2 * IWineD3DSurface Implementation
4 * Copyright 1998 Lionel Ulmer
5 * Copyright 2000-2001 TransGaming Technologies Inc.
6 * Copyright 2002-2005 Jason Edmeades
7 * Copyright 2002-2003 Raphael Junqueira
8 * Copyright 2004 Christian Costa
9 * Copyright 2005 Oliver Stieber
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2007-2008 Henri Verbeet
12 * Copyright 2006-2008 Roderick Colenbrander
14 * This library is free software; you can redistribute it and/or
15 * modify it under the terms of the GNU Lesser General Public
16 * License as published by the Free Software Foundation; either
17 * version 2.1 of the License, or (at your option) any later version.
19 * This library is distributed in the hope that it will be useful,
20 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
22 * Lesser General Public License for more details.
24 * You should have received a copy of the GNU Lesser General Public
25 * License along with this library; if not, write to the Free Software
26 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "wine/port.h"
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
34 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
36 HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *surf);
37 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey);
38 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert);
39 static inline void clear_unused_channels(IWineD3DSurfaceImpl *This);
40 static void surface_remove_pbo(IWineD3DSurfaceImpl *This);
42 void surface_force_reload(IWineD3DSurface *iface)
44 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
46 This->Flags &= ~SFLAG_ALLOCATED;
49 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name)
51 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
53 TRACE("(%p) : setting texture name %u\n", This, name);
55 if (!This->glDescription.textureName && name)
57 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
58 * surface has no texture name yet. See if we can get rid of this. */
59 if (This->Flags & SFLAG_INTEXTURE)
60 ERR("Surface has SFLAG_INTEXTURE set, but no texture name\n");
61 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
64 This->glDescription.textureName = name;
65 surface_force_reload(iface);
68 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target)
70 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
72 TRACE("(%p) : setting target %#x\n", This, target);
74 if (This->glDescription.target != target)
76 if (target == GL_TEXTURE_RECTANGLE_ARB)
78 This->Flags &= ~SFLAG_NORMCOORD;
80 else if (This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB)
82 This->Flags |= SFLAG_NORMCOORD;
85 This->glDescription.target = target;
86 surface_force_reload(iface);
89 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This) {
92 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
93 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
94 * gl states. The current texture unit should always be a valid one.
96 * To be more specific, this is tricky because we can implicitly be called
97 * from sampler() in state.c. This means we can't touch anything other than
98 * whatever happens to be the currently active texture, or we would risk
99 * marking already applied sampler states dirty again.
101 * TODO: Track the current active texture per GL context instead of using glGet
103 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
104 GLint active_texture;
106 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
108 active_sampler = This->resource.wineD3DDevice->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
113 if (active_sampler != -1) {
114 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(active_sampler));
116 IWineD3DSurface_BindTexture((IWineD3DSurface *)This);
119 /* This function checks if the primary render target uses the 8bit paletted format. */
120 static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
122 if (device->render_targets && device->render_targets[0]) {
123 IWineD3DSurfaceImpl* render_target = (IWineD3DSurfaceImpl*)device->render_targets[0];
124 if((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET) && (render_target->resource.format == WINED3DFMT_P8))
130 /* This call just downloads data, the caller is responsible for activating the
131 * right context and binding the correct texture. */
132 static void surface_download_data(IWineD3DSurfaceImpl *This) {
133 if (0 == This->glDescription.textureName) {
134 ERR("Surface does not have a texture, but SFLAG_INTEXTURE is set\n");
138 /* Only support read back of converted P8 surfaces */
139 if(This->Flags & SFLAG_CONVERTED && (This->resource.format != WINED3DFMT_P8)) {
140 FIXME("Read back converted textures unsupported, format=%s\n", debug_d3dformat(This->resource.format));
146 if (This->resource.format == WINED3DFMT_DXT1 ||
147 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
148 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5 ||
149 This->resource.format == WINED3DFMT_ATI2N) {
150 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) { /* We can assume this as the texture would not have been created otherwise */
151 FIXME("(%p) : Attempting to lock a compressed texture when texture compression isn't supported by opengl\n", This);
153 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
154 This->glDescription.glFormat, This->glDescription.glType, This->resource.allocatedMemory);
156 if(This->Flags & SFLAG_PBO) {
157 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
158 checkGLcall("glBindBufferARB");
159 GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, NULL));
160 checkGLcall("glGetCompressedTexImageARB()");
161 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
162 checkGLcall("glBindBufferARB");
164 GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, This->resource.allocatedMemory));
165 checkGLcall("glGetCompressedTexImageARB()");
171 GLenum format = This->glDescription.glFormat;
172 GLenum type = This->glDescription.glType;
176 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
177 if(This->resource.format == WINED3DFMT_P8 && primary_render_target_is_p8(This->resource.wineD3DDevice)) {
179 type = GL_UNSIGNED_BYTE;
182 if (This->Flags & SFLAG_NONPOW2) {
183 unsigned char alignment = This->resource.wineD3DDevice->surface_alignment;
184 src_pitch = This->bytesPerPixel * This->pow2Width;
185 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
186 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
187 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
189 mem = This->resource.allocatedMemory;
192 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
195 if(This->Flags & SFLAG_PBO) {
196 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
197 checkGLcall("glBindBufferARB");
199 glGetTexImage(This->glDescription.target, This->glDescription.level, format,
201 checkGLcall("glGetTexImage()");
203 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
204 checkGLcall("glBindBufferARB");
206 glGetTexImage(This->glDescription.target, This->glDescription.level, format,
208 checkGLcall("glGetTexImage()");
212 if (This->Flags & SFLAG_NONPOW2) {
213 LPBYTE src_data, dst_data;
216 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
217 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
218 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
220 * We're doing this...
222 * instead of boxing the texture :
223 * |<-texture width ->| -->pow2width| /\
224 * |111111111111111111| | |
225 * |222 Texture 222222| boxed empty | texture height
226 * |3333 Data 33333333| | |
227 * |444444444444444444| | \/
228 * ----------------------------------- |
229 * | boxed empty | boxed empty | pow2height
231 * -----------------------------------
234 * we're repacking the data to the expected texture width
236 * |<-texture width ->| -->pow2width| /\
237 * |111111111111111111222222222222222| |
238 * |222333333333333333333444444444444| texture height
242 * | empty | pow2height
244 * -----------------------------------
248 * |<-texture width ->| /\
249 * |111111111111111111|
250 * |222222222222222222|texture height
251 * |333333333333333333|
252 * |444444444444444444| \/
253 * --------------------
255 * this also means that any references to allocatedMemory should work with the data as if were a
256 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
258 * internally the texture is still stored in a boxed format so any references to textureName will
259 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
261 * Performance should not be an issue, because applications normally do not lock the surfaces when
262 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
263 * and doesn't have to be re-read.
266 dst_data = This->resource.allocatedMemory;
267 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
268 for (y = 1 ; y < This->currentDesc.Height; y++) {
269 /* skip the first row */
270 src_data += src_pitch;
271 dst_data += dst_pitch;
272 memcpy(dst_data, src_data, dst_pitch);
275 HeapFree(GetProcessHeap(), 0, mem);
279 /* Surface has now been downloaded */
280 This->Flags |= SFLAG_INSYSMEM;
283 /* This call just uploads data, the caller is responsible for activating the
284 * right context and binding the correct texture. */
285 static void surface_upload_data(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *data) {
287 if(This->heightscale != 1.0 && This->heightscale != 0.0) height *= This->heightscale;
289 if (This->resource.format == WINED3DFMT_DXT1 ||
290 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
291 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5 ||
292 This->resource.format == WINED3DFMT_ATI2N) {
293 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
294 FIXME("Using DXT1/3/5 without advertized support\n");
296 /* glCompressedTexSubImage2D for uploading and glTexImage2D for allocating does not work well on some drivers(r200 dri, MacOS ATI driver)
297 * glCompressedTexImage2D does not accept NULL pointers. So for compressed textures surface_allocate_surface does nothing, and this
298 * function uses glCompressedTexImage2D instead of the SubImage call
300 TRACE("(%p) : Calling glCompressedTexSubImage2D w %d, h %d, data %p\n", This, width, height, data);
303 if(This->Flags & SFLAG_PBO) {
304 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
305 checkGLcall("glBindBufferARB");
306 TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
308 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
309 width, height, 0 /* border */, This->resource.size, NULL));
310 checkGLcall("glCompressedTexSubImage2D");
312 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
313 checkGLcall("glBindBufferARB");
315 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
316 width, height, 0 /* border */, This->resource.size, data));
317 checkGLcall("glCompressedTexSubImage2D");
322 TRACE("(%p) : Calling glTexSubImage2D w %d, h %d, data, %p\n", This, width, height, data);
325 if(This->Flags & SFLAG_PBO) {
326 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
327 checkGLcall("glBindBufferARB");
328 TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
330 glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, NULL);
331 checkGLcall("glTexSubImage2D");
333 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
334 checkGLcall("glBindBufferARB");
337 glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, data);
338 checkGLcall("glTexSubImage2D");
345 /* This call just allocates the texture, the caller is responsible for
346 * activating the right context and binding the correct texture. */
347 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type) {
348 BOOL enable_client_storage = FALSE;
351 if(This->heightscale != 1.0 && This->heightscale != 0.0) height *= This->heightscale;
353 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,
354 This->glDescription.target, This->glDescription.level, debug_d3dformat(This->resource.format), internal, width, height, format, type);
356 if (This->resource.format == WINED3DFMT_DXT1 ||
357 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
358 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5 ||
359 This->resource.format == WINED3DFMT_ATI2N) {
360 /* glCompressedTexImage2D does not accept NULL pointers, so we cannot allocate a compressed texture without uploading data */
361 TRACE("Not allocating compressed surfaces, surface_upload_data will specify them\n");
363 /* We have to point GL to the client storage memory here, because upload_data might use a PBO. This means a double upload
364 * once, unfortunately
366 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
367 /* Neither NONPOW2, DIBSECTION nor OVERSIZE flags can be set on compressed textures */
368 This->Flags |= SFLAG_CLIENT;
369 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
371 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
372 width, height, 0 /* border */, This->resource.size, mem));
381 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
382 if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_OVERSIZE | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
383 /* In some cases we want to disable client storage.
384 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
385 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
386 * SFLAG_OVERSIZE: The gl texture is smaller than the allocated memory
387 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
388 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
390 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
391 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
392 This->Flags &= ~SFLAG_CLIENT;
393 enable_client_storage = TRUE;
395 This->Flags |= SFLAG_CLIENT;
397 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
398 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
400 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
403 glTexImage2D(This->glDescription.target, This->glDescription.level, internal, width, height, 0, format, type, mem);
404 checkGLcall("glTexImage2D");
406 if(enable_client_storage) {
407 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
408 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
412 This->Flags |= SFLAG_ALLOCATED;
415 /* In D3D the depth stencil dimensions have to be greater than or equal to the
416 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
417 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
418 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height) {
419 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
420 renderbuffer_entry_t *entry;
421 GLuint renderbuffer = 0;
422 unsigned int src_width, src_height;
424 src_width = This->pow2Width;
425 src_height = This->pow2Height;
427 /* A depth stencil smaller than the render target is not valid */
428 if (width > src_width || height > src_height) return;
430 /* Remove any renderbuffer set if the sizes match */
431 if (width == src_width && height == src_height) {
432 This->current_renderbuffer = NULL;
436 /* Look if we've already got a renderbuffer of the correct dimensions */
437 LIST_FOR_EACH_ENTRY(entry, &This->renderbuffers, renderbuffer_entry_t, entry) {
438 if (entry->width == width && entry->height == height) {
439 renderbuffer = entry->id;
440 This->current_renderbuffer = entry;
446 const GlPixelFormatDesc *glDesc;
447 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
449 GL_EXTCALL(glGenRenderbuffersEXT(1, &renderbuffer));
450 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderbuffer));
451 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, glDesc->glInternal, width, height));
453 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
454 entry->width = width;
455 entry->height = height;
456 entry->id = renderbuffer;
457 list_add_head(&This->renderbuffers, &entry->entry);
459 This->current_renderbuffer = entry;
462 checkGLcall("set_compatible_renderbuffer");
465 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain) {
466 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
467 IWineD3DSwapChainImpl *swapchain_impl = (IWineD3DSwapChainImpl *)swapchain;
469 TRACE("(%p) : swapchain %p\n", This, swapchain);
471 if (swapchain_impl->backBuffer && swapchain_impl->backBuffer[0] == iface) {
472 TRACE("Returning GL_BACK\n");
474 } else if (swapchain_impl->frontBuffer == iface) {
475 TRACE("Returning GL_FRONT\n");
479 FIXME("Higher back buffer, returning GL_BACK\n");
483 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface) {
484 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
485 ULONG ref = InterlockedDecrement(&This->resource.ref);
486 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
488 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
489 renderbuffer_entry_t *entry, *entry2;
490 TRACE("(%p) : cleaning up\n", This);
492 /* Need a context to destroy the texture. Use the currently active render target, but only if
493 * the primary render target exists. Otherwise lastActiveRenderTarget is garbage, see above.
494 * When destroying the primary rt, Uninit3D will activate a context before doing anything
496 if(device->render_targets && device->render_targets[0]) {
497 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
501 if (This->glDescription.textureName != 0) { /* release the openGL texture.. */
502 TRACE("Deleting texture %d\n", This->glDescription.textureName);
503 glDeleteTextures(1, &This->glDescription.textureName);
506 if(This->Flags & SFLAG_PBO) {
508 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
511 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
512 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
513 HeapFree(GetProcessHeap(), 0, entry);
517 if(This->Flags & SFLAG_DIBSECTION) {
519 SelectObject(This->hDC, This->dib.holdbitmap);
521 /* Release the DIB section */
522 DeleteObject(This->dib.DIBsection);
523 This->dib.bitmap_data = NULL;
524 This->resource.allocatedMemory = NULL;
526 if(This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem(iface, NULL);
528 HeapFree(GetProcessHeap(), 0, This->palette9);
530 IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
532 if(This->overlay_dest) {
533 list_remove(&This->overlay_entry);
536 TRACE("(%p) Released\n", This);
537 HeapFree(GetProcessHeap(), 0, This);
543 /* ****************************************************
544 IWineD3DSurface IWineD3DResource parts follow
545 **************************************************** */
547 void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
548 /* TODO: check for locks */
549 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
550 IWineD3DBaseTexture *baseTexture = NULL;
551 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
553 TRACE("(%p)Checking to see if the container is a base texture\n", This);
554 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
555 TRACE("Passing to container\n");
556 IWineD3DBaseTexture_PreLoad(baseTexture);
557 IWineD3DBaseTexture_Release(baseTexture);
559 TRACE("(%p) : About to load surface\n", This);
561 if(!device->isInDraw) {
562 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
565 if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8) {
566 if(palette9_changed(This)) {
567 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
568 /* TODO: This is not necessarily needed with hw palettized texture support */
569 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
570 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
571 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
575 IWineD3DSurface_LoadTexture(iface, FALSE);
577 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
578 /* Tell opengl to try and keep this texture in video ram (well mostly) */
582 glPrioritizeTextures(1, &This->glDescription.textureName, &tmp);
589 static void surface_remove_pbo(IWineD3DSurfaceImpl *This) {
590 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
591 This->resource.allocatedMemory =
592 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
595 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
596 checkGLcall("glBindBuffer(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
597 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
598 checkGLcall("glGetBufferSubData");
599 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
600 checkGLcall("glDeleteBuffers");
604 This->Flags &= ~SFLAG_PBO;
607 static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
608 IWineD3DBaseTexture *texture = NULL;
609 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
610 renderbuffer_entry_t *entry, *entry2;
611 TRACE("(%p)\n", iface);
613 if(This->resource.pool == WINED3DPOOL_DEFAULT) {
614 /* Default pool resources are supposed to be destroyed before Reset is called.
615 * Implicit resources stay however. So this means we have an implicit render target
616 * or depth stencil. The content may be destroyed, but we still have to tear down
617 * opengl resources, so we cannot leave early.
619 * Put the most up to date surface location into the drawable. D3D-wise this content
620 * is undefined, so it would be nowhere, but that would make the location management
621 * more complicated. The drawable is a sane location, because if we mark sysmem or
622 * texture up to date, drawPrim will copy the uninitialized texture or sysmem to the
623 * uninitialized drawable. That's pointless and we'd have to allocate the texture /
626 if (This->resource.usage & WINED3DUSAGE_DEPTHSTENCIL) {
627 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
629 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, TRUE);
632 /* Load the surface into system memory */
633 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
634 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
636 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
637 This->Flags &= ~SFLAG_ALLOCATED;
639 /* Destroy PBOs, but load them into real sysmem before */
640 if(This->Flags & SFLAG_PBO) {
641 surface_remove_pbo(This);
644 /* Destroy fbo render buffers. This is needed for implicit render targets, for
645 * all application-created targets the application has to release the surface
646 * before calling _Reset
648 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
650 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
652 list_remove(&entry->entry);
653 HeapFree(GetProcessHeap(), 0, entry);
655 list_init(&This->renderbuffers);
656 This->current_renderbuffer = NULL;
658 /* If we're in a texture, the texture name belongs to the texture. Otherwise,
661 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **) &texture);
664 glDeleteTextures(1, &This->glDescription.textureName);
665 This->glDescription.textureName = 0;
668 IWineD3DBaseTexture_Release(texture);
673 /* ******************************************************
674 IWineD3DSurface IWineD3DSurface parts follow
675 ****************************************************** */
677 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription) {
678 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
679 TRACE("(%p) : returning %p\n", This, &This->glDescription);
680 *glDescription = &This->glDescription;
683 /* TODO: think about moving this down to resource? */
684 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface) {
685 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
686 /* This should only be called for sysmem textures, it may be a good idea to extend this to all pools at some point in the future */
687 if (This->resource.pool != WINED3DPOOL_SYSTEMMEM) {
688 FIXME(" (%p)Attempting to get system memory for a non-system memory texture\n", iface);
690 return (CONST void*)(This->resource.allocatedMemory);
693 /* Read the framebuffer back into the surface */
694 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, void *dest, UINT pitch) {
695 IWineD3DSwapChainImpl *swapchain;
696 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
700 BYTE *row, *top, *bottom;
704 BOOL srcIsUpsideDown;
706 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
707 static BOOL warned = FALSE;
709 ERR("The application tries to lock the render target, but render target locking is disabled\n");
715 IWineD3DSurface_GetContainer((IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&swapchain);
716 /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
717 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
718 * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
719 * context->last_was_blit set on the unlock.
721 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
724 /* Select the correct read buffer, and give some debug output.
725 * There is no need to keep track of the current read buffer or reset it, every part of the code
726 * that reads sets the read buffer as desired.
729 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
730 * Read from the back buffer
732 TRACE("Locking offscreen render target\n");
733 glReadBuffer(myDevice->offscreenBuffer);
734 srcIsUpsideDown = TRUE;
736 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
737 TRACE("Locking %#x buffer\n", buffer);
738 glReadBuffer(buffer);
739 checkGLcall("glReadBuffer");
741 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
742 srcIsUpsideDown = FALSE;
745 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
749 local_rect.right = This->currentDesc.Width;
750 local_rect.bottom = This->currentDesc.Height;
754 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
756 switch(This->resource.format)
760 if(primary_render_target_is_p8(myDevice)) {
761 /* In case of P8 render targets the index is stored in the alpha component */
763 type = GL_UNSIGNED_BYTE;
765 bpp = This->bytesPerPixel;
767 /* GL can't return palettized data, so read ARGB pixels into a
768 * separate block of memory and convert them into palettized format
769 * in software. Slow, but if the app means to use palettized render
770 * targets and locks it...
772 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
773 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
774 * for the color channels when palettizing the colors.
777 type = GL_UNSIGNED_BYTE;
779 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
781 ERR("Out of memory\n");
785 bpp = This->bytesPerPixel * 3;
792 fmt = This->glDescription.glFormat;
793 type = This->glDescription.glType;
794 bpp = This->bytesPerPixel;
797 if(This->Flags & SFLAG_PBO) {
798 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
799 checkGLcall("glBindBufferARB");
802 glReadPixels(local_rect.left, local_rect.top,
803 local_rect.right - local_rect.left,
804 local_rect.bottom - local_rect.top,
806 vcheckGLcall("glReadPixels");
808 if(This->Flags & SFLAG_PBO) {
809 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
810 checkGLcall("glBindBufferARB");
812 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
813 * to get a pointer to it and perform the flipping in software. This is a lot
814 * faster than calling glReadPixels for each line. In case we want more speed
815 * we should rerender it flipped in a FBO and read the data back from the FBO. */
816 if(!srcIsUpsideDown) {
817 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
818 checkGLcall("glBindBufferARB");
820 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
821 checkGLcall("glMapBufferARB");
825 /* TODO: Merge this with the palettization loop below for P8 targets */
826 if(!srcIsUpsideDown) {
828 /* glReadPixels returns the image upside down, and there is no way to prevent this.
829 Flip the lines in software */
830 len = (local_rect.right - local_rect.left) * bpp;
831 off = local_rect.left * bpp;
833 row = HeapAlloc(GetProcessHeap(), 0, len);
835 ERR("Out of memory\n");
836 if(This->resource.format == WINED3DFMT_P8) HeapFree(GetProcessHeap(), 0, mem);
841 top = mem + pitch * local_rect.top;
842 bottom = mem + pitch * ( local_rect.bottom - local_rect.top - 1);
843 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
844 memcpy(row, top + off, len);
845 memcpy(top + off, bottom + off, len);
846 memcpy(bottom + off, row, len);
850 HeapFree(GetProcessHeap(), 0, row);
852 /* Unmap the temp PBO buffer */
853 if(This->Flags & SFLAG_PBO) {
854 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
855 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
861 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
862 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
863 * the same color but we have no choice.
864 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
866 if((This->resource.format == WINED3DFMT_P8) && !primary_render_target_is_p8(myDevice)) {
867 PALETTEENTRY *pal = NULL;
868 DWORD width = pitch / 3;
872 pal = This->palette->palents;
874 ERR("Palette is missing, cannot perform inverse palette lookup\n");
875 HeapFree(GetProcessHeap(), 0, mem);
879 for(y = local_rect.top; y < local_rect.bottom; y++) {
880 for(x = local_rect.left; x < local_rect.right; x++) {
881 /* start lines pixels */
882 BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
883 BYTE *green = blue + 1;
884 BYTE *red = green + 1;
886 for(c = 0; c < 256; c++) {
887 if(*red == pal[c].peRed &&
888 *green == pal[c].peGreen &&
889 *blue == pal[c].peBlue)
891 *((BYTE *) dest + y * width + x) = c;
897 HeapFree(GetProcessHeap(), 0, mem);
901 /* Read the framebuffer contents into a texture */
902 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This)
904 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
905 IWineD3DSwapChainImpl *swapchain;
907 GLenum format, internal, type;
908 CONVERT_TYPES convert;
911 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
913 IWineD3DSurface_GetContainer((IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&swapchain);
914 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
915 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
916 * states in the stateblock, and no driver was found yet that had bugs in that regard.
918 ActivateContext(device, (IWineD3DSurface *) This, CTXUSAGE_RESOURCELOAD);
919 surface_bind_and_dirtify(This);
922 glGetIntegerv(GL_READ_BUFFER, &prevRead);
924 /* Select the correct read buffer, and give some debug output.
925 * There is no need to keep track of the current read buffer or reset it, every part of the code
926 * that reads sets the read buffer as desired.
929 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
930 * Read from the back buffer
932 TRACE("Locking offscreen render target\n");
933 glReadBuffer(device->offscreenBuffer);
935 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
936 TRACE("Locking %#x buffer\n", buffer);
937 glReadBuffer(buffer);
938 checkGLcall("glReadBuffer");
940 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
943 if(!(This->Flags & SFLAG_ALLOCATED)) {
944 surface_allocate_surface(This, internal, This->pow2Width,
945 This->pow2Height, format, type);
948 clear_unused_channels(This);
950 /* If !SrcIsUpsideDown we should flip the surface.
951 * This can be done using glCopyTexSubImage2D but this
952 * is VERY slow, so don't do that. We should prevent
953 * this code from getting called in such cases or perhaps
956 glCopyTexSubImage2D(This->glDescription.target,
957 This->glDescription.level,
959 This->currentDesc.Width,
960 This->currentDesc.Height);
961 checkGLcall("glCopyTexSubImage2D");
963 glReadBuffer(prevRead);
964 vcheckGLcall("glReadBuffer");
967 TRACE("Updated target %d\n", This->glDescription.target);
970 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This) {
971 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
972 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
975 if(!(This->Flags & SFLAG_DYNLOCK)) {
977 /* MAXLOCKCOUNT is defined in wined3d_private.h */
978 if(This->lockCount > MAXLOCKCOUNT) {
979 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
980 This->Flags |= SFLAG_DYNLOCK;
984 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
985 * Also don't create a PBO for systemmem surfaces.
987 if(GL_SUPPORT(ARB_PIXEL_BUFFER_OBJECT) && (This->Flags & SFLAG_DYNLOCK) && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2)) && (This->resource.pool != WINED3DPOOL_SYSTEMMEM)) {
989 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
991 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
994 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
995 error = glGetError();
996 if(This->pbo == 0 || error != GL_NO_ERROR) {
997 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
1000 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
1002 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1003 checkGLcall("glBindBufferARB");
1005 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
1006 checkGLcall("glBufferDataARB");
1008 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1009 checkGLcall("glBindBufferARB");
1011 /* We don't need the system memory anymore and we can't even use it for PBOs */
1012 if(!(This->Flags & SFLAG_CLIENT)) {
1013 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
1014 This->resource.heapMemory = NULL;
1016 This->resource.allocatedMemory = NULL;
1017 This->Flags |= SFLAG_PBO;
1019 } else if(!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO)) {
1020 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1023 if(!This->resource.heapMemory) {
1024 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1026 This->resource.allocatedMemory =
1027 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1028 if(This->Flags & SFLAG_INSYSMEM) {
1029 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1034 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
1035 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1036 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1037 IWineD3DSwapChain *swapchain = NULL;
1039 TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
1041 /* This is also done in the base class, but we have to verify this before loading any data from
1042 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1043 * may interfere, and all other bad things may happen
1045 if (This->Flags & SFLAG_LOCKED) {
1046 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1047 return WINED3DERR_INVALIDCALL;
1049 This->Flags |= SFLAG_LOCKED;
1051 if (!(This->Flags & SFLAG_LOCKABLE))
1053 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
1056 if (Flags & WINED3DLOCK_DISCARD) {
1057 /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
1058 TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
1059 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1060 This->Flags |= SFLAG_INSYSMEM;
1064 if (This->Flags & SFLAG_INSYSMEM) {
1065 TRACE("Local copy is up to date, not downloading data\n");
1066 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1070 /* Now download the surface content from opengl
1071 * Use the render target readback if the surface is on a swapchain(=onscreen render target) or the current primary target
1072 * Offscreen targets which are not active at the moment or are higher targets(FBOs) can be locked with the texture path
1074 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
1075 if(swapchain || iface == myDevice->render_targets[0]) {
1076 const RECT *pass_rect = pRect;
1078 /* IWineD3DSurface_LoadLocation does not check if the rectangle specifies the full surfaces
1079 * because most caller functions do not need that. So do that here
1084 pRect->right == This->currentDesc.Width &&
1085 pRect->bottom == This->currentDesc.Height) {
1089 switch(wined3d_settings.rendertargetlock_mode) {
1092 FIXME("Reading from render target with a texture isn't implemented yet, falling back to framebuffer reading\n");
1094 /* Disabled for now. LoadLocation prefers the texture over the drawable as the source. So if we copy to the
1095 * texture first, then to sysmem, we'll avoid glReadPixels and use glCopyTexImage and glGetTexImage2D instead.
1096 * This may be faster on some cards
1098 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* No partial texture copy yet */);
1105 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, pass_rect);
1111 if(swapchain) IWineD3DSwapChain_Release(swapchain);
1113 } else if(iface == myDevice->stencilBufferTarget) {
1114 /** the depth stencil in openGL has a format of GL_FLOAT
1115 * which should be good for WINED3DFMT_D16_LOCKABLE
1116 * and WINED3DFMT_D16
1117 * it is unclear what format the stencil buffer is in except.
1118 * 'Each index is converted to fixed point...
1119 * If GL_MAP_STENCIL is GL_TRUE, indices are replaced by their
1120 * mappings in the table GL_PIXEL_MAP_S_TO_S.
1121 * glReadPixels(This->lockedRect.left,
1122 * This->lockedRect.bottom - j - 1,
1123 * This->lockedRect.right - This->lockedRect.left,
1125 * GL_DEPTH_COMPONENT,
1127 * (char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top)));
1129 * Depth Stencil surfaces which are not the current depth stencil target should have their data in a
1130 * gl texture(next path), or in local memory(early return because of set SFLAG_INSYSMEM above). If
1131 * none of that is the case the problem is not in this function :-)
1132 ********************************************/
1133 FIXME("Depth stencil locking not supported yet\n");
1135 /* This path is for normal surfaces, offscreen render targets and everything else that is in a gl texture */
1136 TRACE("locking an ordinary surface\n");
1137 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
1141 if(This->Flags & SFLAG_PBO) {
1142 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1144 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1145 checkGLcall("glBindBufferARB");
1147 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1148 if(This->resource.allocatedMemory) {
1149 ERR("The surface already has PBO memory allocated!\n");
1152 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1153 checkGLcall("glMapBufferARB");
1155 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1156 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1157 checkGLcall("glBindBufferARB");
1162 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
1165 IWineD3DBaseTexture *pBaseTexture;
1168 * as seen in msdn docs
1170 IWineD3DSurface_AddDirtyRect(iface, pRect);
1172 /** Dirtify Container if needed */
1173 if (WINED3D_OK == IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture) && pBaseTexture != NULL) {
1174 TRACE("Making container dirty\n");
1175 IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
1176 IWineD3DBaseTexture_Release(pBaseTexture);
1178 TRACE("Surface is standalone, no need to dirty the container\n");
1182 return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
1185 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem) {
1187 GLint prev_rasterpos[4];
1188 GLint skipBytes = 0;
1189 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
1190 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1191 IWineD3DSwapChainImpl *swapchain;
1193 /* Activate the correct context for the render target */
1194 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
1197 IWineD3DSurface_GetContainer((IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&swapchain);
1199 /* Primary offscreen render target */
1200 TRACE("Offscreen render target\n");
1201 glDrawBuffer(myDevice->offscreenBuffer);
1202 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1204 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
1205 TRACE("Unlocking %#x buffer\n", buffer);
1206 glDrawBuffer(buffer);
1207 checkGLcall("glDrawBuffer");
1209 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
1212 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
1213 vcheckGLcall("glIntegerv");
1214 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
1215 vcheckGLcall("glIntegerv");
1216 glPixelZoom(1.0, -1.0);
1217 vcheckGLcall("glPixelZoom");
1219 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1220 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
1221 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
1223 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
1224 vcheckGLcall("glRasterPos2f");
1226 /* Some drivers(radeon dri, others?) don't like exceptions during
1227 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1228 * after ReleaseDC. Reading it will cause an exception, which x11drv will
1229 * catch to put the dib section in InSync mode, which leads to a crash
1230 * and a blocked x server on my radeon card.
1232 * The following lines read the dib section so it is put in InSync mode
1233 * before glDrawPixels is called and the crash is prevented. There won't
1234 * be any interfering gdi accesses, because UnlockRect is called from
1235 * ReleaseDC, and the app won't use the dc any more afterwards.
1237 if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
1239 read = This->resource.allocatedMemory[0];
1242 if(This->Flags & SFLAG_PBO) {
1243 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1244 checkGLcall("glBindBufferARB");
1247 /* When the surface is locked we only have to refresh the locked part else we need to update the whole image */
1248 if(This->Flags & SFLAG_LOCKED) {
1249 glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1250 (This->lockedRect.bottom - This->lockedRect.top)-1,
1252 mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1253 checkGLcall("glDrawPixels");
1255 glDrawPixels(This->currentDesc.Width,
1256 This->currentDesc.Height,
1258 checkGLcall("glDrawPixels");
1261 if(This->Flags & SFLAG_PBO) {
1262 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1263 checkGLcall("glBindBufferARB");
1266 glPixelZoom(1.0,1.0);
1267 vcheckGLcall("glPixelZoom");
1269 glRasterPos3iv(&prev_rasterpos[0]);
1270 vcheckGLcall("glRasterPos3iv");
1272 /* Reset to previous pack row length */
1273 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1274 vcheckGLcall("glPixelStorei GL_UNPACK_ROW_LENGTH");
1277 glDrawBuffer(myDevice->offscreenBuffer);
1278 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1279 } else if(swapchain->backBuffer) {
1280 glDrawBuffer(GL_BACK);
1281 checkGLcall("glDrawBuffer(GL_BACK)");
1283 glDrawBuffer(GL_FRONT);
1284 checkGLcall("glDrawBuffer(GL_FRONT)");
1291 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1292 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1293 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1294 IWineD3DSwapChainImpl *swapchain = NULL;
1297 if (!(This->Flags & SFLAG_LOCKED)) {
1298 WARN("trying to Unlock an unlocked surf@%p\n", This);
1299 return WINED3DERR_INVALIDCALL;
1302 if (This->Flags & SFLAG_PBO) {
1303 TRACE("Freeing PBO memory\n");
1304 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1306 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1307 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1308 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1309 checkGLcall("glUnmapBufferARB");
1311 This->resource.allocatedMemory = NULL;
1314 TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1316 if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1317 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1321 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
1322 if(swapchain || (myDevice->render_targets && iface == myDevice->render_targets[0])) {
1323 if(swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
1325 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1326 static BOOL warned = FALSE;
1328 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1334 if(This->dirtyRect.left == 0 &&
1335 This->dirtyRect.top == 0 &&
1336 This->dirtyRect.right == This->currentDesc.Width &&
1337 This->dirtyRect.bottom == This->currentDesc.Height) {
1340 /* TODO: Proper partial rectangle tracking */
1341 fullsurface = FALSE;
1342 This->Flags |= SFLAG_INSYSMEM;
1345 switch(wined3d_settings.rendertargetlock_mode) {
1348 ActivateContext(myDevice, iface, CTXUSAGE_BLIT);
1349 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
1355 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
1360 /* Partial rectangle tracking is not commonly implemented, it is only done for render targets. Overwrite
1361 * the flags to bring them back into a sane state. INSYSMEM was set before to tell LoadLocation where
1362 * to read the rectangle from. Indrawable is set because all modifications from the partial sysmem copy
1363 * are written back to the drawable, thus the surface is merged again in the drawable. The sysmem copy is
1364 * not fully up to date because only a subrectangle was read in LockRect.
1366 This->Flags &= ~SFLAG_INSYSMEM;
1367 This->Flags |= SFLAG_INDRAWABLE;
1370 This->dirtyRect.left = This->currentDesc.Width;
1371 This->dirtyRect.top = This->currentDesc.Height;
1372 This->dirtyRect.right = 0;
1373 This->dirtyRect.bottom = 0;
1374 } else if(iface == myDevice->stencilBufferTarget) {
1375 FIXME("Depth Stencil buffer locking is not implemented\n");
1377 /* The rest should be a normal texture */
1378 IWineD3DBaseTextureImpl *impl;
1379 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1380 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1381 * states need resetting
1383 if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
1384 if(impl->baseTexture.bindCount) {
1385 IWineD3DDeviceImpl_MarkStateDirty(myDevice, STATE_SAMPLER(impl->baseTexture.sampler));
1387 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
1392 This->Flags &= ~SFLAG_LOCKED;
1393 memset(&This->lockedRect, 0, sizeof(RECT));
1395 /* Overlays have to be redrawn manually after changes with the GL implementation */
1396 if(This->overlay_dest) {
1397 IWineD3DSurface_DrawOverlay(iface);
1402 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) {
1403 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1404 WINED3DLOCKED_RECT lock;
1408 TRACE("(%p)->(%p)\n",This,pHDC);
1410 if(This->Flags & SFLAG_USERPTR) {
1411 ERR("Not supported on surfaces with an application-provided surfaces\n");
1412 return WINEDDERR_NODC;
1415 /* Give more detailed info for ddraw */
1416 if (This->Flags & SFLAG_DCINUSE)
1417 return WINEDDERR_DCALREADYCREATED;
1419 /* Can't GetDC if the surface is locked */
1420 if (This->Flags & SFLAG_LOCKED)
1421 return WINED3DERR_INVALIDCALL;
1423 /* According to Direct3D9 docs, only these formats are supported */
1424 if (((IWineD3DImpl *)This->resource.wineD3DDevice->wineD3D)->dxVersion > 7) {
1425 if (This->resource.format != WINED3DFMT_R5G6B5 &&
1426 This->resource.format != WINED3DFMT_X1R5G5B5 &&
1427 This->resource.format != WINED3DFMT_R8G8B8 &&
1428 This->resource.format != WINED3DFMT_X8R8G8B8) return WINED3DERR_INVALIDCALL;
1431 memset(&lock, 0, sizeof(lock)); /* To be sure */
1433 /* Create a DIB section if there isn't a hdc yet */
1435 IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
1436 if(This->Flags & SFLAG_CLIENT) {
1437 IWineD3DSurface_PreLoad(iface);
1440 /* Use the dib section from now on if we are not using a PBO */
1441 if(!(This->Flags & SFLAG_PBO))
1442 This->resource.allocatedMemory = This->dib.bitmap_data;
1445 /* Lock the surface */
1446 hr = IWineD3DSurface_LockRect(iface,
1451 if(This->Flags & SFLAG_PBO) {
1452 /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
1453 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
1457 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
1458 /* keep the dib section */
1462 if(This->resource.format == WINED3DFMT_P8 ||
1463 This->resource.format == WINED3DFMT_A8P8) {
1464 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
1465 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
1467 PALETTEENTRY *pal = NULL;
1470 pal = This->palette->palents;
1472 IWineD3DSurfaceImpl *dds_primary;
1473 IWineD3DSwapChainImpl *swapchain;
1474 swapchain = (IWineD3DSwapChainImpl *)This->resource.wineD3DDevice->swapchains[0];
1475 dds_primary = (IWineD3DSurfaceImpl *)swapchain->frontBuffer;
1476 if (dds_primary && dds_primary->palette)
1477 pal = dds_primary->palette->palents;
1481 for (n=0; n<256; n++) {
1482 col[n].rgbRed = pal[n].peRed;
1483 col[n].rgbGreen = pal[n].peGreen;
1484 col[n].rgbBlue = pal[n].peBlue;
1485 col[n].rgbReserved = 0;
1487 SetDIBColorTable(This->hDC, 0, 256, col);
1492 TRACE("returning %p\n",*pHDC);
1493 This->Flags |= SFLAG_DCINUSE;
1498 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) {
1499 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1501 TRACE("(%p)->(%p)\n",This,hDC);
1503 if (!(This->Flags & SFLAG_DCINUSE))
1504 return WINED3DERR_INVALIDCALL;
1506 if (This->hDC !=hDC) {
1507 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
1508 return WINED3DERR_INVALIDCALL;
1511 if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
1512 /* Copy the contents of the DIB over to the PBO */
1513 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
1516 /* we locked first, so unlock now */
1517 IWineD3DSurface_UnlockRect(iface);
1519 This->Flags &= ~SFLAG_DCINUSE;
1524 /* ******************************************************
1525 IWineD3DSurface Internal (No mapping to directx api) parts follow
1526 ****************************************************** */
1528 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode) {
1529 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
1530 const GlPixelFormatDesc *glDesc;
1531 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1532 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
1534 /* Default values: From the surface */
1535 *format = glDesc->glFormat;
1536 *type = glDesc->glType;
1537 *convert = NO_CONVERSION;
1538 *target_bpp = This->bytesPerPixel;
1541 *internal = glDesc->glGammaInternal;
1542 } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
1543 *internal = glDesc->rtInternal;
1545 *internal = glDesc->glInternal;
1548 /* Ok, now look if we have to do any conversion */
1549 switch(This->resource.format) {
1555 /* Use conversion when the paletted texture extension OR fragment shaders are available. When either
1556 * of the two is available make sure texturing is requested as neither of the two works in
1557 * conjunction with calls like glDraw-/glReadPixels. Further also use conversion in case of color keying.
1558 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
1559 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
1560 * conflicts with this.
1562 if( !(GL_SUPPORT(EXT_PALETTED_TEXTURE) ||
1563 (GL_SUPPORT(ARB_FRAGMENT_PROGRAM) &&
1564 device->render_targets &&
1565 This == (IWineD3DSurfaceImpl*)device->render_targets[0])) ||
1566 colorkey_active || !use_texturing ) {
1568 *internal = GL_RGBA;
1569 *type = GL_UNSIGNED_BYTE;
1571 if(colorkey_active) {
1572 *convert = CONVERT_PALETTED_CK;
1574 *convert = CONVERT_PALETTED;
1577 else if(!GL_SUPPORT(EXT_PALETTED_TEXTURE) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
1579 *internal = GL_RGBA;
1580 *type = GL_UNSIGNED_BYTE;
1586 case WINED3DFMT_R3G3B2:
1587 /* **********************
1588 GL_UNSIGNED_BYTE_3_3_2
1589 ********************** */
1590 if (colorkey_active) {
1591 /* This texture format will never be used.. So do not care about color keying
1592 up until the point in time it will be needed :-) */
1593 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
1597 case WINED3DFMT_R5G6B5:
1598 if (colorkey_active) {
1599 *convert = CONVERT_CK_565;
1601 *internal = GL_RGBA;
1602 *type = GL_UNSIGNED_SHORT_5_5_5_1;
1606 case WINED3DFMT_X1R5G5B5:
1607 if (colorkey_active) {
1608 *convert = CONVERT_CK_5551;
1610 *internal = GL_RGBA;
1611 *type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1615 case WINED3DFMT_R8G8B8:
1616 if (colorkey_active) {
1617 *convert = CONVERT_CK_RGB24;
1619 *internal = GL_RGBA;
1620 *type = GL_UNSIGNED_INT_8_8_8_8;
1625 case WINED3DFMT_X8R8G8B8:
1626 if (colorkey_active) {
1627 *convert = CONVERT_RGB32_888;
1629 *internal = GL_RGBA;
1630 *type = GL_UNSIGNED_INT_8_8_8_8;
1634 case WINED3DFMT_V8U8:
1635 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1636 else if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
1637 *format = GL_DUDV_ATI;
1638 *internal = GL_DU8DV8_ATI;
1640 /* No conversion - Just change the gl type */
1643 *convert = CONVERT_V8U8;
1645 *internal = GL_RGB8;
1646 *type = GL_UNSIGNED_BYTE;
1650 case WINED3DFMT_L6V5U5:
1651 *convert = CONVERT_L6V5U5;
1652 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1654 /* Use format and types from table */
1656 /* Load it into unsigned R5G6B5, swap L and V channels, and revert that in the shader */
1659 *internal = GL_RGB5;
1660 *type = GL_UNSIGNED_SHORT_5_6_5;
1664 case WINED3DFMT_X8L8V8U8:
1665 *convert = CONVERT_X8L8V8U8;
1667 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1668 /* Use formats from gl table. It is a bit unfortunate, but the conversion
1669 * is needed to set the X format to 255 to get 1.0 for alpha when sampling
1670 * the texture. OpenGL can't use GL_DSDT8_MAG8_NV as internal format with
1671 * the needed type and format parameter, so the internal format contains a
1672 * 4th component, which is returned as alpha
1675 /* Not supported by GL_ATI_envmap_bumpmap */
1677 *internal = GL_RGB8;
1678 *type = GL_UNSIGNED_INT_8_8_8_8_REV;
1682 case WINED3DFMT_Q8W8V8U8:
1683 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1684 *convert = CONVERT_Q8W8V8U8;
1686 *internal = GL_RGBA8;
1687 *type = GL_UNSIGNED_BYTE;
1689 /* Not supported by GL_ATI_envmap_bumpmap */
1692 case WINED3DFMT_V16U16:
1693 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1694 *convert = CONVERT_V16U16;
1696 *internal = GL_RGB16_EXT;
1697 *type = GL_UNSIGNED_SHORT;
1699 /* What should I do here about GL_ATI_envmap_bumpmap?
1700 * Convert it or allow data loss by loading it into a 8 bit / channel texture?
1704 case WINED3DFMT_A4L4:
1705 /* A4L4 exists as an internal gl format, but for some reason there is not
1706 * format+type combination to load it. Thus convert it to A8L8, then load it
1707 * with A4L4 internal, but A8L8 format+type
1709 *convert = CONVERT_A4L4;
1710 *format = GL_LUMINANCE_ALPHA;
1711 *internal = GL_LUMINANCE4_ALPHA4;
1712 *type = GL_UNSIGNED_BYTE;
1716 case WINED3DFMT_R32F:
1717 /* Can be loaded in theory with fmt=GL_RED, type=GL_FLOAT, but this fails. The reason
1718 * is that D3D expects the undefined green, blue and alpha channels to return 1.0
1719 * when sampling, but OpenGL sets green and blue to 0.0 instead. Thus we have to inject
1722 * The alpha channel defaults to 1.0 in opengl, so nothing has to be done about it.
1724 *convert = CONVERT_R32F;
1726 *internal = GL_RGB32F_ARB;
1731 case WINED3DFMT_R16F:
1732 /* Similar to R32F */
1733 *convert = CONVERT_R16F;
1735 *internal = GL_RGB16F_ARB;
1736 *type = GL_HALF_FLOAT_ARB;
1740 case WINED3DFMT_G16R16:
1741 *convert = CONVERT_G16R16;
1743 *internal = GL_RGB16_EXT;
1744 *type = GL_UNSIGNED_SHORT;
1755 HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This) {
1756 BYTE *source, *dest;
1757 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
1762 memcpy(dst, src, pitch * height);
1765 case CONVERT_PALETTED:
1766 case CONVERT_PALETTED_CK:
1768 IWineD3DPaletteImpl* pal = This->palette;
1773 /* TODO: If we are a sublevel, try to get the palette from level 0 */
1776 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
1778 for (y = 0; y < height; y++)
1780 source = src + pitch * y;
1781 dest = dst + outpitch * y;
1782 /* This is an 1 bpp format, using the width here is fine */
1783 for (x = 0; x < width; x++) {
1784 BYTE color = *source++;
1785 *dest++ = table[color][0];
1786 *dest++ = table[color][1];
1787 *dest++ = table[color][2];
1788 *dest++ = table[color][3];
1794 case CONVERT_CK_565:
1796 /* Converting the 565 format in 5551 packed to emulate color-keying.
1798 Note : in all these conversion, it would be best to average the averaging
1799 pixels to get the color of the pixel that will be color-keyed to
1800 prevent 'color bleeding'. This will be done later on if ever it is
1803 Note2: Nvidia documents say that their driver does not support alpha + color keying
1804 on the same surface and disables color keying in such a case
1810 TRACE("Color keyed 565\n");
1812 for (y = 0; y < height; y++) {
1813 Source = (WORD *) (src + y * pitch);
1814 Dest = (WORD *) (dst + y * outpitch);
1815 for (x = 0; x < width; x++ ) {
1816 WORD color = *Source++;
1817 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
1818 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1819 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1828 case CONVERT_CK_5551:
1830 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
1834 TRACE("Color keyed 5551\n");
1835 for (y = 0; y < height; y++) {
1836 Source = (WORD *) (src + y * pitch);
1837 Dest = (WORD *) (dst + y * outpitch);
1838 for (x = 0; x < width; x++ ) {
1839 WORD color = *Source++;
1841 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1842 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1846 *Dest &= ~(1 << 15);
1854 case CONVERT_RGB32_888:
1856 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
1858 for (y = 0; y < height; y++)
1860 source = src + pitch * y;
1861 dest = dst + outpitch * y;
1862 for (x = 0; x < width; x++) {
1863 DWORD color = 0xffffff & *(DWORD*)source;
1864 DWORD dstcolor = color << 8;
1865 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1866 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1869 *(DWORD*)dest = dstcolor;
1881 unsigned char *Dest;
1882 for(y = 0; y < height; y++) {
1883 Source = (short *) (src + y * pitch);
1884 Dest = dst + y * outpitch;
1885 for (x = 0; x < width; x++ ) {
1886 long color = (*Source++);
1887 /* B */ Dest[0] = 0xff;
1888 /* G */ Dest[1] = (color >> 8) + 128; /* V */
1889 /* R */ Dest[2] = (color) + 128; /* U */
1896 case CONVERT_V16U16:
1900 unsigned short *Dest;
1901 for(y = 0; y < height; y++) {
1902 Source = (DWORD *) (src + y * pitch);
1903 Dest = (unsigned short *) (dst + y * outpitch);
1904 for (x = 0; x < width; x++ ) {
1905 DWORD color = (*Source++);
1906 /* B */ Dest[0] = 0xffff;
1907 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
1908 /* R */ Dest[2] = (color ) + 32768; /* U */
1915 case CONVERT_Q8W8V8U8:
1919 unsigned char *Dest;
1920 for(y = 0; y < height; y++) {
1921 Source = (DWORD *) (src + y * pitch);
1922 Dest = dst + y * outpitch;
1923 for (x = 0; x < width; x++ ) {
1924 long color = (*Source++);
1925 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
1926 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
1927 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
1928 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
1935 case CONVERT_L6V5U5:
1939 unsigned char *Dest;
1941 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1942 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
1943 * fixed function and shaders without further conversion once the surface is
1946 for(y = 0; y < height; y++) {
1947 Source = (WORD *) (src + y * pitch);
1948 Dest = dst + y * outpitch;
1949 for (x = 0; x < width; x++ ) {
1950 short color = (*Source++);
1951 unsigned char l = ((color >> 10) & 0xfc);
1952 char v = ((color >> 5) & 0x3e);
1953 char u = ((color ) & 0x1f);
1955 /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
1956 * and doubles the positive range. Thus shift left only once, gl does the 2nd
1957 * shift. GL reads a signed value and converts it into an unsigned value.
1959 /* M */ Dest[2] = l << 1;
1961 /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
1962 * from 5 bit values to 8 bit values.
1964 /* V */ Dest[1] = v << 3;
1965 /* U */ Dest[0] = u << 3;
1970 for(y = 0; y < height; y++) {
1971 unsigned short *Dest_s = (unsigned short *) (dst + y * outpitch);
1972 Source = (WORD *) (src + y * pitch);
1973 for (x = 0; x < width; x++ ) {
1974 short color = (*Source++);
1975 unsigned char l = ((color >> 10) & 0xfc);
1976 short v = ((color >> 5) & 0x3e);
1977 short u = ((color ) & 0x1f);
1978 short v_conv = v + 16;
1979 short u_conv = u + 16;
1981 *Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
1989 case CONVERT_X8L8V8U8:
1993 unsigned char *Dest;
1995 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1996 /* This implementation works with the fixed function pipeline and shaders
1997 * without further modification after converting the surface.
1999 for(y = 0; y < height; y++) {
2000 Source = (DWORD *) (src + y * pitch);
2001 Dest = dst + y * outpitch;
2002 for (x = 0; x < width; x++ ) {
2003 long color = (*Source++);
2004 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
2005 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
2006 /* U */ Dest[0] = (color & 0xff); /* U */
2007 /* I */ Dest[3] = 255; /* X */
2012 /* Doesn't work correctly with the fixed function pipeline, but can work in
2013 * shaders if the shader is adjusted. (There's no use for this format in gl's
2014 * standard fixed function pipeline anyway).
2016 for(y = 0; y < height; y++) {
2017 Source = (DWORD *) (src + y * pitch);
2018 Dest = dst + y * outpitch;
2019 for (x = 0; x < width; x++ ) {
2020 long color = (*Source++);
2021 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
2022 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
2023 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
2034 unsigned char *Source;
2035 unsigned char *Dest;
2036 for(y = 0; y < height; y++) {
2037 Source = src + y * pitch;
2038 Dest = dst + y * outpitch;
2039 for (x = 0; x < width; x++ ) {
2040 unsigned char color = (*Source++);
2041 /* A */ Dest[1] = (color & 0xf0) << 0;
2042 /* L */ Dest[0] = (color & 0x0f) << 4;
2054 for(y = 0; y < height; y++) {
2055 Source = (float *) (src + y * pitch);
2056 Dest = (float *) (dst + y * outpitch);
2057 for (x = 0; x < width; x++ ) {
2058 float color = (*Source++);
2074 for(y = 0; y < height; y++) {
2075 Source = (WORD *) (src + y * pitch);
2076 Dest = (WORD *) (dst + y * outpitch);
2077 for (x = 0; x < width; x++ ) {
2078 WORD color = (*Source++);
2088 case CONVERT_G16R16:
2094 for(y = 0; y < height; y++) {
2095 Source = (WORD *) (src + y * pitch);
2096 Dest = (WORD *) (dst + y * outpitch);
2097 for (x = 0; x < width; x++ ) {
2098 WORD green = (*Source++);
2099 WORD red = (*Source++);
2110 ERR("Unsupported conversation type %d\n", convert);
2115 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey) {
2116 IWineD3DPaletteImpl* pal = This->palette;
2117 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2118 BOOL index_in_alpha = FALSE;
2119 int dxVersion = ( (IWineD3DImpl *) device->wineD3D)->dxVersion;
2122 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
2123 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
2124 * is slow. Further RGB->P8 conversion is not possible because palettes can have
2125 * duplicate entries. Store the color key in the unused alpha component to speed the
2126 * download up and to make conversion unneeded. */
2127 index_in_alpha = primary_render_target_is_p8(device);
2130 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
2131 if(dxVersion <= 7) {
2132 ERR("This code should never get entered for DirectDraw!, expect problems\n");
2133 if(index_in_alpha) {
2134 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
2135 there's no palette at this time. */
2136 for (i = 0; i < 256; i++) table[i][3] = i;
2139 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
2140 alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
2141 capability flag is present (wine does advertise this capability) */
2142 for (i = 0; i < 256; i++) {
2143 table[i][0] = device->palettes[device->currentPalette][i].peRed;
2144 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
2145 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
2146 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
2150 TRACE("Using surface palette %p\n", pal);
2151 /* Get the surface's palette */
2152 for (i = 0; i < 256; i++) {
2153 table[i][0] = pal->palents[i].peRed;
2154 table[i][1] = pal->palents[i].peGreen;
2155 table[i][2] = pal->palents[i].peBlue;
2157 /* When index_in_alpha is the palette index is stored in the alpha component. In case of a readback
2158 we can then read GL_ALPHA. Color keying is handled in BltOverride using a GL_ALPHA_TEST using GL_NOT_EQUAL.
2159 In case of index_in_alpha the color key itself is passed to glAlphaFunc in other cases the alpha component
2160 of pixels that should be masked away is set to 0. */
2161 if(index_in_alpha) {
2163 } else if(colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue) && (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
2165 } else if(pal->Flags & WINEDDPCAPS_ALPHA) {
2166 table[i][3] = pal->palents[i].peFlags;
2174 const char *fragment_palette_conversion =
2177 "PARAM constants = { 0.996, 0.00195, 0, 0 };\n" /* { 255/256, 0.5/255*255/256, 0, 0 } */
2178 "TEX index, fragment.texcoord[0], texture[0], 2D;\n" /* The alpha-component contains the palette index */
2179 "MAD index.a, index.a, constants.x, constants.y;\n" /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
2180 "TEX result.color, index.a, texture[1], 1D;\n" /* use the alpha-component as a index in the palette to get the final color */
2183 /* This function is used in case of 8bit paletted textures to upload the palette.
2184 It supports GL_EXT_paletted_texture and GL_ARB_fragment_program, support for other
2185 extensions like ATI_fragment_shaders is possible.
2187 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert) {
2188 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2190 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2192 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2194 /* Try to use the paletted texture extension */
2195 if(GL_SUPPORT(EXT_PALETTED_TEXTURE))
2197 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
2198 GL_EXTCALL(glColorTableEXT(This->glDescription.target,GL_RGBA,256,GL_RGBA,GL_UNSIGNED_BYTE, table));
2202 /* Let a fragment shader do the color conversion by uploading the palette to a 1D texture.
2203 * The 8bit pixel data will be used as an index in this palette texture to retrieve the final color. */
2204 TRACE("Using fragment shaders for emulating 8-bit paletted texture support\n");
2206 /* Create the fragment program if we don't have it */
2207 if(!device->paletteConversionShader)
2209 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2210 GL_EXTCALL(glGenProgramsARB(1, &device->paletteConversionShader));
2211 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2212 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fragment_palette_conversion), (const GLbyte *)fragment_palette_conversion));
2213 glDisable(GL_FRAGMENT_PROGRAM_ARB);
2216 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2217 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2219 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
2220 glEnable(GL_TEXTURE_1D);
2221 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2223 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2224 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /* Make sure we have discrete color levels. */
2225 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2226 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table); /* Upload the palette */
2228 /* Switch back to unit 0 in which the 2D texture will be stored. */
2229 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0));
2231 /* Rebind the texture because it isn't bound anymore */
2232 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2236 BOOL palette9_changed(IWineD3DSurfaceImpl *This) {
2237 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2239 if(This->palette || (This->resource.format != WINED3DFMT_P8 && This->resource.format != WINED3DFMT_A8P8)) {
2240 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2241 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2246 if(This->palette9) {
2247 if(memcmp(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256) == 0) {
2251 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2253 memcpy(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2257 static inline void clear_unused_channels(IWineD3DSurfaceImpl *This) {
2258 GLboolean oldwrite[4];
2260 /* Some formats have only some color channels, and the others are 1.0.
2261 * since our rendering renders to all channels, and those pixel formats
2262 * are emulated by using a full texture with the other channels set to 1.0
2263 * manually, clear the unused channels.
2265 * This could be done with hacking colorwriteenable to mask the colors,
2266 * but before drawing the buffer would have to be cleared too, so there's
2269 switch(This->resource.format) {
2270 case WINED3DFMT_R16F:
2271 case WINED3DFMT_R32F:
2272 TRACE("R16F or R32F format, clearing green, blue and alpha to 1.0\n");
2273 /* Do not activate a context, the correct drawable is active already
2274 * though just the read buffer is set, make sure to have the correct draw
2277 glDrawBuffer(This->resource.wineD3DDevice->offscreenBuffer);
2278 glDisable(GL_SCISSOR_TEST);
2279 glGetBooleanv(GL_COLOR_WRITEMASK, oldwrite);
2280 glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE);
2281 glClearColor(0.0, 1.0, 1.0, 1.0);
2282 glClear(GL_COLOR_BUFFER_BIT);
2283 glColorMask(oldwrite[0], oldwrite[1], oldwrite[2], oldwrite[3]);
2284 if(!This->resource.wineD3DDevice->render_offscreen) glDrawBuffer(GL_BACK);
2285 checkGLcall("Unused channel clear\n");
2292 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2293 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2295 if (!(This->Flags & SFLAG_INTEXTURE)) {
2296 TRACE("Reloading because surface is dirty\n");
2297 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2298 ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
2299 /* Reload: vice versa OR */
2300 ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
2301 /* Also reload: Color key is active AND the color key has changed */
2302 ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
2303 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
2304 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
2305 TRACE("Reloading because of color keying\n");
2306 /* To perform the color key conversion we need a sysmem copy of
2307 * the surface. Make sure we have it
2310 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
2311 /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2312 /* TODO: This is not necessarily needed with hw palettized texture support */
2313 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2315 TRACE("surface is already in texture\n");
2319 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2320 * These resources are not bound by device size or format restrictions. Because of this,
2321 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2322 * However, these resources can always be created, locked, and copied.
2324 if (This->resource.pool == WINED3DPOOL_SCRATCH )
2326 FIXME("(%p) Operation not supported for scratch textures\n",This);
2327 return WINED3DERR_INVALIDCALL;
2330 This->srgb = srgb_mode;
2331 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* no partial locking for textures yet */);
2335 static unsigned int gen = 0;
2338 if ((gen % 10) == 0) {
2339 snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm", This, This->glDescription.target, This->glDescription.level, gen);
2340 IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
2343 * debugging crash code
2352 if (!(This->Flags & SFLAG_DONOTFREE)) {
2353 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
2354 This->resource.allocatedMemory = NULL;
2355 This->resource.heapMemory = NULL;
2356 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, FALSE);
2362 static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface) {
2363 /* TODO: check for locks */
2364 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2365 IWineD3DBaseTexture *baseTexture = NULL;
2366 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2368 TRACE("(%p)Checking to see if the container is a base texture\n", This);
2369 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2370 TRACE("Passing to container\n");
2371 IWineD3DBaseTexture_BindTexture(baseTexture);
2372 IWineD3DBaseTexture_Release(baseTexture);
2374 TRACE("(%p) : Binding surface\n", This);
2376 if(!device->isInDraw) {
2377 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
2382 glEnable(This->glDescription.target);
2384 if (!This->glDescription.level) {
2385 if (!This->glDescription.textureName) {
2386 glGenTextures(1, &This->glDescription.textureName);
2387 checkGLcall("glGenTextures");
2388 TRACE("Surface %p given name %d\n", This, This->glDescription.textureName);
2390 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2391 checkGLcall("glBindTexture");
2392 glTexParameteri(This->glDescription.target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2393 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
2394 glTexParameteri(This->glDescription.target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2395 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
2396 glTexParameteri(This->glDescription.target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2397 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
2398 glTexParameteri(This->glDescription.target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2399 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
2400 glTexParameteri(This->glDescription.target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2401 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
2403 /* This is where we should be reducing the amount of GLMemoryUsed */
2404 } else if (This->glDescription.textureName) {
2405 /* Mipmap surfaces should have a base texture container */
2406 ERR("Mipmap surface has a glTexture bound to it!\n");
2409 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2410 checkGLcall("glBindTexture");
2419 HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename) {
2422 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2423 char *allocatedMemory;
2425 IWineD3DSwapChain *swapChain = NULL;
2427 GLuint tmpTexture = 0;
2430 Textures may not be stored in ->allocatedgMemory and a GlTexture
2431 so we should lock the surface before saving a snapshot, or at least check that
2433 /* TODO: Compressed texture images can be obtained from the GL in uncompressed form
2434 by calling GetTexImage and in compressed form by calling
2435 GetCompressedTexImageARB. Queried compressed images can be saved and
2436 later reused by calling CompressedTexImage[123]DARB. Pre-compressed
2437 texture images do not need to be processed by the GL and should
2438 significantly improve texture loading performance relative to uncompressed
2441 /* Setup the width and height to be the internal texture width and height. */
2442 width = This->pow2Width;
2443 height = This->pow2Height;
2444 /* check to see if we're a 'virtual' texture, e.g. we're not a pbuffer of texture, we're a back buffer*/
2445 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain);
2447 if (This->Flags & SFLAG_INDRAWABLE && !(This->Flags & SFLAG_INTEXTURE)) {
2448 /* if were not a real texture then read the back buffer into a real texture */
2449 /* we don't want to interfere with the back buffer so read the data into a temporary
2450 * texture and then save the data out of the temporary texture
2454 TRACE("(%p) Reading render target into texture\n", This);
2455 glEnable(GL_TEXTURE_2D);
2457 glGenTextures(1, &tmpTexture);
2458 glBindTexture(GL_TEXTURE_2D, tmpTexture);
2460 glTexImage2D(GL_TEXTURE_2D,
2467 GL_UNSIGNED_INT_8_8_8_8_REV,
2470 glGetIntegerv(GL_READ_BUFFER, &prevRead);
2471 vcheckGLcall("glGetIntegerv");
2472 glReadBuffer(swapChain ? GL_BACK : This->resource.wineD3DDevice->offscreenBuffer);
2473 vcheckGLcall("glReadBuffer");
2474 glCopyTexImage2D(GL_TEXTURE_2D,
2483 checkGLcall("glCopyTexImage2D");
2484 glReadBuffer(prevRead);
2487 } else { /* bind the real texture, and make sure it up to date */
2488 IWineD3DSurface_PreLoad(iface);
2489 surface_bind_and_dirtify(This);
2491 allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width * height * 4);
2493 FIXME("Saving texture level %d width %d height %d\n", This->glDescription.level, width, height);
2494 glGetTexImage(GL_TEXTURE_2D,
2495 This->glDescription.level,
2497 GL_UNSIGNED_INT_8_8_8_8_REV,
2499 checkGLcall("glTexImage2D");
2501 glBindTexture(GL_TEXTURE_2D, 0);
2502 glDeleteTextures(1, &tmpTexture);
2506 f = fopen(filename, "w+");
2508 ERR("opening of %s failed with: %s\n", filename, strerror(errno));
2509 return WINED3DERR_INVALIDCALL;
2511 /* Save the data out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha channel */
2512 TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format));
2527 fwrite(&width,2,1,f);
2529 fwrite(&height,2,1,f);
2534 /* 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 */
2536 textureRow = allocatedMemory + (width * (height - 1) *4);
2538 textureRow = allocatedMemory;
2539 for (y = 0 ; y < height; y++) {
2540 for (i = 0; i < width; i++) {
2541 color = *((DWORD*)textureRow);
2542 fputc((color >> 16) & 0xFF, f); /* B */
2543 fputc((color >> 8) & 0xFF, f); /* G */
2544 fputc((color >> 0) & 0xFF, f); /* R */
2545 fputc((color >> 24) & 0xFF, f); /* A */
2548 /* take two rows of the pointer to the texture memory */
2550 (textureRow-= width << 3);
2553 TRACE("Closing file\n");
2557 IWineD3DSwapChain_Release(swapChain);
2559 HeapFree(GetProcessHeap(), 0, allocatedMemory);
2564 * Slightly inefficient way to handle multiple dirty rects but it works :)
2566 HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect) {
2567 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2568 IWineD3DBaseTexture *baseTexture = NULL;
2570 if (!(This->Flags & SFLAG_INSYSMEM) && (This->Flags & SFLAG_INTEXTURE))
2571 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
2573 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2574 if (NULL != pDirtyRect) {
2575 This->dirtyRect.left = min(This->dirtyRect.left, pDirtyRect->left);
2576 This->dirtyRect.top = min(This->dirtyRect.top, pDirtyRect->top);
2577 This->dirtyRect.right = max(This->dirtyRect.right, pDirtyRect->right);
2578 This->dirtyRect.bottom = max(This->dirtyRect.bottom, pDirtyRect->bottom);
2580 This->dirtyRect.left = 0;
2581 This->dirtyRect.top = 0;
2582 This->dirtyRect.right = This->currentDesc.Width;
2583 This->dirtyRect.bottom = This->currentDesc.Height;
2585 TRACE("(%p) : Dirty: yes, Rect:(%d,%d,%d,%d)\n", This, This->dirtyRect.left,
2586 This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
2587 /* if the container is a basetexture then mark it dirty. */
2588 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2589 TRACE("Passing to container\n");
2590 IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
2591 IWineD3DBaseTexture_Release(baseTexture);
2596 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
2597 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2599 const GlPixelFormatDesc *glDesc;
2600 getFormatDescEntry(format, &GLINFO_LOCATION, &glDesc);
2602 TRACE("(%p) : Calling base function first\n", This);
2603 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2605 /* Setup some glformat defaults */
2606 This->glDescription.glFormat = glDesc->glFormat;
2607 This->glDescription.glFormatInternal = glDesc->glInternal;
2608 This->glDescription.glType = glDesc->glType;
2610 This->Flags &= ~SFLAG_ALLOCATED;
2611 TRACE("(%p) : glFormat %d, glFotmatInternal %d, glType %d\n", This,
2612 This->glDescription.glFormat, This->glDescription.glFormatInternal, This->glDescription.glType);
2617 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2618 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2620 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
2621 WARN("Surface is locked or the HDC is in use\n");
2622 return WINED3DERR_INVALIDCALL;
2625 if(Mem && Mem != This->resource.allocatedMemory) {
2626 void *release = NULL;
2628 /* Do I have to copy the old surface content? */
2629 if(This->Flags & SFLAG_DIBSECTION) {
2630 /* Release the DC. No need to hold the critical section for the update
2631 * Thread because this thread runs only on front buffers, but this method
2632 * fails for render targets in the check above.
2634 SelectObject(This->hDC, This->dib.holdbitmap);
2635 DeleteDC(This->hDC);
2636 /* Release the DIB section */
2637 DeleteObject(This->dib.DIBsection);
2638 This->dib.bitmap_data = NULL;
2639 This->resource.allocatedMemory = NULL;
2641 This->Flags &= ~SFLAG_DIBSECTION;
2642 } else if(!(This->Flags & SFLAG_USERPTR)) {
2643 release = This->resource.heapMemory;
2644 This->resource.heapMemory = NULL;
2646 This->resource.allocatedMemory = Mem;
2647 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2649 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2650 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2652 /* For client textures opengl has to be notified */
2653 if(This->Flags & SFLAG_CLIENT) {
2654 This->Flags &= ~SFLAG_ALLOCATED;
2655 IWineD3DSurface_PreLoad(iface);
2656 /* And hope that the app behaves correctly and did not free the old surface memory before setting a new pointer */
2659 /* Now free the old memory if any */
2660 HeapFree(GetProcessHeap(), 0, release);
2661 } else if(This->Flags & SFLAG_USERPTR) {
2662 /* LockRect and GetDC will re-create the dib section and allocated memory */
2663 This->resource.allocatedMemory = NULL;
2664 /* HeapMemory should be NULL already */
2665 if(This->resource.heapMemory != NULL) ERR("User pointer surface has heap memory allocated\n");
2666 This->Flags &= ~SFLAG_USERPTR;
2668 if(This->Flags & SFLAG_CLIENT) {
2669 This->Flags &= ~SFLAG_ALLOCATED;
2670 /* This respecifies an empty texture and opengl knows that the old memory is gone */
2671 IWineD3DSurface_PreLoad(iface);
2677 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
2679 /* Flip the surface contents */
2684 front->hDC = back->hDC;
2688 /* Flip the DIBsection */
2691 BOOL hasDib = front->Flags & SFLAG_DIBSECTION;
2692 tmp = front->dib.DIBsection;
2693 front->dib.DIBsection = back->dib.DIBsection;
2694 back->dib.DIBsection = tmp;
2696 if(back->Flags & SFLAG_DIBSECTION) front->Flags |= SFLAG_DIBSECTION;
2697 else front->Flags &= ~SFLAG_DIBSECTION;
2698 if(hasDib) back->Flags |= SFLAG_DIBSECTION;
2699 else back->Flags &= ~SFLAG_DIBSECTION;
2702 /* Flip the surface data */
2706 tmp = front->dib.bitmap_data;
2707 front->dib.bitmap_data = back->dib.bitmap_data;
2708 back->dib.bitmap_data = tmp;
2710 tmp = front->resource.allocatedMemory;
2711 front->resource.allocatedMemory = back->resource.allocatedMemory;
2712 back->resource.allocatedMemory = tmp;
2714 tmp = front->resource.heapMemory;
2715 front->resource.heapMemory = back->resource.heapMemory;
2716 back->resource.heapMemory = tmp;
2721 GLuint tmp_pbo = front->pbo;
2722 front->pbo = back->pbo;
2723 back->pbo = tmp_pbo;
2726 /* client_memory should not be different, but just in case */
2729 tmp = front->dib.client_memory;
2730 front->dib.client_memory = back->dib.client_memory;
2731 back->dib.client_memory = tmp;
2734 /* Flip the opengl texture */
2736 glDescriptor tmp_desc = back->glDescription;
2737 back->glDescription = front->glDescription;
2738 front->glDescription = tmp_desc;
2742 DWORD tmp_flags = back->Flags;
2743 back->Flags = front->Flags;
2744 front->Flags = tmp_flags;
2748 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
2749 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2750 IWineD3DSwapChainImpl *swapchain = NULL;
2752 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
2754 /* Flipping is only supported on RenderTargets and overlays*/
2755 if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
2756 WARN("Tried to flip a non-render target, non-overlay surface\n");
2757 return WINEDDERR_NOTFLIPPABLE;
2760 if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
2761 flip_surface(This, (IWineD3DSurfaceImpl *) override);
2763 /* Update the overlay if it is visible */
2764 if(This->overlay_dest) {
2765 return IWineD3DSurface_DrawOverlay((IWineD3DSurface *) This);
2772 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2773 * FIXME("(%p) Target override is not supported by now\n", This);
2774 * Additionally, it isn't really possible to support triple-buffering
2775 * properly on opengl at all
2779 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **) &swapchain);
2781 ERR("Flipped surface is not on a swapchain\n");
2782 return WINEDDERR_NOTFLIPPABLE;
2785 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2786 * and only d3d8 and d3d9 apps specify the presentation interval
2788 if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
2789 /* Most common case first to avoid wasting time on all the other cases */
2790 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2791 } else if(Flags & WINEDDFLIP_NOVSYNC) {
2792 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2793 } else if(Flags & WINEDDFLIP_INTERVAL2) {
2794 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
2795 } else if(Flags & WINEDDFLIP_INTERVAL3) {
2796 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
2798 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
2801 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2802 hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *) swapchain, NULL, NULL, 0, NULL, 0);
2803 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
2807 /* Does a direct frame buffer -> texture copy. Stretching is done
2808 * with single pixel copy calls
2810 static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, IWineD3DSwapChainImpl *swapchain, WINED3DRECT *srect, WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) {
2811 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2814 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2817 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2818 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
2821 /* TODO: Do we need GL_TEXTURE_2D enabled fpr copyteximage? */
2822 glEnable(This->glDescription.target);
2823 checkGLcall("glEnable(This->glDescription.target)");
2825 /* Bind the target texture */
2826 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2827 checkGLcall("glBindTexture");
2829 TRACE("Reading from an offscreen target\n");
2830 upsidedown = !upsidedown;
2831 glReadBuffer(myDevice->offscreenBuffer);
2833 GLenum buffer = surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain);
2834 glReadBuffer(buffer);
2836 checkGLcall("glReadBuffer");
2838 xrel = (float) (srect->x2 - srect->x1) / (float) (drect->x2 - drect->x1);
2839 yrel = (float) (srect->y2 - srect->y1) / (float) (drect->y2 - drect->y1);
2841 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2842 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2844 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
2845 ERR("Texture filtering not supported in direct blit\n");
2847 } else if((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) && ((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2848 ERR("Texture filtering not supported in direct blit\n");
2852 !((xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) &&
2853 !((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2854 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2856 glCopyTexSubImage2D(This->glDescription.target,
2857 This->glDescription.level,
2858 drect->x1, drect->y1, /* xoffset, yoffset */
2859 srect->x1, Src->currentDesc.Height - srect->y2,
2860 drect->x2 - drect->x1, drect->y2 - drect->y1);
2862 UINT yoffset = Src->currentDesc.Height - srect->y1 + drect->y1 - 1;
2863 /* I have to process this row by row to swap the image,
2864 * otherwise it would be upside down, so stretching in y direction
2865 * doesn't cost extra time
2867 * However, stretching in x direction can be avoided if not necessary
2869 for(row = drect->y1; row < drect->y2; row++) {
2870 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2871 /* Well, that stuff works, but it's very slow.
2872 * find a better way instead
2876 for(col = drect->x1; col < drect->x2; col++) {
2877 glCopyTexSubImage2D(This->glDescription.target,
2878 This->glDescription.level,
2879 drect->x1 + col, row, /* xoffset, yoffset */
2880 srect->x1 + col * xrel, yoffset - (int) (row * yrel),
2884 glCopyTexSubImage2D(This->glDescription.target,
2885 This->glDescription.level,
2886 drect->x1, row, /* xoffset, yoffset */
2887 srect->x1, yoffset - (int) (row * yrel),
2888 drect->x2-drect->x1, 1);
2892 vcheckGLcall("glCopyTexSubImage2D");
2894 /* Leave the opengl state valid for blitting */
2895 glDisable(This->glDescription.target);
2896 checkGLcall("glDisable(This->glDescription.target)");
2901 /* Uses the hardware to stretch and flip the image */
2902 static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, IWineD3DSwapChainImpl *swapchain, WINED3DRECT *srect, WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) {
2903 GLuint src, backup = 0;
2904 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2905 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2906 float left, right, top, bottom; /* Texture coordinates */
2907 UINT fbwidth = Src->currentDesc.Width;
2908 UINT fbheight = Src->currentDesc.Height;
2909 GLenum drawBuffer = GL_BACK;
2910 GLenum texture_target;
2911 BOOL noBackBufferBackup;
2913 TRACE("Using hwstretch blit\n");
2914 /* Activate the Proper context for reading from the source surface, set it up for blitting */
2915 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2916 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
2918 noBackBufferBackup = !swapchain && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
2919 if(!noBackBufferBackup && Src->glDescription.textureName == 0) {
2920 /* Get it a description */
2921 IWineD3DSurface_PreLoad(SrcSurface);
2925 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
2926 * This way we don't have to wait for the 2nd readback to finish to leave this function.
2928 if(myDevice->activeContext->aux_buffers >= 2) {
2929 /* Got more than one aux buffer? Use the 2nd aux buffer */
2930 drawBuffer = GL_AUX1;
2931 } else if((swapchain || myDevice->offscreenBuffer == GL_BACK) && myDevice->activeContext->aux_buffers >= 1) {
2932 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2933 drawBuffer = GL_AUX0;
2936 if(noBackBufferBackup) {
2937 glGenTextures(1, &backup);
2938 checkGLcall("glGenTextures\n");
2939 glBindTexture(GL_TEXTURE_2D, backup);
2940 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
2941 texture_target = GL_TEXTURE_2D;
2943 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
2944 * we are reading from the back buffer, the backup can be used as source texture
2946 texture_target = Src->glDescription.target;
2947 glBindTexture(texture_target, Src->glDescription.textureName);
2948 checkGLcall("glBindTexture(texture_target, Src->glDescription.textureName)");
2949 glEnable(texture_target);
2950 checkGLcall("glEnable(texture_target)");
2952 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
2953 Src->Flags &= ~SFLAG_INTEXTURE;
2957 glReadBuffer(surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain));
2959 TRACE("Reading from an offscreen target\n");
2960 upsidedown = !upsidedown;
2961 glReadBuffer(myDevice->offscreenBuffer);
2964 /* TODO: Only back up the part that will be overwritten */
2965 glCopyTexSubImage2D(texture_target, 0,
2966 0, 0 /* read offsets */,
2971 checkGLcall("glCopyTexSubImage2D");
2973 /* No issue with overriding these - the sampler is dirty due to blit usage */
2974 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
2975 magLookup[Filter - WINED3DTEXF_NONE]);
2976 checkGLcall("glTexParameteri");
2977 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
2978 minMipLookup[Filter][WINED3DTEXF_NONE]);
2979 checkGLcall("glTexParameteri");
2981 if(!swapchain || (IWineD3DSurface *) Src == swapchain->backBuffer[0]) {
2982 src = backup ? backup : Src->glDescription.textureName;
2984 glReadBuffer(GL_FRONT);
2985 checkGLcall("glReadBuffer(GL_FRONT)");
2987 glGenTextures(1, &src);
2988 checkGLcall("glGenTextures(1, &src)");
2989 glBindTexture(GL_TEXTURE_2D, src);
2990 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
2992 /* TODO: Only copy the part that will be read. Use srect->x1, srect->y2 as origin, but with the width watch
2993 * out for power of 2 sizes
2995 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Src->pow2Width, Src->pow2Height, 0,
2996 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
2997 checkGLcall("glTexImage2D");
2998 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
2999 0, 0 /* read offsets */,
3004 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3005 checkGLcall("glTexParameteri");
3006 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3007 checkGLcall("glTexParameteri");
3009 glReadBuffer(GL_BACK);
3010 checkGLcall("glReadBuffer(GL_BACK)");
3012 if(texture_target != GL_TEXTURE_2D) {
3013 glDisable(texture_target);
3014 glEnable(GL_TEXTURE_2D);
3015 texture_target = GL_TEXTURE_2D;
3018 checkGLcall("glEnd and previous");
3024 top = Src->currentDesc.Height - srect->y1;
3025 bottom = Src->currentDesc.Height - srect->y2;
3027 top = Src->currentDesc.Height - srect->y2;
3028 bottom = Src->currentDesc.Height - srect->y1;
3031 if(Src->Flags & SFLAG_NORMCOORD) {
3032 left /= Src->pow2Width;
3033 right /= Src->pow2Width;
3034 top /= Src->pow2Height;
3035 bottom /= Src->pow2Height;
3038 /* draw the source texture stretched and upside down. The correct surface is bound already */
3039 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3040 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3042 glDrawBuffer(drawBuffer);
3043 glReadBuffer(drawBuffer);
3047 glTexCoord2f(left, bottom);
3048 glVertex2i(0, fbheight);
3051 glTexCoord2f(left, top);
3052 glVertex2i(0, fbheight - drect->y2 - drect->y1);
3055 glTexCoord2f(right, top);
3056 glVertex2i(drect->x2 - drect->x1, fbheight - drect->y2 - drect->y1);
3059 glTexCoord2f(right, bottom);
3060 glVertex2i(drect->x2 - drect->x1, fbheight);
3062 checkGLcall("glEnd and previous");
3064 if(texture_target != This->glDescription.target) {
3065 glDisable(texture_target);
3066 glEnable(This->glDescription.target);
3067 texture_target = This->glDescription.target;
3070 /* Now read the stretched and upside down image into the destination texture */
3071 glBindTexture(texture_target, This->glDescription.textureName);
3072 checkGLcall("glBindTexture");
3073 glCopyTexSubImage2D(texture_target,
3075 drect->x1, drect->y1, /* xoffset, yoffset */
3076 0, 0, /* We blitted the image to the origin */
3077 drect->x2 - drect->x1, drect->y2 - drect->y1);
3078 checkGLcall("glCopyTexSubImage2D");
3080 if(drawBuffer == GL_BACK) {
3081 /* Write the back buffer backup back */
3083 if(texture_target != GL_TEXTURE_2D) {
3084 glDisable(texture_target);
3085 glEnable(GL_TEXTURE_2D);
3086 texture_target = GL_TEXTURE_2D;
3088 glBindTexture(GL_TEXTURE_2D, backup);
3089 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3091 if(texture_target != Src->glDescription.target) {
3092 glDisable(texture_target);
3093 glEnable(Src->glDescription.target);
3094 texture_target = Src->glDescription.target;
3096 glBindTexture(Src->glDescription.target, Src->glDescription.textureName);
3097 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
3102 glTexCoord2f(0.0, (float) fbheight / (float) Src->pow2Height);
3106 glTexCoord2f(0.0, 0.0);
3107 glVertex2i(0, fbheight);
3110 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, 0.0);
3111 glVertex2i(fbwidth, Src->currentDesc.Height);
3114 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, (float) fbheight / (float) Src->pow2Height);
3115 glVertex2i(fbwidth, 0);
3118 /* Restore the old draw buffer */
3119 glDrawBuffer(GL_BACK);
3121 glDisable(texture_target);
3122 checkGLcall("glDisable(texture_target)");
3125 if(src != Src->glDescription.textureName && src != backup) {
3126 glDeleteTextures(1, &src);
3127 checkGLcall("glDeleteTextures(1, &src)");
3130 glDeleteTextures(1, &backup);
3131 checkGLcall("glDeleteTextures(1, &backup)");
3137 /* Not called from the VTable */
3138 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
3140 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3141 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
3142 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3144 TRACE("(%p)->(%p,%p,%p,%08x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3146 /* Get the swapchain. One of the surfaces has to be a primary surface */
3147 if(This->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3148 WARN("Destination is in sysmem, rejecting gl blt\n");
3149 return WINED3DERR_INVALIDCALL;
3151 IWineD3DSurface_GetContainer( (IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
3152 if(dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) dstSwapchain);
3154 if(Src->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3155 WARN("Src is in sysmem, rejecting gl blt\n");
3156 return WINED3DERR_INVALIDCALL;
3158 IWineD3DSurface_GetContainer( (IWineD3DSurface *) Src, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
3159 if(srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) srcSwapchain);
3162 /* Early sort out of cases where no render target is used */
3163 if(!dstSwapchain && !srcSwapchain &&
3164 SrcSurface != myDevice->render_targets[0] && This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3165 TRACE("No surface is render target, not using hardware blit. Src = %p, dst = %p\n", Src, This);
3166 return WINED3DERR_INVALIDCALL;
3169 /* No destination color keying supported */
3170 if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
3171 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3172 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3173 return WINED3DERR_INVALIDCALL;
3177 rect.x1 = DestRect->left;
3178 rect.y1 = DestRect->top;
3179 rect.x2 = DestRect->right;
3180 rect.y2 = DestRect->bottom;
3184 rect.x2 = This->currentDesc.Width;
3185 rect.y2 = This->currentDesc.Height;
3188 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3189 if(dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->backBuffer &&
3190 ((IWineD3DSurface *) This == dstSwapchain->frontBuffer) && SrcSurface == dstSwapchain->backBuffer[0]) {
3191 /* Half-life does a Blt from the back buffer to the front buffer,
3192 * Full surface size, no flags... Use present instead
3194 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3197 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3201 TRACE("Looking if a Present can be done...\n");
3202 /* Source Rectangle must be full surface */
3204 if(SrcRect->left != 0 || SrcRect->top != 0 ||
3205 SrcRect->right != Src->currentDesc.Width || SrcRect->bottom != Src->currentDesc.Height) {
3206 TRACE("No, Source rectangle doesn't match\n");
3212 mySrcRect.right = Src->currentDesc.Width;
3213 mySrcRect.bottom = Src->currentDesc.Height;
3215 /* No stretching may occur */
3216 if(mySrcRect.right != rect.x2 - rect.x1 ||
3217 mySrcRect.bottom != rect.y2 - rect.y1) {
3218 TRACE("No, stretching is done\n");
3222 /* Destination must be full surface or match the clipping rectangle */
3223 if(This->clipper && ((IWineD3DClipperImpl *) This->clipper)->hWnd)
3227 GetClientRect(((IWineD3DClipperImpl *) This->clipper)->hWnd, &cliprect);
3232 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *) This->clipper)->hWnd,
3235 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
3236 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3238 TRACE("No, dest rectangle doesn't match(clipper)\n");
3239 TRACE("Clip rect at (%d,%d)-(%d,%d)\n", cliprect.left, cliprect.top, cliprect.right, cliprect.bottom);
3240 TRACE("Blt dest: (%d,%d)-(%d,%d)\n", rect.x1, rect.y1, rect.x2, rect.y2);
3246 if(rect.x1 != 0 || rect.y1 != 0 ||
3247 rect.x2 != This->currentDesc.Width || rect.y2 != This->currentDesc.Height) {
3248 TRACE("No, dest rectangle doesn't match(surface size)\n");
3255 /* These flags are unimportant for the flag check, remove them */
3256 if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
3257 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3259 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3260 * take very long, while a flip is fast.
3261 * This applies to Half-Life, which does such Blts every time it finished
3262 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3263 * menu. This is also used by all apps when they do windowed rendering
3265 * The problem is that flipping is not really the same as copying. After a
3266 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3267 * untouched. Therefore it's necessary to override the swap effect
3268 * and to set it back after the flip.
3270 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3274 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3275 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3277 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3278 IWineD3DSwapChain_Present((IWineD3DSwapChain *) dstSwapchain, NULL, NULL, 0, NULL, 0);
3280 dstSwapchain->presentParms.SwapEffect = orig_swap;
3287 TRACE("Unsupported blit between buffers on the same swapchain\n");
3288 return WINED3DERR_INVALIDCALL;
3289 } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
3290 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3291 return WINED3DERR_INVALIDCALL;
3292 } else if(dstSwapchain && srcSwapchain) {
3293 FIXME("Implement hardware blit between two different swapchains\n");
3294 return WINED3DERR_INVALIDCALL;
3295 } else if(dstSwapchain) {
3296 if(SrcSurface == myDevice->render_targets[0]) {
3297 TRACE("Blit from active render target to a swapchain\n");
3298 /* Handled with regular texture -> swapchain blit */
3300 } else if(srcSwapchain && This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3301 FIXME("Implement blit from a swapchain to the active render target\n");
3302 return WINED3DERR_INVALIDCALL;
3305 if((srcSwapchain || SrcSurface == myDevice->render_targets[0]) && !dstSwapchain) {
3306 /* Blit from render target to texture */
3308 BOOL upsideDown, stretchx;
3309 BOOL paletteOverride = FALSE;
3311 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3312 TRACE("Color keying not supported by frame buffer to texture blit\n");
3313 return WINED3DERR_INVALIDCALL;
3314 /* Destination color key is checked above */
3317 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
3318 * glCopyTexSubImage is a bit picky about the parameters we pass to it
3321 if(SrcRect->top < SrcRect->bottom) {
3322 srect.y1 = SrcRect->top;
3323 srect.y2 = SrcRect->bottom;
3326 srect.y1 = SrcRect->bottom;
3327 srect.y2 = SrcRect->top;
3330 srect.x1 = SrcRect->left;
3331 srect.x2 = SrcRect->right;
3335 srect.x2 = Src->currentDesc.Width;
3336 srect.y2 = Src->currentDesc.Height;
3339 if(rect.x1 > rect.x2) {
3343 upsideDown = !upsideDown;
3346 if(rect.x2 - rect.x1 != srect.x2 - srect.x1) {
3352 /* When blitting from a render target a texture, the texture isn't required to have a palette.
3353 * In this case grab the palette from the render target. */
3354 if((This->resource.format == WINED3DFMT_P8) && (This->palette == NULL)) {
3355 paletteOverride = TRUE;
3356 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3357 This->palette = Src->palette;
3360 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3361 * flip the image nor scale it.
3363 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3364 * -> If the app wants a image width an unscaled width, copy it line per line
3365 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3366 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3367 * back buffer. This is slower than reading line per line, thus not used for flipping
3368 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3371 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3372 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3375 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT)) {
3376 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &srect,
3377 (IWineD3DSurface *)This, &rect, Filter, upsideDown);
3378 } else if((!stretchx) || rect.x2 - rect.x1 > Src->currentDesc.Width ||
3379 rect.y2 - rect.y1 > Src->currentDesc.Height) {
3380 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3381 fb_copy_to_texture_direct(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3383 TRACE("Using hardware stretching to flip / stretch the texture\n");
3384 fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3387 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3389 This->palette = NULL;
3391 if(!(This->Flags & SFLAG_DONOTFREE)) {
3392 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
3393 This->resource.allocatedMemory = NULL;
3394 This->resource.heapMemory = NULL;
3396 This->Flags &= ~SFLAG_INSYSMEM;
3398 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3399 * path is never entered
3401 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
3405 /* Blit from offscreen surface to render target */
3406 float glTexCoord[4];
3407 DWORD oldCKeyFlags = Src->CKeyFlags;
3408 WINEDDCOLORKEY oldBltCKey = Src->SrcBltCKey;
3409 RECT SourceRectangle;
3410 BOOL paletteOverride = FALSE;
3412 TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
3415 SourceRectangle.left = SrcRect->left;
3416 SourceRectangle.right = SrcRect->right;
3417 SourceRectangle.top = SrcRect->top;
3418 SourceRectangle.bottom = SrcRect->bottom;
3420 SourceRectangle.left = 0;
3421 SourceRectangle.right = Src->currentDesc.Width;
3422 SourceRectangle.top = 0;
3423 SourceRectangle.bottom = Src->currentDesc.Height;
3426 /* When blitting from an offscreen surface to a rendertarget, the source
3427 * surface is not required to have a palette. Our rendering / conversion
3428 * code further down the road retrieves the palette from the surface, so
3429 * it must have a palette set. */
3430 if((Src->resource.format == WINED3DFMT_P8) && (Src->palette == NULL)) {
3431 paletteOverride = TRUE;
3432 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3433 Src->palette = This->palette;
3436 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT) &&
3437 (Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) == 0) {
3438 TRACE("Using stretch_rect_fbo\n");
3439 /* The source is always a texture, but never the currently active render target, and the texture
3440 * contents are never upside down
3442 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, (WINED3DRECT *) &SourceRectangle,
3443 (IWineD3DSurface *)This, &rect, Filter, FALSE);
3445 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3447 Src->palette = NULL;
3451 if(!CalculateTexRect(Src, &SourceRectangle, glTexCoord)) {
3452 /* Fall back to software */
3453 WARN("(%p) Source texture area (%d,%d)-(%d,%d) is too big\n", Src,
3454 SourceRectangle.left, SourceRectangle.top,
3455 SourceRectangle.right, SourceRectangle.bottom);
3456 return WINED3DERR_INVALIDCALL;
3459 /* Color keying: Check if we have to do a color keyed blt,
3460 * and if not check if a color key is activated.
3462 * Just modify the color keying parameters in the surface and restore them afterwards
3463 * The surface keeps track of the color key last used to load the opengl surface.
3464 * PreLoad will catch the change to the flags and color key and reload if necessary.
3466 if(Flags & WINEDDBLT_KEYSRC) {
3467 /* Use color key from surface */
3468 } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
3469 /* Use color key from DDBltFx */
3470 Src->CKeyFlags |= WINEDDSD_CKSRCBLT;
3471 Src->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3473 /* Do not use color key */
3474 Src->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3477 /* Now load the surface */
3478 IWineD3DSurface_PreLoad((IWineD3DSurface *) Src);
3480 /* Activate the destination context, set it up for blitting */
3481 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
3483 /* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
3484 * while OpenGL coordinates are window relative.
3485 * Also beware of the origin difference(top left vs bottom left).
3486 * Also beware that the front buffer's surface size is screen width x screen height,
3487 * whereas the real gl drawable size is the size of the window.
3489 if (dstSwapchain && (IWineD3DSurface *)This == dstSwapchain->frontBuffer) {
3491 POINT offset = {0,0};
3493 ClientToScreen(dstSwapchain->win_handle, &offset);
3494 GetClientRect(dstSwapchain->win_handle, &windowsize);
3495 h = windowsize.bottom - windowsize.top;
3496 rect.x1 -= offset.x; rect.x2 -=offset.x;
3497 rect.y1 -= offset.y; rect.y2 -=offset.y;
3498 rect.y1 += This->currentDesc.Height - h; rect.y2 += This->currentDesc.Height - h;
3502 myDevice->blitter->set_shader((IWineD3DDevice *) myDevice, Src->resource.format,
3503 Src->glDescription.target, Src->pow2Width, Src->pow2Height);
3505 /* Bind the texture */
3506 glBindTexture(Src->glDescription.target, Src->glDescription.textureName);
3507 checkGLcall("glBindTexture");
3509 /* Filtering for StretchRect */
3510 glTexParameteri(Src->glDescription.target, GL_TEXTURE_MAG_FILTER,
3511 magLookup[Filter - WINED3DTEXF_NONE]);
3512 checkGLcall("glTexParameteri");
3513 glTexParameteri(Src->glDescription.target, GL_TEXTURE_MIN_FILTER,
3514 minMipLookup[Filter][WINED3DTEXF_NONE]);
3515 checkGLcall("glTexParameteri");
3516 glTexParameteri(Src->glDescription.target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3517 glTexParameteri(Src->glDescription.target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3518 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
3519 checkGLcall("glTexEnvi");
3521 /* This is for color keying */
3522 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3523 glEnable(GL_ALPHA_TEST);
3524 checkGLcall("glEnable GL_ALPHA_TEST");
3526 /* When the primary render target uses P8, the alpha component contains the palette index.
3527 * Which means that the colorkey is one of the palette entries. In other cases pixels that
3528 * should be masked away have alpha set to 0. */
3529 if(primary_render_target_is_p8(myDevice))
3530 glAlphaFunc(GL_NOTEQUAL, (float)Src->SrcBltCKey.dwColorSpaceLowValue / 256.0);
3532 glAlphaFunc(GL_NOTEQUAL, 0.0);
3533 checkGLcall("glAlphaFunc\n");
3535 glDisable(GL_ALPHA_TEST);
3536 checkGLcall("glDisable GL_ALPHA_TEST");
3539 /* Draw a textured quad
3543 glColor3d(1.0f, 1.0f, 1.0f);
3544 glTexCoord2f(glTexCoord[0], glTexCoord[2]);
3549 glTexCoord2f(glTexCoord[0], glTexCoord[3]);
3550 glVertex3f(rect.x1, rect.y2, 0.0);
3552 glTexCoord2f(glTexCoord[1], glTexCoord[3]);
3557 glTexCoord2f(glTexCoord[1], glTexCoord[2]);
3562 checkGLcall("glEnd");
3564 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3565 glDisable(GL_ALPHA_TEST);
3566 checkGLcall("glDisable(GL_ALPHA_TEST)");
3569 glBindTexture(Src->glDescription.target, 0);
3570 checkGLcall("glBindTexture(Src->glDescription.target, 0)");
3571 /* Leave the opengl state valid for blitting */
3572 myDevice->blitter->unset_shader((IWineD3DDevice *) myDevice);
3574 /* Restore the color key parameters */
3575 Src->CKeyFlags = oldCKeyFlags;
3576 Src->SrcBltCKey = oldBltCKey;
3578 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3580 Src->palette = NULL;
3584 /* Flush in case the drawable is used by multiple GL contexts */
3585 if(dstSwapchain && (This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer || dstSwapchain->num_contexts >= 2))
3588 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
3589 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
3592 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INDRAWABLE, TRUE);
3596 /* Source-Less Blit to render target */
3597 if (Flags & WINEDDBLT_COLORFILL) {
3598 /* This is easy to handle for the D3D Device... */
3601 TRACE("Colorfill\n");
3603 /* This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0] || dstSwapchain
3604 must be true if we are here */
3605 if (This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0] &&
3606 !(This == (IWineD3DSurfaceImpl*) dstSwapchain->frontBuffer ||
3607 (dstSwapchain->backBuffer && This == (IWineD3DSurfaceImpl*) dstSwapchain->backBuffer[0]))) {
3608 TRACE("Surface is higher back buffer, falling back to software\n");
3609 return WINED3DERR_INVALIDCALL;
3612 /* The color as given in the Blt function is in the format of the frame-buffer...
3613 * 'clear' expect it in ARGB format => we need to do some conversion :-)
3615 if (This->resource.format == WINED3DFMT_P8) {
3618 if (primary_render_target_is_p8(myDevice)) alpha = DDBltFx->u5.dwFillColor << 24;
3619 else alpha = 0xFF000000;
3621 if (This->palette) {
3623 (This->palette->palents[DDBltFx->u5.dwFillColor].peRed << 16) |
3624 (This->palette->palents[DDBltFx->u5.dwFillColor].peGreen << 8) |
3625 (This->palette->palents[DDBltFx->u5.dwFillColor].peBlue));
3630 else if (This->resource.format == WINED3DFMT_R5G6B5) {
3631 if (DDBltFx->u5.dwFillColor == 0xFFFF) {
3634 color = ((0xFF000000) |
3635 ((DDBltFx->u5.dwFillColor & 0xF800) << 8) |
3636 ((DDBltFx->u5.dwFillColor & 0x07E0) << 5) |
3637 ((DDBltFx->u5.dwFillColor & 0x001F) << 3));
3640 else if ((This->resource.format == WINED3DFMT_R8G8B8) ||
3641 (This->resource.format == WINED3DFMT_X8R8G8B8) ) {
3642 color = 0xFF000000 | DDBltFx->u5.dwFillColor;
3644 else if (This->resource.format == WINED3DFMT_A8R8G8B8) {
3645 color = DDBltFx->u5.dwFillColor;
3648 ERR("Wrong surface type for BLT override(Format doesn't match) !\n");
3649 return WINED3DERR_INVALIDCALL;
3652 TRACE("(%p) executing Render Target override, color = %x\n", This, color);
3653 IWineD3DDeviceImpl_ClearSurface(myDevice, This,
3654 1, /* Number of rectangles */
3655 &rect, WINED3DCLEAR_TARGET, color,
3662 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3663 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3664 return WINED3DERR_INVALIDCALL;
3667 static HRESULT WINAPI IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx)
3669 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3672 if (Flags & WINEDDBLT_DEPTHFILL) {
3673 switch(This->resource.format) {
3674 case WINED3DFMT_D16:
3675 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3677 case WINED3DFMT_D15S1:
3678 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000fffe;
3680 case WINED3DFMT_D24S8:
3681 case WINED3DFMT_D24X8:
3682 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3684 case WINED3DFMT_D32:
3685 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3689 ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format));
3692 return IWineD3DDevice_Clear((IWineD3DDevice *) myDevice,
3693 DestRect == NULL ? 0 : 1,
3694 (WINED3DRECT *) DestRect,
3695 WINED3DCLEAR_ZBUFFER,
3701 FIXME("(%p): Unsupp depthstencil blit\n", This);
3702 return WINED3DERR_INVALIDCALL;
3705 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
3706 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3707 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3708 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3709 TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3710 TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
3712 if ( (This->Flags & SFLAG_LOCKED) || ((Src != NULL) && (Src->Flags & SFLAG_LOCKED)))
3714 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3715 return WINEDDERR_SURFACEBUSY;
3718 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3719 * except depth blits, which seem to work
3721 if(iface == myDevice->stencilBufferTarget || (SrcSurface && SrcSurface == myDevice->stencilBufferTarget)) {
3722 if(myDevice->inScene && !(Flags & WINEDDBLT_DEPTHFILL)) {
3723 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3724 return WINED3DERR_INVALIDCALL;
3725 } else if(IWineD3DSurfaceImpl_BltZ(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) {
3726 TRACE("Z Blit override handled the blit\n");
3731 /* Special cases for RenderTargets */
3732 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3733 ( Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3734 if(IWineD3DSurfaceImpl_BltOverride(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter) == WINED3D_OK) return WINED3D_OK;
3737 /* For the rest call the X11 surface implementation.
3738 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3739 * other Blts are rather rare
3741 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter);
3744 HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans) {
3745 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3746 IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
3747 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3748 TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
3750 if ( (This->Flags & SFLAG_LOCKED) || ((srcImpl != NULL) && (srcImpl->Flags & SFLAG_LOCKED)))
3752 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3753 return WINEDDERR_SURFACEBUSY;
3756 if(myDevice->inScene &&
3757 (iface == myDevice->stencilBufferTarget ||
3758 (Source && Source == myDevice->stencilBufferTarget))) {
3759 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3760 return WINED3DERR_INVALIDCALL;
3763 /* Special cases for RenderTargets */
3764 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3765 ( srcImpl && (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3767 RECT SrcRect, DstRect;
3771 SrcRect.left = rsrc->left;
3772 SrcRect.top= rsrc->top;
3773 SrcRect.bottom = rsrc->bottom;
3774 SrcRect.right = rsrc->right;
3778 SrcRect.right = srcImpl->currentDesc.Width;
3779 SrcRect.bottom = srcImpl->currentDesc.Height;
3782 DstRect.left = dstx;
3784 DstRect.right = dstx + SrcRect.right - SrcRect.left;
3785 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
3787 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3788 if(trans & WINEDDBLTFAST_SRCCOLORKEY)
3789 Flags |= WINEDDBLT_KEYSRC;
3790 if(trans & WINEDDBLTFAST_DESTCOLORKEY)
3791 Flags |= WINEDDBLT_KEYDEST;
3792 if(trans & WINEDDBLTFAST_WAIT)
3793 Flags |= WINEDDBLT_WAIT;
3794 if(trans & WINEDDBLTFAST_DONOTWAIT)
3795 Flags |= WINEDDBLT_DONOTWAIT;
3797 if(IWineD3DSurfaceImpl_BltOverride(This, &DstRect, Source, &SrcRect, Flags, NULL, WINED3DTEXF_POINT) == WINED3D_OK) return WINED3D_OK;
3801 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
3804 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface) {
3805 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3807 IWineD3DPaletteImpl *pal = This->palette;
3809 TRACE("(%p)\n", This);
3811 if (!pal) return WINED3D_OK;
3813 if(This->resource.format == WINED3DFMT_P8 ||
3814 This->resource.format == WINED3DFMT_A8P8)
3817 GLenum format, internal, type;
3818 CONVERT_TYPES convert;
3820 /* Check if we are using a RTL mode which uses texturing for uploads */
3821 BOOL use_texture = (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX);
3823 /* Check if we have hardware palette conversion if we have convert is set to NO_CONVERSION */
3824 d3dfmt_get_conv(This, TRUE, use_texture, &format, &internal, &type, &convert, &bpp, This->srgb);
3826 if((This->resource.usage & WINED3DUSAGE_RENDERTARGET) && (convert == NO_CONVERSION))
3828 /* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
3829 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL);
3831 /* We want to force a palette refresh, so mark the drawable as not being up to date */
3832 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
3834 /* Re-upload the palette */
3835 d3dfmt_p8_upload_palette(iface, convert);
3837 if(!(This->Flags & SFLAG_INSYSMEM)) {
3838 TRACE("Palette changed with surface that does not have an up to date system memory copy\n");
3839 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
3841 TRACE("Dirtifying surface\n");
3842 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
3846 if(This->Flags & SFLAG_DIBSECTION) {
3847 TRACE("(%p): Updating the hdc's palette\n", This);
3848 for (n=0; n<256; n++) {
3849 col[n].rgbRed = pal->palents[n].peRed;
3850 col[n].rgbGreen = pal->palents[n].peGreen;
3851 col[n].rgbBlue = pal->palents[n].peBlue;
3852 col[n].rgbReserved = 0;
3854 SetDIBColorTable(This->hDC, 0, 256, col);
3857 /* Propagate the changes to the drawable when we have a palette. */
3858 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3859 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, NULL);
3864 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
3865 /** Check against the maximum texture sizes supported by the video card **/
3866 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3867 unsigned int pow2Width, pow2Height;
3868 const GlPixelFormatDesc *glDesc;
3870 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
3871 /* Setup some glformat defaults */
3872 This->glDescription.glFormat = glDesc->glFormat;
3873 This->glDescription.glFormatInternal = glDesc->glInternal;
3874 This->glDescription.glType = glDesc->glType;
3876 This->glDescription.textureName = 0;
3877 This->glDescription.target = GL_TEXTURE_2D;
3879 /* Non-power2 support */
3880 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) || GL_SUPPORT(WINE_NORMALIZED_TEXRECT)) {
3881 pow2Width = This->currentDesc.Width;
3882 pow2Height = This->currentDesc.Height;
3884 /* Find the nearest pow2 match */
3885 pow2Width = pow2Height = 1;
3886 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
3887 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
3889 This->pow2Width = pow2Width;
3890 This->pow2Height = pow2Height;
3892 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height) {
3893 WINED3DFORMAT Format = This->resource.format;
3894 /** TODO: add support for non power two compressed textures **/
3895 if (Format == WINED3DFMT_DXT1 || Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3
3896 || Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5
3897 || This->resource.format == WINED3DFMT_ATI2N) {
3898 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
3899 This, This->currentDesc.Width, This->currentDesc.Height);
3900 return WINED3DERR_NOTAVAILABLE;
3904 if(pow2Width != This->currentDesc.Width ||
3905 pow2Height != This->currentDesc.Height) {
3906 This->Flags |= SFLAG_NONPOW2;
3909 TRACE("%p\n", This);
3910 if ((This->pow2Width > GL_LIMITS(texture_size) || This->pow2Height > GL_LIMITS(texture_size)) && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))) {
3911 /* one of three options
3912 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)
3913 2: Set the texture to the maximum size (bad idea)
3914 3: WARN and return WINED3DERR_NOTAVAILABLE;
3915 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.
3917 WARN("(%p) Creating an oversized surface\n", This);
3918 This->Flags |= SFLAG_OVERSIZE;
3920 /* This will be initialized on the first blt */
3921 This->glRect.left = 0;
3922 This->glRect.top = 0;
3923 This->glRect.right = 0;
3924 This->glRect.bottom = 0;
3926 /* Check this after the oversize check - do not make an oversized surface a texture_rectangle one.
3927 Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
3928 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
3929 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
3931 if(This->Flags & SFLAG_NONPOW2 && GL_SUPPORT(ARB_TEXTURE_RECTANGLE) &&
3932 !((This->resource.format == WINED3DFMT_P8) && GL_SUPPORT(EXT_PALETTED_TEXTURE) && (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX)))
3934 This->glDescription.target = GL_TEXTURE_RECTANGLE_ARB;
3935 This->pow2Width = This->currentDesc.Width;
3936 This->pow2Height = This->currentDesc.Height;
3937 This->Flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
3940 /* No oversize, gl rect is the full texture size */
3941 This->Flags &= ~SFLAG_OVERSIZE;
3942 This->glRect.left = 0;
3943 This->glRect.top = 0;
3944 This->glRect.right = This->pow2Width;
3945 This->glRect.bottom = This->pow2Height;
3948 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
3949 switch(wined3d_settings.offscreen_rendering_mode) {
3950 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
3951 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
3952 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
3956 This->Flags |= SFLAG_INSYSMEM;
3961 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) {
3962 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3964 TRACE("(%p) New location %#x\n", This, location);
3966 if (location & ~SFLAG_DS_LOCATIONS) {
3967 FIXME("(%p) Invalid location (%#x) specified\n", This, location);
3970 This->Flags &= ~SFLAG_DS_LOCATIONS;
3971 This->Flags |= location;
3974 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location) {
3975 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3976 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
3978 TRACE("(%p) New location %#x\n", This, location);
3980 /* TODO: Make this work for modes other than FBO */
3981 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
3983 if (This->Flags & location) {
3984 TRACE("(%p) Location (%#x) is already up to date\n", This, location);
3988 if (This->current_renderbuffer) {
3989 FIXME("(%p) Not supported with fixed up depth stencil\n", This);
3993 if (location == SFLAG_DS_OFFSCREEN) {
3994 if (This->Flags & SFLAG_DS_ONSCREEN) {
3995 GLint old_binding = 0;
3997 TRACE("(%p) Copying onscreen depth buffer to depth texture\n", This);
4001 if (!device->depth_blt_texture) {
4002 glGenTextures(1, &device->depth_blt_texture);
4005 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4006 * directly on the FBO texture. That's because we need to flip. */
4007 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
4008 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
4009 glBindTexture(GL_TEXTURE_2D, device->depth_blt_texture);
4010 glCopyTexImage2D(This->glDescription.target,
4011 This->glDescription.level,
4012 This->glDescription.glFormatInternal,
4015 This->currentDesc.Width,
4016 This->currentDesc.Height,
4018 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4019 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4020 glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
4021 glBindTexture(GL_TEXTURE_2D, old_binding);
4023 /* Setup the destination */
4024 if (!device->depth_blt_rb) {
4025 GL_EXTCALL(glGenRenderbuffersEXT(1, &device->depth_blt_rb));
4026 checkGLcall("glGenRenderbuffersEXT");
4028 if (device->depth_blt_rb_w != This->currentDesc.Width
4029 || device->depth_blt_rb_h != This->currentDesc.Height) {
4030 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, device->depth_blt_rb));
4031 checkGLcall("glBindRenderbufferEXT");
4032 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, This->currentDesc.Width, This->currentDesc.Height));
4033 checkGLcall("glRenderbufferStorageEXT");
4034 device->depth_blt_rb_w = This->currentDesc.Width;
4035 device->depth_blt_rb_h = This->currentDesc.Height;
4038 context_bind_fbo((IWineD3DDevice *)device, GL_FRAMEBUFFER_EXT, &device->activeContext->dst_fbo);
4039 GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, device->depth_blt_rb));
4040 checkGLcall("glFramebufferRenderbufferEXT");
4041 context_attach_depth_stencil_fbo(device, GL_FRAMEBUFFER_EXT, iface, FALSE);
4043 /* Do the actual blit */
4044 depth_blt((IWineD3DDevice *)device, device->depth_blt_texture, This->currentDesc.Width, This->currentDesc.Height);
4045 checkGLcall("depth_blt");
4047 if (device->activeContext->current_fbo) {
4048 context_bind_fbo((IWineD3DDevice *)device, GL_FRAMEBUFFER_EXT, &device->activeContext->current_fbo->id);
4050 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
4051 checkGLcall("glBindFramebuffer()");
4056 FIXME("No up to date depth stencil location\n");
4058 } else if (location == SFLAG_DS_ONSCREEN) {
4059 if (This->Flags & SFLAG_DS_OFFSCREEN) {
4060 TRACE("(%p) Copying depth texture to onscreen depth buffer\n", This);
4064 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
4065 checkGLcall("glBindFramebuffer()");
4066 depth_blt((IWineD3DDevice *)device, This->glDescription.textureName, This->currentDesc.Width, This->currentDesc.Height);
4067 checkGLcall("depth_blt");
4069 if (device->activeContext->current_fbo) {
4070 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, device->activeContext->current_fbo->id));
4071 checkGLcall("glBindFramebuffer()");
4076 FIXME("No up to date depth stencil location\n");
4079 ERR("(%p) Invalid location (%#x) specified\n", This, location);
4082 This->Flags |= location;
4085 static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
4086 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4087 IWineD3DBaseTexture *texture;
4088 IWineD3DSurfaceImpl *overlay;
4090 TRACE("(%p)->(%s, %s)\n", iface,
4091 flag == SFLAG_INSYSMEM ? "SFLAG_INSYSMEM" : flag == SFLAG_INDRAWABLE ? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
4092 persistent ? "TRUE" : "FALSE");
4094 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4095 IWineD3DSwapChain *swapchain = NULL;
4097 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
4098 TRACE("Surface %p is an onscreen surface\n", iface);
4100 IWineD3DSwapChain_Release(swapchain);
4102 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4103 if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4108 if((This->Flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE)) {
4109 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4110 TRACE("Passing to container\n");
4111 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4112 IWineD3DBaseTexture_Release(texture);
4115 This->Flags &= ~SFLAG_LOCATIONS;
4116 This->Flags |= flag;
4118 /* Redraw emulated overlays, if any */
4119 if(flag & SFLAG_INDRAWABLE && !list_empty(&This->overlays)) {
4120 LIST_FOR_EACH_ENTRY(overlay, &This->overlays, IWineD3DSurfaceImpl, overlay_entry) {
4121 IWineD3DSurface_DrawOverlay((IWineD3DSurface *) overlay);
4125 if((This->Flags & SFLAG_INTEXTURE) && (flag & SFLAG_INTEXTURE)) {
4126 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4127 TRACE("Passing to container\n");
4128 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4129 IWineD3DBaseTexture_Release(texture);
4132 This->Flags &= ~flag;
4140 static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in) {
4141 struct coords coords[4];
4143 IWineD3DSwapChain *swapchain = NULL;
4144 IWineD3DBaseTexture *texture = NULL;
4146 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4153 rect.right = This->currentDesc.Width;
4154 rect.bottom = This->currentDesc.Height;
4157 ActivateContext(device, (IWineD3DSurface*)This, CTXUSAGE_BLIT);
4160 if(This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB) {
4161 glEnable(GL_TEXTURE_RECTANGLE_ARB);
4162 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
4163 glBindTexture(GL_TEXTURE_RECTANGLE_ARB, This->glDescription.textureName);
4164 checkGLcall("GL_TEXTURE_RECTANGLE_ARB, This->glDescription.textureName)");
4165 glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4166 checkGLcall("glTexParameteri");
4167 glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4168 checkGLcall("glTexParameteri");
4170 coords[0].x = rect.left;
4173 coords[1].x = rect.left;
4176 coords[2].x = rect.right;
4179 coords[3].x = rect.right;
4182 coords[0].y = rect.top;
4183 coords[1].y = rect.bottom;
4184 coords[2].y = rect.bottom;
4185 coords[3].y = rect.top;
4186 } else if(This->glDescription.target == GL_TEXTURE_2D) {
4187 glEnable(GL_TEXTURE_2D);
4188 checkGLcall("glEnable(GL_TEXTURE_2D)");
4189 glBindTexture(GL_TEXTURE_2D, This->glDescription.textureName);
4190 checkGLcall("GL_TEXTURE_2D, This->glDescription.textureName)");
4191 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4192 checkGLcall("glTexParameteri");
4193 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4194 checkGLcall("glTexParameteri");
4196 coords[0].x = (float)rect.left / This->pow2Width;
4199 coords[1].x = (float)rect.left / This->pow2Width;
4202 coords[2].x = (float)rect.right / This->pow2Width;
4205 coords[3].x = (float)rect.right / This->pow2Width;
4208 coords[0].y = (float)rect.top / This->pow2Height;
4209 coords[1].y = (float)rect.bottom / This->pow2Height;
4210 coords[2].y = (float)rect.bottom / This->pow2Height;
4211 coords[3].y = (float)rect.top / This->pow2Height;
4213 /* Must be a cube map */
4214 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
4215 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
4216 glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, This->glDescription.textureName);
4217 checkGLcall("GL_TEXTURE_CUBE_MAP_ARB, This->glDescription.textureName)");
4218 glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4219 checkGLcall("glTexParameteri");
4220 glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4221 checkGLcall("glTexParameteri");
4223 switch(This->glDescription.target) {
4224 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
4225 coords[0].x = 1; coords[0].y = -1; coords[0].z = 1;
4226 coords[1].x = 1; coords[1].y = 1; coords[1].z = 1;
4227 coords[2].x = 1; coords[2].y = 1; coords[2].z = -1;
4228 coords[3].x = 1; coords[3].y = -1; coords[3].z = -1;
4231 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
4232 coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
4233 coords[1].x = -1; coords[1].y = 1; coords[1].z = 1;
4234 coords[2].x = -1; coords[2].y = 1; coords[2].z = -1;
4235 coords[3].x = -1; coords[3].y = -1; coords[3].z = -1;
4238 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
4239 coords[0].x = -1; coords[0].y = 1; coords[0].z = 1;
4240 coords[1].x = 1; coords[1].y = 1; coords[1].z = 1;
4241 coords[2].x = 1; coords[2].y = 1; coords[2].z = -1;
4242 coords[3].x = -1; coords[3].y = 1; coords[3].z = -1;
4245 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
4246 coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
4247 coords[1].x = 1; coords[1].y = -1; coords[1].z = 1;
4248 coords[2].x = 1; coords[2].y = -1; coords[2].z = -1;
4249 coords[3].x = -1; coords[3].y = -1; coords[3].z = -1;
4252 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
4253 coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
4254 coords[1].x = 1; coords[1].y = -1; coords[1].z = 1;
4255 coords[2].x = 1; coords[2].y = -1; coords[2].z = 1;
4256 coords[3].x = -1; coords[3].y = -1; coords[3].z = 1;
4259 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
4260 coords[0].x = -1; coords[0].y = -1; coords[0].z = -1;
4261 coords[1].x = 1; coords[1].y = -1; coords[1].z = -1;
4262 coords[2].x = 1; coords[2].y = -1; coords[2].z = -1;
4263 coords[3].x = -1; coords[3].y = -1; coords[3].z = -1;
4267 ERR("Unexpected texture target\n");
4274 glTexCoord3fv(&coords[0].x);
4275 glVertex2i(rect.left, device->render_offscreen ? rect.bottom : rect.top);
4277 glTexCoord3fv(&coords[1].x);
4278 glVertex2i(rect.left, device->render_offscreen ? rect.top : rect.bottom);
4280 glTexCoord3fv(&coords[2].x);
4281 glVertex2i(rect.right, device->render_offscreen ? rect.top : rect.bottom);
4283 glTexCoord3fv(&coords[3].x);
4284 glVertex2i(rect.right, device->render_offscreen ? rect.bottom : rect.top);
4286 checkGLcall("glEnd");
4288 if(This->glDescription.target != GL_TEXTURE_2D) {
4289 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4290 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4292 glDisable(GL_TEXTURE_2D);
4293 checkGLcall("glDisable(GL_TEXTURE_2D)");
4297 hr = IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DSwapChain, (void **) &swapchain);
4298 if(hr == WINED3D_OK && swapchain) {
4299 /* Make sure to flush the buffers. This is needed in apps like Red Alert II and Tiberian SUN that use multiple WGL contexts. */
4300 if(((IWineD3DSwapChainImpl*)swapchain)->frontBuffer == (IWineD3DSurface*)This ||
4301 ((IWineD3DSwapChainImpl*)swapchain)->num_contexts >= 2)
4304 IWineD3DSwapChain_Release(swapchain);
4306 /* We changed the filtering settings on the texture. Inform the container about this to get the filters
4307 * reset properly next draw
4309 hr = IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DBaseTexture, (void **) &texture);
4310 if(hr == WINED3D_OK && texture) {
4311 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
4312 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
4313 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
4314 IWineD3DBaseTexture_Release(texture);
4319 /*****************************************************************************
4320 * IWineD3DSurface::LoadLocation
4322 * Copies the current surface data from wherever it is to the requested
4323 * location. The location is one of the surface flags, SFLAG_INSYSMEM,
4324 * SFLAG_INTEXTURE and SFLAG_INDRAWABLE. When the surface is current in
4325 * multiple locations, the gl texture is preferred over the drawable, which is
4326 * preferred over system memory. The PBO counts as system memory. If rect is
4327 * not NULL, only the specified rectangle is copied (only supported for
4328 * sysmem<->drawable copies at the moment). If rect is NULL, the destination
4329 * location is marked up to date after the copy.
4332 * flag: Surface location flag to be updated
4333 * rect: rectangle to be copied
4336 * WINED3D_OK on success
4337 * WINED3DERR_DEVICELOST on an internal error
4339 *****************************************************************************/
4340 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
4341 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4342 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4343 IWineD3DSwapChain *swapchain = NULL;
4344 GLenum format, internal, type;
4345 CONVERT_TYPES convert;
4347 int width, pitch, outpitch;
4350 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4351 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
4352 TRACE("Surface %p is an onscreen surface\n", iface);
4354 IWineD3DSwapChain_Release(swapchain);
4356 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4357 * Prefer SFLAG_INTEXTURE. */
4358 if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
4362 TRACE("(%p)->(%s, %p)\n", iface,
4363 flag == SFLAG_INSYSMEM ? "SFLAG_INSYSMEM" : flag == SFLAG_INDRAWABLE ? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
4366 TRACE("Rectangle: (%d,%d)-(%d,%d)\n", rect->left, rect->top, rect->right, rect->bottom);
4369 if(This->Flags & flag) {
4370 TRACE("Location already up to date\n");
4374 if(!(This->Flags & SFLAG_LOCATIONS)) {
4375 ERR("Surface does not have any up to date location\n");
4376 This->Flags |= SFLAG_LOST;
4377 return WINED3DERR_DEVICELOST;
4380 if(flag == SFLAG_INSYSMEM) {
4381 surface_prepare_system_memory(This);
4383 /* Download the surface to system memory */
4384 if(This->Flags & SFLAG_INTEXTURE) {
4385 if(!device->isInDraw) ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4386 surface_bind_and_dirtify(This);
4388 surface_download_data(This);
4390 read_from_framebuffer(This, rect,
4391 This->resource.allocatedMemory,
4392 IWineD3DSurface_GetPitch(iface));
4394 } else if(flag == SFLAG_INDRAWABLE) {
4395 if(This->Flags & SFLAG_INTEXTURE) {
4396 surface_blt_to_drawable(This, rect);
4398 d3dfmt_get_conv(This, TRUE /* We need color keying */, FALSE /* We won't use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
4400 /* The width is in 'length' not in bytes */
4401 width = This->currentDesc.Width;
4402 pitch = IWineD3DSurface_GetPitch(iface);
4404 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4405 * but it isn't set (yet) in all cases it is getting called. */
4406 if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4407 TRACE("Removing the pbo attached to surface %p\n", This);
4408 surface_remove_pbo(This);
4411 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4412 int height = This->currentDesc.Height;
4414 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4415 outpitch = width * bpp;
4416 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4418 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4420 ERR("Out of memory %d, %d!\n", outpitch, height);
4421 return WINED3DERR_OUTOFVIDEOMEMORY;
4423 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4425 This->Flags |= SFLAG_CONVERTED;
4427 This->Flags &= ~SFLAG_CONVERTED;
4428 mem = This->resource.allocatedMemory;
4431 flush_to_framebuffer_drawpixels(This, format, type, bpp, mem);
4433 /* Don't delete PBO memory */
4434 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4435 HeapFree(GetProcessHeap(), 0, mem);
4437 } else /* if(flag == SFLAG_INTEXTURE) */ {
4438 if (This->Flags & SFLAG_INDRAWABLE) {
4439 read_from_framebuffer_texture(This);
4440 } else { /* Upload from system memory */
4441 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
4443 if(!device->isInDraw) ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4444 surface_bind_and_dirtify(This);
4447 /* The only place where LoadTexture() might get called when isInDraw=1
4448 * is ActivateContext where lastActiveRenderTarget is preloaded.
4450 if(iface == device->lastActiveRenderTarget && device->isInDraw)
4451 ERR("Reading back render target but SFLAG_INDRAWABLE not set\n");
4453 /* Otherwise: System memory copy must be most up to date */
4455 if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
4456 This->Flags |= SFLAG_GLCKEY;
4457 This->glCKey = This->SrcBltCKey;
4459 else This->Flags &= ~SFLAG_GLCKEY;
4461 /* The width is in 'length' not in bytes */
4462 width = This->currentDesc.Width;
4463 pitch = IWineD3DSurface_GetPitch(iface);
4465 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4466 * but it isn't set (yet) in all cases it is getting called. */
4467 if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4468 TRACE("Removing the pbo attached to surface %p\n", This);
4469 surface_remove_pbo(This);
4472 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4473 int height = This->currentDesc.Height;
4475 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4476 outpitch = width * bpp;
4477 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4479 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4481 ERR("Out of memory %d, %d!\n", outpitch, height);
4482 return WINED3DERR_OUTOFVIDEOMEMORY;
4484 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4486 This->Flags |= SFLAG_CONVERTED;
4487 } else if( (This->resource.format == WINED3DFMT_P8) && (GL_SUPPORT(EXT_PALETTED_TEXTURE) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) ) {
4488 d3dfmt_p8_upload_palette(iface, convert);
4489 This->Flags &= ~SFLAG_CONVERTED;
4490 mem = This->resource.allocatedMemory;
4492 This->Flags &= ~SFLAG_CONVERTED;
4493 mem = This->resource.allocatedMemory;
4496 /* Make sure the correct pitch is used */
4497 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
4499 if ((This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE)) {
4500 TRACE("non power of two support\n");
4501 if(!(This->Flags & SFLAG_ALLOCATED)) {
4502 surface_allocate_surface(This, internal, This->pow2Width, This->pow2Height, format, type);
4504 if (mem || (This->Flags & SFLAG_PBO)) {
4505 surface_upload_data(This, internal, This->currentDesc.Width, This->currentDesc.Height, format, type, mem);
4508 /* When making the realloc conditional, keep in mind that GL_APPLE_client_storage may be in use, and This->resource.allocatedMemory
4509 * changed. So also keep track of memory changes. In this case the texture has to be reallocated
4511 if(!(This->Flags & SFLAG_ALLOCATED)) {
4512 surface_allocate_surface(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type);
4514 if (mem || (This->Flags & SFLAG_PBO)) {
4515 surface_upload_data(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type, mem);
4519 /* Restore the default pitch */
4520 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4523 /* Don't delete PBO memory */
4524 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4525 HeapFree(GetProcessHeap(), 0, mem);
4530 This->Flags |= flag;
4533 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !swapchain
4534 && (This->Flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE))) {
4535 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4536 This->Flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4542 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container) {
4543 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4544 IWineD3DSwapChain *swapchain = NULL;
4546 /* Update the drawable size method */
4548 IWineD3DBase_QueryInterface(container, &IID_IWineD3DSwapChain, (void **) &swapchain);
4551 This->get_drawable_size = get_drawable_size_swapchain;
4552 IWineD3DSwapChain_Release(swapchain);
4553 } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
4554 switch(wined3d_settings.offscreen_rendering_mode) {
4555 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
4556 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
4557 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
4561 return IWineD3DBaseSurfaceImpl_SetContainer(iface, container);
4564 static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
4565 return SURFACE_OPENGL;
4568 static HRESULT WINAPI IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
4569 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4572 /* If there's no destination surface there is nothing to do */
4573 if(!This->overlay_dest) return WINED3D_OK;
4575 /* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
4576 * update the overlay. Prevent an endless recursion
4578 if(This->overlay_dest->Flags & SFLAG_INOVERLAYDRAW) {
4581 This->overlay_dest->Flags |= SFLAG_INOVERLAYDRAW;
4582 hr = IWineD3DSurfaceImpl_Blt((IWineD3DSurface *) This->overlay_dest, &This->overlay_destrect,
4583 iface, &This->overlay_srcrect, WINEDDBLT_WAIT,
4584 NULL, WINED3DTEXF_LINEAR);
4585 This->overlay_dest->Flags &= ~SFLAG_INOVERLAYDRAW;
4590 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
4593 IWineD3DBaseSurfaceImpl_QueryInterface,
4594 IWineD3DBaseSurfaceImpl_AddRef,
4595 IWineD3DSurfaceImpl_Release,
4596 /* IWineD3DResource */
4597 IWineD3DBaseSurfaceImpl_GetParent,
4598 IWineD3DBaseSurfaceImpl_GetDevice,
4599 IWineD3DBaseSurfaceImpl_SetPrivateData,
4600 IWineD3DBaseSurfaceImpl_GetPrivateData,
4601 IWineD3DBaseSurfaceImpl_FreePrivateData,
4602 IWineD3DBaseSurfaceImpl_SetPriority,
4603 IWineD3DBaseSurfaceImpl_GetPriority,
4604 IWineD3DSurfaceImpl_PreLoad,
4605 IWineD3DSurfaceImpl_UnLoad,
4606 IWineD3DBaseSurfaceImpl_GetType,
4607 /* IWineD3DSurface */
4608 IWineD3DBaseSurfaceImpl_GetContainer,
4609 IWineD3DBaseSurfaceImpl_GetDesc,
4610 IWineD3DSurfaceImpl_LockRect,
4611 IWineD3DSurfaceImpl_UnlockRect,
4612 IWineD3DSurfaceImpl_GetDC,
4613 IWineD3DSurfaceImpl_ReleaseDC,
4614 IWineD3DSurfaceImpl_Flip,
4615 IWineD3DSurfaceImpl_Blt,
4616 IWineD3DBaseSurfaceImpl_GetBltStatus,
4617 IWineD3DBaseSurfaceImpl_GetFlipStatus,
4618 IWineD3DBaseSurfaceImpl_IsLost,
4619 IWineD3DBaseSurfaceImpl_Restore,
4620 IWineD3DSurfaceImpl_BltFast,
4621 IWineD3DBaseSurfaceImpl_GetPalette,
4622 IWineD3DBaseSurfaceImpl_SetPalette,
4623 IWineD3DSurfaceImpl_RealizePalette,
4624 IWineD3DBaseSurfaceImpl_SetColorKey,
4625 IWineD3DBaseSurfaceImpl_GetPitch,
4626 IWineD3DSurfaceImpl_SetMem,
4627 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
4628 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
4629 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
4630 IWineD3DBaseSurfaceImpl_UpdateOverlay,
4631 IWineD3DBaseSurfaceImpl_SetClipper,
4632 IWineD3DBaseSurfaceImpl_GetClipper,
4634 IWineD3DSurfaceImpl_AddDirtyRect,
4635 IWineD3DSurfaceImpl_LoadTexture,
4636 IWineD3DSurfaceImpl_BindTexture,
4637 IWineD3DSurfaceImpl_SaveSnapshot,
4638 IWineD3DSurfaceImpl_SetContainer,
4639 IWineD3DSurfaceImpl_GetGlDesc,
4640 IWineD3DSurfaceImpl_GetData,
4641 IWineD3DSurfaceImpl_SetFormat,
4642 IWineD3DSurfaceImpl_PrivateSetup,
4643 IWineD3DSurfaceImpl_ModifyLocation,
4644 IWineD3DSurfaceImpl_LoadLocation,
4645 IWineD3DSurfaceImpl_GetImplType,
4646 IWineD3DSurfaceImpl_DrawOverlay
4648 #undef GLINFO_LOCATION
4650 #define GLINFO_LOCATION device->adapter->gl_info
4651 static HRESULT ffp_blit_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
4652 static void ffp_blit_free(IWineD3DDevice *iface) { }
4654 static HRESULT ffp_blit_set(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height) {
4656 checkGLcall("glEnable(textype)");
4660 static void ffp_blit_unset(IWineD3DDevice *iface) {
4661 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4662 glDisable(GL_TEXTURE_2D);
4663 checkGLcall("glDisable(GL_TEXTURE_2D)");
4664 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
4665 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4666 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4668 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
4669 glDisable(GL_TEXTURE_RECTANGLE_ARB);
4670 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4674 static BOOL ffp_blit_conv_supported(WINED3DFORMAT fmt) {
4675 TRACE("Checking blit format support for format %s: [FAILED]\n", debug_d3dformat(fmt));
4679 const struct blit_shader ffp_blit = {
4684 ffp_blit_conv_supported