2 * IWineD3DSurface Implementation
4 * Copyright 1998 Lionel Ulmer
5 * Copyright 2000-2001 TransGaming Technologies Inc.
6 * Copyright 2002-2005 Jason Edmeades
7 * Copyright 2002-2003 Raphael Junqueira
8 * Copyright 2004 Christian Costa
9 * Copyright 2005 Oliver Stieber
10 * Copyright 2006 Stefan Dösinger for CodeWeavers
11 * Copyright 2007 Henri Verbeet
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
29 #include "wine/port.h"
30 #include "wined3d_private.h"
32 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
33 #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
55 HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *surf);
57 static void surface_download_data(IWineD3DSurfaceImpl *This) {
58 if (This->resource.format == WINED3DFMT_DXT1 ||
59 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
60 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
61 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) { /* We can assume this as the texture would not have been created otherwise */
62 FIXME("(%p) : Attempting to lock a compressed texture when texture compression isn't supported by opengl\n", This);
64 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
65 This->glDescription.glFormat, This->glDescription.glType, This->resource.allocatedMemory);
67 GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, This->resource.allocatedMemory));
68 checkGLcall("glGetCompressedTexImageARB()");
75 if(This->Flags & SFLAG_CONVERTED) {
76 FIXME("Read back converted textures unsupported\n");
80 if (This->Flags & SFLAG_NONPOW2) {
81 src_pitch = This->bytesPerPixel * This->pow2Width;
82 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
83 src_pitch = (src_pitch + SURFACE_ALIGNMENT - 1) & ~(SURFACE_ALIGNMENT - 1);
84 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
86 mem = This->resource.allocatedMemory;
89 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
90 This->glDescription.glFormat, This->glDescription.glType, mem);
92 glGetTexImage(This->glDescription.target, This->glDescription.level, This->glDescription.glFormat,
93 This->glDescription.glType, mem);
94 checkGLcall("glGetTexImage()");
96 if (This->Flags & SFLAG_NONPOW2) {
97 LPBYTE src_data, dst_data;
100 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
101 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
102 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
104 * We're doing this...
106 * instead of boxing the texture :
107 * |<-texture width ->| -->pow2width| /\
108 * |111111111111111111| | |
109 * |222 Texture 222222| boxed empty | texture height
110 * |3333 Data 33333333| | |
111 * |444444444444444444| | \/
112 * ----------------------------------- |
113 * | boxed empty | boxed empty | pow2height
115 * -----------------------------------
118 * we're repacking the data to the expected texture width
120 * |<-texture width ->| -->pow2width| /\
121 * |111111111111111111222222222222222| |
122 * |222333333333333333333444444444444| texture height
126 * | empty | pow2height
128 * -----------------------------------
132 * |<-texture width ->| /\
133 * |111111111111111111|
134 * |222222222222222222|texture height
135 * |333333333333333333|
136 * |444444444444444444| \/
137 * --------------------
139 * this also means that any references to allocatedMemory should work with the data as if were a
140 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
142 * internally the texture is still stored in a boxed format so any references to textureName will
143 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
145 * Performance should not be an issue, because applications normally do not lock the surfaces when
146 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
147 * and doesn't have to be re-read.
150 dst_data = This->resource.allocatedMemory;
151 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
152 for (y = 1 ; y < This->currentDesc.Height; y++) {
153 /* skip the first row */
154 src_data += src_pitch;
155 dst_data += dst_pitch;
156 memcpy(dst_data, src_data, dst_pitch);
159 HeapFree(GetProcessHeap(), 0, mem);
164 static void surface_upload_data(IWineD3DSurfaceImpl *This, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *data) {
165 if (This->resource.format == WINED3DFMT_DXT1 ||
166 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
167 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
168 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
169 FIXME("Using DXT1/3/5 without advertized support\n");
171 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
172 /* Neither NONPOW2, DIBSECTION nor OVERSIZE flags can be set on compressed textures */
173 This->Flags |= SFLAG_CLIENT;
176 TRACE("(%p) : Calling glCompressedTexSubImage2D w %d, h %d, data %p\n", This, width, height, data);
178 /* glCompressedTexSubImage2D for uploading and glTexImage2D for allocating does not work well on some drivers(r200 dri, MacOS ATI driver)
179 * glCompressedTexImage2D does not accept NULL pointers. So for compressed textures surface_allocate_surface does nothing, and this
180 * function uses glCompressedTexImage2D instead of the SubImage call
182 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, This->glDescription.glFormatInternal,
183 width, height, 0 /* border */, This->resource.size, data));
184 checkGLcall("glCompressedTexSubImage2D");
188 TRACE("(%p) : Calling glTexSubImage2D w %d, h %d, data, %p\n", This, width, height, data);
190 glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, data);
191 checkGLcall("glTexSubImage2D");
196 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type) {
197 BOOL enable_client_storage = FALSE;
199 TRACE("(%p) : Creating surface (target %#x) level %d, d3d format %s, internal format %#x, width %d, height %d, gl format %#x, gl type=%#x\n", This,
200 This->glDescription.target, This->glDescription.level, debug_d3dformat(This->resource.format), internal, width, height, format, type);
202 if (This->resource.format == WINED3DFMT_DXT1 ||
203 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
204 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
205 /* glCompressedTexImage2D does not accept NULL pointers, so we cannot allocate a compressed texture without uploading data */
206 TRACE("Not allocating compressed surfaces, surface_upload_data will specify them\n");
212 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
213 if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_OVERSIZE | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
214 /* In some cases we want to disable client storage.
215 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
216 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
217 * SFLAG_OVERSIZE: The gl texture is smaller than the allocated memory
218 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
219 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
221 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
222 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
223 This->Flags &= SFLAG_CLIENT;
224 enable_client_storage = TRUE;
226 This->Flags |= SFLAG_CLIENT;
227 /* Below point opengl to our allocated texture memory */
230 glTexImage2D(This->glDescription.target, This->glDescription.level, internal, width, height, 0, format, type,
231 This->Flags & SFLAG_CLIENT ? This->resource.allocatedMemory : NULL);
232 checkGLcall("glTexImage2D");
234 if(enable_client_storage) {
235 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
236 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
240 This->Flags |= SFLAG_ALLOCATED;
243 /* In D3D the depth stencil dimensions have to be greater than or equal to the
244 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
245 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
246 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height) {
247 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
248 renderbuffer_entry_t *entry;
249 GLuint renderbuffer = 0;
250 unsigned int src_width, src_height;
252 src_width = This->pow2Width;
253 src_height = This->pow2Height;
255 /* A depth stencil smaller than the render target is not valid */
256 if (width > src_width || height > src_height) return;
258 /* Remove any renderbuffer set if the sizes match */
259 if (width == src_width && height == src_height) {
260 This->current_renderbuffer = NULL;
264 /* Look if we've already got a renderbuffer of the correct dimensions */
265 LIST_FOR_EACH_ENTRY(entry, &This->renderbuffers, renderbuffer_entry_t, entry) {
266 if (entry->width == width && entry->height == height) {
267 renderbuffer = entry->id;
268 This->current_renderbuffer = entry;
274 const PixelFormatDesc *format_entry = getFormatDescEntry(This->resource.format);
276 GL_EXTCALL(glGenRenderbuffersEXT(1, &renderbuffer));
277 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderbuffer));
278 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, format_entry->glFormat, width, height));
280 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
281 entry->width = width;
282 entry->height = height;
283 entry->id = renderbuffer;
284 list_add_head(&This->renderbuffers, &entry->entry);
286 This->current_renderbuffer = entry;
289 checkGLcall("set_compatible_renderbuffer");
292 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain) {
293 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
294 IWineD3DSwapChainImpl *swapchain_impl = (IWineD3DSwapChainImpl *)swapchain;
296 TRACE("(%p) : swapchain %p\n", This, swapchain);
298 if (swapchain_impl->backBuffer && swapchain_impl->backBuffer[0] == iface) {
299 TRACE("Returning GL_BACK\n");
301 } else if (swapchain_impl->frontBuffer == iface) {
302 TRACE("Returning GL_FRONT\n");
306 FIXME("Higher back buffer, returning GL_BACK\n");
310 /* *******************************************
311 IWineD3DSurface IUnknown parts follow
312 ******************************************* */
313 HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj)
315 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
316 /* Warn ,but be nice about things */
317 TRACE("(%p)->(%s,%p)\n", This,debugstr_guid(riid),ppobj);
319 if (IsEqualGUID(riid, &IID_IUnknown)
320 || IsEqualGUID(riid, &IID_IWineD3DBase)
321 || IsEqualGUID(riid, &IID_IWineD3DResource)
322 || IsEqualGUID(riid, &IID_IWineD3DSurface)) {
323 IUnknown_AddRef((IUnknown*)iface);
328 return E_NOINTERFACE;
331 ULONG WINAPI IWineD3DSurfaceImpl_AddRef(IWineD3DSurface *iface) {
332 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
333 ULONG ref = InterlockedIncrement(&This->resource.ref);
334 TRACE("(%p) : AddRef increasing from %d\n", This,ref - 1);
338 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface) {
339 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
340 ULONG ref = InterlockedDecrement(&This->resource.ref);
341 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
343 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->resource.wineD3DDevice;
344 renderbuffer_entry_t *entry, *entry2;
345 TRACE("(%p) : cleaning up\n", This);
347 if(iface == device->lastActiveRenderTarget) {
348 IWineD3DSwapChainImpl *swapchain = device->swapchains ? (IWineD3DSwapChainImpl *) device->swapchains[0] : NULL;
350 TRACE("Last active render target destroyed\n");
351 /* Find a replacement surface for the currently active back buffer. The context manager does not do NULL
352 * checks, so switch to a valid target as long as the currently set surface is still valid. Use the
353 * surface of the implicit swpchain. If that is the same as the destroyed surface the device is destroyed
354 * and the lastActiveRenderTarget member shouldn't matter
357 ENTER_GL(); /* For ActivateContext */
358 if(swapchain->backBuffer && swapchain->backBuffer[0] != iface) {
359 TRACE("Activating primary back buffer\n");
360 ActivateContext(device, swapchain->backBuffer[0], CTXUSAGE_RESOURCELOAD);
361 } else if(!swapchain->backBuffer && swapchain->frontBuffer != iface) {
362 /* Single buffering environment */
363 TRACE("Activating primary front buffer\n");
364 ActivateContext(device, swapchain->frontBuffer, CTXUSAGE_RESOURCELOAD);
366 TRACE("Device is being destroyed, setting lastActiveRenderTarget = 0xdeadbabe\n");
367 /* Implicit render target destroyed, that means the device is being destroyed
368 * whatever we set here, it shouldn't matter
370 device->lastActiveRenderTarget = (IWineD3DSurface *) 0xdeadbabe;
374 /* May happen during ddraw uninitialization */
375 TRACE("Render target set, but swapchain does not exist!\n");
376 device->lastActiveRenderTarget = (IWineD3DSurface *) 0xdeadcafe;
380 if (This->glDescription.textureName != 0) { /* release the openGL texture.. */
383 /* Need a context to destroy the texture. Use the currently active render target, but only if
384 * the primary render target exists. Otherwise lastActiveRenderTarget is garbage, see above.
385 * When destroying the primary rt, Uninit3D will activate a context before doing anything
387 if(device->render_targets[0]) {
388 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
391 TRACE("Deleting texture %d\n", This->glDescription.textureName);
392 glDeleteTextures(1, &This->glDescription.textureName);
396 if(This->Flags & SFLAG_DIBSECTION) {
398 SelectObject(This->hDC, This->dib.holdbitmap);
400 /* Release the DIB section */
401 DeleteObject(This->dib.DIBsection);
402 This->dib.bitmap_data = NULL;
403 This->resource.allocatedMemory = NULL;
405 if(This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem(iface, NULL);
407 HeapFree(GetProcessHeap(), 0, This->palette9);
409 IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
410 if(iface == device->ddraw_primary)
411 device->ddraw_primary = NULL;
413 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
414 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
415 HeapFree(GetProcessHeap(), 0, entry);
418 TRACE("(%p) Released\n", This);
419 HeapFree(GetProcessHeap(), 0, This);
425 /* ****************************************************
426 IWineD3DSurface IWineD3DResource parts follow
427 **************************************************** */
428 HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice) {
429 return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
432 HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
433 return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
436 HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
437 return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
440 HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid) {
441 return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
444 DWORD WINAPI IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew) {
445 return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
448 DWORD WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface) {
449 return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
452 void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
453 /* TODO: check for locks */
454 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
455 IWineD3DBaseTexture *baseTexture = NULL;
456 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
458 TRACE("(%p)Checking to see if the container is a base texture\n", This);
459 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
460 TRACE("Passing to conatiner\n");
461 IWineD3DBaseTexture_PreLoad(baseTexture);
462 IWineD3DBaseTexture_Release(baseTexture);
464 TRACE("(%p) : About to load surface\n", This);
467 if(!device->isInDraw) {
468 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
471 glEnable(This->glDescription.target);/* make sure texture support is enabled in this context */
472 if (!This->glDescription.level) {
473 if (!This->glDescription.textureName) {
474 glGenTextures(1, &This->glDescription.textureName);
475 checkGLcall("glGenTextures");
476 TRACE("Surface %p given name %d\n", This, This->glDescription.textureName);
478 glBindTexture(This->glDescription.target, This->glDescription.textureName);
479 checkGLcall("glBindTexture");
480 IWineD3DSurface_LoadTexture(iface);
481 /* This is where we should be reducing the amount of GLMemoryUsed */
482 } else if (This->glDescription.textureName) { /* NOTE: the level 0 surface of a mpmapped texture must be loaded first! */
483 /* assume this is a coding error not a real error for now */
484 FIXME("Mipmap surface has a glTexture bound to it!\n");
486 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
487 /* Tell opengl to try and keep this texture in video ram (well mostly) */
490 glPrioritizeTextures(1, &This->glDescription.textureName, &tmp);
497 WINED3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface) {
498 TRACE("(%p) : calling resourceimpl_GetType\n", iface);
499 return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
502 HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent) {
503 TRACE("(%p) : calling resourceimpl_GetParent\n", iface);
504 return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
507 /* ******************************************************
508 IWineD3DSurface IWineD3DSurface parts follow
509 ****************************************************** */
511 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer) {
512 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
513 IWineD3DBase *container = 0;
515 TRACE("(This %p, riid %s, ppContainer %p)\n", This, debugstr_guid(riid), ppContainer);
518 ERR("Called without a valid ppContainer.\n");
522 * If the surface is created using CreateImageSurface/CreateOffscreenPlainSurface, CreateRenderTarget,
523 * or CreateDepthStencilSurface, the surface is considered stand alone. In this case,
524 * GetContainer will return the Direct3D device used to create the surface.
526 if (This->container) {
527 container = This->container;
529 container = (IWineD3DBase *)This->resource.wineD3DDevice;
532 TRACE("Relaying to QueryInterface\n");
533 return IUnknown_QueryInterface(container, riid, ppContainer);
536 HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc) {
537 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
539 TRACE("(%p) : copying into %p\n", This, pDesc);
540 if(pDesc->Format != NULL) *(pDesc->Format) = This->resource.format;
541 if(pDesc->Type != NULL) *(pDesc->Type) = This->resource.resourceType;
542 if(pDesc->Usage != NULL) *(pDesc->Usage) = This->resource.usage;
543 if(pDesc->Pool != NULL) *(pDesc->Pool) = This->resource.pool;
544 if(pDesc->Size != NULL) *(pDesc->Size) = This->resource.size; /* dx8 only */
545 if(pDesc->MultiSampleType != NULL) *(pDesc->MultiSampleType) = This->currentDesc.MultiSampleType;
546 if(pDesc->MultiSampleQuality != NULL) *(pDesc->MultiSampleQuality) = This->currentDesc.MultiSampleQuality;
547 if(pDesc->Width != NULL) *(pDesc->Width) = This->currentDesc.Width;
548 if(pDesc->Height != NULL) *(pDesc->Height) = This->currentDesc.Height;
552 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target) {
553 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
554 TRACE("(%p) : setting textureName %u, target %i\n", This, textureName, target);
555 if (This->glDescription.textureName == 0 && textureName != 0) {
556 This->Flags &= ~SFLAG_INTEXTURE;
557 IWineD3DSurface_AddDirtyRect(iface, NULL);
559 This->glDescription.textureName = textureName;
560 This->glDescription.target = target;
561 This->Flags &= ~SFLAG_ALLOCATED;
564 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription) {
565 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
566 TRACE("(%p) : returning %p\n", This, &This->glDescription);
567 *glDescription = &This->glDescription;
570 /* TODO: think about moving this down to resource? */
571 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface) {
572 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
573 /* This should only be called for sysmem textures, it may be a good idea to extend this to all pools at some point in the futture */
574 if (This->resource.pool != WINED3DPOOL_SYSTEMMEM) {
575 FIXME(" (%p)Attempting to get system memory for a non-system memory texture\n", iface);
577 return (CONST void*)(This->resource.allocatedMemory);
580 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, void *dest, UINT pitch, BOOL srcUpsideDown) {
584 BYTE *row, *top, *bottom;
588 switch(This->resource.format)
592 /* GL can't return palettized data, so read ARGB pixels into a
593 * separate block of memory and convert them into palettized format
594 * in software. Slow, but if the app means to use palettized render
595 * targets and locks it...
597 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
598 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
599 * for the color channels when palettizing the colors.
602 type = GL_UNSIGNED_BYTE;
604 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
606 ERR("Out of memory\n");
609 bpp = This->bytesPerPixel * 3;
615 fmt = This->glDescription.glFormat;
616 type = This->glDescription.glType;
617 bpp = This->bytesPerPixel;
620 glReadPixels(rect->left, rect->top,
621 rect->right - rect->left,
622 rect->bottom - rect->top,
624 vcheckGLcall("glReadPixels");
626 /* TODO: Merge this with the palettization loop below for P8 targets */
630 /* glReadPixels returns the image upside down, and there is no way to prevent this.
631 Flip the lines in software */
632 len = (rect->right - rect->left) * bpp;
633 off = rect->left * bpp;
635 row = HeapAlloc(GetProcessHeap(), 0, len);
637 ERR("Out of memory\n");
638 if(This->resource.format == WINED3DFMT_P8) HeapFree(GetProcessHeap(), 0, mem);
642 top = mem + pitch * rect->top;
643 bottom = ((BYTE *) mem) + pitch * ( rect->bottom - rect->top - 1);
644 for(i = 0; i < (rect->bottom - rect->top) / 2; i++) {
645 memcpy(row, top + off, len);
646 memcpy(top + off, bottom + off, len);
647 memcpy(bottom + off, row, len);
651 HeapFree(GetProcessHeap(), 0, row);
654 if(This->resource.format == WINED3DFMT_P8) {
656 DWORD width = pitch / 3;
659 pal = This->palette->palents;
661 pal = This->resource.wineD3DDevice->palettes[This->resource.wineD3DDevice->currentPalette];
664 for(y = rect->top; y < rect->bottom; y++) {
665 for(x = rect->left; x < rect->right; x++) {
666 /* start lines pixels */
667 BYTE *blue = (BYTE *) ((BYTE *) mem) + y * pitch + x * (sizeof(BYTE) * 3);
668 BYTE *green = blue + 1;
669 BYTE *red = green + 1;
671 for(c = 0; c < 256; c++) {
672 if(*red == pal[c].peRed &&
673 *green == pal[c].peGreen &&
674 *blue == pal[c].peBlue)
676 *((BYTE *) dest + y * width + x) = c;
682 HeapFree(GetProcessHeap(), 0, mem);
686 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
687 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
688 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
689 IWineD3DSwapChainImpl *swapchain = NULL;
691 TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
693 if (!(This->Flags & SFLAG_LOCKABLE)) {
694 /* Note: UpdateTextures calls CopyRects which calls this routine to populate the
695 texture regions, and since the destination is an unlockable region we need
697 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
698 /*return WINED3DERR_INVALIDCALL; */
701 pLockedRect->Pitch = IWineD3DSurface_GetPitch(iface);
703 /* Mark the surface locked */
704 This->Flags |= SFLAG_LOCKED;
706 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy */
707 if(!This->resource.allocatedMemory) {
708 This->resource.allocatedMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + 4);
709 This->Flags &= ~SFLAG_INSYSMEM; /* This is the marker that surface data has to be downloaded */
712 /* Calculate the correct start address to report */
714 pLockedRect->pBits = This->resource.allocatedMemory;
715 This->lockedRect.left = 0;
716 This->lockedRect.top = 0;
717 This->lockedRect.right = This->currentDesc.Width;
718 This->lockedRect.bottom = This->currentDesc.Height;
719 TRACE("Locked Rect (%p) = l %d, t %d, r %d, b %d\n", &This->lockedRect, This->lockedRect.left, This->lockedRect.top, This->lockedRect.right, This->lockedRect.bottom);
721 TRACE("Lock Rect (%p) = l %d, t %d, r %d, b %d\n", pRect, pRect->left, pRect->top, pRect->right, pRect->bottom);
723 if ((pRect->top < 0) ||
725 (pRect->left >= pRect->right) ||
726 (pRect->top >= pRect->bottom) ||
727 (pRect->right > This->currentDesc.Width) ||
728 (pRect->bottom > This->currentDesc.Height))
730 WARN(" Invalid values in pRect !!!\n");
731 return WINED3DERR_INVALIDCALL;
734 /* DXTn textures are based on compressed blocks of 4x4 pixels, each
735 * 16 bytes large (8 bytes in case of DXT1). Because of that Pitch has
736 * slightly different meaning compared to regular textures. For DXTn
737 * textures Pitch is the size of a row of blocks, 4 high and "width"
738 * long. The x offset is calculated differently as well, since moving 4
739 * pixels to the right actually moves an entire 4x4 block to right, ie
740 * 16 bytes (8 in case of DXT1). */
741 if (This->resource.format == WINED3DFMT_DXT1) {
742 pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top / 4) + (pRect->left * 2);
743 } else if (This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3
744 || This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
745 pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top / 4) + (pRect->left * 4);
747 pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top) + (pRect->left * This->bytesPerPixel);
749 This->lockedRect.left = pRect->left;
750 This->lockedRect.top = pRect->top;
751 This->lockedRect.right = pRect->right;
752 This->lockedRect.bottom = pRect->bottom;
755 if (This->Flags & SFLAG_NONPOW2) {
756 TRACE("Locking non-power 2 texture\n");
759 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
760 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
763 if(!(This->Flags & SFLAG_DYNLOCK)) {
765 /* MAXLOCKCOUNT is defined in wined3d_private.h */
766 if(This->lockCount > MAXLOCKCOUNT) {
767 TRACE("Surface is locked regularily, not freeing the system memory copy any more\n");
768 This->Flags |= SFLAG_DYNLOCK;
772 if((Flags & WINED3DLOCK_DISCARD) || (This->Flags & SFLAG_INSYSMEM)) {
773 TRACE("WINED3DLOCK_DISCARD flag passed, or local copy is up to date, not downloading data\n");
777 /* Now download the surface content from opengl
778 * Use the render target readback if the surface is on a swapchain(=onscreen render target) or the current primary target
779 * Offscreen targets which are not active at the moment or are higher targets(fbos) can be locked with the texture path
781 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
782 if(swapchain || iface == myDevice->render_targets[0]) {
783 BOOL srcIsUpsideDown;
785 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
786 static BOOL warned = FALSE;
788 ERR("The application tries to lock the render target, but render target locking is disabled\n");
791 if(swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
795 /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
796 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
797 * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
798 * context->last_was_blit set on the unlock.
801 ActivateContext(myDevice, iface, CTXUSAGE_BLIT);
803 /* Select the correct read buffer, and give some debug output.
804 * There is no need to keep track of the current read buffer or reset it, every part of the code
805 * that reads sets the read buffer as desired.
808 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
809 * Read from the back buffer
811 TRACE("Locking offscreen render target\n");
812 glReadBuffer(myDevice->offscreenBuffer);
813 srcIsUpsideDown = TRUE;
815 GLenum buffer = surface_get_gl_buffer(iface, (IWineD3DSwapChain *)swapchain);
816 TRACE("Locking %#x buffer\n", buffer);
817 glReadBuffer(buffer);
818 checkGLcall("glReadBuffer");
820 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
821 srcIsUpsideDown = FALSE;
824 switch(wined3d_settings.rendertargetlock_mode) {
828 read_from_framebuffer(This, &This->lockedRect, This->resource.allocatedMemory, pLockedRect->Pitch, srcIsUpsideDown);
833 read_from_framebuffer(This, &This->lockedRect, This->resource.allocatedMemory, pLockedRect->Pitch, srcIsUpsideDown);
834 FIXME("Reading from render target with a texture isn't implemented yet, falling back to framebuffer reading\n");
839 /* Mark the local copy up to date if a full download was done */
840 if(This->lockedRect.left == 0 &&
841 This->lockedRect.top == 0 &&
842 This->lockedRect.right == This->currentDesc.Width &&
843 This->lockedRect.bottom == This->currentDesc.Height) {
844 This->Flags |= SFLAG_INSYSMEM;
846 } else if(iface == myDevice->stencilBufferTarget) {
847 /** the depth stencil in openGL has a format of GL_FLOAT
848 * which should be good for WINED3DFMT_D16_LOCKABLE
850 * it is unclear what format the stencil buffer is in except.
851 * 'Each index is converted to fixed point...
852 * If GL_MAP_STENCIL is GL_TRUE, indices are replaced by their
853 * mappings in the table GL_PIXEL_MAP_S_TO_S.
854 * glReadPixels(This->lockedRect.left,
855 * This->lockedRect.bottom - j - 1,
856 * This->lockedRect.right - This->lockedRect.left,
858 * GL_DEPTH_COMPONENT,
860 * (char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top)));
862 * Depth Stencil surfaces which are not the current depth stencil target should have their data in a
863 * gl texture(next path), or in local memory(early return because of set SFLAG_INSYSMEM above). If
864 * none of that is the case the problem is not in this function :-)
865 ********************************************/
866 FIXME("Depth stencil locking not supported yet\n");
868 /* This path is for normal surfaces, offscreen render targets and everything else that is in a gl texture */
869 TRACE("locking an ordinarary surface\n");
871 if (0 != This->glDescription.textureName) {
872 /* Now I have to copy thing bits back */
876 if(myDevice->createParms.BehaviorFlags & WINED3DCREATE_MULTITHREADED) {
877 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
880 /* Make sure that a proper texture unit is selected, bind the texture and dirtify the sampler to restore the texture on the next draw */
881 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
882 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
883 checkGLcall("glActiveTextureARB");
885 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(0));
886 IWineD3DSurface_PreLoad(iface);
888 surface_download_data(This);
892 /* The local copy is now up to date to the opengl one because a full download was done */
893 This->Flags |= SFLAG_INSYSMEM;
897 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
900 IWineD3DBaseTexture *pBaseTexture;
903 * as seen in msdn docs
905 IWineD3DSurface_AddDirtyRect(iface, &This->lockedRect);
907 /** Dirtify Container if needed */
908 if (WINED3D_OK == IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture) && pBaseTexture != NULL) {
909 TRACE("Making container dirty\n");
910 IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
911 IWineD3DBaseTexture_Release(pBaseTexture);
913 TRACE("Surface is standalone, no need to dirty the container\n");
917 TRACE("returning memory@%p, pitch(%d) dirtyfied(%d)\n", pLockedRect->pBits, pLockedRect->Pitch,
918 This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
922 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This) {
924 GLint prev_rasterpos[4];
926 BOOL storechanged = FALSE, memory_allocated = FALSE;
930 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
932 glDisable(GL_TEXTURE_2D);
933 vcheckGLcall("glDisable(GL_TEXTURE_2D)");
936 vcheckGLcall("glFlush");
937 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
938 vcheckGLcall("glIntegerv");
939 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
940 vcheckGLcall("glIntegerv");
941 glPixelZoom(1.0, -1.0);
942 vcheckGLcall("glPixelZoom");
944 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
945 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
946 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
948 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
949 vcheckGLcall("glRasterPos2f");
951 /* Some drivers(radeon dri, others?) don't like exceptions during
952 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
953 * after ReleaseDC. Reading it will cause an exception, which x11drv will
954 * catch to put the dib section in InSync mode, which leads to a crash
955 * and a blocked x server on my radeon card.
957 * The following lines read the dib section so it is put in inSync mode
958 * before glDrawPixels is called and the crash is prevented. There won't
959 * be any interfering gdi accesses, because UnlockRect is called from
960 * ReleaseDC, and the app won't use the dc any more afterwards.
962 if(This->Flags & SFLAG_DIBSECTION) {
964 read = This->resource.allocatedMemory[0];
967 switch (This->resource.format) {
968 /* No special care needed */
969 case WINED3DFMT_A4R4G4B4:
970 case WINED3DFMT_R5G6B5:
971 case WINED3DFMT_A1R5G5B5:
972 case WINED3DFMT_R8G8B8:
973 type = This->glDescription.glType;
974 fmt = This->glDescription.glFormat;
975 mem = This->resource.allocatedMemory;
976 bpp = This->bytesPerPixel;
979 case WINED3DFMT_X4R4G4B4:
982 unsigned short *data;
983 data = (unsigned short *)This->resource.allocatedMemory;
984 size = (This->lockedRect.bottom - This->lockedRect.top) * (This->lockedRect.right - This->lockedRect.left);
990 type = This->glDescription.glType;
991 fmt = This->glDescription.glFormat;
992 mem = This->resource.allocatedMemory;
993 bpp = This->bytesPerPixel;
997 case WINED3DFMT_X1R5G5B5:
1000 unsigned short *data;
1001 data = (unsigned short *)This->resource.allocatedMemory;
1002 size = (This->lockedRect.bottom - This->lockedRect.top) * (This->lockedRect.right - This->lockedRect.left);
1008 type = This->glDescription.glType;
1009 fmt = This->glDescription.glFormat;
1010 mem = This->resource.allocatedMemory;
1011 bpp = This->bytesPerPixel;
1015 case WINED3DFMT_X8R8G8B8:
1017 /* make sure the X byte is set to alpha on, since it
1018 could be any random value. This fixes the intro movie in Pirates! */
1021 data = (unsigned int *)This->resource.allocatedMemory;
1022 size = (This->lockedRect.bottom - This->lockedRect.top) * (This->lockedRect.right - This->lockedRect.left);
1024 *data |= 0xFF000000;
1031 case WINED3DFMT_A8R8G8B8:
1033 glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
1034 vcheckGLcall("glPixelStorei");
1035 storechanged = TRUE;
1036 type = This->glDescription.glType;
1037 fmt = This->glDescription.glFormat;
1038 mem = This->resource.allocatedMemory;
1039 bpp = This->bytesPerPixel;
1043 case WINED3DFMT_A2R10G10B10:
1045 glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
1046 vcheckGLcall("glPixelStorei");
1047 storechanged = TRUE;
1048 type = This->glDescription.glType;
1049 fmt = This->glDescription.glFormat;
1050 mem = This->resource.allocatedMemory;
1051 bpp = This->bytesPerPixel;
1057 int height = This->glRect.bottom - This->glRect.top;
1058 type = GL_UNSIGNED_BYTE;
1061 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * sizeof(DWORD));
1063 ERR("Out of memory\n");
1066 memory_allocated = TRUE;
1067 d3dfmt_convert_surface(This->resource.allocatedMemory,
1075 bpp = This->bytesPerPixel * 4;
1081 FIXME("Unsupported Format %u in locking func\n", This->resource.format);
1084 type = This->glDescription.glType;
1085 fmt = This->glDescription.glFormat;
1086 mem = This->resource.allocatedMemory;
1087 bpp = This->bytesPerPixel;
1090 glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1091 (This->lockedRect.bottom - This->lockedRect.top)-1,
1093 mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1094 checkGLcall("glDrawPixels");
1095 glPixelZoom(1.0,1.0);
1096 vcheckGLcall("glPixelZoom");
1098 glRasterPos3iv(&prev_rasterpos[0]);
1099 vcheckGLcall("glRasterPos3iv");
1101 /* Reset to previous pack row length */
1102 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1103 vcheckGLcall("glPixelStorei GL_UNPACK_ROW_LENGTH");
1105 glPixelStorei(GL_PACK_SWAP_BYTES, prev_store);
1106 vcheckGLcall("glPixelStorei GL_PACK_SWAP_BYTES");
1109 /* Blitting environment requires that 2D texturing is enabled. It was turned off before,
1112 glEnable(GL_TEXTURE_2D);
1113 checkGLcall("glEnable(GL_TEXTURE_2D)");
1115 if(memory_allocated) HeapFree(GetProcessHeap(), 0, mem);
1119 static void flush_to_framebuffer_texture(IWineD3DSurfaceImpl *This) {
1120 float glTexCoord[4];
1122 glTexCoord[0] = (float) This->lockedRect.left / (float) This->pow2Width; /* left */
1123 glTexCoord[1] = (float) This->lockedRect.right / (float) This->pow2Width; /* right */
1124 glTexCoord[2] = (float) This->lockedRect.top / (float) This->pow2Height; /* top */
1125 glTexCoord[3] = (float) This->lockedRect.bottom / (float) This->pow2Height; /* bottom */
1127 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
1131 glBindTexture(GL_TEXTURE_2D, This->glDescription.textureName);
1132 checkGLcall("glEnable glBindTexture");
1134 /* No filtering for blts */
1135 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1136 checkGLcall("glTexParameteri");
1137 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1138 checkGLcall("glTexParameteri");
1140 /* Start drawing a quad */
1143 glColor3d(1.0f, 1.0f, 1.0f);
1144 glTexCoord2f(glTexCoord[0], glTexCoord[2]);
1145 glVertex3f(This->lockedRect.left, This->lockedRect.top, 0.0);
1147 glTexCoord2f(glTexCoord[0], glTexCoord[3]);
1148 glVertex3f(This->lockedRect.left, This->lockedRect.bottom, 0.0);
1150 glTexCoord2f(glTexCoord[1], glTexCoord[3]);
1151 glVertex3d(This->lockedRect.right, This->lockedRect.bottom, 0.0);
1153 glTexCoord2f(glTexCoord[1], glTexCoord[2]);
1154 glVertex3f(This->lockedRect.right, This->lockedRect.top, 0.0);
1157 checkGLcall("glEnd");
1159 /* Unbind the texture */
1160 glBindTexture(GL_TEXTURE_2D, 0);
1161 checkGLcall("glEnable glBindTexture");
1166 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1167 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1168 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1169 IWineD3DSwapChainImpl *swapchain = NULL;
1171 if (!(This->Flags & SFLAG_LOCKED)) {
1172 WARN("trying to Unlock an unlocked surf@%p\n", This);
1173 return WINED3DERR_INVALIDCALL;
1176 TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1178 if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1179 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1183 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
1184 if(swapchain || iface == myDevice->render_targets[0]) {
1185 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1186 static BOOL warned = FALSE;
1188 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1191 if(swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
1195 /* Activate the correct context for the render target */
1197 ActivateContext(myDevice, iface, CTXUSAGE_BLIT);
1200 /* Primary offscreen render target */
1201 TRACE("Offscreen render target\n");
1202 glDrawBuffer(myDevice->offscreenBuffer);
1203 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1205 GLenum buffer = surface_get_gl_buffer(iface, (IWineD3DSwapChain *)swapchain);
1206 TRACE("Unlocking %#x buffer\n", buffer);
1207 glDrawBuffer(buffer);
1208 checkGLcall("glDrawBuffer");
1210 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
1213 switch(wined3d_settings.rendertargetlock_mode) {
1217 flush_to_framebuffer_drawpixels(This);
1222 flush_to_framebuffer_texture(This);
1226 glDrawBuffer(myDevice->offscreenBuffer);
1227 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1228 } else if(swapchain->backBuffer) {
1229 glDrawBuffer(GL_BACK);
1230 checkGLcall("glDrawBuffer(GL_BACK)");
1232 glDrawBuffer(GL_FRONT);
1233 checkGLcall("glDrawBuffer(GL_FRONT)");
1237 This->dirtyRect.left = This->currentDesc.Width;
1238 This->dirtyRect.top = This->currentDesc.Height;
1239 This->dirtyRect.right = 0;
1240 This->dirtyRect.bottom = 0;
1241 This->Flags |= SFLAG_INDRAWABLE;
1242 } else if(iface == myDevice->stencilBufferTarget) {
1243 FIXME("Depth Stencil buffer locking is not implemented\n");
1245 /* The rest should be a normal texture */
1246 IWineD3DBaseTextureImpl *impl;
1247 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1248 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1249 * states need resetting
1251 if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
1252 if(impl->baseTexture.bindCount) {
1253 IWineD3DDeviceImpl_MarkStateDirty(myDevice, STATE_SAMPLER(impl->baseTexture.sampler));
1255 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
1260 This->Flags &= ~SFLAG_LOCKED;
1261 memset(&This->lockedRect, 0, sizeof(RECT));
1265 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) {
1266 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1267 WINED3DLOCKED_RECT lock;
1274 const PixelFormatDesc *formatEntry = getFormatDescEntry(This->resource.format);
1276 TRACE("(%p)->(%p)\n",This,pHDC);
1278 if(This->Flags & SFLAG_USERPTR) {
1279 ERR("Not supported on surfaces with an application-provided surfaces\n");
1280 return WINEDDERR_NODC;
1283 /* Give more detailed info for ddraw */
1284 if (This->Flags & SFLAG_DCINUSE)
1285 return WINEDDERR_DCALREADYCREATED;
1287 /* Can't GetDC if the surface is locked */
1288 if (This->Flags & SFLAG_LOCKED)
1289 return WINED3DERR_INVALIDCALL;
1291 memset(&lock, 0, sizeof(lock)); /* To be sure */
1293 /* Create a DIB section if there isn't a hdc yet */
1296 SYSTEM_INFO sysInfo;
1297 void *oldmem = This->resource.allocatedMemory;
1299 switch (This->bytesPerPixel) {
1302 /* Allocate extra space to store the RGB bit masks. */
1303 b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BITMAPINFOHEADER) + 3 * sizeof(DWORD));
1307 b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BITMAPINFOHEADER));
1311 /* Allocate extra space for a palette. */
1312 b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1313 sizeof(BITMAPINFOHEADER)
1315 * (1 << (This->bytesPerPixel * 8)));
1320 return E_OUTOFMEMORY;
1322 /* Some apps access the surface in via DWORDs, and do not take the necessary care at the end of the
1323 * surface. So we need at least extra 4 bytes at the end of the surface. Check against the page size,
1324 * if the last page used for the surface has at least 4 spare bytes we're safe, otherwise
1325 * add an extra line to the dib section
1327 GetSystemInfo(&sysInfo);
1328 if( ((This->resource.size + 3) % sysInfo.dwPageSize) < 4) {
1330 TRACE("Adding an extra line to the dib section\n");
1333 b_info->bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
1334 b_info->bmiHeader.biWidth = This->currentDesc.Width;
1335 b_info->bmiHeader.biHeight = -This->currentDesc.Height -extraline;
1336 b_info->bmiHeader.biSizeImage = ( This->currentDesc.Height + extraline) * IWineD3DSurface_GetPitch(iface);
1337 b_info->bmiHeader.biPlanes = 1;
1338 b_info->bmiHeader.biBitCount = This->bytesPerPixel * 8;
1340 b_info->bmiHeader.biXPelsPerMeter = 0;
1341 b_info->bmiHeader.biYPelsPerMeter = 0;
1342 b_info->bmiHeader.biClrUsed = 0;
1343 b_info->bmiHeader.biClrImportant = 0;
1345 /* Get the bit masks */
1346 masks = (DWORD *) &(b_info->bmiColors);
1347 switch (This->resource.format) {
1348 case WINED3DFMT_R8G8B8:
1349 usage = DIB_RGB_COLORS;
1350 b_info->bmiHeader.biCompression = BI_RGB;
1353 case WINED3DFMT_X1R5G5B5:
1354 case WINED3DFMT_A1R5G5B5:
1355 case WINED3DFMT_A4R4G4B4:
1356 case WINED3DFMT_X4R4G4B4:
1357 case WINED3DFMT_R3G3B2:
1358 case WINED3DFMT_A8R3G3B2:
1359 case WINED3DFMT_A2B10G10R10:
1360 case WINED3DFMT_A8B8G8R8:
1361 case WINED3DFMT_X8B8G8R8:
1362 case WINED3DFMT_A2R10G10B10:
1363 case WINED3DFMT_R5G6B5:
1364 case WINED3DFMT_A16B16G16R16:
1366 b_info->bmiHeader.biCompression = BI_BITFIELDS;
1367 masks[0] = formatEntry->redMask;
1368 masks[1] = formatEntry->greenMask;
1369 masks[2] = formatEntry->blueMask;
1373 /* Don't know palette */
1374 b_info->bmiHeader.biCompression = BI_RGB;
1381 HeapFree(GetProcessHeap(), 0, b_info);
1382 return HRESULT_FROM_WIN32(GetLastError());
1385 TRACE("Creating a DIB section with size %dx%dx%d, size=%d\n", b_info->bmiHeader.biWidth, b_info->bmiHeader.biHeight, b_info->bmiHeader.biBitCount, b_info->bmiHeader.biSizeImage);
1386 This->dib.DIBsection = CreateDIBSection(ddc, b_info, usage, &This->dib.bitmap_data, 0 /* Handle */, 0 /* Offset */);
1389 if (!This->dib.DIBsection) {
1390 ERR("CreateDIBSection failed!\n");
1391 HeapFree(GetProcessHeap(), 0, b_info);
1392 return HRESULT_FROM_WIN32(GetLastError());
1395 TRACE("DIBSection at : %p\n", This->dib.bitmap_data);
1397 /* copy the existing surface to the dib section */
1398 if(This->resource.allocatedMemory) {
1399 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, b_info->bmiHeader.biSizeImage);
1400 /* We won't need that any more */
1402 /* This is to make LockRect read the gl Texture although memory is allocated */
1403 This->Flags &= ~SFLAG_INSYSMEM;
1406 HeapFree(GetProcessHeap(), 0, b_info);
1408 /* Use the dib section from now on */
1409 This->resource.allocatedMemory = This->dib.bitmap_data;
1411 /* Now allocate a HDC */
1412 This->hDC = CreateCompatibleDC(0);
1413 This->dib.holdbitmap = SelectObject(This->hDC, This->dib.DIBsection);
1414 TRACE("using wined3d palette %p\n", This->palette);
1415 SelectPalette(This->hDC,
1416 This->palette ? This->palette->hpal : 0,
1419 This->Flags |= SFLAG_DIBSECTION;
1421 if(This->Flags & SFLAG_CLIENT) {
1422 IWineD3DSurface_PreLoad(iface);
1424 HeapFree(GetProcessHeap(), 0, oldmem);
1427 /* Lock the surface */
1428 hr = IWineD3DSurface_LockRect(iface,
1433 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
1434 /* keep the dib section */
1438 if(This->resource.format == WINED3DFMT_P8 ||
1439 This->resource.format == WINED3DFMT_A8P8) {
1442 PALETTEENTRY ent[256];
1444 GetPaletteEntries(This->palette->hpal, 0, 256, ent);
1445 for (n=0; n<256; n++) {
1446 col[n].rgbRed = ent[n].peRed;
1447 col[n].rgbGreen = ent[n].peGreen;
1448 col[n].rgbBlue = ent[n].peBlue;
1449 col[n].rgbReserved = 0;
1452 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1454 for (n=0; n<256; n++) {
1455 col[n].rgbRed = device->palettes[device->currentPalette][n].peRed;
1456 col[n].rgbGreen = device->palettes[device->currentPalette][n].peGreen;
1457 col[n].rgbBlue = device->palettes[device->currentPalette][n].peBlue;
1458 col[n].rgbReserved = 0;
1462 SetDIBColorTable(This->hDC, 0, 256, col);
1466 TRACE("returning %p\n",*pHDC);
1467 This->Flags |= SFLAG_DCINUSE;
1472 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) {
1473 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1475 TRACE("(%p)->(%p)\n",This,hDC);
1477 if (!(This->Flags & SFLAG_DCINUSE))
1478 return WINED3DERR_INVALIDCALL;
1480 /* we locked first, so unlock now */
1481 IWineD3DSurface_UnlockRect(iface);
1483 This->Flags &= ~SFLAG_DCINUSE;
1488 /* ******************************************************
1489 IWineD3DSurface Internal (No mapping to directx api) parts follow
1490 ****************************************************** */
1492 static HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp) {
1493 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
1494 const PixelFormatDesc *formatEntry = getFormatDescEntry(This->resource.format);
1496 /* Default values: From the surface */
1497 *format = formatEntry->glFormat;
1498 *internal = formatEntry->glInternal;
1499 *type = formatEntry->glType;
1500 *convert = NO_CONVERSION;
1501 *target_bpp = This->bytesPerPixel;
1503 /* Ok, now look if we have to do any conversion */
1504 switch(This->resource.format) {
1509 /* Use conversion when the paletted texture extension is not available, or when it is available make sure it is used
1510 * for texturing as it won't work for calls like glDraw-/glReadPixels and further also use conversion in case of color keying.
1512 if(!GL_SUPPORT(EXT_PALETTED_TEXTURE) || colorkey_active || (!use_texturing && GL_SUPPORT(EXT_PALETTED_TEXTURE)) ) {
1514 *internal = GL_RGBA;
1515 *type = GL_UNSIGNED_BYTE;
1517 if(colorkey_active) {
1518 *convert = CONVERT_PALETTED_CK;
1520 *convert = CONVERT_PALETTED;
1526 case WINED3DFMT_R3G3B2:
1527 /* **********************
1528 GL_UNSIGNED_BYTE_3_3_2
1529 ********************** */
1530 if (colorkey_active) {
1531 /* This texture format will never be used.. So do not care about color keying
1532 up until the point in time it will be needed :-) */
1533 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
1537 case WINED3DFMT_R5G6B5:
1538 if (colorkey_active) {
1539 *convert = CONVERT_CK_565;
1541 *internal = GL_RGBA;
1542 *type = GL_UNSIGNED_SHORT_5_5_5_1;
1546 case WINED3DFMT_R8G8B8:
1547 if (colorkey_active) {
1548 *convert = CONVERT_CK_RGB24;
1550 *internal = GL_RGBA;
1551 *type = GL_UNSIGNED_INT_8_8_8_8;
1556 case WINED3DFMT_X8R8G8B8:
1557 if (colorkey_active) {
1558 *convert = CONVERT_RGB32_888;
1560 *internal = GL_RGBA;
1561 *type = GL_UNSIGNED_INT_8_8_8_8;
1565 case WINED3DFMT_V8U8:
1566 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1567 else if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
1568 *format = GL_DUDV_ATI;
1569 *internal = GL_DU8DV8_ATI;
1571 /* No conversion - Just change the gl type */
1574 *convert = CONVERT_V8U8;
1576 *internal = GL_RGB8;
1577 *type = GL_UNSIGNED_BYTE;
1581 case WINED3DFMT_X8L8V8U8:
1582 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1583 *convert = CONVERT_X8L8V8U8;
1585 *internal = GL_RGBA8;
1586 *type = GL_UNSIGNED_BYTE;
1588 /* Not supported by GL_ATI_envmap_bumpmap */
1591 case WINED3DFMT_Q8W8V8U8:
1592 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1593 *convert = CONVERT_Q8W8V8U8;
1595 *internal = GL_RGBA8;
1596 *type = GL_UNSIGNED_BYTE;
1598 /* Not supported by GL_ATI_envmap_bumpmap */
1601 case WINED3DFMT_V16U16:
1602 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1603 *convert = CONVERT_V16U16;
1605 *internal = GL_RGB16;
1608 /* What should I do here about GL_ATI_envmap_bumpmap?
1609 * Convert it or allow data loss by loading it into a 8 bit / channel texture?
1620 HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *surf) {
1621 BYTE *source, *dest;
1622 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert, surf);
1627 memcpy(dst, src, pitch * height);
1630 case CONVERT_PALETTED:
1631 case CONVERT_PALETTED_CK:
1633 IWineD3DPaletteImpl* pal = surf->palette;
1639 /* TODO: If we are a sublevel, try to get the palette from level 0 */
1643 /* Still no palette? Use the device's palette */
1644 /* Get the surface's palette */
1645 for (i = 0; i < 256; i++) {
1646 IWineD3DDeviceImpl *device = surf->resource.wineD3DDevice;
1648 table[i][0] = device->palettes[device->currentPalette][i].peRed;
1649 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
1650 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
1651 if ((convert == CONVERT_PALETTED_CK) &&
1652 (i >= surf->SrcBltCKey.dwColorSpaceLowValue) &&
1653 (i <= surf->SrcBltCKey.dwColorSpaceHighValue)) {
1654 /* We should maybe here put a more 'neutral' color than the standard bright purple
1655 one often used by application to prevent the nice purple borders when bi-linear
1663 TRACE("Using surface palette %p\n", pal);
1664 /* Get the surface's palette */
1665 for (i = 0; i < 256; i++) {
1666 table[i][0] = pal->palents[i].peRed;
1667 table[i][1] = pal->palents[i].peGreen;
1668 table[i][2] = pal->palents[i].peBlue;
1669 if ((convert == CONVERT_PALETTED_CK) &&
1670 (i >= surf->SrcBltCKey.dwColorSpaceLowValue) &&
1671 (i <= surf->SrcBltCKey.dwColorSpaceHighValue)) {
1672 /* We should maybe here put a more 'neutral' color than the standard bright purple
1673 one often used by application to prevent the nice purple borders when bi-linear
1682 for (y = 0; y < height; y++)
1684 source = src + pitch * y;
1685 dest = dst + outpitch * y;
1686 /* This is an 1 bpp format, using the width here is fine */
1687 for (x = 0; x < width; x++) {
1688 BYTE color = *source++;
1689 *dest++ = table[color][0];
1690 *dest++ = table[color][1];
1691 *dest++ = table[color][2];
1692 *dest++ = table[color][3];
1698 case CONVERT_CK_565:
1700 /* Converting the 565 format in 5551 packed to emulate color-keying.
1702 Note : in all these conversion, it would be best to average the averaging
1703 pixels to get the color of the pixel that will be color-keyed to
1704 prevent 'color bleeding'. This will be done later on if ever it is
1707 Note2: Nvidia documents say that their driver does not support alpha + color keying
1708 on the same surface and disables color keying in such a case
1714 TRACE("Color keyed 565\n");
1716 for (y = 0; y < height; y++) {
1717 Source = (WORD *) (src + y * pitch);
1718 Dest = (WORD *) (dst + y * outpitch);
1719 for (x = 0; x < width; x++ ) {
1720 WORD color = *Source++;
1721 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
1722 if ((color < surf->SrcBltCKey.dwColorSpaceLowValue) ||
1723 (color > surf->SrcBltCKey.dwColorSpaceHighValue)) {
1736 unsigned char *Dest;
1737 for(y = 0; y < height; y++) {
1738 Source = (short *) (src + y * pitch);
1739 Dest = (unsigned char *) (dst + y * outpitch);
1740 for (x = 0; x < width; x++ ) {
1741 long color = (*Source++);
1742 /* B */ Dest[0] = 0xff;
1743 /* G */ Dest[1] = (color >> 8) + 128; /* V */
1744 /* R */ Dest[2] = (color) + 128; /* U */
1751 case CONVERT_Q8W8V8U8:
1755 unsigned char *Dest;
1756 for(y = 0; y < height; y++) {
1757 Source = (DWORD *) (src + y * pitch);
1758 Dest = (unsigned char *) (dst + y * outpitch);
1759 for (x = 0; x < width; x++ ) {
1760 long color = (*Source++);
1761 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
1762 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
1763 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
1764 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
1772 ERR("Unsupported conversation type %d\n", convert);
1777 /* This function is used in case of 8bit paletted textures to upload the palette.
1778 For now it only supports GL_EXT_paletted_texture extension but support for other
1779 extensions like ARB_fragment_program and ATI_fragment_shaders will be added as well.
1781 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert) {
1782 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1783 IWineD3DPaletteImpl* pal = This->palette;
1788 /* Still no palette? Use the device's palette */
1789 /* Get the surface's palette */
1790 for (i = 0; i < 256; i++) {
1791 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1793 table[i][0] = device->palettes[device->currentPalette][i].peRed;
1794 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
1795 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
1796 if ((convert == CONVERT_PALETTED_CK) &&
1797 (i >= This->SrcBltCKey.dwColorSpaceLowValue) &&
1798 (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
1799 /* We should maybe here put a more 'neutral' color than the standard bright purple
1800 one often used by application to prevent the nice purple borders when bi-linear
1808 TRACE("Using surface palette %p\n", pal);
1809 /* Get the surface's palette */
1810 for (i = 0; i < 256; i++) {
1811 table[i][0] = pal->palents[i].peRed;
1812 table[i][1] = pal->palents[i].peGreen;
1813 table[i][2] = pal->palents[i].peBlue;
1814 if ((convert == CONVERT_PALETTED_CK) &&
1815 (i >= This->SrcBltCKey.dwColorSpaceLowValue) &&
1816 (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
1817 /* We should maybe here put a more 'neutral' color than the standard bright purple
1818 one often used by application to prevent the nice purple borders when bi-linear
1826 GL_EXTCALL(glColorTableEXT(GL_TEXTURE_2D,GL_RGBA,256,GL_RGBA,GL_UNSIGNED_BYTE, table));
1829 static BOOL palette9_changed(IWineD3DSurfaceImpl *This) {
1830 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1832 if(This->palette || (This->resource.format != WINED3DFMT_P8 && This->resource.format != WINED3DFMT_A8P8)) {
1833 /* If a ddraw-style palette is attached assume no d3d9 palette change.
1834 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
1839 if(This->palette9) {
1840 if(memcmp(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256) == 0) {
1844 This->palette9 = (PALETTEENTRY *) HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
1846 memcpy(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
1850 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) {
1851 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1852 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1853 GLenum format, internal, type;
1854 CONVERT_TYPES convert;
1856 int width, pitch, outpitch;
1859 if (!(This->Flags & SFLAG_INTEXTURE)) {
1860 TRACE("Reloading because surface is dirty\n");
1861 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
1862 ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
1863 /* Reload: vice versa OR */
1864 ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
1865 /* Also reload: Color key is active AND the color key has changed */
1866 ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
1867 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
1868 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
1869 TRACE("Reloading because of color keying\n");
1870 } else if(palette9_changed(This)) {
1871 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
1873 TRACE("surface is already in texture\n");
1877 This->Flags |= SFLAG_INTEXTURE;
1879 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
1880 * These resources are not bound by device size or format restrictions. Because of this,
1881 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
1882 * However, these resources can always be created, locked, and copied.
1884 if (This->resource.pool == WINED3DPOOL_SCRATCH )
1886 FIXME("(%p) Operation not supported for scratch textures\n",This);
1887 return WINED3DERR_INVALIDCALL;
1890 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp);
1892 if (This->Flags & SFLAG_INDRAWABLE) {
1893 if (This->glDescription.level != 0)
1894 FIXME("Surface in texture is only supported for level 0\n");
1895 else if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8 ||
1896 This->resource.format == WINED3DFMT_DXT1 || This->resource.format == WINED3DFMT_DXT2 ||
1897 This->resource.format == WINED3DFMT_DXT3 || This->resource.format == WINED3DFMT_DXT4 ||
1898 This->resource.format == WINED3DFMT_DXT5)
1899 FIXME("Format %d not supported\n", This->resource.format);
1904 glGetIntegerv(GL_READ_BUFFER, &prevRead);
1905 vcheckGLcall("glGetIntegerv");
1906 glReadBuffer(This->resource.wineD3DDevice->offscreenBuffer);
1907 vcheckGLcall("glReadBuffer");
1909 if(!(This->Flags & SFLAG_ALLOCATED)) {
1910 surface_allocate_surface(This, internal, This->pow2Width,
1911 This->pow2Height, format, type);
1914 glCopyTexSubImage2D(This->glDescription.target,
1915 This->glDescription.level,
1917 This->currentDesc.Width,
1918 This->currentDesc.Height);
1919 checkGLcall("glCopyTexSubImage2D");
1921 glReadBuffer(prevRead);
1922 vcheckGLcall("glReadBuffer");
1926 TRACE("Updated target %d\n", This->glDescription.target);
1930 /* The only place where LoadTexture() might get called when isInDraw=1
1931 * is ActivateContext where lastActiveRenderTarget is preloaded.
1933 if(iface == device->lastActiveRenderTarget && device->isInDraw)
1934 ERR("Reading back render target but SFLAG_INDRAWABLE not set\n");
1936 /* Otherwise: System memory copy must be most up to date */
1938 if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
1939 This->Flags |= SFLAG_GLCKEY;
1940 This->glCKey = This->SrcBltCKey;
1942 else This->Flags &= ~SFLAG_GLCKEY;
1944 /* The width is in 'length' not in bytes */
1945 width = This->currentDesc.Width;
1946 pitch = IWineD3DSurface_GetPitch(iface);
1948 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
1949 int height = This->currentDesc.Height;
1951 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
1952 outpitch = width * bpp;
1953 outpitch = (outpitch + SURFACE_ALIGNMENT - 1) & ~(SURFACE_ALIGNMENT - 1);
1955 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
1957 ERR("Out of memory %d, %d!\n", outpitch, height);
1958 return WINED3DERR_OUTOFVIDEOMEMORY;
1960 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
1962 This->Flags |= SFLAG_CONVERTED;
1963 } else if (This->resource.format == WINED3DFMT_P8 && GL_SUPPORT(EXT_PALETTED_TEXTURE)) {
1964 d3dfmt_p8_upload_palette(iface, convert);
1965 This->Flags &= ~SFLAG_CONVERTED;
1966 mem = This->resource.allocatedMemory;
1968 This->Flags &= ~SFLAG_CONVERTED;
1969 mem = This->resource.allocatedMemory;
1972 /* Make sure the correct pitch is used */
1973 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
1975 if ((This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE)) {
1976 TRACE("non power of two support\n");
1977 if(!(This->Flags & SFLAG_ALLOCATED)) {
1978 surface_allocate_surface(This, internal, This->pow2Width, This->pow2Height, format, type);
1981 surface_upload_data(This, This->currentDesc.Width, This->currentDesc.Height, format, type, mem);
1984 /* When making the realloc conditional, keep in mind that GL_APPLE_client_storage may be in use, and This->resource.allocatedMemory
1985 * changed. So also keep track of memory changes. In this case the texture has to be reallocated
1987 if(!(This->Flags & SFLAG_ALLOCATED)) {
1988 surface_allocate_surface(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type);
1991 surface_upload_data(This, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type, mem);
1995 /* Restore the default pitch */
1996 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
1998 if (mem != This->resource.allocatedMemory)
1999 HeapFree(GetProcessHeap(), 0, mem);
2003 static unsigned int gen = 0;
2006 if ((gen % 10) == 0) {
2007 snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm", This, This->glDescription.target, This->glDescription.level, gen);
2008 IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
2011 * debugging crash code
2020 if (!(This->Flags & SFLAG_DONOTFREE)) {
2021 HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory);
2022 This->resource.allocatedMemory = NULL;
2023 This->Flags &= ~SFLAG_INSYSMEM;
2031 HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename) {
2034 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2035 char *allocatedMemory;
2037 IWineD3DSwapChain *swapChain = NULL;
2039 GLuint tmpTexture = 0;
2042 Textures my not be stored in ->allocatedgMemory and a GlTexture
2043 so we should lock the surface before saving a snapshot, or at least check that
2045 /* TODO: Compressed texture images can be obtained from the GL in uncompressed form
2046 by calling GetTexImage and in compressed form by calling
2047 GetCompressedTexImageARB. Queried compressed images can be saved and
2048 later reused by calling CompressedTexImage[123]DARB. Pre-compressed
2049 texture images do not need to be processed by the GL and should
2050 significantly improve texture loading performance relative to uncompressed
2053 /* Setup the width and height to be the internal texture width and height. */
2054 width = This->pow2Width;
2055 height = This->pow2Height;
2056 /* check to see if were a 'virtual' texture e.g. were not a pbuffer of texture were a back buffer*/
2057 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain);
2059 if (This->Flags & SFLAG_INDRAWABLE && !(This->Flags & SFLAG_INTEXTURE)) {
2060 /* if were not a real texture then read the back buffer into a real texture */
2061 /* we don't want to interfere with the back buffer so read the data into a temporary
2062 * texture and then save the data out of the temporary texture
2066 TRACE("(%p) Reading render target into texture\n", This);
2067 glEnable(GL_TEXTURE_2D);
2069 glGenTextures(1, &tmpTexture);
2070 glBindTexture(GL_TEXTURE_2D, tmpTexture);
2072 glTexImage2D(GL_TEXTURE_2D,
2079 GL_UNSIGNED_INT_8_8_8_8_REV,
2082 glGetIntegerv(GL_READ_BUFFER, &prevRead);
2083 vcheckGLcall("glGetIntegerv");
2084 glReadBuffer(swapChain ? GL_BACK : This->resource.wineD3DDevice->offscreenBuffer);
2085 vcheckGLcall("glReadBuffer");
2086 glCopyTexImage2D(GL_TEXTURE_2D,
2095 checkGLcall("glCopyTexImage2D");
2096 glReadBuffer(prevRead);
2099 } else { /* bind the real texture, and make sure it up to date */
2100 IWineD3DSurface_PreLoad(iface);
2102 allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width * height * 4);
2104 FIXME("Saving texture level %d width %d height %d\n", This->glDescription.level, width, height);
2105 glGetTexImage(GL_TEXTURE_2D,
2106 This->glDescription.level,
2108 GL_UNSIGNED_INT_8_8_8_8_REV,
2110 checkGLcall("glTexImage2D");
2112 glBindTexture(GL_TEXTURE_2D, 0);
2113 glDeleteTextures(1, &tmpTexture);
2117 f = fopen(filename, "w+");
2119 ERR("opening of %s failed with: %s\n", filename, strerror(errno));
2120 return WINED3DERR_INVALIDCALL;
2122 /* Save the dat out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha chanel*/
2123 TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format));
2138 fwrite(&width,2,1,f);
2140 fwrite(&height,2,1,f);
2145 /* if the data is upside down if we've fetched it from a back buffer, so it needs flipping again to make it the correct way up*/
2147 textureRow = allocatedMemory + (width * (height - 1) *4);
2149 textureRow = allocatedMemory;
2150 for (y = 0 ; y < height; y++) {
2151 for (i = 0; i < width; i++) {
2152 color = *((DWORD*)textureRow);
2153 fputc((color >> 16) & 0xFF, f); /* B */
2154 fputc((color >> 8) & 0xFF, f); /* G */
2155 fputc((color >> 0) & 0xFF, f); /* R */
2156 fputc((color >> 24) & 0xFF, f); /* A */
2159 /* take two rows of the pointer to the texture memory */
2161 (textureRow-= width << 3);
2164 TRACE("Closing file\n");
2168 IWineD3DSwapChain_Release(swapChain);
2170 HeapFree(GetProcessHeap(), 0, allocatedMemory);
2175 * Slightly inefficient way to handle multiple dirty rects but it works :)
2177 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect) {
2178 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2179 IWineD3DBaseTexture *baseTexture = NULL;
2180 This->Flags &= ~(SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
2181 if (NULL != pDirtyRect) {
2182 This->dirtyRect.left = min(This->dirtyRect.left, pDirtyRect->left);
2183 This->dirtyRect.top = min(This->dirtyRect.top, pDirtyRect->top);
2184 This->dirtyRect.right = max(This->dirtyRect.right, pDirtyRect->right);
2185 This->dirtyRect.bottom = max(This->dirtyRect.bottom, pDirtyRect->bottom);
2187 This->dirtyRect.left = 0;
2188 This->dirtyRect.top = 0;
2189 This->dirtyRect.right = This->currentDesc.Width;
2190 This->dirtyRect.bottom = This->currentDesc.Height;
2192 TRACE("(%p) : Dirty: yes, Rect:(%d,%d,%d,%d)\n", This, This->dirtyRect.left,
2193 This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
2194 /* if the container is a basetexture then mark it dirty. */
2195 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2196 TRACE("Passing to conatiner\n");
2197 IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
2198 IWineD3DBaseTexture_Release(baseTexture);
2203 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container) {
2204 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2206 TRACE("This %p, container %p\n", This, container);
2208 /* We can't keep a reference to the container, since the container already keeps a reference to us. */
2210 TRACE("Setting container to %p from %p\n", container, This->container);
2211 This->container = container;
2216 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
2217 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2218 const PixelFormatDesc *formatEntry = getFormatDescEntry(format);
2220 if (This->resource.format != WINED3DFMT_UNKNOWN) {
2221 FIXME("(%p) : The foramt of the surface must be WINED3DFORMAT_UNKNOWN\n", This);
2222 return WINED3DERR_INVALIDCALL;
2225 TRACE("(%p) : Setting texture foramt to (%d,%s)\n", This, format, debug_d3dformat(format));
2226 if (format == WINED3DFMT_UNKNOWN) {
2227 This->resource.size = 0;
2228 } else if (format == WINED3DFMT_DXT1) {
2229 /* DXT1 is half byte per pixel */
2230 This->resource.size = ((max(This->pow2Width, 4) * formatEntry->bpp) * max(This->pow2Height, 4)) >> 1;
2232 } else if (format == WINED3DFMT_DXT2 || format == WINED3DFMT_DXT3 ||
2233 format == WINED3DFMT_DXT4 || format == WINED3DFMT_DXT5) {
2234 This->resource.size = ((max(This->pow2Width, 4) * formatEntry->bpp) * max(This->pow2Height, 4));
2236 This->resource.size = ((This->pow2Width * formatEntry->bpp) + SURFACE_ALIGNMENT - 1) & ~(SURFACE_ALIGNMENT - 1);
2237 This->resource.size *= This->pow2Height;
2241 /* Setup some glformat defaults */
2242 This->glDescription.glFormat = formatEntry->glFormat;
2243 This->glDescription.glFormatInternal = formatEntry->glInternal;
2244 This->glDescription.glType = formatEntry->glType;
2246 if (format != WINED3DFMT_UNKNOWN) {
2247 This->bytesPerPixel = formatEntry->bpp;
2249 This->bytesPerPixel = 0;
2252 This->Flags |= (WINED3DFMT_D16_LOCKABLE == format) ? SFLAG_LOCKABLE : 0;
2253 This->Flags &= ~SFLAG_ALLOCATED;
2255 This->resource.format = format;
2257 TRACE("(%p) : Size %d, bytesPerPixel %d, glFormat %d, glFotmatInternal %d, glType %d\n", This, This->resource.size, This->bytesPerPixel, This->glDescription.glFormat, This->glDescription.glFormatInternal, This->glDescription.glType);
2262 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2263 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2265 /* Render targets depend on their hdc, and we can't create a hdc on a user pointer */
2266 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
2267 ERR("Not supported on render targets\n");
2268 return WINED3DERR_INVALIDCALL;
2271 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
2272 WARN("Surface is locked or the HDC is in use\n");
2273 return WINED3DERR_INVALIDCALL;
2276 if(Mem && Mem != This->resource.allocatedMemory) {
2277 void *release = NULL;
2279 /* Do I have to copy the old surface content? */
2280 if(This->Flags & SFLAG_DIBSECTION) {
2281 /* Release the DC. No need to hold the critical section for the update
2282 * Thread because this thread runs only on front buffers, but this method
2283 * fails for render targets in the check above.
2285 SelectObject(This->hDC, This->dib.holdbitmap);
2286 DeleteDC(This->hDC);
2287 /* Release the DIB section */
2288 DeleteObject(This->dib.DIBsection);
2289 This->dib.bitmap_data = NULL;
2290 This->resource.allocatedMemory = NULL;
2292 This->Flags &= ~SFLAG_DIBSECTION;
2293 } else if(!(This->Flags & SFLAG_USERPTR)) {
2294 release = This->resource.allocatedMemory;
2296 This->resource.allocatedMemory = Mem;
2297 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2299 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2300 This->Flags &= ~(SFLAG_INDRAWABLE | SFLAG_INTEXTURE);
2302 /* For client textures opengl has to be notified */
2303 if(This->Flags & SFLAG_CLIENT) {
2304 This->Flags &= ~SFLAG_ALLOCATED;
2305 IWineD3DSurface_PreLoad(iface);
2306 /* And hope that the app behaves correctly and did not free the old surface memory before setting a new pointer */
2309 /* Now free the old memory if any */
2310 HeapFree(GetProcessHeap(), 0, release);
2311 } else if(This->Flags & SFLAG_USERPTR) {
2312 /* Lockrect and GetDC will re-create the dib section and allocated memory */
2313 This->resource.allocatedMemory = NULL;
2314 This->Flags &= ~SFLAG_USERPTR;
2316 if(This->Flags & SFLAG_CLIENT) {
2317 This->Flags &= ~SFLAG_ALLOCATED;
2318 /* This respecifies an empty texture and opengl knows that the old memory is gone */
2319 IWineD3DSurface_PreLoad(iface);
2325 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
2326 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2327 IWineD3DDevice *D3D = (IWineD3DDevice *) This->resource.wineD3DDevice;
2328 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
2330 /* Flipping is only supported on RenderTargets */
2331 if( !(This->resource.usage & WINED3DUSAGE_RENDERTARGET) ) return WINEDDERR_NOTFLIPPABLE;
2334 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2335 * FIXME("(%p) Target override is not supported by now\n", This);
2336 * Additionally, it isn't really possible to support triple-buffering
2337 * properly on opengl at all
2341 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2342 return IWineD3DDevice_Present(D3D, NULL, NULL, 0, NULL);
2345 /* Does a direct frame buffer -> texture copy. Stretching is done
2346 * with single pixel copy calls
2348 static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, IWineD3DSwapChainImpl *swapchain, WINED3DRECT *srect, WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) {
2349 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2352 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2356 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2358 /* Bind the target texture */
2359 glBindTexture(GL_TEXTURE_2D, This->glDescription.textureName);
2360 checkGLcall("glBindTexture");
2362 glReadBuffer(myDevice->offscreenBuffer);
2364 GLenum buffer = surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain);
2365 glReadBuffer(buffer);
2367 checkGLcall("glReadBuffer");
2369 xrel = (float) (srect->x2 - srect->x1) / (float) (drect->x2 - drect->x1);
2370 yrel = (float) (srect->y2 - srect->y1) / (float) (drect->y2 - drect->y1);
2372 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2373 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2375 if(Filter != WINED3DTEXF_NONE) {
2376 ERR("Texture filtering not supported in direct blit\n");
2378 } else if((Filter != WINED3DTEXF_NONE) && ((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2379 ERR("Texture filtering not supported in direct blit\n");
2383 !((xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) &&
2384 !((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2385 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2387 glCopyTexSubImage2D(This->glDescription.target,
2388 This->glDescription.level,
2389 drect->x1, drect->y1, /* xoffset, yoffset */
2390 srect->x1, Src->currentDesc.Height - srect->y2,
2391 drect->x2 - drect->x1, drect->y2 - drect->y1);
2393 UINT yoffset = Src->currentDesc.Height - srect->y1 + drect->y1 - 1;
2394 /* I have to process this row by row to swap the image,
2395 * otherwise it would be upside down, so streching in y direction
2396 * doesn't cost extra time
2398 * However, streching in x direction can be avoided if not necessary
2400 for(row = drect->y1; row < drect->y2; row++) {
2401 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2402 /* Well, that stuff works, but it's very slow.
2403 * find a better way instead
2407 for(col = drect->x1; col < drect->x2; col++) {
2408 glCopyTexSubImage2D(This->glDescription.target,
2409 This->glDescription.level,
2410 drect->x1 + col, row, /* xoffset, yoffset */
2411 srect->x1 + col * xrel, yoffset - (int) (row * yrel),
2415 glCopyTexSubImage2D(This->glDescription.target,
2416 This->glDescription.level,
2417 drect->x1, row, /* xoffset, yoffset */
2418 srect->x1, yoffset - (int) (row * yrel),
2419 drect->x2-drect->x1, 1);
2424 vcheckGLcall("glCopyTexSubImage2D");
2428 /* Uses the hardware to stretch and flip the image */
2429 static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, IWineD3DSwapChainImpl *swapchain, WINED3DRECT *srect, WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) {
2430 GLuint src, backup = 0;
2431 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2432 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2433 float left, right, top, bottom; /* Texture coordinates */
2434 UINT fbwidth = Src->currentDesc.Width;
2435 UINT fbheight = Src->currentDesc.Height;
2436 GLenum drawBuffer = GL_BACK;
2438 TRACE("Using hwstretch blit\n");
2439 /* Activate the Proper context for reading from the source surface, set it up for blitting */
2441 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2443 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
2444 * This way we don't have to wait for the 2nd readback to finish to leave this function.
2446 if(GL_LIMITS(aux_buffers) >= 2) {
2447 /* Got more than one aux buffer? Use the 2nd aux buffer */
2448 drawBuffer = GL_AUX1;
2449 } else if((swapchain || myDevice->offscreenBuffer == GL_BACK) && GL_LIMITS(aux_buffers) >= 1) {
2450 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2451 drawBuffer = GL_AUX0;
2454 if(!swapchain && wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
2455 glGenTextures(1, &backup);
2456 checkGLcall("glGenTextures\n");
2457 glBindTexture(GL_TEXTURE_2D, backup);
2458 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
2460 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
2461 * we are reading from the back buffer, the backup can be used as source texture
2463 if(Src->glDescription.textureName == 0) {
2464 /* Get it a description */
2465 IWineD3DSurface_PreLoad(SrcSurface);
2467 glBindTexture(GL_TEXTURE_2D, Src->glDescription.textureName);
2468 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
2470 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
2471 Src->Flags &= ~SFLAG_INTEXTURE;
2474 glReadBuffer(GL_BACK);
2475 checkGLcall("glReadBuffer(GL_BACK)");
2477 /* TODO: Only back up the part that will be overwritten */
2478 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
2479 0, 0 /* read offsets */,
2484 checkGLcall("glCopyTexSubImage2D");
2486 /* No issue with overriding these - the sampler is dirty due to blit usage */
2487 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
2488 stateLookup[WINELOOKUP_MAGFILTER][Filter - minLookup[WINELOOKUP_MAGFILTER]]);
2489 checkGLcall("glTexParameteri");
2490 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
2491 minMipLookup[Filter][WINED3DTEXF_NONE]);
2492 checkGLcall("glTexParameteri");
2494 if(!swapchain || (IWineD3DSurface *) Src == swapchain->backBuffer[0]) {
2495 src = backup ? backup : Src->glDescription.textureName;
2497 glReadBuffer(GL_FRONT);
2498 checkGLcall("glReadBuffer(GL_FRONT)");
2500 glGenTextures(1, &src);
2501 checkGLcall("glGenTextures(1, &src)");
2502 glBindTexture(GL_TEXTURE_2D, src);
2503 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
2505 /* TODO: Only copy the part that will be read. Use srect->x1, srect->y2 as origin, but with the width watch
2506 * out for power of 2 sizes
2508 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Src->pow2Width, Src->pow2Height, 0,
2509 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
2510 checkGLcall("glTexImage2D");
2511 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
2512 0, 0 /* read offsets */,
2517 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2518 checkGLcall("glTexParameteri");
2519 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2520 checkGLcall("glTexParameteri");
2522 glReadBuffer(GL_BACK);
2523 checkGLcall("glReadBuffer(GL_BACK)");
2525 checkGLcall("glEnd and previous");
2527 left = (float) srect->x1 / (float) Src->pow2Width;
2528 right = (float) srect->x2 / (float) Src->pow2Width;
2531 top = (float) (Src->currentDesc.Height - srect->y1) / (float) Src->pow2Height;
2532 bottom = (float) (Src->currentDesc.Height - srect->y2) / (float) Src->pow2Height;
2534 top = (float) (Src->currentDesc.Height - srect->y2) / (float) Src->pow2Height;
2535 bottom = (float) (Src->currentDesc.Height - srect->y1) / (float) Src->pow2Height;
2538 /* draw the source texture stretched and upside down. The correct surface is bound already */
2539 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
2540 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
2542 glDrawBuffer(drawBuffer);
2543 glReadBuffer(drawBuffer);
2547 glTexCoord2f(left, bottom);
2548 glVertex2i(0, fbheight);
2551 glTexCoord2f(left, top);
2552 glVertex2i(0, fbheight - drect->y2 - drect->y1);
2555 glTexCoord2f(right, top);
2556 glVertex2i(drect->x2 - drect->x1, fbheight - drect->y2 - drect->y1);
2559 glTexCoord2f(right, bottom);
2560 glVertex2i(drect->x2 - drect->x1, fbheight);
2562 checkGLcall("glEnd and previous");
2564 /* Now read the stretched and upside down image into the destination texture */
2565 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2566 checkGLcall("glBindTexture");
2567 glCopyTexSubImage2D(This->glDescription.target,
2569 drect->x1, drect->y1, /* xoffset, yoffset */
2570 0, 0, /* We blitted the image to the origin */
2571 drect->x2 - drect->x1, drect->y2 - drect->y1);
2572 checkGLcall("glCopyTexSubImage2D");
2574 /* Write the back buffer backup back */
2575 glBindTexture(GL_TEXTURE_2D, backup ? backup : Src->glDescription.textureName);
2576 checkGLcall("glBindTexture(GL_TEXTURE_2D, Src->glDescription.textureName)");
2578 if(drawBuffer == GL_BACK) {
2581 glTexCoord2f(0.0, (float) fbheight / (float) Src->pow2Height);
2585 glTexCoord2f(0.0, 0.0);
2586 glVertex2i(0, fbheight);
2589 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, 0.0);
2590 glVertex2i(fbwidth, Src->currentDesc.Height);
2593 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, (float) fbheight / (float) Src->pow2Height);
2594 glVertex2i(fbwidth, 0);
2597 /* Restore the old draw buffer */
2598 glDrawBuffer(GL_BACK);
2602 if(src != Src->glDescription.textureName && src != backup) {
2603 glDeleteTextures(1, &src);
2604 checkGLcall("glDeleteTextures(1, &src)");
2607 glDeleteTextures(1, &backup);
2608 checkGLcall("glDeleteTextures(1, &backup)");
2613 /* Not called from the VTable */
2614 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
2616 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2617 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
2618 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2621 TRACE("(%p)->(%p,%p,%p,%08x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
2623 /* Get the swapchain. One of the surfaces has to be a primary surface */
2624 IWineD3DSurface_GetContainer( (IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
2625 if(dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) dstSwapchain);
2627 IWineD3DSurface_GetContainer( (IWineD3DSurface *) Src, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
2628 if(srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) srcSwapchain);
2631 /* Early sort out of cases where no render target is used */
2632 if(!dstSwapchain && !srcSwapchain &&
2633 SrcSurface != myDevice->render_targets[0] && This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
2634 TRACE("No surface is render target, not using hardware blit. Src = %p, dst = %p\n", Src, This);
2635 return WINED3DERR_INVALIDCALL;
2638 /* No destination color keying supported */
2639 if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
2640 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
2641 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
2642 return WINED3DERR_INVALIDCALL;
2646 rect.x1 = DestRect->left;
2647 rect.y1 = DestRect->top;
2648 rect.x2 = DestRect->right;
2649 rect.y2 = DestRect->bottom;
2653 rect.x2 = This->currentDesc.Width;
2654 rect.y2 = This->currentDesc.Height;
2657 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
2658 if(dstSwapchain && dstSwapchain == srcSwapchain) {
2659 /* Half-life does a Blt from the back buffer to the front buffer,
2660 * Full surface size, no flags... Use present instead
2663 /* Check rects - IWineD3DDevice_Present doesn't handle them */
2665 if( (SrcRect->left == 0) && (SrcRect->top == 0) &&
2666 (SrcRect->right == Src->currentDesc.Width) && (SrcRect->bottom == Src->currentDesc.Height) ) {
2673 /* Check the Destination rect and the surface sizes */
2675 (rect.x1 == 0) && (rect.y1 == 0) &&
2676 (rect.x2 == This->currentDesc.Width) && (rect.y2 == This->currentDesc.Height) &&
2677 (This->currentDesc.Width == Src->currentDesc.Width) &&
2678 (This->currentDesc.Height == Src->currentDesc.Height)) {
2679 /* These flags are unimportant for the flag check, remove them */
2681 if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
2682 if( dstSwapchain->backBuffer && ((IWineD3DSurface *) This == dstSwapchain->frontBuffer) &&
2683 SrcSurface == dstSwapchain->backBuffer[0] ) {
2685 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
2687 /* The idea behind this is that a glReadPixels and a glDrawPixels call
2688 * take very long, while a flip is fast.
2689 * This applies to Half-Life, which does such Blts every time it finished
2690 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
2691 * menu. This is also used by all apps when they do windowed rendering
2693 * The problem is that flipping is not really the same as copying. After a
2694 * Blt the front buffer is a copy of the back buffer, and the back buffer is
2695 * untouched. Therefore it's necessary to override the swap effect
2696 * and to set it back after the flip.
2699 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
2701 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
2702 IWineD3DDevice_Present((IWineD3DDevice *) This->resource.wineD3DDevice,
2703 NULL, NULL, 0, NULL);
2705 dstSwapchain->presentParms.SwapEffect = orig_swap;
2712 TRACE("Unsupported blit between buffers on the same swapchain\n");
2713 return WINED3DERR_INVALIDCALL;
2714 } else if((dstSwapchain || This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) &&
2715 (srcSwapchain || SrcSurface == myDevice->render_targets[0]) ) {
2716 ERR("Can't perform hardware blit between 2 different swapchains, falling back to software\n");
2717 return WINED3DERR_INVALIDCALL;
2720 if(srcSwapchain || SrcSurface == myDevice->render_targets[0]) {
2721 /* Blit from render target to texture */
2723 BOOL upsideDown, stretchx;
2725 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
2726 TRACE("Color keying not supported by frame buffer to texture blit\n");
2727 return WINED3DERR_INVALIDCALL;
2728 /* Destination color key is checked above */
2731 /* Call preload for the surface to make sure it isn't dirty */
2732 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2733 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
2734 checkGLcall("glActiveTextureARB");
2736 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(0));
2737 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
2739 /* Make sure that the top pixel is always above the bottom pixel, and keep a seperate upside down flag
2740 * glCopyTexSubImage is a bit picky about the parameters we pass to it
2743 if(SrcRect->top < SrcRect->bottom) {
2744 srect.y1 = SrcRect->top;
2745 srect.y2 = SrcRect->bottom;
2748 srect.y1 = SrcRect->bottom;
2749 srect.y2 = SrcRect->top;
2752 srect.x1 = SrcRect->left;
2753 srect.x2 = SrcRect->right;
2757 srect.x2 = Src->currentDesc.Width;
2758 srect.y2 = Src->currentDesc.Height;
2761 if(rect.x1 > rect.x2) {
2765 upsideDown = !upsideDown;
2768 TRACE("Reading from an offscreen target\n");
2769 upsideDown = !upsideDown;
2772 if(rect.x2 - rect.x1 != srect.x2 - srect.x1) {
2778 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
2779 * flip the image nor scale it.
2781 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
2782 * -> If the app wants a image width an unscaled width, copy it line per line
2783 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
2784 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
2785 * back buffer. This is slower than reading line per line, thus not used for flipping
2786 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
2789 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
2790 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
2793 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT)) {
2794 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &srect,
2795 (IWineD3DSurface *)This, &rect, Filter, upsideDown);
2796 } else if((!stretchx) || rect.x2 - rect.x1 > Src->currentDesc.Width ||
2797 rect.y2 - rect.y1 > Src->currentDesc.Height) {
2798 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
2799 fb_copy_to_texture_direct(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
2801 TRACE("Using hardware stretching to flip / stretch the texture\n");
2802 fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
2805 if(!(This->Flags & SFLAG_DONOTFREE)) {
2806 HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory);
2807 This->resource.allocatedMemory = NULL;
2809 This->Flags &= ~SFLAG_INSYSMEM;
2811 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
2812 * path is never entered
2814 This->Flags |= SFLAG_INTEXTURE;
2818 /* Blit from offscreen surface to render target */
2819 float glTexCoord[4];
2820 DWORD oldCKeyFlags = Src->CKeyFlags;
2821 WINEDDCOLORKEY oldBltCKey = This->SrcBltCKey;
2822 RECT SourceRectangle;
2824 TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
2827 SourceRectangle.left = SrcRect->left;
2828 SourceRectangle.right = SrcRect->right;
2829 SourceRectangle.top = SrcRect->top;
2830 SourceRectangle.bottom = SrcRect->bottom;
2832 SourceRectangle.left = 0;
2833 SourceRectangle.right = Src->currentDesc.Width;
2834 SourceRectangle.top = 0;
2835 SourceRectangle.bottom = Src->currentDesc.Height;
2838 if(!CalculateTexRect(Src, &SourceRectangle, glTexCoord)) {
2839 /* Fall back to software */
2840 WARN("(%p) Source texture area (%d,%d)-(%d,%d) is too big\n", Src,
2841 SourceRectangle.left, SourceRectangle.top,
2842 SourceRectangle.right, SourceRectangle.bottom);
2843 return WINED3DERR_INVALIDCALL;
2846 /* Color keying: Check if we have to do a color keyed blt,
2847 * and if not check if a color key is activated.
2849 * Just modify the color keying parameters in the surface and restore them afterwards
2850 * The surface keeps track of the color key last used to load the opengl surface.
2851 * PreLoad will catch the change to the flags and color key and reload if neccessary.
2853 if(Flags & WINEDDBLT_KEYSRC) {
2854 /* Use color key from surface */
2855 } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
2856 /* Use color key from DDBltFx */
2857 Src->CKeyFlags |= WINEDDSD_CKSRCBLT;
2858 This->SrcBltCKey = DDBltFx->ddckSrcColorkey;
2860 /* Do not use color key */
2861 Src->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
2864 /* Now load the surface */
2865 IWineD3DSurface_PreLoad((IWineD3DSurface *) Src);
2869 /* Activate the destination context, set it up for blitting */
2870 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
2873 TRACE("Drawing to offscreen buffer\n");
2874 glDrawBuffer(myDevice->offscreenBuffer);
2876 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *)This, (IWineD3DSwapChain *)dstSwapchain);
2877 TRACE("Drawing to %#x buffer\n", buffer);
2878 glDrawBuffer(buffer);
2879 checkGLcall("glDrawBuffer");
2882 /* Bind the texture */
2883 glBindTexture(GL_TEXTURE_2D, Src->glDescription.textureName);
2884 checkGLcall("glBindTexture");
2886 /* Filtering for StretchRect */
2887 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
2888 stateLookup[WINELOOKUP_MAGFILTER][Filter - minLookup[WINELOOKUP_MAGFILTER]]);
2889 checkGLcall("glTexParameteri");
2890 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
2891 minMipLookup[Filter][WINED3DTEXF_NONE]);
2892 checkGLcall("glTexParameteri");
2893 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
2894 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
2895 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2896 checkGLcall("glTexEnvi");
2898 /* This is for color keying */
2899 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
2900 glEnable(GL_ALPHA_TEST);
2901 checkGLcall("glEnable GL_ALPHA_TEST");
2902 glAlphaFunc(GL_NOTEQUAL, 0.0);
2903 checkGLcall("glAlphaFunc\n");
2905 glDisable(GL_ALPHA_TEST);
2906 checkGLcall("glDisable GL_ALPHA_TEST");
2909 /* Draw a textured quad
2913 glColor3d(1.0f, 1.0f, 1.0f);
2914 glTexCoord2f(glTexCoord[0], glTexCoord[2]);
2919 glTexCoord2f(glTexCoord[0], glTexCoord[3]);
2920 glVertex3f(rect.x1, rect.y2, 0.0);
2922 glTexCoord2f(glTexCoord[1], glTexCoord[3]);
2927 glTexCoord2f(glTexCoord[1], glTexCoord[2]);
2932 checkGLcall("glEnd");
2934 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
2935 glDisable(GL_ALPHA_TEST);
2936 checkGLcall("glDisable(GL_ALPHA_TEST)");
2939 /* Unbind the texture */
2940 glBindTexture(GL_TEXTURE_2D, 0);
2941 checkGLcall("glEnable glBindTexture");
2943 /* The draw buffer should only need to be restored if we were drawing to the front buffer, and there is a back buffer.
2944 * otherwise the context manager should choose between GL_BACK / offscreenDrawBuffer
2946 if(dstSwapchain && This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer && dstSwapchain->backBuffer) {
2947 glDrawBuffer(GL_BACK);
2949 /* Restore the color key parameters */
2950 Src->CKeyFlags = oldCKeyFlags;
2951 This->SrcBltCKey = oldBltCKey;
2955 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
2956 This->Flags &= ~SFLAG_INSYSMEM;
2957 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
2960 if(dstSwapchain || wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
2961 This->Flags |= SFLAG_INDRAWABLE;
2962 This->Flags &= ~SFLAG_INTEXTURE;
2964 This->Flags |= SFLAG_INTEXTURE;
2969 /* Source-Less Blit to render target */
2970 if (Flags & WINEDDBLT_COLORFILL) {
2971 /* This is easy to handle for the D3D Device... */
2974 TRACE("Colorfill\n");
2976 /* The color as given in the Blt function is in the format of the frame-buffer...
2977 * 'clear' expect it in ARGB format => we need to do some conversion :-)
2979 if (This->resource.format == WINED3DFMT_P8) {
2980 if (This->palette) {
2981 color = ((0xFF000000) |
2982 (This->palette->palents[DDBltFx->u5.dwFillColor].peRed << 16) |
2983 (This->palette->palents[DDBltFx->u5.dwFillColor].peGreen << 8) |
2984 (This->palette->palents[DDBltFx->u5.dwFillColor].peBlue));
2989 else if (This->resource.format == WINED3DFMT_R5G6B5) {
2990 if (DDBltFx->u5.dwFillColor == 0xFFFF) {
2993 color = ((0xFF000000) |
2994 ((DDBltFx->u5.dwFillColor & 0xF800) << 8) |
2995 ((DDBltFx->u5.dwFillColor & 0x07E0) << 5) |
2996 ((DDBltFx->u5.dwFillColor & 0x001F) << 3));
2999 else if ((This->resource.format == WINED3DFMT_R8G8B8) ||
3000 (This->resource.format == WINED3DFMT_X8R8G8B8) ) {
3001 color = 0xFF000000 | DDBltFx->u5.dwFillColor;
3003 else if (This->resource.format == WINED3DFMT_A8R8G8B8) {
3004 color = DDBltFx->u5.dwFillColor;
3007 ERR("Wrong surface type for BLT override(Format doesn't match) !\n");
3008 return WINED3DERR_INVALIDCALL;
3011 TRACE("Calling GetSwapChain with mydevice = %p\n", myDevice);
3012 if(dstSwapchain && dstSwapchain->backBuffer && This == (IWineD3DSurfaceImpl*) dstSwapchain->backBuffer[0]) {
3013 glDrawBuffer(GL_BACK);
3014 checkGLcall("glDrawBuffer(GL_BACK)");
3015 } else if (dstSwapchain && This == (IWineD3DSurfaceImpl*) dstSwapchain->frontBuffer) {
3016 glDrawBuffer(GL_FRONT);
3017 checkGLcall("glDrawBuffer(GL_FRONT)");
3018 } else if(This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3019 glDrawBuffer(myDevice->offscreenBuffer);
3020 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer3)");
3022 TRACE("Surface is higher back buffer, falling back to software\n");
3023 return WINED3DERR_INVALIDCALL;
3026 TRACE("(%p) executing Render Target override, color = %x\n", This, color);
3028 IWineD3DDevice_Clear( (IWineD3DDevice *) myDevice,
3029 1 /* Number of rectangles */,
3031 WINED3DCLEAR_TARGET,
3036 /* Restore the original draw buffer */
3038 glDrawBuffer(myDevice->offscreenBuffer);
3039 } else if(dstSwapchain->backBuffer && dstSwapchain->backBuffer[0]) {
3040 glDrawBuffer(GL_BACK);
3042 vcheckGLcall("glDrawBuffer");
3048 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3049 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3050 return WINED3DERR_INVALIDCALL;
3053 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
3054 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3055 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3056 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3057 TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3058 TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
3060 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair */
3061 if(myDevice->inScene &&
3062 (iface == myDevice->stencilBufferTarget ||
3063 (SrcSurface && SrcSurface == myDevice->stencilBufferTarget))) {
3064 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3065 return WINED3DERR_INVALIDCALL;
3068 /* Special cases for RenderTargets */
3069 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3070 ( Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3071 if(IWineD3DSurfaceImpl_BltOverride(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter) == WINED3D_OK) return WINED3D_OK;
3074 /* For the rest call the X11 surface implementation.
3075 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3076 * other Blts are rather rare
3078 return IWineGDISurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter);
3081 HRESULT WINAPI IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags) {
3082 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3083 TRACE("(%p)->(%x)\n", This, Flags);
3087 case WINEDDGBS_CANBLT:
3088 case WINEDDGBS_ISBLTDONE:
3092 return WINED3DERR_INVALIDCALL;
3096 HRESULT WINAPI IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags) {
3097 /* XXX: DDERR_INVALIDSURFACETYPE */
3099 TRACE("(%p)->(%08x)\n",iface,Flags);
3101 case WINEDDGFS_CANFLIP:
3102 case WINEDDGFS_ISFLIPDONE:
3106 return WINED3DERR_INVALIDCALL;
3110 HRESULT WINAPI IWineD3DSurfaceImpl_IsLost(IWineD3DSurface *iface) {
3111 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3112 TRACE("(%p)\n", This);
3114 /* D3D8 and 9 loose full devices, ddraw only surfaces */
3115 return This->Flags & SFLAG_LOST ? WINED3DERR_DEVICELOST : WINED3D_OK;
3118 HRESULT WINAPI IWineD3DSurfaceImpl_Restore(IWineD3DSurface *iface) {
3119 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3120 TRACE("(%p)\n", This);
3122 /* So far we don't lose anything :) */
3123 This->Flags &= ~SFLAG_LOST;
3127 HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans) {
3128 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3129 IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
3130 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3131 TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
3133 if(myDevice->inScene &&
3134 (iface == myDevice->stencilBufferTarget ||
3135 (Source && Source == myDevice->stencilBufferTarget))) {
3136 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3137 return WINED3DERR_INVALIDCALL;
3140 /* Special cases for RenderTargets */
3141 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3142 ( srcImpl && (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3144 RECT SrcRect, DstRect;
3148 SrcRect.left = rsrc->left;
3149 SrcRect.top= rsrc->top;
3150 SrcRect.bottom = rsrc->bottom;
3151 SrcRect.right = rsrc->right;
3155 SrcRect.right = srcImpl->currentDesc.Width;
3156 SrcRect.bottom = srcImpl->currentDesc.Height;
3159 DstRect.left = dstx;
3161 DstRect.right = dstx + SrcRect.right - SrcRect.left;
3162 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
3164 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3165 if(trans & WINEDDBLTFAST_SRCCOLORKEY)
3166 Flags |= WINEDDBLT_KEYSRC;
3167 if(trans & WINEDDBLTFAST_DESTCOLORKEY)
3168 Flags |= WINEDDBLT_KEYDEST;
3169 if(trans & WINEDDBLTFAST_WAIT)
3170 Flags |= WINEDDBLT_WAIT;
3171 if(trans & WINEDDBLTFAST_DONOTWAIT)
3172 Flags |= WINEDDBLT_DONOTWAIT;
3174 if(IWineD3DSurfaceImpl_BltOverride(This, &DstRect, Source, &SrcRect, Flags, NULL, WINED3DTEXF_NONE) == WINED3D_OK) return WINED3D_OK;
3178 return IWineGDISurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
3181 HRESULT WINAPI IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal) {
3182 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3183 TRACE("(%p)->(%p)\n", This, Pal);
3185 *Pal = (IWineD3DPalette *) This->palette;
3189 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface) {
3190 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3192 IWineD3DPaletteImpl *pal = This->palette;
3194 TRACE("(%p)\n", This);
3196 if(This->resource.format == WINED3DFMT_P8 ||
3197 This->resource.format == WINED3DFMT_A8P8)
3199 if(!This->Flags & SFLAG_INSYSMEM) {
3200 FIXME("Palette changed with surface that does not have an up to date system memory copy\n");
3202 TRACE("Dirtifying surface\n");
3203 This->Flags &= ~(SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
3206 if(This->Flags & SFLAG_DIBSECTION) {
3207 TRACE("(%p): Updating the hdc's palette\n", This);
3208 for (n=0; n<256; n++) {
3210 col[n].rgbRed = pal->palents[n].peRed;
3211 col[n].rgbGreen = pal->palents[n].peGreen;
3212 col[n].rgbBlue = pal->palents[n].peBlue;
3214 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
3215 /* Use the default device palette */
3216 col[n].rgbRed = device->palettes[device->currentPalette][n].peRed;
3217 col[n].rgbGreen = device->palettes[device->currentPalette][n].peGreen;
3218 col[n].rgbBlue = device->palettes[device->currentPalette][n].peBlue;
3220 col[n].rgbReserved = 0;
3222 SetDIBColorTable(This->hDC, 0, 256, col);
3228 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal) {
3229 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3230 IWineD3DPaletteImpl *PalImpl = (IWineD3DPaletteImpl *) Pal;
3231 TRACE("(%p)->(%p)\n", This, Pal);
3233 if(This->palette != NULL)
3234 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3235 This->palette->Flags &= ~WINEDDPCAPS_PRIMARYSURFACE;
3237 if(PalImpl != NULL) {
3238 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
3239 /* Set the device's main palette if the palette
3240 * wasn't a primary palette before
3242 if(!(PalImpl->Flags & WINEDDPCAPS_PRIMARYSURFACE)) {
3243 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
3246 for(i=0; i < 256; i++) {
3247 device->palettes[device->currentPalette][i] = PalImpl->palents[i];
3251 (PalImpl)->Flags |= WINEDDPCAPS_PRIMARYSURFACE;
3254 This->palette = PalImpl;
3256 return IWineD3DSurface_RealizePalette(iface);
3259 HRESULT WINAPI IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey) {
3260 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3261 TRACE("(%p)->(%08x,%p)\n", This, Flags, CKey);
3263 if ((Flags & WINEDDCKEY_COLORSPACE) != 0) {
3264 FIXME(" colorkey value not supported (%08x) !\n", Flags);
3265 return WINED3DERR_INVALIDCALL;
3268 /* Dirtify the surface, but only if a key was changed */
3270 switch (Flags & ~WINEDDCKEY_COLORSPACE) {
3271 case WINEDDCKEY_DESTBLT:
3272 This->DestBltCKey = *CKey;
3273 This->CKeyFlags |= WINEDDSD_CKDESTBLT;
3276 case WINEDDCKEY_DESTOVERLAY:
3277 This->DestOverlayCKey = *CKey;
3278 This->CKeyFlags |= WINEDDSD_CKDESTOVERLAY;
3281 case WINEDDCKEY_SRCOVERLAY:
3282 This->SrcOverlayCKey = *CKey;
3283 This->CKeyFlags |= WINEDDSD_CKSRCOVERLAY;
3286 case WINEDDCKEY_SRCBLT:
3287 This->SrcBltCKey = *CKey;
3288 This->CKeyFlags |= WINEDDSD_CKSRCBLT;
3293 switch (Flags & ~WINEDDCKEY_COLORSPACE) {
3294 case WINEDDCKEY_DESTBLT:
3295 This->CKeyFlags &= ~WINEDDSD_CKDESTBLT;
3298 case WINEDDCKEY_DESTOVERLAY:
3299 This->CKeyFlags &= ~WINEDDSD_CKDESTOVERLAY;
3302 case WINEDDCKEY_SRCOVERLAY:
3303 This->CKeyFlags &= ~WINEDDSD_CKSRCOVERLAY;
3306 case WINEDDCKEY_SRCBLT:
3307 This->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3315 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
3316 /** Check against the maximum texture sizes supported by the video card **/
3317 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3319 TRACE("%p\n", This);
3320 if ((This->pow2Width > GL_LIMITS(texture_size) || This->pow2Height > GL_LIMITS(texture_size)) && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))) {
3321 /* one of three options
3322 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)
3323 2: Set the texture to the maxium size (bad idea)
3324 3: WARN and return WINED3DERR_NOTAVAILABLE;
3325 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.
3327 WARN("(%p) Creating an oversized surface\n", This);
3328 This->Flags |= SFLAG_OVERSIZE;
3330 /* This will be initialized on the first blt */
3331 This->glRect.left = 0;
3332 This->glRect.top = 0;
3333 This->glRect.right = 0;
3334 This->glRect.bottom = 0;
3336 /* No oversize, gl rect is the full texture size */
3337 This->Flags &= ~SFLAG_OVERSIZE;
3338 This->glRect.left = 0;
3339 This->glRect.top = 0;
3340 This->glRect.right = This->pow2Width;
3341 This->glRect.bottom = This->pow2Height;
3344 if(GL_SUPPORT(APPLE_CLIENT_STORAGE) && This->resource.allocatedMemory == NULL) {
3345 /* Make sure that memory is allocated from the start if we are going to use GL_APPLE_client_storage.
3346 * Otherwise a glTexImage2D with a NULL pointer may be done, e.g. when blitting or with offscreen render
3347 * targets, thus the client storage wouldn't be used for that texture
3349 This->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + 4);
3354 DWORD WINAPI IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface *iface) {
3355 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3357 TRACE("(%p)\n", This);
3359 /* DXTn formats don't have exact pitches as they are to the new row of blocks,
3360 where each block is 4x4 pixels, 8 bytes (dxt1) and 16 bytes (dxt2/3/4/5)
3361 ie pitch = (width/4) * bytes per block */
3362 if (This->resource.format == WINED3DFMT_DXT1) /* DXT1 is 8 bytes per block */
3363 ret = ((This->currentDesc.Width + 3) >> 2) << 3;
3364 else if (This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
3365 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) /* DXT2/3/4/5 is 16 bytes per block */
3366 ret = ((This->currentDesc.Width + 3) >> 2) << 4;
3368 ret = This->bytesPerPixel * This->currentDesc.Width; /* Bytes / row */
3369 /* Surfaces are 32 bit aligned */
3370 ret = (ret + SURFACE_ALIGNMENT - 1) & ~(SURFACE_ALIGNMENT - 1);
3372 TRACE("(%p) Returning %d\n", This, ret);
3376 HRESULT WINAPI IWineD3DSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y) {
3377 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3379 FIXME("(%p)->(%d,%d) Stub!\n", This, X, Y);
3381 if(!(This->resource.usage & WINED3DUSAGE_OVERLAY))
3383 TRACE("(%p): Not an overlay surface\n", This);
3384 return WINEDDERR_NOTAOVERLAYSURFACE;
3390 HRESULT WINAPI IWineD3DSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y) {
3391 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3393 FIXME("(%p)->(%p,%p) Stub!\n", This, X, Y);
3395 if(!(This->resource.usage & WINED3DUSAGE_OVERLAY))
3397 TRACE("(%p): Not an overlay surface\n", This);
3398 return WINEDDERR_NOTAOVERLAYSURFACE;
3404 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref) {
3405 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3406 IWineD3DSurfaceImpl *RefImpl = (IWineD3DSurfaceImpl *) Ref;
3408 FIXME("(%p)->(%08x,%p) Stub!\n", This, Flags, RefImpl);
3410 if(!(This->resource.usage & WINED3DUSAGE_OVERLAY))
3412 TRACE("(%p): Not an overlay surface\n", This);
3413 return WINEDDERR_NOTAOVERLAYSURFACE;
3419 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX) {
3420 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3421 IWineD3DSurfaceImpl *Dst = (IWineD3DSurfaceImpl *) DstSurface;
3422 FIXME("(%p)->(%p, %p, %p, %08x, %p)\n", This, SrcRect, Dst, DstRect, Flags, FX);
3424 if(!(This->resource.usage & WINED3DUSAGE_OVERLAY))
3426 TRACE("(%p): Not an overlay surface\n", This);
3427 return WINEDDERR_NOTAOVERLAYSURFACE;
3433 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
3436 IWineD3DSurfaceImpl_QueryInterface,
3437 IWineD3DSurfaceImpl_AddRef,
3438 IWineD3DSurfaceImpl_Release,
3439 /* IWineD3DResource */
3440 IWineD3DSurfaceImpl_GetParent,
3441 IWineD3DSurfaceImpl_GetDevice,
3442 IWineD3DSurfaceImpl_SetPrivateData,
3443 IWineD3DSurfaceImpl_GetPrivateData,
3444 IWineD3DSurfaceImpl_FreePrivateData,
3445 IWineD3DSurfaceImpl_SetPriority,
3446 IWineD3DSurfaceImpl_GetPriority,
3447 IWineD3DSurfaceImpl_PreLoad,
3448 IWineD3DSurfaceImpl_GetType,
3449 /* IWineD3DSurface */
3450 IWineD3DSurfaceImpl_GetContainer,
3451 IWineD3DSurfaceImpl_GetDesc,
3452 IWineD3DSurfaceImpl_LockRect,
3453 IWineD3DSurfaceImpl_UnlockRect,
3454 IWineD3DSurfaceImpl_GetDC,
3455 IWineD3DSurfaceImpl_ReleaseDC,
3456 IWineD3DSurfaceImpl_Flip,
3457 IWineD3DSurfaceImpl_Blt,
3458 IWineD3DSurfaceImpl_GetBltStatus,
3459 IWineD3DSurfaceImpl_GetFlipStatus,
3460 IWineD3DSurfaceImpl_IsLost,
3461 IWineD3DSurfaceImpl_Restore,
3462 IWineD3DSurfaceImpl_BltFast,
3463 IWineD3DSurfaceImpl_GetPalette,
3464 IWineD3DSurfaceImpl_SetPalette,
3465 IWineD3DSurfaceImpl_RealizePalette,
3466 IWineD3DSurfaceImpl_SetColorKey,
3467 IWineD3DSurfaceImpl_GetPitch,
3468 IWineD3DSurfaceImpl_SetMem,
3469 IWineD3DSurfaceImpl_SetOverlayPosition,
3470 IWineD3DSurfaceImpl_GetOverlayPosition,
3471 IWineD3DSurfaceImpl_UpdateOverlayZOrder,
3472 IWineD3DSurfaceImpl_UpdateOverlay,
3474 IWineD3DSurfaceImpl_AddDirtyRect,
3475 IWineD3DSurfaceImpl_LoadTexture,
3476 IWineD3DSurfaceImpl_SaveSnapshot,
3477 IWineD3DSurfaceImpl_SetContainer,
3478 IWineD3DSurfaceImpl_SetGlTextureDesc,
3479 IWineD3DSurfaceImpl_GetGlDesc,
3480 IWineD3DSurfaceImpl_GetData,
3481 IWineD3DSurfaceImpl_SetFormat,
3482 IWineD3DSurfaceImpl_PrivateSetup