rpcrt4: Convert source files to utf-8.
[wine/wine-kai.git] / dlls / wined3d / surface.c
blob94fecbc8b9f1b2aedf9db0589e541ded2ddb4ab6
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
14 * This library is free software; you can redistribute it and/or
15 * modify it under the terms of the GNU Lesser General Public
16 * License as published by the Free Software Foundation; either
17 * version 2.1 of the License, or (at your option) any later version.
19 * This library is distributed in the hope that it will be useful,
20 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
22 * Lesser General Public License for more details.
24 * You should have received a copy of the GNU Lesser General Public
25 * License along with this library; if not, write to the Free Software
26 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
29 #include "config.h"
30 #include "wine/port.h"
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
34 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
36 HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *surf);
37 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey);
38 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert);
39 static inline void clear_unused_channels(IWineD3DSurfaceImpl *This);
40 static void surface_remove_pbo(IWineD3DSurfaceImpl *This);
42 void surface_force_reload(IWineD3DSurface *iface)
44 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
46 This->Flags &= ~SFLAG_ALLOCATED;
49 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name)
51 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
53 TRACE("(%p) : setting texture name %u\n", This, name);
55 if (!This->glDescription.textureName && name)
57 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
58 * surface has no texture name yet. See if we can get rid of this. */
59 if (This->Flags & SFLAG_INTEXTURE)
60 ERR("Surface has SFLAG_INTEXTURE set, but no texture name\n");
61 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
64 This->glDescription.textureName = name;
65 surface_force_reload(iface);
68 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target)
70 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
72 TRACE("(%p) : setting target %#x\n", This, target);
74 if (This->glDescription.target != target)
76 if (target == GL_TEXTURE_RECTANGLE_ARB)
78 This->Flags &= ~SFLAG_NORMCOORD;
80 else if (This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB)
82 This->Flags |= SFLAG_NORMCOORD;
85 This->glDescription.target = target;
86 surface_force_reload(iface);
89 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This) {
90 int active_sampler;
92 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
93 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
94 * gl states. The current texture unit should always be a valid one.
96 * To be more specific, this is tricky because we can implicitly be called
97 * from sampler() in state.c. This means we can't touch anything other than
98 * whatever happens to be the currently active texture, or we would risk
99 * marking already applied sampler states dirty again.
101 * TODO: Track the current active texture per GL context instead of using glGet
103 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
104 GLint active_texture;
105 ENTER_GL();
106 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
107 LEAVE_GL();
108 active_sampler = This->resource.wineD3DDevice->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
109 } else {
110 active_sampler = 0;
113 if (active_sampler != -1) {
114 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(active_sampler));
116 IWineD3DSurface_BindTexture((IWineD3DSurface *)This);
119 /* This function checks if the primary render target uses the 8bit paletted format. */
120 static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
122 if (device->render_targets && device->render_targets[0]) {
123 IWineD3DSurfaceImpl* render_target = (IWineD3DSurfaceImpl*)device->render_targets[0];
124 if((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET) && (render_target->resource.format == WINED3DFMT_P8))
125 return TRUE;
127 return FALSE;
130 /* This call just downloads data, the caller is responsible for activating the
131 * right context and binding the correct texture. */
132 static void surface_download_data(IWineD3DSurfaceImpl *This) {
133 if (0 == This->glDescription.textureName) {
134 ERR("Surface does not have a texture, but SFLAG_INTEXTURE is set\n");
135 return;
138 /* Only support read back of converted P8 surfaces */
139 if(This->Flags & SFLAG_CONVERTED && (This->resource.format != WINED3DFMT_P8)) {
140 FIXME("Read back converted textures unsupported, format=%s\n", debug_d3dformat(This->resource.format));
141 return;
144 ENTER_GL();
146 if (This->resource.format == WINED3DFMT_DXT1 ||
147 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
148 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5 ||
149 This->resource.format == WINED3DFMT_ATI2N) {
150 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) { /* We can assume this as the texture would not have been created otherwise */
151 FIXME("(%p) : Attempting to lock a compressed texture when texture compression isn't supported by opengl\n", This);
152 } else {
153 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
154 This->glDescription.glFormat, This->glDescription.glType, This->resource.allocatedMemory);
156 if(This->Flags & SFLAG_PBO) {
157 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
158 checkGLcall("glBindBufferARB");
159 GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, NULL));
160 checkGLcall("glGetCompressedTexImageARB()");
161 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
162 checkGLcall("glBindBufferARB");
163 } else {
164 GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, This->resource.allocatedMemory));
165 checkGLcall("glGetCompressedTexImageARB()");
168 LEAVE_GL();
169 } else {
170 void *mem;
171 GLenum format = This->glDescription.glFormat;
172 GLenum type = This->glDescription.glType;
173 int src_pitch = 0;
174 int dst_pitch = 0;
176 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
177 if(This->resource.format == WINED3DFMT_P8 && primary_render_target_is_p8(This->resource.wineD3DDevice)) {
178 format = GL_ALPHA;
179 type = GL_UNSIGNED_BYTE;
182 if (This->Flags & SFLAG_NONPOW2) {
183 unsigned char alignment = This->resource.wineD3DDevice->surface_alignment;
184 src_pitch = This->bytesPerPixel * This->pow2Width;
185 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
186 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
187 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
188 } else {
189 mem = This->resource.allocatedMemory;
192 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
193 format, type, mem);
195 if(This->Flags & SFLAG_PBO) {
196 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
197 checkGLcall("glBindBufferARB");
199 glGetTexImage(This->glDescription.target, This->glDescription.level, format,
200 type, NULL);
201 checkGLcall("glGetTexImage()");
203 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
204 checkGLcall("glBindBufferARB");
205 } else {
206 glGetTexImage(This->glDescription.target, This->glDescription.level, format,
207 type, mem);
208 checkGLcall("glGetTexImage()");
210 LEAVE_GL();
212 if (This->Flags & SFLAG_NONPOW2) {
213 LPBYTE src_data, dst_data;
214 int y;
216 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
217 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
218 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
220 * We're doing this...
222 * instead of boxing the texture :
223 * |<-texture width ->| -->pow2width| /\
224 * |111111111111111111| | |
225 * |222 Texture 222222| boxed empty | texture height
226 * |3333 Data 33333333| | |
227 * |444444444444444444| | \/
228 * ----------------------------------- |
229 * | boxed empty | boxed empty | pow2height
230 * | | | \/
231 * -----------------------------------
234 * we're repacking the data to the expected texture width
236 * |<-texture width ->| -->pow2width| /\
237 * |111111111111111111222222222222222| |
238 * |222333333333333333333444444444444| texture height
239 * |444444 | |
240 * | | \/
241 * | | |
242 * | empty | pow2height
243 * | | \/
244 * -----------------------------------
246 * == is the same as
248 * |<-texture width ->| /\
249 * |111111111111111111|
250 * |222222222222222222|texture height
251 * |333333333333333333|
252 * |444444444444444444| \/
253 * --------------------
255 * this also means that any references to allocatedMemory should work with the data as if were a
256 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
258 * internally the texture is still stored in a boxed format so any references to textureName will
259 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
261 * Performance should not be an issue, because applications normally do not lock the surfaces when
262 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
263 * and doesn't have to be re-read.
265 src_data = mem;
266 dst_data = This->resource.allocatedMemory;
267 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
268 for (y = 1 ; y < This->currentDesc.Height; y++) {
269 /* skip the first row */
270 src_data += src_pitch;
271 dst_data += dst_pitch;
272 memcpy(dst_data, src_data, dst_pitch);
275 HeapFree(GetProcessHeap(), 0, mem);
279 /* Surface has now been downloaded */
280 This->Flags |= SFLAG_INSYSMEM;
283 /* This call just uploads data, the caller is responsible for activating the
284 * right context and binding the correct texture. */
285 static void surface_upload_data(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *data) {
287 if(This->heightscale != 1.0 && This->heightscale != 0.0) height *= This->heightscale;
289 if (This->resource.format == WINED3DFMT_DXT1 ||
290 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
291 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5 ||
292 This->resource.format == WINED3DFMT_ATI2N) {
293 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
294 FIXME("Using DXT1/3/5 without advertized support\n");
295 } else {
296 /* glCompressedTexSubImage2D for uploading and glTexImage2D for allocating does not work well on some drivers(r200 dri, MacOS ATI driver)
297 * glCompressedTexImage2D does not accept NULL pointers. So for compressed textures surface_allocate_surface does nothing, and this
298 * function uses glCompressedTexImage2D instead of the SubImage call
300 TRACE("(%p) : Calling glCompressedTexSubImage2D w %d, h %d, data %p\n", This, width, height, data);
301 ENTER_GL();
303 if(This->Flags & SFLAG_PBO) {
304 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
305 checkGLcall("glBindBufferARB");
306 TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
308 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
309 width, height, 0 /* border */, This->resource.size, NULL));
310 checkGLcall("glCompressedTexSubImage2D");
312 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
313 checkGLcall("glBindBufferARB");
314 } else {
315 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
316 width, height, 0 /* border */, This->resource.size, data));
317 checkGLcall("glCompressedTexSubImage2D");
319 LEAVE_GL();
321 } else {
322 TRACE("(%p) : Calling glTexSubImage2D w %d, h %d, data, %p\n", This, width, height, data);
323 ENTER_GL();
325 if(This->Flags & SFLAG_PBO) {
326 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
327 checkGLcall("glBindBufferARB");
328 TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
330 glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, NULL);
331 checkGLcall("glTexSubImage2D");
333 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
334 checkGLcall("glBindBufferARB");
336 else {
337 glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, data);
338 checkGLcall("glTexSubImage2D");
341 LEAVE_GL();
345 /* This call just allocates the texture, the caller is responsible for
346 * activating the right context and binding the correct texture. */
347 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type) {
348 BOOL enable_client_storage = FALSE;
349 BYTE *mem = NULL;
351 if(This->heightscale != 1.0 && This->heightscale != 0.0) height *= This->heightscale;
353 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", This,
354 This->glDescription.target, This->glDescription.level, debug_d3dformat(This->resource.format), internal, width, height, format, type);
356 if (This->resource.format == WINED3DFMT_DXT1 ||
357 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
358 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5 ||
359 This->resource.format == WINED3DFMT_ATI2N) {
360 /* glCompressedTexImage2D does not accept NULL pointers, so we cannot allocate a compressed texture without uploading data */
361 TRACE("Not allocating compressed surfaces, surface_upload_data will specify them\n");
363 /* We have to point GL to the client storage memory here, because upload_data might use a PBO. This means a double upload
364 * once, unfortunately
366 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
367 /* Neither NONPOW2, DIBSECTION nor OVERSIZE flags can be set on compressed textures */
368 This->Flags |= SFLAG_CLIENT;
369 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
370 ENTER_GL();
371 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
372 width, height, 0 /* border */, This->resource.size, mem));
373 LEAVE_GL();
376 return;
379 ENTER_GL();
381 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
382 if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_OVERSIZE | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
383 /* In some cases we want to disable client storage.
384 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
385 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
386 * SFLAG_OVERSIZE: The gl texture is smaller than the allocated memory
387 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
388 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
390 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
391 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
392 This->Flags &= ~SFLAG_CLIENT;
393 enable_client_storage = TRUE;
394 } else {
395 This->Flags |= SFLAG_CLIENT;
397 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
398 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
400 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
403 glTexImage2D(This->glDescription.target, This->glDescription.level, internal, width, height, 0, format, type, mem);
404 checkGLcall("glTexImage2D");
406 if(enable_client_storage) {
407 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
408 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
410 LEAVE_GL();
412 This->Flags |= SFLAG_ALLOCATED;
415 /* In D3D the depth stencil dimensions have to be greater than or equal to the
416 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
417 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
418 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height) {
419 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
420 renderbuffer_entry_t *entry;
421 GLuint renderbuffer = 0;
422 unsigned int src_width, src_height;
424 src_width = This->pow2Width;
425 src_height = This->pow2Height;
427 /* A depth stencil smaller than the render target is not valid */
428 if (width > src_width || height > src_height) return;
430 /* Remove any renderbuffer set if the sizes match */
431 if (width == src_width && height == src_height) {
432 This->current_renderbuffer = NULL;
433 return;
436 /* Look if we've already got a renderbuffer of the correct dimensions */
437 LIST_FOR_EACH_ENTRY(entry, &This->renderbuffers, renderbuffer_entry_t, entry) {
438 if (entry->width == width && entry->height == height) {
439 renderbuffer = entry->id;
440 This->current_renderbuffer = entry;
441 break;
445 if (!renderbuffer) {
446 const GlPixelFormatDesc *glDesc;
447 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
449 GL_EXTCALL(glGenRenderbuffersEXT(1, &renderbuffer));
450 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderbuffer));
451 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, glDesc->glInternal, width, height));
453 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
454 entry->width = width;
455 entry->height = height;
456 entry->id = renderbuffer;
457 list_add_head(&This->renderbuffers, &entry->entry);
459 This->current_renderbuffer = entry;
462 checkGLcall("set_compatible_renderbuffer");
465 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain) {
466 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
467 IWineD3DSwapChainImpl *swapchain_impl = (IWineD3DSwapChainImpl *)swapchain;
469 TRACE("(%p) : swapchain %p\n", This, swapchain);
471 if (swapchain_impl->backBuffer && swapchain_impl->backBuffer[0] == iface) {
472 TRACE("Returning GL_BACK\n");
473 return GL_BACK;
474 } else if (swapchain_impl->frontBuffer == iface) {
475 TRACE("Returning GL_FRONT\n");
476 return GL_FRONT;
479 FIXME("Higher back buffer, returning GL_BACK\n");
480 return GL_BACK;
483 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface) {
484 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
485 ULONG ref = InterlockedDecrement(&This->resource.ref);
486 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
487 if (ref == 0) {
488 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
489 renderbuffer_entry_t *entry, *entry2;
490 TRACE("(%p) : cleaning up\n", This);
492 /* Need a context to destroy the texture. Use the currently active render target, but only if
493 * the primary render target exists. Otherwise lastActiveRenderTarget is garbage, see above.
494 * When destroying the primary rt, Uninit3D will activate a context before doing anything
496 if(device->render_targets && device->render_targets[0]) {
497 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
500 ENTER_GL();
501 if (This->glDescription.textureName != 0) { /* release the openGL texture.. */
502 TRACE("Deleting texture %d\n", This->glDescription.textureName);
503 glDeleteTextures(1, &This->glDescription.textureName);
506 if(This->Flags & SFLAG_PBO) {
507 /* Delete the PBO */
508 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
511 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
512 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
513 HeapFree(GetProcessHeap(), 0, entry);
515 LEAVE_GL();
517 if(This->Flags & SFLAG_DIBSECTION) {
518 /* Release the DC */
519 SelectObject(This->hDC, This->dib.holdbitmap);
520 DeleteDC(This->hDC);
521 /* Release the DIB section */
522 DeleteObject(This->dib.DIBsection);
523 This->dib.bitmap_data = NULL;
524 This->resource.allocatedMemory = NULL;
526 if(This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem(iface, NULL);
528 HeapFree(GetProcessHeap(), 0, This->palette9);
530 IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
532 if(This->overlay_dest) {
533 list_remove(&This->overlay_entry);
536 TRACE("(%p) Released\n", This);
537 HeapFree(GetProcessHeap(), 0, This);
540 return ref;
543 /* ****************************************************
544 IWineD3DSurface IWineD3DResource parts follow
545 **************************************************** */
547 void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
548 /* TODO: check for locks */
549 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
550 IWineD3DBaseTexture *baseTexture = NULL;
551 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
553 TRACE("(%p)Checking to see if the container is a base texture\n", This);
554 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
555 TRACE("Passing to container\n");
556 IWineD3DBaseTexture_PreLoad(baseTexture);
557 IWineD3DBaseTexture_Release(baseTexture);
558 } else {
559 TRACE("(%p) : About to load surface\n", This);
561 if(!device->isInDraw) {
562 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
565 if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8) {
566 if(palette9_changed(This)) {
567 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
568 /* TODO: This is not necessarily needed with hw palettized texture support */
569 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
570 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
571 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
575 IWineD3DSurface_LoadTexture(iface, FALSE);
577 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
578 /* Tell opengl to try and keep this texture in video ram (well mostly) */
579 GLclampf tmp;
580 tmp = 0.9f;
581 ENTER_GL();
582 glPrioritizeTextures(1, &This->glDescription.textureName, &tmp);
583 LEAVE_GL();
586 return;
589 static void surface_remove_pbo(IWineD3DSurfaceImpl *This) {
590 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
591 This->resource.allocatedMemory =
592 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
594 ENTER_GL();
595 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
596 checkGLcall("glBindBuffer(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
597 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
598 checkGLcall("glGetBufferSubData");
599 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
600 checkGLcall("glDeleteBuffers");
601 LEAVE_GL();
603 This->pbo = 0;
604 This->Flags &= ~SFLAG_PBO;
607 static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
608 IWineD3DBaseTexture *texture = NULL;
609 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
610 renderbuffer_entry_t *entry, *entry2;
611 TRACE("(%p)\n", iface);
613 if(This->resource.pool == WINED3DPOOL_DEFAULT) {
614 /* Default pool resources are supposed to be destroyed before Reset is called.
615 * Implicit resources stay however. So this means we have an implicit render target
616 * or depth stencil. The content may be destroyed, but we still have to tear down
617 * opengl resources, so we cannot leave early.
619 * Put the most up to date surface location into the drawable. D3D-wise this content
620 * is undefined, so it would be nowhere, but that would make the location management
621 * more complicated. The drawable is a sane location, because if we mark sysmem or
622 * texture up to date, drawPrim will copy the uninitialized texture or sysmem to the
623 * uninitialized drawable. That's pointless and we'd have to allocate the texture /
624 * sysmem copy here.
626 if (This->resource.usage & WINED3DUSAGE_DEPTHSTENCIL) {
627 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
628 } else {
629 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, TRUE);
631 } else {
632 /* Load the surface into system memory */
633 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
634 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
636 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
637 This->Flags &= ~SFLAG_ALLOCATED;
639 /* Destroy PBOs, but load them into real sysmem before */
640 if(This->Flags & SFLAG_PBO) {
641 surface_remove_pbo(This);
644 /* Destroy fbo render buffers. This is needed for implicit render targets, for
645 * all application-created targets the application has to release the surface
646 * before calling _Reset
648 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
649 ENTER_GL();
650 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
651 LEAVE_GL();
652 list_remove(&entry->entry);
653 HeapFree(GetProcessHeap(), 0, entry);
655 list_init(&This->renderbuffers);
656 This->current_renderbuffer = NULL;
658 /* If we're in a texture, the texture name belongs to the texture. Otherwise,
659 * destroy it
661 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **) &texture);
662 if(!texture) {
663 ENTER_GL();
664 glDeleteTextures(1, &This->glDescription.textureName);
665 This->glDescription.textureName = 0;
666 LEAVE_GL();
667 } else {
668 IWineD3DBaseTexture_Release(texture);
670 return;
673 /* ******************************************************
674 IWineD3DSurface IWineD3DSurface parts follow
675 ****************************************************** */
677 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription) {
678 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
679 TRACE("(%p) : returning %p\n", This, &This->glDescription);
680 *glDescription = &This->glDescription;
683 /* TODO: think about moving this down to resource? */
684 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface) {
685 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
686 /* This should only be called for sysmem textures, it may be a good idea to extend this to all pools at some point in the future */
687 if (This->resource.pool != WINED3DPOOL_SYSTEMMEM) {
688 FIXME(" (%p)Attempting to get system memory for a non-system memory texture\n", iface);
690 return (CONST void*)(This->resource.allocatedMemory);
693 /* Read the framebuffer back into the surface */
694 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, void *dest, UINT pitch) {
695 IWineD3DSwapChainImpl *swapchain;
696 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
697 BYTE *mem;
698 GLint fmt;
699 GLint type;
700 BYTE *row, *top, *bottom;
701 int i;
702 BOOL bpp;
703 RECT local_rect;
704 BOOL srcIsUpsideDown;
706 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
707 static BOOL warned = FALSE;
708 if(!warned) {
709 ERR("The application tries to lock the render target, but render target locking is disabled\n");
710 warned = TRUE;
712 return;
715 /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
716 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
717 * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
718 * context->last_was_blit set on the unlock.
720 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
721 ENTER_GL();
723 /* Select the correct read buffer, and give some debug output.
724 * There is no need to keep track of the current read buffer or reset it, every part of the code
725 * that reads sets the read buffer as desired.
727 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&swapchain)))
729 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
730 TRACE("Locking %#x buffer\n", buffer);
731 glReadBuffer(buffer);
732 checkGLcall("glReadBuffer");
734 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
735 srcIsUpsideDown = FALSE;
736 } else {
737 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
738 * Read from the back buffer
740 TRACE("Locking offscreen render target\n");
741 glReadBuffer(myDevice->offscreenBuffer);
742 srcIsUpsideDown = TRUE;
745 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
746 if(!rect) {
747 local_rect.left = 0;
748 local_rect.top = 0;
749 local_rect.right = This->currentDesc.Width;
750 local_rect.bottom = This->currentDesc.Height;
751 } else {
752 local_rect = *rect;
754 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
756 switch(This->resource.format)
758 case WINED3DFMT_P8:
760 if(primary_render_target_is_p8(myDevice)) {
761 /* In case of P8 render targets the index is stored in the alpha component */
762 fmt = GL_ALPHA;
763 type = GL_UNSIGNED_BYTE;
764 mem = dest;
765 bpp = This->bytesPerPixel;
766 } else {
767 /* GL can't return palettized data, so read ARGB pixels into a
768 * separate block of memory and convert them into palettized format
769 * in software. Slow, but if the app means to use palettized render
770 * targets and locks it...
772 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
773 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
774 * for the color channels when palettizing the colors.
776 fmt = GL_RGB;
777 type = GL_UNSIGNED_BYTE;
778 pitch *= 3;
779 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
780 if(!mem) {
781 ERR("Out of memory\n");
782 LEAVE_GL();
783 return;
785 bpp = This->bytesPerPixel * 3;
788 break;
790 default:
791 mem = dest;
792 fmt = This->glDescription.glFormat;
793 type = This->glDescription.glType;
794 bpp = This->bytesPerPixel;
797 if(This->Flags & SFLAG_PBO) {
798 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
799 checkGLcall("glBindBufferARB");
802 glReadPixels(local_rect.left, local_rect.top,
803 local_rect.right - local_rect.left,
804 local_rect.bottom - local_rect.top,
805 fmt, type, mem);
806 vcheckGLcall("glReadPixels");
808 if(This->Flags & SFLAG_PBO) {
809 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
810 checkGLcall("glBindBufferARB");
812 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
813 * to get a pointer to it and perform the flipping in software. This is a lot
814 * faster than calling glReadPixels for each line. In case we want more speed
815 * we should rerender it flipped in a FBO and read the data back from the FBO. */
816 if(!srcIsUpsideDown) {
817 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
818 checkGLcall("glBindBufferARB");
820 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
821 checkGLcall("glMapBufferARB");
825 /* TODO: Merge this with the palettization loop below for P8 targets */
826 if(!srcIsUpsideDown) {
827 UINT len, off;
828 /* glReadPixels returns the image upside down, and there is no way to prevent this.
829 Flip the lines in software */
830 len = (local_rect.right - local_rect.left) * bpp;
831 off = local_rect.left * bpp;
833 row = HeapAlloc(GetProcessHeap(), 0, len);
834 if(!row) {
835 ERR("Out of memory\n");
836 if(This->resource.format == WINED3DFMT_P8) HeapFree(GetProcessHeap(), 0, mem);
837 LEAVE_GL();
838 return;
841 top = mem + pitch * local_rect.top;
842 bottom = mem + pitch * ( local_rect.bottom - local_rect.top - 1);
843 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
844 memcpy(row, top + off, len);
845 memcpy(top + off, bottom + off, len);
846 memcpy(bottom + off, row, len);
847 top += pitch;
848 bottom -= pitch;
850 HeapFree(GetProcessHeap(), 0, row);
852 /* Unmap the temp PBO buffer */
853 if(This->Flags & SFLAG_PBO) {
854 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
855 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
859 LEAVE_GL();
861 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
862 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
863 * the same color but we have no choice.
864 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
866 if((This->resource.format == WINED3DFMT_P8) && !primary_render_target_is_p8(myDevice)) {
867 PALETTEENTRY *pal = NULL;
868 DWORD width = pitch / 3;
869 int x, y, c;
871 if(This->palette) {
872 pal = This->palette->palents;
873 } else {
874 ERR("Palette is missing, cannot perform inverse palette lookup\n");
875 HeapFree(GetProcessHeap(), 0, mem);
876 return ;
879 for(y = local_rect.top; y < local_rect.bottom; y++) {
880 for(x = local_rect.left; x < local_rect.right; x++) {
881 /* start lines pixels */
882 BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
883 BYTE *green = blue + 1;
884 BYTE *red = green + 1;
886 for(c = 0; c < 256; c++) {
887 if(*red == pal[c].peRed &&
888 *green == pal[c].peGreen &&
889 *blue == pal[c].peBlue)
891 *((BYTE *) dest + y * width + x) = c;
892 break;
897 HeapFree(GetProcessHeap(), 0, mem);
901 /* Read the framebuffer contents into a texture */
902 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This)
904 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
905 IWineD3DSwapChainImpl *swapchain;
906 int bpp;
907 GLenum format, internal, type;
908 CONVERT_TYPES convert;
909 GLint prevRead;
911 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
913 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
914 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
915 * states in the stateblock, and no driver was found yet that had bugs in that regard.
917 ActivateContext(device, (IWineD3DSurface *) This, CTXUSAGE_RESOURCELOAD);
918 surface_bind_and_dirtify(This);
919 ENTER_GL();
921 glGetIntegerv(GL_READ_BUFFER, &prevRead);
923 /* Select the correct read buffer, and give some debug output.
924 * There is no need to keep track of the current read buffer or reset it, every part of the code
925 * that reads sets the read buffer as desired.
927 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)This, &IID_IWineD3DSwapChain, (void **)&swapchain)))
929 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
930 TRACE("Locking %#x buffer\n", buffer);
931 glReadBuffer(buffer);
932 checkGLcall("glReadBuffer");
934 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
935 } else {
936 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
937 * Read from the back buffer
939 TRACE("Locking offscreen render target\n");
940 glReadBuffer(device->offscreenBuffer);
943 if(!(This->Flags & SFLAG_ALLOCATED)) {
944 surface_allocate_surface(This, internal, This->pow2Width,
945 This->pow2Height, format, type);
948 clear_unused_channels(This);
950 /* If !SrcIsUpsideDown we should flip the surface.
951 * This can be done using glCopyTexSubImage2D but this
952 * is VERY slow, so don't do that. We should prevent
953 * this code from getting called in such cases or perhaps
954 * we can use FBOs */
956 glCopyTexSubImage2D(This->glDescription.target,
957 This->glDescription.level,
958 0, 0, 0, 0,
959 This->currentDesc.Width,
960 This->currentDesc.Height);
961 checkGLcall("glCopyTexSubImage2D");
963 glReadBuffer(prevRead);
964 vcheckGLcall("glReadBuffer");
966 LEAVE_GL();
967 TRACE("Updated target %d\n", This->glDescription.target);
970 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This) {
971 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
972 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
973 * changed
975 if(!(This->Flags & SFLAG_DYNLOCK)) {
976 This->lockCount++;
977 /* MAXLOCKCOUNT is defined in wined3d_private.h */
978 if(This->lockCount > MAXLOCKCOUNT) {
979 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
980 This->Flags |= SFLAG_DYNLOCK;
984 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
985 * Also don't create a PBO for systemmem surfaces.
987 if(GL_SUPPORT(ARB_PIXEL_BUFFER_OBJECT) && (This->Flags & SFLAG_DYNLOCK) && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2)) && (This->resource.pool != WINED3DPOOL_SYSTEMMEM)) {
988 GLenum error;
989 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
991 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
992 ENTER_GL();
994 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
995 error = glGetError();
996 if(This->pbo == 0 || error != GL_NO_ERROR) {
997 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
1000 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
1002 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1003 checkGLcall("glBindBufferARB");
1005 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
1006 checkGLcall("glBufferDataARB");
1008 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1009 checkGLcall("glBindBufferARB");
1011 /* We don't need the system memory anymore and we can't even use it for PBOs */
1012 if(!(This->Flags & SFLAG_CLIENT)) {
1013 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
1014 This->resource.heapMemory = NULL;
1016 This->resource.allocatedMemory = NULL;
1017 This->Flags |= SFLAG_PBO;
1018 LEAVE_GL();
1019 } else if(!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO)) {
1020 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1021 * or a pbo to map
1023 if(!This->resource.heapMemory) {
1024 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1026 This->resource.allocatedMemory =
1027 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1028 if(This->Flags & SFLAG_INSYSMEM) {
1029 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1034 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
1035 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1036 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1037 IWineD3DSwapChain *swapchain = NULL;
1039 TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
1041 /* This is also done in the base class, but we have to verify this before loading any data from
1042 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1043 * may interfere, and all other bad things may happen
1045 if (This->Flags & SFLAG_LOCKED) {
1046 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1047 return WINED3DERR_INVALIDCALL;
1049 This->Flags |= SFLAG_LOCKED;
1051 if (!(This->Flags & SFLAG_LOCKABLE))
1053 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
1056 if (Flags & WINED3DLOCK_DISCARD) {
1057 /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
1058 TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
1059 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1060 This->Flags |= SFLAG_INSYSMEM;
1061 goto lock_end;
1064 if (This->Flags & SFLAG_INSYSMEM) {
1065 TRACE("Local copy is up to date, not downloading data\n");
1066 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1067 goto lock_end;
1070 /* Now download the surface content from opengl
1071 * Use the render target readback if the surface is on a swapchain(=onscreen render target) or the current primary target
1072 * Offscreen targets which are not active at the moment or are higher targets(FBOs) can be locked with the texture path
1074 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
1075 if(swapchain || iface == myDevice->render_targets[0]) {
1076 const RECT *pass_rect = pRect;
1078 /* IWineD3DSurface_LoadLocation does not check if the rectangle specifies the full surfaces
1079 * because most caller functions do not need that. So do that here
1081 if(pRect &&
1082 pRect->top == 0 &&
1083 pRect->left == 0 &&
1084 pRect->right == This->currentDesc.Width &&
1085 pRect->bottom == This->currentDesc.Height) {
1086 pass_rect = NULL;
1089 switch(wined3d_settings.rendertargetlock_mode) {
1090 case RTL_TEXDRAW:
1091 case RTL_TEXTEX:
1092 FIXME("Reading from render target with a texture isn't implemented yet, falling back to framebuffer reading\n");
1093 #if 0
1094 /* Disabled for now. LoadLocation prefers the texture over the drawable as the source. So if we copy to the
1095 * texture first, then to sysmem, we'll avoid glReadPixels and use glCopyTexImage and glGetTexImage2D instead.
1096 * This may be faster on some cards
1098 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* No partial texture copy yet */);
1099 #endif
1100 /* drop through */
1102 case RTL_AUTO:
1103 case RTL_READDRAW:
1104 case RTL_READTEX:
1105 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, pass_rect);
1106 break;
1108 case RTL_DISABLE:
1109 break;
1111 if(swapchain) IWineD3DSwapChain_Release(swapchain);
1113 } else if(iface == myDevice->stencilBufferTarget) {
1114 /** the depth stencil in openGL has a format of GL_FLOAT
1115 * which should be good for WINED3DFMT_D16_LOCKABLE
1116 * and WINED3DFMT_D16
1117 * it is unclear what format the stencil buffer is in except.
1118 * 'Each index is converted to fixed point...
1119 * If GL_MAP_STENCIL is GL_TRUE, indices are replaced by their
1120 * mappings in the table GL_PIXEL_MAP_S_TO_S.
1121 * glReadPixels(This->lockedRect.left,
1122 * This->lockedRect.bottom - j - 1,
1123 * This->lockedRect.right - This->lockedRect.left,
1124 * 1,
1125 * GL_DEPTH_COMPONENT,
1126 * type,
1127 * (char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top)));
1129 * Depth Stencil surfaces which are not the current depth stencil target should have their data in a
1130 * gl texture(next path), or in local memory(early return because of set SFLAG_INSYSMEM above). If
1131 * none of that is the case the problem is not in this function :-)
1132 ********************************************/
1133 FIXME("Depth stencil locking not supported yet\n");
1134 } else {
1135 /* This path is for normal surfaces, offscreen render targets and everything else that is in a gl texture */
1136 TRACE("locking an ordinary surface\n");
1137 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
1140 lock_end:
1141 if(This->Flags & SFLAG_PBO) {
1142 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1143 ENTER_GL();
1144 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1145 checkGLcall("glBindBufferARB");
1147 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1148 if(This->resource.allocatedMemory) {
1149 ERR("The surface already has PBO memory allocated!\n");
1152 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1153 checkGLcall("glMapBufferARB");
1155 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1156 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1157 checkGLcall("glBindBufferARB");
1159 LEAVE_GL();
1162 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
1163 /* Don't dirtify */
1164 } else {
1165 IWineD3DBaseTexture *pBaseTexture;
1167 * Dirtify on lock
1168 * as seen in msdn docs
1170 IWineD3DSurface_AddDirtyRect(iface, pRect);
1172 /** Dirtify Container if needed */
1173 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture))) {
1174 TRACE("Making container dirty\n");
1175 IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
1176 IWineD3DBaseTexture_Release(pBaseTexture);
1177 } else {
1178 TRACE("Surface is standalone, no need to dirty the container\n");
1182 return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
1185 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem) {
1186 GLint prev_store;
1187 GLint prev_rasterpos[4];
1188 GLint skipBytes = 0;
1189 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
1190 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1191 IWineD3DSwapChainImpl *swapchain;
1193 /* Activate the correct context for the render target */
1194 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
1195 ENTER_GL();
1197 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)This, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
1198 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
1199 TRACE("Unlocking %#x buffer\n", buffer);
1200 glDrawBuffer(buffer);
1201 checkGLcall("glDrawBuffer");
1203 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
1204 } else {
1205 /* Primary offscreen render target */
1206 TRACE("Offscreen render target\n");
1207 glDrawBuffer(myDevice->offscreenBuffer);
1208 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1211 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
1212 vcheckGLcall("glIntegerv");
1213 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
1214 vcheckGLcall("glIntegerv");
1215 glPixelZoom(1.0, -1.0);
1216 vcheckGLcall("glPixelZoom");
1218 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1219 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
1220 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
1222 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
1223 vcheckGLcall("glRasterPos2f");
1225 /* Some drivers(radeon dri, others?) don't like exceptions during
1226 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1227 * after ReleaseDC. Reading it will cause an exception, which x11drv will
1228 * catch to put the dib section in InSync mode, which leads to a crash
1229 * and a blocked x server on my radeon card.
1231 * The following lines read the dib section so it is put in InSync mode
1232 * before glDrawPixels is called and the crash is prevented. There won't
1233 * be any interfering gdi accesses, because UnlockRect is called from
1234 * ReleaseDC, and the app won't use the dc any more afterwards.
1236 if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
1237 volatile BYTE read;
1238 read = This->resource.allocatedMemory[0];
1241 if(This->Flags & SFLAG_PBO) {
1242 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1243 checkGLcall("glBindBufferARB");
1246 /* When the surface is locked we only have to refresh the locked part else we need to update the whole image */
1247 if(This->Flags & SFLAG_LOCKED) {
1248 glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1249 (This->lockedRect.bottom - This->lockedRect.top)-1,
1250 fmt, type,
1251 mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1252 checkGLcall("glDrawPixels");
1253 } else {
1254 glDrawPixels(This->currentDesc.Width,
1255 This->currentDesc.Height,
1256 fmt, type, mem);
1257 checkGLcall("glDrawPixels");
1260 if(This->Flags & SFLAG_PBO) {
1261 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1262 checkGLcall("glBindBufferARB");
1265 glPixelZoom(1.0,1.0);
1266 vcheckGLcall("glPixelZoom");
1268 glRasterPos3iv(&prev_rasterpos[0]);
1269 vcheckGLcall("glRasterPos3iv");
1271 /* Reset to previous pack row length */
1272 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1273 vcheckGLcall("glPixelStorei GL_UNPACK_ROW_LENGTH");
1275 if(!swapchain) {
1276 glDrawBuffer(myDevice->offscreenBuffer);
1277 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1278 } else if(swapchain->backBuffer) {
1279 glDrawBuffer(GL_BACK);
1280 checkGLcall("glDrawBuffer(GL_BACK)");
1281 } else {
1282 glDrawBuffer(GL_FRONT);
1283 checkGLcall("glDrawBuffer(GL_FRONT)");
1285 LEAVE_GL();
1287 return;
1290 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1291 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1292 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1293 IWineD3DSwapChainImpl *swapchain = NULL;
1294 BOOL fullsurface;
1296 if (!(This->Flags & SFLAG_LOCKED)) {
1297 WARN("trying to Unlock an unlocked surf@%p\n", This);
1298 return WINED3DERR_INVALIDCALL;
1301 if (This->Flags & SFLAG_PBO) {
1302 TRACE("Freeing PBO memory\n");
1303 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1304 ENTER_GL();
1305 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1306 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1307 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1308 checkGLcall("glUnmapBufferARB");
1309 LEAVE_GL();
1310 This->resource.allocatedMemory = NULL;
1313 TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1315 if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1316 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1317 goto unlock_end;
1320 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
1321 if(swapchain || (myDevice->render_targets && iface == myDevice->render_targets[0])) {
1322 if(swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
1324 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1325 static BOOL warned = FALSE;
1326 if(!warned) {
1327 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1328 warned = TRUE;
1330 goto unlock_end;
1333 if(This->dirtyRect.left == 0 &&
1334 This->dirtyRect.top == 0 &&
1335 This->dirtyRect.right == This->currentDesc.Width &&
1336 This->dirtyRect.bottom == This->currentDesc.Height) {
1337 fullsurface = TRUE;
1338 } else {
1339 /* TODO: Proper partial rectangle tracking */
1340 fullsurface = FALSE;
1341 This->Flags |= SFLAG_INSYSMEM;
1344 switch(wined3d_settings.rendertargetlock_mode) {
1345 case RTL_READTEX:
1346 case RTL_TEXTEX:
1347 ActivateContext(myDevice, iface, CTXUSAGE_BLIT);
1348 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
1349 /* drop through */
1351 case RTL_AUTO:
1352 case RTL_READDRAW:
1353 case RTL_TEXDRAW:
1354 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
1355 break;
1358 if(!fullsurface) {
1359 /* Partial rectangle tracking is not commonly implemented, it is only done for render targets. Overwrite
1360 * the flags to bring them back into a sane state. INSYSMEM was set before to tell LoadLocation where
1361 * to read the rectangle from. Indrawable is set because all modifications from the partial sysmem copy
1362 * are written back to the drawable, thus the surface is merged again in the drawable. The sysmem copy is
1363 * not fully up to date because only a subrectangle was read in LockRect.
1365 This->Flags &= ~SFLAG_INSYSMEM;
1366 This->Flags |= SFLAG_INDRAWABLE;
1369 This->dirtyRect.left = This->currentDesc.Width;
1370 This->dirtyRect.top = This->currentDesc.Height;
1371 This->dirtyRect.right = 0;
1372 This->dirtyRect.bottom = 0;
1373 } else if(iface == myDevice->stencilBufferTarget) {
1374 FIXME("Depth Stencil buffer locking is not implemented\n");
1375 } else {
1376 /* The rest should be a normal texture */
1377 IWineD3DBaseTextureImpl *impl;
1378 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1379 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1380 * states need resetting
1382 if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
1383 if(impl->baseTexture.bindCount) {
1384 IWineD3DDeviceImpl_MarkStateDirty(myDevice, STATE_SAMPLER(impl->baseTexture.sampler));
1386 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
1390 unlock_end:
1391 This->Flags &= ~SFLAG_LOCKED;
1392 memset(&This->lockedRect, 0, sizeof(RECT));
1394 /* Overlays have to be redrawn manually after changes with the GL implementation */
1395 if(This->overlay_dest) {
1396 IWineD3DSurface_DrawOverlay(iface);
1398 return WINED3D_OK;
1401 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) {
1402 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1403 WINED3DLOCKED_RECT lock;
1404 HRESULT hr;
1405 RGBQUAD col[256];
1407 TRACE("(%p)->(%p)\n",This,pHDC);
1409 if(This->Flags & SFLAG_USERPTR) {
1410 ERR("Not supported on surfaces with an application-provided surfaces\n");
1411 return WINEDDERR_NODC;
1414 /* Give more detailed info for ddraw */
1415 if (This->Flags & SFLAG_DCINUSE)
1416 return WINEDDERR_DCALREADYCREATED;
1418 /* Can't GetDC if the surface is locked */
1419 if (This->Flags & SFLAG_LOCKED)
1420 return WINED3DERR_INVALIDCALL;
1422 /* According to Direct3D9 docs, only these formats are supported */
1423 if (((IWineD3DImpl *)This->resource.wineD3DDevice->wineD3D)->dxVersion > 7) {
1424 if (This->resource.format != WINED3DFMT_R5G6B5 &&
1425 This->resource.format != WINED3DFMT_X1R5G5B5 &&
1426 This->resource.format != WINED3DFMT_R8G8B8 &&
1427 This->resource.format != WINED3DFMT_X8R8G8B8) return WINED3DERR_INVALIDCALL;
1430 memset(&lock, 0, sizeof(lock)); /* To be sure */
1432 /* Create a DIB section if there isn't a hdc yet */
1433 if(!This->hDC) {
1434 IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
1435 if(This->Flags & SFLAG_CLIENT) {
1436 IWineD3DSurface_PreLoad(iface);
1439 /* Use the dib section from now on if we are not using a PBO */
1440 if(!(This->Flags & SFLAG_PBO))
1441 This->resource.allocatedMemory = This->dib.bitmap_data;
1444 /* Lock the surface */
1445 hr = IWineD3DSurface_LockRect(iface,
1446 &lock,
1447 NULL,
1450 if(This->Flags & SFLAG_PBO) {
1451 /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
1452 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
1455 if(FAILED(hr)) {
1456 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
1457 /* keep the dib section */
1458 return hr;
1461 if(This->resource.format == WINED3DFMT_P8 ||
1462 This->resource.format == WINED3DFMT_A8P8) {
1463 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
1464 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
1465 unsigned int n;
1466 PALETTEENTRY *pal = NULL;
1468 if(This->palette) {
1469 pal = This->palette->palents;
1470 } else {
1471 IWineD3DSurfaceImpl *dds_primary;
1472 IWineD3DSwapChainImpl *swapchain;
1473 swapchain = (IWineD3DSwapChainImpl *)This->resource.wineD3DDevice->swapchains[0];
1474 dds_primary = (IWineD3DSurfaceImpl *)swapchain->frontBuffer;
1475 if (dds_primary && dds_primary->palette)
1476 pal = dds_primary->palette->palents;
1479 if (pal) {
1480 for (n=0; n<256; n++) {
1481 col[n].rgbRed = pal[n].peRed;
1482 col[n].rgbGreen = pal[n].peGreen;
1483 col[n].rgbBlue = pal[n].peBlue;
1484 col[n].rgbReserved = 0;
1486 SetDIBColorTable(This->hDC, 0, 256, col);
1490 *pHDC = This->hDC;
1491 TRACE("returning %p\n",*pHDC);
1492 This->Flags |= SFLAG_DCINUSE;
1494 return WINED3D_OK;
1497 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) {
1498 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1500 TRACE("(%p)->(%p)\n",This,hDC);
1502 if (!(This->Flags & SFLAG_DCINUSE))
1503 return WINED3DERR_INVALIDCALL;
1505 if (This->hDC !=hDC) {
1506 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
1507 return WINED3DERR_INVALIDCALL;
1510 if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
1511 /* Copy the contents of the DIB over to the PBO */
1512 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
1515 /* we locked first, so unlock now */
1516 IWineD3DSurface_UnlockRect(iface);
1518 This->Flags &= ~SFLAG_DCINUSE;
1520 return WINED3D_OK;
1523 /* ******************************************************
1524 IWineD3DSurface Internal (No mapping to directx api) parts follow
1525 ****************************************************** */
1527 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode) {
1528 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
1529 const GlPixelFormatDesc *glDesc;
1530 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1531 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
1533 /* Default values: From the surface */
1534 *format = glDesc->glFormat;
1535 *type = glDesc->glType;
1536 *convert = NO_CONVERSION;
1537 *target_bpp = This->bytesPerPixel;
1539 if(srgb_mode) {
1540 *internal = glDesc->glGammaInternal;
1541 } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
1542 *internal = glDesc->rtInternal;
1543 } else {
1544 *internal = glDesc->glInternal;
1547 /* Ok, now look if we have to do any conversion */
1548 switch(This->resource.format) {
1549 case WINED3DFMT_P8:
1550 /* ****************
1551 Paletted Texture
1552 **************** */
1554 /* Use conversion when the paletted texture extension OR fragment shaders are available. When either
1555 * of the two is available make sure texturing is requested as neither of the two works in
1556 * conjunction with calls like glDraw-/glReadPixels. Further also use conversion in case of color keying.
1557 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
1558 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
1559 * conflicts with this.
1561 if( !(GL_SUPPORT(EXT_PALETTED_TEXTURE) ||
1562 (GL_SUPPORT(ARB_FRAGMENT_PROGRAM) &&
1563 device->render_targets &&
1564 This == (IWineD3DSurfaceImpl*)device->render_targets[0])) ||
1565 colorkey_active || !use_texturing ) {
1566 *format = GL_RGBA;
1567 *internal = GL_RGBA;
1568 *type = GL_UNSIGNED_BYTE;
1569 *target_bpp = 4;
1570 if(colorkey_active) {
1571 *convert = CONVERT_PALETTED_CK;
1572 } else {
1573 *convert = CONVERT_PALETTED;
1576 else if(!GL_SUPPORT(EXT_PALETTED_TEXTURE) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
1577 *format = GL_ALPHA;
1578 *internal = GL_RGBA;
1579 *type = GL_UNSIGNED_BYTE;
1580 *target_bpp = 1;
1583 break;
1585 case WINED3DFMT_R3G3B2:
1586 /* **********************
1587 GL_UNSIGNED_BYTE_3_3_2
1588 ********************** */
1589 if (colorkey_active) {
1590 /* This texture format will never be used.. So do not care about color keying
1591 up until the point in time it will be needed :-) */
1592 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
1594 break;
1596 case WINED3DFMT_R5G6B5:
1597 if (colorkey_active) {
1598 *convert = CONVERT_CK_565;
1599 *format = GL_RGBA;
1600 *internal = GL_RGBA;
1601 *type = GL_UNSIGNED_SHORT_5_5_5_1;
1603 break;
1605 case WINED3DFMT_X1R5G5B5:
1606 if (colorkey_active) {
1607 *convert = CONVERT_CK_5551;
1608 *format = GL_BGRA;
1609 *internal = GL_RGBA;
1610 *type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1612 break;
1614 case WINED3DFMT_R8G8B8:
1615 if (colorkey_active) {
1616 *convert = CONVERT_CK_RGB24;
1617 *format = GL_RGBA;
1618 *internal = GL_RGBA;
1619 *type = GL_UNSIGNED_INT_8_8_8_8;
1620 *target_bpp = 4;
1622 break;
1624 case WINED3DFMT_X8R8G8B8:
1625 if (colorkey_active) {
1626 *convert = CONVERT_RGB32_888;
1627 *format = GL_RGBA;
1628 *internal = GL_RGBA;
1629 *type = GL_UNSIGNED_INT_8_8_8_8;
1631 break;
1633 case WINED3DFMT_V8U8:
1634 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1635 else if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
1636 *format = GL_DUDV_ATI;
1637 *internal = GL_DU8DV8_ATI;
1638 *type = GL_BYTE;
1639 /* No conversion - Just change the gl type */
1640 break;
1642 *convert = CONVERT_V8U8;
1643 *format = GL_BGR;
1644 *internal = GL_RGB8;
1645 *type = GL_UNSIGNED_BYTE;
1646 *target_bpp = 3;
1647 break;
1649 case WINED3DFMT_L6V5U5:
1650 *convert = CONVERT_L6V5U5;
1651 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1652 *target_bpp = 3;
1653 /* Use format and types from table */
1654 } else {
1655 /* Load it into unsigned R5G6B5, swap L and V channels, and revert that in the shader */
1656 *target_bpp = 2;
1657 *format = GL_RGB;
1658 *internal = GL_RGB5;
1659 *type = GL_UNSIGNED_SHORT_5_6_5;
1661 break;
1663 case WINED3DFMT_X8L8V8U8:
1664 *convert = CONVERT_X8L8V8U8;
1665 *target_bpp = 4;
1666 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1667 /* Use formats from gl table. It is a bit unfortunate, but the conversion
1668 * is needed to set the X format to 255 to get 1.0 for alpha when sampling
1669 * the texture. OpenGL can't use GL_DSDT8_MAG8_NV as internal format with
1670 * the needed type and format parameter, so the internal format contains a
1671 * 4th component, which is returned as alpha
1673 } else {
1674 /* Not supported by GL_ATI_envmap_bumpmap */
1675 *format = GL_BGRA;
1676 *internal = GL_RGB8;
1677 *type = GL_UNSIGNED_INT_8_8_8_8_REV;
1679 break;
1681 case WINED3DFMT_Q8W8V8U8:
1682 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1683 *convert = CONVERT_Q8W8V8U8;
1684 *format = GL_BGRA;
1685 *internal = GL_RGBA8;
1686 *type = GL_UNSIGNED_BYTE;
1687 *target_bpp = 4;
1688 /* Not supported by GL_ATI_envmap_bumpmap */
1689 break;
1691 case WINED3DFMT_V16U16:
1692 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1693 *convert = CONVERT_V16U16;
1694 *format = GL_BGR;
1695 *internal = GL_RGB16_EXT;
1696 *type = GL_UNSIGNED_SHORT;
1697 *target_bpp = 6;
1698 /* What should I do here about GL_ATI_envmap_bumpmap?
1699 * Convert it or allow data loss by loading it into a 8 bit / channel texture?
1701 break;
1703 case WINED3DFMT_A4L4:
1704 /* A4L4 exists as an internal gl format, but for some reason there is not
1705 * format+type combination to load it. Thus convert it to A8L8, then load it
1706 * with A4L4 internal, but A8L8 format+type
1708 *convert = CONVERT_A4L4;
1709 *format = GL_LUMINANCE_ALPHA;
1710 *internal = GL_LUMINANCE4_ALPHA4;
1711 *type = GL_UNSIGNED_BYTE;
1712 *target_bpp = 2;
1713 break;
1715 case WINED3DFMT_R32F:
1716 /* Can be loaded in theory with fmt=GL_RED, type=GL_FLOAT, but this fails. The reason
1717 * is that D3D expects the undefined green, blue and alpha channels to return 1.0
1718 * when sampling, but OpenGL sets green and blue to 0.0 instead. Thus we have to inject
1719 * 1.0 instead.
1721 * The alpha channel defaults to 1.0 in opengl, so nothing has to be done about it.
1723 *convert = CONVERT_R32F;
1724 *format = GL_RGB;
1725 *internal = GL_RGB32F_ARB;
1726 *type = GL_FLOAT;
1727 *target_bpp = 12;
1728 break;
1730 case WINED3DFMT_R16F:
1731 /* Similar to R32F */
1732 *convert = CONVERT_R16F;
1733 *format = GL_RGB;
1734 *internal = GL_RGB16F_ARB;
1735 *type = GL_HALF_FLOAT_ARB;
1736 *target_bpp = 6;
1737 break;
1739 case WINED3DFMT_G16R16:
1740 *convert = CONVERT_G16R16;
1741 *format = GL_RGB;
1742 *internal = GL_RGB16_EXT;
1743 *type = GL_UNSIGNED_SHORT;
1744 *target_bpp = 6;
1745 break;
1747 default:
1748 break;
1751 return WINED3D_OK;
1754 HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This) {
1755 BYTE *source, *dest;
1756 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
1758 switch (convert) {
1759 case NO_CONVERSION:
1761 memcpy(dst, src, pitch * height);
1762 break;
1764 case CONVERT_PALETTED:
1765 case CONVERT_PALETTED_CK:
1767 IWineD3DPaletteImpl* pal = This->palette;
1768 BYTE table[256][4];
1769 unsigned int x, y;
1771 if( pal == NULL) {
1772 /* TODO: If we are a sublevel, try to get the palette from level 0 */
1775 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
1777 for (y = 0; y < height; y++)
1779 source = src + pitch * y;
1780 dest = dst + outpitch * y;
1781 /* This is an 1 bpp format, using the width here is fine */
1782 for (x = 0; x < width; x++) {
1783 BYTE color = *source++;
1784 *dest++ = table[color][0];
1785 *dest++ = table[color][1];
1786 *dest++ = table[color][2];
1787 *dest++ = table[color][3];
1791 break;
1793 case CONVERT_CK_565:
1795 /* Converting the 565 format in 5551 packed to emulate color-keying.
1797 Note : in all these conversion, it would be best to average the averaging
1798 pixels to get the color of the pixel that will be color-keyed to
1799 prevent 'color bleeding'. This will be done later on if ever it is
1800 too visible.
1802 Note2: Nvidia documents say that their driver does not support alpha + color keying
1803 on the same surface and disables color keying in such a case
1805 unsigned int x, y;
1806 WORD *Source;
1807 WORD *Dest;
1809 TRACE("Color keyed 565\n");
1811 for (y = 0; y < height; y++) {
1812 Source = (WORD *) (src + y * pitch);
1813 Dest = (WORD *) (dst + y * outpitch);
1814 for (x = 0; x < width; x++ ) {
1815 WORD color = *Source++;
1816 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
1817 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1818 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1819 *Dest |= 0x0001;
1821 Dest++;
1825 break;
1827 case CONVERT_CK_5551:
1829 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
1830 unsigned int x, y;
1831 WORD *Source;
1832 WORD *Dest;
1833 TRACE("Color keyed 5551\n");
1834 for (y = 0; y < height; y++) {
1835 Source = (WORD *) (src + y * pitch);
1836 Dest = (WORD *) (dst + y * outpitch);
1837 for (x = 0; x < width; x++ ) {
1838 WORD color = *Source++;
1839 *Dest = color;
1840 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1841 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1842 *Dest |= (1 << 15);
1844 else {
1845 *Dest &= ~(1 << 15);
1847 Dest++;
1851 break;
1853 case CONVERT_RGB32_888:
1855 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
1856 unsigned int x, y;
1857 for (y = 0; y < height; y++)
1859 source = src + pitch * y;
1860 dest = dst + outpitch * y;
1861 for (x = 0; x < width; x++) {
1862 DWORD color = 0xffffff & *(DWORD*)source;
1863 DWORD dstcolor = color << 8;
1864 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1865 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1866 dstcolor |= 0xff;
1868 *(DWORD*)dest = dstcolor;
1869 source += 4;
1870 dest += 4;
1874 break;
1876 case CONVERT_V8U8:
1878 unsigned int x, y;
1879 short *Source;
1880 unsigned char *Dest;
1881 for(y = 0; y < height; y++) {
1882 Source = (short *) (src + y * pitch);
1883 Dest = dst + y * outpitch;
1884 for (x = 0; x < width; x++ ) {
1885 long color = (*Source++);
1886 /* B */ Dest[0] = 0xff;
1887 /* G */ Dest[1] = (color >> 8) + 128; /* V */
1888 /* R */ Dest[2] = (color) + 128; /* U */
1889 Dest += 3;
1892 break;
1895 case CONVERT_V16U16:
1897 unsigned int x, y;
1898 DWORD *Source;
1899 unsigned short *Dest;
1900 for(y = 0; y < height; y++) {
1901 Source = (DWORD *) (src + y * pitch);
1902 Dest = (unsigned short *) (dst + y * outpitch);
1903 for (x = 0; x < width; x++ ) {
1904 DWORD color = (*Source++);
1905 /* B */ Dest[0] = 0xffff;
1906 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
1907 /* R */ Dest[2] = (color ) + 32768; /* U */
1908 Dest += 3;
1911 break;
1914 case CONVERT_Q8W8V8U8:
1916 unsigned int x, y;
1917 DWORD *Source;
1918 unsigned char *Dest;
1919 for(y = 0; y < height; y++) {
1920 Source = (DWORD *) (src + y * pitch);
1921 Dest = dst + y * outpitch;
1922 for (x = 0; x < width; x++ ) {
1923 long color = (*Source++);
1924 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
1925 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
1926 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
1927 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
1928 Dest += 4;
1931 break;
1934 case CONVERT_L6V5U5:
1936 unsigned int x, y;
1937 WORD *Source;
1938 unsigned char *Dest;
1940 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1941 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
1942 * fixed function and shaders without further conversion once the surface is
1943 * loaded
1945 for(y = 0; y < height; y++) {
1946 Source = (WORD *) (src + y * pitch);
1947 Dest = dst + y * outpitch;
1948 for (x = 0; x < width; x++ ) {
1949 short color = (*Source++);
1950 unsigned char l = ((color >> 10) & 0xfc);
1951 char v = ((color >> 5) & 0x3e);
1952 char u = ((color ) & 0x1f);
1954 /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
1955 * and doubles the positive range. Thus shift left only once, gl does the 2nd
1956 * shift. GL reads a signed value and converts it into an unsigned value.
1958 /* M */ Dest[2] = l << 1;
1960 /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
1961 * from 5 bit values to 8 bit values.
1963 /* V */ Dest[1] = v << 3;
1964 /* U */ Dest[0] = u << 3;
1965 Dest += 3;
1968 } else {
1969 for(y = 0; y < height; y++) {
1970 unsigned short *Dest_s = (unsigned short *) (dst + y * outpitch);
1971 Source = (WORD *) (src + y * pitch);
1972 for (x = 0; x < width; x++ ) {
1973 short color = (*Source++);
1974 unsigned char l = ((color >> 10) & 0xfc);
1975 short v = ((color >> 5) & 0x3e);
1976 short u = ((color ) & 0x1f);
1977 short v_conv = v + 16;
1978 short u_conv = u + 16;
1980 *Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
1981 Dest_s += 1;
1985 break;
1988 case CONVERT_X8L8V8U8:
1990 unsigned int x, y;
1991 DWORD *Source;
1992 unsigned char *Dest;
1994 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1995 /* This implementation works with the fixed function pipeline and shaders
1996 * without further modification after converting the surface.
1998 for(y = 0; y < height; y++) {
1999 Source = (DWORD *) (src + y * pitch);
2000 Dest = dst + y * outpitch;
2001 for (x = 0; x < width; x++ ) {
2002 long color = (*Source++);
2003 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
2004 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
2005 /* U */ Dest[0] = (color & 0xff); /* U */
2006 /* I */ Dest[3] = 255; /* X */
2007 Dest += 4;
2010 } else {
2011 /* Doesn't work correctly with the fixed function pipeline, but can work in
2012 * shaders if the shader is adjusted. (There's no use for this format in gl's
2013 * standard fixed function pipeline anyway).
2015 for(y = 0; y < height; y++) {
2016 Source = (DWORD *) (src + y * pitch);
2017 Dest = dst + y * outpitch;
2018 for (x = 0; x < width; x++ ) {
2019 long color = (*Source++);
2020 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
2021 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
2022 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
2023 Dest += 4;
2027 break;
2030 case CONVERT_A4L4:
2032 unsigned int x, y;
2033 unsigned char *Source;
2034 unsigned char *Dest;
2035 for(y = 0; y < height; y++) {
2036 Source = src + y * pitch;
2037 Dest = dst + y * outpitch;
2038 for (x = 0; x < width; x++ ) {
2039 unsigned char color = (*Source++);
2040 /* A */ Dest[1] = (color & 0xf0) << 0;
2041 /* L */ Dest[0] = (color & 0x0f) << 4;
2042 Dest += 2;
2045 break;
2048 case CONVERT_R32F:
2050 unsigned int x, y;
2051 float *Source;
2052 float *Dest;
2053 for(y = 0; y < height; y++) {
2054 Source = (float *) (src + y * pitch);
2055 Dest = (float *) (dst + y * outpitch);
2056 for (x = 0; x < width; x++ ) {
2057 float color = (*Source++);
2058 Dest[0] = color;
2059 Dest[1] = 1.0;
2060 Dest[2] = 1.0;
2061 Dest += 3;
2064 break;
2067 case CONVERT_R16F:
2069 unsigned int x, y;
2070 WORD *Source;
2071 WORD *Dest;
2072 WORD one = 0x3c00;
2073 for(y = 0; y < height; y++) {
2074 Source = (WORD *) (src + y * pitch);
2075 Dest = (WORD *) (dst + y * outpitch);
2076 for (x = 0; x < width; x++ ) {
2077 WORD color = (*Source++);
2078 Dest[0] = color;
2079 Dest[1] = one;
2080 Dest[2] = one;
2081 Dest += 3;
2084 break;
2087 case CONVERT_G16R16:
2089 unsigned int x, y;
2090 WORD *Source;
2091 WORD *Dest;
2093 for(y = 0; y < height; y++) {
2094 Source = (WORD *) (src + y * pitch);
2095 Dest = (WORD *) (dst + y * outpitch);
2096 for (x = 0; x < width; x++ ) {
2097 WORD green = (*Source++);
2098 WORD red = (*Source++);
2099 Dest[0] = green;
2100 Dest[1] = red;
2101 Dest[2] = 0xffff;
2102 Dest += 3;
2105 break;
2108 default:
2109 ERR("Unsupported conversation type %d\n", convert);
2111 return WINED3D_OK;
2114 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey) {
2115 IWineD3DPaletteImpl* pal = This->palette;
2116 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2117 BOOL index_in_alpha = FALSE;
2118 int dxVersion = ( (IWineD3DImpl *) device->wineD3D)->dxVersion;
2119 int i;
2121 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
2122 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
2123 * is slow. Further RGB->P8 conversion is not possible because palettes can have
2124 * duplicate entries. Store the color key in the unused alpha component to speed the
2125 * download up and to make conversion unneeded. */
2126 index_in_alpha = primary_render_target_is_p8(device);
2128 if (pal == NULL) {
2129 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
2130 if(dxVersion <= 7) {
2131 ERR("This code should never get entered for DirectDraw!, expect problems\n");
2132 if(index_in_alpha) {
2133 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
2134 there's no palette at this time. */
2135 for (i = 0; i < 256; i++) table[i][3] = i;
2137 } else {
2138 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
2139 alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
2140 capability flag is present (wine does advertise this capability) */
2141 for (i = 0; i < 256; i++) {
2142 table[i][0] = device->palettes[device->currentPalette][i].peRed;
2143 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
2144 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
2145 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
2148 } else {
2149 TRACE("Using surface palette %p\n", pal);
2150 /* Get the surface's palette */
2151 for (i = 0; i < 256; i++) {
2152 table[i][0] = pal->palents[i].peRed;
2153 table[i][1] = pal->palents[i].peGreen;
2154 table[i][2] = pal->palents[i].peBlue;
2156 /* When index_in_alpha is the palette index is stored in the alpha component. In case of a readback
2157 we can then read GL_ALPHA. Color keying is handled in BltOverride using a GL_ALPHA_TEST using GL_NOT_EQUAL.
2158 In case of index_in_alpha the color key itself is passed to glAlphaFunc in other cases the alpha component
2159 of pixels that should be masked away is set to 0. */
2160 if(index_in_alpha) {
2161 table[i][3] = i;
2162 } else if(colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue) && (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
2163 table[i][3] = 0x00;
2164 } else if(pal->Flags & WINEDDPCAPS_ALPHA) {
2165 table[i][3] = pal->palents[i].peFlags;
2166 } else {
2167 table[i][3] = 0xFF;
2173 const char *fragment_palette_conversion =
2174 "!!ARBfp1.0\n"
2175 "TEMP index;\n"
2176 "PARAM constants = { 0.996, 0.00195, 0, 0 };\n" /* { 255/256, 0.5/255*255/256, 0, 0 } */
2177 "TEX index, fragment.texcoord[0], texture[0], 2D;\n" /* The alpha-component contains the palette index */
2178 "MAD index.a, index.a, constants.x, constants.y;\n" /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
2179 "TEX result.color, index.a, texture[1], 1D;\n" /* use the alpha-component as a index in the palette to get the final color */
2180 "END";
2182 /* This function is used in case of 8bit paletted textures to upload the palette.
2183 It supports GL_EXT_paletted_texture and GL_ARB_fragment_program, support for other
2184 extensions like ATI_fragment_shaders is possible.
2186 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert) {
2187 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2188 BYTE table[256][4];
2189 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2191 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2193 /* Try to use the paletted texture extension */
2194 if(GL_SUPPORT(EXT_PALETTED_TEXTURE))
2196 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
2197 GL_EXTCALL(glColorTableEXT(This->glDescription.target,GL_RGBA,256,GL_RGBA,GL_UNSIGNED_BYTE, table));
2199 else
2201 /* Let a fragment shader do the color conversion by uploading the palette to a 1D texture.
2202 * The 8bit pixel data will be used as an index in this palette texture to retrieve the final color. */
2203 TRACE("Using fragment shaders for emulating 8-bit paletted texture support\n");
2205 /* Create the fragment program if we don't have it */
2206 if(!device->paletteConversionShader)
2208 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2209 GL_EXTCALL(glGenProgramsARB(1, &device->paletteConversionShader));
2210 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2211 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fragment_palette_conversion), (const GLbyte *)fragment_palette_conversion));
2212 glDisable(GL_FRAGMENT_PROGRAM_ARB);
2215 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2216 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2218 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
2219 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2221 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2222 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /* Make sure we have discrete color levels. */
2223 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2224 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table); /* Upload the palette */
2226 /* Switch back to unit 0 in which the 2D texture will be stored. */
2227 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0));
2229 /* Rebind the texture because it isn't bound anymore */
2230 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2234 BOOL palette9_changed(IWineD3DSurfaceImpl *This) {
2235 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2237 if(This->palette || (This->resource.format != WINED3DFMT_P8 && This->resource.format != WINED3DFMT_A8P8)) {
2238 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2239 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2241 return FALSE;
2244 if(This->palette9) {
2245 if(memcmp(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256) == 0) {
2246 return FALSE;
2248 } else {
2249 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2251 memcpy(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2252 return TRUE;
2255 static inline void clear_unused_channels(IWineD3DSurfaceImpl *This) {
2256 GLboolean oldwrite[4];
2258 /* Some formats have only some color channels, and the others are 1.0.
2259 * since our rendering renders to all channels, and those pixel formats
2260 * are emulated by using a full texture with the other channels set to 1.0
2261 * manually, clear the unused channels.
2263 * This could be done with hacking colorwriteenable to mask the colors,
2264 * but before drawing the buffer would have to be cleared too, so there's
2265 * no gain in that
2267 switch(This->resource.format) {
2268 case WINED3DFMT_R16F:
2269 case WINED3DFMT_R32F:
2270 TRACE("R16F or R32F format, clearing green, blue and alpha to 1.0\n");
2271 /* Do not activate a context, the correct drawable is active already
2272 * though just the read buffer is set, make sure to have the correct draw
2273 * buffer too
2275 glDrawBuffer(This->resource.wineD3DDevice->offscreenBuffer);
2276 glDisable(GL_SCISSOR_TEST);
2277 glGetBooleanv(GL_COLOR_WRITEMASK, oldwrite);
2278 glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE);
2279 glClearColor(0.0, 1.0, 1.0, 1.0);
2280 glClear(GL_COLOR_BUFFER_BIT);
2281 glColorMask(oldwrite[0], oldwrite[1], oldwrite[2], oldwrite[3]);
2282 if(!This->resource.wineD3DDevice->render_offscreen) glDrawBuffer(GL_BACK);
2283 checkGLcall("Unused channel clear\n");
2284 break;
2286 default: break;
2290 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2291 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2293 if (!(This->Flags & SFLAG_INTEXTURE)) {
2294 TRACE("Reloading because surface is dirty\n");
2295 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2296 ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
2297 /* Reload: vice versa OR */
2298 ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
2299 /* Also reload: Color key is active AND the color key has changed */
2300 ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
2301 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
2302 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
2303 TRACE("Reloading because of color keying\n");
2304 /* To perform the color key conversion we need a sysmem copy of
2305 * the surface. Make sure we have it
2308 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
2309 /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2310 /* TODO: This is not necessarily needed with hw palettized texture support */
2311 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2312 } else {
2313 TRACE("surface is already in texture\n");
2314 return WINED3D_OK;
2317 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2318 * These resources are not bound by device size or format restrictions. Because of this,
2319 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2320 * However, these resources can always be created, locked, and copied.
2322 if (This->resource.pool == WINED3DPOOL_SCRATCH )
2324 FIXME("(%p) Operation not supported for scratch textures\n",This);
2325 return WINED3DERR_INVALIDCALL;
2328 This->srgb = srgb_mode;
2329 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* no partial locking for textures yet */);
2331 #if 0
2333 static unsigned int gen = 0;
2334 char buffer[4096];
2335 ++gen;
2336 if ((gen % 10) == 0) {
2337 snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm", This, This->glDescription.target, This->glDescription.level, gen);
2338 IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
2341 * debugging crash code
2342 if (gen == 250) {
2343 void** test = NULL;
2344 *test = 0;
2348 #endif
2350 if (!(This->Flags & SFLAG_DONOTFREE)) {
2351 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
2352 This->resource.allocatedMemory = NULL;
2353 This->resource.heapMemory = NULL;
2354 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, FALSE);
2357 return WINED3D_OK;
2360 static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface) {
2361 /* TODO: check for locks */
2362 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2363 IWineD3DBaseTexture *baseTexture = NULL;
2364 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2366 TRACE("(%p)Checking to see if the container is a base texture\n", This);
2367 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2368 TRACE("Passing to container\n");
2369 IWineD3DBaseTexture_BindTexture(baseTexture);
2370 IWineD3DBaseTexture_Release(baseTexture);
2371 } else {
2372 TRACE("(%p) : Binding surface\n", This);
2374 if(!device->isInDraw) {
2375 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
2378 ENTER_GL();
2380 if (!This->glDescription.level) {
2381 if (!This->glDescription.textureName) {
2382 glGenTextures(1, &This->glDescription.textureName);
2383 checkGLcall("glGenTextures");
2384 TRACE("Surface %p given name %d\n", This, This->glDescription.textureName);
2386 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2387 checkGLcall("glBindTexture");
2388 glTexParameteri(This->glDescription.target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2389 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
2390 glTexParameteri(This->glDescription.target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2391 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
2392 glTexParameteri(This->glDescription.target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2393 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
2394 glTexParameteri(This->glDescription.target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2395 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
2396 glTexParameteri(This->glDescription.target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2397 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
2399 /* This is where we should be reducing the amount of GLMemoryUsed */
2400 } else if (This->glDescription.textureName) {
2401 /* Mipmap surfaces should have a base texture container */
2402 ERR("Mipmap surface has a glTexture bound to it!\n");
2405 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2406 checkGLcall("glBindTexture");
2408 LEAVE_GL();
2410 return;
2413 #include <errno.h>
2414 #include <stdio.h>
2415 HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename) {
2416 FILE* f = NULL;
2417 UINT i, y;
2418 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2419 char *allocatedMemory;
2420 char *textureRow;
2421 IWineD3DSwapChain *swapChain = NULL;
2422 int width, height;
2423 GLuint tmpTexture = 0;
2424 DWORD color;
2425 /*FIXME:
2426 Textures may not be stored in ->allocatedgMemory and a GlTexture
2427 so we should lock the surface before saving a snapshot, or at least check that
2429 /* TODO: Compressed texture images can be obtained from the GL in uncompressed form
2430 by calling GetTexImage and in compressed form by calling
2431 GetCompressedTexImageARB. Queried compressed images can be saved and
2432 later reused by calling CompressedTexImage[123]DARB. Pre-compressed
2433 texture images do not need to be processed by the GL and should
2434 significantly improve texture loading performance relative to uncompressed
2435 images. */
2437 /* Setup the width and height to be the internal texture width and height. */
2438 width = This->pow2Width;
2439 height = This->pow2Height;
2440 /* check to see if we're a 'virtual' texture, e.g. we're not a pbuffer of texture, we're a back buffer*/
2441 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain);
2443 if (This->Flags & SFLAG_INDRAWABLE && !(This->Flags & SFLAG_INTEXTURE)) {
2444 /* if were not a real texture then read the back buffer into a real texture */
2445 /* we don't want to interfere with the back buffer so read the data into a temporary
2446 * texture and then save the data out of the temporary texture
2448 GLint prevRead;
2449 ENTER_GL();
2450 TRACE("(%p) Reading render target into texture\n", This);
2452 glGenTextures(1, &tmpTexture);
2453 glBindTexture(GL_TEXTURE_2D, tmpTexture);
2455 glTexImage2D(GL_TEXTURE_2D,
2457 GL_RGBA,
2458 width,
2459 height,
2460 0/*border*/,
2461 GL_RGBA,
2462 GL_UNSIGNED_INT_8_8_8_8_REV,
2463 NULL);
2465 glGetIntegerv(GL_READ_BUFFER, &prevRead);
2466 vcheckGLcall("glGetIntegerv");
2467 glReadBuffer(swapChain ? GL_BACK : This->resource.wineD3DDevice->offscreenBuffer);
2468 vcheckGLcall("glReadBuffer");
2469 glCopyTexImage2D(GL_TEXTURE_2D,
2471 GL_RGBA,
2474 width,
2475 height,
2478 checkGLcall("glCopyTexImage2D");
2479 glReadBuffer(prevRead);
2480 LEAVE_GL();
2482 } else { /* bind the real texture, and make sure it up to date */
2483 IWineD3DSurface_PreLoad(iface);
2484 surface_bind_and_dirtify(This);
2486 allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width * height * 4);
2487 ENTER_GL();
2488 FIXME("Saving texture level %d width %d height %d\n", This->glDescription.level, width, height);
2489 glGetTexImage(GL_TEXTURE_2D,
2490 This->glDescription.level,
2491 GL_RGBA,
2492 GL_UNSIGNED_INT_8_8_8_8_REV,
2493 allocatedMemory);
2494 checkGLcall("glTexImage2D");
2495 if (tmpTexture) {
2496 glBindTexture(GL_TEXTURE_2D, 0);
2497 glDeleteTextures(1, &tmpTexture);
2499 LEAVE_GL();
2501 f = fopen(filename, "w+");
2502 if (NULL == f) {
2503 ERR("opening of %s failed with: %s\n", filename, strerror(errno));
2504 return WINED3DERR_INVALIDCALL;
2506 /* Save the data out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha channel */
2507 TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format));
2508 /* TGA header */
2509 fputc(0,f);
2510 fputc(0,f);
2511 fputc(2,f);
2512 fputc(0,f);
2513 fputc(0,f);
2514 fputc(0,f);
2515 fputc(0,f);
2516 fputc(0,f);
2517 fputc(0,f);
2518 fputc(0,f);
2519 fputc(0,f);
2520 fputc(0,f);
2521 /* short width*/
2522 fwrite(&width,2,1,f);
2523 /* short height */
2524 fwrite(&height,2,1,f);
2525 /* format rgba */
2526 fputc(0x20,f);
2527 fputc(0x28,f);
2528 /* raw data */
2529 /* if the data is upside down if we've fetched it from a back buffer, so it needs flipping again to make it the correct way up */
2530 if(swapChain)
2531 textureRow = allocatedMemory + (width * (height - 1) *4);
2532 else
2533 textureRow = allocatedMemory;
2534 for (y = 0 ; y < height; y++) {
2535 for (i = 0; i < width; i++) {
2536 color = *((DWORD*)textureRow);
2537 fputc((color >> 16) & 0xFF, f); /* B */
2538 fputc((color >> 8) & 0xFF, f); /* G */
2539 fputc((color >> 0) & 0xFF, f); /* R */
2540 fputc((color >> 24) & 0xFF, f); /* A */
2541 textureRow += 4;
2543 /* take two rows of the pointer to the texture memory */
2544 if(swapChain)
2545 (textureRow-= width << 3);
2548 TRACE("Closing file\n");
2549 fclose(f);
2551 if(swapChain) {
2552 IWineD3DSwapChain_Release(swapChain);
2554 HeapFree(GetProcessHeap(), 0, allocatedMemory);
2555 return WINED3D_OK;
2559 * Slightly inefficient way to handle multiple dirty rects but it works :)
2561 HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect) {
2562 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2563 IWineD3DBaseTexture *baseTexture = NULL;
2565 if (!(This->Flags & SFLAG_INSYSMEM) && (This->Flags & SFLAG_INTEXTURE))
2566 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
2568 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2569 if (NULL != pDirtyRect) {
2570 This->dirtyRect.left = min(This->dirtyRect.left, pDirtyRect->left);
2571 This->dirtyRect.top = min(This->dirtyRect.top, pDirtyRect->top);
2572 This->dirtyRect.right = max(This->dirtyRect.right, pDirtyRect->right);
2573 This->dirtyRect.bottom = max(This->dirtyRect.bottom, pDirtyRect->bottom);
2574 } else {
2575 This->dirtyRect.left = 0;
2576 This->dirtyRect.top = 0;
2577 This->dirtyRect.right = This->currentDesc.Width;
2578 This->dirtyRect.bottom = This->currentDesc.Height;
2580 TRACE("(%p) : Dirty: yes, Rect:(%d,%d,%d,%d)\n", This, This->dirtyRect.left,
2581 This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
2582 /* if the container is a basetexture then mark it dirty. */
2583 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2584 TRACE("Passing to container\n");
2585 IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
2586 IWineD3DBaseTexture_Release(baseTexture);
2588 return WINED3D_OK;
2591 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
2592 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2593 HRESULT hr;
2594 const GlPixelFormatDesc *glDesc;
2595 getFormatDescEntry(format, &GLINFO_LOCATION, &glDesc);
2597 TRACE("(%p) : Calling base function first\n", This);
2598 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2599 if(SUCCEEDED(hr)) {
2600 /* Setup some glformat defaults */
2601 This->glDescription.glFormat = glDesc->glFormat;
2602 This->glDescription.glFormatInternal = glDesc->glInternal;
2603 This->glDescription.glType = glDesc->glType;
2605 This->Flags &= ~SFLAG_ALLOCATED;
2606 TRACE("(%p) : glFormat %d, glFotmatInternal %d, glType %d\n", This,
2607 This->glDescription.glFormat, This->glDescription.glFormatInternal, This->glDescription.glType);
2609 return hr;
2612 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2613 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2615 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
2616 WARN("Surface is locked or the HDC is in use\n");
2617 return WINED3DERR_INVALIDCALL;
2620 if(Mem && Mem != This->resource.allocatedMemory) {
2621 void *release = NULL;
2623 /* Do I have to copy the old surface content? */
2624 if(This->Flags & SFLAG_DIBSECTION) {
2625 /* Release the DC. No need to hold the critical section for the update
2626 * Thread because this thread runs only on front buffers, but this method
2627 * fails for render targets in the check above.
2629 SelectObject(This->hDC, This->dib.holdbitmap);
2630 DeleteDC(This->hDC);
2631 /* Release the DIB section */
2632 DeleteObject(This->dib.DIBsection);
2633 This->dib.bitmap_data = NULL;
2634 This->resource.allocatedMemory = NULL;
2635 This->hDC = NULL;
2636 This->Flags &= ~SFLAG_DIBSECTION;
2637 } else if(!(This->Flags & SFLAG_USERPTR)) {
2638 release = This->resource.heapMemory;
2639 This->resource.heapMemory = NULL;
2641 This->resource.allocatedMemory = Mem;
2642 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2644 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2645 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2647 /* For client textures opengl has to be notified */
2648 if(This->Flags & SFLAG_CLIENT) {
2649 This->Flags &= ~SFLAG_ALLOCATED;
2650 IWineD3DSurface_PreLoad(iface);
2651 /* And hope that the app behaves correctly and did not free the old surface memory before setting a new pointer */
2654 /* Now free the old memory if any */
2655 HeapFree(GetProcessHeap(), 0, release);
2656 } else if(This->Flags & SFLAG_USERPTR) {
2657 /* LockRect and GetDC will re-create the dib section and allocated memory */
2658 This->resource.allocatedMemory = NULL;
2659 /* HeapMemory should be NULL already */
2660 if(This->resource.heapMemory != NULL) ERR("User pointer surface has heap memory allocated\n");
2661 This->Flags &= ~SFLAG_USERPTR;
2663 if(This->Flags & SFLAG_CLIENT) {
2664 This->Flags &= ~SFLAG_ALLOCATED;
2665 /* This respecifies an empty texture and opengl knows that the old memory is gone */
2666 IWineD3DSurface_PreLoad(iface);
2669 return WINED3D_OK;
2672 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
2674 /* Flip the surface contents */
2675 /* Flip the DC */
2677 HDC tmp;
2678 tmp = front->hDC;
2679 front->hDC = back->hDC;
2680 back->hDC = tmp;
2683 /* Flip the DIBsection */
2685 HBITMAP tmp;
2686 BOOL hasDib = front->Flags & SFLAG_DIBSECTION;
2687 tmp = front->dib.DIBsection;
2688 front->dib.DIBsection = back->dib.DIBsection;
2689 back->dib.DIBsection = tmp;
2691 if(back->Flags & SFLAG_DIBSECTION) front->Flags |= SFLAG_DIBSECTION;
2692 else front->Flags &= ~SFLAG_DIBSECTION;
2693 if(hasDib) back->Flags |= SFLAG_DIBSECTION;
2694 else back->Flags &= ~SFLAG_DIBSECTION;
2697 /* Flip the surface data */
2699 void* tmp;
2701 tmp = front->dib.bitmap_data;
2702 front->dib.bitmap_data = back->dib.bitmap_data;
2703 back->dib.bitmap_data = tmp;
2705 tmp = front->resource.allocatedMemory;
2706 front->resource.allocatedMemory = back->resource.allocatedMemory;
2707 back->resource.allocatedMemory = tmp;
2709 tmp = front->resource.heapMemory;
2710 front->resource.heapMemory = back->resource.heapMemory;
2711 back->resource.heapMemory = tmp;
2714 /* Flip the PBO */
2716 GLuint tmp_pbo = front->pbo;
2717 front->pbo = back->pbo;
2718 back->pbo = tmp_pbo;
2721 /* client_memory should not be different, but just in case */
2723 BOOL tmp;
2724 tmp = front->dib.client_memory;
2725 front->dib.client_memory = back->dib.client_memory;
2726 back->dib.client_memory = tmp;
2729 /* Flip the opengl texture */
2731 glDescriptor tmp_desc = back->glDescription;
2732 back->glDescription = front->glDescription;
2733 front->glDescription = tmp_desc;
2737 DWORD tmp_flags = back->Flags;
2738 back->Flags = front->Flags;
2739 front->Flags = tmp_flags;
2743 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
2744 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2745 IWineD3DSwapChainImpl *swapchain = NULL;
2746 HRESULT hr;
2747 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
2749 /* Flipping is only supported on RenderTargets and overlays*/
2750 if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
2751 WARN("Tried to flip a non-render target, non-overlay surface\n");
2752 return WINEDDERR_NOTFLIPPABLE;
2755 if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
2756 flip_surface(This, (IWineD3DSurfaceImpl *) override);
2758 /* Update the overlay if it is visible */
2759 if(This->overlay_dest) {
2760 return IWineD3DSurface_DrawOverlay((IWineD3DSurface *) This);
2761 } else {
2762 return WINED3D_OK;
2766 if(override) {
2767 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2768 * FIXME("(%p) Target override is not supported by now\n", This);
2769 * Additionally, it isn't really possible to support triple-buffering
2770 * properly on opengl at all
2774 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **) &swapchain);
2775 if(!swapchain) {
2776 ERR("Flipped surface is not on a swapchain\n");
2777 return WINEDDERR_NOTFLIPPABLE;
2780 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2781 * and only d3d8 and d3d9 apps specify the presentation interval
2783 if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
2784 /* Most common case first to avoid wasting time on all the other cases */
2785 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2786 } else if(Flags & WINEDDFLIP_NOVSYNC) {
2787 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2788 } else if(Flags & WINEDDFLIP_INTERVAL2) {
2789 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
2790 } else if(Flags & WINEDDFLIP_INTERVAL3) {
2791 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
2792 } else {
2793 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
2796 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2797 hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *) swapchain, NULL, NULL, 0, NULL, 0);
2798 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
2799 return hr;
2802 /* Does a direct frame buffer -> texture copy. Stretching is done
2803 * with single pixel copy calls
2805 static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, IWineD3DSwapChainImpl *swapchain, WINED3DRECT *srect, WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) {
2806 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2807 float xrel, yrel;
2808 UINT row;
2809 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2812 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2813 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
2814 ENTER_GL();
2816 /* Bind the target texture */
2817 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2818 checkGLcall("glBindTexture");
2819 if(!swapchain) {
2820 TRACE("Reading from an offscreen target\n");
2821 upsidedown = !upsidedown;
2822 glReadBuffer(myDevice->offscreenBuffer);
2823 } else {
2824 GLenum buffer = surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain);
2825 glReadBuffer(buffer);
2827 checkGLcall("glReadBuffer");
2829 xrel = (float) (srect->x2 - srect->x1) / (float) (drect->x2 - drect->x1);
2830 yrel = (float) (srect->y2 - srect->y1) / (float) (drect->y2 - drect->y1);
2832 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2833 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2835 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
2836 ERR("Texture filtering not supported in direct blit\n");
2838 } else if((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) && ((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2839 ERR("Texture filtering not supported in direct blit\n");
2842 if(upsidedown &&
2843 !((xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) &&
2844 !((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2845 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2847 glCopyTexSubImage2D(This->glDescription.target,
2848 This->glDescription.level,
2849 drect->x1, drect->y1, /* xoffset, yoffset */
2850 srect->x1, Src->currentDesc.Height - srect->y2,
2851 drect->x2 - drect->x1, drect->y2 - drect->y1);
2852 } else {
2853 UINT yoffset = Src->currentDesc.Height - srect->y1 + drect->y1 - 1;
2854 /* I have to process this row by row to swap the image,
2855 * otherwise it would be upside down, so stretching in y direction
2856 * doesn't cost extra time
2858 * However, stretching in x direction can be avoided if not necessary
2860 for(row = drect->y1; row < drect->y2; row++) {
2861 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2862 /* Well, that stuff works, but it's very slow.
2863 * find a better way instead
2865 UINT col;
2867 for(col = drect->x1; col < drect->x2; col++) {
2868 glCopyTexSubImage2D(This->glDescription.target,
2869 This->glDescription.level,
2870 drect->x1 + col, row, /* xoffset, yoffset */
2871 srect->x1 + col * xrel, yoffset - (int) (row * yrel),
2872 1, 1);
2874 } else {
2875 glCopyTexSubImage2D(This->glDescription.target,
2876 This->glDescription.level,
2877 drect->x1, row, /* xoffset, yoffset */
2878 srect->x1, yoffset - (int) (row * yrel),
2879 drect->x2-drect->x1, 1);
2883 vcheckGLcall("glCopyTexSubImage2D");
2885 LEAVE_GL();
2888 /* Uses the hardware to stretch and flip the image */
2889 static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, IWineD3DSwapChainImpl *swapchain, WINED3DRECT *srect, WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) {
2890 GLuint src, backup = 0;
2891 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2892 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2893 float left, right, top, bottom; /* Texture coordinates */
2894 UINT fbwidth = Src->currentDesc.Width;
2895 UINT fbheight = Src->currentDesc.Height;
2896 GLenum drawBuffer = GL_BACK;
2897 GLenum texture_target;
2898 BOOL noBackBufferBackup;
2900 TRACE("Using hwstretch blit\n");
2901 /* Activate the Proper context for reading from the source surface, set it up for blitting */
2902 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2903 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
2905 noBackBufferBackup = !swapchain && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
2906 if(!noBackBufferBackup && Src->glDescription.textureName == 0) {
2907 /* Get it a description */
2908 IWineD3DSurface_PreLoad(SrcSurface);
2910 ENTER_GL();
2912 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
2913 * This way we don't have to wait for the 2nd readback to finish to leave this function.
2915 if(myDevice->activeContext->aux_buffers >= 2) {
2916 /* Got more than one aux buffer? Use the 2nd aux buffer */
2917 drawBuffer = GL_AUX1;
2918 } else if((swapchain || myDevice->offscreenBuffer == GL_BACK) && myDevice->activeContext->aux_buffers >= 1) {
2919 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2920 drawBuffer = GL_AUX0;
2923 if(noBackBufferBackup) {
2924 glGenTextures(1, &backup);
2925 checkGLcall("glGenTextures\n");
2926 glBindTexture(GL_TEXTURE_2D, backup);
2927 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
2928 texture_target = GL_TEXTURE_2D;
2929 } else {
2930 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
2931 * we are reading from the back buffer, the backup can be used as source texture
2933 texture_target = Src->glDescription.target;
2934 glBindTexture(texture_target, Src->glDescription.textureName);
2935 checkGLcall("glBindTexture(texture_target, Src->glDescription.textureName)");
2936 glEnable(texture_target);
2937 checkGLcall("glEnable(texture_target)");
2939 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
2940 Src->Flags &= ~SFLAG_INTEXTURE;
2943 if(swapchain) {
2944 glReadBuffer(surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain));
2945 } else {
2946 TRACE("Reading from an offscreen target\n");
2947 upsidedown = !upsidedown;
2948 glReadBuffer(myDevice->offscreenBuffer);
2951 /* TODO: Only back up the part that will be overwritten */
2952 glCopyTexSubImage2D(texture_target, 0,
2953 0, 0 /* read offsets */,
2954 0, 0,
2955 fbwidth,
2956 fbheight);
2958 checkGLcall("glCopyTexSubImage2D");
2960 /* No issue with overriding these - the sampler is dirty due to blit usage */
2961 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
2962 magLookup[Filter - WINED3DTEXF_NONE]);
2963 checkGLcall("glTexParameteri");
2964 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
2965 minMipLookup[Filter][WINED3DTEXF_NONE]);
2966 checkGLcall("glTexParameteri");
2968 if(!swapchain || (IWineD3DSurface *) Src == swapchain->backBuffer[0]) {
2969 src = backup ? backup : Src->glDescription.textureName;
2970 } else {
2971 glReadBuffer(GL_FRONT);
2972 checkGLcall("glReadBuffer(GL_FRONT)");
2974 glGenTextures(1, &src);
2975 checkGLcall("glGenTextures(1, &src)");
2976 glBindTexture(GL_TEXTURE_2D, src);
2977 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
2979 /* TODO: Only copy the part that will be read. Use srect->x1, srect->y2 as origin, but with the width watch
2980 * out for power of 2 sizes
2982 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Src->pow2Width, Src->pow2Height, 0,
2983 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
2984 checkGLcall("glTexImage2D");
2985 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
2986 0, 0 /* read offsets */,
2987 0, 0,
2988 fbwidth,
2989 fbheight);
2991 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2992 checkGLcall("glTexParameteri");
2993 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2994 checkGLcall("glTexParameteri");
2996 glReadBuffer(GL_BACK);
2997 checkGLcall("glReadBuffer(GL_BACK)");
2999 if(texture_target != GL_TEXTURE_2D) {
3000 glDisable(texture_target);
3001 glEnable(GL_TEXTURE_2D);
3002 texture_target = GL_TEXTURE_2D;
3005 checkGLcall("glEnd and previous");
3007 left = srect->x1;
3008 right = srect->x2;
3010 if(upsidedown) {
3011 top = Src->currentDesc.Height - srect->y1;
3012 bottom = Src->currentDesc.Height - srect->y2;
3013 } else {
3014 top = Src->currentDesc.Height - srect->y2;
3015 bottom = Src->currentDesc.Height - srect->y1;
3018 if(Src->Flags & SFLAG_NORMCOORD) {
3019 left /= Src->pow2Width;
3020 right /= Src->pow2Width;
3021 top /= Src->pow2Height;
3022 bottom /= Src->pow2Height;
3025 /* draw the source texture stretched and upside down. The correct surface is bound already */
3026 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3027 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3029 glDrawBuffer(drawBuffer);
3030 glReadBuffer(drawBuffer);
3032 glBegin(GL_QUADS);
3033 /* bottom left */
3034 glTexCoord2f(left, bottom);
3035 glVertex2i(0, fbheight);
3037 /* top left */
3038 glTexCoord2f(left, top);
3039 glVertex2i(0, fbheight - drect->y2 - drect->y1);
3041 /* top right */
3042 glTexCoord2f(right, top);
3043 glVertex2i(drect->x2 - drect->x1, fbheight - drect->y2 - drect->y1);
3045 /* bottom right */
3046 glTexCoord2f(right, bottom);
3047 glVertex2i(drect->x2 - drect->x1, fbheight);
3048 glEnd();
3049 checkGLcall("glEnd and previous");
3051 if(texture_target != This->glDescription.target) {
3052 glDisable(texture_target);
3053 glEnable(This->glDescription.target);
3054 texture_target = This->glDescription.target;
3057 /* Now read the stretched and upside down image into the destination texture */
3058 glBindTexture(texture_target, This->glDescription.textureName);
3059 checkGLcall("glBindTexture");
3060 glCopyTexSubImage2D(texture_target,
3062 drect->x1, drect->y1, /* xoffset, yoffset */
3063 0, 0, /* We blitted the image to the origin */
3064 drect->x2 - drect->x1, drect->y2 - drect->y1);
3065 checkGLcall("glCopyTexSubImage2D");
3067 if(drawBuffer == GL_BACK) {
3068 /* Write the back buffer backup back */
3069 if(backup) {
3070 if(texture_target != GL_TEXTURE_2D) {
3071 glDisable(texture_target);
3072 glEnable(GL_TEXTURE_2D);
3073 texture_target = GL_TEXTURE_2D;
3075 glBindTexture(GL_TEXTURE_2D, backup);
3076 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3077 } else {
3078 if(texture_target != Src->glDescription.target) {
3079 glDisable(texture_target);
3080 glEnable(Src->glDescription.target);
3081 texture_target = Src->glDescription.target;
3083 glBindTexture(Src->glDescription.target, Src->glDescription.textureName);
3084 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
3087 glBegin(GL_QUADS);
3088 /* top left */
3089 glTexCoord2f(0.0, (float) fbheight / (float) Src->pow2Height);
3090 glVertex2i(0, 0);
3092 /* bottom left */
3093 glTexCoord2f(0.0, 0.0);
3094 glVertex2i(0, fbheight);
3096 /* bottom right */
3097 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, 0.0);
3098 glVertex2i(fbwidth, Src->currentDesc.Height);
3100 /* top right */
3101 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, (float) fbheight / (float) Src->pow2Height);
3102 glVertex2i(fbwidth, 0);
3103 glEnd();
3104 } else {
3105 /* Restore the old draw buffer */
3106 glDrawBuffer(GL_BACK);
3108 glDisable(texture_target);
3109 checkGLcall("glDisable(texture_target)");
3111 /* Cleanup */
3112 if(src != Src->glDescription.textureName && src != backup) {
3113 glDeleteTextures(1, &src);
3114 checkGLcall("glDeleteTextures(1, &src)");
3116 if(backup) {
3117 glDeleteTextures(1, &backup);
3118 checkGLcall("glDeleteTextures(1, &backup)");
3121 LEAVE_GL();
3124 /* Not called from the VTable */
3125 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
3126 WINED3DRECT rect;
3127 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3128 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
3129 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3131 TRACE("(%p)->(%p,%p,%p,%08x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3133 /* Get the swapchain. One of the surfaces has to be a primary surface */
3134 if(This->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3135 WARN("Destination is in sysmem, rejecting gl blt\n");
3136 return WINED3DERR_INVALIDCALL;
3138 IWineD3DSurface_GetContainer( (IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
3139 if(dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) dstSwapchain);
3140 if(Src) {
3141 if(Src->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3142 WARN("Src is in sysmem, rejecting gl blt\n");
3143 return WINED3DERR_INVALIDCALL;
3145 IWineD3DSurface_GetContainer( (IWineD3DSurface *) Src, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
3146 if(srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) srcSwapchain);
3149 /* Early sort out of cases where no render target is used */
3150 if(!dstSwapchain && !srcSwapchain &&
3151 SrcSurface != myDevice->render_targets[0] && This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3152 TRACE("No surface is render target, not using hardware blit. Src = %p, dst = %p\n", Src, This);
3153 return WINED3DERR_INVALIDCALL;
3156 /* No destination color keying supported */
3157 if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
3158 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3159 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3160 return WINED3DERR_INVALIDCALL;
3163 if (DestRect) {
3164 rect.x1 = DestRect->left;
3165 rect.y1 = DestRect->top;
3166 rect.x2 = DestRect->right;
3167 rect.y2 = DestRect->bottom;
3168 } else {
3169 rect.x1 = 0;
3170 rect.y1 = 0;
3171 rect.x2 = This->currentDesc.Width;
3172 rect.y2 = This->currentDesc.Height;
3175 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3176 if(dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->backBuffer &&
3177 ((IWineD3DSurface *) This == dstSwapchain->frontBuffer) && SrcSurface == dstSwapchain->backBuffer[0]) {
3178 /* Half-life does a Blt from the back buffer to the front buffer,
3179 * Full surface size, no flags... Use present instead
3181 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3184 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3185 while(1)
3187 RECT mySrcRect;
3188 TRACE("Looking if a Present can be done...\n");
3189 /* Source Rectangle must be full surface */
3190 if( SrcRect ) {
3191 if(SrcRect->left != 0 || SrcRect->top != 0 ||
3192 SrcRect->right != Src->currentDesc.Width || SrcRect->bottom != Src->currentDesc.Height) {
3193 TRACE("No, Source rectangle doesn't match\n");
3194 break;
3197 mySrcRect.left = 0;
3198 mySrcRect.top = 0;
3199 mySrcRect.right = Src->currentDesc.Width;
3200 mySrcRect.bottom = Src->currentDesc.Height;
3202 /* No stretching may occur */
3203 if(mySrcRect.right != rect.x2 - rect.x1 ||
3204 mySrcRect.bottom != rect.y2 - rect.y1) {
3205 TRACE("No, stretching is done\n");
3206 break;
3209 /* Destination must be full surface or match the clipping rectangle */
3210 if(This->clipper && ((IWineD3DClipperImpl *) This->clipper)->hWnd)
3212 RECT cliprect;
3213 POINT pos[2];
3214 GetClientRect(((IWineD3DClipperImpl *) This->clipper)->hWnd, &cliprect);
3215 pos[0].x = rect.x1;
3216 pos[0].y = rect.y1;
3217 pos[1].x = rect.x2;
3218 pos[1].y = rect.y2;
3219 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *) This->clipper)->hWnd,
3220 pos, 2);
3222 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
3223 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3225 TRACE("No, dest rectangle doesn't match(clipper)\n");
3226 TRACE("Clip rect at (%d,%d)-(%d,%d)\n", cliprect.left, cliprect.top, cliprect.right, cliprect.bottom);
3227 TRACE("Blt dest: (%d,%d)-(%d,%d)\n", rect.x1, rect.y1, rect.x2, rect.y2);
3228 break;
3231 else
3233 if(rect.x1 != 0 || rect.y1 != 0 ||
3234 rect.x2 != This->currentDesc.Width || rect.y2 != This->currentDesc.Height) {
3235 TRACE("No, dest rectangle doesn't match(surface size)\n");
3236 break;
3240 TRACE("Yes\n");
3242 /* These flags are unimportant for the flag check, remove them */
3243 if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
3244 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3246 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3247 * take very long, while a flip is fast.
3248 * This applies to Half-Life, which does such Blts every time it finished
3249 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3250 * menu. This is also used by all apps when they do windowed rendering
3252 * The problem is that flipping is not really the same as copying. After a
3253 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3254 * untouched. Therefore it's necessary to override the swap effect
3255 * and to set it back after the flip.
3257 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3258 * testcases.
3261 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3262 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3264 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3265 IWineD3DSwapChain_Present((IWineD3DSwapChain *) dstSwapchain, NULL, NULL, 0, NULL, 0);
3267 dstSwapchain->presentParms.SwapEffect = orig_swap;
3269 return WINED3D_OK;
3271 break;
3274 TRACE("Unsupported blit between buffers on the same swapchain\n");
3275 return WINED3DERR_INVALIDCALL;
3276 } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
3277 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3278 return WINED3DERR_INVALIDCALL;
3279 } else if(dstSwapchain && srcSwapchain) {
3280 FIXME("Implement hardware blit between two different swapchains\n");
3281 return WINED3DERR_INVALIDCALL;
3282 } else if(dstSwapchain) {
3283 if(SrcSurface == myDevice->render_targets[0]) {
3284 TRACE("Blit from active render target to a swapchain\n");
3285 /* Handled with regular texture -> swapchain blit */
3287 } else if(srcSwapchain && This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3288 FIXME("Implement blit from a swapchain to the active render target\n");
3289 return WINED3DERR_INVALIDCALL;
3292 if((srcSwapchain || SrcSurface == myDevice->render_targets[0]) && !dstSwapchain) {
3293 /* Blit from render target to texture */
3294 WINED3DRECT srect;
3295 BOOL upsideDown, stretchx;
3296 BOOL paletteOverride = FALSE;
3298 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3299 TRACE("Color keying not supported by frame buffer to texture blit\n");
3300 return WINED3DERR_INVALIDCALL;
3301 /* Destination color key is checked above */
3304 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
3305 * glCopyTexSubImage is a bit picky about the parameters we pass to it
3307 if(SrcRect) {
3308 if(SrcRect->top < SrcRect->bottom) {
3309 srect.y1 = SrcRect->top;
3310 srect.y2 = SrcRect->bottom;
3311 upsideDown = FALSE;
3312 } else {
3313 srect.y1 = SrcRect->bottom;
3314 srect.y2 = SrcRect->top;
3315 upsideDown = TRUE;
3317 srect.x1 = SrcRect->left;
3318 srect.x2 = SrcRect->right;
3319 } else {
3320 srect.x1 = 0;
3321 srect.y1 = 0;
3322 srect.x2 = Src->currentDesc.Width;
3323 srect.y2 = Src->currentDesc.Height;
3324 upsideDown = FALSE;
3326 if(rect.x1 > rect.x2) {
3327 UINT tmp = rect.x2;
3328 rect.x2 = rect.x1;
3329 rect.x1 = tmp;
3330 upsideDown = !upsideDown;
3333 if(rect.x2 - rect.x1 != srect.x2 - srect.x1) {
3334 stretchx = TRUE;
3335 } else {
3336 stretchx = FALSE;
3339 /* When blitting from a render target a texture, the texture isn't required to have a palette.
3340 * In this case grab the palette from the render target. */
3341 if((This->resource.format == WINED3DFMT_P8) && (This->palette == NULL)) {
3342 paletteOverride = TRUE;
3343 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3344 This->palette = Src->palette;
3347 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3348 * flip the image nor scale it.
3350 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3351 * -> If the app wants a image width an unscaled width, copy it line per line
3352 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3353 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3354 * back buffer. This is slower than reading line per line, thus not used for flipping
3355 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3356 * pixel by pixel
3358 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3359 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3360 * backends.
3362 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT)) {
3363 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &srect,
3364 (IWineD3DSurface *)This, &rect, Filter, upsideDown);
3365 } else if((!stretchx) || rect.x2 - rect.x1 > Src->currentDesc.Width ||
3366 rect.y2 - rect.y1 > Src->currentDesc.Height) {
3367 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3368 fb_copy_to_texture_direct(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3369 } else {
3370 TRACE("Using hardware stretching to flip / stretch the texture\n");
3371 fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3374 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3375 if(paletteOverride)
3376 This->palette = NULL;
3378 if(!(This->Flags & SFLAG_DONOTFREE)) {
3379 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
3380 This->resource.allocatedMemory = NULL;
3381 This->resource.heapMemory = NULL;
3382 } else {
3383 This->Flags &= ~SFLAG_INSYSMEM;
3385 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3386 * path is never entered
3388 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
3390 return WINED3D_OK;
3391 } else if(Src) {
3392 /* Blit from offscreen surface to render target */
3393 float glTexCoord[4];
3394 DWORD oldCKeyFlags = Src->CKeyFlags;
3395 WINEDDCOLORKEY oldBltCKey = Src->SrcBltCKey;
3396 RECT SourceRectangle;
3397 BOOL paletteOverride = FALSE;
3399 TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
3401 if(SrcRect) {
3402 SourceRectangle.left = SrcRect->left;
3403 SourceRectangle.right = SrcRect->right;
3404 SourceRectangle.top = SrcRect->top;
3405 SourceRectangle.bottom = SrcRect->bottom;
3406 } else {
3407 SourceRectangle.left = 0;
3408 SourceRectangle.right = Src->currentDesc.Width;
3409 SourceRectangle.top = 0;
3410 SourceRectangle.bottom = Src->currentDesc.Height;
3413 /* When blitting from an offscreen surface to a rendertarget, the source
3414 * surface is not required to have a palette. Our rendering / conversion
3415 * code further down the road retrieves the palette from the surface, so
3416 * it must have a palette set. */
3417 if((Src->resource.format == WINED3DFMT_P8) && (Src->palette == NULL)) {
3418 paletteOverride = TRUE;
3419 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3420 Src->palette = This->palette;
3423 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT) &&
3424 (Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) == 0) {
3425 TRACE("Using stretch_rect_fbo\n");
3426 /* The source is always a texture, but never the currently active render target, and the texture
3427 * contents are never upside down
3429 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, (WINED3DRECT *) &SourceRectangle,
3430 (IWineD3DSurface *)This, &rect, Filter, FALSE);
3432 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3433 if(paletteOverride)
3434 Src->palette = NULL;
3435 return WINED3D_OK;
3438 if(!CalculateTexRect(Src, &SourceRectangle, glTexCoord)) {
3439 /* Fall back to software */
3440 WARN("(%p) Source texture area (%d,%d)-(%d,%d) is too big\n", Src,
3441 SourceRectangle.left, SourceRectangle.top,
3442 SourceRectangle.right, SourceRectangle.bottom);
3443 return WINED3DERR_INVALIDCALL;
3446 /* Color keying: Check if we have to do a color keyed blt,
3447 * and if not check if a color key is activated.
3449 * Just modify the color keying parameters in the surface and restore them afterwards
3450 * The surface keeps track of the color key last used to load the opengl surface.
3451 * PreLoad will catch the change to the flags and color key and reload if necessary.
3453 if(Flags & WINEDDBLT_KEYSRC) {
3454 /* Use color key from surface */
3455 } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
3456 /* Use color key from DDBltFx */
3457 Src->CKeyFlags |= WINEDDSD_CKSRCBLT;
3458 Src->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3459 } else {
3460 /* Do not use color key */
3461 Src->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3464 /* Now load the surface */
3465 IWineD3DSurface_PreLoad((IWineD3DSurface *) Src);
3467 /* Activate the destination context, set it up for blitting */
3468 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
3470 /* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
3471 * while OpenGL coordinates are window relative.
3472 * Also beware of the origin difference(top left vs bottom left).
3473 * Also beware that the front buffer's surface size is screen width x screen height,
3474 * whereas the real gl drawable size is the size of the window.
3476 if (dstSwapchain && (IWineD3DSurface *)This == dstSwapchain->frontBuffer) {
3477 RECT windowsize;
3478 POINT offset = {0,0};
3479 UINT h;
3480 ClientToScreen(dstSwapchain->win_handle, &offset);
3481 GetClientRect(dstSwapchain->win_handle, &windowsize);
3482 h = windowsize.bottom - windowsize.top;
3483 rect.x1 -= offset.x; rect.x2 -=offset.x;
3484 rect.y1 -= offset.y; rect.y2 -=offset.y;
3485 rect.y1 += This->currentDesc.Height - h; rect.y2 += This->currentDesc.Height - h;
3488 ENTER_GL();
3489 myDevice->blitter->set_shader((IWineD3DDevice *) myDevice, Src->resource.format,
3490 Src->glDescription.target, Src->pow2Width, Src->pow2Height);
3492 /* Bind the texture */
3493 glBindTexture(Src->glDescription.target, Src->glDescription.textureName);
3494 checkGLcall("glBindTexture");
3496 /* Filtering for StretchRect */
3497 glTexParameteri(Src->glDescription.target, GL_TEXTURE_MAG_FILTER,
3498 magLookup[Filter - WINED3DTEXF_NONE]);
3499 checkGLcall("glTexParameteri");
3500 glTexParameteri(Src->glDescription.target, GL_TEXTURE_MIN_FILTER,
3501 minMipLookup[Filter][WINED3DTEXF_NONE]);
3502 checkGLcall("glTexParameteri");
3503 glTexParameteri(Src->glDescription.target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3504 glTexParameteri(Src->glDescription.target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3505 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
3506 checkGLcall("glTexEnvi");
3508 /* This is for color keying */
3509 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3510 glEnable(GL_ALPHA_TEST);
3511 checkGLcall("glEnable GL_ALPHA_TEST");
3513 /* When the primary render target uses P8, the alpha component contains the palette index.
3514 * Which means that the colorkey is one of the palette entries. In other cases pixels that
3515 * should be masked away have alpha set to 0. */
3516 if(primary_render_target_is_p8(myDevice))
3517 glAlphaFunc(GL_NOTEQUAL, (float)Src->SrcBltCKey.dwColorSpaceLowValue / 256.0);
3518 else
3519 glAlphaFunc(GL_NOTEQUAL, 0.0);
3520 checkGLcall("glAlphaFunc\n");
3521 } else {
3522 glDisable(GL_ALPHA_TEST);
3523 checkGLcall("glDisable GL_ALPHA_TEST");
3526 /* Draw a textured quad
3528 glBegin(GL_QUADS);
3530 glColor3d(1.0f, 1.0f, 1.0f);
3531 glTexCoord2f(glTexCoord[0], glTexCoord[2]);
3532 glVertex3f(rect.x1,
3533 rect.y1,
3534 0.0);
3536 glTexCoord2f(glTexCoord[0], glTexCoord[3]);
3537 glVertex3f(rect.x1, rect.y2, 0.0);
3539 glTexCoord2f(glTexCoord[1], glTexCoord[3]);
3540 glVertex3f(rect.x2,
3541 rect.y2,
3542 0.0);
3544 glTexCoord2f(glTexCoord[1], glTexCoord[2]);
3545 glVertex3f(rect.x2,
3546 rect.y1,
3547 0.0);
3548 glEnd();
3549 checkGLcall("glEnd");
3551 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3552 glDisable(GL_ALPHA_TEST);
3553 checkGLcall("glDisable(GL_ALPHA_TEST)");
3556 glBindTexture(Src->glDescription.target, 0);
3557 checkGLcall("glBindTexture(Src->glDescription.target, 0)");
3558 /* Leave the opengl state valid for blitting */
3559 myDevice->blitter->unset_shader((IWineD3DDevice *) myDevice);
3561 /* Restore the color key parameters */
3562 Src->CKeyFlags = oldCKeyFlags;
3563 Src->SrcBltCKey = oldBltCKey;
3565 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3566 if(paletteOverride)
3567 Src->palette = NULL;
3569 LEAVE_GL();
3571 /* Flush in case the drawable is used by multiple GL contexts */
3572 if(dstSwapchain && (This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer || dstSwapchain->num_contexts >= 2))
3573 glFlush();
3575 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
3576 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
3577 * is outdated now
3579 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INDRAWABLE, TRUE);
3581 return WINED3D_OK;
3582 } else {
3583 /* Source-Less Blit to render target */
3584 if (Flags & WINEDDBLT_COLORFILL) {
3585 /* This is easy to handle for the D3D Device... */
3586 DWORD color;
3588 TRACE("Colorfill\n");
3590 /* This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0] || dstSwapchain
3591 must be true if we are here */
3592 if (This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0] &&
3593 !(This == (IWineD3DSurfaceImpl*) dstSwapchain->frontBuffer ||
3594 (dstSwapchain->backBuffer && This == (IWineD3DSurfaceImpl*) dstSwapchain->backBuffer[0]))) {
3595 TRACE("Surface is higher back buffer, falling back to software\n");
3596 return WINED3DERR_INVALIDCALL;
3599 /* The color as given in the Blt function is in the format of the frame-buffer...
3600 * 'clear' expect it in ARGB format => we need to do some conversion :-)
3602 if (This->resource.format == WINED3DFMT_P8) {
3603 DWORD alpha;
3605 if (primary_render_target_is_p8(myDevice)) alpha = DDBltFx->u5.dwFillColor << 24;
3606 else alpha = 0xFF000000;
3608 if (This->palette) {
3609 color = (alpha |
3610 (This->palette->palents[DDBltFx->u5.dwFillColor].peRed << 16) |
3611 (This->palette->palents[DDBltFx->u5.dwFillColor].peGreen << 8) |
3612 (This->palette->palents[DDBltFx->u5.dwFillColor].peBlue));
3613 } else {
3614 color = alpha;
3617 else if (This->resource.format == WINED3DFMT_R5G6B5) {
3618 if (DDBltFx->u5.dwFillColor == 0xFFFF) {
3619 color = 0xFFFFFFFF;
3620 } else {
3621 color = ((0xFF000000) |
3622 ((DDBltFx->u5.dwFillColor & 0xF800) << 8) |
3623 ((DDBltFx->u5.dwFillColor & 0x07E0) << 5) |
3624 ((DDBltFx->u5.dwFillColor & 0x001F) << 3));
3627 else if ((This->resource.format == WINED3DFMT_R8G8B8) ||
3628 (This->resource.format == WINED3DFMT_X8R8G8B8) ) {
3629 color = 0xFF000000 | DDBltFx->u5.dwFillColor;
3631 else if (This->resource.format == WINED3DFMT_A8R8G8B8) {
3632 color = DDBltFx->u5.dwFillColor;
3634 else {
3635 ERR("Wrong surface type for BLT override(Format doesn't match) !\n");
3636 return WINED3DERR_INVALIDCALL;
3639 TRACE("(%p) executing Render Target override, color = %x\n", This, color);
3640 IWineD3DDeviceImpl_ClearSurface(myDevice, This,
3641 1, /* Number of rectangles */
3642 &rect, WINED3DCLEAR_TARGET, color,
3643 0.0 /* Z */,
3644 0 /* Stencil */);
3645 return WINED3D_OK;
3649 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3650 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3651 return WINED3DERR_INVALIDCALL;
3654 static HRESULT WINAPI IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx)
3656 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3657 float depth;
3659 if (Flags & WINEDDBLT_DEPTHFILL) {
3660 switch(This->resource.format) {
3661 case WINED3DFMT_D16:
3662 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3663 break;
3664 case WINED3DFMT_D15S1:
3665 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000fffe;
3666 break;
3667 case WINED3DFMT_D24S8:
3668 case WINED3DFMT_D24X8:
3669 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3670 break;
3671 case WINED3DFMT_D32:
3672 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3673 break;
3674 default:
3675 depth = 0.0;
3676 ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format));
3679 return IWineD3DDevice_Clear((IWineD3DDevice *) myDevice,
3680 DestRect == NULL ? 0 : 1,
3681 (WINED3DRECT *) DestRect,
3682 WINED3DCLEAR_ZBUFFER,
3683 0x00000000,
3684 depth,
3685 0x00000000);
3688 FIXME("(%p): Unsupp depthstencil blit\n", This);
3689 return WINED3DERR_INVALIDCALL;
3692 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
3693 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3694 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3695 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3696 TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3697 TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
3699 if ( (This->Flags & SFLAG_LOCKED) || ((Src != NULL) && (Src->Flags & SFLAG_LOCKED)))
3701 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3702 return WINEDDERR_SURFACEBUSY;
3705 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3706 * except depth blits, which seem to work
3708 if(iface == myDevice->stencilBufferTarget || (SrcSurface && SrcSurface == myDevice->stencilBufferTarget)) {
3709 if(myDevice->inScene && !(Flags & WINEDDBLT_DEPTHFILL)) {
3710 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3711 return WINED3DERR_INVALIDCALL;
3712 } else if(IWineD3DSurfaceImpl_BltZ(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) {
3713 TRACE("Z Blit override handled the blit\n");
3714 return WINED3D_OK;
3718 /* Special cases for RenderTargets */
3719 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3720 ( Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3721 if(IWineD3DSurfaceImpl_BltOverride(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter) == WINED3D_OK) return WINED3D_OK;
3724 /* For the rest call the X11 surface implementation.
3725 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3726 * other Blts are rather rare
3728 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter);
3731 HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans) {
3732 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3733 IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
3734 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3735 TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
3737 if ( (This->Flags & SFLAG_LOCKED) || ((srcImpl != NULL) && (srcImpl->Flags & SFLAG_LOCKED)))
3739 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3740 return WINEDDERR_SURFACEBUSY;
3743 if(myDevice->inScene &&
3744 (iface == myDevice->stencilBufferTarget ||
3745 (Source && Source == myDevice->stencilBufferTarget))) {
3746 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3747 return WINED3DERR_INVALIDCALL;
3750 /* Special cases for RenderTargets */
3751 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3752 ( srcImpl && (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3754 RECT SrcRect, DstRect;
3755 DWORD Flags=0;
3757 if(rsrc) {
3758 SrcRect.left = rsrc->left;
3759 SrcRect.top= rsrc->top;
3760 SrcRect.bottom = rsrc->bottom;
3761 SrcRect.right = rsrc->right;
3762 } else {
3763 SrcRect.left = 0;
3764 SrcRect.top = 0;
3765 SrcRect.right = srcImpl->currentDesc.Width;
3766 SrcRect.bottom = srcImpl->currentDesc.Height;
3769 DstRect.left = dstx;
3770 DstRect.top=dsty;
3771 DstRect.right = dstx + SrcRect.right - SrcRect.left;
3772 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
3774 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3775 if(trans & WINEDDBLTFAST_SRCCOLORKEY)
3776 Flags |= WINEDDBLT_KEYSRC;
3777 if(trans & WINEDDBLTFAST_DESTCOLORKEY)
3778 Flags |= WINEDDBLT_KEYDEST;
3779 if(trans & WINEDDBLTFAST_WAIT)
3780 Flags |= WINEDDBLT_WAIT;
3781 if(trans & WINEDDBLTFAST_DONOTWAIT)
3782 Flags |= WINEDDBLT_DONOTWAIT;
3784 if(IWineD3DSurfaceImpl_BltOverride(This, &DstRect, Source, &SrcRect, Flags, NULL, WINED3DTEXF_POINT) == WINED3D_OK) return WINED3D_OK;
3788 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
3791 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface) {
3792 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3793 RGBQUAD col[256];
3794 IWineD3DPaletteImpl *pal = This->palette;
3795 unsigned int n;
3796 TRACE("(%p)\n", This);
3798 if (!pal) return WINED3D_OK;
3800 if(This->resource.format == WINED3DFMT_P8 ||
3801 This->resource.format == WINED3DFMT_A8P8)
3803 int bpp;
3804 GLenum format, internal, type;
3805 CONVERT_TYPES convert;
3807 /* Check if we are using a RTL mode which uses texturing for uploads */
3808 BOOL use_texture = (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX);
3810 /* Check if we have hardware palette conversion if we have convert is set to NO_CONVERSION */
3811 d3dfmt_get_conv(This, TRUE, use_texture, &format, &internal, &type, &convert, &bpp, This->srgb);
3813 if((This->resource.usage & WINED3DUSAGE_RENDERTARGET) && (convert == NO_CONVERSION))
3815 /* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
3816 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL);
3818 /* We want to force a palette refresh, so mark the drawable as not being up to date */
3819 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
3821 /* Re-upload the palette */
3822 d3dfmt_p8_upload_palette(iface, convert);
3823 } else {
3824 if(!(This->Flags & SFLAG_INSYSMEM)) {
3825 TRACE("Palette changed with surface that does not have an up to date system memory copy\n");
3826 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
3828 TRACE("Dirtifying surface\n");
3829 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
3833 if(This->Flags & SFLAG_DIBSECTION) {
3834 TRACE("(%p): Updating the hdc's palette\n", This);
3835 for (n=0; n<256; n++) {
3836 col[n].rgbRed = pal->palents[n].peRed;
3837 col[n].rgbGreen = pal->palents[n].peGreen;
3838 col[n].rgbBlue = pal->palents[n].peBlue;
3839 col[n].rgbReserved = 0;
3841 SetDIBColorTable(This->hDC, 0, 256, col);
3844 /* Propagate the changes to the drawable when we have a palette. */
3845 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3846 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, NULL);
3848 return WINED3D_OK;
3851 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
3852 /** Check against the maximum texture sizes supported by the video card **/
3853 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3854 unsigned int pow2Width, pow2Height;
3855 const GlPixelFormatDesc *glDesc;
3857 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
3858 /* Setup some glformat defaults */
3859 This->glDescription.glFormat = glDesc->glFormat;
3860 This->glDescription.glFormatInternal = glDesc->glInternal;
3861 This->glDescription.glType = glDesc->glType;
3863 This->glDescription.textureName = 0;
3864 This->glDescription.target = GL_TEXTURE_2D;
3866 /* Non-power2 support */
3867 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) || GL_SUPPORT(WINE_NORMALIZED_TEXRECT)) {
3868 pow2Width = This->currentDesc.Width;
3869 pow2Height = This->currentDesc.Height;
3870 } else {
3871 /* Find the nearest pow2 match */
3872 pow2Width = pow2Height = 1;
3873 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
3874 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
3876 This->pow2Width = pow2Width;
3877 This->pow2Height = pow2Height;
3879 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height) {
3880 WINED3DFORMAT Format = This->resource.format;
3881 /** TODO: add support for non power two compressed textures **/
3882 if (Format == WINED3DFMT_DXT1 || Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3
3883 || Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5
3884 || This->resource.format == WINED3DFMT_ATI2N) {
3885 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
3886 This, This->currentDesc.Width, This->currentDesc.Height);
3887 return WINED3DERR_NOTAVAILABLE;
3891 if(pow2Width != This->currentDesc.Width ||
3892 pow2Height != This->currentDesc.Height) {
3893 This->Flags |= SFLAG_NONPOW2;
3896 TRACE("%p\n", This);
3897 if ((This->pow2Width > GL_LIMITS(texture_size) || This->pow2Height > GL_LIMITS(texture_size)) && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))) {
3898 /* one of three options
3899 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)
3900 2: Set the texture to the maximum size (bad idea)
3901 3: WARN and return WINED3DERR_NOTAVAILABLE;
3902 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.
3904 WARN("(%p) Creating an oversized surface\n", This);
3905 This->Flags |= SFLAG_OVERSIZE;
3907 /* This will be initialized on the first blt */
3908 This->glRect.left = 0;
3909 This->glRect.top = 0;
3910 This->glRect.right = 0;
3911 This->glRect.bottom = 0;
3912 } else {
3913 /* Check this after the oversize check - do not make an oversized surface a texture_rectangle one.
3914 Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
3915 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
3916 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
3918 if(This->Flags & SFLAG_NONPOW2 && GL_SUPPORT(ARB_TEXTURE_RECTANGLE) &&
3919 !((This->resource.format == WINED3DFMT_P8) && GL_SUPPORT(EXT_PALETTED_TEXTURE) && (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX)))
3921 This->glDescription.target = GL_TEXTURE_RECTANGLE_ARB;
3922 This->pow2Width = This->currentDesc.Width;
3923 This->pow2Height = This->currentDesc.Height;
3924 This->Flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
3927 /* No oversize, gl rect is the full texture size */
3928 This->Flags &= ~SFLAG_OVERSIZE;
3929 This->glRect.left = 0;
3930 This->glRect.top = 0;
3931 This->glRect.right = This->pow2Width;
3932 This->glRect.bottom = This->pow2Height;
3935 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
3936 switch(wined3d_settings.offscreen_rendering_mode) {
3937 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
3938 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
3939 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
3943 This->Flags |= SFLAG_INSYSMEM;
3945 return WINED3D_OK;
3948 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) {
3949 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3951 TRACE("(%p) New location %#x\n", This, location);
3953 if (location & ~SFLAG_DS_LOCATIONS) {
3954 FIXME("(%p) Invalid location (%#x) specified\n", This, location);
3957 This->Flags &= ~SFLAG_DS_LOCATIONS;
3958 This->Flags |= location;
3961 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location) {
3962 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3963 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
3965 TRACE("(%p) New location %#x\n", This, location);
3967 /* TODO: Make this work for modes other than FBO */
3968 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
3970 if (This->Flags & location) {
3971 TRACE("(%p) Location (%#x) is already up to date\n", This, location);
3972 return;
3975 if (This->current_renderbuffer) {
3976 FIXME("(%p) Not supported with fixed up depth stencil\n", This);
3977 return;
3980 if (location == SFLAG_DS_OFFSCREEN) {
3981 if (This->Flags & SFLAG_DS_ONSCREEN) {
3982 GLint old_binding = 0;
3984 TRACE("(%p) Copying onscreen depth buffer to depth texture\n", This);
3986 ENTER_GL();
3988 if (!device->depth_blt_texture) {
3989 glGenTextures(1, &device->depth_blt_texture);
3992 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
3993 * directly on the FBO texture. That's because we need to flip. */
3994 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
3995 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
3996 glBindTexture(GL_TEXTURE_2D, device->depth_blt_texture);
3997 glCopyTexImage2D(This->glDescription.target,
3998 This->glDescription.level,
3999 This->glDescription.glFormatInternal,
4002 This->currentDesc.Width,
4003 This->currentDesc.Height,
4005 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4006 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4007 glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
4008 glBindTexture(GL_TEXTURE_2D, old_binding);
4010 /* Setup the destination */
4011 if (!device->depth_blt_rb) {
4012 GL_EXTCALL(glGenRenderbuffersEXT(1, &device->depth_blt_rb));
4013 checkGLcall("glGenRenderbuffersEXT");
4015 if (device->depth_blt_rb_w != This->currentDesc.Width
4016 || device->depth_blt_rb_h != This->currentDesc.Height) {
4017 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, device->depth_blt_rb));
4018 checkGLcall("glBindRenderbufferEXT");
4019 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, This->currentDesc.Width, This->currentDesc.Height));
4020 checkGLcall("glRenderbufferStorageEXT");
4021 device->depth_blt_rb_w = This->currentDesc.Width;
4022 device->depth_blt_rb_h = This->currentDesc.Height;
4025 context_bind_fbo((IWineD3DDevice *)device, GL_FRAMEBUFFER_EXT, &device->activeContext->dst_fbo);
4026 GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, device->depth_blt_rb));
4027 checkGLcall("glFramebufferRenderbufferEXT");
4028 context_attach_depth_stencil_fbo(device, GL_FRAMEBUFFER_EXT, iface, FALSE);
4030 /* Do the actual blit */
4031 depth_blt((IWineD3DDevice *)device, device->depth_blt_texture, This->currentDesc.Width, This->currentDesc.Height);
4032 checkGLcall("depth_blt");
4034 if (device->activeContext->current_fbo) {
4035 context_bind_fbo((IWineD3DDevice *)device, GL_FRAMEBUFFER_EXT, &device->activeContext->current_fbo->id);
4036 } else {
4037 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
4038 checkGLcall("glBindFramebuffer()");
4041 LEAVE_GL();
4042 } else {
4043 FIXME("No up to date depth stencil location\n");
4045 } else if (location == SFLAG_DS_ONSCREEN) {
4046 if (This->Flags & SFLAG_DS_OFFSCREEN) {
4047 TRACE("(%p) Copying depth texture to onscreen depth buffer\n", This);
4049 ENTER_GL();
4051 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
4052 checkGLcall("glBindFramebuffer()");
4053 depth_blt((IWineD3DDevice *)device, This->glDescription.textureName, This->currentDesc.Width, This->currentDesc.Height);
4054 checkGLcall("depth_blt");
4056 if (device->activeContext->current_fbo) {
4057 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, device->activeContext->current_fbo->id));
4058 checkGLcall("glBindFramebuffer()");
4061 LEAVE_GL();
4062 } else {
4063 FIXME("No up to date depth stencil location\n");
4065 } else {
4066 ERR("(%p) Invalid location (%#x) specified\n", This, location);
4069 This->Flags |= location;
4072 static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
4073 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4074 IWineD3DBaseTexture *texture;
4075 IWineD3DSurfaceImpl *overlay;
4077 TRACE("(%p)->(%s, %s)\n", iface,
4078 flag == SFLAG_INSYSMEM ? "SFLAG_INSYSMEM" : flag == SFLAG_INDRAWABLE ? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
4079 persistent ? "TRUE" : "FALSE");
4081 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4082 IWineD3DSwapChain *swapchain = NULL;
4084 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
4085 TRACE("Surface %p is an onscreen surface\n", iface);
4087 IWineD3DSwapChain_Release(swapchain);
4088 } else {
4089 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4090 if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4094 if(persistent) {
4095 if((This->Flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE)) {
4096 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4097 TRACE("Passing to container\n");
4098 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4099 IWineD3DBaseTexture_Release(texture);
4102 This->Flags &= ~SFLAG_LOCATIONS;
4103 This->Flags |= flag;
4105 /* Redraw emulated overlays, if any */
4106 if(flag & SFLAG_INDRAWABLE && !list_empty(&This->overlays)) {
4107 LIST_FOR_EACH_ENTRY(overlay, &This->overlays, IWineD3DSurfaceImpl, overlay_entry) {
4108 IWineD3DSurface_DrawOverlay((IWineD3DSurface *) overlay);
4111 } else {
4112 if((This->Flags & SFLAG_INTEXTURE) && (flag & SFLAG_INTEXTURE)) {
4113 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4114 TRACE("Passing to container\n");
4115 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4116 IWineD3DBaseTexture_Release(texture);
4119 This->Flags &= ~flag;
4123 struct coords {
4124 GLfloat x, y, z;
4127 static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in) {
4128 struct coords coords[4];
4129 RECT rect;
4130 IWineD3DSwapChain *swapchain;
4131 IWineD3DBaseTexture *texture;
4132 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4133 GLenum bind_target;
4135 if(rect_in) {
4136 rect = *rect_in;
4137 } else {
4138 rect.left = 0;
4139 rect.top = 0;
4140 rect.right = This->currentDesc.Width;
4141 rect.bottom = This->currentDesc.Height;
4144 switch(This->glDescription.target)
4146 case GL_TEXTURE_2D:
4147 bind_target = GL_TEXTURE_2D;
4149 coords[0].x = (float)rect.left / This->pow2Width;
4150 coords[0].y = (float)rect.top / This->pow2Height;
4151 coords[0].z = 0;
4153 coords[1].x = (float)rect.left / This->pow2Width;
4154 coords[1].y = (float)rect.bottom / This->pow2Height;
4155 coords[1].z = 0;
4157 coords[2].x = (float)rect.right / This->pow2Width;
4158 coords[2].y = (float)rect.bottom / This->pow2Height;
4159 coords[2].z = 0;
4161 coords[3].x = (float)rect.right / This->pow2Width;
4162 coords[3].y = (float)rect.top / This->pow2Height;
4163 coords[3].z = 0;
4164 break;
4166 case GL_TEXTURE_RECTANGLE_ARB:
4167 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4168 coords[0].x = rect.left; coords[0].y = rect.top; coords[0].z = 0;
4169 coords[1].x = rect.left; coords[1].y = rect.bottom; coords[1].z = 0;
4170 coords[2].x = rect.right; coords[2].y = rect.bottom; coords[2].z = 0;
4171 coords[3].x = rect.right; coords[3].y = rect.top; coords[3].z = 0;
4172 break;
4174 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
4175 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4176 coords[0].x = 1; coords[0].y = -1; coords[0].z = 1;
4177 coords[1].x = 1; coords[1].y = 1; coords[1].z = 1;
4178 coords[2].x = 1; coords[2].y = 1; coords[2].z = -1;
4179 coords[3].x = 1; coords[3].y = -1; coords[3].z = -1;
4180 break;
4182 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
4183 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4184 coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
4185 coords[1].x = -1; coords[1].y = 1; coords[1].z = 1;
4186 coords[2].x = -1; coords[2].y = 1; coords[2].z = -1;
4187 coords[3].x = -1; coords[3].y = -1; coords[3].z = -1;
4188 break;
4190 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
4191 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4192 coords[0].x = -1; coords[0].y = 1; coords[0].z = 1;
4193 coords[1].x = 1; coords[1].y = 1; coords[1].z = 1;
4194 coords[2].x = 1; coords[2].y = 1; coords[2].z = -1;
4195 coords[3].x = -1; coords[3].y = 1; coords[3].z = -1;
4196 break;
4198 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
4199 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4200 coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
4201 coords[1].x = 1; coords[1].y = -1; coords[1].z = 1;
4202 coords[2].x = 1; coords[2].y = -1; coords[2].z = -1;
4203 coords[3].x = -1; coords[3].y = -1; coords[3].z = -1;
4204 break;
4206 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
4207 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4208 coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
4209 coords[1].x = 1; coords[1].y = -1; coords[1].z = 1;
4210 coords[2].x = 1; coords[2].y = -1; coords[2].z = 1;
4211 coords[3].x = -1; coords[3].y = -1; coords[3].z = 1;
4212 break;
4214 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
4215 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4216 coords[0].x = -1; coords[0].y = -1; coords[0].z = -1;
4217 coords[1].x = 1; coords[1].y = -1; coords[1].z = -1;
4218 coords[2].x = 1; coords[2].y = -1; coords[2].z = -1;
4219 coords[3].x = -1; coords[3].y = -1; coords[3].z = -1;
4220 break;
4222 default:
4223 ERR("Unexpected texture target %#x\n", This->glDescription.target);
4224 return;
4227 ActivateContext(device, (IWineD3DSurface*)This, CTXUSAGE_BLIT);
4228 ENTER_GL();
4230 glEnable(bind_target);
4231 checkGLcall("glEnable(bind_target)");
4232 glBindTexture(bind_target, This->glDescription.textureName);
4233 checkGLcall("bind_target, This->glDescription.textureName)");
4234 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4235 checkGLcall("glTexParameteri");
4236 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4237 checkGLcall("glTexParameteri");
4239 if (device->render_offscreen)
4241 LONG tmp = rect.top;
4242 rect.top = rect.bottom;
4243 rect.bottom = tmp;
4246 glBegin(GL_QUADS);
4247 glTexCoord3fv(&coords[0].x);
4248 glVertex2i(rect.left, rect.top);
4250 glTexCoord3fv(&coords[1].x);
4251 glVertex2i(rect.left, rect.bottom);
4253 glTexCoord3fv(&coords[2].x);
4254 glVertex2i(rect.right, rect.bottom);
4256 glTexCoord3fv(&coords[3].x);
4257 glVertex2i(rect.right, rect.top);
4258 glEnd();
4259 checkGLcall("glEnd");
4261 glDisable(bind_target);
4262 checkGLcall("glDisable(bind_target)");
4264 LEAVE_GL();
4266 if(SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DSwapChain, (void **) &swapchain)))
4268 /* Make sure to flush the buffers. This is needed in apps like Red Alert II and Tiberian SUN that use multiple WGL contexts. */
4269 if(((IWineD3DSwapChainImpl*)swapchain)->frontBuffer == (IWineD3DSurface*)This ||
4270 ((IWineD3DSwapChainImpl*)swapchain)->num_contexts >= 2)
4271 glFlush();
4273 IWineD3DSwapChain_Release(swapchain);
4274 } else {
4275 /* We changed the filtering settings on the texture. Inform the container about this to get the filters
4276 * reset properly next draw
4278 if(SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DBaseTexture, (void **) &texture)))
4280 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
4281 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
4282 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
4283 IWineD3DBaseTexture_Release(texture);
4288 /*****************************************************************************
4289 * IWineD3DSurface::LoadLocation
4291 * Copies the current surface data from wherever it is to the requested
4292 * location. The location is one of the surface flags, SFLAG_INSYSMEM,
4293 * SFLAG_INTEXTURE and SFLAG_INDRAWABLE. When the surface is current in
4294 * multiple locations, the gl texture is preferred over the drawable, which is
4295 * preferred over system memory. The PBO counts as system memory. If rect is
4296 * not NULL, only the specified rectangle is copied (only supported for
4297 * sysmem<->drawable copies at the moment). If rect is NULL, the destination
4298 * location is marked up to date after the copy.
4300 * Parameters:
4301 * flag: Surface location flag to be updated
4302 * rect: rectangle to be copied
4304 * Returns:
4305 * WINED3D_OK on success
4306 * WINED3DERR_DEVICELOST on an internal error
4308 *****************************************************************************/
4309 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
4310 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4311 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4312 IWineD3DSwapChain *swapchain = NULL;
4313 GLenum format, internal, type;
4314 CONVERT_TYPES convert;
4315 int bpp;
4316 int width, pitch, outpitch;
4317 BYTE *mem;
4319 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4320 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
4321 TRACE("Surface %p is an onscreen surface\n", iface);
4323 IWineD3DSwapChain_Release(swapchain);
4324 } else {
4325 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4326 * Prefer SFLAG_INTEXTURE. */
4327 if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
4331 TRACE("(%p)->(%s, %p)\n", iface,
4332 flag == SFLAG_INSYSMEM ? "SFLAG_INSYSMEM" : flag == SFLAG_INDRAWABLE ? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
4333 rect);
4334 if(rect) {
4335 TRACE("Rectangle: (%d,%d)-(%d,%d)\n", rect->left, rect->top, rect->right, rect->bottom);
4338 if(This->Flags & flag) {
4339 TRACE("Location already up to date\n");
4340 return WINED3D_OK;
4343 if(!(This->Flags & SFLAG_LOCATIONS)) {
4344 ERR("Surface does not have any up to date location\n");
4345 This->Flags |= SFLAG_LOST;
4346 return WINED3DERR_DEVICELOST;
4349 if(flag == SFLAG_INSYSMEM) {
4350 surface_prepare_system_memory(This);
4352 /* Download the surface to system memory */
4353 if(This->Flags & SFLAG_INTEXTURE) {
4354 if(!device->isInDraw) ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4355 surface_bind_and_dirtify(This);
4357 surface_download_data(This);
4358 } else {
4359 read_from_framebuffer(This, rect,
4360 This->resource.allocatedMemory,
4361 IWineD3DSurface_GetPitch(iface));
4363 } else if(flag == SFLAG_INDRAWABLE) {
4364 if(This->Flags & SFLAG_INTEXTURE) {
4365 surface_blt_to_drawable(This, rect);
4366 } else {
4367 d3dfmt_get_conv(This, TRUE /* We need color keying */, FALSE /* We won't use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
4369 /* The width is in 'length' not in bytes */
4370 width = This->currentDesc.Width;
4371 pitch = IWineD3DSurface_GetPitch(iface);
4373 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4374 * but it isn't set (yet) in all cases it is getting called. */
4375 if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4376 TRACE("Removing the pbo attached to surface %p\n", This);
4377 surface_remove_pbo(This);
4380 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4381 int height = This->currentDesc.Height;
4383 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4384 outpitch = width * bpp;
4385 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4387 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4388 if(!mem) {
4389 ERR("Out of memory %d, %d!\n", outpitch, height);
4390 return WINED3DERR_OUTOFVIDEOMEMORY;
4392 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4394 This->Flags |= SFLAG_CONVERTED;
4395 } else {
4396 This->Flags &= ~SFLAG_CONVERTED;
4397 mem = This->resource.allocatedMemory;
4400 flush_to_framebuffer_drawpixels(This, format, type, bpp, mem);
4402 /* Don't delete PBO memory */
4403 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4404 HeapFree(GetProcessHeap(), 0, mem);
4406 } else /* if(flag == SFLAG_INTEXTURE) */ {
4407 if (This->Flags & SFLAG_INDRAWABLE) {
4408 read_from_framebuffer_texture(This);
4409 } else { /* Upload from system memory */
4410 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
4412 if(!device->isInDraw) ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4413 surface_bind_and_dirtify(This);
4414 ENTER_GL();
4416 /* The only place where LoadTexture() might get called when isInDraw=1
4417 * is ActivateContext where lastActiveRenderTarget is preloaded.
4419 if(iface == device->lastActiveRenderTarget && device->isInDraw)
4420 ERR("Reading back render target but SFLAG_INDRAWABLE not set\n");
4422 /* Otherwise: System memory copy must be most up to date */
4424 if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
4425 This->Flags |= SFLAG_GLCKEY;
4426 This->glCKey = This->SrcBltCKey;
4428 else This->Flags &= ~SFLAG_GLCKEY;
4430 /* The width is in 'length' not in bytes */
4431 width = This->currentDesc.Width;
4432 pitch = IWineD3DSurface_GetPitch(iface);
4434 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4435 * but it isn't set (yet) in all cases it is getting called. */
4436 if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4437 TRACE("Removing the pbo attached to surface %p\n", This);
4438 surface_remove_pbo(This);
4441 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4442 int height = This->currentDesc.Height;
4444 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4445 outpitch = width * bpp;
4446 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4448 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4449 if(!mem) {
4450 ERR("Out of memory %d, %d!\n", outpitch, height);
4451 return WINED3DERR_OUTOFVIDEOMEMORY;
4453 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4455 This->Flags |= SFLAG_CONVERTED;
4456 } else if( (This->resource.format == WINED3DFMT_P8) && (GL_SUPPORT(EXT_PALETTED_TEXTURE) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) ) {
4457 d3dfmt_p8_upload_palette(iface, convert);
4458 This->Flags &= ~SFLAG_CONVERTED;
4459 mem = This->resource.allocatedMemory;
4460 } else {
4461 This->Flags &= ~SFLAG_CONVERTED;
4462 mem = This->resource.allocatedMemory;
4465 /* Make sure the correct pitch is used */
4466 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
4468 if ((This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE)) {
4469 TRACE("non power of two support\n");
4470 if(!(This->Flags & SFLAG_ALLOCATED)) {
4471 surface_allocate_surface(This, internal, This->pow2Width, This->pow2Height, format, type);
4473 if (mem || (This->Flags & SFLAG_PBO)) {
4474 surface_upload_data(This, internal, This->currentDesc.Width, This->currentDesc.Height, format, type, mem);
4476 } else {
4477 /* When making the realloc conditional, keep in mind that GL_APPLE_client_storage may be in use, and This->resource.allocatedMemory
4478 * changed. So also keep track of memory changes. In this case the texture has to be reallocated
4480 if(!(This->Flags & SFLAG_ALLOCATED)) {
4481 surface_allocate_surface(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type);
4483 if (mem || (This->Flags & SFLAG_PBO)) {
4484 surface_upload_data(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type, mem);
4488 /* Restore the default pitch */
4489 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4490 LEAVE_GL();
4492 /* Don't delete PBO memory */
4493 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4494 HeapFree(GetProcessHeap(), 0, mem);
4498 if(rect == NULL) {
4499 This->Flags |= flag;
4502 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !swapchain
4503 && (This->Flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE))) {
4504 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4505 This->Flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4508 return WINED3D_OK;
4511 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container) {
4512 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4513 IWineD3DSwapChain *swapchain = NULL;
4515 /* Update the drawable size method */
4516 if(container) {
4517 IWineD3DBase_QueryInterface(container, &IID_IWineD3DSwapChain, (void **) &swapchain);
4519 if(swapchain) {
4520 This->get_drawable_size = get_drawable_size_swapchain;
4521 IWineD3DSwapChain_Release(swapchain);
4522 } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
4523 switch(wined3d_settings.offscreen_rendering_mode) {
4524 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
4525 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
4526 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
4530 return IWineD3DBaseSurfaceImpl_SetContainer(iface, container);
4533 static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
4534 return SURFACE_OPENGL;
4537 static HRESULT WINAPI IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
4538 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4539 HRESULT hr;
4541 /* If there's no destination surface there is nothing to do */
4542 if(!This->overlay_dest) return WINED3D_OK;
4544 /* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
4545 * update the overlay. Prevent an endless recursion
4547 if(This->overlay_dest->Flags & SFLAG_INOVERLAYDRAW) {
4548 return WINED3D_OK;
4550 This->overlay_dest->Flags |= SFLAG_INOVERLAYDRAW;
4551 hr = IWineD3DSurfaceImpl_Blt((IWineD3DSurface *) This->overlay_dest, &This->overlay_destrect,
4552 iface, &This->overlay_srcrect, WINEDDBLT_WAIT,
4553 NULL, WINED3DTEXF_LINEAR);
4554 This->overlay_dest->Flags &= ~SFLAG_INOVERLAYDRAW;
4556 return hr;
4559 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
4561 /* IUnknown */
4562 IWineD3DBaseSurfaceImpl_QueryInterface,
4563 IWineD3DBaseSurfaceImpl_AddRef,
4564 IWineD3DSurfaceImpl_Release,
4565 /* IWineD3DResource */
4566 IWineD3DBaseSurfaceImpl_GetParent,
4567 IWineD3DBaseSurfaceImpl_GetDevice,
4568 IWineD3DBaseSurfaceImpl_SetPrivateData,
4569 IWineD3DBaseSurfaceImpl_GetPrivateData,
4570 IWineD3DBaseSurfaceImpl_FreePrivateData,
4571 IWineD3DBaseSurfaceImpl_SetPriority,
4572 IWineD3DBaseSurfaceImpl_GetPriority,
4573 IWineD3DSurfaceImpl_PreLoad,
4574 IWineD3DSurfaceImpl_UnLoad,
4575 IWineD3DBaseSurfaceImpl_GetType,
4576 /* IWineD3DSurface */
4577 IWineD3DBaseSurfaceImpl_GetContainer,
4578 IWineD3DBaseSurfaceImpl_GetDesc,
4579 IWineD3DSurfaceImpl_LockRect,
4580 IWineD3DSurfaceImpl_UnlockRect,
4581 IWineD3DSurfaceImpl_GetDC,
4582 IWineD3DSurfaceImpl_ReleaseDC,
4583 IWineD3DSurfaceImpl_Flip,
4584 IWineD3DSurfaceImpl_Blt,
4585 IWineD3DBaseSurfaceImpl_GetBltStatus,
4586 IWineD3DBaseSurfaceImpl_GetFlipStatus,
4587 IWineD3DBaseSurfaceImpl_IsLost,
4588 IWineD3DBaseSurfaceImpl_Restore,
4589 IWineD3DSurfaceImpl_BltFast,
4590 IWineD3DBaseSurfaceImpl_GetPalette,
4591 IWineD3DBaseSurfaceImpl_SetPalette,
4592 IWineD3DSurfaceImpl_RealizePalette,
4593 IWineD3DBaseSurfaceImpl_SetColorKey,
4594 IWineD3DBaseSurfaceImpl_GetPitch,
4595 IWineD3DSurfaceImpl_SetMem,
4596 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
4597 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
4598 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
4599 IWineD3DBaseSurfaceImpl_UpdateOverlay,
4600 IWineD3DBaseSurfaceImpl_SetClipper,
4601 IWineD3DBaseSurfaceImpl_GetClipper,
4602 /* Internal use: */
4603 IWineD3DSurfaceImpl_AddDirtyRect,
4604 IWineD3DSurfaceImpl_LoadTexture,
4605 IWineD3DSurfaceImpl_BindTexture,
4606 IWineD3DSurfaceImpl_SaveSnapshot,
4607 IWineD3DSurfaceImpl_SetContainer,
4608 IWineD3DSurfaceImpl_GetGlDesc,
4609 IWineD3DSurfaceImpl_GetData,
4610 IWineD3DSurfaceImpl_SetFormat,
4611 IWineD3DSurfaceImpl_PrivateSetup,
4612 IWineD3DSurfaceImpl_ModifyLocation,
4613 IWineD3DSurfaceImpl_LoadLocation,
4614 IWineD3DSurfaceImpl_GetImplType,
4615 IWineD3DSurfaceImpl_DrawOverlay
4617 #undef GLINFO_LOCATION
4619 #define GLINFO_LOCATION device->adapter->gl_info
4620 static HRESULT ffp_blit_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
4621 static void ffp_blit_free(IWineD3DDevice *iface) { }
4623 static HRESULT ffp_blit_set(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height) {
4624 glEnable(textype);
4625 checkGLcall("glEnable(textype)");
4626 return WINED3D_OK;
4629 static void ffp_blit_unset(IWineD3DDevice *iface) {
4630 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4631 glDisable(GL_TEXTURE_2D);
4632 checkGLcall("glDisable(GL_TEXTURE_2D)");
4633 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
4634 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4635 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4637 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
4638 glDisable(GL_TEXTURE_RECTANGLE_ARB);
4639 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4643 static BOOL ffp_blit_conv_supported(WINED3DFORMAT fmt) {
4644 TRACE("Checking blit format support for format %s: [FAILED]\n", debug_d3dformat(fmt));
4645 return FALSE;
4648 const struct blit_shader ffp_blit = {
4649 ffp_blit_alloc,
4650 ffp_blit_free,
4651 ffp_blit_set,
4652 ffp_blit_unset,
4653 ffp_blit_conv_supported