2 * IWineD3DSurface Implementation
4 * Copyright 1998 Lionel Ulmer
5 * Copyright 2000-2001 TransGaming Technologies Inc.
6 * Copyright 2002-2005 Jason Edmeades
7 * Copyright 2002-2003 Raphael Junqueira
8 * Copyright 2004 Christian Costa
9 * Copyright 2005 Oliver Stieber
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2007-2008 Henri Verbeet
12 * Copyright 2006-2008 Roderick Colenbrander
13 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
31 #include "wine/port.h"
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d);
37 static void surface_cleanup(IWineD3DSurfaceImpl *This)
39 TRACE("(%p) : Cleaning up.\n", This);
41 if (This->texture_name || (This->flags & SFLAG_PBO) || !list_empty(&This->renderbuffers))
43 const struct wined3d_gl_info *gl_info;
44 renderbuffer_entry_t *entry, *entry2;
45 struct wined3d_context *context;
47 context = context_acquire(This->resource.device, NULL);
48 gl_info = context->gl_info;
52 if (This->texture_name)
54 TRACE("Deleting texture %u.\n", This->texture_name);
55 glDeleteTextures(1, &This->texture_name);
58 if (This->flags & SFLAG_PBO)
60 TRACE("Deleting PBO %u.\n", This->pbo);
61 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
64 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry)
66 TRACE("Deleting renderbuffer %u.\n", entry->id);
67 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
68 HeapFree(GetProcessHeap(), 0, entry);
73 context_release(context);
76 if (This->flags & SFLAG_DIBSECTION)
79 SelectObject(This->hDC, This->dib.holdbitmap);
81 /* Release the DIB section. */
82 DeleteObject(This->dib.DIBsection);
83 This->dib.bitmap_data = NULL;
84 This->resource.allocatedMemory = NULL;
87 if (This->flags & SFLAG_USERPTR) IWineD3DSurface_SetMem((IWineD3DSurface *)This, NULL);
88 if (This->overlay_dest) list_remove(&This->overlay_entry);
90 HeapFree(GetProcessHeap(), 0, This->palette9);
92 resource_cleanup((IWineD3DResource *)This);
95 void surface_set_container(IWineD3DSurfaceImpl *surface, enum wined3d_container_type type, IWineD3DBase *container)
97 TRACE("surface %p, container %p.\n", surface, container);
99 if (!container && type != WINED3D_CONTAINER_NONE)
100 ERR("Setting NULL container of type %#x.\n", type);
102 if (type == WINED3D_CONTAINER_SWAPCHAIN)
104 surface->get_drawable_size = get_drawable_size_swapchain;
108 switch (wined3d_settings.offscreen_rendering_mode)
111 surface->get_drawable_size = get_drawable_size_fbo;
115 surface->get_drawable_size = get_drawable_size_backbuffer;
119 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
124 surface->container.type = type;
125 surface->container.u.base = container;
132 enum tex_types tex_type;
133 GLfloat coords[4][3];
144 static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
146 f->l = ((r->left * 2.0f) / w) - 1.0f;
147 f->t = ((r->top * 2.0f) / h) - 1.0f;
148 f->r = ((r->right * 2.0f) / w) - 1.0f;
149 f->b = ((r->bottom * 2.0f) / h) - 1.0f;
152 static void surface_get_blt_info(GLenum target, const RECT *rect, GLsizei w, GLsizei h, struct blt_info *info)
154 GLfloat (*coords)[3] = info->coords;
160 FIXME("Unsupported texture target %#x\n", target);
161 /* Fall back to GL_TEXTURE_2D */
163 info->binding = GL_TEXTURE_BINDING_2D;
164 info->bind_target = GL_TEXTURE_2D;
165 info->tex_type = tex_2d;
166 coords[0][0] = (float)rect->left / w;
167 coords[0][1] = (float)rect->top / h;
170 coords[1][0] = (float)rect->right / w;
171 coords[1][1] = (float)rect->top / h;
174 coords[2][0] = (float)rect->left / w;
175 coords[2][1] = (float)rect->bottom / h;
178 coords[3][0] = (float)rect->right / w;
179 coords[3][1] = (float)rect->bottom / h;
183 case GL_TEXTURE_RECTANGLE_ARB:
184 info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
185 info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
186 info->tex_type = tex_rect;
187 coords[0][0] = rect->left; coords[0][1] = rect->top; coords[0][2] = 0.0f;
188 coords[1][0] = rect->right; coords[1][1] = rect->top; coords[1][2] = 0.0f;
189 coords[2][0] = rect->left; coords[2][1] = rect->bottom; coords[2][2] = 0.0f;
190 coords[3][0] = rect->right; coords[3][1] = rect->bottom; coords[3][2] = 0.0f;
193 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
194 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
195 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
196 info->tex_type = tex_cube;
197 cube_coords_float(rect, w, h, &f);
199 coords[0][0] = 1.0f; coords[0][1] = -f.t; coords[0][2] = -f.l;
200 coords[1][0] = 1.0f; coords[1][1] = -f.t; coords[1][2] = -f.r;
201 coords[2][0] = 1.0f; coords[2][1] = -f.b; coords[2][2] = -f.l;
202 coords[3][0] = 1.0f; coords[3][1] = -f.b; coords[3][2] = -f.r;
205 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
206 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
207 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
208 info->tex_type = tex_cube;
209 cube_coords_float(rect, w, h, &f);
211 coords[0][0] = -1.0f; coords[0][1] = -f.t; coords[0][2] = f.l;
212 coords[1][0] = -1.0f; coords[1][1] = -f.t; coords[1][2] = f.r;
213 coords[2][0] = -1.0f; coords[2][1] = -f.b; coords[2][2] = f.l;
214 coords[3][0] = -1.0f; coords[3][1] = -f.b; coords[3][2] = f.r;
217 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
218 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
219 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
220 info->tex_type = tex_cube;
221 cube_coords_float(rect, w, h, &f);
223 coords[0][0] = f.l; coords[0][1] = 1.0f; coords[0][2] = f.t;
224 coords[1][0] = f.r; coords[1][1] = 1.0f; coords[1][2] = f.t;
225 coords[2][0] = f.l; coords[2][1] = 1.0f; coords[2][2] = f.b;
226 coords[3][0] = f.r; coords[3][1] = 1.0f; coords[3][2] = f.b;
229 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
230 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
231 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
232 info->tex_type = tex_cube;
233 cube_coords_float(rect, w, h, &f);
235 coords[0][0] = f.l; coords[0][1] = -1.0f; coords[0][2] = -f.t;
236 coords[1][0] = f.r; coords[1][1] = -1.0f; coords[1][2] = -f.t;
237 coords[2][0] = f.l; coords[2][1] = -1.0f; coords[2][2] = -f.b;
238 coords[3][0] = f.r; coords[3][1] = -1.0f; coords[3][2] = -f.b;
241 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
242 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
243 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
244 info->tex_type = tex_cube;
245 cube_coords_float(rect, w, h, &f);
247 coords[0][0] = f.l; coords[0][1] = -f.t; coords[0][2] = 1.0f;
248 coords[1][0] = f.r; coords[1][1] = -f.t; coords[1][2] = 1.0f;
249 coords[2][0] = f.l; coords[2][1] = -f.b; coords[2][2] = 1.0f;
250 coords[3][0] = f.r; coords[3][1] = -f.b; coords[3][2] = 1.0f;
253 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
254 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
255 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
256 info->tex_type = tex_cube;
257 cube_coords_float(rect, w, h, &f);
259 coords[0][0] = -f.l; coords[0][1] = -f.t; coords[0][2] = -1.0f;
260 coords[1][0] = -f.r; coords[1][1] = -f.t; coords[1][2] = -1.0f;
261 coords[2][0] = -f.l; coords[2][1] = -f.b; coords[2][2] = -1.0f;
262 coords[3][0] = -f.r; coords[3][1] = -f.b; coords[3][2] = -1.0f;
267 static inline void surface_get_rect(IWineD3DSurfaceImpl *This, const RECT *rect_in, RECT *rect_out)
270 *rect_out = *rect_in;
275 rect_out->right = This->currentDesc.Width;
276 rect_out->bottom = This->currentDesc.Height;
280 /* GL locking and context activation is done by the caller */
281 void draw_textured_quad(IWineD3DSurfaceImpl *src_surface, const RECT *src_rect, const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter)
283 struct blt_info info;
285 surface_get_blt_info(src_surface->texture_target, src_rect, src_surface->pow2Width, src_surface->pow2Height, &info);
287 glEnable(info.bind_target);
288 checkGLcall("glEnable(bind_target)");
290 /* Bind the texture */
291 glBindTexture(info.bind_target, src_surface->texture_name);
292 checkGLcall("glBindTexture");
294 /* Filtering for StretchRect */
295 glTexParameteri(info.bind_target, GL_TEXTURE_MAG_FILTER,
296 wined3d_gl_mag_filter(magLookup, Filter));
297 checkGLcall("glTexParameteri");
298 glTexParameteri(info.bind_target, GL_TEXTURE_MIN_FILTER,
299 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
300 checkGLcall("glTexParameteri");
301 glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
302 glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
303 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
304 checkGLcall("glTexEnvi");
307 glBegin(GL_TRIANGLE_STRIP);
308 glTexCoord3fv(info.coords[0]);
309 glVertex2i(dst_rect->left, dst_rect->top);
311 glTexCoord3fv(info.coords[1]);
312 glVertex2i(dst_rect->right, dst_rect->top);
314 glTexCoord3fv(info.coords[2]);
315 glVertex2i(dst_rect->left, dst_rect->bottom);
317 glTexCoord3fv(info.coords[3]);
318 glVertex2i(dst_rect->right, dst_rect->bottom);
321 /* Unbind the texture */
322 glBindTexture(info.bind_target, 0);
323 checkGLcall("glBindTexture(info->bind_target, 0)");
325 /* We changed the filtering settings on the texture. Inform the
326 * container about this to get the filters reset properly next draw. */
327 if (src_surface->container.type == WINED3D_CONTAINER_TEXTURE)
329 IWineD3DBaseTextureImpl *texture = src_surface->container.u.texture;
330 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
331 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
332 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
336 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
337 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
338 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id,
339 WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops)
341 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
342 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
343 void (*cleanup)(IWineD3DSurfaceImpl *This);
344 unsigned int resource_size;
347 if (multisample_quality > 0)
349 FIXME("multisample_quality set to %u, substituting 0\n", multisample_quality);
350 multisample_quality = 0;
353 /* FIXME: Check that the format is supported by the device. */
355 resource_size = wined3d_format_calculate_size(format, alignment, width, height);
357 /* Look at the implementation and set the correct Vtable. */
358 switch (surface_type)
361 surface->lpVtbl = &IWineD3DSurface_Vtbl;
362 cleanup = surface_cleanup;
366 surface->lpVtbl = &IWineGDISurface_Vtbl;
367 cleanup = surface_gdi_cleanup;
371 ERR("Requested unknown surface implementation %#x.\n", surface_type);
372 return WINED3DERR_INVALIDCALL;
375 hr = resource_init((IWineD3DResource *)surface, WINED3DRTYPE_SURFACE,
376 device, resource_size, usage, format, pool, parent, parent_ops);
379 WARN("Failed to initialize resource, returning %#x.\n", hr);
383 /* "Standalone" surface. */
384 surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
386 surface->currentDesc.Width = width;
387 surface->currentDesc.Height = height;
388 surface->currentDesc.MultiSampleType = multisample_type;
389 surface->currentDesc.MultiSampleQuality = multisample_quality;
390 surface->texture_level = level;
391 list_init(&surface->overlays);
394 surface->flags = SFLAG_NORMCOORD; /* Default to normalized coords. */
395 if (discard) surface->flags |= SFLAG_DISCARD;
396 if (lockable || format_id == WINED3DFMT_D16_LOCKABLE) surface->flags |= SFLAG_LOCKABLE;
398 /* Quick lockable sanity check.
399 * TODO: remove this after surfaces, usage and lockability have been debugged properly
400 * this function is too deep to need to care about things like this.
401 * Levels need to be checked too, since they all affect what can be done. */
404 case WINED3DPOOL_SCRATCH:
407 FIXME("Called with a pool of SCRATCH and a lockable of FALSE "
408 "which are mutually exclusive, setting lockable to TRUE.\n");
413 case WINED3DPOOL_SYSTEMMEM:
415 FIXME("Called with a pool of SYSTEMMEM and a lockable of FALSE, this is acceptable but unexpected.\n");
418 case WINED3DPOOL_MANAGED:
419 if (usage & WINED3DUSAGE_DYNAMIC)
420 FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n");
423 case WINED3DPOOL_DEFAULT:
424 if (lockable && !(usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
425 WARN("Creating a lockable surface with a POOL of DEFAULT, that doesn't specify DYNAMIC usage.\n");
429 FIXME("Unknown pool %#x.\n", pool);
433 if (usage & WINED3DUSAGE_RENDERTARGET && pool != WINED3DPOOL_DEFAULT)
435 FIXME("Trying to create a render target that isn't in the default pool.\n");
438 /* Mark the texture as dirty so that it gets loaded first time around. */
439 surface_add_dirty_rect(surface, NULL);
440 list_init(&surface->renderbuffers);
442 TRACE("surface %p, memory %p, size %u\n", surface, surface->resource.allocatedMemory, surface->resource.size);
444 /* Call the private setup routine */
445 hr = IWineD3DSurface_PrivateSetup((IWineD3DSurface *)surface);
448 ERR("Private setup failed, returning %#x\n", hr);
456 static void surface_force_reload(IWineD3DSurfaceImpl *surface)
458 surface->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
461 void surface_set_texture_name(IWineD3DSurfaceImpl *surface, GLuint new_name, BOOL srgb)
466 TRACE("surface %p, new_name %u, srgb %#x.\n", surface, new_name, srgb);
470 name = &surface->texture_name_srgb;
471 flag = SFLAG_INSRGBTEX;
475 name = &surface->texture_name;
476 flag = SFLAG_INTEXTURE;
479 if (!*name && new_name)
481 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
482 * surface has no texture name yet. See if we can get rid of this. */
483 if (surface->flags & flag)
484 ERR("Surface has %s set, but no texture name.\n", debug_surflocation(flag));
485 surface_modify_location(surface, flag, FALSE);
489 surface_force_reload(surface);
492 void surface_set_texture_target(IWineD3DSurfaceImpl *surface, GLenum target)
494 TRACE("surface %p, target %#x.\n", surface, target);
496 if (surface->texture_target != target)
498 if (target == GL_TEXTURE_RECTANGLE_ARB)
500 surface->flags &= ~SFLAG_NORMCOORD;
502 else if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
504 surface->flags |= SFLAG_NORMCOORD;
507 surface->texture_target = target;
508 surface_force_reload(surface);
511 /* Context activation is done by the caller. */
512 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This, BOOL srgb) {
513 DWORD active_sampler;
515 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
516 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
517 * gl states. The current texture unit should always be a valid one.
519 * To be more specific, this is tricky because we can implicitly be called
520 * from sampler() in state.c. This means we can't touch anything other than
521 * whatever happens to be the currently active texture, or we would risk
522 * marking already applied sampler states dirty again.
524 * TODO: Track the current active texture per GL context instead of using glGet
526 GLint active_texture;
528 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
530 active_sampler = This->resource.device->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
532 if (active_sampler != WINED3D_UNMAPPED_STAGE)
534 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(active_sampler));
536 IWineD3DSurface_BindTexture((IWineD3DSurface *)This, srgb);
539 /* This function checks if the primary render target uses the 8bit paletted format. */
540 static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
542 if (device->render_targets && device->render_targets[0])
544 IWineD3DSurfaceImpl *render_target = device->render_targets[0];
545 if ((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
546 && (render_target->resource.format->id == WINED3DFMT_P8_UINT))
552 /* This call just downloads data, the caller is responsible for binding the
553 * correct texture. */
554 /* Context activation is done by the caller. */
555 static void surface_download_data(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info)
557 const struct wined3d_format *format = This->resource.format;
559 /* Only support read back of converted P8 surfaces */
560 if (This->flags & SFLAG_CONVERTED && format->id != WINED3DFMT_P8_UINT)
562 FIXME("Readback conversion not supported for format %s.\n", debug_d3dformat(format->id));
568 if (format->Flags & WINED3DFMT_FLAG_COMPRESSED)
570 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p.\n",
571 This, This->texture_level, format->glFormat, format->glType,
572 This->resource.allocatedMemory);
574 if (This->flags & SFLAG_PBO)
576 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
577 checkGLcall("glBindBufferARB");
578 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target, This->texture_level, NULL));
579 checkGLcall("glGetCompressedTexImageARB");
580 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
581 checkGLcall("glBindBufferARB");
585 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target,
586 This->texture_level, This->resource.allocatedMemory));
587 checkGLcall("glGetCompressedTexImageARB");
593 GLenum gl_format = format->glFormat;
594 GLenum gl_type = format->glType;
598 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
599 if (format->id == WINED3DFMT_P8_UINT && primary_render_target_is_p8(This->resource.device))
601 gl_format = GL_ALPHA;
602 gl_type = GL_UNSIGNED_BYTE;
605 if (This->flags & SFLAG_NONPOW2)
607 unsigned char alignment = This->resource.device->surface_alignment;
608 src_pitch = format->byte_count * This->pow2Width;
609 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
610 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
611 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
613 mem = This->resource.allocatedMemory;
616 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
617 This, This->texture_level, gl_format, gl_type, mem);
619 if (This->flags & SFLAG_PBO)
621 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
622 checkGLcall("glBindBufferARB");
624 glGetTexImage(This->texture_target, This->texture_level, gl_format, gl_type, NULL);
625 checkGLcall("glGetTexImage");
627 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
628 checkGLcall("glBindBufferARB");
630 glGetTexImage(This->texture_target, This->texture_level, gl_format, gl_type, mem);
631 checkGLcall("glGetTexImage");
635 if (This->flags & SFLAG_NONPOW2)
637 const BYTE *src_data;
641 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
642 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
643 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
645 * We're doing this...
647 * instead of boxing the texture :
648 * |<-texture width ->| -->pow2width| /\
649 * |111111111111111111| | |
650 * |222 Texture 222222| boxed empty | texture height
651 * |3333 Data 33333333| | |
652 * |444444444444444444| | \/
653 * ----------------------------------- |
654 * | boxed empty | boxed empty | pow2height
656 * -----------------------------------
659 * we're repacking the data to the expected texture width
661 * |<-texture width ->| -->pow2width| /\
662 * |111111111111111111222222222222222| |
663 * |222333333333333333333444444444444| texture height
667 * | empty | pow2height
669 * -----------------------------------
673 * |<-texture width ->| /\
674 * |111111111111111111|
675 * |222222222222222222|texture height
676 * |333333333333333333|
677 * |444444444444444444| \/
678 * --------------------
680 * this also means that any references to allocatedMemory should work with the data as if were a
681 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
683 * internally the texture is still stored in a boxed format so any references to textureName will
684 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
686 * Performance should not be an issue, because applications normally do not lock the surfaces when
687 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
688 * and doesn't have to be re-read.
691 dst_data = This->resource.allocatedMemory;
692 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
693 for (y = 1 ; y < This->currentDesc.Height; y++) {
694 /* skip the first row */
695 src_data += src_pitch;
696 dst_data += dst_pitch;
697 memcpy(dst_data, src_data, dst_pitch);
700 HeapFree(GetProcessHeap(), 0, mem);
704 /* Surface has now been downloaded */
705 This->flags |= SFLAG_INSYSMEM;
708 /* This call just uploads data, the caller is responsible for binding the
709 * correct texture. */
710 /* Context activation is done by the caller. */
711 static void surface_upload_data(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
712 const struct wined3d_format *format, BOOL srgb, const GLvoid *data)
714 GLsizei width = This->currentDesc.Width;
715 GLsizei height = This->currentDesc.Height;
720 internal = format->glGammaInternal;
722 else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(This))
724 internal = format->rtInternal;
728 internal = format->glInternal;
731 TRACE("This %p, internal %#x, width %d, height %d, format %#x, type %#x, data %p.\n",
732 This, internal, width, height, format->glFormat, format->glType, data);
733 TRACE("target %#x, level %u, resource size %u.\n",
734 This->texture_target, This->texture_level, This->resource.size);
736 if (format->heightscale != 1.0f && format->heightscale != 0.0f) height *= format->heightscale;
740 if (This->flags & SFLAG_PBO)
742 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
743 checkGLcall("glBindBufferARB");
745 TRACE("(%p) pbo: %#x, data: %p.\n", This, This->pbo, data);
749 if (format->Flags & WINED3DFMT_FLAG_COMPRESSED)
751 TRACE("Calling glCompressedTexSubImage2DARB.\n");
753 GL_EXTCALL(glCompressedTexSubImage2DARB(This->texture_target, This->texture_level,
754 0, 0, width, height, internal, This->resource.size, data));
755 checkGLcall("glCompressedTexSubImage2DARB");
759 TRACE("Calling glTexSubImage2D.\n");
761 glTexSubImage2D(This->texture_target, This->texture_level,
762 0, 0, width, height, format->glFormat, format->glType, data);
763 checkGLcall("glTexSubImage2D");
766 if (This->flags & SFLAG_PBO)
768 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
769 checkGLcall("glBindBufferARB");
774 if (gl_info->quirks & WINED3D_QUIRK_FBO_TEX_UPDATE)
776 IWineD3DDeviceImpl *device = This->resource.device;
779 for (i = 0; i < device->numContexts; ++i)
781 context_surface_update(device->contexts[i], This);
786 /* This call just allocates the texture, the caller is responsible for binding
787 * the correct texture. */
788 /* Context activation is done by the caller. */
789 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
790 const struct wined3d_format *format, BOOL srgb)
792 BOOL enable_client_storage = FALSE;
793 GLsizei width = This->pow2Width;
794 GLsizei height = This->pow2Height;
795 const BYTE *mem = NULL;
800 internal = format->glGammaInternal;
802 else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(This))
804 internal = format->rtInternal;
808 internal = format->glInternal;
811 if (format->heightscale != 1.0f && format->heightscale != 0.0f) height *= format->heightscale;
813 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",
814 This, This->texture_target, This->texture_level, debug_d3dformat(format->id),
815 internal, width, height, format->glFormat, format->glType);
819 if (gl_info->supported[APPLE_CLIENT_STORAGE])
821 if (This->flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_CONVERTED)
822 || !This->resource.allocatedMemory)
824 /* In some cases we want to disable client storage.
825 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
826 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
827 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
828 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
830 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
831 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
832 This->flags &= ~SFLAG_CLIENT;
833 enable_client_storage = TRUE;
837 This->flags |= SFLAG_CLIENT;
839 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
840 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
842 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
846 if (format->Flags & WINED3DFMT_FLAG_COMPRESSED && mem)
848 GL_EXTCALL(glCompressedTexImage2DARB(This->texture_target, This->texture_level,
849 internal, width, height, 0, This->resource.size, mem));
850 checkGLcall("glCompressedTexImage2DARB");
854 glTexImage2D(This->texture_target, This->texture_level,
855 internal, width, height, 0, format->glFormat, format->glType, mem);
856 checkGLcall("glTexImage2D");
859 if(enable_client_storage) {
860 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
861 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
866 /* In D3D the depth stencil dimensions have to be greater than or equal to the
867 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
868 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
869 /* GL locking is done by the caller */
870 void surface_set_compatible_renderbuffer(IWineD3DSurfaceImpl *surface, unsigned int width, unsigned int height)
872 const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
873 renderbuffer_entry_t *entry;
874 GLuint renderbuffer = 0;
875 unsigned int src_width, src_height;
877 src_width = surface->pow2Width;
878 src_height = surface->pow2Height;
880 /* A depth stencil smaller than the render target is not valid */
881 if (width > src_width || height > src_height) return;
883 /* Remove any renderbuffer set if the sizes match */
884 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
885 || (width == src_width && height == src_height))
887 surface->current_renderbuffer = NULL;
891 /* Look if we've already got a renderbuffer of the correct dimensions */
892 LIST_FOR_EACH_ENTRY(entry, &surface->renderbuffers, renderbuffer_entry_t, entry)
894 if (entry->width == width && entry->height == height)
896 renderbuffer = entry->id;
897 surface->current_renderbuffer = entry;
904 gl_info->fbo_ops.glGenRenderbuffers(1, &renderbuffer);
905 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
906 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER,
907 surface->resource.format->glInternal, width, height);
909 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
910 entry->width = width;
911 entry->height = height;
912 entry->id = renderbuffer;
913 list_add_head(&surface->renderbuffers, &entry->entry);
915 surface->current_renderbuffer = entry;
918 checkGLcall("set_compatible_renderbuffer");
921 GLenum surface_get_gl_buffer(IWineD3DSurfaceImpl *surface)
923 IWineD3DSwapChainImpl *swapchain = surface->container.u.swapchain;
925 TRACE("surface %p.\n", surface);
927 if (surface->container.type != WINED3D_CONTAINER_SWAPCHAIN)
929 ERR("Surface %p is not on a swapchain.\n", surface);
933 if (swapchain->back_buffers && swapchain->back_buffers[0] == surface)
935 if (swapchain->render_to_fbo)
937 TRACE("Returning GL_COLOR_ATTACHMENT0\n");
938 return GL_COLOR_ATTACHMENT0;
940 TRACE("Returning GL_BACK\n");
943 else if (surface == swapchain->front_buffer)
945 TRACE("Returning GL_FRONT\n");
949 FIXME("Higher back buffer, returning GL_BACK\n");
953 /* Slightly inefficient way to handle multiple dirty rects but it works :) */
954 void surface_add_dirty_rect(IWineD3DSurfaceImpl *surface, const RECT *dirty_rect)
956 TRACE("surface %p, dirty_rect %s.\n", surface, wine_dbgstr_rect(dirty_rect));
958 if (!(surface->flags & SFLAG_INSYSMEM) && (surface->flags & SFLAG_INTEXTURE))
959 /* No partial locking for textures yet. */
960 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
962 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
965 surface->dirtyRect.left = min(surface->dirtyRect.left, dirty_rect->left);
966 surface->dirtyRect.top = min(surface->dirtyRect.top, dirty_rect->top);
967 surface->dirtyRect.right = max(surface->dirtyRect.right, dirty_rect->right);
968 surface->dirtyRect.bottom = max(surface->dirtyRect.bottom, dirty_rect->bottom);
972 surface->dirtyRect.left = 0;
973 surface->dirtyRect.top = 0;
974 surface->dirtyRect.right = surface->currentDesc.Width;
975 surface->dirtyRect.bottom = surface->currentDesc.Height;
978 /* if the container is a basetexture then mark it dirty. */
979 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
981 TRACE("Passing to container.\n");
982 IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture *)surface->container.u.texture, TRUE);
986 static BOOL surface_convert_color_to_float(IWineD3DSurfaceImpl *surface, DWORD color, WINED3DCOLORVALUE *float_color)
988 const struct wined3d_format *format = surface->resource.format;
989 IWineD3DDeviceImpl *device = surface->resource.device;
993 case WINED3DFMT_P8_UINT:
994 if (surface->palette)
996 float_color->r = surface->palette->palents[color].peRed / 255.0f;
997 float_color->g = surface->palette->palents[color].peGreen / 255.0f;
998 float_color->b = surface->palette->palents[color].peBlue / 255.0f;
1002 float_color->r = 0.0f;
1003 float_color->g = 0.0f;
1004 float_color->b = 0.0f;
1006 float_color->a = primary_render_target_is_p8(device) ? color / 255.0f : 1.0f;
1009 case WINED3DFMT_B5G6R5_UNORM:
1010 float_color->r = ((color >> 11) & 0x1f) / 31.0f;
1011 float_color->g = ((color >> 5) & 0x3f) / 63.0f;
1012 float_color->b = (color & 0x1f) / 31.0f;
1013 float_color->a = 1.0f;
1016 case WINED3DFMT_B8G8R8_UNORM:
1017 case WINED3DFMT_B8G8R8X8_UNORM:
1018 float_color->r = D3DCOLOR_R(color);
1019 float_color->g = D3DCOLOR_G(color);
1020 float_color->b = D3DCOLOR_B(color);
1021 float_color->a = 1.0f;
1024 case WINED3DFMT_B8G8R8A8_UNORM:
1025 float_color->r = D3DCOLOR_R(color);
1026 float_color->g = D3DCOLOR_G(color);
1027 float_color->b = D3DCOLOR_B(color);
1028 float_color->a = D3DCOLOR_A(color);
1032 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
1039 /* Do not call while under the GL lock. */
1040 static ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface)
1042 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1043 ULONG ref = InterlockedDecrement(&This->resource.ref);
1044 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
1048 surface_cleanup(This);
1049 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
1051 TRACE("(%p) Released.\n", This);
1052 HeapFree(GetProcessHeap(), 0, This);
1058 /* ****************************************************
1059 IWineD3DSurface IWineD3DResource parts follow
1060 **************************************************** */
1062 /* Do not call while under the GL lock. */
1063 void surface_internal_preload(IWineD3DSurfaceImpl *surface, enum WINED3DSRGB srgb)
1065 IWineD3DDeviceImpl *device = surface->resource.device;
1067 TRACE("iface %p, srgb %#x.\n", surface, srgb);
1069 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
1071 IWineD3DBaseTextureImpl *texture = surface->container.u.texture;
1073 TRACE("Passing to container.\n");
1074 texture->baseTexture.internal_preload((IWineD3DBaseTexture *)texture, srgb);
1078 struct wined3d_context *context = NULL;
1080 TRACE("(%p) : About to load surface\n", surface);
1082 if (!device->isInDraw) context = context_acquire(device, NULL);
1084 if (surface->resource.format->id == WINED3DFMT_P8_UINT
1085 || surface->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
1087 if (palette9_changed(surface))
1089 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
1090 /* TODO: This is not necessarily needed with hw palettized texture support */
1091 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
1092 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
1093 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
1097 IWineD3DSurface_LoadTexture((IWineD3DSurface *)surface, srgb == SRGB_SRGB ? TRUE : FALSE);
1099 if (surface->resource.pool == WINED3DPOOL_DEFAULT)
1101 /* Tell opengl to try and keep this texture in video ram (well mostly) */
1105 glPrioritizeTextures(1, &surface->texture_name, &tmp);
1109 if (context) context_release(context);
1113 static void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface)
1115 surface_internal_preload((IWineD3DSurfaceImpl *)iface, SRGB_ANY);
1118 /* Context activation is done by the caller. */
1119 static void surface_remove_pbo(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info)
1121 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1122 This->resource.allocatedMemory =
1123 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1126 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1127 checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
1128 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
1129 checkGLcall("glGetBufferSubDataARB");
1130 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
1131 checkGLcall("glDeleteBuffersARB");
1135 This->flags &= ~SFLAG_PBO;
1138 BOOL surface_init_sysmem(IWineD3DSurfaceImpl *surface)
1140 if (!surface->resource.allocatedMemory)
1142 surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1143 surface->resource.size + RESOURCE_ALIGNMENT);
1144 if (!surface->resource.heapMemory)
1146 ERR("Out of memory\n");
1149 surface->resource.allocatedMemory =
1150 (BYTE *)(((ULONG_PTR)surface->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1154 memset(surface->resource.allocatedMemory, 0, surface->resource.size);
1157 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
1162 /* Do not call while under the GL lock. */
1163 static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface)
1165 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
1166 IWineD3DDeviceImpl *device = This->resource.device;
1167 const struct wined3d_gl_info *gl_info;
1168 renderbuffer_entry_t *entry, *entry2;
1169 struct wined3d_context *context;
1171 TRACE("(%p)\n", iface);
1173 if(This->resource.pool == WINED3DPOOL_DEFAULT) {
1174 /* Default pool resources are supposed to be destroyed before Reset is called.
1175 * Implicit resources stay however. So this means we have an implicit render target
1176 * or depth stencil. The content may be destroyed, but we still have to tear down
1177 * opengl resources, so we cannot leave early.
1179 * Put the surfaces into sysmem, and reset the content. The D3D content is undefined,
1180 * but we can't set the sysmem INDRAWABLE because when we're rendering the swapchain
1181 * or the depth stencil into an FBO the texture or render buffer will be removed
1182 * and all flags get lost
1184 surface_init_sysmem(This);
1188 /* Load the surface into system memory */
1189 surface_load_location(This, SFLAG_INSYSMEM, NULL);
1190 surface_modify_location(This, SFLAG_INDRAWABLE, FALSE);
1192 surface_modify_location(This, SFLAG_INTEXTURE, FALSE);
1193 surface_modify_location(This, SFLAG_INSRGBTEX, FALSE);
1194 This->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
1196 context = context_acquire(device, NULL);
1197 gl_info = context->gl_info;
1199 /* Destroy PBOs, but load them into real sysmem before */
1200 if (This->flags & SFLAG_PBO)
1201 surface_remove_pbo(This, gl_info);
1203 /* Destroy fbo render buffers. This is needed for implicit render targets, for
1204 * all application-created targets the application has to release the surface
1205 * before calling _Reset
1207 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
1209 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
1211 list_remove(&entry->entry);
1212 HeapFree(GetProcessHeap(), 0, entry);
1214 list_init(&This->renderbuffers);
1215 This->current_renderbuffer = NULL;
1217 /* If we're in a texture, the texture name belongs to the texture.
1218 * Otherwise, destroy it. */
1219 if (This->container.type != WINED3D_CONTAINER_TEXTURE)
1222 glDeleteTextures(1, &This->texture_name);
1223 This->texture_name = 0;
1224 glDeleteTextures(1, &This->texture_name_srgb);
1225 This->texture_name_srgb = 0;
1229 context_release(context);
1231 resource_unload((IWineD3DResourceImpl *)This);
1234 /* ******************************************************
1235 IWineD3DSurface IWineD3DSurface parts follow
1236 ****************************************************** */
1238 /* Read the framebuffer back into the surface */
1239 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, const RECT *rect, void *dest, UINT pitch)
1241 IWineD3DDeviceImpl *device = This->resource.device;
1242 const struct wined3d_gl_info *gl_info;
1243 struct wined3d_context *context;
1247 BYTE *row, *top, *bottom;
1251 BOOL srcIsUpsideDown;
1256 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1257 static BOOL warned = FALSE;
1259 ERR("The application tries to lock the render target, but render target locking is disabled\n");
1265 context = context_acquire(device, This);
1266 context_apply_blit_state(context, device);
1267 gl_info = context->gl_info;
1271 /* Select the correct read buffer, and give some debug output.
1272 * There is no need to keep track of the current read buffer or reset it, every part of the code
1273 * that reads sets the read buffer as desired.
1275 if (surface_is_offscreen(This))
1277 /* Mapping the primary render target which is not on a swapchain.
1278 * Read from the back buffer. */
1279 TRACE("Mapping offscreen render target.\n");
1280 glReadBuffer(device->offscreenBuffer);
1281 srcIsUpsideDown = TRUE;
1285 /* Onscreen surfaces are always part of a swapchain */
1286 GLenum buffer = surface_get_gl_buffer(This);
1287 TRACE("Mapping %#x buffer.\n", buffer);
1288 glReadBuffer(buffer);
1289 checkGLcall("glReadBuffer");
1290 srcIsUpsideDown = FALSE;
1293 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
1295 local_rect.left = 0;
1297 local_rect.right = This->currentDesc.Width;
1298 local_rect.bottom = This->currentDesc.Height;
1302 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
1304 switch (This->resource.format->id)
1306 case WINED3DFMT_P8_UINT:
1308 if (primary_render_target_is_p8(device))
1310 /* In case of P8 render targets the index is stored in the alpha component */
1312 type = GL_UNSIGNED_BYTE;
1314 bpp = This->resource.format->byte_count;
1316 /* GL can't return palettized data, so read ARGB pixels into a
1317 * separate block of memory and convert them into palettized format
1318 * in software. Slow, but if the app means to use palettized render
1319 * targets and locks it...
1321 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
1322 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
1323 * for the color channels when palettizing the colors.
1326 type = GL_UNSIGNED_BYTE;
1328 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
1330 ERR("Out of memory\n");
1334 bpp = This->resource.format->byte_count * 3;
1341 fmt = This->resource.format->glFormat;
1342 type = This->resource.format->glType;
1343 bpp = This->resource.format->byte_count;
1346 if (This->flags & SFLAG_PBO)
1348 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
1349 checkGLcall("glBindBufferARB");
1352 ERR("mem not null for pbo -- unexpected\n");
1357 /* Save old pixel store pack state */
1358 glGetIntegerv(GL_PACK_ROW_LENGTH, &rowLen);
1359 checkGLcall("glGetIntegerv");
1360 glGetIntegerv(GL_PACK_SKIP_PIXELS, &skipPix);
1361 checkGLcall("glGetIntegerv");
1362 glGetIntegerv(GL_PACK_SKIP_ROWS, &skipRow);
1363 checkGLcall("glGetIntegerv");
1365 /* Setup pixel store pack state -- to glReadPixels into the correct place */
1366 glPixelStorei(GL_PACK_ROW_LENGTH, This->currentDesc.Width);
1367 checkGLcall("glPixelStorei");
1368 glPixelStorei(GL_PACK_SKIP_PIXELS, local_rect.left);
1369 checkGLcall("glPixelStorei");
1370 glPixelStorei(GL_PACK_SKIP_ROWS, local_rect.top);
1371 checkGLcall("glPixelStorei");
1373 glReadPixels(local_rect.left, (!srcIsUpsideDown) ? (This->currentDesc.Height - local_rect.bottom) : local_rect.top ,
1374 local_rect.right - local_rect.left,
1375 local_rect.bottom - local_rect.top,
1377 checkGLcall("glReadPixels");
1379 /* Reset previous pixel store pack state */
1380 glPixelStorei(GL_PACK_ROW_LENGTH, rowLen);
1381 checkGLcall("glPixelStorei");
1382 glPixelStorei(GL_PACK_SKIP_PIXELS, skipPix);
1383 checkGLcall("glPixelStorei");
1384 glPixelStorei(GL_PACK_SKIP_ROWS, skipRow);
1385 checkGLcall("glPixelStorei");
1387 if (This->flags & SFLAG_PBO)
1389 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
1390 checkGLcall("glBindBufferARB");
1392 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
1393 * to get a pointer to it and perform the flipping in software. This is a lot
1394 * faster than calling glReadPixels for each line. In case we want more speed
1395 * we should rerender it flipped in a FBO and read the data back from the FBO. */
1396 if(!srcIsUpsideDown) {
1397 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1398 checkGLcall("glBindBufferARB");
1400 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1401 checkGLcall("glMapBufferARB");
1405 /* TODO: Merge this with the palettization loop below for P8 targets */
1406 if(!srcIsUpsideDown) {
1408 /* glReadPixels returns the image upside down, and there is no way to prevent this.
1409 Flip the lines in software */
1410 len = (local_rect.right - local_rect.left) * bpp;
1411 off = local_rect.left * bpp;
1413 row = HeapAlloc(GetProcessHeap(), 0, len);
1415 ERR("Out of memory\n");
1416 if (This->resource.format->id == WINED3DFMT_P8_UINT) HeapFree(GetProcessHeap(), 0, mem);
1421 top = mem + pitch * local_rect.top;
1422 bottom = mem + pitch * (local_rect.bottom - 1);
1423 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
1424 memcpy(row, top + off, len);
1425 memcpy(top + off, bottom + off, len);
1426 memcpy(bottom + off, row, len);
1430 HeapFree(GetProcessHeap(), 0, row);
1432 /* Unmap the temp PBO buffer */
1433 if (This->flags & SFLAG_PBO)
1435 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1436 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1441 context_release(context);
1443 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
1444 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
1445 * the same color but we have no choice.
1446 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
1448 if (This->resource.format->id == WINED3DFMT_P8_UINT && !primary_render_target_is_p8(device))
1450 const PALETTEENTRY *pal = NULL;
1451 DWORD width = pitch / 3;
1455 pal = This->palette->palents;
1457 ERR("Palette is missing, cannot perform inverse palette lookup\n");
1458 HeapFree(GetProcessHeap(), 0, mem);
1462 for(y = local_rect.top; y < local_rect.bottom; y++) {
1463 for(x = local_rect.left; x < local_rect.right; x++) {
1464 /* start lines pixels */
1465 const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
1466 const BYTE *green = blue + 1;
1467 const BYTE *red = green + 1;
1469 for(c = 0; c < 256; c++) {
1470 if(*red == pal[c].peRed &&
1471 *green == pal[c].peGreen &&
1472 *blue == pal[c].peBlue)
1474 *((BYTE *) dest + y * width + x) = c;
1480 HeapFree(GetProcessHeap(), 0, mem);
1484 /* Read the framebuffer contents into a texture */
1485 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
1487 IWineD3DDeviceImpl *device = This->resource.device;
1488 const struct wined3d_gl_info *gl_info;
1489 struct wined3d_context *context;
1491 if (!surface_is_offscreen(This))
1493 /* We would need to flip onscreen surfaces, but there's no efficient
1494 * way to do that here. It makes more sense for the caller to
1495 * explicitly go through sysmem. */
1496 ERR("Not supported for onscreen targets.\n");
1500 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
1501 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
1502 * states in the stateblock, and no driver was found yet that had bugs in that regard.
1504 context = context_acquire(device, This);
1505 gl_info = context->gl_info;
1507 surface_prepare_texture(This, gl_info, srgb);
1508 surface_bind_and_dirtify(This, srgb);
1510 TRACE("Reading back offscreen render target %p.\n", This);
1514 glReadBuffer(device->offscreenBuffer);
1515 checkGLcall("glReadBuffer");
1517 glCopyTexSubImage2D(This->texture_target, This->texture_level,
1518 0, 0, 0, 0, This->currentDesc.Width, This->currentDesc.Height);
1519 checkGLcall("glCopyTexSubImage2D");
1523 context_release(context);
1526 /* Context activation is done by the caller. */
1527 static void surface_prepare_texture_internal(IWineD3DSurfaceImpl *surface,
1528 const struct wined3d_gl_info *gl_info, BOOL srgb)
1530 DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
1531 CONVERT_TYPES convert;
1532 struct wined3d_format format;
1534 if (surface->flags & alloc_flag) return;
1536 d3dfmt_get_conv(surface, TRUE, TRUE, &format, &convert);
1537 if (convert != NO_CONVERSION || format.convert) surface->flags |= SFLAG_CONVERTED;
1538 else surface->flags &= ~SFLAG_CONVERTED;
1540 surface_bind_and_dirtify(surface, srgb);
1541 surface_allocate_surface(surface, gl_info, &format, srgb);
1542 surface->flags |= alloc_flag;
1545 /* Context activation is done by the caller. */
1546 void surface_prepare_texture(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info, BOOL srgb)
1548 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
1550 IWineD3DBaseTextureImpl *texture = surface->container.u.texture;
1551 UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count;
1554 TRACE("surface %p is a subresource of texture %p.\n", surface, texture);
1556 for (i = 0; i < sub_count; ++i)
1558 IWineD3DSurfaceImpl *s = (IWineD3DSurfaceImpl *)texture->baseTexture.sub_resources[i];
1559 surface_prepare_texture_internal(s, gl_info, srgb);
1565 surface_prepare_texture_internal(surface, gl_info, srgb);
1568 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This)
1570 IWineD3DDeviceImpl *device = This->resource.device;
1571 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1573 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
1574 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
1577 if (!(This->flags & SFLAG_DYNLOCK))
1580 /* MAXLOCKCOUNT is defined in wined3d_private.h */
1581 if(This->lockCount > MAXLOCKCOUNT) {
1582 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
1583 This->flags |= SFLAG_DYNLOCK;
1587 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
1588 * Also don't create a PBO for systemmem surfaces.
1590 if (gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] && (This->flags & SFLAG_DYNLOCK)
1591 && !(This->flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2))
1592 && (This->resource.pool != WINED3DPOOL_SYSTEMMEM))
1595 struct wined3d_context *context;
1597 context = context_acquire(device, NULL);
1600 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
1601 error = glGetError();
1602 if (!This->pbo || error != GL_NO_ERROR)
1603 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
1605 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
1607 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1608 checkGLcall("glBindBufferARB");
1610 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
1611 checkGLcall("glBufferDataARB");
1613 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1614 checkGLcall("glBindBufferARB");
1616 /* We don't need the system memory anymore and we can't even use it for PBOs */
1617 if (!(This->flags & SFLAG_CLIENT))
1619 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
1620 This->resource.heapMemory = NULL;
1622 This->resource.allocatedMemory = NULL;
1623 This->flags |= SFLAG_PBO;
1625 context_release(context);
1627 else if (!(This->resource.allocatedMemory || This->flags & SFLAG_PBO))
1629 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1632 if(!This->resource.heapMemory) {
1633 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1635 This->resource.allocatedMemory =
1636 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1637 if (This->flags & SFLAG_INSYSMEM)
1639 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1644 static HRESULT WINAPI IWineD3DSurfaceImpl_Map(IWineD3DSurface *iface,
1645 WINED3DLOCKED_RECT *pLockedRect, const RECT *pRect, DWORD Flags)
1647 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1648 IWineD3DDeviceImpl *device = This->resource.device;
1649 const RECT *pass_rect = pRect;
1651 TRACE("iface %p, locked_rect %p, rect %s, flags %#x.\n",
1652 iface, pLockedRect, wine_dbgstr_rect(pRect), Flags);
1654 /* This is also done in the base class, but we have to verify this before loading any data from
1655 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1656 * may interfere, and all other bad things may happen
1658 if (This->flags & SFLAG_LOCKED)
1660 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1661 return WINED3DERR_INVALIDCALL;
1663 This->flags |= SFLAG_LOCKED;
1665 if (!(This->flags & SFLAG_LOCKABLE))
1667 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
1670 if (Flags & WINED3DLOCK_DISCARD)
1672 TRACE("WINED3DLOCK_DISCARD flag passed, marking SYSMEM as up to date.\n");
1673 surface_prepare_system_memory(This);
1674 surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
1678 /* surface_load_location() does not check if the rectangle specifies
1679 * the full surface. Most callers don't need that, so do it here. */
1680 if (pRect && !pRect->top && !pRect->left
1681 && pRect->right == This->currentDesc.Width
1682 && pRect->bottom == This->currentDesc.Height)
1687 if (!(wined3d_settings.rendertargetlock_mode == RTL_DISABLE
1688 && ((This->container.type == WINED3D_CONTAINER_SWAPCHAIN) || This == device->render_targets[0])))
1690 surface_load_location(This, SFLAG_INSYSMEM, pass_rect);
1694 if (This->flags & SFLAG_PBO)
1696 const struct wined3d_gl_info *gl_info;
1697 struct wined3d_context *context;
1699 context = context_acquire(device, NULL);
1700 gl_info = context->gl_info;
1703 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1704 checkGLcall("glBindBufferARB");
1706 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1707 if(This->resource.allocatedMemory) {
1708 ERR("The surface already has PBO memory allocated!\n");
1711 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1712 checkGLcall("glMapBufferARB");
1714 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1715 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1716 checkGLcall("glBindBufferARB");
1719 context_release(context);
1722 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
1727 surface_add_dirty_rect(This, pRect);
1729 if (This->container.type == WINED3D_CONTAINER_TEXTURE)
1731 TRACE("Making container dirty.\n");
1732 IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture *)This->container.u.texture, TRUE);
1736 TRACE("Surface is standalone, no need to dirty the container\n");
1740 return IWineD3DBaseSurfaceImpl_Map(iface, pLockedRect, pRect, Flags);
1743 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This,
1744 GLenum fmt, GLenum type, UINT bpp, const BYTE *mem)
1746 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
1747 IWineD3DDeviceImpl *device = This->resource.device;
1748 const struct wined3d_gl_info *gl_info;
1749 struct wined3d_context *context;
1753 if (This->flags & SFLAG_LOCKED)
1754 rect = This->lockedRect;
1756 SetRect(&rect, 0, 0, This->currentDesc.Width, This->currentDesc.Height);
1758 mem += rect.top * pitch + rect.left * bpp;
1759 w = rect.right - rect.left;
1760 h = rect.bottom - rect.top;
1762 /* Activate the correct context for the render target */
1763 context = context_acquire(device, This);
1764 context_apply_blit_state(context, device);
1765 gl_info = context->gl_info;
1769 if (!surface_is_offscreen(This))
1771 GLenum buffer = surface_get_gl_buffer(This);
1772 TRACE("Unlocking %#x buffer.\n", buffer);
1773 context_set_draw_buffer(context, buffer);
1775 surface_translate_drawable_coords(This, context->win_handle, &rect);
1776 glPixelZoom(1.0f, -1.0f);
1780 /* Primary offscreen render target */
1781 TRACE("Offscreen render target.\n");
1782 context_set_draw_buffer(context, device->offscreenBuffer);
1784 glPixelZoom(1.0f, 1.0f);
1787 glRasterPos3i(rect.left, rect.top, 1);
1788 checkGLcall("glRasterPos3i");
1790 /* Some drivers(radeon dri, others?) don't like exceptions during
1791 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1792 * after ReleaseDC. Reading it will cause an exception, which x11drv will
1793 * catch to put the dib section in InSync mode, which leads to a crash
1794 * and a blocked x server on my radeon card.
1796 * The following lines read the dib section so it is put in InSync mode
1797 * before glDrawPixels is called and the crash is prevented. There won't
1798 * be any interfering gdi accesses, because UnlockRect is called from
1799 * ReleaseDC, and the app won't use the dc any more afterwards.
1801 if ((This->flags & SFLAG_DIBSECTION) && !(This->flags & SFLAG_PBO))
1804 read = This->resource.allocatedMemory[0];
1807 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1808 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
1810 if (This->flags & SFLAG_PBO)
1812 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1813 checkGLcall("glBindBufferARB");
1816 glDrawPixels(w, h, fmt, type, mem);
1817 checkGLcall("glDrawPixels");
1819 if (This->flags & SFLAG_PBO)
1821 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1822 checkGLcall("glBindBufferARB");
1825 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
1826 checkGLcall("glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)");
1829 context_release(context);
1832 static HRESULT WINAPI IWineD3DSurfaceImpl_Unmap(IWineD3DSurface *iface)
1834 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1835 IWineD3DDeviceImpl *device = This->resource.device;
1838 if (!(This->flags & SFLAG_LOCKED))
1840 WARN("trying to Unlock an unlocked surf@%p\n", This);
1841 return WINEDDERR_NOTLOCKED;
1844 if (This->flags & SFLAG_PBO)
1846 const struct wined3d_gl_info *gl_info;
1847 struct wined3d_context *context;
1849 TRACE("Freeing PBO memory\n");
1851 context = context_acquire(device, NULL);
1852 gl_info = context->gl_info;
1855 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1856 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1857 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1858 checkGLcall("glUnmapBufferARB");
1860 context_release(context);
1862 This->resource.allocatedMemory = NULL;
1865 TRACE("(%p) : dirtyfied(%d)\n", This, This->flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1867 if (This->flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE))
1869 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1873 if (This->container.type == WINED3D_CONTAINER_SWAPCHAIN
1874 || (device->render_targets && This == device->render_targets[0]))
1876 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1877 static BOOL warned = FALSE;
1879 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1885 if (!This->dirtyRect.left && !This->dirtyRect.top
1886 && This->dirtyRect.right == This->currentDesc.Width
1887 && This->dirtyRect.bottom == This->currentDesc.Height)
1891 /* TODO: Proper partial rectangle tracking */
1892 fullsurface = FALSE;
1893 This->flags |= SFLAG_INSYSMEM;
1896 surface_load_location(This, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
1900 /* Partial rectangle tracking is not commonly implemented, it is
1901 * only done for render targets. Overwrite the flags to bring
1902 * them back into a sane state. INSYSMEM was set before to tell
1903 * surface_load_location() where to read the rectangle from.
1904 * Indrawable is set because all modifications from the partial
1905 * sysmem copy are written back to the drawable, thus the surface
1906 * is merged again in the drawable. The sysmem copy is not fully
1907 * up to date because only a subrectangle was read in Map(). */
1908 This->flags &= ~SFLAG_INSYSMEM;
1909 This->flags |= SFLAG_INDRAWABLE;
1912 This->dirtyRect.left = This->currentDesc.Width;
1913 This->dirtyRect.top = This->currentDesc.Height;
1914 This->dirtyRect.right = 0;
1915 This->dirtyRect.bottom = 0;
1917 else if (This->resource.format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
1919 FIXME("Depth Stencil buffer locking is not implemented\n");
1923 This->flags &= ~SFLAG_LOCKED;
1924 memset(&This->lockedRect, 0, sizeof(RECT));
1926 /* Overlays have to be redrawn manually after changes with the GL implementation */
1927 if(This->overlay_dest) {
1928 IWineD3DSurface_DrawOverlay(iface);
1933 static void surface_release_client_storage(IWineD3DSurfaceImpl *surface)
1935 struct wined3d_context *context;
1937 context = context_acquire(surface->resource.device, NULL);
1940 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
1941 if (surface->texture_name)
1943 surface_bind_and_dirtify(surface, FALSE);
1944 glTexImage2D(surface->texture_target, surface->texture_level,
1945 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
1947 if (surface->texture_name_srgb)
1949 surface_bind_and_dirtify(surface, TRUE);
1950 glTexImage2D(surface->texture_target, surface->texture_level,
1951 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
1953 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1956 context_release(context);
1958 surface_modify_location(surface, SFLAG_INSRGBTEX, FALSE);
1959 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
1960 surface_force_reload(surface);
1963 static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC)
1965 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1966 WINED3DLOCKED_RECT lock;
1970 TRACE("(%p)->(%p)\n",This,pHDC);
1972 if (This->flags & SFLAG_USERPTR)
1974 ERR("Not supported on surfaces with an application-provided surfaces\n");
1975 return WINEDDERR_NODC;
1978 /* Give more detailed info for ddraw */
1979 if (This->flags & SFLAG_DCINUSE)
1980 return WINEDDERR_DCALREADYCREATED;
1982 /* Can't GetDC if the surface is locked */
1983 if (This->flags & SFLAG_LOCKED)
1984 return WINED3DERR_INVALIDCALL;
1986 memset(&lock, 0, sizeof(lock)); /* To be sure */
1988 /* Create a DIB section if there isn't a hdc yet */
1991 if (This->flags & SFLAG_CLIENT)
1993 surface_load_location(This, SFLAG_INSYSMEM, NULL);
1994 surface_release_client_storage(This);
1996 hr = IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
1997 if(FAILED(hr)) return WINED3DERR_INVALIDCALL;
1999 /* Use the dib section from now on if we are not using a PBO */
2000 if (!(This->flags & SFLAG_PBO))
2001 This->resource.allocatedMemory = This->dib.bitmap_data;
2004 /* Map the surface */
2005 hr = IWineD3DSurface_Map(iface, &lock, NULL, 0);
2007 /* Sync the DIB with the PBO. This can't be done earlier because Map()
2008 * activates the allocatedMemory. */
2009 if (This->flags & SFLAG_PBO)
2010 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
2014 ERR("IWineD3DSurface_Map failed, hr %#x.\n", hr);
2015 /* keep the dib section */
2019 if (This->resource.format->id == WINED3DFMT_P8_UINT
2020 || This->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
2022 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
2023 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
2025 const PALETTEENTRY *pal = NULL;
2028 pal = This->palette->palents;
2030 IWineD3DSurfaceImpl *dds_primary;
2031 IWineD3DSwapChainImpl *swapchain;
2032 swapchain = (IWineD3DSwapChainImpl *)This->resource.device->swapchains[0];
2033 dds_primary = swapchain->front_buffer;
2034 if (dds_primary && dds_primary->palette)
2035 pal = dds_primary->palette->palents;
2039 for (n=0; n<256; n++) {
2040 col[n].rgbRed = pal[n].peRed;
2041 col[n].rgbGreen = pal[n].peGreen;
2042 col[n].rgbBlue = pal[n].peBlue;
2043 col[n].rgbReserved = 0;
2045 SetDIBColorTable(This->hDC, 0, 256, col);
2050 TRACE("returning %p\n",*pHDC);
2051 This->flags |= SFLAG_DCINUSE;
2056 static HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC)
2058 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2060 TRACE("(%p)->(%p)\n",This,hDC);
2062 if (!(This->flags & SFLAG_DCINUSE))
2063 return WINEDDERR_NODC;
2065 if (This->hDC !=hDC) {
2066 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
2067 return WINEDDERR_NODC;
2070 if ((This->flags & SFLAG_PBO) && This->resource.allocatedMemory)
2072 /* Copy the contents of the DIB over to the PBO */
2073 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
2076 /* we locked first, so unlock now */
2077 IWineD3DSurface_Unmap(iface);
2079 This->flags &= ~SFLAG_DCINUSE;
2084 /* ******************************************************
2085 IWineD3DSurface Internal (No mapping to directx api) parts follow
2086 ****************************************************** */
2088 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck,
2089 BOOL use_texturing, struct wined3d_format *format, CONVERT_TYPES *convert)
2091 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
2092 IWineD3DDeviceImpl *device = This->resource.device;
2093 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2094 BOOL blit_supported = FALSE;
2096 /* Copy the default values from the surface. Below we might perform fixups */
2097 /* TODO: get rid of color keying desc fixups by using e.g. a table. */
2098 *format = *This->resource.format;
2099 *convert = NO_CONVERSION;
2101 /* Ok, now look if we have to do any conversion */
2102 switch (This->resource.format->id)
2104 case WINED3DFMT_P8_UINT:
2105 /* Below the call to blit_supported is disabled for Wine 1.2
2106 * because the function isn't operating correctly yet. At the
2107 * moment 8-bit blits are handled in software and if certain GL
2108 * extensions are around, surface conversion is performed at
2109 * upload time. The blit_supported call recognizes it as a
2110 * destination fixup. This type of upload 'fixup' and 8-bit to
2111 * 8-bit blits need to be handled by the blit_shader.
2112 * TODO: get rid of this #if 0. */
2114 blit_supported = device->blitter->blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
2115 &rect, This->resource.usage, This->resource.pool, This->resource.format,
2116 &rect, This->resource.usage, This->resource.pool, This->resource.format);
2118 blit_supported = gl_info->supported[EXT_PALETTED_TEXTURE] || gl_info->supported[ARB_FRAGMENT_PROGRAM];
2120 /* Use conversion when the blit_shader backend supports it. It only supports this in case of
2121 * texturing. Further also use conversion in case of color keying.
2122 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
2123 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
2124 * conflicts with this.
2126 if (!((blit_supported && device->render_targets && This == device->render_targets[0]))
2127 || colorkey_active || !use_texturing)
2129 format->glFormat = GL_RGBA;
2130 format->glInternal = GL_RGBA;
2131 format->glType = GL_UNSIGNED_BYTE;
2132 format->conv_byte_count = 4;
2133 if (colorkey_active)
2134 *convert = CONVERT_PALETTED_CK;
2136 *convert = CONVERT_PALETTED;
2140 case WINED3DFMT_B2G3R3_UNORM:
2141 /* **********************
2142 GL_UNSIGNED_BYTE_3_3_2
2143 ********************** */
2144 if (colorkey_active) {
2145 /* This texture format will never be used.. So do not care about color keying
2146 up until the point in time it will be needed :-) */
2147 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
2151 case WINED3DFMT_B5G6R5_UNORM:
2152 if (colorkey_active)
2154 *convert = CONVERT_CK_565;
2155 format->glFormat = GL_RGBA;
2156 format->glInternal = GL_RGB5_A1;
2157 format->glType = GL_UNSIGNED_SHORT_5_5_5_1;
2158 format->conv_byte_count = 2;
2162 case WINED3DFMT_B5G5R5X1_UNORM:
2163 if (colorkey_active)
2165 *convert = CONVERT_CK_5551;
2166 format->glFormat = GL_BGRA;
2167 format->glInternal = GL_RGB5_A1;
2168 format->glType = GL_UNSIGNED_SHORT_1_5_5_5_REV;
2169 format->conv_byte_count = 2;
2173 case WINED3DFMT_B8G8R8_UNORM:
2174 if (colorkey_active)
2176 *convert = CONVERT_CK_RGB24;
2177 format->glFormat = GL_RGBA;
2178 format->glInternal = GL_RGBA8;
2179 format->glType = GL_UNSIGNED_INT_8_8_8_8;
2180 format->conv_byte_count = 4;
2184 case WINED3DFMT_B8G8R8X8_UNORM:
2185 if (colorkey_active)
2187 *convert = CONVERT_RGB32_888;
2188 format->glFormat = GL_RGBA;
2189 format->glInternal = GL_RGBA8;
2190 format->glType = GL_UNSIGNED_INT_8_8_8_8;
2191 format->conv_byte_count = 4;
2202 void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey)
2204 IWineD3DDeviceImpl *device = This->resource.device;
2205 IWineD3DPaletteImpl *pal = This->palette;
2206 BOOL index_in_alpha = FALSE;
2209 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
2210 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
2211 * is slow. Further RGB->P8 conversion is not possible because palettes can have
2212 * duplicate entries. Store the color key in the unused alpha component to speed the
2213 * download up and to make conversion unneeded. */
2214 index_in_alpha = primary_render_target_is_p8(device);
2218 UINT dxVersion = ((IWineD3DImpl *)device->wined3d)->dxVersion;
2220 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
2223 ERR("This code should never get entered for DirectDraw!, expect problems\n");
2226 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
2227 * there's no palette at this time. */
2228 for (i = 0; i < 256; i++) table[i][3] = i;
2233 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
2234 * alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
2235 * capability flag is present (wine does advertise this capability) */
2236 for (i = 0; i < 256; ++i)
2238 table[i][0] = device->palettes[device->currentPalette][i].peRed;
2239 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
2240 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
2241 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
2247 TRACE("Using surface palette %p\n", pal);
2248 /* Get the surface's palette */
2249 for (i = 0; i < 256; ++i)
2251 table[i][0] = pal->palents[i].peRed;
2252 table[i][1] = pal->palents[i].peGreen;
2253 table[i][2] = pal->palents[i].peBlue;
2255 /* When index_in_alpha is set the palette index is stored in the
2256 * alpha component. In case of a readback we can then read
2257 * GL_ALPHA. Color keying is handled in BltOverride using a
2258 * GL_ALPHA_TEST using GL_NOT_EQUAL. In case of index_in_alpha the
2259 * color key itself is passed to glAlphaFunc in other cases the
2260 * alpha component of pixels that should be masked away is set to 0. */
2265 else if (colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue)
2266 && (i <= This->SrcBltCKey.dwColorSpaceHighValue))
2270 else if(pal->Flags & WINEDDPCAPS_ALPHA)
2272 table[i][3] = pal->palents[i].peFlags;
2282 static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width,
2283 UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This)
2287 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
2292 memcpy(dst, src, pitch * height);
2295 case CONVERT_PALETTED:
2296 case CONVERT_PALETTED_CK:
2301 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2303 for (y = 0; y < height; y++)
2305 source = src + pitch * y;
2306 dest = dst + outpitch * y;
2307 /* This is an 1 bpp format, using the width here is fine */
2308 for (x = 0; x < width; x++) {
2309 BYTE color = *source++;
2310 *dest++ = table[color][0];
2311 *dest++ = table[color][1];
2312 *dest++ = table[color][2];
2313 *dest++ = table[color][3];
2319 case CONVERT_CK_565:
2321 /* Converting the 565 format in 5551 packed to emulate color-keying.
2323 Note : in all these conversion, it would be best to average the averaging
2324 pixels to get the color of the pixel that will be color-keyed to
2325 prevent 'color bleeding'. This will be done later on if ever it is
2328 Note2: Nvidia documents say that their driver does not support alpha + color keying
2329 on the same surface and disables color keying in such a case
2335 TRACE("Color keyed 565\n");
2337 for (y = 0; y < height; y++) {
2338 Source = (const WORD *)(src + y * pitch);
2339 Dest = (WORD *) (dst + y * outpitch);
2340 for (x = 0; x < width; x++ ) {
2341 WORD color = *Source++;
2342 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
2343 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2344 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2353 case CONVERT_CK_5551:
2355 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
2359 TRACE("Color keyed 5551\n");
2360 for (y = 0; y < height; y++) {
2361 Source = (const WORD *)(src + y * pitch);
2362 Dest = (WORD *) (dst + y * outpitch);
2363 for (x = 0; x < width; x++ ) {
2364 WORD color = *Source++;
2366 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2367 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2371 *Dest &= ~(1 << 15);
2379 case CONVERT_CK_RGB24:
2381 /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
2383 for (y = 0; y < height; y++)
2385 source = src + pitch * y;
2386 dest = dst + outpitch * y;
2387 for (x = 0; x < width; x++) {
2388 DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ;
2389 DWORD dstcolor = color << 8;
2390 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2391 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2394 *(DWORD*)dest = dstcolor;
2402 case CONVERT_RGB32_888:
2404 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
2406 for (y = 0; y < height; y++)
2408 source = src + pitch * y;
2409 dest = dst + outpitch * y;
2410 for (x = 0; x < width; x++) {
2411 DWORD color = 0xffffff & *(const DWORD*)source;
2412 DWORD dstcolor = color << 8;
2413 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2414 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2417 *(DWORD*)dest = dstcolor;
2426 ERR("Unsupported conversion type %#x.\n", convert);
2431 BOOL palette9_changed(IWineD3DSurfaceImpl *This)
2433 IWineD3DDeviceImpl *device = This->resource.device;
2435 if (This->palette || (This->resource.format->id != WINED3DFMT_P8_UINT
2436 && This->resource.format->id != WINED3DFMT_P8_UINT_A8_UNORM))
2438 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2439 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2446 if (!memcmp(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256))
2451 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2453 memcpy(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2457 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2458 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2459 DWORD flag = srgb_mode ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE;
2461 TRACE("iface %p, srgb %#x.\n", iface, srgb_mode);
2463 if (!(This->flags & flag))
2465 TRACE("Reloading because surface is dirty\n");
2467 /* Reload if either the texture and sysmem have different ideas about the
2468 * color key, or the actual key values changed. */
2469 else if (!(This->flags & SFLAG_GLCKEY) != !(This->CKeyFlags & WINEDDSD_CKSRCBLT)
2470 || ((This->CKeyFlags & WINEDDSD_CKSRCBLT)
2471 && (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue
2472 || This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))
2474 TRACE("Reloading because of color keying\n");
2475 /* To perform the color key conversion we need a sysmem copy of
2476 * the surface. Make sure we have it
2479 surface_load_location(This, SFLAG_INSYSMEM, NULL);
2480 /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2481 /* TODO: This is not necessarily needed with hw palettized texture support */
2482 surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
2484 TRACE("surface is already in texture\n");
2488 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2489 * These resources are not bound by device size or format restrictions. Because of this,
2490 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2491 * However, these resources can always be created, locked, and copied.
2493 if (This->resource.pool == WINED3DPOOL_SCRATCH )
2495 FIXME("(%p) Operation not supported for scratch textures\n",This);
2496 return WINED3DERR_INVALIDCALL;
2499 surface_load_location(This, flag, NULL /* no partial locking for textures yet */);
2501 if (!(This->flags & SFLAG_DONOTFREE))
2503 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
2504 This->resource.allocatedMemory = NULL;
2505 This->resource.heapMemory = NULL;
2506 surface_modify_location(This, SFLAG_INSYSMEM, FALSE);
2512 /* Context activation is done by the caller. */
2513 static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb)
2515 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2517 TRACE("iface %p, srgb %#x.\n", iface, srgb);
2519 if (This->container.type == WINED3D_CONTAINER_TEXTURE)
2521 TRACE("Passing to container.\n");
2522 IWineD3DBaseTexture_BindTexture((IWineD3DBaseTexture *)This->container.u.texture, srgb);
2528 TRACE("(%p) : Binding surface\n", This);
2530 name = srgb ? &This->texture_name_srgb : &This->texture_name;
2534 if (!This->texture_level)
2537 glGenTextures(1, name);
2538 checkGLcall("glGenTextures");
2539 TRACE("Surface %p given name %d\n", This, *name);
2541 glBindTexture(This->texture_target, *name);
2542 checkGLcall("glBindTexture");
2543 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2544 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
2545 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2546 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
2547 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2548 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
2549 glTexParameteri(This->texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2550 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
2551 glTexParameteri(This->texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2552 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
2554 /* This is where we should be reducing the amount of GLMemoryUsed */
2556 /* Mipmap surfaces should have a base texture container */
2557 ERR("Mipmap surface has a glTexture bound to it!\n");
2560 glBindTexture(This->texture_target, *name);
2561 checkGLcall("glBindTexture");
2567 static HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, enum wined3d_format_id format)
2569 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2572 TRACE("(%p) : Calling base function first\n", This);
2573 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2576 This->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2577 TRACE("(%p) : glFormat %d, glFormatInternal %d, glType %d\n", This, This->resource.format->glFormat,
2578 This->resource.format->glInternal, This->resource.format->glType);
2583 static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2584 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2586 if (This->flags & (SFLAG_LOCKED | SFLAG_DCINUSE))
2588 WARN("Surface is locked or the HDC is in use\n");
2589 return WINED3DERR_INVALIDCALL;
2592 if(Mem && Mem != This->resource.allocatedMemory) {
2593 void *release = NULL;
2595 /* Do I have to copy the old surface content? */
2596 if (This->flags & SFLAG_DIBSECTION)
2598 SelectObject(This->hDC, This->dib.holdbitmap);
2599 DeleteDC(This->hDC);
2600 /* Release the DIB section */
2601 DeleteObject(This->dib.DIBsection);
2602 This->dib.bitmap_data = NULL;
2603 This->resource.allocatedMemory = NULL;
2605 This->flags &= ~SFLAG_DIBSECTION;
2607 else if (!(This->flags & SFLAG_USERPTR))
2609 release = This->resource.heapMemory;
2610 This->resource.heapMemory = NULL;
2612 This->resource.allocatedMemory = Mem;
2613 This->flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2615 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2616 surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
2618 /* For client textures opengl has to be notified */
2619 if (This->flags & SFLAG_CLIENT)
2620 surface_release_client_storage(This);
2622 /* Now free the old memory if any */
2623 HeapFree(GetProcessHeap(), 0, release);
2625 else if (This->flags & SFLAG_USERPTR)
2627 /* Map and GetDC will re-create the dib section and allocated memory. */
2628 This->resource.allocatedMemory = NULL;
2629 /* HeapMemory should be NULL already */
2630 if (This->resource.heapMemory)
2631 ERR("User pointer surface has heap memory allocated.\n");
2632 This->flags &= ~SFLAG_USERPTR;
2634 if (This->flags & SFLAG_CLIENT)
2635 surface_release_client_storage(This);
2640 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
2642 /* Flip the surface contents */
2647 front->hDC = back->hDC;
2651 /* Flip the DIBsection */
2654 BOOL hasDib = front->flags & SFLAG_DIBSECTION;
2655 tmp = front->dib.DIBsection;
2656 front->dib.DIBsection = back->dib.DIBsection;
2657 back->dib.DIBsection = tmp;
2659 if (back->flags & SFLAG_DIBSECTION) front->flags |= SFLAG_DIBSECTION;
2660 else front->flags &= ~SFLAG_DIBSECTION;
2661 if (hasDib) back->flags |= SFLAG_DIBSECTION;
2662 else back->flags &= ~SFLAG_DIBSECTION;
2665 /* Flip the surface data */
2669 tmp = front->dib.bitmap_data;
2670 front->dib.bitmap_data = back->dib.bitmap_data;
2671 back->dib.bitmap_data = tmp;
2673 tmp = front->resource.allocatedMemory;
2674 front->resource.allocatedMemory = back->resource.allocatedMemory;
2675 back->resource.allocatedMemory = tmp;
2677 tmp = front->resource.heapMemory;
2678 front->resource.heapMemory = back->resource.heapMemory;
2679 back->resource.heapMemory = tmp;
2684 GLuint tmp_pbo = front->pbo;
2685 front->pbo = back->pbo;
2686 back->pbo = tmp_pbo;
2689 /* client_memory should not be different, but just in case */
2692 tmp = front->dib.client_memory;
2693 front->dib.client_memory = back->dib.client_memory;
2694 back->dib.client_memory = tmp;
2697 /* Flip the opengl texture */
2701 tmp = back->texture_name;
2702 back->texture_name = front->texture_name;
2703 front->texture_name = tmp;
2705 tmp = back->texture_name_srgb;
2706 back->texture_name_srgb = front->texture_name_srgb;
2707 front->texture_name_srgb = tmp;
2711 DWORD tmp_flags = back->flags;
2712 back->flags = front->flags;
2713 front->flags = tmp_flags;
2717 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
2718 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2719 IWineD3DSwapChainImpl *swapchain = NULL;
2721 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
2723 /* Flipping is only supported on RenderTargets and overlays*/
2724 if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
2725 WARN("Tried to flip a non-render target, non-overlay surface\n");
2726 return WINEDDERR_NOTFLIPPABLE;
2729 if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
2730 flip_surface(This, (IWineD3DSurfaceImpl *) override);
2732 /* Update the overlay if it is visible */
2733 if(This->overlay_dest) {
2734 return IWineD3DSurface_DrawOverlay((IWineD3DSurface *) This);
2741 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2742 * FIXME("(%p) Target override is not supported by now\n", This);
2743 * Additionally, it isn't really possible to support triple-buffering
2744 * properly on opengl at all
2748 if (This->container.type != WINED3D_CONTAINER_SWAPCHAIN)
2750 ERR("Flipped surface is not on a swapchain\n");
2751 return WINEDDERR_NOTFLIPPABLE;
2753 swapchain = This->container.u.swapchain;
2755 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2756 * and only d3d8 and d3d9 apps specify the presentation interval
2758 if (!(Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)))
2760 /* Most common case first to avoid wasting time on all the other cases */
2761 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2762 } else if(Flags & WINEDDFLIP_NOVSYNC) {
2763 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2764 } else if(Flags & WINEDDFLIP_INTERVAL2) {
2765 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
2766 } else if(Flags & WINEDDFLIP_INTERVAL3) {
2767 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
2769 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
2772 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2773 return IWineD3DSwapChain_Present((IWineD3DSwapChain *)swapchain,
2774 NULL, NULL, swapchain->win_handle, NULL, 0);
2777 /* Does a direct frame buffer -> texture copy. Stretching is done
2778 * with single pixel copy calls
2780 static void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *dst_surface, IWineD3DSurfaceImpl *src_surface,
2781 const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
2783 IWineD3DDeviceImpl *device = dst_surface->resource.device;
2786 struct wined3d_context *context;
2787 BOOL upsidedown = FALSE;
2788 RECT dst_rect = *dst_rect_in;
2790 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
2791 * glCopyTexSubImage is a bit picky about the parameters we pass to it
2793 if(dst_rect.top > dst_rect.bottom) {
2794 UINT tmp = dst_rect.bottom;
2795 dst_rect.bottom = dst_rect.top;
2800 context = context_acquire(device, src_surface);
2801 context_apply_blit_state(context, device);
2802 surface_internal_preload(dst_surface, SRGB_RGB);
2805 /* Bind the target texture */
2806 glBindTexture(dst_surface->texture_target, dst_surface->texture_name);
2807 checkGLcall("glBindTexture");
2808 if (surface_is_offscreen(src_surface))
2810 TRACE("Reading from an offscreen target\n");
2811 upsidedown = !upsidedown;
2812 glReadBuffer(device->offscreenBuffer);
2816 glReadBuffer(surface_get_gl_buffer(src_surface));
2818 checkGLcall("glReadBuffer");
2820 xrel = (float) (src_rect->right - src_rect->left) / (float) (dst_rect.right - dst_rect.left);
2821 yrel = (float) (src_rect->bottom - src_rect->top) / (float) (dst_rect.bottom - dst_rect.top);
2823 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
2825 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2827 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
2828 ERR("Texture filtering not supported in direct blit\n");
2831 else if ((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT)
2832 && ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
2834 ERR("Texture filtering not supported in direct blit\n");
2838 && !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
2839 && !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
2841 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2843 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
2844 dst_rect.left /*xoffset */, dst_rect.top /* y offset */,
2845 src_rect->left, src_surface->currentDesc.Height - src_rect->bottom,
2846 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
2848 UINT yoffset = src_surface->currentDesc.Height - src_rect->top + dst_rect.top - 1;
2849 /* I have to process this row by row to swap the image,
2850 * otherwise it would be upside down, so stretching in y direction
2851 * doesn't cost extra time
2853 * However, stretching in x direction can be avoided if not necessary
2855 for(row = dst_rect.top; row < dst_rect.bottom; row++) {
2856 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
2858 /* Well, that stuff works, but it's very slow.
2859 * find a better way instead
2863 for (col = dst_rect.left; col < dst_rect.right; ++col)
2865 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
2866 dst_rect.left + col /* x offset */, row /* y offset */,
2867 src_rect->left + col * xrel, yoffset - (int) (row * yrel), 1, 1);
2872 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
2873 dst_rect.left /* x offset */, row /* y offset */,
2874 src_rect->left, yoffset - (int) (row * yrel), dst_rect.right - dst_rect.left, 1);
2878 checkGLcall("glCopyTexSubImage2D");
2881 context_release(context);
2883 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
2884 * path is never entered
2886 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
2889 /* Uses the hardware to stretch and flip the image */
2890 static void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *dst_surface, IWineD3DSurfaceImpl *src_surface,
2891 const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
2893 IWineD3DDeviceImpl *device = dst_surface->resource.device;
2894 GLuint src, backup = 0;
2895 IWineD3DSwapChainImpl *src_swapchain = NULL;
2896 float left, right, top, bottom; /* Texture coordinates */
2897 UINT fbwidth = src_surface->currentDesc.Width;
2898 UINT fbheight = src_surface->currentDesc.Height;
2899 struct wined3d_context *context;
2900 GLenum drawBuffer = GL_BACK;
2901 GLenum texture_target;
2902 BOOL noBackBufferBackup;
2904 BOOL upsidedown = FALSE;
2905 RECT dst_rect = *dst_rect_in;
2907 TRACE("Using hwstretch blit\n");
2908 /* Activate the Proper context for reading from the source surface, set it up for blitting */
2909 context = context_acquire(device, src_surface);
2910 context_apply_blit_state(context, device);
2911 surface_internal_preload(dst_surface, SRGB_RGB);
2913 src_offscreen = surface_is_offscreen(src_surface);
2914 noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
2915 if (!noBackBufferBackup && !src_surface->texture_name)
2917 /* Get it a description */
2918 surface_internal_preload(src_surface, SRGB_RGB);
2922 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
2923 * This way we don't have to wait for the 2nd readback to finish to leave this function.
2925 if (context->aux_buffers >= 2)
2927 /* Got more than one aux buffer? Use the 2nd aux buffer */
2928 drawBuffer = GL_AUX1;
2930 else if ((!src_offscreen || device->offscreenBuffer == GL_BACK) && context->aux_buffers >= 1)
2932 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2933 drawBuffer = GL_AUX0;
2936 if(noBackBufferBackup) {
2937 glGenTextures(1, &backup);
2938 checkGLcall("glGenTextures");
2939 glBindTexture(GL_TEXTURE_2D, backup);
2940 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
2941 texture_target = GL_TEXTURE_2D;
2943 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
2944 * we are reading from the back buffer, the backup can be used as source texture
2946 texture_target = src_surface->texture_target;
2947 glBindTexture(texture_target, src_surface->texture_name);
2948 checkGLcall("glBindTexture(texture_target, src_surface->texture_name)");
2949 glEnable(texture_target);
2950 checkGLcall("glEnable(texture_target)");
2952 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
2953 src_surface->flags &= ~SFLAG_INTEXTURE;
2956 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
2957 * glCopyTexSubImage is a bit picky about the parameters we pass to it
2959 if(dst_rect.top > dst_rect.bottom) {
2960 UINT tmp = dst_rect.bottom;
2961 dst_rect.bottom = dst_rect.top;
2968 TRACE("Reading from an offscreen target\n");
2969 upsidedown = !upsidedown;
2970 glReadBuffer(device->offscreenBuffer);
2974 glReadBuffer(surface_get_gl_buffer(src_surface));
2977 /* TODO: Only back up the part that will be overwritten */
2978 glCopyTexSubImage2D(texture_target, 0,
2979 0, 0 /* read offsets */,
2984 checkGLcall("glCopyTexSubImage2D");
2986 /* No issue with overriding these - the sampler is dirty due to blit usage */
2987 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
2988 wined3d_gl_mag_filter(magLookup, Filter));
2989 checkGLcall("glTexParameteri");
2990 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
2991 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
2992 checkGLcall("glTexParameteri");
2994 if (src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
2995 src_swapchain = src_surface->container.u.swapchain;
2996 if (!src_swapchain || src_surface == src_swapchain->back_buffers[0])
2998 src = backup ? backup : src_surface->texture_name;
3002 glReadBuffer(GL_FRONT);
3003 checkGLcall("glReadBuffer(GL_FRONT)");
3005 glGenTextures(1, &src);
3006 checkGLcall("glGenTextures(1, &src)");
3007 glBindTexture(GL_TEXTURE_2D, src);
3008 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
3010 /* TODO: Only copy the part that will be read. Use src_rect->left, src_rect->bottom as origin, but with the width watch
3011 * out for power of 2 sizes
3013 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, src_surface->pow2Width,
3014 src_surface->pow2Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
3015 checkGLcall("glTexImage2D");
3016 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
3017 0, 0 /* read offsets */,
3022 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3023 checkGLcall("glTexParameteri");
3024 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3025 checkGLcall("glTexParameteri");
3027 glReadBuffer(GL_BACK);
3028 checkGLcall("glReadBuffer(GL_BACK)");
3030 if(texture_target != GL_TEXTURE_2D) {
3031 glDisable(texture_target);
3032 glEnable(GL_TEXTURE_2D);
3033 texture_target = GL_TEXTURE_2D;
3036 checkGLcall("glEnd and previous");
3038 left = src_rect->left;
3039 right = src_rect->right;
3043 top = src_surface->currentDesc.Height - src_rect->top;
3044 bottom = src_surface->currentDesc.Height - src_rect->bottom;
3048 top = src_surface->currentDesc.Height - src_rect->bottom;
3049 bottom = src_surface->currentDesc.Height - src_rect->top;
3052 if (src_surface->flags & SFLAG_NORMCOORD)
3054 left /= src_surface->pow2Width;
3055 right /= src_surface->pow2Width;
3056 top /= src_surface->pow2Height;
3057 bottom /= src_surface->pow2Height;
3060 /* draw the source texture stretched and upside down. The correct surface is bound already */
3061 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3062 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3064 context_set_draw_buffer(context, drawBuffer);
3065 glReadBuffer(drawBuffer);
3069 glTexCoord2f(left, bottom);
3073 glTexCoord2f(left, top);
3074 glVertex2i(0, dst_rect.bottom - dst_rect.top);
3077 glTexCoord2f(right, top);
3078 glVertex2i(dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
3081 glTexCoord2f(right, bottom);
3082 glVertex2i(dst_rect.right - dst_rect.left, 0);
3084 checkGLcall("glEnd and previous");
3086 if (texture_target != dst_surface->texture_target)
3088 glDisable(texture_target);
3089 glEnable(dst_surface->texture_target);
3090 texture_target = dst_surface->texture_target;
3093 /* Now read the stretched and upside down image into the destination texture */
3094 glBindTexture(texture_target, dst_surface->texture_name);
3095 checkGLcall("glBindTexture");
3096 glCopyTexSubImage2D(texture_target,
3098 dst_rect.left, dst_rect.top, /* xoffset, yoffset */
3099 0, 0, /* We blitted the image to the origin */
3100 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
3101 checkGLcall("glCopyTexSubImage2D");
3103 if(drawBuffer == GL_BACK) {
3104 /* Write the back buffer backup back */
3106 if(texture_target != GL_TEXTURE_2D) {
3107 glDisable(texture_target);
3108 glEnable(GL_TEXTURE_2D);
3109 texture_target = GL_TEXTURE_2D;
3111 glBindTexture(GL_TEXTURE_2D, backup);
3112 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3116 if (texture_target != src_surface->texture_target)
3118 glDisable(texture_target);
3119 glEnable(src_surface->texture_target);
3120 texture_target = src_surface->texture_target;
3122 glBindTexture(src_surface->texture_target, src_surface->texture_name);
3123 checkGLcall("glBindTexture(src_surface->texture_target, src_surface->texture_name)");
3128 glTexCoord2f(0.0f, 0.0f);
3129 glVertex2i(0, fbheight);
3132 glTexCoord2f(0.0f, (float)fbheight / (float)src_surface->pow2Height);
3136 glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width,
3137 (float)fbheight / (float)src_surface->pow2Height);
3138 glVertex2i(fbwidth, 0);
3141 glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width, 0.0f);
3142 glVertex2i(fbwidth, fbheight);
3145 glDisable(texture_target);
3146 checkGLcall("glDisable(texture_target)");
3149 if (src != src_surface->texture_name && src != backup)
3151 glDeleteTextures(1, &src);
3152 checkGLcall("glDeleteTextures(1, &src)");
3155 glDeleteTextures(1, &backup);
3156 checkGLcall("glDeleteTextures(1, &backup)");
3161 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
3163 context_release(context);
3165 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3166 * path is never entered
3168 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
3171 /* Until the blit_shader is ready, define some prototypes here. */
3172 static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
3173 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
3174 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format);
3176 /* Front buffer coordinates are always full screen coordinates, but our GL
3177 * drawable is limited to the window's client area. The sysmem and texture
3178 * copies do have the full screen size. Note that GL has a bottom-left
3179 * origin, while D3D has a top-left origin. */
3180 void surface_translate_drawable_coords(IWineD3DSurfaceImpl *surface, HWND window, RECT *rect)
3182 UINT drawable_height;
3184 if (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
3185 && surface == surface->container.u.swapchain->front_buffer)
3187 POINT offset = {0, 0};
3190 ScreenToClient(window, &offset);
3191 OffsetRect(rect, offset.x, offset.y);
3193 GetClientRect(window, &windowsize);
3194 drawable_height = windowsize.bottom - windowsize.top;
3198 drawable_height = surface->currentDesc.Height;
3201 rect->top = drawable_height - rect->top;
3202 rect->bottom = drawable_height - rect->bottom;
3205 static BOOL surface_is_full_rect(IWineD3DSurfaceImpl *surface, const RECT *r)
3207 if ((r->left && r->right) || abs(r->right - r->left) != surface->currentDesc.Width)
3209 if ((r->top && r->bottom) || abs(r->bottom - r->top) != surface->currentDesc.Height)
3214 /* blit between surface locations. onscreen on different swapchains is not supported.
3215 * depth / stencil is not supported. */
3216 static void surface_blt_fbo(IWineD3DDeviceImpl *device, const WINED3DTEXTUREFILTERTYPE filter,
3217 IWineD3DSurfaceImpl *src_surface, DWORD src_location, const RECT *src_rect_in,
3218 IWineD3DSurfaceImpl *dst_surface, DWORD dst_location, const RECT *dst_rect_in)
3220 const struct wined3d_gl_info *gl_info;
3221 struct wined3d_context *context;
3222 RECT src_rect, dst_rect;
3225 TRACE("device %p, filter %s,\n", device, debug_d3dtexturefiltertype(filter));
3226 TRACE("src_surface %p, src_location %s, src_rect %s,\n",
3227 src_surface, debug_surflocation(src_location), wine_dbgstr_rect(src_rect_in));
3228 TRACE("dst_surface %p, dst_location %s, dst_rect %s.\n",
3229 dst_surface, debug_surflocation(dst_location), wine_dbgstr_rect(dst_rect_in));
3231 src_rect = *src_rect_in;
3232 dst_rect = *dst_rect_in;
3236 case WINED3DTEXF_LINEAR:
3237 gl_filter = GL_LINEAR;
3241 FIXME("Unsupported filter mode %s (%#x).\n", debug_d3dtexturefiltertype(filter), filter);
3242 case WINED3DTEXF_NONE:
3243 case WINED3DTEXF_POINT:
3244 gl_filter = GL_NEAREST;
3248 if (src_location == SFLAG_INDRAWABLE && surface_is_offscreen(src_surface))
3249 src_location = SFLAG_INTEXTURE;
3250 if (dst_location == SFLAG_INDRAWABLE && surface_is_offscreen(dst_surface))
3251 dst_location = SFLAG_INTEXTURE;
3253 /* Make sure the locations are up-to-date. Loading the destination
3254 * surface isn't required if the entire surface is overwritten. (And is
3255 * in fact harmful if we're being called by surface_load_location() with
3256 * the purpose of loading the destination surface.) */
3257 surface_load_location(src_surface, src_location, NULL);
3258 if (!surface_is_full_rect(dst_surface, &dst_rect))
3259 surface_load_location(dst_surface, dst_location, NULL);
3261 if (src_location == SFLAG_INDRAWABLE) context = context_acquire(device, src_surface);
3262 else if (dst_location == SFLAG_INDRAWABLE) context = context_acquire(device, dst_surface);
3263 else context = context_acquire(device, NULL);
3265 if (!context->valid)
3267 context_release(context);
3268 WARN("Invalid context, skipping blit.\n");
3272 gl_info = context->gl_info;
3274 if (src_location == SFLAG_INDRAWABLE)
3276 GLenum buffer = surface_get_gl_buffer(src_surface);
3278 TRACE("Source surface %p is onscreen.\n", src_surface);
3280 surface_translate_drawable_coords(src_surface, context->win_handle, &src_rect);
3283 context_bind_fbo(context, GL_READ_FRAMEBUFFER, NULL);
3284 glReadBuffer(buffer);
3285 checkGLcall("glReadBuffer()");
3289 TRACE("Source surface %p is offscreen.\n", src_surface);
3291 context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, src_surface, NULL, src_location);
3292 glReadBuffer(GL_COLOR_ATTACHMENT0);
3293 checkGLcall("glReadBuffer()");
3297 if (dst_location == SFLAG_INDRAWABLE)
3299 GLenum buffer = surface_get_gl_buffer(dst_surface);
3301 TRACE("Destination surface %p is onscreen.\n", dst_surface);
3303 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
3306 context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
3307 context_set_draw_buffer(context, buffer);
3311 TRACE("Destination surface %p is offscreen.\n", dst_surface);
3314 context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, dst_surface, NULL, dst_location);
3315 context_set_draw_buffer(context, GL_COLOR_ATTACHMENT0);
3318 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
3319 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
3320 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
3321 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
3322 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
3324 glDisable(GL_SCISSOR_TEST);
3325 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
3327 gl_info->fbo_ops.glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom,
3328 dst_rect.left, dst_rect.top, dst_rect.right, dst_rect.bottom, GL_COLOR_BUFFER_BIT, gl_filter);
3329 checkGLcall("glBlitFramebuffer()");
3333 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
3335 context_release(context);
3338 static void surface_blt_to_drawable(IWineD3DDeviceImpl *device,
3339 WINED3DTEXTUREFILTERTYPE filter, BOOL color_key,
3340 IWineD3DSurfaceImpl *src_surface, const RECT *src_rect_in,
3341 IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect_in)
3343 IWineD3DSwapChainImpl *swapchain = NULL;
3344 struct wined3d_context *context;
3345 RECT src_rect, dst_rect;
3347 src_rect = *src_rect_in;
3348 dst_rect = *dst_rect_in;
3350 if (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
3351 swapchain = dst_surface->container.u.swapchain;
3353 /* Make sure the surface is up-to-date. This should probably use
3354 * surface_load_location() and worry about the destination surface too,
3355 * unless we're overwriting it completely. */
3356 surface_internal_preload(src_surface, SRGB_RGB);
3358 /* Activate the destination context, set it up for blitting */
3359 context = context_acquire(device, dst_surface);
3360 context_apply_blit_state(context, device);
3362 if (!surface_is_offscreen(dst_surface))
3363 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
3365 device->blitter->set_shader((IWineD3DDevice *)device, src_surface);
3371 glEnable(GL_ALPHA_TEST);
3372 checkGLcall("glEnable(GL_ALPHA_TEST)");
3374 /* When the primary render target uses P8, the alpha component
3375 * contains the palette index. Which means that the colorkey is one of
3376 * the palette entries. In other cases pixels that should be masked
3377 * away have alpha set to 0. */
3378 if (primary_render_target_is_p8(device))
3379 glAlphaFunc(GL_NOTEQUAL, (float)src_surface->SrcBltCKey.dwColorSpaceLowValue / 256.0f);
3381 glAlphaFunc(GL_NOTEQUAL, 0.0f);
3382 checkGLcall("glAlphaFunc");
3386 glDisable(GL_ALPHA_TEST);
3387 checkGLcall("glDisable(GL_ALPHA_TEST)");
3390 draw_textured_quad(src_surface, &src_rect, &dst_rect, filter);
3394 glDisable(GL_ALPHA_TEST);
3395 checkGLcall("glDisable(GL_ALPHA_TEST)");
3400 /* Leave the opengl state valid for blitting */
3401 device->blitter->unset_shader((IWineD3DDevice *)device);
3403 if (wined3d_settings.strict_draw_ordering || (swapchain
3404 && (dst_surface == swapchain->front_buffer || swapchain->num_contexts > 1)))
3405 wglFlush(); /* Flush to ensure ordering across contexts. */
3407 context_release(context);
3410 /* Do not call while under the GL lock. */
3411 HRESULT surface_color_fill(IWineD3DSurfaceImpl *s, const RECT *rect, const WINED3DCOLORVALUE *color)
3413 IWineD3DDeviceImpl *device = s->resource.device;
3414 const struct blit_shader *blitter;
3416 blitter = wined3d_select_blitter(&device->adapter->gl_info, BLIT_OP_COLOR_FILL,
3417 NULL, 0, 0, NULL, rect, s->resource.usage, s->resource.pool, s->resource.format);
3420 FIXME("No blitter is capable of performing the requested color fill operation.\n");
3421 return WINED3DERR_INVALIDCALL;
3424 return blitter->color_fill(device, s, rect, color);
3427 /* Not called from the VTable */
3428 /* Do not call while under the GL lock. */
3429 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *dst_surface, const RECT *DestRect,
3430 IWineD3DSurfaceImpl *src_surface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx,
3431 WINED3DTEXTUREFILTERTYPE Filter)
3433 IWineD3DDeviceImpl *device = dst_surface->resource.device;
3434 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3435 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
3436 RECT dst_rect, src_rect;
3438 TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, blt_fx %p, filter %s.\n",
3439 dst_surface, wine_dbgstr_rect(DestRect), src_surface, wine_dbgstr_rect(SrcRect),
3440 Flags, DDBltFx, debug_d3dtexturefiltertype(Filter));
3442 /* Get the swapchain. One of the surfaces has to be a primary surface */
3443 if (dst_surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
3445 WARN("Destination is in sysmem, rejecting gl blt\n");
3446 return WINED3DERR_INVALIDCALL;
3449 if (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
3450 dstSwapchain = dst_surface->container.u.swapchain;
3454 if (src_surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
3456 WARN("Src is in sysmem, rejecting gl blt\n");
3457 return WINED3DERR_INVALIDCALL;
3460 if (src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
3461 srcSwapchain = src_surface->container.u.swapchain;
3464 /* Early sort out of cases where no render target is used */
3465 if (!dstSwapchain && !srcSwapchain
3466 && src_surface != device->render_targets[0]
3467 && dst_surface != device->render_targets[0])
3469 TRACE("No surface is render target, not using hardware blit.\n");
3470 return WINED3DERR_INVALIDCALL;
3473 /* No destination color keying supported */
3474 if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
3475 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3476 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3477 return WINED3DERR_INVALIDCALL;
3480 surface_get_rect(dst_surface, DestRect, &dst_rect);
3481 if (src_surface) surface_get_rect(src_surface, SrcRect, &src_rect);
3483 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3484 if (dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->back_buffers
3485 && dst_surface == dstSwapchain->front_buffer
3486 && src_surface == dstSwapchain->back_buffers[0])
3488 /* Half-Life does a Blt from the back buffer to the front buffer,
3489 * Full surface size, no flags... Use present instead
3491 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3494 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3497 TRACE("Looking if a Present can be done...\n");
3498 /* Source Rectangle must be full surface */
3499 if (src_rect.left || src_rect.top
3500 || src_rect.right != src_surface->currentDesc.Width
3501 || src_rect.bottom != src_surface->currentDesc.Height)
3503 TRACE("No, Source rectangle doesn't match\n");
3507 /* No stretching may occur */
3508 if(src_rect.right != dst_rect.right - dst_rect.left ||
3509 src_rect.bottom != dst_rect.bottom - dst_rect.top) {
3510 TRACE("No, stretching is done\n");
3514 /* Destination must be full surface or match the clipping rectangle */
3515 if (dst_surface->clipper && ((IWineD3DClipperImpl *)dst_surface->clipper)->hWnd)
3519 GetClientRect(((IWineD3DClipperImpl *)dst_surface->clipper)->hWnd, &cliprect);
3520 pos[0].x = dst_rect.left;
3521 pos[0].y = dst_rect.top;
3522 pos[1].x = dst_rect.right;
3523 pos[1].y = dst_rect.bottom;
3524 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *)dst_surface->clipper)->hWnd, pos, 2);
3526 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
3527 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3529 TRACE("No, dest rectangle doesn't match(clipper)\n");
3530 TRACE("Clip rect at %s\n", wine_dbgstr_rect(&cliprect));
3531 TRACE("Blt dest: %s\n", wine_dbgstr_rect(&dst_rect));
3535 else if (dst_rect.left || dst_rect.top
3536 || dst_rect.right != dst_surface->currentDesc.Width
3537 || dst_rect.bottom != dst_surface->currentDesc.Height)
3539 TRACE("No, dest rectangle doesn't match(surface size)\n");
3545 /* These flags are unimportant for the flag check, remove them */
3546 if (!(Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)))
3548 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3550 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3551 * take very long, while a flip is fast.
3552 * This applies to Half-Life, which does such Blts every time it finished
3553 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3554 * menu. This is also used by all apps when they do windowed rendering
3556 * The problem is that flipping is not really the same as copying. After a
3557 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3558 * untouched. Therefore it's necessary to override the swap effect
3559 * and to set it back after the flip.
3561 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3565 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3566 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3568 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3569 IWineD3DSwapChain_Present((IWineD3DSwapChain *)dstSwapchain,
3570 NULL, NULL, dstSwapchain->win_handle, NULL, 0);
3572 dstSwapchain->presentParms.SwapEffect = orig_swap;
3579 TRACE("Unsupported blit between buffers on the same swapchain\n");
3580 return WINED3DERR_INVALIDCALL;
3581 } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
3582 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3583 return WINED3DERR_INVALIDCALL;
3584 } else if(dstSwapchain && srcSwapchain) {
3585 FIXME("Implement hardware blit between two different swapchains\n");
3586 return WINED3DERR_INVALIDCALL;
3588 else if (dstSwapchain)
3590 /* Handled with regular texture -> swapchain blit */
3591 if (src_surface == device->render_targets[0])
3592 TRACE("Blit from active render target to a swapchain\n");
3594 else if (srcSwapchain && dst_surface == device->render_targets[0])
3596 FIXME("Implement blit from a swapchain to the active render target\n");
3597 return WINED3DERR_INVALIDCALL;
3600 if ((srcSwapchain || src_surface == device->render_targets[0]) && !dstSwapchain)
3602 /* Blit from render target to texture */
3605 /* P8 read back is not implemented */
3606 if (src_surface->resource.format->id == WINED3DFMT_P8_UINT
3607 || dst_surface->resource.format->id == WINED3DFMT_P8_UINT)
3609 TRACE("P8 read back not supported by frame buffer to texture blit\n");
3610 return WINED3DERR_INVALIDCALL;
3613 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3614 TRACE("Color keying not supported by frame buffer to texture blit\n");
3615 return WINED3DERR_INVALIDCALL;
3616 /* Destination color key is checked above */
3619 if(dst_rect.right - dst_rect.left != src_rect.right - src_rect.left) {
3625 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3626 * flip the image nor scale it.
3628 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3629 * -> If the app wants a image width an unscaled width, copy it line per line
3630 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3631 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3632 * back buffer. This is slower than reading line per line, thus not used for flipping
3633 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3636 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3637 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3640 if (fbo_blit_supported(gl_info, BLIT_OP_BLIT,
3641 &src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
3642 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
3644 surface_blt_fbo(device, Filter,
3645 src_surface, SFLAG_INDRAWABLE, &src_rect,
3646 dst_surface, SFLAG_INDRAWABLE, &dst_rect);
3647 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
3649 else if (!stretchx || dst_rect.right - dst_rect.left > src_surface->currentDesc.Width
3650 || dst_rect.bottom - dst_rect.top > src_surface->currentDesc.Height)
3652 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3653 fb_copy_to_texture_direct(dst_surface, src_surface, &src_rect, &dst_rect, Filter);
3655 TRACE("Using hardware stretching to flip / stretch the texture\n");
3656 fb_copy_to_texture_hwstretch(dst_surface, src_surface, &src_rect, &dst_rect, Filter);
3659 if (!(dst_surface->flags & SFLAG_DONOTFREE))
3661 HeapFree(GetProcessHeap(), 0, dst_surface->resource.heapMemory);
3662 dst_surface->resource.allocatedMemory = NULL;
3663 dst_surface->resource.heapMemory = NULL;
3667 dst_surface->flags &= ~SFLAG_INSYSMEM;
3672 else if (src_surface)
3674 /* Blit from offscreen surface to render target */
3675 DWORD oldCKeyFlags = src_surface->CKeyFlags;
3676 WINEDDCOLORKEY oldBltCKey = src_surface->SrcBltCKey;
3678 TRACE("Blt from surface %p to rendertarget %p\n", src_surface, dst_surface);
3680 if (!(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3681 && fbo_blit_supported(gl_info, BLIT_OP_BLIT,
3682 &src_rect, src_surface->resource.usage, src_surface->resource.pool,
3683 src_surface->resource.format,
3684 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
3685 dst_surface->resource.format))
3687 TRACE("Using surface_blt_fbo.\n");
3688 /* The source is always a texture, but never the currently active render target, and the texture
3689 * contents are never upside down. */
3690 surface_blt_fbo(device, Filter,
3691 src_surface, SFLAG_INDRAWABLE, &src_rect,
3692 dst_surface, SFLAG_INDRAWABLE, &dst_rect);
3693 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
3697 if (!(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3698 && arbfp_blit.blit_supported(gl_info, BLIT_OP_BLIT,
3699 &src_rect, src_surface->resource.usage, src_surface->resource.pool,
3700 src_surface->resource.format,
3701 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
3702 dst_surface->resource.format))
3704 return arbfp_blit_surface(device, src_surface, &src_rect, dst_surface, &dst_rect, BLIT_OP_BLIT, Filter);
3707 if (!device->blitter->blit_supported(gl_info, BLIT_OP_BLIT,
3708 &src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
3709 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
3711 FIXME("Unsupported blit operation falling back to software\n");
3712 return WINED3DERR_INVALIDCALL;
3715 /* Color keying: Check if we have to do a color keyed blt,
3716 * and if not check if a color key is activated.
3718 * Just modify the color keying parameters in the surface and restore them afterwards
3719 * The surface keeps track of the color key last used to load the opengl surface.
3720 * PreLoad will catch the change to the flags and color key and reload if necessary.
3722 if(Flags & WINEDDBLT_KEYSRC) {
3723 /* Use color key from surface */
3724 } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
3725 /* Use color key from DDBltFx */
3726 src_surface->CKeyFlags |= WINEDDSD_CKSRCBLT;
3727 src_surface->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3729 /* Do not use color key */
3730 src_surface->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3733 surface_blt_to_drawable(device, Filter, Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE),
3734 src_surface, &src_rect, dst_surface, &dst_rect);
3736 /* Restore the color key parameters */
3737 src_surface->CKeyFlags = oldCKeyFlags;
3738 src_surface->SrcBltCKey = oldBltCKey;
3740 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
3746 /* Source-Less Blit to render target */
3747 if (Flags & WINEDDBLT_COLORFILL)
3749 WINED3DCOLORVALUE color;
3751 TRACE("Colorfill\n");
3753 /* The color as given in the Blt function is in the surface format. */
3754 if (!surface_convert_color_to_float(dst_surface, DDBltFx->u5.dwFillColor, &color))
3755 return WINED3DERR_INVALIDCALL;
3757 return surface_color_fill(dst_surface, &dst_rect, &color);
3761 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3762 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3763 return WINED3DERR_INVALIDCALL;
3766 static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3767 IWineD3DSurface *src_surface, const RECT *src_rect, DWORD Flags, const WINEDDBLTFX *DDBltFx)
3769 IWineD3DDeviceImpl *device = This->resource.device;
3772 if (Flags & WINEDDBLT_DEPTHFILL)
3774 switch (This->resource.format->id)
3776 case WINED3DFMT_D16_UNORM:
3777 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3779 case WINED3DFMT_S1_UINT_D15_UNORM:
3780 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00007fff;
3782 case WINED3DFMT_D24_UNORM_S8_UINT:
3783 case WINED3DFMT_X8D24_UNORM:
3784 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3786 case WINED3DFMT_D32_UNORM:
3787 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3791 ERR("Unexpected format for depth fill: %s.\n", debug_d3dformat(This->resource.format->id));
3794 return IWineD3DDevice_Clear((IWineD3DDevice *)device, DestRect ? 1 : 0, DestRect,
3795 WINED3DCLEAR_ZBUFFER, 0x00000000, depth, 0x00000000);
3798 FIXME("(%p): Unsupp depthstencil blit\n", This);
3799 return WINED3DERR_INVALIDCALL;
3802 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect,
3803 IWineD3DSurface *src_surface, const RECT *SrcRect, DWORD Flags,
3804 const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter)
3806 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3807 IWineD3DSurfaceImpl *src = (IWineD3DSurfaceImpl *)src_surface;
3808 IWineD3DDeviceImpl *device = This->resource.device;
3810 TRACE("iface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
3811 iface, wine_dbgstr_rect(DestRect), src_surface, wine_dbgstr_rect(SrcRect),
3812 Flags, DDBltFx, debug_d3dtexturefiltertype(Filter));
3813 TRACE("Usage is %s.\n", debug_d3dusage(This->resource.usage));
3815 if ((This->flags & SFLAG_LOCKED) || (src && (src->flags & SFLAG_LOCKED)))
3817 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3818 return WINEDDERR_SURFACEBUSY;
3821 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3822 * except depth blits, which seem to work
3824 if (This == device->depth_stencil || (src && src == device->depth_stencil))
3826 if (device->inScene && !(Flags & WINEDDBLT_DEPTHFILL))
3828 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3829 return WINED3DERR_INVALIDCALL;
3831 else if (SUCCEEDED(IWineD3DSurfaceImpl_BltZ(This, DestRect, src_surface, SrcRect, Flags, DDBltFx)))
3833 TRACE("Z Blit override handled the blit\n");
3838 /* Special cases for RenderTargets */
3839 if ((This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3840 || (src && (src->resource.usage & WINED3DUSAGE_RENDERTARGET)))
3842 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This, DestRect, src, SrcRect, Flags, DDBltFx, Filter)))
3846 /* For the rest call the X11 surface implementation.
3847 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3848 * other Blts are rather rare. */
3849 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, src_surface, SrcRect, Flags, DDBltFx, Filter);
3852 static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
3853 IWineD3DSurface *src_surface, const RECT *rsrc, DWORD trans)
3855 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3856 IWineD3DSurfaceImpl *src = (IWineD3DSurfaceImpl *)src_surface;
3857 IWineD3DDeviceImpl *device = This->resource.device;
3859 TRACE("iface %p, dst_x %u, dst_y %u, src_surface %p, src_rect %s, flags %#x.\n",
3860 iface, dstx, dsty, src_surface, wine_dbgstr_rect(rsrc), trans);
3862 if ((This->flags & SFLAG_LOCKED) || (src->flags & SFLAG_LOCKED))
3864 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3865 return WINEDDERR_SURFACEBUSY;
3868 if (device->inScene && (This == device->depth_stencil || src == device->depth_stencil))
3870 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3871 return WINED3DERR_INVALIDCALL;
3874 /* Special cases for RenderTargets */
3875 if ((This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3876 || (src->resource.usage & WINED3DUSAGE_RENDERTARGET))
3879 RECT SrcRect, DstRect;
3882 surface_get_rect(src, rsrc, &SrcRect);
3884 DstRect.left = dstx;
3886 DstRect.right = dstx + SrcRect.right - SrcRect.left;
3887 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
3889 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3890 if(trans & WINEDDBLTFAST_SRCCOLORKEY)
3891 Flags |= WINEDDBLT_KEYSRC;
3892 if(trans & WINEDDBLTFAST_DESTCOLORKEY)
3893 Flags |= WINEDDBLT_KEYDEST;
3894 if(trans & WINEDDBLTFAST_WAIT)
3895 Flags |= WINEDDBLT_WAIT;
3896 if(trans & WINEDDBLTFAST_DONOTWAIT)
3897 Flags |= WINEDDBLT_DONOTWAIT;
3899 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This,
3900 &DstRect, src, &SrcRect, Flags, NULL, WINED3DTEXF_POINT)))
3904 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, src_surface, rsrc, trans);
3907 static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
3909 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3911 IWineD3DPaletteImpl *pal = This->palette;
3913 TRACE("(%p)\n", This);
3915 if (!pal) return WINED3D_OK;
3917 if (This->resource.format->id == WINED3DFMT_P8_UINT
3918 || This->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
3920 if (This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3922 /* Make sure the texture is up to date. This call doesn't do
3923 * anything if the texture is already up to date. */
3924 surface_load_location(This, SFLAG_INTEXTURE, NULL);
3926 /* We want to force a palette refresh, so mark the drawable as not being up to date */
3927 surface_modify_location(This, SFLAG_INDRAWABLE, FALSE);
3931 if (!(This->flags & SFLAG_INSYSMEM))
3933 TRACE("Palette changed with surface that does not have an up to date system memory copy.\n");
3934 surface_load_location(This, SFLAG_INSYSMEM, NULL);
3936 TRACE("Dirtifying surface\n");
3937 surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
3941 if (This->flags & SFLAG_DIBSECTION)
3943 TRACE("(%p): Updating the hdc's palette\n", This);
3944 for (n=0; n<256; n++) {
3945 col[n].rgbRed = pal->palents[n].peRed;
3946 col[n].rgbGreen = pal->palents[n].peGreen;
3947 col[n].rgbBlue = pal->palents[n].peBlue;
3948 col[n].rgbReserved = 0;
3950 SetDIBColorTable(This->hDC, 0, 256, col);
3953 /* Propagate the changes to the drawable when we have a palette. */
3954 if (This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3955 surface_load_location(This, SFLAG_INDRAWABLE, NULL);
3960 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
3961 /** Check against the maximum texture sizes supported by the video card **/
3962 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3963 const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
3964 unsigned int pow2Width, pow2Height;
3966 This->texture_name = 0;
3967 This->texture_target = GL_TEXTURE_2D;
3969 /* Non-power2 support */
3970 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
3972 pow2Width = This->currentDesc.Width;
3973 pow2Height = This->currentDesc.Height;
3977 /* Find the nearest pow2 match */
3978 pow2Width = pow2Height = 1;
3979 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
3980 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
3982 This->pow2Width = pow2Width;
3983 This->pow2Height = pow2Height;
3985 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height)
3987 /* TODO: Add support for non power two compressed textures. */
3988 if (This->resource.format->Flags & WINED3DFMT_FLAG_COMPRESSED)
3990 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
3991 This, This->currentDesc.Width, This->currentDesc.Height);
3992 return WINED3DERR_NOTAVAILABLE;
3996 if (pow2Width != This->currentDesc.Width
3997 || pow2Height != This->currentDesc.Height)
3999 This->flags |= SFLAG_NONPOW2;
4002 TRACE("%p\n", This);
4003 if ((This->pow2Width > gl_info->limits.texture_size || This->pow2Height > gl_info->limits.texture_size)
4004 && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
4006 /* one of three options
4007 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)
4008 2: Set the texture to the maximum size (bad idea)
4009 3: WARN and return WINED3DERR_NOTAVAILABLE;
4010 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.
4012 if(This->resource.pool == WINED3DPOOL_DEFAULT || This->resource.pool == WINED3DPOOL_MANAGED)
4014 WARN("(%p) Unable to allocate a surface which exceeds the maximum OpenGL texture size\n", This);
4015 return WINED3DERR_NOTAVAILABLE;
4018 /* We should never use this surface in combination with OpenGL! */
4019 TRACE("(%p) Creating an oversized surface: %ux%u\n", This, This->pow2Width, This->pow2Height);
4023 /* Don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
4024 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
4025 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
4027 if (This->flags & SFLAG_NONPOW2 && gl_info->supported[ARB_TEXTURE_RECTANGLE]
4028 && !(This->resource.format->id == WINED3DFMT_P8_UINT
4029 && gl_info->supported[EXT_PALETTED_TEXTURE]
4030 && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
4032 This->texture_target = GL_TEXTURE_RECTANGLE_ARB;
4033 This->pow2Width = This->currentDesc.Width;
4034 This->pow2Height = This->currentDesc.Height;
4035 This->flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
4039 switch (wined3d_settings.offscreen_rendering_mode)
4042 This->get_drawable_size = get_drawable_size_fbo;
4045 case ORM_BACKBUFFER:
4046 This->get_drawable_size = get_drawable_size_backbuffer;
4050 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
4051 return WINED3DERR_INVALIDCALL;
4054 This->flags |= SFLAG_INSYSMEM;
4059 /* GL locking is done by the caller */
4060 static void surface_depth_blt(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
4061 GLuint texture, GLsizei w, GLsizei h, GLenum target)
4063 IWineD3DDeviceImpl *device = This->resource.device;
4064 GLint compare_mode = GL_NONE;
4065 struct blt_info info;
4066 GLint old_binding = 0;
4069 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
4071 glDisable(GL_CULL_FACE);
4072 glDisable(GL_BLEND);
4073 glDisable(GL_ALPHA_TEST);
4074 glDisable(GL_SCISSOR_TEST);
4075 glDisable(GL_STENCIL_TEST);
4076 glEnable(GL_DEPTH_TEST);
4077 glDepthFunc(GL_ALWAYS);
4078 glDepthMask(GL_TRUE);
4079 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
4080 glViewport(0, 0, w, h);
4082 SetRect(&rect, 0, h, w, 0);
4083 surface_get_blt_info(target, &rect, w, h, &info);
4084 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4085 glGetIntegerv(info.binding, &old_binding);
4086 glBindTexture(info.bind_target, texture);
4087 if (gl_info->supported[ARB_SHADOW])
4089 glGetTexParameteriv(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, &compare_mode);
4090 if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
4093 device->shader_backend->shader_select_depth_blt((IWineD3DDevice *)device,
4094 info.tex_type, &This->ds_current_size);
4096 glBegin(GL_TRIANGLE_STRIP);
4097 glTexCoord3fv(info.coords[0]);
4098 glVertex2f(-1.0f, -1.0f);
4099 glTexCoord3fv(info.coords[1]);
4100 glVertex2f(1.0f, -1.0f);
4101 glTexCoord3fv(info.coords[2]);
4102 glVertex2f(-1.0f, 1.0f);
4103 glTexCoord3fv(info.coords[3]);
4104 glVertex2f(1.0f, 1.0f);
4107 if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, compare_mode);
4108 glBindTexture(info.bind_target, old_binding);
4112 device->shader_backend->shader_deselect_depth_blt((IWineD3DDevice *)device);
4115 void surface_modify_ds_location(IWineD3DSurfaceImpl *surface,
4116 DWORD location, UINT w, UINT h)
4118 TRACE("surface %p, new location %#x, w %u, h %u.\n", surface, location, w, h);
4120 if (location & ~SFLAG_DS_LOCATIONS)
4121 FIXME("Invalid location (%#x) specified.\n", location);
4123 surface->ds_current_size.cx = w;
4124 surface->ds_current_size.cy = h;
4125 surface->flags &= ~SFLAG_DS_LOCATIONS;
4126 surface->flags |= location;
4129 /* Context activation is done by the caller. */
4130 void surface_load_ds_location(IWineD3DSurfaceImpl *surface, struct wined3d_context *context, DWORD location)
4132 IWineD3DDeviceImpl *device = surface->resource.device;
4133 const struct wined3d_gl_info *gl_info = context->gl_info;
4135 TRACE("surface %p, new location %#x.\n", surface, location);
4137 /* TODO: Make this work for modes other than FBO */
4138 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
4140 if (!(surface->flags & location))
4142 surface->ds_current_size.cx = 0;
4143 surface->ds_current_size.cy = 0;
4146 if (surface->ds_current_size.cx == surface->currentDesc.Width
4147 && surface->ds_current_size.cy == surface->currentDesc.Height)
4149 TRACE("Location (%#x) is already up to date.\n", location);
4153 if (surface->current_renderbuffer)
4155 FIXME("Not supported with fixed up depth stencil.\n");
4159 if (!(surface->flags & SFLAG_LOCATIONS))
4161 FIXME("No up to date depth stencil location.\n");
4162 surface->flags |= location;
4166 if (location == SFLAG_DS_OFFSCREEN)
4168 GLint old_binding = 0;
4172 /* The render target is allowed to be smaller than the depth/stencil
4173 * buffer, so the onscreen depth/stencil buffer is potentially smaller
4174 * than the offscreen surface. Don't overwrite the offscreen surface
4175 * with undefined data. */
4176 w = min(surface->currentDesc.Width, context->swapchain->presentParms.BackBufferWidth);
4177 h = min(surface->currentDesc.Height, context->swapchain->presentParms.BackBufferHeight);
4179 TRACE("Copying onscreen depth buffer to depth texture.\n");
4183 if (!device->depth_blt_texture)
4185 glGenTextures(1, &device->depth_blt_texture);
4188 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4189 * directly on the FBO texture. That's because we need to flip. */
4190 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4191 if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
4193 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
4194 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4198 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
4199 bind_target = GL_TEXTURE_2D;
4201 glBindTexture(bind_target, device->depth_blt_texture);
4202 glCopyTexImage2D(bind_target, surface->texture_level, surface->resource.format->glInternal, 0, 0, w, h, 0);
4203 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4204 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4205 glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
4206 glTexParameteri(bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
4207 glTexParameteri(bind_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
4208 glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
4209 glBindTexture(bind_target, old_binding);
4211 /* Setup the destination */
4212 if (!device->depth_blt_rb)
4214 gl_info->fbo_ops.glGenRenderbuffers(1, &device->depth_blt_rb);
4215 checkGLcall("glGenRenderbuffersEXT");
4217 if (device->depth_blt_rb_w != w || device->depth_blt_rb_h != h)
4219 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, device->depth_blt_rb);
4220 checkGLcall("glBindRenderbufferEXT");
4221 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, w, h);
4222 checkGLcall("glRenderbufferStorageEXT");
4223 device->depth_blt_rb_w = w;
4224 device->depth_blt_rb_h = h;
4227 context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
4228 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
4229 GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, device->depth_blt_rb);
4230 checkGLcall("glFramebufferRenderbufferEXT");
4231 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, surface, FALSE);
4233 /* Do the actual blit */
4234 surface_depth_blt(surface, gl_info, device->depth_blt_texture, w, h, bind_target);
4235 checkGLcall("depth_blt");
4237 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4238 else context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4242 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
4244 else if (location == SFLAG_DS_ONSCREEN)
4246 TRACE("Copying depth texture to onscreen depth buffer.\n");
4250 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4251 surface_depth_blt(surface, gl_info, surface->texture_name,
4252 surface->currentDesc.Width, surface->currentDesc.Height, surface->texture_target);
4253 checkGLcall("depth_blt");
4255 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4259 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
4263 ERR("Invalid location (%#x) specified.\n", location);
4266 surface->flags |= location;
4267 surface->ds_current_size.cx = surface->currentDesc.Width;
4268 surface->ds_current_size.cy = surface->currentDesc.Height;
4271 void surface_modify_location(IWineD3DSurfaceImpl *surface, DWORD flag, BOOL persistent)
4273 IWineD3DSurfaceImpl *overlay;
4275 TRACE("surface %p, location %s, persistent %#x.\n",
4276 surface, debug_surflocation(flag), persistent);
4278 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
4280 if (surface_is_offscreen(surface))
4282 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4283 if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4287 TRACE("Surface %p is an onscreen surface.\n", surface);
4293 if (((surface->flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE))
4294 || ((surface->flags & SFLAG_INSRGBTEX) && !(flag & SFLAG_INSRGBTEX)))
4296 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
4298 TRACE("Passing to container.\n");
4299 IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture *)surface->container.u.texture, TRUE);
4302 surface->flags &= ~SFLAG_LOCATIONS;
4303 surface->flags |= flag;
4305 /* Redraw emulated overlays, if any */
4306 if (flag & SFLAG_INDRAWABLE && !list_empty(&surface->overlays))
4308 LIST_FOR_EACH_ENTRY(overlay, &surface->overlays, IWineD3DSurfaceImpl, overlay_entry)
4310 IWineD3DSurface_DrawOverlay((IWineD3DSurface *)overlay);
4316 if ((surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)))
4318 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
4320 TRACE("Passing to container\n");
4321 IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture *)surface->container.u.texture, TRUE);
4324 surface->flags &= ~flag;
4327 if (!(surface->flags & SFLAG_LOCATIONS))
4329 ERR("Surface %p does not have any up to date location.\n", surface);
4333 HRESULT surface_load_location(IWineD3DSurfaceImpl *surface, DWORD flag, const RECT *rect)
4335 IWineD3DDeviceImpl *device = surface->resource.device;
4336 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4337 BOOL drawable_read_ok = surface_is_offscreen(surface);
4338 struct wined3d_format format;
4339 CONVERT_TYPES convert;
4340 int width, pitch, outpitch;
4342 BOOL in_fbo = FALSE;
4344 TRACE("surface %p, location %s, rect %s.\n", surface, debug_surflocation(flag), wine_dbgstr_rect(rect));
4346 if (surface->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
4348 if (flag == SFLAG_INTEXTURE)
4350 struct wined3d_context *context = context_acquire(device, NULL);
4351 surface_load_ds_location(surface, context, SFLAG_DS_OFFSCREEN);
4352 context_release(context);
4357 FIXME("Unimplemented location %s for depth/stencil buffers.\n", debug_surflocation(flag));
4358 return WINED3DERR_INVALIDCALL;
4362 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
4364 if (surface_is_offscreen(surface))
4366 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4367 * Prefer SFLAG_INTEXTURE. */
4368 if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
4369 drawable_read_ok = FALSE;
4374 TRACE("Surface %p is an onscreen surface.\n", surface);
4378 if (surface->flags & flag)
4380 TRACE("Location already up to date\n");
4384 if (!(surface->flags & SFLAG_LOCATIONS))
4386 ERR("Surface %p does not have any up to date location.\n", surface);
4387 surface->flags |= SFLAG_LOST;
4388 return WINED3DERR_DEVICELOST;
4391 if (flag == SFLAG_INSYSMEM)
4393 surface_prepare_system_memory(surface);
4395 /* Download the surface to system memory */
4396 if (surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))
4398 struct wined3d_context *context = NULL;
4400 if (!device->isInDraw) context = context_acquire(device, NULL);
4402 surface_bind_and_dirtify(surface, !(surface->flags & SFLAG_INTEXTURE));
4403 surface_download_data(surface, gl_info);
4405 if (context) context_release(context);
4409 /* Note: It might be faster to download into a texture first. */
4410 read_from_framebuffer(surface, rect, surface->resource.allocatedMemory,
4411 IWineD3DSurface_GetPitch((IWineD3DSurface *)surface));
4414 else if (flag == SFLAG_INDRAWABLE)
4416 if (wined3d_settings.rendertargetlock_mode == RTL_READTEX)
4417 surface_load_location(surface, SFLAG_INTEXTURE, NULL);
4419 if (surface->flags & SFLAG_INTEXTURE)
4423 surface_get_rect(surface, rect, &r);
4424 surface_blt_to_drawable(device, WINED3DTEXF_POINT, FALSE, surface, &r, surface, &r);
4429 if ((surface->flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX)
4431 /* This needs a shader to convert the srgb data sampled from the GL texture into RGB
4432 * values, otherwise we get incorrect values in the target. For now go the slow way
4433 * via a system memory copy
4435 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4438 d3dfmt_get_conv(surface, FALSE /* We need color keying */,
4439 FALSE /* We won't use textures */, &format, &convert);
4441 /* The width is in 'length' not in bytes */
4442 width = surface->currentDesc.Width;
4443 pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *)surface);
4445 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4446 * but it isn't set (yet) in all cases it is getting called. */
4447 if ((convert != NO_CONVERSION) && (surface->flags & SFLAG_PBO))
4449 struct wined3d_context *context = NULL;
4451 TRACE("Removing the pbo attached to surface %p.\n", surface);
4453 if (!device->isInDraw) context = context_acquire(device, NULL);
4454 surface_remove_pbo(surface, gl_info);
4455 if (context) context_release(context);
4458 if ((convert != NO_CONVERSION) && surface->resource.allocatedMemory)
4460 int height = surface->currentDesc.Height;
4461 byte_count = format.conv_byte_count;
4463 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4464 outpitch = width * byte_count;
4465 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4467 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4469 ERR("Out of memory %d, %d!\n", outpitch, height);
4470 return WINED3DERR_OUTOFVIDEOMEMORY;
4472 d3dfmt_convert_surface(surface->resource.allocatedMemory, mem, pitch,
4473 width, height, outpitch, convert, surface);
4475 surface->flags |= SFLAG_CONVERTED;
4479 surface->flags &= ~SFLAG_CONVERTED;
4480 mem = surface->resource.allocatedMemory;
4481 byte_count = format.byte_count;
4484 flush_to_framebuffer_drawpixels(surface, format.glFormat, format.glType, byte_count, mem);
4486 /* Don't delete PBO memory */
4487 if ((mem != surface->resource.allocatedMemory) && !(surface->flags & SFLAG_PBO))
4488 HeapFree(GetProcessHeap(), 0, mem);
4491 else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */
4493 const DWORD attach_flags = WINED3DFMT_FLAG_FBO_ATTACHABLE | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
4495 if (drawable_read_ok && (surface->flags & SFLAG_INDRAWABLE))
4497 read_from_framebuffer_texture(surface, flag == SFLAG_INSRGBTEX);
4499 else if (surface->flags & (SFLAG_INSRGBTEX | SFLAG_INTEXTURE)
4500 && (surface->resource.format->Flags & attach_flags) == attach_flags
4501 && fbo_blit_supported(gl_info, BLIT_OP_BLIT,
4502 NULL, surface->resource.usage, surface->resource.pool, surface->resource.format,
4503 NULL, surface->resource.usage, surface->resource.pool, surface->resource.format))
4505 DWORD src_location = flag == SFLAG_INSRGBTEX ? SFLAG_INTEXTURE : SFLAG_INSRGBTEX;
4506 RECT rect = {0, 0, surface->currentDesc.Width, surface->currentDesc.Height};
4508 surface_blt_fbo(surface->resource.device, WINED3DTEXF_POINT,
4509 surface, src_location, &rect, surface, flag, &rect);
4513 /* Upload from system memory */
4514 BOOL srgb = flag == SFLAG_INSRGBTEX;
4515 struct wined3d_context *context = NULL;
4517 d3dfmt_get_conv(surface, TRUE /* We need color keying */,
4518 TRUE /* We will use textures */, &format, &convert);
4522 if ((surface->flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE)
4524 /* Performance warning... */
4525 FIXME("Downloading RGB surface %p to reload it as sRGB.\n", surface);
4526 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4531 if ((surface->flags & (SFLAG_INSRGBTEX | SFLAG_INSYSMEM)) == SFLAG_INSRGBTEX)
4533 /* Performance warning... */
4534 FIXME("Downloading sRGB surface %p to reload it as RGB.\n", surface);
4535 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4538 if (!(surface->flags & SFLAG_INSYSMEM))
4540 WARN("Trying to load a texture from sysmem, but SFLAG_INSYSMEM is not set.\n");
4541 /* Lets hope we get it from somewhere... */
4542 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4545 if (!device->isInDraw) context = context_acquire(device, NULL);
4547 surface_prepare_texture(surface, gl_info, srgb);
4548 surface_bind_and_dirtify(surface, srgb);
4550 if (surface->CKeyFlags & WINEDDSD_CKSRCBLT)
4552 surface->flags |= SFLAG_GLCKEY;
4553 surface->glCKey = surface->SrcBltCKey;
4555 else surface->flags &= ~SFLAG_GLCKEY;
4557 /* The width is in 'length' not in bytes */
4558 width = surface->currentDesc.Width;
4559 pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *)surface);
4561 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4562 * but it isn't set (yet) in all cases it is getting called. */
4563 if ((convert != NO_CONVERSION || format.convert) && (surface->flags & SFLAG_PBO))
4565 TRACE("Removing the pbo attached to surface %p.\n", surface);
4566 surface_remove_pbo(surface, gl_info);
4571 /* This code is entered for texture formats which need a fixup. */
4572 int height = surface->currentDesc.Height;
4574 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4575 outpitch = width * format.conv_byte_count;
4576 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4578 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4580 ERR("Out of memory %d, %d!\n", outpitch, height);
4581 if (context) context_release(context);
4582 return WINED3DERR_OUTOFVIDEOMEMORY;
4584 format.convert(surface->resource.allocatedMemory, mem, pitch, width, height);
4586 else if (convert != NO_CONVERSION && surface->resource.allocatedMemory)
4588 /* This code is only entered for color keying fixups */
4589 int height = surface->currentDesc.Height;
4591 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4592 outpitch = width * format.conv_byte_count;
4593 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4595 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4597 ERR("Out of memory %d, %d!\n", outpitch, height);
4598 if (context) context_release(context);
4599 return WINED3DERR_OUTOFVIDEOMEMORY;
4601 d3dfmt_convert_surface(surface->resource.allocatedMemory, mem, pitch,
4602 width, height, outpitch, convert, surface);
4606 mem = surface->resource.allocatedMemory;
4609 /* Make sure the correct pitch is used */
4611 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
4614 if (mem || (surface->flags & SFLAG_PBO))
4615 surface_upload_data(surface, gl_info, &format, srgb, mem);
4617 /* Restore the default pitch */
4619 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4622 if (context) context_release(context);
4624 /* Don't delete PBO memory */
4625 if ((mem != surface->resource.allocatedMemory) && !(surface->flags & SFLAG_PBO))
4626 HeapFree(GetProcessHeap(), 0, mem);
4630 if (!rect) surface->flags |= flag;
4632 if (in_fbo && (surface->flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)))
4634 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4635 surface->flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4641 static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
4642 return SURFACE_OPENGL;
4645 static HRESULT WINAPI IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
4646 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4649 /* If there's no destination surface there is nothing to do */
4650 if(!This->overlay_dest) return WINED3D_OK;
4652 /* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
4653 * update the overlay. Prevent an endless recursion. */
4654 if (This->overlay_dest->flags & SFLAG_INOVERLAYDRAW)
4657 This->overlay_dest->flags |= SFLAG_INOVERLAYDRAW;
4658 hr = IWineD3DSurfaceImpl_Blt((IWineD3DSurface *)This->overlay_dest,
4659 &This->overlay_destrect, iface, &This->overlay_srcrect,
4660 WINEDDBLT_WAIT, NULL, WINED3DTEXF_LINEAR);
4661 This->overlay_dest->flags &= ~SFLAG_INOVERLAYDRAW;
4666 BOOL surface_is_offscreen(IWineD3DSurfaceImpl *surface)
4668 IWineD3DSwapChainImpl *swapchain = surface->container.u.swapchain;
4670 /* Not on a swapchain - must be offscreen */
4671 if (surface->container.type != WINED3D_CONTAINER_SWAPCHAIN) return TRUE;
4673 /* The front buffer is always onscreen */
4674 if (surface == swapchain->front_buffer) return FALSE;
4676 /* If the swapchain is rendered to an FBO, the backbuffer is
4677 * offscreen, otherwise onscreen */
4678 return swapchain->render_to_fbo;
4681 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
4684 IWineD3DBaseSurfaceImpl_QueryInterface,
4685 IWineD3DBaseSurfaceImpl_AddRef,
4686 IWineD3DSurfaceImpl_Release,
4687 /* IWineD3DResource */
4688 IWineD3DBaseSurfaceImpl_GetParent,
4689 IWineD3DBaseSurfaceImpl_SetPrivateData,
4690 IWineD3DBaseSurfaceImpl_GetPrivateData,
4691 IWineD3DBaseSurfaceImpl_FreePrivateData,
4692 IWineD3DBaseSurfaceImpl_SetPriority,
4693 IWineD3DBaseSurfaceImpl_GetPriority,
4694 IWineD3DSurfaceImpl_PreLoad,
4695 IWineD3DSurfaceImpl_UnLoad,
4696 IWineD3DBaseSurfaceImpl_GetType,
4697 /* IWineD3DSurface */
4698 IWineD3DBaseSurfaceImpl_GetDesc,
4699 IWineD3DSurfaceImpl_Map,
4700 IWineD3DSurfaceImpl_Unmap,
4701 IWineD3DSurfaceImpl_GetDC,
4702 IWineD3DSurfaceImpl_ReleaseDC,
4703 IWineD3DSurfaceImpl_Flip,
4704 IWineD3DSurfaceImpl_Blt,
4705 IWineD3DBaseSurfaceImpl_GetBltStatus,
4706 IWineD3DBaseSurfaceImpl_GetFlipStatus,
4707 IWineD3DBaseSurfaceImpl_IsLost,
4708 IWineD3DBaseSurfaceImpl_Restore,
4709 IWineD3DSurfaceImpl_BltFast,
4710 IWineD3DBaseSurfaceImpl_GetPalette,
4711 IWineD3DBaseSurfaceImpl_SetPalette,
4712 IWineD3DSurfaceImpl_RealizePalette,
4713 IWineD3DBaseSurfaceImpl_SetColorKey,
4714 IWineD3DBaseSurfaceImpl_GetPitch,
4715 IWineD3DSurfaceImpl_SetMem,
4716 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
4717 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
4718 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
4719 IWineD3DBaseSurfaceImpl_UpdateOverlay,
4720 IWineD3DBaseSurfaceImpl_SetClipper,
4721 IWineD3DBaseSurfaceImpl_GetClipper,
4723 IWineD3DSurfaceImpl_LoadTexture,
4724 IWineD3DSurfaceImpl_BindTexture,
4725 IWineD3DBaseSurfaceImpl_GetData,
4726 IWineD3DSurfaceImpl_SetFormat,
4727 IWineD3DSurfaceImpl_PrivateSetup,
4728 IWineD3DSurfaceImpl_GetImplType,
4729 IWineD3DSurfaceImpl_DrawOverlay
4732 static HRESULT ffp_blit_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
4733 /* Context activation is done by the caller. */
4734 static void ffp_blit_free(IWineD3DDevice *iface) { }
4736 /* This function is used in case of 8bit paletted textures using GL_EXT_paletted_texture */
4737 /* Context activation is done by the caller. */
4738 static void ffp_blit_p8_upload_palette(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info)
4741 BOOL colorkey_active = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE;
4743 d3dfmt_p8_init_palette(surface, table, colorkey_active);
4745 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
4747 GL_EXTCALL(glColorTableEXT(surface->texture_target, GL_RGBA, 256, GL_RGBA, GL_UNSIGNED_BYTE, table));
4751 /* Context activation is done by the caller. */
4752 static HRESULT ffp_blit_set(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface)
4754 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4755 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4756 enum complex_fixup fixup = get_complex_fixup(surface->resource.format->color_fixup);
4758 /* When EXT_PALETTED_TEXTURE is around, palette conversion is done by the GPU
4759 * else the surface is converted in software at upload time in LoadLocation.
4761 if(fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
4762 ffp_blit_p8_upload_palette(surface, gl_info);
4765 glEnable(surface->texture_target);
4766 checkGLcall("glEnable(surface->texture_target)");
4771 /* Context activation is done by the caller. */
4772 static void ffp_blit_unset(IWineD3DDevice *iface)
4774 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4775 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4778 glDisable(GL_TEXTURE_2D);
4779 checkGLcall("glDisable(GL_TEXTURE_2D)");
4780 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4782 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4783 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4785 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4787 glDisable(GL_TEXTURE_RECTANGLE_ARB);
4788 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4793 static BOOL ffp_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4794 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
4795 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
4797 enum complex_fixup src_fixup;
4799 if (blit_op == BLIT_OP_COLOR_FILL)
4801 if (!(dst_usage & WINED3DUSAGE_RENDERTARGET))
4803 TRACE("Color fill not supported\n");
4810 src_fixup = get_complex_fixup(src_format->color_fixup);
4811 if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
4813 TRACE("Checking support for fixup:\n");
4814 dump_color_fixup_desc(src_format->color_fixup);
4817 if (blit_op != BLIT_OP_BLIT)
4819 TRACE("Unsupported blit_op=%d\n", blit_op);
4823 if (!is_identity_fixup(dst_format->color_fixup))
4825 TRACE("Destination fixups are not supported\n");
4829 if (src_fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
4831 TRACE("P8 fixup supported\n");
4835 /* We only support identity conversions. */
4836 if (is_identity_fixup(src_format->color_fixup))
4842 TRACE("[FAILED]\n");
4846 /* Do not call while under the GL lock. */
4847 static HRESULT ffp_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface,
4848 const RECT *dst_rect, const WINED3DCOLORVALUE *color)
4850 const RECT draw_rect = {0, 0, dst_surface->currentDesc.Width, dst_surface->currentDesc.Height};
4852 return device_clear_render_targets(device, 1 /* rt_count */, &dst_surface, 1 /* rect_count */,
4853 dst_rect, &draw_rect, WINED3DCLEAR_TARGET, color, 0.0f /* depth */, 0 /* stencil */);
4856 const struct blit_shader ffp_blit = {
4865 static HRESULT cpu_blit_alloc(IWineD3DDevice *iface)
4870 /* Context activation is done by the caller. */
4871 static void cpu_blit_free(IWineD3DDevice *iface)
4875 /* Context activation is done by the caller. */
4876 static HRESULT cpu_blit_set(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface)
4881 /* Context activation is done by the caller. */
4882 static void cpu_blit_unset(IWineD3DDevice *iface)
4886 static BOOL cpu_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4887 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
4888 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
4890 if (blit_op == BLIT_OP_COLOR_FILL)
4898 /* Do not call while under the GL lock. */
4899 static HRESULT cpu_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface,
4900 const RECT *dst_rect, const WINED3DCOLORVALUE *color)
4904 memset(&BltFx, 0, sizeof(BltFx));
4905 BltFx.dwSize = sizeof(BltFx);
4906 BltFx.u5.dwFillColor = wined3d_format_convert_from_float(dst_surface->resource.format, color);
4907 return IWineD3DBaseSurfaceImpl_Blt((IWineD3DSurface*)dst_surface, dst_rect,
4908 NULL, NULL, WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_POINT);
4911 const struct blit_shader cpu_blit = {
4920 static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4921 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
4922 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
4924 if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer)
4927 /* We only support blitting. Things like color keying / color fill should
4928 * be handled by other blitters.
4930 if (blit_op != BLIT_OP_BLIT)
4933 /* Source and/or destination need to be on the GL side */
4934 if (src_pool == WINED3DPOOL_SYSTEMMEM || dst_pool == WINED3DPOOL_SYSTEMMEM)
4937 if (!((src_format->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (src_usage & WINED3DUSAGE_RENDERTARGET))
4938 && ((dst_format->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (dst_usage & WINED3DUSAGE_RENDERTARGET)))
4941 if (!(src_format->id == dst_format->id
4942 || (is_identity_fixup(src_format->color_fixup)
4943 && is_identity_fixup(dst_format->color_fixup))))