffer = entry;
642 break;
646 if (!renderbuffer) {
647 gl_info->fbo_ops.glGenRenderbuffers(1, &renderbuffer);
648 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
649 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER,
650 This->resource.format_desc->glInternal, width, height);
652 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
653 entry->width = width;
654 entry->height = height;
655 entry->id = renderbuffer;
656 list_add_head(&This->renderbuffers, &entry->entry);
658 This->current_renderbuffer = entry;
661 checkGLcall("set_compatible_renderbuffer");
664 GLenum surface_get_gl_buffer(IWineD3DSurface *iface)
666 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
667 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)This->container;
669 TRACE("iface %p.\n", iface);
671 if (!(This->Flags & SFLAG_SWAPCHAIN))
673 ERR("Surface %p is not on a swapchain.\n", iface);
674 return GL_NONE;
677 if (swapchain->backBuffer && swapchain->backBuffer[0] == iface)
679 if (swapchain->render_to_fbo)
681 TRACE("Returning GL_COLOR_ATTACHMENT0\n");
682 return GL_COLOR_ATTACHMENT0;
684 TRACE("Returning GL_BACK\n");
685 return GL_BACK;
687 else if (swapchain->frontBuffer == iface)
689 TRACE("Returning GL_FRONT\n");
690 return GL_FRONT;
693 FIXME("Higher back buffer, returning GL_BACK\n");
694 return GL_BACK;
697 /* Slightly inefficient way to handle multiple dirty rects but it works :) */
698 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect)
700 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
701 IWineD3DBaseTexture *baseTexture = NULL;
703 if (!(This->Flags & SFLAG_INSYSMEM) && (This->Flags & SFLAG_INTEXTURE))
704 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
706 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
707 if (dirty_rect)
709 This->dirtyRect.left = min(This->dirtyRect.left, dirty_rect->left);
710 This->dirtyRect.top = min(This->dirtyRect.top, dirty_rect->top);
711 This->dirtyRect.right = max(This->dirtyRect.right, dirty_rect->right);
712 This->dirtyRect.bottom = max(This->dirtyRect.bottom, dirty_rect->bottom);
714 else
716 This->dirtyRect.left = 0;
717 This->dirtyRect.top = 0;
718 This->dirtyRect.right = This->currentDesc.Width;
719 This->dirtyRect.bottom = This->currentDesc.Height;
722 TRACE("(%p) : Dirty: yes, Rect:(%d, %d, %d, %d)\n", This, This->dirtyRect.left,
723 This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
725 /* if the container is a basetexture then mark it dirty. */
726 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture)))
728 TRACE("Passing to container\n");
729 IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
730 IWineD3DBaseTexture_Release(baseTexture);
734 static inline BOOL surface_can_stretch_rect(IWineD3DSurfaceImpl *src, IWineD3DSurfaceImpl *dst)
736 return ((src->resource.format_desc->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE)
737 || (src->resource.usage & WINED3DUSAGE_RENDERTARGET))
738 && ((dst->resource.format_desc->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE)
739 || (dst->resource.usage & WINED3DUSAGE_RENDERTARGET))
740 && (src->resource.format_desc->format == dst->resource.format_desc->format
741 || (is_identity_fixup(src->resource.format_desc->color_fixup)
742 && is_identity_fixup(dst->resource.format_desc->color_fixup)));
745 static ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface)
747 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
748 ULONG ref = InterlockedDecrement(&This->resource.ref);
749 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
751 if (!ref)
753 surface_cleanup(This);
754 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
756 TRACE("(%p) Released.\n", This);
757 HeapFree(GetProcessHeap(), 0, This);
760 return ref;
763 /* ****************************************************
764 IWineD3DSurface IWineD3DResource parts follow
765 **************************************************** */
767 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb)
769 /* TODO: check for locks */
770 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
771 IWineD3DDeviceImpl *device = This->resource.device;
772 IWineD3DBaseTexture *baseTexture = NULL;
774 TRACE("(%p)Checking to see if the container is a base texture\n", This);
775 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
776 IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *) baseTexture;
777 TRACE("Passing to container\n");
778 tex_impl->baseTexture.internal_preload(baseTexture, srgb);
779 IWineD3DBaseTexture_Release(baseTexture);
780 } else {
781 struct wined3d_context *context = NULL;
783 TRACE("(%p) : About to load surface\n", This);
785 if (!device->isInDraw) context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
787 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
788 || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
790 if(palette9_changed(This)) {
791 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
792 /* TODO: This is not necessarily needed with hw palettized texture support */
793 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
794 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
795 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
799 IWineD3DSurface_LoadTexture(iface, srgb == SRGB_SRGB ? TRUE : FALSE);
801 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
802 /* Tell opengl to try and keep this texture in video ram (well mostly) */
803 GLclampf tmp;
804 tmp = 0.9f;
805 ENTER_GL();
806 glPrioritizeTextures(1, &This->texture_name, &tmp);
807 LEAVE_GL();
810 if (context) context_release(context);
814 static void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
815 surface_internal_preload(iface, SRGB_ANY);
818 /* Context activation is done by the caller. */
819 static void surface_remove_pbo(IWineD3DSurfaceImpl *This) {
820 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
821 This->resource.allocatedMemory =
822 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
824 ENTER_GL();
825 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
826 checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
827 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
828 checkGLcall("glGetBufferSubDataARB");
829 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
830 checkGLcall("glDeleteBuffersARB");
831 LEAVE_GL();
833 This->pbo = 0;
834 This->Flags &= ~SFLAG_PBO;
837 BOOL surface_init_sysmem(IWineD3DSurface *iface)
839 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
841 if(!This->resource.allocatedMemory)
843 This->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + RESOURCE_ALIGNMENT);
844 if(!This->resource.heapMemory)
846 ERR("Out of memory\n");
847 return FALSE;
849 This->resource.allocatedMemory =
850 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
852 else
854 memset(This->resource.allocatedMemory, 0, This->resource.size);
857 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
858 return TRUE;
861 static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
862 IWineD3DBaseTexture *texture = NULL;
863 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
864 IWineD3DDeviceImpl *device = This->resource.device;
865 const struct wined3d_gl_info *gl_info;
866 renderbuffer_entry_t *entry, *entry2;
867 struct wined3d_context *context;
869 TRACE("(%p)\n", iface);
871 if(This->resource.pool == WINED3DPOOL_DEFAULT) {
872 /* Default pool resources are supposed to be destroyed before Reset is called.
873 * Implicit resources stay however. So this means we have an implicit render target
874 * or depth stencil. The content may be destroyed, but we still have to tear down
875 * opengl resources, so we cannot leave early.
877 * Put the surfaces into sysmem, and reset the content. The D3D content is undefined,
878 * but we can't set the sysmem INDRAWABLE because when we're rendering the swapchain
879 * or the depth stencil into an FBO the texture or render buffer will be removed
880 * and all flags get lost
882 surface_init_sysmem(iface);
883 } else {
884 /* Load the surface into system memory */
885 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
886 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
888 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
889 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSRGBTEX, FALSE);
890 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
892 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
893 gl_info = context->gl_info;
895 /* Destroy PBOs, but load them into real sysmem before */
896 if(This->Flags & SFLAG_PBO) {
897 surface_remove_pbo(This);
900 /* Destroy fbo render buffers. This is needed for implicit render targets, for
901 * all application-created targets the application has to release the surface
902 * before calling _Reset
904 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
905 ENTER_GL();
906 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
907 LEAVE_GL();
908 list_remove(&entry->entry);
909 HeapFree(GetProcessHeap(), 0, entry);
911 list_init(&This->renderbuffers);
912 This->current_renderbuffer = NULL;
914 /* If we're in a texture, the texture name belongs to the texture. Otherwise,
915 * destroy it
917 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **) &texture);
918 if(!texture) {
919 ENTER_GL();
920 glDeleteTextures(1, &This->texture_name);
921 This->texture_name = 0;
922 glDeleteTextures(1, &This->texture_name_srgb);
923 This->texture_name_srgb = 0;
924 LEAVE_GL();
925 } else {
926 IWineD3DBaseTexture_Release(texture);
929 context_release(context);
932 /* ******************************************************
933 IWineD3DSurface IWineD3DSurface parts follow
934 ****************************************************** */
936 /* Read the framebuffer back into the surface */
937 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, const RECT *rect, void *dest, UINT pitch)
939 IWineD3DDeviceImpl *myDevice = This->resource.device;
940 struct wined3d_context *context;
941 BYTE *mem;
942 GLint fmt;
943 GLint type;
944 BYTE *row, *top, *bottom;
945 int i;
946 BOOL bpp;
947 RECT local_rect;
948 BOOL srcIsUpsideDown;
949 GLint rowLen = 0;
950 GLint skipPix = 0;
951 GLint skipRow = 0;
953 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
954 static BOOL warned = FALSE;
955 if(!warned) {
956 ERR("The application tries to lock the render target, but render target locking is disabled\n");
957 warned = TRUE;
959 return;
962 /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
963 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
964 * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
965 * context->last_was_blit set on the unlock.
967 context = context_acquire(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
968 ENTER_GL();
970 /* Select the correct read buffer, and give some debug output.
971 * There is no need to keep track of the current read buffer or reset it, every part of the code
972 * that reads sets the read buffer as desired.
974 if (surface_is_offscreen((IWineD3DSurface *) This))
976 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
977 * Read from the back buffer
979 TRACE("Locking offscreen render target\n");
980 glReadBuffer(myDevice->offscreenBuffer);
981 srcIsUpsideDown = TRUE;
983 else
985 /* Onscreen surfaces are always part of a swapchain */
986 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *)This);
987 TRACE("Locking %#x buffer\n", buffer);
988 glReadBuffer(buffer);
989 checkGLcall("glReadBuffer");
990 srcIsUpsideDown = FALSE;
993 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
994 if(!rect) {
995 local_rect.left = 0;
996 local_rect.top = 0;
997 local_rect.right = This->currentDesc.Width;
998 local_rect.bottom = This->currentDesc.Height;
999 } else {
1000 local_rect = *rect;
1002 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
1004 switch(This->resource.format_desc->format)
1006 case WINED3DFMT_P8_UINT:
1008 if(primary_render_target_is_p8(myDevice)) {
1009 /* In case of P8 render targets the index is stored in the alpha component */
1010 fmt = GL_ALPHA;
1011 type = GL_UNSIGNED_BYTE;
1012 mem = dest;
1013 bpp = This->resource.format_desc->byte_count;
1014 } else {
1015 /* GL can't return palettized data, so read ARGB pixels into a
1016 * separate block of memory and convert them into palettized format
1017 * in software. Slow, but if the app means to use palettized render
1018 * targets and locks it...
1020 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
1021 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
1022 * for the color channels when palettizing the colors.
1024 fmt = GL_RGB;
1025 type = GL_UNSIGNED_BYTE;
1026 pitch *= 3;
1027 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
1028 if(!mem) {
1029 ERR("Out of memory\n");
1030 LEAVE_GL();
1031 return;
1033 bpp = This->resource.format_desc->byte_count * 3;
1036 break;
1038 default:
1039 mem = dest;
1040 fmt = This->resource.format_desc->glFormat;
1041 type = This->resource.format_desc->glType;
1042 bpp = This->resource.format_desc->byte_count;
1045 if(This->Flags & SFLAG_PBO) {
1046 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
1047 checkGLcall("glBindBufferARB");
1048 if(mem != NULL) {
1049 ERR("mem not null for pbo -- unexpected\n");
1050 mem = NULL;
1054 /* Save old pixel store pack state */
1055 glGetIntegerv(GL_PACK_ROW_LENGTH, &rowLen);
1056 checkGLcall("glGetIntegerv");
1057 glGetIntegerv(GL_PACK_SKIP_PIXELS, &skipPix);
1058 checkGLcall("glGetIntegerv");
1059 glGetIntegerv(GL_PACK_SKIP_ROWS, &skipRow);
1060 checkGLcall("glGetIntegerv");
1062 /* Setup pixel store pack state -- to glReadPixels into the correct place */
1063 glPixelStorei(GL_PACK_ROW_LENGTH, This->currentDesc.Width);
1064 checkGLcall("glPixelStorei");
1065 glPixelStorei(GL_PACK_SKIP_PIXELS, local_rect.left);
1066 checkGLcall("glPixelStorei");
1067 glPixelStorei(GL_PACK_SKIP_ROWS, local_rect.top);
1068 checkGLcall("glPixelStorei");
1070 glReadPixels(local_rect.left, (!srcIsUpsideDown) ? (This->currentDesc.Height - local_rect.bottom) : local_rect.top ,
1071 local_rect.right - local_rect.left,
1072 local_rect.bottom - local_rect.top,
1073 fmt, type, mem);
1074 checkGLcall("glReadPixels");
1076 /* Reset previous pixel store pack state */
1077 glPixelStorei(GL_PACK_ROW_LENGTH, rowLen);
1078 checkGLcall("glPixelStorei");
1079 glPixelStorei(GL_PACK_SKIP_PIXELS, skipPix);
1080 checkGLcall("glPixelStorei");
1081 glPixelStorei(GL_PACK_SKIP_ROWS, skipRow);
1082 checkGLcall("glPixelStorei");
1084 if(This->Flags & SFLAG_PBO) {
1085 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
1086 checkGLcall("glBindBufferARB");
1088 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
1089 * to get a pointer to it and perform the flipping in software. This is a lot
1090 * faster than calling glReadPixels for each line. In case we want more speed
1091 * we should rerender it flipped in a FBO and read the data back from the FBO. */
1092 if(!srcIsUpsideDown) {
1093 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1094 checkGLcall("glBindBufferARB");
1096 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1097 checkGLcall("glMapBufferARB");
1101 /* TODO: Merge this with the palettization loop below for P8 targets */
1102 if(!srcIsUpsideDown) {
1103 UINT len, off;
1104 /* glReadPixels returns the image upside down, and there is no way to prevent this.
1105 Flip the lines in software */
1106 len = (local_rect.right - local_rect.left) * bpp;
1107 off = local_rect.left * bpp;
1109 row = HeapAlloc(GetProcessHeap(), 0, len);
1110 if(!row) {
1111 ERR("Out of memory\n");
1112 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT) HeapFree(GetProcessHeap(), 0, mem);
1113 LEAVE_GL();
1114 return;
1117 top = mem + pitch * local_rect.top;
1118 bottom = mem + pitch * (local_rect.bottom - 1);
1119 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
1120 memcpy(row, top + off, len);
1121 memcpy(top + off, bottom + off, len);
1122 memcpy(bottom + off, row, len);
1123 top += pitch;
1124 bottom -= pitch;
1126 HeapFree(GetProcessHeap(), 0, row);
1128 /* Unmap the temp PBO buffer */
1129 if(This->Flags & SFLAG_PBO) {
1130 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1131 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1135 LEAVE_GL();
1136 context_release(context);
1138 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
1139 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
1140 * the same color but we have no choice.
1141 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
1143 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT && !primary_render_target_is_p8(myDevice))
1145 const PALETTEENTRY *pal = NULL;
1146 DWORD width = pitch / 3;
1147 int x, y, c;
1149 if(This->palette) {
1150 pal = This->palette->palents;
1151 } else {
1152 ERR("Palette is missing, cannot perform inverse palette lookup\n");
1153 HeapFree(GetProcessHeap(), 0, mem);
1154 return ;
1157 for(y = local_rect.top; y < local_rect.bottom; y++) {
1158 for(x = local_rect.left; x < local_rect.right; x++) {
1159 /* start lines pixels */
1160 const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
1161 const BYTE *green = blue + 1;
1162 const BYTE *red = green + 1;
1164 for(c = 0; c < 256; c++) {
1165 if(*red == pal[c].peRed &&
1166 *green == pal[c].peGreen &&
1167 *blue == pal[c].peBlue)
1169 *((BYTE *) dest + y * width + x) = c;
1170 break;
1175 HeapFree(GetProcessHeap(), 0, mem);
1179 /* Read the framebuffer contents into a texture */
1180 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
1182 IWineD3DDeviceImpl *device = This->resource.device;
1183 struct wined3d_context *context;
1184 int bpp;
1185 GLenum format, internal, type;
1186 CONVERT_TYPES convert;
1187 GLint prevRead;
1188 BOOL alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
1190 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, srgb);
1192 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
1193 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
1194 * states in the stateblock, and no driver was found yet that had bugs in that regard.
1196 context = context_acquire(device, (IWineD3DSurface *) This, CTXUSAGE_RESOURCELOAD);
1197 surface_bind_and_dirtify(This, srgb);
1199 ENTER_GL();
1200 glGetIntegerv(GL_READ_BUFFER, &prevRead);
1201 LEAVE_GL();
1203 /* Select the correct read buffer, and give some debug output.
1204 * There is no need to keep track of the current read buffer or reset it, every part of the code
1205 * that reads sets the read buffer as desired.
1207 if (!surface_is_offscreen((IWineD3DSurface *)This))
1209 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *)This);
1210 TRACE("Locking %#x buffer\n", buffer);
1212 ENTER_GL();
1213 glReadBuffer(buffer);
1214 checkGLcall("glReadBuffer");
1215 LEAVE_GL();
1217 else
1219 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
1220 * Read from the back buffer
1222 TRACE("Locking offscreen render target\n");
1223 ENTER_GL();
1224 glReadBuffer(device->offscreenBuffer);
1225 checkGLcall("glReadBuffer");
1226 LEAVE_GL();
1229 if(!(This->Flags & alloc_flag)) {
1230 surface_allocate_surface(This, internal, This->pow2Width,
1231 This->pow2Height, format, type);
1232 This->Flags |= alloc_flag;
1235 ENTER_GL();
1236 /* If !SrcIsUpsideDown we should flip the surface.
1237 * This can be done using glCopyTexSubImage2D but this
1238 * is VERY slow, so don't do that. We should prevent
1239 * this code from getting called in such cases or perhaps
1240 * we can use FBOs */
1242 glCopyTexSubImage2D(This->texture_target, This->texture_level,
1243 0, 0, 0, 0, This->currentDesc.Width, This->currentDesc.Height);
1244 checkGLcall("glCopyTexSubImage2D");
1246 glReadBuffer(prevRead);
1247 checkGLcall("glReadBuffer");
1249 LEAVE_GL();
1251 context_release(context);
1253 TRACE("Updated target %d\n", This->texture_target);
1256 /* Context activation is done by the caller. */
1257 void surface_prepare_texture(IWineD3DSurfaceImpl *surface, BOOL srgb)
1259 DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
1260 GLenum format, internal, type;
1261 GLsizei width, height;
1262 CONVERT_TYPES convert;
1263 int bpp;
1265 if (surface->Flags & alloc_flag) return;
1267 d3dfmt_get_conv(surface, TRUE, TRUE, &format, &internal, &type, &convert, &bpp, srgb);
1268 if(convert != NO_CONVERSION) surface->Flags |= SFLAG_CONVERTED;
1269 else surface->Flags &= ~SFLAG_CONVERTED;
1271 if ((surface->Flags & SFLAG_NONPOW2) && !(surface->Flags & SFLAG_OVERSIZE))
1273 width = surface->pow2Width;
1274 height = surface->pow2Height;
1276 else
1278 width = surface->glRect.right - surface->glRect.left;
1279 height = surface->glRect.bottom - surface->glRect.top;
1282 surface_bind_and_dirtify(surface, srgb);
1283 surface_allocate_surface(surface, internal, width, height, format, type);
1284 surface->Flags |= alloc_flag;
1287 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This)
1289 IWineD3DDeviceImpl *device = This->resource.device;
1290 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1292 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
1293 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
1294 * changed
1296 if(!(This->Flags & SFLAG_DYNLOCK)) {
1297 This->lockCount++;
1298 /* MAXLOCKCOUNT is defined in wined3d_private.h */
1299 if(This->lockCount > MAXLOCKCOUNT) {
1300 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
1301 This->Flags |= SFLAG_DYNLOCK;
1305 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
1306 * Also don't create a PBO for systemmem surfaces.
1308 if (gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] && (This->Flags & SFLAG_DYNLOCK)
1309 && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2))
1310 && (This->resource.pool != WINED3DPOOL_SYSTEMMEM))
1312 GLenum error;
1313 struct wined3d_context *context;
1315 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
1316 ENTER_GL();
1318 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
1319 error = glGetError();
1320 if(This->pbo == 0 || error != GL_NO_ERROR) {
1321 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
1324 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
1326 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1327 checkGLcall("glBindBufferARB");
1329 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
1330 checkGLcall("glBufferDataARB");
1332 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1333 checkGLcall("glBindBufferARB");
1335 /* We don't need the system memory anymore and we can't even use it for PBOs */
1336 if(!(This->Flags & SFLAG_CLIENT)) {
1337 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
1338 This->resource.heapMemory = NULL;
1340 This->resource.allocatedMemory = NULL;
1341 This->Flags |= SFLAG_PBO;
1342 LEAVE_GL();
1343 context_release(context);
1345 else if (!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO))
1347 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1348 * or a pbo to map
1350 if(!This->resource.heapMemory) {
1351 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1353 This->resource.allocatedMemory =
1354 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1355 if(This->Flags & SFLAG_INSYSMEM) {
1356 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1361 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
1362 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1363 IWineD3DDeviceImpl *myDevice = This->resource.device;
1364 const RECT *pass_rect = pRect;
1366 TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
1368 /* This is also done in the base class, but we have to verify this before loading any data from
1369 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1370 * may interfere, and all other bad things may happen
1372 if (This->Flags & SFLAG_LOCKED) {
1373 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1374 return WINED3DERR_INVALIDCALL;
1376 This->Flags |= SFLAG_LOCKED;
1378 if (!(This->Flags & SFLAG_LOCKABLE))
1380 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
1383 if (Flags & WINED3DLOCK_DISCARD) {
1384 /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
1385 TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
1386 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1387 This->Flags |= SFLAG_INSYSMEM;
1388 goto lock_end;
1391 if (This->Flags & SFLAG_INSYSMEM) {
1392 TRACE("Local copy is up to date, not downloading data\n");
1393 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1394 goto lock_end;
1397 /* IWineD3DSurface_LoadLocation() does not check if the rectangle specifies
1398 * the full surface. Most callers don't need that, so do it here. */
1399 if (pRect && pRect->top == 0 && pRect->left == 0
1400 && pRect->right == This->currentDesc.Width
1401 && pRect->bottom == This->currentDesc.Height)
1403 pass_rect = NULL;
1406 if (!(wined3d_settings.rendertargetlock_mode == RTL_DISABLE
1407 && ((This->Flags & SFLAG_SWAPCHAIN) || iface == myDevice->render_targets[0])))
1409 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, pass_rect);
1412 lock_end:
1413 if (This->Flags & SFLAG_PBO)
1415 struct wined3d_context *context;
1417 context = context_acquire(myDevice, NULL, CTXUSAGE_RESOURCELOAD);
1418 ENTER_GL();
1419 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1420 checkGLcall("glBindBufferARB");
1422 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1423 if(This->resource.allocatedMemory) {
1424 ERR("The surface already has PBO memory allocated!\n");
1427 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1428 checkGLcall("glMapBufferARB");
1430 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1431 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1432 checkGLcall("glBindBufferARB");
1434 LEAVE_GL();
1435 context_release(context);
1438 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
1439 /* Don't dirtify */
1440 } else {
1441 IWineD3DBaseTexture *pBaseTexture;
1443 * Dirtify on lock
1444 * as seen in msdn docs
1446 surface_add_dirty_rect(iface, pRect);
1448 /** Dirtify Container if needed */
1449 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture))) {
1450 TRACE("Making container dirty\n");
1451 IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
1452 IWineD3DBaseTexture_Release(pBaseTexture);
1453 } else {
1454 TRACE("Surface is standalone, no need to dirty the container\n");
1458 return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
1461 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem) {
1462 GLint prev_store;
1463 GLint prev_rasterpos[4];
1464 GLint skipBytes = 0;
1465 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
1466 IWineD3DDeviceImpl *myDevice = This->resource.device;
1467 struct wined3d_context *context;
1469 /* Activate the correct context for the render target */
1470 context = context_acquire(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
1471 ENTER_GL();
1473 if (!surface_is_offscreen((IWineD3DSurface *)This))
1475 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *)This);
1476 TRACE("Unlocking %#x buffer.\n", buffer);
1477 context_set_draw_buffer(context, buffer);
1479 else
1481 /* Primary offscreen render target */
1482 TRACE("Offscreen render target.\n");
1483 context_set_draw_buffer(context, myDevice->offscreenBuffer);
1486 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
1487 checkGLcall("glGetIntegerv");
1488 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
1489 checkGLcall("glGetIntegerv");
1490 glPixelZoom(1.0f, -1.0f);
1491 checkGLcall("glPixelZoom");
1493 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1494 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
1495 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
1497 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
1498 checkGLcall("glRasterPos3i");
1500 /* Some drivers(radeon dri, others?) don't like exceptions during
1501 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1502 * after ReleaseDC. Reading it will cause an exception, which x11drv will
1503 * catch to put the dib section in InSync mode, which leads to a crash
1504 * and a blocked x server on my radeon card.
1506 * The following lines read the dib section so it is put in InSync mode
1507 * before glDrawPixels is called and the crash is prevented. There won't
1508 * be any interfering gdi accesses, because UnlockRect is called from
1509 * ReleaseDC, and the app won't use the dc any more afterwards.
1511 if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
1512 volatile BYTE read;
1513 read = This->resource.allocatedMemory[0];
1516 if(This->Flags & SFLAG_PBO) {
1517 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1518 checkGLcall("glBindBufferARB");
1521 /* When the surface is locked we only have to refresh the locked part else we need to update the whole image */
1522 if(This->Flags & SFLAG_LOCKED) {
1523 glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1524 (This->lockedRect.bottom - This->lockedRect.top)-1,
1525 fmt, type,
1526 mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1527 checkGLcall("glDrawPixels");
1528 } else {
1529 glDrawPixels(This->currentDesc.Width,
1530 This->currentDesc.Height,
1531 fmt, type, mem);
1532 checkGLcall("glDrawPixels");
1535 if(This->Flags & SFLAG_PBO) {
1536 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1537 checkGLcall("glBindBufferARB");
1540 glPixelZoom(1.0f, 1.0f);
1541 checkGLcall("glPixelZoom");
1543 glRasterPos3iv(&prev_rasterpos[0]);
1544 checkGLcall("glRasterPos3iv");
1546 /* Reset to previous pack row length */
1547 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1548 checkGLcall("glPixelStorei(GL_UNPACK_ROW_LENGTH)");
1550 LEAVE_GL();
1551 context_release(context);
1554 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1555 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1556 IWineD3DDeviceImpl *myDevice = This->resource.device;
1557 BOOL fullsurface;
1559 if (!(This->Flags & SFLAG_LOCKED)) {
1560 WARN("trying to Unlock an unlocked surf@%p\n", This);
1561 return WINEDDERR_NOTLOCKED;
1564 if (This->Flags & SFLAG_PBO)
1566 struct wined3d_context *context;
1568 TRACE("Freeing PBO memory\n");
1570 context = context_acquire(myDevice, NULL, CTXUSAGE_RESOURCELOAD);
1571 ENTER_GL();
1572 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1573 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1574 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1575 checkGLcall("glUnmapBufferARB");
1576 LEAVE_GL();
1577 context_release(context);
1579 This->resource.allocatedMemory = NULL;
1582 TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1584 if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1585 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1586 goto unlock_end;
1589 if ((This->Flags & SFLAG_SWAPCHAIN) || (myDevice->render_targets && iface == myDevice->render_targets[0]))
1591 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1592 static BOOL warned = FALSE;
1593 if(!warned) {
1594 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1595 warned = TRUE;
1597 goto unlock_end;
1600 if(This->dirtyRect.left == 0 &&
1601 This->dirtyRect.top == 0 &&
1602 This->dirtyRect.right == This->currentDesc.Width &&
1603 This->dirtyRect.bottom == This->currentDesc.Height) {
1604 fullsurface = TRUE;
1605 } else {
1606 /* TODO: Proper partial rectangle tracking */
1607 fullsurface = FALSE;
1608 This->Flags |= SFLAG_INSYSMEM;
1611 switch(wined3d_settings.rendertargetlock_mode) {
1612 case RTL_READTEX:
1613 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
1614 /* drop through */
1616 case RTL_READDRAW:
1617 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
1618 break;
1621 if(!fullsurface) {
1622 /* Partial rectangle tracking is not commonly implemented, it is only done for render targets. Overwrite
1623 * the flags to bring them back into a sane state. INSYSMEM was set before to tell LoadLocation where
1624 * to read the rectangle from. Indrawable is set because all modifications from the partial sysmem copy
1625 * are written back to the drawable, thus the surface is merged again in the drawable. The sysmem copy is
1626 * not fully up to date because only a subrectangle was read in LockRect.
1628 This->Flags &= ~SFLAG_INSYSMEM;
1629 This->Flags |= SFLAG_INDRAWABLE;
1632 This->dirtyRect.left = This->currentDesc.Width;
1633 This->dirtyRect.top = This->currentDesc.Height;
1634 This->dirtyRect.right = 0;
1635 This->dirtyRect.bottom = 0;
1636 } else if(iface == myDevice->stencilBufferTarget) {
1637 FIXME("Depth Stencil buffer locking is not implemented\n");
1638 } else {
1639 /* The rest should be a normal texture */
1640 IWineD3DBaseTextureImpl *impl;
1641 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1642 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1643 * states need resetting
1645 if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
1646 if(impl->baseTexture.bindCount) {
1647 IWineD3DDeviceImpl_MarkStateDirty(myDevice, STATE_SAMPLER(impl->baseTexture.sampler));
1649 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
1653 unlock_end:
1654 This->Flags &= ~SFLAG_LOCKED;
1655 memset(&This->lockedRect, 0, sizeof(RECT));
1657 /* Overlays have to be redrawn manually after changes with the GL implementation */
1658 if(This->overlay_dest) {
1659 IWineD3DSurface_DrawOverlay(iface);
1661 return WINED3D_OK;
1664 static void surface_release_client_storage(IWineD3DSurface *iface)
1666 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
1667 struct wined3d_context *context;
1669 context = context_acquire(This->resource.device, NULL, CTXUSAGE_RESOURCELOAD);
1671 ENTER_GL();
1672 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
1673 if(This->texture_name)
1675 surface_bind_and_dirtify(This, FALSE);
1676 glTexImage2D(This->texture_target, This->texture_level,
1677 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
1679 if(This->texture_name_srgb)
1681 surface_bind_and_dirtify(This, TRUE);
1682 glTexImage2D(This->texture_target, This->texture_level,
1683 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
1685 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1687 LEAVE_GL();
1688 context_release(context);
1690 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSRGBTEX, FALSE);
1691 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
1692 surface_force_reload(iface);
1695 static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC)
1697 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1698 WINED3DLOCKED_RECT lock;
1699 HRESULT hr;
1700 RGBQUAD col[256];
1702 TRACE("(%p)->(%p)\n",This,pHDC);
1704 if(This->Flags & SFLAG_USERPTR) {
1705 ERR("Not supported on surfaces with an application-provided surfaces\n");
1706 return WINEDDERR_NODC;
1709 /* Give more detailed info for ddraw */
1710 if (This->Flags & SFLAG_DCINUSE)
1711 return WINEDDERR_DCALREADYCREATED;
1713 /* Can't GetDC if the surface is locked */
1714 if (This->Flags & SFLAG_LOCKED)
1715 return WINED3DERR_INVALIDCALL;
1717 memset(&lock, 0, sizeof(lock)); /* To be sure */
1719 /* Create a DIB section if there isn't a hdc yet */
1720 if(!This->hDC) {
1721 if(This->Flags & SFLAG_CLIENT) {
1722 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
1723 surface_release_client_storage(iface);
1725 hr = IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
1726 if(FAILED(hr)) return WINED3DERR_INVALIDCALL;
1728 /* Use the dib section from now on if we are not using a PBO */
1729 if(!(This->Flags & SFLAG_PBO))
1730 This->resource.allocatedMemory = This->dib.bitmap_data;
1733 /* Lock the surface */
1734 hr = IWineD3DSurface_LockRect(iface,
1735 &lock,
1736 NULL,
1739 if(This->Flags & SFLAG_PBO) {
1740 /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
1741 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
1744 if(FAILED(hr)) {
1745 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
1746 /* keep the dib section */
1747 return hr;
1750 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
1751 || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
1753 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
1754 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
1755 unsigned int n;
1756 const PALETTEENTRY *pal = NULL;
1758 if(This->palette) {
1759 pal = This->palette->palents;
1760 } else {
1761 IWineD3DSurfaceImpl *dds_primary;
1762 IWineD3DSwapChainImpl *swapchain;
1763 swapchain = (IWineD3DSwapChainImpl *)This->resource.device->swapchains[0];
1764 dds_primary = (IWineD3DSurfaceImpl *)swapchain->frontBuffer;
1765 if (dds_primary && dds_primary->palette)
1766 pal = dds_primary->palette->palents;
1769 if (pal) {
1770 for (n=0; n<256; n++) {
1771 col[n].rgbRed = pal[n].peRed;
1772 col[n].rgbGreen = pal[n].peGreen;
1773 col[n].rgbBlue = pal[n].peBlue;
1774 col[n].rgbReserved = 0;
1776 SetDIBColorTable(This->hDC, 0, 256, col);
1780 *pHDC = This->hDC;
1781 TRACE("returning %p\n",*pHDC);
1782 This->Flags |= SFLAG_DCINUSE;
1784 return WINED3D_OK;
1787 static HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC)
1789 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1791 TRACE("(%p)->(%p)\n",This,hDC);
1793 if (!(This->Flags & SFLAG_DCINUSE))
1794 return WINEDDERR_NODC;
1796 if (This->hDC !=hDC) {
1797 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
1798 return WINEDDERR_NODC;
1801 if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
1802 /* Copy the contents of the DIB over to the PBO */
1803 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
1806 /* we locked first, so unlock now */
1807 IWineD3DSurface_UnlockRect(iface);
1809 This->Flags &= ~SFLAG_DCINUSE;
1811 return WINED3D_OK;
1814 /* ******************************************************
1815 IWineD3DSurface Internal (No mapping to directx api) parts follow
1816 ****************************************************** */
1818 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode) {
1819 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
1820 const struct GlPixelFormatDesc *glDesc = This->resource.format_desc;
1821 IWineD3DDeviceImpl *device = This->resource.device;
1822 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1824 /* Default values: From the surface */
1825 *format = glDesc->glFormat;
1826 *type = glDesc->glType;
1827 *convert = NO_CONVERSION;
1828 *target_bpp = glDesc->byte_count;
1830 if(srgb_mode) {
1831 *internal = glDesc->glGammaInternal;
1833 else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET
1834 && surface_is_offscreen((IWineD3DSurface *) This))
1836 *internal = glDesc->rtInternal;
1837 } else {
1838 *internal = glDesc->glInternal;
1841 /* Ok, now look if we have to do any conversion */
1842 switch(This->resource.format_desc->format)
1844 case WINED3DFMT_P8_UINT:
1845 /* ****************
1846 Paletted Texture
1847 **************** */
1849 /* Use conversion when the paletted texture extension OR fragment shaders are available. When either
1850 * of the two is available make sure texturing is requested as neither of the two works in
1851 * conjunction with calls like glDraw-/glReadPixels. Further also use conversion in case of color keying.
1852 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
1853 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
1854 * conflicts with this.
1856 if (!(gl_info->supported[EXT_PALETTED_TEXTURE] || (gl_info->supported[ARB_FRAGMENT_PROGRAM]
1857 && device->render_targets && This == (IWineD3DSurfaceImpl*)device->render_targets[0]))
1858 || colorkey_active || !use_texturing)
1860 *format = GL_RGBA;
1861 *internal = GL_RGBA;
1862 *type = GL_UNSIGNED_BYTE;
1863 *target_bpp = 4;
1864 if(colorkey_active) {
1865 *convert = CONVERT_PALETTED_CK;
1866 } else {
1867 *convert = CONVERT_PALETTED;
1870 else if (!gl_info->supported[EXT_PALETTED_TEXTURE] && gl_info->supported[ARB_FRAGMENT_PROGRAM])
1872 *format = GL_ALPHA;
1873 *type = GL_UNSIGNED_BYTE;
1874 *target_bpp = 1;
1877 break;
1879 case WINED3DFMT_B2G3R3_UNORM:
1880 /* **********************
1881 GL_UNSIGNED_BYTE_3_3_2
1882 ********************** */
1883 if (colorkey_active) {
1884 /* This texture format will never be used.. So do not care about color keying
1885 up until the point in time it will be needed :-) */
1886 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
1888 break;
1890 case WINED3DFMT_B5G6R5_UNORM:
1891 if (colorkey_active) {
1892 *convert = CONVERT_CK_565;
1893 *format = GL_RGBA;
1894 *internal = GL_RGB5_A1;
1895 *type = GL_UNSIGNED_SHORT_5_5_5_1;
1897 break;
1899 case WINED3DFMT_B5G5R5X1_UNORM:
1900 if (colorkey_active) {
1901 *convert = CONVERT_CK_5551;
1902 *format = GL_BGRA;
1903 *internal = GL_RGB5_A1;
1904 *type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1906 break;
1908 case WINED3DFMT_B8G8R8_UNORM:
1909 if (colorkey_active) {
1910 *convert = CONVERT_CK_RGB24;
1911 *format = GL_RGBA;
1912 *internal = GL_RGBA8;
1913 *type = GL_UNSIGNED_INT_8_8_8_8;
1914 *target_bpp = 4;
1916 break;
1918 case WINED3DFMT_B8G8R8X8_UNORM:
1919 if (colorkey_active) {
1920 *convert = CONVERT_RGB32_888;
1921 *format = GL_RGBA;
1922 *internal = GL_RGBA8;
1923 *type = GL_UNSIGNED_INT_8_8_8_8;
1925 break;
1927 case WINED3DFMT_R8G8_SNORM:
1928 if (gl_info->supported[NV_TEXTURE_SHADER]) break;
1929 *convert = CONVERT_V8U8;
1930 *format = GL_BGR;
1931 *type = GL_UNSIGNED_BYTE;
1932 *target_bpp = 3;
1933 break;
1935 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
1936 *convert = CONVERT_L6V5U5;
1937 if (gl_info->supported[NV_TEXTURE_SHADER])
1939 *target_bpp = 3;
1940 /* Use format and types from table */
1941 } else {
1942 /* Load it into unsigned R5G6B5, swap L and V channels, and revert that in the shader */
1943 *target_bpp = 2;
1944 *format = GL_RGB;
1945 *type = GL_UNSIGNED_SHORT_5_6_5;
1947 break;
1949 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
1950 *convert = CONVERT_X8L8V8U8;
1951 *target_bpp = 4;
1952 if (gl_info->supported[NV_TEXTURE_SHADER])
1954 /* Use formats from gl table. It is a bit unfortunate, but the conversion
1955 * is needed to set the X format to 255 to get 1.0 for alpha when sampling
1956 * the texture. OpenGL can't use GL_DSDT8_MAG8_NV as internal format with
1957 * the needed type and format parameter, so the internal format contains a
1958 * 4th component, which is returned as alpha
1960 } else {
1961 *format = GL_BGRA;
1962 *type = GL_UNSIGNED_INT_8_8_8_8_REV;
1964 break;
1966 case WINED3DFMT_R8G8B8A8_SNORM:
1967 if (gl_info->supported[NV_TEXTURE_SHADER]) break;
1968 *convert = CONVERT_Q8W8V8U8;
1969 *format = GL_BGRA;
1970 *type = GL_UNSIGNED_BYTE;
1971 *target_bpp = 4;
1972 break;
1974 case WINED3DFMT_R16G16_SNORM:
1975 if (gl_info->supported[NV_TEXTURE_SHADER]) break;
1976 *convert = CONVERT_V16U16;
1977 *format = GL_BGR;
1978 *type = GL_UNSIGNED_SHORT;
1979 *target_bpp = 6;
1980 break;
1982 case WINED3DFMT_L4A4_UNORM:
1983 /* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
1984 * format+type combination to load it. Thus convert it to A8L8, then load it
1985 * with A4L4 internal, but A8L8 format+type
1987 *convert = CONVERT_A4L4;
1988 *format = GL_LUMINANCE_ALPHA;
1989 *type = GL_UNSIGNED_BYTE;
1990 *target_bpp = 2;
1991 break;
1993 case WINED3DFMT_R16G16_UNORM:
1994 *convert = CONVERT_G16R16;
1995 *format = GL_RGB;
1996 *type = GL_UNSIGNED_SHORT;
1997 *target_bpp = 6;
1998 break;
2000 case WINED3DFMT_R16G16_FLOAT:
2001 *convert = CONVERT_R16G16F;
2002 *format = GL_RGB;
2003 *type = GL_HALF_FLOAT_ARB;
2004 *target_bpp = 6;
2005 break;
2007 case WINED3DFMT_R32G32_FLOAT:
2008 *convert = CONVERT_R32G32F;
2009 *format = GL_RGB;
2010 *type = GL_FLOAT;
2011 *target_bpp = 12;
2012 break;
2014 case WINED3DFMT_S1_UINT_D15_UNORM:
2015 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
2016 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
2018 *convert = CONVERT_D15S1;
2019 *target_bpp = 4;
2021 break;
2023 case WINED3DFMT_S4X4_UINT_D24_UNORM:
2024 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
2025 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
2027 *convert = CONVERT_D24X4S4;
2029 break;
2031 case WINED3DFMT_S8_UINT_D24_FLOAT:
2032 if (gl_info->supported[ARB_DEPTH_BUFFER_FLOAT])
2034 *convert = CONVERT_D24FS8;
2035 *target_bpp = 8;
2037 break;
2039 default:
2040 break;
2043 return WINED3D_OK;
2046 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey)
2048 IWineD3DDeviceImpl *device = This->resource.device;
2049 IWineD3DPaletteImpl *pal = This->palette;
2050 BOOL index_in_alpha = FALSE;
2051 unsigned int i;
2053 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
2054 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
2055 * is slow. Further RGB->P8 conversion is not possible because palettes can have
2056 * duplicate entries. Store the color key in the unused alpha component to speed the
2057 * download up and to make conversion unneeded. */
2058 index_in_alpha = primary_render_target_is_p8(device);
2060 if (!pal)
2062 UINT dxVersion = ((IWineD3DImpl *)device->wined3d)->dxVersion;
2064 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
2065 if (dxVersion <= 7)
2067 ERR("This code should never get entered for DirectDraw!, expect problems\n");
2068 if (index_in_alpha)
2070 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
2071 * there's no palette at this time. */
2072 for (i = 0; i < 256; i++) table[i][3] = i;
2075 else
2077 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
2078 * alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
2079 * capability flag is present (wine does advertise this capability) */
2080 for (i = 0; i < 256; ++i)
2082 table[i][0] = device->palettes[device->currentPalette][i].peRed;
2083 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
2084 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
2085 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
2089 else
2091 TRACE("Using surface palette %p\n", pal);
2092 /* Get the surface's palette */
2093 for (i = 0; i < 256; ++i)
2095 table[i][0] = pal->palents[i].peRed;
2096 table[i][1] = pal->palents[i].peGreen;
2097 table[i][2] = pal->palents[i].peBlue;
2099 /* When index_in_alpha is set the palette index is stored in the
2100 * alpha component. In case of a readback we can then read
2101 * GL_ALPHA. Color keying is handled in BltOverride using a
2102 * GL_ALPHA_TEST using GL_NOT_EQUAL. In case of index_in_alpha the
2103 * color key itself is passed to glAlphaFunc in other cases the
2104 * alpha component of pixels that should be masked away is set to 0. */
2105 if (index_in_alpha)
2107 table[i][3] = i;
2109 else if (colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue)
2110 && (i <= This->SrcBltCKey.dwColorSpaceHighValue))
2112 table[i][3] = 0x00;
2114 else if(pal->Flags & WINEDDPCAPS_ALPHA)
2116 table[i][3] = pal->palents[i].peFlags;
2118 else
2120 table[i][3] = 0xFF;
2126 static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width,
2127 UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This)
2129 IWineD3DDeviceImpl *device = This->resource.device;
2130 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2131 const BYTE *source;
2132 BYTE *dest;
2133 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
2135 switch (convert) {
2136 case NO_CONVERSION:
2138 memcpy(dst, src, pitch * height);
2139 break;
2141 case CONVERT_PALETTED:
2142 case CONVERT_PALETTED_CK:
2144 IWineD3DPaletteImpl* pal = This->palette;
2145 BYTE table[256][4];
2146 unsigned int x, y;
2148 if( pal == NULL) {
2149 /* TODO: If we are a sublevel, try to get the palette from level 0 */
2152 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2154 for (y = 0; y < height; y++)
2156 source = src + pitch * y;
2157 dest = dst + outpitch * y;
2158 /* This is an 1 bpp format, using the width here is fine */
2159 for (x = 0; x < width; x++) {
2160 BYTE color = *source++;
2161 *dest++ = table[color][0];
2162 *dest++ = table[color][1];
2163 *dest++ = table[color][2];
2164 *dest++ = table[color][3];
2168 break;
2170 case CONVERT_CK_565:
2172 /* Converting the 565 format in 5551 packed to emulate color-keying.
2174 Note : in all these conversion, it would be best to average the averaging
2175 pixels to get the color of the pixel that will be color-keyed to
2176 prevent 'color bleeding'. This will be done later on if ever it is
2177 too visible.
2179 Note2: Nvidia documents say that their driver does not support alpha + color keying
2180 on the same surface and disables color keying in such a case
2182 unsigned int x, y;
2183 const WORD *Source;
2184 WORD *Dest;
2186 TRACE("Color keyed 565\n");
2188 for (y = 0; y < height; y++) {
2189 Source = (const WORD *)(src + y * pitch);
2190 Dest = (WORD *) (dst + y * outpitch);
2191 for (x = 0; x < width; x++ ) {
2192 WORD color = *Source++;
2193 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
2194 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2195 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2196 *Dest |= 0x0001;
2198 Dest++;
2202 break;
2204 case CONVERT_CK_5551:
2206 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
2207 unsigned int x, y;
2208 const WORD *Source;
2209 WORD *Dest;
2210 TRACE("Color keyed 5551\n");
2211 for (y = 0; y < height; y++) {
2212 Source = (const WORD *)(src + y * pitch);
2213 Dest = (WORD *) (dst + y * outpitch);
2214 for (x = 0; x < width; x++ ) {
2215 WORD color = *Source++;
2216 *Dest = color;
2217 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2218 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2219 *Dest |= (1 << 15);
2221 else {
2222 *Dest &= ~(1 << 15);
2224 Dest++;
2228 break;
2230 case CONVERT_CK_RGB24:
2232 /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
2233 unsigned int x, y;
2234 for (y = 0; y < height; y++)
2236 source = src + pitch * y;
2237 dest = dst + outpitch * y;
2238 for (x = 0; x < width; x++) {
2239 DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ;
2240 DWORD dstcolor = color << 8;
2241 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2242 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2243 dstcolor |= 0xff;
2245 *(DWORD*)dest = dstcolor;
2246 source += 3;
2247 dest += 4;
2251 break;
2253 case CONVERT_RGB32_888:
2255 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
2256 unsigned int x, y;
2257 for (y = 0; y < height; y++)
2259 source = src + pitch * y;
2260 dest = dst + outpitch * y;
2261 for (x = 0; x < width; x++) {
2262 DWORD color = 0xffffff & *(const DWORD*)source;
2263 DWORD dstcolor = color << 8;
2264 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2265 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2266 dstcolor |= 0xff;
2268 *(DWORD*)dest = dstcolor;
2269 source += 4;
2270 dest += 4;
2274 break;
2276 case CONVERT_V8U8:
2278 unsigned int x, y;
2279 const short *Source;
2280 unsigned char *Dest;
2281 for(y = 0; y < height; y++) {
2282 Source = (const short *)(src + y * pitch);
2283 Dest = dst + y * outpitch;
2284 for (x = 0; x < width; x++ ) {
2285 long color = (*Source++);
2286 /* B */ Dest[0] = 0xff;
2287 /* G */ Dest[1] = (color >> 8) + 128; /* V */
2288 /* R */ Dest[2] = (color) + 128; /* U */
2289 Dest += 3;
2292 break;
2295 case CONVERT_V16U16:
2297 unsigned int x, y;
2298 const DWORD *Source;
2299 unsigned short *Dest;
2300 for(y = 0; y < height; y++) {
2301 Source = (const DWORD *)(src + y * pitch);
2302 Dest = (unsigned short *) (dst + y * outpitch);
2303 for (x = 0; x < width; x++ ) {
2304 DWORD color = (*Source++);
2305 /* B */ Dest[0] = 0xffff;
2306 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
2307 /* R */ Dest[2] = (color ) + 32768; /* U */
2308 Dest += 3;
2311 break;
2314 case CONVERT_Q8W8V8U8:
2316 unsigned int x, y;
2317 const DWORD *Source;
2318 unsigned char *Dest;
2319 for(y = 0; y < height; y++) {
2320 Source = (const DWORD *)(src + y * pitch);
2321 Dest = dst + y * outpitch;
2322 for (x = 0; x < width; x++ ) {
2323 long color = (*Source++);
2324 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
2325 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
2326 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
2327 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
2328 Dest += 4;
2331 break;
2334 case CONVERT_L6V5U5:
2336 unsigned int x, y;
2337 const WORD *Source;
2338 unsigned char *Dest;
2340 if (gl_info->supported[NV_TEXTURE_SHADER])
2342 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
2343 * fixed function and shaders without further conversion once the surface is
2344 * loaded
2346 for(y = 0; y < height; y++) {
2347 Source = (const WORD *)(src + y * pitch);
2348 Dest = dst + y * outpitch;
2349 for (x = 0; x < width; x++ ) {
2350 short color = (*Source++);
2351 unsigned char l = ((color >> 10) & 0xfc);
2352 char v = ((color >> 5) & 0x3e);
2353 char u = ((color ) & 0x1f);
2355 /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
2356 * and doubles the positive range. Thus shift left only once, gl does the 2nd
2357 * shift. GL reads a signed value and converts it into an unsigned value.
2359 /* M */ Dest[2] = l << 1;
2361 /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
2362 * from 5 bit values to 8 bit values.
2364 /* V */ Dest[1] = v << 3;
2365 /* U */ Dest[0] = u << 3;
2366 Dest += 3;
2369 } else {
2370 for(y = 0; y < height; y++) {
2371 unsigned short *Dest_s = (unsigned short *) (dst + y * outpitch);
2372 Source = (const WORD *)(src + y * pitch);
2373 for (x = 0; x < width; x++ ) {
2374 short color = (*Source++);
2375 unsigned char l = ((color >> 10) & 0xfc);
2376 short v = ((color >> 5) & 0x3e);
2377 short u = ((color ) & 0x1f);
2378 short v_conv = v + 16;
2379 short u_conv = u + 16;
2381 *Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
2382 Dest_s += 1;
2386 break;
2389 case CONVERT_X8L8V8U8:
2391 unsigned int x, y;
2392 const DWORD *Source;
2393 unsigned char *Dest;
2395 if (gl_info->supported[NV_TEXTURE_SHADER])
2397 /* This implementation works with the fixed function pipeline and shaders
2398 * without further modification after converting the surface.
2400 for(y = 0; y < height; y++) {
2401 Source = (const DWORD *)(src + y * pitch);
2402 Dest = dst + y * outpitch;
2403 for (x = 0; x < width; x++ ) {
2404 long color = (*Source++);
2405 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
2406 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
2407 /* U */ Dest[0] = (color & 0xff); /* U */
2408 /* I */ Dest[3] = 255; /* X */
2409 Dest += 4;
2412 } else {
2413 /* Doesn't work correctly with the fixed function pipeline, but can work in
2414 * shaders if the shader is adjusted. (There's no use for this format in gl's
2415 * standard fixed function pipeline anyway).
2417 for(y = 0; y < height; y++) {
2418 Source = (const DWORD *)(src + y * pitch);
2419 Dest = dst + y * outpitch;
2420 for (x = 0; x < width; x++ ) {
2421 long color = (*Source++);
2422 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
2423 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
2424 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
2425 Dest += 4;
2429 break;
2432 case CONVERT_A4L4:
2434 unsigned int x, y;
2435 const unsigned char *Source;
2436 unsigned char *Dest;
2437 for(y = 0; y < height; y++) {
2438 Source = src + y * pitch;
2439 Dest = dst + y * outpitch;
2440 for (x = 0; x < width; x++ ) {
2441 unsigned char color = (*Source++);
2442 /* A */ Dest[1] = (color & 0xf0) << 0;
2443 /* L */ Dest[0] = (color & 0x0f) << 4;
2444 Dest += 2;
2447 break;
2450 case CONVERT_G16R16:
2451 case CONVERT_R16G16F:
2453 unsigned int x, y;
2454 const WORD *Source;
2455 WORD *Dest;
2457 for(y = 0; y < height; y++) {
2458 Source = (const WORD *)(src + y * pitch);
2459 Dest = (WORD *) (dst + y * outpitch);
2460 for (x = 0; x < width; x++ ) {
2461 WORD green = (*Source++);
2462 WORD red = (*Source++);
2463 Dest[0] = green;
2464 Dest[1] = red;
2465 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
2466 * shader overwrites it anyway
2468 Dest[2] = 0xffff;
2469 Dest += 3;
2472 break;
2475 case CONVERT_R32G32F:
2477 unsigned int x, y;
2478 const float *Source;
2479 float *Dest;
2480 for(y = 0; y < height; y++) {
2481 Source = (const float *)(src + y * pitch);
2482 Dest = (float *) (dst + y * outpitch);
2483 for (x = 0; x < width; x++ ) {
2484 float green = (*Source++);
2485 float red = (*Source++);
2486 Dest[0] = green;
2487 Dest[1] = red;
2488 Dest[2] = 1.0f;
2489 Dest += 3;
2492 break;
2495 case CONVERT_D15S1:
2497 unsigned int x, y;
2499 for (y = 0; y < height; ++y)
2501 const WORD *source = (const WORD *)(src + y * pitch);
2502 DWORD *dest = (DWORD *)(dst + y * outpitch);
2504 for (x = 0; x < width; ++x)
2506 /* The depth data is normalized, so needs to be scaled,
2507 * the stencil data isn't. Scale depth data by
2508 * (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
2509 WORD d15 = source[x] >> 1;
2510 DWORD d24 = (d15 << 9) + (d15 >> 6);
2511 dest[x] = (d24 << 8) | (source[x] & 0x1);
2514 break;
2517 case CONVERT_D24X4S4:
2519 unsigned int x, y;
2521 for (y = 0; y < height; ++y)
2523 const DWORD *source = (const DWORD *)(src + y * pitch);
2524 DWORD *dest = (DWORD *)(dst + y * outpitch);
2526 for (x = 0; x < width; ++x)
2528 /* Just need to clear out the X4 part. */
2529 dest[x] = source[x] & ~0xf0;
2532 break;
2535 case CONVERT_D24FS8:
2537 unsigned int x, y;
2539 for (y = 0; y < height; ++y)
2541 const DWORD *source = (const DWORD *)(src + y * pitch);
2542 float *dest_f = (float *)(dst + y * outpitch);
2543 DWORD *dest_s = (DWORD *)(dst + y * outpitch);
2545 for (x = 0; x < width; ++x)
2547 dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00) >> 8);
2548 dest_s[x * 2 + 1] = source[x] & 0xff;
2551 break;
2554 default:
2555 ERR("Unsupported conversion type %#x.\n", convert);
2557 return WINED3D_OK;
2560 /* This function is used in case of 8bit paletted textures to upload the palette.
2561 It supports GL_EXT_paletted_texture and GL_ARB_fragment_program, support for other
2562 extensions like ATI_fragment_shaders is possible.
2564 /* Context activation is done by the caller. */
2565 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert) {
2566 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2567 BYTE table[256][4];
2568 IWineD3DDeviceImpl *device = This->resource.device;
2569 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2571 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2573 /* Try to use the paletted texture extension */
2574 if (gl_info->supported[EXT_PALETTED_TEXTURE])
2576 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
2577 ENTER_GL();
2578 GL_EXTCALL(glColorTableEXT(This->texture_target, GL_RGBA, 256, GL_RGBA, GL_UNSIGNED_BYTE, table));
2579 LEAVE_GL();
2581 else
2583 /* Let a fragment shader do the color conversion by uploading the palette to a 1D texture.
2584 * The 8bit pixel data will be used as an index in this palette texture to retrieve the final color. */
2585 TRACE("Using fragment shaders for emulating 8-bit paletted texture support\n");
2587 ENTER_GL();
2589 /* Create the fragment program if we don't have it */
2590 if(!device->paletteConversionShader)
2592 const char *fragment_palette_conversion =
2593 "!!ARBfp1.0\n"
2594 "TEMP index;\n"
2595 /* { 255/256, 0.5/255*255/256, 0, 0 } */
2596 "PARAM constants = { 0.996, 0.00195, 0, 0 };\n"
2597 /* The alpha-component contains the palette index */
2598 "TEX index, fragment.texcoord[0], texture[0], 2D;\n"
2599 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
2600 "MAD index.a, index.a, constants.x, constants.y;\n"
2601 /* Use the alpha-component as an index in the palette to get the final color */
2602 "TEX result.color, index.a, texture[1], 1D;\n"
2603 "END";
2605 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2606 GL_EXTCALL(glGenProgramsARB(1, &device->paletteConversionShader));
2607 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2608 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fragment_palette_conversion), fragment_palette_conversion));
2609 glDisable(GL_FRAGMENT_PROGRAM_ARB);
2612 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2613 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2615 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
2616 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2618 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2619 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /* Make sure we have discrete color levels. */
2620 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2621 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table); /* Upload the palette */
2623 /* Switch back to unit 0 in which the 2D texture will be stored. */
2624 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0));
2626 /* Rebind the texture because it isn't bound anymore */
2627 glBindTexture(This->texture_target, This->texture_name);
2629 LEAVE_GL();
2633 BOOL palette9_changed(IWineD3DSurfaceImpl *This)
2635 IWineD3DDeviceImpl *device = This->resource.device;
2637 if (This->palette || (This->resource.format_desc->format != WINED3DFMT_P8_UINT
2638 && This->resource.format_desc->format != WINED3DFMT_P8_UINT_A8_UNORM))
2640 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2641 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2643 return FALSE;
2646 if (This->palette9)
2648 if (!memcmp(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256))
2650 return FALSE;
2652 } else {
2653 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2655 memcpy(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2656 return TRUE;
2659 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2660 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2661 DWORD flag = srgb_mode ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE;
2663 if (!(This->Flags & flag)) {
2664 TRACE("Reloading because surface is dirty\n");
2665 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2666 ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
2667 /* Reload: vice versa OR */
2668 ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
2669 /* Also reload: Color key is active AND the color key has changed */
2670 ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
2671 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
2672 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
2673 TRACE("Reloading because of color keying\n");
2674 /* To perform the color key conversion we need a sysmem copy of
2675 * the surface. Make sure we have it
2678 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
2679 /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2680 /* TODO: This is not necessarily needed with hw palettized texture support */
2681 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2682 } else {
2683 TRACE("surface is already in texture\n");
2684 return WINED3D_OK;
2687 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2688 * These resources are not bound by device size or format restrictions. Because of this,
2689 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2690 * However, these resources can always be created, locked, and copied.
2692 if (This->resource.pool == WINED3DPOOL_SCRATCH )
2694 FIXME("(%p) Operation not supported for scratch textures\n",This);
2695 return WINED3DERR_INVALIDCALL;
2698 IWineD3DSurface_LoadLocation(iface, flag, NULL /* no partial locking for textures yet */);
2700 #if 0
2702 static unsigned int gen = 0;
2703 char buffer[4096];
2704 ++gen;
2705 if ((gen % 10) == 0) {
2706 snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm",
2707 This, This->texture_target, This->texture_level, gen);
2708 IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
2711 * debugging crash code
2712 if (gen == 250) {
2713 void** test = NULL;
2714 *test = 0;
2718 #endif
2720 if (!(This->Flags & SFLAG_DONOTFREE)) {
2721 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
2722 This->resource.allocatedMemory = NULL;
2723 This->resource.heapMemory = NULL;
2724 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, FALSE);
2727 return WINED3D_OK;
2730 /* Context activation is done by the caller. */
2731 static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) {
2732 /* TODO: check for locks */
2733 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2734 IWineD3DBaseTexture *baseTexture = NULL;
2736 TRACE("(%p)Checking to see if the container is a base texture\n", This);
2737 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2738 TRACE("Passing to container\n");
2739 IWineD3DBaseTexture_BindTexture(baseTexture, srgb);
2740 IWineD3DBaseTexture_Release(baseTexture);
2742 else
2744 GLuint *name;
2746 TRACE("(%p) : Binding surface\n", This);
2748 name = srgb ? &This->texture_name_srgb : &This->texture_name;
2750 ENTER_GL();
2752 if (!This->texture_level)
2754 if (!*name) {
2755 glGenTextures(1, name);
2756 checkGLcall("glGenTextures");
2757 TRACE("Surface %p given name %d\n", This, *name);
2759 glBindTexture(This->texture_target, *name);
2760 checkGLcall("glBindTexture");
2761 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2762 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
2763 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2764 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
2765 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2766 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
2767 glTexParameteri(This->texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2768 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
2769 glTexParameteri(This->texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2770 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
2772 /* This is where we should be reducing the amount of GLMemoryUsed */
2773 } else if (*name) {
2774 /* Mipmap surfaces should have a base texture container */
2775 ERR("Mipmap surface has a glTexture bound to it!\n");
2778 glBindTexture(This->texture_target, *name);
2779 checkGLcall("glBindTexture");
2781 LEAVE_GL();
2785 #include <errno.h>
2786 #include <stdio.h>
2787 static HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename)
2789 FILE* f = NULL;
2790 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2791 char *allocatedMemory;
2792 const char *textureRow;
2793 IWineD3DSwapChain *swapChain = NULL;
2794 int width, height, i, y;
2795 GLuint tmpTexture = 0;
2796 DWORD color;
2797 /*FIXME:
2798 Textures may not be stored in ->allocatedgMemory and a GlTexture
2799 so we should lock the surface before saving a snapshot, or at least check that
2801 /* TODO: Compressed texture images can be obtained from the GL in uncompressed form
2802 by calling GetTexImage and in compressed form by calling
2803 GetCompressedTexImageARB. Queried compressed images can be saved and
2804 later reused by calling CompressedTexImage[123]DARB. Pre-compressed
2805 texture images do not need to be processed by the GL and should
2806 significantly improve texture loading performance relative to uncompressed
2807 images. */
2809 /* Setup the width and height to be the internal texture width and height. */
2810 width = This->pow2Width;
2811 height = This->pow2Height;
2812 /* check to see if we're a 'virtual' texture, e.g. we're not a pbuffer of texture, we're a back buffer*/
2813 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain);
2815 if (This->Flags & SFLAG_INDRAWABLE && !(This->Flags & SFLAG_INTEXTURE)) {
2816 /* if were not a real texture then read the back buffer into a real texture */
2817 /* we don't want to interfere with the back buffer so read the data into a temporary
2818 * texture and then save the data out of the temporary texture
2820 GLint prevRead;
2821 ENTER_GL();
2822 TRACE("(%p) Reading render target into texture\n", This);
2824 glGenTextures(1, &tmpTexture);
2825 glBindTexture(GL_TEXTURE_2D, tmpTexture);
2827 glTexImage2D(GL_TEXTURE_2D,
2829 GL_RGBA,
2830 width,
2831 height,
2832 0/*border*/,
2833 GL_RGBA,
2834 GL_UNSIGNED_INT_8_8_8_8_REV,
2835 NULL);
2837 glGetIntegerv(GL_READ_BUFFER, &prevRead);
2838 checkGLcall("glGetIntegerv");
2839 glReadBuffer(swapChain ? GL_BACK : This->resource.device->offscreenBuffer);
2840 checkGLcall("glReadBuffer");
2841 glCopyTexImage2D(GL_TEXTURE_2D,
2843 GL_RGBA,
2846 width,
2847 height,
2850 checkGLcall("glCopyTexImage2D");
2851 glReadBuffer(prevRead);
2852 LEAVE_GL();
2854 } else { /* bind the real texture, and make sure it up to date */
2855 surface_internal_preload(iface, SRGB_RGB);
2856 surface_bind_and_dirtify(This, FALSE);
2858 allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width * height * 4);
2859 ENTER_GL();
2860 FIXME("Saving texture level %d width %d height %d\n", This->texture_level, width, height);
2861 glGetTexImage(GL_TEXTURE_2D, This->texture_level, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, allocatedMemory);
2862 checkGLcall("glGetTexImage");
2863 if (tmpTexture) {
2864 glBindTexture(GL_TEXTURE_2D, 0);
2865 glDeleteTextures(1, &tmpTexture);
2867 LEAVE_GL();
2869 f = fopen(filename, "w+");
2870 if (NULL == f) {
2871 ERR("opening of %s failed with: %s\n", filename, strerror(errno));
2872 return WINED3DERR_INVALIDCALL;
2874 /* Save the data out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha channel */
2875 TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format_desc->format));
2876 /* TGA header */
2877 fputc(0,f);
2878 fputc(0,f);
2879 fputc(2,f);
2880 fputc(0,f);
2881 fputc(0,f);
2882 fputc(0,f);
2883 fputc(0,f);
2884 fputc(0,f);
2885 fputc(0,f);
2886 fputc(0,f);
2887 fputc(0,f);
2888 fputc(0,f);
2889 /* short width*/
2890 fwrite(&width,2,1,f);
2891 /* short height */
2892 fwrite(&height,2,1,f);
2893 /* format rgba */
2894 fputc(0x20,f);
2895 fputc(0x28,f);
2896 /* raw data */
2897 /* if the data is upside down if we've fetched it from a back buffer, so it needs flipping again to make it the correct way up */
2898 if(swapChain)
2899 textureRow = allocatedMemory + (width * (height - 1) *4);
2900 else
2901 textureRow = allocatedMemory;
2902 for (y = 0 ; y < height; y++) {
2903 for (i = 0; i < width; i++) {
2904 color = *((const DWORD*)textureRow);
2905 fputc((color >> 16) & 0xFF, f); /* B */
2906 fputc((color >> 8) & 0xFF, f); /* G */
2907 fputc((color >> 0) & 0xFF, f); /* R */
2908 fputc((color >> 24) & 0xFF, f); /* A */
2909 textureRow += 4;
2911 /* take two rows of the pointer to the texture memory */
2912 if(swapChain)
2913 (textureRow-= width << 3);
2916 TRACE("Closing file\n");
2917 fclose(f);
2919 if(swapChain) {
2920 IWineD3DSwapChain_Release(swapChain);
2922 HeapFree(GetProcessHeap(), 0, allocatedMemory);
2923 return WINED3D_OK;
2926 static HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
2927 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2928 HRESULT hr;
2930 TRACE("(%p) : Calling base function first\n", This);
2931 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2932 if(SUCCEEDED(hr)) {
2933 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2934 TRACE("(%p) : glFormat %d, glFormatInternal %d, glType %d\n", This, This->resource.format_desc->glFormat,
2935 This->resource.format_desc->glInternal, This->resource.format_desc->glType);
2937 return hr;
2940 static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2941 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2943 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
2944 WARN("Surface is locked or the HDC is in use\n");
2945 return WINED3DERR_INVALIDCALL;
2948 if(Mem && Mem != This->resource.allocatedMemory) {
2949 void *release = NULL;
2951 /* Do I have to copy the old surface content? */
2952 if(This->Flags & SFLAG_DIBSECTION) {
2953 /* Release the DC. No need to hold the critical section for the update
2954 * Thread because this thread runs only on front buffers, but this method
2955 * fails for render targets in the check above.
2957 SelectObject(This->hDC, This->dib.holdbitmap);
2958 DeleteDC(This->hDC);
2959 /* Release the DIB section */
2960 DeleteObject(This->dib.DIBsection);
2961 This->dib.bitmap_data = NULL;
2962 This->resource.allocatedMemory = NULL;
2963 This->hDC = NULL;
2964 This->Flags &= ~SFLAG_DIBSECTION;
2965 } else if(!(This->Flags & SFLAG_USERPTR)) {
2966 release = This->resource.heapMemory;
2967 This->resource.heapMemory = NULL;
2969 This->resource.allocatedMemory = Mem;
2970 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2972 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2973 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2975 /* For client textures opengl has to be notified */
2976 if(This->Flags & SFLAG_CLIENT) {
2977 surface_release_client_storage(iface);
2980 /* Now free the old memory if any */
2981 HeapFree(GetProcessHeap(), 0, release);
2982 } else if(This->Flags & SFLAG_USERPTR) {
2983 /* LockRect and GetDC will re-create the dib section and allocated memory */
2984 This->resource.allocatedMemory = NULL;
2985 /* HeapMemory should be NULL already */
2986 if(This->resource.heapMemory != NULL) ERR("User pointer surface has heap memory allocated\n");
2987 This->Flags &= ~SFLAG_USERPTR;
2989 if(This->Flags & SFLAG_CLIENT) {
2990 surface_release_client_storage(iface);
2993 return WINED3D_OK;
2996 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
2998 /* Flip the surface contents */
2999 /* Flip the DC */
3001 HDC tmp;
3002 tmp = front->hDC;
3003 front->hDC = back->hDC;
3004 back->hDC = tmp;
3007 /* Flip the DIBsection */
3009 HBITMAP tmp;
3010 BOOL hasDib = front->Flags & SFLAG_DIBSECTION;
3011 tmp = front->dib.DIBsection;
3012 front->dib.DIBsection = back->dib.DIBsection;
3013 back->dib.DIBsection = tmp;
3015 if(back->Flags & SFLAG_DIBSECTION) front->Flags |= SFLAG_DIBSECTION;
3016 else front->Flags &= ~SFLAG_DIBSECTION;
3017 if(hasDib) back->Flags |= SFLAG_DIBSECTION;
3018 else back->Flags &= ~SFLAG_DIBSECTION;
3021 /* Flip the surface data */
3023 void* tmp;
3025 tmp = front->dib.bitmap_data;
3026 front->dib.bitmap_data = back->dib.bitmap_data;
3027 back->dib.bitmap_data = tmp;
3029 tmp = front->resource.allocatedMemory;
3030 front->resource.allocatedMemory = back->resource.allocatedMemory;
3031 back->resource.allocatedMemory = tmp;
3033 tmp = front->resource.heapMemory;
3034 front->resource.heapMemory = back->resource.heapMemory;
3035 back->resource.heapMemory = tmp;
3038 /* Flip the PBO */
3040 GLuint tmp_pbo = front->pbo;
3041 front->pbo = back->pbo;
3042 back->pbo = tmp_pbo;
3045 /* client_memory should not be different, but just in case */
3047 BOOL tmp;
3048 tmp = front->dib.client_memory;
3049 front->dib.client_memory = back->dib.client_memory;
3050 back->dib.client_memory = tmp;
3053 /* Flip the opengl texture */
3055 GLuint tmp;
3057 tmp = back->texture_name;
3058 back->texture_name = front->texture_name;
3059 front->texture_name = tmp;
3061 tmp = back->texture_name_srgb;
3062 back->texture_name_srgb = front->texture_name_srgb;
3063 front->texture_name_srgb = tmp;
3067 DWORD tmp_flags = back->Flags;
3068 back->Flags = front->Flags;
3069 front->Flags = tmp_flags;
3073 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
3074 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3075 IWineD3DSwapChainImpl *swapchain = NULL;
3076 HRESULT hr;
3077 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
3079 /* Flipping is only supported on RenderTargets and overlays*/
3080 if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
3081 WARN("Tried to flip a non-render target, non-overlay surface\n");
3082 return WINEDDERR_NOTFLIPPABLE;
3085 if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
3086 flip_surface(This, (IWineD3DSurfaceImpl *) override);
3088 /* Update the overlay if it is visible */
3089 if(This->overlay_dest) {
3090 return IWineD3DSurface_DrawOverlay((IWineD3DSurface *) This);
3091 } else {
3092 return WINED3D_OK;
3096 if(override) {
3097 /* DDraw sets this for the X11 surfaces, so don't confuse the user
3098 * FIXME("(%p) Target override is not supported by now\n", This);
3099 * Additionally, it isn't really possible to support triple-buffering
3100 * properly on opengl at all
3104 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **) &swapchain);
3105 if(!swapchain) {
3106 ERR("Flipped surface is not on a swapchain\n");
3107 return WINEDDERR_NOTFLIPPABLE;
3110 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
3111 * and only d3d8 and d3d9 apps specify the presentation interval
3113 if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
3114 /* Most common case first to avoid wasting time on all the other cases */
3115 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
3116 } else if(Flags & WINEDDFLIP_NOVSYNC) {
3117 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3118 } else if(Flags & WINEDDFLIP_INTERVAL2) {
3119 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
3120 } else if(Flags & WINEDDFLIP_INTERVAL3) {
3121 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
3122 } else {
3123 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
3126 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
3127 hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *) swapchain, NULL, NULL, 0, NULL, 0);
3128 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
3129 return hr;
3132 /* Does a direct frame buffer -> texture copy. Stretching is done
3133 * with single pixel copy calls
3135 static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
3136 const WINED3DRECT *srect, const WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter)
3138 IWineD3DDeviceImpl *myDevice = This->resource.device;
3139 float xrel, yrel;
3140 UINT row;
3141 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3142 struct wined3d_context *context;
3145 context = context_acquire(myDevice, SrcSurface, CTXUSAGE_BLIT);
3146 surface_internal_preload((IWineD3DSurface *) This, SRGB_RGB);
3147 ENTER_GL();
3149 /* Bind the target texture */
3150 glBindTexture(This->texture_target, This->texture_name);
3151 checkGLcall("glBindTexture");
3152 if(surface_is_offscreen(SrcSurface)) {
3153 TRACE("Reading from an offscreen target\n");
3154 upsidedown = !upsidedown;
3155 glReadBuffer(myDevice->offscreenBuffer);
3157 else
3159 glReadBuffer(surface_get_gl_buffer(SrcSurface));
3161 checkGLcall("glReadBuffer");
3163 xrel = (float) (srect->x2 - srect->x1) / (float) (drect->x2 - drect->x1);
3164 yrel = (float) (srect->y2 - srect->y1) / (float) (drect->y2 - drect->y1);
3166 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
3168 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
3170 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
3171 ERR("Texture filtering not supported in direct blit\n");
3174 else if ((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT)
3175 && ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
3177 ERR("Texture filtering not supported in direct blit\n");
3180 if (upsidedown
3181 && !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
3182 && !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
3184 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
3186 glCopyTexSubImage2D(This->texture_target, This->texture_level,
3187 drect->x1 /*xoffset */, drect->y1 /* y offset */,
3188 srect->x1, Src->currentDesc.Height - srect->y2,
3189 drect->x2 - drect->x1, drect->y2 - drect->y1);
3190 } else {
3191 UINT yoffset = Src->currentDesc.Height - srect->y1 + drect->y1 - 1;
3192 /* I have to process this row by row to swap the image,
3193 * otherwise it would be upside down, so stretching in y direction
3194 * doesn't cost extra time
3196 * However, stretching in x direction can be avoided if not necessary
3198 for(row = drect->y1; row < drect->y2; row++) {
3199 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
3201 /* Well, that stuff works, but it's very slow.
3202 * find a better way instead
3204 UINT col;
3206 for(col = drect->x1; col < drect->x2; col++) {
3207 glCopyTexSubImage2D(This->texture_target, This->texture_level,
3208 drect->x1 + col /* x offset */, row /* y offset */,
3209 srect->x1 + col * xrel, yoffset - (int) (row * yrel), 1, 1);
3211 } else {
3212 glCopyTexSubImage2D(This->texture_target, This->texture_level,
3213 drect->x1 /* x offset */, row /* y offset */,
3214 srect->x1, yoffset - (int) (row * yrel), drect->x2-drect->x1, 1);
3218 checkGLcall("glCopyTexSubImage2D");
3220 LEAVE_GL();
3221 context_release(context);
3223 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3224 * path is never entered
3226 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
3229 /* Uses the hardware to stretch and flip the image */
3230 static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
3231 IWineD3DSwapChainImpl *swapchain, const WINED3DRECT *srect, const WINED3DRECT *drect,
3232 BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter)
3234 IWineD3DDeviceImpl *myDevice = This->resource.device;
3235 GLuint src, backup = 0;
3236 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3237 float left, right, top, bottom; /* Texture coordinates */
3238 UINT fbwidth = Src->currentDesc.Width;
3239 UINT fbheight = Src->currentDesc.Height;
3240 struct wined3d_context *context;
3241 GLenum drawBuffer = GL_BACK;
3242 GLenum texture_target;
3243 BOOL noBackBufferBackup;
3244 BOOL src_offscreen;
3246 TRACE("Using hwstretch blit\n");
3247 /* Activate the Proper context for reading from the source surface, set it up for blitting */
3248 context = context_acquire(myDevice, SrcSurface, CTXUSAGE_BLIT);
3249 surface_internal_preload((IWineD3DSurface *) This, SRGB_RGB);
3251 src_offscreen = surface_is_offscreen(SrcSurface);
3252 noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
3253 if (!noBackBufferBackup && !Src->texture_name)
3255 /* Get it a description */
3256 surface_internal_preload(SrcSurface, SRGB_RGB);
3258 ENTER_GL();
3260 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
3261 * This way we don't have to wait for the 2nd readback to finish to leave this function.
3263 if (context->aux_buffers >= 2)
3265 /* Got more than one aux buffer? Use the 2nd aux buffer */
3266 drawBuffer = GL_AUX1;
3268 else if ((!src_offscreen || myDevice->offscreenBuffer == GL_BACK) && context->aux_buffers >= 1)
3270 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
3271 drawBuffer = GL_AUX0;
3274 if(noBackBufferBackup) {
3275 glGenTextures(1, &backup);
3276 checkGLcall("glGenTextures");
3277 glBindTexture(GL_TEXTURE_2D, backup);
3278 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3279 texture_target = GL_TEXTURE_2D;
3280 } else {
3281 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
3282 * we are reading from the back buffer, the backup can be used as source texture
3284 texture_target = Src->texture_target;
3285 glBindTexture(texture_target, Src->texture_name);
3286 checkGLcall("glBindTexture(texture_target, Src->texture_name)");
3287 glEnable(texture_target);
3288 checkGLcall("glEnable(texture_target)");
3290 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
3291 Src->Flags &= ~SFLAG_INTEXTURE;
3294 if (src_offscreen)
3296 TRACE("Reading from an offscreen target\n");
3297 upsidedown = !upsidedown;
3298 glReadBuffer(myDevice->offscreenBuffer);
3300 else
3302 glReadBuffer(surface_get_gl_buffer(SrcSurface));
3305 /* TODO: Only back up the part that will be overwritten */
3306 glCopyTexSubImage2D(texture_target, 0,
3307 0, 0 /* read offsets */,
3308 0, 0,
3309 fbwidth,
3310 fbheight);
3312 checkGLcall("glCopyTexSubImage2D");
3314 /* No issue with overriding these - the sampler is dirty due to blit usage */
3315 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
3316 wined3d_gl_mag_filter(magLookup, Filter));
3317 checkGLcall("glTexParameteri");
3318 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
3319 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
3320 checkGLcall("glTexParameteri");
3322 if(!swapchain || (IWineD3DSurface *) Src == swapchain->backBuffer[0]) {
3323 src = backup ? backup : Src->texture_name;
3324 } else {
3325 glReadBuffer(GL_FRONT);
3326 checkGLcall("glReadBuffer(GL_FRONT)");
3328 glGenTextures(1, &src);
3329 checkGLcall("glGenTextures(1, &src)");
3330 glBindTexture(GL_TEXTURE_2D, src);
3331 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
3333 /* TODO: Only copy the part that will be read. Use srect->x1, srect->y2 as origin, but with the width watch
3334 * out for power of 2 sizes
3336 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Src->pow2Width, Src->pow2Height, 0,
3337 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
3338 checkGLcall("glTexImage2D");
3339 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
3340 0, 0 /* read offsets */,
3341 0, 0,
3342 fbwidth,
3343 fbheight);
3345 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3346 checkGLcall("glTexParameteri");
3347 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3348 checkGLcall("glTexParameteri");
3350 glReadBuffer(GL_BACK);
3351 checkGLcall("glReadBuffer(GL_BACK)");
3353 if(texture_target != GL_TEXTURE_2D) {
3354 glDisable(texture_target);
3355 glEnable(GL_TEXTURE_2D);
3356 texture_target = GL_TEXTURE_2D;
3359 checkGLcall("glEnd and previous");
3361 left = srect->x1;
3362 right = srect->x2;
3364 if(upsidedown) {
3365 top = Src->currentDesc.Height - srect->y1;
3366 bottom = Src->currentDesc.Height - srect->y2;
3367 } else {
3368 top = Src->currentDesc.Height - srect->y2;
3369 bottom = Src->currentDesc.Height - srect->y1;
3372 if(Src->Flags & SFLAG_NORMCOORD) {
3373 left /= Src->pow2Width;
3374 right /= Src->pow2Width;
3375 top /= Src->pow2Height;
3376 bottom /= Src->pow2Height;
3379 /* draw the source texture stretched and upside down. The correct surface is bound already */
3380 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3381 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3383 context_set_draw_buffer(context, drawBuffer);
3384 glReadBuffer(drawBuffer);
3386 glBegin(GL_QUADS);
3387 /* bottom left */
3388 glTexCoord2f(left, bottom);
3389 glVertex2i(0, fbheight);
3391 /* top left */
3392 glTexCoord2f(left, top);
3393 glVertex2i(0, fbheight - drect->y2 - drect->y1);
3395 /* top right */
3396 glTexCoord2f(right, top);
3397 glVertex2i(drect->x2 - drect->x1, fbheight - drect->y2 - drect->y1);
3399 /* bottom right */
3400 glTexCoord2f(right, bottom);
3401 glVertex2i(drect->x2 - drect->x1, fbheight);
3402 glEnd();
3403 checkGLcall("glEnd and previous");
3405 if (texture_target != This->texture_target)
3407 glDisable(texture_target);
3408 glEnable(This->texture_target);
3409 texture_target = This->texture_target;
3412 /* Now read the stretched and upside down image into the destination texture */
3413 glBindTexture(texture_target, This->texture_name);
3414 checkGLcall("glBindTexture");
3415 glCopyTexSubImage2D(texture_target,
3417 drect->x1, drect->y1, /* xoffset, yoffset */
3418 0, 0, /* We blitted the image to the origin */
3419 drect->x2 - drect->x1, drect->y2 - drect->y1);
3420 checkGLcall("glCopyTexSubImage2D");
3422 if(drawBuffer == GL_BACK) {
3423 /* Write the back buffer backup back */
3424 if(backup) {
3425 if(texture_target != GL_TEXTURE_2D) {
3426 glDisable(texture_target);
3427 glEnable(GL_TEXTURE_2D);
3428 texture_target = GL_TEXTURE_2D;
3430 glBindTexture(GL_TEXTURE_2D, backup);
3431 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3432 } else {
3433 if (texture_target != Src->texture_target)
3435 glDisable(texture_target);
3436 glEnable(Src->texture_target);
3437 texture_target = Src->texture_target;
3439 glBindTexture(Src->texture_target, Src->texture_name);
3440 checkGLcall("glBindTexture(Src->texture_target, Src->texture_name)");
3443 glBegin(GL_QUADS);
3444 /* top left */
3445 glTexCoord2f(0.0f, (float)fbheight / (float)Src->pow2Height);
3446 glVertex2i(0, 0);
3448 /* bottom left */
3449 glTexCoord2f(0.0f, 0.0f);
3450 glVertex2i(0, fbheight);
3452 /* bottom right */
3453 glTexCoord2f((float)fbwidth / (float)Src->pow2Width, 0.0f);
3454 glVertex2i(fbwidth, Src->currentDesc.Height);
3456 /* top right */
3457 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, (float) fbheight / (float) Src->pow2Height);
3458 glVertex2i(fbwidth, 0);
3459 glEnd();
3461 glDisable(texture_target);
3462 checkGLcall("glDisable(texture_target)");
3464 /* Cleanup */
3465 if (src != Src->texture_name && src != backup)
3467 glDeleteTextures(1, &src);
3468 checkGLcall("glDeleteTextures(1, &src)");
3470 if(backup) {
3471 glDeleteTextures(1, &backup);
3472 checkGLcall("glDeleteTextures(1, &backup)");
3475 LEAVE_GL();
3477 wglFlush(); /* Flush to ensure ordering across contexts. */
3479 context_release(context);
3481 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3482 * path is never entered
3484 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
3487 /* Not called from the VTable */
3488 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3489 IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx,
3490 WINED3DTEXTUREFILTERTYPE Filter)
3492 IWineD3DDeviceImpl *myDevice = This->resource.device;
3493 WINED3DRECT rect;
3494 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
3495 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3497 TRACE("(%p)->(%p,%p,%p,%08x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3499 /* Get the swapchain. One of the surfaces has to be a primary surface */
3500 if(This->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3501 WARN("Destination is in sysmem, rejecting gl blt\n");
3502 return WINED3DERR_INVALIDCALL;
3504 IWineD3DSurface_GetContainer( (IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
3505 if(dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) dstSwapchain);
3506 if(Src) {
3507 if(Src->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3508 WARN("Src is in sysmem, rejecting gl blt\n");
3509 return WINED3DERR_INVALIDCALL;
3511 IWineD3DSurface_GetContainer( (IWineD3DSurface *) Src, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
3512 if(srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) srcSwapchain);
3515 /* Early sort out of cases where no render target is used */
3516 if(!dstSwapchain && !srcSwapchain &&
3517 SrcSurface != myDevice->render_targets[0] && This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3518 TRACE("No surface is render target, not using hardware blit. Src = %p, dst = %p\n", Src, This);
3519 return WINED3DERR_INVALIDCALL;
3522 /* No destination color keying supported */
3523 if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
3524 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3525 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3526 return WINED3DERR_INVALIDCALL;
3529 if (DestRect) {
3530 rect.x1 = DestRect->left;
3531 rect.y1 = DestRect->top;
3532 rect.x2 = DestRect->right;
3533 rect.y2 = DestRect->bottom;
3534 } else {
3535 rect.x1 = 0;
3536 rect.y1 = 0;
3537 rect.x2 = This->currentDesc.Width;
3538 rect.y2 = This->currentDesc.Height;
3541 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3542 if(dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->backBuffer &&
3543 ((IWineD3DSurface *) This == dstSwapchain->frontBuffer) && SrcSurface == dstSwapchain->backBuffer[0]) {
3544 /* Half-life does a Blt from the back buffer to the front buffer,
3545 * Full surface size, no flags... Use present instead
3547 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3550 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3551 while(1)
3553 RECT mySrcRect;
3554 TRACE("Looking if a Present can be done...\n");
3555 /* Source Rectangle must be full surface */
3556 if( SrcRect ) {
3557 if(SrcRect->left != 0 || SrcRect->top != 0 ||
3558 SrcRect->right != Src->currentDesc.Width || SrcRect->bottom != Src->currentDesc.Height) {
3559 TRACE("No, Source rectangle doesn't match\n");
3560 break;
3563 mySrcRect.left = 0;
3564 mySrcRect.top = 0;
3565 mySrcRect.right = Src->currentDesc.Width;
3566 mySrcRect.bottom = Src->currentDesc.Height;
3568 /* No stretching may occur */
3569 if(mySrcRect.right != rect.x2 - rect.x1 ||
3570 mySrcRect.bottom != rect.y2 - rect.y1) {
3571 TRACE("No, stretching is done\n");
3572 break;
3575 /* Destination must be full surface or match the clipping rectangle */
3576 if(This->clipper && ((IWineD3DClipperImpl *) This->clipper)->hWnd)
3578 RECT cliprect;
3579 POINT pos[2];
3580 GetClientRect(((IWineD3DClipperImpl *) This->clipper)->hWnd, &cliprect);
3581 pos[0].x = rect.x1;
3582 pos[0].y = rect.y1;
3583 pos[1].x = rect.x2;
3584 pos[1].y = rect.y2;
3585 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *) This->clipper)->hWnd,
3586 pos, 2);
3588 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
3589 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3591 TRACE("No, dest rectangle doesn't match(clipper)\n");
3592 TRACE("Clip rect at (%d,%d)-(%d,%d)\n", cliprect.left, cliprect.top, cliprect.right, cliprect.bottom);
3593 TRACE("Blt dest: (%d,%d)-(%d,%d)\n", rect.x1, rect.y1, rect.x2, rect.y2);
3594 break;
3597 else
3599 if(rect.x1 != 0 || rect.y1 != 0 ||
3600 rect.x2 != This->currentDesc.Width || rect.y2 != This->currentDesc.Height) {
3601 TRACE("No, dest rectangle doesn't match(surface size)\n");
3602 break;
3606 TRACE("Yes\n");
3608 /* These flags are unimportant for the flag check, remove them */
3609 if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
3610 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3612 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3613 * take very long, while a flip is fast.
3614 * This applies to Half-Life, which does such Blts every time it finished
3615 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3616 * menu. This is also used by all apps when they do windowed rendering
3618 * The problem is that flipping is not really the same as copying. After a
3619 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3620 * untouched. Therefore it's necessary to override the swap effect
3621 * and to set it back after the flip.
3623 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3624 * testcases.
3627 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3628 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3630 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3631 IWineD3DSwapChain_Present((IWineD3DSwapChain *) dstSwapchain, NULL, NULL, 0, NULL, 0);
3633 dstSwapchain->presentParms.SwapEffect = orig_swap;
3635 return WINED3D_OK;
3637 break;
3640 TRACE("Unsupported blit between buffers on the same swapchain\n");
3641 return WINED3DERR_INVALIDCALL;
3642 } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
3643 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3644 return WINED3DERR_INVALIDCALL;
3645 } else if(dstSwapchain && srcSwapchain) {
3646 FIXME("Implement hardware blit between two different swapchains\n");
3647 return WINED3DERR_INVALIDCALL;
3648 } else if(dstSwapchain) {
3649 if(SrcSurface == myDevice->render_targets[0]) {
3650 TRACE("Blit from active render target to a swapchain\n");
3651 /* Handled with regular texture -> swapchain blit */
3653 } else if(srcSwapchain && This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3654 FIXME("Implement blit from a swapchain to the active render target\n");
3655 return WINED3DERR_INVALIDCALL;
3658 if((srcSwapchain || SrcSurface == myDevice->render_targets[0]) && !dstSwapchain) {
3659 /* Blit from render target to texture */
3660 WINED3DRECT srect;
3661 BOOL upsideDown, stretchx;
3662 BOOL paletteOverride = FALSE;
3664 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3665 TRACE("Color keying not supported by frame buffer to texture blit\n");
3666 return WINED3DERR_INVALIDCALL;
3667 /* Destination color key is checked above */
3670 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
3671 * glCopyTexSubImage is a bit picky about the parameters we pass to it
3673 if(SrcRect) {
3674 if(SrcRect->top < SrcRect->bottom) {
3675 srect.y1 = SrcRect->top;
3676 srect.y2 = SrcRect->bottom;
3677 upsideDown = FALSE;
3678 } else {
3679 srect.y1 = SrcRect->bottom;
3680 srect.y2 = SrcRect->top;
3681 upsideDown = TRUE;
3683 srect.x1 = SrcRect->left;
3684 srect.x2 = SrcRect->right;
3685 } else {
3686 srect.x1 = 0;
3687 srect.y1 = 0;
3688 srect.x2 = Src->currentDesc.Width;
3689 srect.y2 = Src->currentDesc.Height;
3690 upsideDown = FALSE;
3692 if(rect.x1 > rect.x2) {
3693 UINT tmp = rect.x2;
3694 rect.x2 = rect.x1;
3695 rect.x1 = tmp;
3696 upsideDown = !upsideDown;
3699 if(rect.x2 - rect.x1 != srect.x2 - srect.x1) {
3700 stretchx = TRUE;
3701 } else {
3702 stretchx = FALSE;
3705 /* When blitting from a render target a texture, the texture isn't required to have a palette.
3706 * In this case grab the palette from the render target. */
3707 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT && !This->palette)
3709 paletteOverride = TRUE;
3710 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3711 This->palette = Src->palette;
3714 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3715 * flip the image nor scale it.
3717 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3718 * -> If the app wants a image width an unscaled width, copy it line per line
3719 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3720 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3721 * back buffer. This is slower than reading line per line, thus not used for flipping
3722 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3723 * pixel by pixel
3725 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3726 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3727 * backends.
3729 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
3730 && myDevice->adapter->gl_info.fbo_ops.glBlitFramebuffer
3731 && surface_can_stretch_rect(Src, This))
3733 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &srect,
3734 (IWineD3DSurface *)This, &rect, Filter, upsideDown);
3735 } else if((!stretchx) || rect.x2 - rect.x1 > Src->currentDesc.Width ||
3736 rect.y2 - rect.y1 > Src->currentDesc.Height) {
3737 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3738 fb_copy_to_texture_direct(This, SrcSurface, &srect, &rect, upsideDown, Filter);
3739 } else {
3740 TRACE("Using hardware stretching to flip / stretch the texture\n");
3741 fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3744 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3745 if(paletteOverride)
3746 This->palette = NULL;
3748 if(!(This->Flags & SFLAG_DONOTFREE)) {
3749 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
3750 This->resource.allocatedMemory = NULL;
3751 This->resource.heapMemory = NULL;
3752 } else {
3753 This->Flags &= ~SFLAG_INSYSMEM;
3756 return WINED3D_OK;
3757 } else if(Src) {
3758 /* Blit from offscreen surface to render target */
3759 float glTexCoord[4];
3760 DWORD oldCKeyFlags = Src->CKeyFlags;
3761 WINEDDCOLORKEY oldBltCKey = Src->SrcBltCKey;
3762 struct wined3d_context *context;
3763 RECT SourceRectangle;
3764 BOOL paletteOverride = FALSE;
3766 TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
3768 if(SrcRect) {
3769 SourceRectangle.left = SrcRect->left;
3770 SourceRectangle.right = SrcRect->right;
3771 SourceRectangle.top = SrcRect->top;
3772 SourceRectangle.bottom = SrcRect->bottom;
3773 } else {
3774 SourceRectangle.left = 0;
3775 SourceRectangle.right = Src->currentDesc.Width;
3776 SourceRectangle.top = 0;
3777 SourceRectangle.bottom = Src->currentDesc.Height;
3780 /* When blitting from an offscreen surface to a rendertarget, the source
3781 * surface is not required to have a palette. Our rendering / conversion
3782 * code further down the road retrieves the palette from the surface, so
3783 * it must have a palette set. */
3784 if (Src->resource.format_desc->format == WINED3DFMT_P8_UINT && !Src->palette)
3786 paletteOverride = TRUE;
3787 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3788 Src->palette = This->palette;
3791 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
3792 && myDevice->adapter->gl_info.fbo_ops.glBlitFramebuffer
3793 && !(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3794 && surface_can_stretch_rect(Src, This))
3796 TRACE("Using stretch_rect_fbo\n");
3797 /* The source is always a texture, but never the currently active render target, and the texture
3798 * contents are never upside down
3800 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, (WINED3DRECT *) &SourceRectangle,
3801 (IWineD3DSurface *)This, &rect, Filter, FALSE);
3803 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3804 if(paletteOverride)
3805 Src->palette = NULL;
3806 return WINED3D_OK;
3809 if(!CalculateTexRect(Src, &SourceRectangle, glTexCoord)) {
3810 /* Fall back to software */
3811 WARN("(%p) Source texture area (%d,%d)-(%d,%d) is too big\n", Src,
3812 SourceRectangle.left, SourceRectangle.top,
3813 SourceRectangle.right, SourceRectangle.bottom);
3814 return WINED3DERR_INVALIDCALL;
3817 /* Color keying: Check if we have to do a color keyed blt,
3818 * and if not check if a color key is activated.
3820 * Just modify the color keying parameters in the surface and restore them afterwards
3821 * The surface keeps track of the color key last used to load the opengl surface.
3822 * PreLoad will catch the change to the flags and color key and reload if necessary.
3824 if(Flags & WINEDDBLT_KEYSRC) {
3825 /* Use color key from surface */
3826 } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
3827 /* Use color key from DDBltFx */
3828 Src->CKeyFlags |= WINEDDSD_CKSRCBLT;
3829 Src->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3830 } else {
3831 /* Do not use color key */
3832 Src->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3835 /* Now load the surface */
3836 surface_internal_preload((IWineD3DSurface *) Src, SRGB_RGB);
3838 /* Activate the destination context, set it up for blitting */
3839 context = context_acquire(myDevice, (IWineD3DSurface *)This, CTXUSAGE_BLIT);
3841 /* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
3842 * while OpenGL coordinates are window relative.
3843 * Also beware of the origin difference(top left vs bottom left).
3844 * Also beware that the front buffer's surface size is screen width x screen height,
3845 * whereas the real gl drawable size is the size of the window.
3847 if (dstSwapchain && (IWineD3DSurface *)This == dstSwapchain->frontBuffer) {
3848 RECT windowsize;
3849 POINT offset = {0,0};
3850 UINT h;
3851 ClientToScreen(dstSwapchain->win_handle, &offset);
3852 GetClientRect(dstSwapchain->win_handle, &windowsize);
3853 h = windowsize.bottom - windowsize.top;
3854 rect.x1 -= offset.x; rect.x2 -=offset.x;
3855 rect.y1 -= offset.y; rect.y2 -=offset.y;
3856 rect.y1 += This->currentDesc.Height - h; rect.y2 += This->currentDesc.Height - h;
3859 if (!is_identity_fixup(This->resource.format_desc->color_fixup))
3861 FIXME("Destination format %s has a fixup, this is not supported.\n",
3862 debug_d3dformat(This->resource.format_desc->format));
3863 dump_color_fixup_desc(This->resource.format_desc->color_fixup);
3866 if (!myDevice->blitter->color_fixup_supported(Src->resource.format_desc->color_fixup))
3868 FIXME("Source format %s has an unsupported fixup:\n",
3869 debug_d3dformat(Src->resource.format_desc->format));
3870 dump_color_fixup_desc(Src->resource.format_desc->color_fixup);
3873 myDevice->blitter->set_shader((IWineD3DDevice *) myDevice, Src->resource.format_desc,
3874 Src->texture_target, Src->pow2Width, Src->pow2Height);
3876 ENTER_GL();
3878 /* Bind the texture */
3879 glBindTexture(Src->texture_target, Src->texture_name);
3880 checkGLcall("glBindTexture");
3882 /* Filtering for StretchRect */
3883 glTexParameteri(Src->texture_target, GL_TEXTURE_MAG_FILTER,
3884 wined3d_gl_mag_filter(magLookup, Filter));
3885 checkGLcall("glTexParameteri");
3886 glTexParameteri(Src->texture_target, GL_TEXTURE_MIN_FILTER,
3887 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
3888 checkGLcall("glTexParameteri");
3889 glTexParameteri(Src->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3890 glTexParameteri(Src->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3891 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
3892 checkGLcall("glTexEnvi");
3894 /* This is for color keying */
3895 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3896 glEnable(GL_ALPHA_TEST);
3897 checkGLcall("glEnable(GL_ALPHA_TEST)");
3899 /* When the primary render target uses P8, the alpha component contains the palette index.
3900 * Which means that the colorkey is one of the palette entries. In other cases pixels that
3901 * should be masked away have alpha set to 0. */
3902 if(primary_render_target_is_p8(myDevice))
3903 glAlphaFunc(GL_NOTEQUAL, (float)Src->SrcBltCKey.dwColorSpaceLowValue / 256.0f);
3904 else
3905 glAlphaFunc(GL_NOTEQUAL, 0.0f);
3906 checkGLcall("glAlphaFunc");
3907 } else {
3908 glDisable(GL_ALPHA_TEST);
3909 checkGLcall("glDisable(GL_ALPHA_TEST)");
3912 /* Draw a textured quad
3914 glBegin(GL_QUADS);
3916 glColor3f(1.0f, 1.0f, 1.0f);
3917 glTexCoord2f(glTexCoord[0], glTexCoord[2]);
3918 glVertex3f(rect.x1, rect.y1, 0.0f);
3920 glTexCoord2f(glTexCoord[0], glTexCoord[3]);
3921 glVertex3f(rect.x1, rect.y2, 0.0f);
3923 glTexCoord2f(glTexCoord[1], glTexCoord[3]);
3924 glVertex3f(rect.x2, rect.y2, 0.0f);
3926 glTexCoord2f(glTexCoord[1], glTexCoord[2]);
3927 glVertex3f(rect.x2, rect.y1, 0.0f);
3929 glEnd();
3930 checkGLcall("glEnd");
3932 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3933 glDisable(GL_ALPHA_TEST);
3934 checkGLcall("glDisable(GL_ALPHA_TEST)");
3937 glBindTexture(Src->texture_target, 0);
3938 checkGLcall("glBindTexture(Src->texture_target, 0)");
3940 /* Restore the color key parameters */
3941 Src->CKeyFlags = oldCKeyFlags;
3942 Src->SrcBltCKey = oldBltCKey;
3944 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3945 if(paletteOverride)
3946 Src->palette = NULL;
3948 LEAVE_GL();
3950 /* Leave the opengl state valid for blitting */
3951 myDevice->blitter->unset_shader((IWineD3DDevice *) myDevice);
3953 wglFlush(); /* Flush to ensure ordering across contexts. */
3955 context_release(context);
3957 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
3958 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
3959 * is outdated now
3961 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INDRAWABLE, TRUE);
3963 return WINED3D_OK;
3964 } else {
3965 /* Source-Less Blit to render target */
3966 if (Flags & WINEDDBLT_COLORFILL) {
3967 /* This is easy to handle for the D3D Device... */
3968 DWORD color;
3970 TRACE("Colorfill\n");
3972 /* This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0] || dstSwapchain
3973 must be true if we are here */
3974 if (This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0] &&
3975 !(This == (IWineD3DSurfaceImpl*) dstSwapchain->frontBuffer ||
3976 (dstSwapchain->backBuffer && This == (IWineD3DSurfaceImpl*) dstSwapchain->backBuffer[0]))) {
3977 TRACE("Surface is higher back buffer, falling back to software\n");
3978 return WINED3DERR_INVALIDCALL;
3981 /* The color as given in the Blt function is in the format of the frame-buffer...
3982 * 'clear' expect it in ARGB format => we need to do some conversion :-)
3984 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT)
3986 DWORD alpha;
3988 if (primary_render_target_is_p8(myDevice)) alpha = DDBltFx->u5.dwFillColor << 24;
3989 else alpha = 0xFF000000;
3991 if (This->palette) {
3992 color = (alpha |
3993 (This->palette->palents[DDBltFx->u5.dwFillColor].peRed << 16) |
3994 (This->palette->palents[DDBltFx->u5.dwFillColor].peGreen << 8) |
3995 (This->palette->palents[DDBltFx->u5.dwFillColor].peBlue));
3996 } else {
3997 color = alpha;
4000 else if (This->resource.format_desc->format == WINED3DFMT_B5G6R5_UNORM)
4002 if (DDBltFx->u5.dwFillColor == 0xFFFF) {
4003 color = 0xFFFFFFFF;
4004 } else {
4005 color = ((0xFF000000) |
4006 ((DDBltFx->u5.dwFillColor & 0xF800) << 8) |
4007 ((DDBltFx->u5.dwFillColor & 0x07E0) << 5) |
4008 ((DDBltFx->u5.dwFillColor & 0x001F) << 3));
4011 else if (This->resource.format_desc->format == WINED3DFMT_B8G8R8_UNORM
4012 || This->resource.format_desc->format == WINED3DFMT_B8G8R8X8_UNORM)
4014 color = 0xFF000000 | DDBltFx->u5.dwFillColor;
4016 else if (This->resource.format_desc->format == WINED3DFMT_B8G8R8A8_UNORM)
4018 color = DDBltFx->u5.dwFillColor;
4020 else {
4021 ERR("Wrong surface type for BLT override(Format doesn't match) !\n");
4022 return WINED3DERR_INVALIDCALL;
4025 TRACE("(%p) executing Render Target override, color = %x\n", This, color);
4026 IWineD3DDeviceImpl_ClearSurface(myDevice, This, 1 /* Number of rectangles */,
4027 &rect, WINED3DCLEAR_TARGET, color, 0.0f /* Z */, 0 /* Stencil */);
4028 return WINED3D_OK;
4032 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
4033 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
4034 return WINED3DERR_INVALIDCALL;
4037 static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *DestRect,
4038 IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx)
4040 IWineD3DDeviceImpl *myDevice = This->resource.device;
4041 float depth;
4043 if (Flags & WINEDDBLT_DEPTHFILL) {
4044 switch(This->resource.format_desc->format)
4046 case WINED3DFMT_D16_UNORM:
4047 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
4048 break;
4049 case WINED3DFMT_S1_UINT_D15_UNORM:
4050 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000fffe;
4051 break;
4052 case WINED3DFMT_D24_UNORM_S8_UINT:
4053 case WINED3DFMT_X8D24_UNORM:
4054 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
4055 break;
4056 case WINED3DFMT_D32_UNORM:
4057 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
4058 break;
4059 default:
4060 depth = 0.0f;
4061 ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format_desc->format));
4064 return IWineD3DDevice_Clear((IWineD3DDevice *) myDevice,
4065 DestRect == NULL ? 0 : 1,
4066 (const WINED3DRECT *)DestRect,
4067 WINED3DCLEAR_ZBUFFER,
4068 0x00000000,
4069 depth,
4070 0x00000000);
4073 FIXME("(%p): Unsupp depthstencil blit\n", This);
4074 return WINED3DERR_INVALIDCALL;
4077 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
4078 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
4079 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4080 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
4081 IWineD3DDeviceImpl *myDevice = This->resource.device;
4083 TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
4084 TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
4086 if ( (This->Flags & SFLAG_LOCKED) || ((Src != NULL) && (Src->Flags & SFLAG_LOCKED)))
4088 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
4089 return WINEDDERR_SURFACEBUSY;
4092 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
4093 * except depth blits, which seem to work
4095 if(iface == myDevice->stencilBufferTarget || (SrcSurface && SrcSurface == myDevice->stencilBufferTarget)) {
4096 if(myDevice->inScene && !(Flags & WINEDDBLT_DEPTHFILL)) {
4097 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
4098 return WINED3DERR_INVALIDCALL;
4099 } else if(IWineD3DSurfaceImpl_BltZ(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) {
4100 TRACE("Z Blit override handled the blit\n");
4101 return WINED3D_OK;
4105 /* Special cases for RenderTargets */
4106 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
4107 ( Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
4108 if(IWineD3DSurfaceImpl_BltOverride(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter) == WINED3D_OK) return WINED3D_OK;
4111 /* For the rest call the X11 surface implementation.
4112 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
4113 * other Blts are rather rare
4115 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter);
4118 static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
4119 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans)
4121 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4122 IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
4123 IWineD3DDeviceImpl *myDevice = This->resource.device;
4125 TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
4127 if ( (This->Flags & SFLAG_LOCKED) || (srcImpl->Flags & SFLAG_LOCKED))
4129 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
4130 return WINEDDERR_SURFACEBUSY;
4133 if(myDevice->inScene &&
4134 (iface == myDevice->stencilBufferTarget ||
4135 (Source == myDevice->stencilBufferTarget))) {
4136 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
4137 return WINED3DERR_INVALIDCALL;
4140 /* Special cases for RenderTargets */
4141 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
4142 (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) ) {
4144 RECT SrcRect, DstRect;
4145 DWORD Flags=0;
4147 if(rsrc) {
4148 SrcRect.left = rsrc->left;
4149 SrcRect.top= rsrc->top;
4150 SrcRect.bottom = rsrc->bottom;
4151 SrcRect.right = rsrc->right;
4152 } else {
4153 SrcRect.left = 0;
4154 SrcRect.top = 0;
4155 SrcRect.right = srcImpl->currentDesc.Width;
4156 SrcRect.bottom = srcImpl->currentDesc.Height;
4159 DstRect.left = dstx;
4160 DstRect.top=dsty;
4161 DstRect.right = dstx + SrcRect.right - SrcRect.left;
4162 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
4164 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
4165 if(trans & WINEDDBLTFAST_SRCCOLORKEY)
4166 Flags |= WINEDDBLT_KEYSRC;
4167 if(trans & WINEDDBLTFAST_DESTCOLORKEY)
4168 Flags |= WINEDDBLT_KEYDEST;
4169 if(trans & WINEDDBLTFAST_WAIT)
4170 Flags |= WINEDDBLT_WAIT;
4171 if(trans & WINEDDBLTFAST_DONOTWAIT)
4172 Flags |= WINEDDBLT_DONOTWAIT;
4174 if(IWineD3DSurfaceImpl_BltOverride(This, &DstRect, Source, &SrcRect, Flags, NULL, WINED3DTEXF_POINT) == WINED3D_OK) return WINED3D_OK;
4178 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
4181 static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
4183 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4184 RGBQUAD col[256];
4185 IWineD3DPaletteImpl *pal = This->palette;
4186 unsigned int n;
4187 TRACE("(%p)\n", This);
4189 if (!pal) return WINED3D_OK;
4191 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
4192 || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
4194 int bpp;
4195 GLenum format, internal, type;
4196 CONVERT_TYPES convert;
4198 /* Check if we are using a RTL mode which uses texturing for uploads */
4199 BOOL use_texture = (wined3d_settings.rendertargetlock_mode == RTL_READTEX);
4201 /* Check if we have hardware palette conversion if we have convert is set to NO_CONVERSION */
4202 d3dfmt_get_conv(This, TRUE, use_texture, &format, &internal, &type, &convert, &bpp, FALSE);
4204 if((This->resource.usage & WINED3DUSAGE_RENDERTARGET) && (convert == NO_CONVERSION))
4206 IWineD3DDeviceImpl *device = This->resource.device;
4207 struct wined3d_context *context;
4209 /* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
4210 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL);
4212 /* We want to force a palette refresh, so mark the drawable as not being up to date */
4213 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
4215 /* Re-upload the palette */
4216 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
4217 d3dfmt_p8_upload_palette(iface, convert);
4218 context_release(context);
4219 } else {
4220 if(!(This->Flags & SFLAG_INSYSMEM)) {
4221 TRACE("Palette changed with surface that does not have an up to date system memory copy\n");
4222 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
4224 TRACE("Dirtifying surface\n");
4225 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
4229 if(This->Flags & SFLAG_DIBSECTION) {
4230 TRACE("(%p): Updating the hdc's palette\n", This);
4231 for (n=0; n<256; n++) {
4232 col[n].rgbRed = pal->palents[n].peRed;
4233 col[n].rgbGreen = pal->palents[n].peGreen;
4234 col[n].rgbBlue = pal->palents[n].peBlue;
4235 col[n].rgbReserved = 0;
4237 SetDIBColorTable(This->hDC, 0, 256, col);
4240 /* Propagate the changes to the drawable when we have a palette. */
4241 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
4242 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, NULL);
4244 return WINED3D_OK;
4247 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
4248 /** Check against the maximum texture sizes supported by the video card **/
4249 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4250 const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
4251 unsigned int pow2Width, pow2Height;
4253 This->texture_name = 0;
4254 This->texture_target = GL_TEXTURE_2D;
4256 /* Non-power2 support */
4257 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[WINE_NORMALIZED_TEXRECT])
4259 pow2Width = This->currentDesc.Width;
4260 pow2Height = This->currentDesc.Height;
4262 else
4264 /* Find the nearest pow2 match */
4265 pow2Width = pow2Height = 1;
4266 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
4267 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
4269 This->pow2Width = pow2Width;
4270 This->pow2Height = pow2Height;
4272 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height) {
4273 /** TODO: add support for non power two compressed textures **/
4274 if (This->resource.format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
4276 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
4277 This, This->currentDesc.Width, This->currentDesc.Height);
4278 return WINED3DERR_NOTAVAILABLE;
4282 if(pow2Width != This->currentDesc.Width ||
4283 pow2Height != This->currentDesc.Height) {
4284 This->Flags |= SFLAG_NONPOW2;
4287 TRACE("%p\n", This);
4288 if ((This->pow2Width > gl_info->limits.texture_size || This->pow2Height > gl_info->limits.texture_size)
4289 && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
4291 /* one of three options
4292 1: Do the same as we do with nonpow 2 and scale the texture, (any texture ops would require the texture to be scaled which is potentially slow)
4293 2: Set the texture to the maximum size (bad idea)
4294 3: WARN and return WINED3DERR_NOTAVAILABLE;
4295 4: Create the surface, but allow it to be used only for DirectDraw Blts. Some apps(e.g. Swat 3) create textures with a Height of 16 and a Width > 3000 and blt 16x16 letter areas from them to the render target.
4297 WARN("(%p) Creating an oversized surface: %ux%u (texture is %ux%u)\n",
4298 This, This->pow2Width, This->pow2Height, This->currentDesc.Width, This->currentDesc.Height);
4299 This->Flags |= SFLAG_OVERSIZE;
4301 /* This will be initialized on the first blt */
4302 This->glRect.left = 0;
4303 This->glRect.top = 0;
4304 This->glRect.right = 0;
4305 This->glRect.bottom = 0;
4306 } else {
4307 /* Check this after the oversize check - do not make an oversized surface a texture_rectangle one.
4308 Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
4309 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
4310 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
4312 if (This->Flags & SFLAG_NONPOW2 && gl_info->supported[ARB_TEXTURE_RECTANGLE]
4313 && !(This->resource.format_desc->format == WINED3DFMT_P8_UINT
4314 && gl_info->supported[EXT_PALETTED_TEXTURE]
4315 && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
4317 This->texture_target = GL_TEXTURE_RECTANGLE_ARB;
4318 This->pow2Width = This->currentDesc.Width;
4319 This->pow2Height = This->currentDesc.Height;
4320 This->Flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
4323 /* No oversize, gl rect is the full texture size */
4324 This->Flags &= ~SFLAG_OVERSIZE;
4325 This->glRect.left = 0;
4326 This->glRect.top = 0;
4327 This->glRect.right = This->pow2Width;
4328 This->glRect.bottom = This->pow2Height;
4331 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
4332 switch(wined3d_settings.offscreen_rendering_mode) {
4333 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
4334 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
4335 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
4339 This->Flags |= SFLAG_INSYSMEM;
4341 return WINED3D_OK;
4344 struct depth_blt_info
4346 GLenum binding;
4347 GLenum bind_target;
4348 enum tex_types tex_type;
4349 GLfloat coords[4][3];
4352 static void surface_get_depth_blt_info(GLenum target, GLsizei w, GLsizei h, struct depth_blt_info *info)
4354 GLfloat (*coords)[3] = info->coords;
4356 switch (target)
4358 default:
4359 FIXME("Unsupported texture target %#x\n", target);
4360 /* Fall back to GL_TEXTURE_2D */
4361 case GL_TEXTURE_2D:
4362 info->binding = GL_TEXTURE_BINDING_2D;
4363 info->bind_target = GL_TEXTURE_2D;
4364 info->tex_type = tex_2d;
4365 coords[0][0] = 0.0f; coords[0][1] = 1.0f; coords[0][2] = 0.0f;
4366 coords[1][0] = 1.0f; coords[1][1] = 1.0f; coords[1][2] = 0.0f;
4367 coords[2][0] = 0.0f; coords[2][1] = 0.0f; coords[2][2] = 0.0f;
4368 coords[3][0] = 1.0f; coords[3][1] = 0.0f; coords[3][2] = 0.0f;
4369 break;
4371 case GL_TEXTURE_RECTANGLE_ARB:
4372 info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
4373 info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
4374 info->tex_type = tex_rect;
4375 coords[0][0] = 0.0f; coords[0][1] = h; coords[0][2] = 0.0f;
4376 coords[1][0] = w; coords[1][1] = h; coords[1][2] = 0.0f;
4377 coords[2][0] = 0.0f; coords[2][1] = 0.0f; coords[2][2] = 0.0f;
4378 coords[3][0] = w; coords[3][1] = 0.0f; coords[3][2] = 0.0f;
4379 break;
4381 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
4382 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4383 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4384 info->tex_type = tex_cube;
4385 coords[0][0] = 1.0f; coords[0][1] = -1.0f; coords[0][2] = 1.0f;
4386 coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
4387 coords[2][0] = 1.0f; coords[2][1] = 1.0f; coords[2][2] = 1.0f;
4388 coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
4390 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
4391 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4392 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4393 info->tex_type = tex_cube;
4394 coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
4395 coords[1][0] = -1.0f; coords[1][1] = -1.0f; coords[1][2] = 1.0f;
4396 coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
4397 coords[3][0] = -1.0f; coords[3][1] = 1.0f; coords[3][2] = 1.0f;
4399 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
4400 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4401 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4402 info->tex_type = tex_cube;
4403 coords[0][0] = -1.0f; coords[0][1] = 1.0f; coords[0][2] = 1.0f;
4404 coords[1][0] = 1.0f; coords[1][1] = 1.0f; coords[1][2] = 1.0f;
4405 coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
4406 coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
4408 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
4409 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4410 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4411 info->tex_type = tex_cube;
4412 coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
4413 coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
4414 coords[2][0] = -1.0f; coords[2][1] = -1.0f; coords[2][2] = 1.0f;
4415 coords[3][0] = 1.0f; coords[3][1] = -1.0f; coords[3][2] = 1.0f;
4417 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
4418 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4419 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4420 info->tex_type = tex_cube;
4421 coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = 1.0f;
4422 coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = 1.0f;
4423 coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = 1.0f;
4424 coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = 1.0f;
4426 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
4427 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4428 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4429 info->tex_type = tex_cube;
4430 coords[0][0] = 1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
4431 coords[1][0] = -1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
4432 coords[2][0] = 1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
4433 coords[3][0] = -1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
4437 /* GL locking is done by the caller */
4438 static void surface_depth_blt(IWineD3DSurfaceImpl *This, GLuint texture, GLsizei w, GLsizei h, GLenum target)
4440 IWineD3DDeviceImpl *device = This->resource.device;
4441 struct depth_blt_info info;
4442 GLint old_binding = 0;
4444 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
4446 glDisable(GL_CULL_FACE);
4447 glDisable(GL_BLEND);
4448 glDisable(GL_ALPHA_TEST);
4449 glDisable(GL_SCISSOR_TEST);
4450 glDisable(GL_STENCIL_TEST);
4451 glEnable(GL_DEPTH_TEST);
4452 glDepthFunc(GL_ALWAYS);
4453 glDepthMask(GL_TRUE);
4454 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
4455 glViewport(0, 0, w, h);
4457 surface_get_depth_blt_info(target, w, h, &info);
4458 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4459 glGetIntegerv(info.binding, &old_binding);
4460 glBindTexture(info.bind_target, texture);
4462 device->shader_backend->shader_select_depth_blt((IWineD3DDevice *)device, info.tex_type);
4464 glBegin(GL_TRIANGLE_STRIP);
4465 glTexCoord3fv(info.coords[0]);
4466 glVertex2f(-1.0f, -1.0f);
4467 glTexCoord3fv(info.coords[1]);
4468 glVertex2f(1.0f, -1.0f);
4469 glTexCoord3fv(info.coords[2]);
4470 glVertex2f(-1.0f, 1.0f);
4471 glTexCoord3fv(info.coords[3]);
4472 glVertex2f(1.0f, 1.0f);
4473 glEnd();
4475 glBindTexture(info.bind_target, old_binding);
4477 glPopAttrib();
4479 device->shader_backend->shader_deselect_depth_blt((IWineD3DDevice *)device);
4482 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) {
4483 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4485 TRACE("(%p) New location %#x\n", This, location);
4487 if (location & ~SFLAG_DS_LOCATIONS) {
4488 FIXME("(%p) Invalid location (%#x) specified\n", This, location);
4491 This->Flags &= ~SFLAG_DS_LOCATIONS;
4492 This->Flags |= location;
4495 /* Context activation is done by the caller. */
4496 void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location)
4498 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4499 IWineD3DDeviceImpl *device = This->resource.device;
4500 const struct wined3d_gl_info *gl_info = context->gl_info;
4502 TRACE("(%p) New location %#x\n", This, location);
4504 /* TODO: Make this work for modes other than FBO */
4505 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
4507 if (This->Flags & location) {
4508 TRACE("(%p) Location (%#x) is already up to date\n", This, location);
4509 return;
4512 if (This->current_renderbuffer) {
4513 FIXME("(%p) Not supported with fixed up depth stencil\n", This);
4514 return;
4517 if (location == SFLAG_DS_OFFSCREEN) {
4518 if (This->Flags & SFLAG_DS_ONSCREEN) {
4519 GLint old_binding = 0;
4520 GLenum bind_target;
4522 TRACE("(%p) Copying onscreen depth buffer to depth texture\n", This);
4524 ENTER_GL();
4526 if (!device->depth_blt_texture) {
4527 glGenTextures(1, &device->depth_blt_texture);
4530 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4531 * directly on the FBO texture. That's because we need to flip. */
4532 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4533 if (This->texture_target == GL_TEXTURE_RECTANGLE_ARB)
4535 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
4536 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4537 } else {
4538 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
4539 bind_target = GL_TEXTURE_2D;
4541 glBindTexture(bind_target, device->depth_blt_texture);
4542 glCopyTexImage2D(bind_target, This->texture_level, This->resource.format_desc->glInternal,
4543 0, 0, This->currentDesc.Width, This->currentDesc.Height, 0);
4544 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4545 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4546 glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
4547 glTexParameteri(bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
4548 glTexParameteri(bind_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
4549 glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
4550 glBindTexture(bind_target, old_binding);
4552 /* Setup the destination */
4553 if (!device->depth_blt_rb) {
4554 gl_info->fbo_ops.glGenRenderbuffers(1, &device->depth_blt_rb);
4555 checkGLcall("glGenRenderbuffersEXT");
4557 if (device->depth_blt_rb_w != This->currentDesc.Width
4558 || device->depth_blt_rb_h != This->currentDesc.Height) {
4559 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, device->depth_blt_rb);
4560 checkGLcall("glBindRenderbufferEXT");
4561 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8,
4562 This->currentDesc.Width, This->currentDesc.Height);
4563 checkGLcall("glRenderbufferStorageEXT");
4564 device->depth_blt_rb_w = This->currentDesc.Width;
4565 device->depth_blt_rb_h = This->currentDesc.Height;
4568 context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
4569 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
4570 GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, device->depth_blt_rb);
4571 checkGLcall("glFramebufferRenderbufferEXT");
4572 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, iface, FALSE);
4574 /* Do the actual blit */
4575 surface_depth_blt(This, device->depth_blt_texture, This->currentDesc.Width, This->currentDesc.Height, bind_target);
4576 checkGLcall("depth_blt");
4578 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4579 else context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4581 LEAVE_GL();
4583 wglFlush(); /* Flush to ensure ordering across contexts. */
4585 else
4587 FIXME("No up to date depth stencil location\n");
4589 } else if (location == SFLAG_DS_ONSCREEN) {
4590 if (This->Flags & SFLAG_DS_OFFSCREEN) {
4591 TRACE("(%p) Copying depth texture to onscreen depth buffer\n", This);
4593 ENTER_GL();
4595 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4596 surface_depth_blt(This, This->texture_name, This->currentDesc.Width,
4597 This->currentDesc.Height, This->texture_target);
4598 checkGLcall("depth_blt");
4600 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4602 LEAVE_GL();
4604 wglFlush(); /* Flush to ensure ordering across contexts. */
4606 else
4608 FIXME("No up to date depth stencil location\n");
4610 } else {
4611 ERR("(%p) Invalid location (%#x) specified\n", This, location);
4614 This->Flags |= location;
4617 static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
4618 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4619 IWineD3DBaseTexture *texture;
4620 IWineD3DSurfaceImpl *overlay;
4622 TRACE("(%p)->(%s, %s)\n", iface, debug_surflocation(flag),
4623 persistent ? "TRUE" : "FALSE");
4625 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4626 if (surface_is_offscreen(iface))
4628 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4629 if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4631 else
4633 TRACE("Surface %p is an onscreen surface\n", iface);
4637 if(persistent) {
4638 if(((This->Flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE)) ||
4639 ((This->Flags & SFLAG_INSRGBTEX) && !(flag & SFLAG_INSRGBTEX))) {
4640 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4641 TRACE("Passing to container\n");
4642 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4643 IWineD3DBaseTexture_Release(texture);
4646 This->Flags &= ~SFLAG_LOCATIONS;
4647 This->Flags |= flag;
4649 /* Redraw emulated overlays, if any */
4650 if(flag & SFLAG_INDRAWABLE && !list_empty(&This->overlays)) {
4651 LIST_FOR_EACH_ENTRY(overlay, &This->overlays, IWineD3DSurfaceImpl, overlay_entry) {
4652 IWineD3DSurface_DrawOverlay((IWineD3DSurface *) overlay);
4655 } else {
4656 if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))) {
4657 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4658 TRACE("Passing to container\n");
4659 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4660 IWineD3DBaseTexture_Release(texture);
4663 This->Flags &= ~flag;
4666 if(!(This->Flags & SFLAG_LOCATIONS)) {
4667 ERR("%p: Surface does not have any up to date location\n", This);
4671 struct coords {
4672 GLfloat x, y, z;
4675 struct float_rect
4677 float l;
4678 float t;
4679 float r;
4680 float b;
4683 static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
4685 f->l = ((r->left * 2.0f) / w) - 1.0f;
4686 f->t = ((r->top * 2.0f) / h) - 1.0f;
4687 f->r = ((r->right * 2.0f) / w) - 1.0f;
4688 f->b = ((r->bottom * 2.0f) / h) - 1.0f;
4691 static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in)
4693 IWineD3DDeviceImpl *device = This->resource.device;
4694 IWineD3DBaseTextureImpl *texture;
4695 struct wined3d_context *context;
4696 struct coords coords[4];
4697 RECT rect;
4698 GLenum bind_target;
4699 struct float_rect f;
4701 if(rect_in) {
4702 rect = *rect_in;
4703 } else {
4704 rect.left = 0;
4705 rect.top = 0;
4706 rect.right = This->currentDesc.Width;
4707 rect.bottom = This->currentDesc.Height;
4710 switch (This->texture_target)
4712 case GL_TEXTURE_2D:
4713 bind_target = GL_TEXTURE_2D;
4715 coords[0].x = (float)rect.left / This->pow2Width;
4716 coords[0].y = (float)rect.top / This->pow2Height;
4717 coords[0].z = 0;
4719 coords[1].x = (float)rect.left / This->pow2Width;
4720 coords[1].y = (float)rect.bottom / This->pow2Height;
4721 coords[1].z = 0;
4723 coords[2].x = (float)rect.right / This->pow2Width;
4724 coords[2].y = (float)rect.bottom / This->pow2Height;
4725 coords[2].z = 0;
4727 coords[3].x = (float)rect.right / This->pow2Width;
4728 coords[3].y = (float)rect.top / This->pow2Height;
4729 coords[3].z = 0;
4730 break;
4732 case GL_TEXTURE_RECTANGLE_ARB:
4733 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4734 coords[0].x = rect.left; coords[0].y = rect.top; coords[0].z = 0;
4735 coords[1].x = rect.left; coords[1].y = rect.bottom; coords[1].z = 0;
4736 coords[2].x = rect.right; coords[2].y = rect.bottom; coords[2].z = 0;
4737 coords[3].x = rect.right; coords[3].y = rect.top; coords[3].z = 0;
4738 break;
4740 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
4741 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4742 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4743 coords[0].x = 1; coords[0].y = -f.t; coords[0].z = -f.l;
4744 coords[1].x = 1; coords[1].y = -f.b; coords[1].z = -f.l;
4745 coords[2].x = 1; coords[2].y = -f.b; coords[2].z = -f.r;
4746 coords[3].x = 1; coords[3].y = -f.t; coords[3].z = -f.r;
4747 break;
4749 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
4750 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4751 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4752 coords[0].x = -1; coords[0].y = -f.t; coords[0].z = f.l;
4753 coords[1].x = -1; coords[1].y = -f.b; coords[1].z = f.l;
4754 coords[2].x = -1; coords[2].y = -f.b; coords[2].z = f.r;
4755 coords[3].x = -1; coords[3].y = -f.t; coords[3].z = f.r;
4756 break;
4758 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
4759 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4760 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4761 coords[0].x = f.l; coords[0].y = 1; coords[0].z = f.t;
4762 coords[1].x = f.l; coords[1].y = 1; coords[1].z = f.b;
4763 coords[2].x = f.r; coords[2].y = 1; coords[2].z = f.b;
4764 coords[3].x = f.r; coords[3].y = 1; coords[3].z = f.t;
4765 break;
4767 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
4768 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4769 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4770 coords[0].x = f.l; coords[0].y = -1; coords[0].z = -f.t;
4771 coords[1].x = f.l; coords[1].y = -1; coords[1].z = -f.b;
4772 coords[2].x = f.r; coords[2].y = -1; coords[2].z = -f.b;
4773 coords[3].x = f.r; coords[3].y = -1; coords[3].z = -f.t;
4774 break;
4776 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
4777 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4778 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4779 coords[0].x = f.l; coords[0].y = -f.t; coords[0].z = 1;
4780 coords[1].x = f.l; coords[1].y = -f.b; coords[1].z = 1;
4781 coords[2].x = f.r; coords[2].y = -f.b; coords[2].z = 1;
4782 coords[3].x = f.r; coords[3].y = -f.t; coords[3].z = 1;
4783 break;
4785 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
4786 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4787 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4788 coords[0].x = -f.l; coords[0].y = -f.t; coords[0].z = -1;
4789 coords[1].x = -f.l; coords[1].y = -f.b; coords[1].z = -1;
4790 coords[2].x = -f.r; coords[2].y = -f.b; coords[2].z = -1;
4791 coords[3].x = -f.r; coords[3].y = -f.t; coords[3].z = -1;
4792 break;
4794 default:
4795 ERR("Unexpected texture target %#x\n", This->texture_target);
4796 return;
4799 context = context_acquire(device, (IWineD3DSurface*)This, CTXUSAGE_BLIT);
4801 ENTER_GL();
4803 glEnable(bind_target);
4804 checkGLcall("glEnable(bind_target)");
4805 glBindTexture(bind_target, This->texture_name);
4806 checkGLcall("glBindTexture(bind_target, This->texture_name)");
4807 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4808 checkGLcall("glTexParameteri");
4809 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4810 checkGLcall("glTexParameteri");
4812 if (context->render_offscreen)
4814 LONG tmp = rect.top;
4815 rect.top = rect.bottom;
4816 rect.bottom = tmp;
4819 glBegin(GL_QUADS);
4820 glTexCoord3fv(&coords[0].x);
4821 glVertex2i(rect.left, rect.top);
4823 glTexCoord3fv(&coords[1].x);
4824 glVertex2i(rect.left, rect.bottom);
4826 glTexCoord3fv(&coords[2].x);
4827 glVertex2i(rect.right, rect.bottom);
4829 glTexCoord3fv(&coords[3].x);
4830 glVertex2i(rect.right, rect.top);
4831 glEnd();
4832 checkGLcall("glEnd");
4834 glDisable(bind_target);
4835 checkGLcall("glDisable(bind_target)");
4837 LEAVE_GL();
4839 wglFlush(); /* Flush to ensure ordering across contexts. */
4841 /* We changed the filtering settings on the texture. Inform the
4842 * container about this to get the filters reset properly next draw. */
4843 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)This, &IID_IWineD3DBaseTexture, (void **)&texture)))
4845 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
4846 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
4847 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
4848 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture);
4851 context_release(context);
4854 /*****************************************************************************
4855 * IWineD3DSurface::LoadLocation
4857 * Copies the current surface data from wherever it is to the requested
4858 * location. The location is one of the surface flags, SFLAG_INSYSMEM,
4859 * SFLAG_INTEXTURE and SFLAG_INDRAWABLE. When the surface is current in
4860 * multiple locations, the gl texture is preferred over the drawable, which is
4861 * preferred over system memory. The PBO counts as system memory. If rect is
4862 * not NULL, only the specified rectangle is copied (only supported for
4863 * sysmem<->drawable copies at the moment). If rect is NULL, the destination
4864 * location is marked up to date after the copy.
4866 * Parameters:
4867 * flag: Surface location flag to be updated
4868 * rect: rectangle to be copied
4870 * Returns:
4871 * WINED3D_OK on success
4872 * WINED3DERR_DEVICELOST on an internal error
4874 *****************************************************************************/
4875 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
4876 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4877 IWineD3DDeviceImpl *device = This->resource.device;
4878 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4879 GLenum format, internal, type;
4880 CONVERT_TYPES convert;
4881 int bpp;
4882 int width, pitch, outpitch;
4883 BYTE *mem;
4884 BOOL drawable_read_ok = TRUE;
4885 BOOL in_fbo = FALSE;
4887 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4888 if (surface_is_offscreen(iface))
4890 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4891 * Prefer SFLAG_INTEXTURE. */
4892 if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
4893 drawable_read_ok = FALSE;
4894 in_fbo = TRUE;
4896 else
4898 TRACE("Surface %p is an onscreen surface\n", iface);
4902 TRACE("(%p)->(%s, %p)\n", iface, debug_surflocation(flag), rect);
4903 if(rect) {
4904 TRACE("Rectangle: (%d,%d)-(%d,%d)\n", rect->left, rect->top, rect->right, rect->bottom);
4907 if(This->Flags & flag) {
4908 TRACE("Location already up to date\n");
4909 return WINED3D_OK;
4912 if(!(This->Flags & SFLAG_LOCATIONS)) {
4913 ERR("%p: Surface does not have any up to date location\n", This);
4914 This->Flags |= SFLAG_LOST;
4915 return WINED3DERR_DEVICELOST;
4918 if(flag == SFLAG_INSYSMEM) {
4919 surface_prepare_system_memory(This);
4921 /* Download the surface to system memory */
4922 if (This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))
4924 struct wined3d_context *context = NULL;
4926 if (!device->isInDraw) context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
4928 surface_bind_and_dirtify(This, !(This->Flags & SFLAG_INTEXTURE));
4929 surface_download_data(This);
4931 if (context) context_release(context);
4933 else
4935 /* Note: It might be faster to download into a texture first. */
4936 read_from_framebuffer(This, rect,
4937 This->resource.allocatedMemory,
4938 IWineD3DSurface_GetPitch(iface));
4940 } else if(flag == SFLAG_INDRAWABLE) {
4941 if(This->Flags & SFLAG_INTEXTURE) {
4942 surface_blt_to_drawable(This, rect);
4943 } else {
4944 if((This->Flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX) {
4945 /* This needs a shader to convert the srgb data sampled from the GL texture into RGB
4946 * values, otherwise we get incorrect values in the target. For now go the slow way
4947 * via a system memory copy
4949 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4952 d3dfmt_get_conv(This, TRUE /* We need color keying */, FALSE /* We won't use textures */, &format, &internal, &type, &convert, &bpp, FALSE);
4954 /* The width is in 'length' not in bytes */
4955 width = This->currentDesc.Width;
4956 pitch = IWineD3DSurface_GetPitch(iface);
4958 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4959 * but it isn't set (yet) in all cases it is getting called. */
4960 if ((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO))
4962 struct wined3d_context *context = NULL;
4964 TRACE("Removing the pbo attached to surface %p\n", This);
4966 if (!device->isInDraw) context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
4967 surface_remove_pbo(This);
4968 if (context) context_release(context);
4971 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4972 int height = This->currentDesc.Height;
4974 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4975 outpitch = width * bpp;
4976 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4978 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4979 if(!mem) {
4980 ERR("Out of memory %d, %d!\n", outpitch, height);
4981 return WINED3DERR_OUTOFVIDEOMEMORY;
4983 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4985 This->Flags |= SFLAG_CONVERTED;
4986 } else {
4987 This->Flags &= ~SFLAG_CONVERTED;
4988 mem = This->resource.allocatedMemory;
4991 flush_to_framebuffer_drawpixels(This, format, type, bpp, mem);
4993 /* Don't delete PBO memory */
4994 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4995 HeapFree(GetProcessHeap(), 0, mem);
4997 } else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */ {
4998 if (drawable_read_ok && (This->Flags & SFLAG_INDRAWABLE)) {
4999 read_from_framebuffer_texture(This, flag == SFLAG_INSRGBTEX);
5001 else
5003 /* Upload from system memory */
5004 BOOL srgb = flag == SFLAG_INSRGBTEX;
5005 struct wined3d_context *context = NULL;
5007 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */,
5008 &format, &internal, &type, &convert, &bpp, srgb);
5010 if(srgb) {
5011 if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE) {
5012 /* Performance warning ... */
5013 FIXME("%p: Downloading rgb texture to reload it as srgb\n", This);
5014 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
5016 } else {
5017 if((This->Flags & (SFLAG_INSRGBTEX | SFLAG_INSYSMEM)) == SFLAG_INSRGBTEX) {
5018 /* Performance warning ... */
5019 FIXME("%p: Downloading srgb texture to reload it as rgb\n", This);
5020 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
5023 if(!(This->Flags & SFLAG_INSYSMEM)) {
5024 /* Should not happen */
5025 ERR("Trying to load a texture from sysmem, but SFLAG_INSYSMEM is not set\n");
5026 /* Lets hope we get it from somewhere... */
5027 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
5030 if (!device->isInDraw) context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
5032 surface_prepare_texture(This, srgb);
5033 surface_bind_and_dirtify(This, srgb);
5035 if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
5036 This->Flags |= SFLAG_GLCKEY;
5037 This->glCKey = This->SrcBltCKey;
5039 else This->Flags &= ~SFLAG_GLCKEY;
5041 /* The width is in 'length' not in bytes */
5042 width = This->currentDesc.Width;
5043 pitch = IWineD3DSurface_GetPitch(iface);
5045 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
5046 * but it isn't set (yet) in all cases it is getting called. */
5047 if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
5048 TRACE("Removing the pbo attached to surface %p\n", This);
5049 surface_remove_pbo(This);
5052 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
5053 int height = This->currentDesc.Height;
5055 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
5056 outpitch = width * bpp;
5057 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
5059 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
5060 if(!mem) {
5061 ERR("Out of memory %d, %d!\n", outpitch, height);
5062 if (context) context_release(context);
5063 return WINED3DERR_OUTOFVIDEOMEMORY;
5065 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
5067 else if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
5068 && (gl_info->supported[EXT_PALETTED_TEXTURE] || gl_info->supported[ARB_FRAGMENT_PROGRAM]))
5070 d3dfmt_p8_upload_palette(iface, convert);
5071 mem = This->resource.allocatedMemory;
5072 } else {
5073 mem = This->resource.allocatedMemory;
5076 /* Make sure the correct pitch is used */
5077 ENTER_GL();
5078 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
5079 LEAVE_GL();
5081 if ((This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE)) {
5082 TRACE("non power of two support\n");
5083 if (mem || (This->Flags & SFLAG_PBO)) {
5084 surface_upload_data(This, internal, This->currentDesc.Width, This->currentDesc.Height, format, type, mem);
5086 } else {
5087 /* When making the realloc conditional, keep in mind that GL_APPLE_client_storage may be in use, and This->resource.allocatedMemory
5088 * changed. So also keep track of memory changes. In this case the texture has to be reallocated
5090 if (mem || (This->Flags & SFLAG_PBO)) {
5091 surface_upload_data(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type, mem);
5095 /* Restore the default pitch */
5096 ENTER_GL();
5097 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
5098 LEAVE_GL();
5100 if (context) context_release(context);
5102 /* Don't delete PBO memory */
5103 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
5104 HeapFree(GetProcessHeap(), 0, mem);
5108 if(rect == NULL) {
5109 This->Flags |= flag;
5112 if (in_fbo && (This->Flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE))) {
5113 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
5114 This->Flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
5117 return WINED3D_OK;
5120 static HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container)
5122 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
5123 IWineD3DSwapChain *swapchain = NULL;
5125 /* Update the drawable size method */
5126 if(container) {
5127 IWineD3DBase_QueryInterface(container, &IID_IWineD3DSwapChain, (void **) &swapchain);
5129 if(swapchain) {
5130 This->get_drawable_size = get_drawable_size_swapchain;
5131 IWineD3DSwapChain_Release(swapchain);
5132 } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
5133 switch(wined3d_settings.offscreen_rendering_mode) {
5134 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
5135 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
5136 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
5140 return IWineD3DBaseSurfaceImpl_SetContainer(iface, container);
5143 static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
5144 return SURFACE_OPENGL;
5147 static HRESULT WINAPI IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
5148 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
5149 HRESULT hr;
5151 /* If there's no destination surface there is nothing to do */
5152 if(!This->overlay_dest) return WINED3D_OK;
5154 /* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
5155 * update the overlay. Prevent an endless recursion
5157 if(This->overlay_dest->Flags & SFLAG_INOVERLAYDRAW) {
5158 return WINED3D_OK;
5160 This->overlay_dest->Flags |= SFLAG_INOVERLAYDRAW;
5161 hr = IWineD3DSurfaceImpl_Blt((IWineD3DSurface *) This->overlay_dest, &This->overlay_destrect,
5162 iface, &This->overlay_srcrect, WINEDDBLT_WAIT,
5163 NULL, WINED3DTEXF_LINEAR);
5164 This->overlay_dest->Flags &= ~SFLAG_INOVERLAYDRAW;
5166 return hr;
5169 BOOL surface_is_offscreen(IWineD3DSurface *iface)
5171 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
5172 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *) This->container;
5174 /* Not on a swapchain - must be offscreen */
5175 if (!(This->Flags & SFLAG_SWAPCHAIN)) return TRUE;
5177 /* The front buffer is always onscreen */
5178 if(iface == swapchain->frontBuffer) return FALSE;
5180 /* If the swapchain is rendered to an FBO, the backbuffer is
5181 * offscreen, otherwise onscreen */
5182 return swapchain->render_to_fbo;
5185 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
5187 /* IUnknown */
5188 IWineD3DBaseSurfaceImpl_QueryInterface,
5189 IWineD3DBaseSurfaceImpl_AddRef,
5190 IWineD3DSurfaceImpl_Release,
5191 /* IWineD3DResource */
5192 IWineD3DBaseSurfaceImpl_GetParent,
5193 IWineD3DBaseSurfaceImpl_SetPrivateData,
5194 IWineD3DBaseSurfaceImpl_GetPrivateData,
5195 IWineD3DBaseSurfaceImpl_FreePrivateData,
5196 IWineD3DBaseSurfaceImpl_SetPriority,
5197 IWineD3DBaseSurfaceImpl_GetPriority,
5198 IWineD3DSurfaceImpl_PreLoad,
5199 IWineD3DSurfaceImpl_UnLoad,
5200 IWineD3DBaseSurfaceImpl_GetType,
5201 /* IWineD3DSurface */
5202 IWineD3DBaseSurfaceImpl_GetContainer,
5203 IWineD3DBaseSurfaceImpl_GetDesc,
5204 IWineD3DSurfaceImpl_LockRect,
5205 IWineD3DSurfaceImpl_UnlockRect,
5206 IWineD3DSurfaceImpl_GetDC,
5207 IWineD3DSurfaceImpl_ReleaseDC,
5208 IWineD3DSurfaceImpl_Flip,
5209 IWineD3DSurfaceImpl_Blt,
5210 IWineD3DBaseSurfaceImpl_GetBltStatus,
5211 IWineD3DBaseSurfaceImpl_GetFlipStatus,
5212 IWineD3DBaseSurfaceImpl_IsLost,
5213 IWineD3DBaseSurfaceImpl_Restore,
5214 IWineD3DSurfaceImpl_BltFast,
5215 IWineD3DBaseSurfaceImpl_GetPalette,
5216 IWineD3DBaseSurfaceImpl_SetPalette,
5217 IWineD3DSurfaceImpl_RealizePalette,
5218 IWineD3DBaseSurfaceImpl_SetColorKey,
5219 IWineD3DBaseSurfaceImpl_GetPitch,
5220 IWineD3DSurfaceImpl_SetMem,
5221 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
5222 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
5223 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
5224 IWineD3DBaseSurfaceImpl_UpdateOverlay,
5225 IWineD3DBaseSurfaceImpl_SetClipper,
5226 IWineD3DBaseSurfaceImpl_GetClipper,
5227 /* Internal use: */
5228 IWineD3DSurfaceImpl_LoadTexture,
5229 IWineD3DSurfaceImpl_BindTexture,
5230 IWineD3DSurfaceImpl_SaveSnapshot,
5231 IWineD3DSurfaceImpl_SetContainer,
5232 IWineD3DBaseSurfaceImpl_GetData,
5233 IWineD3DSurfaceImpl_SetFormat,
5234 IWineD3DSurfaceImpl_PrivateSetup,
5235 IWineD3DSurfaceImpl_ModifyLocation,
5236 IWineD3DSurfaceImpl_LoadLocation,
5237 IWineD3DSurfaceImpl_GetImplType,
5238 IWineD3DSurfaceImpl_DrawOverlay
5240 #undef GLINFO_LOCATION
5242 #define GLINFO_LOCATION device->adapter->gl_info
5243 static HRESULT ffp_blit_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
5244 /* Context activation is done by the caller. */
5245 static void ffp_blit_free(IWineD3DDevice *iface) { }
5247 /* Context activation is done by the caller. */
5248 static HRESULT ffp_blit_set(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
5249 GLenum textype, UINT width, UINT height)
5251 ENTER_GL();
5252 glEnable(textype);
5253 checkGLcall("glEnable(textype)");
5254 LEAVE_GL();
5255 return WINED3D_OK;
5258 /* Context activation is done by the caller. */
5259 static void ffp_blit_unset(IWineD3DDevice *iface)
5261 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
5262 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5264 ENTER_GL();
5265 glDisable(GL_TEXTURE_2D);
5266 checkGLcall("glDisable(GL_TEXTURE_2D)");
5267 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5269 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5270 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5272 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5274 glDisable(GL_TEXTURE_RECTANGLE_ARB);
5275 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5277 LEAVE_GL();
5280 static BOOL ffp_blit_color_fixup_supported(struct color_fixup_desc fixup)
5282 if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
5284 TRACE("Checking support for fixup:\n");
5285 dump_color_fixup_desc(fixup);
5288 /* We only support identity conversions. */
5289 if (is_identity_fixup(fixup))
5291 TRACE("[OK]\n");
5292 return TRUE;
5295 TRACE("[FAILED]\n");
5296 return FALSE;
5299 const struct blit_shader ffp_blit = {
5300 ffp_blit_alloc,
5301 ffp_blit_free,
5302 ffp_blit_set,
5303 ffp_blit_unset,
5304 ffp_blit_color_fixup_supported