wined3d: Rename the IWineD3DSurfaceImpl "Flags" field to "flags".
[wine] / dlls / wined3d / surface.c
1 /*
2  * IWineD3DSurface Implementation
3  *
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
14  *
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.
19  *
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.
24  *
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
28  */
29
30 #include "config.h"
31 #include "wine/port.h"
32 #include "wined3d_private.h"
33
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d);
36
37 static void surface_cleanup(IWineD3DSurfaceImpl *This)
38 {
39     TRACE("(%p) : Cleaning up.\n", This);
40
41     if (This->texture_name || (This->flags & SFLAG_PBO) || !list_empty(&This->renderbuffers))
42     {
43         const struct wined3d_gl_info *gl_info;
44         renderbuffer_entry_t *entry, *entry2;
45         struct wined3d_context *context;
46
47         context = context_acquire(This->resource.device, NULL);
48         gl_info = context->gl_info;
49
50         ENTER_GL();
51
52         if (This->texture_name)
53         {
54             TRACE("Deleting texture %u.\n", This->texture_name);
55             glDeleteTextures(1, &This->texture_name);
56         }
57
58         if (This->flags & SFLAG_PBO)
59         {
60             TRACE("Deleting PBO %u.\n", This->pbo);
61             GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
62         }
63
64         LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry)
65         {
66             TRACE("Deleting renderbuffer %u.\n", entry->id);
67             gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
68             HeapFree(GetProcessHeap(), 0, entry);
69         }
70
71         LEAVE_GL();
72
73         context_release(context);
74     }
75
76     if (This->flags & SFLAG_DIBSECTION)
77     {
78         /* Release the DC. */
79         SelectObject(This->hDC, This->dib.holdbitmap);
80         DeleteDC(This->hDC);
81         /* Release the DIB section. */
82         DeleteObject(This->dib.DIBsection);
83         This->dib.bitmap_data = NULL;
84         This->resource.allocatedMemory = NULL;
85     }
86
87     if (This->flags & SFLAG_USERPTR) IWineD3DSurface_SetMem((IWineD3DSurface *)This, NULL);
88     if (This->overlay_dest) list_remove(&This->overlay_entry);
89
90     HeapFree(GetProcessHeap(), 0, This->palette9);
91
92     resource_cleanup((IWineD3DResource *)This);
93 }
94
95 void surface_set_container(IWineD3DSurfaceImpl *surface, enum wined3d_container_type type, IWineD3DBase *container)
96 {
97     TRACE("surface %p, container %p.\n", surface, container);
98
99     if (!container && type != WINED3D_CONTAINER_NONE)
100         ERR("Setting NULL container of type %#x.\n", type);
101
102     if (type == WINED3D_CONTAINER_SWAPCHAIN)
103     {
104         surface->get_drawable_size = get_drawable_size_swapchain;
105     }
106     else
107     {
108         switch (wined3d_settings.offscreen_rendering_mode)
109         {
110             case ORM_FBO:
111                 surface->get_drawable_size = get_drawable_size_fbo;
112                 break;
113
114             case ORM_BACKBUFFER:
115                 surface->get_drawable_size = get_drawable_size_backbuffer;
116                 break;
117
118             default:
119                 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
120                 return;
121         }
122     }
123
124     surface->container.type = type;
125     surface->container.u.base = container;
126 }
127
128 struct blt_info
129 {
130     GLenum binding;
131     GLenum bind_target;
132     enum tex_types tex_type;
133     GLfloat coords[4][3];
134 };
135
136 struct float_rect
137 {
138     float l;
139     float t;
140     float r;
141     float b;
142 };
143
144 static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
145 {
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;
150 }
151
152 static void surface_get_blt_info(GLenum target, const RECT *rect, GLsizei w, GLsizei h, struct blt_info *info)
153 {
154     GLfloat (*coords)[3] = info->coords;
155     struct float_rect f;
156
157     switch (target)
158     {
159         default:
160             FIXME("Unsupported texture target %#x\n", target);
161             /* Fall back to GL_TEXTURE_2D */
162         case 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;
168             coords[0][2] = 0.0f;
169
170             coords[1][0] = (float)rect->right / w;
171             coords[1][1] = (float)rect->top / h;
172             coords[1][2] = 0.0f;
173
174             coords[2][0] = (float)rect->left / w;
175             coords[2][1] = (float)rect->bottom / h;
176             coords[2][2] = 0.0f;
177
178             coords[3][0] = (float)rect->right / w;
179             coords[3][1] = (float)rect->bottom / h;
180             coords[3][2] = 0.0f;
181             break;
182
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;
191             break;
192
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);
198
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;
203             break;
204
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);
210
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;
215             break;
216
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);
222
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;
227             break;
228
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);
234
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;
239             break;
240
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);
246
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;
251             break;
252
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);
258
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;
263             break;
264     }
265 }
266
267 static inline void surface_get_rect(IWineD3DSurfaceImpl *This, const RECT *rect_in, RECT *rect_out)
268 {
269     if (rect_in)
270         *rect_out = *rect_in;
271     else
272     {
273         rect_out->left = 0;
274         rect_out->top = 0;
275         rect_out->right = This->currentDesc.Width;
276         rect_out->bottom = This->currentDesc.Height;
277     }
278 }
279
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)
282 {
283     struct blt_info info;
284
285     surface_get_blt_info(src_surface->texture_target, src_rect, src_surface->pow2Width, src_surface->pow2Height, &info);
286
287     glEnable(info.bind_target);
288     checkGLcall("glEnable(bind_target)");
289
290     /* Bind the texture */
291     glBindTexture(info.bind_target, src_surface->texture_name);
292     checkGLcall("glBindTexture");
293
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");
305
306     /* Draw a quad */
307     glBegin(GL_TRIANGLE_STRIP);
308     glTexCoord3fv(info.coords[0]);
309     glVertex2i(dst_rect->left, dst_rect->top);
310
311     glTexCoord3fv(info.coords[1]);
312     glVertex2i(dst_rect->right, dst_rect->top);
313
314     glTexCoord3fv(info.coords[2]);
315     glVertex2i(dst_rect->left, dst_rect->bottom);
316
317     glTexCoord3fv(info.coords[3]);
318     glVertex2i(dst_rect->right, dst_rect->bottom);
319     glEnd();
320
321     /* Unbind the texture */
322     glBindTexture(info.bind_target, 0);
323     checkGLcall("glBindTexture(info->bind_target, 0)");
324
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)
328     {
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;
333     }
334 }
335
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)
340 {
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;
345     HRESULT hr;
346
347     if (multisample_quality > 0)
348     {
349         FIXME("multisample_quality set to %u, substituting 0\n", multisample_quality);
350         multisample_quality = 0;
351     }
352
353     /* FIXME: Check that the format is supported by the device. */
354
355     resource_size = wined3d_format_calculate_size(format, alignment, width, height);
356
357     /* Look at the implementation and set the correct Vtable. */
358     switch (surface_type)
359     {
360         case SURFACE_OPENGL:
361             surface->lpVtbl = &IWineD3DSurface_Vtbl;
362             cleanup = surface_cleanup;
363             break;
364
365         case SURFACE_GDI:
366             surface->lpVtbl = &IWineGDISurface_Vtbl;
367             cleanup = surface_gdi_cleanup;
368             break;
369
370         default:
371             ERR("Requested unknown surface implementation %#x.\n", surface_type);
372             return WINED3DERR_INVALIDCALL;
373     }
374
375     hr = resource_init((IWineD3DResource *)surface, WINED3DRTYPE_SURFACE,
376             device, resource_size, usage, format, pool, parent, parent_ops);
377     if (FAILED(hr))
378     {
379         WARN("Failed to initialize resource, returning %#x.\n", hr);
380         return hr;
381     }
382
383     /* "Standalone" surface. */
384     surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
385
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);
392
393     /* Flags */
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;
397
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. */
402     switch (pool)
403     {
404         case WINED3DPOOL_SCRATCH:
405             if(!lockable)
406             {
407                 FIXME("Called with a pool of SCRATCH and a lockable of FALSE "
408                         "which are mutually exclusive, setting lockable to TRUE.\n");
409                 lockable = TRUE;
410             }
411             break;
412
413         case WINED3DPOOL_SYSTEMMEM:
414             if (!lockable)
415                 FIXME("Called with a pool of SYSTEMMEM and a lockable of FALSE, this is acceptable but unexpected.\n");
416             break;
417
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");
421             break;
422
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");
426             break;
427
428         default:
429             FIXME("Unknown pool %#x.\n", pool);
430             break;
431     };
432
433     if (usage & WINED3DUSAGE_RENDERTARGET && pool != WINED3DPOOL_DEFAULT)
434     {
435         FIXME("Trying to create a render target that isn't in the default pool.\n");
436     }
437
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);
441
442     TRACE("surface %p, memory %p, size %u\n", surface, surface->resource.allocatedMemory, surface->resource.size);
443
444     /* Call the private setup routine */
445     hr = IWineD3DSurface_PrivateSetup((IWineD3DSurface *)surface);
446     if (FAILED(hr))
447     {
448         ERR("Private setup failed, returning %#x\n", hr);
449         cleanup(surface);
450         return hr;
451     }
452
453     return hr;
454 }
455
456 static void surface_force_reload(IWineD3DSurfaceImpl *surface)
457 {
458     surface->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
459 }
460
461 void surface_set_texture_name(IWineD3DSurfaceImpl *surface, GLuint new_name, BOOL srgb)
462 {
463     GLuint *name;
464     DWORD flag;
465
466     TRACE("surface %p, new_name %u, srgb %#x.\n", surface, new_name, srgb);
467
468     if(srgb)
469     {
470         name = &surface->texture_name_srgb;
471         flag = SFLAG_INSRGBTEX;
472     }
473     else
474     {
475         name = &surface->texture_name;
476         flag = SFLAG_INTEXTURE;
477     }
478
479     if (!*name && new_name)
480     {
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);
486     }
487
488     *name = new_name;
489     surface_force_reload(surface);
490 }
491
492 void surface_set_texture_target(IWineD3DSurfaceImpl *surface, GLenum target)
493 {
494     TRACE("surface %p, target %#x.\n", surface, target);
495
496     if (surface->texture_target != target)
497     {
498         if (target == GL_TEXTURE_RECTANGLE_ARB)
499         {
500             surface->flags &= ~SFLAG_NORMCOORD;
501         }
502         else if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
503         {
504             surface->flags |= SFLAG_NORMCOORD;
505         }
506     }
507     surface->texture_target = target;
508     surface_force_reload(surface);
509 }
510
511 /* Context activation is done by the caller. */
512 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This, BOOL srgb) {
513     DWORD active_sampler;
514
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.
518      *
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.
523      *
524      * TODO: Track the current active texture per GL context instead of using glGet
525      */
526     GLint active_texture;
527     ENTER_GL();
528     glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
529     LEAVE_GL();
530     active_sampler = This->resource.device->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
531
532     if (active_sampler != WINED3D_UNMAPPED_STAGE)
533     {
534         IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(active_sampler));
535     }
536     IWineD3DSurface_BindTexture((IWineD3DSurface *)This, srgb);
537 }
538
539 /* This function checks if the primary render target uses the 8bit paletted format. */
540 static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
541 {
542     if (device->render_targets && device->render_targets[0])
543     {
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))
547             return TRUE;
548     }
549     return FALSE;
550 }
551
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)
556 {
557     const struct wined3d_format *format = This->resource.format;
558
559     /* Only support read back of converted P8 surfaces */
560     if (This->flags & SFLAG_CONVERTED && format->id != WINED3DFMT_P8_UINT)
561     {
562         FIXME("Readback conversion not supported for format %s.\n", debug_d3dformat(format->id));
563         return;
564     }
565
566     ENTER_GL();
567
568     if (format->Flags & WINED3DFMT_FLAG_COMPRESSED)
569     {
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);
573
574         if (This->flags & SFLAG_PBO)
575         {
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");
582         }
583         else
584         {
585             GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target,
586                     This->texture_level, This->resource.allocatedMemory));
587             checkGLcall("glGetCompressedTexImageARB");
588         }
589
590         LEAVE_GL();
591     } else {
592         void *mem;
593         GLenum gl_format = format->glFormat;
594         GLenum gl_type = format->glType;
595         int src_pitch = 0;
596         int dst_pitch = 0;
597
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))
600         {
601             gl_format = GL_ALPHA;
602             gl_type = GL_UNSIGNED_BYTE;
603         }
604
605         if (This->flags & SFLAG_NONPOW2)
606         {
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);
612         } else {
613             mem = This->resource.allocatedMemory;
614         }
615
616         TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
617                 This, This->texture_level, gl_format, gl_type, mem);
618
619         if (This->flags & SFLAG_PBO)
620         {
621             GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
622             checkGLcall("glBindBufferARB");
623
624             glGetTexImage(This->texture_target, This->texture_level, gl_format, gl_type, NULL);
625             checkGLcall("glGetTexImage");
626
627             GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
628             checkGLcall("glBindBufferARB");
629         } else {
630             glGetTexImage(This->texture_target, This->texture_level, gl_format, gl_type, mem);
631             checkGLcall("glGetTexImage");
632         }
633         LEAVE_GL();
634
635         if (This->flags & SFLAG_NONPOW2)
636         {
637             const BYTE *src_data;
638             BYTE *dst_data;
639             UINT y;
640             /*
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.
644              *
645              * We're doing this...
646              *
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
655              * |                  |              |   \/
656              * -----------------------------------
657              *
658              *
659              * we're repacking the data to the expected texture width
660              *
661              * |<-texture width ->|  -->pow2width|   /\
662              * |111111111111111111222222222222222|   |
663              * |222333333333333333333444444444444| texture height
664              * |444444                           |   |
665              * |                                 |   \/
666              * |                                 |   |
667              * |            empty                | pow2height
668              * |                                 |   \/
669              * -----------------------------------
670              *
671              * == is the same as
672              *
673              * |<-texture width ->|    /\
674              * |111111111111111111|
675              * |222222222222222222|texture height
676              * |333333333333333333|
677              * |444444444444444444|    \/
678              * --------------------
679              *
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.
682              *
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.
685              *
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.
689              */
690             src_data = mem;
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);
698             }
699
700             HeapFree(GetProcessHeap(), 0, mem);
701         }
702     }
703
704     /* Surface has now been downloaded */
705     This->flags |= SFLAG_INSYSMEM;
706 }
707
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)
713 {
714     GLsizei width = This->currentDesc.Width;
715     GLsizei height = This->currentDesc.Height;
716     GLenum internal;
717
718     if (srgb)
719     {
720         internal = format->glGammaInternal;
721     }
722     else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(This))
723     {
724         internal = format->rtInternal;
725     }
726     else
727     {
728         internal = format->glInternal;
729     }
730
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);
735
736     if (format->heightscale != 1.0f && format->heightscale != 0.0f) height *= format->heightscale;
737
738     ENTER_GL();
739
740     if (This->flags & SFLAG_PBO)
741     {
742         GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
743         checkGLcall("glBindBufferARB");
744
745         TRACE("(%p) pbo: %#x, data: %p.\n", This, This->pbo, data);
746         data = NULL;
747     }
748
749     if (format->Flags & WINED3DFMT_FLAG_COMPRESSED)
750     {
751         TRACE("Calling glCompressedTexSubImage2DARB.\n");
752
753         GL_EXTCALL(glCompressedTexSubImage2DARB(This->texture_target, This->texture_level,
754                 0, 0, width, height, internal, This->resource.size, data));
755         checkGLcall("glCompressedTexSubImage2DARB");
756     }
757     else
758     {
759         TRACE("Calling glTexSubImage2D.\n");
760
761         glTexSubImage2D(This->texture_target, This->texture_level,
762                 0, 0, width, height, format->glFormat, format->glType, data);
763         checkGLcall("glTexSubImage2D");
764     }
765
766     if (This->flags & SFLAG_PBO)
767     {
768         GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
769         checkGLcall("glBindBufferARB");
770     }
771
772     LEAVE_GL();
773
774     if (gl_info->quirks & WINED3D_QUIRK_FBO_TEX_UPDATE)
775     {
776         IWineD3DDeviceImpl *device = This->resource.device;
777         unsigned int i;
778
779         for (i = 0; i < device->numContexts; ++i)
780         {
781             context_surface_update(device->contexts[i], This);
782         }
783     }
784 }
785
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)
791 {
792     BOOL enable_client_storage = FALSE;
793     GLsizei width = This->pow2Width;
794     GLsizei height = This->pow2Height;
795     const BYTE *mem = NULL;
796     GLenum internal;
797
798     if (srgb)
799     {
800         internal = format->glGammaInternal;
801     }
802     else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(This))
803     {
804         internal = format->rtInternal;
805     }
806     else
807     {
808         internal = format->glInternal;
809     }
810
811     if (format->heightscale != 1.0f && format->heightscale != 0.0f) height *= format->heightscale;
812
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);
816
817     ENTER_GL();
818
819     if (gl_info->supported[APPLE_CLIENT_STORAGE])
820     {
821         if (This->flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_CONVERTED)
822                 || !This->resource.allocatedMemory)
823         {
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
829              */
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;
834         }
835         else
836         {
837             This->flags |= SFLAG_CLIENT;
838
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.
841              */
842             mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
843         }
844     }
845
846     if (format->Flags & WINED3DFMT_FLAG_COMPRESSED && mem)
847     {
848         GL_EXTCALL(glCompressedTexImage2DARB(This->texture_target, This->texture_level,
849                 internal, width, height, 0, This->resource.size, mem));
850         checkGLcall("glCompressedTexImage2DARB");
851     }
852     else
853     {
854         glTexImage2D(This->texture_target, This->texture_level,
855                 internal, width, height, 0, format->glFormat, format->glType, mem);
856         checkGLcall("glTexImage2D");
857     }
858
859     if(enable_client_storage) {
860         glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
861         checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
862     }
863     LEAVE_GL();
864 }
865
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)
871 {
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;
876
877     src_width = surface->pow2Width;
878     src_height = surface->pow2Height;
879
880     /* A depth stencil smaller than the render target is not valid */
881     if (width > src_width || height > src_height) return;
882
883     /* Remove any renderbuffer set if the sizes match */
884     if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
885             || (width == src_width && height == src_height))
886     {
887         surface->current_renderbuffer = NULL;
888         return;
889     }
890
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)
893     {
894         if (entry->width == width && entry->height == height)
895         {
896             renderbuffer = entry->id;
897             surface->current_renderbuffer = entry;
898             break;
899         }
900     }
901
902     if (!renderbuffer)
903     {
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);
908
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);
914
915         surface->current_renderbuffer = entry;
916     }
917
918     checkGLcall("set_compatible_renderbuffer");
919 }
920
921 GLenum surface_get_gl_buffer(IWineD3DSurfaceImpl *surface)
922 {
923     IWineD3DSwapChainImpl *swapchain = surface->container.u.swapchain;
924
925     TRACE("surface %p.\n", surface);
926
927     if (surface->container.type != WINED3D_CONTAINER_SWAPCHAIN)
928     {
929         ERR("Surface %p is not on a swapchain.\n", surface);
930         return GL_NONE;
931     }
932
933     if (swapchain->back_buffers && swapchain->back_buffers[0] == surface)
934     {
935         if (swapchain->render_to_fbo)
936         {
937             TRACE("Returning GL_COLOR_ATTACHMENT0\n");
938             return GL_COLOR_ATTACHMENT0;
939         }
940         TRACE("Returning GL_BACK\n");
941         return GL_BACK;
942     }
943     else if (surface == swapchain->front_buffer)
944     {
945         TRACE("Returning GL_FRONT\n");
946         return GL_FRONT;
947     }
948
949     FIXME("Higher back buffer, returning GL_BACK\n");
950     return GL_BACK;
951 }
952
953 /* Slightly inefficient way to handle multiple dirty rects but it works :) */
954 void surface_add_dirty_rect(IWineD3DSurfaceImpl *surface, const RECT *dirty_rect)
955 {
956     TRACE("surface %p, dirty_rect %s.\n", surface, wine_dbgstr_rect(dirty_rect));
957
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);
961
962     surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
963     if (dirty_rect)
964     {
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);
969     }
970     else
971     {
972         surface->dirtyRect.left = 0;
973         surface->dirtyRect.top = 0;
974         surface->dirtyRect.right = surface->currentDesc.Width;
975         surface->dirtyRect.bottom = surface->currentDesc.Height;
976     }
977
978     /* if the container is a basetexture then mark it dirty. */
979     if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
980     {
981         TRACE("Passing to container.\n");
982         IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture *)surface->container.u.texture, TRUE);
983     }
984 }
985
986 static BOOL surface_convert_color_to_float(IWineD3DSurfaceImpl *surface, DWORD color, WINED3DCOLORVALUE *float_color)
987 {
988     const struct wined3d_format *format = surface->resource.format;
989     IWineD3DDeviceImpl *device = surface->resource.device;
990
991     switch (format->id)
992     {
993         case WINED3DFMT_P8_UINT:
994             if (surface->palette)
995             {
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;
999             }
1000             else
1001             {
1002                 float_color->r = 0.0f;
1003                 float_color->g = 0.0f;
1004                 float_color->b = 0.0f;
1005             }
1006             float_color->a = primary_render_target_is_p8(device) ? color / 255.0f : 1.0f;
1007             break;
1008
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;
1014             break;
1015
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;
1022             break;
1023
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);
1029             break;
1030
1031         default:
1032             ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
1033             return FALSE;
1034     }
1035
1036     return TRUE;
1037 }
1038
1039 /* Do not call while under the GL lock. */
1040 static ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface)
1041 {
1042     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1043     ULONG ref = InterlockedDecrement(&This->resource.ref);
1044     TRACE("(%p) : Releasing from %d\n", This, ref + 1);
1045
1046     if (!ref)
1047     {
1048         surface_cleanup(This);
1049         This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
1050
1051         TRACE("(%p) Released.\n", This);
1052         HeapFree(GetProcessHeap(), 0, This);
1053     }
1054
1055     return ref;
1056 }
1057
1058 /* ****************************************************
1059    IWineD3DSurface IWineD3DResource parts follow
1060    **************************************************** */
1061
1062 /* Do not call while under the GL lock. */
1063 void surface_internal_preload(IWineD3DSurfaceImpl *surface, enum WINED3DSRGB srgb)
1064 {
1065     IWineD3DDeviceImpl *device = surface->resource.device;
1066
1067     TRACE("iface %p, srgb %#x.\n", surface, srgb);
1068
1069     if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
1070     {
1071         IWineD3DBaseTextureImpl *texture = surface->container.u.texture;
1072
1073         TRACE("Passing to container.\n");
1074         texture->baseTexture.internal_preload((IWineD3DBaseTexture *)texture, srgb);
1075     }
1076     else
1077     {
1078         struct wined3d_context *context = NULL;
1079
1080         TRACE("(%p) : About to load surface\n", surface);
1081
1082         if (!device->isInDraw) context = context_acquire(device, NULL);
1083
1084         if (surface->resource.format->id == WINED3DFMT_P8_UINT
1085                 || surface->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
1086         {
1087             if (palette9_changed(surface))
1088             {
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);
1094             }
1095         }
1096
1097         IWineD3DSurface_LoadTexture((IWineD3DSurface *)surface, srgb == SRGB_SRGB ? TRUE : FALSE);
1098
1099         if (surface->resource.pool == WINED3DPOOL_DEFAULT)
1100         {
1101             /* Tell opengl to try and keep this texture in video ram (well mostly) */
1102             GLclampf tmp;
1103             tmp = 0.9f;
1104             ENTER_GL();
1105             glPrioritizeTextures(1, &surface->texture_name, &tmp);
1106             LEAVE_GL();
1107         }
1108
1109         if (context) context_release(context);
1110     }
1111 }
1112
1113 static void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface)
1114 {
1115     surface_internal_preload((IWineD3DSurfaceImpl *)iface, SRGB_ANY);
1116 }
1117
1118 /* Context activation is done by the caller. */
1119 static void surface_remove_pbo(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info)
1120 {
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));
1124
1125     ENTER_GL();
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");
1132     LEAVE_GL();
1133
1134     This->pbo = 0;
1135     This->flags &= ~SFLAG_PBO;
1136 }
1137
1138 BOOL surface_init_sysmem(IWineD3DSurfaceImpl *surface)
1139 {
1140     if (!surface->resource.allocatedMemory)
1141     {
1142         surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1143                 surface->resource.size + RESOURCE_ALIGNMENT);
1144         if (!surface->resource.heapMemory)
1145         {
1146             ERR("Out of memory\n");
1147             return FALSE;
1148         }
1149         surface->resource.allocatedMemory =
1150             (BYTE *)(((ULONG_PTR)surface->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1151     }
1152     else
1153     {
1154         memset(surface->resource.allocatedMemory, 0, surface->resource.size);
1155     }
1156
1157     surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
1158
1159     return TRUE;
1160 }
1161
1162 /* Do not call while under the GL lock. */
1163 static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface)
1164 {
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;
1170
1171     TRACE("(%p)\n", iface);
1172
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.
1178          *
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
1183          */
1184         surface_init_sysmem(This);
1185     }
1186     else
1187     {
1188         /* Load the surface into system memory */
1189         surface_load_location(This, SFLAG_INSYSMEM, NULL);
1190         surface_modify_location(This, SFLAG_INDRAWABLE, FALSE);
1191     }
1192     surface_modify_location(This, SFLAG_INTEXTURE, FALSE);
1193     surface_modify_location(This, SFLAG_INSRGBTEX, FALSE);
1194     This->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
1195
1196     context = context_acquire(device, NULL);
1197     gl_info = context->gl_info;
1198
1199     /* Destroy PBOs, but load them into real sysmem before */
1200     if (This->flags & SFLAG_PBO)
1201         surface_remove_pbo(This, gl_info);
1202
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
1206      */
1207     LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
1208         ENTER_GL();
1209         gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
1210         LEAVE_GL();
1211         list_remove(&entry->entry);
1212         HeapFree(GetProcessHeap(), 0, entry);
1213     }
1214     list_init(&This->renderbuffers);
1215     This->current_renderbuffer = NULL;
1216
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)
1220     {
1221         ENTER_GL();
1222         glDeleteTextures(1, &This->texture_name);
1223         This->texture_name = 0;
1224         glDeleteTextures(1, &This->texture_name_srgb);
1225         This->texture_name_srgb = 0;
1226         LEAVE_GL();
1227     }
1228
1229     context_release(context);
1230
1231     resource_unload((IWineD3DResourceImpl *)This);
1232 }
1233
1234 /* ******************************************************
1235    IWineD3DSurface IWineD3DSurface parts follow
1236    ****************************************************** */
1237
1238 /* Read the framebuffer back into the surface */
1239 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, const RECT *rect, void *dest, UINT pitch)
1240 {
1241     IWineD3DDeviceImpl *device = This->resource.device;
1242     const struct wined3d_gl_info *gl_info;
1243     struct wined3d_context *context;
1244     BYTE *mem;
1245     GLint fmt;
1246     GLint type;
1247     BYTE *row, *top, *bottom;
1248     int i;
1249     BOOL bpp;
1250     RECT local_rect;
1251     BOOL srcIsUpsideDown;
1252     GLint rowLen = 0;
1253     GLint skipPix = 0;
1254     GLint skipRow = 0;
1255
1256     if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1257         static BOOL warned = FALSE;
1258         if(!warned) {
1259             ERR("The application tries to lock the render target, but render target locking is disabled\n");
1260             warned = TRUE;
1261         }
1262         return;
1263     }
1264
1265     context = context_acquire(device, This);
1266     context_apply_blit_state(context, device);
1267     gl_info = context->gl_info;
1268
1269     ENTER_GL();
1270
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.
1274      */
1275     if (surface_is_offscreen(This))
1276     {
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;
1282     }
1283     else
1284     {
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;
1291     }
1292
1293     /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
1294     if(!rect) {
1295         local_rect.left = 0;
1296         local_rect.top = 0;
1297         local_rect.right = This->currentDesc.Width;
1298         local_rect.bottom = This->currentDesc.Height;
1299     } else {
1300         local_rect = *rect;
1301     }
1302     /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
1303
1304     switch (This->resource.format->id)
1305     {
1306         case WINED3DFMT_P8_UINT:
1307         {
1308             if (primary_render_target_is_p8(device))
1309             {
1310                 /* In case of P8 render targets the index is stored in the alpha component */
1311                 fmt = GL_ALPHA;
1312                 type = GL_UNSIGNED_BYTE;
1313                 mem = dest;
1314                 bpp = This->resource.format->byte_count;
1315             } else {
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...
1320                  *
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.
1324                  */
1325                 fmt = GL_RGB;
1326                 type = GL_UNSIGNED_BYTE;
1327                 pitch *= 3;
1328                 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
1329                 if(!mem) {
1330                     ERR("Out of memory\n");
1331                     LEAVE_GL();
1332                     return;
1333                 }
1334                 bpp = This->resource.format->byte_count * 3;
1335             }
1336         }
1337         break;
1338
1339         default:
1340             mem = dest;
1341             fmt = This->resource.format->glFormat;
1342             type = This->resource.format->glType;
1343             bpp = This->resource.format->byte_count;
1344     }
1345
1346     if (This->flags & SFLAG_PBO)
1347     {
1348         GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
1349         checkGLcall("glBindBufferARB");
1350         if (mem)
1351         {
1352             ERR("mem not null for pbo -- unexpected\n");
1353             mem = NULL;
1354         }
1355     }
1356
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");
1364
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");
1372
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,
1376                  fmt, type, mem);
1377     checkGLcall("glReadPixels");
1378
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");
1386
1387     if (This->flags & SFLAG_PBO)
1388     {
1389         GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
1390         checkGLcall("glBindBufferARB");
1391
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");
1399
1400             mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1401             checkGLcall("glMapBufferARB");
1402         }
1403     }
1404
1405     /* TODO: Merge this with the palettization loop below for P8 targets */
1406     if(!srcIsUpsideDown) {
1407         UINT len, off;
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;
1412
1413         row = HeapAlloc(GetProcessHeap(), 0, len);
1414         if(!row) {
1415             ERR("Out of memory\n");
1416             if (This->resource.format->id == WINED3DFMT_P8_UINT) HeapFree(GetProcessHeap(), 0, mem);
1417             LEAVE_GL();
1418             return;
1419         }
1420
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);
1427             top += pitch;
1428             bottom -= pitch;
1429         }
1430         HeapFree(GetProcessHeap(), 0, row);
1431
1432         /* Unmap the temp PBO buffer */
1433         if (This->flags & SFLAG_PBO)
1434         {
1435             GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1436             GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1437         }
1438     }
1439
1440     LEAVE_GL();
1441     context_release(context);
1442
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.
1447      */
1448     if (This->resource.format->id == WINED3DFMT_P8_UINT && !primary_render_target_is_p8(device))
1449     {
1450         const PALETTEENTRY *pal = NULL;
1451         DWORD width = pitch / 3;
1452         int x, y, c;
1453
1454         if(This->palette) {
1455             pal = This->palette->palents;
1456         } else {
1457             ERR("Palette is missing, cannot perform inverse palette lookup\n");
1458             HeapFree(GetProcessHeap(), 0, mem);
1459             return ;
1460         }
1461
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;
1468
1469                 for(c = 0; c < 256; c++) {
1470                     if(*red   == pal[c].peRed   &&
1471                        *green == pal[c].peGreen &&
1472                        *blue  == pal[c].peBlue)
1473                     {
1474                         *((BYTE *) dest + y * width + x) = c;
1475                         break;
1476                     }
1477                 }
1478             }
1479         }
1480         HeapFree(GetProcessHeap(), 0, mem);
1481     }
1482 }
1483
1484 /* Read the framebuffer contents into a texture */
1485 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
1486 {
1487     IWineD3DDeviceImpl *device = This->resource.device;
1488     const struct wined3d_gl_info *gl_info;
1489     struct wined3d_context *context;
1490
1491     if (!surface_is_offscreen(This))
1492     {
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");
1497         return;
1498     }
1499
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.
1503      */
1504     context = context_acquire(device, This);
1505     gl_info = context->gl_info;
1506
1507     surface_prepare_texture(This, gl_info, srgb);
1508     surface_bind_and_dirtify(This, srgb);
1509
1510     TRACE("Reading back offscreen render target %p.\n", This);
1511
1512     ENTER_GL();
1513
1514     glReadBuffer(device->offscreenBuffer);
1515     checkGLcall("glReadBuffer");
1516
1517     glCopyTexSubImage2D(This->texture_target, This->texture_level,
1518             0, 0, 0, 0, This->currentDesc.Width, This->currentDesc.Height);
1519     checkGLcall("glCopyTexSubImage2D");
1520
1521     LEAVE_GL();
1522
1523     context_release(context);
1524 }
1525
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)
1529 {
1530     DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
1531     CONVERT_TYPES convert;
1532     struct wined3d_format format;
1533
1534     if (surface->flags & alloc_flag) return;
1535
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;
1539
1540     surface_bind_and_dirtify(surface, srgb);
1541     surface_allocate_surface(surface, gl_info, &format, srgb);
1542     surface->flags |= alloc_flag;
1543 }
1544
1545 /* Context activation is done by the caller. */
1546 void surface_prepare_texture(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info, BOOL srgb)
1547 {
1548     if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
1549     {
1550         IWineD3DBaseTextureImpl *texture = surface->container.u.texture;
1551         UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count;
1552         UINT i;
1553
1554         TRACE("surface %p is a subresource of texture %p.\n", surface, texture);
1555
1556         for (i = 0; i < sub_count; ++i)
1557         {
1558             IWineD3DSurfaceImpl *s = (IWineD3DSurfaceImpl *)texture->baseTexture.sub_resources[i];
1559             surface_prepare_texture_internal(s, gl_info, srgb);
1560         }
1561
1562         return;
1563     }
1564
1565     surface_prepare_texture_internal(surface, gl_info, srgb);
1566 }
1567
1568 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This)
1569 {
1570     IWineD3DDeviceImpl *device = This->resource.device;
1571     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1572
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
1575      * changed
1576      */
1577     if (!(This->flags & SFLAG_DYNLOCK))
1578     {
1579         This->lockCount++;
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;
1584         }
1585     }
1586
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.
1589      */
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))
1593     {
1594         GLenum error;
1595         struct wined3d_context *context;
1596
1597         context = context_acquire(device, NULL);
1598         ENTER_GL();
1599
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);
1604
1605         TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
1606
1607         GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1608         checkGLcall("glBindBufferARB");
1609
1610         GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
1611         checkGLcall("glBufferDataARB");
1612
1613         GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1614         checkGLcall("glBindBufferARB");
1615
1616         /* We don't need the system memory anymore and we can't even use it for PBOs */
1617         if (!(This->flags & SFLAG_CLIENT))
1618         {
1619             HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
1620             This->resource.heapMemory = NULL;
1621         }
1622         This->resource.allocatedMemory = NULL;
1623         This->flags |= SFLAG_PBO;
1624         LEAVE_GL();
1625         context_release(context);
1626     }
1627     else if (!(This->resource.allocatedMemory || This->flags & SFLAG_PBO))
1628     {
1629         /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1630          * or a pbo to map
1631          */
1632         if(!This->resource.heapMemory) {
1633             This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1634         }
1635         This->resource.allocatedMemory =
1636                 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1637         if (This->flags & SFLAG_INSYSMEM)
1638         {
1639             ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1640         }
1641     }
1642 }
1643
1644 static HRESULT WINAPI IWineD3DSurfaceImpl_Map(IWineD3DSurface *iface,
1645         WINED3DLOCKED_RECT *pLockedRect, const RECT *pRect, DWORD Flags)
1646 {
1647     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1648     IWineD3DDeviceImpl *device = This->resource.device;
1649     const RECT *pass_rect = pRect;
1650
1651     TRACE("iface %p, locked_rect %p, rect %s, flags %#x.\n",
1652             iface, pLockedRect, wine_dbgstr_rect(pRect), Flags);
1653
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
1657      */
1658     if (This->flags & SFLAG_LOCKED)
1659     {
1660         WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1661         return WINED3DERR_INVALIDCALL;
1662     }
1663     This->flags |= SFLAG_LOCKED;
1664
1665     if (!(This->flags & SFLAG_LOCKABLE))
1666     {
1667         TRACE("Warning: trying to lock unlockable surf@%p\n", This);
1668     }
1669
1670     if (Flags & WINED3DLOCK_DISCARD)
1671     {
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);
1675         goto lock_end;
1676     }
1677
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)
1683     {
1684         pass_rect = NULL;
1685     }
1686
1687     if (!(wined3d_settings.rendertargetlock_mode == RTL_DISABLE
1688             && ((This->container.type == WINED3D_CONTAINER_SWAPCHAIN) || This == device->render_targets[0])))
1689     {
1690         surface_load_location(This, SFLAG_INSYSMEM, pass_rect);
1691     }
1692
1693 lock_end:
1694     if (This->flags & SFLAG_PBO)
1695     {
1696         const struct wined3d_gl_info *gl_info;
1697         struct wined3d_context *context;
1698
1699         context = context_acquire(device, NULL);
1700         gl_info = context->gl_info;
1701
1702         ENTER_GL();
1703         GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1704         checkGLcall("glBindBufferARB");
1705
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");
1709         }
1710
1711         This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1712         checkGLcall("glMapBufferARB");
1713
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");
1717
1718         LEAVE_GL();
1719         context_release(context);
1720     }
1721
1722     if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
1723         /* Don't dirtify */
1724     }
1725     else
1726     {
1727         surface_add_dirty_rect(This, pRect);
1728
1729         if (This->container.type == WINED3D_CONTAINER_TEXTURE)
1730         {
1731             TRACE("Making container dirty.\n");
1732             IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture *)This->container.u.texture, TRUE);
1733         }
1734         else
1735         {
1736             TRACE("Surface is standalone, no need to dirty the container\n");
1737         }
1738     }
1739
1740     return IWineD3DBaseSurfaceImpl_Map(iface, pLockedRect, pRect, Flags);
1741 }
1742
1743 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This,
1744         GLenum fmt, GLenum type, UINT bpp, const BYTE *mem)
1745 {
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;
1750     RECT rect;
1751     UINT w, h;
1752
1753     if (This->flags & SFLAG_LOCKED)
1754         rect = This->lockedRect;
1755     else
1756         SetRect(&rect, 0, 0, This->currentDesc.Width, This->currentDesc.Height);
1757
1758     mem += rect.top * pitch + rect.left * bpp;
1759     w = rect.right - rect.left;
1760     h = rect.bottom - rect.top;
1761
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;
1766
1767     ENTER_GL();
1768
1769     if (!surface_is_offscreen(This))
1770     {
1771         GLenum buffer = surface_get_gl_buffer(This);
1772         TRACE("Unlocking %#x buffer.\n", buffer);
1773         context_set_draw_buffer(context, buffer);
1774
1775         surface_translate_drawable_coords(This, context->win_handle, &rect);
1776         glPixelZoom(1.0f, -1.0f);
1777     }
1778     else
1779     {
1780         /* Primary offscreen render target */
1781         TRACE("Offscreen render target.\n");
1782         context_set_draw_buffer(context, device->offscreenBuffer);
1783
1784         glPixelZoom(1.0f, 1.0f);
1785     }
1786
1787     glRasterPos3i(rect.left, rect.top, 1);
1788     checkGLcall("glRasterPos3i");
1789
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.
1795      *
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.
1800      */
1801     if ((This->flags & SFLAG_DIBSECTION) && !(This->flags & SFLAG_PBO))
1802     {
1803         volatile BYTE read;
1804         read = This->resource.allocatedMemory[0];
1805     }
1806
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);
1809
1810     if (This->flags & SFLAG_PBO)
1811     {
1812         GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1813         checkGLcall("glBindBufferARB");
1814     }
1815
1816     glDrawPixels(w, h, fmt, type, mem);
1817     checkGLcall("glDrawPixels");
1818
1819     if (This->flags & SFLAG_PBO)
1820     {
1821         GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1822         checkGLcall("glBindBufferARB");
1823     }
1824
1825     glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
1826     checkGLcall("glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)");
1827
1828     LEAVE_GL();
1829     context_release(context);
1830 }
1831
1832 static HRESULT WINAPI IWineD3DSurfaceImpl_Unmap(IWineD3DSurface *iface)
1833 {
1834     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1835     IWineD3DDeviceImpl *device = This->resource.device;
1836     BOOL fullsurface;
1837
1838     if (!(This->flags & SFLAG_LOCKED))
1839     {
1840         WARN("trying to Unlock an unlocked surf@%p\n", This);
1841         return WINEDDERR_NOTLOCKED;
1842     }
1843
1844     if (This->flags & SFLAG_PBO)
1845     {
1846         const struct wined3d_gl_info *gl_info;
1847         struct wined3d_context *context;
1848
1849         TRACE("Freeing PBO memory\n");
1850
1851         context = context_acquire(device, NULL);
1852         gl_info = context->gl_info;
1853
1854         ENTER_GL();
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");
1859         LEAVE_GL();
1860         context_release(context);
1861
1862         This->resource.allocatedMemory = NULL;
1863     }
1864
1865     TRACE("(%p) : dirtyfied(%d)\n", This, This->flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1866
1867     if (This->flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE))
1868     {
1869         TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1870         goto unlock_end;
1871     }
1872
1873     if (This->container.type == WINED3D_CONTAINER_SWAPCHAIN
1874             || (device->render_targets && This == device->render_targets[0]))
1875     {
1876         if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1877             static BOOL warned = FALSE;
1878             if(!warned) {
1879                 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1880                 warned = TRUE;
1881             }
1882             goto unlock_end;
1883         }
1884
1885         if (!This->dirtyRect.left && !This->dirtyRect.top
1886                 && This->dirtyRect.right == This->currentDesc.Width
1887                 && This->dirtyRect.bottom == This->currentDesc.Height)
1888         {
1889             fullsurface = TRUE;
1890         } else {
1891             /* TODO: Proper partial rectangle tracking */
1892             fullsurface = FALSE;
1893             This->flags |= SFLAG_INSYSMEM;
1894         }
1895
1896         surface_load_location(This, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
1897
1898         if (!fullsurface)
1899         {
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;
1910         }
1911
1912         This->dirtyRect.left   = This->currentDesc.Width;
1913         This->dirtyRect.top    = This->currentDesc.Height;
1914         This->dirtyRect.right  = 0;
1915         This->dirtyRect.bottom = 0;
1916     }
1917     else if (This->resource.format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
1918     {
1919         FIXME("Depth Stencil buffer locking is not implemented\n");
1920     }
1921
1922     unlock_end:
1923     This->flags &= ~SFLAG_LOCKED;
1924     memset(&This->lockedRect, 0, sizeof(RECT));
1925
1926     /* Overlays have to be redrawn manually after changes with the GL implementation */
1927     if(This->overlay_dest) {
1928         IWineD3DSurface_DrawOverlay(iface);
1929     }
1930     return WINED3D_OK;
1931 }
1932
1933 static void surface_release_client_storage(IWineD3DSurfaceImpl *surface)
1934 {
1935     struct wined3d_context *context;
1936
1937     context = context_acquire(surface->resource.device, NULL);
1938
1939     ENTER_GL();
1940     glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
1941     if (surface->texture_name)
1942     {
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);
1946     }
1947     if (surface->texture_name_srgb)
1948     {
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);
1952     }
1953     glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1954
1955     LEAVE_GL();
1956     context_release(context);
1957
1958     surface_modify_location(surface, SFLAG_INSRGBTEX, FALSE);
1959     surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
1960     surface_force_reload(surface);
1961 }
1962
1963 static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC)
1964 {
1965     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1966     WINED3DLOCKED_RECT lock;
1967     HRESULT hr;
1968     RGBQUAD col[256];
1969
1970     TRACE("(%p)->(%p)\n",This,pHDC);
1971
1972     if (This->flags & SFLAG_USERPTR)
1973     {
1974         ERR("Not supported on surfaces with an application-provided surfaces\n");
1975         return WINEDDERR_NODC;
1976     }
1977
1978     /* Give more detailed info for ddraw */
1979     if (This->flags & SFLAG_DCINUSE)
1980         return WINEDDERR_DCALREADYCREATED;
1981
1982     /* Can't GetDC if the surface is locked */
1983     if (This->flags & SFLAG_LOCKED)
1984         return WINED3DERR_INVALIDCALL;
1985
1986     memset(&lock, 0, sizeof(lock)); /* To be sure */
1987
1988     /* Create a DIB section if there isn't a hdc yet */
1989     if (!This->hDC)
1990     {
1991         if (This->flags & SFLAG_CLIENT)
1992         {
1993             surface_load_location(This, SFLAG_INSYSMEM, NULL);
1994             surface_release_client_storage(This);
1995         }
1996         hr = IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
1997         if(FAILED(hr)) return WINED3DERR_INVALIDCALL;
1998
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;
2002     }
2003
2004     /* Map the surface */
2005     hr = IWineD3DSurface_Map(iface, &lock, NULL, 0);
2006
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);
2011
2012     if (FAILED(hr))
2013     {
2014         ERR("IWineD3DSurface_Map failed, hr %#x.\n", hr);
2015         /* keep the dib section */
2016         return hr;
2017     }
2018
2019     if (This->resource.format->id == WINED3DFMT_P8_UINT
2020             || This->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
2021     {
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) */
2024         unsigned int n;
2025         const PALETTEENTRY *pal = NULL;
2026
2027         if(This->palette) {
2028             pal = This->palette->palents;
2029         } else {
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;
2036         }
2037
2038         if (pal) {
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;
2044             }
2045             SetDIBColorTable(This->hDC, 0, 256, col);
2046         }
2047     }
2048
2049     *pHDC = This->hDC;
2050     TRACE("returning %p\n",*pHDC);
2051     This->flags |= SFLAG_DCINUSE;
2052
2053     return WINED3D_OK;
2054 }
2055
2056 static HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC)
2057 {
2058     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2059
2060     TRACE("(%p)->(%p)\n",This,hDC);
2061
2062     if (!(This->flags & SFLAG_DCINUSE))
2063         return WINEDDERR_NODC;
2064
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;
2068     }
2069
2070     if ((This->flags & SFLAG_PBO) && This->resource.allocatedMemory)
2071     {
2072         /* Copy the contents of the DIB over to the PBO */
2073         memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
2074     }
2075
2076     /* we locked first, so unlock now */
2077     IWineD3DSurface_Unmap(iface);
2078
2079     This->flags &= ~SFLAG_DCINUSE;
2080
2081     return WINED3D_OK;
2082 }
2083
2084 /* ******************************************************
2085    IWineD3DSurface Internal (No mapping to directx api) parts follow
2086    ****************************************************** */
2087
2088 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck,
2089         BOOL use_texturing, struct wined3d_format *format, CONVERT_TYPES *convert)
2090 {
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;
2095
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;
2100
2101     /* Ok, now look if we have to do any conversion */
2102     switch (This->resource.format->id)
2103     {
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. */
2113 #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);
2117 #endif
2118             blit_supported = gl_info->supported[EXT_PALETTED_TEXTURE] || gl_info->supported[ARB_FRAGMENT_PROGRAM];
2119
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.
2125              */
2126             if (!((blit_supported && device->render_targets && This == device->render_targets[0]))
2127                     || colorkey_active || !use_texturing)
2128             {
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;
2135                 else
2136                     *convert = CONVERT_PALETTED;
2137             }
2138             break;
2139
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");
2148             }
2149             break;
2150
2151         case WINED3DFMT_B5G6R5_UNORM:
2152             if (colorkey_active)
2153             {
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;
2159             }
2160             break;
2161
2162         case WINED3DFMT_B5G5R5X1_UNORM:
2163             if (colorkey_active)
2164             {
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;
2170             }
2171             break;
2172
2173         case WINED3DFMT_B8G8R8_UNORM:
2174             if (colorkey_active)
2175             {
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;
2181             }
2182             break;
2183
2184         case WINED3DFMT_B8G8R8X8_UNORM:
2185             if (colorkey_active)
2186             {
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;
2192             }
2193             break;
2194
2195         default:
2196             break;
2197     }
2198
2199     return WINED3D_OK;
2200 }
2201
2202 void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey)
2203 {
2204     IWineD3DDeviceImpl *device = This->resource.device;
2205     IWineD3DPaletteImpl *pal = This->palette;
2206     BOOL index_in_alpha = FALSE;
2207     unsigned int i;
2208
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);
2215
2216     if (!pal)
2217     {
2218         UINT dxVersion = ((IWineD3DImpl *)device->wined3d)->dxVersion;
2219
2220         /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
2221         if (dxVersion <= 7)
2222         {
2223             ERR("This code should never get entered for DirectDraw!, expect problems\n");
2224             if (index_in_alpha)
2225             {
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;
2229             }
2230         }
2231         else
2232         {
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)
2237             {
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;
2242             }
2243         }
2244     }
2245     else
2246     {
2247         TRACE("Using surface palette %p\n", pal);
2248         /* Get the surface's palette */
2249         for (i = 0; i < 256; ++i)
2250         {
2251             table[i][0] = pal->palents[i].peRed;
2252             table[i][1] = pal->palents[i].peGreen;
2253             table[i][2] = pal->palents[i].peBlue;
2254
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. */
2261             if (index_in_alpha)
2262             {
2263                 table[i][3] = i;
2264             }
2265             else if (colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue)
2266                     && (i <= This->SrcBltCKey.dwColorSpaceHighValue))
2267             {
2268                 table[i][3] = 0x00;
2269             }
2270             else if(pal->Flags & WINEDDPCAPS_ALPHA)
2271             {
2272                 table[i][3] = pal->palents[i].peFlags;
2273             }
2274             else
2275             {
2276                 table[i][3] = 0xFF;
2277             }
2278         }
2279     }
2280 }
2281
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)
2284 {
2285     const BYTE *source;
2286     BYTE *dest;
2287     TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
2288
2289     switch (convert) {
2290         case NO_CONVERSION:
2291         {
2292             memcpy(dst, src, pitch * height);
2293             break;
2294         }
2295         case CONVERT_PALETTED:
2296         case CONVERT_PALETTED_CK:
2297         {
2298             BYTE table[256][4];
2299             unsigned int x, y;
2300
2301             d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2302
2303             for (y = 0; y < height; y++)
2304             {
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];
2314                 }
2315             }
2316         }
2317         break;
2318
2319         case CONVERT_CK_565:
2320         {
2321             /* Converting the 565 format in 5551 packed to emulate color-keying.
2322
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
2326                       too visible.
2327
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
2330             */
2331             unsigned int x, y;
2332             const WORD *Source;
2333             WORD *Dest;
2334
2335             TRACE("Color keyed 565\n");
2336
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)) {
2345                         *Dest |= 0x0001;
2346                     }
2347                     Dest++;
2348                 }
2349             }
2350         }
2351         break;
2352
2353         case CONVERT_CK_5551:
2354         {
2355             /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
2356             unsigned int x, y;
2357             const WORD *Source;
2358             WORD *Dest;
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++;
2365                     *Dest = color;
2366                     if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2367                         (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2368                         *Dest |= (1 << 15);
2369                     }
2370                     else {
2371                         *Dest &= ~(1 << 15);
2372                     }
2373                     Dest++;
2374                 }
2375             }
2376         }
2377         break;
2378
2379         case CONVERT_CK_RGB24:
2380         {
2381             /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
2382             unsigned int x, y;
2383             for (y = 0; y < height; y++)
2384             {
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)) {
2392                         dstcolor |= 0xff;
2393                     }
2394                     *(DWORD*)dest = dstcolor;
2395                     source += 3;
2396                     dest += 4;
2397                 }
2398             }
2399         }
2400         break;
2401
2402         case CONVERT_RGB32_888:
2403         {
2404             /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
2405             unsigned int x, y;
2406             for (y = 0; y < height; y++)
2407             {
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)) {
2415                         dstcolor |= 0xff;
2416                     }
2417                     *(DWORD*)dest = dstcolor;
2418                     source += 4;
2419                     dest += 4;
2420                 }
2421             }
2422         }
2423         break;
2424
2425         default:
2426             ERR("Unsupported conversion type %#x.\n", convert);
2427     }
2428     return WINED3D_OK;
2429 }
2430
2431 BOOL palette9_changed(IWineD3DSurfaceImpl *This)
2432 {
2433     IWineD3DDeviceImpl *device = This->resource.device;
2434
2435     if (This->palette || (This->resource.format->id != WINED3DFMT_P8_UINT
2436             && This->resource.format->id != WINED3DFMT_P8_UINT_A8_UNORM))
2437     {
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
2440          */
2441         return FALSE;
2442     }
2443
2444     if (This->palette9)
2445     {
2446         if (!memcmp(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256))
2447         {
2448             return FALSE;
2449         }
2450     } else {
2451         This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2452     }
2453     memcpy(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2454     return TRUE;
2455 }
2456
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;
2460
2461     TRACE("iface %p, srgb %#x.\n", iface, srgb_mode);
2462
2463     if (!(This->flags & flag))
2464     {
2465         TRACE("Reloading because surface is dirty\n");
2466     }
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)))
2473     {
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
2477          */
2478
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);
2483     } else {
2484         TRACE("surface is already in texture\n");
2485         return WINED3D_OK;
2486     }
2487
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.
2492      */
2493     if (This->resource.pool == WINED3DPOOL_SCRATCH )
2494     {
2495         FIXME("(%p) Operation not supported for scratch textures\n",This);
2496         return WINED3DERR_INVALIDCALL;
2497     }
2498
2499     surface_load_location(This, flag, NULL /* no partial locking for textures yet */);
2500
2501     if (!(This->flags & SFLAG_DONOTFREE))
2502     {
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);
2507     }
2508
2509     return WINED3D_OK;
2510 }
2511
2512 /* Context activation is done by the caller. */
2513 static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb)
2514 {
2515     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2516
2517     TRACE("iface %p, srgb %#x.\n", iface, srgb);
2518
2519     if (This->container.type == WINED3D_CONTAINER_TEXTURE)
2520     {
2521         TRACE("Passing to container.\n");
2522         IWineD3DBaseTexture_BindTexture((IWineD3DBaseTexture *)This->container.u.texture, srgb);
2523     }
2524     else
2525     {
2526         GLuint *name;
2527
2528         TRACE("(%p) : Binding surface\n", This);
2529
2530         name = srgb ? &This->texture_name_srgb : &This->texture_name;
2531
2532         ENTER_GL();
2533
2534         if (!This->texture_level)
2535         {
2536             if (!*name) {
2537                 glGenTextures(1, name);
2538                 checkGLcall("glGenTextures");
2539                 TRACE("Surface %p given name %d\n", This, *name);
2540
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)");
2553             }
2554             /* This is where we should be reducing the amount of GLMemoryUsed */
2555         } else if (*name) {
2556             /* Mipmap surfaces should have a base texture container */
2557             ERR("Mipmap surface has a glTexture bound to it!\n");
2558         }
2559
2560         glBindTexture(This->texture_target, *name);
2561         checkGLcall("glBindTexture");
2562
2563         LEAVE_GL();
2564     }
2565 }
2566
2567 static HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, enum wined3d_format_id format)
2568 {
2569     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2570     HRESULT hr;
2571
2572     TRACE("(%p) : Calling base function first\n", This);
2573     hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2574     if (SUCCEEDED(hr))
2575     {
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);
2579     }
2580     return hr;
2581 }
2582
2583 static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2584     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2585
2586     if (This->flags & (SFLAG_LOCKED | SFLAG_DCINUSE))
2587     {
2588         WARN("Surface is locked or the HDC is in use\n");
2589         return WINED3DERR_INVALIDCALL;
2590     }
2591
2592     if(Mem && Mem != This->resource.allocatedMemory) {
2593         void *release = NULL;
2594
2595         /* Do I have to copy the old surface content? */
2596         if (This->flags & SFLAG_DIBSECTION)
2597         {
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;
2604             This->hDC = NULL;
2605             This->flags &= ~SFLAG_DIBSECTION;
2606         }
2607         else if (!(This->flags & SFLAG_USERPTR))
2608         {
2609             release = This->resource.heapMemory;
2610             This->resource.heapMemory = NULL;
2611         }
2612         This->resource.allocatedMemory = Mem;
2613         This->flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2614
2615         /* Now the surface memory is most up do date. Invalidate drawable and texture */
2616         surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
2617
2618         /* For client textures opengl has to be notified */
2619         if (This->flags & SFLAG_CLIENT)
2620             surface_release_client_storage(This);
2621
2622         /* Now free the old memory if any */
2623         HeapFree(GetProcessHeap(), 0, release);
2624     }
2625     else if (This->flags & SFLAG_USERPTR)
2626     {
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;
2633
2634         if (This->flags & SFLAG_CLIENT)
2635             surface_release_client_storage(This);
2636     }
2637     return WINED3D_OK;
2638 }
2639
2640 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
2641
2642     /* Flip the surface contents */
2643     /* Flip the DC */
2644     {
2645         HDC tmp;
2646         tmp = front->hDC;
2647         front->hDC = back->hDC;
2648         back->hDC = tmp;
2649     }
2650
2651     /* Flip the DIBsection */
2652     {
2653         HBITMAP tmp;
2654         BOOL hasDib = front->flags & SFLAG_DIBSECTION;
2655         tmp = front->dib.DIBsection;
2656         front->dib.DIBsection = back->dib.DIBsection;
2657         back->dib.DIBsection = tmp;
2658
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;
2663     }
2664
2665     /* Flip the surface data */
2666     {
2667         void* tmp;
2668
2669         tmp = front->dib.bitmap_data;
2670         front->dib.bitmap_data = back->dib.bitmap_data;
2671         back->dib.bitmap_data = tmp;
2672
2673         tmp = front->resource.allocatedMemory;
2674         front->resource.allocatedMemory = back->resource.allocatedMemory;
2675         back->resource.allocatedMemory = tmp;
2676
2677         tmp = front->resource.heapMemory;
2678         front->resource.heapMemory = back->resource.heapMemory;
2679         back->resource.heapMemory = tmp;
2680     }
2681
2682     /* Flip the PBO */
2683     {
2684         GLuint tmp_pbo = front->pbo;
2685         front->pbo = back->pbo;
2686         back->pbo = tmp_pbo;
2687     }
2688
2689     /* client_memory should not be different, but just in case */
2690     {
2691         BOOL tmp;
2692         tmp = front->dib.client_memory;
2693         front->dib.client_memory = back->dib.client_memory;
2694         back->dib.client_memory = tmp;
2695     }
2696
2697     /* Flip the opengl texture */
2698     {
2699         GLuint tmp;
2700
2701         tmp = back->texture_name;
2702         back->texture_name = front->texture_name;
2703         front->texture_name = tmp;
2704
2705         tmp = back->texture_name_srgb;
2706         back->texture_name_srgb = front->texture_name_srgb;
2707         front->texture_name_srgb = tmp;
2708     }
2709
2710     {
2711         DWORD tmp_flags = back->flags;
2712         back->flags = front->flags;
2713         front->flags = tmp_flags;
2714     }
2715 }
2716
2717 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
2718     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2719     IWineD3DSwapChainImpl *swapchain = NULL;
2720
2721     TRACE("(%p)->(%p,%x)\n", This, override, Flags);
2722
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;
2727     }
2728
2729     if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
2730         flip_surface(This, (IWineD3DSurfaceImpl *) override);
2731
2732         /* Update the overlay if it is visible */
2733         if(This->overlay_dest) {
2734             return IWineD3DSurface_DrawOverlay((IWineD3DSurface *) This);
2735         } else {
2736             return WINED3D_OK;
2737         }
2738     }
2739
2740     if(override) {
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
2745          */
2746     }
2747
2748     if (This->container.type != WINED3D_CONTAINER_SWAPCHAIN)
2749     {
2750         ERR("Flipped surface is not on a swapchain\n");
2751         return WINEDDERR_NOTFLIPPABLE;
2752     }
2753     swapchain = This->container.u.swapchain;
2754
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
2757      */
2758     if (!(Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)))
2759     {
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;
2768     } else {
2769         swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
2770     }
2771
2772     /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2773     return IWineD3DSwapChain_Present((IWineD3DSwapChain *)swapchain,
2774             NULL, NULL, swapchain->win_handle, NULL, 0);
2775 }
2776
2777 /* Does a direct frame buffer -> texture copy. Stretching is done
2778  * with single pixel copy calls
2779  */
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)
2782 {
2783     IWineD3DDeviceImpl *device = dst_surface->resource.device;
2784     float xrel, yrel;
2785     UINT row;
2786     struct wined3d_context *context;
2787     BOOL upsidedown = FALSE;
2788     RECT dst_rect = *dst_rect_in;
2789
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
2792      */
2793     if(dst_rect.top > dst_rect.bottom) {
2794         UINT tmp = dst_rect.bottom;
2795         dst_rect.bottom = dst_rect.top;
2796         dst_rect.top = tmp;
2797         upsidedown = TRUE;
2798     }
2799
2800     context = context_acquire(device, src_surface);
2801     context_apply_blit_state(context, device);
2802     surface_internal_preload(dst_surface, SRGB_RGB);
2803     ENTER_GL();
2804
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))
2809     {
2810         TRACE("Reading from an offscreen target\n");
2811         upsidedown = !upsidedown;
2812         glReadBuffer(device->offscreenBuffer);
2813     }
2814     else
2815     {
2816         glReadBuffer(surface_get_gl_buffer(src_surface));
2817     }
2818     checkGLcall("glReadBuffer");
2819
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);
2822
2823     if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
2824     {
2825         FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2826
2827         if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
2828             ERR("Texture filtering not supported in direct blit\n");
2829         }
2830     }
2831     else if ((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT)
2832             && ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
2833     {
2834         ERR("Texture filtering not supported in direct blit\n");
2835     }
2836
2837     if (upsidedown
2838             && !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
2839             && !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
2840     {
2841         /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2842
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);
2847     } else {
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
2852          *
2853          * However, stretching in x direction can be avoided if not necessary
2854          */
2855         for(row = dst_rect.top; row < dst_rect.bottom; row++) {
2856             if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
2857             {
2858                 /* Well, that stuff works, but it's very slow.
2859                  * find a better way instead
2860                  */
2861                 UINT col;
2862
2863                 for (col = dst_rect.left; col < dst_rect.right; ++col)
2864                 {
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);
2868                 }
2869             }
2870             else
2871             {
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);
2875             }
2876         }
2877     }
2878     checkGLcall("glCopyTexSubImage2D");
2879
2880     LEAVE_GL();
2881     context_release(context);
2882
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
2885      */
2886     surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
2887 }
2888
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)
2892 {
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;
2903     BOOL src_offscreen;
2904     BOOL upsidedown = FALSE;
2905     RECT dst_rect = *dst_rect_in;
2906
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);
2912
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)
2916     {
2917         /* Get it a description */
2918         surface_internal_preload(src_surface, SRGB_RGB);
2919     }
2920     ENTER_GL();
2921
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.
2924      */
2925     if (context->aux_buffers >= 2)
2926     {
2927         /* Got more than one aux buffer? Use the 2nd aux buffer */
2928         drawBuffer = GL_AUX1;
2929     }
2930     else if ((!src_offscreen || device->offscreenBuffer == GL_BACK) && context->aux_buffers >= 1)
2931     {
2932         /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2933         drawBuffer = GL_AUX0;
2934     }
2935
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;
2942     } else {
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
2945          */
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)");
2951
2952         /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
2953         src_surface->flags &= ~SFLAG_INTEXTURE;
2954     }
2955
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
2958      */
2959     if(dst_rect.top > dst_rect.bottom) {
2960         UINT tmp = dst_rect.bottom;
2961         dst_rect.bottom = dst_rect.top;
2962         dst_rect.top = tmp;
2963         upsidedown = TRUE;
2964     }
2965
2966     if (src_offscreen)
2967     {
2968         TRACE("Reading from an offscreen target\n");
2969         upsidedown = !upsidedown;
2970         glReadBuffer(device->offscreenBuffer);
2971     }
2972     else
2973     {
2974         glReadBuffer(surface_get_gl_buffer(src_surface));
2975     }
2976
2977     /* TODO: Only back up the part that will be overwritten */
2978     glCopyTexSubImage2D(texture_target, 0,
2979                         0, 0 /* read offsets */,
2980                         0, 0,
2981                         fbwidth,
2982                         fbheight);
2983
2984     checkGLcall("glCopyTexSubImage2D");
2985
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");
2993
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])
2997     {
2998         src = backup ? backup : src_surface->texture_name;
2999     }
3000     else
3001     {
3002         glReadBuffer(GL_FRONT);
3003         checkGLcall("glReadBuffer(GL_FRONT)");
3004
3005         glGenTextures(1, &src);
3006         checkGLcall("glGenTextures(1, &src)");
3007         glBindTexture(GL_TEXTURE_2D, src);
3008         checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
3009
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
3012          */
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 */,
3018                             0, 0,
3019                             fbwidth,
3020                             fbheight);
3021
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");
3026
3027         glReadBuffer(GL_BACK);
3028         checkGLcall("glReadBuffer(GL_BACK)");
3029
3030         if(texture_target != GL_TEXTURE_2D) {
3031             glDisable(texture_target);
3032             glEnable(GL_TEXTURE_2D);
3033             texture_target = GL_TEXTURE_2D;
3034         }
3035     }
3036     checkGLcall("glEnd and previous");
3037
3038     left = src_rect->left;
3039     right = src_rect->right;
3040
3041     if (!upsidedown)
3042     {
3043         top = src_surface->currentDesc.Height - src_rect->top;
3044         bottom = src_surface->currentDesc.Height - src_rect->bottom;
3045     }
3046     else
3047     {
3048         top = src_surface->currentDesc.Height - src_rect->bottom;
3049         bottom = src_surface->currentDesc.Height - src_rect->top;
3050     }
3051
3052     if (src_surface->flags & SFLAG_NORMCOORD)
3053     {
3054         left /= src_surface->pow2Width;
3055         right /= src_surface->pow2Width;
3056         top /= src_surface->pow2Height;
3057         bottom /= src_surface->pow2Height;
3058     }
3059
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);
3063
3064     context_set_draw_buffer(context, drawBuffer);
3065     glReadBuffer(drawBuffer);
3066
3067     glBegin(GL_QUADS);
3068         /* bottom left */
3069         glTexCoord2f(left, bottom);
3070         glVertex2i(0, 0);
3071
3072         /* top left */
3073         glTexCoord2f(left, top);
3074         glVertex2i(0, dst_rect.bottom - dst_rect.top);
3075
3076         /* top right */
3077         glTexCoord2f(right, top);
3078         glVertex2i(dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
3079
3080         /* bottom right */
3081         glTexCoord2f(right, bottom);
3082         glVertex2i(dst_rect.right - dst_rect.left, 0);
3083     glEnd();
3084     checkGLcall("glEnd and previous");
3085
3086     if (texture_target != dst_surface->texture_target)
3087     {
3088         glDisable(texture_target);
3089         glEnable(dst_surface->texture_target);
3090         texture_target = dst_surface->texture_target;
3091     }
3092
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,
3097                         0,
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");
3102
3103     if(drawBuffer == GL_BACK) {
3104         /* Write the back buffer backup back */
3105         if(backup) {
3106             if(texture_target != GL_TEXTURE_2D) {
3107                 glDisable(texture_target);
3108                 glEnable(GL_TEXTURE_2D);
3109                 texture_target = GL_TEXTURE_2D;
3110             }
3111             glBindTexture(GL_TEXTURE_2D, backup);
3112             checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3113         }
3114         else
3115         {
3116             if (texture_target != src_surface->texture_target)
3117             {
3118                 glDisable(texture_target);
3119                 glEnable(src_surface->texture_target);
3120                 texture_target = src_surface->texture_target;
3121             }
3122             glBindTexture(src_surface->texture_target, src_surface->texture_name);
3123             checkGLcall("glBindTexture(src_surface->texture_target, src_surface->texture_name)");
3124         }
3125
3126         glBegin(GL_QUADS);
3127             /* top left */
3128             glTexCoord2f(0.0f, 0.0f);
3129             glVertex2i(0, fbheight);
3130
3131             /* bottom left */
3132             glTexCoord2f(0.0f, (float)fbheight / (float)src_surface->pow2Height);
3133             glVertex2i(0, 0);
3134
3135             /* bottom right */
3136             glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width,
3137                     (float)fbheight / (float)src_surface->pow2Height);
3138             glVertex2i(fbwidth, 0);
3139
3140             /* top right */
3141             glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width, 0.0f);
3142             glVertex2i(fbwidth, fbheight);
3143         glEnd();
3144     }
3145     glDisable(texture_target);
3146     checkGLcall("glDisable(texture_target)");
3147
3148     /* Cleanup */
3149     if (src != src_surface->texture_name && src != backup)
3150     {
3151         glDeleteTextures(1, &src);
3152         checkGLcall("glDeleteTextures(1, &src)");
3153     }
3154     if(backup) {
3155         glDeleteTextures(1, &backup);
3156         checkGLcall("glDeleteTextures(1, &backup)");
3157     }
3158
3159     LEAVE_GL();
3160
3161     if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
3162
3163     context_release(context);
3164
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
3167      */
3168     surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
3169 }
3170
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);
3175
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)
3181 {
3182     UINT drawable_height;
3183
3184     if (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
3185             && surface == surface->container.u.swapchain->front_buffer)
3186     {
3187         POINT offset = {0, 0};
3188         RECT windowsize;
3189
3190         ScreenToClient(window, &offset);
3191         OffsetRect(rect, offset.x, offset.y);
3192
3193         GetClientRect(window, &windowsize);
3194         drawable_height = windowsize.bottom - windowsize.top;
3195     }
3196     else
3197     {
3198         drawable_height = surface->currentDesc.Height;
3199     }
3200
3201     rect->top = drawable_height - rect->top;
3202     rect->bottom = drawable_height - rect->bottom;
3203 }
3204
3205 static BOOL surface_is_full_rect(IWineD3DSurfaceImpl *surface, const RECT *r)
3206 {
3207     if ((r->left && r->right) || abs(r->right - r->left) != surface->currentDesc.Width)
3208         return FALSE;
3209     if ((r->top && r->bottom) || abs(r->bottom - r->top) != surface->currentDesc.Height)
3210         return FALSE;
3211     return TRUE;
3212 }
3213
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)
3219 {
3220     const struct wined3d_gl_info *gl_info;
3221     struct wined3d_context *context;
3222     RECT src_rect, dst_rect;
3223     GLenum gl_filter;
3224
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));
3230
3231     src_rect = *src_rect_in;
3232     dst_rect = *dst_rect_in;
3233
3234     switch (filter)
3235     {
3236         case WINED3DTEXF_LINEAR:
3237             gl_filter = GL_LINEAR;
3238             break;
3239
3240         default:
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;
3245             break;
3246     }
3247
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;
3252
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);
3260
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);
3264
3265     if (!context->valid)
3266     {
3267         context_release(context);
3268         WARN("Invalid context, skipping blit.\n");
3269         return;
3270     }
3271
3272     gl_info = context->gl_info;
3273
3274     if (src_location == SFLAG_INDRAWABLE)
3275     {
3276         GLenum buffer = surface_get_gl_buffer(src_surface);
3277
3278         TRACE("Source surface %p is onscreen.\n", src_surface);
3279
3280         surface_translate_drawable_coords(src_surface, context->win_handle, &src_rect);
3281
3282         ENTER_GL();
3283         context_bind_fbo(context, GL_READ_FRAMEBUFFER, NULL);
3284         glReadBuffer(buffer);
3285         checkGLcall("glReadBuffer()");
3286     }
3287     else
3288     {
3289         TRACE("Source surface %p is offscreen.\n", src_surface);
3290         ENTER_GL();
3291         context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, src_surface, NULL, src_location);
3292         glReadBuffer(GL_COLOR_ATTACHMENT0);
3293         checkGLcall("glReadBuffer()");
3294     }
3295     LEAVE_GL();
3296
3297     if (dst_location == SFLAG_INDRAWABLE)
3298     {
3299         GLenum buffer = surface_get_gl_buffer(dst_surface);
3300
3301         TRACE("Destination surface %p is onscreen.\n", dst_surface);
3302
3303         surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
3304
3305         ENTER_GL();
3306         context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
3307         context_set_draw_buffer(context, buffer);
3308     }
3309     else
3310     {
3311         TRACE("Destination surface %p is offscreen.\n", dst_surface);
3312
3313         ENTER_GL();
3314         context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, dst_surface, NULL, dst_location);
3315         context_set_draw_buffer(context, GL_COLOR_ATTACHMENT0);
3316     }
3317
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));
3323
3324     glDisable(GL_SCISSOR_TEST);
3325     IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
3326
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()");
3330
3331     LEAVE_GL();
3332
3333     if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
3334
3335     context_release(context);
3336 }
3337
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)
3342 {
3343     IWineD3DSwapChainImpl *swapchain = NULL;
3344     struct wined3d_context *context;
3345     RECT src_rect, dst_rect;
3346
3347     src_rect = *src_rect_in;
3348     dst_rect = *dst_rect_in;
3349
3350     if (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
3351         swapchain = dst_surface->container.u.swapchain;
3352
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);
3357
3358     /* Activate the destination context, set it up for blitting */
3359     context = context_acquire(device, dst_surface);
3360     context_apply_blit_state(context, device);
3361
3362     if (!surface_is_offscreen(dst_surface))
3363         surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
3364
3365     device->blitter->set_shader((IWineD3DDevice *)device, src_surface);
3366
3367     ENTER_GL();
3368
3369     if (color_key)
3370     {
3371         glEnable(GL_ALPHA_TEST);
3372         checkGLcall("glEnable(GL_ALPHA_TEST)");
3373
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);
3380         else
3381             glAlphaFunc(GL_NOTEQUAL, 0.0f);
3382         checkGLcall("glAlphaFunc");
3383     }
3384     else
3385     {
3386         glDisable(GL_ALPHA_TEST);
3387         checkGLcall("glDisable(GL_ALPHA_TEST)");
3388     }
3389
3390     draw_textured_quad(src_surface, &src_rect, &dst_rect, filter);
3391
3392     if (color_key)
3393     {
3394         glDisable(GL_ALPHA_TEST);
3395         checkGLcall("glDisable(GL_ALPHA_TEST)");
3396     }
3397
3398     LEAVE_GL();
3399
3400     /* Leave the opengl state valid for blitting */
3401     device->blitter->unset_shader((IWineD3DDevice *)device);
3402
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. */
3406
3407     context_release(context);
3408 }
3409
3410 /* Do not call while under the GL lock. */
3411 HRESULT surface_color_fill(IWineD3DSurfaceImpl *s, const RECT *rect, const WINED3DCOLORVALUE *color)
3412 {
3413     IWineD3DDeviceImpl *device = s->resource.device;
3414     const struct blit_shader *blitter;
3415
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);
3418     if (!blitter)
3419     {
3420         FIXME("No blitter is capable of performing the requested color fill operation.\n");
3421         return WINED3DERR_INVALIDCALL;
3422     }
3423
3424     return blitter->color_fill(device, s, rect, color);
3425 }
3426
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)
3432 {
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;
3437
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));
3441
3442     /* Get the swapchain. One of the surfaces has to be a primary surface */
3443     if (dst_surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
3444     {
3445         WARN("Destination is in sysmem, rejecting gl blt\n");
3446         return WINED3DERR_INVALIDCALL;
3447     }
3448
3449     if (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
3450         dstSwapchain = dst_surface->container.u.swapchain;
3451
3452     if (src_surface)
3453     {
3454         if (src_surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
3455         {
3456             WARN("Src is in sysmem, rejecting gl blt\n");
3457             return WINED3DERR_INVALIDCALL;
3458         }
3459
3460         if (src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
3461             srcSwapchain = src_surface->container.u.swapchain;
3462     }
3463
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])
3468     {
3469         TRACE("No surface is render target, not using hardware blit.\n");
3470         return WINED3DERR_INVALIDCALL;
3471     }
3472
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;
3478     }
3479
3480     surface_get_rect(dst_surface, DestRect, &dst_rect);
3481     if (src_surface) surface_get_rect(src_surface, SrcRect, &src_rect);
3482
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])
3487     {
3488         /* Half-Life does a Blt from the back buffer to the front buffer,
3489          * Full surface size, no flags... Use present instead
3490          *
3491          * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3492          */
3493
3494         /* Check rects - IWineD3DDevice_Present doesn't handle them */
3495         while(1)
3496         {
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)
3502             {
3503                 TRACE("No, Source rectangle doesn't match\n");
3504                 break;
3505             }
3506
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");
3511                 break;
3512             }
3513
3514             /* Destination must be full surface or match the clipping rectangle */
3515             if (dst_surface->clipper && ((IWineD3DClipperImpl *)dst_surface->clipper)->hWnd)
3516             {
3517                 RECT cliprect;
3518                 POINT pos[2];
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);
3525
3526                 if(pos[0].x != cliprect.left  || pos[0].y != cliprect.top   ||
3527                    pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3528                 {
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));
3532                     break;
3533                 }
3534             }
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)
3538             {
3539                 TRACE("No, dest rectangle doesn't match(surface size)\n");
3540                 break;
3541             }
3542
3543             TRACE("Yes\n");
3544
3545             /* These flags are unimportant for the flag check, remove them */
3546             if (!(Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)))
3547             {
3548                 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3549
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
3555                     *
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.
3560                     *
3561                     * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3562                     * testcases.
3563                     */
3564
3565                 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3566                 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3567
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);
3571
3572                 dstSwapchain->presentParms.SwapEffect = orig_swap;
3573
3574                 return WINED3D_OK;
3575             }
3576             break;
3577         }
3578
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;
3587     }
3588     else if (dstSwapchain)
3589     {
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");
3593     }
3594     else if (srcSwapchain && dst_surface == device->render_targets[0])
3595     {
3596         FIXME("Implement blit from a swapchain to the active render target\n");
3597         return WINED3DERR_INVALIDCALL;
3598     }
3599
3600     if ((srcSwapchain || src_surface == device->render_targets[0]) && !dstSwapchain)
3601     {
3602         /* Blit from render target to texture */
3603         BOOL stretchx;
3604
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)
3608         {
3609             TRACE("P8 read back not supported by frame buffer to texture blit\n");
3610             return WINED3DERR_INVALIDCALL;
3611         }
3612
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 */
3617         }
3618
3619         if(dst_rect.right - dst_rect.left != src_rect.right - src_rect.left) {
3620             stretchx = TRUE;
3621         } else {
3622             stretchx = FALSE;
3623         }
3624
3625         /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3626          * flip the image nor scale it.
3627          *
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
3634          *    pixel by pixel
3635          *
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
3638          * backends.
3639          */
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))
3643         {
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);
3648         }
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)
3651         {
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);
3654         } else {
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);
3657         }
3658
3659         if (!(dst_surface->flags & SFLAG_DONOTFREE))
3660         {
3661             HeapFree(GetProcessHeap(), 0, dst_surface->resource.heapMemory);
3662             dst_surface->resource.allocatedMemory = NULL;
3663             dst_surface->resource.heapMemory = NULL;
3664         }
3665         else
3666         {
3667             dst_surface->flags &= ~SFLAG_INSYSMEM;
3668         }
3669
3670         return WINED3D_OK;
3671     }
3672     else if (src_surface)
3673     {
3674         /* Blit from offscreen surface to render target */
3675         DWORD oldCKeyFlags = src_surface->CKeyFlags;
3676         WINEDDCOLORKEY oldBltCKey = src_surface->SrcBltCKey;
3677
3678         TRACE("Blt from surface %p to rendertarget %p\n", src_surface, dst_surface);
3679
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))
3686         {
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);
3694             return WINED3D_OK;
3695         }
3696
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))
3703         {
3704             return arbfp_blit_surface(device, src_surface, &src_rect, dst_surface, &dst_rect, BLIT_OP_BLIT, Filter);
3705         }
3706
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))
3710         {
3711             FIXME("Unsupported blit operation falling back to software\n");
3712             return WINED3DERR_INVALIDCALL;
3713         }
3714
3715         /* Color keying: Check if we have to do a color keyed blt,
3716          * and if not check if a color key is activated.
3717          *
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.
3721          */
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;
3728         } else {
3729             /* Do not use color key */
3730             src_surface->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3731         }
3732
3733         surface_blt_to_drawable(device, Filter, Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE),
3734                 src_surface, &src_rect, dst_surface, &dst_rect);
3735
3736         /* Restore the color key parameters */
3737         src_surface->CKeyFlags = oldCKeyFlags;
3738         src_surface->SrcBltCKey = oldBltCKey;
3739
3740         surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
3741
3742         return WINED3D_OK;
3743     }
3744     else
3745     {
3746         /* Source-Less Blit to render target */
3747         if (Flags & WINEDDBLT_COLORFILL)
3748         {
3749             WINED3DCOLORVALUE color;
3750
3751             TRACE("Colorfill\n");
3752
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;
3756
3757             return surface_color_fill(dst_surface, &dst_rect, &color);
3758         }
3759     }
3760
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;
3764 }
3765
3766 static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3767         IWineD3DSurface *src_surface, const RECT *src_rect, DWORD Flags, const WINEDDBLTFX *DDBltFx)
3768 {
3769     IWineD3DDeviceImpl *device = This->resource.device;
3770     float depth;
3771
3772     if (Flags & WINEDDBLT_DEPTHFILL)
3773     {
3774         switch (This->resource.format->id)
3775         {
3776             case WINED3DFMT_D16_UNORM:
3777                 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3778                 break;
3779             case WINED3DFMT_S1_UINT_D15_UNORM:
3780                 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00007fff;
3781                 break;
3782             case WINED3DFMT_D24_UNORM_S8_UINT:
3783             case WINED3DFMT_X8D24_UNORM:
3784                 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3785                 break;
3786             case WINED3DFMT_D32_UNORM:
3787                 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3788                 break;
3789             default:
3790                 depth = 0.0f;
3791                 ERR("Unexpected format for depth fill: %s.\n", debug_d3dformat(This->resource.format->id));
3792         }
3793
3794         return IWineD3DDevice_Clear((IWineD3DDevice *)device, DestRect ? 1 : 0, DestRect,
3795                 WINED3DCLEAR_ZBUFFER, 0x00000000, depth, 0x00000000);
3796     }
3797
3798     FIXME("(%p): Unsupp depthstencil blit\n", This);
3799     return WINED3DERR_INVALIDCALL;
3800 }
3801
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)
3805 {
3806     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3807     IWineD3DSurfaceImpl *src = (IWineD3DSurfaceImpl *)src_surface;
3808     IWineD3DDeviceImpl *device = This->resource.device;
3809
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));
3814
3815     if ((This->flags & SFLAG_LOCKED) || (src && (src->flags & SFLAG_LOCKED)))
3816     {
3817         WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3818         return WINEDDERR_SURFACEBUSY;
3819     }
3820
3821     /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3822      * except depth blits, which seem to work
3823      */
3824     if (This == device->depth_stencil || (src && src == device->depth_stencil))
3825     {
3826         if (device->inScene && !(Flags & WINEDDBLT_DEPTHFILL))
3827         {
3828             TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3829             return WINED3DERR_INVALIDCALL;
3830         }
3831         else if (SUCCEEDED(IWineD3DSurfaceImpl_BltZ(This, DestRect, src_surface, SrcRect, Flags, DDBltFx)))
3832         {
3833             TRACE("Z Blit override handled the blit\n");
3834             return WINED3D_OK;
3835         }
3836     }
3837
3838     /* Special cases for RenderTargets */
3839     if ((This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3840             || (src && (src->resource.usage & WINED3DUSAGE_RENDERTARGET)))
3841     {
3842         if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This, DestRect, src, SrcRect, Flags, DDBltFx, Filter)))
3843             return WINED3D_OK;
3844     }
3845
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);
3850 }
3851
3852 static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
3853         IWineD3DSurface *src_surface, const RECT *rsrc, DWORD trans)
3854 {
3855     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3856     IWineD3DSurfaceImpl *src = (IWineD3DSurfaceImpl *)src_surface;
3857     IWineD3DDeviceImpl *device = This->resource.device;
3858
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);
3861
3862     if ((This->flags & SFLAG_LOCKED) || (src->flags & SFLAG_LOCKED))
3863     {
3864         WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3865         return WINEDDERR_SURFACEBUSY;
3866     }
3867
3868     if (device->inScene && (This == device->depth_stencil || src == device->depth_stencil))
3869     {
3870         TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3871         return WINED3DERR_INVALIDCALL;
3872     }
3873
3874     /* Special cases for RenderTargets */
3875     if ((This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3876             || (src->resource.usage & WINED3DUSAGE_RENDERTARGET))
3877     {
3878
3879         RECT SrcRect, DstRect;
3880         DWORD Flags=0;
3881
3882         surface_get_rect(src, rsrc, &SrcRect);
3883
3884         DstRect.left = dstx;
3885         DstRect.top=dsty;
3886         DstRect.right = dstx + SrcRect.right - SrcRect.left;
3887         DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
3888
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;
3898
3899         if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This,
3900                 &DstRect, src, &SrcRect, Flags, NULL, WINED3DTEXF_POINT)))
3901             return WINED3D_OK;
3902     }
3903
3904     return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, src_surface, rsrc, trans);
3905 }
3906
3907 static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
3908 {
3909     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3910     RGBQUAD col[256];
3911     IWineD3DPaletteImpl *pal = This->palette;
3912     unsigned int n;
3913     TRACE("(%p)\n", This);
3914
3915     if (!pal) return WINED3D_OK;
3916
3917     if (This->resource.format->id == WINED3DFMT_P8_UINT
3918             || This->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
3919     {
3920         if (This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3921         {
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);
3925
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);
3928         }
3929         else
3930         {
3931             if (!(This->flags & SFLAG_INSYSMEM))
3932             {
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);
3935             }
3936             TRACE("Dirtifying surface\n");
3937             surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
3938         }
3939     }
3940
3941     if (This->flags & SFLAG_DIBSECTION)
3942     {
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;
3949         }
3950         SetDIBColorTable(This->hDC, 0, 256, col);
3951     }
3952
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);
3956
3957     return WINED3D_OK;
3958 }
3959
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;
3965
3966     This->texture_name = 0;
3967     This->texture_target = GL_TEXTURE_2D;
3968
3969     /* Non-power2 support */
3970     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
3971     {
3972         pow2Width = This->currentDesc.Width;
3973         pow2Height = This->currentDesc.Height;
3974     }
3975     else
3976     {
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;
3981     }
3982     This->pow2Width  = pow2Width;
3983     This->pow2Height = pow2Height;
3984
3985     if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height)
3986     {
3987         /* TODO: Add support for non power two compressed textures. */
3988         if (This->resource.format->Flags & WINED3DFMT_FLAG_COMPRESSED)
3989         {
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;
3993         }
3994     }
3995
3996     if (pow2Width != This->currentDesc.Width
3997             || pow2Height != This->currentDesc.Height)
3998     {
3999         This->flags |= SFLAG_NONPOW2;
4000     }
4001
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)))
4005     {
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.
4011         */
4012         if(This->resource.pool == WINED3DPOOL_DEFAULT || This->resource.pool == WINED3DPOOL_MANAGED)
4013         {
4014             WARN("(%p) Unable to allocate a surface which exceeds the maximum OpenGL texture size\n", This);
4015             return WINED3DERR_NOTAVAILABLE;
4016         }
4017
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);
4020     }
4021     else
4022     {
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.
4026         */
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))
4031         {
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);
4036         }
4037     }
4038
4039     switch (wined3d_settings.offscreen_rendering_mode)
4040     {
4041         case ORM_FBO:
4042             This->get_drawable_size = get_drawable_size_fbo;
4043             break;
4044
4045         case ORM_BACKBUFFER:
4046             This->get_drawable_size = get_drawable_size_backbuffer;
4047             break;
4048
4049         default:
4050             ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
4051             return WINED3DERR_INVALIDCALL;
4052     }
4053
4054     This->flags |= SFLAG_INSYSMEM;
4055
4056     return WINED3D_OK;
4057 }
4058
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)
4062 {
4063     IWineD3DDeviceImpl *device = This->resource.device;
4064     GLint compare_mode = GL_NONE;
4065     struct blt_info info;
4066     GLint old_binding = 0;
4067     RECT rect;
4068
4069     glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
4070
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);
4081
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])
4088     {
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);
4091     }
4092
4093     device->shader_backend->shader_select_depth_blt((IWineD3DDevice *)device,
4094             info.tex_type, &This->ds_current_size);
4095
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);
4105     glEnd();
4106
4107     if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, compare_mode);
4108     glBindTexture(info.bind_target, old_binding);
4109
4110     glPopAttrib();
4111
4112     device->shader_backend->shader_deselect_depth_blt((IWineD3DDevice *)device);
4113 }
4114
4115 void surface_modify_ds_location(IWineD3DSurfaceImpl *surface,
4116         DWORD location, UINT w, UINT h)
4117 {
4118     TRACE("surface %p, new location %#x, w %u, h %u.\n", surface, location, w, h);
4119
4120     if (location & ~SFLAG_DS_LOCATIONS)
4121         FIXME("Invalid location (%#x) specified.\n", location);
4122
4123     surface->ds_current_size.cx = w;
4124     surface->ds_current_size.cy = h;
4125     surface->flags &= ~SFLAG_DS_LOCATIONS;
4126     surface->flags |= location;
4127 }
4128
4129 /* Context activation is done by the caller. */
4130 void surface_load_ds_location(IWineD3DSurfaceImpl *surface, struct wined3d_context *context, DWORD location)
4131 {
4132     IWineD3DDeviceImpl *device = surface->resource.device;
4133     const struct wined3d_gl_info *gl_info = context->gl_info;
4134
4135     TRACE("surface %p, new location %#x.\n", surface, location);
4136
4137     /* TODO: Make this work for modes other than FBO */
4138     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
4139
4140     if (!(surface->flags & location))
4141     {
4142         surface->ds_current_size.cx = 0;
4143         surface->ds_current_size.cy = 0;
4144     }
4145
4146     if (surface->ds_current_size.cx == surface->currentDesc.Width
4147             && surface->ds_current_size.cy == surface->currentDesc.Height)
4148     {
4149         TRACE("Location (%#x) is already up to date.\n", location);
4150         return;
4151     }
4152
4153     if (surface->current_renderbuffer)
4154     {
4155         FIXME("Not supported with fixed up depth stencil.\n");
4156         return;
4157     }
4158
4159     if (!(surface->flags & SFLAG_LOCATIONS))
4160     {
4161         FIXME("No up to date depth stencil location.\n");
4162         surface->flags |= location;
4163         return;
4164     }
4165
4166     if (location == SFLAG_DS_OFFSCREEN)
4167     {
4168         GLint old_binding = 0;
4169         GLenum bind_target;
4170         GLsizei w, h;
4171
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);
4178
4179         TRACE("Copying onscreen depth buffer to depth texture.\n");
4180
4181         ENTER_GL();
4182
4183         if (!device->depth_blt_texture)
4184         {
4185             glGenTextures(1, &device->depth_blt_texture);
4186         }
4187
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)
4192         {
4193             glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
4194             bind_target = GL_TEXTURE_RECTANGLE_ARB;
4195         }
4196         else
4197         {
4198             glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
4199             bind_target = GL_TEXTURE_2D;
4200         }
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);
4210
4211         /* Setup the destination */
4212         if (!device->depth_blt_rb)
4213         {
4214             gl_info->fbo_ops.glGenRenderbuffers(1, &device->depth_blt_rb);
4215             checkGLcall("glGenRenderbuffersEXT");
4216         }
4217         if (device->depth_blt_rb_w != w || device->depth_blt_rb_h != h)
4218         {
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;
4225         }
4226
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);
4232
4233         /* Do the actual blit */
4234         surface_depth_blt(surface, gl_info, device->depth_blt_texture, w, h, bind_target);
4235         checkGLcall("depth_blt");
4236
4237         if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4238         else context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4239
4240         LEAVE_GL();
4241
4242         if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
4243     }
4244     else if (location == SFLAG_DS_ONSCREEN)
4245     {
4246         TRACE("Copying depth texture to onscreen depth buffer.\n");
4247
4248         ENTER_GL();
4249
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");
4254
4255         if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4256
4257         LEAVE_GL();
4258
4259         if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
4260     }
4261     else
4262     {
4263         ERR("Invalid location (%#x) specified.\n", location);
4264     }
4265
4266     surface->flags |= location;
4267     surface->ds_current_size.cx = surface->currentDesc.Width;
4268     surface->ds_current_size.cy = surface->currentDesc.Height;
4269 }
4270
4271 void surface_modify_location(IWineD3DSurfaceImpl *surface, DWORD flag, BOOL persistent)
4272 {
4273     IWineD3DSurfaceImpl *overlay;
4274
4275     TRACE("surface %p, location %s, persistent %#x.\n",
4276             surface, debug_surflocation(flag), persistent);
4277
4278     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
4279     {
4280         if (surface_is_offscreen(surface))
4281         {
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);
4284         }
4285         else
4286         {
4287             TRACE("Surface %p is an onscreen surface.\n", surface);
4288         }
4289     }
4290
4291     if (persistent)
4292     {
4293         if (((surface->flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE))
4294                 || ((surface->flags & SFLAG_INSRGBTEX) && !(flag & SFLAG_INSRGBTEX)))
4295         {
4296             if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
4297             {
4298                 TRACE("Passing to container.\n");
4299                 IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture *)surface->container.u.texture, TRUE);
4300             }
4301         }
4302         surface->flags &= ~SFLAG_LOCATIONS;
4303         surface->flags |= flag;
4304
4305         /* Redraw emulated overlays, if any */
4306         if (flag & SFLAG_INDRAWABLE && !list_empty(&surface->overlays))
4307         {
4308             LIST_FOR_EACH_ENTRY(overlay, &surface->overlays, IWineD3DSurfaceImpl, overlay_entry)
4309             {
4310                 IWineD3DSurface_DrawOverlay((IWineD3DSurface *)overlay);
4311             }
4312         }
4313     }
4314     else
4315     {
4316         if ((surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)))
4317         {
4318             if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
4319             {
4320                 TRACE("Passing to container\n");
4321                 IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture *)surface->container.u.texture, TRUE);
4322             }
4323         }
4324         surface->flags &= ~flag;
4325     }
4326
4327     if (!(surface->flags & SFLAG_LOCATIONS))
4328     {
4329         ERR("Surface %p does not have any up to date location.\n", surface);
4330     }
4331 }
4332
4333 HRESULT surface_load_location(IWineD3DSurfaceImpl *surface, DWORD flag, const RECT *rect)
4334 {
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;
4341     BYTE *mem;
4342     BOOL in_fbo = FALSE;
4343
4344     TRACE("surface %p, location %s, rect %s.\n", surface, debug_surflocation(flag), wine_dbgstr_rect(rect));
4345
4346     if (surface->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
4347     {
4348         if (flag == SFLAG_INTEXTURE)
4349         {
4350             struct wined3d_context *context = context_acquire(device, NULL);
4351             surface_load_ds_location(surface, context, SFLAG_DS_OFFSCREEN);
4352             context_release(context);
4353             return WINED3D_OK;
4354         }
4355         else
4356         {
4357             FIXME("Unimplemented location %s for depth/stencil buffers.\n", debug_surflocation(flag));
4358             return WINED3DERR_INVALIDCALL;
4359         }
4360     }
4361
4362     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
4363     {
4364         if (surface_is_offscreen(surface))
4365         {
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;
4370             in_fbo = TRUE;
4371         }
4372         else
4373         {
4374             TRACE("Surface %p is an onscreen surface.\n", surface);
4375         }
4376     }
4377
4378     if (surface->flags & flag)
4379     {
4380         TRACE("Location already up to date\n");
4381         return WINED3D_OK;
4382     }
4383
4384     if (!(surface->flags & SFLAG_LOCATIONS))
4385     {
4386         ERR("Surface %p does not have any up to date location.\n", surface);
4387         surface->flags |= SFLAG_LOST;
4388         return WINED3DERR_DEVICELOST;
4389     }
4390
4391     if (flag == SFLAG_INSYSMEM)
4392     {
4393         surface_prepare_system_memory(surface);
4394
4395         /* Download the surface to system memory */
4396         if (surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))
4397         {
4398             struct wined3d_context *context = NULL;
4399
4400             if (!device->isInDraw) context = context_acquire(device, NULL);
4401
4402             surface_bind_and_dirtify(surface, !(surface->flags & SFLAG_INTEXTURE));
4403             surface_download_data(surface, gl_info);
4404
4405             if (context) context_release(context);
4406         }
4407         else
4408         {
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));
4412         }
4413     }
4414     else if (flag == SFLAG_INDRAWABLE)
4415     {
4416         if (wined3d_settings.rendertargetlock_mode == RTL_READTEX)
4417             surface_load_location(surface, SFLAG_INTEXTURE, NULL);
4418
4419         if (surface->flags & SFLAG_INTEXTURE)
4420         {
4421             RECT r;
4422
4423             surface_get_rect(surface, rect, &r);
4424             surface_blt_to_drawable(device, WINED3DTEXF_POINT, FALSE, surface, &r, surface, &r);
4425         }
4426         else
4427         {
4428             int byte_count;
4429             if ((surface->flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX)
4430             {
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
4434                  */
4435                 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4436             }
4437
4438             d3dfmt_get_conv(surface, FALSE /* We need color keying */,
4439                     FALSE /* We won't use textures */, &format, &convert);
4440
4441             /* The width is in 'length' not in bytes */
4442             width = surface->currentDesc.Width;
4443             pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *)surface);
4444
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))
4448             {
4449                 struct wined3d_context *context = NULL;
4450
4451                 TRACE("Removing the pbo attached to surface %p.\n", surface);
4452
4453                 if (!device->isInDraw) context = context_acquire(device, NULL);
4454                 surface_remove_pbo(surface, gl_info);
4455                 if (context) context_release(context);
4456             }
4457
4458             if ((convert != NO_CONVERSION) && surface->resource.allocatedMemory)
4459             {
4460                 int height = surface->currentDesc.Height;
4461                 byte_count = format.conv_byte_count;
4462
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);
4466
4467                 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4468                 if(!mem) {
4469                     ERR("Out of memory %d, %d!\n", outpitch, height);
4470                     return WINED3DERR_OUTOFVIDEOMEMORY;
4471                 }
4472                 d3dfmt_convert_surface(surface->resource.allocatedMemory, mem, pitch,
4473                         width, height, outpitch, convert, surface);
4474
4475                 surface->flags |= SFLAG_CONVERTED;
4476             }
4477             else
4478             {
4479                 surface->flags &= ~SFLAG_CONVERTED;
4480                 mem = surface->resource.allocatedMemory;
4481                 byte_count = format.byte_count;
4482             }
4483
4484             flush_to_framebuffer_drawpixels(surface, format.glFormat, format.glType, byte_count, mem);
4485
4486             /* Don't delete PBO memory */
4487             if ((mem != surface->resource.allocatedMemory) && !(surface->flags & SFLAG_PBO))
4488                 HeapFree(GetProcessHeap(), 0, mem);
4489         }
4490     }
4491     else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */
4492     {
4493         const DWORD attach_flags = WINED3DFMT_FLAG_FBO_ATTACHABLE | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
4494
4495         if (drawable_read_ok && (surface->flags & SFLAG_INDRAWABLE))
4496         {
4497             read_from_framebuffer_texture(surface, flag == SFLAG_INSRGBTEX);
4498         }
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))
4504         {
4505             DWORD src_location = flag == SFLAG_INSRGBTEX ? SFLAG_INTEXTURE : SFLAG_INSRGBTEX;
4506             RECT rect = {0, 0, surface->currentDesc.Width, surface->currentDesc.Height};
4507
4508             surface_blt_fbo(surface->resource.device, WINED3DTEXF_POINT,
4509                     surface, src_location, &rect, surface, flag, &rect);
4510         }
4511         else
4512         {
4513             /* Upload from system memory */
4514             BOOL srgb = flag == SFLAG_INSRGBTEX;
4515             struct wined3d_context *context = NULL;
4516
4517             d3dfmt_get_conv(surface, TRUE /* We need color keying */,
4518                     TRUE /* We will use textures */, &format, &convert);
4519
4520             if (srgb)
4521             {
4522                 if ((surface->flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE)
4523                 {
4524                     /* Performance warning... */
4525                     FIXME("Downloading RGB surface %p to reload it as sRGB.\n", surface);
4526                     surface_load_location(surface, SFLAG_INSYSMEM, rect);
4527                 }
4528             }
4529             else
4530             {
4531                 if ((surface->flags & (SFLAG_INSRGBTEX | SFLAG_INSYSMEM)) == SFLAG_INSRGBTEX)
4532                 {
4533                     /* Performance warning... */
4534                     FIXME("Downloading sRGB surface %p to reload it as RGB.\n", surface);
4535                     surface_load_location(surface, SFLAG_INSYSMEM, rect);
4536                 }
4537             }
4538             if (!(surface->flags & SFLAG_INSYSMEM))
4539             {
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);
4543             }
4544
4545             if (!device->isInDraw) context = context_acquire(device, NULL);
4546
4547             surface_prepare_texture(surface, gl_info, srgb);
4548             surface_bind_and_dirtify(surface, srgb);
4549
4550             if (surface->CKeyFlags & WINEDDSD_CKSRCBLT)
4551             {
4552                 surface->flags |= SFLAG_GLCKEY;
4553                 surface->glCKey = surface->SrcBltCKey;
4554             }
4555             else surface->flags &= ~SFLAG_GLCKEY;
4556
4557             /* The width is in 'length' not in bytes */
4558             width = surface->currentDesc.Width;
4559             pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *)surface);
4560
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))
4564             {
4565                 TRACE("Removing the pbo attached to surface %p.\n", surface);
4566                 surface_remove_pbo(surface, gl_info);
4567             }
4568
4569             if (format.convert)
4570             {
4571                 /* This code is entered for texture formats which need a fixup. */
4572                 int height = surface->currentDesc.Height;
4573
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);
4577
4578                 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4579                 if(!mem) {
4580                     ERR("Out of memory %d, %d!\n", outpitch, height);
4581                     if (context) context_release(context);
4582                     return WINED3DERR_OUTOFVIDEOMEMORY;
4583                 }
4584                 format.convert(surface->resource.allocatedMemory, mem, pitch, width, height);
4585             }
4586             else if (convert != NO_CONVERSION && surface->resource.allocatedMemory)
4587             {
4588                 /* This code is only entered for color keying fixups */
4589                 int height = surface->currentDesc.Height;
4590
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);
4594
4595                 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4596                 if(!mem) {
4597                     ERR("Out of memory %d, %d!\n", outpitch, height);
4598                     if (context) context_release(context);
4599                     return WINED3DERR_OUTOFVIDEOMEMORY;
4600                 }
4601                 d3dfmt_convert_surface(surface->resource.allocatedMemory, mem, pitch,
4602                         width, height, outpitch, convert, surface);
4603             }
4604             else
4605             {
4606                 mem = surface->resource.allocatedMemory;
4607             }
4608
4609             /* Make sure the correct pitch is used */
4610             ENTER_GL();
4611             glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
4612             LEAVE_GL();
4613
4614             if (mem || (surface->flags & SFLAG_PBO))
4615                 surface_upload_data(surface, gl_info, &format, srgb, mem);
4616
4617             /* Restore the default pitch */
4618             ENTER_GL();
4619             glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4620             LEAVE_GL();
4621
4622             if (context) context_release(context);
4623
4624             /* Don't delete PBO memory */
4625             if ((mem != surface->resource.allocatedMemory) && !(surface->flags & SFLAG_PBO))
4626                 HeapFree(GetProcessHeap(), 0, mem);
4627         }
4628     }
4629
4630     if (!rect) surface->flags |= flag;
4631
4632     if (in_fbo && (surface->flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)))
4633     {
4634         /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4635         surface->flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4636     }
4637
4638     return WINED3D_OK;
4639 }
4640
4641 static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
4642     return SURFACE_OPENGL;
4643 }
4644
4645 static HRESULT WINAPI IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
4646     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4647     HRESULT hr;
4648
4649     /* If there's no destination surface there is nothing to do */
4650     if(!This->overlay_dest) return WINED3D_OK;
4651
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)
4655         return WINED3D_OK;
4656
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;
4662
4663     return hr;
4664 }
4665
4666 BOOL surface_is_offscreen(IWineD3DSurfaceImpl *surface)
4667 {
4668     IWineD3DSwapChainImpl *swapchain = surface->container.u.swapchain;
4669
4670     /* Not on a swapchain - must be offscreen */
4671     if (surface->container.type != WINED3D_CONTAINER_SWAPCHAIN) return TRUE;
4672
4673     /* The front buffer is always onscreen */
4674     if (surface == swapchain->front_buffer) return FALSE;
4675
4676     /* If the swapchain is rendered to an FBO, the backbuffer is
4677      * offscreen, otherwise onscreen */
4678     return swapchain->render_to_fbo;
4679 }
4680
4681 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
4682 {
4683     /* IUnknown */
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,
4722     /* Internal use: */
4723     IWineD3DSurfaceImpl_LoadTexture,
4724     IWineD3DSurfaceImpl_BindTexture,
4725     IWineD3DBaseSurfaceImpl_GetData,
4726     IWineD3DSurfaceImpl_SetFormat,
4727     IWineD3DSurfaceImpl_PrivateSetup,
4728     IWineD3DSurfaceImpl_GetImplType,
4729     IWineD3DSurfaceImpl_DrawOverlay
4730 };
4731
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) { }
4735
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)
4739 {
4740     BYTE table[256][4];
4741     BOOL colorkey_active = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE;
4742
4743     d3dfmt_p8_init_palette(surface, table, colorkey_active);
4744
4745     TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
4746     ENTER_GL();
4747     GL_EXTCALL(glColorTableEXT(surface->texture_target, GL_RGBA, 256, GL_RGBA, GL_UNSIGNED_BYTE, table));
4748     LEAVE_GL();
4749 }
4750
4751 /* Context activation is done by the caller. */
4752 static HRESULT ffp_blit_set(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface)
4753 {
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);
4757
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.
4760      */
4761     if(fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
4762         ffp_blit_p8_upload_palette(surface, gl_info);
4763
4764     ENTER_GL();
4765     glEnable(surface->texture_target);
4766     checkGLcall("glEnable(surface->texture_target)");
4767     LEAVE_GL();
4768     return WINED3D_OK;
4769 }
4770
4771 /* Context activation is done by the caller. */
4772 static void ffp_blit_unset(IWineD3DDevice *iface)
4773 {
4774     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4775     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4776
4777     ENTER_GL();
4778     glDisable(GL_TEXTURE_2D);
4779     checkGLcall("glDisable(GL_TEXTURE_2D)");
4780     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4781     {
4782         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4783         checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4784     }
4785     if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4786     {
4787         glDisable(GL_TEXTURE_RECTANGLE_ARB);
4788         checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4789     }
4790     LEAVE_GL();
4791 }
4792
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)
4796 {
4797     enum complex_fixup src_fixup;
4798
4799     if (blit_op == BLIT_OP_COLOR_FILL)
4800     {
4801         if (!(dst_usage & WINED3DUSAGE_RENDERTARGET))
4802         {
4803             TRACE("Color fill not supported\n");
4804             return FALSE;
4805         }
4806
4807         return TRUE;
4808     }
4809
4810     src_fixup = get_complex_fixup(src_format->color_fixup);
4811     if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
4812     {
4813         TRACE("Checking support for fixup:\n");
4814         dump_color_fixup_desc(src_format->color_fixup);
4815     }
4816
4817     if (blit_op != BLIT_OP_BLIT)
4818     {
4819         TRACE("Unsupported blit_op=%d\n", blit_op);
4820         return FALSE;
4821      }
4822
4823     if (!is_identity_fixup(dst_format->color_fixup))
4824     {
4825         TRACE("Destination fixups are not supported\n");
4826         return FALSE;
4827     }
4828
4829     if (src_fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
4830     {
4831         TRACE("P8 fixup supported\n");
4832         return TRUE;
4833     }
4834
4835     /* We only support identity conversions. */
4836     if (is_identity_fixup(src_format->color_fixup))
4837     {
4838         TRACE("[OK]\n");
4839         return TRUE;
4840     }
4841
4842     TRACE("[FAILED]\n");
4843     return FALSE;
4844 }
4845
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)
4849 {
4850     const RECT draw_rect = {0, 0, dst_surface->currentDesc.Width, dst_surface->currentDesc.Height};
4851
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 */);
4854 }
4855
4856 const struct blit_shader ffp_blit =  {
4857     ffp_blit_alloc,
4858     ffp_blit_free,
4859     ffp_blit_set,
4860     ffp_blit_unset,
4861     ffp_blit_supported,
4862     ffp_blit_color_fill
4863 };
4864
4865 static HRESULT cpu_blit_alloc(IWineD3DDevice *iface)
4866 {
4867     return WINED3D_OK;
4868 }
4869
4870 /* Context activation is done by the caller. */
4871 static void cpu_blit_free(IWineD3DDevice *iface)
4872 {
4873 }
4874
4875 /* Context activation is done by the caller. */
4876 static HRESULT cpu_blit_set(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface)
4877 {
4878     return WINED3D_OK;
4879 }
4880
4881 /* Context activation is done by the caller. */
4882 static void cpu_blit_unset(IWineD3DDevice *iface)
4883 {
4884 }
4885
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)
4889 {
4890     if (blit_op == BLIT_OP_COLOR_FILL)
4891     {
4892         return TRUE;
4893     }
4894
4895     return FALSE;
4896 }
4897
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)
4901 {
4902     WINEDDBLTFX BltFx;
4903
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);
4909 }
4910
4911 const struct blit_shader cpu_blit =  {
4912     cpu_blit_alloc,
4913     cpu_blit_free,
4914     cpu_blit_set,
4915     cpu_blit_unset,
4916     cpu_blit_supported,
4917     cpu_blit_color_fill
4918 };
4919
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)
4923 {
4924     if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer)
4925         return FALSE;
4926
4927     /* We only support blitting. Things like color keying / color fill should
4928      * be handled by other blitters.
4929      */
4930     if (blit_op != BLIT_OP_BLIT)
4931         return FALSE;
4932
4933     /* Source and/or destination need to be on the GL side */
4934     if (src_pool == WINED3DPOOL_SYSTEMMEM || dst_pool == WINED3DPOOL_SYSTEMMEM)
4935         return FALSE;
4936
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)))
4939         return FALSE;
4940
4941     if (!(src_format->id == dst_format->id
4942             || (is_identity_fixup(src_format->color_fixup)
4943             && is_identity_fixup(dst_format->color_fixup))))
4944         return FALSE;
4945
4946     return TRUE;
4947 }