2 * IWineD3DSurface Implementation
4 * Copyright 1998 Lionel Ulmer
5 * Copyright 2000-2001 TransGaming Technologies Inc.
6 * Copyright 2002-2005 Jason Edmeades
7 * Copyright 2002-2003 Raphael Junqueira
8 * Copyright 2004 Christian Costa
9 * Copyright 2005 Oliver Stieber
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2007-2008 Henri Verbeet
12 * Copyright 2006-2008 Roderick Colenbrander
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
31 #include "wine/port.h"
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d);
37 #define GLINFO_LOCATION (*gl_info)
39 static void surface_cleanup(IWineD3DSurfaceImpl *This)
41 IWineD3DDeviceImpl *device = This->resource.device;
42 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
43 struct wined3d_context *context = NULL;
44 renderbuffer_entry_t *entry, *entry2;
46 TRACE("(%p) : Cleaning up.\n", This);
48 /* Need a context to destroy the texture. Use the currently active render
49 * target, but only if the primary render target exists. Otherwise
50 * lastActiveRenderTarget is garbage. When destroying the primary render
51 * target, Uninit3D() will activate a context before doing anything. */
52 if (device->render_targets && device->render_targets[0])
54 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
59 if (This->texture_name)
61 /* Release the OpenGL texture. */
62 TRACE("Deleting texture %u.\n", This->texture_name);
63 glDeleteTextures(1, &This->texture_name);
66 if (This->Flags & SFLAG_PBO)
69 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
72 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry)
74 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
75 HeapFree(GetProcessHeap(), 0, entry);
80 if (This->Flags & SFLAG_DIBSECTION)
83 SelectObject(This->hDC, This->dib.holdbitmap);
85 /* Release the DIB section. */
86 DeleteObject(This->dib.DIBsection);
87 This->dib.bitmap_data = NULL;
88 This->resource.allocatedMemory = NULL;
91 if (This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem((IWineD3DSurface *)This, NULL);
92 if (This->overlay_dest) list_remove(&This->overlay_entry);
94 HeapFree(GetProcessHeap(), 0, This->palette9);
96 resource_cleanup((IWineD3DResource *)This);
98 if (context) context_release(context);
101 UINT surface_calculate_size(const struct wined3d_format_desc *format_desc, UINT alignment, UINT width, UINT height)
105 if (format_desc->format == WINED3DFMT_UNKNOWN)
109 else if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
111 UINT row_block_count = (width + format_desc->block_width - 1) / format_desc->block_width;
112 UINT row_count = (height + format_desc->block_height - 1) / format_desc->block_height;
113 size = row_count * row_block_count * format_desc->block_byte_count;
117 /* The pitch is a multiple of 4 bytes. */
118 size = height * (((width * format_desc->byte_count) + alignment - 1) & ~(alignment - 1));
121 if (format_desc->heightscale != 0.0f) size *= format_desc->heightscale;
130 enum tex_types tex_type;
131 GLfloat coords[4][3];
142 static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
144 f->l = ((r->left * 2.0f) / w) - 1.0f;
145 f->t = ((r->top * 2.0f) / h) - 1.0f;
146 f->r = ((r->right * 2.0f) / w) - 1.0f;
147 f->b = ((r->bottom * 2.0f) / h) - 1.0f;
150 static void surface_get_blt_info(GLenum target, const RECT *rect_in, GLsizei w, GLsizei h, struct blt_info *info)
152 GLfloat (*coords)[3] = info->coords;
169 FIXME("Unsupported texture target %#x\n", target);
170 /* Fall back to GL_TEXTURE_2D */
172 info->binding = GL_TEXTURE_BINDING_2D;
173 info->bind_target = GL_TEXTURE_2D;
174 info->tex_type = tex_2d;
175 coords[0][0] = (float)rect.left / w;
176 coords[0][1] = (float)rect.top / h;
179 coords[1][0] = (float)rect.right / w;
180 coords[1][1] = (float)rect.top / h;
183 coords[2][0] = (float)rect.left / w;
184 coords[2][1] = (float)rect.bottom / h;
187 coords[3][0] = (float)rect.right / w;
188 coords[3][1] = (float)rect.bottom / h;
192 case GL_TEXTURE_RECTANGLE_ARB:
193 info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
194 info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
195 info->tex_type = tex_rect;
196 coords[0][0] = rect.left; coords[0][1] = rect.top; coords[0][2] = 0.0f;
197 coords[1][0] = rect.right; coords[1][1] = rect.top; coords[1][2] = 0.0f;
198 coords[2][0] = rect.left; coords[2][1] = rect.bottom; coords[2][2] = 0.0f;
199 coords[3][0] = rect.right; coords[3][1] = rect.bottom; coords[3][2] = 0.0f;
202 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
203 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
204 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
205 info->tex_type = tex_cube;
206 cube_coords_float(&rect, w, h, &f);
208 coords[0][0] = 1.0f; coords[0][1] = -f.t; coords[0][2] = -f.l;
209 coords[1][0] = 1.0f; coords[1][1] = -f.t; coords[1][2] = -f.r;
210 coords[2][0] = 1.0f; coords[2][1] = -f.b; coords[2][2] = -f.l;
211 coords[3][0] = 1.0f; coords[3][1] = -f.b; coords[3][2] = -f.r;
214 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
215 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
216 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
217 info->tex_type = tex_cube;
218 cube_coords_float(&rect, w, h, &f);
220 coords[0][0] = -1.0f; coords[0][1] = -f.t; coords[0][2] = f.l;
221 coords[1][0] = -1.0f; coords[1][1] = -f.t; coords[1][2] = f.r;
222 coords[2][0] = -1.0f; coords[2][1] = -f.b; coords[2][2] = f.l;
223 coords[3][0] = -1.0f; coords[3][1] = -f.b; coords[3][2] = f.r;
226 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
227 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
228 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
229 info->tex_type = tex_cube;
230 cube_coords_float(&rect, w, h, &f);
232 coords[0][0] = f.l; coords[0][1] = 1.0f; coords[0][2] = f.t;
233 coords[1][0] = f.r; coords[1][1] = 1.0f; coords[1][2] = f.t;
234 coords[2][0] = f.l; coords[2][1] = 1.0f; coords[2][2] = f.b;
235 coords[3][0] = f.r; coords[3][1] = 1.0f; coords[3][2] = f.b;
238 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
239 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
240 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
241 info->tex_type = tex_cube;
242 cube_coords_float(&rect, w, h, &f);
244 coords[0][0] = f.l; coords[0][1] = -1.0f; coords[0][2] = -f.t;
245 coords[1][0] = f.r; coords[1][1] = -1.0f; coords[1][2] = -f.t;
246 coords[2][0] = f.l; coords[2][1] = -1.0f; coords[2][2] = -f.b;
247 coords[3][0] = f.r; coords[3][1] = -1.0f; coords[3][2] = -f.b;
250 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
251 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
252 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
253 info->tex_type = tex_cube;
254 cube_coords_float(&rect, w, h, &f);
256 coords[0][0] = f.l; coords[0][1] = -f.t; coords[0][2] = 1.0f;
257 coords[1][0] = f.r; coords[1][1] = -f.t; coords[1][2] = 1.0f;
258 coords[2][0] = f.l; coords[2][1] = -f.b; coords[2][2] = 1.0f;
259 coords[3][0] = f.r; coords[3][1] = -f.b; coords[3][2] = 1.0f;
262 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
263 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
264 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
265 info->tex_type = tex_cube;
266 cube_coords_float(&rect, w, h, &f);
268 coords[0][0] = -f.l; coords[0][1] = -f.t; coords[0][2] = -1.0f;
269 coords[1][0] = -f.r; coords[1][1] = -f.t; coords[1][2] = -1.0f;
270 coords[2][0] = -f.l; coords[2][1] = -f.b; coords[2][2] = -1.0f;
271 coords[3][0] = -f.r; coords[3][1] = -f.b; coords[3][2] = -1.0f;
276 static inline void surface_get_rect(IWineD3DSurfaceImpl *This, const RECT *rect_in, RECT *rect_out)
279 *rect_out = *rect_in;
284 rect_out->right = This->currentDesc.Width;
285 rect_out->bottom = This->currentDesc.Height;
289 /* GL locking and context activation is done by the caller */
290 void draw_textured_quad(IWineD3DSurfaceImpl *src_surface, const RECT *src_rect, const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter)
292 IWineD3DBaseTextureImpl *texture;
293 struct blt_info info;
295 surface_get_blt_info(src_surface->texture_target, src_rect, src_surface->pow2Width, src_surface->pow2Height, &info);
297 glEnable(info.bind_target);
298 checkGLcall("glEnable(bind_target)");
300 /* Bind the texture */
301 glBindTexture(info.bind_target, src_surface->texture_name);
302 checkGLcall("glBindTexture");
304 /* Filtering for StretchRect */
305 glTexParameteri(info.bind_target, GL_TEXTURE_MAG_FILTER,
306 wined3d_gl_mag_filter(magLookup, Filter));
307 checkGLcall("glTexParameteri");
308 glTexParameteri(info.bind_target, GL_TEXTURE_MIN_FILTER,
309 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
310 checkGLcall("glTexParameteri");
311 glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
312 glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
313 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
314 checkGLcall("glTexEnvi");
317 glBegin(GL_TRIANGLE_STRIP);
318 glTexCoord3fv(info.coords[0]);
319 glVertex2i(dst_rect->left, dst_rect->top);
321 glTexCoord3fv(info.coords[1]);
322 glVertex2i(dst_rect->right, dst_rect->top);
324 glTexCoord3fv(info.coords[2]);
325 glVertex2i(dst_rect->left, dst_rect->bottom);
327 glTexCoord3fv(info.coords[3]);
328 glVertex2i(dst_rect->right, dst_rect->bottom);
331 /* Unbind the texture */
332 glBindTexture(info.bind_target, 0);
333 checkGLcall("glBindTexture(info->bind_target, 0)");
335 /* We changed the filtering settings on the texture. Inform the
336 * container about this to get the filters reset properly next draw. */
337 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)src_surface, &IID_IWineD3DBaseTexture, (void **)&texture)))
339 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
340 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
341 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
342 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture);
346 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
347 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
348 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
349 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
351 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
352 const struct wined3d_format_desc *format_desc = getFormatDescEntry(format, gl_info);
353 void (*cleanup)(IWineD3DSurfaceImpl *This);
354 unsigned int resource_size;
357 if (multisample_quality > 0)
359 FIXME("multisample_quality set to %u, substituting 0\n", multisample_quality);
360 multisample_quality = 0;
363 /* FIXME: Check that the format is supported by the device. */
365 resource_size = surface_calculate_size(format_desc, alignment, width, height);
367 /* Look at the implementation and set the correct Vtable. */
368 switch (surface_type)
371 surface->lpVtbl = &IWineD3DSurface_Vtbl;
372 cleanup = surface_cleanup;
376 surface->lpVtbl = &IWineGDISurface_Vtbl;
377 cleanup = surface_gdi_cleanup;
381 ERR("Requested unknown surface implementation %#x.\n", surface_type);
382 return WINED3DERR_INVALIDCALL;
385 hr = resource_init((IWineD3DResource *)surface, WINED3DRTYPE_SURFACE,
386 device, resource_size, usage, format_desc, pool, parent, parent_ops);
389 WARN("Failed to initialize resource, returning %#x.\n", hr);
393 /* "Standalone" surface. */
394 IWineD3DSurface_SetContainer((IWineD3DSurface *)surface, NULL);
396 surface->currentDesc.Width = width;
397 surface->currentDesc.Height = height;
398 surface->currentDesc.MultiSampleType = multisample_type;
399 surface->currentDesc.MultiSampleQuality = multisample_quality;
400 surface->texture_level = level;
401 list_init(&surface->overlays);
404 surface->Flags = SFLAG_NORMCOORD; /* Default to normalized coords. */
405 if (discard) surface->Flags |= SFLAG_DISCARD;
406 if (lockable || format == WINED3DFMT_D16_LOCKABLE) surface->Flags |= SFLAG_LOCKABLE;
408 /* Quick lockable sanity check.
409 * TODO: remove this after surfaces, usage and lockability have been debugged properly
410 * this function is too deep to need to care about things like this.
411 * Levels need to be checked too, since they all affect what can be done. */
414 case WINED3DPOOL_SCRATCH:
417 FIXME("Called with a pool of SCRATCH and a lockable of FALSE "
418 "which are mutually exclusive, setting lockable to TRUE.\n");
423 case WINED3DPOOL_SYSTEMMEM:
425 FIXME("Called with a pool of SYSTEMMEM and a lockable of FALSE, this is acceptable but unexpected.\n");
428 case WINED3DPOOL_MANAGED:
429 if (usage & WINED3DUSAGE_DYNAMIC)
430 FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n");
433 case WINED3DPOOL_DEFAULT:
434 if (lockable && !(usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
435 WARN("Creating a lockable surface with a POOL of DEFAULT, that doesn't specify DYNAMIC usage.\n");
439 FIXME("Unknown pool %#x.\n", pool);
443 if (usage & WINED3DUSAGE_RENDERTARGET && pool != WINED3DPOOL_DEFAULT)
445 FIXME("Trying to create a render target that isn't in the default pool.\n");
448 /* Mark the texture as dirty so that it gets loaded first time around. */
449 surface_add_dirty_rect((IWineD3DSurface *)surface, NULL);
450 list_init(&surface->renderbuffers);
452 TRACE("surface %p, memory %p, size %u\n", surface, surface->resource.allocatedMemory, surface->resource.size);
454 /* Call the private setup routine */
455 hr = IWineD3DSurface_PrivateSetup((IWineD3DSurface *)surface);
458 ERR("Private setup failed, returning %#x\n", hr);
466 static void surface_force_reload(IWineD3DSurface *iface)
468 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
470 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
473 void surface_set_texture_name(IWineD3DSurface *iface, GLuint new_name, BOOL srgb)
475 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
481 name = &This->texture_name_srgb;
482 flag = SFLAG_INSRGBTEX;
486 name = &This->texture_name;
487 flag = SFLAG_INTEXTURE;
490 TRACE("(%p) : setting texture name %u\n", This, new_name);
492 if (!*name && new_name)
494 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
495 * surface has no texture name yet. See if we can get rid of this. */
496 if (This->Flags & flag)
497 ERR("Surface has SFLAG_INTEXTURE set, but no texture name\n");
498 IWineD3DSurface_ModifyLocation(iface, flag, FALSE);
502 surface_force_reload(iface);
505 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target)
507 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
509 TRACE("(%p) : setting target %#x\n", This, target);
511 if (This->texture_target != target)
513 if (target == GL_TEXTURE_RECTANGLE_ARB)
515 This->Flags &= ~SFLAG_NORMCOORD;
517 else if (This->texture_target == GL_TEXTURE_RECTANGLE_ARB)
519 This->Flags |= SFLAG_NORMCOORD;
522 This->texture_target = target;
523 surface_force_reload(iface);
526 /* Context activation is done by the caller. */
527 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This, BOOL srgb) {
528 DWORD active_sampler;
530 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
531 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
532 * gl states. The current texture unit should always be a valid one.
534 * To be more specific, this is tricky because we can implicitly be called
535 * from sampler() in state.c. This means we can't touch anything other than
536 * whatever happens to be the currently active texture, or we would risk
537 * marking already applied sampler states dirty again.
539 * TODO: Track the current active texture per GL context instead of using glGet
541 GLint active_texture;
543 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
545 active_sampler = This->resource.device->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
547 if (active_sampler != WINED3D_UNMAPPED_STAGE)
549 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(active_sampler));
551 IWineD3DSurface_BindTexture((IWineD3DSurface *)This, srgb);
554 /* This function checks if the primary render target uses the 8bit paletted format. */
555 static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
557 if (device->render_targets && device->render_targets[0]) {
558 IWineD3DSurfaceImpl* render_target = (IWineD3DSurfaceImpl*)device->render_targets[0];
559 if ((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
560 && (render_target->resource.format_desc->format == WINED3DFMT_P8_UINT))
566 /* This call just downloads data, the caller is responsible for binding the
567 * correct texture. */
568 /* Context activation is done by the caller. */
569 static void surface_download_data(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info)
571 const struct wined3d_format_desc *format_desc = This->resource.format_desc;
573 /* Only support read back of converted P8 surfaces */
574 if (This->Flags & SFLAG_CONVERTED && format_desc->format != WINED3DFMT_P8_UINT)
576 FIXME("Read back converted textures unsupported, format=%s\n", debug_d3dformat(format_desc->format));
582 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
584 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p.\n",
585 This, This->texture_level, format_desc->glFormat, format_desc->glType,
586 This->resource.allocatedMemory);
588 if (This->Flags & SFLAG_PBO)
590 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
591 checkGLcall("glBindBufferARB");
592 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target, This->texture_level, NULL));
593 checkGLcall("glGetCompressedTexImageARB");
594 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
595 checkGLcall("glBindBufferARB");
599 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target,
600 This->texture_level, This->resource.allocatedMemory));
601 checkGLcall("glGetCompressedTexImageARB");
607 GLenum format = format_desc->glFormat;
608 GLenum type = format_desc->glType;
612 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
613 if (format_desc->format == WINED3DFMT_P8_UINT && primary_render_target_is_p8(This->resource.device))
616 type = GL_UNSIGNED_BYTE;
619 if (This->Flags & SFLAG_NONPOW2) {
620 unsigned char alignment = This->resource.device->surface_alignment;
621 src_pitch = format_desc->byte_count * This->pow2Width;
622 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
623 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
624 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
626 mem = This->resource.allocatedMemory;
629 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
630 This, This->texture_level, format, type, mem);
632 if(This->Flags & SFLAG_PBO) {
633 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
634 checkGLcall("glBindBufferARB");
636 glGetTexImage(This->texture_target, This->texture_level, format, type, NULL);
637 checkGLcall("glGetTexImage");
639 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
640 checkGLcall("glBindBufferARB");
642 glGetTexImage(This->texture_target, This->texture_level, format, type, mem);
643 checkGLcall("glGetTexImage");
647 if (This->Flags & SFLAG_NONPOW2) {
648 const BYTE *src_data;
652 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
653 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
654 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
656 * We're doing this...
658 * instead of boxing the texture :
659 * |<-texture width ->| -->pow2width| /\
660 * |111111111111111111| | |
661 * |222 Texture 222222| boxed empty | texture height
662 * |3333 Data 33333333| | |
663 * |444444444444444444| | \/
664 * ----------------------------------- |
665 * | boxed empty | boxed empty | pow2height
667 * -----------------------------------
670 * we're repacking the data to the expected texture width
672 * |<-texture width ->| -->pow2width| /\
673 * |111111111111111111222222222222222| |
674 * |222333333333333333333444444444444| texture height
678 * | empty | pow2height
680 * -----------------------------------
684 * |<-texture width ->| /\
685 * |111111111111111111|
686 * |222222222222222222|texture height
687 * |333333333333333333|
688 * |444444444444444444| \/
689 * --------------------
691 * this also means that any references to allocatedMemory should work with the data as if were a
692 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
694 * internally the texture is still stored in a boxed format so any references to textureName will
695 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
697 * Performance should not be an issue, because applications normally do not lock the surfaces when
698 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
699 * and doesn't have to be re-read.
702 dst_data = This->resource.allocatedMemory;
703 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
704 for (y = 1 ; y < This->currentDesc.Height; y++) {
705 /* skip the first row */
706 src_data += src_pitch;
707 dst_data += dst_pitch;
708 memcpy(dst_data, src_data, dst_pitch);
711 HeapFree(GetProcessHeap(), 0, mem);
715 /* Surface has now been downloaded */
716 This->Flags |= SFLAG_INSYSMEM;
719 /* This call just uploads data, the caller is responsible for binding the
720 * correct texture. */
721 /* Context activation is done by the caller. */
722 static void surface_upload_data(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
723 const struct wined3d_format_desc *format_desc, BOOL srgb, const GLvoid *data)
725 GLsizei width = This->currentDesc.Width;
726 GLsizei height = This->currentDesc.Height;
731 internal = format_desc->glGammaInternal;
733 else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET
734 && surface_is_offscreen((IWineD3DSurface *)This))
736 internal = format_desc->rtInternal;
740 internal = format_desc->glInternal;
743 TRACE("This %p, internal %#x, width %d, height %d, format %#x, type %#x, data %p.\n",
744 This, internal, width, height, format_desc->glFormat, format_desc->glType, data);
745 TRACE("target %#x, level %u, resource size %u.\n",
746 This->texture_target, This->texture_level, This->resource.size);
748 if (format_desc->heightscale != 1.0f && format_desc->heightscale != 0.0f) height *= format_desc->heightscale;
752 if (This->Flags & SFLAG_PBO)
754 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
755 checkGLcall("glBindBufferARB");
757 TRACE("(%p) pbo: %#x, data: %p.\n", This, This->pbo, data);
761 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
763 TRACE("Calling glCompressedTexSubImage2DARB.\n");
765 GL_EXTCALL(glCompressedTexSubImage2DARB(This->texture_target, This->texture_level,
766 0, 0, width, height, internal, This->resource.size, data));
767 checkGLcall("glCompressedTexSubImage2DARB");
771 TRACE("Calling glTexSubImage2D.\n");
773 glTexSubImage2D(This->texture_target, This->texture_level,
774 0, 0, width, height, format_desc->glFormat, format_desc->glType, data);
775 checkGLcall("glTexSubImage2D");
778 if (This->Flags & SFLAG_PBO)
780 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
781 checkGLcall("glBindBufferARB");
786 if (gl_info->quirks & WINED3D_QUIRK_FBO_TEX_UPDATE)
788 IWineD3DDeviceImpl *device = This->resource.device;
791 for (i = 0; i < device->numContexts; ++i)
793 context_surface_update(device->contexts[i], This);
798 /* This call just allocates the texture, the caller is responsible for binding
799 * the correct texture. */
800 /* Context activation is done by the caller. */
801 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
802 const struct wined3d_format_desc *format_desc, BOOL srgb)
804 BOOL enable_client_storage = FALSE;
805 GLsizei width = This->pow2Width;
806 GLsizei height = This->pow2Height;
807 const BYTE *mem = NULL;
812 internal = format_desc->glGammaInternal;
814 else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET
815 && surface_is_offscreen((IWineD3DSurface *)This))
817 internal = format_desc->rtInternal;
821 internal = format_desc->glInternal;
824 if (format_desc->heightscale != 1.0f && format_desc->heightscale != 0.0f) height *= format_desc->heightscale;
826 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",
827 This, This->texture_target, This->texture_level, debug_d3dformat(format_desc->format),
828 internal, width, height, format_desc->glFormat, format_desc->glType);
832 if (gl_info->supported[APPLE_CLIENT_STORAGE])
834 if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
835 /* In some cases we want to disable client storage.
836 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
837 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
838 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
839 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
841 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
842 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
843 This->Flags &= ~SFLAG_CLIENT;
844 enable_client_storage = TRUE;
846 This->Flags |= SFLAG_CLIENT;
848 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
849 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
851 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
855 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED && mem)
857 GL_EXTCALL(glCompressedTexImage2DARB(This->texture_target, This->texture_level,
858 internal, width, height, 0, This->resource.size, mem));
862 glTexImage2D(This->texture_target, This->texture_level,
863 internal, width, height, 0, format_desc->glFormat, format_desc->glType, mem);
864 checkGLcall("glTexImage2D");
867 if(enable_client_storage) {
868 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
869 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
874 /* In D3D the depth stencil dimensions have to be greater than or equal to the
875 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
876 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
877 /* GL locking is done by the caller */
878 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height) {
879 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
880 const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
881 renderbuffer_entry_t *entry;
882 GLuint renderbuffer = 0;
883 unsigned int src_width, src_height;
885 src_width = This->pow2Width;
886 src_height = This->pow2Height;
888 /* A depth stencil smaller than the render target is not valid */
889 if (width > src_width || height > src_height) return;
891 /* Remove any renderbuffer set if the sizes match */
892 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
893 || (width == src_width && height == src_height))
895 This->current_renderbuffer = NULL;
899 /* Look if we've already got a renderbuffer of the correct dimensions */
900 LIST_FOR_EACH_ENTRY(entry, &This->renderbuffers, renderbuffer_entry_t, entry) {
901 if (entry->width == width && entry->height == height) {
902 renderbuffer = entry->id;
903 This->current_renderbuffer = entry;
909 gl_info->fbo_ops.glGenRenderbuffers(1, &renderbuffer);
910 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
911 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER,
912 This->resource.format_desc->glInternal, width, height);
914 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
915 entry->width = width;
916 entry->height = height;
917 entry->id = renderbuffer;
918 list_add_head(&This->renderbuffers, &entry->entry);
920 This->current_renderbuffer = entry;
923 checkGLcall("set_compatible_renderbuffer");
926 GLenum surface_get_gl_buffer(IWineD3DSurface *iface)
928 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
929 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)This->container;
931 TRACE("iface %p.\n", iface);
933 if (!(This->Flags & SFLAG_SWAPCHAIN))
935 ERR("Surface %p is not on a swapchain.\n", iface);
939 if (swapchain->backBuffer && swapchain->backBuffer[0] == iface)
941 if (swapchain->render_to_fbo)
943 TRACE("Returning GL_COLOR_ATTACHMENT0\n");
944 return GL_COLOR_ATTACHMENT0;
946 TRACE("Returning GL_BACK\n");
949 else if (swapchain->frontBuffer == iface)
951 TRACE("Returning GL_FRONT\n");
955 FIXME("Higher back buffer, returning GL_BACK\n");
959 /* Slightly inefficient way to handle multiple dirty rects but it works :) */
960 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect)
962 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
963 IWineD3DBaseTexture *baseTexture = NULL;
965 if (!(This->Flags & SFLAG_INSYSMEM) && (This->Flags & SFLAG_INTEXTURE))
966 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
968 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
971 This->dirtyRect.left = min(This->dirtyRect.left, dirty_rect->left);
972 This->dirtyRect.top = min(This->dirtyRect.top, dirty_rect->top);
973 This->dirtyRect.right = max(This->dirtyRect.right, dirty_rect->right);
974 This->dirtyRect.bottom = max(This->dirtyRect.bottom, dirty_rect->bottom);
978 This->dirtyRect.left = 0;
979 This->dirtyRect.top = 0;
980 This->dirtyRect.right = This->currentDesc.Width;
981 This->dirtyRect.bottom = This->currentDesc.Height;
984 TRACE("(%p) : Dirty: yes, Rect:(%d, %d, %d, %d)\n", This, This->dirtyRect.left,
985 This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
987 /* if the container is a basetexture then mark it dirty. */
988 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture)))
990 TRACE("Passing to container\n");
991 IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
992 IWineD3DBaseTexture_Release(baseTexture);
996 static BOOL surface_convert_color_to_argb(IWineD3DSurfaceImpl *This, DWORD color, DWORD *argb_color)
998 IWineD3DDeviceImpl *device = This->resource.device;
1000 switch(This->resource.format_desc->format)
1002 case WINED3DFMT_P8_UINT:
1006 if (primary_render_target_is_p8(device))
1007 alpha = color << 24;
1011 if (This->palette) {
1012 *argb_color = (alpha |
1013 (This->palette->palents[color].peRed << 16) |
1014 (This->palette->palents[color].peGreen << 8) |
1015 (This->palette->palents[color].peBlue));
1017 *argb_color = alpha;
1022 case WINED3DFMT_B5G6R5_UNORM:
1024 if (color == 0xFFFF) {
1025 *argb_color = 0xFFFFFFFF;
1027 *argb_color = ((0xFF000000) |
1028 ((color & 0xF800) << 8) |
1029 ((color & 0x07E0) << 5) |
1030 ((color & 0x001F) << 3));
1035 case WINED3DFMT_B8G8R8_UNORM:
1036 case WINED3DFMT_B8G8R8X8_UNORM:
1037 *argb_color = 0xFF000000 | color;
1040 case WINED3DFMT_B8G8R8A8_UNORM:
1041 *argb_color = color;
1045 ERR("Unhandled conversion from %s to ARGB!\n", debug_d3dformat(This->resource.format_desc->format));
1051 static ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface)
1053 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1054 ULONG ref = InterlockedDecrement(&This->resource.ref);
1055 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
1059 surface_cleanup(This);
1060 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
1062 TRACE("(%p) Released.\n", This);
1063 HeapFree(GetProcessHeap(), 0, This);
1069 /* ****************************************************
1070 IWineD3DSurface IWineD3DResource parts follow
1071 **************************************************** */
1073 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb)
1075 /* TODO: check for locks */
1076 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1077 IWineD3DDeviceImpl *device = This->resource.device;
1078 IWineD3DBaseTexture *baseTexture = NULL;
1080 TRACE("(%p)Checking to see if the container is a base texture\n", This);
1081 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
1082 IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *) baseTexture;
1083 TRACE("Passing to container\n");
1084 tex_impl->baseTexture.internal_preload(baseTexture, srgb);
1085 IWineD3DBaseTexture_Release(baseTexture);
1087 struct wined3d_context *context = NULL;
1089 TRACE("(%p) : About to load surface\n", This);
1091 if (!device->isInDraw) context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
1093 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
1094 || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
1096 if(palette9_changed(This)) {
1097 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
1098 /* TODO: This is not necessarily needed with hw palettized texture support */
1099 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
1100 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
1101 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
1105 IWineD3DSurface_LoadTexture(iface, srgb == SRGB_SRGB ? TRUE : FALSE);
1107 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
1108 /* Tell opengl to try and keep this texture in video ram (well mostly) */
1112 glPrioritizeTextures(1, &This->texture_name, &tmp);
1116 if (context) context_release(context);
1120 static void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
1121 surface_internal_preload(iface, SRGB_ANY);
1124 /* Context activation is done by the caller. */
1125 static void surface_remove_pbo(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info)
1127 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1128 This->resource.allocatedMemory =
1129 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1132 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1133 checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
1134 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
1135 checkGLcall("glGetBufferSubDataARB");
1136 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
1137 checkGLcall("glDeleteBuffersARB");
1141 This->Flags &= ~SFLAG_PBO;
1144 BOOL surface_init_sysmem(IWineD3DSurface *iface)
1146 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
1148 if(!This->resource.allocatedMemory)
1150 This->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + RESOURCE_ALIGNMENT);
1151 if(!This->resource.heapMemory)
1153 ERR("Out of memory\n");
1156 This->resource.allocatedMemory =
1157 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1161 memset(This->resource.allocatedMemory, 0, This->resource.size);
1164 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
1168 static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
1169 IWineD3DBaseTexture *texture = NULL;
1170 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
1171 IWineD3DDeviceImpl *device = This->resource.device;
1172 const struct wined3d_gl_info *gl_info;
1173 renderbuffer_entry_t *entry, *entry2;
1174 struct wined3d_context *context;
1176 TRACE("(%p)\n", iface);
1178 if(This->resource.pool == WINED3DPOOL_DEFAULT) {
1179 /* Default pool resources are supposed to be destroyed before Reset is called.
1180 * Implicit resources stay however. So this means we have an implicit render target
1181 * or depth stencil. The content may be destroyed, but we still have to tear down
1182 * opengl resources, so we cannot leave early.
1184 * Put the surfaces into sysmem, and reset the content. The D3D content is undefined,
1185 * but we can't set the sysmem INDRAWABLE because when we're rendering the swapchain
1186 * or the depth stencil into an FBO the texture or render buffer will be removed
1187 * and all flags get lost
1189 surface_init_sysmem(iface);
1191 /* Load the surface into system memory */
1192 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
1193 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
1195 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
1196 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSRGBTEX, FALSE);
1197 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
1199 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
1200 gl_info = context->gl_info;
1202 /* Destroy PBOs, but load them into real sysmem before */
1203 if (This->Flags & SFLAG_PBO)
1204 surface_remove_pbo(This, gl_info);
1206 /* Destroy fbo render buffers. This is needed for implicit render targets, for
1207 * all application-created targets the application has to release the surface
1208 * before calling _Reset
1210 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
1212 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
1214 list_remove(&entry->entry);
1215 HeapFree(GetProcessHeap(), 0, entry);
1217 list_init(&This->renderbuffers);
1218 This->current_renderbuffer = NULL;
1220 /* If we're in a texture, the texture name belongs to the texture. Otherwise,
1223 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **) &texture);
1226 glDeleteTextures(1, &This->texture_name);
1227 This->texture_name = 0;
1228 glDeleteTextures(1, &This->texture_name_srgb);
1229 This->texture_name_srgb = 0;
1232 IWineD3DBaseTexture_Release(texture);
1235 context_release(context);
1238 /* ******************************************************
1239 IWineD3DSurface IWineD3DSurface parts follow
1240 ****************************************************** */
1242 /* Read the framebuffer back into the surface */
1243 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, const RECT *rect, void *dest, UINT pitch)
1245 IWineD3DDeviceImpl *device = This->resource.device;
1246 const struct wined3d_gl_info *gl_info;
1247 struct wined3d_context *context;
1251 BYTE *row, *top, *bottom;
1255 BOOL srcIsUpsideDown;
1260 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1261 static BOOL warned = FALSE;
1263 ERR("The application tries to lock the render target, but render target locking is disabled\n");
1269 /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
1270 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
1271 * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
1272 * context->last_was_blit set on the unlock.
1274 context = context_acquire(device, (IWineD3DSurface *)This, CTXUSAGE_BLIT);
1275 gl_info = context->gl_info;
1279 /* Select the correct read buffer, and give some debug output.
1280 * There is no need to keep track of the current read buffer or reset it, every part of the code
1281 * that reads sets the read buffer as desired.
1283 if (surface_is_offscreen((IWineD3DSurface *) This))
1285 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
1286 * Read from the back buffer
1288 TRACE("Locking offscreen render target\n");
1289 glReadBuffer(device->offscreenBuffer);
1290 srcIsUpsideDown = TRUE;
1294 /* Onscreen surfaces are always part of a swapchain */
1295 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *)This);
1296 TRACE("Locking %#x buffer\n", buffer);
1297 glReadBuffer(buffer);
1298 checkGLcall("glReadBuffer");
1299 srcIsUpsideDown = FALSE;
1302 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
1304 local_rect.left = 0;
1306 local_rect.right = This->currentDesc.Width;
1307 local_rect.bottom = This->currentDesc.Height;
1311 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
1313 switch(This->resource.format_desc->format)
1315 case WINED3DFMT_P8_UINT:
1317 if (primary_render_target_is_p8(device))
1319 /* In case of P8 render targets the index is stored in the alpha component */
1321 type = GL_UNSIGNED_BYTE;
1323 bpp = This->resource.format_desc->byte_count;
1325 /* GL can't return palettized data, so read ARGB pixels into a
1326 * separate block of memory and convert them into palettized format
1327 * in software. Slow, but if the app means to use palettized render
1328 * targets and locks it...
1330 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
1331 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
1332 * for the color channels when palettizing the colors.
1335 type = GL_UNSIGNED_BYTE;
1337 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
1339 ERR("Out of memory\n");
1343 bpp = This->resource.format_desc->byte_count * 3;
1350 fmt = This->resource.format_desc->glFormat;
1351 type = This->resource.format_desc->glType;
1352 bpp = This->resource.format_desc->byte_count;
1355 if(This->Flags & SFLAG_PBO) {
1356 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
1357 checkGLcall("glBindBufferARB");
1359 ERR("mem not null for pbo -- unexpected\n");
1364 /* Save old pixel store pack state */
1365 glGetIntegerv(GL_PACK_ROW_LENGTH, &rowLen);
1366 checkGLcall("glGetIntegerv");
1367 glGetIntegerv(GL_PACK_SKIP_PIXELS, &skipPix);
1368 checkGLcall("glGetIntegerv");
1369 glGetIntegerv(GL_PACK_SKIP_ROWS, &skipRow);
1370 checkGLcall("glGetIntegerv");
1372 /* Setup pixel store pack state -- to glReadPixels into the correct place */
1373 glPixelStorei(GL_PACK_ROW_LENGTH, This->currentDesc.Width);
1374 checkGLcall("glPixelStorei");
1375 glPixelStorei(GL_PACK_SKIP_PIXELS, local_rect.left);
1376 checkGLcall("glPixelStorei");
1377 glPixelStorei(GL_PACK_SKIP_ROWS, local_rect.top);
1378 checkGLcall("glPixelStorei");
1380 glReadPixels(local_rect.left, (!srcIsUpsideDown) ? (This->currentDesc.Height - local_rect.bottom) : local_rect.top ,
1381 local_rect.right - local_rect.left,
1382 local_rect.bottom - local_rect.top,
1384 checkGLcall("glReadPixels");
1386 /* Reset previous pixel store pack state */
1387 glPixelStorei(GL_PACK_ROW_LENGTH, rowLen);
1388 checkGLcall("glPixelStorei");
1389 glPixelStorei(GL_PACK_SKIP_PIXELS, skipPix);
1390 checkGLcall("glPixelStorei");
1391 glPixelStorei(GL_PACK_SKIP_ROWS, skipRow);
1392 checkGLcall("glPixelStorei");
1394 if(This->Flags & SFLAG_PBO) {
1395 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
1396 checkGLcall("glBindBufferARB");
1398 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
1399 * to get a pointer to it and perform the flipping in software. This is a lot
1400 * faster than calling glReadPixels for each line. In case we want more speed
1401 * we should rerender it flipped in a FBO and read the data back from the FBO. */
1402 if(!srcIsUpsideDown) {
1403 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1404 checkGLcall("glBindBufferARB");
1406 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1407 checkGLcall("glMapBufferARB");
1411 /* TODO: Merge this with the palettization loop below for P8 targets */
1412 if(!srcIsUpsideDown) {
1414 /* glReadPixels returns the image upside down, and there is no way to prevent this.
1415 Flip the lines in software */
1416 len = (local_rect.right - local_rect.left) * bpp;
1417 off = local_rect.left * bpp;
1419 row = HeapAlloc(GetProcessHeap(), 0, len);
1421 ERR("Out of memory\n");
1422 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT) HeapFree(GetProcessHeap(), 0, mem);
1427 top = mem + pitch * local_rect.top;
1428 bottom = mem + pitch * (local_rect.bottom - 1);
1429 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
1430 memcpy(row, top + off, len);
1431 memcpy(top + off, bottom + off, len);
1432 memcpy(bottom + off, row, len);
1436 HeapFree(GetProcessHeap(), 0, row);
1438 /* Unmap the temp PBO buffer */
1439 if(This->Flags & SFLAG_PBO) {
1440 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1441 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1446 context_release(context);
1448 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
1449 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
1450 * the same color but we have no choice.
1451 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
1453 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT && !primary_render_target_is_p8(device))
1455 const PALETTEENTRY *pal = NULL;
1456 DWORD width = pitch / 3;
1460 pal = This->palette->palents;
1462 ERR("Palette is missing, cannot perform inverse palette lookup\n");
1463 HeapFree(GetProcessHeap(), 0, mem);
1467 for(y = local_rect.top; y < local_rect.bottom; y++) {
1468 for(x = local_rect.left; x < local_rect.right; x++) {
1469 /* start lines pixels */
1470 const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
1471 const BYTE *green = blue + 1;
1472 const BYTE *red = green + 1;
1474 for(c = 0; c < 256; c++) {
1475 if(*red == pal[c].peRed &&
1476 *green == pal[c].peGreen &&
1477 *blue == pal[c].peBlue)
1479 *((BYTE *) dest + y * width + x) = c;
1485 HeapFree(GetProcessHeap(), 0, mem);
1489 /* Read the framebuffer contents into a texture */
1490 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
1492 IWineD3DDeviceImpl *device = This->resource.device;
1493 const struct wined3d_gl_info *gl_info;
1494 struct wined3d_context *context;
1496 BOOL alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
1498 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
1499 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
1500 * states in the stateblock, and no driver was found yet that had bugs in that regard.
1502 context = context_acquire(device, (IWineD3DSurface *) This, CTXUSAGE_RESOURCELOAD);
1503 gl_info = context->gl_info;
1505 surface_bind_and_dirtify(This, srgb);
1508 glGetIntegerv(GL_READ_BUFFER, &prevRead);
1511 /* Select the correct read buffer, and give some debug output.
1512 * There is no need to keep track of the current read buffer or reset it, every part of the code
1513 * that reads sets the read buffer as desired.
1515 if (!surface_is_offscreen((IWineD3DSurface *)This))
1517 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *)This);
1518 TRACE("Locking %#x buffer\n", buffer);
1521 glReadBuffer(buffer);
1522 checkGLcall("glReadBuffer");
1527 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
1528 * Read from the back buffer
1530 TRACE("Locking offscreen render target\n");
1532 glReadBuffer(device->offscreenBuffer);
1533 checkGLcall("glReadBuffer");
1537 if (!(This->Flags & alloc_flag))
1539 surface_allocate_surface(This, gl_info, This->resource.format_desc, srgb);
1540 This->Flags |= alloc_flag;
1544 /* If !SrcIsUpsideDown we should flip the surface.
1545 * This can be done using glCopyTexSubImage2D but this
1546 * is VERY slow, so don't do that. We should prevent
1547 * this code from getting called in such cases or perhaps
1548 * we can use FBOs */
1550 glCopyTexSubImage2D(This->texture_target, This->texture_level,
1551 0, 0, 0, 0, This->currentDesc.Width, This->currentDesc.Height);
1552 checkGLcall("glCopyTexSubImage2D");
1554 glReadBuffer(prevRead);
1555 checkGLcall("glReadBuffer");
1559 context_release(context);
1561 TRACE("Updated target %d\n", This->texture_target);
1564 /* Context activation is done by the caller. */
1565 void surface_prepare_texture(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info, BOOL srgb)
1567 DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
1568 CONVERT_TYPES convert;
1569 struct wined3d_format_desc desc;
1571 if (surface->Flags & alloc_flag) return;
1573 d3dfmt_get_conv(surface, TRUE, TRUE, &desc, &convert);
1574 if(convert != NO_CONVERSION) surface->Flags |= SFLAG_CONVERTED;
1575 else surface->Flags &= ~SFLAG_CONVERTED;
1577 surface_bind_and_dirtify(surface, srgb);
1578 surface_allocate_surface(surface, gl_info, &desc, srgb);
1579 surface->Flags |= alloc_flag;
1582 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This)
1584 IWineD3DDeviceImpl *device = This->resource.device;
1585 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1587 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
1588 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
1591 if(!(This->Flags & SFLAG_DYNLOCK)) {
1593 /* MAXLOCKCOUNT is defined in wined3d_private.h */
1594 if(This->lockCount > MAXLOCKCOUNT) {
1595 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
1596 This->Flags |= SFLAG_DYNLOCK;
1600 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
1601 * Also don't create a PBO for systemmem surfaces.
1603 if (gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] && (This->Flags & SFLAG_DYNLOCK)
1604 && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2))
1605 && (This->resource.pool != WINED3DPOOL_SYSTEMMEM))
1608 struct wined3d_context *context;
1610 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
1613 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
1614 error = glGetError();
1615 if(This->pbo == 0 || error != GL_NO_ERROR) {
1616 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
1619 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
1621 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1622 checkGLcall("glBindBufferARB");
1624 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
1625 checkGLcall("glBufferDataARB");
1627 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1628 checkGLcall("glBindBufferARB");
1630 /* We don't need the system memory anymore and we can't even use it for PBOs */
1631 if(!(This->Flags & SFLAG_CLIENT)) {
1632 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
1633 This->resource.heapMemory = NULL;
1635 This->resource.allocatedMemory = NULL;
1636 This->Flags |= SFLAG_PBO;
1638 context_release(context);
1640 else if (!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO))
1642 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1645 if(!This->resource.heapMemory) {
1646 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1648 This->resource.allocatedMemory =
1649 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1650 if(This->Flags & SFLAG_INSYSMEM) {
1651 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1656 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
1657 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1658 IWineD3DDeviceImpl *device = This->resource.device;
1659 const RECT *pass_rect = pRect;
1661 TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
1663 /* This is also done in the base class, but we have to verify this before loading any data from
1664 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1665 * may interfere, and all other bad things may happen
1667 if (This->Flags & SFLAG_LOCKED) {
1668 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1669 return WINED3DERR_INVALIDCALL;
1671 This->Flags |= SFLAG_LOCKED;
1673 if (!(This->Flags & SFLAG_LOCKABLE))
1675 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
1678 if (Flags & WINED3DLOCK_DISCARD) {
1679 /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
1680 TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
1681 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1682 This->Flags |= SFLAG_INSYSMEM;
1686 if (This->Flags & SFLAG_INSYSMEM) {
1687 TRACE("Local copy is up to date, not downloading data\n");
1688 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1692 /* IWineD3DSurface_LoadLocation() does not check if the rectangle specifies
1693 * the full surface. Most callers don't need that, so do it here. */
1694 if (pRect && pRect->top == 0 && pRect->left == 0
1695 && pRect->right == This->currentDesc.Width
1696 && pRect->bottom == This->currentDesc.Height)
1701 if (!(wined3d_settings.rendertargetlock_mode == RTL_DISABLE
1702 && ((This->Flags & SFLAG_SWAPCHAIN) || iface == device->render_targets[0])))
1704 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, pass_rect);
1708 if (This->Flags & SFLAG_PBO)
1710 const struct wined3d_gl_info *gl_info;
1711 struct wined3d_context *context;
1713 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
1714 gl_info = context->gl_info;
1717 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1718 checkGLcall("glBindBufferARB");
1720 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1721 if(This->resource.allocatedMemory) {
1722 ERR("The surface already has PBO memory allocated!\n");
1725 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1726 checkGLcall("glMapBufferARB");
1728 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1729 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1730 checkGLcall("glBindBufferARB");
1733 context_release(context);
1736 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
1739 IWineD3DBaseTexture *pBaseTexture;
1742 * as seen in msdn docs
1744 surface_add_dirty_rect(iface, pRect);
1746 /** Dirtify Container if needed */
1747 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture))) {
1748 TRACE("Making container dirty\n");
1749 IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
1750 IWineD3DBaseTexture_Release(pBaseTexture);
1752 TRACE("Surface is standalone, no need to dirty the container\n");
1756 return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
1759 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem) {
1761 GLint prev_rasterpos[4];
1762 GLint skipBytes = 0;
1763 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
1764 IWineD3DDeviceImpl *device = This->resource.device;
1765 const struct wined3d_gl_info *gl_info;
1766 struct wined3d_context *context;
1768 /* Activate the correct context for the render target */
1769 context = context_acquire(device, (IWineD3DSurface *)This, CTXUSAGE_BLIT);
1770 gl_info = context->gl_info;
1774 if (!surface_is_offscreen((IWineD3DSurface *)This))
1776 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *)This);
1777 TRACE("Unlocking %#x buffer.\n", buffer);
1778 context_set_draw_buffer(context, buffer);
1782 /* Primary offscreen render target */
1783 TRACE("Offscreen render target.\n");
1784 context_set_draw_buffer(context, device->offscreenBuffer);
1787 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
1788 checkGLcall("glGetIntegerv");
1789 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
1790 checkGLcall("glGetIntegerv");
1791 glPixelZoom(1.0f, -1.0f);
1792 checkGLcall("glPixelZoom");
1794 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1795 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
1796 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
1798 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
1799 checkGLcall("glRasterPos3i");
1801 /* Some drivers(radeon dri, others?) don't like exceptions during
1802 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1803 * after ReleaseDC. Reading it will cause an exception, which x11drv will
1804 * catch to put the dib section in InSync mode, which leads to a crash
1805 * and a blocked x server on my radeon card.
1807 * The following lines read the dib section so it is put in InSync mode
1808 * before glDrawPixels is called and the crash is prevented. There won't
1809 * be any interfering gdi accesses, because UnlockRect is called from
1810 * ReleaseDC, and the app won't use the dc any more afterwards.
1812 if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
1814 read = This->resource.allocatedMemory[0];
1817 if(This->Flags & SFLAG_PBO) {
1818 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1819 checkGLcall("glBindBufferARB");
1822 /* When the surface is locked we only have to refresh the locked part else we need to update the whole image */
1823 if(This->Flags & SFLAG_LOCKED) {
1824 glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1825 (This->lockedRect.bottom - This->lockedRect.top)-1,
1827 mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1828 checkGLcall("glDrawPixels");
1830 glDrawPixels(This->currentDesc.Width,
1831 This->currentDesc.Height,
1833 checkGLcall("glDrawPixels");
1836 if(This->Flags & SFLAG_PBO) {
1837 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1838 checkGLcall("glBindBufferARB");
1841 glPixelZoom(1.0f, 1.0f);
1842 checkGLcall("glPixelZoom");
1844 glRasterPos3iv(&prev_rasterpos[0]);
1845 checkGLcall("glRasterPos3iv");
1847 /* Reset to previous pack row length */
1848 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1849 checkGLcall("glPixelStorei(GL_UNPACK_ROW_LENGTH)");
1852 context_release(context);
1855 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1856 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1857 IWineD3DDeviceImpl *device = This->resource.device;
1860 if (!(This->Flags & SFLAG_LOCKED)) {
1861 WARN("trying to Unlock an unlocked surf@%p\n", This);
1862 return WINEDDERR_NOTLOCKED;
1865 if (This->Flags & SFLAG_PBO)
1867 const struct wined3d_gl_info *gl_info;
1868 struct wined3d_context *context;
1870 TRACE("Freeing PBO memory\n");
1872 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
1873 gl_info = context->gl_info;
1876 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1877 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1878 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1879 checkGLcall("glUnmapBufferARB");
1881 context_release(context);
1883 This->resource.allocatedMemory = NULL;
1886 TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1888 if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1889 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1893 if ((This->Flags & SFLAG_SWAPCHAIN) || (device->render_targets && iface == device->render_targets[0]))
1895 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1896 static BOOL warned = FALSE;
1898 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1904 if(This->dirtyRect.left == 0 &&
1905 This->dirtyRect.top == 0 &&
1906 This->dirtyRect.right == This->currentDesc.Width &&
1907 This->dirtyRect.bottom == This->currentDesc.Height) {
1910 /* TODO: Proper partial rectangle tracking */
1911 fullsurface = FALSE;
1912 This->Flags |= SFLAG_INSYSMEM;
1915 switch(wined3d_settings.rendertargetlock_mode) {
1917 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
1921 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
1926 /* Partial rectangle tracking is not commonly implemented, it is only done for render targets. Overwrite
1927 * the flags to bring them back into a sane state. INSYSMEM was set before to tell LoadLocation where
1928 * to read the rectangle from. Indrawable is set because all modifications from the partial sysmem copy
1929 * are written back to the drawable, thus the surface is merged again in the drawable. The sysmem copy is
1930 * not fully up to date because only a subrectangle was read in LockRect.
1932 This->Flags &= ~SFLAG_INSYSMEM;
1933 This->Flags |= SFLAG_INDRAWABLE;
1936 This->dirtyRect.left = This->currentDesc.Width;
1937 This->dirtyRect.top = This->currentDesc.Height;
1938 This->dirtyRect.right = 0;
1939 This->dirtyRect.bottom = 0;
1941 else if (iface == device->stencilBufferTarget)
1943 FIXME("Depth Stencil buffer locking is not implemented\n");
1945 /* The rest should be a normal texture */
1946 IWineD3DBaseTextureImpl *impl;
1947 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1948 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1949 * states need resetting
1951 if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
1952 if (impl->baseTexture.bindCount)
1953 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(impl->baseTexture.sampler));
1954 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
1959 This->Flags &= ~SFLAG_LOCKED;
1960 memset(&This->lockedRect, 0, sizeof(RECT));
1962 /* Overlays have to be redrawn manually after changes with the GL implementation */
1963 if(This->overlay_dest) {
1964 IWineD3DSurface_DrawOverlay(iface);
1969 static void surface_release_client_storage(IWineD3DSurface *iface)
1971 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
1972 struct wined3d_context *context;
1974 context = context_acquire(This->resource.device, NULL, CTXUSAGE_RESOURCELOAD);
1977 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
1978 if(This->texture_name)
1980 surface_bind_and_dirtify(This, FALSE);
1981 glTexImage2D(This->texture_target, This->texture_level,
1982 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
1984 if(This->texture_name_srgb)
1986 surface_bind_and_dirtify(This, TRUE);
1987 glTexImage2D(This->texture_target, This->texture_level,
1988 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
1990 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1993 context_release(context);
1995 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSRGBTEX, FALSE);
1996 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
1997 surface_force_reload(iface);
2000 static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC)
2002 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2003 WINED3DLOCKED_RECT lock;
2007 TRACE("(%p)->(%p)\n",This,pHDC);
2009 if(This->Flags & SFLAG_USERPTR) {
2010 ERR("Not supported on surfaces with an application-provided surfaces\n");
2011 return WINEDDERR_NODC;
2014 /* Give more detailed info for ddraw */
2015 if (This->Flags & SFLAG_DCINUSE)
2016 return WINEDDERR_DCALREADYCREATED;
2018 /* Can't GetDC if the surface is locked */
2019 if (This->Flags & SFLAG_LOCKED)
2020 return WINED3DERR_INVALIDCALL;
2022 memset(&lock, 0, sizeof(lock)); /* To be sure */
2024 /* Create a DIB section if there isn't a hdc yet */
2026 if(This->Flags & SFLAG_CLIENT) {
2027 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
2028 surface_release_client_storage(iface);
2030 hr = IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
2031 if(FAILED(hr)) return WINED3DERR_INVALIDCALL;
2033 /* Use the dib section from now on if we are not using a PBO */
2034 if(!(This->Flags & SFLAG_PBO))
2035 This->resource.allocatedMemory = This->dib.bitmap_data;
2038 /* Lock the surface */
2039 hr = IWineD3DSurface_LockRect(iface,
2044 if(This->Flags & SFLAG_PBO) {
2045 /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
2046 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
2050 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
2051 /* keep the dib section */
2055 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
2056 || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
2058 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
2059 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
2061 const PALETTEENTRY *pal = NULL;
2064 pal = This->palette->palents;
2066 IWineD3DSurfaceImpl *dds_primary;
2067 IWineD3DSwapChainImpl *swapchain;
2068 swapchain = (IWineD3DSwapChainImpl *)This->resource.device->swapchains[0];
2069 dds_primary = (IWineD3DSurfaceImpl *)swapchain->frontBuffer;
2070 if (dds_primary && dds_primary->palette)
2071 pal = dds_primary->palette->palents;
2075 for (n=0; n<256; n++) {
2076 col[n].rgbRed = pal[n].peRed;
2077 col[n].rgbGreen = pal[n].peGreen;
2078 col[n].rgbBlue = pal[n].peBlue;
2079 col[n].rgbReserved = 0;
2081 SetDIBColorTable(This->hDC, 0, 256, col);
2086 TRACE("returning %p\n",*pHDC);
2087 This->Flags |= SFLAG_DCINUSE;
2092 static HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC)
2094 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2096 TRACE("(%p)->(%p)\n",This,hDC);
2098 if (!(This->Flags & SFLAG_DCINUSE))
2099 return WINEDDERR_NODC;
2101 if (This->hDC !=hDC) {
2102 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
2103 return WINEDDERR_NODC;
2106 if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
2107 /* Copy the contents of the DIB over to the PBO */
2108 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
2111 /* we locked first, so unlock now */
2112 IWineD3DSurface_UnlockRect(iface);
2114 This->Flags &= ~SFLAG_DCINUSE;
2119 /* ******************************************************
2120 IWineD3DSurface Internal (No mapping to directx api) parts follow
2121 ****************************************************** */
2123 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, struct wined3d_format_desc *desc, CONVERT_TYPES *convert)
2125 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
2126 IWineD3DDeviceImpl *device = This->resource.device;
2127 BOOL blit_supported = FALSE;
2128 RECT rect = {0, 0, This->pow2Width, This->pow2Height};
2130 /* Copy the default values from the surface. Below we might perform fixups */
2131 /* TODO: get rid of color keying desc fixups by using e.g. a table. */
2132 *desc = *This->resource.format_desc;
2133 *convert = NO_CONVERSION;
2135 /* Ok, now look if we have to do any conversion */
2136 switch(This->resource.format_desc->format)
2138 case WINED3DFMT_P8_UINT:
2143 blit_supported = device->blitter->blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
2144 &rect, This->resource.usage, This->resource.pool,
2145 This->resource.format_desc, &rect, This->resource.usage,
2146 This->resource.pool, This->resource.format_desc);
2148 /* Use conversion when the blit_shader backend supports it. It only supports this in case of
2149 * texturing. Further also use conversion in case of color keying.
2150 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
2151 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
2152 * conflicts with this.
2154 if (!((blit_supported && device->render_targets && This == (IWineD3DSurfaceImpl*)device->render_targets[0]))
2155 || colorkey_active || !use_texturing)
2157 desc->glFormat = GL_RGBA;
2158 desc->glInternal = GL_RGBA;
2159 desc->glType = GL_UNSIGNED_BYTE;
2160 desc->conv_byte_count = 4;
2161 if(colorkey_active) {
2162 *convert = CONVERT_PALETTED_CK;
2164 *convert = CONVERT_PALETTED;
2169 case WINED3DFMT_B2G3R3_UNORM:
2170 /* **********************
2171 GL_UNSIGNED_BYTE_3_3_2
2172 ********************** */
2173 if (colorkey_active) {
2174 /* This texture format will never be used.. So do not care about color keying
2175 up until the point in time it will be needed :-) */
2176 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
2180 case WINED3DFMT_B5G6R5_UNORM:
2181 if (colorkey_active) {
2182 *convert = CONVERT_CK_565;
2183 desc->glFormat = GL_RGBA;
2184 desc->glInternal = GL_RGB5_A1;
2185 desc->glType = GL_UNSIGNED_SHORT_5_5_5_1;
2186 desc->conv_byte_count = 2;
2190 case WINED3DFMT_B5G5R5X1_UNORM:
2191 if (colorkey_active) {
2192 *convert = CONVERT_CK_5551;
2193 desc->glFormat = GL_BGRA;
2194 desc->glInternal = GL_RGB5_A1;
2195 desc->glType = GL_UNSIGNED_SHORT_1_5_5_5_REV;
2196 desc->conv_byte_count = 2;
2200 case WINED3DFMT_B8G8R8_UNORM:
2201 if (colorkey_active) {
2202 *convert = CONVERT_CK_RGB24;
2203 desc->glFormat = GL_RGBA;
2204 desc->glInternal = GL_RGBA8;
2205 desc->glType = GL_UNSIGNED_INT_8_8_8_8;
2206 desc->conv_byte_count = 4;
2210 case WINED3DFMT_B8G8R8X8_UNORM:
2211 if (colorkey_active) {
2212 *convert = CONVERT_RGB32_888;
2213 desc->glFormat = GL_RGBA;
2214 desc->glInternal = GL_RGBA8;
2215 desc->glType = GL_UNSIGNED_INT_8_8_8_8;
2216 desc->conv_byte_count = 4;
2227 void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey)
2229 IWineD3DDeviceImpl *device = This->resource.device;
2230 IWineD3DPaletteImpl *pal = This->palette;
2231 BOOL index_in_alpha = FALSE;
2234 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
2235 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
2236 * is slow. Further RGB->P8 conversion is not possible because palettes can have
2237 * duplicate entries. Store the color key in the unused alpha component to speed the
2238 * download up and to make conversion unneeded. */
2239 index_in_alpha = primary_render_target_is_p8(device);
2243 UINT dxVersion = ((IWineD3DImpl *)device->wined3d)->dxVersion;
2245 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
2248 ERR("This code should never get entered for DirectDraw!, expect problems\n");
2251 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
2252 * there's no palette at this time. */
2253 for (i = 0; i < 256; i++) table[i][3] = i;
2258 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
2259 * alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
2260 * capability flag is present (wine does advertise this capability) */
2261 for (i = 0; i < 256; ++i)
2263 table[i][0] = device->palettes[device->currentPalette][i].peRed;
2264 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
2265 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
2266 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
2272 TRACE("Using surface palette %p\n", pal);
2273 /* Get the surface's palette */
2274 for (i = 0; i < 256; ++i)
2276 table[i][0] = pal->palents[i].peRed;
2277 table[i][1] = pal->palents[i].peGreen;
2278 table[i][2] = pal->palents[i].peBlue;
2280 /* When index_in_alpha is set the palette index is stored in the
2281 * alpha component. In case of a readback we can then read
2282 * GL_ALPHA. Color keying is handled in BltOverride using a
2283 * GL_ALPHA_TEST using GL_NOT_EQUAL. In case of index_in_alpha the
2284 * color key itself is passed to glAlphaFunc in other cases the
2285 * alpha component of pixels that should be masked away is set to 0. */
2290 else if (colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue)
2291 && (i <= This->SrcBltCKey.dwColorSpaceHighValue))
2295 else if(pal->Flags & WINEDDPCAPS_ALPHA)
2297 table[i][3] = pal->palents[i].peFlags;
2307 static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width,
2308 UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This)
2312 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
2317 memcpy(dst, src, pitch * height);
2320 case CONVERT_PALETTED:
2321 case CONVERT_PALETTED_CK:
2323 IWineD3DPaletteImpl* pal = This->palette;
2328 /* TODO: If we are a sublevel, try to get the palette from level 0 */
2331 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2333 for (y = 0; y < height; y++)
2335 source = src + pitch * y;
2336 dest = dst + outpitch * y;
2337 /* This is an 1 bpp format, using the width here is fine */
2338 for (x = 0; x < width; x++) {
2339 BYTE color = *source++;
2340 *dest++ = table[color][0];
2341 *dest++ = table[color][1];
2342 *dest++ = table[color][2];
2343 *dest++ = table[color][3];
2349 case CONVERT_CK_565:
2351 /* Converting the 565 format in 5551 packed to emulate color-keying.
2353 Note : in all these conversion, it would be best to average the averaging
2354 pixels to get the color of the pixel that will be color-keyed to
2355 prevent 'color bleeding'. This will be done later on if ever it is
2358 Note2: Nvidia documents say that their driver does not support alpha + color keying
2359 on the same surface and disables color keying in such a case
2365 TRACE("Color keyed 565\n");
2367 for (y = 0; y < height; y++) {
2368 Source = (const WORD *)(src + y * pitch);
2369 Dest = (WORD *) (dst + y * outpitch);
2370 for (x = 0; x < width; x++ ) {
2371 WORD color = *Source++;
2372 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
2373 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2374 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2383 case CONVERT_CK_5551:
2385 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
2389 TRACE("Color keyed 5551\n");
2390 for (y = 0; y < height; y++) {
2391 Source = (const WORD *)(src + y * pitch);
2392 Dest = (WORD *) (dst + y * outpitch);
2393 for (x = 0; x < width; x++ ) {
2394 WORD color = *Source++;
2396 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2397 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2401 *Dest &= ~(1 << 15);
2409 case CONVERT_CK_RGB24:
2411 /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
2413 for (y = 0; y < height; y++)
2415 source = src + pitch * y;
2416 dest = dst + outpitch * y;
2417 for (x = 0; x < width; x++) {
2418 DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ;
2419 DWORD dstcolor = color << 8;
2420 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2421 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2424 *(DWORD*)dest = dstcolor;
2432 case CONVERT_RGB32_888:
2434 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
2436 for (y = 0; y < height; y++)
2438 source = src + pitch * y;
2439 dest = dst + outpitch * y;
2440 for (x = 0; x < width; x++) {
2441 DWORD color = 0xffffff & *(const DWORD*)source;
2442 DWORD dstcolor = color << 8;
2443 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2444 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2447 *(DWORD*)dest = dstcolor;
2456 ERR("Unsupported conversion type %#x.\n", convert);
2461 BOOL palette9_changed(IWineD3DSurfaceImpl *This)
2463 IWineD3DDeviceImpl *device = This->resource.device;
2465 if (This->palette || (This->resource.format_desc->format != WINED3DFMT_P8_UINT
2466 && This->resource.format_desc->format != WINED3DFMT_P8_UINT_A8_UNORM))
2468 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2469 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2476 if (!memcmp(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256))
2481 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2483 memcpy(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2487 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2488 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2489 DWORD flag = srgb_mode ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE;
2491 if (!(This->Flags & flag)) {
2492 TRACE("Reloading because surface is dirty\n");
2493 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2494 ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
2495 /* Reload: vice versa OR */
2496 ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
2497 /* Also reload: Color key is active AND the color key has changed */
2498 ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
2499 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
2500 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
2501 TRACE("Reloading because of color keying\n");
2502 /* To perform the color key conversion we need a sysmem copy of
2503 * the surface. Make sure we have it
2506 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
2507 /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2508 /* TODO: This is not necessarily needed with hw palettized texture support */
2509 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2511 TRACE("surface is already in texture\n");
2515 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2516 * These resources are not bound by device size or format restrictions. Because of this,
2517 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2518 * However, these resources can always be created, locked, and copied.
2520 if (This->resource.pool == WINED3DPOOL_SCRATCH )
2522 FIXME("(%p) Operation not supported for scratch textures\n",This);
2523 return WINED3DERR_INVALIDCALL;
2526 IWineD3DSurface_LoadLocation(iface, flag, NULL /* no partial locking for textures yet */);
2530 static unsigned int gen = 0;
2533 if ((gen % 10) == 0) {
2534 snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm",
2535 This, This->texture_target, This->texture_level, gen);
2536 IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
2539 * debugging crash code
2548 if (!(This->Flags & SFLAG_DONOTFREE)) {
2549 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
2550 This->resource.allocatedMemory = NULL;
2551 This->resource.heapMemory = NULL;
2552 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, FALSE);
2558 /* Context activation is done by the caller. */
2559 static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) {
2560 /* TODO: check for locks */
2561 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2562 IWineD3DBaseTexture *baseTexture = NULL;
2564 TRACE("(%p)Checking to see if the container is a base texture\n", This);
2565 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2566 TRACE("Passing to container\n");
2567 IWineD3DBaseTexture_BindTexture(baseTexture, srgb);
2568 IWineD3DBaseTexture_Release(baseTexture);
2574 TRACE("(%p) : Binding surface\n", This);
2576 name = srgb ? &This->texture_name_srgb : &This->texture_name;
2580 if (!This->texture_level)
2583 glGenTextures(1, name);
2584 checkGLcall("glGenTextures");
2585 TRACE("Surface %p given name %d\n", This, *name);
2587 glBindTexture(This->texture_target, *name);
2588 checkGLcall("glBindTexture");
2589 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2590 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
2591 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2592 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
2593 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2594 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
2595 glTexParameteri(This->texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2596 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
2597 glTexParameteri(This->texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2598 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
2600 /* This is where we should be reducing the amount of GLMemoryUsed */
2602 /* Mipmap surfaces should have a base texture container */
2603 ERR("Mipmap surface has a glTexture bound to it!\n");
2606 glBindTexture(This->texture_target, *name);
2607 checkGLcall("glBindTexture");
2615 static HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename)
2618 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2619 char *allocatedMemory;
2620 const char *textureRow;
2621 IWineD3DSwapChain *swapChain = NULL;
2622 int width, height, i, y;
2623 GLuint tmpTexture = 0;
2626 Textures may not be stored in ->allocatedgMemory and a GlTexture
2627 so we should lock the surface before saving a snapshot, or at least check that
2629 /* TODO: Compressed texture images can be obtained from the GL in uncompressed form
2630 by calling GetTexImage and in compressed form by calling
2631 GetCompressedTexImageARB. Queried compressed images can be saved and
2632 later reused by calling CompressedTexImage[123]DARB. Pre-compressed
2633 texture images do not need to be processed by the GL and should
2634 significantly improve texture loading performance relative to uncompressed
2637 /* Setup the width and height to be the internal texture width and height. */
2638 width = This->pow2Width;
2639 height = This->pow2Height;
2640 /* check to see if we're a 'virtual' texture, e.g. we're not a pbuffer of texture, we're a back buffer*/
2641 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain);
2643 if (This->Flags & SFLAG_INDRAWABLE && !(This->Flags & SFLAG_INTEXTURE)) {
2644 /* if were not a real texture then read the back buffer into a real texture */
2645 /* we don't want to interfere with the back buffer so read the data into a temporary
2646 * texture and then save the data out of the temporary texture
2650 TRACE("(%p) Reading render target into texture\n", This);
2652 glGenTextures(1, &tmpTexture);
2653 glBindTexture(GL_TEXTURE_2D, tmpTexture);
2655 glTexImage2D(GL_TEXTURE_2D,
2662 GL_UNSIGNED_INT_8_8_8_8_REV,
2665 glGetIntegerv(GL_READ_BUFFER, &prevRead);
2666 checkGLcall("glGetIntegerv");
2667 glReadBuffer(swapChain ? GL_BACK : This->resource.device->offscreenBuffer);
2668 checkGLcall("glReadBuffer");
2669 glCopyTexImage2D(GL_TEXTURE_2D,
2678 checkGLcall("glCopyTexImage2D");
2679 glReadBuffer(prevRead);
2682 } else { /* bind the real texture, and make sure it up to date */
2683 surface_internal_preload(iface, SRGB_RGB);
2684 surface_bind_and_dirtify(This, FALSE);
2686 allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width * height * 4);
2688 FIXME("Saving texture level %d width %d height %d\n", This->texture_level, width, height);
2689 glGetTexImage(GL_TEXTURE_2D, This->texture_level, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, allocatedMemory);
2690 checkGLcall("glGetTexImage");
2692 glBindTexture(GL_TEXTURE_2D, 0);
2693 glDeleteTextures(1, &tmpTexture);
2697 f = fopen(filename, "w+");
2699 ERR("opening of %s failed with: %s\n", filename, strerror(errno));
2700 return WINED3DERR_INVALIDCALL;
2702 /* Save the data out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha channel */
2703 TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format_desc->format));
2718 fwrite(&width,2,1,f);
2720 fwrite(&height,2,1,f);
2725 /* 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 */
2727 textureRow = allocatedMemory + (width * (height - 1) *4);
2729 textureRow = allocatedMemory;
2730 for (y = 0 ; y < height; y++) {
2731 for (i = 0; i < width; i++) {
2732 color = *((const DWORD*)textureRow);
2733 fputc((color >> 16) & 0xFF, f); /* B */
2734 fputc((color >> 8) & 0xFF, f); /* G */
2735 fputc((color >> 0) & 0xFF, f); /* R */
2736 fputc((color >> 24) & 0xFF, f); /* A */
2739 /* take two rows of the pointer to the texture memory */
2741 (textureRow-= width << 3);
2744 TRACE("Closing file\n");
2748 IWineD3DSwapChain_Release(swapChain);
2750 HeapFree(GetProcessHeap(), 0, allocatedMemory);
2754 static HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
2755 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2758 TRACE("(%p) : Calling base function first\n", This);
2759 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2761 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2762 TRACE("(%p) : glFormat %d, glFormatInternal %d, glType %d\n", This, This->resource.format_desc->glFormat,
2763 This->resource.format_desc->glInternal, This->resource.format_desc->glType);
2768 static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2769 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2771 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
2772 WARN("Surface is locked or the HDC is in use\n");
2773 return WINED3DERR_INVALIDCALL;
2776 if(Mem && Mem != This->resource.allocatedMemory) {
2777 void *release = NULL;
2779 /* Do I have to copy the old surface content? */
2780 if(This->Flags & SFLAG_DIBSECTION) {
2781 /* Release the DC. No need to hold the critical section for the update
2782 * Thread because this thread runs only on front buffers, but this method
2783 * fails for render targets in the check above.
2785 SelectObject(This->hDC, This->dib.holdbitmap);
2786 DeleteDC(This->hDC);
2787 /* Release the DIB section */
2788 DeleteObject(This->dib.DIBsection);
2789 This->dib.bitmap_data = NULL;
2790 This->resource.allocatedMemory = NULL;
2792 This->Flags &= ~SFLAG_DIBSECTION;
2793 } else if(!(This->Flags & SFLAG_USERPTR)) {
2794 release = This->resource.heapMemory;
2795 This->resource.heapMemory = NULL;
2797 This->resource.allocatedMemory = Mem;
2798 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2800 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2801 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2803 /* For client textures opengl has to be notified */
2804 if(This->Flags & SFLAG_CLIENT) {
2805 surface_release_client_storage(iface);
2808 /* Now free the old memory if any */
2809 HeapFree(GetProcessHeap(), 0, release);
2810 } else if(This->Flags & SFLAG_USERPTR) {
2811 /* LockRect and GetDC will re-create the dib section and allocated memory */
2812 This->resource.allocatedMemory = NULL;
2813 /* HeapMemory should be NULL already */
2814 if(This->resource.heapMemory != NULL) ERR("User pointer surface has heap memory allocated\n");
2815 This->Flags &= ~SFLAG_USERPTR;
2817 if(This->Flags & SFLAG_CLIENT) {
2818 surface_release_client_storage(iface);
2824 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
2826 /* Flip the surface contents */
2831 front->hDC = back->hDC;
2835 /* Flip the DIBsection */
2838 BOOL hasDib = front->Flags & SFLAG_DIBSECTION;
2839 tmp = front->dib.DIBsection;
2840 front->dib.DIBsection = back->dib.DIBsection;
2841 back->dib.DIBsection = tmp;
2843 if(back->Flags & SFLAG_DIBSECTION) front->Flags |= SFLAG_DIBSECTION;
2844 else front->Flags &= ~SFLAG_DIBSECTION;
2845 if(hasDib) back->Flags |= SFLAG_DIBSECTION;
2846 else back->Flags &= ~SFLAG_DIBSECTION;
2849 /* Flip the surface data */
2853 tmp = front->dib.bitmap_data;
2854 front->dib.bitmap_data = back->dib.bitmap_data;
2855 back->dib.bitmap_data = tmp;
2857 tmp = front->resource.allocatedMemory;
2858 front->resource.allocatedMemory = back->resource.allocatedMemory;
2859 back->resource.allocatedMemory = tmp;
2861 tmp = front->resource.heapMemory;
2862 front->resource.heapMemory = back->resource.heapMemory;
2863 back->resource.heapMemory = tmp;
2868 GLuint tmp_pbo = front->pbo;
2869 front->pbo = back->pbo;
2870 back->pbo = tmp_pbo;
2873 /* client_memory should not be different, but just in case */
2876 tmp = front->dib.client_memory;
2877 front->dib.client_memory = back->dib.client_memory;
2878 back->dib.client_memory = tmp;
2881 /* Flip the opengl texture */
2885 tmp = back->texture_name;
2886 back->texture_name = front->texture_name;
2887 front->texture_name = tmp;
2889 tmp = back->texture_name_srgb;
2890 back->texture_name_srgb = front->texture_name_srgb;
2891 front->texture_name_srgb = tmp;
2895 DWORD tmp_flags = back->Flags;
2896 back->Flags = front->Flags;
2897 front->Flags = tmp_flags;
2901 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
2902 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2903 IWineD3DSwapChainImpl *swapchain = NULL;
2905 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
2907 /* Flipping is only supported on RenderTargets and overlays*/
2908 if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
2909 WARN("Tried to flip a non-render target, non-overlay surface\n");
2910 return WINEDDERR_NOTFLIPPABLE;
2913 if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
2914 flip_surface(This, (IWineD3DSurfaceImpl *) override);
2916 /* Update the overlay if it is visible */
2917 if(This->overlay_dest) {
2918 return IWineD3DSurface_DrawOverlay((IWineD3DSurface *) This);
2925 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2926 * FIXME("(%p) Target override is not supported by now\n", This);
2927 * Additionally, it isn't really possible to support triple-buffering
2928 * properly on opengl at all
2932 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **) &swapchain);
2934 ERR("Flipped surface is not on a swapchain\n");
2935 return WINEDDERR_NOTFLIPPABLE;
2938 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2939 * and only d3d8 and d3d9 apps specify the presentation interval
2941 if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
2942 /* Most common case first to avoid wasting time on all the other cases */
2943 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2944 } else if(Flags & WINEDDFLIP_NOVSYNC) {
2945 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2946 } else if(Flags & WINEDDFLIP_INTERVAL2) {
2947 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
2948 } else if(Flags & WINEDDFLIP_INTERVAL3) {
2949 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
2951 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
2954 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2955 hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *)swapchain,
2956 NULL, NULL, swapchain->win_handle, NULL, 0);
2957 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
2961 /* Does a direct frame buffer -> texture copy. Stretching is done
2962 * with single pixel copy calls
2964 static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
2965 const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
2967 IWineD3DDeviceImpl *device = This->resource.device;
2970 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2971 struct wined3d_context *context;
2972 BOOL upsidedown = FALSE;
2973 RECT dst_rect = *dst_rect_in;
2975 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
2976 * glCopyTexSubImage is a bit picky about the parameters we pass to it
2978 if(dst_rect.top > dst_rect.bottom) {
2979 UINT tmp = dst_rect.bottom;
2980 dst_rect.bottom = dst_rect.top;
2985 context = context_acquire(device, SrcSurface, CTXUSAGE_BLIT);
2986 surface_internal_preload((IWineD3DSurface *) This, SRGB_RGB);
2989 /* Bind the target texture */
2990 glBindTexture(This->texture_target, This->texture_name);
2991 checkGLcall("glBindTexture");
2992 if(surface_is_offscreen(SrcSurface)) {
2993 TRACE("Reading from an offscreen target\n");
2994 upsidedown = !upsidedown;
2995 glReadBuffer(device->offscreenBuffer);
2999 glReadBuffer(surface_get_gl_buffer(SrcSurface));
3001 checkGLcall("glReadBuffer");
3003 xrel = (float) (src_rect->right - src_rect->left) / (float) (dst_rect.right - dst_rect.left);
3004 yrel = (float) (src_rect->bottom - src_rect->top) / (float) (dst_rect.bottom - dst_rect.top);
3006 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
3008 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
3010 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
3011 ERR("Texture filtering not supported in direct blit\n");
3014 else if ((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT)
3015 && ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
3017 ERR("Texture filtering not supported in direct blit\n");
3021 && !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
3022 && !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
3024 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
3026 glCopyTexSubImage2D(This->texture_target, This->texture_level,
3027 dst_rect.left /*xoffset */, dst_rect.top /* y offset */,
3028 src_rect->left, Src->currentDesc.Height - src_rect->bottom,
3029 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
3031 UINT yoffset = Src->currentDesc.Height - src_rect->top + dst_rect.top - 1;
3032 /* I have to process this row by row to swap the image,
3033 * otherwise it would be upside down, so stretching in y direction
3034 * doesn't cost extra time
3036 * However, stretching in x direction can be avoided if not necessary
3038 for(row = dst_rect.top; row < dst_rect.bottom; row++) {
3039 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
3041 /* Well, that stuff works, but it's very slow.
3042 * find a better way instead
3046 for(col = dst_rect.left; col < dst_rect.right; col++) {
3047 glCopyTexSubImage2D(This->texture_target, This->texture_level,
3048 dst_rect.left + col /* x offset */, row /* y offset */,
3049 src_rect->left + col * xrel, yoffset - (int) (row * yrel), 1, 1);
3052 glCopyTexSubImage2D(This->texture_target, This->texture_level,
3053 dst_rect.left /* x offset */, row /* y offset */,
3054 src_rect->left, yoffset - (int) (row * yrel), dst_rect.right - dst_rect.left, 1);
3058 checkGLcall("glCopyTexSubImage2D");
3061 context_release(context);
3063 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3064 * path is never entered
3066 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
3069 /* Uses the hardware to stretch and flip the image */
3070 static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
3071 const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
3073 IWineD3DDeviceImpl *device = This->resource.device;
3074 GLuint src, backup = 0;
3075 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3076 IWineD3DSwapChainImpl *src_swapchain = NULL;
3077 float left, right, top, bottom; /* Texture coordinates */
3078 UINT fbwidth = Src->currentDesc.Width;
3079 UINT fbheight = Src->currentDesc.Height;
3080 struct wined3d_context *context;
3081 GLenum drawBuffer = GL_BACK;
3082 GLenum texture_target;
3083 BOOL noBackBufferBackup;
3085 BOOL upsidedown = FALSE;
3086 RECT dst_rect = *dst_rect_in;
3088 TRACE("Using hwstretch blit\n");
3089 /* Activate the Proper context for reading from the source surface, set it up for blitting */
3090 context = context_acquire(device, SrcSurface, CTXUSAGE_BLIT);
3091 surface_internal_preload((IWineD3DSurface *) This, SRGB_RGB);
3093 src_offscreen = surface_is_offscreen(SrcSurface);
3094 noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
3095 if (!noBackBufferBackup && !Src->texture_name)
3097 /* Get it a description */
3098 surface_internal_preload(SrcSurface, SRGB_RGB);
3102 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
3103 * This way we don't have to wait for the 2nd readback to finish to leave this function.
3105 if (context->aux_buffers >= 2)
3107 /* Got more than one aux buffer? Use the 2nd aux buffer */
3108 drawBuffer = GL_AUX1;
3110 else if ((!src_offscreen || device->offscreenBuffer == GL_BACK) && context->aux_buffers >= 1)
3112 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
3113 drawBuffer = GL_AUX0;
3116 if(noBackBufferBackup) {
3117 glGenTextures(1, &backup);
3118 checkGLcall("glGenTextures");
3119 glBindTexture(GL_TEXTURE_2D, backup);
3120 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3121 texture_target = GL_TEXTURE_2D;
3123 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
3124 * we are reading from the back buffer, the backup can be used as source texture
3126 texture_target = Src->texture_target;
3127 glBindTexture(texture_target, Src->texture_name);
3128 checkGLcall("glBindTexture(texture_target, Src->texture_name)");
3129 glEnable(texture_target);
3130 checkGLcall("glEnable(texture_target)");
3132 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
3133 Src->Flags &= ~SFLAG_INTEXTURE;
3136 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
3137 * glCopyTexSubImage is a bit picky about the parameters we pass to it
3139 if(dst_rect.top > dst_rect.bottom) {
3140 UINT tmp = dst_rect.bottom;
3141 dst_rect.bottom = dst_rect.top;
3148 TRACE("Reading from an offscreen target\n");
3149 upsidedown = !upsidedown;
3150 glReadBuffer(device->offscreenBuffer);
3154 glReadBuffer(surface_get_gl_buffer(SrcSurface));
3157 /* TODO: Only back up the part that will be overwritten */
3158 glCopyTexSubImage2D(texture_target, 0,
3159 0, 0 /* read offsets */,
3164 checkGLcall("glCopyTexSubImage2D");
3166 /* No issue with overriding these - the sampler is dirty due to blit usage */
3167 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
3168 wined3d_gl_mag_filter(magLookup, Filter));
3169 checkGLcall("glTexParameteri");
3170 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
3171 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
3172 checkGLcall("glTexParameteri");
3174 IWineD3DSurface_GetContainer((IWineD3DSurface *)SrcSurface, &IID_IWineD3DSwapChain, (void **)&src_swapchain);
3175 if (src_swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *)src_swapchain);
3176 if (!src_swapchain || (IWineD3DSurface *) Src == src_swapchain->backBuffer[0]) {
3177 src = backup ? backup : Src->texture_name;
3179 glReadBuffer(GL_FRONT);
3180 checkGLcall("glReadBuffer(GL_FRONT)");
3182 glGenTextures(1, &src);
3183 checkGLcall("glGenTextures(1, &src)");
3184 glBindTexture(GL_TEXTURE_2D, src);
3185 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
3187 /* TODO: Only copy the part that will be read. Use src_rect->left, src_rect->bottom as origin, but with the width watch
3188 * out for power of 2 sizes
3190 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Src->pow2Width, Src->pow2Height, 0,
3191 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
3192 checkGLcall("glTexImage2D");
3193 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
3194 0, 0 /* read offsets */,
3199 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3200 checkGLcall("glTexParameteri");
3201 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3202 checkGLcall("glTexParameteri");
3204 glReadBuffer(GL_BACK);
3205 checkGLcall("glReadBuffer(GL_BACK)");
3207 if(texture_target != GL_TEXTURE_2D) {
3208 glDisable(texture_target);
3209 glEnable(GL_TEXTURE_2D);
3210 texture_target = GL_TEXTURE_2D;
3213 checkGLcall("glEnd and previous");
3215 left = src_rect->left;
3216 right = src_rect->right;
3219 top = Src->currentDesc.Height - src_rect->top;
3220 bottom = Src->currentDesc.Height - src_rect->bottom;
3222 top = Src->currentDesc.Height - src_rect->bottom;
3223 bottom = Src->currentDesc.Height - src_rect->top;
3226 if(Src->Flags & SFLAG_NORMCOORD) {
3227 left /= Src->pow2Width;
3228 right /= Src->pow2Width;
3229 top /= Src->pow2Height;
3230 bottom /= Src->pow2Height;
3233 /* draw the source texture stretched and upside down. The correct surface is bound already */
3234 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3235 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3237 context_set_draw_buffer(context, drawBuffer);
3238 glReadBuffer(drawBuffer);
3242 glTexCoord2f(left, bottom);
3243 glVertex2i(0, fbheight);
3246 glTexCoord2f(left, top);
3247 glVertex2i(0, fbheight - dst_rect.bottom - dst_rect.top);
3250 glTexCoord2f(right, top);
3251 glVertex2i(dst_rect.right - dst_rect.left, fbheight - dst_rect.bottom - dst_rect.top);
3254 glTexCoord2f(right, bottom);
3255 glVertex2i(dst_rect.right - dst_rect.left, fbheight);
3257 checkGLcall("glEnd and previous");
3259 if (texture_target != This->texture_target)
3261 glDisable(texture_target);
3262 glEnable(This->texture_target);
3263 texture_target = This->texture_target;
3266 /* Now read the stretched and upside down image into the destination texture */
3267 glBindTexture(texture_target, This->texture_name);
3268 checkGLcall("glBindTexture");
3269 glCopyTexSubImage2D(texture_target,
3271 dst_rect.left, dst_rect.top, /* xoffset, yoffset */
3272 0, 0, /* We blitted the image to the origin */
3273 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
3274 checkGLcall("glCopyTexSubImage2D");
3276 if(drawBuffer == GL_BACK) {
3277 /* Write the back buffer backup back */
3279 if(texture_target != GL_TEXTURE_2D) {
3280 glDisable(texture_target);
3281 glEnable(GL_TEXTURE_2D);
3282 texture_target = GL_TEXTURE_2D;
3284 glBindTexture(GL_TEXTURE_2D, backup);
3285 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3287 if (texture_target != Src->texture_target)
3289 glDisable(texture_target);
3290 glEnable(Src->texture_target);
3291 texture_target = Src->texture_target;
3293 glBindTexture(Src->texture_target, Src->texture_name);
3294 checkGLcall("glBindTexture(Src->texture_target, Src->texture_name)");
3299 glTexCoord2f(0.0f, (float)fbheight / (float)Src->pow2Height);
3303 glTexCoord2f(0.0f, 0.0f);
3304 glVertex2i(0, fbheight);
3307 glTexCoord2f((float)fbwidth / (float)Src->pow2Width, 0.0f);
3308 glVertex2i(fbwidth, Src->currentDesc.Height);
3311 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, (float) fbheight / (float) Src->pow2Height);
3312 glVertex2i(fbwidth, 0);
3315 glDisable(texture_target);
3316 checkGLcall("glDisable(texture_target)");
3319 if (src != Src->texture_name && src != backup)
3321 glDeleteTextures(1, &src);
3322 checkGLcall("glDeleteTextures(1, &src)");
3325 glDeleteTextures(1, &backup);
3326 checkGLcall("glDeleteTextures(1, &backup)");
3331 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
3333 context_release(context);
3335 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3336 * path is never entered
3338 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
3341 /* Until the blit_shader is ready, define some prototypes here. */
3342 static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
3343 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool,
3344 const struct wined3d_format_desc *src_format_desc,
3345 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool,
3346 const struct wined3d_format_desc *dst_format_desc);
3348 /* Not called from the VTable */
3349 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3350 IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx,
3351 WINED3DTEXTUREFILTERTYPE Filter)
3353 IWineD3DDeviceImpl *device = This->resource.device;
3354 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
3355 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3356 RECT dst_rect, src_rect;
3358 TRACE("(%p)->(%p,%p,%p,%08x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3360 /* Get the swapchain. One of the surfaces has to be a primary surface */
3361 if(This->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3362 WARN("Destination is in sysmem, rejecting gl blt\n");
3363 return WINED3DERR_INVALIDCALL;
3365 IWineD3DSurface_GetContainer( (IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
3366 if(dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) dstSwapchain);
3368 if(Src->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3369 WARN("Src is in sysmem, rejecting gl blt\n");
3370 return WINED3DERR_INVALIDCALL;
3372 IWineD3DSurface_GetContainer( (IWineD3DSurface *) Src, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
3373 if(srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) srcSwapchain);
3376 /* Early sort out of cases where no render target is used */
3377 if (!dstSwapchain && !srcSwapchain
3378 && SrcSurface != device->render_targets[0]
3379 && This != (IWineD3DSurfaceImpl *)device->render_targets[0])
3381 TRACE("No surface is render target, not using hardware blit. Src = %p, dst = %p\n", Src, This);
3382 return WINED3DERR_INVALIDCALL;
3385 /* No destination color keying supported */
3386 if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
3387 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3388 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3389 return WINED3DERR_INVALIDCALL;
3392 surface_get_rect(This, DestRect, &dst_rect);
3393 if(Src) surface_get_rect(Src, SrcRect, &src_rect);
3395 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3396 if(dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->backBuffer &&
3397 ((IWineD3DSurface *) This == dstSwapchain->frontBuffer) && SrcSurface == dstSwapchain->backBuffer[0]) {
3398 /* Half-life does a Blt from the back buffer to the front buffer,
3399 * Full surface size, no flags... Use present instead
3401 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3404 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3407 TRACE("Looking if a Present can be done...\n");
3408 /* Source Rectangle must be full surface */
3409 if(src_rect.left != 0 || src_rect.top != 0 ||
3410 src_rect.right != Src->currentDesc.Width || src_rect.bottom != Src->currentDesc.Height) {
3411 TRACE("No, Source rectangle doesn't match\n");
3415 /* No stretching may occur */
3416 if(src_rect.right != dst_rect.right - dst_rect.left ||
3417 src_rect.bottom != dst_rect.bottom - dst_rect.top) {
3418 TRACE("No, stretching is done\n");
3422 /* Destination must be full surface or match the clipping rectangle */
3423 if(This->clipper && ((IWineD3DClipperImpl *) This->clipper)->hWnd)
3427 GetClientRect(((IWineD3DClipperImpl *) This->clipper)->hWnd, &cliprect);
3428 pos[0].x = dst_rect.left;
3429 pos[0].y = dst_rect.top;
3430 pos[1].x = dst_rect.right;
3431 pos[1].y = dst_rect.bottom;
3432 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *) This->clipper)->hWnd,
3435 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
3436 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3438 TRACE("No, dest rectangle doesn't match(clipper)\n");
3439 TRACE("Clip rect at %s\n", wine_dbgstr_rect(&cliprect));
3440 TRACE("Blt dest: %s\n", wine_dbgstr_rect(&dst_rect));
3446 if(dst_rect.left != 0 || dst_rect.top != 0 ||
3447 dst_rect.right != This->currentDesc.Width || dst_rect.bottom != This->currentDesc.Height) {
3448 TRACE("No, dest rectangle doesn't match(surface size)\n");
3455 /* These flags are unimportant for the flag check, remove them */
3456 if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
3457 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3459 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3460 * take very long, while a flip is fast.
3461 * This applies to Half-Life, which does such Blts every time it finished
3462 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3463 * menu. This is also used by all apps when they do windowed rendering
3465 * The problem is that flipping is not really the same as copying. After a
3466 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3467 * untouched. Therefore it's necessary to override the swap effect
3468 * and to set it back after the flip.
3470 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3474 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3475 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3477 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3478 IWineD3DSwapChain_Present((IWineD3DSwapChain *)dstSwapchain,
3479 NULL, NULL, dstSwapchain->win_handle, NULL, 0);
3481 dstSwapchain->presentParms.SwapEffect = orig_swap;
3488 TRACE("Unsupported blit between buffers on the same swapchain\n");
3489 return WINED3DERR_INVALIDCALL;
3490 } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
3491 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3492 return WINED3DERR_INVALIDCALL;
3493 } else if(dstSwapchain && srcSwapchain) {
3494 FIXME("Implement hardware blit between two different swapchains\n");
3495 return WINED3DERR_INVALIDCALL;
3497 else if (dstSwapchain)
3499 /* Handled with regular texture -> swapchain blit. */
3500 if (SrcSurface == device->render_targets[0])
3501 TRACE("Blit from active render target to a swapchain\n");
3503 else if (srcSwapchain && This == (IWineD3DSurfaceImpl *)device->render_targets[0])
3505 FIXME("Implement blit from a swapchain to the active render target\n");
3506 return WINED3DERR_INVALIDCALL;
3509 if ((srcSwapchain || SrcSurface == device->render_targets[0]) && !dstSwapchain)
3511 /* Blit from render target to texture */
3514 /* P8 read back is not implemented */
3515 if (Src->resource.format_desc->format == WINED3DFMT_P8_UINT ||
3516 This->resource.format_desc->format == WINED3DFMT_P8_UINT)
3518 TRACE("P8 read back not supported by frame buffer to texture blit\n");
3519 return WINED3DERR_INVALIDCALL;
3522 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3523 TRACE("Color keying not supported by frame buffer to texture blit\n");
3524 return WINED3DERR_INVALIDCALL;
3525 /* Destination color key is checked above */
3528 if(dst_rect.right - dst_rect.left != src_rect.right - src_rect.left) {
3534 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3535 * flip the image nor scale it.
3537 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3538 * -> If the app wants a image width an unscaled width, copy it line per line
3539 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3540 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3541 * back buffer. This is slower than reading line per line, thus not used for flipping
3542 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3545 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3546 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3549 if (fbo_blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
3550 &src_rect, Src->resource.usage, Src->resource.pool, Src->resource.format_desc,
3551 &dst_rect, This->resource.usage, This->resource.pool, This->resource.format_desc))
3553 stretch_rect_fbo((IWineD3DDevice *)device, SrcSurface, &src_rect,
3554 (IWineD3DSurface *)This, &dst_rect, Filter);
3555 } else if((!stretchx) || dst_rect.right - dst_rect.left > Src->currentDesc.Width ||
3556 dst_rect.bottom - dst_rect.top > Src->currentDesc.Height) {
3557 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3558 fb_copy_to_texture_direct(This, SrcSurface, &src_rect, &dst_rect, Filter);
3560 TRACE("Using hardware stretching to flip / stretch the texture\n");
3561 fb_copy_to_texture_hwstretch(This, SrcSurface, &src_rect, &dst_rect, Filter);
3564 if(!(This->Flags & SFLAG_DONOTFREE)) {
3565 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
3566 This->resource.allocatedMemory = NULL;
3567 This->resource.heapMemory = NULL;
3569 This->Flags &= ~SFLAG_INSYSMEM;
3574 /* Blit from offscreen surface to render target */
3575 DWORD oldCKeyFlags = Src->CKeyFlags;
3576 WINEDDCOLORKEY oldBltCKey = Src->SrcBltCKey;
3577 struct wined3d_context *context;
3579 TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
3581 if (!(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3582 && fbo_blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
3583 &src_rect, Src->resource.usage, Src->resource.pool, Src->resource.format_desc,
3584 &dst_rect, This->resource.usage, This->resource.pool, This->resource.format_desc))
3586 TRACE("Using stretch_rect_fbo\n");
3587 /* The source is always a texture, but never the currently active render target, and the texture
3588 * contents are never upside down. */
3589 stretch_rect_fbo((IWineD3DDevice *)device, SrcSurface, &src_rect,
3590 (IWineD3DSurface *)This, &dst_rect, Filter);
3594 if (!(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3595 && arbfp_blit.blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
3596 &src_rect, Src->resource.usage, Src->resource.pool, Src->resource.format_desc,
3597 &dst_rect, This->resource.usage, This->resource.pool, This->resource.format_desc))
3599 return arbfp_blit_surface(device, Src, &src_rect, This, &dst_rect, BLIT_OP_BLIT, Filter);
3602 /* Color keying: Check if we have to do a color keyed blt,
3603 * and if not check if a color key is activated.
3605 * Just modify the color keying parameters in the surface and restore them afterwards
3606 * The surface keeps track of the color key last used to load the opengl surface.
3607 * PreLoad will catch the change to the flags and color key and reload if necessary.
3609 if(Flags & WINEDDBLT_KEYSRC) {
3610 /* Use color key from surface */
3611 } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
3612 /* Use color key from DDBltFx */
3613 Src->CKeyFlags |= WINEDDSD_CKSRCBLT;
3614 Src->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3616 /* Do not use color key */
3617 Src->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3620 /* Now load the surface */
3621 surface_internal_preload((IWineD3DSurface *) Src, SRGB_RGB);
3623 /* Activate the destination context, set it up for blitting */
3624 context = context_acquire(device, (IWineD3DSurface *)This, CTXUSAGE_BLIT);
3626 /* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
3627 * while OpenGL coordinates are window relative.
3628 * Also beware of the origin difference(top left vs bottom left).
3629 * Also beware that the front buffer's surface size is screen width x screen height,
3630 * whereas the real gl drawable size is the size of the window.
3632 if (dstSwapchain && (IWineD3DSurface *)This == dstSwapchain->frontBuffer) {
3634 POINT offset = {0,0};
3636 ClientToScreen(context->win_handle, &offset);
3637 GetClientRect(context->win_handle, &windowsize);
3638 h = windowsize.bottom - windowsize.top;
3639 dst_rect.left -= offset.x; dst_rect.right -=offset.x;
3640 dst_rect.top -= offset.y; dst_rect.bottom -=offset.y;
3641 dst_rect.top += This->currentDesc.Height - h; dst_rect.bottom += This->currentDesc.Height - h;
3644 if (!device->blitter->blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
3645 &src_rect, Src->resource.usage, Src->resource.pool, Src->resource.format_desc,
3646 &dst_rect, This->resource.usage, This->resource.pool, This->resource.format_desc))
3648 FIXME("Unsupported blit operation falling back to software\n");
3649 return WINED3DERR_INVALIDCALL;
3652 device->blitter->set_shader((IWineD3DDevice *)device, Src);
3656 /* This is for color keying */
3657 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3658 glEnable(GL_ALPHA_TEST);
3659 checkGLcall("glEnable(GL_ALPHA_TEST)");
3661 /* When the primary render target uses P8, the alpha component contains the palette index.
3662 * Which means that the colorkey is one of the palette entries. In other cases pixels that
3663 * should be masked away have alpha set to 0. */
3664 if (primary_render_target_is_p8(device))
3665 glAlphaFunc(GL_NOTEQUAL, (float)Src->SrcBltCKey.dwColorSpaceLowValue / 256.0f);
3667 glAlphaFunc(GL_NOTEQUAL, 0.0f);
3668 checkGLcall("glAlphaFunc");
3670 glDisable(GL_ALPHA_TEST);
3671 checkGLcall("glDisable(GL_ALPHA_TEST)");
3674 /* Draw a textured quad
3676 draw_textured_quad(Src, &src_rect, &dst_rect, Filter);
3678 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3679 glDisable(GL_ALPHA_TEST);
3680 checkGLcall("glDisable(GL_ALPHA_TEST)");
3683 /* Restore the color key parameters */
3684 Src->CKeyFlags = oldCKeyFlags;
3685 Src->SrcBltCKey = oldBltCKey;
3689 /* Leave the opengl state valid for blitting */
3690 device->blitter->unset_shader((IWineD3DDevice *)device);
3692 if (wined3d_settings.strict_draw_ordering || (dstSwapchain
3693 && ((IWineD3DSurface *)This == dstSwapchain->frontBuffer
3694 || dstSwapchain->num_contexts > 1)))
3695 wglFlush(); /* Flush to ensure ordering across contexts. */
3697 context_release(context);
3699 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
3700 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
3703 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INDRAWABLE, TRUE);
3707 /* Source-Less Blit to render target */
3708 if (Flags & WINEDDBLT_COLORFILL) {
3711 TRACE("Colorfill\n");
3713 /* The color as given in the Blt function is in the format of the frame-buffer...
3714 * 'clear' expect it in ARGB format => we need to do some conversion :-)
3716 if (!surface_convert_color_to_argb(This, DDBltFx->u5.dwFillColor, &color))
3718 /* The color conversion function already prints an error, so need to do it here */
3719 return WINED3DERR_INVALIDCALL;
3722 if (ffp_blit.blit_supported(&device->adapter->gl_info, BLIT_OP_COLOR_FILL,
3724 &dst_rect, This->resource.usage, This->resource.pool, This->resource.format_desc))
3726 return ffp_blit.color_fill(device, This, &dst_rect, color);
3728 else if (cpu_blit.blit_supported(&device->adapter->gl_info, BLIT_OP_COLOR_FILL,
3730 &dst_rect, This->resource.usage, This->resource.pool, This->resource.format_desc))
3732 return cpu_blit.color_fill(device, This, &dst_rect, color);
3734 return WINED3DERR_INVALIDCALL;
3738 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3739 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3740 return WINED3DERR_INVALIDCALL;
3743 static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3744 IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx)
3746 IWineD3DDeviceImpl *device = This->resource.device;
3749 if (Flags & WINEDDBLT_DEPTHFILL) {
3750 switch(This->resource.format_desc->format)
3752 case WINED3DFMT_D16_UNORM:
3753 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3755 case WINED3DFMT_S1_UINT_D15_UNORM:
3756 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000fffe;
3758 case WINED3DFMT_D24_UNORM_S8_UINT:
3759 case WINED3DFMT_X8D24_UNORM:
3760 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3762 case WINED3DFMT_D32_UNORM:
3763 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3767 ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format_desc->format));
3770 return IWineD3DDevice_Clear((IWineD3DDevice *)device, DestRect ? 1 : 0, (const WINED3DRECT *)DestRect,
3771 WINED3DCLEAR_ZBUFFER, 0x00000000, depth, 0x00000000);
3774 FIXME("(%p): Unsupp depthstencil blit\n", This);
3775 return WINED3DERR_INVALIDCALL;
3778 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
3779 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
3780 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3781 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3782 IWineD3DDeviceImpl *device = This->resource.device;
3784 TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3785 TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
3787 if ( (This->Flags & SFLAG_LOCKED) || ((Src != NULL) && (Src->Flags & SFLAG_LOCKED)))
3789 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3790 return WINEDDERR_SURFACEBUSY;
3793 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3794 * except depth blits, which seem to work
3796 if (iface == device->stencilBufferTarget || (SrcSurface && SrcSurface == device->stencilBufferTarget))
3798 if (device->inScene && !(Flags & WINEDDBLT_DEPTHFILL))
3800 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3801 return WINED3DERR_INVALIDCALL;
3802 } else if(IWineD3DSurfaceImpl_BltZ(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) {
3803 TRACE("Z Blit override handled the blit\n");
3808 /* Special cases for RenderTargets */
3809 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3810 ( Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3811 if(IWineD3DSurfaceImpl_BltOverride(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter) == WINED3D_OK) return WINED3D_OK;
3814 /* For the rest call the X11 surface implementation.
3815 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3816 * other Blts are rather rare
3818 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter);
3821 static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
3822 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans)
3824 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3825 IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
3826 IWineD3DDeviceImpl *device = This->resource.device;
3828 TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
3830 if ( (This->Flags & SFLAG_LOCKED) || (srcImpl->Flags & SFLAG_LOCKED))
3832 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3833 return WINEDDERR_SURFACEBUSY;
3836 if (device->inScene && (iface == device->stencilBufferTarget
3837 || (Source == device->stencilBufferTarget)))
3839 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3840 return WINED3DERR_INVALIDCALL;
3843 /* Special cases for RenderTargets */
3844 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3845 (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) ) {
3847 RECT SrcRect, DstRect;
3850 surface_get_rect(srcImpl, rsrc, &SrcRect);
3852 DstRect.left = dstx;
3854 DstRect.right = dstx + SrcRect.right - SrcRect.left;
3855 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
3857 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3858 if(trans & WINEDDBLTFAST_SRCCOLORKEY)
3859 Flags |= WINEDDBLT_KEYSRC;
3860 if(trans & WINEDDBLTFAST_DESTCOLORKEY)
3861 Flags |= WINEDDBLT_KEYDEST;
3862 if(trans & WINEDDBLTFAST_WAIT)
3863 Flags |= WINEDDBLT_WAIT;
3864 if(trans & WINEDDBLTFAST_DONOTWAIT)
3865 Flags |= WINEDDBLT_DONOTWAIT;
3867 if(IWineD3DSurfaceImpl_BltOverride(This, &DstRect, Source, &SrcRect, Flags, NULL, WINED3DTEXF_POINT) == WINED3D_OK) return WINED3D_OK;
3871 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
3874 static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
3876 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3878 IWineD3DPaletteImpl *pal = This->palette;
3880 TRACE("(%p)\n", This);
3882 if (!pal) return WINED3D_OK;
3884 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
3885 || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
3887 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3889 /* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
3890 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL);
3892 /* We want to force a palette refresh, so mark the drawable as not being up to date */
3893 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
3895 if(!(This->Flags & SFLAG_INSYSMEM)) {
3896 TRACE("Palette changed with surface that does not have an up to date system memory copy\n");
3897 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
3899 TRACE("Dirtifying surface\n");
3900 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
3904 if(This->Flags & SFLAG_DIBSECTION) {
3905 TRACE("(%p): Updating the hdc's palette\n", This);
3906 for (n=0; n<256; n++) {
3907 col[n].rgbRed = pal->palents[n].peRed;
3908 col[n].rgbGreen = pal->palents[n].peGreen;
3909 col[n].rgbBlue = pal->palents[n].peBlue;
3910 col[n].rgbReserved = 0;
3912 SetDIBColorTable(This->hDC, 0, 256, col);
3915 /* Propagate the changes to the drawable when we have a palette. */
3916 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3917 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, NULL);
3922 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
3923 /** Check against the maximum texture sizes supported by the video card **/
3924 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3925 const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
3926 unsigned int pow2Width, pow2Height;
3928 This->texture_name = 0;
3929 This->texture_target = GL_TEXTURE_2D;
3931 /* Non-power2 support */
3932 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[WINE_NORMALIZED_TEXRECT])
3934 pow2Width = This->currentDesc.Width;
3935 pow2Height = This->currentDesc.Height;
3939 /* Find the nearest pow2 match */
3940 pow2Width = pow2Height = 1;
3941 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
3942 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
3944 This->pow2Width = pow2Width;
3945 This->pow2Height = pow2Height;
3947 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height) {
3948 /** TODO: add support for non power two compressed textures **/
3949 if (This->resource.format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
3951 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
3952 This, This->currentDesc.Width, This->currentDesc.Height);
3953 return WINED3DERR_NOTAVAILABLE;
3957 if(pow2Width != This->currentDesc.Width ||
3958 pow2Height != This->currentDesc.Height) {
3959 This->Flags |= SFLAG_NONPOW2;
3962 TRACE("%p\n", This);
3963 if ((This->pow2Width > gl_info->limits.texture_size || This->pow2Height > gl_info->limits.texture_size)
3964 && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
3966 /* one of three options
3967 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)
3968 2: Set the texture to the maximum size (bad idea)
3969 3: WARN and return WINED3DERR_NOTAVAILABLE;
3970 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.
3972 if(This->resource.pool == WINED3DPOOL_DEFAULT || This->resource.pool == WINED3DPOOL_MANAGED)
3974 WARN("(%p) Unable to allocate a surface which exceeds the maximum OpenGL texture size\n", This);
3975 return WINED3DERR_NOTAVAILABLE;
3978 /* We should never use this surface in combination with OpenGL! */
3979 TRACE("(%p) Creating an oversized surface: %ux%u\n", This, This->pow2Width, This->pow2Height);
3983 /* Don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
3984 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
3985 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
3987 if (This->Flags & SFLAG_NONPOW2 && gl_info->supported[ARB_TEXTURE_RECTANGLE]
3988 && !(This->resource.format_desc->format == WINED3DFMT_P8_UINT
3989 && gl_info->supported[EXT_PALETTED_TEXTURE]
3990 && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
3992 This->texture_target = GL_TEXTURE_RECTANGLE_ARB;
3993 This->pow2Width = This->currentDesc.Width;
3994 This->pow2Height = This->currentDesc.Height;
3995 This->Flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
3999 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
4000 switch(wined3d_settings.offscreen_rendering_mode) {
4001 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
4002 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
4006 This->Flags |= SFLAG_INSYSMEM;
4011 /* GL locking is done by the caller */
4012 static void surface_depth_blt(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
4013 GLuint texture, GLsizei w, GLsizei h, GLenum target)
4015 IWineD3DDeviceImpl *device = This->resource.device;
4016 struct blt_info info;
4017 GLint old_binding = 0;
4019 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
4021 glDisable(GL_CULL_FACE);
4022 glDisable(GL_BLEND);
4023 glDisable(GL_ALPHA_TEST);
4024 glDisable(GL_SCISSOR_TEST);
4025 glDisable(GL_STENCIL_TEST);
4026 glEnable(GL_DEPTH_TEST);
4027 glDepthFunc(GL_ALWAYS);
4028 glDepthMask(GL_TRUE);
4029 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
4030 glViewport(0, 0, w, h);
4032 surface_get_blt_info(target, NULL, w, h, &info);
4033 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4034 glGetIntegerv(info.binding, &old_binding);
4035 glBindTexture(info.bind_target, texture);
4037 device->shader_backend->shader_select_depth_blt((IWineD3DDevice *)device, info.tex_type);
4039 glBegin(GL_TRIANGLE_STRIP);
4040 glTexCoord3fv(info.coords[0]);
4041 glVertex2f(-1.0f, -1.0f);
4042 glTexCoord3fv(info.coords[1]);
4043 glVertex2f(1.0f, -1.0f);
4044 glTexCoord3fv(info.coords[2]);
4045 glVertex2f(-1.0f, 1.0f);
4046 glTexCoord3fv(info.coords[3]);
4047 glVertex2f(1.0f, 1.0f);
4050 glBindTexture(info.bind_target, old_binding);
4054 device->shader_backend->shader_deselect_depth_blt((IWineD3DDevice *)device);
4057 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) {
4058 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4060 TRACE("(%p) New location %#x\n", This, location);
4062 if (location & ~SFLAG_DS_LOCATIONS) {
4063 FIXME("(%p) Invalid location (%#x) specified\n", This, location);
4066 This->Flags &= ~SFLAG_DS_LOCATIONS;
4067 This->Flags |= location;
4070 /* Context activation is done by the caller. */
4071 void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location)
4073 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4074 IWineD3DDeviceImpl *device = This->resource.device;
4075 const struct wined3d_gl_info *gl_info = context->gl_info;
4077 TRACE("(%p) New location %#x\n", This, location);
4079 /* TODO: Make this work for modes other than FBO */
4080 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
4082 if (This->Flags & location) {
4083 TRACE("(%p) Location (%#x) is already up to date\n", This, location);
4087 if (This->current_renderbuffer) {
4088 FIXME("(%p) Not supported with fixed up depth stencil\n", This);
4092 if (location == SFLAG_DS_OFFSCREEN) {
4093 if (This->Flags & SFLAG_DS_ONSCREEN) {
4094 GLint old_binding = 0;
4097 TRACE("(%p) Copying onscreen depth buffer to depth texture\n", This);
4101 if (!device->depth_blt_texture) {
4102 glGenTextures(1, &device->depth_blt_texture);
4105 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4106 * directly on the FBO texture. That's because we need to flip. */
4107 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4108 if (This->texture_target == GL_TEXTURE_RECTANGLE_ARB)
4110 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
4111 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4113 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
4114 bind_target = GL_TEXTURE_2D;
4116 glBindTexture(bind_target, device->depth_blt_texture);
4117 glCopyTexImage2D(bind_target, This->texture_level, This->resource.format_desc->glInternal,
4118 0, 0, This->currentDesc.Width, This->currentDesc.Height, 0);
4119 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4120 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4121 glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
4122 glTexParameteri(bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
4123 glTexParameteri(bind_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
4124 glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
4125 glBindTexture(bind_target, old_binding);
4127 /* Setup the destination */
4128 if (!device->depth_blt_rb) {
4129 gl_info->fbo_ops.glGenRenderbuffers(1, &device->depth_blt_rb);
4130 checkGLcall("glGenRenderbuffersEXT");
4132 if (device->depth_blt_rb_w != This->currentDesc.Width
4133 || device->depth_blt_rb_h != This->currentDesc.Height) {
4134 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, device->depth_blt_rb);
4135 checkGLcall("glBindRenderbufferEXT");
4136 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8,
4137 This->currentDesc.Width, This->currentDesc.Height);
4138 checkGLcall("glRenderbufferStorageEXT");
4139 device->depth_blt_rb_w = This->currentDesc.Width;
4140 device->depth_blt_rb_h = This->currentDesc.Height;
4143 context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
4144 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
4145 GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, device->depth_blt_rb);
4146 checkGLcall("glFramebufferRenderbufferEXT");
4147 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, This, FALSE);
4149 /* Do the actual blit */
4150 surface_depth_blt(This, gl_info, device->depth_blt_texture,
4151 This->currentDesc.Width, This->currentDesc.Height, bind_target);
4152 checkGLcall("depth_blt");
4154 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4155 else context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4159 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
4163 FIXME("No up to date depth stencil location\n");
4165 } else if (location == SFLAG_DS_ONSCREEN) {
4166 if (This->Flags & SFLAG_DS_OFFSCREEN) {
4167 TRACE("(%p) Copying depth texture to onscreen depth buffer\n", This);
4171 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4172 surface_depth_blt(This, gl_info, This->texture_name,
4173 This->currentDesc.Width, This->currentDesc.Height, This->texture_target);
4174 checkGLcall("depth_blt");
4176 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4180 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
4184 FIXME("No up to date depth stencil location\n");
4187 ERR("(%p) Invalid location (%#x) specified\n", This, location);
4190 This->Flags |= location;
4193 static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
4194 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4195 IWineD3DBaseTexture *texture;
4196 IWineD3DSurfaceImpl *overlay;
4198 TRACE("(%p)->(%s, %s)\n", iface, debug_surflocation(flag),
4199 persistent ? "TRUE" : "FALSE");
4201 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4202 if (surface_is_offscreen(iface))
4204 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4205 if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4209 TRACE("Surface %p is an onscreen surface\n", iface);
4214 if(((This->Flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE)) ||
4215 ((This->Flags & SFLAG_INSRGBTEX) && !(flag & SFLAG_INSRGBTEX))) {
4216 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4217 TRACE("Passing to container\n");
4218 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4219 IWineD3DBaseTexture_Release(texture);
4222 This->Flags &= ~SFLAG_LOCATIONS;
4223 This->Flags |= flag;
4225 /* Redraw emulated overlays, if any */
4226 if(flag & SFLAG_INDRAWABLE && !list_empty(&This->overlays)) {
4227 LIST_FOR_EACH_ENTRY(overlay, &This->overlays, IWineD3DSurfaceImpl, overlay_entry) {
4228 IWineD3DSurface_DrawOverlay((IWineD3DSurface *) overlay);
4232 if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))) {
4233 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4234 TRACE("Passing to container\n");
4235 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4236 IWineD3DBaseTexture_Release(texture);
4239 This->Flags &= ~flag;
4242 if(!(This->Flags & SFLAG_LOCATIONS)) {
4243 ERR("%p: Surface does not have any up to date location\n", This);
4247 static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in)
4249 IWineD3DDeviceImpl *device = This->resource.device;
4250 IWineD3DSwapChainImpl *swapchain;
4251 struct wined3d_context *context;
4252 RECT src_rect, dst_rect;
4254 surface_get_rect(This, rect_in, &src_rect);
4256 context = context_acquire(device, (IWineD3DSurface*)This, CTXUSAGE_BLIT);
4257 if (context->render_offscreen)
4259 dst_rect.left = src_rect.left;
4260 dst_rect.right = src_rect.right;
4261 dst_rect.top = src_rect.bottom;
4262 dst_rect.bottom = src_rect.top;
4266 dst_rect = src_rect;
4269 device->blitter->set_shader((IWineD3DDevice *) device, This);
4272 draw_textured_quad(This, &src_rect, &dst_rect, WINED3DTEXF_POINT);
4275 device->blitter->set_shader((IWineD3DDevice *) device, This);
4277 swapchain = (This->Flags & SFLAG_SWAPCHAIN) ? (IWineD3DSwapChainImpl *)This->container : NULL;
4278 if (wined3d_settings.strict_draw_ordering || (swapchain
4279 && ((IWineD3DSurface *)This == swapchain->frontBuffer
4280 || swapchain->num_contexts > 1)))
4281 wglFlush(); /* Flush to ensure ordering across contexts. */
4283 context_release(context);
4286 /*****************************************************************************
4287 * IWineD3DSurface::LoadLocation
4289 * Copies the current surface data from wherever it is to the requested
4290 * location. The location is one of the surface flags, SFLAG_INSYSMEM,
4291 * SFLAG_INTEXTURE and SFLAG_INDRAWABLE. When the surface is current in
4292 * multiple locations, the gl texture is preferred over the drawable, which is
4293 * preferred over system memory. The PBO counts as system memory. If rect is
4294 * not NULL, only the specified rectangle is copied (only supported for
4295 * sysmem<->drawable copies at the moment). If rect is NULL, the destination
4296 * location is marked up to date after the copy.
4299 * flag: Surface location flag to be updated
4300 * rect: rectangle to be copied
4303 * WINED3D_OK on success
4304 * WINED3DERR_DEVICELOST on an internal error
4306 *****************************************************************************/
4307 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
4308 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4309 IWineD3DDeviceImpl *device = This->resource.device;
4310 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4311 struct wined3d_format_desc desc;
4312 CONVERT_TYPES convert;
4313 int width, pitch, outpitch;
4315 BOOL drawable_read_ok = TRUE;
4316 BOOL in_fbo = FALSE;
4318 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4319 if (surface_is_offscreen(iface))
4321 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4322 * Prefer SFLAG_INTEXTURE. */
4323 if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
4324 drawable_read_ok = FALSE;
4329 TRACE("Surface %p is an onscreen surface\n", iface);
4333 TRACE("(%p)->(%s, %p)\n", iface, debug_surflocation(flag), rect);
4335 TRACE("Rectangle: (%d,%d)-(%d,%d)\n", rect->left, rect->top, rect->right, rect->bottom);
4338 if(This->Flags & flag) {
4339 TRACE("Location already up to date\n");
4343 if(!(This->Flags & SFLAG_LOCATIONS)) {
4344 ERR("%p: Surface does not have any up to date location\n", This);
4345 This->Flags |= SFLAG_LOST;
4346 return WINED3DERR_DEVICELOST;
4349 if(flag == SFLAG_INSYSMEM) {
4350 surface_prepare_system_memory(This);
4352 /* Download the surface to system memory */
4353 if (This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))
4355 struct wined3d_context *context = NULL;
4357 if (!device->isInDraw) context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
4359 surface_bind_and_dirtify(This, !(This->Flags & SFLAG_INTEXTURE));
4360 surface_download_data(This, gl_info);
4362 if (context) context_release(context);
4366 /* Note: It might be faster to download into a texture first. */
4367 read_from_framebuffer(This, rect,
4368 This->resource.allocatedMemory,
4369 IWineD3DSurface_GetPitch(iface));
4371 } else if(flag == SFLAG_INDRAWABLE) {
4372 if(This->Flags & SFLAG_INTEXTURE) {
4373 surface_blt_to_drawable(This, rect);
4376 if((This->Flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX) {
4377 /* This needs a shader to convert the srgb data sampled from the GL texture into RGB
4378 * values, otherwise we get incorrect values in the target. For now go the slow way
4379 * via a system memory copy
4381 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4384 d3dfmt_get_conv(This, FALSE /* We need color keying */, FALSE /* We won't use textures */, &desc, &convert);
4386 /* The width is in 'length' not in bytes */
4387 width = This->currentDesc.Width;
4388 pitch = IWineD3DSurface_GetPitch(iface);
4390 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4391 * but it isn't set (yet) in all cases it is getting called. */
4392 if ((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO))
4394 struct wined3d_context *context = NULL;
4396 TRACE("Removing the pbo attached to surface %p\n", This);
4398 if (!device->isInDraw) context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
4399 surface_remove_pbo(This, gl_info);
4400 if (context) context_release(context);
4403 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4404 int height = This->currentDesc.Height;
4405 byte_count = desc.conv_byte_count;
4407 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4408 outpitch = width * byte_count;
4409 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4411 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4413 ERR("Out of memory %d, %d!\n", outpitch, height);
4414 return WINED3DERR_OUTOFVIDEOMEMORY;
4416 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4418 This->Flags |= SFLAG_CONVERTED;
4420 This->Flags &= ~SFLAG_CONVERTED;
4421 mem = This->resource.allocatedMemory;
4422 byte_count = desc.byte_count;
4425 flush_to_framebuffer_drawpixels(This, desc.glFormat, desc.glType, byte_count, mem);
4427 /* Don't delete PBO memory */
4428 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4429 HeapFree(GetProcessHeap(), 0, mem);
4431 } else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */ {
4432 if (drawable_read_ok && (This->Flags & SFLAG_INDRAWABLE)) {
4433 read_from_framebuffer_texture(This, flag == SFLAG_INSRGBTEX);
4437 /* Upload from system memory */
4438 BOOL srgb = flag == SFLAG_INSRGBTEX;
4439 struct wined3d_context *context = NULL;
4441 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */,
4445 if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE) {
4446 /* Performance warning ... */
4447 FIXME("%p: Downloading rgb texture to reload it as srgb\n", This);
4448 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4451 if((This->Flags & (SFLAG_INSRGBTEX | SFLAG_INSYSMEM)) == SFLAG_INSRGBTEX) {
4452 /* Performance warning ... */
4453 FIXME("%p: Downloading srgb texture to reload it as rgb\n", This);
4454 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4457 if(!(This->Flags & SFLAG_INSYSMEM)) {
4458 /* Should not happen */
4459 ERR("Trying to load a texture from sysmem, but SFLAG_INSYSMEM is not set\n");
4460 /* Lets hope we get it from somewhere... */
4461 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4464 if (!device->isInDraw) context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
4466 surface_prepare_texture(This, gl_info, srgb);
4467 surface_bind_and_dirtify(This, srgb);
4469 if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
4470 This->Flags |= SFLAG_GLCKEY;
4471 This->glCKey = This->SrcBltCKey;
4473 else This->Flags &= ~SFLAG_GLCKEY;
4475 /* The width is in 'length' not in bytes */
4476 width = This->currentDesc.Width;
4477 pitch = IWineD3DSurface_GetPitch(iface);
4479 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4480 * but it isn't set (yet) in all cases it is getting called. */
4481 if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4482 TRACE("Removing the pbo attached to surface %p\n", This);
4483 surface_remove_pbo(This, gl_info);
4487 /* This code is entered for texture formats which need a fixup. */
4488 int height = This->currentDesc.Height;
4490 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4491 outpitch = width * desc.conv_byte_count;
4492 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4494 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4496 ERR("Out of memory %d, %d!\n", outpitch, height);
4497 if (context) context_release(context);
4498 return WINED3DERR_OUTOFVIDEOMEMORY;
4500 desc.convert(This->resource.allocatedMemory, mem, pitch, width, height);
4501 } else if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4502 /* This code is only entered for color keying fixups */
4503 int height = This->currentDesc.Height;
4505 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4506 outpitch = width * desc.conv_byte_count;
4507 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4509 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4511 ERR("Out of memory %d, %d!\n", outpitch, height);
4512 if (context) context_release(context);
4513 return WINED3DERR_OUTOFVIDEOMEMORY;
4515 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4517 mem = This->resource.allocatedMemory;
4520 /* Make sure the correct pitch is used */
4522 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
4525 if (mem || (This->Flags & SFLAG_PBO))
4526 surface_upload_data(This, gl_info, &desc, srgb, mem);
4528 /* Restore the default pitch */
4530 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4533 if (context) context_release(context);
4535 /* Don't delete PBO memory */
4536 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4537 HeapFree(GetProcessHeap(), 0, mem);
4542 This->Flags |= flag;
4545 if (in_fbo && (This->Flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE))) {
4546 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4547 This->Flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4553 static HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container)
4555 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4556 IWineD3DSwapChain *swapchain = NULL;
4558 /* Update the drawable size method */
4560 IWineD3DBase_QueryInterface(container, &IID_IWineD3DSwapChain, (void **) &swapchain);
4563 This->get_drawable_size = get_drawable_size_swapchain;
4564 IWineD3DSwapChain_Release(swapchain);
4565 } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
4566 switch(wined3d_settings.offscreen_rendering_mode) {
4567 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
4568 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
4572 return IWineD3DBaseSurfaceImpl_SetContainer(iface, container);
4575 static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
4576 return SURFACE_OPENGL;
4579 static HRESULT WINAPI IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
4580 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4583 /* If there's no destination surface there is nothing to do */
4584 if(!This->overlay_dest) return WINED3D_OK;
4586 /* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
4587 * update the overlay. Prevent an endless recursion
4589 if(This->overlay_dest->Flags & SFLAG_INOVERLAYDRAW) {
4592 This->overlay_dest->Flags |= SFLAG_INOVERLAYDRAW;
4593 hr = IWineD3DSurfaceImpl_Blt((IWineD3DSurface *) This->overlay_dest, &This->overlay_destrect,
4594 iface, &This->overlay_srcrect, WINEDDBLT_WAIT,
4595 NULL, WINED3DTEXF_LINEAR);
4596 This->overlay_dest->Flags &= ~SFLAG_INOVERLAYDRAW;
4601 BOOL surface_is_offscreen(IWineD3DSurface *iface)
4603 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4604 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *) This->container;
4606 /* Not on a swapchain - must be offscreen */
4607 if (!(This->Flags & SFLAG_SWAPCHAIN)) return TRUE;
4609 /* The front buffer is always onscreen */
4610 if(iface == swapchain->frontBuffer) return FALSE;
4612 /* If the swapchain is rendered to an FBO, the backbuffer is
4613 * offscreen, otherwise onscreen */
4614 return swapchain->render_to_fbo;
4617 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
4620 IWineD3DBaseSurfaceImpl_QueryInterface,
4621 IWineD3DBaseSurfaceImpl_AddRef,
4622 IWineD3DSurfaceImpl_Release,
4623 /* IWineD3DResource */
4624 IWineD3DBaseSurfaceImpl_GetParent,
4625 IWineD3DBaseSurfaceImpl_SetPrivateData,
4626 IWineD3DBaseSurfaceImpl_GetPrivateData,
4627 IWineD3DBaseSurfaceImpl_FreePrivateData,
4628 IWineD3DBaseSurfaceImpl_SetPriority,
4629 IWineD3DBaseSurfaceImpl_GetPriority,
4630 IWineD3DSurfaceImpl_PreLoad,
4631 IWineD3DSurfaceImpl_UnLoad,
4632 IWineD3DBaseSurfaceImpl_GetType,
4633 /* IWineD3DSurface */
4634 IWineD3DBaseSurfaceImpl_GetContainer,
4635 IWineD3DBaseSurfaceImpl_GetDesc,
4636 IWineD3DSurfaceImpl_LockRect,
4637 IWineD3DSurfaceImpl_UnlockRect,
4638 IWineD3DSurfaceImpl_GetDC,
4639 IWineD3DSurfaceImpl_ReleaseDC,
4640 IWineD3DSurfaceImpl_Flip,
4641 IWineD3DSurfaceImpl_Blt,
4642 IWineD3DBaseSurfaceImpl_GetBltStatus,
4643 IWineD3DBaseSurfaceImpl_GetFlipStatus,
4644 IWineD3DBaseSurfaceImpl_IsLost,
4645 IWineD3DBaseSurfaceImpl_Restore,
4646 IWineD3DSurfaceImpl_BltFast,
4647 IWineD3DBaseSurfaceImpl_GetPalette,
4648 IWineD3DBaseSurfaceImpl_SetPalette,
4649 IWineD3DSurfaceImpl_RealizePalette,
4650 IWineD3DBaseSurfaceImpl_SetColorKey,
4651 IWineD3DBaseSurfaceImpl_GetPitch,
4652 IWineD3DSurfaceImpl_SetMem,
4653 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
4654 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
4655 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
4656 IWineD3DBaseSurfaceImpl_UpdateOverlay,
4657 IWineD3DBaseSurfaceImpl_SetClipper,
4658 IWineD3DBaseSurfaceImpl_GetClipper,
4660 IWineD3DSurfaceImpl_LoadTexture,
4661 IWineD3DSurfaceImpl_BindTexture,
4662 IWineD3DSurfaceImpl_SaveSnapshot,
4663 IWineD3DSurfaceImpl_SetContainer,
4664 IWineD3DBaseSurfaceImpl_GetData,
4665 IWineD3DSurfaceImpl_SetFormat,
4666 IWineD3DSurfaceImpl_PrivateSetup,
4667 IWineD3DSurfaceImpl_ModifyLocation,
4668 IWineD3DSurfaceImpl_LoadLocation,
4669 IWineD3DSurfaceImpl_GetImplType,
4670 IWineD3DSurfaceImpl_DrawOverlay
4673 static HRESULT ffp_blit_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
4674 /* Context activation is done by the caller. */
4675 static void ffp_blit_free(IWineD3DDevice *iface) { }
4677 /* This function is used in case of 8bit paletted textures using GL_EXT_paletted_texture */
4678 /* Context activation is done by the caller. */
4679 static void ffp_blit_p8_upload_palette(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info)
4682 BOOL colorkey_active = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE;
4684 d3dfmt_p8_init_palette(surface, table, colorkey_active);
4686 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
4688 GL_EXTCALL(glColorTableEXT(surface->texture_target, GL_RGBA, 256, GL_RGBA, GL_UNSIGNED_BYTE, table));
4692 /* Context activation is done by the caller. */
4693 static HRESULT ffp_blit_set(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface)
4695 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4696 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4697 enum complex_fixup fixup = get_complex_fixup(surface->resource.format_desc->color_fixup);
4699 /* When EXT_PALETTED_TEXTURE is around, palette conversion is done by the GPU
4700 * else the surface is converted in software at upload time in LoadLocation.
4702 if(fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
4703 ffp_blit_p8_upload_palette(surface, gl_info);
4706 glEnable(surface->texture_target);
4707 checkGLcall("glEnable(surface->texture_target)");
4712 /* Context activation is done by the caller. */
4713 static void ffp_blit_unset(IWineD3DDevice *iface)
4715 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4716 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4719 glDisable(GL_TEXTURE_2D);
4720 checkGLcall("glDisable(GL_TEXTURE_2D)");
4721 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4723 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4724 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4726 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4728 glDisable(GL_TEXTURE_RECTANGLE_ARB);
4729 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4734 static BOOL ffp_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4735 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool,
4736 const struct wined3d_format_desc *src_format_desc,
4737 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool,
4738 const struct wined3d_format_desc *dst_format_desc)
4740 enum complex_fixup src_fixup;
4742 if (blit_op == BLIT_OP_COLOR_FILL)
4744 if (!(dst_usage & WINED3DUSAGE_RENDERTARGET))
4746 TRACE("Color fill not supported\n");
4753 src_fixup = get_complex_fixup(src_format_desc->color_fixup);
4754 if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
4756 TRACE("Checking support for fixup:\n");
4757 dump_color_fixup_desc(src_format_desc->color_fixup);
4760 if (blit_op != BLIT_OP_BLIT)
4762 TRACE("Unsupported blit_op=%d\n", blit_op);
4766 if (!is_identity_fixup(dst_format_desc->color_fixup))
4768 TRACE("Destination fixups are not supported\n");
4772 if (src_fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
4774 TRACE("P8 fixup supported\n");
4778 /* We only support identity conversions. */
4779 if (is_identity_fixup(src_format_desc->color_fixup))
4785 TRACE("[FAILED]\n");
4789 static HRESULT ffp_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD fill_color)
4791 return IWineD3DDeviceImpl_ClearSurface(device, dst_surface, 1 /* Number of rectangles */,
4792 (const WINED3DRECT*)dst_rect, WINED3DCLEAR_TARGET, fill_color, 0.0f /* Z */, 0 /* Stencil */);
4795 const struct blit_shader ffp_blit = {
4804 static HRESULT cpu_blit_alloc(IWineD3DDevice *iface)
4809 /* Context activation is done by the caller. */
4810 static void cpu_blit_free(IWineD3DDevice *iface)
4814 /* Context activation is done by the caller. */
4815 static HRESULT cpu_blit_set(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface)
4820 /* Context activation is done by the caller. */
4821 static void cpu_blit_unset(IWineD3DDevice *iface)
4825 static BOOL cpu_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4826 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool,
4827 const struct wined3d_format_desc *src_format_desc,
4828 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool,
4829 const struct wined3d_format_desc *dst_format_desc)
4831 if (blit_op == BLIT_OP_COLOR_FILL)
4839 static HRESULT cpu_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD fill_color)
4842 memset(&BltFx, 0, sizeof(BltFx));
4843 BltFx.dwSize = sizeof(BltFx);
4844 BltFx.u5.dwFillColor = color_convert_argb_to_fmt(fill_color, dst_surface->resource.format_desc->format);
4845 return IWineD3DBaseSurfaceImpl_Blt((IWineD3DSurface*)dst_surface, dst_rect, NULL, NULL, WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_POINT);
4848 const struct blit_shader cpu_blit = {
4857 static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4858 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool,
4859 const struct wined3d_format_desc *src_format_desc,
4860 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool,
4861 const struct wined3d_format_desc *dst_format_desc)
4863 if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer)
4866 /* We only support blitting. Things like color keying / color fill should
4867 * be handled by other blitters.
4869 if (blit_op != BLIT_OP_BLIT)
4872 /* Source and/or destination need to be on the GL side */
4873 if (src_pool == WINED3DPOOL_SYSTEMMEM || dst_pool == WINED3DPOOL_SYSTEMMEM)
4876 if(!((src_format_desc->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (src_usage & WINED3DUSAGE_RENDERTARGET))
4877 && ((dst_format_desc->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (dst_usage & WINED3DUSAGE_RENDERTARGET)))
4880 if (!is_identity_fixup(src_format_desc->color_fixup) ||
4881 !is_identity_fixup(dst_format_desc->color_fixup))
4884 if (!(src_format_desc->format == dst_format_desc->format
4885 || (is_identity_fixup(src_format_desc->color_fixup)
4886 && is_identity_fixup(dst_format_desc->color_fixup))))