wined3d: Turn blit_shader color_fixup_supported into blit_supported.
[wine/multimedia.git] / dlls / wined3d / surface.c
blob79046f20dd3cc1de3e0be9f5dea9bf6f87f79f25
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 wined3d_format_desc *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 struct blt_info
128 GLenum binding;
129 GLenum bind_target;
130 enum tex_types tex_type;
131 GLfloat coords[4][3];
134 struct float_rect
136 float l;
137 float t;
138 float r;
139 float b;
142 static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
144 f->l = ((r->left * 2.0f) / w) - 1.0f;
145 f->t = ((r->top * 2.0f) / h) - 1.0f;
146 f->r = ((r->right * 2.0f) / w) - 1.0f;
147 f->b = ((r->bottom * 2.0f) / h) - 1.0f;
150 static void surface_get_blt_info(GLenum target, const RECT *rect_in, GLsizei w, GLsizei h, struct blt_info *info)
152 GLfloat (*coords)[3] = info->coords;
153 RECT rect;
154 struct float_rect f;
156 if (rect_in)
157 rect = *rect_in;
158 else
160 rect.left = 0;
161 rect.top = h;
162 rect.right = w;
163 rect.bottom = 0;
166 switch (target)
168 default:
169 FIXME("Unsupported texture target %#x\n", target);
170 /* Fall back to GL_TEXTURE_2D */
171 case GL_TEXTURE_2D:
172 info->binding = GL_TEXTURE_BINDING_2D;
173 info->bind_target = GL_TEXTURE_2D;
174 info->tex_type = tex_2d;
175 coords[0][0] = (float)rect.left / w;
176 coords[0][1] = (float)rect.top / h;
177 coords[0][2] = 0.0f;
179 coords[1][0] = (float)rect.right / w;
180 coords[1][1] = (float)rect.top / h;
181 coords[1][2] = 0.0f;
183 coords[2][0] = (float)rect.left / w;
184 coords[2][1] = (float)rect.bottom / h;
185 coords[2][2] = 0.0f;
187 coords[3][0] = (float)rect.right / w;
188 coords[3][1] = (float)rect.bottom / h;
189 coords[3][2] = 0.0f;
190 break;
192 case GL_TEXTURE_RECTANGLE_ARB:
193 info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
194 info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
195 info->tex_type = tex_rect;
196 coords[0][0] = rect.left; coords[0][1] = rect.top; coords[0][2] = 0.0f;
197 coords[1][0] = rect.right; coords[1][1] = rect.top; coords[1][2] = 0.0f;
198 coords[2][0] = rect.left; coords[2][1] = rect.bottom; coords[2][2] = 0.0f;
199 coords[3][0] = rect.right; coords[3][1] = rect.bottom; coords[3][2] = 0.0f;
200 break;
202 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
203 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
204 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
205 info->tex_type = tex_cube;
206 cube_coords_float(&rect, w, h, &f);
208 coords[0][0] = 1.0f; coords[0][1] = -f.t; coords[0][2] = -f.l;
209 coords[1][0] = 1.0f; coords[1][1] = -f.t; coords[1][2] = -f.r;
210 coords[2][0] = 1.0f; coords[2][1] = -f.b; coords[2][2] = -f.l;
211 coords[3][0] = 1.0f; coords[3][1] = -f.b; coords[3][2] = -f.r;
212 break;
214 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
215 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
216 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
217 info->tex_type = tex_cube;
218 cube_coords_float(&rect, w, h, &f);
220 coords[0][0] = -1.0f; coords[0][1] = -f.t; coords[0][2] = f.l;
221 coords[1][0] = -1.0f; coords[1][1] = -f.t; coords[1][2] = f.r;
222 coords[2][0] = -1.0f; coords[2][1] = -f.b; coords[2][2] = f.l;
223 coords[3][0] = -1.0f; coords[3][1] = -f.b; coords[3][2] = f.r;
224 break;
226 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
227 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
228 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
229 info->tex_type = tex_cube;
230 cube_coords_float(&rect, w, h, &f);
232 coords[0][0] = f.l; coords[0][1] = 1.0f; coords[0][2] = f.t;
233 coords[1][0] = f.r; coords[1][1] = 1.0f; coords[1][2] = f.t;
234 coords[2][0] = f.l; coords[2][1] = 1.0f; coords[2][2] = f.b;
235 coords[3][0] = f.r; coords[3][1] = 1.0f; coords[3][2] = f.b;
236 break;
238 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
239 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
240 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
241 info->tex_type = tex_cube;
242 cube_coords_float(&rect, w, h, &f);
244 coords[0][0] = f.l; coords[0][1] = -1.0f; coords[0][2] = -f.t;
245 coords[1][0] = f.r; coords[1][1] = -1.0f; coords[1][2] = -f.t;
246 coords[2][0] = f.l; coords[2][1] = -1.0f; coords[2][2] = -f.b;
247 coords[3][0] = f.r; coords[3][1] = -1.0f; coords[3][2] = -f.b;
248 break;
250 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
251 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
252 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
253 info->tex_type = tex_cube;
254 cube_coords_float(&rect, w, h, &f);
256 coords[0][0] = f.l; coords[0][1] = -f.t; coords[0][2] = 1.0f;
257 coords[1][0] = f.r; coords[1][1] = -f.t; coords[1][2] = 1.0f;
258 coords[2][0] = f.l; coords[2][1] = -f.b; coords[2][2] = 1.0f;
259 coords[3][0] = f.r; coords[3][1] = -f.b; coords[3][2] = 1.0f;
260 break;
262 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
263 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
264 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
265 info->tex_type = tex_cube;
266 cube_coords_float(&rect, w, h, &f);
268 coords[0][0] = -f.l; coords[0][1] = -f.t; coords[0][2] = -1.0f;
269 coords[1][0] = -f.r; coords[1][1] = -f.t; coords[1][2] = -1.0f;
270 coords[2][0] = -f.l; coords[2][1] = -f.b; coords[2][2] = -1.0f;
271 coords[3][0] = -f.r; coords[3][1] = -f.b; coords[3][2] = -1.0f;
272 break;
276 static inline void surface_get_rect(IWineD3DSurfaceImpl *This, const RECT *rect_in, RECT *rect_out)
278 if (rect_in)
279 *rect_out = *rect_in;
280 else
282 rect_out->left = 0;
283 rect_out->top = 0;
284 rect_out->right = This->currentDesc.Width;
285 rect_out->bottom = This->currentDesc.Height;
289 /* GL locking and context activation is done by the caller */
290 static void draw_textured_quad(IWineD3DSurfaceImpl *src_surface, const RECT *src_rect, const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter)
292 IWineD3DBaseTextureImpl *texture;
293 struct blt_info info;
295 surface_get_blt_info(src_surface->texture_target, src_rect, src_surface->pow2Width, src_surface->pow2Height, &info);
297 glEnable(info.bind_target);
298 checkGLcall("glEnable(bind_target)");
300 /* Bind the texture */
301 glBindTexture(info.bind_target, src_surface->texture_name);
302 checkGLcall("glBindTexture");
304 /* Filtering for StretchRect */
305 glTexParameteri(info.bind_target, GL_TEXTURE_MAG_FILTER,
306 wined3d_gl_mag_filter(magLookup, Filter));
307 checkGLcall("glTexParameteri");
308 glTexParameteri(info.bind_target, GL_TEXTURE_MIN_FILTER,
309 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
310 checkGLcall("glTexParameteri");
311 glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
312 glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
313 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
314 checkGLcall("glTexEnvi");
316 /* Draw a quad */
317 glBegin(GL_TRIANGLE_STRIP);
318 glTexCoord3fv(info.coords[0]);
319 glVertex2i(dst_rect->left, dst_rect->top);
321 glTexCoord3fv(info.coords[1]);
322 glVertex2i(dst_rect->right, dst_rect->top);
324 glTexCoord3fv(info.coords[2]);
325 glVertex2i(dst_rect->left, dst_rect->bottom);
327 glTexCoord3fv(info.coords[3]);
328 glVertex2i(dst_rect->right, dst_rect->bottom);
329 glEnd();
331 /* Unbind the texture */
332 glBindTexture(info.bind_target, 0);
333 checkGLcall("glBindTexture(info->bind_target, 0)");
335 /* We changed the filtering settings on the texture. Inform the
336 * container about this to get the filters reset properly next draw. */
337 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)src_surface, &IID_IWineD3DBaseTexture, (void **)&texture)))
339 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
340 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
341 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
342 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture);
346 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
347 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
348 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
349 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
351 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
352 const struct wined3d_format_desc *format_desc = getFormatDescEntry(format, gl_info);
353 void (*cleanup)(IWineD3DSurfaceImpl *This);
354 unsigned int resource_size;
355 HRESULT hr;
357 if (multisample_quality > 0)
359 FIXME("multisample_quality set to %u, substituting 0\n", multisample_quality);
360 multisample_quality = 0;
363 /* FIXME: Check that the format is supported by the device. */
365 resource_size = surface_calculate_size(format_desc, alignment, width, height);
367 /* Look at the implementation and set the correct Vtable. */
368 switch (surface_type)
370 case SURFACE_OPENGL:
371 surface->lpVtbl = &IWineD3DSurface_Vtbl;
372 cleanup = surface_cleanup;
373 break;
375 case SURFACE_GDI:
376 surface->lpVtbl = &IWineGDISurface_Vtbl;
377 cleanup = surface_gdi_cleanup;
378 break;
380 default:
381 ERR("Requested unknown surface implementation %#x.\n", surface_type);
382 return WINED3DERR_INVALIDCALL;
385 hr = resource_init((IWineD3DResource *)surface, WINED3DRTYPE_SURFACE,
386 device, resource_size, usage, format_desc, pool, parent, parent_ops);
387 if (FAILED(hr))
389 WARN("Failed to initialize resource, returning %#x.\n", hr);
390 return hr;
393 /* "Standalone" surface. */
394 IWineD3DSurface_SetContainer((IWineD3DSurface *)surface, NULL);
396 surface->currentDesc.Width = width;
397 surface->currentDesc.Height = height;
398 surface->currentDesc.MultiSampleType = multisample_type;
399 surface->currentDesc.MultiSampleQuality = multisample_quality;
400 surface->texture_level = level;
401 list_init(&surface->overlays);
403 /* Flags */
404 surface->Flags = SFLAG_NORMCOORD; /* Default to normalized coords. */
405 if (discard) surface->Flags |= SFLAG_DISCARD;
406 if (lockable || format == WINED3DFMT_D16_LOCKABLE) surface->Flags |= SFLAG_LOCKABLE;
408 /* Quick lockable sanity check.
409 * TODO: remove this after surfaces, usage and lockability have been debugged properly
410 * this function is too deep to need to care about things like this.
411 * Levels need to be checked too, since they all affect what can be done. */
412 switch (pool)
414 case WINED3DPOOL_SCRATCH:
415 if(!lockable)
417 FIXME("Called with a pool of SCRATCH and a lockable of FALSE "
418 "which are mutually exclusive, setting lockable to TRUE.\n");
419 lockable = TRUE;
421 break;
423 case WINED3DPOOL_SYSTEMMEM:
424 if (!lockable)
425 FIXME("Called with a pool of SYSTEMMEM and a lockable of FALSE, this is acceptable but unexpected.\n");
426 break;
428 case WINED3DPOOL_MANAGED:
429 if (usage & WINED3DUSAGE_DYNAMIC)
430 FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n");
431 break;
433 case WINED3DPOOL_DEFAULT:
434 if (lockable && !(usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
435 WARN("Creating a lockable surface with a POOL of DEFAULT, that doesn't specify DYNAMIC usage.\n");
436 break;
438 default:
439 FIXME("Unknown pool %#x.\n", pool);
440 break;
443 if (usage & WINED3DUSAGE_RENDERTARGET && pool != WINED3DPOOL_DEFAULT)
445 FIXME("Trying to create a render target that isn't in the default pool.\n");
448 /* Mark the texture as dirty so that it gets loaded first time around. */
449 surface_add_dirty_rect((IWineD3DSurface *)surface, NULL);
450 list_init(&surface->renderbuffers);
452 TRACE("surface %p, memory %p, size %u\n", surface, surface->resource.allocatedMemory, surface->resource.size);
454 /* Call the private setup routine */
455 hr = IWineD3DSurface_PrivateSetup((IWineD3DSurface *)surface);
456 if (FAILED(hr))
458 ERR("Private setup failed, returning %#x\n", hr);
459 cleanup(surface);
460 return hr;
463 return hr;
466 static void surface_force_reload(IWineD3DSurface *iface)
468 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
470 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
473 void surface_set_texture_name(IWineD3DSurface *iface, GLuint new_name, BOOL srgb)
475 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
476 GLuint *name;
477 DWORD flag;
479 if(srgb)
481 name = &This->texture_name_srgb;
482 flag = SFLAG_INSRGBTEX;
484 else
486 name = &This->texture_name;
487 flag = SFLAG_INTEXTURE;
490 TRACE("(%p) : setting texture name %u\n", This, new_name);
492 if (!*name && new_name)
494 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
495 * surface has no texture name yet. See if we can get rid of this. */
496 if (This->Flags & flag)
497 ERR("Surface has SFLAG_INTEXTURE set, but no texture name\n");
498 IWineD3DSurface_ModifyLocation(iface, flag, FALSE);
501 *name = new_name;
502 surface_force_reload(iface);
505 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target)
507 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
509 TRACE("(%p) : setting target %#x\n", This, target);
511 if (This->texture_target != target)
513 if (target == GL_TEXTURE_RECTANGLE_ARB)
515 This->Flags &= ~SFLAG_NORMCOORD;
517 else if (This->texture_target == GL_TEXTURE_RECTANGLE_ARB)
519 This->Flags |= SFLAG_NORMCOORD;
522 This->texture_target = target;
523 surface_force_reload(iface);
526 /* Context activation is done by the caller. */
527 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This, BOOL srgb) {
528 DWORD active_sampler;
530 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
531 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
532 * gl states. The current texture unit should always be a valid one.
534 * To be more specific, this is tricky because we can implicitly be called
535 * from sampler() in state.c. This means we can't touch anything other than
536 * whatever happens to be the currently active texture, or we would risk
537 * marking already applied sampler states dirty again.
539 * TODO: Track the current active texture per GL context instead of using glGet
541 GLint active_texture;
542 ENTER_GL();
543 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
544 LEAVE_GL();
545 active_sampler = This->resource.device->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
547 if (active_sampler != WINED3D_UNMAPPED_STAGE)
549 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(active_sampler));
551 IWineD3DSurface_BindTexture((IWineD3DSurface *)This, srgb);
554 /* This function checks if the primary render target uses the 8bit paletted format. */
555 static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
557 if (device->render_targets && device->render_targets[0]) {
558 IWineD3DSurfaceImpl* render_target = (IWineD3DSurfaceImpl*)device->render_targets[0];
559 if ((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
560 && (render_target->resource.format_desc->format == WINED3DFMT_P8_UINT))
561 return TRUE;
563 return FALSE;
566 /* This call just downloads data, the caller is responsible for binding the
567 * correct texture. */
568 /* Context activation is done by the caller. */
569 static void surface_download_data(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info)
571 const struct wined3d_format_desc *format_desc = This->resource.format_desc;
573 /* Only support read back of converted P8 surfaces */
574 if (This->Flags & SFLAG_CONVERTED && format_desc->format != WINED3DFMT_P8_UINT)
576 FIXME("Read back converted textures unsupported, format=%s\n", debug_d3dformat(format_desc->format));
577 return;
580 ENTER_GL();
582 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
584 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p.\n",
585 This, This->texture_level, format_desc->glFormat, format_desc->glType,
586 This->resource.allocatedMemory);
588 if (This->Flags & SFLAG_PBO)
590 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
591 checkGLcall("glBindBufferARB");
592 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target, This->texture_level, NULL));
593 checkGLcall("glGetCompressedTexImageARB");
594 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
595 checkGLcall("glBindBufferARB");
597 else
599 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target,
600 This->texture_level, This->resource.allocatedMemory));
601 checkGLcall("glGetCompressedTexImageARB");
604 LEAVE_GL();
605 } else {
606 void *mem;
607 GLenum format = format_desc->glFormat;
608 GLenum type = format_desc->glType;
609 int src_pitch = 0;
610 int dst_pitch = 0;
612 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
613 if (format_desc->format == WINED3DFMT_P8_UINT && primary_render_target_is_p8(This->resource.device))
615 format = GL_ALPHA;
616 type = GL_UNSIGNED_BYTE;
619 if (This->Flags & SFLAG_NONPOW2) {
620 unsigned char alignment = This->resource.device->surface_alignment;
621 src_pitch = format_desc->byte_count * This->pow2Width;
622 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
623 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
624 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
625 } else {
626 mem = This->resource.allocatedMemory;
629 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
630 This, This->texture_level, format, type, mem);
632 if(This->Flags & SFLAG_PBO) {
633 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
634 checkGLcall("glBindBufferARB");
636 glGetTexImage(This->texture_target, This->texture_level, format, type, NULL);
637 checkGLcall("glGetTexImage");
639 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
640 checkGLcall("glBindBufferARB");
641 } else {
642 glGetTexImage(This->texture_target, This->texture_level, format, type, mem);
643 checkGLcall("glGetTexImage");
645 LEAVE_GL();
647 if (This->Flags & SFLAG_NONPOW2) {
648 const BYTE *src_data;
649 BYTE *dst_data;
650 UINT y;
652 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
653 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
654 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
656 * We're doing this...
658 * instead of boxing the texture :
659 * |<-texture width ->| -->pow2width| /\
660 * |111111111111111111| | |
661 * |222 Texture 222222| boxed empty | texture height
662 * |3333 Data 33333333| | |
663 * |444444444444444444| | \/
664 * ----------------------------------- |
665 * | boxed empty | boxed empty | pow2height
666 * | | | \/
667 * -----------------------------------
670 * we're repacking the data to the expected texture width
672 * |<-texture width ->| -->pow2width| /\
673 * |111111111111111111222222222222222| |
674 * |222333333333333333333444444444444| texture height
675 * |444444 | |
676 * | | \/
677 * | | |
678 * | empty | pow2height
679 * | | \/
680 * -----------------------------------
682 * == is the same as
684 * |<-texture width ->| /\
685 * |111111111111111111|
686 * |222222222222222222|texture height
687 * |333333333333333333|
688 * |444444444444444444| \/
689 * --------------------
691 * this also means that any references to allocatedMemory should work with the data as if were a
692 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
694 * internally the texture is still stored in a boxed format so any references to textureName will
695 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
697 * Performance should not be an issue, because applications normally do not lock the surfaces when
698 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
699 * and doesn't have to be re-read.
701 src_data = mem;
702 dst_data = This->resource.allocatedMemory;
703 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
704 for (y = 1 ; y < This->currentDesc.Height; y++) {
705 /* skip the first row */
706 src_data += src_pitch;
707 dst_data += dst_pitch;
708 memcpy(dst_data, src_data, dst_pitch);
711 HeapFree(GetProcessHeap(), 0, mem);
715 /* Surface has now been downloaded */
716 This->Flags |= SFLAG_INSYSMEM;
719 /* This call just uploads data, the caller is responsible for binding the
720 * correct texture. */
721 /* Context activation is done by the caller. */
722 static void surface_upload_data(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
723 GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *data)
725 const struct wined3d_format_desc *format_desc = This->resource.format_desc;
727 TRACE("This %p, internal %#x, width %d, height %d, format %#x, type %#x, data %p.\n",
728 This, internal, width, height, format, type, data);
729 TRACE("target %#x, level %u, resource size %u.\n",
730 This->texture_target, This->texture_level, This->resource.size);
732 if (format_desc->heightscale != 1.0f && format_desc->heightscale != 0.0f) height *= format_desc->heightscale;
734 ENTER_GL();
736 if (This->Flags & SFLAG_PBO)
738 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
739 checkGLcall("glBindBufferARB");
741 TRACE("(%p) pbo: %#x, data: %p.\n", This, This->pbo, data);
742 data = NULL;
745 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
747 TRACE("Calling glCompressedTexSubImage2DARB.\n");
749 GL_EXTCALL(glCompressedTexSubImage2DARB(This->texture_target, This->texture_level,
750 0, 0, width, height, internal, This->resource.size, data));
751 checkGLcall("glCompressedTexSubImage2DARB");
753 else
755 TRACE("Calling glTexSubImage2D.\n");
757 glTexSubImage2D(This->texture_target, This->texture_level,
758 0, 0, width, height, format, type, data);
759 checkGLcall("glTexSubImage2D");
762 if (This->Flags & SFLAG_PBO)
764 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
765 checkGLcall("glBindBufferARB");
768 LEAVE_GL();
770 if (gl_info->quirks & WINED3D_QUIRK_FBO_TEX_UPDATE)
772 IWineD3DDeviceImpl *device = This->resource.device;
773 unsigned int i;
775 for (i = 0; i < device->numContexts; ++i)
777 context_surface_update(device->contexts[i], This);
782 /* This call just allocates the texture, the caller is responsible for binding
783 * the correct texture. */
784 /* Context activation is done by the caller. */
785 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
786 GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type)
788 const struct wined3d_format_desc *format_desc = This->resource.format_desc;
789 BOOL enable_client_storage = FALSE;
790 const BYTE *mem = NULL;
792 if (format_desc->heightscale != 1.0f && format_desc->heightscale != 0.0f) height *= format_desc->heightscale;
794 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",
795 This, This->texture_target, This->texture_level, debug_d3dformat(format_desc->format),
796 internal, width, height, format, type);
798 ENTER_GL();
800 if (gl_info->supported[APPLE_CLIENT_STORAGE])
802 if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
803 /* In some cases we want to disable client storage.
804 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
805 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
806 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
807 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
809 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
810 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
811 This->Flags &= ~SFLAG_CLIENT;
812 enable_client_storage = TRUE;
813 } else {
814 This->Flags |= SFLAG_CLIENT;
816 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
817 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
819 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
823 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED && mem)
825 GL_EXTCALL(glCompressedTexImage2DARB(This->texture_target, This->texture_level,
826 internal, width, height, 0, This->resource.size, mem));
828 else
830 glTexImage2D(This->texture_target, This->texture_level,
831 internal, width, height, 0, format, type, mem);
832 checkGLcall("glTexImage2D");
835 if(enable_client_storage) {
836 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
837 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
839 LEAVE_GL();
842 /* In D3D the depth stencil dimensions have to be greater than or equal to the
843 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
844 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
845 /* GL locking is done by the caller */
846 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height) {
847 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
848 const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
849 renderbuffer_entry_t *entry;
850 GLuint renderbuffer = 0;
851 unsigned int src_width, src_height;
853 src_width = This->pow2Width;
854 src_height = This->pow2Height;
856 /* A depth stencil smaller than the render target is not valid */
857 if (width > src_width || height > src_height) return;
859 /* Remove any renderbuffer set if the sizes match */
860 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
861 || (width == src_width && height == src_height))
863 This->current_renderbuffer = NULL;
864 return;
867 /* Look if we've already got a renderbuffer of the correct dimensions */
868 LIST_FOR_EACH_ENTRY(entry, &This->renderbuffers, renderbuffer_entry_t, entry) {
869 if (entry->width == width && entry->height == height) {
870 renderbuffer = entry->id;
871 This->current_renderbuffer = entry;
872 break;
876 if (!renderbuffer) {
877 gl_info->fbo_ops.glGenRenderbuffers(1, &renderbuffer);
878 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
879 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER,
880 This->resource.format_desc->glInternal, width, height);
882 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
883 entry->width = width;
884 entry->height = height;
885 entry->id = renderbuffer;
886 list_add_head(&This->renderbuffers, &entry->entry);
888 This->current_renderbuffer = entry;
891 checkGLcall("set_compatible_renderbuffer");
894 GLenum surface_get_gl_buffer(IWineD3DSurface *iface)
896 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
897 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)This->container;
899 TRACE("iface %p.\n", iface);
901 if (!(This->Flags & SFLAG_SWAPCHAIN))
903 ERR("Surface %p is not on a swapchain.\n", iface);
904 return GL_NONE;
907 if (swapchain->backBuffer && swapchain->backBuffer[0] == iface)
909 if (swapchain->render_to_fbo)
911 TRACE("Returning GL_COLOR_ATTACHMENT0\n");
912 return GL_COLOR_ATTACHMENT0;
914 TRACE("Returning GL_BACK\n");
915 return GL_BACK;
917 else if (swapchain->frontBuffer == iface)
919 TRACE("Returning GL_FRONT\n");
920 return GL_FRONT;
923 FIXME("Higher back buffer, returning GL_BACK\n");
924 return GL_BACK;
927 /* Slightly inefficient way to handle multiple dirty rects but it works :) */
928 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect)
930 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
931 IWineD3DBaseTexture *baseTexture = NULL;
933 if (!(This->Flags & SFLAG_INSYSMEM) && (This->Flags & SFLAG_INTEXTURE))
934 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
936 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
937 if (dirty_rect)
939 This->dirtyRect.left = min(This->dirtyRect.left, dirty_rect->left);
940 This->dirtyRect.top = min(This->dirtyRect.top, dirty_rect->top);
941 This->dirtyRect.right = max(This->dirtyRect.right, dirty_rect->right);
942 This->dirtyRect.bottom = max(This->dirtyRect.bottom, dirty_rect->bottom);
944 else
946 This->dirtyRect.left = 0;
947 This->dirtyRect.top = 0;
948 This->dirtyRect.right = This->currentDesc.Width;
949 This->dirtyRect.bottom = This->currentDesc.Height;
952 TRACE("(%p) : Dirty: yes, Rect:(%d, %d, %d, %d)\n", This, This->dirtyRect.left,
953 This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
955 /* if the container is a basetexture then mark it dirty. */
956 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture)))
958 TRACE("Passing to container\n");
959 IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
960 IWineD3DBaseTexture_Release(baseTexture);
964 static inline BOOL surface_can_stretch_rect(IWineD3DSurfaceImpl *src, IWineD3DSurfaceImpl *dst)
966 return ((src->resource.format_desc->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE)
967 || (src->resource.usage & WINED3DUSAGE_RENDERTARGET))
968 && ((dst->resource.format_desc->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE)
969 || (dst->resource.usage & WINED3DUSAGE_RENDERTARGET))
970 && (src->resource.format_desc->format == dst->resource.format_desc->format
971 || (is_identity_fixup(src->resource.format_desc->color_fixup)
972 && is_identity_fixup(dst->resource.format_desc->color_fixup)));
975 static BOOL surface_convert_color_to_argb(IWineD3DSurfaceImpl *This, DWORD color, DWORD *argb_color)
977 IWineD3DDeviceImpl *device = This->resource.device;
979 switch(This->resource.format_desc->format)
981 case WINED3DFMT_P8_UINT:
983 DWORD alpha;
985 if (primary_render_target_is_p8(device))
986 alpha = color << 24;
987 else
988 alpha = 0xFF000000;
990 if (This->palette) {
991 *argb_color = (alpha |
992 (This->palette->palents[color].peRed << 16) |
993 (This->palette->palents[color].peGreen << 8) |
994 (This->palette->palents[color].peBlue));
995 } else {
996 *argb_color = alpha;
999 break;
1001 case WINED3DFMT_B5G6R5_UNORM:
1003 if (color == 0xFFFF) {
1004 *argb_color = 0xFFFFFFFF;
1005 } else {
1006 *argb_color = ((0xFF000000) |
1007 ((color & 0xF800) << 8) |
1008 ((color & 0x07E0) << 5) |
1009 ((color & 0x001F) << 3));
1012 break;
1014 case WINED3DFMT_B8G8R8_UNORM:
1015 case WINED3DFMT_B8G8R8X8_UNORM:
1016 *argb_color = 0xFF000000 | color;
1017 break;
1019 case WINED3DFMT_B8G8R8A8_UNORM:
1020 *argb_color = color;
1021 break;
1023 default:
1024 ERR("Unhandled conversion from %s to ARGB!\n", debug_d3dformat(This->resource.format_desc->format));
1025 return FALSE;
1027 return TRUE;
1030 static ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface)
1032 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1033 ULONG ref = InterlockedDecrement(&This->resource.ref);
1034 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
1036 if (!ref)
1038 surface_cleanup(This);
1039 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
1041 TRACE("(%p) Released.\n", This);
1042 HeapFree(GetProcessHeap(), 0, This);
1045 return ref;
1048 /* ****************************************************
1049 IWineD3DSurface IWineD3DResource parts follow
1050 **************************************************** */
1052 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb)
1054 /* TODO: check for locks */
1055 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1056 IWineD3DDeviceImpl *device = This->resource.device;
1057 IWineD3DBaseTexture *baseTexture = NULL;
1059 TRACE("(%p)Checking to see if the container is a base texture\n", This);
1060 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
1061 IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *) baseTexture;
1062 TRACE("Passing to container\n");
1063 tex_impl->baseTexture.internal_preload(baseTexture, srgb);
1064 IWineD3DBaseTexture_Release(baseTexture);
1065 } else {
1066 struct wined3d_context *context = NULL;
1068 TRACE("(%p) : About to load surface\n", This);
1070 if (!device->isInDraw) context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
1072 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
1073 || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
1075 if(palette9_changed(This)) {
1076 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
1077 /* TODO: This is not necessarily needed with hw palettized texture support */
1078 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
1079 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
1080 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
1084 IWineD3DSurface_LoadTexture(iface, srgb == SRGB_SRGB ? TRUE : FALSE);
1086 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
1087 /* Tell opengl to try and keep this texture in video ram (well mostly) */
1088 GLclampf tmp;
1089 tmp = 0.9f;
1090 ENTER_GL();
1091 glPrioritizeTextures(1, &This->texture_name, &tmp);
1092 LEAVE_GL();
1095 if (context) context_release(context);
1099 static void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
1100 surface_internal_preload(iface, SRGB_ANY);
1103 /* Context activation is done by the caller. */
1104 static void surface_remove_pbo(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info)
1106 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1107 This->resource.allocatedMemory =
1108 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1110 ENTER_GL();
1111 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1112 checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
1113 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
1114 checkGLcall("glGetBufferSubDataARB");
1115 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
1116 checkGLcall("glDeleteBuffersARB");
1117 LEAVE_GL();
1119 This->pbo = 0;
1120 This->Flags &= ~SFLAG_PBO;
1123 BOOL surface_init_sysmem(IWineD3DSurface *iface)
1125 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
1127 if(!This->resource.allocatedMemory)
1129 This->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + RESOURCE_ALIGNMENT);
1130 if(!This->resource.heapMemory)
1132 ERR("Out of memory\n");
1133 return FALSE;
1135 This->resource.allocatedMemory =
1136 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1138 else
1140 memset(This->resource.allocatedMemory, 0, This->resource.size);
1143 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
1144 return TRUE;
1147 static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
1148 IWineD3DBaseTexture *texture = NULL;
1149 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
1150 IWineD3DDeviceImpl *device = This->resource.device;
1151 const struct wined3d_gl_info *gl_info;
1152 renderbuffer_entry_t *entry, *entry2;
1153 struct wined3d_context *context;
1155 TRACE("(%p)\n", iface);
1157 if(This->resource.pool == WINED3DPOOL_DEFAULT) {
1158 /* Default pool resources are supposed to be destroyed before Reset is called.
1159 * Implicit resources stay however. So this means we have an implicit render target
1160 * or depth stencil. The content may be destroyed, but we still have to tear down
1161 * opengl resources, so we cannot leave early.
1163 * Put the surfaces into sysmem, and reset the content. The D3D content is undefined,
1164 * but we can't set the sysmem INDRAWABLE because when we're rendering the swapchain
1165 * or the depth stencil into an FBO the texture or render buffer will be removed
1166 * and all flags get lost
1168 surface_init_sysmem(iface);
1169 } else {
1170 /* Load the surface into system memory */
1171 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
1172 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
1174 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
1175 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSRGBTEX, FALSE);
1176 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
1178 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
1179 gl_info = context->gl_info;
1181 /* Destroy PBOs, but load them into real sysmem before */
1182 if (This->Flags & SFLAG_PBO)
1183 surface_remove_pbo(This, gl_info);
1185 /* Destroy fbo render buffers. This is needed for implicit render targets, for
1186 * all application-created targets the application has to release the surface
1187 * before calling _Reset
1189 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
1190 ENTER_GL();
1191 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
1192 LEAVE_GL();
1193 list_remove(&entry->entry);
1194 HeapFree(GetProcessHeap(), 0, entry);
1196 list_init(&This->renderbuffers);
1197 This->current_renderbuffer = NULL;
1199 /* If we're in a texture, the texture name belongs to the texture. Otherwise,
1200 * destroy it
1202 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **) &texture);
1203 if(!texture) {
1204 ENTER_GL();
1205 glDeleteTextures(1, &This->texture_name);
1206 This->texture_name = 0;
1207 glDeleteTextures(1, &This->texture_name_srgb);
1208 This->texture_name_srgb = 0;
1209 LEAVE_GL();
1210 } else {
1211 IWineD3DBaseTexture_Release(texture);
1214 context_release(context);
1217 /* ******************************************************
1218 IWineD3DSurface IWineD3DSurface parts follow
1219 ****************************************************** */
1221 /* Read the framebuffer back into the surface */
1222 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, const RECT *rect, void *dest, UINT pitch)
1224 IWineD3DDeviceImpl *myDevice = This->resource.device;
1225 const struct wined3d_gl_info *gl_info;
1226 struct wined3d_context *context;
1227 BYTE *mem;
1228 GLint fmt;
1229 GLint type;
1230 BYTE *row, *top, *bottom;
1231 int i;
1232 BOOL bpp;
1233 RECT local_rect;
1234 BOOL srcIsUpsideDown;
1235 GLint rowLen = 0;
1236 GLint skipPix = 0;
1237 GLint skipRow = 0;
1239 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1240 static BOOL warned = FALSE;
1241 if(!warned) {
1242 ERR("The application tries to lock the render target, but render target locking is disabled\n");
1243 warned = TRUE;
1245 return;
1248 /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
1249 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
1250 * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
1251 * context->last_was_blit set on the unlock.
1253 context = context_acquire(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
1254 gl_info = context->gl_info;
1256 ENTER_GL();
1258 /* Select the correct read buffer, and give some debug output.
1259 * There is no need to keep track of the current read buffer or reset it, every part of the code
1260 * that reads sets the read buffer as desired.
1262 if (surface_is_offscreen((IWineD3DSurface *) This))
1264 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
1265 * Read from the back buffer
1267 TRACE("Locking offscreen render target\n");
1268 glReadBuffer(myDevice->offscreenBuffer);
1269 srcIsUpsideDown = TRUE;
1271 else
1273 /* Onscreen surfaces are always part of a swapchain */
1274 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *)This);
1275 TRACE("Locking %#x buffer\n", buffer);
1276 glReadBuffer(buffer);
1277 checkGLcall("glReadBuffer");
1278 srcIsUpsideDown = FALSE;
1281 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
1282 if(!rect) {
1283 local_rect.left = 0;
1284 local_rect.top = 0;
1285 local_rect.right = This->currentDesc.Width;
1286 local_rect.bottom = This->currentDesc.Height;
1287 } else {
1288 local_rect = *rect;
1290 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
1292 switch(This->resource.format_desc->format)
1294 case WINED3DFMT_P8_UINT:
1296 if(primary_render_target_is_p8(myDevice)) {
1297 /* In case of P8 render targets the index is stored in the alpha component */
1298 fmt = GL_ALPHA;
1299 type = GL_UNSIGNED_BYTE;
1300 mem = dest;
1301 bpp = This->resource.format_desc->byte_count;
1302 } else {
1303 /* GL can't return palettized data, so read ARGB pixels into a
1304 * separate block of memory and convert them into palettized format
1305 * in software. Slow, but if the app means to use palettized render
1306 * targets and locks it...
1308 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
1309 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
1310 * for the color channels when palettizing the colors.
1312 fmt = GL_RGB;
1313 type = GL_UNSIGNED_BYTE;
1314 pitch *= 3;
1315 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
1316 if(!mem) {
1317 ERR("Out of memory\n");
1318 LEAVE_GL();
1319 return;
1321 bpp = This->resource.format_desc->byte_count * 3;
1324 break;
1326 default:
1327 mem = dest;
1328 fmt = This->resource.format_desc->glFormat;
1329 type = This->resource.format_desc->glType;
1330 bpp = This->resource.format_desc->byte_count;
1333 if(This->Flags & SFLAG_PBO) {
1334 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
1335 checkGLcall("glBindBufferARB");
1336 if(mem != NULL) {
1337 ERR("mem not null for pbo -- unexpected\n");
1338 mem = NULL;
1342 /* Save old pixel store pack state */
1343 glGetIntegerv(GL_PACK_ROW_LENGTH, &rowLen);
1344 checkGLcall("glGetIntegerv");
1345 glGetIntegerv(GL_PACK_SKIP_PIXELS, &skipPix);
1346 checkGLcall("glGetIntegerv");
1347 glGetIntegerv(GL_PACK_SKIP_ROWS, &skipRow);
1348 checkGLcall("glGetIntegerv");
1350 /* Setup pixel store pack state -- to glReadPixels into the correct place */
1351 glPixelStorei(GL_PACK_ROW_LENGTH, This->currentDesc.Width);
1352 checkGLcall("glPixelStorei");
1353 glPixelStorei(GL_PACK_SKIP_PIXELS, local_rect.left);
1354 checkGLcall("glPixelStorei");
1355 glPixelStorei(GL_PACK_SKIP_ROWS, local_rect.top);
1356 checkGLcall("glPixelStorei");
1358 glReadPixels(local_rect.left, (!srcIsUpsideDown) ? (This->currentDesc.Height - local_rect.bottom) : local_rect.top ,
1359 local_rect.right - local_rect.left,
1360 local_rect.bottom - local_rect.top,
1361 fmt, type, mem);
1362 checkGLcall("glReadPixels");
1364 /* Reset previous pixel store pack state */
1365 glPixelStorei(GL_PACK_ROW_LENGTH, rowLen);
1366 checkGLcall("glPixelStorei");
1367 glPixelStorei(GL_PACK_SKIP_PIXELS, skipPix);
1368 checkGLcall("glPixelStorei");
1369 glPixelStorei(GL_PACK_SKIP_ROWS, skipRow);
1370 checkGLcall("glPixelStorei");
1372 if(This->Flags & SFLAG_PBO) {
1373 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
1374 checkGLcall("glBindBufferARB");
1376 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
1377 * to get a pointer to it and perform the flipping in software. This is a lot
1378 * faster than calling glReadPixels for each line. In case we want more speed
1379 * we should rerender it flipped in a FBO and read the data back from the FBO. */
1380 if(!srcIsUpsideDown) {
1381 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1382 checkGLcall("glBindBufferARB");
1384 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1385 checkGLcall("glMapBufferARB");
1389 /* TODO: Merge this with the palettization loop below for P8 targets */
1390 if(!srcIsUpsideDown) {
1391 UINT len, off;
1392 /* glReadPixels returns the image upside down, and there is no way to prevent this.
1393 Flip the lines in software */
1394 len = (local_rect.right - local_rect.left) * bpp;
1395 off = local_rect.left * bpp;
1397 row = HeapAlloc(GetProcessHeap(), 0, len);
1398 if(!row) {
1399 ERR("Out of memory\n");
1400 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT) HeapFree(GetProcessHeap(), 0, mem);
1401 LEAVE_GL();
1402 return;
1405 top = mem + pitch * local_rect.top;
1406 bottom = mem + pitch * (local_rect.bottom - 1);
1407 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
1408 memcpy(row, top + off, len);
1409 memcpy(top + off, bottom + off, len);
1410 memcpy(bottom + off, row, len);
1411 top += pitch;
1412 bottom -= pitch;
1414 HeapFree(GetProcessHeap(), 0, row);
1416 /* Unmap the temp PBO buffer */
1417 if(This->Flags & SFLAG_PBO) {
1418 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1419 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1423 LEAVE_GL();
1424 context_release(context);
1426 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
1427 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
1428 * the same color but we have no choice.
1429 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
1431 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT && !primary_render_target_is_p8(myDevice))
1433 const PALETTEENTRY *pal = NULL;
1434 DWORD width = pitch / 3;
1435 int x, y, c;
1437 if(This->palette) {
1438 pal = This->palette->palents;
1439 } else {
1440 ERR("Palette is missing, cannot perform inverse palette lookup\n");
1441 HeapFree(GetProcessHeap(), 0, mem);
1442 return ;
1445 for(y = local_rect.top; y < local_rect.bottom; y++) {
1446 for(x = local_rect.left; x < local_rect.right; x++) {
1447 /* start lines pixels */
1448 const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
1449 const BYTE *green = blue + 1;
1450 const BYTE *red = green + 1;
1452 for(c = 0; c < 256; c++) {
1453 if(*red == pal[c].peRed &&
1454 *green == pal[c].peGreen &&
1455 *blue == pal[c].peBlue)
1457 *((BYTE *) dest + y * width + x) = c;
1458 break;
1463 HeapFree(GetProcessHeap(), 0, mem);
1467 /* Read the framebuffer contents into a texture */
1468 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
1470 IWineD3DDeviceImpl *device = This->resource.device;
1471 const struct wined3d_gl_info *gl_info;
1472 struct wined3d_context *context;
1473 int bpp;
1474 GLenum format, internal, type;
1475 CONVERT_TYPES convert;
1476 GLint prevRead;
1477 BOOL alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
1479 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, srgb);
1481 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
1482 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
1483 * states in the stateblock, and no driver was found yet that had bugs in that regard.
1485 context = context_acquire(device, (IWineD3DSurface *) This, CTXUSAGE_RESOURCELOAD);
1486 gl_info = context->gl_info;
1488 surface_bind_and_dirtify(This, srgb);
1490 ENTER_GL();
1491 glGetIntegerv(GL_READ_BUFFER, &prevRead);
1492 LEAVE_GL();
1494 /* Select the correct read buffer, and give some debug output.
1495 * There is no need to keep track of the current read buffer or reset it, every part of the code
1496 * that reads sets the read buffer as desired.
1498 if (!surface_is_offscreen((IWineD3DSurface *)This))
1500 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *)This);
1501 TRACE("Locking %#x buffer\n", buffer);
1503 ENTER_GL();
1504 glReadBuffer(buffer);
1505 checkGLcall("glReadBuffer");
1506 LEAVE_GL();
1508 else
1510 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
1511 * Read from the back buffer
1513 TRACE("Locking offscreen render target\n");
1514 ENTER_GL();
1515 glReadBuffer(device->offscreenBuffer);
1516 checkGLcall("glReadBuffer");
1517 LEAVE_GL();
1520 if (!(This->Flags & alloc_flag))
1522 surface_allocate_surface(This, gl_info, internal, This->pow2Width, This->pow2Height, format, type);
1523 This->Flags |= alloc_flag;
1526 ENTER_GL();
1527 /* If !SrcIsUpsideDown we should flip the surface.
1528 * This can be done using glCopyTexSubImage2D but this
1529 * is VERY slow, so don't do that. We should prevent
1530 * this code from getting called in such cases or perhaps
1531 * we can use FBOs */
1533 glCopyTexSubImage2D(This->texture_target, This->texture_level,
1534 0, 0, 0, 0, This->currentDesc.Width, This->currentDesc.Height);
1535 checkGLcall("glCopyTexSubImage2D");
1537 glReadBuffer(prevRead);
1538 checkGLcall("glReadBuffer");
1540 LEAVE_GL();
1542 context_release(context);
1544 TRACE("Updated target %d\n", This->texture_target);
1547 /* Context activation is done by the caller. */
1548 void surface_prepare_texture(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info, BOOL srgb)
1550 DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
1551 GLenum format, internal, type;
1552 GLsizei width, height;
1553 CONVERT_TYPES convert;
1554 int bpp;
1556 if (surface->Flags & alloc_flag) return;
1558 d3dfmt_get_conv(surface, TRUE, TRUE, &format, &internal, &type, &convert, &bpp, srgb);
1559 if(convert != NO_CONVERSION) surface->Flags |= SFLAG_CONVERTED;
1560 else surface->Flags &= ~SFLAG_CONVERTED;
1562 if (surface->Flags & SFLAG_NONPOW2)
1564 width = surface->pow2Width;
1565 height = surface->pow2Height;
1567 else
1569 width = surface->glRect.right - surface->glRect.left;
1570 height = surface->glRect.bottom - surface->glRect.top;
1573 surface_bind_and_dirtify(surface, srgb);
1574 surface_allocate_surface(surface, gl_info, internal, width, height, format, type);
1575 surface->Flags |= alloc_flag;
1578 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This)
1580 IWineD3DDeviceImpl *device = This->resource.device;
1581 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1583 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
1584 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
1585 * changed
1587 if(!(This->Flags & SFLAG_DYNLOCK)) {
1588 This->lockCount++;
1589 /* MAXLOCKCOUNT is defined in wined3d_private.h */
1590 if(This->lockCount > MAXLOCKCOUNT) {
1591 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
1592 This->Flags |= SFLAG_DYNLOCK;
1596 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
1597 * Also don't create a PBO for systemmem surfaces.
1599 if (gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] && (This->Flags & SFLAG_DYNLOCK)
1600 && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2))
1601 && (This->resource.pool != WINED3DPOOL_SYSTEMMEM))
1603 GLenum error;
1604 struct wined3d_context *context;
1606 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
1607 ENTER_GL();
1609 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
1610 error = glGetError();
1611 if(This->pbo == 0 || error != GL_NO_ERROR) {
1612 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
1615 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
1617 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1618 checkGLcall("glBindBufferARB");
1620 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
1621 checkGLcall("glBufferDataARB");
1623 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1624 checkGLcall("glBindBufferARB");
1626 /* We don't need the system memory anymore and we can't even use it for PBOs */
1627 if(!(This->Flags & SFLAG_CLIENT)) {
1628 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
1629 This->resource.heapMemory = NULL;
1631 This->resource.allocatedMemory = NULL;
1632 This->Flags |= SFLAG_PBO;
1633 LEAVE_GL();
1634 context_release(context);
1636 else if (!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO))
1638 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1639 * or a pbo to map
1641 if(!This->resource.heapMemory) {
1642 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1644 This->resource.allocatedMemory =
1645 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1646 if(This->Flags & SFLAG_INSYSMEM) {
1647 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1652 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
1653 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1654 IWineD3DDeviceImpl *myDevice = This->resource.device;
1655 const RECT *pass_rect = pRect;
1657 TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
1659 /* This is also done in the base class, but we have to verify this before loading any data from
1660 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1661 * may interfere, and all other bad things may happen
1663 if (This->Flags & SFLAG_LOCKED) {
1664 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1665 return WINED3DERR_INVALIDCALL;
1667 This->Flags |= SFLAG_LOCKED;
1669 if (!(This->Flags & SFLAG_LOCKABLE))
1671 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
1674 if (Flags & WINED3DLOCK_DISCARD) {
1675 /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
1676 TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
1677 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1678 This->Flags |= SFLAG_INSYSMEM;
1679 goto lock_end;
1682 if (This->Flags & SFLAG_INSYSMEM) {
1683 TRACE("Local copy is up to date, not downloading data\n");
1684 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1685 goto lock_end;
1688 /* IWineD3DSurface_LoadLocation() does not check if the rectangle specifies
1689 * the full surface. Most callers don't need that, so do it here. */
1690 if (pRect && pRect->top == 0 && pRect->left == 0
1691 && pRect->right == This->currentDesc.Width
1692 && pRect->bottom == This->currentDesc.Height)
1694 pass_rect = NULL;
1697 if (!(wined3d_settings.rendertargetlock_mode == RTL_DISABLE
1698 && ((This->Flags & SFLAG_SWAPCHAIN) || iface == myDevice->render_targets[0])))
1700 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, pass_rect);
1703 lock_end:
1704 if (This->Flags & SFLAG_PBO)
1706 const struct wined3d_gl_info *gl_info;
1707 struct wined3d_context *context;
1709 context = context_acquire(myDevice, NULL, CTXUSAGE_RESOURCELOAD);
1710 gl_info = context->gl_info;
1712 ENTER_GL();
1713 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1714 checkGLcall("glBindBufferARB");
1716 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1717 if(This->resource.allocatedMemory) {
1718 ERR("The surface already has PBO memory allocated!\n");
1721 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1722 checkGLcall("glMapBufferARB");
1724 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1725 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1726 checkGLcall("glBindBufferARB");
1728 LEAVE_GL();
1729 context_release(context);
1732 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
1733 /* Don't dirtify */
1734 } else {
1735 IWineD3DBaseTexture *pBaseTexture;
1737 * Dirtify on lock
1738 * as seen in msdn docs
1740 surface_add_dirty_rect(iface, pRect);
1742 /** Dirtify Container if needed */
1743 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture))) {
1744 TRACE("Making container dirty\n");
1745 IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
1746 IWineD3DBaseTexture_Release(pBaseTexture);
1747 } else {
1748 TRACE("Surface is standalone, no need to dirty the container\n");
1752 return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
1755 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem) {
1756 GLint prev_store;
1757 GLint prev_rasterpos[4];
1758 GLint skipBytes = 0;
1759 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
1760 IWineD3DDeviceImpl *myDevice = This->resource.device;
1761 const struct wined3d_gl_info *gl_info;
1762 struct wined3d_context *context;
1764 /* Activate the correct context for the render target */
1765 context = context_acquire(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
1766 gl_info = context->gl_info;
1768 ENTER_GL();
1770 if (!surface_is_offscreen((IWineD3DSurface *)This))
1772 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *)This);
1773 TRACE("Unlocking %#x buffer.\n", buffer);
1774 context_set_draw_buffer(context, buffer);
1776 else
1778 /* Primary offscreen render target */
1779 TRACE("Offscreen render target.\n");
1780 context_set_draw_buffer(context, myDevice->offscreenBuffer);
1783 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
1784 checkGLcall("glGetIntegerv");
1785 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
1786 checkGLcall("glGetIntegerv");
1787 glPixelZoom(1.0f, -1.0f);
1788 checkGLcall("glPixelZoom");
1790 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1791 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
1792 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
1794 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
1795 checkGLcall("glRasterPos3i");
1797 /* Some drivers(radeon dri, others?) don't like exceptions during
1798 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1799 * after ReleaseDC. Reading it will cause an exception, which x11drv will
1800 * catch to put the dib section in InSync mode, which leads to a crash
1801 * and a blocked x server on my radeon card.
1803 * The following lines read the dib section so it is put in InSync mode
1804 * before glDrawPixels is called and the crash is prevented. There won't
1805 * be any interfering gdi accesses, because UnlockRect is called from
1806 * ReleaseDC, and the app won't use the dc any more afterwards.
1808 if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
1809 volatile BYTE read;
1810 read = This->resource.allocatedMemory[0];
1813 if(This->Flags & SFLAG_PBO) {
1814 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1815 checkGLcall("glBindBufferARB");
1818 /* When the surface is locked we only have to refresh the locked part else we need to update the whole image */
1819 if(This->Flags & SFLAG_LOCKED) {
1820 glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1821 (This->lockedRect.bottom - This->lockedRect.top)-1,
1822 fmt, type,
1823 mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1824 checkGLcall("glDrawPixels");
1825 } else {
1826 glDrawPixels(This->currentDesc.Width,
1827 This->currentDesc.Height,
1828 fmt, type, mem);
1829 checkGLcall("glDrawPixels");
1832 if(This->Flags & SFLAG_PBO) {
1833 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1834 checkGLcall("glBindBufferARB");
1837 glPixelZoom(1.0f, 1.0f);
1838 checkGLcall("glPixelZoom");
1840 glRasterPos3iv(&prev_rasterpos[0]);
1841 checkGLcall("glRasterPos3iv");
1843 /* Reset to previous pack row length */
1844 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1845 checkGLcall("glPixelStorei(GL_UNPACK_ROW_LENGTH)");
1847 LEAVE_GL();
1848 context_release(context);
1851 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1852 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1853 IWineD3DDeviceImpl *myDevice = This->resource.device;
1854 BOOL fullsurface;
1856 if (!(This->Flags & SFLAG_LOCKED)) {
1857 WARN("trying to Unlock an unlocked surf@%p\n", This);
1858 return WINEDDERR_NOTLOCKED;
1861 if (This->Flags & SFLAG_PBO)
1863 const struct wined3d_gl_info *gl_info;
1864 struct wined3d_context *context;
1866 TRACE("Freeing PBO memory\n");
1868 context = context_acquire(myDevice, NULL, CTXUSAGE_RESOURCELOAD);
1869 gl_info = context->gl_info;
1871 ENTER_GL();
1872 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1873 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1874 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1875 checkGLcall("glUnmapBufferARB");
1876 LEAVE_GL();
1877 context_release(context);
1879 This->resource.allocatedMemory = NULL;
1882 TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1884 if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1885 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1886 goto unlock_end;
1889 if ((This->Flags & SFLAG_SWAPCHAIN) || (myDevice->render_targets && iface == myDevice->render_targets[0]))
1891 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1892 static BOOL warned = FALSE;
1893 if(!warned) {
1894 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1895 warned = TRUE;
1897 goto unlock_end;
1900 if(This->dirtyRect.left == 0 &&
1901 This->dirtyRect.top == 0 &&
1902 This->dirtyRect.right == This->currentDesc.Width &&
1903 This->dirtyRect.bottom == This->currentDesc.Height) {
1904 fullsurface = TRUE;
1905 } else {
1906 /* TODO: Proper partial rectangle tracking */
1907 fullsurface = FALSE;
1908 This->Flags |= SFLAG_INSYSMEM;
1911 switch(wined3d_settings.rendertargetlock_mode) {
1912 case RTL_READTEX:
1913 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
1914 /* drop through */
1916 case RTL_READDRAW:
1917 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
1918 break;
1921 if(!fullsurface) {
1922 /* Partial rectangle tracking is not commonly implemented, it is only done for render targets. Overwrite
1923 * the flags to bring them back into a sane state. INSYSMEM was set before to tell LoadLocation where
1924 * to read the rectangle from. Indrawable is set because all modifications from the partial sysmem copy
1925 * are written back to the drawable, thus the surface is merged again in the drawable. The sysmem copy is
1926 * not fully up to date because only a subrectangle was read in LockRect.
1928 This->Flags &= ~SFLAG_INSYSMEM;
1929 This->Flags |= SFLAG_INDRAWABLE;
1932 This->dirtyRect.left = This->currentDesc.Width;
1933 This->dirtyRect.top = This->currentDesc.Height;
1934 This->dirtyRect.right = 0;
1935 This->dirtyRect.bottom = 0;
1936 } else if(iface == myDevice->stencilBufferTarget) {
1937 FIXME("Depth Stencil buffer locking is not implemented\n");
1938 } else {
1939 /* The rest should be a normal texture */
1940 IWineD3DBaseTextureImpl *impl;
1941 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1942 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1943 * states need resetting
1945 if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
1946 if(impl->baseTexture.bindCount) {
1947 IWineD3DDeviceImpl_MarkStateDirty(myDevice, STATE_SAMPLER(impl->baseTexture.sampler));
1949 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
1953 unlock_end:
1954 This->Flags &= ~SFLAG_LOCKED;
1955 memset(&This->lockedRect, 0, sizeof(RECT));
1957 /* Overlays have to be redrawn manually after changes with the GL implementation */
1958 if(This->overlay_dest) {
1959 IWineD3DSurface_DrawOverlay(iface);
1961 return WINED3D_OK;
1964 static void surface_release_client_storage(IWineD3DSurface *iface)
1966 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
1967 struct wined3d_context *context;
1969 context = context_acquire(This->resource.device, NULL, CTXUSAGE_RESOURCELOAD);
1971 ENTER_GL();
1972 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
1973 if(This->texture_name)
1975 surface_bind_and_dirtify(This, FALSE);
1976 glTexImage2D(This->texture_target, This->texture_level,
1977 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
1979 if(This->texture_name_srgb)
1981 surface_bind_and_dirtify(This, TRUE);
1982 glTexImage2D(This->texture_target, This->texture_level,
1983 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
1985 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1987 LEAVE_GL();
1988 context_release(context);
1990 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSRGBTEX, FALSE);
1991 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
1992 surface_force_reload(iface);
1995 static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC)
1997 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1998 WINED3DLOCKED_RECT lock;
1999 HRESULT hr;
2000 RGBQUAD col[256];
2002 TRACE("(%p)->(%p)\n",This,pHDC);
2004 if(This->Flags & SFLAG_USERPTR) {
2005 ERR("Not supported on surfaces with an application-provided surfaces\n");
2006 return WINEDDERR_NODC;
2009 /* Give more detailed info for ddraw */
2010 if (This->Flags & SFLAG_DCINUSE)
2011 return WINEDDERR_DCALREADYCREATED;
2013 /* Can't GetDC if the surface is locked */
2014 if (This->Flags & SFLAG_LOCKED)
2015 return WINED3DERR_INVALIDCALL;
2017 memset(&lock, 0, sizeof(lock)); /* To be sure */
2019 /* Create a DIB section if there isn't a hdc yet */
2020 if(!This->hDC) {
2021 if(This->Flags & SFLAG_CLIENT) {
2022 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
2023 surface_release_client_storage(iface);
2025 hr = IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
2026 if(FAILED(hr)) return WINED3DERR_INVALIDCALL;
2028 /* Use the dib section from now on if we are not using a PBO */
2029 if(!(This->Flags & SFLAG_PBO))
2030 This->resource.allocatedMemory = This->dib.bitmap_data;
2033 /* Lock the surface */
2034 hr = IWineD3DSurface_LockRect(iface,
2035 &lock,
2036 NULL,
2039 if(This->Flags & SFLAG_PBO) {
2040 /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
2041 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
2044 if(FAILED(hr)) {
2045 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
2046 /* keep the dib section */
2047 return hr;
2050 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
2051 || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
2053 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
2054 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
2055 unsigned int n;
2056 const PALETTEENTRY *pal = NULL;
2058 if(This->palette) {
2059 pal = This->palette->palents;
2060 } else {
2061 IWineD3DSurfaceImpl *dds_primary;
2062 IWineD3DSwapChainImpl *swapchain;
2063 swapchain = (IWineD3DSwapChainImpl *)This->resource.device->swapchains[0];
2064 dds_primary = (IWineD3DSurfaceImpl *)swapchain->frontBuffer;
2065 if (dds_primary && dds_primary->palette)
2066 pal = dds_primary->palette->palents;
2069 if (pal) {
2070 for (n=0; n<256; n++) {
2071 col[n].rgbRed = pal[n].peRed;
2072 col[n].rgbGreen = pal[n].peGreen;
2073 col[n].rgbBlue = pal[n].peBlue;
2074 col[n].rgbReserved = 0;
2076 SetDIBColorTable(This->hDC, 0, 256, col);
2080 *pHDC = This->hDC;
2081 TRACE("returning %p\n",*pHDC);
2082 This->Flags |= SFLAG_DCINUSE;
2084 return WINED3D_OK;
2087 static HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC)
2089 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2091 TRACE("(%p)->(%p)\n",This,hDC);
2093 if (!(This->Flags & SFLAG_DCINUSE))
2094 return WINEDDERR_NODC;
2096 if (This->hDC !=hDC) {
2097 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
2098 return WINEDDERR_NODC;
2101 if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
2102 /* Copy the contents of the DIB over to the PBO */
2103 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
2106 /* we locked first, so unlock now */
2107 IWineD3DSurface_UnlockRect(iface);
2109 This->Flags &= ~SFLAG_DCINUSE;
2111 return WINED3D_OK;
2114 /* ******************************************************
2115 IWineD3DSurface Internal (No mapping to directx api) parts follow
2116 ****************************************************** */
2118 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) {
2119 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
2120 const struct wined3d_format_desc *glDesc = This->resource.format_desc;
2121 IWineD3DDeviceImpl *device = This->resource.device;
2122 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2123 BOOL blit_supported = FALSE;
2124 RECT rect = {0, 0, This->pow2Width, This->pow2Height};
2126 /* Default values: From the surface */
2127 *format = glDesc->glFormat;
2128 *type = glDesc->glType;
2129 *convert = NO_CONVERSION;
2130 *target_bpp = glDesc->byte_count;
2132 if(srgb_mode) {
2133 *internal = glDesc->glGammaInternal;
2135 else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET
2136 && surface_is_offscreen((IWineD3DSurface *) This))
2138 *internal = glDesc->rtInternal;
2139 } else {
2140 *internal = glDesc->glInternal;
2143 /* Ok, now look if we have to do any conversion */
2144 switch(This->resource.format_desc->format)
2146 case WINED3DFMT_P8_UINT:
2147 /* ****************
2148 Paletted Texture
2149 **************** */
2151 blit_supported = device->blitter->blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
2152 &rect, This->resource.usage, This->resource.pool,
2153 This->resource.format_desc, &rect, This->resource.usage,
2154 This->resource.pool, This->resource.format_desc);
2156 /* Use conversion when the blit_shader backend supports it. It only supports this in case of
2157 * texturing. Further also use conversion in case of color keying.
2158 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
2159 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
2160 * conflicts with this.
2162 if (!((blit_supported && device->render_targets && This == (IWineD3DSurfaceImpl*)device->render_targets[0]))
2163 || colorkey_active || !use_texturing)
2165 *format = GL_RGBA;
2166 *internal = GL_RGBA;
2167 *type = GL_UNSIGNED_BYTE;
2168 *target_bpp = 4;
2169 if(colorkey_active) {
2170 *convert = CONVERT_PALETTED_CK;
2171 } else {
2172 *convert = CONVERT_PALETTED;
2175 break;
2177 case WINED3DFMT_B2G3R3_UNORM:
2178 /* **********************
2179 GL_UNSIGNED_BYTE_3_3_2
2180 ********************** */
2181 if (colorkey_active) {
2182 /* This texture format will never be used.. So do not care about color keying
2183 up until the point in time it will be needed :-) */
2184 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
2186 break;
2188 case WINED3DFMT_B5G6R5_UNORM:
2189 if (colorkey_active) {
2190 *convert = CONVERT_CK_565;
2191 *format = GL_RGBA;
2192 *internal = GL_RGB5_A1;
2193 *type = GL_UNSIGNED_SHORT_5_5_5_1;
2195 break;
2197 case WINED3DFMT_B5G5R5X1_UNORM:
2198 if (colorkey_active) {
2199 *convert = CONVERT_CK_5551;
2200 *format = GL_BGRA;
2201 *internal = GL_RGB5_A1;
2202 *type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
2204 break;
2206 case WINED3DFMT_B8G8R8_UNORM:
2207 if (colorkey_active) {
2208 *convert = CONVERT_CK_RGB24;
2209 *format = GL_RGBA;
2210 *internal = GL_RGBA8;
2211 *type = GL_UNSIGNED_INT_8_8_8_8;
2212 *target_bpp = 4;
2214 break;
2216 case WINED3DFMT_B8G8R8X8_UNORM:
2217 if (colorkey_active) {
2218 *convert = CONVERT_RGB32_888;
2219 *format = GL_RGBA;
2220 *internal = GL_RGBA8;
2221 *type = GL_UNSIGNED_INT_8_8_8_8;
2223 break;
2225 case WINED3DFMT_R8G8_SNORM:
2226 if (gl_info->supported[NV_TEXTURE_SHADER]) break;
2227 *convert = CONVERT_V8U8;
2228 *format = GL_BGR;
2229 *type = GL_UNSIGNED_BYTE;
2230 *target_bpp = 3;
2231 break;
2233 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
2234 *convert = CONVERT_L6V5U5;
2235 if (gl_info->supported[NV_TEXTURE_SHADER])
2237 *target_bpp = 3;
2238 /* Use format and types from table */
2239 } else {
2240 /* Load it into unsigned R5G6B5, swap L and V channels, and revert that in the shader */
2241 *target_bpp = 2;
2242 *format = GL_RGB;
2243 *type = GL_UNSIGNED_SHORT_5_6_5;
2245 break;
2247 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
2248 *convert = CONVERT_X8L8V8U8;
2249 *target_bpp = 4;
2250 if (gl_info->supported[NV_TEXTURE_SHADER])
2252 /* Use formats from gl table. It is a bit unfortunate, but the conversion
2253 * is needed to set the X format to 255 to get 1.0 for alpha when sampling
2254 * the texture. OpenGL can't use GL_DSDT8_MAG8_NV as internal format with
2255 * the needed type and format parameter, so the internal format contains a
2256 * 4th component, which is returned as alpha
2258 } else {
2259 *format = GL_BGRA;
2260 *type = GL_UNSIGNED_INT_8_8_8_8_REV;
2262 break;
2264 case WINED3DFMT_R8G8B8A8_SNORM:
2265 if (gl_info->supported[NV_TEXTURE_SHADER]) break;
2266 *convert = CONVERT_Q8W8V8U8;
2267 *format = GL_BGRA;
2268 *type = GL_UNSIGNED_BYTE;
2269 *target_bpp = 4;
2270 break;
2272 case WINED3DFMT_R16G16_SNORM:
2273 if (gl_info->supported[NV_TEXTURE_SHADER]) break;
2274 *convert = CONVERT_V16U16;
2275 *format = GL_BGR;
2276 *type = GL_UNSIGNED_SHORT;
2277 *target_bpp = 6;
2278 break;
2280 case WINED3DFMT_L4A4_UNORM:
2281 /* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
2282 * format+type combination to load it. Thus convert it to A8L8, then load it
2283 * with A4L4 internal, but A8L8 format+type
2285 *convert = CONVERT_A4L4;
2286 *format = GL_LUMINANCE_ALPHA;
2287 *type = GL_UNSIGNED_BYTE;
2288 *target_bpp = 2;
2289 break;
2291 case WINED3DFMT_R16G16_UNORM:
2292 *convert = CONVERT_G16R16;
2293 *format = GL_RGB;
2294 *type = GL_UNSIGNED_SHORT;
2295 *target_bpp = 6;
2296 break;
2298 case WINED3DFMT_R16G16_FLOAT:
2299 *convert = CONVERT_R16G16F;
2300 *format = GL_RGB;
2301 *type = GL_HALF_FLOAT_ARB;
2302 *target_bpp = 6;
2303 break;
2305 case WINED3DFMT_R32G32_FLOAT:
2306 *convert = CONVERT_R32G32F;
2307 *format = GL_RGB;
2308 *type = GL_FLOAT;
2309 *target_bpp = 12;
2310 break;
2312 case WINED3DFMT_S1_UINT_D15_UNORM:
2313 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
2314 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
2316 *convert = CONVERT_D15S1;
2317 *target_bpp = 4;
2319 break;
2321 case WINED3DFMT_S4X4_UINT_D24_UNORM:
2322 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
2323 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
2325 *convert = CONVERT_D24X4S4;
2327 break;
2329 case WINED3DFMT_S8_UINT_D24_FLOAT:
2330 if (gl_info->supported[ARB_DEPTH_BUFFER_FLOAT])
2332 *convert = CONVERT_D24FS8;
2333 *target_bpp = 8;
2335 break;
2337 default:
2338 break;
2341 return WINED3D_OK;
2344 void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey)
2346 IWineD3DDeviceImpl *device = This->resource.device;
2347 IWineD3DPaletteImpl *pal = This->palette;
2348 BOOL index_in_alpha = FALSE;
2349 unsigned int i;
2351 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
2352 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
2353 * is slow. Further RGB->P8 conversion is not possible because palettes can have
2354 * duplicate entries. Store the color key in the unused alpha component to speed the
2355 * download up and to make conversion unneeded. */
2356 index_in_alpha = primary_render_target_is_p8(device);
2358 if (!pal)
2360 UINT dxVersion = ((IWineD3DImpl *)device->wined3d)->dxVersion;
2362 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
2363 if (dxVersion <= 7)
2365 ERR("This code should never get entered for DirectDraw!, expect problems\n");
2366 if (index_in_alpha)
2368 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
2369 * there's no palette at this time. */
2370 for (i = 0; i < 256; i++) table[i][3] = i;
2373 else
2375 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
2376 * alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
2377 * capability flag is present (wine does advertise this capability) */
2378 for (i = 0; i < 256; ++i)
2380 table[i][0] = device->palettes[device->currentPalette][i].peRed;
2381 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
2382 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
2383 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
2387 else
2389 TRACE("Using surface palette %p\n", pal);
2390 /* Get the surface's palette */
2391 for (i = 0; i < 256; ++i)
2393 table[i][0] = pal->palents[i].peRed;
2394 table[i][1] = pal->palents[i].peGreen;
2395 table[i][2] = pal->palents[i].peBlue;
2397 /* When index_in_alpha is set the palette index is stored in the
2398 * alpha component. In case of a readback we can then read
2399 * GL_ALPHA. Color keying is handled in BltOverride using a
2400 * GL_ALPHA_TEST using GL_NOT_EQUAL. In case of index_in_alpha the
2401 * color key itself is passed to glAlphaFunc in other cases the
2402 * alpha component of pixels that should be masked away is set to 0. */
2403 if (index_in_alpha)
2405 table[i][3] = i;
2407 else if (colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue)
2408 && (i <= This->SrcBltCKey.dwColorSpaceHighValue))
2410 table[i][3] = 0x00;
2412 else if(pal->Flags & WINEDDPCAPS_ALPHA)
2414 table[i][3] = pal->palents[i].peFlags;
2416 else
2418 table[i][3] = 0xFF;
2424 static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width,
2425 UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This)
2427 IWineD3DDeviceImpl *device = This->resource.device;
2428 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2429 const BYTE *source;
2430 BYTE *dest;
2431 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
2433 switch (convert) {
2434 case NO_CONVERSION:
2436 memcpy(dst, src, pitch * height);
2437 break;
2439 case CONVERT_PALETTED:
2440 case CONVERT_PALETTED_CK:
2442 IWineD3DPaletteImpl* pal = This->palette;
2443 BYTE table[256][4];
2444 unsigned int x, y;
2446 if( pal == NULL) {
2447 /* TODO: If we are a sublevel, try to get the palette from level 0 */
2450 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2452 for (y = 0; y < height; y++)
2454 source = src + pitch * y;
2455 dest = dst + outpitch * y;
2456 /* This is an 1 bpp format, using the width here is fine */
2457 for (x = 0; x < width; x++) {
2458 BYTE color = *source++;
2459 *dest++ = table[color][0];
2460 *dest++ = table[color][1];
2461 *dest++ = table[color][2];
2462 *dest++ = table[color][3];
2466 break;
2468 case CONVERT_CK_565:
2470 /* Converting the 565 format in 5551 packed to emulate color-keying.
2472 Note : in all these conversion, it would be best to average the averaging
2473 pixels to get the color of the pixel that will be color-keyed to
2474 prevent 'color bleeding'. This will be done later on if ever it is
2475 too visible.
2477 Note2: Nvidia documents say that their driver does not support alpha + color keying
2478 on the same surface and disables color keying in such a case
2480 unsigned int x, y;
2481 const WORD *Source;
2482 WORD *Dest;
2484 TRACE("Color keyed 565\n");
2486 for (y = 0; y < height; y++) {
2487 Source = (const WORD *)(src + y * pitch);
2488 Dest = (WORD *) (dst + y * outpitch);
2489 for (x = 0; x < width; x++ ) {
2490 WORD color = *Source++;
2491 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
2492 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2493 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2494 *Dest |= 0x0001;
2496 Dest++;
2500 break;
2502 case CONVERT_CK_5551:
2504 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
2505 unsigned int x, y;
2506 const WORD *Source;
2507 WORD *Dest;
2508 TRACE("Color keyed 5551\n");
2509 for (y = 0; y < height; y++) {
2510 Source = (const WORD *)(src + y * pitch);
2511 Dest = (WORD *) (dst + y * outpitch);
2512 for (x = 0; x < width; x++ ) {
2513 WORD color = *Source++;
2514 *Dest = color;
2515 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2516 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2517 *Dest |= (1 << 15);
2519 else {
2520 *Dest &= ~(1 << 15);
2522 Dest++;
2526 break;
2528 case CONVERT_CK_RGB24:
2530 /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
2531 unsigned int x, y;
2532 for (y = 0; y < height; y++)
2534 source = src + pitch * y;
2535 dest = dst + outpitch * y;
2536 for (x = 0; x < width; x++) {
2537 DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ;
2538 DWORD dstcolor = color << 8;
2539 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2540 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2541 dstcolor |= 0xff;
2543 *(DWORD*)dest = dstcolor;
2544 source += 3;
2545 dest += 4;
2549 break;
2551 case CONVERT_RGB32_888:
2553 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
2554 unsigned int x, y;
2555 for (y = 0; y < height; y++)
2557 source = src + pitch * y;
2558 dest = dst + outpitch * y;
2559 for (x = 0; x < width; x++) {
2560 DWORD color = 0xffffff & *(const DWORD*)source;
2561 DWORD dstcolor = color << 8;
2562 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2563 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2564 dstcolor |= 0xff;
2566 *(DWORD*)dest = dstcolor;
2567 source += 4;
2568 dest += 4;
2572 break;
2574 case CONVERT_V8U8:
2576 unsigned int x, y;
2577 const short *Source;
2578 unsigned char *Dest;
2579 for(y = 0; y < height; y++) {
2580 Source = (const short *)(src + y * pitch);
2581 Dest = dst + y * outpitch;
2582 for (x = 0; x < width; x++ ) {
2583 long color = (*Source++);
2584 /* B */ Dest[0] = 0xff;
2585 /* G */ Dest[1] = (color >> 8) + 128; /* V */
2586 /* R */ Dest[2] = (color) + 128; /* U */
2587 Dest += 3;
2590 break;
2593 case CONVERT_V16U16:
2595 unsigned int x, y;
2596 const DWORD *Source;
2597 unsigned short *Dest;
2598 for(y = 0; y < height; y++) {
2599 Source = (const DWORD *)(src + y * pitch);
2600 Dest = (unsigned short *) (dst + y * outpitch);
2601 for (x = 0; x < width; x++ ) {
2602 DWORD color = (*Source++);
2603 /* B */ Dest[0] = 0xffff;
2604 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
2605 /* R */ Dest[2] = (color ) + 32768; /* U */
2606 Dest += 3;
2609 break;
2612 case CONVERT_Q8W8V8U8:
2614 unsigned int x, y;
2615 const DWORD *Source;
2616 unsigned char *Dest;
2617 for(y = 0; y < height; y++) {
2618 Source = (const DWORD *)(src + y * pitch);
2619 Dest = dst + y * outpitch;
2620 for (x = 0; x < width; x++ ) {
2621 long color = (*Source++);
2622 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
2623 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
2624 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
2625 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
2626 Dest += 4;
2629 break;
2632 case CONVERT_L6V5U5:
2634 unsigned int x, y;
2635 const WORD *Source;
2636 unsigned char *Dest;
2638 if (gl_info->supported[NV_TEXTURE_SHADER])
2640 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
2641 * fixed function and shaders without further conversion once the surface is
2642 * loaded
2644 for(y = 0; y < height; y++) {
2645 Source = (const WORD *)(src + y * pitch);
2646 Dest = dst + y * outpitch;
2647 for (x = 0; x < width; x++ ) {
2648 short color = (*Source++);
2649 unsigned char l = ((color >> 10) & 0xfc);
2650 char v = ((color >> 5) & 0x3e);
2651 char u = ((color ) & 0x1f);
2653 /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
2654 * and doubles the positive range. Thus shift left only once, gl does the 2nd
2655 * shift. GL reads a signed value and converts it into an unsigned value.
2657 /* M */ Dest[2] = l << 1;
2659 /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
2660 * from 5 bit values to 8 bit values.
2662 /* V */ Dest[1] = v << 3;
2663 /* U */ Dest[0] = u << 3;
2664 Dest += 3;
2667 } else {
2668 for(y = 0; y < height; y++) {
2669 unsigned short *Dest_s = (unsigned short *) (dst + y * outpitch);
2670 Source = (const WORD *)(src + y * pitch);
2671 for (x = 0; x < width; x++ ) {
2672 short color = (*Source++);
2673 unsigned char l = ((color >> 10) & 0xfc);
2674 short v = ((color >> 5) & 0x3e);
2675 short u = ((color ) & 0x1f);
2676 short v_conv = v + 16;
2677 short u_conv = u + 16;
2679 *Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
2680 Dest_s += 1;
2684 break;
2687 case CONVERT_X8L8V8U8:
2689 unsigned int x, y;
2690 const DWORD *Source;
2691 unsigned char *Dest;
2693 if (gl_info->supported[NV_TEXTURE_SHADER])
2695 /* This implementation works with the fixed function pipeline and shaders
2696 * without further modification after converting the surface.
2698 for(y = 0; y < height; y++) {
2699 Source = (const DWORD *)(src + y * pitch);
2700 Dest = dst + y * outpitch;
2701 for (x = 0; x < width; x++ ) {
2702 long color = (*Source++);
2703 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
2704 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
2705 /* U */ Dest[0] = (color & 0xff); /* U */
2706 /* I */ Dest[3] = 255; /* X */
2707 Dest += 4;
2710 } else {
2711 /* Doesn't work correctly with the fixed function pipeline, but can work in
2712 * shaders if the shader is adjusted. (There's no use for this format in gl's
2713 * standard fixed function pipeline anyway).
2715 for(y = 0; y < height; y++) {
2716 Source = (const DWORD *)(src + y * pitch);
2717 Dest = dst + y * outpitch;
2718 for (x = 0; x < width; x++ ) {
2719 long color = (*Source++);
2720 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
2721 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
2722 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
2723 Dest += 4;
2727 break;
2730 case CONVERT_A4L4:
2732 unsigned int x, y;
2733 const unsigned char *Source;
2734 unsigned char *Dest;
2735 for(y = 0; y < height; y++) {
2736 Source = src + y * pitch;
2737 Dest = dst + y * outpitch;
2738 for (x = 0; x < width; x++ ) {
2739 unsigned char color = (*Source++);
2740 /* A */ Dest[1] = (color & 0xf0) << 0;
2741 /* L */ Dest[0] = (color & 0x0f) << 4;
2742 Dest += 2;
2745 break;
2748 case CONVERT_G16R16:
2749 case CONVERT_R16G16F:
2751 unsigned int x, y;
2752 const WORD *Source;
2753 WORD *Dest;
2755 for(y = 0; y < height; y++) {
2756 Source = (const WORD *)(src + y * pitch);
2757 Dest = (WORD *) (dst + y * outpitch);
2758 for (x = 0; x < width; x++ ) {
2759 WORD green = (*Source++);
2760 WORD red = (*Source++);
2761 Dest[0] = green;
2762 Dest[1] = red;
2763 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
2764 * shader overwrites it anyway
2766 Dest[2] = 0xffff;
2767 Dest += 3;
2770 break;
2773 case CONVERT_R32G32F:
2775 unsigned int x, y;
2776 const float *Source;
2777 float *Dest;
2778 for(y = 0; y < height; y++) {
2779 Source = (const float *)(src + y * pitch);
2780 Dest = (float *) (dst + y * outpitch);
2781 for (x = 0; x < width; x++ ) {
2782 float green = (*Source++);
2783 float red = (*Source++);
2784 Dest[0] = green;
2785 Dest[1] = red;
2786 Dest[2] = 1.0f;
2787 Dest += 3;
2790 break;
2793 case CONVERT_D15S1:
2795 unsigned int x, y;
2797 for (y = 0; y < height; ++y)
2799 const WORD *source = (const WORD *)(src + y * pitch);
2800 DWORD *dest = (DWORD *)(dst + y * outpitch);
2802 for (x = 0; x < width; ++x)
2804 /* The depth data is normalized, so needs to be scaled,
2805 * the stencil data isn't. Scale depth data by
2806 * (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
2807 WORD d15 = source[x] >> 1;
2808 DWORD d24 = (d15 << 9) + (d15 >> 6);
2809 dest[x] = (d24 << 8) | (source[x] & 0x1);
2812 break;
2815 case CONVERT_D24X4S4:
2817 unsigned int x, y;
2819 for (y = 0; y < height; ++y)
2821 const DWORD *source = (const DWORD *)(src + y * pitch);
2822 DWORD *dest = (DWORD *)(dst + y * outpitch);
2824 for (x = 0; x < width; ++x)
2826 /* Just need to clear out the X4 part. */
2827 dest[x] = source[x] & ~0xf0;
2830 break;
2833 case CONVERT_D24FS8:
2835 unsigned int x, y;
2837 for (y = 0; y < height; ++y)
2839 const DWORD *source = (const DWORD *)(src + y * pitch);
2840 float *dest_f = (float *)(dst + y * outpitch);
2841 DWORD *dest_s = (DWORD *)(dst + y * outpitch);
2843 for (x = 0; x < width; ++x)
2845 dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00) >> 8);
2846 dest_s[x * 2 + 1] = source[x] & 0xff;
2849 break;
2852 default:
2853 ERR("Unsupported conversion type %#x.\n", convert);
2855 return WINED3D_OK;
2858 BOOL palette9_changed(IWineD3DSurfaceImpl *This)
2860 IWineD3DDeviceImpl *device = This->resource.device;
2862 if (This->palette || (This->resource.format_desc->format != WINED3DFMT_P8_UINT
2863 && This->resource.format_desc->format != WINED3DFMT_P8_UINT_A8_UNORM))
2865 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2866 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2868 return FALSE;
2871 if (This->palette9)
2873 if (!memcmp(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256))
2875 return FALSE;
2877 } else {
2878 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2880 memcpy(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2881 return TRUE;
2884 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2885 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2886 DWORD flag = srgb_mode ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE;
2888 if (!(This->Flags & flag)) {
2889 TRACE("Reloading because surface is dirty\n");
2890 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2891 ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
2892 /* Reload: vice versa OR */
2893 ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
2894 /* Also reload: Color key is active AND the color key has changed */
2895 ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
2896 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
2897 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
2898 TRACE("Reloading because of color keying\n");
2899 /* To perform the color key conversion we need a sysmem copy of
2900 * the surface. Make sure we have it
2903 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
2904 /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2905 /* TODO: This is not necessarily needed with hw palettized texture support */
2906 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2907 } else {
2908 TRACE("surface is already in texture\n");
2909 return WINED3D_OK;
2912 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2913 * These resources are not bound by device size or format restrictions. Because of this,
2914 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2915 * However, these resources can always be created, locked, and copied.
2917 if (This->resource.pool == WINED3DPOOL_SCRATCH )
2919 FIXME("(%p) Operation not supported for scratch textures\n",This);
2920 return WINED3DERR_INVALIDCALL;
2923 IWineD3DSurface_LoadLocation(iface, flag, NULL /* no partial locking for textures yet */);
2925 #if 0
2927 static unsigned int gen = 0;
2928 char buffer[4096];
2929 ++gen;
2930 if ((gen % 10) == 0) {
2931 snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm",
2932 This, This->texture_target, This->texture_level, gen);
2933 IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
2936 * debugging crash code
2937 if (gen == 250) {
2938 void** test = NULL;
2939 *test = 0;
2943 #endif
2945 if (!(This->Flags & SFLAG_DONOTFREE)) {
2946 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
2947 This->resource.allocatedMemory = NULL;
2948 This->resource.heapMemory = NULL;
2949 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, FALSE);
2952 return WINED3D_OK;
2955 /* Context activation is done by the caller. */
2956 static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) {
2957 /* TODO: check for locks */
2958 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2959 IWineD3DBaseTexture *baseTexture = NULL;
2961 TRACE("(%p)Checking to see if the container is a base texture\n", This);
2962 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2963 TRACE("Passing to container\n");
2964 IWineD3DBaseTexture_BindTexture(baseTexture, srgb);
2965 IWineD3DBaseTexture_Release(baseTexture);
2967 else
2969 GLuint *name;
2971 TRACE("(%p) : Binding surface\n", This);
2973 name = srgb ? &This->texture_name_srgb : &This->texture_name;
2975 ENTER_GL();
2977 if (!This->texture_level)
2979 if (!*name) {
2980 glGenTextures(1, name);
2981 checkGLcall("glGenTextures");
2982 TRACE("Surface %p given name %d\n", This, *name);
2984 glBindTexture(This->texture_target, *name);
2985 checkGLcall("glBindTexture");
2986 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2987 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
2988 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2989 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
2990 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2991 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
2992 glTexParameteri(This->texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2993 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
2994 glTexParameteri(This->texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2995 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
2997 /* This is where we should be reducing the amount of GLMemoryUsed */
2998 } else if (*name) {
2999 /* Mipmap surfaces should have a base texture container */
3000 ERR("Mipmap surface has a glTexture bound to it!\n");
3003 glBindTexture(This->texture_target, *name);
3004 checkGLcall("glBindTexture");
3006 LEAVE_GL();
3010 #include <errno.h>
3011 #include <stdio.h>
3012 static HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename)
3014 FILE* f = NULL;
3015 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3016 char *allocatedMemory;
3017 const char *textureRow;
3018 IWineD3DSwapChain *swapChain = NULL;
3019 int width, height, i, y;
3020 GLuint tmpTexture = 0;
3021 DWORD color;
3022 /*FIXME:
3023 Textures may not be stored in ->allocatedgMemory and a GlTexture
3024 so we should lock the surface before saving a snapshot, or at least check that
3026 /* TODO: Compressed texture images can be obtained from the GL in uncompressed form
3027 by calling GetTexImage and in compressed form by calling
3028 GetCompressedTexImageARB. Queried compressed images can be saved and
3029 later reused by calling CompressedTexImage[123]DARB. Pre-compressed
3030 texture images do not need to be processed by the GL and should
3031 significantly improve texture loading performance relative to uncompressed
3032 images. */
3034 /* Setup the width and height to be the internal texture width and height. */
3035 width = This->pow2Width;
3036 height = This->pow2Height;
3037 /* check to see if we're a 'virtual' texture, e.g. we're not a pbuffer of texture, we're a back buffer*/
3038 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain);
3040 if (This->Flags & SFLAG_INDRAWABLE && !(This->Flags & SFLAG_INTEXTURE)) {
3041 /* if were not a real texture then read the back buffer into a real texture */
3042 /* we don't want to interfere with the back buffer so read the data into a temporary
3043 * texture and then save the data out of the temporary texture
3045 GLint prevRead;
3046 ENTER_GL();
3047 TRACE("(%p) Reading render target into texture\n", This);
3049 glGenTextures(1, &tmpTexture);
3050 glBindTexture(GL_TEXTURE_2D, tmpTexture);
3052 glTexImage2D(GL_TEXTURE_2D,
3054 GL_RGBA,
3055 width,
3056 height,
3057 0/*border*/,
3058 GL_RGBA,
3059 GL_UNSIGNED_INT_8_8_8_8_REV,
3060 NULL);
3062 glGetIntegerv(GL_READ_BUFFER, &prevRead);
3063 checkGLcall("glGetIntegerv");
3064 glReadBuffer(swapChain ? GL_BACK : This->resource.device->offscreenBuffer);
3065 checkGLcall("glReadBuffer");
3066 glCopyTexImage2D(GL_TEXTURE_2D,
3068 GL_RGBA,
3071 width,
3072 height,
3075 checkGLcall("glCopyTexImage2D");
3076 glReadBuffer(prevRead);
3077 LEAVE_GL();
3079 } else { /* bind the real texture, and make sure it up to date */
3080 surface_internal_preload(iface, SRGB_RGB);
3081 surface_bind_and_dirtify(This, FALSE);
3083 allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width * height * 4);
3084 ENTER_GL();
3085 FIXME("Saving texture level %d width %d height %d\n", This->texture_level, width, height);
3086 glGetTexImage(GL_TEXTURE_2D, This->texture_level, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, allocatedMemory);
3087 checkGLcall("glGetTexImage");
3088 if (tmpTexture) {
3089 glBindTexture(GL_TEXTURE_2D, 0);
3090 glDeleteTextures(1, &tmpTexture);
3092 LEAVE_GL();
3094 f = fopen(filename, "w+");
3095 if (NULL == f) {
3096 ERR("opening of %s failed with: %s\n", filename, strerror(errno));
3097 return WINED3DERR_INVALIDCALL;
3099 /* Save the data out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha channel */
3100 TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format_desc->format));
3101 /* TGA header */
3102 fputc(0,f);
3103 fputc(0,f);
3104 fputc(2,f);
3105 fputc(0,f);
3106 fputc(0,f);
3107 fputc(0,f);
3108 fputc(0,f);
3109 fputc(0,f);
3110 fputc(0,f);
3111 fputc(0,f);
3112 fputc(0,f);
3113 fputc(0,f);
3114 /* short width*/
3115 fwrite(&width,2,1,f);
3116 /* short height */
3117 fwrite(&height,2,1,f);
3118 /* format rgba */
3119 fputc(0x20,f);
3120 fputc(0x28,f);
3121 /* raw data */
3122 /* 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 */
3123 if(swapChain)
3124 textureRow = allocatedMemory + (width * (height - 1) *4);
3125 else
3126 textureRow = allocatedMemory;
3127 for (y = 0 ; y < height; y++) {
3128 for (i = 0; i < width; i++) {
3129 color = *((const DWORD*)textureRow);
3130 fputc((color >> 16) & 0xFF, f); /* B */
3131 fputc((color >> 8) & 0xFF, f); /* G */
3132 fputc((color >> 0) & 0xFF, f); /* R */
3133 fputc((color >> 24) & 0xFF, f); /* A */
3134 textureRow += 4;
3136 /* take two rows of the pointer to the texture memory */
3137 if(swapChain)
3138 (textureRow-= width << 3);
3141 TRACE("Closing file\n");
3142 fclose(f);
3144 if(swapChain) {
3145 IWineD3DSwapChain_Release(swapChain);
3147 HeapFree(GetProcessHeap(), 0, allocatedMemory);
3148 return WINED3D_OK;
3151 static HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
3152 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3153 HRESULT hr;
3155 TRACE("(%p) : Calling base function first\n", This);
3156 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
3157 if(SUCCEEDED(hr)) {
3158 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
3159 TRACE("(%p) : glFormat %d, glFormatInternal %d, glType %d\n", This, This->resource.format_desc->glFormat,
3160 This->resource.format_desc->glInternal, This->resource.format_desc->glType);
3162 return hr;
3165 static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
3166 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3168 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
3169 WARN("Surface is locked or the HDC is in use\n");
3170 return WINED3DERR_INVALIDCALL;
3173 if(Mem && Mem != This->resource.allocatedMemory) {
3174 void *release = NULL;
3176 /* Do I have to copy the old surface content? */
3177 if(This->Flags & SFLAG_DIBSECTION) {
3178 /* Release the DC. No need to hold the critical section for the update
3179 * Thread because this thread runs only on front buffers, but this method
3180 * fails for render targets in the check above.
3182 SelectObject(This->hDC, This->dib.holdbitmap);
3183 DeleteDC(This->hDC);
3184 /* Release the DIB section */
3185 DeleteObject(This->dib.DIBsection);
3186 This->dib.bitmap_data = NULL;
3187 This->resource.allocatedMemory = NULL;
3188 This->hDC = NULL;
3189 This->Flags &= ~SFLAG_DIBSECTION;
3190 } else if(!(This->Flags & SFLAG_USERPTR)) {
3191 release = This->resource.heapMemory;
3192 This->resource.heapMemory = NULL;
3194 This->resource.allocatedMemory = Mem;
3195 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
3197 /* Now the surface memory is most up do date. Invalidate drawable and texture */
3198 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
3200 /* For client textures opengl has to be notified */
3201 if(This->Flags & SFLAG_CLIENT) {
3202 surface_release_client_storage(iface);
3205 /* Now free the old memory if any */
3206 HeapFree(GetProcessHeap(), 0, release);
3207 } else if(This->Flags & SFLAG_USERPTR) {
3208 /* LockRect and GetDC will re-create the dib section and allocated memory */
3209 This->resource.allocatedMemory = NULL;
3210 /* HeapMemory should be NULL already */
3211 if(This->resource.heapMemory != NULL) ERR("User pointer surface has heap memory allocated\n");
3212 This->Flags &= ~SFLAG_USERPTR;
3214 if(This->Flags & SFLAG_CLIENT) {
3215 surface_release_client_storage(iface);
3218 return WINED3D_OK;
3221 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
3223 /* Flip the surface contents */
3224 /* Flip the DC */
3226 HDC tmp;
3227 tmp = front->hDC;
3228 front->hDC = back->hDC;
3229 back->hDC = tmp;
3232 /* Flip the DIBsection */
3234 HBITMAP tmp;
3235 BOOL hasDib = front->Flags & SFLAG_DIBSECTION;
3236 tmp = front->dib.DIBsection;
3237 front->dib.DIBsection = back->dib.DIBsection;
3238 back->dib.DIBsection = tmp;
3240 if(back->Flags & SFLAG_DIBSECTION) front->Flags |= SFLAG_DIBSECTION;
3241 else front->Flags &= ~SFLAG_DIBSECTION;
3242 if(hasDib) back->Flags |= SFLAG_DIBSECTION;
3243 else back->Flags &= ~SFLAG_DIBSECTION;
3246 /* Flip the surface data */
3248 void* tmp;
3250 tmp = front->dib.bitmap_data;
3251 front->dib.bitmap_data = back->dib.bitmap_data;
3252 back->dib.bitmap_data = tmp;
3254 tmp = front->resource.allocatedMemory;
3255 front->resource.allocatedMemory = back->resource.allocatedMemory;
3256 back->resource.allocatedMemory = tmp;
3258 tmp = front->resource.heapMemory;
3259 front->resource.heapMemory = back->resource.heapMemory;
3260 back->resource.heapMemory = tmp;
3263 /* Flip the PBO */
3265 GLuint tmp_pbo = front->pbo;
3266 front->pbo = back->pbo;
3267 back->pbo = tmp_pbo;
3270 /* client_memory should not be different, but just in case */
3272 BOOL tmp;
3273 tmp = front->dib.client_memory;
3274 front->dib.client_memory = back->dib.client_memory;
3275 back->dib.client_memory = tmp;
3278 /* Flip the opengl texture */
3280 GLuint tmp;
3282 tmp = back->texture_name;
3283 back->texture_name = front->texture_name;
3284 front->texture_name = tmp;
3286 tmp = back->texture_name_srgb;
3287 back->texture_name_srgb = front->texture_name_srgb;
3288 front->texture_name_srgb = tmp;
3292 DWORD tmp_flags = back->Flags;
3293 back->Flags = front->Flags;
3294 front->Flags = tmp_flags;
3298 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
3299 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3300 IWineD3DSwapChainImpl *swapchain = NULL;
3301 HRESULT hr;
3302 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
3304 /* Flipping is only supported on RenderTargets and overlays*/
3305 if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
3306 WARN("Tried to flip a non-render target, non-overlay surface\n");
3307 return WINEDDERR_NOTFLIPPABLE;
3310 if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
3311 flip_surface(This, (IWineD3DSurfaceImpl *) override);
3313 /* Update the overlay if it is visible */
3314 if(This->overlay_dest) {
3315 return IWineD3DSurface_DrawOverlay((IWineD3DSurface *) This);
3316 } else {
3317 return WINED3D_OK;
3321 if(override) {
3322 /* DDraw sets this for the X11 surfaces, so don't confuse the user
3323 * FIXME("(%p) Target override is not supported by now\n", This);
3324 * Additionally, it isn't really possible to support triple-buffering
3325 * properly on opengl at all
3329 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **) &swapchain);
3330 if(!swapchain) {
3331 ERR("Flipped surface is not on a swapchain\n");
3332 return WINEDDERR_NOTFLIPPABLE;
3335 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
3336 * and only d3d8 and d3d9 apps specify the presentation interval
3338 if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
3339 /* Most common case first to avoid wasting time on all the other cases */
3340 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
3341 } else if(Flags & WINEDDFLIP_NOVSYNC) {
3342 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3343 } else if(Flags & WINEDDFLIP_INTERVAL2) {
3344 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
3345 } else if(Flags & WINEDDFLIP_INTERVAL3) {
3346 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
3347 } else {
3348 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
3351 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
3352 hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *)swapchain,
3353 NULL, NULL, swapchain->win_handle, NULL, 0);
3354 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
3355 return hr;
3358 /* Does a direct frame buffer -> texture copy. Stretching is done
3359 * with single pixel copy calls
3361 static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
3362 const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
3364 IWineD3DDeviceImpl *myDevice = This->resource.device;
3365 float xrel, yrel;
3366 UINT row;
3367 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3368 struct wined3d_context *context;
3369 BOOL upsidedown = FALSE;
3370 RECT dst_rect = *dst_rect_in;
3372 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
3373 * glCopyTexSubImage is a bit picky about the parameters we pass to it
3375 if(dst_rect.top > dst_rect.bottom) {
3376 UINT tmp = dst_rect.bottom;
3377 dst_rect.bottom = dst_rect.top;
3378 dst_rect.top = tmp;
3379 upsidedown = TRUE;
3382 context = context_acquire(myDevice, SrcSurface, CTXUSAGE_BLIT);
3383 surface_internal_preload((IWineD3DSurface *) This, SRGB_RGB);
3384 ENTER_GL();
3386 /* Bind the target texture */
3387 glBindTexture(This->texture_target, This->texture_name);
3388 checkGLcall("glBindTexture");
3389 if(surface_is_offscreen(SrcSurface)) {
3390 TRACE("Reading from an offscreen target\n");
3391 upsidedown = !upsidedown;
3392 glReadBuffer(myDevice->offscreenBuffer);
3394 else
3396 glReadBuffer(surface_get_gl_buffer(SrcSurface));
3398 checkGLcall("glReadBuffer");
3400 xrel = (float) (src_rect->right - src_rect->left) / (float) (dst_rect.right - dst_rect.left);
3401 yrel = (float) (src_rect->bottom - src_rect->top) / (float) (dst_rect.bottom - dst_rect.top);
3403 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
3405 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
3407 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
3408 ERR("Texture filtering not supported in direct blit\n");
3411 else if ((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT)
3412 && ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
3414 ERR("Texture filtering not supported in direct blit\n");
3417 if (upsidedown
3418 && !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
3419 && !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
3421 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
3423 glCopyTexSubImage2D(This->texture_target, This->texture_level,
3424 dst_rect.left /*xoffset */, dst_rect.top /* y offset */,
3425 src_rect->left, Src->currentDesc.Height - src_rect->bottom,
3426 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
3427 } else {
3428 UINT yoffset = Src->currentDesc.Height - src_rect->top + dst_rect.top - 1;
3429 /* I have to process this row by row to swap the image,
3430 * otherwise it would be upside down, so stretching in y direction
3431 * doesn't cost extra time
3433 * However, stretching in x direction can be avoided if not necessary
3435 for(row = dst_rect.top; row < dst_rect.bottom; row++) {
3436 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
3438 /* Well, that stuff works, but it's very slow.
3439 * find a better way instead
3441 UINT col;
3443 for(col = dst_rect.left; col < dst_rect.right; col++) {
3444 glCopyTexSubImage2D(This->texture_target, This->texture_level,
3445 dst_rect.left + col /* x offset */, row /* y offset */,
3446 src_rect->left + col * xrel, yoffset - (int) (row * yrel), 1, 1);
3448 } else {
3449 glCopyTexSubImage2D(This->texture_target, This->texture_level,
3450 dst_rect.left /* x offset */, row /* y offset */,
3451 src_rect->left, yoffset - (int) (row * yrel), dst_rect.right - dst_rect.left, 1);
3455 checkGLcall("glCopyTexSubImage2D");
3457 LEAVE_GL();
3458 context_release(context);
3460 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3461 * path is never entered
3463 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
3466 /* Uses the hardware to stretch and flip the image */
3467 static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
3468 const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
3470 IWineD3DDeviceImpl *myDevice = This->resource.device;
3471 GLuint src, backup = 0;
3472 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3473 IWineD3DSwapChainImpl *src_swapchain = NULL;
3474 float left, right, top, bottom; /* Texture coordinates */
3475 UINT fbwidth = Src->currentDesc.Width;
3476 UINT fbheight = Src->currentDesc.Height;
3477 struct wined3d_context *context;
3478 GLenum drawBuffer = GL_BACK;
3479 GLenum texture_target;
3480 BOOL noBackBufferBackup;
3481 BOOL src_offscreen;
3482 BOOL upsidedown = FALSE;
3483 RECT dst_rect = *dst_rect_in;
3485 TRACE("Using hwstretch blit\n");
3486 /* Activate the Proper context for reading from the source surface, set it up for blitting */
3487 context = context_acquire(myDevice, SrcSurface, CTXUSAGE_BLIT);
3488 surface_internal_preload((IWineD3DSurface *) This, SRGB_RGB);
3490 src_offscreen = surface_is_offscreen(SrcSurface);
3491 noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
3492 if (!noBackBufferBackup && !Src->texture_name)
3494 /* Get it a description */
3495 surface_internal_preload(SrcSurface, SRGB_RGB);
3497 ENTER_GL();
3499 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
3500 * This way we don't have to wait for the 2nd readback to finish to leave this function.
3502 if (context->aux_buffers >= 2)
3504 /* Got more than one aux buffer? Use the 2nd aux buffer */
3505 drawBuffer = GL_AUX1;
3507 else if ((!src_offscreen || myDevice->offscreenBuffer == GL_BACK) && context->aux_buffers >= 1)
3509 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
3510 drawBuffer = GL_AUX0;
3513 if(noBackBufferBackup) {
3514 glGenTextures(1, &backup);
3515 checkGLcall("glGenTextures");
3516 glBindTexture(GL_TEXTURE_2D, backup);
3517 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3518 texture_target = GL_TEXTURE_2D;
3519 } else {
3520 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
3521 * we are reading from the back buffer, the backup can be used as source texture
3523 texture_target = Src->texture_target;
3524 glBindTexture(texture_target, Src->texture_name);
3525 checkGLcall("glBindTexture(texture_target, Src->texture_name)");
3526 glEnable(texture_target);
3527 checkGLcall("glEnable(texture_target)");
3529 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
3530 Src->Flags &= ~SFLAG_INTEXTURE;
3533 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
3534 * glCopyTexSubImage is a bit picky about the parameters we pass to it
3536 if(dst_rect.top > dst_rect.bottom) {
3537 UINT tmp = dst_rect.bottom;
3538 dst_rect.bottom = dst_rect.top;
3539 dst_rect.top = tmp;
3540 upsidedown = TRUE;
3543 if (src_offscreen)
3545 TRACE("Reading from an offscreen target\n");
3546 upsidedown = !upsidedown;
3547 glReadBuffer(myDevice->offscreenBuffer);
3549 else
3551 glReadBuffer(surface_get_gl_buffer(SrcSurface));
3554 /* TODO: Only back up the part that will be overwritten */
3555 glCopyTexSubImage2D(texture_target, 0,
3556 0, 0 /* read offsets */,
3557 0, 0,
3558 fbwidth,
3559 fbheight);
3561 checkGLcall("glCopyTexSubImage2D");
3563 /* No issue with overriding these - the sampler is dirty due to blit usage */
3564 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
3565 wined3d_gl_mag_filter(magLookup, Filter));
3566 checkGLcall("glTexParameteri");
3567 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
3568 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
3569 checkGLcall("glTexParameteri");
3571 IWineD3DSurface_GetContainer((IWineD3DSurface *)SrcSurface, &IID_IWineD3DSwapChain, (void **)&src_swapchain);
3572 if (src_swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *)src_swapchain);
3573 if (!src_swapchain || (IWineD3DSurface *) Src == src_swapchain->backBuffer[0]) {
3574 src = backup ? backup : Src->texture_name;
3575 } else {
3576 glReadBuffer(GL_FRONT);
3577 checkGLcall("glReadBuffer(GL_FRONT)");
3579 glGenTextures(1, &src);
3580 checkGLcall("glGenTextures(1, &src)");
3581 glBindTexture(GL_TEXTURE_2D, src);
3582 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
3584 /* TODO: Only copy the part that will be read. Use src_rect->left, src_rect->bottom as origin, but with the width watch
3585 * out for power of 2 sizes
3587 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Src->pow2Width, Src->pow2Height, 0,
3588 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
3589 checkGLcall("glTexImage2D");
3590 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
3591 0, 0 /* read offsets */,
3592 0, 0,
3593 fbwidth,
3594 fbheight);
3596 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3597 checkGLcall("glTexParameteri");
3598 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3599 checkGLcall("glTexParameteri");
3601 glReadBuffer(GL_BACK);
3602 checkGLcall("glReadBuffer(GL_BACK)");
3604 if(texture_target != GL_TEXTURE_2D) {
3605 glDisable(texture_target);
3606 glEnable(GL_TEXTURE_2D);
3607 texture_target = GL_TEXTURE_2D;
3610 checkGLcall("glEnd and previous");
3612 left = src_rect->left;
3613 right = src_rect->right;
3615 if(upsidedown) {
3616 top = Src->currentDesc.Height - src_rect->top;
3617 bottom = Src->currentDesc.Height - src_rect->bottom;
3618 } else {
3619 top = Src->currentDesc.Height - src_rect->bottom;
3620 bottom = Src->currentDesc.Height - src_rect->top;
3623 if(Src->Flags & SFLAG_NORMCOORD) {
3624 left /= Src->pow2Width;
3625 right /= Src->pow2Width;
3626 top /= Src->pow2Height;
3627 bottom /= Src->pow2Height;
3630 /* draw the source texture stretched and upside down. The correct surface is bound already */
3631 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3632 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3634 context_set_draw_buffer(context, drawBuffer);
3635 glReadBuffer(drawBuffer);
3637 glBegin(GL_QUADS);
3638 /* bottom left */
3639 glTexCoord2f(left, bottom);
3640 glVertex2i(0, fbheight);
3642 /* top left */
3643 glTexCoord2f(left, top);
3644 glVertex2i(0, fbheight - dst_rect.bottom - dst_rect.top);
3646 /* top right */
3647 glTexCoord2f(right, top);
3648 glVertex2i(dst_rect.right - dst_rect.left, fbheight - dst_rect.bottom - dst_rect.top);
3650 /* bottom right */
3651 glTexCoord2f(right, bottom);
3652 glVertex2i(dst_rect.right - dst_rect.left, fbheight);
3653 glEnd();
3654 checkGLcall("glEnd and previous");
3656 if (texture_target != This->texture_target)
3658 glDisable(texture_target);
3659 glEnable(This->texture_target);
3660 texture_target = This->texture_target;
3663 /* Now read the stretched and upside down image into the destination texture */
3664 glBindTexture(texture_target, This->texture_name);
3665 checkGLcall("glBindTexture");
3666 glCopyTexSubImage2D(texture_target,
3668 dst_rect.left, dst_rect.top, /* xoffset, yoffset */
3669 0, 0, /* We blitted the image to the origin */
3670 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
3671 checkGLcall("glCopyTexSubImage2D");
3673 if(drawBuffer == GL_BACK) {
3674 /* Write the back buffer backup back */
3675 if(backup) {
3676 if(texture_target != GL_TEXTURE_2D) {
3677 glDisable(texture_target);
3678 glEnable(GL_TEXTURE_2D);
3679 texture_target = GL_TEXTURE_2D;
3681 glBindTexture(GL_TEXTURE_2D, backup);
3682 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3683 } else {
3684 if (texture_target != Src->texture_target)
3686 glDisable(texture_target);
3687 glEnable(Src->texture_target);
3688 texture_target = Src->texture_target;
3690 glBindTexture(Src->texture_target, Src->texture_name);
3691 checkGLcall("glBindTexture(Src->texture_target, Src->texture_name)");
3694 glBegin(GL_QUADS);
3695 /* top left */
3696 glTexCoord2f(0.0f, (float)fbheight / (float)Src->pow2Height);
3697 glVertex2i(0, 0);
3699 /* bottom left */
3700 glTexCoord2f(0.0f, 0.0f);
3701 glVertex2i(0, fbheight);
3703 /* bottom right */
3704 glTexCoord2f((float)fbwidth / (float)Src->pow2Width, 0.0f);
3705 glVertex2i(fbwidth, Src->currentDesc.Height);
3707 /* top right */
3708 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, (float) fbheight / (float) Src->pow2Height);
3709 glVertex2i(fbwidth, 0);
3710 glEnd();
3712 glDisable(texture_target);
3713 checkGLcall("glDisable(texture_target)");
3715 /* Cleanup */
3716 if (src != Src->texture_name && src != backup)
3718 glDeleteTextures(1, &src);
3719 checkGLcall("glDeleteTextures(1, &src)");
3721 if(backup) {
3722 glDeleteTextures(1, &backup);
3723 checkGLcall("glDeleteTextures(1, &backup)");
3726 LEAVE_GL();
3728 wglFlush(); /* Flush to ensure ordering across contexts. */
3730 context_release(context);
3732 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3733 * path is never entered
3735 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
3738 /* Not called from the VTable */
3739 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3740 IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx,
3741 WINED3DTEXTUREFILTERTYPE Filter)
3743 IWineD3DDeviceImpl *myDevice = This->resource.device;
3744 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
3745 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3746 RECT dst_rect, src_rect;
3748 TRACE("(%p)->(%p,%p,%p,%08x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3750 /* Get the swapchain. One of the surfaces has to be a primary surface */
3751 if(This->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3752 WARN("Destination is in sysmem, rejecting gl blt\n");
3753 return WINED3DERR_INVALIDCALL;
3755 IWineD3DSurface_GetContainer( (IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
3756 if(dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) dstSwapchain);
3757 if(Src) {
3758 if(Src->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3759 WARN("Src is in sysmem, rejecting gl blt\n");
3760 return WINED3DERR_INVALIDCALL;
3762 IWineD3DSurface_GetContainer( (IWineD3DSurface *) Src, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
3763 if(srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) srcSwapchain);
3766 /* Early sort out of cases where no render target is used */
3767 if(!dstSwapchain && !srcSwapchain &&
3768 SrcSurface != myDevice->render_targets[0] && This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3769 TRACE("No surface is render target, not using hardware blit. Src = %p, dst = %p\n", Src, This);
3770 return WINED3DERR_INVALIDCALL;
3773 /* No destination color keying supported */
3774 if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
3775 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3776 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3777 return WINED3DERR_INVALIDCALL;
3780 surface_get_rect(This, DestRect, &dst_rect);
3781 if(Src) surface_get_rect(Src, SrcRect, &src_rect);
3783 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3784 if(dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->backBuffer &&
3785 ((IWineD3DSurface *) This == dstSwapchain->frontBuffer) && SrcSurface == dstSwapchain->backBuffer[0]) {
3786 /* Half-life does a Blt from the back buffer to the front buffer,
3787 * Full surface size, no flags... Use present instead
3789 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3792 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3793 while(1)
3795 TRACE("Looking if a Present can be done...\n");
3796 /* Source Rectangle must be full surface */
3797 if(src_rect.left != 0 || src_rect.top != 0 ||
3798 src_rect.right != Src->currentDesc.Width || src_rect.bottom != Src->currentDesc.Height) {
3799 TRACE("No, Source rectangle doesn't match\n");
3800 break;
3803 /* No stretching may occur */
3804 if(src_rect.right != dst_rect.right - dst_rect.left ||
3805 src_rect.bottom != dst_rect.bottom - dst_rect.top) {
3806 TRACE("No, stretching is done\n");
3807 break;
3810 /* Destination must be full surface or match the clipping rectangle */
3811 if(This->clipper && ((IWineD3DClipperImpl *) This->clipper)->hWnd)
3813 RECT cliprect;
3814 POINT pos[2];
3815 GetClientRect(((IWineD3DClipperImpl *) This->clipper)->hWnd, &cliprect);
3816 pos[0].x = dst_rect.left;
3817 pos[0].y = dst_rect.top;
3818 pos[1].x = dst_rect.right;
3819 pos[1].y = dst_rect.bottom;
3820 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *) This->clipper)->hWnd,
3821 pos, 2);
3823 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
3824 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3826 TRACE("No, dest rectangle doesn't match(clipper)\n");
3827 TRACE("Clip rect at %s\n", wine_dbgstr_rect(&cliprect));
3828 TRACE("Blt dest: %s\n", wine_dbgstr_rect(&dst_rect));
3829 break;
3832 else
3834 if(dst_rect.left != 0 || dst_rect.top != 0 ||
3835 dst_rect.right != This->currentDesc.Width || dst_rect.bottom != This->currentDesc.Height) {
3836 TRACE("No, dest rectangle doesn't match(surface size)\n");
3837 break;
3841 TRACE("Yes\n");
3843 /* These flags are unimportant for the flag check, remove them */
3844 if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
3845 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3847 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3848 * take very long, while a flip is fast.
3849 * This applies to Half-Life, which does such Blts every time it finished
3850 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3851 * menu. This is also used by all apps when they do windowed rendering
3853 * The problem is that flipping is not really the same as copying. After a
3854 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3855 * untouched. Therefore it's necessary to override the swap effect
3856 * and to set it back after the flip.
3858 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3859 * testcases.
3862 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3863 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3865 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3866 IWineD3DSwapChain_Present((IWineD3DSwapChain *)dstSwapchain,
3867 NULL, NULL, dstSwapchain->win_handle, NULL, 0);
3869 dstSwapchain->presentParms.SwapEffect = orig_swap;
3871 return WINED3D_OK;
3873 break;
3876 TRACE("Unsupported blit between buffers on the same swapchain\n");
3877 return WINED3DERR_INVALIDCALL;
3878 } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
3879 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3880 return WINED3DERR_INVALIDCALL;
3881 } else if(dstSwapchain && srcSwapchain) {
3882 FIXME("Implement hardware blit between two different swapchains\n");
3883 return WINED3DERR_INVALIDCALL;
3884 } else if(dstSwapchain) {
3885 if(SrcSurface == myDevice->render_targets[0]) {
3886 TRACE("Blit from active render target to a swapchain\n");
3887 /* Handled with regular texture -> swapchain blit */
3889 } else if(srcSwapchain && This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3890 FIXME("Implement blit from a swapchain to the active render target\n");
3891 return WINED3DERR_INVALIDCALL;
3894 if((srcSwapchain || SrcSurface == myDevice->render_targets[0]) && !dstSwapchain) {
3895 /* Blit from render target to texture */
3896 BOOL stretchx;
3898 /* P8 read back is not implemented */
3899 if (Src->resource.format_desc->format == WINED3DFMT_P8_UINT ||
3900 This->resource.format_desc->format == WINED3DFMT_P8_UINT)
3902 TRACE("P8 read back not supported by frame buffer to texture blit\n");
3903 return WINED3DERR_INVALIDCALL;
3906 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3907 TRACE("Color keying not supported by frame buffer to texture blit\n");
3908 return WINED3DERR_INVALIDCALL;
3909 /* Destination color key is checked above */
3912 if(dst_rect.right - dst_rect.left != src_rect.right - src_rect.left) {
3913 stretchx = TRUE;
3914 } else {
3915 stretchx = FALSE;
3918 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3919 * flip the image nor scale it.
3921 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3922 * -> If the app wants a image width an unscaled width, copy it line per line
3923 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3924 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3925 * back buffer. This is slower than reading line per line, thus not used for flipping
3926 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3927 * pixel by pixel
3929 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3930 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3931 * backends.
3933 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
3934 && myDevice->adapter->gl_info.fbo_ops.glBlitFramebuffer
3935 && surface_can_stretch_rect(Src, This))
3937 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &src_rect,
3938 (IWineD3DSurface *)This, &dst_rect, Filter);
3939 } else if((!stretchx) || dst_rect.right - dst_rect.left > Src->currentDesc.Width ||
3940 dst_rect.bottom - dst_rect.top > Src->currentDesc.Height) {
3941 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3942 fb_copy_to_texture_direct(This, SrcSurface, &src_rect, &dst_rect, Filter);
3943 } else {
3944 TRACE("Using hardware stretching to flip / stretch the texture\n");
3945 fb_copy_to_texture_hwstretch(This, SrcSurface, &src_rect, &dst_rect, Filter);
3948 if(!(This->Flags & SFLAG_DONOTFREE)) {
3949 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
3950 This->resource.allocatedMemory = NULL;
3951 This->resource.heapMemory = NULL;
3952 } else {
3953 This->Flags &= ~SFLAG_INSYSMEM;
3956 return WINED3D_OK;
3957 } else if(Src) {
3958 /* Blit from offscreen surface to render target */
3959 DWORD oldCKeyFlags = Src->CKeyFlags;
3960 WINEDDCOLORKEY oldBltCKey = Src->SrcBltCKey;
3961 struct wined3d_context *context;
3962 BOOL paletteOverride = FALSE;
3964 TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
3966 /* When blitting from an offscreen surface to a rendertarget, the source
3967 * surface is not required to have a palette. Our rendering / conversion
3968 * code further down the road retrieves the palette from the surface, so
3969 * it must have a palette set. */
3970 if (Src->resource.format_desc->format == WINED3DFMT_P8_UINT && !Src->palette)
3972 paletteOverride = TRUE;
3973 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3974 Src->palette = This->palette;
3977 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
3978 && myDevice->adapter->gl_info.fbo_ops.glBlitFramebuffer
3979 && !(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3980 && surface_can_stretch_rect(Src, This))
3982 TRACE("Using stretch_rect_fbo\n");
3983 /* The source is always a texture, but never the currently active render target, and the texture
3984 * contents are never upside down
3986 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &src_rect,
3987 (IWineD3DSurface *)This, &dst_rect, Filter);
3989 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3990 if(paletteOverride)
3991 Src->palette = NULL;
3992 return WINED3D_OK;
3995 /* Color keying: Check if we have to do a color keyed blt,
3996 * and if not check if a color key is activated.
3998 * Just modify the color keying parameters in the surface and restore them afterwards
3999 * The surface keeps track of the color key last used to load the opengl surface.
4000 * PreLoad will catch the change to the flags and color key and reload if necessary.
4002 if(Flags & WINEDDBLT_KEYSRC) {
4003 /* Use color key from surface */
4004 } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
4005 /* Use color key from DDBltFx */
4006 Src->CKeyFlags |= WINEDDSD_CKSRCBLT;
4007 Src->SrcBltCKey = DDBltFx->ddckSrcColorkey;
4008 } else {
4009 /* Do not use color key */
4010 Src->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
4013 /* Now load the surface */
4014 surface_internal_preload((IWineD3DSurface *) Src, SRGB_RGB);
4016 /* Activate the destination context, set it up for blitting */
4017 context = context_acquire(myDevice, (IWineD3DSurface *)This, CTXUSAGE_BLIT);
4019 /* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
4020 * while OpenGL coordinates are window relative.
4021 * Also beware of the origin difference(top left vs bottom left).
4022 * Also beware that the front buffer's surface size is screen width x screen height,
4023 * whereas the real gl drawable size is the size of the window.
4025 if (dstSwapchain && (IWineD3DSurface *)This == dstSwapchain->frontBuffer) {
4026 RECT windowsize;
4027 POINT offset = {0,0};
4028 UINT h;
4029 ClientToScreen(context->win_handle, &offset);
4030 GetClientRect(context->win_handle, &windowsize);
4031 h = windowsize.bottom - windowsize.top;
4032 dst_rect.left -= offset.x; dst_rect.right -=offset.x;
4033 dst_rect.top -= offset.y; dst_rect.bottom -=offset.y;
4034 dst_rect.top += This->currentDesc.Height - h; dst_rect.bottom += This->currentDesc.Height - h;
4037 if (!myDevice->blitter->blit_supported(&myDevice->adapter->gl_info, BLIT_OP_BLIT,
4038 &src_rect, Src->resource.usage, Src->resource.pool, Src->resource.format_desc,
4039 &dst_rect, This->resource.usage, This->resource.pool, This->resource.format_desc))
4041 FIXME("Unsupported blit operation falling back to software\n");
4043 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
4044 if(paletteOverride)
4045 Src->palette = NULL;
4047 return WINED3DERR_INVALIDCALL;
4050 myDevice->blitter->set_shader((IWineD3DDevice *) myDevice, Src);
4052 ENTER_GL();
4054 /* This is for color keying */
4055 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
4056 glEnable(GL_ALPHA_TEST);
4057 checkGLcall("glEnable(GL_ALPHA_TEST)");
4059 /* When the primary render target uses P8, the alpha component contains the palette index.
4060 * Which means that the colorkey is one of the palette entries. In other cases pixels that
4061 * should be masked away have alpha set to 0. */
4062 if(primary_render_target_is_p8(myDevice))
4063 glAlphaFunc(GL_NOTEQUAL, (float)Src->SrcBltCKey.dwColorSpaceLowValue / 256.0f);
4064 else
4065 glAlphaFunc(GL_NOTEQUAL, 0.0f);
4066 checkGLcall("glAlphaFunc");
4067 } else {
4068 glDisable(GL_ALPHA_TEST);
4069 checkGLcall("glDisable(GL_ALPHA_TEST)");
4072 /* Draw a textured quad
4074 draw_textured_quad(Src, &src_rect, &dst_rect, Filter);
4076 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
4077 glDisable(GL_ALPHA_TEST);
4078 checkGLcall("glDisable(GL_ALPHA_TEST)");
4081 /* Restore the color key parameters */
4082 Src->CKeyFlags = oldCKeyFlags;
4083 Src->SrcBltCKey = oldBltCKey;
4085 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
4086 if(paletteOverride)
4087 Src->palette = NULL;
4089 LEAVE_GL();
4091 /* Leave the opengl state valid for blitting */
4092 myDevice->blitter->unset_shader((IWineD3DDevice *) myDevice);
4094 wglFlush(); /* Flush to ensure ordering across contexts. */
4096 context_release(context);
4098 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
4099 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
4100 * is outdated now
4102 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INDRAWABLE, TRUE);
4104 return WINED3D_OK;
4105 } else {
4106 /* Source-Less Blit to render target */
4107 if (Flags & WINEDDBLT_COLORFILL) {
4108 DWORD color;
4110 TRACE("Colorfill\n");
4112 /* The color as given in the Blt function is in the format of the frame-buffer...
4113 * 'clear' expect it in ARGB format => we need to do some conversion :-)
4115 if (!surface_convert_color_to_argb(This, DDBltFx->u5.dwFillColor, &color))
4117 /* The color conversion function already prints an error, so need to do it here */
4118 return WINED3DERR_INVALIDCALL;
4121 /* This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0] || dstSwapchain
4122 must be true if we are here */
4123 if (This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0] &&
4124 !(This == (IWineD3DSurfaceImpl*) dstSwapchain->frontBuffer ||
4125 (dstSwapchain->backBuffer && This == (IWineD3DSurfaceImpl*) dstSwapchain->backBuffer[0]))) {
4126 TRACE("Surface is higher back buffer, falling back to software\n");
4127 return cpu_blit.color_fill(myDevice, This, &dst_rect, color);
4130 return ffp_blit.color_fill(myDevice, This, &dst_rect, color);
4134 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
4135 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
4136 return WINED3DERR_INVALIDCALL;
4139 static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *DestRect,
4140 IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx)
4142 IWineD3DDeviceImpl *myDevice = This->resource.device;
4143 float depth;
4145 if (Flags & WINEDDBLT_DEPTHFILL) {
4146 switch(This->resource.format_desc->format)
4148 case WINED3DFMT_D16_UNORM:
4149 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
4150 break;
4151 case WINED3DFMT_S1_UINT_D15_UNORM:
4152 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000fffe;
4153 break;
4154 case WINED3DFMT_D24_UNORM_S8_UINT:
4155 case WINED3DFMT_X8D24_UNORM:
4156 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
4157 break;
4158 case WINED3DFMT_D32_UNORM:
4159 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
4160 break;
4161 default:
4162 depth = 0.0f;
4163 ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format_desc->format));
4166 return IWineD3DDevice_Clear((IWineD3DDevice *) myDevice,
4167 DestRect == NULL ? 0 : 1,
4168 (const WINED3DRECT *)DestRect,
4169 WINED3DCLEAR_ZBUFFER,
4170 0x00000000,
4171 depth,
4172 0x00000000);
4175 FIXME("(%p): Unsupp depthstencil blit\n", This);
4176 return WINED3DERR_INVALIDCALL;
4179 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
4180 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
4181 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4182 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
4183 IWineD3DDeviceImpl *myDevice = This->resource.device;
4185 TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
4186 TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
4188 if ( (This->Flags & SFLAG_LOCKED) || ((Src != NULL) && (Src->Flags & SFLAG_LOCKED)))
4190 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
4191 return WINEDDERR_SURFACEBUSY;
4194 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
4195 * except depth blits, which seem to work
4197 if(iface == myDevice->stencilBufferTarget || (SrcSurface && SrcSurface == myDevice->stencilBufferTarget)) {
4198 if(myDevice->inScene && !(Flags & WINEDDBLT_DEPTHFILL)) {
4199 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
4200 return WINED3DERR_INVALIDCALL;
4201 } else if(IWineD3DSurfaceImpl_BltZ(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) {
4202 TRACE("Z Blit override handled the blit\n");
4203 return WINED3D_OK;
4207 /* Special cases for RenderTargets */
4208 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
4209 ( Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
4210 if(IWineD3DSurfaceImpl_BltOverride(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter) == WINED3D_OK) return WINED3D_OK;
4213 /* For the rest call the X11 surface implementation.
4214 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
4215 * other Blts are rather rare
4217 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter);
4220 static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
4221 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans)
4223 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4224 IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
4225 IWineD3DDeviceImpl *myDevice = This->resource.device;
4227 TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
4229 if ( (This->Flags & SFLAG_LOCKED) || (srcImpl->Flags & SFLAG_LOCKED))
4231 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
4232 return WINEDDERR_SURFACEBUSY;
4235 if(myDevice->inScene &&
4236 (iface == myDevice->stencilBufferTarget ||
4237 (Source == myDevice->stencilBufferTarget))) {
4238 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
4239 return WINED3DERR_INVALIDCALL;
4242 /* Special cases for RenderTargets */
4243 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
4244 (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) ) {
4246 RECT SrcRect, DstRect;
4247 DWORD Flags=0;
4249 surface_get_rect(srcImpl, rsrc, &SrcRect);
4251 DstRect.left = dstx;
4252 DstRect.top=dsty;
4253 DstRect.right = dstx + SrcRect.right - SrcRect.left;
4254 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
4256 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
4257 if(trans & WINEDDBLTFAST_SRCCOLORKEY)
4258 Flags |= WINEDDBLT_KEYSRC;
4259 if(trans & WINEDDBLTFAST_DESTCOLORKEY)
4260 Flags |= WINEDDBLT_KEYDEST;
4261 if(trans & WINEDDBLTFAST_WAIT)
4262 Flags |= WINEDDBLT_WAIT;
4263 if(trans & WINEDDBLTFAST_DONOTWAIT)
4264 Flags |= WINEDDBLT_DONOTWAIT;
4266 if(IWineD3DSurfaceImpl_BltOverride(This, &DstRect, Source, &SrcRect, Flags, NULL, WINED3DTEXF_POINT) == WINED3D_OK) return WINED3D_OK;
4270 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
4273 static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
4275 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4276 RGBQUAD col[256];
4277 IWineD3DPaletteImpl *pal = This->palette;
4278 unsigned int n;
4279 TRACE("(%p)\n", This);
4281 if (!pal) return WINED3D_OK;
4283 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
4284 || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
4286 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
4288 /* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
4289 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL);
4291 /* We want to force a palette refresh, so mark the drawable as not being up to date */
4292 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
4293 } else {
4294 if(!(This->Flags & SFLAG_INSYSMEM)) {
4295 TRACE("Palette changed with surface that does not have an up to date system memory copy\n");
4296 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
4298 TRACE("Dirtifying surface\n");
4299 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
4303 if(This->Flags & SFLAG_DIBSECTION) {
4304 TRACE("(%p): Updating the hdc's palette\n", This);
4305 for (n=0; n<256; n++) {
4306 col[n].rgbRed = pal->palents[n].peRed;
4307 col[n].rgbGreen = pal->palents[n].peGreen;
4308 col[n].rgbBlue = pal->palents[n].peBlue;
4309 col[n].rgbReserved = 0;
4311 SetDIBColorTable(This->hDC, 0, 256, col);
4314 /* Propagate the changes to the drawable when we have a palette. */
4315 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
4316 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, NULL);
4318 return WINED3D_OK;
4321 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
4322 /** Check against the maximum texture sizes supported by the video card **/
4323 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4324 const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
4325 unsigned int pow2Width, pow2Height;
4327 This->texture_name = 0;
4328 This->texture_target = GL_TEXTURE_2D;
4330 /* Non-power2 support */
4331 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[WINE_NORMALIZED_TEXRECT])
4333 pow2Width = This->currentDesc.Width;
4334 pow2Height = This->currentDesc.Height;
4336 else
4338 /* Find the nearest pow2 match */
4339 pow2Width = pow2Height = 1;
4340 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
4341 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
4343 This->pow2Width = pow2Width;
4344 This->pow2Height = pow2Height;
4346 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height) {
4347 /** TODO: add support for non power two compressed textures **/
4348 if (This->resource.format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
4350 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
4351 This, This->currentDesc.Width, This->currentDesc.Height);
4352 return WINED3DERR_NOTAVAILABLE;
4356 if(pow2Width != This->currentDesc.Width ||
4357 pow2Height != This->currentDesc.Height) {
4358 This->Flags |= SFLAG_NONPOW2;
4361 TRACE("%p\n", This);
4362 if ((This->pow2Width > gl_info->limits.texture_size || This->pow2Height > gl_info->limits.texture_size)
4363 && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
4365 /* one of three options
4366 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)
4367 2: Set the texture to the maximum size (bad idea)
4368 3: WARN and return WINED3DERR_NOTAVAILABLE;
4369 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.
4371 if(This->resource.pool == WINED3DPOOL_DEFAULT || This->resource.pool == WINED3DPOOL_MANAGED)
4373 WARN("(%p) Unable to allocate a surface which exceeds the maximum OpenGL texture size\n", This);
4374 return WINED3DERR_NOTAVAILABLE;
4377 /* We should never use this surface in combination with OpenGL! */
4378 TRACE("(%p) Creating an oversized surface: %ux%u\n", This, This->pow2Width, This->pow2Height);
4380 /* This will be initialized on the first blt */
4381 This->glRect.left = 0;
4382 This->glRect.top = 0;
4383 This->glRect.right = 0;
4384 This->glRect.bottom = 0;
4385 } else {
4386 /* Don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
4387 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
4388 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
4390 if (This->Flags & SFLAG_NONPOW2 && gl_info->supported[ARB_TEXTURE_RECTANGLE]
4391 && !(This->resource.format_desc->format == WINED3DFMT_P8_UINT
4392 && gl_info->supported[EXT_PALETTED_TEXTURE]
4393 && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
4395 This->texture_target = GL_TEXTURE_RECTANGLE_ARB;
4396 This->pow2Width = This->currentDesc.Width;
4397 This->pow2Height = This->currentDesc.Height;
4398 This->Flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
4401 This->glRect.left = 0;
4402 This->glRect.top = 0;
4403 This->glRect.right = This->pow2Width;
4404 This->glRect.bottom = This->pow2Height;
4407 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
4408 switch(wined3d_settings.offscreen_rendering_mode) {
4409 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
4410 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
4414 This->Flags |= SFLAG_INSYSMEM;
4416 return WINED3D_OK;
4419 /* GL locking is done by the caller */
4420 static void surface_depth_blt(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
4421 GLuint texture, GLsizei w, GLsizei h, GLenum target)
4423 IWineD3DDeviceImpl *device = This->resource.device;
4424 struct blt_info info;
4425 GLint old_binding = 0;
4427 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
4429 glDisable(GL_CULL_FACE);
4430 glDisable(GL_BLEND);
4431 glDisable(GL_ALPHA_TEST);
4432 glDisable(GL_SCISSOR_TEST);
4433 glDisable(GL_STENCIL_TEST);
4434 glEnable(GL_DEPTH_TEST);
4435 glDepthFunc(GL_ALWAYS);
4436 glDepthMask(GL_TRUE);
4437 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
4438 glViewport(0, 0, w, h);
4440 surface_get_blt_info(target, NULL, w, h, &info);
4441 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4442 glGetIntegerv(info.binding, &old_binding);
4443 glBindTexture(info.bind_target, texture);
4445 device->shader_backend->shader_select_depth_blt((IWineD3DDevice *)device, info.tex_type);
4447 glBegin(GL_TRIANGLE_STRIP);
4448 glTexCoord3fv(info.coords[0]);
4449 glVertex2f(-1.0f, -1.0f);
4450 glTexCoord3fv(info.coords[1]);
4451 glVertex2f(1.0f, -1.0f);
4452 glTexCoord3fv(info.coords[2]);
4453 glVertex2f(-1.0f, 1.0f);
4454 glTexCoord3fv(info.coords[3]);
4455 glVertex2f(1.0f, 1.0f);
4456 glEnd();
4458 glBindTexture(info.bind_target, old_binding);
4460 glPopAttrib();
4462 device->shader_backend->shader_deselect_depth_blt((IWineD3DDevice *)device);
4465 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) {
4466 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4468 TRACE("(%p) New location %#x\n", This, location);
4470 if (location & ~SFLAG_DS_LOCATIONS) {
4471 FIXME("(%p) Invalid location (%#x) specified\n", This, location);
4474 This->Flags &= ~SFLAG_DS_LOCATIONS;
4475 This->Flags |= location;
4478 /* Context activation is done by the caller. */
4479 void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location)
4481 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4482 IWineD3DDeviceImpl *device = This->resource.device;
4483 const struct wined3d_gl_info *gl_info = context->gl_info;
4485 TRACE("(%p) New location %#x\n", This, location);
4487 /* TODO: Make this work for modes other than FBO */
4488 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
4490 if (This->Flags & location) {
4491 TRACE("(%p) Location (%#x) is already up to date\n", This, location);
4492 return;
4495 if (This->current_renderbuffer) {
4496 FIXME("(%p) Not supported with fixed up depth stencil\n", This);
4497 return;
4500 if (location == SFLAG_DS_OFFSCREEN) {
4501 if (This->Flags & SFLAG_DS_ONSCREEN) {
4502 GLint old_binding = 0;
4503 GLenum bind_target;
4505 TRACE("(%p) Copying onscreen depth buffer to depth texture\n", This);
4507 ENTER_GL();
4509 if (!device->depth_blt_texture) {
4510 glGenTextures(1, &device->depth_blt_texture);
4513 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4514 * directly on the FBO texture. That's because we need to flip. */
4515 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4516 if (This->texture_target == GL_TEXTURE_RECTANGLE_ARB)
4518 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
4519 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4520 } else {
4521 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
4522 bind_target = GL_TEXTURE_2D;
4524 glBindTexture(bind_target, device->depth_blt_texture);
4525 glCopyTexImage2D(bind_target, This->texture_level, This->resource.format_desc->glInternal,
4526 0, 0, This->currentDesc.Width, This->currentDesc.Height, 0);
4527 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4528 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4529 glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
4530 glTexParameteri(bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
4531 glTexParameteri(bind_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
4532 glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
4533 glBindTexture(bind_target, old_binding);
4535 /* Setup the destination */
4536 if (!device->depth_blt_rb) {
4537 gl_info->fbo_ops.glGenRenderbuffers(1, &device->depth_blt_rb);
4538 checkGLcall("glGenRenderbuffersEXT");
4540 if (device->depth_blt_rb_w != This->currentDesc.Width
4541 || device->depth_blt_rb_h != This->currentDesc.Height) {
4542 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, device->depth_blt_rb);
4543 checkGLcall("glBindRenderbufferEXT");
4544 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8,
4545 This->currentDesc.Width, This->currentDesc.Height);
4546 checkGLcall("glRenderbufferStorageEXT");
4547 device->depth_blt_rb_w = This->currentDesc.Width;
4548 device->depth_blt_rb_h = This->currentDesc.Height;
4551 context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
4552 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
4553 GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, device->depth_blt_rb);
4554 checkGLcall("glFramebufferRenderbufferEXT");
4555 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, iface, FALSE);
4557 /* Do the actual blit */
4558 surface_depth_blt(This, gl_info, device->depth_blt_texture,
4559 This->currentDesc.Width, This->currentDesc.Height, bind_target);
4560 checkGLcall("depth_blt");
4562 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4563 else context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4565 LEAVE_GL();
4567 wglFlush(); /* Flush to ensure ordering across contexts. */
4569 else
4571 FIXME("No up to date depth stencil location\n");
4573 } else if (location == SFLAG_DS_ONSCREEN) {
4574 if (This->Flags & SFLAG_DS_OFFSCREEN) {
4575 TRACE("(%p) Copying depth texture to onscreen depth buffer\n", This);
4577 ENTER_GL();
4579 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4580 surface_depth_blt(This, gl_info, This->texture_name,
4581 This->currentDesc.Width, This->currentDesc.Height, This->texture_target);
4582 checkGLcall("depth_blt");
4584 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4586 LEAVE_GL();
4588 wglFlush(); /* Flush to ensure ordering across contexts. */
4590 else
4592 FIXME("No up to date depth stencil location\n");
4594 } else {
4595 ERR("(%p) Invalid location (%#x) specified\n", This, location);
4598 This->Flags |= location;
4601 static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
4602 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4603 IWineD3DBaseTexture *texture;
4604 IWineD3DSurfaceImpl *overlay;
4606 TRACE("(%p)->(%s, %s)\n", iface, debug_surflocation(flag),
4607 persistent ? "TRUE" : "FALSE");
4609 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4610 if (surface_is_offscreen(iface))
4612 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4613 if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4615 else
4617 TRACE("Surface %p is an onscreen surface\n", iface);
4621 if(persistent) {
4622 if(((This->Flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE)) ||
4623 ((This->Flags & SFLAG_INSRGBTEX) && !(flag & SFLAG_INSRGBTEX))) {
4624 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4625 TRACE("Passing to container\n");
4626 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4627 IWineD3DBaseTexture_Release(texture);
4630 This->Flags &= ~SFLAG_LOCATIONS;
4631 This->Flags |= flag;
4633 /* Redraw emulated overlays, if any */
4634 if(flag & SFLAG_INDRAWABLE && !list_empty(&This->overlays)) {
4635 LIST_FOR_EACH_ENTRY(overlay, &This->overlays, IWineD3DSurfaceImpl, overlay_entry) {
4636 IWineD3DSurface_DrawOverlay((IWineD3DSurface *) overlay);
4639 } else {
4640 if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))) {
4641 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4642 TRACE("Passing to container\n");
4643 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4644 IWineD3DBaseTexture_Release(texture);
4647 This->Flags &= ~flag;
4650 if(!(This->Flags & SFLAG_LOCATIONS)) {
4651 ERR("%p: Surface does not have any up to date location\n", This);
4655 static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in)
4657 IWineD3DDeviceImpl *device = This->resource.device;
4658 struct wined3d_context *context;
4659 RECT src_rect, dst_rect;
4661 surface_get_rect(This, rect_in, &src_rect);
4663 context = context_acquire(device, (IWineD3DSurface*)This, CTXUSAGE_BLIT);
4664 if (context->render_offscreen)
4666 dst_rect.left = src_rect.left;
4667 dst_rect.right = src_rect.right;
4668 dst_rect.top = src_rect.bottom;
4669 dst_rect.bottom = src_rect.top;
4671 else
4673 dst_rect = src_rect;
4676 device->blitter->set_shader((IWineD3DDevice *) device, This);
4678 ENTER_GL();
4679 draw_textured_quad(This, &src_rect, &dst_rect, WINED3DTEXF_POINT);
4680 LEAVE_GL();
4682 device->blitter->set_shader((IWineD3DDevice *) device, This);
4684 wglFlush(); /* Flush to ensure ordering across contexts. */
4686 context_release(context);
4689 /*****************************************************************************
4690 * IWineD3DSurface::LoadLocation
4692 * Copies the current surface data from wherever it is to the requested
4693 * location. The location is one of the surface flags, SFLAG_INSYSMEM,
4694 * SFLAG_INTEXTURE and SFLAG_INDRAWABLE. When the surface is current in
4695 * multiple locations, the gl texture is preferred over the drawable, which is
4696 * preferred over system memory. The PBO counts as system memory. If rect is
4697 * not NULL, only the specified rectangle is copied (only supported for
4698 * sysmem<->drawable copies at the moment). If rect is NULL, the destination
4699 * location is marked up to date after the copy.
4701 * Parameters:
4702 * flag: Surface location flag to be updated
4703 * rect: rectangle to be copied
4705 * Returns:
4706 * WINED3D_OK on success
4707 * WINED3DERR_DEVICELOST on an internal error
4709 *****************************************************************************/
4710 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
4711 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4712 IWineD3DDeviceImpl *device = This->resource.device;
4713 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4714 GLenum format, internal, type;
4715 CONVERT_TYPES convert;
4716 int bpp;
4717 int width, pitch, outpitch;
4718 BYTE *mem;
4719 BOOL drawable_read_ok = TRUE;
4720 BOOL in_fbo = FALSE;
4722 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4723 if (surface_is_offscreen(iface))
4725 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4726 * Prefer SFLAG_INTEXTURE. */
4727 if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
4728 drawable_read_ok = FALSE;
4729 in_fbo = TRUE;
4731 else
4733 TRACE("Surface %p is an onscreen surface\n", iface);
4737 TRACE("(%p)->(%s, %p)\n", iface, debug_surflocation(flag), rect);
4738 if(rect) {
4739 TRACE("Rectangle: (%d,%d)-(%d,%d)\n", rect->left, rect->top, rect->right, rect->bottom);
4742 if(This->Flags & flag) {
4743 TRACE("Location already up to date\n");
4744 return WINED3D_OK;
4747 if(!(This->Flags & SFLAG_LOCATIONS)) {
4748 ERR("%p: Surface does not have any up to date location\n", This);
4749 This->Flags |= SFLAG_LOST;
4750 return WINED3DERR_DEVICELOST;
4753 if(flag == SFLAG_INSYSMEM) {
4754 surface_prepare_system_memory(This);
4756 /* Download the surface to system memory */
4757 if (This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))
4759 struct wined3d_context *context = NULL;
4761 if (!device->isInDraw) context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
4763 surface_bind_and_dirtify(This, !(This->Flags & SFLAG_INTEXTURE));
4764 surface_download_data(This, gl_info);
4766 if (context) context_release(context);
4768 else
4770 /* Note: It might be faster to download into a texture first. */
4771 read_from_framebuffer(This, rect,
4772 This->resource.allocatedMemory,
4773 IWineD3DSurface_GetPitch(iface));
4775 } else if(flag == SFLAG_INDRAWABLE) {
4776 if(This->Flags & SFLAG_INTEXTURE) {
4777 surface_blt_to_drawable(This, rect);
4778 } else {
4779 if((This->Flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX) {
4780 /* This needs a shader to convert the srgb data sampled from the GL texture into RGB
4781 * values, otherwise we get incorrect values in the target. For now go the slow way
4782 * via a system memory copy
4784 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4787 d3dfmt_get_conv(This, TRUE /* We need color keying */, FALSE /* We won't use textures */, &format, &internal, &type, &convert, &bpp, FALSE);
4789 /* The width is in 'length' not in bytes */
4790 width = This->currentDesc.Width;
4791 pitch = IWineD3DSurface_GetPitch(iface);
4793 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4794 * but it isn't set (yet) in all cases it is getting called. */
4795 if ((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO))
4797 struct wined3d_context *context = NULL;
4799 TRACE("Removing the pbo attached to surface %p\n", This);
4801 if (!device->isInDraw) context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
4802 surface_remove_pbo(This, gl_info);
4803 if (context) context_release(context);
4806 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4807 int height = This->currentDesc.Height;
4809 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4810 outpitch = width * bpp;
4811 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4813 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4814 if(!mem) {
4815 ERR("Out of memory %d, %d!\n", outpitch, height);
4816 return WINED3DERR_OUTOFVIDEOMEMORY;
4818 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4820 This->Flags |= SFLAG_CONVERTED;
4821 } else {
4822 This->Flags &= ~SFLAG_CONVERTED;
4823 mem = This->resource.allocatedMemory;
4826 flush_to_framebuffer_drawpixels(This, format, type, bpp, mem);
4828 /* Don't delete PBO memory */
4829 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4830 HeapFree(GetProcessHeap(), 0, mem);
4832 } else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */ {
4833 if (drawable_read_ok && (This->Flags & SFLAG_INDRAWABLE)) {
4834 read_from_framebuffer_texture(This, flag == SFLAG_INSRGBTEX);
4836 else
4838 /* Upload from system memory */
4839 BOOL srgb = flag == SFLAG_INSRGBTEX;
4840 struct wined3d_context *context = NULL;
4842 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */,
4843 &format, &internal, &type, &convert, &bpp, srgb);
4845 if(srgb) {
4846 if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE) {
4847 /* Performance warning ... */
4848 FIXME("%p: Downloading rgb texture to reload it as srgb\n", This);
4849 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4851 } else {
4852 if((This->Flags & (SFLAG_INSRGBTEX | SFLAG_INSYSMEM)) == SFLAG_INSRGBTEX) {
4853 /* Performance warning ... */
4854 FIXME("%p: Downloading srgb texture to reload it as rgb\n", This);
4855 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4858 if(!(This->Flags & SFLAG_INSYSMEM)) {
4859 /* Should not happen */
4860 ERR("Trying to load a texture from sysmem, but SFLAG_INSYSMEM is not set\n");
4861 /* Lets hope we get it from somewhere... */
4862 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4865 if (!device->isInDraw) context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
4867 surface_prepare_texture(This, gl_info, srgb);
4868 surface_bind_and_dirtify(This, srgb);
4870 if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
4871 This->Flags |= SFLAG_GLCKEY;
4872 This->glCKey = This->SrcBltCKey;
4874 else This->Flags &= ~SFLAG_GLCKEY;
4876 /* The width is in 'length' not in bytes */
4877 width = This->currentDesc.Width;
4878 pitch = IWineD3DSurface_GetPitch(iface);
4880 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4881 * but it isn't set (yet) in all cases it is getting called. */
4882 if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4883 TRACE("Removing the pbo attached to surface %p\n", This);
4884 surface_remove_pbo(This, gl_info);
4887 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4888 int height = This->currentDesc.Height;
4890 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4891 outpitch = width * bpp;
4892 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4894 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4895 if(!mem) {
4896 ERR("Out of memory %d, %d!\n", outpitch, height);
4897 if (context) context_release(context);
4898 return WINED3DERR_OUTOFVIDEOMEMORY;
4900 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4901 } else {
4902 mem = This->resource.allocatedMemory;
4905 /* Make sure the correct pitch is used */
4906 ENTER_GL();
4907 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
4908 LEAVE_GL();
4910 if (This->Flags & SFLAG_NONPOW2) {
4911 TRACE("non power of two support\n");
4912 if (mem || (This->Flags & SFLAG_PBO))
4914 surface_upload_data(This, gl_info, internal,
4915 This->currentDesc.Width, This->currentDesc.Height, format, type, mem);
4917 } else {
4918 /* When making the realloc conditional, keep in mind that GL_APPLE_client_storage may be in use, and This->resource.allocatedMemory
4919 * changed. So also keep track of memory changes. In this case the texture has to be reallocated
4921 if (mem || (This->Flags & SFLAG_PBO))
4923 surface_upload_data(This, gl_info, internal, This->glRect.right - This->glRect.left,
4924 This->glRect.bottom - This->glRect.top, format, type, mem);
4928 /* Restore the default pitch */
4929 ENTER_GL();
4930 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4931 LEAVE_GL();
4933 if (context) context_release(context);
4935 /* Don't delete PBO memory */
4936 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4937 HeapFree(GetProcessHeap(), 0, mem);
4941 if(rect == NULL) {
4942 This->Flags |= flag;
4945 if (in_fbo && (This->Flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE))) {
4946 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4947 This->Flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4950 return WINED3D_OK;
4953 static HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container)
4955 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4956 IWineD3DSwapChain *swapchain = NULL;
4958 /* Update the drawable size method */
4959 if(container) {
4960 IWineD3DBase_QueryInterface(container, &IID_IWineD3DSwapChain, (void **) &swapchain);
4962 if(swapchain) {
4963 This->get_drawable_size = get_drawable_size_swapchain;
4964 IWineD3DSwapChain_Release(swapchain);
4965 } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
4966 switch(wined3d_settings.offscreen_rendering_mode) {
4967 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
4968 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
4972 return IWineD3DBaseSurfaceImpl_SetContainer(iface, container);
4975 static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
4976 return SURFACE_OPENGL;
4979 static HRESULT WINAPI IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
4980 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4981 HRESULT hr;
4983 /* If there's no destination surface there is nothing to do */
4984 if(!This->overlay_dest) return WINED3D_OK;
4986 /* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
4987 * update the overlay. Prevent an endless recursion
4989 if(This->overlay_dest->Flags & SFLAG_INOVERLAYDRAW) {
4990 return WINED3D_OK;
4992 This->overlay_dest->Flags |= SFLAG_INOVERLAYDRAW;
4993 hr = IWineD3DSurfaceImpl_Blt((IWineD3DSurface *) This->overlay_dest, &This->overlay_destrect,
4994 iface, &This->overlay_srcrect, WINEDDBLT_WAIT,
4995 NULL, WINED3DTEXF_LINEAR);
4996 This->overlay_dest->Flags &= ~SFLAG_INOVERLAYDRAW;
4998 return hr;
5001 BOOL surface_is_offscreen(IWineD3DSurface *iface)
5003 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
5004 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *) This->container;
5006 /* Not on a swapchain - must be offscreen */
5007 if (!(This->Flags & SFLAG_SWAPCHAIN)) return TRUE;
5009 /* The front buffer is always onscreen */
5010 if(iface == swapchain->frontBuffer) return FALSE;
5012 /* If the swapchain is rendered to an FBO, the backbuffer is
5013 * offscreen, otherwise onscreen */
5014 return swapchain->render_to_fbo;
5017 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
5019 /* IUnknown */
5020 IWineD3DBaseSurfaceImpl_QueryInterface,
5021 IWineD3DBaseSurfaceImpl_AddRef,
5022 IWineD3DSurfaceImpl_Release,
5023 /* IWineD3DResource */
5024 IWineD3DBaseSurfaceImpl_GetParent,
5025 IWineD3DBaseSurfaceImpl_SetPrivateData,
5026 IWineD3DBaseSurfaceImpl_GetPrivateData,
5027 IWineD3DBaseSurfaceImpl_FreePrivateData,
5028 IWineD3DBaseSurfaceImpl_SetPriority,
5029 IWineD3DBaseSurfaceImpl_GetPriority,
5030 IWineD3DSurfaceImpl_PreLoad,
5031 IWineD3DSurfaceImpl_UnLoad,
5032 IWineD3DBaseSurfaceImpl_GetType,
5033 /* IWineD3DSurface */
5034 IWineD3DBaseSurfaceImpl_GetContainer,
5035 IWineD3DBaseSurfaceImpl_GetDesc,
5036 IWineD3DSurfaceImpl_LockRect,
5037 IWineD3DSurfaceImpl_UnlockRect,
5038 IWineD3DSurfaceImpl_GetDC,
5039 IWineD3DSurfaceImpl_ReleaseDC,
5040 IWineD3DSurfaceImpl_Flip,
5041 IWineD3DSurfaceImpl_Blt,
5042 IWineD3DBaseSurfaceImpl_GetBltStatus,
5043 IWineD3DBaseSurfaceImpl_GetFlipStatus,
5044 IWineD3DBaseSurfaceImpl_IsLost,
5045 IWineD3DBaseSurfaceImpl_Restore,
5046 IWineD3DSurfaceImpl_BltFast,
5047 IWineD3DBaseSurfaceImpl_GetPalette,
5048 IWineD3DBaseSurfaceImpl_SetPalette,
5049 IWineD3DSurfaceImpl_RealizePalette,
5050 IWineD3DBaseSurfaceImpl_SetColorKey,
5051 IWineD3DBaseSurfaceImpl_GetPitch,
5052 IWineD3DSurfaceImpl_SetMem,
5053 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
5054 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
5055 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
5056 IWineD3DBaseSurfaceImpl_UpdateOverlay,
5057 IWineD3DBaseSurfaceImpl_SetClipper,
5058 IWineD3DBaseSurfaceImpl_GetClipper,
5059 /* Internal use: */
5060 IWineD3DSurfaceImpl_LoadTexture,
5061 IWineD3DSurfaceImpl_BindTexture,
5062 IWineD3DSurfaceImpl_SaveSnapshot,
5063 IWineD3DSurfaceImpl_SetContainer,
5064 IWineD3DBaseSurfaceImpl_GetData,
5065 IWineD3DSurfaceImpl_SetFormat,
5066 IWineD3DSurfaceImpl_PrivateSetup,
5067 IWineD3DSurfaceImpl_ModifyLocation,
5068 IWineD3DSurfaceImpl_LoadLocation,
5069 IWineD3DSurfaceImpl_GetImplType,
5070 IWineD3DSurfaceImpl_DrawOverlay
5073 static HRESULT ffp_blit_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
5074 /* Context activation is done by the caller. */
5075 static void ffp_blit_free(IWineD3DDevice *iface) { }
5077 /* This function is used in case of 8bit paletted textures using GL_EXT_paletted_texture */
5078 /* Context activation is done by the caller. */
5079 static void ffp_blit_p8_upload_palette(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info)
5081 BYTE table[256][4];
5082 BOOL colorkey_active = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE;
5084 d3dfmt_p8_init_palette(surface, table, colorkey_active);
5086 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
5087 ENTER_GL();
5088 GL_EXTCALL(glColorTableEXT(surface->texture_target, GL_RGBA, 256, GL_RGBA, GL_UNSIGNED_BYTE, table));
5089 LEAVE_GL();
5092 /* Context activation is done by the caller. */
5093 static HRESULT ffp_blit_set(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface)
5095 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
5096 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5097 enum complex_fixup fixup = get_complex_fixup(surface->resource.format_desc->color_fixup);
5099 /* When EXT_PALETTED_TEXTURE is around, palette conversion is done by the GPU
5100 * else the surface is converted in software at upload time in LoadLocation.
5102 if(fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
5103 ffp_blit_p8_upload_palette(surface, gl_info);
5105 ENTER_GL();
5106 glEnable(surface->texture_target);
5107 checkGLcall("glEnable(surface->texture_target)");
5108 LEAVE_GL();
5109 return WINED3D_OK;
5112 /* Context activation is done by the caller. */
5113 static void ffp_blit_unset(IWineD3DDevice *iface)
5115 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
5116 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5118 ENTER_GL();
5119 glDisable(GL_TEXTURE_2D);
5120 checkGLcall("glDisable(GL_TEXTURE_2D)");
5121 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5123 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5124 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5126 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5128 glDisable(GL_TEXTURE_RECTANGLE_ARB);
5129 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5131 LEAVE_GL();
5134 static BOOL ffp_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
5135 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool,
5136 const struct wined3d_format_desc *src_format_desc,
5137 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool,
5138 const struct wined3d_format_desc *dst_format_desc)
5140 enum complex_fixup src_fixup = get_complex_fixup(src_format_desc->color_fixup);
5142 if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
5144 TRACE("Checking support for fixup:\n");
5145 dump_color_fixup_desc(src_format_desc->color_fixup);
5148 if (blit_op != BLIT_OP_BLIT)
5150 TRACE("Unsupported blit_op=%d\n", blit_op);
5151 return FALSE;
5154 if (!is_identity_fixup(dst_format_desc->color_fixup))
5156 TRACE("Destination fixups are not supported\n");
5157 return FALSE;
5160 if (src_fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
5162 TRACE("P8 fixup supported\n");
5163 return TRUE;
5166 /* We only support identity conversions. */
5167 if (is_identity_fixup(src_format_desc->color_fixup))
5169 TRACE("[OK]\n");
5170 return TRUE;
5173 TRACE("[FAILED]\n");
5174 return FALSE;
5177 static HRESULT ffp_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD fill_color)
5179 return IWineD3DDeviceImpl_ClearSurface(device, dst_surface, 1 /* Number of rectangles */,
5180 (const WINED3DRECT*)dst_rect, WINED3DCLEAR_TARGET, fill_color, 0.0f /* Z */, 0 /* Stencil */);
5183 const struct blit_shader ffp_blit = {
5184 ffp_blit_alloc,
5185 ffp_blit_free,
5186 ffp_blit_set,
5187 ffp_blit_unset,
5188 ffp_blit_supported,
5189 ffp_blit_color_fill
5192 static HRESULT cpu_blit_alloc(IWineD3DDevice *iface)
5194 return WINED3D_OK;
5197 /* Context activation is done by the caller. */
5198 static void cpu_blit_free(IWineD3DDevice *iface)
5202 /* Context activation is done by the caller. */
5203 static HRESULT cpu_blit_set(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface)
5205 return WINED3D_OK;
5208 /* Context activation is done by the caller. */
5209 static void cpu_blit_unset(IWineD3DDevice *iface)
5213 static BOOL cpu_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
5214 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool,
5215 const struct wined3d_format_desc *src_format_desc,
5216 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool,
5217 const struct wined3d_format_desc *dst_format_desc)
5219 return FALSE;
5222 static HRESULT cpu_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD fill_color)
5224 WINEDDBLTFX BltFx;
5225 memset(&BltFx, 0, sizeof(BltFx));
5226 BltFx.dwSize = sizeof(BltFx);
5227 BltFx.u5.dwFillColor = color_convert_argb_to_fmt(fill_color, dst_surface->resource.format_desc->format);
5228 return IWineD3DBaseSurfaceImpl_Blt((IWineD3DSurface*)dst_surface, dst_rect, NULL, NULL, WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_POINT);
5231 const struct blit_shader cpu_blit = {
5232 cpu_blit_alloc,
5233 cpu_blit_free,
5234 cpu_blit_set,
5235 cpu_blit_unset,
5236 cpu_blit_supported,
5237 cpu_blit_color_fill