wined3d: Remove a glFlush.
[wine/wine64.git] / dlls / wined3d / surface.c
blobb15e2a084d53558b6abd42a5148e028b27bfa680
1 /*
2 * IWineD3DSurface Implementation
4 * Copyright 1998 Lionel Ulmer
5 * Copyright 2000-2001 TransGaming Technologies Inc.
6 * Copyright 2002-2005 Jason Edmeades
7 * Copyright 2002-2003 Raphael Junqueira
8 * Copyright 2004 Christian Costa
9 * Copyright 2005 Oliver Stieber
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2007 Henri Verbeet
12 * Copyright 2006-2008 Roderick Colenbrander
14 * This library is free software; you can redistribute it and/or
15 * modify it under the terms of the GNU Lesser General Public
16 * License as published by the Free Software Foundation; either
17 * version 2.1 of the License, or (at your option) any later version.
19 * This library is distributed in the hope that it will be useful,
20 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
22 * Lesser General Public License for more details.
24 * You should have received a copy of the GNU Lesser General Public
25 * License along with this library; if not, write to the Free Software
26 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
29 #include "config.h"
30 #include "wine/port.h"
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
34 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
36 HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *surf);
37 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey);
38 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert);
39 static inline void clear_unused_channels(IWineD3DSurfaceImpl *This);
40 static void surface_remove_pbo(IWineD3DSurfaceImpl *This);
42 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This) {
43 int active_sampler;
45 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
46 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
47 * gl states. The current texture unit should always be a valid one.
49 * TODO: Track the current active texture per GL context instead of using glGet
51 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
52 GLint active_texture;
53 ENTER_GL();
54 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
55 LEAVE_GL();
56 active_sampler = This->resource.wineD3DDevice->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
57 } else {
58 active_sampler = 0;
61 if (active_sampler != -1) {
62 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(active_sampler));
64 IWineD3DSurface_BindTexture((IWineD3DSurface *)This);
67 /* This function checks if the primary render target uses the 8bit paletted format. */
68 static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
70 if (device->render_targets && device->render_targets[0]) {
71 IWineD3DSurfaceImpl* render_target = (IWineD3DSurfaceImpl*)device->render_targets[0];
72 if((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET) && (render_target->resource.format == WINED3DFMT_P8))
73 return TRUE;
75 return FALSE;
78 /* This call just downloads data, the caller is responsible for activating the
79 * right context and binding the correct texture. */
80 static void surface_download_data(IWineD3DSurfaceImpl *This) {
81 if (0 == This->glDescription.textureName) {
82 ERR("Surface does not have a texture, but SFLAG_INTEXTURE is set\n");
83 return;
86 /* Only support read back of converted P8 surfaces */
87 if(This->Flags & SFLAG_CONVERTED && (This->resource.format != WINED3DFMT_P8)) {
88 FIXME("Read back converted textures unsupported, format=%s\n", debug_d3dformat(This->resource.format));
89 return;
92 ENTER_GL();
94 if (This->resource.format == WINED3DFMT_DXT1 ||
95 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
96 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5 ||
97 This->resource.format == WINED3DFMT_ATI2N) {
98 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) { /* We can assume this as the texture would not have been created otherwise */
99 FIXME("(%p) : Attempting to lock a compressed texture when texture compression isn't supported by opengl\n", This);
100 } else {
101 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
102 This->glDescription.glFormat, This->glDescription.glType, This->resource.allocatedMemory);
104 if(This->Flags & SFLAG_PBO) {
105 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
106 checkGLcall("glBindBufferARB");
107 GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, NULL));
108 checkGLcall("glGetCompressedTexImageARB()");
109 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
110 checkGLcall("glBindBufferARB");
111 } else {
112 GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, This->resource.allocatedMemory));
113 checkGLcall("glGetCompressedTexImageARB()");
116 LEAVE_GL();
117 } else {
118 void *mem;
119 GLenum format = This->glDescription.glFormat;
120 GLenum type = This->glDescription.glType;
121 int src_pitch = 0;
122 int dst_pitch = 0;
124 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
125 if(This->resource.format == WINED3DFMT_P8 && primary_render_target_is_p8(This->resource.wineD3DDevice)) {
126 format = GL_ALPHA;
127 type = GL_UNSIGNED_BYTE;
130 if (This->Flags & SFLAG_NONPOW2) {
131 unsigned char alignment = This->resource.wineD3DDevice->surface_alignment;
132 src_pitch = This->bytesPerPixel * This->pow2Width;
133 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
134 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
135 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
136 } else {
137 mem = This->resource.allocatedMemory;
140 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
141 format, type, mem);
143 if(This->Flags & SFLAG_PBO) {
144 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
145 checkGLcall("glBindBufferARB");
147 glGetTexImage(This->glDescription.target, This->glDescription.level, format,
148 type, NULL);
149 checkGLcall("glGetTexImage()");
151 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
152 checkGLcall("glBindBufferARB");
153 } else {
154 glGetTexImage(This->glDescription.target, This->glDescription.level, format,
155 type, mem);
156 checkGLcall("glGetTexImage()");
158 LEAVE_GL();
160 if (This->Flags & SFLAG_NONPOW2) {
161 LPBYTE src_data, dst_data;
162 int y;
164 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
165 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
166 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
168 * We're doing this...
170 * instead of boxing the texture :
171 * |<-texture width ->| -->pow2width| /\
172 * |111111111111111111| | |
173 * |222 Texture 222222| boxed empty | texture height
174 * |3333 Data 33333333| | |
175 * |444444444444444444| | \/
176 * ----------------------------------- |
177 * | boxed empty | boxed empty | pow2height
178 * | | | \/
179 * -----------------------------------
182 * we're repacking the data to the expected texture width
184 * |<-texture width ->| -->pow2width| /\
185 * |111111111111111111222222222222222| |
186 * |222333333333333333333444444444444| texture height
187 * |444444 | |
188 * | | \/
189 * | | |
190 * | empty | pow2height
191 * | | \/
192 * -----------------------------------
194 * == is the same as
196 * |<-texture width ->| /\
197 * |111111111111111111|
198 * |222222222222222222|texture height
199 * |333333333333333333|
200 * |444444444444444444| \/
201 * --------------------
203 * this also means that any references to allocatedMemory should work with the data as if were a
204 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
206 * internally the texture is still stored in a boxed format so any references to textureName will
207 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
209 * Performance should not be an issue, because applications normally do not lock the surfaces when
210 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
211 * and doesn't have to be re-read.
213 src_data = mem;
214 dst_data = This->resource.allocatedMemory;
215 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
216 for (y = 1 ; y < This->currentDesc.Height; y++) {
217 /* skip the first row */
218 src_data += src_pitch;
219 dst_data += dst_pitch;
220 memcpy(dst_data, src_data, dst_pitch);
223 HeapFree(GetProcessHeap(), 0, mem);
227 /* Surface has now been downloaded */
228 This->Flags |= SFLAG_INSYSMEM;
231 /* This call just uploads data, the caller is responsible for activating the
232 * right context and binding the correct texture. */
233 static void surface_upload_data(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *data) {
234 if (This->resource.format == WINED3DFMT_DXT1 ||
235 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
236 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5 ||
237 This->resource.format == WINED3DFMT_ATI2N) {
238 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
239 FIXME("Using DXT1/3/5 without advertized support\n");
240 } else {
241 /* glCompressedTexSubImage2D for uploading and glTexImage2D for allocating does not work well on some drivers(r200 dri, MacOS ATI driver)
242 * glCompressedTexImage2D does not accept NULL pointers. So for compressed textures surface_allocate_surface does nothing, and this
243 * function uses glCompressedTexImage2D instead of the SubImage call
245 TRACE("(%p) : Calling glCompressedTexSubImage2D w %d, h %d, data %p\n", This, width, height, data);
246 ENTER_GL();
248 if(This->Flags & SFLAG_PBO) {
249 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
250 checkGLcall("glBindBufferARB");
251 TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
253 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
254 width, height, 0 /* border */, This->resource.size, NULL));
255 checkGLcall("glCompressedTexSubImage2D");
257 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
258 checkGLcall("glBindBufferARB");
259 } else {
260 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
261 width, height, 0 /* border */, This->resource.size, data));
262 checkGLcall("glCompressedTexSubImage2D");
264 LEAVE_GL();
266 } else {
267 TRACE("(%p) : Calling glTexSubImage2D w %d, h %d, data, %p\n", This, width, height, data);
268 ENTER_GL();
270 if(This->Flags & SFLAG_PBO) {
271 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
272 checkGLcall("glBindBufferARB");
273 TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
275 glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, NULL);
276 checkGLcall("glTexSubImage2D");
278 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
279 checkGLcall("glBindBufferARB");
281 else {
282 glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, data);
283 checkGLcall("glTexSubImage2D");
286 LEAVE_GL();
290 /* This call just allocates the texture, the caller is responsible for
291 * activating the right context and binding the correct texture. */
292 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type) {
293 BOOL enable_client_storage = FALSE;
294 BYTE *mem = NULL;
296 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,
297 This->glDescription.target, This->glDescription.level, debug_d3dformat(This->resource.format), internal, width, height, format, type);
299 if (This->resource.format == WINED3DFMT_DXT1 ||
300 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
301 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5 ||
302 This->resource.format == WINED3DFMT_ATI2N) {
303 /* glCompressedTexImage2D does not accept NULL pointers, so we cannot allocate a compressed texture without uploading data */
304 TRACE("Not allocating compressed surfaces, surface_upload_data will specify them\n");
306 /* We have to point GL to the client storage memory here, because upload_data might use a PBO. This means a double upload
307 * once, unfortunately
309 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
310 /* Neither NONPOW2, DIBSECTION nor OVERSIZE flags can be set on compressed textures */
311 This->Flags |= SFLAG_CLIENT;
312 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
313 ENTER_GL();
314 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
315 width, height, 0 /* border */, This->resource.size, mem));
316 LEAVE_GL();
319 return;
322 ENTER_GL();
324 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
325 if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_OVERSIZE | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
326 /* In some cases we want to disable client storage.
327 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
328 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
329 * SFLAG_OVERSIZE: The gl texture is smaller than the allocated memory
330 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
331 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
333 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
334 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
335 This->Flags &= ~SFLAG_CLIENT;
336 enable_client_storage = TRUE;
337 } else {
338 This->Flags |= SFLAG_CLIENT;
340 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
341 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
343 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
346 glTexImage2D(This->glDescription.target, This->glDescription.level, internal, width, height, 0, format, type, mem);
347 checkGLcall("glTexImage2D");
349 if(enable_client_storage) {
350 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
351 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
353 LEAVE_GL();
355 This->Flags |= SFLAG_ALLOCATED;
358 /* In D3D the depth stencil dimensions have to be greater than or equal to the
359 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
360 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
361 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height) {
362 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
363 renderbuffer_entry_t *entry;
364 GLuint renderbuffer = 0;
365 unsigned int src_width, src_height;
367 src_width = This->pow2Width;
368 src_height = This->pow2Height;
370 /* A depth stencil smaller than the render target is not valid */
371 if (width > src_width || height > src_height) return;
373 /* Remove any renderbuffer set if the sizes match */
374 if (width == src_width && height == src_height) {
375 This->current_renderbuffer = NULL;
376 return;
379 /* Look if we've already got a renderbuffer of the correct dimensions */
380 LIST_FOR_EACH_ENTRY(entry, &This->renderbuffers, renderbuffer_entry_t, entry) {
381 if (entry->width == width && entry->height == height) {
382 renderbuffer = entry->id;
383 This->current_renderbuffer = entry;
384 break;
388 if (!renderbuffer) {
389 const GlPixelFormatDesc *glDesc;
390 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
392 GL_EXTCALL(glGenRenderbuffersEXT(1, &renderbuffer));
393 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderbuffer));
394 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, glDesc->glFormat, width, height));
396 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
397 entry->width = width;
398 entry->height = height;
399 entry->id = renderbuffer;
400 list_add_head(&This->renderbuffers, &entry->entry);
402 This->current_renderbuffer = entry;
405 checkGLcall("set_compatible_renderbuffer");
408 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain) {
409 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
410 IWineD3DSwapChainImpl *swapchain_impl = (IWineD3DSwapChainImpl *)swapchain;
412 TRACE("(%p) : swapchain %p\n", This, swapchain);
414 if (swapchain_impl->backBuffer && swapchain_impl->backBuffer[0] == iface) {
415 TRACE("Returning GL_BACK\n");
416 return GL_BACK;
417 } else if (swapchain_impl->frontBuffer == iface) {
418 TRACE("Returning GL_FRONT\n");
419 return GL_FRONT;
422 FIXME("Higher back buffer, returning GL_BACK\n");
423 return GL_BACK;
426 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface) {
427 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
428 ULONG ref = InterlockedDecrement(&This->resource.ref);
429 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
430 if (ref == 0) {
431 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
432 renderbuffer_entry_t *entry, *entry2;
433 TRACE("(%p) : cleaning up\n", This);
435 /* Need a context to destroy the texture. Use the currently active render target, but only if
436 * the primary render target exists. Otherwise lastActiveRenderTarget is garbage, see above.
437 * When destroying the primary rt, Uninit3D will activate a context before doing anything
439 if(device->render_targets && device->render_targets[0]) {
440 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
443 ENTER_GL();
444 if (This->glDescription.textureName != 0) { /* release the openGL texture.. */
445 TRACE("Deleting texture %d\n", This->glDescription.textureName);
446 glDeleteTextures(1, &This->glDescription.textureName);
449 if(This->Flags & SFLAG_PBO) {
450 /* Delete the PBO */
451 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
454 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
455 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
456 HeapFree(GetProcessHeap(), 0, entry);
458 LEAVE_GL();
460 if(This->Flags & SFLAG_DIBSECTION) {
461 /* Release the DC */
462 SelectObject(This->hDC, This->dib.holdbitmap);
463 DeleteDC(This->hDC);
464 /* Release the DIB section */
465 DeleteObject(This->dib.DIBsection);
466 This->dib.bitmap_data = NULL;
467 This->resource.allocatedMemory = NULL;
469 if(This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem(iface, NULL);
471 HeapFree(GetProcessHeap(), 0, This->palette9);
473 IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
474 if(iface == device->ddraw_primary)
475 device->ddraw_primary = NULL;
477 TRACE("(%p) Released\n", This);
478 HeapFree(GetProcessHeap(), 0, This);
481 return ref;
484 /* ****************************************************
485 IWineD3DSurface IWineD3DResource parts follow
486 **************************************************** */
488 void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
489 /* TODO: check for locks */
490 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
491 IWineD3DBaseTexture *baseTexture = NULL;
492 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
494 TRACE("(%p)Checking to see if the container is a base texture\n", This);
495 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
496 TRACE("Passing to container\n");
497 IWineD3DBaseTexture_PreLoad(baseTexture);
498 IWineD3DBaseTexture_Release(baseTexture);
499 } else {
500 TRACE("(%p) : About to load surface\n", This);
502 if(!device->isInDraw) {
503 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
506 if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8) {
507 if(palette9_changed(This)) {
508 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
509 /* TODO: This is not necessarily needed with hw palettized texture support */
510 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
511 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
512 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
515 ENTER_GL();
516 glEnable(This->glDescription.target);/* make sure texture support is enabled in this context */
517 if (!This->glDescription.level) {
518 if (!This->glDescription.textureName) {
519 glGenTextures(1, &This->glDescription.textureName);
520 checkGLcall("glGenTextures");
521 TRACE("Surface %p given name %d\n", This, This->glDescription.textureName);
523 glBindTexture(This->glDescription.target, This->glDescription.textureName);
524 checkGLcall("glBindTexture");
525 LEAVE_GL();
526 IWineD3DSurface_LoadTexture(iface, FALSE);
527 /* This is where we should be reducing the amount of GLMemoryUsed */
528 } else if (This->glDescription.textureName) { /* NOTE: the level 0 surface of a mpmapped texture must be loaded first! */
529 /* assume this is a coding error not a real error for now */
530 FIXME("Mipmap surface has a glTexture bound to it!\n");
531 LEAVE_GL();
533 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
534 /* Tell opengl to try and keep this texture in video ram (well mostly) */
535 GLclampf tmp;
536 tmp = 0.9f;
537 ENTER_GL();
538 glPrioritizeTextures(1, &This->glDescription.textureName, &tmp);
539 LEAVE_GL();
542 return;
545 static void surface_remove_pbo(IWineD3DSurfaceImpl *This) {
546 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
547 This->resource.allocatedMemory =
548 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
550 ENTER_GL();
551 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
552 checkGLcall("glBindBuffer(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
553 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
554 checkGLcall("glGetBufferSubData");
555 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
556 checkGLcall("glDeleteBuffers");
557 LEAVE_GL();
559 This->pbo = 0;
560 This->Flags &= ~SFLAG_PBO;
563 static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
564 IWineD3DBaseTexture *texture = NULL;
565 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
566 renderbuffer_entry_t *entry, *entry2;
567 TRACE("(%p)\n", iface);
569 if(This->resource.pool == WINED3DPOOL_DEFAULT) {
570 /* Default pool resources are supposed to be destroyed before Reset is called.
571 * Implicit resources stay however. So this means we have an implicit render target
572 * or depth stencil. The content may be destroyed, but we still have to tear down
573 * opengl resources, so we cannot leave early.
575 * Put the most up to date surface location into the drawable. D3D-wise this content
576 * is undefined, so it would be nowhere, but that would make the location management
577 * more complicated. The drawable is a sane location, because if we mark sysmem or
578 * texture up to date, drawPrim will copy the uninitialized texture or sysmem to the
579 * uninitialized drawable. That's pointless and we'd have to allocate the texture /
580 * sysmem copy here.
582 if (This->resource.usage & WINED3DUSAGE_DEPTHSTENCIL) {
583 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
584 } else {
585 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, TRUE);
587 } else {
588 /* Load the surface into system memory */
589 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
590 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
592 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
593 This->Flags &= ~SFLAG_ALLOCATED;
595 /* Destroy PBOs, but load them into real sysmem before */
596 if(This->Flags & SFLAG_PBO) {
597 surface_remove_pbo(This);
600 /* Destroy fbo render buffers. This is needed for implicit render targets, for
601 * all application-created targets the application has to release the surface
602 * before calling _Reset
604 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
605 ENTER_GL();
606 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
607 LEAVE_GL();
608 list_remove(&entry->entry);
609 HeapFree(GetProcessHeap(), 0, entry);
611 list_init(&This->renderbuffers);
612 This->current_renderbuffer = NULL;
614 /* If we're in a texture, the texture name belongs to the texture. Otherwise,
615 * destroy it
617 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **) &texture);
618 if(!texture) {
619 ENTER_GL();
620 glDeleteTextures(1, &This->glDescription.textureName);
621 This->glDescription.textureName = 0;
622 LEAVE_GL();
623 } else {
624 IWineD3DBaseTexture_Release(texture);
626 return;
629 /* ******************************************************
630 IWineD3DSurface IWineD3DSurface parts follow
631 ****************************************************** */
633 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target) {
634 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
635 TRACE("(%p) : setting textureName %u, target %i\n", This, textureName, target);
636 if (This->glDescription.textureName == 0 && textureName != 0) {
637 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
638 if((This->Flags & SFLAG_LOCATIONS) == 0) {
639 /* In 1.0-rc4 and earlier, AddDirtyRect was called in the place of this if condition.
640 * This had the problem that a correctly set INDRAWABLE flag was removed if the PreLoad
641 * during the offscreen rendering readback triggered the creation of the GL texture.
642 * The change intended to keep the INDRAWABLE intact. To prevent unintended side effects
643 * before release, set the INSYSMEM flag like the old AddDirtyRect did.
645 WARN("Wine 1.0 safety path hit\n");
646 This->Flags |= SFLAG_INSYSMEM;
649 if(target == GL_TEXTURE_RECTANGLE_ARB && This->glDescription.target != target) {
650 This->Flags &= ~SFLAG_NORMCOORD;
651 } else if(This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB && target != GL_TEXTURE_RECTANGLE_ARB) {
652 This->Flags |= SFLAG_NORMCOORD;
654 This->glDescription.textureName = textureName;
655 This->glDescription.target = target;
656 This->Flags &= ~SFLAG_ALLOCATED;
659 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription) {
660 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
661 TRACE("(%p) : returning %p\n", This, &This->glDescription);
662 *glDescription = &This->glDescription;
665 /* TODO: think about moving this down to resource? */
666 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface) {
667 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
668 /* 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 */
669 if (This->resource.pool != WINED3DPOOL_SYSTEMMEM) {
670 FIXME(" (%p)Attempting to get system memory for a non-system memory texture\n", iface);
672 return (CONST void*)(This->resource.allocatedMemory);
675 /* Read the framebuffer back into the surface */
676 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, void *dest, UINT pitch) {
677 IWineD3DSwapChainImpl *swapchain;
678 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
679 BYTE *mem;
680 GLint fmt;
681 GLint type;
682 BYTE *row, *top, *bottom;
683 int i;
684 BOOL bpp;
685 RECT local_rect;
686 BOOL srcIsUpsideDown;
688 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
689 static BOOL warned = FALSE;
690 if(!warned) {
691 ERR("The application tries to lock the render target, but render target locking is disabled\n");
692 warned = TRUE;
694 return;
697 IWineD3DSurface_GetContainer((IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&swapchain);
698 /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
699 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
700 * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
701 * context->last_was_blit set on the unlock.
703 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
704 ENTER_GL();
706 /* Select the correct read buffer, and give some debug output.
707 * There is no need to keep track of the current read buffer or reset it, every part of the code
708 * that reads sets the read buffer as desired.
710 if(!swapchain) {
711 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
712 * Read from the back buffer
714 TRACE("Locking offscreen render target\n");
715 glReadBuffer(myDevice->offscreenBuffer);
716 srcIsUpsideDown = TRUE;
717 } else {
718 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
719 TRACE("Locking %#x buffer\n", buffer);
720 glReadBuffer(buffer);
721 checkGLcall("glReadBuffer");
723 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
724 srcIsUpsideDown = FALSE;
727 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
728 if(!rect) {
729 local_rect.left = 0;
730 local_rect.top = 0;
731 local_rect.right = This->currentDesc.Width;
732 local_rect.bottom = This->currentDesc.Height;
733 } else {
734 local_rect = *rect;
736 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
738 switch(This->resource.format)
740 case WINED3DFMT_P8:
742 if(primary_render_target_is_p8(myDevice)) {
743 /* In case of P8 render targets the index is stored in the alpha component */
744 fmt = GL_ALPHA;
745 type = GL_UNSIGNED_BYTE;
746 mem = dest;
747 bpp = This->bytesPerPixel;
748 } else {
749 /* GL can't return palettized data, so read ARGB pixels into a
750 * separate block of memory and convert them into palettized format
751 * in software. Slow, but if the app means to use palettized render
752 * targets and locks it...
754 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
755 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
756 * for the color channels when palettizing the colors.
758 fmt = GL_RGB;
759 type = GL_UNSIGNED_BYTE;
760 pitch *= 3;
761 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
762 if(!mem) {
763 ERR("Out of memory\n");
764 LEAVE_GL();
765 return;
767 bpp = This->bytesPerPixel * 3;
770 break;
772 default:
773 mem = dest;
774 fmt = This->glDescription.glFormat;
775 type = This->glDescription.glType;
776 bpp = This->bytesPerPixel;
779 if(This->Flags & SFLAG_PBO) {
780 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
781 checkGLcall("glBindBufferARB");
784 glReadPixels(local_rect.left, local_rect.top,
785 local_rect.right - local_rect.left,
786 local_rect.bottom - local_rect.top,
787 fmt, type, mem);
788 vcheckGLcall("glReadPixels");
790 if(This->Flags & SFLAG_PBO) {
791 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
792 checkGLcall("glBindBufferARB");
794 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
795 * to get a pointer to it and perform the flipping in software. This is a lot
796 * faster than calling glReadPixels for each line. In case we want more speed
797 * we should rerender it flipped in a FBO and read the data back from the FBO. */
798 if(!srcIsUpsideDown) {
799 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
800 checkGLcall("glBindBufferARB");
802 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
803 checkGLcall("glMapBufferARB");
807 /* TODO: Merge this with the palettization loop below for P8 targets */
808 if(!srcIsUpsideDown) {
809 UINT len, off;
810 /* glReadPixels returns the image upside down, and there is no way to prevent this.
811 Flip the lines in software */
812 len = (local_rect.right - local_rect.left) * bpp;
813 off = local_rect.left * bpp;
815 row = HeapAlloc(GetProcessHeap(), 0, len);
816 if(!row) {
817 ERR("Out of memory\n");
818 if(This->resource.format == WINED3DFMT_P8) HeapFree(GetProcessHeap(), 0, mem);
819 LEAVE_GL();
820 return;
823 top = mem + pitch * local_rect.top;
824 bottom = mem + pitch * ( local_rect.bottom - local_rect.top - 1);
825 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
826 memcpy(row, top + off, len);
827 memcpy(top + off, bottom + off, len);
828 memcpy(bottom + off, row, len);
829 top += pitch;
830 bottom -= pitch;
832 HeapFree(GetProcessHeap(), 0, row);
834 /* Unmap the temp PBO buffer */
835 if(This->Flags & SFLAG_PBO) {
836 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
837 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
841 LEAVE_GL();
843 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
844 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
845 * the same color but we have no choice.
846 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
848 if((This->resource.format == WINED3DFMT_P8) && !primary_render_target_is_p8(myDevice)) {
849 PALETTEENTRY *pal = NULL;
850 DWORD width = pitch / 3;
851 int x, y, c;
853 if(This->palette) {
854 pal = This->palette->palents;
855 } else {
856 ERR("Palette is missing, cannot perform inverse palette lookup\n");
857 HeapFree(GetProcessHeap(), 0, mem);
858 return ;
861 for(y = local_rect.top; y < local_rect.bottom; y++) {
862 for(x = local_rect.left; x < local_rect.right; x++) {
863 /* start lines pixels */
864 BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
865 BYTE *green = blue + 1;
866 BYTE *red = green + 1;
868 for(c = 0; c < 256; c++) {
869 if(*red == pal[c].peRed &&
870 *green == pal[c].peGreen &&
871 *blue == pal[c].peBlue)
873 *((BYTE *) dest + y * width + x) = c;
874 break;
879 HeapFree(GetProcessHeap(), 0, mem);
883 /* Read the framebuffer contents into a texture */
884 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This)
886 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
887 IWineD3DSwapChainImpl *swapchain;
888 int bpp;
889 GLenum format, internal, type;
890 CONVERT_TYPES convert;
891 GLint prevRead;
893 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
895 IWineD3DSurface_GetContainer((IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&swapchain);
896 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
897 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
898 * states in the stateblock, and no driver was found yet that had bugs in that regard.
900 ActivateContext(device, (IWineD3DSurface *) This, CTXUSAGE_RESOURCELOAD);
901 surface_bind_and_dirtify(This);
902 ENTER_GL();
904 glGetIntegerv(GL_READ_BUFFER, &prevRead);
906 /* Select the correct read buffer, and give some debug output.
907 * There is no need to keep track of the current read buffer or reset it, every part of the code
908 * that reads sets the read buffer as desired.
910 if(!swapchain) {
911 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
912 * Read from the back buffer
914 TRACE("Locking offscreen render target\n");
915 glReadBuffer(device->offscreenBuffer);
916 } else {
917 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
918 TRACE("Locking %#x buffer\n", buffer);
919 glReadBuffer(buffer);
920 checkGLcall("glReadBuffer");
922 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
925 if(!(This->Flags & SFLAG_ALLOCATED)) {
926 surface_allocate_surface(This, internal, This->pow2Width,
927 This->pow2Height, format, type);
930 clear_unused_channels(This);
932 /* If !SrcIsUpsideDown we should flip the surface.
933 * This can be done using glCopyTexSubImage2D but this
934 * is VERY slow, so don't do that. We should prevent
935 * this code from getting called in such cases or perhaps
936 * we can use FBOs */
938 glCopyTexSubImage2D(This->glDescription.target,
939 This->glDescription.level,
940 0, 0, 0, 0,
941 This->currentDesc.Width,
942 This->currentDesc.Height);
943 checkGLcall("glCopyTexSubImage2D");
945 glReadBuffer(prevRead);
946 vcheckGLcall("glReadBuffer");
948 LEAVE_GL();
949 TRACE("Updated target %d\n", This->glDescription.target);
952 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This) {
953 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
954 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
955 * changed
957 if(!(This->Flags & SFLAG_DYNLOCK)) {
958 This->lockCount++;
959 /* MAXLOCKCOUNT is defined in wined3d_private.h */
960 if(This->lockCount > MAXLOCKCOUNT) {
961 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
962 This->Flags |= SFLAG_DYNLOCK;
966 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
967 * Also don't create a PBO for systemmem surfaces.
969 if(GL_SUPPORT(ARB_PIXEL_BUFFER_OBJECT) && (This->Flags & SFLAG_DYNLOCK) && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2)) && (This->resource.pool != WINED3DPOOL_SYSTEMMEM)) {
970 GLenum error;
971 ENTER_GL();
973 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
974 error = glGetError();
975 if(This->pbo == 0 || error != GL_NO_ERROR) {
976 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
979 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
981 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
982 checkGLcall("glBindBufferARB");
984 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
985 checkGLcall("glBufferDataARB");
987 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
988 checkGLcall("glBindBufferARB");
990 /* We don't need the system memory anymore and we can't even use it for PBOs */
991 if(!(This->Flags & SFLAG_CLIENT)) {
992 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
993 This->resource.heapMemory = NULL;
995 This->resource.allocatedMemory = NULL;
996 This->Flags |= SFLAG_PBO;
997 LEAVE_GL();
998 } else if(!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO)) {
999 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1000 * or a pbo to map
1002 if(!This->resource.heapMemory) {
1003 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1005 This->resource.allocatedMemory =
1006 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1007 if(This->Flags & SFLAG_INSYSMEM) {
1008 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1013 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
1014 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1015 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1016 IWineD3DSwapChain *swapchain = NULL;
1018 TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
1020 /* This is also done in the base class, but we have to verify this before loading any data from
1021 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1022 * may interfere, and all other bad things may happen
1024 if (This->Flags & SFLAG_LOCKED) {
1025 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1026 return WINED3DERR_INVALIDCALL;
1028 This->Flags |= SFLAG_LOCKED;
1030 if (!(This->Flags & SFLAG_LOCKABLE))
1032 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
1035 if (Flags & WINED3DLOCK_DISCARD) {
1036 /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
1037 TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
1038 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1039 This->Flags |= SFLAG_INSYSMEM;
1040 goto lock_end;
1043 if (This->Flags & SFLAG_INSYSMEM) {
1044 TRACE("Local copy is up to date, not downloading data\n");
1045 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1046 goto lock_end;
1049 /* Now download the surface content from opengl
1050 * Use the render target readback if the surface is on a swapchain(=onscreen render target) or the current primary target
1051 * Offscreen targets which are not active at the moment or are higher targets(FBOs) can be locked with the texture path
1053 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
1054 if(swapchain || iface == myDevice->render_targets[0]) {
1055 const RECT *pass_rect = pRect;
1057 /* IWineD3DSurface_LoadLocation does not check if the rectangle specifies the full surfaces
1058 * because most caller functions do not need that. So do that here
1060 if(pRect &&
1061 pRect->top == 0 &&
1062 pRect->left == 0 &&
1063 pRect->right == This->currentDesc.Width &&
1064 pRect->bottom == This->currentDesc.Height) {
1065 pass_rect = NULL;
1068 switch(wined3d_settings.rendertargetlock_mode) {
1069 case RTL_TEXDRAW:
1070 case RTL_TEXTEX:
1071 FIXME("Reading from render target with a texture isn't implemented yet, falling back to framebuffer reading\n");
1072 #if 0
1073 /* Disabled for now. LoadLocation prefers the texture over the drawable as the source. So if we copy to the
1074 * texture first, then to sysmem, we'll avoid glReadPixels and use glCopyTexImage and glGetTexImage2D instead.
1075 * This may be faster on some cards
1077 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* No partial texture copy yet */);
1078 #endif
1079 /* drop through */
1081 case RTL_AUTO:
1082 case RTL_READDRAW:
1083 case RTL_READTEX:
1084 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, pRect);
1085 break;
1087 case RTL_DISABLE:
1088 break;
1090 if(swapchain) IWineD3DSwapChain_Release(swapchain);
1092 } else if(iface == myDevice->stencilBufferTarget) {
1093 /** the depth stencil in openGL has a format of GL_FLOAT
1094 * which should be good for WINED3DFMT_D16_LOCKABLE
1095 * and WINED3DFMT_D16
1096 * it is unclear what format the stencil buffer is in except.
1097 * 'Each index is converted to fixed point...
1098 * If GL_MAP_STENCIL is GL_TRUE, indices are replaced by their
1099 * mappings in the table GL_PIXEL_MAP_S_TO_S.
1100 * glReadPixels(This->lockedRect.left,
1101 * This->lockedRect.bottom - j - 1,
1102 * This->lockedRect.right - This->lockedRect.left,
1103 * 1,
1104 * GL_DEPTH_COMPONENT,
1105 * type,
1106 * (char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top)));
1108 * Depth Stencil surfaces which are not the current depth stencil target should have their data in a
1109 * gl texture(next path), or in local memory(early return because of set SFLAG_INSYSMEM above). If
1110 * none of that is the case the problem is not in this function :-)
1111 ********************************************/
1112 FIXME("Depth stencil locking not supported yet\n");
1113 } else {
1114 /* This path is for normal surfaces, offscreen render targets and everything else that is in a gl texture */
1115 TRACE("locking an ordinary surface\n");
1116 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
1119 lock_end:
1120 if(This->Flags & SFLAG_PBO) {
1121 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1122 ENTER_GL();
1123 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1124 checkGLcall("glBindBufferARB");
1126 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1127 if(This->resource.allocatedMemory) {
1128 ERR("The surface already has PBO memory allocated!\n");
1131 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1132 checkGLcall("glMapBufferARB");
1134 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1135 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1136 checkGLcall("glBindBufferARB");
1138 LEAVE_GL();
1141 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
1142 /* Don't dirtify */
1143 } else {
1144 IWineD3DBaseTexture *pBaseTexture;
1146 * Dirtify on lock
1147 * as seen in msdn docs
1149 IWineD3DSurface_AddDirtyRect(iface, pRect);
1151 /** Dirtify Container if needed */
1152 if (WINED3D_OK == IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture) && pBaseTexture != NULL) {
1153 TRACE("Making container dirty\n");
1154 IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
1155 IWineD3DBaseTexture_Release(pBaseTexture);
1156 } else {
1157 TRACE("Surface is standalone, no need to dirty the container\n");
1161 return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
1164 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem) {
1165 GLint prev_store;
1166 GLint prev_rasterpos[4];
1167 GLint skipBytes = 0;
1168 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
1169 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1170 IWineD3DSwapChainImpl *swapchain;
1172 /* Activate the correct context for the render target */
1173 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
1174 ENTER_GL();
1176 IWineD3DSurface_GetContainer((IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&swapchain);
1177 if(!swapchain) {
1178 /* Primary offscreen render target */
1179 TRACE("Offscreen render target\n");
1180 glDrawBuffer(myDevice->offscreenBuffer);
1181 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1182 } else {
1183 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
1184 TRACE("Unlocking %#x buffer\n", buffer);
1185 glDrawBuffer(buffer);
1186 checkGLcall("glDrawBuffer");
1188 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
1191 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
1192 vcheckGLcall("glIntegerv");
1193 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
1194 vcheckGLcall("glIntegerv");
1195 glPixelZoom(1.0, -1.0);
1196 vcheckGLcall("glPixelZoom");
1198 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1199 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
1200 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
1202 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
1203 vcheckGLcall("glRasterPos2f");
1205 /* Some drivers(radeon dri, others?) don't like exceptions during
1206 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1207 * after ReleaseDC. Reading it will cause an exception, which x11drv will
1208 * catch to put the dib section in InSync mode, which leads to a crash
1209 * and a blocked x server on my radeon card.
1211 * The following lines read the dib section so it is put in InSync mode
1212 * before glDrawPixels is called and the crash is prevented. There won't
1213 * be any interfering gdi accesses, because UnlockRect is called from
1214 * ReleaseDC, and the app won't use the dc any more afterwards.
1216 if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
1217 volatile BYTE read;
1218 read = This->resource.allocatedMemory[0];
1221 if(This->Flags & SFLAG_PBO) {
1222 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1223 checkGLcall("glBindBufferARB");
1226 /* When the surface is locked we only have to refresh the locked part else we need to update the whole image */
1227 if(This->Flags & SFLAG_LOCKED) {
1228 glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1229 (This->lockedRect.bottom - This->lockedRect.top)-1,
1230 fmt, type,
1231 mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1232 checkGLcall("glDrawPixels");
1233 } else {
1234 glDrawPixels(This->currentDesc.Width,
1235 This->currentDesc.Height,
1236 fmt, type, mem);
1237 checkGLcall("glDrawPixels");
1240 if(This->Flags & SFLAG_PBO) {
1241 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1242 checkGLcall("glBindBufferARB");
1245 glPixelZoom(1.0,1.0);
1246 vcheckGLcall("glPixelZoom");
1248 glRasterPos3iv(&prev_rasterpos[0]);
1249 vcheckGLcall("glRasterPos3iv");
1251 /* Reset to previous pack row length */
1252 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1253 vcheckGLcall("glPixelStorei GL_UNPACK_ROW_LENGTH");
1255 if(!swapchain) {
1256 glDrawBuffer(myDevice->offscreenBuffer);
1257 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1258 } else if(swapchain->backBuffer) {
1259 glDrawBuffer(GL_BACK);
1260 checkGLcall("glDrawBuffer(GL_BACK)");
1261 } else {
1262 glDrawBuffer(GL_FRONT);
1263 checkGLcall("glDrawBuffer(GL_FRONT)");
1265 LEAVE_GL();
1267 return;
1270 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1271 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1272 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1273 IWineD3DSwapChainImpl *swapchain = NULL;
1274 BOOL fullsurface;
1276 if (!(This->Flags & SFLAG_LOCKED)) {
1277 WARN("trying to Unlock an unlocked surf@%p\n", This);
1278 return WINED3DERR_INVALIDCALL;
1281 if (This->Flags & SFLAG_PBO) {
1282 TRACE("Freeing PBO memory\n");
1283 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1284 ENTER_GL();
1285 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1286 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1287 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1288 checkGLcall("glUnmapBufferARB");
1289 LEAVE_GL();
1290 This->resource.allocatedMemory = NULL;
1293 TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1295 if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1296 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1297 goto unlock_end;
1300 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
1301 if(swapchain || (myDevice->render_targets && iface == myDevice->render_targets[0])) {
1302 if(swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
1304 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1305 static BOOL warned = FALSE;
1306 if(!warned) {
1307 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1308 warned = TRUE;
1310 goto unlock_end;
1313 if(This->dirtyRect.left == 0 &&
1314 This->dirtyRect.top == 0 &&
1315 This->dirtyRect.right == This->currentDesc.Width &&
1316 This->dirtyRect.bottom == This->currentDesc.Height) {
1317 fullsurface = TRUE;
1318 } else {
1319 /* TODO: Proper partial rectangle tracking */
1320 fullsurface = FALSE;
1321 This->Flags |= SFLAG_INSYSMEM;
1324 switch(wined3d_settings.rendertargetlock_mode) {
1325 case RTL_READTEX:
1326 case RTL_TEXTEX:
1327 ActivateContext(myDevice, iface, CTXUSAGE_BLIT);
1328 ENTER_GL();
1329 if (This->glDescription.textureName == 0) {
1330 glGenTextures(1, &This->glDescription.textureName);
1331 checkGLcall("glGenTextures");
1333 glBindTexture(This->glDescription.target, This->glDescription.textureName);
1334 checkGLcall("glBindTexture(This->glDescription.target, This->glDescription.textureName)");
1335 LEAVE_GL();
1336 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
1337 /* drop through */
1339 case RTL_AUTO:
1340 case RTL_READDRAW:
1341 case RTL_TEXDRAW:
1342 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
1343 break;
1346 if(!fullsurface) {
1347 /* Partial rectangle tracking is not commonly implemented, it is only done for render targets. Overwrite
1348 * the flags to bring them back into a sane state. INSYSMEM was set before to tell LoadLocation where
1349 * to read the rectangle from. Indrawable is set because all modifications from the partial sysmem copy
1350 * are written back to the drawable, thus the surface is merged again in the drawable. The sysmem copy is
1351 * not fully up to date because only a subrectangle was read in LockRect.
1353 This->Flags &= ~SFLAG_INSYSMEM;
1354 This->Flags |= SFLAG_INDRAWABLE;
1357 This->dirtyRect.left = This->currentDesc.Width;
1358 This->dirtyRect.top = This->currentDesc.Height;
1359 This->dirtyRect.right = 0;
1360 This->dirtyRect.bottom = 0;
1361 } else if(iface == myDevice->stencilBufferTarget) {
1362 FIXME("Depth Stencil buffer locking is not implemented\n");
1363 } else {
1364 /* The rest should be a normal texture */
1365 IWineD3DBaseTextureImpl *impl;
1366 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1367 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1368 * states need resetting
1370 if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
1371 if(impl->baseTexture.bindCount) {
1372 IWineD3DDeviceImpl_MarkStateDirty(myDevice, STATE_SAMPLER(impl->baseTexture.sampler));
1374 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
1378 unlock_end:
1379 This->Flags &= ~SFLAG_LOCKED;
1380 memset(&This->lockedRect, 0, sizeof(RECT));
1381 return WINED3D_OK;
1384 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) {
1385 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1386 WINED3DLOCKED_RECT lock;
1387 HRESULT hr;
1388 RGBQUAD col[256];
1390 TRACE("(%p)->(%p)\n",This,pHDC);
1392 if(This->Flags & SFLAG_USERPTR) {
1393 ERR("Not supported on surfaces with an application-provided surfaces\n");
1394 return WINEDDERR_NODC;
1397 /* Give more detailed info for ddraw */
1398 if (This->Flags & SFLAG_DCINUSE)
1399 return WINEDDERR_DCALREADYCREATED;
1401 /* Can't GetDC if the surface is locked */
1402 if (This->Flags & SFLAG_LOCKED)
1403 return WINED3DERR_INVALIDCALL;
1405 /* According to Direct3D9 docs, only these formats are supported */
1406 if (((IWineD3DImpl *)This->resource.wineD3DDevice->wineD3D)->dxVersion > 7) {
1407 if (This->resource.format != WINED3DFMT_R5G6B5 &&
1408 This->resource.format != WINED3DFMT_X1R5G5B5 &&
1409 This->resource.format != WINED3DFMT_R8G8B8 &&
1410 This->resource.format != WINED3DFMT_X8R8G8B8) return WINED3DERR_INVALIDCALL;
1413 memset(&lock, 0, sizeof(lock)); /* To be sure */
1415 /* Create a DIB section if there isn't a hdc yet */
1416 if(!This->hDC) {
1417 IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
1418 if(This->Flags & SFLAG_CLIENT) {
1419 IWineD3DSurface_PreLoad(iface);
1422 /* Use the dib section from now on if we are not using a PBO */
1423 if(!(This->Flags & SFLAG_PBO))
1424 This->resource.allocatedMemory = This->dib.bitmap_data;
1427 /* Lock the surface */
1428 hr = IWineD3DSurface_LockRect(iface,
1429 &lock,
1430 NULL,
1433 if(This->Flags & SFLAG_PBO) {
1434 /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
1435 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
1438 if(FAILED(hr)) {
1439 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
1440 /* keep the dib section */
1441 return hr;
1444 if(This->resource.format == WINED3DFMT_P8 ||
1445 This->resource.format == WINED3DFMT_A8P8) {
1446 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
1447 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
1448 unsigned int n;
1449 PALETTEENTRY *pal = NULL;
1451 if(This->palette) {
1452 pal = This->palette->palents;
1453 } else {
1454 IWineD3DSurfaceImpl *dds_primary = (IWineD3DSurfaceImpl *)This->resource.wineD3DDevice->ddraw_primary;
1455 if (dds_primary && dds_primary->palette)
1456 pal = dds_primary->palette->palents;
1459 if (pal) {
1460 for (n=0; n<256; n++) {
1461 col[n].rgbRed = pal[n].peRed;
1462 col[n].rgbGreen = pal[n].peGreen;
1463 col[n].rgbBlue = pal[n].peBlue;
1464 col[n].rgbReserved = 0;
1466 SetDIBColorTable(This->hDC, 0, 256, col);
1470 *pHDC = This->hDC;
1471 TRACE("returning %p\n",*pHDC);
1472 This->Flags |= SFLAG_DCINUSE;
1474 return WINED3D_OK;
1477 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) {
1478 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1480 TRACE("(%p)->(%p)\n",This,hDC);
1482 if (!(This->Flags & SFLAG_DCINUSE))
1483 return WINED3DERR_INVALIDCALL;
1485 if (This->hDC !=hDC) {
1486 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
1487 return WINED3DERR_INVALIDCALL;
1490 if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
1491 /* Copy the contents of the DIB over to the PBO */
1492 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
1495 /* we locked first, so unlock now */
1496 IWineD3DSurface_UnlockRect(iface);
1498 This->Flags &= ~SFLAG_DCINUSE;
1500 return WINED3D_OK;
1503 /* ******************************************************
1504 IWineD3DSurface Internal (No mapping to directx api) parts follow
1505 ****************************************************** */
1507 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) {
1508 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
1509 const GlPixelFormatDesc *glDesc;
1510 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1511 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
1513 /* Default values: From the surface */
1514 *format = glDesc->glFormat;
1515 *type = glDesc->glType;
1516 *convert = NO_CONVERSION;
1517 *target_bpp = This->bytesPerPixel;
1519 if(srgb_mode) {
1520 *internal = glDesc->glGammaInternal;
1521 } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
1522 *internal = glDesc->rtInternal;
1523 } else {
1524 *internal = glDesc->glInternal;
1527 /* Ok, now look if we have to do any conversion */
1528 switch(This->resource.format) {
1529 case WINED3DFMT_P8:
1530 /* ****************
1531 Paletted Texture
1532 **************** */
1534 /* Use conversion when the paletted texture extension OR fragment shaders are available. When either
1535 * of the two is available make sure texturing is requested as neither of the two works in
1536 * conjunction with calls like glDraw-/glReadPixels. Further also use conversion in case of color keying.
1537 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
1538 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
1539 * conflicts with this.
1541 if( !(GL_SUPPORT(EXT_PALETTED_TEXTURE) || (GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && primary_render_target_is_p8(device))) || colorkey_active || !use_texturing ) {
1542 *format = GL_RGBA;
1543 *internal = GL_RGBA;
1544 *type = GL_UNSIGNED_BYTE;
1545 *target_bpp = 4;
1546 if(colorkey_active) {
1547 *convert = CONVERT_PALETTED_CK;
1548 } else {
1549 *convert = CONVERT_PALETTED;
1552 else if(!GL_SUPPORT(EXT_PALETTED_TEXTURE) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
1553 *format = GL_ALPHA;
1554 *internal = GL_RGBA;
1555 *type = GL_UNSIGNED_BYTE;
1556 *target_bpp = 1;
1559 break;
1561 case WINED3DFMT_R3G3B2:
1562 /* **********************
1563 GL_UNSIGNED_BYTE_3_3_2
1564 ********************** */
1565 if (colorkey_active) {
1566 /* This texture format will never be used.. So do not care about color keying
1567 up until the point in time it will be needed :-) */
1568 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
1570 break;
1572 case WINED3DFMT_R5G6B5:
1573 if (colorkey_active) {
1574 *convert = CONVERT_CK_565;
1575 *format = GL_RGBA;
1576 *internal = GL_RGBA;
1577 *type = GL_UNSIGNED_SHORT_5_5_5_1;
1579 break;
1581 case WINED3DFMT_X1R5G5B5:
1582 if (colorkey_active) {
1583 *convert = CONVERT_CK_5551;
1584 *format = GL_BGRA;
1585 *internal = GL_RGBA;
1586 *type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1588 break;
1590 case WINED3DFMT_R8G8B8:
1591 if (colorkey_active) {
1592 *convert = CONVERT_CK_RGB24;
1593 *format = GL_RGBA;
1594 *internal = GL_RGBA;
1595 *type = GL_UNSIGNED_INT_8_8_8_8;
1596 *target_bpp = 4;
1598 break;
1600 case WINED3DFMT_X8R8G8B8:
1601 if (colorkey_active) {
1602 *convert = CONVERT_RGB32_888;
1603 *format = GL_RGBA;
1604 *internal = GL_RGBA;
1605 *type = GL_UNSIGNED_INT_8_8_8_8;
1607 break;
1609 case WINED3DFMT_V8U8:
1610 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1611 else if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
1612 *format = GL_DUDV_ATI;
1613 *internal = GL_DU8DV8_ATI;
1614 *type = GL_BYTE;
1615 /* No conversion - Just change the gl type */
1616 break;
1618 *convert = CONVERT_V8U8;
1619 *format = GL_BGR;
1620 *internal = GL_RGB8;
1621 *type = GL_UNSIGNED_BYTE;
1622 *target_bpp = 3;
1623 break;
1625 case WINED3DFMT_L6V5U5:
1626 *convert = CONVERT_L6V5U5;
1627 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1628 *target_bpp = 3;
1629 /* Use format and types from table */
1630 } else {
1631 /* Load it into unsigned R5G6B5, swap L and V channels, and revert that in the shader */
1632 *target_bpp = 2;
1633 *format = GL_RGB;
1634 *internal = GL_RGB5;
1635 *type = GL_UNSIGNED_SHORT_5_6_5;
1637 break;
1639 case WINED3DFMT_X8L8V8U8:
1640 *convert = CONVERT_X8L8V8U8;
1641 *target_bpp = 4;
1642 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1643 /* Use formats from gl table. It is a bit unfortunate, but the conversion
1644 * is needed to set the X format to 255 to get 1.0 for alpha when sampling
1645 * the texture. OpenGL can't use GL_DSDT8_MAG8_NV as internal format with
1646 * the needed type and format parameter, so the internal format contains a
1647 * 4th component, which is returned as alpha
1649 } else {
1650 /* Not supported by GL_ATI_envmap_bumpmap */
1651 *format = GL_BGRA;
1652 *internal = GL_RGB8;
1653 *type = GL_UNSIGNED_INT_8_8_8_8_REV;
1655 break;
1657 case WINED3DFMT_Q8W8V8U8:
1658 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1659 *convert = CONVERT_Q8W8V8U8;
1660 *format = GL_BGRA;
1661 *internal = GL_RGBA8;
1662 *type = GL_UNSIGNED_BYTE;
1663 *target_bpp = 4;
1664 /* Not supported by GL_ATI_envmap_bumpmap */
1665 break;
1667 case WINED3DFMT_V16U16:
1668 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1669 *convert = CONVERT_V16U16;
1670 *format = GL_BGR;
1671 *internal = GL_RGB16_EXT;
1672 *type = GL_UNSIGNED_SHORT;
1673 *target_bpp = 6;
1674 /* What should I do here about GL_ATI_envmap_bumpmap?
1675 * Convert it or allow data loss by loading it into a 8 bit / channel texture?
1677 break;
1679 case WINED3DFMT_A4L4:
1680 /* A4L4 exists as an internal gl format, but for some reason there is not
1681 * format+type combination to load it. Thus convert it to A8L8, then load it
1682 * with A4L4 internal, but A8L8 format+type
1684 *convert = CONVERT_A4L4;
1685 *format = GL_LUMINANCE_ALPHA;
1686 *internal = GL_LUMINANCE4_ALPHA4;
1687 *type = GL_UNSIGNED_BYTE;
1688 *target_bpp = 2;
1689 break;
1691 case WINED3DFMT_R32F:
1692 /* Can be loaded in theory with fmt=GL_RED, type=GL_FLOAT, but this fails. The reason
1693 * is that D3D expects the undefined green, blue and alpha channels to return 1.0
1694 * when sampling, but OpenGL sets green and blue to 0.0 instead. Thus we have to inject
1695 * 1.0 instead.
1697 * The alpha channel defaults to 1.0 in opengl, so nothing has to be done about it.
1699 *convert = CONVERT_R32F;
1700 *format = GL_RGB;
1701 *internal = GL_RGB32F_ARB;
1702 *type = GL_FLOAT;
1703 *target_bpp = 12;
1704 break;
1706 case WINED3DFMT_R16F:
1707 /* Similar to R32F */
1708 *convert = CONVERT_R16F;
1709 *format = GL_RGB;
1710 *internal = GL_RGB16F_ARB;
1711 *type = GL_HALF_FLOAT_ARB;
1712 *target_bpp = 6;
1713 break;
1715 case WINED3DFMT_G16R16:
1716 *convert = CONVERT_G16R16;
1717 *format = GL_RGB;
1718 *internal = GL_RGB16_EXT;
1719 *type = GL_UNSIGNED_SHORT;
1720 *target_bpp = 6;
1721 break;
1723 default:
1724 break;
1727 return WINED3D_OK;
1730 HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This) {
1731 BYTE *source, *dest;
1732 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
1734 switch (convert) {
1735 case NO_CONVERSION:
1737 memcpy(dst, src, pitch * height);
1738 break;
1740 case CONVERT_PALETTED:
1741 case CONVERT_PALETTED_CK:
1743 IWineD3DPaletteImpl* pal = This->palette;
1744 BYTE table[256][4];
1745 unsigned int x, y;
1747 if( pal == NULL) {
1748 /* TODO: If we are a sublevel, try to get the palette from level 0 */
1751 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
1753 for (y = 0; y < height; y++)
1755 source = src + pitch * y;
1756 dest = dst + outpitch * y;
1757 /* This is an 1 bpp format, using the width here is fine */
1758 for (x = 0; x < width; x++) {
1759 BYTE color = *source++;
1760 *dest++ = table[color][0];
1761 *dest++ = table[color][1];
1762 *dest++ = table[color][2];
1763 *dest++ = table[color][3];
1767 break;
1769 case CONVERT_CK_565:
1771 /* Converting the 565 format in 5551 packed to emulate color-keying.
1773 Note : in all these conversion, it would be best to average the averaging
1774 pixels to get the color of the pixel that will be color-keyed to
1775 prevent 'color bleeding'. This will be done later on if ever it is
1776 too visible.
1778 Note2: Nvidia documents say that their driver does not support alpha + color keying
1779 on the same surface and disables color keying in such a case
1781 unsigned int x, y;
1782 WORD *Source;
1783 WORD *Dest;
1785 TRACE("Color keyed 565\n");
1787 for (y = 0; y < height; y++) {
1788 Source = (WORD *) (src + y * pitch);
1789 Dest = (WORD *) (dst + y * outpitch);
1790 for (x = 0; x < width; x++ ) {
1791 WORD color = *Source++;
1792 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
1793 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1794 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1795 *Dest |= 0x0001;
1797 Dest++;
1801 break;
1803 case CONVERT_CK_5551:
1805 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
1806 unsigned int x, y;
1807 WORD *Source;
1808 WORD *Dest;
1809 TRACE("Color keyed 5551\n");
1810 for (y = 0; y < height; y++) {
1811 Source = (WORD *) (src + y * pitch);
1812 Dest = (WORD *) (dst + y * outpitch);
1813 for (x = 0; x < width; x++ ) {
1814 WORD color = *Source++;
1815 *Dest = color;
1816 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1817 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1818 *Dest |= (1 << 15);
1820 else {
1821 *Dest &= ~(1 << 15);
1823 Dest++;
1827 break;
1829 case CONVERT_RGB32_888:
1831 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
1832 unsigned int x, y;
1833 for (y = 0; y < height; y++)
1835 source = src + pitch * y;
1836 dest = dst + outpitch * y;
1837 for (x = 0; x < width; x++) {
1838 DWORD color = 0xffffff & *(DWORD*)source;
1839 DWORD dstcolor = color << 8;
1840 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1841 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1842 dstcolor |= 0xff;
1844 *(DWORD*)dest = dstcolor;
1845 source += 4;
1846 dest += 4;
1850 break;
1852 case CONVERT_V8U8:
1854 unsigned int x, y;
1855 short *Source;
1856 unsigned char *Dest;
1857 for(y = 0; y < height; y++) {
1858 Source = (short *) (src + y * pitch);
1859 Dest = dst + y * outpitch;
1860 for (x = 0; x < width; x++ ) {
1861 long color = (*Source++);
1862 /* B */ Dest[0] = 0xff;
1863 /* G */ Dest[1] = (color >> 8) + 128; /* V */
1864 /* R */ Dest[2] = (color) + 128; /* U */
1865 Dest += 3;
1868 break;
1871 case CONVERT_V16U16:
1873 unsigned int x, y;
1874 DWORD *Source;
1875 unsigned short *Dest;
1876 for(y = 0; y < height; y++) {
1877 Source = (DWORD *) (src + y * pitch);
1878 Dest = (unsigned short *) (dst + y * outpitch);
1879 for (x = 0; x < width; x++ ) {
1880 DWORD color = (*Source++);
1881 /* B */ Dest[0] = 0xffff;
1882 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
1883 /* R */ Dest[2] = (color ) + 32768; /* U */
1884 Dest += 3;
1887 break;
1890 case CONVERT_Q8W8V8U8:
1892 unsigned int x, y;
1893 DWORD *Source;
1894 unsigned char *Dest;
1895 for(y = 0; y < height; y++) {
1896 Source = (DWORD *) (src + y * pitch);
1897 Dest = dst + y * outpitch;
1898 for (x = 0; x < width; x++ ) {
1899 long color = (*Source++);
1900 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
1901 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
1902 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
1903 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
1904 Dest += 4;
1907 break;
1910 case CONVERT_L6V5U5:
1912 unsigned int x, y;
1913 WORD *Source;
1914 unsigned char *Dest;
1916 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1917 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
1918 * fixed function and shaders without further conversion once the surface is
1919 * loaded
1921 for(y = 0; y < height; y++) {
1922 Source = (WORD *) (src + y * pitch);
1923 Dest = dst + y * outpitch;
1924 for (x = 0; x < width; x++ ) {
1925 short color = (*Source++);
1926 unsigned char l = ((color >> 10) & 0xfc);
1927 char v = ((color >> 5) & 0x3e);
1928 char u = ((color ) & 0x1f);
1930 /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
1931 * and doubles the positive range. Thus shift left only once, gl does the 2nd
1932 * shift. GL reads a signed value and converts it into an unsigned value.
1934 /* M */ Dest[2] = l << 1;
1936 /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
1937 * from 5 bit values to 8 bit values.
1939 /* V */ Dest[1] = v << 3;
1940 /* U */ Dest[0] = u << 3;
1941 Dest += 3;
1944 } else {
1945 for(y = 0; y < height; y++) {
1946 unsigned short *Dest_s = (unsigned short *) (dst + y * outpitch);
1947 Source = (WORD *) (src + y * pitch);
1948 for (x = 0; x < width; x++ ) {
1949 short color = (*Source++);
1950 unsigned char l = ((color >> 10) & 0xfc);
1951 short v = ((color >> 5) & 0x3e);
1952 short u = ((color ) & 0x1f);
1953 short v_conv = v + 16;
1954 short u_conv = u + 16;
1956 *Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
1957 Dest_s += 1;
1961 break;
1964 case CONVERT_X8L8V8U8:
1966 unsigned int x, y;
1967 DWORD *Source;
1968 unsigned char *Dest;
1970 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1971 /* This implementation works with the fixed function pipeline and shaders
1972 * without further modification after converting the surface.
1974 for(y = 0; y < height; y++) {
1975 Source = (DWORD *) (src + y * pitch);
1976 Dest = dst + y * outpitch;
1977 for (x = 0; x < width; x++ ) {
1978 long color = (*Source++);
1979 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
1980 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
1981 /* U */ Dest[0] = (color & 0xff); /* U */
1982 /* I */ Dest[3] = 255; /* X */
1983 Dest += 4;
1986 } else {
1987 /* Doesn't work correctly with the fixed function pipeline, but can work in
1988 * shaders if the shader is adjusted. (There's no use for this format in gl's
1989 * standard fixed function pipeline anyway).
1991 for(y = 0; y < height; y++) {
1992 Source = (DWORD *) (src + y * pitch);
1993 Dest = dst + y * outpitch;
1994 for (x = 0; x < width; x++ ) {
1995 long color = (*Source++);
1996 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
1997 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
1998 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
1999 Dest += 4;
2003 break;
2006 case CONVERT_A4L4:
2008 unsigned int x, y;
2009 unsigned char *Source;
2010 unsigned char *Dest;
2011 for(y = 0; y < height; y++) {
2012 Source = src + y * pitch;
2013 Dest = dst + y * outpitch;
2014 for (x = 0; x < width; x++ ) {
2015 unsigned char color = (*Source++);
2016 /* A */ Dest[1] = (color & 0xf0) << 0;
2017 /* L */ Dest[0] = (color & 0x0f) << 4;
2018 Dest += 2;
2021 break;
2024 case CONVERT_R32F:
2026 unsigned int x, y;
2027 float *Source;
2028 float *Dest;
2029 for(y = 0; y < height; y++) {
2030 Source = (float *) (src + y * pitch);
2031 Dest = (float *) (dst + y * outpitch);
2032 for (x = 0; x < width; x++ ) {
2033 float color = (*Source++);
2034 Dest[0] = color;
2035 Dest[1] = 1.0;
2036 Dest[2] = 1.0;
2037 Dest += 3;
2040 break;
2043 case CONVERT_R16F:
2045 unsigned int x, y;
2046 WORD *Source;
2047 WORD *Dest;
2048 WORD one = 0x3c00;
2049 for(y = 0; y < height; y++) {
2050 Source = (WORD *) (src + y * pitch);
2051 Dest = (WORD *) (dst + y * outpitch);
2052 for (x = 0; x < width; x++ ) {
2053 WORD color = (*Source++);
2054 Dest[0] = color;
2055 Dest[1] = one;
2056 Dest[2] = one;
2057 Dest += 3;
2060 break;
2063 case CONVERT_G16R16:
2065 unsigned int x, y;
2066 WORD *Source;
2067 WORD *Dest;
2069 for(y = 0; y < height; y++) {
2070 Source = (WORD *) (src + y * pitch);
2071 Dest = (WORD *) (dst + y * outpitch);
2072 for (x = 0; x < width; x++ ) {
2073 WORD green = (*Source++);
2074 WORD red = (*Source++);
2075 Dest[0] = green;
2076 Dest[1] = red;
2077 Dest[2] = 0xffff;
2078 Dest += 3;
2081 break;
2084 default:
2085 ERR("Unsupported conversation type %d\n", convert);
2087 return WINED3D_OK;
2090 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey) {
2091 IWineD3DPaletteImpl* pal = This->palette;
2092 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2093 BOOL index_in_alpha = FALSE;
2094 int dxVersion = ( (IWineD3DImpl *) device->wineD3D)->dxVersion;
2095 int i;
2097 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
2098 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
2099 * is slow. Further RGB->P8 conversion is not possible because palettes can have
2100 * duplicate entries. Store the color key in the unused alpha component to speed the
2101 * download up and to make conversion unneeded. */
2102 index_in_alpha = primary_render_target_is_p8(device);
2104 if (pal == NULL) {
2105 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
2106 if(dxVersion <= 7) {
2107 ERR("This code should never get entered for DirectDraw!, expect problems\n");
2108 if(index_in_alpha) {
2109 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
2110 there's no palette at this time. */
2111 for (i = 0; i < 256; i++) table[i][3] = i;
2113 } else {
2114 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
2115 alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
2116 capability flag is present (wine does advertise this capability) */
2117 for (i = 0; i < 256; i++) {
2118 table[i][0] = device->palettes[device->currentPalette][i].peRed;
2119 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
2120 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
2121 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
2124 } else {
2125 TRACE("Using surface palette %p\n", pal);
2126 /* Get the surface's palette */
2127 for (i = 0; i < 256; i++) {
2128 table[i][0] = pal->palents[i].peRed;
2129 table[i][1] = pal->palents[i].peGreen;
2130 table[i][2] = pal->palents[i].peBlue;
2132 /* When index_in_alpha is the palette index is stored in the alpha component. In case of a readback
2133 we can then read GL_ALPHA. Color keying is handled in BltOverride using a GL_ALPHA_TEST using GL_NOT_EQUAL.
2134 In case of index_in_alpha the color key itself is passed to glAlphaFunc in other cases the alpha component
2135 of pixels that should be masked away is set to 0. */
2136 if(index_in_alpha) {
2137 table[i][3] = i;
2138 } else if(colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue) && (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
2139 table[i][3] = 0x00;
2140 } else if(pal->Flags & WINEDDPCAPS_ALPHA) {
2141 table[i][3] = pal->palents[i].peFlags;
2142 } else {
2143 table[i][3] = 0xFF;
2149 const char *fragment_palette_conversion =
2150 "!!ARBfp1.0\n"
2151 "TEMP index;\n"
2152 "PARAM constants = { 0.996, 0.00195, 0, 0 };\n" /* { 255/256, 0.5/255*255/256, 0, 0 } */
2153 "TEX index, fragment.texcoord[0], texture[0], 2D;\n" /* The alpha-component contains the palette index */
2154 "MAD index.a, index.a, constants.x, constants.y;\n" /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
2155 "TEX result.color, index.a, texture[1], 1D;\n" /* use the alpha-component as a index in the palette to get the final color */
2156 "END";
2158 /* This function is used in case of 8bit paletted textures to upload the palette.
2159 It supports GL_EXT_paletted_texture and GL_ARB_fragment_program, support for other
2160 extensions like ATI_fragment_shaders is possible.
2162 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert) {
2163 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2164 BYTE table[256][4];
2165 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2167 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2169 /* Try to use the paletted texture extension */
2170 if(GL_SUPPORT(EXT_PALETTED_TEXTURE))
2172 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
2173 GL_EXTCALL(glColorTableEXT(This->glDescription.target,GL_RGBA,256,GL_RGBA,GL_UNSIGNED_BYTE, table));
2175 else
2177 /* Let a fragment shader do the color conversion by uploading the palette to a 1D texture.
2178 * The 8bit pixel data will be used as an index in this palette texture to retrieve the final color. */
2179 TRACE("Using fragment shaders for emulating 8-bit paletted texture support\n");
2181 /* Create the fragment program if we don't have it */
2182 if(!device->paletteConversionShader)
2184 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2185 GL_EXTCALL(glGenProgramsARB(1, &device->paletteConversionShader));
2186 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2187 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fragment_palette_conversion), (const GLbyte *)fragment_palette_conversion));
2188 glDisable(GL_FRAGMENT_PROGRAM_ARB);
2191 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2192 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2194 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
2195 glEnable(GL_TEXTURE_1D);
2196 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2198 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2199 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /* Make sure we have discrete color levels. */
2200 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2201 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table); /* Upload the palette */
2203 /* Switch back to unit 0 in which the 2D texture will be stored. */
2204 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0));
2206 /* Rebind the texture because it isn't bound anymore */
2207 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2211 BOOL palette9_changed(IWineD3DSurfaceImpl *This) {
2212 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2214 if(This->palette || (This->resource.format != WINED3DFMT_P8 && This->resource.format != WINED3DFMT_A8P8)) {
2215 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2216 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2218 return FALSE;
2221 if(This->palette9) {
2222 if(memcmp(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256) == 0) {
2223 return FALSE;
2225 } else {
2226 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2228 memcpy(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2229 return TRUE;
2232 static inline void clear_unused_channels(IWineD3DSurfaceImpl *This) {
2233 GLboolean oldwrite[4];
2235 /* Some formats have only some color channels, and the others are 1.0.
2236 * since our rendering renders to all channels, and those pixel formats
2237 * are emulated by using a full texture with the other channels set to 1.0
2238 * manually, clear the unused channels.
2240 * This could be done with hacking colorwriteenable to mask the colors,
2241 * but before drawing the buffer would have to be cleared too, so there's
2242 * no gain in that
2244 switch(This->resource.format) {
2245 case WINED3DFMT_R16F:
2246 case WINED3DFMT_R32F:
2247 TRACE("R16F or R32F format, clearing green, blue and alpha to 1.0\n");
2248 /* Do not activate a context, the correct drawable is active already
2249 * though just the read buffer is set, make sure to have the correct draw
2250 * buffer too
2252 glDrawBuffer(This->resource.wineD3DDevice->offscreenBuffer);
2253 glDisable(GL_SCISSOR_TEST);
2254 glGetBooleanv(GL_COLOR_WRITEMASK, oldwrite);
2255 glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE);
2256 glClearColor(0.0, 1.0, 1.0, 1.0);
2257 glClear(GL_COLOR_BUFFER_BIT);
2258 glColorMask(oldwrite[0], oldwrite[1], oldwrite[2], oldwrite[3]);
2259 if(!This->resource.wineD3DDevice->render_offscreen) glDrawBuffer(GL_BACK);
2260 checkGLcall("Unused channel clear\n");
2261 break;
2263 default: break;
2267 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2268 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2270 if (!(This->Flags & SFLAG_INTEXTURE)) {
2271 TRACE("Reloading because surface is dirty\n");
2272 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2273 ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
2274 /* Reload: vice versa OR */
2275 ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
2276 /* Also reload: Color key is active AND the color key has changed */
2277 ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
2278 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
2279 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
2280 TRACE("Reloading because of color keying\n");
2281 /* To perform the color key conversion we need a sysmem copy of
2282 * the surface. Make sure we have it
2285 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
2286 /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2287 /* TODO: This is not necessarily needed with hw palettized texture support */
2288 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2289 } else {
2290 TRACE("surface is already in texture\n");
2291 return WINED3D_OK;
2294 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2295 * These resources are not bound by device size or format restrictions. Because of this,
2296 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2297 * However, these resources can always be created, locked, and copied.
2299 if (This->resource.pool == WINED3DPOOL_SCRATCH )
2301 FIXME("(%p) Operation not supported for scratch textures\n",This);
2302 return WINED3DERR_INVALIDCALL;
2305 This->srgb = srgb_mode;
2306 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* no partial locking for textures yet */);
2308 #if 0
2310 static unsigned int gen = 0;
2311 char buffer[4096];
2312 ++gen;
2313 if ((gen % 10) == 0) {
2314 snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm", This, This->glDescription.target, This->glDescription.level, gen);
2315 IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
2318 * debugging crash code
2319 if (gen == 250) {
2320 void** test = NULL;
2321 *test = 0;
2325 #endif
2327 if (!(This->Flags & SFLAG_DONOTFREE)) {
2328 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
2329 This->resource.allocatedMemory = NULL;
2330 This->resource.heapMemory = NULL;
2331 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, FALSE);
2334 return WINED3D_OK;
2337 static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface) {
2338 /* TODO: check for locks */
2339 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2340 IWineD3DBaseTexture *baseTexture = NULL;
2341 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2343 TRACE("(%p)Checking to see if the container is a base texture\n", This);
2344 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2345 TRACE("Passing to container\n");
2346 IWineD3DBaseTexture_BindTexture(baseTexture);
2347 IWineD3DBaseTexture_Release(baseTexture);
2348 } else {
2349 TRACE("(%p) : Binding surface\n", This);
2351 if(!device->isInDraw) {
2352 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
2354 ENTER_GL();
2355 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2356 LEAVE_GL();
2358 return;
2361 #include <errno.h>
2362 #include <stdio.h>
2363 HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename) {
2364 FILE* f = NULL;
2365 UINT i, y;
2366 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2367 char *allocatedMemory;
2368 char *textureRow;
2369 IWineD3DSwapChain *swapChain = NULL;
2370 int width, height;
2371 GLuint tmpTexture = 0;
2372 DWORD color;
2373 /*FIXME:
2374 Textures may not be stored in ->allocatedgMemory and a GlTexture
2375 so we should lock the surface before saving a snapshot, or at least check that
2377 /* TODO: Compressed texture images can be obtained from the GL in uncompressed form
2378 by calling GetTexImage and in compressed form by calling
2379 GetCompressedTexImageARB. Queried compressed images can be saved and
2380 later reused by calling CompressedTexImage[123]DARB. Pre-compressed
2381 texture images do not need to be processed by the GL and should
2382 significantly improve texture loading performance relative to uncompressed
2383 images. */
2385 /* Setup the width and height to be the internal texture width and height. */
2386 width = This->pow2Width;
2387 height = This->pow2Height;
2388 /* check to see if we're a 'virtual' texture, e.g. we're not a pbuffer of texture, we're a back buffer*/
2389 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain);
2391 if (This->Flags & SFLAG_INDRAWABLE && !(This->Flags & SFLAG_INTEXTURE)) {
2392 /* if were not a real texture then read the back buffer into a real texture */
2393 /* we don't want to interfere with the back buffer so read the data into a temporary
2394 * texture and then save the data out of the temporary texture
2396 GLint prevRead;
2397 ENTER_GL();
2398 TRACE("(%p) Reading render target into texture\n", This);
2399 glEnable(GL_TEXTURE_2D);
2401 glGenTextures(1, &tmpTexture);
2402 glBindTexture(GL_TEXTURE_2D, tmpTexture);
2404 glTexImage2D(GL_TEXTURE_2D,
2406 GL_RGBA,
2407 width,
2408 height,
2409 0/*border*/,
2410 GL_RGBA,
2411 GL_UNSIGNED_INT_8_8_8_8_REV,
2412 NULL);
2414 glGetIntegerv(GL_READ_BUFFER, &prevRead);
2415 vcheckGLcall("glGetIntegerv");
2416 glReadBuffer(swapChain ? GL_BACK : This->resource.wineD3DDevice->offscreenBuffer);
2417 vcheckGLcall("glReadBuffer");
2418 glCopyTexImage2D(GL_TEXTURE_2D,
2420 GL_RGBA,
2423 width,
2424 height,
2427 checkGLcall("glCopyTexImage2D");
2428 glReadBuffer(prevRead);
2429 LEAVE_GL();
2431 } else { /* bind the real texture, and make sure it up to date */
2432 IWineD3DSurface_PreLoad(iface);
2434 allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width * height * 4);
2435 ENTER_GL();
2436 FIXME("Saving texture level %d width %d height %d\n", This->glDescription.level, width, height);
2437 glGetTexImage(GL_TEXTURE_2D,
2438 This->glDescription.level,
2439 GL_RGBA,
2440 GL_UNSIGNED_INT_8_8_8_8_REV,
2441 allocatedMemory);
2442 checkGLcall("glTexImage2D");
2443 if (tmpTexture) {
2444 glBindTexture(GL_TEXTURE_2D, 0);
2445 glDeleteTextures(1, &tmpTexture);
2447 LEAVE_GL();
2449 f = fopen(filename, "w+");
2450 if (NULL == f) {
2451 ERR("opening of %s failed with: %s\n", filename, strerror(errno));
2452 return WINED3DERR_INVALIDCALL;
2454 /* Save the data out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha channel */
2455 TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format));
2456 /* TGA header */
2457 fputc(0,f);
2458 fputc(0,f);
2459 fputc(2,f);
2460 fputc(0,f);
2461 fputc(0,f);
2462 fputc(0,f);
2463 fputc(0,f);
2464 fputc(0,f);
2465 fputc(0,f);
2466 fputc(0,f);
2467 fputc(0,f);
2468 fputc(0,f);
2469 /* short width*/
2470 fwrite(&width,2,1,f);
2471 /* short height */
2472 fwrite(&height,2,1,f);
2473 /* format rgba */
2474 fputc(0x20,f);
2475 fputc(0x28,f);
2476 /* raw data */
2477 /* 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 */
2478 if(swapChain)
2479 textureRow = allocatedMemory + (width * (height - 1) *4);
2480 else
2481 textureRow = allocatedMemory;
2482 for (y = 0 ; y < height; y++) {
2483 for (i = 0; i < width; i++) {
2484 color = *((DWORD*)textureRow);
2485 fputc((color >> 16) & 0xFF, f); /* B */
2486 fputc((color >> 8) & 0xFF, f); /* G */
2487 fputc((color >> 0) & 0xFF, f); /* R */
2488 fputc((color >> 24) & 0xFF, f); /* A */
2489 textureRow += 4;
2491 /* take two rows of the pointer to the texture memory */
2492 if(swapChain)
2493 (textureRow-= width << 3);
2496 TRACE("Closing file\n");
2497 fclose(f);
2499 if(swapChain) {
2500 IWineD3DSwapChain_Release(swapChain);
2502 HeapFree(GetProcessHeap(), 0, allocatedMemory);
2503 return WINED3D_OK;
2507 * Slightly inefficient way to handle multiple dirty rects but it works :)
2509 HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect) {
2510 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2511 IWineD3DBaseTexture *baseTexture = NULL;
2513 if (!(This->Flags & SFLAG_INSYSMEM) && (This->Flags & SFLAG_INTEXTURE))
2514 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
2516 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2517 if (NULL != pDirtyRect) {
2518 This->dirtyRect.left = min(This->dirtyRect.left, pDirtyRect->left);
2519 This->dirtyRect.top = min(This->dirtyRect.top, pDirtyRect->top);
2520 This->dirtyRect.right = max(This->dirtyRect.right, pDirtyRect->right);
2521 This->dirtyRect.bottom = max(This->dirtyRect.bottom, pDirtyRect->bottom);
2522 } else {
2523 This->dirtyRect.left = 0;
2524 This->dirtyRect.top = 0;
2525 This->dirtyRect.right = This->currentDesc.Width;
2526 This->dirtyRect.bottom = This->currentDesc.Height;
2528 TRACE("(%p) : Dirty: yes, Rect:(%d,%d,%d,%d)\n", This, This->dirtyRect.left,
2529 This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
2530 /* if the container is a basetexture then mark it dirty. */
2531 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2532 TRACE("Passing to container\n");
2533 IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
2534 IWineD3DBaseTexture_Release(baseTexture);
2536 return WINED3D_OK;
2539 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
2540 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2541 HRESULT hr;
2542 const GlPixelFormatDesc *glDesc;
2543 getFormatDescEntry(format, &GLINFO_LOCATION, &glDesc);
2545 TRACE("(%p) : Calling base function first\n", This);
2546 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2547 if(SUCCEEDED(hr)) {
2548 /* Setup some glformat defaults */
2549 This->glDescription.glFormat = glDesc->glFormat;
2550 This->glDescription.glFormatInternal = glDesc->glInternal;
2551 This->glDescription.glType = glDesc->glType;
2553 This->Flags &= ~SFLAG_ALLOCATED;
2554 TRACE("(%p) : glFormat %d, glFotmatInternal %d, glType %d\n", This,
2555 This->glDescription.glFormat, This->glDescription.glFormatInternal, This->glDescription.glType);
2557 return hr;
2560 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2561 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2563 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
2564 WARN("Surface is locked or the HDC is in use\n");
2565 return WINED3DERR_INVALIDCALL;
2568 if(Mem && Mem != This->resource.allocatedMemory) {
2569 void *release = NULL;
2571 /* Do I have to copy the old surface content? */
2572 if(This->Flags & SFLAG_DIBSECTION) {
2573 /* Release the DC. No need to hold the critical section for the update
2574 * Thread because this thread runs only on front buffers, but this method
2575 * fails for render targets in the check above.
2577 SelectObject(This->hDC, This->dib.holdbitmap);
2578 DeleteDC(This->hDC);
2579 /* Release the DIB section */
2580 DeleteObject(This->dib.DIBsection);
2581 This->dib.bitmap_data = NULL;
2582 This->resource.allocatedMemory = NULL;
2583 This->hDC = NULL;
2584 This->Flags &= ~SFLAG_DIBSECTION;
2585 } else if(!(This->Flags & SFLAG_USERPTR)) {
2586 release = This->resource.heapMemory;
2587 This->resource.heapMemory = NULL;
2589 This->resource.allocatedMemory = Mem;
2590 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2592 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2593 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2595 /* For client textures opengl has to be notified */
2596 if(This->Flags & SFLAG_CLIENT) {
2597 This->Flags &= ~SFLAG_ALLOCATED;
2598 IWineD3DSurface_PreLoad(iface);
2599 /* And hope that the app behaves correctly and did not free the old surface memory before setting a new pointer */
2602 /* Now free the old memory if any */
2603 HeapFree(GetProcessHeap(), 0, release);
2604 } else if(This->Flags & SFLAG_USERPTR) {
2605 /* LockRect and GetDC will re-create the dib section and allocated memory */
2606 This->resource.allocatedMemory = NULL;
2607 /* HeapMemory should be NULL already */
2608 if(This->resource.heapMemory != NULL) ERR("User pointer surface has heap memory allocated\n");
2609 This->Flags &= ~SFLAG_USERPTR;
2611 if(This->Flags & SFLAG_CLIENT) {
2612 This->Flags &= ~SFLAG_ALLOCATED;
2613 /* This respecifies an empty texture and opengl knows that the old memory is gone */
2614 IWineD3DSurface_PreLoad(iface);
2617 return WINED3D_OK;
2620 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
2621 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2622 IWineD3DSwapChainImpl *swapchain = NULL;
2623 HRESULT hr;
2624 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
2626 /* Flipping is only supported on RenderTargets */
2627 if( !(This->resource.usage & WINED3DUSAGE_RENDERTARGET) ) return WINEDDERR_NOTFLIPPABLE;
2629 if(override) {
2630 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2631 * FIXME("(%p) Target override is not supported by now\n", This);
2632 * Additionally, it isn't really possible to support triple-buffering
2633 * properly on opengl at all
2637 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **) &swapchain);
2638 if(!swapchain) {
2639 ERR("Flipped surface is not on a swapchain\n");
2640 return WINEDDERR_NOTFLIPPABLE;
2643 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2644 * and only d3d8 and d3d9 apps specify the presentation interval
2646 if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
2647 /* Most common case first to avoid wasting time on all the other cases */
2648 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2649 } else if(Flags & WINEDDFLIP_NOVSYNC) {
2650 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2651 } else if(Flags & WINEDDFLIP_INTERVAL2) {
2652 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
2653 } else if(Flags & WINEDDFLIP_INTERVAL3) {
2654 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
2655 } else {
2656 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
2659 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2660 hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *) swapchain, NULL, NULL, 0, NULL, 0);
2661 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
2662 return hr;
2665 /* Does a direct frame buffer -> texture copy. Stretching is done
2666 * with single pixel copy calls
2668 static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, IWineD3DSwapChainImpl *swapchain, WINED3DRECT *srect, WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) {
2669 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2670 float xrel, yrel;
2671 UINT row;
2672 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2675 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2676 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
2677 ENTER_GL();
2679 /* TODO: Do we need GL_TEXTURE_2D enabled fpr copyteximage? */
2680 glEnable(This->glDescription.target);
2681 checkGLcall("glEnable(This->glDescription.target)");
2683 /* Bind the target texture */
2684 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2685 checkGLcall("glBindTexture");
2686 if(!swapchain) {
2687 TRACE("Reading from an offscreen target\n");
2688 upsidedown = !upsidedown;
2689 glReadBuffer(myDevice->offscreenBuffer);
2690 } else {
2691 GLenum buffer = surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain);
2692 glReadBuffer(buffer);
2694 checkGLcall("glReadBuffer");
2696 xrel = (float) (srect->x2 - srect->x1) / (float) (drect->x2 - drect->x1);
2697 yrel = (float) (srect->y2 - srect->y1) / (float) (drect->y2 - drect->y1);
2699 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2700 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2702 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
2703 ERR("Texture filtering not supported in direct blit\n");
2705 } else if((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) && ((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2706 ERR("Texture filtering not supported in direct blit\n");
2709 if(upsidedown &&
2710 !((xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) &&
2711 !((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2712 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2714 glCopyTexSubImage2D(This->glDescription.target,
2715 This->glDescription.level,
2716 drect->x1, drect->y1, /* xoffset, yoffset */
2717 srect->x1, Src->currentDesc.Height - srect->y2,
2718 drect->x2 - drect->x1, drect->y2 - drect->y1);
2719 } else {
2720 UINT yoffset = Src->currentDesc.Height - srect->y1 + drect->y1 - 1;
2721 /* I have to process this row by row to swap the image,
2722 * otherwise it would be upside down, so stretching in y direction
2723 * doesn't cost extra time
2725 * However, stretching in x direction can be avoided if not necessary
2727 for(row = drect->y1; row < drect->y2; row++) {
2728 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2729 /* Well, that stuff works, but it's very slow.
2730 * find a better way instead
2732 UINT col;
2734 for(col = drect->x1; col < drect->x2; col++) {
2735 glCopyTexSubImage2D(This->glDescription.target,
2736 This->glDescription.level,
2737 drect->x1 + col, row, /* xoffset, yoffset */
2738 srect->x1 + col * xrel, yoffset - (int) (row * yrel),
2739 1, 1);
2741 } else {
2742 glCopyTexSubImage2D(This->glDescription.target,
2743 This->glDescription.level,
2744 drect->x1, row, /* xoffset, yoffset */
2745 srect->x1, yoffset - (int) (row * yrel),
2746 drect->x2-drect->x1, 1);
2750 vcheckGLcall("glCopyTexSubImage2D");
2752 /* Leave the opengl state valid for blitting */
2753 glDisable(This->glDescription.target);
2754 checkGLcall("glDisable(This->glDescription.target)");
2756 LEAVE_GL();
2759 /* Uses the hardware to stretch and flip the image */
2760 static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, IWineD3DSwapChainImpl *swapchain, WINED3DRECT *srect, WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) {
2761 GLuint src, backup = 0;
2762 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2763 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2764 float left, right, top, bottom; /* Texture coordinates */
2765 UINT fbwidth = Src->currentDesc.Width;
2766 UINT fbheight = Src->currentDesc.Height;
2767 GLenum drawBuffer = GL_BACK;
2768 GLenum texture_target;
2769 BOOL noBackBufferBackup;
2771 TRACE("Using hwstretch blit\n");
2772 /* Activate the Proper context for reading from the source surface, set it up for blitting */
2773 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2774 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
2776 noBackBufferBackup = !swapchain && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
2777 if(!noBackBufferBackup && Src->glDescription.textureName == 0) {
2778 /* Get it a description */
2779 IWineD3DSurface_PreLoad(SrcSurface);
2781 ENTER_GL();
2783 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
2784 * This way we don't have to wait for the 2nd readback to finish to leave this function.
2786 if(myDevice->activeContext->aux_buffers >= 2) {
2787 /* Got more than one aux buffer? Use the 2nd aux buffer */
2788 drawBuffer = GL_AUX1;
2789 } else if((swapchain || myDevice->offscreenBuffer == GL_BACK) && myDevice->activeContext->aux_buffers >= 1) {
2790 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2791 drawBuffer = GL_AUX0;
2794 if(noBackBufferBackup) {
2795 glGenTextures(1, &backup);
2796 checkGLcall("glGenTextures\n");
2797 glBindTexture(GL_TEXTURE_2D, backup);
2798 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
2799 texture_target = GL_TEXTURE_2D;
2800 } else {
2801 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
2802 * we are reading from the back buffer, the backup can be used as source texture
2804 texture_target = Src->glDescription.target;
2805 glBindTexture(texture_target, Src->glDescription.textureName);
2806 checkGLcall("glBindTexture(texture_target, Src->glDescription.textureName)");
2807 glEnable(texture_target);
2808 checkGLcall("glEnable(texture_target)");
2810 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
2811 Src->Flags &= ~SFLAG_INTEXTURE;
2814 if(swapchain) {
2815 glReadBuffer(surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain));
2816 } else {
2817 TRACE("Reading from an offscreen target\n");
2818 upsidedown = !upsidedown;
2819 glReadBuffer(myDevice->offscreenBuffer);
2822 /* TODO: Only back up the part that will be overwritten */
2823 glCopyTexSubImage2D(texture_target, 0,
2824 0, 0 /* read offsets */,
2825 0, 0,
2826 fbwidth,
2827 fbheight);
2829 checkGLcall("glCopyTexSubImage2D");
2831 /* No issue with overriding these - the sampler is dirty due to blit usage */
2832 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
2833 magLookup[Filter - WINED3DTEXF_NONE]);
2834 checkGLcall("glTexParameteri");
2835 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
2836 minMipLookup[Filter][WINED3DTEXF_NONE]);
2837 checkGLcall("glTexParameteri");
2839 if(!swapchain || (IWineD3DSurface *) Src == swapchain->backBuffer[0]) {
2840 src = backup ? backup : Src->glDescription.textureName;
2841 } else {
2842 glReadBuffer(GL_FRONT);
2843 checkGLcall("glReadBuffer(GL_FRONT)");
2845 glGenTextures(1, &src);
2846 checkGLcall("glGenTextures(1, &src)");
2847 glBindTexture(GL_TEXTURE_2D, src);
2848 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
2850 /* TODO: Only copy the part that will be read. Use srect->x1, srect->y2 as origin, but with the width watch
2851 * out for power of 2 sizes
2853 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Src->pow2Width, Src->pow2Height, 0,
2854 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
2855 checkGLcall("glTexImage2D");
2856 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
2857 0, 0 /* read offsets */,
2858 0, 0,
2859 fbwidth,
2860 fbheight);
2862 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2863 checkGLcall("glTexParameteri");
2864 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2865 checkGLcall("glTexParameteri");
2867 glReadBuffer(GL_BACK);
2868 checkGLcall("glReadBuffer(GL_BACK)");
2870 if(texture_target != GL_TEXTURE_2D) {
2871 glDisable(texture_target);
2872 glEnable(GL_TEXTURE_2D);
2873 texture_target = GL_TEXTURE_2D;
2876 checkGLcall("glEnd and previous");
2878 left = srect->x1;
2879 right = srect->x2;
2881 if(upsidedown) {
2882 top = Src->currentDesc.Height - srect->y1;
2883 bottom = Src->currentDesc.Height - srect->y2;
2884 } else {
2885 top = Src->currentDesc.Height - srect->y2;
2886 bottom = Src->currentDesc.Height - srect->y1;
2889 if(Src->Flags & SFLAG_NORMCOORD) {
2890 left /= Src->pow2Width;
2891 right /= Src->pow2Width;
2892 top /= Src->pow2Height;
2893 bottom /= Src->pow2Height;
2896 /* draw the source texture stretched and upside down. The correct surface is bound already */
2897 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
2898 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
2900 glDrawBuffer(drawBuffer);
2901 glReadBuffer(drawBuffer);
2903 glBegin(GL_QUADS);
2904 /* bottom left */
2905 glTexCoord2f(left, bottom);
2906 glVertex2i(0, fbheight);
2908 /* top left */
2909 glTexCoord2f(left, top);
2910 glVertex2i(0, fbheight - drect->y2 - drect->y1);
2912 /* top right */
2913 glTexCoord2f(right, top);
2914 glVertex2i(drect->x2 - drect->x1, fbheight - drect->y2 - drect->y1);
2916 /* bottom right */
2917 glTexCoord2f(right, bottom);
2918 glVertex2i(drect->x2 - drect->x1, fbheight);
2919 glEnd();
2920 checkGLcall("glEnd and previous");
2922 if(texture_target != This->glDescription.target) {
2923 glDisable(texture_target);
2924 glEnable(This->glDescription.target);
2925 texture_target = This->glDescription.target;
2928 /* Now read the stretched and upside down image into the destination texture */
2929 glBindTexture(texture_target, This->glDescription.textureName);
2930 checkGLcall("glBindTexture");
2931 glCopyTexSubImage2D(texture_target,
2933 drect->x1, drect->y1, /* xoffset, yoffset */
2934 0, 0, /* We blitted the image to the origin */
2935 drect->x2 - drect->x1, drect->y2 - drect->y1);
2936 checkGLcall("glCopyTexSubImage2D");
2938 if(drawBuffer == GL_BACK) {
2939 /* Write the back buffer backup back */
2940 if(backup) {
2941 if(texture_target != GL_TEXTURE_2D) {
2942 glDisable(texture_target);
2943 glEnable(GL_TEXTURE_2D);
2944 texture_target = GL_TEXTURE_2D;
2946 glBindTexture(GL_TEXTURE_2D, backup);
2947 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
2948 } else {
2949 if(texture_target != Src->glDescription.target) {
2950 glDisable(texture_target);
2951 glEnable(Src->glDescription.target);
2952 texture_target = Src->glDescription.target;
2954 glBindTexture(Src->glDescription.target, Src->glDescription.textureName);
2955 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
2958 glBegin(GL_QUADS);
2959 /* top left */
2960 glTexCoord2f(0.0, (float) fbheight / (float) Src->pow2Height);
2961 glVertex2i(0, 0);
2963 /* bottom left */
2964 glTexCoord2f(0.0, 0.0);
2965 glVertex2i(0, fbheight);
2967 /* bottom right */
2968 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, 0.0);
2969 glVertex2i(fbwidth, Src->currentDesc.Height);
2971 /* top right */
2972 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, (float) fbheight / (float) Src->pow2Height);
2973 glVertex2i(fbwidth, 0);
2974 glEnd();
2975 } else {
2976 /* Restore the old draw buffer */
2977 glDrawBuffer(GL_BACK);
2979 glDisable(texture_target);
2980 checkGLcall("glDisable(texture_target)");
2982 /* Cleanup */
2983 if(src != Src->glDescription.textureName && src != backup) {
2984 glDeleteTextures(1, &src);
2985 checkGLcall("glDeleteTextures(1, &src)");
2987 if(backup) {
2988 glDeleteTextures(1, &backup);
2989 checkGLcall("glDeleteTextures(1, &backup)");
2992 LEAVE_GL();
2995 /* Not called from the VTable */
2996 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
2997 WINED3DRECT rect;
2998 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2999 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
3000 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3002 TRACE("(%p)->(%p,%p,%p,%08x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3004 /* Get the swapchain. One of the surfaces has to be a primary surface */
3005 if(This->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3006 WARN("Destination is in sysmem, rejecting gl blt\n");
3007 return WINED3DERR_INVALIDCALL;
3009 IWineD3DSurface_GetContainer( (IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
3010 if(dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) dstSwapchain);
3011 if(Src) {
3012 if(Src->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3013 WARN("Src is in sysmem, rejecting gl blt\n");
3014 return WINED3DERR_INVALIDCALL;
3016 IWineD3DSurface_GetContainer( (IWineD3DSurface *) Src, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
3017 if(srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) srcSwapchain);
3020 /* Early sort out of cases where no render target is used */
3021 if(!dstSwapchain && !srcSwapchain &&
3022 SrcSurface != myDevice->render_targets[0] && This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3023 TRACE("No surface is render target, not using hardware blit. Src = %p, dst = %p\n", Src, This);
3024 return WINED3DERR_INVALIDCALL;
3027 /* No destination color keying supported */
3028 if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
3029 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3030 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3031 return WINED3DERR_INVALIDCALL;
3034 if (DestRect) {
3035 rect.x1 = DestRect->left;
3036 rect.y1 = DestRect->top;
3037 rect.x2 = DestRect->right;
3038 rect.y2 = DestRect->bottom;
3039 } else {
3040 rect.x1 = 0;
3041 rect.y1 = 0;
3042 rect.x2 = This->currentDesc.Width;
3043 rect.y2 = This->currentDesc.Height;
3046 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3047 if(dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->backBuffer &&
3048 ((IWineD3DSurface *) This == dstSwapchain->frontBuffer) && SrcSurface == dstSwapchain->backBuffer[0]) {
3049 /* Half-life does a Blt from the back buffer to the front buffer,
3050 * Full surface size, no flags... Use present instead
3052 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3055 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3056 while(1)
3058 RECT mySrcRect;
3059 TRACE("Looking if a Present can be done...\n");
3060 /* Source Rectangle must be full surface */
3061 if( SrcRect ) {
3062 if(SrcRect->left != 0 || SrcRect->top != 0 ||
3063 SrcRect->right != Src->currentDesc.Width || SrcRect->bottom != Src->currentDesc.Height) {
3064 TRACE("No, Source rectangle doesn't match\n");
3065 break;
3068 mySrcRect.left = 0;
3069 mySrcRect.top = 0;
3070 mySrcRect.right = Src->currentDesc.Width;
3071 mySrcRect.bottom = Src->currentDesc.Height;
3073 /* No stretching may occur */
3074 if(mySrcRect.right != rect.x2 - rect.x1 ||
3075 mySrcRect.bottom != rect.y2 - rect.y1) {
3076 TRACE("No, stretching is done\n");
3077 break;
3080 /* Destination must be full surface or match the clipping rectangle */
3081 if(This->clipper && ((IWineD3DClipperImpl *) This->clipper)->hWnd)
3083 RECT cliprect;
3084 POINT pos[2];
3085 GetClientRect(((IWineD3DClipperImpl *) This->clipper)->hWnd, &cliprect);
3086 pos[0].x = rect.x1;
3087 pos[0].y = rect.y1;
3088 pos[1].x = rect.x2;
3089 pos[1].y = rect.y2;
3090 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *) This->clipper)->hWnd,
3091 pos, 2);
3093 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
3094 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3096 TRACE("No, dest rectangle doesn't match(clipper)\n");
3097 TRACE("Clip rect at (%d,%d)-(%d,%d)\n", cliprect.left, cliprect.top, cliprect.right, cliprect.bottom);
3098 TRACE("Blt dest: (%d,%d)-(%d,%d)\n", rect.x1, rect.y1, rect.x2, rect.y2);
3099 break;
3102 else
3104 if(rect.x1 != 0 || rect.y1 != 0 ||
3105 rect.x2 != This->currentDesc.Width || rect.y2 != This->currentDesc.Height) {
3106 TRACE("No, dest rectangle doesn't match(surface size)\n");
3107 break;
3111 TRACE("Yes\n");
3113 /* These flags are unimportant for the flag check, remove them */
3114 if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
3115 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3117 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3118 * take very long, while a flip is fast.
3119 * This applies to Half-Life, which does such Blts every time it finished
3120 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3121 * menu. This is also used by all apps when they do windowed rendering
3123 * The problem is that flipping is not really the same as copying. After a
3124 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3125 * untouched. Therefore it's necessary to override the swap effect
3126 * and to set it back after the flip.
3128 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3129 * testcases.
3132 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3133 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3135 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3136 IWineD3DSwapChain_Present((IWineD3DSwapChain *) dstSwapchain, NULL, NULL, 0, NULL, 0);
3138 dstSwapchain->presentParms.SwapEffect = orig_swap;
3140 return WINED3D_OK;
3142 break;
3145 TRACE("Unsupported blit between buffers on the same swapchain\n");
3146 return WINED3DERR_INVALIDCALL;
3147 } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
3148 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3149 return WINED3DERR_INVALIDCALL;
3150 } else if(dstSwapchain && srcSwapchain) {
3151 FIXME("Implement hardware blit between two different swapchains\n");
3152 return WINED3DERR_INVALIDCALL;
3153 } else if(dstSwapchain) {
3154 if(SrcSurface == myDevice->render_targets[0]) {
3155 TRACE("Blit from active render target to a swapchain\n");
3156 /* Handled with regular texture -> swapchain blit */
3158 } else if(srcSwapchain && This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3159 FIXME("Implement blit from a swapchain to the active render target\n");
3160 return WINED3DERR_INVALIDCALL;
3163 if((srcSwapchain || SrcSurface == myDevice->render_targets[0]) && !dstSwapchain) {
3164 /* Blit from render target to texture */
3165 WINED3DRECT srect;
3166 BOOL upsideDown, stretchx;
3167 BOOL paletteOverride = FALSE;
3169 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3170 TRACE("Color keying not supported by frame buffer to texture blit\n");
3171 return WINED3DERR_INVALIDCALL;
3172 /* Destination color key is checked above */
3175 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
3176 * glCopyTexSubImage is a bit picky about the parameters we pass to it
3178 if(SrcRect) {
3179 if(SrcRect->top < SrcRect->bottom) {
3180 srect.y1 = SrcRect->top;
3181 srect.y2 = SrcRect->bottom;
3182 upsideDown = FALSE;
3183 } else {
3184 srect.y1 = SrcRect->bottom;
3185 srect.y2 = SrcRect->top;
3186 upsideDown = TRUE;
3188 srect.x1 = SrcRect->left;
3189 srect.x2 = SrcRect->right;
3190 } else {
3191 srect.x1 = 0;
3192 srect.y1 = 0;
3193 srect.x2 = Src->currentDesc.Width;
3194 srect.y2 = Src->currentDesc.Height;
3195 upsideDown = FALSE;
3197 if(rect.x1 > rect.x2) {
3198 UINT tmp = rect.x2;
3199 rect.x2 = rect.x1;
3200 rect.x1 = tmp;
3201 upsideDown = !upsideDown;
3204 if(rect.x2 - rect.x1 != srect.x2 - srect.x1) {
3205 stretchx = TRUE;
3206 } else {
3207 stretchx = FALSE;
3210 /* When blitting from a render target a texture, the texture isn't required to have a palette.
3211 * In this case grab the palette from the render target. */
3212 if((This->resource.format == WINED3DFMT_P8) && (This->palette == NULL)) {
3213 paletteOverride = TRUE;
3214 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3215 This->palette = Src->palette;
3218 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3219 * flip the image nor scale it.
3221 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3222 * -> If the app wants a image width an unscaled width, copy it line per line
3223 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3224 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3225 * back buffer. This is slower than reading line per line, thus not used for flipping
3226 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3227 * pixel by pixel
3229 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3230 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3231 * backends.
3233 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT)) {
3234 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &srect,
3235 (IWineD3DSurface *)This, &rect, Filter, upsideDown);
3236 } else if((!stretchx) || rect.x2 - rect.x1 > Src->currentDesc.Width ||
3237 rect.y2 - rect.y1 > Src->currentDesc.Height) {
3238 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3239 fb_copy_to_texture_direct(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3240 } else {
3241 TRACE("Using hardware stretching to flip / stretch the texture\n");
3242 fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3245 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3246 if(paletteOverride)
3247 This->palette = NULL;
3249 if(!(This->Flags & SFLAG_DONOTFREE)) {
3250 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
3251 This->resource.allocatedMemory = NULL;
3252 This->resource.heapMemory = NULL;
3253 } else {
3254 This->Flags &= ~SFLAG_INSYSMEM;
3256 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3257 * path is never entered
3259 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
3261 return WINED3D_OK;
3262 } else if(Src) {
3263 /* Blit from offscreen surface to render target */
3264 float glTexCoord[4];
3265 DWORD oldCKeyFlags = Src->CKeyFlags;
3266 WINEDDCOLORKEY oldBltCKey = Src->SrcBltCKey;
3267 RECT SourceRectangle;
3268 BOOL paletteOverride = FALSE;
3269 GLenum buffer;
3271 TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
3273 if(SrcRect) {
3274 SourceRectangle.left = SrcRect->left;
3275 SourceRectangle.right = SrcRect->right;
3276 SourceRectangle.top = SrcRect->top;
3277 SourceRectangle.bottom = SrcRect->bottom;
3278 } else {
3279 SourceRectangle.left = 0;
3280 SourceRectangle.right = Src->currentDesc.Width;
3281 SourceRectangle.top = 0;
3282 SourceRectangle.bottom = Src->currentDesc.Height;
3285 /* When blitting from an offscreen surface to a rendertarget, the source
3286 * surface is not required to have a palette. Our rendering / conversion
3287 * code further down the road retrieves the palette from the surface, so
3288 * it must have a palette set. */
3289 if((Src->resource.format == WINED3DFMT_P8) && (Src->palette == NULL)) {
3290 paletteOverride = TRUE;
3291 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3292 Src->palette = This->palette;
3295 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT) &&
3296 (Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) == 0) {
3297 TRACE("Using stretch_rect_fbo\n");
3298 /* The source is always a texture, but never the currently active render target, and the texture
3299 * contents are never upside down
3301 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, (WINED3DRECT *) &SourceRectangle,
3302 (IWineD3DSurface *)This, &rect, Filter, FALSE);
3304 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3305 if(paletteOverride)
3306 Src->palette = NULL;
3307 return WINED3D_OK;
3310 if(!CalculateTexRect(Src, &SourceRectangle, glTexCoord)) {
3311 /* Fall back to software */
3312 WARN("(%p) Source texture area (%d,%d)-(%d,%d) is too big\n", Src,
3313 SourceRectangle.left, SourceRectangle.top,
3314 SourceRectangle.right, SourceRectangle.bottom);
3315 return WINED3DERR_INVALIDCALL;
3318 /* Color keying: Check if we have to do a color keyed blt,
3319 * and if not check if a color key is activated.
3321 * Just modify the color keying parameters in the surface and restore them afterwards
3322 * The surface keeps track of the color key last used to load the opengl surface.
3323 * PreLoad will catch the change to the flags and color key and reload if necessary.
3325 if(Flags & WINEDDBLT_KEYSRC) {
3326 /* Use color key from surface */
3327 } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
3328 /* Use color key from DDBltFx */
3329 Src->CKeyFlags |= WINEDDSD_CKSRCBLT;
3330 Src->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3331 } else {
3332 /* Do not use color key */
3333 Src->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3336 /* Now load the surface */
3337 IWineD3DSurface_PreLoad((IWineD3DSurface *) Src);
3340 /* Activate the destination context, set it up for blitting */
3341 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
3343 if(!dstSwapchain) {
3344 TRACE("Drawing to offscreen buffer\n");
3345 buffer = myDevice->offscreenBuffer;
3346 } else {
3347 buffer = surface_get_gl_buffer((IWineD3DSurface *)This, (IWineD3DSwapChain *)dstSwapchain);
3349 /* Front buffer coordinates are screen coordinates, while OpenGL coordinates are
3350 * window relative. Also beware of the origin difference(top left vs bottom left).
3351 * Also beware that the front buffer's surface size is screen width x screen height,
3352 * whereas the real gl drawable size is the size of the window.
3354 if(buffer == GL_FRONT) {
3355 RECT windowsize;
3356 POINT offset = {0,0};
3357 UINT h;
3358 ClientToScreen(myDevice->ddraw_window, &offset);
3359 GetClientRect(myDevice->ddraw_window, &windowsize);
3360 h = windowsize.bottom - windowsize.top;
3361 rect.x1 -= offset.x; rect.x2 -=offset.x;
3362 rect.y1 -= offset.y; rect.y2 -=offset.y;
3363 rect.y1 += This->currentDesc.Height - h; rect.y2 += This->currentDesc.Height - h;
3365 TRACE("Drawing to %#x buffer\n", buffer);
3368 ENTER_GL();
3369 glDrawBuffer(buffer);
3370 checkGLcall("glDrawBuffer");
3372 glEnable(Src->glDescription.target);
3373 checkGLcall("glEnable(Src->glDescription.target)");
3375 /* Bind the texture */
3376 glBindTexture(Src->glDescription.target, Src->glDescription.textureName);
3377 checkGLcall("glBindTexture");
3379 /* Filtering for StretchRect */
3380 glTexParameteri(Src->glDescription.target, GL_TEXTURE_MAG_FILTER,
3381 magLookup[Filter - WINED3DTEXF_NONE]);
3382 checkGLcall("glTexParameteri");
3383 glTexParameteri(Src->glDescription.target, GL_TEXTURE_MIN_FILTER,
3384 minMipLookup[Filter][WINED3DTEXF_NONE]);
3385 checkGLcall("glTexParameteri");
3386 glTexParameteri(Src->glDescription.target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3387 glTexParameteri(Src->glDescription.target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3388 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
3389 checkGLcall("glTexEnvi");
3391 /* This is for color keying */
3392 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3393 glEnable(GL_ALPHA_TEST);
3394 checkGLcall("glEnable GL_ALPHA_TEST");
3396 /* When the primary render target uses P8, the alpha component contains the palette index.
3397 * Which means that the colorkey is one of the palette entries. In other cases pixels that
3398 * should be masked away have alpha set to 0. */
3399 if(primary_render_target_is_p8(myDevice))
3400 glAlphaFunc(GL_NOTEQUAL, (float)Src->SrcBltCKey.dwColorSpaceLowValue / 256.0);
3401 else
3402 glAlphaFunc(GL_NOTEQUAL, 0.0);
3403 checkGLcall("glAlphaFunc\n");
3404 } else {
3405 glDisable(GL_ALPHA_TEST);
3406 checkGLcall("glDisable GL_ALPHA_TEST");
3409 /* Draw a textured quad
3411 glBegin(GL_QUADS);
3413 glColor3d(1.0f, 1.0f, 1.0f);
3414 glTexCoord2f(glTexCoord[0], glTexCoord[2]);
3415 glVertex3f(rect.x1,
3416 rect.y1,
3417 0.0);
3419 glTexCoord2f(glTexCoord[0], glTexCoord[3]);
3420 glVertex3f(rect.x1, rect.y2, 0.0);
3422 glTexCoord2f(glTexCoord[1], glTexCoord[3]);
3423 glVertex3f(rect.x2,
3424 rect.y2,
3425 0.0);
3427 glTexCoord2f(glTexCoord[1], glTexCoord[2]);
3428 glVertex3f(rect.x2,
3429 rect.y1,
3430 0.0);
3431 glEnd();
3432 checkGLcall("glEnd");
3434 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3435 glDisable(GL_ALPHA_TEST);
3436 checkGLcall("glDisable(GL_ALPHA_TEST)");
3439 glBindTexture(Src->glDescription.target, 0);
3440 checkGLcall("glBindTexture(Src->glDescription.target, 0)");
3441 /* Leave the opengl state valid for blitting */
3442 glDisable(Src->glDescription.target);
3443 checkGLcall("glDisable(Src->glDescription.target)");
3445 /* The draw buffer should only need to be restored if we were drawing to the front buffer, and there is a back buffer.
3446 * otherwise the context manager should choose between GL_BACK / offscreenDrawBuffer
3448 if(dstSwapchain && This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer && dstSwapchain->backBuffer) {
3449 glDrawBuffer(GL_BACK);
3450 checkGLcall("glDrawBuffer");
3452 /* Restore the color key parameters */
3453 Src->CKeyFlags = oldCKeyFlags;
3454 Src->SrcBltCKey = oldBltCKey;
3456 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3457 if(paletteOverride)
3458 Src->palette = NULL;
3460 LEAVE_GL();
3462 /* Flush in case the drawable is used by multiple GL contexts */
3463 if(dstSwapchain && (This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer || dstSwapchain->num_contexts >= 2))
3464 glFlush();
3466 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
3467 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
3468 * is outdated now
3470 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INDRAWABLE, TRUE);
3471 /* TODO: This should be moved to ModifyLocation() */
3472 if(!(dstSwapchain || wined3d_settings.offscreen_rendering_mode != ORM_FBO)) {
3473 This->Flags |= SFLAG_INTEXTURE;
3476 return WINED3D_OK;
3477 } else {
3478 /* Source-Less Blit to render target */
3479 if (Flags & WINEDDBLT_COLORFILL) {
3480 /* This is easy to handle for the D3D Device... */
3481 DWORD color;
3483 TRACE("Colorfill\n");
3485 /* This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0] || dstSwapchain
3486 must be true if we are here */
3487 if (This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0] &&
3488 !(This == (IWineD3DSurfaceImpl*) dstSwapchain->frontBuffer ||
3489 (dstSwapchain->backBuffer && This == (IWineD3DSurfaceImpl*) dstSwapchain->backBuffer[0]))) {
3490 TRACE("Surface is higher back buffer, falling back to software\n");
3491 return WINED3DERR_INVALIDCALL;
3494 /* The color as given in the Blt function is in the format of the frame-buffer...
3495 * 'clear' expect it in ARGB format => we need to do some conversion :-)
3497 if (This->resource.format == WINED3DFMT_P8) {
3498 DWORD alpha;
3500 if (primary_render_target_is_p8(myDevice)) alpha = DDBltFx->u5.dwFillColor << 24;
3501 else alpha = 0xFF000000;
3503 if (This->palette) {
3504 color = (alpha |
3505 (This->palette->palents[DDBltFx->u5.dwFillColor].peRed << 16) |
3506 (This->palette->palents[DDBltFx->u5.dwFillColor].peGreen << 8) |
3507 (This->palette->palents[DDBltFx->u5.dwFillColor].peBlue));
3508 } else {
3509 color = alpha;
3512 else if (This->resource.format == WINED3DFMT_R5G6B5) {
3513 if (DDBltFx->u5.dwFillColor == 0xFFFF) {
3514 color = 0xFFFFFFFF;
3515 } else {
3516 color = ((0xFF000000) |
3517 ((DDBltFx->u5.dwFillColor & 0xF800) << 8) |
3518 ((DDBltFx->u5.dwFillColor & 0x07E0) << 5) |
3519 ((DDBltFx->u5.dwFillColor & 0x001F) << 3));
3522 else if ((This->resource.format == WINED3DFMT_R8G8B8) ||
3523 (This->resource.format == WINED3DFMT_X8R8G8B8) ) {
3524 color = 0xFF000000 | DDBltFx->u5.dwFillColor;
3526 else if (This->resource.format == WINED3DFMT_A8R8G8B8) {
3527 color = DDBltFx->u5.dwFillColor;
3529 else {
3530 ERR("Wrong surface type for BLT override(Format doesn't match) !\n");
3531 return WINED3DERR_INVALIDCALL;
3534 TRACE("(%p) executing Render Target override, color = %x\n", This, color);
3535 IWineD3DDeviceImpl_ClearSurface(myDevice, This,
3536 1, /* Number of rectangles */
3537 &rect, WINED3DCLEAR_TARGET, color,
3538 0.0 /* Z */,
3539 0 /* Stencil */);
3540 return WINED3D_OK;
3544 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3545 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3546 return WINED3DERR_INVALIDCALL;
3549 static HRESULT WINAPI IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx)
3551 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3552 float depth;
3554 if (Flags & WINEDDBLT_DEPTHFILL) {
3555 switch(This->resource.format) {
3556 case WINED3DFMT_D16:
3557 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3558 break;
3559 case WINED3DFMT_D15S1:
3560 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000fffe;
3561 break;
3562 case WINED3DFMT_D24S8:
3563 case WINED3DFMT_D24X8:
3564 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3565 break;
3566 case WINED3DFMT_D32:
3567 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3568 break;
3569 default:
3570 depth = 0.0;
3571 ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format));
3574 return IWineD3DDevice_Clear((IWineD3DDevice *) myDevice,
3575 DestRect == NULL ? 0 : 1,
3576 (WINED3DRECT *) DestRect,
3577 WINED3DCLEAR_ZBUFFER,
3578 0x00000000,
3579 depth,
3580 0x00000000);
3583 FIXME("(%p): Unsupp depthstencil blit\n", This);
3584 return WINED3DERR_INVALIDCALL;
3587 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
3588 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3589 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3590 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3591 TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3592 TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
3594 if ( (This->Flags & SFLAG_LOCKED) || ((Src != NULL) && (Src->Flags & SFLAG_LOCKED)))
3596 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3597 return WINEDDERR_SURFACEBUSY;
3600 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3601 * except depth blits, which seem to work
3603 if(iface == myDevice->stencilBufferTarget || (SrcSurface && SrcSurface == myDevice->stencilBufferTarget)) {
3604 if(myDevice->inScene && !(Flags & WINEDDBLT_DEPTHFILL)) {
3605 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3606 return WINED3DERR_INVALIDCALL;
3607 } else if(IWineD3DSurfaceImpl_BltZ(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) {
3608 TRACE("Z Blit override handled the blit\n");
3609 return WINED3D_OK;
3613 /* Special cases for RenderTargets */
3614 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3615 ( Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3616 if(IWineD3DSurfaceImpl_BltOverride(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter) == WINED3D_OK) return WINED3D_OK;
3619 /* For the rest call the X11 surface implementation.
3620 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3621 * other Blts are rather rare
3623 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter);
3626 HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans) {
3627 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3628 IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
3629 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3630 TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
3632 if ( (This->Flags & SFLAG_LOCKED) || ((srcImpl != NULL) && (srcImpl->Flags & SFLAG_LOCKED)))
3634 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3635 return WINEDDERR_SURFACEBUSY;
3638 if(myDevice->inScene &&
3639 (iface == myDevice->stencilBufferTarget ||
3640 (Source && Source == myDevice->stencilBufferTarget))) {
3641 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3642 return WINED3DERR_INVALIDCALL;
3645 /* Special cases for RenderTargets */
3646 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3647 ( srcImpl && (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3649 RECT SrcRect, DstRect;
3650 DWORD Flags=0;
3652 if(rsrc) {
3653 SrcRect.left = rsrc->left;
3654 SrcRect.top= rsrc->top;
3655 SrcRect.bottom = rsrc->bottom;
3656 SrcRect.right = rsrc->right;
3657 } else {
3658 SrcRect.left = 0;
3659 SrcRect.top = 0;
3660 SrcRect.right = srcImpl->currentDesc.Width;
3661 SrcRect.bottom = srcImpl->currentDesc.Height;
3664 DstRect.left = dstx;
3665 DstRect.top=dsty;
3666 DstRect.right = dstx + SrcRect.right - SrcRect.left;
3667 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
3669 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3670 if(trans & WINEDDBLTFAST_SRCCOLORKEY)
3671 Flags |= WINEDDBLT_KEYSRC;
3672 if(trans & WINEDDBLTFAST_DESTCOLORKEY)
3673 Flags |= WINEDDBLT_KEYDEST;
3674 if(trans & WINEDDBLTFAST_WAIT)
3675 Flags |= WINEDDBLT_WAIT;
3676 if(trans & WINEDDBLTFAST_DONOTWAIT)
3677 Flags |= WINEDDBLT_DONOTWAIT;
3679 if(IWineD3DSurfaceImpl_BltOverride(This, &DstRect, Source, &SrcRect, Flags, NULL, WINED3DTEXF_POINT) == WINED3D_OK) return WINED3D_OK;
3683 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
3686 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface) {
3687 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3688 RGBQUAD col[256];
3689 IWineD3DPaletteImpl *pal = This->palette;
3690 unsigned int n;
3691 TRACE("(%p)\n", This);
3693 if (!pal) return WINED3D_OK;
3695 if(This->resource.format == WINED3DFMT_P8 ||
3696 This->resource.format == WINED3DFMT_A8P8)
3698 int bpp;
3699 GLenum format, internal, type;
3700 CONVERT_TYPES convert;
3702 /* Check if we are using a RTL mode which uses texturing for uploads */
3703 BOOL use_texture = (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX);
3705 /* Check if we have hardware palette conversion if we have convert is set to NO_CONVERSION */
3706 d3dfmt_get_conv(This, TRUE, use_texture, &format, &internal, &type, &convert, &bpp, This->srgb);
3708 if((This->resource.usage & WINED3DUSAGE_RENDERTARGET) && (convert == NO_CONVERSION))
3710 ENTER_GL();
3711 if (This->glDescription.textureName == 0) {
3712 glGenTextures(1, &This->glDescription.textureName);
3713 checkGLcall("glGenTextures");
3715 glBindTexture(This->glDescription.target, This->glDescription.textureName);
3716 checkGLcall("glBindTexture(This->glDescription.target, This->glDescription.textureName)");
3717 LEAVE_GL();
3719 /* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
3720 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL);
3722 /* We want to force a palette refresh, so mark the drawable as not being up to date */
3723 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
3725 /* Re-upload the palette */
3726 d3dfmt_p8_upload_palette(iface, convert);
3728 /* Without this some palette updates are missed. This at least happens on Nvidia drivers but
3729 * it works fine using Mesa. */
3730 glFlush();
3731 } else {
3732 if(!(This->Flags & SFLAG_INSYSMEM)) {
3733 TRACE("Palette changed with surface that does not have an up to date system memory copy\n");
3734 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
3736 TRACE("Dirtifying surface\n");
3737 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
3741 if(This->Flags & SFLAG_DIBSECTION) {
3742 TRACE("(%p): Updating the hdc's palette\n", This);
3743 for (n=0; n<256; n++) {
3744 col[n].rgbRed = pal->palents[n].peRed;
3745 col[n].rgbGreen = pal->palents[n].peGreen;
3746 col[n].rgbBlue = pal->palents[n].peBlue;
3747 col[n].rgbReserved = 0;
3749 SetDIBColorTable(This->hDC, 0, 256, col);
3752 /* Propagate the changes to the drawable when we have a palette. */
3753 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3754 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, NULL);
3756 return WINED3D_OK;
3759 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
3760 /** Check against the maximum texture sizes supported by the video card **/
3761 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3762 unsigned int pow2Width, pow2Height;
3763 const GlPixelFormatDesc *glDesc;
3765 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
3766 /* Setup some glformat defaults */
3767 This->glDescription.glFormat = glDesc->glFormat;
3768 This->glDescription.glFormatInternal = glDesc->glInternal;
3769 This->glDescription.glType = glDesc->glType;
3771 This->glDescription.textureName = 0;
3772 This->glDescription.target = GL_TEXTURE_2D;
3774 /* Non-power2 support */
3775 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) || GL_SUPPORT(WINE_NORMALIZED_TEXRECT)) {
3776 pow2Width = This->currentDesc.Width;
3777 pow2Height = This->currentDesc.Height;
3778 } else {
3779 /* Find the nearest pow2 match */
3780 pow2Width = pow2Height = 1;
3781 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
3782 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
3784 This->pow2Width = pow2Width;
3785 This->pow2Height = pow2Height;
3787 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height) {
3788 WINED3DFORMAT Format = This->resource.format;
3789 /** TODO: add support for non power two compressed textures **/
3790 if (Format == WINED3DFMT_DXT1 || Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3
3791 || Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5
3792 || This->resource.format == WINED3DFMT_ATI2N) {
3793 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
3794 This, This->currentDesc.Width, This->currentDesc.Height);
3795 return WINED3DERR_NOTAVAILABLE;
3799 if(pow2Width != This->currentDesc.Width ||
3800 pow2Height != This->currentDesc.Height) {
3801 This->Flags |= SFLAG_NONPOW2;
3804 TRACE("%p\n", This);
3805 if ((This->pow2Width > GL_LIMITS(texture_size) || This->pow2Height > GL_LIMITS(texture_size)) && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))) {
3806 /* one of three options
3807 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)
3808 2: Set the texture to the maximum size (bad idea)
3809 3: WARN and return WINED3DERR_NOTAVAILABLE;
3810 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.
3812 WARN("(%p) Creating an oversized surface\n", This);
3813 This->Flags |= SFLAG_OVERSIZE;
3815 /* This will be initialized on the first blt */
3816 This->glRect.left = 0;
3817 This->glRect.top = 0;
3818 This->glRect.right = 0;
3819 This->glRect.bottom = 0;
3820 } else {
3821 /* Check this after the oversize check - do not make an oversized surface a texture_rectangle one.
3822 Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
3823 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
3824 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
3826 if(This->Flags & SFLAG_NONPOW2 && GL_SUPPORT(ARB_TEXTURE_RECTANGLE) &&
3827 !((This->resource.format == WINED3DFMT_P8) && GL_SUPPORT(EXT_PALETTED_TEXTURE) && (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX)))
3829 This->glDescription.target = GL_TEXTURE_RECTANGLE_ARB;
3830 This->pow2Width = This->currentDesc.Width;
3831 This->pow2Height = This->currentDesc.Height;
3832 This->Flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
3835 /* No oversize, gl rect is the full texture size */
3836 This->Flags &= ~SFLAG_OVERSIZE;
3837 This->glRect.left = 0;
3838 This->glRect.top = 0;
3839 This->glRect.right = This->pow2Width;
3840 This->glRect.bottom = This->pow2Height;
3843 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
3844 switch(wined3d_settings.offscreen_rendering_mode) {
3845 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
3846 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
3847 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
3851 This->Flags |= SFLAG_INSYSMEM;
3853 return WINED3D_OK;
3856 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) {
3857 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3859 TRACE("(%p) New location %#x\n", This, location);
3861 if (location & ~SFLAG_DS_LOCATIONS) {
3862 FIXME("(%p) Invalid location (%#x) specified\n", This, location);
3865 This->Flags &= ~SFLAG_DS_LOCATIONS;
3866 This->Flags |= location;
3869 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location) {
3870 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3871 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
3873 TRACE("(%p) New location %#x\n", This, location);
3875 /* TODO: Make this work for modes other than FBO */
3876 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
3878 if (This->Flags & location) {
3879 TRACE("(%p) Location (%#x) is already up to date\n", This, location);
3880 return;
3883 if (This->current_renderbuffer) {
3884 FIXME("(%p) Not supported with fixed up depth stencil\n", This);
3885 return;
3888 if (location == SFLAG_DS_OFFSCREEN) {
3889 if (This->Flags & SFLAG_DS_ONSCREEN) {
3890 GLint old_binding = 0;
3892 TRACE("(%p) Copying onscreen depth buffer to depth texture\n", This);
3894 ENTER_GL();
3896 if (!device->depth_blt_texture) {
3897 glGenTextures(1, &device->depth_blt_texture);
3900 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
3901 * directly on the FBO texture. That's because we need to flip. */
3902 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
3903 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
3904 glBindTexture(GL_TEXTURE_2D, device->depth_blt_texture);
3905 glCopyTexImage2D(This->glDescription.target,
3906 This->glDescription.level,
3907 This->glDescription.glFormatInternal,
3910 This->currentDesc.Width,
3911 This->currentDesc.Height,
3913 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3914 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3915 glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
3916 glBindTexture(GL_TEXTURE_2D, old_binding);
3918 /* Setup the destination */
3919 if (!device->depth_blt_rb) {
3920 GL_EXTCALL(glGenRenderbuffersEXT(1, &device->depth_blt_rb));
3921 checkGLcall("glGenRenderbuffersEXT");
3923 if (device->depth_blt_rb_w != This->currentDesc.Width
3924 || device->depth_blt_rb_h != This->currentDesc.Height) {
3925 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, device->depth_blt_rb));
3926 checkGLcall("glBindRenderbufferEXT");
3927 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, This->currentDesc.Width, This->currentDesc.Height));
3928 checkGLcall("glRenderbufferStorageEXT");
3929 device->depth_blt_rb_w = This->currentDesc.Width;
3930 device->depth_blt_rb_h = This->currentDesc.Height;
3933 bind_fbo((IWineD3DDevice *)device, GL_FRAMEBUFFER_EXT, &device->dst_fbo);
3934 GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, device->depth_blt_rb));
3935 checkGLcall("glFramebufferRenderbufferEXT");
3936 attach_depth_stencil_fbo(device, GL_FRAMEBUFFER_EXT, iface, FALSE);
3938 /* Do the actual blit */
3939 depth_blt((IWineD3DDevice *)device, device->depth_blt_texture);
3940 checkGLcall("depth_blt");
3942 if (device->render_offscreen) {
3943 bind_fbo((IWineD3DDevice *)device, GL_FRAMEBUFFER_EXT, &device->fbo);
3944 } else {
3945 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
3946 checkGLcall("glBindFramebuffer()");
3949 LEAVE_GL();
3950 } else {
3951 FIXME("No up to date depth stencil location\n");
3953 } else if (location == SFLAG_DS_ONSCREEN) {
3954 if (This->Flags & SFLAG_DS_OFFSCREEN) {
3955 TRACE("(%p) Copying depth texture to onscreen depth buffer\n", This);
3957 ENTER_GL();
3959 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
3960 checkGLcall("glBindFramebuffer()");
3961 depth_blt((IWineD3DDevice *)device, This->glDescription.textureName);
3962 checkGLcall("depth_blt");
3964 if (device->render_offscreen) {
3965 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, device->fbo));
3966 checkGLcall("glBindFramebuffer()");
3969 LEAVE_GL();
3970 } else {
3971 FIXME("No up to date depth stencil location\n");
3973 } else {
3974 ERR("(%p) Invalid location (%#x) specified\n", This, location);
3977 This->Flags |= location;
3980 static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
3981 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3982 IWineD3DBaseTexture *texture;
3984 TRACE("(%p)->(%s, %s)\n", iface,
3985 flag == SFLAG_INSYSMEM ? "SFLAG_INSYSMEM" : flag == SFLAG_INDRAWABLE ? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
3986 persistent ? "TRUE" : "FALSE");
3988 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
3989 IWineD3DSwapChain *swapchain = NULL;
3991 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
3992 TRACE("Surface %p is an onscreen surface\n", iface);
3994 IWineD3DSwapChain_Release(swapchain);
3995 } else {
3996 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
3997 if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4001 if(persistent) {
4002 if((This->Flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE)) {
4003 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4004 TRACE("Passing to container\n");
4005 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4006 IWineD3DBaseTexture_Release(texture);
4009 This->Flags &= ~SFLAG_LOCATIONS;
4010 This->Flags |= flag;
4011 } else {
4012 if((This->Flags & SFLAG_INTEXTURE) && (flag & SFLAG_INTEXTURE)) {
4013 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4014 TRACE("Passing to container\n");
4015 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4016 IWineD3DBaseTexture_Release(texture);
4019 This->Flags &= ~flag;
4023 struct coords {
4024 GLfloat x, y, z;
4027 static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in) {
4028 struct coords coords[4];
4029 RECT rect;
4030 IWineD3DSwapChain *swapchain = NULL;
4031 IWineD3DBaseTexture *texture = NULL;
4032 HRESULT hr;
4033 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4035 if(rect_in) {
4036 rect = *rect_in;
4037 } else {
4038 rect.left = 0;
4039 rect.top = 0;
4040 rect.right = This->currentDesc.Width;
4041 rect.bottom = This->currentDesc.Height;
4044 ActivateContext(device, (IWineD3DSurface*)This, CTXUSAGE_BLIT);
4045 ENTER_GL();
4047 if(This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB) {
4048 glEnable(GL_TEXTURE_RECTANGLE_ARB);
4049 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
4050 glBindTexture(GL_TEXTURE_RECTANGLE_ARB, This->glDescription.textureName);
4051 checkGLcall("GL_TEXTURE_RECTANGLE_ARB, This->glDescription.textureName)");
4052 glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4053 checkGLcall("glTexParameteri");
4054 glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4055 checkGLcall("glTexParameteri");
4057 coords[0].x = rect.left;
4058 coords[0].z = 0;
4060 coords[1].x = rect.left;
4061 coords[1].z = 0;
4063 coords[2].x = rect.right;
4064 coords[2].z = 0;
4066 coords[3].x = rect.right;
4067 coords[3].z = 0;
4069 coords[0].y = rect.top;
4070 coords[1].y = rect.bottom;
4071 coords[2].y = rect.bottom;
4072 coords[3].y = rect.top;
4073 } else if(This->glDescription.target == GL_TEXTURE_2D) {
4074 glEnable(GL_TEXTURE_2D);
4075 checkGLcall("glEnable(GL_TEXTURE_2D)");
4076 glBindTexture(GL_TEXTURE_2D, This->glDescription.textureName);
4077 checkGLcall("GL_TEXTURE_2D, This->glDescription.textureName)");
4078 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4079 checkGLcall("glTexParameteri");
4080 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4081 checkGLcall("glTexParameteri");
4083 coords[0].x = (float)rect.left / This->pow2Width;
4084 coords[0].z = 0;
4086 coords[1].x = (float)rect.left / This->pow2Width;
4087 coords[1].z = 0;
4089 coords[2].x = (float)rect.right / This->pow2Width;
4090 coords[2].z = 0;
4092 coords[3].x = (float)rect.right / This->pow2Width;
4093 coords[3].z = 0;
4095 coords[0].y = (float)rect.top / This->pow2Height;
4096 coords[1].y = (float)rect.bottom / This->pow2Height;
4097 coords[2].y = (float)rect.bottom / This->pow2Height;
4098 coords[3].y = (float)rect.top / This->pow2Height;
4099 } else {
4100 /* Must be a cube map */
4101 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
4102 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
4103 glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, This->glDescription.textureName);
4104 checkGLcall("GL_TEXTURE_CUBE_MAP_ARB, This->glDescription.textureName)");
4105 glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4106 checkGLcall("glTexParameteri");
4107 glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4108 checkGLcall("glTexParameteri");
4110 switch(This->glDescription.target) {
4111 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
4112 coords[0].x = 1; coords[0].y = -1; coords[0].z = 1;
4113 coords[1].x = 1; coords[1].y = 1; coords[1].z = 1;
4114 coords[2].x = 1; coords[2].y = 1; coords[2].z = -1;
4115 coords[3].x = 1; coords[3].y = -1; coords[3].z = -1;
4116 break;
4118 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
4119 coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
4120 coords[1].x = -1; coords[1].y = 1; coords[1].z = 1;
4121 coords[2].x = -1; coords[2].y = 1; coords[2].z = -1;
4122 coords[3].x = -1; coords[3].y = -1; coords[3].z = -1;
4123 break;
4125 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
4126 coords[0].x = -1; coords[0].y = 1; coords[0].z = 1;
4127 coords[1].x = 1; coords[1].y = 1; coords[1].z = 1;
4128 coords[2].x = 1; coords[2].y = 1; coords[2].z = -1;
4129 coords[3].x = -1; coords[3].y = 1; coords[3].z = -1;
4130 break;
4132 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
4133 coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
4134 coords[1].x = 1; coords[1].y = -1; coords[1].z = 1;
4135 coords[2].x = 1; coords[2].y = -1; coords[2].z = -1;
4136 coords[3].x = -1; coords[3].y = -1; coords[3].z = -1;
4137 break;
4139 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
4140 coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
4141 coords[1].x = 1; coords[1].y = -1; coords[1].z = 1;
4142 coords[2].x = 1; coords[2].y = -1; coords[2].z = 1;
4143 coords[3].x = -1; coords[3].y = -1; coords[3].z = 1;
4144 break;
4146 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
4147 coords[0].x = -1; coords[0].y = -1; coords[0].z = -1;
4148 coords[1].x = 1; coords[1].y = -1; coords[1].z = -1;
4149 coords[2].x = 1; coords[2].y = -1; coords[2].z = -1;
4150 coords[3].x = -1; coords[3].y = -1; coords[3].z = -1;
4151 break;
4153 default:
4154 ERR("Unexpected texture target\n");
4155 LEAVE_GL();
4156 return;
4160 glBegin(GL_QUADS);
4161 glTexCoord3fv(&coords[0].x);
4162 glVertex2i(rect.left, device->render_offscreen ? rect.bottom : rect.top);
4164 glTexCoord3fv(&coords[1].x);
4165 glVertex2i(rect.left, device->render_offscreen ? rect.top : rect.bottom);
4167 glTexCoord3fv(&coords[2].x);
4168 glVertex2i(rect.right, device->render_offscreen ? rect.top : rect.bottom);
4170 glTexCoord3fv(&coords[3].x);
4171 glVertex2i(rect.right, device->render_offscreen ? rect.bottom : rect.top);
4172 glEnd();
4173 checkGLcall("glEnd");
4175 if(This->glDescription.target != GL_TEXTURE_2D) {
4176 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4177 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4178 } else {
4179 glDisable(GL_TEXTURE_2D);
4180 checkGLcall("glDisable(GL_TEXTURE_2D)");
4182 LEAVE_GL();
4184 hr = IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DSwapChain, (void **) &swapchain);
4185 if(hr == WINED3D_OK && swapchain) {
4186 /* Make sure to flush the buffers. This is needed in apps like Red Alert II and Tiberian SUN that use multiple WGL contexts. */
4187 if(((IWineD3DSwapChainImpl*)swapchain)->frontBuffer == (IWineD3DSurface*)This ||
4188 ((IWineD3DSwapChainImpl*)swapchain)->num_contexts >= 2)
4189 glFlush();
4191 IWineD3DSwapChain_Release(swapchain);
4192 } else {
4193 /* We changed the filtering settings on the texture. Inform the container about this to get the filters
4194 * reset properly next draw
4196 hr = IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DBaseTexture, (void **) &texture);
4197 if(hr == WINED3D_OK && texture) {
4198 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
4199 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
4200 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
4201 IWineD3DBaseTexture_Release(texture);
4206 /*****************************************************************************
4207 * IWineD3DSurface::LoadLocation
4209 * Copies the current surface data from wherever it is to the requested
4210 * location. The location is one of the surface flags, SFLAG_INSYSMEM,
4211 * SFLAG_INTEXTURE and SFLAG_INDRAWABLE. When the surface is current in
4212 * multiple locations, the gl texture is preferred over the drawable, which is
4213 * preferred over system memory. The PBO counts as system memory. If rect is
4214 * not NULL, only the specified rectangle is copied (only supported for
4215 * sysmem<->drawable copies at the moment). If rect is NULL, the destination
4216 * location is marked up to date after the copy.
4218 * Parameters:
4219 * flag: Surface location flag to be updated
4220 * rect: rectangle to be copied
4222 * Returns:
4223 * WINED3D_OK on success
4224 * WINED3DERR_DEVICELOST on an internal error
4226 *****************************************************************************/
4227 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
4228 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4229 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4230 IWineD3DSwapChain *swapchain = NULL;
4231 GLenum format, internal, type;
4232 CONVERT_TYPES convert;
4233 int bpp;
4234 int width, pitch, outpitch;
4235 BYTE *mem;
4237 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4238 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
4239 TRACE("Surface %p is an onscreen surface\n", iface);
4241 IWineD3DSwapChain_Release(swapchain);
4242 } else {
4243 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4244 * Prefer SFLAG_INTEXTURE. */
4245 if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
4249 TRACE("(%p)->(%s, %p)\n", iface,
4250 flag == SFLAG_INSYSMEM ? "SFLAG_INSYSMEM" : flag == SFLAG_INDRAWABLE ? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
4251 rect);
4252 if(rect) {
4253 TRACE("Rectangle: (%d,%d)-(%d,%d)\n", rect->left, rect->top, rect->right, rect->bottom);
4256 if(This->Flags & flag) {
4257 TRACE("Location already up to date\n");
4258 return WINED3D_OK;
4261 if(!(This->Flags & SFLAG_LOCATIONS)) {
4262 ERR("Surface does not have any up to date location\n");
4263 This->Flags |= SFLAG_LOST;
4264 return WINED3DERR_DEVICELOST;
4267 if(flag == SFLAG_INSYSMEM) {
4268 surface_prepare_system_memory(This);
4270 /* Download the surface to system memory */
4271 if(This->Flags & SFLAG_INTEXTURE) {
4272 if(!device->isInDraw) ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4273 surface_bind_and_dirtify(This);
4275 surface_download_data(This);
4276 } else {
4277 read_from_framebuffer(This, rect,
4278 This->resource.allocatedMemory,
4279 IWineD3DSurface_GetPitch(iface));
4281 } else if(flag == SFLAG_INDRAWABLE) {
4282 if(This->Flags & SFLAG_INTEXTURE) {
4283 surface_blt_to_drawable(This, rect);
4284 } else {
4285 d3dfmt_get_conv(This, TRUE /* We need color keying */, FALSE /* We won't use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
4287 /* The width is in 'length' not in bytes */
4288 width = This->currentDesc.Width;
4289 pitch = IWineD3DSurface_GetPitch(iface);
4291 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4292 * but it isn't set (yet) in all cases it is getting called. */
4293 if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4294 TRACE("Removing the pbo attached to surface %p\n", This);
4295 surface_remove_pbo(This);
4298 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4299 int height = This->currentDesc.Height;
4301 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4302 outpitch = width * bpp;
4303 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4305 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4306 if(!mem) {
4307 ERR("Out of memory %d, %d!\n", outpitch, height);
4308 return WINED3DERR_OUTOFVIDEOMEMORY;
4310 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4312 This->Flags |= SFLAG_CONVERTED;
4313 } else {
4314 This->Flags &= ~SFLAG_CONVERTED;
4315 mem = This->resource.allocatedMemory;
4318 flush_to_framebuffer_drawpixels(This, format, type, bpp, mem);
4320 /* Don't delete PBO memory */
4321 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4322 HeapFree(GetProcessHeap(), 0, mem);
4324 } else /* if(flag == SFLAG_INTEXTURE) */ {
4325 if (This->Flags & SFLAG_INDRAWABLE) {
4326 read_from_framebuffer_texture(This);
4327 } else { /* Upload from system memory */
4328 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
4330 if(!device->isInDraw) ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4331 surface_bind_and_dirtify(This);
4332 ENTER_GL();
4334 /* The only place where LoadTexture() might get called when isInDraw=1
4335 * is ActivateContext where lastActiveRenderTarget is preloaded.
4337 if(iface == device->lastActiveRenderTarget && device->isInDraw)
4338 ERR("Reading back render target but SFLAG_INDRAWABLE not set\n");
4340 /* Otherwise: System memory copy must be most up to date */
4342 if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
4343 This->Flags |= SFLAG_GLCKEY;
4344 This->glCKey = This->SrcBltCKey;
4346 else This->Flags &= ~SFLAG_GLCKEY;
4348 /* The width is in 'length' not in bytes */
4349 width = This->currentDesc.Width;
4350 pitch = IWineD3DSurface_GetPitch(iface);
4352 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4353 * but it isn't set (yet) in all cases it is getting called. */
4354 if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4355 TRACE("Removing the pbo attached to surface %p\n", This);
4356 surface_remove_pbo(This);
4359 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4360 int height = This->currentDesc.Height;
4362 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4363 outpitch = width * bpp;
4364 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4366 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4367 if(!mem) {
4368 ERR("Out of memory %d, %d!\n", outpitch, height);
4369 return WINED3DERR_OUTOFVIDEOMEMORY;
4371 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4373 This->Flags |= SFLAG_CONVERTED;
4374 } else if( (This->resource.format == WINED3DFMT_P8) && (GL_SUPPORT(EXT_PALETTED_TEXTURE) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) ) {
4375 d3dfmt_p8_upload_palette(iface, convert);
4376 This->Flags &= ~SFLAG_CONVERTED;
4377 mem = This->resource.allocatedMemory;
4378 } else {
4379 This->Flags &= ~SFLAG_CONVERTED;
4380 mem = This->resource.allocatedMemory;
4383 /* Make sure the correct pitch is used */
4384 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
4386 if ((This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE)) {
4387 TRACE("non power of two support\n");
4388 if(!(This->Flags & SFLAG_ALLOCATED)) {
4389 surface_allocate_surface(This, internal, This->pow2Width, This->pow2Height, format, type);
4391 if (mem || (This->Flags & SFLAG_PBO)) {
4392 surface_upload_data(This, internal, This->currentDesc.Width, This->currentDesc.Height, format, type, mem);
4394 } else {
4395 /* When making the realloc conditional, keep in mind that GL_APPLE_client_storage may be in use, and This->resource.allocatedMemory
4396 * changed. So also keep track of memory changes. In this case the texture has to be reallocated
4398 if(!(This->Flags & SFLAG_ALLOCATED)) {
4399 surface_allocate_surface(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type);
4401 if (mem || (This->Flags & SFLAG_PBO)) {
4402 surface_upload_data(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type, mem);
4406 /* Restore the default pitch */
4407 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4408 LEAVE_GL();
4410 /* Don't delete PBO memory */
4411 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4412 HeapFree(GetProcessHeap(), 0, mem);
4416 if(rect == NULL) {
4417 This->Flags |= flag;
4420 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !swapchain
4421 && (This->Flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE))) {
4422 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4423 This->Flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4426 return WINED3D_OK;
4429 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container) {
4430 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4431 IWineD3DSwapChain *swapchain = NULL;
4433 /* Update the drawable size method */
4434 if(container) {
4435 IWineD3DBase_QueryInterface(container, &IID_IWineD3DSwapChain, (void **) &swapchain);
4437 if(swapchain) {
4438 This->get_drawable_size = get_drawable_size_swapchain;
4439 IWineD3DSwapChain_Release(swapchain);
4440 } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
4441 switch(wined3d_settings.offscreen_rendering_mode) {
4442 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
4443 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
4444 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
4448 return IWineD3DBaseSurfaceImpl_SetContainer(iface, container);
4451 static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
4452 return SURFACE_OPENGL;
4455 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
4457 /* IUnknown */
4458 IWineD3DBaseSurfaceImpl_QueryInterface,
4459 IWineD3DBaseSurfaceImpl_AddRef,
4460 IWineD3DSurfaceImpl_Release,
4461 /* IWineD3DResource */
4462 IWineD3DBaseSurfaceImpl_GetParent,
4463 IWineD3DBaseSurfaceImpl_GetDevice,
4464 IWineD3DBaseSurfaceImpl_SetPrivateData,
4465 IWineD3DBaseSurfaceImpl_GetPrivateData,
4466 IWineD3DBaseSurfaceImpl_FreePrivateData,
4467 IWineD3DBaseSurfaceImpl_SetPriority,
4468 IWineD3DBaseSurfaceImpl_GetPriority,
4469 IWineD3DSurfaceImpl_PreLoad,
4470 IWineD3DSurfaceImpl_UnLoad,
4471 IWineD3DBaseSurfaceImpl_GetType,
4472 /* IWineD3DSurface */
4473 IWineD3DBaseSurfaceImpl_GetContainer,
4474 IWineD3DBaseSurfaceImpl_GetDesc,
4475 IWineD3DSurfaceImpl_LockRect,
4476 IWineD3DSurfaceImpl_UnlockRect,
4477 IWineD3DSurfaceImpl_GetDC,
4478 IWineD3DSurfaceImpl_ReleaseDC,
4479 IWineD3DSurfaceImpl_Flip,
4480 IWineD3DSurfaceImpl_Blt,
4481 IWineD3DBaseSurfaceImpl_GetBltStatus,
4482 IWineD3DBaseSurfaceImpl_GetFlipStatus,
4483 IWineD3DBaseSurfaceImpl_IsLost,
4484 IWineD3DBaseSurfaceImpl_Restore,
4485 IWineD3DSurfaceImpl_BltFast,
4486 IWineD3DBaseSurfaceImpl_GetPalette,
4487 IWineD3DBaseSurfaceImpl_SetPalette,
4488 IWineD3DSurfaceImpl_RealizePalette,
4489 IWineD3DBaseSurfaceImpl_SetColorKey,
4490 IWineD3DBaseSurfaceImpl_GetPitch,
4491 IWineD3DSurfaceImpl_SetMem,
4492 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
4493 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
4494 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
4495 IWineD3DBaseSurfaceImpl_UpdateOverlay,
4496 IWineD3DBaseSurfaceImpl_SetClipper,
4497 IWineD3DBaseSurfaceImpl_GetClipper,
4498 /* Internal use: */
4499 IWineD3DSurfaceImpl_AddDirtyRect,
4500 IWineD3DSurfaceImpl_LoadTexture,
4501 IWineD3DSurfaceImpl_BindTexture,
4502 IWineD3DSurfaceImpl_SaveSnapshot,
4503 IWineD3DSurfaceImpl_SetContainer,
4504 IWineD3DSurfaceImpl_SetGlTextureDesc,
4505 IWineD3DSurfaceImpl_GetGlDesc,
4506 IWineD3DSurfaceImpl_GetData,
4507 IWineD3DSurfaceImpl_SetFormat,
4508 IWineD3DSurfaceImpl_PrivateSetup,
4509 IWineD3DSurfaceImpl_ModifyLocation,
4510 IWineD3DSurfaceImpl_LoadLocation,
4511 IWineD3DSurfaceImpl_GetImplType