shell32: Localize 'new folder' string.
[wine/wine-kai.git] / dlls / wined3d / surface.c
blob6d451648e9569edb4782f9b5c36e8c03e79198db
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 2006-2007 Stefan Dösinger for CodeWeavers
11 * Copyright 2007 Henri Verbeet
12 * Copyright 2006-2007 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);
39 static void surface_download_data(IWineD3DSurfaceImpl *This) {
40 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
42 if (0 == This->glDescription.textureName) {
43 ERR("Surface does not have a texture, but SFLAG_INTEXTURE is set\n");
44 return;
47 if(myDevice->createParms.BehaviorFlags & WINED3DCREATE_MULTITHREADED) {
48 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
51 ENTER_GL();
52 /* Make sure that a proper texture unit is selected, bind the texture
53 * and dirtify the sampler to restore the texture on the next draw
55 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
56 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
57 checkGLcall("glActiveTextureARB");
59 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(0));
60 IWineD3DSurface_BindTexture((IWineD3DSurface *) This);
62 if (This->resource.format == WINED3DFMT_DXT1 ||
63 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
64 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
65 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) { /* We can assume this as the texture would not have been created otherwise */
66 FIXME("(%p) : Attempting to lock a compressed texture when texture compression isn't supported by opengl\n", This);
67 } else {
68 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
69 This->glDescription.glFormat, This->glDescription.glType, This->resource.allocatedMemory);
71 if(This->Flags & SFLAG_PBO) {
72 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
73 checkGLcall("glBindBufferARB");
74 GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, NULL));
75 checkGLcall("glGetCompressedTexImageARB()");
76 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
77 checkGLcall("glBindBufferARB");
78 } else {
79 GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, This->resource.allocatedMemory));
80 checkGLcall("glGetCompressedTexImageARB()");
83 LEAVE_GL();
84 } else {
85 void *mem;
86 int src_pitch = 0;
87 int dst_pitch = 0;
89 if(This->Flags & SFLAG_CONVERTED) {
90 FIXME("Read back converted textures unsupported\n");
91 LEAVE_GL();
92 return;
95 if (This->Flags & SFLAG_NONPOW2) {
96 unsigned char alignment = This->resource.wineD3DDevice->surface_alignment;
97 src_pitch = This->bytesPerPixel * This->pow2Width;
98 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
99 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
100 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
101 } else {
102 mem = This->resource.allocatedMemory;
105 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
106 This->glDescription.glFormat, This->glDescription.glType, mem);
108 if(This->Flags & SFLAG_PBO) {
109 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
110 checkGLcall("glBindBufferARB");
112 glGetTexImage(This->glDescription.target, This->glDescription.level, This->glDescription.glFormat,
113 This->glDescription.glType, NULL);
114 checkGLcall("glGetTexImage()");
116 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
117 checkGLcall("glBindBufferARB");
118 } else {
119 glGetTexImage(This->glDescription.target, This->glDescription.level, This->glDescription.glFormat,
120 This->glDescription.glType, mem);
121 checkGLcall("glGetTexImage()");
123 LEAVE_GL();
125 if (This->Flags & SFLAG_NONPOW2) {
126 LPBYTE src_data, dst_data;
127 int y;
129 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
130 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
131 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
133 * We're doing this...
135 * instead of boxing the texture :
136 * |<-texture width ->| -->pow2width| /\
137 * |111111111111111111| | |
138 * |222 Texture 222222| boxed empty | texture height
139 * |3333 Data 33333333| | |
140 * |444444444444444444| | \/
141 * ----------------------------------- |
142 * | boxed empty | boxed empty | pow2height
143 * | | | \/
144 * -----------------------------------
147 * we're repacking the data to the expected texture width
149 * |<-texture width ->| -->pow2width| /\
150 * |111111111111111111222222222222222| |
151 * |222333333333333333333444444444444| texture height
152 * |444444 | |
153 * | | \/
154 * | | |
155 * | empty | pow2height
156 * | | \/
157 * -----------------------------------
159 * == is the same as
161 * |<-texture width ->| /\
162 * |111111111111111111|
163 * |222222222222222222|texture height
164 * |333333333333333333|
165 * |444444444444444444| \/
166 * --------------------
168 * this also means that any references to allocatedMemory should work with the data as if were a
169 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
171 * internally the texture is still stored in a boxed format so any references to textureName will
172 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
174 * Performance should not be an issue, because applications normally do not lock the surfaces when
175 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
176 * and doesn't have to be re-read.
178 src_data = mem;
179 dst_data = This->resource.allocatedMemory;
180 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
181 for (y = 1 ; y < This->currentDesc.Height; y++) {
182 /* skip the first row */
183 src_data += src_pitch;
184 dst_data += dst_pitch;
185 memcpy(dst_data, src_data, dst_pitch);
188 HeapFree(GetProcessHeap(), 0, mem);
192 /* Surface has now been downloaded */
193 This->Flags |= SFLAG_INSYSMEM;
196 static void surface_upload_data(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *data) {
197 if (This->resource.format == WINED3DFMT_DXT1 ||
198 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
199 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
200 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
201 FIXME("Using DXT1/3/5 without advertized support\n");
202 } else {
203 /* glCompressedTexSubImage2D for uploading and glTexImage2D for allocating does not work well on some drivers(r200 dri, MacOS ATI driver)
204 * glCompressedTexImage2D does not accept NULL pointers. So for compressed textures surface_allocate_surface does nothing, and this
205 * function uses glCompressedTexImage2D instead of the SubImage call
207 TRACE("(%p) : Calling glCompressedTexSubImage2D w %d, h %d, data %p\n", This, width, height, data);
208 ENTER_GL();
210 if(This->Flags & SFLAG_PBO) {
211 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
212 checkGLcall("glBindBufferARB");
213 TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
215 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
216 width, height, 0 /* border */, This->resource.size, NULL));
217 checkGLcall("glCompressedTexSubImage2D");
219 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
220 checkGLcall("glBindBufferARB");
221 } else {
222 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
223 width, height, 0 /* border */, This->resource.size, data));
224 checkGLcall("glCompressedTexSubImage2D");
226 LEAVE_GL();
228 } else {
229 TRACE("(%p) : Calling glTexSubImage2D w %d, h %d, data, %p\n", This, width, height, data);
230 ENTER_GL();
232 if(This->Flags & SFLAG_PBO) {
233 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
234 checkGLcall("glBindBufferARB");
235 TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
237 glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, NULL);
238 checkGLcall("glTexSubImage2D");
240 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
241 checkGLcall("glBindBufferARB");
243 else {
244 glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, data);
245 checkGLcall("glTexSubImage2D");
248 LEAVE_GL();
252 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type) {
253 BOOL enable_client_storage = FALSE;
254 BYTE *mem = NULL;
256 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,
257 This->glDescription.target, This->glDescription.level, debug_d3dformat(This->resource.format), internal, width, height, format, type);
259 if (This->resource.format == WINED3DFMT_DXT1 ||
260 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
261 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
262 /* glCompressedTexImage2D does not accept NULL pointers, so we cannot allocate a compressed texture without uploading data */
263 TRACE("Not allocating compressed surfaces, surface_upload_data will specify them\n");
265 /* We have to point GL to the client storage memory here, because upload_data might use a PBO. This means a double upload
266 * once, unfortunately
268 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
269 /* Neither NONPOW2, DIBSECTION nor OVERSIZE flags can be set on compressed textures */
270 This->Flags |= SFLAG_CLIENT;
271 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
272 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
273 width, height, 0 /* border */, This->resource.size, mem));
276 return;
279 ENTER_GL();
281 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
282 if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_OVERSIZE | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
283 /* In some cases we want to disable client storage.
284 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
285 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
286 * SFLAG_OVERSIZE: The gl texture is smaller than the allocated memory
287 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
288 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
290 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
291 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
292 This->Flags &= ~SFLAG_CLIENT;
293 enable_client_storage = TRUE;
294 } else {
295 This->Flags |= SFLAG_CLIENT;
297 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
298 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
300 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
303 glTexImage2D(This->glDescription.target, This->glDescription.level, internal, width, height, 0, format, type, mem);
304 checkGLcall("glTexImage2D");
306 if(enable_client_storage) {
307 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
308 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
310 LEAVE_GL();
312 This->Flags |= SFLAG_ALLOCATED;
315 /* In D3D the depth stencil dimensions have to be greater than or equal to the
316 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
317 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
318 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height) {
319 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
320 renderbuffer_entry_t *entry;
321 GLuint renderbuffer = 0;
322 unsigned int src_width, src_height;
324 src_width = This->pow2Width;
325 src_height = This->pow2Height;
327 /* A depth stencil smaller than the render target is not valid */
328 if (width > src_width || height > src_height) return;
330 /* Remove any renderbuffer set if the sizes match */
331 if (width == src_width && height == src_height) {
332 This->current_renderbuffer = NULL;
333 return;
336 /* Look if we've already got a renderbuffer of the correct dimensions */
337 LIST_FOR_EACH_ENTRY(entry, &This->renderbuffers, renderbuffer_entry_t, entry) {
338 if (entry->width == width && entry->height == height) {
339 renderbuffer = entry->id;
340 This->current_renderbuffer = entry;
341 break;
345 if (!renderbuffer) {
346 const GlPixelFormatDesc *glDesc;
347 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
349 GL_EXTCALL(glGenRenderbuffersEXT(1, &renderbuffer));
350 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderbuffer));
351 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, glDesc->glFormat, width, height));
353 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
354 entry->width = width;
355 entry->height = height;
356 entry->id = renderbuffer;
357 list_add_head(&This->renderbuffers, &entry->entry);
359 This->current_renderbuffer = entry;
362 checkGLcall("set_compatible_renderbuffer");
365 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain) {
366 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
367 IWineD3DSwapChainImpl *swapchain_impl = (IWineD3DSwapChainImpl *)swapchain;
369 TRACE("(%p) : swapchain %p\n", This, swapchain);
371 if (swapchain_impl->backBuffer && swapchain_impl->backBuffer[0] == iface) {
372 TRACE("Returning GL_BACK\n");
373 return GL_BACK;
374 } else if (swapchain_impl->frontBuffer == iface) {
375 TRACE("Returning GL_FRONT\n");
376 return GL_FRONT;
379 FIXME("Higher back buffer, returning GL_BACK\n");
380 return GL_BACK;
383 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface) {
384 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
385 ULONG ref = InterlockedDecrement(&This->resource.ref);
386 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
387 if (ref == 0) {
388 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->resource.wineD3DDevice;
389 renderbuffer_entry_t *entry, *entry2;
390 TRACE("(%p) : cleaning up\n", This);
392 if (This->glDescription.textureName != 0) { /* release the openGL texture.. */
394 /* Need a context to destroy the texture. Use the currently active render target, but only if
395 * the primary render target exists. Otherwise lastActiveRenderTarget is garbage, see above.
396 * When destroying the primary rt, Uninit3D will activate a context before doing anything
398 if(device->render_targets && device->render_targets[0]) {
399 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
402 TRACE("Deleting texture %d\n", This->glDescription.textureName);
403 ENTER_GL();
404 glDeleteTextures(1, &This->glDescription.textureName);
405 LEAVE_GL();
408 if(This->Flags & SFLAG_PBO) {
409 /* Delete the PBO */
410 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
413 if(This->Flags & SFLAG_DIBSECTION) {
414 /* Release the DC */
415 SelectObject(This->hDC, This->dib.holdbitmap);
416 DeleteDC(This->hDC);
417 /* Release the DIB section */
418 DeleteObject(This->dib.DIBsection);
419 This->dib.bitmap_data = NULL;
420 This->resource.allocatedMemory = NULL;
422 if(This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem(iface, NULL);
424 HeapFree(GetProcessHeap(), 0, This->palette9);
426 IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
427 if(iface == device->ddraw_primary)
428 device->ddraw_primary = NULL;
430 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
431 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
432 HeapFree(GetProcessHeap(), 0, entry);
435 TRACE("(%p) Released\n", This);
436 HeapFree(GetProcessHeap(), 0, This);
439 return ref;
442 /* ****************************************************
443 IWineD3DSurface IWineD3DResource parts follow
444 **************************************************** */
446 void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
447 /* TODO: check for locks */
448 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
449 IWineD3DBaseTexture *baseTexture = NULL;
450 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
452 TRACE("(%p)Checking to see if the container is a base texture\n", This);
453 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
454 TRACE("Passing to container\n");
455 IWineD3DBaseTexture_PreLoad(baseTexture);
456 IWineD3DBaseTexture_Release(baseTexture);
457 } else {
458 TRACE("(%p) : About to load surface\n", This);
460 if(!device->isInDraw) {
461 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
464 ENTER_GL();
465 glEnable(This->glDescription.target);/* make sure texture support is enabled in this context */
466 if (!This->glDescription.level) {
467 if (!This->glDescription.textureName) {
468 glGenTextures(1, &This->glDescription.textureName);
469 checkGLcall("glGenTextures");
470 TRACE("Surface %p given name %d\n", This, This->glDescription.textureName);
472 glBindTexture(This->glDescription.target, This->glDescription.textureName);
473 checkGLcall("glBindTexture");
474 IWineD3DSurface_LoadTexture(iface, FALSE);
475 /* This is where we should be reducing the amount of GLMemoryUsed */
476 } else if (This->glDescription.textureName) { /* NOTE: the level 0 surface of a mpmapped texture must be loaded first! */
477 /* assume this is a coding error not a real error for now */
478 FIXME("Mipmap surface has a glTexture bound to it!\n");
480 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
481 /* Tell opengl to try and keep this texture in video ram (well mostly) */
482 GLclampf tmp;
483 tmp = 0.9f;
484 glPrioritizeTextures(1, &This->glDescription.textureName, &tmp);
486 LEAVE_GL();
488 return;
491 /* ******************************************************
492 IWineD3DSurface IWineD3DSurface parts follow
493 ****************************************************** */
495 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target) {
496 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
497 TRACE("(%p) : setting textureName %u, target %i\n", This, textureName, target);
498 if (This->glDescription.textureName == 0 && textureName != 0) {
499 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
500 IWineD3DSurface_AddDirtyRect(iface, NULL);
502 This->glDescription.textureName = textureName;
503 This->glDescription.target = target;
504 This->Flags &= ~SFLAG_ALLOCATED;
507 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription) {
508 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
509 TRACE("(%p) : returning %p\n", This, &This->glDescription);
510 *glDescription = &This->glDescription;
513 /* TODO: think about moving this down to resource? */
514 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface) {
515 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
516 /* 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 */
517 if (This->resource.pool != WINED3DPOOL_SYSTEMMEM) {
518 FIXME(" (%p)Attempting to get system memory for a non-system memory texture\n", iface);
520 return (CONST void*)(This->resource.allocatedMemory);
523 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, void *dest, UINT pitch) {
524 IWineD3DSwapChainImpl *swapchain;
525 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
526 BYTE *mem;
527 GLint fmt;
528 GLint type;
529 BYTE *row, *top, *bottom;
530 int i;
531 BOOL bpp;
532 RECT local_rect;
533 BOOL srcIsUpsideDown;
535 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
536 static BOOL warned = FALSE;
537 if(!warned) {
538 ERR("The application tries to lock the render target, but render target locking is disabled\n");
539 warned = TRUE;
541 return;
544 IWineD3DSurface_GetContainer((IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&swapchain);
545 /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
546 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
547 * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
548 * context->last_was_blit set on the unlock.
550 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
551 ENTER_GL();
553 /* Select the correct read buffer, and give some debug output.
554 * There is no need to keep track of the current read buffer or reset it, every part of the code
555 * that reads sets the read buffer as desired.
557 if(!swapchain) {
558 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
559 * Read from the back buffer
561 TRACE("Locking offscreen render target\n");
562 glReadBuffer(myDevice->offscreenBuffer);
563 srcIsUpsideDown = TRUE;
564 } else {
565 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
566 TRACE("Locking %#x buffer\n", buffer);
567 glReadBuffer(buffer);
568 checkGLcall("glReadBuffer");
570 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
571 srcIsUpsideDown = FALSE;
574 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
575 if(!rect) {
576 local_rect.left = 0;
577 local_rect.top = 0;
578 local_rect.right = This->currentDesc.Width;
579 local_rect.bottom = This->currentDesc.Height;
580 } else {
581 local_rect = *rect;
583 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
585 switch(This->resource.format)
587 case WINED3DFMT_P8:
589 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
590 /* In case of P8 render targets the index is stored in the alpha component */
591 fmt = GL_ALPHA;
592 type = GL_UNSIGNED_BYTE;
593 mem = dest;
594 bpp = This->bytesPerPixel;
595 } else {
596 /* GL can't return palettized data, so read ARGB pixels into a
597 * separate block of memory and convert them into palettized format
598 * in software. Slow, but if the app means to use palettized render
599 * targets and locks it...
601 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
602 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
603 * for the color channels when palettizing the colors.
605 fmt = GL_RGB;
606 type = GL_UNSIGNED_BYTE;
607 pitch *= 3;
608 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
609 if(!mem) {
610 ERR("Out of memory\n");
611 LEAVE_GL();
612 return;
614 bpp = This->bytesPerPixel * 3;
617 break;
619 default:
620 mem = dest;
621 fmt = This->glDescription.glFormat;
622 type = This->glDescription.glType;
623 bpp = This->bytesPerPixel;
626 if(This->Flags & SFLAG_PBO) {
627 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
628 checkGLcall("glBindBufferARB");
631 glReadPixels(local_rect.left, local_rect.top,
632 local_rect.right - local_rect.left,
633 local_rect.bottom - local_rect.top,
634 fmt, type, mem);
635 vcheckGLcall("glReadPixels");
637 if(This->Flags & SFLAG_PBO) {
638 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
639 checkGLcall("glBindBufferARB");
641 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
642 * to get a pointer to it and perform the flipping in software. This is a lot
643 * faster than calling glReadPixels for each line. In case we want more speed
644 * we should rerender it flipped in a FBO and read the data back from the FBO. */
645 if(!srcIsUpsideDown) {
646 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
647 checkGLcall("glBindBufferARB");
649 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
650 checkGLcall("glMapBufferARB");
654 /* TODO: Merge this with the palettization loop below for P8 targets */
655 if(!srcIsUpsideDown) {
656 UINT len, off;
657 /* glReadPixels returns the image upside down, and there is no way to prevent this.
658 Flip the lines in software */
659 len = (local_rect.right - local_rect.left) * bpp;
660 off = local_rect.left * bpp;
662 row = HeapAlloc(GetProcessHeap(), 0, len);
663 if(!row) {
664 ERR("Out of memory\n");
665 if(This->resource.format == WINED3DFMT_P8) HeapFree(GetProcessHeap(), 0, mem);
666 LEAVE_GL();
667 return;
670 top = mem + pitch * local_rect.top;
671 bottom = ((BYTE *) mem) + pitch * ( local_rect.bottom - local_rect.top - 1);
672 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
673 memcpy(row, top + off, len);
674 memcpy(top + off, bottom + off, len);
675 memcpy(bottom + off, row, len);
676 top += pitch;
677 bottom -= pitch;
679 HeapFree(GetProcessHeap(), 0, row);
681 /* Unmap the temp PBO buffer */
682 if(This->Flags & SFLAG_PBO) {
683 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
684 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
688 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
689 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
690 * the same color but we have no choice.
691 * In case of render targets, the index is stored in the alpha component so no conversion is needed.
693 if((This->resource.format == WINED3DFMT_P8) && !(This->resource.usage & WINED3DUSAGE_RENDERTARGET)) {
694 PALETTEENTRY *pal;
695 DWORD width = pitch / 3;
696 int x, y, c;
697 if(This->palette) {
698 pal = This->palette->palents;
699 } else {
700 pal = This->resource.wineD3DDevice->palettes[This->resource.wineD3DDevice->currentPalette];
703 for(y = local_rect.top; y < local_rect.bottom; y++) {
704 for(x = local_rect.left; x < local_rect.right; x++) {
705 /* start lines pixels */
706 BYTE *blue = (BYTE *) ((BYTE *) mem) + y * pitch + x * (sizeof(BYTE) * 3);
707 BYTE *green = blue + 1;
708 BYTE *red = green + 1;
710 for(c = 0; c < 256; c++) {
711 if(*red == pal[c].peRed &&
712 *green == pal[c].peGreen &&
713 *blue == pal[c].peBlue)
715 *((BYTE *) dest + y * width + x) = c;
716 break;
721 HeapFree(GetProcessHeap(), 0, mem);
723 LEAVE_GL();
726 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This) {
727 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
728 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
729 * changed
731 if(!(This->Flags & SFLAG_DYNLOCK)) {
732 This->lockCount++;
733 /* MAXLOCKCOUNT is defined in wined3d_private.h */
734 if(This->lockCount > MAXLOCKCOUNT) {
735 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
736 This->Flags |= SFLAG_DYNLOCK;
740 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
741 * Also don't create a PBO for systemmem surfaces.
743 if(GL_SUPPORT(ARB_PIXEL_BUFFER_OBJECT) && (This->Flags & SFLAG_DYNLOCK) && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2)) && (This->resource.pool != WINED3DPOOL_SYSTEMMEM)) {
744 GLenum error;
745 ENTER_GL();
747 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
748 error = glGetError();
749 if(This->pbo == 0 || error != GL_NO_ERROR) {
750 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
753 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
755 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
756 checkGLcall("glBindBufferARB");
758 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
759 checkGLcall("glBufferDataARB");
761 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
762 checkGLcall("glBindBufferARB");
764 /* We don't need the system memory anymore and we can't even use it for PBOs */
765 if(!(This->Flags & SFLAG_CLIENT)) {
766 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
767 This->resource.heapMemory = NULL;
769 This->resource.allocatedMemory = NULL;
770 This->Flags |= SFLAG_PBO;
771 LEAVE_GL();
772 } else if(!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO)) {
773 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
774 * or a pbo to map
776 if(!This->resource.heapMemory) {
777 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
779 This->resource.allocatedMemory =
780 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
781 if(This->Flags & SFLAG_INSYSMEM) {
782 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
787 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
788 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
789 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
790 IWineD3DSwapChain *swapchain = NULL;
792 TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
794 /* This is also done in the base class, but we have to verify this before loading any data from
795 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
796 * may interfere, and all other bad things may happen
798 if (This->Flags & SFLAG_LOCKED) {
799 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
800 return WINED3DERR_INVALIDCALL;
802 This->Flags |= SFLAG_LOCKED;
804 if (!(This->Flags & SFLAG_LOCKABLE))
806 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
809 if (Flags & WINED3DLOCK_DISCARD) {
810 /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
811 TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
812 This->Flags |= SFLAG_INSYSMEM;
815 if (This->Flags & SFLAG_INSYSMEM) {
816 TRACE("Local copy is up to date, not downloading data\n");
817 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
818 goto lock_end;
821 /* Now download the surface content from opengl
822 * Use the render target readback if the surface is on a swapchain(=onscreen render target) or the current primary target
823 * Offscreen targets which are not active at the moment or are higher targets(fbos) can be locked with the texture path
825 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
826 if(swapchain || iface == myDevice->render_targets[0]) {
827 const RECT *pass_rect = pRect;
829 /* IWineD3DSurface_LoadLocation does not check if the rectangle specifies the full surfaces
830 * because most caller functions do not need that. So do that here
832 if(pRect &&
833 pRect->top == 0 &&
834 pRect->left == 0 &&
835 pRect->right == This->currentDesc.Width &&
836 pRect->bottom == This->currentDesc.Height) {
837 pass_rect = NULL;
840 switch(wined3d_settings.rendertargetlock_mode) {
841 case RTL_TEXDRAW:
842 case RTL_TEXTEX:
843 FIXME("Reading from render target with a texture isn't implemented yet, falling back to framebuffer reading\n");
844 #if 0
845 /* Disabled for now. LoadLocation prefers the texture over the drawable as the source. So if we copy to the
846 * texture first, then to sysmem, we'll avoid glReadPixels and use glCopyTexImage and glGetTexImage2D instead.
847 * This may be faster on some cards
849 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* No partial texture copy yet */);
850 #endif
851 /* drop through */
853 case RTL_AUTO:
854 case RTL_READDRAW:
855 case RTL_READTEX:
856 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, pRect);
857 break;
859 case RTL_DISABLE:
860 break;
862 if(swapchain) IWineD3DSwapChain_Release(swapchain);
864 } else if(iface == myDevice->stencilBufferTarget) {
865 /** the depth stencil in openGL has a format of GL_FLOAT
866 * which should be good for WINED3DFMT_D16_LOCKABLE
867 * and WINED3DFMT_D16
868 * it is unclear what format the stencil buffer is in except.
869 * 'Each index is converted to fixed point...
870 * If GL_MAP_STENCIL is GL_TRUE, indices are replaced by their
871 * mappings in the table GL_PIXEL_MAP_S_TO_S.
872 * glReadPixels(This->lockedRect.left,
873 * This->lockedRect.bottom - j - 1,
874 * This->lockedRect.right - This->lockedRect.left,
875 * 1,
876 * GL_DEPTH_COMPONENT,
877 * type,
878 * (char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top)));
880 * Depth Stencil surfaces which are not the current depth stencil target should have their data in a
881 * gl texture(next path), or in local memory(early return because of set SFLAG_INSYSMEM above). If
882 * none of that is the case the problem is not in this function :-)
883 ********************************************/
884 FIXME("Depth stencil locking not supported yet\n");
885 } else {
886 /* This path is for normal surfaces, offscreen render targets and everything else that is in a gl texture */
887 TRACE("locking an ordinary surface\n");
888 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
891 lock_end:
892 if(This->Flags & SFLAG_PBO) {
893 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
894 ENTER_GL();
895 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
896 checkGLcall("glBindBufferARB");
898 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
899 if(This->resource.allocatedMemory) {
900 ERR("The surface already has PBO memory allocated!\n");
903 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
904 checkGLcall("glMapBufferARB");
906 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
907 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
908 checkGLcall("glBindBufferARB");
910 LEAVE_GL();
913 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
914 /* Don't dirtify */
915 } else {
916 IWineD3DBaseTexture *pBaseTexture;
918 * Dirtify on lock
919 * as seen in msdn docs
921 IWineD3DSurface_AddDirtyRect(iface, pRect);
923 /** Dirtify Container if needed */
924 if (WINED3D_OK == IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture) && pBaseTexture != NULL) {
925 TRACE("Making container dirty\n");
926 IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
927 IWineD3DBaseTexture_Release(pBaseTexture);
928 } else {
929 TRACE("Surface is standalone, no need to dirty the container\n");
933 return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
936 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This) {
937 GLint prev_store;
938 GLint prev_rasterpos[4];
939 GLint skipBytes = 0;
940 BOOL storechanged = FALSE, memory_allocated = FALSE;
941 GLint fmt, type;
942 BYTE *mem;
943 UINT bpp;
944 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
945 IWineD3DDeviceImpl *myDevice = (IWineD3DDeviceImpl *) This->resource.wineD3DDevice;
946 IWineD3DSwapChainImpl *swapchain;
948 /* Activate the correct context for the render target */
949 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
950 ENTER_GL();
952 IWineD3DSurface_GetContainer((IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&swapchain);
953 if(!swapchain) {
954 /* Primary offscreen render target */
955 TRACE("Offscreen render target\n");
956 glDrawBuffer(myDevice->offscreenBuffer);
957 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
958 } else {
959 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
960 TRACE("Unlocking %#x buffer\n", buffer);
961 glDrawBuffer(buffer);
962 checkGLcall("glDrawBuffer");
964 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
967 glFlush();
968 vcheckGLcall("glFlush");
969 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
970 vcheckGLcall("glIntegerv");
971 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
972 vcheckGLcall("glIntegerv");
973 glPixelZoom(1.0, -1.0);
974 vcheckGLcall("glPixelZoom");
976 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
977 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
978 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
980 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
981 vcheckGLcall("glRasterPos2f");
983 /* Some drivers(radeon dri, others?) don't like exceptions during
984 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
985 * after ReleaseDC. Reading it will cause an exception, which x11drv will
986 * catch to put the dib section in InSync mode, which leads to a crash
987 * and a blocked x server on my radeon card.
989 * The following lines read the dib section so it is put in inSync mode
990 * before glDrawPixels is called and the crash is prevented. There won't
991 * be any interfering gdi accesses, because UnlockRect is called from
992 * ReleaseDC, and the app won't use the dc any more afterwards.
994 if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
995 volatile BYTE read;
996 read = This->resource.allocatedMemory[0];
999 switch (This->resource.format) {
1000 /* No special care needed */
1001 case WINED3DFMT_A4R4G4B4:
1002 case WINED3DFMT_R5G6B5:
1003 case WINED3DFMT_A1R5G5B5:
1004 case WINED3DFMT_R8G8B8:
1005 case WINED3DFMT_X4R4G4B4:
1006 case WINED3DFMT_X1R5G5B5:
1007 type = This->glDescription.glType;
1008 fmt = This->glDescription.glFormat;
1009 mem = This->resource.allocatedMemory;
1010 bpp = This->bytesPerPixel;
1011 break;
1013 /* In the past times we used to set the X channel of X8R8G8B8 and the above formats to
1014 * 1.0 because it happened to fix the intro movie in Pirates. However, this seems wrong.
1015 * If the game uses an X8R8G8B8 back buffer the GL alpha channel should not make any differences,
1016 * and the bug must be somewhere else. If we really have to set the alpha channel to 1.0 in
1017 * this case do it by clearing it after the draw instead of fixing it up in the CPU. Blending
1018 * is disabled via CTXUSAGE_BLIT context setup, so in the glDrawPixels call it does not
1019 * have any effects
1021 case WINED3DFMT_X8R8G8B8:
1022 case WINED3DFMT_A8R8G8B8:
1024 glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
1025 vcheckGLcall("glPixelStorei");
1026 storechanged = TRUE;
1027 type = This->glDescription.glType;
1028 fmt = This->glDescription.glFormat;
1029 mem = This->resource.allocatedMemory;
1030 bpp = This->bytesPerPixel;
1032 break;
1034 case WINED3DFMT_A2R10G10B10:
1036 glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
1037 vcheckGLcall("glPixelStorei");
1038 storechanged = TRUE;
1039 type = This->glDescription.glType;
1040 fmt = This->glDescription.glFormat;
1041 mem = This->resource.allocatedMemory;
1042 bpp = This->bytesPerPixel;
1044 break;
1046 case WINED3DFMT_P8:
1048 int height = This->glRect.bottom - This->glRect.top;
1049 type = GL_UNSIGNED_BYTE;
1050 fmt = GL_RGBA;
1052 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * sizeof(DWORD));
1053 if(!mem) {
1054 ERR("Out of memory\n");
1055 goto cleanup;
1057 memory_allocated = TRUE;
1058 d3dfmt_convert_surface(This->resource.allocatedMemory,
1059 mem,
1060 pitch,
1061 pitch,
1062 height,
1063 pitch * 4,
1064 CONVERT_PALETTED,
1065 This);
1066 bpp = This->bytesPerPixel * 4;
1067 pitch *= 4;
1069 break;
1071 default:
1072 FIXME("Unsupported Format %u in locking func\n", This->resource.format);
1074 /* Give it a try */
1075 type = This->glDescription.glType;
1076 fmt = This->glDescription.glFormat;
1077 mem = This->resource.allocatedMemory;
1078 bpp = This->bytesPerPixel;
1081 if(This->Flags & SFLAG_PBO) {
1082 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1083 checkGLcall("glBindBufferARB");
1086 glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1087 (This->lockedRect.bottom - This->lockedRect.top)-1,
1088 fmt, type,
1089 mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1090 checkGLcall("glDrawPixels");
1092 cleanup:
1093 if(This->Flags & SFLAG_PBO) {
1094 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1095 checkGLcall("glBindBufferARB");
1098 glPixelZoom(1.0,1.0);
1099 vcheckGLcall("glPixelZoom");
1101 glRasterPos3iv(&prev_rasterpos[0]);
1102 vcheckGLcall("glRasterPos3iv");
1104 /* Reset to previous pack row length */
1105 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1106 vcheckGLcall("glPixelStorei GL_UNPACK_ROW_LENGTH");
1107 if(storechanged) {
1108 glPixelStorei(GL_PACK_SWAP_BYTES, prev_store);
1109 vcheckGLcall("glPixelStorei GL_PACK_SWAP_BYTES");
1112 if(memory_allocated) HeapFree(GetProcessHeap(), 0, mem);
1114 if(!swapchain) {
1115 glDrawBuffer(myDevice->offscreenBuffer);
1116 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1117 } else if(swapchain->backBuffer) {
1118 glDrawBuffer(GL_BACK);
1119 checkGLcall("glDrawBuffer(GL_BACK)");
1120 } else {
1121 glDrawBuffer(GL_FRONT);
1122 checkGLcall("glDrawBuffer(GL_FRONT)");
1124 LEAVE_GL();
1126 return;
1129 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1130 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1131 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1132 IWineD3DSwapChainImpl *swapchain = NULL;
1133 BOOL fullsurface;
1135 if (!(This->Flags & SFLAG_LOCKED)) {
1136 WARN("trying to Unlock an unlocked surf@%p\n", This);
1137 return WINED3DERR_INVALIDCALL;
1140 if (This->Flags & SFLAG_PBO) {
1141 TRACE("Freeing PBO memory\n");
1142 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1143 ENTER_GL();
1144 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1145 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1146 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1147 checkGLcall("glUnmapBufferARB");
1148 LEAVE_GL();
1149 This->resource.allocatedMemory = NULL;
1152 TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1154 if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1155 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1156 goto unlock_end;
1159 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
1160 if(swapchain || (myDevice->render_targets && iface == myDevice->render_targets[0])) {
1161 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1162 static BOOL warned = FALSE;
1163 if(!warned) {
1164 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1165 warned = TRUE;
1167 if(swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
1168 goto unlock_end;
1171 if(This->dirtyRect.left == 0 &&
1172 This->dirtyRect.top == 0 &&
1173 This->dirtyRect.right == This->currentDesc.Width &&
1174 This->dirtyRect.bottom == This->currentDesc.Height) {
1175 fullsurface = TRUE;
1176 } else {
1177 /* TODO: Proper partial rectangle tracking */
1178 fullsurface = FALSE;
1179 This->Flags |= SFLAG_INSYSMEM;
1182 switch(wined3d_settings.rendertargetlock_mode) {
1183 case RTL_READTEX:
1184 case RTL_TEXTEX:
1185 ActivateContext(myDevice, iface, CTXUSAGE_BLIT);
1186 ENTER_GL();
1187 if (This->glDescription.textureName == 0) {
1188 glGenTextures(1, &This->glDescription.textureName);
1189 checkGLcall("glGenTextures");
1191 glBindTexture(This->glDescription.target, This->glDescription.textureName);
1192 checkGLcall("glBindTexture(This->glDescription.target, This->glDescription.textureName)");
1193 LEAVE_GL();
1194 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
1195 /* drop through */
1197 case RTL_AUTO:
1198 case RTL_READDRAW:
1199 case RTL_TEXDRAW:
1200 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
1201 break;
1204 if(!fullsurface) {
1205 /* Partial rectangle tracking is not commonly implemented, it is only done for render targets. Overwrite
1206 * the flags to bring them back into a sane state. INSYSMEM was set before to tell LoadLocation where
1207 * to read the rectangle from. Indrawable is set because all modifications from the partial sysmem copy
1208 * are written back to the drawable, thus the surface is merged again in the drawable. The sysmem copy is
1209 * not fully up to date because only a subrectangle was read in LockRect.
1211 This->Flags &= ~SFLAG_INSYSMEM;
1212 This->Flags |= SFLAG_INDRAWABLE;
1215 This->dirtyRect.left = This->currentDesc.Width;
1216 This->dirtyRect.top = This->currentDesc.Height;
1217 This->dirtyRect.right = 0;
1218 This->dirtyRect.bottom = 0;
1219 } else if(iface == myDevice->stencilBufferTarget) {
1220 FIXME("Depth Stencil buffer locking is not implemented\n");
1221 } else {
1222 /* The rest should be a normal texture */
1223 IWineD3DBaseTextureImpl *impl;
1224 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1225 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1226 * states need resetting
1228 if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
1229 if(impl->baseTexture.bindCount) {
1230 IWineD3DDeviceImpl_MarkStateDirty(myDevice, STATE_SAMPLER(impl->baseTexture.sampler));
1232 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
1236 unlock_end:
1237 This->Flags &= ~SFLAG_LOCKED;
1238 memset(&This->lockedRect, 0, sizeof(RECT));
1239 return WINED3D_OK;
1242 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) {
1243 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1244 WINED3DLOCKED_RECT lock;
1245 HRESULT hr;
1246 RGBQUAD col[256];
1248 TRACE("(%p)->(%p)\n",This,pHDC);
1250 if(This->Flags & SFLAG_USERPTR) {
1251 ERR("Not supported on surfaces with an application-provided surfaces\n");
1252 return WINEDDERR_NODC;
1255 /* Give more detailed info for ddraw */
1256 if (This->Flags & SFLAG_DCINUSE)
1257 return WINEDDERR_DCALREADYCREATED;
1259 /* Can't GetDC if the surface is locked */
1260 if (This->Flags & SFLAG_LOCKED)
1261 return WINED3DERR_INVALIDCALL;
1263 memset(&lock, 0, sizeof(lock)); /* To be sure */
1265 /* Create a DIB section if there isn't a hdc yet */
1266 if(!This->hDC) {
1267 IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
1268 if(This->Flags & SFLAG_CLIENT) {
1269 IWineD3DSurface_PreLoad(iface);
1272 /* Use the dib section from now on if we are not using a PBO */
1273 if(!(This->Flags & SFLAG_PBO))
1274 This->resource.allocatedMemory = This->dib.bitmap_data;
1277 /* Lock the surface */
1278 hr = IWineD3DSurface_LockRect(iface,
1279 &lock,
1280 NULL,
1283 if(This->Flags & SFLAG_PBO) {
1284 /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
1285 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
1288 if(FAILED(hr)) {
1289 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
1290 /* keep the dib section */
1291 return hr;
1294 if(This->resource.format == WINED3DFMT_P8 ||
1295 This->resource.format == WINED3DFMT_A8P8) {
1296 unsigned int n;
1297 if(This->palette) {
1298 PALETTEENTRY ent[256];
1300 GetPaletteEntries(This->palette->hpal, 0, 256, ent);
1301 for (n=0; n<256; n++) {
1302 col[n].rgbRed = ent[n].peRed;
1303 col[n].rgbGreen = ent[n].peGreen;
1304 col[n].rgbBlue = ent[n].peBlue;
1305 col[n].rgbReserved = 0;
1307 } else {
1308 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1310 for (n=0; n<256; n++) {
1311 col[n].rgbRed = device->palettes[device->currentPalette][n].peRed;
1312 col[n].rgbGreen = device->palettes[device->currentPalette][n].peGreen;
1313 col[n].rgbBlue = device->palettes[device->currentPalette][n].peBlue;
1314 col[n].rgbReserved = 0;
1318 SetDIBColorTable(This->hDC, 0, 256, col);
1321 *pHDC = This->hDC;
1322 TRACE("returning %p\n",*pHDC);
1323 This->Flags |= SFLAG_DCINUSE;
1325 return WINED3D_OK;
1328 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) {
1329 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1331 TRACE("(%p)->(%p)\n",This,hDC);
1333 if (!(This->Flags & SFLAG_DCINUSE))
1334 return WINED3DERR_INVALIDCALL;
1336 if (This->hDC !=hDC) {
1337 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
1338 return WINED3DERR_INVALIDCALL;
1341 if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
1342 /* Copy the contents of the DIB over to the PBO */
1343 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
1346 /* we locked first, so unlock now */
1347 IWineD3DSurface_UnlockRect(iface);
1349 This->Flags &= ~SFLAG_DCINUSE;
1351 return WINED3D_OK;
1354 /* ******************************************************
1355 IWineD3DSurface Internal (No mapping to directx api) parts follow
1356 ****************************************************** */
1358 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) {
1359 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
1360 const GlPixelFormatDesc *glDesc;
1361 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1362 BOOL p8_render_target = FALSE;
1363 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
1365 /* Default values: From the surface */
1366 *format = glDesc->glFormat;
1367 *type = glDesc->glType;
1368 *convert = NO_CONVERSION;
1369 *target_bpp = This->bytesPerPixel;
1371 if(srgb_mode) {
1372 *internal = glDesc->glGammaInternal;
1373 } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
1374 *internal = glDesc->rtInternal;
1375 } else {
1376 *internal = glDesc->glInternal;
1379 /* Ok, now look if we have to do any conversion */
1380 switch(This->resource.format) {
1381 case WINED3DFMT_P8:
1382 /* ****************
1383 Paletted Texture
1384 **************** */
1386 if (device->render_targets && device->render_targets[0]) {
1387 IWineD3DSurfaceImpl* render_target = (IWineD3DSurfaceImpl*)device->render_targets[0];
1388 if((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET) && (render_target->resource.format == WINED3DFMT_P8))
1389 p8_render_target = TRUE;
1392 /* Use conversion when the paletted texture extension is not available, or when it is available make sure it is used
1393 * for texturing as it won't work for calls like glDraw-/glReadPixels and further also use conversion in case of color keying.
1394 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which conflicts with this.
1396 if( !(GL_SUPPORT(EXT_PALETTED_TEXTURE) || (GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && p8_render_target)) || colorkey_active || (!use_texturing && GL_SUPPORT(EXT_PALETTED_TEXTURE)) ) {
1397 *format = GL_RGBA;
1398 *internal = GL_RGBA;
1399 *type = GL_UNSIGNED_BYTE;
1400 *target_bpp = 4;
1401 if(colorkey_active) {
1402 *convert = CONVERT_PALETTED_CK;
1403 } else {
1404 *convert = CONVERT_PALETTED;
1407 else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
1408 *format = GL_RED;
1409 *internal = GL_RGBA;
1410 *type = GL_UNSIGNED_BYTE;
1411 *target_bpp = 1;
1414 break;
1416 case WINED3DFMT_R3G3B2:
1417 /* **********************
1418 GL_UNSIGNED_BYTE_3_3_2
1419 ********************** */
1420 if (colorkey_active) {
1421 /* This texture format will never be used.. So do not care about color keying
1422 up until the point in time it will be needed :-) */
1423 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
1425 break;
1427 case WINED3DFMT_R5G6B5:
1428 if (colorkey_active) {
1429 *convert = CONVERT_CK_565;
1430 *format = GL_RGBA;
1431 *internal = GL_RGBA;
1432 *type = GL_UNSIGNED_SHORT_5_5_5_1;
1434 break;
1436 case WINED3DFMT_X1R5G5B5:
1437 if (colorkey_active) {
1438 *convert = CONVERT_CK_5551;
1439 *format = GL_BGRA;
1440 *internal = GL_RGBA;
1441 *type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1443 break;
1445 case WINED3DFMT_R8G8B8:
1446 if (colorkey_active) {
1447 *convert = CONVERT_CK_RGB24;
1448 *format = GL_RGBA;
1449 *internal = GL_RGBA;
1450 *type = GL_UNSIGNED_INT_8_8_8_8;
1451 *target_bpp = 4;
1453 break;
1455 case WINED3DFMT_X8R8G8B8:
1456 if (colorkey_active) {
1457 *convert = CONVERT_RGB32_888;
1458 *format = GL_RGBA;
1459 *internal = GL_RGBA;
1460 *type = GL_UNSIGNED_INT_8_8_8_8;
1462 break;
1464 case WINED3DFMT_V8U8:
1465 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1466 else if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
1467 *format = GL_DUDV_ATI;
1468 *internal = GL_DU8DV8_ATI;
1469 *type = GL_BYTE;
1470 /* No conversion - Just change the gl type */
1471 break;
1473 *convert = CONVERT_V8U8;
1474 *format = GL_BGR;
1475 *internal = GL_RGB8;
1476 *type = GL_UNSIGNED_BYTE;
1477 *target_bpp = 3;
1478 break;
1480 case WINED3DFMT_L6V5U5:
1481 *convert = CONVERT_L6V5U5;
1482 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1483 *target_bpp = 3;
1484 /* Use format and types from table */
1485 } else {
1486 /* Load it into unsigned R5G6B5, swap L and V channels, and revert that in the shader */
1487 *target_bpp = 2;
1488 *format = GL_RGB;
1489 *internal = GL_RGB5;
1490 *type = GL_UNSIGNED_SHORT_5_6_5;
1492 break;
1494 case WINED3DFMT_X8L8V8U8:
1495 *convert = CONVERT_X8L8V8U8;
1496 *target_bpp = 4;
1497 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1498 /* Use formats from gl table. It is a bit unfortunate, but the conversion
1499 * is needed to set the X format to 255 to get 1.0 for alpha when sampling
1500 * the texture. OpenGL can't use GL_DSDT8_MAG8_NV as internal format with
1501 * the needed type and format parameter, so the internal format contains a
1502 * 4th component, which is returned as alpha
1504 } else {
1505 /* Not supported by GL_ATI_envmap_bumpmap */
1506 *format = GL_BGRA;
1507 *internal = GL_RGB8;
1508 *type = GL_UNSIGNED_INT_8_8_8_8_REV;
1510 break;
1512 case WINED3DFMT_Q8W8V8U8:
1513 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1514 *convert = CONVERT_Q8W8V8U8;
1515 *format = GL_BGRA;
1516 *internal = GL_RGBA8;
1517 *type = GL_UNSIGNED_BYTE;
1518 *target_bpp = 4;
1519 /* Not supported by GL_ATI_envmap_bumpmap */
1520 break;
1522 case WINED3DFMT_V16U16:
1523 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1524 *convert = CONVERT_V16U16;
1525 *format = GL_BGR;
1526 *internal = GL_RGB16_EXT;
1527 *type = GL_UNSIGNED_SHORT;
1528 *target_bpp = 6;
1529 /* What should I do here about GL_ATI_envmap_bumpmap?
1530 * Convert it or allow data loss by loading it into a 8 bit / channel texture?
1532 break;
1534 case WINED3DFMT_A4L4:
1535 /* A4L4 exists as an internal gl format, but for some reason there is not
1536 * format+type combination to load it. Thus convert it to A8L8, then load it
1537 * with A4L4 internal, but A8L8 format+type
1539 *convert = CONVERT_A4L4;
1540 *format = GL_LUMINANCE_ALPHA;
1541 *internal = GL_LUMINANCE4_ALPHA4;
1542 *type = GL_UNSIGNED_BYTE;
1543 *target_bpp = 2;
1544 break;
1546 case WINED3DFMT_R32F:
1547 /* Can be loaded in theory with fmt=GL_RED, type=GL_FLOAT, but this fails. The reason
1548 * is that D3D expects the undefined green, blue and alpha channels to return 1.0
1549 * when sampling, but OpenGL sets green and blue to 0.0 instead. Thus we have to inject
1550 * 1.0 instead.
1552 * The alpha channel defaults to 1.0 in opengl, so nothing has to be done about it.
1554 *convert = CONVERT_R32F;
1555 *format = GL_RGB;
1556 *internal = GL_RGB32F_ARB;
1557 *type = GL_FLOAT;
1558 *target_bpp = 12;
1559 break;
1561 case WINED3DFMT_R16F:
1562 /* Similar to R32F */
1563 *convert = CONVERT_R16F;
1564 *format = GL_RGB;
1565 *internal = GL_RGB16F_ARB;
1566 *type = GL_HALF_FLOAT_ARB;
1567 *target_bpp = 6;
1568 break;
1570 default:
1571 break;
1574 return WINED3D_OK;
1577 HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This) {
1578 BYTE *source, *dest;
1579 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
1581 switch (convert) {
1582 case NO_CONVERSION:
1584 memcpy(dst, src, pitch * height);
1585 break;
1587 case CONVERT_PALETTED:
1588 case CONVERT_PALETTED_CK:
1590 IWineD3DPaletteImpl* pal = This->palette;
1591 BYTE table[256][4];
1592 unsigned int x, y;
1594 if( pal == NULL) {
1595 /* TODO: If we are a sublevel, try to get the palette from level 0 */
1598 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
1600 for (y = 0; y < height; y++)
1602 source = src + pitch * y;
1603 dest = dst + outpitch * y;
1604 /* This is an 1 bpp format, using the width here is fine */
1605 for (x = 0; x < width; x++) {
1606 BYTE color = *source++;
1607 *dest++ = table[color][0];
1608 *dest++ = table[color][1];
1609 *dest++ = table[color][2];
1610 *dest++ = table[color][3];
1614 break;
1616 case CONVERT_CK_565:
1618 /* Converting the 565 format in 5551 packed to emulate color-keying.
1620 Note : in all these conversion, it would be best to average the averaging
1621 pixels to get the color of the pixel that will be color-keyed to
1622 prevent 'color bleeding'. This will be done later on if ever it is
1623 too visible.
1625 Note2: Nvidia documents say that their driver does not support alpha + color keying
1626 on the same surface and disables color keying in such a case
1628 unsigned int x, y;
1629 WORD *Source;
1630 WORD *Dest;
1632 TRACE("Color keyed 565\n");
1634 for (y = 0; y < height; y++) {
1635 Source = (WORD *) (src + y * pitch);
1636 Dest = (WORD *) (dst + y * outpitch);
1637 for (x = 0; x < width; x++ ) {
1638 WORD color = *Source++;
1639 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
1640 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1641 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1642 *Dest |= 0x0001;
1644 Dest++;
1648 break;
1650 case CONVERT_CK_5551:
1652 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
1653 unsigned int x, y;
1654 WORD *Source;
1655 WORD *Dest;
1656 TRACE("Color keyed 5551\n");
1657 for (y = 0; y < height; y++) {
1658 Source = (WORD *) (src + y * pitch);
1659 Dest = (WORD *) (dst + y * outpitch);
1660 for (x = 0; x < width; x++ ) {
1661 WORD color = *Source++;
1662 *Dest = color;
1663 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1664 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1665 *Dest |= (1 << 15);
1667 else {
1668 *Dest &= ~(1 << 15);
1670 Dest++;
1674 break;
1676 case CONVERT_V8U8:
1678 unsigned int x, y;
1679 short *Source;
1680 unsigned char *Dest;
1681 for(y = 0; y < height; y++) {
1682 Source = (short *) (src + y * pitch);
1683 Dest = (unsigned char *) (dst + y * outpitch);
1684 for (x = 0; x < width; x++ ) {
1685 long color = (*Source++);
1686 /* B */ Dest[0] = 0xff;
1687 /* G */ Dest[1] = (color >> 8) + 128; /* V */
1688 /* R */ Dest[2] = (color) + 128; /* U */
1689 Dest += 3;
1692 break;
1695 case CONVERT_V16U16:
1697 unsigned int x, y;
1698 DWORD *Source;
1699 unsigned short *Dest;
1700 for(y = 0; y < height; y++) {
1701 Source = (DWORD *) (src + y * pitch);
1702 Dest = (unsigned short *) (dst + y * outpitch);
1703 for (x = 0; x < width; x++ ) {
1704 DWORD color = (*Source++);
1705 /* B */ Dest[0] = 0xffff;
1706 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
1707 /* R */ Dest[2] = (color ) + 32768; /* U */
1708 Dest += 3;
1711 break;
1714 case CONVERT_Q8W8V8U8:
1716 unsigned int x, y;
1717 DWORD *Source;
1718 unsigned char *Dest;
1719 for(y = 0; y < height; y++) {
1720 Source = (DWORD *) (src + y * pitch);
1721 Dest = (unsigned char *) (dst + y * outpitch);
1722 for (x = 0; x < width; x++ ) {
1723 long color = (*Source++);
1724 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
1725 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
1726 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
1727 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
1728 Dest += 4;
1731 break;
1734 case CONVERT_L6V5U5:
1736 unsigned int x, y;
1737 WORD *Source;
1738 unsigned char *Dest;
1740 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1741 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
1742 * fixed function and shaders without further conversion once the surface is
1743 * loaded
1745 for(y = 0; y < height; y++) {
1746 Source = (WORD *) (src + y * pitch);
1747 Dest = (unsigned char *) (dst + y * outpitch);
1748 for (x = 0; x < width; x++ ) {
1749 short color = (*Source++);
1750 unsigned char l = ((color >> 10) & 0xfc);
1751 char v = ((color >> 5) & 0x3e);
1752 char u = ((color ) & 0x1f);
1754 /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
1755 * and doubles the positive range. Thus shift left only once, gl does the 2nd
1756 * shift. GL reads a signed value and converts it into an unsigned value.
1758 /* M */ Dest[2] = l << 1;
1760 /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
1761 * from 5 bit values to 8 bit values.
1763 /* V */ Dest[1] = v << 3;
1764 /* U */ Dest[0] = u << 3;
1765 Dest += 3;
1768 } else {
1769 for(y = 0; y < height; y++) {
1770 unsigned short *Dest_s = (unsigned short *) (dst + y * outpitch);
1771 Source = (WORD *) (src + y * pitch);
1772 for (x = 0; x < width; x++ ) {
1773 short color = (*Source++);
1774 unsigned char l = ((color >> 10) & 0xfc);
1775 short v = ((color >> 5) & 0x3e);
1776 short u = ((color ) & 0x1f);
1777 short v_conv = v + 16;
1778 short u_conv = u + 16;
1780 *Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
1781 Dest_s += 1;
1785 break;
1788 case CONVERT_X8L8V8U8:
1790 unsigned int x, y;
1791 DWORD *Source;
1792 unsigned char *Dest;
1794 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1795 /* This implementation works with the fixed function pipeline and shaders
1796 * without further modification after converting the surface.
1798 for(y = 0; y < height; y++) {
1799 Source = (DWORD *) (src + y * pitch);
1800 Dest = (unsigned char *) (dst + y * outpitch);
1801 for (x = 0; x < width; x++ ) {
1802 long color = (*Source++);
1803 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
1804 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
1805 /* U */ Dest[0] = (color & 0xff); /* U */
1806 /* I */ Dest[3] = 255; /* X */
1807 Dest += 4;
1810 } else {
1811 /* Doesn't work correctly with the fixed function pipeline, but can work in
1812 * shaders if the shader is adjusted. (There's no use for this format in gl's
1813 * standard fixed function pipeline anyway).
1815 for(y = 0; y < height; y++) {
1816 Source = (DWORD *) (src + y * pitch);
1817 Dest = (unsigned char *) (dst + y * outpitch);
1818 for (x = 0; x < width; x++ ) {
1819 long color = (*Source++);
1820 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
1821 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
1822 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
1823 Dest += 4;
1827 break;
1830 case CONVERT_A4L4:
1832 unsigned int x, y;
1833 unsigned char *Source;
1834 unsigned char *Dest;
1835 for(y = 0; y < height; y++) {
1836 Source = (unsigned char *) (src + y * pitch);
1837 Dest = (unsigned char *) (dst + y * outpitch);
1838 for (x = 0; x < width; x++ ) {
1839 unsigned char color = (*Source++);
1840 /* A */ Dest[1] = (color & 0xf0) << 0;
1841 /* L */ Dest[0] = (color & 0x0f) << 4;
1842 Dest += 2;
1845 break;
1848 case CONVERT_R32F:
1850 unsigned int x, y;
1851 float *Source;
1852 float *Dest;
1853 for(y = 0; y < height; y++) {
1854 Source = (float *) (src + y * pitch);
1855 Dest = (float *) (dst + y * outpitch);
1856 for (x = 0; x < width; x++ ) {
1857 float color = (*Source++);
1858 Dest[0] = color;
1859 Dest[1] = 1.0;
1860 Dest[2] = 1.0;
1861 Dest += 3;
1864 break;
1867 case CONVERT_R16F:
1869 unsigned int x, y;
1870 WORD *Source;
1871 WORD *Dest;
1872 WORD one = 0x3c00;
1873 for(y = 0; y < height; y++) {
1874 Source = (WORD *) (src + y * pitch);
1875 Dest = (WORD *) (dst + y * outpitch);
1876 for (x = 0; x < width; x++ ) {
1877 WORD color = (*Source++);
1878 Dest[0] = color;
1879 Dest[1] = one;
1880 Dest[2] = one;
1881 Dest += 3;
1884 break;
1886 default:
1887 ERR("Unsupported conversation type %d\n", convert);
1889 return WINED3D_OK;
1892 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey) {
1893 IWineD3DPaletteImpl* pal = This->palette;
1894 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1895 BOOL index_in_alpha = FALSE;
1896 int i;
1898 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
1899 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
1900 * is slow. Further RGB->P8 conversion is not possible because palettes can have
1901 * duplicate entries. Store the color key in the unused alpha component to speed the
1902 * download up and to make conversion unneeded. */
1903 if (device->render_targets && device->render_targets[0]) {
1904 IWineD3DSurfaceImpl* render_target = (IWineD3DSurfaceImpl*)device->render_targets[0];
1906 if(render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
1907 index_in_alpha = TRUE;
1910 if (pal == NULL) {
1911 /* Still no palette? Use the device's palette */
1912 /* Get the surface's palette */
1913 for (i = 0; i < 256; i++) {
1914 table[i][0] = device->palettes[device->currentPalette][i].peRed;
1915 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
1916 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
1918 if(index_in_alpha) {
1919 table[i][3] = i;
1920 } else if (colorkey &&
1921 (i >= This->SrcBltCKey.dwColorSpaceLowValue) &&
1922 (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
1923 /* We should maybe here put a more 'neutral' color than the standard bright purple
1924 one often used by application to prevent the nice purple borders when bi-linear
1925 filtering is on */
1926 table[i][3] = 0x00;
1927 } else {
1928 table[i][3] = 0xFF;
1931 } else {
1932 TRACE("Using surface palette %p\n", pal);
1933 /* Get the surface's palette */
1934 for (i = 0; i < 256; i++) {
1935 table[i][0] = pal->palents[i].peRed;
1936 table[i][1] = pal->palents[i].peGreen;
1937 table[i][2] = pal->palents[i].peBlue;
1939 if(index_in_alpha) {
1940 table[i][3] = i;
1942 else if (colorkey &&
1943 (i >= This->SrcBltCKey.dwColorSpaceLowValue) &&
1944 (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
1945 /* We should maybe here put a more 'neutral' color than the standard bright purple
1946 one often used by application to prevent the nice purple borders when bi-linear
1947 filtering is on */
1948 table[i][3] = 0x00;
1949 } else if(pal->Flags & WINEDDPCAPS_ALPHA) {
1950 table[i][3] = pal->palents[i].peFlags;
1951 } else {
1952 table[i][3] = 0xFF;
1958 const char *fragment_palette_conversion =
1959 "!!ARBfp1.0\n"
1960 "TEMP index;\n"
1961 "PARAM constants = { 0.996, 0.00195, 0, 0 };\n" /* { 255/256, 0.5/255*255/256, 0, 0 } */
1962 "TEX index.x, fragment.texcoord[0], texture[0], 2D;\n" /* store the red-component of the current pixel */
1963 "MAD index.x, index.x, 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 */
1964 "TEX result.color, index, texture[1], 1D;\n" /* use the red-component as a index in the palette to get the final color */
1965 "END";
1967 /* This function is used in case of 8bit paletted textures to upload the palette.
1968 It supports GL_EXT_paletted_texture and GL_ARB_fragment_program, support for other
1969 extensions like ATI_fragment_shaders is possible.
1971 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert) {
1972 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1973 BYTE table[256][4];
1974 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1976 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
1978 /* Try to use the paletted texture extension */
1979 if(GL_SUPPORT(EXT_PALETTED_TEXTURE))
1981 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
1982 GL_EXTCALL(glColorTableEXT(This->glDescription.target,GL_RGBA,256,GL_RGBA,GL_UNSIGNED_BYTE, table));
1984 else
1986 /* Let a fragment shader do the color conversion by uploading the palette to a 1D texture.
1987 * The 8bit pixel data will be used as an index in this palette texture to retrieve the final color. */
1988 TRACE("Using fragment shaders for emulating 8-bit paletted texture support\n");
1990 /* Create the fragment program if we don't have it */
1991 if(!device->paletteConversionShader)
1993 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1994 GL_EXTCALL(glGenProgramsARB(1, &device->paletteConversionShader));
1995 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
1996 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fragment_palette_conversion), (const GLbyte *)fragment_palette_conversion));
1997 glDisable(GL_FRAGMENT_PROGRAM_ARB);
2000 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2001 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2003 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
2004 glEnable(GL_TEXTURE_1D);
2005 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2007 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2008 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /* Make sure we have discrete color levels. */
2009 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2010 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table); /* Upload the palette */
2012 /* Switch back to unit 0 in which the 2D texture will be stored. */
2013 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0));
2015 /* Rebind the texture because it isn't bound anymore */
2016 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2020 static BOOL palette9_changed(IWineD3DSurfaceImpl *This) {
2021 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2023 if(This->palette || (This->resource.format != WINED3DFMT_P8 && This->resource.format != WINED3DFMT_A8P8)) {
2024 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2025 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2027 return FALSE;
2030 if(This->palette9) {
2031 if(memcmp(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256) == 0) {
2032 return FALSE;
2034 } else {
2035 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2037 memcpy(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2038 return TRUE;
2041 static inline void clear_unused_channels(IWineD3DSurfaceImpl *This) {
2042 GLboolean oldwrite[4];
2044 /* Some formats have only some color channels, and the others are 1.0.
2045 * since our rendering renders to all channels, and those pixel formats
2046 * are emulated by using a full texture with the other channels set to 1.0
2047 * manually, clear the unused channels.
2049 * This could be done with hacking colorwriteenable to mask the colors,
2050 * but before drawing the buffer would have to be cleared too, so there's
2051 * no gain in that
2053 switch(This->resource.format) {
2054 case WINED3DFMT_R16F:
2055 case WINED3DFMT_R32F:
2056 TRACE("R16F or R32F format, clearing green, blue and alpha to 1.0\n");
2057 /* Do not activate a context, the correct drawable is active already
2058 * though just the read buffer is set, make sure to have the correct draw
2059 * buffer too
2061 glDrawBuffer(This->resource.wineD3DDevice->offscreenBuffer);
2062 glDisable(GL_SCISSOR_TEST);
2063 glGetBooleanv(GL_COLOR_WRITEMASK, oldwrite);
2064 glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE);
2065 glClearColor(0.0, 1.0, 1.0, 1.0);
2066 glClear(GL_COLOR_BUFFER_BIT);
2067 glColorMask(oldwrite[0], oldwrite[1], oldwrite[2], oldwrite[3]);
2068 if(!This->resource.wineD3DDevice->render_offscreen) glDrawBuffer(GL_BACK);
2069 checkGLcall("Unused channel clear\n");
2070 break;
2072 default: break;
2076 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2077 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2079 if (!(This->Flags & SFLAG_INTEXTURE)) {
2080 TRACE("Reloading because surface is dirty\n");
2081 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2082 ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
2083 /* Reload: vice versa OR */
2084 ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
2085 /* Also reload: Color key is active AND the color key has changed */
2086 ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
2087 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
2088 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
2089 TRACE("Reloading because of color keying\n");
2090 /* To perform the color key conversion we need a sysmem copy of
2091 * the surface. Make sure we have it
2093 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
2094 } else if(palette9_changed(This)) {
2095 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
2096 /* TODO: This is not necessarily needed with hw palettized texture support */
2097 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
2098 } else {
2099 TRACE("surface is already in texture\n");
2100 return WINED3D_OK;
2103 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2104 * These resources are not bound by device size or format restrictions. Because of this,
2105 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2106 * However, these resources can always be created, locked, and copied.
2108 if (This->resource.pool == WINED3DPOOL_SCRATCH )
2110 FIXME("(%p) Operation not supported for scratch textures\n",This);
2111 return WINED3DERR_INVALIDCALL;
2114 This->srgb = srgb_mode;
2115 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* no partial locking for textures yet */);
2117 #if 0
2119 static unsigned int gen = 0;
2120 char buffer[4096];
2121 ++gen;
2122 if ((gen % 10) == 0) {
2123 snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm", This, This->glDescription.target, This->glDescription.level, gen);
2124 IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
2127 * debugging crash code
2128 if (gen == 250) {
2129 void** test = NULL;
2130 *test = 0;
2134 #endif
2136 if (!(This->Flags & SFLAG_DONOTFREE)) {
2137 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
2138 This->resource.allocatedMemory = NULL;
2139 This->resource.heapMemory = NULL;
2140 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, FALSE);
2143 return WINED3D_OK;
2146 static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface) {
2147 /* TODO: check for locks */
2148 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2149 IWineD3DBaseTexture *baseTexture = NULL;
2150 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2152 TRACE("(%p)Checking to see if the container is a base texture\n", This);
2153 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2154 TRACE("Passing to container\n");
2155 IWineD3DBaseTexture_BindTexture(baseTexture);
2156 IWineD3DBaseTexture_Release(baseTexture);
2157 } else {
2158 TRACE("(%p) : Binding surface\n", This);
2160 if(!device->isInDraw) {
2161 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
2163 ENTER_GL();
2164 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2165 LEAVE_GL();
2167 return;
2170 #include <errno.h>
2171 #include <stdio.h>
2172 HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename) {
2173 FILE* f = NULL;
2174 UINT i, y;
2175 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2176 char *allocatedMemory;
2177 char *textureRow;
2178 IWineD3DSwapChain *swapChain = NULL;
2179 int width, height;
2180 GLuint tmpTexture = 0;
2181 DWORD color;
2182 /*FIXME:
2183 Textures may not be stored in ->allocatedgMemory and a GlTexture
2184 so we should lock the surface before saving a snapshot, or at least check that
2186 /* TODO: Compressed texture images can be obtained from the GL in uncompressed form
2187 by calling GetTexImage and in compressed form by calling
2188 GetCompressedTexImageARB. Queried compressed images can be saved and
2189 later reused by calling CompressedTexImage[123]DARB. Pre-compressed
2190 texture images do not need to be processed by the GL and should
2191 significantly improve texture loading performance relative to uncompressed
2192 images. */
2194 /* Setup the width and height to be the internal texture width and height. */
2195 width = This->pow2Width;
2196 height = This->pow2Height;
2197 /* check to see if we're a 'virtual' texture, e.g. we're not a pbuffer of texture, we're a back buffer*/
2198 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain);
2200 if (This->Flags & SFLAG_INDRAWABLE && !(This->Flags & SFLAG_INTEXTURE)) {
2201 /* if were not a real texture then read the back buffer into a real texture */
2202 /* we don't want to interfere with the back buffer so read the data into a temporary
2203 * texture and then save the data out of the temporary texture
2205 GLint prevRead;
2206 ENTER_GL();
2207 TRACE("(%p) Reading render target into texture\n", This);
2208 glEnable(GL_TEXTURE_2D);
2210 glGenTextures(1, &tmpTexture);
2211 glBindTexture(GL_TEXTURE_2D, tmpTexture);
2213 glTexImage2D(GL_TEXTURE_2D,
2215 GL_RGBA,
2216 width,
2217 height,
2218 0/*border*/,
2219 GL_RGBA,
2220 GL_UNSIGNED_INT_8_8_8_8_REV,
2221 NULL);
2223 glGetIntegerv(GL_READ_BUFFER, &prevRead);
2224 vcheckGLcall("glGetIntegerv");
2225 glReadBuffer(swapChain ? GL_BACK : This->resource.wineD3DDevice->offscreenBuffer);
2226 vcheckGLcall("glReadBuffer");
2227 glCopyTexImage2D(GL_TEXTURE_2D,
2229 GL_RGBA,
2232 width,
2233 height,
2236 checkGLcall("glCopyTexImage2D");
2237 glReadBuffer(prevRead);
2238 LEAVE_GL();
2240 } else { /* bind the real texture, and make sure it up to date */
2241 IWineD3DSurface_PreLoad(iface);
2243 allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width * height * 4);
2244 ENTER_GL();
2245 FIXME("Saving texture level %d width %d height %d\n", This->glDescription.level, width, height);
2246 glGetTexImage(GL_TEXTURE_2D,
2247 This->glDescription.level,
2248 GL_RGBA,
2249 GL_UNSIGNED_INT_8_8_8_8_REV,
2250 allocatedMemory);
2251 checkGLcall("glTexImage2D");
2252 if (tmpTexture) {
2253 glBindTexture(GL_TEXTURE_2D, 0);
2254 glDeleteTextures(1, &tmpTexture);
2256 LEAVE_GL();
2258 f = fopen(filename, "w+");
2259 if (NULL == f) {
2260 ERR("opening of %s failed with: %s\n", filename, strerror(errno));
2261 return WINED3DERR_INVALIDCALL;
2263 /* Save the data out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha channel */
2264 TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format));
2265 /* TGA header */
2266 fputc(0,f);
2267 fputc(0,f);
2268 fputc(2,f);
2269 fputc(0,f);
2270 fputc(0,f);
2271 fputc(0,f);
2272 fputc(0,f);
2273 fputc(0,f);
2274 fputc(0,f);
2275 fputc(0,f);
2276 fputc(0,f);
2277 fputc(0,f);
2278 /* short width*/
2279 fwrite(&width,2,1,f);
2280 /* short height */
2281 fwrite(&height,2,1,f);
2282 /* format rgba */
2283 fputc(0x20,f);
2284 fputc(0x28,f);
2285 /* raw data */
2286 /* 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 */
2287 if(swapChain)
2288 textureRow = allocatedMemory + (width * (height - 1) *4);
2289 else
2290 textureRow = allocatedMemory;
2291 for (y = 0 ; y < height; y++) {
2292 for (i = 0; i < width; i++) {
2293 color = *((DWORD*)textureRow);
2294 fputc((color >> 16) & 0xFF, f); /* B */
2295 fputc((color >> 8) & 0xFF, f); /* G */
2296 fputc((color >> 0) & 0xFF, f); /* R */
2297 fputc((color >> 24) & 0xFF, f); /* A */
2298 textureRow += 4;
2300 /* take two rows of the pointer to the texture memory */
2301 if(swapChain)
2302 (textureRow-= width << 3);
2305 TRACE("Closing file\n");
2306 fclose(f);
2308 if(swapChain) {
2309 IWineD3DSwapChain_Release(swapChain);
2311 HeapFree(GetProcessHeap(), 0, allocatedMemory);
2312 return WINED3D_OK;
2316 * Slightly inefficient way to handle multiple dirty rects but it works :)
2318 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect) {
2319 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2320 IWineD3DBaseTexture *baseTexture = NULL;
2322 if (!(This->Flags & SFLAG_INSYSMEM) && (This->Flags & SFLAG_INTEXTURE))
2323 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
2325 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2326 if (NULL != pDirtyRect) {
2327 This->dirtyRect.left = min(This->dirtyRect.left, pDirtyRect->left);
2328 This->dirtyRect.top = min(This->dirtyRect.top, pDirtyRect->top);
2329 This->dirtyRect.right = max(This->dirtyRect.right, pDirtyRect->right);
2330 This->dirtyRect.bottom = max(This->dirtyRect.bottom, pDirtyRect->bottom);
2331 } else {
2332 This->dirtyRect.left = 0;
2333 This->dirtyRect.top = 0;
2334 This->dirtyRect.right = This->currentDesc.Width;
2335 This->dirtyRect.bottom = This->currentDesc.Height;
2337 TRACE("(%p) : Dirty: yes, Rect:(%d,%d,%d,%d)\n", This, This->dirtyRect.left,
2338 This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
2339 /* if the container is a basetexture then mark it dirty. */
2340 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2341 TRACE("Passing to container\n");
2342 IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
2343 IWineD3DBaseTexture_Release(baseTexture);
2345 return WINED3D_OK;
2348 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
2349 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2350 HRESULT hr;
2351 const GlPixelFormatDesc *glDesc;
2352 getFormatDescEntry(format, &GLINFO_LOCATION, &glDesc);
2354 TRACE("(%p) : Calling base function first\n", This);
2355 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2356 if(SUCCEEDED(hr)) {
2357 /* Setup some glformat defaults */
2358 This->glDescription.glFormat = glDesc->glFormat;
2359 This->glDescription.glFormatInternal = glDesc->glInternal;
2360 This->glDescription.glType = glDesc->glType;
2362 This->Flags &= ~SFLAG_ALLOCATED;
2363 TRACE("(%p) : glFormat %d, glFotmatInternal %d, glType %d\n", This,
2364 This->glDescription.glFormat, This->glDescription.glFormatInternal, This->glDescription.glType);
2366 return hr;
2369 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2370 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2372 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
2373 WARN("Surface is locked or the HDC is in use\n");
2374 return WINED3DERR_INVALIDCALL;
2377 if(Mem && Mem != This->resource.allocatedMemory) {
2378 void *release = NULL;
2380 /* Do I have to copy the old surface content? */
2381 if(This->Flags & SFLAG_DIBSECTION) {
2382 /* Release the DC. No need to hold the critical section for the update
2383 * Thread because this thread runs only on front buffers, but this method
2384 * fails for render targets in the check above.
2386 SelectObject(This->hDC, This->dib.holdbitmap);
2387 DeleteDC(This->hDC);
2388 /* Release the DIB section */
2389 DeleteObject(This->dib.DIBsection);
2390 This->dib.bitmap_data = NULL;
2391 This->resource.allocatedMemory = NULL;
2392 This->hDC = NULL;
2393 This->Flags &= ~SFLAG_DIBSECTION;
2394 } else if(!(This->Flags & SFLAG_USERPTR)) {
2395 release = This->resource.heapMemory;
2396 This->resource.heapMemory = NULL;
2398 This->resource.allocatedMemory = Mem;
2399 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2401 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2402 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2404 /* For client textures opengl has to be notified */
2405 if(This->Flags & SFLAG_CLIENT) {
2406 This->Flags &= ~SFLAG_ALLOCATED;
2407 IWineD3DSurface_PreLoad(iface);
2408 /* And hope that the app behaves correctly and did not free the old surface memory before setting a new pointer */
2411 /* Now free the old memory if any */
2412 HeapFree(GetProcessHeap(), 0, release);
2413 } else if(This->Flags & SFLAG_USERPTR) {
2414 /* Lockrect and GetDC will re-create the dib section and allocated memory */
2415 This->resource.allocatedMemory = NULL;
2416 /* HeapMemory should be NULL already */
2417 if(This->resource.heapMemory != NULL) ERR("User pointer surface has heap memory allocated\n");
2418 This->Flags &= ~SFLAG_USERPTR;
2420 if(This->Flags & SFLAG_CLIENT) {
2421 This->Flags &= ~SFLAG_ALLOCATED;
2422 /* This respecifies an empty texture and opengl knows that the old memory is gone */
2423 IWineD3DSurface_PreLoad(iface);
2426 return WINED3D_OK;
2429 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
2430 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2431 IWineD3DSwapChainImpl *swapchain = NULL;
2432 HRESULT hr;
2433 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
2435 /* Flipping is only supported on RenderTargets */
2436 if( !(This->resource.usage & WINED3DUSAGE_RENDERTARGET) ) return WINEDDERR_NOTFLIPPABLE;
2438 if(override) {
2439 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2440 * FIXME("(%p) Target override is not supported by now\n", This);
2441 * Additionally, it isn't really possible to support triple-buffering
2442 * properly on opengl at all
2446 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **) &swapchain);
2447 if(!swapchain) {
2448 ERR("Flipped surface is not on a swapchain\n");
2449 return WINEDDERR_NOTFLIPPABLE;
2452 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2453 * and only d3d8 and d3d9 apps specify the presentation interval
2455 if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
2456 /* Most common case first to avoid wasting time on all the other cases */
2457 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2458 } else if(Flags & WINEDDFLIP_NOVSYNC) {
2459 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2460 } else if(Flags & WINEDDFLIP_INTERVAL2) {
2461 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
2462 } else if(Flags & WINEDDFLIP_INTERVAL3) {
2463 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
2464 } else {
2465 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
2468 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2469 hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *) swapchain, NULL, NULL, 0, NULL, 0);
2470 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
2471 return hr;
2474 /* Does a direct frame buffer -> texture copy. Stretching is done
2475 * with single pixel copy calls
2477 static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, IWineD3DSwapChainImpl *swapchain, WINED3DRECT *srect, WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) {
2478 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2479 float xrel, yrel;
2480 UINT row;
2481 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2484 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2485 ENTER_GL();
2486 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
2488 /* TODO: Do we need GL_TEXTURE_2D enabled fpr copyteximage? */
2489 glEnable(This->glDescription.target);
2490 checkGLcall("glEnable(This->glDescription.target)");
2492 /* Bind the target texture */
2493 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2494 checkGLcall("glBindTexture");
2495 if(!swapchain) {
2496 glReadBuffer(myDevice->offscreenBuffer);
2497 } else {
2498 GLenum buffer = surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain);
2499 glReadBuffer(buffer);
2501 checkGLcall("glReadBuffer");
2503 xrel = (float) (srect->x2 - srect->x1) / (float) (drect->x2 - drect->x1);
2504 yrel = (float) (srect->y2 - srect->y1) / (float) (drect->y2 - drect->y1);
2506 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2507 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2509 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
2510 ERR("Texture filtering not supported in direct blit\n");
2512 } else if((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) && ((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2513 ERR("Texture filtering not supported in direct blit\n");
2516 if(upsidedown &&
2517 !((xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) &&
2518 !((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2519 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2521 glCopyTexSubImage2D(This->glDescription.target,
2522 This->glDescription.level,
2523 drect->x1, drect->y1, /* xoffset, yoffset */
2524 srect->x1, Src->currentDesc.Height - srect->y2,
2525 drect->x2 - drect->x1, drect->y2 - drect->y1);
2526 } else {
2527 UINT yoffset = Src->currentDesc.Height - srect->y1 + drect->y1 - 1;
2528 /* I have to process this row by row to swap the image,
2529 * otherwise it would be upside down, so stretching in y direction
2530 * doesn't cost extra time
2532 * However, stretching in x direction can be avoided if not necessary
2534 for(row = drect->y1; row < drect->y2; row++) {
2535 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2536 /* Well, that stuff works, but it's very slow.
2537 * find a better way instead
2539 UINT col;
2541 for(col = drect->x1; col < drect->x2; col++) {
2542 glCopyTexSubImage2D(This->glDescription.target,
2543 This->glDescription.level,
2544 drect->x1 + col, row, /* xoffset, yoffset */
2545 srect->x1 + col * xrel, yoffset - (int) (row * yrel),
2546 1, 1);
2548 } else {
2549 glCopyTexSubImage2D(This->glDescription.target,
2550 This->glDescription.level,
2551 drect->x1, row, /* xoffset, yoffset */
2552 srect->x1, yoffset - (int) (row * yrel),
2553 drect->x2-drect->x1, 1);
2557 vcheckGLcall("glCopyTexSubImage2D");
2559 /* Leave the opengl state valid for blitting */
2560 glDisable(This->glDescription.target);
2561 checkGLcall("glDisable(This->glDescription.target)");
2563 LEAVE_GL();
2566 /* Uses the hardware to stretch and flip the image */
2567 static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, IWineD3DSwapChainImpl *swapchain, WINED3DRECT *srect, WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) {
2568 GLuint src, backup = 0;
2569 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2570 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2571 float left, right, top, bottom; /* Texture coordinates */
2572 UINT fbwidth = Src->currentDesc.Width;
2573 UINT fbheight = Src->currentDesc.Height;
2574 GLenum drawBuffer = GL_BACK;
2575 GLenum texture_target;
2577 TRACE("Using hwstretch blit\n");
2578 /* Activate the Proper context for reading from the source surface, set it up for blitting */
2579 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2580 ENTER_GL();
2582 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
2584 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
2585 * This way we don't have to wait for the 2nd readback to finish to leave this function.
2587 if(GL_LIMITS(aux_buffers) >= 2) {
2588 /* Got more than one aux buffer? Use the 2nd aux buffer */
2589 drawBuffer = GL_AUX1;
2590 } else if((swapchain || myDevice->offscreenBuffer == GL_BACK) && GL_LIMITS(aux_buffers) >= 1) {
2591 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2592 drawBuffer = GL_AUX0;
2595 if(!swapchain && wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
2596 glGenTextures(1, &backup);
2597 checkGLcall("glGenTextures\n");
2598 glBindTexture(GL_TEXTURE_2D, backup);
2599 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
2600 texture_target = GL_TEXTURE_2D;
2601 } else {
2602 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
2603 * we are reading from the back buffer, the backup can be used as source texture
2605 if(Src->glDescription.textureName == 0) {
2606 /* Get it a description */
2607 IWineD3DSurface_PreLoad(SrcSurface);
2609 texture_target = Src->glDescription.target;
2610 glBindTexture(texture_target, Src->glDescription.textureName);
2611 checkGLcall("glBindTexture(texture_target, Src->glDescription.textureName)");
2612 glEnable(texture_target);
2613 checkGLcall("glEnable(texture_target)");
2615 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
2616 Src->Flags &= ~SFLAG_INTEXTURE;
2619 glReadBuffer(GL_BACK);
2620 checkGLcall("glReadBuffer(GL_BACK)");
2622 /* TODO: Only back up the part that will be overwritten */
2623 glCopyTexSubImage2D(texture_target, 0,
2624 0, 0 /* read offsets */,
2625 0, 0,
2626 fbwidth,
2627 fbheight);
2629 checkGLcall("glCopyTexSubImage2D");
2631 /* No issue with overriding these - the sampler is dirty due to blit usage */
2632 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
2633 stateLookup[WINELOOKUP_MAGFILTER][Filter - minLookup[WINELOOKUP_MAGFILTER]]);
2634 checkGLcall("glTexParameteri");
2635 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
2636 minMipLookup[Filter][WINED3DTEXF_NONE]);
2637 checkGLcall("glTexParameteri");
2639 if(!swapchain || (IWineD3DSurface *) Src == swapchain->backBuffer[0]) {
2640 src = backup ? backup : Src->glDescription.textureName;
2641 } else {
2642 glReadBuffer(GL_FRONT);
2643 checkGLcall("glReadBuffer(GL_FRONT)");
2645 glGenTextures(1, &src);
2646 checkGLcall("glGenTextures(1, &src)");
2647 glBindTexture(GL_TEXTURE_2D, src);
2648 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
2650 /* TODO: Only copy the part that will be read. Use srect->x1, srect->y2 as origin, but with the width watch
2651 * out for power of 2 sizes
2653 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Src->pow2Width, Src->pow2Height, 0,
2654 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
2655 checkGLcall("glTexImage2D");
2656 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
2657 0, 0 /* read offsets */,
2658 0, 0,
2659 fbwidth,
2660 fbheight);
2662 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2663 checkGLcall("glTexParameteri");
2664 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2665 checkGLcall("glTexParameteri");
2667 glReadBuffer(GL_BACK);
2668 checkGLcall("glReadBuffer(GL_BACK)");
2670 if(texture_target != GL_TEXTURE_2D) {
2671 glDisable(texture_target);
2672 glEnable(GL_TEXTURE_2D);
2673 texture_target = GL_TEXTURE_2D;
2676 checkGLcall("glEnd and previous");
2678 left = (float) srect->x1 / (float) Src->pow2Width;
2679 right = (float) srect->x2 / (float) Src->pow2Width;
2681 if(upsidedown) {
2682 top = (float) (Src->currentDesc.Height - srect->y1) / (float) Src->pow2Height;
2683 bottom = (float) (Src->currentDesc.Height - srect->y2) / (float) Src->pow2Height;
2684 } else {
2685 top = (float) (Src->currentDesc.Height - srect->y2) / (float) Src->pow2Height;
2686 bottom = (float) (Src->currentDesc.Height - srect->y1) / (float) Src->pow2Height;
2689 /* draw the source texture stretched and upside down. The correct surface is bound already */
2690 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
2691 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
2693 glDrawBuffer(drawBuffer);
2694 glReadBuffer(drawBuffer);
2696 glBegin(GL_QUADS);
2697 /* bottom left */
2698 glTexCoord2f(left, bottom);
2699 glVertex2i(0, fbheight);
2701 /* top left */
2702 glTexCoord2f(left, top);
2703 glVertex2i(0, fbheight - drect->y2 - drect->y1);
2705 /* top right */
2706 glTexCoord2f(right, top);
2707 glVertex2i(drect->x2 - drect->x1, fbheight - drect->y2 - drect->y1);
2709 /* bottom right */
2710 glTexCoord2f(right, bottom);
2711 glVertex2i(drect->x2 - drect->x1, fbheight);
2712 glEnd();
2713 checkGLcall("glEnd and previous");
2715 if(texture_target != This->glDescription.target) {
2716 glDisable(texture_target);
2717 glEnable(This->glDescription.target);
2718 texture_target = This->glDescription.target;
2721 /* Now read the stretched and upside down image into the destination texture */
2722 glBindTexture(texture_target, This->glDescription.textureName);
2723 checkGLcall("glBindTexture");
2724 glCopyTexSubImage2D(texture_target,
2726 drect->x1, drect->y1, /* xoffset, yoffset */
2727 0, 0, /* We blitted the image to the origin */
2728 drect->x2 - drect->x1, drect->y2 - drect->y1);
2729 checkGLcall("glCopyTexSubImage2D");
2731 if(drawBuffer == GL_BACK) {
2732 /* Write the back buffer backup back */
2733 if(backup) {
2734 if(texture_target != GL_TEXTURE_2D) {
2735 glDisable(texture_target);
2736 glEnable(GL_TEXTURE_2D);
2737 texture_target = GL_TEXTURE_2D;
2739 glBindTexture(GL_TEXTURE_2D, backup);
2740 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
2741 } else {
2742 if(texture_target != Src->glDescription.target) {
2743 glDisable(texture_target);
2744 glEnable(Src->glDescription.target);
2745 texture_target = Src->glDescription.target;
2747 glBindTexture(Src->glDescription.target, Src->glDescription.textureName);
2748 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
2751 glBegin(GL_QUADS);
2752 /* top left */
2753 glTexCoord2f(0.0, (float) fbheight / (float) Src->pow2Height);
2754 glVertex2i(0, 0);
2756 /* bottom left */
2757 glTexCoord2f(0.0, 0.0);
2758 glVertex2i(0, fbheight);
2760 /* bottom right */
2761 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, 0.0);
2762 glVertex2i(fbwidth, Src->currentDesc.Height);
2764 /* top right */
2765 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, (float) fbheight / (float) Src->pow2Height);
2766 glVertex2i(fbwidth, 0);
2767 glEnd();
2768 } else {
2769 /* Restore the old draw buffer */
2770 glDrawBuffer(GL_BACK);
2772 glDisable(texture_target);
2773 checkGLcall("glDisable(texture_target)");
2775 /* Cleanup */
2776 if(src != Src->glDescription.textureName && src != backup) {
2777 glDeleteTextures(1, &src);
2778 checkGLcall("glDeleteTextures(1, &src)");
2780 if(backup) {
2781 glDeleteTextures(1, &backup);
2782 checkGLcall("glDeleteTextures(1, &backup)");
2785 LEAVE_GL();
2788 /* Not called from the VTable */
2789 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
2790 WINED3DRECT rect;
2791 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2792 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
2793 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2795 TRACE("(%p)->(%p,%p,%p,%08x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
2797 /* Get the swapchain. One of the surfaces has to be a primary surface */
2798 if(This->resource.pool == WINED3DPOOL_SYSTEMMEM) {
2799 WARN("Destination is in sysmem, rejecting gl blt\n");
2800 return WINED3DERR_INVALIDCALL;
2802 IWineD3DSurface_GetContainer( (IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
2803 if(dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) dstSwapchain);
2804 if(Src) {
2805 if(Src->resource.pool == WINED3DPOOL_SYSTEMMEM) {
2806 WARN("Src is in sysmem, rejecting gl blt\n");
2807 return WINED3DERR_INVALIDCALL;
2809 IWineD3DSurface_GetContainer( (IWineD3DSurface *) Src, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
2810 if(srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) srcSwapchain);
2813 /* Early sort out of cases where no render target is used */
2814 if(!dstSwapchain && !srcSwapchain &&
2815 SrcSurface != myDevice->render_targets[0] && This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
2816 TRACE("No surface is render target, not using hardware blit. Src = %p, dst = %p\n", Src, This);
2817 return WINED3DERR_INVALIDCALL;
2820 /* No destination color keying supported */
2821 if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
2822 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
2823 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
2824 return WINED3DERR_INVALIDCALL;
2827 if (DestRect) {
2828 rect.x1 = DestRect->left;
2829 rect.y1 = DestRect->top;
2830 rect.x2 = DestRect->right;
2831 rect.y2 = DestRect->bottom;
2832 } else {
2833 rect.x1 = 0;
2834 rect.y1 = 0;
2835 rect.x2 = This->currentDesc.Width;
2836 rect.y2 = This->currentDesc.Height;
2839 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
2840 if(dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->backBuffer &&
2841 ((IWineD3DSurface *) This == dstSwapchain->frontBuffer) && SrcSurface == dstSwapchain->backBuffer[0]) {
2842 /* Half-life does a Blt from the back buffer to the front buffer,
2843 * Full surface size, no flags... Use present instead
2845 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
2848 /* Check rects - IWineD3DDevice_Present doesn't handle them */
2849 while(1)
2851 RECT mySrcRect;
2852 TRACE("Looking if a Present can be done...\n");
2853 /* Source Rectangle must be full surface */
2854 if( SrcRect ) {
2855 if(SrcRect->left != 0 || SrcRect->top != 0 ||
2856 SrcRect->right != Src->currentDesc.Width || SrcRect->bottom != Src->currentDesc.Height) {
2857 TRACE("No, Source rectangle doesn't match\n");
2858 break;
2861 mySrcRect.left = 0;
2862 mySrcRect.top = 0;
2863 mySrcRect.right = Src->currentDesc.Width;
2864 mySrcRect.bottom = Src->currentDesc.Height;
2866 /* No stretching may occur */
2867 if(mySrcRect.right != rect.x2 - rect.x1 ||
2868 mySrcRect.bottom != rect.y2 - rect.y1) {
2869 TRACE("No, stretching is done\n");
2870 break;
2873 /* Destination must be full surface or match the clipping rectangle */
2874 if(This->clipper && ((IWineD3DClipperImpl *) This->clipper)->hWnd)
2876 RECT cliprect;
2877 POINT pos[2];
2878 GetClientRect(((IWineD3DClipperImpl *) This->clipper)->hWnd, &cliprect);
2879 pos[0].x = rect.x1;
2880 pos[0].y = rect.y1;
2881 pos[1].x = rect.x2;
2882 pos[1].y = rect.y2;
2883 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *) This->clipper)->hWnd,
2884 pos, 2);
2886 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
2887 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
2889 TRACE("No, dest rectangle doesn't match(clipper)\n");
2890 TRACE("Clip rect at (%d,%d)-(%d,%d)\n", cliprect.left, cliprect.top, cliprect.right, cliprect.bottom);
2891 TRACE("Blt dest: (%d,%d)-(%d,%d)\n", rect.x1, rect.y1, rect.x2, rect.y2);
2892 break;
2895 else
2897 if(rect.x1 != 0 || rect.y1 != 0 ||
2898 rect.x2 != This->currentDesc.Width || rect.y2 != This->currentDesc.Height) {
2899 TRACE("No, dest rectangle doesn't match(surface size)\n");
2900 break;
2904 TRACE("Yes\n");
2906 /* These flags are unimportant for the flag check, remove them */
2907 if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
2908 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
2910 /* The idea behind this is that a glReadPixels and a glDrawPixels call
2911 * take very long, while a flip is fast.
2912 * This applies to Half-Life, which does such Blts every time it finished
2913 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
2914 * menu. This is also used by all apps when they do windowed rendering
2916 * The problem is that flipping is not really the same as copying. After a
2917 * Blt the front buffer is a copy of the back buffer, and the back buffer is
2918 * untouched. Therefore it's necessary to override the swap effect
2919 * and to set it back after the flip.
2921 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
2922 * testcases.
2925 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
2926 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2928 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
2929 IWineD3DSwapChain_Present((IWineD3DSwapChain *) dstSwapchain, NULL, NULL, 0, NULL, 0);
2931 dstSwapchain->presentParms.SwapEffect = orig_swap;
2933 return WINED3D_OK;
2935 break;
2938 TRACE("Unsupported blit between buffers on the same swapchain\n");
2939 return WINED3DERR_INVALIDCALL;
2940 } else if((dstSwapchain || This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) &&
2941 (srcSwapchain || SrcSurface == myDevice->render_targets[0]) ) {
2942 ERR("Can't perform hardware blit between 2 different swapchains, falling back to software\n");
2943 return WINED3DERR_INVALIDCALL;
2946 if(srcSwapchain || SrcSurface == myDevice->render_targets[0]) {
2947 /* Blit from render target to texture */
2948 WINED3DRECT srect;
2949 BOOL upsideDown, stretchx;
2951 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
2952 TRACE("Color keying not supported by frame buffer to texture blit\n");
2953 return WINED3DERR_INVALIDCALL;
2954 /* Destination color key is checked above */
2957 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
2958 * glCopyTexSubImage is a bit picky about the parameters we pass to it
2960 if(SrcRect) {
2961 if(SrcRect->top < SrcRect->bottom) {
2962 srect.y1 = SrcRect->top;
2963 srect.y2 = SrcRect->bottom;
2964 upsideDown = FALSE;
2965 } else {
2966 srect.y1 = SrcRect->bottom;
2967 srect.y2 = SrcRect->top;
2968 upsideDown = TRUE;
2970 srect.x1 = SrcRect->left;
2971 srect.x2 = SrcRect->right;
2972 } else {
2973 srect.x1 = 0;
2974 srect.y1 = 0;
2975 srect.x2 = Src->currentDesc.Width;
2976 srect.y2 = Src->currentDesc.Height;
2977 upsideDown = FALSE;
2979 if(rect.x1 > rect.x2) {
2980 UINT tmp = rect.x2;
2981 rect.x2 = rect.x1;
2982 rect.x1 = tmp;
2983 upsideDown = !upsideDown;
2985 if(!srcSwapchain) {
2986 TRACE("Reading from an offscreen target\n");
2987 upsideDown = !upsideDown;
2990 if(rect.x2 - rect.x1 != srect.x2 - srect.x1) {
2991 stretchx = TRUE;
2992 } else {
2993 stretchx = FALSE;
2996 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
2997 * flip the image nor scale it.
2999 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3000 * -> If the app wants a image width an unscaled width, copy it line per line
3001 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3002 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3003 * back buffer. This is slower than reading line per line, thus not used for flipping
3004 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3005 * pixel by pixel
3007 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3008 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3009 * backends.
3011 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT)) {
3012 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &srect,
3013 (IWineD3DSurface *)This, &rect, Filter, upsideDown);
3014 } else if((!stretchx) || rect.x2 - rect.x1 > Src->currentDesc.Width ||
3015 rect.y2 - rect.y1 > Src->currentDesc.Height) {
3016 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3017 fb_copy_to_texture_direct(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3018 } else {
3019 TRACE("Using hardware stretching to flip / stretch the texture\n");
3020 fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3023 if(!(This->Flags & SFLAG_DONOTFREE)) {
3024 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
3025 This->resource.allocatedMemory = NULL;
3026 This->resource.heapMemory = NULL;
3027 } else {
3028 This->Flags &= ~SFLAG_INSYSMEM;
3030 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3031 * path is never entered
3033 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
3035 return WINED3D_OK;
3036 } else if(Src) {
3037 /* Blit from offscreen surface to render target */
3038 float glTexCoord[4];
3039 DWORD oldCKeyFlags = Src->CKeyFlags;
3040 WINEDDCOLORKEY oldBltCKey = This->SrcBltCKey;
3041 RECT SourceRectangle;
3043 TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
3045 if(SrcRect) {
3046 SourceRectangle.left = SrcRect->left;
3047 SourceRectangle.right = SrcRect->right;
3048 SourceRectangle.top = SrcRect->top;
3049 SourceRectangle.bottom = SrcRect->bottom;
3050 } else {
3051 SourceRectangle.left = 0;
3052 SourceRectangle.right = Src->currentDesc.Width;
3053 SourceRectangle.top = 0;
3054 SourceRectangle.bottom = Src->currentDesc.Height;
3057 if(!CalculateTexRect(Src, &SourceRectangle, glTexCoord)) {
3058 /* Fall back to software */
3059 WARN("(%p) Source texture area (%d,%d)-(%d,%d) is too big\n", Src,
3060 SourceRectangle.left, SourceRectangle.top,
3061 SourceRectangle.right, SourceRectangle.bottom);
3062 return WINED3DERR_INVALIDCALL;
3065 /* Color keying: Check if we have to do a color keyed blt,
3066 * and if not check if a color key is activated.
3068 * Just modify the color keying parameters in the surface and restore them afterwards
3069 * The surface keeps track of the color key last used to load the opengl surface.
3070 * PreLoad will catch the change to the flags and color key and reload if necessary.
3072 if(Flags & WINEDDBLT_KEYSRC) {
3073 /* Use color key from surface */
3074 } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
3075 /* Use color key from DDBltFx */
3076 Src->CKeyFlags |= WINEDDSD_CKSRCBLT;
3077 This->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3078 } else {
3079 /* Do not use color key */
3080 Src->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3083 /* Now load the surface */
3084 IWineD3DSurface_PreLoad((IWineD3DSurface *) Src);
3087 /* Activate the destination context, set it up for blitting */
3088 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
3089 ENTER_GL();
3091 glEnable(Src->glDescription.target);
3092 checkGLcall("glEnable(Src->glDescription.target)");
3094 if(!dstSwapchain) {
3095 TRACE("Drawing to offscreen buffer\n");
3096 glDrawBuffer(myDevice->offscreenBuffer);
3097 checkGLcall("glDrawBuffer");
3098 } else {
3099 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *)This, (IWineD3DSwapChain *)dstSwapchain);
3100 TRACE("Drawing to %#x buffer\n", buffer);
3101 glDrawBuffer(buffer);
3102 checkGLcall("glDrawBuffer");
3105 /* Bind the texture */
3106 glBindTexture(Src->glDescription.target, Src->glDescription.textureName);
3107 checkGLcall("glBindTexture");
3109 /* Filtering for StretchRect */
3110 glTexParameteri(Src->glDescription.target, GL_TEXTURE_MAG_FILTER,
3111 stateLookup[WINELOOKUP_MAGFILTER][Filter - minLookup[WINELOOKUP_MAGFILTER]]);
3112 checkGLcall("glTexParameteri");
3113 glTexParameteri(Src->glDescription.target, GL_TEXTURE_MIN_FILTER,
3114 minMipLookup[Filter][WINED3DTEXF_NONE]);
3115 checkGLcall("glTexParameteri");
3116 glTexParameteri(Src->glDescription.target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3117 glTexParameteri(Src->glDescription.target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3118 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
3119 checkGLcall("glTexEnvi");
3121 /* This is for color keying */
3122 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3123 glEnable(GL_ALPHA_TEST);
3124 checkGLcall("glEnable GL_ALPHA_TEST");
3125 glAlphaFunc(GL_NOTEQUAL, 0.0);
3126 checkGLcall("glAlphaFunc\n");
3127 } else {
3128 glDisable(GL_ALPHA_TEST);
3129 checkGLcall("glDisable GL_ALPHA_TEST");
3132 /* Draw a textured quad
3134 glBegin(GL_QUADS);
3136 glColor3d(1.0f, 1.0f, 1.0f);
3137 glTexCoord2f(glTexCoord[0], glTexCoord[2]);
3138 glVertex3f(rect.x1,
3139 rect.y1,
3140 0.0);
3142 glTexCoord2f(glTexCoord[0], glTexCoord[3]);
3143 glVertex3f(rect.x1, rect.y2, 0.0);
3145 glTexCoord2f(glTexCoord[1], glTexCoord[3]);
3146 glVertex3f(rect.x2,
3147 rect.y2,
3148 0.0);
3150 glTexCoord2f(glTexCoord[1], glTexCoord[2]);
3151 glVertex3f(rect.x2,
3152 rect.y1,
3153 0.0);
3154 glEnd();
3155 checkGLcall("glEnd");
3157 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3158 glDisable(GL_ALPHA_TEST);
3159 checkGLcall("glDisable(GL_ALPHA_TEST)");
3162 /* Flush in case the drawable is used by multiple GL contexts */
3163 if(dstSwapchain && (dstSwapchain->num_contexts >= 2))
3164 glFlush();
3166 glBindTexture(Src->glDescription.target, 0);
3167 checkGLcall("glBindTexture(Src->glDescription.target, 0)");
3168 /* Leave the opengl state valid for blitting */
3169 glDisable(Src->glDescription.target);
3170 checkGLcall("glDisable(Src->glDescription.target)");
3172 /* The draw buffer should only need to be restored if we were drawing to the front buffer, and there is a back buffer.
3173 * otherwise the context manager should choose between GL_BACK / offscreenDrawBuffer
3175 if(dstSwapchain && This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer && dstSwapchain->backBuffer) {
3176 glDrawBuffer(GL_BACK);
3177 checkGLcall("glDrawBuffer");
3179 /* Restore the color key parameters */
3180 Src->CKeyFlags = oldCKeyFlags;
3181 This->SrcBltCKey = oldBltCKey;
3183 LEAVE_GL();
3185 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
3186 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
3187 * is outdated now
3189 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INDRAWABLE, TRUE);
3190 /* TODO: This should be moved to ModifyLocation() */
3191 if(!(dstSwapchain || wined3d_settings.offscreen_rendering_mode != ORM_FBO)) {
3192 This->Flags |= SFLAG_INTEXTURE;
3195 return WINED3D_OK;
3196 } else {
3197 /* Source-Less Blit to render target */
3198 if (Flags & WINEDDBLT_COLORFILL) {
3199 /* This is easy to handle for the D3D Device... */
3200 DWORD color;
3202 TRACE("Colorfill\n");
3204 /* The color as given in the Blt function is in the format of the frame-buffer...
3205 * 'clear' expect it in ARGB format => we need to do some conversion :-)
3207 if (This->resource.format == WINED3DFMT_P8) {
3208 if (This->palette) {
3209 color = ((0xFF000000) |
3210 (This->palette->palents[DDBltFx->u5.dwFillColor].peRed << 16) |
3211 (This->palette->palents[DDBltFx->u5.dwFillColor].peGreen << 8) |
3212 (This->palette->palents[DDBltFx->u5.dwFillColor].peBlue));
3213 } else {
3214 color = 0xFF000000;
3217 else if (This->resource.format == WINED3DFMT_R5G6B5) {
3218 if (DDBltFx->u5.dwFillColor == 0xFFFF) {
3219 color = 0xFFFFFFFF;
3220 } else {
3221 color = ((0xFF000000) |
3222 ((DDBltFx->u5.dwFillColor & 0xF800) << 8) |
3223 ((DDBltFx->u5.dwFillColor & 0x07E0) << 5) |
3224 ((DDBltFx->u5.dwFillColor & 0x001F) << 3));
3227 else if ((This->resource.format == WINED3DFMT_R8G8B8) ||
3228 (This->resource.format == WINED3DFMT_X8R8G8B8) ) {
3229 color = 0xFF000000 | DDBltFx->u5.dwFillColor;
3231 else if (This->resource.format == WINED3DFMT_A8R8G8B8) {
3232 color = DDBltFx->u5.dwFillColor;
3234 else {
3235 ERR("Wrong surface type for BLT override(Format doesn't match) !\n");
3236 return WINED3DERR_INVALIDCALL;
3239 TRACE("Calling GetSwapChain with mydevice = %p\n", myDevice);
3240 if(dstSwapchain && dstSwapchain->backBuffer && This == (IWineD3DSurfaceImpl*) dstSwapchain->backBuffer[0]) {
3241 glDrawBuffer(GL_BACK);
3242 checkGLcall("glDrawBuffer(GL_BACK)");
3243 } else if (dstSwapchain && This == (IWineD3DSurfaceImpl*) dstSwapchain->frontBuffer) {
3244 glDrawBuffer(GL_FRONT);
3245 checkGLcall("glDrawBuffer(GL_FRONT)");
3246 } else if(This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3247 glDrawBuffer(myDevice->offscreenBuffer);
3248 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer3)");
3249 } else {
3250 TRACE("Surface is higher back buffer, falling back to software\n");
3251 return WINED3DERR_INVALIDCALL;
3254 TRACE("(%p) executing Render Target override, color = %x\n", This, color);
3256 IWineD3DDevice_Clear( (IWineD3DDevice *) myDevice,
3257 1 /* Number of rectangles */,
3258 &rect,
3259 WINED3DCLEAR_TARGET,
3260 color,
3261 0.0 /* Z */,
3262 0 /* Stencil */);
3264 /* Restore the original draw buffer */
3265 if(!dstSwapchain) {
3266 glDrawBuffer(myDevice->offscreenBuffer);
3267 } else if(dstSwapchain->backBuffer && dstSwapchain->backBuffer[0]) {
3268 glDrawBuffer(GL_BACK);
3270 vcheckGLcall("glDrawBuffer");
3272 return WINED3D_OK;
3276 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3277 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3278 return WINED3DERR_INVALIDCALL;
3281 static HRESULT WINAPI IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx)
3283 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3284 float depth;
3286 if (Flags & WINEDDBLT_DEPTHFILL) {
3287 switch(This->resource.format) {
3288 case WINED3DFMT_D16:
3289 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3290 break;
3291 case WINED3DFMT_D15S1:
3292 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000fffe;
3293 break;
3294 case WINED3DFMT_D24S8:
3295 case WINED3DFMT_D24X8:
3296 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3297 break;
3298 case WINED3DFMT_D32:
3299 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3300 break;
3301 default:
3302 depth = 0.0;
3303 ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format));
3306 return IWineD3DDevice_Clear((IWineD3DDevice *) myDevice,
3307 DestRect == NULL ? 0 : 1,
3308 (WINED3DRECT *) DestRect,
3309 WINED3DCLEAR_ZBUFFER,
3310 0x00000000,
3311 depth,
3312 0x00000000);
3315 FIXME("(%p): Unsupp depthstencil blit\n", This);
3316 return WINED3DERR_INVALIDCALL;
3319 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
3320 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3321 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3322 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3323 TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3324 TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
3326 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3327 * except depth blits, which seem to work
3329 if(iface == myDevice->stencilBufferTarget || (SrcSurface && SrcSurface == myDevice->stencilBufferTarget)) {
3330 if(myDevice->inScene && !(Flags & WINEDDBLT_DEPTHFILL)) {
3331 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3332 return WINED3DERR_INVALIDCALL;
3333 } else if(IWineD3DSurfaceImpl_BltZ(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) {
3334 TRACE("Z Blit override handled the blit\n");
3335 return WINED3D_OK;
3339 /* Special cases for RenderTargets */
3340 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3341 ( Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3342 if(IWineD3DSurfaceImpl_BltOverride(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter) == WINED3D_OK) return WINED3D_OK;
3345 /* For the rest call the X11 surface implementation.
3346 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3347 * other Blts are rather rare
3349 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter);
3352 HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans) {
3353 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3354 IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
3355 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3356 TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
3358 if(myDevice->inScene &&
3359 (iface == myDevice->stencilBufferTarget ||
3360 (Source && Source == myDevice->stencilBufferTarget))) {
3361 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3362 return WINED3DERR_INVALIDCALL;
3365 /* Special cases for RenderTargets */
3366 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3367 ( srcImpl && (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3369 RECT SrcRect, DstRect;
3370 DWORD Flags=0;
3372 if(rsrc) {
3373 SrcRect.left = rsrc->left;
3374 SrcRect.top= rsrc->top;
3375 SrcRect.bottom = rsrc->bottom;
3376 SrcRect.right = rsrc->right;
3377 } else {
3378 SrcRect.left = 0;
3379 SrcRect.top = 0;
3380 SrcRect.right = srcImpl->currentDesc.Width;
3381 SrcRect.bottom = srcImpl->currentDesc.Height;
3384 DstRect.left = dstx;
3385 DstRect.top=dsty;
3386 DstRect.right = dstx + SrcRect.right - SrcRect.left;
3387 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
3389 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3390 if(trans & WINEDDBLTFAST_SRCCOLORKEY)
3391 Flags |= WINEDDBLT_KEYSRC;
3392 if(trans & WINEDDBLTFAST_DESTCOLORKEY)
3393 Flags |= WINEDDBLT_KEYDEST;
3394 if(trans & WINEDDBLTFAST_WAIT)
3395 Flags |= WINEDDBLT_WAIT;
3396 if(trans & WINEDDBLTFAST_DONOTWAIT)
3397 Flags |= WINEDDBLT_DONOTWAIT;
3399 if(IWineD3DSurfaceImpl_BltOverride(This, &DstRect, Source, &SrcRect, Flags, NULL, WINED3DTEXF_POINT) == WINED3D_OK) return WINED3D_OK;
3403 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
3406 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
3407 /** Check against the maximum texture sizes supported by the video card **/
3408 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3409 unsigned int pow2Width, pow2Height;
3410 const GlPixelFormatDesc *glDesc;
3412 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
3413 /* Setup some glformat defaults */
3414 This->glDescription.glFormat = glDesc->glFormat;
3415 This->glDescription.glFormatInternal = glDesc->glInternal;
3416 This->glDescription.glType = glDesc->glType;
3418 This->glDescription.textureName = 0;
3419 This->glDescription.target = GL_TEXTURE_2D;
3421 /* Non-power2 support */
3422 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3423 pow2Width = This->currentDesc.Width;
3424 pow2Height = This->currentDesc.Height;
3425 } else {
3426 /* Find the nearest pow2 match */
3427 pow2Width = pow2Height = 1;
3428 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
3429 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
3431 This->pow2Width = pow2Width;
3432 This->pow2Height = pow2Height;
3434 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height) {
3435 WINED3DFORMAT Format = This->resource.format;
3436 /** TODO: add support for non power two compressed textures **/
3437 if (Format == WINED3DFMT_DXT1 || Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3
3438 || Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
3439 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
3440 This, This->currentDesc.Width, This->currentDesc.Height);
3441 return WINED3DERR_NOTAVAILABLE;
3445 if(pow2Width != This->currentDesc.Width ||
3446 pow2Height != This->currentDesc.Height) {
3447 This->Flags |= SFLAG_NONPOW2;
3450 TRACE("%p\n", This);
3451 if ((This->pow2Width > GL_LIMITS(texture_size) || This->pow2Height > GL_LIMITS(texture_size)) && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))) {
3452 /* one of three options
3453 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)
3454 2: Set the texture to the maximum size (bad idea)
3455 3: WARN and return WINED3DERR_NOTAVAILABLE;
3456 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.
3458 WARN("(%p) Creating an oversized surface\n", This);
3459 This->Flags |= SFLAG_OVERSIZE;
3461 /* This will be initialized on the first blt */
3462 This->glRect.left = 0;
3463 This->glRect.top = 0;
3464 This->glRect.right = 0;
3465 This->glRect.bottom = 0;
3466 } else {
3467 /* Check this after the oversize check - do not make an oversized surface a texture_rectangle one */
3468 if(This->Flags & SFLAG_NONPOW2 && GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
3469 This->glDescription.target = GL_TEXTURE_RECTANGLE_ARB;
3470 This->pow2Width = This->currentDesc.Width;
3471 This->pow2Height = This->currentDesc.Height;
3472 This->Flags &= ~SFLAG_NONPOW2;
3475 /* No oversize, gl rect is the full texture size */
3476 This->Flags &= ~SFLAG_OVERSIZE;
3477 This->glRect.left = 0;
3478 This->glRect.top = 0;
3479 This->glRect.right = This->pow2Width;
3480 This->glRect.bottom = This->pow2Height;
3483 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
3484 switch(wined3d_settings.offscreen_rendering_mode) {
3485 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
3486 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
3487 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
3491 This->Flags |= SFLAG_INSYSMEM;
3493 return WINED3D_OK;
3496 static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
3497 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3498 IWineD3DBaseTexture *texture;
3500 TRACE("(%p)->(%s, %s)\n", iface,
3501 flag == SFLAG_INSYSMEM ? "SFLAG_INSYSMEM" : flag == SFLAG_INDRAWABLE ? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
3502 persistent ? "TRUE" : "FALSE");
3504 /* TODO: For offscreen textures with fbo offscreen rendering the drawable is the same as the texture.*/
3505 if(persistent) {
3506 if((This->Flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE)) {
3507 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
3508 TRACE("Passing to container\n");
3509 IWineD3DBaseTexture_SetDirty(texture, TRUE);
3510 IWineD3DBaseTexture_Release(texture);
3513 This->Flags &= ~SFLAG_LOCATIONS;
3514 This->Flags |= flag;
3515 } else {
3516 if((This->Flags & SFLAG_INTEXTURE) && (flag & SFLAG_INTEXTURE)) {
3517 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
3518 TRACE("Passing to container\n");
3519 IWineD3DBaseTexture_SetDirty(texture, TRUE);
3520 IWineD3DBaseTexture_Release(texture);
3523 This->Flags &= ~flag;
3527 struct coords {
3528 int x, y, z;
3531 static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in) {
3532 struct coords coords[4];
3533 RECT rect;
3534 IWineD3DSwapChain *swapchain = NULL;
3535 IWineD3DBaseTexture *texture = NULL;
3536 HRESULT hr;
3537 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
3539 if(rect_in) {
3540 rect = *rect_in;
3541 } else {
3542 rect.left = 0;
3543 rect.top = 0;
3544 rect.right = This->currentDesc.Width;
3545 rect.bottom = This->currentDesc.Height;
3548 ActivateContext(device, device->render_targets[0], CTXUSAGE_BLIT);
3549 ENTER_GL();
3551 if(This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB) {
3552 glEnable(GL_TEXTURE_RECTANGLE_ARB);
3553 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
3554 glBindTexture(GL_TEXTURE_RECTANGLE_ARB, This->glDescription.textureName);
3555 checkGLcall("GL_TEXTURE_RECTANGLE_ARB, This->glDescription.textureName)");
3556 glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3557 checkGLcall("glTexParameteri");
3558 glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3559 checkGLcall("glTexParameteri");
3561 coords[0].x = rect.left;
3562 coords[0].z = 0;
3564 coords[1].x = rect.left;
3565 coords[1].z = 0;
3567 coords[2].x = rect.right;
3568 coords[2].z = 0;
3570 coords[3].x = rect.right;
3571 coords[3].z = 0;
3573 coords[0].y = rect.top;
3574 coords[1].y = rect.bottom;
3575 coords[2].y = rect.bottom;
3576 coords[3].y = rect.top;
3577 } else if(This->glDescription.target == GL_TEXTURE_2D) {
3578 glEnable(GL_TEXTURE_2D);
3579 checkGLcall("glEnable(GL_TEXTURE_2D)");
3580 glBindTexture(GL_TEXTURE_2D, This->glDescription.textureName);
3581 checkGLcall("GL_TEXTURE_2D, This->glDescription.textureName)");
3582 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3583 checkGLcall("glTexParameteri");
3584 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3585 checkGLcall("glTexParameteri");
3587 coords[0].x = rect.left / This->pow2Width;
3588 coords[0].z = 0;
3590 coords[1].x = rect.left / This->pow2Width;
3591 coords[1].z = 0;
3593 coords[2].x = rect.right / This->pow2Width;
3594 coords[2].z = 0;
3596 coords[3].x = rect.right / This->pow2Width;
3597 coords[3].z = 0;
3599 coords[0].y = rect.top / This->pow2Height;
3600 coords[1].y = rect.bottom / This->pow2Height;
3601 coords[2].y = rect.bottom / This->pow2Height;
3602 coords[3].y = rect.top / This->pow2Height;
3603 } else {
3604 /* Must be a cube map */
3605 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
3606 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
3607 glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, This->glDescription.textureName);
3608 checkGLcall("GL_TEXTURE_CUBE_MAP_ARB, This->glDescription.textureName)");
3609 glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3610 checkGLcall("glTexParameteri");
3611 glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3612 checkGLcall("glTexParameteri");
3614 switch(This->glDescription.target) {
3615 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
3616 coords[0].x = 1; coords[0].y = -1; coords[0].z = 1;
3617 coords[1].x = 1; coords[1].y = 1; coords[1].z = 1;
3618 coords[2].x = 1; coords[2].y = 1; coords[2].z = -1;
3619 coords[3].x = 1; coords[3].y = -1; coords[3].z = -1;
3620 break;
3622 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
3623 coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
3624 coords[1].x = -1; coords[1].y = 1; coords[1].z = 1;
3625 coords[2].x = -1; coords[2].y = 1; coords[2].z = -1;
3626 coords[3].x = -1; coords[3].y = -1; coords[3].z = -1;
3627 break;
3629 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
3630 coords[0].x = -1; coords[0].y = 1; coords[0].z = 1;
3631 coords[1].x = 1; coords[1].y = 1; coords[1].z = 1;
3632 coords[2].x = 1; coords[2].y = 1; coords[2].z = -1;
3633 coords[3].x = -1; coords[3].y = 1; coords[3].z = -1;
3634 break;
3636 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
3637 coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
3638 coords[1].x = 1; coords[1].y = -1; coords[1].z = 1;
3639 coords[2].x = 1; coords[2].y = -1; coords[2].z = -1;
3640 coords[3].x = -1; coords[3].y = -1; coords[3].z = -1;
3641 break;
3643 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
3644 coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
3645 coords[1].x = 1; coords[1].y = -1; coords[1].z = 1;
3646 coords[2].x = 1; coords[2].y = -1; coords[2].z = 1;
3647 coords[3].x = -1; coords[3].y = -1; coords[3].z = 1;
3648 break;
3650 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
3651 coords[0].x = -1; coords[0].y = -1; coords[0].z = -1;
3652 coords[1].x = 1; coords[1].y = -1; coords[1].z = -1;
3653 coords[2].x = 1; coords[2].y = -1; coords[2].z = -1;
3654 coords[3].x = -1; coords[3].y = -1; coords[3].z = -1;
3656 default:
3657 ERR("Unexpected texture target\n");
3658 LEAVE_GL();
3659 return;
3663 glBegin(GL_QUADS);
3664 glTexCoord3iv((GLint *) &coords[0]);
3665 glVertex2i(rect.left, device->render_offscreen ? rect.bottom : rect.top);
3667 glTexCoord3iv((GLint *) &coords[1]);
3668 glVertex2i(0, device->render_offscreen ? rect.top : rect.bottom);
3670 glTexCoord3iv((GLint *) &coords[2]);
3671 glVertex2i(rect.right, device->render_offscreen ? rect.top : rect.bottom);
3673 glTexCoord3iv((GLint *) &coords[3]);
3674 glVertex2i(rect.right, device->render_offscreen ? rect.bottom : rect.top);
3675 glEnd();
3676 checkGLcall("glEnd");
3678 if(This->glDescription.target != GL_TEXTURE_2D) {
3679 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3680 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3681 } else {
3682 glDisable(GL_TEXTURE_2D);
3683 checkGLcall("glDisable(GL_TEXTURE_2D)");
3686 hr = IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DSwapChain, (void **) &swapchain);
3687 if(hr == WINED3D_OK && swapchain) {
3688 /* Make sure to flush the buffers. This is needed in apps like Red Alert II and Tiberian SUN that use multiple WGL contexts. */
3689 if(((IWineD3DSwapChainImpl*)swapchain)->num_contexts >= 2)
3690 glFlush();
3692 IWineD3DSwapChain_Release(swapchain);
3693 } else {
3694 /* We changed the filtering settings on the texture. Inform the container about this to get the filters
3695 * reset properly next draw
3697 hr = IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DBaseTexture, (void **) &texture);
3698 if(hr == WINED3D_OK && texture) {
3699 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
3700 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
3701 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
3702 IWineD3DBaseTexture_Release(texture);
3705 LEAVE_GL();
3708 /*****************************************************************************
3709 * IWineD3DSurface::LoadLocation
3711 * Copies the current surface data from wherever it is to the requested
3712 * location. The location is one of the surface flags, SFLAG_INSYSMEM,
3713 * SFLAG_INTEXTURE and SFLAG_INDRAWABLE. When the surface is current in
3714 * multiple locations, the gl texture is prefered over the drawable, which is
3715 * prefered over system memory. The PBO counts as system memory. If rect is
3716 * not NULL, only the specified rectangle is copied(only supported for
3717 * sysmem<->drawable copies at the moment). If rect is NULL, the destination
3718 * location is marked up to date after the copy.
3720 * Parameters:
3721 * flag: Surface location flag to be updated
3722 * rect: rectangle to be copied
3724 * Returns:
3725 * WINED3D_OK on success
3726 * WINED3DERR_DEVICELOST on an internal error
3728 *****************************************************************************/
3729 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
3730 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3731 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
3732 GLenum format, internal, type;
3733 CONVERT_TYPES convert;
3734 int bpp;
3735 int width, pitch, outpitch;
3736 BYTE *mem;
3738 TRACE("(%p)->(%s, %p)\n", iface,
3739 flag == SFLAG_INSYSMEM ? "SFLAG_INSYSMEM" : flag == SFLAG_INDRAWABLE ? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
3740 rect);
3741 if(rect) {
3742 TRACE("Rectangle: (%d,%d)-(%d,%d)\n", rect->left, rect->top, rect->right, rect->bottom);
3745 /* TODO: For fbo targets, texture == drawable */
3746 if(This->Flags & flag) {
3747 TRACE("Location already up to date\n");
3748 return WINED3D_OK;
3751 if(!(This->Flags & SFLAG_LOCATIONS)) {
3752 ERR("Surface does not have any up to date location\n");
3753 This->Flags |= SFLAG_LOST;
3754 return WINED3DERR_DEVICELOST;
3757 if(flag == SFLAG_INSYSMEM) {
3758 surface_prepare_system_memory(This);
3760 /* Download the surface to system memory */
3761 if(This->Flags & SFLAG_INTEXTURE) {
3762 surface_download_data(This);
3763 } else {
3764 read_from_framebuffer(This, rect,
3765 This->resource.allocatedMemory,
3766 IWineD3DSurface_GetPitch(iface));
3768 } else if(flag == SFLAG_INDRAWABLE) {
3769 if(This->Flags & SFLAG_INTEXTURE) {
3770 surface_blt_to_drawable(This, rect);
3771 } else {
3772 flush_to_framebuffer_drawpixels(This);
3774 } else /* if(flag == SFLAG_INTEXTURE) */ {
3775 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
3777 if (This->Flags & SFLAG_INDRAWABLE) {
3778 GLint prevRead;
3780 ENTER_GL();
3781 glGetIntegerv(GL_READ_BUFFER, &prevRead);
3782 vcheckGLcall("glGetIntegerv");
3783 glReadBuffer(This->resource.wineD3DDevice->offscreenBuffer);
3784 vcheckGLcall("glReadBuffer");
3786 if(!(This->Flags & SFLAG_ALLOCATED)) {
3787 surface_allocate_surface(This, internal, This->pow2Width,
3788 This->pow2Height, format, type);
3791 clear_unused_channels(This);
3793 glCopyTexSubImage2D(This->glDescription.target,
3794 This->glDescription.level,
3795 0, 0, 0, 0,
3796 This->currentDesc.Width,
3797 This->currentDesc.Height);
3798 checkGLcall("glCopyTexSubImage2D");
3800 glReadBuffer(prevRead);
3801 vcheckGLcall("glReadBuffer");
3803 LEAVE_GL();
3805 TRACE("Updated target %d\n", This->glDescription.target);
3806 } else {
3807 /* The only place where LoadTexture() might get called when isInDraw=1
3808 * is ActivateContext where lastActiveRenderTarget is preloaded.
3810 if(iface == device->lastActiveRenderTarget && device->isInDraw)
3811 ERR("Reading back render target but SFLAG_INDRAWABLE not set\n");
3813 /* Otherwise: System memory copy must be most up to date */
3815 if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
3816 This->Flags |= SFLAG_GLCKEY;
3817 This->glCKey = This->SrcBltCKey;
3819 else This->Flags &= ~SFLAG_GLCKEY;
3821 /* The width is in 'length' not in bytes */
3822 width = This->currentDesc.Width;
3823 pitch = IWineD3DSurface_GetPitch(iface);
3825 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
3826 int height = This->currentDesc.Height;
3828 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
3829 outpitch = width * bpp;
3830 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
3832 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
3833 if(!mem) {
3834 ERR("Out of memory %d, %d!\n", outpitch, height);
3835 return WINED3DERR_OUTOFVIDEOMEMORY;
3837 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
3839 This->Flags |= SFLAG_CONVERTED;
3840 } else if( (This->resource.format == WINED3DFMT_P8) && (GL_SUPPORT(EXT_PALETTED_TEXTURE) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) ) {
3841 d3dfmt_p8_upload_palette(iface, convert);
3842 This->Flags &= ~SFLAG_CONVERTED;
3843 mem = This->resource.allocatedMemory;
3844 } else {
3845 This->Flags &= ~SFLAG_CONVERTED;
3846 mem = This->resource.allocatedMemory;
3849 /* Make sure the correct pitch is used */
3850 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
3852 if ((This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE)) {
3853 TRACE("non power of two support\n");
3854 if(!(This->Flags & SFLAG_ALLOCATED)) {
3855 surface_allocate_surface(This, internal, This->pow2Width, This->pow2Height, format, type);
3857 if (mem || (This->Flags & SFLAG_PBO)) {
3858 surface_upload_data(This, internal, This->currentDesc.Width, This->currentDesc.Height, format, type, mem);
3860 } else {
3861 /* When making the realloc conditional, keep in mind that GL_APPLE_client_storage may be in use, and This->resource.allocatedMemory
3862 * changed. So also keep track of memory changes. In this case the texture has to be reallocated
3864 if(!(This->Flags & SFLAG_ALLOCATED)) {
3865 surface_allocate_surface(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type);
3867 if (mem || (This->Flags & SFLAG_PBO)) {
3868 surface_upload_data(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type, mem);
3872 /* Restore the default pitch */
3873 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
3875 /* Don't delete PBO memory */
3876 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
3877 HeapFree(GetProcessHeap(), 0, mem);
3881 if(rect == NULL) {
3882 This->Flags |= flag;
3885 return WINED3D_OK;
3888 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container) {
3889 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3890 IWineD3DSwapChain *swapchain = NULL;
3892 /* Update the drawable size method */
3893 if(container) {
3894 IWineD3DBase_QueryInterface(container, &IID_IWineD3DSwapChain, (void **) &swapchain);
3896 if(swapchain) {
3897 This->get_drawable_size = get_drawable_size_swapchain;
3898 IWineD3DSwapChain_Release(swapchain);
3899 } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
3900 switch(wined3d_settings.offscreen_rendering_mode) {
3901 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
3902 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
3903 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
3907 return IWineD3DBaseSurfaceImpl_SetContainer(iface, container);
3910 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
3912 /* IUnknown */
3913 IWineD3DBaseSurfaceImpl_QueryInterface,
3914 IWineD3DBaseSurfaceImpl_AddRef,
3915 IWineD3DSurfaceImpl_Release,
3916 /* IWineD3DResource */
3917 IWineD3DBaseSurfaceImpl_GetParent,
3918 IWineD3DBaseSurfaceImpl_GetDevice,
3919 IWineD3DBaseSurfaceImpl_SetPrivateData,
3920 IWineD3DBaseSurfaceImpl_GetPrivateData,
3921 IWineD3DBaseSurfaceImpl_FreePrivateData,
3922 IWineD3DBaseSurfaceImpl_SetPriority,
3923 IWineD3DBaseSurfaceImpl_GetPriority,
3924 IWineD3DSurfaceImpl_PreLoad,
3925 IWineD3DBaseSurfaceImpl_GetType,
3926 /* IWineD3DSurface */
3927 IWineD3DBaseSurfaceImpl_GetContainer,
3928 IWineD3DBaseSurfaceImpl_GetDesc,
3929 IWineD3DSurfaceImpl_LockRect,
3930 IWineD3DSurfaceImpl_UnlockRect,
3931 IWineD3DSurfaceImpl_GetDC,
3932 IWineD3DSurfaceImpl_ReleaseDC,
3933 IWineD3DSurfaceImpl_Flip,
3934 IWineD3DSurfaceImpl_Blt,
3935 IWineD3DBaseSurfaceImpl_GetBltStatus,
3936 IWineD3DBaseSurfaceImpl_GetFlipStatus,
3937 IWineD3DBaseSurfaceImpl_IsLost,
3938 IWineD3DBaseSurfaceImpl_Restore,
3939 IWineD3DSurfaceImpl_BltFast,
3940 IWineD3DBaseSurfaceImpl_GetPalette,
3941 IWineD3DBaseSurfaceImpl_SetPalette,
3942 IWineD3DBaseSurfaceImpl_RealizePalette,
3943 IWineD3DBaseSurfaceImpl_SetColorKey,
3944 IWineD3DBaseSurfaceImpl_GetPitch,
3945 IWineD3DSurfaceImpl_SetMem,
3946 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
3947 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
3948 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
3949 IWineD3DBaseSurfaceImpl_UpdateOverlay,
3950 IWineD3DBaseSurfaceImpl_SetClipper,
3951 IWineD3DBaseSurfaceImpl_GetClipper,
3952 /* Internal use: */
3953 IWineD3DSurfaceImpl_AddDirtyRect,
3954 IWineD3DSurfaceImpl_LoadTexture,
3955 IWineD3DSurfaceImpl_BindTexture,
3956 IWineD3DSurfaceImpl_SaveSnapshot,
3957 IWineD3DSurfaceImpl_SetContainer,
3958 IWineD3DSurfaceImpl_SetGlTextureDesc,
3959 IWineD3DSurfaceImpl_GetGlDesc,
3960 IWineD3DSurfaceImpl_GetData,
3961 IWineD3DSurfaceImpl_SetFormat,
3962 IWineD3DSurfaceImpl_PrivateSetup,
3963 IWineD3DSurfaceImpl_ModifyLocation,
3964 IWineD3DSurfaceImpl_LoadLocation