wined3d: Pass an IWineD3DDeviceImpl pointer to alloc_private().
[wine/wine-gecko.git] / dlls / wined3d / surface.c
blob05ce89bf8d79cd05b6eb4c607f189d399e5521fd
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 2009-2010 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 static void surface_cleanup(IWineD3DSurfaceImpl *This)
39 TRACE("(%p) : Cleaning up.\n", This);
41 if (This->texture_name || (This->flags & SFLAG_PBO) || !list_empty(&This->renderbuffers))
43 const struct wined3d_gl_info *gl_info;
44 renderbuffer_entry_t *entry, *entry2;
45 struct wined3d_context *context;
47 context = context_acquire(This->resource.device, NULL);
48 gl_info = context->gl_info;
50 ENTER_GL();
52 if (This->texture_name)
54 TRACE("Deleting texture %u.\n", This->texture_name);
55 glDeleteTextures(1, &This->texture_name);
58 if (This->flags & SFLAG_PBO)
60 TRACE("Deleting PBO %u.\n", This->pbo);
61 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
64 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry)
66 TRACE("Deleting renderbuffer %u.\n", entry->id);
67 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
68 HeapFree(GetProcessHeap(), 0, entry);
71 LEAVE_GL();
73 context_release(context);
76 if (This->flags & SFLAG_DIBSECTION)
78 /* Release the DC. */
79 SelectObject(This->hDC, This->dib.holdbitmap);
80 DeleteDC(This->hDC);
81 /* Release the DIB section. */
82 DeleteObject(This->dib.DIBsection);
83 This->dib.bitmap_data = NULL;
84 This->resource.allocatedMemory = NULL;
87 if (This->flags & SFLAG_USERPTR) IWineD3DSurface_SetMem((IWineD3DSurface *)This, NULL);
88 if (This->overlay_dest) list_remove(&This->overlay_entry);
90 HeapFree(GetProcessHeap(), 0, This->palette9);
92 resource_cleanup((IWineD3DResource *)This);
95 void surface_set_container(IWineD3DSurfaceImpl *surface, enum wined3d_container_type type, IWineD3DBase *container)
97 TRACE("surface %p, container %p.\n", surface, container);
99 if (!container && type != WINED3D_CONTAINER_NONE)
100 ERR("Setting NULL container of type %#x.\n", type);
102 if (type == WINED3D_CONTAINER_SWAPCHAIN)
104 surface->get_drawable_size = get_drawable_size_swapchain;
106 else
108 switch (wined3d_settings.offscreen_rendering_mode)
110 case ORM_FBO:
111 surface->get_drawable_size = get_drawable_size_fbo;
112 break;
114 case ORM_BACKBUFFER:
115 surface->get_drawable_size = get_drawable_size_backbuffer;
116 break;
118 default:
119 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
120 return;
124 surface->container.type = type;
125 surface->container.u.base = container;
128 struct blt_info
130 GLenum binding;
131 GLenum bind_target;
132 enum tex_types tex_type;
133 GLfloat coords[4][3];
136 struct float_rect
138 float l;
139 float t;
140 float r;
141 float b;
144 static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
146 f->l = ((r->left * 2.0f) / w) - 1.0f;
147 f->t = ((r->top * 2.0f) / h) - 1.0f;
148 f->r = ((r->right * 2.0f) / w) - 1.0f;
149 f->b = ((r->bottom * 2.0f) / h) - 1.0f;
152 static void surface_get_blt_info(GLenum target, const RECT *rect, GLsizei w, GLsizei h, struct blt_info *info)
154 GLfloat (*coords)[3] = info->coords;
155 struct float_rect f;
157 switch (target)
159 default:
160 FIXME("Unsupported texture target %#x\n", target);
161 /* Fall back to GL_TEXTURE_2D */
162 case GL_TEXTURE_2D:
163 info->binding = GL_TEXTURE_BINDING_2D;
164 info->bind_target = GL_TEXTURE_2D;
165 info->tex_type = tex_2d;
166 coords[0][0] = (float)rect->left / w;
167 coords[0][1] = (float)rect->top / h;
168 coords[0][2] = 0.0f;
170 coords[1][0] = (float)rect->right / w;
171 coords[1][1] = (float)rect->top / h;
172 coords[1][2] = 0.0f;
174 coords[2][0] = (float)rect->left / w;
175 coords[2][1] = (float)rect->bottom / h;
176 coords[2][2] = 0.0f;
178 coords[3][0] = (float)rect->right / w;
179 coords[3][1] = (float)rect->bottom / h;
180 coords[3][2] = 0.0f;
181 break;
183 case GL_TEXTURE_RECTANGLE_ARB:
184 info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
185 info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
186 info->tex_type = tex_rect;
187 coords[0][0] = rect->left; coords[0][1] = rect->top; coords[0][2] = 0.0f;
188 coords[1][0] = rect->right; coords[1][1] = rect->top; coords[1][2] = 0.0f;
189 coords[2][0] = rect->left; coords[2][1] = rect->bottom; coords[2][2] = 0.0f;
190 coords[3][0] = rect->right; coords[3][1] = rect->bottom; coords[3][2] = 0.0f;
191 break;
193 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
194 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
195 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
196 info->tex_type = tex_cube;
197 cube_coords_float(rect, w, h, &f);
199 coords[0][0] = 1.0f; coords[0][1] = -f.t; coords[0][2] = -f.l;
200 coords[1][0] = 1.0f; coords[1][1] = -f.t; coords[1][2] = -f.r;
201 coords[2][0] = 1.0f; coords[2][1] = -f.b; coords[2][2] = -f.l;
202 coords[3][0] = 1.0f; coords[3][1] = -f.b; coords[3][2] = -f.r;
203 break;
205 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
206 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
207 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
208 info->tex_type = tex_cube;
209 cube_coords_float(rect, w, h, &f);
211 coords[0][0] = -1.0f; coords[0][1] = -f.t; coords[0][2] = f.l;
212 coords[1][0] = -1.0f; coords[1][1] = -f.t; coords[1][2] = f.r;
213 coords[2][0] = -1.0f; coords[2][1] = -f.b; coords[2][2] = f.l;
214 coords[3][0] = -1.0f; coords[3][1] = -f.b; coords[3][2] = f.r;
215 break;
217 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
218 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
219 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
220 info->tex_type = tex_cube;
221 cube_coords_float(rect, w, h, &f);
223 coords[0][0] = f.l; coords[0][1] = 1.0f; coords[0][2] = f.t;
224 coords[1][0] = f.r; coords[1][1] = 1.0f; coords[1][2] = f.t;
225 coords[2][0] = f.l; coords[2][1] = 1.0f; coords[2][2] = f.b;
226 coords[3][0] = f.r; coords[3][1] = 1.0f; coords[3][2] = f.b;
227 break;
229 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
230 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
231 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
232 info->tex_type = tex_cube;
233 cube_coords_float(rect, w, h, &f);
235 coords[0][0] = f.l; coords[0][1] = -1.0f; coords[0][2] = -f.t;
236 coords[1][0] = f.r; coords[1][1] = -1.0f; coords[1][2] = -f.t;
237 coords[2][0] = f.l; coords[2][1] = -1.0f; coords[2][2] = -f.b;
238 coords[3][0] = f.r; coords[3][1] = -1.0f; coords[3][2] = -f.b;
239 break;
241 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
242 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
243 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
244 info->tex_type = tex_cube;
245 cube_coords_float(rect, w, h, &f);
247 coords[0][0] = f.l; coords[0][1] = -f.t; coords[0][2] = 1.0f;
248 coords[1][0] = f.r; coords[1][1] = -f.t; coords[1][2] = 1.0f;
249 coords[2][0] = f.l; coords[2][1] = -f.b; coords[2][2] = 1.0f;
250 coords[3][0] = f.r; coords[3][1] = -f.b; coords[3][2] = 1.0f;
251 break;
253 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
254 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
255 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
256 info->tex_type = tex_cube;
257 cube_coords_float(rect, w, h, &f);
259 coords[0][0] = -f.l; coords[0][1] = -f.t; coords[0][2] = -1.0f;
260 coords[1][0] = -f.r; coords[1][1] = -f.t; coords[1][2] = -1.0f;
261 coords[2][0] = -f.l; coords[2][1] = -f.b; coords[2][2] = -1.0f;
262 coords[3][0] = -f.r; coords[3][1] = -f.b; coords[3][2] = -1.0f;
263 break;
267 static inline void surface_get_rect(IWineD3DSurfaceImpl *This, const RECT *rect_in, RECT *rect_out)
269 if (rect_in)
270 *rect_out = *rect_in;
271 else
273 rect_out->left = 0;
274 rect_out->top = 0;
275 rect_out->right = This->currentDesc.Width;
276 rect_out->bottom = This->currentDesc.Height;
280 /* GL locking and context activation is done by the caller */
281 void draw_textured_quad(IWineD3DSurfaceImpl *src_surface, const RECT *src_rect, const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter)
283 struct blt_info info;
285 surface_get_blt_info(src_surface->texture_target, src_rect, src_surface->pow2Width, src_surface->pow2Height, &info);
287 glEnable(info.bind_target);
288 checkGLcall("glEnable(bind_target)");
290 /* Bind the texture */
291 glBindTexture(info.bind_target, src_surface->texture_name);
292 checkGLcall("glBindTexture");
294 /* Filtering for StretchRect */
295 glTexParameteri(info.bind_target, GL_TEXTURE_MAG_FILTER,
296 wined3d_gl_mag_filter(magLookup, Filter));
297 checkGLcall("glTexParameteri");
298 glTexParameteri(info.bind_target, GL_TEXTURE_MIN_FILTER,
299 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
300 checkGLcall("glTexParameteri");
301 glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
302 glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
303 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
304 checkGLcall("glTexEnvi");
306 /* Draw a quad */
307 glBegin(GL_TRIANGLE_STRIP);
308 glTexCoord3fv(info.coords[0]);
309 glVertex2i(dst_rect->left, dst_rect->top);
311 glTexCoord3fv(info.coords[1]);
312 glVertex2i(dst_rect->right, dst_rect->top);
314 glTexCoord3fv(info.coords[2]);
315 glVertex2i(dst_rect->left, dst_rect->bottom);
317 glTexCoord3fv(info.coords[3]);
318 glVertex2i(dst_rect->right, dst_rect->bottom);
319 glEnd();
321 /* Unbind the texture */
322 glBindTexture(info.bind_target, 0);
323 checkGLcall("glBindTexture(info->bind_target, 0)");
325 /* We changed the filtering settings on the texture. Inform the
326 * container about this to get the filters reset properly next draw. */
327 if (src_surface->container.type == WINED3D_CONTAINER_TEXTURE)
329 IWineD3DBaseTextureImpl *texture = src_surface->container.u.texture;
330 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
331 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
332 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
336 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
337 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
338 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id,
339 WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops)
341 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
342 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
343 void (*cleanup)(IWineD3DSurfaceImpl *This);
344 unsigned int resource_size;
345 HRESULT hr;
347 if (multisample_quality > 0)
349 FIXME("multisample_quality set to %u, substituting 0\n", multisample_quality);
350 multisample_quality = 0;
353 /* FIXME: Check that the format is supported by the device. */
355 resource_size = wined3d_format_calculate_size(format, alignment, width, height);
356 if (!resource_size) return WINED3DERR_INVALIDCALL;
358 /* Look at the implementation and set the correct Vtable. */
359 switch (surface_type)
361 case SURFACE_OPENGL:
362 surface->lpVtbl = &IWineD3DSurface_Vtbl;
363 cleanup = surface_cleanup;
364 break;
366 case SURFACE_GDI:
367 surface->lpVtbl = &IWineGDISurface_Vtbl;
368 cleanup = surface_gdi_cleanup;
369 break;
371 default:
372 ERR("Requested unknown surface implementation %#x.\n", surface_type);
373 return WINED3DERR_INVALIDCALL;
376 hr = resource_init((IWineD3DResource *)surface, WINED3DRTYPE_SURFACE,
377 device, resource_size, usage, format, pool, parent, parent_ops);
378 if (FAILED(hr))
380 WARN("Failed to initialize resource, returning %#x.\n", hr);
381 return hr;
384 /* "Standalone" surface. */
385 surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
387 surface->currentDesc.Width = width;
388 surface->currentDesc.Height = height;
389 surface->currentDesc.MultiSampleType = multisample_type;
390 surface->currentDesc.MultiSampleQuality = multisample_quality;
391 surface->texture_level = level;
392 list_init(&surface->overlays);
394 /* Flags */
395 surface->flags = SFLAG_NORMCOORD; /* Default to normalized coords. */
396 if (discard) surface->flags |= SFLAG_DISCARD;
397 if (lockable || format_id == WINED3DFMT_D16_LOCKABLE) surface->flags |= SFLAG_LOCKABLE;
399 /* Quick lockable sanity check.
400 * TODO: remove this after surfaces, usage and lockability have been debugged properly
401 * this function is too deep to need to care about things like this.
402 * Levels need to be checked too, since they all affect what can be done. */
403 switch (pool)
405 case WINED3DPOOL_SCRATCH:
406 if(!lockable)
408 FIXME("Called with a pool of SCRATCH and a lockable of FALSE "
409 "which are mutually exclusive, setting lockable to TRUE.\n");
410 lockable = TRUE;
412 break;
414 case WINED3DPOOL_SYSTEMMEM:
415 if (!lockable)
416 FIXME("Called with a pool of SYSTEMMEM and a lockable of FALSE, this is acceptable but unexpected.\n");
417 break;
419 case WINED3DPOOL_MANAGED:
420 if (usage & WINED3DUSAGE_DYNAMIC)
421 FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n");
422 break;
424 case WINED3DPOOL_DEFAULT:
425 if (lockable && !(usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
426 WARN("Creating a lockable surface with a POOL of DEFAULT, that doesn't specify DYNAMIC usage.\n");
427 break;
429 default:
430 FIXME("Unknown pool %#x.\n", pool);
431 break;
434 if (usage & WINED3DUSAGE_RENDERTARGET && pool != WINED3DPOOL_DEFAULT)
436 FIXME("Trying to create a render target that isn't in the default pool.\n");
439 /* Mark the texture as dirty so that it gets loaded first time around. */
440 surface_add_dirty_rect(surface, NULL);
441 list_init(&surface->renderbuffers);
443 TRACE("surface %p, memory %p, size %u\n", surface, surface->resource.allocatedMemory, surface->resource.size);
445 /* Call the private setup routine */
446 hr = IWineD3DSurface_PrivateSetup((IWineD3DSurface *)surface);
447 if (FAILED(hr))
449 ERR("Private setup failed, returning %#x\n", hr);
450 cleanup(surface);
451 return hr;
454 return hr;
457 static void surface_force_reload(IWineD3DSurfaceImpl *surface)
459 surface->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
462 void surface_set_texture_name(IWineD3DSurfaceImpl *surface, GLuint new_name, BOOL srgb)
464 GLuint *name;
465 DWORD flag;
467 TRACE("surface %p, new_name %u, srgb %#x.\n", surface, new_name, srgb);
469 if(srgb)
471 name = &surface->texture_name_srgb;
472 flag = SFLAG_INSRGBTEX;
474 else
476 name = &surface->texture_name;
477 flag = SFLAG_INTEXTURE;
480 if (!*name && new_name)
482 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
483 * surface has no texture name yet. See if we can get rid of this. */
484 if (surface->flags & flag)
485 ERR("Surface has %s set, but no texture name.\n", debug_surflocation(flag));
486 surface_modify_location(surface, flag, FALSE);
489 *name = new_name;
490 surface_force_reload(surface);
493 void surface_set_texture_target(IWineD3DSurfaceImpl *surface, GLenum target)
495 TRACE("surface %p, target %#x.\n", surface, target);
497 if (surface->texture_target != target)
499 if (target == GL_TEXTURE_RECTANGLE_ARB)
501 surface->flags &= ~SFLAG_NORMCOORD;
503 else if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
505 surface->flags |= SFLAG_NORMCOORD;
508 surface->texture_target = target;
509 surface_force_reload(surface);
512 /* Context activation is done by the caller. */
513 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This, BOOL srgb) {
514 DWORD active_sampler;
516 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
517 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
518 * gl states. The current texture unit should always be a valid one.
520 * To be more specific, this is tricky because we can implicitly be called
521 * from sampler() in state.c. This means we can't touch anything other than
522 * whatever happens to be the currently active texture, or we would risk
523 * marking already applied sampler states dirty again.
525 * TODO: Track the current active texture per GL context instead of using glGet
527 GLint active_texture;
528 ENTER_GL();
529 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
530 LEAVE_GL();
531 active_sampler = This->resource.device->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
533 if (active_sampler != WINED3D_UNMAPPED_STAGE)
535 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(active_sampler));
537 IWineD3DSurface_BindTexture((IWineD3DSurface *)This, srgb);
540 /* This function checks if the primary render target uses the 8bit paletted format. */
541 static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
543 if (device->render_targets && device->render_targets[0])
545 IWineD3DSurfaceImpl *render_target = device->render_targets[0];
546 if ((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
547 && (render_target->resource.format->id == WINED3DFMT_P8_UINT))
548 return TRUE;
550 return FALSE;
553 /* This call just downloads data, the caller is responsible for binding the
554 * correct texture. */
555 /* Context activation is done by the caller. */
556 static void surface_download_data(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info)
558 const struct wined3d_format *format = This->resource.format;
560 /* Only support read back of converted P8 surfaces */
561 if (This->flags & SFLAG_CONVERTED && format->id != WINED3DFMT_P8_UINT)
563 FIXME("Readback conversion not supported for format %s.\n", debug_d3dformat(format->id));
564 return;
567 ENTER_GL();
569 if (format->flags & WINED3DFMT_FLAG_COMPRESSED)
571 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p.\n",
572 This, This->texture_level, format->glFormat, format->glType,
573 This->resource.allocatedMemory);
575 if (This->flags & SFLAG_PBO)
577 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
578 checkGLcall("glBindBufferARB");
579 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target, This->texture_level, NULL));
580 checkGLcall("glGetCompressedTexImageARB");
581 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
582 checkGLcall("glBindBufferARB");
584 else
586 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target,
587 This->texture_level, This->resource.allocatedMemory));
588 checkGLcall("glGetCompressedTexImageARB");
591 LEAVE_GL();
592 } else {
593 void *mem;
594 GLenum gl_format = format->glFormat;
595 GLenum gl_type = format->glType;
596 int src_pitch = 0;
597 int dst_pitch = 0;
599 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
600 if (format->id == WINED3DFMT_P8_UINT && primary_render_target_is_p8(This->resource.device))
602 gl_format = GL_ALPHA;
603 gl_type = GL_UNSIGNED_BYTE;
606 if (This->flags & SFLAG_NONPOW2)
608 unsigned char alignment = This->resource.device->surface_alignment;
609 src_pitch = format->byte_count * This->pow2Width;
610 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
611 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
612 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
613 } else {
614 mem = This->resource.allocatedMemory;
617 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
618 This, This->texture_level, gl_format, gl_type, mem);
620 if (This->flags & SFLAG_PBO)
622 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
623 checkGLcall("glBindBufferARB");
625 glGetTexImage(This->texture_target, This->texture_level, gl_format, gl_type, NULL);
626 checkGLcall("glGetTexImage");
628 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
629 checkGLcall("glBindBufferARB");
630 } else {
631 glGetTexImage(This->texture_target, This->texture_level, gl_format, gl_type, mem);
632 checkGLcall("glGetTexImage");
634 LEAVE_GL();
636 if (This->flags & SFLAG_NONPOW2)
638 const BYTE *src_data;
639 BYTE *dst_data;
640 UINT y;
642 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
643 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
644 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
646 * We're doing this...
648 * instead of boxing the texture :
649 * |<-texture width ->| -->pow2width| /\
650 * |111111111111111111| | |
651 * |222 Texture 222222| boxed empty | texture height
652 * |3333 Data 33333333| | |
653 * |444444444444444444| | \/
654 * ----------------------------------- |
655 * | boxed empty | boxed empty | pow2height
656 * | | | \/
657 * -----------------------------------
660 * we're repacking the data to the expected texture width
662 * |<-texture width ->| -->pow2width| /\
663 * |111111111111111111222222222222222| |
664 * |222333333333333333333444444444444| texture height
665 * |444444 | |
666 * | | \/
667 * | | |
668 * | empty | pow2height
669 * | | \/
670 * -----------------------------------
672 * == is the same as
674 * |<-texture width ->| /\
675 * |111111111111111111|
676 * |222222222222222222|texture height
677 * |333333333333333333|
678 * |444444444444444444| \/
679 * --------------------
681 * this also means that any references to allocatedMemory should work with the data as if were a
682 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
684 * internally the texture is still stored in a boxed format so any references to textureName will
685 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
687 * Performance should not be an issue, because applications normally do not lock the surfaces when
688 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
689 * and doesn't have to be re-read.
691 src_data = mem;
692 dst_data = This->resource.allocatedMemory;
693 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
694 for (y = 1 ; y < This->currentDesc.Height; y++) {
695 /* skip the first row */
696 src_data += src_pitch;
697 dst_data += dst_pitch;
698 memcpy(dst_data, src_data, dst_pitch);
701 HeapFree(GetProcessHeap(), 0, mem);
705 /* Surface has now been downloaded */
706 This->flags |= SFLAG_INSYSMEM;
709 /* This call just uploads data, the caller is responsible for binding the
710 * correct texture. */
711 /* Context activation is done by the caller. */
712 static void surface_upload_data(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
713 const struct wined3d_format *format, BOOL srgb, const GLvoid *data)
715 GLsizei width = This->currentDesc.Width;
716 GLsizei height = This->currentDesc.Height;
717 GLenum internal;
719 if (srgb)
721 internal = format->glGammaInternal;
723 else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(This))
725 internal = format->rtInternal;
727 else
729 internal = format->glInternal;
732 TRACE("This %p, internal %#x, width %d, height %d, format %#x, type %#x, data %p.\n",
733 This, internal, width, height, format->glFormat, format->glType, data);
734 TRACE("target %#x, level %u, resource size %u.\n",
735 This->texture_target, This->texture_level, This->resource.size);
737 if (format->heightscale != 1.0f && format->heightscale != 0.0f) height *= format->heightscale;
739 ENTER_GL();
741 if (This->flags & SFLAG_PBO)
743 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
744 checkGLcall("glBindBufferARB");
746 TRACE("(%p) pbo: %#x, data: %p.\n", This, This->pbo, data);
747 data = NULL;
750 if (format->flags & WINED3DFMT_FLAG_COMPRESSED)
752 TRACE("Calling glCompressedTexSubImage2DARB.\n");
754 GL_EXTCALL(glCompressedTexSubImage2DARB(This->texture_target, This->texture_level,
755 0, 0, width, height, internal, This->resource.size, data));
756 checkGLcall("glCompressedTexSubImage2DARB");
758 else
760 TRACE("Calling glTexSubImage2D.\n");
762 glTexSubImage2D(This->texture_target, This->texture_level,
763 0, 0, width, height, format->glFormat, format->glType, data);
764 checkGLcall("glTexSubImage2D");
767 if (This->flags & SFLAG_PBO)
769 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
770 checkGLcall("glBindBufferARB");
773 LEAVE_GL();
775 if (gl_info->quirks & WINED3D_QUIRK_FBO_TEX_UPDATE)
777 IWineD3DDeviceImpl *device = This->resource.device;
778 unsigned int i;
780 for (i = 0; i < device->numContexts; ++i)
782 context_surface_update(device->contexts[i], This);
787 /* This call just allocates the texture, the caller is responsible for binding
788 * the correct texture. */
789 /* Context activation is done by the caller. */
790 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
791 const struct wined3d_format *format, BOOL srgb)
793 BOOL enable_client_storage = FALSE;
794 GLsizei width = This->pow2Width;
795 GLsizei height = This->pow2Height;
796 const BYTE *mem = NULL;
797 GLenum internal;
799 if (srgb)
801 internal = format->glGammaInternal;
803 else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(This))
805 internal = format->rtInternal;
807 else
809 internal = format->glInternal;
812 if (format->heightscale != 1.0f && format->heightscale != 0.0f) height *= format->heightscale;
814 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",
815 This, This->texture_target, This->texture_level, debug_d3dformat(format->id),
816 internal, width, height, format->glFormat, format->glType);
818 ENTER_GL();
820 if (gl_info->supported[APPLE_CLIENT_STORAGE])
822 if (This->flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_CONVERTED)
823 || !This->resource.allocatedMemory)
825 /* In some cases we want to disable client storage.
826 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
827 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
828 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
829 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
831 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
832 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
833 This->flags &= ~SFLAG_CLIENT;
834 enable_client_storage = TRUE;
836 else
838 This->flags |= SFLAG_CLIENT;
840 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
841 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
843 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
847 if (format->flags & WINED3DFMT_FLAG_COMPRESSED && mem)
849 GL_EXTCALL(glCompressedTexImage2DARB(This->texture_target, This->texture_level,
850 internal, width, height, 0, This->resource.size, mem));
851 checkGLcall("glCompressedTexImage2DARB");
853 else
855 glTexImage2D(This->texture_target, This->texture_level,
856 internal, width, height, 0, format->glFormat, format->glType, mem);
857 checkGLcall("glTexImage2D");
860 if(enable_client_storage) {
861 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
862 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
864 LEAVE_GL();
867 /* In D3D the depth stencil dimensions have to be greater than or equal to the
868 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
869 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
870 /* GL locking is done by the caller */
871 void surface_set_compatible_renderbuffer(IWineD3DSurfaceImpl *surface, unsigned int width, unsigned int height)
873 const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
874 renderbuffer_entry_t *entry;
875 GLuint renderbuffer = 0;
876 unsigned int src_width, src_height;
878 src_width = surface->pow2Width;
879 src_height = surface->pow2Height;
881 /* A depth stencil smaller than the render target is not valid */
882 if (width > src_width || height > src_height) return;
884 /* Remove any renderbuffer set if the sizes match */
885 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
886 || (width == src_width && height == src_height))
888 surface->current_renderbuffer = NULL;
889 return;
892 /* Look if we've already got a renderbuffer of the correct dimensions */
893 LIST_FOR_EACH_ENTRY(entry, &surface->renderbuffers, renderbuffer_entry_t, entry)
895 if (entry->width == width && entry->height == height)
897 renderbuffer = entry->id;
898 surface->current_renderbuffer = entry;
899 break;
903 if (!renderbuffer)
905 gl_info->fbo_ops.glGenRenderbuffers(1, &renderbuffer);
906 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
907 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER,
908 surface->resource.format->glInternal, width, height);
910 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
911 entry->width = width;
912 entry->height = height;
913 entry->id = renderbuffer;
914 list_add_head(&surface->renderbuffers, &entry->entry);
916 surface->current_renderbuffer = entry;
919 checkGLcall("set_compatible_renderbuffer");
922 GLenum surface_get_gl_buffer(IWineD3DSurfaceImpl *surface)
924 IWineD3DSwapChainImpl *swapchain = surface->container.u.swapchain;
926 TRACE("surface %p.\n", surface);
928 if (surface->container.type != WINED3D_CONTAINER_SWAPCHAIN)
930 ERR("Surface %p is not on a swapchain.\n", surface);
931 return GL_NONE;
934 if (swapchain->back_buffers && swapchain->back_buffers[0] == surface)
936 if (swapchain->render_to_fbo)
938 TRACE("Returning GL_COLOR_ATTACHMENT0\n");
939 return GL_COLOR_ATTACHMENT0;
941 TRACE("Returning GL_BACK\n");
942 return GL_BACK;
944 else if (surface == swapchain->front_buffer)
946 TRACE("Returning GL_FRONT\n");
947 return GL_FRONT;
950 FIXME("Higher back buffer, returning GL_BACK\n");
951 return GL_BACK;
954 /* Slightly inefficient way to handle multiple dirty rects but it works :) */
955 void surface_add_dirty_rect(IWineD3DSurfaceImpl *surface, const RECT *dirty_rect)
957 TRACE("surface %p, dirty_rect %s.\n", surface, wine_dbgstr_rect(dirty_rect));
959 if (!(surface->flags & SFLAG_INSYSMEM) && (surface->flags & SFLAG_INTEXTURE))
960 /* No partial locking for textures yet. */
961 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
963 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
964 if (dirty_rect)
966 surface->dirtyRect.left = min(surface->dirtyRect.left, dirty_rect->left);
967 surface->dirtyRect.top = min(surface->dirtyRect.top, dirty_rect->top);
968 surface->dirtyRect.right = max(surface->dirtyRect.right, dirty_rect->right);
969 surface->dirtyRect.bottom = max(surface->dirtyRect.bottom, dirty_rect->bottom);
971 else
973 surface->dirtyRect.left = 0;
974 surface->dirtyRect.top = 0;
975 surface->dirtyRect.right = surface->currentDesc.Width;
976 surface->dirtyRect.bottom = surface->currentDesc.Height;
979 /* if the container is a basetexture then mark it dirty. */
980 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
982 TRACE("Passing to container.\n");
983 basetexture_set_dirty(surface->container.u.texture, TRUE);
987 static BOOL surface_convert_color_to_float(IWineD3DSurfaceImpl *surface, DWORD color, WINED3DCOLORVALUE *float_color)
989 const struct wined3d_format *format = surface->resource.format;
990 IWineD3DDeviceImpl *device = surface->resource.device;
992 switch (format->id)
994 case WINED3DFMT_P8_UINT:
995 if (surface->palette)
997 float_color->r = surface->palette->palents[color].peRed / 255.0f;
998 float_color->g = surface->palette->palents[color].peGreen / 255.0f;
999 float_color->b = surface->palette->palents[color].peBlue / 255.0f;
1001 else
1003 float_color->r = 0.0f;
1004 float_color->g = 0.0f;
1005 float_color->b = 0.0f;
1007 float_color->a = primary_render_target_is_p8(device) ? color / 255.0f : 1.0f;
1008 break;
1010 case WINED3DFMT_B5G6R5_UNORM:
1011 float_color->r = ((color >> 11) & 0x1f) / 31.0f;
1012 float_color->g = ((color >> 5) & 0x3f) / 63.0f;
1013 float_color->b = (color & 0x1f) / 31.0f;
1014 float_color->a = 1.0f;
1015 break;
1017 case WINED3DFMT_B8G8R8_UNORM:
1018 case WINED3DFMT_B8G8R8X8_UNORM:
1019 float_color->r = D3DCOLOR_R(color);
1020 float_color->g = D3DCOLOR_G(color);
1021 float_color->b = D3DCOLOR_B(color);
1022 float_color->a = 1.0f;
1023 break;
1025 case WINED3DFMT_B8G8R8A8_UNORM:
1026 float_color->r = D3DCOLOR_R(color);
1027 float_color->g = D3DCOLOR_G(color);
1028 float_color->b = D3DCOLOR_B(color);
1029 float_color->a = D3DCOLOR_A(color);
1030 break;
1032 default:
1033 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
1034 return FALSE;
1037 return TRUE;
1040 /* Do not call while under the GL lock. */
1041 static ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface)
1043 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1044 ULONG ref = InterlockedDecrement(&This->resource.ref);
1045 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
1047 if (!ref)
1049 surface_cleanup(This);
1050 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
1052 TRACE("(%p) Released.\n", This);
1053 HeapFree(GetProcessHeap(), 0, This);
1056 return ref;
1059 /* ****************************************************
1060 IWineD3DSurface IWineD3DResource parts follow
1061 **************************************************** */
1063 /* Do not call while under the GL lock. */
1064 void surface_internal_preload(IWineD3DSurfaceImpl *surface, enum WINED3DSRGB srgb)
1066 IWineD3DDeviceImpl *device = surface->resource.device;
1068 TRACE("iface %p, srgb %#x.\n", surface, srgb);
1070 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
1072 IWineD3DBaseTextureImpl *texture = surface->container.u.texture;
1074 TRACE("Passing to container.\n");
1075 texture->baseTexture.internal_preload((IWineD3DBaseTexture *)texture, srgb);
1077 else
1079 struct wined3d_context *context = NULL;
1081 TRACE("(%p) : About to load surface\n", surface);
1083 if (!device->isInDraw) context = context_acquire(device, NULL);
1085 if (surface->resource.format->id == WINED3DFMT_P8_UINT
1086 || surface->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
1088 if (palette9_changed(surface))
1090 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
1091 /* TODO: This is not necessarily needed with hw palettized texture support */
1092 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
1093 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
1094 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
1098 IWineD3DSurface_LoadTexture((IWineD3DSurface *)surface, srgb == SRGB_SRGB ? TRUE : FALSE);
1100 if (surface->resource.pool == WINED3DPOOL_DEFAULT)
1102 /* Tell opengl to try and keep this texture in video ram (well mostly) */
1103 GLclampf tmp;
1104 tmp = 0.9f;
1105 ENTER_GL();
1106 glPrioritizeTextures(1, &surface->texture_name, &tmp);
1107 LEAVE_GL();
1110 if (context) context_release(context);
1114 static void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface)
1116 surface_internal_preload((IWineD3DSurfaceImpl *)iface, SRGB_ANY);
1119 /* Context activation is done by the caller. */
1120 static void surface_remove_pbo(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info)
1122 if (!This->resource.heapMemory)
1124 This->resource.heapMemory = HeapAlloc(GetProcessHeap(), 0, This->resource.size + RESOURCE_ALIGNMENT);
1125 This->resource.allocatedMemory =
1126 (BYTE *)(((ULONG_PTR)This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1129 ENTER_GL();
1130 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1131 checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
1132 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
1133 checkGLcall("glGetBufferSubDataARB");
1134 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
1135 checkGLcall("glDeleteBuffersARB");
1136 LEAVE_GL();
1138 This->pbo = 0;
1139 This->flags &= ~SFLAG_PBO;
1142 BOOL surface_init_sysmem(IWineD3DSurfaceImpl *surface)
1144 if (!surface->resource.allocatedMemory)
1146 surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1147 surface->resource.size + RESOURCE_ALIGNMENT);
1148 if (!surface->resource.heapMemory)
1150 ERR("Out of memory\n");
1151 return FALSE;
1153 surface->resource.allocatedMemory =
1154 (BYTE *)(((ULONG_PTR)surface->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1156 else
1158 memset(surface->resource.allocatedMemory, 0, surface->resource.size);
1161 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
1163 return TRUE;
1166 /* Do not call while under the GL lock. */
1167 static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface)
1169 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
1170 IWineD3DDeviceImpl *device = This->resource.device;
1171 const struct wined3d_gl_info *gl_info;
1172 renderbuffer_entry_t *entry, *entry2;
1173 struct wined3d_context *context;
1175 TRACE("(%p)\n", iface);
1177 if(This->resource.pool == WINED3DPOOL_DEFAULT) {
1178 /* Default pool resources are supposed to be destroyed before Reset is called.
1179 * Implicit resources stay however. So this means we have an implicit render target
1180 * or depth stencil. The content may be destroyed, but we still have to tear down
1181 * opengl resources, so we cannot leave early.
1183 * Put the surfaces into sysmem, and reset the content. The D3D content is undefined,
1184 * but we can't set the sysmem INDRAWABLE because when we're rendering the swapchain
1185 * or the depth stencil into an FBO the texture or render buffer will be removed
1186 * and all flags get lost
1188 surface_init_sysmem(This);
1190 else
1192 /* Load the surface into system memory */
1193 surface_load_location(This, SFLAG_INSYSMEM, NULL);
1194 surface_modify_location(This, SFLAG_INDRAWABLE, FALSE);
1196 surface_modify_location(This, SFLAG_INTEXTURE, FALSE);
1197 surface_modify_location(This, SFLAG_INSRGBTEX, FALSE);
1198 This->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
1200 context = context_acquire(device, NULL);
1201 gl_info = context->gl_info;
1203 /* Destroy PBOs, but load them into real sysmem before */
1204 if (This->flags & SFLAG_PBO)
1205 surface_remove_pbo(This, gl_info);
1207 /* Destroy fbo render buffers. This is needed for implicit render targets, for
1208 * all application-created targets the application has to release the surface
1209 * before calling _Reset
1211 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
1212 ENTER_GL();
1213 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
1214 LEAVE_GL();
1215 list_remove(&entry->entry);
1216 HeapFree(GetProcessHeap(), 0, entry);
1218 list_init(&This->renderbuffers);
1219 This->current_renderbuffer = NULL;
1221 /* If we're in a texture, the texture name belongs to the texture.
1222 * Otherwise, destroy it. */
1223 if (This->container.type != WINED3D_CONTAINER_TEXTURE)
1225 ENTER_GL();
1226 glDeleteTextures(1, &This->texture_name);
1227 This->texture_name = 0;
1228 glDeleteTextures(1, &This->texture_name_srgb);
1229 This->texture_name_srgb = 0;
1230 LEAVE_GL();
1233 context_release(context);
1235 resource_unload((IWineD3DResourceImpl *)This);
1238 /* ******************************************************
1239 IWineD3DSurface IWineD3DSurface parts follow
1240 ****************************************************** */
1242 /* Read the framebuffer back into the surface */
1243 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, const RECT *rect, void *dest, UINT pitch)
1245 IWineD3DDeviceImpl *device = This->resource.device;
1246 const struct wined3d_gl_info *gl_info;
1247 struct wined3d_context *context;
1248 BYTE *mem;
1249 GLint fmt;
1250 GLint type;
1251 BYTE *row, *top, *bottom;
1252 int i;
1253 BOOL bpp;
1254 RECT local_rect;
1255 BOOL srcIsUpsideDown;
1256 GLint rowLen = 0;
1257 GLint skipPix = 0;
1258 GLint skipRow = 0;
1260 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1261 static BOOL warned = FALSE;
1262 if(!warned) {
1263 ERR("The application tries to lock the render target, but render target locking is disabled\n");
1264 warned = TRUE;
1266 return;
1269 context = context_acquire(device, This);
1270 context_apply_blit_state(context, device);
1271 gl_info = context->gl_info;
1273 ENTER_GL();
1275 /* Select the correct read buffer, and give some debug output.
1276 * There is no need to keep track of the current read buffer or reset it, every part of the code
1277 * that reads sets the read buffer as desired.
1279 if (surface_is_offscreen(This))
1281 /* Mapping the primary render target which is not on a swapchain.
1282 * Read from the back buffer. */
1283 TRACE("Mapping offscreen render target.\n");
1284 glReadBuffer(device->offscreenBuffer);
1285 srcIsUpsideDown = TRUE;
1287 else
1289 /* Onscreen surfaces are always part of a swapchain */
1290 GLenum buffer = surface_get_gl_buffer(This);
1291 TRACE("Mapping %#x buffer.\n", buffer);
1292 glReadBuffer(buffer);
1293 checkGLcall("glReadBuffer");
1294 srcIsUpsideDown = FALSE;
1297 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
1298 if(!rect) {
1299 local_rect.left = 0;
1300 local_rect.top = 0;
1301 local_rect.right = This->currentDesc.Width;
1302 local_rect.bottom = This->currentDesc.Height;
1303 } else {
1304 local_rect = *rect;
1306 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
1308 switch (This->resource.format->id)
1310 case WINED3DFMT_P8_UINT:
1312 if (primary_render_target_is_p8(device))
1314 /* In case of P8 render targets the index is stored in the alpha component */
1315 fmt = GL_ALPHA;
1316 type = GL_UNSIGNED_BYTE;
1317 mem = dest;
1318 bpp = This->resource.format->byte_count;
1319 } else {
1320 /* GL can't return palettized data, so read ARGB pixels into a
1321 * separate block of memory and convert them into palettized format
1322 * in software. Slow, but if the app means to use palettized render
1323 * targets and locks it...
1325 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
1326 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
1327 * for the color channels when palettizing the colors.
1329 fmt = GL_RGB;
1330 type = GL_UNSIGNED_BYTE;
1331 pitch *= 3;
1332 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
1333 if(!mem) {
1334 ERR("Out of memory\n");
1335 LEAVE_GL();
1336 return;
1338 bpp = This->resource.format->byte_count * 3;
1341 break;
1343 default:
1344 mem = dest;
1345 fmt = This->resource.format->glFormat;
1346 type = This->resource.format->glType;
1347 bpp = This->resource.format->byte_count;
1350 if (This->flags & SFLAG_PBO)
1352 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
1353 checkGLcall("glBindBufferARB");
1354 if (mem)
1356 ERR("mem not null for pbo -- unexpected\n");
1357 mem = NULL;
1361 /* Save old pixel store pack state */
1362 glGetIntegerv(GL_PACK_ROW_LENGTH, &rowLen);
1363 checkGLcall("glGetIntegerv");
1364 glGetIntegerv(GL_PACK_SKIP_PIXELS, &skipPix);
1365 checkGLcall("glGetIntegerv");
1366 glGetIntegerv(GL_PACK_SKIP_ROWS, &skipRow);
1367 checkGLcall("glGetIntegerv");
1369 /* Setup pixel store pack state -- to glReadPixels into the correct place */
1370 glPixelStorei(GL_PACK_ROW_LENGTH, This->currentDesc.Width);
1371 checkGLcall("glPixelStorei");
1372 glPixelStorei(GL_PACK_SKIP_PIXELS, local_rect.left);
1373 checkGLcall("glPixelStorei");
1374 glPixelStorei(GL_PACK_SKIP_ROWS, local_rect.top);
1375 checkGLcall("glPixelStorei");
1377 glReadPixels(local_rect.left, (!srcIsUpsideDown) ? (This->currentDesc.Height - local_rect.bottom) : local_rect.top ,
1378 local_rect.right - local_rect.left,
1379 local_rect.bottom - local_rect.top,
1380 fmt, type, mem);
1381 checkGLcall("glReadPixels");
1383 /* Reset previous pixel store pack state */
1384 glPixelStorei(GL_PACK_ROW_LENGTH, rowLen);
1385 checkGLcall("glPixelStorei");
1386 glPixelStorei(GL_PACK_SKIP_PIXELS, skipPix);
1387 checkGLcall("glPixelStorei");
1388 glPixelStorei(GL_PACK_SKIP_ROWS, skipRow);
1389 checkGLcall("glPixelStorei");
1391 if (This->flags & SFLAG_PBO)
1393 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
1394 checkGLcall("glBindBufferARB");
1396 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
1397 * to get a pointer to it and perform the flipping in software. This is a lot
1398 * faster than calling glReadPixels for each line. In case we want more speed
1399 * we should rerender it flipped in a FBO and read the data back from the FBO. */
1400 if(!srcIsUpsideDown) {
1401 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1402 checkGLcall("glBindBufferARB");
1404 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1405 checkGLcall("glMapBufferARB");
1409 /* TODO: Merge this with the palettization loop below for P8 targets */
1410 if(!srcIsUpsideDown) {
1411 UINT len, off;
1412 /* glReadPixels returns the image upside down, and there is no way to prevent this.
1413 Flip the lines in software */
1414 len = (local_rect.right - local_rect.left) * bpp;
1415 off = local_rect.left * bpp;
1417 row = HeapAlloc(GetProcessHeap(), 0, len);
1418 if(!row) {
1419 ERR("Out of memory\n");
1420 if (This->resource.format->id == WINED3DFMT_P8_UINT) HeapFree(GetProcessHeap(), 0, mem);
1421 LEAVE_GL();
1422 return;
1425 top = mem + pitch * local_rect.top;
1426 bottom = mem + pitch * (local_rect.bottom - 1);
1427 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
1428 memcpy(row, top + off, len);
1429 memcpy(top + off, bottom + off, len);
1430 memcpy(bottom + off, row, len);
1431 top += pitch;
1432 bottom -= pitch;
1434 HeapFree(GetProcessHeap(), 0, row);
1436 /* Unmap the temp PBO buffer */
1437 if (This->flags & SFLAG_PBO)
1439 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1440 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1444 LEAVE_GL();
1445 context_release(context);
1447 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
1448 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
1449 * the same color but we have no choice.
1450 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
1452 if (This->resource.format->id == WINED3DFMT_P8_UINT && !primary_render_target_is_p8(device))
1454 const PALETTEENTRY *pal = NULL;
1455 DWORD width = pitch / 3;
1456 int x, y, c;
1458 if(This->palette) {
1459 pal = This->palette->palents;
1460 } else {
1461 ERR("Palette is missing, cannot perform inverse palette lookup\n");
1462 HeapFree(GetProcessHeap(), 0, mem);
1463 return ;
1466 for(y = local_rect.top; y < local_rect.bottom; y++) {
1467 for(x = local_rect.left; x < local_rect.right; x++) {
1468 /* start lines pixels */
1469 const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
1470 const BYTE *green = blue + 1;
1471 const BYTE *red = green + 1;
1473 for(c = 0; c < 256; c++) {
1474 if(*red == pal[c].peRed &&
1475 *green == pal[c].peGreen &&
1476 *blue == pal[c].peBlue)
1478 *((BYTE *) dest + y * width + x) = c;
1479 break;
1484 HeapFree(GetProcessHeap(), 0, mem);
1488 /* Read the framebuffer contents into a texture */
1489 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
1491 IWineD3DDeviceImpl *device = This->resource.device;
1492 const struct wined3d_gl_info *gl_info;
1493 struct wined3d_context *context;
1495 if (!surface_is_offscreen(This))
1497 /* We would need to flip onscreen surfaces, but there's no efficient
1498 * way to do that here. It makes more sense for the caller to
1499 * explicitly go through sysmem. */
1500 ERR("Not supported for onscreen targets.\n");
1501 return;
1504 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
1505 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
1506 * states in the stateblock, and no driver was found yet that had bugs in that regard.
1508 context = context_acquire(device, This);
1509 gl_info = context->gl_info;
1511 surface_prepare_texture(This, gl_info, srgb);
1512 surface_bind_and_dirtify(This, srgb);
1514 TRACE("Reading back offscreen render target %p.\n", This);
1516 ENTER_GL();
1518 glReadBuffer(device->offscreenBuffer);
1519 checkGLcall("glReadBuffer");
1521 glCopyTexSubImage2D(This->texture_target, This->texture_level,
1522 0, 0, 0, 0, This->currentDesc.Width, This->currentDesc.Height);
1523 checkGLcall("glCopyTexSubImage2D");
1525 LEAVE_GL();
1527 context_release(context);
1530 /* Context activation is done by the caller. */
1531 static void surface_prepare_texture_internal(IWineD3DSurfaceImpl *surface,
1532 const struct wined3d_gl_info *gl_info, BOOL srgb)
1534 DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
1535 CONVERT_TYPES convert;
1536 struct wined3d_format format;
1538 if (surface->flags & alloc_flag) return;
1540 d3dfmt_get_conv(surface, TRUE, TRUE, &format, &convert);
1541 if (convert != NO_CONVERSION || format.convert) surface->flags |= SFLAG_CONVERTED;
1542 else surface->flags &= ~SFLAG_CONVERTED;
1544 surface_bind_and_dirtify(surface, srgb);
1545 surface_allocate_surface(surface, gl_info, &format, srgb);
1546 surface->flags |= alloc_flag;
1549 /* Context activation is done by the caller. */
1550 void surface_prepare_texture(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info, BOOL srgb)
1552 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
1554 IWineD3DBaseTextureImpl *texture = surface->container.u.texture;
1555 UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count;
1556 UINT i;
1558 TRACE("surface %p is a subresource of texture %p.\n", surface, texture);
1560 for (i = 0; i < sub_count; ++i)
1562 IWineD3DSurfaceImpl *s = (IWineD3DSurfaceImpl *)texture->baseTexture.sub_resources[i];
1563 surface_prepare_texture_internal(s, gl_info, srgb);
1566 return;
1569 surface_prepare_texture_internal(surface, gl_info, srgb);
1572 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This)
1574 IWineD3DDeviceImpl *device = This->resource.device;
1575 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1577 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
1578 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
1579 * changed
1581 if (!(This->flags & SFLAG_DYNLOCK))
1583 This->lockCount++;
1584 /* MAXLOCKCOUNT is defined in wined3d_private.h */
1585 if(This->lockCount > MAXLOCKCOUNT) {
1586 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
1587 This->flags |= SFLAG_DYNLOCK;
1591 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
1592 * Also don't create a PBO for systemmem surfaces.
1594 if (gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] && (This->flags & SFLAG_DYNLOCK)
1595 && !(This->flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2))
1596 && (This->resource.pool != WINED3DPOOL_SYSTEMMEM))
1598 GLenum error;
1599 struct wined3d_context *context;
1601 context = context_acquire(device, NULL);
1602 ENTER_GL();
1604 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
1605 error = glGetError();
1606 if (!This->pbo || error != GL_NO_ERROR)
1607 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
1609 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
1611 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1612 checkGLcall("glBindBufferARB");
1614 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
1615 checkGLcall("glBufferDataARB");
1617 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1618 checkGLcall("glBindBufferARB");
1620 /* We don't need the system memory anymore and we can't even use it for PBOs */
1621 if (!(This->flags & SFLAG_CLIENT))
1623 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
1624 This->resource.heapMemory = NULL;
1626 This->resource.allocatedMemory = NULL;
1627 This->flags |= SFLAG_PBO;
1628 LEAVE_GL();
1629 context_release(context);
1631 else if (!(This->resource.allocatedMemory || This->flags & SFLAG_PBO))
1633 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1634 * or a pbo to map
1636 if(!This->resource.heapMemory) {
1637 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1639 This->resource.allocatedMemory =
1640 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1641 if (This->flags & SFLAG_INSYSMEM)
1643 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1648 static HRESULT WINAPI IWineD3DSurfaceImpl_Map(IWineD3DSurface *iface,
1649 WINED3DLOCKED_RECT *pLockedRect, const RECT *pRect, DWORD flags)
1651 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1652 IWineD3DDeviceImpl *device = This->resource.device;
1653 const RECT *pass_rect = pRect;
1655 TRACE("iface %p, locked_rect %p, rect %s, flags %#x.\n",
1656 iface, pLockedRect, wine_dbgstr_rect(pRect), flags);
1658 /* This is also done in the base class, but we have to verify this before loading any data from
1659 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1660 * may interfere, and all other bad things may happen
1662 if (This->flags & SFLAG_LOCKED)
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)
1676 TRACE("WINED3DLOCK_DISCARD flag passed, marking SYSMEM as up to date.\n");
1677 surface_prepare_system_memory(This);
1678 surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
1679 goto lock_end;
1682 /* surface_load_location() does not check if the rectangle specifies
1683 * the full surface. Most callers don't need that, so do it here. */
1684 if (pRect && !pRect->top && !pRect->left
1685 && pRect->right == This->currentDesc.Width
1686 && pRect->bottom == This->currentDesc.Height)
1688 pass_rect = NULL;
1691 if (!(wined3d_settings.rendertargetlock_mode == RTL_DISABLE
1692 && ((This->container.type == WINED3D_CONTAINER_SWAPCHAIN) || This == device->render_targets[0])))
1694 surface_load_location(This, SFLAG_INSYSMEM, pass_rect);
1697 lock_end:
1698 if (This->flags & SFLAG_PBO)
1700 const struct wined3d_gl_info *gl_info;
1701 struct wined3d_context *context;
1703 context = context_acquire(device, NULL);
1704 gl_info = context->gl_info;
1706 ENTER_GL();
1707 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1708 checkGLcall("glBindBufferARB");
1710 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1711 if(This->resource.allocatedMemory) {
1712 ERR("The surface already has PBO memory allocated!\n");
1715 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1716 checkGLcall("glMapBufferARB");
1718 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1719 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1720 checkGLcall("glBindBufferARB");
1722 LEAVE_GL();
1723 context_release(context);
1726 if (!(flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)))
1727 surface_add_dirty_rect(This, pRect);
1729 return IWineD3DBaseSurfaceImpl_Map(iface, pLockedRect, pRect, flags);
1732 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This,
1733 GLenum fmt, GLenum type, UINT bpp, const BYTE *mem)
1735 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
1736 IWineD3DDeviceImpl *device = This->resource.device;
1737 const struct wined3d_gl_info *gl_info;
1738 struct wined3d_context *context;
1739 RECT rect;
1740 UINT w, h;
1742 if (This->flags & SFLAG_LOCKED)
1743 rect = This->lockedRect;
1744 else
1745 SetRect(&rect, 0, 0, This->currentDesc.Width, This->currentDesc.Height);
1747 mem += rect.top * pitch + rect.left * bpp;
1748 w = rect.right - rect.left;
1749 h = rect.bottom - rect.top;
1751 /* Activate the correct context for the render target */
1752 context = context_acquire(device, This);
1753 context_apply_blit_state(context, device);
1754 gl_info = context->gl_info;
1756 ENTER_GL();
1758 if (!surface_is_offscreen(This))
1760 GLenum buffer = surface_get_gl_buffer(This);
1761 TRACE("Unlocking %#x buffer.\n", buffer);
1762 context_set_draw_buffer(context, buffer);
1764 surface_translate_drawable_coords(This, context->win_handle, &rect);
1765 glPixelZoom(1.0f, -1.0f);
1767 else
1769 /* Primary offscreen render target */
1770 TRACE("Offscreen render target.\n");
1771 context_set_draw_buffer(context, device->offscreenBuffer);
1773 glPixelZoom(1.0f, 1.0f);
1776 glRasterPos3i(rect.left, rect.top, 1);
1777 checkGLcall("glRasterPos3i");
1779 /* Some drivers(radeon dri, others?) don't like exceptions during
1780 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1781 * after ReleaseDC. Reading it will cause an exception, which x11drv will
1782 * catch to put the dib section in InSync mode, which leads to a crash
1783 * and a blocked x server on my radeon card.
1785 * The following lines read the dib section so it is put in InSync mode
1786 * before glDrawPixels is called and the crash is prevented. There won't
1787 * be any interfering gdi accesses, because UnlockRect is called from
1788 * ReleaseDC, and the app won't use the dc any more afterwards.
1790 if ((This->flags & SFLAG_DIBSECTION) && !(This->flags & SFLAG_PBO))
1792 volatile BYTE read;
1793 read = This->resource.allocatedMemory[0];
1796 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1797 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
1799 if (This->flags & SFLAG_PBO)
1801 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1802 checkGLcall("glBindBufferARB");
1805 glDrawPixels(w, h, fmt, type, mem);
1806 checkGLcall("glDrawPixels");
1808 if (This->flags & SFLAG_PBO)
1810 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1811 checkGLcall("glBindBufferARB");
1814 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
1815 checkGLcall("glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)");
1817 LEAVE_GL();
1818 context_release(context);
1821 static HRESULT WINAPI IWineD3DSurfaceImpl_Unmap(IWineD3DSurface *iface)
1823 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1824 IWineD3DDeviceImpl *device = This->resource.device;
1825 BOOL fullsurface;
1827 if (!(This->flags & SFLAG_LOCKED))
1829 WARN("trying to Unlock an unlocked surf@%p\n", This);
1830 return WINEDDERR_NOTLOCKED;
1833 if (This->flags & SFLAG_PBO)
1835 const struct wined3d_gl_info *gl_info;
1836 struct wined3d_context *context;
1838 TRACE("Freeing PBO memory\n");
1840 context = context_acquire(device, NULL);
1841 gl_info = context->gl_info;
1843 ENTER_GL();
1844 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1845 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1846 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1847 checkGLcall("glUnmapBufferARB");
1848 LEAVE_GL();
1849 context_release(context);
1851 This->resource.allocatedMemory = NULL;
1854 TRACE("(%p) : dirtyfied(%d)\n", This, This->flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1856 if (This->flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE))
1858 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1859 goto unlock_end;
1862 if (This->container.type == WINED3D_CONTAINER_SWAPCHAIN
1863 || (device->render_targets && This == device->render_targets[0]))
1865 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1866 static BOOL warned = FALSE;
1867 if(!warned) {
1868 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1869 warned = TRUE;
1871 goto unlock_end;
1874 if (!This->dirtyRect.left && !This->dirtyRect.top
1875 && This->dirtyRect.right == This->currentDesc.Width
1876 && This->dirtyRect.bottom == This->currentDesc.Height)
1878 fullsurface = TRUE;
1879 } else {
1880 /* TODO: Proper partial rectangle tracking */
1881 fullsurface = FALSE;
1882 This->flags |= SFLAG_INSYSMEM;
1885 surface_load_location(This, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
1887 if (!fullsurface)
1889 /* Partial rectangle tracking is not commonly implemented, it is
1890 * only done for render targets. Overwrite the flags to bring
1891 * them back into a sane state. INSYSMEM was set before to tell
1892 * surface_load_location() where to read the rectangle from.
1893 * Indrawable is set because all modifications from the partial
1894 * sysmem copy are written back to the drawable, thus the surface
1895 * is merged again in the drawable. The sysmem copy is not fully
1896 * up to date because only a subrectangle was read in Map(). */
1897 This->flags &= ~SFLAG_INSYSMEM;
1898 This->flags |= SFLAG_INDRAWABLE;
1901 This->dirtyRect.left = This->currentDesc.Width;
1902 This->dirtyRect.top = This->currentDesc.Height;
1903 This->dirtyRect.right = 0;
1904 This->dirtyRect.bottom = 0;
1906 else if (This->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
1908 FIXME("Depth Stencil buffer locking is not implemented\n");
1911 unlock_end:
1912 This->flags &= ~SFLAG_LOCKED;
1913 memset(&This->lockedRect, 0, sizeof(RECT));
1915 /* Overlays have to be redrawn manually after changes with the GL implementation */
1916 if(This->overlay_dest) {
1917 IWineD3DSurface_DrawOverlay(iface);
1919 return WINED3D_OK;
1922 static void surface_release_client_storage(IWineD3DSurfaceImpl *surface)
1924 struct wined3d_context *context;
1926 context = context_acquire(surface->resource.device, NULL);
1928 ENTER_GL();
1929 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
1930 if (surface->texture_name)
1932 surface_bind_and_dirtify(surface, FALSE);
1933 glTexImage2D(surface->texture_target, surface->texture_level,
1934 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
1936 if (surface->texture_name_srgb)
1938 surface_bind_and_dirtify(surface, TRUE);
1939 glTexImage2D(surface->texture_target, surface->texture_level,
1940 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
1942 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1944 LEAVE_GL();
1945 context_release(context);
1947 surface_modify_location(surface, SFLAG_INSRGBTEX, FALSE);
1948 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
1949 surface_force_reload(surface);
1952 static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC)
1954 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1955 WINED3DLOCKED_RECT lock;
1956 HRESULT hr;
1957 RGBQUAD col[256];
1959 TRACE("(%p)->(%p)\n",This,pHDC);
1961 if (This->flags & SFLAG_USERPTR)
1963 ERR("Not supported on surfaces with an application-provided surfaces\n");
1964 return WINEDDERR_NODC;
1967 /* Give more detailed info for ddraw */
1968 if (This->flags & SFLAG_DCINUSE)
1969 return WINEDDERR_DCALREADYCREATED;
1971 /* Can't GetDC if the surface is locked */
1972 if (This->flags & SFLAG_LOCKED)
1973 return WINED3DERR_INVALIDCALL;
1975 memset(&lock, 0, sizeof(lock)); /* To be sure */
1977 /* Create a DIB section if there isn't a hdc yet */
1978 if (!This->hDC)
1980 if (This->flags & SFLAG_CLIENT)
1982 surface_load_location(This, SFLAG_INSYSMEM, NULL);
1983 surface_release_client_storage(This);
1985 hr = IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
1986 if(FAILED(hr)) return WINED3DERR_INVALIDCALL;
1988 /* Use the dib section from now on if we are not using a PBO */
1989 if (!(This->flags & SFLAG_PBO))
1990 This->resource.allocatedMemory = This->dib.bitmap_data;
1993 /* Map the surface */
1994 hr = IWineD3DSurface_Map(iface, &lock, NULL, 0);
1996 /* Sync the DIB with the PBO. This can't be done earlier because Map()
1997 * activates the allocatedMemory. */
1998 if (This->flags & SFLAG_PBO)
1999 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
2001 if (FAILED(hr))
2003 ERR("IWineD3DSurface_Map failed, hr %#x.\n", hr);
2004 /* keep the dib section */
2005 return hr;
2008 if (This->resource.format->id == WINED3DFMT_P8_UINT
2009 || This->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
2011 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
2012 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
2013 unsigned int n;
2014 const PALETTEENTRY *pal = NULL;
2016 if(This->palette) {
2017 pal = This->palette->palents;
2018 } else {
2019 IWineD3DSurfaceImpl *dds_primary;
2020 IWineD3DSwapChainImpl *swapchain;
2021 swapchain = (IWineD3DSwapChainImpl *)This->resource.device->swapchains[0];
2022 dds_primary = swapchain->front_buffer;
2023 if (dds_primary && dds_primary->palette)
2024 pal = dds_primary->palette->palents;
2027 if (pal) {
2028 for (n=0; n<256; n++) {
2029 col[n].rgbRed = pal[n].peRed;
2030 col[n].rgbGreen = pal[n].peGreen;
2031 col[n].rgbBlue = pal[n].peBlue;
2032 col[n].rgbReserved = 0;
2034 SetDIBColorTable(This->hDC, 0, 256, col);
2038 *pHDC = This->hDC;
2039 TRACE("returning %p\n",*pHDC);
2040 This->flags |= SFLAG_DCINUSE;
2042 return WINED3D_OK;
2045 static HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC)
2047 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2049 TRACE("(%p)->(%p)\n",This,hDC);
2051 if (!(This->flags & SFLAG_DCINUSE))
2052 return WINEDDERR_NODC;
2054 if (This->hDC !=hDC) {
2055 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
2056 return WINEDDERR_NODC;
2059 if ((This->flags & SFLAG_PBO) && This->resource.allocatedMemory)
2061 /* Copy the contents of the DIB over to the PBO */
2062 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
2065 /* we locked first, so unlock now */
2066 IWineD3DSurface_Unmap(iface);
2068 This->flags &= ~SFLAG_DCINUSE;
2070 return WINED3D_OK;
2073 /* ******************************************************
2074 IWineD3DSurface Internal (No mapping to directx api) parts follow
2075 ****************************************************** */
2077 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck,
2078 BOOL use_texturing, struct wined3d_format *format, CONVERT_TYPES *convert)
2080 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
2081 IWineD3DDeviceImpl *device = This->resource.device;
2082 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2083 BOOL blit_supported = FALSE;
2085 /* Copy the default values from the surface. Below we might perform fixups */
2086 /* TODO: get rid of color keying desc fixups by using e.g. a table. */
2087 *format = *This->resource.format;
2088 *convert = NO_CONVERSION;
2090 /* Ok, now look if we have to do any conversion */
2091 switch (This->resource.format->id)
2093 case WINED3DFMT_P8_UINT:
2094 /* Below the call to blit_supported is disabled for Wine 1.2
2095 * because the function isn't operating correctly yet. At the
2096 * moment 8-bit blits are handled in software and if certain GL
2097 * extensions are around, surface conversion is performed at
2098 * upload time. The blit_supported call recognizes it as a
2099 * destination fixup. This type of upload 'fixup' and 8-bit to
2100 * 8-bit blits need to be handled by the blit_shader.
2101 * TODO: get rid of this #if 0. */
2102 #if 0
2103 blit_supported = device->blitter->blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
2104 &rect, This->resource.usage, This->resource.pool, This->resource.format,
2105 &rect, This->resource.usage, This->resource.pool, This->resource.format);
2106 #endif
2107 blit_supported = gl_info->supported[EXT_PALETTED_TEXTURE] || gl_info->supported[ARB_FRAGMENT_PROGRAM];
2109 /* Use conversion when the blit_shader backend supports it. It only supports this in case of
2110 * texturing. Further also use conversion in case of color keying.
2111 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
2112 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
2113 * conflicts with this.
2115 if (!((blit_supported && device->render_targets && This == device->render_targets[0]))
2116 || colorkey_active || !use_texturing)
2118 format->glFormat = GL_RGBA;
2119 format->glInternal = GL_RGBA;
2120 format->glType = GL_UNSIGNED_BYTE;
2121 format->conv_byte_count = 4;
2122 if (colorkey_active)
2123 *convert = CONVERT_PALETTED_CK;
2124 else
2125 *convert = CONVERT_PALETTED;
2127 break;
2129 case WINED3DFMT_B2G3R3_UNORM:
2130 /* **********************
2131 GL_UNSIGNED_BYTE_3_3_2
2132 ********************** */
2133 if (colorkey_active) {
2134 /* This texture format will never be used.. So do not care about color keying
2135 up until the point in time it will be needed :-) */
2136 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
2138 break;
2140 case WINED3DFMT_B5G6R5_UNORM:
2141 if (colorkey_active)
2143 *convert = CONVERT_CK_565;
2144 format->glFormat = GL_RGBA;
2145 format->glInternal = GL_RGB5_A1;
2146 format->glType = GL_UNSIGNED_SHORT_5_5_5_1;
2147 format->conv_byte_count = 2;
2149 break;
2151 case WINED3DFMT_B5G5R5X1_UNORM:
2152 if (colorkey_active)
2154 *convert = CONVERT_CK_5551;
2155 format->glFormat = GL_BGRA;
2156 format->glInternal = GL_RGB5_A1;
2157 format->glType = GL_UNSIGNED_SHORT_1_5_5_5_REV;
2158 format->conv_byte_count = 2;
2160 break;
2162 case WINED3DFMT_B8G8R8_UNORM:
2163 if (colorkey_active)
2165 *convert = CONVERT_CK_RGB24;
2166 format->glFormat = GL_RGBA;
2167 format->glInternal = GL_RGBA8;
2168 format->glType = GL_UNSIGNED_INT_8_8_8_8;
2169 format->conv_byte_count = 4;
2171 break;
2173 case WINED3DFMT_B8G8R8X8_UNORM:
2174 if (colorkey_active)
2176 *convert = CONVERT_RGB32_888;
2177 format->glFormat = GL_RGBA;
2178 format->glInternal = GL_RGBA8;
2179 format->glType = GL_UNSIGNED_INT_8_8_8_8;
2180 format->conv_byte_count = 4;
2182 break;
2184 default:
2185 break;
2188 return WINED3D_OK;
2191 void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey)
2193 IWineD3DDeviceImpl *device = This->resource.device;
2194 IWineD3DPaletteImpl *pal = This->palette;
2195 BOOL index_in_alpha = FALSE;
2196 unsigned int i;
2198 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
2199 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
2200 * is slow. Further RGB->P8 conversion is not possible because palettes can have
2201 * duplicate entries. Store the color key in the unused alpha component to speed the
2202 * download up and to make conversion unneeded. */
2203 index_in_alpha = primary_render_target_is_p8(device);
2205 if (!pal)
2207 UINT dxVersion = ((IWineD3DImpl *)device->wined3d)->dxVersion;
2209 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
2210 if (dxVersion <= 7)
2212 ERR("This code should never get entered for DirectDraw!, expect problems\n");
2213 if (index_in_alpha)
2215 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
2216 * there's no palette at this time. */
2217 for (i = 0; i < 256; i++) table[i][3] = i;
2220 else
2222 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
2223 * alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
2224 * capability flag is present (wine does advertise this capability) */
2225 for (i = 0; i < 256; ++i)
2227 table[i][0] = device->palettes[device->currentPalette][i].peRed;
2228 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
2229 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
2230 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
2234 else
2236 TRACE("Using surface palette %p\n", pal);
2237 /* Get the surface's palette */
2238 for (i = 0; i < 256; ++i)
2240 table[i][0] = pal->palents[i].peRed;
2241 table[i][1] = pal->palents[i].peGreen;
2242 table[i][2] = pal->palents[i].peBlue;
2244 /* When index_in_alpha is set the palette index is stored in the
2245 * alpha component. In case of a readback we can then read
2246 * GL_ALPHA. Color keying is handled in BltOverride using a
2247 * GL_ALPHA_TEST using GL_NOT_EQUAL. In case of index_in_alpha the
2248 * color key itself is passed to glAlphaFunc in other cases the
2249 * alpha component of pixels that should be masked away is set to 0. */
2250 if (index_in_alpha)
2252 table[i][3] = i;
2254 else if (colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue)
2255 && (i <= This->SrcBltCKey.dwColorSpaceHighValue))
2257 table[i][3] = 0x00;
2259 else if (pal->flags & WINEDDPCAPS_ALPHA)
2261 table[i][3] = pal->palents[i].peFlags;
2263 else
2265 table[i][3] = 0xFF;
2271 static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width,
2272 UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This)
2274 const BYTE *source;
2275 BYTE *dest;
2276 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
2278 switch (convert) {
2279 case NO_CONVERSION:
2281 memcpy(dst, src, pitch * height);
2282 break;
2284 case CONVERT_PALETTED:
2285 case CONVERT_PALETTED_CK:
2287 BYTE table[256][4];
2288 unsigned int x, y;
2290 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2292 for (y = 0; y < height; y++)
2294 source = src + pitch * y;
2295 dest = dst + outpitch * y;
2296 /* This is an 1 bpp format, using the width here is fine */
2297 for (x = 0; x < width; x++) {
2298 BYTE color = *source++;
2299 *dest++ = table[color][0];
2300 *dest++ = table[color][1];
2301 *dest++ = table[color][2];
2302 *dest++ = table[color][3];
2306 break;
2308 case CONVERT_CK_565:
2310 /* Converting the 565 format in 5551 packed to emulate color-keying.
2312 Note : in all these conversion, it would be best to average the averaging
2313 pixels to get the color of the pixel that will be color-keyed to
2314 prevent 'color bleeding'. This will be done later on if ever it is
2315 too visible.
2317 Note2: Nvidia documents say that their driver does not support alpha + color keying
2318 on the same surface and disables color keying in such a case
2320 unsigned int x, y;
2321 const WORD *Source;
2322 WORD *Dest;
2324 TRACE("Color keyed 565\n");
2326 for (y = 0; y < height; y++) {
2327 Source = (const WORD *)(src + y * pitch);
2328 Dest = (WORD *) (dst + y * outpitch);
2329 for (x = 0; x < width; x++ ) {
2330 WORD color = *Source++;
2331 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
2332 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2333 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2334 *Dest |= 0x0001;
2336 Dest++;
2340 break;
2342 case CONVERT_CK_5551:
2344 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
2345 unsigned int x, y;
2346 const WORD *Source;
2347 WORD *Dest;
2348 TRACE("Color keyed 5551\n");
2349 for (y = 0; y < height; y++) {
2350 Source = (const WORD *)(src + y * pitch);
2351 Dest = (WORD *) (dst + y * outpitch);
2352 for (x = 0; x < width; x++ ) {
2353 WORD color = *Source++;
2354 *Dest = color;
2355 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2356 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2357 *Dest |= (1 << 15);
2359 else {
2360 *Dest &= ~(1 << 15);
2362 Dest++;
2366 break;
2368 case CONVERT_CK_RGB24:
2370 /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
2371 unsigned int x, y;
2372 for (y = 0; y < height; y++)
2374 source = src + pitch * y;
2375 dest = dst + outpitch * y;
2376 for (x = 0; x < width; x++) {
2377 DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ;
2378 DWORD dstcolor = color << 8;
2379 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2380 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2381 dstcolor |= 0xff;
2383 *(DWORD*)dest = dstcolor;
2384 source += 3;
2385 dest += 4;
2389 break;
2391 case CONVERT_RGB32_888:
2393 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
2394 unsigned int x, y;
2395 for (y = 0; y < height; y++)
2397 source = src + pitch * y;
2398 dest = dst + outpitch * y;
2399 for (x = 0; x < width; x++) {
2400 DWORD color = 0xffffff & *(const DWORD*)source;
2401 DWORD dstcolor = color << 8;
2402 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2403 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2404 dstcolor |= 0xff;
2406 *(DWORD*)dest = dstcolor;
2407 source += 4;
2408 dest += 4;
2412 break;
2414 default:
2415 ERR("Unsupported conversion type %#x.\n", convert);
2417 return WINED3D_OK;
2420 BOOL palette9_changed(IWineD3DSurfaceImpl *This)
2422 IWineD3DDeviceImpl *device = This->resource.device;
2424 if (This->palette || (This->resource.format->id != WINED3DFMT_P8_UINT
2425 && This->resource.format->id != WINED3DFMT_P8_UINT_A8_UNORM))
2427 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2428 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2430 return FALSE;
2433 if (This->palette9)
2435 if (!memcmp(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256))
2437 return FALSE;
2439 } else {
2440 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2442 memcpy(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2443 return TRUE;
2446 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2447 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2448 DWORD flag = srgb_mode ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE;
2450 TRACE("iface %p, srgb %#x.\n", iface, srgb_mode);
2452 if (!(This->flags & flag))
2454 TRACE("Reloading because surface is dirty\n");
2456 /* Reload if either the texture and sysmem have different ideas about the
2457 * color key, or the actual key values changed. */
2458 else if (!(This->flags & SFLAG_GLCKEY) != !(This->CKeyFlags & WINEDDSD_CKSRCBLT)
2459 || ((This->CKeyFlags & WINEDDSD_CKSRCBLT)
2460 && (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue
2461 || This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))
2463 TRACE("Reloading because of color keying\n");
2464 /* To perform the color key conversion we need a sysmem copy of
2465 * the surface. Make sure we have it
2468 surface_load_location(This, SFLAG_INSYSMEM, NULL);
2469 /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2470 /* TODO: This is not necessarily needed with hw palettized texture support */
2471 surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
2472 } else {
2473 TRACE("surface is already in texture\n");
2474 return WINED3D_OK;
2477 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2478 * These resources are not bound by device size or format restrictions. Because of this,
2479 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2480 * However, these resources can always be created, locked, and copied.
2482 if (This->resource.pool == WINED3DPOOL_SCRATCH )
2484 FIXME("(%p) Operation not supported for scratch textures\n",This);
2485 return WINED3DERR_INVALIDCALL;
2488 surface_load_location(This, flag, NULL /* no partial locking for textures yet */);
2490 if (!(This->flags & SFLAG_DONOTFREE))
2492 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
2493 This->resource.allocatedMemory = NULL;
2494 This->resource.heapMemory = NULL;
2495 surface_modify_location(This, SFLAG_INSYSMEM, FALSE);
2498 return WINED3D_OK;
2501 /* Context activation is done by the caller. */
2502 static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb)
2504 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2506 TRACE("iface %p, srgb %#x.\n", iface, srgb);
2508 if (This->container.type == WINED3D_CONTAINER_TEXTURE)
2510 TRACE("Passing to container.\n");
2511 IWineD3DBaseTexture_BindTexture((IWineD3DBaseTexture *)This->container.u.texture, srgb);
2513 else
2515 GLuint *name;
2517 TRACE("(%p) : Binding surface\n", This);
2519 name = srgb ? &This->texture_name_srgb : &This->texture_name;
2521 ENTER_GL();
2523 if (!This->texture_level)
2525 if (!*name) {
2526 glGenTextures(1, name);
2527 checkGLcall("glGenTextures");
2528 TRACE("Surface %p given name %d\n", This, *name);
2530 glBindTexture(This->texture_target, *name);
2531 checkGLcall("glBindTexture");
2532 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2533 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
2534 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2535 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
2536 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2537 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
2538 glTexParameteri(This->texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2539 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
2540 glTexParameteri(This->texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2541 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
2543 /* This is where we should be reducing the amount of GLMemoryUsed */
2544 } else if (*name) {
2545 /* Mipmap surfaces should have a base texture container */
2546 ERR("Mipmap surface has a glTexture bound to it!\n");
2549 glBindTexture(This->texture_target, *name);
2550 checkGLcall("glBindTexture");
2552 LEAVE_GL();
2556 static HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, enum wined3d_format_id format)
2558 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2559 HRESULT hr;
2561 TRACE("(%p) : Calling base function first\n", This);
2562 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2563 if (SUCCEEDED(hr))
2565 This->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2566 TRACE("(%p) : glFormat %d, glFormatInternal %d, glType %d\n", This, This->resource.format->glFormat,
2567 This->resource.format->glInternal, This->resource.format->glType);
2569 return hr;
2572 static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2573 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2575 TRACE("iface %p, mem %p.\n", iface, Mem);
2577 if (This->flags & (SFLAG_LOCKED | SFLAG_DCINUSE))
2579 WARN("Surface is locked or the HDC is in use\n");
2580 return WINED3DERR_INVALIDCALL;
2583 if(Mem && Mem != This->resource.allocatedMemory) {
2584 void *release = NULL;
2586 /* Do I have to copy the old surface content? */
2587 if (This->flags & SFLAG_DIBSECTION)
2589 SelectObject(This->hDC, This->dib.holdbitmap);
2590 DeleteDC(This->hDC);
2591 /* Release the DIB section */
2592 DeleteObject(This->dib.DIBsection);
2593 This->dib.bitmap_data = NULL;
2594 This->resource.allocatedMemory = NULL;
2595 This->hDC = NULL;
2596 This->flags &= ~SFLAG_DIBSECTION;
2598 else if (!(This->flags & SFLAG_USERPTR))
2600 release = This->resource.heapMemory;
2601 This->resource.heapMemory = NULL;
2603 This->resource.allocatedMemory = Mem;
2604 This->flags |= SFLAG_USERPTR;
2606 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2607 surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
2609 /* For client textures opengl has to be notified */
2610 if (This->flags & SFLAG_CLIENT)
2611 surface_release_client_storage(This);
2613 /* Now free the old memory if any */
2614 HeapFree(GetProcessHeap(), 0, release);
2616 else if (This->flags & SFLAG_USERPTR)
2618 /* Map and GetDC will re-create the dib section and allocated memory. */
2619 This->resource.allocatedMemory = NULL;
2620 /* HeapMemory should be NULL already */
2621 if (This->resource.heapMemory)
2622 ERR("User pointer surface has heap memory allocated.\n");
2623 This->flags &= ~(SFLAG_USERPTR | SFLAG_INSYSMEM);
2625 if (This->flags & SFLAG_CLIENT)
2626 surface_release_client_storage(This);
2628 surface_prepare_system_memory(This);
2629 surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
2631 return WINED3D_OK;
2634 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
2636 /* Flip the surface contents */
2637 /* Flip the DC */
2639 HDC tmp;
2640 tmp = front->hDC;
2641 front->hDC = back->hDC;
2642 back->hDC = tmp;
2645 /* Flip the DIBsection */
2647 HBITMAP tmp;
2648 BOOL hasDib = front->flags & SFLAG_DIBSECTION;
2649 tmp = front->dib.DIBsection;
2650 front->dib.DIBsection = back->dib.DIBsection;
2651 back->dib.DIBsection = tmp;
2653 if (back->flags & SFLAG_DIBSECTION) front->flags |= SFLAG_DIBSECTION;
2654 else front->flags &= ~SFLAG_DIBSECTION;
2655 if (hasDib) back->flags |= SFLAG_DIBSECTION;
2656 else back->flags &= ~SFLAG_DIBSECTION;
2659 /* Flip the surface data */
2661 void* tmp;
2663 tmp = front->dib.bitmap_data;
2664 front->dib.bitmap_data = back->dib.bitmap_data;
2665 back->dib.bitmap_data = tmp;
2667 tmp = front->resource.allocatedMemory;
2668 front->resource.allocatedMemory = back->resource.allocatedMemory;
2669 back->resource.allocatedMemory = tmp;
2671 tmp = front->resource.heapMemory;
2672 front->resource.heapMemory = back->resource.heapMemory;
2673 back->resource.heapMemory = tmp;
2676 /* Flip the PBO */
2678 GLuint tmp_pbo = front->pbo;
2679 front->pbo = back->pbo;
2680 back->pbo = tmp_pbo;
2683 /* client_memory should not be different, but just in case */
2685 BOOL tmp;
2686 tmp = front->dib.client_memory;
2687 front->dib.client_memory = back->dib.client_memory;
2688 back->dib.client_memory = tmp;
2691 /* Flip the opengl texture */
2693 GLuint tmp;
2695 tmp = back->texture_name;
2696 back->texture_name = front->texture_name;
2697 front->texture_name = tmp;
2699 tmp = back->texture_name_srgb;
2700 back->texture_name_srgb = front->texture_name_srgb;
2701 front->texture_name_srgb = tmp;
2703 resource_unload((IWineD3DResourceImpl *)back);
2704 resource_unload((IWineD3DResourceImpl *)front);
2708 DWORD tmp_flags = back->flags;
2709 back->flags = front->flags;
2710 front->flags = tmp_flags;
2714 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD flags)
2716 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2717 IWineD3DSwapChainImpl *swapchain = NULL;
2719 TRACE("iface %p, override %p, flags %#x.\n", iface, override, flags);
2721 /* Flipping is only supported on RenderTargets and overlays*/
2722 if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
2723 WARN("Tried to flip a non-render target, non-overlay surface\n");
2724 return WINEDDERR_NOTFLIPPABLE;
2727 if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
2728 flip_surface(This, (IWineD3DSurfaceImpl *) override);
2730 /* Update the overlay if it is visible */
2731 if(This->overlay_dest) {
2732 return IWineD3DSurface_DrawOverlay((IWineD3DSurface *) This);
2733 } else {
2734 return WINED3D_OK;
2738 if(override) {
2739 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2740 * FIXME("(%p) Target override is not supported by now\n", This);
2741 * Additionally, it isn't really possible to support triple-buffering
2742 * properly on opengl at all
2746 if (This->container.type != WINED3D_CONTAINER_SWAPCHAIN)
2748 ERR("Flipped surface is not on a swapchain\n");
2749 return WINEDDERR_NOTFLIPPABLE;
2751 swapchain = This->container.u.swapchain;
2753 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2754 * and only d3d8 and d3d9 apps specify the presentation interval
2756 if (!(flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)))
2757 /* Most common case first to avoid wasting time on all the other cases */
2758 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2759 else if (flags & WINEDDFLIP_NOVSYNC)
2760 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2761 else if (flags & WINEDDFLIP_INTERVAL2)
2762 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
2763 else if (flags & WINEDDFLIP_INTERVAL3)
2764 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
2765 else
2766 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
2768 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2769 return IWineD3DSwapChain_Present((IWineD3DSwapChain *)swapchain,
2770 NULL, NULL, swapchain->win_handle, NULL, 0);
2773 /* Does a direct frame buffer -> texture copy. Stretching is done
2774 * with single pixel copy calls
2776 static void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *dst_surface, IWineD3DSurfaceImpl *src_surface,
2777 const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
2779 IWineD3DDeviceImpl *device = dst_surface->resource.device;
2780 float xrel, yrel;
2781 UINT row;
2782 struct wined3d_context *context;
2783 BOOL upsidedown = FALSE;
2784 RECT dst_rect = *dst_rect_in;
2786 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
2787 * glCopyTexSubImage is a bit picky about the parameters we pass to it
2789 if(dst_rect.top > dst_rect.bottom) {
2790 UINT tmp = dst_rect.bottom;
2791 dst_rect.bottom = dst_rect.top;
2792 dst_rect.top = tmp;
2793 upsidedown = TRUE;
2796 context = context_acquire(device, src_surface);
2797 context_apply_blit_state(context, device);
2798 surface_internal_preload(dst_surface, SRGB_RGB);
2799 ENTER_GL();
2801 /* Bind the target texture */
2802 glBindTexture(dst_surface->texture_target, dst_surface->texture_name);
2803 checkGLcall("glBindTexture");
2804 if (surface_is_offscreen(src_surface))
2806 TRACE("Reading from an offscreen target\n");
2807 upsidedown = !upsidedown;
2808 glReadBuffer(device->offscreenBuffer);
2810 else
2812 glReadBuffer(surface_get_gl_buffer(src_surface));
2814 checkGLcall("glReadBuffer");
2816 xrel = (float) (src_rect->right - src_rect->left) / (float) (dst_rect.right - dst_rect.left);
2817 yrel = (float) (src_rect->bottom - src_rect->top) / (float) (dst_rect.bottom - dst_rect.top);
2819 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
2821 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2823 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
2824 ERR("Texture filtering not supported in direct blit\n");
2827 else if ((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT)
2828 && ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
2830 ERR("Texture filtering not supported in direct blit\n");
2833 if (upsidedown
2834 && !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
2835 && !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
2837 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2839 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
2840 dst_rect.left /*xoffset */, dst_rect.top /* y offset */,
2841 src_rect->left, src_surface->currentDesc.Height - src_rect->bottom,
2842 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
2843 } else {
2844 UINT yoffset = src_surface->currentDesc.Height - src_rect->top + dst_rect.top - 1;
2845 /* I have to process this row by row to swap the image,
2846 * otherwise it would be upside down, so stretching in y direction
2847 * doesn't cost extra time
2849 * However, stretching in x direction can be avoided if not necessary
2851 for(row = dst_rect.top; row < dst_rect.bottom; row++) {
2852 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
2854 /* Well, that stuff works, but it's very slow.
2855 * find a better way instead
2857 UINT col;
2859 for (col = dst_rect.left; col < dst_rect.right; ++col)
2861 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
2862 dst_rect.left + col /* x offset */, row /* y offset */,
2863 src_rect->left + col * xrel, yoffset - (int) (row * yrel), 1, 1);
2866 else
2868 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
2869 dst_rect.left /* x offset */, row /* y offset */,
2870 src_rect->left, yoffset - (int) (row * yrel), dst_rect.right - dst_rect.left, 1);
2874 checkGLcall("glCopyTexSubImage2D");
2876 LEAVE_GL();
2877 context_release(context);
2879 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
2880 * path is never entered
2882 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
2885 /* Uses the hardware to stretch and flip the image */
2886 static void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *dst_surface, IWineD3DSurfaceImpl *src_surface,
2887 const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
2889 IWineD3DDeviceImpl *device = dst_surface->resource.device;
2890 GLuint src, backup = 0;
2891 IWineD3DSwapChainImpl *src_swapchain = NULL;
2892 float left, right, top, bottom; /* Texture coordinates */
2893 UINT fbwidth = src_surface->currentDesc.Width;
2894 UINT fbheight = src_surface->currentDesc.Height;
2895 struct wined3d_context *context;
2896 GLenum drawBuffer = GL_BACK;
2897 GLenum texture_target;
2898 BOOL noBackBufferBackup;
2899 BOOL src_offscreen;
2900 BOOL upsidedown = FALSE;
2901 RECT dst_rect = *dst_rect_in;
2903 TRACE("Using hwstretch blit\n");
2904 /* Activate the Proper context for reading from the source surface, set it up for blitting */
2905 context = context_acquire(device, src_surface);
2906 context_apply_blit_state(context, device);
2907 surface_internal_preload(dst_surface, SRGB_RGB);
2909 src_offscreen = surface_is_offscreen(src_surface);
2910 noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
2911 if (!noBackBufferBackup && !src_surface->texture_name)
2913 /* Get it a description */
2914 surface_internal_preload(src_surface, SRGB_RGB);
2916 ENTER_GL();
2918 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
2919 * This way we don't have to wait for the 2nd readback to finish to leave this function.
2921 if (context->aux_buffers >= 2)
2923 /* Got more than one aux buffer? Use the 2nd aux buffer */
2924 drawBuffer = GL_AUX1;
2926 else if ((!src_offscreen || device->offscreenBuffer == GL_BACK) && context->aux_buffers >= 1)
2928 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2929 drawBuffer = GL_AUX0;
2932 if(noBackBufferBackup) {
2933 glGenTextures(1, &backup);
2934 checkGLcall("glGenTextures");
2935 glBindTexture(GL_TEXTURE_2D, backup);
2936 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
2937 texture_target = GL_TEXTURE_2D;
2938 } else {
2939 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
2940 * we are reading from the back buffer, the backup can be used as source texture
2942 texture_target = src_surface->texture_target;
2943 glBindTexture(texture_target, src_surface->texture_name);
2944 checkGLcall("glBindTexture(texture_target, src_surface->texture_name)");
2945 glEnable(texture_target);
2946 checkGLcall("glEnable(texture_target)");
2948 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
2949 src_surface->flags &= ~SFLAG_INTEXTURE;
2952 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
2953 * glCopyTexSubImage is a bit picky about the parameters we pass to it
2955 if(dst_rect.top > dst_rect.bottom) {
2956 UINT tmp = dst_rect.bottom;
2957 dst_rect.bottom = dst_rect.top;
2958 dst_rect.top = tmp;
2959 upsidedown = TRUE;
2962 if (src_offscreen)
2964 TRACE("Reading from an offscreen target\n");
2965 upsidedown = !upsidedown;
2966 glReadBuffer(device->offscreenBuffer);
2968 else
2970 glReadBuffer(surface_get_gl_buffer(src_surface));
2973 /* TODO: Only back up the part that will be overwritten */
2974 glCopyTexSubImage2D(texture_target, 0,
2975 0, 0 /* read offsets */,
2976 0, 0,
2977 fbwidth,
2978 fbheight);
2980 checkGLcall("glCopyTexSubImage2D");
2982 /* No issue with overriding these - the sampler is dirty due to blit usage */
2983 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
2984 wined3d_gl_mag_filter(magLookup, Filter));
2985 checkGLcall("glTexParameteri");
2986 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
2987 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
2988 checkGLcall("glTexParameteri");
2990 if (src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
2991 src_swapchain = src_surface->container.u.swapchain;
2992 if (!src_swapchain || src_surface == src_swapchain->back_buffers[0])
2994 src = backup ? backup : src_surface->texture_name;
2996 else
2998 glReadBuffer(GL_FRONT);
2999 checkGLcall("glReadBuffer(GL_FRONT)");
3001 glGenTextures(1, &src);
3002 checkGLcall("glGenTextures(1, &src)");
3003 glBindTexture(GL_TEXTURE_2D, src);
3004 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
3006 /* TODO: Only copy the part that will be read. Use src_rect->left, src_rect->bottom as origin, but with the width watch
3007 * out for power of 2 sizes
3009 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, src_surface->pow2Width,
3010 src_surface->pow2Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
3011 checkGLcall("glTexImage2D");
3012 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
3013 0, 0 /* read offsets */,
3014 0, 0,
3015 fbwidth,
3016 fbheight);
3018 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3019 checkGLcall("glTexParameteri");
3020 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3021 checkGLcall("glTexParameteri");
3023 glReadBuffer(GL_BACK);
3024 checkGLcall("glReadBuffer(GL_BACK)");
3026 if(texture_target != GL_TEXTURE_2D) {
3027 glDisable(texture_target);
3028 glEnable(GL_TEXTURE_2D);
3029 texture_target = GL_TEXTURE_2D;
3032 checkGLcall("glEnd and previous");
3034 left = src_rect->left;
3035 right = src_rect->right;
3037 if (!upsidedown)
3039 top = src_surface->currentDesc.Height - src_rect->top;
3040 bottom = src_surface->currentDesc.Height - src_rect->bottom;
3042 else
3044 top = src_surface->currentDesc.Height - src_rect->bottom;
3045 bottom = src_surface->currentDesc.Height - src_rect->top;
3048 if (src_surface->flags & SFLAG_NORMCOORD)
3050 left /= src_surface->pow2Width;
3051 right /= src_surface->pow2Width;
3052 top /= src_surface->pow2Height;
3053 bottom /= src_surface->pow2Height;
3056 /* draw the source texture stretched and upside down. The correct surface is bound already */
3057 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3058 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3060 context_set_draw_buffer(context, drawBuffer);
3061 glReadBuffer(drawBuffer);
3063 glBegin(GL_QUADS);
3064 /* bottom left */
3065 glTexCoord2f(left, bottom);
3066 glVertex2i(0, 0);
3068 /* top left */
3069 glTexCoord2f(left, top);
3070 glVertex2i(0, dst_rect.bottom - dst_rect.top);
3072 /* top right */
3073 glTexCoord2f(right, top);
3074 glVertex2i(dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
3076 /* bottom right */
3077 glTexCoord2f(right, bottom);
3078 glVertex2i(dst_rect.right - dst_rect.left, 0);
3079 glEnd();
3080 checkGLcall("glEnd and previous");
3082 if (texture_target != dst_surface->texture_target)
3084 glDisable(texture_target);
3085 glEnable(dst_surface->texture_target);
3086 texture_target = dst_surface->texture_target;
3089 /* Now read the stretched and upside down image into the destination texture */
3090 glBindTexture(texture_target, dst_surface->texture_name);
3091 checkGLcall("glBindTexture");
3092 glCopyTexSubImage2D(texture_target,
3094 dst_rect.left, dst_rect.top, /* xoffset, yoffset */
3095 0, 0, /* We blitted the image to the origin */
3096 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
3097 checkGLcall("glCopyTexSubImage2D");
3099 if(drawBuffer == GL_BACK) {
3100 /* Write the back buffer backup back */
3101 if(backup) {
3102 if(texture_target != GL_TEXTURE_2D) {
3103 glDisable(texture_target);
3104 glEnable(GL_TEXTURE_2D);
3105 texture_target = GL_TEXTURE_2D;
3107 glBindTexture(GL_TEXTURE_2D, backup);
3108 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3110 else
3112 if (texture_target != src_surface->texture_target)
3114 glDisable(texture_target);
3115 glEnable(src_surface->texture_target);
3116 texture_target = src_surface->texture_target;
3118 glBindTexture(src_surface->texture_target, src_surface->texture_name);
3119 checkGLcall("glBindTexture(src_surface->texture_target, src_surface->texture_name)");
3122 glBegin(GL_QUADS);
3123 /* top left */
3124 glTexCoord2f(0.0f, 0.0f);
3125 glVertex2i(0, fbheight);
3127 /* bottom left */
3128 glTexCoord2f(0.0f, (float)fbheight / (float)src_surface->pow2Height);
3129 glVertex2i(0, 0);
3131 /* bottom right */
3132 glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width,
3133 (float)fbheight / (float)src_surface->pow2Height);
3134 glVertex2i(fbwidth, 0);
3136 /* top right */
3137 glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width, 0.0f);
3138 glVertex2i(fbwidth, fbheight);
3139 glEnd();
3141 glDisable(texture_target);
3142 checkGLcall("glDisable(texture_target)");
3144 /* Cleanup */
3145 if (src != src_surface->texture_name && src != backup)
3147 glDeleteTextures(1, &src);
3148 checkGLcall("glDeleteTextures(1, &src)");
3150 if(backup) {
3151 glDeleteTextures(1, &backup);
3152 checkGLcall("glDeleteTextures(1, &backup)");
3155 LEAVE_GL();
3157 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
3159 context_release(context);
3161 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3162 * path is never entered
3164 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
3167 /* Until the blit_shader is ready, define some prototypes here. */
3168 static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
3169 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
3170 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format);
3172 /* Front buffer coordinates are always full screen coordinates, but our GL
3173 * drawable is limited to the window's client area. The sysmem and texture
3174 * copies do have the full screen size. Note that GL has a bottom-left
3175 * origin, while D3D has a top-left origin. */
3176 void surface_translate_drawable_coords(IWineD3DSurfaceImpl *surface, HWND window, RECT *rect)
3178 UINT drawable_height;
3180 if (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
3181 && surface == surface->container.u.swapchain->front_buffer)
3183 POINT offset = {0, 0};
3184 RECT windowsize;
3186 ScreenToClient(window, &offset);
3187 OffsetRect(rect, offset.x, offset.y);
3189 GetClientRect(window, &windowsize);
3190 drawable_height = windowsize.bottom - windowsize.top;
3192 else
3194 drawable_height = surface->currentDesc.Height;
3197 rect->top = drawable_height - rect->top;
3198 rect->bottom = drawable_height - rect->bottom;
3201 static BOOL surface_is_full_rect(IWineD3DSurfaceImpl *surface, const RECT *r)
3203 if ((r->left && r->right) || abs(r->right - r->left) != surface->currentDesc.Width)
3204 return FALSE;
3205 if ((r->top && r->bottom) || abs(r->bottom - r->top) != surface->currentDesc.Height)
3206 return FALSE;
3207 return TRUE;
3210 /* blit between surface locations. onscreen on different swapchains is not supported.
3211 * depth / stencil is not supported. */
3212 static void surface_blt_fbo(IWineD3DDeviceImpl *device, const WINED3DTEXTUREFILTERTYPE filter,
3213 IWineD3DSurfaceImpl *src_surface, DWORD src_location, const RECT *src_rect_in,
3214 IWineD3DSurfaceImpl *dst_surface, DWORD dst_location, const RECT *dst_rect_in)
3216 const struct wined3d_gl_info *gl_info;
3217 struct wined3d_context *context;
3218 RECT src_rect, dst_rect;
3219 GLenum gl_filter;
3221 TRACE("device %p, filter %s,\n", device, debug_d3dtexturefiltertype(filter));
3222 TRACE("src_surface %p, src_location %s, src_rect %s,\n",
3223 src_surface, debug_surflocation(src_location), wine_dbgstr_rect(src_rect_in));
3224 TRACE("dst_surface %p, dst_location %s, dst_rect %s.\n",
3225 dst_surface, debug_surflocation(dst_location), wine_dbgstr_rect(dst_rect_in));
3227 src_rect = *src_rect_in;
3228 dst_rect = *dst_rect_in;
3230 switch (filter)
3232 case WINED3DTEXF_LINEAR:
3233 gl_filter = GL_LINEAR;
3234 break;
3236 default:
3237 FIXME("Unsupported filter mode %s (%#x).\n", debug_d3dtexturefiltertype(filter), filter);
3238 case WINED3DTEXF_NONE:
3239 case WINED3DTEXF_POINT:
3240 gl_filter = GL_NEAREST;
3241 break;
3244 if (src_location == SFLAG_INDRAWABLE && surface_is_offscreen(src_surface))
3245 src_location = SFLAG_INTEXTURE;
3246 if (dst_location == SFLAG_INDRAWABLE && surface_is_offscreen(dst_surface))
3247 dst_location = SFLAG_INTEXTURE;
3249 /* Make sure the locations are up-to-date. Loading the destination
3250 * surface isn't required if the entire surface is overwritten. (And is
3251 * in fact harmful if we're being called by surface_load_location() with
3252 * the purpose of loading the destination surface.) */
3253 surface_load_location(src_surface, src_location, NULL);
3254 if (!surface_is_full_rect(dst_surface, &dst_rect))
3255 surface_load_location(dst_surface, dst_location, NULL);
3257 if (src_location == SFLAG_INDRAWABLE) context = context_acquire(device, src_surface);
3258 else if (dst_location == SFLAG_INDRAWABLE) context = context_acquire(device, dst_surface);
3259 else context = context_acquire(device, NULL);
3261 if (!context->valid)
3263 context_release(context);
3264 WARN("Invalid context, skipping blit.\n");
3265 return;
3268 gl_info = context->gl_info;
3270 if (src_location == SFLAG_INDRAWABLE)
3272 GLenum buffer = surface_get_gl_buffer(src_surface);
3274 TRACE("Source surface %p is onscreen.\n", src_surface);
3276 surface_translate_drawable_coords(src_surface, context->win_handle, &src_rect);
3278 ENTER_GL();
3279 context_bind_fbo(context, GL_READ_FRAMEBUFFER, NULL);
3280 glReadBuffer(buffer);
3281 checkGLcall("glReadBuffer()");
3283 else
3285 TRACE("Source surface %p is offscreen.\n", src_surface);
3286 ENTER_GL();
3287 context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, src_surface, NULL, src_location);
3288 glReadBuffer(GL_COLOR_ATTACHMENT0);
3289 checkGLcall("glReadBuffer()");
3291 LEAVE_GL();
3293 if (dst_location == SFLAG_INDRAWABLE)
3295 GLenum buffer = surface_get_gl_buffer(dst_surface);
3297 TRACE("Destination surface %p is onscreen.\n", dst_surface);
3299 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
3301 ENTER_GL();
3302 context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
3303 context_set_draw_buffer(context, buffer);
3305 else
3307 TRACE("Destination surface %p is offscreen.\n", dst_surface);
3309 ENTER_GL();
3310 context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, dst_surface, NULL, dst_location);
3311 context_set_draw_buffer(context, GL_COLOR_ATTACHMENT0);
3314 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
3315 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
3316 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
3317 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
3318 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
3320 glDisable(GL_SCISSOR_TEST);
3321 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
3323 gl_info->fbo_ops.glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom,
3324 dst_rect.left, dst_rect.top, dst_rect.right, dst_rect.bottom, GL_COLOR_BUFFER_BIT, gl_filter);
3325 checkGLcall("glBlitFramebuffer()");
3327 LEAVE_GL();
3329 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
3331 context_release(context);
3334 static void surface_blt_to_drawable(IWineD3DDeviceImpl *device,
3335 WINED3DTEXTUREFILTERTYPE filter, BOOL color_key,
3336 IWineD3DSurfaceImpl *src_surface, const RECT *src_rect_in,
3337 IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect_in)
3339 IWineD3DSwapChainImpl *swapchain = NULL;
3340 struct wined3d_context *context;
3341 RECT src_rect, dst_rect;
3343 src_rect = *src_rect_in;
3344 dst_rect = *dst_rect_in;
3346 if (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
3347 swapchain = dst_surface->container.u.swapchain;
3349 /* Make sure the surface is up-to-date. This should probably use
3350 * surface_load_location() and worry about the destination surface too,
3351 * unless we're overwriting it completely. */
3352 surface_internal_preload(src_surface, SRGB_RGB);
3354 /* Activate the destination context, set it up for blitting */
3355 context = context_acquire(device, dst_surface);
3356 context_apply_blit_state(context, device);
3358 if (!surface_is_offscreen(dst_surface))
3359 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
3361 device->blitter->set_shader((IWineD3DDevice *)device, src_surface);
3363 ENTER_GL();
3365 if (color_key)
3367 glEnable(GL_ALPHA_TEST);
3368 checkGLcall("glEnable(GL_ALPHA_TEST)");
3370 /* When the primary render target uses P8, the alpha component
3371 * contains the palette index. Which means that the colorkey is one of
3372 * the palette entries. In other cases pixels that should be masked
3373 * away have alpha set to 0. */
3374 if (primary_render_target_is_p8(device))
3375 glAlphaFunc(GL_NOTEQUAL, (float)src_surface->SrcBltCKey.dwColorSpaceLowValue / 256.0f);
3376 else
3377 glAlphaFunc(GL_NOTEQUAL, 0.0f);
3378 checkGLcall("glAlphaFunc");
3380 else
3382 glDisable(GL_ALPHA_TEST);
3383 checkGLcall("glDisable(GL_ALPHA_TEST)");
3386 draw_textured_quad(src_surface, &src_rect, &dst_rect, filter);
3388 if (color_key)
3390 glDisable(GL_ALPHA_TEST);
3391 checkGLcall("glDisable(GL_ALPHA_TEST)");
3394 LEAVE_GL();
3396 /* Leave the opengl state valid for blitting */
3397 device->blitter->unset_shader((IWineD3DDevice *)device);
3399 if (wined3d_settings.strict_draw_ordering || (swapchain
3400 && (dst_surface == swapchain->front_buffer || swapchain->num_contexts > 1)))
3401 wglFlush(); /* Flush to ensure ordering across contexts. */
3403 context_release(context);
3406 /* Do not call while under the GL lock. */
3407 HRESULT surface_color_fill(IWineD3DSurfaceImpl *s, const RECT *rect, const WINED3DCOLORVALUE *color)
3409 IWineD3DDeviceImpl *device = s->resource.device;
3410 const struct blit_shader *blitter;
3412 blitter = wined3d_select_blitter(&device->adapter->gl_info, BLIT_OP_COLOR_FILL,
3413 NULL, 0, 0, NULL, rect, s->resource.usage, s->resource.pool, s->resource.format);
3414 if (!blitter)
3416 FIXME("No blitter is capable of performing the requested color fill operation.\n");
3417 return WINED3DERR_INVALIDCALL;
3420 return blitter->color_fill(device, s, rect, color);
3423 /* Not called from the VTable */
3424 /* Do not call while under the GL lock. */
3425 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *dst_surface, const RECT *DestRect,
3426 IWineD3DSurfaceImpl *src_surface, const RECT *SrcRect, DWORD flags, const WINEDDBLTFX *DDBltFx,
3427 WINED3DTEXTUREFILTERTYPE Filter)
3429 IWineD3DDeviceImpl *device = dst_surface->resource.device;
3430 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3431 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
3432 RECT dst_rect, src_rect;
3434 TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, blt_fx %p, filter %s.\n",
3435 dst_surface, wine_dbgstr_rect(DestRect), src_surface, wine_dbgstr_rect(SrcRect),
3436 flags, DDBltFx, debug_d3dtexturefiltertype(Filter));
3438 /* Get the swapchain. One of the surfaces has to be a primary surface */
3439 if (dst_surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
3441 WARN("Destination is in sysmem, rejecting gl blt\n");
3442 return WINED3DERR_INVALIDCALL;
3445 if (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
3446 dstSwapchain = dst_surface->container.u.swapchain;
3448 if (src_surface)
3450 if (src_surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
3452 WARN("Src is in sysmem, rejecting gl blt\n");
3453 return WINED3DERR_INVALIDCALL;
3456 if (src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
3457 srcSwapchain = src_surface->container.u.swapchain;
3460 /* Early sort out of cases where no render target is used */
3461 if (!dstSwapchain && !srcSwapchain
3462 && src_surface != device->render_targets[0]
3463 && dst_surface != device->render_targets[0])
3465 TRACE("No surface is render target, not using hardware blit.\n");
3466 return WINED3DERR_INVALIDCALL;
3469 /* No destination color keying supported */
3470 if (flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE))
3472 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3473 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3474 return WINED3DERR_INVALIDCALL;
3477 surface_get_rect(dst_surface, DestRect, &dst_rect);
3478 if (src_surface) surface_get_rect(src_surface, SrcRect, &src_rect);
3480 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3481 if (dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->back_buffers
3482 && dst_surface == dstSwapchain->front_buffer
3483 && src_surface == dstSwapchain->back_buffers[0])
3485 /* Half-Life does a Blt from the back buffer to the front buffer,
3486 * Full surface size, no flags... Use present instead
3488 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3491 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3492 while(1)
3494 TRACE("Looking if a Present can be done...\n");
3495 /* Source Rectangle must be full surface */
3496 if (src_rect.left || src_rect.top
3497 || src_rect.right != src_surface->currentDesc.Width
3498 || src_rect.bottom != src_surface->currentDesc.Height)
3500 TRACE("No, Source rectangle doesn't match\n");
3501 break;
3504 /* No stretching may occur */
3505 if(src_rect.right != dst_rect.right - dst_rect.left ||
3506 src_rect.bottom != dst_rect.bottom - dst_rect.top) {
3507 TRACE("No, stretching is done\n");
3508 break;
3511 /* Destination must be full surface or match the clipping rectangle */
3512 if (dst_surface->clipper && ((IWineD3DClipperImpl *)dst_surface->clipper)->hWnd)
3514 RECT cliprect;
3515 POINT pos[2];
3516 GetClientRect(((IWineD3DClipperImpl *)dst_surface->clipper)->hWnd, &cliprect);
3517 pos[0].x = dst_rect.left;
3518 pos[0].y = dst_rect.top;
3519 pos[1].x = dst_rect.right;
3520 pos[1].y = dst_rect.bottom;
3521 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *)dst_surface->clipper)->hWnd, pos, 2);
3523 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
3524 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3526 TRACE("No, dest rectangle doesn't match(clipper)\n");
3527 TRACE("Clip rect at %s\n", wine_dbgstr_rect(&cliprect));
3528 TRACE("Blt dest: %s\n", wine_dbgstr_rect(&dst_rect));
3529 break;
3532 else if (dst_rect.left || dst_rect.top
3533 || dst_rect.right != dst_surface->currentDesc.Width
3534 || dst_rect.bottom != dst_surface->currentDesc.Height)
3536 TRACE("No, dest rectangle doesn't match(surface size)\n");
3537 break;
3540 TRACE("Yes\n");
3542 /* These flags are unimportant for the flag check, remove them */
3543 if (!(flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)))
3545 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3547 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3548 * take very long, while a flip is fast.
3549 * This applies to Half-Life, which does such Blts every time it finished
3550 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3551 * menu. This is also used by all apps when they do windowed rendering
3553 * The problem is that flipping is not really the same as copying. After a
3554 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3555 * untouched. Therefore it's necessary to override the swap effect
3556 * and to set it back after the flip.
3558 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3559 * testcases.
3562 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3563 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3565 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3566 IWineD3DSwapChain_Present((IWineD3DSwapChain *)dstSwapchain,
3567 NULL, NULL, dstSwapchain->win_handle, NULL, 0);
3569 dstSwapchain->presentParms.SwapEffect = orig_swap;
3571 return WINED3D_OK;
3573 break;
3576 TRACE("Unsupported blit between buffers on the same swapchain\n");
3577 return WINED3DERR_INVALIDCALL;
3578 } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
3579 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3580 return WINED3DERR_INVALIDCALL;
3581 } else if(dstSwapchain && srcSwapchain) {
3582 FIXME("Implement hardware blit between two different swapchains\n");
3583 return WINED3DERR_INVALIDCALL;
3585 else if (dstSwapchain)
3587 /* Handled with regular texture -> swapchain blit */
3588 if (src_surface == device->render_targets[0])
3589 TRACE("Blit from active render target to a swapchain\n");
3591 else if (srcSwapchain && dst_surface == device->render_targets[0])
3593 FIXME("Implement blit from a swapchain to the active render target\n");
3594 return WINED3DERR_INVALIDCALL;
3597 if ((srcSwapchain || src_surface == device->render_targets[0]) && !dstSwapchain)
3599 /* Blit from render target to texture */
3600 BOOL stretchx;
3602 /* P8 read back is not implemented */
3603 if (src_surface->resource.format->id == WINED3DFMT_P8_UINT
3604 || dst_surface->resource.format->id == WINED3DFMT_P8_UINT)
3606 TRACE("P8 read back not supported by frame buffer to texture blit\n");
3607 return WINED3DERR_INVALIDCALL;
3610 if (flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3612 TRACE("Color keying not supported by frame buffer to texture blit\n");
3613 return WINED3DERR_INVALIDCALL;
3614 /* Destination color key is checked above */
3617 if(dst_rect.right - dst_rect.left != src_rect.right - src_rect.left) {
3618 stretchx = TRUE;
3619 } else {
3620 stretchx = FALSE;
3623 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3624 * flip the image nor scale it.
3626 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3627 * -> If the app wants a image width an unscaled width, copy it line per line
3628 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3629 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3630 * back buffer. This is slower than reading line per line, thus not used for flipping
3631 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3632 * pixel by pixel
3634 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3635 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3636 * backends.
3638 if (fbo_blit_supported(gl_info, BLIT_OP_BLIT,
3639 &src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
3640 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
3642 surface_blt_fbo(device, Filter,
3643 src_surface, SFLAG_INDRAWABLE, &src_rect,
3644 dst_surface, SFLAG_INDRAWABLE, &dst_rect);
3645 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
3647 else if (!stretchx || dst_rect.right - dst_rect.left > src_surface->currentDesc.Width
3648 || dst_rect.bottom - dst_rect.top > src_surface->currentDesc.Height)
3650 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3651 fb_copy_to_texture_direct(dst_surface, src_surface, &src_rect, &dst_rect, Filter);
3652 } else {
3653 TRACE("Using hardware stretching to flip / stretch the texture\n");
3654 fb_copy_to_texture_hwstretch(dst_surface, src_surface, &src_rect, &dst_rect, Filter);
3657 if (!(dst_surface->flags & SFLAG_DONOTFREE))
3659 HeapFree(GetProcessHeap(), 0, dst_surface->resource.heapMemory);
3660 dst_surface->resource.allocatedMemory = NULL;
3661 dst_surface->resource.heapMemory = NULL;
3663 else
3665 dst_surface->flags &= ~SFLAG_INSYSMEM;
3668 return WINED3D_OK;
3670 else if (src_surface)
3672 /* Blit from offscreen surface to render target */
3673 DWORD oldCKeyFlags = src_surface->CKeyFlags;
3674 WINEDDCOLORKEY oldBltCKey = src_surface->SrcBltCKey;
3676 TRACE("Blt from surface %p to rendertarget %p\n", src_surface, dst_surface);
3678 if (!(flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3679 && fbo_blit_supported(gl_info, BLIT_OP_BLIT,
3680 &src_rect, src_surface->resource.usage, src_surface->resource.pool,
3681 src_surface->resource.format,
3682 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
3683 dst_surface->resource.format))
3685 TRACE("Using surface_blt_fbo.\n");
3686 /* The source is always a texture, but never the currently active render target, and the texture
3687 * contents are never upside down. */
3688 surface_blt_fbo(device, Filter,
3689 src_surface, SFLAG_INDRAWABLE, &src_rect,
3690 dst_surface, SFLAG_INDRAWABLE, &dst_rect);
3691 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
3692 return WINED3D_OK;
3695 if (!(flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3696 && arbfp_blit.blit_supported(gl_info, BLIT_OP_BLIT,
3697 &src_rect, src_surface->resource.usage, src_surface->resource.pool,
3698 src_surface->resource.format,
3699 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
3700 dst_surface->resource.format))
3702 return arbfp_blit_surface(device, src_surface, &src_rect, dst_surface, &dst_rect, BLIT_OP_BLIT, Filter);
3705 if (!device->blitter->blit_supported(gl_info, BLIT_OP_BLIT,
3706 &src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
3707 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
3709 FIXME("Unsupported blit operation falling back to software\n");
3710 return WINED3DERR_INVALIDCALL;
3713 /* Color keying: Check if we have to do a color keyed blt,
3714 * and if not check if a color key is activated.
3716 * Just modify the color keying parameters in the surface and restore them afterwards
3717 * The surface keeps track of the color key last used to load the opengl surface.
3718 * PreLoad will catch the change to the flags and color key and reload if necessary.
3720 if (flags & WINEDDBLT_KEYSRC)
3722 /* Use color key from surface */
3724 else if (flags & WINEDDBLT_KEYSRCOVERRIDE)
3726 /* Use color key from DDBltFx */
3727 src_surface->CKeyFlags |= WINEDDSD_CKSRCBLT;
3728 src_surface->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3730 else
3732 /* Do not use color key */
3733 src_surface->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3736 surface_blt_to_drawable(device, Filter, flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE),
3737 src_surface, &src_rect, dst_surface, &dst_rect);
3739 /* Restore the color key parameters */
3740 src_surface->CKeyFlags = oldCKeyFlags;
3741 src_surface->SrcBltCKey = oldBltCKey;
3743 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
3745 return WINED3D_OK;
3747 else
3749 /* Source-Less Blit to render target */
3750 if (flags & WINEDDBLT_COLORFILL)
3752 WINED3DCOLORVALUE color;
3754 TRACE("Colorfill\n");
3756 /* The color as given in the Blt function is in the surface format. */
3757 if (!surface_convert_color_to_float(dst_surface, DDBltFx->u5.dwFillColor, &color))
3758 return WINED3DERR_INVALIDCALL;
3760 return surface_color_fill(dst_surface, &dst_rect, &color);
3764 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3765 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3766 return WINED3DERR_INVALIDCALL;
3769 static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3770 IWineD3DSurface *src_surface, const RECT *src_rect, DWORD flags, const WINEDDBLTFX *DDBltFx)
3772 IWineD3DDeviceImpl *device = This->resource.device;
3773 float depth;
3775 if (flags & WINEDDBLT_DEPTHFILL)
3777 switch (This->resource.format->id)
3779 case WINED3DFMT_D16_UNORM:
3780 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3781 break;
3782 case WINED3DFMT_S1_UINT_D15_UNORM:
3783 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00007fff;
3784 break;
3785 case WINED3DFMT_D24_UNORM_S8_UINT:
3786 case WINED3DFMT_X8D24_UNORM:
3787 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3788 break;
3789 case WINED3DFMT_D32_UNORM:
3790 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3791 break;
3792 default:
3793 depth = 0.0f;
3794 ERR("Unexpected format for depth fill: %s.\n", debug_d3dformat(This->resource.format->id));
3797 return IWineD3DDevice_Clear((IWineD3DDevice *)device, DestRect ? 1 : 0, DestRect,
3798 WINED3DCLEAR_ZBUFFER, 0x00000000, depth, 0x00000000);
3801 FIXME("(%p): Unsupp depthstencil blit\n", This);
3802 return WINED3DERR_INVALIDCALL;
3805 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect,
3806 IWineD3DSurface *src_surface, const RECT *SrcRect, DWORD flags,
3807 const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter)
3809 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3810 IWineD3DSurfaceImpl *src = (IWineD3DSurfaceImpl *)src_surface;
3811 IWineD3DDeviceImpl *device = This->resource.device;
3813 TRACE("iface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
3814 iface, wine_dbgstr_rect(DestRect), src_surface, wine_dbgstr_rect(SrcRect),
3815 flags, DDBltFx, debug_d3dtexturefiltertype(Filter));
3816 TRACE("Usage is %s.\n", debug_d3dusage(This->resource.usage));
3818 if ((This->flags & SFLAG_LOCKED) || (src && (src->flags & SFLAG_LOCKED)))
3820 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3821 return WINEDDERR_SURFACEBUSY;
3824 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3825 * except depth blits, which seem to work
3827 if (This == device->depth_stencil || (src && src == device->depth_stencil))
3829 if (device->inScene && !(flags & WINEDDBLT_DEPTHFILL))
3831 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3832 return WINED3DERR_INVALIDCALL;
3834 else if (SUCCEEDED(IWineD3DSurfaceImpl_BltZ(This, DestRect, src_surface, SrcRect, flags, DDBltFx)))
3836 TRACE("Z Blit override handled the blit\n");
3837 return WINED3D_OK;
3841 /* Special cases for RenderTargets */
3842 if ((This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3843 || (src && (src->resource.usage & WINED3DUSAGE_RENDERTARGET)))
3845 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This, DestRect, src, SrcRect, flags, DDBltFx, Filter)))
3846 return WINED3D_OK;
3849 /* For the rest call the X11 surface implementation.
3850 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3851 * other Blts are rather rare. */
3852 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, src_surface, SrcRect, flags, DDBltFx, Filter);
3855 static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
3856 IWineD3DSurface *src_surface, const RECT *rsrc, DWORD trans)
3858 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3859 IWineD3DSurfaceImpl *src = (IWineD3DSurfaceImpl *)src_surface;
3860 IWineD3DDeviceImpl *device = This->resource.device;
3862 TRACE("iface %p, dst_x %u, dst_y %u, src_surface %p, src_rect %s, flags %#x.\n",
3863 iface, dstx, dsty, src_surface, wine_dbgstr_rect(rsrc), trans);
3865 if ((This->flags & SFLAG_LOCKED) || (src->flags & SFLAG_LOCKED))
3867 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3868 return WINEDDERR_SURFACEBUSY;
3871 if (device->inScene && (This == device->depth_stencil || src == device->depth_stencil))
3873 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3874 return WINED3DERR_INVALIDCALL;
3877 /* Special cases for RenderTargets */
3878 if ((This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3879 || (src->resource.usage & WINED3DUSAGE_RENDERTARGET))
3882 RECT SrcRect, DstRect;
3883 DWORD flags = 0;
3885 surface_get_rect(src, rsrc, &SrcRect);
3887 DstRect.left = dstx;
3888 DstRect.top=dsty;
3889 DstRect.right = dstx + SrcRect.right - SrcRect.left;
3890 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
3892 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3893 if (trans & WINEDDBLTFAST_SRCCOLORKEY)
3894 flags |= WINEDDBLT_KEYSRC;
3895 if (trans & WINEDDBLTFAST_DESTCOLORKEY)
3896 flags |= WINEDDBLT_KEYDEST;
3897 if (trans & WINEDDBLTFAST_WAIT)
3898 flags |= WINEDDBLT_WAIT;
3899 if (trans & WINEDDBLTFAST_DONOTWAIT)
3900 flags |= WINEDDBLT_DONOTWAIT;
3902 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This,
3903 &DstRect, src, &SrcRect, flags, NULL, WINED3DTEXF_POINT)))
3904 return WINED3D_OK;
3907 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, src_surface, rsrc, trans);
3910 static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
3912 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3913 RGBQUAD col[256];
3914 IWineD3DPaletteImpl *pal = This->palette;
3915 unsigned int n;
3916 TRACE("(%p)\n", This);
3918 if (!pal) return WINED3D_OK;
3920 if (This->resource.format->id == WINED3DFMT_P8_UINT
3921 || This->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
3923 if (This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3925 /* Make sure the texture is up to date. This call doesn't do
3926 * anything if the texture is already up to date. */
3927 surface_load_location(This, SFLAG_INTEXTURE, NULL);
3929 /* We want to force a palette refresh, so mark the drawable as not being up to date */
3930 surface_modify_location(This, SFLAG_INDRAWABLE, FALSE);
3932 else
3934 if (!(This->flags & SFLAG_INSYSMEM))
3936 TRACE("Palette changed with surface that does not have an up to date system memory copy.\n");
3937 surface_load_location(This, SFLAG_INSYSMEM, NULL);
3939 TRACE("Dirtifying surface\n");
3940 surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
3944 if (This->flags & SFLAG_DIBSECTION)
3946 TRACE("(%p): Updating the hdc's palette\n", This);
3947 for (n=0; n<256; n++) {
3948 col[n].rgbRed = pal->palents[n].peRed;
3949 col[n].rgbGreen = pal->palents[n].peGreen;
3950 col[n].rgbBlue = pal->palents[n].peBlue;
3951 col[n].rgbReserved = 0;
3953 SetDIBColorTable(This->hDC, 0, 256, col);
3956 /* Propagate the changes to the drawable when we have a palette. */
3957 if (This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3958 surface_load_location(This, SFLAG_INDRAWABLE, NULL);
3960 return WINED3D_OK;
3963 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
3964 /** Check against the maximum texture sizes supported by the video card **/
3965 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3966 const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
3967 unsigned int pow2Width, pow2Height;
3969 This->texture_name = 0;
3970 This->texture_target = GL_TEXTURE_2D;
3972 /* Non-power2 support */
3973 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
3975 pow2Width = This->currentDesc.Width;
3976 pow2Height = This->currentDesc.Height;
3978 else
3980 /* Find the nearest pow2 match */
3981 pow2Width = pow2Height = 1;
3982 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
3983 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
3985 This->pow2Width = pow2Width;
3986 This->pow2Height = pow2Height;
3988 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height)
3990 /* TODO: Add support for non power two compressed textures. */
3991 if (This->resource.format->flags & WINED3DFMT_FLAG_COMPRESSED)
3993 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
3994 This, This->currentDesc.Width, This->currentDesc.Height);
3995 return WINED3DERR_NOTAVAILABLE;
3999 if (pow2Width != This->currentDesc.Width
4000 || pow2Height != This->currentDesc.Height)
4002 This->flags |= SFLAG_NONPOW2;
4005 TRACE("%p\n", This);
4006 if ((This->pow2Width > gl_info->limits.texture_size || This->pow2Height > gl_info->limits.texture_size)
4007 && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
4009 /* one of three options
4010 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)
4011 2: Set the texture to the maximum size (bad idea)
4012 3: WARN and return WINED3DERR_NOTAVAILABLE;
4013 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.
4015 if(This->resource.pool == WINED3DPOOL_DEFAULT || This->resource.pool == WINED3DPOOL_MANAGED)
4017 WARN("(%p) Unable to allocate a surface which exceeds the maximum OpenGL texture size\n", This);
4018 return WINED3DERR_NOTAVAILABLE;
4021 /* We should never use this surface in combination with OpenGL! */
4022 TRACE("(%p) Creating an oversized surface: %ux%u\n", This, This->pow2Width, This->pow2Height);
4024 else
4026 /* Don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
4027 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
4028 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
4030 if (This->flags & SFLAG_NONPOW2 && gl_info->supported[ARB_TEXTURE_RECTANGLE]
4031 && !(This->resource.format->id == WINED3DFMT_P8_UINT
4032 && gl_info->supported[EXT_PALETTED_TEXTURE]
4033 && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
4035 This->texture_target = GL_TEXTURE_RECTANGLE_ARB;
4036 This->pow2Width = This->currentDesc.Width;
4037 This->pow2Height = This->currentDesc.Height;
4038 This->flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
4042 switch (wined3d_settings.offscreen_rendering_mode)
4044 case ORM_FBO:
4045 This->get_drawable_size = get_drawable_size_fbo;
4046 break;
4048 case ORM_BACKBUFFER:
4049 This->get_drawable_size = get_drawable_size_backbuffer;
4050 break;
4052 default:
4053 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
4054 return WINED3DERR_INVALIDCALL;
4057 This->flags |= SFLAG_INSYSMEM;
4059 return WINED3D_OK;
4062 /* GL locking is done by the caller */
4063 static void surface_depth_blt(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
4064 GLuint texture, GLsizei w, GLsizei h, GLenum target)
4066 IWineD3DDeviceImpl *device = This->resource.device;
4067 GLint compare_mode = GL_NONE;
4068 struct blt_info info;
4069 GLint old_binding = 0;
4070 RECT rect;
4072 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
4074 glDisable(GL_CULL_FACE);
4075 glDisable(GL_BLEND);
4076 glDisable(GL_ALPHA_TEST);
4077 glDisable(GL_SCISSOR_TEST);
4078 glDisable(GL_STENCIL_TEST);
4079 glEnable(GL_DEPTH_TEST);
4080 glDepthFunc(GL_ALWAYS);
4081 glDepthMask(GL_TRUE);
4082 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
4083 glViewport(0, 0, w, h);
4085 SetRect(&rect, 0, h, w, 0);
4086 surface_get_blt_info(target, &rect, w, h, &info);
4087 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4088 glGetIntegerv(info.binding, &old_binding);
4089 glBindTexture(info.bind_target, texture);
4090 if (gl_info->supported[ARB_SHADOW])
4092 glGetTexParameteriv(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, &compare_mode);
4093 if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
4096 device->shader_backend->shader_select_depth_blt(device->shader_priv,
4097 gl_info, info.tex_type, &This->ds_current_size);
4099 glBegin(GL_TRIANGLE_STRIP);
4100 glTexCoord3fv(info.coords[0]);
4101 glVertex2f(-1.0f, -1.0f);
4102 glTexCoord3fv(info.coords[1]);
4103 glVertex2f(1.0f, -1.0f);
4104 glTexCoord3fv(info.coords[2]);
4105 glVertex2f(-1.0f, 1.0f);
4106 glTexCoord3fv(info.coords[3]);
4107 glVertex2f(1.0f, 1.0f);
4108 glEnd();
4110 if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, compare_mode);
4111 glBindTexture(info.bind_target, old_binding);
4113 glPopAttrib();
4115 device->shader_backend->shader_deselect_depth_blt(device->shader_priv, gl_info);
4118 void surface_modify_ds_location(IWineD3DSurfaceImpl *surface,
4119 DWORD location, UINT w, UINT h)
4121 TRACE("surface %p, new location %#x, w %u, h %u.\n", surface, location, w, h);
4123 if (location & ~SFLAG_DS_LOCATIONS)
4124 FIXME("Invalid location (%#x) specified.\n", location);
4126 surface->ds_current_size.cx = w;
4127 surface->ds_current_size.cy = h;
4128 surface->flags &= ~SFLAG_DS_LOCATIONS;
4129 surface->flags |= location;
4132 /* Context activation is done by the caller. */
4133 void surface_load_ds_location(IWineD3DSurfaceImpl *surface, struct wined3d_context *context, DWORD location)
4135 IWineD3DDeviceImpl *device = surface->resource.device;
4136 const struct wined3d_gl_info *gl_info = context->gl_info;
4138 TRACE("surface %p, new location %#x.\n", surface, location);
4140 /* TODO: Make this work for modes other than FBO */
4141 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
4143 if (!(surface->flags & location))
4145 surface->ds_current_size.cx = 0;
4146 surface->ds_current_size.cy = 0;
4149 if (surface->ds_current_size.cx == surface->currentDesc.Width
4150 && surface->ds_current_size.cy == surface->currentDesc.Height)
4152 TRACE("Location (%#x) is already up to date.\n", location);
4153 return;
4156 if (surface->current_renderbuffer)
4158 FIXME("Not supported with fixed up depth stencil.\n");
4159 return;
4162 if (!(surface->flags & SFLAG_LOCATIONS))
4164 FIXME("No up to date depth stencil location.\n");
4165 surface->flags |= location;
4166 return;
4169 if (location == SFLAG_DS_OFFSCREEN)
4171 GLint old_binding = 0;
4172 GLenum bind_target;
4173 GLsizei w, h;
4175 /* The render target is allowed to be smaller than the depth/stencil
4176 * buffer, so the onscreen depth/stencil buffer is potentially smaller
4177 * than the offscreen surface. Don't overwrite the offscreen surface
4178 * with undefined data. */
4179 w = min(surface->currentDesc.Width, context->swapchain->presentParms.BackBufferWidth);
4180 h = min(surface->currentDesc.Height, context->swapchain->presentParms.BackBufferHeight);
4182 TRACE("Copying onscreen depth buffer to depth texture.\n");
4184 ENTER_GL();
4186 if (!device->depth_blt_texture)
4188 glGenTextures(1, &device->depth_blt_texture);
4191 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4192 * directly on the FBO texture. That's because we need to flip. */
4193 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4194 if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
4196 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
4197 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4199 else
4201 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
4202 bind_target = GL_TEXTURE_2D;
4204 glBindTexture(bind_target, device->depth_blt_texture);
4205 glCopyTexImage2D(bind_target, surface->texture_level, surface->resource.format->glInternal, 0, 0, w, h, 0);
4206 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4207 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4208 glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
4209 glTexParameteri(bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
4210 glTexParameteri(bind_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
4211 glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
4212 glBindTexture(bind_target, old_binding);
4214 /* Setup the destination */
4215 if (!device->depth_blt_rb)
4217 gl_info->fbo_ops.glGenRenderbuffers(1, &device->depth_blt_rb);
4218 checkGLcall("glGenRenderbuffersEXT");
4220 if (device->depth_blt_rb_w != w || device->depth_blt_rb_h != h)
4222 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, device->depth_blt_rb);
4223 checkGLcall("glBindRenderbufferEXT");
4224 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, w, h);
4225 checkGLcall("glRenderbufferStorageEXT");
4226 device->depth_blt_rb_w = w;
4227 device->depth_blt_rb_h = h;
4230 context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
4231 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
4232 GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, device->depth_blt_rb);
4233 checkGLcall("glFramebufferRenderbufferEXT");
4234 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, surface, FALSE);
4236 /* Do the actual blit */
4237 surface_depth_blt(surface, gl_info, device->depth_blt_texture, w, h, bind_target);
4238 checkGLcall("depth_blt");
4240 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4241 else context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4243 LEAVE_GL();
4245 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
4247 else if (location == SFLAG_DS_ONSCREEN)
4249 TRACE("Copying depth texture to onscreen depth buffer.\n");
4251 ENTER_GL();
4253 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4254 surface_depth_blt(surface, gl_info, surface->texture_name,
4255 surface->currentDesc.Width, surface->currentDesc.Height, surface->texture_target);
4256 checkGLcall("depth_blt");
4258 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4260 LEAVE_GL();
4262 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
4264 else
4266 ERR("Invalid location (%#x) specified.\n", location);
4269 surface->flags |= location;
4270 surface->ds_current_size.cx = surface->currentDesc.Width;
4271 surface->ds_current_size.cy = surface->currentDesc.Height;
4274 void surface_modify_location(IWineD3DSurfaceImpl *surface, DWORD flag, BOOL persistent)
4276 IWineD3DSurfaceImpl *overlay;
4278 TRACE("surface %p, location %s, persistent %#x.\n",
4279 surface, debug_surflocation(flag), persistent);
4281 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
4283 if (surface_is_offscreen(surface))
4285 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4286 if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4288 else
4290 TRACE("Surface %p is an onscreen surface.\n", surface);
4294 if (persistent)
4296 if (((surface->flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE))
4297 || ((surface->flags & SFLAG_INSRGBTEX) && !(flag & SFLAG_INSRGBTEX)))
4299 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
4301 TRACE("Passing to container.\n");
4302 basetexture_set_dirty(surface->container.u.texture, TRUE);
4305 surface->flags &= ~SFLAG_LOCATIONS;
4306 surface->flags |= flag;
4308 /* Redraw emulated overlays, if any */
4309 if (flag & SFLAG_INDRAWABLE && !list_empty(&surface->overlays))
4311 LIST_FOR_EACH_ENTRY(overlay, &surface->overlays, IWineD3DSurfaceImpl, overlay_entry)
4313 IWineD3DSurface_DrawOverlay((IWineD3DSurface *)overlay);
4317 else
4319 if ((surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)))
4321 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
4323 TRACE("Passing to container\n");
4324 basetexture_set_dirty(surface->container.u.texture, TRUE);
4327 surface->flags &= ~flag;
4330 if (!(surface->flags & SFLAG_LOCATIONS))
4332 ERR("Surface %p does not have any up to date location.\n", surface);
4336 HRESULT surface_load_location(IWineD3DSurfaceImpl *surface, DWORD flag, const RECT *rect)
4338 IWineD3DDeviceImpl *device = surface->resource.device;
4339 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4340 BOOL drawable_read_ok = surface_is_offscreen(surface);
4341 struct wined3d_format format;
4342 CONVERT_TYPES convert;
4343 int width, pitch, outpitch;
4344 BYTE *mem;
4345 BOOL in_fbo = FALSE;
4347 TRACE("surface %p, location %s, rect %s.\n", surface, debug_surflocation(flag), wine_dbgstr_rect(rect));
4349 if (surface->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
4351 if (flag == SFLAG_INTEXTURE)
4353 struct wined3d_context *context = context_acquire(device, NULL);
4354 surface_load_ds_location(surface, context, SFLAG_DS_OFFSCREEN);
4355 context_release(context);
4356 return WINED3D_OK;
4358 else
4360 FIXME("Unimplemented location %s for depth/stencil buffers.\n", debug_surflocation(flag));
4361 return WINED3DERR_INVALIDCALL;
4365 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
4367 if (surface_is_offscreen(surface))
4369 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4370 * Prefer SFLAG_INTEXTURE. */
4371 if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
4372 drawable_read_ok = FALSE;
4373 in_fbo = TRUE;
4375 else
4377 TRACE("Surface %p is an onscreen surface.\n", surface);
4381 if (surface->flags & flag)
4383 TRACE("Location already up to date\n");
4384 return WINED3D_OK;
4387 if (!(surface->flags & SFLAG_LOCATIONS))
4389 ERR("Surface %p does not have any up to date location.\n", surface);
4390 surface->flags |= SFLAG_LOST;
4391 return WINED3DERR_DEVICELOST;
4394 if (flag == SFLAG_INSYSMEM)
4396 surface_prepare_system_memory(surface);
4398 /* Download the surface to system memory */
4399 if (surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))
4401 struct wined3d_context *context = NULL;
4403 if (!device->isInDraw) context = context_acquire(device, NULL);
4405 surface_bind_and_dirtify(surface, !(surface->flags & SFLAG_INTEXTURE));
4406 surface_download_data(surface, gl_info);
4408 if (context) context_release(context);
4410 else
4412 /* Note: It might be faster to download into a texture first. */
4413 read_from_framebuffer(surface, rect, surface->resource.allocatedMemory,
4414 IWineD3DSurface_GetPitch((IWineD3DSurface *)surface));
4417 else if (flag == SFLAG_INDRAWABLE)
4419 if (wined3d_settings.rendertargetlock_mode == RTL_READTEX)
4420 surface_load_location(surface, SFLAG_INTEXTURE, NULL);
4422 if (surface->flags & SFLAG_INTEXTURE)
4424 RECT r;
4426 surface_get_rect(surface, rect, &r);
4427 surface_blt_to_drawable(device, WINED3DTEXF_POINT, FALSE, surface, &r, surface, &r);
4429 else
4431 int byte_count;
4432 if ((surface->flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX)
4434 /* This needs a shader to convert the srgb data sampled from the GL texture into RGB
4435 * values, otherwise we get incorrect values in the target. For now go the slow way
4436 * via a system memory copy
4438 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4441 d3dfmt_get_conv(surface, FALSE /* We need color keying */,
4442 FALSE /* We won't use textures */, &format, &convert);
4444 /* The width is in 'length' not in bytes */
4445 width = surface->currentDesc.Width;
4446 pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *)surface);
4448 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4449 * but it isn't set (yet) in all cases it is getting called. */
4450 if ((convert != NO_CONVERSION) && (surface->flags & SFLAG_PBO))
4452 struct wined3d_context *context = NULL;
4454 TRACE("Removing the pbo attached to surface %p.\n", surface);
4456 if (!device->isInDraw) context = context_acquire(device, NULL);
4457 surface_remove_pbo(surface, gl_info);
4458 if (context) context_release(context);
4461 if ((convert != NO_CONVERSION) && surface->resource.allocatedMemory)
4463 int height = surface->currentDesc.Height;
4464 byte_count = format.conv_byte_count;
4466 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4467 outpitch = width * byte_count;
4468 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4470 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4471 if(!mem) {
4472 ERR("Out of memory %d, %d!\n", outpitch, height);
4473 return WINED3DERR_OUTOFVIDEOMEMORY;
4475 d3dfmt_convert_surface(surface->resource.allocatedMemory, mem, pitch,
4476 width, height, outpitch, convert, surface);
4478 surface->flags |= SFLAG_CONVERTED;
4480 else
4482 surface->flags &= ~SFLAG_CONVERTED;
4483 mem = surface->resource.allocatedMemory;
4484 byte_count = format.byte_count;
4487 flush_to_framebuffer_drawpixels(surface, format.glFormat, format.glType, byte_count, mem);
4489 /* Don't delete PBO memory */
4490 if ((mem != surface->resource.allocatedMemory) && !(surface->flags & SFLAG_PBO))
4491 HeapFree(GetProcessHeap(), 0, mem);
4494 else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */
4496 const DWORD attach_flags = WINED3DFMT_FLAG_FBO_ATTACHABLE | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
4498 if (drawable_read_ok && (surface->flags & SFLAG_INDRAWABLE))
4500 read_from_framebuffer_texture(surface, flag == SFLAG_INSRGBTEX);
4502 else if (surface->flags & (SFLAG_INSRGBTEX | SFLAG_INTEXTURE)
4503 && (surface->resource.format->flags & attach_flags) == attach_flags
4504 && fbo_blit_supported(gl_info, BLIT_OP_BLIT,
4505 NULL, surface->resource.usage, surface->resource.pool, surface->resource.format,
4506 NULL, surface->resource.usage, surface->resource.pool, surface->resource.format))
4508 DWORD src_location = flag == SFLAG_INSRGBTEX ? SFLAG_INTEXTURE : SFLAG_INSRGBTEX;
4509 RECT rect = {0, 0, surface->currentDesc.Width, surface->currentDesc.Height};
4511 surface_blt_fbo(surface->resource.device, WINED3DTEXF_POINT,
4512 surface, src_location, &rect, surface, flag, &rect);
4514 else
4516 /* Upload from system memory */
4517 BOOL srgb = flag == SFLAG_INSRGBTEX;
4518 struct wined3d_context *context = NULL;
4520 d3dfmt_get_conv(surface, TRUE /* We need color keying */,
4521 TRUE /* We will use textures */, &format, &convert);
4523 if (srgb)
4525 if ((surface->flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE)
4527 /* Performance warning... */
4528 FIXME("Downloading RGB surface %p to reload it as sRGB.\n", surface);
4529 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4532 else
4534 if ((surface->flags & (SFLAG_INSRGBTEX | SFLAG_INSYSMEM)) == SFLAG_INSRGBTEX)
4536 /* Performance warning... */
4537 FIXME("Downloading sRGB surface %p to reload it as RGB.\n", surface);
4538 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4541 if (!(surface->flags & SFLAG_INSYSMEM))
4543 WARN("Trying to load a texture from sysmem, but SFLAG_INSYSMEM is not set.\n");
4544 /* Lets hope we get it from somewhere... */
4545 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4548 if (!device->isInDraw) context = context_acquire(device, NULL);
4550 surface_prepare_texture(surface, gl_info, srgb);
4551 surface_bind_and_dirtify(surface, srgb);
4553 if (surface->CKeyFlags & WINEDDSD_CKSRCBLT)
4555 surface->flags |= SFLAG_GLCKEY;
4556 surface->glCKey = surface->SrcBltCKey;
4558 else surface->flags &= ~SFLAG_GLCKEY;
4560 /* The width is in 'length' not in bytes */
4561 width = surface->currentDesc.Width;
4562 pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *)surface);
4564 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4565 * but it isn't set (yet) in all cases it is getting called. */
4566 if ((convert != NO_CONVERSION || format.convert) && (surface->flags & SFLAG_PBO))
4568 TRACE("Removing the pbo attached to surface %p.\n", surface);
4569 surface_remove_pbo(surface, gl_info);
4572 if (format.convert)
4574 /* This code is entered for texture formats which need a fixup. */
4575 int height = surface->currentDesc.Height;
4577 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4578 outpitch = width * format.conv_byte_count;
4579 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4581 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4582 if(!mem) {
4583 ERR("Out of memory %d, %d!\n", outpitch, height);
4584 if (context) context_release(context);
4585 return WINED3DERR_OUTOFVIDEOMEMORY;
4587 format.convert(surface->resource.allocatedMemory, mem, pitch, width, height);
4589 else if (convert != NO_CONVERSION && surface->resource.allocatedMemory)
4591 /* This code is only entered for color keying fixups */
4592 int height = surface->currentDesc.Height;
4594 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4595 outpitch = width * format.conv_byte_count;
4596 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4598 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4599 if(!mem) {
4600 ERR("Out of memory %d, %d!\n", outpitch, height);
4601 if (context) context_release(context);
4602 return WINED3DERR_OUTOFVIDEOMEMORY;
4604 d3dfmt_convert_surface(surface->resource.allocatedMemory, mem, pitch,
4605 width, height, outpitch, convert, surface);
4607 else
4609 mem = surface->resource.allocatedMemory;
4612 /* Make sure the correct pitch is used */
4613 ENTER_GL();
4614 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
4615 LEAVE_GL();
4617 if (mem || (surface->flags & SFLAG_PBO))
4618 surface_upload_data(surface, gl_info, &format, srgb, mem);
4620 /* Restore the default pitch */
4621 ENTER_GL();
4622 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4623 LEAVE_GL();
4625 if (context) context_release(context);
4627 /* Don't delete PBO memory */
4628 if ((mem != surface->resource.allocatedMemory) && !(surface->flags & SFLAG_PBO))
4629 HeapFree(GetProcessHeap(), 0, mem);
4633 if (!rect) surface->flags |= flag;
4635 if (in_fbo && (surface->flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)))
4637 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4638 surface->flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4641 return WINED3D_OK;
4644 static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
4645 return SURFACE_OPENGL;
4648 static HRESULT WINAPI IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
4649 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4650 HRESULT hr;
4652 /* If there's no destination surface there is nothing to do */
4653 if(!This->overlay_dest) return WINED3D_OK;
4655 /* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
4656 * update the overlay. Prevent an endless recursion. */
4657 if (This->overlay_dest->flags & SFLAG_INOVERLAYDRAW)
4658 return WINED3D_OK;
4660 This->overlay_dest->flags |= SFLAG_INOVERLAYDRAW;
4661 hr = IWineD3DSurfaceImpl_Blt((IWineD3DSurface *)This->overlay_dest,
4662 &This->overlay_destrect, iface, &This->overlay_srcrect,
4663 WINEDDBLT_WAIT, NULL, WINED3DTEXF_LINEAR);
4664 This->overlay_dest->flags &= ~SFLAG_INOVERLAYDRAW;
4666 return hr;
4669 BOOL surface_is_offscreen(IWineD3DSurfaceImpl *surface)
4671 IWineD3DSwapChainImpl *swapchain = surface->container.u.swapchain;
4673 /* Not on a swapchain - must be offscreen */
4674 if (surface->container.type != WINED3D_CONTAINER_SWAPCHAIN) return TRUE;
4676 /* The front buffer is always onscreen */
4677 if (surface == swapchain->front_buffer) return FALSE;
4679 /* If the swapchain is rendered to an FBO, the backbuffer is
4680 * offscreen, otherwise onscreen */
4681 return swapchain->render_to_fbo;
4684 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
4686 /* IUnknown */
4687 IWineD3DBaseSurfaceImpl_QueryInterface,
4688 IWineD3DBaseSurfaceImpl_AddRef,
4689 IWineD3DSurfaceImpl_Release,
4690 /* IWineD3DResource */
4691 IWineD3DBaseSurfaceImpl_GetParent,
4692 IWineD3DBaseSurfaceImpl_SetPrivateData,
4693 IWineD3DBaseSurfaceImpl_GetPrivateData,
4694 IWineD3DBaseSurfaceImpl_FreePrivateData,
4695 IWineD3DBaseSurfaceImpl_SetPriority,
4696 IWineD3DBaseSurfaceImpl_GetPriority,
4697 IWineD3DSurfaceImpl_PreLoad,
4698 IWineD3DSurfaceImpl_UnLoad,
4699 IWineD3DBaseSurfaceImpl_GetType,
4700 /* IWineD3DSurface */
4701 IWineD3DBaseSurfaceImpl_GetDesc,
4702 IWineD3DSurfaceImpl_Map,
4703 IWineD3DSurfaceImpl_Unmap,
4704 IWineD3DSurfaceImpl_GetDC,
4705 IWineD3DSurfaceImpl_ReleaseDC,
4706 IWineD3DSurfaceImpl_Flip,
4707 IWineD3DSurfaceImpl_Blt,
4708 IWineD3DBaseSurfaceImpl_GetBltStatus,
4709 IWineD3DBaseSurfaceImpl_GetFlipStatus,
4710 IWineD3DBaseSurfaceImpl_IsLost,
4711 IWineD3DBaseSurfaceImpl_Restore,
4712 IWineD3DSurfaceImpl_BltFast,
4713 IWineD3DBaseSurfaceImpl_GetPalette,
4714 IWineD3DBaseSurfaceImpl_SetPalette,
4715 IWineD3DSurfaceImpl_RealizePalette,
4716 IWineD3DBaseSurfaceImpl_SetColorKey,
4717 IWineD3DBaseSurfaceImpl_GetPitch,
4718 IWineD3DSurfaceImpl_SetMem,
4719 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
4720 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
4721 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
4722 IWineD3DBaseSurfaceImpl_UpdateOverlay,
4723 IWineD3DBaseSurfaceImpl_SetClipper,
4724 IWineD3DBaseSurfaceImpl_GetClipper,
4725 /* Internal use: */
4726 IWineD3DSurfaceImpl_LoadTexture,
4727 IWineD3DSurfaceImpl_BindTexture,
4728 IWineD3DBaseSurfaceImpl_GetData,
4729 IWineD3DSurfaceImpl_SetFormat,
4730 IWineD3DSurfaceImpl_PrivateSetup,
4731 IWineD3DSurfaceImpl_GetImplType,
4732 IWineD3DSurfaceImpl_DrawOverlay
4735 static HRESULT ffp_blit_alloc(IWineD3DDeviceImpl *device) { return WINED3D_OK; }
4736 /* Context activation is done by the caller. */
4737 static void ffp_blit_free(IWineD3DDevice *iface) { }
4739 /* This function is used in case of 8bit paletted textures using GL_EXT_paletted_texture */
4740 /* Context activation is done by the caller. */
4741 static void ffp_blit_p8_upload_palette(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info)
4743 BYTE table[256][4];
4744 BOOL colorkey_active = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE;
4746 d3dfmt_p8_init_palette(surface, table, colorkey_active);
4748 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
4749 ENTER_GL();
4750 GL_EXTCALL(glColorTableEXT(surface->texture_target, GL_RGBA, 256, GL_RGBA, GL_UNSIGNED_BYTE, table));
4751 LEAVE_GL();
4754 /* Context activation is done by the caller. */
4755 static HRESULT ffp_blit_set(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface)
4757 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4758 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4759 enum complex_fixup fixup = get_complex_fixup(surface->resource.format->color_fixup);
4761 /* When EXT_PALETTED_TEXTURE is around, palette conversion is done by the GPU
4762 * else the surface is converted in software at upload time in LoadLocation.
4764 if(fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
4765 ffp_blit_p8_upload_palette(surface, gl_info);
4767 ENTER_GL();
4768 glEnable(surface->texture_target);
4769 checkGLcall("glEnable(surface->texture_target)");
4770 LEAVE_GL();
4771 return WINED3D_OK;
4774 /* Context activation is done by the caller. */
4775 static void ffp_blit_unset(IWineD3DDevice *iface)
4777 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4778 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4780 ENTER_GL();
4781 glDisable(GL_TEXTURE_2D);
4782 checkGLcall("glDisable(GL_TEXTURE_2D)");
4783 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4785 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4786 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4788 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4790 glDisable(GL_TEXTURE_RECTANGLE_ARB);
4791 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4793 LEAVE_GL();
4796 static BOOL ffp_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4797 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
4798 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
4800 enum complex_fixup src_fixup;
4802 if (blit_op == BLIT_OP_COLOR_FILL)
4804 if (!(dst_usage & WINED3DUSAGE_RENDERTARGET))
4806 TRACE("Color fill not supported\n");
4807 return FALSE;
4810 return TRUE;
4813 src_fixup = get_complex_fixup(src_format->color_fixup);
4814 if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
4816 TRACE("Checking support for fixup:\n");
4817 dump_color_fixup_desc(src_format->color_fixup);
4820 if (blit_op != BLIT_OP_BLIT)
4822 TRACE("Unsupported blit_op=%d\n", blit_op);
4823 return FALSE;
4826 if (!is_identity_fixup(dst_format->color_fixup))
4828 TRACE("Destination fixups are not supported\n");
4829 return FALSE;
4832 if (src_fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
4834 TRACE("P8 fixup supported\n");
4835 return TRUE;
4838 /* We only support identity conversions. */
4839 if (is_identity_fixup(src_format->color_fixup))
4841 TRACE("[OK]\n");
4842 return TRUE;
4845 TRACE("[FAILED]\n");
4846 return FALSE;
4849 /* Do not call while under the GL lock. */
4850 static HRESULT ffp_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface,
4851 const RECT *dst_rect, const WINED3DCOLORVALUE *color)
4853 const RECT draw_rect = {0, 0, dst_surface->currentDesc.Width, dst_surface->currentDesc.Height};
4855 return device_clear_render_targets(device, 1 /* rt_count */, &dst_surface, 1 /* rect_count */,
4856 dst_rect, &draw_rect, WINED3DCLEAR_TARGET, color, 0.0f /* depth */, 0 /* stencil */);
4859 const struct blit_shader ffp_blit = {
4860 ffp_blit_alloc,
4861 ffp_blit_free,
4862 ffp_blit_set,
4863 ffp_blit_unset,
4864 ffp_blit_supported,
4865 ffp_blit_color_fill
4868 static HRESULT cpu_blit_alloc(IWineD3DDeviceImpl *device)
4870 return WINED3D_OK;
4873 /* Context activation is done by the caller. */
4874 static void cpu_blit_free(IWineD3DDevice *iface)
4878 /* Context activation is done by the caller. */
4879 static HRESULT cpu_blit_set(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface)
4881 return WINED3D_OK;
4884 /* Context activation is done by the caller. */
4885 static void cpu_blit_unset(IWineD3DDevice *iface)
4889 static BOOL cpu_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4890 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
4891 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
4893 if (blit_op == BLIT_OP_COLOR_FILL)
4895 return TRUE;
4898 return FALSE;
4901 /* Do not call while under the GL lock. */
4902 static HRESULT cpu_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface,
4903 const RECT *dst_rect, const WINED3DCOLORVALUE *color)
4905 WINEDDBLTFX BltFx;
4907 memset(&BltFx, 0, sizeof(BltFx));
4908 BltFx.dwSize = sizeof(BltFx);
4909 BltFx.u5.dwFillColor = wined3d_format_convert_from_float(dst_surface->resource.format, color);
4910 return IWineD3DBaseSurfaceImpl_Blt((IWineD3DSurface*)dst_surface, dst_rect,
4911 NULL, NULL, WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_POINT);
4914 const struct blit_shader cpu_blit = {
4915 cpu_blit_alloc,
4916 cpu_blit_free,
4917 cpu_blit_set,
4918 cpu_blit_unset,
4919 cpu_blit_supported,
4920 cpu_blit_color_fill
4923 static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4924 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
4925 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
4927 if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer)
4928 return FALSE;
4930 /* We only support blitting. Things like color keying / color fill should
4931 * be handled by other blitters.
4933 if (blit_op != BLIT_OP_BLIT)
4934 return FALSE;
4936 /* Source and/or destination need to be on the GL side */
4937 if (src_pool == WINED3DPOOL_SYSTEMMEM || dst_pool == WINED3DPOOL_SYSTEMMEM)
4938 return FALSE;
4940 if (!((src_format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (src_usage & WINED3DUSAGE_RENDERTARGET))
4941 && ((dst_format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (dst_usage & WINED3DUSAGE_RENDERTARGET)))
4942 return FALSE;
4944 if (!(src_format->id == dst_format->id
4945 || (is_identity_fixup(src_format->color_fixup)
4946 && is_identity_fixup(dst_format->color_fixup))))
4947 return FALSE;
4949 return TRUE;