Make the fixed function pipeline support multiple streams for created
[wine/wine-kai.git] / dlls / d3d8 / surface.c
blobce36511d660eab6f26ca5c88850ce89b7bbf5bcb
1 /*
2 * IDirect3DSurface8 implementation
4 * Copyright 2002 Jason Edmeades
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
21 #include "config.h"
23 #include "windef.h"
24 #include "winbase.h"
25 #include "winuser.h"
26 #include "wingdi.h"
27 #include "wine/debug.h"
28 #include <stdio.h>
30 #include "d3d8_private.h"
32 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
34 /* IDirect3DVolume IUnknown parts follow: */
35 HRESULT WINAPI IDirect3DSurface8Impl_QueryInterface(LPDIRECT3DSURFACE8 iface,REFIID riid,LPVOID *ppobj)
37 ICOM_THIS(IDirect3DSurface8Impl,iface);
39 if (IsEqualGUID(riid, &IID_IUnknown)
40 || IsEqualGUID(riid, &IID_IDirect3DSurface8)) {
41 IDirect3DSurface8Impl_AddRef(iface);
42 *ppobj = This;
43 return D3D_OK;
46 WARN("(%p)->(%s,%p),not found\n",This,debugstr_guid(riid),ppobj);
47 return E_NOINTERFACE;
50 ULONG WINAPI IDirect3DSurface8Impl_AddRef(LPDIRECT3DSURFACE8 iface) {
51 ICOM_THIS(IDirect3DSurface8Impl,iface);
52 TRACE("(%p) : AddRef from %ld\n", This, This->ref);
53 return ++(This->ref);
56 ULONG WINAPI IDirect3DSurface8Impl_Release(LPDIRECT3DSURFACE8 iface) {
57 ICOM_THIS(IDirect3DSurface8Impl,iface);
58 ULONG ref = --This->ref;
59 TRACE("(%p) : ReleaseRef to %ld\n", This, This->ref);
60 if (ref == 0) {
61 HeapFree(GetProcessHeap(), 0, This->allocatedMemory);
62 HeapFree(GetProcessHeap(), 0, This);
64 return ref;
67 /* IDirect3DSurface8: */
68 HRESULT WINAPI IDirect3DSurface8Impl_GetDevice(LPDIRECT3DSURFACE8 iface, IDirect3DDevice8** ppDevice) {
69 ICOM_THIS(IDirect3DSurface8Impl,iface);
70 TRACE("(%p) : returning %p\n", This, This->Device);
71 *ppDevice = (LPDIRECT3DDEVICE8) This->Device;
72 /**
73 * Note Calling this method will increase the internal reference count
74 * on the IDirect3DDevice8 interface.
76 IDirect3DDevice8Impl_AddRef(*ppDevice);
77 return D3D_OK;
79 HRESULT WINAPI IDirect3DSurface8Impl_SetPrivateData(LPDIRECT3DSURFACE8 iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
80 ICOM_THIS(IDirect3DSurface8Impl,iface);
81 FIXME("(%p) : stub\n", This);
82 return D3D_OK;
84 HRESULT WINAPI IDirect3DSurface8Impl_GetPrivateData(LPDIRECT3DSURFACE8 iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
85 ICOM_THIS(IDirect3DSurface8Impl,iface);
86 FIXME("(%p) : stub\n", This);
87 return D3D_OK;
89 HRESULT WINAPI IDirect3DSurface8Impl_FreePrivateData(LPDIRECT3DSURFACE8 iface, REFGUID refguid) {
90 ICOM_THIS(IDirect3DSurface8Impl,iface);
91 FIXME("(%p) : stub\n", This);
92 return D3D_OK;
94 HRESULT WINAPI IDirect3DSurface8Impl_GetContainer(LPDIRECT3DSURFACE8 iface, REFIID riid, void** ppContainer) {
95 ICOM_THIS(IDirect3DSurface8Impl,iface);
96 HRESULT res;
97 res = IUnknown_QueryInterface(This->Container, riid, ppContainer);
98 if (E_NOINTERFACE == res) {
99 /**
100 * If the surface is created using CreateImageSurface, CreateRenderTarget,
101 * or CreateDepthStencilSurface, the surface is considered stand alone. In this case,
102 * GetContainer will return the Direct3D device used to create the surface.
104 res = IUnknown_QueryInterface(This->Container, &IID_IDirect3DDevice8, ppContainer);
106 TRACE("(%p) : returning %p\n", This, *ppContainer);
107 return res;
109 HRESULT WINAPI IDirect3DSurface8Impl_GetDesc(LPDIRECT3DSURFACE8 iface, D3DSURFACE_DESC *pDesc) {
110 ICOM_THIS(IDirect3DSurface8Impl,iface);
112 TRACE("(%p) : copying into %p\n", This, pDesc);
113 memcpy(pDesc, &This->myDesc, sizeof(D3DSURFACE_DESC));
114 return D3D_OK;
116 HRESULT WINAPI IDirect3DSurface8Impl_LockRect(LPDIRECT3DSURFACE8 iface, D3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
117 HRESULT hr;
118 ICOM_THIS(IDirect3DSurface8Impl,iface);
120 /* fixme: should we really lock as such? */
122 if (FALSE == This->lockable) {
123 ERR("trying to lock unlockable surf@%p\n", This);
124 return D3DERR_INVALIDCALL;
127 if (This == This->Device->backBuffer || This == This->Device->renderTarget || This == This->Device->frontBuffer || This->Device->depthStencilBuffer) {
128 if (This == This->Device->backBuffer) {
129 TRACE("(%p, backBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory);
130 } else if (This == This->Device->frontBuffer) {
131 TRACE("(%p, frontBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory);
132 } else if (This == This->Device->renderTarget) {
133 TRACE("(%p, renderTarget) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory);
134 } else if (This == This->Device->depthStencilBuffer) {
135 TRACE("(%p, stencilBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory);
137 } else {
138 TRACE("(%p) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory);
141 pLockedRect->Pitch = This->bytesPerPixel * This->myDesc.Width; /* Bytes / row */
143 if (NULL == pRect) {
144 pLockedRect->pBits = This->allocatedMemory;
145 This->lockedRect.left = 0;
146 This->lockedRect.top = 0;
147 This->lockedRect.right = This->myDesc.Width;
148 This->lockedRect.bottom = This->myDesc.Height;
149 TRACE("Locked Rect (%p) = l %ld, t %ld, r %ld, b %ld\n", &This->lockedRect, This->lockedRect.left, This->lockedRect.top, This->lockedRect.right, This->lockedRect.bottom);
150 } else {
151 TRACE("Lock Rect (%p) = l %ld, t %ld, r %ld, b %ld\n", pRect, pRect->left, pRect->top, pRect->right, pRect->bottom);
152 pLockedRect->pBits = This->allocatedMemory + (pLockedRect->Pitch * pRect->top) + (pRect->left * This->bytesPerPixel);
153 This->lockedRect.left = pRect->left;
154 This->lockedRect.top = pRect->top;
155 This->lockedRect.right = pRect->right;
156 This->lockedRect.bottom = pRect->bottom;
160 if (0 == This->myDesc.Usage) { /* classic surface */
162 /* Nothing to do ;) */
164 } else if (D3DUSAGE_RENDERTARGET & This->myDesc.Usage) { /* render surfaces */
166 if (This == This->Device->backBuffer || This == This->Device->renderTarget || This == This->Device->frontBuffer) {
167 GLint prev_store;
168 GLenum prev_read;
170 ENTER_GL();
173 * for render->surface copy begin to begin of allocatedMemory
174 * unlock can be more easy
176 pLockedRect->pBits = This->allocatedMemory;
178 glFlush();
179 vcheckGLcall("glFlush");
180 glGetIntegerv(GL_READ_BUFFER, &prev_read);
181 vcheckGLcall("glIntegerv");
182 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
183 vcheckGLcall("glIntegerv");
185 if (This == This->Device->backBuffer) {
186 glReadBuffer(GL_BACK);
187 } else if (This == This->Device->frontBuffer || This == This->Device->renderTarget) {
188 glReadBuffer(GL_FRONT);
189 } else if (This == This->Device->depthStencilBuffer) {
190 ERR("Stencil Buffer lock unsupported for now\n");
192 vcheckGLcall("glReadBuffer");
195 long j;
196 for (j = This->lockedRect.top; j < This->lockedRect.bottom - This->lockedRect.top; ++j) {
197 glReadPixels(This->lockedRect.left,
198 This->lockedRect.bottom - j - 1,
199 This->lockedRect.right - This->lockedRect.left,
201 D3DFmt2GLFmt(This->Device, This->myDesc.Format),
202 D3DFmt2GLType(This->Device, This->myDesc.Format),
203 (char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top)));
204 vcheckGLcall("glReadPixels");
208 glReadBuffer(prev_read);
209 vcheckGLcall("glReadBuffer");
210 LEAVE_GL();
211 } else {
212 FIXME("unsupported locking to Rendering surface surf@%p usage(%lu)\n", This, This->myDesc.Usage);
215 } else if (D3DUSAGE_DEPTHSTENCIL & This->myDesc.Usage) { /* stencil surfaces */
217 FIXME("TODO stencil depth surface locking surf@%p usage(%lu)\n", This, This->myDesc.Usage);
219 } else {
220 FIXME("unsupported locking to surface surf@%p usage(%lu)\n", This, This->myDesc.Usage);
223 if (Flags & (D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_READONLY)) {
224 /* Dont dirtify */
225 } else {
227 * Dirtify on lock
228 * as seen in msdn docs
230 IDirect3DSurface8Impl_AddDirtyRect(iface, &This->lockedRect);
232 /** Dirtify Container if needed */
233 if (NULL != This->Container) {
234 IDirect3DBaseTexture8* cont = NULL;
235 hr = IUnknown_QueryInterface(This->Container, &IID_IDirect3DBaseTexture8, (void**) &cont);
237 if (SUCCEEDED(hr) && NULL != cont) {
238 IDirect3DBaseTexture8Impl_SetDirty(cont, TRUE);
239 IDirect3DBaseTexture8_Release(cont);
240 cont = NULL;
245 TRACE("returning memory@%p, pitch(%d) dirtyfied(%d)\n", pLockedRect->pBits, pLockedRect->Pitch, This->Dirty);
247 This->locked = TRUE;
248 return D3D_OK;
250 HRESULT WINAPI IDirect3DSurface8Impl_UnlockRect(LPDIRECT3DSURFACE8 iface) {
251 ICOM_THIS(IDirect3DSurface8Impl,iface);
253 if (FALSE == This->locked) {
254 ERR("trying to lock unlocked surf@%p\n", This);
255 return D3DERR_INVALIDCALL;
258 if (This == This->Device->backBuffer || This == This->Device->frontBuffer || This->Device->depthStencilBuffer) {
259 if (This == This->Device->backBuffer) {
260 TRACE("(%p, backBuffer) : dirtyfied(%d)\n", This, This->Dirty);
261 } else if (This == This->Device->frontBuffer) {
262 TRACE("(%p, frontBuffer) : dirtyfied(%d)\n", This, This->Dirty);
263 } else if (This == This->Device->depthStencilBuffer) {
264 TRACE("(%p, stencilBuffer) : dirtyfied(%d)\n", This, This->Dirty);
266 } else {
267 TRACE("(%p) : dirtyfied(%d)\n", This, This->Dirty);
269 /*TRACE("(%p) see if behavior is correct\n", This);*/
271 if (FALSE == This->Dirty) {
272 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
273 goto unlock_end;
276 if (0 == This->myDesc.Usage) { /* classic surface */
278 * nothing to do
279 * waiting to reload the surface via IDirect3DDevice8::UpdateTexture
281 } else if (D3DUSAGE_RENDERTARGET & This->myDesc.Usage) { /* render surfaces */
283 if (This == This->Device->backBuffer || This == This->Device->frontBuffer) {
284 GLint prev_store;
285 GLenum prev_draw;
286 GLint prev_rasterpos[4];
288 ENTER_GL();
290 glFlush();
291 vcheckGLcall("glFlush");
292 glGetIntegerv(GL_DRAW_BUFFER, &prev_draw);
293 vcheckGLcall("glIntegerv");
294 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
295 vcheckGLcall("glIntegerv");
296 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
297 vcheckGLcall("glIntegerv");
299 if (This == This->Device->backBuffer) {
300 glDrawBuffer(GL_BACK);
301 } else if (This == This->Device->frontBuffer) {
302 glDrawBuffer(GL_FRONT);
304 vcheckGLcall("glDrawBuffer");
306 glRasterPos2i(This->lockedRect.left, This->lockedRect.top);
307 vcheckGLcall("glRasterPos2f");
308 switch (This->myDesc.Format) {
309 case D3DFMT_R5G6B5:
311 glDrawPixels(This->lockedRect.right - This->lockedRect.left, This->lockedRect.bottom - This->lockedRect.top,
312 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, This->allocatedMemory);
313 vcheckGLcall("glDrawPixels");
315 break;
316 case D3DFMT_R8G8B8:
318 glDrawPixels(This->lockedRect.right - This->lockedRect.left, This->lockedRect.bottom - This->lockedRect.top,
319 GL_RGB, GL_UNSIGNED_BYTE, This->allocatedMemory);
320 vcheckGLcall("glDrawPixels");
322 break;
323 case D3DFMT_A8R8G8B8:
325 glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
326 vcheckGLcall("glPixelStorei");
327 glDrawPixels(This->lockedRect.right - This->lockedRect.left, This->lockedRect.bottom - This->lockedRect.top,
328 GL_BGRA, GL_UNSIGNED_BYTE, This->allocatedMemory);
329 vcheckGLcall("glDrawPixels");
330 glPixelStorei(GL_PACK_SWAP_BYTES, prev_store);
331 vcheckGLcall("glPixelStorei");
333 break;
334 default:
335 FIXME("Unsupported Format %u in locking func\n", This->myDesc.Format);
338 glDrawBuffer(prev_draw);
339 vcheckGLcall("glDrawBuffer");
340 glRasterPos3iv(&prev_rasterpos[0]);
341 vcheckGLcall("glRasterPos3iv");
342 LEAVE_GL();
344 /** restore clean dirty state */
345 IDirect3DSurface8Impl_CleanDirtyRect(iface);
347 } else {
348 FIXME("unsupported unlocking to Rendering surface surf@%p usage(%lu)\n", This, This->myDesc.Usage);
351 } else if (D3DUSAGE_DEPTHSTENCIL & This->myDesc.Usage) { /* stencil surfaces */
353 if (This == This->Device->depthStencilBuffer) {
354 FIXME("TODO stencil depth surface unlocking surf@%p usage(%lu)\n", This, This->myDesc.Usage);
355 } else {
356 FIXME("unsupported unlocking to StencilDepth surface surf@%p usage(%lu)\n", This, This->myDesc.Usage);
359 } else {
360 FIXME("unsupported unlocking to surface surf@%p usage(%lu)\n", This, This->myDesc.Usage);
363 unlock_end:
364 This->locked = FALSE;
365 memset(&This->lockedRect, 0, sizeof(RECT));
366 return D3D_OK;
369 ICOM_VTABLE(IDirect3DSurface8) Direct3DSurface8_Vtbl =
371 ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE
372 IDirect3DSurface8Impl_QueryInterface,
373 IDirect3DSurface8Impl_AddRef,
374 IDirect3DSurface8Impl_Release,
375 IDirect3DSurface8Impl_GetDevice,
376 IDirect3DSurface8Impl_SetPrivateData,
377 IDirect3DSurface8Impl_GetPrivateData,
378 IDirect3DSurface8Impl_FreePrivateData,
379 IDirect3DSurface8Impl_GetContainer,
380 IDirect3DSurface8Impl_GetDesc,
381 IDirect3DSurface8Impl_LockRect,
382 IDirect3DSurface8Impl_UnlockRect,
385 HRESULT WINAPI IDirect3DSurface8Impl_LoadTexture(LPDIRECT3DSURFACE8 iface, GLenum gl_target, GLenum gl_level) {
386 ICOM_THIS(IDirect3DSurface8Impl,iface);
388 if ((This->myDesc.Format == D3DFMT_P8 || This->myDesc.Format == D3DFMT_A8P8)
389 #if defined(GL_EXT_paletted_texture)
390 && !GL_SUPPORT_DEV(EXT_PALETTED_TEXTURE, This->Device)
391 #endif
394 * wanted a paletted texture and not really support it in HW
395 * so software emulation code begin
397 UINT i;
398 PALETTEENTRY* pal = This->Device->palettes[This->Device->currentPalette];
399 VOID* surface = (VOID*) HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->myDesc.Width * This->myDesc.Height * sizeof(DWORD));
400 BYTE* dst = (BYTE*) surface;
401 BYTE* src = (BYTE*) This->allocatedMemory;
403 for (i = 0; i < This->myDesc.Width * This->myDesc.Height; i++) {
404 BYTE color = *src++;
405 *dst++ = pal[color].peRed;
406 *dst++ = pal[color].peGreen;
407 *dst++ = pal[color].peBlue;
408 if (This->myDesc.Format == D3DFMT_A8P8)
409 *dst++ = pal[color].peFlags;
410 else
411 *dst++ = 0xFF;
414 TRACE("Calling glTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%x, Mem=%p\n",
415 gl_target,
416 gl_level,
417 GL_RGBA,
418 This->myDesc.Width,
419 This->myDesc.Height,
421 GL_RGBA,
422 GL_UNSIGNED_BYTE,
423 surface);
424 glTexImage2D(gl_target,
425 gl_level,
426 GL_RGBA,
427 This->myDesc.Width,
428 This->myDesc.Height,
430 GL_RGBA,
431 GL_UNSIGNED_BYTE,
432 surface);
433 checkGLcall("glTexImage2D");
434 HeapFree(GetProcessHeap(), 0, surface);
436 return D3D_OK;
439 if (This->myDesc.Format == D3DFMT_DXT1 ||
440 This->myDesc.Format == D3DFMT_DXT3 ||
441 This->myDesc.Format == D3DFMT_DXT5) {
442 #if defined(GL_EXT_texture_compression_s3tc)
443 if (GL_SUPPORT_DEV(EXT_TEXTURE_COMPRESSION_S3TC, This->Device)) {
444 TRACE("Calling glCompressedTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, sz=%d, Mem=%p\n",
445 gl_target,
446 gl_level,
447 D3DFmt2GLIntFmt(This->Device, This->myDesc.Format),
448 This->myDesc.Width,
449 This->myDesc.Height,
451 This->myDesc.Size,
452 This->allocatedMemory);
453 glCompressedTexImage2DARB(gl_target,
454 gl_level,
455 D3DFmt2GLIntFmt(This->Device, This->myDesc.Format),
456 This->myDesc.Width,
457 This->myDesc.Height,
459 This->myDesc.Size,
460 This->allocatedMemory);
461 checkGLcall("glCommpressedTexTexImage2D");
463 #endif
464 } else {
465 TRACE("Calling glTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%x, Mem=%p\n",
466 gl_target,
467 gl_level,
468 D3DFmt2GLIntFmt(This->Device, This->myDesc.Format),
469 This->myDesc.Width,
470 This->myDesc.Height,
472 D3DFmt2GLFmt(This->Device, This->myDesc.Format),
473 D3DFmt2GLType(This->Device, This->myDesc.Format),
474 This->allocatedMemory);
475 glTexImage2D(gl_target,
476 gl_level,
477 D3DFmt2GLIntFmt(This->Device, This->myDesc.Format),
478 This->myDesc.Width,
479 This->myDesc.Height,
481 D3DFmt2GLFmt(This->Device, This->myDesc.Format),
482 D3DFmt2GLType(This->Device, This->myDesc.Format),
483 This->allocatedMemory);
484 checkGLcall("glTexImage2D");
486 #if 0
488 static unsigned int gen = 0;
489 char buffer[4096];
490 ++gen;
491 if ((gen % 10) == 0) {
492 snprintf(buffer, sizeof(buffer), "/tmp/surface%u_level%u_%u.ppm", gl_target, gl_level, gen);
493 IDirect3DSurface8Impl_SaveSnapshot((LPDIRECT3DSURFACE8) This, buffer);
496 #endif
499 return D3D_OK;
502 #include <errno.h>
503 HRESULT WINAPI IDirect3DSurface8Impl_SaveSnapshot(LPDIRECT3DSURFACE8 iface, const char* filename) {
504 FILE* f = NULL;
505 ULONG i;
506 ICOM_THIS(IDirect3DSurface8Impl,iface);
508 f = fopen(filename, "w+");
509 if (NULL == f) {
510 ERR("opening of %s failed with: %s\n", filename, strerror(errno));
511 return D3DERR_INVALIDCALL;
514 TRACE("opened %s with format %s\n", filename, debug_d3dformat(This->myDesc.Format));
516 fprintf(f, "P6\n%u %u\n255\n", This->myDesc.Width, This->myDesc.Height);
517 switch (This->myDesc.Format) {
518 case D3DFMT_X8R8G8B8:
519 case D3DFMT_A8R8G8B8:
521 DWORD color;
522 for (i = 0; i < This->myDesc.Width * This->myDesc.Height; i++) {
523 color = ((DWORD*) This->allocatedMemory)[i];
524 fputc((color >> 16) & 0xFF, f);
525 fputc((color >> 8) & 0xFF, f);
526 fputc((color >> 0) & 0xFF, f);
529 break;
530 case D3DFMT_R8G8B8:
532 BYTE* color;
533 for (i = 0; i < This->myDesc.Width * This->myDesc.Height; i++) {
534 color = ((BYTE*) This->allocatedMemory) + (3 * i);
535 fputc((color[0]) & 0xFF, f);
536 fputc((color[1]) & 0xFF, f);
537 fputc((color[2]) & 0xFF, f);
540 break;
541 case D3DFMT_A1R5G5B5:
543 WORD color;
544 for (i = 0; i < This->myDesc.Width * This->myDesc.Height; i++) {
545 color = ((WORD*) This->allocatedMemory)[i];
546 fputc(((color >> 10) & 0x1F) * 255 / 31, f);
547 fputc(((color >> 5) & 0x1F) * 255 / 31, f);
548 fputc(((color >> 0) & 0x1F) * 255 / 31, f);
551 break;
552 case D3DFMT_A4R4G4B4:
554 WORD color;
555 for (i = 0; i < This->myDesc.Width * This->myDesc.Height; i++) {
556 color = ((WORD*) This->allocatedMemory)[i];
557 fputc(((color >> 8) & 0x0F) * 255 / 15, f);
558 fputc(((color >> 4) & 0x0F) * 255 / 15, f);
559 fputc(((color >> 0) & 0x0F) * 255 / 15, f);
562 break;
564 case D3DFMT_R5G6B5:
566 WORD color;
567 for (i = 0; i < This->myDesc.Width * This->myDesc.Height; i++) {
568 color = ((WORD*) This->allocatedMemory)[i];
569 fputc(((color >> 11) & 0x1F) * 255 / 31, f);
570 fputc(((color >> 5) & 0x3F) * 255 / 63, f);
571 fputc(((color >> 0) & 0x1F) * 255 / 31, f);
574 break;
575 default:
576 FIXME("Unimplemented dump mode format(%u,%s)\n", This->myDesc.Format, debug_d3dformat(This->myDesc.Format));
578 fclose(f);
579 return D3D_OK;
582 HRESULT WINAPI IDirect3DSurface8Impl_CleanDirtyRect(LPDIRECT3DSURFACE8 iface) {
583 ICOM_THIS(IDirect3DSurface8Impl,iface);
584 This->Dirty = FALSE;
585 This->dirtyRect.left = This->myDesc.Width;
586 This->dirtyRect.top = This->myDesc.Height;
587 This->dirtyRect.right = 0;
588 This->dirtyRect.bottom = 0;
589 return D3D_OK;
593 * Raphael:
594 * very stupid way to handle multiple dirty rects but it works :)
596 extern HRESULT WINAPI IDirect3DSurface8Impl_AddDirtyRect(LPDIRECT3DSURFACE8 iface, CONST RECT* pDirtyRect) {
597 ICOM_THIS(IDirect3DSurface8Impl,iface);
598 This->Dirty = TRUE;
599 This->dirtyRect.left = min(This->dirtyRect.left, pDirtyRect->left);
600 This->dirtyRect.top = min(This->dirtyRect.top, pDirtyRect->top);
601 This->dirtyRect.right = max(This->dirtyRect.right, pDirtyRect->right);
602 This->dirtyRect.bottom = max(This->dirtyRect.bottom, pDirtyRect->bottom);
603 return D3D_OK;