2 * IDirect3DSurface8 implementation
4 * Copyright 2002-2003 Jason Edmeades
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
27 #define NONAMELESSUNION
28 #define NONAMELESSSTRUCT
33 #include "wine/debug.h"
35 #include "d3d8_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
39 /* IDirect3DVolume IUnknown parts follow: */
40 HRESULT WINAPI IDirect3DSurface8Impl_QueryInterface(LPDIRECT3DSURFACE8 iface,REFIID riid,LPVOID *ppobj)
42 ICOM_THIS(IDirect3DSurface8Impl,iface);
44 if (IsEqualGUID(riid, &IID_IUnknown)
45 || IsEqualGUID(riid, &IID_IDirect3DSurface8)) {
46 IDirect3DSurface8Impl_AddRef(iface);
51 WARN("(%p)->(%s,%p),not found\n",This,debugstr_guid(riid),ppobj);
55 ULONG WINAPI IDirect3DSurface8Impl_AddRef(LPDIRECT3DSURFACE8 iface) {
56 ICOM_THIS(IDirect3DSurface8Impl,iface);
57 TRACE("(%p) : AddRef from %ld\n", This, This->ref);
61 ULONG WINAPI IDirect3DSurface8Impl_Release(LPDIRECT3DSURFACE8 iface) {
62 ICOM_THIS(IDirect3DSurface8Impl,iface);
63 ULONG ref = --This->ref;
64 TRACE("(%p) : ReleaseRef to %ld\n", This, This->ref);
66 HeapFree(GetProcessHeap(), 0, This->allocatedMemory);
67 HeapFree(GetProcessHeap(), 0, This);
72 /* IDirect3DSurface8: */
73 HRESULT WINAPI IDirect3DSurface8Impl_GetDevice(LPDIRECT3DSURFACE8 iface, IDirect3DDevice8** ppDevice) {
74 ICOM_THIS(IDirect3DSurface8Impl,iface);
75 TRACE("(%p) : returning %p\n", This, This->Device);
76 *ppDevice = (LPDIRECT3DDEVICE8) This->Device;
78 * Note Calling this method will increase the internal reference count
79 * on the IDirect3DDevice8 interface.
81 IDirect3DDevice8Impl_AddRef(*ppDevice);
85 HRESULT WINAPI IDirect3DSurface8Impl_SetPrivateData(LPDIRECT3DSURFACE8 iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
86 ICOM_THIS(IDirect3DSurface8Impl,iface);
87 FIXME("(%p) : stub\n", This);
91 HRESULT WINAPI IDirect3DSurface8Impl_GetPrivateData(LPDIRECT3DSURFACE8 iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
92 ICOM_THIS(IDirect3DSurface8Impl,iface);
93 FIXME("(%p) : stub\n", This);
97 HRESULT WINAPI IDirect3DSurface8Impl_FreePrivateData(LPDIRECT3DSURFACE8 iface, REFGUID refguid) {
98 ICOM_THIS(IDirect3DSurface8Impl,iface);
99 FIXME("(%p) : stub\n", This);
103 HRESULT WINAPI IDirect3DSurface8Impl_GetContainer(LPDIRECT3DSURFACE8 iface, REFIID riid, void** ppContainer) {
104 ICOM_THIS(IDirect3DSurface8Impl,iface);
106 res = IUnknown_QueryInterface(This->Container, riid, ppContainer);
107 if (E_NOINTERFACE == res) {
109 * If the surface is created using CreateImageSurface, CreateRenderTarget,
110 * or CreateDepthStencilSurface, the surface is considered stand alone. In this case,
111 * GetContainer will return the Direct3D device used to create the surface.
113 res = IUnknown_QueryInterface(This->Container, &IID_IDirect3DDevice8, ppContainer);
115 TRACE("(%p) : returning %p\n", This, *ppContainer);
119 HRESULT WINAPI IDirect3DSurface8Impl_GetDesc(LPDIRECT3DSURFACE8 iface, D3DSURFACE_DESC *pDesc) {
120 ICOM_THIS(IDirect3DSurface8Impl,iface);
122 TRACE("(%p) : copying into %p\n", This, pDesc);
123 memcpy(pDesc, &This->myDesc, sizeof(D3DSURFACE_DESC));
127 HRESULT WINAPI IDirect3DSurface8Impl_LockRect(LPDIRECT3DSURFACE8 iface, D3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
129 ICOM_THIS(IDirect3DSurface8Impl,iface);
131 /* fixme: should we really lock as such? */
132 if (This->inTexture && This->inPBuffer) {
133 FIXME("Warning: Surface is in texture memory or pbuffer\n");
138 if (FALSE == This->lockable) {
139 /* Note: UpdateTextures calls CopyRects which calls this routine to populate the
140 texture regions, and since the destination is an unlockable region we need
142 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
143 /*return D3DERR_INVALIDCALL; */
146 if (This == This->Device->backBuffer || This == This->Device->renderTarget || This == This->Device->frontBuffer || This->Device->depthStencilBuffer) {
147 if (This == This->Device->backBuffer) {
148 TRACE("(%p, backBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory);
149 } else if (This == This->Device->frontBuffer) {
150 TRACE("(%p, frontBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory);
151 } else if (This == This->Device->renderTarget) {
152 TRACE("(%p, renderTarget) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory);
153 } else if (This == This->Device->depthStencilBuffer) {
154 TRACE("(%p, stencilBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory);
157 TRACE("(%p) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory);
160 /* DXTn formats don't have exact pitches as they are to the new row of blocks,
161 where each block is 4x4 pixels, 8 bytes (dxt1) and 16 bytes (dxt3/5)
162 ie pitch = (width/4) * bytes per block */
163 if (This->myDesc.Format == D3DFMT_DXT1) /* DXT1 is 8 bytes per block */
164 pLockedRect->Pitch = (This->myDesc.Width/4) * 8;
165 else if (This->myDesc.Format == D3DFMT_DXT3 || This->myDesc.Format == D3DFMT_DXT5) /* DXT3/5 is 16 bytes per block */
166 pLockedRect->Pitch = (This->myDesc.Width/4) * 16;
168 pLockedRect->Pitch = This->bytesPerPixel * This->myDesc.Width; /* Bytes / row */
171 pLockedRect->pBits = This->allocatedMemory;
172 This->lockedRect.left = 0;
173 This->lockedRect.top = 0;
174 This->lockedRect.right = This->myDesc.Width;
175 This->lockedRect.bottom = This->myDesc.Height;
176 TRACE("Locked Rect (%p) = l %ld, t %ld, r %ld, b %ld\n", &This->lockedRect, This->lockedRect.left, This->lockedRect.top, This->lockedRect.right, This->lockedRect.bottom);
178 TRACE("Lock Rect (%p) = l %ld, t %ld, r %ld, b %ld\n", pRect, pRect->left, pRect->top, pRect->right, pRect->bottom);
180 if (This->myDesc.Format == D3DFMT_DXT1) { /* DXT1 is half byte per pixel */
181 pLockedRect->pBits = This->allocatedMemory + (pLockedRect->Pitch * pRect->top) + ((pRect->left * This->bytesPerPixel/2));
183 pLockedRect->pBits = This->allocatedMemory + (pLockedRect->Pitch * pRect->top) + (pRect->left * This->bytesPerPixel);
185 This->lockedRect.left = pRect->left;
186 This->lockedRect.top = pRect->top;
187 This->lockedRect.right = pRect->right;
188 This->lockedRect.bottom = pRect->bottom;
192 if (0 == This->myDesc.Usage) { /* classic surface */
194 /* Nothing to do ;) */
196 } else if (D3DUSAGE_RENDERTARGET & This->myDesc.Usage) { /* render surfaces */
198 if (This == This->Device->backBuffer || This == This->Device->renderTarget || This == This->Device->frontBuffer) {
205 * for render->surface copy begin to begin of allocatedMemory
206 * unlock can be more easy
208 pLockedRect->pBits = This->allocatedMemory;
211 vcheckGLcall("glFlush");
212 glGetIntegerv(GL_READ_BUFFER, &prev_read);
213 vcheckGLcall("glIntegerv");
214 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
215 vcheckGLcall("glIntegerv");
217 if (This == This->Device->backBuffer) {
218 glReadBuffer(GL_BACK);
219 } else if (This == This->Device->frontBuffer || This == This->Device->renderTarget) {
220 glReadBuffer(GL_FRONT);
221 } else if (This == This->Device->depthStencilBuffer) {
222 ERR("Stencil Buffer lock unsupported for now\n");
224 vcheckGLcall("glReadBuffer");
228 GLenum format = D3DFmt2GLFmt(This->Device, This->myDesc.Format);
229 GLenum type = D3DFmt2GLType(This->Device, This->myDesc.Format);
230 for (j = This->lockedRect.top; j < This->lockedRect.bottom - This->lockedRect.top; ++j) {
231 glReadPixels(This->lockedRect.left,
232 This->lockedRect.bottom - j - 1,
233 This->lockedRect.right - This->lockedRect.left,
237 (char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top)));
238 vcheckGLcall("glReadPixels");
242 glReadBuffer(prev_read);
243 vcheckGLcall("glReadBuffer");
248 FIXME("unsupported locking to Rendering surface surf@%p usage(%lu)\n", This, This->myDesc.Usage);
251 } else if (D3DUSAGE_DEPTHSTENCIL & This->myDesc.Usage) { /* stencil surfaces */
253 FIXME("TODO stencil depth surface locking surf@%p usage(%lu)\n", This, This->myDesc.Usage);
256 FIXME("unsupported locking to surface surf@%p usage(%lu)\n", This, This->myDesc.Usage);
259 if (Flags & (D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_READONLY)) {
264 * as seen in msdn docs
266 IDirect3DSurface8Impl_AddDirtyRect(iface, &This->lockedRect);
268 /** Dirtify Container if needed */
269 if (NULL != This->Container) {
270 IDirect3DBaseTexture8* cont = NULL;
271 hr = IUnknown_QueryInterface(This->Container, &IID_IDirect3DBaseTexture8, (void**)(char*) &cont);
273 if (SUCCEEDED(hr) && NULL != cont) {
274 IDirect3DBaseTexture8Impl_SetDirty(cont, TRUE);
275 IDirect3DBaseTexture8_Release(cont);
281 TRACE("returning memory@%p, pitch(%d) dirtyfied(%d)\n", pLockedRect->pBits, pLockedRect->Pitch, This->Dirty);
287 HRESULT WINAPI IDirect3DSurface8Impl_UnlockRect(LPDIRECT3DSURFACE8 iface) {
289 ICOM_THIS(IDirect3DSurface8Impl,iface);
291 if (FALSE == This->locked) {
292 ERR("trying to Unlock an unlocked surf@%p\n", This);
293 return D3DERR_INVALIDCALL;
296 if (This == This->Device->backBuffer || This == This->Device->frontBuffer || This->Device->depthStencilBuffer) {
297 if (This == This->Device->backBuffer) {
298 TRACE("(%p, backBuffer) : dirtyfied(%d)\n", This, This->Dirty);
299 } else if (This == This->Device->frontBuffer) {
300 TRACE("(%p, frontBuffer) : dirtyfied(%d)\n", This, This->Dirty);
301 } else if (This == This->Device->depthStencilBuffer) {
302 TRACE("(%p, stencilBuffer) : dirtyfied(%d)\n", This, This->Dirty);
305 TRACE("(%p) : dirtyfied(%d)\n", This, This->Dirty);
307 /*TRACE("(%p) see if behavior is correct\n", This);*/
309 if (FALSE == This->Dirty) {
310 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
314 if (0 == This->myDesc.Usage) { /* classic surface */
317 * waiting to reload the surface via IDirect3DDevice8::UpdateTexture
319 } else if (D3DUSAGE_RENDERTARGET & This->myDesc.Usage) { /* render surfaces */
321 if (This == This->Device->backBuffer || This == This->Device->frontBuffer) {
324 GLint prev_rasterpos[4];
329 vcheckGLcall("glFlush");
330 glGetIntegerv(GL_DRAW_BUFFER, &prev_draw);
331 vcheckGLcall("glIntegerv");
332 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
333 vcheckGLcall("glIntegerv");
334 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
335 vcheckGLcall("glIntegerv");
336 glPixelZoom(1.0, -1.0);
337 vcheckGLcall("glPixelZoom");
339 /* glDrawPixels transforms the raster position as though it was a vertex -
340 we want to draw at screen position 0,0 - Set up ortho (rhw) mode as
341 per drawprim (and leave set - it will sort itself out due to last_was_rhw */
342 if (!This->Device->last_was_rhw) {
344 double X, Y, height, width, minZ, maxZ;
345 This->Device->last_was_rhw = TRUE;
347 /* Transformed already into viewport coordinates, so we do not need transform
348 matrices. Reset all matrices to identity and leave the default matrix in world
350 glMatrixMode(GL_MODELVIEW);
351 checkGLcall("glMatrixMode");
353 checkGLcall("glLoadIdentity");
355 glMatrixMode(GL_PROJECTION);
356 checkGLcall("glMatrixMode");
358 checkGLcall("glLoadIdentity");
360 /* Set up the viewport to be full viewport */
361 X = This->Device->StateBlock->viewport.X;
362 Y = This->Device->StateBlock->viewport.Y;
363 height = This->Device->StateBlock->viewport.Height;
364 width = This->Device->StateBlock->viewport.Width;
365 minZ = This->Device->StateBlock->viewport.MinZ;
366 maxZ = This->Device->StateBlock->viewport.MaxZ;
367 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
368 glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
369 checkGLcall("glOrtho");
371 /* Window Coord 0 is the middle of the first pixel, so translate by half
372 a pixel (See comment above glTranslate below) */
373 glTranslatef(0.5, 0.5, 0);
374 checkGLcall("glTranslatef(0.5, 0.5, 0)");
377 if (This == This->Device->backBuffer) {
378 glDrawBuffer(GL_BACK);
379 } else if (This == This->Device->frontBuffer) {
380 glDrawBuffer(GL_FRONT);
382 vcheckGLcall("glDrawBuffer");
384 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
385 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
386 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->myDesc.Width);
388 /* And back buffers are not blended */
391 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
392 vcheckGLcall("glRasterPos2f");
393 switch (This->myDesc.Format) {
396 glDrawPixels(This->lockedRect.right - This->lockedRect.left, (This->lockedRect.bottom - This->lockedRect.top)-1,
397 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, This->allocatedMemory);
398 vcheckGLcall("glDrawPixels");
403 glDrawPixels(This->lockedRect.right - This->lockedRect.left, (This->lockedRect.bottom - This->lockedRect.top)-1,
404 GL_RGB, GL_UNSIGNED_BYTE, This->allocatedMemory);
405 vcheckGLcall("glDrawPixels");
408 case D3DFMT_A8R8G8B8:
410 glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
411 vcheckGLcall("glPixelStorei");
412 glDrawPixels(This->lockedRect.right - This->lockedRect.left, (This->lockedRect.bottom - This->lockedRect.top)-1,
413 GL_BGRA, GL_UNSIGNED_BYTE, This->allocatedMemory);
414 vcheckGLcall("glDrawPixels");
415 glPixelStorei(GL_PACK_SWAP_BYTES, prev_store);
416 vcheckGLcall("glPixelStorei");
420 FIXME("Unsupported Format %u in locking func\n", This->myDesc.Format);
423 glPixelZoom(1.0,1.0);
424 vcheckGLcall("glPixelZoom");
425 glDrawBuffer(prev_draw);
426 vcheckGLcall("glDrawBuffer");
427 glRasterPos3iv(&prev_rasterpos[0]);
428 vcheckGLcall("glRasterPos3iv");
430 /* Reset to previous pack row length / blending state */
431 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
432 if (This->Device->StateBlock->renderstate[D3DRS_ALPHABLENDENABLE]) glEnable(GL_BLEND);
436 /** restore clean dirty state */
437 IDirect3DSurface8Impl_CleanDirtyRect(iface);
440 FIXME("unsupported unlocking to Rendering surface surf@%p usage(%lu)\n", This, This->myDesc.Usage);
443 } else if (D3DUSAGE_DEPTHSTENCIL & This->myDesc.Usage) { /* stencil surfaces */
445 if (This == This->Device->depthStencilBuffer) {
446 FIXME("TODO stencil depth surface unlocking surf@%p usage(%lu)\n", This, This->myDesc.Usage);
448 FIXME("unsupported unlocking to StencilDepth surface surf@%p usage(%lu)\n", This, This->myDesc.Usage);
452 FIXME("unsupported unlocking to surface surf@%p usage(%lu)\n", This, This->myDesc.Usage);
456 This->locked = FALSE;
457 memset(&This->lockedRect, 0, sizeof(RECT));
462 ICOM_VTABLE(IDirect3DSurface8) Direct3DSurface8_Vtbl =
464 ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE
465 IDirect3DSurface8Impl_QueryInterface,
466 IDirect3DSurface8Impl_AddRef,
467 IDirect3DSurface8Impl_Release,
468 IDirect3DSurface8Impl_GetDevice,
469 IDirect3DSurface8Impl_SetPrivateData,
470 IDirect3DSurface8Impl_GetPrivateData,
471 IDirect3DSurface8Impl_FreePrivateData,
472 IDirect3DSurface8Impl_GetContainer,
473 IDirect3DSurface8Impl_GetDesc,
474 IDirect3DSurface8Impl_LockRect,
475 IDirect3DSurface8Impl_UnlockRect,
479 HRESULT WINAPI IDirect3DSurface8Impl_LoadTexture(LPDIRECT3DSURFACE8 iface, GLenum gl_target, GLenum gl_level) {
480 ICOM_THIS(IDirect3DSurface8Impl,iface);
484 if (This->inPBuffer) {
487 FIXME("Surface in texture is only supported for level 0\n");
488 else if (This->myDesc.Format == D3DFMT_P8 || This->myDesc.Format == D3DFMT_A8P8 ||
489 This->myDesc.Format == D3DFMT_DXT1 || This->myDesc.Format == D3DFMT_DXT3 ||
490 This->myDesc.Format == D3DFMT_DXT5)
491 FIXME("Format %d not supported\n", This->myDesc.Format);
493 glCopyTexImage2D(gl_target,
495 D3DFmt2GLIntFmt(This->Device,
496 This->myDesc.Format),
498 0,/*This->surfaces[j][i]->myDesc.Height-1,*/
502 TRACE("Updating target %d\n", gl_target);
503 This->inTexture = TRUE;
509 if ((This->myDesc.Format == D3DFMT_P8 || This->myDesc.Format == D3DFMT_A8P8) &&
510 !GL_SUPPORT_DEV(EXT_PALETTED_TEXTURE, This->Device)) {
512 * wanted a paletted texture and not really support it in HW
513 * so software emulation code begin
516 PALETTEENTRY* pal = This->Device->palettes[This->Device->currentPalette];
517 VOID* surface = (VOID*) HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->myDesc.Width * This->myDesc.Height * sizeof(DWORD));
518 BYTE* dst = (BYTE*) surface;
519 BYTE* src = (BYTE*) This->allocatedMemory;
521 for (i = 0; i < This->myDesc.Width * This->myDesc.Height; i++) {
523 *dst++ = pal[color].peRed;
524 *dst++ = pal[color].peGreen;
525 *dst++ = pal[color].peBlue;
526 if (This->myDesc.Format == D3DFMT_A8P8)
527 *dst++ = pal[color].peFlags;
534 TRACE("Calling glTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%x, Mem=%p\n",
544 glTexImage2D(gl_target,
553 checkGLcall("glTexImage2D");
554 HeapFree(GetProcessHeap(), 0, surface);
561 if (This->myDesc.Format == D3DFMT_DXT1 ||
562 This->myDesc.Format == D3DFMT_DXT3 ||
563 This->myDesc.Format == D3DFMT_DXT5) {
564 if (GL_SUPPORT_DEV(EXT_TEXTURE_COMPRESSION_S3TC, This->Device)) {
565 TRACE("Calling glCompressedTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, sz=%d, Mem=%p\n",
568 D3DFmt2GLIntFmt(This->Device, This->myDesc.Format),
573 This->allocatedMemory);
577 glCompressedTexImage2D(gl_target,
579 D3DFmt2GLIntFmt(This->Device, This->myDesc.Format),
584 This->allocatedMemory);
585 checkGLcall("glCommpressedTexTexImage2D");
589 FIXME("Using DXT1/3/5 without advertized support\n");
592 TRACE("Calling glTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%x, Mem=%p\n",
595 D3DFmt2GLIntFmt(This->Device, This->myDesc.Format),
599 D3DFmt2GLFmt(This->Device, This->myDesc.Format),
600 D3DFmt2GLType(This->Device, This->myDesc.Format),
601 This->allocatedMemory);
605 glTexImage2D(gl_target,
607 D3DFmt2GLIntFmt(This->Device, This->myDesc.Format),
611 D3DFmt2GLFmt(This->Device, This->myDesc.Format),
612 D3DFmt2GLType(This->Device, This->myDesc.Format),
613 This->allocatedMemory);
614 checkGLcall("glTexImage2D");
620 static unsigned int gen = 0;
623 if ((gen % 10) == 0) {
624 snprintf(buffer, sizeof(buffer), "/tmp/surface%u_level%u_%u.ppm", gl_target, gl_level, gen);
625 IDirect3DSurface8Impl_SaveSnapshot((LPDIRECT3DSURFACE8) This, buffer);
635 HRESULT WINAPI IDirect3DSurface8Impl_SaveSnapshot(LPDIRECT3DSURFACE8 iface, const char* filename) {
638 ICOM_THIS(IDirect3DSurface8Impl,iface);
640 f = fopen(filename, "w+");
642 ERR("opening of %s failed with: %s\n", filename, strerror(errno));
643 return D3DERR_INVALIDCALL;
646 TRACE("opened %s with format %s\n", filename, debug_d3dformat(This->myDesc.Format));
648 fprintf(f, "P6\n%u %u\n255\n", This->myDesc.Width, This->myDesc.Height);
649 switch (This->myDesc.Format) {
650 case D3DFMT_X8R8G8B8:
651 case D3DFMT_A8R8G8B8:
654 for (i = 0; i < This->myDesc.Width * This->myDesc.Height; i++) {
655 color = ((DWORD*) This->allocatedMemory)[i];
656 fputc((color >> 16) & 0xFF, f);
657 fputc((color >> 8) & 0xFF, f);
658 fputc((color >> 0) & 0xFF, f);
665 for (i = 0; i < This->myDesc.Width * This->myDesc.Height; i++) {
666 color = ((BYTE*) This->allocatedMemory) + (3 * i);
667 fputc((color[0]) & 0xFF, f);
668 fputc((color[1]) & 0xFF, f);
669 fputc((color[2]) & 0xFF, f);
673 case D3DFMT_A1R5G5B5:
676 for (i = 0; i < This->myDesc.Width * This->myDesc.Height; i++) {
677 color = ((WORD*) This->allocatedMemory)[i];
678 fputc(((color >> 10) & 0x1F) * 255 / 31, f);
679 fputc(((color >> 5) & 0x1F) * 255 / 31, f);
680 fputc(((color >> 0) & 0x1F) * 255 / 31, f);
684 case D3DFMT_A4R4G4B4:
687 for (i = 0; i < This->myDesc.Width * This->myDesc.Height; i++) {
688 color = ((WORD*) This->allocatedMemory)[i];
689 fputc(((color >> 8) & 0x0F) * 255 / 15, f);
690 fputc(((color >> 4) & 0x0F) * 255 / 15, f);
691 fputc(((color >> 0) & 0x0F) * 255 / 15, f);
699 for (i = 0; i < This->myDesc.Width * This->myDesc.Height; i++) {
700 color = ((WORD*) This->allocatedMemory)[i];
701 fputc(((color >> 11) & 0x1F) * 255 / 31, f);
702 fputc(((color >> 5) & 0x3F) * 255 / 63, f);
703 fputc(((color >> 0) & 0x1F) * 255 / 31, f);
708 FIXME("Unimplemented dump mode format(%u,%s)\n", This->myDesc.Format, debug_d3dformat(This->myDesc.Format));
714 HRESULT WINAPI IDirect3DSurface8Impl_CleanDirtyRect(LPDIRECT3DSURFACE8 iface) {
715 ICOM_THIS(IDirect3DSurface8Impl,iface);
717 This->dirtyRect.left = This->myDesc.Width;
718 This->dirtyRect.top = This->myDesc.Height;
719 This->dirtyRect.right = 0;
720 This->dirtyRect.bottom = 0;
726 * very stupid way to handle multiple dirty rects but it works :)
728 extern HRESULT WINAPI IDirect3DSurface8Impl_AddDirtyRect(LPDIRECT3DSURFACE8 iface, CONST RECT* pDirtyRect) {
729 ICOM_THIS(IDirect3DSurface8Impl,iface);
731 if (NULL != pDirtyRect) {
732 This->dirtyRect.left = min(This->dirtyRect.left, pDirtyRect->left);
733 This->dirtyRect.top = min(This->dirtyRect.top, pDirtyRect->top);
734 This->dirtyRect.right = max(This->dirtyRect.right, pDirtyRect->right);
735 This->dirtyRect.bottom = max(This->dirtyRect.bottom, pDirtyRect->bottom);
737 This->dirtyRect.left = 0;
738 This->dirtyRect.top = 0;
739 This->dirtyRect.right = This->myDesc.Width;
740 This->dirtyRect.bottom = This->myDesc.Height;